Files
phaser/examples/wip/create map polygon.js
T

174 lines
4.5 KiB
JavaScript

var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render });
function preload() {
game.load.tilemap('map', 'assets/tilemaps/maps/platform.json', null, Phaser.Tilemap.TILED_JSON);
game.load.image('platformer_tiles', 'assets/tilemaps/tiles/platformer_tiles.png');
game.load.spritesheet('gameboy', 'assets/sprites/gameboy_seize_color_40x60.png', 40, 60);
game.load.spritesheet('balls', 'assets/sprites/balls.png', 17, 17);
}
var map;
var layer;
var sprite;
var sprite2;
var balls;
function create() {
game.stage.backgroundColor = '#124184';
map = game.add.tilemap('map');
map.addTilesetImage('platformer_tiles');
map.setCollisionBetween(21, 53);
layer = map.createLayer('Tile Layer 1');
// layer.debug = true;
// var mapLayer = map.layers[0];
// var p = [];
// var direction = 'e';
// var x = 0;
// var y = 0;
// for (var y = 0, h = mapLayer.height; y < h; y++)
// {
// for (var x = 0, w = mapLayer.width; x < w; x++)
// {
// var tile = mapLayer.data[y][x];
// if (tile)
// {
// if (tile.faceTop)
// tile.faceTop = false;
// tile.faceBottom = false;
// tile.faceLeft = false;
// tile.faceRight = false;
// }
// }
// }
// sprite = game.add.sprite(270, 100, 'gameboy', 0);
// sprite.name = 'red';
// sprite.body.collideWorldBounds = true;
// sprite.body.minBounceVelocity = 0.9;
// sprite.body.bounce.setTo(0.5, 0.9);
// sprite.body.friction = 0.5;
}
/*---------------------------------------------------------------------------
Returns an Object with the following properties:
intersects -Boolean indicating if an intersection exists.
start_inside -Boolean indicating if Point A is inside of the polygon.
end_inside -Boolean indicating if Point B is inside of the polygon.
intersections -Array of intersection Points along the polygon.
centroid -A Point indicating "center of mass" of the polygon.
"pArry" is an Array of Points.
----------------------------------------------------------------------------*/
function lineIntersectPoly(A : Point, B : Point, pArry:Array):Object {
var An:int=1;
var Bn:int=1;
var C:Point;
var D:Point;
var i:Point;
var cx:Number=0;
var cy:Number=0;
var result:Object = new Object();
var pa:Array=pArry.slice(); //Copy to prevent growing points when connecting ends.
pa.push(pa[0]); //Create line from last Point to beginning Point
result.intersects = false;
result.intersections=[];
result.start_inside=false;
result.end_inside=false;
var n:int=pa.length-1;
while(n > -1){
C=Point(pa[n]);
if(n > 0){
cx+=C.x;
cy+=C.y;
D=Point(pa[n-1])||Point(pa[0]);
i=lineIntersectLine(A,B,C,D);
if(i != null){
result.intersections.push(i);
}
if(lineIntersectLine(A,new Point(C.x+D.x,A.y),C,D) != null){
An++;
}
if(lineIntersectLine(B,new Point(C.x+D.x,B.y),C,D) != null){
Bn++;
}
}
n--;
}
if(An % 2 == 0){
result.start_inside=true;
}
if(Bn % 2 == 0){
result.end_inside=true;
}
result.centroid=new Point(cx/(pa.length-1),cy/(pa.length-1));
result.intersects = result.intersections.length > 0;
return result;
}
function launch() {
// sprite.body.velocity.x = -200;
// sprite.body.velocity.y = -200;
sprite2.body.velocity.x = -200;
sprite2.body.velocity.y = -200;
}
function update() {
// game.physics.collide(balls, layer);
// game.physics.collide(sprite, layer);
// game.physics.collide(sprite2, layer);
// game.physics.collide(sprite, sprite2);
}
function render() {
// game.debug.renderBodyInfo(sprite2, 32, 32);
// game.debug.renderPhysicsBody(sprite2.body);
// game.debug.renderText(sprite2.body.left, 32, 30);
// game.debug.renderText(sprite2.body.right, 32, 50);
// game.debug.renderText(sprite2.body.top, 32, 70);
// game.debug.renderText(sprite2.body.bottom, 32, 90);
// for (var i = 0; i < balls._container.length; i++)
// {
// }
// if (sprite)
// {
// // game.debug.renderBodyInfo(sprite, 20, 30);
// game.debug.renderBodyInfo(sprite2, 20, 230);
// }
}