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The P2 World wouldn't clear down fully on a State change, now properly clears out contacts, resets the bitmask, etc.
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2 changed files with 13 additions and 1 deletions
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@ -65,6 +65,7 @@ Bug Fixes
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* Group enableBody parameter was incorrectly assigned to the debug var (thanks BurnedToast, fix #565)
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* Fixed Tile callback check in Arcade Physics (fix #562)
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* Removed the examples build script from the Gruntfile (fix #592)
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* The P2 World wouldn't clear down fully on a State change, now properly clears out contacts, resets the bitmask, etc.
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TODO:
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@ -659,6 +659,17 @@ Phaser.Physics.P2.prototype = {
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this.world.clear();
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this.world.off("beginContact", this.beginContactHandler, this);
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this.world.off("endContact", this.endContactHandler, this);
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this.collisionGroups = [];
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this._toRemove = [];
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this.boundsCollidesWith = [];
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this._collisionGroupID = 2;
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this.postBroadphaseCallback = null;
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this.callbackContext = null;
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this.impactCallback = null;
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},
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/**
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@ -668,7 +679,7 @@ Phaser.Physics.P2.prototype = {
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*/
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destroy: function () {
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this.world.clear();
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this.clear();
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this.game = null;
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