/** * @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) { var result = GetOverlapY(body1, body2, overlapOnly, bias); var overlap = result[0]; var faceTop = result[1]; var faceBottom = !faceTop; var velocity1 = body1.velocity; var velocity2 = body2.velocity; var blocked1 = body1.blocked; var blocked2 = body2.blocked; // console.log('----------> SY', overlap, 'faceTop?', faceTop); // console.log('SY', body1.gameObject.name, body2.gameObject.name, overlap, 'faceTop?', faceTop); var body1Immovable = (body1.physicsType === CONST.STATIC_BODY || body1.immovable); var body2Immovable = (body2.physicsType === CONST.STATIC_BODY || body2.immovable); // Can't separate two immovable bodies, or a body with its own custom separation logic if (overlapOnly || (body1Immovable && body2Immovable) || body1.customSeparateY || body2.customSeparateY) { // return true if there was some overlap, otherwise false. return (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; if (faceTop) { body1.setTouchingUp(); body2.setTouchingDown(); if (blocked2.up) { // console.log('a1'); body1.setBlockedUp(body2); } else if (blocked1.up) { // console.log('a2'); body2.setBlockedUp(body1); } else if (blocked1.down) { // console.log('a3'); body2.setBlockedDown(body1); } else if (blocked2.down) { // console.log('a4'); body1.setBlockedDown(body2); } else if (body1Immovable) { if (v2 < 0) { // console.log('a5'); body2.setBlockedUp(body1); } else if (v2 > 0) { // console.log('a6'); body2.setBlockedDown(body1); } } else if (body2Immovable) { if (v1 < 0) { // console.log('a7'); body1.setBlockedUp(body2); } else if (v1 > 0) { // console.log('a8'); body1.setBlockedDown(body2); } } else { console.log('buma', blocked1.up, blocked2.up, blocked1.down, blocked2.down); } } else { body1.setTouchingDown(); body2.setTouchingUp(); if (blocked2.down) { // console.log('b1'); body1.setBlockedDown(body2); } else if (blocked1.down) { // console.log('b2'); body2.setBlockedDown(body1); } else if (blocked1.up) { // console.log('b3'); body2.setBlockedUp(body1); } else if (blocked2.up) { // console.log('b4'); body1.setBlockedUp(body2); } else if (body1Immovable) { if (v2 < 0) { // console.log('b5'); body2.setBlockedUp(body1); } else if (v2 > 0) { // console.log('b6'); body2.setBlockedDown(body1); } } else if (body2Immovable) { if (v1 < 0) { // console.log('b7'); body1.setBlockedUp(body2); } else if (v1 > 0) { // console.log('b8'); body1.setBlockedDown(body2); } } else { console.log('bumb', blocked1.up, blocked2.up, blocked1.down, blocked2.down); } } // 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. if (!body1Immovable && !body2Immovable) { // Neither body is immovable, so they get an equal amount of separation and a new velocity based on mass // Share the overlap equally if both bodies are unblocked 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 ny1 = avg + nv1 * body1.bounce.y; var ny2 = avg + nv2 * body2.bounce.y; if (faceBottom && blocked2.down) { if (blocked1.by === body2) { body1.bottom = body2.y; if (body1.bounce.y === 0) { ny1 = 0; } } } else if (faceTop && blocked1.down) { if (blocked2.by === body1) { body2.bottom = body1.y; if (body2.bounce.y === 0) { ny2 = 0; } } } else if (faceBottom && blocked1.up) { if (blocked2.by === body1) { body2.y = body1.bottom; if (body2.bounce.y === 0) { ny2 = 0; } } } else if (faceTop && blocked2.up) { if (blocked1.by === body2) { body1.y = body2.bottom; if (body1.bounce.y === 0) { ny1 = 0; } } } else { overlap *= 0.5; body1.y -= body1.getMoveY(overlap); body2.y += body2.getMoveY(overlap); } velocity1.y = ny1; velocity2.y = ny2; } else if (body1Immovable) { // Body1 is immovable, but Body2 can move, so it gets all the separation if (faceBottom) { body2.y = body1.bottom; // console.log('a'); } else { body2.bottom = body1.y; // console.log('b'); } velocity2.y = v1 - v2 * body2.bounce.y; // This is special case code that handles things like horizontal moving platforms you can ride if (body1.moves) { body2.x += body2.getMoveX((body1.deltaX()) * body1.friction.x, true); } } else if (body2Immovable) { // Body2 is immovable, but Body1 can move, so it gets all the separation if (faceBottom) { body1.bottom = body2.y; // console.log('a'); } else { body1.y = body2.bottom; // console.log('b'); } velocity1.y = v2 - v1 * body1.bounce.y; // 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); } } // If we got this far then there WAS overlap, and separation is complete, so return true return true; }; module.exports = SeparateY;