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Tile.setCollision now adjusts the tiles interesting faces list as well, this allows you to create one-way jump tiles without using custom callbacks on a specific tile basis (thanks @RafaelOliveira #886)
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2 changed files with 7 additions and 1 deletions
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@ -122,6 +122,7 @@ Version 2.1.0 - "Cairhien" - -in development-
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* GamePad and SinglePad onAxisCallback parameters have changed. You are now sent: this (a reference to the SinglePad that caused the callback), the axis index and the axis value in that order.
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* GamePad and SinglePad onAxisCallback parameters have changed. You are now sent: this (a reference to the SinglePad that caused the callback), the axis index and the axis value in that order.
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* If Time.elapsed was > Time.timeCap it would reset the elapsed value to be 1 / 60. It's now set to Time.timeCap and Time.timeCap defaults to `1 / 60 * 1000` as it's a ms value (thanks @casensiom #899)
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* If Time.elapsed was > Time.timeCap it would reset the elapsed value to be 1 / 60. It's now set to Time.timeCap and Time.timeCap defaults to `1 / 60 * 1000` as it's a ms value (thanks @casensiom #899)
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* Tiled polylines are now imported into the map objects property as well as map collision (#1117)
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* Tiled polylines are now imported into the map objects property as well as map collision (#1117)
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* Tile.setCollision now adjusts the tiles interesting faces list as well, this allows you to create one-way jump tiles without using custom callbacks on a specific tile basis (thanks @RafaelOliveira #886)
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### Bug Fixes
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### Bug Fixes
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@ -222,7 +222,7 @@ Phaser.Tile.prototype = {
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},
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},
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/**
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/**
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* Set collision settings on this tile.
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* Sets the collision flags for each side of this tile and updates the interesting faces list.
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*
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*
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* @method Phaser.Tile#setCollision
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* @method Phaser.Tile#setCollision
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* @param {boolean} left - Indicating collide with any object on the left.
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* @param {boolean} left - Indicating collide with any object on the left.
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@ -237,6 +237,11 @@ Phaser.Tile.prototype = {
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this.collideUp = up;
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this.collideUp = up;
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this.collideDown = down;
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this.collideDown = down;
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this.faceLeft = left;
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this.faceRight = right;
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this.faceTop = up;
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this.faceBottom = down;
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},
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},
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/**
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/**
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