Georgios Kaleadis
c2964857a3
multiple circle shapes in a body with position
2014-03-21 20:45:25 +01:00
Richard Davey
51a2002bf8
Merge pull request #622 from georgiee/fix-prismatic-naming
...
Fixed bug in prismatic joint. Lock flag not inverted, updated naming & description
2014-03-21 14:09:14 +00:00
photonstorm
0fca997d43
P2.Body.loadPolygon no longer modifies the Cache array ( fix #613 )
2014-03-21 13:46:35 +00:00
Georgios Kaleadis
c686ea0eb5
fixed naming for rotation lock in prismatic joint
2014-03-21 14:13:06 +01:00
Richard Davey
f0034008f5
Merge pull request #614 from georgiee/physics-phaser-exporter
...
Custom PhysicsEditor export & new p2 polygon parsing
2014-03-21 11:27:13 +00:00
Georgios Kaleadis
f56f1674f7
pivots were wrong signed, everything was upside down
2014-03-21 09:49:51 +01:00
Georgios Kaleadis
a4982fa6e2
better fixture handling
2014-03-20 19:38:47 +01:00
Georgios Kaleadis
277afa1415
method docs
2014-03-20 15:46:54 +01:00
Georgios Kaleadis
af847de963
reverted p2 body debug
2014-03-20 15:44:41 +01:00
Georgios Kaleadis
45a41af766
exporter update
2014-03-20 15:27:50 +01:00
Georgios Kaleadis
66fa003901
custom export from physics editor
2014-03-20 13:38:25 +01:00
Georgios Kaleadis
5b78c5c46e
fixed wrong motion state constants in phaser p2 body
2014-03-19 22:56:26 +01:00
photonstorm
164f3cbe83
When creating a Sprite (via Group.create or directly) with exists = false and a P2 body, the body is not added to the world.
2014-03-19 13:09:29 +00:00
photonstorm
2ecb0c7c76
P2.removeBody will check if the body is part of the world before removing, this avoids a TypeError from the p2 layer.
2014-03-17 22:34:19 +00:00
photonstorm
08aa381238
p2 object re-created on system start.
2014-03-17 21:16:59 +00:00
photonstorm
3ebd0d9303
Updated Device.isConsoleOpen as it no longer works in Chrome. Revised code and documentation accordingly ( fix #593 )
...
Revised p2 clear process.
2014-03-17 19:39:56 +00:00
photonstorm
96296c6582
The P2 World wouldn't clear down fully on a State change, now properly clears out contacts, resets the bitmask, etc.
2014-03-17 18:57:46 +00:00
photonstorm
5e11b1ad87
The Static, Kinematic and Dynamic consts that P2.Body uses were incorrect ( fixes #563 )
2014-03-14 19:20:35 +00:00
photonstorm
e955145707
Added p2 kill and reset test + nearing completion on tilemap collision.
2014-03-13 21:14:18 +00:00
photonstorm
c2d38fe16b
jshint passed all the p2 physics and fixed Debug.spriteBounds.
2014-03-13 16:16:14 +00:00
photonstorm
181ef7ce53
Added World.frameRate - The frame rate the world will be stepped at. Defaults to 1 / 60, but you can change here. Also see useElapsedTime property.
...
Added World.useElapsedTime - If true the frameRate value will be ignored and instead p2 will step with the value of Game.Time.physicsElapsed, which is a delta time value. #554
2014-03-13 13:19:02 +00:00
photonstorm
c3f687eda9
Prismatic Constraint done. That's all of them! jshint time.
2014-03-13 13:09:33 +00:00
photonstorm
87684bb15f
Revolute Constraint done.
2014-03-13 12:14:14 +00:00
photonstorm
6b55fea953
Distance and Gear constraints done.
2014-03-13 11:13:22 +00:00
photonstorm
ef359e8992
P2 Springs example done and working nicely.
2014-03-13 10:32:34 +00:00
photonstorm
aa6b1821bd
Get First Dead example.
2014-03-13 10:14:06 +00:00
photonstorm
8318a58f69
Fixed bug causing Text with empty or no given text to break. Added World.createSpring.
2014-03-13 09:43:00 +00:00
photonstorm
0584d3eadf
P2 collision groups and callbacks working as expected, new example done.
2014-03-13 09:14:12 +00:00
photonstorm
94448d2497
P2 postBroadphase example and handler done. Group.enableBodyDebug added. Sprites no longer remove bodies from the world if exists = false, instead they set safeDestroy to true, which removes the body on the next preUpdate, to avoid mid-step destruction issues.
2014-03-13 07:29:23 +00:00
photonstorm
84741f065f
New P2 examples. And fixed Camera.atLimit value.
2014-03-12 16:33:53 +00:00
photonstorm
fc788f909c
P2 Body Begin and End Contact events done and working nicely.
2014-03-12 15:26:20 +00:00
photonstorm
274fd4a7e9
You can now hitTest against P2 bodies + example created.
2014-03-12 13:26:27 +00:00
photonstorm
abf26df741
New P2 examples and fixed Body debug assignment parameter.
2014-03-12 06:25:29 +00:00
photonstorm
a07cf894a0
Fixed Kenny tiles. Fixed Ninja Circle vs. World bounds. Added Ninja tilemap to Tiles conversion. Created test.
2014-03-12 02:44:34 +00:00
photonstorm
4910f27a88
You can now over-ride the pxm and mpx functions with your own via the physics config object.
2014-03-12 00:12:26 +00:00
photonstorm
cb5a8c7515
Renamed px2p and p2px to: pxm and mpx (px to meters and meters to px). Also removed from Math.
2014-03-12 00:07:27 +00:00
photonstorm
58887d9bc6
Moved all of the Tilemap to P2 body methods into P2 itself (makes more sense this way) and tidied them up.
2014-03-11 15:02:59 +00:00
photonstorm
a6467f9b60
Fixed Arcade, Ninja and P2 enable methods. Modified core Physics enable. Added world enable test.
2014-03-11 01:11:08 +00:00
photonstorm
53797171a3
Fixed Group.sort. Added z-depth property to all core game objects. Fixed P2 const overwrite.
2014-03-10 23:01:10 +00:00
photonstorm
13ff8985e1
Merged @georgiee p2 BodyDebug and reformatted for jshint pass. Looks awesome :) #536
2014-03-10 15:25:43 +00:00
Richard Davey
751af10c52
Merge pull request #536 from georgiee/debug-draw-p2
...
Debug draw p2
2014-03-10 14:50:01 +00:00
photonstorm
1fe331956a
Added in p2.total
2014-03-10 14:47:29 +00:00
Georgios Kaleadis
569770ed21
update
2014-03-10 14:28:44 +01:00
Georgios Kaleadis
95e2081f3a
more p2 fixes
2014-03-10 13:17:37 +01:00
Georgios Kaleadis
c611d51751
minimal runable new p2 integration
2014-03-10 13:15:05 +01:00
photonstorm
c4183d200f
Changed the define function calls to use named modules, allows pixi, phaser and p2 to reside in 1 file and still be located by requirejs (thanks brejep, #531 )
2014-03-10 01:39:36 +00:00
photonstorm
45ab4673cc
ScaleManager.fullScreenTarget allows you to change the DOM element that the fullscreen API is called on (feature request #526 )
2014-03-10 01:13:01 +00:00
photonstorm
3e93f24583
New split physics system is implemented. Still tidying-up, but ArcadePhysics, P2 and Ninja Physics are in and configured. Lots more examples required, and tilemap collision mostly broken in Arcade at the moment. Time to implement in Ninja.
2014-03-06 06:29:19 +00:00
photonstorm
22b1ce9b9d
Added Phasers new Physics Manager and restored the pre-1.1.4 ArcadePhysics system. The new manager can handle multiple physics systems running in parallel, which could be extremely useful for lots of games.
2014-03-05 02:36:08 +00:00