phaser/src/physics/arcade/GetOverlapY.js

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/**
* [description]
*
* @function Phaser.Physics.Arcade.GetOverlapY
* @since 3.0.0
*
* @param {Phaser.Physics.Arcade.Body} body1 - [description]
* @param {Phaser.Physics.Arcade.Body} body2 - [description]
* @param {boolean} overlapOnly - [description]
* @param {number} bias - [description]
*
* @return {number} [description]
*/
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var GetOverlapY = function (body1, body2, overlapOnly, bias)
{
var overlap = 0;
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var maxOverlap = body1.deltaAbsY() + body2.deltaAbsY() + 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;
};
module.exports = GetOverlapY;