tiled 基本数据

This commit is contained in:
yhh
2020-08-12 12:16:35 +08:00
parent c89ed25d8a
commit 167ef03df6
24 changed files with 2625 additions and 3 deletions

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module es {
/**
* 用来存放来自移动调用的所有冲突信息
*/
export class CollisionState {
public right: boolean;
public left: boolean;
public above: boolean;
public below: boolean;
public becameGroundedThisFrame: boolean;
public wasGroundedLastFrame: boolean;
public isGroundedOnOnewayPlatform: boolean;
public slopAngle: number;
public get hasCollision(): boolean {
return this.below || this.right || this.left || this.above;
}
public _movementRemainderX: SubpixelNumber;
public _movementRemainderY: SubpixelNumber;
public reset() {
this.becameGroundedThisFrame = this.isGroundedOnOnewayPlatform = this.right = this.left = this.above = this.below = false;
this.slopAngle = 0;
}
public toString() {
return `[CollisionState] r: ${this.right}, l: ${this.left}, a: ${this.above}, b: ${this.below}, angle: ${this.slopAngle}, wasGroundedLastFrame: ${this.wasGroundedLastFrame}, becameGroundedThisFrame: ${this.becameGroundedThisFrame}`;
}
}
/**
* TiledMapMover是在基于重力的平铺地图中移动对象的助手。
* 它要求它所在的实体有一个BoxCollider。BoxCollider将与colliderHorizontal/VerticalInset用于所有碰撞检测。
*
* 一种方法是通过将你的Transform向下移动1个像素并调用CollisionState.clearLastGroundTile来跳过平台。
*/
export class TiledMapMover extends Component {
/**
* 在垂直移动时BoxCollider将根据水平面上的嵌入缩小
*/
public colliderHorizontalInset = 2;
/**
* 垂直平面上的嵌入在水平移动时BoxCollider将根据该嵌入缩小
*/
public colliderVerticalInset = 6;
/**
* 临时存储
*/
public _boxColliderBounds: Rectangle;
constructor() {
super();
}
/**
* 测试碰撞,然后移动实体
* @param motion
* @param boxColliderBounds
* @param collisionState
*/
public testCollisions(motion: Vector2, boxColliderBounds: Rectangle, collisionState: CollisionState) {
this._boxColliderBounds = boxColliderBounds;
// 保存我们当前的接地状态我们将用于wasGroundedLastFrame和becameGroundedThisFrame
collisionState.wasGroundedLastFrame = collisionState.below;
// 重置碰撞状态
collisionState.reset();
// 获取圆角值用于我们的实际检测
let motionX = motion.x;
let motionY = motion.y;
// 首先,检查水平方向中的移动
if (motionX != 0){
let direction = motionX > 0 ? Edge.right : Edge.left;
let sweptBounds = this.collisionRectForSide(direction, motionX);
let collisionResponse: number = 0;
if (this.testMapCollision(sweptBounds, direction, collisionState, collisionResponse)){
motion.x = collisionResponse - RectangleExt.getSide(boxColliderBounds, direction);
collisionState.left = direction == Edge.left;
collisionState.right = direction == Edge.right;
collisionState._movementRemainderX.reset();
}else{
collisionState.left = false;
collisionState.right = false;
}
}
}
public testMapCollision(collisionRect: Rectangle, direction: Edge, collisionState: CollisionState, collisionResponse: number){
let side = EdgeExt.oppositeEdge(direction);
let perpindicularPosition = EdgeExt.isVertical(side) ? collisionRect.center.x : collisionRect.center.y;
let leadingPosition = RectangleExt.getSide(collisionRect, direction);
let shouldTestSlopes = EdgeExt.isVertical(side);
}
/**
* 获取展开以考虑运动的给定边的碰撞矩形
* @param side
* @param motion
*/
public collisionRectForSide(side: Edge, motion: number){
let bounds: Rectangle;
// 对于水平碰撞检查我们只使用一个条块作为边界。Vertical得到矩形的一半就可以正确地向上推
// 当相交的斜率,忽略以进行水平移动。
if (EdgeExt.isHorizontal(side)){
bounds = RectangleExt.getRectEdgePortion(this._boxColliderBounds, side);
}else {
bounds = RectangleExt.getHalfRect(this._boxColliderBounds, side);
}
// 我们水平收缩用于垂直移动,垂直收缩用于水平移动
if (EdgeExt.isVertical(side)){
RectangleExt.contract(bounds, this.colliderHorizontalInset, 0);
}else {
RectangleExt.contract(bounds, 0, this.colliderVerticalInset);
}
// 最后在移动方向上扩展边
RectangleExt.expandSide(bounds, side, motion);
return bounds;
}
}
}