ArcadePhysics.separateTile wasn't returning the value, so the custom process callback wasn't getting called (thanks flameiguana)

This commit is contained in:
photonstorm
2013-11-16 13:47:12 +00:00
parent 3249aa2673
commit 38bd00b4ed
4 changed files with 135 additions and 6 deletions
+4 -2
View File
@@ -302,8 +302,8 @@ Phaser.Physics.Arcade.prototype = {
},
/**
* Checks for collision between two game objects. The objects can be Sprites, Groups, Emitters or Tilemaps.
* You can perform Sprite vs. Sprite, Sprite vs. Group, Group vs. Group, Sprite vs. Tilemap or Group vs. Tilemap collisions.
* Checks for collision between two game objects. The objects can be Sprites, Groups, Emitters or Tilemap Layers.
* You can perform Sprite vs. Sprite, Sprite vs. Group, Group vs. Group, Sprite vs. Tilemap Layer or Group vs. Tilemap Layer collisions.
* The objects are also automatically separated.
*
* @method Phaser.Physics.Arcade#collide
@@ -838,6 +838,8 @@ Phaser.Physics.Arcade.prototype = {
this._result = (this.separateTileX(body, tile, true) || this.separateTileY(body, tile, true));
return this._result;
},
/**