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121 lines
3.3 KiB
121 lines
3.3 KiB
2 years ago
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/*
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DynAPI Distribution
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MotionX Class by Raymond Irving (http://dyntools.shorturl.com)
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The DynAPI Distribution is distributed under the terms of the GNU LGPL license.
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requires: Dynlayer
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*/
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MotionX = {}; // used by dynapi.library
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DynLayer.prototype.makeSolid=function(){
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this.isHard=true;
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this._collideX=this.x;
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this._collideY=this.x;
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this.collideEvent ={
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onlocationchange:function(e) {
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var me=e.getSource();
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var dirX='',dirY='';
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// get direction
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if (me._collideX!=me.x) {
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if (me._collideX<me.x){dirX="E"}else{dirX="W"};
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}
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if (me._collideY!=me.y){
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if (me._collideY<me.y){dirY="S"}else{dirY="N"};
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}
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// get angle direction
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me._setCollideAngleDirection(me._collideX,me._collideY,me.x,me.y);
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me._collideX=me.x;
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me._collideY=me.y;
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me._collideDirection=dirY+dirX;
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me._checkForCollision();
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}
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}
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this.addEventListener(this.collideEvent);
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};
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// reversing the make solid method
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DynLayer.prototype.makeEphemeral = function() {
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this.isHard=false;
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this.removeEventListener(this.collideEvent);
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};
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DynLayer.prototype._setCollideAngleDirection = function(x1,y1,x2,y2) {
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var distx = (x2-x1),disty = (y1-y2),angle;
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//if (distx==0 && disty==0) return 0;
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var rad=Math.abs(Math.atan2(disty,distx))
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if (disty>=0) {
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if (distx>=0) angle = 90-(rad*180/Math.PI);
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else angle = 270+(180-(rad*180/Math.PI));
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}else{
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angle = 90+(rad*180/Math.PI);
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}
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this._collideAngle=Math.ceil(angle);
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};
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DynLayer.prototype._checkForCollision=function(){
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if (!this.parent.children.length>0) return false;
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var ch,chX,sX,sY,colX1,colX2,colY1,colY2,n1,n2;
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this.collideObject==null;
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for (var i in this.parent.children) {
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ch=this.parent.children[i];
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if (ch!=this && ch.isHard==true) {
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chX=ch.x;
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chY=ch.y;
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sX=this.x;
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sY=this.y;
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colX1=(sX>=chX && sX<=chX+ch.w);
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colX2=(chX>=sX && chX<=sX+this.w);
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colY1=(sY>=chY && sY<=chY+ch.h);
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colY2=(chY>=sY && chY<=sY+this.h);
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if ((colX1 || colX2) && (colY1 || colY2)) {
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if (this._collideDirection=='NE') {
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n1=((chY+ch.h)-this.y);n2=((sX+this.w)-chX);
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if (n1<n2) {face="S"}else{face="W"}
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}else if (this._collideDirection=='NW') {
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n1=((chY+ch.h)-this.y);n2=((chX+ch.w)-sX);
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if (n1<n2) {face="S"}else{face="E"}
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}else if (this._collideDirection=='SE') {
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n1=((sY+this.h)-ch.y);n2=((sX+this.w)-chX);
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if (n1<n2) {face="N"}else{face="W"}
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}else if (this._collideDirection=='SW') {
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n1=((sY+this.h)-ch.y);n2=((chX+ch.w)-sX);
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if (n1<n2) {face="N"}else{face="E"}
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}else if (this._collideDirection=='E') {
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face="W";
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}else if (this._collideDirection=='W') {
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face="E";
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}else if (this._collideDirection=='N') {
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face="S";
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}else if (this._collideDirection=='S') {
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face="N";
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}
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ch._impactSide=face;
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if (face=="W"){this._impactSide="E"}
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if (face=="E"){this._impactSide="W"}
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if (face=="N"){this._impactSide="S"}
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if (face=="S"){this._impactSide="N"}
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this._collideObject=ch;
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this.invokeEvent("collide");
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ch._collideObject=this;
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ch.invokeEvent("collide");
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}
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}
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}
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return false;
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};
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DynLayer.prototype.getImpactSide=function(){
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return this._impactSide;
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}
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DynLayer.prototype.getObstacle=function(){
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return this._collideObject;
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}
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DynLayer.prototype.getDirection=function(){
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return this._collideDirection;
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}
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DynLayer.prototype.getDirectionAngle=function(){
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return this._collideAngle;
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}
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