mirror of
https://github.com/photonstorm/phaser
synced 2024-11-24 13:43:26 +00:00
771 lines
23 KiB
JavaScript
771 lines
23 KiB
JavaScript
/* jshint camelcase: false */
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/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2016 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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/**
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* Ninja Physics Tile constructor.
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* A Tile is defined by its width, height and type. It's type can include slope data, such as 45 degree slopes, or convex slopes.
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* Understand that for any type including a slope (types 2 to 29) the Tile must be SQUARE, i.e. have an equal width and height.
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* Also note that as Tiles are primarily used for levels they have gravity disabled and world bounds collision disabled by default.
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*
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* Note: This class could be massively optimised and reduced in size. I leave that challenge up to you.
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*
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* @class Phaser.Physics.Ninja.Tile
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* @constructor
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* @param {Phaser.Physics.Ninja.Body} body - The body that owns this shape.
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* @param {number} x - The x coordinate to create this shape at.
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* @param {number} y - The y coordinate to create this shape at.
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* @param {number} width - The width of this AABB.
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* @param {number} height - The height of this AABB.
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* @param {number} [type=1] - The type of Ninja shape to create. 1 = AABB, 2 = Circle or 3 = Tile.
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*/
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Phaser.Physics.Ninja.Tile = function (body, x, y, width, height, type) {
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if (type === undefined) { type = Phaser.Physics.Ninja.Tile.EMPTY; }
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/**
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* @property {Phaser.Physics.Ninja.Body} system - A reference to the body that owns this shape.
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*/
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this.body = body;
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/**
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* @property {Phaser.Physics.Ninja} system - A reference to the physics system.
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*/
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this.system = body.system;
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/**
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* @property {number} id - The ID of this Tile.
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* @readonly
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*/
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this.id = type;
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/**
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* @property {number} type - The type of this Tile.
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* @readonly
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*/
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this.type = Phaser.Physics.Ninja.Tile.TYPE_EMPTY;
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/**
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* @property {Phaser.Point} pos - The position of this object.
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*/
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this.pos = new Phaser.Point(x, y);
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/**
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* @property {Phaser.Point} oldpos - The position of this object in the previous update.
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*/
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this.oldpos = new Phaser.Point(x, y);
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if (this.id > 1 && this.id < 30)
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{
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// Tile Types 2 to 29 require square tile dimensions, so use the width as the base
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height = width;
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}
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/**
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* @property {number} xw - Half the width.
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* @readonly
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*/
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this.xw = Math.abs(width / 2);
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/**
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* @property {number} xw - Half the height.
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* @readonly
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*/
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this.yw = Math.abs(height / 2);
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/**
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* @property {number} width - The width.
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* @readonly
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*/
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this.width = width;
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/**
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* @property {number} height - The height.
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* @readonly
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*/
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this.height = height;
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/**
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* @property {Phaser.Point} velocity - The velocity of this object.
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*/
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this.velocity = new Phaser.Point();
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/**
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* @property {number} signx - Internal var.
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* @private
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*/
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this.signx = 0;
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/**
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* @property {number} signy - Internal var.
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* @private
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*/
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this.signy = 0;
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/**
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* @property {number} sx - Internal var.
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* @private
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*/
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this.sx = 0;
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/**
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* @property {number} sy - Internal var.
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* @private
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*/
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this.sy = 0;
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// By default Tiles disable gravity and world bounds collision
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this.body.gravityScale = 0;
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this.body.collideWorldBounds = false;
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if (this.id > 0)
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{
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this.setType(this.id);
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}
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};
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Phaser.Physics.Ninja.Tile.prototype.constructor = Phaser.Physics.Ninja.Tile;
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Phaser.Physics.Ninja.Tile.prototype = {
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/**
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* Updates this objects position.
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*
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* @method Phaser.Physics.Ninja.Tile#integrate
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*/
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integrate: function () {
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var px = this.pos.x;
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var py = this.pos.y;
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this.pos.x += (this.body.drag * this.pos.x) - (this.body.drag * this.oldpos.x);
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this.pos.y += (this.body.drag * this.pos.y) - (this.body.drag * this.oldpos.y) + (this.system.gravity * this.body.gravityScale);
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this.velocity.set(this.pos.x - px, this.pos.y - py);
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this.oldpos.set(px, py);
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},
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/**
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* Tiles cannot collide with the world bounds, it's up to you to keep them where you want them. But we need this API stub to satisfy the Body.
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*
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* @method Phaser.Physics.Ninja.Tile#collideWorldBounds
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*/
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collideWorldBounds: function () {
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var dx = this.system.bounds.x - (this.pos.x - this.xw);
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if (0 < dx)
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{
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this.reportCollisionVsWorld(dx, 0, 1, 0, null);
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}
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else
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{
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dx = (this.pos.x + this.xw) - this.system.bounds.right;
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if (0 < dx)
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{
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this.reportCollisionVsWorld(-dx, 0, -1, 0, null);
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}
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}
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var dy = this.system.bounds.y - (this.pos.y - this.yw);
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if (0 < dy)
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{
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this.reportCollisionVsWorld(0, dy, 0, 1, null);
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}
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else
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{
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dy = (this.pos.y + this.yw) - this.system.bounds.bottom;
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if (0 < dy)
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{
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this.reportCollisionVsWorld(0, -dy, 0, -1, null);
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}
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}
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},
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/**
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* Process a world collision and apply the resulting forces.
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*
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* @method Phaser.Physics.Ninja.Tile#reportCollisionVsWorld
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* @param {number} px - The tangent velocity
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* @param {number} py - The tangent velocity
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* @param {number} dx - Collision normal
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* @param {number} dy - Collision normal
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* @param {number} obj - Object this Tile collided with
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*/
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reportCollisionVsWorld: function (px, py, dx, dy) {
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var p = this.pos;
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var o = this.oldpos;
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// Calc velocity
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var vx = p.x - o.x;
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var vy = p.y - o.y;
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// Find component of velocity parallel to collision normal
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var dp = (vx * dx + vy * dy);
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var nx = dp * dx; //project velocity onto collision normal
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var ny = dp * dy; //nx,ny is normal velocity
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var tx = vx - nx; //px,py is tangent velocity
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var ty = vy - ny;
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// We only want to apply collision response forces if the object is travelling into, and not out of, the collision
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var b, bx, by, fx, fy;
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if (dp < 0)
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{
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fx = tx * this.body.friction;
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fy = ty * this.body.friction;
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b = 1 + this.body.bounce;
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bx = (nx * b);
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by = (ny * b);
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if (dx === 1)
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{
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this.body.touching.left = true;
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}
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else if (dx === -1)
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{
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this.body.touching.right = true;
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}
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if (dy === 1)
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{
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this.body.touching.up = true;
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}
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else if (dy === -1)
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{
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this.body.touching.down = true;
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}
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}
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else
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{
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// Moving out of collision, do not apply forces
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bx = by = fx = fy = 0;
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}
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// Project object out of collision
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p.x += px;
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p.y += py;
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// Apply bounce+friction impulses which alter velocity
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o.x += px + bx + fx;
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o.y += py + by + fy;
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},
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/**
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* Tiles cannot collide with the world bounds, it's up to you to keep them where you want them. But we need this API stub to satisfy the Body.
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*
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* @method Phaser.Physics.Ninja.Tile#setType
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* @param {number} id - The type of Tile this will use, i.e. Phaser.Physics.Ninja.Tile.SLOPE_45DEGpn, Phaser.Physics.Ninja.Tile.CONVEXpp, etc.
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*/
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setType: function (id) {
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if (id === Phaser.Physics.Ninja.Tile.EMPTY)
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{
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this.clear();
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}
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else
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{
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this.id = id;
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this.updateType();
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}
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return this;
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},
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/**
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* Sets this tile to be empty.
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*
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* @method Phaser.Physics.Ninja.Tile#clear
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*/
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clear: function () {
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this.id = Phaser.Physics.Ninja.Tile.EMPTY;
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this.updateType();
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},
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/**
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* Destroys this Tiles reference to Body and System.
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*
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* @method Phaser.Physics.Ninja.Tile#destroy
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*/
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destroy: function () {
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this.body = null;
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this.system = null;
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},
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/**
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* This converts a tile from implicitly-defined (via id), to explicit (via properties).
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* Don't call directly, instead of setType.
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*
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* @method Phaser.Physics.Ninja.Tile#updateType
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* @private
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*/
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updateType: function () {
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if (this.id === 0)
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{
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//EMPTY
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this.type = Phaser.Physics.Ninja.Tile.TYPE_EMPTY;
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this.signx = 0;
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this.signy = 0;
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this.sx = 0;
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this.sy = 0;
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return true;
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}
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//tile is non-empty; collide
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if (this.id < Phaser.Physics.Ninja.Tile.TYPE_45DEG)
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{
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//FULL
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this.type = Phaser.Physics.Ninja.Tile.TYPE_FULL;
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this.signx = 0;
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this.signy = 0;
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this.sx = 0;
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this.sy = 0;
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}
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else if (this.id < Phaser.Physics.Ninja.Tile.TYPE_CONCAVE)
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{
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// 45deg
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this.type = Phaser.Physics.Ninja.Tile.TYPE_45DEG;
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if (this.id === Phaser.Physics.Ninja.Tile.SLOPE_45DEGpn)
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{
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this.signx = 1;
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this.signy = -1;
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this.sx = this.signx / Math.SQRT2;//get slope _unit_ normal
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this.sy = this.signy / Math.SQRT2;//since normal is (1,-1), length is sqrt(1*1 + -1*-1) = sqrt(2)
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}
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else if (this.id === Phaser.Physics.Ninja.Tile.SLOPE_45DEGnn)
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{
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this.signx = -1;
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this.signy = -1;
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this.sx = this.signx / Math.SQRT2;//get slope _unit_ normal
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this.sy = this.signy / Math.SQRT2;//since normal is (1,-1), length is sqrt(1*1 + -1*-1) = sqrt(2)
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}
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else if (this.id === Phaser.Physics.Ninja.Tile.SLOPE_45DEGnp)
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{
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this.signx = -1;
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this.signy = 1;
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this.sx = this.signx / Math.SQRT2;//get slope _unit_ normal
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this.sy = this.signy / Math.SQRT2;//since normal is (1,-1), length is sqrt(1*1 + -1*-1) = sqrt(2)
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}
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else if (this.id === Phaser.Physics.Ninja.Tile.SLOPE_45DEGpp)
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{
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this.signx = 1;
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this.signy = 1;
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this.sx = this.signx / Math.SQRT2;//get slope _unit_ normal
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this.sy = this.signy / Math.SQRT2;//since normal is (1,-1), length is sqrt(1*1 + -1*-1) = sqrt(2)
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}
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else
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{
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return false;
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}
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}
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else if (this.id < Phaser.Physics.Ninja.Tile.TYPE_CONVEX)
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{
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// Concave
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this.type = Phaser.Physics.Ninja.Tile.TYPE_CONCAVE;
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if (this.id === Phaser.Physics.Ninja.Tile.CONCAVEpn)
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{
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this.signx = 1;
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this.signy = -1;
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this.sx = 0;
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this.sy = 0;
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}
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else if (this.id === Phaser.Physics.Ninja.Tile.CONCAVEnn)
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{
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this.signx = -1;
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this.signy = -1;
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this.sx = 0;
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this.sy = 0;
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}
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else if (this.id === Phaser.Physics.Ninja.Tile.CONCAVEnp)
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{
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this.signx = -1;
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this.signy = 1;
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this.sx = 0;
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this.sy = 0;
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}
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else if (this.id === Phaser.Physics.Ninja.Tile.CONCAVEpp)
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{
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this.signx = 1;
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this.signy = 1;
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this.sx = 0;
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this.sy = 0;
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}
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else
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{
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return false;
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}
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}
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else if (this.id < Phaser.Physics.Ninja.Tile.TYPE_22DEGs)
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{
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// Convex
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this.type = Phaser.Physics.Ninja.Tile.TYPE_CONVEX;
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if (this.id === Phaser.Physics.Ninja.Tile.CONVEXpn)
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{
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this.signx = 1;
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this.signy = -1;
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this.sx = 0;
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this.sy = 0;
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}
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else if (this.id === Phaser.Physics.Ninja.Tile.CONVEXnn)
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{
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this.signx = -1;
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this.signy = -1;
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this.sx = 0;
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this.sy = 0;
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}
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else if (this.id === Phaser.Physics.Ninja.Tile.CONVEXnp)
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{
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this.signx = -1;
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this.signy = 1;
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this.sx = 0;
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this.sy = 0;
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}
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else if (this.id === Phaser.Physics.Ninja.Tile.CONVEXpp)
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{
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this.signx = 1;
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this.signy = 1;
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this.sx = 0;
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this.sy = 0;
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}
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else
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{
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return false;
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}
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}
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else if (this.id < Phaser.Physics.Ninja.Tile.TYPE_22DEGb)
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{
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// 22deg small
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this.type = Phaser.Physics.Ninja.Tile.TYPE_22DEGs;
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if (this.id === Phaser.Physics.Ninja.Tile.SLOPE_22DEGpnS)
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{
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this.signx = 1;
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this.signy = -1;
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var slen = Math.sqrt(2 * 2 + 1 * 1);
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this.sx = (this.signx * 1) / slen;
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this.sy = (this.signy * 2) / slen;
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}
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else if (this.id === Phaser.Physics.Ninja.Tile.SLOPE_22DEGnnS)
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{
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this.signx = -1;
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this.signy = -1;
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var slen = Math.sqrt(2 * 2 + 1 * 1);
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this.sx = (this.signx * 1) / slen;
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this.sy = (this.signy * 2) / slen;
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}
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else if (this.id === Phaser.Physics.Ninja.Tile.SLOPE_22DEGnpS)
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{
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this.signx = -1;
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this.signy = 1;
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var slen = Math.sqrt(2 * 2 + 1 * 1);
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this.sx = (this.signx * 1) / slen;
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this.sy = (this.signy * 2) / slen;
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}
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else if (this.id === Phaser.Physics.Ninja.Tile.SLOPE_22DEGppS)
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{
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this.signx = 1;
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this.signy = 1;
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var slen = Math.sqrt(2 * 2 + 1 * 1);
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this.sx = (this.signx * 1) / slen;
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this.sy = (this.signy * 2) / slen;
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}
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else
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{
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return false;
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}
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}
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else if (this.id < Phaser.Physics.Ninja.Tile.TYPE_67DEGs)
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{
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// 22deg big
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this.type = Phaser.Physics.Ninja.Tile.TYPE_22DEGb;
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if (this.id === Phaser.Physics.Ninja.Tile.SLOPE_22DEGpnB)
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{
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this.signx = 1;
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this.signy = -1;
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var slen = Math.sqrt(2 * 2 + 1 * 1);
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this.sx = (this.signx * 1) / slen;
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this.sy = (this.signy * 2) / slen;
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}
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else if (this.id === Phaser.Physics.Ninja.Tile.SLOPE_22DEGnnB)
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{
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this.signx = -1;
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this.signy = -1;
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var slen = Math.sqrt(2 * 2 + 1 * 1);
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this.sx = (this.signx * 1) / slen;
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this.sy = (this.signy * 2) / slen;
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}
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else if (this.id === Phaser.Physics.Ninja.Tile.SLOPE_22DEGnpB)
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{
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this.signx = -1;
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this.signy = 1;
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var slen = Math.sqrt(2 * 2 + 1 * 1);
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|
this.sx = (this.signx * 1) / slen;
|
|
this.sy = (this.signy * 2) / slen;
|
|
}
|
|
else if (this.id === Phaser.Physics.Ninja.Tile.SLOPE_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
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
else if (this.id < Phaser.Physics.Ninja.Tile.TYPE_67DEGb)
|
|
{
|
|
// 67deg small
|
|
this.type = Phaser.Physics.Ninja.Tile.TYPE_67DEGs;
|
|
|
|
if (this.id === Phaser.Physics.Ninja.Tile.SLOPE_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 === Phaser.Physics.Ninja.Tile.SLOPE_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 === Phaser.Physics.Ninja.Tile.SLOPE_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 === Phaser.Physics.Ninja.Tile.SLOPE_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
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
else if (this.id < Phaser.Physics.Ninja.Tile.TYPE_HALF)
|
|
{
|
|
// 67deg big
|
|
this.type = Phaser.Physics.Ninja.Tile.TYPE_67DEGb;
|
|
|
|
if (this.id === Phaser.Physics.Ninja.Tile.SLOPE_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 === Phaser.Physics.Ninja.Tile.SLOPE_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 === Phaser.Physics.Ninja.Tile.SLOPE_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 === Phaser.Physics.Ninja.Tile.SLOPE_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
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Half-full tile
|
|
this.type = Phaser.Physics.Ninja.Tile.TYPE_HALF;
|
|
|
|
if (this.id === Phaser.Physics.Ninja.Tile.HALFd)
|
|
{
|
|
this.signx = 0;
|
|
this.signy = -1;
|
|
this.sx = this.signx;
|
|
this.sy = this.signy;
|
|
}
|
|
else if (this.id === Phaser.Physics.Ninja.Tile.HALFu)
|
|
{
|
|
this.signx = 0;
|
|
this.signy = 1;
|
|
this.sx = this.signx;
|
|
this.sy = this.signy;
|
|
}
|
|
else if (this.id === Phaser.Physics.Ninja.Tile.HALFl)
|
|
{
|
|
this.signx = 1;
|
|
this.signy = 0;
|
|
this.sx = this.signx;
|
|
this.sy = this.signy;
|
|
}
|
|
else if (this.id === Phaser.Physics.Ninja.Tile.HALFr)
|
|
{
|
|
this.signx = -1;
|
|
this.signy = 0;
|
|
this.sx = this.signx;
|
|
this.sy = this.signy;
|
|
}
|
|
else
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
|
|
};
|
|
|
|
/**
|
|
* @name Phaser.Physics.Ninja.Tile#x
|
|
* @property {number} x - The x position.
|
|
*/
|
|
Object.defineProperty(Phaser.Physics.Ninja.Tile.prototype, "x", {
|
|
|
|
get: function () {
|
|
return this.pos.x - this.xw;
|
|
},
|
|
|
|
set: function (value) {
|
|
this.pos.x = value;
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.Physics.Ninja.Tile#y
|
|
* @property {number} y - The y position.
|
|
*/
|
|
Object.defineProperty(Phaser.Physics.Ninja.Tile.prototype, "y", {
|
|
|
|
get: function () {
|
|
return this.pos.y - this.yw;
|
|
},
|
|
|
|
set: function (value) {
|
|
this.pos.y = value;
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.Physics.Ninja.Tile#bottom
|
|
* @property {number} bottom - The bottom value of this Body (same as Body.y + Body.height)
|
|
* @readonly
|
|
*/
|
|
Object.defineProperty(Phaser.Physics.Ninja.Tile.prototype, "bottom", {
|
|
|
|
get: function () {
|
|
return this.pos.y + this.yw;
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.Physics.Ninja.Tile#right
|
|
* @property {number} right - The right value of this Body (same as Body.x + Body.width)
|
|
* @readonly
|
|
*/
|
|
Object.defineProperty(Phaser.Physics.Ninja.Tile.prototype, "right", {
|
|
|
|
get: function () {
|
|
return this.pos.x + this.xw;
|
|
}
|
|
|
|
});
|
|
|
|
Phaser.Physics.Ninja.Tile.EMPTY = 0;
|
|
Phaser.Physics.Ninja.Tile.FULL = 1;//fullAABB tile
|
|
Phaser.Physics.Ninja.Tile.SLOPE_45DEGpn = 2;//45-degree triangle, whose normal is (+ve,-ve)
|
|
Phaser.Physics.Ninja.Tile.SLOPE_45DEGnn = 3;//(+ve,+ve)
|
|
Phaser.Physics.Ninja.Tile.SLOPE_45DEGnp = 4;//(-ve,+ve)
|
|
Phaser.Physics.Ninja.Tile.SLOPE_45DEGpp = 5;//(-ve,-ve)
|
|
Phaser.Physics.Ninja.Tile.CONCAVEpn = 6;//1/4-circle cutout
|
|
Phaser.Physics.Ninja.Tile.CONCAVEnn = 7;
|
|
Phaser.Physics.Ninja.Tile.CONCAVEnp = 8;
|
|
Phaser.Physics.Ninja.Tile.CONCAVEpp = 9;
|
|
Phaser.Physics.Ninja.Tile.CONVEXpn = 10;//1/4/circle
|
|
Phaser.Physics.Ninja.Tile.CONVEXnn = 11;
|
|
Phaser.Physics.Ninja.Tile.CONVEXnp = 12;
|
|
Phaser.Physics.Ninja.Tile.CONVEXpp = 13;
|
|
Phaser.Physics.Ninja.Tile.SLOPE_22DEGpnS = 14;//22.5 degree slope
|
|
Phaser.Physics.Ninja.Tile.SLOPE_22DEGnnS = 15;
|
|
Phaser.Physics.Ninja.Tile.SLOPE_22DEGnpS = 16;
|
|
Phaser.Physics.Ninja.Tile.SLOPE_22DEGppS = 17;
|
|
Phaser.Physics.Ninja.Tile.SLOPE_22DEGpnB = 18;
|
|
Phaser.Physics.Ninja.Tile.SLOPE_22DEGnnB = 19;
|
|
Phaser.Physics.Ninja.Tile.SLOPE_22DEGnpB = 20;
|
|
Phaser.Physics.Ninja.Tile.SLOPE_22DEGppB = 21;
|
|
Phaser.Physics.Ninja.Tile.SLOPE_67DEGpnS = 22;//67.5 degree slope
|
|
Phaser.Physics.Ninja.Tile.SLOPE_67DEGnnS = 23;
|
|
Phaser.Physics.Ninja.Tile.SLOPE_67DEGnpS = 24;
|
|
Phaser.Physics.Ninja.Tile.SLOPE_67DEGppS = 25;
|
|
Phaser.Physics.Ninja.Tile.SLOPE_67DEGpnB = 26;
|
|
Phaser.Physics.Ninja.Tile.SLOPE_67DEGnnB = 27;
|
|
Phaser.Physics.Ninja.Tile.SLOPE_67DEGnpB = 28;
|
|
Phaser.Physics.Ninja.Tile.SLOPE_67DEGppB = 29;
|
|
Phaser.Physics.Ninja.Tile.HALFd = 30;//half-full tiles
|
|
Phaser.Physics.Ninja.Tile.HALFr = 31;
|
|
Phaser.Physics.Ninja.Tile.HALFu = 32;
|
|
Phaser.Physics.Ninja.Tile.HALFl = 33;
|
|
|
|
Phaser.Physics.Ninja.Tile.TYPE_EMPTY = 0;
|
|
Phaser.Physics.Ninja.Tile.TYPE_FULL = 1;
|
|
Phaser.Physics.Ninja.Tile.TYPE_45DEG = 2;
|
|
Phaser.Physics.Ninja.Tile.TYPE_CONCAVE = 6;
|
|
Phaser.Physics.Ninja.Tile.TYPE_CONVEX = 10;
|
|
Phaser.Physics.Ninja.Tile.TYPE_22DEGs = 14;
|
|
Phaser.Physics.Ninja.Tile.TYPE_22DEGb = 18;
|
|
Phaser.Physics.Ninja.Tile.TYPE_67DEGs = 22;
|
|
Phaser.Physics.Ninja.Tile.TYPE_67DEGb = 26;
|
|
Phaser.Physics.Ninja.Tile.TYPE_HALF = 30;
|