/** * @author Richard Davey * @copyright 2020 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ var GetOverlapX = require('./GetOverlapX'); /** * 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 horizontally, 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); } // Adjust their positions and velocities accordingly (if there was any overlap) var v1 = body1.velocity.x; var v2 = body2.velocity.x; if (!body1Immovable && !body2Immovable) { if (body1Pushable === body2Pushable) { // 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; } else if (!body2Immovable) { // Body1 is immovable, so 2 gets all the separation no matter what body2.x += overlap; body2.velocity.x = v1 - v2 * body2.bounce.x; // 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; } 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 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; body1.velocity.x = avg + nv1 * body1.bounce.x; body2.velocity.x = avg + nv2 * body2.bounce.x; } // If we got this far then there WAS overlap, and separation is complete, so return true return true; }; module.exports = SeparateX;