photonstorm
f32dce8cdd
New build files.
2014-03-17 21:18:02 +00:00
photonstorm
08aa381238
p2 object re-created on system start.
2014-03-17 21:16:59 +00:00
photonstorm
a8502f3498
Removed State.destroy empty method and replaced with State.shutdown, as that is what the StateManager expects ( fix #586 )
2014-03-17 19:43:28 +00:00
photonstorm
3ebd0d9303
Updated Device.isConsoleOpen as it no longer works in Chrome. Revised code and documentation accordingly ( fix #593 )
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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
Richard Davey
67919af33c
Merge pull request #591 from clark-stevenson/patch-1
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Basic p2 added
2014-03-17 16:12:12 +00:00
photonstorm
bc8b2424ce
Removed the examples build script from the Gruntfile ( fix #592 )
2014-03-17 16:10:19 +00:00
photonstorm
30a04985f7
Working through blank tilemap fix.
2014-03-17 16:10:19 +00:00
clark-stevenson
868f128978
Basic p2 added
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Will maybe be sketchy (a few Any's - p2.Shape or p2.Constraint etc). Also I may have messed up a couple of types (Phaser.Physics.p2.Body vs p2.Body).
Also fixed #585
2014-03-17 12:35:14 +00:00
Richard Davey
ccffcbdc9a
Merge pull request #584 from clark-stevenson/patch-2
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Ninja Physics Added
2014-03-17 10:30:36 +00:00
clark-stevenson
1152fe6ee2
Ninja Physics Added
2014-03-16 15:21:22 +00:00
Richard Davey
e8b08cbdcc
Merge pull request #581 from dreadhorse/destroy
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Add destroy methods to Ninja Body, AABB and Circle
2014-03-16 12:42:41 +00:00
Stefan Holmgren
e3480ffd3c
Add destroy methods to Ninja Body, AABB and Circle
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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
photonstorm
ec2275e18c
Group enableBody parameter was incorrectly assigned to the debug var (thanks BurnedToast, fix #565 )
2014-03-16 00:45:47 +00:00
Richard Davey
227810ee01
Merge pull request #571 from dreadhorse/dev
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Ninja world collision to check right and bottom bounds
2014-03-16 00:41:51 +00:00
photonstorm
db88bd2f22
Fixed the IE11 version check ( fixes #579 )
2014-03-16 00:39:42 +00:00
photonstorm
fee4d36b91
Group.getAt comparison updated ( fixes #578 )
2014-03-15 23:53:05 +00:00
Stefan Holmgren
51102797ed
Ninja world collision to check right and bottom bounds
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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
1746afe477
Merged 1.2 branch into master for the final Phaser v2.0.0 release.
2014-03-14 06:43:52 +00:00
photonstorm
901a7f13d1
Updated docs for 2.0 release and updated README.
2014-03-14 06:36:05 +00:00
photonstorm
eb8f021202
Updated README, removed Examples, added Migration Guide.
2014-03-14 06:06:43 +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
d2506dd0f3
New tilemap ray casting example + bounce. Also fixed sci-fly example.
2014-03-14 02:42:56 +00:00
photonstorm
017a017b96
TilemapLayer.getRayCastTiles will let you get all tiles that hit the given line for further processing.
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Fixed Tilemap collision. Added new TILE_BIAS const to aid with fast/small sprites.
2014-03-14 02:33:58 +00:00
photonstorm
f678d1fd31
Line now has x, y, width, height, top, bottom, left and right properties, so you can effectively get its bounds.
2014-03-14 00:19:45 +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
Richard Davey
31d2d392a6
Merge pull request #557 from alvinsight/1.2
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Examples ready to be released !
2014-03-13 20:44:50 +00:00
alvinsight
726c42310a
Yeaah, 242 examples working, only 7 missing
2014-03-13 17:32:55 +00:00
alvinsight
8a4d5ab8fd
Updated all the examples that were using the old physicsEnabled
2014-03-13 17:32:54 +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
Richard Davey
7c8fb706ed
Merge pull request #556 from alvinsight/1.2
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New examples for ninja physics, bitmap text, and documented the map func
2014-03-13 13:29:34 +00:00
alvinsight
c9f89f5a3b
New examples for ninja physics, bitmap text, and documented the map function
2014-03-13 13:25:39 +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.
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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
Richard Davey
1501eb9e64
Merge pull request #553 from alvinsight/1.2
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Updated games examples
2014-03-13 11:49:46 +00:00
alvinsight
20d7ebd0c0
Updated games examples
2014-03-13 11:47:36 +00:00
photonstorm
39add47ac3
enableBody added to Group constructor. Also: game.add.physicsGroup(Phaser.Physics.ARCADE) is a thing :)
2014-03-13 11:45:55 +00:00