/** * @author Richard Davey * @copyright 2020 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ var BlockCheckY = require('./BlockCheckY'); var GetOverlapY = require('./GetOverlapY'); var ProcessY = require('./ProcessY'); /** * 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. * @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 overlap = GetOverlapY(body1, body2, overlapOnly, bias); var body1Pushable = body1.pushable; var body2Pushable = body2.pushable; var body1Immovable = body1.immovable; var body2Immovable = body2.immovable; // Can't separate two immovable bodies, or a body with its own custom separation logic if (overlapOnly || overlap === 0 || (body1Immovable && body2Immovable) || body1.customSeparateY || body2.customSeparateY) { // return true if there was some overlap, otherwise false return (overlap !== 0) || (body1.embedded && body2.embedded); } var blockedState = BlockCheckY(body1, body2, Math.abs(overlap)); // Adjust their positions and velocities accordingly (if there was any overlap) var v1 = body1.velocity.y; var v2 = body2.velocity.y; var body1FullImpact = v2 - v1 * body1.bounce.y; var body2FullImpact = v1 - v2 * body2.bounce.y; if (!body1Immovable && !body2Immovable) { if (blockedState > 0) { return true; } // negative delta = up, positive delta = down (inc. gravity) overlap = Math.abs(overlap); var body1MovingUp = body1._dy < 0; var body1MovingDown = body1._dy > 0; var body1Stationary = body1._dy === 0; var body2MovingUp = body2._dy < 0; var body2MovingDown = body2._dy > 0; var body2Stationary = body2._dy === 0; var body1OnTop = Math.abs(body1.bottom - body2.y) <= Math.abs(body2.bottom - body1.y); var body2OnTop = !body1OnTop; 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 body1MassImpact = avg + nv1 * body1.bounce.y; var body2MassImpact = avg + nv2 * body2.bounce.y; ProcessY.SetProcessY( body1Pushable, body2Pushable, body1MassImpact, body2MassImpact, body1FullImpact, body2FullImpact ); // ----------------------------------------------------------------------- // Pushable Checks // ----------------------------------------------------------------------- // Body1 hits Body2 from below if (body1MovingUp && body2OnTop) { // return ProcessY.RunProcessY(body1, body2, overlap, -overlap, body2Stationary, body2MovingDown, body1, 'PushY1'); return ProcessY.RunProcessY(body1, body2, overlap, -overlap, body2Stationary, body2MovingDown, body1); } // Body2 hits Body1 from below if (body2MovingUp && body1OnTop) { // return ProcessY.RunProcessY(body1, body2, -overlap, overlap, body1Stationary, body1MovingDown, body2, 'PushY2'); return ProcessY.RunProcessY(body1, body2, -overlap, overlap, body1Stationary, body1MovingDown, body2); } // Body1 hits Body2 from above if (body1MovingDown && body1OnTop) { // return ProcessY.RunProcessY(body1, body2, overlap, -overlap, body2Stationary, body2MovingUp, body1, 'PushY3'); return ProcessY.RunProcessY(body1, body2, overlap, -overlap, body2Stationary, body2MovingUp, body1); } // Body2 hits Body1 from above if (body2MovingDown && body2OnTop) { // return ProcessY.RunProcessY(body1, body2, -overlap, overlap, body1Stationary, body1MovingUp, body2, 'PushY4'); return ProcessY.RunProcessY(body1, body2, -overlap, overlap, body1Stationary, body1MovingUp, body2); } console.log('uh oh'); } else if (body1Immovable) { // console.log('SepY 1'); // Body1 is immovable if (blockedState === 1 || blockedState === 3) { // But Body2 cannot go anywhere either, so we cancel out velocity body2.velocity.y = 0; } else { body2.y += overlap; body2.velocity.y = body2FullImpact; } // This is special case code that handles things like horizontally moving platforms you can ride if (body1.moves) { body2.x += (body1.x - body1.prev.x) * body1.friction.x; body2._dx = body2.x - body2.prev.x; } } else if (body2Immovable) { // console.log('SepY 2'); // Body2 is immovable if (blockedState === 2 || blockedState === 4) { // But Body1 cannot go anywhere either, so we cancel out velocity body1.velocity.y = 0; } else { body1.y -= overlap; body1.velocity.y = body1FullImpact; } // This is special case code that handles things like horizontally moving platforms you can ride if (body2.moves) { body1.x += (body2.x - body2.prev.x) * body2.friction.x; body1._dx = body1.x - body1.prev.x; } } // If we got this far then there WAS overlap, and separation is complete, so return true return true; }; module.exports = SeparateY;