/** * @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 IntersectsRect = require('./IntersectsRect'); /** * Calculates and returns the vertical overlap between two arcade physics bodies. * * We know the bodies are intersecting based on a previous check, so the point of this function * is to determine which face the overlap is occurring on and at what depth. * * @function Phaser.Physics.Arcade.CheckOverlapY * @since 3.17.0 * * @param {Phaser.Physics.Arcade.Body} body1 - The first Body to separate. * @param {Phaser.Physics.Arcade.Body} body2 - The second Body to separate. * @param {number} [padding=0] - * * @return {boolean} */ var CheckOverlapY = function (body1, body2, padding) { if (padding === undefined) { padding = 0; } // var body1Immovable = (body1.physicsType === CONST.STATIC_BODY || body1.immovable); // var body2Immovable = (body2.physicsType === CONST.STATIC_BODY || body2.immovable); var distance1 = body1.bottom - body2.y; var distance2 = body2.bottom - body1.y; var prevDistance1 = (body1.prev.y + body1.height) - body2.prev.y; var prevDistance2 = (body2.prev.y + body2.height) - body1.prev.y; // var worldBlocked1 = body1.worldBlocked; // var worldBlocked2 = body2.worldBlocked; var topFace = (distance1 > distance2 && prevDistance1 > prevDistance2); var intersects = IntersectsRect(body1, body2, padding); if (intersects && !topFace) { if (body1.checkCollision.up && body2.checkCollision.down) { body1.setTouchingDown(); body2.setTouchingUp(); body1.setBlockedDown(body2); body2.setBlockedUp(body1); // World blocks cannot be penetrated // if (worldBlocked2.down || body2Immovable) // { // body1.setWorldBlockedDown(); // } // if (worldBlocked1.up || body1Immovable) // { // body2.setWorldBlockedUp(); // } } } else if (intersects && topFace) { if (body1.checkCollision.down && body2.checkCollision.up) { body1.setTouchingUp(); body2.setTouchingDown(); body1.setBlockedUp(body2); body2.setBlockedDown(body1); // World blocks cannot be penetrated // if (worldBlocked2.up || body2Immovable) // { // body1.setWorldBlockedUp(); // } // if (worldBlocked1.down || body1Immovable) // { // body2.setWorldBlockedDown(); // } } } return intersects; }; module.exports = CheckOverlapY;