diff --git a/src/physics/arcade/ArcadePhysics.js b/src/physics/arcade/ArcadePhysics.js index 81d9dfca5..ac644bd0a 100644 --- a/src/physics/arcade/ArcadePhysics.js +++ b/src/physics/arcade/ArcadePhysics.js @@ -23,7 +23,7 @@ var World = require('./World'); * It also holds some useful methods for moving and rotating Arcade Physics Bodies. * * You can access it from within a Scene using `this.physics`. - * + * * Arcade Physics uses the Projection Method of collision resolution and separation. While it's fast and suitable * for 'arcade' style games it lacks stability when multiple objects are in close proximity or resting upon each other. * The separation that stops two objects penetrating may create a new penetration against a different object. If you @@ -186,7 +186,7 @@ var ArcadePhysics = new Class({ * If two Groups or arrays are passed, each member of one will be tested against each member of the other. * * If **only** one Group is passed (as `object1`), each member of the Group will be collided against the other members. - * + * * If **only** one Array is passed, the array is iterated and every element in it is tested against the others. * * Two callbacks can be provided. The `collideCallback` is invoked if a collision occurs and the two colliding @@ -221,15 +221,15 @@ var ArcadePhysics = new Class({ /** * This advanced method is specifically for testing for collision between a single Sprite and an array of Tile objects. - * + * * You should generally use the `collide` method instead, with a Sprite vs. a Tilemap Layer, as that will perform * tile filtering and culling for you, as well as handle the interesting face collision automatically. - * + * * This method is offered for those who would like to check for collision with specific Tiles in a layer, without * having to set any collision attributes on the tiles in question. This allows you to perform quick dynamic collisions * on small sets of Tiles. As such, no culling or checks are made to the array of Tiles given to this method, * you should filter them before passing them to this method. - * + * * Important: Use of this method skips the `interesting faces` system that Tilemap Layers use. This means if you have * say a row or column of tiles, and you jump into, or walk over them, it's possible to get stuck on the edges of the * tiles as the interesting face calculations are skipped. However, for quick-fire small collision set tests on @@ -254,10 +254,10 @@ var ArcadePhysics = new Class({ /** * This advanced method is specifically for testing for overlaps between a single Sprite and an array of Tile objects. - * + * * You should generally use the `overlap` method instead, with a Sprite vs. a Tilemap Layer, as that will perform * tile filtering and culling for you, as well as handle the interesting face collision automatically. - * + * * This method is offered for those who would like to check for overlaps with specific Tiles in a layer, without * having to set any collision attributes on the tiles in question. This allows you to perform quick dynamic overlap * tests on small sets of Tiles. As such, no culling or checks are made to the array of Tiles given to this method, @@ -368,7 +368,7 @@ var ArcadePhysics = new Class({ /** * Finds the Dynamic Body closest to a source point or object. - * + * * If two or more bodies are the exact same distance from the source point, only the first body * is returned. * @@ -390,7 +390,7 @@ var ArcadePhysics = new Class({ bodies.iterate(function (target) { - var distance = DistanceSquared(x, y, target.x, target.y); + var distance = DistanceSquared(x, y, target.center.x, target.center.y); if (distance < min) { @@ -405,7 +405,7 @@ var ArcadePhysics = new Class({ /** * Finds the Dynamic Body farthest from a source point or object. - * + * * If two or more bodies are the exact same distance from the source point, only the first body * is returned. * @@ -427,7 +427,7 @@ var ArcadePhysics = new Class({ bodies.iterate(function (target) { - var distance = DistanceSquared(x, y, target.x, target.y); + var distance = DistanceSquared(x, y, target.center.x, target.center.y); if (distance > max) { @@ -545,10 +545,10 @@ var ArcadePhysics = new Class({ /** * This method will search the given rectangular area and return an array of all physics bodies that * overlap with it. It can return either Dynamic, Static bodies or a mixture of both. - * + * * A body only has to intersect with the search area to be considered, it doesn't have to be fully * contained within it. - * + * * If Arcade Physics is set to use the RTree (which it is by default) then the search for is extremely fast, * otherwise the search is O(N) for Dynamic Bodies. * @@ -568,7 +568,7 @@ var ArcadePhysics = new Class({ { return OverlapRect(this.world, x, y, width, height, includeDynamic, includeStatic); }, - + /** * The Scene that owns this plugin is shutting down. * We need to kill and reset all internal properties as well as stop listening to Scene events.