mirror of
https://github.com/photonstorm/phaser
synced 2024-11-24 13:43:26 +00:00
Merge branch 'master' of https://github.com/photonstorm/phaser
This commit is contained in:
commit
35ecba702b
5 changed files with 112 additions and 7 deletions
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@ -558,7 +558,7 @@ var Body = new Class({
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var y = pos.y + this.halfHeight;
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var y = pos.y + this.halfHeight;
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graphic.lineStyle(1, this.world.defaults.velocityDebugColor, 1);
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graphic.lineStyle(1, this.world.defaults.velocityDebugColor, 1);
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graphic.lineBetween(x, y, x + this.velocity.x, y + this.velocity.y);
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graphic.lineBetween(x, y, x + this.velocity.x / 2, y + this.velocity.y / 2);
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}
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}
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},
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},
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@ -38,6 +38,8 @@ var Collider = new Class({
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{
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{
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this.world.removeCollider(this);
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this.world.removeCollider(this);
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this.active = false;
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this.world = null;
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this.world = null;
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this.object1 = null;
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this.object1 = null;
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@ -8,6 +8,7 @@ var GetValue = require('../../utils/object/GetValue');
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var Rectangle = require('../../geom/rectangle/Rectangle');
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var Rectangle = require('../../geom/rectangle/Rectangle');
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var RTree = require('../../structs/RTree');
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var RTree = require('../../structs/RTree');
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var Set = require('../../structs/Set');
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var Set = require('../../structs/Set');
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var ProcessQueue = require('../../structs/ProcessQueue');
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var StaticBody = require('./StaticBody');
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var StaticBody = require('./StaticBody');
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var Vector2 = require('../../math/Vector2');
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var Vector2 = require('../../math/Vector2');
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@ -27,7 +28,7 @@ var World = new Class({
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// Static Bodies
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// Static Bodies
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this.staticBodies = new Set();
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this.staticBodies = new Set();
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this.colliders = [];
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this.colliders = new ProcessQueue();
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this.gravity = new Vector2(GetValue(config, 'gravity.x', 0), GetValue(config, 'gravity.y', 0));
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this.gravity = new Vector2(GetValue(config, 'gravity.x', 0), GetValue(config, 'gravity.y', 0));
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@ -231,7 +232,7 @@ var World = new Class({
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var collider = new Collider(this, false, object1, object2, collideCallback, processCallback, callbackContext);
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var collider = new Collider(this, false, object1, object2, collideCallback, processCallback, callbackContext);
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this.colliders.push(collider);
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this.colliders.add(collider);
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return collider;
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return collider;
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},
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},
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@ -244,14 +245,14 @@ var World = new Class({
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var collider = new Collider(this, true, object1, object2, collideCallback, processCallback, callbackContext);
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var collider = new Collider(this, true, object1, object2, collideCallback, processCallback, callbackContext);
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this.colliders.push(collider);
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this.colliders.add(collider);
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return collider;
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return collider;
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},
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},
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removeCollider: function (collider)
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removeCollider: function (collider)
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{
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{
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// TODO
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this.colliders.remove(collider);
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},
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},
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update: function (time, delta)
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update: function (time, delta)
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@ -288,10 +289,11 @@ var World = new Class({
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this.tree.load(bodies);
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this.tree.load(bodies);
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// Process any colliders
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// Process any colliders
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var colliders = this.colliders.update();
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for (i = 0; i < this.colliders.length; i++)
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for (i = 0; i < colliders.length; i++)
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{
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{
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var collider = this.colliders[i];
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var collider = colliders[i];
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if (collider.active)
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if (collider.active)
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{
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{
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99
v3/src/structs/ProcessQueue.js
Normal file
99
v3/src/structs/ProcessQueue.js
Normal file
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@ -0,0 +1,99 @@
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// Phaser.Structs.ProcessQueue
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var Class = require('../utils/Class');
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var ProcessQueue = new Class({
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initialize:
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function ProcessQueue ()
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{
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this._pending = [];
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this._active = [];
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this._destroy = [];
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this._toProcess = 0;
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},
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add: function (item)
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{
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this._pending.push(item);
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this._toProcess++;
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return this;
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},
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remove: function (item)
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{
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this._destroy.push(item);
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this._toProcess++;
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return this;
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},
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update: function ()
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{
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if (this._toProcess === 0)
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{
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// Quick bail
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return this._active;
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}
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var list = this._destroy;
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var active = this._active;
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var i;
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var item;
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// Clear the 'destroy' list
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for (i = 0; i < list.length; i++)
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{
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item = list[i];
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// Remove from the 'active' array
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var idx = active.indexOf(item);
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if (idx !== -1)
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{
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active.splice(idx, 1);
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}
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}
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list.length = 0;
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// Process the pending addition list
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// This stops callbacks and out of sync events from populating the active array mid-way during an update
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list = this._pending;
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for (i = 0; i < list.length; i++)
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{
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item = list[i];
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this._active.push(item);
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}
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list.length = 0;
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this._toProcess = 0;
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// The owner of this queue can now safely do whatever it needs to with the active list
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return this._active;
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},
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getActive: function ()
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{
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return this._active;
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},
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destroy: function ()
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{
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this._pending = [];
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this._active = [];
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this._destroy = [];
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}
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});
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module.exports = ProcessQueue;
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module.exports = {
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module.exports = {
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List: require('./List'),
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Map: require('./Map'),
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Map: require('./Map'),
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ProcessQueue: require('./ProcessQueue'),
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RTree: require('./RTree'),
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RTree: require('./RTree'),
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Set: require('./Set')
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Set: require('./Set')
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