P2.World.updateBoundsCollisionGroup didn't set the _boundsOwnGroup private var, meaning the World.setBounds method wasn't able to restore previously set collision masks automatically (thanks @jmp909 #2183)

This commit is contained in:
photonstorm 2016-04-07 01:25:52 +01:00
parent 4d5a037ae5
commit 5c261821fe
2 changed files with 3 additions and 0 deletions

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@ -374,6 +374,7 @@ You can read all about the philosophy behind Lazer [here](http://phaser.io/news/
* 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)
* 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)
* P2.World.updateBoundsCollisionGroup wouldn't use the `boundsCollisionGroup` mask if you passed `true` as the argument, only if it was left undefined.
* P2.World.updateBoundsCollisionGroup didn't set the `_boundsOwnGroup` private var, meaning the `World.setBounds` method wasn't able to restore previously set collision masks automatically (thanks @jmp909 #2183)
### Pixi Updates

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@ -639,6 +639,8 @@ Phaser.Physics.P2.prototype = {
this.walls.bottom.shapes[0].collisionGroup = mask;
}
this._boundsOwnGroup = setCollisionGroup;
},
/**