/// /// /// /// /// /// /// /** * Phaser - Collision * * A set of extremely useful collision and geometry intersection functions. */ module Phaser { export class Collision { constructor(game: Game) { this._game = game; } private _game: Game; public static LEFT: number = 0x0001; public static RIGHT: number = 0x0010; public static UP: number = 0x0100; public static DOWN: number = 0x1000; public static NONE: number = 0; public static CEILING: number = Collision.UP; public static FLOOR: number = Collision.DOWN; public static WALL: number = Collision.LEFT | Collision.RIGHT; public static ANY: number = Collision.LEFT | Collision.RIGHT | Collision.UP | Collision.DOWN; public static OVERLAP_BIAS: number = 4; /** * ------------------------------------------------------------------------------------------- * Lines * ------------------------------------------------------------------------------------------- **/ /** * Check if the two given Line objects intersect * @method lineToLine * @param {Phaser.Line} The first line object to check * @param {Phaser.Line} The second line object to check * @param {Phaser.IntersectResult} An optional IntersectResult object to store the intersection values in (one is created if none given) * @return {Phaser.IntersectResult} An IntersectResult object containing the results of this intersection in x/y **/ public static lineToLine(line1: Line, line2: Line, output?: IntersectResult = new IntersectResult): IntersectResult { var denom = (line1.x1 - line1.x2) * (line2.y1 - line2.y2) - (line1.y1 - line1.y2) * (line2.x1 - line2.x2); if (denom !== 0) { output.result = true; output.x = ((line1.x1 * line1.y2 - line1.y1 * line1.x2) * (line2.x1 - line2.x2) - (line1.x1 - line1.x2) * (line2.x1 * line2.y2 - line2.y1 * line2.x2)) / denom; output.y = ((line1.x1 * line1.y2 - line1.y1 * line1.x2) * (line2.y1 - line2.y2) - (line1.y1 - line1.y2) * (line2.x1 * line2.y2 - line2.y1 * line2.x2)) / denom; } return output; } /** * Check if the Line and Line Segment intersects * @method lineToLineSegment * @param {Phaser.Line} The line object to check * @param {Phaser.Line} The line segment object to check * @param {Phaser.IntersectResult} An optional IntersectResult object to store the intersection values in (one is created if none given) * @return {Phaser.IntersectResult} An IntersectResult object containing the results of this intersection in x/y **/ public static lineToLineSegment(line1: Line, seg: Line, output?: IntersectResult = new IntersectResult): IntersectResult { var denom = (line1.x1 - line1.x2) * (seg.y1 - seg.y2) - (line1.y1 - line1.y2) * (seg.x1 - seg.x2); if (denom !== 0) { output.x = ((line1.x1 * line1.y2 - line1.y1 * line1.x2) * (seg.x1 - seg.x2) - (line1.x1 - line1.x2) * (seg.x1 * seg.y2 - seg.y1 * seg.x2)) / denom; output.y = ((line1.x1 * line1.y2 - line1.y1 * line1.x2) * (seg.y1 - seg.y2) - (line1.y1 - line1.y2) * (seg.x1 * seg.y2 - seg.y1 * seg.x2)) / denom; var maxX = Math.max(seg.x1, seg.x2); var minX = Math.min(seg.x1, seg.x2); var maxY = Math.max(seg.y1, seg.y2); var minY = Math.min(seg.y1, seg.y2); //if (!(output.x <= maxX && output.x >= minX) || !(output.y <= maxY && output.y >= minY)) if ((output.x <= maxX && output.x >= minX) === true || (output.y <= maxY && output.y >= minY) === true) { output.result = true; } } return output; } /** * Check if the Line and Line Segment intersects * @method lineToLineSegment * @param {Phaser.Line} The line object to check * @param {number} The x1 value * @param {number} The y1 value * @param {number} The x2 value * @param {number} The y2 value * @param {Phaser.IntersectResult} An optional IntersectResult object to store the intersection values in (one is created if none given) * @return {Phaser.IntersectResult} An IntersectResult object containing the results of this intersection in x/y **/ public static lineToRawSegment(line: Line, x1: number, y1: number, x2: number, y2: number, output?: IntersectResult = new IntersectResult): IntersectResult { var denom = (line.x1 - line.x2) * (y1 - y2) - (line.y1 - line.y2) * (x1 - x2); if (denom !== 0) { output.x = ((line.x1 * line.y2 - line.y1 * line.x2) * (x1 - x2) - (line.x1 - line.x2) * (x1 * y2 - y1 * x2)) / denom; output.y = ((line.x1 * line.y2 - line.y1 * line.x2) * (y1 - y2) - (line.y1 - line.y2) * (x1 * y2 - y1 * x2)) / denom; var maxX = Math.max(x1, x2); var minX = Math.min(x1, x2); var maxY = Math.max(y1, y2); var minY = Math.min(y1, y2); if ((output.x <= maxX && output.x >= minX) === true || (output.y <= maxY && output.y >= minY) === true) { output.result = true; } } return output; } /** * Check if the Line and Ray intersects * @method lineToRay * @param {Phaser.Line} The Line object to check * @param {Phaser.Line} The Ray object to check * @param {Phaser.IntersectResult} An optional IntersectResult object to store the intersection values in (one is created if none given) * @return {Phaser.IntersectResult} An IntersectResult object containing the results of this intersection in x/y **/ public static lineToRay(line1: Line, ray: Line, output?: IntersectResult = new IntersectResult): IntersectResult { var denom = (line1.x1 - line1.x2) * (ray.y1 - ray.y2) - (line1.y1 - line1.y2) * (ray.x1 - ray.x2); if (denom !== 0) { output.x = ((line1.x1 * line1.y2 - line1.y1 * line1.x2) * (ray.x1 - ray.x2) - (line1.x1 - line1.x2) * (ray.x1 * ray.y2 - ray.y1 * ray.x2)) / denom; output.y = ((line1.x1 * line1.y2 - line1.y1 * line1.x2) * (ray.y1 - ray.y2) - (line1.y1 - line1.y2) * (ray.x1 * ray.y2 - ray.y1 * ray.x2)) / denom; output.result = true; // true unless either of the 2 following conditions are met if (!(ray.x1 >= ray.x2) && output.x < ray.x1) { output.result = false; } if (!(ray.y1 >= ray.y2) && output.y < ray.y1) { output.result = false; } } return output; } /** * Check if the Line and Circle intersects * @method lineToCircle * @param {Phaser.Line} The Line object to check * @param {Phaser.Circle} The Circle object to check * @param {Phaser.IntersectResult} An optional IntersectResult object to store the intersection values in (one is created if none given) * @return {Phaser.IntersectResult} An IntersectResult object containing the results of this intersection **/ public static lineToCircle(line: Line, circle: Circle, output?: IntersectResult = new IntersectResult): IntersectResult { // Get a perpendicular line running to the center of the circle if (line.perp(circle.x, circle.y).length <= circle.radius) { output.result = true; } return output; } /** * Check if the Line intersects each side of the Rectangle * @method lineToRectangle * @param {Phaser.Line} The Line object to check * @param {Phaser.Rectangle} The Rectangle object to check * @param {Phaser.IntersectResult} An optional IntersectResult object to store the intersection values in (one is created if none given) * @return {Phaser.IntersectResult} An IntersectResult object containing the results of this intersection **/ public static lineToRectangle(line: Line, rect: Rectangle, output?: IntersectResult = new IntersectResult): IntersectResult { // Top of the Rectangle vs the Line this.lineToRawSegment(line, rect.x, rect.y, rect.right, rect.y, output); if (output.result === true) { return output; } // Left of the Rectangle vs the Line this.lineToRawSegment(line, rect.x, rect.y, rect.x, rect.bottom, output); if (output.result === true) { return output; } // Bottom of the Rectangle vs the Line this.lineToRawSegment(line, rect.x, rect.bottom, rect.right, rect.bottom, output); if (output.result === true) { return output; } // Right of the Rectangle vs the Line this.lineToRawSegment(line, rect.right, rect.y, rect.right, rect.bottom, output); return output; } /** * ------------------------------------------------------------------------------------------- * Line Segment * ------------------------------------------------------------------------------------------- **/ /** * Check if Line1 intersects with Line2 * @method lineSegmentToLineSegment * @param {Phaser.Line} The first line object to check * @param {Phaser.Line} The second line object to check * @param {Phaser.IntersectResult} An optional IntersectResult object to store the intersection values in (one is created if none given) * @return {Phaser.IntersectResult} An IntersectResult object containing the results of this intersection in x/y **/ public static lineSegmentToLineSegment(line1: Line, line2: Line, output?: IntersectResult = new IntersectResult): IntersectResult { this.lineToLineSegment(line1, line2, output); if (output.result === true) { if (!(output.x >= Math.min(line1.x1, line1.x2) && output.x <= Math.max(line1.x1, line1.x2) && output.y >= Math.min(line1.y1, line1.y2) && output.y <= Math.max(line1.y1, line1.y2))) { output.result = false; } } return output; } /** * Check if the Line Segment intersects with the Ray * @method lineSegmentToRay * @param {Phaser.Line} The Line object to check * @param {Phaser.Line} The Line Ray object to check * @param {Phaser.IntersectResult} An optional IntersectResult object to store the intersection values in (one is created if none given) * @return {Phaser.IntersectResult} An IntersectResult object containing the results of this intersection in x/y **/ public static lineSegmentToRay(line1: Line, ray: Line, output?: IntersectResult = new IntersectResult): IntersectResult { this.lineToRay(line1, ray, output); if (output.result === true) { if (!(output.x >= Math.min(line1.x1, line1.x2) && output.x <= Math.max(line1.x1, line1.x2) && output.y >= Math.min(line1.y1, line1.y2) && output.y <= Math.max(line1.y1, line1.y2))) { output.result = false; } } return output; } /** * Check if the Line Segment intersects with the Circle * @method lineSegmentToCircle * @param {Phaser.Line} The Line object to check * @param {Phaser.Circle} The Circle object to check * @param {Phaser.IntersectResult} An optional IntersectResult object to store the intersection values in (one is created if none given) * @return {Phaser.IntersectResult} An IntersectResult object containing the results of this intersection in x/y **/ public static lineSegmentToCircle(seg: Line, circle: Circle, output?: IntersectResult = new IntersectResult): IntersectResult { var perp = seg.perp(circle.x, circle.y); if (perp.length <= circle.radius) { // Line intersects circle - check if segment does var maxX = Math.max(seg.x1, seg.x2); var minX = Math.min(seg.x1, seg.x2); var maxY = Math.max(seg.y1, seg.y2); var minY = Math.min(seg.y1, seg.y2); if ((perp.x2 <= maxX && perp.x2 >= minX) && (perp.y2 <= maxY && perp.y2 >= minY)) { output.result = true; } else { // Worst case - segment doesn't traverse center, so no perpendicular connection. if (this.circleContainsPoint(circle, { x: seg.x1, y: seg.y1 }) || this.circleContainsPoint(circle, { x: seg.x2, y: seg.y2 })) { output.result = true; } } } return output; } /** * Check if the Line Segment intersects with the Rectangle * @method lineSegmentToCircle * @param {Phaser.Line} The Line object to check * @param {Phaser.Circle} The Circle object to check * @param {Phaser.IntersectResult} An optional IntersectResult object to store the intersection values in (one is created if none given) * @return {Phaser.IntersectResult} An IntersectResult object containing the results of this intersection in x/y **/ public static lineSegmentToRectangle(seg: Line, rect: Rectangle, output?: IntersectResult = new IntersectResult): IntersectResult { if (rect.contains(seg.x1, seg.y1) && rect.contains(seg.x2, seg.y2)) { output.result = true; } else { // Top of the Rectangle vs the Line this.lineToRawSegment(seg, rect.x, rect.y, rect.right, rect.bottom, output); if (output.result === true) { return output; } // Left of the Rectangle vs the Line this.lineToRawSegment(seg, rect.x, rect.y, rect.x, rect.bottom, output); if (output.result === true) { return output; } // Bottom of the Rectangle vs the Line this.lineToRawSegment(seg, rect.x, rect.bottom, rect.right, rect.bottom, output); if (output.result === true) { return output; } // Right of the Rectangle vs the Line this.lineToRawSegment(seg, rect.right, rect.y, rect.right, rect.bottom, output); return output; } return output; } /** * ------------------------------------------------------------------------------------------- * Ray * ------------------------------------------------------------------------------------------- **/ /** * Check if the two given Circle objects intersect * @method circleToCircle * @param {Phaser.Circle} The first circle object to check * @param {Phaser.Circle} The second circle object to check * @param {Phaser.IntersectResult} An optional IntersectResult object to store the intersection values in (one is created if none given) * @return {Phaser.IntersectResult} An IntersectResult object containing the results of this intersection **/ public static rayToRectangle(ray: Line, rect: Rectangle, output?: IntersectResult = new IntersectResult): IntersectResult { // Currently just finds first intersection - might not be closest to ray pt1 this.lineToRectangle(ray, rect, output); return output; } /** * Check whether a ray intersects a line segment, returns the parametric value where the intersection occurs. * @method rayToLineSegment * @static * @param {Number} rayx1. The origin x of the ray. * @param {Number} rayy1. The origin y of the ray. * @param {Number} rayx2. The direction x of the ray. * @param {Number} rayy2. The direction y of the ray. * @param {Number} linex1. The x of the first point of the line segment. * @param {Number} liney1. The y of the first point of the line segment. * @param {Number} linex2. The x of the second point of the line segment. * @param {Number} liney2. The y of the second point of the line segment. * @param {Phaser.IntersectResult} An optional IntersectResult object to store the intersection values in (one is created if none given) * @return {Phaser.IntersectResult} An IntersectResult object containing the results of this intersection stored in x **/ public static rayToLineSegment(rayx1, rayy1, rayx2, rayy2, linex1, liney1, linex2, liney2, output?: IntersectResult = new IntersectResult): IntersectResult { var r, s, d; // Check lines are not parallel if ((rayy2 - rayy1) / (rayx2 - rayx1) != (liney2 - liney1) / (linex2 - linex1)) { d = (((rayx2 - rayx1) * (liney2 - liney1)) - (rayy2 - rayy1) * (linex2 - linex1)); if (d != 0) { r = (((rayy1 - liney1) * (linex2 - linex1)) - (rayx1 - linex1) * (liney2 - liney1)) / d; s = (((rayy1 - liney1) * (rayx2 - rayx1)) - (rayx1 - linex1) * (rayy2 - rayy1)) / d; if (r >= 0) { if (s >= 0 && s <= 1) { output.result = true; output.x = rayx1 + r * (rayx2 - rayx1), rayy1 + r * (rayy2 - rayy1); } } } } return output; } /** * ------------------------------------------------------------------------------------------- * Rectangles * ------------------------------------------------------------------------------------------- **/ /** * Determines whether the specified point is contained within the rectangular region defined by the Rectangle object. * @method pointToRectangle * @param {Point} point The point object being checked. * @param {Rectangle} rect The rectangle object being checked. * @return {Phaser.IntersectResult} An IntersectResult object containing the results of this intersection in x/y/result **/ public static pointToRectangle(point: Point, rect: Rectangle, output?: IntersectResult = new IntersectResult): IntersectResult { output.setTo(point.x, point.y); output.result = rect.containsPoint(point); return output; } /** * Check whether two axis aligned rectangles intersect. Return the intersecting rectangle dimensions if they do. * @method rectangleToRectangle * @param {Phaser.Rectangle} The first Rectangle object * @param {Phaser.Rectangle} The second Rectangle object * @param {Phaser.IntersectResult} An optional IntersectResult object to store the intersection values in (one is created if none given) * @return {Phaser.IntersectResult} An IntersectResult object containing the results of this intersection in x/y/width/height **/ public static rectangleToRectangle(rect1: Rectangle, rect2: Rectangle, output?: IntersectResult = new IntersectResult): IntersectResult { var leftX = Math.max(rect1.x, rect2.x); var rightX = Math.min(rect1.right, rect2.right); var topY = Math.max(rect1.y, rect2.y); var bottomY = Math.min(rect1.bottom, rect2.bottom); output.setTo(leftX, topY, rightX - leftX, bottomY - topY, rightX - leftX, bottomY - topY); var cx = output.x + output.width * .5; var cy = output.y + output.height * .5; if ((cx > rect1.x && cx < rect1.right) && (cy > rect1.y && cy < rect1.bottom)) { output.result = true; } return output; } public static rectangleToCircle(rect: Rectangle, circle: Circle, output?: IntersectResult = new IntersectResult): IntersectResult { return this.circleToRectangle(circle, rect, output); } /** * ------------------------------------------------------------------------------------------- * Circle * ------------------------------------------------------------------------------------------- **/ /** * Check if the two given Circle objects intersect * @method circleToCircle * @param {Phaser.Circle} The first circle object to check * @param {Phaser.Circle} The second circle object to check * @param {Phaser.IntersectResult} An optional IntersectResult object to store the intersection values in (one is created if none given) * @return {Phaser.IntersectResult} An IntersectResult object containing the results of this intersection **/ public static circleToCircle(circle1: Circle, circle2: Circle, output?: IntersectResult = new IntersectResult): IntersectResult { output.result = ((circle1.radius + circle2.radius) * (circle1.radius + circle2.radius)) >= this.distanceSquared(circle1.x, circle1.y, circle2.x, circle2.y); return output; } /** * Check if the given Rectangle intersects with the given Circle * @method circleToRectangle * @param {Phaser.Circle} The circle object to check * @param {Phaser.Rectangle} The Rectangle object to check * @param {Phaser.IntersectResult} An optional IntersectResult object to store the intersection values in (one is created if none given) * @return {Phaser.IntersectResult} An IntersectResult object containing the results of this intersection **/ public static circleToRectangle(circle: Circle, rect: Rectangle, output?: IntersectResult = new IntersectResult): IntersectResult { var inflatedRect: Rectangle = rect.clone(); inflatedRect.inflate(circle.radius, circle.radius); output.result = inflatedRect.contains(circle.x, circle.y); return output; } /** * Check if the given Point is found within the given Circle * @method circleContainsPoint * @param {Phaser.Circle} The circle object to check * @param {Phaser.Point} The point object to check * @param {Phaser.IntersectResult} An optional IntersectResult object to store the intersection values in (one is created if none given) * @return {Phaser.IntersectResult} An IntersectResult object containing the results of this intersection **/ public static circleContainsPoint(circle: Circle, point: Point, output?: IntersectResult = new IntersectResult): IntersectResult { output.result = circle.radius * circle.radius >= this.distanceSquared(circle.x, circle.y, point.x, point.y); return output; } /** * ------------------------------------------------------------------------------------------- * Game Object Collision * ------------------------------------------------------------------------------------------- **/ /** * Call this function to see if one GameObject overlaps another. * Can be called with one object and one group, or two groups, or two objects, * whatever floats your boat! For maximum performance try bundling a lot of objects * together using a Group (or even bundling groups together!). * *

NOTE: does NOT take objects' scrollfactor into account, all overlaps are checked in world space.

* * @param ObjectOrGroup1 The first object or group you want to check. * @param ObjectOrGroup2 The second object or group you want to check. If it is the same as the first it knows to just do a comparison within that group. * @param NotifyCallback A function with two GameObject parameters - e.g. myOverlapFunction(Object1:GameObject,Object2:GameObject) - that is called if those two objects overlap. * @param ProcessCallback A function with two GameObject parameters - e.g. myOverlapFunction(Object1:GameObject,Object2:GameObject) - that is called if those two objects overlap. If a ProcessCallback is provided, then NotifyCallback will only be called if ProcessCallback returns true for those objects! * * @return Whether any overlaps were detected. */ public overlap(ObjectOrGroup1: Basic = null, ObjectOrGroup2: Basic = null, NotifyCallback = null, ProcessCallback = null): bool { if (ObjectOrGroup1 == null) { ObjectOrGroup1 = this._game.world.group; } if (ObjectOrGroup2 == ObjectOrGroup1) { ObjectOrGroup2 = null; } QuadTree.divisions = this._game.world.worldDivisions; var quadTree: QuadTree = new QuadTree(this._game.world.bounds.x, this._game.world.bounds.y, this._game.world.bounds.width, this._game.world.bounds.height); quadTree.load(ObjectOrGroup1, ObjectOrGroup2, NotifyCallback, ProcessCallback); var result: bool = quadTree.execute(); quadTree.destroy(); quadTree = null; return result; } /** * The main collision resolution in flixel. * * @param Object1 Any Sprite. * @param Object2 Any other Sprite. * * @return Whether the objects in fact touched and were separated. */ public static separate(Object1, Object2): bool { var separatedX: bool = Collision.separateX(Object1, Object2); var separatedY: bool = Collision.separateY(Object1, Object2); return separatedX || separatedY; } /** * The X-axis component of the object separation process. * * @param Object1 Any Sprite. * @param Object2 Any other Sprite. * * @return Whether the objects in fact touched and were separated along the X axis. */ public static separateX(Object1, Object2): bool { //can't separate two immovable objects var obj1immovable: bool = Object1.immovable; var obj2immovable: bool = Object2.immovable; if (obj1immovable && obj2immovable) { return false; } //If one of the objects is a tilemap, just pass it off. /* if (typeof Object1 === 'Tilemap') { return Object1.overlapsWithCallback(Object2, separateX); } if (typeof Object2 === 'Tilemap') { return Object2.overlapsWithCallback(Object1, separateX, true); } */ //First, get the two object deltas var overlap: number = 0; var obj1delta: number = Object1.x - Object1.last.x; var obj2delta: number = Object2.x - Object2.last.x; if (obj1delta != obj2delta) { //Check if the X hulls actually overlap var obj1deltaAbs: number = (obj1delta > 0) ? obj1delta : -obj1delta; var obj2deltaAbs: number = (obj2delta > 0) ? obj2delta : -obj2delta; var obj1rect: Rectangle = new Rectangle(Object1.x - ((obj1delta > 0) ? obj1delta : 0), Object1.last.y, Object1.width + ((obj1delta > 0) ? obj1delta : -obj1delta), Object1.height); var obj2rect: Rectangle = new Rectangle(Object2.x - ((obj2delta > 0) ? obj2delta : 0), Object2.last.y, Object2.width + ((obj2delta > 0) ? obj2delta : -obj2delta), Object2.height); if ((obj1rect.x + obj1rect.width > obj2rect.x) && (obj1rect.x < obj2rect.x + obj2rect.width) && (obj1rect.y + obj1rect.height > obj2rect.y) && (obj1rect.y < obj2rect.y + obj2rect.height)) { var maxOverlap: number = obj1deltaAbs + obj2deltaAbs + Collision.OVERLAP_BIAS; //If they did overlap (and can), figure out by how much and flip the corresponding flags if (obj1delta > obj2delta) { overlap = Object1.x + Object1.width - Object2.x; if ((overlap > maxOverlap) || !(Object1.allowCollisions & Collision.RIGHT) || !(Object2.allowCollisions & Collision.LEFT)) { overlap = 0; } else { Object1.touching |= Collision.RIGHT; Object2.touching |= Collision.LEFT; } } else if (obj1delta < obj2delta) { overlap = Object1.x - Object2.width - Object2.x; if ((-overlap > maxOverlap) || !(Object1.allowCollisions & Collision.LEFT) || !(Object2.allowCollisions & Collision.RIGHT)) { overlap = 0; } else { Object1.touching |= Collision.LEFT; Object2.touching |= Collision.RIGHT; } } } } //Then adjust their positions and velocities accordingly (if there was any overlap) if (overlap != 0) { var obj1v: number = Object1.velocity.x; var obj2v: number = Object2.velocity.x; if (!obj1immovable && !obj2immovable) { overlap *= 0.5; Object1.x = Object1.x - overlap; Object2.x += overlap; var obj1velocity: number = Math.sqrt((obj2v * obj2v * Object2.mass) / Object1.mass) * ((obj2v > 0) ? 1 : -1); var obj2velocity: number = Math.sqrt((obj1v * obj1v * Object1.mass) / Object2.mass) * ((obj1v > 0) ? 1 : -1); var average: number = (obj1velocity + obj2velocity) * 0.5; obj1velocity -= average; obj2velocity -= average; Object1.velocity.x = average + obj1velocity * Object1.elasticity; Object2.velocity.x = average + obj2velocity * Object2.elasticity; } else if (!obj1immovable) { Object1.x = Object1.x - overlap; Object1.velocity.x = obj2v - obj1v * Object1.elasticity; } else if (!obj2immovable) { Object2.x += overlap; Object2.velocity.x = obj1v - obj2v * Object2.elasticity; } return true; } else { return false; } } /** * The Y-axis component of the object separation process. * * @param Object1 Any Sprite. * @param Object2 Any other Sprite. * * @return Whether the objects in fact touched and were separated along the Y axis. */ public static separateY(Object1, Object2): bool { //can't separate two immovable objects var obj1immovable: bool = Object1.immovable; var obj2immovable: bool = Object2.immovable; if (obj1immovable && obj2immovable) return false; //If one of the objects is a tilemap, just pass it off. /* if (typeof Object1 === 'Tilemap') { return Object1.overlapsWithCallback(Object2, separateY); } if (typeof Object2 === 'Tilemap') { return Object2.overlapsWithCallback(Object1, separateY, true); } */ //First, get the two object deltas var overlap: number = 0; var obj1delta: number = Object1.y - Object1.last.y; var obj2delta: number = Object2.y - Object2.last.y; if (obj1delta != obj2delta) { //Check if the Y hulls actually overlap var obj1deltaAbs: number = (obj1delta > 0) ? obj1delta : -obj1delta; var obj2deltaAbs: number = (obj2delta > 0) ? obj2delta : -obj2delta; var obj1rect: Rectangle = new Rectangle(Object1.x, Object1.y - ((obj1delta > 0) ? obj1delta : 0), Object1.width, Object1.height + obj1deltaAbs); var obj2rect: Rectangle = new Rectangle(Object2.x, Object2.y - ((obj2delta > 0) ? obj2delta : 0), Object2.width, Object2.height + obj2deltaAbs); if ((obj1rect.x + obj1rect.width > obj2rect.x) && (obj1rect.x < obj2rect.x + obj2rect.width) && (obj1rect.y + obj1rect.height > obj2rect.y) && (obj1rect.y < obj2rect.y + obj2rect.height)) { var maxOverlap: number = obj1deltaAbs + obj2deltaAbs + Collision.OVERLAP_BIAS; //If they did overlap (and can), figure out by how much and flip the corresponding flags if (obj1delta > obj2delta) { overlap = Object1.y + Object1.height - Object2.y; if ((overlap > maxOverlap) || !(Object1.allowCollisions & Collision.DOWN) || !(Object2.allowCollisions & Collision.UP)) { overlap = 0; } else { Object1.touching |= Collision.DOWN; Object2.touching |= Collision.UP; } } else if (obj1delta < obj2delta) { overlap = Object1.y - Object2.height - Object2.y; if ((-overlap > maxOverlap) || !(Object1.allowCollisions & Collision.UP) || !(Object2.allowCollisions & Collision.DOWN)) { overlap = 0; } else { Object1.touching |= Collision.UP; Object2.touching |= Collision.DOWN; } } } } //Then adjust their positions and velocities accordingly (if there was any overlap) if (overlap != 0) { var obj1v: number = Object1.velocity.y; var obj2v: number = Object2.velocity.y; if (!obj1immovable && !obj2immovable) { overlap *= 0.5; Object1.y = Object1.y - overlap; Object2.y += overlap; var obj1velocity: number = Math.sqrt((obj2v * obj2v * Object2.mass) / Object1.mass) * ((obj2v > 0) ? 1 : -1); var obj2velocity: number = Math.sqrt((obj1v * obj1v * Object1.mass) / Object2.mass) * ((obj1v > 0) ? 1 : -1); var average: number = (obj1velocity + obj2velocity) * 0.5; obj1velocity -= average; obj2velocity -= average; Object1.velocity.y = average + obj1velocity * Object1.elasticity; Object2.velocity.y = average + obj2velocity * Object2.elasticity; } else if (!obj1immovable) { Object1.y = Object1.y - overlap; Object1.velocity.y = obj2v - obj1v * Object1.elasticity; //This is special case code that handles cases like horizontal moving platforms you can ride if (Object2.active && Object2.moves && (obj1delta > obj2delta)) { Object1.x += Object2.x - Object2.last.x; } } else if (!obj2immovable) { Object2.y += overlap; Object2.velocity.y = obj1v - obj2v * Object2.elasticity; //This is special case code that handles cases like horizontal moving platforms you can ride if (Object1.active && Object1.moves && (obj1delta < obj2delta)) { Object2.x += Object1.x - Object1.last.x; } } return true; } else { return false; } } /** * ------------------------------------------------------------------------------------------- * Distance * ------------------------------------------------------------------------------------------- **/ public static distance(x1: number, y1: number, x2: number, y2: number) { return Math.sqrt((x2 - x1) * (x2 - x1) + (y2 - y1) * (y2 - y1)); } public static distanceSquared(x1: number, y1: number, x2: number, y2: number) { return (x2 - x1) * (x2 - x1) + (y2 - y1) * (y2 - y1); } } }