More physics tweaks.

This commit is contained in:
photonstorm
2014-01-15 03:17:26 +00:00
parent 88ef644d47
commit 651737fdd0
4 changed files with 520 additions and 107 deletions
+245
View File
@@ -0,0 +1,245 @@
var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render });
function preload() {
game.load.image('chunk', 'assets/sprites/chunk.png');
game.load.image('arrow', 'assets/sprites/asteroids_ship.png');
game.load.image('p', 'assets/sprites/mushroom2.png');
game.load.image('ball', 'assets/sprites/shinyball.png');
}
var sprite;
var sprite2;
var track;
var bmd;
function create() {
game.stage.backgroundColor = '#124184';
bmd = game.add.bitmapData(800, 600);
bmd.fillStyle('#ffffff');
var bg = game.add.sprite(0, 0, bmd);
bg.body.moves = false;
test8();
}
// gravity into floor jiggle
function test8() {
game.physics.gravity.y = 150;
sprite = game.add.sprite(400, 600-100, 'ball');
sprite.body.moves = false;
sprite.body.collideWorldBounds = true;
sprite.body.bounce.setTo(0.8, 0.8);
sprite2 = game.add.sprite(500, 100, 'ball');
sprite2.body.collideWorldBounds = true;
sprite2.body.bounce.setTo(0.5, 0.5);
// sprite2.body.friction = 0.1;
// sprite2.body.canSleep = true;
track = sprite2;
game.input.onDown.add(launch8, this);
}
function launch8() {
sprite.body.velocity.y = -200;
// sprite2.body.velocity.y = 200;
}
// both sprites are shot into each other vertically
function test7() {
// game.physics.gravity.y = 50;
sprite = game.add.sprite(400, 600, 'ball');
sprite.body.collideWorldBounds = true;
sprite.body.bounce.setTo(0.8, 0.8);
sprite2 = game.add.sprite(400, 100, 'ball');
sprite2.body.collideWorldBounds = true;
sprite2.body.bounce.setTo(0.8, 0.8);
track = sprite2;
game.input.onDown.add(launch7, this);
}
function launch7() {
sprite.body.velocity.y = -200;
// sprite2.body.velocity.y = 200;
}
// sprite is on the bottom, blocked by the world bounds, sprite2 falls onto it via gravity only
function test6() {
game.physics.gravity.y = 100;
sprite = game.add.sprite(380, 600, 'p');
sprite.body.collideWorldBounds = true;
sprite2 = game.add.sprite(400, 100, 'ball');
sprite2.body.collideWorldBounds = true;
sprite2.body.bounce.setTo(0.8, 0.8);
track = sprite2;
}
// sprite is on the bottom, blocked by the world bounds, sprite2 falls onto it
function test5() {
game.physics.gravity.y = 50;
sprite = game.add.sprite(400, 600, 'ball');
sprite.body.collideWorldBounds = true;
sprite2 = game.add.sprite(400, 100, 'ball');
sprite2.body.collideWorldBounds = true;
sprite2.body.bounce.setTo(0.8, 0.8);
track = sprite2;
game.input.onDown.add(launch5, this);
}
function launch5() {
sprite2.body.velocity.y = 200;
}
// bounce both sprites into each other, one with lots less velocity - checking newtons craddle approach
function test4() {
game.physics.gravity.y = 100;
sprite = game.add.sprite(780, 400, 'ball');
sprite.body.collideWorldBounds = true;
sprite.body.bounce.setTo(0.8, 0.8);
sprite2 = game.add.sprite(0, 400, 'ball');
sprite2.body.collideWorldBounds = true;
sprite2.body.bounce.setTo(0.8, 0.8);
track = sprite2;
game.input.onDown.add(launch4, this);
}
function launch4() {
sprite.body.velocity.x = 70;
sprite2.body.velocity.x = -250;
}
// bounce both sprites into each other, identical bounce + velocity
function test3() {
game.physics.gravity.y = 100;
sprite = game.add.sprite(780, 400, 'p');
sprite.body.collideWorldBounds = true;
sprite.body.bounce.setTo(0.8, 0.8);
sprite2 = game.add.sprite(0, 400, 'p');
sprite2.body.collideWorldBounds = true;
sprite2.body.bounce.setTo(0.8, 0.8);
track = sprite2;
game.input.onDown.add(launch3, this);
}
function launch3() {
sprite.body.velocity.x = 225;
sprite2.body.velocity.x = -225;
}
// sprite is on the right, blocked by the world bounds, sprite2 bounces into it
function test2() {
game.physics.gravity.y = 100;
sprite = game.add.sprite(780, 400, 'p');
sprite.body.collideWorldBounds = true;
sprite2 = game.add.sprite(0, 400, 'p');
sprite2.body.collideWorldBounds = true;
sprite2.body.bounce.setTo(0.8, 0.8);
track = sprite2;
game.input.onDown.add(launch2, this);
}
function launch2() {
sprite2.body.velocity.x = -225;
}
// sprite is on the left, blocked by the world bounds, sprite2 bounces into it
function test1() {
game.physics.gravity.y = 100;
sprite = game.add.sprite(0, 400, 'p');
sprite.body.collideWorldBounds = true;
sprite2 = game.add.sprite(700, 400, 'p');
sprite2.body.collideWorldBounds = true;
sprite2.body.bounce.setTo(0.8, 0.8);
track = sprite2;
game.input.onDown.add(launch1, this);
}
function launch1() {
sprite2.body.velocity.x = -225;
}
function update() {
game.physics.collide(sprite, sprite2);
// sprite.rotation = sprite.body.angle;
bmd.fillStyle('#ffff00');
bmd.fillRect(track.body.center.x, track.body.center.y, 2, 2);
}
function render() {
game.debug.renderBodyInfo(sprite, 16, 24);
game.debug.renderBodyInfo(sprite2, 16, 190);
}
+164 -28
View File
@@ -177,6 +177,7 @@ Phaser.Physics.Arcade.prototype = {
// If you're wondering why the velocity is halved and applied twice, read this: http://www.niksula.hut.fi/~hkankaan/Homepages/gravity.html
// World gravity is allowed
if (body.allowGravity)
{
this._gravityX = this.gravity.x + body.gravity.x;
@@ -188,6 +189,17 @@ Phaser.Physics.Arcade.prototype = {
this._gravityY = body.gravity.y;
}
// Don't apply gravity to any body that is blocked
if ((this._gravityX < 0 && body.blocked.left) || (this._gravityX > 0 && body.blocked.right))
{
this._gravityX = 0;
}
if ((this._gravityY < 0 && body.blocked.up) || (this._gravityY > 0 && body.blocked.down))
{
this._gravityY = 0;
}
// Rotation
if (body.allowRotation)
{
@@ -638,30 +650,92 @@ Phaser.Physics.Arcade.prototype = {
if (!body1.immovable && !body2.immovable)
{
this._overlap *= 0.5;
body1.overlapX = this._overlap;
body2.overlapX = this._overlap;
// If either of the bodies are blocked on either side then we don't exchange velocity but treat it like an immovable collision
if (body1.blocked.left || body1.blocked.right)
{
if (body1.blocked.left && body2.deltaX() < 0)
{
body2.x += this._overlap;
body2.velocity.x *= -body2.bounce.x;
}
else if (body1.blocked.right && body2.deltaX() > 0)
{
body2.x -= this._overlap;
body2.velocity.x *= -body2.bounce.x;
}
}
else if (body2.blocked.left || body2.blocked.right)
{
if (body2.blocked.left && body1.deltaX() < 0)
{
body1.x += this._overlap;
body1.velocity.x *= -body1.bounce.x;
}
else if (body2.blocked.right && body1.deltaX() > 0)
{
body1.x -= this._overlap;
body1.velocity.x *= -body1.bounce.x;
}
}
else
{
// Exchange velocities
this._overlap *= 0.5;
body1.overlapX = this._overlap;
body2.overlapX = this._overlap;
body1.x = body1.x - this._overlap;
body2.x += this._overlap;
this._newVelocity1 = Math.sqrt((this._velocity2 * this._velocity2 * body2.mass) / body1.mass) * ((this._velocity2 > 0) ? 1 : -1);
this._newVelocity2 = Math.sqrt((this._velocity1 * this._velocity1 * body1.mass) / body2.mass) * ((this._velocity1 > 0) ? 1 : -1);
this._average = (this._newVelocity1 + this._newVelocity2) * 0.5;
this._newVelocity1 -= this._average;
this._newVelocity2 -= this._average;
this._newVelocity1 = Math.sqrt((this._velocity2 * this._velocity2 * body2.mass) / body1.mass) * ((this._velocity2 > 0) ? 1 : -1);
this._newVelocity2 = Math.sqrt((this._velocity1 * this._velocity1 * body1.mass) / body2.mass) * ((this._velocity1 > 0) ? 1 : -1);
this._average = (this._newVelocity1 + this._newVelocity2) * 0.5;
this._newVelocity1 -= this._average;
this._newVelocity2 -= this._average;
if (body1.deltaX() < 0)
{
body1.x += this._overlap;
}
else
{
body1.x -= this._overlap;
}
body1.velocity.x = this._average + this._newVelocity1 * body1.bounce.x;
body2.velocity.x = this._average + this._newVelocity2 * body2.bounce.x;
if (body2.deltaX() < 0)
{
body2.x += this._overlap;
}
else
{
body2.x -= this._overlap;
}
body1.velocity.x = this._average + this._newVelocity1 * body1.bounce.x;
body2.velocity.x = this._average + this._newVelocity2 * body2.bounce.x;
}
}
else if (!body1.immovable)
{
body1.x = body1.x - this._overlap;
if (body1.deltaX() < 0)
{
body1.x += this._overlap;
}
else
{
body1.x -= this._overlap;
}
body1.velocity.x = this._velocity2 - this._velocity1 * body1.bounce.x;
}
else if (!body2.immovable)
{
body2.x += this._overlap;
if (body2.deltaX() < 0)
{
body2.x += this._overlap;
}
else
{
body2.x -= this._overlap;
}
body2.velocity.x = this._velocity1 - this._velocity2 * body2.bounce.x;
}
}
@@ -722,25 +796,79 @@ Phaser.Physics.Arcade.prototype = {
if (!body1.immovable && !body2.immovable)
{
this._overlap *= 0.5;
body1.overlapY = this._overlap;
body2.overlapY = this._overlap;
// If either of the bodies are blocked on either side then we don't exchange velocity but treat it like an immovable collision
if (body1.blocked.up || body1.blocked.down)
{
if (body1.blocked.up && body2.deltaY() < 0)
{
body2.y += this._overlap;
body2.velocity.y *= -body2.bounce.y;
}
else if (body1.blocked.down && body2.deltaY() > 0)
{
body2.y -= this._overlap;
body2.velocity.y *= -body2.bounce.y;
}
}
else if (body2.blocked.up || body2.blocked.down)
{
if (body2.blocked.up && body1.deltaY() < 0)
{
body1.y += this._overlap;
body1.velocity.y *= -body1.bounce.y;
}
else if (body2.blocked.down && body1.deltaY() > 0)
{
body1.y -= this._overlap;
body1.velocity.y *= -body1.bounce.y;
}
}
else
{
// Exchange velocities
this._overlap *= 0.5;
body1.overlapY = this._overlap;
body2.overlapY = this._overlap;
body1.y = body1.y - this._overlap;
body2.y += this._overlap;
this._newVelocity1 = Math.sqrt((this._velocity2 * this._velocity2 * body2.mass) / body1.mass) * ((this._velocity2 > 0) ? 1 : -1);
this._newVelocity2 = Math.sqrt((this._velocity1 * this._velocity1 * body1.mass) / body2.mass) * ((this._velocity1 > 0) ? 1 : -1);
this._average = (this._newVelocity1 + this._newVelocity2) * 0.5;
this._newVelocity1 -= this._average;
this._newVelocity2 -= this._average;
this._newVelocity1 = Math.sqrt((this._velocity2 * this._velocity2 * body2.mass) / body1.mass) * ((this._velocity2 > 0) ? 1 : -1);
this._newVelocity2 = Math.sqrt((this._velocity1 * this._velocity1 * body1.mass) / body2.mass) * ((this._velocity1 > 0) ? 1 : -1);
this._average = (this._newVelocity1 + this._newVelocity2) * 0.5;
this._newVelocity1 -= this._average;
this._newVelocity2 -= this._average;
if (body1.deltaY() < 0)
{
body1.y += this._overlap;
}
else
{
body1.y -= this._overlap;
}
body1.velocity.y = this._average + this._newVelocity1 * body1.bounce.y;
body2.velocity.y = this._average + this._newVelocity2 * body2.bounce.y;
if (body2.deltaY() < 0)
{
body2.y += this._overlap;
}
else
{
body2.y -= this._overlap;
}
body1.velocity.y = this._average + this._newVelocity1 * body1.bounce.y;
body2.velocity.y = this._average + this._newVelocity2 * body2.bounce.y;
}
}
else if (!body1.immovable)
{
body1.y -= this._overlap;
if (body1.deltaY() < 0)
{
body1.y += this._overlap;
}
else
{
body1.y -= this._overlap;
}
body1.velocity.y = this._velocity2 - this._velocity1 * body1.bounce.y;
// This is special case code that handles things like horizontal moving platforms you can ride
@@ -751,7 +879,15 @@ Phaser.Physics.Arcade.prototype = {
}
else if (!body2.immovable)
{
body2.y += this._overlap;
if (body2.deltaY() < 0)
{
body2.y += this._overlap;
}
else
{
body2.y -= this._overlap;
}
body2.velocity.y = this._velocity1 - this._velocity2 * body2.bounce.y;
// This is special case code that handles things like horizontal moving platforms you can ride
+104 -73
View File
@@ -387,34 +387,42 @@ Phaser.Physics.Arcade.Body.prototype = {
if (this.moves)
{
this.game.physics.updateMotion(this);
if (this.collideWorldBounds)
{
this.checkWorldBounds();
}
if (this.canSleep)
{
if (!this.sleeping)
{
if (this.velocity.x >= this.sleepMin.x && this.velocity.x <= this.sleepMax.x && this.velocity.y >= this.sleepMin.y && this.velocity.y <= this.sleepMax.y)
{
if (this._sleepTimer >= this.sleepDuration)
{
this.sleeping = true;
}
else
{
this._sleepTimer += this.game.time.elapsed;
this.applyMotion();
}
}
else
{
this.applyMotion();
}
}
}
else
{
this.applyMotion();
}
// Apply world gravity, acceleration + rotation
this.game.physics.updateMotion(this);
this.applyMotion();
// if (this.canSleep)
// {
// if (!this.sleeping)
// {
// if (this.velocity.x >= this.sleepMin.x && this.velocity.x <= this.sleepMax.x && this.velocity.y >= this.sleepMin.y && this.velocity.y <= this.sleepMax.y)
// {
// if (this._sleepTimer >= this.sleepDuration)
// {
// this.sleeping = true;
// }
// else
// {
// this._sleepTimer += this.game.time.elapsed;
// this.applyMotion();
// }
// }
// else
// {
// this.applyMotion();
// }
// }
// }
// else
// {
// this.applyMotion();
// }
}
this.prevVelocity.copyFrom(this.velocity);
@@ -444,12 +452,36 @@ Phaser.Physics.Arcade.Body.prototype = {
this.velocity.y = Math.sin(this.angle) * this.speed;
}
this.x += this.game.time.physicsElapsed * (this.velocity.x + this.motionVelocity.x / 2);
this.velocity.x += this.motionVelocity.x;
// overlapX/Y values at this point will be penetration into the bounds
if (this.blocked.down)
{
this.y -= this.overlapY;
}
else if (this.blocked.up)
{
this.y += this.overlapY;
}
this.x += this.game.time.physicsElapsed * (this.velocity.x + this.motionVelocity.x / 2);
this.y += this.game.time.physicsElapsed * (this.velocity.y + this.motionVelocity.y / 2);
this.velocity.x += this.motionVelocity.x;
this.velocity.y += this.motionVelocity.y;
if (this.blocked.down && this.deltaY() > 0)
{
this.velocity.y *= -this.bounce.y;
}
else if (this.blocked.up && this.deltaY() < 0)
{
this.velocity.y *= -this.bounce.y;
}
if (this.collideWorldBounds)
{
// this.checkWorldBounds();
}
if (this.velocity.x > this.maxVelocity.x)
{
this.velocity.x = this.maxVelocity.x;
@@ -468,21 +500,6 @@ Phaser.Physics.Arcade.Body.prototype = {
this.velocity.y = -this.maxVelocity.y;
}
if (this.collideWorldBounds)
{
this.checkWorldBounds();
if (this.blocked.left || this.blocked.right)
{
// this.preX = this.x;
}
if (this.blocked.up || this.blocked.down)
{
// this.preX = this.x;
}
}
},
/**
@@ -495,31 +512,42 @@ Phaser.Physics.Arcade.Body.prototype = {
if (this.moves)
{
if (this.deltaX() < 0 && this.blocked.left === false)
if (this.deltaX() < 0)
{
this.facing = Phaser.LEFT;
this.sprite.x += this.deltaX();
if (this.blocked.left === false)
{
this.sprite.x += this.deltaX();
}
}
else if (this.deltaX() > 0 && this.blocked.right === false)
else if (this.deltaX() > 0)
{
this.facing = Phaser.RIGHT;
this.sprite.x += this.deltaX();
if (this.blocked.right === false)
{
this.sprite.x += this.deltaX();
}
}
if (this.deltaY() < 0 && this.blocked.up === false)
if (this.deltaY() < 0)
{
this.facing = Phaser.UP;
this.sprite.y += this.deltaY();
if (this.blocked.up === false)
{
this.sprite.y += this.deltaY();
}
}
else if (this.deltaY() > 0 && this.blocked.down === false)
else if (this.deltaY() > 0)
{
this.facing = Phaser.DOWN;
this.sprite.y += this.deltaY();
}
if (this.collideWorldBounds)
{
this.checkWorldBounds();
if (this.blocked.down === false)
{
this.sprite.y += this.deltaY();
}
}
this.center.setTo(this.x + this.halfWidth, this.y + this.halfHeight);
@@ -540,39 +568,42 @@ Phaser.Physics.Arcade.Body.prototype = {
*/
checkWorldBounds: function () {
var vx = this.velocity.x;
var vy = this.velocity.y;
if (this.x < this.game.world.bounds.x)
if (this.x <= this.game.world.bounds.x)
{
this.overlapX = this.game.world.bounds.x - this.x;
this.blocked.left = true;
this.x = this.game.world.bounds.x;
this.velocity.x *= -this.bounce.x;
// console.log(this._debug, 'hit left', vx,'to',this.velocity.x);
// this.x = this.game.world.bounds.x;
// this.preX = this.x;
// this.velocity.x *= -this.bounce.x;
}
else if (this.right > this.game.world.bounds.right)
else if (this.right >= this.game.world.bounds.right)
{
this.overlapX = this.right - this.game.world.bounds.right;
this.blocked.right = true;
this.x = this.game.world.bounds.right - this.width;
this.velocity.x *= -this.bounce.x;
// console.log(this._debug, 'hit right', vx,'to',this.velocity.x);
// this.x = this.game.world.bounds.right - this.width;
// this.preX = this.x;
// this.velocity.x *= -this.bounce.x;
}
if (this.y < this.game.world.bounds.y)
{
this.overlapY = this.game.world.bounds.y - this.y;
this.blocked.up = true;
this.y = this.game.world.bounds.y;
this.velocity.y *= -this.bounce.y;
// console.log(this._debug, 'hit top', vy,'to',this.velocity.y);
// this.y = this.game.world.bounds.y;
// this.preY = this.y;
// this.velocity.y *= -this.bounce.y;
}
else if (this.bottom > this.game.world.bounds.bottom)
{
this.overlapY = this.bottom - this.game.world.bounds.bottom;
this.blocked.down = true;
this.y = this.game.world.bounds.bottom - this.height;
this.velocity.y *= -this.bounce.y;
// console.log(this._debug, 'hit bottom', vy,'to',this.velocity.y);
// this.y = this.game.world.bounds.bottom - this.height;
// this.preY = this.y;
// this.velocity.y *= -this.bounce.y;
}
console.log('checkWorldBounds', this.overlapX, this.overlapY);
},
/**
+7 -6
View File
@@ -456,15 +456,16 @@ Phaser.Utils.Debug.prototype = {
this.splitline('x: ' + sprite.body.x.toFixed(2), 'y: ' + sprite.body.y.toFixed(2), 'width: ' + sprite.width, 'height: ' + sprite.height);
this.splitline('speed: ' + sprite.body.speed.toFixed(2), 'angle: ' + sprite.body.angle.toFixed(2), 'friction: ' + sprite.body.friction);
this.splitline('gravity x: ' + sprite.body.gravity.x, 'y: ' + sprite.body.gravity.y);
this.splitline('world gravity x: ' + this.game.physics.gravity.x, 'y: ' + this.game.physics.gravity.y);
this.splitline('blocked left: ' + sprite.body.blocked.left, 'right: ' + sprite.body.blocked.right, 'up: ' + sprite.body.blocked.up, 'down: ' + sprite.body.blocked.down);
this.splitline('touching left: ' + sprite.body.touching.left, 'right: ' + sprite.body.touching.right, 'up: ' + sprite.body.touching.up, 'down: ' + sprite.body.touching.down);
this.splitline('gravity x: ' + sprite.body.gravity.x, 'y: ' + sprite.body.gravity.y, 'world gravity x: ' + this.game.physics.gravity.x, 'y: ' + this.game.physics.gravity.y);
this.splitline('acceleration x: ' + sprite.body.acceleration.x.toFixed(2), 'y: ' + sprite.body.acceleration.y.toFixed(2));
this.splitline('velocity x: ' + sprite.body.velocity.x.toFixed(2), 'y: ' + sprite.body.velocity.y.toFixed(2));
this.splitline('velocity x: ' + sprite.body.velocity.x.toFixed(2), 'y: ' + sprite.body.velocity.y.toFixed(2), 'deltaX: ' + sprite.body.deltaX().toFixed(2), 'deltaY: ' + sprite.body.deltaY().toFixed(2));
this.splitline('motion x: ' + sprite.body.motionVelocity.x.toFixed(2), 'y: ' + sprite.body.motionVelocity.y.toFixed(2));
this.splitline('bounce x: ' + sprite.body.bounce.x.toFixed(2), 'y: ' + sprite.body.bounce.y.toFixed(2));
this.splitline('sleeping: ' + sprite.body.sleeping, 'sleepTimer: ' + sprite.body._sleepTimer.toFixed(2));
this.splitline('sleepMin x: ' + sprite.body.sleepMin.x, 'y: ' + sprite.body.sleepMin.y);
this.splitline('sleepMax x: ' + sprite.body.sleepMax.x, 'y: ' + sprite.body.sleepMax.y);
// this.splitline('sleeping: ' + sprite.body.sleeping, 'sleepTimer: ' + sprite.body._sleepTimer.toFixed(2));
// this.splitline('sleepMin x: ' + sprite.body.sleepMin.x, 'y: ' + sprite.body.sleepMin.y);
// this.splitline('sleepMax x: ' + sprite.body.sleepMax.x, 'y: ' + sprite.body.sleepMax.y);
this.stop();
},