Commit graph

950 commits

Author SHA1 Message Date
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
photonstorm
ad0e4aca2e Large batch of jshint fixes. 2016-08-25 13:03:41 +01:00
samme
b05becf962 Correct docs:
* `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
photonstorm
11b0436a26 Fixed Arcade Physics Circle body collision, after the #2654 change broke it unintentionally. 2016-08-22 16:23:22 +01:00
photonstorm
7b9c4114b2 Preparing for 2.6.2 release. 2016-08-22 12:31:02 +01:00
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
9654a4b3c5 Consolidating Layers into View class. 2016-07-25 01:39:46 +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
Richard Davey
46c20ab00a The property checkCollision.none has been removed from the ArcadePhysics.Body class. It was never used internally, so lead to confusion about its use. To disable a body, use body.enable = false (thanks @samme #2661) 2016-07-23 09:43:01 +01:00
photonstorm
3ba00bbf2d Loads of work on tilemap collision, and offset support. You can now collide with a tilemap no matter where it is on the screen, or which layer it's from. 2016-07-22 17:02:10 +01:00
photonstorm
0e25c5acac Revert getTiles call. 2016-07-22 14:08:54 +01:00
Richard Davey
d8560eb3bc Fixed Tilemap collision. 2016-07-22 04:32:56 +01:00
Leopoldo Brines
18472f5998 Fix 'TypeError: target.center is undefined' 2016-07-20 18:34:02 -04:00
Boniatillo.com
3d1b10c310 jsdoc fix: replace #onTop for #onCeiling
Modified the jsdoc of Phaser.Arcade.Body.onCeiling, by replacing the #onTop reference for #onCeiling.
2016-07-19 08:32:34 -04:00
photonstorm
ac2516f5aa 2.6.1 Release. 2016-07-11 10:07:56 +01:00
Richard Davey
cfb2b813ef Fixed Uncaught TypeError: Cannot set property 'x' of undefined in Body.js (thanks @ErwanErwan #2607) 2016-07-08 18:54:00 +01:00
photonstorm
61ce14f332 P2.World.clear will now clear out the World.walls property, resetting all of the wall bounds to null. This allows the walls to be re-created accurately when the P2 World is reset, which happens on a State change or restart (thanks @ewpolly1 @codermua #2574) 2016-07-08 13:02:58 +01:00
photonstorm
dfd9203e0a onWorldBounds now sends the bounds it collided with. 2016-07-08 11:28:45 +01:00
Richard Davey
c0ba439e82 ArcadePhysics.Body.onCollide is a new Signal that is dispatched whenever the Body collides with another Body. Due to the potentially high volume of signals this could create it is disabled by default. To use this feature set this property to a Phaser.Signal: sprite.body.onCollide = new Phaser.Signal() and it will be called when a collision happens, passing two arguments: the sprites which collided.
ArcadePhysics.Body.onOverlap is a new Signal that is dispatched whenever the Body overlaps with another Body. Due to the potentially high volume of signals this could create it is disabled by default. To use this feature set this property to a Phaser.Signal: `sprite.body.onOverlap = new Phaser.Signal()` and it will be called when an overlap happens, passing two arguments: the sprites which collided.
2016-07-07 23:16:18 +01:00
Richard Davey
6ba3c9401f ArcadePhysics.Body.setCircle is a new method that allows you to define an Arcade Physics Body as being a circle instead of a rectangle. You can control the radius of the body and the offset from the parent sprite.
ArcadePhysics.World.separateCircle is a new method that handles all circular body collisions internally within Arcade Physics (thanks @VitaZheltyakov)

All of the Arcade Physics internal methods, such as `collideGroupVsSelf`, `collideSpriteVsSprite` and so on, have been updated to work with circular body shapes (thanks @VitaZheltyakov)

ArcadePhysics.Body.onWorldBounds is a new Signal that is dispatched whenever the Body collides with the world bounds, something that was previously difficult to detect. Due to the potentially high volume of signals this could create it is disabled by default. To use this feature set this property to a Phaser.Signal: `sprite.body.onWorldBounds = new Phaser.Signal()` and it will be called when a collision happens, passing one argument: the sprite on which it occurred.
2016-07-07 21:58:39 +01:00
photonstorm
261155a683 Merged the arcade-circles branch back into 2.6 and tidied up lots of the source code. Needs checking as not working properly with rect vs. circle, but fine with circle vs. circle. 2016-07-07 16:45:10 +01:00
photonstorm
4da3b15ae2 Renamed alignTo to alignIn, and added the new method alignTo, to allow for Sprite to Sprite alignment. Updated all of the Bounds and TS defs. 2016-06-16 17:01:51 +01:00
Richard Davey
70be74cb36 Lots of work on Body.moveTo and Body.moveFrom. Now working nicely. 2016-06-15 04:12:47 +01:00
Richard Davey
b5cc01132c Body.move tests. 2016-06-14 23:45:00 +01:00
Richard Davey
1daf897b23 Small styling fixes. 2016-06-09 23:27:19 +01:00
Upperfoot
bab2fac729 Resolved issue with tilemapLayer collision. 2016-06-08 23:52:56 +01:00
Craig Whiteside
212a07b9ac Fixed problem with missing parameter in tileCheckX and tileCheckY. 2016-06-07 14:00:34 +01:00
Craig Whiteside
7a1667fa7e Fixed typo on collision for TileMapLayers (lesson to triple check your code...) 2016-06-06 15:43:51 +01:00
Richard Davey
05ca827c2b Merge pull request #2522 from Upperfoot/master
Fixing tileMap collision when tileMapLayer is set to a position other than 0,0
2016-06-03 12:45:37 +01:00
photonstorm
a81fe3cf02 jshint fixes. 2016-06-02 15:38:05 +01:00
Vitaliy
cd3742f9f2 Corrected intersects fuction
Added protection against incorrect handling collisions. Clashes with the body itself will not be processed.
2016-05-31 01:18:17 +03:00
photonstorm
c1c2e6bc9d Removed left-over Body.isCircle checks. 2016-05-23 23:02:04 +01:00
photonstorm
e974ff4ee9 Removed Circle functions and updated setSize docs. 2016-05-23 13:16:21 +01:00
photonstorm
16e9acac84 Updated Body.reset call. 2016-05-23 12:54:41 +01:00
photonstorm
09dd84565e Arcade Physics Body incorrectly positioned if the Sprite had a negative scale (see http://www.html5gamedevs.com/topic/22695-247-248-body-anchoring-any-migration-tips/) (thanks @SBCGames @icameron @Nuuf @EvolViper #2488 #2490) 2016-05-23 12:46:01 +01:00
Upperfoot
4a3e8f2b4a Take into consideration Tilemap position into collision 2016-05-19 11:06:49 +01:00
photonstorm
7018ca2132 Position in Body.reset #2470 2016-05-16 15:20:44 +01:00
photonstorm
ac89d1aec7 Arcade Physics Body has a new property worldBounce. This controls the elasticity of the Body specifically when colliding with the World bounds. By default this property is null, in which case Body.bounce is used instead. Set this property to a Phaser.Point object in order to enable a World bounds specific bounce value (thanks @VitaZheltyakov #2465) 2016-05-16 13:53:12 +01:00
photonstorm
f9994fac75 Fixed a bug in Arcade Physics Body.preUpdate which would incorrectly apply the position of an offset Body (one which has had Body.setSize used on it) when combined with a Sprite with a non-zero anchor (thanks @SBCGames #2470) 2016-05-16 13:39:46 +01:00
photonstorm
19dce62734 Arcade Physics has had a new world argument added to the following functions: distanceBetween, distanceToXY, distanceToPointer, angleBetween, angleToXY and angleToPointer. The argument (which is false by default), when enabled will calculate the angles or distances based on the Game Objects world property, instead of its x and y properties. This allows it to work for objects that are placed in offset Groups, or are children of other display objects (thanks @Skeptron for the thread #2463) 2016-05-16 13:31:57 +01:00
photonstorm
f494c867c7 Fixed an issue in the Arcade Physics overlap method where it would only detect overlaps up to the max bias threshold and no further (thanks @rgk #2441)
The Arcade Physics overlap method would return false if two bodies were overlapping but neither had any velocity (i.e. they were embedded into each other)
2016-04-25 11:38:51 +01:00
photonstorm
628dd1c420 P2.Body.offset is now used and applied to the Sprite position during rendering. The values given are normal pixel values, and offset the P2 Body from the center of the Sprite (thanks @Mourtz #2430) 2016-04-18 20:57:41 +01:00
photonstorm
41f81d39b7 jsdocs update (and removed isCircle switch) 2016-04-18 16:17:47 +01:00
photonstorm
ac4acfb912 Removed Arcade Physics Circle support (now in its own branch) ready for 2.4.7 release. 2016-04-14 13:23:28 +01:00
photonstorm
4d8753e9ce Tidying up for 2.4.7. 2016-04-14 12:57:05 +01:00
photonstorm
aad499b025 Tidying up the code base for 2.4.7. 2016-04-14 12:43:10 +01:00
photonstorm
f4277efc20 Alternative snooker-ball like collision test. 2016-04-11 16:43:17 +01:00
photonstorm
3c4e63fda5 World.separateCircle is working with circle vs. circle bodies. 2016-04-08 03:37:49 +01:00
photonstorm
d009b8d769 Circle vs. Circle rebound code started. 2016-04-07 19:32:27 +01:00
photonstorm
cc5361dd6d World.separate has been optimized to cut down on the number of calls to intersect from 3 calls per Game Object collision check, to 2. So if you were colliding 50 sprites it will reduce the call count from 150 to 100 per frame. It also reduces the calls made to seperateX and seperateY by the same factor.
Two immovable bodies would never set their overlap data, even if an overlap only check was being made. As this is useful data to have this has been changed. Two immovable bodies will still never separate from each other, but they _will_ have their `overlapX` and `overlapY` properties calculated now.
2016-04-07 18:04:45 +01:00
photonstorm
50e126f59e * Body has two new properties: left and top. These are the same as Body.x and Body.y but allow you to pass the Body to geometry level functions such as Circle.contains.
* Body.setCircle allows you to define a Body as using a circle to collide with instead of a rectangle. You can set the radius of the collision circle and an offset.
* Body.render now renders both circle and rectangle body shapes to the Debug canvas.
* World.intersects has been updated to support both circle and rectangle body shapes, and supports quick-paths for circle vs. circle and rect vs. rect checks.
* World.circleBodyIntersects is a new method that checks for intersection between a Body that has been defined as a circle, and a normal rectangle based Body. This is used internally by World.intersects, but exposed for direct calls as well.
2016-04-07 17:01:16 +01:00
photonstorm
952b5c04ea The start of Arcade Physics circle bodies. 2016-04-07 14:32:53 +01:00
photonstorm
e5ceb7e9bc P2.World.setBounds has been re-written completely. If the World is resized it no longer removes the P2 body instances and re-creates them. Instead it checks to see which walls are required and then just moves the position of the shapes instead, or updates them, or creates or destroys them as required. This is far more efficnent, especially in a game which see's a lot of world bounds changes (i.e. resizes responsively in browser) 2016-04-07 01:56:42 +01:00
photonstorm
5c261821fe P2.World.updateBoundsCollisionGroup didn't set the _boundsOwnGroup private var, meaning the World.setBounds method wasn't able to restore previously set collision masks automatically (thanks @jmp909 #2183) 2016-04-07 01:25:52 +01:00
photonstorm
4d5a037ae5 P2.World.updateBoundsCollisionGroup wouldn't use the boundsCollisionGroup mask if you passed true as the argument, only if it was left undefined. 2016-04-07 01:18:19 +01:00
Richard Davey
2f0231b3cd Merge pull request #2415 from jakewilson/dev
Fixed and added warnings.
2016-04-06 01:21:09 +01:00
photonstorm
6933b41e6f Arcade.Body's speed property was only set when the body moved, it now updates regardless (thanks @mark-henry #2417) 2016-04-05 23:06:57 +01:00
Jake Wilson
96a79cd91a Added warning if physics body is enabled on unknown physics system. 2016-04-05 11:23:17 -04:00
photonstorm
f40cfbe2ae 2015 - 2016. 2016-04-04 22:16:16 +01:00
Chad Engler
a510761bf1 fix typo in componentToHex 2016-03-09 15:54:40 -08:00
Richard Davey
0c48c2d6a8 * Added P2.Body.thrustLeft which will move the Body to the left by the speed given (thanks James Pryor)
* Added P2.Body.thrustRight which will move the Body to the right by the speed given (thanks James Pryor)
2016-03-01 22:31:58 +00:00
Richard Davey
5801f1aa15 jshint fixes. 2016-02-04 23:39:58 +00:00
photonstorm
a7c360425f Tidying up code and docs. 2016-02-04 16:23:40 +00:00
Richard Davey
a8b04c4bf1 Merge pull request #2171 from mattrick16/dev
Add method to angle Display Objects relative to world
2016-02-04 18:21:14 +02:00
photonstorm
af4c938299 Docs update (#1967) 2016-02-04 16:05:45 +00:00
Richard Davey
8e6b88cda8 Merge pull request #2172 from jonjanisch/dev
Inconsistency in arcade.collide processCallback param order #667
2016-02-02 17:39:46 +02:00
Richard Davey
6a50e18bf0 Merge pull request #1610 from yigitozdemir/dev
On Ceiling Method Addition
2016-02-01 21:14:12 +02:00
Jonathan Janisch
24c85dbb35 Inconsistency in arcade.collide processCallback param order #667 2015-10-27 23:48:14 -04:00
mattrick
8843a4ad09 Add worldAngleToPointer 2015-10-27 16:55:23 -07:00
photonstorm
b91de47d8d Readme and JSDocs updates. 2015-10-13 12:01:08 +01:00
Christoph Dörfel
a8c4930d42 Add JsDoc comment for Body#addPhaserPolygon return value 2015-09-17 12:11:49 +02:00
Christoph Dörfel
4c9412088c Add option to prefix shape name and optimize JSON output 2015-09-16 14:00:24 +02:00
photonstorm
7487c15f0e Doc updates. 2015-09-08 15:56:28 +01:00
Christoph Dörfel
96441fdb27 Set correct default value for 'clearCallback' on P2.Body.removeCollisionGroup 2015-08-30 01:30:33 +02:00
Christoph Dörfel
2623ddeaf7 Convenience function to remove a collision group from a P2 Body 2015-08-30 00:19:37 +02:00
photonstorm
486c15f16f New docs. 2015-08-24 15:43:45 +01:00
photonstorm
55a7699381 Setting a P2.Body from Static or Kinematic to Dynamic will now automatically adjust the Body.mass to be 1 (thanks @wayfu #2005) 2015-08-20 11:19:30 +01:00
Richard Davey
4eb223f987 jsdocs fix. 2015-07-31 18:39:37 +01:00
Richard Davey
a56cd31638 jsdoc updates. 2015-07-31 18:39:37 +01:00
vrecluse
632c258d8d Fix p2 BodyDebug pixelsPerLengthUnit bug.
When mpx doesn’t return default value, the debug body size and position
goes wrong.
2015-07-31 00:04:32 +08:00
photonstorm
858ad51610 Phaser 2.4 release. 2015-07-22 15:31:30 +01:00
photonstorm
f15fe6706c All undefined argument checks were changed from if (typeof x === 'undefined') to if (x === undefined) removing the typeof check and saving some bytes across the codebase in the process. 2015-07-22 10:37:15 +01:00
Richard Davey
9e38bf974a World.stateChange is a new method that is called whenever the state changes or restarts. It resets the world x/y coordinates back to zero and then resets the Camera.
Sprites with Arcade Physics bodies that had `collideWorldBounds` enabled would be moved to the wrong position if you restarted a State (or swapped to a new State) that reset the world bounds (thanks @vulvulune #1775)
2015-07-22 01:24:26 +01:00
Richard Davey
6531552b32 Merge pull request #1905 from standardgaussian/aabbninja
AABB vs. AABB collision in Ninja
2015-07-16 15:45:09 +01:00
photonstorm
a0d57544c7 P2 updates finished. 2015-07-13 14:48:33 +01:00
photonstorm
956fa493a6 The P2.Body.onBeginContact arguments have changed. It now sends 5 arguments: The Phaser.P2.Body, the p2.Body, the p2 Shape from Body A, the p2 Shape from Body B and the contact equations array. Note that the Phaser.P2.Body may be null if you collide with a 'native' p2 body (such as the world bounds). However the p2.Body argument will always be populated.
The P2.Body.onEndContact arguments have changed. It now sends 4 arguments: The Phaser.P2.Body, the p2.Body, the p2 Shape from Body A and the p2 Shape from Body B. Note that the Phaser.P2.Body may be null if this is the end of a contact with a 'native' p2 body (such as the world bounds). However the p2.Body argument will always be populated.

Upgraded to p2.js 0.7.0
2015-07-13 11:44:04 +01:00
Standard Gaussian
b8710d7066 Removed unused local variables in Ninja.AABB.reportCollisionVsBody 2015-07-11 21:28:15 +01:00
Standard Gaussian
e7356e003f Implemented Ninja AABB vs AABB collisions 2015-07-11 21:04:16 +01:00
photonstorm
f48d038db3 Lots of jsdoc updates (#1644) 2015-07-08 15:10:41 +01:00
Richard Davey
f57d3c19e9 P2.Body.createGroupCallback incorrectly referenced the _groupCallbackContext when deleting it (thanks @Langerz82 #1886) 2015-07-07 01:24:26 +01:00
Standard Gaussian
a556dfdc69 Issue #1885: P2.enableBody now checks if an anchor exists on target object before attempting to set its value 2015-07-05 22:39:15 +01:00
Richard Davey
306fbf4d5c Merge pull request #1810 from Preece/tilemap-overlap
Sprite vs Tilemap can now check for overlap, without trying to separate
2015-06-17 01:38:42 +01:00
photonstorm
71cf2064ab Fixed TS defs and jsdoc for Ninja convertTilemap #1756 2015-06-16 19:10:01 +01:00
photonstorm
17831e0103 P2.Body.loadPolygon now allows the key parameter to be passed as null - when this happens the object parameter can be the actual physics object data instead of a string pointing to the cache, allowing you to take advantage of adding multiple convex shapes with automatic adjustments for center of mass #1801 2015-06-16 19:02:28 +01:00
photonstorm
58f4b07741 Clarified relationship between Sprite and BodyDebug #1795 2015-06-16 18:30:54 +01:00
photonstorm
c518fa32b7 Formatting. 2015-06-16 14:16:04 +01:00
Casey Clyde
e935df328d Sprite vs Tilemap can now check for overlap, without trying to separate 2015-05-23 22:39:12 -07:00
photonstorm
19f8a7316e ArcadePhysics.Body.syncBounds is a new property that if true forces the Body to check itself against the Sprite.getBounds() dimensions and adjust its width and height accordingly. If false it will compare its dimensions against the Sprite scale instead, and adjust its width height if the scale has changed. Typically you would need to enable syncBounds if your sprite is the child of a responsive display object such as a FlexLayer, or in any situation where the sprite scale doesn't change, but its parents scale is effecting the dimensions regardless. 2015-04-29 13:13:26 +01:00
photonstorm
432516fa0f Physics.Arcade.sort has a new property 'sortDirection'. If not specified it will use World.sortDirection. If the Group given as the first parameter has its physicsSortDirection property set that will override any other setting.
Physics.Arcade.sort now calls one of four functions: sortLeftRight, sortRightLeft, sortTopBottom and sortBottomTop. Each of which takes 2 Sprites as arguments.

Physics.Arcade.sort now doesn't bail out if the Group contains a mixture of physics and non-physics enabled objects, as the Group hash is now only ever populated with physics enabled objects. Also the sort comparison functions no longer return -1 if the bodies are invalid, but zero instead (#1721)
2015-04-13 16:29:34 +01:00
photonstorm
35bfe5fb2a Body.destroy now automatically calls Group.removeFromHash. 2015-04-13 16:27:43 +01:00
photonstorm
412338478c Added in all hooks required for MatterJS Physics (coming soon!) 2015-04-13 16:16:34 +01:00
photonstorm
04cb3889a9 P2.getConstraints would return an array of null objects. It now returns the raw p2 constraint objects (thanks @valueerrorx #1726) 2015-04-13 12:12:18 +01:00
Richard Davey
0b3fc61ba7 Merge pull request #1723 from dgoemans/dev
Fix for Phaser with requirejs
2015-04-13 11:29:58 +01:00
Chad Engler
b89cdd5a0c check for existence of sprite on body destroy 2015-04-12 17:30:54 -07:00
David Goemans
73bace335a Built a fix into p2.js v0.6.1 for using requirejs with phaser. This has also been put as a pull request to p2.js 2015-04-06 12:43:03 +02:00
photonstorm
ebdb6d028f The Physics Manager now has a new reset method which will reset the active physics systems. This is called automatically on a State swap (thanks @englercj #1691) 2015-03-24 10:21:12 +00:00
photonstorm
77eaa7e707 Optimised World.collideHandler and added SORT_NONE option. 2015-03-23 15:05:57 +00:00
photonstorm
b07ce89236 sourceWidth / Height now only set from the texture if the object has a texture. 2015-03-23 15:05:39 +00:00
photonstorm
ba052389a3 New version of p2.js merged for testing. 2015-03-23 10:11:49 +00:00
photonstorm
3f30a3d0d2 jsdocs updates. 2015-03-23 10:11:39 +00:00
Chad Engler
f5af981da3 fix missing semicolon 2015-03-22 21:28:27 -07:00
Chad Engler
97410f8907 add debug drawing for p2 capsule shape 2015-03-22 19:45:18 -07:00
breakosaur
bb600b4319 Fixed a few documentation typos. 2015-03-18 21:07:36 +00:00
Chad Engler
0b3850cc0c Fix debug drawing for p2 physics bodies 2015-03-18 01:19:32 -07:00
photonstorm
893d36f128 jsdoc fix. 2015-03-05 14:01:52 +00:00
photonstorm
2483cd5df4 Various readonly Body properties flagged as 'readonly' in the jsdocs (#1643) 2015-02-26 23:32:14 +00:00
photonstorm
f99f182a6f Arcade Physics is now using a spacial pre-sort for all Sprite vs. Group and Group vs. Group collisions. You can define the direction the sort will prioritise via the new sortDirection property. By default it is set to Phaser.Physics.Arcade.LEFT_RIGHT. For example if you are making a horizontally scrolling game, where the player starts on the left and moves to the right, then this sort order will allow the physics system to quickly eliminate any object to the right of the players bounds. This cuts down on the sheer volume of actual collision checks needing to be made. In a densely populated level it can improve fps rate dramatically.
There are 3 other directions available (`RIGHT_LEFT`, `TOP_BOTTOM` and `BOTTOM_TOP`) and which one you need will depend on your game type. If you were making a vertically scrolling shoot-em-up then you'd pick `BOTTOM_TOP` so it sorts all objects above and can bail out quickly.

More importantly you can switch the `sortDirection` at run-time with no loss of performance. Just make sure you do it *before* running any collision checks. So if you had a large 8-way scrolling world you could set the `sortDirection` to match the direction the player was moving in and adjust it in real-time, getting the benefits as you go. My thanks to Aaron Lahman for inspiring this update.
2015-02-26 21:24:07 +00:00
photonstorm
03a2db18cb Added extra protection in the case of mixed-type Groups.
Removed window vars and replaced with stats property.
Removed redundant if/else checks.
2015-02-25 06:06:40 +00:00
photonstorm
8aec760cd5 First pass at spacial sorting in World.collide. 2015-02-25 05:39:02 +00:00
photonstorm
a69e53f901 Copyright date change. 2015-02-25 03:36:23 +00:00
photonstorm
dee13d52d8 jshint fix. 2015-02-25 02:50:57 +00:00
photonstorm
c799dfe7da Fixed physics postUpdate issue causing particles and all kinds of things to go awry. 2015-02-25 02:18:05 +00:00
photonstorm
3d399f1b14 Removed the final few private vars from computeVelocity 2015-02-25 00:04:53 +00:00
photonstorm
42b316473d jsdoc fix. 2015-02-23 13:58:57 +00:00
photonstorm
a7bdce1806 Moved collideSpriteVsTilemapLayer to here. 2015-02-19 05:00:22 +00:00
photonstorm
eb732e1d90 Refactored ArcadePhysics.World to remove global property use and array length caches. 2015-02-19 04:59:55 +00:00
photonstorm
052b9a7e06 Separated the Tilemap specific code from World. 2015-02-17 15:49:53 +00:00
photonstorm
4bb1adcf36 Typo fix. 2015-02-17 06:00:18 +00:00
photonstorm
1229c791b3 Added Body.dirty flag (reserved for future use) 2015-02-17 05:13:54 +00:00
photonstorm
0588f95f4c Body.phase renamed to Body.dirty. 2015-02-17 05:13:36 +00:00
photonstorm
86f05160b7 Removed array length vars and added strict equalities. 2015-02-17 05:13:12 +00:00
photonstorm
8483eac6aa Removing all use of _cache from all Game Objects. 2015-02-16 17:22:51 +00:00
photonstorm
f60b2b7635 World.setBounds if called after you had already started P2 Physics would incorrectly create a new collision group for the wall objects. P2.World now remembers the settings you provide for each wall and the collision group, and re-applies these settings should the world dimensions ever change (thanks @nextht #1455) 2015-02-11 22:33:29 +00:00
yigitozdemir
9ad1230257 On Ceiling Method Added 2015-02-11 01:36:35 +02:00
photonstorm
18ff04810f ArcadePhysics.distanceToPointer now calculates the distance in world space values.
ArcadePhysics.moveToPointer no longer goes crazy if the maxTime parameter is given and the Sprite is positioned in a larger game world (thanks @AnderbergE #1472)
2015-02-10 22:16:35 +00:00
photonstorm
816a80f39a If Body.customSeparateX or customSeparateY is true then the Body will no longer be automatically separated from a **Tilemap** collision or exchange any velocity. The amount of pixels that the Body has intersected the tile is available in Body.overlapX and overlapY, so you can use these values to perform your own separation in your collision callback (#992) 2015-02-10 12:58:12 +00:00
photonstorm
6081aa360f P2.Body.clearCollision default values were incorrectly set to false if no parameters were provided, even though the docs said they were true (thanks @brianbunch #1597) 2015-02-08 21:57:08 +00:00
photonstorm
d710caed9e Body.reset now resets the Body.speed value to zero. 2015-02-05 05:12:31 +00:00
Richard Davey
66ad09ebd0 Merge pull request #1549 from tomlarkworthy/fixAdjustMass
Bug fix: adjust mass and debug body gfx
2015-02-03 21:12:15 +00:00
Richard Davey
0953e927b4 Merge pull request #1559 from vulvulune/dev
Complete "tsdocs" tasks to download plugins + improve ts doc + grunt:jsdoc
2015-02-03 21:04:30 +00:00
Richard Davey
21823f65e3 Merge pull request #1576 from vulvulune/jsdoc
Correct comments
2015-02-03 20:47:32 +00:00
Richard Davey
9efca46021 Merge pull request #1582 from micahjohnston/dev
Fix doc comment on Phaser.Physics.Arcade#getObjectsAtLocation.
2015-02-03 20:45:33 +00:00
zekoff
0ccd225e08 Allow max of 0 in computeVelocity
Previous method of setting default max did not allow falsey values.
2015-02-03 11:36:53 -06:00
Micah Johnston
34d443153f fix argument name in comment on Phaser.Physics.Arcade#getObjectsAtLocation. 2015-01-30 05:48:34 -07:00
Micah Johnston
401d2fe847 Fix doc comment on Phaser.Physics.Arcade#getObjectsAtLocation. 2015-01-29 18:13:03 -07:00
photonstorm
d6ea8fb956 jsdoc updates (spelling mistakes, code formatting, etc) 2015-01-28 17:18:33 +00:00
vulvulune
1aab540a6f Correct comment Phaser.Physics.P2.BodyDebug
Set correct method name in comments
2015-01-27 15:26:05 +01:00
vulvulune
7be4b8d7a9 Replace the grunt docs tasks with grunt-jsdoc
Replace builddoc and exportdocjson grunt tasks with grunt-jsdoc.
To avoid an error I added a fake comment to a @todo param in the p2.js
file.
2015-01-22 16:22:51 +01:00
photonstorm
587c3e5f6a Arcade.Body.friction allows you to have more fine-grained control over the amount of velocity passed between bodies on collision. 2015-01-18 12:24:00 +00:00
Tom Larkworthy
4b32505383 calling adjust mass desyncs the debug graphics from the real positions of bodies 2015-01-17 21:15:10 -08:00
photonstorm
0f42b530eb Physics.Arcade.isPaused allows you to toggle Arcade Physics processing on and off. If true the Body.preUpdate method will be skipped, halting all motion for all bodies. Note that other methods such as collide will still work, so be careful not to call them on paused bodies. 2015-01-10 00:30:02 +00:00
photonstorm
8cd98e2e36 jsdocs fixes. 2015-01-05 10:59:10 +00:00
photonstorm
15d5b54c26 Removed redundant updateTransform call. 2015-01-02 04:15:27 +00:00
Richard Davey
3c4a9720c6 Body updateTransform patch re: #1493 and #1490 2015-01-01 12:33:43 +00:00
photonstorm
965fbc96e7 Typo fixes :) 2014-12-11 22:30:24 +00:00
photonstorm
3c564a33b6 The P2 World constructor wouldn't let you use your own config unless you specified both the gravity *and* broadphase. Now allows one or both (thanks @englercj #1412) 2014-12-11 22:04:45 +00:00
photonstorm
4abb1550d7 P2.postBroadphaserHandler updated to avoid skipping final 2 pairs. 2014-12-11 22:00:06 +00:00
Paul
dab8772de0 Documentation - consistency updates
- Updated `readOnly` doclet to `readonly`

- `array` refined to `type[]`, where such information was immediately
determinable.

- Updated {Any}/{*} to {any}; {...*} is standard exception

- Udated {Object} to {object}
2014-11-30 04:03:35 -08:00
photonstorm
667d477a16 P2.BodyDebug always lagged behind the position of the Body it was tracking by one frame, which became visible at high speeds. It now syncs its position in the Body.postUpdate which prevents this from happening (thanks @valueerror) 2014-11-25 22:21:11 +00:00
photonstorm
7aaa63e7a5 When you change State the P2 Physics world is no longer fully cleared. All of the bodies, springs, fixtures, materials and constraints are removed - but config settings such as gravity, restitution, the contact solver, etc are all retained. The P2.World object is only created the very first time you call Physics.startSystem. Every subsequent call hits P2.World.reset instead (#1292) 2014-11-25 12:09:03 +00:00
Pete Baron
bc70ce74b5 Minor logic fix to nested loop counters. 2014-11-12 15:00:26 +13:00
Pete Baron
1c7059ea6c Merge remote-tracking branch 'phaser-github/dev' into dev
Conflicts:
	src/animation/FrameData.js
	src/core/Game.js
	src/particles/arcade/Emitter.js
	src/time/Time.js
	src/tween/Tween.js
2014-11-12 13:03:52 +13:00
Pete Baron
af09290cbf Add getObjectsAtLocation method in Arcade physics. 2014-11-12 11:24:38 +13:00
photonstorm
8bf93fb658 ArcadePhysics.skipQuadTree is now set to true by default. A QuadTree is a wonderful thing if the objects in your game are well spaced out. But in tightly packed games, especially those with tilemaps or single-screen games, they are a considerable performance drain and eat up CPU. We've taken the decision to disable the Arcade Physics QuadTree by default. It's all still in there and can be re-enabled via game.physics.arcade.skipQuadTree = false, but please only do so if you're sure your game benefits from this. 2014-11-11 01:05:58 +00:00
photonstorm
0f3849491d P2.BodyDebug circles were drawing at half widths (thanks @enriqueto #1288) 2014-11-08 14:09:26 +00:00
Pete Baron
497e919e43 Adjusted particle emitter for slow-mo.
Removed un-needed physics changes.
2014-11-03 13:01:14 +13:00
Pete Baron
0da8c6cb1a Established fixed steps for logic update with catch-up for dropped frames.
Render update runs every frame.
Tweens moved into render update to maintain smooth motion.
Added Time.slowMotion factor, integrated with logic/render updates and tweens.
2014-11-03 12:02:43 +13:00
photonstorm
96fd0ade74 JSDoc fixes. 2014-10-21 22:43:42 +01:00
photonstorm
00b5472d4c jshint fixes. 2014-09-29 12:29:18 +01:00
photonstorm
b0e96a37b9 Added Box2D handler support. 2014-09-29 12:27:28 +01:00
DanX
3a1ec3c5c1 Fix docs for collide and collideHandler 2014-09-26 22:37:11 -03:00
photonstorm
20551f9129 Lots of jsdocs fixes ready for the new doc generator. 2014-09-16 17:35:08 +01:00
photonstorm
5eedc4c2c5 The physics config object is now stored locally in World.config. 2014-09-09 12:49:31 +01:00
photonstorm
59f7c53019 P2.Body.addCapsule didn't use to pass the radius value through pxm, but now does so you have to specify it in pixels, not meters. 2014-09-08 22:34:53 +01:00
Richard Davey
55400ce988 World.createDistanceConstraint signature changed to include new local anchors (thanks @rhmoller #1169) 2014-09-04 22:22:10 +01:00
photonstorm
865c6878bf P2.World.getSprings used to return an empty array, but now returns all the Springs in the world (#1134) 2014-09-02 15:06:43 +01:00
Carlos Martinez
ec9a8b6903 Firxed for travis build. 2014-09-01 15:03:29 +01:00
Carlos Martinez
9843818f30 Merge branch 'dev' of https://github.com/photonstorm/phaser into dev 2014-09-01 14:19:50 +01:00
Carlos Martinez
0640cc0c03 Added support to pass 2 array in Arcade collide and overlap (response to an issue). 2014-09-01 14:01:36 +01:00
photonstorm
070e33f1e7 ArcadePhysics.overlap has been updated so that the Body.overlapX/Y properties are set to the amount the two bodies overlapped by. Previously they were zero and only populated during the separation phase, but now the data is available for just overlap checks as well. You can then use these values in your ovrelap callback as required - note that they are changed for every check, so a Sprite overlap tested against 10 other sprites will have the overlapX/Y values updated 10 times in a single collision pass, so you can only safely use the values in the callback (#641) 2014-09-01 03:54:55 +01:00
photonstorm
9b6ffc3f94 Moved Springs to not extend p2 Springs as they break when added to the p2.World. Springs and spring removal now working properly (#1134) 2014-08-29 14:13:20 +01:00
photonstorm
69b9e5eb7c Arcade.overlap and collide are now more consistent about allowing a Group vs. Group or Group vs. Array of Groups set (thanks @pyromanfo #877 #1147) 2014-08-29 01:28:43 +01:00
Richard Davey
32989094f4 Merge pull request #1147 from pyromanfo/dev
Fix for group vs group within group collision (fixes #877)
2014-08-29 01:27:01 +01:00
Allen Cook
5a3eeb8a9c Fix for group vs group within group collision (fixes #877) 2014-08-28 20:23:02 -04:00
photonstorm
dd160f004b jsdocs update for collideWorldBounds #1010 2014-08-29 01:16:05 +01:00
photonstorm
6fbaa36ddd P2.PointProxy.mx and my values are get and set in meters with no pixel conversion taking place.
P2.InversePointProxy.mx and my values are get and set in meters with no pixel conversion taking place.
P2.PointProxy.x and y values are now returned in pixels (previously they were returned in meters). See PointProxy.mx/my for meter values.
P2.InversePointProxy.x and y values are now returned in pixels (previously they were returned in meters). See PointProxy.mx/my for meter values.
2014-08-28 17:04:58 +01:00
photonstorm
a7d9b2c8c5 The P2.World.postBroadphaseHandler now checks if the returned pairs array is empty or not before processing it (thanks @wayfu #934) 2014-08-28 04:24:08 +01:00
photonstorm
0f207c47a7 Calling P2.Body.destroy or ArcadePhysics.Body.destroy wouldn't null the parent sprite body, causing it to error in the next update (thanks @jonathanhooker #1077) 2014-08-28 03:44:02 +01:00
photonstorm
ec687868de Input.setMoveCallback has been removed due to deprecation.
BitmapData.refreshBuffer has been removed and replaced with BitmapData.update.
BitmapData.drawSprite has been removed due to deprecation. Use BitmapData.draw instead.
Pointer.moveCallback has been removed due to deprecation.
SinglePad.addButton has been removed due to deprecation.
P2.Body.loadData has been removed due to deprecation.
P2.World.defaultFriction and defaultRestitution have been removed due to deprecation.
Canvas.create noCocoon parameter has been removed due to deprecation.
Color.getColorInfo, RGBtoHexstring, RGBtoWebstring and colorToHexstring has been removed due to deprecation.
2014-08-28 03:40:59 +01:00
photonstorm
c87aa5103d Fixed the RevoluteConstraint worldPivot and moved it to the end of the signature to minimise code changes. 2014-08-28 01:14:59 +01:00
photonstorm
aeb82dbee9 World.createRotationalSpring will now let you create rotational springs. 2014-08-28 00:58:50 +01:00
photonstorm
6acc8bf9f2 World.enableBodySleeping has been removed and replaced with World.sleepMode. 2014-08-28 00:45:57 +01:00
photonstorm
98ccae56de P2.Body now uses the new Body.type value instead of Body.motionState, however as P2.Body already have a property called type we have left the motionState getter/setter in for now. 2014-08-28 00:39:47 +01:00
photonstorm
4935a4e4af RevoluteConstraint fixed for new version of p2. 2014-08-28 00:24:56 +01:00
photonstorm
b25bdf3523 Fixed the DistanceConstraint parameters. 2014-08-28 00:15:28 +01:00
photonstorm
504b69ffaa Updated p2.js to d1c7a340c42e4d5d1d939fba5fd13c5e49d6abd2
Updated grunt replace task to match p2s new UMD signature.
2014-08-28 00:01:35 +01:00
photonstorm
36ecd81f29 Arcade Physics Body.skipQuadTree is a new boolean that if set to true when you collide the Sprite against a Group it will tell Phaser to skip using a QuadTree for that collision. This is handy if this Body is especially large.
Arcade Physics World.skipQuadTree will disable the use of all QuadTrees in collision methods, which can help performance in tightly packed scenes.
2014-08-04 13:04:11 +01:00
Richard Davey
acceb692c3 Merge pull request #1071 from Dumtard/dev
Fix for previous PR #1028
2014-07-31 13:48:15 +01:00
photonstorm
9bbc8ecce3 Phaser.Physics.P2.addPolygon now takes a nested array again (thanks @wayfu #1060) 2014-07-31 13:39:26 +01:00
Charles Black
a90ab2e59b P2 bounds now collides with everything by default 2014-07-27 16:06:55 -04:00
photonstorm
d72e199291 Physics.bounds now correctly matches World.bounds on system start (thanks @Dumtard #1028) 2014-07-16 00:14:47 +01:00
Petar Petrov
78771d875b Fix issue #883
Check if points is an Array before parsing arguments.
2014-07-12 22:50:48 +02:00
photonstorm
2293b64c94 Removing debug / console.log output. 2014-07-09 05:49:13 +01:00
Richard Davey
6ce183189f Merge pull request #971 from psalaets/issue-970
reorder param list of Phaser.Physics.Arcade.Body.render
2014-07-07 10:29:51 +01:00
Paul Salaets
cbf0a9011a remove a little duplication 2014-07-05 21:53:32 -04:00
Paul Salaets
0c15ef6adc move shape specific debug rendering into the shapes 2014-07-05 21:29:28 -04:00
Paul Salaets
77b86f43e3 support for debug rendering ninja AABB and circle bodies 2014-07-05 20:58:33 -04:00
Paul Salaets
79f550bc89 updating comments: default color and method name 2014-07-05 18:08:00 -04:00
Paul Salaets
0694dab909 reorder param list to be consistent with comment's ordering and other code 2014-07-05 17:50:13 -04:00
photonstorm
6e94aa7cde Updated applyForce docs. 2014-07-02 16:29:30 +01:00
Richard Davey
a425470f41 Merge pull request #925 from jonkelling/dev
Fix for issue #917, Physics.P2.Body#addToWorld
2014-07-01 15:52:29 +01:00
Richard Davey
ba29d5bd4b Merge pull request #910 from TatumCreative/dev
Fix null returns for play()
2014-07-01 15:39:17 +01:00
Richard Davey
117aef650b Merge pull request #956 from Phaiax/phaserdts-createcollisiongroup
createCollisionGroup -> public, included in .d.ts file
2014-07-01 15:37:31 +01:00
Richard Davey
2fb9217776 Merge pull request #955 from Phaiax/issue952-p2bounds
P2 bottom world wall position fix
2014-07-01 15:36:02 +01:00
Richard Davey
1a0ebe6d26 Merge pull request #954 from Phaiax/issue953-bodydebug
inverting debug getter result
2014-07-01 15:35:35 +01:00
Phaiax
00bf349ff5 Body.enable only exists in Arcade physics, so move conditions concerning this into arcarde 2014-06-30 12:49:53 +02:00
Phaiax
18229d1673 fix jshint warning 2014-06-29 18:23:43 +02:00
Phaiax
394e70db06 inverting debug getter result 2014-06-28 01:33:02 +02:00
Phaiax
441d0a816e P2 bottom world wall position fix 2014-06-28 01:28:59 +02:00
Phaiax
961d25cadc createCollisionGroup -> public, included in .d.ts file 2014-06-28 01:25:51 +02:00
photonstorm
cd60554c78 Added P2 body anchor docs to clarify #938 2014-06-23 23:34:27 +01:00
jonkelling
36d70697db Fix for issue #917, Physics.P2.Body#addToWorld
Fix for issue #917: Calling reset() on Sprite with a P2 body can result in body.data.world == null.
Calling addToWorld() would previously not check the _toRemove array, which could, if the timing were right, result in a Sprite being revived but then removed from the P2 World--the result of this being the Sprite's data would be in a mixed state causing it to appear visually but not function in the world.
2014-06-17 21:53:20 -05:00
Greg Tatum
50f91eae54 Shape changed not called on removeShape
It looks like a bunch of these methods that modify the body don't call shapeChanged(). If you want I can add them all and resubmit.
2014-06-17 08:36:39 -05:00
photonstorm
69525799d7 New build files for testing. 2014-06-11 12:46:49 +01:00
photonstorm
50e47d89ee ArcadePhysics.Body.setSize if you set offset x/y values previously and then passed zero values they would be ignored (thanks @casensiom fix #889) 2014-06-11 00:21:04 +01:00
Richard Davey
13700148fb Merge pull request #891 from aivins/issue890
Separate from TilemapLayer after custom callbacks.
2014-06-11 00:00:20 +01:00
Lewis Lane
a16cb3f5a2 Added notes to overlap/collide regarding non-recursiveness
Made it clear that the overlap and collide methods do not recursively check for collisions, i.e. in the case of being passed a Group containing other Groups or Tilemaps.
2014-06-09 08:05:23 +01:00
Andrew Ivins
ccd914620d Separate from TilemapLayer after custom callbacks. 2014-06-09 14:28:14 +08:00
photonstorm
9c35dfde0c ArcadePhysics.Body has a new boolean property enable. If false the body won't be checked for any collision or overlaps, or have its pre or post update methods called. Use this for easy toggling of physics bodies without having to destroy or re-create the Body object itself. 2014-05-27 11:22:58 +01:00
photonstorm
88306b6e12 P2 World array reset fix. 2014-05-20 10:03:00 +01:00
photonstorm
2b40c8a7c7 Pointer.type and Pointer.exists properties added.
QuadTree.retrieve can now accept either a Sprite with a physics body or a Phaser.Rectangle as its parameter.
ArcadePhysics.getObjectsUnderPointer will return all children from a Group that overlap with the given Pointer.
2014-05-06 02:45:10 +01:00
photonstorm
bd4c2176f0 Added an additional tile index check to P2.World.convertTilemap. 2014-05-01 02:40:17 +01:00
photonstorm
b40769019b The P2 DistanceConstraint method signature has changed. Updated Phaser so maxForce is now passed as object (fix #788) 2014-04-30 16:54:56 +01:00
photonstorm
fa613c5fe1 ScaleManager seeds _check private var with null to avoid later comparison check (thanks @jflowers45, fix #782)
P2.Body.applyForce should have used pxmi instead of pxm (thanks @Trufi, fix #776)
P2 fixed creation of RevoluteConstraint by passing maxForce in the options (thanks @woutercommandeur, fix #783)
2014-04-29 19:34:38 +01:00
Wouter Commandeur
b1953bd0a0 fix creation of RevoluteConstraint by passing maxForce in the options 2014-04-29 20:12:56 +02:00
photonstorm
1d37cde66f Updated p2 to latest build and patched for Float32Array + UMD issues. 2014-04-29 02:34:16 +01:00
photonstorm
251bc10327 jshint fixes. 2014-04-25 02:52:14 +01:00
Georgios Kaleadis
33fc41a9b0 fix comment 2014-04-24 11:59:55 +02:00
Georgios Kaleadis
339da73160 pausable p2 world 2014-04-24 11:56:52 +02:00
photonstorm
4ec5665148 Fixed #750 - Invalid typescript mapping for TileSprite.autoScroll function in TS defs.
Game checks if window.console exists before using it (should fix IE9 issues when dev tools are closed), however it is still used deeper in Pixi.
Body.loadData flagged as deprecated.
2014-04-22 23:31:07 +01:00
photonstorm
944e03ddb8 P2.Body.loadPolygon has been updated to correct center of mass issues (thanks @georgiee, fix #749) 2014-04-22 22:33:25 +01:00
Georgios Kaleadis
c0189c02c1 fixed loadPolygon center of mass 2014-04-22 19:56:25 +02:00
Opher Vishnia
22b62726ad Fixed typo in world.setMaterial
The function contained a typo: bodies is an Array and so bodies.setMaterial is undefined
2014-04-19 19:39:50 +03:00
photonstorm
713bd203ee ArcadePhysics.collideSpriteVsGroup checks if Sprite has a body before carrying on, now safely skips sub-groups or other non-Sprite group children.
QuadTree.retrieve now checks to see if the given Sprite has a body before carrying on.
2014-04-17 12:31:14 +01:00
photonstorm
3b73c17997 ArcadePhysics.Body.phase is checked in postUpdate to prevent it from being called multiple times in a single frame. 2014-04-15 02:50:25 +01:00
photonstorm
e9cb345261 P2.World.convertTilemap now correctly checks the collides parameter of the tiles as it converts them. 2014-04-14 13:52:53 +01:00
photonstorm
a2b2d558a5 jsdoc and jshint fixes. 2014-04-11 03:02:19 +01:00
photonstorm
77f8e5eefc P2 Fixtures Collection Class (@georgiee please test it works ok! #704) 2014-04-11 00:43:30 +01:00
Richard Davey
b7b1e7428a Merge pull request #704 from georgiee/fixture-list
P2 Fixtures Collection Class
2014-04-11 00:19:05 +01:00
photonstorm
a01cc2e1ca Objects with an InputHandler now deactivate it when the object is removed from a Group but not destroyed (fix #672)
Lots of jsdoc fixes in Body and World.
Removed un-used events from World (such as onImpact).
2014-04-11 00:06:22 +01:00
Georgios Kaleadis
13e5cacd71 added a p2 fixture collections helper class 2014-04-10 23:45:35 +02:00
Georgios Kaleadis
1213cae0a4 additionally save fixtures by key 2014-04-10 21:28:14 +02:00
photonstorm
289b5b2532 Removed un-used vars. 2014-04-10 17:25:35 +01:00
photonstorm
9ddcc5d0ea p2.World.defaultRestitution has been deprecated and is now p2.World.restitution.
p2.World.defaultFriction has been deprecated and is now p2.World.friction.
p2.World now uses 4 bodies for the world boundaries, rather than 1 body with 4 shapes. This helps the broadphase massively.
p2.World bounds are now included in the callback events such as beginContact and impact events.
2014-04-10 17:11:16 +01:00
photonstorm
780fb48ab3 P2.World has a new contactMaterial property, which can be configured like a normal P2 Contact Material and is applied when two bodies hit that don't have defined materials. 2014-04-10 14:51:20 +01:00
photonstorm
8449f77152 Fixed World.restitution typo.
Updated World to use the new p2 defaultContactMaterial.
2014-04-10 14:41:50 +01:00
photonstorm
8bb22551aa Added jsdocs to Particle and Emitter. Fixed p2 UMD. 2014-04-10 01:48:55 +01:00
photonstorm
8fc2a465cd New Phaser package, small docs updates and preparing P2.World for new bounds code and v0.5.0 migration. 2014-04-08 03:31:13 +01:00
photonstorm
451f68be96 Updated p2 to 6abc900ff9 (which has probably broken stuff, but we'll test it tomorrow). 2014-04-08 03:30:45 +01:00
photonstorm
01eec6cef5 Keyboard.stop nulls the function references after removing the event listeners (thanks @bmceldowney, #691) 2014-04-07 12:29:26 +01:00
photonstorm
439cefd481 ArcadePhysics.Body.hitTest(x, y) will return a boolean based on if the given world coordinate are within the Body or not.
Fixed jsdoc method tags in Body.
2014-04-01 03:54:20 +01:00
photonstorm
9762bff5eb Updated docs to specify callback parameter order (#667) 2014-04-01 00:50:24 +01:00
Georgios Kaleadis
0a456d81c1 remove physics loader flags in p2 world, fix naming in loader 2014-03-31 10:46:17 +03:00
Georgios Kaleadis
d2a348f0bb return the result of body#setCircle 2014-03-28 09:48:23 +02:00
photonstorm
5b73bb21bb Sprite would glitch if it had an ArcadePhysics Body that was re-positioned out of loop.
Sprite would "fly off" if it had an ArcadePhysics Body that was re-positioned during an input handler.
Newly generated docs
2014-03-28 01:42:49 +00:00
Richard Davey
2092a7e360 Merge pull request #653 from bmceldowney/dev
Removing tilemap layer retrieval for object layers in convertCollisionObjects()
2014-03-26 15:48:42 +00:00
Richard Davey
06c953a293 Merge pull request #647 from xtian/grunt-jshint
Run jshint as part of build process and fix jshint errors
2014-03-26 15:46:35 +00:00
Ben McEldowney
2cd538e498 removing erroneous tilemap layer retrieval for object layers in convertCollisionObjects() 2014-03-26 07:48:47 -07:00
photonstorm
fc0e239719 ArcadePhysics.Body preUpdate has been modified to stop Sprites with non-1 scaling from gaining delta and moving off the screen (fix #644).
Lots of ArcadePhysics.World methods have been marked as private where they shouldn't be called directly (separateX, etc)
2014-03-26 10:48:30 +00:00
Christian Wesselhoeft
f409a735f0 Fix jshint issues in src/Phaser.js 2014-03-25 14:56:05 -07:00
Christian Wesselhoeft
1c286c1ae5 Fix jshint issues in src/physics/p2 2014-03-25 14:56:05 -07:00
Christian Wesselhoeft
b375daa3f6 Fix jshint issues in src/physics/ninja 2014-03-25 14:56:05 -07:00
Christian Wesselhoeft
5f267baeb0 Fix jshint issues in src/physics/arcade 2014-03-25 14:56:04 -07:00
Christian Wesselhoeft
61f18b675c Trim trailing whitespace. 2014-03-25 14:56:04 -07:00
photonstorm
26a89f0b84 New build files with tilemap callback fixes in. 2014-03-24 01:39:09 +00:00
Georgios Kaleadis
c2964857a3 multiple circle shapes in a body with position 2014-03-21 20:45:25 +01:00
Richard Davey
51a2002bf8 Merge pull request #622 from georgiee/fix-prismatic-naming
Fixed bug in prismatic joint. Lock flag not inverted, updated naming & description
2014-03-21 14:09:14 +00:00
photonstorm
0fca997d43 P2.Body.loadPolygon no longer modifies the Cache array (fix #613) 2014-03-21 13:46:35 +00:00
Georgios Kaleadis
c686ea0eb5 fixed naming for rotation lock in prismatic joint 2014-03-21 14:13:06 +01:00
Richard Davey
f0034008f5 Merge pull request #614 from georgiee/physics-phaser-exporter
Custom PhysicsEditor export & new p2 polygon parsing
2014-03-21 11:27:13 +00:00
photonstorm
b9fcda73ca ArcadePhysics.World.seperate will now check gravity totals to determine separation order. You can set World.forceX to true to always separate on X first and skip this check. 2014-03-21 11:22:56 +00:00
Georgios Kaleadis
f56f1674f7 pivots were wrong signed, everything was upside down 2014-03-21 09:49:51 +01:00
Georgios Kaleadis
a4982fa6e2 better fixture handling 2014-03-20 19:38:47 +01:00
Georgios Kaleadis
277afa1415 method docs 2014-03-20 15:46:54 +01:00
Georgios Kaleadis
af847de963 reverted p2 body debug 2014-03-20 15:44:41 +01:00
Georgios Kaleadis
45a41af766 exporter update 2014-03-20 15:27:50 +01:00
Georgios Kaleadis
66fa003901 custom export from physics editor 2014-03-20 13:38:25 +01:00
photonstorm
634b1d1093 Emitter.friction property removed and replaced with Emitter.particleDrag, which is now correctly applied.
ArcadePhysics.Body.reset incorrectly set the Body.rotation to Sprite.rotation instead of angle.
Emitter.emitParticle resets the rotation on the particle to zero before emitting it.
Lots of fixes to the TypeScript definitions file (thanks as always to clark-stevenson for his tireless work on these)
Emitters now bring the particle they are about to emit to the top of the Group before doing so. Avoids particles hidden behind others.
ArcadePhysics.Body.setSize corrected to take the parameters as positive, not negative values.
ArcadePhysics.Body now checks the Sprite scale automatically and adjusts the body size accordingly (fix #608)
Emitter.particleClass can now be set to any object that extends Phaser.Sprite, which will be emitted instead of a regular Sprite.
2014-03-20 03:48:54 +00:00
photonstorm
684ee9c064 ArcadePhysics.Body has a deltaMax object, which allows you to cap the delta applied to the position to +- this value.
ArcadePhysics.Body now checks the Sprite scale automatically and adjusts the body size accordingly (fix #608)
2014-03-20 00:20:02 +00:00
Georgios Kaleadis
5b78c5c46e fixed wrong motion state constants in phaser p2 body 2014-03-19 22:56:26 +01:00
photonstorm
164f3cbe83 When creating a Sprite (via Group.create or directly) with exists = false and a P2 body, the body is not added to the world. 2014-03-19 13:09:29 +00:00
photonstorm
0a42ac39b9 ArcadePhysics.World now has a checkCollision object which can be used to toggle collision against the 4 walls of its bounds. 2014-03-19 04:03:21 +00:00
photonstorm
2cc1a45f9a Fixed SpriteBounds camera placement in Debug (again).
Removed un-needed cache vars from ArcadePhysics.World.
Tidied up ArcadePhysics.Body and fixed rotation parameters.
Every single Arcade Physics Example now runs perfectly under this release.
2014-03-19 03:55:44 +00:00
photonstorm
79ffda3f18 ArcadePhysics.separate doesn't pass over to seperateX/Y if overlapOnly is true (fix #604)
ArcadePhysics.collideSpriteVsSprite checks if both objects have bodies before processing.
ArcadePhysics.Body now checks the ArcadePhysics.World bounds, not the game bounds.
ArcadePhysics.Body has reverted to the 1.1.3 method of preUpdate, so you can now position sprites with x/y, drag them, etc, regardless of the Body.moves flag (issue #606)
ArcadePhysics.World now has setBounds and setBoundsToWorld methods, which are called automatically on world resizing.
ArcadePhysics.Body no longer sets the offset to match the anchor.
2014-03-19 02:28:20 +00:00
photonstorm
9490041c79 ArcadePhysics.separate doesn't pass over to seperateX/Y if overlapOnly is true (fix #604)
ArcadePhysics.collideSpriteVsSprite checks if both objects have bodies before processing.
2014-03-19 02:05:29 +00:00
photonstorm
2ecb0c7c76 P2.removeBody will check if the body is part of the world before removing, this avoids a TypeError from the p2 layer. 2014-03-17 22:34:19 +00:00
photonstorm
08aa381238 p2 object re-created on system start. 2014-03-17 21:16:59 +00:00
photonstorm
3ebd0d9303 Updated Device.isConsoleOpen as it no longer works in Chrome. Revised code and documentation accordingly (fix #593)
Revised p2 clear process.
2014-03-17 19:39:56 +00:00
photonstorm
96296c6582 The P2 World wouldn't clear down fully on a State change, now properly clears out contacts, resets the bitmask, etc. 2014-03-17 18:57:46 +00:00
Stefan Holmgren
e3480ffd3c Add destroy methods to Ninja Body, AABB and Circle
The Sprite.destroy() method calls the Body’s destroy() method if a body
exists. If using Ninja physics, destroying a Sprite will not work,
since the destroy method wasn’t implemented in Ninja’s Body.

Also added destroy() methods to Ninja’s AABB and Circle. Tile already
have a destroy() method.
2014-03-16 12:14:46 +01:00
photonstorm
b9ac0d565e Fixed Tile callback check in Arcade Physics (fix #562) 2014-03-16 00:53:50 +00:00
Richard Davey
227810ee01 Merge pull request #571 from dreadhorse/dev
Ninja world collision to check right and bottom bounds
2014-03-16 00:41:51 +00:00
Stefan Holmgren
51102797ed Ninja world collision to check right and bottom bounds
The world collision algorithm need to check the right and bottom of the
bounds in case the bound’s x or y are not equal to 0
2014-03-15 06:19:26 +01:00
Richard Davey
fc5504f8d8 Fixed Sprite.destroy with an arcade body 2014-03-15 01:06:01 +00:00
photonstorm
5e11b1ad87 The Static, Kinematic and Dynamic consts that P2.Body uses were incorrect (fixes #563) 2014-03-14 19:20:35 +00:00
photonstorm
901a7f13d1 Updated docs for 2.0 release and updated README. 2014-03-14 06:36:05 +00:00
photonstorm
44a5741148 Fixed games. Updated Body.moves handling. 2014-03-14 04:49:55 +00:00
photonstorm
0e29bd4300 Tile Collision Callbacks working properly. CSV / Blank map examples added. Multiple tilesets per map working again. That's it folks! 2014-03-14 04:21:56 +00:00
photonstorm
f3ff9c197f Fixed all the tilemap examples. 2014-03-14 03:26:06 +00:00
photonstorm
017a017b96 TilemapLayer.getRayCastTiles will let you get all tiles that hit the given line for further processing.
Fixed Tilemap collision. Added new TILE_BIAS const to aid with fast/small sprites.
2014-03-14 02:33:58 +00:00
photonstorm
a83a76bc5d Line.coordinatesOnLine will return all coordinates on the line using Bresenhams line algorithm. 2014-03-14 00:05:03 +00:00
photonstorm
ec0b22268d Added Body.tilePadding to help with small/fast moving bodies vs. tile collision. 2014-03-13 23:15:32 +00:00
photonstorm
5297497632 Tilemap collision finally getting closer. 2014-03-13 22:49:08 +00:00
photonstorm
e955145707 Added p2 kill and reset test + nearing completion on tilemap collision. 2014-03-13 21:14:18 +00:00
photonstorm
c8e63582a4 Lots of small tweaks to pass jshint. 2014-03-13 16:49:52 +00:00
photonstorm
c2d38fe16b jshint passed all the p2 physics and fixed Debug.spriteBounds. 2014-03-13 16:16:14 +00:00
photonstorm
b666874592 Fixed Body.reset and Tanks game. 2014-03-13 15:57:49 +00:00
photonstorm
dc434dd1ff Render Debug moved into Arcade class. 2014-03-13 15:41:56 +00:00
photonstorm
41bc616a3b preUpdate rotation fix. 2014-03-13 13:29:54 +00:00
photonstorm
181ef7ce53 Added World.frameRate - The frame rate the world will be stepped at. Defaults to 1 / 60, but you can change here. Also see useElapsedTime property.
Added World.useElapsedTime - If true the frameRate value will be ignored and instead p2 will step with the value of Game.Time.physicsElapsed, which is a delta time value. #554
2014-03-13 13:19:02 +00:00
photonstorm
c3f687eda9 Prismatic Constraint done. That's all of them! jshint time. 2014-03-13 13:09:33 +00:00
photonstorm
87684bb15f Revolute Constraint done. 2014-03-13 12:14:14 +00:00
photonstorm
6b55fea953 Distance and Gear constraints done. 2014-03-13 11:13:22 +00:00
photonstorm
ef359e8992 P2 Springs example done and working nicely. 2014-03-13 10:32:34 +00:00
photonstorm
aa6b1821bd Get First Dead example. 2014-03-13 10:14:06 +00:00
photonstorm
8318a58f69 Fixed bug causing Text with empty or no given text to break. Added World.createSpring. 2014-03-13 09:43:00 +00:00
photonstorm
0584d3eadf P2 collision groups and callbacks working as expected, new example done. 2014-03-13 09:14:12 +00:00
photonstorm
94448d2497 P2 postBroadphase example and handler done. Group.enableBodyDebug added. Sprites no longer remove bodies from the world if exists = false, instead they set safeDestroy to true, which removes the body on the next preUpdate, to avoid mid-step destruction issues. 2014-03-13 07:29:23 +00:00
photonstorm
84741f065f New P2 examples. And fixed Camera.atLimit value. 2014-03-12 16:33:53 +00:00
photonstorm
fc788f909c P2 Body Begin and End Contact events done and working nicely. 2014-03-12 15:26:20 +00:00
photonstorm
274fd4a7e9 You can now hitTest against P2 bodies + example created. 2014-03-12 13:26:27 +00:00
photonstorm
abf26df741 New P2 examples and fixed Body debug assignment parameter. 2014-03-12 06:25:29 +00:00
photonstorm
a07cf894a0 Fixed Kenny tiles. Fixed Ninja Circle vs. World bounds. Added Ninja tilemap to Tiles conversion. Created test. 2014-03-12 02:44:34 +00:00
photonstorm
4910f27a88 You can now over-ride the pxm and mpx functions with your own via the physics config object. 2014-03-12 00:12:26 +00:00
photonstorm
cb5a8c7515 Renamed px2p and p2px to: pxm and mpx (px to meters and meters to px). Also removed from Math. 2014-03-12 00:07:27 +00:00
photonstorm
e9ae465272 Sorted out Body gravity settings and updated the example. 2014-03-11 16:26:03 +00:00
photonstorm
58887d9bc6 Moved all of the Tilemap to P2 body methods into P2 itself (makes more sense this way) and tidied them up. 2014-03-11 15:02:59 +00:00
photonstorm
d2d77f37dd Finished Ninja Physics updates. 2014-03-11 14:21:20 +00:00
photonstorm
170776ada1 rnd updated so the array picks use length -1 (fixes #541) 2014-03-11 10:56:54 +00:00
photonstorm
384451bef7 Particles back in and working again. Also updated most of the examples and put Body.gravity back in as well. 2014-03-11 02:49:55 +00:00
photonstorm
f321cab77e The physics configuration object can now be used to start physics systems specifically. 2014-03-11 01:23:41 +00:00
photonstorm
a6467f9b60 Fixed Arcade, Ninja and P2 enable methods. Modified core Physics enable. Added world enable test. 2014-03-11 01:11:08 +00:00
photonstorm
53797171a3 Fixed Group.sort. Added z-depth property to all core game objects. Fixed P2 const overwrite. 2014-03-10 23:01:10 +00:00
photonstorm
b4cb281f1c Renamed Phaser.Physics.P2 const to Phaser.Physics.P2JS to avoid issue #540 2014-03-10 22:15:03 +00:00
photonstorm
13ff8985e1 Merged @georgiee p2 BodyDebug and reformatted for jshint pass. Looks awesome :) #536 2014-03-10 15:25:43 +00:00
Richard Davey
751af10c52 Merge pull request #536 from georgiee/debug-draw-p2
Debug draw p2
2014-03-10 14:50:01 +00:00
photonstorm
1fe331956a Added in p2.total 2014-03-10 14:47:29 +00:00
photonstorm
9f997daa46 Lots of examples fixes and put Group.sort back in. 2014-03-10 14:33:18 +00:00
Georgios Kaleadis
569770ed21 update 2014-03-10 14:28:44 +01:00
Georgios Kaleadis
95e2081f3a more p2 fixes 2014-03-10 13:17:37 +01:00
Georgios Kaleadis
c611d51751 minimal runable new p2 integration 2014-03-10 13:15:05 +01:00
photonstorm
8fff38618d Tidied up the Examples, fixed Arcade Physics Body, added Body enable support to Group and fixed QuadTree. 2014-03-10 03:06:28 +00:00
photonstorm
c4183d200f Changed the define function calls to use named modules, allows pixi, phaser and p2 to reside in 1 file and still be located by requirejs (thanks brejep, #531) 2014-03-10 01:39:36 +00:00
photonstorm
45ab4673cc ScaleManager.fullScreenTarget allows you to change the DOM element that the fullscreen API is called on (feature request #526) 2014-03-10 01:13:01 +00:00
photonstorm
4db1fc0079 Restored Phaser.QuadTree - should get all remaining Arcade Physics examples working again. 2014-03-07 15:14:53 +00:00
photonstorm
480c1819d6 Working through AABB vs. AABB tests. 2014-03-07 05:30:56 +00:00
photonstorm
4cac6408d8 Ninja.AABB updated with all the correct properties, now works fully as with Circle. Created new tests, all Ninja shapes now set Body.touching values correctly. TileSprites work as bodies. Trying out AABB vs. AABB collision now. 2014-03-07 04:43:55 +00:00
photonstorm
6815c5909a New tiles and new map test. 2014-03-06 09:48:42 +00:00
photonstorm
e97a207816 Added in Circle to the Ninja physics system. 2014-03-06 07:18:59 +00:00
photonstorm
3e93f24583 New split physics system is implemented. Still tidying-up, but ArcadePhysics, P2 and Ninja Physics are in and configured. Lots more examples required, and tilemap collision mostly broken in Arcade at the moment. Time to implement in Ninja. 2014-03-06 06:29:19 +00:00
photonstorm
2bab4fd2fb Testing lines. 2014-03-05 04:40:37 +00:00
photonstorm
12a2a2ec16 Testing map collision 2014-03-05 03:18:24 +00:00
photonstorm
22b1ce9b9d Added Phasers new Physics Manager and restored the pre-1.1.4 ArcadePhysics system. The new manager can handle multiple physics systems running in parallel, which could be extremely useful for lots of games. 2014-03-05 02:36:08 +00:00
photonstorm
d8f5832fa2 Completely empty Tilemaps can now be created. This allows for dynamic map generation at runtime.
Loads of updates across most the Tilemap files. Not finished yet, still CSV loading to do and a multi-tileset issue to resolve, but it's a lot more flexible now.
2014-03-03 05:19:46 +00:00
Richard Davey
3794a846d4 Merge pull request #504 from georgiee/fix-single-polygon
Phaser.Physics.Body#loadPolygon
2014-03-02 11:26:31 +00:00
photonstorm
66bdf56349 The physics world is now cleared on state swap (fixes #505) 2014-03-02 11:04:04 +00:00
Georgios Kaleadis
a1bb3ea23b pop first element if there is only one shape 2014-03-01 12:04:30 +01:00
photonstorm
4562939e4e Fixed stupid error in destroy(). 2014-02-28 06:17:18 +00:00
photonstorm
e45a929b00 Body.loadPolygon now parses all shapes that may exist in a JSON data file, and re-creates them all on the Body. Assumes shapes are CCW + Convex (tested working with Lime Exportor). Almost fixes #449 but Body rotation seems to screw orientation of shapes. 2014-02-28 05:46:02 +00:00
photonstorm
a6d77d00a0 World gravity restored. 2014-02-23 11:42:24 +00:00
photonstorm
3ac8fba9e8 Body.x/y didn't use pxpi. Also fixed out of bounds example. 2014-02-21 16:35:37 +00:00
photonstorm
7ee0c20bb3 Added Debug.renderSpriteBounds() back and wrapped Body.velocity and force in px2p calls. 2014-02-21 15:34:15 +00:00
photonstorm
91c0299d4c Fixed issues with the contacts and world bounds. New labs demo created. 2014-02-20 04:21:14 +00:00
photonstorm
1762983bc0 Fixed loadPolygon reference. Need to test decomp data next. 2014-02-19 17:09:01 +00:00
photonstorm
aac31bdaa4 debug#renderShapeConvex fixed, fix in p2 physics body creation #446 2014-02-19 15:43:05 +00:00
photonstorm
1d3616f52c Do not invert (physics) shape size data for circle, rectangle, capsuel & line #445 2014-02-19 15:21:03 +00:00
photonstorm
5f79bb4330 Fix typos of method names in Button.js for doc #444 2014-02-19 15:01:59 +00:00
photonstorm
7394403bb6 Fresh build. Updated docs and re-built phaser.js. 2014-02-19 05:28:19 +00:00
photonstorm
d9080052c3 Disabled World bounds by default.
Body.collides now takes a group level callback.
Added Body.createBodyCallback and Body.createGroupCallback.
2014-02-19 05:22:37 +00:00
photonstorm
f6807e23c6 Fixed Body.removeFromWorld 2014-02-19 04:05:12 +00:00
photonstorm
08e5f18257 Fixed some doc typos.
You can now pass a physicsConfig object with the game constructor that is given to p2.World, allowing you to set the broadphase, etc.
2014-02-19 03:51:48 +00:00
photonstorm
14646e811c QuadTree deprecated and moved to plugins. Body.collideWorldBounds added back and working. CollisionGroups pretty much finished. 2014-02-19 02:12:27 +00:00
photonstorm
5968dd053b CollisionGroup and collision masks working. Need to refine a little, but all the essentials are there. 2014-02-19 01:51:14 +00:00
photonstorm
7a8c96db37 Working gravity + contacts + platformer demo :) 2014-02-18 17:25:54 +00:00
photonstorm
1e29e28333 Added ContactMaterials and lots of new World help functions for assigning and creating them. 2014-02-18 16:37:53 +00:00
photonstorm
15be3f86f3 Added ContactMaterial support. 2014-02-18 15:28:42 +00:00
photonstorm
3d0b5bde75 Updated World vastly. No longer extends p2.World due to a few vars we can't alias cleanly, adds in lots of new helper methods.
Ready for Materials and Constraints.
InversePointProxy is for aliasing a p2 typed array when the values need reversing before applying (gravity for example).
2014-02-18 15:16:26 +00:00
photonstorm
335684ac57 Removed width/height parameters from addParticle, not needed. 2014-02-18 12:32:26 +00:00
photonstorm
63145d7735 New labs demo. Added moveForward and moveBackward to Body. 2014-02-18 04:49:03 +00:00
photonstorm
5d5c64d22f Tilemap.createCollisionObjects will parse Tiled data for objectgroups and convert polyline instances into physics objects you can collide with in the world.
After defining tiles that collide on a Tilemap, you need to call Tilemap.generateCollisionData(layer) to populate the physics world with the data required.
Debug.renderPhysicsBody updated to take camera location and body rotation into account.
Body movement functions put back to velocity :)
Updated to latest dev version of pixi and latest p2.js
Updated docs
2014-02-18 03:01:51 +00:00
photonstorm
cad14848e8 Removed input handler from Graphics as it's just meant to be used as a texture really, if you need input events you can apply Graphics to a Sprite.
You can now create a Physics Body directly via game.physics.createBody(), and Body has been updated so it's no longer always bound to a Sprite.
Debug.renderPhysicsBody now works with Rectangles, Lines and multiple Convex shapes.
Starting to get the Tiled polyline parsing working nicely. Not too far off a complete tilemap collision.
2014-02-17 17:54:10 +00:00
photonstorm
78bf874888 Fresh build. Added pre/post update hooks to Graphics. 2014-02-17 11:27:31 +00:00
photonstorm
9837984a4d Working Springs demo. 2014-02-15 02:56:24 +00:00
photonstorm
e5812710cc Added Spring class. Fixed reason why World wasn't pre and post updating (Stage didn't have an exists property). 2014-02-15 02:19:37 +00:00
photonstorm
e5e643b103 fixedToCamera now works across all display objects. When enabled it will fix at its current x/y coordinate, but can be changed via cameraOffset.
fixedToCamrea now works for Groups as well :) You can fix a Group to the camera and it will influence its children.
Also fixed the issue with World.preUpdate/postUpdate not being called and various small documentation issues.
2014-02-15 01:27:42 +00:00
photonstorm
e5a4620b87 Loader.physics now lets you load Lime + Corona JSON Physics data, which can be used with Body.loadPolygon and Body.loadData.
Cache.addPhysicsData and Cache.getPhysicsData allow you to store parsed JSON physics data in the cache, for sharing between Bodies.
2014-02-14 23:51:49 +00:00
photonstorm
1097a699c3 Fixed anchor issue with Sprite.body. 2014-02-14 18:06:00 +00:00
photonstorm
291f8ef14c Fixed issue with physics world not being centered if you resized it. 2014-02-14 17:52:59 +00:00
photonstorm
bdb8908fee Groups now update their children across preUpdate, update and postUpdate.
Sprite.exists = false removes Body from world.
2014-02-13 12:26:39 +00:00
photonstorm
312ec462bc Sprite.exists now toggles the Body as well. Sprite.exists = false will remove an active Body from the World. 2014-02-13 09:55:46 +00:00
photonstorm
f6113ac6c4 Physics World events added.
Group has new 'addToWorld' parameter, which fulfills the same function as the old useStage.
Stage now extends PIXI.Stage rather than owns one.
2014-02-12 19:45:09 +00:00
photonstorm
424d1126bc Fixed updateTransform and added Body shape methods. 2014-02-12 14:50:32 +00:00
photonstorm
c6cc2c9d71 Updated p2.js to latest build. Checked tests. Added Debug draw (needs rotation support). 2014-02-12 05:34:31 +00:00
photonstorm
2c100754bb Body.setPolygon converted and working, along with some other p2 Body methods hoisted up. 2014-02-12 03:22:49 +00:00
photonstorm
5b64b01068 New 'thrust' demo. Added Body.moveLeft, moveRight, moveUp, moveDown, rotateLeft, rotateRight and thrust methods. Also hooked up force and created an asteroids style example. 2014-02-11 01:52:10 +00:00
photonstorm
58102168aa Added setBoundsToWorld and got it building the bounds body + 4 (optional) Planes around the edges for collision. 2014-02-10 23:28:32 +00:00
photonstorm
1184d8bd76 PointProxy added to allow for easy setting of force and velocity. More p2 tests done. World update done. 2014-02-10 22:54:56 +00:00
photonstorm
2de934756c Body property updates. Still working out best way to handle velocity assignment. 2014-02-10 19:33:27 +00:00
photonstorm
47e23096bd Integrating p2.js. 2014-02-10 16:01:30 +00:00
photonstorm
4aa945f991 Removed PixiPatch as it's no longer needed. Re-worked all of the Sprite autoCull and inWorld checks and cached the bounds. Fixed the Body calculations so physics is working again. 2014-02-09 03:48:31 +00:00
photonstorm
243820c973 Fixing up Pixis setBackgroundColor. 2014-02-08 09:14:44 +00:00
photonstorm
67bd653eb4 Graphics updated and restored. Working through fixing up Physics. 2014-02-07 19:44:14 +00:00
photonstorm
4cfce8b4d2 Group now extends PIXI.DisplayObjectContainer, rather than owning a _container property, which makes life a whole lot easier re: nesting. 2014-02-06 02:31:36 +00:00
photonstorm
e7a9b96d27 Final release 1.1.4 examples finished. 2014-02-05 16:55:02 +00:00
photonstorm
02b75b9e23 Updated doc files. 2014-02-05 16:55:02 +00:00
photonstorm
0896c2fac7 Updating copyright year and README. 2014-02-05 16:54:59 +00:00
photonstorm
846e9c5061 Removed debug info and tidying up ready for release. 2014-02-05 16:54:58 +00:00
photonstorm
1af86771ba And we have level/ground jitter fixed :) Starstruck is running again properly now too. Time to commit and remove lots of debug data. 2014-02-05 16:54:58 +00:00
photonstorm
84f0f00f49 n-way collision checks and onBeginContact and onEndContact done and working. Also fixed issue in TweenManager.removeAll. 2014-02-05 16:54:58 +00:00
photonstorm
8315973c5d Body/Group testing complete. Now focusing on n-way collision. 2014-02-03 04:09:45 +00:00
photonstorm
28f71ed86d Fixed the Sprite / World / Group body issue. So invaders now works again, as do the new examples. 2014-02-03 04:09:45 +00:00
photonstorm
3488880956 Sprite vs. Sprite Group Body Tests. 2014-02-03 04:09:45 +00:00
photonstorm
5e182d317b Fixed lots of examples and added the missing Line.js. 2014-01-31 14:12:20 +00:00
photonstorm
27fc447928 New polygon collision object examples and Body scale fixes. 2014-01-31 10:34:18 +00:00
photonstorm
45b6d5a741 Removed: Debug.renderSpriteTouching, Debug.renderLocalTransformInfo, Debug.renderWorldTransformInfo, Debug.renderSpriteCollision and Debug.dumpLinkedList.
Debug.renderPhysicsBody(body, color) is extremely useful for debugging the new physics bodies. Will draw the outline + points in the color given.
Debug.renderBodyInfo(sprite, x, y, color) will display lots of Sprite body data.
2014-01-31 05:42:20 +00:00
photonstorm
13a86765cb Phaser.CANVAS_PX_ROUND is a boolean. If 'true' the Canvas renderer will Math.floor() all coordinates before drawImage, stopping pixel interpolation. Defaults to false.
Phaser.CANVAS_CLEAR_RECT is a boolean. If 'true' (the default) it will context.clearRect() every frame. If false this is skipped (useful if you know you don't need it)
Collision now works between Sprites positioned via sprite.x/y, sprite.body.x/y or sprite.body.velocity.
If you are tweening a sprite and still want physics collision, set `sprite.body.moves = false` otherwise it will fight against the tween motion.
2014-01-31 04:14:02 +00:00
photonstorm
68b7d22e0d Fixed issue with the camera being slightly out of sync with 'fixedToCamera' sprites. Also fixed 'jitter' issue with camera targets. 2014-01-31 03:32:12 +00:00
photonstorm
6e4e99f436 Added Game Update loop step debugging - has proved utterly invaluable! Resolved camera jitter issues, gravity / downward force on tile/boundary issues and most tilemap collision issues. 2014-01-31 02:06:45 +00:00
photonstorm
651858372c Added Game core loop stepping support. Super-useful for debugging, and helped me track down the issue with jittery physics collision. Double-win! 2014-01-29 17:10:13 +00:00
photonstorm
d51a37211c Phaser.Line added to the group of geometry classes, with full point on line/segment and intersection tests (see new examples) 2014-01-29 00:21:28 +00:00
photonstorm
5b85c910cb New lineIntersectLine() function working nicely. 2014-01-28 17:13:07 +00:00
photonstorm
82cb66f47b Updated intersects code, tilemap collision is running again. Still finding gravity pushing sprites through tiles. 2014-01-28 06:52:56 +00:00
photonstorm
9deb5514a2 ArcadePhysics.setBoundsToWorld implemented. Body.setCircle, setRectangle and setPolygon all working. Tidying up Body class. Need to add tile collision special case handler next. 2014-01-28 05:01:17 +00:00
photonstorm
90c09374af Velocity integration tidied up. Now moving to sync Body with Sprite center point. 2014-01-28 01:29:35 +00:00
photonstorm
fbe508ab1b Direct assignment of Body values, allows for sloped ground walking. 2014-01-27 17:08:20 +00:00
photonstorm
dbdb2a2026 Adjusted delta timer cap and fixed some typos and more examples. 2014-01-27 17:08:20 +00:00
photonstorm
4505aa50f6 Integrated SAT. Fixed lots of examples. Fixed documentation. Added new examples and built new phaser.js file for testing. 2014-01-27 06:29:26 +00:00
photonstorm
45518b3ecd Adding checkCollision tests. 2014-01-24 17:30:37 +00:00
photonstorm
e3aaec8ac0 Removed Time delta cap, removed drag references from Emitter and tested doing a custom polygon collision. 2014-01-24 03:53:11 +00:00
photonstorm
ea9e22f472 SAT implemented and working nicely at long last :) 2014-01-23 21:45:35 +00:00
photonstorm
110ab4e253 More robust gravity handling avoiding 'sticky walls'. Added new platform test with mixture of mass tile collision and physics. 2014-01-23 01:50:43 +00:00
photonstorm
20108e47f3 Working through re-integrating tilemap collision. So far, so good. 2014-01-22 16:16:53 +00:00
photonstorm
1370ba52b5 Fixed Sci-Fly and restored tile collision handling. 2014-01-22 14:49:06 +00:00
photonstorm
b2c49ef853 Merging previous changes back in again. 2014-01-22 14:31:18 +00:00
photonstorm
f6af6fe0a3 Not fully working, but commit for posterity. Time to rollback if we're ever going to get this released. 2014-01-22 12:31:35 +00:00
photonstorm
7a0e9a478c New Math functions added. 2014-01-22 10:54:49 +00:00
photonstorm
15a002e720 Finally getting there! Body collision almost as good as it can be (without a full-on physics system). Just a few last tweaks to do. 2014-01-21 16:12:50 +00:00
Richard Davey
c9d07c7346 Testing out new Body structure 2014-01-20 23:07:56 +00:00
photonstorm
128c7143d5 Lots more physics tests and updates.
PLEASE DO NOT upgrade to this release if you need your game working and it uses any of the physics functions, as they're nearly all broken here.
Just pushing up so I can share it with someone.
2014-01-20 20:14:34 +00:00