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https://github.com/photonstorm/phaser
synced 2025-02-16 05:58:30 +00:00
Optimizing code out
This commit is contained in:
parent
f555757032
commit
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1 changed files with 264 additions and 145 deletions
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@ -6,6 +6,7 @@
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var CONST = require('./const');
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var GetOverlapY = require('./GetOverlapY');
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var IntersectsRect = require('./IntersectsRect');
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/**
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* Separates two overlapping bodies on the Y-axis (vertically).
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@ -31,7 +32,8 @@ var SeparateY = function (body1, body2, overlapOnly, bias)
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var result = GetOverlapY(body1, body2, overlapOnly, bias);
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var overlap = result[0];
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var faceTop = result[1];
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var topFace = result[1];
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var bottomFace = !topFace;
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var intersects = result[2];
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var velocity1 = body1.velocity;
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@ -40,8 +42,8 @@ var SeparateY = function (body1, body2, overlapOnly, bias)
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var blocked1 = body1.blocked;
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var blocked2 = body2.blocked;
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var body1BlockedY = (blocked1.up || blocked1.down);
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var body2BlockedY = (blocked2.up || blocked2.down);
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var worldBlocked1 = body1.worldBlocked;
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var worldBlocked2 = body2.worldBlocked;
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var body1Immovable = (body1.physicsType === CONST.STATIC_BODY || body1.immovable);
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var body2Immovable = (body2.physicsType === CONST.STATIC_BODY || body2.immovable);
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@ -50,39 +52,24 @@ var SeparateY = function (body1, body2, overlapOnly, bias)
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if (!intersects || overlapOnly || (body1Immovable && body2Immovable) || body1.customSeparateY || body2.customSeparateY)
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{
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// return true if there was some overlap, otherwise false.
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return (overlap !== 0) || (body1.embedded && body2.embedded);
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}
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if (blocked1.up && blocked1.down)
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{
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body1Immovable = true;
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}
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if (blocked2.up && blocked2.down)
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{
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body2Immovable = true;
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return ((intersects && overlap !== 0) || (body1.embedded && body2.embedded));
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}
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// Adjust their positions and velocities accordingly based on the amount of overlap
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var v1 = velocity1.y;
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var v2 = velocity2.y;
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// At this point, the velocity from gravity, world rebounds, etc has been factored in.
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// The body is moving the direction it wants to, but may be blocked.
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var ny1 = v1;
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var ny2 = v2;
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if (body1Immovable && body2Immovable)
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// console.log(body1.gameObject.name, 'overlaps', body2.gameObject.name, 'on the', ((topFace) ? 'top' : 'bottom'));
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// At this point, the velocity from gravity, world rebounds, etc has been factored in.
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// The body is moving the direction it wants to, but may be blocked and rebound.
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if (!body1Immovable && !body2Immovable)
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{
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// Both bodies are equally blocked, we can't do anything with them
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console.log('Both bodies are equally blocked, kill velocity?');
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// ny1 = 0;
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// ny2 = 0;
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}
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else if (!body1Immovable && !body1BlockedY && !body2Immovable && !body2BlockedY)
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{
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// Neither body is immovable or blocked, so they get a new velocity based on mass
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// Neither body is immovable, so they get a new velocity based on mass
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var mass1 = body1.mass;
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var mass2 = body2.mass;
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@ -96,163 +83,295 @@ var SeparateY = function (body1, body2, overlapOnly, bias)
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ny1 = avg + nv1 * body1.bounce.y;
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ny2 = avg + nv2 * body2.bounce.y;
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// console.log('*1', ny1, ny2, 'vs', v1, v2, 'avg', avg, 'nv', nv1, nv2, body1.bounce.y, body2.bounce.y);
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}
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else if (body1BlockedY || body1Immovable)
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else if (body1Immovable)
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{
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// Body1 is blocked or never changes speed, so adjust body2 speed
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// Body1 is immovable, so adjust body2 speed
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ny2 = v1 - v2 * body2.bounce.y;
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}
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else if (body2BlockedY || body2Immovable)
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else if (body2Immovable)
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{
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// Body2 is blocked or never changes speed, so adjust body1 speed
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// Body2 is immovable, so adjust body1 speed
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ny1 = v2 - v1 * body1.bounce.y;
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}
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// Velocities calculated, time to work out what moves where
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if (overlap !== 0)
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{
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var share = overlap * 0.5;
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var amount1 = body1.getMoveY(share);
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var amount2 = body2.getMoveY(-share);
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var share = overlap * 0.2;
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var totalA = 0;
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var totalB = 0;
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if (amount1 !== share)
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for (var i = 0; i < 12; i++)
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{
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amount2 -= (share - amount1);
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}
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else if (amount2 !== -share)
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{
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amount1 += (share + amount2);
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var amount1 = (topFace) ? body1.getMoveY(share) : body1.getMoveY(-share);
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var amount2 = (topFace) ? body2.getMoveY(-share) : body2.getMoveY(share);
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totalA += amount1;
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totalB += amount2;
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if (Math.abs(totalA) + Math.abs(totalB) >= overlap)
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{
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break;
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}
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}
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body1.y += amount1;
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body2.y += amount2;
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// console.log('split at', totalA, totalB, 'of', overlap);
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if (amount1)
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{
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body1.wake();
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}
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body1.y += totalA;
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body2.y += totalB;
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if (amount2)
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// var share = overlap * 0.5;
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// var amount1 = (topFace) ? body1.getMoveY(share) : body1.getMoveY(-share);
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// var amount2 = (topFace) ? body2.getMoveY(-share) : body2.getMoveY(share);
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// if (topFace && amount1 !== share && !worldBlocked2.up)
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// {
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// amount2 -= (share - amount1);
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// }
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// else if (bottomFace && amount1 !== -share && !worldBlocked2.down)
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// {
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// amount2 += (share + amount1);
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// }
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// body1.y += amount1;
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// body2.y += amount2;
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// if (amount1)
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// {
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// body1.wake();
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// }
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// if (amount2)
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// {
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// body2.wake();
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// }
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// if (body2.gameObject.name === 'block2')
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// {
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// var stillIntersects = IntersectsRect(body1, body2);
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// console.log(ny1, ny2);
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// console.log('split rates', share, amount1, amount2);
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// console.log(body1.y, body1.bottom);
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// console.log(body2.y, body2.bottom);
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// console.log('still?', stillIntersects);
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// debugger;
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// }
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// Still intersecting?
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/*
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if (IntersectsRect(body1, body2))
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{
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body2.wake();
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console.log('intersect adjustment');
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if (body1Immovable)
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{
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if (topFace)
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{
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console.log('ad1');
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body2.bottom = body1.y;
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}
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else
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{
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console.log('ad2');
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body2.y = body1.bottom;
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}
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}
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else if (!body1Immovable)
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{
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if (topFace)
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{
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console.log('ad3');
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body1.y = body2.bottom;
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}
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else
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{
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console.log('ad4');
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body1.bottom = body2.y;
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}
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}
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}
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*/
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}
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if (body1BlockedY || body2BlockedY)
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/*
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if (body1.deltaY() < 0)
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{
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if (body1.deltaY() < 0 && blocked1.up && blocked1.by === body2)
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{
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// console.log('up1');
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// Body1 is moving UP and is blocked by Body2
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if (faceTop)
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{
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// Body1 top hit Body2 bottom and is blocked from moving up
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body1.y = body2.bottom;
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}
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else
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{
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// Body1 bottom hit Body2 top and is blocked from moving up
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body1.bottom = body2.y;
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}
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// Body1 is moving UP
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}
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else if (body1.deltaY() > 0)
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{
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// Body1 is moving DOWN
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}
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else
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{
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// Body1 is stationary
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}
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*/
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body1.forcePosition = (body1.bounce.y === 0);
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if (ny1 < 0)
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{
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// Velocity hasn't been reversed, so cancel it
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ny1 = 0;
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}
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/*
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if (topFace)
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{
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// The top of Body1 overlaps with the bottom of Body2
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if (worldBlocked2.up && !body1Immovable)
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{
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body1.setWorldBlockedUp(body2.bottom);
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}
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else if (body1.deltaY() > 0 && blocked1.down && blocked1.by === body2)
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else if (worldBlocked2.down && !body1Immovable)
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{
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// console.log('down1');
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// Body1 is moving DOWN and is blocked by Body2
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if (faceTop)
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{
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// Body1 top hit Body2 bottom and is blocked from moving down
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body1.y = body2.bottom;
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}
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else
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{
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// Body1 bottom hit Body2 top and is blocked from moving down
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body1.bottom = body2.y;
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}
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body1.forcePosition = (body1.bounce.y === 0);
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if (ny1 > 0)
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{
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// Velocity hasn't been reversed, so cancel it
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ny1 = 0;
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}
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}
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if (body2.deltaY() < 0 && blocked2.up && blocked2.by === body1)
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{
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// console.log('up2');
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// Body2 is moving UP and is blocked by Body1
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if (faceTop)
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{
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// Body2 bottom hit Body1 top and is blocked from moving up
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body2.bottom = body1.y;
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}
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else
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{
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// Body2 top hit Body1 bottom and is blocked from moving up
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body2.y = body1.bottom;
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}
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body2.forcePosition = (body2.bounce.y === 0);
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if (ny2 < 0)
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{
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// Velocity hasn't been reversed, so cancel it
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ny2 = 0;
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}
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}
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else if (body2.deltaY() > 0 && blocked2.down && blocked2.by === body1)
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{
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// console.log('down2');
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// Body2 is moving DOWN and is blocked by Body1
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if (faceTop)
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{
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// Body2 bottom hit Body1 top and is blocked from moving down
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body2.bottom = body1.y;
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}
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else
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{
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// Body2 top hit Body1 bottom and is blocked from moving down
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body2.y = body1.bottom;
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}
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body2.forcePosition = (body2.bounce.y === 0);
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if (ny2 > 0)
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{
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// Velocity hasn't been reversed, so cancel it
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ny2 = 0;
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}
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body1.setWorldBlockedDown(body2.y);
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}
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}
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else if (bottomFace)
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{
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// The bottom of Body1 overlaps with the top of Body2
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if (worldBlocked2.down && !body1Immovable)
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{
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body1.setWorldBlockedDown(body2.y);
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}
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else if (worldBlocked2.up && !body1Immovable)
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{
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body1.setWorldBlockedUp(body2.bottom);
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}
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}
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*/
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/*
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if (body1.deltaY() < 0)
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{
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// Body1 is moving UP
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console.log('up1');
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if (topFace)
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{
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// The top of Body1 hit the bottom of Body2
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if (worldBlocked2.up)
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{
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body1.setWorldBlockedUp(body2.bottom);
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}
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else if (worldBlocked2.down)
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{
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body1.setWorldBlockedDown(body2.bottom);
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}
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}
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else if (bottomFace)
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{
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// The bottom of Body1 hit the top of Body2
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if (worldBlocked2.up)
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{
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body1.setWorldBlockedUp(body2.y);
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}
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else if (worldBlocked2.down)
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{
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body1.setWorldBlockedDown(body2.y);
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}
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}
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if (ny1 < 0)
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{
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// Velocity hasn't been reversed, so cancel it
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ny1 = 0;
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}
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}
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else if (body1.deltaY() > 0)
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{
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// Body1 is moving DOWN
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console.log('down1');
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if (topFace)
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{
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}
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if (ny1 > 0)
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{
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// Velocity hasn't been reversed, so cancel it
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ny1 = 0;
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}
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}
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if (body2.deltaY() < 0)
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{
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// Body2 is moving UP
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console.log('up2');
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if (topFace && worldBlocked1.up)
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{
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// The bottom of Body2 hit the top of Body1 and is blocked from moving up
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body1.setWorldBlockedUp(body2.bottom);
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}
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else if (topFace)
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{
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// The top of Body1 hit the bottom of Body2, but isn't blocked. However, we still don't want penetration.
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body1.y = body2.bottom;
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}
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if (ny1 < 0)
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{
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// Velocity hasn't been reversed, so cancel it
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ny1 = 0;
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}
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}
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else if (body1.deltaY() > 0)
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{
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// Body1 is moving DOWN
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console.log('down1');
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if (bottomFace && worldBlocked2.down)
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{
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// The bottom of Body1 hit the top of Body2 and is blocked from moving down
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body1.setWorldBlockedDown(body2.y);
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}
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else if (bottomFace)
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{
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// The bottom of Body1 hit the top of Body2, but isn't blocked. However, we still don't want penetration.
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body1.bottom = body2.y;
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}
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if (ny1 > 0)
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{
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// Velocity hasn't been reversed, so cancel it
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ny1 = 0;
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}
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}
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*/
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// If body was asleep, we only wake it up for significant changes in velocity
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// if (body1.sleeping && Math.abs(ny1) > 10)
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// {
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// body1.wake();
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// }
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// if (body2.sleeping && Math.abs(ny2) > 10)
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// {
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// body2.wake();
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// }
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if (body1.sleeping && Math.abs(ny1) < 10)
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{
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ny1 = 0;
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}
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else
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{
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body1.wake();
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}
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if (body2.sleeping && Math.abs(ny2) < 10)
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{
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ny2 = 0;
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}
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else
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{
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body2.wake();
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}
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velocity1.y = ny1;
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velocity2.y = ny2;
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Add table
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