Physics integration and a fix to Tween that stopped the repeat/yoyo from working.

This commit is contained in:
Richard Davey
2013-09-03 17:07:05 +01:00
parent bdc1c2ceb9
commit 2fe8a3a0a7
9 changed files with 330 additions and 90 deletions
+7 -7
View File
@@ -27,20 +27,20 @@ Phaser.Physics.Arcade.prototype = {
this._velocityDelta = (this.computeVelocity(body.angularVelocity, body.gravity.x, body.angularAcceleration, body.angularDrag, body.maxAngular) - body.angularVelocity) / 2;
body.angularVelocity += this._velocityDelta;
body.sprite.rotation += body.angularVelocity * this.game.time.elapsed;
body.sprite.rotation += body.angularVelocity * this.game.time.physicsElapsed;
body.angularVelocity += this._velocityDelta;
this._velocityDelta = (this.computeVelocity(body.velocity.x, body.gravity.x, body.acceleration.x, body.drag.x) - body.velocity.x) / 2;
body.velocity.x += this._velocityDelta;
this._delta = body.velocity.x * this.game.time.elapsed;
this._delta = body.velocity.x * this.game.time.physicsElapsed;
body.velocity.x += this._velocityDelta;
body.sprite.x += this._delta;
body._x += this._delta;
this._velocityDelta = (this.computeVelocity(body.velocity.y, body.gravity.y, body.acceleration.y, body.drag.y) - body.velocity.y) / 2;
body.velocity.y += this._velocityDelta;
this._delta = body.velocity.y * this.game.time.elapsed;
this._delta = body.velocity.y * this.game.time.physicsElapsed;
body.velocity.y += this._velocityDelta;
body.sprite.y += this._delta;
body._y += this._delta;
},
@@ -63,11 +63,11 @@ Phaser.Physics.Arcade.prototype = {
if (acceleration !== 0)
{
velocity += (acceleration + gravity) * this.game.time.elapsed;
velocity += (acceleration + gravity) * this.game.time.physicsElapsed;
}
else if (drag !== 0)
{
this._drag = drag * this.game.time.elapsed;
this._drag = drag * this.game.time.physicsElapsed;
if (velocity - this._drag > 0)
{
+138 -9
View File
@@ -2,12 +2,36 @@ Phaser.Physics.Arcade.Body = function (sprite) {
this.sprite = sprite;
this.game = sprite.game;
this.bounds = new Phaser.Rectangle(sprite.x, sprite.y, sprite.currentFrame.sourceSizeW, sprite.currentFrame.sourceSizeH);
this.hitArea = new Phaser.Rectangle(sprite.x, sprite.y, sprite.currentFrame.sourceSizeW, sprite.currentFrame.sourceSizeH);
this.offset = new Phaser.Point;
this._w = sprite.width;
this._h = sprite.height;
this.width = this.hitArea.width;
this.height = this.hitArea.height;
this._sx = sprite.scale.x;
this._sy = sprite.scale.y;
this.velocity = new Phaser.Point;
this.acceleration = new Phaser.Point;
this.drag = new Phaser.Point;
this.gravity = new Phaser.Point;
this.bounce = new Phaser.Point;
this.maxVelocity = new Phaser.Point(10000, 10000);
this.angularVelocity = 0;
this.angularAcceleration = 0;
this.angularDrag = 0;
this.maxAngular = 1000;
this.mass = 1;
this.touching = 0;
this.wasTouching = 0;
this.allowCollisions = 1;
this._x = sprite.x;
this._y = sprite.y;
this._ox = sprite.x;
this._oy = sprite.y;
};
@@ -15,15 +39,120 @@ Phaser.Physics.Arcade.Body.prototype = {
sprite: null,
game: null,
bounds: null,
hitArea: null,
update: function () {
update: function (x, y, scaleX, scaleY) {
this.bounds.x = this.sprite.x - (this.sprite.anchor.x * (this.offset.x * this.sprite.scale.x));
this.bounds.y = this.sprite.y - (this.sprite.anchor.y * (this.offset.y * this.sprite.scale.y));
this.bounds.width = this._w * this.sprite.scale.x;
this.bounds.height = this._h * this.sprite.scale.y;
if (scaleX != this._sx || scaleY != this._sy)
{
this.hitArea.width = this.width * scaleX;
this.hitArea.height = this.height * scaleY;
this._sx = scaleX;
this._sy = scaleY;
}
this.hitArea.centerX = x;
this.hitArea.centerY = y;
// this._ox = x;
// this._oy = y;
},
updateMotion: function () {
this._ox = this._x;
this._oy = this._y;
this.game.physics.updateMotion(this);
// delta force - _x and _y now contain the new positions, so work out the deltas
// separation and stuff happens here
},
postUpdate: function () {
sprite.x = this._x;
sprite.y = this._y;
},
setSize: function (width, height) {
this.width = width;
this.height = height;
this.hitArea.width = this.width * scaleX;
this.hitArea.height = this.height * scaleY;
},
hullWidth: function () {
if (this.deltaX > 0)
{
return this.hitArea.width + this.deltaX;
}
else
{
return this.hitArea.width - this.deltaX;
}
},
hullHeight: function () {
if (this.deltaY > 0)
{
return this.hitArea.height + this.deltaY;
}
else
{
return this.hitArea.height - this.deltaY;
}
},
hullX: function () {
if (this._x < this._ox)
{
return this._x;
}
else
{
return this._ox;
}
},
hullY: function () {
if (this._y < this._oy)
{
return this._y;
}
else
{
return this._oy;
}
},
deltaXAbs: function () {
return (this.deltaX > 0 ? this.deltaX : -this.deltaX);
},
deltaYAbs: function () {
return (this.deltaY > 0 ? this.deltaY : -this.deltaY);
},
deltaX: function () {
return this._x - this._ox;
},
deltaY: function () {
return this._y - this._oy;
}
};