photonstorm
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a814cc26cc
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* Fixed issue 135 - Added typeof checks into most ArcadePhysics functions to avoid errors with zero values.
* Fixed issue 136 - distanceTo using worldX/Y instead of x/y.
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2013-10-28 10:17:36 +00:00 |
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photonstorm
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6994e4be5e
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Merge branch 'dev'
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2013-10-25 18:50:14 +01:00 |
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photonstorm
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65d2bf557b
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Updated docs and more tidying up.
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2013-10-25 17:30:37 +01:00 |
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photonstorm
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9f9e6a2a57
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Lots of doc updates!
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2013-10-25 16:54:40 +01:00 |
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photonstorm
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7e5f38d022
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Phaser.Time physicsElapsed delta timer clamp added. Stops rogue iOS / slow mobile timer errors causing crazy high deltas.
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2013-10-23 17:11:06 +01:00 |
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photonstorm
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4a51ac4671
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Updated README and sorting out folder case issue.
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2013-10-23 13:30:23 +01:00 |
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photonstorm
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8ed783802e
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New examples page
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2013-10-18 15:12:32 +01:00 |
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photonstorm
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9c1fdb371c
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Nearly finished Tilemap integration into the core.
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2013-10-16 06:33:39 +01:00 |
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photonstorm
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31018b9295
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Star Struck game back and working again, plus finished the level design.
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2013-10-16 03:37:15 +01:00 |
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photonstorm
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a97f271de7
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Fixed Animation index 0 issue and hooked TilemapLayer to camera.
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2013-10-16 02:09:12 +01:00 |
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photonstorm
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fd5eeb9088
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Fixed Rectangle intersection issue and tilemap collision is working again. Win!
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2013-10-15 15:24:07 +01:00 |
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photonstorm
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f3ea68aad3
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Extracting the correct area from a layer, debug displaying it and preparing for collision.
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2013-10-15 05:41:42 +01:00 |
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photonstorm
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dd695e066f
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More tilemap tweaks.
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2013-10-14 19:37:52 +01:00 |
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photonstorm
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a7230aa769
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Sprite.loadTexture added.
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2013-10-10 09:03:38 +01:00 |
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photonstorm
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29acf7fb4b
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Enemy tanks, now firing.
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2013-10-09 07:11:36 +01:00 |
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photonstorm
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ca9321ef42
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Updated physics body to use localTransform. Updated tanks demo.
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2013-10-09 05:13:38 +01:00 |
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photonstorm
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83a00862be
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Lots of new examples and updates.
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2013-10-09 04:31:08 +01:00 |
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photonstorm
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f5584bdfe5
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Lots of fixes and updates to ArcadePhysics and Group, plus more examples.
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2013-10-08 21:09:46 +01:00 |
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photonstorm
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c307f79102
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Added Sprite.fixedToCamera, fixed Angular Velocity and Acceleration, fixed jittery Camera, added skipQuadTree flag and created lots more examples.
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2013-10-08 00:58:20 +01:00 |
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Richard Davey
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e8bed83ac3
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Making some major changes to Camera and World.
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2013-10-04 14:41:15 +01:00 |
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Richard Davey
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7c7cd8b01d
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More docs and quick patch to stop the body.allowRotation messing things up.
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2013-10-01 16:56:47 +01:00 |
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Richard Davey
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ca113b85aa
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More docs coming on.
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2013-10-01 16:39:39 +01:00 |
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Richard Davey
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8d17e1f963
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Sound duration fixes.
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2013-09-30 12:17:21 +01:00 |
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Richard Davey
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9d84429960
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Group length checks
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2013-09-24 15:49:21 +01:00 |
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Richard Davey
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891369b197
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Preparing for 1.0.6 release, but moving physics changes to dev.
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2013-09-24 15:28:29 +01:00 |
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Richard Davey
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51049128f5
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Collision fixes for testing
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2013-09-23 22:23:17 +01:00 |
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Richard Davey
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257cbe3be8
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Much more stable collision, just need to refactor the Tilemap handling - see if I can optimise it a bit too.
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2013-09-23 03:26:08 +01:00 |
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Richard Davey
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bc02a1a05e
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Fixing collision issues
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2013-09-23 01:06:09 +01:00 |
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Richard Davey
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a415e779d1
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Final 1.0.5 release.
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2013-09-20 13:55:33 +01:00 |
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Richard Davey
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f069107e55
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1.0.1 release - fixes issues in tile map collision, additional Animation stop checks and updated package license.
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2013-09-15 03:58:38 +01:00 |
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Richard Davey
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62d77e7038
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Small new demo and refactored collision list - now far less comparisons to perform!
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2013-09-13 04:22:12 +01:00 |
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Richard Davey
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0a42269479
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Group vs. Group collision working - also fixed a bug in the Body.reset function that was causing some lovely physics errors :)
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2013-09-13 03:52:05 +01:00 |
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Richard Davey
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ecc91fb4e0
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More collision test cases and fixing a few issues as I go :)
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2013-09-13 03:07:39 +01:00 |
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Richard Davey
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f812b92b8a
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Creating test cases.
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2013-09-13 02:07:58 +01:00 |
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Richard Davey
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a1450680a4
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Part way through re-factoring the collision handler
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2013-09-13 00:53:03 +01:00 |
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Richard Davey
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9f687b4f8a
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Adding Type support for collision checks.
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2013-09-12 21:54:41 +01:00 |
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Richard Davey
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79dc3566f4
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Fixed some issues in Tilemap collision, updated the Emitter so x/y controls the point of emission (to stop collision getting out of whack) and fixed the postUpdate in body.
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2013-09-12 20:59:56 +01:00 |
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Richard Davey
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92e86494e3
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Tilemap Collision in and working :) Needs testing against Groups now.
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2013-09-12 15:39:52 +01:00 |
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Richard Davey
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fba731e740
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Added optional "pixel perfect" input checks and tested against static sprites, animated sprites, physics sprites and sprites positioned outside the screen (needing camera shift to appear).
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2013-09-11 16:25:46 +01:00 |
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Richard Davey
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f260108433
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Tidying up source code for release. Also refactored World to use a Group instance, rather tha duplicate functions.
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2013-09-11 13:21:07 +01:00 |
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Richard Davey
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5d3fe891cd
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Particle Emitter in and working. Nice and fast, and a lot more flexible than before.
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2013-09-10 01:26:50 +01:00 |
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Richard Davey
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78598ae54a
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Implemented my own LinkedList class to make the new Input Handler easier to work with. And also just generally useful to have too.
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2013-09-08 11:24:41 +01:00 |
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Richard Davey
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fe6664eac7
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Fixed the Body collide issues and optimised the process at the same time. Now the QuadTree appears to work perfectly as a result. Bonus!
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2013-09-08 01:24:59 +01:00 |
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Richard Davey
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bb5d8ca170
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a
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2013-09-07 21:12:47 +01:00 |
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Richard Davey
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eb7af3d2a2
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Group nearly done. Sprite.anchor appears to be broken though, must fix.
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2013-09-06 20:20:58 +01:00 |
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Richard Davey
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822a2df289
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Lots of work on Group and also resolved the issue of the core game loop structure not being quite right.
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2013-09-06 15:00:05 +01:00 |
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Richard Davey
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0c97e8e151
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Starting work on Group.
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2013-09-05 21:07:44 +01:00 |
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Richard Davey
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10bc22b717
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Motion helper functions added to the ArcadePhysics class.
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2013-09-04 16:12:58 +01:00 |
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Richard Davey
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128bdccd79
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Sorted out the QuadTree issues and resolved a small but vital bug in separateX, also re-organised the collision flags in Body.
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2013-09-04 13:54:55 +01:00 |
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Richard Davey
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3f3b6bfd35
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Brand new highly optimised QuadTree added, populated by the game loop and world ready to be queried as often as you want in your game loop, without creating hundreds of new QuadTrees each frame.
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2013-09-04 03:48:15 +01:00 |
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