Richard Davey
2ecaad5f03
Fixes use of static keyword. Fix #4458
2019-04-05 18:04:34 +01:00
Richard Davey
3075e088c7
Added directX and directY properties as well as setDirectPosition method.
2019-04-01 23:15:00 +01:00
Richard Davey
64d8f928d0
Fixed sleeping and strengthening direct control movement.
2019-04-01 17:19:38 +01:00
Richard Davey
e7334834ff
Abort? Then abort.
2019-04-01 17:19:07 +01:00
Richard Davey
c907432c2b
Refactoring to handle checkCollision better
2019-04-01 17:18:58 +01:00
Richard Davey
4ca877b32e
Now returns area of intersection in a temp rectangle
2019-04-01 14:58:51 +01:00
Richard Davey
3e5358dded
Dump CI to window for testing
2019-03-31 23:16:27 +01:00
Richard Davey
0f4e9f289d
Fixed issue with delta = 1
2019-03-31 23:16:13 +01:00
Richard Davey
4d660f2f51
Minimum displacement linear equation solver finally working properly, yay!
2019-03-29 17:07:48 +00:00
Richard Davey
c636c58ff8
Working out incorrect face at high speeds
2019-03-29 00:10:58 +00:00
Richard Davey
b97bf51329
Removed positionIterations
2019-03-28 23:35:09 +00:00
Richard Davey
b99e680f6b
Fixed swizzle and embedded abort
2019-03-28 23:33:00 +00:00
Richard Davey
535388b828
Added Distance Threshold and seeking
2019-03-28 23:32:46 +00:00
Richard Davey
5589374e71
Removed debugging
2019-03-28 23:32:24 +00:00
Richard Davey
14781003b3
Temp logs on
2019-03-28 14:58:57 +00:00
Richard Davey
cb77405031
Better seek handling
2019-03-28 14:58:51 +00:00
Richard Davey
bb058dc7ba
Moved OverlapRect to a component and added option to scan both dynamic and static bodies
2019-03-28 14:10:03 +00:00
Richard Davey
9577f3e612
Added condition to resolve fast moving body penetration hitting the wrong face
2019-03-28 14:09:45 +00:00
Richard Davey
2317cb216e
Emits new TOUCH event
2019-03-27 15:53:19 +00:00
Richard Davey
5eebdff3ca
Now properly handles body face blocking
2019-03-27 15:53:01 +00:00
Richard Davey
13181e2238
Embedded? Don't block then.
2019-03-27 15:52:45 +00:00
Richard Davey
07149fd737
New TOUCH event
2019-03-27 15:52:31 +00:00
Richard Davey
7dbda9fe62
Added new arguments to method
2019-03-27 15:52:18 +00:00
Richard Davey
28b41254ba
Removed unused code
2019-03-27 15:52:04 +00:00
Richard Davey
7a05c205b1
Docs fix
2019-03-27 15:51:55 +00:00
Richard Davey
7ae4a441e1
Added onTouch event flag and setCheckCollision methods
2019-03-27 15:51:43 +00:00
Richard Davey
e5f03f02db
Added isBody
boolean.
2019-03-27 11:54:08 +00:00
Richard Davey
a67792ada6
Handle non-Game Object Body collision
2019-03-27 11:53:56 +00:00
Richard Davey
cc1b96a309
The Body.setCollideWorldBounds
method has two new optional arguments bounceX
and bounceY
which, if given, will set the World Bounce values for the body.
2019-03-27 11:53:34 +00:00
Richard Davey
2b4568cf05
Body no longer sleeps if rotating and fixed moving a rebounding object
2019-03-27 10:46:42 +00:00
Richard Davey
7dbb502616
Fixed jsdocs references
2019-03-27 09:50:58 +00:00
Richard Davey
596803a434
Exposed the overlap functions
2019-03-27 09:50:48 +00:00
Richard Davey
168e184d04
You can now create a Body or StaticBody directly
2019-03-27 09:50:36 +00:00
Richard Davey
6e3d4bac6d
Removed un-needed files
2019-03-27 09:50:20 +00:00
Richard Davey
adb28d2f6e
Added new Rectangle Arcade Physics Body type
2019-03-27 00:21:03 +00:00
Richard Davey
c819599304
Use of a Game Object bound to a body is now optional
2019-03-27 00:20:49 +00:00
Richard Davey
811ed0e340
Dynamic and Static both now extend the Base Body.
2019-03-26 16:51:15 +00:00
Richard Davey
2e5e438ec4
Added a new Base Body class to extend from. Saves a lot of duplication.
2019-03-26 16:51:01 +00:00
Richard Davey
5bb2161d49
Fixed issue with non zero origins
2019-03-26 15:29:58 +00:00
Richard Davey
ab2f489c5a
Renamed ambiguous movingX/Y
, also broke out moveX
to checkX
and tidied up more
2019-03-26 13:07:57 +00:00
Richard Davey
0b8fb1a21e
Much better hard blocking flag sets
2019-03-26 13:07:25 +00:00
Richard Davey
d942d28a81
Swap to use canMove and also new moveX/Y methods
2019-03-26 13:07:04 +00:00
Richard Davey
5242a62221
Comment out logs
2019-03-26 13:06:45 +00:00
Richard Davey
469b74b489
Handle single face intersects
2019-03-26 13:06:26 +00:00
Richard Davey
b7f1888549
Work out the dominant face even if not intersecting, or if perfectly aligned
2019-03-26 00:05:26 +00:00
Richard Davey
9b65f1bcc6
Moved sleep checks around
2019-03-26 00:05:09 +00:00
Richard Davey
108e2e5d7f
Added GravityX and reduced iterations to 1 for testing
2019-03-26 00:04:55 +00:00
Richard Davey
c58526fc74
Tidying up and resolving fractional comparisons
2019-03-25 17:25:39 +00:00
Richard Davey
7171d95578
Log out some test data
2019-03-25 17:25:25 +00:00
Richard Davey
c8ec524068
Debug tests
2019-03-25 17:25:17 +00:00
Richard Davey
74be0955ca
Lots of small tweaks
2019-03-25 17:25:11 +00:00
Richard Davey
e83db95f77
Use ColInfo
2019-03-25 17:25:03 +00:00
Richard Davey
075e030fb1
Zero out fractional intersections
2019-03-25 17:24:48 +00:00
Richard Davey
17d4600f2f
Updating separate method
2019-03-25 12:56:01 +00:00
Richard Davey
21df050e88
Works using ColInfo object now
2019-03-25 12:55:52 +00:00
Richard Davey
df55ffd32a
Lots of little fixes
2019-03-25 12:55:41 +00:00
Richard Davey
3e499831cc
Added functions for left / right checks
2019-03-25 12:55:31 +00:00
Richard Davey
8c825692af
Added most interesting face result
2019-03-25 12:55:18 +00:00
Richard Davey
eec2f4cac1
Single functions to handle the data
2019-03-25 12:55:08 +00:00
Richard Davey
e976721321
Start of the update to make it work across both axis
2019-03-24 23:31:31 +00:00
Richard Davey
d3460ba20f
Only needs CollisionInfo
2019-03-24 23:31:20 +00:00
Richard Davey
94bebab24d
Silence logs for now
2019-03-24 23:31:11 +00:00
Richard Davey
9dcd3569b4
Added new X axis functions
2019-03-24 23:30:57 +00:00
Richard Davey
1f07eaa79f
Testing rideable bodies
2019-03-24 23:30:38 +00:00
Richard Davey
e017691c68
The ScaleMode
Component has been removed from every Game Object, and along with it the scaleMode
property and setScaleMode
method. These did nothing anyway as they were not hooked to the render pipeline and scale mode should be set on the texture, not the Game Object. Fix #4413
2019-03-24 23:07:27 +00:00
Richard Davey
a85e6283ec
All of the Arcade Physics Components are now available directly under the Phaser.Physics.Arcade.Components
namespace. Fix #4440
2019-03-24 22:51:34 +00:00
Richard Davey
427019ab53
Tidied it all up. Refactored down into smaller function.
2019-03-22 19:08:08 +00:00
Richard Davey
3cba010a28
Removed un-used properties
2019-03-22 19:07:52 +00:00
Richard Davey
c86ff4c7c7
Silence logs
2019-03-22 19:07:41 +00:00
Richard Davey
766e0eb210
Don't need these properties any more
2019-03-22 19:07:30 +00:00
Richard Davey
4f0a9ba01d
Better immovable handling
2019-03-22 19:07:19 +00:00
Richard Davey
de08c9b0db
Removed lots of un-used vars and added 'rideable' support
2019-03-22 19:07:06 +00:00
Richard Davey
b48247dada
Body now wakes from direct velocity property modification
2019-03-22 15:01:47 +00:00
Richard Davey
ad9a0fad00
Fixed body waking situations
2019-03-22 14:48:00 +00:00
Richard Davey
cf504ac9c2
Body.setVelocity
was cause the speed
property to be set to NaN
if you didn't provide a y
argument.
2019-03-22 13:16:37 +00:00
Richard Davey
bef0b163a2
Clear snapTo
2019-03-22 12:50:28 +00:00
Richard Davey
34ed8f0b5a
Remove log
2019-03-22 12:50:21 +00:00
Richard Davey
4d4c5353ec
Added World positionIterations property to help settle busy scenes
2019-03-22 12:18:34 +00:00
Richard Davey
7c5f6adfe8
Don't apply the force until postUpdate - resolves all issues with body spacing :)
2019-03-22 11:34:23 +00:00
Richard Davey
963ed11cb4
Fixed getMove flow
2019-03-22 02:39:10 +00:00
Richard Davey
06acf492bc
Refactored getMoveY
2019-03-22 02:29:48 +00:00
Richard Davey
026c2049c0
Commented out a few logs
2019-03-22 02:29:34 +00:00
Richard Davey
813e135f72
Pass on the hardblock state
2019-03-22 01:58:36 +00:00
Richard Davey
ec67d02b21
Blockers is now a face array and added hardBlocked support
2019-03-22 01:17:32 +00:00
Richard Davey
18333f9ec7
Set hard blocking
2019-03-22 01:17:14 +00:00
Richard Davey
ae89e44364
New debug colors
2019-03-22 01:16:54 +00:00
Richard Davey
19bfe38d04
Resolved issue with bounds penetration (finally)
2019-03-21 23:21:02 +00:00
Richard Davey
9ac70e32b0
Now using CollisionInfo (and more debugging)
2019-03-21 17:25:01 +00:00
Richard Davey
21ca1abe00
Gravity application test
2019-03-21 17:24:47 +00:00
Richard Davey
9cabcd5d73
Tidying up
2019-03-21 17:24:34 +00:00
Richard Davey
212e8caba2
Now using CollisionInfo
2019-03-21 17:24:26 +00:00
Richard Davey
977e3b0ac3
Exposed IntersectsRects
2019-03-21 17:24:14 +00:00
Richard Davey
eae681bda2
Added new CollisionInfo handler
2019-03-21 17:24:03 +00:00
Richard Davey
0005cf590e
Resolved bounds sleep issue
...
Now to create collision info objects for sleep settling.
2019-03-21 11:31:05 +00:00
Richard Davey
6a145049b1
Testing issue with sticky bodies
2019-03-21 01:02:38 +00:00
Richard Davey
1518f49c23
Finally traced down the culprit. Now to resolve.
2019-03-20 17:14:44 +00:00
Richard Davey
1383aba08e
Hide some logs
2019-03-20 17:14:31 +00:00
Richard Davey
a0fc1ca3cc
Tidying up
2019-03-20 17:14:21 +00:00
Richard Davey
792f458e32
Better "is moving" handling
2019-03-20 15:00:17 +00:00
Richard Davey
93f012d3e3
Frame counter. Handy for debuggin.
2019-03-20 15:00:05 +00:00
Richard Davey
0f59b326f6
Sleeping can now force a position
2019-03-20 14:59:53 +00:00
Richard Davey
ec1b765833
Logging to figure out sleeping in the air
2019-03-20 10:41:06 +00:00
Richard Davey
1c81425771
Add forceY arguments
2019-03-20 10:40:32 +00:00
Richard Davey
bfdd039bf4
Don't force body position at this point
2019-03-20 10:40:19 +00:00
Richard Davey
290ef210f4
Doh, sqrt returns positive. Math.abs our velocities
2019-03-20 10:20:02 +00:00
Richard Davey
022ce80333
Fixed 'moves' assignment and added min velocity support
2019-03-20 04:07:58 +00:00
Richard Davey
bf25e424f0
Added support for minVelocity and fixed zero gravity rebound issue
2019-03-20 04:06:53 +00:00
Richard Davey
81e2851b37
Moved sleeping to new function and made stronger
2019-03-20 01:28:00 +00:00
Richard Davey
5dcd844701
Added world blocked debug color
2019-03-20 00:08:23 +00:00
Richard Davey
87e9f8e62d
Don't reforce a forced position
2019-03-20 00:02:16 +00:00
Richard Davey
1e5c2ea0fc
Reworked blocker handling
2019-03-20 00:02:04 +00:00
Richard Davey
fcd7f25091
Preparing to swap for isBlocked checks
2019-03-19 23:21:59 +00:00
Richard Davey
68c8bd3af2
Removed logs array and tidying up the flow
2019-03-19 23:21:48 +00:00
Richard Davey
7a602ab105
Removed logs and added blockers
2019-03-19 23:21:35 +00:00
Richard Davey
0cef93134f
Set blocker, not world blocker
2019-03-19 23:21:23 +00:00
Richard Davey
6462e18527
Gravity vars
2019-03-19 23:21:06 +00:00
Richard Davey
8373936896
Removing need for sqrts when mass is the same
2019-03-19 00:27:26 +00:00
Richard Davey
d59617a627
Never ending debugging ahoy.
2019-03-18 17:17:59 +00:00
Richard Davey
5485c07b32
Fixed world gravity rebound
2019-03-18 14:55:54 +00:00
Richard Davey
df0c76569f
Added world rebounds handler
2019-03-18 14:12:52 +00:00
Richard Davey
4e993ce296
Much better seperation code and testing block exchange
2019-03-18 14:12:40 +00:00
Richard Davey
728a6da8e6
Gravity stored in properties. Intersects padding removed.
2019-03-18 14:12:12 +00:00
Richard Davey
1306ad2f4a
Splitting up the process of checking and separating, merging results back into Body
...
Body now tracks previously blocked so it can test block status before update happens.
2019-03-18 08:08:46 +00:00
Richard Davey
01ddf26662
Optimizing code out
2019-03-15 19:22:51 +00:00
Richard Davey
f555757032
Refined soft blocks vs. hard blocks
2019-03-15 19:22:42 +00:00
Richard Davey
2e63be9dd8
Added setWorldBlocked methods
2019-03-15 19:22:32 +00:00
Richard Davey
7e6efb342e
Only apply gravity if not blocked and use new intersects method
2019-03-15 19:22:13 +00:00
Richard Davey
edf1b57c17
New Intersects method as it's used in multiple places
2019-03-15 19:21:54 +00:00
Richard Davey
3e967ab300
Move sleep iterations to property and add wake method
2019-03-15 13:31:57 +00:00
Richard Davey
1fc476d738
Wake-up sleeping bodies on impact
2019-03-15 13:31:40 +00:00
Richard Davey
9500fbc97c
No gravity for sleeping bodies
2019-03-15 13:31:26 +00:00
Richard Davey
e93c40ddb1
Set forcePosition flag
2019-03-15 12:54:25 +00:00
Richard Davey
bdde075643
Implemented sleeping and much better debug drawing
2019-03-15 12:53:59 +00:00
Richard Davey
ae93accf2e
Added the new debug colors to the World defaults
2019-03-15 12:52:55 +00:00
Richard Davey
b635458ebb
More resting tests
2019-03-14 17:20:47 +00:00
Richard Davey
a74feee87d
Use local var
2019-03-14 17:20:31 +00:00
Richard Davey
54612b55fb
Adding flip flop test
2019-03-14 14:52:07 +00:00
Richard Davey
07eea60143
Removed wasBlocked and tidied up
2019-03-14 14:16:25 +00:00
Richard Davey
a605ad8d0c
Handle nonn intersects aborts
2019-03-14 14:16:15 +00:00
Richard Davey
343964dd3a
Removed debug stuff and fixed array vs. array iteration
2019-03-14 14:15:58 +00:00
Richard Davey
3b53057257
Fixed prev distance calculation + added intersects check
2019-03-14 14:15:43 +00:00
Richard Davey
dc31e39e01
Pushing to carry on debugging at home
2019-03-13 17:27:11 +00:00
Richard Davey
9ad4ed6d8f
Overlap sharing implemented, allowing bounce to work again
2019-03-13 02:27:51 +00:00
Richard Davey
e42936314c
Test previous difference too, to mitigate tunneling
2019-03-13 02:27:11 +00:00
Richard Davey
395e4d0554
Cache vars
2019-03-13 02:26:52 +00:00
Richard Davey
5b4b2d2fa9
Fixed issue re: would bounce
2019-03-11 22:47:59 +00:00
Richard Davey
24921d653b
Added body filtering back
2019-03-11 22:47:48 +00:00
Richard Davey
b228e23dfd
Added blocked debug
2019-03-11 17:28:43 +00:00
Richard Davey
afd1dac03c
Move flag responsibility back in
2019-03-11 17:28:23 +00:00
Richard Davey
3ab9da8f04
Test just Y for now
2019-03-11 17:27:55 +00:00
Richard Davey
dea9a06dd2
Reworked the logic to reduce quantity of flags
2019-03-11 17:27:29 +00:00
Richard Davey
59859e93a7
Reset velocity on world bounds and blocked by setting
2019-03-11 12:26:58 +00:00
Richard Davey
f8b59e3e14
Added embedded check
2019-03-11 12:26:23 +00:00
Richard Davey
1d5dbb960a
A Body can only be blocked by 1 object per frame
2019-03-11 12:26:11 +00:00
Richard Davey
09cb8db2d8
Removed logging
2019-03-11 11:05:58 +00:00
Richard Davey
70f6484716
Flag swizzles ahoy
2019-03-11 11:05:51 +00:00
Richard Davey
932f70cea2
Removed logging and handled bounds collision
2019-03-11 11:05:42 +00:00
Richard Davey
89e33ae53e
Testing. Please do not use this build, it will break AP.
2019-03-11 09:19:41 +00:00
Richard Davey
9db9511bf1
Working on new blocked flag setting
2019-03-08 20:12:49 +00:00
Richard Davey
e27196ce52
Removed responsibility for flag setting from overlay, also return a value all the time, not just in motion
2019-03-08 20:11:27 +00:00
Richard Davey
e1f9e31e9f
Added setTouching and setBlocked methods + refactored the way world bounds collision is done
2019-03-08 20:10:49 +00:00
Richard Davey
08d4961aab
Allow to pass in a single array to check against itself
2019-03-08 20:09:18 +00:00
Richard Davey
e5fbe13649
Updated docs
2019-03-08 19:54:46 +00:00
Richard Davey
8839ab1c0e
Added the new overlapRect
method.
2019-03-07 15:16:31 +00:00
Richard Davey
8e872fcb51
Fixed closest and furthest when the RTree is disabled
2019-03-07 14:13:45 +00:00
Richard Davey
d36ada0386
Added collideTiles
and overlapTiles
to AP.
2019-03-07 13:36:15 +00:00
Richard Davey
0ee2442597
Bumping to 3.17.0
2019-03-07 12:31:06 +00:00
Richard Davey
95d47a429d
Tidying up
2019-03-05 14:46:41 +00:00
Richard Davey
8167d6d305
New isLayer handling
2019-03-05 14:43:20 +00:00
Richard Davey
d160df3194
Removed late
Set, optimized step process and added overlapTiles
and collideTile
methods.
2019-03-05 14:42:15 +00:00
Richard Davey
6095ab0ef6
Split the Body step up into preUpdate, update and postUpdate. Also tidied up the postUpdate method.
2019-03-05 14:17:57 +00:00
sky-coding
bab6a0bd69
remove erroneous doc comment parameter
2019-02-20 20:48:09 -08:00
Richard Davey
0479badd6e
Properties are optional
2019-02-13 17:20:10 +00:00
Richard Davey
42cb39749f
Matter and Snapshot typedefs
2019-02-13 15:22:29 +00:00
Richard Davey
b4dbfea0a1
Impact typedefs
2019-02-13 15:05:16 +00:00
Richard Davey
3bb73c5664
Fixed Group defs and completed Arcade Physics defs
2019-02-13 14:45:36 +00:00
Richard Davey
e7b1d086e7
Moving all of the typedefs to properly namespaced scopes, rather than globals
...
\o/ ~ "Someone, save me!"
2019-02-13 12:35:12 +00:00
Richard Davey
b50e1c78b5
Lots more jsdoc tweaks and improvements
2019-02-12 15:01:54 +00:00
Richard Davey
dc73993fe2
Added jsdoc version numbers
2019-02-12 12:22:25 +00:00
Richard Davey
ccaae460a4
Added jsdoc version numbers to each event
2019-02-12 11:37:58 +00:00
Richard Davey
62399a3aa5
Removed un-used package
2019-02-10 17:33:51 +00:00
Richard Davey
0ab61ac6de
When the Matter World creates its wall bounds, the left and right walls now extend further up and down than before, so that in a 4-wall setting there are no gaps in the corners, which previously allowed for fast moving objects that hit a corner intersection point to sometimes travel through it.
2019-02-09 16:27:20 +00:00
Richard Davey
fd8d75ab02
Refactored the Pointer Constraint to make it work more like a real pointer does, added missing events, added full jsdocs.
2019-02-09 16:02:21 +00:00
Richard Davey
7041601893
Added drag events to Pointer Constraint
2019-02-09 14:58:42 +00:00
Richard Davey
bb83f4803e
Testing Pointer events.
2019-02-08 19:46:23 +00:00
Richard Davey
5f03d2cd5e
Testing Composite.remove, instead of removeBody.
2019-02-08 19:46:13 +00:00
Richard Davey
0b4dc5f037
Should be a config setter.
2019-02-04 21:50:55 +00:00
Richard Davey
60542a25cc
Numerous jsdoc and TS related fixes
2019-02-04 17:16:08 +00:00
Richard Davey
4f6f6ee72f
Lots of jsdoc and type fixes
2019-01-31 12:19:01 +00:00
Richard Davey
ebe4af217c
lint fix
2019-01-24 00:30:44 +00:00
Richard Davey
cf2095f0c8
The Arcade Physics Body has a new property maxSpeed
which limits the vector length of the Body velocity. You can set it via the method setMaxSpeed
and it is applied in the World.computeVelocity
method
2019-01-24 00:26:29 +00:00
Richard Davey
4c24799eac
Arcade Physics could trigger a collide
event on a Body even if it performing an overlap check, if the onCollide
property was true
2019-01-18 16:16:14 +00:00
Richard Davey
7237277abe
Merge pull request #4287 from samme/fix/arcade-body-deltas
...
Queue 'late' colliding bodies for a second update
2019-01-18 16:03:36 +00:00
Richard Davey
1eccff1e3b
Fixed jsdoc links and markdown bullet lists
2019-01-18 15:20:56 +00:00
Richard Davey
bc962c25dc
All listeners use the new Events
2019-01-18 13:41:43 +00:00
Richard Davey
8b35743943
Matter Events added
2019-01-17 15:47:27 +00:00
Richard Davey
99cd0259fe
Spelling mistake fix.
2019-01-17 14:57:24 +00:00
Richard Davey
d41286bd4f
Added Impact Events.
2019-01-17 14:54:38 +00:00
Richard Davey
5494f6ac79
Arcade Physics Events
2019-01-17 14:04:36 +00:00
Richard Davey
aa341854c7
Happy New Year
2019-01-15 16:20:22 +00:00
Richard Davey
49c2868746
All default width/height values are now taken from the Scale Manager, not the Game Config
2019-01-11 15:57:57 +00:00
samme
87bd2e68d3
Queue 'late' colliding bodies for a second update
...
- Fixes #4154
- Fixes #4284
2019-01-09 12:56:32 -08:00
Richard Davey
30dda882eb
Matter.TileBody.setFromTileCollision
no longer checks if the shape is concave or convex before modifying the vertices, as the update to the Matter.js lib in 3.12 stopped this from working with Tiled collision shapes.
2019-01-08 11:50:21 +00:00
Artem Kuskis
24d3406b7d
Fix circles collision
2019-01-05 11:26:03 +03:00
Richard Davey
566df734a0
MatterSprite
would set its type
property to be Image
. It now sets it to be Sprite
as it should do.
2019-01-04 14:16:10 +00:00
Francois
03aa16531d
Make customBoundsRectangle available in the physics group
2018-12-15 22:52:12 +01:00
Francois
7033297aa3
Use a custom bounds rectangle for the Arcade Body to overwrite the world bounds
2018-12-15 22:08:09 +01:00
Richard Davey
af5b1f2427
StaticBody.reset
in Arcade Physics would ignore the x
and y
values given to it. If given, they're now used to reset the parent Game Object before the body is updated. Fix #4224
2018-12-12 12:39:47 +00:00
Richard Davey
cc55ee73cf
Changing scaleX
or scaleY
on a MatterImage
or MatterSprite
would cause the body scale to become distorted as the setters didn't use the correct factor when resetting the initial scale. Fix #4206
2018-12-12 12:07:16 +00:00
Richard Davey
1a407bc4f5
ArcadePhysics.Body.destroy
will now only add itself to the World pendingDestroy
list if the world property exists. This prevents Cannot read property 'pendingDestroy' of undefined
errors if you try to delete a physics body in a callback and then immediately change Scene (which tells the physics work to also delete all bodies)
2018-12-06 14:47:06 +00:00
Richard Davey
2780babe10
Final Doc Jam merge
2018-12-03 15:16:23 +00:00
Richard Davey
c1771ecdac
Merge branch 'master' of https://github.com/photonstorm/phaser
2018-11-20 11:02:31 +00:00
Richard Davey
8cd45a72b2
ESLint fixes
2018-11-20 11:02:19 +00:00
Richard Davey
96b9db5cb7
Merge pull request #4150 from samme/docs/misc
...
Docs updates
2018-11-20 10:45:54 +00:00
Richard Davey
f06bb3d420
Formatting fix
2018-11-20 10:21:02 +00:00
Mike Thomas
a3965cb609
issue/4168 draw circular StaticBody as circle in drawDebug
2018-11-16 17:43:53 +01:00
samme
b5a2d9d0cf
Docs for Arcade Physics
...
Minor additions/corrections
2018-11-07 09:43:43 -08:00
samme
7ff8d51f98
Docs for input and physics events
2018-10-24 12:14:44 -07:00
Richard Davey
956a0913b8
Added new jsdocs
2018-10-22 12:12:31 +01:00
Richard Davey
0b3d54a198
Added jsdocs
2018-10-19 18:29:36 +01:00
Richard Davey
a083318e02
Added lots of missing jsdocs
2018-10-19 17:45:05 +01:00
Richard Davey
772159d8f0
Merge pull request #4118 from pierpo/patch-1
...
Fix issue with null config in Arcade PhysicsGroup constructor
2018-10-19 13:43:18 +01:00
Richard Davey
f26c869c61
Merge pull request #4069 from samme/feature/drawDebug
...
Use defaultStrokeWidth in Arcade.Body#drawDebug()
2018-10-19 13:27:45 +01:00
Richard Davey
16d297746d
Merge pull request #4122 from samvieten/patch-2
...
JSDocs wrong Boolean on checkCollision description
2018-10-19 13:16:18 +01:00
Richard Davey
4c4421c47f
Docjam merge
2018-10-19 12:32:43 +01:00
sam
467f165bf4
JSDocs wrong Boolean on checkCollision description
...
L647 "checkCollision.none = false to disable collision checks" this is false way description, changed to "= true"
As of pull request: photonstorm/phaser3-docs#75
2018-10-19 06:42:25 +08:00
Pierre Poupin
63458ab336
Fix issue with null config in PhysicsGroup constructor
2018-10-17 01:13:18 +02:00
Richard Davey
a043cc88ea
Changed version number
2018-10-12 18:32:52 +01:00
Richard Davey
a9938baec6
Merge pull request #4070 from samme/feature/arcade-group-config-enable
...
Add PhysicsGroupConfig.enable, Arcade.Body#setEnable()
2018-10-12 18:29:58 +01:00
Richard Davey
4b1c762296
Updated @memberOf to @memberof
2018-10-10 10:49:13 +01:00
Richard Davey
a9063604dc
Replace @readOnly with @readonly
2018-10-09 13:40:00 +01:00
Richard Davey
099489e26d
Added missing class desc
2018-10-01 14:44:30 +01:00
Richard Davey
e297b3272e
Added hundreds of new jsdoc descriptions
2018-10-01 11:35:01 +01:00
samme
69ff71e0bd
Add description for PhysicsGroupDefaults.setEnable
2018-09-29 14:09:05 -07:00
samme
5f4f5e6cfc
Merge branch 'master' into feature/arcade-group-config-enable
2018-09-29 14:07:09 -07:00
Richard Davey
3c4e6cda80
Arcade Physics shutdown
will check to see if the world instance still exists and only try removing it if so. This prevents errors when stopping a world and then destroying it at a later date.
2018-09-29 11:21:41 +01:00
Richard Davey
c237209bb8
Added new jsdocs
2018-09-28 12:19:21 +01:00
Richard Davey
37076516e2
Merge branch 'master' into docs/arcade-physics-2
2018-09-28 11:07:44 +01:00
Richard Davey
5a4d1e53c1
Merge branch 'master' of https://github.com/photonstorm/phaser
2018-09-28 11:04:27 +01:00
Richard Davey
818a28073f
Added jsdocs
2018-09-28 11:04:19 +01:00
Richard Davey
534814adb0
Merge pull request #4065 from rgk/patch-4
...
Matter.js Force Component Docs
2018-09-28 11:03:34 +01:00
samme
adb2181a8a
Add docs for groups and Arcade.Factory
2018-09-26 12:25:09 -07:00
samme
536555236f
Add PhysicsGroupConfig.enable, Arcade.Body#setEnable()
2018-09-26 10:25:45 -07:00
samme
5d38357533
Use defaultStrokeWidth in Arcade.Body#drawDebug()
2018-09-26 09:50:48 -07:00
Richard Davey
8cc7650f8c
Arcade Physics Bodies will now sync the display origin of the parent Game Object to the body properties as part of the updateBounds
call.
2018-09-26 17:15:22 +01:00
Richard Davey
9c5876ffb0
Skip conditional if fromVerts given. Correctly set parts reference.
2018-09-26 14:15:38 +01:00
Richard Davey
80f7539a41
Matter.verts
, available via this.matter.verts
from within a Scene, is a quick way of accessing the Matter Vertices functions.
2018-09-26 14:13:03 +01:00
Richard Davey
df7245e3c5
Added all of the new Matter debug rendering options
2018-09-26 14:12:20 +01:00
Richard Davey
eb09c35056
The poly-decomp
library, as used by Matter.js, has been updated to 0.3.0.
2018-09-26 11:08:55 +01:00
samme
6a8e5d2082
Correct descriptions for customSeparateX, customSeparateY
2018-09-25 13:25:47 -07:00
Robert Kowalski
bf38ce9fd4
Revsions based on Comments
...
Updated, better?
2018-09-25 11:31:18 -04:00
Robert Kowalski
0020745544
Quick space.
2018-09-25 07:15:11 -04:00
Robert Kowalski
185b19787e
Matterjs Gravity Component Doc
2018-09-25 07:14:32 -04:00
Robert Kowalski
5d0d84fe55
Matter.js Force Component Docs
...
Checking if I did this well before I start jumping into multiple files.
2018-09-25 04:46:30 -04:00
samme
817720b42c
Correct description for Arcade.Body#maxVelocity
2018-09-24 16:58:00 -07:00
samme
31175ae61f
Correct overlapCallback
argument name
2018-09-24 16:52:15 -07:00
Richard Davey
89b9f42f3e
Adding jsdocs
2018-09-24 23:20:43 +01:00
samme
2a51d6b70f
Arcade Physics docs revisions
2018-09-24 12:12:56 -07:00
Richard Davey
5fe6dbbe0c
Added more jsdocs
2018-09-13 08:09:44 +01:00
jf908
4f5b43e0ed
Allow matter js bodies to render their debug graphics individually
2018-09-04 18:45:54 +01:00
Richard Davey
a6e650f26f
Merge pull request #4006 from samme/docs/arcade-image-body
...
Correct types for ArcadeImage#body, ArcadeSprite#body
2018-09-04 12:23:26 +01:00
Richard Davey
7c55e65543
Arcade Physics Body deltaX
and deltaY
methods will now return the previous steps delta values, rather than zero. Fix #3987
2018-09-04 12:16:24 +01:00
Richard Davey
3d989e136f
Arcade Physics World collideSpriteVsTilemapLayer
now syncs the collision results back to the body, allowing you to call collide
from within an update loop once again. Fix #3999
2018-09-04 12:12:51 +01:00
samme
c0e141513c
Correct types for ArcadeImage#body, ArcadeSprite#body
2018-09-02 14:45:39 -07:00
Richard Davey
00a31d2d88
Updated docs. Close #3997
2018-09-01 10:14:22 +01:00
Richard Davey
14d3f6b35c
Calling Arcade Physics collide
during an update
method wouldn't inject the results back into the Body parent, causing the bodies to carry on moving. Using Colliders worked, but manually checking did not. Now, both methods work. Fix #3777
2018-08-29 16:35:13 +01:00
Richard Davey
3469ff2cfd
Arcade Physics World has gained two new private properties _tempMatrix
and _tempMatrix2
. These are used by all bodies in the simulation that need a temporal matrix for calculations, rather than having their own instances.
2018-08-29 16:07:07 +01:00
Richard Davey
2c525845be
The Arcade Physics Body _tempMatrix
property has been removed. It was only used if the Body's Game Object had a parent. The matrix has been moved to the World instance instead, shared by all bodies.
2018-08-29 16:06:13 +01:00
samme
fb23367c63
Fix Arcade.World#disable
...
It was passing the wrong argument to disableBody, so failing.
2018-08-22 13:23:58 -07:00
Richard Davey
da64e41b2f
Fixed Matter require call freaking out webpack
2018-08-22 15:54:00 +01:00
Richard Davey
65fb366ecd
Matter updated to 0.14.2. Fix #3929
2018-08-22 14:01:35 +01:00
Richard Davey
a98b3c3b15
In Matter.js if you scaled a Body it would only scale correctly once, due to the way Matter handles scaling internally. We now automatically reset the Matter scale before applying the new value, which allows you to keep the Phaser and Matter object scales in sync. Fix #3785 #3951
2018-08-21 15:55:39 +01:00
Aurélien DUSSAUGE
b14d920581
Replace DistanceBetween with DistanceSquared in closest() and furthest() functions (ArcadePhysics.js)
2018-08-13 21:59:58 +02:00
Richard Davey
4bdb0de312
The Arcade Physics Body.speed
property is now set whenever you set the velocity via setVelocity
or setVelocityX
or setVelocityY
which stops the body velocity being reset to zero if useDamping
is enabled. Fix #3888
2018-08-08 17:31:22 +01:00
Michael Hadley
7675615b70
Update matter copy with bug fix from liabru/matter-js@4e04043fe0
2018-08-05 21:29:49 -05:00
Richard Davey
d50b72dd14
Fixed Group creation arguments
2018-08-01 18:01:36 +01:00
Richard Davey
3d23013b86
Body setSize changes to fix #3863 PR
2018-07-31 09:39:22 +01:00
Richard Davey
16234491f2
Merge pull request #3863 from tarsupin/patch-2
...
Empty params reset to current texture size
2018-07-31 09:31:05 +01:00
tarsupin
79d64abaa3
Add spaces after ifs
2018-07-24 20:06:18 -05:00
tarsupin
2e72c9966b
Reset body to match current frame
...
When using setSize, empty height and width will automatically assign to match the current frame of the game object.
2018-07-24 20:05:51 -05:00
tarsupin
7af6e5477f
Empty params reset to current texture size
...
If the width and height aren't provided, it resets the body's size to match the current frame of the game object's texture.
2018-07-24 19:53:41 -05:00
samme
7ebc7dd01f
Fix ArcadePhysics#closest, furthest
2018-07-18 16:23:38 -07:00
Richard Davey
7aa46657c2
Tidying up jsdocs and changing float to number
2018-06-26 23:19:14 +01:00
samme
b3ac91df5a
Fix blocked.none after separation
2018-06-19 14:48:07 -07:00
Richard Davey
7eac419d3c
Fixed namespace
2018-06-12 16:52:57 +01:00
Richard Davey
c7c104bc2b
Tidied up the formatting and jsdocs for Physics Editor parser
2018-06-12 13:07:19 +01:00
Richard Davey
9a53daa068
Merge pull request #3729 from CodeAndWeb/matterjs-pe-loader
...
Matterjs pe loader
2018-06-12 11:54:18 +01:00
Joachim Grill
ff7f614a8e
renamed to PhysicsEditorParser, added jsdocs
2018-06-11 16:37:32 +02:00
Richard Davey
1777c47a23
Added missing check
2018-06-08 00:22:58 +01:00
Andreas Loew
bcef469e1c
Trivial change to trigger travis ci build.
...
The last build failed because of lint issues outside of our code.
2018-06-05 07:45:56 +02:00
Andreas Loew
fea754f1f9
Converted code to ES5
2018-06-04 22:44:36 +02:00
Joachim Grill
6c58bd9029
fixed lint issues
2018-06-04 11:12:02 +02:00
Richard Davey
15af7c6d0c
Added jsdocs
2018-06-04 01:38:45 +01:00
Richard Davey
e7fec396e1
If a Body collides with a Static Body it will now set the blocked
properties accordingly
2018-06-03 21:17:33 +01:00
Richard Davey
579c6ba607
Body.useDamping is a new boolean property that allows you to use a damping effect for drag, rather than the default linear deceleration.
2018-06-03 17:08:08 +01:00
Richard Davey
9aa80b2b49
World.computeVelocity now uses the Body.useDamping property to perform either linear deceleration or damping on the Body.
...
updateMotion has been stream lined.
computeVelocity has been rewritten, takes new arguments, performs better internally.
2018-06-03 17:07:41 +01:00
Richard Davey
bbf6211107
Refactored enable and disable flow and added lots of jsdocs.
2018-06-02 12:45:25 +01:00
Richard Davey
9875318f20
Added missing dx/dy properties
2018-06-01 19:52:52 +01:00
Richard Davey
40a3896962
Added more jsdocs, setFPS and optimized group vs. sprite and RTree use
2018-06-01 19:19:07 +01:00
Richard Davey
586d1827e0
Removed dirty property, optimized update loop, refactored postUpdate for fixed time step
2018-06-01 19:18:40 +01:00
Richard Davey
329c9266b4
GetOverlapX/Y now use the calculated delta values, not the deltaX/Y methods
2018-06-01 15:41:40 +01:00
Joachim Grill
bc4186061c
added getter for center of mass
2018-06-01 14:42:59 +02:00
Joachim Grill
4719694f33
matter-js physics: added loader for shapes created and exported with PhysicsEditor
2018-06-01 14:42:28 +02:00
Richard Davey
4ad7993b78
Added fixed timestep logic to Arcade Physics World
2018-06-01 03:25:33 +01:00
Richard Davey
652b7b04ba
Huge new ArcadeColliderType
def. Fix #3714 .
2018-05-31 15:52:45 +01:00
Richard Davey
6ab124c591
Merge pull request #3687 from thomastanck/thomastanck-typedefupdates
...
Update type definitions
2018-05-24 13:49:30 +01:00
Richard Davey
68303622f2
Setting an existing Game Object as a static Arcade Physics body would sometimes incorrectly pick-up the dimensions of the object, such as with TileSprites. Fix #3690
2018-05-23 15:17:26 +01:00
Richard Davey
de8462efed
Added default values and tidied up docs a little
2018-05-22 16:19:18 +01:00
Richard Davey
1485f34cbe
Merge pull request #3682 from samme/feature/arcade-body-setters
...
Add `allowDrag`, `allowGravity`, `allowRotation` to Arcade.PhysicsGroup config
2018-05-22 16:12:39 +01:00
Thomas Tan
0c61eb0062
Return type this for Arcade Physics components too
2018-05-22 16:09:28 +08:00
Thomas Tan
ff38588285
Specify type of ArcadeSprite.body
...
Do this by overwriting this.body in ArcadeSprite constructor.
2018-05-22 10:16:21 +08:00
Thomas Tan
8124ba9b86
Allow object param type for Arcade group Factory
2018-05-22 10:15:42 +08:00
Thomas Tan
806b5981b0
Add Group to param type in Arcade collide/overlap
2018-05-22 10:11:15 +08:00
Thomas Tan
3589b95bbd
Fix setCollideWorldBounds param type for Arcade
2018-05-22 10:05:37 +08:00
samme
24efda7aca
Add allowDrag
, allowGravity
, allowRotation
to PhysicsGroup config
2018-05-16 10:36:23 -07:00
samme
06677c2cdc
Allow empty object2 in collideObjects
2018-05-15 13:11:31 -07:00
Richard Davey
350cb037b7
All systems now register themselves with the new PluginCache
2018-05-15 12:51:50 +01:00
Richard Davey
be330e609e
Moved PluginManager to new location
2018-05-10 17:14:33 +01:00
samme
a70fb6aee9
Add docs for Arcade Physics
2018-05-09 21:28:52 -07:00
Bill Reed
a996bbf8df
update collider and overlap param types
2018-04-30 08:44:02 -04:00
Bill Reed
3fc0712451
update collider param types
2018-04-30 08:43:21 -04:00
Bill Reed
e3af569642
update overlap and collide params
2018-04-30 08:42:49 -04:00
Bill Reed
7251824b1d
arcade colliders take gameobjects, not arcade bodies
2018-04-30 07:46:46 -04:00
Bill Reed
a50b302216
same for overlap
2018-04-29 11:35:19 -04:00
Bill Reed
b483fc4e1a
update arcade collider factory method optional params to match arcade world collider optional params
2018-04-29 11:33:01 -04:00
Richard Davey
349a95bc4b
Updating to 3.6.0
2018-04-19 14:45:45 +01:00
Richard Davey
f57ab02fe6
Recoded how RTree generations its functions. Solves perf issue introduced in 3.4 Fix #3594
2018-04-18 22:32:52 +01:00
Richard Davey
b0544c73b8
jsdoc fixes
2018-04-18 13:29:22 +01:00
Richard Davey
1be486fab4
destroy
only called once, no matter how many times the Scene restarts. Fix #3581
2018-04-17 12:25:45 +01:00
Richard Davey
07a55e5d1f
Removed debug call and merged Scene Systems boot and start sequences. Fix #3579
2018-04-17 02:34:07 +01:00
Richard Davey
28e2764723
More jsdoc fixes
2018-04-16 16:02:27 +01:00
Richard Davey
b392dee5a9
More jsdoc fixes
2018-04-16 15:11:51 +01:00
Richard Davey
18585de81d
Lots of jsdoc fixes
2018-04-16 14:43:24 +01:00
Richard Davey
ce7d67297f
Moving from 3.4.1 to 3.5.0 so we can release new camera fx and scene transitions
2018-04-15 12:44:47 +01:00
Richard Davey
18a6cf8ad1
eslint fixes
2018-04-13 18:09:16 +01:00
Richard Davey
01d3b7d6dc
Missed out the config
2018-04-13 17:44:06 +01:00
Richard Davey
3490b29082
Tidying up
2018-04-13 17:43:56 +01:00
Richard Davey
be29c69a8c
Disable pointer constraint debug by default
2018-04-13 17:43:44 +01:00
Richard Davey
6b2307594a
Scene plugin flow overhaul
...
Every Plugin has been updated to correctly follow the same flow through the Scene lifecycle. Instead of listening for the Scene 'boot' event, which is only dispatched once (when the Scene is first created), they will now listen for the Scene 'start' event, which occurs every time the Scene is started. All plugins now consistently follow the same Shutdown and Destroy patterns too, meaning they tidy-up after themselves on a shutdown, not just a destroy. Overall, this change means that there should be less issues when returning to previously closed Scenes, as the plugins will restart themselves properly.
2018-04-13 17:12:17 +01:00
Richard Davey
8afa6c9c7f
MatterEvents.off() would cause a TypeError if you destroyed the Matter world. Fix #3562
2018-04-13 12:07:27 +01:00
Richard Davey
64b07c6ecb
eslint fix
2018-04-11 16:58:25 +01:00
Richard Davey
53425bdae9
Matter Image and Matter Sprite didn't define a destroy
method, causing an error when trying to destroy the parent Game Object. Fix #3516
2018-04-11 14:35:18 +01:00
Richard Davey
70c7732a1e
When shutting down a Matter World it will now call MatterEvents.off, clearing all events, and also removeAllListeners
for any local events.
2018-04-11 14:00:58 +01:00
Richard Davey
011e67d0f0
The Matter SetBody Component will no longer try to call setOrigin
unless the Game Object has the origin component (which not all do, like Graphics and Container)
2018-04-11 13:47:22 +01:00
Richard Davey
30d73a0197
Container can now be assigned an arcade physics body
2018-04-11 13:37:38 +01:00
Richard Davey
f80db91429
Allowing to work with Containers
2018-04-11 13:17:53 +01:00
Richard Davey
7aae84a790
Calling Impact.World.remove(body) during a Body.updateCallback would cause the internal loop to crash when trying to access a now missing body. Two extra checks are in place to avoid this
2018-04-11 10:39:20 +01:00
Joe Janiga
8ee9805596
work in progress on Static Body offset functionality... should Sprite.setPosition(x,y) effect Sprites static body?
2018-04-11 00:16:08 -04:00
Richard Davey
4466f28e44
Updated log
2018-04-05 08:48:35 +01:00
Richard Davey
d93e8ab919
Make sure debug layer remains on the top
2018-04-03 15:30:46 +01:00
Richard Davey
8ffe3e3aaf
Small formatting fixes
2018-04-03 15:28:51 +01:00
Richard Davey
7f1723ca4f
Merge pull request #3458 from OmarShehata/master
...
Added joint debug rendering to Matter Physics postUpdate
2018-04-03 15:22:49 +01:00
Richard Davey
89c963c19c
Ignore consts
2018-03-30 14:38:58 +01:00
Richard Davey
0868d69fb6
Added memberOf
2018-03-30 14:24:18 +01:00
Richard Davey
2d6251a1e9
Swapping to enums
2018-03-29 16:42:20 +01:00
Omar Shehata
b18530741d
Replaced all uses of 'let' with 'var' to support older browsers
2018-03-29 08:53:38 -05:00
Richard Davey
cef9050627
jsdoc fixes
2018-03-29 14:53:06 +01:00
Richard Davey
d5fd3e20d9
Renamed namespace
2018-03-29 14:24:51 +01:00
Richard Davey
ce75947dac
Swap to module
2018-03-29 14:02:25 +01:00
Richard Davey
e7191e9d8e
jsdoc updates
2018-03-29 13:48:14 +01:00
Richard Davey
f5373b2dee
jsdoc fixes
2018-03-29 13:23:44 +01:00
Richard Davey
f1e646c9ee
jsdoc fixes
2018-03-28 15:39:57 +01:00
Richard Davey
747f09af86
jsdoc fixes
2018-03-28 15:04:09 +01:00
Richard Davey
2096729095
Missing require
2018-03-28 14:15:32 +01:00
Richard Davey
15c4334dc7
jsdoc fixes
2018-03-28 14:11:46 +01:00
Richard Davey
e7a1e3190a
Matter Physics timestep adjustments (getDelta, step, set60Hz, etc)
...
* Matter Physics now has a new config property `getDelta` which allows you to specify your own function to calculate the delta value given to the Matter Engine when it updates.
* Matter Physics has two new methods: `set60Hz` and `set30Hz` which will set an Engine update rate of 60Hz and 30Hz respectively. 60Hz being the default.
* Matter Physics has a new config and run-time property `autoUpdate`, which defaults to `true`. When enabled the Matter Engine will update in sync with the game step (set by Request Animation Frame). The delta value given to Matter is now controlled by the `getDelta` function.
* Matter Physics has a new method `step` which manually advances the physics simulation by one iteration, using whatever delta and correction values you pass in to it. When used in combination with `autoUpdate=false` you can now explicitly control the update frequency of the physics simulation and unbind it from the game step.
2018-03-27 15:15:05 +01:00
Omar Shehata
4fa109d2db
Added joint debug rendering to Matter Physics postUpdate
2018-03-25 22:44:32 -05:00
orblazer
f42f1bf132
Change structs for generic types
2018-03-23 16:54:12 +01:00
Richard Davey
574221d6cf
A new property was added to Matter.World, correction
which is used in the Engine.update call and allows you to adjust the time being passed to the simulation. The default value is 1 to remain consistent with previous releases.
2018-03-23 02:19:18 +00:00
Richard Davey
d78a9d097f
eslint fixes
2018-03-22 13:22:23 +00:00
orblazer
ed1f2a7011
Fix wrong types
2018-03-22 13:51:30 +01:00
Richard Davey
32d9b82f93
Spacing
2018-03-21 17:22:09 +00:00
Richard Davey
0ef92e1172
Merge branch 'pr/3439'
2018-03-21 16:06:56 +00:00
Richard Davey
c6fc61e470
Fixed class names
2018-03-21 14:41:45 +00:00
Richard Davey
72690734c3
Fixed exposure
2018-03-21 14:41:34 +00:00
orblazer
11845f9d6d
Fix "object" types on Physics and Math
2018-03-21 14:15:25 +01:00
Richard Davey
db613c793a
Merge branch 'master' of https://github.com/photonstorm/phaser
2018-03-21 03:17:00 +00:00
Richard Davey
2f86100f87
MatterGameObject is a new function, available via the Matter Factory in this.matter.add.gameObject
, that will inject a Matter JS Body into any Game Object, such as a Text object.
2018-03-21 03:16:36 +00:00
Richard Davey
5cae6d38b3
Matter.SetBody and SetExistingBody will now set the origin of the Game Object to be the Matter JS sprite.xOffset and yOffset values, which will auto-center the Game Object to the origin of the body, regardless of shape.
2018-03-21 03:16:01 +00:00
orblazer
7fba122321
Fix "any" types
2018-03-20 17:15:49 +01:00
orblazer
dca7996179
Fix multiple types on Physics, Texture and Input
2018-03-20 16:10:19 +01:00
orblazer
4cff464555
Fix nullable types
2018-03-20 15:36:03 +01:00
orblazer
fa13b597e3
Add more callbacks
2018-03-19 23:08:05 +01:00
orblazer
f30218d3d3
Add callbacks on Physics
2018-03-19 21:42:07 +01:00
Richard Davey
19a08286c0
More types added
2018-03-19 15:01:14 +00:00
Richard Davey
620bcc6ae5
jsdoc fixes and additions
2018-03-19 13:45:00 +00:00
orblazer
ae15eca7bd
Update JSDoc on "Matter.JS" physics
2018-03-19 01:10:32 +01:00
orblazer
2da6a2bffe
Update JSDoc on "Impact" physics
2018-03-19 00:42:09 +01:00
orblazer
af3c03a3cb
Update JSDoc on "Arcade" physics
2018-03-19 00:29:46 +01:00
Richard Davey
edeb63ebbd
eslint fix
2018-03-18 14:21:53 +00:00
Richard Davey
3d4be64331
Testing MatterGameObject
2018-03-17 18:07:05 +00:00
Richard Davey
05a4385cd7
jsdoc fixes
2018-03-16 17:29:39 +00:00
Richard Davey
a524dc44b0
Expose constants. Fix #3387
2018-03-16 13:29:30 +00:00
Richard Davey
7a8e4cf5e1
Merge pull request #3366 from samme/feature/world-wrap
...
Add Arcade.World wrap methods and Actions.WrapInRectangle
2018-03-16 12:58:16 +00:00
Sean Bohan
4cde28fecd
Forgot to devide width by 2
2018-03-16 14:02:41 +08:00
Sean Bohan
72e82ecf48
Fix debug draw of scaled arcade body
2018-03-16 14:02:41 +08:00
samme
4b25574d82
Expect v3.3.0
2018-03-12 07:29:49 -07:00
samme
66e5a72dae
Add Phaser.Physics.Arcade.World#wrap and friends
...
- Phaser.Physics.Arcade.World#wrap
- Phaser.Physics.Arcade.World#wrapArray
- Phaser.Physics.Arcade.World#wrapObject
2018-03-10 13:36:18 -08:00
Samid\Sami
f5e471dad7
removed trailing space for JSHint validation.
2018-03-08 11:46:01 +01:00
Samid\Sami
84481da4d1
* Fix #3345 by adding beginPath and closePath when done drawing in postUpdate.
2018-03-08 11:16:04 +01:00
Patrick Galbraith
8eb82e4fcb
Fix for collideGroupVsSelf is undefined
...
This happens when you call collide with a single group as the first param.
Seems like the `collideGroupVsSelf` function was not implemented. I've changed it to just call the `collideGroupVsGroup` with the first object twice which worked when I tested it on my project.
2018-03-05 21:15:38 +10:30
Sean Bohan
3f2e63fc17
Fix arcade body does not align with scaled parent object.
...
When a game object scaled, arcade body still calculate its position based on its original size instead of scaled one.
2018-03-01 09:02:04 +08:00
Richard Davey
1cae348300
Merge pull request #3278 from nkholski/arcadeGroups
...
Groups arcade collision
2018-02-28 20:56:11 +00:00
Richard Davey
218b4e4a52
Merge pull request #3285 from samme/docs/onWorldBounds
...
Describe Arcade.Body#onWorldBounds
2018-02-28 20:48:31 +00:00
Richard Davey
921d7e317a
Arcade Physics Bodies didn't apply the results of allowRotation
to the parent Game Object.
2018-02-27 01:08:55 +00:00
samme
36d91e9955
Describe Arcade.Body#onWorldBounds
2018-02-26 11:27:57 -08:00
Niklas Berg
b87d71ab73
single out groups without physics
2018-02-24 08:44:38 +01:00
Niklas Berg
b9e4d15efb
Groups arcade collisions
2018-02-23 23:49:12 +01:00
samme
64e5b4394a
Fix 'static is a reserved word in strict mode'
2018-02-18 10:38:08 -08:00
Richard Davey
3c65121cb3
eslint fixes
2018-02-16 19:17:49 +00:00
Richard Davey
d23688c3e4
Added eslint fixes and overrides
2018-02-16 18:44:07 +00:00
Richard Davey
3f155bf8f3
World didn't import GetOverlapX or GetOverlapY, causing separateCircle
to break.
2018-02-16 18:43:06 +00:00
Richard Davey
86f00eeb52
eslint fixes
2018-02-16 18:17:51 +00:00
Richard Davey
4e6df03512
Updated semver
2018-02-15 14:31:15 +00:00
Richard Davey
aa9cac4ba8
Added refreshBody method and jsdocs
2018-02-15 01:52:01 +00:00
Richard Davey
7df00ccb6f
Removed un-used properties from the Static Body
...
Set un-used Vectors to use the Vec2 ZERO constant to save object creation.
Added setGameObject and updateFromGameObject methods.
2018-02-15 01:51:36 +00:00
Richard Davey
4cc7fed1dd
Added World.pendingDestroy Set and process it during postUpdate.
2018-02-15 01:50:22 +00:00
Richard Davey
b36dd17430
Removed pendingDestroy and opted for easier Set iteration.
...
Updated Body.reset so it resets the Sprite as well, otherwise the Body remains stuck on the next update loop.
2018-02-15 01:49:55 +00:00
Richard Davey
e68329f763
Fixed version numbers
2018-02-14 19:55:00 +00:00
Richard Davey
24e8f7a119
Body.destroy is now flag based, cleared by the World.
...
Added pendingDestroy flag to handle body destruction within events or collider iterations.
2018-02-14 19:36:34 +00:00
Richard Davey
81d0a48c58
disableBody renamed disableGameObjectBody
...
disableBody now disables just a body object.
destroying a body sets its `pendingDestroy` flag, which is now cleared in the postUpdate method.
Group vs. Group collision has been implemented.
World.destroy properly clears down its Sets and RTrees.
2018-02-14 19:35:57 +00:00
Richard Davey
b7beea1d37
Impact bodies now remove themselves from the world when destroyed.
2018-02-14 19:34:21 +00:00
Richard Davey
b81b268b29
Matter JS bodies now have a destroy method that removes them from the world.
2018-02-14 19:33:56 +00:00
Richard Davey
c6f4a6ed43
Arcade Physics Colliders have a name property and setName method.
2018-02-14 19:33:33 +00:00
Richard Davey
8f4a1012fd
Updated jsdocs.
2018-02-13 01:39:22 +00:00
Richard Davey
2813ac8162
Moved PluginManager and merged configs into single root file for easier changing.
2018-02-12 23:03:48 +00:00
Richard Davey
d1f5f8a82b
Added jsdocs
2018-02-12 16:01:21 +00:00
Richard Davey
eaca4eb462
Added jsdocs
2018-02-12 13:48:53 +00:00
Richard Davey
e448ec59f0
Added removeConstraint method.
2018-02-12 13:48:52 +00:00
Richard Davey
d421e9264e
Fixed #3145
2018-02-12 13:48:49 +00:00
Richard Davey
8de078d333
Added jsdocs
2018-02-12 13:48:48 +00:00
Richard Davey
92db8cfa2c
Added jsdocs and fix #3179
2018-02-12 13:48:48 +00:00
Richard Davey
d3cb0761d2
Updated jsdocs.
2018-02-09 16:52:19 +00:00
Richard Davey
2434bb187a
Added jsdocs.
2018-02-09 16:52:18 +00:00
Richard Davey
c7a84a1f7a
Merge pull request #3209 from vulcanoidlogic/master
...
matterjs PointerConstraint.js world.events.on undefined
2018-02-09 16:51:52 +00:00
Richard Davey
5db058021f
Added jsdocs.
2018-02-09 15:23:33 +00:00
Richard Davey
73833e6628
Fixed require path.
2018-02-09 15:23:12 +00:00
Greg
79b61defe6
#3200 Errors in Input Mouse Events examples
2018-02-09 00:21:08 -05:00
Richard Davey
c1b5ff885e
Added jsdocs
2018-02-09 04:08:01 +00:00
Richard Davey
e0899bfa00
Added jsdocs
2018-02-09 03:44:23 +00:00
Richard Davey
91887815f6
Merged Arcade Physics methods and added jsdocs
2018-02-09 01:40:41 +00:00
Richard Davey
10193c181a
Fixed require paths.
2018-02-07 17:10:01 +00:00
Richard Davey
40689d1e35
Updated jsdocs.
2018-02-07 15:27:21 +00:00
Richard Davey
2a86400a28
Added in jsdocs
2018-01-31 13:54:44 +00:00
Richard Davey
f1a25921c7
Fixed missing Pipeline component.
2018-01-30 19:16:00 +00:00
Michael Hadley
16767927cb
Bug fix: setExisting -> setExistingBody
2018-01-28 08:06:05 -06:00
Michael Hadley
7acd9b0381
Tiled object parser: store points as xy objects instead of arrays
...
V2 used arrays, but other places in the codebase (and users) will expect an object with XY props over an array.
2018-01-27 08:34:11 -06:00
Michael Hadley
cbc493df98
MatterTileBody bug fix: tile -> this.tile
2018-01-26 22:31:53 -06:00
Michael Hadley
801d2e92e1
Revert "Add matter component for inertia - useful for platformers"
...
This reverts commit 2b20c8bbfb
.
2018-01-26 21:51:20 -06:00
Michael Hadley
ec444f876e
Extend SetBody component with setExistingBody method
...
This makes it easy to add compound bodies to a MatterSprite/MatterImage
2018-01-26 21:50:22 -06:00