const collisions = require('./assets/scripts/modules/Collisions'); const collisionSys = new collisions.Collisions(); function polygonStr(body) { let coords = []; let cnt = body._coords.length; for (let ix = 0, iy = 1; ix < cnt; ix += 2, iy += 2) { coords.push([body._coords[ix], body._coords[iy]]); } return JSON.stringify(coords); } const playerCollider1 = collisionSys.createPolygon(944.000, 676.000, [[0, 0], [24, 0], [24, 48], [0, 48]]); playerCollider1.data = {isPlayer: true}; const playerCollider2 = collisionSys.createPolygon(958.000, 724.000, [[0, 0], [24, 0], [24, 48], [0, 48]]); playerCollider2.data = {isPlayer: true}; const barrierCollider1 = collisionSys.createPolygon(1277.7159000000001, 1570.5575, [[642.5696, 319.159], [0, 319.15680000000003], [5.7286, 0], [643.7451, 0.9014999999999986]]); const barrierCollider2 = collisionSys.createPolygon(1289.039, 1318.0805, [[628.626, 54.254500000000064], [0, 56.03250000000003], [0.42449999999999477, 1.1229999999999905], [625.9715000000001, 0]]); const barrierCollider3 = collisionSys.createPolygon(1207, 1310, [[69, 581], [0, 579], [8, 3], [79, 0]]); collisionSys.update(); const effPushback = [0.0, 0.0]; const result = collisionSys.createResult(); // Check collision for player1 const potentials = playerCollider1.potentials(); for (const potential of potentials) { if (null == potential.data || true != potential.data.isPlayer) continue; console.log(`Collided player potential of a=${polygonStr(playerCollider1)}: b=${polygonStr(potential)}`); if (!playerCollider1.collides(potential, result)) continue; console.log(`Collided player of a=${polygonStr(playerCollider1)}: b=${polygonStr(potential)}`); const pushbackX = result.overlap * result.overlap_x; const pushbackY = result.overlap * result.overlap_y; console.log(`Overlapped: a=${polygonStr(result.a)}, b=${polygonStr(result.b)}, pushbackX=${pushbackX}, pushbackY=${pushbackY}`); effPushback[0] += pushbackX; effPushback[1] += pushbackY; } console.log(`effPushback=${effPushback}`);