Now using CollisionInfo

This commit is contained in:
Richard Davey 2019-03-21 17:24:26 +00:00
parent 977e3b0ac3
commit 212e8caba2
2 changed files with 52 additions and 112 deletions

View file

@ -4,61 +4,51 @@
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
var IntersectsRect = require('./IntersectsRect');
var CollisionInfo = require('./CollisionInfo');
var CONST = require('./const');
/**
* Calculates and returns the vertical overlap between two arcade physics bodies.
*
* We know the bodies are intersecting based on a previous check, so the point of this function
* is to determine which face the overlap is occurring on and at what depth.
* Takes a CollisionInfo object and tests to see if the two bodies are still intersecting / touching.
*
* @function Phaser.Physics.Arcade.CheckOverlapY
* @since 3.17.0
*
* @param {Phaser.Physics.Arcade.Body} body1 - The first Body to separate.
* @param {Phaser.Physics.Arcade.Body} body2 - The second Body to separate.
* @param {number} [padding=0] -
*
* @return {boolean}
*/
var CheckOverlapY = function (body1, body2, padding)
var CheckOverlapY = function (body, collisionInfo)
{
if (padding === undefined) { padding = 0; }
collisionInfo = CollisionInfo.update(collisionInfo);
var distance1 = body1.bottom - body2.y;
var distance2 = body2.bottom - body1.y;
var face = collisionInfo.face;
var body1 = collisionInfo.body1;
var body2 = collisionInfo.body2;
var prevDistance1 = (body1.prev.y + body1.height) - body2.prev.y;
var prevDistance2 = (body2.prev.y + body2.height) - body1.prev.y;
var topFace = (distance1 > distance2 && prevDistance1 > prevDistance2);
var intersects = IntersectsRect(body1, body2, padding);
if (intersects && !topFace)
if (face === CONST.FACING_UP)
{
if (body1.checkCollision.up && body2.checkCollision.down)
{
body1.setTouchingDown();
body2.setTouchingUp();
// console.log('CheckOverlapY topFace from', body.gameObject.name, 'body1 is', body1.gameObject.name, 'touching', collisionInfo.touching, 'inter', collisionInfo.intersects, 'oy', collisionInfo.overlapY);
// console.log('body1', body1.x, body1.right, body1.y, body1.bottom, 'body2', body2.x, body2.right, body2.y, body2.bottom);
body1.setBlockedDown(body2, false);
body2.setBlockedUp(body1, false);
}
body1.setTouchingUp();
body2.setTouchingDown();
body1.setBlockedUp();
body2.setBlockedDown();
}
else if (intersects && topFace)
else if (face === CONST.FACING_DOWN)
{
if (body1.checkCollision.down && body2.checkCollision.up)
{
body1.setTouchingUp();
body2.setTouchingDown();
// console.log('CheckOverlapY bottomFace from', body.gameObject.name, 'body1 is', body1.gameObject.name);
body1.setBlockedUp(body2, false);
body2.setBlockedDown(body1, false);
}
body1.setTouchingDown();
body2.setTouchingUp();
body1.setBlockedDown();
body2.setBlockedUp();
}
return intersects;
return collisionInfo.touching;
};
module.exports = CheckOverlapY;

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@ -4,110 +4,60 @@
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
var IntersectsRect = require('./IntersectsRect');
var CollisionInfo = require('./CollisionInfo');
var CONST = require('./const');
/**
* Calculates and returns the vertical overlap between two arcade physics bodies.
*
* We know the bodies are intersecting based on a previous check, so the point of this function
* is to determine which face the overlap is occurring on and at what depth.
*
* @function Phaser.Physics.Arcade.GetOverlapY
* @since 3.0.0
* @since 3.17.0
*
* @param {Phaser.Physics.Arcade.Body} body1 - The first Body to separate.
* @param {Phaser.Physics.Arcade.Body} body2 - The second Body to separate.
* @param {boolean} [overlapOnly] - Is this an overlap only check, or part of separation?
* @param {number} [bias] - A value added to the delta values during collision checks. Increase it to prevent sprite tunneling (sprites passing through each other instead of colliding).
*
* @return {number[]} An array containing the amount of overlap in element 0 and the face of body1 in element 1 (true = bottom, false = top).
* @return {CollisionInfo} A Collision Info object.
*/
var GetOverlapY = function (body1, body2, overlapOnly, bias)
{
if (overlapOnly === undefined) { overlapOnly = false; }
if (bias === undefined) { bias = 0; }
var overlap = 0;
var collisionInfo = CollisionInfo.get(body1, body2, overlapOnly, bias);
// var maxOverlap = body1.deltaAbsY() + body2.deltaAbsY() + bias;
var distance1 = body1.bottom - body2.y;
var distance2 = body2.bottom - body1.y;
var prevDistance1 = (body1.prev.y + body1.height) - body2.prev.y;
var prevDistance2 = (body2.prev.y + body2.height) - body1.prev.y;
var embedded = false;
var topFace = (distance1 > distance2 && prevDistance1 > prevDistance2);
var intersects = IntersectsRect(body1, body2);
if (!topFace)
if (!overlapOnly)
{
// body1 bottom is touching body2 top
if (intersects)
{
overlap = distance1;
}
if (!body1.checkCollision.down || !body2.checkCollision.up)
{
overlap = 0;
intersects = false;
}
if (!overlapOnly)
{
console.log('GetOverlapY !topFace');
body1.setTouchingDown();
body2.setTouchingUp();
body1.setBlockedDown(body2, intersects);
body2.setBlockedUp(body1, intersects);
}
}
else
{
// body1 top is touching body2 bottom
if (intersects)
{
overlap = distance2;
}
if (!body1.checkCollision.up || !body2.checkCollision.down)
{
overlap = 0;
intersects = false;
}
if (!overlapOnly)
if (collisionInfo.face === CONST.FACING_UP)
{
console.log('GetOverlapY topFace');
body1.setTouchingUp();
body2.setTouchingDown();
if (collisionInfo.body1 === body1)
{
body1.setTouchingUp();
body2.setTouchingDown();
body1.setBlockedUp(collisionInfo);
body2.setBlockedDown(collisionInfo);
}
}
else if (collisionInfo.face === CONST.FACING_DOWN)
{
console.log('GetOverlapY bottomFace');
body1.setBlockedUp(body2, intersects);
body2.setBlockedDown(body1, intersects);
if (collisionInfo.body1 === body1)
{
body1.setTouchingDown();
body2.setTouchingUp();
body1.setBlockedDown(collisionInfo);
body2.setBlockedUp(collisionInfo);
}
}
}
// 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;
if (embedded)
{
// We let the block resolution move it
overlap = 0;
body1.embedded = embedded;
body2.embedded = embedded;
}
return { overlap: overlap, topFace: topFace, intersects: intersects };
return collisionInfo;
};
module.exports = GetOverlapY;