/** * @author Richard Davey * @copyright 2013-2024 Phaser Studio Inc. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ var GetOverlapY = require('./GetOverlapY'); var ProcessY = require('./ProcessY'); /** * Separates two overlapping bodies on the Y-axis (vertically). * * Separation involves moving two overlapping bodies so they don't overlap anymore and adjusting their velocities based on their mass. This is a core part of collision detection. * * The bodies won't be separated if there is no vertical overlap between them, if they are static, or if either one uses custom logic for its separation. * * @function Phaser.Physics.Arcade.SeparateY * @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 - If `true`, the bodies will only have their overlap data set and no separation will take place. * @param {number} bias - A value to add to the delta value during overlap checking. Used to prevent sprite tunneling. * @param {number} [overlap] - If given then this value will be used as the overlap and no check will be run. * * @return {boolean} `true` if the two bodies overlap vertically, otherwise `false`. */ var SeparateY = function (body1, body2, overlapOnly, bias, overlap) { if (overlap === undefined) { overlap = GetOverlapY(body1, body2, overlapOnly, bias); } var body1Immovable = body1.immovable; var body2Immovable = body2.immovable; // Can't separate two immovable bodies, or a body with its own custom separation logic if (overlapOnly || overlap === 0 || (body1Immovable && body2Immovable) || body1.customSeparateY || body2.customSeparateY) { // return true if there was some overlap, otherwise false return (overlap !== 0) || (body1.embedded && body2.embedded); } var blockedState = ProcessY.Set(body1, body2, overlap); if (!body1Immovable && !body2Immovable) { if (blockedState > 0) { return true; } return ProcessY.Check(); } else if (body1Immovable) { ProcessY.RunImmovableBody1(blockedState); } else if (body2Immovable) { ProcessY.RunImmovableBody2(blockedState); } // If we got this far then there WAS overlap, and separation is complete, so return true return true; }; module.exports = SeparateY;