/** * @author Richard Davey * @copyright 2019 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * Calculates and returns the vertical overlap between two arcade physics bodies. * * @function Phaser.Physics.Arcade.GetOverlapY * @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 - Is this an overlap only check, or part of separation? * @param {number} bias - A value added to the delta values during collision checks. Increase it to prevent sprite tunneling (sprites passing through each other instead of colliding). * * @return {number} The amount of overlap. */ var GetOverlapY = function (body1, body2, overlapOnly, bias) { var overlap = 0; var maxOverlap = body1.deltaAbsY() + body2.deltaAbsY() + bias; var body1Down = (body1._dy > body2._dy); if (body1._dy === body2._dy) { // Neither of them has a faster velocity, but we still need to separate them // Try to figure it out based on overlap size var distance1 = body1.bottom - body2.y; var distance2 = body2.bottom - body1.y; body1Down = (distance1 < distance2); } if (body1Down) { // body1 is moving down and body2 is either moving up, moving slower than body1, or static overlap = body1.bottom - body2.y; if ((overlap > maxOverlap && !overlapOnly) || body1.checkCollision.down === false || body2.checkCollision.up === false) { overlap = 0; } } else { // body1 is moving up and body2 is either moving down, moving slower than body1, or static overlap = body1.y - body2.bottom; // console.log('body1 faster up', overlap); if ((-overlap > maxOverlap && !overlapOnly) || body1.checkCollision.up === false || body2.checkCollision.down === false) { overlap = 0; } } // Resets the overlapY to zero if there is no overlap, or to the actual pixel value if there is body1.overlapY = overlap; body2.overlapY = overlap; return overlap; }; module.exports = GetOverlapY;