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P2.World.clear will now clear out the World.walls property, resetting all of the wall bounds to null
. This allows the walls to be re-created accurately when the P2 World is reset, which happens on a State change or restart (thanks @ewpolly1 @codermua #2574)
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2 changed files with 10 additions and 6 deletions
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@ -355,7 +355,7 @@ You can read all about the philosophy behind Lazer [here](http://phaser.io/news/
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* Phaser.Cache.getPixiBaseTexture has now been removed, as the Pixi Cache isn't used internally anywhere any longer.
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* The second argument to Phaser.Cache.removeImage has been renamed from `removeFromPixi` to `destroyBaseTexture`, as that is fundamentally what the argument always did.
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* AnimationManager.refreshFrame has been removed as it never actually did anything internally.
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* Sound.stop will check to see if `gainNode` exists before trying to disconnect from it.
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* Sound.stop will check to see if `gainNode` exists before trying to disconnect from it (#2597)
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### Bug Fixes
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@ -364,6 +364,7 @@ You can read all about the philosophy behind Lazer [here](http://phaser.io/news/
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* Animation.setFrame wouldn't work correctly if the `useLocalFrameIndex` argument was true, and the frame ID was a number (thanks @uboot #2571)
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* Polygon.contains would only work with non-flattened Polygon objects. It now works with both flat and non-flat Polygons.
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* Graphics objects enabled for input would fail to do anything if a Phaser Polygon was given to the Graphics object (which it was in nearly all cases), as it wouldn't detect input correctly with flattened polygons (thanks @symbiane #2591)
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* P2.World.clear will now clear out the World.walls property, resetting all of the wall bounds to `null`. This allows the walls to be re-created accurately when the P2 World is reset, which happens on a State change or restart (thanks @ewpolly1 @codermua #2574)
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### Pixi Updates
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@ -711,13 +711,13 @@ Phaser.Physics.P2.prototype = {
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this.walls[wall] = new p2.Body({ mass: 0, position: [ this.pxmi(x), this.pxmi(y) ], angle: angle });
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this.walls[wall].addShape(new p2.Plane());
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if (setCollisionGroup)
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{
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this.walls[wall].shapes[0].collisionGroup = this.boundsCollisionGroup.mask;
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}
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this.world.addBody(this.walls[wall]);
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}
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if (setCollisionGroup)
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{
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this.walls[wall].shapes[0].collisionGroup = this.boundsCollisionGroup.mask;
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}
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}
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else
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{
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@ -866,6 +866,9 @@ Phaser.Physics.P2.prototype = {
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this._toRemove = [];
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this.boundsCollidesWith = [];
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// Remove the world bounds
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this.walls = { left: null, right: null, top: null, bottom: null };
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},
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/**
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