reformat code
This commit is contained in:
@@ -1,26 +1,10 @@
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///<reference path="./Collider.ts" />
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module es {
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export class BoxCollider extends Collider {
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public get width(){
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return (this.shape as Box).width;
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}
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public set width(value: number){
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this.setWidth(value);
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}
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public get height(){
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return (this.shape as Box).height;
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}
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public set height(value: number){
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this.setHeight(value);
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}
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/**
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* 零参数构造函数要求RenderableComponent在实体上,这样碰撞器可以在实体被添加到场景时调整自身的大小。
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*/
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constructor(){
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constructor() {
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super();
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// 我们在这里插入一个1x1框作为占位符,直到碰撞器在下一阵被添加到实体并可以获得更精确的自动调整大小数据
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@@ -28,15 +12,31 @@ module es {
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this._colliderRequiresAutoSizing = true;
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}
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public get width() {
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return (this.shape as Box).width;
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}
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public set width(value: number) {
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this.setWidth(value);
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}
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public get height() {
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return (this.shape as Box).height;
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}
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public set height(value: number) {
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this.setHeight(value);
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}
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/**
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* 设置BoxCollider的大小
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* @param width
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* @param height
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*/
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public setSize(width: number, height: number){
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public setSize(width: number, height: number) {
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this._colliderRequiresAutoSizing = false;
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let box = this.shape as Box;
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if (width != box.width || height != box.height){
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if (width != box.width || height != box.height) {
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// 更新框,改变边界,如果我们需要更新物理系统中的边界
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box.updateBox(width, height);
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if (this.entity && this._isParentEntityAddedToScene)
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@@ -50,10 +50,10 @@ module es {
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* 设置BoxCollider的宽度
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* @param width
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*/
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public setWidth(width: number): BoxCollider{
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public setWidth(width: number): BoxCollider {
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this._colliderRequiresAutoSizing = false;
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let box = this.shape as Box;
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if (width != box.width){
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if (width != box.width) {
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// 更新框,改变边界,如果我们需要更新物理系统中的边界
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box.updateBox(width, box.height);
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if (this.entity && this._isParentEntityAddedToScene)
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@@ -67,10 +67,10 @@ module es {
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* 设置BoxCollider的高度
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* @param height
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*/
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public setHeight(height: number){
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public setHeight(height: number) {
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this._colliderRequiresAutoSizing = false;
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let box = this.shape as Box;
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if (height != box.height){
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if (height != box.height) {
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// 更新框,改变边界,如果我们需要更新物理系统中的边界
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box.updateBox(box.width, height);
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if (this.entity && this._isParentEntityAddedToScene)
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@@ -78,7 +78,7 @@ module es {
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}
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}
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public toString(){
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public toString() {
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return `[BoxCollider: bounds: ${this.bounds}]`;
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}
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}
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@@ -1,13 +1,5 @@
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module es {
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export class CircleCollider extends Collider {
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public get radius(): number {
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return (this.shape as Circle).radius;
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}
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public set radius(value: number) {
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this.setRadius(value);
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}
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/**
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* 创建一个有半径的圆
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*
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@@ -23,6 +15,14 @@ module es {
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this.shape = new Circle(radius ? radius : 1);
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}
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public get radius(): number {
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return (this.shape as Circle).radius;
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}
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public set radius(value: number) {
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this.setRadius(value);
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}
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/**
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* 设置圆的半径
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* @param radius
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@@ -4,23 +4,40 @@ module es {
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* 对撞机的基本形状
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*/
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public shape: Shape;
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/**
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* 将localOffset添加到实体。获取碰撞器几何图形的最终位置。
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* 允许向一个实体添加多个碰撞器并分别定位,还允许你设置缩放/旋转
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* 如果这个碰撞器是一个触发器,它将不会引起碰撞,但它仍然会触发事件
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*/
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public get localOffset(): Vector2 {
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return this._localOffset;
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}
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public isTrigger: boolean;
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/**
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* 将localOffset添加到实体。获取碰撞器几何图形的最终位置。
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* 允许向一个实体添加多个碰撞器并分别定位,还允许你设置缩放/旋转
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* @param value
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* 在处理冲突时,physicsLayer可以用作过滤器。Flags类有帮助位掩码的方法
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*/
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public set localOffset(value: Vector2) {
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this.setLocalOffset(value);
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}
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public physicsLayer = 1 << 0;
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/**
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* 碰撞器在使用移动器移动时应该碰撞的层
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* 默认为所有层
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*/
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public collidesWithLayers = Physics.allLayers;
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/**
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* 如果为true,碰撞器将根据附加的变换缩放和旋转
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*/
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public shouldColliderScaleAndRotateWithTransform = true;
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/**
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* 这个对撞机在物理系统注册时的边界。
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* 存储这个允许我们始终能够安全地从物理系统中移除对撞机,即使它在试图移除它之前已经被移动了。
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*/
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public registeredPhysicsBounds: Rectangle = new Rectangle();
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public _localOffsetLength: number;
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public _isPositionDirty: boolean = true;
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public _isRotationDirty: boolean = true;
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protected _colliderRequiresAutoSizing;
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/**
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* 标记来跟踪我们的实体是否被添加到场景中
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*/
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protected _isParentEntityAddedToScene;
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/**
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* 标记来记录我们是否注册了物理系统
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*/
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protected _isColliderRegistered;
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/**
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* 镖师碰撞器的绝对位置
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@@ -39,27 +56,8 @@ module es {
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return 0;
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}
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/**
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* 如果这个碰撞器是一个触发器,它将不会引起碰撞,但它仍然会触发事件
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*/
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public isTrigger: boolean;
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/**
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* 在处理冲突时,physicsLayer可以用作过滤器。Flags类有帮助位掩码的方法
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*/
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public physicsLayer = 1 << 0;
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/**
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* 碰撞器在使用移动器移动时应该碰撞的层
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* 默认为所有层
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*/
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public collidesWithLayers = Physics.allLayers;
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/**
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* 如果为true,碰撞器将根据附加的变换缩放和旋转
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*/
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public shouldColliderScaleAndRotateWithTransform = true;
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public get bounds(): Rectangle {
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if (this._isPositionDirty || this._isRotationDirty){
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if (this._isPositionDirty || this._isRotationDirty) {
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this.shape.recalculateBounds(this);
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this._isPositionDirty = this._isRotationDirty = false;
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}
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@@ -67,26 +65,24 @@ module es {
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return this.shape.bounds;
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}
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/**
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* 这个对撞机在物理系统注册时的边界。
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* 存储这个允许我们始终能够安全地从物理系统中移除对撞机,即使它在试图移除它之前已经被移动了。
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*/
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public registeredPhysicsBounds: Rectangle = new Rectangle();
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protected _colliderRequiresAutoSizing;
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protected _localOffset: Vector2 = Vector2.zero;
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public _localOffsetLength: number;
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/**
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* 标记来跟踪我们的实体是否被添加到场景中
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* 将localOffset添加到实体。获取碰撞器几何图形的最终位置。
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* 允许向一个实体添加多个碰撞器并分别定位,还允许你设置缩放/旋转
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*/
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protected _isParentEntityAddedToScene;
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/**
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* 标记来记录我们是否注册了物理系统
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*/
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protected _isColliderRegistered;
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public get localOffset(): Vector2 {
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return this._localOffset;
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}
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public _isPositionDirty: boolean = true;
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public _isRotationDirty: boolean = true;
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/**
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* 将localOffset添加到实体。获取碰撞器几何图形的最终位置。
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* 允许向一个实体添加多个碰撞器并分别定位,还允许你设置缩放/旋转
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* @param value
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*/
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public set localOffset(value: Vector2) {
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this.setLocalOffset(value);
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}
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/**
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* 将localOffset添加到实体。获取碰撞器的最终位置。
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@@ -229,7 +225,7 @@ module es {
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return didCollide;
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}
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public clone(): Component{
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public clone(): Component {
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let collider = ObjectUtils.clone<Collider>(this);
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collider.entity = null;
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@@ -1,4 +1,4 @@
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module es{
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module es {
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/**
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* 当添加到组件时,每当实体上的冲突器与另一个组件重叠/退出时,将调用这些方法。
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* ITriggerListener方法将在实现接口的触发器实体上的任何组件上调用。
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@@ -9,7 +9,7 @@ module es {
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export class Mover extends Component {
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private _triggerHelper: ColliderTriggerHelper;
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public onAddedToEntity(){
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public onAddedToEntity() {
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this._triggerHelper = new ColliderTriggerHelper(this.entity);
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}
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@@ -18,14 +18,14 @@ module es {
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* @param motion
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* @param collisionResult
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*/
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public calculateMovement(motion: Vector2, collisionResult: CollisionResult): boolean{
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if (!this.entity.getComponent(Collider) || !this._triggerHelper){
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public calculateMovement(motion: Vector2, collisionResult: CollisionResult): boolean {
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if (!this.entity.getComponent(Collider) || !this._triggerHelper) {
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return false;
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}
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// 移动所有的非触发碰撞器并获得最近的碰撞
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let colliders: Collider[] = this.entity.getComponents(Collider);
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for (let i = 0; i < colliders.length; i ++){
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for (let i = 0; i < colliders.length; i++) {
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let collider = colliders[i];
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// 不检测触发器 在我们移动后会重新访问它
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@@ -38,19 +38,19 @@ module es {
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bounds.y += motion.y;
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let neighbors = Physics.boxcastBroadphaseExcludingSelf(collider, bounds, collider.collidesWithLayers);
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for (let j = 0; j < neighbors.length; j ++){
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for (let j = 0; j < neighbors.length; j++) {
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let neighbor = neighbors[j];
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// 不检测触发器
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if (neighbor.isTrigger)
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continue;
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let _internalcollisionResult: CollisionResult = new CollisionResult();
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if (collider.collidesWith(neighbor, motion, _internalcollisionResult)){
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if (collider.collidesWith(neighbor, motion, _internalcollisionResult)) {
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// 如果碰撞 则退回之前的移动量
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motion = motion.subtract(_internalcollisionResult.minimumTranslationVector);
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// 如果我们碰到多个对象,为了简单起见,只取第一个。
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if (_internalcollisionResult.collider != null){
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if (_internalcollisionResult.collider != null) {
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collisionResult = _internalcollisionResult;
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}
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}
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@@ -66,7 +66,7 @@ module es {
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* 将calculatemomovement应用到实体并更新triggerHelper
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* @param motion
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*/
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public applyMovement(motion: Vector2){
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public applyMovement(motion: Vector2) {
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// 移动实体到它的新位置,如果我们有一个碰撞,否则移动全部数量。当碰撞发生时,运动被更新
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this.entity.position = Vector2.add(this.entity.position, motion);
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@@ -80,7 +80,7 @@ module es {
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* @param motion
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* @param collisionResult
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*/
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public move(motion: Vector2, collisionResult: CollisionResult){
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public move(motion: Vector2, collisionResult: CollisionResult) {
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this.calculateMovement(motion, collisionResult);
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this.applyMovement(motion);
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return collisionResult.collider != null;
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@@ -7,7 +7,7 @@ module es {
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private _tempTriggerList: ITriggerListener[] = [];
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private _collider: Collider;
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public onAddedToEntity(){
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public onAddedToEntity() {
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this._collider = this.entity.getComponent<Collider>(Collider);
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if (!this._collider)
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console.warn("ProjectileMover has no Collider. ProjectilMover requires a Collider!");
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@@ -17,7 +17,7 @@ module es {
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* 移动考虑碰撞的实体
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* @param motion
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*/
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public move(motion: Vector2): boolean{
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public move(motion: Vector2): boolean {
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if (!this._collider)
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return false;
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@@ -28,9 +28,9 @@ module es {
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// 获取任何可能在新位置发生碰撞的东西
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let neighbors = Physics.boxcastBroadphase(this._collider.bounds, this._collider.collidesWithLayers);
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for (let i = 0; i < neighbors.length; i ++){
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for (let i = 0; i < neighbors.length; i++) {
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let neighbor = neighbors[i];
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if (this._collider.overlaps(neighbor) && neighbor.enabled){
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if (this._collider.overlaps(neighbor) && neighbor.enabled) {
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didCollide = true;
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this.notifyTriggerListeners(this._collider, neighbor);
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}
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@@ -39,17 +39,17 @@ module es {
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return didCollide;
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}
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private notifyTriggerListeners(self: Collider, other: Collider){
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private notifyTriggerListeners(self: Collider, other: Collider) {
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// 通知我们重叠的碰撞器实体上的任何侦听器
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other.entity.getComponents("ITriggerListener", this._tempTriggerList);
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for (let i = 0; i < this._tempTriggerList.length; i ++){
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for (let i = 0; i < this._tempTriggerList.length; i++) {
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this._tempTriggerList[i].onTriggerEnter(self, other);
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}
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this._tempTriggerList.length = 0;
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// 通知此实体上的任何侦听器
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this.entity.getComponents("ITriggerListener", this._tempTriggerList);
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for (let i = 0; i < this._tempTriggerList.length; i ++){
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for (let i = 0; i < this._tempTriggerList.length; i++) {
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this._tempTriggerList[i].onTriggerEnter(other, self);
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}
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this._tempTriggerList.length = 0;
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