Commit graph

48 commits

Author SHA1 Message Date
photonstorm
9bbc8ecce3 Phaser.Physics.P2.addPolygon now takes a nested array again (thanks @wayfu #1060) 2014-07-31 13:39:26 +01:00
Petar Petrov
78771d875b Fix issue #883
Check if points is an Array before parsing arguments.
2014-07-12 22:50:48 +02:00
photonstorm
6e94aa7cde Updated applyForce docs. 2014-07-02 16:29:30 +01:00
Richard Davey
a425470f41 Merge pull request #925 from jonkelling/dev
Fix for issue #917, Physics.P2.Body#addToWorld
2014-07-01 15:52:29 +01:00
Richard Davey
ba29d5bd4b Merge pull request #910 from TatumCreative/dev
Fix null returns for play()
2014-07-01 15:39:17 +01:00
Phaiax
18229d1673 fix jshint warning 2014-06-29 18:23:43 +02:00
Phaiax
394e70db06 inverting debug getter result 2014-06-28 01:33:02 +02:00
photonstorm
cd60554c78 Added P2 body anchor docs to clarify #938 2014-06-23 23:34:27 +01:00
jonkelling
36d70697db Fix for issue #917, Physics.P2.Body#addToWorld
Fix for issue #917: Calling reset() on Sprite with a P2 body can result in body.data.world == null.
Calling addToWorld() would previously not check the _toRemove array, which could, if the timing were right, result in a Sprite being revived but then removed from the P2 World--the result of this being the Sprite's data would be in a mixed state causing it to appear visually but not function in the world.
2014-06-17 21:53:20 -05:00
Greg Tatum
50f91eae54 Shape changed not called on removeShape
It looks like a bunch of these methods that modify the body don't call shapeChanged(). If you want I can add them all and resubmit.
2014-06-17 08:36:39 -05:00
photonstorm
88306b6e12 P2 World array reset fix. 2014-05-20 10:03:00 +01:00
photonstorm
fa613c5fe1 ScaleManager seeds _check private var with null to avoid later comparison check (thanks @jflowers45, fix #782)
P2.Body.applyForce should have used pxmi instead of pxm (thanks @Trufi, fix #776)
P2 fixed creation of RevoluteConstraint by passing maxForce in the options (thanks @woutercommandeur, fix #783)
2014-04-29 19:34:38 +01:00
photonstorm
4ec5665148 Fixed #750 - Invalid typescript mapping for TileSprite.autoScroll function in TS defs.
Game checks if window.console exists before using it (should fix IE9 issues when dev tools are closed), however it is still used deeper in Pixi.
Body.loadData flagged as deprecated.
2014-04-22 23:31:07 +01:00
photonstorm
944e03ddb8 P2.Body.loadPolygon has been updated to correct center of mass issues (thanks @georgiee, fix #749) 2014-04-22 22:33:25 +01:00
Georgios Kaleadis
c0189c02c1 fixed loadPolygon center of mass 2014-04-22 19:56:25 +02:00
photonstorm
a2b2d558a5 jsdoc and jshint fixes. 2014-04-11 03:02:19 +01:00
photonstorm
77f8e5eefc P2 Fixtures Collection Class (@georgiee please test it works ok! #704) 2014-04-11 00:43:30 +01:00
Richard Davey
b7b1e7428a Merge pull request #704 from georgiee/fixture-list
P2 Fixtures Collection Class
2014-04-11 00:19:05 +01:00
photonstorm
a01cc2e1ca 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).
2014-04-11 00:06:22 +01:00
Georgios Kaleadis
1213cae0a4 additionally save fixtures by key 2014-04-10 21:28:14 +02:00
Georgios Kaleadis
d2a348f0bb return the result of body#setCircle 2014-03-28 09:48:23 +02:00
Christian Wesselhoeft
1c286c1ae5 Fix jshint issues in src/physics/p2 2014-03-25 14:56:05 -07:00
Christian Wesselhoeft
61f18b675c Trim trailing whitespace. 2014-03-25 14:56:04 -07:00
Georgios Kaleadis
c2964857a3 multiple circle shapes in a body with position 2014-03-21 20:45:25 +01:00
photonstorm
0fca997d43 P2.Body.loadPolygon no longer modifies the Cache array (fix #613) 2014-03-21 13:46:35 +00:00
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
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
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
ef359e8992 P2 Springs example done and working nicely. 2014-03-13 10:32:34 +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
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
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
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
13ff8985e1 Merged @georgiee p2 BodyDebug and reformatted for jshint pass. Looks awesome :) #536 2014-03-10 15:25:43 +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
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
Renamed from src/physics/Body.js (Browse further)