Fixed the DistanceConstraint parameters.

This commit is contained in:
photonstorm 2014-08-28 00:15:28 +01:00
parent 504b69ffaa
commit b25bdf3523
2 changed files with 19 additions and 3 deletions

View file

@ -69,9 +69,15 @@ Version 2.1.0 - "Cairhien" - -in development-
### Updates
* Updated to the latest build of [p2.js](https://github.com/schteppe/p2.js/commit/d1c7a340c42e4d5d1d939fba5fd13c5e49d6abd2)
* TypeScript definition updates to help fix for the `noimplicitany` option (thanks @Waog #1088)
* 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.
### p2.js changes
* DistanceConstraint signature changed to take the new localAnchors.
*
### New Features
* Device will now detect for Kindle and PS Vita (thanks @lucbloom)

View file

@ -14,11 +14,16 @@
* @param {p2.Body} bodyA - First connected body.
* @param {p2.Body} bodyB - Second connected body.
* @param {number} distance - The distance to keep between the bodies.
* @param {number} [maxForce] - The maximum force that should be applied to constrain the bodies.
* @param {Array} [localAnchorA] - The anchor point for bodyA, defined locally in bodyA frame. Defaults to [0,0].
* @param {Array} [localAnchorB] - The anchor point for bodyB, defined locally in bodyB frame. Defaults to [0,0].
* @param {object} [maxForce=Number.MAX_VALUE] - Maximum force to apply.
*/
Phaser.Physics.P2.DistanceConstraint = function (world, bodyA, bodyB, distance, maxForce) {
Phaser.Physics.P2.DistanceConstraint = function (world, bodyA, bodyB, distance, localAnchorA, localAnchorB, maxForce) {
if (typeof distance === 'undefined') { distance = 100; }
if (typeof localAnchorA === 'undefined') { localAnchorA = [0, 0]; }
if (typeof localAnchorB === 'undefined') { localAnchorB = [0, 0]; }
if (typeof maxForce === 'undefined') { maxForce = Number.MAX_VALUE; }
/**
* @property {Phaser.Game} game - Local reference to game.
@ -32,7 +37,12 @@ Phaser.Physics.P2.DistanceConstraint = function (world, bodyA, bodyB, distance,
distance = world.pxm(distance);
p2.DistanceConstraint.call(this, bodyA, bodyB, distance, {maxForce: maxForce});
localAnchorA = [ world.pxmi(localAnchorA[0]), world.pxmi(localAnchorA[1]) ];
localAnchorB = [ world.pxmi(localAnchorB[0]), world.pxmi(localAnchorB[1]) ];
var options = { distance: distance, localAnchorA: localAnchorA, localAnchorB: localAnchorB, maxForce: maxForce };
p2.DistanceConstraint.call(this, bodyA, bodyB, options);
};