44 * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License }
55 */
66
7- var CONST = require ( './const' ) ;
7+ // var CONST = require('./const');
88var IntersectsRect = require ( './IntersectsRect' ) ;
99
1010/**
@@ -26,64 +26,64 @@ var CheckOverlapY = function (body1, body2, padding)
2626{
2727 if ( padding === undefined ) { padding = 0 ; }
2828
29- var body1Immovable = ( body1 . physicsType === CONST . STATIC_BODY || body1 . immovable ) ;
30- var body2Immovable = ( body2 . physicsType === CONST . STATIC_BODY || body2 . immovable ) ;
29+ // var body1Immovable = (body1.physicsType === CONST.STATIC_BODY || body1.immovable);
30+ // var body2Immovable = (body2.physicsType === CONST.STATIC_BODY || body2.immovable);
3131
3232 var distance1 = body1 . bottom - body2 . y ;
3333 var distance2 = body2 . bottom - body1 . y ;
3434
3535 var prevDistance1 = ( body1 . prev . y + body1 . height ) - body2 . prev . y ;
3636 var prevDistance2 = ( body2 . prev . y + body2 . height ) - body1 . prev . y ;
3737
38- var worldBlocked1 = body1 . worldBlocked ;
39- var worldBlocked2 = body2 . worldBlocked ;
38+ // var worldBlocked1 = body1.worldBlocked;
39+ // var worldBlocked2 = body2.worldBlocked;
4040
4141 var topFace = ( distance1 > distance2 && prevDistance1 > prevDistance2 ) ;
4242
4343 var intersects = IntersectsRect ( body1 , body2 , padding ) ;
4444
45- body1 . log . push ( 'check overlap y' ) ;
46-
4745 if ( intersects && ! topFace )
4846 {
49- body1 . log . push ( 'bottom face' ) ;
50-
5147 if ( body1 . checkCollision . up && body2 . checkCollision . down )
5248 {
5349 body1 . setTouchingDown ( ) ;
5450 body2 . setTouchingUp ( ) ;
5551
52+ body1 . setBlockedDown ( body2 ) ;
53+ body2 . setBlockedUp ( body1 ) ;
54+
5655 // World blocks cannot be penetrated
57- if ( worldBlocked2 . down || body2Immovable )
58- {
59- body1 . setWorldBlockedDown ( ) ;
60- }
61-
62- if ( worldBlocked1 . up || body1Immovable )
63- {
64- body2 . setWorldBlockedUp ( ) ;
65- }
56+ // if (worldBlocked2.down || body2Immovable)
57+ // {
58+ // body1.setWorldBlockedDown();
59+ // }
60+
61+ // if (worldBlocked1.up || body1Immovable)
62+ // {
63+ // body2.setWorldBlockedUp();
64+ // }
6665 }
6766 }
6867 else if ( intersects && topFace )
6968 {
70- body1 . log . push ( 'top face' ) ;
71-
7269 if ( body1 . checkCollision . down && body2 . checkCollision . up )
7370 {
7471 body1 . setTouchingUp ( ) ;
7572 body2 . setTouchingDown ( ) ;
7673
74+ body1 . setBlockedUp ( body2 ) ;
75+ body2 . setBlockedDown ( body1 ) ;
76+
7777 // World blocks cannot be penetrated
78- if ( worldBlocked2 . up || body2Immovable )
79- {
80- body1 . setWorldBlockedUp ( ) ;
81- }
82-
83- if ( worldBlocked1 . down || body1Immovable )
84- {
85- body2 . setWorldBlockedDown ( ) ;
86- }
78+ // if (worldBlocked2.up || body2Immovable)
79+ // {
80+ // body1.setWorldBlockedUp();
81+ // }
82+
83+ // if (worldBlocked1.down || body1Immovable)
84+ // {
85+ // body2.setWorldBlockedDown();
86+ // }
8787 }
8888 }
8989
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