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Commit 110ab4e

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More robust gravity handling avoiding 'sticky walls'. Added new platform test with mixture of mass tile collision and physics.
1 parent 31b68ac commit 110ab4e

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Lines changed: 143 additions & 143 deletions

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examples/assets/tilemaps/maps/platform.json

Lines changed: 1 addition & 1 deletion
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78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78],
55
"height":40,
66
"name":"Tile Layer 1",
77
"opacity":1,
Lines changed: 11 additions & 0 deletions
Original file line numberDiff line numberDiff line change
@@ -0,0 +1,11 @@
1+
<?xml version="1.0" encoding="UTF-8"?>
2+
<map version="1.0" orientation="orthogonal" width="50" height="40" tilewidth="16" tileheight="16">
3+
<tileset firstgid="1" name="platformer_tiles" tilewidth="16" tileheight="16">
4+
<image source="../tiles/platformer_tiles.png" width="304" height="96"/>
5+
</tileset>
6+
<layer name="Tile Layer 1" width="50" height="40">
7+
<data encoding="base64" compression="zlib">
8+
eJztlcsOgjAQRavu1Y2PGI2IK6PG+Nr5Daj//zOOsYkExz5mphSUm5wgpZ3eW1tQ6rfUKuDaz4VYonitSg5p702OTz+SOShjXHxIr0VoH5T6lDxl7CvueaGuq+lZjBw+NbB+Ejm4/jGfvv3LPAMUHyH8uuaQWoeYGWxeqKpaDmqWKuXgZOGuQQhxzwh3LqwO5z+j5MhfKd6xOV37Su1TbG5bFps4+5Uq33V0rRlDEu+afC3KfBLZy/wGUM5DiMw9i0cX+Z4z6RwJsNDX/O9lrq0OStXbb4rcJ1Fc/Y58zlyMb4KrKDmqBJalrHWwjfWpa/IUS3tgB2yBA3DU93tVrz0+AQaaE3AGRsDMs05f2JdJXWS+KTBWL+/P61C9Ms0ttdrAqsAaafvWXmxbG8aHYAN0gAy41JxMc2Vyszy/C8xhImtoaPgLHpcgdus=
9+
</data>
10+
</layer>
11+
</map>

examples/wip/platform.js

Lines changed: 43 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -6,12 +6,15 @@ function preload() {
66
game.load.tilemap('map', 'assets/tilemaps/maps/platform.json', null, Phaser.Tilemap.TILED_JSON);
77
game.load.image('platformer_tiles', 'assets/tilemaps/tiles/platformer_tiles.png');
88
game.load.spritesheet('gameboy', 'assets/sprites/gameboy_seize_color_40x60.png', 40, 60);
9+
game.load.spritesheet('balls', 'assets/sprites/balls.png', 17, 17);
910

1011
}
1112

1213
var map;
1314
var layer;
1415
var sprite;
16+
var sprite2;
17+
var balls;
1518

1619
function create() {
1720

@@ -21,20 +24,38 @@ function create() {
2124

2225
map.addTilesetImage('platformer_tiles');
2326

24-
map.setCollisionBetween(32, 35);
25-
map.setCollisionByIndex(21);
27+
map.setCollisionBetween(21, 53);
2628

2729
layer = map.createLayer('Tile Layer 1');
2830

2931
// layer.debug = true;
3032

31-
game.physics.gravity.y = 200;
33+
game.physics.gravity.y = 150;
34+
35+
balls = game.add.group();
36+
37+
for (var i = 0; i < 50; i++)
38+
{
39+
var s = balls.create(game.rnd.integerInRange(100, 700), game.rnd.integerInRange(100, 200), 'balls', game.rnd.integerInRange(0, 5));
40+
s.body.velocity.x = game.rnd.integerInRange(-400, 400);
41+
s.body.velocity.y = game.rnd.integerInRange(-100, -200);
42+
s.name = 'ball' + i;
43+
}
44+
45+
balls.setAll('body.collideWorldBounds', true);
46+
balls.setAll('body.bounce.x', 0.8);
47+
balls.setAll('body.bounce.y', 0.9);
3248

3349
sprite = game.add.sprite(300, 100, 'gameboy', 0);
3450
sprite.name = 'red';
3551
sprite.body.collideWorldBounds = true;
3652
sprite.body.bounce.setTo(0.5, 0.5);
3753

54+
sprite2 = game.add.sprite(300, 250, 'gameboy', 2);
55+
sprite2.name = 'yellow';
56+
sprite2.body.collideWorldBounds = true;
57+
// sprite2.body.bounce.setTo(0.5, 0.5);
58+
3859
game.input.onDown.add(launch, this);
3960

4061
}
@@ -52,9 +73,28 @@ function hit(face, body1, body2) {
5273

5374
}
5475

76+
var flag = false;
77+
5578
function update() {
5679

80+
game.physics.collide(balls, layer);
5781
game.physics.collide(sprite, layer);
82+
game.physics.collide(sprite2, layer);
83+
game.physics.collide(sprite, sprite2);
84+
85+
if (!flag)
86+
{
87+
for (var i = 0; i < balls._container.children.length; i++)
88+
{
89+
if (balls._container.children[i].y < 5 && balls._container.children[i].body.velocity.y === 0)
90+
{
91+
balls._container.children[i].alpha = 0.5;
92+
console.log(balls._container.children[i]);
93+
flag = true;
94+
}
95+
}
96+
97+
}
5898

5999
}
60100

src/physics/arcade/ArcadePhysics.js

Lines changed: 2 additions & 68 deletions
Original file line numberDiff line numberDiff line change
@@ -49,62 +49,6 @@ Phaser.Physics.Arcade = function (game) {
4949
*/
5050
this.maxLevels = 4;
5151

52-
// Avoid gc spikes by caching these values for re-use
53-
54-
/**
55-
* @property {Phaser.Rectangle} _bounds1 - Internal cache var.
56-
* @private
57-
*/
58-
// this._bounds1 = new Phaser.Rectangle();
59-
60-
/**
61-
* @property {Phaser.Rectangle} _bounds2 - Internal cache var.
62-
* @private
63-
*/
64-
// this._bounds2 = new Phaser.Rectangle();
65-
66-
/**
67-
* @property {number} _overlap - Internal cache var.
68-
* @private
69-
*/
70-
// this._overlap = 0;
71-
72-
/**
73-
* @property {number} _maxOverlap - Internal cache var.
74-
* @private
75-
*/
76-
// this._maxOverlap = 0;
77-
78-
/**
79-
* @property {number} _velocity1 - Internal cache var.
80-
* @private
81-
*/
82-
// this._velocity1 = 0;
83-
84-
/**
85-
* @property {number} _velocity2 - Internal cache var.
86-
* @private
87-
*/
88-
// this._velocity2 = 0;
89-
90-
/**
91-
* @property {number} _newVelocity1 - Internal cache var.
92-
* @private
93-
*/
94-
// this._newVelocity1 = 0;
95-
96-
/**
97-
* @property {number} _newVelocity2 - Internal cache var.
98-
* @private
99-
*/
100-
// this._newVelocity2 = 0;
101-
102-
/**
103-
* @property {number} _average - Internal cache var.
104-
* @private
105-
*/
106-
// this._average = 0;
107-
10852
/**
10953
* @property {Array} _mapData - Internal cache var.
11054
* @private
@@ -918,12 +862,7 @@ Phaser.Physics.Arcade.prototype = {
918862
else
919863
{
920864
body.velocity.x = -body.velocity.x * body.bounce.x;
921-
922-
// Rebound check
923-
if (Math.abs(body.velocity.x) < body.minVelocity.x)
924-
{
925-
body.velocity.x = 0;
926-
}
865+
body.reboundCheck(true, false);
927866
}
928867
}
929868

@@ -939,12 +878,7 @@ Phaser.Physics.Arcade.prototype = {
939878
else
940879
{
941880
body.velocity.y = -body.velocity.y * body.bounce.y;
942-
943-
// Rebound check
944-
if (Math.abs(body.velocity.y) < body.minVelocity.y)
945-
{
946-
body.velocity.y = 0;
947-
}
881+
body.reboundCheck(false, true);
948882
}
949883
}
950884

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