phaser/src/physics/arcade/SeparateY.js

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/**
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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');
var GetOverlapY = require('./GetOverlapY');
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var IntersectsRect = require('./IntersectsRect');
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/**
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* Separates two overlapping bodies on the Y-axis (vertically).
*
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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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*
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* The bodies won't be separated if there is no vertical 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.SeparateY
* @since 3.0.0
*
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* @param {Phaser.Physics.Arcade.Body} body1 - The first Body to separate. This is our priority body.
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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 vertically, otherwise `false`.
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*/
var SeparateY = function (body1, body2, overlapOnly, bias)
{
var result = GetOverlapY(body1, body2, overlapOnly, bias);
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var overlap = result.overlap;
var topFace = result.topFace;
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var bottomFace = !topFace;
var intersects = result.intersects;
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var velocity1 = body1.velocity;
var velocity2 = body2.velocity;
var blocked1 = body1.blocked;
var blocked2 = body2.blocked;
var bounce1 = body1.bounce;
var bounce2 = body2.bounce;
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var worldBlocked1 = body1.worldBlocked;
var worldBlocked2 = body2.worldBlocked;
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var body1Immovable = (body1.physicsType === CONST.STATIC_BODY || body1.immovable);
var body2Immovable = (body2.physicsType === CONST.STATIC_BODY || body2.immovable);
// Can't separate two immovable bodies, or a body with its own custom separation logic
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if (!intersects || overlapOnly || (body1Immovable && body2Immovable) || body1.customSeparateY || body2.customSeparateY)
{
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// return true if there was some overlap, otherwise false.
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return ((intersects && overlap !== 0) || (body1.embedded && body2.embedded));
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}
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// Adjust their positions and velocities accordingly based on the amount of overlap
var v1 = velocity1.y;
var v2 = velocity2.y;
var ny1 = v1;
var ny2 = v2;
console.log('');
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console.log('frame', body1.world._frame);
console.log('body1', body1.gameObject.name, 'overlaps body2', body2.gameObject.name, 'on the', ((topFace) ? 'top' : 'bottom'));
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// At this point, the velocity from gravity, world rebounds, etc has been factored in.
// The body is moving the direction it wants to, but may be blocked and rebound.
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var moving1 = body1.movingY();
var moving2 = body2.movingY();
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if (moving1 && moving2)
{
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// Neither body is immovable, so they get a new velocity based on mass
var mass1 = body1.mass;
var mass2 = body2.mass;
// We don't need costly sqrts if both masses are the same
if (mass1 === mass2)
{
var bnv1 = Math.abs(v2) * ((v2 > 0) ? 1 : -1);
var bnv2 = Math.abs(v1) * ((v1 > 0) ? 1 : -1);
var avg = (bnv1 + bnv2) * 0.5;
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var nv1 = bnv1 - avg;
var nv2 = bnv2 - avg;
ny1 = avg + nv1 * bounce1.y;
ny2 = avg + nv2 * bounce2.y;
console.log('resolution 1');
console.log('pre-impact v = body1', v1, 'body2', v2);
console.log('post-impact v = body1', ny1, 'body2', ny2);
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console.log('pre-impact y = body1', body1.gameObject.y, 'body2', body2.gameObject.y);
console.log('sleeping? = body1', body1.sleeping, 'body2', body2.sleeping);
console.log('wb = body1', body1.worldBlocked.down, 'body2', body2.worldBlocked.down);
// console.log('avg', avg);
// console.log('nv', nv1, nv2);
// console.log('sqrt mult', bnv1, bnv2);
// console.log('delta', body1.deltaY(), body2.deltaY());
}
else
{
var bnv1 = Math.sqrt((v2 * v2 * mass2) / mass1) * ((v2 > 0) ? 1 : -1);
var bnv2 = Math.sqrt((v1 * v1 * mass1) / mass2) * ((v1 > 0) ? 1 : -1);
var avg = (bnv1 + bnv2) * 0.5;
var nv1 = bnv1;
var nv2 = bnv2;
nv1 -= avg;
nv2 -= avg;
ny1 = avg + nv1 * bounce1.y;
ny2 = avg + nv2 * bounce2.y;
console.log('resolution 2');
console.log('pre-impact v = body1', v1, 'body2', v2);
console.log('post-impact v = body1', ny1, 'body2', ny2);
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// console.log('avg', avg);
// console.log('nv', nv1, nv2);
// console.log('sqrt', bnv1, bnv2);
// console.log('delta', body1.deltaY(), body2.deltaY());
}
}
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else if (!moving1 && moving2)
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{
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// Body1 is immovable, so adjust body2 speed
ny2 = v1 - v2 * bounce2.y;
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console.log('resolution 3');
console.log('pre-impact v = body1', v1, 'body2', v2);
console.log('post-impact v = body1', ny1, 'body2', ny2);
console.log('sleeping? = body1', body1.sleeping, 'body2', body2.sleeping);
}
else if (moving1 && !moving2)
{
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// Body2 is immovable, so adjust body1 speed
ny1 = v2 - v1 * bounce1.y;
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console.log('resolution 4');
console.log('pre-impact v = body1', v1, 'body2', v2);
console.log('post-impact v = body1', ny1, 'body2', ny2);
console.log('sleeping? = body1', body1.sleeping, 'body2', body2.sleeping);
}
else
{
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console.log('neither moving, or both immovable');
console.log('resolution 5');
console.log('pre-impact v = body1', v1, 'body2', v2);
console.log('post-impact v = body1', ny1, 'body2', ny2);
console.log('sleeping? = body1', body1.sleeping, 'body2', body2.sleeping);
ny1 = 0;
ny2 = 0;
}
var totalA = 0;
var totalB = 0;
// Velocities calculated, time to work out what moves where
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if (overlap !== 0)
{
// Try and give 50% separation to each body (this could be improved to give a speed ratio amount to each body)
var share = overlap * 0.5;
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if (topFace)
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{
totalA = body1.getMoveY(share);
if (totalA < share)
{
share += (share - totalA);
}
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totalB = body2.getMoveY(-share);
}
else
{
totalB = body2.getMoveY(share);
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if (totalB < share)
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{
share += (share - totalB);
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}
totalA = body1.getMoveY(-share);
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}
}
console.log('split at', totalA, totalB, 'of', overlap);
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if (totalA === 0 && totalB === 0 && overlap !== 0)
{
console.log('two immovable bodies');
velocity1.y = 0;
velocity2.y = 0;
return true;
}
// By this stage the bodies have their separation distance calculated (stored in totalA/B)
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// and they have their new post-impact velocity. So now we need to work out block state based on direction.
if (ny1 < 0)
{
// Body1 is moving UP
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if (topFace)
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{
// The top of Body1 overlaps with the bottom of Body2
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if (body2.isBlockedUp())
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{
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body1.setBlockedUp(body2);
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console.log('ny1 < 0 topface up', body1.y);
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}
else
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{
body1.y += totalA;
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console.log('ny1 < 0 topface add', body1.y);
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}
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}
else if (bottomFace)
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{
// The bottom of Body1 overlaps with the top of Body2
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if (body2.isBlockedDown())
{
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body1.setBlockedDown(body2);
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console.log('ny1 < 0 bottomface down', body1.y);
}
else
{
body1.y += totalA;
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console.log('ny1 < 0 bottomface add', body1.y);
}
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}
// If Body1 cannot move up, it doesn't matter what new velocity it has.
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if (body1.sleeping && body1.isBlockedUp())
{
ny1 = 0;
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console.log('ny1 < 0 zero sleep');
}
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}
else if (ny1 > 0)
{
// Body1 is moving DOWN
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if (topFace)
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{
// The top of Body1 overlaps with the bottom of Body2
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if (body2.isBlockedUp())
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{
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body1.setBlockedUp(body2);
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console.log('ny1 > 0 topface up', body1.y);
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}
else
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{
body1.y += totalA;
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console.log('ny1 > 0 topface add', body1.y);
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}
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}
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else if (bottomFace)
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{
// The bottom of Body1 overlaps with the top of Body2
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if (body2.isBlockedDown())
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{
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body1.setBlockedDown(body2);
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console.log('ny1 > 0 bottomface down', body1.y);
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}
else
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{
body1.y += totalA;
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console.log('ny1 > 0 bottomface add', body1.y);
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}
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}
// If Body1 cannot move down, it doesn't matter what new velocity it has.
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if (body1.sleeping && body1.isBlockedDown())
{
ny1 = 0;
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console.log('ny1 > 0 zero sleep');
}
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}
else
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{
// Body1 is stationary
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if (topFace)
{
// The top of Body1 overlaps with the bottom of Body2
if (body2.isBlockedUp())
{
body1.setBlockedUp(body2);
console.log('body1 stationary topface up', body1.y);
}
else
{
body1.y += totalA;
console.log('body1 stationary topface add', body1.y);
}
}
else if (bottomFace)
{
// The bottom of Body1 overlaps with the top of Body2
if (body2.isBlockedDown())
{
body1.setBlockedDown(body2);
console.log('body1 stationary bottomface down', body1.y);
}
else
{
body1.y += totalA;
console.log('body1 stationary bottomface add', body1.y);
}
}
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}
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if (ny2 < 0)
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{
// Body2 is moving UP
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if (topFace)
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{
// The bottom of Body2 overlaps with the top of Body1
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if (body1.isBlockedDown())
{
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body2.setBlockedDown(body1);
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console.log('ny2 < 0 topface down', body2.y);
}
else
{
body2.y += totalB;
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console.log('ny2 < 0 topface add', body2.y);
}
}
else if (bottomFace)
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{
// The top of Body2 overlaps with the bottom of Body1
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if (body1.isBlockedUp())
{
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body2.setBlockedUp(body1);
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console.log('ny2 < 0 bottomface down', body2.y);
}
else
{
body2.y += totalB;
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console.log('ny2 < 0 bottomface add', body2.y);
}
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}
// If Body2 cannot move up, it doesn't matter what new velocity it has.
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if (body2.sleeping && body2.isBlockedUp())
{
ny2 = 0;
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console.log('ny2 < 0 zero sleep');
}
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}
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else if (ny2 > 0)
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{
// Body2 is moving DOWN
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if (topFace)
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{
// The bottom of Body2 overlaps with the top of Body1
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if (body1.isBlockedDown())
{
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body2.setBlockedDown(body1);
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console.log('ny2 > 0 topface down', body2.y);
}
else
{
body2.y += totalB;
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console.log('ny2 > 0 topface add', body2.y);
}
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}
else if (bottomFace)
{
// The top of Body2 overlaps with the bottom of Body1
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if (body1.isBlockedUp())
{
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body2.setBlockedUp(body1);
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console.log('ny2 > 0 bottomface up', body2.y);
}
else
{
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body2.y += totalB;
console.log('ny2 > 0 bottomface add', body2.y);
}
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}
// If Body2 cannot move down, it doesn't matter what new velocity it has.
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if (body2.sleeping && body1.isBlockedDown())
{
ny2 = 0;
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console.log('ny2 > 0 zero sleep');
}
}
else
{
// Body2 is stationary
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if (topFace)
{
// The bottom of Body2 overlaps with the top of Body1
if (body1.isBlockedDown())
{
body2.setBlockedDown(body1);
console.log('body2 stationary topface down', body2.y);
}
else
{
body2.y += totalB;
console.log('body2 stationary topface add', body2.y);
}
}
else if (bottomFace)
{
// The top of Body2 overlaps with the bottom of Body1
if (body1.isBlockedUp())
{
body2.setBlockedUp(body1);
console.log('body2 stationary bottomface down', body2.y);
}
else
{
body2.y += totalB;
console.log('body2 stationary bottomface add', body2.y);
}
}
}
// We disregard the new velocity when a Body is world blocked AND blocked by something on the opposite face
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if (body1.isBlockedY())
{
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ny1 = 0;
}
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if (body2.isBlockedY())
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{
ny2 = 0;
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}
// Wakey, wakey?
if (body1.sleeping)
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{
if (Math.abs(ny1) < body1.minVelocity.y)
{
// Not enough new velocity to get out of bed for
ny1 = 0;
}
else
{
console.log('waking body1 from', ny1, body1.prevVelocity.y);
body1.wake();
}
}
if (body2.sleeping)
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{
if (Math.abs(ny2) < body2.minVelocity.y)
{
// Not enough new velocity to get out of bed for
ny2 = 0;
}
else
{
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console.log('waking body2 from', ny2, body2.prevVelocity.y);
body2.wake();
}
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}
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console.log('SepY End', ny1, ny2, 'y', body1.y, body2.y);
velocity1.y = ny1;
velocity2.y = ny2;
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// TODO: This is special case code that handles things like horizontal moving platforms you can ride
// if (body2.moves)
// {
// body1.x += body1.getMoveX((body2.deltaX()) * body2.friction.x, true);
// }
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console.log('');
// If we got this far then there WAS overlap, and separation is complete, so return true
return true;
};
module.exports = SeparateY;