var Phaser; (function (Phaser) { (function (Physics) { /// /** * Phaser - Physics - Projection */ (function (Projection) { var AABB22Deg = (function () { function AABB22Deg() { } AABB22Deg.CollideS = function (x, y, obj, t) { var signx = t.signx; var signy = t.signy; //first we need to check to make sure we're colliding with the slope at all var py = obj.pos.y - (signy * obj.yw); var penY = t.pos.y - py; if (0 < (penY * signy)) { var ox = (obj.pos.x - (signx * obj.xw)) - (t.pos.x + (signx * t.xw)); var oy = (obj.pos.y - (signy * obj.yw)) - (t.pos.y - (signy * t.yw)); var sx = t.sx; var sy = t.sy; //if the dotprod of (ox,oy) and (sx,sy) is negative, the corner is in the slope //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) { //collision; project delta onto slope and use this to displace the object sx *= -dp; sy *= -dp; var lenN = Math.sqrt(sx * sx + sy * sy); var lenP = Math.sqrt(x * x + y * y); var aY = Math.abs(penY); if (lenP < lenN) { if (aY < lenP) { obj.reportCollisionVsWorld(0, penY, 0, penY / aY, t); return Phaser.Physics.AABB.COL_OTHER; } else { obj.reportCollisionVsWorld(x, y, x / lenP, y / lenP, t); return Phaser.Physics.AABB.COL_AXIS; } } else { if (aY < lenN) { obj.reportCollisionVsWorld(0, penY, 0, penY / aY, t); return Phaser.Physics.AABB.COL_OTHER; } else { obj.reportCollisionVsWorld(sx, sy, t.sx, t.sy, t); return Phaser.Physics.AABB.COL_OTHER; } } } } //if we've reached this point, no collision has occured return Phaser.Physics.AABB.COL_NONE; }; AABB22Deg.CollideB = function (x, y, obj, t) { var signx = t.signx; var signy = t.signy; var ox = (obj.pos.x - (signx * obj.xw)) - (t.pos.x - (signx * t.xw)); var oy = (obj.pos.y - (signy * obj.yw)) - (t.pos.y + (signy * t.yw)); var sx = t.sx; var sy = t.sy; //if the dotprod of (ox,oy) and (sx,sy) is negative, the corner is in the slope //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) { //collision; project delta onto slope and use this to displace the object sx *= -dp; sy *= -dp; var lenN = Math.sqrt(sx * sx + sy * sy); var lenP = Math.sqrt(x * x + y * y); if (lenP < lenN) { obj.reportCollisionVsWorld(x, y, x / lenP, y / lenP, t); return Phaser.Physics.AABB.COL_AXIS; } else { obj.reportCollisionVsWorld(sx, sy, t.sx, t.sy, t); return Phaser.Physics.AABB.COL_OTHER; } } return Phaser.Physics.AABB.COL_NONE; }; return AABB22Deg; })(); Projection.AABB22Deg = AABB22Deg; })(Physics.Projection || (Physics.Projection = {})); var Projection = Physics.Projection; })(Phaser.Physics || (Phaser.Physics = {})); var Physics = Phaser.Physics; })(Phaser || (Phaser = {}));