mirror of
https://github.com/photonstorm/phaser
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137 lines
4.8 KiB
JavaScript
137 lines
4.8 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 GetOverlapY = require('./GetOverlapY');
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/**
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* Separates two overlapping bodies on the Y-axis (vertically).
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*
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* Separation involves moving two overlapping bodies so they don't overlap anymore
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* and adjusting their velocities based on their mass. This is a core part of collision detection.
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*
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* The bodies won't be separated if there is no vertical overlap between them, if they are static,
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* or if either one uses custom logic for its separation.
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*
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* @function Phaser.Physics.Arcade.SeparateY
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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. This is our priority body.
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* @param {Phaser.Physics.Arcade.Body} body2 - The second Body to separate.
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* @param {boolean} overlapOnly - If `true`, the bodies will only have their overlap data set and no separation will take place.
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* @param {number} bias - A value to add to the delta value during overlap checking. Used to prevent sprite tunneling.
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*
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* @return {boolean} `true` if the two bodies overlap vertically, otherwise `false`.
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*/
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var SeparateY = function (body1, body2, overlapOnly, bias)
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{
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// console.log('SeparateY start', body1.gameObject.name, body2.gameObject.name);
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var overlap = GetOverlapY(body1, body2, overlapOnly, bias);
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var velocity1 = body1.velocity;
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var velocity2 = body2.velocity;
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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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// Can't separate two immovable bodies, or a body with its own custom separation logic
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if (overlapOnly || (body1Immovable && body2Immovable) || body1.customSeparateY || body2.customSeparateY)
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{
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// return true if there was some overlap, otherwise false.
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return (overlap !== 0) || (body1.embedded && body2.embedded);
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}
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// Adjust their positions and velocities accordingly based on the amount of overlap
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var v1 = velocity1.y;
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var v2 = velocity2.y;
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// At this point, the velocity from gravity, world rebounds, etc has been factored in.
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// The body is moving the direction it wants to, but may be blocked.
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if (!body1Immovable && !body2Immovable)
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{
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// Neither body is immovable, so they get an equal amount of separation and a new velocity based on mass
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// Share the overlap equally if both bodies are unblocked
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overlap *= 0.5;
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body1.y -= body1.getMoveY(overlap, true);
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body2.y += body2.getMoveY(overlap, true);
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var nv1 = Math.sqrt((v2 * v2 * body2.mass) / body1.mass) * ((v2 > 0) ? 1 : -1);
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var nv2 = Math.sqrt((v1 * v1 * body1.mass) / body2.mass) * ((v1 > 0) ? 1 : -1);
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var avg = (nv1 + nv2) * 0.5;
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nv1 -= avg;
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nv2 -= avg;
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velocity1.y = avg + nv1 * body1.bounce.y;
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velocity2.y = avg + nv2 * body2.bounce.y;
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}
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else if (!body1Immovable)
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{
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// Body2 is immovable, but Body1 can move, so it gets all the separation unless blocked
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body1.y -= body1.getMoveY(overlap, true);
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velocity1.y = v2 - v1 * body1.bounce.y;
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// This is special case code that handles things like horizontal moving platforms you can ride
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if (body2.moves)
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{
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body1.x += body1.getMoveX((body2.deltaX()) * body2.friction.x, true);
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}
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}
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else if (!body2Immovable)
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{
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// Body1 is immovable, but Body2 can move, so it gets all the separation unless blocked
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body2.y += body2.getMoveY(overlap, true);
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velocity2.y = v1 - v2 * body2.bounce.y;
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// This is special case code that handles things like horizontal moving platforms you can ride
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if (body1.moves)
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{
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body2.x += body2.getMoveX((body1.deltaX()) * body1.friction.x, true);
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}
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}
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// It's possible both bodies were equally immovable, in which case neither of them have moved
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/*
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var blocked1 = body1.blocked;
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var blocked2 = body2.blocked;
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// Set flags
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if (overlap < 0)
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{
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// body1 was moving down
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body1.setTouchingDown();
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body2.setTouchingUp();
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if (blocked2.down)
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{
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body1.setBlockedDown();
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// If we're still moving, but blocked, and the velocity hasn't inversed (i.e. rebounded) we should zero it.
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if (velocity1.y > 0)
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{
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velocity1.y = 0;
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}
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}
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}
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else
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{
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// body1 was moving up
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}
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*/
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// If we got this far then there WAS overlap, and separation is complete, so return true
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return true;
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};
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module.exports = SeparateY;
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