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Sprite vs. Sprite Group Body Tests.
This commit is contained in:
@@ -189,6 +189,7 @@ Updates:
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* Phaser.Math.max added as the opposite of Math.min.
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* Phaser.Math.minProperty and maxProperty added. Like Math.min/max but can be given a property an an array or list of objects to inspect.
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* Added 'full' paramter to Body.reset, allowing you to control if motion or all data is reset or not.
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* Exposed Group.pivot and Sprite.pivot to allow you to directly set the pivot points for rotation.
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Bug Fixes:
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@@ -1,5 +1,5 @@
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var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update });
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var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render });
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function preload() {
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@@ -106,10 +106,10 @@ function createAliens () {
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aliens.y = 50;
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// All this does is basically start the invaders moving. Notice we're moving the Group they belong to, rather than the invaders directly.
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// var tween = game.add.tween(aliens).to( { x: 200 }, 2000, Phaser.Easing.Linear.None, true, 0, 1000, true);
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var tween = game.add.tween(aliens).to( { x: 200 }, 2000, Phaser.Easing.Linear.None, true, 0, 1000, true);
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// When the tween completes it calls descend, before looping again
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// tween.onComplete.add(descend, this);
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tween.onComplete.add(descend, this);
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}
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function setupInvader (invader) {
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@@ -155,8 +155,8 @@ function update() {
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}
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// Run collision
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// game.physics.collide(bullets, aliens, collisionHandler, null, this);
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// game.physics.collide(enemyBullets, player, enemyHitsPlayer, null, this);
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game.physics.collide(bullets, aliens, collisionHandler, null, this);
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game.physics.collide(enemyBullets, player, enemyHitsPlayer, null, this);
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}
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@@ -293,3 +293,12 @@ function restart () {
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stateText.visible = false;
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}
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function render() {
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for (var i = 0; i < aliens._container.children.length; i++)
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{
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game.debug.renderPhysicsBody(aliens._container.children[i].body);
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}
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}
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@@ -2,12 +2,6 @@
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var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render });
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var robot;
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var eye;
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var body;
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var leftArm;
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var rightArm;
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var leftLeg;
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var rightLeg;
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function preload() {
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@@ -26,19 +20,24 @@ function create() {
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// Robot itself, you can subclass group class in a real game.
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robot = game.add.group();
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robot.x = 300;
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robot.y = 200;
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robot.pivot.x = 300;
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robot.pivot.y = 300;
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// Robot components.
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leftArm = robot.create(90, 175, 'arm-l');
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rightArm = robot.create(549, 175, 'arm-r');
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leftLeg = robot.create(270, 325, 'leg-l');
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rightLeg = robot.create(410, 325, 'leg-r');
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body = robot.create(219, 32, 'body');
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eye = robot.create(335, 173,'eye');
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robot.create(90, 175, 'arm-l');
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robot.create(549, 175, 'arm-r');
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robot.create(270, 325, 'leg-l');
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robot.create(410, 325, 'leg-r');
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robot.create(219, 32, 'body');
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robot.create(335, 173,'eye');
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}
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function update() {
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// Change parent's rotation to change all the childs.
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robot.rotation += 0.02;
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}
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@@ -0,0 +1,331 @@
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var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render });
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function preload() {
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game.load.image('bullet', 'assets/games/invaders/bullet.png');
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game.load.image('enemyBullet', 'assets/games/invaders/enemy-bullet.png');
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game.load.spritesheet('invader', 'assets/games/invaders/invader32x32x4.png', 32, 32);
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game.load.image('ship', 'assets/games/invaders/player.png');
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game.load.spritesheet('kaboom', 'assets/games/invaders/explode.png', 128, 128);
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game.load.image('starfield', 'assets/games/invaders/starfield.png');
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game.load.image('background', 'assets/games/starstruck/background2.png');
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}
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var player;
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var aliens;
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var bullets;
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var bulletTime = 0;
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var cursors;
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var fireButton;
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var explosions;
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var starfield;
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var score = 0;
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var scoreString = '';
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var scoreText;
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var lives;
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var enemyBullet;
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var firingTimer = 0;
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var stateText;
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var livingEnemies = [];
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var bob;
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function create() {
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$('#step').click(function(){
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console.log('---- STEP', game.stepCount, '-------------------------------');
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game.step();
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});
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game.enableStep();
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// The scrolling starfield background
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// starfield = game.add.tileSprite(0, 0, 800, 600, 'starfield');
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// Our bullet group
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// bullets = game.add.group();
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// bullets.createMultiple(30, 'bullet');
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// bullets.setAll('anchor.x', 0.5);
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// bullets.setAll('anchor.y', 1);
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// bullets.setAll('outOfBoundsKill', true);
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// The enemy's bullets
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// enemyBullets = game.add.group();
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// enemyBullets.createMultiple(30, 'enemyBullet');
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// enemyBullets.setAll('anchor.x', 0.5);
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// enemyBullets.setAll('anchor.y', 1);
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// enemyBullets.setAll('outOfBoundsKill', true);
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// The hero!
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// player = game.add.sprite(400, 500, 'ship');
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// player.anchor.setTo(0.5, 0.5);
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// The baddies!
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aliens = game.add.group();
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createAliens();
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// The score
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// scoreString = 'Score : ';
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// scoreText = game.add.text(10, 10, scoreString + score, { fontSize: '34px', fill: '#fff' });
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// Lives
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// lives = game.add.group();
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// game.add.text(game.world.width - 100, 10, 'Lives : ', { fontSize: '34px', fill: '#fff' });
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// Text
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// stateText = game.add.text(game.world.centerX,game.world.centerY,'', { fontSize: '84px', fill: '#fff' });
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// stateText.anchor.setTo(0.5, 0.5);
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// stateText.visible = false;
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// for (var i = 0; i < 3; i++)
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// {
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// var ship = lives.create(game.world.width - 100 + (30 * i), 60, 'ship');
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// ship.anchor.setTo(0.5, 0.5);
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// ship.angle = 90;
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// ship.alpha = 0.4;
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// }
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// An explosion pool
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// explosions = game.add.group();
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// explosions.createMultiple(30, 'kaboom');
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// explosions.forEach(setupInvader, this);
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// And some controls to play the game with
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cursors = game.input.keyboard.createCursorKeys();
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// fireButton = game.input.keyboard.addKey(Phaser.Keyboard.SPACEBAR);
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}
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function createAliens () {
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/*
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for (var y = 0; y < 4; y++)
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{
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for (var x = 0; x < 10; x++)
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{
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var alien = aliens.create(x * 48, y * 50, 'invader');
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alien.anchor.setTo(0.5, 0.5);
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alien.animations.add('fly', [ 0, 1, 2, 3 ], 20, true);
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alien.play('fly');
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}
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}
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*/
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bob = aliens.create(48, 50, 'invader');
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bob.debug = true;
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aliens.x = 100;
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aliens.y = 50;
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// All this does is basically start the invaders moving. Notice we're moving the Group they belong to, rather than the invaders directly.
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// var tween = game.add.tween(aliens).to( { x: 200 }, 2000, Phaser.Easing.Linear.None, true, 0, 1000, true);
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// When the tween completes it calls descend, before looping again
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// tween.onComplete.add(descend, this);
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}
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function setupInvader (invader) {
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invader.anchor.x = 0.5;
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invader.anchor.y = 0.5;
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invader.animations.add('kaboom');
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}
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function descend() {
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console.log('descend');
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aliens.y += 10;
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}
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function update() {
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aliens.x += 1;
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// bob.body.velocity.x = 100;
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// Scroll the background
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// starfield.tilePosition.y += 2;
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// Reset the player, then check for movement keys
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/*
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player.body.velocity.setTo(0, 0);
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if (cursors.left.isDown)
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{
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player.body.velocity.x = -200;
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}
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else if (cursors.right.isDown)
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{
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player.body.velocity.x = 200;
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}
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// Firing?
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if (fireButton.isDown)
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{
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fireBullet();
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}
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if (game.time.now > firingTimer)
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{
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enemyFires();
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}
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// Run collision
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game.physics.collide(bullets, aliens, collisionHandler, null, this);
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game.physics.collide(enemyBullets, player, enemyHitsPlayer, null, this);
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*/
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}
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/*
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function collisionHandler (bullet, alien) {
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// When a bullet hits an alien we kill them both
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bullet.kill();
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alien.kill();
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// Increase the score
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score += 20;
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scoreText.content = scoreString + score;
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// And create an explosion :)
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var explosion = explosions.getFirstDead();
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explosion.reset(alien.body.x, alien.body.y);
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explosion.play('kaboom', 30, false, true);
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if (aliens.countLiving() == 0)
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{
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score += 1000;
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scoreText.content = scoreString + score;
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enemyBullets.callAll('kill',this);
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stateText.content = " You Won, \n Click to restart";
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stateText.visible = true;
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//the "click to restart" handler
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game.input.onTap.addOnce(restart,this);
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}
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}
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function enemyHitsPlayer (player,bullet) {
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bullet.kill();
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live = lives.getFirstAlive();
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if (live)
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{
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live.kill();
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}
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// And create an explosion :)
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var explosion = explosions.getFirstDead();
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explosion.reset(player.body.x, player.body.y);
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explosion.play('kaboom', 30, false, true);
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// When the player dies
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if (lives.countLiving() < 1)
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{
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player.kill();
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enemyBullets.callAll('kill');
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stateText.content=" GAME OVER \n Click to restart";
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stateText.visible = true;
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//the "click to restart" handler
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game.input.onTap.addOnce(restart,this);
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}
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}
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function enemyFires () {
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// Grab the first bullet we can from the pool
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enemyBullet = enemyBullets.getFirstExists(false);
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livingEnemies.length=0;
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aliens.forEachAlive(function(alien){
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// put every living enemy in an array
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livingEnemies.push(alien);
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});
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if (enemyBullet && livingEnemies.length > 0)
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{
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var random=game.rnd.integerInRange(0,livingEnemies.length);
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// randomly select one of them
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var shooter=livingEnemies[random];
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// And fire the bullet from this enemy
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enemyBullet.reset(shooter.body.x, shooter.body.y);
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game.physics.moveToObject(enemyBullet,player,120);
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firingTimer = game.time.now + 2000;
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}
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}
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function fireBullet () {
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// To avoid them being allowed to fire too fast we set a time limit
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if (game.time.now > bulletTime)
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{
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// Grab the first bullet we can from the pool
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bullet = bullets.getFirstExists(false);
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if (bullet)
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{
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// And fire it
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bullet.reset(player.x, player.y + 8);
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bullet.body.velocity.y = -400;
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bulletTime = game.time.now + 200;
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}
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}
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}
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function resetBullet (bullet) {
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// Called if the bullet goes out of the screen
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bullet.kill();
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}
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function restart () {
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// A new level starts
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//resets the life count
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lives.callAll('revive');
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// And brings the aliens back from the dead :)
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aliens.removeAll();
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createAliens();
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//revives the player
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player.revive();
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//hides the text
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stateText.visible = false;
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}
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*/
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function render() {
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for (var i = 0; i < aliens._container.children.length; i++)
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{
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game.debug.renderPhysicsBody(aliens._container.children[i].body);
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}
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}
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+21
-15
@@ -96,6 +96,11 @@ Phaser.Group = function (game, parent, name, useStage) {
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*/
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this.scale = this._container.scale;
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/**
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* @property {Phaser.Point} pivot - The pivot point of the Group container.
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*/
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this.pivot = this._container.pivot;
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/**
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* The cursor is a simple way to iterate through the objects in a Group using the Group.next and Group.previous functions.
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* The cursor is set to the first child added to the Group and doesn't change unless you call next, previous or set it directly with Group.cursor.
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@@ -164,14 +169,14 @@ Phaser.Group.prototype = {
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{
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child.group = this;
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this._container.addChild(child);
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child.updateTransform();
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if (child.events)
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{
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child.events.onAddedToGroup.dispatch(child, this);
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}
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this._container.addChild(child);
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child.updateTransform();
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}
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if (this.cursor === null)
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@@ -209,14 +214,14 @@ Phaser.Group.prototype = {
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||||
{
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child.group = this;
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this._container.addChildAt(child, index);
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child.updateTransform();
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if (child.events)
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{
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child.events.onAddedToGroup.dispatch(child, this);
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}
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this._container.addChildAt(child, index);
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child.updateTransform();
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}
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if (this.cursor === null)
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@@ -265,15 +270,15 @@ Phaser.Group.prototype = {
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child.visible = exists;
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child.alive = exists;
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this._container.addChild(child);
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child.updateTransform();
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if (child.events)
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{
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child.events.onAddedToGroup.dispatch(child, this);
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}
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this._container.addChild(child);
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child.updateTransform();
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if (this.cursor === null)
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{
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this.cursor = child;
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@@ -307,14 +312,15 @@ Phaser.Group.prototype = {
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||||
child.visible = exists;
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child.alive = exists;
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this._container.addChild(child);
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child.updateTransform();
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if (child.events)
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{
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child.events.onAddedToGroup.dispatch(child, this);
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}
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||||
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this._container.addChild(child);
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||||
child.updateTransform();
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||||
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||||
if (this.cursor === null)
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||||
{
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this.cursor = child;
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||||
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||||
@@ -209,6 +209,7 @@ Phaser.Sprite = function (game, x, y, key, frame) {
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||||
*/
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||||
this._cache = {
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||||
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||||
fresh: true,
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||||
dirty: false,
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||||
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||||
// Transform cache
|
||||
@@ -376,6 +377,8 @@ Phaser.Sprite = function (game, x, y, key, frame) {
|
||||
*/
|
||||
this.debug = false;
|
||||
|
||||
// this.events.onAddedToGroup.add(this.initGroup, this);
|
||||
|
||||
this.updateCache();
|
||||
this.updateBounds();
|
||||
|
||||
@@ -389,6 +392,18 @@ Phaser.Sprite = function (game, x, y, key, frame) {
|
||||
Phaser.Sprite.prototype = Object.create(PIXI.Sprite.prototype);
|
||||
Phaser.Sprite.prototype.constructor = Phaser.Sprite;
|
||||
|
||||
|
||||
/*
|
||||
Phaser.Sprite.prototype.initGroup = function() {
|
||||
|
||||
// this.world.setTo(this.parent.position.x + this.x, this.parent.position.y + this.y);
|
||||
|
||||
// console.log('Sprite initGroup', this.world);
|
||||
console.log('Sprite initGroup', this.group.x, this.group.y);
|
||||
|
||||
}
|
||||
*/
|
||||
|
||||
/**
|
||||
* Automatically called by World.preUpdate. Handles cache updates, lifespan checks, animation updates and physics updates.
|
||||
*
|
||||
@@ -397,6 +412,34 @@ Phaser.Sprite.prototype.constructor = Phaser.Sprite;
|
||||
*/
|
||||
Phaser.Sprite.prototype.preUpdate = function() {
|
||||
|
||||
if (this._cache.fresh)
|
||||
{
|
||||
this.world.setTo(this.parent.position.x + this.x, this.parent.position.y + this.y);
|
||||
this.worldTransform[2] = this.world.x;
|
||||
this.worldTransform[5] = this.world.y;
|
||||
console.log('Sprite initGroup', this.world);
|
||||
// console.log('Sprite initGroup', this.group.x, this.group.y);
|
||||
// console.log('Sprite initGroup', this.parent.position);
|
||||
this._cache.fresh = false;
|
||||
|
||||
if (this.body)
|
||||
{
|
||||
this.body.x = (this.world.x - (this.anchor.x * this.width)) + this.body.offset.x;
|
||||
this.body.y = (this.world.y - (this.anchor.y * this.height)) + this.body.offset.y;
|
||||
// this.body.preUpdate();
|
||||
this.body.preX = this.body.x;
|
||||
this.body.preY = this.body.y;
|
||||
}
|
||||
|
||||
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;
|
||||
@@ -455,6 +498,11 @@ 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;
|
||||
@@ -677,10 +725,19 @@ Phaser.Sprite.prototype.postUpdate = function() {
|
||||
|
||||
if (this.exists)
|
||||
{
|
||||
// The sprite is positioned in this call, after taking into consideration motion updates and collision
|
||||
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)
|
||||
@@ -698,6 +755,12 @@ Phaser.Sprite.prototype.postUpdate = function() {
|
||||
|
||||
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);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
+54
-19
@@ -477,13 +477,26 @@ Phaser.Physics.Arcade.Body.prototype = {
|
||||
*/
|
||||
preUpdate: function () {
|
||||
|
||||
// this.preX = this.x;
|
||||
// this.preY = this.y;
|
||||
// this.preRotation = this.sprite.angle;
|
||||
|
||||
// If the GROUP is moving, then this doesn't work!!!
|
||||
this.x = (this.sprite.x - (this.sprite.anchor.x * this.sprite.width)) + this.offset.x;
|
||||
this.y = (this.sprite.y - (this.sprite.anchor.y * this.sprite.height)) + this.offset.y;
|
||||
|
||||
// If the SPRITE is moving, but in a Group, this doesn't work!!!
|
||||
// this.x = (this.sprite.world.x - (this.sprite.anchor.x * this.sprite.width)) + this.offset.x;
|
||||
// this.y = (this.sprite.world.y - (this.sprite.anchor.y * this.sprite.height)) + this.offset.y;
|
||||
|
||||
// I think I need to record both the world AND local X/Y values and decide if they should update?
|
||||
|
||||
this.rotation = this.preRotation;
|
||||
|
||||
this.preX = this.x;
|
||||
this.preY = this.y;
|
||||
this.preRotation = this.sprite.angle;
|
||||
|
||||
this.x = (this.sprite.world.x - (this.sprite.anchor.x * this.sprite.width)) + this.offset.x;
|
||||
this.y = (this.sprite.world.y - (this.sprite.anchor.y * this.sprite.height)) + this.offset.y;
|
||||
this.rotation = this.preRotation;
|
||||
|
||||
if (this.sprite.scale.x !== this._sx || this.sprite.scale.y !== this._sy)
|
||||
{
|
||||
@@ -492,9 +505,15 @@ Phaser.Physics.Arcade.Body.prototype = {
|
||||
|
||||
if (this.sprite.debug)
|
||||
{
|
||||
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 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 rotation:', this.rotation, this.preRotation);
|
||||
}
|
||||
|
||||
@@ -1305,24 +1324,40 @@ if (this.sprite.debug)
|
||||
this.facing = Phaser.DOWN;
|
||||
}
|
||||
|
||||
if (this.sprite.debug)
|
||||
{
|
||||
// console.log('Body postUpdate x:', this.x, 'y:', this.y, 'left:', this.left, 'right:', this.right, 'WAS', this.preX, this.preY);
|
||||
// console.log('Body postUpdate blocked:', this.blocked, this.blockFlags);
|
||||
// console.log('Body postUpdate velocity:', this.velocity.x, this.velocity.y);
|
||||
// console.log('Body postUpdate Sprite:', this.sprite.x, this.sprite.y, 'cached', this.sprite._cache.x, this.sprite._cache.y);
|
||||
console.log('Body postUpdate Rotation:', this.rotation);
|
||||
}
|
||||
|
||||
if (this.deltaX() !== 0 || this.deltaY() !== 0)
|
||||
if (this.sprite.debug)
|
||||
{
|
||||
this.sprite.worldTransform[2] = this.sprite.x = (this.x + (this.sprite.anchor.x * this.sprite.width) - this.offset.x);
|
||||
this.sprite.worldTransform[5] = this.sprite.y = (this.y + (this.sprite.anchor.y * this.sprite.height) - this.offset.y);
|
||||
// Temp. Debugging Stuff
|
||||
// console.log('Body postUpdate x:', this.x, 'y:', this.y, 'left:', this.left, 'right:', this.right, 'WAS', this.preX, this.preY);
|
||||
// console.log('Body postUpdate blocked:', this.blocked, this.blockFlags);
|
||||
// console.log('Body postUpdate velocity:', this.velocity.x, this.velocity.y);
|
||||
// console.log('Body postUpdate delta:', this.deltaX(), this.deltaY());
|
||||
// console.log('Body postUpdate Sprite:', this.sprite.x, this.sprite.y, 'cached', this.sprite._cache.x, this.sprite._cache.y);
|
||||
// console.log('Body postUpdate Rotation:', this.rotation);
|
||||
|
||||
// console.log('Body postUpdate Sprite x:', this.sprite.x, 'y:', this.sprite.y);
|
||||
// console.log('Body postUpdate Sprite world:', this.sprite.world.x, 'y:', this.sprite.world.y);
|
||||
// console.log('Body postUpdate Sprite position:', this.sprite.position.x, 'y:', this.sprite.position.y);
|
||||
// console.log('Body postUpdate Sprite localTransform:', this.sprite.localTransform[2], 'y:', this.sprite.localTransform[5]);
|
||||
// console.log('Body postUpdate Sprite worldTransform:', this.sprite.worldTransform[2], 'y:', this.sprite.worldTransform[5]);
|
||||
|
||||
}
|
||||
|
||||
if (this.preX !== this.x || this.preY !== this.y)
|
||||
{
|
||||
console.log('BoDY APPLIED', this.x, this.y, 'pre', this.preX, this.preY);
|
||||
// this.sprite.x = (this.x + (this.sprite.anchor.x * this.sprite.width) - this.offset.x);
|
||||
// this.sprite.y = (this.y + (this.sprite.anchor.y * this.sprite.height) - this.offset.y);
|
||||
|
||||
this.sprite.x = (this.x + (this.sprite.anchor.x * this.sprite.width) - this.offset.x);
|
||||
this.sprite.y = (this.y + (this.sprite.anchor.y * this.sprite.height) - this.offset.y);
|
||||
|
||||
// this.sprite.position.x = this.sprite.x = this.x + (this.sprite.anchor.x * this.sprite.width) - this.offset.x;
|
||||
// this.sprite.position.y = this.sprite.y = this.y + (this.sprite.anchor.y * this.sprite.height) - this.offset.y;
|
||||
}
|
||||
|
||||
if (this.allowRotation && this.deltaZ() !== 0)
|
||||
{
|
||||
// this.sprite.angle += this.deltaZ();
|
||||
this.sprite.angle += this.deltaZ();
|
||||
}
|
||||
|
||||
if (this.sprite.scale.x !== this._sx || this.sprite.scale.y !== this._sy)
|
||||
|
||||
Reference in New Issue
Block a user