This commit is contained in:
Richard Davey
2013-08-11 21:31:35 +01:00
parent 7aa82a1cb0
commit 142348f70b
15 changed files with 1578 additions and 168 deletions
+8 -1
View File
@@ -17,9 +17,15 @@ var Phaser;
this.yw = Math.abs(yw);
this.aabbTileProjections = {};
this.aabbTileProjections[Phaser.Physics.TileMapCell.CTYPE_FULL] = Phaser.Physics.Projection.AABBFull.Collide;
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.prototype.integrateVerlet = function () {
var d = 1;
@@ -42,6 +48,7 @@ var Phaser;
};
AABB.prototype.reportCollisionVsWorld = function (px, py, dx, dy, obj) {
if (typeof obj === "undefined") { obj = null; }
var p = this.pos;
var o = this.oldpos;
+9 -1
View File
@@ -15,10 +15,15 @@ var Phaser;
this.radius = radius;
this.circleTileProjections = {};
this.circleTileProjections[Phaser.Physics.TileMapCell.CTYPE_FULL] = Phaser.Physics.Projection.CircleFull.Collide;
this.circleTileProjections[Phaser.Physics.TileMapCell.CTYPE_22DEGs] = Phaser.Physics.Projection.Circle22Deg.CollideS;
this.circleTileProjections[Phaser.Physics.TileMapCell.CTYPE_22DEGb] = Phaser.Physics.Projection.Circle22Deg.CollideB;
this.circleTileProjections[Phaser.Physics.TileMapCell.CTYPE_45DEG] = Phaser.Physics.Projection.Circle45Deg.Collide;
this.circleTileProjections[Phaser.Physics.TileMapCell.CTYPE_67DEGs] = Phaser.Physics.Projection.Circle67Deg.CollideS;
this.circleTileProjections[Phaser.Physics.TileMapCell.CTYPE_67DEGb] = Phaser.Physics.Projection.Circle67Deg.CollideB;
this.circleTileProjections[Phaser.Physics.TileMapCell.CTYPE_CONCAVE] = Phaser.Physics.Projection.CircleConcave.Collide;
this.circleTileProjections[Phaser.Physics.TileMapCell.CTYPE_CONVEX] = Phaser.Physics.Projection.CircleConvex.Collide;
this.circleTileProjections[Phaser.Physics.TileMapCell.CTYPE_FULL] = Phaser.Physics.Projection.CircleFull.Collide;
this.circleTileProjections[Phaser.Physics.TileMapCell.CTYPE_HALF] = Phaser.Physics.Projection.CircleHalf.Collide;
}
Circle.prototype.integrateVerlet = function () {
var d = 1;
@@ -41,7 +46,10 @@ var Phaser;
p.y += (d * py) - (d * oy) + g;
};
// px projection vector
// dx surface normal
Circle.prototype.reportCollisionVsWorld = function (px, py, dx, dy, obj) {
if (typeof obj === "undefined") { obj = null; }
var p = this.pos;
var o = this.oldpos;
+1 -1
View File
@@ -97,7 +97,7 @@ module Phaser.Physics {
fy = ty * f;
//b = 1 + BOUNCE;//this bounce constant should be elsewhere, i.e inside the object/tile/etc..
b = 1 + 0.9;//this bounce constant should be elsewhere, i.e inside the object/tile/etc..
b = 1 + 0.3;//this bounce constant should be elsewhere, i.e inside the object/tile/etc..
bx = (nx * b);
by = (ny * b);
+107 -16
View File
@@ -1,19 +1,110 @@
var Shapes;
(function (Shapes) {
var Phaser;
(function (Phaser) {
(function (Physics) {
/// <reference path="../../_definitions.ts" />
/**
* Phaser - Physics - Projection
*/
(function (Projection) {
var AABB22Deg = (function () {
function AABB22Deg() {
}
AABB22Deg.CollideS = function (x, y, obj, t) {
var signx = t.signx;
var signy = t.signy;
var Point = Shapes.Point = (function () {
function Point(x, y) {
this.x = x;
this.y = y;
}
Point.prototype.getDist = function () {
return Math.sqrt((this.x * this.x) + (this.y * this.y));
};
Point.origin = new Point(0, 0);
return Point;
})();
//first we need to check to make sure we're colliding with the slope at all
var py = obj.pos.y - (signy * obj.yw);
var penY = t.pos.y - py;
})(Shapes || (Shapes = {}));
if (0 < (penY * signy)) {
var ox = (obj.pos.x - (signx * obj.xw)) - (t.pos.x + (signx * t.xw));
var oy = (obj.pos.y - (signy * obj.yw)) - (t.pos.y - (signy * t.yw));
var p = new Shapes.Point(3, 4);
var dist = p.getDist();
var sx = t.sx;
var sy = t.sy;
//if the dotprod of (ox,oy) and (sx,sy) is negative, the corner is in the slope
//and we need toproject it out by the magnitude of the projection of (ox,oy) onto (sx,sy)
var dp = (ox * sx) + (oy * sy);
if (dp < 0) {
//collision; project delta onto slope and use this to displace the object
sx *= -dp;
sy *= -dp;
var lenN = Math.sqrt(sx * sx + sy * sy);
var lenP = Math.sqrt(x * x + y * y);
var aY = Math.abs(penY);
if (lenP < lenN) {
if (aY < lenP) {
obj.reportCollisionVsWorld(0, penY, 0, penY / aY, t);
return Phaser.Physics.AABB.COL_OTHER;
} else {
obj.reportCollisionVsWorld(x, y, x / lenP, y / lenP, t);
return Phaser.Physics.AABB.COL_AXIS;
}
} else {
if (aY < lenN) {
obj.reportCollisionVsWorld(0, penY, 0, penY / aY, t);
return Phaser.Physics.AABB.COL_OTHER;
} else {
obj.reportCollisionVsWorld(sx, sy, t.sx, t.sy, t);
return Phaser.Physics.AABB.COL_OTHER;
}
}
}
}
//if we've reached this point, no collision has occured
return Phaser.Physics.AABB.COL_NONE;
};
AABB22Deg.CollideB = function (x, y, obj, t) {
var signx = t.signx;
var signy = t.signy;
var ox = (obj.pos.x - (signx * obj.xw)) - (t.pos.x - (signx * t.xw));
var oy = (obj.pos.y - (signy * obj.yw)) - (t.pos.y + (signy * t.yw));
var sx = t.sx;
var sy = t.sy;
//if the dotprod of (ox,oy) and (sx,sy) is negative, the corner is in the slope
//and we need toproject it out by the magnitude of the projection of (ox,oy) onto (sx,sy)
var dp = (ox * sx) + (oy * sy);
if (dp < 0) {
//collision; project delta onto slope and use this to displace the object
sx *= -dp;
sy *= -dp;
var lenN = Math.sqrt(sx * sx + sy * sy);
var lenP = Math.sqrt(x * x + y * y);
if (lenP < lenN) {
obj.reportCollisionVsWorld(x, y, x / lenP, y / lenP, t);
return Phaser.Physics.AABB.COL_AXIS;
} else {
obj.reportCollisionVsWorld(sx, sy, t.sx, t.sy, t);
return Phaser.Physics.AABB.COL_OTHER;
}
}
return Phaser.Physics.AABB.COL_NONE;
};
return AABB22Deg;
})();
Projection.AABB22Deg = AABB22Deg;
})(Physics.Projection || (Physics.Projection = {}));
var Projection = Physics.Projection;
})(Phaser.Physics || (Phaser.Physics = {}));
var Physics = Phaser.Physics;
})(Phaser || (Phaser = {}));
+53 -16
View File
@@ -1,19 +1,56 @@
var Shapes;
(function (Shapes) {
var Phaser;
(function (Phaser) {
(function (Physics) {
/// <reference path="../../_definitions.ts" />
/**
* Phaser - Physics - Projection
*/
(function (Projection) {
var AABB45Deg = (function () {
function AABB45Deg() {
}
AABB45Deg.Collide = function (x, y, obj, t) {
var signx = t.signx;
var signy = t.signy;
var Point = Shapes.Point = (function () {
function Point(x, y) {
this.x = x;
this.y = y;
}
Point.prototype.getDist = function () {
return Math.sqrt((this.x * this.x) + (this.y * this.y));
};
Point.origin = new Point(0, 0);
return Point;
})();
var ox = (obj.pos.x - (signx * obj.xw)) - t.pos.x;
var oy = (obj.pos.y - (signy * obj.yw)) - t.pos.y;
})(Shapes || (Shapes = {}));
var sx = t.sx;
var sy = t.sy;
var p = new Shapes.Point(3, 4);
var dist = p.getDist();
//if the dotprod of (ox,oy) and (sx,sy) is negative, the corner is in the slope
//and we need toproject it out by the magnitude of the projection of (ox,oy) onto (sx,sy)
var dp = (ox * sx) + (oy * sy);
if (dp < 0) {
//collision; project delta onto slope and use this to displace the object
sx *= -dp;
sy *= -dp;
var lenN = Math.sqrt(sx * sx + sy * sy);
var lenP = Math.sqrt(x * x + y * y);
if (lenP < lenN) {
//project along axis
obj.reportCollisionVsWorld(x, y, x / lenP, y / lenP, t);
return Phaser.Physics.AABB.COL_AXIS;
} else {
//project along slope
obj.reportCollisionVsWorld(sx, sy, t.sx, t.sy);
return Phaser.Physics.AABB.COL_OTHER;
}
}
return Phaser.Physics.AABB.COL_NONE;
};
return AABB45Deg;
})();
Projection.AABB45Deg = AABB45Deg;
})(Physics.Projection || (Physics.Projection = {}));
var Projection = Physics.Projection;
})(Phaser.Physics || (Phaser.Physics = {}));
var Physics = Phaser.Physics;
})(Phaser || (Phaser = {}));
+105 -16
View File
@@ -1,19 +1,108 @@
var Shapes;
(function (Shapes) {
var Phaser;
(function (Phaser) {
(function (Physics) {
/// <reference path="../../_definitions.ts" />
/**
* Phaser - Physics - Projection
*/
(function (Projection) {
var AABB67Deg = (function () {
function AABB67Deg() {
}
AABB67Deg.CollideS = function (x, y, obj, t) {
var signx = t.signx;
var signy = t.signy;
var Point = Shapes.Point = (function () {
function Point(x, y) {
this.x = x;
this.y = y;
}
Point.prototype.getDist = function () {
return Math.sqrt((this.x * this.x) + (this.y * this.y));
};
Point.origin = new Point(0, 0);
return Point;
})();
var px = obj.pos.x - (signx * obj.xw);
var penX = t.pos.x - px;
})(Shapes || (Shapes = {}));
if (0 < (penX * signx)) {
var ox = (obj.pos.x - (signx * obj.xw)) - (t.pos.x - (signx * t.xw));
var oy = (obj.pos.y - (signy * obj.yw)) - (t.pos.y + (signy * t.yw));
var p = new Shapes.Point(3, 4);
var dist = p.getDist();
var sx = t.sx;
var sy = t.sy;
//if the dotprod of (ox,oy) and (sx,sy) is negative, the corner is in the slope
//and we need to project it out by the magnitude of the projection of (ox,oy) onto (sx,sy)
var dp = (ox * sx) + (oy * sy);
if (dp < 0) {
//collision; project delta onto slope and use this to displace the object
sx *= -dp;
sy *= -dp;
var lenN = Math.sqrt(sx * sx + sy * sy);
var lenP = Math.sqrt(x * x + y * y);
var aX = Math.abs(penX);
if (lenP < lenN) {
if (aX < lenP) {
obj.reportCollisionVsWorld(penX, 0, penX / aX, 0, t);
return Phaser.Physics.AABB.COL_OTHER;
} else {
obj.reportCollisionVsWorld(x, y, x / lenP, y / lenP, t);
return Phaser.Physics.AABB.COL_AXIS;
}
} else {
if (aX < lenN) {
obj.reportCollisionVsWorld(penX, 0, penX / aX, 0, t);
return Phaser.Physics.AABB.COL_OTHER;
} else {
obj.reportCollisionVsWorld(sx, sy, t.sx, t.sy, t);
return Phaser.Physics.AABB.COL_OTHER;
}
}
}
}
//if we've reached this point, no collision has occured
return Phaser.Physics.AABB.COL_NONE;
};
AABB67Deg.CollideB = function (x, y, obj, t) {
var signx = t.signx;
var signy = t.signy;
var ox = (obj.pos.x - (signx * obj.xw)) - (t.pos.x + (signx * t.xw));
var oy = (obj.pos.y - (signy * obj.yw)) - (t.pos.y - (signy * t.yw));
var sx = t.sx;
var sy = t.sy;
//if the dotprod of (ox,oy) and (sx,sy) is negative, the corner is in the slope
//and we need toproject it out by the magnitude of the projection of (ox,oy) onto (sx,sy)
var dp = (ox * sx) + (oy * sy);
if (dp < 0) {
//collision; project delta onto slope and use this to displace the object
sx *= -dp;
sy *= -dp;
var lenN = Math.sqrt(sx * sx + sy * sy);
var lenP = Math.sqrt(x * x + y * y);
if (lenP < lenN) {
obj.reportCollisionVsWorld(x, y, x / lenP, y / lenP, t);
return Phaser.Physics.AABB.COL_AXIS;
} else {
obj.reportCollisionVsWorld(sx, sy, t.sx, t.sy, t);
return Phaser.Physics.AABB.COL_OTHER;
}
}
return Phaser.Physics.AABB.COL_NONE;
};
return AABB67Deg;
})();
Projection.AABB67Deg = AABB67Deg;
})(Physics.Projection || (Physics.Projection = {}));
var Projection = Physics.Projection;
})(Phaser.Physics || (Phaser.Physics = {}));
var Physics = Phaser.Physics;
})(Phaser || (Phaser = {}));
+54 -16
View File
@@ -1,19 +1,57 @@
var Shapes;
(function (Shapes) {
var Phaser;
(function (Phaser) {
(function (Physics) {
/// <reference path="../../_definitions.ts" />
/**
* Phaser - Physics - Projection
*/
(function (Projection) {
var AABBHalf = (function () {
function AABBHalf() {
}
AABBHalf.Collide = function (x, y, obj, t) {
//calculate the projection vector for the half-edge, and then
//(if collision is occuring) pick the minimum
var sx = t.signx;
var sy = t.signy;
var Point = Shapes.Point = (function () {
function Point(x, y) {
this.x = x;
this.y = y;
}
Point.prototype.getDist = function () {
return Math.sqrt((this.x * this.x) + (this.y * this.y));
};
Point.origin = new Point(0, 0);
return Point;
})();
var ox = (obj.pos.x - (sx * obj.xw)) - t.pos.x;
var oy = (obj.pos.y - (sy * obj.yw)) - t.pos.y;
})(Shapes || (Shapes = {}));
//we perform operations analogous to the 45deg tile, except we're using
//an axis-aligned slope instead of an angled one..
//if the dotprod of (ox,oy) and (sx,sy) is negative, the corner is in the slope
//and we need toproject it out by the magnitude of the projection of (ox,oy) onto (sx,sy)
var dp = (ox * sx) + (oy * sy);
if (dp < 0) {
//collision; project delta onto slope and use this to displace the object
sx *= -dp;
sy *= -dp;
var p = new Shapes.Point(3, 4);
var dist = p.getDist();
var lenN = Math.sqrt(sx * sx + sy * sy);
var lenP = Math.sqrt(x * x + y * y);
if (lenP < lenN) {
//project along axis; note that we're assuming that this tile is horizontal OR vertical
//relative to the AABB's current tile, and not diagonal OR the current tile.
obj.reportCollisionVsWorld(x, y, x / lenP, y / lenP, t);
return Phaser.Physics.AABB.COL_AXIS;
} else {
//note that we could use -= instead of -dp
obj.reportCollisionVsWorld(sx, sy, t.signx, t.signy, t);
return Phaser.Physics.AABB.COL_OTHER;
}
}
return Phaser.Physics.AABB.COL_NONE;
};
return AABBHalf;
})();
Projection.AABBHalf = AABBHalf;
})(Physics.Projection || (Physics.Projection = {}));
var Projection = Physics.Projection;
})(Phaser.Physics || (Phaser.Physics = {}));
var Physics = Phaser.Physics;
})(Phaser || (Phaser = {}));
+478 -16
View File
@@ -1,19 +1,481 @@
var Shapes;
(function (Shapes) {
var Phaser;
(function (Phaser) {
(function (Physics) {
/// <reference path="../../_definitions.ts" />
/**
* Phaser - Physics - Projection
*/
(function (Projection) {
var Circle22Deg = (function () {
function Circle22Deg() {
}
Circle22Deg.CollideS = function (x, y, oH, oV, obj, t) {
//if the object is in a cell pointed at by signy, no collision will ever occur
//otherwise,
//
//if we're colliding diagonally:
// -collide vs. the appropriate vertex
//if obj is in this tile: collide vs slope or vertex
//if obj is horiz neighb in direction of slope: collide vs. slope or vertex
//if obj is horiz neighb against the slope:
// if(distance in y from circle to 90deg corner of tile < 1/2 tileheight, collide vs. face)
// else(collide vs. corner of slope) (vert collision with a non-grid-aligned vert)
//if obj is vert neighb against direction of slope: collide vs. face
var signx = t.signx;
var signy = t.signy;
var Point = Shapes.Point = (function () {
function Point(x, y) {
this.x = x;
this.y = y;
}
Point.prototype.getDist = function () {
return Math.sqrt((this.x * this.x) + (this.y * this.y));
};
Point.origin = new Point(0, 0);
return Point;
})();
if (0 < (signy * oV)) {
//object will never collide vs tile, it can't reach that far
return Phaser.Physics.Circle.COL_NONE;
} else if (oH == 0) {
if (oV == 0) {
//colliding with current tile
//we could only be colliding vs the slope OR a vertex
//look at the vector form the closest vert to the circle to decide
var sx = t.sx;
var sy = t.sy;
})(Shapes || (Shapes = {}));
var r = obj.radius;
var ox = obj.pos.x - (t.pos.x - (signx * t.xw));
var oy = obj.pos.y - t.pos.y;
var p = new Shapes.Point(3, 4);
var dist = p.getDist();
//if the component of (ox,oy) parallel to the normal's righthand normal
//has the same sign as the slope of the slope (the sign of the slope's slope is signx*signy)
//then we project by the vertex, otherwise by the normal or axially.
//note that this is simply a VERY tricky/weird method of determining
//if the circle is in side the slope/face's voronio region, or that of the vertex.
var perp = (ox * -sy) + (oy * sx);
if (0 < (perp * signx * signy)) {
//collide vs. vertex
var len = Math.sqrt(ox * ox + oy * oy);
var pen = r - len;
if (0 < pen) {
//note: if len=0, then perp=0 and we'll never reach here, so don't worry about div-by-0
ox /= len;
oy /= len;
obj.reportCollisionVsWorld(ox * pen, oy * pen, ox, oy, t);
return Phaser.Physics.Circle.COL_OTHER;
}
} else {
//collide vs. slope or vs axis
ox -= r * sx;
oy -= r * sy;
//if the dotprod of (ox,oy) and (sx,sy) is negative, the point on the circle is in the slope
//and we need toproject it out by the magnitude of the projection of (ox,oy) onto (sx,sy)
var dp = (ox * sx) + (oy * sy);
if (dp < 0) {
//collision; project delta onto slope and use this to displace the object
sx *= -dp;
sy *= -dp;
var lenN = Math.sqrt(sx * sx + sy * sy);
var lenP;
if (x < y) {
//penetration in x is smaller
lenP = x;
y = 0;
if ((obj.pos.x - t.pos.x) < 0) {
x *= -1;
}
} else {
//penetration in y is smaller
lenP = y;
x = 0;
if ((obj.pos.y - t.pos.y) < 0) {
y *= -1;
}
}
if (lenP < lenN) {
obj.reportCollisionVsWorld(x, y, x / lenP, y / lenP, t);
return Phaser.Physics.Circle.COL_AXIS;
} else {
obj.reportCollisionVsWorld(sx, sy, t.sx, t.sy, t);
return Phaser.Physics.Circle.COL_OTHER;
}
}
}
} else {
//colliding vertically; we can assume that (signy*oV) < 0
//due to the first conditional far above
obj.reportCollisionVsWorld(0, y * oV, 0, oV, t);
return Phaser.Physics.Circle.COL_AXIS;
}
} else if (oV == 0) {
if ((signx * oH) < 0) {
//colliding with face/edge OR with corner of wedge, depending on our position vertically
//collide vs. vertex
//get diag vertex position
var vx = t.pos.x - (signx * t.xw);
var vy = t.pos.y;
var dx = obj.pos.x - vx;
var dy = obj.pos.y - vy;
if ((dy * signy) < 0) {
//colliding vs face
obj.reportCollisionVsWorld(x * oH, 0, oH, 0, t);
return Phaser.Physics.Circle.COL_AXIS;
} else {
//colliding vs. vertex
var len = Math.sqrt(dx * dx + dy * dy);
var pen = obj.radius - len;
if (0 < pen) {
if (len == 0) {
//project out by 45deg
dx = oH / Math.SQRT2;
dy = oV / Math.SQRT2;
} else {
dx /= len;
dy /= len;
}
obj.reportCollisionVsWorld(dx * pen, dy * pen, dx, dy, t);
return Phaser.Physics.Circle.COL_OTHER;
}
}
} else {
//we could only be colliding vs the slope OR a vertex
//look at the vector form the closest vert to the circle to decide
var sx = t.sx;
var sy = t.sy;
var ox = obj.pos.x - (t.pos.x + (oH * t.xw));
var oy = obj.pos.y - (t.pos.y - (signy * t.yw));
//if the component of (ox,oy) parallel to the normal's righthand normal
//has the same sign as the slope of the slope (the sign of the slope's slope is signx*signy)
//then we project by the normal, otherwise by the vertex.
//(NOTE: this is the opposite logic of the vertical case;
// for vertical, if the perp prod and the slope's slope agree, it's outside.
// for horizontal, if the perp prod and the slope's slope agree, circle is inside.
// ..but this is only a property of flahs' coord system (i.e the rules might swap
// in righthanded systems))
//note that this is simply a VERY tricky/weird method of determining
//if the circle is in side the slope/face's voronio region, or that of the vertex.
var perp = (ox * -sy) + (oy * sx);
if ((perp * signx * signy) < 0) {
//collide vs. vertex
var len = Math.sqrt(ox * ox + oy * oy);
var pen = obj.radius - len;
if (0 < pen) {
//note: if len=0, then perp=0 and we'll never reach here, so don't worry about div-by-0
ox /= len;
oy /= len;
obj.reportCollisionVsWorld(ox * pen, oy * pen, ox, oy, t);
return Phaser.Physics.Circle.COL_OTHER;
}
} else {
//collide vs. slope
//if the component of (ox,oy) parallel to the normal is less than the circle radius, we're
//penetrating the slope. note that this method of penetration calculation doesn't hold
//in general (i.e it won't work if the circle is in the slope), but works in this case
//because we know the circle is in a neighboring cell
var dp = (ox * sx) + (oy * sy);
var pen = obj.radius - Math.abs(dp);
if (0 < pen) {
//collision; circle out along normal by penetration amount
obj.reportCollisionVsWorld(sx * pen, sy * pen, sx, sy, t);
return Phaser.Physics.Circle.COL_OTHER;
}
}
}
} else {
//colliding diagonally; due to the first conditional above,
//obj is vertically offset against slope, and offset in either direction horizontally
//collide vs. vertex
//get diag vertex position
var vx = t.pos.x + (oH * t.xw);
var vy = t.pos.y + (oV * t.yw);
var dx = obj.pos.x - vx;
var dy = obj.pos.y - vy;
var len = Math.sqrt(dx * dx + dy * dy);
var pen = obj.radius - len;
if (0 < pen) {
if (len == 0) {
//project out by 45deg
dx = oH / Math.SQRT2;
dy = oV / Math.SQRT2;
} else {
dx /= len;
dy /= len;
}
obj.reportCollisionVsWorld(dx * pen, dy * pen, dx, dy, t);
return Phaser.Physics.Circle.COL_OTHER;
}
}
return Phaser.Physics.Circle.COL_NONE;
};
Circle22Deg.CollideB = function (x, y, oH, oV, obj, t) {
//if we're colliding diagonally:
// -if we're in the cell pointed at by the normal, collide vs slope, else
// collide vs. the appropriate corner/vertex
//
//if obj is in this tile: collide as with aabb
//
//if obj is horiz or vertical neighbor AGAINST the slope: collide with edge
//
//if obj is horiz neighb in direction of slope: collide vs. slope or vertex or edge
//
//if obj is vert neighb in direction of slope: collide vs. slope or vertex
var signx = t.signx;
var signy = t.signy;
var sx;
var sy;
if (oH == 0) {
if (oV == 0) {
//colliding with current cell
sx = t.sx;
sy = t.sy;
var r = obj.radius;
var ox = (obj.pos.x - (sx * r)) - (t.pos.x - (signx * t.xw));
var oy = (obj.pos.y - (sy * r)) - (t.pos.y + (signy * t.yw));
//if the dotprod of (ox,oy) and (sx,sy) is negative, the point on the circle is in the slope
//and we need toproject it out by the magnitude of the projection of (ox,oy) onto (sx,sy)
var dp = (ox * sx) + (oy * sy);
if (dp < 0) {
//collision; project delta onto slope and use this to displace the object
sx *= -dp;
sy *= -dp;
var lenN = Math.sqrt(sx * sx + sy * sy);
var lenP;
if (x < y) {
//penetration in x is smaller
lenP = x;
y = 0;
if ((obj.pos.x - t.pos.x) < 0) {
x *= -1;
}
} else {
//penetration in y is smaller
lenP = y;
x = 0;
if ((obj.pos.y - t.pos.y) < 0) {
y *= -1;
}
}
if (lenP < lenN) {
obj.reportCollisionVsWorld(x, y, x / lenP, y / lenP, t);
return Phaser.Physics.Circle.COL_AXIS;
} else {
obj.reportCollisionVsWorld(sx, sy, t.sx, t.sy, t);
return Phaser.Physics.Circle.COL_OTHER;
}
}
} else {
if ((signy * oV) < 0) {
//colliding with face/edge
obj.reportCollisionVsWorld(0, y * oV, 0, oV, t);
return Phaser.Physics.Circle.COL_AXIS;
} else {
//we could only be colliding vs the slope OR a vertex
//look at the vector form the closest vert to the circle to decide
sx = t.sx;
sy = t.sy;
var ox = obj.pos.x - (t.pos.x - (signx * t.xw));
var oy = obj.pos.y - (t.pos.y + (signy * t.yw));
//if the component of (ox,oy) parallel to the normal's righthand normal
//has the same sign as the slope of the slope (the sign of the slope's slope is signx*signy)
//then we project by the vertex, otherwise by the normal.
//note that this is simply a VERY tricky/weird method of determining
//if the circle is in side the slope/face's voronio region, or that of the vertex.
var perp = (ox * -sy) + (oy * sx);
if (0 < (perp * signx * signy)) {
//collide vs. vertex
var len = Math.sqrt(ox * ox + oy * oy);
var pen = obj.radius - len;
if (0 < pen) {
//note: if len=0, then perp=0 and we'll never reach here, so don't worry about div-by-0
ox /= len;
oy /= len;
obj.reportCollisionVsWorld(ox * pen, oy * pen, ox, oy, t);
return Phaser.Physics.Circle.COL_OTHER;
}
} else {
//collide vs. slope
//if the component of (ox,oy) parallel to the normal is less than the circle radius, we're
//penetrating the slope. note that this method of penetration calculation doesn't hold
//in general (i.e it won't work if the circle is in the slope), but works in this case
//because we know the circle is in a neighboring cell
var dp = (ox * sx) + (oy * sy);
var pen = obj.radius - Math.abs(dp);
if (0 < pen) {
//collision; circle out along normal by penetration amount
obj.reportCollisionVsWorld(sx * pen, sy * pen, sx, sy, t);
return Phaser.Physics.Circle.COL_OTHER;
}
}
}
}
} else if (oV == 0) {
if ((signx * oH) < 0) {
//colliding with face/edge
obj.reportCollisionVsWorld(x * oH, 0, oH, 0, t);
return Phaser.Physics.Circle.COL_AXIS;
} else {
//colliding with edge, slope, or vertex
var ox = obj.pos.x - (t.pos.x + (signx * t.xw));
var oy = obj.pos.y - t.pos.y;
if ((oy * signy) < 0) {
//we're colliding with the halfface
obj.reportCollisionVsWorld(x * oH, 0, oH, 0, t);
return Phaser.Physics.Circle.COL_AXIS;
} else {
//colliding with the vertex or slope
sx = t.sx;
sy = t.sy;
//if the component of (ox,oy) parallel to the normal's righthand normal
//has the same sign as the slope of the slope (the sign of the slope's slope is signx*signy)
//then we project by the slope, otherwise by the vertex.
//note that this is simply a VERY tricky/weird method of determining
//if the circle is in side the slope/face's voronio region, or that of the vertex.
var perp = (ox * -sy) + (oy * sx);
if ((perp * signx * signy) < 0) {
//collide vs. vertex
var len = Math.sqrt(ox * ox + oy * oy);
var pen = obj.radius - len;
if (0 < pen) {
//note: if len=0, then perp=0 and we'll never reach here, so don't worry about div-by-0
ox /= len;
oy /= len;
obj.reportCollisionVsWorld(ox * pen, oy * pen, ox, oy, t);
return Phaser.Physics.Circle.COL_OTHER;
}
} else {
//collide vs. slope
//if the component of (ox,oy) parallel to the normal is less than the circle radius, we're
//penetrating the slope. note that this method of penetration calculation doesn't hold
//in general (i.e it won't work if the circle is in the slope), but works in this case
//because we know the circle is in a neighboring cell
var dp = (ox * sx) + (oy * sy);
var pen = obj.radius - Math.abs(dp);
if (0 < pen) {
//collision; circle out along normal by penetration amount
obj.reportCollisionVsWorld(sx * pen, sy * pen, t.sx, t.sy, t);
return Phaser.Physics.Circle.COL_OTHER;
}
}
}
}
} else {
if (0 < ((signx * oH) + (signy * oV))) {
//the dotprod of slope normal and cell offset is strictly positive,
//therefore obj is in the diagonal neighb pointed at by the normal.
//collide vs slope
//we should really precalc this at compile time, but for now, fuck it
var slen = Math.sqrt(2 * 2 + 1 * 1);
sx = (signx * 1) / slen;
sy = (signy * 2) / slen;
var r = obj.radius;
var ox = (obj.pos.x - (sx * r)) - (t.pos.x - (signx * t.xw));
var oy = (obj.pos.y - (sy * r)) - (t.pos.y + (signy * t.yw));
//if the dotprod of (ox,oy) and (sx,sy) is negative, the point on the circle is in the slope
//and we need toproject it out by the magnitude of the projection of (ox,oy) onto (sx,sy)
var dp = (ox * sx) + (oy * sy);
if (dp < 0) {
//collision; project delta onto slope and use this to displace the object
//(sx,sy)*-dp is the projection vector
obj.reportCollisionVsWorld(-sx * dp, -sy * dp, t.sx, t.sy, t);
return Phaser.Physics.Circle.COL_OTHER;
}
return Phaser.Physics.Circle.COL_NONE;
} else {
//collide vs the appropriate vertex
var vx = t.pos.x + (oH * t.xw);
var vy = t.pos.y + (oV * t.yw);
var dx = obj.pos.x - vx;
var dy = obj.pos.y - vy;
var len = Math.sqrt(dx * dx + dy * dy);
var pen = obj.radius - len;
if (0 < pen) {
if (len == 0) {
//project out by 45deg
dx = oH / Math.SQRT2;
dy = oV / Math.SQRT2;
} else {
dx /= len;
dy /= len;
}
obj.reportCollisionVsWorld(dx * pen, dy * pen, dx, dy, t);
return Phaser.Physics.Circle.COL_OTHER;
}
}
}
return Phaser.Physics.Circle.COL_NONE;
};
return Circle22Deg;
})();
Projection.Circle22Deg = Circle22Deg;
})(Physics.Projection || (Physics.Projection = {}));
var Projection = Physics.Projection;
})(Phaser.Physics || (Phaser.Physics = {}));
var Physics = Phaser.Physics;
})(Phaser || (Phaser = {}));
+469 -16
View File
@@ -1,19 +1,472 @@
var Shapes;
(function (Shapes) {
var Phaser;
(function (Phaser) {
(function (Physics) {
/// <reference path="../../_definitions.ts" />
/**
* Phaser - Physics - Projection
*/
(function (Projection) {
var Circle67Deg = (function () {
function Circle67Deg() {
}
Circle67Deg.CollideS = function (x, y, oH, oV, obj, t) {
//if the object is in a cell pointed at by signx, no collision will ever occur
//otherwise,
//
//if we're colliding diagonally:
// -collide vs. the appropriate vertex
//if obj is in this tile: collide vs slope or vertex or axis
//if obj is vert neighb in direction of slope: collide vs. slope or vertex
//if obj is vert neighb against the slope:
// if(distance in y from circle to 90deg corner of tile < 1/2 tileheight, collide vs. face)
// else(collide vs. corner of slope) (vert collision with a non-grid-aligned vert)
//if obj is horiz neighb against direction of slope: collide vs. face
var signx = t.signx;
var signy = t.signy;
var sx;
var sy;
var Point = Shapes.Point = (function () {
function Point(x, y) {
this.x = x;
this.y = y;
}
Point.prototype.getDist = function () {
return Math.sqrt((this.x * this.x) + (this.y * this.y));
};
Point.origin = new Point(0, 0);
return Point;
})();
if (0 < (signx * oH)) {
//object will never collide vs tile, it can't reach that far
return Phaser.Physics.Circle.COL_NONE;
} else if (oH == 0) {
if (oV == 0) {
//colliding with current tile
//we could only be colliding vs the slope OR a vertex
//look at the vector form the closest vert to the circle to decide
sx = t.sx;
sy = t.sy;
})(Shapes || (Shapes = {}));
var r = obj.radius;
var ox = obj.pos.x - t.pos.x;
var oy = obj.pos.y - (t.pos.y - (signy * t.yw));
var p = new Shapes.Point(3, 4);
var dist = p.getDist();
//if the component of (ox,oy) parallel to the normal's righthand normal
//has the same sign as the slope of the slope (the sign of the slope's slope is signx*signy)
//then we project by the normal or axis, otherwise by the corner/vertex
//note that this is simply a VERY tricky/weird method of determining
//if the circle is in side the slope/face's voronoi region, or that of the vertex.
var perp = (ox * -sy) + (oy * sx);
if ((perp * signx * signy) < 0) {
//collide vs. vertex
var len = Math.sqrt(ox * ox + oy * oy);
var pen = r - len;
if (0 < pen) {
//note: if len=0, then perp=0 and we'll never reach here, so don't worry about div-by-0
ox /= len;
oy /= len;
obj.reportCollisionVsWorld(ox * pen, oy * pen, ox, oy, t);
return Phaser.Physics.Circle.COL_OTHER;
}
} else {
//collide vs. slope or vs axis
ox -= r * sx;
oy -= r * sy;
//if the dotprod of (ox,oy) and (sx,sy) is negative, the point on the circle is in the slope
//and we need toproject it out by the magnitude of the projection of (ox,oy) onto (sx,sy)
var dp = (ox * sx) + (oy * sy);
var lenP;
if (dp < 0) {
//collision; project delta onto slope and use this to displace the object
sx *= -dp;
sy *= -dp;
var lenN = Math.sqrt(sx * sx + sy * sy);
if (x < y) {
//penetration in x is smaller
lenP = x;
y = 0;
if ((obj.pos.x - t.pos.x) < 0) {
x *= -1;
}
} else {
//penetration in y is smaller
lenP = y;
x = 0;
if ((obj.pos.y - t.pos.y) < 0) {
y *= -1;
}
}
if (lenP < lenN) {
obj.reportCollisionVsWorld(x, y, x / lenP, y / lenP, t);
return Phaser.Physics.Circle.COL_AXIS;
} else {
obj.reportCollisionVsWorld(sx, sy, t.sx, t.sy, t);
return Phaser.Physics.Circle.COL_OTHER;
}
}
}
} else {
if ((signy * oV) < 0) {
//colliding with face/edge OR with corner of wedge, depending on our position vertically
//collide vs. vertex
//get diag vertex position
var vx = t.pos.x;
var vy = t.pos.y - (signy * t.yw);
var dx = obj.pos.x - vx;
var dy = obj.pos.y - vy;
if ((dx * signx) < 0) {
//colliding vs face
obj.reportCollisionVsWorld(0, y * oV, 0, oV, t);
return Phaser.Physics.Circle.COL_AXIS;
} else {
//colliding vs. vertex
var len = Math.sqrt(dx * dx + dy * dy);
var pen = obj.radius - len;
if (0 < pen) {
if (len == 0) {
//project out by 45deg
dx = oH / Math.SQRT2;
dy = oV / Math.SQRT2;
} else {
dx /= len;
dy /= len;
}
obj.reportCollisionVsWorld(dx * pen, dy * pen, dx, dy, t);
return Phaser.Physics.Circle.COL_OTHER;
}
}
} else {
//we could only be colliding vs the slope OR a vertex
//look at the vector form the closest vert to the circle to decide
sx = t.sx;
sy = t.sy;
var ox = obj.pos.x - (t.pos.x - (signx * t.xw));
var oy = obj.pos.y - (t.pos.y + (oV * t.yw));
//if the component of (ox,oy) parallel to the normal's righthand normal
//has the same sign as the slope of the slope (the sign of the slope's slope is signx*signy)
//then we project by the vertex, otherwise by the normal.
//note that this is simply a VERY tricky/weird method of determining
//if the circle is in side the slope/face's voronio region, or that of the vertex.
var perp = (ox * -sy) + (oy * sx);
if (0 < (perp * signx * signy)) {
//collide vs. vertex
var len = Math.sqrt(ox * ox + oy * oy);
var pen = obj.radius - len;
if (0 < pen) {
//note: if len=0, then perp=0 and we'll never reach here, so don't worry about div-by-0
ox /= len;
oy /= len;
obj.reportCollisionVsWorld(ox * pen, oy * pen, ox, oy, t);
return Phaser.Physics.Circle.COL_OTHER;
}
} else {
//collide vs. slope
//if the component of (ox,oy) parallel to the normal is less than the circle radius, we're
//penetrating the slope. note that this method of penetration calculation doesn't hold
//in general (i.e it won't work if the circle is in the slope), but works in this case
//because we know the circle is in a neighboring cell
var dp = (ox * sx) + (oy * sy);
var pen = obj.radius - Math.abs(dp);
if (0 < pen) {
//collision; circle out along normal by penetration amount
obj.reportCollisionVsWorld(sx * pen, sy * pen, t.sx, t.sy, t);
return Phaser.Physics.Circle.COL_OTHER;
}
}
}
}
} else if (oV == 0) {
//colliding horizontally; we can assume that (signy*oV) < 0
//due to the first conditional far above
obj.reportCollisionVsWorld(x * oH, 0, oH, 0, t);
return Phaser.Physics.Circle.COL_AXIS;
} else {
//colliding diagonally; due to the first conditional above,
//obj is vertically offset against slope, and offset in either direction horizontally
//collide vs. vertex
//get diag vertex position
var vx = t.pos.x + (oH * t.xw);
var vy = t.pos.y + (oV * t.yw);
var dx = obj.pos.x - vx;
var dy = obj.pos.y - vy;
var len = Math.sqrt(dx * dx + dy * dy);
var pen = obj.radius - len;
if (0 < pen) {
if (len == 0) {
//project out by 45deg
dx = oH / Math.SQRT2;
dy = oV / Math.SQRT2;
} else {
dx /= len;
dy /= len;
}
obj.reportCollisionVsWorld(dx * pen, dy * pen, dx, dy, t);
return Phaser.Physics.Circle.COL_OTHER;
}
}
return Phaser.Physics.Circle.COL_NONE;
};
Circle67Deg.CollideB = function (x, y, oH, oV, obj, t) {
//if we're colliding diagonally:
// -if we're in the cell pointed at by the normal, collide vs slope, else
// collide vs. the appropriate corner/vertex
//
//if obj is in this tile: collide as with aabb
//
//if obj is horiz or vertical neighbor AGAINST the slope: collide with edge
//
//if obj is vert neighb in direction of slope: collide vs. slope or vertex or halfedge
//
//if obj is horiz neighb in direction of slope: collide vs. slope or vertex
var signx = t.signx;
var signy = t.signy;
var sx;
var sy;
if (oH == 0) {
if (oV == 0) {
//colliding with current cell
sx = t.sx;
sy = t.sy;
var r = obj.radius;
var ox = (obj.pos.x - (sx * r)) - (t.pos.x + (signx * t.xw));
var oy = (obj.pos.y - (sy * r)) - (t.pos.y - (signy * t.yw));
//if the dotprod of (ox,oy) and (sx,sy) is negative, the point on the circle is in the slope
//and we need toproject it out by the magnitude of the projection of (ox,oy) onto (sx,sy)
var dp = (ox * sx) + (oy * sy);
var lenP;
if (dp < 0) {
//collision; project delta onto slope and use this to displace the object
sx *= -dp;
sy *= -dp;
var lenN = Math.sqrt(sx * sx + sy * sy);
if (x < y) {
//penetration in x is smaller
lenP = x;
y = 0;
if ((obj.pos.x - t.pos.x) < 0) {
x *= -1;
}
} else {
//penetration in y is smaller
lenP = y;
x = 0;
if ((obj.pos.y - t.pos.y) < 0) {
y *= -1;
}
}
if (lenP < lenN) {
obj.reportCollisionVsWorld(x, y, x / lenP, y / lenP, t);
return Phaser.Physics.Circle.COL_AXIS;
} else {
obj.reportCollisionVsWorld(sx, sy, t.sx, t.sy, t);
return Phaser.Physics.Circle.COL_OTHER;
}
}
} else {
if ((signy * oV) < 0) {
//colliding with face/edge
obj.reportCollisionVsWorld(0, y * oV, 0, oV, t);
return Phaser.Physics.Circle.COL_AXIS;
} else {
//colliding with edge, slope, or vertex
var ox = obj.pos.x - t.pos.x;
var oy = obj.pos.y - (t.pos.y + (signy * t.yw));
if ((ox * signx) < 0) {
//we're colliding with the halfface
obj.reportCollisionVsWorld(0, y * oV, 0, oV, t);
return Phaser.Physics.Circle.COL_AXIS;
} else {
//colliding with the vertex or slope
sx = t.sx;
sy = t.sy;
//if the component of (ox,oy) parallel to the normal's righthand normal
//has the same sign as the slope of the slope (the sign of the slope's slope is signx*signy)
//then we project by the vertex, otherwise by the slope.
//note that this is simply a VERY tricky/weird method of determining
//if the circle is in side the slope/face's voronio region, or that of the vertex.
var perp = (ox * -sy) + (oy * sx);
if (0 < (perp * signx * signy)) {
//collide vs. vertex
var len = Math.sqrt(ox * ox + oy * oy);
var pen = obj.radius - len;
if (0 < pen) {
//note: if len=0, then perp=0 and we'll never reach here, so don't worry about div-by-0
ox /= len;
oy /= len;
obj.reportCollisionVsWorld(ox * pen, oy * pen, ox, oy, t);
return Phaser.Physics.Circle.COL_OTHER;
}
} else {
//collide vs. slope
//if the component of (ox,oy) parallel to the normal is less than the circle radius, we're
//penetrating the slope. note that this method of penetration calculation doesn't hold
//in general (i.e it won't work if the circle is in the slope), but works in this case
//because we know the circle is in a neighboring cell
var dp = (ox * sx) + (oy * sy);
var pen = obj.radius - Math.abs(dp);
if (0 < pen) {
//collision; circle out along normal by penetration amount
obj.reportCollisionVsWorld(sx * pen, sy * pen, sx, sy, t);
return Phaser.Physics.Circle.COL_OTHER;
}
}
}
}
}
} else if (oV == 0) {
if ((signx * oH) < 0) {
//colliding with face/edge
obj.reportCollisionVsWorld(x * oH, 0, oH, 0, t);
return Phaser.Physics.Circle.COL_AXIS;
} else {
//we could only be colliding vs the slope OR a vertex
//look at the vector form the closest vert to the circle to decide
var slen = Math.sqrt(2 * 2 + 1 * 1);
var sx = (signx * 2) / slen;
var sy = (signy * 1) / slen;
var ox = obj.pos.x - (t.pos.x + (signx * t.xw));
var oy = obj.pos.y - (t.pos.y - (signy * t.yw));
//if the component of (ox,oy) parallel to the normal's righthand normal
//has the same sign as the slope of the slope (the sign of the slope's slope is signx*signy)
//then we project by the slope, otherwise by the vertex.
//note that this is simply a VERY tricky/weird method of determining
//if the circle is in side the slope/face's voronio region, or that of the vertex.
var perp = (ox * -sy) + (oy * sx);
if ((perp * signx * signy) < 0) {
//collide vs. vertex
var len = Math.sqrt(ox * ox + oy * oy);
var pen = obj.radius - len;
if (0 < pen) {
//note: if len=0, then perp=0 and we'll never reach here, so don't worry about div-by-0
ox /= len;
oy /= len;
obj.reportCollisionVsWorld(ox * pen, oy * pen, ox, oy, t);
return Phaser.Physics.Circle.COL_OTHER;
}
} else {
//collide vs. slope
//if the component of (ox,oy) parallel to the normal is less than the circle radius, we're
//penetrating the slope. note that this method of penetration calculation doesn't hold
//in general (i.e it won't work if the circle is in the slope), but works in this case
//because we know the circle is in a neighboring cell
var dp = (ox * sx) + (oy * sy);
var pen = obj.radius - Math.abs(dp);
if (0 < pen) {
//collision; circle out along normal by penetration amount
obj.reportCollisionVsWorld(sx * pen, sy * pen, t.sx, t.sy, t);
return Phaser.Physics.Circle.COL_OTHER;
}
}
}
} else {
if (0 < ((signx * oH) + (signy * oV))) {
//the dotprod of slope normal and cell offset is strictly positive,
//therefore obj is in the diagonal neighb pointed at by the normal.
//collide vs slope
sx = t.sx;
sy = t.sy;
var r = obj.radius;
var ox = (obj.pos.x - (sx * r)) - (t.pos.x + (signx * t.xw));
var oy = (obj.pos.y - (sy * r)) - (t.pos.y - (signy * t.yw));
//if the dotprod of (ox,oy) and (sx,sy) is negative, the point on the circle is in the slope
//and we need toproject it out by the magnitude of the projection of (ox,oy) onto (sx,sy)
var dp = (ox * sx) + (oy * sy);
if (dp < 0) {
//collision; project delta onto slope and use this to displace the object
//(sx,sy)*-dp is the projection vector
obj.reportCollisionVsWorld(-sx * dp, -sy * dp, t.sx, t.sy, t);
return Phaser.Physics.Circle.COL_OTHER;
}
return Phaser.Physics.Circle.COL_NONE;
} else {
//collide vs the appropriate vertex
var vx = t.pos.x + (oH * t.xw);
var vy = t.pos.y + (oV * t.yw);
var dx = obj.pos.x - vx;
var dy = obj.pos.y - vy;
var len = Math.sqrt(dx * dx + dy * dy);
var pen = obj.radius - len;
if (0 < pen) {
if (len == 0) {
//project out by 45deg
dx = oH / Math.SQRT2;
dy = oV / Math.SQRT2;
} else {
dx /= len;
dy /= len;
}
obj.reportCollisionVsWorld(dx * pen, dy * pen, dx, dy, t);
return Phaser.Physics.Circle.COL_OTHER;
}
}
}
return Phaser.Physics.Circle.COL_NONE;
};
return Circle67Deg;
})();
Projection.Circle67Deg = Circle67Deg;
})(Physics.Projection || (Physics.Projection = {}));
var Projection = Physics.Projection;
})(Phaser.Physics || (Phaser.Physics = {}));
var Physics = Phaser.Physics;
})(Phaser || (Phaser = {}));
+180 -16
View File
@@ -1,19 +1,183 @@
var Shapes;
(function (Shapes) {
var Phaser;
(function (Phaser) {
(function (Physics) {
/// <reference path="../../_definitions.ts" />
/**
* Phaser - Physics - Projection
*/
(function (Projection) {
var CircleHalf = (function () {
function CircleHalf() {
}
CircleHalf.Collide = function (x, y, oH, oV, obj, t) {
//if obj is in a neighbor pointed at by the halfedge normal,
//we'll never collide (i.e if the normal is (0,1) and the obj is in the DL.D, or R neighbors)
//
//if obj is in a neigbor perpendicular to the halfedge normal, it might
//collide with the halfedge-vertex, or with the halfedge side.
//
//if obj is in a neigb pointing opposite the halfedge normal, obj collides with edge
//
//if obj is in a diagonal (pointing away from the normal), obj collides vs vertex
//
//if obj is in the halfedge cell, it collides as with aabb
var signx = t.signx;
var signy = t.signy;
var Point = Shapes.Point = (function () {
function Point(x, y) {
this.x = x;
this.y = y;
}
Point.prototype.getDist = function () {
return Math.sqrt((this.x * this.x) + (this.y * this.y));
};
Point.origin = new Point(0, 0);
return Point;
})();
var celldp = (oH * signx + oV * signy);
if (0 < celldp) {
//obj is in "far" (pointed-at-by-normal) neighbor of halffull tile, and will never hit
return Phaser.Physics.Circle.COL_NONE;
} else if (oH == 0) {
if (oV == 0) {
//colliding with current tile
var r = obj.radius;
var ox = (obj.pos.x - (signx * r)) - t.pos.x;
var oy = (obj.pos.y - (signy * r)) - t.pos.y;
})(Shapes || (Shapes = {}));
//we perform operations analogous to the 45deg tile, except we're using
//an axis-aligned slope instead of an angled one..
var sx = signx;
var sy = signy;
var p = new Shapes.Point(3, 4);
var dist = p.getDist();
//if the dotprod of (ox,oy) and (sx,sy) is negative, the corner is in the slope
//and we need toproject it out by the magnitude of the projection of (ox,oy) onto (sx,sy)
var dp = (ox * sx) + (oy * sy);
if (dp < 0) {
//collision; project delta onto slope and use this to displace the object
sx *= -dp;
sy *= -dp;
var lenN = Math.sqrt(sx * sx + sy * sy);
var lenP = Math.sqrt(x * x + y * y);
if (lenP < lenN) {
obj.reportCollisionVsWorld(x, y, x / lenP, y / lenP, t);
return Phaser.Physics.Circle.COL_AXIS;
} else {
obj.reportCollisionVsWorld(sx, sy, t.signx, t.signy);
return Phaser.Physics.Circle.COL_OTHER;
}
return true;
}
} else {
if (celldp == 0) {
var r = obj.radius;
var dx = obj.pos.x - t.pos.x;
if ((dx * signx) < 0) {
//collision with halfedge side
obj.reportCollisionVsWorld(0, y * oV, 0, oV, t);
return Phaser.Physics.Circle.COL_AXIS;
} else {
//collision with halfedge vertex
var dy = obj.pos.y - (t.pos.y + oV * t.yw);
var len = Math.sqrt(dx * dx + dy * dy);
var pen = obj.radius - len;
if (0 < pen) {
if (len == 0) {
//project out by 45deg
dx = signx / Math.SQRT2;
dy = oV / Math.SQRT2;
} else {
dx /= len;
dy /= len;
}
obj.reportCollisionVsWorld(dx * pen, dy * pen, dx, dy, t);
return Phaser.Physics.Circle.COL_OTHER;
}
}
} else {
//due to the first conditional (celldp >0), we know we're in the cell "opposite" the normal, and so
//we can only collide with the cell edge
//collision with vertical neighbor
obj.reportCollisionVsWorld(0, y * oV, 0, oV, t);
return Phaser.Physics.Circle.COL_AXIS;
}
}
} else if (oV == 0) {
if (celldp == 0) {
var r = obj.radius;
var dy = obj.pos.y - t.pos.y;
if ((dy * signy) < 0) {
//collision with halfedge side
obj.reportCollisionVsWorld(x * oH, 0, oH, 0, t);
return Phaser.Physics.Circle.COL_AXIS;
} else {
//collision with halfedge vertex
var dx = obj.pos.x - (t.pos.x + oH * t.xw);
var len = Math.sqrt(dx * dx + dy * dy);
var pen = obj.radius - len;
if (0 < pen) {
if (len == 0) {
//project out by 45deg
dx = signx / Math.SQRT2;
dy = oV / Math.SQRT2;
} else {
dx /= len;
dy /= len;
}
obj.reportCollisionVsWorld(dx * pen, dy * pen, dx, dy, t);
return Phaser.Physics.Circle.COL_OTHER;
}
}
} else {
//due to the first conditional (celldp >0), we know w're in the cell "opposite" the normal, and so
//we can only collide with the cell edge
obj.reportCollisionVsWorld(x * oH, 0, oH, 0, t);
return Phaser.Physics.Circle.COL_AXIS;
}
} else {
//colliding diagonally; we know, due to the initial (celldp >0) test which has failed
//if we've reached this point, that we're in a diagonal neighbor on the non-normal side, so
//we could only be colliding with the cell vertex, if at all.
//get diag vertex position
var vx = t.pos.x + (oH * t.xw);
var vy = t.pos.y + (oV * t.yw);
var dx = obj.pos.x - vx;
var dy = obj.pos.y - vy;
var len = Math.sqrt(dx * dx + dy * dy);
var pen = obj.radius - len;
if (0 < pen) {
if (len == 0) {
//project out by 45deg
dx = oH / Math.SQRT2;
dy = oV / Math.SQRT2;
} else {
dx /= len;
dy /= len;
}
obj.reportCollisionVsWorld(dx * pen, dy * pen, dx, dy, t);
return Phaser.Physics.Circle.COL_OTHER;
}
}
return Phaser.Physics.Circle.COL_NONE;
};
return CircleHalf;
})();
Projection.CircleHalf = CircleHalf;
})(Physics.Projection || (Physics.Projection = {}));
var Projection = Physics.Projection;
})(Phaser.Physics || (Phaser.Physics = {}));
var Physics = Phaser.Physics;
})(Phaser || (Phaser = {}));
-1
View File
@@ -264,7 +264,6 @@
<Content Include="physics\sprite bounds.js">
<DependentUpon>sprite bounds.ts</DependentUpon>
</Content>
<TypeScriptCompile Include="physics\temp2.ts" />
<Content Include="scrollzones\ballscroller.js">
<DependentUpon>ballscroller.ts</DependentUpon>
</Content>
+1 -1
View File
@@ -19442,7 +19442,7 @@ var Phaser;
fy = ty * f;
//b = 1 + BOUNCE;//this bounce constant should be elsewhere, i.e inside the object/tile/etc..
b = 1 + 0.9;
b = 1 + 0.3;
bx = (nx * b);
by = (ny * b);
+50 -28
View File
@@ -4,25 +4,48 @@
function preload() {
game.load.image('ball', 'assets/sprites/shinyball.png');
game.load.image('card', 'assets/sprites/mana_card.png');
game.load.image('tommy', 'assets/tommy.png');
game.load.image('alice', 'assets/alice.png');
game.load.image('mummy', 'assets/mummy.png');
}
var cells;
var b;
var b1;
var b2;
var b3;
var b4;
var b5;
var b6;
var b7;
var b8;
var b9;
var b10;
var c;
var t;
var ball;
var card;
var carrot1;
var carrot2;
var carrot3;
var carrot4;
var carrot5;
var carrot6;
var carrot7;
var carrot8;
var carrot9;
var carrot10;
function create() {
this.ball = game.add.sprite(0, 0, 'ball');
//this.ball = game.add.sprite(0, 0, 'ball');
var f = [null, 'tommy', 'alice', 'mummy', 'tommy', 'alice', 'mummy', 'tommy', 'alice', 'mummy', 'tommy', 'alice', 'mummy', 'tommy', 'alice', 'mummy', 'tommy', 'alice', 'mummy'];
this.card = game.add.sprite(0, 0, 'card');
this.card.rotation = 30;
for (var i = 1; i <= 10; i++) {
this['carrot' + i] = game.add.sprite(0, 0, f[i]);
this.c = game.add.circle(200, 200, 16);
this.b = game.add.aabb(400, 200, 74, 128);
//this['carrot' + i].scale.setTo(0.5, 0.5);
this['b' + i] = game.add.aabb(game.stage.randomX, 200, 50, 50);
}
//this.c = game.add.circle(200, 200, 16);
// pos is center, not upper-left
this.cells = [];
@@ -31,8 +54,10 @@
for (var i = 0; i < 10; i++) {
if (i % 2 == 0) {
tid = Phaser.Physics.TileMapCell.TID_CONCAVEpn;
//tid = Phaser.Physics.TileMapCell.TID_22DEGnnS;
} else {
tid = Phaser.Physics.TileMapCell.TID_CONCAVEnn;
//tid = Phaser.Physics.TileMapCell.TID_22DEGpnS;
}
this.cells.push(game.add.cell(100 + (i * 100), 400, 50, 50, tid));
@@ -57,32 +82,29 @@
fy += 0.2;
}
// update circle
this.c.pos.x = this.c.oldpos.x + Math.min(20, Math.max(-20, this.c.pos.x - this.c.oldpos.x + fx));
this.c.pos.y = this.c.oldpos.y + Math.min(20, Math.max(-20, this.c.pos.y - this.c.oldpos.y + fy));
this.c.IntegrateVerlet();
// update box
this.b.pos.x = this.b.oldpos.x + Math.min(40, Math.max(-40, this.b.pos.x - this.b.oldpos.x + fx));
this.b.pos.y = this.b.oldpos.y + Math.min(40, Math.max(-40, this.b.pos.y - this.b.oldpos.y + fy));
this.b.IntegrateVerlet();
for (var i = 0; i < this.cells.length; i++) {
this.c.CollideCircleVsTile(this.cells[i]);
this.b.CollideAABBVsTile(this.cells[i]);
for (var i = 1; i <= 10; i++) {
this['b' + i].pos.x = this['b' + i].oldpos.x + Math.min(40, Math.max(-40, this['b' + i].pos.x - this['b' + i].oldpos.x + fx));
this['b' + i].pos.y = this['b' + i].oldpos.y + Math.min(40, Math.max(-40, this['b' + i].pos.y - this['b' + i].oldpos.y + fy));
this['b' + i].integrateVerlet();
}
this.c.CollideCircleVsWorldBounds();
this.b.CollideAABBVsWorldBounds();
for (var i = 0; i < this.cells.length; i++) {
for (var ib = 1; ib <= 10; ib++) {
this['b' + ib].collideAABBVsTile(this.cells[i]);
}
}
this.ball.transform.centerOn(this.c.pos.x, this.c.pos.y);
this.card.transform.centerOn(this.b.pos.x, this.b.pos.y);
for (var i = 1; i <= 10; i++) {
this['b' + i].collideAABBVsWorldBounds();
}
for (var i = 1; i <= 10; i++) {
this['carrot' + i].transform.centerOn(this['b' + i].pos.x, this['b' + i].pos.y);
}
//this.ball.transform.centerOn(this.c.pos.x, this.c.pos.y);
}
function render() {
this.c.render(game.stage.context);
this.b.render(game.stage.context);
for (var i = 0; i < this.cells.length; i++) {
this.cells[i].render(game.stage.context);
}
+62 -22
View File
@@ -7,26 +7,51 @@
function preload() {
game.load.image('ball', 'assets/sprites/shinyball.png');
game.load.image('card', 'assets/sprites/mana_card.png');
game.load.image('tommy', 'assets/tommy.png');
game.load.image('alice', 'assets/alice.png');
game.load.image('mummy', 'assets/mummy.png');
}
var cells;
var b: Phaser.Physics.AABB;
var b1: Phaser.Physics.AABB;
var b2: Phaser.Physics.AABB;
var b3: Phaser.Physics.AABB;
var b4: Phaser.Physics.AABB;
var b5: Phaser.Physics.AABB;
var b6: Phaser.Physics.AABB;
var b7: Phaser.Physics.AABB;
var b8: Phaser.Physics.AABB;
var b9: Phaser.Physics.AABB;
var b10: Phaser.Physics.AABB;
var c: Phaser.Physics.Circle;
var t: Phaser.Physics.TileMapCell;
var ball: Phaser.Sprite;
var card: Phaser.Sprite;
var carrot1: Phaser.Sprite;
var carrot2: Phaser.Sprite;
var carrot3: Phaser.Sprite;
var carrot4: Phaser.Sprite;
var carrot5: Phaser.Sprite;
var carrot6: Phaser.Sprite;
var carrot7: Phaser.Sprite;
var carrot8: Phaser.Sprite;
var carrot9: Phaser.Sprite;
var carrot10: Phaser.Sprite;
function create() {
this.ball = game.add.sprite(0, 0, 'ball');
//this.ball = game.add.sprite(0, 0, 'ball');
this.card = game.add.sprite(0, 0, 'card');
this.card.rotation = 30;
var f = [null, 'tommy', 'alice', 'mummy', 'tommy', 'alice', 'mummy', 'tommy', 'alice', 'mummy', 'tommy', 'alice', 'mummy', 'tommy', 'alice', 'mummy', 'tommy', 'alice', 'mummy'];
this.c = game.add.circle(200, 200, 16);
this.b = game.add.aabb(400, 200, 74, 128);
for (var i = 1; i <= 10; i++)
{
this['carrot' + i] = game.add.sprite(0, 0, f[i]);
//this['carrot' + i].scale.setTo(0.5, 0.5);
this['b' + i] = game.add.aabb(game.stage.randomX, 200, 50, 50);
}
//this.c = game.add.circle(200, 200, 16);
// pos is center, not upper-left
this.cells = [];
@@ -38,10 +63,12 @@
if (i % 2 == 0)
{
tid = Phaser.Physics.TileMapCell.TID_CONCAVEpn;
//tid = Phaser.Physics.TileMapCell.TID_22DEGnnS;
}
else
{
tid = Phaser.Physics.TileMapCell.TID_CONCAVEnn;
//tid = Phaser.Physics.TileMapCell.TID_22DEGpnS;
}
this.cells.push(game.add.cell(100 + (i * 100), 400, 50, 50, tid));
@@ -75,33 +102,46 @@
}
// update circle
this.c.pos.x = this.c.oldpos.x + Math.min(20, Math.max(-20, this.c.pos.x - this.c.oldpos.x + fx));
this.c.pos.y = this.c.oldpos.y + Math.min(20, Math.max(-20, this.c.pos.y - this.c.oldpos.y + fy));
this.c.IntegrateVerlet();
//this.c.pos.x = this.c.oldpos.x + Math.min(20, Math.max(-20, this.c.pos.x - this.c.oldpos.x + fx));
//this.c.pos.y = this.c.oldpos.y + Math.min(20, Math.max(-20, this.c.pos.y - this.c.oldpos.y + fy));
//this.c.integrateVerlet();
// update box
this.b.pos.x = this.b.oldpos.x + Math.min(40, Math.max(-40, this.b.pos.x - this.b.oldpos.x + fx));
this.b.pos.y = this.b.oldpos.y + Math.min(40, Math.max(-40, this.b.pos.y - this.b.oldpos.y + fy));
this.b.IntegrateVerlet();
for (var i = 1; i <= 10; i++)
{
this['b' + i].pos.x = this['b' + i].oldpos.x + Math.min(40, Math.max(-40, this['b' + i].pos.x - this['b' + i].oldpos.x + fx));
this['b' + i].pos.y = this['b' + i].oldpos.y + Math.min(40, Math.max(-40, this['b' + i].pos.y - this['b' + i].oldpos.y + fy));
this['b' + i].integrateVerlet();
}
for (var i = 0; i < this.cells.length; i++)
{
this.c.CollideCircleVsTile(this.cells[i]);
this.b.CollideAABBVsTile(this.cells[i]);
//this.c.collideCircleVsTile(this.cells[i]);
for (var ib = 1; ib <= 10; ib++)
{
this['b' + ib].collideAABBVsTile(this.cells[i]);
}
}
this.c.CollideCircleVsWorldBounds();
this.b.CollideAABBVsWorldBounds();
for (var i = 1; i <= 10; i++)
{
this['b' + i].collideAABBVsWorldBounds();
}
this.ball.transform.centerOn(this.c.pos.x, this.c.pos.y);
this.card.transform.centerOn(this.b.pos.x, this.b.pos.y);
//this.c.collideCircleVsWorldBounds();
for (var i = 1; i <= 10; i++)
{
this['carrot' + i].transform.centerOn(this['b' + i].pos.x, this['b' + i].pos.y);
}
//this.ball.transform.centerOn(this.c.pos.x, this.c.pos.y);
}
function render() {
this.c.render(game.stage.context);
this.b.render(game.stage.context);
//this.c.render(game.stage.context);
//this.b.render(game.stage.context);
for (var i = 0; i < this.cells.length; i++)
{
+1 -1
View File
@@ -19442,7 +19442,7 @@ var Phaser;
fy = ty * f;
//b = 1 + BOUNCE;//this bounce constant should be elsewhere, i.e inside the object/tile/etc..
b = 1 + 0.9;
b = 1 + 0.3;
bx = (nx * b);
by = (ny * b);