Updated World vastly. No longer extends p2.World due to a few vars we can't alias cleanly, adds in lots of new helper methods.

Ready for Materials and Constraints.
InversePointProxy is for aliasing a p2 typed array when the values need reversing before applying (gravity for example).
This commit is contained in:
photonstorm
2014-02-18 15:16:26 +00:00
parent 335684ac57
commit 3d0b5bde75
6 changed files with 790 additions and 233 deletions
+2
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@@ -135,8 +135,10 @@ module.exports = function (grunt) {
'src/physics/World.js',
'src/physics/PointProxy.js',
'src/physics/InversePointProxy.js',
'src/physics/Body.js',
'src/physics/Spring.js',
'src/physics/Material.js',
'src/particles/Particles.js',
'src/particles/arcade/ArcadeParticles.js',
+2
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@@ -181,8 +181,10 @@
<script src="$path/src/physics/World.js"></script>
<script src="$path/src/physics/PointProxy.js"></script>
<script src="$path/src/physics/InversePointProxy.js"></script>
<script src="$path/src/physics/Body.js"></script>
<script src="$path/src/physics/Spring.js"></script>
<script src="$path/src/physics/Material.js"></script>
<script src="$path/src/particles/Particles.js"></script>
<script src="$path/src/particles/arcade/ArcadeParticles.js"></script>
+2 -2
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@@ -70,7 +70,7 @@ Phaser.Physics.Body = function (game, sprite, x, y, mass) {
if (sprite)
{
this.setRectangleFromSprite(sprite);
this.game.physics.addBody(this.data);
this.game.physics.addBody(this);
}
};
@@ -399,7 +399,7 @@ Phaser.Physics.Body.prototype = {
if (this.data.world !== this.game.physics)
{
this.game.physics.addBody(this.data);
this.game.physics.addBody(this);
}
},
+61
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@@ -0,0 +1,61 @@
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2014 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* A InversePointProxy is an internal class that allows for direct getter/setter style property access to Arrays and TypedArrays but inverses the values on set.
*
* @class Phaser.Physics.InversePointProxy
* @classdesc InversePointProxy
* @constructor
* @param {any} destination - The object to bind to.
*/
Phaser.Physics.InversePointProxy = function (destination) {
this.destination = destination;
};
Phaser.Physics.InversePointProxy.prototype.constructor = Phaser.Physics.InversePointProxy;
/**
* @name Phaser.Physics.InversePointProxy#x
* @property {number} x - The x property of this InversePointProxy.
*/
Object.defineProperty(Phaser.Physics.InversePointProxy.prototype, "x", {
get: function () {
return this.destination[0];
},
set: function (value) {
this.destination[0] *= -value;
}
});
/**
* @name Phaser.Physics.InversePointProxy#y
* @property {number} y - The y property of this InversePointProxy.
*/
Object.defineProperty(Phaser.Physics.InversePointProxy.prototype, "y", {
get: function () {
return this.destination[1];
},
set: function (value) {
this.destination[1] *= -value;
}
});
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+723 -231
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