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https://github.com/photonstorm/phaser
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ArcadePhysics.separateTile wasn't returning the value, so the custom process callback wasn't getting called (thanks flameiguana)
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4 changed files with 135 additions and 6 deletions
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@ -46,7 +46,7 @@ Version 1.1.3 - in build
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* New: RenderTexture.render now takes a Phaser.Group. Also added renderXY for when you don't want to make a new Point object.
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* New: Implementing PluginManager.remove, added PluginManager.removeAll (thanks crazysam)
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* New: Added scrollFactorX/scrollFactorY to TilemapLayers (thanks jcd-as)
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* New: Phaser.Game parent can now be a HTMLElement (thanks beeglebug)
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* New: Phaser.Game parent can now be an HTMLElement or a string (thanks beeglebug)
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* New: Updated to use the latest version of Pixi.js - which means you can now use all the sexy new WebGL filters they added :)
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* New: Sprite.animations.getAnimation will return an animation instance which was added by name.
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* New: Added Mouse.button which is set to the button that was pressed: Phaser.Mouse.LEFT_BUTTON, MIDDLE_BUTTON or RIGHT_BUTTON (thanks wKLV)
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@ -54,21 +54,23 @@ Version 1.1.3 - in build
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* New: StageScaleMode.forceOrientation allows you to lock your game to one orientation and display a Sprite (i.e. a "please rotate" screen) when incorrect.
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* New: World.visible boolean added, toggles rendering of the world on/off entirely.
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* New: Polygon class & drawPolygon method added to Graphics (thanks rjimenezda)
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* New: Added Group.iterate, a powerful way to count or return child that match a certain criteria. Refactored Group to use iterate, lots of repeated code cut.
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* New: Added Group.iterate, a powerful way to count or return children that match a certain criteria. Refactored Group to use iterate, lots of repeated code cut.
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* New: Added Group.sort. You can now sort the Group based on any given numeric property (x, y, health), finally you can do depth-sorting :) Example created to show.
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* New: Enhanced renderTexture so it can accept a Phaser.Group object and improved documentation and examples.
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* Fixed: Lots of fixes to the TypeScript definitions file (many thanks gltovar)
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* Fixed: Tilemap commands use specified layer when one given (thanks Izzimach)
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* Fixed: Mouse.stop now uses the true useCapture, which means the event listeners stop listening correctly (thanks beeglebug)
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* Fixed: Input Keyboard example fix (thanks Atrodilla)
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* Fixed: BitmapText.destroy now checks if it has a canvas before calling parentNode on it.
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* Fixed: Group.swap had a hellish to find bug that only manifested when B-A upward swaps occured. Hours of debugging later = bug crushed.
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* Fixed: Point.rotate asDegrees fixed (thanks BorisKozo)
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* Fixed: ArcadePhysics.separateTile wasn't returning the value, so the custom process callback wasn't getting called (thanks flameiguana)
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* Updated: ArcadePhysics.updateMotion applies the dt to the velocity calculations as well as position now (thanks jcs)
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* Updated: RequestAnimationFrame now retains the callbackID which is passed to cancelRequestAnimationFrame.
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* Updated: Button now goes back to over state when setFrames used in action (thanks beeglebug)
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* Updated: plugins now have a postUpdate callback (thanks cocoademon)
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* Updated: Tided up the Graphics object (thanks BorisKozo)
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* Updated: If running in Canvas mode and you have a render function it will save the context and reset the transform before running your render function
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* Updated: If running in Canvas mode and you have a render function it will save the context and reset the transform before running your render function.
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* Updated: Sprite will now check the exists property of the Group it is in, if the Group.exists = false the Sprite won't update.
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* Updated: Lots of small documentation tweaks across various files such as Pointer.
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* Updated: If you specify 'null' as a Group parent it will now revert to using the World as the parent (before only 'undefined' worked)
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@ -52,7 +52,7 @@ function create() {
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sprite = game.add.sprite(450, 80, 'phaser');
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sprite.anchor.setTo(0.5, 0.5);
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sprite.angle = 45;
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// sprite.angle = 45;
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game.camera.follow(sprite);
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// game.camera.deadzone = new Phaser.Rectangle(160, 160, layer.renderWidth-320, layer.renderHeight-320);
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125
examples/wip/struck.js
Normal file
125
examples/wip/struck.js
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@ -0,0 +1,125 @@
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var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render });
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function preload() {
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game.load.tilemap('level1', 'assets/games/starstruck/level1.json', null, Phaser.Tilemap.TILED_JSON);
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game.load.tileset('tiles', 'assets/games/starstruck/tiles-1.png', 16, 16);
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game.load.spritesheet('dude', 'assets/games/starstruck/dude.png', 32, 48);
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game.load.spritesheet('droid', 'assets/games/starstruck/droid.png', 32, 32);
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game.load.image('starSmall', 'assets/games/starstruck/star.png');
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game.load.image('starBig', 'assets/games/starstruck/star2.png');
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game.load.image('background', 'assets/games/starstruck/background2.png');
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}
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var map;
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var tileset;
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var layer;
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var player;
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var facing = 'left';
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var jumpTimer = 0;
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var cursors;
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var jumpButton;
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var bg;
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function create() {
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game.stage.backgroundColor = '#000000';
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bg = game.add.tileSprite(0, 0, 800, 600, 'background');
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bg.fixedToCamera = true;
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map = game.add.tilemap('level1');
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tileset = game.add.tileset('tiles');
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tileset.setCollisionRange(0, tileset.total - 1, true, true, true, true);
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tileset.setCollisionRange(12, 16, false, false, false, false);
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tileset.setCollisionRange(46, 50, false, false, false, false);
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layer = game.add.tilemapLayer(0, 0, 800, 600, tileset, map, 0);
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layer.resizeWorld();
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player = game.add.sprite(32, 32, 'dude');
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player.body.bounce.y = 0.2;
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player.body.collideWorldBounds = true;
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player.body.gravity.y = 6;
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player.body.setSize(16, 32, 8, 16);
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player.animations.add('left', [0, 1, 2, 3], 10, true);
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player.animations.add('turn', [4], 20, true);
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player.animations.add('right', [5, 6, 7, 8], 10, true);
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player.angle = 45;
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game.camera.follow(player);
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cursors = game.input.keyboard.createCursorKeys();
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jumpButton = game.input.keyboard.addKey(Phaser.Keyboard.SPACEBAR);
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}
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function update() {
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game.physics.collide(player, layer);
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player.body.velocity.x = 0;
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if (cursors.left.isDown)
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{
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player.body.velocity.x = -150;
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if (facing != 'left')
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{
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player.animations.play('left');
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facing = 'left';
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}
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}
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else if (cursors.right.isDown)
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{
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player.body.velocity.x = 150;
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if (facing != 'right')
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{
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player.animations.play('right');
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facing = 'right';
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}
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}
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else
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{
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if (facing != 'idle')
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{
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player.animations.stop();
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if (facing == 'left')
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{
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player.frame = 0;
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}
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else
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{
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player.frame = 5;
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}
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facing = 'idle';
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}
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}
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if (jumpButton.isDown && player.body.touching.down && game.time.now > jumpTimer)
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{
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player.body.velocity.y = -250;
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jumpTimer = game.time.now + 750;
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}
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// player.scale.x += 0.001;
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// player.scale.y += 0.001;
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}
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function render () {
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game.debug.renderCameraInfo(game.camera, 32, 32);
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game.debug.renderSpriteBody(player);
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}
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@ -302,8 +302,8 @@ Phaser.Physics.Arcade.prototype = {
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},
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/**
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* Checks for collision between two game objects. The objects can be Sprites, Groups, Emitters or Tilemaps.
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* You can perform Sprite vs. Sprite, Sprite vs. Group, Group vs. Group, Sprite vs. Tilemap or Group vs. Tilemap collisions.
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* Checks for collision between two game objects. The objects can be Sprites, Groups, Emitters or Tilemap Layers.
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* You can perform Sprite vs. Sprite, Sprite vs. Group, Group vs. Group, Sprite vs. Tilemap Layer or Group vs. Tilemap Layer collisions.
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* The objects are also automatically separated.
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*
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* @method Phaser.Physics.Arcade#collide
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@ -838,6 +838,8 @@ Phaser.Physics.Arcade.prototype = {
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this._result = (this.separateTileX(body, tile, true) || this.separateTileY(body, tile, true));
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return this._result;
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},
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/**
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