mirror of
https://github.com/photonstorm/phaser
synced 2024-11-10 15:14:47 +00:00
Part way through re-factoring the collision handler
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parent
9f687b4f8a
commit
a1450680a4
1 changed files with 197 additions and 86 deletions
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@ -141,9 +141,107 @@ Phaser.Physics.Arcade.prototype = {
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},
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// Collides the given object with everything in the world quadtree
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collide: function (object, notifyCallback, callbackContext) {
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return this.overlap(object, null, notifyCallback, this.separate, callbackContext);
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// You need to provide 2 objects to check for collision against
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// collideCallback is an optional callback, it will be sent the 2 objects in the same order you supplied them to the collide function
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// callbackContext is the context in which the callback is called
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// processCallback - an optional additional check. If the 2 objects collide, the processCallback will be run. If it returns true they'll be sent to your collideCallback.
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collide: function (object1, object2, collideCallback, processCallback, callbackContext) {
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collideCallback = collideCallback || null;
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processCallback = processCallback || null;
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callbackContext = callbackContext || collideCallback;
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var result = false;
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// Only collide valid objects
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if (object1 && object2 && object1.exists && object2.exists)
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{
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// Need to support:
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// game.physics.collide(sprite1, sprite2)
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// game.physics.collide(sprite, group)
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// game.physics.collide(group1, group2)
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// game.physics.collide(sprite, tilemap)
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// game.physics.collide(group, tilemap)
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// Can expand to support Buttons, Text, etc at a later date. For now these are the essentials.
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if (object1.type == Phaser.SPRITE && object2.type == Phaser.SPRITE)
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{
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result = this.separate(object1.body, object2.body);
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if (result && processCallback)
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{
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result = processCallback.call(callbackContext, object1, object2);
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}
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}
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else if (object1.type == Phaser.SPRITE && object2.type == Phaser.GROUP)
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{
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result = this.collideSpriteVsGroup(object1, object2, collideCallback, processCallback, callbackContext);
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}
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else if (object1.type == Phaser.GROUP && object2.type == Phaser.SPRITE)
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{
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}
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}
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return result;
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// return this.overlap(object, null, notifyCallback, this.separate, callbackContext);
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},
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// collideSpriteVsWorld
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collideSpriteVsGroup: function (sprite, group, collideCallback, processCallback, callbackContext)
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{
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// What is the sprite colliding with in the quadtree?
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this._potentials = this.quadTree.retrieve(sprite);
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this._output.length = 0;
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for (var i = 0, len = potentials.length; i < len; i++)
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{
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// We have our potential suspects, are they in this group?
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if (potentials[i].sprite.group == group)
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{
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if (this.separate(sprite, potentials[i].sprite);
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}
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if (processCallback.call(callbackContext, object1.body, potentials[i]))
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{
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if (notifyCallback)
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{
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notifyCallback.call(callbackContext, object1, potentials[i].sprite);
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}
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output.push(potentials[i]);
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}
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}
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if (group._container.first._iNext)
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{
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var currentNode = group._container.first._iNext;
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do
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{
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if (currentNode.exists && currentNode.type == Phaser.SPRITE)
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{
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result = this.separate(sprite, currentNode);
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}
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currentNode = currentNode._iNext;
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}
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while (currentNode != group._container.last._iNext);
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}
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},
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@ -179,12 +277,14 @@ Phaser.Physics.Arcade.prototype = {
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*/
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overlap: function (object1, object2, notifyCallback, processCallback, callbackContext) {
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object1 = object1 || null;
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object2 = object2 || null;
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notifyCallback = notifyCallback || null;
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processCallback = processCallback || this.separate;
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callbackContext = callbackContext || this;
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// You have to give an object first
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if (object.type )
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// World vs. World check
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if (object1 == null)
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{
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@ -231,72 +331,81 @@ Phaser.Physics.Arcade.prototype = {
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},
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/**
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* The core Collision separation function used by Collision.overlap.
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* @param object1 The first GameObject to separate
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* @param object2 The second GameObject to separate
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* @returns {boolean} Returns true if the objects were separated, otherwise false.
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* The core Collision separation function to separate two physics bodies.
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* @param body1 The first Sprite.Body to separate
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* @param body2 The second Sprite.Body to separate
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* @returns {boolean} Returns true if the bodies were separated, otherwise false.
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*/
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separate: function (object1, object2) {
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separate: function (body1, body2) {
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return this.separateX(object1, object2) || this.separateY(object1, object2)
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if (this.separateX(body1, body2) || this.separateY(body1, body2))
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{
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body1.postUpdate();
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body2.postUpdate();
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return true;
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}
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return false;
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return
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},
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/**
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* Separates the two objects on their x axis
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* @param object1 The first GameObject to separate
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* @param object2 The second GameObject to separate
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* Separates the two physics bodies on their X axis
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* @param body1 The first Sprite.Body to separate
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* @param body2 The second Sprite.Body to separate
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* @returns {boolean} Whether the objects in fact touched and were separated along the X axis.
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*/
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separateX: function (object1, object2) {
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separateX: function (body1, body2) {
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// Can't separate two immovable objects
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if (object1.immovable && object2.immovable)
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// Can't separate two immovable or non-existing bodys
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if (body1.immovable && body2.immovable)
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{
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return false;
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}
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// First, get the two object deltas
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// First, get the two body deltas
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this._overlap = 0;
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if (object1.deltaX() != object2.deltaX())
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if (body1.deltaX() != body2.deltaX())
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{
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// Check if the X hulls actually overlap
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this._obj1Bounds.setTo(object1.x - ((object1.deltaX() > 0) ? object1.deltaX() : 0), object1.lastY, object1.width + ((object1.deltaX() > 0) ? object1.deltaX() : -object1.deltaX()), object1.height);
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this._obj2Bounds.setTo(object2.x - ((object2.deltaX() > 0) ? object2.deltaX() : 0), object2.lastY, object2.width + ((object2.deltaX() > 0) ? object2.deltaX() : -object2.deltaX()), object2.height);
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this._obj1Bounds.setTo(body1.x - ((body1.deltaX() > 0) ? body1.deltaX() : 0), body1.lastY, body1.width + ((body1.deltaX() > 0) ? body1.deltaX() : -body1.deltaX()), body1.height);
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this._obj2Bounds.setTo(body2.x - ((body2.deltaX() > 0) ? body2.deltaX() : 0), body2.lastY, body2.width + ((body2.deltaX() > 0) ? body2.deltaX() : -body2.deltaX()), body2.height);
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if ((this._obj1Bounds.right > this._obj2Bounds.x) && (this._obj1Bounds.x < this._obj2Bounds.right) && (this._obj1Bounds.bottom > this._obj2Bounds.y) && (this._obj1Bounds.y < this._obj2Bounds.bottom))
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{
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this._maxOverlap = object1.deltaAbsX() + object2.deltaAbsX() + this.OVERLAP_BIAS;
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this._maxOverlap = body1.deltaAbsX() + body2.deltaAbsX() + this.OVERLAP_BIAS;
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// If they did overlap (and can), figure out by how much and flip the corresponding flags
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if (object1.deltaX() > object2.deltaX())
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if (body1.deltaX() > body2.deltaX())
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{
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this._overlap = object1.x + object1.width - object2.x;
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this._overlap = body1.x + body1.width - body2.x;
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if ((this._overlap > this._maxOverlap) || object1.allowCollision.right == false || object2.allowCollision.left == false)
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if ((this._overlap > this._maxOverlap) || body1.allowCollision.right == false || body2.allowCollision.left == false)
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{
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this._overlap = 0;
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}
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else
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{
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object1.touching.right = true;
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object2.touching.left = true;
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body1.touching.right = true;
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body2.touching.left = true;
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}
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}
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else if (object1.deltaX() < object2.deltaX())
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else if (body1.deltaX() < body2.deltaX())
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{
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this._overlap = object1.x - object2.width - object2.x;
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this._overlap = body1.x - body2.width - body2.x;
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if ((-this._overlap > this._maxOverlap) || object1.allowCollision.left == false || object2.allowCollision.right == false)
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if ((-this._overlap > this._maxOverlap) || body1.allowCollision.left == false || body2.allowCollision.right == false)
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{
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this._overlap = 0;
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}
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else
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{
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object1.touching.left = true;
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object2.touching.right = true;
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body1.touching.left = true;
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body2.touching.right = true;
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}
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}
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}
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@ -305,33 +414,34 @@ Phaser.Physics.Arcade.prototype = {
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// Then adjust their positions and velocities accordingly (if there was any overlap)
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if (this._overlap != 0)
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{
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this._obj1Velocity = object1.velocity.x;
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this._obj2Velocity = object2.velocity.x;
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this._obj1Velocity = body1.velocity.x;
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this._obj2Velocity = body2.velocity.x;
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if (!object1.immovable && !object2.immovable)
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if (!body1.immovable && !body2.immovable)
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{
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this._overlap *= 0.5;
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object1.x = object1.x - this._overlap;
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object2.x += this._overlap;
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body1.x = body1.x - this._overlap;
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body2.x += this._overlap;
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this._obj1NewVelocity = Math.sqrt((this._obj2Velocity * this._obj2Velocity * object2.mass) / object1.mass) * ((this._obj2Velocity > 0) ? 1 : -1);
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this._obj2NewVelocity = Math.sqrt((this._obj1Velocity * this._obj1Velocity * object1.mass) / object2.mass) * ((this._obj1Velocity > 0) ? 1 : -1);
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this._obj1NewVelocity = Math.sqrt((this._obj2Velocity * this._obj2Velocity * body2.mass) / body1.mass) * ((this._obj2Velocity > 0) ? 1 : -1);
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this._obj2NewVelocity = Math.sqrt((this._obj1Velocity * this._obj1Velocity * body1.mass) / body2.mass) * ((this._obj1Velocity > 0) ? 1 : -1);
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this._average = (this._obj1NewVelocity + this._obj2NewVelocity) * 0.5;
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this._obj1NewVelocity -= this._average;
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this._obj2NewVelocity -= this._average;
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object1.velocity.x = this._average + this._obj1NewVelocity * object1.bounce.x;
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object2.velocity.x = this._average + this._obj2NewVelocity * object2.bounce.x;
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body1.velocity.x = this._average + this._obj1NewVelocity * body1.bounce.x;
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body2.velocity.x = this._average + this._obj2NewVelocity * body2.bounce.x;
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}
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else if (!object1.immovable)
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else if (!body1.immovable)
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{
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object1.x = object1.x - this._overlap;
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object1.velocity.x = this._obj2Velocity - this._obj1Velocity * object1.bounce.x;
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body1.x = body1.x - this._overlap;
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body1.velocity.x = this._obj2Velocity - this._obj1Velocity * body1.bounce.x;
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}
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else if (!object2.immovable)
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else if (!body2.immovable)
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{
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object2.x += this._overlap;
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object2.velocity.x = this._obj1Velocity - this._obj2Velocity * object2.bounce.x;
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body2.x += this._overlap;
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body2.velocity.x = this._obj1Velocity - this._obj2Velocity * body2.bounce.x;
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}
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return true;
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}
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else
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@ -342,59 +452,59 @@ Phaser.Physics.Arcade.prototype = {
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},
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/**
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* Separates the two objects on their y axis
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* @param object1 The first GameObject to separate
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* @param object2 The second GameObject to separate
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* @returns {boolean} Whether the objects in fact touched and were separated along the Y axis.
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* Separates the two physics bodies on their Y axis
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* @param body1 The first Sprite.Body to separate
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* @param body2 The second Sprite.Body to separate
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* @returns {boolean} Whether the bodys in fact touched and were separated along the Y axis.
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*/
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separateY: function (object1, object2) {
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separateY: function (body1, body2) {
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// Can't separate two immovable objects
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if (object1.immovable && object2.immovable)
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// Can't separate two immovable or non-existing bodys
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if (body1.immovable && body2.immovable)
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{
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return false;
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}
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// First, get the two object deltas
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// First, get the two body deltas
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this._overlap = 0;
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if (object1.deltaY() != object2.deltaY())
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if (body1.deltaY() != body2.deltaY())
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{
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// Check if the Y hulls actually overlap
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this._obj1Bounds.setTo(object1.x, object1.y - ((object1.deltaY() > 0) ? object1.deltaY() : 0), object1.width, object1.height + object1.deltaAbsY());
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this._obj2Bounds.setTo(object2.x, object2.y - ((object2.deltaY() > 0) ? object2.deltaY() : 0), object2.width, object2.height + object2.deltaAbsY());
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this._obj1Bounds.setTo(body1.x, body1.y - ((body1.deltaY() > 0) ? body1.deltaY() : 0), body1.width, body1.height + body1.deltaAbsY());
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this._obj2Bounds.setTo(body2.x, body2.y - ((body2.deltaY() > 0) ? body2.deltaY() : 0), body2.width, body2.height + body2.deltaAbsY());
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if ((this._obj1Bounds.right > this._obj2Bounds.x) && (this._obj1Bounds.x < this._obj2Bounds.right) && (this._obj1Bounds.bottom > this._obj2Bounds.y) && (this._obj1Bounds.y < this._obj2Bounds.bottom))
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{
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this._maxOverlap = object1.deltaAbsY() + object2.deltaAbsY() + this.OVERLAP_BIAS;
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this._maxOverlap = body1.deltaAbsY() + body2.deltaAbsY() + this.OVERLAP_BIAS;
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// If they did overlap (and can), figure out by how much and flip the corresponding flags
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if (object1.deltaY() > object2.deltaY())
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if (body1.deltaY() > body2.deltaY())
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{
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this._overlap = object1.y + object1.height - object2.y;
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this._overlap = body1.y + body1.height - body2.y;
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if ((this._overlap > this._maxOverlap) || object1.allowCollision.down == false || object2.allowCollision.up == false)
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if ((this._overlap > this._maxOverlap) || body1.allowCollision.down == false || body2.allowCollision.up == false)
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{
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this._overlap = 0;
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}
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else
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{
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object1.touching.down = true;
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object2.touching.up = true;
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body1.touching.down = true;
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body2.touching.up = true;
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}
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}
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else if (object1.deltaY() < object2.deltaY())
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else if (body1.deltaY() < body2.deltaY())
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{
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this._overlap = object1.y - object2.height - object2.y;
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this._overlap = body1.y - body2.height - body2.y;
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if ((-this._overlap > this._maxOverlap) || object1.allowCollision.up == false || object2.allowCollision.down == false)
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if ((-this._overlap > this._maxOverlap) || body1.allowCollision.up == false || body2.allowCollision.down == false)
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{
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this._overlap = 0;
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}
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else
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{
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object1.touching.up = true;
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object2.touching.down = true;
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body1.touching.up = true;
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body2.touching.down = true;
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}
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}
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}
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@ -403,43 +513,44 @@ Phaser.Physics.Arcade.prototype = {
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// Then adjust their positions and velocities accordingly (if there was any overlap)
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if (this._overlap != 0)
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{
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this._obj1Velocity = object1.velocity.y;
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this._obj2Velocity = object2.velocity.y;
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this._obj1Velocity = body1.velocity.y;
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this._obj2Velocity = body2.velocity.y;
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if (!object1.immovable && !object2.immovable)
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if (!body1.immovable && !body2.immovable)
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{
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this._overlap *= 0.5;
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object1.y = object1.y - this._overlap;
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object2.y += this._overlap;
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body1.y = body1.y - this._overlap;
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body2.y += this._overlap;
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this._obj1NewVelocity = Math.sqrt((this._obj2Velocity * this._obj2Velocity * object2.mass) / object1.mass) * ((this._obj2Velocity > 0) ? 1 : -1);
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this._obj2NewVelocity = Math.sqrt((this._obj1Velocity * this._obj1Velocity * object1.mass) / object2.mass) * ((this._obj1Velocity > 0) ? 1 : -1);
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this._obj1NewVelocity = Math.sqrt((this._obj2Velocity * this._obj2Velocity * body2.mass) / body1.mass) * ((this._obj2Velocity > 0) ? 1 : -1);
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this._obj2NewVelocity = Math.sqrt((this._obj1Velocity * this._obj1Velocity * body1.mass) / body2.mass) * ((this._obj1Velocity > 0) ? 1 : -1);
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this._average = (this._obj1NewVelocity + this._obj2NewVelocity) * 0.5;
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this._obj1NewVelocity -= this._average;
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this._obj2NewVelocity -= this._average;
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object1.velocity.y = this._average + this._obj1NewVelocity * object1.bounce.y;
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object2.velocity.y = this._average + this._obj2NewVelocity * object2.bounce.y;
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||||
body1.velocity.y = this._average + this._obj1NewVelocity * body1.bounce.y;
|
||||
body2.velocity.y = this._average + this._obj2NewVelocity * body2.bounce.y;
|
||||
}
|
||||
else if (!object1.immovable)
|
||||
else if (!body1.immovable)
|
||||
{
|
||||
object1.y = object1.y - this._overlap;
|
||||
object1.velocity.y = this._obj2Velocity - this._obj1Velocity * object1.bounce.y;
|
||||
body1.y = body1.y - this._overlap;
|
||||
body1.velocity.y = this._obj2Velocity - this._obj1Velocity * body1.bounce.y;
|
||||
// This is special case code that handles things like horizontal moving platforms you can ride
|
||||
if (object2.active && object2.moves && (object1.deltaY() > object2.deltaY()))
|
||||
if (body2.active && body2.moves && (body1.deltaY() > body2.deltaY()))
|
||||
{
|
||||
object1.x += object2.x - object2.lastX;
|
||||
body1.x += body2.x - body2.lastX;
|
||||
}
|
||||
}
|
||||
else if (!object2.immovable)
|
||||
else if (!body2.immovable)
|
||||
{
|
||||
object2.y += this._overlap;
|
||||
object2.velocity.y = this._obj1Velocity - this._obj2Velocity * object2.bounce.y;
|
||||
body2.y += this._overlap;
|
||||
body2.velocity.y = this._obj1Velocity - this._obj2Velocity * body2.bounce.y;
|
||||
// This is special case code that handles things like horizontal moving platforms you can ride
|
||||
if (object1.sprite.active && object1.moves && (object1.deltaY() < object2.deltaY()))
|
||||
if (body1.sprite.active && body1.moves && (body1.deltaY() < body2.deltaY()))
|
||||
{
|
||||
object2.x += object1.x - object1.lastX;
|
||||
body2.x += body1.x - body1.lastX;
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
else
|
||||
|
|
Loading…
Reference in a new issue