diff --git a/Phaser/physics/AABB.js b/Phaser/physics/AABB.js
index c516ea1c..60848be4 100644
--- a/Phaser/physics/AABB.js
+++ b/Phaser/physics/AABB.js
@@ -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;
diff --git a/Phaser/physics/Circle.js b/Phaser/physics/Circle.js
index d5be7a2c..0160a065 100644
--- a/Phaser/physics/Circle.js
+++ b/Phaser/physics/Circle.js
@@ -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;
diff --git a/Phaser/physics/Circle.ts b/Phaser/physics/Circle.ts
index 018da87d..c29952ac 100644
--- a/Phaser/physics/Circle.ts
+++ b/Phaser/physics/Circle.ts
@@ -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);
diff --git a/Phaser/physics/aabb/ProjAABB22Deg.js b/Phaser/physics/aabb/ProjAABB22Deg.js
index 2f9b5688..98cde05f 100644
--- a/Phaser/physics/aabb/ProjAABB22Deg.js
+++ b/Phaser/physics/aabb/ProjAABB22Deg.js
@@ -1,19 +1,110 @@
-var Shapes;
-(function (Shapes) {
+var Phaser;
+(function (Phaser) {
+ (function (Physics) {
+ ///
+ /**
+ * 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 = {}));
diff --git a/Phaser/physics/aabb/ProjAABB45Deg.js b/Phaser/physics/aabb/ProjAABB45Deg.js
index 2f9b5688..8b10da13 100644
--- a/Phaser/physics/aabb/ProjAABB45Deg.js
+++ b/Phaser/physics/aabb/ProjAABB45Deg.js
@@ -1,19 +1,56 @@
-var Shapes;
-(function (Shapes) {
+var Phaser;
+(function (Phaser) {
+ (function (Physics) {
+ ///
+ /**
+ * 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 = {}));
diff --git a/Phaser/physics/aabb/ProjAABB67Deg.js b/Phaser/physics/aabb/ProjAABB67Deg.js
index 2f9b5688..a76e3938 100644
--- a/Phaser/physics/aabb/ProjAABB67Deg.js
+++ b/Phaser/physics/aabb/ProjAABB67Deg.js
@@ -1,19 +1,108 @@
-var Shapes;
-(function (Shapes) {
+var Phaser;
+(function (Phaser) {
+ (function (Physics) {
+ ///
+ /**
+ * 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 = {}));
diff --git a/Phaser/physics/aabb/ProjAABBHalf.js b/Phaser/physics/aabb/ProjAABBHalf.js
index 2f9b5688..fb6cf753 100644
--- a/Phaser/physics/aabb/ProjAABBHalf.js
+++ b/Phaser/physics/aabb/ProjAABBHalf.js
@@ -1,19 +1,57 @@
-var Shapes;
-(function (Shapes) {
+var Phaser;
+(function (Phaser) {
+ (function (Physics) {
+ ///
+ /**
+ * 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 = {}));
diff --git a/Phaser/physics/circle/ProjCircle22Deg.js b/Phaser/physics/circle/ProjCircle22Deg.js
index 2f9b5688..0196cfbe 100644
--- a/Phaser/physics/circle/ProjCircle22Deg.js
+++ b/Phaser/physics/circle/ProjCircle22Deg.js
@@ -1,19 +1,481 @@
-var Shapes;
-(function (Shapes) {
+var Phaser;
+(function (Phaser) {
+ (function (Physics) {
+ ///
+ /**
+ * 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 = {}));
diff --git a/Phaser/physics/circle/ProjCircle67Deg.js b/Phaser/physics/circle/ProjCircle67Deg.js
index 2f9b5688..e71a6696 100644
--- a/Phaser/physics/circle/ProjCircle67Deg.js
+++ b/Phaser/physics/circle/ProjCircle67Deg.js
@@ -1,19 +1,472 @@
-var Shapes;
-(function (Shapes) {
+var Phaser;
+(function (Phaser) {
+ (function (Physics) {
+ ///
+ /**
+ * 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 = {}));
diff --git a/Phaser/physics/circle/ProjCircleHalf.js b/Phaser/physics/circle/ProjCircleHalf.js
index 2f9b5688..bcc49a2e 100644
--- a/Phaser/physics/circle/ProjCircleHalf.js
+++ b/Phaser/physics/circle/ProjCircleHalf.js
@@ -1,19 +1,183 @@
-var Shapes;
-(function (Shapes) {
+var Phaser;
+(function (Phaser) {
+ (function (Physics) {
+ ///
+ /**
+ * 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 = {}));
diff --git a/Tests/Tests.csproj b/Tests/Tests.csproj
index 5d8941e0..b540565d 100644
--- a/Tests/Tests.csproj
+++ b/Tests/Tests.csproj
@@ -264,7 +264,6 @@
sprite bounds.ts
-
ballscroller.ts
diff --git a/Tests/phaser-debug.js b/Tests/phaser-debug.js
index 324fba4b..f7d2d413 100644
--- a/Tests/phaser-debug.js
+++ b/Tests/phaser-debug.js
@@ -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);
diff --git a/Tests/physics/circle 1.js b/Tests/physics/circle 1.js
index ef545478..42932820 100644
--- a/Tests/physics/circle 1.js
+++ b/Tests/physics/circle 1.js
@@ -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);
}
diff --git a/Tests/physics/circle 1.ts b/Tests/physics/circle 1.ts
index af073ad2..f772eb1b 100644
--- a/Tests/physics/circle 1.ts
+++ b/Tests/physics/circle 1.ts
@@ -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++)
{
diff --git a/build/phaser-debug.js b/build/phaser-debug.js
index 324fba4b..f7d2d413 100644
--- a/build/phaser-debug.js
+++ b/build/phaser-debug.js
@@ -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);