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https://github.com/photonstorm/phaser
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P2 bounds now collides with everything by default
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74b1189890
commit
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3 changed files with 6 additions and 2 deletions
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@ -153,8 +153,6 @@ Phaser.Physics.prototype = {
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throw new Error('The Chipmunk physics system has not been implemented yet.');
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throw new Error('The Chipmunk physics system has not been implemented yet.');
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}
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}
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this.setBoundsToWorld();
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},
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},
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/**
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/**
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@ -146,6 +146,9 @@ Phaser.Physics.Arcade = function (game) {
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*/
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*/
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this._dy = 0;
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this._dy = 0;
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// By default we want the bounds the same size as the world bounds
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this.setBoundsToWorld();
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};
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};
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Phaser.Physics.Arcade.prototype.constructor = Phaser.Physics.Arcade;
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Phaser.Physics.Arcade.prototype.constructor = Phaser.Physics.Arcade;
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@ -64,6 +64,9 @@ Phaser.Physics.Ninja = function (game) {
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*/
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*/
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this.quadTree = new Phaser.QuadTree(this.game.world.bounds.x, this.game.world.bounds.y, this.game.world.bounds.width, this.game.world.bounds.height, this.maxObjects, this.maxLevels);
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this.quadTree = new Phaser.QuadTree(this.game.world.bounds.x, this.game.world.bounds.y, this.game.world.bounds.width, this.game.world.bounds.height, this.maxObjects, this.maxLevels);
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// By default we want the bounds the same size as the world bounds
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this.setBoundsToWorld();
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};
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};
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Phaser.Physics.Ninja.prototype.constructor = Phaser.Physics.Ninja;
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Phaser.Physics.Ninja.prototype.constructor = Phaser.Physics.Ninja;
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