BlockCheck = function ()
{
    //  Body1 is moving right and Body2 is blocked from going right any further
    if (body1MovingRight && body1OnLeft && body2.blocked.right)
    {
        body1.processX(-overlap, body1FullImpact, false, true);

        return 1;
    }

    //  Body1 is moving left and Body2 is blocked from going left any further
    if (body1MovingLeft && body2OnLeft && body2.blocked.left)
    {
        body1.processX(overlap, body1FullImpact, true);

        return 1;
    }

    //  Body2 is moving right and Body1 is blocked from going right any further
    if (body2MovingRight && body2OnLeft && body1.blocked.right)
    {
        body2.processX(-overlap, body2FullImpact, false, true);

        return 2;
    }

    //  Body2 is moving left and Body1 is blocked from going left any further
    if (body2MovingLeft && body1OnLeft && body1.blocked.left)
    {
        body2.processX(overlap, body2FullImpact, true);

        return 2;
    }

    return 0;
}
Blocked Direction checks, because it doesn't matter if an object can be pushed
or not, blocked is blocked.

@function Phaser.Physics.Arcade.ProcessX.BlockCheck
@ignore
@since 3.50.0

@return {number} The BlockCheck result. 0 = not blocked. 1 = Body 1 blocked. 2 = Body 2 blocked.