Javier García Álvarez
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718db273c2
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Added doc for GameObjectFactory.register and GameObjectFactory.remove
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2019-12-18 11:32:29 +01:00 |
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Javier García Álvarez
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7576c824af
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Fixed semicolon in updateList doc
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2019-12-18 10:38:44 +01:00 |
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Richard Davey
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5cb7d8484f
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Added Game Object level collision events
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2019-12-18 02:22:37 +00:00 |
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Richard Davey
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a7c644454f
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Update PhysicsEditorParser.js
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2019-12-17 18:04:10 +00:00 |
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Richard Davey
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e6b43a2f48
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Improves jsdocs
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2019-12-17 18:03:23 +00:00 |
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Richard Davey
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fed63d7f11
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Update CHANGELOG.md
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2019-12-17 16:42:49 +00:00 |
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Richard Davey
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efcbd1e4e5
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Added helper methods for setting body collision callbacks
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2019-12-17 16:42:46 +00:00 |
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Richard Davey
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f64d3e59d0
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Per-body collision callbacks
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2019-12-17 16:42:30 +00:00 |
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Richard Davey
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0d62f60f60
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Removed un-used properties, functions and docs
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2019-12-17 16:42:16 +00:00 |
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Richard Davey
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21a6458608
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Added new collision pair type defs
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2019-12-17 16:41:58 +00:00 |
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Richard Davey
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294ca71d5d
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Update CHANGELOG.md
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2019-12-17 14:47:29 +00:00 |
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Richard Davey
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ac124b8e20
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Better handling of the runner config
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2019-12-17 13:52:57 +00:00 |
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Richard Davey
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1412e1f4f9
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Added typedef for Matter Runner config
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2019-12-17 13:52:46 +00:00 |
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Richard Davey
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da4466ed2a
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Update CHANGELOG.md
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2019-12-17 13:15:28 +00:00 |
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Richard Davey
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a158b14228
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Matter.World.has is a new method that will take a Matter Body, or Game Object, and search the world for it. If found, it will return true .
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2019-12-17 13:15:15 +00:00 |
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Richard Davey
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67a6fa81f9
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Added jsdocs and property
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2019-12-17 13:08:32 +00:00 |
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Richard Davey
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d260643c61
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Stricter checks against body removal and addition
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2019-12-17 13:07:16 +00:00 |
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Richard Davey
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29525868ff
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Added jsdocs
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2019-12-17 13:06:11 +00:00 |
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Richard Davey
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43b111dc3e
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Removed unused code and tidied up the Phaser specific additions
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2019-12-17 13:06:01 +00:00 |
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Richard Davey
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9c43681b79
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Added jsdocs and off handler
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2019-12-17 13:05:37 +00:00 |
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Richard Davey
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37b2fbd044
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Removed calcOffset
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2019-12-17 13:05:16 +00:00 |
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Richard Davey
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32b46b8e20
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TimeStep.smoothStep is a new boolean property that controls if any delta smoothing takes place during the game step. Delta smoothing has been enabled in Phaser since the first version and helps avoid delta spikes and dips, especially after loss of focus. However, you can now easily toggle if this happens via this property and the corresponding FPSConfig property.
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2019-12-17 13:04:50 +00:00 |
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Richard Davey
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1a50665ce1
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Function not triggering properly. Adding to Body directly.
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2019-12-17 02:14:54 +00:00 |
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Richard Davey
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819a6b20ae
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Walking through Matter compare merge
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2019-12-16 17:12:12 +00:00 |
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Richard Davey
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f9e5246af0
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Refactored so ops are done when the engine udates, not when the dom updates
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2019-12-13 19:41:47 +00:00 |
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Richard Davey
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87a8af35c5
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Added in Matter Runner
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2019-12-13 19:41:27 +00:00 |
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Richard Davey
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604531d70a
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Disable sync verts for now
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2019-12-13 19:41:18 +00:00 |
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Richard Davey
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e117a679d2
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Still fix sleeping
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2019-12-13 01:16:54 +00:00 |
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Richard Davey
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64b5a283f3
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Update CHANGELOG.md
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2019-12-12 17:15:03 +00:00 |
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Richard Davey
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63083882d3
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MatterGameObject has a new optional boolean parameter addToWorld which lets you control if the Body should be added to the world or not. Useful for toggling off should you be merging pre-existing bodies with Game Objects.
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2019-12-12 17:15:00 +00:00 |
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samme
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fa57f74b8f
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Docs for Arcade Physics
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2019-12-12 08:14:53 -08:00 |
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Richard Davey
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cc0f1db18c
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Update CHANGELOG.md
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2019-12-12 13:31:51 +00:00 |
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Richard Davey
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7ba6e9fe6b
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Added setCompositeRenderStyle method
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2019-12-12 13:31:47 +00:00 |
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Richard Davey
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093557a6ea
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Removed worldConstraint changes
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2019-12-12 13:31:36 +00:00 |
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Richard Davey
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03e67e2c50
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Added docs and Body level syncVerts property
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2019-12-12 12:41:11 +00:00 |
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Richard Davey
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01fa4d2c54
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Fix handling of centerOfMass
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2019-12-11 16:06:15 +00:00 |
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Richard Davey
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7a2c434ffc
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Remove deprecated code
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2019-12-11 16:06:01 +00:00 |
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Richard Davey
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4032f87368
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Fixed handling deeply nested bodies
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2019-12-11 16:05:52 +00:00 |
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Richard Davey
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4b14e489af
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Added start of fromJSON
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2019-12-11 15:01:05 +00:00 |
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Richard Davey
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69eec0add9
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Fixed overlap method
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2019-12-11 15:00:51 +00:00 |
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Richard Davey
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c267662259
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Update World.js
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2019-12-11 15:00:41 +00:00 |
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Richard Davey
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30750d1208
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Update PhysicsEditorParser.js
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2019-12-11 13:07:04 +00:00 |
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Richard Davey
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a10ca052f5
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Update CHANGELOG.md
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2019-12-11 13:06:11 +00:00 |
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Richard Davey
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826431c7fa
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Tidying up
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2019-12-11 13:06:07 +00:00 |
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Richard Davey
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19fc914a5b
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PhysicsEditorParser.parseVertices now uses Bodies.flagCoincidentParts to avoid duplicating code.
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2019-12-11 13:05:58 +00:00 |
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Richard Davey
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f5908fee8f
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Matter.Bodies.flagCoincidentParts is a new function that will flags all internal edges (coincident parts) on an array of body parts. This was previously part of the fromVertices function, but has been made external for outside use.
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2019-12-11 13:05:49 +00:00 |
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Richard Davey
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3bc73425a0
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Update CHANGELOG.md
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2019-12-10 17:53:47 +00:00 |
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Richard Davey
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bf00d63cc6
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Body.syncVerts is a new function that will re-sync the vert positions with the body position. Called if Engine.syncVerts is set (which is now the default)
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2019-12-10 17:53:44 +00:00 |
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Richard Davey
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a910a27349
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Engine.syncVerts is a new Engine config property that allows you to run a vert re-sync at the end of the Engine step. This can help massively if you find you've got verts drifting out of alignment with the body position when using pointer contraints, or high velocity environments. Uses the new Engine._bodiesSync function.
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2019-12-10 17:52:37 +00:00 |
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Richard Davey
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444bdf116f
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Debug tweaks
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2019-12-10 17:50:04 +00:00 |
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