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218 lines
9.8 KiB
JavaScript
218 lines
9.8 KiB
JavaScript
var Phaser;
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(function (Phaser) {
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/// <reference path="../_definitions.ts" />
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/**
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* Phaser - Physics - Circle
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*/
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(function (Physics) {
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var Circle = (function () {
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function Circle(game, x, y, radius) {
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this.type = 1;
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this.game = game;
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this.pos = new Phaser.Vec2(x, y);
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this.oldpos = new Phaser.Vec2(x, y);
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this.radius = radius;
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this.circleTileProjections = {
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};
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this.circleTileProjections[Phaser.Physics.TileMapCell.CTYPE_22DEGs] = Phaser.Physics.Projection.Circle22Deg.CollideS;
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this.circleTileProjections[Phaser.Physics.TileMapCell.CTYPE_22DEGb] = Phaser.Physics.Projection.Circle22Deg.CollideB;
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this.circleTileProjections[Phaser.Physics.TileMapCell.CTYPE_45DEG] = Phaser.Physics.Projection.Circle45Deg.Collide;
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this.circleTileProjections[Phaser.Physics.TileMapCell.CTYPE_67DEGs] = Phaser.Physics.Projection.Circle67Deg.CollideS;
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this.circleTileProjections[Phaser.Physics.TileMapCell.CTYPE_67DEGb] = Phaser.Physics.Projection.Circle67Deg.CollideB;
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this.circleTileProjections[Phaser.Physics.TileMapCell.CTYPE_CONCAVE] = Phaser.Physics.Projection.CircleConcave.Collide;
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this.circleTileProjections[Phaser.Physics.TileMapCell.CTYPE_CONVEX] = Phaser.Physics.Projection.CircleConvex.Collide;
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this.circleTileProjections[Phaser.Physics.TileMapCell.CTYPE_FULL] = Phaser.Physics.Projection.CircleFull.Collide;
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this.circleTileProjections[Phaser.Physics.TileMapCell.CTYPE_HALF] = Phaser.Physics.Projection.CircleHalf.Collide;
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}
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Circle.COL_NONE = 0;
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Circle.COL_AXIS = 1;
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Circle.COL_OTHER = 2;
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Circle.prototype.integrateVerlet = function () {
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var d = 1;// drag
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var g = 0.2;// gravity
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var p = this.pos;
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var o = this.oldpos;
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var px;
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var py;
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var ox = o.x;
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var oy = o.y;
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//o = oldposition
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o.x = px = p.x//get vector values
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;
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o.y = py = p.y//p = position
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;
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//integrate
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p.x += (d * px) - (d * ox);
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p.y += (d * py) - (d * oy) + g;
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};
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Circle.prototype.reportCollisionVsWorld = // px projection vector
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// dx surface normal
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function (px, py, dx, dy, obj) {
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if (typeof obj === "undefined") { obj = null; }
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var p = this.pos;
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var o = this.oldpos;
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//calc velocity
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var vx = p.x - o.x;
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var vy = p.y - o.y;
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//find component of velocity parallel to collision normal
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var dp = (vx * dx + vy * dy);
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var nx = dp * dx;//project velocity onto collision normal
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var ny = dp * dy;//nx,ny is normal velocity
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var tx = vx - nx;//px,py is tangent velocity
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var ty = vy - ny;
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//we only want to apply collision response forces if the object is travelling into, and not out of, the collision
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var b, bx, by, f, fx, fy;
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if(dp < 0) {
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//f = FRICTION;
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f = 0.05;
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fx = tx * f;
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fy = ty * f;
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//b = 1 + BOUNCE;//this bounce constant should be elsewhere, i.e inside the object/tile/etc..
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b = 1 + 0.3//this bounce constant should be elsewhere, i.e inside the object/tile/etc..
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;
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bx = (nx * b);
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by = (ny * b);
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} else {
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//moving out of collision, do not apply forces
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bx = by = fx = fy = 0;
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}
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p.x += px//project object out of collision
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;
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p.y += py;
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o.x += px + bx + fx//apply bounce+friction impulses which alter velocity
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;
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o.y += py + by + fy;
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};
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Circle.prototype.collideCircleVsWorldBounds = function () {
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var p = this.pos;
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var r = this.radius;
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var XMIN = 0;
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var XMAX = 800;
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var YMIN = 0;
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var YMAX = 600;
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//collide vs. x-bounds
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//test XMIN
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var dx = XMIN - (p.x - r);
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if(0 < dx) {
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//object is colliding with XMIN
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this.reportCollisionVsWorld(dx, 0, 1, 0, null);
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} else {
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//test XMAX
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dx = (p.x + r) - XMAX;
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if(0 < dx) {
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//object is colliding with XMAX
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this.reportCollisionVsWorld(-dx, 0, -1, 0, null);
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}
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}
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//collide vs. y-bounds
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//test YMIN
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var dy = YMIN - (p.y - r);
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if(0 < dy) {
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//object is colliding with YMIN
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this.reportCollisionVsWorld(0, dy, 0, 1, null);
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} else {
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//test YMAX
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dy = (p.y + r) - YMAX;
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if(0 < dy) {
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//object is colliding with YMAX
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this.reportCollisionVsWorld(0, -dy, 0, -1, null);
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}
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}
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};
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Circle.prototype.render = function (context) {
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context.beginPath();
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context.strokeStyle = 'rgb(0,255,0)';
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context.arc(this.pos.x, this.pos.y, this.radius, 0, Math.PI * 2);
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context.stroke();
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context.closePath();
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if(this.oH == 1) {
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context.beginPath();
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context.strokeStyle = 'rgb(255,0,0)';
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context.moveTo(this.pos.x - this.radius, this.pos.y - this.radius);
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context.lineTo(this.pos.x - this.radius, this.pos.y + this.radius);
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context.stroke();
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context.closePath();
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} else if(this.oH == -1) {
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context.beginPath();
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context.strokeStyle = 'rgb(255,0,0)';
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context.moveTo(this.pos.x + this.radius, this.pos.y - this.radius);
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context.lineTo(this.pos.x + this.radius, this.pos.y + this.radius);
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context.stroke();
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context.closePath();
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}
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if(this.oV == 1) {
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context.beginPath();
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context.strokeStyle = 'rgb(255,0,0)';
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context.moveTo(this.pos.x - this.radius, this.pos.y - this.radius);
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context.lineTo(this.pos.x + this.radius, this.pos.y - this.radius);
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context.stroke();
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context.closePath();
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} else if(this.oV == -1) {
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context.beginPath();
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context.strokeStyle = 'rgb(255,0,0)';
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context.moveTo(this.pos.x - this.radius, this.pos.y + this.radius);
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context.lineTo(this.pos.x + this.radius, this.pos.y + this.radius);
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context.stroke();
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context.closePath();
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}
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};
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Circle.prototype.collideCircleVsTile = function (tile) {
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var pos = this.pos;
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var r = this.radius;
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var c = tile;
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var tx = c.pos.x;
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var ty = c.pos.y;
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var txw = c.xw;
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var tyw = c.yw;
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var dx = pos.x - tx;//tile->obj delta
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var px = (txw + r) - Math.abs(dx);//penetration depth in x
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if(0 < px) {
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var dy = pos.y - ty;//tile->obj delta
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var py = (tyw + r) - Math.abs(dy);//pen depth in y
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if(0 < py) {
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//object may be colliding with tile
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//determine grid/voronoi region of circle center
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this.oH = 0;
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this.oV = 0;
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if(dx < -txw) {
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//circle is on left side of tile
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this.oH = -1;
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} else if(txw < dx) {
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//circle is on right side of tile
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this.oH = 1;
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}
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if(dy < -tyw) {
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//circle is on top side of tile
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this.oV = -1;
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} else if(tyw < dy) {
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//circle is on bottom side of tile
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this.oV = 1;
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}
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this.resolveCircleTile(px, py, this.oH, this.oV, this, c);
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}
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}
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};
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Circle.prototype.resolveCircleTile = function (x, y, oH, oV, obj, t) {
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if(0 < t.ID) {
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return this.circleTileProjections[t.CTYPE](x, y, oH, oV, obj, t);
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} else {
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console.log("resolveCircleTile() was called with an empty (or unknown) tile!: ID=" + t.ID + " (" + t.i + "," + t.j + ")");
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return false;
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}
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};
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return Circle;
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})();
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Physics.Circle = Circle;
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})(Phaser.Physics || (Phaser.Physics = {}));
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var Physics = Phaser.Physics;
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})(Phaser || (Phaser = {}));
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