added basic collisions

This commit is contained in:
Joe Weaver 2020-08-18 11:07:58 -04:00
parent e6d4d75cd5
commit 201e1624c4
9 changed files with 154 additions and 20 deletions

View File

@ -1,6 +1,8 @@
export class TiledTilemapData {
height: number;
width: number;
tileheight: number;
tilewidth: number;
orientation: string;
layers: TiledLayerData[];
tilesets: TiledTilesetData[];

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@ -4,6 +4,8 @@ import Tilemap from "../../Nodes/Tilemap"
import ResourceManager from "../../ResourceManager/ResourceManager";
import { TiledTilemapData } from "../../DataTypes/Tilesets/TiledData";
import StringUtils from "../../Utils/StringUtils";
import StaticBody from "../../Physics/StaticBody";
import Vec2 from "../../DataTypes/Vec2";
export default class TilemapFactory {
private scene: Scene;
@ -25,6 +27,17 @@ export default class TilemapFactory {
// Add to scene
this.scene.addTilemap(tilemap);
let worldSize = tilemap.getWorldSize();
let tileSize = tilemap.getTileSize();
tilemap.forEachTile((tileIndex: number, i: number) => {
if(tileIndex !== 0){
let x = (i % worldSize.x) * tileSize.x * 4;
let y = Math.floor(i / worldSize.y) * tileSize.y * 4;
this.scene.physics.add(StaticBody, new Vec2(x, y), new Vec2(tileSize.x * 4, tileSize.y * 4));
}
});
// Load images for the tilesets
tilemap.getTilesets().forEach(tileset => {
let imagePath = StringUtils.getPathFromFilePath(path) + tileset.getImageUrl();

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@ -10,11 +10,13 @@ export default abstract class Tilemap extends GameNode {
protected data: number[];
protected tilesets: Tileset[];
protected worldSize: Vec2;
protected tileSize: Vec2;
constructor(tilemapData: TiledTilemapData, layerData: TiledLayerData){
super();
this.tilesets = new Array<Tileset>();
this.worldSize = new Vec2(0, 0);
this.tileSize = new Vec2(0, 0);
this.parseTilemapData(tilemapData, layerData);
}
@ -22,6 +24,14 @@ export default abstract class Tilemap extends GameNode {
return this.tilesets;
}
getWorldSize(): Vec2 {
return this.worldSize;
}
getTileSize(): Vec2 {
return this.tileSize;
}
isReady(): boolean {
if(this.tilesets.length !== 0){
for(let tileset of this.tilesets){
@ -33,6 +43,8 @@ export default abstract class Tilemap extends GameNode {
return true;
}
abstract forEachTile(func: Function): void;
/**
* Sets up the tileset using the data loaded from file
*/

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@ -7,10 +7,17 @@ import Tileset from "../../DataTypes/Tilesets/Tileset";
export default class OrthogonalTilemap extends Tilemap {
parseTilemapData(tilemapData: TiledTilemapData, layer: TiledLayerData): void {
this.worldSize.set(tilemapData.width, tilemapData.height);
this.tileSize.set(tilemapData.tilewidth, tilemapData.tileheight);
this.data = layer.data;
tilemapData.tilesets.forEach(tilesetData => this.tilesets.push(new Tileset(tilesetData)));
}
forEachTile(func: Function){
for(let i = 0; i < this.data.length; i++){
func(this.data[i], i);
}
}
update(deltaT: number): void {}
render(ctx: CanvasRenderingContext2D, origin: Vec2, viewportSize: Vec2) {

View File

@ -1,5 +1,7 @@
import PhysicsNode from "./PhysicsNode";
import Vec2 from "../DataTypes/Vec2";
import StaticBody from "./StaticBody";
import Debug from "../Debug/Debug";
export default class PhysicsManager {
@ -47,11 +49,8 @@ export default class PhysicsManager {
}
}
for(let staticNode of staticSet){
if(movingNode.getCollider().willCollideWith(staticNode.getCollider(), velocity, new Vec2(0, 0))){
this.handleCollision(movingNode, staticNode, velocity);
}
this.handleCollision(movingNode, staticNode, velocity, (<StaticBody>staticNode).id);
}
movingNode.finishMove(velocity);
@ -61,20 +60,94 @@ export default class PhysicsManager {
this.movements = new Array();
}
handleCollision(movingNode: PhysicsNode, staticNode: PhysicsNode, velocity: Vec2){
let ASize = movingNode.getCollider().getSize();
let A = new Vec2(movingNode.getPosition().x + ASize.x, movingNode.getPosition().y + ASize.y);
let BSize = staticNode.getCollider().getSize();
let B = new Vec2(staticNode.getPosition().x + BSize.x, staticNode.getPosition().y + BSize.y);
handleCollision(movingNode: PhysicsNode, staticNode: PhysicsNode, velocity: Vec2, id: String){
let sizeA = movingNode.getCollider().getSize();
let A = movingNode.getPosition();
let velA = velocity;
let sizeB = staticNode.getCollider().getSize();
let B = staticNode.getPosition();
let velB = new Vec2(0, 0);
let firstContact = new Vec2(0, 0);
firstContact.x = (B.x-(BSize.x/2) - (A.x + (ASize.x/2)))/(velocity.x - 0);
firstContact.y = (B.y-(BSize.y/2) - (A.y + (ASize.y/2)))/(velocity.y - 0);
let lastContact = new Vec2(0, 0);
if(firstContact.x < 1 || firstContact.y < 1){
// We collided
let firstCollisionTime = Math.min(firstContact.x, firstContact.y);
velocity.scale(firstCollisionTime);
let collidingX = false;
let collidingY = false;
// Sort by position
if(B.x < A.x){
// Swap, because B is to the left of A
let temp: Vec2;
temp = sizeA;
sizeA = sizeB;
sizeB = temp;
temp = A;
A = B;
B = temp;
temp = velA;
velA = velB;
velB = temp;
}
// A is left, B is right
firstContact.x = Infinity;
lastContact.x = Infinity;
if (B.x >= A.x + sizeA.x){
// If we aren't currently colliding
let relVel = velA.x - velB.x;
if(relVel > 0){
// If they are moving towards each other
firstContact.x = (B.x - (A.x + (sizeA.x)))/(relVel);
lastContact.x = ((B.x + sizeB.x) - A.x)/(relVel);
}
} else {
collidingX = true;
}
if(B.y < A.y){
// Swap, because B is above A
let temp: Vec2;
temp = sizeA;
sizeA = sizeB;
sizeB = temp;
temp = A;
A = B;
B = temp;
temp = velA;
velA = velB;
velB = temp;
}
// A is top, B is bottom
firstContact.y = Infinity;
lastContact.y = Infinity;
if (B.y >= A.y + sizeA.y){
// If we aren't currently colliding
let relVel = velA.y - velB.y;
if(relVel > 0){
// If they are moving towards each other
firstContact.y = (B.y - (A.y + (sizeA.y)))/(relVel);
lastContact.y = ((B.y + sizeB.y) - A.y)/(relVel);
}
} else {
collidingY = true;
}
if( (firstContact.x < 1 || collidingX) && (firstContact.y < 1 || collidingY)){
if(collidingX && collidingY){
// If we're already intersecting, freak out I guess?
} else {
let contactTime = Math.min(firstContact.x, firstContact.y);
velocity.scale(contactTime);
}
}
}
}

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@ -35,6 +35,7 @@ export default abstract class PhysicsNode extends GameNode {
finishMove(velocity: Vec2): void {
this.position.add(velocity);
this.collider.getPosition().add(velocity);
for(let child of this.children){
child.getPosition().add(velocity);
}

24
src/Physics/StaticBody.ts Normal file
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@ -0,0 +1,24 @@
import PhysicsNode from "./PhysicsNode";
import Vec2 from "../DataTypes/Vec2";
import AABB from "./Colliders/AABB";
export default class StaticBody extends PhysicsNode {
id: string;
static numCreated: number = 0;
constructor(position: Vec2, size: Vec2){
super();
this.setPosition(position.x, position.y);
this.collider = new AABB();
this.collider.setPosition(position.x, position.y);
this.collider.setSize(new Vec2(size.x, size.y));
this.id = StaticBody.numCreated.toString();
StaticBody.numCreated += 1;
}
create(): void {}
update(deltaT: number): void {}
}

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@ -7,14 +7,16 @@ import PlayerSprite from "./Nodes/PlayerSprite";
export default class Player extends PhysicsNode {
velocity: Vec2;
speed: number;
debug: Debug;
debug: Debug;
size: Vec2;
constructor(){
super();
this.velocity = new Vec2(0, 0);
this.speed = 300;
this.size = new Vec2(50, 50);
this.collider = new AABB();
this.collider.setSize(new Vec2(50, 50));
this.collider.setSize(this.size);
this.position = new Vec2(0, 0);
this.debug = Debug.getInstance();
}
@ -22,7 +24,7 @@ export default class Player extends PhysicsNode {
create(): void {
let sprite = this.scene.canvasNode.add(PlayerSprite);
sprite.setPosition(this.position);
sprite.setSize(50, 50);
sprite.setSize(this.size);
this.children.push(sprite);
}
@ -38,7 +40,7 @@ export default class Player extends PhysicsNode {
this.velocity = dir.scale(this.speed);
this.move(this.velocity.scale(deltaT));
this.debug.log("player", "Player Pos: " + this.position.toFixed());
this.debug.log("player", "Player Pos: " + this.position.toFixed() + " " + this.velocity.toFixed());
}
}

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@ -78,7 +78,7 @@ function main(){
pauseMenu.disable();
}
mainScene.tilemap.add(OrthogonalTilemap, "assets/tilemaps/MultiLayer.json");
mainScene.tilemap.add(OrthogonalTilemap, "assets/tilemaps/SmallTest.json");
for(let i = 0; i < 30; i++){
let cc = foregroundLayer.canvasNode.add(ColoredCircle);