Commit graph

155 commits

Author SHA1 Message Date
photonstorm
7487c15f0e Doc updates. 2015-09-08 15:56:28 +01:00
Christoph Dörfel
96441fdb27 Set correct default value for 'clearCallback' on P2.Body.removeCollisionGroup 2015-08-30 01:30:33 +02:00
Christoph Dörfel
2623ddeaf7 Convenience function to remove a collision group from a P2 Body 2015-08-30 00:19:37 +02:00
photonstorm
55a7699381 Setting a P2.Body from Static or Kinematic to Dynamic will now automatically adjust the Body.mass to be 1 (thanks @wayfu #2005) 2015-08-20 11:19:30 +01:00
Richard Davey
4eb223f987 jsdocs fix. 2015-07-31 18:39:37 +01:00
vrecluse
632c258d8d Fix p2 BodyDebug pixelsPerLengthUnit bug.
When mpx doesn’t return default value, the debug body size and position
goes wrong.
2015-07-31 00:04:32 +08:00
photonstorm
f15fe6706c All undefined argument checks were changed from if (typeof x === 'undefined') to if (x === undefined) removing the typeof check and saving some bytes across the codebase in the process. 2015-07-22 10:37:15 +01:00
photonstorm
a0d57544c7 P2 updates finished. 2015-07-13 14:48:33 +01:00
photonstorm
956fa493a6 The P2.Body.onBeginContact arguments have changed. It now sends 5 arguments: The Phaser.P2.Body, the p2.Body, the p2 Shape from Body A, the p2 Shape from Body B and the contact equations array. Note that the Phaser.P2.Body may be null if you collide with a 'native' p2 body (such as the world bounds). However the p2.Body argument will always be populated.
The P2.Body.onEndContact arguments have changed. It now sends 4 arguments: The Phaser.P2.Body, the p2.Body, the p2 Shape from Body A and the p2 Shape from Body B. Note that the Phaser.P2.Body may be null if this is the end of a contact with a 'native' p2 body (such as the world bounds). However the p2.Body argument will always be populated.

Upgraded to p2.js 0.7.0
2015-07-13 11:44:04 +01:00
photonstorm
f48d038db3 Lots of jsdoc updates (#1644) 2015-07-08 15:10:41 +01:00
Richard Davey
f57d3c19e9 P2.Body.createGroupCallback incorrectly referenced the _groupCallbackContext when deleting it (thanks @Langerz82 #1886) 2015-07-07 01:24:26 +01:00
Standard Gaussian
a556dfdc69 Issue #1885: P2.enableBody now checks if an anchor exists on target object before attempting to set its value 2015-07-05 22:39:15 +01:00
photonstorm
17831e0103 P2.Body.loadPolygon now allows the key parameter to be passed as null - when this happens the object parameter can be the actual physics object data instead of a string pointing to the cache, allowing you to take advantage of adding multiple convex shapes with automatic adjustments for center of mass #1801 2015-06-16 19:02:28 +01:00
photonstorm
58f4b07741 Clarified relationship between Sprite and BodyDebug #1795 2015-06-16 18:30:54 +01:00
photonstorm
c518fa32b7 Formatting. 2015-06-16 14:16:04 +01:00
photonstorm
04cb3889a9 P2.getConstraints would return an array of null objects. It now returns the raw p2 constraint objects (thanks @valueerrorx #1726) 2015-04-13 12:12:18 +01:00
Richard Davey
0b3fc61ba7 Merge pull request #1723 from dgoemans/dev
Fix for Phaser with requirejs
2015-04-13 11:29:58 +01:00
Chad Engler
b89cdd5a0c check for existence of sprite on body destroy 2015-04-12 17:30:54 -07:00
David Goemans
73bace335a Built a fix into p2.js v0.6.1 for using requirejs with phaser. This has also been put as a pull request to p2.js 2015-04-06 12:43:03 +02:00
photonstorm
ba052389a3 New version of p2.js merged for testing. 2015-03-23 10:11:49 +00:00
Chad Engler
f5af981da3 fix missing semicolon 2015-03-22 21:28:27 -07:00
Chad Engler
97410f8907 add debug drawing for p2 capsule shape 2015-03-22 19:45:18 -07:00
Chad Engler
0b3850cc0c Fix debug drawing for p2 physics bodies 2015-03-18 01:19:32 -07:00
photonstorm
893d36f128 jsdoc fix. 2015-03-05 14:01:52 +00:00
photonstorm
a69e53f901 Copyright date change. 2015-02-25 03:36:23 +00:00
photonstorm
1229c791b3 Added Body.dirty flag (reserved for future use) 2015-02-17 05:13:54 +00:00
photonstorm
f60b2b7635 World.setBounds if called after you had already started P2 Physics would incorrectly create a new collision group for the wall objects. P2.World now remembers the settings you provide for each wall and the collision group, and re-applies these settings should the world dimensions ever change (thanks @nextht #1455) 2015-02-11 22:33:29 +00:00
photonstorm
6081aa360f P2.Body.clearCollision default values were incorrectly set to false if no parameters were provided, even though the docs said they were true (thanks @brianbunch #1597) 2015-02-08 21:57:08 +00:00
Richard Davey
66ad09ebd0 Merge pull request #1549 from tomlarkworthy/fixAdjustMass
Bug fix: adjust mass and debug body gfx
2015-02-03 21:12:15 +00:00
Richard Davey
0953e927b4 Merge pull request #1559 from vulvulune/dev
Complete "tsdocs" tasks to download plugins + improve ts doc + grunt:jsdoc
2015-02-03 21:04:30 +00:00
vulvulune
1aab540a6f Correct comment Phaser.Physics.P2.BodyDebug
Set correct method name in comments
2015-01-27 15:26:05 +01:00
vulvulune
7be4b8d7a9 Replace the grunt docs tasks with grunt-jsdoc
Replace builddoc and exportdocjson grunt tasks with grunt-jsdoc.
To avoid an error I added a fake comment to a @todo param in the p2.js
file.
2015-01-22 16:22:51 +01:00
Tom Larkworthy
4b32505383 calling adjust mass desyncs the debug graphics from the real positions of bodies 2015-01-17 21:15:10 -08:00
photonstorm
965fbc96e7 Typo fixes :) 2014-12-11 22:30:24 +00:00
photonstorm
3c564a33b6 The P2 World constructor wouldn't let you use your own config unless you specified both the gravity *and* broadphase. Now allows one or both (thanks @englercj #1412) 2014-12-11 22:04:45 +00:00
photonstorm
4abb1550d7 P2.postBroadphaserHandler updated to avoid skipping final 2 pairs. 2014-12-11 22:00:06 +00:00
photonstorm
667d477a16 P2.BodyDebug always lagged behind the position of the Body it was tracking by one frame, which became visible at high speeds. It now syncs its position in the Body.postUpdate which prevents this from happening (thanks @valueerror) 2014-11-25 22:21:11 +00:00
photonstorm
7aaa63e7a5 When you change State the P2 Physics world is no longer fully cleared. All of the bodies, springs, fixtures, materials and constraints are removed - but config settings such as gravity, restitution, the contact solver, etc are all retained. The P2.World object is only created the very first time you call Physics.startSystem. Every subsequent call hits P2.World.reset instead (#1292) 2014-11-25 12:09:03 +00:00
photonstorm
0f3849491d P2.BodyDebug circles were drawing at half widths (thanks @enriqueto #1288) 2014-11-08 14:09:26 +00:00
photonstorm
96fd0ade74 JSDoc fixes. 2014-10-21 22:43:42 +01:00
photonstorm
20551f9129 Lots of jsdocs fixes ready for the new doc generator. 2014-09-16 17:35:08 +01:00
photonstorm
5eedc4c2c5 The physics config object is now stored locally in World.config. 2014-09-09 12:49:31 +01:00
photonstorm
59f7c53019 P2.Body.addCapsule didn't use to pass the radius value through pxm, but now does so you have to specify it in pixels, not meters. 2014-09-08 22:34:53 +01:00
Richard Davey
55400ce988 World.createDistanceConstraint signature changed to include new local anchors (thanks @rhmoller #1169) 2014-09-04 22:22:10 +01:00
photonstorm
865c6878bf P2.World.getSprings used to return an empty array, but now returns all the Springs in the world (#1134) 2014-09-02 15:06:43 +01:00
photonstorm
9b6ffc3f94 Moved Springs to not extend p2 Springs as they break when added to the p2.World. Springs and spring removal now working properly (#1134) 2014-08-29 14:13:20 +01:00
photonstorm
dd160f004b jsdocs update for collideWorldBounds #1010 2014-08-29 01:16:05 +01:00
photonstorm
6fbaa36ddd P2.PointProxy.mx and my values are get and set in meters with no pixel conversion taking place.
P2.InversePointProxy.mx and my values are get and set in meters with no pixel conversion taking place.
P2.PointProxy.x and y values are now returned in pixels (previously they were returned in meters). See PointProxy.mx/my for meter values.
P2.InversePointProxy.x and y values are now returned in pixels (previously they were returned in meters). See PointProxy.mx/my for meter values.
2014-08-28 17:04:58 +01:00
photonstorm
a7d9b2c8c5 The P2.World.postBroadphaseHandler now checks if the returned pairs array is empty or not before processing it (thanks @wayfu #934) 2014-08-28 04:24:08 +01:00
photonstorm
0f207c47a7 Calling P2.Body.destroy or ArcadePhysics.Body.destroy wouldn't null the parent sprite body, causing it to error in the next update (thanks @jonathanhooker #1077) 2014-08-28 03:44:02 +01:00