I'm trying to write a function that checks arcade physics bodies overlapping at a certain offset. Here's my code:
function overlapAtOffsetSprite(object1, object2, offsetX, offsetY)
{
if (typeof(object1.body) === "undefined" || typeof(object2.body) === "undefined"){
return false;
}
var bounds1 = new Phaser.Rectangle(object1.position.x + object1.body.offset.x + offsetX,
object1.position.y + object1.body.offset.y + offsetY,
object1.body.width, object1.body.height);
var bounds2 = new Phaser.Rectangle(object2.position.x + object2.body.offset.x, object2.position.y +
object2.body.offset.y, object2.body.width, object2.body.height);
return Phaser.Rectangle.intersects(bounds1, bounds2);
}
function overlapAtOffset(object1, object2, offsetX, offsetY)
{
if (object1.name == "group")
{
object1.forEach(function(child)
{
if (overlapAtOffset(child, object2, offsetX, offsetY))
return true;
});
}
else if (object2.name == "group")
{
object2.forEach(function(child)
{
if (overlapAtOffset(object1, child, offsetX, offsetY))
return true;
});
}
else
{
return overlapAtOffsetSprite(object1, object2, offsetX, offsetY);
}
return false;
}
Basically the function overlapAtOffsetSprite
checks for overlapping between 2 sprites at an offset and the function overlapAtOffset
checks for overlapping between a sprite and a group or between 2 groups by looping through each group's sprites and using overlapAtOffsetSprite
on each sprite. The overlapAtOffsetSprite
function seems to work fine when tested but something is wrong with overlapAtOffset
.
Thanks in advance.