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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/**
* 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;
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var maxOverlap = body1.deltaAbsY() + body2.deltaAbsY() + bias;
var distance1 = body1.bottom - body2.y;
var distance2 = body2.bottom - body1.y;
var topFace = false;
if (distance1 < distance2)
{
// Less intersection between the bottom of body1 and the top of body2
overlap = distance1;
if ((overlap > maxOverlap && !overlapOnly) || !body1.checkCollision.down || !body2.checkCollision.up)
{
overlap = 0;
}
}
else
{
// Less intersection between the top of body1 and the bottom of body2
overlap = distance2;
topFace = true;
if ((overlap > maxOverlap && !overlapOnly) || !body1.checkCollision.up || !body2.checkCollision.down)
{
overlap = 0;
}
}
// 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;
return [ overlap, topFace ];
/*
var body1Down = (body1.deltaY() > body2.deltaY());
if (body1.deltaY() === body2.deltaY())
{
// Neither of them has a faster velocity, but we still need to separate them,
// so try to figure it out based on overlap depth
var distance1 = body1.bottom - body2.y;
var distance2 = body2.bottom - body1.y;
body1Down = (distance1 < distance2);
}
if (body1Down || body2.blocked.down)
{
// body1 is moving down and body2 is either moving up, moving slower than body1, or static
overlap = body1.bottom - body2.y;
if ((overlap > maxOverlap && !overlapOnly) || !body1.checkCollision.down || !body2.checkCollision.up)
{
overlap = 0;
}
}
else
{
// body1 is moving up and body2 is either moving down, moving slower than body1, or static
overlap = body1.y - body2.bottom;
if ((-overlap > maxOverlap && !overlapOnly) || !body1.checkCollision.up || !body2.checkCollision.down)
{
overlap = 0;
}
}
// 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;
return [ overlap, body1Down ];
*/
};
module.exports = GetOverlapY;