diff --git a/README.md b/README.md index 4275bdb75..9259089cf 100644 --- a/README.md +++ b/README.md @@ -44,7 +44,7 @@ Version 2.0.0 - "Aes Sedai" - -in development- Significant API changes: -* Upgraded to Pixi.js 1.5.2 +* Upgraded to Pixi.js 1.5.5 * Group now extends PIXI.DisplayObjectContainer, rather than owning a _container property, which makes life a whole lot easier re: nesting and child iteration. * Removed Sprite.group property. You can use Sprite.parent for all similar needs now. * PIXI.Point is now aliased to Phaser.Point - saves on code duplication and works exactly the same. @@ -72,7 +72,7 @@ Significant API changes: * World preUpdate, update and postUpdate have all been moved to Stage. So all children are updated regardless where on the display list they live. * Cache.getImageKeys and similar has been removed, please use Cache.getKeys(Phaser.Cache.IMAGE) instead, this now supports all 10 Cache data types. * After defining tiles that collide on a Tilemap, you need to call Tilemap.generateCollisionData(layer) to populate the physics world with the data required. -* Phaser.QuadTree has been removed from core and moved to a plugin. It's no longer required, nor works with the physics system. +* Phaser.QuadTree has been made more generic and works with any rectangle, not just physics bodies. * Phaser.Animation.frame now returns the frame of the current animation, rather than the global frame from the sprite sheet / atlas. * When adding a Group if the parent value is `null` the Group won't be added to the World, so you can add it when ready. If parent is `undefined` it's added by default. * The Keyboard class has had a complete overhaul. Phaser.Key objects are created automatically, there are fixes against duration and keys reset properly on visibility loss. @@ -88,6 +88,7 @@ Significant API changes: * Debug methods that rendered geometry (Rectangle, Circle, Line, Point) have been merged into the single method: `Debug.geom`. * Animation.looped has been renamed to Animation.loop. It's a boolean you can toggle at run-time to turn on/off animation looping. * Sprite.damage will now kill the Sprite if health is less than or equal to 0 (before it would only kill if less than zero) +* By default Sprites no longer check if they are within the world bounds. It's quite an expensive process (calling getBounds every frame), so you have to enable directly. New features: diff --git a/src/physics/p2/World.js b/src/physics/p2/World.js index 21e8ef878..c2d71abbb 100644 --- a/src/physics/p2/World.js +++ b/src/physics/p2/World.js @@ -1073,3 +1073,18 @@ Object.defineProperty(Phaser.Physics.P2.prototype, "enableBodySleeping", { } }); + +/** +* @name Phaser.Physics.P2#total +* @property {number} total - The total number of bodies in the world. +* @readonly +*/ +Object.defineProperty(Phaser.Physics.P2.prototype, "total", { + + get: function () { + + return this.world.bodies.length; + + } + +});