Much more stable collision, just need to refactor the Tilemap handling - see if I can optimise it a bit too.

This commit is contained in:
Richard Davey
2013-09-23 03:26:08 +01:00
parent bc02a1a05e
commit 257cbe3be8
12 changed files with 517 additions and 360 deletions
+12 -47
View File
@@ -9,8 +9,6 @@ Phaser.Physics.Arcade.Body = function (sprite) {
this.y = sprite.y;
this.preX = sprite.x;
this.preY = sprite.y;
this.lastX = sprite.x;
this.lastY = sprite.y;
// un-scaled original size
this.sourceWidth = sprite.currentFrame.sourceSizeW;
@@ -64,6 +62,9 @@ Phaser.Physics.Arcade.Body = function (sprite) {
this.overlapX = 0;
this.overlapY = 0;
// If a body is overlapping with another body, but neither of them are moving (maybe they spawned on-top of each other?) this is set to true
this.embedded = false;
this.collideWorldBounds = false;
};
@@ -99,6 +100,8 @@ Phaser.Physics.Arcade.Body.prototype = {
this.touching.left = false;
this.touching.right = false;
this.embedded = false;
this.preX = (this.sprite.worldTransform[2] - (this.sprite.anchor.x * this.width)) + this.offset.x;
this.preY = (this.sprite.worldTransform[5] - (this.sprite.anchor.y * this.height)) + this.offset.y;
this.rotation = this.sprite.angle;
@@ -106,12 +109,6 @@ Phaser.Physics.Arcade.Body.prototype = {
this.x = this.preX;
this.y = this.preY;
// There is a bug here in that the worldTransform values are what should be used, otherwise the quadTree gets the wrong rect given to it
// this.x = (this.sprite.x - (this.sprite.anchor.x * this.width)) + this.offset.x;
// this.y = (this.sprite.y - (this.sprite.anchor.y * this.height)) + this.offset.y;
// this.x = (this.sprite.worldTransform[2] - (this.sprite.anchor.x * this.width)) + this.offset.x;
// this.y = (this.sprite.worldTransform[5] - (this.sprite.anchor.y * this.height)) + this.offset.y;
if (this.moves)
{
this.game.physics.updateMotion(this);
@@ -129,51 +126,24 @@ Phaser.Physics.Arcade.Body.prototype = {
this.game.physics.quadTree.insert(this);
}
if (this.allowRotation)
{
this.sprite.angle = this.rotation;
}
},
postUpdate: function () {
if (this.deltaX() != 0)
{
this.sprite.position.x += this.deltaX();
this.sprite.x += this.deltaX();
}
if (this.deltaY() != 0)
{
this.sprite.position.y += this.deltaY();
this.sprite.y += this.deltaY();
}
// this._cache.x = this.x - (this.game.world.camera.x * this.scrollFactor.x);
// this._cache.y = this.y - (this.game.world.camera.y * this.scrollFactor.y);
// if (this.position.x != this._cache.x || this.position.y != this._cache.y)
// {
// this.position.x = this._cache.x;
// this.position.y = this._cache.y;
// this._cache.dirty = true;
// }
// Adjust the sprite based on all of the above, so the x/y coords will be correct going into the State update
// this.sprite.x = this.x - this.offset.x + (this.sprite.anchor.x * this.width);
// this.sprite.y = this.y - this.offset.y + (this.sprite.anchor.y * this.height);
// this.sprite.x = this.x - this.offset.x + (this.sprite.anchor.x * this.width);
// this.sprite.y = this.y - this.offset.y + (this.sprite.anchor.y * this.height);
// if (this.allowRotation)
// {
// this.sprite.angle = this.rotation;
// }
if (this.allowRotation)
{
this.sprite.angle = this.rotation;
}
},
@@ -226,30 +196,25 @@ Phaser.Physics.Arcade.Body.prototype = {
this.angularVelocity = 0;
this.angularAcceleration = 0;
// this.x = (this.sprite.x - (this.sprite.anchor.x * this.width)) + this.offset.x;
// this.y = (this.sprite.y - (this.sprite.anchor.y * this.height)) + this.offset.y;
// this.lastX = this.x;
// this.lastY = this.y;
this.x = (this.sprite.worldTransform[2] - (this.sprite.anchor.x * this.width)) + this.offset.x;
this.y = (this.sprite.worldTransform[5] - (this.sprite.anchor.y * this.height)) + this.offset.y;
this.rotation = this.sprite.angle;
},
deltaAbsX: function () {
// return (this.deltaX() > 0 ? this.deltaX() : -this.deltaX());
return (this.deltaX() > 0 ? this.deltaX() : -this.deltaX());
},
deltaAbsY: function () {
// return (this.deltaY() > 0 ? this.deltaY() : -this.deltaY());
return (this.deltaY() > 0 ? this.deltaY() : -this.deltaY());
},
deltaX: function () {
// return this.x - this.lastX;
return this.x - this.preX;
},
deltaY: function () {
// return this.y - this.lastY;
return this.y - this.preY;
}