mirror of
https://github.com/photonstorm/phaser
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84 lines
2.2 KiB
JavaScript
84 lines
2.2 KiB
JavaScript
/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2019 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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var ProcessTileSeparationY = require('./ProcessTileSeparationY');
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/**
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* Check the body against the given tile on the Y axis.
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* Used internally by the SeparateTile function.
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*
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* @function Phaser.Physics.Arcade.Tilemap.TileCheckY
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* @since 3.0.0
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*
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* @param {Phaser.Physics.Arcade.Body} body - The Body object to separate.
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* @param {Phaser.Tilemaps.Tile} tile - The tile to check.
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* @param {number} tileTop - The top position of the tile within the tile world.
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* @param {number} tileBottom - The bottom position of the tile within the tile world.
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* @param {number} tileBias - The tile bias value. Populated by the `World.TILE_BIAS` constant.
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* @param {boolean} isLayer - Is this check coming from a TilemapLayer or an array of tiles?
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*
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* @return {number} The amount of separation that occurred.
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*/
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var TileCheckY = function (body, tile, tileTop, tileBottom, tileBias, isLayer)
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{
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var oy = 0;
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var faceTop = tile.faceTop;
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var faceBottom = tile.faceBottom;
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var collideUp = tile.collideUp;
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var collideDown = tile.collideDown;
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if (!isLayer)
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{
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faceTop = true;
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faceBottom = true;
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collideUp = true;
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collideDown = true;
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}
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if (body.deltaY() < 0 && !body.blocked.up && collideDown && body.checkCollision.up)
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{
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// Body is moving UP
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if (faceBottom && body.y < tileBottom)
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{
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oy = body.y - tileBottom;
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if (oy < -tileBias)
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{
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oy = 0;
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}
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}
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}
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else if (body.deltaY() > 0 && !body.blocked.down && collideUp && body.checkCollision.down)
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{
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// Body is moving DOWN
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if (faceTop && body.bottom > tileTop)
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{
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oy = body.bottom - tileTop;
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if (oy > tileBias)
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{
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oy = 0;
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}
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}
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}
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if (oy !== 0)
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{
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if (body.customSeparateY)
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{
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body.overlapY = oy;
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}
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else
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{
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ProcessTileSeparationY(body, oy);
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}
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}
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return oy;
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};
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module.exports = TileCheckY;
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