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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2019-01-15 16:20:22 +00:00
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* @copyright 2019 Photon Storm Ltd.
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2018-02-12 16:01:20 +00:00
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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2019-03-08 20:12:49 +00:00
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var CONST = require('./const');
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2017-11-09 13:02:55 +00:00
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var GetOverlapY = require('./GetOverlapY');
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2018-02-09 03:44:23 +00:00
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/**
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2018-10-19 11:32:43 +00:00
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* Separates two overlapping bodies on the Y-axis (vertically).
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*
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2019-03-08 20:12:49 +00:00
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* Separation involves moving two overlapping bodies so they don't overlap anymore
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* and adjusting their velocities based on their mass. This is a core part of collision detection.
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2018-10-19 11:32:43 +00:00
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*
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2019-03-08 20:12:49 +00:00
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* The bodies won't be separated if there is no vertical overlap between them, if they are static,
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* 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.SeparateY
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* @since 3.0.0
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*
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2019-03-08 20:12:49 +00:00
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* @param {Phaser.Physics.Arcade.Body} body1 - The first Body to separate. This is our priority body.
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2018-10-19 11:32:43 +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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2018-10-19 16:45:05 +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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2017-11-09 13:02:55 +00:00
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var SeparateY = function (body1, body2, overlapOnly, bias)
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{
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2019-03-11 09:19:41 +00:00
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var result = GetOverlapY(body1, body2, overlapOnly, bias);
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2019-03-08 20:12:49 +00:00
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2019-03-11 09:19:41 +00:00
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var overlap = result[0];
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var faceTop = result[1];
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var faceBottom = !faceTop;
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2017-11-09 13:02:55 +00:00
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2019-03-08 20:12:49 +00:00
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var velocity1 = body1.velocity;
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var velocity2 = body2.velocity;
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2019-03-11 09:19:41 +00:00
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var blocked1 = body1.blocked;
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var blocked2 = body2.blocked;
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2019-03-11 11:05:51 +00:00
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// console.log('----------> SY', overlap, 'faceTop?', faceTop);
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2019-03-11 09:19:41 +00:00
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// console.log('SY', body1.gameObject.name, body2.gameObject.name, overlap, 'faceTop?', faceTop);
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2019-03-08 20:12:49 +00:00
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var body1Immovable = (body1.physicsType === CONST.STATIC_BODY || body1.immovable);
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var body2Immovable = (body2.physicsType === CONST.STATIC_BODY || 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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2019-03-08 20:12:49 +00:00
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if (overlapOnly || (body1Immovable && body2Immovable) || body1.customSeparateY || body2.customSeparateY)
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2017-11-09 13:02:55 +00:00
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{
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2019-03-08 20:12:49 +00:00
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// return true if there was some overlap, otherwise false.
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2017-11-09 13:02:55 +00:00
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return (overlap !== 0) || (body1.embedded && body2.embedded);
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}
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2019-03-08 20:12:49 +00:00
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// Adjust their positions and velocities accordingly based on the amount of overlap
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var v1 = velocity1.y;
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var v2 = velocity2.y;
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2017-11-09 13:02:55 +00:00
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2019-03-11 09:19:41 +00:00
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if (faceTop)
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{
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body1.setTouchingUp();
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body2.setTouchingDown();
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if (blocked2.up)
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{
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2019-03-11 11:05:51 +00:00
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// console.log('a1');
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2019-03-11 12:26:11 +00:00
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body1.setBlockedUp(body2);
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2019-03-11 09:19:41 +00:00
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}
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else if (blocked1.up)
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{
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2019-03-11 11:05:51 +00:00
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// console.log('a2');
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2019-03-11 12:26:11 +00:00
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body2.setBlockedUp(body1);
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2019-03-11 09:19:41 +00:00
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}
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2019-03-11 11:05:51 +00:00
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else if (blocked1.down)
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{
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// console.log('a3');
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2019-03-11 12:26:11 +00:00
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body2.setBlockedDown(body1);
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2019-03-11 11:05:51 +00:00
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}
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else if (blocked2.down)
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{
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// console.log('a4');
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2019-03-11 12:26:11 +00:00
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body1.setBlockedDown(body2);
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2019-03-11 11:05:51 +00:00
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}
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else if (body1Immovable)
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{
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if (v2 < 0)
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{
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// console.log('a5');
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2019-03-11 12:26:11 +00:00
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body2.setBlockedUp(body1);
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2019-03-11 11:05:51 +00:00
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}
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else if (v2 > 0)
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{
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// console.log('a6');
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2019-03-11 12:26:11 +00:00
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body2.setBlockedDown(body1);
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2019-03-11 11:05:51 +00:00
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}
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}
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else if (body2Immovable)
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{
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if (v1 < 0)
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{
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// console.log('a7');
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2019-03-11 12:26:11 +00:00
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body1.setBlockedUp(body2);
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2019-03-11 11:05:51 +00:00
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}
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else if (v1 > 0)
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{
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// console.log('a8');
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2019-03-11 12:26:11 +00:00
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body1.setBlockedDown(body2);
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2019-03-11 11:05:51 +00:00
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}
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}
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else
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{
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console.log('buma', blocked1.up, blocked2.up, blocked1.down, blocked2.down);
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}
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2019-03-11 09:19:41 +00:00
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}
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else
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{
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body1.setTouchingDown();
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body2.setTouchingUp();
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if (blocked2.down)
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{
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2019-03-11 11:05:51 +00:00
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// console.log('b1');
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2019-03-11 12:26:11 +00:00
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body1.setBlockedDown(body2);
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2019-03-11 09:19:41 +00:00
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}
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else if (blocked1.down)
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{
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2019-03-11 11:05:51 +00:00
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// console.log('b2');
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2019-03-11 12:26:11 +00:00
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body2.setBlockedDown(body1);
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2019-03-11 09:19:41 +00:00
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}
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else if (blocked1.up)
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{
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2019-03-11 11:05:51 +00:00
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// console.log('b3');
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2019-03-11 12:26:11 +00:00
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body2.setBlockedUp(body1);
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2019-03-11 09:19:41 +00:00
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}
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else if (blocked2.up)
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{
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2019-03-11 11:05:51 +00:00
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// console.log('b4');
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2019-03-11 12:26:11 +00:00
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body1.setBlockedUp(body2);
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2019-03-11 09:19:41 +00:00
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}
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2019-03-11 11:05:51 +00:00
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else if (body1Immovable)
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{
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if (v2 < 0)
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{
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// console.log('b5');
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2019-03-11 12:26:11 +00:00
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body2.setBlockedUp(body1);
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2019-03-11 11:05:51 +00:00
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}
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else if (v2 > 0)
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{
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// console.log('b6');
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2019-03-11 12:26:11 +00:00
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body2.setBlockedDown(body1);
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2019-03-11 11:05:51 +00:00
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}
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}
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else if (body2Immovable)
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{
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if (v1 < 0)
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{
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// console.log('b7');
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2019-03-11 12:26:11 +00:00
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body1.setBlockedUp(body2);
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2019-03-11 11:05:51 +00:00
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}
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else if (v1 > 0)
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{
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// console.log('b8');
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2019-03-11 12:26:11 +00:00
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body1.setBlockedDown(body2);
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2019-03-11 11:05:51 +00:00
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}
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}
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2019-03-11 09:19:41 +00:00
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else
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{
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2019-03-11 11:05:51 +00:00
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console.log('bumb', blocked1.up, blocked2.up, blocked1.down, blocked2.down);
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2019-03-11 09:19:41 +00:00
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}
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}
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2019-03-08 20:12:49 +00:00
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// At this point, the velocity from gravity, world rebounds, etc has been factored in.
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// The body is moving the direction it wants to, but may be blocked.
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if (!body1Immovable && !body2Immovable)
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2017-11-09 13:02:55 +00:00
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{
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2019-03-08 20:12:49 +00:00
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// Neither body is immovable, so they get an equal amount of separation and a new velocity based on mass
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// Share the overlap equally if both bodies are unblocked
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2019-03-11 09:19:41 +00:00
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2019-03-11 12:26:11 +00:00
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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 ny1 = avg + nv1 * body1.bounce.y;
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var ny2 = avg + nv2 * body2.bounce.y;
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2019-03-11 09:19:41 +00:00
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if (faceBottom && blocked2.down)
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{
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2019-03-11 12:26:11 +00:00
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if (blocked1.by === body2)
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{
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body1.bottom = body2.y;
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if (body1.bounce.y === 0)
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{
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ny1 = 0;
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}
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}
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2019-03-11 09:19:41 +00:00
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}
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else if (faceTop && blocked1.down)
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{
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2019-03-11 12:26:11 +00:00
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if (blocked2.by === body1)
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{
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body2.bottom = body1.y;
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if (body2.bounce.y === 0)
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{
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ny2 = 0;
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}
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}
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2019-03-11 09:19:41 +00:00
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}
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else if (faceBottom && blocked1.up)
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{
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2019-03-11 12:26:11 +00:00
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if (blocked2.by === body1)
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{
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body2.y = body1.bottom;
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if (body2.bounce.y === 0)
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{
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ny2 = 0;
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}
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}
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2019-03-11 09:19:41 +00:00
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}
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else if (faceTop && blocked2.up)
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{
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2019-03-11 12:26:11 +00:00
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if (blocked1.by === body2)
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{
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body1.y = body2.bottom;
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if (body1.bounce.y === 0)
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{
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ny1 = 0;
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}
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}
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2019-03-11 11:05:51 +00:00
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}
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else
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{
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overlap *= 0.5;
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body1.y -= body1.getMoveY(overlap);
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body2.y += body2.getMoveY(overlap);
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2019-03-11 09:19:41 +00:00
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}
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2019-03-11 12:26:11 +00:00
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velocity1.y = ny1;
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velocity2.y = ny2;
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2019-03-11 09:19:41 +00:00
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}
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2019-03-11 11:05:51 +00:00
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else if (body1Immovable)
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2017-11-09 13:02:55 +00:00
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{
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2019-03-11 11:05:51 +00:00
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// Body1 is immovable, but Body2 can move, so it gets all the separation
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2017-11-09 13:02:55 +00:00
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2019-03-11 11:05:51 +00:00
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if (faceBottom)
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2017-11-09 13:02:55 +00:00
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{
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2019-03-11 11:05:51 +00:00
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body2.y = body1.bottom;
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// console.log('a');
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}
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else
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{
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body2.bottom = body1.y;
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// console.log('b');
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2017-11-09 13:02:55 +00:00
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}
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2019-03-08 20:12:49 +00:00
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velocity2.y = v1 - v2 * body2.bounce.y;
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2017-11-09 13:02:55 +00:00
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// This is special case code that handles things like horizontal moving platforms you can ride
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if (body1.moves)
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{
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2019-03-08 20:12:49 +00:00
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body2.x += body2.getMoveX((body1.deltaX()) * body1.friction.x, true);
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2017-11-09 13:02:55 +00:00
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}
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}
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2019-03-11 11:05:51 +00:00
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else if (body2Immovable)
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2019-03-08 20:12:49 +00:00
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{
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2019-03-11 11:05:51 +00:00
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// Body2 is immovable, but Body1 can move, so it gets all the separation
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2019-03-08 20:12:49 +00:00
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2019-03-11 11:05:51 +00:00
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if (faceBottom)
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2019-03-08 20:12:49 +00:00
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{
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2019-03-11 11:05:51 +00:00
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body1.bottom = body2.y;
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// console.log('a');
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2019-03-11 09:19:41 +00:00
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}
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2019-03-11 11:05:51 +00:00
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else
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2019-03-11 09:19:41 +00:00
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{
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2019-03-11 11:05:51 +00:00
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body1.y = body2.bottom;
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// console.log('b');
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2019-03-08 20:12:49 +00:00
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}
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2019-03-11 09:19:41 +00:00
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2019-03-11 11:05:51 +00:00
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velocity1.y = v2 - v1 * body1.bounce.y;
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// This is special case code that handles things like horizontal moving platforms you can ride
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if (body2.moves)
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2019-03-11 09:19:41 +00:00
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{
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2019-03-11 11:05:51 +00:00
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body1.x += body1.getMoveX((body2.deltaX()) * body2.friction.x, true);
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2019-03-11 09:19:41 +00:00
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}
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2019-03-08 20:12:49 +00:00
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}
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2017-11-09 13:02:55 +00:00
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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 = SeparateY;
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