ArcadePhysics.separateTile wasn't returning the value, so the custom process callback wasn't getting called (thanks flameiguana)

This commit is contained in:
photonstorm 2013-11-16 13:47:12 +00:00
parent 3249aa2673
commit 38bd00b4ed
4 changed files with 135 additions and 6 deletions

View file

@ -46,7 +46,7 @@ Version 1.1.3 - in build
* New: RenderTexture.render now takes a Phaser.Group. Also added renderXY for when you don't want to make a new Point object.
* New: Implementing PluginManager.remove, added PluginManager.removeAll (thanks crazysam)
* New: Added scrollFactorX/scrollFactorY to TilemapLayers (thanks jcd-as)
* New: Phaser.Game parent can now be a HTMLElement (thanks beeglebug)
* New: Phaser.Game parent can now be an HTMLElement or a string (thanks beeglebug)
* New: Updated to use the latest version of Pixi.js - which means you can now use all the sexy new WebGL filters they added :)
* New: Sprite.animations.getAnimation will return an animation instance which was added by name.
* New: Added Mouse.button which is set to the button that was pressed: Phaser.Mouse.LEFT_BUTTON, MIDDLE_BUTTON or RIGHT_BUTTON (thanks wKLV)
@ -54,21 +54,23 @@ Version 1.1.3 - in build
* New: StageScaleMode.forceOrientation allows you to lock your game to one orientation and display a Sprite (i.e. a "please rotate" screen) when incorrect.
* New: World.visible boolean added, toggles rendering of the world on/off entirely.
* New: Polygon class & drawPolygon method added to Graphics (thanks rjimenezda)
* 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.
* 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.
* 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.
* New: Enhanced renderTexture so it can accept a Phaser.Group object and improved documentation and examples.
* Fixed: Lots of fixes to the TypeScript definitions file (many thanks gltovar)
* Fixed: Tilemap commands use specified layer when one given (thanks Izzimach)
* Fixed: Mouse.stop now uses the true useCapture, which means the event listeners stop listening correctly (thanks beeglebug)
* Fixed: Input Keyboard example fix (thanks Atrodilla)
* Fixed: BitmapText.destroy now checks if it has a canvas before calling parentNode on it.
* Fixed: Group.swap had a hellish to find bug that only manifested when B-A upward swaps occured. Hours of debugging later = bug crushed.
* Fixed: Point.rotate asDegrees fixed (thanks BorisKozo)
* Fixed: ArcadePhysics.separateTile wasn't returning the value, so the custom process callback wasn't getting called (thanks flameiguana)
* Updated: ArcadePhysics.updateMotion applies the dt to the velocity calculations as well as position now (thanks jcs)
* Updated: RequestAnimationFrame now retains the callbackID which is passed to cancelRequestAnimationFrame.
* Updated: Button now goes back to over state when setFrames used in action (thanks beeglebug)
* Updated: plugins now have a postUpdate callback (thanks cocoademon)
* Updated: Tided up the Graphics object (thanks BorisKozo)
* 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
* 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.
* Updated: Sprite will now check the exists property of the Group it is in, if the Group.exists = false the Sprite won't update.
* Updated: Lots of small documentation tweaks across various files such as Pointer.
* Updated: If you specify 'null' as a Group parent it will now revert to using the World as the parent (before only 'undefined' worked)

View file

@ -52,7 +52,7 @@ function create() {
sprite = game.add.sprite(450, 80, 'phaser');
sprite.anchor.setTo(0.5, 0.5);
sprite.angle = 45;
// sprite.angle = 45;
game.camera.follow(sprite);
// game.camera.deadzone = new Phaser.Rectangle(160, 160, layer.renderWidth-320, layer.renderHeight-320);

125
examples/wip/struck.js Normal file
View file

@ -0,0 +1,125 @@
var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render });
function preload() {
game.load.tilemap('level1', 'assets/games/starstruck/level1.json', null, Phaser.Tilemap.TILED_JSON);
game.load.tileset('tiles', 'assets/games/starstruck/tiles-1.png', 16, 16);
game.load.spritesheet('dude', 'assets/games/starstruck/dude.png', 32, 48);
game.load.spritesheet('droid', 'assets/games/starstruck/droid.png', 32, 32);
game.load.image('starSmall', 'assets/games/starstruck/star.png');
game.load.image('starBig', 'assets/games/starstruck/star2.png');
game.load.image('background', 'assets/games/starstruck/background2.png');
}
var map;
var tileset;
var layer;
var player;
var facing = 'left';
var jumpTimer = 0;
var cursors;
var jumpButton;
var bg;
function create() {
game.stage.backgroundColor = '#000000';
bg = game.add.tileSprite(0, 0, 800, 600, 'background');
bg.fixedToCamera = true;
map = game.add.tilemap('level1');
tileset = game.add.tileset('tiles');
tileset.setCollisionRange(0, tileset.total - 1, true, true, true, true);
tileset.setCollisionRange(12, 16, false, false, false, false);
tileset.setCollisionRange(46, 50, false, false, false, false);
layer = game.add.tilemapLayer(0, 0, 800, 600, tileset, map, 0);
layer.resizeWorld();
player = game.add.sprite(32, 32, 'dude');
player.body.bounce.y = 0.2;
player.body.collideWorldBounds = true;
player.body.gravity.y = 6;
player.body.setSize(16, 32, 8, 16);
player.animations.add('left', [0, 1, 2, 3], 10, true);
player.animations.add('turn', [4], 20, true);
player.animations.add('right', [5, 6, 7, 8], 10, true);
player.angle = 45;
game.camera.follow(player);
cursors = game.input.keyboard.createCursorKeys();
jumpButton = game.input.keyboard.addKey(Phaser.Keyboard.SPACEBAR);
}
function update() {
game.physics.collide(player, layer);
player.body.velocity.x = 0;
if (cursors.left.isDown)
{
player.body.velocity.x = -150;
if (facing != 'left')
{
player.animations.play('left');
facing = 'left';
}
}
else if (cursors.right.isDown)
{
player.body.velocity.x = 150;
if (facing != 'right')
{
player.animations.play('right');
facing = 'right';
}
}
else
{
if (facing != 'idle')
{
player.animations.stop();
if (facing == 'left')
{
player.frame = 0;
}
else
{
player.frame = 5;
}
facing = 'idle';
}
}
if (jumpButton.isDown && player.body.touching.down && game.time.now > jumpTimer)
{
player.body.velocity.y = -250;
jumpTimer = game.time.now + 750;
}
// player.scale.x += 0.001;
// player.scale.y += 0.001;
}
function render () {
game.debug.renderCameraInfo(game.camera, 32, 32);
game.debug.renderSpriteBody(player);
}

View file

@ -302,8 +302,8 @@ Phaser.Physics.Arcade.prototype = {
},
/**
* Checks for collision between two game objects. The objects can be Sprites, Groups, Emitters or Tilemaps.
* You can perform Sprite vs. Sprite, Sprite vs. Group, Group vs. Group, Sprite vs. Tilemap or Group vs. Tilemap collisions.
* Checks for collision between two game objects. The objects can be Sprites, Groups, Emitters or Tilemap Layers.
* You can perform Sprite vs. Sprite, Sprite vs. Group, Group vs. Group, Sprite vs. Tilemap Layer or Group vs. Tilemap Layer collisions.
* The objects are also automatically separated.
*
* @method Phaser.Physics.Arcade#collide
@ -838,6 +838,8 @@ Phaser.Physics.Arcade.prototype = {
this._result = (this.separateTileX(body, tile, true) || this.separateTileY(body, tile, true));
return this._result;
},
/**