/** * @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'); /** * 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.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[]} An array containing the amount of overlap in element 0 and the face of body1 in element 1 (true = bottom, false = top). */ var GetOverlapY = function (body1, body2, overlapOnly, bias) { var overlap = 0; var maxOverlap = body1.deltaAbsY() + body2.deltaAbsY() + bias; 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.y; var prevDistance2 = body2.bottom - body2.prev.y; var blocked1 = body1.blocked; var blocked2 = body2.blocked; var topFace = (distance1 > distance2 && prevDistance1 > prevDistance2); if (!topFace) { // body1 bottom is touching body2 top overlap = distance1; if ((overlap > maxOverlap && !overlapOnly) || !body1.checkCollision.down || !body2.checkCollision.up) { overlap = 0; } else { body1.setTouchingDown(); body2.setTouchingUp(); if (blocked2.down || body2Immovable) { body1.setBlockedDown(body2); } if (blocked1.up || body1Immovable) { body2.setBlockedUp(body1); } } } else { // body1 top is touching body2 bottom overlap = distance2; if ((overlap > maxOverlap && !overlapOnly) || !body1.checkCollision.up || !body2.checkCollision.down) { overlap = 0; } else { body1.setTouchingUp(); body2.setTouchingDown(); if (blocked2.up || body2Immovable) { body1.setBlockedUp(body2); } if (blocked1.down || body1Immovable) { body2.setBlockedDown(body1); } } } if (overlap > maxOverlap && !overlapOnly) { body1.embedded = true; body2.embedded = true; } // 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, topFace ]; }; module.exports = GetOverlapY;