phaser/src/physics/impact/Solver.js

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var SeperateX = require('./SeperateX');
var SeperateY = require('./SeperateY');
var COLLIDES = require('./COLLIDES');
// Impact Physics Solver
var Solver = function (world, bodyA, bodyB)
{
var weak = null;
if (bodyA.collides === COLLIDES.LITE || bodyB.collides === COLLIDES.FIXED)
{
weak = bodyA;
}
else if (bodyB.collides === COLLIDES.LITE || bodyA.collides === COLLIDES.FIXED)
{
weak = bodyB;
}
if (bodyA.last.x + bodyA.size.x > bodyB.last.x && bodyA.last.x < bodyB.last.x + bodyB.size.x)
{
if (bodyA.last.y < bodyB.last.y)
{
SeperateY(world, bodyA, bodyB, weak);
}
else
{
SeperateY(world, bodyB, bodyA, weak);
}
bodyA.collideWith(bodyB, 'y');
bodyB.collideWith(bodyA, 'y');
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world.emit('collide', bodyA, bodyB, 'y');
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}
else if (bodyA.last.y + bodyA.size.y > bodyB.last.y && bodyA.last.y < bodyB.last.y + bodyB.size.y)
{
if (bodyA.last.x < bodyB.last.x)
{
SeperateX(world, bodyA, bodyB, weak);
}
else
{
SeperateX(world, bodyB, bodyA, weak);
}
bodyA.collideWith(bodyB, 'x');
bodyB.collideWith(bodyA, 'x');
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world.emit('collide', bodyA, bodyB, 'x');
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}
};
module.exports = Solver;