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Revert "Add bounce event to arcade physics Fix #6406"
This reverts commit 542bac2d02
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5 changed files with 0 additions and 61 deletions
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@ -486,16 +486,6 @@ var Body = new Class({
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*/
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*/
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this.onOverlap = false;
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this.onOverlap = false;
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/**
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* Whether the simulation emits an `bounce` event when this Body bounces.
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*
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* @name Phaser.Physics.Arcade.StaticBody#onBounce
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* @type {boolean}
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* @default false
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* @since 3.80.0
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*/
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this.onBounce = false;
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/**
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/**
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* The absolute maximum velocity of this body, in pixels per second.
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* The absolute maximum velocity of this body, in pixels per second.
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* The horizontal and vertical components are applied separately.
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* The horizontal and vertical components are applied separately.
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@ -1232,11 +1222,6 @@ var Body = new Class({
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var blocked = this.blocked;
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var blocked = this.blocked;
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this.world.emit(Events.WORLD_BOUNDS, this, blocked.up, blocked.down, blocked.left, blocked.right);
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this.world.emit(Events.WORLD_BOUNDS, this, blocked.up, blocked.down, blocked.left, blocked.right);
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if (this.onBounce && this.bounce.length())
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{
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this.emit(Events.BOUNCE, this);
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}
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}
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}
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},
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},
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@ -295,17 +295,6 @@ var StaticBody = new Class({
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*/
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*/
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this.onOverlap = false;
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this.onOverlap = false;
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/**
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* Whether the simulation emits an `bounce` event when this StaticBody bounces.
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* Always false for a Static Body. (Static Bodies never bounce and never trigger a `bounce` event.)
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*
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* @name Phaser.Physics.Arcade.StaticBody#onBounce
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* @type {boolean}
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* @default false
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* @since 3.80.0
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*/
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this.onBounce = false;
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/**
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/**
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* The StaticBody's inertia, relative to a default unit (1). With `bounce`, this affects the exchange of momentum (velocities) during collisions.
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* The StaticBody's inertia, relative to a default unit (1). With `bounce`, this affects the exchange of momentum (velocities) during collisions.
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*
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*
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@ -1469,16 +1469,6 @@ var World = new Class({
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else if (body1.onCollide || body2.onCollide)
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else if (body1.onCollide || body2.onCollide)
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{
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{
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this.emit(Events.COLLIDE, body1.gameObject, body2.gameObject, body1, body2);
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this.emit(Events.COLLIDE, body1.gameObject, body2.gameObject, body1, body2);
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if (body1.onBounce && body1.bounce.length())
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{
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this.emit(Events.BOUNCE, body1);
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}
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if (body2.onBounce && body2.bounce.length())
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{
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this.emit(Events.BOUNCE, body2);
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}
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}
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}
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}
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}
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@ -1,24 +0,0 @@
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/**
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* @author Richard Davey <rich@phaser.io>
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* @copyright 2013-2024 Phaser Studio Inc.
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* @license {@link https://opensource.org/licenses/MIT|MIT License}
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*/
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/**
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* The Arcade Physics World Bounce Event.
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*
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* This event is dispatched by an Arcade Physics World instance if a body collides with a body or world bounds
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* _and_ it has its [onBounce]{@link Phaser.Physics.Arcade.Body#onBounce} property set to `true` while having
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* a bounce magnitude above 0.
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*
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* It provides an alternative means to handling collide events rather than using the callback approach.
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*
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* Listen to it from a Scene using: `this.physics.world.on('bounce', listener)`.
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*
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* @event Phaser.Physics.Arcade.Events#BOUNCE
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* @type {string}
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* @since 3.80.0
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*
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* @param {Phaser.Physics.Arcade.Body} body - The Arcade Physics Body that bounced.
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*/
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module.exports = 'bounce';
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@ -10,7 +10,6 @@
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module.exports = {
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module.exports = {
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BOUNCE: require('./BOUNCE_EVENT'),
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COLLIDE: require('./COLLIDE_EVENT'),
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COLLIDE: require('./COLLIDE_EVENT'),
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OVERLAP: require('./OVERLAP_EVENT'),
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OVERLAP: require('./OVERLAP_EVENT'),
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PAUSE: require('./PAUSE_EVENT'),
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PAUSE: require('./PAUSE_EVENT'),
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