mirror of
https://github.com/photonstorm/phaser
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93 lines
2.8 KiB
JavaScript
93 lines
2.8 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 CONST = require('./const');
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var IntersectsRect = require('./IntersectsRect');
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/**
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* Calculates and returns the vertical overlap between two arcade physics bodies.
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*
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* We know the bodies are intersecting based on a previous check, so the point of this function
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* is to determine which face the overlap is occurring on and at what depth.
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*
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* @function Phaser.Physics.Arcade.CheckOverlapY
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* @since 3.17.0
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*
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* @param {Phaser.Physics.Arcade.Body} body1 - The first Body to separate.
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* @param {Phaser.Physics.Arcade.Body} body2 - The second Body to separate.
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* @param {number} [padding=0] -
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*
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* @return {boolean}
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*/
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var CheckOverlapY = function (body1, body2, padding)
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{
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if (padding === undefined) { padding = 0; }
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// var body1Immovable = (body1.physicsType === CONST.STATIC_BODY || body1.immovable);
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// var body2Immovable = (body2.physicsType === CONST.STATIC_BODY || body2.immovable);
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var distance1 = body1.bottom - body2.y;
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var distance2 = body2.bottom - body1.y;
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var prevDistance1 = (body1.prev.y + body1.height) - body2.prev.y;
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var prevDistance2 = (body2.prev.y + body2.height) - body1.prev.y;
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// var worldBlocked1 = body1.worldBlocked;
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// var worldBlocked2 = body2.worldBlocked;
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var topFace = (distance1 > distance2 && prevDistance1 > prevDistance2);
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var intersects = IntersectsRect(body1, body2, padding);
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if (intersects && !topFace)
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{
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if (body1.checkCollision.up && body2.checkCollision.down)
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{
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body1.setTouchingDown();
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body2.setTouchingUp();
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body1.setBlockedDown(body2);
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body2.setBlockedUp(body1);
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// World blocks cannot be penetrated
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// if (worldBlocked2.down || body2Immovable)
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// {
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// body1.setWorldBlockedDown();
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// }
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// if (worldBlocked1.up || body1Immovable)
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// {
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// body2.setWorldBlockedUp();
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// }
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}
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}
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else if (intersects && topFace)
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{
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if (body1.checkCollision.down && body2.checkCollision.up)
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{
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body1.setTouchingUp();
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body2.setTouchingDown();
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body1.setBlockedUp(body2);
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body2.setBlockedDown(body1);
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// World blocks cannot be penetrated
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// if (worldBlocked2.up || body2Immovable)
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// {
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// body1.setWorldBlockedUp();
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// }
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// if (worldBlocked1.down || body1Immovable)
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// {
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// body2.setWorldBlockedDown();
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// }
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}
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}
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return intersects;
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};
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module.exports = CheckOverlapY;
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