2018-01-11 02:47:25 +00:00
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var ProcessTileSeparationX = require('./ProcessTileSeparationX');
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/**
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* Check the body against the given tile on the X axis.
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*
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* @private
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* @method Phaser.Physics.Arcade#tileCheckX
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* @param {Phaser.Physics.Arcade.Body} body - The Body object to separate.
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* @param {Phaser.Tile} tile - The tile to check.
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* @param {Phaser.TilemapLayer} tilemapLayer - The tilemapLayer to collide against.
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* @return {number} The amount of separation that occurred.
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*/
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2018-01-17 01:03:13 +00:00
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var TileCheckX = function (body, tile, tileLeft, tileRight, tileBias)
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2018-01-11 02:47:25 +00:00
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{
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var ox = 0;
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if (body.deltaX() < 0 && !body.blocked.left && tile.collideRight && body.checkCollision.left)
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{
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// Body is moving LEFT
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if (tile.faceRight && body.x < tileRight)
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{
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ox = body.x - tileRight;
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2018-01-11 14:32:07 +00:00
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if (ox < -tileBias)
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2018-01-11 02:47:25 +00:00
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{
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ox = 0;
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}
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}
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}
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else if (body.deltaX() > 0 && !body.blocked.right && tile.collideLeft && body.checkCollision.right)
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{
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// Body is moving RIGHT
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if (tile.faceLeft && body.right > tileLeft)
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{
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ox = body.right - tileLeft;
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2018-01-11 14:32:07 +00:00
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if (ox > tileBias)
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2018-01-11 02:47:25 +00:00
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{
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ox = 0;
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}
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}
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}
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if (ox !== 0)
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{
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if (body.customSeparateX)
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{
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body.overlapX = ox;
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}
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else
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{
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ProcessTileSeparationX(body, ox);
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}
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}
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return ox;
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};
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module.exports = TileCheckX;
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