This commit is contained in:
jcs 2014-01-13 20:20:06 -08:00
commit 6cde583e82
9 changed files with 572 additions and 807 deletions

View file

@ -148,6 +148,7 @@ Updates:
* Removed the console.log redirect from Utils as it was messing with Firefox.
* Body.acceleration is now much smoother and less eratic at high speeds.
* Removed ArcadePhysics binding to the QuadTree, so it can now be used independantly of the physics system.
* Removed ArcadePhysics.preUpdate and postUpdate as neither are needed any more.
Bug Fixes:

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24
build/phaser.min.js vendored

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@ -126,6 +126,10 @@
"file": "offset+bounding+box.js",
"title": "offset bounding box"
},
{
"file": "process+callback.js",
"title": "process callback"
},
{
"file": "sprite+tiles.js",
"title": "sprite tiles"
@ -134,10 +138,6 @@
"file": "sprite+vs+group.js",
"title": "sprite vs group"
},
{
"file": "sprite+vs+sprite+custom.js",
"title": "sprite vs sprite custom"
},
{
"file": "sprite+vs+sprite.js",
"title": "sprite vs sprite"
@ -620,6 +620,10 @@
"file": "framerate+independence.js",
"title": "framerate independence"
},
{
"file": "gravity.js",
"title": "gravity"
},
{
"file": "launcher+follow+world.js",
"title": "launcher follow world"
@ -796,6 +800,10 @@
"file": "sci+fly.js",
"title": "sci fly"
},
{
"file": "shuffle+tiles.js",
"title": "shuffle tiles"
},
{
"file": "swap+tiles.js",
"title": "swap tiles"

View file

@ -68,7 +68,8 @@ function update() {
fireBullet();
}
game.physics.collide(bullets, veggies, collisionHandler, null, this);
// As we don't need to exchange any velocities or motion we can use the faster 'overlap' check instead of 'collide':
game.physics.overlap(bullets, veggies, collisionHandler, null, this);
}

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@ -4,7 +4,7 @@ var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload:
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.image('tiles-1', 'assets/games/starstruck/tiles-1.png');
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');
@ -32,20 +32,22 @@ function create() {
map = game.add.tilemap('level1');
tileset = game.add.tileset('tiles');
map.addTilesetImage('tiles-1');
tileset.setCollisionRange(0, tileset.total - 1, true, true, true, true);
map.setCollisionByExclusion([ 13, 14, 15, 16, 46, 47, 48, 49, 50, 51 ]);
tileset.setCollisionRange(12, 16, false, false, false, false);
tileset.setCollisionRange(46, 50, false, false, false, false);
layer = map.createLayer('Tile Layer 1');
// Un-comment this on to see the collision tiles
// layer.debug = true;
layer = game.add.tilemapLayer(0, 0, 800, 600, tileset, map, 0);
layer.resizeWorld();
game.physics.gravity.y = 260;
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);
@ -110,13 +112,10 @@ function update() {
jumpTimer = game.time.now + 750;
}
// player.scale.x += 0.001;
// player.scale.y += 0.001;
}
function render () {
game.debug.renderSpriteBody(player);
// game.debug.renderSpriteBody(player);
}

View file

@ -0,0 +1,39 @@
var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create });
function preload() {
game.load.image('ilkke', 'assets/sprites/ilkke.png');
}
var sprite1;
var sprite2;
var sprite3;
function create() {
game.stage.backgroundColor = '#2d2d2d';
// Set the world (global) gravity
game.physics.gravity.y = 100;
// Sprite 1 will use the World (global) gravity
sprite1 = game.add.sprite(300, 32, 'ilkke');
sprite1.body.collideWorldBounds = true;
sprite1.body.bounce.y = 0.8;
// Sprite 2 is set to ignore the global gravity and use its own value
sprite2 = game.add.sprite(400, 32, 'ilkke');
sprite2.body.collideWorldBounds = true;
sprite2.body.bounce.y = 0.8;
sprite2.body.allowGravity = false;
sprite2.body.gravity.y = 100;
// Sprite 3 will use both the global gravity and its own value
sprite3 = game.add.sprite(500, 32, 'ilkke');
sprite3.body.collideWorldBounds = true;
sprite3.body.bounce.y = 0.8;
sprite3.body.gravity.y = 100;
}

View file

@ -581,7 +581,6 @@ Phaser.Game.prototype = {
else
{
this.plugins.preUpdate();
this.physics.preUpdate();
this.world.preUpdate();
this.stage.update();

View file

@ -34,6 +34,16 @@ Phaser.Physics.Arcade = function (game) {
*/
this.bounds = new Phaser.Rectangle(0, 0, game.world.width, game.world.height);
/**
* @property {number} OVERLAP_BIAS - A value added to the delta values during collision checks.
*/
this.OVERLAP_BIAS = 4;
/**
* @property {Phaser.QuadTree} quadTree - The world QuadTree.
*/
this.quadTree = new Phaser.QuadTree(this.game.world.bounds.x, this.game.world.bounds.y, this.game.world.bounds.width, this.game.world.bounds.height, this.maxObjects, this.maxLevels);
/**
* @property {number} maxObjects - Used by the QuadTree to set the maximum number of objects per quad.
*/
@ -44,21 +54,6 @@ Phaser.Physics.Arcade = function (game) {
*/
this.maxLevels = 4;
/**
* @property {number} OVERLAP_BIAS - A value added to the delta values during collision checks.
*/
this.OVERLAP_BIAS = 4;
/**
* @property {Phaser.QuadTree} quadTree - The world QuadTree.
*/
this.quadTree = new Phaser.QuadTree(this, this.game.world.bounds.x, this.game.world.bounds.y, this.game.world.bounds.width, this.game.world.bounds.height, this.maxObjects, this.maxLevels);
/**
* @property {number} quadTreeID - The QuadTree ID.
*/
this.quadTreeID = 0;
// Avoid gc spikes by caching these values for re-use
/**
@ -157,6 +152,17 @@ Phaser.Physics.Arcade = function (game) {
*/
this._dy = 0;
/**
* @property {number} _gravityX - Internal cache var.
* @private
*/
this._gravityX = 0;
/**
* @property {number} _gravityY - Internal cache var.
* @private
*/
this._gravityY = 0;
};
Phaser.Physics.Arcade.prototype = {
@ -173,13 +179,13 @@ Phaser.Physics.Arcade.prototype = {
if (body.allowGravity)
{
this._gravityX = (this.gravity.x + body.gravity.x);
this._gravityY = (this.gravity.y + body.gravity.y);
this._gravityX = this.gravity.x + body.gravity.x;
this._gravityY = this.gravity.y + body.gravity.y;
}
else
{
this._gravityX = 0;
this._gravityY = 0;
this._gravityX = body.gravity.x;
this._gravityY = body.gravity.y;
}
// Rotation
@ -223,24 +229,6 @@ Phaser.Physics.Arcade.prototype = {
},
/**
* Called automatically by the core game loop.
*
* @method Phaser.Physics.Arcade#preUpdate
* @protected
*/
preUpdate: function () {
},
/**
* Called automatically by the core game loop.
*
* @method Phaser.Physics.Arcade#postUpdate
* @protected
*/
postUpdate: function () {
},
/**
* Checks for overlaps between two game objects. The objects can be Sprites, Groups or Emitters.
* You can perform Sprite vs. Sprite, Sprite vs. Group and Group vs. Group overlap checks.