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arcade-physics

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"use strict"; /** * @author Richard Davey <rich@photonstorm.com> * @copyright 2020 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ var __createBinding = (this && this.__createBinding) || (Object.create ? (function(o, m, k, k2) { if (k2 === undefined) k2 = k; var desc = Object.getOwnPropertyDescriptor(m, k); if (!desc || ("get" in desc ? !m.__esModule : desc.writable || desc.configurable)) { desc = { enumerable: true, get: function() { return m[k]; } }; } Object.defineProperty(o, k2, desc); }) : (function(o, m, k, k2) { if (k2 === undefined) k2 = k; o[k2] = m[k]; })); var __setModuleDefault = (this && this.__setModuleDefault) || (Object.create ? (function(o, v) { Object.defineProperty(o, "default", { enumerable: true, value: v }); }) : function(o, v) { o["default"] = v; }); var __importStar = (this && this.__importStar) || function (mod) { if (mod && mod.__esModule) return mod; var result = {}; if (mod != null) for (var k in mod) if (k !== "default" && Object.prototype.hasOwnProperty.call(mod, k)) __createBinding(result, mod, k); __setModuleDefault(result, mod); return result; }; Object.defineProperty(exports, "__esModule", { value: true }); exports.SeparateY = void 0; const GetOverlapY_1 = require("./GetOverlapY"); const ProcessY = __importStar(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. * * @return {boolean} `true` if the two bodies overlap vertically, otherwise `false`. */ const SeparateY = (body1, body2, overlapOnly, bias) => { const overlap = (0, GetOverlapY_1.GetOverlapY)(body1, body2, overlapOnly, bias); const body1Immovable = body1.immovable; const 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); } const 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; }; exports.SeparateY = SeparateY; //# sourceMappingURL=SeparateY.js.map