phaser/src/physics/arcade/GetOverlapY.js

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/**
* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2019 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
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var CONST = require('./const');
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var IntersectsRect = require('./IntersectsRect');
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/**
* Calculates and returns the vertical overlap between two arcade physics bodies.
*
* We know the bodies are intersecting based on a previous check, so the point of this function
* is to determine which face the overlap is occurring on and at what depth.
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*
* @function Phaser.Physics.Arcade.GetOverlapY
* @since 3.0.0
*
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* @param {Phaser.Physics.Arcade.Body} body1 - The first Body to separate.
* @param {Phaser.Physics.Arcade.Body} body2 - The second Body to separate.
* @param {boolean} overlapOnly - Is this an overlap only check, or part of separation?
* @param {number} bias - A value added to the delta values during collision checks. Increase it to prevent sprite tunneling (sprites passing through each other instead of colliding).
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*
* @return {number[]} An array containing the amount of overlap in element 0 and the face of body1 in element 1 (true = bottom, false = top).
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*/
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var GetOverlapY = function (body1, body2, overlapOnly, bias)
{
var overlap = 0;
// var maxOverlap = body1.deltaAbsY() + body2.deltaAbsY() + bias;
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var body1Immovable = (body1.physicsType === CONST.STATIC_BODY || body1.immovable);
var body2Immovable = (body2.physicsType === CONST.STATIC_BODY || body2.immovable);
var distance1 = body1.bottom - body2.y;
var distance2 = body2.bottom - body1.y;
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var prevDistance1 = (body1.prev.y + body1.height) - body2.prev.y;
var prevDistance2 = (body2.prev.y + body2.height) - body1.prev.y;
var embedded = false;
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var worldBlocked1 = body1.worldBlocked;
var worldBlocked2 = body2.worldBlocked;
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var topFace = (distance1 > distance2 && prevDistance1 > prevDistance2);
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var intersects = IntersectsRect(body1, body2);
if (!topFace)
{
// body1 bottom is touching body2 top
if (intersects)
{
overlap = distance1;
}
if (!body1.checkCollision.down || !body2.checkCollision.up)
{
overlap = 0;
intersects = false;
}
if (!overlapOnly)
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{
body1.setTouchingDown();
body2.setTouchingUp();
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// Soft blocks can be moved apart
body1.setBlockedDown(body2);
body2.setBlockedUp(body1);
// World blocks cannot be penetrated
if (worldBlocked2.down || body2Immovable)
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{
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body1.setWorldBlockedDown();
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}
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if (worldBlocked1.up || body1Immovable)
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{
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body2.setWorldBlockedUp();
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}
}
}
else
{
// body1 top is touching body2 bottom
if (intersects)
{
overlap = distance2;
}
if (!body1.checkCollision.up || !body2.checkCollision.down)
{
overlap = 0;
intersects = false;
}
if (!overlapOnly)
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{
body1.setTouchingUp();
body2.setTouchingDown();
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// Soft blocks can be moved apart
body1.setBlockedUp(body2);
body2.setBlockedDown(body1);
// World blocks cannot be penetrated
if (worldBlocked2.up || body2Immovable)
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{
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body1.setWorldBlockedUp();
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}
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if (worldBlocked1.down || body1Immovable)
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{
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body2.setWorldBlockedDown();
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}
}
}
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// Resets the overlapY to zero if there is no overlap, or to the actual pixel value if there is
body1.overlapY = overlap;
body2.overlapY = overlap;
if (embedded)
{
// We let the block resolution move it
overlap = 0;
body1.embedded = embedded;
body2.embedded = embedded;
}
return [ overlap, topFace, intersects ];
};
module.exports = GetOverlapY;