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@@ -1,131 +1,131 @@
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module es {
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/**
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* 用来存放来自移动调用的所有冲突信息
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*/
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export class CollisionState {
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public right: boolean;
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public left: boolean;
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public above: boolean;
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public below: boolean;
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public becameGroundedThisFrame: boolean;
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public wasGroundedLastFrame: boolean;
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public isGroundedOnOnewayPlatform: boolean;
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public slopAngle: number;
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// module es {
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// /**
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// * 用来存放来自移动调用的所有冲突信息
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// */
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// export class CollisionState {
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// public right: boolean;
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// public left: boolean;
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// public above: boolean;
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// public below: boolean;
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// public becameGroundedThisFrame: boolean;
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// public wasGroundedLastFrame: boolean;
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// public isGroundedOnOnewayPlatform: boolean;
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// public slopAngle: number;
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public get hasCollision(): boolean {
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return this.below || this.right || this.left || this.above;
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}
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// public get hasCollision(): boolean {
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// return this.below || this.right || this.left || this.above;
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// }
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public _movementRemainderX: SubpixelNumber;
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public _movementRemainderY: SubpixelNumber;
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// public _movementRemainderX: SubpixelNumber;
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// public _movementRemainderY: SubpixelNumber;
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public reset() {
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this.becameGroundedThisFrame = this.isGroundedOnOnewayPlatform = this.right = this.left = this.above = this.below = false;
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this.slopAngle = 0;
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}
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// public reset() {
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// this.becameGroundedThisFrame = this.isGroundedOnOnewayPlatform = this.right = this.left = this.above = this.below = false;
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// this.slopAngle = 0;
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// }
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public toString() {
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return `[CollisionState] r: ${this.right}, l: ${this.left}, a: ${this.above}, b: ${this.below}, angle: ${this.slopAngle}, wasGroundedLastFrame: ${this.wasGroundedLastFrame}, becameGroundedThisFrame: ${this.becameGroundedThisFrame}`;
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}
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}
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// public toString() {
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// return `[CollisionState] r: ${this.right}, l: ${this.left}, a: ${this.above}, b: ${this.below}, angle: ${this.slopAngle}, wasGroundedLastFrame: ${this.wasGroundedLastFrame}, becameGroundedThisFrame: ${this.becameGroundedThisFrame}`;
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// }
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// }
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/**
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* TiledMapMover是在基于重力的平铺地图中移动对象的助手。
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* 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。
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*
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* 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。
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*/
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export class TiledMapMover extends Component {
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/**
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* 在垂直移动时,BoxCollider将根据水平面上的嵌入缩小
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*/
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public colliderHorizontalInset = 2;
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// /**
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// * TiledMapMover是在基于重力的平铺地图中移动对象的助手。
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// * 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。
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// *
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// * 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。
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// */
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// export class TiledMapMover extends Component {
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// /**
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// * 在垂直移动时,BoxCollider将根据水平面上的嵌入缩小
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// */
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// public colliderHorizontalInset = 2;
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/**
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* 垂直平面上的嵌入,在水平移动时,BoxCollider将根据该嵌入缩小
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*/
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public colliderVerticalInset = 6;
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// /**
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// * 垂直平面上的嵌入,在水平移动时,BoxCollider将根据该嵌入缩小
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// */
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// public colliderVerticalInset = 6;
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/**
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* 临时存储
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*/
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public _boxColliderBounds: Rectangle;
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// /**
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// * 临时存储
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// */
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// public _boxColliderBounds: Rectangle;
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constructor() {
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super();
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}
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// constructor() {
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// super();
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// }
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/**
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* 测试碰撞,然后移动实体
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* @param motion
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* @param boxColliderBounds
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* @param collisionState
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*/
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public testCollisions(motion: Vector2, boxColliderBounds: Rectangle, collisionState: CollisionState) {
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this._boxColliderBounds = boxColliderBounds;
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// /**
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// * 测试碰撞,然后移动实体
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// * @param motion
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// * @param boxColliderBounds
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// * @param collisionState
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// */
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// public testCollisions(motion: Vector2, boxColliderBounds: Rectangle, collisionState: CollisionState) {
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// this._boxColliderBounds = boxColliderBounds;
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// 保存我们当前的接地状态,我们将用于wasGroundedLastFrame和becameGroundedThisFrame
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collisionState.wasGroundedLastFrame = collisionState.below;
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// // 保存我们当前的接地状态,我们将用于wasGroundedLastFrame和becameGroundedThisFrame
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// collisionState.wasGroundedLastFrame = collisionState.below;
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// 重置碰撞状态
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collisionState.reset();
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// // 重置碰撞状态
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// collisionState.reset();
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// 获取圆角值用于我们的实际检测
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let motionX = motion.x;
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let motionY = motion.y;
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// // 获取圆角值用于我们的实际检测
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// let motionX = motion.x;
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// let motionY = motion.y;
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// 首先,检查水平方向中的移动
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if (motionX != 0){
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let direction = motionX > 0 ? Edge.right : Edge.left;
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let sweptBounds = this.collisionRectForSide(direction, motionX);
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// // 首先,检查水平方向中的移动
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// if (motionX != 0){
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// let direction = motionX > 0 ? Edge.right : Edge.left;
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// let sweptBounds = this.collisionRectForSide(direction, motionX);
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let collisionResponse: number = 0;
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if (this.testMapCollision(sweptBounds, direction, collisionState, collisionResponse)){
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motion.x = collisionResponse - RectangleExt.getSide(boxColliderBounds, direction);
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collisionState.left = direction == Edge.left;
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collisionState.right = direction == Edge.right;
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collisionState._movementRemainderX.reset();
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}else{
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collisionState.left = false;
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collisionState.right = false;
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}
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}
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}
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// let collisionResponse: number = 0;
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// if (this.testMapCollision(sweptBounds, direction, collisionState, collisionResponse)){
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// motion.x = collisionResponse - RectangleExt.getSide(boxColliderBounds, direction);
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// collisionState.left = direction == Edge.left;
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// collisionState.right = direction == Edge.right;
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// collisionState._movementRemainderX.reset();
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// }else{
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// collisionState.left = false;
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// collisionState.right = false;
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// }
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// }
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// }
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public testMapCollision(collisionRect: Rectangle, direction: Edge, collisionState: CollisionState, collisionResponse: number){
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let side = EdgeExt.oppositeEdge(direction);
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let perpindicularPosition = EdgeExt.isVertical(side) ? collisionRect.center.x : collisionRect.center.y;
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let leadingPosition = RectangleExt.getSide(collisionRect, direction);
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let shouldTestSlopes = EdgeExt.isVertical(side);
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}
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// public testMapCollision(collisionRect: Rectangle, direction: Edge, collisionState: CollisionState, collisionResponse: number){
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// let side = EdgeExt.oppositeEdge(direction);
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// let perpindicularPosition = EdgeExt.isVertical(side) ? collisionRect.center.x : collisionRect.center.y;
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// let leadingPosition = RectangleExt.getSide(collisionRect, direction);
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// let shouldTestSlopes = EdgeExt.isVertical(side);
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// }
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/**
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* 获取展开以考虑运动的给定边的碰撞矩形
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* @param side
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* @param motion
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*/
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public collisionRectForSide(side: Edge, motion: number){
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let bounds: Rectangle;
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// /**
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// * 获取展开以考虑运动的给定边的碰撞矩形
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// * @param side
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// * @param motion
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// */
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// public collisionRectForSide(side: Edge, motion: number){
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// let bounds: Rectangle;
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// 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,
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// 当相交的斜率,忽略以进行水平移动。
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if (EdgeExt.isHorizontal(side)){
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bounds = RectangleExt.getRectEdgePortion(this._boxColliderBounds, side);
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}else {
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bounds = RectangleExt.getHalfRect(this._boxColliderBounds, side);
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}
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// // 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,
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// // 当相交的斜率,忽略以进行水平移动。
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// if (EdgeExt.isHorizontal(side)){
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// bounds = RectangleExt.getRectEdgePortion(this._boxColliderBounds, side);
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// }else {
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// bounds = RectangleExt.getHalfRect(this._boxColliderBounds, side);
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// }
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// 我们水平收缩用于垂直移动,垂直收缩用于水平移动
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if (EdgeExt.isVertical(side)){
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RectangleExt.contract(bounds, this.colliderHorizontalInset, 0);
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}else {
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RectangleExt.contract(bounds, 0, this.colliderVerticalInset);
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}
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// // 我们水平收缩用于垂直移动,垂直收缩用于水平移动
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// if (EdgeExt.isVertical(side)){
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// RectangleExt.contract(bounds, this.colliderHorizontalInset, 0);
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// }else {
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// RectangleExt.contract(bounds, 0, this.colliderVerticalInset);
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// }
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// 最后在移动方向上扩展边
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RectangleExt.expandSide(bounds, side, motion);
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// // 最后在移动方向上扩展边
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// RectangleExt.expandSide(bounds, side, motion);
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return bounds;
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}
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}
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}
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// return bounds;
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// }
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// }
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// }
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