phaser/src/physics/arcade/tilemap/TileCheckY.js

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2018-02-12 16:01:20 +00:00
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
var ProcessTileSeparationY = require('./ProcessTileSeparationY');
/**
2018-02-09 03:44:23 +00:00
* Check the body against the given tile on the Y axis.
*
* @function Phaser.Physics.Arcade.Tilemap.TileCheckY
* @since 3.0.0
*
* @param {Phaser.Physics.Arcade.Body} body - The Body object to separate.
* @param {Phaser.Tilemaps.Tile} tile - The tile to check.
* @param {number} tileTop - [description]
* @param {number} tileBottom - [description]
* @param {number} tileBias - [description]
*
* @return {number} The amount of separation that occurred.
*/
var TileCheckY = function (body, tile, tileTop, tileBottom, tileBias)
{
var oy = 0;
if (body.deltaY() < 0 && !body.blocked.up && tile.collideDown && body.checkCollision.up)
{
// Body is moving UP
if (tile.faceBottom && body.y < tileBottom)
{
oy = body.y - tileBottom;
if (oy < -tileBias)
{
oy = 0;
}
}
}
else if (body.deltaY() > 0 && !body.blocked.down && tile.collideUp && body.checkCollision.down)
{
// Body is moving DOWN
if (tile.faceTop && body.bottom > tileTop)
{
oy = body.bottom - tileTop;
if (oy > tileBias)
{
oy = 0;
}
}
}
if (oy !== 0)
{
if (body.customSeparateY)
{
body.overlapY = oy;
}
else
{
ProcessTileSeparationY(body, oy);
}
}
return oy;
};
module.exports = TileCheckY;