Commit graph

435 commits

Author SHA1 Message Date
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
2483cd5df4 Various readonly Body properties flagged as 'readonly' in the jsdocs (#1643) 2015-02-26 23:32:14 +00:00
photonstorm
f99f182a6f Arcade Physics is now using a spacial pre-sort for all Sprite vs. Group and Group vs. Group collisions. You can define the direction the sort will prioritise via the new sortDirection property. By default it is set to Phaser.Physics.Arcade.LEFT_RIGHT. For example if you are making a horizontally scrolling game, where the player starts on the left and moves to the right, then this sort order will allow the physics system to quickly eliminate any object to the right of the players bounds. This cuts down on the sheer volume of actual collision checks needing to be made. In a densely populated level it can improve fps rate dramatically.
There are 3 other directions available (`RIGHT_LEFT`, `TOP_BOTTOM` and `BOTTOM_TOP`) and which one you need will depend on your game type. If you were making a vertically scrolling shoot-em-up then you'd pick `BOTTOM_TOP` so it sorts all objects above and can bail out quickly.

More importantly you can switch the `sortDirection` at run-time with no loss of performance. Just make sure you do it *before* running any collision checks. So if you had a large 8-way scrolling world you could set the `sortDirection` to match the direction the player was moving in and adjust it in real-time, getting the benefits as you go. My thanks to Aaron Lahman for inspiring this update.
2015-02-26 21:24:07 +00:00
photonstorm
03a2db18cb Added extra protection in the case of mixed-type Groups.
Removed window vars and replaced with stats property.
Removed redundant if/else checks.
2015-02-25 06:06:40 +00:00
photonstorm
8aec760cd5 First pass at spacial sorting in World.collide. 2015-02-25 05:39:02 +00:00
photonstorm
a69e53f901 Copyright date change. 2015-02-25 03:36:23 +00:00
photonstorm
dee13d52d8 jshint fix. 2015-02-25 02:50:57 +00:00
photonstorm
c799dfe7da Fixed physics postUpdate issue causing particles and all kinds of things to go awry. 2015-02-25 02:18:05 +00:00
photonstorm
3d399f1b14 Removed the final few private vars from computeVelocity 2015-02-25 00:04:53 +00:00
photonstorm
42b316473d jsdoc fix. 2015-02-23 13:58:57 +00:00
photonstorm
a7bdce1806 Moved collideSpriteVsTilemapLayer to here. 2015-02-19 05:00:22 +00:00
photonstorm
eb732e1d90 Refactored ArcadePhysics.World to remove global property use and array length caches. 2015-02-19 04:59:55 +00:00
photonstorm
052b9a7e06 Separated the Tilemap specific code from World. 2015-02-17 15:49:53 +00:00
photonstorm
4bb1adcf36 Typo fix. 2015-02-17 06:00:18 +00:00
photonstorm
1229c791b3 Added Body.dirty flag (reserved for future use) 2015-02-17 05:13:54 +00:00
photonstorm
0588f95f4c Body.phase renamed to Body.dirty. 2015-02-17 05:13:36 +00:00
photonstorm
86f05160b7 Removed array length vars and added strict equalities. 2015-02-17 05:13:12 +00:00
photonstorm
8483eac6aa Removing all use of _cache from all Game Objects. 2015-02-16 17:22:51 +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
18ff04810f ArcadePhysics.distanceToPointer now calculates the distance in world space values.
ArcadePhysics.moveToPointer no longer goes crazy if the maxTime parameter is given and the Sprite is positioned in a larger game world (thanks @AnderbergE #1472)
2015-02-10 22:16:35 +00:00
photonstorm
816a80f39a If Body.customSeparateX or customSeparateY is true then the Body will no longer be automatically separated from a **Tilemap** collision or exchange any velocity. The amount of pixels that the Body has intersected the tile is available in Body.overlapX and overlapY, so you can use these values to perform your own separation in your collision callback (#992) 2015-02-10 12:58:12 +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
photonstorm
d710caed9e Body.reset now resets the Body.speed value to zero. 2015-02-05 05:12:31 +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
Richard Davey
21823f65e3 Merge pull request #1576 from vulvulune/jsdoc
Correct comments
2015-02-03 20:47:32 +00:00
Richard Davey
9efca46021 Merge pull request #1582 from micahjohnston/dev
Fix doc comment on Phaser.Physics.Arcade#getObjectsAtLocation.
2015-02-03 20:45:33 +00:00
zekoff
0ccd225e08 Allow max of 0 in computeVelocity
Previous method of setting default max did not allow falsey values.
2015-02-03 11:36:53 -06:00
Micah Johnston
34d443153f fix argument name in comment on Phaser.Physics.Arcade#getObjectsAtLocation. 2015-01-30 05:48:34 -07:00
Micah Johnston
401d2fe847 Fix doc comment on Phaser.Physics.Arcade#getObjectsAtLocation. 2015-01-29 18:13:03 -07:00
photonstorm
d6ea8fb956 jsdoc updates (spelling mistakes, code formatting, etc) 2015-01-28 17:18:33 +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
photonstorm
587c3e5f6a Arcade.Body.friction allows you to have more fine-grained control over the amount of velocity passed between bodies on collision. 2015-01-18 12:24:00 +00:00
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
0f42b530eb Physics.Arcade.isPaused allows you to toggle Arcade Physics processing on and off. If true the Body.preUpdate method will be skipped, halting all motion for all bodies. Note that other methods such as collide will still work, so be careful not to call them on paused bodies. 2015-01-10 00:30:02 +00:00
photonstorm
8cd98e2e36 jsdocs fixes. 2015-01-05 10:59:10 +00:00
photonstorm
15d5b54c26 Removed redundant updateTransform call. 2015-01-02 04:15:27 +00:00
Richard Davey
3c4a9720c6 Body updateTransform patch re: #1493 and #1490 2015-01-01 12:33:43 +00:00
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
Paul
dab8772de0 Documentation - consistency updates
- Updated `readOnly` doclet to `readonly`

- `array` refined to `type[]`, where such information was immediately
determinable.

- Updated {Any}/{*} to {any}; {...*} is standard exception

- Udated {Object} to {object}
2014-11-30 04:03:35 -08:00
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
Pete Baron
bc70ce74b5 Minor logic fix to nested loop counters. 2014-11-12 15:00:26 +13:00
Pete Baron
1c7059ea6c Merge remote-tracking branch 'phaser-github/dev' into dev
Conflicts:
	src/animation/FrameData.js
	src/core/Game.js
	src/particles/arcade/Emitter.js
	src/time/Time.js
	src/tween/Tween.js
2014-11-12 13:03:52 +13:00
Pete Baron
af09290cbf Add getObjectsAtLocation method in Arcade physics. 2014-11-12 11:24:38 +13:00
photonstorm
8bf93fb658 ArcadePhysics.skipQuadTree is now set to true by default. A QuadTree is a wonderful thing if the objects in your game are well spaced out. But in tightly packed games, especially those with tilemaps or single-screen games, they are a considerable performance drain and eat up CPU. We've taken the decision to disable the Arcade Physics QuadTree by default. It's all still in there and can be re-enabled via game.physics.arcade.skipQuadTree = false, but please only do so if you're sure your game benefits from this. 2014-11-11 01:05:58 +00:00