2012-06-21 10:13:21 +02:00
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ig.module(
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'impact.entity'
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)
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.requires(
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'impact.animation',
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'impact.impact'
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)
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2012-06-22 17:26:53 +02:00
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.defines(function(){ "use strict";
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2012-06-21 10:13:21 +02:00
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ig.Entity = ig.Class.extend({
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id: 0,
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settings: {},
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size: {x: 16, y:16},
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offset: {x: 0, y: 0},
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pos: {x: 0, y:0},
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last: {x: 0, y:0},
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vel: {x: 0, y: 0},
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accel: {x: 0, y: 0},
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friction: {x: 0, y: 0},
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maxVel: {x: 100, y: 100},
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zIndex: 0,
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gravityFactor: 1,
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standing: false,
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bounciness: 0,
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minBounceVelocity: 40,
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anims: {},
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animSheet: null,
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currentAnim: null,
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health: 10,
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type: 0, // TYPE.NONE
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checkAgainst: 0, // TYPE.NONE
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collides: 0, // COLLIDES.NEVER
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_killed: false,
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slopeStanding: {min: (44).toRad(), max: (136).toRad() },
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init: function( x, y, settings ) {
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this.id = ++ig.Entity._lastId;
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this.pos.x = x;
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this.pos.y = y;
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ig.merge( this, settings );
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},
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addAnim: function( name, frameTime, sequence, stop ) {
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if( !this.animSheet ) {
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throw( 'No animSheet to add the animation '+name+' to.' );
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}
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var a = new ig.Animation( this.animSheet, frameTime, sequence, stop );
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this.anims[name] = a;
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if( !this.currentAnim ) {
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this.currentAnim = a;
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}
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return a;
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},
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update: function() {
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this.last.x = this.pos.x;
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this.last.y = this.pos.y;
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this.vel.y += ig.game.gravity * ig.system.tick * this.gravityFactor;
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2013-04-03 21:02:06 +02:00
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2012-06-21 10:13:21 +02:00
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this.vel.x = this.getNewVelocity( this.vel.x, this.accel.x, this.friction.x, this.maxVel.x );
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this.vel.y = this.getNewVelocity( this.vel.y, this.accel.y, this.friction.y, this.maxVel.y );
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// movement & collision
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var mx = this.vel.x * ig.system.tick;
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var my = this.vel.y * ig.system.tick;
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var res = ig.game.collisionMap.trace(
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this.pos.x, this.pos.y, mx, my, this.size.x, this.size.y
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);
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this.handleMovementTrace( res );
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if( this.currentAnim ) {
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this.currentAnim.update();
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}
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},
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getNewVelocity: function( vel, accel, friction, max ) {
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if( accel ) {
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return ( vel + accel * ig.system.tick ).limit( -max, max );
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}
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else if( friction ) {
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var delta = friction * ig.system.tick;
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if( vel - delta > 0) {
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return vel - delta;
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}
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else if( vel + delta < 0 ) {
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return vel + delta;
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}
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else {
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return 0;
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}
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}
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return vel.limit( -max, max );
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},
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handleMovementTrace: function( res ) {
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this.standing = false;
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if( res.collision.y ) {
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if( this.bounciness > 0 && Math.abs(this.vel.y) > this.minBounceVelocity ) {
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this.vel.y *= -this.bounciness;
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}
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else {
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if( this.vel.y > 0 ) {
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this.standing = true;
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}
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this.vel.y = 0;
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}
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}
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if( res.collision.x ) {
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if( this.bounciness > 0 && Math.abs(this.vel.x) > this.minBounceVelocity ) {
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this.vel.x *= -this.bounciness;
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}
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else {
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this.vel.x = 0;
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}
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}
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if( res.collision.slope ) {
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var s = res.collision.slope;
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if( this.bounciness > 0 ) {
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var proj = this.vel.x * s.nx + this.vel.y * s.ny;
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2012-06-22 17:26:53 +02:00
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this.vel.x = (this.vel.x - s.nx * proj * 2) * this.bounciness;
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this.vel.y = (this.vel.y - s.ny * proj * 2) * this.bounciness;
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2012-06-21 10:13:21 +02:00
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}
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else {
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var lengthSquared = s.x * s.x + s.y * s.y;
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var dot = (this.vel.x * s.x + this.vel.y * s.y)/lengthSquared;
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this.vel.x = s.x * dot;
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this.vel.y = s.y * dot;
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var angle = Math.atan2( s.x, s.y );
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if( angle > this.slopeStanding.min && angle < this.slopeStanding.max ) {
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this.standing = true;
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}
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}
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}
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this.pos = res.pos;
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},
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draw: function() {
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if( this.currentAnim ) {
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this.currentAnim.draw(
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this.pos.x - this.offset.x - ig.game._rscreen.x,
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this.pos.y - this.offset.y - ig.game._rscreen.y
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);
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}
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},
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kill: function() {
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ig.game.removeEntity( this );
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},
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receiveDamage: function( amount, from ) {
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this.health -= amount;
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if( this.health <= 0 ) {
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this.kill();
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}
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},
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touches: function( other ) {
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return !(
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this.pos.x >= other.pos.x + other.size.x ||
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this.pos.x + this.size.x <= other.pos.x ||
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this.pos.y >= other.pos.y + other.size.y ||
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this.pos.y + this.size.y <= other.pos.y
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);
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},
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distanceTo: function( other ) {
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var xd = (this.pos.x + this.size.x/2) - (other.pos.x + other.size.x/2);
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var yd = (this.pos.y + this.size.y/2) - (other.pos.y + other.size.y/2);
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return Math.sqrt( xd*xd + yd*yd );
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},
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angleTo: function( other ) {
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return Math.atan2(
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(other.pos.y + other.size.y/2) - (this.pos.y + this.size.y/2),
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(other.pos.x + other.size.x/2) - (this.pos.x + this.size.x/2)
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);
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},
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check: function( other ) {},
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collideWith: function( other, axis ) {},
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ready: function() {}
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});
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// Last used entity id; incremented with each spawned entity
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ig.Entity._lastId = 0;
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// Collision Types - Determine if and how entities collide with each other
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// In ACTIVE vs. LITE or FIXED vs. ANY collisions, only the "weak" entity moves,
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// while the other one stays fixed. In ACTIVE vs. ACTIVE and ACTIVE vs. PASSIVE
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// collisions, both entities are moved. LITE or PASSIVE entities don't collide
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// with other LITE or PASSIVE entities at all. The behaiviour for FIXED vs.
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// FIXED collisions is undefined.
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ig.Entity.COLLIDES = {
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NEVER: 0,
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LITE: 1,
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PASSIVE: 2,
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ACTIVE: 4,
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FIXED: 8
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};
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// Entity Types - used for checks
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ig.Entity.TYPE = {
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NONE: 0,
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A: 1,
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B: 2,
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BOTH: 3
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};
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ig.Entity.checkPair = function( a, b ) {
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// Do these entities want checks?
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if( a.checkAgainst & b.type ) {
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a.check( b );
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}
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if( b.checkAgainst & a.type ) {
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b.check( a );
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}
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// If this pair allows collision, solve it! At least one entity must
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// collide ACTIVE or FIXED, while the other one must not collide NEVER.
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if(
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a.collides && b.collides &&
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a.collides + b.collides > ig.Entity.COLLIDES.ACTIVE
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) {
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ig.Entity.solveCollision( a, b );
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}
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};
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ig.Entity.solveCollision = function( a, b ) {
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// If one entity is FIXED, or the other entity is LITE, the weak
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// (FIXED/NON-LITE) entity won't move in collision response
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var weak = null;
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if(
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a.collides == ig.Entity.COLLIDES.LITE ||
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b.collides == ig.Entity.COLLIDES.FIXED
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) {
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weak = a;
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}
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else if(
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b.collides == ig.Entity.COLLIDES.LITE ||
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a.collides == ig.Entity.COLLIDES.FIXED
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) {
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weak = b;
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}
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// Did they already overlap on the X-axis in the last frame? If so,
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// this must be a vertical collision!
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if(
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a.last.x + a.size.x > b.last.x &&
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a.last.x < b.last.x + b.size.x
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) {
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// Which one is on top?
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if( a.last.y < b.last.y ) {
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ig.Entity.seperateOnYAxis( a, b, weak );
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}
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else {
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ig.Entity.seperateOnYAxis( b, a, weak );
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}
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a.collideWith( b, 'y' );
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b.collideWith( a, 'y' );
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}
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// Horizontal collision
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else if(
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a.last.y + a.size.y > b.last.y &&
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a.last.y < b.last.y + b.size.y
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){
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// Which one is on the left?
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if( a.last.x < b.last.x ) {
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ig.Entity.seperateOnXAxis( a, b, weak );
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}
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else {
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ig.Entity.seperateOnXAxis( b, a, weak );
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}
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a.collideWith( b, 'x' );
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b.collideWith( a, 'x' );
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}
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};
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// FIXME: This is a mess. Instead of doing all the movements here, the entities
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// should get notified of the collision (with all details) and resolve it
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// themselfs.
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ig.Entity.seperateOnXAxis = function( left, right, weak ) {
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var nudge = (left.pos.x + left.size.x - right.pos.x);
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// We have a weak entity, so just move this one
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if( weak ) {
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var strong = left === weak ? right : left;
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weak.vel.x = -weak.vel.x * weak.bounciness + strong.vel.x;
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var resWeak = ig.game.collisionMap.trace(
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weak.pos.x, weak.pos.y, weak == left ? -nudge : nudge, 0, weak.size.x, weak.size.y
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);
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weak.pos.x = resWeak.pos.x;
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}
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// Normal collision - both move
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else {
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var v2 = (left.vel.x - right.vel.x)/2;
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left.vel.x = -v2;
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right.vel.x = v2;
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var resLeft = ig.game.collisionMap.trace(
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left.pos.x, left.pos.y, -nudge/2, 0, left.size.x, left.size.y
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);
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left.pos.x = Math.floor(resLeft.pos.x);
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var resRight = ig.game.collisionMap.trace(
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right.pos.x, right.pos.y, nudge/2, 0, right.size.x, right.size.y
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);
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right.pos.x = Math.ceil(resRight.pos.x);
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}
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};
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ig.Entity.seperateOnYAxis = function( top, bottom, weak ) {
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var nudge = (top.pos.y + top.size.y - bottom.pos.y);
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// We have a weak entity, so just move this one
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if( weak ) {
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var strong = top === weak ? bottom : top;
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weak.vel.y = -weak.vel.y * weak.bounciness + strong.vel.y;
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// Riding on a platform?
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var nudgeX = 0;
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if( weak == top && Math.abs(weak.vel.y - strong.vel.y) < weak.minBounceVelocity ) {
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weak.standing = true;
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nudgeX = strong.vel.x * ig.system.tick;
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}
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var resWeak = ig.game.collisionMap.trace(
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weak.pos.x, weak.pos.y, nudgeX, weak == top ? -nudge : nudge, weak.size.x, weak.size.y
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);
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weak.pos.y = resWeak.pos.y;
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weak.pos.x = resWeak.pos.x;
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}
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// Bottom entity is standing - just bounce the top one
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else if( ig.game.gravity && (bottom.standing || top.vel.y > 0) ) {
|
|
|
|
var resTop = ig.game.collisionMap.trace(
|
|
|
|
top.pos.x, top.pos.y, 0, -(top.pos.y + top.size.y - bottom.pos.y), top.size.x, top.size.y
|
|
|
|
);
|
|
|
|
top.pos.y = resTop.pos.y;
|
|
|
|
|
|
|
|
if( top.bounciness > 0 && top.vel.y > top.minBounceVelocity ) {
|
|
|
|
top.vel.y *= -top.bounciness;
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
top.standing = true;
|
|
|
|
top.vel.y = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Normal collision - both move
|
|
|
|
else {
|
|
|
|
var v2 = (top.vel.y - bottom.vel.y)/2;
|
|
|
|
top.vel.y = -v2;
|
|
|
|
bottom.vel.y = v2;
|
|
|
|
|
|
|
|
var nudgeX = bottom.vel.x * ig.system.tick;
|
|
|
|
var resTop = ig.game.collisionMap.trace(
|
|
|
|
top.pos.x, top.pos.y, nudgeX, -nudge/2, top.size.x, top.size.y
|
|
|
|
);
|
|
|
|
top.pos.y = resTop.pos.y;
|
|
|
|
|
|
|
|
var resBottom = ig.game.collisionMap.trace(
|
|
|
|
bottom.pos.x, bottom.pos.y, 0, nudge/2, bottom.size.x, bottom.size.y
|
|
|
|
);
|
|
|
|
bottom.pos.y = resBottom.pos.y;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
|
|
|
|
});
|