mirror of
https://github.com/photonstorm/phaser
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70 lines
1.9 KiB
JavaScript
70 lines
1.9 KiB
JavaScript
/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2020 Photon Storm Ltd.
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* @license {@link https://opensource.org/licenses/MIT|MIT License}
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*/
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var COLLIDES = require('./COLLIDES');
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var Events = require('./events');
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var SeparateX = require('./SeparateX');
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var SeparateY = require('./SeparateY');
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/**
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* Impact Physics Solver
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*
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* @function Phaser.Physics.Impact.Solver
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* @fires Phaser.Physics.Impact.Events#COLLIDE
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* @since 3.0.0
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*
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* @param {Phaser.Physics.Impact.World} world - The Impact simulation to run the solver in.
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* @param {Phaser.Physics.Impact.Body} bodyA - The first body in the collision.
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* @param {Phaser.Physics.Impact.Body} bodyB - The second body in the collision.
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*/
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var Solver = function (world, bodyA, bodyB)
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{
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var weak = null;
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if (bodyA.collides === COLLIDES.LITE || bodyB.collides === COLLIDES.FIXED)
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{
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weak = bodyA;
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}
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else if (bodyB.collides === COLLIDES.LITE || bodyA.collides === COLLIDES.FIXED)
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{
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weak = bodyB;
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}
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if (bodyA.last.x + bodyA.size.x > bodyB.last.x && bodyA.last.x < bodyB.last.x + bodyB.size.x)
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{
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if (bodyA.last.y < bodyB.last.y)
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{
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SeparateY(world, bodyA, bodyB, weak);
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}
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else
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{
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SeparateY(world, bodyB, bodyA, weak);
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}
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bodyA.collideWith(bodyB, 'y');
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bodyB.collideWith(bodyA, 'y');
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world.emit(Events.COLLIDE, bodyA, bodyB, 'y');
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}
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else if (bodyA.last.y + bodyA.size.y > bodyB.last.y && bodyA.last.y < bodyB.last.y + bodyB.size.y)
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{
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if (bodyA.last.x < bodyB.last.x)
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{
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SeparateX(world, bodyA, bodyB, weak);
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}
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else
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{
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SeparateX(world, bodyB, bodyA, weak);
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}
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bodyA.collideWith(bodyB, 'x');
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bodyB.collideWith(bodyA, 'x');
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world.emit(Events.COLLIDE, bodyA, bodyB, 'x');
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}
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};
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module.exports = Solver;
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