phaser/src/physics/arcade/GetOverlapX.js
2019-01-15 16:20:22 +00:00

102 lines
3.2 KiB
JavaScript

/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
var CONST = require('./const');
/**
* Calculates and returns the horizontal overlap between two arcade physics bodies and sets their properties
* accordingly, including: `touching.left`, `touching.right`, `touching.none` and `overlapX'.
*
* @function Phaser.Physics.Arcade.GetOverlapX
* @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 - Is this an overlap only check, or part of separation?
* @param {number} bias - A value added to the delta values during collision checks. Increase it to prevent sprite tunneling(sprites passing through another instead of colliding).
*
* @return {number} The amount of overlap.
*/
var GetOverlapX = function (body1, body2, overlapOnly, bias)
{
var overlap = 0;
var maxOverlap = body1.deltaAbsX() + body2.deltaAbsX() + bias;
if (body1._dx === 0 && body2._dx === 0)
{
// They overlap but neither of them are moving
body1.embedded = true;
body2.embedded = true;
}
else if (body1._dx > body2._dx)
{
// Body1 is moving right and / or Body2 is moving left
overlap = body1.right - body2.x;
if ((overlap > maxOverlap && !overlapOnly) || body1.checkCollision.right === false || body2.checkCollision.left === false)
{
overlap = 0;
}
else
{
body1.touching.none = false;
body1.touching.right = true;
body2.touching.none = false;
body2.touching.left = true;
if (body2.physicsType === CONST.STATIC_BODY)
{
body1.blocked.none = false;
body1.blocked.right = true;
}
if (body1.physicsType === CONST.STATIC_BODY)
{
body2.blocked.none = false;
body2.blocked.left = true;
}
}
}
else if (body1._dx < body2._dx)
{
// Body1 is moving left and/or Body2 is moving right
overlap = body1.x - body2.width - body2.x;
if ((-overlap > maxOverlap && !overlapOnly) || body1.checkCollision.left === false || body2.checkCollision.right === false)
{
overlap = 0;
}
else
{
body1.touching.none = false;
body1.touching.left = true;
body2.touching.none = false;
body2.touching.right = true;
if (body2.physicsType === CONST.STATIC_BODY)
{
body1.blocked.none = false;
body1.blocked.left = true;
}
if (body1.physicsType === CONST.STATIC_BODY)
{
body2.blocked.none = false;
body2.blocked.right = true;
}
}
}
// Resets the overlapX to zero if there is no overlap, or to the actual pixel value if there is
body1.overlapX = overlap;
body2.overlapX = overlap;
return overlap;
};
module.exports = GetOverlapX;