mirror of
https://github.com/photonstorm/phaser
synced 2024-11-27 07:01:20 +00:00
315 lines
No EOL
10 KiB
TypeScript
315 lines
No EOL
10 KiB
TypeScript
/// <reference path="../Game.ts" />
|
|
/// <reference path="PhysicsManager.ts" />
|
|
|
|
/**
|
|
* Phaser - Physics - AABB
|
|
*/
|
|
|
|
module Phaser.Physics {
|
|
|
|
export class AABB {
|
|
|
|
constructor(game: Game, sprite: Sprite, x: number, y: number, width: number, height: number) {
|
|
|
|
this.game = game;
|
|
this.world = game.world.physics;
|
|
this.sprite = sprite;
|
|
|
|
this.width = width;
|
|
this.height = height;
|
|
this.halfWidth = Math.round(width / 2);
|
|
this.halfHeight = Math.round(height / 2);
|
|
|
|
this.position = new Vec2(x + this.halfWidth, y + this.halfHeight);
|
|
this.oldPosition = new Vec2(x + this.halfWidth, y + this.halfHeight);
|
|
this.newVelocity = new Vec2(0, 0);
|
|
|
|
}
|
|
|
|
/**
|
|
* Local private reference to Game.
|
|
*/
|
|
public game: Game;
|
|
public world: PhysicsManager;
|
|
public sprite: Sprite;
|
|
|
|
public position: Vec2;
|
|
public oldPosition: Vec2;
|
|
public width: number;
|
|
public height: number;
|
|
public halfWidth: number;
|
|
public halfHeight: number;
|
|
public oH: number;
|
|
public oV: number;
|
|
|
|
private _drag: number;
|
|
|
|
public newVelocity: Vec2;
|
|
|
|
public update() {
|
|
|
|
if (this.sprite.physics.moves)
|
|
{
|
|
this.oldPosition.x = this.position.x;
|
|
this.oldPosition.y = this.position.y;
|
|
|
|
this.updateMotion();
|
|
this.collideWorld();
|
|
}
|
|
|
|
}
|
|
|
|
private updateMotion() {
|
|
|
|
/*
|
|
var delta: number;
|
|
var velocityDelta: number;
|
|
|
|
velocityDelta = (this._game.motion.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;
|
|
*/
|
|
|
|
// move to temp vars
|
|
var delta;
|
|
|
|
var velocityDelta = (this.computeVelocity(this.sprite.physics.velocity.x, this.sprite.physics.acceleration.x, this.sprite.physics.drag.x) - this.sprite.physics.velocity.x) / 2;
|
|
this.sprite.physics.velocity.x += velocityDelta;
|
|
delta = this.sprite.physics.velocity.x * this.game.time.elapsed;
|
|
this.sprite.physics.velocity.x += velocityDelta;
|
|
this.position.x += delta;
|
|
|
|
var velocityDelta = (this.computeVelocity(this.sprite.physics.velocity.y, this.sprite.physics.acceleration.y, this.sprite.physics.drag.y) - this.sprite.physics.velocity.y) / 2;
|
|
this.sprite.physics.velocity.y += velocityDelta;
|
|
delta = this.sprite.physics.velocity.y * this.game.time.elapsed;
|
|
this.sprite.physics.velocity.y += velocityDelta;
|
|
this.position.y += 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, acceleration: number = 0, drag: number = 0, max: number = 10000): number {
|
|
|
|
if (acceleration !== 0)
|
|
{
|
|
velocity += acceleration * 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;
|
|
}
|
|
}
|
|
|
|
if ((velocity != 0) && (max != 10000))
|
|
{
|
|
if (velocity > max)
|
|
{
|
|
velocity = max;
|
|
}
|
|
else if (velocity < -max)
|
|
{
|
|
velocity = -max;
|
|
}
|
|
}
|
|
|
|
return velocity;
|
|
|
|
}
|
|
|
|
private collideWorld() {
|
|
|
|
// Collide on the x-axis
|
|
var dx: number = this.world.bounds.x - (this.position.x - this.halfWidth);
|
|
|
|
if (0 < dx)
|
|
{
|
|
// Hit Left
|
|
this.oH = 1;
|
|
this.position.x += dx;
|
|
|
|
if (this.sprite.physics.bounce.x > 0)
|
|
{
|
|
this.sprite.physics.velocity.x *= -(this.sprite.physics.bounce.x);
|
|
}
|
|
else
|
|
{
|
|
this.sprite.physics.velocity.x = 0;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
dx = (this.position.x + this.halfWidth) - this.world.bounds.right;
|
|
|
|
if (0 < dx)
|
|
{
|
|
// Hit Right
|
|
this.oH = -1;
|
|
this.position.x -= dx;
|
|
|
|
if (this.sprite.physics.bounce.x > 0)
|
|
{
|
|
this.sprite.physics.velocity.x *= -(this.sprite.physics.bounce.x);
|
|
}
|
|
else
|
|
{
|
|
this.sprite.physics.velocity.x = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Collide on the y-axis
|
|
var dy: number = this.world.bounds.y - (this.position.y - this.halfHeight);
|
|
|
|
if (0 < dy)
|
|
{
|
|
// Hit Top
|
|
this.oV = 1;
|
|
this.position.y += dy;
|
|
|
|
if (this.sprite.physics.bounce.y > 0)
|
|
{
|
|
this.sprite.physics.velocity.y *= -(this.sprite.physics.bounce.y);
|
|
}
|
|
else
|
|
{
|
|
this.sprite.physics.velocity.y = 0;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
dy = (this.position.y + this.halfHeight) - this.world.bounds.bottom;
|
|
|
|
if (0 < dy)
|
|
{
|
|
// Hit Bottom
|
|
this.oV = -1;
|
|
this.position.y -= dy;
|
|
|
|
if (this.sprite.physics.bounce.y > 0)
|
|
{
|
|
this.sprite.physics.velocity.y *= -(this.sprite.physics.bounce.y);
|
|
}
|
|
else
|
|
{
|
|
this.sprite.physics.velocity.y = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
private processWorld(px, py, dx, dy, tile) {
|
|
|
|
// Velocity
|
|
//this.sprite.physics.velocity.x = this.position.x - this.oldPosition.x;
|
|
//this.sprite.physics.velocity.y = this.position.y - this.oldPosition.y;
|
|
|
|
// Optimise!!!
|
|
var dp: number = (this.sprite.physics.velocity.x * dx + this.sprite.physics.velocity.y * dy);
|
|
var nx: number = dp * dx;
|
|
var ny: number = dp * dy;
|
|
var tx: number = this.sprite.physics.velocity.x - nx;
|
|
var ty: number = this.sprite.physics.velocity.y - ny;
|
|
|
|
var bx, by, fx, fy;
|
|
|
|
if (dp < 0)
|
|
{
|
|
fx = tx * this.sprite.physics.friction.x;
|
|
fy = ty * this.sprite.physics.friction.y;
|
|
bx = (nx * (1 + this.sprite.physics.bounce.x));
|
|
by = (ny * (1 + this.sprite.physics.bounce.y));
|
|
//this.sprite.physics.velocity.x = bx;
|
|
//this.sprite.physics.velocity.y = by;
|
|
}
|
|
else
|
|
{
|
|
bx = by = fx = fy = 0;
|
|
}
|
|
|
|
this.position.x += px;
|
|
this.position.y += py;
|
|
|
|
this.oldPosition.x += px + bx + fx;
|
|
this.oldPosition.y += py + by + fy;
|
|
|
|
}
|
|
|
|
public render(context:CanvasRenderingContext2D) {
|
|
|
|
context.beginPath();
|
|
context.strokeStyle = 'rgb(0,255,0)';
|
|
context.strokeRect(this.position.x - this.halfWidth, this.position.y - this.halfHeight, this.width, this.height);
|
|
context.stroke();
|
|
context.closePath();
|
|
|
|
// center point
|
|
context.fillStyle = 'rgb(0,255,0)';
|
|
context.fillRect(this.position.x, this.position.y, 2, 2);
|
|
|
|
if (this.oH == 1)
|
|
{
|
|
context.beginPath();
|
|
context.strokeStyle = 'rgb(255,0,0)';
|
|
context.moveTo(this.position.x - this.halfWidth, this.position.y - this.halfHeight);
|
|
context.lineTo(this.position.x - this.halfWidth, this.position.y + this.halfHeight);
|
|
context.stroke();
|
|
context.closePath();
|
|
}
|
|
else if (this.oH == -1)
|
|
{
|
|
context.beginPath();
|
|
context.strokeStyle = 'rgb(255,0,0)';
|
|
context.moveTo(this.position.x + this.halfWidth, this.position.y - this.halfHeight);
|
|
context.lineTo(this.position.x + this.halfWidth, this.position.y + this.halfHeight);
|
|
context.stroke();
|
|
context.closePath();
|
|
}
|
|
|
|
if (this.oV == 1)
|
|
{
|
|
context.beginPath();
|
|
context.strokeStyle = 'rgb(255,0,0)';
|
|
context.moveTo(this.position.x - this.halfWidth, this.position.y - this.halfHeight);
|
|
context.lineTo(this.position.x + this.halfWidth, this.position.y - this.halfHeight);
|
|
context.stroke();
|
|
context.closePath();
|
|
}
|
|
else if (this.oV == -1)
|
|
{
|
|
context.beginPath();
|
|
context.strokeStyle = 'rgb(255,0,0)';
|
|
context.moveTo(this.position.x - this.halfWidth, this.position.y + this.halfHeight);
|
|
context.lineTo(this.position.x + this.halfWidth, this.position.y + this.halfHeight);
|
|
context.stroke();
|
|
context.closePath();
|
|
}
|
|
|
|
|
|
}
|
|
|
|
}
|
|
|
|
} |