diff --git a/examples/games/starstruck.js b/examples/games/starstruck.js
index d69d0a6b..47468fbd 100644
--- a/examples/games/starstruck.js
+++ b/examples/games/starstruck.js
@@ -25,6 +25,17 @@ var bg;
function create() {
+ $('#step').click(function(){
+ console.log('---- STEP', game.stepCount, '-------------------------------');
+ game.step();
+ });
+
+ $('#start').click(function(){
+ console.log('---- START DEBUGGING -------------------------------');
+ game.enableStep();
+ player.debug = true;
+ });
+
game.stage.backgroundColor = '#000000';
bg = game.add.tileSprite(0, 0, 800, 600, 'background');
@@ -43,12 +54,14 @@ function create() {
layer.resizeWorld();
- game.physics.gravity.y = 260;
+ game.physics.gravity.y = 250;
+ game.physics.setBoundsToWorld();
player = game.add.sprite(32, 32, 'dude');
player.body.bounce.y = 0.2;
+ player.body.minVelocity.y = 5;
player.body.collideWorldBounds = true;
- player.body.setSize(16, 32, 8, 16);
+ player.body.setRectangle(16, 32, 8, 16);
player.animations.add('left', [0, 1, 2, 3], 10, true);
player.animations.add('turn', [4], 20, true);
@@ -106,8 +119,10 @@ function update() {
}
}
- if (jumpButton.isDown && player.body.touching.down && game.time.now > jumpTimer)
+ // if (jumpButton.isDown && player.body.touching.down && game.time.now > jumpTimer)
+ if (jumpButton.isDown && player.body.onFloor() && game.time.now > jumpTimer)
{
+ console.log('jump');
player.body.velocity.y = -250;
jumpTimer = game.time.now + 750;
}
@@ -116,6 +131,7 @@ function update() {
function render () {
- // game.debug.renderSpriteBody(player);
+ game.debug.renderPhysicsBody(player.body);
+ game.debug.renderBodyInfo(player, 16, 24);
}
diff --git a/examples/wip/index.php b/examples/wip/index.php
index ac871931..74826bf3 100644
--- a/examples/wip/index.php
+++ b/examples/wip/index.php
@@ -101,6 +101,7 @@
+
work in progress examples
diff --git a/examples/wip/jitter.js b/examples/wip/jitter.js
new file mode 100644
index 00000000..4a8b9f3d
--- /dev/null
+++ b/examples/wip/jitter.js
@@ -0,0 +1,334 @@
+
+var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render });
+
+function preload() {
+
+ game.load.spritesheet('gameboy', 'assets/sprites/gameboy_seize_color_40x60.png', 40, 60);
+ game.load.image('atari', 'assets/sprites/atari130xe.png');
+
+}
+
+var sprite;
+var sprite2;
+var sprite3;
+var reverse = false;
+
+function onBeginContact(a, b) {
+ console.log('Begin Contact between', a.name, 'and', b.name);
+}
+
+function onEndContact(a, b) {
+ console.log('End Contact between', a.name, 'and', b.name);
+}
+
+function create() {
+
+ game.stage.backgroundColor = '#124184';
+
+ test8();
+
+}
+
+function test8() {
+
+ $('#step').click(function(){
+ console.log('---- STEP', game.stepCount, '-------------------------------');
+ game.step();
+ });
+
+ game.physics.gravity.y = 200;
+
+ sprite = game.add.sprite(300, 300, 'atari');
+ sprite.name = 'atari';
+ sprite.body.collideWorldBounds = true;
+ sprite.body.bounce.setTo(0.2, 0.2);
+ sprite.body.minVelocity.setTo(5, 5);
+
+ sprite2 = game.add.sprite(350, 150, 'gameboy', 2);
+ sprite2.name = 'gameboy';
+ sprite2.body.collideWorldBounds = true;
+ sprite2.body.bounce.setTo(0.8, 0.8);
+ // sprite2.body.minVelocity.setTo(30, 30);
+ // sprite.debug = true;
+
+ // game.enableStep();
+
+ sprite2.events.onBeginContact.add(onBeginContact, this);
+ sprite2.events.onEndContact.add(onEndContact, this);
+
+ reverse = true;
+
+ // game.input.onDown.add(launch8, this);
+
+}
+
+function launch8() {
+
+ sprite2.body.velocity.x = -100;
+ sprite2.body.velocity.y = -200;
+
+}
+
+function test7() {
+
+ // A down into B
+
+ sprite = game.add.sprite(300, 400, 'atari');
+ sprite.name = 'atari';
+ sprite.body.collideWorldBounds = true;
+ sprite.body.bounce.setTo(1, 1);
+ sprite.body.checkCollision.up = false;
+
+ sprite2 = game.add.sprite(350, 100, 'gameboy', 2);
+ sprite2.name = 'gameboy';
+ sprite2.body.collideWorldBounds = true;
+ sprite2.body.bounce.setTo(1, 1);
+
+ // reverse = true;
+
+ game.input.onDown.add(launch7, this);
+
+}
+
+function launch7() {
+
+ sprite2.body.velocity.y = 100;
+
+}
+
+function test6() {
+
+ // Offset Down Collision false
+
+ sprite = game.add.sprite(100, 300, 'atari');
+ sprite.name = 'atari';
+ sprite.body.collideWorldBounds = true;
+ sprite.body.bounce.setTo(1, 1);
+ sprite.body.checkCollision.left = false;
+ sprite.body.checkCollision.right = false;
+
+ sprite2 = game.add.sprite(500, 330, 'gameboy', 2);
+ // sprite2 = game.add.sprite(500, 530, 'gameboy', 2);
+ sprite2.name = 'gameboy';
+ sprite2.body.collideWorldBounds = true;
+ sprite2.body.bounce.setTo(1, 1);
+
+ sprite3 = game.add.sprite(400, 100, 'gameboy', 0);
+ sprite3.name = 'gameboy2';
+ sprite3.body.collideWorldBounds = true;
+ sprite3.body.bounce.setTo(1, 1);
+
+ game.input.onDown.add(launch6, this);
+
+}
+
+function launch6() {
+
+ sprite.body.velocity.x = 100;
+ sprite2.body.velocity.x = -100;
+ sprite3.body.velocity.y = 100;
+
+}
+
+function test5() {
+
+ // Offset Down Collision false
+
+ sprite = game.add.sprite(360, 400, 'gameboy', 0);
+ sprite.name = 'red';
+ sprite.body.collideWorldBounds = true;
+ // sprite.body.bounce.setTo(0.9, 0.9);
+ sprite.body.checkCollision.up = false;
+
+ sprite2 = game.add.sprite(400, 200, 'gameboy', 2);
+ sprite2.name = 'green';
+ sprite2.body.collideWorldBounds = true;
+ // sprite2.body.checkCollision.down = false;
+ // sprite2.body.mass = 1;
+ sprite2.body.bounce.setTo(1, 1);
+ // sprite2.body.friction = 0;
+
+ game.input.onDown.add(launch5, this);
+
+}
+
+function launch5() {
+
+ // sprite.body.velocity.x = 200;
+ // sprite.body.velocity.y = -300;
+ // sprite2.body.velocity.x = -200;
+ sprite2.body.velocity.y = 200;
+
+}
+
+function test4() {
+
+ // Down Collision false
+
+ sprite = game.add.sprite(400, 400, 'gameboy', 0);
+ sprite.name = 'red';
+ sprite.body.collideWorldBounds = true;
+ sprite.body.bounce.setTo(0.9, 0.9);
+
+ sprite2 = game.add.sprite(400, 200, 'gameboy', 2);
+ sprite2.name = 'green';
+ sprite2.body.collideWorldBounds = true;
+ sprite2.body.checkCollision.down = false;
+ // sprite2.body.mass = 1;
+ // sprite2.body.bounce.setTo(1, 1);
+ // sprite2.body.friction = 0;
+
+ game.input.onDown.add(launch4, this);
+
+}
+
+function launch4() {
+
+ // sprite.body.velocity.x = 200;
+ sprite.body.velocity.y = -300;
+ // sprite2.body.velocity.x = -200;
+ // sprite2.body.velocity.y = -200;
+
+}
+
+function test3() {
+
+ // Top Collision false
+
+ sprite = game.add.sprite(400, 400, 'gameboy', 0);
+ sprite.name = 'red';
+ sprite.body.collideWorldBounds = true;
+ sprite.body.checkCollision.up = false;
+
+ sprite2 = game.add.sprite(400, 200, 'gameboy', 2);
+ sprite2.name = 'green';
+ sprite2.body.collideWorldBounds = true;
+ // sprite2.body.checkCollision.left = false;
+ sprite2.body.bounce.setTo(0.9, 0.9);
+ // sprite2.body.mass = 1;
+ // sprite2.body.bounce.setTo(1, 1);
+ // sprite2.body.friction = 0;
+
+ game.input.onDown.add(launch3, this);
+
+}
+
+function launch3() {
+
+ // sprite.body.velocity.x = 200;
+ // sprite.body.velocity.y = -300;
+ // sprite2.body.velocity.x = -200;
+ sprite2.body.velocity.y = 200;
+
+}
+
+function test2() {
+
+ // Left Collision false
+
+ sprite = game.add.sprite(200, 300, 'gameboy', 0);
+ sprite.name = 'red';
+ sprite.body.collideWorldBounds = true;
+ // sprite.body.checkCollision.right = false;
+ sprite.body.bounce.setTo(0.9, 0.9);
+ // sprite.body.friction = 0;
+ // sprite.scale.setTo(2, 2);
+ // sprite.body.mass = 2;
+
+ sprite2 = game.add.sprite(500, 300, 'gameboy', 2);
+ sprite2.name = 'green';
+ sprite2.body.collideWorldBounds = true;
+ sprite2.body.checkCollision.left = false;
+ // sprite2.body.bounce.setTo(0.9, 0.9);
+ // sprite2.body.mass = 1;
+ // sprite2.body.bounce.setTo(1, 1);
+ // sprite2.body.friction = 0;
+
+ game.input.onDown.add(launch2, this);
+
+}
+
+function launch2() {
+
+ sprite.body.velocity.x = 200;
+ // sprite.body.velocity.y = -300;
+ // sprite2.body.velocity.x = -200;
+ // sprite2.body.velocity.y = -200;
+
+}
+
+
+function test1() {
+
+ // Right Collision false
+
+ sprite = game.add.sprite(200, 300, 'gameboy', 0);
+ sprite.name = 'red';
+ sprite.body.collideWorldBounds = true;
+ sprite.body.checkCollision.right = false;
+ // sprite.body.bounce.setTo(0.9, 0.9);
+ // sprite.body.bounce.setTo(1, 1);
+ // sprite.body.friction = 0;
+ // sprite.scale.setTo(2, 2);
+ // sprite.body.mass = 2;
+
+ sprite2 = game.add.sprite(500, 300, 'gameboy', 2);
+ sprite2.name = 'green';
+ sprite2.body.collideWorldBounds = true;
+ sprite2.body.bounce.setTo(0.9, 0.9);
+ // sprite2.body.mass = 1;
+ // sprite2.body.bounce.setTo(1, 1);
+ // sprite2.body.friction = 0;
+
+ game.input.onDown.add(launch1, this);
+
+}
+
+function launch1() {
+
+ sprite2.body.velocity.x = -200;
+
+}
+
+function update() {
+
+ if (reverse)
+ {
+ game.physics.collide(sprite2, sprite);
+ }
+ else
+ {
+ game.physics.collide(sprite, sprite2);
+ }
+
+ if (sprite3)
+ {
+ game.physics.collide(sprite, sprite3);
+ }
+
+}
+
+function render() {
+
+ if (sprite)
+ {
+ game.debug.renderBodyInfo(sprite, 16, 24);
+ game.debug.renderBodyInfo(sprite2, 16, 240);
+ }
+
+ if (sprite)
+ {
+ game.debug.renderPhysicsBody(sprite.body);
+ }
+
+ if (sprite2)
+ {
+ game.debug.renderPhysicsBody(sprite2.body);
+ }
+
+ if (sprite3)
+ {
+ game.debug.renderPhysicsBody(sprite3.body);
+ }
+
+}
diff --git a/src/gameobjects/Sprite.js b/src/gameobjects/Sprite.js
index 5c38db97..ac98a29f 100644
--- a/src/gameobjects/Sprite.js
+++ b/src/gameobjects/Sprite.js
@@ -377,8 +377,6 @@ Phaser.Sprite = function (game, x, y, key, frame) {
*/
this.debug = false;
- // this.events.onAddedToGroup.add(this.initGroup, this);
-
this.updateCache();
this.updateBounds();
@@ -430,12 +428,6 @@ Phaser.Sprite.prototype.preUpdate = function() {
return;
}
- if (this.debug)
- {
- console.log('Sprite preUpdate', this.parent.worldTransform[2], this.parent.worldTransform[5], 'LT', this.parent.localTransform[2], this.parent.localTransform[5], 'xy', this.parent.position.x, this.parent.position.y);
- console.log('Sprite preUpdate', this.x, this.y, 'world', this.world.x, this.world.y);
- }
-
if (!this.exists || (this.group && !this.group.exists))
{
this.renderOrderID = -1;
@@ -494,11 +486,6 @@ Phaser.Sprite.prototype.updateCache = function() {
this._cache.prevX = this.world.x;
this._cache.prevY = this.world.y;
- if (this.debug)
- {
- console.log('Sprite updateCache', this._cache.prevX, this._cache.prevY);
- }
-
if (this.fixedToCamera)
{
this.x = this.game.camera.view.x + this.cameraOffset.x;
@@ -724,16 +711,6 @@ Phaser.Sprite.prototype.postUpdate = function() {
if (this.body)
{
this.body.postUpdate();
-
- // console.log('Sprite postUpdate wt', this.worldTransform[2], this.worldTransform[5], 'xy', this.x, this.y);
-
- // this._cache.x = this.x;
- // this._cache.y = this.y;
-
- // this.position.x = this._cache.x;
- // this.position.y = this._cache.y;
-
- // this.world.setTo(this.game.camera.x + this.worldTransform[2], this.game.camera.y + this.worldTransform[5]);
}
if (this.fixedToCamera)
@@ -747,16 +724,8 @@ Phaser.Sprite.prototype.postUpdate = function() {
this._cache.y = this.y;
}
- // this.world.setTo(this.game.camera.x + this.worldTransform[2], this.game.camera.y + this.worldTransform[5]);
-
this.position.x = this._cache.x;
this.position.y = this._cache.y;
-
- if (this.debug)
- {
- console.log('Sprite postUpdate delta', this.deltaX, this.deltaY, 'prev', this._cache.prevX, this._cache.prevY);
- }
-
}
};
diff --git a/src/physics/arcade/ArcadePhysics.js b/src/physics/arcade/ArcadePhysics.js
index b69c8fb2..cd9a90df 100644
--- a/src/physics/arcade/ArcadePhysics.js
+++ b/src/physics/arcade/ArcadePhysics.js
@@ -183,7 +183,7 @@ Phaser.Physics.Arcade.prototype = {
if (!body.collideWorldBounds || (!this.worldLeft && !this.worldRight && !this.worldTop && !this.worldBottom))
{
- return;
+ return false;
}
this._response.clear();
@@ -234,13 +234,13 @@ Phaser.Physics.Arcade.prototype = {
rebounded = true;
}
- return rebounded;
-
if (body.sprite.debug)
{
- console.log('checkBounds finished', body.blocked);
+ console.log('checkBounds finished', rebounded, body.blocked);
}
+ return rebounded;
+
},
/**
diff --git a/src/physics/arcade/Body.js b/src/physics/arcade/Body.js
index c1c99247..21876056 100644
--- a/src/physics/arcade/Body.js
+++ b/src/physics/arcade/Body.js
@@ -395,15 +395,15 @@ Phaser.Physics.Arcade.Body.prototype = {
if (this.sprite.debug)
{
- // console.log('Body preUpdate x:', this.x, 'y:', this.y);
+ console.log('Body preUpdate x:', this.x, 'y:', this.y);
// console.log('Body preUpdate Sprite x:', this.sprite.x, 'y:', this.sprite.y);
// console.log('Body preUpdate Sprite world:', this.sprite.world.x, 'y:', this.sprite.world.y);
// console.log('Body preUpdate Sprite position:', this.sprite.position.x, 'y:', this.sprite.position.y);
// console.log('Body preUpdate Sprite localTransform:', this.sprite.localTransform[2], 'y:', this.sprite.localTransform[5]);
// console.log('Body preUpdate Sprite worldTransform:', this.sprite.worldTransform[2], 'y:', this.sprite.worldTransform[5]);
// console.log('Body preUpdate x:', this.x, 'y:', this.y, 'left:', this.left, 'right:', this.right, 'WAS', this.preX, this.preY);
- // console.log('Body preUpdate blocked:', this.blocked, this.blockFlags);
- // console.log('Body preUpdate velocity:', this.velocity.x, this.velocity.y);
+ console.log('Body preUpdate blocked:', this.blocked, this.blockFlags);
+ console.log('Body preUpdate velocity:', this.velocity.x, this.velocity.y);
// console.log('Body preUpdate rotation:', this.rotation, this.preRotation);
}
@@ -555,14 +555,18 @@ if (this.sprite.debug)
if (x)
{
- if (rebound && this.bounce.x !== 0 && (this.blocked.left || this.blocked.right))
+ if (rebound && this.bounce.x !== 0 && (this.blocked.left || this.blocked.right || this.touching.left || this.touching.right))
{
- this.velocity.x *= -this.bounce.x;
- this.angle = Math.atan2(this.velocity.y, this.velocity.x);
-
- if (this.sprite.debug)
+ // Don't rebound if they've already rebounded in this frame
+ if (!(this._vx <= 0 && this.velocity.x > 0) && !(this._vx >= 0 && this.velocity.x < 0))
{
- console.log('X rebound applied');
+ this.velocity.x *= -this.bounce.x;
+ this.angle = Math.atan2(this.velocity.y, this.velocity.x);
+
+ if (this.sprite.debug)
+ {
+ console.log('X rebound applied', this._vx, 'to', this.velocity.x);
+ }
}
}
@@ -570,7 +574,7 @@ if (this.sprite.debug)
{
var gx = this.getUpwardForce();
- if ((this.blocked.left && (gx < 0 || this.velocity.x < 0)) || (this.blocked.right && (gx > 0 || this.velocity.x > 0)))
+ if (((this.blocked.left || this.touching.left) && (gx < 0 || this.velocity.x < 0)) || ((this.blocked.right || this.touching.right) && (gx > 0 || this.velocity.x > 0)))
{
this.velocity.x = 0;
@@ -579,24 +583,30 @@ if (this.sprite.debug)
console.log('reboundCheck X zeroed');
}
}
- }
- if (this.sprite.debug)
- {
- console.log('reboundCheck X', this.velocity.x, 'gravity', gx);
+ if (this.sprite.debug)
+ {
+ console.log('reboundCheck X', this.velocity.x, 'gravity', gx);
+ }
}
}
if (y)
{
- if (rebound && this.bounce.y !== 0 && (this.blocked.up || this.blocked.down))
+ if (rebound && this.bounce.y !== 0 && (this.blocked.up || this.blocked.down || this.touching.up || this.touching.down))
{
- this.velocity.y *= -this.bounce.y;
- this.angle = Math.atan2(this.velocity.y, this.velocity.x);
-
- if (this.sprite.debug)
+ // Don't rebound if they've already rebounded in this frame
+ if (!(this._vy <= 0 && this.velocity.y > 0) && !(this._vy >= 0 && this.velocity.y < 0))
{
- console.log('Y rebound applied');
+ this.velocity.y *= -this.bounce.y;
+ this.angle = Math.atan2(this.velocity.y, this.velocity.x);
+
+ if (this.sprite.debug)
+ {
+ console.log('Y rebound applied', this._vy, 'to', this.velocity.y);
+ console.log('Y rebound check 1', !(this._vy <= 0 && this.velocity.y > 0));
+ console.log('Y rebound check 2', !(this._vy >= 0 && this.velocity.y < 0));
+ }
}
}
@@ -604,7 +614,7 @@ if (this.sprite.debug)
{
var gy = this.getDownwardForce();
- if ((this.blocked.up && (gy < 0 || this.velocity.y < 0)) || (this.blocked.down && (gy > 0 || this.velocity.y > 0)))
+ if (((this.blocked.up || this.touching.up) && (gy < 0 || this.velocity.y < 0)) || ((this.blocked.down || this.touching.down) && (gy > 0 || this.velocity.y > 0)))
{
this.velocity.y = 0;
@@ -613,11 +623,11 @@ if (this.sprite.debug)
console.log('reboundCheck Y zeroed');
}
}
- }
- if (this.sprite.debug)
- {
- console.log('reboundCheck Y', this.velocity.y, 'gravity', gy);
+ if (this.sprite.debug)
+ {
+ console.log('reboundCheck Y', this.velocity.y, 'gravity', gy);
+ }
}
}
@@ -989,12 +999,17 @@ if (this.sprite.debug)
if (hasSeparated)
{
+ console.log('Body hasSeparated');
this.game.physics.checkBounds(this);
this.game.physics.checkBounds(body);
}
else
{
- this.addContact(body);
+ // They can only contact like this if at least one of their sides is open, otherwise it's a separation
+ if (!this.checkCollision.up || !this.checkCollision.down || !this.checkCollision.left || !this.checkCollision.right || !body.checkCollision.up || !body.checkCollision.down || !body.checkCollision.left || !body.checkCollision.right)
+ {
+ this.addContact(body);
+ }
}
return hasSeparated;
diff --git a/src/utils/Debug.js b/src/utils/Debug.js
index 0826208f..195e4c53 100644
--- a/src/utils/Debug.js
+++ b/src/utils/Debug.js
@@ -433,7 +433,7 @@ Phaser.Utils.Debug.prototype = {
this.start(x, y, color, 210);
this.splitline('x: ' + sprite.body.x.toFixed(2), 'y: ' + sprite.body.y.toFixed(2), 'width: ' + sprite.width, 'height: ' + sprite.height);
- this.splitline('speed: ' + sprite.body.speed.toFixed(2), 'angle: ' + sprite.body.angle.toFixed(2), 'friction: ' + sprite.body.friction);
+ this.splitline('speed: ' + sprite.body.speed.toFixed(2), 'angle: ' + sprite.body.angle.toFixed(2), 'linear damping: ' + sprite.body.linearDamping);
this.splitline('blocked left: ' + sprite.body.blocked.left, 'right: ' + sprite.body.blocked.right, 'up: ' + sprite.body.blocked.up, 'down: ' + sprite.body.blocked.down);
this.splitline('touching left: ' + sprite.body.touching.left, 'right: ' + sprite.body.touching.right, 'up: ' + sprite.body.touching.up, 'down: ' + sprite.body.touching.down);
this.splitline('gravity x: ' + sprite.body.gravity.x, 'y: ' + sprite.body.gravity.y, 'world gravity x: ' + this.game.physics.gravity.x, 'y: ' + this.game.physics.gravity.y);