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https://github.com/photonstorm/phaser
synced 2024-11-24 05:33:35 +00:00
Sleeping can now force a position
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parent
ec1b765833
commit
0f59b326f6
1 changed files with 86 additions and 35 deletions
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@ -1003,28 +1003,37 @@ var Body = new Class({
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this.prev.x = this.x;
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this.prev.y = this.y;
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this.preRotation = this.rotation;
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if (window.dump)
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{
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console.log('preUpdate v', this.gameObject.name, 'vel', this.velocity.y);
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if (this.gameObject.name === 'bit01')
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{
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window.dump = false;
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}
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}
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},
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sleep: function ()
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sleep: function (forceY)
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{
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if (!this.sleeping)
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{
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this.sleeping = true;
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console.log('put to sleep');
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console.log(this.gameObject.name, 'put to sleep on frame', this.world._frame);
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this.velocity.set(0);
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this.prevVelocity.set(0);
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this.speed = 0;
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this.forcePosition = true;
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var worldBlocked = this.worldBlocked;
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if (forceY && !worldBlocked.none)
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{
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var worldBounds = this.world.bounds;
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if (worldBlocked.down)
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{
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this.bottom = worldBounds.bottom;
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}
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else if (worldBlocked.up)
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{
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this.y = worldBounds.y;
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}
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}
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}
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},
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@ -1047,7 +1056,7 @@ var Body = new Class({
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}
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},
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updateBlockers: function ()
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checkBlockers: function ()
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{
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// Iterate through the list of previous frame blockers and see if they are still there
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@ -1086,7 +1095,7 @@ var Body = new Class({
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*/
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update: function (delta)
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{
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this.updateBlockers();
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this.checkBlockers();
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var velocity = this.velocity;
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var position = this.position;
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@ -1137,7 +1146,26 @@ var Body = new Class({
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// And finally we'll integrate the new position back to the Sprite in postUpdate
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},
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// Return true if body should be repositioned, otherwise return false to avoid positioning
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movingY: function ()
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{
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if (this.sleeping || this.physicsType === CONST.STATIC_BODY)
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{
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return false;
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}
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var velocityY = this.velocity.y;
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if ((velocityY <= 0 && this.isWorldBlockedUp()) || (velocityY >= 0 && this.isWorldBlockedDown()))
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{
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return false;
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}
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var actualVelocityY = Math.abs(velocityY) - Math.abs(this._gy);
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return (actualVelocityY > this.minVelocity.y);
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},
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// Return true if body can be repositioned after this call, otherwise return false to stop positioning in the update
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checkWorldRebound: function ()
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{
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var blocked = this.blocked;
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@ -1155,6 +1183,11 @@ var Body = new Class({
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return true;
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}
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if (this.sleeping)
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{
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return false;
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}
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// Reverse the velocity for the world bounce?
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if (
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(by !== 0) &&
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@ -1172,16 +1205,17 @@ var Body = new Class({
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// Gravity is pulling them down
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if (newVelocityY > 0 && (newVelocityY < gravityY || FuzzyLessThan(newVelocityY, gravityY, this.minVelocity.y)))
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{
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this.sleep();
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console.log('frame', this.world._frame, this.gameObject.name, 'rebound up too small, sending to sleep', newVelocityY, gravityY);
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this.sleep(true);
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console.log(this.gameObject.name, 'rebound up too small, zeroing', newVelocityY, gravityY);
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console.log('zero y', this.y, 'gy', this.gameObject.y, worldBlocked.down);
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return false;
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}
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else
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{
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velocity.y *= -by;
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console.log(this.gameObject.name, 'rebounded up', newVelocityY, gravityY);
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console.log(this.gameObject.name, 'rebounded up', newVelocityY, gravityY, 'frame', this.world._frame);
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if (this.onWorldBounds)
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{
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@ -1196,15 +1230,16 @@ var Body = new Class({
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// Gravity is pulling them up
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if (newVelocityY < 0 && (newVelocityY > gravityY || FuzzyGreaterThan(newVelocityY, gravityY, this.minVelocity.y)))
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{
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this.sleep();
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console.log(this.gameObject.name, 'rebound down too small, sending to sleep', newVelocityY, gravityY);
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this.sleep(true);
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console.log(this.gameObject.name, 'rebound down too small, zeroing', newVelocityY, gravityY);
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return false;
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}
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else
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{
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velocity.y *= -by;
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console.log(this.gameObject.name, 'rebounded down', newVelocityY, gravityY);
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console.log(this.gameObject.name, 'rebounded down', newVelocityY, gravityY, 'frame', this.world._frame);
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if (this.onWorldBounds)
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{
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@ -1220,9 +1255,10 @@ var Body = new Class({
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if (FuzzyEqual(newVelocityY, 0, this.minVelocity.y))
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{
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this.sleep();
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console.log(this.gameObject.name, 'rebound zero g too small, sending to sleep', newVelocityY, gravityY, 'y pos', this.bottom);
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this.sleep(true);
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console.log(this.gameObject.name, 'rebound zero g too small, zeroing', newVelocityY, gravityY, 'y pos', this.bottom);
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return false;
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}
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else
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@ -1256,6 +1292,16 @@ var Body = new Class({
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var gameObject = this.gameObject;
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// var newVelocityY = Math.abs(this.velocity.y);
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// if (newVelocityY < this.minVelocity.y)
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// {
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// if (this.isBlockedDown())
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// {
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// }
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// }
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if (this.moves)
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{
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var mx = this.deltaMax.x;
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@ -1315,17 +1361,17 @@ var Body = new Class({
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{
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gameObject.x += dx;
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gameObject.y += dy;
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if (this.allowRotation)
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{
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gameObject.angle += this.deltaZ();
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}
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}
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}
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this._dx = dx;
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this._dy = dy;
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if (this.allowRotation && !this.sleeping)
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{
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gameObject.angle += this.deltaZ();
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}
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this.checkSleep(dx, dy);
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// Store collision flags
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@ -1346,13 +1392,13 @@ var Body = new Class({
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wasBlocked.left = worldBlocked.left;
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wasBlocked.right = worldBlocked.right;
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if (window.dump)
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{
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console.log('postUpdate v', this.gameObject.name, 'vel', this.velocity.y);
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}
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this.prevVelocity.x = this.velocity.x;
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this.prevVelocity.y = this.velocity.y;
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if (!this.sleeping)
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{
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// console.log('frame', this.world._frame, this.gameObject.name, 'vy', this.velocity.y, 'sleep', this._sleep, 'y', this.y, 'gy', this.gameObject.y, 'blocked', this.blocked.down);
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}
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},
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// return true if gravity is pulling up and body blocked up,
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@ -1381,6 +1427,8 @@ var Body = new Class({
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if (this._sleep < this.sleepIterations)
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{
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this._sleep++;
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// console.log(this.gameObject.name, 'sleep y', this.y);
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if (this._sleep >= this.sleepIterations)
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{
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@ -2133,7 +2181,8 @@ var Body = new Class({
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this.setBlocker(by);
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if (forceY)
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// if (forceY && !this.worldBlocked.up)
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if (!this.worldBlocked.up && this.velocity.y <= 0)
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{
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this.y = by.bottom;
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this.forcePosition = true;
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@ -2158,7 +2207,8 @@ var Body = new Class({
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this.setBlocker(by);
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if (forceY)
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// if (forceY && !this.worldBlocked.down)
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if (!this.worldBlocked.down && this.velocity.y >= 0)
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{
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this.bottom = by.y;
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this.forcePosition = true;
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@ -2221,6 +2271,7 @@ var Body = new Class({
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if (forceY !== undefined && !this.wasBlocked.down)
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{
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console.log(this.gameObject.name, 'world blocked down + position');
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this.bottom = forceY;
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this.forcePosition = true;
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}
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