2018-02-09 03:44:23 +00:00
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/**
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* [description]
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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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* @param {Phaser.Physics.Arcade.Body} body1 - [description]
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* @param {Phaser.Physics.Arcade.Body} body2 - [description]
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* @param {boolean} overlapOnly - [description]
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* @param {number} bias - [description]
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*
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* @return {number} [description]
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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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if (body1.deltaY() === 0 && body2.deltaY() === 0)
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{
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// They overlap but neither of them are moving
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body1.embedded = true;
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body2.embedded = true;
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}
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else if (body1.deltaY() > body2.deltaY())
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{
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// Body1 is moving down and/or Body2 is moving up
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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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else
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{
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body1.touching.none = false;
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body1.touching.down = true;
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body2.touching.none = false;
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body2.touching.up = true;
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}
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}
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else if (body1.deltaY() < body2.deltaY())
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{
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// Body1 is moving up and/or Body2 is moving down
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overlap = body1.y - body2.bottom;
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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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else
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{
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body1.touching.none = false;
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body1.touching.up = true;
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body2.touching.none = false;
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body2.touching.down = true;
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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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