mirror of
https://github.com/photonstorm/phaser
synced 2024-12-22 02:53:27 +00:00
511 lines
No EOL
17 KiB
TypeScript
511 lines
No EOL
17 KiB
TypeScript
/// <reference path="../_definitions.ts" />
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/**
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* Phaser - Physics - AABB
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*/
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module Phaser.Physics {
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export class AABB {
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constructor(game: Phaser.Game, x: number, y: number, width: number, height: number) {
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this.game = game;
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this.pos = new Phaser.Vec2(x, y);
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this.oldpos = new Phaser.Vec2(x, y);
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this.width = Math.abs(width);
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this.height = Math.abs(height);
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this.velocity = new Phaser.Vec2;
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this.acceleration = new Phaser.Vec2;
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this.bounce = new Phaser.Vec2(0, 0);
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//this.drag = new Phaser.Vec2(1, 1);
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//this.gravity = new Phaser.Vec2(0, 0.2);
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this.drag = new Phaser.Vec2(0, 0);
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this.gravity = new Phaser.Vec2(0, 0);
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this.maxVelocity = new Phaser.Vec2(1000, 1000);
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this.aabbTileProjections = {};
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this.aabbTileProjections[Phaser.Physics.TileMapCell.CTYPE_22DEGs] = Phaser.Physics.Projection.AABB22Deg.CollideS;
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this.aabbTileProjections[Phaser.Physics.TileMapCell.CTYPE_22DEGb] = Phaser.Physics.Projection.AABB22Deg.CollideB;
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this.aabbTileProjections[Phaser.Physics.TileMapCell.CTYPE_45DEG] = Phaser.Physics.Projection.AABB45Deg.Collide;
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this.aabbTileProjections[Phaser.Physics.TileMapCell.CTYPE_67DEGs] = Phaser.Physics.Projection.AABB67Deg.CollideS;
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this.aabbTileProjections[Phaser.Physics.TileMapCell.CTYPE_67DEGb] = Phaser.Physics.Projection.AABB67Deg.CollideB;
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this.aabbTileProjections[Phaser.Physics.TileMapCell.CTYPE_CONCAVE] = Phaser.Physics.Projection.AABBConcave.Collide;
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this.aabbTileProjections[Phaser.Physics.TileMapCell.CTYPE_CONVEX] = Phaser.Physics.Projection.AABBConvex.Collide;
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this.aabbTileProjections[Phaser.Physics.TileMapCell.CTYPE_FULL] = Phaser.Physics.Projection.AABBFull.Collide;
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this.aabbTileProjections[Phaser.Physics.TileMapCell.CTYPE_HALF] = Phaser.Physics.Projection.AABBHalf.Collide;
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}
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public game: Phaser.Game;
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public velocity: Phaser.Vec2;
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public acceleration: Phaser.Vec2;
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public drag: Phaser.Vec2;
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public gravity: Phaser.Vec2;
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public bounce: Phaser.Vec2;
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public maxVelocity: Phaser.Vec2;
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public static COL_NONE = 0;
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public static COL_AXIS = 1;
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public static COL_OTHER = 2;
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public type: number = 0;
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public pos: Phaser.Vec2;
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public oldpos: Phaser.Vec2;
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public width: number;
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public height: number;
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public oH: number;
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public oV: number;
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public _vx: number = 0;
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public _vy: number = 0;
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public _deltaX: number = 0;
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public _deltaY: number = 0;
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private aabbTileProjections;
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public update() {
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// N+ update loop
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this.integrateVerlet();
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if (this.acceleration.x != 0)
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{
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this.velocity.x += (this.acceleration.x * this.game.time.physicsElapsed);
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}
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if (this.acceleration.y != 0)
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{
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this.velocity.y += (this.acceleration.y * this.game.time.physicsElapsed);
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}
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this._vx = this.velocity.x * this.game.time.physicsElapsed;
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this._vy = this.velocity.y * this.game.time.physicsElapsed;
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var vx = this.pos.x - this.oldpos.x;
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var vy = this.pos.y - this.oldpos.y;
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this._deltaX = Math.min(20, Math.max(-20, vx + this._vx));
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this._deltaY = Math.min(20, Math.max(-20, vy + this._vy));
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this.pos.x = this.oldpos.x + this._deltaX;
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this.pos.y = this.oldpos.y + this._deltaY;
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}
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public Nupdate() {
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// N+ update loop
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this.integrateVerlet();
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var p = this.pos;
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var o = this.oldpos;
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var vx = p.x - o.x;
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var vy = p.y - o.y;
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var newx = Math.min(20, Math.max(-20, vx + this._vx));
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var newy = Math.min(20, Math.max(-20, vy + this._vy));
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this.pos.x = o.x + newx;
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this.pos.y = o.y + newy;
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}
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public updateFlixel() {
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// Add 'go to sleep' option
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this.oldpos.x = this.pos.x; //get vector values
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this.oldpos.y = this.pos.y; //p = position
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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;
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this.velocity.x += this._vx;
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//this.pos.x += (this.velocity.x * this.game.time.physicsElapsed) + this.gravity.x;
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//this.pos.x += (this.velocity.x * this.game.time.physicsElapsed);
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this._deltaX = this.velocity.x * this.game.time.physicsElapsed;
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//body.aabb.pos.x += this._delta;
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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;
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//this._vy = this.game.physics.computeVelocity(this.velocity.y, this.gravity.y, this.acceleration.y, this.drag.y, this.maxVelocity.y);
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this.velocity.y += this._vy;
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//this.pos.y += (this.velocity.y * this.game.time.physicsElapsed) + this.gravity.y;
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//this.pos.y += (this.velocity.y * this.game.time.physicsElapsed);
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this._deltaY = this.velocity.y * this.game.time.physicsElapsed;
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this.pos.x += this._deltaX;
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this.pos.y += this._deltaY;
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//this.integrateVerlet();
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//var ox = this.oldpos.x;
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//var oy = this.oldpos.y;
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}
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public FFupdate() {
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this.oldpos.x = this.pos.x; //get vector values
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this.oldpos.y = this.pos.y; //p = position
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if (this.acceleration.x != 0)
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{
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this.velocity.x += (this.acceleration.x / 1000 * this.game.time.delta);
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}
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if (this.acceleration.y != 0)
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{
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this.velocity.y += (this.acceleration.y / 1000 * this.game.time.delta);
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}
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this._vx = ((this.velocity.x / 1000) * this.game.time.delta);
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this._vy = ((this.velocity.y / 1000) * this.game.time.delta);
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if (this._vx != 0)
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{
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if (this.drag.x != 0)
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{
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this._vx * this.drag.x;
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}
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if (this.gravity.x != 0)
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{
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this._vx * this.gravity.x;
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}
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if (this.velocity.x > this.maxVelocity.x)
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{
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this.velocity.x = this.maxVelocity.x;
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}
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else if (this.velocity.x < -this.maxVelocity.x)
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{
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this.velocity.x = -this.maxVelocity.x;
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}
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}
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if (this._vy != 0)
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{
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if (this.drag.y != 0)
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{
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this._vy * this.drag.y;
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}
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if (this.gravity.y != 0)
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{
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this._vy * this.gravity.y;
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}
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if (this.velocity.y > this.maxVelocity.y)
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{
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this.velocity.y = this.maxVelocity.y;
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}
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else if (this.velocity.y < -this.maxVelocity.y)
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{
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this.velocity.y = -this.maxVelocity.y;
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}
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}
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this.pos.x += this._vx;
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this.pos.y += this._vy;
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//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;
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//this.velocity.x += this._vx;
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//this.pos.x += (this.velocity.x * this.game.time.physicsElapsed) + this.gravity.x;
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//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;
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//this.velocity.y += this._vy;
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//this.pos.y += (this.velocity.y * this.game.time.physicsElapsed) + this.gravity.y;
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//this.integrateVerlet();
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//var ox = this.oldpos.x;
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//var oy = this.oldpos.y;
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//this.oldpos.x = this.pos.x; //get vector values
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//this.oldpos.y = this.pos.y; //p = position
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//integrate
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//this.pos.x += (this.drag.x * this.pos.x) - (this.drag.x * ox) + this.gravity.x;
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//this.pos.y += (this.drag.y * this.pos.y) - (this.drag.y * oy) + this.gravity.y;
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//this._vx = (this.velocity.x / 1000 * this.game.time.delta);
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//this._vy = (this.velocity.y / 1000 * this.game.time.delta);
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//this._vx = 0.2;
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//this._vy = 0.2;
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//this.pos.x = this.oldpos.x + Math.min(20, Math.max(-20, this.pos.x - this.oldpos.x + this._vx));
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//this.pos.y = this.oldpos.y + Math.min(20, Math.max(-20, this.pos.y - this.oldpos.y + this._vy));
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//this.integrateVerlet();
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}
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public integrateVerlet() {
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var ox = this.oldpos.x;
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var oy = this.oldpos.y;
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this.oldpos.x = this.pos.x; //get vector values
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this.oldpos.y = this.pos.y; //p = position
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//integrate
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this.pos.x += (this.drag.x * this.pos.x) - (this.drag.x * ox) + this.gravity.x;
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this.pos.y += (this.drag.y * this.pos.y) - (this.drag.y * oy) + this.gravity.y;
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}
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public reportCollisionVsWorld(px: number, py: number, dx: number, dy: number, obj: TileMapCell = null) {
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//calc velocity (original way)
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var vx = this.pos.x - this.oldpos.x;
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var vy = this.pos.y - this.oldpos.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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// default is moving out of collision, don't apply force
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var bx = 0;
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var by = 0;
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var fx = 0;
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var fy = 0;
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if (dp < 0)
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{
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// moving into collision, apply forces
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var f = 0.05; // friction
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fx = tx * f;
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fy = ty * f;
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var b = 1 + 0.5;//this bounce constant should be elsewhere, i.e inside the object/tile/etc..
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bx = (nx * b);
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by = (ny * b);
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}
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// project object out of collision
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this.pos.x += px;
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this.pos.y += py;
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this.oldpos.x += px + bx + fx;
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this.oldpos.y += py + by + fy;
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}
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public TWEAKEDreportCollisionVsWorld(px: number, py: number, dx: number, dy: number, obj: TileMapCell = null) {
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//calc velocity (original way)
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//this._vx = this.pos.x - this.oldpos.x;
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//this._vy = this.pos.y - this.oldpos.y;
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//var vx = this.pos.x - this.oldpos.x;
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//var vy = this.pos.y - this.oldpos.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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var dp = (this._vx * dx + this._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 = this._vx - nx;//px,py is tangent velocity
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var ty = this._vy - ny;
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//console.log('nxy', nx, ny);
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//console.log('nxy', nx, ny);
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//console.log('txy', tx, ty);
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this.pos.x += px; //project object out of collision
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this.pos.y += py;
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//this.oldpos.x += px;
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//this.oldpos.y += py;
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//this.pos.x += px;
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//this.pos.y += py;
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//this.velocity.x += nx;
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//this.velocity.y += 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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if (dp < 0)
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//if (1 < 0)
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{
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// moving into collision, apply forces
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//var b = 1 + 0.5;//this bounce constant should be elsewhere, i.e inside the object/tile/etc..
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//var b = 0.5;//this bounce constant should be elsewhere, i.e inside the object/tile/etc..
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//var f = 0.05; // friction
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//var fx = tx * f;
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//var fy = ty * f;
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//this.oldpos.x += (nx * b) + fx;//apply bounce+friction impulses which alter velocity
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//this.oldpos.y += (ny * b) + fy;
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this.velocity.x += nx;
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this.velocity.y += ny;
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if (dx !== 0)
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{
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this.velocity.x *= -1 * this.bounce.x;
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}
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if (dy !== 0)
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{
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this.velocity.y *= -1 * this.bounce.y;
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}
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}
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}
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public collideAABBVsTile(tile: Phaser.Physics.TileMapCell) {
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var pos = this.pos;
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var c = tile;
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var tx = c.pos.x;
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var ty = c.pos.y;
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var txw = c.xw;
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var tyw = c.yw;
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var dx = pos.x - tx;//tile->obj delta
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var px = (txw + this.width) - Math.abs(dx);//penetration depth in x
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if (0 < px)
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{
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var dy = pos.y - ty;//tile->obj delta
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var py = (tyw + this.height) - Math.abs(dy);//pen depth in y
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if (0 < py)
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{
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//object may be colliding with tile; call tile-specific collision function
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//calculate projection vectors
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if (px < py)
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{
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//project in x
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if (dx < 0)
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{
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//project to the left
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px *= -1;
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py = 0;
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}
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else
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{
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//proj to right
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py = 0;
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}
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}
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else
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{
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//project in y
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if (dy < 0)
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{
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//project up
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px = 0;
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py *= -1;
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}
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else
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{
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//project down
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px = 0;
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}
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}
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this.resolveBoxTile(px, py, this, c);
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}
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}
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}
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public collideAABBVsWorldBounds() {
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var p = this.pos;
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var xw = this.width;
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var yw = this.height;
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var XMIN = 0;
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var XMAX = 800;
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var YMIN = 0;
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var YMAX = 600;
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//collide vs. x-bounds
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//test XMIN left side
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var dx = XMIN - (p.x - xw);
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if (0 < dx)
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{
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//object is colliding with XMIN
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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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//test XMAX right side
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dx = (p.x + xw) - XMAX;
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if (0 < dx)
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{
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//object is colliding with XMAX
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this.reportCollisionVsWorld(-dx, 0, -1, 0, null);
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}
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}
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//collide vs. y-bounds
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//test YMIN top
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var dy = YMIN - (p.y - yw);
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if (0 < dy)
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{
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//object is colliding with YMIN
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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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//test YMAX bottom
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dy = (p.y + yw) - YMAX;
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if (0 < dy)
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{
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//object is colliding with YMAX
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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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public resolveBoxTile(x, y, box, t) {
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if (0 < t.ID)
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{
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return this.aabbTileProjections[t.CTYPE](x, y, box, t);
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}
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else
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{
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//trace("resolveBoxTile() was called with an empty (or unknown) tile!: ID=" + t.ID + " ("+ t.i + "," + t.j + ")");
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return false;
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}
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}
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public render(context: CanvasRenderingContext2D) {
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context.beginPath();
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|
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);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
} |