var SeperateX = require('./SeperateX'); var SeperateY = require('./SeperateY'); var COLLIDES = require('./COLLIDES'); // Impact Physics Solver var Solver = function (world, bodyA, bodyB) { var weak = null; if (bodyA.collides === COLLIDES.LITE || bodyB.collides === COLLIDES.FIXED) { weak = bodyA; } else if (bodyB.collides === COLLIDES.LITE || bodyA.collides === COLLIDES.FIXED) { weak = bodyB; } if (bodyA.last.x + bodyA.size.x > bodyB.last.x && bodyA.last.x < bodyB.last.x + bodyB.size.x) { if (bodyA.last.y < bodyB.last.y) { SeperateY(world, bodyA, bodyB, weak); } else { SeperateY(world, bodyB, bodyA, weak); } bodyA.collideWith(bodyB, 'y'); bodyB.collideWith(bodyA, 'y'); world.emit('collide', bodyA, bodyB, 'y'); } else if (bodyA.last.y + bodyA.size.y > bodyB.last.y && bodyA.last.y < bodyB.last.y + bodyB.size.y) { if (bodyA.last.x < bodyB.last.x) { SeperateX(world, bodyA, bodyB, weak); } else { SeperateX(world, bodyB, bodyA, weak); } bodyA.collideWith(bodyB, 'x'); bodyB.collideWith(bodyA, 'x'); world.emit('collide', bodyA, bodyB, 'x'); } }; module.exports = Solver;