Richard Davey
1cae6391b3
Revert "Testing sleep static fixes"
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This reverts commit f0d5280cf8
.
2023-11-10 14:58:02 +00:00
Richard Davey
f0d5280cf8
Testing sleep static fixes
2023-11-10 13:44:47 +00:00
Richard Davey
bfd08db935
Merged all of the Matter JS "Improved performance and reduced memory usage" changes from PR 1238
2023-11-09 22:12:12 +00:00
Richard Davey
4d555958de
Added setDirectControl to allow a body to calculate velocity from position changes
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Also added component method and internal autoFrame vec2.
2023-10-26 23:03:08 +01:00
Richard Davey
fbec8aebc9
Working through auto update optimizations
2023-10-26 22:03:18 +01:00
Richard Davey
f4a9b993cc
Testing Body.autoUpdate
2023-10-26 19:02:19 +01:00
Richard Davey
ae24bc9d03
Updated GetCollidesWith
2023-10-04 21:31:54 +01:00
Richard Davey
f7f070eedf
Merge all the functions into the component
2023-10-04 21:30:50 +01:00
Richard Davey
6bfaa94c4d
Add Collision Component mixin
2023-10-04 21:30:41 +01:00
Richard Davey
07620231e5
Add Collision Component and properties
2023-10-04 21:30:27 +01:00
Richard Davey
3268650dcb
Make Collision Component capable of working with Groups and Tilemap Layers
2023-10-04 17:09:37 +01:00
Richard Davey
0cb99a7ecf
Added canCollide
method and used it in all collision checks
2023-10-04 16:29:07 +01:00
Richard Davey
fd899c03e8
Update SetCollisionObject.js
2023-10-04 16:28:29 +01:00
Richard Davey
2461bf076a
Added collision category, collision mask and related methods
2023-10-04 16:28:22 +01:00
Richard Davey
922b756503
Added collision category marker and nextCategory
method
2023-10-04 16:27:37 +01:00
Richard Davey
eda08c20f5
Exposed Collision Component
2023-10-04 16:26:20 +01:00
Richard Davey
a08c25fd35
Added Collision component
2023-10-04 16:26:11 +01:00
Richard Davey
279a25ca88
Create Collision.js
2023-10-04 16:23:23 +01:00
Richard Davey
4e61b9fd13
Create ArcadeCollider.js
2023-10-04 16:23:17 +01:00
Richard Davey
9121ea527d
Create SetCollidesWith.js
2023-10-04 16:23:13 +01:00
Richard Davey
e25e2489c4
Update SetCollisionObject.js
2023-10-04 12:49:27 +01:00
Richard Davey
49e97291cf
SetCollisionObject
is a new function that Arcade Physics bodies use internally to create and reset their ArcadeBodyCollision
data objects.
2023-10-04 12:46:58 +01:00
Richard Davey
b364995f2f
Added Body.slideFactor vec2
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* Arcade Physics Bodies have a new property called `slideFactor`. This is a Vector2 that controls how much velocity is retained by a Body after it has been pushed by another Body. The default value is 1, which means it retains all of its velocity. If set to zero, it will retain none of it. This allows you to create a Body that can be pushed around without imparting any velocity to it.
* `Body.setSlideFactor` is a new method that sets the Body's `slideFactor` property.
2023-10-04 11:57:37 +01:00
Richard Davey
563137ac78
Typo fix
2023-10-04 11:57:24 +01:00
Richard Davey
94662cdbc7
StaticBody.setSize
will now check to see if the body has a Game Object or not, and only call getCenter
and the frame sizes if it has. This fixes a bug where calling physics.add.staticBody
would throw an error if you provided a width and height. Fix #6630
2023-09-27 18:22:01 +01:00
Richard Davey
a1bc5e247b
Clarify set body docs further
2023-09-14 11:47:31 +01:00
samme
90799f39ed
Docs: StaticBody#reset description
2023-08-22 08:48:01 -07:00
Richard Davey
9080dbf1fd
Updated documentation to explain about calling convertTiles
2023-08-15 23:37:05 +01:00
Richard Davey
c5d53f9e94
Fixed typo
2023-08-08 13:08:54 +01:00
Richard Davey
23cd25f482
PhysicsGroup
will now set the classType
and null the config
when an array of single configuration objects is given in the constructor. Fix #6519
2023-07-21 18:13:37 +01:00
Richard Davey
f0c6bd63bd
The Matter Physics ignoreGravity
boolean is now checked during the Matter Engine internal functions, allowing this property to now work again. Fix #6473
2023-07-21 17:40:47 +01:00
Richard Davey
a504c78d44
Physics.Arcade.World.singleStep
is a new method that will advance the Arcade Physics World simulation by exactly 1 step (thanks @monteiz)
2023-07-21 16:33:31 +01:00
Richard Davey
2a2b9181f8
Adding documentation
2023-04-12 03:58:49 +01:00
Richard Davey
69841028bb
Matter.convertTilemapLayers
had an edge-case which could create composite bodies unintentionally. If any tiles had multiple colliders and you were providing body creation options, the parts
property in the options would be modified and then concatenated with any bodies created after it. This could mean that some tiles would be combined when they shouldn't be, and on large maps would eventually hang once the convex hull got too big / complex. It now runs a copy on the object before using it - fix #5977
2023-04-12 03:08:52 +01:00
Richard Davey
4e18d35098
Fixed doc types
2023-04-04 17:55:56 +01:00
Richard Davey
8adbb15c13
Added new Matter Body methods (velocity and speed)
2023-04-04 15:05:42 +01:00
Richard Davey
0a8f9a9f04
Fixed jsdoc types
2023-04-04 15:05:11 +01:00
Richard Davey
24c85af875
Upgrade to MatterJS v0.19
2023-04-03 22:01:39 +01:00
Richard Davey
b5f1b2b588
The MatterTileBody
class, which is created when you convert a Tilemap into a Matter Physics world, will now check to see if the Tile has flipX
or flipY
set on it and rotate the body accordingly. Fix #5893
2023-03-22 17:45:18 +00:00
Richard Davey
881d62075f
Remove console.logs. Fix #6420
2023-03-22 16:19:55 +00:00
Richard Davey
c8acb16fa7
Added { willReadFrequently }
to every canvas context, no matter where it comes from
2023-03-09 17:30:04 +00:00
Richard Davey
aa3e1d17ce
Updated documentation
2023-02-27 16:26:04 +00:00
Richard Davey
884a2f1fad
Added Matter Walls type
2023-02-01 18:08:40 +00:00
Richard Davey
dae80ee845
Update MatterWorldConfig.js
2023-01-27 17:45:32 +00:00
samme
ca2cef5281
Set blocked.none in processX(), processY()
2023-01-22 10:30:42 -08:00
samme
5c5829867c
Docs: Enable#enableBody() and Enable#disableBody()
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- Optional args in enableBody()
- Descriptions
2023-01-11 10:00:01 -08:00
Richard Davey
468bf7821d
Updated copyright year
2023-01-02 17:36:27 +00:00
Richard Davey
463b602608
Use getters
2022-12-27 16:56:05 +00:00
Bambosh
8038341c96
Compare maxSpeed with updated velocity
2022-12-24 15:26:13 +11:00
samme
09be12612b
Docs: change "Constructor" types to function
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- Phaser.Types.GameObjects.Group.GroupClassTypeConstructor
- Phaser.Types.GameObjects.Particles.ParticleClassConstructor
- Phaser.Types.Tilemaps.CreateFromObjectsClassTypeConstructor
Fixes #6318
2022-12-16 15:37:09 -08:00