/** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * [description] * * @function Phaser.Physics.Arcade.GetOverlapX * @since 3.0.0 * * @param {Phaser.Physics.Arcade.Body} body1 - [description] * @param {Phaser.Physics.Arcade.Body} body2 - [description] * @param {boolean} overlapOnly - [description] * @param {number} bias - [description] * * @return {number} [description] */ var GetOverlapX = function (body1, body2, overlapOnly, bias) { var overlap = 0; var maxOverlap = body1.deltaAbsX() + body2.deltaAbsX() + bias; if (body1.deltaX() === 0 && body2.deltaX() === 0) { // They overlap but neither of them are moving body1.embedded = true; body2.embedded = true; } else if (body1.deltaX() > body2.deltaX()) { // Body1 is moving right and / or Body2 is moving left overlap = body1.right - body2.x; if ((overlap > maxOverlap && !overlapOnly) || body1.checkCollision.right === false || body2.checkCollision.left === false) { overlap = 0; } else { body1.touching.none = false; body1.touching.right = true; body2.touching.none = false; body2.touching.left = true; } } else if (body1.deltaX() < body2.deltaX()) { // Body1 is moving left and/or Body2 is moving right overlap = body1.x - body2.width - body2.x; if ((-overlap > maxOverlap && !overlapOnly) || body1.checkCollision.left === false || body2.checkCollision.right === false) { overlap = 0; } else { body1.touching.none = false; body1.touching.left = true; body2.touching.none = false; body2.touching.right = true; } } // Resets the overlapX to zero if there is no overlap, or to the actual pixel value if there is body1.overlapX = overlap; body2.overlapX = overlap; return overlap; }; module.exports = GetOverlapX;