photonstorm
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77f8e5eefc
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P2 Fixtures Collection Class (@georgiee please test it works ok! #704)
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2014-04-11 00:43:30 +01:00 |
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Richard Davey
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b7b1e7428a
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Merge pull request #704 from georgiee/fixture-list
P2 Fixtures Collection Class
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2014-04-11 00:19:05 +01:00 |
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photonstorm
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a01cc2e1ca
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Objects with an InputHandler now deactivate it when the object is removed from a Group but not destroyed (fix #672)
Lots of jsdoc fixes in Body and World.
Removed un-used events from World (such as onImpact).
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2014-04-11 00:06:22 +01:00 |
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Georgios Kaleadis
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1213cae0a4
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additionally save fixtures by key
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2014-04-10 21:28:14 +02:00 |
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Georgios Kaleadis
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d2a348f0bb
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return the result of body#setCircle
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2014-03-28 09:48:23 +02:00 |
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Christian Wesselhoeft
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1c286c1ae5
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Fix jshint issues in src/physics/p2
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2014-03-25 14:56:05 -07:00 |
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Christian Wesselhoeft
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61f18b675c
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Trim trailing whitespace.
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2014-03-25 14:56:04 -07:00 |
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Georgios Kaleadis
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c2964857a3
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multiple circle shapes in a body with position
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2014-03-21 20:45:25 +01:00 |
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photonstorm
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0fca997d43
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P2.Body.loadPolygon no longer modifies the Cache array (fix #613)
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2014-03-21 13:46:35 +00:00 |
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Georgios Kaleadis
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a4982fa6e2
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better fixture handling
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2014-03-20 19:38:47 +01:00 |
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Georgios Kaleadis
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277afa1415
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method docs
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2014-03-20 15:46:54 +01:00 |
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Georgios Kaleadis
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45a41af766
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exporter update
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2014-03-20 15:27:50 +01:00 |
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Georgios Kaleadis
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66fa003901
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custom export from physics editor
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2014-03-20 13:38:25 +01:00 |
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Georgios Kaleadis
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5b78c5c46e
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fixed wrong motion state constants in phaser p2 body
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2014-03-19 22:56:26 +01:00 |
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photonstorm
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164f3cbe83
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When creating a Sprite (via Group.create or directly) with exists = false and a P2 body, the body is not added to the world.
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2014-03-19 13:09:29 +00:00 |
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photonstorm
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5e11b1ad87
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The Static, Kinematic and Dynamic consts that P2.Body uses were incorrect (fixes #563)
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2014-03-14 19:20:35 +00:00 |
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photonstorm
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e955145707
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Added p2 kill and reset test + nearing completion on tilemap collision.
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2014-03-13 21:14:18 +00:00 |
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photonstorm
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c2d38fe16b
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jshint passed all the p2 physics and fixed Debug.spriteBounds.
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2014-03-13 16:16:14 +00:00 |
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photonstorm
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ef359e8992
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P2 Springs example done and working nicely.
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2014-03-13 10:32:34 +00:00 |
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photonstorm
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0584d3eadf
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P2 collision groups and callbacks working as expected, new example done.
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2014-03-13 09:14:12 +00:00 |
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photonstorm
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94448d2497
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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.
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2014-03-13 07:29:23 +00:00 |
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photonstorm
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fc788f909c
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P2 Body Begin and End Contact events done and working nicely.
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2014-03-12 15:26:20 +00:00 |
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photonstorm
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274fd4a7e9
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You can now hitTest against P2 bodies + example created.
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2014-03-12 13:26:27 +00:00 |
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photonstorm
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abf26df741
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New P2 examples and fixed Body debug assignment parameter.
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2014-03-12 06:25:29 +00:00 |
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photonstorm
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cb5a8c7515
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Renamed px2p and p2px to: pxm and mpx (px to meters and meters to px). Also removed from Math.
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2014-03-12 00:07:27 +00:00 |
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photonstorm
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a6467f9b60
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Fixed Arcade, Ninja and P2 enable methods. Modified core Physics enable. Added world enable test.
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2014-03-11 01:11:08 +00:00 |
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photonstorm
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13ff8985e1
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Merged @georgiee p2 BodyDebug and reformatted for jshint pass. Looks awesome :) #536
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2014-03-10 15:25:43 +00:00 |
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Georgios Kaleadis
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569770ed21
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update
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2014-03-10 14:28:44 +01:00 |
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Georgios Kaleadis
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95e2081f3a
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more p2 fixes
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2014-03-10 13:17:37 +01:00 |
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Georgios Kaleadis
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c611d51751
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minimal runable new p2 integration
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2014-03-10 13:15:05 +01:00 |
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photonstorm
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3e93f24583
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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.
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2014-03-06 06:29:19 +00:00 |
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photonstorm
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22b1ce9b9d
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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.
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2014-03-05 02:36:08 +00:00 |
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