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.
This commit is contained in:
photonstorm
2014-01-31 05:42:20 +00:00
parent 13a86765cb
commit 45b6d5a741
10 changed files with 183 additions and 510 deletions
+45 -10
View File
@@ -226,6 +226,27 @@ Phaser.Game = function (width, height, renderer, parent, state, transparent, ant
*/
this.particles = null;
/**
* @property {boolean} stepping - Enable core loop stepping with Game.enableStep().
* @default
* @readonly
*/
this.stepping = false;
/**
* @property {boolean} stepping - An internal property used by enableStep, but also useful to query from your own game objects.
* @default
* @readonly
*/
this.pendingStep = false;
/**
* @property {number} stepCount - When stepping is enabled this contains the current step cycle.
* @default
* @readonly
*/
this.stepCount = 0;
// Parse the configuration object (if any)
if (arguments.length === 1 && typeof arguments[0] === 'object')
{
@@ -283,10 +304,6 @@ Phaser.Game = function (width, height, renderer, parent, state, transparent, ant
window.addEventListener('load', this._onBoot, false);
}
this.pendingStep = false;
this.stepping = false;
this.stepCount = 0;
return this;
};
@@ -592,21 +609,17 @@ Phaser.Game.prototype = {
}
this.plugins.preUpdate();
// console.log('world preUpdate');
this.world.preUpdate();
this.stage.update();
this.input.update();
this.tweens.update();
this.sound.update();
// console.log('state update');
this.state.update();
// console.log('world update');
this.world.update();
this.particles.update();
this.plugins.update();
// console.log('world postUpdate');
this.world.postUpdate();
this.plugins.postUpdate();
}
@@ -623,6 +636,12 @@ Phaser.Game.prototype = {
},
/**
* Enable core game loop stepping. When enabled you must call game.step() directly (perhaps via a DOM button?)
* Calling step will advance the game loop by one frame. This is extremely useful to hard to track down errors!
*
* @method Phaser.Game#enableStep
*/
enableStep: function () {
this.stepping = true;
@@ -631,12 +650,28 @@ Phaser.Game.prototype = {
},
/**
* Disables core game loop stepping.
*
* @method Phaser.Game#disableStep
*/
disableStep: function () {
this.stepping = false;
this.pendingStep = false;
},
/**
* When stepping is enabled you must call this function directly (perhaps via a DOM button?) to advance the game loop by one frame.
* This is extremely useful to hard to track down errors! Use the internal stepCount property to monitor progress.
*
* @method Phaser.Game#step
*/
step: function () {
this.pendingStep = false;
this.stepCount++;
console.log('');
console.log('----------------------------- Game step', this.stepCount);
},