Phaser.Physics = {}; Phaser.Physics.Arcade = function (game) { this.game = game; this.gravity = new Phaser.Point; this.bounds = new Phaser.Rectangle(0, 0, game.world.width, game.world.height); /** * Used by the QuadTree to set the maximum number of objects * @type {number} */ this.maxObjects = 10; /** * Used by the QuadTree to set the maximum number of levels * @type {number} */ this.maxLevels = 4; this.NONE = 0; this.UP = 1; this.DOWN = 2; this.LEFT = 3; this.RIGHT = 4; this.CEILING = 1; this.FLOOR = 2; this.WALL = 5; this.ANY = 6; this.OVERLAP_BIAS = 4; this.TILE_OVERLAP = false; this.quadTree = null; this.quadTreeID = 0; // avoid gc spikes by caching these values for re-use this._obj1Bounds = new Phaser.Rectangle; this._obj2Bounds = new Phaser.Rectangle; this._overlap = 0; this._maxOverlap = 0; this._obj1Velocity = 0; this._obj2Velocity = 0; this._obj1NewVelocity = 0; this._obj2NewVelocity = 0; this._average = 0; }; Phaser.Physics.Arcade.prototype = { collide: function (objectOrGroup1, objectOrGroup2, notifyCallback) { return this.overlap(objectOrGroup1, objectOrGroup2, notifyCallback, this.separate); }, updateMotion: function (body) { // Rotation this._velocityDelta = (this.computeVelocity(0, false, body.angularVelocity, body.angularAcceleration, body.angularDrag, body.maxAngular) - body.angularVelocity) / 2; body.angularVelocity += this._velocityDelta; body.rotation += body.angularVelocity * this.game.time.physicsElapsed; // Horizontal this._velocityDelta = (this.computeVelocity(1, body, body.velocity.x, body.acceleration.x, body.drag.x) - body.velocity.x) / 2; body.velocity.x += this._velocityDelta; this._delta = body.velocity.x * this.game.time.physicsElapsed; body.x += this._delta; // Vertical this._velocityDelta = (this.computeVelocity(2, body, body.velocity.y, body.acceleration.y, body.drag.y) - body.velocity.y) / 2; body.velocity.y += this._velocityDelta; this._delta = body.velocity.y * this.game.time.physicsElapsed; body.y += this._delta; }, /** * A tween-like function that takes a starting velocity and some other factors and returns an altered velocity. * * @param {number} Velocity Any component of velocity (e.g. 20). * @param {number} Acceleration Rate at which the velocity is changing. * @param {number} Drag Really kind of a deceleration, this is how much the velocity changes if Acceleration is not set. * @param {number} Max An absolute value cap for the velocity. * * @return {number} The altered Velocity value. */ computeVelocity: function (axis, body, velocity, acceleration, drag, max) { max = max || 10000; if (axis == 1 && body.allowGravity) { velocity += this.gravity.x + body.gravity.x; } else if (axis == 2 && body.allowGravity) { velocity += this.gravity.y + body.gravity.y; } if (acceleration !== 0) { velocity += acceleration * this.game.time.physicsElapsed; } else if (drag !== 0) { this._drag = drag * this.game.time.physicsElapsed; if (velocity - this._drag > 0) { velocity = velocity - this._drag; } else if (velocity + this._drag < 0) { velocity += this._drag; } else { velocity = 0; } } if (velocity != 0) { if (velocity > max) { velocity = max; } else if (velocity < -max) { velocity = -max; } } return velocity; }, preUpdate: function () { // Create our tree which all of the Physics bodies will add themselves to this.quadTreeID = 0; this.quadTree = new Phaser.QuadTree(this, this.game.world.bounds.x, this.game.world.bounds.y, this.game.world.bounds.width, this.game.world.bounds.height, this.maxObjects, this.maxLevels); }, postUpdate: function () { // Clear the tree ready for the next update this.quadTree.clear(); }, /** * Checks for overlaps between two objects using the world QuadTree. Can be GameObject vs. GameObject, GameObject vs. Group or Group vs. Group. * Note: Does not take the objects scrollFactor into account. All overlaps are check in world space. * @param object1 The first GameObject or Group to check. If null the world.group is used. * @param object2 The second GameObject or Group to check. * @param notifyCallback A callback function that is called if the objects overlap. The two objects will be passed to this function in the same order in which you passed them to Collision.overlap. * @param processCallback A callback function that lets you perform additional checks against the two objects if they overlap. If this is set then notifyCallback will only be called if processCallback returns true. * @returns {boolean} true if the objects overlap, otherwise false. */ overlap: function (object1, object2, notifyCallback, processCallback) { object2 = object2 || null; notifyCallback = notifyCallback || null; processCallback = processCallback || this.separate; // Get the ships top-most ID. If the length of that ID is 1 then we can ignore every other result, // it's simply not colliding with anything :) var potentials = this.quadTree.retrieve(object1); var output = []; for (var i = 0, len = potentials.length; i < len; i++) { if (this.separate(object1.body, potentials[i]).body) { output.push(potentials[i]); } } if (output.length > 0) { return output; } else { return null; } }, /** * 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. */ separate: function (object1, object2) { return this.separateX(object1, object2) || this.separateY(object1, object2) }, /** * Separates the two objects on their x 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 X axis. */ separateX: function (object1, object2) { // Can't separate two immovable objects if (object1.immovable && object2.immovable) { return false; } // First, get the two object deltas this._overlap = 0; if (object1.deltaX() != object2.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); 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; // If they did overlap (and can), figure out by how much and flip the corresponding flags if (object1.deltaX() > object2.deltaX()) { this._overlap = object1.x + object1.width - object2.x; if ((this._overlap > this._maxOverlap) || object1.allowCollision.right == false || object2.allowCollision.left == false) { this._overlap = 0; } else { object1.touching.right = true; object2.touching.left = true; } } else if (object1.deltaX() < object2.deltaX()) { this._overlap = object1.x - object2.width - object2.x; if ((-this._overlap > this._maxOverlap) || object1.allowCollision.left == false || object2.allowCollision.right == false) { this._overlap = 0; } else { object1.touching.left = true; object2.touching.right = true; } } } } // 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; if (!object1.immovable && !object2.immovable) { this._overlap *= 0.5; object1.x = object1.x - this._overlap; object2.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._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; } else if (!object1.immovable) { object1.x = object1.x - this._overlap; object1.velocity.x = this._obj2Velocity - this._obj1Velocity * object1.bounce.x; } else if (!object2.immovable) { object2.x += this._overlap; object2.velocity.x = this._obj1Velocity - this._obj2Velocity * object2.bounce.x; } return true; } else { return false; } }, /** * 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. */ separateY: function (object1, object2) { // Can't separate two immovable objects if (object1.immovable && object2.immovable) { return false; } // First, get the two object deltas this._overlap = 0; if (object1.deltaY() != object2.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()); 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; // If they did overlap (and can), figure out by how much and flip the corresponding flags if (object1.deltaY() > object2.deltaY()) { this._overlap = object1.y + object1.height - object2.y; if ((this._overlap > this._maxOverlap) || object1.allowCollision.down == false || object2.allowCollision.up == false) { this._overlap = 0; } else { object1.touching.down = true; object2.touching.up = true; } } else if (object1.deltaY() < object2.deltaY()) { this._overlap = object1.y - object2.height - object2.y; if ((-this._overlap > this._maxOverlap) || object1.allowCollision.up == false || object2.allowCollision.down == false) { this._overlap = 0; } else { object1.touching.up = true; object2.touching.down = true; } } } } // 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; if (!object1.immovable && !object2.immovable) { this._overlap *= 0.5; object1.y = object1.y - this._overlap; object2.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._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; } else if (!object1.immovable) { object1.y = object1.y - this._overlap; object1.velocity.y = this._obj2Velocity - this._obj1Velocity * object1.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())) { object1.x += object2.x - object2.lastX; } } else if (!object2.immovable) { object2.y += this._overlap; object2.velocity.y = this._obj1Velocity - this._obj2Velocity * object2.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())) { object2.x += object1.x - object1.lastX; } } return true; } else { return false; } }, };