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phaser/todo/TS Source/physics/AABB.js
2013-09-13 16:16:48 +01:00

365 lines
18 KiB
JavaScript

var Phaser;
(function (Phaser) {
/// <reference path="../_definitions.ts" />
/**
* Phaser - Physics - AABB
*/
(function (Physics) {
var AABB = (function () {
function AABB(game, x, y, width, height) {
this.type = 0;
this._vx = 0;
this._vy = 0;
this._deltaX = 0;
this._deltaY = 0;
this.game = game;
this.pos = new Phaser.Vec2(x, y);
this.oldpos = new Phaser.Vec2(x, y);
this.width = Math.abs(width);
this.height = Math.abs(height);
this.velocity = new Phaser.Vec2();
this.acceleration = new Phaser.Vec2();
this.bounce = new Phaser.Vec2(0, 0);
//this.drag = new Phaser.Vec2(1, 1);
//this.gravity = new Phaser.Vec2(0, 0.2);
this.drag = new Phaser.Vec2(0, 0);
this.gravity = new Phaser.Vec2(0, 0);
this.maxVelocity = new Phaser.Vec2(1000, 1000);
this.aabbTileProjections = {
};
this.aabbTileProjections[Phaser.Physics.TileMapCell.CTYPE_22DEGs] = Phaser.Physics.Projection.AABB22Deg.CollideS;
this.aabbTileProjections[Phaser.Physics.TileMapCell.CTYPE_22DEGb] = Phaser.Physics.Projection.AABB22Deg.CollideB;
this.aabbTileProjections[Phaser.Physics.TileMapCell.CTYPE_45DEG] = Phaser.Physics.Projection.AABB45Deg.Collide;
this.aabbTileProjections[Phaser.Physics.TileMapCell.CTYPE_67DEGs] = Phaser.Physics.Projection.AABB67Deg.CollideS;
this.aabbTileProjections[Phaser.Physics.TileMapCell.CTYPE_67DEGb] = Phaser.Physics.Projection.AABB67Deg.CollideB;
this.aabbTileProjections[Phaser.Physics.TileMapCell.CTYPE_CONCAVE] = Phaser.Physics.Projection.AABBConcave.Collide;
this.aabbTileProjections[Phaser.Physics.TileMapCell.CTYPE_CONVEX] = Phaser.Physics.Projection.AABBConvex.Collide;
this.aabbTileProjections[Phaser.Physics.TileMapCell.CTYPE_FULL] = Phaser.Physics.Projection.AABBFull.Collide;
this.aabbTileProjections[Phaser.Physics.TileMapCell.CTYPE_HALF] = Phaser.Physics.Projection.AABBHalf.Collide;
}
AABB.COL_NONE = 0;
AABB.COL_AXIS = 1;
AABB.COL_OTHER = 2;
AABB.prototype.update = function () {
// N+ update loop
this.integrateVerlet();
if(this.acceleration.x != 0) {
this.velocity.x += (this.acceleration.x * this.game.time.physicsElapsed);
}
if(this.acceleration.y != 0) {
this.velocity.y += (this.acceleration.y * this.game.time.physicsElapsed);
}
this._vx = this.velocity.x * this.game.time.physicsElapsed;
this._vy = this.velocity.y * this.game.time.physicsElapsed;
var vx = this.pos.x - this.oldpos.x;
var vy = this.pos.y - this.oldpos.y;
this._deltaX = Math.min(20, Math.max(-20, vx + this._vx));
this._deltaY = Math.min(20, Math.max(-20, vy + this._vy));
this.pos.x = this.oldpos.x + this._deltaX;
this.pos.y = this.oldpos.y + this._deltaY;
};
AABB.prototype.Nupdate = function () {
// N+ update loop
this.integrateVerlet();
var p = this.pos;
var o = this.oldpos;
var vx = p.x - o.x;
var vy = p.y - o.y;
var newx = Math.min(20, Math.max(-20, vx + this._vx));
var newy = Math.min(20, Math.max(-20, vy + this._vy));
this.pos.x = o.x + newx;
this.pos.y = o.y + newy;
};
AABB.prototype.updateFlixel = function () {
// Add 'go to sleep' option
this.oldpos.x = this.pos.x//get vector values
;
this.oldpos.y = this.pos.y//p = position
;
this._vx = (this.game.physics.computeVelocity(this.velocity.x, this.gravity.x, this.acceleration.x, this.drag.x, this.maxVelocity.x) - this.velocity.x) / 2;
this.velocity.x += this._vx;
//this.pos.x += (this.velocity.x * this.game.time.physicsElapsed) + this.gravity.x;
//this.pos.x += (this.velocity.x * this.game.time.physicsElapsed);
this._deltaX = this.velocity.x * this.game.time.physicsElapsed;
//body.aabb.pos.x += this._delta;
this._vy = (this.game.physics.computeVelocity(this.velocity.y, this.gravity.y, this.acceleration.y, this.drag.y, this.maxVelocity.y) - this.velocity.y) / 2;
//this._vy = this.game.physics.computeVelocity(this.velocity.y, this.gravity.y, this.acceleration.y, this.drag.y, this.maxVelocity.y);
this.velocity.y += this._vy;
//this.pos.y += (this.velocity.y * this.game.time.physicsElapsed) + this.gravity.y;
//this.pos.y += (this.velocity.y * this.game.time.physicsElapsed);
this._deltaY = this.velocity.y * this.game.time.physicsElapsed;
this.pos.x += this._deltaX;
this.pos.y += this._deltaY;
//this.integrateVerlet();
//var ox = this.oldpos.x;
//var oy = this.oldpos.y;
};
AABB.prototype.FFupdate = function () {
this.oldpos.x = this.pos.x//get vector values
;
this.oldpos.y = this.pos.y//p = position
;
if(this.acceleration.x != 0) {
this.velocity.x += (this.acceleration.x / 1000 * this.game.time.delta);
}
if(this.acceleration.y != 0) {
this.velocity.y += (this.acceleration.y / 1000 * this.game.time.delta);
}
this._vx = ((this.velocity.x / 1000) * this.game.time.delta);
this._vy = ((this.velocity.y / 1000) * this.game.time.delta);
if(this._vx != 0) {
if(this.drag.x != 0) {
this._vx * this.drag.x;
}
if(this.gravity.x != 0) {
this._vx * this.gravity.x;
}
if(this.velocity.x > this.maxVelocity.x) {
this.velocity.x = this.maxVelocity.x;
} else if(this.velocity.x < -this.maxVelocity.x) {
this.velocity.x = -this.maxVelocity.x;
}
}
if(this._vy != 0) {
if(this.drag.y != 0) {
this._vy * this.drag.y;
}
if(this.gravity.y != 0) {
this._vy * this.gravity.y;
}
if(this.velocity.y > this.maxVelocity.y) {
this.velocity.y = this.maxVelocity.y;
} else if(this.velocity.y < -this.maxVelocity.y) {
this.velocity.y = -this.maxVelocity.y;
}
}
this.pos.x += this._vx;
this.pos.y += this._vy;
//this._vx = (this.game.physics.computeVelocity(this.velocity.x, this.gravity.x, this.acceleration.x, this.fdrag.x, this.maxVelocity.x) - this.velocity.x) / 2;
//this.velocity.x += this._vx;
//this.pos.x += (this.velocity.x * this.game.time.physicsElapsed) + this.gravity.x;
//this._vy = (this.game.physics.computeVelocity(this.velocity.y, this.gravity.y, this.acceleration.y, this.fdrag.y, this.maxVelocity.y) - this.velocity.y) / 2;
//this.velocity.y += this._vy;
//this.pos.y += (this.velocity.y * this.game.time.physicsElapsed) + this.gravity.y;
//this.integrateVerlet();
//var ox = this.oldpos.x;
//var oy = this.oldpos.y;
//this.oldpos.x = this.pos.x; //get vector values
//this.oldpos.y = this.pos.y; //p = position
//integrate
//this.pos.x += (this.drag.x * this.pos.x) - (this.drag.x * ox) + this.gravity.x;
//this.pos.y += (this.drag.y * this.pos.y) - (this.drag.y * oy) + this.gravity.y;
//this._vx = (this.velocity.x / 1000 * this.game.time.delta);
//this._vy = (this.velocity.y / 1000 * this.game.time.delta);
//this._vx = 0.2;
//this._vy = 0.2;
//this.pos.x = this.oldpos.x + Math.min(20, Math.max(-20, this.pos.x - this.oldpos.x + this._vx));
//this.pos.y = this.oldpos.y + Math.min(20, Math.max(-20, this.pos.y - this.oldpos.y + this._vy));
//this.integrateVerlet();
};
AABB.prototype.integrateVerlet = function () {
var ox = this.oldpos.x;
var oy = this.oldpos.y;
this.oldpos.x = this.pos.x//get vector values
;
this.oldpos.y = this.pos.y//p = position
;
//integrate
this.pos.x += (this.drag.x * this.pos.x) - (this.drag.x * ox) + this.gravity.x;
this.pos.y += (this.drag.y * this.pos.y) - (this.drag.y * oy) + this.gravity.y;
};
AABB.prototype.reportCollisionVsWorld = function (px, py, dx, dy, obj) {
if (typeof obj === "undefined") { obj = null; }
//calc velocity (original way)
var vx = this.pos.x - this.oldpos.x;
var vy = this.pos.y - this.oldpos.y;
//find component of velocity parallel to collision normal
var dp = (vx * dx + vy * dy);
var nx = dp * dx;//project velocity onto collision normal
var ny = dp * dy;//nx,ny is normal velocity
var tx = vx - nx;//px,py is tangent velocity
var ty = vy - ny;
//we only want to apply collision response forces if the object is travelling into, and not out of, the collision
// default is moving out of collision, don't apply force
var bx = 0;
var by = 0;
var fx = 0;
var fy = 0;
if(dp < 0) {
// moving into collision, apply forces
var f = 0.05;// friction
fx = tx * f;
fy = ty * f;
var b = 1 + 0.5;//this bounce constant should be elsewhere, i.e inside the object/tile/etc..
bx = (nx * b);
by = (ny * b);
}
// project object out of collision
this.pos.x += px;
this.pos.y += py;
this.oldpos.x += px + bx + fx;
this.oldpos.y += py + by + fy;
};
AABB.prototype.TWEAKEDreportCollisionVsWorld = function (px, py, dx, dy, obj) {
if (typeof obj === "undefined") { obj = null; }
//calc velocity (original way)
//this._vx = this.pos.x - this.oldpos.x;
//this._vy = this.pos.y - this.oldpos.y;
//var vx = this.pos.x - this.oldpos.x;
//var vy = this.pos.y - this.oldpos.y;
//find component of velocity parallel to collision normal
//var dp = (vx * dx + vy * dy);
//var nx = dp * dx;//project velocity onto collision normal
//var ny = dp * dy;//nx,ny is normal velocity
//var tx = vx - nx;//px,py is tangent velocity
//var ty = vy - ny;
var dp = (this._vx * dx + this._vy * dy);
var nx = dp * dx;//project velocity onto collision normal
var ny = dp * dy;//nx,ny is normal velocity
var tx = this._vx - nx;//px,py is tangent velocity
var ty = this._vy - ny;
//console.log('nxy', nx, ny);
//console.log('nxy', nx, ny);
//console.log('txy', tx, ty);
this.pos.x += px//project object out of collision
;
this.pos.y += py;
//this.oldpos.x += px;
//this.oldpos.y += py;
//this.pos.x += px;
//this.pos.y += py;
//this.velocity.x += nx;
//this.velocity.y += ny;
//we only want to apply collision response forces if the object is travelling into, and not out of, the collision
if(dp < 0)//if (1 < 0)
{
// moving into collision, apply forces
//var b = 1 + 0.5;//this bounce constant should be elsewhere, i.e inside the object/tile/etc..
//var b = 0.5;//this bounce constant should be elsewhere, i.e inside the object/tile/etc..
//var f = 0.05; // friction
//var fx = tx * f;
//var fy = ty * f;
//this.oldpos.x += (nx * b) + fx;//apply bounce+friction impulses which alter velocity
//this.oldpos.y += (ny * b) + fy;
this.velocity.x += nx;
this.velocity.y += ny;
if(dx !== 0) {
this.velocity.x *= -1 * this.bounce.x;
}
if(dy !== 0) {
this.velocity.y *= -1 * this.bounce.y;
}
}
};
AABB.prototype.collideAABBVsTile = function (tile) {
var pos = this.pos;
var c = tile;
var tx = c.pos.x;
var ty = c.pos.y;
var txw = c.xw;
var tyw = c.yw;
var dx = pos.x - tx;//tile->obj delta
var px = (txw + this.width) - Math.abs(dx);//penetration depth in x
if(0 < px) {
var dy = pos.y - ty;//tile->obj delta
var py = (tyw + this.height) - Math.abs(dy);//pen depth in y
if(0 < py) {
//object may be colliding with tile; call tile-specific collision function
//calculate projection vectors
if(px < py) {
//project in x
if(dx < 0) {
//project to the left
px *= -1;
py = 0;
} else {
//proj to right
py = 0;
}
} else {
//project in y
if(dy < 0) {
//project up
px = 0;
py *= -1;
} else {
//project down
px = 0;
}
}
this.resolveBoxTile(px, py, this, c);
}
}
};
AABB.prototype.collideAABBVsWorldBounds = function () {
var p = this.pos;
var xw = this.width;
var yw = this.height;
var XMIN = 0;
var XMAX = 800;
var YMIN = 0;
var YMAX = 600;
//collide vs. x-bounds
//test XMIN left side
var dx = XMIN - (p.x - xw);
if(0 < dx) {
//object is colliding with XMIN
this.reportCollisionVsWorld(dx, 0, 1, 0, null);
} else {
//test XMAX right side
dx = (p.x + xw) - XMAX;
if(0 < dx) {
//object is colliding with XMAX
this.reportCollisionVsWorld(-dx, 0, -1, 0, null);
}
}
//collide vs. y-bounds
//test YMIN top
var dy = YMIN - (p.y - yw);
if(0 < dy) {
//object is colliding with YMIN
this.reportCollisionVsWorld(0, dy, 0, 1, null);
} else {
//test YMAX bottom
dy = (p.y + yw) - YMAX;
if(0 < dy) {
//object is colliding with YMAX
this.reportCollisionVsWorld(0, -dy, 0, -1, null);
}
}
};
AABB.prototype.resolveBoxTile = function (x, y, box, t) {
if(0 < t.ID) {
return this.aabbTileProjections[t.CTYPE](x, y, box, t);
} else {
//trace("resolveBoxTile() was called with an empty (or unknown) tile!: ID=" + t.ID + " ("+ t.i + "," + t.j + ")");
return false;
}
};
AABB.prototype.render = function (context) {
context.beginPath();
context.strokeStyle = 'rgb(0,255,0)';
context.strokeRect(this.pos.x - this.width, this.pos.y - this.height, this.width * 2, this.height * 2);
context.stroke();
context.closePath();
context.fillStyle = 'rgb(0,255,0)';
context.fillRect(this.pos.x, this.pos.y, 2, 2);
};
return AABB;
})();
Physics.AABB = AABB;
})(Phaser.Physics || (Phaser.Physics = {}));
var Physics = Phaser.Physics;
})(Phaser || (Phaser = {}));