phaser/src/physics/arcade/ProcessX.js
2022-02-28 14:29:51 +00:00

411 lines
11 KiB
JavaScript

/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2022 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var body1;
var body2;
var body1Pushable;
var body2Pushable;
var body1MassImpact;
var body2MassImpact;
var body1FullImpact;
var body2FullImpact;
var body1MovingLeft;
var body1MovingRight;
var body1Stationary;
var body2MovingLeft;
var body2MovingRight;
var body2Stationary;
var body1OnLeft;
var body2OnLeft;
var overlap;
/**
* Sets all of the local processing values and calculates the velocity exchanges.
*
* Then runs `BlockCheck` and returns the value from it.
*
* This method is called by `Phaser.Physics.Arcade.SeparateX` and should not be
* called directly.
*
* @function Phaser.Physics.Arcade.ProcessX.Set
* @ignore
* @since 3.50.0
*
* @param {Phaser.Physics.Arcade.Body} b1 - The first Body to separate.
* @param {Phaser.Physics.Arcade.Body} b2 - The second Body to separate.
* @param {number} ov - The overlap value.
*
* @return {number} The BlockCheck result. 0 = not blocked. 1 = Body 1 blocked. 2 = Body 2 blocked.
*/
var Set = function (b1, b2, ov)
{
body1 = b1;
body2 = b2;
var v1 = body1.velocity.x;
var v2 = body2.velocity.x;
body1Pushable = body1.pushable;
body1MovingLeft = body1._dx < 0;
body1MovingRight = body1._dx > 0;
body1Stationary = body1._dx === 0;
body1OnLeft = Math.abs(body1.right - body2.x) <= Math.abs(body2.right - body1.x);
body1FullImpact = v2 - v1 * body1.bounce.x;
body2Pushable = body2.pushable;
body2MovingLeft = body2._dx < 0;
body2MovingRight = body2._dx > 0;
body2Stationary = body2._dx === 0;
body2OnLeft = !body1OnLeft;
body2FullImpact = v1 - v2 * body2.bounce.x;
// negative delta = up, positive delta = down (inc. gravity)
overlap = Math.abs(ov);
return BlockCheck();
};
/**
* Blocked Direction checks, because it doesn't matter if an object can be pushed
* or not, blocked is blocked.
*
* @function Phaser.Physics.Arcade.ProcessX.BlockCheck
* @ignore
* @since 3.50.0
*
* @return {number} The BlockCheck result. 0 = not blocked. 1 = Body 1 blocked. 2 = Body 2 blocked.
*/
var BlockCheck = function ()
{
// Body1 is moving right and Body2 is blocked from going right any further
if (body1MovingRight && body1OnLeft && body2.blocked.right)
{
body1.processX(-overlap, body1FullImpact, false, true);
return 1;
}
// Body1 is moving up and Body2 is blocked from going up any further
if (body1MovingLeft && body2OnLeft && body2.blocked.left)
{
body1.processX(overlap, body1FullImpact, true);
return 1;
}
// Body2 is moving right and Body1 is blocked from going right any further
if (body2MovingRight && body2OnLeft && body1.blocked.right)
{
body2.processX(-overlap, body2FullImpact, false, true);
return 2;
}
// Body2 is moving up and Body1 is blocked from going up any further
if (body2MovingLeft && body1OnLeft && body1.blocked.left)
{
body2.processX(overlap, body2FullImpact, true);
return 2;
}
return 0;
};
/**
* The main check function. Runs through one of the four possible tests and returns the results.
*
* @function Phaser.Physics.Arcade.ProcessX.Check
* @ignore
* @since 3.50.0
*
* @return {boolean} `true` if a check passed, otherwise `false`.
*/
var Check = function ()
{
var v1 = body1.velocity.x;
var v2 = body2.velocity.x;
var nv1 = Math.sqrt((v2 * v2 * body2.mass) / body1.mass) * ((v2 > 0) ? 1 : -1);
var nv2 = Math.sqrt((v1 * v1 * body1.mass) / body2.mass) * ((v1 > 0) ? 1 : -1);
var avg = (nv1 + nv2) * 0.5;
nv1 -= avg;
nv2 -= avg;
body1MassImpact = avg + nv1 * body1.bounce.x;
body2MassImpact = avg + nv2 * body2.bounce.x;
// Body1 hits Body2 on the right hand side
if (body1MovingLeft && body2OnLeft)
{
return Run(0);
}
// Body2 hits Body1 on the right hand side
if (body2MovingLeft && body1OnLeft)
{
return Run(1);
}
// Body1 hits Body2 on the left hand side
if (body1MovingRight && body1OnLeft)
{
return Run(2);
}
// Body2 hits Body1 on the left hand side
if (body2MovingRight && body2OnLeft)
{
return Run(3);
}
return false;
};
/**
* The main check function. Runs through one of the four possible tests and returns the results.
*
* @function Phaser.Physics.Arcade.ProcessX.Run
* @ignore
* @since 3.50.0
*
* @param {number} side - The side to test. As passed in by the `Check` function.
*
* @return {boolean} Always returns `true`.
*/
var Run = function (side)
{
if (body1Pushable && body2Pushable)
{
// Both pushable, or both moving at the same time, so equal rebound
overlap *= 0.5;
if (side === 0 || side === 3)
{
// body1MovingLeft && body2OnLeft
// body2MovingRight && body2OnLeft
body1.processX(overlap, body1MassImpact);
body2.processX(-overlap, body2MassImpact);
}
else
{
// body2MovingLeft && body1OnLeft
// body1MovingRight && body1OnLeft
body1.processX(-overlap, body1MassImpact);
body2.processX(overlap, body2MassImpact);
}
}
else if (body1Pushable && !body2Pushable)
{
// Body1 pushable, Body2 not
if (side === 0 || side === 3)
{
// body1MovingLeft && body2OnLeft
// body2MovingRight && body2OnLeft
body1.processX(overlap, body1FullImpact, true);
}
else
{
// body2MovingLeft && body1OnLeft
// body1MovingRight && body1OnLeft
body1.processX(-overlap, body1FullImpact, false, true);
}
}
else if (!body1Pushable && body2Pushable)
{
// Body2 pushable, Body1 not
if (side === 0 || side === 3)
{
// body1MovingLeft && body2OnLeft
// body2MovingRight && body2OnLeft
body2.processX(-overlap, body2FullImpact, false, true);
}
else
{
// body2MovingLeft && body1OnLeft
// body1MovingRight && body1OnLeft
body2.processX(overlap, body2FullImpact, true);
}
}
else
{
// Neither body is pushable, so base it on movement
var halfOverlap = overlap * 0.5;
if (side === 0)
{
// body1MovingLeft && body2OnLeft
if (body2Stationary)
{
body1.processX(overlap, 0, true);
body2.processX(0, null, false, true);
}
else if (body2MovingRight)
{
body1.processX(halfOverlap, 0, true);
body2.processX(-halfOverlap, 0, false, true);
}
else
{
// Body2 moving same direction as Body1
body1.processX(halfOverlap, body2.velocity.x, true);
body2.processX(-halfOverlap, null, false, true);
}
}
else if (side === 1)
{
// body2MovingLeft && body1OnLeft
if (body1Stationary)
{
body1.processX(0, null, false, true);
body2.processX(overlap, 0, true);
}
else if (body1MovingRight)
{
body1.processX(-halfOverlap, 0, false, true);
body2.processX(halfOverlap, 0, true);
}
else
{
// Body1 moving same direction as Body2
body1.processX(-halfOverlap, null, false, true);
body2.processX(halfOverlap, body1.velocity.x, true);
}
}
else if (side === 2)
{
// body1MovingRight && body1OnLeft
if (body2Stationary)
{
body1.processX(-overlap, 0, false, true);
body2.processX(0, null, true);
}
else if (body2MovingLeft)
{
body1.processX(-halfOverlap, 0, false, true);
body2.processX(halfOverlap, 0, true);
}
else
{
// Body2 moving same direction as Body1
body1.processX(-halfOverlap, body2.velocity.x, false, true);
body2.processX(halfOverlap, null, true);
}
}
else if (side === 3)
{
// body2MovingRight && body2OnLeft
if (body1Stationary)
{
body1.processX(0, null, true);
body2.processX(-overlap, 0, false, true);
}
else if (body1MovingLeft)
{
body1.processX(halfOverlap, 0, true);
body2.processX(-halfOverlap, 0, false, true);
}
else
{
// Body1 moving same direction as Body2
body1.processX(halfOverlap, body2.velocity.y, true);
body2.processX(-halfOverlap, null, false, true);
}
}
}
return true;
};
/**
* This function is run when Body1 is Immovable and Body2 is not.
*
* @function Phaser.Physics.Arcade.ProcessX.RunImmovableBody1
* @ignore
* @since 3.50.0
*
* @param {number} blockedState - The block state value.
*/
var RunImmovableBody1 = function (blockedState)
{
if (blockedState === 1)
{
// But Body2 cannot go anywhere either, so we cancel out velocity
// Separation happened in the block check
body2.velocity.x = 0;
}
else if (body1OnLeft)
{
body2.processX(overlap, body2FullImpact, true);
}
else
{
body2.processX(-overlap, body2FullImpact, false, true);
}
// This is special case code that handles things like vertically moving platforms you can ride
if (body1.moves)
{
body2.y += (body1.y - body1.prev.y) * body1.friction.y;
body2._dy = body2.y - body2.prev.y;
}
};
/**
* This function is run when Body2 is Immovable and Body1 is not.
*
* @function Phaser.Physics.Arcade.ProcessX.RunImmovableBody2
* @ignore
* @since 3.50.0
*
* @param {number} blockedState - The block state value.
*/
var RunImmovableBody2 = function (blockedState)
{
if (blockedState === 2)
{
// But Body1 cannot go anywhere either, so we cancel out velocity
// Separation happened in the block check
body1.velocity.x = 0;
}
else if (body2OnLeft)
{
body1.processX(overlap, body1FullImpact, true);
}
else
{
body1.processX(-overlap, body1FullImpact, false, true);
}
// This is special case code that handles things like vertically moving platforms you can ride
if (body2.moves)
{
body1.y += (body2.y - body2.prev.y) * body2.friction.y;
body1._dy = body1.y - body1.prev.y;
}
};
/**
* @namespace Phaser.Physics.Arcade.ProcessX
* @ignore
*/
module.exports = {
BlockCheck: BlockCheck,
Check: Check,
Set: Set,
Run: Run,
RunImmovableBody1: RunImmovableBody1,
RunImmovableBody2: RunImmovableBody2
};