Fixed the body debug calls for Box2D.

This commit is contained in:
photonstorm 2014-09-30 01:44:44 +01:00
parent c195998a1e
commit e8ca670fba

View file

@ -740,18 +740,22 @@ Phaser.Utils.Debug.prototype = {
if (sprite.body)
{
this.start();
if (sprite.body.type === Phaser.Physics.ARCADE)
{
this.start();
Phaser.Physics.Arcade.Body.render(this.context, sprite.body, color, filled);
this.stop();
}
else if (sprite.body.type === Phaser.Physics.NINJA)
{
this.start();
Phaser.Physics.Ninja.Body.render(this.context, sprite.body, color, filled);
this.stop();
}
else if (sprite.body.type === Phaser.Physics.BOX2D)
{
Phaser.Physics.Box2D.renderBody(this.context, sprite.body, color);
}
this.stop();
}
},
@ -769,18 +773,18 @@ Phaser.Utils.Debug.prototype = {
if (sprite.body)
{
this.start(x, y, color, 210);
if (sprite.body.type === Phaser.Physics.ARCADE)
{
this.start(x, y, color, 210);
Phaser.Physics.Arcade.Body.renderBodyInfo(this, sprite.body);
this.stop();
}
else if (sprite.body.type === Phaser.Physics.BOX2D)
{
this.start(x, y, color, 210);
this.game.physics.box2d.renderBodyInfo(this, sprite.body);
this.stop();
}
this.stop();
}
},
@ -805,8 +809,7 @@ Phaser.Utils.Debug.prototype = {
/**
* Renders 'debug draw' data for the given Box2D body.
* This uses the standard debug drawing feature of Box2D, so colors will be decided by
* the Box2D engine.
* This uses the standard debug drawing feature of Box2D, so colors will be decided by the Box2D engine.
*
* @method Phaser.Utils.Debug#box2dBody
* @param {Phaser.Sprite} sprite - The sprite whos body will be rendered.