Stefan Holmgren
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51102797ed
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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
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2014-03-15 06:19:26 +01:00 |
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photonstorm
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abf26df741
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New P2 examples and fixed Body debug assignment parameter.
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2014-03-12 06:25:29 +00:00 |
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photonstorm
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a07cf894a0
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Fixed Kenny tiles. Fixed Ninja Circle vs. World bounds. Added Ninja tilemap to Tiles conversion. Created test.
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2014-03-12 02:44:34 +00:00 |
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photonstorm
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4cac6408d8
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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.
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2014-03-07 04:43:55 +00:00 |
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photonstorm
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6815c5909a
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New tiles and new map test.
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2014-03-06 09:48:42 +00:00 |
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photonstorm
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e97a207816
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Added in Circle to the Ninja physics system.
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2014-03-06 07:18:59 +00:00 |
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photonstorm
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3e93f24583
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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.
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2014-03-06 06:29:19 +00:00 |
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