mirror of
https://github.com/photonstorm/phaser
synced 2024-11-26 22:52:14 +00:00
365 lines
15 KiB
JavaScript
365 lines
15 KiB
JavaScript
/// <reference path="../Game.ts" />
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/**
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* Phaser - CollisionMask
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*/
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var Phaser;
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(function (Phaser) {
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var CollisionMask = (function () {
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/**
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* CollisionMask constructor. Creates a new <code>CollisionMask</code> for the given GameObject.
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*
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* @param game {Phaser.Game} Current game instance.
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* @param parent {Phaser.GameObject} The GameObject this CollisionMask belongs to.
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* @param x {number} The initial x position of the CollisionMask.
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* @param y {number} The initial y position of the CollisionMask.
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* @param width {number} The width of the CollisionMask.
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* @param height {number} The height of the CollisionMask.
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*/
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function CollisionMask(game, parent, x, y, width, height) {
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/**
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* Geom type of this sprite. (available: QUAD, POINT, CIRCLE, LINE, RECTANGLE, POLYGON)
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* @type {number}
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*/
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this.type = 0;
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this._game = game;
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this._parent = parent;
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// By default the CollisionMask is a quad
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this.type = CollisionMask.QUAD;
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this.quad = new Phaser.Quad(this._parent.x, this._parent.y, this._parent.width, this._parent.height);
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this.offset = new Phaser.MicroPoint(0, 0);
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this.last = new Phaser.MicroPoint(0, 0);
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this._ref = this.quad;
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return this;
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}
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CollisionMask.QUAD = 0;
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CollisionMask.POINT = 1;
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CollisionMask.CIRCLE = 2;
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CollisionMask.LINE = 3;
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CollisionMask.RECTANGLE = 4;
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CollisionMask.POLYGON = 5;
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CollisionMask.prototype.createCircle = /**
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* Create a circle shape with specific diameter.
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* @param diameter {number} Diameter of the circle.
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* @return {CollisionMask} This
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*/
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function (diameter) {
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this.type = CollisionMask.CIRCLE;
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this.circle = new Phaser.Circle(this.last.x, this.last.y, diameter);
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this._ref = this.circle;
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return this;
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};
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CollisionMask.prototype.preUpdate = /**
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* Pre-update is called right before update() on each object in the game loop.
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*/
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function () {
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this.last.x = this.x;
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this.last.y = this.y;
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};
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CollisionMask.prototype.update = function () {
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this._ref.x = this._parent.x + this.offset.x;
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this._ref.y = this._parent.y + this.offset.y;
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};
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CollisionMask.prototype.render = /**
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* Renders the bounding box around this Sprite and the contact points. Useful for visually debugging.
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* @param camera {Camera} Camera the bound will be rendered to.
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* @param cameraOffsetX {number} X offset of bound to the camera.
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* @param cameraOffsetY {number} Y offset of bound to the camera.
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*/
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function (camera, cameraOffsetX, cameraOffsetY) {
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var _dx = cameraOffsetX + (this.x - camera.worldView.x);
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var _dy = cameraOffsetY + (this.y - camera.worldView.y);
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this._parent.context.fillStyle = this._parent.renderDebugColor;
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if(this.type == CollisionMask.QUAD) {
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this._parent.context.fillRect(_dx, _dy, this.width, this.height);
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} else if(this.type == CollisionMask.CIRCLE) {
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this._parent.context.beginPath();
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this._parent.context.arc(_dx, _dy, this.circle.radius, 0, Math.PI * 2);
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this._parent.context.fill();
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this._parent.context.closePath();
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}
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};
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CollisionMask.prototype.destroy = /**
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* Destroy all objects and references belonging to this CollisionMask
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*/
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function () {
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this._game = null;
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this._parent = null;
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this._ref = null;
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this.quad = null;
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this.point = null;
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this.circle = null;
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this.rect = null;
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this.line = null;
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this.offset = null;
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};
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CollisionMask.prototype.intersectsRaw = function (left, right, top, bottom) {
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//if ((objBounds.x + objBounds.width > x) && (objBounds.x < x + width) && (objBounds.y + objBounds.height > y) && (objBounds.y < y + height))
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return true;
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};
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CollisionMask.prototype.intersectsVector = function (vector) {
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if(this.type == CollisionMask.QUAD) {
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return this.quad.contains(vector.x, vector.y);
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}
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};
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CollisionMask.prototype.intersects = /**
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* Gives a basic boolean response to a geometric collision.
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* If you need the details of the collision use the Collision functions instead and inspect the IntersectResult object.
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* @param source {GeomSprite} Sprite you want to check.
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* @return {boolean} Whether they overlaps or not.
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*/
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function (source) {
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// Quad vs. Quad
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if(this.type == CollisionMask.QUAD && source.type == CollisionMask.QUAD) {
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return this.quad.intersects(source.quad);
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}
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// Circle vs. Circle
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if(this.type == CollisionMask.CIRCLE && source.type == CollisionMask.CIRCLE) {
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return Phaser.Collision.circleToCircle(this.circle, source.circle).result;
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}
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// Circle vs. Rect
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if(this.type == CollisionMask.CIRCLE && source.type == CollisionMask.RECTANGLE) {
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return Phaser.Collision.circleToRectangle(this.circle, source.rect).result;
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}
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// Circle vs. Point
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if(this.type == CollisionMask.CIRCLE && source.type == CollisionMask.POINT) {
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return Phaser.Collision.circleContainsPoint(this.circle, source.point).result;
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}
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// Circle vs. Line
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if(this.type == CollisionMask.CIRCLE && source.type == CollisionMask.LINE) {
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return Phaser.Collision.lineToCircle(source.line, this.circle).result;
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}
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// Rect vs. Rect
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if(this.type == CollisionMask.RECTANGLE && source.type == CollisionMask.RECTANGLE) {
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return Phaser.Collision.rectangleToRectangle(this.rect, source.rect).result;
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}
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// Rect vs. Circle
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if(this.type == CollisionMask.RECTANGLE && source.type == CollisionMask.CIRCLE) {
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return Phaser.Collision.circleToRectangle(source.circle, this.rect).result;
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}
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// Rect vs. Point
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if(this.type == CollisionMask.RECTANGLE && source.type == CollisionMask.POINT) {
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return Phaser.Collision.pointToRectangle(source.point, this.rect).result;
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}
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// Rect vs. Line
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if(this.type == CollisionMask.RECTANGLE && source.type == CollisionMask.LINE) {
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return Phaser.Collision.lineToRectangle(source.line, this.rect).result;
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}
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// Point vs. Point
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if(this.type == CollisionMask.POINT && source.type == CollisionMask.POINT) {
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return this.point.equals(source.point);
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}
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// Point vs. Circle
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if(this.type == CollisionMask.POINT && source.type == CollisionMask.CIRCLE) {
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return Phaser.Collision.circleContainsPoint(source.circle, this.point).result;
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}
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// Point vs. Rect
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if(this.type == CollisionMask.POINT && source.type == CollisionMask.RECTANGLE) {
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return Phaser.Collision.pointToRectangle(this.point, source.rect).result;
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}
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// Point vs. Line
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if(this.type == CollisionMask.POINT && source.type == CollisionMask.LINE) {
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return source.line.isPointOnLine(this.point.x, this.point.y);
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}
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// Line vs. Line
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if(this.type == CollisionMask.LINE && source.type == CollisionMask.LINE) {
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return Phaser.Collision.lineSegmentToLineSegment(this.line, source.line).result;
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}
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// Line vs. Circle
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if(this.type == CollisionMask.LINE && source.type == CollisionMask.CIRCLE) {
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return Phaser.Collision.lineToCircle(this.line, source.circle).result;
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}
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// Line vs. Rect
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if(this.type == CollisionMask.LINE && source.type == CollisionMask.RECTANGLE) {
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return Phaser.Collision.lineSegmentToRectangle(this.line, source.rect).result;
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}
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// Line vs. Point
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if(this.type == CollisionMask.LINE && source.type == CollisionMask.POINT) {
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return this.line.isPointOnLine(source.point.x, source.point.y);
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}
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return false;
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};
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CollisionMask.prototype.checkHullIntersection = function (mask) {
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if((this.hullX + this.hullWidth > mask.hullX) && (this.hullX < mask.hullX + mask.width) && (this.hullY + this.hullHeight > mask.hullY) && (this.hullY < mask.hullY + mask.hullHeight)) {
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return true;
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} else {
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return false;
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}
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};
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Object.defineProperty(CollisionMask.prototype, "hullWidth", {
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get: function () {
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if(this.deltaX > 0) {
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return this.width + this.deltaX;
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} else {
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return this.width - this.deltaX;
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}
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},
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enumerable: true,
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configurable: true
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});
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Object.defineProperty(CollisionMask.prototype, "hullHeight", {
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get: function () {
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if(this.deltaY > 0) {
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return this.height + this.deltaY;
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} else {
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return this.height - this.deltaY;
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}
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},
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enumerable: true,
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configurable: true
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});
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Object.defineProperty(CollisionMask.prototype, "hullX", {
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get: function () {
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if(this.x < this.last.x) {
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return this.x;
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} else {
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return this.last.x;
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}
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},
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enumerable: true,
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configurable: true
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});
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Object.defineProperty(CollisionMask.prototype, "hullY", {
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get: function () {
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if(this.y < this.last.y) {
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return this.y;
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} else {
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return this.last.y;
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}
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},
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enumerable: true,
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configurable: true
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});
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Object.defineProperty(CollisionMask.prototype, "deltaXAbs", {
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get: function () {
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return (this.deltaX > 0 ? this.deltaX : -this.deltaX);
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},
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enumerable: true,
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configurable: true
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});
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Object.defineProperty(CollisionMask.prototype, "deltaYAbs", {
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get: function () {
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return (this.deltaY > 0 ? this.deltaY : -this.deltaY);
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},
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enumerable: true,
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configurable: true
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});
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Object.defineProperty(CollisionMask.prototype, "deltaX", {
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get: function () {
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return this.x - this.last.x;
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},
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enumerable: true,
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configurable: true
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});
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Object.defineProperty(CollisionMask.prototype, "deltaY", {
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get: function () {
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return this.y - this.last.y;
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},
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enumerable: true,
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configurable: true
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});
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Object.defineProperty(CollisionMask.prototype, "x", {
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get: function () {
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return this._ref.x;
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//return this.quad.x;
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},
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set: function (value) {
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this._ref.x = value;
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//this.quad.x = value;
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},
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enumerable: true,
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configurable: true
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});
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Object.defineProperty(CollisionMask.prototype, "y", {
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get: function () {
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return this._ref.y;
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//return this.quad.y;
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},
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set: function (value) {
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this._ref.y = value;
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//this.quad.y = value;
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},
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enumerable: true,
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configurable: true
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});
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Object.defineProperty(CollisionMask.prototype, "width", {
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get: function () {
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//return this.quad.width;
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return this._ref.width;
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},
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set: //public get rotation(): number {
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// return this._angle;
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//}
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//public set rotation(value: number) {
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// this._angle = this._game.math.wrap(value, 360, 0);
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//}
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//public get angle(): number {
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// return this._angle;
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//}
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//public set angle(value: number) {
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// this._angle = this._game.math.wrap(value, 360, 0);
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//}
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function (value) {
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//this.quad.width = value;
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this._ref.width = value;
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},
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enumerable: true,
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configurable: true
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});
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Object.defineProperty(CollisionMask.prototype, "height", {
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get: function () {
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//return this.quad.height;
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return this._ref.height;
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},
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set: function (value) {
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//this.quad.height = value;
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this._ref.height = value;
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},
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enumerable: true,
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configurable: true
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});
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Object.defineProperty(CollisionMask.prototype, "left", {
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get: function () {
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return this.x;
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},
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enumerable: true,
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configurable: true
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});
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Object.defineProperty(CollisionMask.prototype, "right", {
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get: function () {
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return this.x + this.width;
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},
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enumerable: true,
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configurable: true
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});
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Object.defineProperty(CollisionMask.prototype, "top", {
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get: function () {
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return this.y;
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},
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enumerable: true,
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configurable: true
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});
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Object.defineProperty(CollisionMask.prototype, "bottom", {
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get: function () {
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return this.y + this.height;
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},
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enumerable: true,
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configurable: true
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});
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Object.defineProperty(CollisionMask.prototype, "halfWidth", {
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get: function () {
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return this.width / 2;
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},
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enumerable: true,
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configurable: true
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});
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Object.defineProperty(CollisionMask.prototype, "halfHeight", {
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get: function () {
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return this.height / 2;
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},
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enumerable: true,
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configurable: true
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});
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return CollisionMask;
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})();
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Phaser.CollisionMask = CollisionMask;
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})(Phaser || (Phaser = {}));
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