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
b9ac0d565e
Fixed Tile callback check in Arcade Physics ( fix #562 )
2014-03-16 00:53:50 +00:00
Richard Davey
fc5504f8d8
Fixed Sprite.destroy with an arcade body
2014-03-15 01:06:01 +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
e9ae465272
Sorted out Body gravity settings and updated the example.
2014-03-11 16:26:03 +00:00
photonstorm
384451bef7
Particles back in and working again. Also updated most of the examples and put Body.gravity back in as well.
2014-03-11 02:49:55 +00:00
photonstorm
a6467f9b60
Fixed Arcade, Ninja and P2 enable methods. Modified core Physics enable. Added world enable test.
2014-03-11 01:11:08 +00:00
photonstorm
9f997daa46
Lots of examples fixes and put Group.sort back in.
2014-03-10 14:33:18 +00:00
photonstorm
8fff38618d
Tidied up the Examples, fixed Arcade Physics Body, added Body enable support to Group and fixed QuadTree.
2014-03-10 03:06:28 +00:00
photonstorm
4db1fc0079
Restored Phaser.QuadTree - should get all remaining Arcade Physics examples working again.
2014-03-07 15:14:53 +00:00
photonstorm
3e93f24583
New split physics system is implemented. Still tidying-up, but ArcadePhysics, P2 and Ninja Physics are in and configured. Lots more examples required, and tilemap collision mostly broken in Arcade at the moment. Time to implement in Ninja.
2014-03-06 06:29:19 +00:00
photonstorm
2bab4fd2fb
Testing lines.
2014-03-05 04:40:37 +00:00
photonstorm
12a2a2ec16
Testing map collision
2014-03-05 03:18:24 +00:00
photonstorm
22b1ce9b9d
Added Phasers new Physics Manager and restored the pre-1.1.4 ArcadePhysics system. The new manager can handle multiple physics systems running in parallel, which could be extremely useful for lots of games.
2014-03-05 02:36:08 +00:00
photonstorm
e5812710cc
Added Spring class. Fixed reason why World wasn't pre and post updating (Stage didn't have an exists property).
2014-02-15 02:19:37 +00:00
photonstorm
4aa945f991
Removed PixiPatch as it's no longer needed. Re-worked all of the Sprite autoCull and inWorld checks and cached the bounds. Fixed the Body calculations so physics is working again.
2014-02-09 03:48:31 +00:00
photonstorm
243820c973
Fixing up Pixis setBackgroundColor.
2014-02-08 09:14:44 +00:00
photonstorm
67bd653eb4
Graphics updated and restored. Working through fixing up Physics.
2014-02-07 19:44:14 +00:00
photonstorm
4cfce8b4d2
Group now extends PIXI.DisplayObjectContainer, rather than owning a _container property, which makes life a whole lot easier re: nesting.
2014-02-06 02:31:36 +00:00
photonstorm
e7a9b96d27
Final release 1.1.4 examples finished.
2014-02-05 16:55:02 +00:00
photonstorm
02b75b9e23
Updated doc files.
2014-02-05 16:55:02 +00:00
photonstorm
0896c2fac7
Updating copyright year and README.
2014-02-05 16:54:59 +00:00
photonstorm
846e9c5061
Removed debug info and tidying up ready for release.
2014-02-05 16:54:58 +00:00
photonstorm
1af86771ba
And we have level/ground jitter fixed :) Starstruck is running again properly now too. Time to commit and remove lots of debug data.
2014-02-05 16:54:58 +00:00
photonstorm
84f0f00f49
n-way collision checks and onBeginContact and onEndContact done and working. Also fixed issue in TweenManager.removeAll.
2014-02-05 16:54:58 +00:00
photonstorm
8315973c5d
Body/Group testing complete. Now focusing on n-way collision.
2014-02-03 04:09:45 +00:00
photonstorm
28f71ed86d
Fixed the Sprite / World / Group body issue. So invaders now works again, as do the new examples.
2014-02-03 04:09:45 +00:00
photonstorm
3488880956
Sprite vs. Sprite Group Body Tests.
2014-02-03 04:09:45 +00:00
photonstorm
5e182d317b
Fixed lots of examples and added the missing Line.js.
2014-01-31 14:12:20 +00:00
photonstorm
27fc447928
New polygon collision object examples and Body scale fixes.
2014-01-31 10:34:18 +00:00
photonstorm
45b6d5a741
Removed: Debug.renderSpriteTouching, Debug.renderLocalTransformInfo, Debug.renderWorldTransformInfo, Debug.renderSpriteCollision and Debug.dumpLinkedList.
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Debug.renderPhysicsBody(body, color) is extremely useful for debugging the new physics bodies. Will draw the outline + points in the color given.
Debug.renderBodyInfo(sprite, x, y, color) will display lots of Sprite body data.
2014-01-31 05:42:20 +00:00
photonstorm
13a86765cb
Phaser.CANVAS_PX_ROUND is a boolean. If 'true' the Canvas renderer will Math.floor() all coordinates before drawImage, stopping pixel interpolation. Defaults to false.
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Phaser.CANVAS_CLEAR_RECT is a boolean. If 'true' (the default) it will context.clearRect() every frame. If false this is skipped (useful if you know you don't need it)
Collision now works between Sprites positioned via sprite.x/y, sprite.body.x/y or sprite.body.velocity.
If you are tweening a sprite and still want physics collision, set `sprite.body.moves = false` otherwise it will fight against the tween motion.
2014-01-31 04:14:02 +00:00
photonstorm
68b7d22e0d
Fixed issue with the camera being slightly out of sync with 'fixedToCamera' sprites. Also fixed 'jitter' issue with camera targets.
2014-01-31 03:32:12 +00:00
photonstorm
6e4e99f436
Added Game Update loop step debugging - has proved utterly invaluable! Resolved camera jitter issues, gravity / downward force on tile/boundary issues and most tilemap collision issues.
2014-01-31 02:06:45 +00:00
photonstorm
651858372c
Added Game core loop stepping support. Super-useful for debugging, and helped me track down the issue with jittery physics collision. Double-win!
2014-01-29 17:10:13 +00:00