mirror of
https://github.com/photonstorm/phaser
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84 lines
2.3 KiB
JavaScript
84 lines
2.3 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 ProcessTileSeparationX = require('./ProcessTileSeparationX');
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/**
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* Check the body against the given tile on the X axis.
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* Used internally by the SeparateTile function.
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*
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* @function Phaser.Physics.Arcade.Tilemap.TileCheckX
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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} tileLeft - The left position of the tile within the tile world.
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* @param {number} tileRight - The right 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 TileCheckX = function (body, tile, tileLeft, tileRight, tileBias, isLayer)
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{
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var ox = 0;
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var faceLeft = tile.faceLeft;
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var faceRight = tile.faceRight;
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var collideLeft = tile.collideLeft;
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var collideRight = tile.collideRight;
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if (!isLayer)
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{
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faceLeft = true;
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faceRight = true;
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collideLeft = true;
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collideRight = true;
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}
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if (body.deltaX() < 0 && !body.blocked.left && collideRight && body.checkCollision.left)
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{
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// Body is moving LEFT
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if (faceRight && body.x < tileRight)
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{
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ox = body.x - tileRight;
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if (ox < -tileBias)
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{
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ox = 0;
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}
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}
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}
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else if (body.deltaX() > 0 && !body.blocked.right && collideLeft && body.checkCollision.right)
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{
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// Body is moving RIGHT
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if (faceLeft && body.right > tileLeft)
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{
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ox = body.right - tileLeft;
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if (ox > tileBias)
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{
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ox = 0;
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}
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}
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}
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if (ox !== 0)
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{
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if (body.customSeparateX)
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{
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body.overlapX = ox;
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}
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else
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{
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ProcessTileSeparationX(body, ox);
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}
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}
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return ox;
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};
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module.exports = TileCheckX;
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