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 |
|
photonstorm
|
d2d77f37dd
|
Finished Ninja Physics updates.
|
2014-03-11 14:21:20 +00:00 |
|
photonstorm
|
170776ada1
|
rnd updated so the array picks use length -1 (fixes #541)
|
2014-03-11 10:56:54 +00:00 |
|
photonstorm
|
480c1819d6
|
Working through AABB vs. AABB tests.
|
2014-03-07 05:30:56 +00:00 |
|
photonstorm
|
4cac6408d8
|
Ninja.AABB updated with all the correct properties, now works fully as with Circle. Created new tests, all Ninja shapes now set Body.touching values correctly. TileSprites work as bodies. Trying out AABB vs. AABB collision now.
|
2014-03-07 04:43:55 +00:00 |
|
photonstorm
|
6815c5909a
|
New tiles and new map test.
|
2014-03-06 09:48:42 +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 |
|