More collision test cases and fixing a few issues as I go :)

This commit is contained in:
Richard Davey 2013-09-13 03:07:39 +01:00
parent f812b92b8a
commit ecc91fb4e0
7 changed files with 167 additions and 9 deletions

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@ -0,0 +1,100 @@
<!DOCTYPE HTML>
<html>
<head>
<title>phaser.js - a new beginning</title>
<?php
require('js.php');
?>
</head>
<body>
<script type="text/javascript">
(function () {
var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update });
function preload() {
game.load.image('phaser', 'assets/sprites/phaser-dude.png');
game.load.spritesheet('veggies', 'assets/sprites/fruitnveg32wh37.png', 32, 32);
}
var sprite;
var group;
function create() {
game.stage.backgroundColor = '#2d2d2d';
// This will check Sprite vs. Group collision
sprite = game.add.sprite(32, 200, 'phaser');
sprite.name = 'phaser-dude';
group = game.add.group();
for (var i = 0; i < 50; i++)
{
var c = group.create(100 + Math.random() * 700, game.world.randomY, 'veggies', game.rnd.integerInRange(0, 36));
c.name = 'veg' + i;
c.body.immovable = true;
}
for (var i = 0; i < 20; i++)
{
// Here we'll create some chillis which the player can pick-up. They are still part of the same Group.
var c = group.create(100 + Math.random() * 700, game.world.randomY, 'veggies', 17);
c.name = 'chilli' + i;
c.body.immovable = true;
}
}
function update() {
sprite.velocity.x = 0;
sprite.velocity.y = 0;
if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT))
{
sprite.velocity.x = -200;
}
else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
{
sprite.velocity.x = 200;
}
if (game.input.keyboard.isDown(Phaser.Keyboard.UP))
{
sprite.velocity.y = -200;
}
else if (game.input.keyboard.isDown(Phaser.Keyboard.DOWN))
{
sprite.velocity.y = 200;
}
game.physics.collide(sprite, group, collisionHandler, null, this);
}
function collisionHandler (obj1, obj2) {
// If the player collides with the chillis then they get eaten :)
// The chilli frame ID is 17
console.log('Hit', obj2.name);
if (obj2.frame == 17)
{
obj2.kill();
}
}
})();
</script>
</body>
</html>

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@ -30,20 +30,25 @@
// This will check Sprite vs. Sprite collision using a custom process callback
sprite1 = game.add.sprite(50, 200, 'atari');
sprite1 = game.add.sprite(0, 200, 'atari');
sprite1.name = 'atari';
sprite1.body.velocity.x = 100;
// We'll use a random velocity here so we can test it in our processHandler
sprite1.body.velocity.x = 50 + Math.random() * 100;
// This tells phaser to not use the built-in body separation, instead you should handle it in your process callback (see below)
sprite1.body.customSeparateX = true;
sprite2 = game.add.sprite(700, 220, 'mushroom');
sprite2 = game.add.sprite(750, 220, 'mushroom');
sprite2.name = 'mushroom';
sprite2.body.velocity.x = -100;
// We'll use a random velocity here so we can test it in our processHandler
sprite2.body.velocity.x = -(50 + Math.random() * 100);
// This tells phaser to not use the built-in body separation, instead you should handle it in your process callback (see below)
sprite2.body.customSeparateX = true;
}
function update() {
// object1, object2, collideCallback, processCallback, callbackContext
game.physics.collide(sprite1, sprite2, collisionHandler, null, this);
game.physics.collide(sprite1, sprite2, collisionHandler, processHandler, this);
}
@ -53,7 +58,23 @@
// For example you could test for velocity, health, etc.
// If you want the collision to be deemed successful this function must return true.
// In which case the collisionHandler will be called, otherwise it won't.
// Note: the objects will have already collided and separated by this point.
// Note: the objects will have already been separated by this point unless you have set
// their customSeparateX/Y flags to true. If you do that it's up to you to handle separation.
// Whichever one is going fastest wins, the other dies :)
if (obj1.body.velocity.x > Math.abs(obj2.body.velocity.x))
{
obj2.kill();
obj1.body.velocity.x = 0;
}
else
{
obj1.kill();
obj2.body.velocity.x = 0;
}
return true;
}

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@ -167,6 +167,9 @@ Phaser.Sprite = function (game, x, y, key, frame) {
// Set-up the physics body
this.body = new Phaser.Physics.Arcade.Body(this);
this.velocity = this.body.velocity;
this.acceleration = this.body.acceleration;
// World bounds check
this.inWorld = Phaser.Rectangle.intersects(this.bounds, this.game.world.bounds);
this.inWorldThreshold = 0;

View file

@ -424,11 +424,12 @@ Phaser.Physics.Arcade.prototype = {
*/
separate: function (body1, body2) {
if (this.separateX(body1, body2) || this.separateY(body1, body2))
this._result = (this.separateX(body1, body2) || this.separateY(body1, body2));
if (this._result)
{
body1.postUpdate();
body2.postUpdate();
this._result = true;
}
},
@ -496,12 +497,21 @@ Phaser.Physics.Arcade.prototype = {
// Then adjust their positions and velocities accordingly (if there was any overlap)
if (this._overlap != 0)
{
body1.overlapX = this._overlap;
body2.overlapX = this._overlap;
if (body1.customSeparateX || body2.customSeparateX)
{
return true;
}
this._velocity1 = body1.velocity.x;
this._velocity2 = body2.velocity.x;
if (!body1.immovable && !body2.immovable)
{
this._overlap *= 0.5;
body1.x = body1.x - this._overlap;
body2.x += this._overlap;
@ -510,6 +520,7 @@ Phaser.Physics.Arcade.prototype = {
this._average = (this._newVelocity1 + this._newVelocity2) * 0.5;
this._newVelocity1 -= this._average;
this._newVelocity2 -= this._average;
body1.velocity.x = this._average + this._newVelocity1 * body1.bounce.x;
body2.velocity.x = this._average + this._newVelocity2 * body2.bounce.x;
}
@ -595,12 +606,21 @@ Phaser.Physics.Arcade.prototype = {
// Then adjust their positions and velocities accordingly (if there was any overlap)
if (this._overlap != 0)
{
body1.overlapY = this._overlap;
body2.overlapY = this._overlap;
if (body1.customSeparateY || body2.customSeparateY)
{
return true;
}
this._velocity1 = body1.velocity.y;
this._velocity2 = body2.velocity.y;
if (!body1.immovable && !body2.immovable)
{
this._overlap *= 0.5;
body1.y = body1.y - this._overlap;
body2.y += this._overlap;
@ -609,6 +629,7 @@ Phaser.Physics.Arcade.prototype = {
this._average = (this._newVelocity1 + this._newVelocity2) * 0.5;
this._newVelocity1 -= this._average;
this._newVelocity2 -= this._average;
body1.velocity.y = this._average + this._newVelocity1 * body1.bounce.y;
body2.velocity.y = this._average + this._newVelocity2 * body2.bounce.y;
}
@ -616,6 +637,7 @@ Phaser.Physics.Arcade.prototype = {
{
body1.y = body1.y - this._overlap;
body1.velocity.y = this._velocity2 - this._velocity1 * body1.bounce.y;
// This is special case code that handles things like horizontal moving platforms you can ride
if (body2.active && body2.moves && (body1.deltaY() > body2.deltaY()))
{
@ -626,6 +648,7 @@ Phaser.Physics.Arcade.prototype = {
{
body2.y += this._overlap;
body2.velocity.y = this._velocity1 - this._velocity2 * body2.bounce.y;
// This is special case code that handles things like horizontal moving platforms you can ride
if (body1.sprite.active && body1.moves && (body1.deltaY() < body2.deltaY()))
{

View file

@ -49,6 +49,17 @@ Phaser.Physics.Arcade.Body = function (sprite) {
this.allowRotation = true;
this.allowGravity = true;
// These two flags allow you to disable the custom separation that takes place
// Used in combination with your own collision processHandler you can create whatever
// type of collision response you need.
this.customSeparateX = false;
this.customSeparateY = false;
// When this body collides with another the amount of overlap is stored in here
// These values are useful if you want to provide your own custom separation logic.
this.overlapX = 0;
this.overlapY = 0;
this.collideWorldBounds = false;
this.lastX = sprite.x;