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Testing map collision
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+28
-38
@@ -188,31 +188,6 @@ Phaser.Physics.Arcade.Body = function (sprite) {
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*/
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this.skipQuadTree = false;
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// Allow collision
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/**
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* Set the allowCollision properties to control which directions collision is processed for this Body.
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* For example allowCollision.up = false means it won't collide when the collision happened while moving up.
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* @property {object} allowCollision - An object containing allowed collision.
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*/
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// This would be faster as an array
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this.allowCollision = { none: false, any: true, up: true, down: true, left: true, right: true };
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/**
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* This object is populated with boolean values when the Body collides with another.
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* touching.up = true means the collision happened to the top of this Body for example.
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* @property {object} touching - An object containing touching results.
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*/
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// This would be faster as an array
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this.touching = { none: true, up: false, down: false, left: false, right: false };
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/**
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* This object is populated with previous touching values from the bodies previous collision.
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* @property {object} wasTouching - An object containing previous touching results.
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*/
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// This would be faster as an array
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this.wasTouching = { none: true, up: false, down: false, left: false, right: false };
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/**
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* @property {number} facing - A const reference to the direction the Body is traveling or facing.
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* @default
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@@ -301,7 +276,32 @@ Phaser.Physics.Arcade.Body = function (sprite) {
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*/
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this.collideWorldBounds = false;
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this.blocked = { up: false, down: false, left: false, right: false };
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/**
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* Set the checkCollision properties to control which directions collision is processed for this Body.
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* For example checkCollision.up = false means it won't collide when the collision happened while moving up.
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* @property {object} checkCollision - An object containing allowed collision.
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*/
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this.checkCollision = { none: false, any: true, up: true, down: true, left: true, right: true };
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/**
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* This object is populated with boolean values when the Body collides with another.
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* touching.up = true means the collision happened to the top of this Body for example.
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* @property {object} touching - An object containing touching results.
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*/
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this.touching = { none: true, up: false, down: false, left: false, right: false };
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/**
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* This object is populated with previous touching values from the bodies previous collision.
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* @property {object} wasTouching - An object containing previous touching results.
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*/
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this.wasTouching = { none: true, up: false, down: false, left: false, right: false };
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/**
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* This object is populated with boolean values when the Body collides with the World bounds or a Tile.
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* For example if blocked.up is true then the Body cannot move up.
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* @property {object} blocked - An object containing on which faces this Body is blocked from moving, if any.
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*/
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this.blocked = { x: 0, y: 0, up: false, down: false, left: false, right: false };
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};
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@@ -363,8 +363,8 @@ Phaser.Physics.Arcade.Body.prototype = {
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this.y = this.preY;
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this.rotation = this.preRotation;
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// this.overlapX = 0;
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// this.overlapY = 0;
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this.overlapX = 0;
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this.overlapY = 0;
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this.blocked.up = false;
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this.blocked.down = false;
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@@ -391,16 +391,6 @@ Phaser.Physics.Arcade.Body.prototype = {
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*/
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postUpdate: function () {
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// if (this.overlapX !== 0)
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// {
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// this.x -= this.overlapX;
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// }
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// if (this.overlapY !== 0)
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// {
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// this.y -= this.overlapY;
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// }
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if (this.deltaX() < 0 && this.blocked.left === false)
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{
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this.facing = Phaser.LEFT;
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-327
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