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ArcadePhysics.Body.phase is checked in postUpdate to prevent it from being called multiple times in a single frame.
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2 changed files with 10 additions and 3 deletions
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@ -45,9 +45,9 @@ Happy coding everyone! See you on the forums.
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We have a new [Getting Started Guide](http://phaser.io/getting-started-js.php) which covers all you need to begin developing games with Phaser. From setting up a web server to picking an IDE. If you're new to HTML5 game development, or are coming from another language like AS3, then we recommend starting there.
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There is a comprehensive [How to Learn Phaser](http://gamedevelopment.tutsplus.com/articles/how-to-learn-the-phaser-html5-game-engine--gamedev-13643) guide on the GameDevTuts+ site which is a great place to learn where to find tutorials, examples and support.
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We wrote a comprehensive [How to Learn Phaser](http://gamedevelopment.tutsplus.com/articles/how-to-learn-the-phaser-html5-game-engine--gamedev-13643) guide for GameDevTuts+ which covers finding tutorials, examples and support.
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There is also an [un-official Getting Started Guide](http://www.antonoffplus.com/coding-an-html5-game-for-30-minutes-or-an-introduction-to-the-phaser-framework).
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Finally the growing list of [community authored Phaser Tutorials](http://www.lessmilk.com/phaser-tutorial/) is growing fast!
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![Phaser Logo](http://www.photonstorm.com/wp-content/uploads/2013/09/phaser_10_release.jpg)
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@ -64,6 +64,7 @@ Version 2.0.4 - "Mos Shirare" - in development
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* The Input.reset `hard` reset parameter is now passed down to the Keyboard and Key reset methods.
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* AnimationManager.destroy now iterates through child animations calling destroy on all of them, avoiding a memory leak (thanks stauzs)
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* AnimationManager.play will now call Animation.stop on the current animation before switching to the new one (thanks @nihakue, #713)
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* ArcadePhysics.Body.phase is checked in postUpdate to prevent it from being called multiple times in a single frame.
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### New Features
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@ -287,7 +287,7 @@ Phaser.Physics.Arcade.Body = function (sprite) {
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this.tilePadding = new Phaser.Point();
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/**
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* @property {number} phaser - Is this Body in a preUpdate or postUpdate state?
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* @property {number} phaser - Is this Body in a preUpdate (1) or postUpdate (2) state?
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*/
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this.phase = 0;
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@ -434,6 +434,12 @@ Phaser.Physics.Arcade.Body.prototype = {
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*/
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postUpdate: function () {
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// Only allow postUpdate to be called once per frame
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if (this.phase === 2)
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{
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return;
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}
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this.phase = 2;
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if (this.deltaX() < 0)
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