Commit graph

933 commits

Author SHA1 Message Date
Richard Davey
ff65e69cd1 Changed copyright date to 2020 2020-01-15 12:07:09 +00:00
Richard Davey
c3940e15c6 PhysicsGroup now uses the new internalCreateCallback and internalRemoveCallback to handle its body creation and destruction, allowing you to use your own createCallback and removeCallback as defined in the Group config. Fix #4420 #4657 #4822 2020-01-14 23:57:48 +00:00
Richard Davey
fb7f66838a Marked width/height as readonly and added docs. Fix #4806 2020-01-14 22:45:55 +00:00
Richard Davey
8b9819b8f7
Merge pull request #4949 from samme/fix/collideSpriteVsSprite
Check for disabled body in collideSpriteVsGroup()
2020-01-13 11:34:36 +00:00
Andrew Brampton
e42f227ec2
Update documentation and one import, to use the consistent name of Vector2.
There were examples that used Vec2, which wouldn't work. For example `An array of Point or Vector2 objects: [new Phaser.Math.Vec2(x1, y1), ...]` was not copy and pastable.
2020-01-11 06:46:25 -08:00
samme
eacb61e109 Check for disabled body in collideSpriteVsGroup() 2020-01-09 19:45:11 -08:00
samme
fa57f74b8f Docs for Arcade Physics 2019-12-12 08:14:53 -08:00
Richard Davey
7ae124ff6e Docs fix. 2019-12-09 08:57:24 +00:00
Richard Davey
44ff20d07e Added deltaXFinal and deltaYFinal methods. 2019-12-09 08:55:37 +00:00
Richard Davey
dc6b080091
Merge pull request #4874 from samme/feature/overlapCirc
Add ArcadePhysics#overlapCirc()
2019-11-20 22:02:15 +00:00
Richard Davey
e5421c4ebf Fixed namespace #4873 2019-11-20 22:00:17 +00:00
Richard Davey
ce2dbb7095
Merge pull request #4873 from samme/feature/group-type
Add `type` for Group, Arcade.Group, Arcade.StaticGroup
2019-11-20 21:54:10 +00:00
samme
b0f99db47d Add ArcadePhysics#overlapCirc() 2019-11-20 12:21:53 -08:00
samme
8585541e15 Add type for Group, PhysicsGroup, StaticPhysicsGroup 2019-11-20 11:53:38 -08:00
samme
e572921f38 Add targets argument to closest(), furthest()
And exclude `source` from targets
2019-11-13 09:56:37 -08:00
samme
c46ab84fd9 Use body center in closest, furthest 2019-11-04 16:11:38 -08:00
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
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
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
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
samme
8e717d5588 Remove GroupClassTypeConstructor type 2019-05-23 15:10:40 -07:00
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
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
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
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
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
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
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
Artem Kuskis
24d3406b7d Fix circles collision 2019-01-05 11:26:03 +03:00
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