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| 1 | +/** |
| 2 | +* @author Richard Davey <rich@photonstorm.com> |
| 3 | +* @copyright 2014 Photon Storm Ltd. |
| 4 | +* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} |
| 5 | +*/ |
| 6 | + |
| 7 | +Phaser.Physics.Arcade.TilemapCollision = function () { |
| 8 | + |
| 9 | +}; |
| 10 | + |
| 11 | +/** |
| 12 | +* The Arcade Physics tilemap collision methods. |
| 13 | +* |
| 14 | +* @class Phaser.Physics.Arcade.TilemapCollision |
| 15 | +* @constructor |
| 16 | +* @param {Phaser.Game} game - reference to the current game instance. |
| 17 | +*/ |
| 18 | +Phaser.Physics.Arcade.TilemapCollision.prototype = { |
| 19 | + |
| 20 | + /** |
| 21 | + * @property {number} TILE_BIAS - A value added to the delta values during collision with tiles. Adjust this if you get tunneling. |
| 22 | + */ |
| 23 | + TILE_BIAS: 16, |
| 24 | + |
| 25 | + /** |
| 26 | + * The core separation function to separate a physics body and a tile. |
| 27 | + * |
| 28 | + * @private |
| 29 | + * @method Phaser.Physics.Arcade#separateTile |
| 30 | + * @param {Phaser.Physics.Arcade.Body} body - The Body object to separate. |
| 31 | + * @param {Phaser.Tile} tile - The tile to collide against. |
| 32 | + * @return {boolean} Returns true if the body was separated, otherwise false. |
| 33 | + */ |
| 34 | + separateTile: function (i, body, tile) { |
| 35 | + |
| 36 | + // We re-check for collision in case body was separated in a previous step |
| 37 | + if (!body.enable || !tile.intersects(body.position.x, body.position.y, body.right, body.bottom)) |
| 38 | + { |
| 39 | + // no collision so bail out (separated in a previous step) |
| 40 | + return false; |
| 41 | + } |
| 42 | + |
| 43 | + // They overlap. Any custom callbacks? |
| 44 | + |
| 45 | + // A local callback always takes priority over a layer level callback |
| 46 | + if (tile.collisionCallback && !tile.collisionCallback.call(tile.collisionCallbackContext, body.sprite, tile)) |
| 47 | + { |
| 48 | + // If it returns true then we can carry on, otherwise we should abort. |
| 49 | + return false; |
| 50 | + } |
| 51 | + else if (tile.layer.callbacks[tile.index] && !tile.layer.callbacks[tile.index].callback.call(tile.layer.callbacks[tile.index].callbackContext, body.sprite, tile)) |
| 52 | + { |
| 53 | + // If it returns true then we can carry on, otherwise we should abort. |
| 54 | + return false; |
| 55 | + } |
| 56 | + |
| 57 | + // We don't need to go any further if this tile doesn't actually separate |
| 58 | + if (!tile.faceLeft && !tile.faceRight && !tile.faceTop && !tile.faceBottom) |
| 59 | + { |
| 60 | + // This could happen if the tile was meant to be collided with re: a callback, but otherwise isn't needed for separation |
| 61 | + return false; |
| 62 | + } |
| 63 | + |
| 64 | + var ox = 0; |
| 65 | + var oy = 0; |
| 66 | + var minX = 0; |
| 67 | + var minY = 1; |
| 68 | + |
| 69 | + if (body.deltaAbsX() > body.deltaAbsY()) |
| 70 | + { |
| 71 | + // Moving faster horizontally, check X axis first |
| 72 | + minX = -1; |
| 73 | + } |
| 74 | + else if (body.deltaAbsX() < body.deltaAbsY()) |
| 75 | + { |
| 76 | + // Moving faster vertically, check Y axis first |
| 77 | + minY = -1; |
| 78 | + } |
| 79 | + |
| 80 | + if (body.deltaX() !== 0 && body.deltaY() !== 0 && (tile.faceLeft || tile.faceRight) && (tile.faceTop || tile.faceBottom)) |
| 81 | + { |
| 82 | + // We only need do this if both axis have checking faces AND we're moving in both directions |
| 83 | + minX = Math.min(Math.abs(body.position.x - tile.right), Math.abs(body.right - tile.left)); |
| 84 | + minY = Math.min(Math.abs(body.position.y - tile.bottom), Math.abs(body.bottom - tile.top)); |
| 85 | + } |
| 86 | + |
| 87 | + if (minX < minY) |
| 88 | + { |
| 89 | + if (tile.faceLeft || tile.faceRight) |
| 90 | + { |
| 91 | + ox = this.tileCheckX(body, tile); |
| 92 | + |
| 93 | + // That's horizontal done, check if we still intersects? If not then we can return now |
| 94 | + if (ox !== 0 && !tile.intersects(body.position.x, body.position.y, body.right, body.bottom)) |
| 95 | + { |
| 96 | + return true; |
| 97 | + } |
| 98 | + } |
| 99 | + |
| 100 | + if (tile.faceTop || tile.faceBottom) |
| 101 | + { |
| 102 | + oy = this.tileCheckY(body, tile); |
| 103 | + } |
| 104 | + } |
| 105 | + else |
| 106 | + { |
| 107 | + if (tile.faceTop || tile.faceBottom) |
| 108 | + { |
| 109 | + oy = this.tileCheckY(body, tile); |
| 110 | + |
| 111 | + // That's vertical done, check if we still intersects? If not then we can return now |
| 112 | + if (oy !== 0 && !tile.intersects(body.position.x, body.position.y, body.right, body.bottom)) |
| 113 | + { |
| 114 | + return true; |
| 115 | + } |
| 116 | + } |
| 117 | + |
| 118 | + if (tile.faceLeft || tile.faceRight) |
| 119 | + { |
| 120 | + ox = this.tileCheckX(body, tile); |
| 121 | + } |
| 122 | + } |
| 123 | + |
| 124 | + return (ox !== 0 || oy !== 0); |
| 125 | + |
| 126 | + }, |
| 127 | + |
| 128 | + /** |
| 129 | + * Check the body against the given tile on the X axis. |
| 130 | + * |
| 131 | + * @private |
| 132 | + * @method Phaser.Physics.Arcade#tileCheckX |
| 133 | + * @param {Phaser.Physics.Arcade.Body} body - The Body object to separate. |
| 134 | + * @param {Phaser.Tile} tile - The tile to check. |
| 135 | + * @return {number} The amount of separation that occurred. |
| 136 | + */ |
| 137 | + tileCheckX: function (body, tile) { |
| 138 | + |
| 139 | + var ox = 0; |
| 140 | + |
| 141 | + if (body.deltaX() < 0 && !body.blocked.left && tile.collideRight && body.checkCollision.left) |
| 142 | + { |
| 143 | + // Body is moving LEFT |
| 144 | + if (tile.faceRight && body.x < tile.right) |
| 145 | + { |
| 146 | + ox = body.x - tile.right; |
| 147 | + |
| 148 | + if (ox < -this.TILE_BIAS) |
| 149 | + { |
| 150 | + ox = 0; |
| 151 | + } |
| 152 | + } |
| 153 | + } |
| 154 | + else if (body.deltaX() > 0 && !body.blocked.right && tile.collideLeft && body.checkCollision.right) |
| 155 | + { |
| 156 | + // Body is moving RIGHT |
| 157 | + if (tile.faceLeft && body.right > tile.left) |
| 158 | + { |
| 159 | + ox = body.right - tile.left; |
| 160 | + |
| 161 | + if (ox > this.TILE_BIAS) |
| 162 | + { |
| 163 | + ox = 0; |
| 164 | + } |
| 165 | + } |
| 166 | + } |
| 167 | + |
| 168 | + if (ox !== 0) |
| 169 | + { |
| 170 | + if (body.customSeparateX) |
| 171 | + { |
| 172 | + body.overlapX = ox; |
| 173 | + } |
| 174 | + else |
| 175 | + { |
| 176 | + this.processTileSeparationX(body, ox); |
| 177 | + } |
| 178 | + } |
| 179 | + |
| 180 | + return ox; |
| 181 | + |
| 182 | + }, |
| 183 | + |
| 184 | + /** |
| 185 | + * Check the body against the given tile on the Y axis. |
| 186 | + * |
| 187 | + * @private |
| 188 | + * @method Phaser.Physics.Arcade#tileCheckY |
| 189 | + * @param {Phaser.Physics.Arcade.Body} body - The Body object to separate. |
| 190 | + * @param {Phaser.Tile} tile - The tile to check. |
| 191 | + * @return {number} The amount of separation that occurred. |
| 192 | + */ |
| 193 | + tileCheckY: function (body, tile) { |
| 194 | + |
| 195 | + var oy = 0; |
| 196 | + |
| 197 | + if (body.deltaY() < 0 && !body.blocked.up && tile.collideDown && body.checkCollision.up) |
| 198 | + { |
| 199 | + // Body is moving UP |
| 200 | + if (tile.faceBottom && body.y < tile.bottom) |
| 201 | + { |
| 202 | + oy = body.y - tile.bottom; |
| 203 | + |
| 204 | + if (oy < -this.TILE_BIAS) |
| 205 | + { |
| 206 | + oy = 0; |
| 207 | + } |
| 208 | + } |
| 209 | + } |
| 210 | + else if (body.deltaY() > 0 && !body.blocked.down && tile.collideUp && body.checkCollision.down) |
| 211 | + { |
| 212 | + // Body is moving DOWN |
| 213 | + if (tile.faceTop && body.bottom > tile.top) |
| 214 | + { |
| 215 | + oy = body.bottom - tile.top; |
| 216 | + |
| 217 | + if (oy > this.TILE_BIAS) |
| 218 | + { |
| 219 | + oy = 0; |
| 220 | + } |
| 221 | + } |
| 222 | + } |
| 223 | + |
| 224 | + if (oy !== 0) |
| 225 | + { |
| 226 | + if (body.customSeparateY) |
| 227 | + { |
| 228 | + body.overlapY = oy; |
| 229 | + } |
| 230 | + else |
| 231 | + { |
| 232 | + this.processTileSeparationY(body, oy); |
| 233 | + } |
| 234 | + } |
| 235 | + |
| 236 | + return oy; |
| 237 | + |
| 238 | + }, |
| 239 | + |
| 240 | + /** |
| 241 | + * Internal function to process the separation of a physics body from a tile. |
| 242 | + * |
| 243 | + * @private |
| 244 | + * @method Phaser.Physics.Arcade#processTileSeparationX |
| 245 | + * @param {Phaser.Physics.Arcade.Body} body - The Body object to separate. |
| 246 | + * @param {number} x - The x separation amount. |
| 247 | + */ |
| 248 | + processTileSeparationX: function (body, x) { |
| 249 | + |
| 250 | + if (x < 0) |
| 251 | + { |
| 252 | + body.blocked.left = true; |
| 253 | + } |
| 254 | + else if (x > 0) |
| 255 | + { |
| 256 | + body.blocked.right = true; |
| 257 | + } |
| 258 | + |
| 259 | + body.position.x -= x; |
| 260 | + |
| 261 | + if (body.bounce.x === 0) |
| 262 | + { |
| 263 | + body.velocity.x = 0; |
| 264 | + } |
| 265 | + else |
| 266 | + { |
| 267 | + body.velocity.x = -body.velocity.x * body.bounce.x; |
| 268 | + } |
| 269 | + |
| 270 | + }, |
| 271 | + |
| 272 | + /** |
| 273 | + * Internal function to process the separation of a physics body from a tile. |
| 274 | + * |
| 275 | + * @private |
| 276 | + * @method Phaser.Physics.Arcade#processTileSeparationY |
| 277 | + * @param {Phaser.Physics.Arcade.Body} body - The Body object to separate. |
| 278 | + * @param {number} y - The y separation amount. |
| 279 | + */ |
| 280 | + processTileSeparationY: function (body, y) { |
| 281 | + |
| 282 | + if (y < 0) |
| 283 | + { |
| 284 | + body.blocked.up = true; |
| 285 | + } |
| 286 | + else if (y > 0) |
| 287 | + { |
| 288 | + body.blocked.down = true; |
| 289 | + } |
| 290 | + |
| 291 | + body.position.y -= y; |
| 292 | + |
| 293 | + if (body.bounce.y === 0) |
| 294 | + { |
| 295 | + body.velocity.y = 0; |
| 296 | + } |
| 297 | + else |
| 298 | + { |
| 299 | + body.velocity.y = -body.velocity.y * body.bounce.y; |
| 300 | + } |
| 301 | + |
| 302 | + } |
| 303 | + |
| 304 | +}; |
| 305 | + |
| 306 | +// Merge this with the Arcade Physics prototype |
| 307 | +Phaser.Utils.mixinPrototype(Phaser.Physics.Arcade.prototype, Phaser.Physics.Arcade.TilemapCollision.prototype); |
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