mirror of
https://github.com/wassname/phaser.git
synced 2026-07-26 13:27:43 +08:00
CollisionGroup and collision masks working. Need to refine a little, but all the essentials are there.
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+2
-2
@@ -1292,7 +1292,7 @@ Phaser.Math = {
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},
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/**
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* Convert p2 physics value to pixel scale.
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* Convert p2 physics value (meters) to pixel scale.
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*
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* @method Phaser.Math#p2px
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* @param {number} v - The value to convert.
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@@ -1303,7 +1303,7 @@ Phaser.Math = {
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},
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/**
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* Convert pixel value to p2 physics scale.
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* Convert pixel value to p2 physics scale (meters).
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*
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* @method Phaser.Math#px2p
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* @param {number} v - The value to convert.
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+75
-2
@@ -63,6 +63,19 @@ Phaser.Physics.Body = function (game, sprite, x, y, mass) {
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*/
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this.gravity = new Phaser.Point();
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/**
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* A Body can be set to collide against the World bounds automatically if this is set to true. Otherwise it will leave the World.
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* Note that this only applies if your World has bounds! The response to the collision should be managed via CollisionMaterials.
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* @property {boolean} collideWorldBounds - Should the Body collide with the World bounds?
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*/
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this.collideWorldBounds = true;
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/**
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* @property {array} collidesWith - Array of CollisionGroups that this Bodies shapes collide with.
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* @private
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*/
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this.collidesWith = [];
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// this.onAdded = new Phaser.Signal();
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// this.onRemoved = new Phaser.Signal();
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@@ -77,6 +90,66 @@ Phaser.Physics.Body = function (game, sprite, x, y, mass) {
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Phaser.Physics.Body.prototype = {
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setCollisionGroup: function (group, shape) {
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if (typeof shape === 'undefined')
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{
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for (var i = this.data.shapes.length - 1; i >= 0; i--)
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{
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this.data.shapes[i].collisionGroup = group.mask;
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}
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}
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else
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{
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shape.collisionGroup = group.mask;
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}
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},
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/**
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* Adds the given CollisionGroup to the list of groups that this body will collide with and updates the collision mask.
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*
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* @method Phaser.Physics.Body#collides
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* @param {Phaser.Physics.CollisionGroup} group - The Collision Group that this Bodies shapes will collide with.
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* @param {p2.Shape} [shape] - An optional Shape. If not provided the collision mask will be added to all Shapes in this Body.
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*/
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collides: function (group, shape) {
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// TODO: group can be an array
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if (this.collidesWith.indexOf(group) === -1)
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{
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this.collidesWith.push(group);
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}
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var mask = 0;
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if (this.collideWorldBounds)
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{
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mask = this.game.physics.boundsCollisionGroup.mask;
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}
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for (var i = 0; i < this.collidesWith.length; i++)
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{
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mask = mask | this.collidesWith[i].mask;
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}
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if (typeof shape === 'undefined')
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{
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for (var i = this.data.shapes.length - 1; i >= 0; i--)
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{
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this.data.shapes[i].collisionMask = mask;
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}
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}
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else
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{
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shape.collisionMask = mask;
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}
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console.log('collides', this.sprite.name, group, mask);
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},
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/**
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* Moves the shape offsets so their center of mass becomes the body center of mass.
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*
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@@ -819,7 +892,7 @@ Phaser.Physics.Body.prototype = {
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},
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/**
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* Convert p2 physics value to pixel scale.
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* Convert p2 physics value (meters) to pixel scale.
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*
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* @method Phaser.Math#p2px
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* @param {number} v - The value to convert.
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@@ -832,7 +905,7 @@ Phaser.Physics.Body.prototype = {
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},
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/**
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* Convert pixel value to p2 physics scale.
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* Convert pixel value to p2 physics scale (meters).
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*
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* @method Phaser.Math#px2p
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* @param {number} v - The value to convert.
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@@ -0,0 +1,21 @@
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/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2014 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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/**
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* Collision Group
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*
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* @class Phaser.Physics.CollisionGroup
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* @classdesc Physics Collision Group Constructor
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* @constructor
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*/
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Phaser.Physics.CollisionGroup = function (bitmask) {
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/**
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* @property {number} mask - The CollisionGroup bitmask.
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*/
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this.mask = bitmask;
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}
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@@ -132,6 +132,20 @@ Phaser.Physics.World = function (game) {
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this.world.on("beginContact", this.beginContactHandler, this);
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this.world.on("endContact", this.endContactHandler, this);
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/**
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* @property {array} collisionGroups - Internal var.
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*/
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this.collisionGroups = [];
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/**
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* @property {number} _collisionGroupID - Internal var.
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* @private
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*/
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this._collisionGroupID = 2;
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this.boundsCollisionGroup = new Phaser.Physics.CollisionGroup(2);
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this.boundsCollidesWith = [];
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this.setBoundsToWorld(true, true, true, true);
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};
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@@ -310,24 +324,28 @@ Phaser.Physics.World.prototype = {
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if (left)
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{
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this._wallShapes[0] = new p2.Plane();
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this._wallShapes[0].collisionGroup = this.boundsCollisionGroup.mask;
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this.bounds.addShape(this._wallShapes[0], [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._wallShapes[1] = new p2.Plane();
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this._wallShapes[1].collisionGroup = this.boundsCollisionGroup.mask;
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this.bounds.addShape(this._wallShapes[1], [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._wallShapes[2] = new p2.Plane();
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this._wallShapes[2].collisionGroup = this.boundsCollisionGroup.mask;
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this.bounds.addShape(this._wallShapes[2], [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._wallShapes[3] = new p2.Plane();
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this._wallShapes[3].collisionGroup = this.boundsCollisionGroup.mask;
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this.bounds.addShape(this._wallShapes[3], [0, this.game.math.px2p(hh)] );
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}
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@@ -662,6 +680,43 @@ Phaser.Physics.World.prototype = {
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},
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createCollisionGroup: function () {
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var bitmask = Math.pow(2, this._collisionGroupID);
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// Add it to the bounds mask automatically (they won't collide with it unless it's added back by the other group)
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// this.boundsCollisionGroup.mask = this.boundsCollisionGroup.mask | bitmask;
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if (this._wallShapes[0])
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{
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this._wallShapes[0].collisionMask = this._wallShapes[0].collisionMask | bitmask;
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}
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if (this._wallShapes[1])
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{
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this._wallShapes[1].collisionMask = this._wallShapes[1].collisionMask | bitmask;
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}
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if (this._wallShapes[2])
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{
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this._wallShapes[2].collisionMask = this._wallShapes[2].collisionMask | bitmask;
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}
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if (this._wallShapes[3])
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{
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this._wallShapes[3].collisionMask = this._wallShapes[3].collisionMask | bitmask;
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}
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this._collisionGroupID++;
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var group = new Phaser.Physics.CollisionGroup(bitmask);
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this.collisionGroups.push(group);
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return group;
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},
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/**
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* @method Phaser.Physics.World.prototype.createBody
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* @param {number} x - The x coordinate of Body.
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