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phaser

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A fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers.

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/** * @author Richard Davey <rich@photonstorm.com> * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ var COLLIDES = require('./COLLIDES'); var SeperateX = require('./SeperateX'); var SeperateY = require('./SeperateY'); /** * Impact Physics Solver * * @function Phaser.Physics.Impact.Solver * @since 3.0.0 * * @param {Phaser.Physics.Impact.World} world - [description] * @param {Phaser.Physics.Impact.Body} bodyA - [description] * @param {Phaser.Physics.Impact.Body} bodyB - [description] */ var Solver = function (world, bodyA, bodyB) { var weak = null; if (bodyA.collides === COLLIDES.LITE || bodyB.collides === COLLIDES.FIXED) { weak = bodyA; } else if (bodyB.collides === COLLIDES.LITE || bodyA.collides === COLLIDES.FIXED) { weak = bodyB; } if (bodyA.last.x + bodyA.size.x > bodyB.last.x && bodyA.last.x < bodyB.last.x + bodyB.size.x) { if (bodyA.last.y < bodyB.last.y) { SeperateY(world, bodyA, bodyB, weak); } else { SeperateY(world, bodyB, bodyA, weak); } bodyA.collideWith(bodyB, 'y'); bodyB.collideWith(bodyA, 'y'); world.emit('collide', bodyA, bodyB, 'y'); } else if (bodyA.last.y + bodyA.size.y > bodyB.last.y && bodyA.last.y < bodyB.last.y + bodyB.size.y) { if (bodyA.last.x < bodyB.last.x) { SeperateX(world, bodyA, bodyB, weak); } else { SeperateX(world, bodyB, bodyA, weak); } bodyA.collideWith(bodyB, 'x'); bodyB.collideWith(bodyA, 'x'); world.emit('collide', bodyA, bodyB, 'x'); } }; module.exports = Solver;