mirror of
https://github.com/wassname/phaser.git
synced 2026-06-27 16:10:15 +08:00
Removed: Debug.renderSpriteTouching, Debug.renderLocalTransformInfo, Debug.renderWorldTransformInfo, Debug.renderSpriteCollision and Debug.dumpLinkedList.
Debug.renderPhysicsBody(body, color) is extremely useful for debugging the new physics bodies. Will draw the outline + points in the color given. Debug.renderBodyInfo(sprite, x, y, color) will display lots of Sprite body data.
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+34
-29
@@ -54,15 +54,20 @@ console.log(' --- state create start ---');
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layer.resizeWorld();
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// game.physics.gravity.y = 200;
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game.physics.gravity.y = 200;
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sprite = game.add.sprite(100, 180, 'phaser');
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sprite.body.moves = false;
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sprite = game.add.sprite(100, 240, 'phaser');
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// sprite.anchor.setTo(0.5, 0.5);
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// sprite.body.setCircle(20);
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// sprite.body.moves = false;
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ball = game.add.sprite(200, 180, 'ball');
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game.add.tween(sprite).to({x: 500},5000,Phaser.Easing.Linear.None,true);
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// game.add.tween(sprite).to({x: 500},5000,Phaser.Easing.Linear.None,true);
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// game.add.tween(sprite).to({angle: 360},5000,Phaser.Easing.Linear.None,true);
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// sprite = game.add.sprite(200, 240, 'phaser'); // 3-block corner test
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@@ -74,7 +79,9 @@ console.log(' --- state create start ---');
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// sprite.body.velocity.y = 200;
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// sprite.anchor.setTo(0.5, 0.5);
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// We'll set a lower max angular velocity here to keep it from going totally nuts
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// sprite.body.maxAngular = 500;
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@@ -83,7 +90,7 @@ console.log(' --- state create start ---');
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// sprite.body.angularDrag = 50;
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// sprite.body.bounce.x = 0.8;
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// sprite.body.bounce.y = 0.8;
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sprite.body.bounce.y = 0.8;
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// sprite.angle = 35;
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@@ -124,6 +131,10 @@ function update() {
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// sprite.body.velocity.y = -300;
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// sprite.body.angularVelocity = -100;
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// sprite.body.angularAcceleration = 200;
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// sprite.body.velocity.x = 0;
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// sprite.body.velocity.y = 0;
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// sprite.body.angularVelocity = 0;
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@@ -131,7 +142,6 @@ function update() {
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// sprite.body.acceleration.x = 0;
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// sprite.body.angularAcceleration = 0;
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/*
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if (cursors.left.isDown)
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{
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// sprite.body.acceleration.x = -200;
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@@ -149,11 +159,6 @@ function update() {
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{
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game.physics.velocityFromAngle(sprite.angle, 300, sprite.body.velocity);
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}
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else
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{
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// game.physics.velocityFromAngle(sprite.angle, sprite.body.velocity, sprite.body.velocity);
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}
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*/
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@@ -201,23 +206,23 @@ function update() {
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// sprite.x += 2;
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// }
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if (cursors.up.isDown)
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{
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sprite.body.y -= 2;
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}
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else if (cursors.down.isDown)
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{
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sprite.body.y += 2;
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}
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// if (cursors.up.isDown)
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// {
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// sprite.body.y -= 2;
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// }
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// else if (cursors.down.isDown)
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// {
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// sprite.body.y += 2;
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// }
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if (cursors.left.isDown)
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{
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sprite.body.x -= 2;
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}
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else if (cursors.right.isDown)
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{
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sprite.body.x += 2;
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}
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// if (cursors.left.isDown)
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// {
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// sprite.body.x -= 2;
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// }
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// else if (cursors.right.isDown)
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// {
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// sprite.body.x += 2;
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// }
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@@ -228,7 +233,7 @@ function render() {
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// game.debug.renderSpriteBody(sprite);
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// game.debug.renderSpriteBounds(sprite);
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// game.debug.renderPhysicsBody(sprite.body);
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game.debug.renderPhysicsBody(sprite.body);
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game.debug.renderBodyInfo(sprite, 32, 32);
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// game.debug.renderLine(marker, 'rgba(255,255,255,0.5)');
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