/** * @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 and sets their properties * accordingly, including: `touching.up`, `touching.down`, `touching.none` and `overlapY'. * * @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 another 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; if (body1._dy === 0 && body2._dy === 0) { // They overlap but neither of them are moving body1.embedded = true; body2.embedded = true; } else if (body1._dy > body2._dy) { // Body1 is moving down and/or Body2 is moving up overlap = body1.bottom - body2.y; if ((overlap > maxOverlap && !overlapOnly) || body1.checkCollision.down === false || body2.checkCollision.up === false) { overlap = 0; } else { body1.touching.none = false; body1.touching.down = true; body2.touching.none = false; body2.touching.up = true; if (body2.physicsType === CONST.STATIC_BODY) { body1.blocked.none = false; body1.blocked.down = true; } if (body1.physicsType === CONST.STATIC_BODY) { body2.blocked.none = false; body2.blocked.up = true; } } } else if (body1._dy < body2._dy) { // Body1 is moving up and/or Body2 is moving down overlap = body1.y - body2.bottom; if ((-overlap > maxOverlap && !overlapOnly) || body1.checkCollision.up === false || body2.checkCollision.down === false) { overlap = 0; } else { body1.touching.none = false; body1.touching.up = true; body2.touching.none = false; body2.touching.down = true; if (body2.physicsType === CONST.STATIC_BODY) { body1.blocked.none = false; body1.blocked.up = true; } if (body1.physicsType === CONST.STATIC_BODY) { body2.blocked.none = false; body2.blocked.down = 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; }; module.exports = GetOverlapY;