phaser/v3/src/physics/arcade/World.js

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// Phaser.Physics.Arcade.World
var Body = require('./Body');
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var Class = require('../../utils/Class');
var Rectangle = require('../../geom/rectangle/Rectangle');
var Vector2 = require('../../math/Vector2');
var DistanceBetween = require('../../math/distance/DistanceBetween');
var Clamp = require('../../math/Clamp');
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var CONST = require('./const');
var GetValue = require('../../utils/object/GetValue');
var Set = require('../../structs/Set');
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var World = new Class({
initialize:
function World (scene, config)
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{
this.scene = scene;
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this.events = scene.sys.events;
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this.bodies = new Set();
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this.gravity = new Vector2(GetValue(config, 'gravity.x', 0), GetValue(config, 'gravity.y', 0));
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this.bounds = new Rectangle(
GetValue(config, 'x', 0),
GetValue(config, 'y', 0),
GetValue(config, 'width', scene.sys.game.config.width),
GetValue(config, 'height', scene.sys.game.config.height)
);
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this.checkCollision = {
up: GetValue(config, 'checkCollision.up', true),
down: GetValue(config, 'checkCollision.down', true),
left: GetValue(config, 'checkCollision.left', true),
right: GetValue(config, 'checkCollision.right', true)
};
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this.maxObjects = GetValue(config, 'maxObjects', 10);
this.maxLevels = GetValue(config, 'maxLevels',40);
this.OVERLAP_BIAS = GetValue(config, 'overlapBias', 4);
this.forceX = GetValue(config, 'forceX', false);
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this.sortDirection = CONST.LEFT_RIGHT;
this.skipQuadTree = GetValue(config, 'skipQuadTree', true);
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this.isPaused = GetValue(config, 'isPaused', false);
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// this.quadTree = new Phaser.QuadTree(this.game.world.bounds.x, this.game.world.bounds.y, this.game.world.bounds.width, this.game.world.bounds.height, this.maxObjects, this.maxLevels);
this._total = 0;
this.drawDebug = GetValue(config, 'debug', false);
this.debugGraphic;
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// this.setBoundsToWorld();
this.defaults = {
debugShowBody: GetValue(config, 'debugShowBody', true),
debugShowVelocity: GetValue(config, 'debugShowVelocity', true),
bodyDebugColor: GetValue(config, 'debugBodyColor', 0xff00ff),
velocityDebugColor: GetValue(config, 'debugVelocityColor', 0x00ff00)
};
if (this.drawDebug)
{
this.createDebugGraphic();
}
},
createDebugGraphic: function ()
{
var graphic = this.scene.sys.add.graphics({ x: 0, y: 0 });
graphic.setZ(Number.MAX_SAFE_INTEGER);
this.debugGraphic = graphic;
this.drawDebug = true;
return graphic;
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},
setBounds: function (x, y, width, height)
{
this.bounds.setTo(x, y, width, height);
return this;
},
pause: function ()
{
this.isPaused = true;
return this;
},
resume: function ()
{
this.isPaused = false;
return this;
},
update: function (time, delta)
{
if (this.isPaused || this.bodies.size === 0)
{
return;
}
// this.delta = Math.min(delta / 1000, this.maxStep) * this.timeScale;
delta /= 1000;
this.delta = delta;
// Update all active bodies
var i;
var body;
var bodies = this.bodies.entries;
var len = bodies.length;
for (i = 0; i < len; i++)
{
body = bodies[i];
if (body.enable)
{
body.update(delta);
}
}
},
postUpdate: function ()
{
var i;
var body;
var bodies = this.bodies.entries;
var len = bodies.length;
for (i = 0; i < len; i++)
{
body = bodies[i];
if (body.enable)
{
body.postUpdate();
}
}
if (this.drawDebug)
{
var graphics = this.debugGraphic;
graphics.clear();
for (i = 0; i < len; i++)
{
body = bodies[i];
if (body.willDrawDebug())
{
body.drawDebug(graphics);
}
}
}
},
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updateMotion: function (body)
{
if (body.allowRotation)
{
var velocityDelta = this.computeVelocity(0, body, body.angularVelocity, body.angularAcceleration, body.angularDrag, body.maxAngular) - body.angularVelocity;
body.angularVelocity += velocityDelta;
body.rotation += (body.angularVelocity * this.delta);
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}
body.velocity.x = this.computeVelocity(1, body, body.velocity.x, body.acceleration.x, body.drag.x, body.maxVelocity.x);
body.velocity.y = this.computeVelocity(2, body, body.velocity.y, body.acceleration.y, body.drag.y, body.maxVelocity.y);
},
computeVelocity: function (axis, body, velocity, acceleration, drag, max)
{
if (max === undefined) { max = 10000; }
if (axis === 1 && body.allowGravity)
{
velocity += (this.gravity.x + body.gravity.x) * this.delta;
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}
else if (axis === 2 && body.allowGravity)
{
velocity += (this.gravity.y + body.gravity.y) * this.delta;
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}
if (acceleration)
{
velocity += acceleration * this.delta;
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}
else if (drag && body.allowDrag)
{
drag *= this.delta;
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if (velocity - drag > 0)
{
velocity -= drag;
}
else if (velocity + drag < 0)
{
velocity += drag;
}
else
{
velocity = 0;
}
}
if (velocity > max)
{
velocity = max;
}
else if (velocity < -max)
{
velocity = -max;
}
return velocity;
},
overlap: function (object1, object2, overlapCallback, processCallback, callbackContext)
{
overlapCallback = overlapCallback || null;
processCallback = processCallback || null;
callbackContext = callbackContext || overlapCallback;
this._total = 0;
this.collideObjects(object1, object2, overlapCallback, processCallback, callbackContext, true);
return (this._total > 0);
},
collide: function (object1, object2, collideCallback, processCallback, callbackContext)
{
collideCallback = collideCallback || null;
processCallback = processCallback || null;
callbackContext = callbackContext || collideCallback;
this._total = 0;
this.collideObjects(object1, object2, collideCallback, processCallback, callbackContext, false);
return (this._total > 0);
},
sortLeftRight: function (a, b)
{
if (!a.body || !b.body)
{
return 0;
}
return a.body.x - b.body.x;
},
sortRightLeft: function (a, b)
{
if (!a.body || !b.body)
{
return 0;
}
return b.body.x - a.body.x;
},
sortTopBottom: function (a, b)
{
if (!a.body || !b.body)
{
return 0;
}
return a.body.y - b.body.y;
},
sortBottomTop: function (a, b)
{
if (!a.body || !b.body)
{
return 0;
}
return b.body.y - a.body.y;
},
/*
sort: function (group, sortDirection)
{
if (group.physicsSortDirection !== null)
{
sortDirection = group.physicsSortDirection;
}
else
{
if (sortDirection === undefined) { sortDirection = this.sortDirection; }
}
if (sortDirection === Phaser.Physics.Arcade.LEFT_RIGHT)
{
// Game world is say 2000x600 and you start at 0
group.hash.sort(this.sortLeftRight);
}
else if (sortDirection === Phaser.Physics.Arcade.RIGHT_LEFT)
{
// Game world is say 2000x600 and you start at 2000
group.hash.sort(this.sortRightLeft);
}
else if (sortDirection === Phaser.Physics.Arcade.TOP_BOTTOM)
{
// Game world is say 800x2000 and you start at 0
group.hash.sort(this.sortTopBottom);
}
else if (sortDirection === Phaser.Physics.Arcade.BOTTOM_TOP)
{
// Game world is say 800x2000 and you start at 2000
group.hash.sort(this.sortBottomTop);
}
},
*/
collideObjects: function (object1, object2, collideCallback, processCallback, callbackContext, overlapOnly)
{
var i;
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if (!Array.isArray(object1) && Array.isArray(object2))
{
for (i = 0; i < object2.length; i++)
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{
if (!object2[i]) { continue; }
this.collideHandler(object1, object2[i], collideCallback, processCallback, callbackContext, overlapOnly);
}
}
else if (Array.isArray(object1) && !Array.isArray(object2))
{
for (i = 0; i < object1.length; i++)
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{
if (!object1[i]) { continue; }
this.collideHandler(object1[i], object2, collideCallback, processCallback, callbackContext, overlapOnly);
}
}
else if (Array.isArray(object1) && Array.isArray(object2))
{
for (i = 0; i < object1.length; i++)
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{
if (!object1[i]) { continue; }
for (var j = 0; j < object2.length; j++)
{
if (!object2[j]) { continue; }
this.collideHandler(object1[i], object2[j], collideCallback, processCallback, callbackContext, overlapOnly);
}
}
}
else
{
this.collideHandler(object1, object2, collideCallback, processCallback, callbackContext, overlapOnly);
}
},
collideHandler: function (object1, object2, collideCallback, processCallback, callbackContext, overlapOnly)
{
// Only collide valid objects
// if (object2 === undefined && object1.physicsType === Phaser.GROUP)
// {
// this.sort(object1);
// this.collideGroupVsSelf(object1, collideCallback, processCallback, callbackContext, overlapOnly);
// return;
// }
// If neither of the objects are set or exist then bail out
if (!object1 || !object2 || !object1.enable || !object2.enable)
{
return;
}
this.collideSpriteVsSprite(object1, object2, collideCallback, processCallback, callbackContext, overlapOnly);
},
collideSpriteVsSprite: function (sprite1, sprite2, collideCallback, processCallback, callbackContext, overlapOnly)
{
if (!sprite1.body || !sprite2.body)
{
return false;
}
if (this.separate(sprite1.body, sprite2.body, processCallback, callbackContext, overlapOnly))
{
if (collideCallback)
{
collideCallback.call(callbackContext, sprite1, sprite2);
}
this._total++;
}
return true;
},
separate: function (body1, body2, processCallback, callbackContext, overlapOnly)
{
if (
!body1.enable ||
!body2.enable ||
body1.checkCollision.none ||
body2.checkCollision.none ||
!this.intersects(body1, body2))
{
return false;
}
// They overlap. Is there a custom process callback? If it returns true then we can carry on, otherwise we should abort.
if (processCallback && processCallback.call(callbackContext, body1.gameObject, body2.gameObject) === false)
{
return false;
}
// Circle vs. Circle quick bail out
if (body1.isCircle && body2.isCircle)
{
return this.separateCircle(body1, body2, overlapOnly);
}
// We define the behavior of bodies in a collision circle and rectangle
// If a collision occurs in the corner points of the rectangle, the body behave like circles
// Either body1 or body2 is a circle
if (body1.isCircle !== body2.isCircle)
{
var bodyRect = (body1.isCircle) ? body2 : body1;
var bodyCircle = (body1.isCircle) ? body1 : body2;
var rect = {
x: bodyRect.x,
y: bodyRect.y,
right: bodyRect.right,
bottom: bodyRect.bottom
};
var circle = bodyCircle.center;
if (circle.y < rect.y || circle.y > rect.bottom)
{
if (circle.x < rect.x || circle.x > rect.right)
{
return this.separateCircle(body1, body2, overlapOnly);
}
}
}
var resultX = false;
var resultY = false;
// Do we separate on x or y first?
if (this.forceX || Math.abs(this.gravity.y + body1.gravity.y) < Math.abs(this.gravity.x + body1.gravity.x))
{
resultX = this.separateX(body1, body2, overlapOnly);
// Are they still intersecting? Let's do the other axis then
if (this.intersects(body1, body2))
{
resultY = this.separateY(body1, body2, overlapOnly);
}
}
else
{
resultY = this.separateY(body1, body2, overlapOnly);
// Are they still intersecting? Let's do the other axis then
if (this.intersects(body1, body2))
{
resultX = this.separateX(body1, body2, overlapOnly);
}
}
var result = (resultX || resultY);
if (result)
{
if (overlapOnly)
{
if (body1.onOverlap)
{
body1.onOverlap.dispatch(body1.sprite, body2.sprite);
}
if (body2.onOverlap)
{
body2.onOverlap.dispatch(body2.sprite, body1.sprite);
}
}
else
{
if (body1.onCollide)
{
body1.onCollide.dispatch(body1.sprite, body2.sprite);
}
if (body2.onCollide)
{
body2.onCollide.dispatch(body2.sprite, body1.sprite);
}
}
}
return result;
},
intersects: function (body1, body2)
{
if (body1 === body2)
{
return false;
}
if (body1.isCircle)
{
if (body2.isCircle)
{
// Circle vs. Circle
return DistanceBetween(body1.center.x, body1.center.y, body2.center.x, body2.center.y) <= (body1.halfWidth + body2.halfWidth);
}
else
{
// Circle vs. Rect
return this.circleBodyIntersects(body1, body2);
}
}
else if (body2.isCircle)
{
// Rect vs. Circle
return this.circleBodyIntersects(body2, body1);
}
else
{
// Rect vs. Rect
if (body1.right <= body2.position.x)
{
return false;
}
if (body1.bottom <= body2.position.y)
{
return false;
}
if (body1.position.x >= body2.right)
{
return false;
}
if (body1.position.y >= body2.bottom)
{
return false;
}
return true;
}
},
circleBodyIntersects: function (circle, body)
{
var x = Clamp(circle.center.x, body.left, body.right);
var y = Clamp(circle.center.y, body.top, body.bottom);
var dx = (circle.center.x - x) * (circle.center.x - x);
var dy = (circle.center.y - y) * (circle.center.y - y);
return (dx + dy) <= (circle.halfWidth * circle.halfWidth);
},
separateCircle: function (body1, body2, overlapOnly)
{
// Set the bounding box overlap values
this.getOverlapX(body1, body2);
this.getOverlapY(body1, body2);
var dx = body2.center.x - body1.center.x;
var dy = body2.center.y - body1.center.y;
var angleCollision = Math.atan2(dy, dx);
var overlap = 0;
if (body1.isCircle !== body2.isCircle)
{
var rect = {
x: (body2.isCircle) ? body1.position.x : body2.position.x,
y: (body2.isCircle) ? body1.position.y : body2.position.y,
right: (body2.isCircle) ? body1.right : body2.right,
bottom: (body2.isCircle) ? body1.bottom : body2.bottom
};
var circle = {
x: (body1.isCircle) ? body1.center.x : body2.center.x,
y: (body1.isCircle) ? body1.center.y : body2.center.y,
radius: (body1.isCircle) ? body1.halfWidth : body2.halfWidth
};
if (circle.y < rect.y)
{
if (circle.x < rect.x)
{
overlap = DistanceBetween(circle.x, circle.y, rect.x, rect.y) - circle.radius;
}
else if (circle.x > rect.right)
{
overlap = DistanceBetween(circle.x, circle.y, rect.right, rect.y) - circle.radius;
}
}
else if (circle.y > rect.bottom)
{
if (circle.x < rect.x)
{
overlap = DistanceBetween(circle.x, circle.y, rect.x, rect.bottom) - circle.radius;
}
else if (circle.x > rect.right)
{
overlap = DistanceBetween(circle.x, circle.y, rect.right, rect.bottom) - circle.radius;
}
}
overlap *= -1;
}
else
{
overlap = (body1.halfWidth + body2.halfWidth) - DistanceBetween(body1.center.x, body1.center.y, body2.center.x, body2.center.y);
}
// Can't separate two immovable bodies, or a body with its own custom separation logic
if (overlapOnly || overlap === 0 || (body1.immovable && body2.immovable) || body1.customSeparateX || body2.customSeparateX)
{
if (overlap !== 0)
{
if (body1.onOverlap)
{
body1.onOverlap.dispatch(body1.sprite, body2.sprite);
}
if (body2.onOverlap)
{
body2.onOverlap.dispatch(body2.sprite, body1.sprite);
}
}
// return true if there was some overlap, otherwise false
return (overlap !== 0);
}
// Transform the velocity vector to the coordinate system oriented along the direction of impact.
// This is done to eliminate the vertical component of the velocity
var v1 = {
x: body1.velocity.x * Math.cos(angleCollision) + body1.velocity.y * Math.sin(angleCollision),
y: body1.velocity.x * Math.sin(angleCollision) - body1.velocity.y * Math.cos(angleCollision)
};
var v2 = {
x: body2.velocity.x * Math.cos(angleCollision) + body2.velocity.y * Math.sin(angleCollision),
y: body2.velocity.x * Math.sin(angleCollision) - body2.velocity.y * Math.cos(angleCollision)
};
// We expect the new velocity after impact
var tempVel1 = ((body1.mass - body2.mass) * v1.x + 2 * body2.mass * v2.x) / (body1.mass + body2.mass);
var tempVel2 = (2 * body1.mass * v1.x + (body2.mass - body1.mass) * v2.x) / (body1.mass + body2.mass);
// We convert the vector to the original coordinate system and multiplied by factor of rebound
if (!body1.immovable)
{
body1.velocity.x = (tempVel1 * Math.cos(angleCollision) - v1.y * Math.sin(angleCollision)) * body1.bounce.x;
body1.velocity.y = (v1.y * Math.cos(angleCollision) + tempVel1 * Math.sin(angleCollision)) * body1.bounce.y;
}
if (!body2.immovable)
{
body2.velocity.x = (tempVel2 * Math.cos(angleCollision) - v2.y * Math.sin(angleCollision)) * body2.bounce.x;
body2.velocity.y = (v2.y * Math.cos(angleCollision) + tempVel2 * Math.sin(angleCollision)) * body2.bounce.y;
}
// When the collision angle is almost perpendicular to the total initial velocity vector
// (collision on a tangent) vector direction can be determined incorrectly.
// This code fixes the problem
if (Math.abs(angleCollision) < Math.PI / 2)
{
if ((body1.velocity.x > 0) && !body1.immovable && (body2.velocity.x > body1.velocity.x))
{
body1.velocity.x *= -1;
}
else if ((body2.velocity.x < 0) && !body2.immovable && (body1.velocity.x < body2.velocity.x))
{
body2.velocity.x *= -1;
}
else if ((body1.velocity.y > 0) && !body1.immovable && (body2.velocity.y > body1.velocity.y))
{
body1.velocity.y *= -1;
}
else if ((body2.velocity.y < 0) && !body2.immovable && (body1.velocity.y < body2.velocity.y))
{
body2.velocity.y *= -1;
}
}
else if (Math.abs(angleCollision) > Math.PI / 2)
{
if ((body1.velocity.x < 0) && !body1.immovable && (body2.velocity.x < body1.velocity.x))
{
body1.velocity.x *= -1;
}
else if ((body2.velocity.x > 0) && !body2.immovable && (body1.velocity.x > body2.velocity.x))
{
body2.velocity.x *= -1;
}
else if ((body1.velocity.y < 0) && !body1.immovable && (body2.velocity.y < body1.velocity.y))
{
body1.velocity.y *= -1;
}
else if ((body2.velocity.y > 0) && !body2.immovable && (body1.velocity.x > body2.velocity.y))
{
body2.velocity.y *= -1;
}
}
if (!body1.immovable)
{
body1.x += (body1.velocity.x * this.game.time.physicsElapsed) - overlap * Math.cos(angleCollision);
body1.y += (body1.velocity.y * this.game.time.physicsElapsed) - overlap * Math.sin(angleCollision);
}
if (!body2.immovable)
{
body2.x += (body2.velocity.x * this.game.time.physicsElapsed) + overlap * Math.cos(angleCollision);
body2.y += (body2.velocity.y * this.game.time.physicsElapsed) + overlap * Math.sin(angleCollision);
}
if (body1.onCollide)
{
body1.onCollide.dispatch(body1.sprite, body2.sprite);
}
if (body2.onCollide)
{
body2.onCollide.dispatch(body2.sprite, body1.sprite);
}
return true;
},
getOverlapX: function (body1, body2, overlapOnly)
{
var overlap = 0;
var maxOverlap = body1.deltaAbsX() + body2.deltaAbsX() + this.OVERLAP_BIAS;
if (body1.deltaX() === 0 && body2.deltaX() === 0)
{
// They overlap but neither of them are moving
body1.embedded = true;
body2.embedded = true;
}
else if (body1.deltaX() > body2.deltaX())
{
// Body1 is moving right and / or Body2 is moving left
overlap = body1.right - body2.x;
if ((overlap > maxOverlap && !overlapOnly) || body1.checkCollision.right === false || body2.checkCollision.left === false)
{
overlap = 0;
}
else
{
body1.touching.none = false;
body1.touching.right = true;
body2.touching.none = false;
body2.touching.left = true;
}
}
else if (body1.deltaX() < body2.deltaX())
{
// Body1 is moving left and/or Body2 is moving right
overlap = body1.x - body2.width - body2.x;
if ((-overlap > maxOverlap && !overlapOnly) || body1.checkCollision.left === false || body2.checkCollision.right === false)
{
overlap = 0;
}
else
{
body1.touching.none = false;
body1.touching.left = true;
body2.touching.none = false;
body2.touching.right = true;
}
}
// Resets the overlapX to zero if there is no overlap, or to the actual pixel value if there is
body1.overlapX = overlap;
body2.overlapX = overlap;
return overlap;
},
getOverlapY: function (body1, body2, overlapOnly)
{
var overlap = 0;
var maxOverlap = body1.deltaAbsY() + body2.deltaAbsY() + this.OVERLAP_BIAS;
if (body1.deltaY() === 0 && body2.deltaY() === 0)
{
// They overlap but neither of them are moving
body1.embedded = true;
body2.embedded = true;
}
else if (body1.deltaY() > body2.deltaY())
{
// Body1 is moving down and/or Body2 is moving up
overlap = body1.bottom - body2.y;
if ((overlap > maxOverlap && !overlapOnly) || body1.checkCollision.down === false || body2.checkCollision.up === false)
{
overlap = 0;
}
else
{
body1.touching.none = false;
body1.touching.down = true;
body2.touching.none = false;
body2.touching.up = true;
}
}
else if (body1.deltaY() < body2.deltaY())
{
// Body1 is moving up and/or Body2 is moving down
overlap = body1.y - body2.bottom;
if ((-overlap > maxOverlap && !overlapOnly) || body1.checkCollision.up === false || body2.checkCollision.down === false)
{
overlap = 0;
}
else
{
body1.touching.none = false;
body1.touching.up = true;
body2.touching.none = false;
body2.touching.down = true;
}
}
// Resets the overlapY to zero if there is no overlap, or to the actual pixel value if there is
body1.overlapY = overlap;
body2.overlapY = overlap;
return overlap;
},
separateX: function (body1, body2, overlapOnly)
{
var overlap = this.getOverlapX(body1, body2, overlapOnly);
// Can't separate two immovable bodies, or a body with its own custom separation logic
if (overlapOnly || overlap === 0 || (body1.immovable && body2.immovable) || body1.customSeparateX || body2.customSeparateX)
{
// return true if there was some overlap, otherwise false
return (overlap !== 0) || (body1.embedded && body2.embedded);
}
// Adjust their positions and velocities accordingly (if there was any overlap)
var v1 = body1.velocity.x;
var v2 = body2.velocity.x;
if (!body1.immovable && !body2.immovable)
{
overlap *= 0.5;
body1.x -= overlap;
body2.x += overlap;
var nv1 = Math.sqrt((v2 * v2 * body2.mass) / body1.mass) * ((v2 > 0) ? 1 : -1);
var nv2 = Math.sqrt((v1 * v1 * body1.mass) / body2.mass) * ((v1 > 0) ? 1 : -1);
var avg = (nv1 + nv2) * 0.5;
nv1 -= avg;
nv2 -= avg;
body1.velocity.x = avg + nv1 * body1.bounce.x;
body2.velocity.x = avg + nv2 * body2.bounce.x;
}
else if (!body1.immovable)
{
body1.x -= overlap;
body1.velocity.x = v2 - v1 * body1.bounce.x;
// This is special case code that handles things like vertically moving platforms you can ride
if (body2.moves)
{
body1.y += (body2.y - body2.prev.y) * body2.friction.y;
}
}
else
{
body2.x += overlap;
body2.velocity.x = v1 - v2 * body2.bounce.x;
// This is special case code that handles things like vertically moving platforms you can ride
if (body1.moves)
{
body2.y += (body1.y - body1.prev.y) * body1.friction.y;
}
}
// If we got this far then there WAS overlap, and separation is complete, so return true
return true;
},
separateY: function (body1, body2, overlapOnly)
{
var overlap = this.getOverlapY(body1, body2, overlapOnly);
// Can't separate two immovable bodies, or a body with its own custom separation logic
if (overlapOnly || overlap === 0 || (body1.immovable && body2.immovable) || body1.customSeparateY || body2.customSeparateY)
{
// return true if there was some overlap, otherwise false
return (overlap !== 0) || (body1.embedded && body2.embedded);
}
// Adjust their positions and velocities accordingly (if there was any overlap)
var v1 = body1.velocity.y;
var v2 = body2.velocity.y;
if (!body1.immovable && !body2.immovable)
{
overlap *= 0.5;
body1.y -= overlap;
body2.y += overlap;
var nv1 = Math.sqrt((v2 * v2 * body2.mass) / body1.mass) * ((v2 > 0) ? 1 : -1);
var nv2 = Math.sqrt((v1 * v1 * body1.mass) / body2.mass) * ((v1 > 0) ? 1 : -1);
var avg = (nv1 + nv2) * 0.5;
nv1 -= avg;
nv2 -= avg;
body1.velocity.y = avg + nv1 * body1.bounce.y;
body2.velocity.y = avg + nv2 * body2.bounce.y;
}
else if (!body1.immovable)
{
body1.y -= overlap;
body1.velocity.y = v2 - v1 * body1.bounce.y;
// This is special case code that handles things like horizontal moving platforms you can ride
if (body2.moves)
{
body1.x += (body2.x - body2.prev.x) * body2.friction.x;
}
}
else
{
body2.y += overlap;
body2.velocity.y = v1 - v2 * body2.bounce.y;
// This is special case code that handles things like horizontal moving platforms you can ride
if (body1.moves)
{
body2.x += (body1.x - body1.prev.x) * body1.friction.x;
}
}
// If we got this far then there WAS overlap, and separation is complete, so return true
return true;
},
enable: function (object)
{
var i = 1;
if (Array.isArray(object))
{
i = object.length;
while (i--)
{
if (object[i].hasOwnProperty('children'))
{
// If it's a Group then we do it on the children regardless
this.enable(object[i].children.entries);
}
else
{
this.enableBody(object[i]);
}
}
}
else if (object.hasOwnProperty('children'))
{
// If it's a Group then we do it on the children regardless
this.enable(object.children.entries);
}
else
{
this.enableBody(object);
}
},
enableBody: function (object)
{
if (object.body === null)
{
object.body = new Body(this, object);
this.bodies.set(object.body);
}
return object;
}
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});
module.exports = World;