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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2018-02-09 03:44:23 +00:00
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/**
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2019-03-08 20:11:27 +00:00
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* Calculates and returns the vertical overlap between two arcade physics bodies.
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2018-02-09 03:44:23 +00:00
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*
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* @function Phaser.Physics.Arcade.GetOverlapY
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* @since 3.0.0
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*
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2018-10-19 16:45:05 +00:00
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* @param {Phaser.Physics.Arcade.Body} body1 - The first Body to separate.
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* @param {Phaser.Physics.Arcade.Body} body2 - The second Body to separate.
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* @param {boolean} overlapOnly - Is this an overlap only check, or part of separation?
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2019-03-08 20:11:27 +00:00
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* @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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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 {number} The amount of overlap.
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2018-02-09 03:44:23 +00:00
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*/
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2017-11-09 15:30:44 +00:00
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var GetOverlapY = function (body1, body2, overlapOnly, bias)
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2017-11-09 13:02:55 +00:00
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{
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var overlap = 0;
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2017-11-09 15:30:44 +00:00
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var maxOverlap = body1.deltaAbsY() + body2.deltaAbsY() + bias;
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2017-11-09 13:02:55 +00:00
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2019-03-08 20:11:27 +00:00
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var body1Down = (body1._dy > body2._dy);
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if (body1._dy === body2._dy)
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2017-11-09 13:02:55 +00:00
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{
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2019-03-08 20:11:27 +00:00
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// Neither of them has a faster velocity, but we still need to separate them
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// Try to figure it out based on overlap size
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var distance1 = body1.bottom - body2.y;
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var distance2 = body2.bottom - body1.y;
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body1Down = (distance1 < distance2);
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2017-11-09 13:02:55 +00:00
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}
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2019-03-08 20:11:27 +00:00
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if (body1Down)
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2017-11-09 13:02:55 +00:00
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{
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2019-03-08 20:11:27 +00:00
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// body1 is moving down and body2 is either moving up, moving slower than body1, or static
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2017-11-09 13:02:55 +00:00
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overlap = body1.bottom - body2.y;
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if ((overlap > maxOverlap && !overlapOnly) || body1.checkCollision.down === false || body2.checkCollision.up === false)
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{
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overlap = 0;
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}
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}
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2019-03-08 20:11:27 +00:00
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else
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2017-11-09 13:02:55 +00:00
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{
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2019-03-08 20:11:27 +00:00
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// body1 is moving up and body2 is either moving down, moving slower than body1, or static
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2017-11-09 13:02:55 +00:00
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overlap = body1.y - body2.bottom;
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2019-03-08 20:11:27 +00:00
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// console.log('body1 faster up', overlap);
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2017-11-09 13:02:55 +00:00
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if ((-overlap > maxOverlap && !overlapOnly) || body1.checkCollision.up === false || body2.checkCollision.down === false)
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{
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overlap = 0;
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}
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}
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// Resets the overlapY to zero if there is no overlap, or to the actual pixel value if there is
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body1.overlapY = overlap;
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body2.overlapY = overlap;
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return overlap;
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};
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module.exports = GetOverlapY;
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