phaser/wip/phaser clean up/temp2.ts
2013-09-13 16:24:01 +01:00

2091 lines
68 KiB
TypeScript

/// <reference path="../../Phaser/Game.ts" />
class NPhysics {
grav: number = 0.2;
drag: number = 1;
bounce: number = 0.3;
friction: number = 0.05;
min_f: number = 0;
max_f: number = 1;
min_b: number = 0;
max_b: number = 1;
min_g: number = 0;
max_g = 1;
xmin: number = 0;
xmax: number = 800;
ymin: number = 0;
ymax: number = 600;
objrad: number = 24;
tilerad: number = 24*2;
objspeed: number = 0.2;
maxspeed: number = 20;
public update() {
// demoObj.Verlet();
// demoObj.CollideVsWorldBounds();
}
}
class AABB {
constructor(x: number, y: number, xw, yw) {
this.pos = new Phaser.Vec2(x, y);
this.oldpos = Phaser.Vec2Utils.clone(this.pos);
this.xw = Math.abs(xw);
this.yw = Math.abs(yw);
this.aabbTileProjections = {};//hash object to hold tile-specific collision functions
this.aabbTileProjections[TileMapCell.CTYPE_FULL] = this.ProjAABB_Full;
this.aabbTileProjections[TileMapCell.CTYPE_CONCAVE] = this.ProjAABB_Concave;
this.aabbTileProjections[TileMapCell.CTYPE_CONVEX] = this.ProjAABB_Convex;
}
type:number = 0;
pos: Phaser.Vec2;
oldpos: Phaser.Vec2;
xw: number;
yw: number;
aabbTileProjections;
public oH: number;
public oV: number;
static COL_NONE = 0;
static COL_AXIS = 1;
static COL_OTHER = 2;
public IntegrateVerlet() {
//var d = DRAG;
//var g = GRAV;
var d = 1;
var g = 0.2;
var p = this.pos;
var o = this.oldpos;
var px, py;
var ox = o.x; //we can't swap buffers since mcs/sticks point directly to vector2s..
var oy = o.y;
o.x = px = p.x; //get vector values
o.y = py = p.y; //p = position
//o = oldposition
//integrate
p.x += (d * px) - (d * ox);
p.y += (d * py) - (d * oy) + g;
}
public ReportCollisionVsWorld(px, py, dx, dy, obj: TileMapCell) {
var p = this.pos;
var o = this.oldpos;
//calc velocity
var vx = p.x - o.x;
var vy = p.y - o.y;
//find component of velocity parallel to collision normal
var dp = (vx * dx + vy * dy);
var nx = dp * dx;//project velocity onto collision normal
var ny = dp * dy;//nx,ny is normal velocity
var tx = vx - nx;//px,py is tangent velocity
var ty = vy - ny;
//we only want to apply collision response forces if the object is travelling into, and not out of, the collision
var b, bx, by, f, fx, fy;
if (dp < 0)
{
//f = FRICTION;
f = 0.05;
fx = tx * f;
fy = ty * f;
//b = 1 + BOUNCE;//this bounce constant should be elsewhere, i.e inside the object/tile/etc..
b = 1 + 0.3;//this bounce constant should be elsewhere, i.e inside the object/tile/etc..
bx = (nx * b);
by = (ny * b);
}
else
{
//moving out of collision, do not apply forces
bx = by = fx = fy = 0;
}
p.x += px;//project object out of collision
p.y += py;
o.x += px + bx + fx;//apply bounce+friction impulses which alter velocity
o.y += py + by + fy;
}
public CollideAABBVsTile(tile)
{
var pos = this.pos;
var c = tile;
var tx = c.pos.x;
var ty = c.pos.y;
var txw = c.xw;
var tyw = c.yw;
var dx = pos.x - tx;//tile->obj delta
var px = (txw + this.xw) - Math.abs(dx);//penetration depth in x
if (0 < px)
{
var dy = pos.y - ty;//tile->obj delta
var py = (tyw + this.yw) - Math.abs(dy);//pen depth in y
if (0 < py)
{
//object may be colliding with tile; call tile-specific collision function
//calculate projection vectors
if (px < py)
{
//project in x
if (dx < 0)
{
//project to the left
px *= -1;
py = 0;
}
else
{
//proj to right
py = 0;
}
}
else
{
//project in y
if (dy < 0)
{
//project up
px = 0;
py *= -1;
}
else
{
//project down
px = 0;
}
}
this.ResolveBoxTile(px, py, this, c);
}
}
}
public CollideAABBVsWorldBounds() {
var p = this.pos;
var xw = this.xw;
var yw = this.yw;
var XMIN = 0;
var XMAX = 800;
var YMIN = 0;
var YMAX = 600;
//collide vs. x-bounds
//test XMIN
var dx = XMIN - (p.x - xw);
if (0 < dx)
{
//object is colliding with XMIN
this.ReportCollisionVsWorld(dx, 0, 1, 0, null);
}
else
{
//test XMAX
dx = (p.x + xw) - XMAX;
if (0 < dx)
{
//object is colliding with XMAX
this.ReportCollisionVsWorld(-dx, 0, -1, 0, null);
}
}
//collide vs. y-bounds
//test YMIN
var dy = YMIN - (p.y - yw);
if (0 < dy)
{
//object is colliding with YMIN
this.ReportCollisionVsWorld(0, dy, 0, 1, null);
}
else
{
//test YMAX
dy = (p.y + yw) - YMAX;
if (0 < dy)
{
//object is colliding with YMAX
this.ReportCollisionVsWorld(0, -dy, 0, -1, null);
}
}
}
public render(context:CanvasRenderingContext2D) {
context.beginPath();
context.strokeStyle = 'rgb(0,255,0)';
context.strokeRect(this.pos.x - this.xw, this.pos.y - this.yw, this.xw * 2, this.yw * 2);
context.stroke();
context.closePath();
context.fillStyle = 'rgb(0,255,0)';
context.fillRect(this.pos.x, this.pos.y, 2, 2);
/*
if (this.oH == 1)
{
context.beginPath();
context.strokeStyle = 'rgb(255,0,0)';
context.moveTo(this.pos.x - this.radius, this.pos.y - this.radius);
context.lineTo(this.pos.x - this.radius, this.pos.y + this.radius);
context.stroke();
context.closePath();
}
else if (this.oH == -1)
{
context.beginPath();
context.strokeStyle = 'rgb(255,0,0)';
context.moveTo(this.pos.x + this.radius, this.pos.y - this.radius);
context.lineTo(this.pos.x + this.radius, this.pos.y + this.radius);
context.stroke();
context.closePath();
}
if (this.oV == 1)
{
context.beginPath();
context.strokeStyle = 'rgb(255,0,0)';
context.moveTo(this.pos.x - this.radius, this.pos.y - this.radius);
context.lineTo(this.pos.x + this.radius, this.pos.y - this.radius);
context.stroke();
context.closePath();
}
else if (this.oV == -1)
{
context.beginPath();
context.strokeStyle = 'rgb(255,0,0)';
context.moveTo(this.pos.x - this.radius, this.pos.y + this.radius);
context.lineTo(this.pos.x + this.radius, this.pos.y + this.radius);
context.stroke();
context.closePath();
}
*/
}
public ResolveBoxTile(x, y, box, t) {
if (0 < t.ID)
{
return this.aabbTileProjections[t.CTYPE](x, y, box, t);
}
else
{
//trace("ResolveBoxTile() was called with an empty (or unknown) tile!: ID=" + t.ID + " ("+ t.i + "," + t.j + ")");
return false;
}
}
public ProjAABB_Full(x, y, obj, t) {
var l = Math.sqrt(x * x + y * y);
obj.ReportCollisionVsWorld(x, y, x / l, y / l, t);
return AABB.COL_AXIS;
}
public ProjAABB_Convex(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 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 AABB.COL_OTHER;
}
return AABB.COL_NONE;
}
public ProjAABB_Concave(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 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 AABB.COL_OTHER;
}
}
return AABB.COL_NONE;
}
}
class TileMapCell {
//TILETYPE ENUMERATION
static TID_EMPTY = 0;
static TID_FULL = 1;//fullAABB tile
static TID_45DEGpn = 2;//45-degree triangle, whose normal is (+ve,-ve)
static TID_45DEGnn = 3;//(+ve,+ve)
static TID_45DEGnp = 4;//(-ve,+ve)
static TID_45DEGpp = 5;//(-ve,-ve)
static TID_CONCAVEpn = 6;//1/4-circle cutout
static TID_CONCAVEnn = 7;
static TID_CONCAVEnp = 8;
static TID_CONCAVEpp = 9;
static TID_CONVEXpn = 10;//1/4/circle
static TID_CONVEXnn = 11;
static TID_CONVEXnp = 12;
static TID_CONVEXpp = 13;
static TID_22DEGpnS = 14;//22.5 degree slope
static TID_22DEGnnS = 15;
static TID_22DEGnpS = 16;
static TID_22DEGppS = 17;
static TID_22DEGpnB = 18;
static TID_22DEGnnB = 19;
static TID_22DEGnpB = 20;
static TID_22DEGppB = 21;
static TID_67DEGpnS = 22;//67.5 degree slope
static TID_67DEGnnS = 23;
static TID_67DEGnpS = 24;
static TID_67DEGppS = 25;
static TID_67DEGpnB = 26;
static TID_67DEGnnB = 27;
static TID_67DEGnpB = 28;
static TID_67DEGppB = 29;
static TID_HALFd = 30;//half-full tiles
static TID_HALFr = 31;
static TID_HALFu = 32;
static TID_HALFl = 33;
//collision shape "types"
static CTYPE_EMPTY = 0;
static CTYPE_FULL = 1;
static CTYPE_45DEG = 2;
static CTYPE_CONCAVE = 6;
static CTYPE_CONVEX = 10;
static CTYPE_22DEGs = 14;
static CTYPE_22DEGb = 18;
static CTYPE_67DEGs = 22;
static CTYPE_67DEGb = 26;
static CTYPE_HALF = 30;
ID;
CTYPE;
pos: Phaser.Vec2;
xw;
yw;
minx;
maxx;
miny;
maxy;
signx;
signy;
sx;
sy;
constructor(x,y,xw,yw) {
this.ID = TileMapCell.TID_EMPTY; //all tiles start empty
this.CTYPE = TileMapCell.CTYPE_EMPTY;
this.pos = new Phaser.Vec2(x,y); //setup collision properties
this.xw = xw;
this.yw = yw;
this.minx = this.pos.x - this.xw;
this.maxx = this.pos.x + this.xw;
this.miny = this.pos.y - this.yw;
this.maxy = this.pos.y + this.yw;
//this stores tile-specific collision information
this.signx = 0;
this.signy = 0;
this.sx = 0;
this.sy = 0;
}
//these functions are used to update the cell
//note: ID is assumed to NOT be "empty" state..
//if it IS the empty state, the tile clears itself
SetState(ID) {
if (ID == TileMapCell.TID_EMPTY)
{
this.Clear();
}
else
{
//set tile state to a non-emtpy value, and update it's edges and those of the neighbors
this.ID = ID;
this.UpdateType();
//this.Draw();
}
return this;
}
Clear() {
//tile was on, turn it off
this.ID = TileMapCell.TID_EMPTY
this.UpdateType();
//this.Draw();
}
public render(context: CanvasRenderingContext2D) {
context.beginPath();
context.strokeStyle = 'rgb(255,255,0)';
context.strokeRect(this.minx, this.miny, this.xw * 2, this.yw * 2);
context.strokeRect(this.pos.x, this.pos.y, 2, 2);
context.closePath();
}
//this converts a tile from implicitly-defined (via ID), to explicit (via properties)
UpdateType() {
if (0 < this.ID)
{
//tile is non-empty; collide
if (this.ID < TileMapCell.CTYPE_45DEG)
{
//TID_FULL
this.CTYPE = TileMapCell.CTYPE_FULL;
this.signx = 0;
this.signy = 0;
this.sx = 0;
this.sy = 0;
}
else if (this.ID < TileMapCell.CTYPE_CONCAVE)
{
//45deg
this.CTYPE = TileMapCell.CTYPE_45DEG;
if (this.ID == TileMapCell.TID_45DEGpn)
{
console.log('set tile as 45deg pn');
this.signx = 1;
this.signy = -1;
this.sx = this.signx / Math.SQRT2;//get slope _unit_ normal
this.sy = this.signy / Math.SQRT2;//since normal is (1,-1), length is sqrt(1*1 + -1*-1) = sqrt(2)
}
else if (this.ID == TileMapCell.TID_45DEGnn)
{
this.signx = -1;
this.signy = -1;
this.sx = this.signx / Math.SQRT2;//get slope _unit_ normal
this.sy = this.signy / Math.SQRT2;//since normal is (1,-1), length is sqrt(1*1 + -1*-1) = sqrt(2)
}
else if (this.ID == TileMapCell.TID_45DEGnp)
{
this.signx = -1;
this.signy = 1;
this.sx = this.signx / Math.SQRT2;//get slope _unit_ normal
this.sy = this.signy / Math.SQRT2;//since normal is (1,-1), length is sqrt(1*1 + -1*-1) = sqrt(2)
}
else if (this.ID == TileMapCell.TID_45DEGpp)
{
this.signx = 1;
this.signy = 1;
this.sx = this.signx / Math.SQRT2;//get slope _unit_ normal
this.sy = this.signy / Math.SQRT2;//since normal is (1,-1), length is sqrt(1*1 + -1*-1) = sqrt(2)
}
else
{
//trace("BAAAD TILE!!!!!: ID=" + this.ID + " ("+ t.i + "," + t.j + ")");
return false;
}
}
else if (this.ID < TileMapCell.CTYPE_CONVEX)
{
//concave
this.CTYPE = TileMapCell.CTYPE_CONCAVE;
if (this.ID == TileMapCell.TID_CONCAVEpn)
{
this.signx = 1;
this.signy = -1;
this.sx = 0;
this.sy = 0;
}
else if (this.ID == TileMapCell.TID_CONCAVEnn)
{
this.signx = -1;
this.signy = -1;
this.sx = 0;
this.sy = 0;
}
else if (this.ID == TileMapCell.TID_CONCAVEnp)
{
this.signx = -1;
this.signy = 1;
this.sx = 0;
this.sy = 0;
}
else if (this.ID == TileMapCell.TID_CONCAVEpp)
{
this.signx = 1;
this.signy = 1;
this.sx = 0;
this.sy = 0;
}
else
{
//trace("BAAAD TILE!!!!!: ID=" + this.ID + " ("+ t.i + "," + t.j + ")");
return false;
}
}
else if (this.ID < TileMapCell.CTYPE_22DEGs)
{
//convex
this.CTYPE = TileMapCell.CTYPE_CONVEX;
if (this.ID == TileMapCell.TID_CONVEXpn)
{
this.signx = 1;
this.signy = -1;
this.sx = 0;
this.sy = 0;
}
else if (this.ID == TileMapCell.TID_CONVEXnn)
{
this.signx = -1;
this.signy = -1;
this.sx = 0;
this.sy = 0;
}
else if (this.ID == TileMapCell.TID_CONVEXnp)
{
this.signx = -1;
this.signy = 1;
this.sx = 0;
this.sy = 0;
}
else if (this.ID == TileMapCell.TID_CONVEXpp)
{
this.signx = 1;
this.signy = 1;
this.sx = 0;
this.sy = 0;
}
else
{
//trace("BAAAD TILE!!!!!: ID=" + this.ID + " ("+ t.i + "," + t.j + ")");
return false;
}
}
else if (this.ID < TileMapCell.CTYPE_22DEGb)
{
//22deg small
this.CTYPE = TileMapCell.CTYPE_22DEGs;
if (this.ID == TileMapCell.TID_22DEGpnS)
{
this.signx = 1;
this.signy = -1;
var slen = Math.sqrt(2 * 2 + 1 * 1);
this.sx = (this.signx * 1) / slen;
this.sy = (this.signy * 2) / slen;
}
else if (this.ID == TileMapCell.TID_22DEGnnS)
{
this.signx = -1;
this.signy = -1;
var slen = Math.sqrt(2 * 2 + 1 * 1);
this.sx = (this.signx * 1) / slen;
this.sy = (this.signy * 2) / slen;
}
else if (this.ID == TileMapCell.TID_22DEGnpS)
{
this.signx = -1;
this.signy = 1;
var slen = Math.sqrt(2 * 2 + 1 * 1);
this.sx = (this.signx * 1) / slen;
this.sy = (this.signy * 2) / slen;
}
else if (this.ID == TileMapCell.TID_22DEGppS)
{
this.signx = 1;
this.signy = 1;
var slen = Math.sqrt(2 * 2 + 1 * 1);
this.sx = (this.signx * 1) / slen;
this.sy = (this.signy * 2) / slen;
}
else
{
//trace("BAAAD TILE!!!!!: ID=" + this.ID + " ("+ t.i + "," + t.j + ")");
return false;
}
}
else if (this.ID < TileMapCell.CTYPE_67DEGs)
{
//22deg big
this.CTYPE = TileMapCell.CTYPE_22DEGb;
if (this.ID == TileMapCell.TID_22DEGpnB)
{
this.signx = 1;
this.signy = -1;
var slen = Math.sqrt(2 * 2 + 1 * 1);
this.sx = (this.signx * 1) / slen;
this.sy = (this.signy * 2) / slen;
}
else if (this.ID == TileMapCell.TID_22DEGnnB)
{
this.signx = -1;
this.signy = -1;
var slen = Math.sqrt(2 * 2 + 1 * 1);
this.sx = (this.signx * 1) / slen;
this.sy = (this.signy * 2) / slen;
}
else if (this.ID == TileMapCell.TID_22DEGnpB)
{
this.signx = -1;
this.signy = 1;
var slen = Math.sqrt(2 * 2 + 1 * 1);
this.sx = (this.signx * 1) / slen;
this.sy = (this.signy * 2) / slen;
}
else if (this.ID == TileMapCell.TID_22DEGppB)
{
this.signx = 1;
this.signy = 1;
var slen = Math.sqrt(2 * 2 + 1 * 1);
this.sx = (this.signx * 1) / slen;
this.sy = (this.signy * 2) / slen;
}
else
{
//trace("BAAAD TILE!!!!!: ID=" + this.ID + " ("+ t.i + "," + t.j + ")");
return false;
}
}
else if (this.ID < TileMapCell.CTYPE_67DEGb)
{
//67deg small
this.CTYPE = TileMapCell.CTYPE_67DEGs;
if (this.ID == TileMapCell.TID_67DEGpnS)
{
this.signx = 1;
this.signy = -1;
var slen = Math.sqrt(2 * 2 + 1 * 1);
this.sx = (this.signx * 2) / slen;
this.sy = (this.signy * 1) / slen;
}
else if (this.ID == TileMapCell.TID_67DEGnnS)
{
this.signx = -1;
this.signy = -1;
var slen = Math.sqrt(2 * 2 + 1 * 1);
this.sx = (this.signx * 2) / slen;
this.sy = (this.signy * 1) / slen;
}
else if (this.ID == TileMapCell.TID_67DEGnpS)
{
this.signx = -1;
this.signy = 1;
var slen = Math.sqrt(2 * 2 + 1 * 1);
this.sx = (this.signx * 2) / slen;
this.sy = (this.signy * 1) / slen;
}
else if (this.ID == TileMapCell.TID_67DEGppS)
{
this.signx = 1;
this.signy = 1;
var slen = Math.sqrt(2 * 2 + 1 * 1);
this.sx = (this.signx * 2) / slen;
this.sy = (this.signy * 1) / slen;
}
else
{
//trace("BAAAD TILE!!!!!: ID=" + this.ID + " ("+ t.i + "," + t.j + ")");
return false;
}
}
else if (this.ID < TileMapCell.CTYPE_HALF)
{
//67deg big
this.CTYPE = TileMapCell.CTYPE_67DEGb;
if (this.ID == TileMapCell.TID_67DEGpnB)
{
this.signx = 1;
this.signy = -1;
var slen = Math.sqrt(2 * 2 + 1 * 1);
this.sx = (this.signx * 2) / slen;
this.sy = (this.signy * 1) / slen;
}
else if (this.ID == TileMapCell.TID_67DEGnnB)
{
this.signx = -1;
this.signy = -1;
var slen = Math.sqrt(2 * 2 + 1 * 1);
this.sx = (this.signx * 2) / slen;
this.sy = (this.signy * 1) / slen;
}
else if (this.ID == TileMapCell.TID_67DEGnpB)
{
this.signx = -1;
this.signy = 1;
var slen = Math.sqrt(2 * 2 + 1 * 1);
this.sx = (this.signx * 2) / slen;
this.sy = (this.signy * 1) / slen;
}
else if (this.ID == TileMapCell.TID_67DEGppB)
{
this.signx = 1;
this.signy = 1;
var slen = Math.sqrt(2 * 2 + 1 * 1);
this.sx = (this.signx * 2) / slen;
this.sy = (this.signy * 1) / slen;
}
else
{
//trace("BAAAD TILE!!!!!: ID=" + this.ID + " ("+ t.i + "," + t.j + ")");
return false;
}
}
else
{
//half-full tile
this.CTYPE = TileMapCell.CTYPE_HALF;
if (this.ID == TileMapCell.TID_HALFd)
{
this.signx = 0;
this.signy = -1;
this.sx = this.signx;
this.sy = this.signy;
}
else if (this.ID == TileMapCell.TID_HALFu)
{
this.signx = 0;
this.signy = 1;
this.sx = this.signx;
this.sy = this.signy;
}
else if (this.ID == TileMapCell.TID_HALFl)
{
this.signx = 1;
this.signy = 0;
this.sx = this.signx;
this.sy = this.signy;
}
else if (this.ID == TileMapCell.TID_HALFr)
{
this.signx = -1;
this.signy = 0;
this.sx = this.signx;
this.sy = this.signy;
}
else
{
//trace("BAAD TILE!!!: ID=" + this.ID + " ("+ t.i + "," + t.j + ")");
return false;
}
}
}
else
{
//TID_EMPTY
this.CTYPE = TileMapCell.CTYPE_EMPTY;
this.signx = 0;
this.signy = 0;
this.sx = 0;
this.sy = 0;
}
}
}
class Circle {
constructor(x, y, radius) {
this.pos = new Phaser.Vec2(x, y);
this.oldpos = Phaser.Vec2Utils.clone(this.pos);
this.radius = radius;
this.circleTileProjections = {};//hash object to hold tile-specific collision functions
this.circleTileProjections[TileMapCell.CTYPE_FULL] = this.ProjCircle_Full;
this.circleTileProjections[TileMapCell.CTYPE_45DEG] = this.ProjCircle_45Deg;
this.circleTileProjections[TileMapCell.CTYPE_CONCAVE] = this.ProjCircle_Concave;
this.circleTileProjections[TileMapCell.CTYPE_CONVEX] = this.ProjCircle_Convex;
//Proj_CircleTile[CTYPE_22DEGs] = ProjCircle_22DegS;
//Proj_CircleTile[CTYPE_22DEGb] = ProjCircle_22DegB;
//Proj_CircleTile[CTYPE_67DEGs] = ProjCircle_67DegS;
//Proj_CircleTile[CTYPE_67DEGb] = ProjCircle_67DegB;
//Proj_CircleTile[CTYPE_HALF] = ProjCircle_Half;
}
type:number = 1;
pos: Phaser.Vec2;
oldpos: Phaser.Vec2;
radius: number;
circleTileProjections;
public oH: number;
public oV: number;
static COL_NONE = 0;
static COL_AXIS = 1;
static COL_OTHER = 2;
public IntegrateVerlet() {
//var d = DRAG;
//var g = GRAV;
var d = 1;
var g = 0.2;
var p = this.pos;
var o = this.oldpos;
var px, py;
var ox = o.x; //we can't swap buffers since mcs/sticks point directly to vector2s..
var oy = o.y;
o.x = px = p.x; //get vector values
o.y = py = p.y; //p = position
//o = oldposition
//integrate
p.x += (d * px) - (d * ox);
p.y += (d * py) - (d * oy) + g;
}
public ReportCollisionVsWorld(px, py, dx, dy, obj: TileMapCell) {
var p = this.pos;
var o = this.oldpos;
//calc velocity
var vx = p.x - o.x;
var vy = p.y - o.y;
//find component of velocity parallel to collision normal
var dp = (vx * dx + vy * dy);
var nx = dp * dx;//project velocity onto collision normal
var ny = dp * dy;//nx,ny is normal velocity
var tx = vx - nx;//px,py is tangent velocity
var ty = vy - ny;
//we only want to apply collision response forces if the object is travelling into, and not out of, the collision
var b, bx, by, f, fx, fy;
if (dp < 0)
{
//f = FRICTION;
f = 0.05;
fx = tx * f;
fy = ty * f;
//b = 1 + BOUNCE;//this bounce constant should be elsewhere, i.e inside the object/tile/etc..
b = 1 + 0.3;//this bounce constant should be elsewhere, i.e inside the object/tile/etc..
bx = (nx * b);
by = (ny * b);
}
else
{
//moving out of collision, do not apply forces
bx = by = fx = fy = 0;
}
p.x += px;//project object out of collision
p.y += py;
o.x += px + bx + fx;//apply bounce+friction impulses which alter velocity
o.y += py + by + fy;
}
public CollideCircleVsWorldBounds() {
var p = this.pos;
var r = this.radius;
var XMIN = 0;
var XMAX = 800;
var YMIN = 0;
var YMAX = 600;
//collide vs. x-bounds
//test XMIN
var dx = XMIN - (p.x - r);
if (0 < dx)
{
//object is colliding with XMIN
this.ReportCollisionVsWorld(dx, 0, 1, 0, null);
}
else
{
//test XMAX
dx = (p.x + r) - XMAX;
if (0 < dx)
{
//object is colliding with XMAX
this.ReportCollisionVsWorld(-dx, 0, -1, 0, null);
}
}
//collide vs. y-bounds
//test YMIN
var dy = YMIN - (p.y - r);
if (0 < dy)
{
//object is colliding with YMIN
this.ReportCollisionVsWorld(0, dy, 0, 1, null);
}
else
{
//test YMAX
dy = (p.y + r) - YMAX;
if (0 < dy)
{
//object is colliding with YMAX
this.ReportCollisionVsWorld(0, -dy, 0, -1, null);
}
}
}
public render(context:CanvasRenderingContext2D) {
context.beginPath();
context.strokeStyle = 'rgb(0,255,0)';
context.arc(this.pos.x, this.pos.y, this.radius, 0, Math.PI * 2);
context.stroke();
context.closePath();
if (this.oH == 1)
{
context.beginPath();
context.strokeStyle = 'rgb(255,0,0)';
context.moveTo(this.pos.x - this.radius, this.pos.y - this.radius);
context.lineTo(this.pos.x - this.radius, this.pos.y + this.radius);
context.stroke();
context.closePath();
}
else if (this.oH == -1)
{
context.beginPath();
context.strokeStyle = 'rgb(255,0,0)';
context.moveTo(this.pos.x + this.radius, this.pos.y - this.radius);
context.lineTo(this.pos.x + this.radius, this.pos.y + this.radius);
context.stroke();
context.closePath();
}
if (this.oV == 1)
{
context.beginPath();
context.strokeStyle = 'rgb(255,0,0)';
context.moveTo(this.pos.x - this.radius, this.pos.y - this.radius);
context.lineTo(this.pos.x + this.radius, this.pos.y - this.radius);
context.stroke();
context.closePath();
}
else if (this.oV == -1)
{
context.beginPath();
context.strokeStyle = 'rgb(255,0,0)';
context.moveTo(this.pos.x - this.radius, this.pos.y + this.radius);
context.lineTo(this.pos.x + this.radius, this.pos.y + this.radius);
context.stroke();
context.closePath();
}
}
public CollideCircleVsTile(tile) {
var pos = this.pos;
var r = this.radius;
var c = tile;
var tx = c.pos.x;
var ty = c.pos.y;
var txw = c.xw;
var tyw = c.yw;
var dx = pos.x - tx;//tile->obj delta
var px = (txw + r) - Math.abs(dx);//penetration depth in x
if (0 < px)
{
var dy = pos.y - ty;//tile->obj delta
var py = (tyw + r) - Math.abs(dy);//pen depth in y
if (0 < py)
{
//object may be colliding with tile
//determine grid/voronoi region of circle center
this.oH = 0;
this.oV = 0;
if (dx < -txw)
{
//circle is on left side of tile
this.oH = -1;
}
else if (txw < dx)
{
//circle is on right side of tile
this.oH = 1;
}
if (dy < -tyw)
{
//circle is on top side of tile
this.oV = -1;
}
else if (tyw < dy)
{
//circle is on bottom side of tile
this.oV = 1;
}
this.ResolveCircleTile(px, py, this.oH, this.oV, this, c);
}
}
}
public ResolveCircleTile(x, y, oH, oV, obj, t) {
if (0 < t.ID)
{
return this.circleTileProjections[t.CTYPE](x, y, oH, oV, obj, t);
}
else
{
console.log("ResolveCircleTile() was called with an empty (or unknown) tile!: ID=" + t.ID + " (" + t.i + "," + t.j + ")");
return false;
}
}
public ProjCircle_Full(x, y, oH, oV, obj:Circle, t:TileMapCell) {
//if we're colliding vs. the current cell, we need to project along the
//smallest penetration vector.
//if we're colliding vs. horiz. or vert. neighb, we simply project horiz/vert
//if we're colliding diagonally, we need to collide vs. tile corner
if (oH == 0)
{
if (oV == 0)
{
//collision with current cell
if (x < y)
{
//penetration in x is smaller; project in x
var dx = obj.pos.x - t.pos.x;//get sign for projection along x-axis
//NOTE: should we handle the delta == 0 case?! and how? (project towards oldpos?)
if (dx < 0)
{
obj.ReportCollisionVsWorld(-x, 0, -1, 0, t);
return Circle.COL_AXIS;
}
else
{
obj.ReportCollisionVsWorld(x, 0, 1, 0, t);
return Circle.COL_AXIS;
}
}
else
{
//penetration in y is smaller; project in y
var dy = obj.pos.y - t.pos.y;//get sign for projection along y-axis
//NOTE: should we handle the delta == 0 case?! and how? (project towards oldpos?)
if (dy < 0)
{
obj.ReportCollisionVsWorld(0, -y, 0, -1, t);
return Circle.COL_AXIS;
}
else
{
obj.ReportCollisionVsWorld(0, y, 0, 1, t);
return Circle.COL_AXIS;
}
}
}
else
{
//collision with vertical neighbor
obj.ReportCollisionVsWorld(0, y * oV, 0, oV, t);
return Circle.COL_AXIS;
}
}
else if (oV == 0)
{
//collision with horizontal neighbor
obj.ReportCollisionVsWorld(x * oH, 0, oH, 0, t);
return Circle.COL_AXIS;
}
else
{
//diagonal collision
//get diag vertex position
var vx = t.pos.x + (oH * t.xw);
var vy = t.pos.y + (oV * t.yw);
var dx = obj.pos.x - vx;//calc vert->circle vector
var dy = obj.pos.y - vy;
var len = Math.sqrt(dx * dx + dy * dy);
var pen = obj.radius - len;
if (0 < pen)
{
//vertex is in the circle; project outward
if (len == 0)
{
//project out by 45deg
dx = oH / Math.SQRT2;
dy = oV / Math.SQRT2;
}
else
{
dx /= len;
dy /= len;
}
obj.ReportCollisionVsWorld(dx * pen, dy * pen, dx, dy, t);
return Circle.COL_OTHER;
}
}
return Circle.COL_NONE;
}
public ProjCircle_45Deg(x, y, oH, oV, obj: Circle, t: TileMapCell) {
//if we're colliding diagonally:
// -if obj is in the diagonal pointed to by the slope normal: we can't collide, do nothing
// -else, collide vs. the appropriate vertex
//if obj is in this tile: perform collision as for aabb-ve-45deg
//if obj is horiz OR very neighb in direction of slope: collide only vs. slope
//if obj is horiz or vert neigh against direction of slope: collide vs. face
var signx = t.signx;
var signy = t.signy;
var lenP;
if (oH == 0)
{
if (oV == 0)
{
//colliding with current tile
var sx = t.sx;
var sy = t.sy;
var ox = (obj.pos.x - (sx * obj.radius)) - t.pos.x;//this gives is the coordinates of the innermost
var oy = (obj.pos.y - (sy * obj.radius)) - t.pos.y;//point on the circle, relative to the tile center
//if the dotprod of (ox,oy) and (sx,sy) is negative, the innermost point 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 as the slope penetration vector
sx *= -dp;//(sx,sy) is now the penetration vector
sy *= -dp;
//find the smallest axial projection vector
if (x < y)
{
//penetration in x is smaller
lenP = x;
y = 0;
//get sign for projection along x-axis
if ((obj.pos.x - t.pos.x) < 0)
{
x *= -1;
}
}
else
{
//penetration in y is smaller
lenP = y;
x = 0;
//get sign for projection along y-axis
if ((obj.pos.y - t.pos.y) < 0)
{
y *= -1;
}
}
var lenN = Math.sqrt(sx * sx + sy * sy);
if (lenP < lenN)
{
obj.ReportCollisionVsWorld(x, y, x / lenP, y / lenP, t);
return Circle.COL_AXIS;
}
else
{
obj.ReportCollisionVsWorld(sx, sy, t.sx, t.sy, t);
return Circle.COL_OTHER;
}
}
}
else
{
//colliding vertically
if ((signy * oV) < 0)
{
//colliding with face/edge
obj.ReportCollisionVsWorld(0, y * oV, 0, oV, t);
return Circle.COL_AXIS;
}
else
{
//we could only be colliding vs the slope OR a vertex
//look at the vector form the closest vert to the circle to decide
var sx = t.sx;
var sy = t.sy;
var ox = obj.pos.x - (t.pos.x - (signx * t.xw));//this gives is the coordinates of the innermost
var oy = obj.pos.y - (t.pos.y + (oV * t.yw));//point on the circle, relative to the closest tile vert
//if the component of (ox,oy) parallel to the normal's righthand normal
//has the same sign as the slope of the slope (the sign of the slope's slope is signx*signy)
//then we project by the vertex, otherwise by the normal.
//note that this is simply a VERY tricky/weird method of determining
//if the circle is in side the slope/face's voronoi region, or that of the vertex.
var perp = (ox * -sy) + (oy * sx);
if (0 < (perp * signx * signy))
{
//collide vs. vertex
var len = Math.sqrt(ox * ox + oy * oy);
var pen = obj.radius - len;
if (0 < pen)
{
//note: if len=0, then perp=0 and we'll never reach here, so don't worry about div-by-0
ox /= len;
oy /= len;
obj.ReportCollisionVsWorld(ox * pen, oy * pen, ox, oy, t);
return Circle.COL_OTHER;
}
}
else
{
//collide vs. slope
//if the component of (ox,oy) parallel to the normal is less than the circle radius, we're
//penetrating the slope. note that this method of penetration calculation doesn't hold
//in general (i.e it won't work if the circle is in the slope), but works in this case
//because we know the circle is in a neighboring cell
var dp = (ox * sx) + (oy * sy);
var pen = obj.radius - Math.abs(dp);//note: we don't need the abs because we know the dp will be positive, but just in case..
if (0 < pen)
{
//collision; circle out along normal by penetration amount
obj.ReportCollisionVsWorld(sx * pen, sy * pen, sx, sy, t);
return Circle.COL_OTHER;
}
}
}
}
}
else if (oV == 0)
{
//colliding horizontally
if ((signx * oH) < 0)
{
//colliding with face/edge
obj.ReportCollisionVsWorld(x * oH, 0, oH, 0, t);
return Circle.COL_AXIS;
}
else
{
//we could only be colliding vs the slope OR a vertex
//look at the vector form the closest vert to the circle to decide
var sx = t.sx;
var sy = t.sy;
var ox = obj.pos.x - (t.pos.x + (oH * t.xw));//this gives is the coordinates of the innermost
var oy = obj.pos.y - (t.pos.y - (signy * t.yw));//point on the circle, relative to the closest tile vert
//if the component of (ox,oy) parallel to the normal's righthand normal
//has the same sign as the slope of the slope (the sign of the slope's slope is signx*signy)
//then we project by the normal, otherwise by the vertex.
//(NOTE: this is the opposite logic of the vertical case;
// for vertical, if the perp prod and the slope's slope agree, it's outside.
// for horizontal, if the perp prod and the slope's slope agree, circle is inside.
// ..but this is only a property of flahs' coord system (i.e the rules might swap
// in righthanded systems))
//note that this is simply a VERY tricky/weird method of determining
//if the circle is in side the slope/face's voronio region, or that of the vertex.
var perp = (ox * -sy) + (oy * sx);
if ((perp * signx * signy) < 0)
{
//collide vs. vertex
var len = Math.sqrt(ox * ox + oy * oy);
var pen = obj.radius - len;
if (0 < pen)
{
//note: if len=0, then perp=0 and we'll never reach here, so don't worry about div-by-0
ox /= len;
oy /= len;
obj.ReportCollisionVsWorld(ox * pen, oy * pen, ox, oy, t);
return Circle.COL_OTHER;
}
}
else
{
//collide vs. slope
//if the component of (ox,oy) parallel to the normal is less than the circle radius, we're
//penetrating the slope. note that this method of penetration calculation doesn't hold
//in general (i.e it won't work if the circle is in the slope), but works in this case
//because we know the circle is in a neighboring cell
var dp = (ox * sx) + (oy * sy);
var pen = obj.radius - Math.abs(dp);//note: we don't need the abs because we know the dp will be positive, but just in case..
if (0 < pen)
{
//collision; circle out along normal by penetration amount
obj.ReportCollisionVsWorld(sx * pen, sy * pen, sx, sy, t);
return Circle.COL_OTHER;
}
}
}
}
else
{
//colliding diagonally
if (0 < ((signx * oH) + (signy * oV)))
{
//the dotprod of slope normal and cell offset is strictly positive,
//therefore obj is in the diagonal neighb pointed at by the normal, and
//it cannot possibly reach/touch/penetrate the slope
return Circle.COL_NONE;
}
else
{
//collide vs. vertex
//get diag vertex position
var vx = t.pos.x + (oH * t.xw);
var vy = t.pos.y + (oV * t.yw);
var dx = obj.pos.x - vx;//calc vert->circle vector
var dy = obj.pos.y - vy;
var len = Math.sqrt(dx * dx + dy * dy);
var pen = obj.radius - len;
if (0 < pen)
{
//vertex is in the circle; project outward
if (len == 0)
{
//project out by 45deg
dx = oH / Math.SQRT2;
dy = oV / Math.SQRT2;
}
else
{
dx /= len;
dy /= len;
}
obj.ReportCollisionVsWorld(dx * pen, dy * pen, dx, dy, t);
return Circle.COL_OTHER;
}
}
}
return Circle.COL_NONE;
}
public ProjCircle_Concave(x, y, oH, oV, obj: Circle, t: TileMapCell) {
//if we're colliding diagonally:
// -if obj is in the diagonal pointed to by the slope normal: we can't collide, do nothing
// -else, collide vs. the appropriate vertex
//if obj is in this tile: perform collision as for aabb
//if obj is horiz OR very neighb in direction of slope: collide vs vert
//if obj is horiz or vert neigh against direction of slope: collide vs. face
var signx = t.signx;
var signy = t.signy;
var lenP;
if (oH == 0)
{
if (oV == 0)
{
//colliding with current tile
var ox = (t.pos.x + (signx * t.xw)) - obj.pos.x;//(ox,oy) is the vector from the circle to
var oy = (t.pos.y + (signy * t.yw)) - obj.pos.y;//tile-circle's center
var twid = t.xw * 2;
var trad = 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 + obj.radius) - trad;
if (0 < pen)
{
//find the smallest axial projection vector
if (x < y)
{
//penetration in x is smaller
lenP = x;
y = 0;
//get sign for projection along x-axis
if ((obj.pos.x - t.pos.x) < 0)
{
x *= -1;
}
}
else
{
//penetration in y is smaller
lenP = y;
x = 0;
//get sign for projection along y-axis
if ((obj.pos.y - t.pos.y) < 0)
{
y *= -1;
}
}
if (lenP < pen)
{
obj.ReportCollisionVsWorld(x, y, x / lenP, y / lenP, t);
return Circle.COL_AXIS;
}
else
{
//we can assume that len >0, because if we're here then
//(len + obj.radius) > trad, and since obj.radius <= trad
//len MUST be > 0
ox /= len;
oy /= len;
obj.ReportCollisionVsWorld(ox * pen, oy * pen, ox, oy, t);
return Circle.COL_OTHER;
}
}
else
{
return Circle.COL_NONE;
}
}
else
{
//colliding vertically
if ((signy * oV) < 0)
{
//colliding with face/edge
obj.ReportCollisionVsWorld(0, y * oV, 0, oV, t);
return Circle.COL_AXIS;
}
else
{
//we could only be colliding vs the vertical tip
//get diag vertex position
var vx = t.pos.x - (signx * t.xw);
var vy = t.pos.y + (oV * t.yw);
var dx = obj.pos.x - vx;//calc vert->circle vector
var dy = obj.pos.y - vy;
var len = Math.sqrt(dx * dx + dy * dy);
var pen = obj.radius - len;
if (0 < pen)
{
//vertex is in the circle; project outward
if (len == 0)
{
//project out vertically
dx = 0;
dy = oV;
}
else
{
dx /= len;
dy /= len;
}
obj.ReportCollisionVsWorld(dx * pen, dy * pen, dx, dy, t);
return Circle.COL_OTHER;
}
}
}
}
else if (oV == 0)
{
//colliding horizontally
if ((signx * oH) < 0)
{
//colliding with face/edge
obj.ReportCollisionVsWorld(x * oH, 0, oH, 0, t);
return Circle.COL_AXIS;
}
else
{
//we could only be colliding vs the horizontal tip
//get diag vertex position
var vx = t.pos.x + (oH * t.xw);
var vy = t.pos.y - (signy * t.yw);
var dx = obj.pos.x - vx;//calc vert->circle vector
var dy = obj.pos.y - vy;
var len = Math.sqrt(dx * dx + dy * dy);
var pen = obj.radius - len;
if (0 < pen)
{
//vertex is in the circle; project outward
if (len == 0)
{
//project out horizontally
dx = oH;
dy = 0;
}
else
{
dx /= len;
dy /= len;
}
obj.ReportCollisionVsWorld(dx * pen, dy * pen, dx, dy, t);
return Circle.COL_OTHER;
}
}
}
else
{
//colliding diagonally
if (0 < ((signx * oH) + (signy * oV)))
{
//the dotprod of slope normal and cell offset is strictly positive,
//therefore obj is in the diagonal neighb pointed at by the normal, and
//it cannot possibly reach/touch/penetrate the slope
return Circle.COL_NONE;
}
else
{
//collide vs. vertex
//get diag vertex position
var vx = t.pos.x + (oH * t.xw);
var vy = t.pos.y + (oV * t.yw);
var dx = obj.pos.x - vx;//calc vert->circle vector
var dy = obj.pos.y - vy;
var len = Math.sqrt(dx * dx + dy * dy);
var pen = obj.radius - len;
if (0 < pen)
{
//vertex is in the circle; project outward
if (len == 0)
{
//project out by 45deg
dx = oH / Math.SQRT2;
dy = oV / Math.SQRT2;
}
else
{
dx /= len;
dy /= len;
}
obj.ReportCollisionVsWorld(dx * pen, dy * pen, dx, dy, t);
return Circle.COL_OTHER;
}
}
}
return Circle.COL_NONE;
}
public ProjCircle_Convex(x, y, oH, oV, obj: Circle, t: TileMapCell) {
//if the object is horiz AND/OR vertical neighbor in the normal (signx,signy)
//direction, collide vs. tile-circle only.
//if we're colliding diagonally:
// -else, collide vs. the appropriate vertex
//if obj is in this tile: perform collision as for aabb
//if obj is horiz or vert neigh against direction of slope: collide vs. face
var signx = t.signx;
var signy = t.signy;
var lenP;
if (oH == 0)
{
if (oV == 0)
{
//colliding with current tile
var ox = obj.pos.x - (t.pos.x - (signx * t.xw));//(ox,oy) is the vector from the tile-circle to
var oy = obj.pos.y - (t.pos.y - (signy * t.yw));//the circle's center
var twid = t.xw * 2;
var trad = 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 = (trad + obj.radius) - len;
if (0 < pen)
{
//find the smallest axial projection vector
if (x < y)
{
//penetration in x is smaller
lenP = x;
y = 0;
//get sign for projection along x-axis
if ((obj.pos.x - t.pos.x) < 0)
{
x *= -1;
}
}
else
{
//penetration in y is smaller
lenP = y;
x = 0;
//get sign for projection along y-axis
if ((obj.pos.y - t.pos.y) < 0)
{
y *= -1;
}
}
if (lenP < pen)
{
obj.ReportCollisionVsWorld(x, y, x / lenP, y / lenP, t);
return Circle.COL_AXIS;
}
else
{
//note: len should NEVER be == 0, because if it is,
//projeciton by an axis shoudl always be shorter, and we should
//never arrive here
ox /= len;
oy /= len;
obj.ReportCollisionVsWorld(ox * pen, oy * pen, ox, oy, t);
return Circle.COL_OTHER;
}
}
}
else
{
//colliding vertically
if ((signy * oV) < 0)
{
//colliding with face/edge
obj.ReportCollisionVsWorld(0, y * oV, 0, oV, t);
return Circle.COL_AXIS;
}
else
{
//obj in neighboring cell pointed at by tile normal;
//we could only be colliding vs the tile-circle surface
var ox = obj.pos.x - (t.pos.x - (signx * t.xw));//(ox,oy) is the vector from the tile-circle to
var oy = obj.pos.y - (t.pos.y - (signy * t.yw));//the circle's center
var twid = t.xw * 2;
var trad = 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 = (trad + obj.radius) - len;
if (0 < pen)
{
//note: len should NEVER be == 0, because if it is,
//obj is not in a neighboring cell!
ox /= len;
oy /= len;
obj.ReportCollisionVsWorld(ox * pen, oy * pen, ox, oy, t);
return Circle.COL_OTHER;
}
}
}
}
else if (oV == 0)
{
//colliding horizontally
if ((signx * oH) < 0)
{
//colliding with face/edge
obj.ReportCollisionVsWorld(x * oH, 0, oH, 0, t);
return Circle.COL_AXIS;
}
else
{
//obj in neighboring cell pointed at by tile normal;
//we could only be colliding vs the tile-circle surface
var ox = obj.pos.x - (t.pos.x - (signx * t.xw));//(ox,oy) is the vector from the tile-circle to
var oy = obj.pos.y - (t.pos.y - (signy * t.yw));//the circle's center
var twid = t.xw * 2;
var trad = 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 = (trad + obj.radius) - len;
if (0 < pen)
{
//note: len should NEVER be == 0, because if it is,
//obj is not in a neighboring cell!
ox /= len;
oy /= len;
obj.ReportCollisionVsWorld(ox * pen, oy * pen, ox, oy, t);
return Circle.COL_OTHER;
}
}
}
else
{
//colliding diagonally
if (0 < ((signx * oH) + (signy * oV)))
{
//obj in diag neighb cell pointed at by tile normal;
//we could only be colliding vs the tile-circle surface
var ox = obj.pos.x - (t.pos.x - (signx * t.xw));//(ox,oy) is the vector from the tile-circle to
var oy = obj.pos.y - (t.pos.y - (signy * t.yw));//the circle's center
var twid = t.xw * 2;
var trad = 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 = (trad + obj.radius) - len;
if (0 < pen)
{
//note: len should NEVER be == 0, because if it is,
//obj is not in a neighboring cell!
ox /= len;
oy /= len;
obj.ReportCollisionVsWorld(ox * pen, oy * pen, ox, oy, t);
return Circle.COL_OTHER;
}
}
else
{
//collide vs. vertex
//get diag vertex position
var vx = t.pos.x + (oH * t.xw);
var vy = t.pos.y + (oV * t.yw);
var dx = obj.pos.x - vx;//calc vert->circle vector
var dy = obj.pos.y - vy;
var len = Math.sqrt(dx * dx + dy * dy);
var pen = obj.radius - len;
if (0 < pen)
{
//vertex is in the circle; project outward
if (len == 0)
{
//project out by 45deg
dx = oH / Math.SQRT2;
dy = oV / Math.SQRT2;
}
else
{
dx /= len;
dy /= len;
}
obj.ReportCollisionVsWorld(dx * pen, dy * pen, dx, dy, t);
return Circle.COL_OTHER;
}
}
}
return Circle.COL_NONE;
}
}
(function () {
var game = new Phaser.Game(this, 'game', 800, 600, init, create, update, render);
function init() {
game.load.image('ball', 'assets/sprites/shinyball.png');
game.load.image('card', 'assets/sprites/mana_card.png');
}
var cells;
var physics: NPhysics;
var b: AABB;
var c: Circle;
var t: TileMapCell;
var ball: Phaser.Sprite;
var card: Phaser.Sprite;
function create() {
this.ball = game.add.sprite(0, 0, 'ball');
this.ball.origin.setTo(0.5, 0.5);
this.card = game.add.sprite(0, 0, 'card');
this.card.rotation = 30;
//this.card.origin.setTo(0.5, 0.5);
this.physics = new NPhysics();
this.c = new Circle(200, 100, 16);
this.b = new AABB(200, 200, 74/2, 128/2);
// pos is center, not upper-left
this.cells = [];
var tid;
for (var i = 0; i < 10; i++)
{
if (i % 2 == 0)
{
console.log('pn');
tid = TileMapCell.TID_CONCAVEpn;
}
else
{
console.log('nn');
tid = TileMapCell.TID_CONCAVEnn;
}
//this.cells.push(new TileMapCell(100 + (i * 100), 400, 50, 100).SetState(TileMapCell.TID_FULL));
this.cells.push(new TileMapCell(100 + (i * 100), 400, 50, 50).SetState(tid));
//this.cells.push(new TileMapCell(100 + (i * 100), 500, 50, 50).SetState(TileMapCell.TID_FULL));
//this.cells.push(new TileMapCell(100 + (i * 100), 500, 50, 50).SetState(TileMapCell.TID_CONCAVEpn));
}
//this.t = new TileMapCell(200, 500, 100, 100);
//this.t.SetState(TileMapCell.TID_FULL);
//this.t.SetState(TileMapCell.TID_45DEGpn);
//this.t.SetState(TileMapCell.TID_CONCAVEpn);
//this.t.SetState(TileMapCell.TID_CONVEXpn);
}
function update() {
var fx = 0;
var fy = 0;
if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT))
{
fx -= 0.2;
}
else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
{
fx += 0.2;
}
if (game.input.keyboard.isDown(Phaser.Keyboard.UP))
{
fy -= 0.2 + 0.2;
}
else if (game.input.keyboard.isDown(Phaser.Keyboard.DOWN))
{
fy += 0.2;
}
// update circle
this.c.pos.x = this.c.oldpos.x + Math.min(20, Math.max(-20, this.c.pos.x - this.c.oldpos.x + fx));
this.c.pos.y = this.c.oldpos.y + Math.min(20, Math.max(-20, this.c.pos.y - this.c.oldpos.y + fy));
this.c.IntegrateVerlet();
// update box
this.b.pos.x = this.b.oldpos.x + Math.min(40, Math.max(-40, this.b.pos.x - this.b.oldpos.x + fx));
this.b.pos.y = this.b.oldpos.y + Math.min(40, Math.max(-40, this.b.pos.y - this.b.oldpos.y + fy));
this.b.IntegrateVerlet();
for (var i = 0; i < this.cells.length; i++)
{
this.c.CollideCircleVsTile(this.cells[i]);
this.b.CollideAABBVsTile(this.cells[i]);
}
this.c.CollideCircleVsWorldBounds();
this.b.CollideAABBVsWorldBounds();
this.ball.x = this.c.pos.x;
this.ball.y = this.c.pos.y;
this.card.transform.centerOn(this.b.pos.x, this.b.pos.y);
//this.card.x = this.b.pos.x;
//this.card.y = this.b.pos.y;
}
function render() {
this.c.render(game.stage.context);
this.b.render(game.stage.context);
for (var i = 0; i < this.cells.length; i++)
{
this.cells[i].render(game.stage.context);
}
}
})();