/** * @author Richard Davey <rich@photonstorm.com> * @copyright 2015 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * The Arcade Physics Tile map collision methods. * * @class Phaser.Physics.Arcade.TilemapCollision * @constructor */ Phaser.Physics.Arcade.TilemapCollision = function () {}; Phaser.Physics.Arcade.TilemapCollision.prototype = { /** * @property {number} TILE_BIAS - A value added to the delta values during collision with tiles. Adjust this if you get tunneling. */ TILE_BIAS: 16, /** * An internal function. Use Phaser.Physics.Arcade.collide instead. * * @method Phaser.Physics.Arcade#collideSpriteVsTilemapLayer * @private * @param {Phaser.Sprite} sprite - The sprite to check. * @param {Phaser.TilemapLayer} tilemapLayer - The layer to check. * @param {function} collideCallback - An optional callback function that is called if the objects collide. The two objects will be passed to this function in the same order in which you specified them. * @param {function} processCallback - A callback function that lets you perform additional checks against the two objects if they overlap. If this is set then collision will only happen if processCallback returns true. The two objects will be passed to this function in the same order in which you specified them. * @param {object} callbackContext - The context in which to run the callbacks. * @param {boolean} overlapOnly - Just run an overlap or a full collision. */ collideSpriteVsTilemapLayer: function (sprite, tilemapLayer, collideCallback, processCallback, callbackContext, overlapOnly) { if (!sprite.body) { return; } var mapData = tilemapLayer.getTiles( sprite.body.position.x - sprite.body.tilePadding.x, sprite.body.position.y - sprite.body.tilePadding.y, sprite.body.width + sprite.body.tilePadding.x, sprite.body.height + sprite.body.tilePadding.y, false, false); if (mapData.length === 0) { return; } for (var i = 0; i < mapData.length; i++) { if (processCallback) { if (processCallback.call(callbackContext, sprite, mapData[i])) { if (this.separateTile(i, sprite.body, mapData[i], overlapOnly)) { this._total++; if (collideCallback) { collideCallback.call(callbackContext, sprite, mapData[i]); } } } } else { if (this.separateTile(i, sprite.body, mapData[i], overlapOnly)) { this._total++; if (collideCallback) { collideCallback.call(callbackContext, sprite, mapData[i]); } } } } }, /** * An internal function. Use Phaser.Physics.Arcade.collide instead. * * @private * @method Phaser.Physics.Arcade#collideGroupVsTilemapLayer * @param {Phaser.Group} group - The Group to check. * @param {Phaser.TilemapLayer} tilemapLayer - The layer to check. * @param {function} collideCallback - An optional callback function that is called if the objects collide. The two objects will be passed to this function in the same order in which you specified them. * @param {function} processCallback - A callback function that lets you perform additional checks against the two objects if they overlap. If this is set then collision will only happen if processCallback returns true. The two objects will be passed to this function in the same order in which you specified them. * @param {object} callbackContext - The context in which to run the callbacks. * @param {boolean} overlapOnly - Just run an overlap or a full collision. */ collideGroupVsTilemapLayer: function (group, tilemapLayer, collideCallback, processCallback, callbackContext, overlapOnly) { if (group.length === 0) { return; } for (var i = 0; i < group.children.length; i++) { if (group.children[i].exists) { this.collideSpriteVsTilemapLayer(group.children[i], tilemapLayer, collideCallback, processCallback, callbackContext, overlapOnly); } } }, /** * The core separation function to separate a physics body and a tile. * * @private * @method Phaser.Physics.Arcade#separateTile * @param {Phaser.Physics.Arcade.Body} body - The Body object to separate. * @param {Phaser.Tile} tile - The tile to collide against. * @return {boolean} Returns true if the body was separated, otherwise false. */ separateTile: function (i, body, tile, overlapOnly) { if (!body.enable) { return false; } // We re-check for collision in case body was separated in a previous step if (!tile.intersects(body.position.x, body.position.y, body.right, body.bottom)) { // no collision so bail out (separated in a previous step) return false; } else if (overlapOnly) { // There is an overlap, and we don't need to separate. Bail. return true; } // They overlap. Any custom callbacks? // A local callback always takes priority over a layer level callback if (tile.collisionCallback && !tile.collisionCallback.call(tile.collisionCallbackContext, body.sprite, tile)) { // If it returns true then we can carry on, otherwise we should abort. return false; } else if (tile.layer.callbacks[tile.index] && !tile.layer.callbacks[tile.index].callback.call(tile.layer.callbacks[tile.index].callbackContext, body.sprite, tile)) { // If it returns true then we can carry on, otherwise we should abort. return false; } // We don't need to go any further if this tile doesn't actually separate if (!tile.faceLeft && !tile.faceRight && !tile.faceTop && !tile.faceBottom) { // This could happen if the tile was meant to be collided with re: a callback, but otherwise isn't needed for separation return false; } var ox = 0; var oy = 0; var minX = 0; var minY = 1; if (body.deltaAbsX() > body.deltaAbsY()) { // Moving faster horizontally, check X axis first minX = -1; } else if (body.deltaAbsX() < body.deltaAbsY()) { // Moving faster vertically, check Y axis first minY = -1; } if (body.deltaX() !== 0 && body.deltaY() !== 0 && (tile.faceLeft || tile.faceRight) && (tile.faceTop || tile.faceBottom)) { // We only need do this if both axis have checking faces AND we're moving in both directions minX = Math.min(Math.abs(body.position.x - tile.right), Math.abs(body.right - tile.left)); minY = Math.min(Math.abs(body.position.y - tile.bottom), Math.abs(body.bottom - tile.top)); } if (minX < minY) { if (tile.faceLeft || tile.faceRight) { ox = this.tileCheckX(body, tile); // That's horizontal done, check if we still intersects? If not then we can return now if (ox !== 0 && !tile.intersects(body.position.x, body.position.y, body.right, body.bottom)) { return true; } } if (tile.faceTop || tile.faceBottom) { oy = this.tileCheckY(body, tile); } } else { if (tile.faceTop || tile.faceBottom) { oy = this.tileCheckY(body, tile); // That's vertical done, check if we still intersects? If not then we can return now if (oy !== 0 && !tile.intersects(body.position.x, body.position.y, body.right, body.bottom)) { return true; } } if (tile.faceLeft || tile.faceRight) { ox = this.tileCheckX(body, tile); } } return (ox !== 0 || oy !== 0); }, /** * Check the body against the given tile on the X axis. * * @private * @method Phaser.Physics.Arcade#tileCheckX * @param {Phaser.Physics.Arcade.Body} body - The Body object to separate. * @param {Phaser.Tile} tile - The tile to check. * @return {number} The amount of separation that occurred. */ tileCheckX: function (body, tile) { var ox = 0; if (body.deltaX() < 0 && !body.blocked.left && tile.collideRight && body.checkCollision.left) { // Body is moving LEFT if (tile.faceRight && body.x < tile.right) { ox = body.x - tile.right; if (ox < -this.TILE_BIAS) { ox = 0; } } } else if (body.deltaX() > 0 && !body.blocked.right && tile.collideLeft && body.checkCollision.right) { // Body is moving RIGHT if (tile.faceLeft && body.right > tile.left) { ox = body.right - tile.left; if (ox > this.TILE_BIAS) { ox = 0; } } } if (ox !== 0) { if (body.customSeparateX) { body.overlapX = ox; } else { this.processTileSeparationX(body, ox); } } return ox; }, /** * Check the body against the given tile on the Y axis. * * @private * @method Phaser.Physics.Arcade#tileCheckY * @param {Phaser.Physics.Arcade.Body} body - The Body object to separate. * @param {Phaser.Tile} tile - The tile to check. * @return {number} The amount of separation that occurred. */ tileCheckY: function (body, tile) { var oy = 0; if (body.deltaY() < 0 && !body.blocked.up && tile.collideDown && body.checkCollision.up) { // Body is moving UP if (tile.faceBottom && body.y < tile.bottom) { oy = body.y - tile.bottom; if (oy < -this.TILE_BIAS) { oy = 0; } } } else if (body.deltaY() > 0 && !body.blocked.down && tile.collideUp && body.checkCollision.down) { // Body is moving DOWN if (tile.faceTop && body.bottom > tile.top) { oy = body.bottom - tile.top; if (oy > this.TILE_BIAS) { oy = 0; } } } if (oy !== 0) { if (body.customSeparateY) { body.overlapY = oy; } else { this.processTileSeparationY(body, oy); } } return oy; }, /** * Internal function to process the separation of a physics body from a tile. * * @private * @method Phaser.Physics.Arcade#processTileSeparationX * @param {Phaser.Physics.Arcade.Body} body - The Body object to separate. * @param {number} x - The x separation amount. */ processTileSeparationX: function (body, x) { if (x < 0) { body.blocked.left = true; } else if (x > 0) { body.blocked.right = true; } body.position.x -= x; if (body.bounce.x === 0) { body.velocity.x = 0; } else { body.velocity.x = -body.velocity.x * body.bounce.x; } }, /** * Internal function to process the separation of a physics body from a tile. * * @private * @method Phaser.Physics.Arcade#processTileSeparationY * @param {Phaser.Physics.Arcade.Body} body - The Body object to separate. * @param {number} y - The y separation amount. */ processTileSeparationY: function (body, y) { if (y < 0) { body.blocked.up = true; } else if (y > 0) { body.blocked.down = true; } body.position.y -= y; if (body.bounce.y === 0) { body.velocity.y = 0; } else { body.velocity.y = -body.velocity.y * body.bounce.y; } } }; // Merge this with the Arcade Physics prototype Phaser.Utils.mixinPrototype(Phaser.Physics.Arcade.prototype, Phaser.Physics.Arcade.TilemapCollision.prototype);