arcade-physics
Version:
Use Arcade Physics without Phaser.
65 lines • 2.19 kB
JavaScript
;
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2013-2023 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var ProcessTileSeparationY = require('./ProcessTileSeparationY');
/**
* Check the body against the given tile on the Y axis.
* Used internally by the SeparateTile function.
*
* @function Phaser.Physics.Arcade.Tilemap.TileCheckY
* @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} tileTop - The top position of the tile within the tile world.
* @param {number} tileBottom - The bottom 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 TileCheckY = function (body, tile, tileTop, tileBottom, tileBias, isLayer) {
var oy = 0;
var faceTop = tile.faceTop;
var faceBottom = tile.faceBottom;
var collideUp = tile.collideUp;
var collideDown = tile.collideDown;
if (!isLayer) {
faceTop = true;
faceBottom = true;
collideUp = true;
collideDown = true;
}
if (body.deltaY() < 0 && collideDown && body.checkCollision.up) {
// Body is moving UP
if (faceBottom && body.y < tileBottom) {
oy = body.y - tileBottom;
if (oy < -tileBias) {
oy = 0;
}
}
}
else if (body.deltaY() > 0 && collideUp && body.checkCollision.down) {
// Body is moving DOWN
if (faceTop && body.bottom > tileTop) {
oy = body.bottom - tileTop;
if (oy > tileBias) {
oy = 0;
}
}
}
if (oy !== 0) {
if (body.customSeparateY) {
body.overlapY = oy;
}
else {
ProcessTileSeparationY(body, oy);
}
}
return oy;
};
module.exports = TileCheckY;
//# sourceMappingURL=TileCheckY.js.map