phaser/src/physics/p2
2014-03-21 09:49:51 +01:00
..
Body.js fixed wrong motion state constants in phaser p2 body 2014-03-19 22:56:26 +01:00
BodyDebug.js Added p2 kill and reset test + nearing completion on tilemap collision. 2014-03-13 21:14:18 +00:00
CollisionGroup.js Added Phasers new Physics Manager and restored the pre-1.1.4 ArcadePhysics system. The new manager can handle multiple physics systems running in parallel, which could be extremely useful for lots of games. 2014-03-05 02:36:08 +00:00
ContactMaterial.js Added Phasers new Physics Manager and restored the pre-1.1.4 ArcadePhysics system. The new manager can handle multiple physics systems running in parallel, which could be extremely useful for lots of games. 2014-03-05 02:36:08 +00:00
DistanceConstraint.js Prismatic Constraint done. That's all of them! jshint time. 2014-03-13 13:09:33 +00:00
GearConstraint.js Distance and Gear constraints done. 2014-03-13 11:13:22 +00:00
InversePointProxy.js Renamed px2p and p2px to: pxm and mpx (px to meters and meters to px). Also removed from Math. 2014-03-12 00:07:27 +00:00
LockConstraint.js Prismatic Constraint done. That's all of them! jshint time. 2014-03-13 13:09:33 +00:00
Material.js Added Phasers new Physics Manager and restored the pre-1.1.4 ArcadePhysics system. The new manager can handle multiple physics systems running in parallel, which could be extremely useful for lots of games. 2014-03-05 02:36:08 +00:00
p2.js Changed the define function calls to use named modules, allows pixi, phaser and p2 to reside in 1 file and still be located by requirejs (thanks brejep, #531) 2014-03-10 01:39:36 +00:00
PointProxy.js Renamed px2p and p2px to: pxm and mpx (px to meters and meters to px). Also removed from Math. 2014-03-12 00:07:27 +00:00
PrismaticConstraint.js Prismatic Constraint done. That's all of them! jshint time. 2014-03-13 13:09:33 +00:00
RevoluteConstraint.js pivots were wrong signed, everything was upside down 2014-03-21 09:49:51 +01:00
Spring.js Revolute Constraint done. 2014-03-13 12:14:14 +00:00
World.js P2.removeBody will check if the body is part of the world before removing, this avoids a TypeError from the p2 layer. 2014-03-17 22:34:19 +00:00