/** * @author Richard Davey * @copyright 2019 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ var CONST = require('./const'); 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. This is our priority body. * @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) { // console.log(''); // console.log('%c frame ' + body1.world._frame + ' ', 'background-color: orange'); // console.log('body1:', body1.gameObject.name, 'vs body2:', body2.gameObject.name); // console.log('pre-GetOverlap by = body1', body1.y, 'body2', body2.y); // console.log('pre-GetOverlap gy = body1', body1.gameObject.y, 'body2', body2.gameObject.y); var collisionInfo = GetOverlapX(body1, body2, overlapOnly, bias); // console.log(collisionInfo); // console.log('post-GetOverlap by = body1', body1.y, 'body2', body2.y); // console.log('post-GetOverlap gy = body1', body1.gameObject.y, 'body2', body2.gameObject.y); var overlap = collisionInfo.overlapY; var leftFace = collisionInfo.face === CONST.FACING_LEFT; var rightFace = !leftFace; var intersects = collisionInfo.intersects; var velocity1 = body1.velocity; var velocity2 = body2.velocity; var bounce1 = body1.bounce; var bounce2 = body2.bounce; var body1Immovable = (body1.physicsType === CONST.STATIC_BODY || body1.immovable); var body2Immovable = (body2.physicsType === CONST.STATIC_BODY || body2.immovable); // console.log('body1 overlaps body2 across the', ((leftFace) ? 'left' : 'right'), 'by', overlap, 'px'); // Can't separate two immovable bodies, or a body with its own custom separation logic if (!intersects || overlapOnly || (body1Immovable && body2Immovable) || body1.customSeparateX || body2.customSeparateX) { console.log(this.world._frame, 'SeparateX aborted'); // return true if there was some overlap, otherwise false. return ((intersects && overlap !== 0) || (body1.embedded && body2.embedded)); } // Adjust their positions and velocities accordingly based on the amount of overlap var x1 = velocity1.x; var x2 = velocity2.x; var nx1 = x1; var nx2 = x2; // At this point, the velocity from gravity, world rebounds, etc has been factored in. // The body is moving the direction it wants to, but may be blocked and rebound. var moving1 = body1.movingX(); var moving2 = body2.movingX(); if (moving1 && moving2) { // Neither body is immovable, so they get a new velocity based on mass var mass1 = body1.mass; var mass2 = body2.mass; var bnx1; var bnx2; // We don't need costly sqrts if both masses are the same if (mass1 === mass2) { bnx1 = Math.abs(x2) * ((x2 > 0) ? 1 : -1); bnx2 = Math.abs(x1) * ((x1 > 0) ? 1 : -1); } else { bnx1 = Math.sqrt((x2 * x2 * mass2) / mass1) * ((x2 > 0) ? 1 : -1); bnx2 = Math.sqrt((x1 * x1 * mass1) / mass2) * ((x1 > 0) ? 1 : -1); } var avg = (bnx1 + bnx2) * 0.5; var nv1 = bnx1 - avg; var nv2 = bnx2 - avg; nx1 = avg + nv1 * bounce1.x; nx2 = avg + nv2 * bounce2.x; // console.log('resolution 1'); // console.log('pre-impact v = body1', x1, 'body2', x2); // console.log('post-impact v = body1', nx1, 'body2', nx2); // console.log('pre-impact y = body1', body1.gameObject.y, 'body2', body2.gameObject.y); // console.log('wb = body1', body1.worldBlocked.down, 'body2', body2.worldBlocked.down); // console.log('avg', avg); // console.log('nv', nv1, nv2); // console.log('sqrt mult', bnx1, bnx2); // console.log('delta', body1.deltaY(), body2.deltaY()); } else if (!moving1 && moving2) { // Body1 is immovable, so adjust body2 speed if (body1.rideable) { nx2 = (leftFace) ? 1 : -1; } else { nx2 = x1 - x2 * bounce2.x; } // console.log('%cresolution 3', 'background-color: red; color: white'); // console.log('pre-impact v = body1', x1, 'body2', x2); // console.log('post-impact v = body1', nx1, 'body2', nx2); // console.log('pre-impact by = body1', body1.y, 'body2', body2.y); // console.log('pre-impact gy = body1', body1.gameObject.y, 'body2', body2.gameObject.y); // console.log('wb = body1', body1.worldBlocked.down, 'body2', body2.worldBlocked.down); // console.log('sleeping? = body1', body1.sleeping, 'body2', body2.sleeping); } else if (moving1 && !moving2) { // Body2 is immovable, so adjust body1 speed if (body2.rideable) { nx1 = (leftFace) ? 1 : -1; } else { nx1 = x2 - x1 * bounce1.x; } // console.log('resolution 4'); // console.log('pre-impact v = body1', x1, 'body2', x2); // console.log('post-impact v = body1', nx1, 'body2', nx2); // console.log('pre-impact y = body1', body1.gameObject.y, 'body2', body2.gameObject.y); // console.log('wb = body1', body1.worldBlocked.down, 'body2', body2.worldBlocked.down); // console.log('sleeping? = body1', body1.sleeping, 'body2', body2.sleeping); } else { // console.log('neither moving, or both immovable'); // console.log('resolution 5'); // console.log('pre-impact v = body1', x1, 'body2', x2); // console.log('post-impact v = body1', nx1, 'body2', nx2); // console.log('sleeping? = body1', body1.sleeping, 'body2', body2.sleeping); nx1 = 0; nx2 = 0; } var totalA = collisionInfo.share1; var totalB = collisionInfo.share2; // console.log('split at', totalA, totalB, 'of', overlap); if (totalA === 0 && totalB === 0 && overlap !== 0) { velocity1.x = 0; velocity2.x = 0; return true; } // Flip flop? var flip1 = (x1 < 0 && nx1 > 0) || (x1 > 0 && nx1 < 0); var flip2 = (x2 < 0 && nx2 > 0) || (x2 > 0 && nx2 < 0); if (!body1.sleeping && flip1 && Math.abs(nx1) < body1.minVelocity.x) { // console.log('body1 flip vel too small, zeroing'); nx1 = 0; } if (!body2.sleeping && flip2 && Math.abs(nx2) < body2.minVelocity.x) { // console.log('body2 flip vel too small, zeroing'); nx2 = 0; } // By this stage the bodies have their separation distance calculated (stored in totalA/B) // and they have their new post-impact velocity. So now we need to work out block state based on direction. if (nx1 !== 0) { // nx1 < 0 = Body1 is moving LEFT // nx1 > 0 = Body1 is moving RIGHT if (leftFace) { // The top of Body1 overlaps with the bottom of Body2 if (body2.isBlockedLeft()) { // console.log('nx1 < 0 topface up', body1.y); body1.setBlockedLeft(collisionInfo, body2); } else { // console.log('nx1 < 0 topface add', body1.y); body1.y += body1.getMoveX(totalA); } } else if (rightFace) { // The bottom of Body1 overlaps with the top of Body2 if (body2.isBlockedRight()) { // console.log('nx1 < 0 bottomface down', body1.y); body1.setBlockedRight(collisionInfo, body2); } else { // console.log('nx1 < 0 bottomface add', body1.y); body1.y += body1.getMoveX(totalA); } } // If Body1 cannot move up, it doesn't matter what new velocity it has. if (body1.sleeping && (nx1 < 0 && body1.isBlockedLeft()) || (nx1 > 0 && body1.isBlockedRight())) { // console.log('nx1 < 0 zero sleep'); nx1 = 0; } } else if (body1.moves) { // Body1 is stationary, but is under physics control if (leftFace) { // The top of Body1 overlaps with the bottom of Body2 if (totalA !== 0 && !body1.isBlockedRight()) { // console.log('body1 stationary topface add', body1.y); body1.y += body1.getMoveX(totalA); } if (body2.isBlockedLeft()) { // console.log('body1 stationary topface up', body1.y); body1.setBlockedLeft(collisionInfo, body2); } } else if (rightFace) { // The bottom of Body1 overlaps with the top of Body2 if (totalA !== 0 && !body1.isBlockedRight()) { // console.log('body1 stationary bottomface add', body1.y); body1.y += body1.getMoveX(totalA); } if (body2.isBlockedRight()) { // console.log('body1 stationary bottomface down', body1.y); body1.setBlockedRight(collisionInfo, body2); } } } if (nx2 !== 0) { // nx2 < 0 = Body2 is moving LEFT // nx2 > 0 = Body2 is moving RIGHT if (leftFace) { // The bottom of Body2 overlaps with the top of Body1 if (body1.isBlockedRight()) { // console.log('nx2 < 0 topface down', body2.y); body2.setBlockedRight(collisionInfo, body1); } else { // console.log('nx2 < 0 topface add', body2.y); body2.y += body2.getMoveX(totalB); } } else if (rightFace) { // The top of Body2 overlaps with the bottom of Body1 if (body1.isBlockedLeft()) { // console.log('nx2 < 0 bottomface down', body2.y); body2.setBlockedLeft(collisionInfo, body1); } else { // console.log('nx2 < 0 bottomface add', body2.y); body2.y += body2.getMoveX(totalB); } } // If Body2 cannot move up or down, it doesn't matter what new velocity it has if (body2.sleeping && (nx2 < 0 && body2.isBlockedLeft()) || (nx2 > 0 && body2.isBlockedRight())) { // console.log('nx2 < 0 zero sleep'); nx2 = 0; } } else if (body2.moves) { // Body2 is stationary if (leftFace) { // The bottom of Body2 overlaps with the top of Body1 if (totalB !== 0 && !body2.isBlockedRight()) { // console.log('body2 stationary topface add', body2.y); body2.y += body2.getMoveX(totalB); } if (body1.isBlockedRight()) { // console.log('body2 stationary topface down', body2.y); body2.setBlockedRight(collisionInfo, body1); } } else if (rightFace) { // The top of Body2 overlaps with the bottom of Body1 if (totalB !== 0 && !body2.isBlockedLeft()) { // console.log('body2 stationary bottomface add', body2.y); body2.y += body2.getMoveX(totalB); } if (body1.isBlockedLeft()) { // console.log('body2 stationary bottomface down', body2.y); body2.setBlockedLeft(collisionInfo, body1); } } } // We disregard the new velocity when a Body is world blocked AND blocked by something on the opposite face if (body1.isBlockedX()) { nx1 = 0; } if (body2.isBlockedX()) { nx2 = 0; } // Wakey, wakey? if (body1.sleeping) { if (Math.abs(nx1) < body1.minVelocity.x) { // Not enough new velocity to get out of bed for nx1 = 0; } else { // console.log('waking body1 from', nx1, body1.prevVelocity.y); body1.wake(); } } if (body2.sleeping) { if (Math.abs(nx2) < body2.minVelocity.x) { // Not enough new velocity to get out of bed for nx2 = 0; } else { // console.log('waking body2 from', nx2, body2.prevVelocity.y); body2.wake(); } } // console.log('SepX End', nx1, nx2); velocity1.x = nx1; velocity2.x = nx2; // If we got this far then there WAS overlap, and separation is complete, so return true return true; }; module.exports = SeparateX;