Files
phaser/Phaser/physics/AABB.js
T

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6.7 KiB
JavaScript

var Phaser;
(function (Phaser) {
/// <reference path="../_definitions.ts" />
/**
* Phaser - Physics - AABB
*/
(function (Physics) {
var AABB = (function () {
function AABB(game, x, y, xw, yw) {
this.type = 0;
this.game = game;
this.pos = new Phaser.Vec2(x, y);
this.oldpos = new Phaser.Vec2(x, y);
this.xw = Math.abs(xw);
this.yw = Math.abs(yw);
this.aabbTileProjections = {};
this.aabbTileProjections[Phaser.Physics.TileMapCell.CTYPE_FULL] = Phaser.Physics.Projection.AABBFull.Collide;
this.aabbTileProjections[Phaser.Physics.TileMapCell.CTYPE_CONCAVE] = Phaser.Physics.Projection.AABBConcave.Collide;
this.aabbTileProjections[Phaser.Physics.TileMapCell.CTYPE_CONVEX] = Phaser.Physics.Projection.AABBConvex.Collide;
}
AABB.prototype.IntegrateVerlet = function () {
var d = 1;
var g = 0.2;
var p = this.pos;
var o = this.oldpos;
var px;
var py;
//o = oldposition
var ox = o.x;
var oy = o.y;
o.x = px = p.x;
o.y = py = p.y;
//integrate
p.x += (d * px) - (d * ox);
p.y += (d * py) - (d * oy) + g;
};
AABB.prototype.ReportCollisionVsWorld = function (px, py, dx, dy, obj) {
var p = this.pos;
var o = this.oldpos;
//calc velocity
var vx = p.x - o.x;
var vy = p.y - o.y;
//find component of velocity parallel to collision normal
var dp = (vx * dx + vy * dy);
var nx = dp * dx;
var ny = dp * dy;
var tx = vx - nx;
var ty = vy - ny;
//we only want to apply collision response forces if the object is travelling into, and not out of, the collision
var b, bx, by, f, fx, fy;
if (dp < 0) {
//f = FRICTION;
f = 0.05;
fx = tx * f;
fy = ty * f;
//b = 1 + BOUNCE;//this bounce constant should be elsewhere, i.e inside the object/tile/etc..
b = 1 + 0.3;
bx = (nx * b);
by = (ny * b);
} else {
//moving out of collision, do not apply forces
bx = by = fx = fy = 0;
}
p.x += px;
p.y += py;
o.x += px + bx + fx;
o.y += py + by + fy;
};
AABB.prototype.CollideAABBVsTile = function (tile) {
var pos = this.pos;
var c = tile;
var tx = c.pos.x;
var ty = c.pos.y;
var txw = c.xw;
var tyw = c.yw;
var dx = pos.x - tx;
var px = (txw + this.xw) - Math.abs(dx);
if (0 < px) {
var dy = pos.y - ty;
var py = (tyw + this.yw) - Math.abs(dy);
if (0 < py) {
if (px < py) {
if (dx < 0) {
//project to the left
px *= -1;
py = 0;
} else {
//proj to right
py = 0;
}
} else {
if (dy < 0) {
//project up
px = 0;
py *= -1;
} else {
//project down
px = 0;
}
}
this.ResolveBoxTile(px, py, this, c);
}
}
};
AABB.prototype.CollideAABBVsWorldBounds = function () {
var p = this.pos;
var xw = this.xw;
var yw = this.yw;
var XMIN = 0;
var XMAX = 800;
var YMIN = 0;
var YMAX = 600;
//collide vs. x-bounds
//test XMIN
var dx = XMIN - (p.x - xw);
if (0 < dx) {
//object is colliding with XMIN
this.ReportCollisionVsWorld(dx, 0, 1, 0, null);
} else {
//test XMAX
dx = (p.x + xw) - XMAX;
if (0 < dx) {
//object is colliding with XMAX
this.ReportCollisionVsWorld(-dx, 0, -1, 0, null);
}
}
//collide vs. y-bounds
//test YMIN
var dy = YMIN - (p.y - yw);
if (0 < dy) {
//object is colliding with YMIN
this.ReportCollisionVsWorld(0, dy, 0, 1, null);
} else {
//test YMAX
dy = (p.y + yw) - YMAX;
if (0 < dy) {
//object is colliding with YMAX
this.ReportCollisionVsWorld(0, -dy, 0, -1, null);
}
}
};
AABB.prototype.render = function (context) {
context.beginPath();
context.strokeStyle = 'rgb(0,255,0)';
context.strokeRect(this.pos.x - this.xw, this.pos.y - this.yw, this.xw * 2, this.yw * 2);
context.stroke();
context.closePath();
context.fillStyle = 'rgb(0,255,0)';
context.fillRect(this.pos.x, this.pos.y, 2, 2);
};
AABB.prototype.ResolveBoxTile = function (x, y, box, t) {
if (0 < t.ID) {
return this.aabbTileProjections[t.CTYPE](x, y, box, t);
} else {
//trace("ResolveBoxTile() was called with an empty (or unknown) tile!: ID=" + t.ID + " ("+ t.i + "," + t.j + ")");
return false;
}
};
AABB.COL_NONE = 0;
AABB.COL_AXIS = 1;
AABB.COL_OTHER = 2;
return AABB;
})();
Physics.AABB = AABB;
})(Phaser.Physics || (Phaser.Physics = {}));
var Physics = Phaser.Physics;
})(Phaser || (Phaser = {}));