mirror of
https://github.com/photonstorm/phaser
synced 2024-11-14 17:07:43 +00:00
Not fully working, but commit for posterity. Time to rollback if we're ever going to get this released.
This commit is contained in:
parent
7a0e9a478c
commit
f6af6fe0a3
2 changed files with 234 additions and 33 deletions
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@ -34,12 +34,13 @@ function create() {
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function test7() {
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game.physics.gravity.x = 200;
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game.physics.gravity.y = 200;
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sprite = game.add.sprite(300, 300, 'gameboy', 0);
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sprite.name = 'red';
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sprite.body.collideWorldBounds = true;
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sprite.body.bounce.setTo(0.8, 0.8);
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// sprite.body.velocity.y = 100;
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// sprite.body.gravity.y = 200;
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@ -277,14 +278,14 @@ function render() {
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if (sprite)
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{
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game.debug.renderBodyInfo(sprite, 16, 24);
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game.debug.renderText(sprite.name + ' x: ' + sprite.x.toFixed(2) + ' dx: ' + sprite.body._dx.toFixed(2), 16, 500);
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game.debug.renderText(sprite.name + ' y: ' + sprite.y.toFixed(2) + ' dy: ' + sprite.body._dy.toFixed(2), 16, 520);
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// game.debug.renderText(sprite.name + ' x: ' + sprite.x.toFixed(2) + ' dx: ' + sprite.body._dx.toFixed(2), 16, 500);
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// game.debug.renderText(sprite.name + ' y: ' + sprite.y.toFixed(2) + ' dy: ' + sprite.body._dy.toFixed(2), 16, 520);
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}
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if (sprite2)
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{
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game.debug.renderBodyInfo(sprite2, 16, 190);
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game.debug.renderText(sprite2.name + ' x: ' + sprite2.x, 400, 500);
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// game.debug.renderBodyInfo(sprite2, 16, 190);
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// game.debug.renderText(sprite2.name + ' x: ' + sprite2.x, 400, 500);
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}
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}
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@ -161,7 +161,7 @@ Phaser.Physics.Arcade.Body = function (sprite) {
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* @property {Phaser.Point} minVelocity - When a body rebounds off another the minVelocity is checked, if the new velocity is lower than the minVelocity the body is stopped.
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* @default
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*/
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this.minVelocity = new Phaser.Point(2, 2);
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this.minVelocity = new Phaser.Point(10, 10);
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/**
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* @property {Phaser.Point} maxVelocity - The maximum velocity that the Body can reach.
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@ -391,22 +391,26 @@ Phaser.Physics.Arcade.Body.prototype = {
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this._debug++;
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if (this.collideWorldBounds)
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{
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this.checkWorldBounds(true);
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}
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if (this.moves)
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{
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if (this.collideWorldBounds)
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{
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this.checkWorldBounds(true);
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}
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this.speed = Math.sqrt(this.velocity.x * this.velocity.x + this.velocity.y * this.velocity.y);
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this.angle = Math.atan2(this.velocity.y, this.velocity.x);
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this.game.physics.updateMotion(this);
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this.checkVelocity();
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this.applyFriction();
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this.limitVelocity();
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console.log(this._debug, 'motion', this.motionVelocity.x, 'x', this.x, 'prex', this.preX);
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}
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},
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@ -455,21 +459,24 @@ Phaser.Physics.Arcade.Body.prototype = {
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/**
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* Internal method used to check the Body against the World Bounds and move it back into the bounds again.
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* Doesn't cause a delta value.
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*
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* @method Phaser.Physics.Arcade#checkWorldBounds
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* @protected
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*/
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checkWorldBounds: function (rebound) {
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checkWorldBounds: function () {
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if (this.x <= this.game.world.bounds.x)
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{
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this.x += (this.game.world.bounds.x - this.x);
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// this.preX += (this.game.world.bounds.x - this.x);
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this.blocked.left = true;
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// console.log(this._debug, 'cwl', this.overlapX, this.x, this.game.world.bounds.x);
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}
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else if (this.right >= this.game.world.bounds.right)
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{
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this.x -= this.right - this.game.world.bounds.right;
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// this.preX -= this.right - this.game.world.bounds.right;
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this.blocked.right = true;
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// console.log(this._debug, 'cwr', this.overlapX, this.x, this.game.world.bounds.x);
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}
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@ -477,32 +484,18 @@ Phaser.Physics.Arcade.Body.prototype = {
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if (this.y <= this.game.world.bounds.y)
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{
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this.y += this.game.world.bounds.y - this.y;
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// this.preY += this.game.world.bounds.y - this.y;
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this.blocked.up = true;
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// console.log(this._debug, 'cwu', this.overlapY, this.y, this.height, this.bottom, this.game.world.bounds.bottom);
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}
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else if (this.bottom >= this.game.world.bounds.bottom)
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{
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this.y -= this.bottom - this.game.world.bounds.bottom;
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// this.preY -= this.bottom - this.game.world.bounds.bottom;
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this.blocked.down = true;
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// console.log(this._debug, 'cwd', this.overlapY, this.y, this.height, this.bottom, this.game.world.bounds.bottom);
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}
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// Rebound?
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if (rebound && this.speed > 0)
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{
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var angle = this.game.math.reverseAngle(this.angle);
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if ((this.blocked.left || this.blocked.right) && this.bounce.x > 0)
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{
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this.velocity.x = (Math.cos(angle) * this.speed) * this.bounce.x;
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}
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if ((this.blocked.up || this.blocked.down) && this.bounce.y > 0)
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{
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this.velocity.y = (Math.sin(angle) * this.speed) * this.bounce.y;
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}
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}
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},
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/**
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@ -649,6 +642,118 @@ Phaser.Physics.Arcade.Body.prototype = {
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},
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*/
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getReboundVelocityX: function () {
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var angle = this.game.math.reverseAngle(this.angle);
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var vx = 0;
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if (this.bounce.x > 0)
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{
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vx = (Math.cos(angle) * this.speed) * this.bounce.x;
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}
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return vx;
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},
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getReboundVelocityY: function () {
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var angle = this.game.math.reverseAngle(this.angle);
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var vy = 0;
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if (this.bounce.y > 0)
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{
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vy = (Math.sin(angle) * this.speed) * this.bounce.y;
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}
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return vy;
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},
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checkVelocity: function () {
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var gx = this.gravity.x + this.game.physics.gravity.x;
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var gy = this.gravity.y + this.game.physics.gravity.y;
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var vx = this.getReboundVelocityX();
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var vy = this.getReboundVelocityY();
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if (gx < 0 && this.blocked.left)
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{
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// Left pulling gravity
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// vx = this.getReboundVelocityX();
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if (Math.abs(vx) < this.minVelocity.x)
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{
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this.velocity.x = 0;
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}
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else
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{
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this.velocity.x = vx;
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}
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}
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else if (gx > 0 && this.blocked.right)
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{
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// Right pulling gravity
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// vx = this.getReboundVelocityX();
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if (Math.abs(vx) < this.minVelocity.x)
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{
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this.velocity.x = 0;
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}
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else
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{
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this.velocity.x = vx;
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}
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}
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else if (gx === 0)
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{
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// No horizontal gravity, but could still need to rebound?
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if (Math.abs(vx) < this.minVelocity.x)
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{
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this.velocity.x = 0;
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}
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}
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if (gy < 0 && this.blocked.up)
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{
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// Up pulling gravity
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// vy = this.getReboundVelocityY();
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if (Math.abs(vy) < this.minVelocity.y)
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{
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this.velocity.y = 0;
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}
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else
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{
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this.velocity.y = vy;
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}
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}
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else if (gy > 0 && this.blocked.down)
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{
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// Down pulling gravity
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// vy = this.getReboundVelocityY();
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if (Math.abs(vy) < this.minVelocity.y)
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{
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this.velocity.y = 0;
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}
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else
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{
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this.velocity.y = vy;
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}
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}
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else if (gy === 0)
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{
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// No vertical gravity, but could still need to rebound?
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if (Math.abs(vy) < this.minVelocity.y)
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{
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this.velocity.y = 0;
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}
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}
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},
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limitVelocity: function (dx, dy) {
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if (this.velocity.x > this.maxVelocity.x)
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this.velocity.y = -this.maxVelocity.y;
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}
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/*
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var gx = this.gravity.x + this.game.physics.gravity.x;
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var gy = this.gravity.y + this.game.physics.gravity.y;
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var stopX = false;
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var stopY = false;
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if (dx)
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{
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if (gx > 0 && this.blocked.down && Math.abs(dx) < this.minDelta)
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if (gx < 0 && this.blocked.left && Math.abs(dx) < this.minDelta)
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{
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// Left pulling gravity
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console.log('gx killed 1', dx, gx);
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stopX = true;
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}
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else if (gx < 0 && this.blocked.up && Math.abs(dx) < this.minDelta)
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else if (gx > 0 && this.blocked.right && Math.abs(dx) < this.minDelta)
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{
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// Right pulling gravity
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console.log('gx killed 2', dx, gx);
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if (stopX)
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{
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this.preX = this.x;
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// this.preX = this.x;
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this.velocity.x = 0;
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}
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}
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@ -723,7 +832,7 @@ Phaser.Physics.Arcade.Body.prototype = {
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if (stopY)
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{
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this.preY = this.y;
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// this.preY = this.y;
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this.velocity.y = 0;
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}
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}
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@ -744,6 +853,7 @@ Phaser.Physics.Arcade.Body.prototype = {
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{
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return 3;
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}
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*/
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},
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@ -1227,6 +1337,25 @@ Phaser.Physics.Arcade.Body.prototype = {
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},
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/*
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// Rebound?
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if (rebound && this.speed > 0)
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{
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var angle = this.game.math.reverseAngle(this.angle);
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if ((this.blocked.left || this.blocked.right) && this.bounce.x > 0)
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{
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this.velocity.x = (Math.cos(angle) * this.speed) * this.bounce.x;
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}
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if ((this.blocked.up || this.blocked.down) && this.bounce.y > 0)
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{
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this.velocity.y = (Math.sin(angle) * this.speed) * this.bounce.y;
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}
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}
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*/
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/**
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* Internal method. This is called directly before the sprites are sent to the renderer.
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*
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if (this.moves)
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{
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// If there is no velocity, there's nothing to do here? But the hull may have been moved due to collision anyway :-/
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this._dx = this.game.time.physicsElapsed * (this.velocity.x + this.motionVelocity.x / 2);
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this._dy = this.game.time.physicsElapsed * (this.velocity.y + this.motionVelocity.y / 2);
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this.x += this._dx;
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this.velocity.x += this.motionVelocity.x;
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this.y += this._dy;
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this.velocity.y += this.motionVelocity.y;
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/*
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var result = this.limitVelocity(this._dx, this._dy);
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if (result === 0)
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@ -1267,12 +1405,19 @@ Phaser.Physics.Arcade.Body.prototype = {
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{
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// Both stopped
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}
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*/
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if (this.collideWorldBounds)
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{
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this.checkWorldBounds(false);
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}
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// this.checkVelocity();
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// this.limitVelocity();
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console.log(this._debug, 'delta', this.deltaX(), 'dx', this._dx, 'motion', this.motionVelocity.x, 'vel', this.velocity.x);
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/*
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if (this.deltaX() < 0)
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{
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@ -1293,7 +1438,6 @@ Phaser.Physics.Arcade.Body.prototype = {
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}
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*/
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console.log(this._debug, this._dx, this.motionVelocity.x);
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this.sprite.x += this.deltaX();
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this.sprite.y += this.deltaY();
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@ -1482,3 +1626,59 @@ Object.defineProperty(Phaser.Physics.Arcade.Body.prototype, "right", {
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}
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});
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/**
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* @name Phaser.Physics.Arcade.Body#speed
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* @property {number} speed -
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*/
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Object.defineProperty(Phaser.Physics.Arcade.Body.prototype, "XXspeed", {
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/**
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* The sum of the x and width properties. Changing the right property of a Rectangle object has no effect on the x, y and height properties.
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* However it does affect the width property.
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* @method right
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* @return {number}
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*/
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get: function () {
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// Add local cache
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return Math.sqrt(this.velocity.x * this.velocity.x + this.velocity.y * this.velocity.y);
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},
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/**
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* The sum of the x and width properties. Changing the right property of a Rectangle object has no effect on the x, y and height properties.
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* However it does affect the width property.
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* @method right
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* @param {number} value
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*/
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set: function (value) {
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}
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});
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/**
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* @name Phaser.Physics.Arcade.Body#angle
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* @property {number} angle -
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*/
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Object.defineProperty(Phaser.Physics.Arcade.Body.prototype, "XXangle", {
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/**
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* The sum of the x and width properties. Changing the right property of a Rectangle object has no effect on the x, y and height properties.
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* However it does affect the width property.
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* @method right
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* @return {number}
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*/
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get: function () {
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// Add local cache
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return Math.atan2(this.velocity.y, this.velocity.x);
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},
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/**
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* The sum of the x and width properties. Changing the right property of a Rectangle object has no effect on the x, y and height properties.
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* However it does affect the width property.
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* @method right
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* @param {number} value
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*/
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set: function (value) {
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}
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});
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