mirror of
https://github.com/photonstorm/phaser
synced 2025-01-08 19:28:57 +00:00
557 lines
No EOL
19 KiB
TypeScript
557 lines
No EOL
19 KiB
TypeScript
/// <reference path="../Game.ts" />
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/// <reference path="IPhysicsShape.ts" />
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/// <reference path="../utils/RectangleUtils.ts" />
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/**
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* Phaser - PhysicsManager
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*
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* Your game only has one PhysicsManager instance and it's responsible for looking after, creating and colliding
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* all of the physics objects in the world.
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*/
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module Phaser.Physics {
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export class PhysicsManager {
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constructor(game: Game, width: number, height: number) {
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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.friction = new Vec2;
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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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this._objects = [];
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}
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/**
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* Local private reference to Game.
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*/
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public game: Game;
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private _objects: IPhysicsShape[];
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// Temp calculation vars
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private _drag: number;
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private _delta: number;
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private _velocityDelta: number;
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private _length: number = 0;
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private _distance: Vec2;
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private _tangent: Vec2;
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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 friction: Vec2;
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// Add some sanity checks here + remove method, etc
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public add(shape: IPhysicsShape): IPhysicsShape {
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this._objects.push(shape);
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return shape;
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}
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public remove(shape: IPhysicsShape) {
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this._length = this._objects.length;
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for (var i = 0; i < this._length; i++)
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{
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if (this._objects[i] === shape)
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{
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this._objects[i] = null;
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}
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}
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}
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public update() {
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this._length = this._objects.length;
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for (var i = 0; i < this._length; i++)
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{
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if (this._objects[i])
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{
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this._objects[i].preUpdate();
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this.updateMotion(this._objects[i]);
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this.collideWorld(this._objects[i]);
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if (this._objects[i].physics.immovable == false)
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{
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for (var x = 0; x < this._length; x++)
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{
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if (this._objects[x] !== this._objects[i])
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{
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this.collideShapes(this._objects[i], this._objects[x]);
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}
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}
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}
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}
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}
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}
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public render() {
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// iterate through the objects here, updating and colliding
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for (var i = 0; i < this._length; i++)
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{
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if (this._objects[i])
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{
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this._objects[i].render(this.game.stage.context);
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}
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}
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}
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private updateMotion(shape: IPhysicsShape) {
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if (shape.physics.moves == false)
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{
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return;
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}
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/*
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velocityDelta = (this._game.motion.computeVelocity(this.angularVelocity, this.angularAcceleration, this.angularDrag, this.maxAngular) - this.angularVelocity) / 2;
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this.angularVelocity += velocityDelta;
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this._angle += this.angularVelocity * this._game.time.elapsed;
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this.angularVelocity += velocityDelta;
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*/
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this._velocityDelta = (this.computeVelocity(shape.physics.velocity.x, shape.physics.gravity.x, shape.physics.acceleration.x, shape.physics.drag.x) - shape.physics.velocity.x) / 2;
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shape.physics.velocity.x += this._velocityDelta;
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this._delta = shape.physics.velocity.x * this.game.time.elapsed;
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shape.physics.velocity.x += this._velocityDelta;
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shape.position.x += this._delta;
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this._velocityDelta = (this.computeVelocity(shape.physics.velocity.y, shape.physics.gravity.y, shape.physics.acceleration.y, shape.physics.drag.y) - shape.physics.velocity.y) / 2;
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shape.physics.velocity.y += this._velocityDelta;
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this._delta = shape.physics.velocity.y * this.game.time.elapsed;
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shape.physics.velocity.y += this._velocityDelta;
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shape.position.y += this._delta;
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}
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/**
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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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public computeVelocity(velocity: number, gravity: number = 0, acceleration: number = 0, drag: number = 0, max: number = 10000): number {
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if (acceleration !== 0)
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{
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velocity += (acceleration + gravity) * this.game.time.elapsed;
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}
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else if (drag !== 0)
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{
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this._drag = drag * this.game.time.elapsed;
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if (velocity - this._drag > 0)
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{
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velocity = velocity - this._drag;
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}
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else if (velocity + this._drag < 0)
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{
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velocity += this._drag;
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}
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else
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{
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velocity = 0;
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}
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velocity += gravity;
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}
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if ((velocity != 0) && (max != 10000))
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{
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if (velocity > max)
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{
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velocity = max;
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}
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else if (velocity < -max)
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{
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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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private collideShapes(shapeA: IPhysicsShape, shapeB: IPhysicsShape) {
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if (shapeA.physics.immovable && shapeB.physics.immovable)
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{
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return;
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}
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// Simple bounds check first
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if (RectangleUtils.intersects(shapeA.bounds, shapeB.bounds))
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{
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// Collide on the x-axis
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if (shapeA.bounds.right >= shapeB.bounds.x && shapeA.bounds.right <= shapeB.bounds.right)
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{
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// The right side of ShapeA hit the left side of ShapeB
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this._distance.x = shapeB.bounds.x - shapeA.bounds.right;
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if (this._distance.x != 0)
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{
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this._tangent.setTo(-1, 0);
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this.separateX(shapeA, shapeB, this._distance, this._tangent);
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}
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}
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else if (shapeA.bounds.x <= shapeB.bounds.right && shapeA.bounds.x >= shapeB.bounds.x)
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{
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// The left side of ShapeA hit the right side of ShapeB
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this._distance.x = shapeB.bounds.right - shapeA.bounds.x;
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if (this._distance.x != 0)
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{
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this._tangent.setTo(1, 0);
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this.separateX(shapeA, shapeB, this._distance, this._tangent);
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}
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}
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// Collide on the y-axis
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if (shapeA.bounds.y <= shapeB.bounds.bottom && shapeA.bounds.y >= shapeB.bounds.y)
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{
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console.log(shapeA.bounds.y, shapeB.bounds.bottom, shapeB.bounds.y);
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// The top of ShapeA hit the bottom of ShapeB
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this._distance.y = shapeB.bounds.bottom - shapeA.bounds.y;
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if (this._distance.y != 0)
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{
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this._tangent.setTo(0, 1);
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this.separateY(shapeA, shapeB, this._distance, this._tangent);
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}
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}
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else if (shapeA.bounds.bottom >= shapeB.bounds.y && shapeA.bounds.bottom <= shapeB.bounds.bottom)
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{
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console.log(shapeA.bounds.bottom, shapeB.bounds.y, shapeB.bounds.bottom);
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// The bottom of ShapeA hit the top of ShapeB
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this._distance.y = shapeB.bounds.y - shapeA.bounds.bottom;
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if (this._distance.y != 0)
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{
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this._tangent.setTo(0, -1);
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this.separateY(shapeA, shapeB, this._distance, this._tangent);
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}
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}
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}
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}
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private collideWorld(shape:IPhysicsShape) {
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// Collide on the x-axis
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this._distance.x = shape.world.bounds.x - (shape.position.x - shape.bounds.halfWidth);
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if (0 < this._distance.x)
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{
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// Hit Left
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this._tangent.setTo(1, 0);
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this.separateXWall(shape, this._distance, this._tangent);
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}
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else
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{
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this._distance.x = (shape.position.x + shape.bounds.halfWidth) - shape.world.bounds.right;
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if (0 < this._distance.x)
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{
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// Hit Right
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this._tangent.setTo(-1, 0);
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this._distance.reverse();
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this.separateXWall(shape, this._distance, this._tangent);
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}
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}
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// Collide on the y-axis
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this._distance.y = shape.world.bounds.y - (shape.position.y - shape.bounds.halfHeight);
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if (0 < this._distance.y)
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{
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// Hit Top
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this._tangent.setTo(0, 1);
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this.separateYWall(shape, this._distance, this._tangent);
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}
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else
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{
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this._distance.y = (shape.position.y + shape.bounds.halfHeight) - shape.world.bounds.bottom;
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if (0 < this._distance.y)
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{
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// Hit Bottom
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this._tangent.setTo(0, -1);
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this._distance.reverse();
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this.separateYWall(shape, this._distance, this._tangent);
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}
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}
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}
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private separateX(shapeA: IPhysicsShape, shapeB: IPhysicsShape, distance: Vec2, tangent: Vec2) {
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if (tangent.x == 1)
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{
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console.log('The left side of ShapeA hit the right side of ShapeB', distance.x);
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shapeA.physics.touching |= Phaser.Types.LEFT;
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shapeB.physics.touching |= Phaser.Types.RIGHT;
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}
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else
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{
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console.log('The right side of ShapeA hit the left side of ShapeB', distance.x);
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shapeA.physics.touching |= Phaser.Types.RIGHT;
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shapeB.physics.touching |= Phaser.Types.LEFT;
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}
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// collision edges
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shapeA.oH = tangent.x;
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// only apply collision response forces if the object is travelling into, and not out of, the collision
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if (Vec2Utils.dot(shapeA.physics.velocity, tangent) < 0)
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{
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// Apply horizontal bounce
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if (shapeA.physics.bounce.x > 0)
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{
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shapeA.physics.velocity.x *= -(shapeA.physics.bounce.x);
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}
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else
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{
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shapeA.physics.velocity.x = 0;
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}
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}
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shapeA.position.x += distance.x;
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shapeA.bounds.x += distance.x;
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}
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private separateY(shapeA: IPhysicsShape, shapeB: IPhysicsShape, distance: Vec2, tangent: Vec2) {
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if (tangent.y == 1)
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{
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console.log('The top of ShapeA hit the bottom of ShapeB', distance.y);
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shapeA.physics.touching |= Phaser.Types.UP;
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shapeB.physics.touching |= Phaser.Types.DOWN;
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}
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else
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{
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console.log('The bottom of ShapeA hit the top of ShapeB', distance.y);
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shapeA.physics.touching |= Phaser.Types.DOWN;
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shapeB.physics.touching |= Phaser.Types.UP;
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}
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// collision edges
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shapeA.oV = tangent.y;
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// only apply collision response forces if the object is travelling into, and not out of, the collision
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if (Vec2Utils.dot(shapeA.physics.velocity, tangent) < 0)
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{
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// Apply horizontal bounce
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if (shapeA.physics.bounce.y > 0)
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{
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shapeA.physics.velocity.y *= -(shapeA.physics.bounce.y);
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}
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else
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{
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shapeA.physics.velocity.y = 0;
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}
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}
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shapeA.position.y += distance.y;
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shapeA.bounds.y += distance.y;
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}
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private separateXWall(shapeA: IPhysicsShape, distance: Vec2, tangent: Vec2) {
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if (tangent.x == 1)
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{
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console.log('The left side of ShapeA hit the right side of ShapeB', distance.x);
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shapeA.physics.touching |= Phaser.Types.LEFT;
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}
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else
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{
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console.log('The right side of ShapeA hit the left side of ShapeB', distance.x);
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shapeA.physics.touching |= Phaser.Types.RIGHT;
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}
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// collision edges
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shapeA.oH = tangent.x;
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// only apply collision response forces if the object is travelling into, and not out of, the collision
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if (Vec2Utils.dot(shapeA.physics.velocity, tangent) < 0)
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{
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// Apply horizontal bounce
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if (shapeA.physics.bounce.x > 0)
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{
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shapeA.physics.velocity.x *= -(shapeA.physics.bounce.x);
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}
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else
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{
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shapeA.physics.velocity.x = 0;
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}
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}
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shapeA.position.x += distance.x;
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}
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private separateYWall(shapeA: IPhysicsShape, distance: Vec2, tangent: Vec2) {
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if (tangent.y == 1)
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{
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console.log('The top of ShapeA hit the bottom of ShapeB', distance.y);
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shapeA.physics.touching |= Phaser.Types.UP;
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}
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else
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{
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console.log('The bottom of ShapeA hit the top of ShapeB', distance.y);
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shapeA.physics.touching |= Phaser.Types.DOWN;
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}
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// collision edges
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shapeA.oV = tangent.y;
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// only apply collision response forces if the object is travelling into, and not out of, the collision
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if (Vec2Utils.dot(shapeA.physics.velocity, tangent) < 0)
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{
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// Apply horizontal bounce
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if (shapeA.physics.bounce.y > 0)
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{
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shapeA.physics.velocity.y *= -(shapeA.physics.bounce.y);
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}
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else
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{
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shapeA.physics.velocity.y = 0;
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}
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}
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shapeA.position.y += distance.y;
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}
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private separate(shape:IPhysicsShape, distance: Vec2, tangent: Vec2) {
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// collision edges
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shape.oH = tangent.x;
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shape.oV = tangent.y;
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// Velocity (move to temp vars)
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// was vx/vy
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var velocity: Vec2 = Vec2Utils.subtract(shape.position, shape.oldPosition);
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// was dp
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var dot: number = Vec2Utils.dot(shape.physics.velocity, tangent);
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// project velocity onto the collision normal
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// was nx/ny
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tangent.multiplyByScalar(dot);
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// was tx/ty (tangent velocity?)
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var tangentVelocity: Vec2 = Vec2Utils.subtract(velocity, tangent);
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// only apply collision response forces if the object is travelling into, and not out of, the collision
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if (dot < 0)
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{
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// Apply horizontal bounce
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if (distance.x != 0)
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{
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if (shape.physics.bounce.x > 0)
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{
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shape.physics.velocity.x *= -(shape.physics.bounce.x);
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}
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else
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{
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shape.physics.velocity.x = 0;
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}
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}
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// Apply vertical bounce
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if (distance.y != 0)
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{
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if (shape.physics.bounce.y > 0)
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{
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shape.physics.velocity.y *= -(shape.physics.bounce.y);
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}
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else
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{
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shape.physics.velocity.y = 0;
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}
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}
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}
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else
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{
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// moving out of collision
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}
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// project object out of collision
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//console.log('proj out', distance.x, distance.y,'dot',dot);
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shape.position.add(distance);
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}
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/**
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* Checks for overlaps between two objects using the world QuadTree. Can be GameObject vs. GameObject, GameObject vs. Group or Group vs. Group.
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* Note: Does not take the objects scrollFactor into account. All overlaps are check in world space.
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* @param object1 The first GameObject or Group to check. If null the world.group is used.
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* @param object2 The second GameObject or Group to check.
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* @param notifyCallback A callback function that is called if the objects overlap. The two objects will be passed to this function in the same order in which you passed them to Collision.overlap.
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* @param processCallback A callback function that lets you perform additional checks against the two objects if they overlap. If this is set then notifyCallback will only be called if processCallback returns true.
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* @param context The context in which the callbacks will be called
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* @returns {boolean} true if the objects overlap, otherwise false.
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*/
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/*
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public overlap(object1: Basic = null, object2: Basic = null, notifyCallback = null, processCallback = null, context = null): bool {
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if (object1 == null)
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{
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object1 = this._game.world.group;
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}
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if (object2 == object1)
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{
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object2 = null;
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}
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QuadTree.divisions = this._game.world.worldDivisions;
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var quadTree: QuadTree = new QuadTree(this._game.world.bounds.x, this._game.world.bounds.y, this._game.world.bounds.width, this._game.world.bounds.height);
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quadTree.load(object1, object2, notifyCallback, processCallback, context);
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var result: bool = quadTree.execute();
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|
|
|
quadTree.destroy();
|
|
|
|
quadTree = null;
|
|
|
|
return result;
|
|
|
|
}
|
|
*/
|
|
|
|
|
|
}
|
|
|
|
} |