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https://github.com/photonstorm/phaser
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ArcadePhysics.collideSpriteVsGroup checks if Sprite has a body before carrying on, now safely skips sub-groups or other non-Sprite group children.
QuadTree.retrieve now checks to see if the given Sprite has a body before carrying on.
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3 changed files with 20 additions and 2 deletions
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@ -66,6 +66,9 @@ Version 2.0.4 - "Mos Shirare" - in development
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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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* Group.setProperty will now check if the property exists before setting it, this applies to Group.setAll and anything else using setProperty internally.
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* QuadTree.retrieve now checks to see if the given Sprite has a body before carrying on.
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* ArcadePhysics.collideSpriteVsGroup checks if Sprite has a body before carrying on, now safely skips sub-groups or other non-Sprite group children.
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### New Features
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@ -91,6 +91,12 @@ Phaser.QuadTree = function(x, y, width, height, maxObjects, maxLevels, level) {
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*/
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this.nodes = [];
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/**
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* @property {array} _empty - Internal empty array.
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* @private
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*/
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this._empty = [];
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this.reset(x, y, width, height, maxObjects, maxLevels, level);
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};
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@ -286,9 +292,13 @@ Phaser.QuadTree.prototype = {
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*/
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retrieve: function (sprite) {
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if (!sprite.body)
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{
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return this._empty;
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}
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var returnObjects = this.objects;
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// sprite.body.quadTreeIndex = this.getIndex(sprite.body);
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var index = this.getIndex(sprite.body);
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if (this.nodes[0])
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@ -543,7 +543,7 @@ Phaser.Physics.Arcade.prototype = {
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*/
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collideSpriteVsGroup: function (sprite, group, collideCallback, processCallback, callbackContext, overlapOnly) {
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if (group.length === 0)
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if (group.length === 0 || !sprite.body)
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{
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return;
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}
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@ -650,6 +650,11 @@ Phaser.Physics.Arcade.prototype = {
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*/
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collideSpriteVsTilemapLayer: function (sprite, tilemapLayer, collideCallback, processCallback, callbackContext) {
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if (!sprite.body)
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{
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return;
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}
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this._mapData = tilemapLayer.getTiles(
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sprite.body.position.x - sprite.body.tilePadding.x,
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sprite.body.position.y - sprite.body.tilePadding.y,
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