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https://github.com/photonstorm/phaser
synced 2024-11-14 00:47:29 +00:00
Lots of updates to Impact physics system
New Sprite and Image handlers with helper methods. Updated motion, world and new Factory class.
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6 changed files with 142 additions and 28 deletions
42
v3/src/physics/impact/Factory.js
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42
v3/src/physics/impact/Factory.js
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var Class = require('../../utils/Class');
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var ImpactImage = require('./ImpactImage');
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var ImpactSprite = require('./ImpactSprite');
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var Factory = new Class({
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initialize:
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function Factory (world)
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{
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this.world = world;
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this.sys = world.scene.sys;
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},
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body: function (x, y, sizeX, sizeY)
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{
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return this.world.create(x, y, sizeX, sizeY);
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},
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image: function (x, y, key, frame)
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{
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var image = new ImpactImage(this.world, x, y, key, frame);
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this.sys.displayList.add(image);
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return image;
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},
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sprite: function (x, y, key, frame)
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{
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var sprite = new ImpactSprite(this.world, x, y, key, frame);
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this.sys.displayList.add(sprite);
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this.sys.updateList.add(sprite);
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return sprite;
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}
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});
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module.exports = Factory;
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38
v3/src/physics/impact/ImpactImage.js
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38
v3/src/physics/impact/ImpactImage.js
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var Class = require('../../utils/Class');
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var Components = require('./Components');
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var Image = require('../../gameobjects/image/Image');
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var ImpactImage = new Class({
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Extends: Image,
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Mixins: [
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Components.Acceleration,
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Components.BodyType,
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Components.Bounce,
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Components.CheckAgainst,
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Components.Collides,
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Components.Velocity
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],
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initialize:
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function ImpactImage (world, x, y, texture, frame)
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{
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Image.call(this, world.scene, x, y, texture, frame);
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this.body = world.create(x, y, this.width, this.height);
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this.body.gameObject = this;
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// Local references to the Body properties
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this.vel = this.body.vel;
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this.accel = this.body.accel;
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this.friction = this.body.friction;
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this.maxVel = this.body.maxVel;
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}
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});
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module.exports = ImpactImage;
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38
v3/src/physics/impact/ImpactSprite.js
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v3/src/physics/impact/ImpactSprite.js
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var Class = require('../../utils/Class');
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var Components = require('./Components');
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var Sprite = require('../../gameobjects/sprite/Sprite');
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var ImpactSprite = new Class({
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Extends: Sprite,
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Mixins: [
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Components.Acceleration,
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Components.BodyType,
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Components.Bounce,
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Components.CheckAgainst,
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Components.Collides,
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Components.Velocity
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],
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initialize:
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function ImpactSprite (world, x, y, texture, frame)
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{
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Sprite.call(this, world.scene, x, y, texture, frame);
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this.body = world.create(x, y, this.width, this.height);
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this.body.gameObject = this;
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// Local references to the Body properties
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this.vel = this.body.vel;
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this.accel = this.body.accel;
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this.friction = this.body.friction;
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this.maxVel = this.body.maxVel;
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}
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});
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module.exports = ImpactSprite;
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@ -67,19 +67,8 @@ var UpdateMotion = function (body, res)
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body.standing = true;
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}
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}
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if (window.dumpit)
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{
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console.group('slope');
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console.log(s);
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console.log('pos', res.pos.x, res.pos.y);
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console.log('vel', body.vel.x, body.vel.y);
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console.groupEnd();
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}
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}
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// body.pos = res.pos;
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body.pos.x = res.pos.x;
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body.pos.y = res.pos.y;
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};
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@ -1,22 +1,24 @@
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// Phaser.Physics.Impact.World
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var Class = require('../../utils/Class');
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var Set = require('../../structs/Set');
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var Body = require('./Body');
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var Solver = require('./Solver');
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var CollisionMap = require('./CollisionMap');
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var Class = require('../../utils/Class');
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var COLLIDES = require('./COLLIDES');
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var CollisionMap = require('./CollisionMap');
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var Set = require('../../structs/Set');
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var Solver = require('./Solver');
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var TYPE = require('./TYPE');
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var World = new Class({
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initialize:
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function World (gravity, cellSize)
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function World (scene, gravity, cellSize)
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{
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if (gravity === undefined) { gravity = 0; }
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if (cellSize === undefined) { cellSize = 64; }
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this.scene = scene;
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this.bodies = new Set();
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this.gravity = gravity;
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// Update all bodies
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this.bodies.iterate(function (body)
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var i;
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var bodies = this.bodies.entries;
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var len = bodies.length;
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var hash = {};
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var size = this.cellSize;
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// Update all active bodies
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for (i = 0; i < len; i++)
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{
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var body = bodies[i];
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if (body.enabled)
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{
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body.update(delta);
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}
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});
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}
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// Run collision against them all
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// Run collision against them all now they're in the new positions
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var hash = {};
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var size = this.cellSize;
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var bodies = this.bodies.entries;
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for (var i = 0; i < bodies.length; i++)
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for (i = 0; i < len; i++)
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{
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var body = bodies[i];
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@ -85,9 +92,8 @@ var World = new Class({
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// Check the body against the spatial hash
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checkHash: function (body, hash, size)
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{
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// console.log('checkHash');
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var checked = {};
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var xmin = Math.floor(body.pos.x / size);
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var ymin = Math.floor(body.pos.y / size);
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var xmax = Math.floor((body.pos.x + body.size.x) / size) + 1;
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@ -18,6 +18,7 @@ module.exports = {
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COLLIDES: require('./COLLIDES'),
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CollisionMap: require('./CollisionMap'),
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TYPE: require('./TYPE'),
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World: require('./World')
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World: require('./World'),
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Factory: require('./Factory')
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};
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