samme
c46ab84fd9
Use body center in closest, furthest
2019-11-04 16:11:38 -08:00
Anatoly Rybalchenko
03810ecccf
Set 'part.angle' in 'Body.update' into matter-js
2019-10-05 02:02:30 +03:00
Richard Davey
3a8a1f7b05
Added the new customBoundsRectangle config properties
2019-10-02 16:03:52 +01:00
Richard Davey
f0ed52c033
Tidy-up the customBoundsRectangle changes
2019-10-02 16:03:36 +01:00
Richard Davey
4f4b69123e
Merge branch 'master' into arcade_body_custom_bounds
2019-10-02 15:41:49 +01:00
Richard Davey
2c5b552bd5
Formatting tweak
2019-10-01 13:29:05 +01:00
Richard Davey
b78dbd81ac
Moved author block and fixed Body reset issue
2019-10-01 13:28:59 +01:00
Richard Davey
f16a16ba7d
Merge pull request #4729 from Gamefroot/arcade-physics-fps-fixes
...
Arcade physics fps fixes
2019-10-01 13:17:41 +01:00
Richard Davey
7584b9b17f
Merge pull request #4752 from funnisimo/separateCircle
...
FIX #4751 - Physics.Arcade.World.separateCircle - weird effects when …
2019-09-26 12:30:18 +01:00
Richard Davey
800aac5820
Merge pull request #4749 from funnisimo/hitTest
...
Fix for Issue #4748 - Physics.Arcade.Body.hitTest - bug with circles
2019-09-26 12:27:14 +01:00
Richard Davey
ddc1a136ce
MatterPhysics.shutdown
could try to access properties that may have been previously removed during the Game.destroy process, causing a console error. It now checks properties before removing events from them
2019-09-26 12:17:16 +01:00
Funnisimo
4455237967
need to do velocity based separation too
2019-09-19 14:13:07 -05:00
Funnisimo
b7ff2c02ae
FIX #4751 - Physics.Arcade.World.separateCircle - weird effects when bounce=0
2019-09-13 11:34:11 -05:00
Funnisimo
4bffc5a341
updated for lint
2019-09-12 10:09:47 -05:00
Funnisimo
bfcfde52f9
FIX : #4748 Physics.Arcade.Body.hitTest - bug with circles
2019-09-12 10:02:01 -05:00
Richard Davey
5b10c07d2e
ArcadePhysics.Body.checkWorldBounds
would incorrectly report as being on the World bounds if the blocked.none
flag had been toggled elsewhere in the Body. It now only sets if it toggles a new internal flag
2019-09-05 16:06:08 +01:00
Ben Richards
95d413dc3f
Fix friction issues at low frame rates or repeated physics steps.
...
- Add `prevFrame` to hold previous frame positions (`prev` now holds
previous step positions explicitly).
- Reset `prev` per step, fixing physics that relies on it.
- Remove `_reset` in favour of `moves`, which was all it ever checked.
Ironically, `_reset` never reset itself.
- Remove some `postUpdate` property setting which is now unnecessary.
The `prev` values now update just before they're used, so if you check
them outside the physics step, they reflect the previous step.
- Reset `World#stepsLastFrame` per frame, so it won't get stuck on.
2019-08-29 10:06:10 +12:00
Ben Richards
fd0dd79417
Prevent objects from sinking into tilemaps at low frame rates.
...
Because `blocked` would be set by the first collision,
repeated steps would then skip it, and allow gravity or acceleration
to ignore tiles in that direction for those steps.
2019-08-29 10:06:10 +12:00
Richard Davey
b5d9ba3891
Added namespace for TS
2019-08-07 12:47:51 +01:00
Richard Davey
0de2695b07
PhysicsEditorParser
has now been exposed under the Phaser.Physics.Matter
namespace, so you can call methods on it directly.
2019-07-26 18:15:26 +01:00
Richard Davey
bb29aed88a
Matter.Factory.constraint
wouldn't allow a zero length constraint to be created due to a falsey check of the length argument. You can now set length to be any value, including zero, or leave it undefined to have it automatically calculated
2019-06-22 11:19:56 +01:00
Richard Davey
6c575ca20e
Arcade.Events.WORLD_STEP
is a new event you can listen to. It is emitted by the Arcade Physics World every time the world steps once. It is emitted _after_ the bodies and colliders have been updated. Fix #4289
2019-06-19 15:41:45 +01:00
Richard Davey
ef4b3cfe89
Improved update
handler to cut down on body iteration and stepping without an update due. Fix #4529
2019-06-19 15:32:17 +01:00
Richard Davey
96298cf920
Added new resetFlags
method and willStep
and delta
arguments to preUpdate
.
2019-06-19 15:31:29 +01:00
Richard Davey
b917a0611f
ESLint fix
2019-06-19 09:46:38 +01:00
Richard Davey
57fd8c9ce1
Merge pull request #4540 from BdR76/patch-2
...
drawDebug, display checkCollision sides
2019-06-19 09:28:31 +01:00
Richard Davey
932583402c
Merge pull request #4589 from samme/x/arcade-static-body-setSize
...
Change arguments to Arcade.StaticBody#setSize
2019-06-19 09:21:00 +01:00
samme
7bba56be16
Change arguments to StaticBody#setSize
...
`center` replaces `offsetX`, `offsetY`
2019-06-12 10:59:07 -07:00
Richard Davey
9c7b26260e
StaticPhysicsGroup
can now take a classType
property in its Group Config and will use the value of it, rather than override it. If none is provided it'll default to ArcadeSprite
. Fix #4401
2019-06-12 12:06:40 +01:00
Richard Davey
77859b1cdf
Calling Arcade Physics Body.reset
on a Game Object that doesn't have any bounds, like a Container, would throw an error about being unable to access getTopLeft
. If this is the case, it will now set the position to the given x/y values
2019-06-11 18:20:56 +01:00
Markus Appel
5ff9b20668
Correct docs of arcade physics body member
2019-06-09 12:22:15 +02:00
samme
6a2c476557
Use defaultStrokeWidth in drawDebug()
2019-06-04 13:27:02 -07:00
Richard Davey
558f6aea55
JSDoc fixes
2019-06-04 16:01:37 +01:00
Richard Davey
17ad54b35b
You can pass in a Body for a Matter Game Object to use
2019-06-01 10:53:05 +01:00
Richard Davey
63ead0cbc1
Added Matter.bodies
2019-05-31 19:42:49 +01:00
BdR76
717c89d79b
Changed if-statements to multiple lines
...
Changed the if-statements to multiple lines as per ESLint config
2019-05-31 13:15:23 +02:00
Richard Davey
897de33a64
Merge pull request #4554 from samme/types/group-classType
...
Remove GroupClassTypeConstructor type
2019-05-30 22:05:55 +01:00
Richard Davey
09318530a4
Matter.Factory.fromVertices
can now take a vertices path string as its vertexSets
argument, as well as an array of vertices.
2019-05-29 14:50:57 +01:00
samme
8e717d5588
Remove GroupClassTypeConstructor type
2019-05-23 15:10:40 -07:00
Richard Davey
d7af904bfa
Added Matter velocity, angularVelocity and force methods
2019-05-21 14:23:32 +01:00
Richard Davey
478d6989c5
Expose the Matter.Body module
2019-05-20 17:13:05 +01:00
BdR76
f28df06bcf
drawDebug, display checkCollision sides
...
drawDebug, instead of rectangle only draw the sides where checkCollision is true, similar to debugger in layer
2019-05-19 14:49:15 +02:00
hizzd
4aa3d9f81a
Fixed separateCircle cause the position set NaN.
2019-05-11 20:52:57 +08:00
Richard Davey
c91ed91ce3
License link update
2019-05-10 16:15:04 +01:00
Richard Davey
e8f6bae7cb
A Body with damping
and drag
enabled would fail to move if it went from zero velocity to a new velocity inside an update
loop. It will now reset its speed accordingly and retain its new velocity
2019-05-10 12:28:06 +01:00
Richard Davey
a6341a97a8
Fixed Types references
2019-05-09 15:32:53 +01:00
Richard Davey
2008438919
Added new Matter World config def
2019-05-09 15:31:59 +01:00
Richard Davey
6955507ee0
Physics root type
2019-05-09 12:35:01 +01:00
Richard Davey
1531288301
Matter Types
2019-05-09 12:34:27 +01:00
Richard Davey
490dd62f2b
Impact Types
2019-05-09 12:34:05 +01:00
Richard Davey
fbe2470f99
Arcade Physics Types
2019-05-09 12:33:37 +01:00
Richard Davey
e916dbe783
Math Types
2019-05-09 12:32:37 +01:00
Richard Davey
8e8b182359
Group Types
2019-05-09 11:56:16 +01:00
Richard Davey
ff9f7cf574
Always world step once
2019-05-08 15:43:01 +01:00
Richard Davey
18a924c39c
Passing an _array_ of configuration objects to physics.add.group
would ignore them and none of the children would be assigned a physics body. Fix #4511
2019-05-07 16:17:28 +01:00
Richard Davey
63ddc0b07d
Merge pull request #4279 from akuskis/Issue_#4256.Circles_collision
...
Fix circles collision #4256
2019-05-04 12:44:29 +01:00
Richard Davey
fda7772d3f
Fixed jsdocs to flag arguments as optional. Fix #4506
2019-05-03 18:23:39 +01:00
Richard Davey
dcf2d44f4a
Removed un-used properties
2019-05-03 17:38:37 +01:00
Richard Davey
bf741e962c
Restored Arcade Physics v1 and merged in all the core changes
2019-05-03 17:28:06 +01:00
Richard Davey
11c1b458fa
Phaser.Physics.Arcade.Events
is now exposed in the namespace, preventing it from erroring if you use them in TypeScript. Fix #4481
2019-04-24 13:44:57 +01:00
Richard Davey
09487bbfc6
Added new resetCollisionIDs method re: #4334
2019-04-08 10:34:52 +01:00
Richard Davey
2ecaad5f03
Fixes use of static keyword. Fix #4458
2019-04-05 18:04:34 +01:00
Richard Davey
3075e088c7
Added directX and directY properties as well as setDirectPosition method.
2019-04-01 23:15:00 +01:00
Richard Davey
64d8f928d0
Fixed sleeping and strengthening direct control movement.
2019-04-01 17:19:38 +01:00
Richard Davey
e7334834ff
Abort? Then abort.
2019-04-01 17:19:07 +01:00
Richard Davey
c907432c2b
Refactoring to handle checkCollision better
2019-04-01 17:18:58 +01:00
Richard Davey
4ca877b32e
Now returns area of intersection in a temp rectangle
2019-04-01 14:58:51 +01:00
Richard Davey
3e5358dded
Dump CI to window for testing
2019-03-31 23:16:27 +01:00
Richard Davey
0f4e9f289d
Fixed issue with delta = 1
2019-03-31 23:16:13 +01:00
Richard Davey
4d660f2f51
Minimum displacement linear equation solver finally working properly, yay!
2019-03-29 17:07:48 +00:00
Richard Davey
c636c58ff8
Working out incorrect face at high speeds
2019-03-29 00:10:58 +00:00
Richard Davey
b97bf51329
Removed positionIterations
2019-03-28 23:35:09 +00:00
Richard Davey
b99e680f6b
Fixed swizzle and embedded abort
2019-03-28 23:33:00 +00:00
Richard Davey
535388b828
Added Distance Threshold and seeking
2019-03-28 23:32:46 +00:00
Richard Davey
5589374e71
Removed debugging
2019-03-28 23:32:24 +00:00
Richard Davey
14781003b3
Temp logs on
2019-03-28 14:58:57 +00:00
Richard Davey
cb77405031
Better seek handling
2019-03-28 14:58:51 +00:00
Richard Davey
bb058dc7ba
Moved OverlapRect to a component and added option to scan both dynamic and static bodies
2019-03-28 14:10:03 +00:00
Richard Davey
9577f3e612
Added condition to resolve fast moving body penetration hitting the wrong face
2019-03-28 14:09:45 +00:00
Richard Davey
2317cb216e
Emits new TOUCH event
2019-03-27 15:53:19 +00:00
Richard Davey
5eebdff3ca
Now properly handles body face blocking
2019-03-27 15:53:01 +00:00
Richard Davey
13181e2238
Embedded? Don't block then.
2019-03-27 15:52:45 +00:00
Richard Davey
07149fd737
New TOUCH event
2019-03-27 15:52:31 +00:00
Richard Davey
7dbda9fe62
Added new arguments to method
2019-03-27 15:52:18 +00:00
Richard Davey
28b41254ba
Removed unused code
2019-03-27 15:52:04 +00:00
Richard Davey
7a05c205b1
Docs fix
2019-03-27 15:51:55 +00:00
Richard Davey
7ae4a441e1
Added onTouch event flag and setCheckCollision methods
2019-03-27 15:51:43 +00:00
Richard Davey
e5f03f02db
Added isBody
boolean.
2019-03-27 11:54:08 +00:00
Richard Davey
a67792ada6
Handle non-Game Object Body collision
2019-03-27 11:53:56 +00:00
Richard Davey
cc1b96a309
The Body.setCollideWorldBounds
method has two new optional arguments bounceX
and bounceY
which, if given, will set the World Bounce values for the body.
2019-03-27 11:53:34 +00:00
Richard Davey
2b4568cf05
Body no longer sleeps if rotating and fixed moving a rebounding object
2019-03-27 10:46:42 +00:00
Richard Davey
7dbb502616
Fixed jsdocs references
2019-03-27 09:50:58 +00:00
Richard Davey
596803a434
Exposed the overlap functions
2019-03-27 09:50:48 +00:00
Richard Davey
168e184d04
You can now create a Body or StaticBody directly
2019-03-27 09:50:36 +00:00
Richard Davey
6e3d4bac6d
Removed un-needed files
2019-03-27 09:50:20 +00:00
Richard Davey
adb28d2f6e
Added new Rectangle Arcade Physics Body type
2019-03-27 00:21:03 +00:00
Richard Davey
c819599304
Use of a Game Object bound to a body is now optional
2019-03-27 00:20:49 +00:00
Richard Davey
811ed0e340
Dynamic and Static both now extend the Base Body.
2019-03-26 16:51:15 +00:00
Richard Davey
2e5e438ec4
Added a new Base Body class to extend from. Saves a lot of duplication.
2019-03-26 16:51:01 +00:00
Richard Davey
5bb2161d49
Fixed issue with non zero origins
2019-03-26 15:29:58 +00:00
Richard Davey
ab2f489c5a
Renamed ambiguous movingX/Y
, also broke out moveX
to checkX
and tidied up more
2019-03-26 13:07:57 +00:00
Richard Davey
0b8fb1a21e
Much better hard blocking flag sets
2019-03-26 13:07:25 +00:00
Richard Davey
d942d28a81
Swap to use canMove and also new moveX/Y methods
2019-03-26 13:07:04 +00:00
Richard Davey
5242a62221
Comment out logs
2019-03-26 13:06:45 +00:00
Richard Davey
469b74b489
Handle single face intersects
2019-03-26 13:06:26 +00:00
Richard Davey
b7f1888549
Work out the dominant face even if not intersecting, or if perfectly aligned
2019-03-26 00:05:26 +00:00
Richard Davey
9b65f1bcc6
Moved sleep checks around
2019-03-26 00:05:09 +00:00
Richard Davey
108e2e5d7f
Added GravityX and reduced iterations to 1 for testing
2019-03-26 00:04:55 +00:00
Richard Davey
c58526fc74
Tidying up and resolving fractional comparisons
2019-03-25 17:25:39 +00:00
Richard Davey
7171d95578
Log out some test data
2019-03-25 17:25:25 +00:00
Richard Davey
c8ec524068
Debug tests
2019-03-25 17:25:17 +00:00
Richard Davey
74be0955ca
Lots of small tweaks
2019-03-25 17:25:11 +00:00
Richard Davey
e83db95f77
Use ColInfo
2019-03-25 17:25:03 +00:00
Richard Davey
075e030fb1
Zero out fractional intersections
2019-03-25 17:24:48 +00:00
Richard Davey
17d4600f2f
Updating separate method
2019-03-25 12:56:01 +00:00
Richard Davey
21df050e88
Works using ColInfo object now
2019-03-25 12:55:52 +00:00
Richard Davey
df55ffd32a
Lots of little fixes
2019-03-25 12:55:41 +00:00
Richard Davey
3e499831cc
Added functions for left / right checks
2019-03-25 12:55:31 +00:00
Richard Davey
8c825692af
Added most interesting face result
2019-03-25 12:55:18 +00:00
Richard Davey
eec2f4cac1
Single functions to handle the data
2019-03-25 12:55:08 +00:00
Richard Davey
e976721321
Start of the update to make it work across both axis
2019-03-24 23:31:31 +00:00
Richard Davey
d3460ba20f
Only needs CollisionInfo
2019-03-24 23:31:20 +00:00
Richard Davey
94bebab24d
Silence logs for now
2019-03-24 23:31:11 +00:00
Richard Davey
9dcd3569b4
Added new X axis functions
2019-03-24 23:30:57 +00:00
Richard Davey
1f07eaa79f
Testing rideable bodies
2019-03-24 23:30:38 +00:00
Richard Davey
e017691c68
The ScaleMode
Component has been removed from every Game Object, and along with it the scaleMode
property and setScaleMode
method. These did nothing anyway as they were not hooked to the render pipeline and scale mode should be set on the texture, not the Game Object. Fix #4413
2019-03-24 23:07:27 +00:00
Richard Davey
a85e6283ec
All of the Arcade Physics Components are now available directly under the Phaser.Physics.Arcade.Components
namespace. Fix #4440
2019-03-24 22:51:34 +00:00
Richard Davey
427019ab53
Tidied it all up. Refactored down into smaller function.
2019-03-22 19:08:08 +00:00
Richard Davey
3cba010a28
Removed un-used properties
2019-03-22 19:07:52 +00:00
Richard Davey
c86ff4c7c7
Silence logs
2019-03-22 19:07:41 +00:00
Richard Davey
766e0eb210
Don't need these properties any more
2019-03-22 19:07:30 +00:00
Richard Davey
4f0a9ba01d
Better immovable handling
2019-03-22 19:07:19 +00:00
Richard Davey
de08c9b0db
Removed lots of un-used vars and added 'rideable' support
2019-03-22 19:07:06 +00:00
Richard Davey
b48247dada
Body now wakes from direct velocity property modification
2019-03-22 15:01:47 +00:00
Richard Davey
ad9a0fad00
Fixed body waking situations
2019-03-22 14:48:00 +00:00
Richard Davey
cf504ac9c2
Body.setVelocity
was cause the speed
property to be set to NaN
if you didn't provide a y
argument.
2019-03-22 13:16:37 +00:00
Richard Davey
bef0b163a2
Clear snapTo
2019-03-22 12:50:28 +00:00
Richard Davey
34ed8f0b5a
Remove log
2019-03-22 12:50:21 +00:00
Richard Davey
4d4c5353ec
Added World positionIterations property to help settle busy scenes
2019-03-22 12:18:34 +00:00
Richard Davey
7c5f6adfe8
Don't apply the force until postUpdate - resolves all issues with body spacing :)
2019-03-22 11:34:23 +00:00
Richard Davey
963ed11cb4
Fixed getMove flow
2019-03-22 02:39:10 +00:00
Richard Davey
06acf492bc
Refactored getMoveY
2019-03-22 02:29:48 +00:00
Richard Davey
026c2049c0
Commented out a few logs
2019-03-22 02:29:34 +00:00
Richard Davey
813e135f72
Pass on the hardblock state
2019-03-22 01:58:36 +00:00
Richard Davey
ec67d02b21
Blockers is now a face array and added hardBlocked support
2019-03-22 01:17:32 +00:00
Richard Davey
18333f9ec7
Set hard blocking
2019-03-22 01:17:14 +00:00
Richard Davey
ae89e44364
New debug colors
2019-03-22 01:16:54 +00:00
Richard Davey
19bfe38d04
Resolved issue with bounds penetration (finally)
2019-03-21 23:21:02 +00:00
Richard Davey
9ac70e32b0
Now using CollisionInfo (and more debugging)
2019-03-21 17:25:01 +00:00
Richard Davey
21ca1abe00
Gravity application test
2019-03-21 17:24:47 +00:00
Richard Davey
9cabcd5d73
Tidying up
2019-03-21 17:24:34 +00:00
Richard Davey
212e8caba2
Now using CollisionInfo
2019-03-21 17:24:26 +00:00
Richard Davey
977e3b0ac3
Exposed IntersectsRects
2019-03-21 17:24:14 +00:00
Richard Davey
eae681bda2
Added new CollisionInfo handler
2019-03-21 17:24:03 +00:00
Richard Davey
0005cf590e
Resolved bounds sleep issue
...
Now to create collision info objects for sleep settling.
2019-03-21 11:31:05 +00:00
Richard Davey
6a145049b1
Testing issue with sticky bodies
2019-03-21 01:02:38 +00:00
Richard Davey
1518f49c23
Finally traced down the culprit. Now to resolve.
2019-03-20 17:14:44 +00:00
Richard Davey
1383aba08e
Hide some logs
2019-03-20 17:14:31 +00:00
Richard Davey
a0fc1ca3cc
Tidying up
2019-03-20 17:14:21 +00:00
Richard Davey
792f458e32
Better "is moving" handling
2019-03-20 15:00:17 +00:00
Richard Davey
93f012d3e3
Frame counter. Handy for debuggin.
2019-03-20 15:00:05 +00:00
Richard Davey
0f59b326f6
Sleeping can now force a position
2019-03-20 14:59:53 +00:00
Richard Davey
ec1b765833
Logging to figure out sleeping in the air
2019-03-20 10:41:06 +00:00
Richard Davey
1c81425771
Add forceY arguments
2019-03-20 10:40:32 +00:00
Richard Davey
bfdd039bf4
Don't force body position at this point
2019-03-20 10:40:19 +00:00
Richard Davey
290ef210f4
Doh, sqrt returns positive. Math.abs our velocities
2019-03-20 10:20:02 +00:00
Richard Davey
022ce80333
Fixed 'moves' assignment and added min velocity support
2019-03-20 04:07:58 +00:00
Richard Davey
bf25e424f0
Added support for minVelocity and fixed zero gravity rebound issue
2019-03-20 04:06:53 +00:00
Richard Davey
81e2851b37
Moved sleeping to new function and made stronger
2019-03-20 01:28:00 +00:00
Richard Davey
5dcd844701
Added world blocked debug color
2019-03-20 00:08:23 +00:00
Richard Davey
87e9f8e62d
Don't reforce a forced position
2019-03-20 00:02:16 +00:00
Richard Davey
1e5c2ea0fc
Reworked blocker handling
2019-03-20 00:02:04 +00:00
Richard Davey
fcd7f25091
Preparing to swap for isBlocked checks
2019-03-19 23:21:59 +00:00
Richard Davey
68c8bd3af2
Removed logs array and tidying up the flow
2019-03-19 23:21:48 +00:00
Richard Davey
7a602ab105
Removed logs and added blockers
2019-03-19 23:21:35 +00:00
Richard Davey
0cef93134f
Set blocker, not world blocker
2019-03-19 23:21:23 +00:00
Richard Davey
6462e18527
Gravity vars
2019-03-19 23:21:06 +00:00
Richard Davey
8373936896
Removing need for sqrts when mass is the same
2019-03-19 00:27:26 +00:00
Richard Davey
d59617a627
Never ending debugging ahoy.
2019-03-18 17:17:59 +00:00
Richard Davey
5485c07b32
Fixed world gravity rebound
2019-03-18 14:55:54 +00:00
Richard Davey
df0c76569f
Added world rebounds handler
2019-03-18 14:12:52 +00:00
Richard Davey
4e993ce296
Much better seperation code and testing block exchange
2019-03-18 14:12:40 +00:00
Richard Davey
728a6da8e6
Gravity stored in properties. Intersects padding removed.
2019-03-18 14:12:12 +00:00
Richard Davey
1306ad2f4a
Splitting up the process of checking and separating, merging results back into Body
...
Body now tracks previously blocked so it can test block status before update happens.
2019-03-18 08:08:46 +00:00
Richard Davey
01ddf26662
Optimizing code out
2019-03-15 19:22:51 +00:00
Richard Davey
f555757032
Refined soft blocks vs. hard blocks
2019-03-15 19:22:42 +00:00
Richard Davey
2e63be9dd8
Added setWorldBlocked methods
2019-03-15 19:22:32 +00:00
Richard Davey
7e6efb342e
Only apply gravity if not blocked and use new intersects method
2019-03-15 19:22:13 +00:00
Richard Davey
edf1b57c17
New Intersects method as it's used in multiple places
2019-03-15 19:21:54 +00:00
Richard Davey
3e967ab300
Move sleep iterations to property and add wake method
2019-03-15 13:31:57 +00:00
Richard Davey
1fc476d738
Wake-up sleeping bodies on impact
2019-03-15 13:31:40 +00:00
Richard Davey
9500fbc97c
No gravity for sleeping bodies
2019-03-15 13:31:26 +00:00
Richard Davey
e93c40ddb1
Set forcePosition flag
2019-03-15 12:54:25 +00:00
Richard Davey
bdde075643
Implemented sleeping and much better debug drawing
2019-03-15 12:53:59 +00:00
Richard Davey
ae93accf2e
Added the new debug colors to the World defaults
2019-03-15 12:52:55 +00:00
Richard Davey
b635458ebb
More resting tests
2019-03-14 17:20:47 +00:00
Richard Davey
a74feee87d
Use local var
2019-03-14 17:20:31 +00:00
Richard Davey
54612b55fb
Adding flip flop test
2019-03-14 14:52:07 +00:00
Richard Davey
07eea60143
Removed wasBlocked and tidied up
2019-03-14 14:16:25 +00:00
Richard Davey
a605ad8d0c
Handle nonn intersects aborts
2019-03-14 14:16:15 +00:00
Richard Davey
343964dd3a
Removed debug stuff and fixed array vs. array iteration
2019-03-14 14:15:58 +00:00
Richard Davey
3b53057257
Fixed prev distance calculation + added intersects check
2019-03-14 14:15:43 +00:00
Richard Davey
dc31e39e01
Pushing to carry on debugging at home
2019-03-13 17:27:11 +00:00
Richard Davey
9ad4ed6d8f
Overlap sharing implemented, allowing bounce to work again
2019-03-13 02:27:51 +00:00
Richard Davey
e42936314c
Test previous difference too, to mitigate tunneling
2019-03-13 02:27:11 +00:00
Richard Davey
395e4d0554
Cache vars
2019-03-13 02:26:52 +00:00
Richard Davey
5b4b2d2fa9
Fixed issue re: would bounce
2019-03-11 22:47:59 +00:00
Richard Davey
24921d653b
Added body filtering back
2019-03-11 22:47:48 +00:00
Richard Davey
b228e23dfd
Added blocked debug
2019-03-11 17:28:43 +00:00
Richard Davey
afd1dac03c
Move flag responsibility back in
2019-03-11 17:28:23 +00:00
Richard Davey
3ab9da8f04
Test just Y for now
2019-03-11 17:27:55 +00:00
Richard Davey
dea9a06dd2
Reworked the logic to reduce quantity of flags
2019-03-11 17:27:29 +00:00
Richard Davey
59859e93a7
Reset velocity on world bounds and blocked by setting
2019-03-11 12:26:58 +00:00
Richard Davey
f8b59e3e14
Added embedded check
2019-03-11 12:26:23 +00:00
Richard Davey
1d5dbb960a
A Body can only be blocked by 1 object per frame
2019-03-11 12:26:11 +00:00
Richard Davey
09cb8db2d8
Removed logging
2019-03-11 11:05:58 +00:00
Richard Davey
70f6484716
Flag swizzles ahoy
2019-03-11 11:05:51 +00:00
Richard Davey
932f70cea2
Removed logging and handled bounds collision
2019-03-11 11:05:42 +00:00
Richard Davey
89e33ae53e
Testing. Please do not use this build, it will break AP.
2019-03-11 09:19:41 +00:00
Richard Davey
9db9511bf1
Working on new blocked flag setting
2019-03-08 20:12:49 +00:00
Richard Davey
e27196ce52
Removed responsibility for flag setting from overlay, also return a value all the time, not just in motion
2019-03-08 20:11:27 +00:00
Richard Davey
e1f9e31e9f
Added setTouching and setBlocked methods + refactored the way world bounds collision is done
2019-03-08 20:10:49 +00:00
Richard Davey
08d4961aab
Allow to pass in a single array to check against itself
2019-03-08 20:09:18 +00:00
Richard Davey
e5fbe13649
Updated docs
2019-03-08 19:54:46 +00:00
Richard Davey
8839ab1c0e
Added the new overlapRect
method.
2019-03-07 15:16:31 +00:00
Richard Davey
8e872fcb51
Fixed closest and furthest when the RTree is disabled
2019-03-07 14:13:45 +00:00
Richard Davey
d36ada0386
Added collideTiles
and overlapTiles
to AP.
2019-03-07 13:36:15 +00:00
Richard Davey
0ee2442597
Bumping to 3.17.0
2019-03-07 12:31:06 +00:00
Richard Davey
95d47a429d
Tidying up
2019-03-05 14:46:41 +00:00
Richard Davey
8167d6d305
New isLayer handling
2019-03-05 14:43:20 +00:00
Richard Davey
d160df3194
Removed late
Set, optimized step process and added overlapTiles
and collideTile
methods.
2019-03-05 14:42:15 +00:00
Richard Davey
6095ab0ef6
Split the Body step up into preUpdate, update and postUpdate. Also tidied up the postUpdate method.
2019-03-05 14:17:57 +00:00
sky-coding
bab6a0bd69
remove erroneous doc comment parameter
2019-02-20 20:48:09 -08:00
Richard Davey
0479badd6e
Properties are optional
2019-02-13 17:20:10 +00:00
Richard Davey
42cb39749f
Matter and Snapshot typedefs
2019-02-13 15:22:29 +00:00
Richard Davey
b4dbfea0a1
Impact typedefs
2019-02-13 15:05:16 +00:00
Richard Davey
3bb73c5664
Fixed Group defs and completed Arcade Physics defs
2019-02-13 14:45:36 +00:00
Richard Davey
e7b1d086e7
Moving all of the typedefs to properly namespaced scopes, rather than globals
...
\o/ ~ "Someone, save me!"
2019-02-13 12:35:12 +00:00
Richard Davey
b50e1c78b5
Lots more jsdoc tweaks and improvements
2019-02-12 15:01:54 +00:00
Richard Davey
dc73993fe2
Added jsdoc version numbers
2019-02-12 12:22:25 +00:00
Richard Davey
ccaae460a4
Added jsdoc version numbers to each event
2019-02-12 11:37:58 +00:00
Richard Davey
62399a3aa5
Removed un-used package
2019-02-10 17:33:51 +00:00
Richard Davey
0ab61ac6de
When the Matter World creates its wall bounds, the left and right walls now extend further up and down than before, so that in a 4-wall setting there are no gaps in the corners, which previously allowed for fast moving objects that hit a corner intersection point to sometimes travel through it.
2019-02-09 16:27:20 +00:00
Richard Davey
fd8d75ab02
Refactored the Pointer Constraint to make it work more like a real pointer does, added missing events, added full jsdocs.
2019-02-09 16:02:21 +00:00
Richard Davey
7041601893
Added drag events to Pointer Constraint
2019-02-09 14:58:42 +00:00
Richard Davey
bb83f4803e
Testing Pointer events.
2019-02-08 19:46:23 +00:00
Richard Davey
5f03d2cd5e
Testing Composite.remove, instead of removeBody.
2019-02-08 19:46:13 +00:00
Richard Davey
0b4dc5f037
Should be a config setter.
2019-02-04 21:50:55 +00:00
Richard Davey
60542a25cc
Numerous jsdoc and TS related fixes
2019-02-04 17:16:08 +00:00
Richard Davey
4f6f6ee72f
Lots of jsdoc and type fixes
2019-01-31 12:19:01 +00:00
Richard Davey
ebe4af217c
lint fix
2019-01-24 00:30:44 +00:00
Richard Davey
cf2095f0c8
The Arcade Physics Body has a new property maxSpeed
which limits the vector length of the Body velocity. You can set it via the method setMaxSpeed
and it is applied in the World.computeVelocity
method
2019-01-24 00:26:29 +00:00
Richard Davey
4c24799eac
Arcade Physics could trigger a collide
event on a Body even if it performing an overlap check, if the onCollide
property was true
2019-01-18 16:16:14 +00:00
Richard Davey
7237277abe
Merge pull request #4287 from samme/fix/arcade-body-deltas
...
Queue 'late' colliding bodies for a second update
2019-01-18 16:03:36 +00:00
Richard Davey
1eccff1e3b
Fixed jsdoc links and markdown bullet lists
2019-01-18 15:20:56 +00:00
Richard Davey
bc962c25dc
All listeners use the new Events
2019-01-18 13:41:43 +00:00
Richard Davey
8b35743943
Matter Events added
2019-01-17 15:47:27 +00:00
Richard Davey
99cd0259fe
Spelling mistake fix.
2019-01-17 14:57:24 +00:00
Richard Davey
d41286bd4f
Added Impact Events.
2019-01-17 14:54:38 +00:00
Richard Davey
5494f6ac79
Arcade Physics Events
2019-01-17 14:04:36 +00:00
Richard Davey
aa341854c7
Happy New Year
2019-01-15 16:20:22 +00:00
Richard Davey
49c2868746
All default width/height values are now taken from the Scale Manager, not the Game Config
2019-01-11 15:57:57 +00:00
samme
87bd2e68d3
Queue 'late' colliding bodies for a second update
...
- Fixes #4154
- Fixes #4284
2019-01-09 12:56:32 -08:00
Richard Davey
30dda882eb
Matter.TileBody.setFromTileCollision
no longer checks if the shape is concave or convex before modifying the vertices, as the update to the Matter.js lib in 3.12 stopped this from working with Tiled collision shapes.
2019-01-08 11:50:21 +00:00
Artem Kuskis
24d3406b7d
Fix circles collision
2019-01-05 11:26:03 +03:00
Richard Davey
566df734a0
MatterSprite
would set its type
property to be Image
. It now sets it to be Sprite
as it should do.
2019-01-04 14:16:10 +00:00
Francois
03aa16531d
Make customBoundsRectangle available in the physics group
2018-12-15 22:52:12 +01:00
Francois
7033297aa3
Use a custom bounds rectangle for the Arcade Body to overwrite the world bounds
2018-12-15 22:08:09 +01:00
Richard Davey
af5b1f2427
StaticBody.reset
in Arcade Physics would ignore the x
and y
values given to it. If given, they're now used to reset the parent Game Object before the body is updated. Fix #4224
2018-12-12 12:39:47 +00:00
Richard Davey
cc55ee73cf
Changing scaleX
or scaleY
on a MatterImage
or MatterSprite
would cause the body scale to become distorted as the setters didn't use the correct factor when resetting the initial scale. Fix #4206
2018-12-12 12:07:16 +00:00
Richard Davey
1a407bc4f5
ArcadePhysics.Body.destroy
will now only add itself to the World pendingDestroy
list if the world property exists. This prevents Cannot read property 'pendingDestroy' of undefined
errors if you try to delete a physics body in a callback and then immediately change Scene (which tells the physics work to also delete all bodies)
2018-12-06 14:47:06 +00:00
Richard Davey
2780babe10
Final Doc Jam merge
2018-12-03 15:16:23 +00:00
Richard Davey
c1771ecdac
Merge branch 'master' of https://github.com/photonstorm/phaser
2018-11-20 11:02:31 +00:00
Richard Davey
8cd45a72b2
ESLint fixes
2018-11-20 11:02:19 +00:00
Richard Davey
96b9db5cb7
Merge pull request #4150 from samme/docs/misc
...
Docs updates
2018-11-20 10:45:54 +00:00
Richard Davey
f06bb3d420
Formatting fix
2018-11-20 10:21:02 +00:00
Mike Thomas
a3965cb609
issue/4168 draw circular StaticBody as circle in drawDebug
2018-11-16 17:43:53 +01:00
samme
b5a2d9d0cf
Docs for Arcade Physics
...
Minor additions/corrections
2018-11-07 09:43:43 -08:00
samme
7ff8d51f98
Docs for input and physics events
2018-10-24 12:14:44 -07:00
Richard Davey
956a0913b8
Added new jsdocs
2018-10-22 12:12:31 +01:00
Richard Davey
0b3d54a198
Added jsdocs
2018-10-19 18:29:36 +01:00
Richard Davey
a083318e02
Added lots of missing jsdocs
2018-10-19 17:45:05 +01:00
Richard Davey
772159d8f0
Merge pull request #4118 from pierpo/patch-1
...
Fix issue with null config in Arcade PhysicsGroup constructor
2018-10-19 13:43:18 +01:00
Richard Davey
f26c869c61
Merge pull request #4069 from samme/feature/drawDebug
...
Use defaultStrokeWidth in Arcade.Body#drawDebug()
2018-10-19 13:27:45 +01:00
Richard Davey
16d297746d
Merge pull request #4122 from samvieten/patch-2
...
JSDocs wrong Boolean on checkCollision description
2018-10-19 13:16:18 +01:00
Richard Davey
4c4421c47f
Docjam merge
2018-10-19 12:32:43 +01:00
sam
467f165bf4
JSDocs wrong Boolean on checkCollision description
...
L647 "checkCollision.none = false to disable collision checks" this is false way description, changed to "= true"
As of pull request: photonstorm/phaser3-docs#75
2018-10-19 06:42:25 +08:00
Pierre Poupin
63458ab336
Fix issue with null config in PhysicsGroup constructor
2018-10-17 01:13:18 +02:00
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
...
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
Richard Davey
099489e26d
Added missing class desc
2018-10-01 14:44:30 +01:00
Richard Davey
e297b3272e
Added hundreds of new jsdoc descriptions
2018-10-01 11:35:01 +01:00
samme
69ff71e0bd
Add description for PhysicsGroupDefaults.setEnable
2018-09-29 14:09:05 -07:00
samme
5f4f5e6cfc
Merge branch 'master' into feature/arcade-group-config-enable
2018-09-29 14:07:09 -07:00
Richard Davey
3c4e6cda80
Arcade Physics shutdown
will check to see if the world instance still exists and only try removing it if so. This prevents errors when stopping a world and then destroying it at a later date.
2018-09-29 11:21:41 +01:00
Richard Davey
c237209bb8
Added new jsdocs
2018-09-28 12:19:21 +01:00
Richard Davey
37076516e2
Merge branch 'master' into docs/arcade-physics-2
2018-09-28 11:07:44 +01:00
Richard Davey
5a4d1e53c1
Merge branch 'master' of https://github.com/photonstorm/phaser
2018-09-28 11:04:27 +01:00
Richard Davey
818a28073f
Added jsdocs
2018-09-28 11:04:19 +01:00
Richard Davey
534814adb0
Merge pull request #4065 from rgk/patch-4
...
Matter.js Force Component Docs
2018-09-28 11:03:34 +01:00
samme
adb2181a8a
Add docs for groups and Arcade.Factory
2018-09-26 12:25:09 -07:00
samme
536555236f
Add PhysicsGroupConfig.enable, Arcade.Body#setEnable()
2018-09-26 10:25:45 -07:00
samme
5d38357533
Use defaultStrokeWidth in Arcade.Body#drawDebug()
2018-09-26 09:50:48 -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
Richard Davey
9c5876ffb0
Skip conditional if fromVerts given. Correctly set parts reference.
2018-09-26 14:15:38 +01:00
Richard Davey
80f7539a41
Matter.verts
, available via this.matter.verts
from within a Scene, is a quick way of accessing the Matter Vertices functions.
2018-09-26 14:13:03 +01:00
Richard Davey
df7245e3c5
Added all of the new Matter debug rendering options
2018-09-26 14:12:20 +01:00
Richard Davey
eb09c35056
The poly-decomp
library, as used by Matter.js, has been updated to 0.3.0.
2018-09-26 11:08:55 +01:00
samme
6a8e5d2082
Correct descriptions for customSeparateX, customSeparateY
2018-09-25 13:25:47 -07:00
Robert Kowalski
bf38ce9fd4
Revsions based on Comments
...
Updated, better?
2018-09-25 11:31:18 -04:00
Robert Kowalski
0020745544
Quick space.
2018-09-25 07:15:11 -04:00
Robert Kowalski
185b19787e
Matterjs Gravity Component Doc
2018-09-25 07:14:32 -04:00
Robert Kowalski
5d0d84fe55
Matter.js Force Component Docs
...
Checking if I did this well before I start jumping into multiple files.
2018-09-25 04:46:30 -04:00
samme
817720b42c
Correct description for Arcade.Body#maxVelocity
2018-09-24 16:58:00 -07:00
samme
31175ae61f
Correct overlapCallback
argument name
2018-09-24 16:52:15 -07:00
Richard Davey
89b9f42f3e
Adding jsdocs
2018-09-24 23:20:43 +01:00
samme
2a51d6b70f
Arcade Physics docs revisions
2018-09-24 12:12:56 -07:00
Richard Davey
5fe6dbbe0c
Added more jsdocs
2018-09-13 08:09:44 +01:00
jf908
4f5b43e0ed
Allow matter js bodies to render their debug graphics individually
2018-09-04 18:45:54 +01:00
Richard Davey
a6e650f26f
Merge pull request #4006 from samme/docs/arcade-image-body
...
Correct types for ArcadeImage#body, ArcadeSprite#body
2018-09-04 12:23:26 +01:00
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
3d989e136f
Arcade Physics World collideSpriteVsTilemapLayer
now syncs the collision results back to the body, allowing you to call collide
from within an update loop once again. Fix #3999
2018-09-04 12:12:51 +01:00
samme
c0e141513c
Correct types for ArcadeImage#body, ArcadeSprite#body
2018-09-02 14:45:39 -07:00
Richard Davey
00a31d2d88
Updated docs. Close #3997
2018-09-01 10:14:22 +01:00
Richard Davey
14d3f6b35c
Calling Arcade Physics collide
during an update
method wouldn't inject the results back into the Body parent, causing the bodies to carry on moving. Using Colliders worked, but manually checking did not. Now, both methods work. Fix #3777
2018-08-29 16:35:13 +01:00
Richard Davey
3469ff2cfd
Arcade Physics World has gained two new private properties _tempMatrix
and _tempMatrix2
. These are used by all bodies in the simulation that need a temporal matrix for calculations, rather than having their own instances.
2018-08-29 16:07:07 +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
samme
fb23367c63
Fix Arcade.World#disable
...
It was passing the wrong argument to disableBody, so failing.
2018-08-22 13:23:58 -07:00
Richard Davey
da64e41b2f
Fixed Matter require call freaking out webpack
2018-08-22 15:54:00 +01:00
Richard Davey
65fb366ecd
Matter updated to 0.14.2. Fix #3929
2018-08-22 14:01:35 +01:00
Richard Davey
a98b3c3b15
In Matter.js if you scaled a Body it would only scale correctly once, due to the way Matter handles scaling internally. We now automatically reset the Matter scale before applying the new value, which allows you to keep the Phaser and Matter object scales in sync. Fix #3785 #3951
2018-08-21 15:55:39 +01:00
Aurélien DUSSAUGE
b14d920581
Replace DistanceBetween with DistanceSquared in closest() and furthest() functions (ArcadePhysics.js)
2018-08-13 21:59:58 +02:00
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
Michael Hadley
7675615b70
Update matter copy with bug fix from liabru/matter-js@4e04043fe0
2018-08-05 21:29:49 -05:00
Richard Davey
d50b72dd14
Fixed Group creation arguments
2018-08-01 18:01:36 +01:00
Richard Davey
3d23013b86
Body setSize changes to fix #3863 PR
2018-07-31 09:39:22 +01:00
Richard Davey
16234491f2
Merge pull request #3863 from tarsupin/patch-2
...
Empty params reset to current texture size
2018-07-31 09:31:05 +01:00
tarsupin
79d64abaa3
Add spaces after ifs
2018-07-24 20:06:18 -05:00
tarsupin
2e72c9966b
Reset body to match current frame
...
When using setSize, empty height and width will automatically assign to match the current frame of the game object.
2018-07-24 20:05:51 -05:00
tarsupin
7af6e5477f
Empty params reset to current texture size
...
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
samme
7ebc7dd01f
Fix ArcadePhysics#closest, furthest
2018-07-18 16:23:38 -07:00
Richard Davey
7aa46657c2
Tidying up jsdocs and changing float to number
2018-06-26 23:19:14 +01:00
samme
b3ac91df5a
Fix blocked.none after separation
2018-06-19 14:48:07 -07:00
Richard Davey
7eac419d3c
Fixed namespace
2018-06-12 16:52:57 +01:00
Richard Davey
c7c104bc2b
Tidied up the formatting and jsdocs for Physics Editor parser
2018-06-12 13:07:19 +01:00
Richard Davey
9a53daa068
Merge pull request #3729 from CodeAndWeb/matterjs-pe-loader
...
Matterjs pe loader
2018-06-12 11:54:18 +01:00
Joachim Grill
ff7f614a8e
renamed to PhysicsEditorParser, added jsdocs
2018-06-11 16:37:32 +02:00
Richard Davey
1777c47a23
Added missing check
2018-06-08 00:22:58 +01:00
Andreas Loew
bcef469e1c
Trivial change to trigger travis ci build.
...
The last build failed because of lint issues outside of our code.
2018-06-05 07:45:56 +02:00
Andreas Loew
fea754f1f9
Converted code to ES5
2018-06-04 22:44:36 +02:00
Joachim Grill
6c58bd9029
fixed lint issues
2018-06-04 11:12:02 +02:00
Richard Davey
15af7c6d0c
Added jsdocs
2018-06-04 01:38:45 +01:00
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
9aa80b2b49
World.computeVelocity now uses the Body.useDamping property to perform either linear deceleration or damping on the Body.
...
updateMotion has been stream lined.
computeVelocity has been rewritten, takes new arguments, performs better internally.
2018-06-03 17:07:41 +01:00
Richard Davey
bbf6211107
Refactored enable and disable flow and added lots of jsdocs.
2018-06-02 12:45:25 +01:00
Richard Davey
9875318f20
Added missing dx/dy properties
2018-06-01 19:52:52 +01:00
Richard Davey
40a3896962
Added more jsdocs, setFPS and optimized group vs. sprite and RTree use
2018-06-01 19:19:07 +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
329c9266b4
GetOverlapX/Y now use the calculated delta values, not the deltaX/Y methods
2018-06-01 15:41:40 +01:00
Joachim Grill
bc4186061c
added getter for center of mass
2018-06-01 14:42:59 +02:00
Joachim Grill
4719694f33
matter-js physics: added loader for shapes created and exported with PhysicsEditor
2018-06-01 14:42:28 +02:00
Richard Davey
4ad7993b78
Added fixed timestep logic to Arcade Physics World
2018-06-01 03:25:33 +01:00
Richard Davey
652b7b04ba
Huge new ArcadeColliderType
def. Fix #3714 .
2018-05-31 15:52:45 +01:00
Richard Davey
6ab124c591
Merge pull request #3687 from thomastanck/thomastanck-typedefupdates
...
Update type definitions
2018-05-24 13:49:30 +01:00
Richard Davey
68303622f2
Setting an existing Game Object as a static Arcade Physics body would sometimes incorrectly pick-up the dimensions of the object, such as with TileSprites. Fix #3690
2018-05-23 15:17:26 +01:00
Richard Davey
de8462efed
Added default values and tidied up docs a little
2018-05-22 16:19:18 +01:00
Richard Davey
1485f34cbe
Merge pull request #3682 from samme/feature/arcade-body-setters
...
Add `allowDrag`, `allowGravity`, `allowRotation` to Arcade.PhysicsGroup config
2018-05-22 16:12:39 +01:00
Thomas Tan
0c61eb0062
Return type this for Arcade Physics components too
2018-05-22 16:09:28 +08:00
Thomas Tan
ff38588285
Specify type of ArcadeSprite.body
...
Do this by overwriting this.body in ArcadeSprite constructor.
2018-05-22 10:16:21 +08:00
Thomas Tan
8124ba9b86
Allow object param type for Arcade group Factory
2018-05-22 10:15:42 +08:00
Thomas Tan
806b5981b0
Add Group to param type in Arcade collide/overlap
2018-05-22 10:11:15 +08:00
Thomas Tan
3589b95bbd
Fix setCollideWorldBounds param type for Arcade
2018-05-22 10:05:37 +08:00
samme
24efda7aca
Add allowDrag
, allowGravity
, allowRotation
to PhysicsGroup config
2018-05-16 10:36:23 -07:00
samme
06677c2cdc
Allow empty object2 in collideObjects
2018-05-15 13:11:31 -07:00
Richard Davey
350cb037b7
All systems now register themselves with the new PluginCache
2018-05-15 12:51:50 +01:00
Richard Davey
be330e609e
Moved PluginManager to new location
2018-05-10 17:14:33 +01:00
samme
a70fb6aee9
Add docs for Arcade Physics
2018-05-09 21:28:52 -07:00
Bill Reed
a996bbf8df
update collider and overlap param types
2018-04-30 08:44:02 -04:00
Bill Reed
3fc0712451
update collider param types
2018-04-30 08:43:21 -04:00
Bill Reed
e3af569642
update overlap and collide params
2018-04-30 08:42:49 -04:00
Bill Reed
7251824b1d
arcade colliders take gameobjects, not arcade bodies
2018-04-30 07:46:46 -04:00
Bill Reed
a50b302216
same for overlap
2018-04-29 11:35:19 -04:00
Bill Reed
b483fc4e1a
update arcade collider factory method optional params to match arcade world collider optional params
2018-04-29 11:33:01 -04:00
Richard Davey
349a95bc4b
Updating to 3.6.0
2018-04-19 14:45:45 +01:00
Richard Davey
f57ab02fe6
Recoded how RTree generations its functions. Solves perf issue introduced in 3.4 Fix #3594
2018-04-18 22:32:52 +01:00
Richard Davey
b0544c73b8
jsdoc fixes
2018-04-18 13:29:22 +01:00
Richard Davey
1be486fab4
destroy
only called once, no matter how many times the Scene restarts. Fix #3581
2018-04-17 12:25:45 +01:00
Richard Davey
07a55e5d1f
Removed debug call and merged Scene Systems boot and start sequences. Fix #3579
2018-04-17 02:34:07 +01:00
Richard Davey
28e2764723
More jsdoc fixes
2018-04-16 16:02:27 +01:00
Richard Davey
b392dee5a9
More jsdoc fixes
2018-04-16 15:11:51 +01:00
Richard Davey
18585de81d
Lots of jsdoc fixes
2018-04-16 14:43:24 +01:00
Richard Davey
ce7d67297f
Moving from 3.4.1 to 3.5.0 so we can release new camera fx and scene transitions
2018-04-15 12:44:47 +01:00
Richard Davey
18a6cf8ad1
eslint fixes
2018-04-13 18:09:16 +01:00
Richard Davey
01d3b7d6dc
Missed out the config
2018-04-13 17:44:06 +01:00
Richard Davey
3490b29082
Tidying up
2018-04-13 17:43:56 +01:00
Richard Davey
be29c69a8c
Disable pointer constraint debug by default
2018-04-13 17:43:44 +01:00
Richard Davey
6b2307594a
Scene plugin flow overhaul
...
Every Plugin has been updated to correctly follow the same flow through the Scene lifecycle. Instead of listening for the Scene 'boot' event, which is only dispatched once (when the Scene is first created), they will now listen for the Scene 'start' event, which occurs every time the Scene is started. All plugins now consistently follow the same Shutdown and Destroy patterns too, meaning they tidy-up after themselves on a shutdown, not just a destroy. Overall, this change means that there should be less issues when returning to previously closed Scenes, as the plugins will restart themselves properly.
2018-04-13 17:12:17 +01:00