mirror of
https://github.com/photonstorm/phaser
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85 lines
3.1 KiB
JavaScript
85 lines
3.1 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 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 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, 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.
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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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var overlap = GetOverlapY(body1, body2, overlapOnly, bias);
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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 || overlap === 0 || (body1.immovable && body2.immovable) || 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 (if there was any overlap)
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var v1 = body1.velocity.y;
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var v2 = body2.velocity.y;
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if (!body1.immovable && !body2.immovable)
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{
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overlap *= 0.5;
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body1.y -= overlap;
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body2.y += overlap;
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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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body1.velocity.y = avg + nv1 * body1.bounce.y;
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body2.velocity.y = avg + nv2 * body2.bounce.y;
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}
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else if (!body1.immovable)
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{
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body1.y -= overlap;
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body1.velocity.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 += (body2.x - body2.prev.x) * body2.friction.x;
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}
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}
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else
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{
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body2.y += overlap;
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body2.velocity.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 += (body1.x - body1.prev.x) * body1.friction.x;
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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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