mirror of
https://github.com/photonstorm/phaser
synced 2024-12-03 18:10:10 +00:00
113 lines
3.7 KiB
JavaScript
113 lines
3.7 KiB
JavaScript
/// <reference path="../../Phaser/Game.ts" />
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var Physics = (function () {
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function Physics() {
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this.max_bodies = 512;
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this.max_vertices = 1024;
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this.max_edges = 1024;
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this.max_body_vertices = 64;
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this.max_body_edges = 64;
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this.vertices = [];
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this.edges = [];
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this.bodies = [];
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}
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Physics.prototype.updateForces = // Sets the force on each vertex to the gravity force. You could of course apply other forces like magnetism etc.
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function () {
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for(var i = 0; i < this.vertexCount; i++) {
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this.vertices[i].acceleration = this.gravity;
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}
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};
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Physics.prototype.updateVerlet = // Updates the vertex position
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function () {
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for(var i = 0; i < this.vertexCount; i++) {
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var v = this.vertices[i];
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var temp = v.position;
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//v.position.mutableAdd(
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//v.position += v.position - v.oldPosition + v.acceleration * this.timestep * this.timestep;
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}
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};
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Physics.prototype.updateEdges = function () {
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};
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Physics.prototype.iterateCollisions = function () {
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};
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Physics.prototype.detectCollision = function (body1, body2) {
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};
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Physics.prototype.processCollision = function () {
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};
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Physics.prototype.intervalDistance = function (minA, maxA, minB, maxB) {
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};
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Physics.prototype.bodiesOverlap = function (body1, body2) {
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};
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Physics.prototype.update = // CollisionInfo
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// depth, normal, edge, vertex
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function () {
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};
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Physics.prototype.render = function () {
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};
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Physics.prototype.addBody = function (body) {
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this.bodies.push(body);
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this.bodyCount = this.bodies.length;
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};
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Physics.prototype.addEdge = function (edge) {
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this.edges.push(edge);
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this.edgeCount = this.edges.length;
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};
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Physics.prototype.addVertex = function (vertex) {
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this.vertices.push(vertex);
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this.vertexCount = this.vertices.length;
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};
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Physics.prototype.findVertex = function (x, y) {
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};
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return Physics;
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})();
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var PhysicsBody = (function () {
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function PhysicsBody() {
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this.vertices = [];
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this.edges = [];
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}
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PhysicsBody.prototype.addEdge = function (edge) {
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};
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PhysicsBody.prototype.addVertex = function (vertex) {
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};
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PhysicsBody.prototype.projectToAxis = function (axis, min, max) {
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};
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PhysicsBody.prototype.calculateCenter = function () {
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};
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PhysicsBody.prototype.createBox = function (x, y, width, height) {
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};
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return PhysicsBody;
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})();
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var Vertex = (function () {
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function Vertex(body, posX, posY) {
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}
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return Vertex;
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})();
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var Edge = (function () {
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function Edge(body, pV1, pV2, pBoundary) {
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}
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return Edge;
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})();
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(function () {
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var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update, render);
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function init() {
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myGame.loader.addImageFile('atari1', 'assets/sprites/atari130xe.png');
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myGame.loader.load();
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}
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function create() {
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var p = new Physics();
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//p.max_bodies
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}
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function update() {
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}
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function render() {
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//myGame.stage.context.strokeStyle = 'rgb(0,255,0)';
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//myGame.stage.context.beginPath();
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//myGame.stage.context.moveTo(poly1.points[0].x + poly1.pos.x, poly1.points[0].y + poly1.pos.y);
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//for (var i = 1; i < poly1.points.length; i++)
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//{
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// myGame.stage.context.lineTo(poly1.points[i].x + poly1.pos.x, poly1.points[i].y + poly1.pos.y);
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//}
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//myGame.stage.context.lineTo(poly1.points[0].x + poly1.pos.x, poly1.points[0].y + poly1.pos.y);
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//myGame.stage.context.stroke();
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//myGame.stage.context.closePath();
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}
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})();
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