📄 rectangletile.as
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/**
* Flade - Flash Dynamics Engine
* Release 0.6 alpha
* RectangleTile class
* Copyright 2004, 2005 Alec Cove
*
* This file is part of Flade. The Flash Dynamics Engine.
*
* Flade is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* Flade is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Flade; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
* Flash is a registered trademark of Macromedia
*/
import org.cove.flade.surfaces.*;
import org.cove.flade.graphics.*;
import org.cove.flade.primitives.*;
import org.cove.flade.DynamicsEngine;
class org.cove.flade.surfaces.RectangleTile extends AbstractTile implements Surface {
private var rectWidth:Number;
private var rectHeight:Number;
public function RectangleTile(cx:Number, cy:Number, rw:Number, rh:Number) {
super(cx,cy);
rectWidth = rw;
rectHeight = rh;
createBoundingRect(rw, rh);
}
public function paint():Void {
if(isVisible) {
dmc.clear();
dmc.lineStyle(0, 0x222288, 100);
Graphics.paintRectangle(dmc, center.x, center.y, rectWidth, rectHeight);
}
}
public function resolveCircleCollision(p:CircleParticle, sysObj:DynamicsEngine):Void {
if (isCircleColliding(p)) {
onContact();
p.resolveCollision(normal, sysObj);
}
}
public function resolveRectangleCollision(p:RectangleParticle, sysObj:DynamicsEngine):Void {
if (isRectangleColliding(p)) {
onContact();
p.resolveCollision(normal, sysObj);
}
}
private function isCircleColliding(p:CircleParticle):Boolean {
p.getCardXProjection();
var depthX:Number = testIntervals(p.bmin, p.bmax, minX, maxX);
if (depthX == 0) return false;
p.getCardYProjection();
var depthY:Number = testIntervals(p.bmin, p.bmax, minY, maxY);
if (depthY == 0) return false;
// determine if the circle's center is in a vertex voronoi region
var isInVertexX:Boolean = Math.abs(depthX) < p.radius;
var isInVertexY:Boolean = Math.abs(depthY) < p.radius;
if (isInVertexX && isInVertexY) {
// get the closest vertex
var vx:Number = center.x + sign(p.curr.x - center.x) * (rectWidth / 2);
var vy:Number = center.y + sign(p.curr.y - center.y) * (rectHeight / 2);
// get the distance from the vertex to circle center
var dx:Number = p.curr.x - vx;
var dy:Number = p.curr.y - vy;
var mag:Number = Math.sqrt(dx * dx + dy * dy);
var pen:Number = p.radius - mag;
// if there is a collision in one of the vertex regions
if (pen > 0) {
dx /= mag;
dy /= mag;
p.mtd.setTo(dx * pen, dy * pen);
normal.setTo(dx, dy);
return true;
}
return false;
} else {
// collision on one of the 4 edges
p.setXYMTD(depthX, depthY);
normal.setTo(p.mtd.x / Math.abs(depthX), p.mtd.y / Math.abs(depthY));
return true;
}
}
private function isRectangleColliding(p:RectangleParticle):Boolean {
p.getCardXProjection();
var depthX:Number = testIntervals(p.bmin, p.bmax, minX, maxX);
if (depthX == 0) return false;
p.getCardYProjection();
var depthY:Number = testIntervals(p.bmin, p.bmax, minY, maxY);
if (depthY == 0) return false;
p.setXYMTD(depthX, depthY);
normal.setTo(p.mtd.x / Math.abs(depthX), p.mtd.y / Math.abs(depthY));
return true
}
// TBD: Put in a util class
private function sign(val:Number):Number {
if(val < 0) return -1
if(val > 0) return 1;
}
}
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