/// /// /// /// /// /** * Phaser - PhysicsManager * * Your game only has one PhysicsManager instance and it's responsible for looking after, creating and colliding * all of the physics objects in the world. */ module Phaser.Physics { export class ArcadePhysics { constructor(game: Game, width: number, height: number) { this.game = game; this.gravity = new Vec2; this.drag = new Vec2; this.bounce = new Vec2; this.angularDrag = 0; this.bounds = new Rectangle(0, 0, width, height); this._distance = new Vec2; this._tangent = new Vec2; this.members = new Group(game); } /** * Local private reference to Game. */ public game: Game; /** * Physics object pool */ public members: Group; // Temp calculation vars private _drag: number; private _delta: number; private _velocityDelta: number; private _length: number = 0; private _distance: Vec2; private _tangent: Vec2; private _separatedX: bool; private _separatedY: bool; private _overlap: number; private _maxOverlap: number; private _obj1Velocity: number; private _obj2Velocity: number; private _obj1NewVelocity: number; private _obj2NewVelocity: number; private _average: number; private _quadTree: QuadTree; private _quadTreeResult: bool; public bounds: Rectangle; public gravity: Vec2; public drag: Vec2; public bounce: Vec2; public angularDrag: number; /** * The overlap bias is used when calculating hull overlap before separation - change it if you have especially small or large GameObjects * @type {number} */ static OVERLAP_BIAS: number = 4; /** * The overlap bias is used when calculating hull overlap before separation - change it if you have especially small or large GameObjects * @type {number} */ static TILE_OVERLAP: bool = false; /** * @type {number} */ public worldDivisions: number = 6; /* public update() { this._length = this._objects.length; for (var i = 0; i < this._length; i++) { if (this._objects[i]) { this._objects[i].preUpdate(); this.updateMotion(this._objects[i]); this.collideWorld(this._objects[i]); for (var x = 0; x < this._length; x++) { if (this._objects[x] && this._objects[x] !== this._objects[i]) { //this.collideShapes(this._objects[i], this._objects[x]); var r = this.NEWseparate(this._objects[i], this._objects[x]); //console.log('sep', r); } } } } } public render() { // iterate through the objects here, updating and colliding for (var i = 0; i < this._length; i++) { if (this._objects[i]) { this._objects[i].render(this.game.stage.context); } } } */ public updateMotion(body: Phaser.Physics.Body) { if (body.type == Types.BODY_DISABLED) { return; } this._velocityDelta = (this.computeVelocity(body.angularVelocity, body.gravity.x, body.angularAcceleration, body.angularDrag, body.maxAngular) - body.angularVelocity) / 2; body.angularVelocity += this._velocityDelta; body.sprite.transform.rotation += body.angularVelocity * this.game.time.elapsed; body.angularVelocity += this._velocityDelta; this._velocityDelta = (this.computeVelocity(body.velocity.x, body.gravity.x, body.acceleration.x, body.drag.x) - body.velocity.x) / 2; body.velocity.x += this._velocityDelta; this._delta = body.velocity.x * this.game.time.elapsed; body.velocity.x += this._velocityDelta; //body.position.x += this._delta; body.sprite.x += this._delta; this._velocityDelta = (this.computeVelocity(body.velocity.y, body.gravity.y, body.acceleration.y, body.drag.y) - body.velocity.y) / 2; body.velocity.y += this._velocityDelta; this._delta = body.velocity.y * this.game.time.elapsed; body.velocity.y += this._velocityDelta; //body.position.y += this._delta; body.sprite.y += this._delta; } /** * A tween-like function that takes a starting velocity and some other factors and returns an altered velocity. * * @param {number} Velocity Any component of velocity (e.g. 20). * @param {number} Acceleration Rate at which the velocity is changing. * @param {number} Drag Really kind of a deceleration, this is how much the velocity changes if Acceleration is not set. * @param {number} Max An absolute value cap for the velocity. * * @return {number} The altered Velocity value. */ public computeVelocity(velocity: number, gravity: number = 0, acceleration: number = 0, drag: number = 0, max: number = 10000): number { if (acceleration !== 0) { velocity += (acceleration + gravity) * this.game.time.elapsed; } else if (drag !== 0) { this._drag = drag * this.game.time.elapsed; if (velocity - this._drag > 0) { velocity = velocity - this._drag; } else if (velocity + this._drag < 0) { velocity += this._drag; } else { velocity = 0; } velocity += gravity; } if ((velocity != 0) && (max != 10000)) { if (velocity > max) { velocity = max; } else if (velocity < -max) { velocity = -max; } } return velocity; } /** * The core Collision separation method. * @param body1 The first Physics.Body to separate * @param body2 The second Physics.Body to separate * @returns {boolean} Returns true if the bodies were separated, otherwise false. */ public separate(body1: Body, body2: Body): bool { this._separatedX = this.separateBodyX(body1, body2); this._separatedY = this.separateBodyY(body1, body2); return this._separatedX || this._separatedY; } public checkHullIntersection(body1: Body, body2:Body): bool { return ((body1.hullX + body1.hullWidth > body2.hullX) && (body1.hullX < body2.hullX + body2.hullWidth) && (body1.hullY + body1.hullHeight > body2.hullY) && (body1.hullY < body2.hullY + body2.hullHeight)); } /** * Separates the two objects on their x axis * @param object1 The first GameObject to separate * @param object2 The second GameObject to separate * @returns {boolean} Whether the objects in fact touched and were separated along the X axis. */ public separateBodyX(body1: Body, body2: Body): bool { // Can't separate two disabled or static objects if ((body1.type == Types.BODY_DISABLED || body1.type == Types.BODY_STATIC) && (body2.type == Types.BODY_DISABLED || body2.type == Types.BODY_STATIC)) { return false; } // First, get the two object deltas this._overlap = 0; if (body1.deltaX != body2.deltaX) { if (RectangleUtils.intersects(body1.bounds, body2.bounds)) { this._maxOverlap = body1.deltaXAbs + body2.deltaXAbs + PhysicsManager.OVERLAP_BIAS; // If they did overlap (and can), figure out by how much and flip the corresponding flags if (body1.deltaX > body2.deltaX) { this._overlap = body1.bounds.right - body2.bounds.x; if ((this._overlap > this._maxOverlap) || !(body1.allowCollisions & Types.RIGHT) || !(body2.allowCollisions & Types.LEFT)) { this._overlap = 0; } else { body1.touching |= Types.RIGHT; body2.touching |= Types.LEFT; } } else if (body1.deltaX < body2.deltaX) { this._overlap = body1.bounds.x - body2.bounds.width - body2.bounds.x; if ((-this._overlap > this._maxOverlap) || !(body1.allowCollisions & Types.LEFT) || !(body2.allowCollisions & Types.RIGHT)) { this._overlap = 0; } else { body1.touching |= Types.LEFT; body2.touching |= Types.RIGHT; } } } } // Then adjust their positions and velocities accordingly (if there was any overlap) if (this._overlap != 0) { this._obj1Velocity = body1.velocity.x; this._obj2Velocity = body2.velocity.x; /** * Dynamic = gives and receives impacts * Static = gives but doesn't receive impacts, cannot be moved by physics * Kinematic = gives impacts, but never receives, can be moved by physics */ // 2 dynamic bodies will exchange velocities if (body1.type == Types.BODY_DYNAMIC && body2.type == Types.BODY_DYNAMIC) { this._overlap *= 0.5; body1.position.x = body1.position.x - this._overlap; body2.position.x += this._overlap; this._obj1NewVelocity = Math.sqrt((this._obj2Velocity * this._obj2Velocity * body2.mass) / body1.mass) * ((this._obj2Velocity > 0) ? 1 : -1); this._obj2NewVelocity = Math.sqrt((this._obj1Velocity * this._obj1Velocity * body1.mass) / body2.mass) * ((this._obj1Velocity > 0) ? 1 : -1); this._average = (this._obj1NewVelocity + this._obj2NewVelocity) * 0.5; this._obj1NewVelocity -= this._average; this._obj2NewVelocity -= this._average; body1.velocity.x = this._average + this._obj1NewVelocity * body1.bounce.x; body2.velocity.x = this._average + this._obj2NewVelocity * body2.bounce.x; } else if (body2.type != Types.BODY_DYNAMIC) { // Body 2 is Static or Kinematic this._overlap *= 2; body1.position.x -= this._overlap; body1.velocity.x = this._obj2Velocity - this._obj1Velocity * body1.bounce.x; } else if (body1.type != Types.BODY_DYNAMIC) { // Body 1 is Static or Kinematic this._overlap *= 2; body2.position.x += this._overlap; body2.velocity.x = this._obj1Velocity - this._obj2Velocity * body2.bounce.x; } return true; } else { return false; } } /** * Separates the two objects on their y axis * @param object1 The first GameObject to separate * @param object2 The second GameObject to separate * @returns {boolean} Whether the objects in fact touched and were separated along the Y axis. */ public separateBodyY(body1: Body, body2: Body): bool { // Can't separate two immovable objects if ((body1.type == Types.BODY_DISABLED || body1.type == Types.BODY_STATIC) && (body2.type == Types.BODY_DISABLED || body2.type == Types.BODY_STATIC)) { return false; } // First, get the two object deltas this._overlap = 0; if (body1.deltaY != body2.deltaY) { if (RectangleUtils.intersects(body1.bounds, body2.bounds)) { // This is the only place to use the DeltaAbs values this._maxOverlap = body1.deltaYAbs + body2.deltaYAbs + PhysicsManager.OVERLAP_BIAS; // If they did overlap (and can), figure out by how much and flip the corresponding flags if (body1.deltaY > body2.deltaY) { this._overlap = body1.bounds.bottom - body2.bounds.y; if ((this._overlap > this._maxOverlap) || !(body1.allowCollisions & Types.DOWN) || !(body2.allowCollisions & Types.UP)) { this._overlap = 0; } else { body1.touching |= Types.DOWN; body2.touching |= Types.UP; } } else if (body1.deltaY < body2.deltaY) { this._overlap = body1.bounds.y - body2.bounds.height - body2.bounds.y; if ((-this._overlap > this._maxOverlap) || !(body1.allowCollisions & Types.UP) || !(body2.allowCollisions & Types.DOWN)) { this._overlap = 0; } else { body1.touching |= Types.UP; body2.touching |= Types.DOWN; } } } } // Then adjust their positions and velocities accordingly (if there was any overlap) if (this._overlap != 0) { this._obj1Velocity = body1.velocity.y; this._obj2Velocity = body2.velocity.y; /** * Dynamic = gives and receives impacts * Static = gives but doesn't receive impacts, cannot be moved by physics * Kinematic = gives impacts, but never receives, can be moved by physics */ if (body1.type == Types.BODY_DYNAMIC && body2.type == Types.BODY_DYNAMIC) { this._overlap *= 0.5; body1.position.y = body1.position.y - this._overlap; body2.position.y += this._overlap; this._obj1NewVelocity = Math.sqrt((this._obj2Velocity * this._obj2Velocity * body2.mass) / body1.mass) * ((this._obj2Velocity > 0) ? 1 : -1); this._obj2NewVelocity = Math.sqrt((this._obj1Velocity * this._obj1Velocity * body1.mass) / body2.mass) * ((this._obj1Velocity > 0) ? 1 : -1); var average: number = (this._obj1NewVelocity + this._obj2NewVelocity) * 0.5; this._obj1NewVelocity -= average; this._obj2NewVelocity -= average; body1.velocity.y = average + this._obj1NewVelocity * body1.bounce.y; body2.velocity.y = average + this._obj2NewVelocity * body2.bounce.y; } else if (body2.type != Types.BODY_DYNAMIC) { this._overlap *= 2; body1.position.y -= this._overlap; body1.velocity.y = this._obj2Velocity - this._obj1Velocity * body1.bounce.y; // This is special case code that handles things like horizontal moving platforms you can ride //if (body2.parent.active && body2.moves && (body1.deltaY > body2.deltaY)) if (body2.sprite.active && (body1.deltaY > body2.deltaY)) { body1.position.x += body2.position.x - body2.oldPosition.x; } } else if (body1.type != Types.BODY_DYNAMIC) { this._overlap *= 2; body2.position.y += this._overlap; body2.velocity.y = this._obj1Velocity - this._obj2Velocity * body2.bounce.y; // This is special case code that handles things like horizontal moving platforms you can ride //if (object1.active && body1.moves && (body1.deltaY < body2.deltaY)) if (body1.sprite.active && (body1.deltaY < body2.deltaY)) { body2.position.x += body1.position.x - body1.oldPosition.x; } } return true; } else { return false; } } /* private TILEseparate(shapeA: IPhysicsShape, shapeB: IPhysicsShape, distance: Vec2, tangent: Vec2) { if (tangent.x == 1) { console.log('1 The left side of ShapeA hit the right side of ShapeB', Math.floor(distance.x)); shapeA.physics.touching |= Phaser.Types.LEFT; shapeB.physics.touching |= Phaser.Types.RIGHT; } else if (tangent.x == -1) { console.log('2 The right side of ShapeA hit the left side of ShapeB', Math.floor(distance.x)); shapeA.physics.touching |= Phaser.Types.RIGHT; shapeB.physics.touching |= Phaser.Types.LEFT; } if (tangent.y == 1) { console.log('3 The top of ShapeA hit the bottom of ShapeB', Math.floor(distance.y)); shapeA.physics.touching |= Phaser.Types.UP; shapeB.physics.touching |= Phaser.Types.DOWN; } else if (tangent.y == -1) { console.log('4 The bottom of ShapeA hit the top of ShapeB', Math.floor(distance.y)); shapeA.physics.touching |= Phaser.Types.DOWN; shapeB.physics.touching |= Phaser.Types.UP; } // only apply collision response forces if the object is travelling into, and not out of, the collision var dot = Vec2Utils.dot(shapeA.physics.velocity, tangent); if (dot < 0) { console.log('in to', dot); // Apply horizontal bounce if (shapeA.physics.bounce.x > 0) { shapeA.physics.velocity.x *= -(shapeA.physics.bounce.x); } else { shapeA.physics.velocity.x = 0; } // Apply horizontal bounce if (shapeA.physics.bounce.y > 0) { shapeA.physics.velocity.y *= -(shapeA.physics.bounce.y); } else { shapeA.physics.velocity.y = 0; } } else { console.log('out of', dot); } shapeA.position.x += Math.floor(distance.x); //shapeA.bounds.x += Math.floor(distance.x); shapeA.position.y += Math.floor(distance.y); //shapeA.bounds.y += distance.y; console.log('------------------------------------------------'); } private collideWorld(shape:IPhysicsShape) { // Collide on the x-axis this._distance.x = shape.world.bounds.x - (shape.position.x - shape.bounds.halfWidth); if (0 < this._distance.x) { // Hit Left this._tangent.setTo(1, 0); this.separateXWall(shape, this._distance, this._tangent); } else { this._distance.x = (shape.position.x + shape.bounds.halfWidth) - shape.world.bounds.right; if (0 < this._distance.x) { // Hit Right this._tangent.setTo(-1, 0); this._distance.reverse(); this.separateXWall(shape, this._distance, this._tangent); } } // Collide on the y-axis this._distance.y = shape.world.bounds.y - (shape.position.y - shape.bounds.halfHeight); if (0 < this._distance.y) { // Hit Top this._tangent.setTo(0, 1); this.separateYWall(shape, this._distance, this._tangent); } else { this._distance.y = (shape.position.y + shape.bounds.halfHeight) - shape.world.bounds.bottom; if (0 < this._distance.y) { // Hit Bottom this._tangent.setTo(0, -1); this._distance.reverse(); this.separateYWall(shape, this._distance, this._tangent); } } } private separateX(shapeA: IPhysicsShape, shapeB: IPhysicsShape, distance: Vec2, tangent: Vec2) { if (tangent.x == 1) { console.log('The left side of ShapeA hit the right side of ShapeB', distance.x); shapeA.physics.touching |= Phaser.Types.LEFT; shapeB.physics.touching |= Phaser.Types.RIGHT; } else { console.log('The right side of ShapeA hit the left side of ShapeB', distance.x); shapeA.physics.touching |= Phaser.Types.RIGHT; shapeB.physics.touching |= Phaser.Types.LEFT; } // collision edges //shapeA.oH = tangent.x; // only apply collision response forces if the object is travelling into, and not out of, the collision if (Vec2Utils.dot(shapeA.physics.velocity, tangent) < 0) { // Apply horizontal bounce if (shapeA.physics.bounce.x > 0) { shapeA.physics.velocity.x *= -(shapeA.physics.bounce.x); } else { shapeA.physics.velocity.x = 0; } } shapeA.position.x += distance.x; shapeA.bounds.x += distance.x; } private separateY(shapeA: IPhysicsShape, shapeB: IPhysicsShape, distance: Vec2, tangent: Vec2) { if (tangent.y == 1) { console.log('The top of ShapeA hit the bottom of ShapeB', distance.y); shapeA.physics.touching |= Phaser.Types.UP; shapeB.physics.touching |= Phaser.Types.DOWN; } else { console.log('The bottom of ShapeA hit the top of ShapeB', distance.y); shapeA.physics.touching |= Phaser.Types.DOWN; shapeB.physics.touching |= Phaser.Types.UP; } // collision edges //shapeA.oV = tangent.y; // only apply collision response forces if the object is travelling into, and not out of, the collision if (Vec2Utils.dot(shapeA.physics.velocity, tangent) < 0) { // Apply horizontal bounce if (shapeA.physics.bounce.y > 0) { shapeA.physics.velocity.y *= -(shapeA.physics.bounce.y); } else { shapeA.physics.velocity.y = 0; } } shapeA.position.y += distance.y; shapeA.bounds.y += distance.y; } private separateXWall(shapeA: IPhysicsShape, distance: Vec2, tangent: Vec2) { if (tangent.x == 1) { console.log('The left side of ShapeA hit the right side of ShapeB', distance.x); shapeA.physics.touching |= Phaser.Types.LEFT; } else { console.log('The right side of ShapeA hit the left side of ShapeB', distance.x); shapeA.physics.touching |= Phaser.Types.RIGHT; } // collision edges //shapeA.oH = tangent.x; // only apply collision response forces if the object is travelling into, and not out of, the collision if (Vec2Utils.dot(shapeA.physics.velocity, tangent) < 0) { // Apply horizontal bounce if (shapeA.physics.bounce.x > 0) { shapeA.physics.velocity.x *= -(shapeA.physics.bounce.x); } else { shapeA.physics.velocity.x = 0; } } shapeA.position.x += distance.x; } private separateYWall(shapeA: IPhysicsShape, distance: Vec2, tangent: Vec2) { if (tangent.y == 1) { console.log('The top of ShapeA hit the bottom of ShapeB', distance.y); shapeA.physics.touching |= Phaser.Types.UP; } else { console.log('The bottom of ShapeA hit the top of ShapeB', distance.y); shapeA.physics.touching |= Phaser.Types.DOWN; } // collision edges //shapeA.oV = tangent.y; // only apply collision response forces if the object is travelling into, and not out of, the collision if (Vec2Utils.dot(shapeA.physics.velocity, tangent) < 0) { // Apply horizontal bounce if (shapeA.physics.bounce.y > 0) { shapeA.physics.velocity.y *= -(shapeA.physics.bounce.y); } else { shapeA.physics.velocity.y = 0; } } shapeA.position.y += distance.y; } */ /** * Checks for overlaps between two objects using the world QuadTree. Can be Sprite vs. Sprite, Sprite vs. Group or Group vs. Group. * Note: Does not take the objects scrollFactor into account. All overlaps are check in world space. * @param object1 The first Sprite or Group to check. If null the world.group is used. * @param object2 The second Sprite or Group to check. * @param notifyCallback A callback function that is called if the objects overlap. The two objects will be passed to this function in the same order in which you passed them to Collision.overlap. * @param processCallback A callback function that lets you perform additional checks against the two objects if they overlap. If this is set then notifyCallback will only be called if processCallback returns true. * @param context The context in which the callbacks will be called * @returns {boolean} true if the objects overlap, otherwise false. */ public overlap(object1 = null, object2 = null, notifyCallback = null, processCallback = null, context = null): bool { /* if (object1 == null) { object1 = this.game.world.group; } if (object2 == object1) { object2 = null; } QuadTree.divisions = this.worldDivisions; this._quadTree = new Phaser.QuadTree(this, this.bounds.x, this.bounds.y, this.bounds.width, this.bounds.height); this._quadTree.load(object1, object2, notifyCallback, processCallback, context); this._quadTreeResult = this._quadTree.execute(); console.log('over', this._quadTreeResult); this._quadTree.destroy(); this._quadTree = null; return this._quadTreeResult; */ return false; } /** * Collision resolution specifically for GameObjects vs. Tiles. * @param object The GameObject to separate * @param tile The Tile to separate * @returns {boolean} Whether the objects in fact touched and were separated */ public separateTile(object:Sprite, x: number, y: number, width: number, height: number, mass: number, collideLeft: bool, collideRight: bool, collideUp: bool, collideDown: bool, separateX: bool, separateY: bool): bool { //var separatedX: bool = this.separateTileX(object, x, y, width, height, mass, collideLeft, collideRight, separateX); //var separatedY: bool = this.separateTileY(object, x, y, width, height, mass, collideUp, collideDown, separateY); //return separatedX || separatedY; return false; } /** * Separates the two objects on their x axis * @param object The GameObject to separate * @param tile The Tile to separate * @returns {boolean} Whether the objects in fact touched and were separated along the X axis. */ /* public separateTileX(object:Sprite, x: number, y: number, width: number, height: number, mass: number, collideLeft: bool, collideRight: bool, separate: bool): bool { // Can't separate two immovable objects (tiles are always immovable) if (object.immovable) { return false; } // First, get the object delta var overlap: number = 0; var objDelta: number = object.x - object.last.x; //var objDelta: number = object.collisionMask.deltaX; if (objDelta != 0) { // Check if the X hulls actually overlap var objDeltaAbs: number = (objDelta > 0) ? objDelta : -objDelta; //var objDeltaAbs: number = object.collisionMask.deltaXAbs; var objBounds: Rectangle = new Rectangle(object.x - ((objDelta > 0) ? objDelta : 0), object.last.y, object.width + ((objDelta > 0) ? objDelta : -objDelta), object.height); if ((objBounds.x + objBounds.width > x) && (objBounds.x < x + width) && (objBounds.y + objBounds.height > y) && (objBounds.y < y + height)) { var maxOverlap: number = objDeltaAbs + Collision.OVERLAP_BIAS; // If they did overlap (and can), figure out by how much and flip the corresponding flags if (objDelta > 0) { overlap = object.x + object.width - x; if ((overlap > maxOverlap) || !(object.allowCollisions & Collision.RIGHT) || collideLeft == false) { overlap = 0; } else { object.touching |= Collision.RIGHT; } } else if (objDelta < 0) { overlap = object.x - width - x; if ((-overlap > maxOverlap) || !(object.allowCollisions & Collision.LEFT) || collideRight == false) { overlap = 0; } else { object.touching |= Collision.LEFT; } } } } // Then adjust their positions and velocities accordingly (if there was any overlap) if (overlap != 0) { if (separate == true) { //console.log(' object.x = object.x - overlap; object.velocity.x = -(object.velocity.x * object.elasticity); } Collision.TILE_OVERLAP = true; return true; } else { return false; } } */ /** * Separates the two objects on their y axis * @param object The first GameObject to separate * @param tile The second GameObject to separate * @returns {boolean} Whether the objects in fact touched and were separated along the Y axis. */ /* public separateTileY(object: Sprite, x: number, y: number, width: number, height: number, mass: number, collideUp: bool, collideDown: bool, separate: bool): bool { // Can't separate two immovable objects (tiles are always immovable) if (object.immovable) { return false; } // First, get the two object deltas var overlap: number = 0; var objDelta: number = object.y - object.last.y; if (objDelta != 0) { // Check if the Y hulls actually overlap var objDeltaAbs: number = (objDelta > 0) ? objDelta : -objDelta; var objBounds: Rectangle = new Rectangle(object.x, object.y - ((objDelta > 0) ? objDelta : 0), object.width, object.height + objDeltaAbs); if ((objBounds.x + objBounds.width > x) && (objBounds.x < x + width) && (objBounds.y + objBounds.height > y) && (objBounds.y < y + height)) { var maxOverlap: number = objDeltaAbs + Collision.OVERLAP_BIAS; // If they did overlap (and can), figure out by how much and flip the corresponding flags if (objDelta > 0) { overlap = object.y + object.height - y; if ((overlap > maxOverlap) || !(object.allowCollisions & Collision.DOWN) || collideUp == false) { overlap = 0; } else { object.touching |= Collision.DOWN; } } else if (objDelta < 0) { overlap = object.y - height - y; if ((-overlap > maxOverlap) || !(object.allowCollisions & Collision.UP) || collideDown == false) { overlap = 0; } else { object.touching |= Collision.UP; } } } } // TODO - with super low velocities you get lots of stuttering, set some kind of base minimum here // Then adjust their positions and velocities accordingly (if there was any overlap) if (overlap != 0) { if (separate == true) { object.y = object.y - overlap; object.velocity.y = -(object.velocity.y * object.elasticity); } Collision.TILE_OVERLAP = true; return true; } else { return false; } } */ /** * Separates the two objects on their x axis * @param object The GameObject to separate * @param tile The Tile to separate * @returns {boolean} Whether the objects in fact touched and were separated along the X axis. */ /* public static NEWseparateTileX(object:Sprite, x: number, y: number, width: number, height: number, mass: number, collideLeft: bool, collideRight: bool, separate: bool): bool { // Can't separate two immovable objects (tiles are always immovable) if (object.immovable) { return false; } // First, get the object delta var overlap: number = 0; if (object.collisionMask.deltaX != 0) { // Check if the X hulls actually overlap //var objDeltaAbs: number = (objDelta > 0) ? objDelta : -objDelta; //var objBounds: Rectangle = new Rectangle(object.x - ((objDelta > 0) ? objDelta : 0), object.last.y, object.width + ((objDelta > 0) ? objDelta : -objDelta), object.height); //if ((objBounds.x + objBounds.width > x) && (objBounds.x < x + width) && (objBounds.y + objBounds.height > y) && (objBounds.y < y + height)) if (object.collisionMask.intersectsRaw(x, x + width, y, y + height)) { var maxOverlap: number = object.collisionMask.deltaXAbs + Collision.OVERLAP_BIAS; // If they did overlap (and can), figure out by how much and flip the corresponding flags if (object.collisionMask.deltaX > 0) { //overlap = object.x + object.width - x; overlap = object.collisionMask.right - x; if ((overlap > maxOverlap) || !(object.allowCollisions & Collision.RIGHT) || collideLeft == false) { overlap = 0; } else { object.touching |= Collision.RIGHT; } } else if (object.collisionMask.deltaX < 0) { //overlap = object.x - width - x; overlap = object.collisionMask.x - width - x; if ((-overlap > maxOverlap) || !(object.allowCollisions & Collision.LEFT) || collideRight == false) { overlap = 0; } else { object.touching |= Collision.LEFT; } } } } // Then adjust their positions and velocities accordingly (if there was any overlap) if (overlap != 0) { if (separate == true) { object.x = object.x - overlap; object.velocity.x = -(object.velocity.x * object.elasticity); } Collision.TILE_OVERLAP = true; return true; } else { return false; } } */ /** * Separates the two objects on their y axis * @param object The first GameObject to separate * @param tile The second GameObject to separate * @returns {boolean} Whether the objects in fact touched and were separated along the Y axis. */ /* public NEWseparateTileY(object: Sprite, x: number, y: number, width: number, height: number, mass: number, collideUp: bool, collideDown: bool, separate: bool): bool { // Can't separate two immovable objects (tiles are always immovable) if (object.immovable) { return false; } // First, get the two object deltas var overlap: number = 0; //var objDelta: number = object.y - object.last.y; if (object.collisionMask.deltaY != 0) { // Check if the Y hulls actually overlap //var objDeltaAbs: number = (objDelta > 0) ? objDelta : -objDelta; //var objBounds: Rectangle = new Rectangle(object.x, object.y - ((objDelta > 0) ? objDelta : 0), object.width, object.height + objDeltaAbs); //if ((objBounds.x + objBounds.width > x) && (objBounds.x < x + width) && (objBounds.y + objBounds.height > y) && (objBounds.y < y + height)) if (object.collisionMask.intersectsRaw(x, x + width, y, y + height)) { //var maxOverlap: number = objDeltaAbs + Collision.OVERLAP_BIAS; var maxOverlap: number = object.collisionMask.deltaYAbs + Collision.OVERLAP_BIAS; // If they did overlap (and can), figure out by how much and flip the corresponding flags if (object.collisionMask.deltaY > 0) { //overlap = object.y + object.height - y; overlap = object.collisionMask.bottom - y; if ((overlap > maxOverlap) || !(object.allowCollisions & Collision.DOWN) || collideUp == false) { overlap = 0; } else { object.touching |= Collision.DOWN; } } else if (object.collisionMask.deltaY < 0) { //overlap = object.y - height - y; overlap = object.collisionMask.y - height - y; if ((-overlap > maxOverlap) || !(object.allowCollisions & Collision.UP) || collideDown == false) { overlap = 0; } else { object.touching |= Collision.UP; } } } } // TODO - with super low velocities you get lots of stuttering, set some kind of base minimum here // Then adjust their positions and velocities accordingly (if there was any overlap) if (overlap != 0) { if (separate == true) { object.y = object.y - overlap; object.velocity.y = -(object.velocity.y * object.elasticity); } Collision.TILE_OVERLAP = true; return true; } else { return false; } } */ } }