photonstorm
89cdaef84d
New build files.
2014-03-18 00:01:39 +00:00
photonstorm
4a407f12a1
Button.onInputUpHandler wouldn't set an upFrame for a frame ID of zero, made the check more strict.
2014-03-17 23:57:27 +00:00
photonstorm
46d5069110
Tilemap.createFromObjects has a new parameter: adjustY, which is true by default. Because Tiled uses a bottom-left coordinate system Phaser used to set the Sprite anchor to 0,1 to compensate. If adjustY is true it now reduces the y value by the object height instead.
2014-03-17 23:54:04 +00:00
photonstorm
90ef694347
Tilemap.createFromObjects used to set the Sprite anchor to 0,1 because Tiled uses a bottom-left coordinate system. It now calculates the offset in TilemapParser.
2014-03-17 23:27:13 +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
f32dce8cdd
New build files.
2014-03-17 21:18:02 +00:00
photonstorm
08aa381238
p2 object re-created on system start.
2014-03-17 21:16:59 +00:00
photonstorm
a8502f3498
Removed State.destroy empty method and replaced with State.shutdown, as that is what the StateManager expects ( fix #586 )
2014-03-17 19:43:28 +00:00
photonstorm
3ebd0d9303
Updated Device.isConsoleOpen as it no longer works in Chrome. Revised code and documentation accordingly ( fix #593 )
...
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
Richard Davey
67919af33c
Merge pull request #591 from clark-stevenson/patch-1
...
Basic p2 added
2014-03-17 16:12:12 +00:00
photonstorm
bc8b2424ce
Removed the examples build script from the Gruntfile ( fix #592 )
2014-03-17 16:10:19 +00:00
photonstorm
30a04985f7
Working through blank tilemap fix.
2014-03-17 16:10:19 +00:00
clark-stevenson
868f128978
Basic p2 added
...
Will maybe be sketchy (a few Any's - p2.Shape or p2.Constraint etc). Also I may have messed up a couple of types (Phaser.Physics.p2.Body vs p2.Body).
Also fixed #585
2014-03-17 12:35:14 +00:00
Richard Davey
ccffcbdc9a
Merge pull request #584 from clark-stevenson/patch-2
...
Ninja Physics Added
2014-03-17 10:30:36 +00:00
clark-stevenson
1152fe6ee2
Ninja Physics Added
2014-03-16 15:21:22 +00:00
Richard Davey
e8b08cbdcc
Merge pull request #581 from dreadhorse/destroy
...
Add destroy methods to Ninja Body, AABB and Circle
2014-03-16 12:42:41 +00:00
Stefan Holmgren
e3480ffd3c
Add destroy methods to Ninja Body, AABB and Circle
...
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
photonstorm
ec2275e18c
Group enableBody parameter was incorrectly assigned to the debug var (thanks BurnedToast, fix #565 )
2014-03-16 00:45:47 +00:00
Richard Davey
227810ee01
Merge pull request #571 from dreadhorse/dev
...
Ninja world collision to check right and bottom bounds
2014-03-16 00:41:51 +00:00
photonstorm
db88bd2f22
Fixed the IE11 version check ( fixes #579 )
2014-03-16 00:39:42 +00:00
photonstorm
fee4d36b91
Group.getAt comparison updated ( fixes #578 )
2014-03-15 23:53:05 +00:00
Stefan Holmgren
51102797ed
Ninja world collision to check right and bottom bounds
...
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
1746afe477
Merged 1.2 branch into master for the final Phaser v2.0.0 release.
2014-03-14 06:43:52 +00:00
photonstorm
901a7f13d1
Updated docs for 2.0 release and updated README.
2014-03-14 06:36:05 +00:00
photonstorm
eb8f021202
Updated README, removed Examples, added Migration Guide.
2014-03-14 06:06:43 +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
d2506dd0f3
New tilemap ray casting example + bounce. Also fixed sci-fly example.
2014-03-14 02:42:56 +00:00
photonstorm
017a017b96
TilemapLayer.getRayCastTiles will let you get all tiles that hit the given line for further processing.
...
Fixed Tilemap collision. Added new TILE_BIAS const to aid with fast/small sprites.
2014-03-14 02:33:58 +00:00
photonstorm
f678d1fd31
Line now has x, y, width, height, top, bottom, left and right properties, so you can effectively get its bounds.
2014-03-14 00:19:45 +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
Richard Davey
31d2d392a6
Merge pull request #557 from alvinsight/1.2
...
Examples ready to be released !
2014-03-13 20:44:50 +00:00
alvinsight
726c42310a
Yeaah, 242 examples working, only 7 missing
2014-03-13 17:32:55 +00:00
alvinsight
8a4d5ab8fd
Updated all the examples that were using the old physicsEnabled
2014-03-13 17:32:54 +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
Richard Davey
7c8fb706ed
Merge pull request #556 from alvinsight/1.2
...
New examples for ninja physics, bitmap text, and documented the map func
2014-03-13 13:29:34 +00:00
alvinsight
c9f89f5a3b
New examples for ninja physics, bitmap text, and documented the map function
2014-03-13 13:25:39 +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.
...
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