diff --git a/src/physics/arcade/ArcadePhysics.js b/src/physics/arcade/ArcadePhysics.js index 91795cbb..e6562a72 100644 --- a/src/physics/arcade/ArcadePhysics.js +++ b/src/physics/arcade/ArcadePhysics.js @@ -141,9 +141,107 @@ Phaser.Physics.Arcade.prototype = { }, // Collides the given object with everything in the world quadtree - collide: function (object, notifyCallback, callbackContext) { - return this.overlap(object, null, notifyCallback, this.separate, callbackContext); + // You need to provide 2 objects to check for collision against + // collideCallback is an optional callback, it will be sent the 2 objects in the same order you supplied them to the collide function + // callbackContext is the context in which the callback is called + // processCallback - an optional additional check. If the 2 objects collide, the processCallback will be run. If it returns true they'll be sent to your collideCallback. + collide: function (object1, object2, collideCallback, processCallback, callbackContext) { + + collideCallback = collideCallback || null; + processCallback = processCallback || null; + callbackContext = callbackContext || collideCallback; + + var result = false; + + // Only collide valid objects + if (object1 && object2 && object1.exists && object2.exists) + { + // Need to support: + + // game.physics.collide(sprite1, sprite2) + // game.physics.collide(sprite, group) + // game.physics.collide(group1, group2) + // game.physics.collide(sprite, tilemap) + // game.physics.collide(group, tilemap) + + // Can expand to support Buttons, Text, etc at a later date. For now these are the essentials. + + if (object1.type == Phaser.SPRITE && object2.type == Phaser.SPRITE) + { + result = this.separate(object1.body, object2.body); + + if (result && processCallback) + { + result = processCallback.call(callbackContext, object1, object2); + } + } + else if (object1.type == Phaser.SPRITE && object2.type == Phaser.GROUP) + { + result = this.collideSpriteVsGroup(object1, object2, collideCallback, processCallback, callbackContext); + } + else if (object1.type == Phaser.GROUP && object2.type == Phaser.SPRITE) + { + + } + + + } + + return result; + + // return this.overlap(object, null, notifyCallback, this.separate, callbackContext); + + }, + + // collideSpriteVsWorld + + collideSpriteVsGroup: function (sprite, group, collideCallback, processCallback, callbackContext) + { + // What is the sprite colliding with in the quadtree? + this._potentials = this.quadTree.retrieve(sprite); + this._output.length = 0; + + for (var i = 0, len = potentials.length; i < len; i++) + { + // We have our potential suspects, are they in this group? + if (potentials[i].sprite.group == group) + { + if (this.separate(sprite, potentials[i].sprite); + + } + + + if (processCallback.call(callbackContext, object1.body, potentials[i])) + { + if (notifyCallback) + { + notifyCallback.call(callbackContext, object1, potentials[i].sprite); + } + + output.push(potentials[i]); + } + } + + + + if (group._container.first._iNext) + { + var currentNode = group._container.first._iNext; + + do + { + if (currentNode.exists && currentNode.type == Phaser.SPRITE) + { + result = this.separate(sprite, currentNode); + } + + currentNode = currentNode._iNext; + } + while (currentNode != group._container.last._iNext); + + } + }, @@ -179,12 +277,14 @@ Phaser.Physics.Arcade.prototype = { */ overlap: function (object1, object2, notifyCallback, processCallback, callbackContext) { - object1 = object1 || null; object2 = object2 || null; notifyCallback = notifyCallback || null; processCallback = processCallback || this.separate; callbackContext = callbackContext || this; + // You have to give an object first + if (object.type ) + // World vs. World check if (object1 == null) { @@ -231,72 +331,81 @@ Phaser.Physics.Arcade.prototype = { }, /** - * The core Collision separation function used by Collision.overlap. - * @param object1 The first GameObject to separate - * @param object2 The second GameObject to separate - * @returns {boolean} Returns true if the objects were separated, otherwise false. + * The core Collision separation function to separate two physics bodies. + * @param body1 The first Sprite.Body to separate + * @param body2 The second Sprite.Body to separate + * @returns {boolean} Returns true if the bodies were separated, otherwise false. */ - separate: function (object1, object2) { + separate: function (body1, body2) { - return this.separateX(object1, object2) || this.separateY(object1, object2) + if (this.separateX(body1, body2) || this.separateY(body1, body2)) + { + body1.postUpdate(); + body2.postUpdate(); + return true; + } + + return false; + + return }, /** - * Separates the two objects on their x axis - * @param object1 The first GameObject to separate - * @param object2 The second GameObject to separate + * Separates the two physics bodies on their X axis + * @param body1 The first Sprite.Body to separate + * @param body2 The second Sprite.Body to separate * @returns {boolean} Whether the objects in fact touched and were separated along the X axis. */ - separateX: function (object1, object2) { + separateX: function (body1, body2) { - // Can't separate two immovable objects - if (object1.immovable && object2.immovable) + // Can't separate two immovable or non-existing bodys + if (body1.immovable && body2.immovable) { return false; } - // First, get the two object deltas + // First, get the two body deltas this._overlap = 0; - if (object1.deltaX() != object2.deltaX()) + if (body1.deltaX() != body2.deltaX()) { // Check if the X hulls actually overlap - this._obj1Bounds.setTo(object1.x - ((object1.deltaX() > 0) ? object1.deltaX() : 0), object1.lastY, object1.width + ((object1.deltaX() > 0) ? object1.deltaX() : -object1.deltaX()), object1.height); - this._obj2Bounds.setTo(object2.x - ((object2.deltaX() > 0) ? object2.deltaX() : 0), object2.lastY, object2.width + ((object2.deltaX() > 0) ? object2.deltaX() : -object2.deltaX()), object2.height); + this._obj1Bounds.setTo(body1.x - ((body1.deltaX() > 0) ? body1.deltaX() : 0), body1.lastY, body1.width + ((body1.deltaX() > 0) ? body1.deltaX() : -body1.deltaX()), body1.height); + this._obj2Bounds.setTo(body2.x - ((body2.deltaX() > 0) ? body2.deltaX() : 0), body2.lastY, body2.width + ((body2.deltaX() > 0) ? body2.deltaX() : -body2.deltaX()), body2.height); if ((this._obj1Bounds.right > this._obj2Bounds.x) && (this._obj1Bounds.x < this._obj2Bounds.right) && (this._obj1Bounds.bottom > this._obj2Bounds.y) && (this._obj1Bounds.y < this._obj2Bounds.bottom)) { - this._maxOverlap = object1.deltaAbsX() + object2.deltaAbsX() + this.OVERLAP_BIAS; + this._maxOverlap = body1.deltaAbsX() + body2.deltaAbsX() + this.OVERLAP_BIAS; // If they did overlap (and can), figure out by how much and flip the corresponding flags - if (object1.deltaX() > object2.deltaX()) + if (body1.deltaX() > body2.deltaX()) { - this._overlap = object1.x + object1.width - object2.x; + this._overlap = body1.x + body1.width - body2.x; - if ((this._overlap > this._maxOverlap) || object1.allowCollision.right == false || object2.allowCollision.left == false) + if ((this._overlap > this._maxOverlap) || body1.allowCollision.right == false || body2.allowCollision.left == false) { this._overlap = 0; } else { - object1.touching.right = true; - object2.touching.left = true; + body1.touching.right = true; + body2.touching.left = true; } } - else if (object1.deltaX() < object2.deltaX()) + else if (body1.deltaX() < body2.deltaX()) { - this._overlap = object1.x - object2.width - object2.x; + this._overlap = body1.x - body2.width - body2.x; - if ((-this._overlap > this._maxOverlap) || object1.allowCollision.left == false || object2.allowCollision.right == false) + if ((-this._overlap > this._maxOverlap) || body1.allowCollision.left == false || body2.allowCollision.right == false) { this._overlap = 0; } else { - object1.touching.left = true; - object2.touching.right = true; + body1.touching.left = true; + body2.touching.right = true; } } } @@ -305,33 +414,34 @@ Phaser.Physics.Arcade.prototype = { // Then adjust their positions and velocities accordingly (if there was any overlap) if (this._overlap != 0) { - this._obj1Velocity = object1.velocity.x; - this._obj2Velocity = object2.velocity.x; + this._obj1Velocity = body1.velocity.x; + this._obj2Velocity = body2.velocity.x; - if (!object1.immovable && !object2.immovable) + if (!body1.immovable && !body2.immovable) { this._overlap *= 0.5; - object1.x = object1.x - this._overlap; - object2.x += this._overlap; + body1.x = body1.x - this._overlap; + body2.x += this._overlap; - this._obj1NewVelocity = Math.sqrt((this._obj2Velocity * this._obj2Velocity * object2.mass) / object1.mass) * ((this._obj2Velocity > 0) ? 1 : -1); - this._obj2NewVelocity = Math.sqrt((this._obj1Velocity * this._obj1Velocity * object1.mass) / object2.mass) * ((this._obj1Velocity > 0) ? 1 : -1); + this._obj1NewVelocity = Math.sqrt((this._obj2Velocity * this._obj2Velocity * body2.mass) / body1.mass) * ((this._obj2Velocity > 0) ? 1 : -1); + this._obj2NewVelocity = Math.sqrt((this._obj1Velocity * this._obj1Velocity * body1.mass) / body2.mass) * ((this._obj1Velocity > 0) ? 1 : -1); this._average = (this._obj1NewVelocity + this._obj2NewVelocity) * 0.5; this._obj1NewVelocity -= this._average; this._obj2NewVelocity -= this._average; - object1.velocity.x = this._average + this._obj1NewVelocity * object1.bounce.x; - object2.velocity.x = this._average + this._obj2NewVelocity * object2.bounce.x; + body1.velocity.x = this._average + this._obj1NewVelocity * body1.bounce.x; + body2.velocity.x = this._average + this._obj2NewVelocity * body2.bounce.x; } - else if (!object1.immovable) + else if (!body1.immovable) { - object1.x = object1.x - this._overlap; - object1.velocity.x = this._obj2Velocity - this._obj1Velocity * object1.bounce.x; + body1.x = body1.x - this._overlap; + body1.velocity.x = this._obj2Velocity - this._obj1Velocity * body1.bounce.x; } - else if (!object2.immovable) + else if (!body2.immovable) { - object2.x += this._overlap; - object2.velocity.x = this._obj1Velocity - this._obj2Velocity * object2.bounce.x; + body2.x += this._overlap; + body2.velocity.x = this._obj1Velocity - this._obj2Velocity * body2.bounce.x; } + return true; } else @@ -342,59 +452,59 @@ Phaser.Physics.Arcade.prototype = { }, /** - * Separates the two objects on their y axis - * @param object1 The first GameObject to separate - * @param object2 The second GameObject to separate - * @returns {boolean} Whether the objects in fact touched and were separated along the Y axis. + * Separates the two physics bodies on their Y axis + * @param body1 The first Sprite.Body to separate + * @param body2 The second Sprite.Body to separate + * @returns {boolean} Whether the bodys in fact touched and were separated along the Y axis. */ - separateY: function (object1, object2) { + separateY: function (body1, body2) { - // Can't separate two immovable objects - if (object1.immovable && object2.immovable) + // Can't separate two immovable or non-existing bodys + if (body1.immovable && body2.immovable) { return false; } - // First, get the two object deltas + // First, get the two body deltas this._overlap = 0; - if (object1.deltaY() != object2.deltaY()) + if (body1.deltaY() != body2.deltaY()) { // Check if the Y hulls actually overlap - this._obj1Bounds.setTo(object1.x, object1.y - ((object1.deltaY() > 0) ? object1.deltaY() : 0), object1.width, object1.height + object1.deltaAbsY()); - this._obj2Bounds.setTo(object2.x, object2.y - ((object2.deltaY() > 0) ? object2.deltaY() : 0), object2.width, object2.height + object2.deltaAbsY()); + this._obj1Bounds.setTo(body1.x, body1.y - ((body1.deltaY() > 0) ? body1.deltaY() : 0), body1.width, body1.height + body1.deltaAbsY()); + this._obj2Bounds.setTo(body2.x, body2.y - ((body2.deltaY() > 0) ? body2.deltaY() : 0), body2.width, body2.height + body2.deltaAbsY()); if ((this._obj1Bounds.right > this._obj2Bounds.x) && (this._obj1Bounds.x < this._obj2Bounds.right) && (this._obj1Bounds.bottom > this._obj2Bounds.y) && (this._obj1Bounds.y < this._obj2Bounds.bottom)) { - this._maxOverlap = object1.deltaAbsY() + object2.deltaAbsY() + this.OVERLAP_BIAS; + this._maxOverlap = body1.deltaAbsY() + body2.deltaAbsY() + this.OVERLAP_BIAS; // If they did overlap (and can), figure out by how much and flip the corresponding flags - if (object1.deltaY() > object2.deltaY()) + if (body1.deltaY() > body2.deltaY()) { - this._overlap = object1.y + object1.height - object2.y; + this._overlap = body1.y + body1.height - body2.y; - if ((this._overlap > this._maxOverlap) || object1.allowCollision.down == false || object2.allowCollision.up == false) + if ((this._overlap > this._maxOverlap) || body1.allowCollision.down == false || body2.allowCollision.up == false) { this._overlap = 0; } else { - object1.touching.down = true; - object2.touching.up = true; + body1.touching.down = true; + body2.touching.up = true; } } - else if (object1.deltaY() < object2.deltaY()) + else if (body1.deltaY() < body2.deltaY()) { - this._overlap = object1.y - object2.height - object2.y; + this._overlap = body1.y - body2.height - body2.y; - if ((-this._overlap > this._maxOverlap) || object1.allowCollision.up == false || object2.allowCollision.down == false) + if ((-this._overlap > this._maxOverlap) || body1.allowCollision.up == false || body2.allowCollision.down == false) { this._overlap = 0; } else { - object1.touching.up = true; - object2.touching.down = true; + body1.touching.up = true; + body2.touching.down = true; } } } @@ -403,43 +513,44 @@ Phaser.Physics.Arcade.prototype = { // Then adjust their positions and velocities accordingly (if there was any overlap) if (this._overlap != 0) { - this._obj1Velocity = object1.velocity.y; - this._obj2Velocity = object2.velocity.y; + this._obj1Velocity = body1.velocity.y; + this._obj2Velocity = body2.velocity.y; - if (!object1.immovable && !object2.immovable) + if (!body1.immovable && !body2.immovable) { this._overlap *= 0.5; - object1.y = object1.y - this._overlap; - object2.y += this._overlap; + body1.y = body1.y - this._overlap; + body2.y += this._overlap; - this._obj1NewVelocity = Math.sqrt((this._obj2Velocity * this._obj2Velocity * object2.mass) / object1.mass) * ((this._obj2Velocity > 0) ? 1 : -1); - this._obj2NewVelocity = Math.sqrt((this._obj1Velocity * this._obj1Velocity * object1.mass) / object2.mass) * ((this._obj1Velocity > 0) ? 1 : -1); + this._obj1NewVelocity = Math.sqrt((this._obj2Velocity * this._obj2Velocity * body2.mass) / body1.mass) * ((this._obj2Velocity > 0) ? 1 : -1); + this._obj2NewVelocity = Math.sqrt((this._obj1Velocity * this._obj1Velocity * body1.mass) / body2.mass) * ((this._obj1Velocity > 0) ? 1 : -1); this._average = (this._obj1NewVelocity + this._obj2NewVelocity) * 0.5; this._obj1NewVelocity -= this._average; this._obj2NewVelocity -= this._average; - object1.velocity.y = this._average + this._obj1NewVelocity * object1.bounce.y; - object2.velocity.y = this._average + this._obj2NewVelocity * object2.bounce.y; + body1.velocity.y = this._average + this._obj1NewVelocity * body1.bounce.y; + body2.velocity.y = this._average + this._obj2NewVelocity * body2.bounce.y; } - else if (!object1.immovable) + else if (!body1.immovable) { - object1.y = object1.y - this._overlap; - object1.velocity.y = this._obj2Velocity - this._obj1Velocity * object1.bounce.y; + body1.y = body1.y - this._overlap; + body1.velocity.y = this._obj2Velocity - this._obj1Velocity * body1.bounce.y; // This is special case code that handles things like horizontal moving platforms you can ride - if (object2.active && object2.moves && (object1.deltaY() > object2.deltaY())) + if (body2.active && body2.moves && (body1.deltaY() > body2.deltaY())) { - object1.x += object2.x - object2.lastX; + body1.x += body2.x - body2.lastX; } } - else if (!object2.immovable) + else if (!body2.immovable) { - object2.y += this._overlap; - object2.velocity.y = this._obj1Velocity - this._obj2Velocity * object2.bounce.y; + body2.y += this._overlap; + body2.velocity.y = this._obj1Velocity - this._obj2Velocity * body2.bounce.y; // This is special case code that handles things like horizontal moving platforms you can ride - if (object1.sprite.active && object1.moves && (object1.deltaY() < object2.deltaY())) + if (body1.sprite.active && body1.moves && (body1.deltaY() < body2.deltaY())) { - object2.x += object1.x - object1.lastX; + body2.x += body1.x - body1.lastX; } } + return true; } else