Fixed some doc typos.

You can now pass a physicsConfig object with the game constructor that is given to p2.World, allowing you to set the broadphase, etc.
This commit is contained in:
photonstorm
2014-02-19 03:51:48 +00:00
parent d057a9fe11
commit 08e5f18257
7 changed files with 102 additions and 56 deletions
+6 -34
View File
@@ -1,5 +1,5 @@
var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render });
var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render }, false, false, { gravity: [0, 10] } );
function preload() {
@@ -23,25 +23,13 @@ function create() {
bg = game.add.tileSprite(0, 0, 800, 600, 'background');
bg.fixedToCamera = true;
game.physics.gravity.y = 20;
// game.physics.setBoundsToWorld(true, true, false, true);
// game.physics.gravity.y = 20;
// game.physics.world.gravity[1] = -20;
game.physics.friction = 0.5;
// game.physics.world.solver.stiffness = 1e20;
// game.physics.world.solver.relaxation = 3;
// Materials
// var groundMaterial = game.physics.createMaterial('ground');
// var characterMaterial = game.physics.createMaterial('character');
// var boxMaterial = game.physics.createMaterial('box');
player = game.add.sprite(50, 400, 'dude');
player.physicsEnabled = true;
player.body.fixedRotation = true;
// player.body.setMaterial(characterMaterial);
// player.body.mass = 1;
// player.body.damping = 0.5;
player.animations.add('left', [0, 1, 2, 3], 10, true);
player.animations.add('turn', [4], 20, true);
@@ -51,27 +39,15 @@ function create() {
for (var i = 0; i < 1; i++)
{
var box = boxes.create(game.rnd.integerInRange(200, 700), game.rnd.integerInRange(0, 100), 'box');
// var box = boxes.create(game.rnd.integerInRange(200, 700), game.rnd.integerInRange(0, 100), 'box');
var box = boxes.create(game.rnd.integerInRange(200, 700), 550, 'box');
// box.scale.set(0.5);
// box.scale.set(game.rnd.realInRange(0.2, 0.7));
box.physicsEnabled = true;
// box.body.mass = 10;
// box.body.setMaterial(boxMaterial);
box.body.static = true;
box.body.fixedRotation = true;
}
// Set the material along the ground
// game.physics.setWorldMaterial(groundMaterial);
// var groundCharacterCM = game.physics.createContactMaterial(groundMaterial, characterMaterial, { friction: 0.0 }); // no friction between character and ground
// var boxCharacterCM = game.physics.createContactMaterial(boxMaterial, characterMaterial, { friction: 0.0 }); // No friction between character and boxes
// var boxGroundCM = game.physics.createContactMaterial(boxMaterial, groundMaterial, { friction: 0.6 }); // Between boxes and ground
// console.log(groundCharacterCM);
// console.log(boxGroundCM);
// game.camera.follow(player);
cursors = game.input.keyboard.createCursorKeys();
jumpButton = game.input.keyboard.addKey(Phaser.Keyboard.SPACEBAR);
@@ -145,10 +121,6 @@ return result;
function render () {
// if (player.debug)
// {
game.debug.renderPhysicsBody(player.body);
// game.debug.renderBodyInfo(player, 16, 24);
// }
game.debug.renderPhysicsBody(player.body);
}
+1 -1
View File
@@ -40,7 +40,7 @@ function create() {
// game.physics.setBoundsToWorld();
// game.physics.gravity.y = 9.78;
game.physics.setBoundsToWorld(true, true, false, true);
game.physics.setBoundsToWorld(true, true, false, true, false);
game.physics.world.gravity[1] = -20;
game.physics.friction = 0.5;