Lots of fixes and updates to ArcadePhysics and Group, plus more examples.

This commit is contained in:
photonstorm 2013-10-08 21:09:46 +01:00
parent ebc4e5dc3d
commit f5584bdfe5
20 changed files with 430 additions and 129 deletions

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@ -97,7 +97,14 @@ Version 1.0.7 (in progress in the dev branch)
* Moved the Camera update checks to World.postUpdate, so all the sprites get the correct adjusted camera position.
* Added Sprite.fixedToCamera boolean. A Sprite that is fixed to the camera doesn't move with the world, but has its x/y coordinates relative to the top-left of the camera.
* Updated InputHandler to use Math.round rather than Math.floor when snapping an object during drag.
* If you didn't provide the useNumericIndex parameter then AnimationManager.add will set the value by looking at the datatype of the first element in the frames array.
* Added Group.createMultiple - useful when you need to create a Group of identical sprites for pooling, such as bullets.
* Group.create now sets the visible and alive properties of the Sprite to the same value as the 'exists' parameter.
* Added Group.total. Same as Group.length, but more in line with the rest of the Group naming.
* Added Sprite.outOfBoundsKill boolean flag. Will automatically kill a sprite that leaves the game World bounds (off by default).
* ArcadePhysics.moveTowardsMouse changed to ArcadePhysics.moveTowardsPointer and now lets you specify which pointer to move towards (defaults to Input.activePointer).
* ArcadePhysics.angleBetweenMouse changed to ArcadePhysics.angleBetweenPointer and now lets you specify which pointer to get the angle to (defaults to Input.activePointer).
* ArcadePhysics.velocityFromAngle and ArcadePhysics.velocityFromRotation added with examples created.
* TODO: look at Sprite.crop (http://www.html5gamedevs.com/topic/1617-error-in-spritecrop/)
@ -106,6 +113,7 @@ Version 1.0.7 (in progress in the dev branch)
* TODO: addMarker hh:mm:ss:ms
* TODO: swap state (non-destructive shift)
* TODO: rotation offset
* TODO: check stage bgc on droid (http://www.html5gamedevs.com/topic/1629-stage-background-color-not-working-on-android-chrome/)
Version 1.0.6 (September 24th 2013)

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@ -5,29 +5,38 @@
<script type="text/javascript">
var game = new Phaser.Game(800, 600, Phaser.CANVAS, '', {create: create, render: render });
function create() {
game.stage.backgroundColor = '#454645';
// By default Phaser only starts 2 pointers (enough for 2 fingers at once)
// addPointer tells Phaser to add another pointer to Input, so here we are basically saying "allow up to 6 pointers + the mouse"
// Note: on iOS as soon as you use 6 fingers you'll active the minimise app gesture - and there's nothing we can do to stop that, sorry
game.input.addPointer();
game.input.addPointer();
game.input.addPointer();
game.input.addPointer();
}
function render() {
// Just renders out the pointer data when you touch the canvas
game.debug.renderPointer(game.input.mousePointer);
game.debug.renderPointer(game.input.pointer1);
game.debug.renderPointer(game.input.pointer2);
game.debug.renderPointer(game.input.pointer3);
game.debug.renderPointer(game.input.pointer4);
game.debug.renderPointer(game.input.pointer5);
game.debug.renderPointer(game.input.pointer6);
}
</script>
<?php

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@ -0,0 +1,43 @@
<?php
$title = "Angle between Sprite and Active Pointer";
require('../head.php');
?>
<script type="text/javascript">
var game = new Phaser.Game(800, 600, Phaser.CANVAS, '', { preload: preload, create: create, update: update, render: render });
function preload() {
game.load.image('arrow', 'assets/sprites/arrow.png');
}
var sprite;
function create() {
game.stage.backgroundColor = '#0072bc';
sprite = game.add.sprite(400, 300, 'arrow');
sprite.anchor.setTo(0.5, 0.5);
}
function update() {
// This will update the sprite.rotation so that it points to the currently active pointer
// On a Desktop that is the mouse, on mobile the most recent finger press.
sprite.rotation = game.physics.angleBetweenPointer(sprite);
}
function render() {
game.debug.renderSpriteInfo(sprite, 32, 32);
}
</script>
<?php
require('../foot.php');
?>

View file

@ -39,7 +39,7 @@
if (game.input.keyboard.isDown(Phaser.Keyboard.UP))
{
sprite.body.velocity.copyFrom(game.physics.velocityFromAngle(sprite.angle, 300));
game.physics.velocityFromAngle(sprite.angle, 300, sprite.body.velocity);
}
}

View file

@ -0,0 +1,59 @@
<?php
$title = "Angle between Multiple Sprites and Pointers";
require('../head.php');
?>
<script type="text/javascript">
var game = new Phaser.Game(800, 600, Phaser.CANVAS, '', { preload: preload, create: create, update: update, render: render });
function preload() {
game.load.image('arrow', 'assets/sprites/longarrow.png');
}
var sprite1;
var sprite2;
var sprite3;
var sprite4;
function create() {
game.stage.backgroundColor = '#363636';
sprite1 = game.add.sprite(150, 150, 'arrow');
sprite1.anchor.setTo(0.1, 0.5);
sprite2 = game.add.sprite(200, 500, 'arrow');
sprite2.anchor.setTo(0.1, 0.5);
sprite3 = game.add.sprite(400, 200, 'arrow');
sprite3.anchor.setTo(0.1, 0.5);
sprite4 = game.add.sprite(600, 400, 'arrow');
sprite4.anchor.setTo(0.1, 0.5);
}
function update() {
// This will update the sprite.rotation so that it points to the currently active pointer
// On a Desktop that is the mouse, on mobile the most recent finger press.
sprite1.rotation = game.physics.angleBetweenPointer(sprite1);
sprite2.rotation = game.physics.angleBetweenPointer(sprite2);
sprite3.rotation = game.physics.angleBetweenPointer(sprite3);
sprite4.rotation = game.physics.angleBetweenPointer(sprite4);
}
function render() {
// game.debug.renderSpriteInfo(sprite1, 32, 32);
}
</script>
<?php
require('../foot.php');
?>

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@ -0,0 +1,76 @@
<?php
$title = "Shoot at the Mouse";
require('../head.php');
?>
<script type="text/javascript">
var game = new Phaser.Game(800, 600, Phaser.CANVAS, '', { preload: preload, create: create, update: update, render: render });
function preload() {
game.load.image('arrow', 'assets/sprites/arrow.png');
game.load.image('bullet', 'assets/sprites/purple_ball.png');
}
var sprite;
var bullets;
var fireRate = 100;
var nextFire = 0;
function create() {
game.stage.backgroundColor = '#313131';
bullets = game.add.group();
bullets.createMultiple(50, 'bullet');
bullets.setAll('anchor.x', 0.5);
bullets.setAll('anchor.y', 0.5);
bullets.setAll('outOfBoundsKill', true);
sprite = game.add.sprite(400, 300, 'arrow');
sprite.anchor.setTo(0.5, 0.5);
}
function update() {
sprite.rotation = game.physics.angleBetweenPointer(sprite);
if (game.input.activePointer.isDown)
{
fire();
}
}
function fire() {
if (game.time.now > nextFire && bullets.countDead() > 0)
{
nextFire = game.time.now + fireRate;
var bullet = bullets.getFirstDead();
bullet.reset(sprite.x, sprite.y);
bullet.rotation = game.physics.moveTowardsPointer(bullet, 300);
}
}
function render() {
game.debug.renderText('Active Bullets: ' + bullets.countLiving() + ' / ' + bullets.total, 32, 32);
game.debug.renderSpriteInfo(sprite, 32, 450);
game.debug.renderSpriteCorners(sprite);
}
</script>
<?php
require('../foot.php');
?>

View file

@ -97,7 +97,19 @@ Phaser.AnimationManager.prototype = {
frameRate = frameRate || 60;
if (typeof loop === 'undefined') { loop = false; }
if (typeof useNumericIndex === 'undefined') { useNumericIndex = true; }
// If they didn't set the useNumericIndex then let's at least try and guess it
if (typeof useNumericIndex === 'undefined')
{
if (frames[0] && typeof frames[0] === 'number')
{
useNumericIndex = true;
}
else
{
useNumericIndex = false;
}
}
// Create the signals the AnimationManager will emit
if (this.sprite.events.onAnimationStart == null)

View file

@ -209,7 +209,10 @@ Phaser.FrameData.prototype = {
}
else
{
output.push(this.getFrameByName(frames[i]).index);
if (this.getFrameByName(frames[i]))
{
output.push(this.getFrameByName(frames[i]).index);
}
}
}
}

View file

@ -16,9 +16,12 @@
*/
Phaser.Group = function (game, parent, name, useStage) {
parent = parent || null;
if (typeof parent === 'undefined')
{
parent = game.world;
}
if (typeof useStage == 'undefined')
if (typeof useStage === 'undefined')
{
useStage = false;
}
@ -159,7 +162,7 @@ Phaser.Group.prototype = {
* @param {number} y - The y coordinate to display the newly created Sprite at. The value is in relation to the Group.y point.
* @param {string} key - The Game.cache key of the image that this Sprite will use.
* @param {number|string} [frame] - If the Sprite image contains multiple frames you can specify which one to use here.
* @param {boolean} [exists] - The default exists state of the Sprite.
* @param {boolean} [exists=true] - The default exists state of the Sprite.
* @return {Phaser.Sprite} The child that was created.
*/
create: function (x, y, key, frame, exists) {
@ -170,6 +173,8 @@ Phaser.Group.prototype = {
child.group = this;
child.exists = exists;
child.visible = exists;
child.alive = exists;
if (child.events)
{
@ -182,6 +187,40 @@ Phaser.Group.prototype = {
},
/**
* Automatically creates multiple Phaser.Sprite objects and adds them to the top of this Group.
* Useful if you need to quickly generate a pool of identical sprites, such as bullets. By default the sprites will be set to not exist
* and will be positioned at 0, 0 (relative to the Group.x/y)
*
* @method Phaser.Group#createMultiple
* @param {number} quantity - The number of Sprites to create.
* @param {string} key - The Game.cache key of the image that this Sprite will use.
* @param {number|string} [frame] - If the Sprite image contains multiple frames you can specify which one to use here.
* @param {boolean} [exists=false] - The default exists state of the Sprite.
*/
createMultiple: function (quantity, key, frame, exists) {
if (typeof exists == 'undefined') { exists = false; }
for (var i = 0; i < quantity; i++)
{
var child = new Phaser.Sprite(this.game, 0, 0, key, frame);
child.group = this;
child.exists = exists;
child.visible = exists;
child.alive = exists;
if (child.events)
{
child.events.onAddedToGroup.dispatch(child, this);
}
this._container.addChild(child);
}
},
/**
* Swaps the position of two children in this Group.
*
@ -1067,6 +1106,19 @@ Phaser.Group.prototype = {
};
/**
* @name Phaser.Group#total
* @property {number} total - The total number of children in this Group, regardless of their alive state.
* @readonly
*/
Object.defineProperty(Phaser.Group.prototype, "total", {
get: function () {
return this._container.children.length;
}
});
/**
* @name Phaser.Group#length
* @property {number} length - The number of children in this Group.

View file

@ -283,6 +283,12 @@ Phaser.Sprite = function (game, x, y, key, frame) {
* @default
*/
this.inWorldThreshold = 0;
/**
* @property {boolean} outOfBoundsKill - Kills this sprite as soon as it goes outside of the World bounds.
* @default
*/
this.outOfBoundsKill = false;
/**
* @property {boolean} _outOfBoundsFired - Description.
@ -528,6 +534,7 @@ Phaser.Sprite.prototype.reset = function(x, y) {
this.alive = true;
this.exists = true;
this.visible = true;
this.renderable = true;
this._outOfBoundsFired = false;
this.body.reset();
@ -581,6 +588,11 @@ Phaser.Sprite.prototype.updateBounds = function() {
{
this.events.onOutOfBounds.dispatch(this);
this._outOfBoundsFired = true;
if (this.outOfBoundsKill)
{
this.kill();
}
}
}

View file

@ -38,6 +38,7 @@ Phaser.Physics.Arcade = function (game) {
this._mapData = [];
this._result = false;
this._total = 0;
this._angle = 0;
};
@ -981,57 +982,146 @@ Phaser.Physics.Arcade.prototype = {
},
/**
* Given the angle and speed calculate the velocity and return it as a Point
* Move the given display object towards the pointer at a steady velocity. If no pointer is given it will use Phaser.Input.activePointer.
* If you specify a maxTime then it will adjust the speed (over-writing what you set) so it arrives at the destination in that number of seconds.
* Timings are approximate due to the way browser timers work. Allow for a variance of +- 50ms.
* Note: The display object doesn't stop moving once it reaches the destination coordinates.
* Note: Doesn't take into account acceleration, maxVelocity or drag (if you've set drag or acceleration too high this object may not move at all)
*
* @param angle The angle (in degrees) calculated in clockwise positive direction (down = 90 degrees positive, right = 0 degrees positive, up = 90 degrees negative)
* @param speed The speed it will move, in pixels per second sq
*
* @return A Point where Point.x contains the velocity x value and Point.y contains the velocity y value
* @method Phaser.Physics.Arcade#moveTowardsObject
* @param {any} displayObject - The display object to move.
* @param {any} destination - The display object to move towards. Can be any object but must have visible x/y properties.
* @param {number} [speed=60] - The speed it will move, in pixels per second (default is 60 pixels/sec)
* @param {number} [maxTime=0] - Time given in milliseconds (1000 = 1 sec). If set the speed is adjusted so the object will arrive at destination in the given number of ms.
* @return {number} The angle (in radians) that the object should be visually set to in order to match its new velocity.
*/
velocityFromAngle: function (angle, speed, point) {
speed = speed || 0;
point = point || new Phaser.Point;
var a = this.game.math.degToRad(angle);
return point.setTo((Math.cos(a) * speed), (Math.sin(a) * speed));
},
/**
* Sets the source Sprite x/y velocity so it will move directly towards the destination Sprite at the speed given (in pixels per second)<br>
* If you specify a maxTime then it will adjust the speed (over-writing what you set) so it arrives at the destination in that number of seconds.<br>
* Timings are approximate due to the way Flash timers work, and irrespective of SWF frame rate. Allow for a variance of +- 50ms.<br>
* The source object doesn't stop moving automatically should it ever reach the destination coordinates.<br>
* If you need the object to accelerate, see accelerateTowardsObject() instead
* Note: Doesn't take into account acceleration, maxVelocity or drag (if you set drag or acceleration too high this object may not move at all)
*
* @param source The Sprite on which the velocity will be set
* @param dest The Sprite where the source object will move to
* @param speed The speed it will move, in pixels per second (default is 60 pixels/sec)
* @param maxTime Time given in milliseconds (1000 = 1 sec). If set the speed is adjusted so the source will arrive at destination in the given number of ms
*/
moveTowardsObject: function (source, dest, speed, maxTime) {
moveTowardsObject: function (displayObject, destination, speed, maxTime) {
speed = speed || 60;
maxTime = maxTime || 0;
var a = this.angleBetween(source, dest);
this._angle = Math.atan2(destination.y - displayObject.y, destination.x - displaxObject.x);
if (maxTime > 0)
{
var d = this.distanceBetween(source, dest);
// We know how many pixels we need to move, but how fast?
speed = d / (maxTime / 1000);
speed = this.distanceToMouse(displayObject) / (maxTime / 1000);
}
source.body.velocity.x = Math.cos(a) * speed;
source.body.velocity.y = Math.sin(a) * speed;
displayObject.body.velocity.x = Math.cos(this._angle) * speed;
displayObject.body.velocity.y = Math.sin(this._angle) * speed;
return this._angle;
},
/**
* Move the given display object towards the pointer at a steady velocity. If no pointer is given it will use Phaser.Input.activePointer.
* If you specify a maxTime then it will adjust the speed (over-writing what you set) so it arrives at the destination in that number of seconds.
* Timings are approximate due to the way browser timers work. Allow for a variance of +- 50ms.
* Note: The display object doesn't stop moving once it reaches the destination coordinates.
*
* @method Phaser.Physics.Arcade#moveTowardsPointer
* @param {any} displayObject - The display object to move.
* @param {number} [speed=60] - The speed it will move, in pixels per second (default is 60 pixels/sec)
* @param {Phaser.Pointer} [pointer] - The pointer to move towards. Defaults to Phaser.Input.activePointer.
* @param {number} [maxTime=0] - Time given in milliseconds (1000 = 1 sec). If set the speed is adjusted so the object will arrive at destination in the given number of ms.
* @return {number} The angle (in radians) that the object should be visually set to in order to match its new velocity.
*/
moveTowardsPointer: function (displayObject, speed, pointer, maxTime) {
speed = speed || 60;
pointer = pointer || this.game.input.activePointer;
maxTime = maxTime || 0;
this._angle = this.angleBetweenPointer(displayObject, pointer);
if (maxTime > 0)
{
// We know how many pixels we need to move, but how fast?
speed = this.distanceToMouse(displayObject) / (maxTime / 1000);
}
displayObject.body.velocity.x = Math.cos(this._angle) * speed;
displayObject.body.velocity.y = Math.sin(this._angle) * speed;
return this._angle;
},
/**
* Move the given display object towards the pointer at a steady velocity. If no pointer is given it will use Phaser.Input.activePointer.
* If you specify a maxTime then it will adjust the speed (over-writing what you set) so it arrives at the destination in that number of seconds.
* Timings are approximate due to the way browser timers work. Allow for a variance of +- 50ms.
* Note: The display object doesn't stop moving once it reaches the destination coordinates.
* Note: Doesn't take into account acceleration, maxVelocity or drag (if you've set drag or acceleration too high this object may not move at all)
*
* @method Phaser.Physics.Arcade#moveTowardsObject
* @param {any} displayObject - The display object to move.
* @param {any} destination - The display object to move towards. Can be any object but must have visible x/y properties.
* @param {number} [speed=60] - The speed it will move, in pixels per second (default is 60 pixels/sec)
* @param {number} [maxTime=0] - Time given in milliseconds (1000 = 1 sec). If set the speed is adjusted so the object will arrive at destination in the given number of ms.
* @return {number} The angle (in radians) that the object should be visually set to in order to match its new velocity.
*/
moveTowardsXY: function (displayObject, x, y, speed, maxTime) {
speed = speed || 60;
maxTime = maxTime || 0;
this._angle = this.angleBetweenPointer(displayObject, destination);
if (maxTime > 0)
{
// We know how many pixels we need to move, but how fast?
speed = this.distanceToMouse(displayObject) / (maxTime / 1000);
}
displayObject.body.velocity.x = Math.cos(this._angle) * speed;
displayObject.body.velocity.y = Math.sin(this._angle) * speed;
return this._angle;
},
/**
* Given the angle (in degrees) and speed calculate the velocity and return it as a Point object, or set it to the given point object.
* One way to use this is: velocityFromAngle(angle, 200, sprite.velocity) which will set the values directly to the sprites velocity and not create a new Point object.
*
* @method Phaser.Physics.Arcade#velocityFromAngle
* @param {number} angle - The angle in degrees calculated in clockwise positive direction (down = 90 degrees positive, right = 0 degrees positive, up = 90 degrees negative)
* @param {number} [speed=60] - The speed it will move, in pixels per second sq.
* @param {Phaser.Point|object} [point] - The Point object in which the x and y properties will be set to the calculated velocity.
* @return {Phaser.Point} - A Point where point.x contains the velocity x value and point.y contains the velocity y value.
*/
velocityFromAngle: function (angle, speed, point) {
speed = speed || 60;
point = point || new Phaser.Point;
return point.setTo((Math.cos(this.game.math.degToRad(angle)) * speed), (Math.sin(this.game.math.degToRad(angle)) * speed));
},
/**
* Given the rotation (in radians) and speed calculate the velocity and return it as a Point object, or set it to the given point object.
* One way to use this is: velocityFromRotation(rotation, 200, sprite.velocity) which will set the values directly to the sprites velocity and not create a new Point object.
*
* @method Phaser.Physics.Arcade#velocityFromRotation
* @param {number} rotation - The angle in radians.
* @param {number} [speed=60] - The speed it will move, in pixels per second sq.
* @param {Phaser.Point|object} [point] - The Point object in which the x and y properties will be set to the calculated velocity.
* @return {Phaser.Point} - A Point where point.x contains the velocity x value and point.y contains the velocity y value.
*/
velocityFromRotation: function (rotation, speed, point) {
speed = speed || 60;
point = point || new Phaser.Point;
return point.setTo((Math.cos(rotation) * speed), (Math.sin(rotation) * speed));
},
/**
* Sets the x/y acceleration on the source Sprite so it will move towards the destination Sprite at the speed given (in pixels per second)<br>
* You must give a maximum speed value, beyond which the Sprite won't go any faster.<br>
@ -1061,35 +1151,6 @@ Phaser.Physics.Arcade.prototype = {
},
/**
* Move the given Sprite towards the mouse pointer coordinates at a steady velocity
* If you specify a maxTime then it will adjust the speed (over-writing what you set) so it arrives at the destination in that number of seconds.<br>
* Timings are approximate due to the way Flash timers work, and irrespective of SWF frame rate. Allow for a variance of +- 50ms.<br>
* The source object doesn't stop moving automatically should it ever reach the destination coordinates.<br>
*
* @param source The Sprite to move
* @param speed The speed it will move, in pixels per second (default is 60 pixels/sec)
* @param maxTime Time given in milliseconds (1000 = 1 sec). If set the speed is adjusted so the source will arrive at destination in the given number of ms
*/
moveTowardsMouse: function (source, speed, maxTime) {
speed = speed || 60;
maxTime = maxTime || 0;
var a = this.angleBetweenMouse(source);
if (maxTime > 0)
{
var d = this.distanceToMouse(source);
// We know how many pixels we need to move, but how fast?
speed = d / (maxTime / 1000);
}
source.body.velocity.x = Math.cos(a) * speed;
source.body.velocity.y = Math.sin(a) * speed;
},
/**
* Sets the x/y acceleration on the source Sprite so it will move towards the mouse coordinates at the speed given (in pixels per second)<br>
@ -1106,7 +1167,7 @@ Phaser.Physics.Arcade.prototype = {
xSpeedMax = xSpeedMax || 1000;
ySpeedMax = ySpeedMax || 1000;
var a = this.angleBetweenMouse(source);
var a = this.angleBetweenMouse(source, true);
source.body.velocity.x = 0;
source.body.velocity.y = 0;
@ -1119,36 +1180,6 @@ Phaser.Physics.Arcade.prototype = {
},
/**
* Sets the x/y velocity on the source Sprite so it will move towards the target coordinates at the speed given (in pixels per second)<br>
* If you specify a maxTime then it will adjust the speed (over-writing what you set) so it arrives at the destination in that number of seconds.<br>
* Timings are approximate due to the way Flash timers work, and irrespective of SWF frame rate. Allow for a variance of +- 50ms.<br>
* The source object doesn't stop moving automatically should it ever reach the destination coordinates.<br>
*
* @param source The Sprite to move
* @param target The Point coordinates to move the source Sprite towards
* @param speed The speed it will move, in pixels per second (default is 60 pixels/sec)
* @param maxTime Time given in milliseconds (1000 = 1 sec). If set the speed is adjusted so the source will arrive at destination in the given number of ms
*/
moveTowardsPoint: function (source, target, speed, maxTime) {
speed = speed || 60;
maxTime = maxTime || 0;
var a = this.angleBetweenPoint(source, target);
if (maxTime > 0)
{
var d = this.distanceToPoint(source, target);
// We know how many pixels we need to move, but how fast?
speed = d / (maxTime / 1000);
}
source.body.velocity.x = Math.cos(a) * speed;
source.body.velocity.y = Math.sin(a) * speed;
},
/**
* Sets the x/y acceleration on the source Sprite so it will move towards the target coordinates at the speed given (in pixels per second)<br>
@ -1318,29 +1349,21 @@ Phaser.Physics.Arcade.prototype = {
},
/**
* Find the angle (in radians) between an Sprite and the mouse, taking their x/y and origin into account.
* The angle is calculated in clockwise positive direction (down = 90 degrees positive, right = 0 degrees positive, up = 90 degrees negative)
*
* @param a The Object to test from
* @param asDegrees If you need the value in degrees instead of radians, set to true
*
* @return Number The angle (in radians unless asDegrees is true)
*/
angleBetweenMouse: function (a, asDegrees) {
* Find the angle in radians between a display object (like a Sprite) and a Pointer, taking their x/y and center into account.
*
* @param {any} displayObject - The Display Object to test from.
* @param {Phaser.Pointer} [pointer] - The Phaser.Pointer to test to. If none is given then Input.activePointer is used.
* @return {number} The angle in radians between displayObject.center.x/y to Pointer.x/y
*/
angleBetweenPointer: function (displayObject, pointer) {
asDegrees = asDegrees || false;
pointer = pointer || this.game.input.activePointer;
var dx = this.game.input.x - a.bounds.x;
var dy = this.game.input.y - a.bounds.y;
var dx = pointer.x - displayObject.x;
var dy = pointer.y - displayObject.y;
if (asDegrees)
{
return this.game.math.radToDeg(Math.atan2(dy, dx));
}
else
{
return Math.atan2(dy, dx);
}
return Math.atan2(dy, dx);
}
};

View file

@ -221,6 +221,10 @@ Phaser.Physics.Arcade.Body.prototype = {
this.angularVelocity = 0;
this.angularAcceleration = 0;
this.preX = (this.sprite.worldTransform[2] - (this.sprite.anchor.x * this.width)) + this.offset.x;
this.preY = (this.sprite.worldTransform[5] - (this.sprite.anchor.y * this.height)) + this.offset.y;
this.preRotation = this.sprite.angle;
this.x = (this.sprite.worldTransform[2] - (this.sprite.anchor.x * this.width)) + this.offset.x;
this.y = (this.sprite.worldTransform[5] - (this.sprite.anchor.y * this.height)) + this.offset.y;
this.rotation = this.sprite.angle;

View file

@ -455,7 +455,7 @@ Phaser.Utils.Debug.prototype = {
this.line('Sprite: ' + ' (' + sprite.width + ' x ' + sprite.height + ') anchor: ' + sprite.anchor.x + ' x ' + sprite.anchor.y);
this.line('x: ' + sprite.x.toFixed(1) + ' y: ' + sprite.y.toFixed(1));
this.line('angle: ' + sprite.angle + ' rotation: ' + sprite.rotation.toFixed(1));
this.line('angle: ' + sprite.angle.toFixed(1) + ' rotation: ' + sprite.rotation.toFixed(1));
this.line('visible: ' + sprite.visible + ' in camera: ' + sprite.inCamera);
this.line('body x: ' + sprite.body.x.toFixed(1) + ' y: ' + sprite.body.y.toFixed(1));