arcade-physics
Version:
Use Arcade Physics without Phaser.
65 lines • 2.21 kB
JavaScript
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/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2013-2023 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var ProcessTileSeparationX = require('./ProcessTileSeparationX');
/**
* Check the body against the given tile on the X axis.
* Used internally by the SeparateTile function.
*
* @function Phaser.Physics.Arcade.Tilemap.TileCheckX
* @since 3.0.0
*
* @param {Phaser.Physics.Arcade.Body} body - The Body object to separate.
* @param {Phaser.Tilemaps.Tile} tile - The tile to check.
* @param {number} tileLeft - The left position of the tile within the tile world.
* @param {number} tileRight - The right position of the tile within the tile world.
* @param {number} tileBias - The tile bias value. Populated by the `World.TILE_BIAS` constant.
* @param {boolean} isLayer - Is this check coming from a TilemapLayer or an array of tiles?
*
* @return {number} The amount of separation that occurred.
*/
var TileCheckX = function (body, tile, tileLeft, tileRight, tileBias, isLayer) {
var ox = 0;
var faceLeft = tile.faceLeft;
var faceRight = tile.faceRight;
var collideLeft = tile.collideLeft;
var collideRight = tile.collideRight;
if (!isLayer) {
faceLeft = true;
faceRight = true;
collideLeft = true;
collideRight = true;
}
if (body.deltaX() < 0 && collideRight && body.checkCollision.left) {
// Body is moving LEFT
if (faceRight && body.x < tileRight) {
ox = body.x - tileRight;
if (ox < -tileBias) {
ox = 0;
}
}
}
else if (body.deltaX() > 0 && collideLeft && body.checkCollision.right) {
// Body is moving RIGHT
if (faceLeft && body.right > tileLeft) {
ox = body.right - tileLeft;
if (ox > tileBias) {
ox = 0;
}
}
}
if (ox !== 0) {
if (body.customSeparateX) {
body.overlapX = ox;
}
else {
ProcessTileSeparationX(body, ox);
}
}
return ox;
};
module.exports = TileCheckX;
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