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class GameObject extends Basic {
constructor(game:Game, x?: number = 0, y?: number = 0, width?: number = 16, height?: number = 16) {
super(game);
this.bounds = new Rectangle(x, y, width, height);
this.exists = true;
this.active = true;
this.visible = true;
this.alive = true;
this.isGroup = false;
this.alpha = 1;
this.scale = new Point(1, 1);
this.last = new Point(x, y);
this.origin = new Point(this.bounds.halfWidth, this.bounds.halfHeight);
this.mass = 1.0;
this.elasticity = 0.0;
this.health = 1;
this.immovable = false;
this.moves = true;
this.touching = GameObject.NONE;
this.wasTouching = GameObject.NONE;
this.allowCollisions = GameObject.ANY;
this.velocity = new Point();
this.acceleration = new Point();
this.drag = new Point();
this.maxVelocity = new Point(10000, 10000);
this.angle = 0;
this.angularVelocity = 0;
this.angularAcceleration = 0;
this.angularDrag = 0;
this.maxAngular = 10000;
this.scrollFactor = new Point(1.0, 1.0);
}
private _angle: number = 0;
public _point: Point;
public static LEFT: number = 0x0001;
public static RIGHT: number = 0x0010;
public static UP: number = 0x0100;
public static DOWN: number = 0x1000;
public static NONE: number = 0;
public static CEILING: number = GameObject.UP;
public static FLOOR: number = GameObject.DOWN;
public static WALL: number = GameObject.LEFT | GameObject.RIGHT;
public static ANY: number = GameObject.LEFT | GameObject.RIGHT | GameObject.UP | GameObject.DOWN;
public static OVERLAP_BIAS: number = 4;
public bounds: Rectangle;
public alpha: number;
public scale: Point;
public origin: Point;
// Physics properties
public immovable: bool;
public velocity: Point;
public mass: number;
public elasticity: number;
public acceleration: Point;
public drag: Point;
public maxVelocity: Point;
public angularVelocity: number;
public angularAcceleration: number;
public angularDrag: number;
public maxAngular: number;
public scrollFactor: Point;
public health: number;
public moves: bool = true;
public touching: number;
public wasTouching: number;
public allowCollisions: number;
public last: Point;
public preUpdate() {
// flicker time
this.last.x = this.bounds.x;
this.last.y = this.bounds.y;
}
public update() {
}
public postUpdate() {
if (this.moves)
{
this.updateMotion();
}
this.wasTouching = this.touching;
this.touching = GameObject.NONE;
}
private updateMotion() {
var delta: number;
var velocityDelta: number;
velocityDelta = (this._game.math.computeVelocity(this.angularVelocity, this.angularAcceleration, this.angularDrag, this.maxAngular) - this.angularVelocity) / 2;
this.angularVelocity += velocityDelta;
this._angle += this.angularVelocity * this._game.time.elapsed;
this.angularVelocity += velocityDelta;
velocityDelta = (this._game.math.computeVelocity(this.velocity.x, this.acceleration.x, this.drag.x, this.maxVelocity.x) - this.velocity.x) / 2;
this.velocity.x += velocityDelta;
delta = this.velocity.x * this._game.time.elapsed;
this.velocity.x += velocityDelta;
this.bounds.x += delta;
velocityDelta = (this._game.math.computeVelocity(this.velocity.y, this.acceleration.y, this.drag.y, this.maxVelocity.y) - this.velocity.y) / 2;
this.velocity.y += velocityDelta;
delta = this.velocity.y * this._game.time.elapsed;
this.velocity.y += velocityDelta;
this.bounds.y += delta;
}
/**
* Checks to see if some GameObject
overlaps this GameObject
or FlxGroup
.
* If the group has a LOT of things in it, it might be faster to use FlxG.overlaps()
.
* WARNING: Currently tilemaps do NOT support screen space overlap checks!
*
* @param ObjectOrGroup The object or group being tested.
* @param InScreenSpace Whether to take scroll factors numbero account when checking for overlap. Default is false, or "only compare in world space."
* @param Camera Specify which game camera you want. If null getScreenXY() will just grab the first global camera.
*
* @return Whether or not the two objects overlap.
*/
public overlaps(ObjectOrGroup, InScreenSpace: bool = false, Camera: Camera = null): bool {
if (ObjectOrGroup.isGroup)
{
var results: bool = false;
var i: number = 0;
var members = ObjectOrGroup.members;
while (i < length)
{
if (this.overlaps(members[i++], InScreenSpace, Camera))
{
results = true;
}
}
return results;
}
/*
if (typeof ObjectOrGroup === 'FlxTilemap')
{
//Since tilemap's have to be the caller, not the target, to do proper tile-based collisions,
// we redirect the call to the tilemap overlap here.
return ObjectOrGroup.overlaps(this, InScreenSpace, Camera);
}
*/
//var object: GameObject = ObjectOrGroup;
if (!InScreenSpace)
{
return (ObjectOrGroup.x + ObjectOrGroup.width > this.x) && (ObjectOrGroup.x < this.x + this.width) &&
(ObjectOrGroup.y + ObjectOrGroup.height > this.y) && (ObjectOrGroup.y < this.y + this.height);
}
if (Camera == null)
{
Camera = this._game.camera;
}
var objectScreenPos: Point = ObjectOrGroup.getScreenXY(null, Camera);
this.getScreenXY(this._point, Camera);
return (objectScreenPos.x + ObjectOrGroup.width > this._point.x) && (objectScreenPos.x < this._point.x + this.width) &&
(objectScreenPos.y + ObjectOrGroup.height > this._point.y) && (objectScreenPos.y < this._point.y + this.height);
}
/**
* Checks to see if this GameObject
were located at the given position, would it overlap the GameObject
or FlxGroup
?
* This is distinct from overlapsPoint(), which just checks that ponumber, rather than taking the object's size numbero account.
* WARNING: Currently tilemaps do NOT support screen space overlap checks!
*
* @param X The X position you want to check. Pretends this object (the caller, not the parameter) is located here.
* @param Y The Y position you want to check. Pretends this object (the caller, not the parameter) is located here.
* @param ObjectOrGroup The object or group being tested.
* @param InScreenSpace Whether to take scroll factors numbero account when checking for overlap. Default is false, or "only compare in world space."
* @param Camera Specify which game camera you want. If null getScreenXY() will just grab the first global camera.
*
* @return Whether or not the two objects overlap.
*/
public overlapsAt(X: number, Y: number, ObjectOrGroup, InScreenSpace: bool = false, Camera: Camera = null): bool {
if (ObjectOrGroup.isGroup)
{
var results: bool = false;
var basic;
var i: number = 0;
var members = ObjectOrGroup.members;
while (i < length)
{
if (this.overlapsAt(X, Y, members[i++], InScreenSpace, Camera))
{
results = true;
}
}
return results;
}
/*
if (typeof ObjectOrGroup === 'FlxTilemap')
{
//Since tilemap's have to be the caller, not the target, to do proper tile-based collisions,
// we redirect the call to the tilemap overlap here.
//However, since this is overlapsAt(), we also have to invent the appropriate position for the tilemap.
//So we calculate the offset between the player and the requested position, and subtract that from the tilemap.
var tilemap: FlxTilemap = ObjectOrGroup;
return tilemap.overlapsAt(tilemap.x - (X - this.x), tilemap.y - (Y - this.y), this, InScreenSpace, Camera);
}
*/
//var object: GameObject = ObjectOrGroup;
if (!InScreenSpace)
{
return (ObjectOrGroup.x + ObjectOrGroup.width > X) && (ObjectOrGroup.x < X + this.width) &&
(ObjectOrGroup.y + ObjectOrGroup.height > Y) && (ObjectOrGroup.y < Y + this.height);
}
if (Camera == null)
{
Camera = this._game.camera;
}
var objectScreenPos: Point = ObjectOrGroup.getScreenXY(null, Camera);
this._point.x = X - Camera.scroll.x * this.scrollFactor.x; //copied from getScreenXY()
this._point.y = Y - Camera.scroll.y * this.scrollFactor.y;
this._point.x += (this._point.x > 0) ? 0.0000001 : -0.0000001;
this._point.y += (this._point.y > 0) ? 0.0000001 : -0.0000001;
return (objectScreenPos.x + ObjectOrGroup.width > this._point.x) && (objectScreenPos.x < this._point.x + this.width) &&
(objectScreenPos.y + ObjectOrGroup.height > this._point.y) && (objectScreenPos.y < this._point.y + this.height);
}
/**
* Checks to see if a ponumber in 2D world space overlaps this GameObject
object.
*
* @param Point The ponumber in world space you want to check.
* @param InScreenSpace Whether to take scroll factors numbero account when checking for overlap.
* @param Camera Specify which game camera you want. If null getScreenXY() will just grab the first global camera.
*
* @return Whether or not the ponumber overlaps this object.
*/
public overlapsPoint(point: Point, InScreenSpace: bool = false, Camera: Camera = null): bool {
if (!InScreenSpace)
{
return (point.x > this.x) && (point.x < this.x + this.width) && (point.y > this.y) && (point.y < this.y + this.height);
}
if (Camera == null)
{
Camera = this._game.camera;
}
var X: number = point.x - Camera.scroll.x;
var Y: number = point.y - Camera.scroll.y;
this.getScreenXY(this._point, Camera);
return (X > this._point.x) && (X < this._point.x + this.width) && (Y > this._point.y) && (Y < this._point.y + this.height);
}
/**
* Check and see if this object is currently on screen.
*
* @param Camera Specify which game camera you want. If null getScreenXY() will just grab the first global camera.
*
* @return Whether the object is on screen or not.
*/
public onScreen(Camera: Camera = null): bool {
if (Camera == null)
{
Camera = this._game.camera;
}
this.getScreenXY(this._point, Camera);
return (this._point.x + this.width > 0) && (this._point.x < Camera.width) && (this._point.y + this.height > 0) && (this._point.y < Camera.height);
}
/**
* Call this to figure out the on-screen position of the object.
*
* @param Camera Specify which game camera you want. If null getScreenXY() will just grab the first global camera.
* @param Point Takes a Point
object and assigns the post-scrolled X and Y values of this object to it.
*
* @return The Point
you passed in, or a new Point
if you didn't pass one, containing the screen X and Y position of this object.
*/
public getScreenXY(point: Point = null, Camera: Camera = null): Point {
if (point == null)
{
point = new Point();
}
if (Camera == null)
{
Camera = this._game.camera;
}
point.x = this.x - Camera.scroll.x * this.scrollFactor.x;
point.y = this.y - Camera.scroll.y * this.scrollFactor.y;
point.x += (point.x > 0) ? 0.0000001 : -0.0000001;
point.y += (point.y > 0) ? 0.0000001 : -0.0000001;
return point;
}
/**
* Whether the object collides or not. For more control over what directions
* the object will collide from, use collision constants (like LEFT, FLOOR, etc)
* to set the value of allowCollisions directly.
*/
public get solid(): bool {
return (this.allowCollisions & GameObject.ANY) > GameObject.NONE;
}
/**
* @private
*/
public set solid(Solid: bool) {
if (Solid)
{
this.allowCollisions = GameObject.ANY;
}
else
{
this.allowCollisions = GameObject.NONE;
}
}
/**
* Retrieve the midponumber of this object in world coordinates.
*
* @Point Allows you to pass in an existing Point
object if you're so inclined. Otherwise a new one is created.
*
* @return A Point
object containing the midponumber of this object in world coordinates.
*/
public getMidpoint(point: Point = null): Point {
if (point == null)
{
point = new Point();
}
point.x = this.x + this.width * 0.5;
point.y = this.y + this.height * 0.5;
return point;
}
/**
* Handy for reviving game objects.
* Resets their existence flags and position.
*
* @param X The new X position of this object.
* @param Y The new Y position of this object.
*/
public reset(X: number, Y: number) {
this.revive();
this.touching = GameObject.NONE;
this.wasTouching = GameObject.NONE;
this.x = X;
this.y = Y;
this.last.x = X;
this.last.y = Y;
this.velocity.x = 0;
this.velocity.y = 0;
}
/**
* Handy for checking if this object is touching a particular surface.
* For slightly better performance you can just & the value directly numbero touching
.
* However, this method is good for readability and accessibility.
*
* @param Direction Any of the collision flags (e.g. LEFT, FLOOR, etc).
*
* @return Whether the object is touching an object in (any of) the specified direction(s) this frame.
*/
public isTouching(Direction: number): bool {
return (this.touching & Direction) > GameObject.NONE;
}
/**
* Handy for checking if this object is just landed on a particular surface.
*
* @param Direction Any of the collision flags (e.g. LEFT, FLOOR, etc).
*
* @return Whether the object just landed on (any of) the specified surface(s) this frame.
*/
public justTouched(Direction: number): bool {
return ((this.touching & Direction) > GameObject.NONE) && ((this.wasTouching & Direction) <= GameObject.NONE);
}
/**
* Reduces the "health" variable of this sprite by the amount specified in Damage.
* Calls kill() if health drops to or below zero.
*
* @param Damage How much health to take away (use a negative number to give a health bonus).
*/
public hurt(Damage: number) {
this.health = this.health - Damage;
if (this.health <= 0)
{
this.kill();
}
}
public destroy() {
}
public get x(): number {
return this.bounds.x;
}
public set x(value: number) {
this.bounds.x = value;
}
public get y(): number {
return this.bounds.y;
}
public set y(value: number) {
this.bounds.y = value;
}
public get rotation(): number {
return this._angle;
}
public set rotation(value: number) {
this._angle = this._game.math.wrap(value, 360, 0);
}
public get angle(): number {
return this._angle;
}
public set angle(value: number) {
this._angle = this._game.math.wrap(value, 360, 0);
}
public get width(): number {
return this.bounds.width;
}
public get height(): number {
return this.bounds.height;
}
}