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
photonstorm
abdaaa0010
Tidied up the docs and removed some Body vars no longer needed. Now to attempt stacking.
2014-01-15 14:40:25 +00:00
photonstorm
58fb248575
Optimised Body loop, removed sleep properties, implemented minBounceVelocity. Working as expected at last :)
2014-01-15 14:40:25 +00:00
photonstorm
283e38aaae
Time to optimise the rebound a little.
2014-01-15 14:40:25 +00:00
photonstorm
be6489fbc9
Body bounce + blocking values nearly sorted.
2014-01-15 14:40:24 +00:00
photonstorm
651737fdd0
More physics tweaks.
2014-01-15 14:40:24 +00:00
photonstorm
011d2d8e05
The way the collision process callback works has changed significantly and now works as originally intended.
...
The World level quadtree is no longer created, they are now built and ripped down each time you collide a Group, this helps collision accuracy.
Bodies are no longer added to a world quadtree, so have had all of their quadtree properties removed such as skipQuadtree, quadTreeIndex, etc.
QuadTree.populate - you can pass it a Group and it'll automatically insert all of the children ready for inspection.
Removed ArcadePhysics binding to the QuadTree, so it can now be used independantly of the physics system.
2014-01-14 02:43:09 +00:00
photonstorm
0a0e775ea5
Removed temp. debug vars.
2014-01-09 17:12:24 +00:00
photonstorm
10d105d5ce
Acceleration tested and working fine. Proper accurate friction added and working really nicely, so much better than 'drag' used to. Considering removing drag, although will break the API history.
2014-01-09 03:42:58 +00:00
photonstorm
c3183dcea9
Angular Physics re-implemented, most tests now working as expected.
2014-01-03 04:50:31 +00:00
Richard Davey
f7329e0661
Further physics modifications
2014-01-03 02:24:06 +00:00
photonstorm
5526a7322b
Warning: This version has a new ArcadePhysics handler in it. Don't upgrade if you need this for live game code, wait until we go to master. Otherwise, this commit contains lots of new physics demos and a new updateMotion and Body class to try and fix, once and for all, the physics issues with applied forces.
2014-01-02 23:28:22 +00:00
photonstorm
ce4cf531d4
Added class constructors, fixed Stripshader, added relative Tween example and updated Tween source.
2013-12-30 16:54:00 +00:00
photonstorm
da5d8c9272
Updated p2.js to latest build.
2013-12-11 03:20:33 +00:00
photonstorm
1f513a333e
Fixed an issue where passing null as the Group parent wouldn't set it to game.world as it should have (thanks tito100).
...
Continued work on the tilemap collision - again, please don't use this version if you need working tilemaps.
2013-12-06 01:07:25 +00:00
photonstorm
ea3802a556
Lots of new tilemap code in here. If your game relies on tilemaps then please don't update to this commit unless you want to help debugging!
2013-12-05 18:12:16 +00:00
photonstorm
299115ca5d
The entire Phaser library has been updated to match the new JSHint configuration.
2013-11-25 04:40:04 +00:00
photonstorm
13a2cc2feb
Updating all files to adhere to the JSHint settings and fixing lots of documentation errors on the way.
2013-11-25 03:13:04 +00:00
photonstorm
3c164b466c
* Updated: event.preventDefault() has been added to all Mouse event handlers.
...
* Updated: Sprite.deltaX/Y removed due to non-use. prevX/Y values moved to Sprite._cache.prevX/Y.
* Updated: Due to missing extends parameter the Sprite prototype was picking up functions from classes it never meant to (Button, TilemapLayer), now fully isolated.
2013-11-01 02:07:21 +00:00
photonstorm
24c809dd5f
Final body / physics / bounds fixes. Also updated various examples, optimised Sprite core loop and enhanced the Invaders example.
2013-10-30 03:46:52 +00:00
photonstorm
3de62907a0
Nearly fixed the tilemap / body issue. More tests needed but then can push to master.
2013-10-29 04:07:26 +00:00
photonstorm
a814cc26cc
* Fixed issue 135 - Added typeof checks into most ArcadePhysics functions to avoid errors with zero values.
...
* Fixed issue 136 - distanceTo using worldX/Y instead of x/y.
2013-10-28 10:17:36 +00:00
photonstorm
9f9e6a2a57
Lots of doc updates!
2013-10-25 16:54:40 +01:00
photonstorm
7e5f38d022
Phaser.Time physicsElapsed delta timer clamp added. Stops rogue iOS / slow mobile timer errors causing crazy high deltas.
2013-10-23 17:11:06 +01:00
photonstorm
4a51ac4671
Updated README and sorting out folder case issue.
2013-10-23 13:30:23 +01:00
photonstorm
8ed783802e
New examples page
2013-10-18 15:12:32 +01:00
photonstorm
a97f271de7
Fixed Animation index 0 issue and hooked TilemapLayer to camera.
2013-10-16 02:09:12 +01:00
photonstorm
dd695e066f
More tilemap tweaks.
2013-10-14 19:37:52 +01:00
photonstorm
a7230aa769
Sprite.loadTexture added.
2013-10-10 09:03:38 +01:00
photonstorm
ca9321ef42
Updated physics body to use localTransform. Updated tanks demo.
2013-10-09 05:13:38 +01:00
photonstorm
f5584bdfe5
Lots of fixes and updates to ArcadePhysics and Group, plus more examples.
2013-10-08 21:09:46 +01:00
photonstorm
c307f79102
Added Sprite.fixedToCamera, fixed Angular Velocity and Acceleration, fixed jittery Camera, added skipQuadTree flag and created lots more examples.
2013-10-08 00:58:20 +01:00
Richard Davey
7c7cd8b01d
More docs and quick patch to stop the body.allowRotation messing things up.
2013-10-01 16:56:47 +01:00
Richard Davey
ca113b85aa
More docs coming on.
2013-10-01 16:39:39 +01:00
Richard Davey
891369b197
Preparing for 1.0.6 release, but moving physics changes to dev.
2013-09-24 15:28:29 +01:00
Richard Davey
51049128f5
Collision fixes for testing
2013-09-23 22:23:17 +01:00
Richard Davey
257cbe3be8
Much more stable collision, just need to refactor the Tilemap handling - see if I can optimise it a bit too.
2013-09-23 03:26:08 +01:00
Richard Davey
bc02a1a05e
Fixing collision issues
2013-09-23 01:06:09 +01:00
Richard Davey
a415e779d1
Final 1.0.5 release.
2013-09-20 13:55:33 +01:00
Richard Davey
62d77e7038
Small new demo and refactored collision list - now far less comparisons to perform!
2013-09-13 04:22:12 +01:00
Richard Davey
0a42269479
Group vs. Group collision working - also fixed a bug in the Body.reset function that was causing some lovely physics errors :)
2013-09-13 03:52:05 +01:00
Richard Davey
ecc91fb4e0
More collision test cases and fixing a few issues as I go :)
2013-09-13 03:07:39 +01:00
Richard Davey
79dc3566f4
Fixed some issues in Tilemap collision, updated the Emitter so x/y controls the point of emission (to stop collision getting out of whack) and fixed the postUpdate in body.
2013-09-12 20:59:56 +01:00
Richard Davey
92e86494e3
Tilemap Collision in and working :) Needs testing against Groups now.
2013-09-12 15:39:52 +01:00
Richard Davey
fba731e740
Added optional "pixel perfect" input checks and tested against static sprites, animated sprites, physics sprites and sprites positioned outside the screen (needing camera shift to appear).
2013-09-11 16:25:46 +01:00
Richard Davey
f260108433
Tidying up source code for release. Also refactored World to use a Group instance, rather tha duplicate functions.
2013-09-11 13:21:07 +01:00