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P2.World.updateBoundsCollisionGroup wouldn't use the boundsCollisionGroup
mask if you passed true
as the argument, only if it was left undefined.
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2 changed files with 3 additions and 2 deletions
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@ -373,6 +373,7 @@ You can read all about the philosophy behind Lazer [here](http://phaser.io/news/
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* Sound.play when using an AudioTag would ignore the muted state of the SoundManager and play regardless. It now checks the SoundManager.mute state on play, and sets the volume accorindingly (thanks @brianbunch #2139)
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* Graphics objects can now have a Physics Body directly attached to them, where-as before it would throw an error due to a lack of anchor property (thanks @NLilley #2400)
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* A Game Object with `fixedToCamera = true` that was then set for Input, and enabled for dragging from its center (`input.enableDrag(true)`) would throw an error upon being dragged (thanks @solusipse #2367)
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* P2.World.updateBoundsCollisionGroup wouldn't use the `boundsCollisionGroup` mask if you passed `true` as the argument, only if it was left undefined.
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### Pixi Updates
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@ -615,9 +615,9 @@ Phaser.Physics.P2.prototype = {
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*/
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updateBoundsCollisionGroup: function (setCollisionGroup) {
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var mask = this.everythingCollisionGroup.mask;
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if (setCollisionGroup === undefined) { setCollisionGroup = true; }
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if (setCollisionGroup === undefined) { mask = this.boundsCollisionGroup.mask; }
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var mask = (setCollisionGroup) ? this.boundsCollisionGroup.mask : this.everythingCollisionGroup.mask;
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if (this.walls.left)
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{
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