mirror of
https://github.com/photonstorm/phaser
synced 2024-11-23 05:03:37 +00:00
104 lines
4.9 KiB
JavaScript
104 lines
4.9 KiB
JavaScript
var Phaser;
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(function (Phaser) {
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/// <reference path="../_definitions.ts" />
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/**
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* Phaser - Physics - PhysicsManager
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*/
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(function (Physics) {
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var PhysicsManager = (function () {
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function PhysicsManager(game) {
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this._length = 0;
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//public bounds: Rectangle;
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//public gravity: Vec2;
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//public drag: Vec2;
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//public bounce: Vec2;
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//public angularDrag: number;
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this.grav = 0.2;
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this.drag = 1;
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this.bounce = 0.3;
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this.friction = 0.05;
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this.min_f = 0;
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this.max_f = 1;
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this.min_b = 0;
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this.max_b = 1;
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this.min_g = 0;
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this.max_g = 1;
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this.xmin = 0;
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this.xmax = 800;
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this.ymin = 0;
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this.ymax = 600;
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this.objrad = 24;
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this.tilerad = 24 * 2;
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this.objspeed = 0.2;
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this.maxspeed = 20;
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this.game = game;
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//this.gravity = new Vec2;
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//this.drag = new Vec2;
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//this.bounce = new Vec2;
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//this.angularDrag = 0;
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//this.bounds = new Rectangle(0, 0, width, height);
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//this._distance = new Vec2;
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//this._tangent = new Vec2;
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}
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PhysicsManager.prototype.update = function () {
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};
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PhysicsManager.prototype.updateMotion = function (body) {
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this._velocityDelta = (this.computeVelocity(body.angularVelocity, body.gravity.x, body.angularAcceleration, body.angularDrag, body.maxAngular) - body.angularVelocity) / 2;
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body.angularVelocity += this._velocityDelta;
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body.sprite.transform.rotation += body.angularVelocity * this.game.time.physicsElapsed;
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body.angularVelocity += this._velocityDelta;
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this._velocityDelta = (this.computeVelocity(body.velocity.x, body.gravity.x, body.acceleration.x, body.drag.x) - body.velocity.x) / 2;
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body.velocity.x += this._velocityDelta;
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this._delta = body.velocity.x * this.game.time.physicsElapsed;
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body.aabb.pos.x += this._delta;
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body.deltaX = this._delta;
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this._velocityDelta = (this.computeVelocity(body.velocity.y, body.gravity.y, body.acceleration.y, body.drag.y) - body.velocity.y) / 2;
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body.velocity.y += this._velocityDelta;
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this._delta = body.velocity.y * this.game.time.physicsElapsed;
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body.aabb.pos.y += this._delta;
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body.deltaY = this._delta;
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//body.aabb.integrateVerlet();
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};
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PhysicsManager.prototype.computeVelocity = /**
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* A tween-like function that takes a starting velocity and some other factors and returns an altered velocity.
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*
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* @param {number} Velocity Any component of velocity (e.g. 20).
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* @param {number} Acceleration Rate at which the velocity is changing.
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* @param {number} Drag Really kind of a deceleration, this is how much the velocity changes if Acceleration is not set.
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* @param {number} Max An absolute value cap for the velocity.
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*
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* @return {number} The altered Velocity value.
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*/
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function (velocity, gravity, acceleration, drag, max) {
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if (typeof gravity === "undefined") { gravity = 0; }
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if (typeof acceleration === "undefined") { acceleration = 0; }
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if (typeof drag === "undefined") { drag = 0; }
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if (typeof max === "undefined") { max = 10000; }
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if(acceleration !== 0) {
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velocity += (acceleration + gravity) * this.game.time.physicsElapsed;
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} else if(drag !== 0) {
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this._drag = drag * this.game.time.physicsElapsed;
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if(velocity - this._drag > 0) {
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velocity = velocity - this._drag;
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} else if(velocity + this._drag < 0) {
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velocity += this._drag;
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} else {
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velocity = 0;
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}
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}
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//velocity += gravity;
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if(velocity != 0) {
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if(velocity > max) {
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velocity = max;
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} else if(velocity < -max) {
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velocity = -max;
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}
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}
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return velocity;
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};
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return PhysicsManager;
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})();
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Physics.PhysicsManager = PhysicsManager;
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})(Phaser.Physics || (Phaser.Physics = {}));
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var Physics = Phaser.Physics;
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})(Phaser || (Phaser = {}));
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