mirror of
https://github.com/wassname/phaser.git
synced 2026-06-27 16:10:15 +08:00
Tilemap collision is now working but all Camera following seems to be broken as a result. Awesome.
This commit is contained in:
+46
-85
@@ -92,6 +92,17 @@ module Phaser {
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*/
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public static OVERLAP_BIAS: number = 4;
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/**
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* This holds the result of the tile separation check, true if the object was moved, otherwise false
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* @type {boolean}
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*/
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public static TILE_OVERLAP: bool = false;
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/**
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* A temporary Quad used in the separation process to help avoid gc spikes
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* @type {Quad}
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*/
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public static _tempBounds: Quad;
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/**
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* Checks for Line to Line intersection and returns an IntersectResult object containing the results of the intersection.
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@@ -634,10 +645,10 @@ module Phaser {
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* @param tile The Tile to separate
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* @returns {boolean} Whether the objects in fact touched and were separated
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*/
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public static separateTile(object:GameObject, tile): bool {
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public static separateTile(object:GameObject, x: number, y: number, width: number, height: number, mass: number, collideLeft: bool, collideRight: bool, collideUp: bool, collideDown: bool): bool {
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var separatedX: bool = Collision.separateTileX(object, tile);
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var separatedY: bool = Collision.separateTileY(object, tile);
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var separatedX: bool = Collision.separateTileX(object, x, y, width, height, mass, collideLeft, collideRight);
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var separatedY: bool = Collision.separateTileY(object, x, y, width, height, mass, collideUp, collideDown);
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return separatedX || separatedY;
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@@ -649,37 +660,34 @@ module Phaser {
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* @param tile The Tile to separate
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* @returns {boolean} Whether the objects in fact touched and were separated along the X axis.
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*/
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public static separateTileX(object, tile): bool {
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public static separateTileX(object:GameObject, x: number, y: number, width: number, height: number, mass: number, collideLeft: bool, collideRight: bool): bool {
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// Can't separate two immovable objects
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if (object.immovable && tile.immovable)
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// Can't separate two immovable objects (tiles are always immovable)
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if (object.immovable)
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{
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return false;
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}
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// First, get the two object deltas
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// First, get the object delta
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var overlap: number = 0;
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var objDelta: number = object.x - object.last.x;
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var tileDelta: number = 0;
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if (objDelta != tileDelta)
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if (objDelta != 0)
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{
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// Check if the X hulls actually overlap
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var objDeltaAbs: number = (objDelta > 0) ? objDelta : -objDelta;
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var tileDeltaAbs: number = (tileDelta > 0) ? tileDelta : -tileDelta;
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var objBounds: Quad = new Quad(object.x - ((objDelta > 0) ? objDelta : 0), object.last.y, object.width + ((objDelta > 0) ? objDelta : -objDelta), object.height);
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var tileBounds: Quad = new Quad(tile.x - ((tileDelta > 0) ? tileDelta : 0), tile.y, tile.width + ((tileDelta > 0) ? tileDelta : -tileDelta), tile.height);
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if ((objBounds.x + objBounds.width > tileBounds.x) && (objBounds.x < tileBounds.x + tileBounds.width) && (objBounds.y + objBounds.height > tileBounds.y) && (objBounds.y < tileBounds.y + tileBounds.height))
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if ((objBounds.x + objBounds.width > x) && (objBounds.x < x + width) && (objBounds.y + objBounds.height > y) && (objBounds.y < y + height))
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{
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var maxOverlap: number = objDeltaAbs + tileDeltaAbs + Collision.OVERLAP_BIAS;
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var maxOverlap: number = objDeltaAbs + Collision.OVERLAP_BIAS;
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// If they did overlap (and can), figure out by how much and flip the corresponding flags
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if (objDelta > tileDelta)
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if (objDelta > 0)
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{
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overlap = object.x + object.width - tile.x;
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overlap = object.x + object.width - x;
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if ((overlap > maxOverlap) || !(object.allowCollisions & Collision.RIGHT) || !(tile.allowCollisions & Collision.LEFT))
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if ((overlap > maxOverlap) || !(object.allowCollisions & Collision.RIGHT) || collideLeft == false)
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{
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overlap = 0;
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}
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@@ -688,11 +696,11 @@ module Phaser {
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object.touching |= Collision.RIGHT;
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}
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}
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else if (objDelta < tileDelta)
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else if (objDelta < 0)
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{
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overlap = object.x - tile.width - tile.x;
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overlap = object.x - width - x;
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if ((-overlap > maxOverlap) || !(object.allowCollisions & Collision.LEFT) || !(tile.allowCollisions & Collision.RIGHT))
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if ((-overlap > maxOverlap) || !(object.allowCollisions & Collision.LEFT) || collideRight == false)
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{
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overlap = 0;
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}
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@@ -709,26 +717,9 @@ module Phaser {
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// Then adjust their positions and velocities accordingly (if there was any overlap)
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if (overlap != 0)
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{
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var objVelocity: number = object.velocity.x;
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var tileVelocity: number = 0;
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if (!object.immovable && !tile.immovable)
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{
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overlap *= 0.5;
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object.x = object.x - overlap;
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var objNewVelocity: number = Math.sqrt((tileVelocity * tileVelocity * tile.mass) / object.mass) * ((tileVelocity > 0) ? 1 : -1);
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var tileNewVelocity: number = Math.sqrt((objVelocity * objVelocity * object.mass) / tile.mass) * ((objVelocity > 0) ? 1 : -1);
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var average: number = (objNewVelocity + tileNewVelocity) * 0.5;
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objNewVelocity -= average;
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object.velocity.x = average + objNewVelocity * object.elasticity;
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}
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else if (!object.immovable)
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{
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object.x = object.x - overlap;
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object.velocity.x = tileVelocity - objVelocity * object.elasticity;
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}
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object.x = object.x - overlap;
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object.velocity.x = -(object.velocity.x * object.elasticity);
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Collision.TILE_OVERLAP = true;
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return true;
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}
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else
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@@ -744,57 +735,53 @@ module Phaser {
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* @param tile The second GameObject to separate
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* @returns {boolean} Whether the objects in fact touched and were separated along the Y axis.
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*/
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public static separateTileY(object, tile): bool {
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public static separateTileY(object: GameObject, x: number, y: number, width: number, height: number, mass: number, collideUp: bool, collideDown: bool): bool {
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// Can't separate two immovable objects
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if (object.immovable && tile.immovable) {
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// Can't separate two immovable objects (tiles are always immovable)
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if (object.immovable)
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{
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return false;
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}
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// First, get the two object deltas
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var overlap: number = 0;
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var objDelta: number = object.y - object.last.y;
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var tileDelta: number = 0;
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if (objDelta != tileDelta)
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if (objDelta != 0)
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{
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// Check if the Y hulls actually overlap
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var objDeltaAbs: number = (objDelta > 0) ? objDelta : -objDelta;
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var tileDeltaAbs: number = (tileDelta > 0) ? tileDelta : -tileDelta;
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var objBounds: Quad = new Quad(object.x, object.y - ((objDelta > 0) ? objDelta : 0), object.width, object.height + objDeltaAbs);
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var tileBounds: Quad = new Quad(tile.x, tile.y - ((tileDelta > 0) ? tileDelta : 0), tile.width, tile.height + tileDeltaAbs);
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if ((objBounds.x + objBounds.width > tileBounds.x) && (objBounds.x < tileBounds.x + tileBounds.width) && (objBounds.y + objBounds.height > tileBounds.y) && (objBounds.y < tileBounds.y + tileBounds.height))
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if ((objBounds.x + objBounds.width > x) && (objBounds.x < x + width) && (objBounds.y + objBounds.height > y) && (objBounds.y < y + height))
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{
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var maxOverlap: number = objDeltaAbs + tileDeltaAbs + Collision.OVERLAP_BIAS;
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var maxOverlap: number = objDeltaAbs + Collision.OVERLAP_BIAS;
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// If they did overlap (and can), figure out by how much and flip the corresponding flags
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if (objDelta > tileDelta)
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if (objDelta > 0)
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{
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overlap = object.y + object.height - tile.y;
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overlap = object.y + object.height - y;
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if ((overlap > maxOverlap) || !(object.allowCollisions & Collision.DOWN) || !(tile.allowCollisions & Collision.UP))
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if ((overlap > maxOverlap) || !(object.allowCollisions & Collision.DOWN) || collideUp == false)
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{
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overlap = 0;
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}
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else
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{
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object.touching |= Collision.DOWN;
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//tile.touching |= Collision.UP;
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}
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}
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else if (objDelta < tileDelta)
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else if (objDelta < 0)
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{
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overlap = object.y - tile.height - tile.y;
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overlap = object.y - height - y;
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if ((-overlap > maxOverlap) || !(object.allowCollisions & Collision.UP) || !(tile.allowCollisions & Collision.DOWN))
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if ((-overlap > maxOverlap) || !(object.allowCollisions & Collision.UP) || collideDown == false)
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{
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overlap = 0;
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}
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else
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{
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object.touching |= Collision.UP;
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//tile.touching |= Collision.DOWN;
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}
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}
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}
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@@ -805,35 +792,9 @@ module Phaser {
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// Then adjust their positions and velocities accordingly (if there was any overlap)
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if (overlap != 0)
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{
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var objVelocity: number = object.velocity.y;
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var tileVelocity: number = 0;
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if (!object.immovable && !tile.immovable)
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{
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overlap *= 0.5;
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object.y = object.y - overlap;
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//tile.y += overlap;
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var objNewVelocity: number = Math.sqrt((tileVelocity * tileVelocity * tile.mass) / object.mass) * ((tileVelocity > 0) ? 1 : -1);
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var tileNewVelocity: number = Math.sqrt((objVelocity * objVelocity * object.mass) / tile.mass) * ((objVelocity > 0) ? 1 : -1);
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var average: number = (objNewVelocity + tileNewVelocity) * 0.5;
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objNewVelocity -= average;
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//tileNewVelocity -= average;
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object.velocity.y = average + objNewVelocity * object.elasticity;
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//tile.velocity.y = average + tileNewVelocity * tile.elasticity;
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}
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else if (!object.immovable)
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{
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//console.log('y sep', overlap, object.y);
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object.y = object.y - overlap;
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object.velocity.y = tileVelocity - objVelocity * object.elasticity;
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// This is special case code that handles things like horizontal moving platforms you can ride
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if (tile.active && tile.moves && (objDelta > tileDelta))
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{
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//object.x += tile.x - tile.x;
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}
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}
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object.y = object.y - overlap;
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object.velocity.y = -(object.velocity.y * object.elasticity);
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Collision.TILE_OVERLAP = true;
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return true;
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}
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else
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+3
-3
@@ -474,7 +474,7 @@ module Phaser {
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}
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public forEachAlive(callback, recursive: bool = false) {
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public forEachAlive(context, callback, recursive: bool = false) {
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var basic;
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var i: number = 0;
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@@ -487,11 +487,11 @@ module Phaser {
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{
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if (recursive && (basic.isGroup == true))
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{
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basic.forEachAlive(callback, true);
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basic.forEachAlive(context, callback, true);
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}
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else
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{
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callback.call(this, basic);
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callback.call(context, basic);
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}
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}
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}
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@@ -174,7 +174,7 @@ module Phaser {
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*
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* @return This Emitter instance (nice for chaining stuff together, if you're into that).
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*/
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public makeParticles(Graphics, Quantity: number = 50, BakedRotations: number = 16, Multiple: bool = false, Collide: number = 0.8): Emitter {
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public makeParticles(Graphics, Quantity: number = 50, BakedRotations: number = 16, Multiple: bool = false, Collide: number = 0): Emitter {
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this.maxSize = Quantity;
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@@ -236,8 +236,10 @@ module Phaser {
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if (Collide > 0)
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{
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particle.width *= Collide;
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particle.height *= Collide;
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particle.allowCollisions = Collision.ANY;
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particle.elasticity = Collide;
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//particle.width *= Collide;
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//particle.height *= Collide;
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//particle.centerOffsets();
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}
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else
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@@ -29,8 +29,8 @@ module Phaser {
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this.last = new MicroPoint(x, y);
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this.origin = new MicroPoint(this.bounds.halfWidth, this.bounds.halfHeight);
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this.align = GameObject.ALIGN_TOP_LEFT;
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this.mass = 1.0;
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this.elasticity = 0.0;
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this.mass = 1;
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this.elasticity = 0;
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this.health = 1;
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this.immovable = false;
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this.moves = true;
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@@ -52,7 +52,7 @@ module Phaser {
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this.maxAngular = 10000;
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this.cameraBlacklist = [];
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this.scrollFactor = new MicroPoint(1.0, 1.0);
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this.scrollFactor = new MicroPoint(1, 1);
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}
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@@ -245,17 +245,6 @@ module Phaser {
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}
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/*
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if (typeof ObjectOrGroup === 'Tilemap')
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{
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//Since tilemap's have to be the caller, not the target, to do proper tile-based collisions,
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// we redirect the call to the tilemap overlap here.
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return ObjectOrGroup.overlaps(this, InScreenSpace, Camera);
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}
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*/
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//var object: GameObject = ObjectOrGroup;
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if (!InScreenSpace)
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{
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return (ObjectOrGroup.x + ObjectOrGroup.width > this.x) && (ObjectOrGroup.x < this.x + this.width) &&
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@@ -308,20 +297,6 @@ module Phaser {
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return results;
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}
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/*
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if (typeof ObjectOrGroup === 'Tilemap')
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{
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//Since tilemap's have to be the caller, not the target, to do proper tile-based collisions,
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// we redirect the call to the tilemap overlap here.
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//However, since this is overlapsAt(), we also have to invent the appropriate position for the tilemap.
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//So we calculate the offset between the player and the requested position, and subtract that from the tilemap.
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var tilemap: Tilemap = ObjectOrGroup;
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return tilemap.overlapsAt(tilemap.x - (X - this.x), tilemap.y - (Y - this.y), this, InScreenSpace, Camera);
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}
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*/
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//var object: GameObject = ObjectOrGroup;
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if (!InScreenSpace)
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{
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return (ObjectOrGroup.x + ObjectOrGroup.width > X) && (ObjectOrGroup.x < X + this.width) &&
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@@ -43,6 +43,7 @@ module Phaser {
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* be dead yet, and then has some special bounce behavior if there is some gravity on it.
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*/
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public update() {
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//lifespan behavior
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if (this.lifespan <= 0)
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{
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@@ -49,6 +49,7 @@ module Phaser {
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public tiles : Tile[];
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public layers : TilemapLayer[];
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public currentLayer: TilemapLayer;
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public collisionLayer: TilemapLayer;
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public mapFormat: number;
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public update() {
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@@ -90,11 +91,14 @@ module Phaser {
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var tileQuantity = layer.parseTileOffsets();
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this.currentLayer = layer;
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this.collisionLayer = layer;
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this.layers.push(layer);
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this.generateTiles(tileQuantity);
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console.log('generate layer csv');
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}
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private parseTiledJSON(data: string, key: string) {
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@@ -132,6 +136,7 @@ module Phaser {
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layer.addColumn(row);
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c = 0;
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}
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console.log('generate layer json');
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}
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layer.updateBounds();
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@@ -139,6 +144,7 @@ module Phaser {
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var tileQuantity = layer.parseTileOffsets();
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this.currentLayer = layer;
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this.collisionLayer = layer;
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this.layers.push(layer);
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@@ -167,20 +173,20 @@ module Phaser {
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// Tile Collision
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public setCollisionRange(start: number, end: number, collision?:number = Collision.ANY) {
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public setCollisionRange(start: number, end: number, collision?:number = Collision.ANY, resetCollisions: bool = false) {
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for (var i = start; i < end; i++)
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{
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this.tiles[i].allowCollisions = collision;
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this.tiles[i].setCollision(collision, resetCollisions);
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}
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}
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public setCollisionByIndex(values:number[], collision?:number = Collision.ANY) {
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public setCollisionByIndex(values:number[], collision?:number = Collision.ANY, resetCollisions: bool = false) {
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for (var i = 0; i < values.length; i++)
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{
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this.tiles[values[i]].allowCollisions = collision;
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this.tiles[values[i]].setCollision(collision, resetCollisions);
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}
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}
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@@ -222,21 +228,32 @@ module Phaser {
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// Group?
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if (objectOrGroup.isGroup == false)
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{
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if (objectOrGroup.exists && objectOrGroup.allowCollisions != Collision.NONE)
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{
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this.currentLayer.getTileOverlaps(objectOrGroup);
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}
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return this.collideGameObject(objectOrGroup);
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}
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else
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{
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// todo
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objectOrGroup.forEachAlive(this.currentLayer.getTileOverlaps);
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objectOrGroup.forEachAlive(this, this.collideGameObject, true);
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}
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return true;
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}
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public collideGameObject(object: GameObject): bool {
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if (object == this) { return false; }
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if (object.immovable == false && object.exists == true && object.allowCollisions != Collision.NONE)
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{
|
||||
return this.collisionLayer.getTileOverlaps(object);
|
||||
}
|
||||
else
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
// Set current layer
|
||||
// Set layer order?
|
||||
|
||||
@@ -221,6 +221,7 @@ module Phaser {
|
||||
public follow(target: Sprite, style?: number = Camera.STYLE_LOCKON) {
|
||||
|
||||
this._target = target;
|
||||
|
||||
var helper: number;
|
||||
|
||||
switch (style)
|
||||
@@ -229,18 +230,22 @@ module Phaser {
|
||||
var w: number = this.width / 8;
|
||||
var h: number = this.height / 3;
|
||||
this.deadzone = new Rectangle((this.width - w) / 2, (this.height - h) / 2 - h * 0.25, w, h);
|
||||
console.log('follow 1');
|
||||
break;
|
||||
case Camera.STYLE_TOPDOWN:
|
||||
helper = Math.max(this.width, this.height) / 4;
|
||||
this.deadzone = new Rectangle((this.width - helper) / 2, (this.height - helper) / 2, helper, helper);
|
||||
console.log('follow 2');
|
||||
break;
|
||||
case Camera.STYLE_TOPDOWN_TIGHT:
|
||||
helper = Math.max(this.width, this.height) / 8;
|
||||
this.deadzone = new Rectangle((this.width - helper) / 2, (this.height - helper) / 2, helper, helper);
|
||||
console.log('follow 3');
|
||||
break;
|
||||
case Camera.STYLE_LOCKON:
|
||||
default:
|
||||
this.deadzone = null;
|
||||
console.log('follow 4');
|
||||
break;
|
||||
}
|
||||
|
||||
@@ -248,12 +253,16 @@ module Phaser {
|
||||
|
||||
public focusOnXY(x: number, y: number) {
|
||||
|
||||
console.log('focusOn', x, y);
|
||||
|
||||
x += (x > 0) ? 0.0000001 : -0.0000001;
|
||||
y += (y > 0) ? 0.0000001 : -0.0000001;
|
||||
|
||||
this.scroll.x = Math.round(x - this.worldView.halfWidth);
|
||||
this.scroll.y = Math.round(y - this.worldView.halfHeight);
|
||||
|
||||
console.log('focusOn scroll',this.scroll.x, this.scroll.y);
|
||||
|
||||
}
|
||||
|
||||
public focusOn(point: Point) {
|
||||
@@ -494,7 +503,6 @@ module Phaser {
|
||||
this._game.stage.context.translate(-(this._sx + this.worldView.halfWidth), -(this._sy + this.worldView.halfHeight));
|
||||
}
|
||||
|
||||
|
||||
// Background
|
||||
if (this.opaque == true)
|
||||
{
|
||||
@@ -560,7 +568,6 @@ module Phaser {
|
||||
if (this._rotation !== 0 || this._clip)
|
||||
{
|
||||
this._game.stage.context.translate(0, 0);
|
||||
//this._game.stage.context.restore();
|
||||
}
|
||||
|
||||
// maybe just do this every frame regardless?
|
||||
|
||||
+56
-1
@@ -27,12 +27,17 @@ module Phaser {
|
||||
// You can give this Tile a friendly name to help with debugging. Never used internally.
|
||||
public name: string;
|
||||
|
||||
public mass: number = 1.0;
|
||||
public width: number;
|
||||
|
||||
public height: number;
|
||||
|
||||
public allowCollisions: number;
|
||||
|
||||
public collideLeft: bool = false;
|
||||
public collideRight: bool = false;
|
||||
public collideUp: bool = false;
|
||||
public collideDown: bool = false;
|
||||
|
||||
/**
|
||||
* A reference to the tilemap this tile object belongs to.
|
||||
*/
|
||||
@@ -54,6 +59,56 @@ module Phaser {
|
||||
|
||||
}
|
||||
|
||||
public setCollision(collision: number, resetCollisions: bool) {
|
||||
|
||||
if (resetCollisions)
|
||||
{
|
||||
this.resetCollision();
|
||||
}
|
||||
|
||||
this.allowCollisions = collision;
|
||||
|
||||
if (collision & Collision.ANY)
|
||||
{
|
||||
this.collideLeft = true;
|
||||
this.collideRight = true;
|
||||
this.collideUp = true;
|
||||
this.collideDown = true;
|
||||
return;
|
||||
}
|
||||
|
||||
if (collision & Collision.LEFT || collision & Collision.WALL)
|
||||
{
|
||||
this.collideLeft = true;
|
||||
}
|
||||
|
||||
if (collision & Collision.RIGHT || collision & Collision.WALL)
|
||||
{
|
||||
this.collideRight = true;
|
||||
}
|
||||
|
||||
if (collision & Collision.UP || collision & Collision.CEILING)
|
||||
{
|
||||
this.collideUp = true;
|
||||
}
|
||||
|
||||
if (collision & Collision.DOWN || collision & Collision.CEILING)
|
||||
{
|
||||
this.collideDown = true;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public resetCollision() {
|
||||
|
||||
this.allowCollisions = Collision.NONE;
|
||||
this.collideLeft = false;
|
||||
this.collideRight = false;
|
||||
this.collideUp = false;
|
||||
this.collideDown = false;
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns a string representation of this object.
|
||||
* @method toString
|
||||
|
||||
@@ -43,6 +43,11 @@ module Phaser {
|
||||
private _oldCameraY: number = 0;
|
||||
private _columnData;
|
||||
|
||||
private _tempTileX: number;
|
||||
private _tempTileY: number;
|
||||
private _tempTileW: number;
|
||||
private _tempTileH: number;
|
||||
|
||||
public name: string;
|
||||
public alpha: number = 1;
|
||||
public exists: bool = true;
|
||||
@@ -78,84 +83,67 @@ module Phaser {
|
||||
|
||||
public getTileOverlaps(object: GameObject) {
|
||||
|
||||
//var result: bool = false;
|
||||
//var x: number = object.x;
|
||||
//var y: number = object.y;
|
||||
// If the object is outside of the world coordinates then abort the check (tilemap has to exist within world bounds)
|
||||
if (object.bounds.x < 0 || object.bounds.x > this.widthInPixels || object.bounds.y < 0 || object.bounds.bottom > this.heightInPixels)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// What tiles do we need to check against?
|
||||
var mapX:number = this._game.math.snapToFloor(object.bounds.x, this.tileWidth);
|
||||
var mapY:number = this._game.math.snapToFloor(object.bounds.y, this.tileHeight);
|
||||
var mapW:number = this._game.math.snapToCeil(object.bounds.width, this.tileWidth) + this.tileWidth;
|
||||
var mapH:number = this._game.math.snapToCeil(object.bounds.height, this.tileHeight) + this.tileHeight;
|
||||
|
||||
var tileX = mapX / this.tileWidth;
|
||||
var tileY = mapY / this.tileHeight;
|
||||
var tileW = mapW / this.tileWidth;
|
||||
var tileH = mapH / this.tileHeight;
|
||||
|
||||
if (tileX < 0)
|
||||
{
|
||||
tileX = 0;
|
||||
}
|
||||
|
||||
if (tileY < 0)
|
||||
{
|
||||
tileY = 0;
|
||||
}
|
||||
|
||||
if (tileW > this.widthInTiles)
|
||||
{
|
||||
tileW = this.widthInTiles;
|
||||
}
|
||||
|
||||
if (tileH > this.heightInTiles)
|
||||
{
|
||||
tileH = this.heightInTiles;
|
||||
}
|
||||
this._tempTileX = this._game.math.snapToFloor(object.bounds.x, this.tileWidth) / this.tileWidth;
|
||||
this._tempTileY = this._game.math.snapToFloor(object.bounds.y, this.tileHeight) / this.tileHeight;
|
||||
this._tempTileW = (this._game.math.snapToCeil(object.bounds.width, this.tileWidth) + this.tileWidth) / this.tileWidth;
|
||||
this._tempTileH = (this._game.math.snapToCeil(object.bounds.height, this.tileHeight) + this.tileHeight) / this.tileHeight;
|
||||
|
||||
// Loop through the tiles we've got and check overlaps accordingly
|
||||
var tiles = this.getTileBlock(tileX, tileY, tileW, tileH);
|
||||
var tiles = this.getTileBlock(this._tempTileX, this._tempTileY, this._tempTileW, this._tempTileH);
|
||||
|
||||
var result = [];
|
||||
var tempBounds = new Quad();
|
||||
Collision.TILE_OVERLAP = false;
|
||||
|
||||
for (var r = 0; r < tiles.length; r++)
|
||||
{
|
||||
if (tiles[r].tile.allowCollisions != Collision.NONE)
|
||||
{
|
||||
tempBounds.setTo(tiles[r].x * this.tileWidth, tiles[r].y * this.tileHeight, this.tileWidth, this.tileHeight);
|
||||
|
||||
if (tempBounds.intersects(object.bounds))
|
||||
{
|
||||
result.push(Collision.separateTile(object, { x: tempBounds.x, y: tempBounds.y, width: tempBounds.width, height: tempBounds.height, mass: 1.0, immovable: true, allowCollisions: Collision.ANY }));
|
||||
}
|
||||
else
|
||||
{
|
||||
result.push(false);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
result.push(false);
|
||||
Collision.separateTile(object, tiles[r].x * this.tileWidth, tiles[r].y * this.tileHeight, this.tileWidth, this.tileHeight, tiles[r].tile.mass, tiles[r].tile.collideLeft, tiles[r].tile.collideRight, tiles[r].tile.collideUp, tiles[r].tile.collideDown);
|
||||
}
|
||||
}
|
||||
|
||||
//return { x: mapX, y: mapY, w: mapW, h: mapH, collision: result };
|
||||
return { x: tileX, y: tileY, w: tileW, h: tileH, collision: result };
|
||||
return Collision.TILE_OVERLAP;
|
||||
|
||||
}
|
||||
|
||||
//public checkTileOverlap(object:GameObject,
|
||||
|
||||
public getTileBlock(x: number, y: number, width: number, height: number) {
|
||||
|
||||
if (x < 0)
|
||||
{
|
||||
x = 0;
|
||||
}
|
||||
|
||||
if (y < 0)
|
||||
{
|
||||
y = 0;
|
||||
}
|
||||
|
||||
if (width > this.widthInTiles)
|
||||
{
|
||||
width = this.widthInTiles;
|
||||
}
|
||||
|
||||
if (height > this.heightInTiles)
|
||||
{
|
||||
height = this.heightInTiles;
|
||||
}
|
||||
|
||||
var output = [];
|
||||
|
||||
for (var ty = y; ty < y + height; ty++)
|
||||
{
|
||||
for (var tx = x; tx < x + width; tx++)
|
||||
{
|
||||
output.push({ x: tx, y: ty, tile: this._parent.tiles[this.mapData[ty][tx]] });
|
||||
if (this.mapData[ty] && this.mapData[ty][tx])
|
||||
{
|
||||
output.push({ x: tx, y: ty, tile: this._parent.tiles[this.mapData[ty][tx]] });
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -203,7 +191,7 @@ module Phaser {
|
||||
|
||||
this.boundsInTiles.setTo(0, 0, this.widthInTiles, this.heightInTiles);
|
||||
|
||||
console.log('layer bounds', this.boundsInTiles);
|
||||
//console.log('layer bounds', this.boundsInTiles);
|
||||
|
||||
}
|
||||
|
||||
|
||||
@@ -12,22 +12,23 @@
|
||||
myGame.createSprite(0, 0, 'grid');
|
||||
car = myGame.createSprite(400, 300, 'car');
|
||||
myGame.camera.follow(car);
|
||||
myGame.onRenderCallback = render;
|
||||
}
|
||||
function update() {
|
||||
myGame.camera.renderDebugInfo(32, 32);
|
||||
car.renderDebugInfo(200, 32);
|
||||
car.velocity.x = 0;
|
||||
car.velocity.y = 0;
|
||||
car.angularVelocity = 0;
|
||||
car.angularAcceleration = 0;
|
||||
if(myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT)) {
|
||||
car.angularVelocity = -200;
|
||||
} else if(myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) {
|
||||
car.angularVelocity = 200;
|
||||
}
|
||||
if(myGame.input.keyboard.isDown(Phaser.Keyboard.UP)) {
|
||||
var motion = myGame.motion.velocityFromAngle(car.angle, 300);
|
||||
car.velocity.copyFrom(motion);
|
||||
car.velocity.copyFrom(myGame.motion.velocityFromAngle(car.angle, 300));
|
||||
}
|
||||
}
|
||||
function render() {
|
||||
myGame.camera.renderDebugInfo(32, 32);
|
||||
car.renderDebugInfo(200, 32);
|
||||
}
|
||||
})();
|
||||
|
||||
@@ -25,17 +25,16 @@
|
||||
|
||||
myGame.camera.follow(car);
|
||||
|
||||
myGame.onRenderCallback = render;
|
||||
|
||||
}
|
||||
|
||||
function update() {
|
||||
|
||||
myGame.camera.renderDebugInfo(32, 32);
|
||||
car.renderDebugInfo(200, 32);
|
||||
|
||||
car.velocity.x = 0;
|
||||
car.velocity.y = 0;
|
||||
car.angularVelocity = 0;
|
||||
car.angularAcceleration = 0;
|
||||
|
||||
if (myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT))
|
||||
{
|
||||
@@ -48,11 +47,16 @@
|
||||
|
||||
if (myGame.input.keyboard.isDown(Phaser.Keyboard.UP))
|
||||
{
|
||||
var motion:Phaser.Point = myGame.motion.velocityFromAngle(car.angle, 300);
|
||||
|
||||
car.velocity.copyFrom(motion);
|
||||
car.velocity.copyFrom(myGame.motion.velocityFromAngle(car.angle, 300));
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
function render() {
|
||||
|
||||
myGame.camera.renderDebugInfo(32, 32);
|
||||
car.renderDebugInfo(200, 32);
|
||||
|
||||
}
|
||||
|
||||
})();
|
||||
|
||||
+6067
-2213
File diff suppressed because it is too large
Load Diff
+36
-43
@@ -1,22 +1,43 @@
|
||||
var __extends = this.__extends || function (d, b) {
|
||||
function __() { this.constructor = d; }
|
||||
__.prototype = b.prototype;
|
||||
d.prototype = new __();
|
||||
};
|
||||
/// <reference path="../../Phaser/gameobjects/Tilemap.ts" />
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
var customParticle2 = (function (_super) {
|
||||
__extends(customParticle2, _super);
|
||||
function customParticle2(game) {
|
||||
_super.call(this, game);
|
||||
var s = [
|
||||
'carrot',
|
||||
'melon',
|
||||
'eggplant',
|
||||
'mushroom',
|
||||
'pineapple'
|
||||
];
|
||||
this.loadGraphic(game.math.getRandom(s));
|
||||
this.elasticity = 0.8;
|
||||
}
|
||||
return customParticle2;
|
||||
})(Phaser.Particle);
|
||||
(function () {
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
function init() {
|
||||
myGame.loader.addTextFile('platform', 'assets/maps/platform-test-1.json');
|
||||
myGame.loader.addImageFile('tiles', 'assets/tiles/platformer_tiles.png');
|
||||
myGame.loader.addImageFile('ufo', 'assets/sprites/ufo.png');
|
||||
myGame.loader.addImageFile('ilkke', 'assets/sprites/ilkke.png');
|
||||
myGame.loader.addImageFile('chunk', 'assets/sprites/chunk.png');
|
||||
myGame.loader.addImageFile('healthbar', 'assets/sprites/healthbar.png');
|
||||
myGame.loader.addImageFile('carrot', 'assets/sprites/carrot.png');
|
||||
myGame.loader.addImageFile('melon', 'assets/sprites/melon.png');
|
||||
myGame.loader.addImageFile('eggplant', 'assets/sprites/eggplant.png');
|
||||
myGame.loader.addImageFile('mushroom', 'assets/sprites/mushroom.png');
|
||||
myGame.loader.addImageFile('pineapple', 'assets/sprites/pineapple.png');
|
||||
myGame.loader.load();
|
||||
}
|
||||
var map;
|
||||
var car;
|
||||
var marker;
|
||||
var tile;
|
||||
var emitter;
|
||||
var mo;
|
||||
function create() {
|
||||
map = myGame.createTilemap('tiles', 'platform', Phaser.Tilemap.FORMAT_TILED_JSON);
|
||||
map.setCollisionRange(21, 53);
|
||||
@@ -28,27 +49,19 @@
|
||||
Phaser.Keyboard.UP,
|
||||
Phaser.Keyboard.DOWN
|
||||
]);
|
||||
emitter = myGame.createEmitter(32, 32);
|
||||
emitter = myGame.createEmitter(32, 80);
|
||||
emitter.width = 700;
|
||||
emitter.makeParticles(null, 50, 0, false, 0);
|
||||
emitter.particleClass = customParticle2;
|
||||
emitter.makeParticles(null, 100, 0, false, 0.7);
|
||||
emitter.gravity = 100;
|
||||
emitter.setRotation(0, 0);
|
||||
emitter.start(false);
|
||||
emitter.start(false, 10, 0.05);
|
||||
car = myGame.createSprite(250, 64, 'ufo');
|
||||
car.renderRotation = false;
|
||||
//car.renderDebug = true;
|
||||
car.setBounds(0, 0, map.widthInPixels - 32, map.heightInPixels - 32);
|
||||
//car.velocity.y = 10;
|
||||
marker = myGame.createGeomSprite(0, 0);
|
||||
marker.createRectangle(16, 16);
|
||||
marker.renderFill = false;
|
||||
marker.visible = false;
|
||||
//myGame.onRenderCallback = render;
|
||||
}
|
||||
}
|
||||
function update() {
|
||||
marker.x = myGame.math.snapToFloor(myGame.input.worldX, 16);
|
||||
marker.y = myGame.math.snapToFloor(myGame.input.worldY, 16);
|
||||
//myGame.collide(car, map.currentLayer);
|
||||
car.velocity.x = 0;
|
||||
car.velocity.y = 0;
|
||||
if(myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT)) {
|
||||
@@ -61,30 +74,10 @@
|
||||
} else if(myGame.input.keyboard.isDown(Phaser.Keyboard.DOWN)) {
|
||||
car.velocity.y = 200;
|
||||
}
|
||||
mo = map.collide(car);
|
||||
//map.getTileOverlaps()
|
||||
}
|
||||
function render() {
|
||||
tile = map.getTileFromInputXY();
|
||||
//var b = map.getTileOverlaps(car);
|
||||
myGame.stage.context.font = '18px Arial';
|
||||
myGame.stage.context.fillStyle = 'rgb(255,255,255)';
|
||||
//myGame.stage.context.fillText(tile.toString(), 32, 32);
|
||||
myGame.input.renderDebugInfo(32, 64, 'rgb(255,255,255)');
|
||||
myGame.stage.context.fillStyle = 'rgb(255,255,255)';
|
||||
myGame.stage.context.fillText(mo.x + ' ' + mo.y + ' ' + mo.w + ' ' + mo.h, 32, 200);
|
||||
myGame.stage.context.fillText(car.bounds.x + ' ' + car.bounds.y + ' ' + car.bounds.width + ' ' + car.bounds.height, 32, 232);
|
||||
var i = 0;
|
||||
for(var y = mo.y; y < mo.y + mo.h; y++) {
|
||||
for(var x = mo.x; x < mo.x + mo.w; x++) {
|
||||
if(mo.collision[i] == true) {
|
||||
myGame.stage.context.fillStyle = 'rgba(255,0,0,0.5)';
|
||||
} else {
|
||||
myGame.stage.context.fillStyle = 'rgba(0,255,0,0.5)';
|
||||
}
|
||||
myGame.stage.context.fillRect(x * 16, y * 16, 16, 16);
|
||||
i++;
|
||||
}
|
||||
}
|
||||
// Collide the space ship with the particles
|
||||
myGame.collide(car, emitter);
|
||||
// Collide everything with the map
|
||||
//map.collide();
|
||||
map.collide(emitter);
|
||||
}
|
||||
})();
|
||||
|
||||
+28
-62
@@ -1,6 +1,20 @@
|
||||
/// <reference path="../../Phaser/gameobjects/Tilemap.ts" />
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
|
||||
class customParticle2 extends Phaser.Particle {
|
||||
|
||||
constructor(game:Phaser.Game) {
|
||||
|
||||
super(game);
|
||||
|
||||
var s = ['carrot', 'melon', 'eggplant', 'mushroom', 'pineapple'];
|
||||
|
||||
this.loadGraphic(game.math.getRandom(s));
|
||||
this.elasticity = 0.8;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
(function () {
|
||||
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
@@ -10,9 +24,11 @@
|
||||
myGame.loader.addTextFile('platform', 'assets/maps/platform-test-1.json');
|
||||
myGame.loader.addImageFile('tiles', 'assets/tiles/platformer_tiles.png');
|
||||
myGame.loader.addImageFile('ufo', 'assets/sprites/ufo.png');
|
||||
myGame.loader.addImageFile('ilkke', 'assets/sprites/ilkke.png');
|
||||
myGame.loader.addImageFile('chunk', 'assets/sprites/chunk.png');
|
||||
myGame.loader.addImageFile('healthbar', 'assets/sprites/healthbar.png');
|
||||
myGame.loader.addImageFile('carrot', 'assets/sprites/carrot.png');
|
||||
myGame.loader.addImageFile('melon', 'assets/sprites/melon.png');
|
||||
myGame.loader.addImageFile('eggplant', 'assets/sprites/eggplant.png');
|
||||
myGame.loader.addImageFile('mushroom', 'assets/sprites/mushroom.png');
|
||||
myGame.loader.addImageFile('pineapple', 'assets/sprites/pineapple.png');
|
||||
|
||||
myGame.loader.load();
|
||||
|
||||
@@ -20,12 +36,9 @@
|
||||
|
||||
var map: Phaser.Tilemap;
|
||||
var car: Phaser.Sprite;
|
||||
var marker: Phaser.GeomSprite;
|
||||
var tile: Phaser.Tile;
|
||||
var emitter: Phaser.Emitter;
|
||||
|
||||
var mo;
|
||||
|
||||
function create() {
|
||||
|
||||
map = myGame.createTilemap('tiles', 'platform', Phaser.Tilemap.FORMAT_TILED_JSON);
|
||||
@@ -36,38 +49,24 @@
|
||||
|
||||
myGame.input.keyboard.addKeyCapture([Phaser.Keyboard.LEFT, Phaser.Keyboard.RIGHT, Phaser.Keyboard.UP, Phaser.Keyboard.DOWN]);
|
||||
|
||||
emitter = myGame.createEmitter(32, 32);
|
||||
emitter = myGame.createEmitter(32, 80);
|
||||
emitter.width = 700;
|
||||
emitter.makeParticles(null, 50, 0, false, 0);
|
||||
emitter.particleClass = customParticle2;
|
||||
emitter.makeParticles(null, 100, 0, false, 0.7);
|
||||
emitter.gravity = 100;
|
||||
emitter.setRotation(0,0);
|
||||
emitter.start(false);
|
||||
emitter.start(false, 10, 0.05);
|
||||
|
||||
car = myGame.createSprite(250, 64, 'ufo');
|
||||
car.renderRotation = false;
|
||||
//car.renderDebug = true;
|
||||
|
||||
car.setBounds(0, 0, map.widthInPixels - 32, map.heightInPixels - 32);
|
||||
//car.velocity.y = 10;
|
||||
|
||||
marker = myGame.createGeomSprite(0, 0);
|
||||
marker.createRectangle(16, 16);
|
||||
marker.renderFill = false;
|
||||
marker.visible = false;
|
||||
|
||||
//myGame.onRenderCallback = render;
|
||||
|
||||
}
|
||||
|
||||
function update() {
|
||||
|
||||
marker.x = myGame.math.snapToFloor(myGame.input.worldX, 16);
|
||||
marker.y = myGame.math.snapToFloor(myGame.input.worldY, 16);
|
||||
|
||||
//myGame.collide(car, map.currentLayer);
|
||||
|
||||
|
||||
|
||||
car.velocity.x = 0;
|
||||
car.velocity.y = 0;
|
||||
|
||||
@@ -89,45 +88,12 @@
|
||||
car.velocity.y = 200;
|
||||
}
|
||||
|
||||
mo = map.collide(car);
|
||||
//map.getTileOverlaps()
|
||||
// Collide the space ship with the particles
|
||||
myGame.collide(car, emitter);
|
||||
|
||||
}
|
||||
|
||||
function render() {
|
||||
|
||||
tile = map.getTileFromInputXY();
|
||||
|
||||
//var b = map.getTileOverlaps(car);
|
||||
|
||||
myGame.stage.context.font = '18px Arial';
|
||||
myGame.stage.context.fillStyle = 'rgb(255,255,255)';
|
||||
//myGame.stage.context.fillText(tile.toString(), 32, 32);
|
||||
myGame.input.renderDebugInfo(32, 64, 'rgb(255,255,255)');
|
||||
myGame.stage.context.fillStyle = 'rgb(255,255,255)';
|
||||
myGame.stage.context.fillText(mo.x + ' ' + mo.y + ' ' + mo.w + ' ' + mo.h, 32, 200);
|
||||
myGame.stage.context.fillText(car.bounds.x + ' ' + car.bounds.y + ' ' + car.bounds.width + ' ' + car.bounds.height, 32, 232);
|
||||
|
||||
|
||||
var i = 0;
|
||||
|
||||
for (var y = mo.y; y < mo.y + mo.h; y++)
|
||||
{
|
||||
for (var x = mo.x; x < mo.x + mo.w; x++)
|
||||
{
|
||||
if (mo.collision[i] == true)
|
||||
{
|
||||
myGame.stage.context.fillStyle = 'rgba(255,0,0,0.5)';
|
||||
}
|
||||
else
|
||||
{
|
||||
myGame.stage.context.fillStyle = 'rgba(0,255,0,0.5)';
|
||||
}
|
||||
|
||||
myGame.stage.context.fillRect(x * 16, y * 16, 16, 16);
|
||||
i++;
|
||||
}
|
||||
}
|
||||
// Collide everything with the map
|
||||
//map.collide();
|
||||
map.collide(emitter);
|
||||
|
||||
}
|
||||
|
||||
|
||||
+6067
-2213
File diff suppressed because it is too large
Load Diff
Reference in New Issue
Block a user