mirror of
https://github.com/photonstorm/phaser
synced 2024-12-23 19:43:28 +00:00
1025 lines
33 KiB
JavaScript
1025 lines
33 KiB
JavaScript
/* jshint camelcase: false */
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/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2015 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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/**
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* Ninja Physics AABB constructor.
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* Note: This class could be massively optimised and reduced in size. I leave that challenge up to you.
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*
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* @class Phaser.Physics.Ninja.AABB
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* @constructor
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* @param {Phaser.Physics.Ninja.Body} body - The body that owns this shape.
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* @param {number} x - The x coordinate to create this shape at.
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* @param {number} y - The y coordinate to create this shape at.
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* @param {number} width - The width of this AABB.
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* @param {number} height - The height of this AABB.
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*/
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Phaser.Physics.Ninja.AABB = function (body, x, y, width, height) {
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/**
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* @property {Phaser.Physics.Ninja.Body} system - A reference to the body that owns this shape.
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*/
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this.body = body;
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/**
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* @property {Phaser.Physics.Ninja} system - A reference to the physics system.
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*/
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this.system = body.system;
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/**
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* @property {Phaser.Point} pos - The position of this object.
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*/
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this.pos = new Phaser.Point(x, y);
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/**
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* @property {Phaser.Point} oldpos - The position of this object in the previous update.
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*/
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this.oldpos = new Phaser.Point(x, y);
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/**
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* @property {number} xw - Half the width.
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* @readonly
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*/
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this.xw = Math.abs(width / 2);
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/**
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* @property {number} xw - Half the height.
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* @readonly
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*/
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this.yw = Math.abs(height / 2);
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/**
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* @property {number} width - The width.
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* @readonly
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*/
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this.width = width;
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/**
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* @property {number} height - The height.
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* @readonly
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*/
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this.height = height;
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/**
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* @property {number} oH - Internal var.
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* @private
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*/
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this.oH = 0;
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/**
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* @property {number} oV - Internal var.
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* @private
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*/
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this.oV = 0;
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/**
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* @property {Phaser.Point} velocity - The velocity of this object.
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*/
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this.velocity = new Phaser.Point();
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/**
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* @property {object} aabbTileProjections - All of the collision response handlers.
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*/
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this.aabbTileProjections = {};
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this.aabbTileProjections[Phaser.Physics.Ninja.Tile.TYPE_FULL] = this.projAABB_Full;
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this.aabbTileProjections[Phaser.Physics.Ninja.Tile.TYPE_45DEG] = this.projAABB_45Deg;
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this.aabbTileProjections[Phaser.Physics.Ninja.Tile.TYPE_CONCAVE] = this.projAABB_Concave;
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this.aabbTileProjections[Phaser.Physics.Ninja.Tile.TYPE_CONVEX] = this.projAABB_Convex;
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this.aabbTileProjections[Phaser.Physics.Ninja.Tile.TYPE_22DEGs] = this.projAABB_22DegS;
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this.aabbTileProjections[Phaser.Physics.Ninja.Tile.TYPE_22DEGb] = this.projAABB_22DegB;
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this.aabbTileProjections[Phaser.Physics.Ninja.Tile.TYPE_67DEGs] = this.projAABB_67DegS;
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this.aabbTileProjections[Phaser.Physics.Ninja.Tile.TYPE_67DEGb] = this.projAABB_67DegB;
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this.aabbTileProjections[Phaser.Physics.Ninja.Tile.TYPE_HALF] = this.projAABB_Half;
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};
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Phaser.Physics.Ninja.AABB.prototype.constructor = Phaser.Physics.Ninja.AABB;
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Phaser.Physics.Ninja.AABB.COL_NONE = 0;
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Phaser.Physics.Ninja.AABB.COL_AXIS = 1;
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Phaser.Physics.Ninja.AABB.COL_OTHER = 2;
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Phaser.Physics.Ninja.AABB.prototype = {
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/**
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* Updates this AABBs position.
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*
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* @method Phaser.Physics.Ninja.AABB#integrate
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*/
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integrate: function () {
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var px = this.pos.x;
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var py = this.pos.y;
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// integrate
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this.pos.x += (this.body.drag * this.pos.x) - (this.body.drag * this.oldpos.x);
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this.pos.y += (this.body.drag * this.pos.y) - (this.body.drag * this.oldpos.y) + (this.system.gravity * this.body.gravityScale);
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// store
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this.velocity.set(this.pos.x - px, this.pos.y - py);
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this.oldpos.set(px, py);
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},
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/**
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* Process a collision partner-agnostic collision response and apply the resulting forces.
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*
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* @method Phaser.Phyiscs.Ninja.AABB#reportCollision
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* @param {number} px - The tangent velocity
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* @param {number} py - The tangent velocity
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* @param {number} dx - Collision normal
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* @param {number} dy - Collision normal
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*/
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reportCollision: function(px, py, dx, dy) {
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var p = this.pos;
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var o = this.oldpos;
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// Calc velocity
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var vx = p.x - o.x;
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var vy = p.y - o.y;
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// Find component of velocity parallel to collision normal
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var dp = (vx * dx + vy * dy);
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var nx = dp * dx; //project velocity onto collision normal
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var ny = dp * dy; //nx,ny is normal velocity
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var tx = vx - nx; //tx,ty is tangent velocity
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var ty = vy - ny;
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// We only want to apply collision response forces if the object is travelling into, and not out of, the collision
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var b, bx, by, fx, fy;
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if (dp < 0)
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{
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fx = tx * this.body.friction;
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fy = ty * this.body.friction;
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b = 1 + this.body.bounce;
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bx = (nx * b);
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by = (ny * b);
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if (dx === 1)
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{
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this.body.touching.left = true;
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}
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else if (dx === -1)
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{
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this.body.touching.right = true;
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}
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if (dy === 1)
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{
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this.body.touching.up = true;
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}
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else if (dy === -1)
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{
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this.body.touching.down = true;
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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, do not apply forces
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bx = by = fx = fy = 0;
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}
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// Project object out of collision
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p.x += px;
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p.y += py;
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// Apply bounce+friction impulses which alter velocity
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o.x += px + bx + fx;
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o.y += py + by + fy;
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},
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/**
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* Process a world collision and apply the resulting forces.
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*
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* @method Phaser.Physics.Ninja.AABB#reportCollisionVsWorld
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* @param {number} px - The tangent velocity
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* @param {number} py - The tangent velocity
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* @param {number} dx - Collision normal
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* @param {number} dy - Collision normal
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*/
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reportCollisionVsWorld: function (px, py, dx, dy) {
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this.reportCollision(px,py,dx,dy);
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},
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reverse: function () {
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var vx = this.pos.x - this.oldpos.x;
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var vy = this.pos.y - this.oldpos.y;
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if (this.oldpos.x < this.pos.x)
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{
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this.oldpos.x = this.pos.x + vx;
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// this.oldpos.x = this.pos.x + (vx + 1 + this.body.bounce);
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}
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else if (this.oldpos.x > this.pos.x)
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{
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this.oldpos.x = this.pos.x - vx;
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// this.oldpos.x = this.pos.x - (vx + 1 + this.body.bounce);
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}
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if (this.oldpos.y < this.pos.y)
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{
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this.oldpos.y = this.pos.y + vy;
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// this.oldpos.y = this.pos.y + (vy + 1 + this.body.bounce);
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}
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else if (this.oldpos.y > this.pos.y)
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{
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this.oldpos.y = this.pos.y - vy;
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// this.oldpos.y = this.pos.y - (vy + 1 + this.body.bounce);
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}
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},
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/**
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* Process a body collision and apply the resulting forces. Still very much WIP and doesn't work fully. Feel free to fix!
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*
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* @method Phaser.Physics.Ninja.AABB#reportCollisionVsBody
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* @param {number} px - The tangent velocity
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* @param {number} py - The tangent velocity
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* @param {number} dx - Collision normal
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* @param {number} dy - Collision normal
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* @param {number} obj - Object this AABB collided with
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*/
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reportCollisionVsBody: function (px, py, dx, dy, obj) {
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// We only want to apply collision response forces if the object is travelling into, and not out of, the collision
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if (this.body.immovable && obj.body.immovable)
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{
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// Split the separation then return, no forces applied as they come to a stand-still
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px *= 0.5;
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py *= 0.5;
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this.pos.add(px, py);
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this.oldpos.set(this.pos.x, this.pos.y);
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obj.pos.subtract(px, py);
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obj.oldpos.set(obj.pos.x, obj.pos.y);
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return;
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}
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else if (!this.body.immovable && !obj.body.immovable)
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{
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// separate
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px *= 0.5;
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py *= 0.5;
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this.reportCollision(px, py, dx, dy);
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obj.reportCollision(-px, -py, -dx, -dy);
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}
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else if (!this.body.immovable)
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{
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this.reportCollision(px,py,dx,dy);
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}
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else if (!obj.body.immovable)
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{
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obj.reportCollision(-px, -py, -dx, -dy);
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}
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},
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/**
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* Collides this AABB against the world bounds.
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*
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* @method Phaser.Physics.Ninja.AABB#collideWorldBounds
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*/
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collideWorldBounds: function () {
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var dx = this.system.bounds.x - (this.pos.x - this.xw);
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if (0 < dx)
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{
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this.reportCollisionVsWorld(dx, 0, 1, 0, null);
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}
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else
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{
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dx = (this.pos.x + this.xw) - this.system.bounds.right;
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if (0 < dx)
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{
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this.reportCollisionVsWorld(-dx, 0, -1, 0, null);
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}
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}
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var dy = this.system.bounds.y - (this.pos.y - this.yw);
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if (0 < dy)
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{
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this.reportCollisionVsWorld(0, dy, 0, 1, null);
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}
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else
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{
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dy = (this.pos.y + this.yw) - this.system.bounds.bottom;
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if (0 < dy)
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{
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this.reportCollisionVsWorld(0, -dy, 0, -1, null);
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}
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}
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},
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/**
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* Collides this AABB against a AABB.
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*
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* @method Phaser.Physics.Ninja.AABB#collideAABBVsAABB
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* @param {Phaser.Physics.Ninja.AABB} aabb - The AABB to collide against.
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*/
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collideAABBVsAABB: function (aabb) {
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var pos = this.pos;
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var c = aabb;
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var tx = c.pos.x;
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var ty = c.pos.y;
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var txw = c.xw;
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var tyw = c.yw;
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var dx = pos.x - tx;//tile->obj delta
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var px = (txw + this.xw) - Math.abs(dx);//penetration depth in x
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if (0 < px)
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{
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var dy = pos.y - ty;//tile->obj delta
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var py = (tyw + this.yw) - Math.abs(dy);//pen depth in y
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if (0 < py)
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{
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//object may be colliding with tile; call tile-specific collision function
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//calculate projection vectors
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if (px < py)
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{
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//project in x
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if (dx < 0)
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{
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//project to the left
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px *= -1;
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py = 0;
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}
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else
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{
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//proj to right
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py = 0;
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}
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}
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else
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{
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//project in y
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if (dy < 0)
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{
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//project up
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px = 0;
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py *= -1;
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}
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else
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{
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//project down
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px = 0;
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}
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}
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var l = Math.sqrt(px * px + py * py);
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this.reportCollisionVsBody(px, py, px / l, py / l, c);
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return Phaser.Physics.Ninja.AABB.COL_AXIS;
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}
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}
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return false;
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},
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/**
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* Collides this AABB against a Tile.
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*
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* @method Phaser.Physics.Ninja.AABB#collideAABBVsTile
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* @param {Phaser.Physics.Ninja.Tile} tile - The Tile to collide against.
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*/
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collideAABBVsTile: function (tile) {
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var dx = this.pos.x - tile.pos.x; // tile->obj delta
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var px = (tile.xw + this.xw) - Math.abs(dx); // penetration depth in x
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if (0 < px)
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{
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var dy = this.pos.y - tile.pos.y; // tile->obj delta
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var py = (tile.yw + this.yw) - Math.abs(dy); // pen depth in y
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if (0 < py)
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{
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// Calculate projection vectors
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if (px < py)
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{
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// Project in x
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if (dx < 0)
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{
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// Project to the left
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px *= -1;
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py = 0;
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}
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else
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{
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// Project to the right
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py = 0;
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}
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}
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else
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{
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// Project in y
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if (dy < 0)
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{
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// Project up
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px = 0;
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py *= -1;
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}
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else
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{
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// Project down
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px = 0;
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}
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}
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// Object may be colliding with tile; call tile-specific collision function
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return this.resolveTile(px, py, this, tile);
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}
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}
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return false;
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},
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/**
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* Resolves tile collision.
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*
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* @method Phaser.Physics.Ninja.AABB#resolveTile
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* @param {number} x - Penetration depth on the x axis.
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* @param {number} y - Penetration depth on the y axis.
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* @param {Phaser.Physics.Ninja.AABB} body - The AABB involved in the collision.
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* @param {Phaser.Physics.Ninja.Tile} tile - The Tile involved in the collision.
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* @return {boolean} True if the collision was processed, otherwise false.
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*/
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resolveTile: function (x, y, body, tile) {
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if (0 < tile.id)
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{
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return this.aabbTileProjections[tile.type](x, y, body, tile);
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}
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else
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{
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// console.warn("Ninja.AABB.resolveTile was called with an empty (or unknown) tile!: id=" + tile.id + ")");
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return false;
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}
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},
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/**
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* Resolves Full tile collision.
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*
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* @method Phaser.Physics.Ninja.AABB#projAABB_Full
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* @param {number} x - Penetration depth on the x axis.
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* @param {number} y - Penetration depth on the y axis.
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* @param {Phaser.Physics.Ninja.AABB} obj - The AABB involved in the collision.
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* @param {Phaser.Physics.Ninja.Tile} t - The Tile involved in the collision.
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* @return {number} The result of the collision.
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*/
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projAABB_Full: function (x, y, obj, t) {
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var l = Math.sqrt(x * x + y * y);
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obj.reportCollisionVsWorld(x, y, x / l, y / l, t);
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return Phaser.Physics.Ninja.AABB.COL_AXIS;
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},
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/**
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* Resolves Half tile collision.
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*
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* @method Phaser.Physics.Ninja.AABB#projAABB_Half
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* @param {number} x - Penetration depth on the x axis.
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* @param {number} y - Penetration depth on the y axis.
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* @param {Phaser.Physics.Ninja.AABB} obj - The AABB involved in the collision.
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* @param {Phaser.Physics.Ninja.Tile} t - The Tile involved in the collision.
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* @return {number} The result of the collision.
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*/
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projAABB_Half: function (x, y, obj, t) {
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//signx or signy must be 0; the other must be -1 or 1
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//calculate the projection vector for the half-edge, and then
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//(if collision is occuring) pick the minimum
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var sx = t.signx;
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var sy = t.signy;
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var ox = (obj.pos.x - (sx*obj.xw)) - t.pos.x;//this gives is the coordinates of the innermost
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var oy = (obj.pos.y - (sy*obj.yw)) - t.pos.y;//point on the AABB, relative to the tile center
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//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.Ninja.AABB.COL_AXIS;
|
|
}
|
|
else
|
|
{
|
|
//note that we could use -= instead of -dp
|
|
obj.reportCollisionVsWorld(sx,sy,t.signx, t.signy, t);
|
|
|
|
return Phaser.Physics.Ninja.AABB.COL_OTHER;
|
|
}
|
|
}
|
|
|
|
return Phaser.Physics.Ninja.AABB.COL_NONE;
|
|
|
|
},
|
|
|
|
/**
|
|
* Resolves 45 Degree tile collision.
|
|
*
|
|
* @method Phaser.Physics.Ninja.AABB#projAABB_45Deg
|
|
* @param {number} x - Penetration depth on the x axis.
|
|
* @param {number} y - Penetration depth on the y axis.
|
|
* @param {Phaser.Physics.Ninja.AABB} obj - The AABB involved in the collision.
|
|
* @param {Phaser.Physics.Ninja.Tile} t - The Tile involved in the collision.
|
|
* @return {number} The result of the collision.
|
|
*/
|
|
projAABB_45Deg: function (x, y, obj, t) {
|
|
|
|
var signx = t.signx;
|
|
var signy = t.signy;
|
|
|
|
var ox = (obj.pos.x - (signx*obj.xw)) - t.pos.x;//this gives is the coordinates of the innermost
|
|
var oy = (obj.pos.y - (signy*obj.yw)) - t.pos.y;//point on the AABB, relative to the tile center
|
|
|
|
var sx = t.sx;
|
|
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)
|
|
{
|
|
//project along axis
|
|
obj.reportCollisionVsWorld(x,y,x/lenP, y/lenP, t);
|
|
|
|
return Phaser.Physics.Ninja.AABB.COL_AXIS;
|
|
}
|
|
else
|
|
{
|
|
//project along slope
|
|
obj.reportCollisionVsWorld(sx,sy,t.sx,t.sy);
|
|
|
|
return Phaser.Physics.Ninja.AABB.COL_OTHER;
|
|
}
|
|
}
|
|
|
|
return Phaser.Physics.Ninja.AABB.COL_NONE;
|
|
},
|
|
|
|
/**
|
|
* Resolves 22 Degree tile collision.
|
|
*
|
|
* @method Phaser.Physics.Ninja.AABB#projAABB_22DegS
|
|
* @param {number} x - Penetration depth on the x axis.
|
|
* @param {number} y - Penetration depth on the y axis.
|
|
* @param {Phaser.Physics.Ninja.AABB} obj - The AABB involved in the collision.
|
|
* @param {Phaser.Physics.Ninja.Tile} t - The Tile involved in the collision.
|
|
* @return {number} The result of the collision.
|
|
*/
|
|
projAABB_22DegS: function (x, y, obj, t) {
|
|
|
|
var signx = t.signx;
|
|
var signy = t.signy;
|
|
|
|
//first we need to check to make sure we're colliding with the slope at all
|
|
var py = obj.pos.y - (signy*obj.yw);
|
|
var penY = t.pos.y - py;//this is the vector from the innermost point on the box to the highest point on
|
|
//the tile; if it is positive, this means the box is above the tile and
|
|
//no collision is occuring
|
|
if (0 < (penY*signy))
|
|
{
|
|
var ox = (obj.pos.x - (signx*obj.xw)) - (t.pos.x + (signx*t.xw));//this gives is the coordinates of the innermost
|
|
var oy = (obj.pos.y - (signy*obj.yw)) - (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);
|
|
|
|
var aY = Math.abs(penY);
|
|
|
|
if (lenP < lenN)
|
|
{
|
|
if (aY < lenP)
|
|
{
|
|
obj.reportCollisionVsWorld(0, penY, 0, penY/aY, t);
|
|
|
|
return Phaser.Physics.Ninja.AABB.COL_OTHER;
|
|
}
|
|
else
|
|
{
|
|
obj.reportCollisionVsWorld(x,y,x/lenP, y/lenP, t);
|
|
|
|
return Phaser.Physics.Ninja.AABB.COL_AXIS;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (aY < lenN)
|
|
{
|
|
obj.reportCollisionVsWorld(0, penY, 0, penY/aY, t);
|
|
|
|
return Phaser.Physics.Ninja.AABB.COL_OTHER;
|
|
}
|
|
else
|
|
{
|
|
obj.reportCollisionVsWorld(sx,sy,t.sx,t.sy,t);
|
|
|
|
return Phaser.Physics.Ninja.AABB.COL_OTHER;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//if we've reached this point, no collision has occured
|
|
return Phaser.Physics.Ninja.AABB.COL_NONE;
|
|
},
|
|
|
|
/**
|
|
* Resolves 22 Degree tile collision.
|
|
*
|
|
* @method Phaser.Physics.Ninja.AABB#projAABB_22DegB
|
|
* @param {number} x - Penetration depth on the x axis.
|
|
* @param {number} y - Penetration depth on the y axis.
|
|
* @param {Phaser.Physics.Ninja.AABB} obj - The AABB involved in the collision.
|
|
* @param {Phaser.Physics.Ninja.Tile} t - The Tile involved in the collision.
|
|
* @return {number} The result of the collision.
|
|
*/
|
|
projAABB_22DegB: function (x, y, obj, t) {
|
|
|
|
var signx = t.signx;
|
|
var signy = t.signy;
|
|
|
|
var ox = (obj.pos.x - (signx*obj.xw)) - (t.pos.x - (signx*t.xw));//this gives is the coordinates of the innermost
|
|
var oy = (obj.pos.y - (signy*obj.yw)) - (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.Ninja.AABB.COL_AXIS;
|
|
}
|
|
else
|
|
{
|
|
obj.reportCollisionVsWorld(sx,sy,t.sx,t.sy,t);
|
|
|
|
return Phaser.Physics.Ninja.AABB.COL_OTHER;
|
|
}
|
|
|
|
}
|
|
|
|
return Phaser.Physics.Ninja.AABB.COL_NONE;
|
|
|
|
},
|
|
|
|
/**
|
|
* Resolves 67 Degree tile collision.
|
|
*
|
|
* @method Phaser.Physics.Ninja.AABB#projAABB_67DegS
|
|
* @param {number} x - Penetration depth on the x axis.
|
|
* @param {number} y - Penetration depth on the y axis.
|
|
* @param {Phaser.Physics.Ninja.AABB} obj - The AABB involved in the collision.
|
|
* @param {Phaser.Physics.Ninja.Tile} t - The Tile involved in the collision.
|
|
* @return {number} The result of the collision.
|
|
*/
|
|
projAABB_67DegS: function (x, y, obj, t) {
|
|
|
|
var signx = t.signx;
|
|
var signy = t.signy;
|
|
|
|
var px = obj.pos.x - (signx*obj.xw);
|
|
var penX = t.pos.x - px;
|
|
|
|
if (0 < (penX*signx))
|
|
{
|
|
var ox = (obj.pos.x - (signx*obj.xw)) - (t.pos.x - (signx*t.xw));//this gives is the coordinates of the innermost
|
|
var oy = (obj.pos.y - (signy*obj.yw)) - (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.Ninja.AABB.COL_OTHER;
|
|
}
|
|
else
|
|
{
|
|
obj.reportCollisionVsWorld(x,y,x/lenP, y/lenP, t);
|
|
|
|
return Phaser.Physics.Ninja.AABB.COL_AXIS;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (aX < lenN)
|
|
{
|
|
obj.reportCollisionVsWorld(penX, 0, penX/aX, 0, t);
|
|
|
|
return Phaser.Physics.Ninja.AABB.COL_OTHER;
|
|
}
|
|
else
|
|
{
|
|
obj.reportCollisionVsWorld(sx,sy,t.sx,t.sy,t);
|
|
|
|
return Phaser.Physics.Ninja.AABB.COL_OTHER;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//if we've reached this point, no collision has occured
|
|
return Phaser.Physics.Ninja.AABB.COL_NONE;
|
|
|
|
},
|
|
|
|
/**
|
|
* Resolves 67 Degree tile collision.
|
|
*
|
|
* @method Phaser.Physics.Ninja.AABB#projAABB_67DegB
|
|
* @param {number} x - Penetration depth on the x axis.
|
|
* @param {number} y - Penetration depth on the y axis.
|
|
* @param {Phaser.Physics.Ninja.AABB} obj - The AABB involved in the collision.
|
|
* @param {Phaser.Physics.Ninja.Tile} t - The Tile involved in the collision.
|
|
* @return {number} The result of the collision.
|
|
*/
|
|
projAABB_67DegB: function (x, y, obj, t) {
|
|
|
|
var signx = t.signx;
|
|
var signy = t.signy;
|
|
|
|
var ox = (obj.pos.x - (signx*obj.xw)) - (t.pos.x + (signx*t.xw));//this gives is the coordinates of the innermost
|
|
var oy = (obj.pos.y - (signy*obj.yw)) - (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.Ninja.AABB.COL_AXIS;
|
|
}
|
|
else
|
|
{
|
|
obj.reportCollisionVsWorld(sx,sy,t.sx,t.sy,t);
|
|
|
|
return Phaser.Physics.Ninja.AABB.COL_OTHER;
|
|
}
|
|
}
|
|
|
|
return Phaser.Physics.Ninja.AABB.COL_NONE;
|
|
},
|
|
|
|
/**
|
|
* Resolves Convex tile collision.
|
|
*
|
|
* @method Phaser.Physics.Ninja.AABB#projAABB_Convex
|
|
* @param {number} x - Penetration depth on the x axis.
|
|
* @param {number} y - Penetration depth on the y axis.
|
|
* @param {Phaser.Physics.Ninja.AABB} obj - The AABB involved in the collision.
|
|
* @param {Phaser.Physics.Ninja.Tile} t - The Tile involved in the collision.
|
|
* @return {number} The result of the collision.
|
|
*/
|
|
projAABB_Convex: function (x, y, obj, t) {
|
|
|
|
//if distance from "innermost" corner of AABB is less than than tile radius,
|
|
//collision is occuring and we need to project
|
|
|
|
var signx = t.signx;
|
|
var signy = t.signy;
|
|
|
|
var ox = (obj.pos.x - (signx * obj.xw)) - (t.pos.x - (signx * t.xw));//(ox,oy) is the vector from the circle center to
|
|
var oy = (obj.pos.y - (signy * obj.yw)) - (t.pos.y - (signy * t.yw));//the AABB
|
|
var len = Math.sqrt(ox * ox + oy * oy);
|
|
|
|
var twid = t.xw * 2;
|
|
var rad = Math.sqrt(twid * twid + 0);//this gives us the radius of a circle centered on the tile's corner and extending to the opposite edge of the tile;
|
|
//note that this should be precomputed at compile-time since it's constant
|
|
|
|
var pen = rad - len;
|
|
|
|
if (((signx * ox) < 0) || ((signy * oy) < 0))
|
|
{
|
|
//the test corner is "outside" the 1/4 of the circle we're interested in
|
|
var lenP = Math.sqrt(x * x + y * y);
|
|
obj.reportCollisionVsWorld(x, y, x / lenP, y / lenP, t);
|
|
|
|
return Phaser.Physics.Ninja.AABB.COL_AXIS;//we need to report
|
|
}
|
|
else if (0 < pen)
|
|
{
|
|
//project along corner->circle vector
|
|
ox /= len;
|
|
oy /= len;
|
|
obj.reportCollisionVsWorld(ox * pen, oy * pen, ox, oy, t);
|
|
|
|
return Phaser.Physics.Ninja.AABB.COL_OTHER;
|
|
}
|
|
|
|
return Phaser.Physics.Ninja.AABB.COL_NONE;
|
|
|
|
},
|
|
|
|
/**
|
|
* Resolves Concave tile collision.
|
|
*
|
|
* @method Phaser.Physics.Ninja.AABB#projAABB_Concave
|
|
* @param {number} x - Penetration depth on the x axis.
|
|
* @param {number} y - Penetration depth on the y axis.
|
|
* @param {Phaser.Physics.Ninja.AABB} obj - The AABB involved in the collision.
|
|
* @param {Phaser.Physics.Ninja.Tile} t - The Tile involved in the collision.
|
|
* @return {number} The result of the collision.
|
|
*/
|
|
projAABB_Concave: function (x, y, obj, t) {
|
|
|
|
//if distance from "innermost" corner of AABB is further than tile radius,
|
|
//collision is occuring and we need to project
|
|
|
|
var signx = t.signx;
|
|
var signy = t.signy;
|
|
|
|
var ox = (t.pos.x + (signx * t.xw)) - (obj.pos.x - (signx * obj.xw));//(ox,oy) is the vector form the innermost AABB corner to the
|
|
var oy = (t.pos.y + (signy * t.yw)) - (obj.pos.y - (signy * obj.yw));//circle's center
|
|
|
|
var twid = t.xw * 2;
|
|
var rad = Math.sqrt(twid * twid + 0);//this gives us the radius of a circle centered on the tile's corner and extending to the opposite edge of the tile;
|
|
//note that this should be precomputed at compile-time since it's constant
|
|
|
|
var len = Math.sqrt(ox * ox + oy * oy);
|
|
var pen = len - rad;
|
|
|
|
if (0 < pen)
|
|
{
|
|
//collision; we need to either project along the axes, or project along corner->circlecenter vector
|
|
|
|
var lenP = Math.sqrt(x * x + y * y);
|
|
|
|
if (lenP < pen)
|
|
{
|
|
//it's shorter to move along axis directions
|
|
obj.reportCollisionVsWorld(x, y, x / lenP, y / lenP, t);
|
|
|
|
return Phaser.Physics.Ninja.AABB.COL_AXIS;
|
|
}
|
|
else
|
|
{
|
|
//project along corner->circle vector
|
|
ox /= len;//len should never be 0, since if it IS 0, rad should be > than len
|
|
oy /= len;//and we should never reach here
|
|
|
|
obj.reportCollisionVsWorld(ox * pen, oy * pen, ox, oy, t);
|
|
|
|
return Phaser.Physics.Ninja.AABB.COL_OTHER;
|
|
}
|
|
|
|
}
|
|
|
|
return Phaser.Physics.Ninja.AABB.COL_NONE;
|
|
|
|
},
|
|
|
|
/**
|
|
* Destroys this AABB's reference to Body and System
|
|
*
|
|
* @method Phaser.Physics.Ninja.AABB#destroy
|
|
*/
|
|
destroy: function() {
|
|
this.body = null;
|
|
this.system = null;
|
|
},
|
|
|
|
/**
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* Render this AABB for debugging purposes.
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*
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* @method Phaser.Physics.Ninja.AABB#render
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* @param {object} context - The context to render to.
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* @param {number} xOffset - X offset from AABB's position to render at.
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* @param {number} yOffset - Y offset from AABB's position to render at.
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* @param {string} color - color of the debug shape to be rendered. (format is css color string).
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* @param {boolean} filled - Render the shape as solid (true) or hollow (false).
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*/
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render: function(context, xOffset, yOffset, color, filled) {
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var left = this.pos.x - this.xw - xOffset;
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var top = this.pos.y - this.yw - yOffset;
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if (filled)
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{
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context.fillStyle = color;
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context.fillRect(left, top, this.width, this.height);
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}
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else
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{
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context.strokeStyle = color;
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context.strokeRect(left, top, this.width, this.height);
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}
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}
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};
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