mirror of
https://github.com/photonstorm/phaser
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102 lines
3.2 KiB
JavaScript
102 lines
3.2 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 CONST = require('./const');
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/**
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* Calculates and returns the horizontal overlap between two arcade physics bodies and sets their properties
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* accordingly, including: `touching.left`, `touching.right`, `touching.none` and `overlapX'.
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*
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* @function Phaser.Physics.Arcade.GetOverlapX
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* @since 3.0.0
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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 {boolean} overlapOnly - Is this an overlap only check, or part of separation?
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* @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).
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*
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* @return {number} The amount of overlap.
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*/
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var GetOverlapX = function (body1, body2, overlapOnly, bias)
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{
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var overlap = 0;
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var maxOverlap = body1.deltaAbsX() + body2.deltaAbsX() + bias;
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if (body1._dx === 0 && body2._dx === 0)
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{
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// They overlap but neither of them are moving
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body1.embedded = true;
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body2.embedded = true;
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}
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else if (body1._dx > body2._dx)
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{
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// Body1 is moving right and / or Body2 is moving left
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overlap = body1.right - body2.x;
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if ((overlap > maxOverlap && !overlapOnly) || body1.checkCollision.right === false || body2.checkCollision.left === false)
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{
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overlap = 0;
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}
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else
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{
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body1.touching.none = false;
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body1.touching.right = true;
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body2.touching.none = false;
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body2.touching.left = true;
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if (body2.physicsType === CONST.STATIC_BODY)
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{
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body1.blocked.none = false;
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body1.blocked.right = true;
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}
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if (body1.physicsType === CONST.STATIC_BODY)
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{
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body2.blocked.none = false;
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body2.blocked.left = true;
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}
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}
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}
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else if (body1._dx < body2._dx)
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{
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// Body1 is moving left and/or Body2 is moving right
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overlap = body1.x - body2.width - body2.x;
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if ((-overlap > maxOverlap && !overlapOnly) || body1.checkCollision.left === false || body2.checkCollision.right === false)
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{
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overlap = 0;
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}
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else
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{
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body1.touching.none = false;
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body1.touching.left = true;
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body2.touching.none = false;
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body2.touching.right = true;
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if (body2.physicsType === CONST.STATIC_BODY)
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{
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body1.blocked.none = false;
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body1.blocked.left = true;
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}
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if (body1.physicsType === CONST.STATIC_BODY)
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{
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body2.blocked.none = false;
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body2.blocked.right = true;
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}
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}
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}
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// Resets the overlapX to zero if there is no overlap, or to the actual pixel value if there is
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body1.overlapX = overlap;
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body2.overlapX = overlap;
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return overlap;
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};
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module.exports = GetOverlapX;
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