Don't force body position at this point

This commit is contained in:
Richard Davey 2019-03-20 10:40:19 +00:00
parent 290ef210f4
commit bfdd039bf4

View file

@ -4,7 +4,6 @@
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/ */
// var CONST = require('./const');
var IntersectsRect = require('./IntersectsRect'); var IntersectsRect = require('./IntersectsRect');
/** /**
@ -26,18 +25,12 @@ var CheckOverlapY = function (body1, body2, padding)
{ {
if (padding === undefined) { padding = 0; } if (padding === undefined) { padding = 0; }
// var body1Immovable = (body1.physicsType === CONST.STATIC_BODY || body1.immovable);
// var body2Immovable = (body2.physicsType === CONST.STATIC_BODY || body2.immovable);
var distance1 = body1.bottom - body2.y; var distance1 = body1.bottom - body2.y;
var distance2 = body2.bottom - body1.y; var distance2 = body2.bottom - body1.y;
var prevDistance1 = (body1.prev.y + body1.height) - body2.prev.y; var prevDistance1 = (body1.prev.y + body1.height) - body2.prev.y;
var prevDistance2 = (body2.prev.y + body2.height) - body1.prev.y; var prevDistance2 = (body2.prev.y + body2.height) - body1.prev.y;
// var worldBlocked1 = body1.worldBlocked;
// var worldBlocked2 = body2.worldBlocked;
var topFace = (distance1 > distance2 && prevDistance1 > prevDistance2); var topFace = (distance1 > distance2 && prevDistance1 > prevDistance2);
var intersects = IntersectsRect(body1, body2, padding); var intersects = IntersectsRect(body1, body2, padding);
@ -49,19 +42,8 @@ var CheckOverlapY = function (body1, body2, padding)
body1.setTouchingDown(); body1.setTouchingDown();
body2.setTouchingUp(); body2.setTouchingUp();
body1.setBlockedDown(body2); body1.setBlockedDown(body2, false);
body2.setBlockedUp(body1); body2.setBlockedUp(body1, false);
// World blocks cannot be penetrated
// if (worldBlocked2.down || body2Immovable)
// {
// body1.setWorldBlockedDown();
// }
// if (worldBlocked1.up || body1Immovable)
// {
// body2.setWorldBlockedUp();
// }
} }
} }
else if (intersects && topFace) else if (intersects && topFace)
@ -71,19 +53,8 @@ var CheckOverlapY = function (body1, body2, padding)
body1.setTouchingUp(); body1.setTouchingUp();
body2.setTouchingDown(); body2.setTouchingDown();
body1.setBlockedUp(body2); body1.setBlockedUp(body2, false);
body2.setBlockedDown(body1); body2.setBlockedDown(body1, false);
// World blocks cannot be penetrated
// if (worldBlocked2.up || body2Immovable)
// {
// body1.setWorldBlockedUp();
// }
// if (worldBlocked1.down || body1Immovable)
// {
// body2.setWorldBlockedDown();
// }
} }
} }