var Phaser; (function (Phaser) { (function (Physics) { /// /** * Phaser - Physics - Projection */ (function (Projection) { var AABB67Deg = (function () { function AABB67Deg() { } AABB67Deg.CollideS = function CollideS(x, y, obj, t) { var signx = t.signx; var signy = t.signy; var px = obj.pos.x - (signx * obj.width); var penX = t.pos.x - px; if(0 < (penX * signx)) { var ox = (obj.pos.x - (signx * obj.width)) - (t.pos.x - (signx * t.xw));//this gives is the coordinates of the innermost var oy = (obj.pos.y - (signy * obj.height)) - (t.pos.y + (signy * t.yw));//point on the AABB, relative to a point on the slope var sx = t.sx;//get slope unit normal var sy = t.sy; //if the dotprod of (ox,oy) and (sx,sy) is negative, the corner is in the slope //and we need to project 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//(sx,sy) is now the projection vector ; sy *= -dp; var lenN = Math.sqrt(sx * sx + sy * sy); var lenP = Math.sqrt(x * x + y * y); var aX = Math.abs(penX); if(lenP < lenN) { if(aX < lenP) { obj.reportCollisionVsWorld(penX, 0, penX / aX, 0, 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(aX < lenN) { obj.reportCollisionVsWorld(penX, 0, penX / aX, 0, 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; }; AABB67Deg.CollideB = function CollideB(x, y, obj, t) { var signx = t.signx; var signy = t.signy; var ox = (obj.pos.x - (signx * obj.width)) - (t.pos.x + (signx * t.xw));//this gives is the coordinates of the innermost var oy = (obj.pos.y - (signy * obj.height)) - (t.pos.y - (signy * t.yw));//point on the AABB, relative to a point on the slope var sx = t.sx;//get slope unit normal 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//(sx,sy) is now the projection vector ; 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 AABB67Deg; })(); Projection.AABB67Deg = AABB67Deg; })(Physics.Projection || (Physics.Projection = {})); var Projection = Physics.Projection; })(Phaser.Physics || (Phaser.Physics = {})); var Physics = Phaser.Physics; })(Phaser || (Phaser = {}));