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https://github.com/wassname/phaser.git
synced 2026-09-09 11:28:47 +08:00
Fixed Sci-Fly and restored tile collision handling.
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@@ -737,7 +737,7 @@ Phaser.Physics.Arcade.prototype = {
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if (localOverlapX >= body.deltaX())
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{
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// console.log('m left overlapX', localOverlapX, body.deltaX());
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console.log('m left overlapX', localOverlapX, body.deltaX());
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// use touching instead of blocked?
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body.blocked.left = true;
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body.touching.left = true;
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@@ -752,7 +752,7 @@ Phaser.Physics.Arcade.prototype = {
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// Distance check
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if (localOverlapX <= body.deltaX())
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{
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// console.log('m right overlapX', localOverlapX, body.deltaX());
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console.log('m right overlapX', localOverlapX, body.deltaX());
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body.blocked.right = true;
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body.touching.right = true;
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body.touching.none = false;
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@@ -767,7 +767,7 @@ Phaser.Physics.Arcade.prototype = {
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// Distance check
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if (localOverlapY >= body.deltaY())
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{
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// console.log('m up overlapY', localOverlapY, body.deltaY());
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console.log('m up overlapY', localOverlapY, body.deltaY());
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body.blocked.up = true;
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body.touching.up = true;
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body.touching.none = false;
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@@ -780,7 +780,7 @@ Phaser.Physics.Arcade.prototype = {
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if (localOverlapY <= body.deltaY())
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{
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// console.log('m down overlapY', localOverlapY, body.deltaY());
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console.log('m down overlapY', localOverlapY, body.deltaY());
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body.blocked.down = true;
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body.touching.down = true;
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body.touching.none = false;
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@@ -850,7 +850,7 @@ Phaser.Physics.Arcade.prototype = {
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// Can't separate two immovable objects (tiles are always immovable)
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if (body.immovable || Phaser.Rectangle.intersects(body, tile) === false)
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{
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// console.log('no intersects');
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console.log('no intersects');
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// console.log('tx', tile.x, 'ty', tile.y, 'tw', tile.width, 'th', tile.height, 'tr', tile.right, 'tb', tile.bottom);
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// console.log('bx', body.x, 'by', body.y, 'bw', body.width, 'bh', body.height, 'br', body.right, 'bb', body.bottom);
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return false;
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@@ -877,7 +877,7 @@ Phaser.Physics.Arcade.prototype = {
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body.overlapY = 0;
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// Remember - this happens AFTER the body has been moved by the motion update, so it needs moving back again
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// console.log('---------------------------------------------------------------------------------------------');
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console.log('---------------------------------------------------------------------------------------------');
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// console.log(tile);
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// console.log('tx', tile.x, 'ty', tile.y, 'tw', tile.width, 'th', tile.height, 'tr', tile.right, 'tb', tile.bottom);
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// console.log('bx', body.x, 'by', body.y, 'bw', body.width, 'bh', body.height, 'br', body.right, 'bb', body.bottom);
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@@ -891,7 +891,7 @@ Phaser.Physics.Arcade.prototype = {
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if (body.overlapX >= body.deltaX())
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{
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// console.log('left overlapX', body.overlapX, body.deltaX());
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console.log('left overlapX', body.overlapX, body.deltaX());
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// use touching instead of blocked?
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body.blocked.left = true;
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body.touching.left = true;
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@@ -906,7 +906,7 @@ Phaser.Physics.Arcade.prototype = {
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// Distance check
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if (body.overlapX <= body.deltaX())
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{
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// console.log('right overlapX', body.overlapX, body.deltaX());
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console.log('right overlapX', body.overlapX, body.deltaX());
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body.blocked.right = true;
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body.touching.right = true;
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body.touching.none = false;
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@@ -921,7 +921,7 @@ Phaser.Physics.Arcade.prototype = {
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// Distance check
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if (body.overlapY >= body.deltaY())
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{
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// console.log('up overlapY', body.overlapY, body.deltaY());
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console.log('up overlapY', body.overlapY, body.deltaY());
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body.blocked.up = true;
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body.touching.up = true;
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body.touching.none = false;
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@@ -934,7 +934,7 @@ Phaser.Physics.Arcade.prototype = {
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if (body.overlapY <= body.deltaY())
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{
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// console.log('down overlapY', body.overlapY, body.deltaY());
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console.log('down overlapY', body.overlapY, body.deltaY());
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body.blocked.down = true;
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body.touching.down = true;
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body.touching.none = false;
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@@ -951,6 +951,7 @@ Phaser.Physics.Arcade.prototype = {
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// if (body.overlapX !== 0)
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if (body.touching.left || body.touching.right)
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{
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console.log('touch left/r', body.overlapX);
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body.x -= body.overlapX;
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body.preX -= body.overlapX;
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@@ -967,6 +968,7 @@ Phaser.Physics.Arcade.prototype = {
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// if (body.overlapY !== 0)
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if (body.touching.up || body.touching.down)
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{
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console.log('touch up/d', body.overlapY);
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body.y -= body.overlapY;
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body.preY -= body.overlapY;
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@@ -961,11 +961,17 @@ Phaser.Physics.Arcade.Body.prototype = {
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this.facing = Phaser.DOWN;
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}
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this.sprite.x += this.deltaX();
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this.sprite.y += this.deltaY();
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if ((this.deltaX() < 0 && !this.blocked.left) || (this.deltaX() > 0 && !this.blocked.right))
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{
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this.sprite.x += this.deltaX();
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this.sprite.worldTransform[2] += this.deltaX();
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}
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this.sprite.worldTransform[2] += this.deltaX();
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this.sprite.worldTransform[5] += this.deltaY();
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if ((this.deltaY() < 0 && !this.blocked.up) || (this.deltaY() > 0 && !this.blocked.down))
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{
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this.sprite.y += this.deltaY();
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this.sprite.worldTransform[5] += this.deltaY();
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}
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this.center.setTo(this.x + this.halfWidth, this.y + this.halfHeight);
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