mirror of
https://github.com/wassname/phaser-plugin-isometric.git
synced 2026-09-09 11:28:50 +08:00
Cleaned console.log
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Vendored
+4
-6
@@ -4253,7 +4253,7 @@ Phaser.Plugin.Isometric.Arcade.prototype = {
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* @param {number} [xSpeedMax=500] - The maximum x velocity the display object can reach.
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* @param {number} [ySpeedMax=500] - The maximum y velocity the display object can reach.
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* @param {number} [zSpeedMax=500] - The maximum z velocity the display object can reach.
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* @return {number} The angle (in radians) that the object should be visually set to in order to match its new trajectory.
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* @return {number} The angle (in radians).
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*/
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accelerateToXYZ: function(displayObject, x, y, z, speed, xSpeedMax, ySpeedMax, zSpeedMax) {
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@@ -4287,7 +4287,7 @@ Phaser.Plugin.Isometric.Arcade.prototype = {
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* @param {number} z - The z coordinate to move towards.
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* @param {number} [speed=60] - The speed it will move, in pixels per second (default is 60 pixels/sec)
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* @param {number} [maxTime=0] - Time given in milliseconds (1000 = 1 sec). If set the speed is adjusted so the object will arrive at destination in the given number of ms.
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* @return {number} The angle (in radians) that the object should be visually set to in order to match its new velocity.
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* @return {number} The angle (in radians).
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*/
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moveToXYZ: function(displayObject, x, y, z, speed, maxTime) {
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@@ -4305,9 +4305,7 @@ Phaser.Plugin.Isometric.Arcade.prototype = {
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var a = this.anglesToXYZ(displayObject.body, x, y,z);
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var v = this.velocityFromAngles(a.theta,a.phi,speed);
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console.log(displayObject.id,v);
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displayObject.body.velocity.copyFrom(v);
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console.log(displayObject.id,displayObject.body.velocity);
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return a.theta;
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@@ -4326,7 +4324,7 @@ Phaser.Plugin.Isometric.Arcade.prototype = {
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* @param {any} destination - The display object to move towards. Can be any object but must have visible x/y/z properties.
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* @param {number} [speed=60] - The speed it will move, in pixels per second (default is 60 pixels/sec)
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* @param {number} [maxTime=0] - Time given in milliseconds (1000 = 1 sec). If set the speed is adjusted so the object will arrive at destination in the given number of ms.
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* @return {number} The angle (in radians) that the object should be visually set to in order to match its new velocity.
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* @return {number} The angle (in radians).
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*/
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moveToObject: function (displayObject, destination, speed, maxTime) {
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@@ -4346,7 +4344,7 @@ Phaser.Plugin.Isometric.Arcade.prototype = {
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* @param {number} [speed=60] - The speed it will move, in pixels per second (default is 60 pixels/sec)
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* @param {Phaser.Pointer} [pointer] - The pointer to move towards. Defaults to Phaser.Input.activePointer.
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* @param {number} [maxTime=0] - Time given in milliseconds (1000 = 1 sec). If set the speed is adjusted so the object will arrive at destination in the given number of ms.
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* @return {number} The angle (in radians) that the object should be visually set to in order to match its new velocity.
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* @return {number} The angle (in radians).
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*/
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moveToPointer: function(displayObject, speed, pointer, maxTime) {
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Vendored
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-1
File diff suppressed because one or more lines are too long
@@ -1178,9 +1178,7 @@ Phaser.Plugin.Isometric.Arcade.prototype = {
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var a = this.anglesToXYZ(displayObject.body, x, y,z);
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var v = this.velocityFromAngles(a.theta,a.phi,speed);
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console.log(displayObject.id,v);
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displayObject.body.velocity.copyFrom(v);
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console.log(displayObject.id,displayObject.body.velocity);
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return a.theta;
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