/// /// /** * Phaser - PhysicsManager * * Your game only has one PhysicsManager instance and it's responsible for looking after, creating and colliding * all of the physics objects in the world. */ module Phaser.Physics { export class PhysicsManager { constructor(game: Game, width: number, height: number) { this.game = game; this.gravity = new Vec2; this.drag = new Vec2; this.bounce = new Vec2; this.friction = new Vec2; this.bounds = new Rectangle(0, 0, width, height); this._objects = []; } /** * Local private reference to Game. */ public game: Game; private _objects: IPhysicsShape[]; // Temp calculation vars private _drag: number; private _delta: number; private _velocityDelta: number; private _length: number = 0; public bounds: Rectangle; public gravity: Vec2; public drag: Vec2; public bounce: Vec2; public friction: Vec2; // Add some sanity checks here + remove method, etc public add(shape: IPhysicsShape): IPhysicsShape { this._objects.push(shape); return shape; } public update() { this._length = this._objects.length; for (var i = 0; i < this._length; i++) { this._objects[i].preUpdate(); this.updateMotion(this._objects[i]); this.collideWorld(this._objects[i]); } } public render() { // iterate through the objects here, updating and colliding for (var i = 0; i < this._length; i++) { this._objects[i].render(this.game.stage.context); } } private updateMotion(obj: IPhysicsShape) { if (obj.physics.moves == false) { return; } /* velocityDelta = (this._game.motion.computeVelocity(this.angularVelocity, this.angularAcceleration, this.angularDrag, this.maxAngular) - this.angularVelocity) / 2; this.angularVelocity += velocityDelta; this._angle += this.angularVelocity * this._game.time.elapsed; this.angularVelocity += velocityDelta; */ this._velocityDelta = (this.computeVelocity(obj.physics.velocity.x, obj.physics.gravity.x, obj.physics.acceleration.x, obj.physics.drag.x) - obj.physics.velocity.x) / 2; obj.physics.velocity.x += this._velocityDelta; this._delta = obj.physics.velocity.x * this.game.time.elapsed; obj.physics.velocity.x += this._velocityDelta; obj.position.x += this._delta; this._velocityDelta = (this.computeVelocity(obj.physics.velocity.y, obj.physics.gravity.y, obj.physics.acceleration.y, obj.physics.drag.y) - obj.physics.velocity.y) / 2; obj.physics.velocity.y += this._velocityDelta; this._delta = obj.physics.velocity.y * this.game.time.elapsed; obj.physics.velocity.y += this._velocityDelta; obj.position.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. */ public computeVelocity(velocity: number, gravity: number = 0, acceleration: number = 0, drag: number = 0, max: number = 10000): number { if (acceleration !== 0) { velocity += (acceleration + gravity) * this.game.time.elapsed; } else if (drag !== 0) { this._drag = drag * this.game.time.elapsed; if (velocity - this._drag > 0) { velocity = velocity - this._drag; } else if (velocity + this._drag < 0) { velocity += this._drag; } else { velocity = 0; } velocity += gravity; } if ((velocity != 0) && (max != 10000)) { if (velocity > max) { velocity = max; } else if (velocity < -max) { velocity = -max; } } return velocity; } private collideWorld(obj:IPhysicsShape) { // Collide on the x-axis var dx: number = obj.world.bounds.x - (obj.position.x - obj.bounds.halfWidth); if (0 < dx) { // Hit Left obj.oH = 1; obj.position.x += dx; if (obj.sprite.physics.bounce.x > 0) { obj.sprite.physics.velocity.x *= -(obj.sprite.physics.bounce.x); } else { obj.sprite.physics.velocity.x = 0; } } else { dx = (obj.position.x + obj.bounds.halfWidth) - obj.world.bounds.right; if (0 < dx) { // Hit Right obj.oH = -1; obj.position.x -= dx; if (obj.sprite.physics.bounce.x > 0) { obj.sprite.physics.velocity.x *= -(obj.sprite.physics.bounce.x); } else { obj.sprite.physics.velocity.x = 0; } } } // Collide on the y-axis var dy: number = obj.world.bounds.y - (obj.position.y - obj.bounds.halfHeight); if (0 < dy) { // Hit Top obj.oV = 1; obj.position.y += dy; if (obj.sprite.physics.bounce.y > 0) { obj.sprite.physics.velocity.y *= -(obj.sprite.physics.bounce.y); } else { obj.sprite.physics.velocity.y = 0; } } else { dy = (obj.position.y + obj.bounds.halfHeight) - obj.world.bounds.bottom; if (0 < dy) { // Hit Bottom obj.oV = -1; obj.position.y -= dy; if (obj.sprite.physics.bounce.y > 0) { obj.sprite.physics.velocity.y *= -(obj.sprite.physics.bounce.y); } else { obj.sprite.physics.velocity.y = 0; } } } } /* private processWorld(px, py, dx, dy, tile) { // Velocity //this.sprite.physics.velocity.x = this.position.x - this.oldPosition.x; //this.sprite.physics.velocity.y = this.position.y - this.oldPosition.y; // Optimise!!! var dp: number = (this.sprite.physics.velocity.x * dx + this.sprite.physics.velocity.y * dy); var nx: number = dp * dx; var ny: number = dp * dy; var tx: number = this.sprite.physics.velocity.x - nx; var ty: number = this.sprite.physics.velocity.y - ny; var bx, by, fx, fy; if (dp < 0) { fx = tx * this.sprite.physics.friction.x; fy = ty * this.sprite.physics.friction.y; bx = (nx * (1 + this.sprite.physics.bounce.x)); by = (ny * (1 + this.sprite.physics.bounce.y)); //this.sprite.physics.velocity.x = bx; //this.sprite.physics.velocity.y = by; } else { bx = by = fx = fy = 0; } this.position.x += px; this.position.y += py; this.oldPosition.x += px + bx + fx; this.oldPosition.y += py + by + fy; } */ } }