2018-02-12 16:01:20 +00:00
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/**
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* @author Richard Davey <rich@photonstorm.com>
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2020-01-15 12:07:09 +00:00
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* @copyright 2020 Photon Storm Ltd.
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2019-05-10 15:15:04 +00:00
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* @license {@link https://opensource.org/licenses/MIT|MIT License}
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2018-02-12 16:01:20 +00:00
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*/
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2020-09-25 17:01:40 +00:00
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var BlockCheckX = require('./BlockCheckX');
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2019-05-03 16:28:06 +00:00
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var GetOverlapX = require('./GetOverlapX');
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2020-09-25 17:01:40 +00:00
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var ProcessX = require('./ProcessX');
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2017-11-09 13:02:55 +00:00
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2018-02-09 03:44:23 +00:00
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/**
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2018-10-19 16:45:05 +00:00
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* Separates two overlapping bodies on the X-axis (horizontally).
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*
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2019-05-03 16:28:06 +00:00
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* 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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2018-10-19 16:45:05 +00:00
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*
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2019-05-03 16:28:06 +00:00
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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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2018-02-09 03:44:23 +00:00
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*
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* @function Phaser.Physics.Arcade.SeparateX
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* @since 3.0.0
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*
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2019-05-03 16:28:06 +00:00
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* @param {Phaser.Physics.Arcade.Body} body1 - The first Body to separate.
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2018-10-19 16:45:05 +00:00
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* @param {Phaser.Physics.Arcade.Body} body2 - The second Body to separate.
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* @param {boolean} overlapOnly - If `true`, the bodies will only have their overlap data set and no separation will take place.
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* @param {number} bias - A value to add to the delta value during overlap checking. Used to prevent sprite tunneling.
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2018-02-09 03:44:23 +00:00
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*
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2020-09-25 17:01:40 +00:00
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* @return {boolean} `true` if the two bodies overlap vertically, otherwise `false`.
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2018-02-09 03:44:23 +00:00
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*/
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2019-05-03 16:28:06 +00:00
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var SeparateX = function (body1, body2, overlapOnly, bias)
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2017-11-09 13:02:55 +00:00
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{
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2019-05-03 16:28:06 +00:00
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var overlap = GetOverlapX(body1, body2, overlapOnly, bias);
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2017-11-09 13:02:55 +00:00
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2020-09-24 17:10:11 +00:00
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var body1Pushable = body1.pushable;
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var body2Pushable = body2.pushable;
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var body1Immovable = body1.immovable;
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var body2Immovable = body2.immovable;
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2017-11-09 13:02:55 +00:00
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// Can't separate two immovable bodies, or a body with its own custom separation logic
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2020-09-24 17:10:11 +00:00
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if (overlapOnly || overlap === 0 || (body1Immovable && body2Immovable) || body1.customSeparateX || body2.customSeparateX)
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2019-03-24 23:30:57 +00:00
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{
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2019-05-03 16:28:06 +00:00
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// return true if there was some overlap, otherwise false
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return (overlap !== 0) || (body1.embedded && body2.embedded);
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2019-03-24 23:30:57 +00:00
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}
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2020-09-25 17:01:40 +00:00
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var blockedState = BlockCheckX(body1, body2, Math.abs(overlap));
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2019-05-03 16:28:06 +00:00
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// Adjust their positions and velocities accordingly (if there was any overlap)
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var v1 = body1.velocity.x;
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var v2 = body2.velocity.x;
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2019-03-24 23:30:57 +00:00
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2020-09-25 17:01:40 +00:00
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var body1FullImpact = v2 - v1 * body1.bounce.x;
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var body2FullImpact = v1 - v2 * body2.bounce.x;
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2020-09-24 17:10:11 +00:00
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if (!body1Immovable && !body2Immovable)
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2019-03-24 23:30:57 +00:00
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{
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2020-09-25 17:01:40 +00:00
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if (blockedState > 0)
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2020-09-24 17:10:11 +00:00
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{
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2020-09-25 17:01:40 +00:00
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return true;
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2020-09-24 17:10:11 +00:00
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}
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2020-09-25 17:01:40 +00:00
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// negative delta = up, positive delta = down (inc. gravity)
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overlap = Math.abs(overlap);
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var body1MovingLeft = body1._dx < 0;
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var body1MovingRight = body1._dx > 0;
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var body1Stationary = body1._dx === 0;
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var body2MovingLeft = body2._dx < 0;
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var body2MovingRight = body2._dx > 0;
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var body2Stationary = body2._dx === 0;
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var body1OnLeft = Math.abs(body1.right - body2.x) <= Math.abs(body2.right - body1.x);
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var body2OnLeft = !body1OnLeft;
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var nv1 = Math.sqrt((v2 * v2 * body2.mass) / body1.mass) * ((v2 > 0) ? 1 : -1);
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var nv2 = Math.sqrt((v1 * v1 * body1.mass) / body2.mass) * ((v1 > 0) ? 1 : -1);
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var avg = (nv1 + nv2) * 0.5;
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nv1 -= avg;
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nv2 -= avg;
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var body1MassImpact = avg + nv1 * body1.bounce.y;
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var body2MassImpact = avg + nv2 * body2.bounce.y;
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ProcessX.SetProcessX(
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body1Pushable,
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body2Pushable,
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body1MassImpact,
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body2MassImpact,
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body1FullImpact,
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body2FullImpact
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);
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// -----------------------------------------------------------------------
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// Pushable Checks
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// -----------------------------------------------------------------------
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2020-09-25 20:25:01 +00:00
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// Body1 hits Body2 on the right hand side
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2020-09-25 17:01:40 +00:00
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if (body1MovingLeft && body2OnLeft)
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2020-09-24 17:10:11 +00:00
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{
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2020-09-25 20:25:01 +00:00
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return ProcessX.RunProcessX(body1, body2, overlap, -overlap, body2Stationary, body2MovingRight, body1, 'PushX1');
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2020-09-28 07:07:19 +00:00
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// return ProcessX.RunProcessX(body1, body2, overlap, -overlap, body2Stationary, body2MovingRight, body1);
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2020-09-24 17:10:11 +00:00
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}
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2020-09-25 17:01:40 +00:00
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2020-09-25 20:25:01 +00:00
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// Body2 hits Body1 on the right hand side
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2020-09-25 17:01:40 +00:00
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if (body2MovingLeft && body1OnLeft)
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2020-09-24 17:10:11 +00:00
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{
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2020-09-25 20:25:01 +00:00
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return ProcessX.RunProcessX(body1, body2, -overlap, overlap, body1Stationary, body1MovingRight, body2, 'PushX2');
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2020-09-28 07:07:19 +00:00
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// return ProcessX.RunProcessX(body1, body2, -overlap, overlap, body1Stationary, body1MovingRight, body2);
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2020-09-24 17:10:11 +00:00
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}
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2020-09-25 20:25:01 +00:00
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// Body1 hits Body2 on the left hand side
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if (body1MovingRight && body1OnLeft)
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2020-09-25 17:01:40 +00:00
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{
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2020-09-25 20:25:01 +00:00
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return ProcessX.RunProcessX(body1, body2, overlap, -overlap, body2Stationary, body2MovingLeft, body1, 'PushX3');
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2020-09-28 07:07:19 +00:00
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// return ProcessX.RunProcessX(body1, body2, overlap, -overlap, body2Stationary, body2MovingLeft, body1);
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2020-09-25 17:01:40 +00:00
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}
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2019-03-24 23:30:57 +00:00
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2020-09-25 20:25:01 +00:00
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// Body2 hits Body1 on the left hand side
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if (body2MovingRight && body2OnLeft)
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2019-03-24 23:30:57 +00:00
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{
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2020-09-25 20:25:01 +00:00
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return ProcessX.RunProcessX(body1, body2, -overlap, overlap, body1Stationary, body1MovingLeft, body2, 'PushX4');
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2020-09-28 07:07:19 +00:00
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// return ProcessX.RunProcessX(body1, body2, -overlap, overlap, body1Stationary, body1MovingLeft, body2);
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2019-03-24 23:30:57 +00:00
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}
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2020-09-25 17:01:40 +00:00
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console.log('uh oh');
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2019-03-24 23:30:57 +00:00
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}
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2020-09-25 17:01:40 +00:00
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else if (body1Immovable)
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2019-03-24 23:30:57 +00:00
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{
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2020-09-28 07:07:19 +00:00
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// console.log('SepX 1');
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2020-09-24 17:10:11 +00:00
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2020-09-25 17:01:40 +00:00
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// Body1 is immovable
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if (blockedState === 1 || blockedState === 3)
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{
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// But Body2 cannot go anywhere either, so we cancel out velocity
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body2.velocity.x = 0;
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}
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else
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{
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body2.x += overlap;
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body2.velocity.x = body2FullImpact;
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}
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2019-03-24 23:30:57 +00:00
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2019-05-03 16:28:06 +00:00
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// This is special case code that handles things like vertically moving platforms you can ride
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if (body1.moves)
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2019-03-24 23:30:57 +00:00
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{
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2019-05-03 16:28:06 +00:00
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body2.y += (body1.y - body1.prev.y) * body1.friction.y;
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2020-07-07 18:31:54 +00:00
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body2._dy = body2.y - body2.prev.y;
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2017-11-09 13:02:55 +00:00
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}
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2020-09-24 17:10:11 +00:00
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}
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2020-09-25 17:01:40 +00:00
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else if (body2Immovable)
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2020-09-24 17:10:11 +00:00
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{
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2020-09-28 07:07:19 +00:00
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// console.log('SepX 2');
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2020-09-24 17:10:11 +00:00
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2020-09-25 17:01:40 +00:00
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// Body2 is immovable
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if (blockedState === 2 || blockedState === 4)
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{
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// But Body1 cannot go anywhere either, so we cancel out velocity
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body1.velocity.x = 0;
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}
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else
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{
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body1.x -= overlap;
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body1.velocity.x = body1FullImpact;
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}
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2020-09-24 17:10:11 +00:00
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2020-09-25 17:01:40 +00:00
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// This is special case code that handles things like vertically moving platforms you can ride
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if (body2.moves)
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{
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body1.y += (body2.y - body2.prev.y) * body2.friction.y;
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body1._dy = body1.y - body1.prev.y;
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}
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2017-11-09 13:02:55 +00:00
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}
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// If we got this far then there WAS overlap, and separation is complete, so return true
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return true;
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};
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module.exports = SeparateX;
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