Sprite vs. Sprite Group Body Tests.

This commit is contained in:
photonstorm
2014-02-03 04:09:45 +00:00
parent 33d47cf9e9
commit 3488880956
7 changed files with 497 additions and 53 deletions
+1
View File
@@ -189,6 +189,7 @@ Updates:
* Phaser.Math.max added as the opposite of Math.min.
* Phaser.Math.minProperty and maxProperty added. Like Math.min/max but can be given a property an an array or list of objects to inspect.
* Added 'full' paramter to Body.reset, allowing you to control if motion or all data is reset or not.
* Exposed Group.pivot and Sprite.pivot to allow you to directly set the pivot points for rotation.
Bug Fixes:
+14 -5
View File
@@ -1,5 +1,5 @@
var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update });
var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render });
function preload() {
@@ -106,10 +106,10 @@ function createAliens () {
aliens.y = 50;
// All this does is basically start the invaders moving. Notice we're moving the Group they belong to, rather than the invaders directly.
// var tween = game.add.tween(aliens).to( { x: 200 }, 2000, Phaser.Easing.Linear.None, true, 0, 1000, true);
var tween = game.add.tween(aliens).to( { x: 200 }, 2000, Phaser.Easing.Linear.None, true, 0, 1000, true);
// When the tween completes it calls descend, before looping again
// tween.onComplete.add(descend, this);
tween.onComplete.add(descend, this);
}
function setupInvader (invader) {
@@ -155,8 +155,8 @@ function update() {
}
// Run collision
// game.physics.collide(bullets, aliens, collisionHandler, null, this);
// game.physics.collide(enemyBullets, player, enemyHitsPlayer, null, this);
game.physics.collide(bullets, aliens, collisionHandler, null, this);
game.physics.collide(enemyBullets, player, enemyHitsPlayer, null, this);
}
@@ -293,3 +293,12 @@ function restart () {
stateText.visible = false;
}
function render() {
for (var i = 0; i < aliens._container.children.length; i++)
{
game.debug.renderPhysicsBody(aliens._container.children[i].body);
}
}
+12 -13
View File
@@ -2,12 +2,6 @@
var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render });
var robot;
var eye;
var body;
var leftArm;
var rightArm;
var leftLeg;
var rightLeg;
function preload() {
@@ -26,19 +20,24 @@ function create() {
// Robot itself, you can subclass group class in a real game.
robot = game.add.group();
robot.x = 300;
robot.y = 200;
robot.pivot.x = 300;
robot.pivot.y = 300;
// Robot components.
leftArm = robot.create(90, 175, 'arm-l');
rightArm = robot.create(549, 175, 'arm-r');
leftLeg = robot.create(270, 325, 'leg-l');
rightLeg = robot.create(410, 325, 'leg-r');
body = robot.create(219, 32, 'body');
eye = robot.create(335, 173,'eye');
robot.create(90, 175, 'arm-l');
robot.create(549, 175, 'arm-r');
robot.create(270, 325, 'leg-l');
robot.create(410, 325, 'leg-r');
robot.create(219, 32, 'body');
robot.create(335, 173,'eye');
}
function update() {
// Change parent's rotation to change all the childs.
robot.rotation += 0.02;
}
+331
View File
@@ -0,0 +1,331 @@
var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render });
function preload() {
game.load.image('bullet', 'assets/games/invaders/bullet.png');
game.load.image('enemyBullet', 'assets/games/invaders/enemy-bullet.png');
game.load.spritesheet('invader', 'assets/games/invaders/invader32x32x4.png', 32, 32);
game.load.image('ship', 'assets/games/invaders/player.png');
game.load.spritesheet('kaboom', 'assets/games/invaders/explode.png', 128, 128);
game.load.image('starfield', 'assets/games/invaders/starfield.png');
game.load.image('background', 'assets/games/starstruck/background2.png');
}
var player;
var aliens;
var bullets;
var bulletTime = 0;
var cursors;
var fireButton;
var explosions;
var starfield;
var score = 0;
var scoreString = '';
var scoreText;
var lives;
var enemyBullet;
var firingTimer = 0;
var stateText;
var livingEnemies = [];
var bob;
function create() {
$('#step').click(function(){
console.log('---- STEP', game.stepCount, '-------------------------------');
game.step();
});
game.enableStep();
// The scrolling starfield background
// starfield = game.add.tileSprite(0, 0, 800, 600, 'starfield');
// Our bullet group
// bullets = game.add.group();
// bullets.createMultiple(30, 'bullet');
// bullets.setAll('anchor.x', 0.5);
// bullets.setAll('anchor.y', 1);
// bullets.setAll('outOfBoundsKill', true);
// The enemy's bullets
// enemyBullets = game.add.group();
// enemyBullets.createMultiple(30, 'enemyBullet');
// enemyBullets.setAll('anchor.x', 0.5);
// enemyBullets.setAll('anchor.y', 1);
// enemyBullets.setAll('outOfBoundsKill', true);
// The hero!
// player = game.add.sprite(400, 500, 'ship');
// player.anchor.setTo(0.5, 0.5);
// The baddies!
aliens = game.add.group();
createAliens();
// The score
// scoreString = 'Score : ';
// scoreText = game.add.text(10, 10, scoreString + score, { fontSize: '34px', fill: '#fff' });
// Lives
// lives = game.add.group();
// game.add.text(game.world.width - 100, 10, 'Lives : ', { fontSize: '34px', fill: '#fff' });
// Text
// stateText = game.add.text(game.world.centerX,game.world.centerY,'', { fontSize: '84px', fill: '#fff' });
// stateText.anchor.setTo(0.5, 0.5);
// stateText.visible = false;
// for (var i = 0; i < 3; i++)
// {
// var ship = lives.create(game.world.width - 100 + (30 * i), 60, 'ship');
// ship.anchor.setTo(0.5, 0.5);
// ship.angle = 90;
// ship.alpha = 0.4;
// }
// An explosion pool
// explosions = game.add.group();
// explosions.createMultiple(30, 'kaboom');
// explosions.forEach(setupInvader, this);
// And some controls to play the game with
cursors = game.input.keyboard.createCursorKeys();
// fireButton = game.input.keyboard.addKey(Phaser.Keyboard.SPACEBAR);
}
function createAliens () {
/*
for (var y = 0; y < 4; y++)
{
for (var x = 0; x < 10; x++)
{
var alien = aliens.create(x * 48, y * 50, 'invader');
alien.anchor.setTo(0.5, 0.5);
alien.animations.add('fly', [ 0, 1, 2, 3 ], 20, true);
alien.play('fly');
}
}
*/
bob = aliens.create(48, 50, 'invader');
bob.debug = true;
aliens.x = 100;
aliens.y = 50;
// All this does is basically start the invaders moving. Notice we're moving the Group they belong to, rather than the invaders directly.
// var tween = game.add.tween(aliens).to( { x: 200 }, 2000, Phaser.Easing.Linear.None, true, 0, 1000, true);
// When the tween completes it calls descend, before looping again
// tween.onComplete.add(descend, this);
}
function setupInvader (invader) {
invader.anchor.x = 0.5;
invader.anchor.y = 0.5;
invader.animations.add('kaboom');
}
function descend() {
console.log('descend');
aliens.y += 10;
}
function update() {
aliens.x += 1;
// bob.body.velocity.x = 100;
// Scroll the background
// starfield.tilePosition.y += 2;
// Reset the player, then check for movement keys
/*
player.body.velocity.setTo(0, 0);
if (cursors.left.isDown)
{
player.body.velocity.x = -200;
}
else if (cursors.right.isDown)
{
player.body.velocity.x = 200;
}
// Firing?
if (fireButton.isDown)
{
fireBullet();
}
if (game.time.now > firingTimer)
{
enemyFires();
}
// Run collision
game.physics.collide(bullets, aliens, collisionHandler, null, this);
game.physics.collide(enemyBullets, player, enemyHitsPlayer, null, this);
*/
}
/*
function collisionHandler (bullet, alien) {
// When a bullet hits an alien we kill them both
bullet.kill();
alien.kill();
// Increase the score
score += 20;
scoreText.content = scoreString + score;
// And create an explosion :)
var explosion = explosions.getFirstDead();
explosion.reset(alien.body.x, alien.body.y);
explosion.play('kaboom', 30, false, true);
if (aliens.countLiving() == 0)
{
score += 1000;
scoreText.content = scoreString + score;
enemyBullets.callAll('kill',this);
stateText.content = " You Won, \n Click to restart";
stateText.visible = true;
//the "click to restart" handler
game.input.onTap.addOnce(restart,this);
}
}
function enemyHitsPlayer (player,bullet) {
bullet.kill();
live = lives.getFirstAlive();
if (live)
{
live.kill();
}
// And create an explosion :)
var explosion = explosions.getFirstDead();
explosion.reset(player.body.x, player.body.y);
explosion.play('kaboom', 30, false, true);
// When the player dies
if (lives.countLiving() < 1)
{
player.kill();
enemyBullets.callAll('kill');
stateText.content=" GAME OVER \n Click to restart";
stateText.visible = true;
//the "click to restart" handler
game.input.onTap.addOnce(restart,this);
}
}
function enemyFires () {
// Grab the first bullet we can from the pool
enemyBullet = enemyBullets.getFirstExists(false);
livingEnemies.length=0;
aliens.forEachAlive(function(alien){
// put every living enemy in an array
livingEnemies.push(alien);
});
if (enemyBullet && livingEnemies.length > 0)
{
var random=game.rnd.integerInRange(0,livingEnemies.length);
// randomly select one of them
var shooter=livingEnemies[random];
// And fire the bullet from this enemy
enemyBullet.reset(shooter.body.x, shooter.body.y);
game.physics.moveToObject(enemyBullet,player,120);
firingTimer = game.time.now + 2000;
}
}
function fireBullet () {
// To avoid them being allowed to fire too fast we set a time limit
if (game.time.now > bulletTime)
{
// Grab the first bullet we can from the pool
bullet = bullets.getFirstExists(false);
if (bullet)
{
// And fire it
bullet.reset(player.x, player.y + 8);
bullet.body.velocity.y = -400;
bulletTime = game.time.now + 200;
}
}
}
function resetBullet (bullet) {
// Called if the bullet goes out of the screen
bullet.kill();
}
function restart () {
// A new level starts
//resets the life count
lives.callAll('revive');
// And brings the aliens back from the dead :)
aliens.removeAll();
createAliens();
//revives the player
player.revive();
//hides the text
stateText.visible = false;
}
*/
function render() {
for (var i = 0; i < aliens._container.children.length; i++)
{
game.debug.renderPhysicsBody(aliens._container.children[i].body);
}
}
+21 -15
View File
@@ -96,6 +96,11 @@ Phaser.Group = function (game, parent, name, useStage) {
*/
this.scale = this._container.scale;
/**
* @property {Phaser.Point} pivot - The pivot point of the Group container.
*/
this.pivot = this._container.pivot;
/**
* The cursor is a simple way to iterate through the objects in a Group using the Group.next and Group.previous functions.
* The cursor is set to the first child added to the Group and doesn't change unless you call next, previous or set it directly with Group.cursor.
@@ -164,14 +169,14 @@ Phaser.Group.prototype = {
{
child.group = this;
this._container.addChild(child);
child.updateTransform();
if (child.events)
{
child.events.onAddedToGroup.dispatch(child, this);
}
this._container.addChild(child);
child.updateTransform();
}
if (this.cursor === null)
@@ -209,14 +214,14 @@ Phaser.Group.prototype = {
{
child.group = this;
this._container.addChildAt(child, index);
child.updateTransform();
if (child.events)
{
child.events.onAddedToGroup.dispatch(child, this);
}
this._container.addChildAt(child, index);
child.updateTransform();
}
if (this.cursor === null)
@@ -265,15 +270,15 @@ Phaser.Group.prototype = {
child.visible = exists;
child.alive = exists;
this._container.addChild(child);
child.updateTransform();
if (child.events)
{
child.events.onAddedToGroup.dispatch(child, this);
}
this._container.addChild(child);
child.updateTransform();
if (this.cursor === null)
{
this.cursor = child;
@@ -307,14 +312,15 @@ Phaser.Group.prototype = {
child.visible = exists;
child.alive = exists;
this._container.addChild(child);
child.updateTransform();
if (child.events)
{
child.events.onAddedToGroup.dispatch(child, this);
}
this._container.addChild(child);
child.updateTransform();
if (this.cursor === null)
{
this.cursor = child;
+64 -1
View File
@@ -209,6 +209,7 @@ Phaser.Sprite = function (game, x, y, key, frame) {
*/
this._cache = {
fresh: true,
dirty: false,
// Transform cache
@@ -376,6 +377,8 @@ Phaser.Sprite = function (game, x, y, key, frame) {
*/
this.debug = false;
// this.events.onAddedToGroup.add(this.initGroup, this);
this.updateCache();
this.updateBounds();
@@ -389,6 +392,18 @@ Phaser.Sprite = function (game, x, y, key, frame) {
Phaser.Sprite.prototype = Object.create(PIXI.Sprite.prototype);
Phaser.Sprite.prototype.constructor = Phaser.Sprite;
/*
Phaser.Sprite.prototype.initGroup = function() {
// this.world.setTo(this.parent.position.x + this.x, this.parent.position.y + this.y);
// console.log('Sprite initGroup', this.world);
console.log('Sprite initGroup', this.group.x, this.group.y);
}
*/
/**
* Automatically called by World.preUpdate. Handles cache updates, lifespan checks, animation updates and physics updates.
*
@@ -397,6 +412,34 @@ Phaser.Sprite.prototype.constructor = Phaser.Sprite;
*/
Phaser.Sprite.prototype.preUpdate = function() {
if (this._cache.fresh)
{
this.world.setTo(this.parent.position.x + this.x, this.parent.position.y + this.y);
this.worldTransform[2] = this.world.x;
this.worldTransform[5] = this.world.y;
console.log('Sprite initGroup', this.world);
// console.log('Sprite initGroup', this.group.x, this.group.y);
// console.log('Sprite initGroup', this.parent.position);
this._cache.fresh = false;
if (this.body)
{
this.body.x = (this.world.x - (this.anchor.x * this.width)) + this.body.offset.x;
this.body.y = (this.world.y - (this.anchor.y * this.height)) + this.body.offset.y;
// this.body.preUpdate();
this.body.preX = this.body.x;
this.body.preY = this.body.y;
}
return;
}
if (this.debug)
{
console.log('Sprite preUpdate', this.parent.worldTransform[2], this.parent.worldTransform[5], 'LT', this.parent.localTransform[2], this.parent.localTransform[5], 'xy', this.parent.position.x, this.parent.position.y);
console.log('Sprite preUpdate', this.x, this.y, 'world', this.world.x, this.world.y);
}
if (!this.exists || (this.group && !this.group.exists))
{
this.renderOrderID = -1;
@@ -455,6 +498,11 @@ Phaser.Sprite.prototype.updateCache = function() {
this._cache.prevX = this.world.x;
this._cache.prevY = this.world.y;
if (this.debug)
{
console.log('Sprite updateCache', this._cache.prevX, this._cache.prevY);
}
if (this.fixedToCamera)
{
this.x = this.game.camera.view.x + this.cameraOffset.x;
@@ -677,10 +725,19 @@ Phaser.Sprite.prototype.postUpdate = function() {
if (this.exists)
{
// The sprite is positioned in this call, after taking into consideration motion updates and collision
if (this.body)
{
this.body.postUpdate();
console.log('Sprite postUpdate wt', this.worldTransform[2], this.worldTransform[5], 'xy', this.x, this.y);
// this._cache.x = this.x;
// this._cache.y = this.y;
// this.position.x = this._cache.x;
// this.position.y = this._cache.y;
// this.world.setTo(this.game.camera.x + this.worldTransform[2], this.game.camera.y + this.worldTransform[5]);
}
if (this.fixedToCamera)
@@ -698,6 +755,12 @@ Phaser.Sprite.prototype.postUpdate = function() {
this.position.x = this._cache.x;
this.position.y = this._cache.y;
if (this.debug)
{
console.log('Sprite postUpdate delta', this.deltaX, this.deltaY, 'prev', this._cache.prevX, this._cache.prevY);
}
}
};
+54 -19
View File
@@ -477,13 +477,26 @@ Phaser.Physics.Arcade.Body.prototype = {
*/
preUpdate: function () {
// this.preX = this.x;
// this.preY = this.y;
// this.preRotation = this.sprite.angle;
// If the GROUP is moving, then this doesn't work!!!
this.x = (this.sprite.x - (this.sprite.anchor.x * this.sprite.width)) + this.offset.x;
this.y = (this.sprite.y - (this.sprite.anchor.y * this.sprite.height)) + this.offset.y;
// If the SPRITE is moving, but in a Group, this doesn't work!!!
// this.x = (this.sprite.world.x - (this.sprite.anchor.x * this.sprite.width)) + this.offset.x;
// this.y = (this.sprite.world.y - (this.sprite.anchor.y * this.sprite.height)) + this.offset.y;
// I think I need to record both the world AND local X/Y values and decide if they should update?
this.rotation = this.preRotation;
this.preX = this.x;
this.preY = this.y;
this.preRotation = this.sprite.angle;
this.x = (this.sprite.world.x - (this.sprite.anchor.x * this.sprite.width)) + this.offset.x;
this.y = (this.sprite.world.y - (this.sprite.anchor.y * this.sprite.height)) + this.offset.y;
this.rotation = this.preRotation;
if (this.sprite.scale.x !== this._sx || this.sprite.scale.y !== this._sy)
{
@@ -492,9 +505,15 @@ Phaser.Physics.Arcade.Body.prototype = {
if (this.sprite.debug)
{
console.log('Body preUpdate x:', this.x, 'y:', this.y, 'left:', this.left, 'right:', this.right, 'WAS', this.preX, this.preY);
console.log('Body preUpdate blocked:', this.blocked, this.blockFlags);
console.log('Body preUpdate velocity:', this.velocity.x, this.velocity.y);
console.log('Body preUpdate x:', this.x, 'y:', this.y);
console.log('Body preUpdate Sprite x:', this.sprite.x, 'y:', this.sprite.y);
console.log('Body preUpdate Sprite world:', this.sprite.world.x, 'y:', this.sprite.world.y);
// console.log('Body preUpdate Sprite position:', this.sprite.position.x, 'y:', this.sprite.position.y);
// console.log('Body preUpdate Sprite localTransform:', this.sprite.localTransform[2], 'y:', this.sprite.localTransform[5]);
// console.log('Body preUpdate Sprite worldTransform:', this.sprite.worldTransform[2], 'y:', this.sprite.worldTransform[5]);
// console.log('Body preUpdate x:', this.x, 'y:', this.y, 'left:', this.left, 'right:', this.right, 'WAS', this.preX, this.preY);
// console.log('Body preUpdate blocked:', this.blocked, this.blockFlags);
// console.log('Body preUpdate velocity:', this.velocity.x, this.velocity.y);
// console.log('Body preUpdate rotation:', this.rotation, this.preRotation);
}
@@ -1305,24 +1324,40 @@ if (this.sprite.debug)
this.facing = Phaser.DOWN;
}
if (this.sprite.debug)
{
// console.log('Body postUpdate x:', this.x, 'y:', this.y, 'left:', this.left, 'right:', this.right, 'WAS', this.preX, this.preY);
// console.log('Body postUpdate blocked:', this.blocked, this.blockFlags);
// console.log('Body postUpdate velocity:', this.velocity.x, this.velocity.y);
// console.log('Body postUpdate Sprite:', this.sprite.x, this.sprite.y, 'cached', this.sprite._cache.x, this.sprite._cache.y);
console.log('Body postUpdate Rotation:', this.rotation);
}
if (this.deltaX() !== 0 || this.deltaY() !== 0)
if (this.sprite.debug)
{
this.sprite.worldTransform[2] = this.sprite.x = (this.x + (this.sprite.anchor.x * this.sprite.width) - this.offset.x);
this.sprite.worldTransform[5] = this.sprite.y = (this.y + (this.sprite.anchor.y * this.sprite.height) - this.offset.y);
// Temp. Debugging Stuff
// console.log('Body postUpdate x:', this.x, 'y:', this.y, 'left:', this.left, 'right:', this.right, 'WAS', this.preX, this.preY);
// console.log('Body postUpdate blocked:', this.blocked, this.blockFlags);
// console.log('Body postUpdate velocity:', this.velocity.x, this.velocity.y);
// console.log('Body postUpdate delta:', this.deltaX(), this.deltaY());
// console.log('Body postUpdate Sprite:', this.sprite.x, this.sprite.y, 'cached', this.sprite._cache.x, this.sprite._cache.y);
// console.log('Body postUpdate Rotation:', this.rotation);
// console.log('Body postUpdate Sprite x:', this.sprite.x, 'y:', this.sprite.y);
// console.log('Body postUpdate Sprite world:', this.sprite.world.x, 'y:', this.sprite.world.y);
// console.log('Body postUpdate Sprite position:', this.sprite.position.x, 'y:', this.sprite.position.y);
// console.log('Body postUpdate Sprite localTransform:', this.sprite.localTransform[2], 'y:', this.sprite.localTransform[5]);
// console.log('Body postUpdate Sprite worldTransform:', this.sprite.worldTransform[2], 'y:', this.sprite.worldTransform[5]);
}
if (this.preX !== this.x || this.preY !== this.y)
{
console.log('BoDY APPLIED', this.x, this.y, 'pre', this.preX, this.preY);
// this.sprite.x = (this.x + (this.sprite.anchor.x * this.sprite.width) - this.offset.x);
// this.sprite.y = (this.y + (this.sprite.anchor.y * this.sprite.height) - this.offset.y);
this.sprite.x = (this.x + (this.sprite.anchor.x * this.sprite.width) - this.offset.x);
this.sprite.y = (this.y + (this.sprite.anchor.y * this.sprite.height) - this.offset.y);
// this.sprite.position.x = this.sprite.x = this.x + (this.sprite.anchor.x * this.sprite.width) - this.offset.x;
// this.sprite.position.y = this.sprite.y = this.y + (this.sprite.anchor.y * this.sprite.height) - this.offset.y;
}
if (this.allowRotation && this.deltaZ() !== 0)
{
// this.sprite.angle += this.deltaZ();
this.sprite.angle += this.deltaZ();
}
if (this.sprite.scale.x !== this._sx || this.sprite.scale.y !== this._sy)