mirror of
https://github.com/wassname/phaser.git
synced 2026-07-25 13:20:14 +08:00
Removed debug info and tidying up ready for release.
This commit is contained in:
@@ -234,11 +234,6 @@ Phaser.Physics.Arcade.prototype = {
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rebounded = true;
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}
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if (body.sprite.debug)
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{
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console.log('checkBounds finished', rebounded, body.blocked);
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}
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return rebounded;
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},
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@@ -850,10 +845,6 @@ Phaser.Physics.Arcade.prototype = {
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return this._intersection;
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}
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// console.log('____ tileIntersects');
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// console.log('body: ', body.left, body.top, body.right, body.bottom);
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// console.log('tile: ', tile.x, tile.y, tile.right, tile.bottom);
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if (!(body.right < tile.x || body.bottom < tile.y || body.left > tile.right || body.top > tile.bottom))
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{
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this._intersection[0] = Math.max(body.left, tile.x); // x
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@@ -866,6 +857,7 @@ Phaser.Physics.Arcade.prototype = {
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}
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this._intersection[4] = 0;
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return this._intersection;
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},
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@@ -879,8 +871,6 @@ Phaser.Physics.Arcade.prototype = {
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*/
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separateTiles: function (body, tiles) {
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// console.log('!!! separateTiles', tiles);
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var tile;
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var result = false;
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@@ -912,15 +902,9 @@ Phaser.Physics.Arcade.prototype = {
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// If the intersection area is either entirely null, or has a width/height of zero, we bail out now
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if (this._intersection[4] === 0 || this._intersection[2] === 0 || this._intersection[3] === 0)
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{
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// console.log('Tile does not intersect body');
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return false;
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}
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// console.log('*** separateTile', tile);
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// console.log('intersection', this._intersection);
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// tile.tile.debug = true;
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// They overlap. Any custom callbacks?
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if (tile.tile.callback || tile.layer.callbacks[tile.tile.index])
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{
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@@ -947,8 +931,6 @@ Phaser.Physics.Arcade.prototype = {
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// LEFT
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body.overlapX = body.left - tile.right;
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// console.log('ST left', body.overlapX, body.deltaX(), 'bt', body.left, tile.right);
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if (body.overlapX < 0)
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{
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process = true;
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@@ -963,8 +945,6 @@ Phaser.Physics.Arcade.prototype = {
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// RIGHT
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body.overlapX = body.right - tile.x;
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// console.log('ST right', body.overlapX, body.deltaX(), 'bt', body.right, tile.x);
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if (body.overlapX > 0)
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{
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process = true;
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@@ -980,8 +960,6 @@ Phaser.Physics.Arcade.prototype = {
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// UP
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body.overlapY = body.top - tile.bottom;
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// console.log('ST up', body.overlapY, body.deltaY(), 'bt', body.top, tile.bottom);
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if (body.overlapY < 0)
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{
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process = true;
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@@ -996,8 +974,6 @@ Phaser.Physics.Arcade.prototype = {
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// DOWN
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body.overlapY = body.bottom - tile.y;
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// console.log('ST down', body.overlapY, body.deltaY(), 'bt', body.bottom, tile.y);
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if (body.overlapY > 0)
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{
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process = true;
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@@ -1042,8 +1018,6 @@ Phaser.Physics.Arcade.prototype = {
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*/
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processTileSeparation: function (body) {
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// console.log('PRE processTileSeparation xy', body.x, body.y, 'left', body.left, 'right', body.right, 'up', body.up, 'down', body.down);
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if (body.overlapX < 0)
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{
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body.x -= body.overlapX;
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@@ -1052,8 +1026,6 @@ Phaser.Physics.Arcade.prototype = {
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body.blocked.x = Math.floor(body.x);
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body.blocked.y = Math.floor(body.y);
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body.blocked.left = true;
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// body.touching.left = true;
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// body.touching.none = false;
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}
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else if (body.overlapX > 0)
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{
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@@ -1063,8 +1035,6 @@ Phaser.Physics.Arcade.prototype = {
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body.blocked.x = Math.floor(body.x);
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body.blocked.y = Math.floor(body.y);
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body.blocked.right = true;
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// body.touching.right = true;
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// body.touching.none = false;
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}
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if (body.overlapY < 0)
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@@ -1075,9 +1045,6 @@ Phaser.Physics.Arcade.prototype = {
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body.blocked.x = Math.floor(body.x);
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body.blocked.y = Math.floor(body.y);
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body.blocked.up = true;
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// body.touching.up = true;
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// body.touching.none = false;
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}
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else if (body.overlapY > 0)
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{
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@@ -1087,12 +1054,8 @@ Phaser.Physics.Arcade.prototype = {
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body.blocked.x = Math.floor(body.x);
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body.blocked.y = Math.floor(body.y);
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body.blocked.down = true;
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// body.touching.down = true;
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// body.touching.none = false;
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}
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// console.log('POST processTileSeparation xy', body.x, body.y, 'left', body.left, 'right', body.right, 'up', body.up, 'down', body.down);
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return true;
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},
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+10
-94
@@ -393,20 +393,6 @@ Phaser.Physics.Arcade.Body.prototype = {
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this.updateScale();
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}
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if (this.sprite.debug)
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{
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console.log('Body preUpdate x:', this.x, 'y:', this.y);
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// console.log('Body preUpdate Sprite x:', this.sprite.x, 'y:', this.sprite.y);
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// console.log('Body preUpdate Sprite world:', this.sprite.world.x, 'y:', this.sprite.world.y);
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// console.log('Body preUpdate Sprite position:', this.sprite.position.x, 'y:', this.sprite.position.y);
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// console.log('Body preUpdate Sprite localTransform:', this.sprite.localTransform[2], 'y:', this.sprite.localTransform[5]);
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// console.log('Body preUpdate Sprite worldTransform:', this.sprite.worldTransform[2], 'y:', this.sprite.worldTransform[5]);
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// console.log('Body preUpdate x:', this.x, 'y:', this.y, 'left:', this.left, 'right:', this.right, 'WAS', this.preX, this.preY);
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console.log('Body preUpdate blocked:', this.blocked, this.blockFlags);
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console.log('Body preUpdate velocity:', this.velocity.x, this.velocity.y);
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// console.log('Body preUpdate rotation:', this.rotation, this.preRotation);
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}
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this.checkBlocked();
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this.touching.none = true;
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@@ -444,12 +430,6 @@ if (this.sprite.debug)
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this.updateBounds();
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}
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if (this.sprite.debug)
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{
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console.log('Body preUpdate AFTER integration x:', this.x, 'y:', this.y, 'left:', this.left, 'right:', this.right);
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console.log('Body preUpdate velocity:', this.velocity.x, this.velocity.y);
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}
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},
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/**
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@@ -462,14 +442,12 @@ if (this.sprite.debug)
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if ((this.blocked.left || this.blocked.right) && (Math.floor(this.x) !== this.blocked.x || Math.floor(this.y) !== this.blocked.y))
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{
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// console.log('resetBlocked unlocked left + right', Math.floor(this.x), this.blocked.x);
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this.blocked.left = false;
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this.blocked.right = false;
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}
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if ((this.blocked.up || this.blocked.down) && (Math.floor(this.x) !== this.blocked.x || Math.floor(this.y) !== this.blocked.y))
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{
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// console.log('resetBlocked unlocked up + down', Math.floor(this.y), this.blocked.y, 'x', Math.floor(this.x), this.blocked.x);
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this.blocked.up = false;
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this.blocked.down = false;
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}
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@@ -547,12 +525,6 @@ if (this.sprite.debug)
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*/
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reboundCheck: function (x, y, rebound) {
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if (this.sprite.debug)
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{
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console.log('reboundCheck start', this.velocity.x, this.velocity.y);
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console.log('reBound blocked state', this.blocked);
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}
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if (x)
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{
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if (rebound && this.bounce.x !== 0 && (this.blocked.left || this.blocked.right || this.touching.left || this.touching.right))
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@@ -562,11 +534,6 @@ if (this.sprite.debug)
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{
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this.velocity.x *= -this.bounce.x;
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this.angle = Math.atan2(this.velocity.y, this.velocity.x);
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if (this.sprite.debug)
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{
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console.log('X rebound applied', this._vx, 'to', this.velocity.x);
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}
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}
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}
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@@ -577,16 +544,6 @@ if (this.sprite.debug)
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if (((this.blocked.left || this.touching.left) && (gx < 0 || this.velocity.x < 0)) || ((this.blocked.right || this.touching.right) && (gx > 0 || this.velocity.x > 0)))
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{
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this.velocity.x = 0;
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if (this.sprite.debug)
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{
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console.log('reboundCheck X zeroed');
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}
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}
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if (this.sprite.debug)
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{
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console.log('reboundCheck X', this.velocity.x, 'gravity', gx);
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}
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}
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}
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@@ -600,13 +557,6 @@ if (this.sprite.debug)
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{
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this.velocity.y *= -this.bounce.y;
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this.angle = Math.atan2(this.velocity.y, this.velocity.x);
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if (this.sprite.debug)
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{
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console.log('Y rebound applied', this._vy, 'to', this.velocity.y);
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console.log('Y rebound check 1', !(this._vy <= 0 && this.velocity.y > 0));
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console.log('Y rebound check 2', !(this._vy >= 0 && this.velocity.y < 0));
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}
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}
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}
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@@ -617,16 +567,6 @@ if (this.sprite.debug)
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if (((this.blocked.up || this.touching.up) && (gy < 0 || this.velocity.y < 0)) || ((this.blocked.down || this.touching.down) && (gy > 0 || this.velocity.y > 0)))
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{
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this.velocity.y = 0;
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if (this.sprite.debug)
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{
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console.log('reboundCheck Y zeroed');
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}
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}
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if (this.sprite.debug)
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{
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console.log('reboundCheck Y', this.velocity.y, 'gravity', gy);
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}
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}
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}
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@@ -819,8 +759,16 @@ if (this.sprite.debug)
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*/
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processRebound: function (body) {
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this.velocity.x = body.velocity.x - this.velocity.x * this.bounce.x;
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this.velocity.y = body.velocity.y - this.velocity.y * this.bounce.y;
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// Don't rebound again if they've already rebounded in this frame
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if (!(this._vx <= 0 && this.velocity.x > 0) && !(this._vx >= 0 && this.velocity.x < 0))
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{
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this.velocity.x = body.velocity.x - this.velocity.x * this.bounce.x;
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}
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if (!(this._vy <= 0 && this.velocity.y > 0) && !(this._vy >= 0 && this.velocity.y < 0))
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{
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this.velocity.y = body.velocity.y - this.velocity.y * this.bounce.y;
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}
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this.angle = Math.atan2(this.velocity.y, this.velocity.x);
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@@ -973,12 +921,10 @@ if (this.sprite.debug)
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// Which is smaller? Left or Right?
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if (this._distances[0] < this._distances[1] && (body.checkCollision.right || this.checkCollision.left))
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{
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// console.log(this.sprite.name, 'collided on the LEFT with', body.sprite.name, response);
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hasSeparated = this.hitLeft(body, response);
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}
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else if (this._distances[1] < this._distances[0] && (body.checkCollision.left || this.checkCollision.right))
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{
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// console.log(this.sprite.name, 'collided on the RIGHT with', body.sprite.name, response);
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hasSeparated = this.hitRight(body, response);
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}
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}
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@@ -987,19 +933,16 @@ if (this.sprite.debug)
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// Which is smaller? Top or Bottom?
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if (this._distances[2] < this._distances[3] && (body.checkCollision.down || this.checkCollision.up))
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{
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// console.log(this.sprite.name, 'collided on the TOP with', body.sprite.name, response);
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hasSeparated = this.hitTop(body, response);
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}
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else if (this._distances[3] < this._distances[2] && (body.checkCollision.up || this.checkCollision.down))
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{
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// console.log(this.sprite.name, 'collided on the BOTTOM with', body.sprite.name, response);
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hasSeparated = this.hitBottom(body, response);
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}
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}
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if (hasSeparated)
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{
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console.log('Body hasSeparated');
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this.game.physics.checkBounds(this);
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this.game.physics.checkBounds(body);
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}
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@@ -1200,11 +1143,6 @@ if (this.sprite.debug)
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this._dx = this.game.time.physicsElapsed * (this.velocity.x + this._temp.x / 2);
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this._dy = this.game.time.physicsElapsed * (this.velocity.y + this._temp.y / 2);
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if (this.sprite.debug)
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{
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// console.log('integrateVelocity TEMP:', this._temp.x, this._temp.y);
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}
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// positive = RIGHT / DOWN
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// negative = LEFT / UP
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@@ -1212,34 +1150,12 @@ if (this.sprite.debug)
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{
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this.x += this._dx;
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this.velocity.x += this._temp.x;
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if (this.sprite.debug)
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{
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// console.log('integrateVelocity x added', this._dx, this.x);
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}
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}
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else
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{
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if (this.sprite.debug)
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{
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// console.log('integrateVelocity x failed or zero, blocked left/right', this._dx);
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}
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}
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if ((this._dy < 0 && !this.blocked.up && !this.touching.up) || (this._dy > 0 && !this.blocked.down && !this.touching.down))
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{
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this.y += this._dy;
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this.velocity.y += this._temp.y;
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if (this.sprite.debug)
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{
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// console.log('integrateVelocity y added', this._dy, this.y);
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}
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}
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else
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{
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if (this.sprite.debug)
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{
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// console.log('integrateVelocity y failed or zero, blocked up/down', this._dy);
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}
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}
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if (this.velocity.x > this.maxVelocity.x)
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Reference in New Issue
Block a user