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Sorted out the QuadTree issues and resolved a small but vital bug in separateX, also re-organised the collision flags in Body.
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+21
-13
@@ -38,23 +38,16 @@ Phaser.Physics.Arcade.Body = function (sprite) {
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this.maxAngular = 1000;
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this.mass = 1;
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// Handy consts
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this.LEFT = 0x0001;
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this.RIGHT = 0x0010;
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this.UP = 0x0100;
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this.DOWN = 0x1000;
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this.NONE = 0;
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this.CEILING = this.UP;
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this.FLOOR = this.DOWN;
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this.WALL = this.LEFT | this.RIGHT;
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this.ANY = this.LEFT | this.RIGHT | this.UP | this.DOWN;
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this.quadTreeIndex = [];
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// Allow collision
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this.allowCollision = { any: true, up: true, down: true, left: true, right: true };
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this.touching = { none: true, up: false, down: false, left: false, right: false };
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this.wasTouching = { none: true, up: false, down: false, left: false, right: false };
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this.immovable = false;
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this.moves = true;
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this.touching = 0;
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this.wasTouching = 0;
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this.rotation = 0;
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this.allowCollisions = this.ANY;
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this.allowRotation = false;
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this.allowGravity = true;
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@@ -85,6 +78,19 @@ Phaser.Physics.Arcade.Body.prototype = {
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update: function () {
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// Store and reset collision flags
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this.wasTouching.none = this.touching.none;
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this.wasTouching.up = this.touching.up;
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this.wasTouching.down = this.touching.down;
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this.wasTouching.left = this.touching.left;
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this.wasTouching.right = this.touching.right;
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this.touching.none = true;
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this.touching.up = false;
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this.touching.down = false;
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this.touching.left = false;
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this.touching.right = false;
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this.lastX = this.x;
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this.lastY = this.y;
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@@ -95,6 +101,8 @@ Phaser.Physics.Arcade.Body.prototype = {
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if (this.allowCollisions & this.ANY)
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{
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this.quadTreeIDs = [];
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this.quadTreeIndex = -1;
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this.game.physics.quadTree.insert(this);
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}
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