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Spelling mistake fix.
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4 changed files with 14 additions and 12 deletions
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@ -301,6 +301,8 @@ one set of bindings ever created, which makes things a lot cleaner.
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* The `loadcomplete` event emitted by the Loader Plugin has been renamed to `postprocess` to be reflect what it's used for.
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* Game Objects used to emit a `collide` event if they had an Arcade Physics Body with `onCollide` set, that collided with a Tile. This has changed. The event has been renamed to `tilecollide`. You should now listen for this event from the Arcade Physics World itself: `this.physics.world.on('tilecollide')`. The Game Object will not emit the event any more.
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* Game Objects used to emit a `overlap` event if they had an Arcade Physics Body with `onOverlap` set, that overlapped with a Tile. This has changed. The event has been renamed to `tileoverlap`. You should now listen for this event from the Arcade Physics World itself: `this.physics.world.on('tileoverlap')`. The Game Object will not emit the event any more.
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* The function `Phaser.Physics.Impact.SeperateX` has been renamed to `SeparateX` to correct the spelling mistake.
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* The function `Phaser.Physics.Impact.SeperateY` has been renamed to `SeparateY` to correct the spelling mistake.
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### Examples and TypeScript
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@ -7,7 +7,7 @@
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/**
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* [description]
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*
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* @function Phaser.Physics.Impact.SeperateX
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* @function Phaser.Physics.Impact.SeparateX
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* @since 3.0.0
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*
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* @param {Phaser.Physics.Impact.World} world - [description]
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@ -15,7 +15,7 @@
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* @param {Phaser.Physics.Impact.Body} right - [description]
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* @param {Phaser.Physics.Impact.Body} [weak] - [description]
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*/
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var SeperateX = function (world, left, right, weak)
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var SeparateX = function (world, left, right, weak)
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{
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var nudge = left.pos.x + left.size.x - right.pos.x;
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@ -47,4 +47,4 @@ var SeperateX = function (world, left, right, weak)
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}
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};
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module.exports = SeperateX;
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module.exports = SeparateX;
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@ -7,7 +7,7 @@
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/**
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* [description]
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*
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* @function Phaser.Physics.Impact.SeperateY
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* @function Phaser.Physics.Impact.SeparateY
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* @since 3.0.0
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*
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* @param {Phaser.Physics.Impact.World} world - [description]
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@ -15,7 +15,7 @@
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* @param {Phaser.Physics.Impact.Body} bottom - [description]
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* @param {Phaser.Physics.Impact.Body} [weak] - [description]
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*/
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var SeperateY = function (world, top, bottom, weak)
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var SeparateY = function (world, top, bottom, weak)
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{
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var nudge = (top.pos.y + top.size.y - bottom.pos.y);
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var nudgeX;
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@ -76,4 +76,4 @@ var SeperateY = function (world, top, bottom, weak)
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}
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};
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module.exports = SeperateY;
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module.exports = SeparateY;
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@ -6,8 +6,8 @@
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var COLLIDES = require('./COLLIDES');
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var Events = require('./events');
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var SeperateX = require('./SeperateX');
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var SeperateY = require('./SeperateY');
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var SeparateX = require('./SeparateX');
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var SeparateY = require('./SeparateY');
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/**
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* Impact Physics Solver
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@ -37,11 +37,11 @@ var Solver = function (world, bodyA, bodyB)
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{
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if (bodyA.last.y < bodyB.last.y)
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{
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SeperateY(world, bodyA, bodyB, weak);
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SeparateY(world, bodyA, bodyB, weak);
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}
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else
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{
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SeperateY(world, bodyB, bodyA, weak);
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SeparateY(world, bodyB, bodyA, weak);
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}
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bodyA.collideWith(bodyB, 'y');
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@ -53,11 +53,11 @@ var Solver = function (world, bodyA, bodyB)
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{
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if (bodyA.last.x < bodyB.last.x)
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{
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SeperateX(world, bodyA, bodyB, weak);
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SeparateX(world, bodyA, bodyB, weak);
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}
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else
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{
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SeperateX(world, bodyB, bodyA, weak);
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SeparateX(world, bodyB, bodyA, weak);
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}
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bodyA.collideWith(bodyB, 'x');
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