phaser/src/physics/arcade/SeparateY.js
2024-02-19 17:12:24 +00:00

66 lines
2.4 KiB
JavaScript

/**
* @author Richard Davey <rich@phaser.io>
* @copyright 2013-2024 Phaser Studio Inc.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var GetOverlapY = require('./GetOverlapY');
var ProcessY = require('./ProcessY');
/**
* Separates two overlapping bodies on the Y-axis (vertically).
*
* 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.
*
* 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.
*
* @function Phaser.Physics.Arcade.SeparateY
* @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 - If `true`, the bodies will only have their overlap data set and no separation will take place.
* @param {number} bias - A value to add to the delta value during overlap checking. Used to prevent sprite tunneling.
* @param {number} [overlap] - If given then this value will be used as the overlap and no check will be run.
*
* @return {boolean} `true` if the two bodies overlap vertically, otherwise `false`.
*/
var SeparateY = function (body1, body2, overlapOnly, bias, overlap)
{
if (overlap === undefined) { overlap = GetOverlapY(body1, body2, overlapOnly, bias); }
var body1Immovable = body1.immovable;
var body2Immovable = body2.immovable;
// Can't separate two immovable bodies, or a body with its own custom separation logic
if (overlapOnly || overlap === 0 || (body1Immovable && body2Immovable) || body1.customSeparateY || body2.customSeparateY)
{
// return true if there was some overlap, otherwise false
return (overlap !== 0) || (body1.embedded && body2.embedded);
}
var blockedState = ProcessY.Set(body1, body2, overlap);
if (!body1Immovable && !body2Immovable)
{
if (blockedState > 0)
{
return true;
}
return ProcessY.Check();
}
else if (body1Immovable)
{
ProcessY.RunImmovableBody1(blockedState);
}
else if (body2Immovable)
{
ProcessY.RunImmovableBody2(blockedState);
}
// If we got this far then there WAS overlap, and separation is complete, so return true
return true;
};
module.exports = SeparateY;