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
photonstorm
f3ff9c197f
Fixed all the tilemap examples.
2014-03-14 03:26:06 +00:00
photonstorm
017a017b96
TilemapLayer.getRayCastTiles will let you get all tiles that hit the given line for further processing.
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Fixed Tilemap collision. Added new TILE_BIAS const to aid with fast/small sprites.
2014-03-14 02:33:58 +00:00
photonstorm
a83a76bc5d
Line.coordinatesOnLine will return all coordinates on the line using Bresenhams line algorithm.
2014-03-14 00:05:03 +00:00
photonstorm
ec0b22268d
Added Body.tilePadding to help with small/fast moving bodies vs. tile collision.
2014-03-13 23:15:32 +00:00
photonstorm
5297497632
Tilemap collision finally getting closer.
2014-03-13 22:49:08 +00:00
photonstorm
e955145707
Added p2 kill and reset test + nearing completion on tilemap collision.
2014-03-13 21:14:18 +00:00
photonstorm
c8e63582a4
Lots of small tweaks to pass jshint.
2014-03-13 16:49:52 +00:00
photonstorm
c2d38fe16b
jshint passed all the p2 physics and fixed Debug.spriteBounds.
2014-03-13 16:16:14 +00:00
photonstorm
b666874592
Fixed Body.reset and Tanks game.
2014-03-13 15:57:49 +00:00
photonstorm
dc434dd1ff
Render Debug moved into Arcade class.
2014-03-13 15:41:56 +00:00
photonstorm
41bc616a3b
preUpdate rotation fix.
2014-03-13 13:29:54 +00:00
photonstorm
181ef7ce53
Added World.frameRate - The frame rate the world will be stepped at. Defaults to 1 / 60, but you can change here. Also see useElapsedTime property.
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Added World.useElapsedTime - If true the frameRate value will be ignored and instead p2 will step with the value of Game.Time.physicsElapsed, which is a delta time value. #554
2014-03-13 13:19:02 +00:00
photonstorm
c3f687eda9
Prismatic Constraint done. That's all of them! jshint time.
2014-03-13 13:09:33 +00:00
photonstorm
87684bb15f
Revolute Constraint done.
2014-03-13 12:14:14 +00:00
photonstorm
6b55fea953
Distance and Gear constraints done.
2014-03-13 11:13:22 +00:00
photonstorm
ef359e8992
P2 Springs example done and working nicely.
2014-03-13 10:32:34 +00:00
photonstorm
aa6b1821bd
Get First Dead example.
2014-03-13 10:14:06 +00:00
photonstorm
8318a58f69
Fixed bug causing Text with empty or no given text to break. Added World.createSpring.
2014-03-13 09:43:00 +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
84741f065f
New P2 examples. And fixed Camera.atLimit value.
2014-03-12 16:33:53 +00:00