/** * @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 GetOverlapY = require('./GetOverlapY'); /** * Separates two overlapping bodies on the Y-axis (vertically). * * 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 vertical overlap between them, if they are static, * or if either one uses custom logic for its separation. * * @function Phaser.Physics.Arcade.SeparateY * @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 vertically, otherwise `false`. */ var SeparateY = 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 = GetOverlapY(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 topFace = collisionInfo.face === CONST.FACING_UP; var bottomFace = !topFace; 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', ((topFace) ? 'top' : 'bottom'), 'by', overlap, 'px'); // Can't separate two immovable bodies, or a body with its own custom separation logic if (!intersects || overlapOnly || (body1Immovable && body2Immovable) || body1.customSeparateY || body2.customSeparateY) { console.log('SeparateY 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 v1 = velocity1.y; var v2 = velocity2.y; var ny1 = v1; var ny2 = v2; // 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.movingY(); var moving2 = body2.movingY(); if (moving1 && moving2) { // Neither body is immovable, so they get a new velocity based on mass var mass1 = body1.mass; var mass2 = body2.mass; // We don't need costly sqrts if both masses are the same if (mass1 === mass2) { var bnv1 = Math.abs(v2) * ((v2 > 0) ? 1 : -1); var bnv2 = Math.abs(v1) * ((v1 > 0) ? 1 : -1); var avg = (bnv1 + bnv2) * 0.5; var nv1 = bnv1 - avg; var nv2 = bnv2 - avg; ny1 = avg + nv1 * bounce1.y; ny2 = avg + nv2 * bounce2.y; console.log('resolution 1'); console.log('pre-impact v = body1', v1, 'body2', v2); console.log('post-impact v = body1', ny1, 'body2', ny2); // 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', bnv1, bnv2); // console.log('delta', body1.deltaY(), body2.deltaY()); } else { var bnv1 = Math.sqrt((v2 * v2 * mass2) / mass1) * ((v2 > 0) ? 1 : -1); var bnv2 = Math.sqrt((v1 * v1 * mass1) / mass2) * ((v1 > 0) ? 1 : -1); var avg = (bnv1 + bnv2) * 0.5; var nv1 = bnv1; var nv2 = bnv2; nv1 -= avg; nv2 -= avg; ny1 = avg + nv1 * bounce1.y; ny2 = avg + nv2 * bounce2.y; console.log('resolution 2'); console.log('pre-impact v = body1', v1, 'body2', v2); console.log('post-impact v = body1', ny1, 'body2', ny2); // console.log('avg', avg); // console.log('nv', nv1, nv2); // console.log('sqrt', bnv1, bnv2); // console.log('delta', body1.deltaY(), body2.deltaY()); } } else if (!moving1 && moving2) { // Body1 is immovable, so adjust body2 speed ny2 = v1 - v2 * bounce2.y; console.log('%cresolution 3', 'background-color: red; color: white'); console.log('pre-impact v = body1', v1, 'body2', v2); console.log('post-impact v = body1', ny1, 'body2', ny2); // 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 ny1 = v2 - v1 * bounce1.y; console.log('resolution 4'); console.log('pre-impact v = body1', v1, 'body2', v2); console.log('post-impact v = body1', ny1, 'body2', ny2); 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', v1, 'body2', v2); console.log('post-impact v = body1', ny1, 'body2', ny2); console.log('sleeping? = body1', body1.sleeping, 'body2', body2.sleeping); ny1 = 0; ny2 = 0; } var totalA = collisionInfo.share1; var totalB = collisionInfo.share2; console.log('split at', totalA, totalB, 'of', overlap); if (totalA === 0 && totalB === 0 && overlap !== 0) { console.log('two immovable bodies'); velocity1.y = 0; velocity2.y = 0; return true; } // FLip flop? var flip1 = (v1 < 0 && ny1 > 0) || (v1 > 0 && ny1 < 0); var flip2 = (v2 < 0 && ny2 > 0) || (v2 > 0 && ny2 < 0); if (!body1.sleeping && flip1 && Math.abs(ny1) < body1.minVelocity.y) { console.log('body1 flip vel too small, zeroing'); ny1 = 0; } if (!body2.sleeping && flip2 && Math.abs(ny2) < body2.minVelocity.y) { console.log('body2 flip vel too small, zeroing'); ny2 = 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 (ny1 < 0) { // Body1 is moving UP if (topFace) { // The top of Body1 overlaps with the bottom of Body2 if (body2.isBlockedUp()) { body1.setBlockedUp(collisionInfo, body2); console.log('ny1 < 0 topface up', body1.y); } else { body1.y += body1.getMoveY(totalA); console.log('ny1 < 0 topface add', body1.y); } } else if (bottomFace) { // The bottom of Body1 overlaps with the top of Body2 if (body2.isBlockedDown()) { body1.setBlockedDown(collisionInfo, body2); console.log('ny1 < 0 bottomface down', body1.y); } else { body1.y += body1.getMoveY(totalA); console.log('ny1 < 0 bottomface add', body1.y); } } // If Body1 cannot move up, it doesn't matter what new velocity it has. if (body1.sleeping && body1.isBlockedUp()) { ny1 = 0; console.log('ny1 < 0 zero sleep'); } } else if (ny1 > 0) { // Body1 is moving DOWN if (topFace) { // The top of Body1 overlaps with the bottom of Body2 if (body2.isBlockedUp()) { body1.setBlockedUp(collisionInfo, body2); console.log('ny1 > 0 topface up', body1.y); } else { body1.y += body1.getMoveY(totalA); console.log('ny1 > 0 topface add', body1.y); } } else if (bottomFace) { // The bottom of Body1 overlaps with the top of Body2 if (body2.isBlockedDown()) { body1.setBlockedDown(collisionInfo, body2); console.log('ny1 > 0 bottomface down', body1.y); } else { body1.y += body1.getMoveY(totalA); console.log('ny1 > 0 bottomface add', body1.y); } } // If Body1 cannot move down, it doesn't matter what new velocity it has. if (body1.sleeping && body1.isBlockedDown()) { ny1 = 0; console.log('ny1 > 0 zero sleep'); } } else { // Body1 is stationary if (topFace) { // The top of Body1 overlaps with the bottom of Body2 if (totalA !== 0 && !body1.isBlockedDown()) { console.log('body1 stationary topface add', body1.y); body1.y += body1.getMoveY(totalA); } if (body2.isBlockedUp()) { body1.setBlockedUp(collisionInfo, body2); console.log('body1 stationary topface up', body1.y); } } else if (bottomFace) { // The bottom of Body1 overlaps with the top of Body2 if (totalA !== 0 && !body1.isBlockedDown()) { body1.y += body1.getMoveY(totalA); console.log('body1 stationary bottomface add', body1.y); } if (body2.isBlockedDown()) { body1.setBlockedDown(collisionInfo, body2); console.log('body1 stationary bottomface down', body1.y); } } } if (ny2 < 0) { // Body2 is moving UP if (topFace) { // The bottom of Body2 overlaps with the top of Body1 if (body1.isBlockedDown()) { body2.setBlockedDown(collisionInfo, body1); console.log('ny2 < 0 topface down', body2.y); } else { body2.y += body2.getMoveY(totalB); console.log('ny2 < 0 topface add', body2.y); } } else if (bottomFace) { // The top of Body2 overlaps with the bottom of Body1 if (body1.isBlockedUp()) { body2.setBlockedUp(collisionInfo, body1); console.log('ny2 < 0 bottomface down', body2.y); } else { body2.y += body2.getMoveY(totalB); console.log('ny2 < 0 bottomface add', body2.y); } } // If Body2 cannot move up, it doesn't matter what new velocity it has. if (body2.sleeping && body2.isBlockedUp()) { ny2 = 0; console.log('ny2 < 0 zero sleep'); } } else if (ny2 > 0) { // Body2 is moving DOWN if (topFace) { // The bottom of Body2 overlaps with the top of Body1 if (body1.isBlockedDown()) { body2.setBlockedDown(collisionInfo, body1); console.log('ny2 > 0 topface down', body2.y); } else { body2.y += body2.getMoveY(totalB); console.log('ny2 > 0 topface add', body2.y); } } else if (bottomFace) { // The top of Body2 overlaps with the bottom of Body1 if (body1.isBlockedUp()) { body2.setBlockedUp(collisionInfo, body1); console.log('ny2 > 0 bottomface up', body2.y); } else { body2.y += body2.getMoveY(totalB); console.log('ny2 > 0 bottomface add', body2.y); } } // If Body2 cannot move down, it doesn't matter what new velocity it has. if (body2.sleeping && body1.isBlockedDown()) { ny2 = 0; console.log('ny2 > 0 zero sleep'); } } else { // Body2 is stationary if (topFace) { // The bottom of Body2 overlaps with the top of Body1 if (totalB !== 0 && !body2.isBlockedDown()) { body2.y += body2.getMoveY(totalB); console.log('body2 stationary topface add', body2.y); } if (body1.isBlockedDown()) { body2.setBlockedDown(collisionInfo, body1); console.log('body2 stationary topface down', body2.y); } } else if (bottomFace) { // The top of Body2 overlaps with the bottom of Body1 if (totalB !== 0 && !body2.isBlockedUp()) { body2.y += body2.getMoveY(totalB); console.log('body2 stationary bottomface add', body2.y); } if (body1.isBlockedUp()) { body2.setBlockedUp(collisionInfo, body1); console.log('body2 stationary bottomface down', body2.y); } } } // We disregard the new velocity when a Body is world blocked AND blocked by something on the opposite face if (body1.isBlockedY()) { ny1 = 0; } if (body2.isBlockedY()) { ny2 = 0; } // Wakey, wakey? if (body1.sleeping) { if (Math.abs(ny1) < body1.minVelocity.y) { // Not enough new velocity to get out of bed for ny1 = 0; } else { console.log('waking body1 from', ny1, body1.prevVelocity.y); body1.wake(); } } if (body2.sleeping) { if (Math.abs(ny2) < body2.minVelocity.y) { // Not enough new velocity to get out of bed for ny2 = 0; } else { console.log('waking body2 from', ny2, body2.prevVelocity.y); body2.wake(); } } console.log('SepY End', ny1, ny2); velocity1.y = ny1; velocity2.y = ny2; // TODO: This is special case code that handles things like horizontal moving platforms you can ride // if (body2.moves) // { // body1.x += body1.getMoveX((body2.deltaX()) * body2.friction.x, true); // } console.log(''); // If we got this far then there WAS overlap, and separation is complete, so return true return true; }; module.exports = SeparateY;