Flixel physics optimised about as much as it can be. Also added world and local gravity support and flag to toggle it on / off.

This commit is contained in:
Richard Davey
2013-09-04 01:10:01 +01:00
parent 0f438d5221
commit 2a353a0327
3 changed files with 145 additions and 110 deletions
+17 -6
View File
@@ -26,27 +26,38 @@
function create() {
game.world._stage.backgroundColorString = '#182d3b';
// game.physics.gravity.y = 10;
bunny = game.add.sprite(200, 200, 'bunny');
bunny.body.bounce.x = 0.8;
bunny = game.add.sprite(200, 100, 'bunny');
bunny.body.bounce.y = 0.5;
// bunny.body.gravity.y = -10;
// bunny.body.setSize(20, 100);
// bunny.body.offset.setTo(25, -20);
// bunny.anchor.setTo(0.5, 0.5);
wall = game.add.sprite(700, 200, 'bunny');
wall = game.add.sprite(200, 450, 'bunny');
wall.body.immovable = true;
wall.body.allowGravity = false;
bunny.body.velocity.x = 180;
// bunny.body.angularVelocity = 1;
bunny.body.velocity.x = 30;
// bunny.body.velocity.y = 120;
// bunny.body.velocity.y = 50;
}
function update() {
game.physics.separateX(bunny.body, wall.body);
// bunny.rotation += 0.01;
game.physics.separate(bunny.body, wall.body);
}
function render() {
game.debug.renderSpriteCorners(bunny, true, true);
game.debug.renderRectangle(bunny.body.hitArea);
game.debug.renderRectangle(bunny.body.bounds);
game.debug.renderRectangle(wall.body.bounds);
}