GameObject
overlaps another.
* Can be called with one object and one group, or two groups, or two objects,
* whatever floats your boat! For maximum performance try bundling a lot of objects
* together using a FlxGroup
(or even bundling groups together!).
*
* NOTE: does NOT take objects' scrollfactor into account, all overlaps are checked in world space.
* * @param ObjectOrGroup1 The first object or group you want to check. * @param ObjectOrGroup2 The second object or group you want to check. If it is the same as the first, flixel knows to just do a comparison within that group. * @param NotifyCallback A function with twoGameObject
parameters - e.g. myOverlapFunction(Object1:GameObject,Object2:GameObject)
- that is called if those two objects overlap.
* @param ProcessCallback A function with two GameObject
parameters - e.g. myOverlapFunction(Object1:GameObject,Object2:GameObject)
- that is called if those two objects overlap. If a ProcessCallback is provided, then NotifyCallback will only be called if ProcessCallback returns true for those objects!
*
* @return Whether any overlaps were detected.
*/
public overlap(ObjectOrGroup1: Basic = null, ObjectOrGroup2: Basic = null, NotifyCallback = null, ProcessCallback = null): bool {
if (ObjectOrGroup1 == null)
{
ObjectOrGroup1 = this.group;
}
if (ObjectOrGroup2 == ObjectOrGroup1)
{
ObjectOrGroup2 = null;
}
QuadTree.divisions = this.worldDivisions;
var quadTree: QuadTree = new QuadTree(this.bounds.x, this.bounds.y, this.bounds.width, this.bounds.height);
quadTree.load(ObjectOrGroup1, ObjectOrGroup2, NotifyCallback, ProcessCallback);
var result: bool = quadTree.execute();
quadTree.destroy();
quadTree = null;
return result;
}
/**
* The main collision resolution in flixel.
*
* @param Object1 Any Sprite
.
* @param Object2 Any other Sprite
.
*
* @return Whether the objects in fact touched and were separated.
*/
public static separate(Object1, Object2): bool {
var separatedX: bool = World.separateX(Object1, Object2);
var separatedY: bool = World.separateY(Object1, Object2);
return separatedX || separatedY;
}
/**
* The X-axis component of the object separation process.
*
* @param Object1 Any Sprite
.
* @param Object2 Any other Sprite
.
*
* @return Whether the objects in fact touched and were separated along the X axis.
*/
public static separateX(Object1, Object2): bool {
//can't separate two immovable objects
var obj1immovable: bool = Object1.immovable;
var obj2immovable: bool = Object2.immovable;
if (obj1immovable && obj2immovable)
{
return false;
}
//If one of the objects is a tilemap, just pass it off.
/*
if (typeof Object1 === 'FlxTilemap')
{
return Object1.overlapsWithCallback(Object2, separateX);
}
if (typeof Object2 === 'FlxTilemap')
{
return Object2.overlapsWithCallback(Object1, separateX, true);
}
*/
//First, get the two object deltas
var overlap: number = 0;
var obj1delta: number = Object1.x - Object1.last.x;
var obj2delta: number = Object2.x - Object2.last.x;
if (obj1delta != obj2delta)
{
//Check if the X hulls actually overlap
var obj1deltaAbs: number = (obj1delta > 0) ? obj1delta : -obj1delta;
var obj2deltaAbs: number = (obj2delta > 0) ? obj2delta : -obj2delta;
var obj1rect: Rectangle = new Rectangle(Object1.x - ((obj1delta > 0) ? obj1delta : 0), Object1.last.y, Object1.width + ((obj1delta > 0) ? obj1delta : -obj1delta), Object1.height);
var obj2rect: Rectangle = new Rectangle(Object2.x - ((obj2delta > 0) ? obj2delta : 0), Object2.last.y, Object2.width + ((obj2delta > 0) ? obj2delta : -obj2delta), Object2.height);
if ((obj1rect.x + obj1rect.width > obj2rect.x) && (obj1rect.x < obj2rect.x + obj2rect.width) && (obj1rect.y + obj1rect.height > obj2rect.y) && (obj1rect.y < obj2rect.y + obj2rect.height))
{
var maxOverlap: number = obj1deltaAbs + obj2deltaAbs + GameObject.OVERLAP_BIAS;
//If they did overlap (and can), figure out by how much and flip the corresponding flags
if (obj1delta > obj2delta)
{
overlap = Object1.x + Object1.width - Object2.x;
if ((overlap > maxOverlap) || !(Object1.allowCollisions & GameObject.RIGHT) || !(Object2.allowCollisions & GameObject.LEFT))
{
overlap = 0;
}
else
{
Object1.touching |= GameObject.RIGHT;
Object2.touching |= GameObject.LEFT;
}
}
else if (obj1delta < obj2delta)
{
overlap = Object1.x - Object2.width - Object2.x;
if ((-overlap > maxOverlap) || !(Object1.allowCollisions & GameObject.LEFT) || !(Object2.allowCollisions & GameObject.RIGHT))
{
overlap = 0;
}
else
{
Object1.touching |= GameObject.LEFT;
Object2.touching |= GameObject.RIGHT;
}
}
}
}
//Then adjust their positions and velocities accordingly (if there was any overlap)
if (overlap != 0)
{
var obj1v: number = Object1.velocity.x;
var obj2v: number = Object2.velocity.x;
if (!obj1immovable && !obj2immovable)
{
overlap *= 0.5;
Object1.x = Object1.x - overlap;
Object2.x += overlap;
var obj1velocity: number = Math.sqrt((obj2v * obj2v * Object2.mass) / Object1.mass) * ((obj2v > 0) ? 1 : -1);
var obj2velocity: number = Math.sqrt((obj1v * obj1v * Object1.mass) / Object2.mass) * ((obj1v > 0) ? 1 : -1);
var average: number = (obj1velocity + obj2velocity) * 0.5;
obj1velocity -= average;
obj2velocity -= average;
Object1.velocity.x = average + obj1velocity * Object1.elasticity;
Object2.velocity.x = average + obj2velocity * Object2.elasticity;
}
else if (!obj1immovable)
{
Object1.x = Object1.x - overlap;
Object1.velocity.x = obj2v - obj1v * Object1.elasticity;
}
else if (!obj2immovable)
{
Object2.x += overlap;
Object2.velocity.x = obj1v - obj2v * Object2.elasticity;
}
return true;
}
else
{
return false;
}
}
/**
* The Y-axis component of the object separation process.
*
* @param Object1 Any Sprite
.
* @param Object2 Any other Sprite
.
*
* @return Whether the objects in fact touched and were separated along the Y axis.
*/
public static separateY(Object1, Object2): bool {
//can't separate two immovable objects
var obj1immovable: bool = Object1.immovable;
var obj2immovable: bool = Object2.immovable;
if (obj1immovable && obj2immovable)
return false;
//If one of the objects is a tilemap, just pass it off.
/*
if (typeof Object1 === 'FlxTilemap')
{
return Object1.overlapsWithCallback(Object2, separateY);
}
if (typeof Object2 === 'FlxTilemap')
{
return Object2.overlapsWithCallback(Object1, separateY, true);
}
*/
//First, get the two object deltas
var overlap: number = 0;
var obj1delta: number = Object1.y - Object1.last.y;
var obj2delta: number = Object2.y - Object2.last.y;
if (obj1delta != obj2delta)
{
//Check if the Y hulls actually overlap
var obj1deltaAbs: number = (obj1delta > 0) ? obj1delta : -obj1delta;
var obj2deltaAbs: number = (obj2delta > 0) ? obj2delta : -obj2delta;
var obj1rect: Rectangle = new Rectangle(Object1.x, Object1.y - ((obj1delta > 0) ? obj1delta : 0), Object1.width, Object1.height + obj1deltaAbs);
var obj2rect: Rectangle = new Rectangle(Object2.x, Object2.y - ((obj2delta > 0) ? obj2delta : 0), Object2.width, Object2.height + obj2deltaAbs);
if ((obj1rect.x + obj1rect.width > obj2rect.x) && (obj1rect.x < obj2rect.x + obj2rect.width) && (obj1rect.y + obj1rect.height > obj2rect.y) && (obj1rect.y < obj2rect.y + obj2rect.height))
{
var maxOverlap: number = obj1deltaAbs + obj2deltaAbs + GameObject.OVERLAP_BIAS;
//If they did overlap (and can), figure out by how much and flip the corresponding flags
if (obj1delta > obj2delta)
{
overlap = Object1.y + Object1.height - Object2.y;
if ((overlap > maxOverlap) || !(Object1.allowCollisions & GameObject.DOWN) || !(Object2.allowCollisions & GameObject.UP))
{
overlap = 0;
}
else
{
Object1.touching |= GameObject.DOWN;
Object2.touching |= GameObject.UP;
}
}
else if (obj1delta < obj2delta)
{
overlap = Object1.y - Object2.height - Object2.y;
if ((-overlap > maxOverlap) || !(Object1.allowCollisions & GameObject.UP) || !(Object2.allowCollisions & GameObject.DOWN))
{
overlap = 0;
}
else
{
Object1.touching |= GameObject.UP;
Object2.touching |= GameObject.DOWN;
}
}
}
}
//Then adjust their positions and velocities accordingly (if there was any overlap)
if (overlap != 0)
{
var obj1v: number = Object1.velocity.y;
var obj2v: number = Object2.velocity.y;
if (!obj1immovable && !obj2immovable)
{
overlap *= 0.5;
Object1.y = Object1.y - overlap;
Object2.y += overlap;
var obj1velocity: number = Math.sqrt((obj2v * obj2v * Object2.mass) / Object1.mass) * ((obj2v > 0) ? 1 : -1);
var obj2velocity: number = Math.sqrt((obj1v * obj1v * Object1.mass) / Object2.mass) * ((obj1v > 0) ? 1 : -1);
var average: number = (obj1velocity + obj2velocity) * 0.5;
obj1velocity -= average;
obj2velocity -= average;
Object1.velocity.y = average + obj1velocity * Object1.elasticity;
Object2.velocity.y = average + obj2velocity * Object2.elasticity;
}
else if (!obj1immovable)
{
Object1.y = Object1.y - overlap;
Object1.velocity.y = obj2v - obj1v * Object1.elasticity;
//This is special case code that handles cases like horizontal moving platforms you can ride
if (Object2.active && Object2.moves && (obj1delta > obj2delta))
{
Object1.x += Object2.x - Object2.last.x;
}
}
else if (!obj2immovable)
{
Object2.y += overlap;
Object2.velocity.y = obj1v - obj2v * Object2.elasticity;
//This is special case code that handles cases like horizontal moving platforms you can ride
if (Object1.active && Object1.moves && (obj1delta < obj2delta))
{
Object2.x += Object1.x - Object1.last.x;
}
}
return true;
}
else
{
return false;
}
}
}