phaser/plugins/impact/Solver.js
2020-02-04 14:52:04 +00:00

70 lines
1.9 KiB
JavaScript

/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2020 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var COLLIDES = require('./COLLIDES');
var Events = require('./events');
var SeparateX = require('./SeparateX');
var SeparateY = require('./SeparateY');
/**
* Impact Physics Solver
*
* @function Phaser.Physics.Impact.Solver
* @fires Phaser.Physics.Impact.Events#COLLIDE
* @since 3.0.0
*
* @param {Phaser.Physics.Impact.World} world - The Impact simulation to run the solver in.
* @param {Phaser.Physics.Impact.Body} bodyA - The first body in the collision.
* @param {Phaser.Physics.Impact.Body} bodyB - The second body in the collision.
*/
var Solver = function (world, bodyA, bodyB)
{
var weak = null;
if (bodyA.collides === COLLIDES.LITE || bodyB.collides === COLLIDES.FIXED)
{
weak = bodyA;
}
else if (bodyB.collides === COLLIDES.LITE || bodyA.collides === COLLIDES.FIXED)
{
weak = bodyB;
}
if (bodyA.last.x + bodyA.size.x > bodyB.last.x && bodyA.last.x < bodyB.last.x + bodyB.size.x)
{
if (bodyA.last.y < bodyB.last.y)
{
SeparateY(world, bodyA, bodyB, weak);
}
else
{
SeparateY(world, bodyB, bodyA, weak);
}
bodyA.collideWith(bodyB, 'y');
bodyB.collideWith(bodyA, 'y');
world.emit(Events.COLLIDE, bodyA, bodyB, 'y');
}
else if (bodyA.last.y + bodyA.size.y > bodyB.last.y && bodyA.last.y < bodyB.last.y + bodyB.size.y)
{
if (bodyA.last.x < bodyB.last.x)
{
SeparateX(world, bodyA, bodyB, weak);
}
else
{
SeparateX(world, bodyB, bodyA, weak);
}
bodyA.collideWith(bodyB, 'x');
bodyB.collideWith(bodyA, 'x');
world.emit(Events.COLLIDE, bodyA, bodyB, 'x');
}
};
module.exports = Solver;