/** * @author Richard Davey * @copyright 2019 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ var CONST = require('./const'); /** * Calculates and returns the horizontal overlap between two arcade physics bodies and sets their properties * accordingly, including: `touching.left`, `touching.right`, `touching.none` and `overlapX'. * * @function Phaser.Physics.Arcade.GetOverlapX * @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 another instead of colliding). * * @return {number} The amount of overlap. */ var GetOverlapX = function (body1, body2, overlapOnly, bias) { var overlap = 0; var maxOverlap = body1.deltaAbsX() + body2.deltaAbsX() + bias; if (body1._dx === 0 && body2._dx === 0) { // They overlap but neither of them are moving body1.embedded = true; body2.embedded = true; } else if (body1._dx > body2._dx) { // Body1 is moving right and / or Body2 is moving left overlap = body1.right - body2.x; if ((overlap > maxOverlap && !overlapOnly) || body1.checkCollision.right === false || body2.checkCollision.left === false) { overlap = 0; } else { body1.touching.none = false; body1.touching.right = true; body2.touching.none = false; body2.touching.left = true; if (body2.physicsType === CONST.STATIC_BODY) { body1.blocked.none = false; body1.blocked.right = true; } if (body1.physicsType === CONST.STATIC_BODY) { body2.blocked.none = false; body2.blocked.left = true; } } } else if (body1._dx < body2._dx) { // Body1 is moving left and/or Body2 is moving right overlap = body1.x - body2.width - body2.x; if ((-overlap > maxOverlap && !overlapOnly) || body1.checkCollision.left === false || body2.checkCollision.right === false) { overlap = 0; } else { body1.touching.none = false; body1.touching.left = true; body2.touching.none = false; body2.touching.right = true; if (body2.physicsType === CONST.STATIC_BODY) { body1.blocked.none = false; body1.blocked.left = true; } if (body1.physicsType === CONST.STATIC_BODY) { body2.blocked.none = false; body2.blocked.right = true; } } } // Resets the overlapX to zero if there is no overlap, or to the actual pixel value if there is body1.overlapX = overlap; body2.overlapX = overlap; return overlap; }; module.exports = GetOverlapX;