photonstorm
451f68be96
Updated p2 to 6abc900ff9
(which has probably broken stuff, but we'll test it tomorrow).
2014-04-08 03:30:45 +01:00
photonstorm
01eec6cef5
Keyboard.stop nulls the function references after removing the event listeners (thanks @bmceldowney, #691 )
2014-04-07 12:29:26 +01:00
photonstorm
439cefd481
ArcadePhysics.Body.hitTest(x, y) will return a boolean based on if the given world coordinate are within the Body or not.
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Fixed jsdoc method tags in Body.
2014-04-01 03:54:20 +01:00
photonstorm
9762bff5eb
Updated docs to specify callback parameter order ( #667 )
2014-04-01 00:50:24 +01:00
Georgios Kaleadis
0a456d81c1
remove physics loader flags in p2 world, fix naming in loader
2014-03-31 10:46:17 +03:00
Georgios Kaleadis
d2a348f0bb
return the result of body#setCircle
2014-03-28 09:48:23 +02:00
photonstorm
5b73bb21bb
Sprite would glitch if it had an ArcadePhysics Body that was re-positioned out of loop.
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Sprite would "fly off" if it had an ArcadePhysics Body that was re-positioned during an input handler.
Newly generated docs
2014-03-28 01:42:49 +00:00
Richard Davey
2092a7e360
Merge pull request #653 from bmceldowney/dev
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Removing tilemap layer retrieval for object layers in convertCollisionObjects()
2014-03-26 15:48:42 +00:00
Richard Davey
06c953a293
Merge pull request #647 from xtian/grunt-jshint
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Run jshint as part of build process and fix jshint errors
2014-03-26 15:46:35 +00:00
Ben McEldowney
2cd538e498
removing erroneous tilemap layer retrieval for object layers in convertCollisionObjects()
2014-03-26 07:48:47 -07:00
photonstorm
fc0e239719
ArcadePhysics.Body preUpdate has been modified to stop Sprites with non-1 scaling from gaining delta and moving off the screen ( fix #644 ).
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Lots of ArcadePhysics.World methods have been marked as private where they shouldn't be called directly (separateX, etc)
2014-03-26 10:48:30 +00:00
Christian Wesselhoeft
f409a735f0
Fix jshint issues in src/Phaser.js
2014-03-25 14:56:05 -07:00
Christian Wesselhoeft
1c286c1ae5
Fix jshint issues in src/physics/p2
2014-03-25 14:56:05 -07:00
Christian Wesselhoeft
b375daa3f6
Fix jshint issues in src/physics/ninja
2014-03-25 14:56:05 -07:00
Christian Wesselhoeft
5f267baeb0
Fix jshint issues in src/physics/arcade
2014-03-25 14:56:04 -07:00
Christian Wesselhoeft
61f18b675c
Trim trailing whitespace.
2014-03-25 14:56:04 -07:00
photonstorm
26a89f0b84
New build files with tilemap callback fixes in.
2014-03-24 01:39:09 +00:00
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
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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
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Custom PhysicsEditor export & new p2 polygon parsing
2014-03-21 11:27:13 +00:00
photonstorm
b9fcda73ca
ArcadePhysics.World.seperate will now check gravity totals to determine separation order. You can set World.forceX to true to always separate on X first and skip this check.
2014-03-21 11:22:56 +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
photonstorm
634b1d1093
Emitter.friction property removed and replaced with Emitter.particleDrag, which is now correctly applied.
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ArcadePhysics.Body.reset incorrectly set the Body.rotation to Sprite.rotation instead of angle.
Emitter.emitParticle resets the rotation on the particle to zero before emitting it.
Lots of fixes to the TypeScript definitions file (thanks as always to clark-stevenson for his tireless work on these)
Emitters now bring the particle they are about to emit to the top of the Group before doing so. Avoids particles hidden behind others.
ArcadePhysics.Body.setSize corrected to take the parameters as positive, not negative values.
ArcadePhysics.Body now checks the Sprite scale automatically and adjusts the body size accordingly (fix #608 )
Emitter.particleClass can now be set to any object that extends Phaser.Sprite, which will be emitted instead of a regular Sprite.
2014-03-20 03:48:54 +00:00
photonstorm
684ee9c064
ArcadePhysics.Body has a deltaMax object, which allows you to cap the delta applied to the position to +- this value.
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ArcadePhysics.Body now checks the Sprite scale automatically and adjusts the body size accordingly (fix #608 )
2014-03-20 00:20:02 +00:00
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
0a42ac39b9
ArcadePhysics.World now has a checkCollision object which can be used to toggle collision against the 4 walls of its bounds.
2014-03-19 04:03:21 +00:00
photonstorm
2cc1a45f9a
Fixed SpriteBounds camera placement in Debug (again).
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Removed un-needed cache vars from ArcadePhysics.World.
Tidied up ArcadePhysics.Body and fixed rotation parameters.
Every single Arcade Physics Example now runs perfectly under this release.
2014-03-19 03:55:44 +00:00
photonstorm
79ffda3f18
ArcadePhysics.separate doesn't pass over to seperateX/Y if overlapOnly is true ( fix #604 )
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ArcadePhysics.collideSpriteVsSprite checks if both objects have bodies before processing.
ArcadePhysics.Body now checks the ArcadePhysics.World bounds, not the game bounds.
ArcadePhysics.Body has reverted to the 1.1.3 method of preUpdate, so you can now position sprites with x/y, drag them, etc, regardless of the Body.moves flag (issue #606 )
ArcadePhysics.World now has setBounds and setBoundsToWorld methods, which are called automatically on world resizing.
ArcadePhysics.Body no longer sets the offset to match the anchor.
2014-03-19 02:28:20 +00:00
photonstorm
9490041c79
ArcadePhysics.separate doesn't pass over to seperateX/Y if overlapOnly is true ( fix #604 )
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ArcadePhysics.collideSpriteVsSprite checks if both objects have bodies before processing.
2014-03-19 02:05:29 +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 )
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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
Stefan Holmgren
e3480ffd3c
Add destroy methods to Ninja Body, AABB and Circle
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The Sprite.destroy() method calls the Body’s destroy() method if a body
exists. If using Ninja physics, destroying a Sprite will not work,
since the destroy method wasn’t implemented in Ninja’s Body.
Also added destroy() methods to Ninja’s AABB and Circle. Tile already
have a destroy() method.
2014-03-16 12:14:46 +01:00
photonstorm
b9ac0d565e
Fixed Tile callback check in Arcade Physics ( fix #562 )
2014-03-16 00:53:50 +00:00
Richard Davey
227810ee01
Merge pull request #571 from dreadhorse/dev
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Ninja world collision to check right and bottom bounds
2014-03-16 00:41:51 +00:00
Stefan Holmgren
51102797ed
Ninja world collision to check right and bottom bounds
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The world collision algorithm need to check the right and bottom of the
bounds in case the bound’s x or y are not equal to 0
2014-03-15 06:19:26 +01:00
Richard Davey
fc5504f8d8
Fixed Sprite.destroy with an arcade body
2014-03-15 01:06:01 +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
901a7f13d1
Updated docs for 2.0 release and updated README.
2014-03-14 06:36:05 +00:00
photonstorm
44a5741148
Fixed games. Updated Body.moves handling.
2014-03-14 04:49:55 +00:00
photonstorm
0e29bd4300
Tile Collision Callbacks working properly. CSV / Blank map examples added. Multiple tilesets per map working again. That's it folks!
2014-03-14 04:21:56 +00:00