phaser/Phaser/Collision.ts
2013-04-18 14:16:18 +01:00

891 lines
No EOL
38 KiB
TypeScript

/// <reference path="Game.ts" />
/// <reference path="geom/Point.ts" />
/// <reference path="geom/Rectangle.ts" />
/// <reference path="geom/Circle.ts" />
/// <reference path="geom/Line.ts" />
/// <reference path="geom/IntersectResult.ts" />
/// <reference path="system/QuadTree.ts" />
/**
* Phaser - Collision
*/
module Phaser {
export class Collision {
constructor(game: Game) {
this._game = game;
}
private _game: Game;
public static LEFT: number = 0x0001;
public static RIGHT: number = 0x0010;
public static UP: number = 0x0100;
public static DOWN: number = 0x1000;
public static NONE: number = 0;
public static CEILING: number = Collision.UP;
public static FLOOR: number = Collision.DOWN;
public static WALL: number = Collision.LEFT | Collision.RIGHT;
public static ANY: number = Collision.LEFT | Collision.RIGHT | Collision.UP | Collision.DOWN;
public static OVERLAP_BIAS: number = 4;
/**
* -------------------------------------------------------------------------------------------
* Lines
* -------------------------------------------------------------------------------------------
**/
/**
* Check if the two given Line objects intersect
* @method lineToLine
* @param {Phaser.Line} The first line object to check
* @param {Phaser.Line} The second line object to check
* @param {Phaser.IntersectResult} An optional IntersectResult object to store the intersection values in (one is created if none given)
* @return {Phaser.IntersectResult} An IntersectResult object containing the results of this intersection in x/y
**/
public static lineToLine(line1: Line, line2: Line, output?: IntersectResult = new IntersectResult): IntersectResult {
var denom = (line1.x1 - line1.x2) * (line2.y1 - line2.y2) - (line1.y1 - line1.y2) * (line2.x1 - line2.x2);
if (denom !== 0)
{
output.result = true;
output.x = ((line1.x1 * line1.y2 - line1.y1 * line1.x2) * (line2.x1 - line2.x2) - (line1.x1 - line1.x2) * (line2.x1 * line2.y2 - line2.y1 * line2.x2)) / denom;
output.y = ((line1.x1 * line1.y2 - line1.y1 * line1.x2) * (line2.y1 - line2.y2) - (line1.y1 - line1.y2) * (line2.x1 * line2.y2 - line2.y1 * line2.x2)) / denom;
}
return output;
}
/**
* Check if the Line and Line Segment intersects
* @method lineToLineSegment
* @param {Phaser.Line} The line object to check
* @param {Phaser.Line} The line segment object to check
* @param {Phaser.IntersectResult} An optional IntersectResult object to store the intersection values in (one is created if none given)
* @return {Phaser.IntersectResult} An IntersectResult object containing the results of this intersection in x/y
**/
public static lineToLineSegment(line1: Line, seg: Line, output?: IntersectResult = new IntersectResult): IntersectResult {
var denom = (line1.x1 - line1.x2) * (seg.y1 - seg.y2) - (line1.y1 - line1.y2) * (seg.x1 - seg.x2);
if (denom !== 0)
{
output.x = ((line1.x1 * line1.y2 - line1.y1 * line1.x2) * (seg.x1 - seg.x2) - (line1.x1 - line1.x2) * (seg.x1 * seg.y2 - seg.y1 * seg.x2)) / denom;
output.y = ((line1.x1 * line1.y2 - line1.y1 * line1.x2) * (seg.y1 - seg.y2) - (line1.y1 - line1.y2) * (seg.x1 * seg.y2 - seg.y1 * seg.x2)) / denom;
var maxX = Math.max(seg.x1, seg.x2);
var minX = Math.min(seg.x1, seg.x2);
var maxY = Math.max(seg.y1, seg.y2);
var minY = Math.min(seg.y1, seg.y2);
//if (!(output.x <= maxX && output.x >= minX) || !(output.y <= maxY && output.y >= minY))
if ((output.x <= maxX && output.x >= minX) === true || (output.y <= maxY && output.y >= minY) === true)
{
output.result = true;
}
}
return output;
}
/**
* Check if the Line and Line Segment intersects
* @method lineToLineSegment
* @param {Phaser.Line} The line object to check
* @param {number} The x1 value
* @param {number} The y1 value
* @param {number} The x2 value
* @param {number} The y2 value
* @param {Phaser.IntersectResult} An optional IntersectResult object to store the intersection values in (one is created if none given)
* @return {Phaser.IntersectResult} An IntersectResult object containing the results of this intersection in x/y
**/
public static lineToRawSegment(line: Line, x1: number, y1: number, x2: number, y2: number, output?: IntersectResult = new IntersectResult): IntersectResult {
var denom = (line.x1 - line.x2) * (y1 - y2) - (line.y1 - line.y2) * (x1 - x2);
if (denom !== 0)
{
output.x = ((line.x1 * line.y2 - line.y1 * line.x2) * (x1 - x2) - (line.x1 - line.x2) * (x1 * y2 - y1 * x2)) / denom;
output.y = ((line.x1 * line.y2 - line.y1 * line.x2) * (y1 - y2) - (line.y1 - line.y2) * (x1 * y2 - y1 * x2)) / denom;
var maxX = Math.max(x1, x2);
var minX = Math.min(x1, x2);
var maxY = Math.max(y1, y2);
var minY = Math.min(y1, y2);
if ((output.x <= maxX && output.x >= minX) === true || (output.y <= maxY && output.y >= minY) === true)
{
output.result = true;
}
}
return output;
}
/**
* Check if the Line and Ray intersects
* @method lineToRay
* @param {Phaser.Line} The Line object to check
* @param {Phaser.Line} The Ray object to check
* @param {Phaser.IntersectResult} An optional IntersectResult object to store the intersection values in (one is created if none given)
* @return {Phaser.IntersectResult} An IntersectResult object containing the results of this intersection in x/y
**/
public static lineToRay(line1: Line, ray: Line, output?: IntersectResult = new IntersectResult): IntersectResult {
var denom = (line1.x1 - line1.x2) * (ray.y1 - ray.y2) - (line1.y1 - line1.y2) * (ray.x1 - ray.x2);
if (denom !== 0)
{
output.x = ((line1.x1 * line1.y2 - line1.y1 * line1.x2) * (ray.x1 - ray.x2) - (line1.x1 - line1.x2) * (ray.x1 * ray.y2 - ray.y1 * ray.x2)) / denom;
output.y = ((line1.x1 * line1.y2 - line1.y1 * line1.x2) * (ray.y1 - ray.y2) - (line1.y1 - line1.y2) * (ray.x1 * ray.y2 - ray.y1 * ray.x2)) / denom;
output.result = true; // true unless either of the 2 following conditions are met
if (!(ray.x1 >= ray.x2) && output.x < ray.x1)
{
output.result = false;
}
if (!(ray.y1 >= ray.y2) && output.y < ray.y1)
{
output.result = false;
}
}
return output;
}
/**
* Check if the Line and Circle intersects
* @method lineToCircle
* @param {Phaser.Line} The Line object to check
* @param {Phaser.Circle} The Circle object to check
* @param {Phaser.IntersectResult} An optional IntersectResult object to store the intersection values in (one is created if none given)
* @return {Phaser.IntersectResult} An IntersectResult object containing the results of this intersection
**/
public static lineToCircle(line: Line, circle: Circle, output?: IntersectResult = new IntersectResult): IntersectResult {
// Get a perpendicular line running to the center of the circle
if (line.perp(circle.x, circle.y).length <= circle.radius)
{
output.result = true;
}
return output;
}
/**
* Check if the Line intersects each side of the Rectangle
* @method lineToRectangle
* @param {Phaser.Line} The Line object to check
* @param {Phaser.Rectangle} The Rectangle object to check
* @param {Phaser.IntersectResult} An optional IntersectResult object to store the intersection values in (one is created if none given)
* @return {Phaser.IntersectResult} An IntersectResult object containing the results of this intersection
**/
public static lineToRectangle(line: Line, rect: Rectangle, output?: IntersectResult = new IntersectResult): IntersectResult {
// Top of the Rectangle vs the Line
this.lineToRawSegment(line, rect.x, rect.y, rect.right, rect.y, output);
if (output.result === true)
{
return output;
}
// Left of the Rectangle vs the Line
this.lineToRawSegment(line, rect.x, rect.y, rect.x, rect.bottom, output);
if (output.result === true)
{
return output;
}
// Bottom of the Rectangle vs the Line
this.lineToRawSegment(line, rect.x, rect.bottom, rect.right, rect.bottom, output);
if (output.result === true)
{
return output;
}
// Right of the Rectangle vs the Line
this.lineToRawSegment(line, rect.right, rect.y, rect.right, rect.bottom, output);
return output;
}
/**
* -------------------------------------------------------------------------------------------
* Line Segment
* -------------------------------------------------------------------------------------------
**/
/**
* Check if Line1 intersects with Line2
* @method lineSegmentToLineSegment
* @param {Phaser.Line} The first line object to check
* @param {Phaser.Line} The second line object to check
* @param {Phaser.IntersectResult} An optional IntersectResult object to store the intersection values in (one is created if none given)
* @return {Phaser.IntersectResult} An IntersectResult object containing the results of this intersection in x/y
**/
public static lineSegmentToLineSegment(line1: Line, line2: Line, output?: IntersectResult = new IntersectResult): IntersectResult {
this.lineToLineSegment(line1, line2, output);
if (output.result === true)
{
if (!(output.x >= Math.min(line1.x1, line1.x2) && output.x <= Math.max(line1.x1, line1.x2)
&& output.y >= Math.min(line1.y1, line1.y2) && output.y <= Math.max(line1.y1, line1.y2)))
{
output.result = false;
}
}
return output;
}
/**
* Check if the Line Segment intersects with the Ray
* @method lineSegmentToRay
* @param {Phaser.Line} The Line object to check
* @param {Phaser.Line} The Line Ray object to check
* @param {Phaser.IntersectResult} An optional IntersectResult object to store the intersection values in (one is created if none given)
* @return {Phaser.IntersectResult} An IntersectResult object containing the results of this intersection in x/y
**/
public static lineSegmentToRay(line1: Line, ray: Line, output?: IntersectResult = new IntersectResult): IntersectResult {
this.lineToRay(line1, ray, output);
if (output.result === true)
{
if (!(output.x >= Math.min(line1.x1, line1.x2) && output.x <= Math.max(line1.x1, line1.x2)
&& output.y >= Math.min(line1.y1, line1.y2) && output.y <= Math.max(line1.y1, line1.y2)))
{
output.result = false;
}
}
return output;
}
/**
* Check if the Line Segment intersects with the Circle
* @method lineSegmentToCircle
* @param {Phaser.Line} The Line object to check
* @param {Phaser.Circle} The Circle object to check
* @param {Phaser.IntersectResult} An optional IntersectResult object to store the intersection values in (one is created if none given)
* @return {Phaser.IntersectResult} An IntersectResult object containing the results of this intersection in x/y
**/
public static lineSegmentToCircle(seg: Line, circle: Circle, output?: IntersectResult = new IntersectResult): IntersectResult {
var perp = seg.perp(circle.x, circle.y);
if (perp.length <= circle.radius)
{
// Line intersects circle - check if segment does
var maxX = Math.max(seg.x1, seg.x2);
var minX = Math.min(seg.x1, seg.x2);
var maxY = Math.max(seg.y1, seg.y2);
var minY = Math.min(seg.y1, seg.y2);
if ((perp.x2 <= maxX && perp.x2 >= minX) && (perp.y2 <= maxY && perp.y2 >= minY))
{
output.result = true;
}
else
{
// Worst case - segment doesn't traverse center, so no perpendicular connection.
if (this.circleContainsPoint(circle, <Point> { x: seg.x1, y: seg.y1 }) || this.circleContainsPoint(circle, <Point> { x: seg.x2, y: seg.y2 }))
{
output.result = true;
}
}
}
return output;
}
/**
* Check if the Line Segment intersects with the Rectangle
* @method lineSegmentToCircle
* @param {Phaser.Line} The Line object to check
* @param {Phaser.Circle} The Circle object to check
* @param {Phaser.IntersectResult} An optional IntersectResult object to store the intersection values in (one is created if none given)
* @return {Phaser.IntersectResult} An IntersectResult object containing the results of this intersection in x/y
**/
public static lineSegmentToRectangle(seg: Line, rect: Rectangle, output?: IntersectResult = new IntersectResult): IntersectResult {
if (rect.contains(seg.x1, seg.y1) && rect.contains(seg.x2, seg.y2))
{
output.result = true;
}
else
{
// Top of the Rectangle vs the Line
this.lineToRawSegment(seg, rect.x, rect.y, rect.right, rect.bottom, output);
if (output.result === true)
{
return output;
}
// Left of the Rectangle vs the Line
this.lineToRawSegment(seg, rect.x, rect.y, rect.x, rect.bottom, output);
if (output.result === true)
{
return output;
}
// Bottom of the Rectangle vs the Line
this.lineToRawSegment(seg, rect.x, rect.bottom, rect.right, rect.bottom, output);
if (output.result === true)
{
return output;
}
// Right of the Rectangle vs the Line
this.lineToRawSegment(seg, rect.right, rect.y, rect.right, rect.bottom, output);
return output;
}
return output;
}
/**
* -------------------------------------------------------------------------------------------
* Ray
* -------------------------------------------------------------------------------------------
**/
/**
* Check if the two given Circle objects intersect
* @method circleToCircle
* @param {Phaser.Circle} The first circle object to check
* @param {Phaser.Circle} The second circle object to check
* @param {Phaser.IntersectResult} An optional IntersectResult object to store the intersection values in (one is created if none given)
* @return {Phaser.IntersectResult} An IntersectResult object containing the results of this intersection
**/
public static rayToRectangle(ray: Line, rect: Rectangle, output?: IntersectResult = new IntersectResult): IntersectResult {
// Currently just finds first intersection - might not be closest to ray pt1
this.lineToRectangle(ray, rect, output);
return output;
}
/**
* Check whether a ray intersects a line segment, returns the parametric value where the intersection occurs.
* @method rayToLineSegment
* @static
* @param {Number} rayx1. The origin x of the ray.
* @param {Number} rayy1. The origin y of the ray.
* @param {Number} rayx2. The direction x of the ray.
* @param {Number} rayy2. The direction y of the ray.
* @param {Number} linex1. The x of the first point of the line segment.
* @param {Number} liney1. The y of the first point of the line segment.
* @param {Number} linex2. The x of the second point of the line segment.
* @param {Number} liney2. The y of the second point of the line segment.
* @param {Phaser.IntersectResult} An optional IntersectResult object to store the intersection values in (one is created if none given)
* @return {Phaser.IntersectResult} An IntersectResult object containing the results of this intersection stored in x
**/
public static rayToLineSegment(rayx1, rayy1, rayx2, rayy2, linex1, liney1, linex2, liney2, output?: IntersectResult = new IntersectResult): IntersectResult {
var r, s, d;
// Check lines are not parallel
if ((rayy2 - rayy1) / (rayx2 - rayx1) != (liney2 - liney1) / (linex2 - linex1))
{
d = (((rayx2 - rayx1) * (liney2 - liney1)) - (rayy2 - rayy1) * (linex2 - linex1));
if (d != 0)
{
r = (((rayy1 - liney1) * (linex2 - linex1)) - (rayx1 - linex1) * (liney2 - liney1)) / d;
s = (((rayy1 - liney1) * (rayx2 - rayx1)) - (rayx1 - linex1) * (rayy2 - rayy1)) / d;
if (r >= 0)
{
if (s >= 0 && s <= 1)
{
output.result = true;
output.x = rayx1 + r * (rayx2 - rayx1), rayy1 + r * (rayy2 - rayy1);
}
}
}
}
return output;
}
/**
* -------------------------------------------------------------------------------------------
* Rectangles
* -------------------------------------------------------------------------------------------
**/
/**
* Determines whether the specified point is contained within the rectangular region defined by the Rectangle object.
* @method pointToRectangle
* @param {Point} point The point object being checked.
* @param {Rectangle} rect The rectangle object being checked.
* @return {Phaser.IntersectResult} An IntersectResult object containing the results of this intersection in x/y/result
**/
public static pointToRectangle(point: Point, rect: Rectangle, output?: IntersectResult = new IntersectResult): IntersectResult {
output.setTo(point.x, point.y);
output.result = rect.containsPoint(point);
return output;
}
/**
* Check whether two axis aligned rectangles intersect. Return the intersecting rectangle dimensions if they do.
* @method rectangleToRectangle
* @param {Phaser.Rectangle} The first Rectangle object
* @param {Phaser.Rectangle} The second Rectangle object
* @param {Phaser.IntersectResult} An optional IntersectResult object to store the intersection values in (one is created if none given)
* @return {Phaser.IntersectResult} An IntersectResult object containing the results of this intersection in x/y/width/height
**/
public static rectangleToRectangle(rect1: Rectangle, rect2: Rectangle, output?: IntersectResult = new IntersectResult): IntersectResult {
var leftX = Math.max(rect1.x, rect2.x);
var rightX = Math.min(rect1.right, rect2.right);
var topY = Math.max(rect1.y, rect2.y);
var bottomY = Math.min(rect1.bottom, rect2.bottom);
output.setTo(leftX, topY, rightX - leftX, bottomY - topY, rightX - leftX, bottomY - topY);
var cx = output.x + output.width * .5;
var cy = output.y + output.height * .5;
if ((cx > rect1.x && cx < rect1.right) && (cy > rect1.y && cy < rect1.bottom))
{
output.result = true;
}
return output;
}
public static rectangleToCircle(rect: Rectangle, circle: Circle, output?: IntersectResult = new IntersectResult): IntersectResult {
return this.circleToRectangle(circle, rect, output);
}
/**
* -------------------------------------------------------------------------------------------
* Circle
* -------------------------------------------------------------------------------------------
**/
/**
* Check if the two given Circle objects intersect
* @method circleToCircle
* @param {Phaser.Circle} The first circle object to check
* @param {Phaser.Circle} The second circle object to check
* @param {Phaser.IntersectResult} An optional IntersectResult object to store the intersection values in (one is created if none given)
* @return {Phaser.IntersectResult} An IntersectResult object containing the results of this intersection
**/
public static circleToCircle(circle1: Circle, circle2: Circle, output?: IntersectResult = new IntersectResult): IntersectResult {
output.result = ((circle1.radius + circle2.radius) * (circle1.radius + circle2.radius)) >= this.distanceSquared(circle1.x, circle1.y, circle2.x, circle2.y);
return output;
}
/**
* Check if the given Rectangle intersects with the given Circle
* @method circleToRectangle
* @param {Phaser.Circle} The circle object to check
* @param {Phaser.Rectangle} The Rectangle object to check
* @param {Phaser.IntersectResult} An optional IntersectResult object to store the intersection values in (one is created if none given)
* @return {Phaser.IntersectResult} An IntersectResult object containing the results of this intersection
**/
public static circleToRectangle(circle: Circle, rect: Rectangle, output?: IntersectResult = new IntersectResult): IntersectResult {
var inflatedRect: Rectangle = rect.clone();
inflatedRect.inflate(circle.radius, circle.radius);
output.result = inflatedRect.contains(circle.x, circle.y);
return output;
}
/**
* Check if the given Point is found within the given Circle
* @method circleContainsPoint
* @param {Phaser.Circle} The circle object to check
* @param {Phaser.Point} The point object to check
* @param {Phaser.IntersectResult} An optional IntersectResult object to store the intersection values in (one is created if none given)
* @return {Phaser.IntersectResult} An IntersectResult object containing the results of this intersection
**/
public static circleContainsPoint(circle: Circle, point: Point, output?: IntersectResult = new IntersectResult): IntersectResult {
output.result = circle.radius * circle.radius >= this.distanceSquared(circle.x, circle.y, point.x, point.y);
return output;
}
/**
* -------------------------------------------------------------------------------------------
* Game Object Collision
* -------------------------------------------------------------------------------------------
**/
/**
* Call this function to see if one <code>GameObject</code> overlaps another.
* Can be called with one object and one group, or two groups, or two objects,
* whatever floats your boat! For maximum performance try bundling a lot of objects
* together using a <code>Group</code> (or even bundling groups together!).
*
* <p>NOTE: does NOT take objects' scrollfactor into account, all overlaps are checked in world space.</p>
*
* @param ObjectOrGroup1 The first object or group you want to check.
* @param ObjectOrGroup2 The second object or group you want to check. If it is the same as the first it knows to just do a comparison within that group.
* @param NotifyCallback A function with two <code>GameObject</code> parameters - e.g. <code>myOverlapFunction(Object1:GameObject,Object2:GameObject)</code> - that is called if those two objects overlap.
* @param ProcessCallback A function with two <code>GameObject</code> parameters - e.g. <code>myOverlapFunction(Object1:GameObject,Object2:GameObject)</code> - that is called if those two objects overlap. If a ProcessCallback is provided, then NotifyCallback will only be called if ProcessCallback returns true for those objects!
*
* @return Whether any overlaps were detected.
*/
public overlap(ObjectOrGroup1: Basic = null, ObjectOrGroup2: Basic = null, NotifyCallback = null, ProcessCallback = null): bool {
if (ObjectOrGroup1 == null)
{
ObjectOrGroup1 = this._game.world.group;
}
if (ObjectOrGroup2 == ObjectOrGroup1)
{
ObjectOrGroup2 = null;
}
QuadTree.divisions = this._game.world.worldDivisions;
var quadTree: QuadTree = new QuadTree(this._game.world.bounds.x, this._game.world.bounds.y, this._game.world.bounds.width, this._game.world.bounds.height);
quadTree.load(ObjectOrGroup1, ObjectOrGroup2, NotifyCallback, ProcessCallback);
var result: bool = quadTree.execute();
quadTree.destroy();
quadTree = null;
return result;
}
/**
* The main collision resolution in flixel.
*
* @param Object1 Any <code>Sprite</code>.
* @param Object2 Any other <code>Sprite</code>.
*
* @return Whether the objects in fact touched and were separated.
*/
public static separate(Object1, Object2): bool {
var separatedX: bool = Collision.separateX(Object1, Object2);
var separatedY: bool = Collision.separateY(Object1, Object2);
return separatedX || separatedY;
}
/**
* The X-axis component of the object separation process.
*
* @param Object1 Any <code>Sprite</code>.
* @param Object2 Any other <code>Sprite</code>.
*
* @return Whether the objects in fact touched and were separated along the X axis.
*/
public static separateX(Object1, Object2): bool {
//can't separate two immovable objects
var obj1immovable: bool = Object1.immovable;
var obj2immovable: bool = Object2.immovable;
if (obj1immovable && obj2immovable)
{
return false;
}
//If one of the objects is a tilemap, just pass it off.
/*
if (typeof Object1 === 'Tilemap')
{
return Object1.overlapsWithCallback(Object2, separateX);
}
if (typeof Object2 === 'Tilemap')
{
return Object2.overlapsWithCallback(Object1, separateX, true);
}
*/
//First, get the two object deltas
var overlap: number = 0;
var obj1delta: number = Object1.x - Object1.last.x;
var obj2delta: number = Object2.x - Object2.last.x;
if (obj1delta != obj2delta)
{
//Check if the X hulls actually overlap
var obj1deltaAbs: number = (obj1delta > 0) ? obj1delta : -obj1delta;
var obj2deltaAbs: number = (obj2delta > 0) ? obj2delta : -obj2delta;
var obj1rect: Rectangle = new Rectangle(Object1.x - ((obj1delta > 0) ? obj1delta : 0), Object1.last.y, Object1.width + ((obj1delta > 0) ? obj1delta : -obj1delta), Object1.height);
var obj2rect: Rectangle = new Rectangle(Object2.x - ((obj2delta > 0) ? obj2delta : 0), Object2.last.y, Object2.width + ((obj2delta > 0) ? obj2delta : -obj2delta), Object2.height);
if ((obj1rect.x + obj1rect.width > obj2rect.x) && (obj1rect.x < obj2rect.x + obj2rect.width) && (obj1rect.y + obj1rect.height > obj2rect.y) && (obj1rect.y < obj2rect.y + obj2rect.height))
{
var maxOverlap: number = obj1deltaAbs + obj2deltaAbs + Collision.OVERLAP_BIAS;
//If they did overlap (and can), figure out by how much and flip the corresponding flags
if (obj1delta > obj2delta)
{
overlap = Object1.x + Object1.width - Object2.x;
if ((overlap > maxOverlap) || !(Object1.allowCollisions & Collision.RIGHT) || !(Object2.allowCollisions & Collision.LEFT))
{
overlap = 0;
}
else
{
Object1.touching |= Collision.RIGHT;
Object2.touching |= Collision.LEFT;
}
}
else if (obj1delta < obj2delta)
{
overlap = Object1.x - Object2.width - Object2.x;
if ((-overlap > maxOverlap) || !(Object1.allowCollisions & Collision.LEFT) || !(Object2.allowCollisions & Collision.RIGHT))
{
overlap = 0;
}
else
{
Object1.touching |= Collision.LEFT;
Object2.touching |= Collision.RIGHT;
}
}
}
}
//Then adjust their positions and velocities accordingly (if there was any overlap)
if (overlap != 0)
{
var obj1v: number = Object1.velocity.x;
var obj2v: number = Object2.velocity.x;
if (!obj1immovable && !obj2immovable)
{
overlap *= 0.5;
Object1.x = Object1.x - overlap;
Object2.x += overlap;
var obj1velocity: number = Math.sqrt((obj2v * obj2v * Object2.mass) / Object1.mass) * ((obj2v > 0) ? 1 : -1);
var obj2velocity: number = Math.sqrt((obj1v * obj1v * Object1.mass) / Object2.mass) * ((obj1v > 0) ? 1 : -1);
var average: number = (obj1velocity + obj2velocity) * 0.5;
obj1velocity -= average;
obj2velocity -= average;
Object1.velocity.x = average + obj1velocity * Object1.elasticity;
Object2.velocity.x = average + obj2velocity * Object2.elasticity;
}
else if (!obj1immovable)
{
Object1.x = Object1.x - overlap;
Object1.velocity.x = obj2v - obj1v * Object1.elasticity;
}
else if (!obj2immovable)
{
Object2.x += overlap;
Object2.velocity.x = obj1v - obj2v * Object2.elasticity;
}
return true;
}
else
{
return false;
}
}
/**
* The Y-axis component of the object separation process.
*
* @param Object1 Any <code>Sprite</code>.
* @param Object2 Any other <code>Sprite</code>.
*
* @return Whether the objects in fact touched and were separated along the Y axis.
*/
public static separateY(Object1, Object2): bool {
//can't separate two immovable objects
var obj1immovable: bool = Object1.immovable;
var obj2immovable: bool = Object2.immovable;
if (obj1immovable && obj2immovable)
return false;
//If one of the objects is a tilemap, just pass it off.
/*
if (typeof Object1 === 'Tilemap')
{
return Object1.overlapsWithCallback(Object2, separateY);
}
if (typeof Object2 === 'Tilemap')
{
return Object2.overlapsWithCallback(Object1, separateY, true);
}
*/
//First, get the two object deltas
var overlap: number = 0;
var obj1delta: number = Object1.y - Object1.last.y;
var obj2delta: number = Object2.y - Object2.last.y;
if (obj1delta != obj2delta)
{
//Check if the Y hulls actually overlap
var obj1deltaAbs: number = (obj1delta > 0) ? obj1delta : -obj1delta;
var obj2deltaAbs: number = (obj2delta > 0) ? obj2delta : -obj2delta;
var obj1rect: Rectangle = new Rectangle(Object1.x, Object1.y - ((obj1delta > 0) ? obj1delta : 0), Object1.width, Object1.height + obj1deltaAbs);
var obj2rect: Rectangle = new Rectangle(Object2.x, Object2.y - ((obj2delta > 0) ? obj2delta : 0), Object2.width, Object2.height + obj2deltaAbs);
if ((obj1rect.x + obj1rect.width > obj2rect.x) && (obj1rect.x < obj2rect.x + obj2rect.width) && (obj1rect.y + obj1rect.height > obj2rect.y) && (obj1rect.y < obj2rect.y + obj2rect.height))
{
var maxOverlap: number = obj1deltaAbs + obj2deltaAbs + Collision.OVERLAP_BIAS;
//If they did overlap (and can), figure out by how much and flip the corresponding flags
if (obj1delta > obj2delta)
{
overlap = Object1.y + Object1.height - Object2.y;
if ((overlap > maxOverlap) || !(Object1.allowCollisions & Collision.DOWN) || !(Object2.allowCollisions & Collision.UP))
{
overlap = 0;
}
else
{
Object1.touching |= Collision.DOWN;
Object2.touching |= Collision.UP;
}
}
else if (obj1delta < obj2delta)
{
overlap = Object1.y - Object2.height - Object2.y;
if ((-overlap > maxOverlap) || !(Object1.allowCollisions & Collision.UP) || !(Object2.allowCollisions & Collision.DOWN))
{
overlap = 0;
}
else
{
Object1.touching |= Collision.UP;
Object2.touching |= Collision.DOWN;
}
}
}
}
//Then adjust their positions and velocities accordingly (if there was any overlap)
if (overlap != 0)
{
var obj1v: number = Object1.velocity.y;
var obj2v: number = Object2.velocity.y;
if (!obj1immovable && !obj2immovable)
{
overlap *= 0.5;
Object1.y = Object1.y - overlap;
Object2.y += overlap;
var obj1velocity: number = Math.sqrt((obj2v * obj2v * Object2.mass) / Object1.mass) * ((obj2v > 0) ? 1 : -1);
var obj2velocity: number = Math.sqrt((obj1v * obj1v * Object1.mass) / Object2.mass) * ((obj1v > 0) ? 1 : -1);
var average: number = (obj1velocity + obj2velocity) * 0.5;
obj1velocity -= average;
obj2velocity -= average;
Object1.velocity.y = average + obj1velocity * Object1.elasticity;
Object2.velocity.y = average + obj2velocity * Object2.elasticity;
}
else if (!obj1immovable)
{
Object1.y = Object1.y - overlap;
Object1.velocity.y = obj2v - obj1v * Object1.elasticity;
//This is special case code that handles cases like horizontal moving platforms you can ride
if (Object2.active && Object2.moves && (obj1delta > obj2delta))
{
Object1.x += Object2.x - Object2.last.x;
}
}
else if (!obj2immovable)
{
Object2.y += overlap;
Object2.velocity.y = obj1v - obj2v * Object2.elasticity;
//This is special case code that handles cases like horizontal moving platforms you can ride
if (Object1.active && Object1.moves && (obj1delta < obj2delta))
{
Object2.x += Object1.x - Object1.last.x;
}
}
return true;
}
else
{
return false;
}
}
/**
* -------------------------------------------------------------------------------------------
* Distance
* -------------------------------------------------------------------------------------------
**/
public static distance(x1: number, y1: number, x2: number, y2: number) {
return Math.sqrt((x2 - x1) * (x2 - x1) + (y2 - y1) * (y2 - y1));
}
public static distanceSquared(x1: number, y1: number, x2: number, y2: number) {
return (x2 - x1) * (x2 - x1) + (y2 - y1) * (y2 - y1);
}
}
}