samme
37c64dc0a9
Correct center
in constructor
2020-02-01 16:19:10 -08:00
samme
34176becb5
Correct position
in constructor
2020-02-01 16:18:52 -08:00
Richard Davey
4a6b2087f7
Fixed internal callback handlers
2020-01-15 12:45:59 +00:00
Richard Davey
ff65e69cd1
Changed copyright date to 2020
2020-01-15 12:07:09 +00:00
Richard Davey
c3940e15c6
PhysicsGroup
now uses the new internalCreateCallback
and internalRemoveCallback
to handle its body creation and destruction, allowing you to use your own createCallback
and removeCallback
as defined in the Group config. Fix #4420 #4657 #4822
2020-01-14 23:57:48 +00:00
Richard Davey
fb7f66838a
Marked width/height as readonly and added docs. Fix #4806
2020-01-14 22:45:55 +00:00
Richard Davey
8b9819b8f7
Merge pull request #4949 from samme/fix/collideSpriteVsSprite
...
Check for disabled body in collideSpriteVsGroup()
2020-01-13 11:34:36 +00:00
Andrew Brampton
e42f227ec2
Update documentation and one import, to use the consistent name of Vector2
.
...
There were examples that used Vec2, which wouldn't work. For example `An array of Point or Vector2 objects: [new Phaser.Math.Vec2(x1, y1), ...]` was not copy and pastable.
2020-01-11 06:46:25 -08:00
samme
eacb61e109
Check for disabled body in collideSpriteVsGroup()
2020-01-09 19:45:11 -08:00
samme
fa57f74b8f
Docs for Arcade Physics
2019-12-12 08:14:53 -08:00
Richard Davey
7ae124ff6e
Docs fix.
2019-12-09 08:57:24 +00:00
Richard Davey
44ff20d07e
Added deltaXFinal
and deltaYFinal
methods.
2019-12-09 08:55:37 +00:00
Richard Davey
dc6b080091
Merge pull request #4874 from samme/feature/overlapCirc
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Add ArcadePhysics#overlapCirc()
2019-11-20 22:02:15 +00:00
Richard Davey
e5421c4ebf
Fixed namespace #4873
2019-11-20 22:00:17 +00:00
Richard Davey
ce2dbb7095
Merge pull request #4873 from samme/feature/group-type
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Add `type` for Group, Arcade.Group, Arcade.StaticGroup
2019-11-20 21:54:10 +00:00
samme
b0f99db47d
Add ArcadePhysics#overlapCirc()
2019-11-20 12:21:53 -08:00
samme
8585541e15
Add type
for Group, PhysicsGroup, StaticPhysicsGroup
2019-11-20 11:53:38 -08:00
samme
e572921f38
Add targets
argument to closest(), furthest()
...
And exclude `source` from targets
2019-11-13 09:56:37 -08:00
samme
c46ab84fd9
Use body center in closest, furthest
2019-11-04 16:11:38 -08:00
Richard Davey
3a8a1f7b05
Added the new customBoundsRectangle config properties
2019-10-02 16:03:52 +01:00
Richard Davey
f0ed52c033
Tidy-up the customBoundsRectangle changes
2019-10-02 16:03:36 +01:00
Richard Davey
4f4b69123e
Merge branch 'master' into arcade_body_custom_bounds
2019-10-02 15:41:49 +01:00
Richard Davey
2c5b552bd5
Formatting tweak
2019-10-01 13:29:05 +01:00
Richard Davey
b78dbd81ac
Moved author block and fixed Body reset issue
2019-10-01 13:28:59 +01:00
Richard Davey
f16a16ba7d
Merge pull request #4729 from Gamefroot/arcade-physics-fps-fixes
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Arcade physics fps fixes
2019-10-01 13:17:41 +01:00
Richard Davey
7584b9b17f
Merge pull request #4752 from funnisimo/separateCircle
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FIX #4751 - Physics.Arcade.World.separateCircle - weird effects when …
2019-09-26 12:30:18 +01:00
Funnisimo
4455237967
need to do velocity based separation too
2019-09-19 14:13:07 -05:00
Funnisimo
b7ff2c02ae
FIX #4751 - Physics.Arcade.World.separateCircle - weird effects when bounce=0
2019-09-13 11:34:11 -05:00
Funnisimo
4bffc5a341
updated for lint
2019-09-12 10:09:47 -05:00
Funnisimo
bfcfde52f9
FIX : #4748 Physics.Arcade.Body.hitTest - bug with circles
2019-09-12 10:02:01 -05:00
Richard Davey
5b10c07d2e
ArcadePhysics.Body.checkWorldBounds
would incorrectly report as being on the World bounds if the blocked.none
flag had been toggled elsewhere in the Body. It now only sets if it toggles a new internal flag
2019-09-05 16:06:08 +01:00
Ben Richards
95d413dc3f
Fix friction issues at low frame rates or repeated physics steps.
...
- Add `prevFrame` to hold previous frame positions (`prev` now holds
previous step positions explicitly).
- Reset `prev` per step, fixing physics that relies on it.
- Remove `_reset` in favour of `moves`, which was all it ever checked.
Ironically, `_reset` never reset itself.
- Remove some `postUpdate` property setting which is now unnecessary.
The `prev` values now update just before they're used, so if you check
them outside the physics step, they reflect the previous step.
- Reset `World#stepsLastFrame` per frame, so it won't get stuck on.
2019-08-29 10:06:10 +12:00
Ben Richards
fd0dd79417
Prevent objects from sinking into tilemaps at low frame rates.
...
Because `blocked` would be set by the first collision,
repeated steps would then skip it, and allow gravity or acceleration
to ignore tiles in that direction for those steps.
2019-08-29 10:06:10 +12:00
Richard Davey
6c575ca20e
Arcade.Events.WORLD_STEP
is a new event you can listen to. It is emitted by the Arcade Physics World every time the world steps once. It is emitted _after_ the bodies and colliders have been updated. Fix #4289
2019-06-19 15:41:45 +01:00
Richard Davey
ef4b3cfe89
Improved update
handler to cut down on body iteration and stepping without an update due. Fix #4529
2019-06-19 15:32:17 +01:00
Richard Davey
96298cf920
Added new resetFlags
method and willStep
and delta
arguments to preUpdate
.
2019-06-19 15:31:29 +01:00
Richard Davey
b917a0611f
ESLint fix
2019-06-19 09:46:38 +01:00
Richard Davey
57fd8c9ce1
Merge pull request #4540 from BdR76/patch-2
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drawDebug, display checkCollision sides
2019-06-19 09:28:31 +01:00
Richard Davey
932583402c
Merge pull request #4589 from samme/x/arcade-static-body-setSize
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Change arguments to Arcade.StaticBody#setSize
2019-06-19 09:21:00 +01:00
samme
7bba56be16
Change arguments to StaticBody#setSize
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`center` replaces `offsetX`, `offsetY`
2019-06-12 10:59:07 -07:00
Richard Davey
9c7b26260e
StaticPhysicsGroup
can now take a classType
property in its Group Config and will use the value of it, rather than override it. If none is provided it'll default to ArcadeSprite
. Fix #4401
2019-06-12 12:06:40 +01:00
Richard Davey
77859b1cdf
Calling Arcade Physics Body.reset
on a Game Object that doesn't have any bounds, like a Container, would throw an error about being unable to access getTopLeft
. If this is the case, it will now set the position to the given x/y values
2019-06-11 18:20:56 +01:00
Markus Appel
5ff9b20668
Correct docs of arcade physics body member
2019-06-09 12:22:15 +02:00
samme
6a2c476557
Use defaultStrokeWidth in drawDebug()
2019-06-04 13:27:02 -07:00
BdR76
717c89d79b
Changed if-statements to multiple lines
...
Changed the if-statements to multiple lines as per ESLint config
2019-05-31 13:15:23 +02:00
samme
8e717d5588
Remove GroupClassTypeConstructor type
2019-05-23 15:10:40 -07:00
BdR76
f28df06bcf
drawDebug, display checkCollision sides
...
drawDebug, instead of rectangle only draw the sides where checkCollision is true, similar to debugger in layer
2019-05-19 14:49:15 +02:00
hizzd
4aa3d9f81a
Fixed separateCircle cause the position set NaN.
2019-05-11 20:52:57 +08:00
Richard Davey
c91ed91ce3
License link update
2019-05-10 16:15:04 +01:00
Richard Davey
e8f6bae7cb
A Body with damping
and drag
enabled would fail to move if it went from zero velocity to a new velocity inside an update
loop. It will now reset its speed accordingly and retain its new velocity
2019-05-10 12:28:06 +01:00