mirror of
https://github.com/wassname/phaser.git
synced 2026-07-24 13:10:53 +08:00
Added Game core loop stepping support. Super-useful for debugging, and helped me track down the issue with jittery physics collision. Double-win!
This commit is contained in:
+8
-4
@@ -207,28 +207,32 @@ Phaser.Camera.prototype = {
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if (this.deadzone)
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{
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this._edge = this.target.bounds.x - this.deadzone.x;
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// this._edge = this.target.bounds.x - this.deadzone.x;
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this._edge = this.target.x - this.deadzone.x;
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if (this.view.x > this._edge)
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{
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this.view.x = this._edge;
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}
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this._edge = this.target.bounds.right - this.deadzone.x - this.deadzone.width;
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// this._edge = this.target.bounds.right - this.deadzone.x - this.deadzone.width;
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this._edge = this.target.x + this.target.width - this.deadzone.x - this.deadzone.width;
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if (this.view.x < this._edge)
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{
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this.view.x = this._edge;
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}
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this._edge = this.target.bounds.y - this.deadzone.y;
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// this._edge = this.target.bounds.y - this.deadzone.y;
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this._edge = this.target.y - this.deadzone.y;
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if (this.view.y > this._edge)
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{
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this.view.y = this._edge;
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}
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this._edge = this.target.bounds.bottom - this.deadzone.y - this.deadzone.height;
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// this._edge = this.target.bounds.bottom - this.deadzone.y - this.deadzone.height;
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this._edge = this.target.y + this.target.height - this.deadzone.y - this.deadzone.height;
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if (this.view.y < this._edge)
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{
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+44
-13
@@ -283,6 +283,10 @@ Phaser.Game = function (width, height, renderer, parent, state, transparent, ant
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window.addEventListener('load', this._onBoot, false);
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}
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this.pendingStep = false;
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this.stepping = true;
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this.stepCount = 0;
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return this;
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};
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@@ -580,20 +584,32 @@ Phaser.Game.prototype = {
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}
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else
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{
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this.plugins.preUpdate();
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this.world.preUpdate();
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if (!this.pendingStep)
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{
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if (this.stepping)
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{
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this.pendingStep = true;
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}
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this.stage.update();
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this.input.update();
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this.tweens.update();
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this.sound.update();
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this.state.update();
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this.world.update();
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this.particles.update();
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this.plugins.update();
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this.plugins.preUpdate();
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console.log('world preUpdate');
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this.world.preUpdate();
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this.world.postUpdate();
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this.plugins.postUpdate();
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this.stage.update();
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this.input.update();
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this.tweens.update();
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this.sound.update();
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console.log('state update');
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this.state.update();
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console.log('world update');
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this.world.update();
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this.particles.update();
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this.plugins.update();
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console.log('world postUpdate');
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this.world.postUpdate();
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this.plugins.postUpdate();
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}
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if (this.renderType !== Phaser.HEADLESS)
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{
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@@ -603,11 +619,26 @@ Phaser.Game.prototype = {
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this.plugins.postRender();
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}
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}
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},
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enableStep: function () {
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this.stepping = true;
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this.pendingStep = false;
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this.stepCount = 0;
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},
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step: function () {
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this.pendingStep = false;
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this.stepCount++;
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console.log('--------- Game step', this.stepCount);
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},
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/**
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* Nuke the entire game from orbit
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*
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+8
-9
@@ -156,22 +156,21 @@ Phaser.World.prototype.postUpdate = function () {
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*/
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Phaser.World.prototype.setBounds = function (x, y, width, height) {
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if (width < this.game.width)
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{
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width = this.game.width;
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}
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if (width < this.game.width)
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{
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width = this.game.width;
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}
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if (height < this.game.height)
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{
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height = this.game.height;
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}
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if (height < this.game.height)
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{
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height = this.game.height;
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}
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this.bounds.setTo(x, y, width, height);
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if (this.camera.bounds)
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{
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// The Camera can never be smaller than the game size
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this.camera.bounds.setTo(x, y, width, height);
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}
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@@ -373,6 +373,8 @@ Phaser.Sprite = function (game, x, y, key, frame) {
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this.updateCache();
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this.updateBounds();
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this.debug = false;
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/**
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* @property {PIXI.Point} pivot - The pivot point of the displayObject that it rotates around.
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*/
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@@ -392,6 +394,11 @@ Phaser.Sprite.prototype.constructor = Phaser.Sprite;
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*/
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Phaser.Sprite.prototype.preUpdate = function() {
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if (this.debug)
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{
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console.log('Sprite preUpdate xy: ', this.x, this.y, 'wxy:', this.world.x, this.world.y);
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}
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if (!this.exists || (this.group && !this.group.exists))
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{
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this.renderOrderID = -1;
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@@ -617,9 +624,7 @@ Phaser.Sprite.prototype.updateBounds = function() {
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* @memberof Phaser.Sprite
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* @param {Phaser.Point} p - The Point object to store the results in.
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* @param {number} x - x coordinate within the Sprite to translate.
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* @param {number} y - x coordinate within the Sprite to translate.
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* @param {number} sx - Scale factor to be applied.
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* @param {number} sy - Scale factor to be applied.
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* @param {number} y - y coordinate within the Sprite to translate.
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* @return {Phaser.Point} The translated point.
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*/
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Phaser.Sprite.prototype.getLocalPosition = function(p, x, y) {
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@@ -638,8 +643,8 @@ Phaser.Sprite.prototype.getLocalPosition = function(p, x, y) {
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* @method Phaser.Sprite#getLocalUnmodifiedPosition
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* @memberof Phaser.Sprite
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* @param {Phaser.Point} p - The Point object to store the results in.
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* @param {number} x - x coordinate within the Sprite to translate.
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* @param {number} y - x coordinate within the Sprite to translate.
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* @param {number} gx - x coordinate within the Sprite to translate.
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* @param {number} gy - y coordinate within the Sprite to translate.
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* @return {Phaser.Point} The translated point.
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*/
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Phaser.Sprite.prototype.getLocalUnmodifiedPosition = function(p, gx, gy) {
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@@ -701,6 +706,12 @@ Phaser.Sprite.prototype.postUpdate = function() {
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this.position.x = this._cache.x;
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this.position.y = this._cache.y;
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if (this.debug)
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{
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console.log('Sprite postUpdate xy: ', this.x, this.y, 'right:', this.right);
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}
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}
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};
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@@ -1084,6 +1095,32 @@ Object.defineProperty(Phaser.Sprite.prototype, "inCamera", {
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});
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/**
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* @name Phaser.Sprite#worldCenterX
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* @property {number} worldCenterX - The center of the Sprite in world coordinates.
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* @readonly
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*/
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Object.defineProperty(Phaser.Sprite.prototype, "worldCenterX", {
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get: function () {
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return this.game.camera.x + this.center.x;
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}
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});
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/**
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* @name Phaser.Sprite#worldCenterY
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* @property {number} worldCenterY - The center of the Sprite in world coordinates.
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* @readonly
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*/
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Object.defineProperty(Phaser.Sprite.prototype, "worldCenterY", {
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get: function () {
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return this.game.camera.y + this.center.y;
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}
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});
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/**
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* The width of the sprite in pixels, setting this will actually modify the scale to acheive the value desired.
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* If you wish to crop the Sprite instead see the Sprite.crop value.
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+67
-61
@@ -70,11 +70,9 @@ Phaser.Line.prototype = {
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},
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/**
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* Checks for intersection between two lines.
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* If asSegment is true it will check for segment intersection.
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* If asSegment is false it will check for line intersection.
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* Checks for intersection between this line and another Line.
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* If asSegment is true it will check for segment intersection. If asSegment is false it will check for line intersection.
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* Returns the intersection segment of AB and EF as a Point, or null if there is no intersection.
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* Adapted from code by Keith Hair
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*
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* @method Phaser.Line#intersects
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* @param {Phaser.Line} line - The line to check against this one.
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@@ -84,7 +82,7 @@ Phaser.Line.prototype = {
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*/
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intersects: function (line, asSegment, result) {
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return Phaser.Line.intersects(this, line, asSegment, result);
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return Phaser.Line.intersectsPoints(this.start, this.end, line.start, line.end, asSegment, result);
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},
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@@ -173,6 +171,69 @@ Object.defineProperty(Phaser.Line.prototype, "perpSlope", {
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});
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/**
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* Checks for intersection between two lines as defined by the given start and end points.
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* If asSegment is true it will check for line segment intersection. If asSegment is false it will check for line intersection.
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* Returns the intersection segment of AB and EF as a Point, or null if there is no intersection.
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* Adapted from code by Keith Hair
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*
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* @method Phaser.Line.intersects
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* @param {Phaser.Point} a - The start of the first Line to be checked.
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* @param {Phaser.Point} b - The end of the first line to be checked.
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* @param {Phaser.Point} e - The start of the second Line to be checked.
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* @param {Phaser.Point} f - The end of the second line to be checked.
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* @param {boolean} [asSegment=true] - If true it will check for segment intersection, otherwise full line intersection.
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* @param {Phaser.Point} [result] - A Point object to store the result in, if not given a new one will be created.
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* @return {Phaser.Point} The intersection segment of the two lines as a Point, or null if there is no intersection.
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*/
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Phaser.Line.intersectsPoints = function (a, b, e, f, asSegment, result) {
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if (typeof asSegment === 'undefined') { asSegment = true; }
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if (typeof result === 'undefined') { result = new Phaser.Point(); }
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var a1 = b.y - a.y;
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var a2 = f.y - e.y;
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var b1 = a.x - b.x;
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var b2 = e.x - f.x;
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var c1 = (b.x * a.y) - (a.x * b.y);
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var c2 = (f.x * e.y) - (e.x * f.y);
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var denom = (a1 * b2) - (a2 * b1);
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if (denom === 0)
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{
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return null;
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}
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result.x = ((b1 * c2) - (b2 * c1)) / denom;
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result.y = ((a2 * c1) - (a1 * c2)) / denom;
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if (asSegment)
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{
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if (Math.pow((result.x - b.x) + (result.y - b.y), 2) > Math.pow((a.x - b.x) + (a.y - b.y), 2))
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{
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return null;
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}
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if (Math.pow((result.x - a.x) + (result.y - a.y), 2) > Math.pow((a.x - b.x) + (a.y - b.y), 2))
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{
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return null;
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}
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if (Math.pow((result.x - f.x) + (result.y - f.y), 2) > Math.pow((e.x - f.x) + (e.y - f.y), 2))
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{
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return null;
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}
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if (Math.pow((result.x - e.x) + (result.y - e.y), 2) > Math.pow((e.x - f.x) + (e.y - f.y), 2))
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{
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return null;
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}
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}
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return result;
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};
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/**
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* Checks for intersection between two lines.
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* If asSegment is true it will check for segment intersection.
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@@ -189,61 +250,6 @@ Object.defineProperty(Phaser.Line.prototype, "perpSlope", {
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*/
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Phaser.Line.intersects = function (a, b, asSegment, result) {
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if (typeof asSegment === 'undefined') { asSegment = true; }
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if (typeof result === 'undefined') { result = new Phaser.Point(); }
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// var a1 = B.y - A.y;
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// var a2 = F.y - E.y;
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// var b1 = A.x - B.x;
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// var b2 = E.x - F.x;
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// var c1 = (B.x * A.y) - (A.x * B.y);
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// var c2 = (F.x * E.y) - (E.x * F.y);
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// var denom = (a1 * b2) - (a2 * b1);
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// A = a.start
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// B = a.end
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// E = b.start
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// F = b.end
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var a1 = a.end.y - a.start.y;
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var a2 = b.end.y - b.start.y;
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var b1 = a.start.x - a.end.x;
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var b2 = b.start.x - b.end.x;
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var c1 = (a.end.x * a.start.y) - (a.start.x * a.end.y);
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var c2 = (b.end.x * b.start.y) - (b.start.x * b.end.y);
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var denom = (a1 * b2) - (a2 * b1);
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if (denom === 0)
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{
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return null;
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}
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result.x = ((b1 * c2) - (b2 * c1)) / denom;
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result.y = ((a2 * c1) - (a1 * c2)) / denom;
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if (asSegment)
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{
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if (Math.pow((result.x - a.end.x) + (result.y - a.end.y), 2) > Math.pow((a.start.x - a.end.x) + (a.start.y - a.end.y), 2))
|
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{
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return null;
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}
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||||
|
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if (Math.pow((result.x - a.start.x) + (result.y - a.start.y), 2) > Math.pow((a.start.x - a.end.x) + (a.start.y - a.end.y), 2))
|
||||
{
|
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return null;
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}
|
||||
|
||||
if (Math.pow((result.x - b.end.x) + (result.y - b.end.y), 2) > Math.pow((b.start.x - b.end.x) + (b.start.y - b.end.y), 2))
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
if (Math.pow((result.x - b.start.x) + (result.y - b.start.y), 2) > Math.pow((b.start.x - b.end.x) + (b.start.y - b.end.y), 2))
|
||||
{
|
||||
return null;
|
||||
}
|
||||
}
|
||||
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return result;
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||||
return Phaser.Line.intersectsPoints(a.start, a.end, b.start, b.end, asSegment, result);
|
||||
|
||||
};
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||||
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+102
-4
@@ -660,7 +660,7 @@ Phaser.Math = {
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||||
},
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||||
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||||
/**
|
||||
* Significantly faster version of Math.min
|
||||
* Updated version of Math.min that can be passed either an array of numbers or the numbers as parameters.
|
||||
* See http://jsperf.com/math-s-min-max-vs-homemade/5
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||||
*
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||||
* @method Phaser.Math#min
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||||
@@ -668,15 +668,113 @@ Phaser.Math = {
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||||
*/
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||||
min: function () {
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||||
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||||
for (var i =1 , min = 0, len = arguments.length; i < len; i++)
|
||||
if (arguments.length === 1 && typeof arguments[0] === 'object')
|
||||
{
|
||||
if (arguments[i] < arguments[min])
|
||||
var data = arguments[0];
|
||||
}
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||||
else
|
||||
{
|
||||
var data = arguments;
|
||||
}
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||||
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||||
for (var i = 1, min = 0, len = data.length; i < len; i++)
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||||
{
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||||
if (data[i] < data[min])
|
||||
{
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||||
min = i;
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||||
}
|
||||
}
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||||
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||||
return arguments[min];
|
||||
return data[min];
|
||||
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||||
},
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||||
|
||||
/**
|
||||
* Updated version of Math.max that can be passed either an array of numbers or the numbers as parameters.
|
||||
*
|
||||
* @method Phaser.Math#max
|
||||
* @return {number} The largest value from those given.
|
||||
*/
|
||||
max: function () {
|
||||
|
||||
if (arguments.length === 1 && typeof arguments[0] === 'object')
|
||||
{
|
||||
var data = arguments[0];
|
||||
}
|
||||
else
|
||||
{
|
||||
var data = arguments;
|
||||
}
|
||||
|
||||
for (var i = 1, max = 0, len = data.length; i < len; i++)
|
||||
{
|
||||
if (data[i] > data[max])
|
||||
{
|
||||
max = i;
|
||||
}
|
||||
}
|
||||
|
||||
return data[max];
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Updated version of Math.min that can be passed a property and either an array of objects or the objects as parameters.
|
||||
* It will find the lowest matching property value from the given objects.
|
||||
*
|
||||
* @method Phaser.Math#minProperty
|
||||
* @return {number} The lowest value from those given.
|
||||
*/
|
||||
minProperty: function (property) {
|
||||
|
||||
if (arguments.length === 2 && typeof arguments[1] === 'object')
|
||||
{
|
||||
var data = arguments[1];
|
||||
}
|
||||
else
|
||||
{
|
||||
var data = arguments.slice(1);
|
||||
}
|
||||
|
||||
for (var i = 1, min = 0, len = data.length; i < len; i++)
|
||||
{
|
||||
if (data[i][property] < data[min][property])
|
||||
{
|
||||
min = i;
|
||||
}
|
||||
}
|
||||
|
||||
return data[min][property];
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Updated version of Math.max that can be passed a property and either an array of objects or the objects as parameters.
|
||||
* It will find the largest matching property value from the given objects.
|
||||
*
|
||||
* @method Phaser.Math#maxProperty
|
||||
* @return {number} The largest value from those given.
|
||||
*/
|
||||
maxProperty: function (property) {
|
||||
|
||||
if (arguments.length === 2 && typeof arguments[1] === 'object')
|
||||
{
|
||||
var data = arguments[1];
|
||||
}
|
||||
else
|
||||
{
|
||||
var data = arguments.slice(1);
|
||||
}
|
||||
|
||||
for (var i = 1, max = 0, len = data.length; i < len; i++)
|
||||
{
|
||||
if (data[i][property] > data[max][property])
|
||||
{
|
||||
max = i;
|
||||
}
|
||||
}
|
||||
|
||||
return data[max][property];
|
||||
|
||||
},
|
||||
|
||||
|
||||
@@ -706,6 +706,9 @@ Phaser.Physics.Arcade.prototype = {
|
||||
*/
|
||||
collideSpriteVsTilemapLayer: function (sprite, tilemapLayer, collideCallback, processCallback, callbackContext) {
|
||||
|
||||
console.log('collideSpriteVsTilemapLayer x:', sprite.x, 'y:', sprite.y, 'body left:', sprite.body.left, 'right:', sprite.body.right);
|
||||
|
||||
|
||||
this._mapData = tilemapLayer.getTiles(sprite.body.left, sprite.body.top, sprite.body.width, sprite.body.height, true);
|
||||
|
||||
if (this._mapData.length === 0)
|
||||
@@ -839,6 +842,37 @@ Phaser.Physics.Arcade.prototype = {
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Performs a rect intersection test against the two objects.
|
||||
* Objects must expose properties: width, height, left, right, top, bottom.
|
||||
* @method Phaser.Physics.Arcade#intersects
|
||||
* @param {object} body - The Body to test.
|
||||
* @param {object} tile - The Tile to test.
|
||||
* @returns {boolean} Returns true if the objects intersect, otherwise false.
|
||||
*/
|
||||
tileIntersects: function (body, tile) {
|
||||
|
||||
if (body.width <= 0 || body.height <= 0 || tile.width <= 0 || tile.height <= 0)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// console.log('body: ', body.left, body.top, body.right, body.bottom);
|
||||
// console.log('tile: ', tile.x, tile.y, tile.right, tile.bottom);
|
||||
|
||||
// console.log('intersect #1', body.right < tile.x, body.right, tile.x);
|
||||
// console.log('intersect #2', body.bottom < tile.y, body.bottom, tile.y);
|
||||
// console.log('intersect #3', body.left > tile.right, body.left, tile.right);
|
||||
// console.log('intersect #4', body.top > tile.bottom, body.top, tile.bottom);
|
||||
|
||||
// return !(a.right < b.x || a.bottom < b.y || a.x > b.right || a.y > b.bottom);
|
||||
|
||||
result = !(body.right < tile.x || body.bottom < tile.y || body.left > tile.right || body.top > tile.bottom);
|
||||
|
||||
return result;
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* The core separation function to separate a physics body and an array of tiles.
|
||||
* @method Phaser.Physics.Arcade#separateTiles
|
||||
@@ -860,12 +894,13 @@ Phaser.Physics.Arcade.prototype = {
|
||||
var tile;
|
||||
var localOverlapX = 0;
|
||||
var localOverlapY = 0;
|
||||
var process = false;
|
||||
|
||||
for (var i = 0; i < tiles.length; i++)
|
||||
{
|
||||
tile = tiles[i];
|
||||
|
||||
if (this.intersects(body, tile))
|
||||
if (this.tileIntersects(body, tile))
|
||||
{
|
||||
// They overlap. Any custom callbacks?
|
||||
if (tile.tile.callback || tile.layer.callbacks[tile.tile.index])
|
||||
@@ -883,55 +918,67 @@ Phaser.Physics.Arcade.prototype = {
|
||||
}
|
||||
}
|
||||
|
||||
if (body.deltaX() < 0 && body.checkCollision.left && tile.tile.faceRight)
|
||||
if (body.deltaX() < 0 && body.checkCollision.left && tile.tile.faceRight && !body.blocked.left)
|
||||
{
|
||||
// LEFT
|
||||
localOverlapX = body.left - tile.right;
|
||||
|
||||
console.log('STS left', localOverlapX, body.deltaX(), 'bt', body.left, tile.right);
|
||||
|
||||
if (localOverlapX >= body.deltaX())
|
||||
{
|
||||
body.blocked.left = true;
|
||||
body.touching.left = true;
|
||||
body.touching.none = false;
|
||||
process = true;
|
||||
}
|
||||
}
|
||||
else if (body.deltaX() > 0 && body.checkCollision.right && tile.tile.faceLeft)
|
||||
else if (body.deltaX() > 0 && body.checkCollision.right && tile.tile.faceLeft && !body.blocked.right)
|
||||
{
|
||||
// RIGHT
|
||||
localOverlapX = body.right - tile.x;
|
||||
|
||||
console.log('STS right', localOverlapX, body.deltaX(), 'bt', body.right, tile.x);
|
||||
|
||||
// Distance check
|
||||
if (localOverlapX <= body.deltaX())
|
||||
{
|
||||
body.blocked.right = true;
|
||||
body.touching.right = true;
|
||||
body.touching.none = false;
|
||||
process = true;
|
||||
}
|
||||
}
|
||||
|
||||
if (body.deltaY() < 0 && body.checkCollision.up && tile.tile.faceBottom)
|
||||
if (body.deltaY() < 0 && body.checkCollision.up && tile.tile.faceBottom && !body.blocked.up)
|
||||
{
|
||||
// UP
|
||||
localOverlapY = body.top - tile.bottom;
|
||||
|
||||
console.log('STS up', localOverlapY, body.deltaY(), 'bt', body.top, tile.bottom);
|
||||
|
||||
// Distance check
|
||||
if (localOverlapY >= body.deltaY())
|
||||
{
|
||||
body.blocked.up = true;
|
||||
body.touching.up = true;
|
||||
body.touching.none = false;
|
||||
process = true;
|
||||
}
|
||||
}
|
||||
else if (body.deltaY() > 0 && body.checkCollision.down && tile.tile.faceTop)
|
||||
else if (body.deltaY() > 0 && body.checkCollision.down && tile.tile.faceTop && !body.blocked.down)
|
||||
{
|
||||
// DOWN
|
||||
localOverlapY = body.bottom - tile.y;
|
||||
|
||||
console.log('STS down', localOverlapY, body.deltaY(), 'bt', body.bottom, tile.y);
|
||||
|
||||
if (localOverlapY <= body.deltaY())
|
||||
{
|
||||
body.blocked.down = true;
|
||||
body.touching.down = true;
|
||||
body.touching.none = false;
|
||||
process = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -947,7 +994,14 @@ Phaser.Physics.Arcade.prototype = {
|
||||
body.overlapY = localOverlapY;
|
||||
}
|
||||
|
||||
return this.processTileSeparation(body);
|
||||
if (process)
|
||||
{
|
||||
return this.processTileSeparation(body);
|
||||
}
|
||||
else
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
@@ -961,11 +1015,16 @@ Phaser.Physics.Arcade.prototype = {
|
||||
separateTile: function (body, tile) {
|
||||
|
||||
// Can't separate two immovable objects (tiles are always immovable)
|
||||
if (body.immovable || this.intersects(body, tile) === false)
|
||||
if (body.immovable || this.tileIntersects(body, tile) === false)
|
||||
{
|
||||
console.log('fail');
|
||||
console.log('body: ', body.left, body.top, body.right, body.bottom);
|
||||
console.log('tile: ', tile.x, tile.y, tile.right, tile.bottom);
|
||||
return false;
|
||||
}
|
||||
|
||||
console.log('CHECK');
|
||||
|
||||
// They overlap. Any custom callbacks?
|
||||
if (tile.tile.callback || tile.layer.callbacks[tile.tile.index])
|
||||
{
|
||||
@@ -986,62 +1045,87 @@ Phaser.Physics.Arcade.prototype = {
|
||||
body.overlapX = 0;
|
||||
body.overlapY = 0;
|
||||
|
||||
// Remember - this happens AFTER the body has been moved by the motion update, so it needs moving back again
|
||||
if (body.deltaX() < 0 && body.checkCollision.left && tile.tile.faceRight)
|
||||
var process = false;
|
||||
|
||||
if (body.deltaX() < 0 && body.checkCollision.left && tile.tile.faceRight && !body.blocked.left)
|
||||
{
|
||||
// LEFT
|
||||
body.overlapX = body.left - tile.right;
|
||||
|
||||
if (body.overlapX >= body.deltaX())
|
||||
console.log('ST left', body.overlapX, body.deltaX(), 'bt', body.left, tile.right);
|
||||
|
||||
if (body.overlapX <= body.deltaX())
|
||||
{
|
||||
// use touching instead of blocked?
|
||||
console.log('pass');
|
||||
body.blocked.left = true;
|
||||
body.touching.left = true;
|
||||
body.touching.none = false;
|
||||
process = true;
|
||||
}
|
||||
}
|
||||
else if (body.deltaX() > 0 && body.checkCollision.right && tile.tile.faceLeft)
|
||||
else if (body.deltaX() > 0 && body.checkCollision.right && tile.tile.faceLeft && !body.blocked.right)
|
||||
{
|
||||
// RIGHT
|
||||
body.overlapX = body.right - tile.x;
|
||||
|
||||
console.log(tile);
|
||||
|
||||
console.log('ST right', body.overlapX, body.deltaX(), 'bt', body.right, tile.x);
|
||||
|
||||
// Distance check
|
||||
if (body.overlapX <= body.deltaX())
|
||||
if (body.overlapX >= body.deltaX())
|
||||
{
|
||||
console.log('pass');
|
||||
body.blocked.right = true;
|
||||
body.touching.right = true;
|
||||
body.touching.none = false;
|
||||
process = true;
|
||||
}
|
||||
}
|
||||
|
||||
if (body.deltaY() < 0 && body.checkCollision.up && tile.tile.faceBottom)
|
||||
if (body.deltaY() < 0 && body.checkCollision.up && tile.tile.faceBottom && !body.blocked.up)
|
||||
{
|
||||
// UP
|
||||
body.overlapY = body.top - tile.bottom;
|
||||
|
||||
console.log('ST up', body.overlapY, body.deltaY(), 'bt', body.top, tile.bottom);
|
||||
|
||||
// Distance check
|
||||
if (body.overlapY >= body.deltaY())
|
||||
{
|
||||
console.log('pass');
|
||||
body.blocked.up = true;
|
||||
body.touching.up = true;
|
||||
body.touching.none = false;
|
||||
process = true;
|
||||
}
|
||||
}
|
||||
else if (body.deltaY() > 0 && body.checkCollision.down && tile.tile.faceTop)
|
||||
else if (body.deltaY() > 0 && body.checkCollision.down && tile.tile.faceTop && !body.blocked.down)
|
||||
{
|
||||
// DOWN
|
||||
body.overlapY = body.bottom - tile.y;
|
||||
|
||||
console.log('ST down', body.overlapY, body.deltaY(), 'bt', body.bottom, tile.y);
|
||||
|
||||
if (body.overlapY <= body.deltaY())
|
||||
{
|
||||
console.log('pass');
|
||||
body.blocked.down = true;
|
||||
body.touching.down = true;
|
||||
body.touching.none = false;
|
||||
process = true;
|
||||
}
|
||||
}
|
||||
|
||||
// Separate in a single sweep
|
||||
return this.processTileSeparation(body);
|
||||
if (process)
|
||||
{
|
||||
return this.processTileSeparation(body);
|
||||
}
|
||||
else
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
@@ -1057,13 +1141,26 @@ Phaser.Physics.Arcade.prototype = {
|
||||
// Swap for a hit tile?
|
||||
if (body.touching.none)
|
||||
{
|
||||
console.log('processTileSeparation QUIT');
|
||||
return false;
|
||||
}
|
||||
|
||||
body.x += body.overlapX;
|
||||
body.y += body.overlapY;
|
||||
console.log('pre processTileSeparation', body.x, body.y);
|
||||
|
||||
if (body.touching.left || body.touching.right || body.blocked.left || body.blocked.right)
|
||||
{
|
||||
body.x -= body.overlapX;
|
||||
}
|
||||
|
||||
if (body.touching.up || body.touching.down || body.blocked.up || body.blocked.down)
|
||||
{
|
||||
body.y -= body.overlapY;
|
||||
}
|
||||
|
||||
console.log('post processTileSeparation', body.x, body.y, body.right);
|
||||
|
||||
body.setBlockFlag(body.blocked.left, body.blocked.right, body.blocked.up, body.blocked.down, body.overlapX, body.overlapY);
|
||||
|
||||
// body.setBlockFlag(body.blocked.left, body.blocked.right, body.blocked.up, body.blocked.down, body.overlapX, body.overlapY);
|
||||
// body.reboundCheck(true, true, true);
|
||||
|
||||
return true;
|
||||
|
||||
+137
-106
@@ -55,13 +55,13 @@ Phaser.Physics.Arcade.Body = function (sprite) {
|
||||
* @property {number} preX - The previous x position of the physics body.
|
||||
* @readonly
|
||||
*/
|
||||
this.preX = sprite.x;
|
||||
this.preX = sprite.world.x;
|
||||
|
||||
/**
|
||||
* @property {number} preY - The previous y position of the physics body.
|
||||
* @readonly
|
||||
*/
|
||||
this.preY = sprite.y;
|
||||
this.preY = sprite.world.y;
|
||||
|
||||
/**
|
||||
* @property {number} preRotation - The previous rotation of the physics body.
|
||||
@@ -333,7 +333,7 @@ Phaser.Physics.Arcade.Body = function (sprite) {
|
||||
this.overlapY = 0;
|
||||
|
||||
// Set-up the default shape
|
||||
this.setRectangle(sprite.width, sprite.height, -sprite._cache.halfWidth, -sprite._cache.halfHeight);
|
||||
this.setRectangle(sprite.width, sprite.height, 0, 0);
|
||||
|
||||
};
|
||||
|
||||
@@ -350,11 +350,11 @@ Phaser.Physics.Arcade.Body.prototype = {
|
||||
*/
|
||||
setCircle: function (radius, offsetX, offsetY) {
|
||||
|
||||
if (typeof offsetX === 'undefined') { offsetX = 0; }
|
||||
if (typeof offsetY === 'undefined') { offsetY = 0; }
|
||||
if (typeof offsetX === 'undefined') { offsetX = this.sprite._cache.halfWidth; }
|
||||
if (typeof offsetY === 'undefined') { offsetY = this.sprite._cache.halfHeight; }
|
||||
|
||||
this.type = Phaser.Physics.Arcade.CIRCLE;
|
||||
this.shape = new SAT.Circle(new SAT.Vector(this.sprite.center.x, this.sprite.center.y), radius);
|
||||
this.shape = new SAT.Circle(new SAT.Vector(this.sprite.x, this.sprite.y), radius);
|
||||
this.polygon = null;
|
||||
|
||||
this.offset.setTo(offsetX, offsetY);
|
||||
@@ -379,7 +379,7 @@ Phaser.Physics.Arcade.Body.prototype = {
|
||||
if (typeof translateY === 'undefined') { translateY = -this.sprite._cache.halfHeight; }
|
||||
|
||||
this.type = Phaser.Physics.Arcade.RECT;
|
||||
this.shape = new SAT.Box(new SAT.Vector(this.sprite.center.x, this.sprite.center.y), width, height);
|
||||
this.shape = new SAT.Box(new SAT.Vector(this.sprite.world.x, this.sprite.world.y), width, height);
|
||||
this.polygon = this.shape.toPolygon();
|
||||
this.polygon.translate(translateX, translateY);
|
||||
|
||||
@@ -446,8 +446,11 @@ Phaser.Physics.Arcade.Body.prototype = {
|
||||
this.preX = this.x;
|
||||
this.preY = this.y;
|
||||
|
||||
this.x = this.sprite.center.x + this.offset.x;
|
||||
this.y = this.sprite.center.y + this.offset.y;
|
||||
// this.x = this.sprite.center.x + this.offset.x;
|
||||
// this.y = this.sprite.center.y + this.offset.y;
|
||||
|
||||
this.x = this.sprite.world.x + this.offset.x;
|
||||
this.y = this.sprite.world.y + this.offset.y;
|
||||
|
||||
if (this.allowRotation)
|
||||
{
|
||||
@@ -462,26 +465,32 @@ Phaser.Physics.Arcade.Body.prototype = {
|
||||
|
||||
this.updateBounds();
|
||||
|
||||
// if (this.blocked.left && this.blockFlags[0] !== this.left)
|
||||
// {
|
||||
// this.blocked.left = false;
|
||||
// }
|
||||
if (this.sprite.debug)
|
||||
{
|
||||
console.log('Body postUpdate x:', this.x, 'y:', this.y, 'left:', this.left, 'right:', this.right);
|
||||
}
|
||||
|
||||
// if (this.blocked.right && this.blockFlags[1] !== this.right)
|
||||
// {
|
||||
// this.blocked.right = false;
|
||||
// }
|
||||
|
||||
// if (this.blocked.up && this.blockFlags[2] !== this.top)
|
||||
// {
|
||||
// this.blocked.up = false;
|
||||
// }
|
||||
if (this.blocked.left && this.blockFlags[0] !== this.left)
|
||||
{
|
||||
this.blocked.left = false;
|
||||
}
|
||||
|
||||
// if (this.blocked.down && this.blockFlags[3] !== this.bottom)
|
||||
// {
|
||||
// console.log('reset down block flag', this.blockFlags[3], this.bottom);
|
||||
// this.blocked.down = false;
|
||||
// }
|
||||
if (this.blocked.right && this.blockFlags[1] !== this.right)
|
||||
{
|
||||
this.blocked.right = false;
|
||||
}
|
||||
|
||||
if (this.blocked.up && this.blockFlags[2] !== this.top)
|
||||
{
|
||||
this.blocked.up = false;
|
||||
}
|
||||
|
||||
if (this.blocked.down && this.blockFlags[3] !== this.bottom)
|
||||
{
|
||||
// console.log('reset down block flag', this.blockFlags[3], this.bottom);
|
||||
this.blocked.down = false;
|
||||
}
|
||||
|
||||
this.blocked.left = false;
|
||||
this.blocked.right = false;
|
||||
@@ -508,26 +517,32 @@ Phaser.Physics.Arcade.Body.prototype = {
|
||||
|
||||
setBlockFlag: function (left, right, up, down, x, y) {
|
||||
|
||||
this.updateBounds();
|
||||
|
||||
if (left)
|
||||
{
|
||||
this.blockFlags[0] = this.left + x;
|
||||
this.blockFlags[0] = this.left;
|
||||
// this.blockFlags[0] = this.left + x;
|
||||
// console.log('left flag set to', this.blockFlags[0]);
|
||||
}
|
||||
else if (right)
|
||||
{
|
||||
this.blockFlags[1] = this.right + y;
|
||||
this.blockFlags[1] = this.right;
|
||||
// this.blockFlags[1] = this.right + x;
|
||||
// console.log('right flag set to', this.blockFlags[1]);
|
||||
}
|
||||
|
||||
if (up)
|
||||
{
|
||||
this.blockFlags[2] = this.top + y;
|
||||
this.blockFlags[2] = this.top;
|
||||
// this.blockFlags[2] = this.top + y;
|
||||
// this.blockFlags[2] = this.top;
|
||||
// console.log('up flag set to', this.blockFlags[2]);
|
||||
}
|
||||
else if (down)
|
||||
{
|
||||
this.blockFlags[3] = this.bottom + y;
|
||||
this.blockFlags[3] = this.bottom;
|
||||
// this.blockFlags[3] = this.bottom + y;
|
||||
// this.blockFlags[3] = this.bottom;
|
||||
// console.log('down flag set to', this.blockFlags[3]);
|
||||
}
|
||||
@@ -551,53 +566,15 @@ Phaser.Physics.Arcade.Body.prototype = {
|
||||
}
|
||||
else
|
||||
{
|
||||
this.left = this.polygon.pos.x - this.polygon.points[0].x;
|
||||
this.right = this.polygon.pos.x + this.polygon.points[0].x;
|
||||
this.top = this.polygon.pos.y - this.polygon.points[0].y;
|
||||
this.bottom = this.polygon.pos.y + this.polygon.points[0].y;
|
||||
|
||||
var temp;
|
||||
|
||||
for (var i = 1, len = this.polygon.points.length; i < len; i++)
|
||||
{
|
||||
// Left
|
||||
temp = this.polygon.pos.x - this.polygon.points[i].x;
|
||||
|
||||
if (temp < this.left)
|
||||
{
|
||||
this.left = temp;
|
||||
}
|
||||
|
||||
// Right
|
||||
temp = this.polygon.pos.x + this.polygon.points[i].x;
|
||||
|
||||
if (temp > this.right)
|
||||
{
|
||||
this.right = temp;
|
||||
}
|
||||
|
||||
// Top
|
||||
temp = this.polygon.pos.y - this.polygon.points[i].y;
|
||||
|
||||
if (temp < this.top)
|
||||
{
|
||||
this.top = temp;
|
||||
}
|
||||
|
||||
// Bottom
|
||||
temp = this.polygon.pos.y + this.polygon.points[i].y;
|
||||
|
||||
if (temp > this.bottom)
|
||||
{
|
||||
this.bottom = temp;
|
||||
}
|
||||
}
|
||||
|
||||
this.width = this.right - this.left;
|
||||
this.height = this.bottom - this.top;
|
||||
|
||||
this.left = Phaser.Math.minProperty('x', this.polygon.points) + this.polygon.pos.x;
|
||||
this.right = Phaser.Math.maxProperty('x', this.polygon.points) + this.polygon.pos.x;
|
||||
this.top = Phaser.Math.minProperty('y', this.polygon.points) + this.polygon.pos.y;
|
||||
this.bottom = Phaser.Math.maxProperty('y', this.polygon.points) + this.polygon.pos.y;
|
||||
}
|
||||
|
||||
this.width = this.right - this.left;
|
||||
this.height = this.bottom - this.top;
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
@@ -906,7 +883,7 @@ Phaser.Physics.Arcade.Body.prototype = {
|
||||
return this.customSeparateCallback.call(this.customSeparateContext, this, response);
|
||||
}
|
||||
|
||||
console.log(this.sprite.name, 'collided with', body.sprite.name, response);
|
||||
// console.log(this.sprite.name, 'collided with', body.sprite.name, response);
|
||||
|
||||
this._distances[0] = body.right - this.x; // Distance of B to face on left side of A
|
||||
this._distances[1] = this.right - body.x; // Distance of B to face on right side of A
|
||||
@@ -918,12 +895,12 @@ Phaser.Physics.Arcade.Body.prototype = {
|
||||
// Which is smaller? Left or Right?
|
||||
if (this._distances[0] < this._distances[1])
|
||||
{
|
||||
console.log(this.sprite.name, 'collided on the LEFT with', body.sprite.name, response);
|
||||
// console.log(this.sprite.name, 'collided on the LEFT with', body.sprite.name, response);
|
||||
this.hitLeft(body, response);
|
||||
}
|
||||
else if (this._distances[1] < this._distances[0])
|
||||
{
|
||||
console.log(this.sprite.name, 'collided on the RIGHT with', body.sprite.name, response);
|
||||
// console.log(this.sprite.name, 'collided on the RIGHT with', body.sprite.name, response);
|
||||
this.hitRight(body, response);
|
||||
}
|
||||
}
|
||||
@@ -932,12 +909,12 @@ Phaser.Physics.Arcade.Body.prototype = {
|
||||
// Which is smaller? Top or Bottom?
|
||||
if (this._distances[2] < this._distances[3])
|
||||
{
|
||||
console.log(this.sprite.name, 'collided on the TOP with', body.sprite.name, response);
|
||||
// console.log(this.sprite.name, 'collided on the TOP with', body.sprite.name, response);
|
||||
this.hitTop(body, response);
|
||||
}
|
||||
else if (this._distances[3] < this._distances[2])
|
||||
{
|
||||
console.log(this.sprite.name, 'collided on the BOTTOM with', body.sprite.name, response);
|
||||
// console.log(this.sprite.name, 'collided on the BOTTOM with', body.sprite.name, response);
|
||||
this.hitBottom(body, response);
|
||||
}
|
||||
}
|
||||
@@ -964,17 +941,17 @@ Phaser.Physics.Arcade.Body.prototype = {
|
||||
hitLeft: function (body, response) {
|
||||
|
||||
// We know that Body is overlapping with This on the left hand side (deltaX < 0 = moving left, > 0 = moving right)
|
||||
if (body.speed > 0 && (body.deltaX() <= 0 || (body.deltaX() > 0 && !this.checkCollision.left)))
|
||||
{
|
||||
return;
|
||||
}
|
||||
// if (body.speed > 0 && (body.deltaX() <= 0 || (body.deltaX() > 0 && !this.checkCollision.left)))
|
||||
// {
|
||||
// return;
|
||||
// }
|
||||
|
||||
if (this.collideCallback && !this.collideCallback.call(this.collideCallbackContext, Phaser.LEFT, this, body, response))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (this.immovable || this.blocked.right || this.touching.right)
|
||||
if (!this.moves || this.immovable || this.blocked.right || this.touching.right)
|
||||
{
|
||||
body.give(this, response);
|
||||
}
|
||||
@@ -1012,11 +989,11 @@ Phaser.Physics.Arcade.Body.prototype = {
|
||||
hitRight: function (body, response) {
|
||||
|
||||
// We know that Body is overlapping with This on the right hand side (deltaX < 0 = moving left, > 0 = moving right)
|
||||
if (body.speed > 0 && (body.deltaX() >= 0 || (body.deltaX() < 0 && !this.checkCollision.right)))
|
||||
{
|
||||
console.log('bail 1', body.deltaX());
|
||||
return;
|
||||
}
|
||||
// if (body.speed > 0 && (body.deltaX() >= 0 || (body.deltaX() < 0 && !this.checkCollision.right)))
|
||||
// {
|
||||
// console.log('bail 1', body.deltaX());
|
||||
// return;
|
||||
// }
|
||||
|
||||
if (this.collideCallback && !this.collideCallback.call(this.collideCallbackContext, Phaser.RIGHT, this, body))
|
||||
{
|
||||
@@ -1024,7 +1001,7 @@ Phaser.Physics.Arcade.Body.prototype = {
|
||||
return;
|
||||
}
|
||||
|
||||
if (this.immovable || this.blocked.left || this.touching.left)
|
||||
if (!this.moves || this.immovable || this.blocked.left || this.touching.left)
|
||||
{
|
||||
body.give(this, response);
|
||||
}
|
||||
@@ -1062,17 +1039,19 @@ Phaser.Physics.Arcade.Body.prototype = {
|
||||
hitTop: function (body, response) {
|
||||
|
||||
// We know that Body is overlapping with This on the bottom side (deltaY < 0 = moving up, > 0 = moving down)
|
||||
if (body.speed > 0 && (body.deltaY() <= 0 || (body.deltaY() > 0 && !this.checkCollision.up)))
|
||||
{
|
||||
return;
|
||||
}
|
||||
// if (body.speed > 0 && (body.deltaY() <= 0 || (body.deltaY() > 0 && !this.checkCollision.up)))
|
||||
// if (body.speed > 0 && (body.deltaY() <= 0 || (body.deltaY() > 0 && !this.checkCollision.up)))
|
||||
// {
|
||||
// console.log('bail', body.sprite.name, body.deltaY());
|
||||
// return;
|
||||
// }
|
||||
|
||||
if (this.collideCallback && !this.collideCallback.call(this.collideCallbackContext, Phaser.UP, this, body))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (this.immovable || this.blocked.down || this.touching.down)
|
||||
if (!this.moves || this.immovable || this.blocked.down || this.touching.down)
|
||||
{
|
||||
body.give(this, response);
|
||||
}
|
||||
@@ -1110,17 +1089,17 @@ Phaser.Physics.Arcade.Body.prototype = {
|
||||
hitBottom: function (body, response) {
|
||||
|
||||
// We know that Body is overlapping with This on the bottom side (deltaY < 0 = moving up, > 0 = moving down)
|
||||
if (body.speed > 0 && (body.deltaY() >= 0 || (body.deltaY() < 0 && !this.checkCollision.down)))
|
||||
{
|
||||
return;
|
||||
}
|
||||
// if (body.speed > 0 && (body.deltaY() >= 0 || (body.deltaY() < 0 && !this.checkCollision.down)))
|
||||
// {
|
||||
// return;
|
||||
// }
|
||||
|
||||
if (this.collideCallback && !this.collideCallback.call(this.collideCallbackContext, Phaser.DOWN, this, body))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (this.immovable || this.blocked.up || this.touching.up)
|
||||
if (!this.moves || this.immovable || this.blocked.up || this.touching.up)
|
||||
{
|
||||
body.give(this, response);
|
||||
}
|
||||
@@ -1162,13 +1141,14 @@ Phaser.Physics.Arcade.Body.prototype = {
|
||||
{
|
||||
this.x += this._dx;
|
||||
this.velocity.x += this._temp.x;
|
||||
console.log('x added', this._dx);
|
||||
}
|
||||
|
||||
if ((this._dy < 0 && !this.blocked.up && !this.touching.up) || (this._dy > 0 && !this.blocked.down && !this.touching.down))
|
||||
{
|
||||
this.y += this._dy;
|
||||
this.velocity.y += this._temp.y;
|
||||
// console.log('y added', this._dy);
|
||||
console.log('y added', this._dy);
|
||||
}
|
||||
|
||||
if (this.velocity.x > this.maxVelocity.x)
|
||||
@@ -1225,8 +1205,37 @@ Phaser.Physics.Arcade.Body.prototype = {
|
||||
this.facing = Phaser.DOWN;
|
||||
}
|
||||
|
||||
this.sprite.x = this.x + (this.sprite.x - this.sprite.center.x) - this.offset.x;
|
||||
this.sprite.y = this.y + (this.sprite.y - this.sprite.center.y) - this.offset.y;
|
||||
this.updateBounds();
|
||||
|
||||
if (this.sprite.debug)
|
||||
{
|
||||
console.log('Body postUpdate x:', this.x, 'y:', this.y, 'left:', this.left, 'right:', this.right);
|
||||
}
|
||||
|
||||
// this.sprite.x = this.x + (this.sprite.x - this.sprite.center.x) - this.offset.x;
|
||||
// this.sprite.y = this.y + (this.sprite.y - this.sprite.center.y) - this.offset.y;
|
||||
|
||||
if (this.sprite.name === 'mushroom')
|
||||
{
|
||||
// console.log('old x', this.preX, 'new x', this.x, 'delta', this.deltaX());
|
||||
// console.log('old y', this.preY, 'new y', this.y);
|
||||
}
|
||||
|
||||
this.sprite.x = this.x - this.offset.x;
|
||||
this.sprite.y = this.y - this.offset.y;
|
||||
this.sprite.worldTransform[2] = this.x - this.offset.x;
|
||||
this.sprite.worldTransform[5] = this.y - this.offset.y;
|
||||
|
||||
|
||||
|
||||
// this.world.setTo(this.game.camera.x + this.worldTransform[2], this.game.camera.y + this.worldTransform[5]);
|
||||
|
||||
|
||||
// this.sprite.x = this.x + (this.sprite.world.x - this.game.camera.x) - this.offset.x;
|
||||
// this.sprite.y = this.y + (this.sprite.world.y - this.game.camera.y) - this.offset.y;
|
||||
|
||||
// this.world.setTo(this.game.camera.x + this.worldTransform[2], this.game.camera.y + this.worldTransform[5]);
|
||||
|
||||
|
||||
if (this.allowRotation)
|
||||
{
|
||||
@@ -1269,7 +1278,16 @@ Phaser.Physics.Arcade.Body.prototype = {
|
||||
* @return {number} The delta value. Positive if the motion was to the right, negative if to the left.
|
||||
*/
|
||||
deltaX: function () {
|
||||
return this.x - this.preX;
|
||||
|
||||
if (this.moves)
|
||||
{
|
||||
return this.x - this.preX;
|
||||
}
|
||||
else
|
||||
{
|
||||
return this.sprite.deltaX;
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
@@ -1279,7 +1297,16 @@ Phaser.Physics.Arcade.Body.prototype = {
|
||||
* @return {number} The delta value. Positive if the motion was downwards, negative if upwards.
|
||||
*/
|
||||
deltaY: function () {
|
||||
return this.y - this.preY;
|
||||
|
||||
if (this.moves)
|
||||
{
|
||||
return this.y - this.preY;
|
||||
}
|
||||
else
|
||||
{
|
||||
return this.sprite.deltaY;
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
@@ -1334,6 +1361,8 @@ Object.defineProperty(Phaser.Physics.Arcade.Body.prototype, "x", {
|
||||
this.polygon.pos.x = value;
|
||||
}
|
||||
|
||||
// this.updateBounds();
|
||||
|
||||
}
|
||||
|
||||
});
|
||||
@@ -1376,6 +1405,8 @@ Object.defineProperty(Phaser.Physics.Arcade.Body.prototype, "y", {
|
||||
this.polygon.pos.y = value;
|
||||
}
|
||||
|
||||
// this.updateBounds();
|
||||
|
||||
}
|
||||
|
||||
});
|
||||
|
||||
+2
-2
@@ -60,9 +60,9 @@ Phaser.Tile = function (layer, index, x, y, width, height) {
|
||||
this.properties = {};
|
||||
|
||||
/**
|
||||
* @property {boolean} walked - Has this tile been walked / turned into a poly?
|
||||
* @property {boolean} scanned - Has this tile been walked / turned into a poly?
|
||||
*/
|
||||
this.walked = false;
|
||||
this.scanned = false;
|
||||
|
||||
/**
|
||||
* @property {boolean} faceTop - Is the top of this tile an interesting edge?
|
||||
|
||||
@@ -1227,6 +1227,7 @@ Phaser.Tilemap.prototype = {
|
||||
destroy: function () {
|
||||
|
||||
this.removeAllLayers();
|
||||
this.data = [];
|
||||
this.game = null;
|
||||
|
||||
}
|
||||
|
||||
@@ -492,6 +492,8 @@ Phaser.TilemapLayer.prototype.getTiles = function (x, y, width, height, collides
|
||||
this._results.length = 0;
|
||||
|
||||
// var _tile = null;
|
||||
// this.context.fillStyle = 'rgba(255,0,0,0.3)';
|
||||
// this.context.fillRect(this._tx * this._cw, this._ty * this._ch, this._tw * this._cw, this._th * this._ch);
|
||||
|
||||
for (var wy = this._ty; wy < this._ty + this._th; wy++)
|
||||
{
|
||||
@@ -517,6 +519,7 @@ Phaser.TilemapLayer.prototype.getTiles = function (x, y, width, height, collides
|
||||
tile: this.layer.data[wy][wx],
|
||||
layer: this.layer.data[wy][wx].layer
|
||||
});
|
||||
|
||||
}
|
||||
// }
|
||||
}
|
||||
|
||||
@@ -371,8 +371,6 @@ Phaser.TilemapParser = {
|
||||
|
||||
}
|
||||
|
||||
console.log(map);
|
||||
|
||||
return map;
|
||||
|
||||
}
|
||||
|
||||
+24
-32
@@ -609,23 +609,16 @@ Phaser.Utils.Debug.prototype = {
|
||||
|
||||
color = color || 'rgb(255, 255, 255)';
|
||||
|
||||
this.start(x, y, color);
|
||||
this.start(x, y, color, 100);
|
||||
|
||||
if (sprite.name)
|
||||
{
|
||||
this.line(sprite.name);
|
||||
}
|
||||
|
||||
this.line('x: ' + sprite.x);
|
||||
this.line('y: ' + sprite.y);
|
||||
this.line('pos x: ' + sprite.position.x);
|
||||
this.line('pos y: ' + sprite.position.y);
|
||||
this.line('local x: ' + sprite.localTransform[2]);
|
||||
this.line('local y: ' + sprite.localTransform[5]);
|
||||
this.line('t x: ' + sprite.worldTransform[2]);
|
||||
this.line('t y: ' + sprite.worldTransform[5]);
|
||||
this.line('world x: ' + sprite.world.x);
|
||||
this.line('world y: ' + sprite.world.y);
|
||||
this.splitline('x:', sprite.x.toFixed(2), 'y:', sprite.y.toFixed(2));
|
||||
this.splitline('pos x:', sprite.position.x.toFixed(2), 'pos y:', sprite.position.y.toFixed(2));
|
||||
this.splitline('world x:', sprite.world.x.toFixed(2), 'world y:', sprite.world.y.toFixed(2));
|
||||
|
||||
this.stop();
|
||||
|
||||
@@ -965,8 +958,8 @@ Phaser.Utils.Debug.prototype = {
|
||||
|
||||
color = color || 'rgb(255,255,255)';
|
||||
|
||||
var x = body.x;
|
||||
var y = body.y;
|
||||
var x = body.x - this.game.camera.x;
|
||||
var y = body.y - this.game.camera.y;
|
||||
|
||||
if (body.type === Phaser.Physics.Arcade.CIRCLE)
|
||||
{
|
||||
@@ -977,8 +970,8 @@ Phaser.Utils.Debug.prototype = {
|
||||
this.context.stroke();
|
||||
this.context.closePath();
|
||||
|
||||
this.context.strokeStyle = 'rgb(0,0,255)';
|
||||
this.context.strokeRect(body.left, body.top, body.width, body.height);
|
||||
// this.context.strokeStyle = 'rgb(0,0,255)';
|
||||
// this.context.strokeRect(body.left, body.top, body.width, body.height);
|
||||
|
||||
this.stop();
|
||||
}
|
||||
@@ -988,27 +981,27 @@ Phaser.Utils.Debug.prototype = {
|
||||
|
||||
this.start(0, 0, color);
|
||||
|
||||
this.context.beginPath();
|
||||
this.context.moveTo(x + points[0].x, y + points[0].y);
|
||||
// this.context.beginPath();
|
||||
// this.context.moveTo(x + points[0].x, y + points[0].y);
|
||||
|
||||
for (var i = 1; i < points.length; i++)
|
||||
{
|
||||
this.context.lineTo(x + points[i].x, y + points[i].y);
|
||||
}
|
||||
// for (var i = 1; i < points.length; i++)
|
||||
// {
|
||||
// this.context.lineTo(x + points[i].x, y + points[i].y);
|
||||
// }
|
||||
|
||||
this.context.closePath();
|
||||
this.context.strokeStyle = color;
|
||||
this.context.stroke();
|
||||
// this.context.closePath();
|
||||
// this.context.strokeStyle = color;
|
||||
// this.context.stroke();
|
||||
|
||||
this.context.fillStyle = 'rgb(255,0,0)';
|
||||
this.context.fillRect(x + points[0].x - 2, y + points[0].y - 2, 5, 5);
|
||||
// this.context.fillStyle = 'rgb(255,0,0)';
|
||||
// this.context.fillRect(x + points[0].x - 2, y + points[0].y - 2, 5, 5);
|
||||
|
||||
for (var i = 1; i < points.length; i++)
|
||||
{
|
||||
this.context.fillRect(x + points[i].x - 2, y + points[i].y - 2, 5, 5);
|
||||
}
|
||||
// for (var i = 1; i < points.length; i++)
|
||||
// {
|
||||
// this.context.fillRect(x + points[i].x - 2, y + points[i].y - 2, 5, 5);
|
||||
// }
|
||||
|
||||
this.context.strokeStyle = 'rgb(0,0,255)';
|
||||
this.context.strokeStyle = 'rgb(0,255,255)';
|
||||
this.context.strokeRect(body.left, body.top, body.width, body.height);
|
||||
|
||||
this.stop();
|
||||
@@ -1047,7 +1040,6 @@ Phaser.Utils.Debug.prototype = {
|
||||
}
|
||||
|
||||
this.context.closePath();
|
||||
// this.context.strokeStyle = 'rgba(255, 0, 255, 0.7)';
|
||||
this.context.strokeStyle = color;
|
||||
this.context.stroke();
|
||||
|
||||
|
||||
Reference in New Issue
Block a user