mirror of
https://github.com/wassname/phaser.git
synced 2026-09-09 11:28:47 +08:00
The entire Phaser library has been updated to match the new JSHint configuration.
This commit is contained in:
@@ -27,7 +27,7 @@ Phaser.Physics.Arcade = function (game) {
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/**
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* @property {Phaser.Point} gravity - The World gravity setting. Defaults to x: 0, y: 0, or no gravity.
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*/
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this.gravity = new Phaser.Point;
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this.gravity = new Phaser.Point();
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/**
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* @property {Phaser.Rectangle} bounds - The bounds inside of which the physics world exists. Defaults to match the world bounds.
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@@ -65,13 +65,13 @@ Phaser.Physics.Arcade = function (game) {
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* @property {Phaser.Rectangle} _bounds1 - Internal cache var.
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* @private
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*/
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this._bounds1 = new Phaser.Rectangle;
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this._bounds1 = new Phaser.Rectangle();
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/**
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* @property {Phaser.Rectangle} _bounds2 - Internal cache var.
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* @private
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*/
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this._bounds2 = new Phaser.Rectangle;
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this._bounds2 = new Phaser.Rectangle();
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/**
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* @property {number} _overlap - Internal cache var.
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@@ -462,7 +462,7 @@ Phaser.Physics.Arcade.prototype = {
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{
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var currentNode = group._container.first._iNext;
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do
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do
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{
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if (currentNode.exists)
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{
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@@ -572,7 +572,7 @@ Phaser.Physics.Arcade.prototype = {
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{
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var currentNode = group1._container.first._iNext;
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do
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do
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{
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if (currentNode.exists)
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{
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@@ -658,7 +658,7 @@ Phaser.Physics.Arcade.prototype = {
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}
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// Then adjust their positions and velocities accordingly (if there was any overlap)
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if (this._overlap != 0)
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if (this._overlap !== 0)
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{
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body1.overlapX = this._overlap;
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body2.overlapX = this._overlap;
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@@ -766,7 +766,7 @@ Phaser.Physics.Arcade.prototype = {
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}
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// Then adjust their positions and velocities accordingly (if there was any overlap)
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if (this._overlap != 0)
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if (this._overlap !== 0)
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{
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body1.overlapY = this._overlap;
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body2.overlapY = this._overlap;
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@@ -894,7 +894,7 @@ Phaser.Physics.Arcade.prototype = {
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}
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// Then adjust their positions and velocities accordingly (if there was any overlap)
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if (this._overlap != 0)
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if (this._overlap !== 0)
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{
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if (separate)
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{
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@@ -980,7 +980,7 @@ Phaser.Physics.Arcade.prototype = {
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}
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// Then adjust their positions and velocities accordingly (if there was any overlap)
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if (this._overlap != 0)
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if (this._overlap !== 0)
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{
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if (separate)
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{
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@@ -1133,7 +1133,7 @@ Phaser.Physics.Arcade.prototype = {
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velocityFromAngle: function (angle, speed, point) {
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if (typeof speed === 'undefined') { speed = 60; }
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point = point || new Phaser.Point;
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point = point || new Phaser.Point();
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return point.setTo((Math.cos(this.game.math.degToRad(angle)) * speed), (Math.sin(this.game.math.degToRad(angle)) * speed));
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@@ -1152,7 +1152,7 @@ Phaser.Physics.Arcade.prototype = {
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velocityFromRotation: function (rotation, speed, point) {
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if (typeof speed === 'undefined') { speed = 60; }
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point = point || new Phaser.Point;
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point = point || new Phaser.Point();
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return point.setTo((Math.cos(rotation) * speed), (Math.sin(rotation) * speed));
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@@ -1171,7 +1171,7 @@ Phaser.Physics.Arcade.prototype = {
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accelerationFromRotation: function (rotation, speed, point) {
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if (typeof speed === 'undefined') { speed = 60; }
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point = point || new Phaser.Point;
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point = point || new Phaser.Point();
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return point.setTo((Math.cos(rotation) * speed), (Math.sin(rotation) * speed));
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+140
-140
@@ -18,91 +18,91 @@ Phaser.Physics.Arcade.Body = function (sprite) {
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/**
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* @property {Phaser.Sprite} sprite - Reference to the parent Sprite.
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*/
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this.sprite = sprite;
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this.sprite = sprite;
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/**
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* @property {Phaser.Game} game - Local reference to game.
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*/
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this.game = sprite.game;
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this.game = sprite.game;
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/**
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* @property {Phaser.Point} offset - The offset of the Physics Body from the Sprite x/y position.
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*/
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this.offset = new Phaser.Point;
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this.offset = new Phaser.Point();
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/**
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* @property {number} x - The x position of the physics body.
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* @readonly
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*/
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this.x = sprite.x;
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this.x = sprite.x;
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/**
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* @property {number} y - The y position of the physics body.
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* @readonly
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*/
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this.y = sprite.y;
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this.y = sprite.y;
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/**
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* @property {number} preX - The previous x position of the physics body.
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* @readonly
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*/
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this.preX = sprite.x;
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this.preX = sprite.x;
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/**
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* @property {number} preY - The previous y position of the physics body.
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* @readonly
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*/
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this.preY = sprite.y;
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this.preY = sprite.y;
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/**
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* @property {number} preRotation - The previous rotation of the physics body.
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* @readonly
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*/
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this.preRotation = sprite.angle;
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this.preRotation = sprite.angle;
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/**
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* @property {number} screenX - The x position of the physics body translated to screen space.
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* @readonly
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*/
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this.screenX = sprite.x;
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this.screenX = sprite.x;
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/**
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* @property {number} screenY - The y position of the physics body translated to screen space.
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* @readonly
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*/
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this.screenY = sprite.y;
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this.screenY = sprite.y;
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/**
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* @property {number} sourceWidth - The un-scaled original size.
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* @readonly
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*/
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this.sourceWidth = sprite.currentFrame.sourceSizeW;
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this.sourceWidth = sprite.currentFrame.sourceSizeW;
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/**
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* @property {number} sourceHeight - The un-scaled original size.
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* @readonly
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*/
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this.sourceHeight = sprite.currentFrame.sourceSizeH;
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this.sourceHeight = sprite.currentFrame.sourceSizeH;
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/**
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* @property {number} width - The calculated width of the physics body.
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*/
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this.width = sprite.currentFrame.sourceSizeW;
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this.width = sprite.currentFrame.sourceSizeW;
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/**
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* @property .numInternal ID cache
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*/
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this.height = sprite.currentFrame.sourceSizeH;
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this.height = sprite.currentFrame.sourceSizeH;
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/**
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* @property {number} halfWidth - The calculated width / 2 of the physics body.
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*/
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this.halfWidth = Math.floor(sprite.currentFrame.sourceSizeW / 2);
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this.halfWidth = Math.floor(sprite.currentFrame.sourceSizeW / 2);
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/**
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* @property {number} halfHeight - The calculated height / 2 of the physics body.
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*/
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this.halfHeight = Math.floor(sprite.currentFrame.sourceSizeH / 2);
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this.halfHeight = Math.floor(sprite.currentFrame.sourceSizeH / 2);
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/**
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* @property {Phaser.Point} center - The center coordinate of the Physics Body.
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@@ -113,38 +113,38 @@ Phaser.Physics.Arcade.Body = function (sprite) {
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* @property {number} _sx - Internal cache var.
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* @private
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*/
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this._sx = sprite.scale.x;
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this._sx = sprite.scale.x;
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/**
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* @property {number} _sy - Internal cache var.
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* @private
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*/
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this._sy = sprite.scale.y;
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this._sy = sprite.scale.y;
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/**
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* @property {Phaser.Point} velocity - The velocity in pixels per second sq. of the Body.
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*/
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this.velocity = new Phaser.Point;
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this.velocity = new Phaser.Point();
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/**
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* @property {Phaser.Point} acceleration - The velocity in pixels per second sq. of the Body.
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*/
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this.acceleration = new Phaser.Point;
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this.acceleration = new Phaser.Point();
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/**
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* @property {Phaser.Point} drag - The drag applied to the motion of the Body.
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*/
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this.drag = new Phaser.Point;
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this.drag = new Phaser.Point();
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/**
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* @property {Phaser.Point} gravity - A private Gravity setting for the Body.
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*/
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this.gravity = new Phaser.Point;
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this.gravity = new Phaser.Point();
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/**
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* @property {Phaser.Point} bounce - The elasticitiy of the Body when colliding. bounce.x/y = 1 means full rebound, bounce.x/y = 0.5 means 50% rebound velocity.
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*/
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this.bounce = new Phaser.Point;
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this.bounce = new Phaser.Point();
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/**
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* @property {Phaser.Point} maxVelocity - The maximum velocity in pixels per second sq. that the Body can reach.
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@@ -200,7 +200,7 @@ Phaser.Physics.Arcade.Body = function (sprite) {
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*/
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this.quadTreeIndex = -1;
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// Allow collision
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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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@@ -318,20 +318,20 @@ Phaser.Physics.Arcade.Body.prototype = {
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* @method Phaser.Physics.Arcade#updateBounds
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* @protected
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*/
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updateBounds: function (centerX, centerY, scaleX, scaleY) {
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updateBounds: function (centerX, centerY, scaleX, scaleY) {
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if (scaleX != this._sx || scaleY != this._sy)
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{
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this.width = this.sourceWidth * scaleX;
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this.height = this.sourceHeight * scaleY;
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this.halfWidth = Math.floor(this.width / 2);
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this.halfHeight = Math.floor(this.height / 2);
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this._sx = scaleX;
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this._sy = scaleY;
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if (scaleX != this._sx || scaleY != this._sy)
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{
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this.width = this.sourceWidth * scaleX;
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this.height = this.sourceHeight * scaleY;
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this.halfWidth = Math.floor(this.width / 2);
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this.halfHeight = Math.floor(this.height / 2);
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this._sx = scaleX;
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this._sy = scaleY;
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this.center.setTo(this.x + this.halfWidth, this.y + this.halfHeight);
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}
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}
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},
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},
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/**
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* Internal method.
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@@ -339,55 +339,55 @@ Phaser.Physics.Arcade.Body.prototype = {
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* @method Phaser.Physics.Arcade#preUpdate
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* @protected
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*/
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preUpdate: function () {
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preUpdate: 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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// 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.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.embedded = false;
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this.embedded = false;
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this.screenX = (this.sprite.worldTransform[2] - (this.sprite.anchor.x * this.width)) + this.offset.x;
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this.screenY = (this.sprite.worldTransform[5] - (this.sprite.anchor.y * this.height)) + this.offset.y;
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this.screenX = (this.sprite.worldTransform[2] - (this.sprite.anchor.x * this.width)) + this.offset.x;
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this.screenY = (this.sprite.worldTransform[5] - (this.sprite.anchor.y * this.height)) + this.offset.y;
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this.preX = (this.sprite.world.x - (this.sprite.anchor.x * this.width)) + this.offset.x;
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this.preY = (this.sprite.world.y - (this.sprite.anchor.y * this.height)) + this.offset.y;
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this.preRotation = this.sprite.angle;
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this.preRotation = this.sprite.angle;
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this.x = this.preX;
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this.y = this.preY;
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this.rotation = this.preRotation;
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this.x = this.preX;
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this.y = this.preY;
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this.rotation = this.preRotation;
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if (this.moves)
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{
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this.game.physics.updateMotion(this);
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if (this.moves)
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{
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this.game.physics.updateMotion(this);
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if (this.collideWorldBounds)
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{
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this.checkWorldBounds();
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}
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if (this.collideWorldBounds)
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{
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this.checkWorldBounds();
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}
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this.updateHulls();
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this.updateHulls();
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}
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if (this.skipQuadTree === false && this.allowCollision.none === false && this.sprite.visible && this.sprite.alive)
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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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if (this.skipQuadTree === false && this.allowCollision.none === false && this.sprite.visible && this.sprite.alive)
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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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||||
},
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||||
},
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/**
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* Internal method.
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@@ -395,25 +395,25 @@ Phaser.Physics.Arcade.Body.prototype = {
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||||
* @method Phaser.Physics.Arcade#postUpdate
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* @protected
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*/
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||||
postUpdate: function () {
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postUpdate: function () {
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||||
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||||
if (this.deltaX() < 0)
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||||
{
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this.facing = Phaser.LEFT;
|
||||
}
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else if (this.deltaX() > 0)
|
||||
{
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||||
this.facing = Phaser.RIGHT;
|
||||
}
|
||||
if (this.deltaX() < 0)
|
||||
{
|
||||
this.facing = Phaser.LEFT;
|
||||
}
|
||||
else if (this.deltaX() > 0)
|
||||
{
|
||||
this.facing = Phaser.RIGHT;
|
||||
}
|
||||
|
||||
if (this.deltaY() < 0)
|
||||
{
|
||||
this.facing = Phaser.UP;
|
||||
}
|
||||
else if (this.deltaY() > 0)
|
||||
{
|
||||
this.facing = Phaser.DOWN;
|
||||
}
|
||||
if (this.deltaY() < 0)
|
||||
{
|
||||
this.facing = Phaser.UP;
|
||||
}
|
||||
else if (this.deltaY() > 0)
|
||||
{
|
||||
this.facing = Phaser.DOWN;
|
||||
}
|
||||
|
||||
if (this.deltaX() !== 0 || this.deltaY() !== 0)
|
||||
{
|
||||
@@ -422,12 +422,12 @@ Phaser.Physics.Arcade.Body.prototype = {
|
||||
this.center.setTo(this.x + this.halfWidth, this.y + this.halfHeight);
|
||||
}
|
||||
|
||||
if (this.allowRotation)
|
||||
{
|
||||
this.sprite.angle += this.deltaZ();
|
||||
}
|
||||
if (this.allowRotation)
|
||||
{
|
||||
this.sprite.angle += this.deltaZ();
|
||||
}
|
||||
|
||||
},
|
||||
},
|
||||
|
||||
/**
|
||||
* Internal method.
|
||||
@@ -435,12 +435,12 @@ Phaser.Physics.Arcade.Body.prototype = {
|
||||
* @method Phaser.Physics.Arcade#updateHulls
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||||
* @protected
|
||||
*/
|
||||
updateHulls: function () {
|
||||
updateHulls: function () {
|
||||
|
||||
this.hullX.setTo(this.x, this.preY, this.width, this.height);
|
||||
this.hullY.setTo(this.preX, this.y, this.width, this.height);
|
||||
this.hullX.setTo(this.x, this.preY, this.width, this.height);
|
||||
this.hullY.setTo(this.preX, this.y, this.width, this.height);
|
||||
|
||||
},
|
||||
},
|
||||
|
||||
/**
|
||||
* Internal method.
|
||||
@@ -448,31 +448,31 @@ Phaser.Physics.Arcade.Body.prototype = {
|
||||
* @method Phaser.Physics.Arcade#checkWorldBounds
|
||||
* @protected
|
||||
*/
|
||||
checkWorldBounds: function () {
|
||||
checkWorldBounds: function () {
|
||||
|
||||
if (this.x < this.game.world.bounds.x)
|
||||
{
|
||||
this.x = this.game.world.bounds.x;
|
||||
this.velocity.x *= -this.bounce.x;
|
||||
}
|
||||
else if (this.right > this.game.world.bounds.right)
|
||||
{
|
||||
this.x = this.game.world.bounds.right - this.width;
|
||||
this.velocity.x *= -this.bounce.x;
|
||||
}
|
||||
if (this.x < this.game.world.bounds.x)
|
||||
{
|
||||
this.x = this.game.world.bounds.x;
|
||||
this.velocity.x *= -this.bounce.x;
|
||||
}
|
||||
else if (this.right > this.game.world.bounds.right)
|
||||
{
|
||||
this.x = this.game.world.bounds.right - this.width;
|
||||
this.velocity.x *= -this.bounce.x;
|
||||
}
|
||||
|
||||
if (this.y < this.game.world.bounds.y)
|
||||
{
|
||||
this.y = this.game.world.bounds.y;
|
||||
this.velocity.y *= -this.bounce.y;
|
||||
}
|
||||
else if (this.bottom > this.game.world.bounds.bottom)
|
||||
{
|
||||
this.y = this.game.world.bounds.bottom - this.height;
|
||||
this.velocity.y *= -this.bounce.y;
|
||||
}
|
||||
if (this.y < this.game.world.bounds.y)
|
||||
{
|
||||
this.y = this.game.world.bounds.y;
|
||||
this.velocity.y *= -this.bounce.y;
|
||||
}
|
||||
else if (this.bottom > this.game.world.bounds.bottom)
|
||||
{
|
||||
this.y = this.game.world.bounds.bottom - this.height;
|
||||
this.velocity.y *= -this.bounce.y;
|
||||
}
|
||||
|
||||
},
|
||||
},
|
||||
|
||||
/**
|
||||
* You can modify the size of the physics Body to be any dimension you need.
|
||||
@@ -485,46 +485,46 @@ Phaser.Physics.Arcade.Body.prototype = {
|
||||
* @param {number} offsetX - The X offset of the Body from the Sprite position.
|
||||
* @param {number} offsetY - The Y offset of the Body from the Sprite position.
|
||||
*/
|
||||
setSize: function (width, height, offsetX, offsetY) {
|
||||
setSize: function (width, height, offsetX, offsetY) {
|
||||
|
||||
offsetX = offsetX || this.offset.x;
|
||||
offsetY = offsetY || this.offset.y;
|
||||
offsetX = offsetX || this.offset.x;
|
||||
offsetY = offsetY || this.offset.y;
|
||||
|
||||
this.sourceWidth = width;
|
||||
this.sourceHeight = height;
|
||||
this.width = this.sourceWidth * this._sx;
|
||||
this.height = this.sourceHeight * this._sy;
|
||||
this.halfWidth = Math.floor(this.width / 2);
|
||||
this.halfHeight = Math.floor(this.height / 2);
|
||||
this.offset.setTo(offsetX, offsetY);
|
||||
this.sourceWidth = width;
|
||||
this.sourceHeight = height;
|
||||
this.width = this.sourceWidth * this._sx;
|
||||
this.height = this.sourceHeight * this._sy;
|
||||
this.halfWidth = Math.floor(this.width / 2);
|
||||
this.halfHeight = Math.floor(this.height / 2);
|
||||
this.offset.setTo(offsetX, offsetY);
|
||||
|
||||
this.center.setTo(this.x + this.halfWidth, this.y + this.halfHeight);
|
||||
|
||||
},
|
||||
},
|
||||
|
||||
/**
|
||||
* Resets all Body values (velocity, acceleration, rotation, etc)
|
||||
*
|
||||
* @method Phaser.Physics.Arcade#reset
|
||||
*/
|
||||
reset: function () {
|
||||
reset: function () {
|
||||
|
||||
this.velocity.setTo(0, 0);
|
||||
this.acceleration.setTo(0, 0);
|
||||
this.velocity.setTo(0, 0);
|
||||
this.acceleration.setTo(0, 0);
|
||||
|
||||
this.angularVelocity = 0;
|
||||
this.angularAcceleration = 0;
|
||||
this.angularVelocity = 0;
|
||||
this.angularAcceleration = 0;
|
||||
this.preX = (this.sprite.world.x - (this.sprite.anchor.x * this.width)) + this.offset.x;
|
||||
this.preY = (this.sprite.world.y - (this.sprite.anchor.y * this.height)) + this.offset.y;
|
||||
this.preRotation = this.sprite.angle;
|
||||
this.preRotation = this.sprite.angle;
|
||||
|
||||
this.x = this.preX;
|
||||
this.y = this.preY;
|
||||
this.rotation = this.preRotation;
|
||||
this.x = this.preX;
|
||||
this.y = this.preY;
|
||||
this.rotation = this.preRotation;
|
||||
|
||||
this.center.setTo(this.x + this.halfWidth, this.y + this.halfHeight);
|
||||
|
||||
},
|
||||
},
|
||||
|
||||
/**
|
||||
* Returns the absolute delta x value.
|
||||
@@ -591,7 +591,7 @@ Object.defineProperty(Phaser.Physics.Arcade.Body.prototype, "bottom", {
|
||||
* The sum of the y and height properties. Changing the bottom property of a Rectangle object has no effect on the x, y and width properties, but does change the height property.
|
||||
* @method bottom
|
||||
* @param {number} value
|
||||
*/
|
||||
*/
|
||||
set: function (value) {
|
||||
|
||||
if (value <= this.y)
|
||||
@@ -618,7 +618,7 @@ Object.defineProperty(Phaser.Physics.Arcade.Body.prototype, "right", {
|
||||
* However it does affect the width property.
|
||||
* @method right
|
||||
* @return {number}
|
||||
*/
|
||||
*/
|
||||
get: function () {
|
||||
return this.x + this.width;
|
||||
},
|
||||
|
||||
Reference in New Issue
Block a user