BlockCheck = function ()
{
    //  Body1 is moving down and Body2 is blocked from going down any further
    if (body1MovingDown && body1OnTop && body2.blocked.down)
    {
        body1.processY(-overlap, body1FullImpact, false, true);

        return 1;
    }

    //  Body1 is moving up and Body2 is blocked from going up any further
    if (body1MovingUp && body2OnTop && body2.blocked.up)
    {
        body1.processY(overlap, body1FullImpact, true);

        return 1;
    }

    //  Body2 is moving down and Body1 is blocked from going down any further
    if (body2MovingDown && body2OnTop && body1.blocked.down)
    {
        body2.processY(-overlap, body2FullImpact, false, true);

        return 2;
    }

    //  Body2 is moving up and Body1 is blocked from going up any further
    if (body2MovingUp && body1OnTop && body1.blocked.up)
    {
        body2.processY(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.ProcessY.BlockCheck
@ignore
@since 3.50.0

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