phaser/src/physics/p2
2016-04-07 01:56:42 +01:00
..
Body.js 2015 - 2016. 2016-04-04 22:16:16 +01:00
BodyDebug.js 2015 - 2016. 2016-04-04 22:16:16 +01:00
CollisionGroup.js 2015 - 2016. 2016-04-04 22:16:16 +01:00
ContactMaterial.js 2015 - 2016. 2016-04-04 22:16:16 +01:00
DistanceConstraint.js 2015 - 2016. 2016-04-04 22:16:16 +01:00
FixtureList.js 2015 - 2016. 2016-04-04 22:16:16 +01:00
GearConstraint.js 2015 - 2016. 2016-04-04 22:16:16 +01:00
InversePointProxy.js 2015 - 2016. 2016-04-04 22:16:16 +01:00
LockConstraint.js 2015 - 2016. 2016-04-04 22:16:16 +01:00
Material.js 2015 - 2016. 2016-04-04 22:16:16 +01:00
p2.js 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. 2015-07-13 11:44:04 +01:00
PointProxy.js 2015 - 2016. 2016-04-04 22:16:16 +01:00
PrismaticConstraint.js 2015 - 2016. 2016-04-04 22:16:16 +01:00
RevoluteConstraint.js 2015 - 2016. 2016-04-04 22:16:16 +01:00
RotationalSpring.js 2015 - 2016. 2016-04-04 22:16:16 +01:00
Spring.js 2015 - 2016. 2016-04-04 22:16:16 +01:00
World.js 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