Commit graph

711 commits

Author SHA1 Message Date
Richard Davey
18a6cf8ad1 eslint fixes 2018-04-13 18:09:16 +01:00
Richard Davey
01d3b7d6dc Missed out the config 2018-04-13 17:44:06 +01:00
Richard Davey
3490b29082 Tidying up 2018-04-13 17:43:56 +01:00
Richard Davey
be29c69a8c Disable pointer constraint debug by default 2018-04-13 17:43:44 +01:00
Richard Davey
6b2307594a Scene plugin flow overhaul
Every Plugin has been updated to correctly follow the same flow through the Scene lifecycle. Instead of listening for the Scene 'boot' event, which is only dispatched once (when the Scene is first created), they will now listen for the Scene 'start' event, which occurs every time the Scene is started. All plugins now consistently follow the same Shutdown and Destroy patterns too, meaning they tidy-up after themselves on a shutdown, not just a destroy. Overall, this change means that there should be less issues when returning to previously closed Scenes, as the plugins will restart themselves properly.
2018-04-13 17:12:17 +01:00
Richard Davey
8afa6c9c7f MatterEvents.off() would cause a TypeError if you destroyed the Matter world. Fix #3562 2018-04-13 12:07:27 +01:00
Richard Davey
64b07c6ecb eslint fix 2018-04-11 16:58:25 +01:00
Richard Davey
53425bdae9 Matter Image and Matter Sprite didn't define a destroy method, causing an error when trying to destroy the parent Game Object. Fix #3516 2018-04-11 14:35:18 +01:00
Richard Davey
70c7732a1e When shutting down a Matter World it will now call MatterEvents.off, clearing all events, and also removeAllListeners for any local events. 2018-04-11 14:00:58 +01:00
Richard Davey
011e67d0f0 The Matter SetBody Component will no longer try to call setOrigin unless the Game Object has the origin component (which not all do, like Graphics and Container) 2018-04-11 13:47:22 +01:00
Richard Davey
30d73a0197 Container can now be assigned an arcade physics body 2018-04-11 13:37:38 +01:00
Richard Davey
f80db91429 Allowing to work with Containers 2018-04-11 13:17:53 +01:00
Richard Davey
7aae84a790 Calling Impact.World.remove(body) during a Body.updateCallback would cause the internal loop to crash when trying to access a now missing body. Two extra checks are in place to avoid this 2018-04-11 10:39:20 +01:00
Joe Janiga
8ee9805596 work in progress on Static Body offset functionality... should Sprite.setPosition(x,y) effect Sprites static body? 2018-04-11 00:16:08 -04:00
Richard Davey
4466f28e44 Updated log 2018-04-05 08:48:35 +01:00
Richard Davey
d93e8ab919 Make sure debug layer remains on the top 2018-04-03 15:30:46 +01:00
Richard Davey
8ffe3e3aaf Small formatting fixes 2018-04-03 15:28:51 +01:00
Richard Davey
7f1723ca4f
Merge pull request #3458 from OmarShehata/master
Added joint debug rendering to Matter Physics postUpdate
2018-04-03 15:22:49 +01:00
Richard Davey
89c963c19c Ignore consts 2018-03-30 14:38:58 +01:00
Richard Davey
0868d69fb6 Added memberOf 2018-03-30 14:24:18 +01:00
Richard Davey
2d6251a1e9 Swapping to enums 2018-03-29 16:42:20 +01:00
Omar Shehata
b18530741d Replaced all uses of 'let' with 'var' to support older browsers 2018-03-29 08:53:38 -05:00
Richard Davey
cef9050627 jsdoc fixes 2018-03-29 14:53:06 +01:00
Richard Davey
d5fd3e20d9 Renamed namespace 2018-03-29 14:24:51 +01:00
Richard Davey
ce75947dac Swap to module 2018-03-29 14:02:25 +01:00
Richard Davey
e7191e9d8e jsdoc updates 2018-03-29 13:48:14 +01:00
Richard Davey
f5373b2dee jsdoc fixes 2018-03-29 13:23:44 +01:00
Richard Davey
f1e646c9ee jsdoc fixes 2018-03-28 15:39:57 +01:00
Richard Davey
747f09af86 jsdoc fixes 2018-03-28 15:04:09 +01:00
Richard Davey
2096729095 Missing require 2018-03-28 14:15:32 +01:00
Richard Davey
15c4334dc7 jsdoc fixes 2018-03-28 14:11:46 +01:00
Richard Davey
e7a1e3190a Matter Physics timestep adjustments (getDelta, step, set60Hz, etc)
* Matter Physics now has a new config property `getDelta` which allows you to specify your own function to calculate the delta value given to the Matter Engine when it updates.
* Matter Physics has two new methods: `set60Hz` and `set30Hz` which will set an Engine update rate of 60Hz and 30Hz respectively. 60Hz being the default.
* Matter Physics has a new config and run-time property `autoUpdate`, which defaults to `true`. When enabled the Matter Engine will update in sync with the game step (set by Request Animation Frame). The delta value given to Matter is now controlled by the `getDelta` function.
* Matter Physics has a new method `step` which manually advances the physics simulation by one iteration, using whatever delta and correction values you pass in to it. When used in combination with `autoUpdate=false` you can now explicitly control the update frequency of the physics simulation and unbind it from the game step.
2018-03-27 15:15:05 +01:00
Omar Shehata
4fa109d2db Added joint debug rendering to Matter Physics postUpdate 2018-03-25 22:44:32 -05:00
orblazer
f42f1bf132 Change structs for generic types 2018-03-23 16:54:12 +01:00
Richard Davey
574221d6cf A new property was added to Matter.World, correction which is used in the Engine.update call and allows you to adjust the time being passed to the simulation. The default value is 1 to remain consistent with previous releases. 2018-03-23 02:19:18 +00:00
Richard Davey
d78a9d097f eslint fixes 2018-03-22 13:22:23 +00:00
orblazer
ed1f2a7011 Fix wrong types 2018-03-22 13:51:30 +01:00
Richard Davey
32d9b82f93 Spacing 2018-03-21 17:22:09 +00:00
Richard Davey
0ef92e1172 Merge branch 'pr/3439' 2018-03-21 16:06:56 +00:00
Richard Davey
c6fc61e470 Fixed class names 2018-03-21 14:41:45 +00:00
Richard Davey
72690734c3 Fixed exposure 2018-03-21 14:41:34 +00:00
orblazer
11845f9d6d Fix "object" types on Physics and Math 2018-03-21 14:15:25 +01:00
Richard Davey
db613c793a Merge branch 'master' of https://github.com/photonstorm/phaser 2018-03-21 03:17:00 +00:00
Richard Davey
2f86100f87 MatterGameObject is a new function, available via the Matter Factory in this.matter.add.gameObject, that will inject a Matter JS Body into any Game Object, such as a Text object. 2018-03-21 03:16:36 +00:00
Richard Davey
5cae6d38b3 Matter.SetBody and SetExistingBody will now set the origin of the Game Object to be the Matter JS sprite.xOffset and yOffset values, which will auto-center the Game Object to the origin of the body, regardless of shape. 2018-03-21 03:16:01 +00:00
orblazer
7fba122321 Fix "any" types 2018-03-20 17:15:49 +01:00
orblazer
dca7996179 Fix multiple types on Physics, Texture and Input 2018-03-20 16:10:19 +01:00
orblazer
4cff464555 Fix nullable types 2018-03-20 15:36:03 +01:00
orblazer
fa13b597e3 Add more callbacks 2018-03-19 23:08:05 +01:00
orblazer
f30218d3d3 Add callbacks on Physics 2018-03-19 21:42:07 +01:00