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https://github.com/photonstorm/phaser
synced 2024-11-27 15:12:18 +00:00
Objects with an InputHandler now deactivate it when the object is removed from a Group but not destroyed (fix #672)
Lots of jsdoc fixes in Body and World. Removed un-used events from World (such as onImpact).
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289b5b2532
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5 changed files with 121 additions and 38 deletions
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@ -120,6 +120,9 @@ New Features
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* Emitter.bringToTop and Emitter.sendToBack are booleans that let you optionally set the display order of the Particle when emitted.
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* Emitter now calls the Phaser.Particle.onEmit function, which is left empty for you to override and add in custom behaviours.
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* p2.World has a new contactMaterial property, which can be configured like a normal P2 Contact Material and is applied when two bodies hit that don't have defined materials.
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* Group.remove has a new 'destroy' parameter (false by default), which will optionally call destroy on the item removed from the Group.
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* Group.removeAll has a new 'destroy' parameter (false by default), which will optionally call destroy on the items removed from the Group.
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* Group.removeBetween has a new 'destroy' parameter (false by default), which will optionally call destroy on the items removed from the Group.
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Bug Fixes
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@ -140,6 +143,7 @@ Bug Fixes
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* Emitter.minParticleScale and maxParticleScale wasn't resetting the Body size correctly.
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* Group.removeBetween now properly iterates through the children.
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* P2.World had a type in the restitution method title. Now fixed.
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* Objects with an InputHandler now deactivate it when the object is removed from a Group but not destroyed (fix #672)
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p2.js v0.5.0
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@ -1394,13 +1394,16 @@ Phaser.Group.prototype.getRandom = function (startIndex, length) {
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*
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* @method Phaser.Group#remove
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* @param {Any} child - The child to remove.
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* @param {boolean} [destroy=false] - You can optionally call destroy on the child that was removed.
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* @return {boolean} true if the child was removed from this Group, otherwise false.
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*/
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Phaser.Group.prototype.remove = function (child) {
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Phaser.Group.prototype.remove = function (child, destroy) {
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if (typeof destroy === 'undefined') { destroy = false; }
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if (this.children.length === 0)
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{
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return;
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return false;
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}
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if (child.events)
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@ -1417,6 +1420,11 @@ Phaser.Group.prototype.remove = function (child) {
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this.next();
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}
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if (destroy)
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{
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child.destroy();
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}
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return true;
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};
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@ -1426,8 +1434,11 @@ Phaser.Group.prototype.remove = function (child) {
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* The Group container remains on the display list.
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*
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* @method Phaser.Group#removeAll
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* @param {boolean} [destroy=false] - You can optionally call destroy on the child that was removed.
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*/
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Phaser.Group.prototype.removeAll = function () {
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Phaser.Group.prototype.removeAll = function (destroy) {
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if (typeof destroy === 'undefined') { destroy = false; }
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if (this.children.length === 0)
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{
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@ -1442,6 +1453,11 @@ Phaser.Group.prototype.removeAll = function () {
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}
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this.removeChild(this.children[0]);
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if (destroy)
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{
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this.children[0].destroy();
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}
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}
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while (this.children.length > 0);
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@ -1455,10 +1471,12 @@ Phaser.Group.prototype.removeAll = function () {
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* @method Phaser.Group#removeBetween
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* @param {number} startIndex - The index to start removing children from.
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* @param {number} [endIndex] - The index to stop removing children at. Must be higher than startIndex. If undefined this method will remove all children between startIndex and the end of the Group.
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* @param {boolean} [destroy=false] - You can optionally call destroy on the child that was removed.
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*/
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Phaser.Group.prototype.removeBetween = function (startIndex, endIndex) {
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Phaser.Group.prototype.removeBetween = function (startIndex, endIndex, destroy) {
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if (typeof endIndex === 'undefined') { endIndex = this.children.length; }
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if (typeof destroy === 'undefined') { destroy = false; }
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if (this.children.length === 0)
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{
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@ -1481,6 +1499,11 @@ Phaser.Group.prototype.removeBetween = function (startIndex, endIndex) {
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this.removeChild(this.children[i]);
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if (destroy)
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{
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this.children[i].destroy();
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}
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if (this.cursor === this.children[i])
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{
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this.cursor = null;
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@ -162,6 +162,12 @@ Phaser.InputHandler = function (sprite) {
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*/
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this.consumePointerEvent = false;
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/**
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* @property {boolean} _wasEnabled - Internal cache var.
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* @private
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*/
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this._wasEnabled = false;
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/**
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* @property {Phaser.Point} _tempPoint - Internal cache var.
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* @private
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@ -235,6 +241,7 @@ Phaser.InputHandler.prototype = {
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this.snapOffset = new Phaser.Point();
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this.enabled = true;
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this._wasEnabled = true;
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// Create the signals the Input component will emit
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if (this.sprite.events && this.sprite.events.onInputOver === null)
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@ -248,10 +255,48 @@ Phaser.InputHandler.prototype = {
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}
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}
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this.sprite.events.onAddedToGroup.add(this.addedToGroup, this);
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this.sprite.events.onRemovedFromGroup.add(this.removedFromGroup, this);
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return this.sprite;
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},
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/**
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* Handles when the parent Sprite is added to a new Group.
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*
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* @method Phaser.InputHandler#addedToGroup
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* @private
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*/
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addedToGroup: function () {
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if (this._wasEnabled && !this.enabled)
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{
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this.start();
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}
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},
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/**
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* Handles when the parent Sprite is removed from a Group.
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*
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* @method Phaser.InputHandler#removedFromGroup
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* @private
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*/
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removedFromGroup: function () {
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if (this.enabled)
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{
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this._wasEnabled = true;
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this.stop();
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}
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else
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{
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this._wasEnabled = false;
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}
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},
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/**
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* Resets the Input Handler and disables it.
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* @method Phaser.InputHandler#reset
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@ -553,7 +598,7 @@ Phaser.InputHandler.prototype = {
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*/
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checkPointerDown: function (pointer) {
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if (this.enabled === false || this.sprite.visible === false || this.sprite.parent.visible === false)
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if (!this.enabled || !this.sprite || !this.sprite.parent || !this.sprite.visible || !this.sprite.parent.visible)
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{
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return false;
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}
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@ -583,7 +628,7 @@ Phaser.InputHandler.prototype = {
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*/
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checkPointerOver: function (pointer) {
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if (this.enabled === false || this.sprite.visible === false || this.sprite.parent.visible === false)
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if (!this.enabled || !this.sprite || !this.sprite.parent || !this.sprite.visible || !this.sprite.parent.visible)
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{
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return false;
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}
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@ -665,7 +710,7 @@ Phaser.InputHandler.prototype = {
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*/
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update: function (pointer) {
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if (this.sprite === null)
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if (this.sprite === null || this.sprite.parent === undefined)
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{
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// Abort. We've been destroyed.
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return;
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@ -57,6 +57,7 @@ Phaser.Physics.P2.Body = function (game, sprite, x, y, mass) {
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* @protected
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*/
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this.data = new p2.Body({ position: [ this.world.pxmi(x), this.world.pxmi(y) ], mass: mass });
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this.data.parent = this;
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/**
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@ -74,12 +75,6 @@ Phaser.Physics.P2.Body = function (game, sprite, x, y, mass) {
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*/
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this.gravity = new Phaser.Point();
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/**
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* Dispatched when the shape/s of this Body impact with another. The event will be sent 2 parameters, this Body and the impact Body.
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* @property {Phaser.Signal} onImpact
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*/
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this.onImpact = new Phaser.Signal();
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/**
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* Dispatched when a first contact is created between shapes in two bodies. This event is fired during the step, so collision has already taken place.
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* The event will be sent 4 parameters: The body it is in contact with, the shape from this body that caused the contact, the shape from the contact body and the contact equation data array.
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@ -96,7 +91,6 @@ Phaser.Physics.P2.Body = function (game, sprite, x, y, mass) {
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/**
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* @property {array} collidesWith - Array of CollisionGroups that this Bodies shapes collide with.
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* @private
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*/
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this.collidesWith = [];
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@ -105,6 +99,15 @@ Phaser.Physics.P2.Body = function (game, sprite, x, y, mass) {
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*/
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this.removeNextStep = false;
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/**
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* @property {Phaser.Physics.P2.BodyDebug} debugBody - Reference to the debug body.
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*/
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this.debugBody = null;
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/**
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* @property {boolean} _collideWorldBounds - Internal var that determines if this Body collides with the world bounds or not.
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* @private
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*/
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this._collideWorldBounds = true;
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/**
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@ -131,11 +134,6 @@ Phaser.Physics.P2.Body = function (game, sprite, x, y, mass) {
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*/
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this._groupCallbackContext = {};
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/**
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* @property {Phaser.Physics.P2.BodyDebug} debugBody - Reference to the debug body.
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*/
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this.debugBody = null;
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// Set-up the default shape
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if (sprite)
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{
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@ -28,7 +28,7 @@ Phaser.Physics.P2 = function (game, config) {
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}
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/**
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* @property {p2.World} game - The p2 World in which the simulation is run.
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* @property {p2.World} world - The p2 World in which the simulation is run.
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* @protected
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*/
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this.world = new p2.World(config);
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@ -52,7 +52,7 @@ Phaser.Physics.P2 = function (game, config) {
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this.materials = [];
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/**
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* @property {Phaser.InversePointProxy} gravity - The gravity applied to all bodies each step.
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* @property {Phaser.Physics.P2.InversePointProxy} gravity - The gravity applied to all bodies each step.
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*/
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this.gravity = new Phaser.Physics.P2.InversePointProxy(this, this.world.gravity);
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@ -102,16 +102,14 @@ Phaser.Physics.P2 = function (game, config) {
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this.onContactMaterialRemoved = new Phaser.Signal();
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/**
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* @property {Phaser.Signal} onPostBroadphase - Dispatched after the Broadphase has collected collision pairs in the world.
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* @property {function} postBroadphaseCallback - A postBroadphase callback.
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*/
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this.postBroadphaseCallback = null;
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this.callbackContext = null;
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/**
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* @property {Phaser.Signal} onImpact - Dispatched when a first contact is created between two bodies. This event is fired after the step has been done.
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* @property {object} callbackContext - The context under which the callbacks are fired.
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*/
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// this.onImpact = new Phaser.Signal();
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this.impactCallback = null;
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this.callbackContext = null;
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/**
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* @property {Phaser.Signal} onBeginContact - Dispatched when a first contact is created between two bodies. This event is fired before the step has been done.
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@ -137,27 +135,42 @@ Phaser.Physics.P2 = function (game, config) {
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this.world.on("endContact", this.endContactHandler, this);
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/**
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* @property {array} _toRemove - Internal var used to hold references to bodies to remove from the world on the next step.
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*/
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this._toRemove = [];
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/**
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* @property {array} collisionGroups - Internal var.
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* @property {array} collisionGroups - An array containing the collision groups that have been defined in the World.
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*/
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this.collisionGroups = [];
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/**
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* @property {Phaser.Physics.P2.CollisionGroup} nothingCollisionGroup - A default collision group.
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*/
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this.nothingCollisionGroup = new Phaser.Physics.P2.CollisionGroup(1);
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/**
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* @property {Phaser.Physics.P2.CollisionGroup} boundsCollisionGroup - A default collision group.
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*/
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this.boundsCollisionGroup = new Phaser.Physics.P2.CollisionGroup(2);
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/**
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* @property {Phaser.Physics.P2.CollisionGroup} everythingCollisionGroup - A default collision group.
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*/
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this.everythingCollisionGroup = new Phaser.Physics.P2.CollisionGroup(2147483648);
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/**
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* @property {array} boundsCollidesWith - An array of the bodies the world bounds collides with.
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*/
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this.boundsCollidesWith = [];
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/**
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* @property {array} _toRemove - Internal var used to hold references to bodies to remove from the world on the next step.
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* @private
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*/
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this._toRemove = [];
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/**
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* @property {number} _collisionGroupID - Internal var.
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* @private
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*/
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this._collisionGroupID = 2;
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this.nothingCollisionGroup = new Phaser.Physics.P2.CollisionGroup(1);
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this.boundsCollisionGroup = new Phaser.Physics.P2.CollisionGroup(2);
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this.everythingCollisionGroup = new Phaser.Physics.P2.CollisionGroup(2147483648);
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this.boundsCollidesWith = [];
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// By default we want everything colliding with everything
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this.setBoundsToWorld(true, true, true, true, false);
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