Richard Davey
a043cc88ea
Changed version number
2018-10-12 18:32:52 +01:00
Richard Davey
a9938baec6
Merge pull request #4070 from samme/feature/arcade-group-config-enable
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Add PhysicsGroupConfig.enable, Arcade.Body#setEnable()
2018-10-12 18:29:58 +01:00
Richard Davey
4b1c762296
Updated @memberOf to @memberof
2018-10-10 10:49:13 +01:00
Richard Davey
a9063604dc
Replace @readOnly with @readonly
2018-10-09 13:40:00 +01:00
samme
5f4f5e6cfc
Merge branch 'master' into feature/arcade-group-config-enable
2018-09-29 14:07:09 -07:00
Richard Davey
37076516e2
Merge branch 'master' into docs/arcade-physics-2
2018-09-28 11:07:44 +01:00
samme
536555236f
Add PhysicsGroupConfig.enable, Arcade.Body#setEnable()
2018-09-26 10:25:45 -07:00
Richard Davey
8cc7650f8c
Arcade Physics Bodies will now sync the display origin of the parent Game Object to the body properties as part of the updateBounds
call.
2018-09-26 17:15:22 +01:00
samme
6a8e5d2082
Correct descriptions for customSeparateX, customSeparateY
2018-09-25 13:25:47 -07:00
samme
817720b42c
Correct description for Arcade.Body#maxVelocity
2018-09-24 16:58:00 -07:00
samme
2a51d6b70f
Arcade Physics docs revisions
2018-09-24 12:12:56 -07:00
Richard Davey
7c55e65543
Arcade Physics Body deltaX
and deltaY
methods will now return the previous steps delta values, rather than zero. Fix #3987
2018-09-04 12:16:24 +01:00
Richard Davey
00a31d2d88
Updated docs. Close #3997
2018-09-01 10:14:22 +01:00
Richard Davey
2c525845be
The Arcade Physics Body _tempMatrix
property has been removed. It was only used if the Body's Game Object had a parent. The matrix has been moved to the World instance instead, shared by all bodies.
2018-08-29 16:06:13 +01:00
Richard Davey
4bdb0de312
The Arcade Physics Body.speed
property is now set whenever you set the velocity via setVelocity
or setVelocityX
or setVelocityY
which stops the body velocity being reset to zero if useDamping
is enabled. Fix #3888
2018-08-08 17:31:22 +01:00
Richard Davey
3d23013b86
Body setSize changes to fix #3863 PR
2018-07-31 09:39:22 +01:00
tarsupin
79d64abaa3
Add spaces after ifs
2018-07-24 20:06:18 -05:00
tarsupin
7af6e5477f
Empty params reset to current texture size
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If the width and height aren't provided, it resets the body's size to match the current frame of the game object's texture.
2018-07-24 19:53:41 -05:00
Richard Davey
e7fec396e1
If a Body collides with a Static Body it will now set the blocked
properties accordingly
2018-06-03 21:17:33 +01:00
Richard Davey
579c6ba607
Body.useDamping is a new boolean property that allows you to use a damping effect for drag, rather than the default linear deceleration.
2018-06-03 17:08:08 +01:00
Richard Davey
586d1827e0
Removed dirty property, optimized update loop, refactored postUpdate for fixed time step
2018-06-01 19:18:40 +01:00
Richard Davey
de8462efed
Added default values and tidied up docs a little
2018-05-22 16:19:18 +01:00
samme
24efda7aca
Add allowDrag
, allowGravity
, allowRotation
to PhysicsGroup config
2018-05-16 10:36:23 -07:00
samme
a70fb6aee9
Add docs for Arcade Physics
2018-05-09 21:28:52 -07:00
Richard Davey
30d73a0197
Container can now be assigned an arcade physics body
2018-04-11 13:37:38 +01:00
Richard Davey
f80db91429
Allowing to work with Containers
2018-04-11 13:17:53 +01:00
orblazer
11845f9d6d
Fix "object" types on Physics and Math
2018-03-21 14:15:25 +01:00
orblazer
af3c03a3cb
Update JSDoc on "Arcade" physics
2018-03-19 00:29:46 +01:00
Sean Bohan
4cde28fecd
Forgot to devide width by 2
2018-03-16 14:02:41 +08:00
Sean Bohan
72e82ecf48
Fix debug draw of scaled arcade body
2018-03-16 14:02:41 +08:00
Sean Bohan
3f2e63fc17
Fix arcade body does not align with scaled parent object.
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When a game object scaled, arcade body still calculate its position based on its original size instead of scaled one.
2018-03-01 09:02:04 +08:00
Richard Davey
218b4e4a52
Merge pull request #3285 from samme/docs/onWorldBounds
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Describe Arcade.Body#onWorldBounds
2018-02-28 20:48:31 +00:00
Richard Davey
921d7e317a
Arcade Physics Bodies didn't apply the results of allowRotation
to the parent Game Object.
2018-02-27 01:08:55 +00:00
samme
36d91e9955
Describe Arcade.Body#onWorldBounds
2018-02-26 11:27:57 -08:00
Richard Davey
b36dd17430
Removed pendingDestroy and opted for easier Set iteration.
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Updated Body.reset so it resets the Sprite as well, otherwise the Body remains stuck on the next update loop.
2018-02-15 01:49:55 +00:00
Richard Davey
e68329f763
Fixed version numbers
2018-02-14 19:55:00 +00:00
Richard Davey
24e8f7a119
Body.destroy is now flag based, cleared by the World.
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Added pendingDestroy flag to handle body destruction within events or collider iterations.
2018-02-14 19:36:34 +00:00
Richard Davey
d1f5f8a82b
Added jsdocs
2018-02-12 16:01:21 +00:00
Richard Davey
e0899bfa00
Added jsdocs
2018-02-09 03:44:23 +00:00
Richard Davey
c625b8735b
Updated to using Event Emitter for all key managers and game objects. Events are now dispatched directly using arguments instead of Event objects, all managers updated to emit directly.
2018-01-12 17:09:21 +00:00
Michael Hadley
e3699aaea0
Remove unnecessary Arcade Body#tilePadding
2018-01-10 19:34:22 -06:00
Richard Davey
d8f1ba03e9
Moved repository location
2018-01-09 21:43:56 +00:00
Richard Davey
0d90f75b5f
Splitting the dev branch up into versions.
2016-11-22 01:36:56 +00:00
Richard Davey
4d4344bf03
Arcade Physics updated to use new Transform system.
2016-11-11 02:20:31 +00:00
Richard Davey
8a78029e2b
Merge pull request #2728 from samme/issue-2720
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Add a hint for resizing Body of scaled Sprites
2016-09-07 23:27:34 +01:00
James
42ca43d98c
updated docs on Arcade body's setSize
2016-08-30 17:08:25 -05:00
samme
792ae127bf
Add a hint for resizing Body of scaled Sprites
2016-08-29 12:50:05 -07:00
samme
b05becf962
Correct docs:
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* `angularAcceleration`, `angularDrag`, and `angularVelocity` are measured in degrees.
* `angle` describes `velocity` and is unrelated to angular motion
2016-08-22 12:05:12 -07:00
Richard Davey
19342fa3af
ArcadePhysics Body.rotation now reads its initial value from sprite.angle instead of sprite.rotation. The property was immediately replaced with the correct value in Body.preUpdate regardless, but it keeps it consistent (thanks @samme #2708 )
2016-08-21 10:27:58 +01:00
Richard Davey
6947057427
The property checkCollision.none
in the ArcadePhysics.Body class was available, but never used internally. It is now used and checked by the separate
method. By setting checkCollision.none = true
you can disable all collision and overlap checks on a Body, but still retain its motion updates (thanks @samme #2661 )
2016-07-23 10:01:38 +01:00