text: /**
   * @author       Richard Davey <rich@photonstorm.com>
   * @copyright    2019 Photon Storm Ltd.
   * @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
   */
  
  var CONST = require('./const');
  
  /**
   * Separates two overlapping bodies on the X-axis (horizontally).
   *
   * 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.
   *
   * The bodies won't be separated if there is no horizontal overlap between them, if they are static,
   * or if either one uses custom logic for its separation.
   *
   * @function Phaser.Physics.Arcade.SeparateX
   * @since 3.0.0
   *
   * @param {Phaser.Physics.Arcade.Body} body1 - The first Body to separate. This is our priority body.
   * @param {Phaser.Physics.Arcade.Body} body2 - The second Body to separate.
   * @param {boolean} overlapOnly - If `true`, the bodies will only have their overlap data set and no separation will take place.
   * @param {number} bias - A value to add to the delta value during overlap checking. Used to prevent sprite tunneling.
   *
   * @return {boolean} `true` if the two bodies overlap horizontally, otherwise `false`.
   */
  var SeparateX = function (collisionInfo)
  {
      var overlap = collisionInfo.overlapX;
      var overlapOnly = collisionInfo.overlapOnly;
  
      var leftFace = collisionInfo.faceX === CONST.FACING_LEFT;
      var rightFace = !leftFace;
  
      var intersects = collisionInfo.intersects;
  
      var body1 = collisionInfo.body1;
      var body2 = collisionInfo.body2;
  
      var velocity1 = body1.velocity;
      var velocity2 = body2.velocity;
  
      var bounce1 = body1.bounce;
      var bounce2 = body2.bounce;
  
      var body1Immovable = (body1.physicsType === CONST.STATIC_BODY || body1.immovable);
      var body2Immovable = (body2.physicsType === CONST.STATIC_BODY || body2.immovable);
  
      // console.log('');
      // console.log('%c X frame ' + body1.world._frame + '                                                                                     ', 'background-color: orange');
      // console.log('body1:', body1.gameObject.name, 'vs body2:', body2.gameObject.name);
      // console.log('pre-GetOverlap bx = body1', body1.x, 'body2', body2.x);
      console.log('x compare (PRE-SX):', body1.right, 'body2', body2.x, '=', (body1.right - body2.x));
  
      // console.log('pre-GetOverlap by = body1', body1.y, 'body2', body2.y);
      // console.log('pre-GetOverlap gy = body1', body1.gameObject.y, 'body2', body2.gameObject.y);
  
      // console.log(collisionInfo);
      // console.log('post-GetOverlap by = body1', body1.y, 'body2', body2.y);
      // console.log('post-GetOverlap gy = body1', body1.gameObject.y, 'body2', body2.gameObject.y);
  
      // console.log('body1 overlaps body2 across the', ((leftFace) ? 'left' : 'right'), 'by', overlap, 'px');
  
      //  Can't separate two immovable bodies, or a body with its own custom separation logic
      if (!intersects || overlapOnly || (body1Immovable && body2Immovable) || body1.customSeparateX || body2.customSeparateX)
      {
          console.log(this.world._frame, 'SeparateX aborted');
  
          //  return true if there was some overlap, otherwise false.
          return ((intersects && overlap !== 0) || (body1.embedded && body2.embedded));
      }
  
      //  Adjust their positions and velocities accordingly based on the amount of overlap
      var x1 = velocity1.x;
      var x2 = velocity2.x;
  
      var nx1 = x1;
      var nx2 = x2;
  
      //  At this point, the velocity from gravity, world rebounds, etc has been factored in.
      //  The body is moving the direction it wants to, but may be blocked and rebound.
  
      var moving1 = body1.movingX();
      var moving2 = body2.movingX();
  
      if (moving1 && moving2)
      {
          //  Neither body is immovable, so they get a new velocity based on mass
          var mass1 = body1.mass;
          var mass2 = body2.mass;
  
          var bnx1;
          var bnx2;
  
          //  We don't need costly sqrts if both masses are the same
          if (mass1 === mass2)
          {
              bnx1 = Math.abs(x2) * ((x2 > 0) ? 1 : -1);
              bnx2 = Math.abs(x1) * ((x1 > 0) ? 1 : -1);
          }
          else
          {
              bnx1 = Math.sqrt((x2 * x2 * mass2) / mass1) * ((x2 > 0) ? 1 : -1);
              bnx2 = Math.sqrt((x1 * x1 * mass1) / mass2) * ((x1 > 0) ? 1 : -1);
          }
  
          var avg = (bnx1 + bnx2) * 0.5;
  
          var nv1 = bnx1 - avg;
          var nv2 = bnx2 - avg;
  
          nx1 = avg + nv1 * bounce1.x;
          nx2 = avg + nv2 * bounce2.x;
  
          // console.log('resolution 1');
          // console.log('pre-impact v = body1', x1, 'body2', x2);
          // console.log('post-impact v = body1', nx1, 'body2', nx2);
          // console.log('pre-impact x = body1', body1.gameObject.x, 'body2', body2.gameObject.x);
          // console.log('wb = body1', body1.worldBlocked.right, 'body2', body2.worldBlocked.left);
  
          // console.log('avg', avg);
          // console.log('nv', nv1, nv2);
          // console.log('sqrt mult', bnx1, bnx2);
          // console.log('delta', body1.deltaY(), body2.deltaY());
      }
      else if (!moving1 && moving2)
      {
          //  Body1 is immovable, so adjust body2 speed
  
          if (body1.rideable)
          {
              nx2 = (leftFace) ? 1 : -1;
          }
          else
          {
              nx2 = x1 - x2 * bounce2.x;
          }
  
          // console.log('%cresolution 2', 'background-color: red; color: white');
          // console.log('pre-impact v = body1', x1, 'body2', x2);
          // console.log('post-impact v = body1', nx1, 'body2', nx2);
          // console.log('pre-impact by = body1', body1.y, 'body2', body2.y);
          // console.log('pre-impact gy = body1', body1.gameObject.y, 'body2', body2.gameObject.y);
          // console.log('wb = body1', body1.worldBlocked.down, 'body2', body2.worldBlocked.down);
          // console.log('sleeping? = body1', body1.sleeping, 'body2', body2.sleeping);
      }
      else if (moving1 && !moving2)
      {
          //  Body2 is immovable, so adjust body1 speed
  
          if (body2.rideable)
          {
              nx1 = (leftFace) ? 1 : -1;
          }
          else
          {
              nx1 = x2 - x1 * bounce1.x;
          }
  
          // console.log('resolution 4');
          // console.log('pre-impact v = body1', x1, 'body2', x2);
          // console.log('post-impact v = body1', nx1, 'body2', nx2);
          // console.log('pre-impact y = body1', body1.gameObject.y, 'body2', body2.gameObject.y);
          // console.log('wb = body1', body1.worldBlocked.down, 'body2', body2.worldBlocked.down);
          // console.log('sleeping? = body1', body1.sleeping, 'body2', body2.sleeping);
      }
      else
      {
          // console.log('neither moving, or both immovable');
  
          // console.log('resolution 5');
          // console.log('pre-impact v = body1', x1, 'body2', x2);
          // console.log('post-impact v = body1', nx1, 'body2', nx2);
          // console.log('sleeping? = body1', body1.sleeping, 'body2', body2.sleeping);
  
          nx1 = 0;
          nx2 = 0;
      }
  
      var totalA = collisionInfo.shareX1;
      var totalB = collisionInfo.shareX2;
      
      // console.log('split at', totalA, totalB, 'of', overlap);
  
      if (totalA === 0 && totalB === 0 && overlap !== 0)
      {
          velocity1.x = 0;
          velocity2.x = 0;
  
          return true;
      }
  
      //  Flip flop?
      var flip1 = (x1 < 0 && nx1 > 0) || (x1 > 0 && nx1 < 0);
      var flip2 = (x2 < 0 && nx2 > 0) || (x2 > 0 && nx2 < 0);
  
      if (!body1.sleeping && flip1 && Math.abs(nx1) < body1.minVelocity.x)
      {
          // console.log('body1 flip vel too small, zeroing');
          nx1 = 0;
      }
  
      if (!body2.sleeping && flip2 && Math.abs(nx2) < body2.minVelocity.x)
      {
          // console.log('body2 flip vel too small, zeroing');
          nx2 = 0;
      }
  
      //  By this stage the bodies have their separation distance calculated (stored in totalA/B)
      //  and they have their new post-impact velocity. So now we need to  work out block state based on direction.
  
      if (nx1 !== 0)
      {
          //  nx1 < 0 = Body1 is now moving LEFT
          //  nx1 > 0 = Body1 is now moving RIGHT
  
          if (leftFace)
          {
              //  The left of Body1 overlaps with the right of Body2
              if (body2.isBlockedLeft())
              {
                  console.log('nx1 <> 0 left block left', body1.x);
                  body1.setBlockedLeft(collisionInfo, body2);
              }
              else
              {
                  console.log('nx1 <> 0 left add', body1.x);
                  body1.x += body1.getMoveX(totalA);
              }
          }
          else if (rightFace)
          {
              //  The right of Body1 overlaps with the left of Body2
              if (body2.isBlockedRight())
              {
                  console.log('nx1 <> 0 right block right', body1.x);
                  body1.setBlockedRight(collisionInfo, body2);
              }
              else
              {
                  console.log('nx1 <> 0 right add', body1.x);
                  body1.x += body1.getMoveX(totalA);
              }
          }
  
          //  If Body1 cannot move up, it doesn't matter what new velocity it has.
          if (body1.sleeping && (nx1 < 0 && body1.isBlockedLeft()) || (nx1 > 0 && body1.isBlockedRight()))
          {
              console.log('nx1 <> 0 zero sleep');
              nx1 = 0;
          }
      }
      else if (body1.moves)
      {
          console.log('body1 stationary', body1.right);
  
          //  Body1 is now stationary
  
          if (leftFace)
          {
              // console.log('The left of Body1 overlaps with the right of Body2');
              // console.log(totalA, body1.isBlockedLeft(), body1.isBlockedRight());
              // console.log(totalB, body2.isBlockedLeft(), body2.isBlockedRight());
  
              //  The left of Body1 overlaps with the right of Body2
              // if (totalA !== 0 && !body1.isBlockedRight())
              // {
                  // console.log('body1 stationary leftface add', body1.x, 'totalA', totalA);
                  body1.x += body1.getMoveX(totalA);
              // }
      
              if (body2.isBlockedLeft())
              {
                  // console.log('body1 stationary leftface left', body1.x);
                  body1.setBlockedLeft(collisionInfo, body2);
              }
          }
          else if (rightFace)
          {
              // console.log('The right of Body1 overlaps with the left of Body2');
              // console.log(totalA, body1.isBlockedLeft(), body1.isBlockedRight());
              // console.log(totalB, body2.isBlockedLeft(), body2.isBlockedRight());
  
              //  The right of Body1 overlaps with the left of Body2
  
              // if (totalA !== 0 && !body1.isBlockedLeft())
              // {
                  // console.log('body1 stationary rightface add', body1.x);
                  body1.x += body1.getMoveX(totalA);
              // }
      
              if (body2.isBlockedRight())
              {
                  // console.log('body1 stationary rightface down', body1.x);
                  body1.setBlockedRight(collisionInfo, body2);
              }
          }
      }
  
      if (nx2 !== 0)
      {
          //  nx2 < 0 = Body2 is moving LEFT
          //  nx2 > 0 = Body2 is moving RIGHT
  
          if (leftFace)
          {
              //  The bottom of Body2 overlaps with the top of Body1
              if (body1.isBlockedRight())
              {
                  console.log('nx2 <> 0 leftface down', body2.x);
                  body2.setBlockedRight(collisionInfo, body1);
              }
              else
              {
                  console.log('nx2 <> 0 leftface add', body2.x);
                  body2.x += body2.getMoveX(totalB);
              }
          }
          else if (rightFace)
          {
              //  The top of Body2 overlaps with the bottom of Body1
              if (body1.isBlockedLeft())
              {
                  console.log('nx2 <> 0 rightface down', body2.x);
                  body2.setBlockedLeft(collisionInfo, body1);
              }
              else
              {
                  console.log('nx2 <> 0 rightface add', body2.x);
                  body2.x += body2.getMoveX(totalB);
              }
          }
  
          //  If Body2 cannot move up or down, it doesn't matter what new velocity it has
          if (body2.sleeping && (nx2 < 0 && body2.isBlockedLeft()) || (nx2 > 0 && body2.isBlockedRight()))
          {
              console.log('nx2 <> 0 zero sleep');
              nx2 = 0;
          }
      }
      else if (body2.moves)
      {
          console.log('body2 stationary', body2.x);
  
          //  Body2 is stationary
          if (leftFace)
          {
              // console.log('The left of Body1 overlaps with the right of Body2');
              // console.log(totalA, body1.isBlockedLeft(), body1.isBlockedRight());
              // console.log(totalB, body2.isBlockedLeft(), body2.isBlockedRight());
  
              //  The bottom of Body2 overlaps with the top of Body1
              // if (totalB !== 0 && !body2.isBlockedRight())
              // {
                  // console.log('body2 stationary leftface add', body2.x);
                  body2.x += body2.getMoveX(totalB);
              // }
      
              if (body1.isBlockedRight())
              {
                  // console.log('body2 stationary leftface down', body2.x);
                  body2.setBlockedRight(collisionInfo, body1);
              }
          }
          else if (rightFace)
          {
              // console.log('The right of Body1 overlaps with the left of Body2');
              // console.log(totalA, body1.isBlockedLeft(), body1.isBlockedRight());
              // console.log(totalB, body2.isBlockedLeft(), body2.isBlockedRight());
  
              //  The top of Body2 overlaps with the bottom of Body1
              // if (totalB !== 0 && !body2.isBlockedLeft())
              // {
                  // console.log('body2 stationary rightface add', body2.x);
                  body2.x += body2.getMoveX(totalB);
              // }
      
              if (body1.isBlockedLeft())
              {
                  // console.log('body2 stationary rightface down', body2.x);
                  body2.setBlockedLeft(collisionInfo, body1);
              }
          }
      }
  
      //  We disregard the new velocity when a Body is world blocked AND blocked by something on the opposite face
  
      if (body1.isBlockedX())
      {
          nx1 = 0;
      }
  
      if (body2.isBlockedX())
      {
          nx2 = 0;
      }
  
      //  Wakey, wakey?
  
      if (body1.sleeping)
      {
          if (Math.abs(nx1) < body1.minVelocity.x)
          {
              //  Not enough new velocity to get out of bed for
              nx1 = 0;
          }
          else
          {
              // console.log('waking body1 from', nx1, body1.prevVelocity.y);
              body1.wake();
          }
      }
  
      if (body2.sleeping)
      {
          if (Math.abs(nx2) < body2.minVelocity.x)
          {
              //  Not enough new velocity to get out of bed for
              nx2 = 0;
          }
          else
          {
              // console.log('waking body2 from', nx2, body2.prevVelocity.y);
              body2.wake();
          }
      }
  
      // console.log('SepX End', nx1, nx2);
  
      velocity1.x = nx1;
      velocity2.x = nx2;
  
      // console.log('post-GetOverlap bx = body1', body1.x, 'body2', body2.x);
      // console.log('post-GetOverlap bs = body1', body1.right, 'body2', body2.right);
  
      console.log('x compare (POST-SX):', body1.right, 'body2', body2.x, '=', (body1.right - body2.x));
  
      //  If we got this far then there WAS overlap, and separation is complete, so return true
      return true;
  };
  
  module.exports = SeparateX;
  