mirror of
https://github.com/photonstorm/phaser
synced 2024-12-22 11:03:23 +00:00
98 lines
5.3 KiB
JavaScript
98 lines
5.3 KiB
JavaScript
var Phaser;
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(function (Phaser) {
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(function (Physics) {
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/// <reference path="../../_definitions.ts" />
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/**
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* Phaser - Physics - Projection
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*/
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(function (Projection) {
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var AABB22Deg = (function () {
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function AABB22Deg() { }
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AABB22Deg.CollideS = function CollideS(x, y, obj, t) {
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var signx = t.signx;
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var signy = t.signy;
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//first we need to check to make sure we're colliding with the slope at all
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var py = obj.pos.y - (signy * obj.height);
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var penY = t.pos.y - py;//this is the vector from the innermost point on the box to the highest point on
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//the tile; if it is positive, this means the box is above the tile and
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//no collision is occuring
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if(0 < (penY * signy)) {
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var ox = (obj.pos.x - (signx * obj.width)) - (t.pos.x + (signx * t.xw));//this gives is the coordinates of the innermost
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var oy = (obj.pos.y - (signy * obj.height)) - (t.pos.y - (signy * t.yw));//point on the AABB, relative to a point on the slope
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var sx = t.sx;//get slope unit normal
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var sy = t.sy;
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//if the dotprod of (ox,oy) and (sx,sy) is negative, the corner is in the slope
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//and we need toproject it out by the magnitude of the projection of (ox,oy) onto (sx,sy)
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var dp = (ox * sx) + (oy * sy);
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if(dp < 0) {
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//collision; project delta onto slope and use this to displace the object
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sx *= -dp//(sx,sy) is now the projection vector
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;
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sy *= -dp;
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var lenN = Math.sqrt(sx * sx + sy * sy);
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var lenP = Math.sqrt(x * x + y * y);
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var aY = Math.abs(penY);
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if(lenP < lenN) {
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if(aY < lenP) {
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obj.reportCollisionVsWorld(0, penY, 0, penY / aY, t);
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return Phaser.Physics.AABB.COL_OTHER;
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} else {
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obj.reportCollisionVsWorld(x, y, x / lenP, y / lenP, t);
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return Phaser.Physics.AABB.COL_AXIS;
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}
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} else {
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if(aY < lenN) {
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obj.reportCollisionVsWorld(0, penY, 0, penY / aY, t);
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return Phaser.Physics.AABB.COL_OTHER;
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} else {
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obj.reportCollisionVsWorld(sx, sy, t.sx, t.sy, t);
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return Phaser.Physics.AABB.COL_OTHER;
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}
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}
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}
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}
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//if we've reached this point, no collision has occured
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return Phaser.Physics.AABB.COL_NONE;
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};
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AABB22Deg.CollideB = function CollideB(x, y, obj, t) {
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var signx = t.signx;
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var signy = t.signy;
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var ox = (obj.pos.x - (signx * obj.width)) - (t.pos.x - (signx * t.xw));//this gives is the coordinates of the innermost
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var oy = (obj.pos.y - (signy * obj.height)) - (t.pos.y + (signy * t.yw));//point on the AABB, relative to a point on the slope
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var sx = t.sx;//get slope unit normal
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var sy = t.sy;
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//if the dotprod of (ox,oy) and (sx,sy) is negative, the corner is in the slope
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//and we need toproject it out by the magnitude of the projection of (ox,oy) onto (sx,sy)
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var dp = (ox * sx) + (oy * sy);
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if(dp < 0) {
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//collision; project delta onto slope and use this to displace the object
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sx *= -dp//(sx,sy) is now the projection vector
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;
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sy *= -dp;
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var lenN = Math.sqrt(sx * sx + sy * sy);
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var lenP = Math.sqrt(x * x + y * y);
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if(lenP < lenN) {
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obj.reportCollisionVsWorld(x, y, x / lenP, y / lenP, t);
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return Phaser.Physics.AABB.COL_AXIS;
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} else {
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obj.reportCollisionVsWorld(sx, sy, t.sx, t.sy, t);
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return Phaser.Physics.AABB.COL_OTHER;
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}
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}
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return Phaser.Physics.AABB.COL_NONE;
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};
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return AABB22Deg;
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})();
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Projection.AABB22Deg = AABB22Deg;
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})(Physics.Projection || (Physics.Projection = {}));
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var Projection = Physics.Projection;
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})(Phaser.Physics || (Phaser.Physics = {}));
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var Physics = Phaser.Physics;
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})(Phaser || (Phaser = {}));
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