/** * @author Richard Davey * @copyright 2020 Photon Storm Ltd. * @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). * * Separation involves moving two overlapping bodies so they don't overlap anymore and adjusting their velocities based on their mass. This is a core part of collision detection. * * The bodies won't be separated if there is no horizontal overlap between them, if they are static, or if either one uses custom logic for its separation. * * @function Phaser.Physics.Arcade.SeparateX * @since 3.0.0 * * @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 - 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 vertically, otherwise `false`. */ var SeparateX = function (body1, body2, overlapOnly, bias) { var overlap = GetOverlapX(body1, body2, overlapOnly, bias); var body1Pushable = body1.pushable; var body2Pushable = body2.pushable; var body1Immovable = body1.immovable; var body2Immovable = body2.immovable; // Can't separate two immovable bodies, or a body with its own custom separation logic if (overlapOnly || overlap === 0 || (body1Immovable && body2Immovable) || body1.customSeparateX || body2.customSeparateX) { // return true if there was some overlap, otherwise false 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 (blockedState > 0) { return true; } // negative delta = up, positive delta = down (inc. gravity) overlap = Math.abs(overlap); var body1MovingLeft = body1._dx < 0; var body1MovingRight = body1._dx > 0; var body1Stationary = body1._dx === 0; var body2MovingLeft = body2._dx < 0; var body2MovingRight = body2._dx > 0; var body2Stationary = body2._dx === 0; 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); var avg = (nv1 + nv2) * 0.5; nv1 -= avg; nv2 -= avg; 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 the right hand side if (body1MovingLeft && body2OnLeft) { return ProcessX.RunProcessX(body1, body2, overlap, -overlap, body2Stationary, body2MovingRight, body1, 'PushX1'); // return ProcessX.RunProcessX(body1, body2, overlap, -overlap, body2Stationary, body2MovingRight, body1); } // Body2 hits Body1 on the right hand side if (body2MovingLeft && body1OnLeft) { return ProcessX.RunProcessX(body1, body2, -overlap, overlap, body1Stationary, body1MovingRight, body2, 'PushX2'); // return ProcessX.RunProcessX(body1, body2, -overlap, overlap, body1Stationary, body1MovingRight, body2); } // Body1 hits Body2 on the left hand side if (body1MovingRight && body1OnLeft) { return ProcessX.RunProcessX(body1, body2, overlap, -overlap, body2Stationary, body2MovingLeft, body1, 'PushX3'); // return ProcessX.RunProcessX(body1, body2, overlap, -overlap, body2Stationary, body2MovingLeft, body1); } // Body2 hits Body1 on the left hand side if (body2MovingRight && body2OnLeft) { return ProcessX.RunProcessX(body1, body2, -overlap, overlap, body1Stationary, body1MovingLeft, body2, 'PushX4'); // return ProcessX.RunProcessX(body1, body2, -overlap, overlap, body1Stationary, body1MovingLeft, body2); } console.log('uh oh'); } 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 return true; }; module.exports = SeparateX;