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Merged updateMotion with new PhysicsManager
This commit is contained in:
Vendored
+30
-82
@@ -3068,7 +3068,23 @@ module Phaser.Physics {
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public height: number;
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public halfWidth: number;
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public halfHeight: number;
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public oH: number;
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public oV: number;
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private _drag;
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public newVelocity: Vec2;
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public update(): void;
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private updateMotion();
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/**
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* A tween-like function that takes a starting velocity and some other factors and returns an altered velocity.
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*
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* @param {number} Velocity Any component of velocity (e.g. 20).
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* @param {number} Acceleration Rate at which the velocity is changing.
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* @param {number} Drag Really kind of a deceleration, this is how much the velocity changes if Acceleration is not set.
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* @param {number} Max An absolute value cap for the velocity.
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*
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* @return {number} The altered Velocity value.
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*/
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public computeVelocity(velocity: number, acceleration?: number, drag?: number, max?: number): number;
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private integrate();
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private collideWorld();
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private processWorld(px, py, dx, dy, tile);
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@@ -6427,95 +6443,27 @@ module Phaser.Components {
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*/
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public immovable: bool;
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/**
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* Basic speed of this object.
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*
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* Velocity is given in pixels per second. Therefore a velocity of
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* 100 will move at a rate of 100 pixels every 1000 ms (1sec). It's not balls-on
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* accurate due to the way timers work, but it's pretty close. Expect tolerance
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* of +- 10 px. Also that speed assumes no drag.
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*
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* @type {Vec2}
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*/
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public velocity: Vec2;
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/**
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* The virtual mass of the object.
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* @type {number}
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*/
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public mass: number;
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/**
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* The bounciness of the object.
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* @type {number}
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*/
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public elasticity: number;
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/**
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* How fast the speed of this object is changing.
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* @type {number}
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*/
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public acceleration: Vec2;
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/**
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* This isn't drag exactly, more like deceleration that is only applied
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* when acceleration is not affecting the sprite.
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* @type {Vec2}
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*/
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public drag: Vec2;
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/**
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* It will cap the speed automatically if you use the acceleration
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* to change its velocity.
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* @type {Vec2}
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*/
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public maxVelocity: Vec2;
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/**
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* How fast this object is rotating.
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* @type {number}
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*/
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public angularVelocity: number;
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/**
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* How fast angularVelocity of this object is changing.
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* @type {number}
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*/
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public angularAcceleration: number;
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/**
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* Deacceleration of angularVelocity will be applied when it's rotating.
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* @type {number}
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*/
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public angularDrag: number;
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/**
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* It will cap the rotate speed automatically if you use the angularAcceleration
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* to change its angularVelocity.
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* @type {number}
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*/
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public maxAngular: number;
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/**
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* Set this to false if you want to skip the automatic motion/movement stuff
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* (see updateMotion()).
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* Set this to false if you want to skip the automatic movement stuff
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* @type {boolean}
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*/
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public moves: bool;
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/**
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* Bit field of flags (use with UP, DOWN, LEFT, RIGHT, etc) indicating surface contacts.
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* @type {number}
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*/
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public touching: number;
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/**
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* Bit field of flags (use with UP, DOWN, LEFT, RIGHT, etc) indicating surface contacts from the previous game loop step.
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* @type {number}
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*/
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public wasTouching: number;
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/**
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* Bit field of flags (use with UP, DOWN, LEFT, RIGHT, etc) indicating collision directions.
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* @type {number}
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*/
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public allowCollisions: number;
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/**
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* Important variable for collision processing.
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* @type {Vec2}
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*/
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public last: Vec2;
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public gravityFactor: Vec2;
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public drag: Vec2;
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public bounce: Vec2;
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public friction: Vec2;
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public velocity: Vec2;
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public acceleration: Vec2;
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/**
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* Internal function for updating the position and speed of this object.
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*/
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public update(): void;
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public solid : bool;
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/**
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* Render debug infos. (including name, bounds info, position and some other properties)
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* @param x {number} X position of the debug info to be rendered.
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* @param y {number} Y position of the debug info to be rendered.
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* @param [color] {number} color of the debug info to be rendered. (format is css color string)
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*/
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public renderDebugInfo(x: number, y: number, color?: string): void;
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}
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}
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/**
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