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Added setBoundsToWorld and got it building the bounds body + 4 (optional) Planes around the edges for collision.
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@@ -36,22 +36,6 @@ function create() {
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game.physics.defaultRestitution = 0.8;
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var top = new p2.Body({ mass: 0, position:[0, 0], angle: game.math.degToRad(-180) });
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top.addShape(new p2.Plane());
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game.physics.addBody(top);
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var bottom = new p2.Body({ mass: 0, position:[0, px2p(600)] });
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bottom.addShape(new p2.Plane());
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game.physics.addBody(bottom);
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var left = new p2.Body({ mass: 0, position:[0, 0], angle: game.math.degToRad(90) });
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left.addShape(new p2.Plane());
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game.physics.addBody(left);
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var right = new p2.Body({ mass: 0, position:[px2p(800), 0], angle: game.math.degToRad(-90) });
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right.addShape(new p2.Plane());
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game.physics.addBody(right);
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}
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function update() {
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@@ -22,13 +22,90 @@ Phaser.Physics.World = function (game) {
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*/
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this.game = game;
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this.bounds = null;
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p2.World.call(this, { gravity: [0, 0] });
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this.setBoundsToWorld(true, true, true, true);
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};
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Phaser.Physics.World.prototype = Object.create(p2.World.prototype);
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Phaser.Physics.World.prototype.constructor = Phaser.Physics.World;
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/**
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* Sets the bounds of the Physics world to match the Game.World dimensions.
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* You can optionally set which 'walls' to create: left, right, top or bottom.
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*
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* @method Phaser.Physics#setBoundsToWorld
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* @param {boolean} [left=true] - If true will create the left bounds wall.
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* @param {boolean} [right=true] - If true will create the right bounds wall.
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* @param {boolean} [top=true] - If true will create the top bounds wall.
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* @param {boolean} [bottom=true] - If true will create the bottom bounds wall.
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*/
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Phaser.Physics.World.prototype.setBoundsToWorld = function (left, right, top, bottom) {
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this.setBounds(this.game.world.bounds.x, this.game.world.bounds.y, this.game.world.bounds.width, this.game.world.bounds.height, left, right, top, bottom);
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}
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/**
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* Sets the bounds of the Physics world to match the given world pixel dimensions.
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* You can optionally set which 'walls' to create: left, right, top or bottom.
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*
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* @method Phaser.Physics.Arcade#setBounds
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* @param {number} x - The x coordinate of the top-left corner of the bounds.
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* @param {number} y - The y coordinate of the top-left corner of the bounds.
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* @param {number} width - The width of the bounds.
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* @param {number} height - The height of the bounds.
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* @param {boolean} [left=true] - If true will create the left bounds wall.
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* @param {boolean} [right=true] - If true will create the right bounds wall.
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* @param {boolean} [top=true] - If true will create the top bounds wall.
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* @param {boolean} [bottom=true] - If true will create the bottom bounds wall.
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*/
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Phaser.Physics.World.prototype.setBounds = function (x, y, width, height, left, right, top, bottom) {
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if (typeof left === 'undefined') { left = true; }
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if (typeof right === 'undefined') { right = true; }
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if (typeof top === 'undefined') { top = true; }
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if (typeof bottom === 'undefined') { bottom = true; }
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if (this.bounds !== null)
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{
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this.removeBody(this.bounds);
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}
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var hw = (width / 2);
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var hh = (height / 2);
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var cx = hw + x;
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var cy = hh + y;
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this.bounds = new p2.Body({ mass: 0, position:[this.game.math.px2p(cx), this.game.math.px2p(cy)] });
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if (left)
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{
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this.bounds.addShape(new p2.Plane(), [this.game.math.px2p(-hw), 0], 1.5707963267948966 );
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}
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if (right)
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{
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this.bounds.addShape(new p2.Plane(), [this.game.math.px2p(hw), 0], -1.5707963267948966 );
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}
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if (top)
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{
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this.bounds.addShape(new p2.Plane(), [0, this.game.math.px2p(-hh)], -3.141592653589793 );
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}
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if (bottom)
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{
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this.bounds.addShape(new p2.Plane(), [0, this.game.math.px2p(hh)] );
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}
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this.addBody(this.bounds);
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}
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/**
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* @method Phaser.Physics.World.prototype.update
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*/
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