mirror of
https://github.com/photonstorm/phaser
synced 2024-11-27 15:12:18 +00:00
Fix jshint issues in src/physics/ninja
This commit is contained in:
parent
5f267baeb0
commit
b375daa3f6
4 changed files with 141 additions and 152 deletions
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@ -1,3 +1,4 @@
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/* jshint camelcase: false */
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/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2014 Photon Storm Ltd.
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@ -244,16 +245,6 @@ Phaser.Physics.Ninja.AABB.prototype = {
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var vx1 = this.pos.x - this.oldpos.x; // Calc velocity of this object
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var vy1 = this.pos.y - this.oldpos.y;
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var dp1 = (vx1 * dx + vy1 * dy); // Find component of velocity parallel to collision normal
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var nx1 = dp1 * dx; // Project velocity onto collision normal
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var ny1 = dp1 * dy; // nx, ny is normal velocity
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var dx2 = dx * -1;
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var dy2 = dy * -1;
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var vx2 = obj.pos.x - obj.oldpos.x; // Calc velocity of colliding object
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var vy2 = obj.pos.y - obj.oldpos.y;
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var dp2 = (vx2 * dx2 + vy2 * dy2); // Find component of velocity parallel to collision normal
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var nx2 = dp2 * dx2; // Project velocity onto collision normal
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var ny2 = dp2 * dy2; // nx, ny is normal velocity
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// We only want to apply collision response forces if the object is travelling into, and not out of, the collision
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if (this.body.immovable && obj.body.immovable)
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@ -1014,4 +1005,4 @@ Phaser.Physics.Ninja.AABB.prototype = {
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this.system = null;
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}
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}
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};
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@ -1,3 +1,4 @@
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/* jshint camelcase: false */
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/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2014 Photon Storm Ltd.
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@ -99,7 +100,7 @@ Phaser.Physics.Ninja.Circle = function (body, x, y, radius) {
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this.circleTileProjections[Phaser.Physics.Ninja.Tile.TYPE_67DEGb] = this.projCircle_67DegB;
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this.circleTileProjections[Phaser.Physics.Ninja.Tile.TYPE_HALF] = this.projCircle_Half;
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}
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};
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Phaser.Physics.Ninja.Circle.prototype.constructor = Phaser.Physics.Ninja.Circle;
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@ -352,9 +353,9 @@ Phaser.Physics.Ninja.Circle.prototype = {
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//if we're colliding vs. horiz. or vert. neighb, we simply project horiz/vert
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//if we're colliding diagonally, we need to collide vs. tile corner
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if (oH == 0)
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if (oH === 0)
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{
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if (oV == 0)
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if (oV === 0)
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{
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//collision with current cell
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if (x < y)
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@ -362,7 +363,7 @@ Phaser.Physics.Ninja.Circle.prototype = {
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//penetration in x is smaller; project in x
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var dx = obj.pos.x - t.pos.x;//get sign for projection along x-axis
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//NOTE: should we handle the delta == 0 case?! and how? (project towards oldpos?)
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//NOTE: should we handle the delta === 0 case?! and how? (project towards oldpos?)
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if (dx < 0)
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{
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obj.reportCollisionVsWorld(-x, 0, -1, 0, t);
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@ -379,7 +380,7 @@ Phaser.Physics.Ninja.Circle.prototype = {
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//penetration in y is smaller; project in y
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var dy = obj.pos.y - t.pos.y;//get sign for projection along y-axis
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//NOTE: should we handle the delta == 0 case?! and how? (project towards oldpos?)
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//NOTE: should we handle the delta === 0 case?! and how? (project towards oldpos?)
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if (dy < 0)
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{
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obj.reportCollisionVsWorld(0, -y, 0, -1, t);
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@ -400,7 +401,7 @@ Phaser.Physics.Ninja.Circle.prototype = {
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return Phaser.Physics.Ninja.Circle.COL_AXIS;
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}
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}
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else if (oV == 0)
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else if (oV === 0)
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{
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//collision with horizontal neighbor
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obj.reportCollisionVsWorld(x * oH, 0, oH, 0, t);
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@ -423,7 +424,7 @@ Phaser.Physics.Ninja.Circle.prototype = {
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if (0 < pen)
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{
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//vertex is in the circle; project outward
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if (len == 0)
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if (len === 0)
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{
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//project out by 45deg
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dx = oH / Math.SQRT2;
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@ -470,9 +471,9 @@ Phaser.Physics.Ninja.Circle.prototype = {
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var signy = t.signy;
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var lenP;
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if (oH == 0)
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if (oH === 0)
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{
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if (oV == 0)
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if (oV === 0)
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{
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//colliding with current tile
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@ -599,7 +600,7 @@ Phaser.Physics.Ninja.Circle.prototype = {
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}
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}
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}
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else if (oV == 0)
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else if (oV === 0)
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{
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//colliding horizontally
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if ((signx * oH) < 0)
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@ -692,7 +693,7 @@ Phaser.Physics.Ninja.Circle.prototype = {
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if (0 < pen)
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{
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//vertex is in the circle; project outward
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if (len == 0)
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if (len === 0)
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{
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//project out by 45deg
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dx = oH / Math.SQRT2;
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@ -740,9 +741,9 @@ Phaser.Physics.Ninja.Circle.prototype = {
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var signy = t.signy;
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var lenP;
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if (oH == 0)
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if (oH === 0)
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{
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if (oV == 0)
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if (oV === 0)
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{
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//colliding with current tile
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@ -836,7 +837,7 @@ Phaser.Physics.Ninja.Circle.prototype = {
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if (0 < pen)
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{
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//vertex is in the circle; project outward
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if (len == 0)
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if (len === 0)
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{
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//project out vertically
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dx = 0;
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@ -855,7 +856,7 @@ Phaser.Physics.Ninja.Circle.prototype = {
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}
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}
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}
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else if (oV == 0)
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else if (oV === 0)
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{
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//colliding horizontally
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if ((signx * oH) < 0)
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@ -881,7 +882,7 @@ Phaser.Physics.Ninja.Circle.prototype = {
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if (0 < pen)
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{
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//vertex is in the circle; project outward
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if (len == 0)
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if (len === 0)
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{
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//project out horizontally
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dx = oH;
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@ -924,7 +925,7 @@ Phaser.Physics.Ninja.Circle.prototype = {
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if (0 < pen)
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{
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//vertex is in the circle; project outward
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if (len == 0)
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if (len === 0)
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{
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//project out by 45deg
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dx = oH / Math.SQRT2;
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@ -974,9 +975,9 @@ Phaser.Physics.Ninja.Circle.prototype = {
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var signy = t.signy;
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var lenP;
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if (oH == 0)
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if (oH === 0)
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{
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if (oV == 0)
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if (oV === 0)
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{
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//colliding with current tile
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@ -1028,7 +1029,7 @@ Phaser.Physics.Ninja.Circle.prototype = {
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}
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else
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{
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//note: len should NEVER be == 0, because if it is,
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//note: len should NEVER be === 0, because if it is,
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//projeciton by an axis shoudl always be shorter, and we should
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//never arrive here
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ox /= len;
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@ -1069,7 +1070,7 @@ Phaser.Physics.Ninja.Circle.prototype = {
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if (0 < pen)
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{
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//note: len should NEVER be == 0, because if it is,
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//note: len should NEVER be === 0, because if it is,
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//obj is not in a neighboring cell!
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ox /= len;
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oy /= len;
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@ -1081,7 +1082,7 @@ Phaser.Physics.Ninja.Circle.prototype = {
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}
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}
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}
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else if (oV == 0)
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else if (oV === 0)
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{
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//colliding horizontally
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if ((signx * oH) < 0)
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@ -1109,7 +1110,7 @@ Phaser.Physics.Ninja.Circle.prototype = {
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if (0 < pen)
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{
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//note: len should NEVER be == 0, because if it is,
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//note: len should NEVER be === 0, because if it is,
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//obj is not in a neighboring cell!
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ox /= len;
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oy /= len;
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@ -1141,7 +1142,7 @@ Phaser.Physics.Ninja.Circle.prototype = {
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if (0 < pen)
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{
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//note: len should NEVER be == 0, because if it is,
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//note: len should NEVER be === 0, because if it is,
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//obj is not in a neighboring cell!
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ox /= len;
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oy /= len;
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@ -1166,7 +1167,7 @@ Phaser.Physics.Ninja.Circle.prototype = {
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if (0 < pen)
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{
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//vertex is in the circle; project outward
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if (len == 0)
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if (len === 0)
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{
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//project out by 45deg
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dx = oH / Math.SQRT2;
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@ -1221,14 +1222,14 @@ Phaser.Physics.Ninja.Circle.prototype = {
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var signy = t.signy;
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var celldp = (oH*signx + oV*signy);//this tells us about the configuration of cell-offset relative to tile normal
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if(0 < celldp)
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if (0 < celldp)
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{
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//obj is in "far" (pointed-at-by-normal) neighbor of halffull tile, and will never hit
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return Phaser.Physics.Ninja.Circle.COL_NONE;
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}
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else if(oH == 0)
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else if (oH === 0)
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{
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if(oV == 0)
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if (oV === 0)
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{
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//colliding with current tile
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var r = obj.radius;
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@ -1244,7 +1245,7 @@ Phaser.Physics.Ninja.Circle.prototype = {
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//if the dotprod of (ox,oy) and (sx,sy) is negative, the corner is in the slope
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//and we need toproject it out by the magnitude of the projection of (ox,oy) onto (sx,sy)
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var dp = (ox*sx) + (oy*sy);
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if(dp < 0)
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if (dp < 0)
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{
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//collision; project delta onto slope and use this to displace the object
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sx *= -dp;//(sx,sy) is now the projection vector
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@ -1254,7 +1255,7 @@ Phaser.Physics.Ninja.Circle.prototype = {
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var lenN = Math.sqrt(sx*sx + sy*sy);
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var lenP = Math.sqrt(x*x + y*y);
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if(lenP < lenN)
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if (lenP < lenN)
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{
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obj.reportCollisionVsWorld(x,y,x/lenP, y/lenP,t);
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@ -1274,15 +1275,14 @@ Phaser.Physics.Ninja.Circle.prototype = {
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{
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//colliding vertically
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if(celldp == 0)
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if (celldp === 0)
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{
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var r = obj.radius;
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var dx = obj.pos.x - t.pos.x;
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//we're in a cell perpendicular to the normal, and can collide vs. halfedge vertex
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//or halfedge side
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if((dx*signx) < 0)
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if ((dx*signx) < 0)
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{
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//collision with halfedge side
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obj.reportCollisionVsWorld(0,y*oV,0,oV,t);
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@ -1296,10 +1296,10 @@ Phaser.Physics.Ninja.Circle.prototype = {
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var len = Math.sqrt(dx*dx + dy*dy);
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var pen = obj.radius - len;
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if(0 < pen)
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if (0 < pen)
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{
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//vertex is in the circle; project outward
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if(len == 0)
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if (len === 0)
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{
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//project out by 45deg
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dx = signx / Math.SQRT2;
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@ -1330,18 +1330,17 @@ Phaser.Physics.Ninja.Circle.prototype = {
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}
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}
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else if(oV == 0)
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else if (oV === 0)
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{
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//colliding horizontally
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if(celldp == 0)
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if (celldp === 0)
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{
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var r = obj.radius;
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var dy = obj.pos.y - t.pos.y;
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//we're in a cell perpendicular to the normal, and can collide vs. halfedge vertex
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//or halfedge side
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if((dy*signy) < 0)
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if ((dy*signy) < 0)
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{
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//collision with halfedge side
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obj.reportCollisionVsWorld(x*oH,0,oH,0,t);
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@ -1355,10 +1354,10 @@ Phaser.Physics.Ninja.Circle.prototype = {
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var len = Math.sqrt(dx*dx + dy*dy);
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var pen = obj.radius - len;
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if(0 < pen)
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if (0 < pen)
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{
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//vertex is in the circle; project outward
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if(len == 0)
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if (len === 0)
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{
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//project out by 45deg
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dx = signx / Math.SQRT2;
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@ -1401,10 +1400,10 @@ Phaser.Physics.Ninja.Circle.prototype = {
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var len = Math.sqrt(dx*dx + dy*dy);
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var pen = obj.radius - len;
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if(0 < pen)
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if (0 < pen)
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{
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//vertex is in the circle; project outward
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if(len == 0)
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if (len === 0)
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{
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//project out by 45deg
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dx = oH / Math.SQRT2;
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@ -1449,22 +1448,23 @@ Phaser.Physics.Ninja.Circle.prototype = {
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//if obj is in this tile: collide vs slope or vertex
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//if obj is horiz neighb in direction of slope: collide vs. slope or vertex
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//if obj is horiz neighb against the slope:
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// if(distance in y from circle to 90deg corner of tile < 1/2 tileheight, collide vs. face)
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// if (distance in y from circle to 90deg corner of tile < 1/2 tileheight, collide vs. face)
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// else(collide vs. corner of slope) (vert collision with a non-grid-aligned vert)
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//if obj is vert neighb against direction of slope: collide vs. face
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var lenP;
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var signx = t.signx;
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var signy = t.signy;
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if(0 < (signy*oV))
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if (0 < (signy*oV))
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{
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//object will never collide vs tile, it can't reach that far
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return Phaser.Physics.Ninja.Circle.COL_NONE;
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}
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else if(oH == 0)
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else if (oH === 0)
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{
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if(oV == 0)
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if (oV === 0)
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{
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//colliding with current tile
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//we could only be colliding vs the slope OR a vertex
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@ -1484,12 +1484,12 @@ Phaser.Physics.Ninja.Circle.prototype = {
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//if the circle is in side the slope/face's voronio region, or that of the vertex.
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var perp = (ox*-sy) + (oy*sx);
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if(0 < (perp*signx*signy))
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if (0 < (perp*signx*signy))
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{
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//collide vs. vertex
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var len = Math.sqrt(ox*ox + oy*oy);
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var pen = r - len;
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if(0 < pen)
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if (0 < pen)
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{
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//note: if len=0, then perp=0 and we'll never reach here, so don't worry about div-by-0
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ox /= len;
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@ -1510,7 +1510,7 @@ Phaser.Physics.Ninja.Circle.prototype = {
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//and we need toproject it out by the magnitude of the projection of (ox,oy) onto (sx,sy)
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var dp = (ox*sx) + (oy*sy);
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if(dp < 0)
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if (dp < 0)
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{
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//collision; project delta onto slope and use this to displace the object
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sx *= -dp;//(sx,sy) is now the projection vector
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@ -1519,13 +1519,13 @@ Phaser.Physics.Ninja.Circle.prototype = {
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var lenN = Math.sqrt(sx*sx + sy*sy);
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//find the smallest axial projection vector
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if(x < y)
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if (x < y)
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{
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//penetration in x is smaller
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lenP = x;
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y = 0;
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//get sign for projection along x-axis
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if((obj.pos.x - t.pos.x) < 0)
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if ((obj.pos.x - t.pos.x) < 0)
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{
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x *= -1;
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}
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@ -1536,13 +1536,13 @@ Phaser.Physics.Ninja.Circle.prototype = {
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lenP = y;
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x = 0;
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//get sign for projection along y-axis
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if((obj.pos.y - t.pos.y)< 0)
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if ((obj.pos.y - t.pos.y)< 0)
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{
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y *= -1;
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}
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}
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if(lenP < lenN)
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if (lenP < lenN)
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{
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obj.reportCollisionVsWorld(x,y,x/lenP, y/lenP, t);
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@ -1569,10 +1569,10 @@ Phaser.Physics.Ninja.Circle.prototype = {
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return Phaser.Physics.Ninja.Circle.COL_AXIS;
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}
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}
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else if(oV == 0)
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else if (oV === 0)
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{
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//colliding horizontally
|
||||
if((signx*oH) < 0)
|
||||
if ((signx*oH) < 0)
|
||||
{
|
||||
//colliding with face/edge OR with corner of wedge, depending on our position vertically
|
||||
|
||||
|
@ -1584,7 +1584,7 @@ Phaser.Physics.Ninja.Circle.prototype = {
|
|||
var dx = obj.pos.x - vx;//calc vert->circle vector
|
||||
var dy = obj.pos.y - vy;
|
||||
|
||||
if((dy*signy) < 0)
|
||||
if ((dy*signy) < 0)
|
||||
{
|
||||
//colliding vs face
|
||||
obj.reportCollisionVsWorld(x*oH, 0, oH, 0, t);
|
||||
|
@ -1597,10 +1597,10 @@ Phaser.Physics.Ninja.Circle.prototype = {
|
|||
|
||||
var len = Math.sqrt(dx*dx + dy*dy);
|
||||
var pen = obj.radius - len;
|
||||
if(0 < pen)
|
||||
if (0 < pen)
|
||||
{
|
||||
//vertex is in the circle; project outward
|
||||
if(len == 0)
|
||||
if (len === 0)
|
||||
{
|
||||
//project out by 45deg
|
||||
dx = oH / Math.SQRT2;
|
||||
|
@ -1640,12 +1640,12 @@ Phaser.Physics.Ninja.Circle.prototype = {
|
|||
//note that this is simply a VERY tricky/weird method of determining
|
||||
//if the circle is in side the slope/face's voronio region, or that of the vertex.
|
||||
var perp = (ox*-sy) + (oy*sx);
|
||||
if((perp*signx*signy) < 0)
|
||||
if ((perp*signx*signy) < 0)
|
||||
{
|
||||
//collide vs. vertex
|
||||
var len = Math.sqrt(ox*ox + oy*oy);
|
||||
var pen = obj.radius - len;
|
||||
if(0 < pen)
|
||||
if (0 < pen)
|
||||
{
|
||||
//note: if len=0, then perp=0 and we'll never reach here, so don't worry about div-by-0
|
||||
ox /= len;
|
||||
|
@ -1667,7 +1667,7 @@ Phaser.Physics.Ninja.Circle.prototype = {
|
|||
var dp = (ox*sx) + (oy*sy);
|
||||
var pen = obj.radius - Math.abs(dp);//note: we don't need the abs because we know the dp will be positive, but just in case..
|
||||
|
||||
if(0 < pen)
|
||||
if (0 < pen)
|
||||
{
|
||||
//collision; circle out along normal by penetration amount
|
||||
obj.reportCollisionVsWorld(sx*pen, sy*pen, sx, sy, t);
|
||||
|
@ -1693,10 +1693,10 @@ Phaser.Physics.Ninja.Circle.prototype = {
|
|||
|
||||
var len = Math.sqrt(dx*dx + dy*dy);
|
||||
var pen = obj.radius - len;
|
||||
if(0 < pen)
|
||||
if (0 < pen)
|
||||
{
|
||||
//vertex is in the circle; project outward
|
||||
if(len == 0)
|
||||
if (len === 0)
|
||||
{
|
||||
//project out by 45deg
|
||||
dx = oH / Math.SQRT2;
|
||||
|
@ -1744,12 +1744,13 @@ Phaser.Physics.Ninja.Circle.prototype = {
|
|||
//
|
||||
//if obj is vert neighb in direction of slope: collide vs. slope or vertex
|
||||
|
||||
var lenP;
|
||||
var signx = t.signx;
|
||||
var signy = t.signy;
|
||||
|
||||
if(oH == 0)
|
||||
if (oH === 0)
|
||||
{
|
||||
if(oV == 0)
|
||||
if (oV === 0)
|
||||
{
|
||||
//colliding with current cell
|
||||
|
||||
|
@ -1764,7 +1765,7 @@ Phaser.Physics.Ninja.Circle.prototype = {
|
|||
//and we need toproject it out by the magnitude of the projection of (ox,oy) onto (sx,sy)
|
||||
var dp = (ox*sx) + (oy*sy);
|
||||
|
||||
if(dp < 0)
|
||||
if (dp < 0)
|
||||
{
|
||||
//collision; project delta onto slope and use this to displace the object
|
||||
sx *= -dp;//(sx,sy) is now the projection vector
|
||||
|
@ -1773,13 +1774,13 @@ Phaser.Physics.Ninja.Circle.prototype = {
|
|||
var lenN = Math.sqrt(sx*sx + sy*sy);
|
||||
|
||||
//find the smallest axial projection vector
|
||||
if(x < y)
|
||||
if (x < y)
|
||||
{
|
||||
//penetration in x is smaller
|
||||
lenP = x;
|
||||
y = 0;
|
||||
//get sign for projection along x-axis
|
||||
if((obj.pos.x - t.pos.x) < 0)
|
||||
if ((obj.pos.x - t.pos.x) < 0)
|
||||
{
|
||||
x *= -1;
|
||||
}
|
||||
|
@ -1790,13 +1791,13 @@ Phaser.Physics.Ninja.Circle.prototype = {
|
|||
lenP = y;
|
||||
x = 0;
|
||||
//get sign for projection along y-axis
|
||||
if((obj.pos.y - t.pos.y)< 0)
|
||||
if ((obj.pos.y - t.pos.y)< 0)
|
||||
{
|
||||
y *= -1;
|
||||
}
|
||||
}
|
||||
|
||||
if(lenP < lenN)
|
||||
if (lenP < lenN)
|
||||
{
|
||||
obj.reportCollisionVsWorld(x, y, x/lenP, y/lenP, t);
|
||||
|
||||
|
@ -1814,7 +1815,7 @@ Phaser.Physics.Ninja.Circle.prototype = {
|
|||
{
|
||||
//colliding vertically
|
||||
|
||||
if((signy*oV) < 0)
|
||||
if ((signy*oV) < 0)
|
||||
{
|
||||
//colliding with face/edge
|
||||
obj.reportCollisionVsWorld(0, y*oV, 0, oV, t);
|
||||
|
@ -1838,12 +1839,12 @@ Phaser.Physics.Ninja.Circle.prototype = {
|
|||
//note that this is simply a VERY tricky/weird method of determining
|
||||
//if the circle is in side the slope/face's voronio region, or that of the vertex.
|
||||
var perp = (ox*-sy) + (oy*sx);
|
||||
if(0 < (perp*signx*signy))
|
||||
if (0 < (perp*signx*signy))
|
||||
{
|
||||
//collide vs. vertex
|
||||
var len = Math.sqrt(ox*ox + oy*oy);
|
||||
var pen = obj.radius - len;
|
||||
if(0 < pen)
|
||||
if (0 < pen)
|
||||
{
|
||||
//note: if len=0, then perp=0 and we'll never reach here, so don't worry about div-by-0
|
||||
ox /= len;
|
||||
|
@ -1864,7 +1865,7 @@ Phaser.Physics.Ninja.Circle.prototype = {
|
|||
//because we know the circle is in a neighboring cell
|
||||
var dp = (ox*sx) + (oy*sy);
|
||||
var pen = obj.radius - Math.abs(dp);//note: we don't need the abs because we know the dp will be positive, but just in case..
|
||||
if(0 < pen)
|
||||
if (0 < pen)
|
||||
{
|
||||
//collision; circle out along normal by penetration amount
|
||||
obj.reportCollisionVsWorld(sx*pen, sy*pen,sx, sy, t);
|
||||
|
@ -1875,11 +1876,11 @@ Phaser.Physics.Ninja.Circle.prototype = {
|
|||
}
|
||||
}
|
||||
}
|
||||
else if(oV == 0)
|
||||
else if (oV === 0)
|
||||
{
|
||||
//colliding horizontally
|
||||
|
||||
if((signx*oH) < 0)
|
||||
if ((signx*oH) < 0)
|
||||
{
|
||||
//colliding with face/edge
|
||||
obj.reportCollisionVsWorld(x*oH, 0, oH, 0, t);
|
||||
|
@ -1893,7 +1894,7 @@ Phaser.Physics.Ninja.Circle.prototype = {
|
|||
var ox = obj.pos.x - (t.pos.x + (signx*t.xw));//this gives is the coordinates of the innermost
|
||||
var oy = obj.pos.y - t.pos.y;//point on the circle, relative to the closest tile vert
|
||||
|
||||
if((oy*signy) < 0)
|
||||
if ((oy*signy) < 0)
|
||||
{
|
||||
//we're colliding with the halfface
|
||||
obj.reportCollisionVsWorld(x*oH, 0, oH, 0, t);
|
||||
|
@ -1913,12 +1914,12 @@ Phaser.Physics.Ninja.Circle.prototype = {
|
|||
//note that this is simply a VERY tricky/weird method of determining
|
||||
//if the circle is in side the slope/face's voronio region, or that of the vertex.
|
||||
var perp = (ox*-sy) + (oy*sx);
|
||||
if((perp*signx*signy) < 0)
|
||||
if ((perp*signx*signy) < 0)
|
||||
{
|
||||
//collide vs. vertex
|
||||
var len = Math.sqrt(ox*ox + oy*oy);
|
||||
var pen = obj.radius - len;
|
||||
if(0 < pen)
|
||||
if (0 < pen)
|
||||
{
|
||||
//note: if len=0, then perp=0 and we'll never reach here, so don't worry about div-by-0
|
||||
ox /= len;
|
||||
|
@ -1939,7 +1940,7 @@ Phaser.Physics.Ninja.Circle.prototype = {
|
|||
//because we know the circle is in a neighboring cell
|
||||
var dp = (ox*sx) + (oy*sy);
|
||||
var pen = obj.radius - Math.abs(dp);//note: we don't need the abs because we know the dp will be positive, but just in case..
|
||||
if(0 < pen)
|
||||
if (0 < pen)
|
||||
{
|
||||
//collision; circle out along normal by penetration amount
|
||||
obj.reportCollisionVsWorld(sx*pen, sy*pen, t.sx, t.sy, t);
|
||||
|
@ -1953,7 +1954,7 @@ Phaser.Physics.Ninja.Circle.prototype = {
|
|||
else
|
||||
{
|
||||
//colliding diagonally
|
||||
if( 0 < ((signx*oH) + (signy*oV)) )
|
||||
if ( 0 < ((signx*oH) + (signy*oV)) )
|
||||
{
|
||||
//the dotprod of slope normal and cell offset is strictly positive,
|
||||
//therefore obj is in the diagonal neighb pointed at by the normal.
|
||||
|
@ -1973,7 +1974,7 @@ Phaser.Physics.Ninja.Circle.prototype = {
|
|||
//and we need toproject it out by the magnitude of the projection of (ox,oy) onto (sx,sy)
|
||||
var dp = (ox*sx) + (oy*sy);
|
||||
|
||||
if(dp < 0)
|
||||
if (dp < 0)
|
||||
{
|
||||
//collision; project delta onto slope and use this to displace the object
|
||||
//(sx,sy)*-dp is the projection vector
|
||||
|
@ -1994,10 +1995,10 @@ Phaser.Physics.Ninja.Circle.prototype = {
|
|||
|
||||
var len = Math.sqrt(dx*dx + dy*dy);
|
||||
var pen = obj.radius - len;
|
||||
if(0 < pen)
|
||||
if (0 < pen)
|
||||
{
|
||||
//vertex is in the circle; project outward
|
||||
if(len == 0)
|
||||
if (len === 0)
|
||||
{
|
||||
//project out by 45deg
|
||||
dx = oH / Math.SQRT2;
|
||||
|
@ -2042,27 +2043,28 @@ Phaser.Physics.Ninja.Circle.prototype = {
|
|||
//if obj is in this tile: collide vs slope or vertex or axis
|
||||
//if obj is vert neighb in direction of slope: collide vs. slope or vertex
|
||||
//if obj is vert neighb against the slope:
|
||||
// if(distance in y from circle to 90deg corner of tile < 1/2 tileheight, collide vs. face)
|
||||
// if (distance in y from circle to 90deg corner of tile < 1/2 tileheight, collide vs. face)
|
||||
// else(collide vs. corner of slope) (vert collision with a non-grid-aligned vert)
|
||||
//if obj is horiz neighb against direction of slope: collide vs. face
|
||||
|
||||
var signx = t.signx;
|
||||
var signy = t.signy;
|
||||
|
||||
if(0 < (signx*oH))
|
||||
if (0 < (signx*oH))
|
||||
{
|
||||
//object will never collide vs tile, it can't reach that far
|
||||
|
||||
return Phaser.Physics.Ninja.Circle.COL_NONE;
|
||||
}
|
||||
else if(oH == 0)
|
||||
else if (oH === 0)
|
||||
{
|
||||
if(oV == 0)
|
||||
if (oV === 0)
|
||||
{
|
||||
//colliding with current tile
|
||||
//we could only be colliding vs the slope OR a vertex
|
||||
//look at the vector form the closest vert to the circle to decide
|
||||
|
||||
var lenP;
|
||||
var sx = t.sx;
|
||||
var sy = t.sy;
|
||||
|
||||
|
@ -2077,12 +2079,12 @@ Phaser.Physics.Ninja.Circle.prototype = {
|
|||
//if the circle is in side the slope/face's voronoi region, or that of the vertex.
|
||||
|
||||
var perp = (ox*-sy) + (oy*sx);
|
||||
if((perp*signx*signy) < 0)
|
||||
if ((perp*signx*signy) < 0)
|
||||
{
|
||||
//collide vs. vertex
|
||||
var len = Math.sqrt(ox*ox + oy*oy);
|
||||
var pen = r - len;
|
||||
if(0 < pen)
|
||||
if (0 < pen)
|
||||
{
|
||||
//note: if len=0, then perp=0 and we'll never reach here, so don't worry about div-by-0
|
||||
ox /= len;
|
||||
|
@ -2102,7 +2104,7 @@ Phaser.Physics.Ninja.Circle.prototype = {
|
|||
//and we need toproject it out by the magnitude of the projection of (ox,oy) onto (sx,sy)
|
||||
var dp = (ox*sx) + (oy*sy);
|
||||
|
||||
if(dp < 0)
|
||||
if (dp < 0)
|
||||
{
|
||||
//collision; project delta onto slope and use this to displace the object
|
||||
sx *= -dp;//(sx,sy) is now the projection vector
|
||||
|
@ -2111,13 +2113,13 @@ Phaser.Physics.Ninja.Circle.prototype = {
|
|||
var lenN = Math.sqrt(sx*sx + sy*sy);
|
||||
|
||||
//find the smallest axial projection vector
|
||||
if(x < y)
|
||||
if (x < y)
|
||||
{
|
||||
//penetration in x is smaller
|
||||
lenP = x;
|
||||
y = 0;
|
||||
//get sign for projection along x-axis
|
||||
if((obj.pos.x - t.pos.x) < 0)
|
||||
if ((obj.pos.x - t.pos.x) < 0)
|
||||
{
|
||||
x *= -1;
|
||||
}
|
||||
|
@ -2128,17 +2130,17 @@ Phaser.Physics.Ninja.Circle.prototype = {
|
|||
lenP = y;
|
||||
x = 0;
|
||||
//get sign for projection along y-axis
|
||||
if((obj.pos.y - t.pos.y)< 0)
|
||||
if ((obj.pos.y - t.pos.y)< 0)
|
||||
{
|
||||
y *= -1;
|
||||
}
|
||||
}
|
||||
|
||||
if(lenP < lenN)
|
||||
if (lenP < lenN)
|
||||
{
|
||||
obj.reportCollisionVsWorld(x,y,x/lenP, y/lenP, t);
|
||||
|
||||
return Phaser.Physics.Ninja.Circle.COL_AXIS
|
||||
return Phaser.Physics.Ninja.Circle.COL_AXIS;
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -2154,7 +2156,7 @@ Phaser.Physics.Ninja.Circle.prototype = {
|
|||
{
|
||||
//colliding vertically
|
||||
|
||||
if((signy*oV) < 0)
|
||||
if ((signy*oV) < 0)
|
||||
{
|
||||
//colliding with face/edge OR with corner of wedge, depending on our position vertically
|
||||
|
||||
|
@ -2166,7 +2168,7 @@ Phaser.Physics.Ninja.Circle.prototype = {
|
|||
var dx = obj.pos.x - vx;//calc vert->circle vector
|
||||
var dy = obj.pos.y - vy;
|
||||
|
||||
if((dx*signx) < 0)
|
||||
if ((dx*signx) < 0)
|
||||
{
|
||||
//colliding vs face
|
||||
obj.reportCollisionVsWorld(0, y*oV, 0, oV, t);
|
||||
|
@ -2179,10 +2181,10 @@ Phaser.Physics.Ninja.Circle.prototype = {
|
|||
|
||||
var len = Math.sqrt(dx*dx + dy*dy);
|
||||
var pen = obj.radius - len;
|
||||
if(0 < pen)
|
||||
if (0 < pen)
|
||||
{
|
||||
//vertex is in the circle; project outward
|
||||
if(len == 0)
|
||||
if (len === 0)
|
||||
{
|
||||
//project out by 45deg
|
||||
dx = oH / Math.SQRT2;
|
||||
|
@ -2217,12 +2219,12 @@ Phaser.Physics.Ninja.Circle.prototype = {
|
|||
//note that this is simply a VERY tricky/weird method of determining
|
||||
//if the circle is in side the slope/face's voronio region, or that of the vertex.
|
||||
var perp = (ox*-sy) + (oy*sx);
|
||||
if(0 < (perp*signx*signy))
|
||||
if (0 < (perp*signx*signy))
|
||||
{
|
||||
//collide vs. vertex
|
||||
var len = Math.sqrt(ox*ox + oy*oy);
|
||||
var pen = obj.radius - len;
|
||||
if(0 < pen)
|
||||
if (0 < pen)
|
||||
{
|
||||
//note: if len=0, then perp=0 and we'll never reach here, so don't worry about div-by-0
|
||||
ox /= len;
|
||||
|
@ -2244,7 +2246,7 @@ Phaser.Physics.Ninja.Circle.prototype = {
|
|||
var dp = (ox*sx) + (oy*sy);
|
||||
var pen = obj.radius - Math.abs(dp);//note: we don't need the abs because we know the dp will be positive, but just in case..
|
||||
|
||||
if(0 < pen)
|
||||
if (0 < pen)
|
||||
{
|
||||
//collision; circle out along normal by penetration amount
|
||||
obj.reportCollisionVsWorld(sx*pen, sy*pen, t.sx, t.sy, t);
|
||||
|
@ -2255,14 +2257,14 @@ Phaser.Physics.Ninja.Circle.prototype = {
|
|||
}
|
||||
}
|
||||
}
|
||||
else if(oV == 0)
|
||||
else if (oV === 0)
|
||||
{
|
||||
//colliding horizontally; we can assume that (signy*oV) < 0
|
||||
//due to the first conditional far above
|
||||
|
||||
obj.reportCollisionVsWorld(x*oH, 0, oH, 0, t);
|
||||
obj.reportCollisionVsWorld(x*oH, 0, oH, 0, t);
|
||||
|
||||
return Phaser.Physics.Ninja.Circle.COL_AXIS;
|
||||
return Phaser.Physics.Ninja.Circle.COL_AXIS;
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -2279,10 +2281,10 @@ Phaser.Physics.Ninja.Circle.prototype = {
|
|||
|
||||
var len = Math.sqrt(dx*dx + dy*dy);
|
||||
var pen = obj.radius - len;
|
||||
if(0 < pen)
|
||||
if (0 < pen)
|
||||
{
|
||||
//vertex is in the circle; project outward
|
||||
if(len == 0)
|
||||
if (len === 0)
|
||||
{
|
||||
//project out by 45deg
|
||||
dx = oH / Math.SQRT2;
|
||||
|
@ -2333,12 +2335,13 @@ Phaser.Physics.Ninja.Circle.prototype = {
|
|||
var signx = t.signx;
|
||||
var signy = t.signy;
|
||||
|
||||
if(oH == 0)
|
||||
if (oH === 0)
|
||||
{
|
||||
if(oV == 0)
|
||||
if (oV === 0)
|
||||
{
|
||||
//colliding with current cell
|
||||
|
||||
var lenP;
|
||||
var sx = t.sx;
|
||||
var sy = t.sy;
|
||||
|
||||
|
@ -2350,7 +2353,7 @@ Phaser.Physics.Ninja.Circle.prototype = {
|
|||
//and we need toproject it out by the magnitude of the projection of (ox,oy) onto (sx,sy)
|
||||
var dp = (ox*sx) + (oy*sy);
|
||||
|
||||
if(dp < 0)
|
||||
if (dp < 0)
|
||||
{
|
||||
//collision; project delta onto slope and use this to displace the object
|
||||
sx *= -dp;//(sx,sy) is now the projection vector
|
||||
|
@ -2359,13 +2362,13 @@ Phaser.Physics.Ninja.Circle.prototype = {
|
|||
var lenN = Math.sqrt(sx*sx + sy*sy);
|
||||
|
||||
//find the smallest axial projection vector
|
||||
if(x < y)
|
||||
if (x < y)
|
||||
{
|
||||
//penetration in x is smaller
|
||||
lenP = x;
|
||||
y = 0;
|
||||
//get sign for projection along x-axis
|
||||
if((obj.pos.x - t.pos.x) < 0)
|
||||
if ((obj.pos.x - t.pos.x) < 0)
|
||||
{
|
||||
x *= -1;
|
||||
}
|
||||
|
@ -2376,13 +2379,13 @@ Phaser.Physics.Ninja.Circle.prototype = {
|
|||
lenP = y;
|
||||
x = 0;
|
||||
//get sign for projection along y-axis
|
||||
if((obj.pos.y - t.pos.y)< 0)
|
||||
if ((obj.pos.y - t.pos.y)< 0)
|
||||
{
|
||||
y *= -1;
|
||||
}
|
||||
}
|
||||
|
||||
if(lenP < lenN)
|
||||
if (lenP < lenN)
|
||||
{
|
||||
obj.reportCollisionVsWorld(x,y,x/lenP, y/lenP, t);
|
||||
|
||||
|
@ -2401,7 +2404,7 @@ Phaser.Physics.Ninja.Circle.prototype = {
|
|||
{
|
||||
//colliding vertically
|
||||
|
||||
if((signy*oV) < 0)
|
||||
if ((signy*oV) < 0)
|
||||
{
|
||||
//colliding with face/edge
|
||||
obj.reportCollisionVsWorld(0, y*oV, 0, oV, t);
|
||||
|
@ -2415,7 +2418,7 @@ Phaser.Physics.Ninja.Circle.prototype = {
|
|||
var ox = obj.pos.x - t.pos.x;//this gives is the coordinates of the innermost
|
||||
var oy = obj.pos.y - (t.pos.y + (signy*t.yw));//point on the circle, relative to the closest tile vert
|
||||
|
||||
if((ox*signx) < 0)
|
||||
if ((ox*signx) < 0)
|
||||
{
|
||||
//we're colliding with the halfface
|
||||
obj.reportCollisionVsWorld(0, y*oV, 0, oV, t);
|
||||
|
@ -2435,12 +2438,12 @@ Phaser.Physics.Ninja.Circle.prototype = {
|
|||
//note that this is simply a VERY tricky/weird method of determining
|
||||
//if the circle is in side the slope/face's voronio region, or that of the vertex.
|
||||
var perp = (ox*-sy) + (oy*sx);
|
||||
if(0 < (perp*signx*signy))
|
||||
if (0 < (perp*signx*signy))
|
||||
{
|
||||
//collide vs. vertex
|
||||
var len = Math.sqrt(ox*ox + oy*oy);
|
||||
var pen = obj.radius - len;
|
||||
if(0 < pen)
|
||||
if (0 < pen)
|
||||
{
|
||||
//note: if len=0, then perp=0 and we'll never reach here, so don't worry about div-by-0
|
||||
ox /= len;
|
||||
|
@ -2461,7 +2464,7 @@ Phaser.Physics.Ninja.Circle.prototype = {
|
|||
//because we know the circle is in a neighboring cell
|
||||
var dp = (ox*sx) + (oy*sy);
|
||||
var pen = obj.radius - Math.abs(dp);//note: we don't need the abs because we know the dp will be positive, but just in case..
|
||||
if(0 < pen)
|
||||
if (0 < pen)
|
||||
{
|
||||
//collision; circle out along normal by penetration amount
|
||||
obj.reportCollisionVsWorld(sx*pen, sy*pen, sx, sy, t);
|
||||
|
@ -2473,11 +2476,11 @@ Phaser.Physics.Ninja.Circle.prototype = {
|
|||
}
|
||||
}
|
||||
}
|
||||
else if(oV == 0)
|
||||
else if (oV === 0)
|
||||
{
|
||||
//colliding horizontally
|
||||
|
||||
if((signx*oH) < 0)
|
||||
if ((signx*oH) < 0)
|
||||
{
|
||||
//colliding with face/edge
|
||||
obj.reportCollisionVsWorld(x*oH, 0, oH, 0, t);
|
||||
|
@ -2502,12 +2505,12 @@ Phaser.Physics.Ninja.Circle.prototype = {
|
|||
//note that this is simply a VERY tricky/weird method of determining
|
||||
//if the circle is in side the slope/face's voronio region, or that of the vertex.
|
||||
var perp = (ox*-sy) + (oy*sx);
|
||||
if((perp*signx*signy) < 0)
|
||||
if ((perp*signx*signy) < 0)
|
||||
{
|
||||
//collide vs. vertex
|
||||
var len = Math.sqrt(ox*ox + oy*oy);
|
||||
var pen = obj.radius - len;
|
||||
if(0 < pen)
|
||||
if (0 < pen)
|
||||
{
|
||||
//note: if len=0, then perp=0 and we'll never reach here, so don't worry about div-by-0
|
||||
ox /= len;
|
||||
|
@ -2528,7 +2531,7 @@ Phaser.Physics.Ninja.Circle.prototype = {
|
|||
//because we know the circle is in a neighboring cell
|
||||
var dp = (ox*sx) + (oy*sy);
|
||||
var pen = obj.radius - Math.abs(dp);//note: we don't need the abs because we know the dp will be positive, but just in case..
|
||||
if(0 < pen)
|
||||
if (0 < pen)
|
||||
{
|
||||
//collision; circle out along normal by penetration amount
|
||||
obj.reportCollisionVsWorld(sx*pen, sy*pen, t.sx, t.sy, t);
|
||||
|
@ -2541,7 +2544,7 @@ Phaser.Physics.Ninja.Circle.prototype = {
|
|||
else
|
||||
{
|
||||
//colliding diagonally
|
||||
if( 0 < ((signx*oH) + (signy*oV)) )
|
||||
if ( 0 < ((signx*oH) + (signy*oV)) )
|
||||
{
|
||||
//the dotprod of slope normal and cell offset is strictly positive,
|
||||
//therefore obj is in the diagonal neighb pointed at by the normal.
|
||||
|
@ -2559,7 +2562,7 @@ Phaser.Physics.Ninja.Circle.prototype = {
|
|||
//and we need toproject it out by the magnitude of the projection of (ox,oy) onto (sx,sy)
|
||||
var dp = (ox*sx) + (oy*sy);
|
||||
|
||||
if(dp < 0)
|
||||
if (dp < 0)
|
||||
{
|
||||
//collision; project delta onto slope and use this to displace the object
|
||||
//(sx,sy)*-dp is the projection vector
|
||||
|
@ -2582,10 +2585,10 @@ Phaser.Physics.Ninja.Circle.prototype = {
|
|||
|
||||
var len = Math.sqrt(dx*dx + dy*dy);
|
||||
var pen = obj.radius - len;
|
||||
if(0 < pen)
|
||||
if (0 < pen)
|
||||
{
|
||||
//vertex is in the circle; project outward
|
||||
if(len == 0)
|
||||
if (len === 0)
|
||||
{
|
||||
//project out by 45deg
|
||||
dx = oH / Math.SQRT2;
|
||||
|
@ -2618,4 +2621,4 @@ Phaser.Physics.Ninja.Circle.prototype = {
|
|||
this.system = null;
|
||||
}
|
||||
|
||||
}
|
||||
};
|
||||
|
|
|
@ -1,3 +1,4 @@
|
|||
/* jshint camelcase: false */
|
||||
/**
|
||||
* @author Richard Davey <rich@photonstorm.com>
|
||||
* @copyright 2014 Photon Storm Ltd.
|
||||
|
@ -201,8 +202,7 @@ Phaser.Physics.Ninja.Tile.prototype = {
|
|||
* @param {number} dy - Collision normal
|
||||
* @param {number} obj - Object this Tile collided with
|
||||
*/
|
||||
reportCollisionVsWorld: function (px, py, dx, dy, obj) {
|
||||
|
||||
reportCollisionVsWorld: function (px, py, dx, dy) {
|
||||
var p = this.pos;
|
||||
var o = this.oldpos;
|
||||
|
||||
|
@ -665,7 +665,7 @@ Phaser.Physics.Ninja.Tile.prototype = {
|
|||
}
|
||||
}
|
||||
|
||||
}
|
||||
};
|
||||
|
||||
/**
|
||||
* @name Phaser.Physics.Ninja.Tile#x
|
||||
|
|
|
@ -136,7 +136,7 @@ Phaser.Physics.Ninja.prototype = {
|
|||
|
||||
if (Array.isArray(object))
|
||||
{
|
||||
i = object.length;
|
||||
var i = object.length;
|
||||
|
||||
while (i--)
|
||||
{
|
||||
|
@ -264,9 +264,6 @@ Phaser.Physics.Ninja.prototype = {
|
|||
|
||||
layer = map.getLayer(layer);
|
||||
|
||||
if (typeof addToWorld === 'undefined') { addToWorld = true; }
|
||||
if (typeof optimize === 'undefined') { optimize = true; }
|
||||
|
||||
// If the bodies array is already populated we need to nuke it
|
||||
this.clearTilemapLayerBodies(map, layer);
|
||||
|
||||
|
@ -570,11 +567,9 @@ Phaser.Physics.Ninja.prototype = {
|
|||
* @method Phaser.Physics.Ninja#separate
|
||||
* @param {Phaser.Physics.Ninja.Body} body1 - The Body object to separate.
|
||||
* @param {Phaser.Physics.Ninja.Body} body2 - The Body object to separate.
|
||||
* @param {function} [processCallback=null] - UN-USED: A callback function that lets you perform additional checks against the two objects if they overlap. If this function is set then the sprites will only be collided if it returns true.
|
||||
* @param {object} [callbackContext] - UN-USED: The context in which to run the process callback.
|
||||
* @returns {boolean} Returns true if the bodies collided, otherwise false.
|
||||
*/
|
||||
separate: function (body1, body2, processCallback, callbackContext, overlapOnly) {
|
||||
separate: function (body1, body2) {
|
||||
|
||||
if (body1.type !== Phaser.Physics.NINJA || body2.type !== Phaser.Physics.NINJA)
|
||||
{
|
||||
|
|
Loading…
Reference in a new issue