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https://github.com/photonstorm/phaser
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P2.Body now uses the new Body.type value instead of Body.motionState, however as P2.Body already have a property called type
we have left the motionState
getter/setter in for now.
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2 changed files with 56 additions and 26 deletions
40
README.md
40
README.md
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@ -73,11 +73,6 @@ Version 2.1.0 - "Cairhien" - -in development-
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* TypeScript definition updates to help fix for the `noimplicitany` option (thanks @Waog #1088)
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* TypeScript definition updates to help fix for the `noimplicitany` option (thanks @Waog #1088)
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* All of the Pixi geom classes have been removed from the build file as they aren't needed (the Phaser.Geom classes overwrite them), saving some space in the process.
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* All of the Pixi geom classes have been removed from the build file as they aren't needed (the Phaser.Geom classes overwrite them), saving some space in the process.
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### p2.js changes
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* DistanceConstraint signature changed to take the new localAnchors.
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* RevoluteConstraint signature changed to include worldPivot
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### New Features
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### New Features
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* Device will now detect for Kindle and PS Vita (thanks @lucbloom)
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* Device will now detect for Kindle and PS Vita (thanks @lucbloom)
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@ -96,6 +91,41 @@ Version 2.1.0 - "Cairhien" - -in development-
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* Group.swap() updates the Z index values properly (thanks @Blank101 #1090)
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* Group.swap() updates the Z index values properly (thanks @Blank101 #1090)
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* Device now recognises ChromeOS as a desktop (thanks @alvinsight @hilts-vaughan #1091)
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* Device now recognises ChromeOS as a desktop (thanks @alvinsight @hilts-vaughan #1091)
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### p2.js 0.6.0 Changes
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* DistanceConstraint signature changed to take the new localAnchors.
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* RevoluteConstraint signature changed to include worldPivot
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* P2.Body now uses the new Body.type value instead of Body.motionState, however as P2.Body already have a property called `type` we have left the `motionState` getter/setter in for now.
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#### Breaking changes
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* Renamed property .motionState to .type in class Body.
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* Changed constructor of RevoluteConstraint. Now the local pivots are passed as options instead of direct arguments. See the constraints demo.
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* Removed World.prototype.toJSON and .fromJSON.
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* Removed properties .enableBodySleeping and .enableIslandSleeping from World instances. The enum .sleepMode can be used instead. See the sleep demo.
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* Converted Spring to a base class for the new LinearSpring and RotationalSpring classes. LinearSpring can be used as the old Spring.
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* Utils.ARRAY_TYPE can now be overridden by injecting a global called P2_ARRAY_TYPE. Support for GLMAT_ARRAY_TYPE has been removed.
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#### Other changes
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* Added flag .enableFrictionReduction to Narrowphase.
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* Added RevoluteConstraint.prototype.setLimits.
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* Added PrismaticConstraint.prototype.setLimits.
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* LockConstraint, DistanceConstraint, and GearConstraint can now be constructed from current body transforms.
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* RevoluteConstraint can now be constructed from the current body transforms and a world point.
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* Material id can now be passed via constructor.
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* ContactMaterial instances now have a property .contactSkinSize.
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* Added method Body.prototype.getAABB.
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* Limits for DistanceConstraint. See the DistanceConstraint demo.
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* Added Body.prototype.overlaps.
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* Added class OverlapKeeper.
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* If substepping is used in World.prototype.step, the substeps are aborted if slower than real time.
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* Added Heightfield/Convex and Heightfield/Circle collision support.
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* Added property .overlapKeeper to World.
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* EventEmitter.prototype.has can now check if any listeners were added to a given topic.
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* Added Utils.defaults.
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The full Change Log is at https://github.com/photonstorm/phaser/blob/master/CHANGELOG.md
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The full Change Log is at https://github.com/photonstorm/phaser/blob/master/CHANGELOG.md
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![div](http://phaser.io/images/div3.png)
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![div](http://phaser.io/images/div3.png)
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@ -1299,7 +1299,7 @@ Phaser.Physics.P2.Body.prototype = {
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Phaser.Physics.P2.Body.prototype.constructor = Phaser.Physics.P2.Body;
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Phaser.Physics.P2.Body.prototype.constructor = Phaser.Physics.P2.Body;
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/**
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/**
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* Dynamic body.
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* Dynamic body. Dynamic bodies body can move and respond to collisions and forces.
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* @property DYNAMIC
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* @property DYNAMIC
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* @type {Number}
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* @type {Number}
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* @static
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* @static
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@ -1307,7 +1307,7 @@ Phaser.Physics.P2.Body.prototype.constructor = Phaser.Physics.P2.Body;
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Phaser.Physics.P2.Body.DYNAMIC = 1;
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Phaser.Physics.P2.Body.DYNAMIC = 1;
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/**
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/**
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* Static body.
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* Static body. Static bodies do not move, and they do not respond to forces or collision.
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* @property STATIC
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* @property STATIC
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* @type {Number}
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* @type {Number}
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* @static
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* @static
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@ -1315,7 +1315,7 @@ Phaser.Physics.P2.Body.DYNAMIC = 1;
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Phaser.Physics.P2.Body.STATIC = 2;
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Phaser.Physics.P2.Body.STATIC = 2;
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/**
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/**
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* Kinematic body.
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* Kinematic body. Kinematic bodies only moves according to its .velocity, and does not respond to collisions or force.
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* @property KINEMATIC
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* @property KINEMATIC
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* @type {Number}
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* @type {Number}
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* @static
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* @static
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@ -1330,20 +1330,20 @@ Object.defineProperty(Phaser.Physics.P2.Body.prototype, "static", {
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get: function () {
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get: function () {
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return (this.data.motionState === Phaser.Physics.P2.Body.STATIC);
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return (this.data.type === Phaser.Physics.P2.Body.STATIC);
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},
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},
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set: function (value) {
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set: function (value) {
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if (value && this.data.motionState !== Phaser.Physics.P2.Body.STATIC)
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if (value && this.data.type !== Phaser.Physics.P2.Body.STATIC)
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{
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{
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this.data.motionState = Phaser.Physics.P2.Body.STATIC;
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this.data.type = Phaser.Physics.P2.Body.STATIC;
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this.mass = 0;
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this.mass = 0;
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}
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}
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else if (!value && this.data.motionState === Phaser.Physics.P2.Body.STATIC)
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else if (!value && this.data.type === Phaser.Physics.P2.Body.STATIC)
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{
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{
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this.data.motionState = Phaser.Physics.P2.Body.DYNAMIC;
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this.data.type = Phaser.Physics.P2.Body.DYNAMIC;
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if (this.mass === 0)
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if (this.mass === 0)
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{
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{
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@ -1363,24 +1363,24 @@ Object.defineProperty(Phaser.Physics.P2.Body.prototype, "dynamic", {
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get: function () {
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get: function () {
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return (this.data.motionState === Phaser.Physics.P2.Body.DYNAMIC);
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return (this.data.type === Phaser.Physics.P2.Body.DYNAMIC);
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},
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},
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set: function (value) {
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set: function (value) {
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if (value && this.data.motionState !== Phaser.Physics.P2.Body.DYNAMIC)
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if (value && this.data.type !== Phaser.Physics.P2.Body.DYNAMIC)
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{
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{
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this.data.motionState = Phaser.Physics.P2.Body.DYNAMIC;
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this.data.type = Phaser.Physics.P2.Body.DYNAMIC;
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if (this.mass === 0)
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if (this.mass === 0)
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{
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{
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this.mass = 1;
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this.mass = 1;
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}
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}
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}
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}
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else if (!value && this.data.motionState === Phaser.Physics.P2.Body.DYNAMIC)
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else if (!value && this.data.type === Phaser.Physics.P2.Body.DYNAMIC)
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{
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{
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this.data.motionState = Phaser.Physics.P2.Body.STATIC;
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this.data.type = Phaser.Physics.P2.Body.STATIC;
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this.mass = 0;
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this.mass = 0;
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}
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}
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@ -1396,20 +1396,20 @@ Object.defineProperty(Phaser.Physics.P2.Body.prototype, "kinematic", {
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get: function () {
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get: function () {
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return (this.data.motionState === Phaser.Physics.P2.Body.KINEMATIC);
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return (this.data.type === Phaser.Physics.P2.Body.KINEMATIC);
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},
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},
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set: function (value) {
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set: function (value) {
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if (value && this.data.motionState !== Phaser.Physics.P2.Body.KINEMATIC)
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if (value && this.data.type !== Phaser.Physics.P2.Body.KINEMATIC)
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{
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{
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this.data.motionState = Phaser.Physics.P2.Body.KINEMATIC;
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this.data.type = Phaser.Physics.P2.Body.KINEMATIC;
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this.mass = 4;
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this.mass = 4;
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}
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}
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else if (!value && this.data.motionState === Phaser.Physics.P2.Body.KINEMATIC)
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else if (!value && this.data.type === Phaser.Physics.P2.Body.KINEMATIC)
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{
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{
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this.data.motionState = Phaser.Physics.P2.Body.STATIC;
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this.data.type = Phaser.Physics.P2.Body.STATIC;
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this.mass = 0;
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this.mass = 0;
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}
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}
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@ -1621,15 +1621,15 @@ Object.defineProperty(Phaser.Physics.P2.Body.prototype, "motionState", {
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get: function () {
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get: function () {
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return this.data.motionState;
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return this.data.type;
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},
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},
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set: function (value) {
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set: function (value) {
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if (value !== this.data.motionState)
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if (value !== this.data.type)
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{
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{
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this.data.motionState = value;
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this.data.type = value;
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}
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}
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}
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}
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