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41 lines
No EOL
1.8 KiB
Markdown
# Phaser 3.85.0 Change Log
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Return to the [Change Log index](CHANGELOG-v3.85.md).
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# New Body.wrap method
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The old `MatterWrap` plugin has been deprecated in favour of native integration into the new `Matter.Body.wrap` method.
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This method ensures that a body's position is always maintained within specified bounds. If the body crosses a boundary, it will appear on the opposite side of the bounds, preserving its velocity. This enhancement eliminates the need for enabling the `wrap` method through the Matter physics `MatterConfig` option by adding `wrap: true` to the plugins property.
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To utilize the new `wrap` functionality, you can now directly pass a `wrapBounds` object specifying the `x` and `y` boundaries when creating a new Matter object. This approach simplifies the process of applying boundary wrapping to Matter bodies.
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# Steps to add wrap bounds to a Matter game object
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- *Define Wrap Bounds*: First, define the boundaries within which you want the game object to wrap. Create a `wrapBounds` object that specifies `min` and `max` coordinates for `x` and `y`.
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```js
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const wrapBounds = {
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min: {
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x: 0,
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y: 0
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},
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max: {
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x: 800,
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y: 600
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}
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};
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```
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- *Create a Matter Game Object*: Create a Matter game object that you want to apply the wrapping behavior to. Use the Matter physics system to add a game object, like an image, polygon, circle, rectangle, etc., to the world. For example:
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```js
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const gameObject = this.matter.add.image(x, y, 'key', null, {
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wrapBounds: wrapBoundary
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});
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```
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- This will enable the game object to wrap around a specified boundary.
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# To remove the wrap bounds on a game object
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- Set the `wrapBounds` property on the game object body to `null`. Example:
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```js
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gameObject.body.wrapBounds = null;
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``` |