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P2.Body.loadPolygon now allows the key
parameter to be passed as null
- when this happens the object
parameter can be the actual physics object data instead of a string pointing to the cache, allowing you to take advantage of adding multiple convex shapes with automatic adjustments for center of mass #1801
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2 changed files with 19 additions and 3 deletions
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@ -309,6 +309,7 @@ Version 2.4 - "Katar" - in dev
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* Rectangle.random will return a uniformly distributed random point from anywhere within the rectangle.
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* Line.rotate allows you to rotate a line by the given amount around its center point.
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* Device.chromeVersion will return the major version number of Chrome.
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* TilingSprite.textureDebug is a new boolean that allows you to visually debug the generated texture a TilingSprite creates.
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### Updates
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@ -348,6 +349,7 @@ Version 2.4 - "Katar" - in dev
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* ScaleManager.scaleSprite will no longer try and scale a display object that doesn't have a scale property.
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* The LoadTexture component has a new property `customRender` which is checked for in the Core postUpdate to know when to render custom elements like Videos.
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* BitmapText line spacing and word wrapping has been vastly improved and bought in-line with how Pixi 3 handles it, but with additional anchor support.
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* P2.Body.loadPolygon now allows the `key` parameter to be passed as `null` - when this happens the `object` parameter can be the actual physics object data instead of a string pointing to the cache, allowing you to take advantage of adding multiple convex shapes with automatic adjustments for center of mass #1801
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### Bug Fixes
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@ -1253,15 +1253,29 @@ Phaser.Physics.P2.Body.prototype = {
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/**
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* Reads the shape data from a physics data file stored in the Game.Cache and adds it as a polygon to this Body.
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*
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* As well as reading the data from the Cache you can also pass `null` as the first argument and a
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* physics data object as the second. When doing this you must ensure the structure of the object is correct in advance.
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*
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* For more details see the format of the Lime / Corona Physics Editor export.
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*
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* @method Phaser.Physics.P2.Body#loadPolygon
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* @param {string} key - The key of the Physics Data file as stored in Game.Cache.
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* @param {string} object - The key of the object within the Physics data file that you wish to load the shape data from.
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* @param {string} key - The key of the Physics Data file as stored in Game.Cache. Alternatively set to `null` and pass the
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* data as the 2nd argument.
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* @param {string|object} object - The key of the object within the Physics data file that you wish to load the shape data from,
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* or if key is null pass the actual physics data object itself as this parameter.
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* @return {boolean} True on success, else false.
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*/
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loadPolygon: function (key, object) {
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var data = this.game.cache.getPhysicsData(key, object);
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if (key === null)
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{
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var data = object;
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}
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else
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{
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var data = this.game.cache.getPhysicsData(key, object);
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}
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// We've multiple Convex shapes, they should be CCW automatically
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var cm = p2.vec2.create();
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