phaser/src/physics/arcade/SeparateX.js

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/**
* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2020 Photon Storm Ltd.
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* @license {@link https://opensource.org/licenses/MIT|MIT License}
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*/
var GetOverlapX = require('./GetOverlapX');
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/**
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* Separates two overlapping bodies on the X-axis (horizontally).
*
* Separation involves moving two overlapping bodies so they don't overlap anymore and adjusting their velocities based on their mass. This is a core part of collision detection.
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*
* The bodies won't be separated if there is no horizontal overlap between them, if they are static, or if either one uses custom logic for its separation.
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*
* @function Phaser.Physics.Arcade.SeparateX
* @since 3.0.0
*
* @param {Phaser.Physics.Arcade.Body} body1 - The first Body to separate.
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* @param {Phaser.Physics.Arcade.Body} body2 - The second Body to separate.
* @param {boolean} overlapOnly - If `true`, the bodies will only have their overlap data set and no separation will take place.
* @param {number} bias - A value to add to the delta value during overlap checking. Used to prevent sprite tunneling.
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*
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* @return {boolean} `true` if the two bodies overlap horizontally, otherwise `false`.
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*/
var SeparateX = function (body1, body2, overlapOnly, bias)
{
var overlap = GetOverlapX(body1, body2, overlapOnly, bias);
// Can't separate two immovable bodies, or a body with its own custom separation logic
if (overlapOnly || overlap === 0 || (body1.immovable && body2.immovable) || body1.customSeparateX || body2.customSeparateX)
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{
// return true if there was some overlap, otherwise false
return (overlap !== 0) || (body1.embedded && body2.embedded);
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}
// Adjust their positions and velocities accordingly (if there was any overlap)
var v1 = body1.velocity.x;
var v2 = body2.velocity.x;
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if (!body1.immovable && !body2.immovable)
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{
overlap *= 0.5;
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body1.x -= overlap;
body2.x += overlap;
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var nv1 = Math.sqrt((v2 * v2 * body2.mass) / body1.mass) * ((v2 > 0) ? 1 : -1);
var nv2 = Math.sqrt((v1 * v1 * body1.mass) / body2.mass) * ((v1 > 0) ? 1 : -1);
var avg = (nv1 + nv2) * 0.5;
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nv1 -= avg;
nv2 -= avg;
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body1.velocity.x = avg + nv1 * body1.bounce.x;
body2.velocity.x = avg + nv2 * body2.bounce.x;
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}
else if (!body1.immovable)
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{
body1.x -= overlap;
body1.velocity.x = v2 - v1 * body1.bounce.x;
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// This is special case code that handles things like vertically moving platforms you can ride
if (body2.moves)
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{
body1.y += (body2.y - body2.prev.y) * body2.friction.y;
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}
}
else
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{
body2.x += overlap;
body2.velocity.x = v1 - v2 * body2.bounce.x;
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// This is special case code that handles things like vertically moving platforms you can ride
if (body1.moves)
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{
body2.y += (body1.y - body1.prev.y) * body1.friction.y;
}
}
// If we got this far then there WAS overlap, and separation is complete, so return true
return true;
};
module.exports = SeparateX;