var Phaser; (function (Phaser) { (function (Physics) { /// /** * Phaser - Physics - Projection */ (function (Projection) { var AABBHalf = (function () { function AABBHalf() { } AABBHalf.Collide = function Collide(x, y, obj, t) { //calculate the projection vector for the half-edge, and then //(if collision is occuring) pick the minimum var sx = t.signx; var sy = t.signy; var ox = (obj.pos.x - (sx * obj.width)) - t.pos.x;//this gives is the coordinates of the innermost var oy = (obj.pos.y - (sy * obj.height)) - t.pos.y;//point on the AABB, relative to the tile center //we perform operations analogous to the 45deg tile, except we're using //an axis-aligned slope instead of an angled one.. //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) { //project along axis; note that we're assuming that this tile is horizontal OR vertical //relative to the AABB's current tile, and not diagonal OR the current tile. obj.reportCollisionVsWorld(x, y, x / lenP, y / lenP, t); return Phaser.Physics.AABB.COL_AXIS; } else { //note that we could use -= instead of -dp obj.reportCollisionVsWorld(sx, sy, t.signx, t.signy, t); return Phaser.Physics.AABB.COL_OTHER; } } return Phaser.Physics.AABB.COL_NONE; }; return AABBHalf; })(); Projection.AABBHalf = AABBHalf; })(Physics.Projection || (Physics.Projection = {})); var Projection = Physics.Projection; })(Phaser.Physics || (Phaser.Physics = {})); var Physics = Phaser.Physics; })(Phaser || (Phaser = {}));