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