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2.1.0 pre-built releases.
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13 changed files with 124843 additions and 228 deletions
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@ -13646,11 +13646,17 @@ Phaser.Physics.P2 = function (game, config) {
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config = { gravity: [0, 0], broadphase: new p2.SAPBroadphase() };
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}
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/**
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* @property {object} config - The p2 World configuration object.
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* @protected
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*/
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this.config = config;
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/**
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* @property {p2.World} world - The p2 World in which the simulation is run.
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* @protected
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*/
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this.world = new p2.World(config);
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this.world = new p2.World(this.config);
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/**
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* @property {number} frameRate - The frame rate the world will be stepped at. Defaults to 1 / 60, but you can change here. Also see useElapsedTime property.
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@ -14434,10 +14440,12 @@ Phaser.Physics.P2.prototype = {
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* @param {Phaser.Sprite|Phaser.Physics.P2.Body|p2.Body} bodyA - First connected body.
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* @param {Phaser.Sprite|Phaser.Physics.P2.Body|p2.Body} bodyB - Second connected body.
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* @param {number} distance - The distance to keep between the bodies.
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* @param {Array} [localAnchorA] - The anchor point for bodyA, defined locally in bodyA frame. Defaults to [0,0].
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* @param {Array} [localAnchorB] - The anchor point for bodyB, defined locally in bodyB frame. Defaults to [0,0].
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* @param {number} [maxForce] - The maximum force that should be applied to constrain the bodies.
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* @return {Phaser.Physics.P2.DistanceConstraint} The constraint
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*/
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createDistanceConstraint: function (bodyA, bodyB, distance, maxForce) {
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createDistanceConstraint: function (bodyA, bodyB, distance, localAnchorA, localAnchorB, maxForce) {
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bodyA = this.getBody(bodyA);
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bodyB = this.getBody(bodyB);
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@ -14448,7 +14456,7 @@ Phaser.Physics.P2.prototype = {
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}
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else
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{
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return this.addConstraint(new Phaser.Physics.P2.DistanceConstraint(this, bodyA, bodyB, distance, maxForce));
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return this.addConstraint(new Phaser.Physics.P2.DistanceConstraint(this, bodyA, bodyB, distance, localAnchorA, localAnchorB, maxForce));
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}
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},
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@ -16856,7 +16864,7 @@ Phaser.Physics.P2.Body.prototype = {
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*
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* @method Phaser.Physics.P2.Body#addCapsule
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* @param {number} length - The distance between the end points in pixels.
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* @param {number} radius - Radius of the capsule in radians.
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* @param {number} radius - Radius of the capsule in pixels.
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* @param {number} [offsetX=0] - Local horizontal offset of the shape relative to the body center of mass.
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* @param {number} [offsetY=0] - Local vertical offset of the shape relative to the body center of mass.
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* @param {number} [rotation=0] - Local rotation of the shape relative to the body center of mass, specified in radians.
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@ -16864,7 +16872,7 @@ Phaser.Physics.P2.Body.prototype = {
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*/
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addCapsule: function (length, radius, offsetX, offsetY, rotation) {
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var shape = new p2.Capsule(this.world.pxm(length), radius);
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var shape = new p2.Capsule(this.world.pxm(length), this.world.pxm(radius));
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return this.addShape(shape, offsetX, offsetY, rotation);
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build/custom/p2.min.js
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build/custom/phaser-arcade-physics.min.js
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build/custom/phaser-no-libs.min.js
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build/custom/phaser-no-physics.js
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build/phaser.js
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build/phaser.min.js
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