Testing new Separation logic (Y done, X in progress)

This commit is contained in:
Richard Davey 2020-09-25 18:01:40 +01:00
parent 2bcf1f70be
commit 7630b8e28d
6 changed files with 498 additions and 270 deletions

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@ -0,0 +1,69 @@
var BlockCheckX = function (body1, body2, overlap)
{
var v1 = body1.velocity.x;
var v2 = body2.velocity.x;
var body1MovingUp = body1._dy < 0;
var body1MovingDown = body1._dy > 0;
var body2MovingUp = body2._dy < 0;
var body2MovingDown = body2._dy > 0;
var body1OnTop = Math.abs(body1.bottom - body2.x) <= Math.abs(body2.bottom - body1.x);
var body2OnTop = !body1OnTop;
var body1FullImpact = v2 - v1 * body1.bounce.x;
var body2FullImpact = v1 - v2 * body2.bounce.x;
// ------------------------------------------------------------------------------
// Blocked Checks - Doesn't matter if they're pushable or not, blocked is blocked
// ------------------------------------------------------------------------------
// Body1 is moving down and Body2 is blocked from going down any further
if (body1MovingDown && body1OnTop && body2.blocked.down)
{
console.log('BlockX 1', body1.x, overlap);
body1.x -= overlap;
body1.velocity.x = body1FullImpact;
return 1;
}
// Body2 is moving down and Body1 is blocked from going down any further
if (body2MovingDown && body2OnTop && body1.blocked.down)
{
console.log('BlockX 2', body2.x, overlap);
body2.x -= overlap;
body2.velocity.x = body2FullImpact;
return 2;
}
// Body1 is moving up and Body2 is blocked from going up any further
if (body1MovingUp && body2OnTop && body2.blocked.up)
{
console.log('BlockX 3', body1.x, overlap);
body1.x += overlap;
body1.velocity.x = body1FullImpact;
return 3;
}
// Body2 is moving up and Body1 is blocked from going up any further
if (body2MovingUp && body1OnTop && body1.blocked.up)
{
console.log('BlockX 4', body2.x, overlap);
body2.x += overlap;
body2.velocity.x = body2FullImpact;
return 4;
}
return 0;
};
module.exports = BlockCheckX;

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@ -0,0 +1,69 @@
var BlockCheckY = function (body1, body2, overlap)
{
var v1 = body1.velocity.y;
var v2 = body2.velocity.y;
var body1MovingUp = body1._dy < 0;
var body1MovingDown = body1._dy > 0;
var body2MovingUp = body2._dy < 0;
var body2MovingDown = body2._dy > 0;
var body1OnTop = Math.abs(body1.bottom - body2.y) <= Math.abs(body2.bottom - body1.y);
var body2OnTop = !body1OnTop;
var body1FullImpact = v2 - v1 * body1.bounce.y;
var body2FullImpact = v1 - v2 * body2.bounce.y;
// ------------------------------------------------------------------------------
// Blocked Checks - Doesn't matter if they're pushable or not, blocked is blocked
// ------------------------------------------------------------------------------
// Body1 is moving down and Body2 is blocked from going down any further
if (body1MovingDown && body1OnTop && body2.blocked.down)
{
console.log('BlockY 1', body1.y, overlap);
body1.y -= overlap;
body1.velocity.y = body1FullImpact;
return 1;
}
// Body2 is moving down and Body1 is blocked from going down any further
if (body2MovingDown && body2OnTop && body1.blocked.down)
{
console.log('BlockY 2', body2.y, overlap);
body2.y -= overlap;
body2.velocity.y = body2FullImpact;
return 2;
}
// Body1 is moving up and Body2 is blocked from going up any further
if (body1MovingUp && body2OnTop && body2.blocked.up)
{
console.log('BlockY 3', body1.y, overlap);
body1.y += overlap;
body1.velocity.y = body1FullImpact;
return 3;
}
// Body2 is moving up and Body1 is blocked from going up any further
if (body2MovingUp && body1OnTop && body1.blocked.up)
{
console.log('BlockY 4', body2.y, overlap);
body2.y += overlap;
body2.velocity.y = body2FullImpact;
return 4;
}
return 0;
};
module.exports = BlockCheckY;

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@ -0,0 +1,88 @@
var body1Pushable;
var body2Pushable;
var body1MassImpact;
var body2MassImpact;
var body1FullImpact;
var body2FullImpact;
var SetProcessX = function (b1Pushable, b2Pushable, b1MassImpact, b2MassImpact, b1FullImpact, b2FullImpact)
{
body1Pushable = b1Pushable;
body2Pushable = b2Pushable;
body1MassImpact = b1MassImpact;
body2MassImpact = b2MassImpact;
body1FullImpact = b1FullImpact;
body2FullImpact = b2FullImpact;
};
var RunProcessX = function (body1, body2, overlap1, overlap2, bodyStationary, body2Direction, debug)
{
if (body1Pushable && body2Pushable)
{
// Both pushable
if (debug)
{
console.log(debug + '-0 :: body1', body1.x, 'body2', body2.x, 'overlap', overlap1, overlap2);
}
// Both pushable, or both moving at the same time, so equal rebound
overlap1 *= 0.5;
overlap2 *= 0.5;
body1.x += overlap1;
body2.x += overlap2;
body1.velocity.x = body1MassImpact;
body2.velocity.x = body2MassImpact;
}
else if (body1Pushable && !body2Pushable)
{
if (debug)
{
console.log(debug + '-1 :: body1', body1.x, 'body2', body2.x, 'overlap', overlap1, overlap2);
}
// Body1 pushable, Body2 not
body1.x += overlap1;
body1.velocity.x = body1FullImpact;
}
else if (!body1Pushable && body2Pushable)
{
if (debug)
{
console.log(debug + '-2 :: body1', body1.x, 'body2', body2.x, 'overlap', overlap1, overlap2);
}
// Body2 pushable, Body1 not
body2.x += overlap2;
body2.velocity.x = body2FullImpact;
}
else if (bodyStationary || body2Direction)
{
if (debug)
{
console.log(debug + '-3 :: body1', body1.x, 'body2', body2.x, 'overlap', overlap1, overlap2);
}
// Neither pushable, so base it on movement
body1.velocity.x = 0;
body2.velocity.x = 0;
}
else
{
if (debug)
{
console.log(debug + '-4 :: body1', body1.x, 'body2', body2.x, 'overlap', overlap1, overlap2);
}
// Body1 and Body2 both moving up, so slow Body1 to match Body2 speed
body1.velocity.x = body2.velocity.x;
}
return true;
};
module.exports = {
SetProcessY: SetProcessX,
RunProcessY: RunProcessX
};

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@ -0,0 +1,88 @@
var body1Pushable;
var body2Pushable;
var body1MassImpact;
var body2MassImpact;
var body1FullImpact;
var body2FullImpact;
var SetProcessY = function (b1Pushable, b2Pushable, b1MassImpact, b2MassImpact, b1FullImpact, b2FullImpact)
{
body1Pushable = b1Pushable;
body2Pushable = b2Pushable;
body1MassImpact = b1MassImpact;
body2MassImpact = b2MassImpact;
body1FullImpact = b1FullImpact;
body2FullImpact = b2FullImpact;
};
var RunProcessY = function (body1, body2, overlap1, overlap2, bodyStationary, body2Direction, debug)
{
if (body1Pushable && body2Pushable)
{
// Both pushable
if (debug)
{
console.log(debug + '-0 :: body1', body1.y, 'body2', body2.y, 'overlap', overlap1, overlap2);
}
// Both pushable, or both moving at the same time, so equal rebound
overlap1 *= 0.5;
overlap2 *= 0.5;
body1.y += overlap1;
body2.y += overlap2;
body1.velocity.y = body1MassImpact;
body2.velocity.y = body2MassImpact;
}
else if (body1Pushable && !body2Pushable)
{
if (debug)
{
console.log(debug + '-1 :: body1', body1.y, 'body2', body2.y, 'overlap', overlap1, overlap2);
}
// Body1 pushable, Body2 not
body1.y += overlap1;
body1.velocity.y = body1FullImpact;
}
else if (!body1Pushable && body2Pushable)
{
if (debug)
{
console.log(debug + '-2 :: body1', body1.y, 'body2', body2.y, 'overlap', overlap1, overlap2);
}
// Body2 pushable, Body1 not
body2.y += overlap2;
body2.velocity.y = body2FullImpact;
}
else if (bodyStationary || body2Direction)
{
if (debug)
{
console.log(debug + '-3 :: body1', body1.y, 'body2', body2.y, 'overlap', overlap1, overlap2);
}
// Neither pushable, so base it on movement
body1.velocity.y = 0;
body2.velocity.y = 0;
}
else
{
if (debug)
{
console.log(debug + '-4 :: body1', body1.y, 'body2', body2.y, 'overlap', overlap1, overlap2);
}
// Body1 and Body2 both moving up, so slow Body1 to match Body2 speed
body1.velocity.y = body2.velocity.y;
}
return true;
};
module.exports = {
SetProcessY: SetProcessY,
RunProcessY: RunProcessY
};

View file

@ -4,7 +4,9 @@
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var BlockCheckX = require('./BlockCheckX');
var GetOverlapX = require('./GetOverlapX');
var ProcessX = require('./ProcessX');
/**
* Separates two overlapping bodies on the X-axis (horizontally).
@ -21,7 +23,7 @@ var GetOverlapX = require('./GetOverlapX');
* @param {boolean} overlapOnly - If `true`, the bodies will only have their overlap data set and no separation will take place.
* @param {number} bias - A value to add to the delta value during overlap checking. Used to prevent sprite tunneling.
*
* @return {boolean} `true` if the two bodies overlap horizontally, otherwise `false`.
* @return {boolean} `true` if the two bodies overlap vertically, otherwise `false`.
*/
var SeparateX = function (body1, body2, overlapOnly, bias)
{
@ -39,79 +41,35 @@ var SeparateX = function (body1, body2, overlapOnly, bias)
return (overlap !== 0) || (body1.embedded && body2.embedded);
}
var blockedState = BlockCheckX(body1, body2, Math.abs(overlap));
// Adjust their positions and velocities accordingly (if there was any overlap)
var v1 = body1.velocity.x;
var v2 = body2.velocity.x;
var body1FullImpact = v2 - v1 * body1.bounce.x;
var body2FullImpact = v1 - v2 * body2.bounce.x;
if (!body1Immovable && !body2Immovable)
{
if (body1Pushable === body2Pushable)
if (blockedState > 0)
{
// Both equally pushable (true/false doesn't matter)
overlap *= 0.5;
body1.x -= overlap;
body2.x += overlap;
}
else if (body1Pushable && !body2Pushable)
{
// Only body1 is pushable
body1.x -= overlap;
}
else if (body2Pushable && !body1Pushable)
{
// Only body2 is pushable
body2.x += overlap;
}
}
else if (!body1Immovable)
{
// Body2 is immovable, so 1 gets all the separation no matter what
body1.x -= overlap;
body1.velocity.x = v2 - v1 * body1.bounce.x;
// This is special case code that handles things like vertically moving platforms you can ride
if (body2.moves)
{
body1.y += (body2.y - body2.prev.y) * body2.friction.y;
body1._dy = body1.y - body1.prev.y;
return true;
}
return true;
}
else if (!body2Immovable)
{
// Body1 is immovable, so 2 gets all the separation no matter what
body2.x += overlap;
// negative delta = up, positive delta = down (inc. gravity)
overlap = Math.abs(overlap);
body2.velocity.x = v1 - v2 * body2.bounce.x;
var body1MovingLeft = body1._dx < 0;
var body1MovingRight = body1._dx > 0;
var body1Stationary = body1._dx === 0;
// This is special case code that handles things like vertically moving platforms you can ride
if (body1.moves)
{
body2.y += (body1.y - body1.prev.y) * body1.friction.y;
body2._dy = body2.y - body2.prev.y;
}
var body2MovingLeft = body2._dx < 0;
var body2MovingRight = body2._dx > 0;
var body2Stationary = body2._dx === 0;
return true;
}
// Separation is over and we've 2 movable bodies, so now calculate velocity
if (body1._dx > body2._dx && (body2.blocked.right || !body2Pushable))
{
// Body1 is moving right and Body2 is blocked from going right any further, or isn't pushable
body1.velocity.x = v2 - v1 * body1.bounce.x;
}
else if (body1._dx < body2._dx && (body2.blocked.left || !body2Pushable))
{
// Body1 is moving left and Body2 is blocked from going left any further, or isn't pushable
body1.velocity.x = v2 - v1 * body1.bounce.x;
}
else
{
// If neither body is pushable, or are both pushable, they should both rebound equally
var body1OnLeft = Math.abs(body1.right - body2.x) <= Math.abs(body2.right - body1.x);
var body2OnLeft = !body1OnLeft;
var nv1 = Math.sqrt((v2 * v2 * body2.mass) / body1.mass) * ((v2 > 0) ? 1 : -1);
var nv2 = Math.sqrt((v1 * v1 * body1.mass) / body2.mass) * ((v1 > 0) ? 1 : -1);
@ -120,8 +78,98 @@ var SeparateX = function (body1, body2, overlapOnly, bias)
nv1 -= avg;
nv2 -= avg;
body1.velocity.x = avg + nv1 * body1.bounce.x;
body2.velocity.x = avg + nv2 * body2.bounce.x;
var body1MassImpact = avg + nv1 * body1.bounce.y;
var body2MassImpact = avg + nv2 * body2.bounce.y;
ProcessX.SetProcessX(
body1Pushable,
body2Pushable,
body1MassImpact,
body2MassImpact,
body1FullImpact,
body2FullImpact
);
// -----------------------------------------------------------------------
// Pushable Checks
// -----------------------------------------------------------------------
// Body1 hits Body2 on its right side
if (body1MovingLeft && body2OnLeft)
{
return ProcessX.RunProcessX(body1, body2, overlap, -overlap, body2Stationary, body2MovingRight, 'PushX1');
}
// Body2 hits Body1 on its right side
if (body2MovingLeft && body1OnLeft)
{
return ProcessX.RunProcessX(body1, body2, -overlap, overlap, body1Stationary, body1MovingRight, 'PushX2');
}
// Body1 hits Body2 from above
/*
if (body1MovingDown && body1OnTop)
{
return ProcessX.RunProcessX(body1, body2, overlap, -overlap, body2Stationary, body2MovingUp, 'PushX3');
}
// Body2 hits Body1 from above
if (body2MovingDown && body2OnTop)
{
return ProcessX.RunProcessX(body1, body2, -overlap, overlap, body1Stationary, body1MovingUp, 'PushX4');
}
*/
console.log('uh oh');
// console.log('body1MovingUp', body1MovingUp, 'body2MovingUp', body2MovingUp, 'body1OnTop', body1OnTop, 'body2OnTop', body2OnTop);
}
else if (body1Immovable)
{
console.log('SepX 1');
// Body1 is immovable
if (blockedState === 1 || blockedState === 3)
{
// But Body2 cannot go anywhere either, so we cancel out velocity
body2.velocity.x = 0;
}
else
{
body2.x += overlap;
body2.velocity.x = body2FullImpact;
}
// This is special case code that handles things like vertically moving platforms you can ride
if (body1.moves)
{
body2.y += (body1.y - body1.prev.y) * body1.friction.y;
body2._dy = body2.y - body2.prev.y;
}
}
else if (body2Immovable)
{
console.log('SepX 2');
// Body2 is immovable
if (blockedState === 2 || blockedState === 4)
{
// But Body1 cannot go anywhere either, so we cancel out velocity
body1.velocity.x = 0;
}
else
{
body1.x -= overlap;
body1.velocity.x = body1FullImpact;
}
// This is special case code that handles things like vertically moving platforms you can ride
if (body2.moves)
{
body1.y += (body2.y - body2.prev.y) * body2.friction.y;
body1._dy = body1.y - body1.prev.y;
}
}
// If we got this far then there WAS overlap, and separation is complete, so return true

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@ -4,7 +4,9 @@
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var BlockCheckY = require('./BlockCheckY');
var GetOverlapY = require('./GetOverlapY');
var ProcessY = require('./ProcessY');
/**
* Separates two overlapping bodies on the Y-axis (vertically).
@ -39,21 +41,32 @@ var SeparateY = function (body1, body2, overlapOnly, bias)
return (overlap !== 0) || (body1.embedded && body2.embedded);
}
var blockedState = BlockCheckY(body1, body2, Math.abs(overlap));
// Adjust their positions and velocities accordingly (if there was any overlap)
var v1 = body1.velocity.y;
var v2 = body2.velocity.y;
var body1FullImpact = v2 - v1 * body1.bounce.y;
var body2FullImpact = v1 - v2 * body2.bounce.y;
if (!body1Immovable && !body2Immovable)
{
// negative delta = up, positive delta = down (inc. gravity)
if (blockedState > 0)
{
return true;
}
// negative delta = up, positive delta = down (inc. gravity)
overlap = Math.abs(overlap);
var body1MovingUp = body1._dy < 0;
var body1MovingDown = body1._dy >= 0;
var body1MovingDown = body1._dy > 0;
var body1Stationary = body1._dy === 0;
var body2MovingUp = body2._dy < 0;
var body2MovingDown = body2._dy >= 0;
var body2MovingDown = body2._dy > 0;
var body2Stationary = body2._dy === 0;
var body1OnTop = Math.abs(body1.bottom - body2.y) <= Math.abs(body2.bottom - body1.y);
var body2OnTop = !body1OnTop;
@ -65,235 +78,65 @@ var SeparateY = function (body1, body2, overlapOnly, bias)
nv1 -= avg;
nv2 -= avg;
// -----------------------------------------------------------------------
// Blocked / Ground Checks
// -----------------------------------------------------------------------
var body1MassImpact = avg + nv1 * body1.bounce.y;
var body2MassImpact = avg + nv2 * body2.bounce.y;
// Body1 is moving down and Body2 is blocked from going down any further
if (body1MovingDown && body1OnTop && body2.blocked.down)
{
console.log('BlockY 1', body1.gameObject.name, 'vs', body2.gameObject.name, body1.y, overlap);
body1.y -= overlap;
body1.velocity.y = v2 - v1 * body1.bounce.y;
return true;
}
// Body2 is moving down and Body1 is blocked from going down any further
if (body2MovingDown && body2OnTop && body1.blocked.down)
{
console.log('BlockY 2', body1.gameObject.name, 'vs', body2.gameObject.name, body2.y, overlap);
body2.y -= overlap;
body2.velocity.y = v1 - v2 * body2.bounce.y;
return true;
}
// Body1 is moving up and Body2 is blocked from going up any further
if (body1MovingUp && body2OnTop && body2.blocked.up)
{
console.log('BlockY 3', body1.gameObject.name, 'vs', body2.gameObject.name, body1.y, overlap);
body1.y += overlap;
body1.velocity.y = v2 - v1 * body1.bounce.y;
return true;
}
// Body2 is moving up and Body1 is blocked from going up any further
if (body2MovingUp && body1OnTop && body1.blocked.up)
{
console.log('BlockY 4', body1.gameObject.name, 'vs', body2.gameObject.name, body2.y, overlap);
body2.y += overlap;
body2.velocity.y = v1 - v2 * body2.bounce.y;
return true;
}
ProcessY.SetProcessY(
body1Pushable,
body2Pushable,
body1MassImpact,
body2MassImpact,
body1FullImpact,
body2FullImpact
);
// -----------------------------------------------------------------------
// Pushable Checks
// -----------------------------------------------------------------------
// Body1 is moving down and on top - and Body2 is pushable
if (body1MovingDown && !body1Pushable && body1OnTop && body2Pushable)
// Body1 hits Body2 from below
if (body1MovingUp && body2OnTop)
{
console.log('PushY 1', body1.gameObject.name, 'vs', body2.gameObject.name, body2.y, overlap);
// Body 2 gets it all
body2.y += overlap;
body2.velocity.y = v1;
// body2.velocity.y = v1 - v2 * body2.bounce.y;
return true;
return ProcessY.RunProcessY(body1, body2, overlap, -overlap, body2Stationary, body2MovingDown, 'PushY1');
}
// Body1 is moving down and on top - and Body2 is pushable
if (body2MovingDown && !body2Pushable && body2OnTop && body1Pushable)
// Body2 hits Body1 from below
if (body2MovingUp && body1OnTop)
{
console.log('PushY 2', body1.gameObject.name, 'vs', body2.gameObject.name, body2.y, overlap);
// Body 1 gets it all
body1.y += overlap;
body1.velocity.y = v2;
// body1.velocity.y = v2 - v1 * body1.bounce.y;
return true;
return ProcessY.RunProcessY(body1, body2, -overlap, overlap, body1Stationary, body1MovingDown, 'PushY2');
}
// Insert Up versions here ^^^
// Body1 is moving down and on top - and Body2 is pushable
if (body1MovingDown && body1OnTop && body2Pushable)
// Body1 hits Body2 from above
if (body1MovingDown && body1OnTop)
{
if (body1Pushable)
{
console.log('PushY 3', body1.gameObject.name, 'vs', body2.gameObject.name, body1.y, overlap);
// They're both pushable? They can share the separation then
overlap *= 0.5;
body1.y -= overlap;
body2.y += overlap;
body1.velocity.y = avg + nv1 * body1.bounce.y;
body2.velocity.y = avg + nv2 * body2.bounce.y;
}
else
{
console.log('PushY 4', body1.gameObject.name, 'vs', body2.gameObject.name, body2.y, overlap);
// Body 2 gets it all
body2.y += overlap;
// body2.velocity.y = v1 - v2 * body2.bounce.y;
}
return true;
return ProcessY.RunProcessY(body1, body2, overlap, -overlap, body2Stationary, body2MovingUp, 'PushY3');
}
// Body2 is moving down and on top - and Body1 is pushable
if (body2MovingDown && body2OnTop && body1Pushable)
// Body2 hits Body1 from above
if (body2MovingDown && body2OnTop)
{
if (body2Pushable)
{
console.log('PushY 5', body1.gameObject.name, 'vs', body2.gameObject.name, body1.y, overlap);
// They're both pushable? They can share the separation then
overlap *= 0.5;
body1.y += overlap;
body2.y -= overlap;
body1.velocity.y = avg + nv1 * body1.bounce.y;
body2.velocity.y = avg + nv2 * body2.bounce.y;
}
else
{
console.log('PushY 6', body1.gameObject.name, 'vs', body2.gameObject.name, body1.y, overlap);
// Body 1 gets it all
body1.y += overlap;
// body1.velocity.y = v2 - v1 * body1.bounce.y;
}
return true;
}
// Body1 is moving up and on the bottom - and Body2 is pushable
if (body1MovingUp && body2OnTop && body2Pushable)
{
if (body1Pushable)
{
console.log('PushY 7', body1.gameObject.name, 'vs', body2.gameObject.name, body1.y, overlap);
// They're both pushable? They can share the separation then
overlap *= 0.5;
body1.y += overlap;
body2.y -= overlap;
body1.velocity.y = avg + nv1 * body1.bounce.y;
body2.velocity.y = avg + nv2 * body2.bounce.y;
}
else
{
console.log('PushY 8', body1.gameObject.name, 'vs', body2.gameObject.name, body2.y, overlap);
// Body 2 gets it all
body2.y -= overlap;
body2.velocity.y = v1 - v2 * body2.bounce.y;
}
return true;
}
// Body2 is moving up and on the bottom - and Body1 is pushable
if (body2MovingUp && body1OnTop && body1Pushable)
{
if (body2Pushable)
{
console.log('PushY 9', body1.gameObject.name, 'vs', body2.gameObject.name, body1.y, overlap);
// They're both pushable? They can share the separation then
overlap *= 0.5;
body1.y -= overlap;
body2.y += overlap;
body1.velocity.y = avg + nv1 * body1.bounce.y;
body2.velocity.y = avg + nv2 * body2.bounce.y;
}
else
{
console.log('PushY 10', body1.gameObject.name, 'vs', body2.gameObject.name, body1.y, overlap);
// Body 1 gets it all
body1.y -= overlap;
body1.velocity.y = v2 - v1 * body1.bounce.y;
}
return true;
return ProcessY.RunProcessY(body1, body2, -overlap, overlap, body1Stationary, body1MovingUp, 'PushY4');
}
console.log('uh oh');
console.log('body1MovingUp', body1MovingUp, 'body2MovingUp', body2MovingUp, 'body1OnTop', body1OnTop, 'body2OnTop', body2OnTop);
}
else if (!body1Immovable)
else if (body1Immovable)
{
// Body2 is immovable, so 1 gets all the separation no matter what
body1.y -= overlap;
console.log('SepY 1');
body1.velocity.y = v2 - v1 * body1.bounce.y;
// This is special case code that handles things like horizontally moving platforms you can ride
if (body2.moves)
// Body1 is immovable
if (blockedState === 1 || blockedState === 3)
{
body1.x += (body2.x - body2.prev.x) * body2.friction.x;
body1._dx = body1.x - body1.prev.x;
// But Body2 cannot go anywhere either, so we cancel out velocity
body2.velocity.y = 0;
}
else
{
body2.y += overlap;
body2.velocity.y = body2FullImpact;
}
}
else if (!body2Immovable)
{
// Body1 is immovable, so 2 gets all the separation no matter what
body2.y += overlap;
body2.velocity.y = v1 - v2 * body2.bounce.y;
// This is special case code that handles things like horizontally moving platforms you can ride
if (body1.moves)
@ -302,6 +145,29 @@ var SeparateY = function (body1, body2, overlapOnly, bias)
body2._dx = body2.x - body2.prev.x;
}
}
else if (body2Immovable)
{
console.log('SepY 2');
// Body2 is immovable
if (blockedState === 2 || blockedState === 4)
{
// But Body1 cannot go anywhere either, so we cancel out velocity
body1.velocity.y = 0;
}
else
{
body1.y -= overlap;
body1.velocity.y = body1FullImpact;
}
// This is special case code that handles things like horizontally moving platforms you can ride
if (body2.moves)
{
body1.x += (body2.x - body2.prev.x) * body2.friction.x;
body1._dx = body1.x - body1.prev.x;
}
}
// If we got this far then there WAS overlap, and separation is complete, so return true
return true;