photonstorm
c1c2e6bc9d
Removed left-over Body.isCircle checks.
2016-05-23 23:02:04 +01:00
photonstorm
e974ff4ee9
Removed Circle functions and updated setSize docs.
2016-05-23 13:16:21 +01:00
photonstorm
16e9acac84
Updated Body.reset call.
2016-05-23 12:54:41 +01:00
photonstorm
09dd84565e
Arcade Physics Body incorrectly positioned if the Sprite had a negative scale (see http://www.html5gamedevs.com/topic/22695-247-248-body-anchoring-any-migration-tips/ ) (thanks @SBCGames @icameron @Nuuf @EvolViper #2488 #2490 )
2016-05-23 12:46:01 +01:00
photonstorm
7018ca2132
Position in Body.reset #2470
2016-05-16 15:20:44 +01:00
photonstorm
ac89d1aec7
Arcade Physics Body has a new property worldBounce
. This controls the elasticity of the Body specifically when colliding with the World bounds. By default this property is null
, in which case Body.bounce is used instead. Set this property to a Phaser.Point object in order to enable a World bounds specific bounce value (thanks @VitaZheltyakov #2465 )
2016-05-16 13:53:12 +01:00
photonstorm
f9994fac75
Fixed a bug in Arcade Physics Body.preUpdate which would incorrectly apply the position of an offset Body (one which has had Body.setSize used on it) when combined with a Sprite with a non-zero anchor (thanks @SBCGames #2470 )
2016-05-16 13:39:46 +01:00
photonstorm
19dce62734
Arcade Physics has had a new world
argument added to the following functions: distanceBetween
, distanceToXY
, distanceToPointer
, angleBetween
, angleToXY
and angleToPointer
. The argument (which is false by default), when enabled will calculate the angles or distances based on the Game Objects world
property, instead of its x
and y
properties. This allows it to work for objects that are placed in offset Groups, or are children of other display objects (thanks @Skeptron for the thread #2463 )
2016-05-16 13:31:57 +01:00
photonstorm
f494c867c7
Fixed an issue in the Arcade Physics overlap method where it would only detect overlaps up to the max bias threshold and no further (thanks @rgk #2441 )
...
The Arcade Physics overlap method would return false if two bodies were overlapping but neither had any velocity (i.e. they were embedded into each other)
2016-04-25 11:38:51 +01:00
photonstorm
41f81d39b7
jsdocs update (and removed isCircle switch)
2016-04-18 16:17:47 +01:00
photonstorm
ac4acfb912
Removed Arcade Physics Circle support (now in its own branch) ready for 2.4.7 release.
2016-04-14 13:23:28 +01:00
photonstorm
4d8753e9ce
Tidying up for 2.4.7.
2016-04-14 12:57:05 +01:00
photonstorm
aad499b025
Tidying up the code base for 2.4.7.
2016-04-14 12:43:10 +01:00
photonstorm
f4277efc20
Alternative snooker-ball like collision test.
2016-04-11 16:43:17 +01:00
photonstorm
3c4e63fda5
World.separateCircle is working with circle vs. circle bodies.
2016-04-08 03:37:49 +01:00
photonstorm
d009b8d769
Circle vs. Circle rebound code started.
2016-04-07 19:32:27 +01:00
photonstorm
cc5361dd6d
World.separate has been optimized to cut down on the number of calls to intersect
from 3 calls per Game Object collision check, to 2. So if you were colliding 50 sprites it will reduce the call count from 150 to 100 per frame. It also reduces the calls made to seperateX
and seperateY
by the same factor.
...
Two immovable bodies would never set their overlap data, even if an overlap only check was being made. As this is useful data to have this has been changed. Two immovable bodies will still never separate from each other, but they _will_ have their `overlapX` and `overlapY` properties calculated now.
2016-04-07 18:04:45 +01:00
photonstorm
50e126f59e
* Body has two new properties: left
and top
. These are the same as Body.x
and Body.y
but allow you to pass the Body to geometry level functions such as Circle.contains.
...
* Body.setCircle allows you to define a Body as using a circle to collide with instead of a rectangle. You can set the radius of the collision circle and an offset.
* Body.render now renders both circle and rectangle body shapes to the Debug canvas.
* World.intersects has been updated to support both circle and rectangle body shapes, and supports quick-paths for circle vs. circle and rect vs. rect checks.
* World.circleBodyIntersects is a new method that checks for intersection between a Body that has been defined as a circle, and a normal rectangle based Body. This is used internally by World.intersects, but exposed for direct calls as well.
2016-04-07 17:01:16 +01:00
photonstorm
952b5c04ea
The start of Arcade Physics circle bodies.
2016-04-07 14:32:53 +01:00
photonstorm
6933b41e6f
Arcade.Body's speed property was only set when the body moved, it now updates regardless (thanks @mark-henry #2417 )
2016-04-05 23:06:57 +01:00
photonstorm
f40cfbe2ae
2015 - 2016.
2016-04-04 22:16:16 +01:00
Richard Davey
5801f1aa15
jshint fixes.
2016-02-04 23:39:58 +00:00
photonstorm
a7c360425f
Tidying up code and docs.
2016-02-04 16:23:40 +00:00
Richard Davey
a8b04c4bf1
Merge pull request #2171 from mattrick16/dev
...
Add method to angle Display Objects relative to world
2016-02-04 18:21:14 +02:00
Richard Davey
8e6b88cda8
Merge pull request #2172 from jonjanisch/dev
...
Inconsistency in arcade.collide processCallback param order #667
2016-02-02 17:39:46 +02:00
Richard Davey
6a50e18bf0
Merge pull request #1610 from yigitozdemir/dev
...
On Ceiling Method Addition
2016-02-01 21:14:12 +02:00
Jonathan Janisch
24c85dbb35
Inconsistency in arcade.collide processCallback param order #667
2015-10-27 23:48:14 -04:00
mattrick
8843a4ad09
Add worldAngleToPointer
2015-10-27 16:55:23 -07:00
photonstorm
486c15f16f
New docs.
2015-08-24 15:43:45 +01:00
Richard Davey
a56cd31638
jsdoc updates.
2015-07-31 18:39:37 +01:00
photonstorm
858ad51610
Phaser 2.4 release.
2015-07-22 15:31:30 +01:00
photonstorm
f15fe6706c
All undefined argument checks were changed from if (typeof x === 'undefined')
to if (x === undefined)
removing the typeof check and saving some bytes across the codebase in the process.
2015-07-22 10:37:15 +01:00
Richard Davey
9e38bf974a
World.stateChange is a new method that is called whenever the state changes or restarts. It resets the world x/y coordinates back to zero and then resets the Camera.
...
Sprites with Arcade Physics bodies that had `collideWorldBounds` enabled would be moved to the wrong position if you restarted a State (or swapped to a new State) that reset the world bounds (thanks @vulvulune #1775 )
2015-07-22 01:24:26 +01:00
Casey Clyde
e935df328d
Sprite vs Tilemap can now check for overlap, without trying to separate
2015-05-23 22:39:12 -07:00
photonstorm
19f8a7316e
ArcadePhysics.Body.syncBounds is a new property that if true forces the Body to check itself against the Sprite.getBounds() dimensions and adjust its width and height accordingly. If false it will compare its dimensions against the Sprite scale instead, and adjust its width height if the scale has changed. Typically you would need to enable syncBounds
if your sprite is the child of a responsive display object such as a FlexLayer, or in any situation where the sprite scale doesn't change, but its parents scale is effecting the dimensions regardless.
2015-04-29 13:13:26 +01:00
photonstorm
432516fa0f
Physics.Arcade.sort has a new property 'sortDirection'. If not specified it will use World.sortDirection. If the Group given as the first parameter has its physicsSortDirection
property set that will override any other setting.
...
Physics.Arcade.sort now calls one of four functions: sortLeftRight, sortRightLeft, sortTopBottom and sortBottomTop. Each of which takes 2 Sprites as arguments.
Physics.Arcade.sort now doesn't bail out if the Group contains a mixture of physics and non-physics enabled objects, as the Group hash is now only ever populated with physics enabled objects. Also the sort comparison functions no longer return -1 if the bodies are invalid, but zero instead (#1721 )
2015-04-13 16:29:34 +01:00
photonstorm
35bfe5fb2a
Body.destroy now automatically calls Group.removeFromHash
.
2015-04-13 16:27:43 +01:00
photonstorm
77eaa7e707
Optimised World.collideHandler and added SORT_NONE option.
2015-03-23 15:05:57 +00:00
photonstorm
b07ce89236
sourceWidth / Height now only set from the texture if the object has a texture.
2015-03-23 15:05:39 +00:00
photonstorm
3f30a3d0d2
jsdocs updates.
2015-03-23 10:11:39 +00:00
breakosaur
bb600b4319
Fixed a few documentation typos.
2015-03-18 21:07:36 +00:00
photonstorm
2483cd5df4
Various readonly Body properties flagged as 'readonly' in the jsdocs ( #1643 )
2015-02-26 23:32:14 +00:00
photonstorm
f99f182a6f
Arcade Physics is now using a spacial pre-sort for all Sprite vs. Group and Group vs. Group collisions. You can define the direction the sort will prioritise via the new sortDirection
property. By default it is set to Phaser.Physics.Arcade.LEFT_RIGHT
. For example if you are making a horizontally scrolling game, where the player starts on the left and moves to the right, then this sort order will allow the physics system to quickly eliminate any object to the right of the players bounds. This cuts down on the sheer volume of actual collision checks needing to be made. In a densely populated level it can improve fps rate dramatically.
...
There are 3 other directions available (`RIGHT_LEFT`, `TOP_BOTTOM` and `BOTTOM_TOP`) and which one you need will depend on your game type. If you were making a vertically scrolling shoot-em-up then you'd pick `BOTTOM_TOP` so it sorts all objects above and can bail out quickly.
More importantly you can switch the `sortDirection` at run-time with no loss of performance. Just make sure you do it *before* running any collision checks. So if you had a large 8-way scrolling world you could set the `sortDirection` to match the direction the player was moving in and adjust it in real-time, getting the benefits as you go. My thanks to Aaron Lahman for inspiring this update.
2015-02-26 21:24:07 +00:00
photonstorm
03a2db18cb
Added extra protection in the case of mixed-type Groups.
...
Removed window vars and replaced with stats property.
Removed redundant if/else checks.
2015-02-25 06:06:40 +00:00
photonstorm
8aec760cd5
First pass at spacial sorting in World.collide.
2015-02-25 05:39:02 +00:00
photonstorm
a69e53f901
Copyright date change.
2015-02-25 03:36:23 +00:00
photonstorm
dee13d52d8
jshint fix.
2015-02-25 02:50:57 +00:00
photonstorm
c799dfe7da
Fixed physics postUpdate issue causing particles and all kinds of things to go awry.
2015-02-25 02:18:05 +00:00
photonstorm
3d399f1b14
Removed the final few private vars from computeVelocity
2015-02-25 00:04:53 +00:00
photonstorm
42b316473d
jsdoc fix.
2015-02-23 13:58:57 +00:00