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Added embedded check
1 parent 1d5dbb9 commit f8b59e3

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Lines changed: 4 additions & 40 deletions

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src/physics/arcade/GetOverlapY.js

Lines changed: 4 additions & 40 deletions
Original file line numberDiff line numberDiff line change
@@ -50,53 +50,17 @@ var GetOverlapY = function (body1, body2, overlapOnly, bias)
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overlap = 0;
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}
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}
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// Resets the overlapY to zero if there is no overlap, or to the actual pixel value if there is
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body1.overlapY = overlap;
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body2.overlapY = overlap;
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return [ overlap, topFace ];
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/*
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var body1Down = (body1.deltaY() > body2.deltaY());
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if (body1.deltaY() === body2.deltaY())
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if (overlap > maxOverlap && !overlapOnly)
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{
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// Neither of them has a faster velocity, but we still need to separate them,
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// so try to figure it out based on overlap depth
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var distance1 = body1.bottom - body2.y;
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var distance2 = body2.bottom - body1.y;
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body1Down = (distance1 < distance2);
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}
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if (body1Down || body2.blocked.down)
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{
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// body1 is moving down and body2 is either moving up, moving slower than body1, or static
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overlap = body1.bottom - body2.y;
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if ((overlap > maxOverlap && !overlapOnly) || !body1.checkCollision.down || !body2.checkCollision.up)
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{
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overlap = 0;
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}
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}
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else
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{
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// body1 is moving up and body2 is either moving down, moving slower than body1, or static
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overlap = body1.y - body2.bottom;
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if ((-overlap > maxOverlap && !overlapOnly) || !body1.checkCollision.up || !body2.checkCollision.down)
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{
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overlap = 0;
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}
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body1.embedded = true;
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body2.embedded = true;
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}
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// Resets the overlapY to zero if there is no overlap, or to the actual pixel value if there is
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body1.overlapY = overlap;
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body2.overlapY = overlap;
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return [ overlap, body1Down ];
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*/
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return [ overlap, topFace ];
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};
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module.exports = GetOverlapY;

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