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* Separates two overlapping bodies on the Y-axis (vertically).
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*
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* 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.
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* Separation involves moving two overlapping bodies so they don't overlap anymore
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* and adjusting their velocities based on their mass. This is a core part of collision detection.
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*
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* 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.
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* The bodies won't be separated if there is no vertical overlap between them, if they are static,
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* or if either one uses custom logic for its separation.
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*
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* @function Phaser.Physics.Arcade.SeparateY
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* @since 3.0.0
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*
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* @param {Phaser.Physics.Arcade.Body} body1 - The first Body to separate.
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* @param {Phaser.Physics.Arcade.Body} body1 - The first Body to separate. This is our priority body.
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* @param {Phaser.Physics.Arcade.Body} body2 - The second Body to separate.
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* @param {boolean} overlapOnly - If `true`, the bodies will only have their overlap data set and no separation will take place.
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* @param {number} bias - A value to add to the delta value during overlap checking. Used to prevent sprite tunneling.
@@ -25,25 +28,39 @@ var GetOverlapY = require('./GetOverlapY');
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