Tilemap.createCollisionObjects will parse Tiled data for objectgroups and convert polyline instances into physics objects you can collide with in the world.

After defining tiles that collide on a Tilemap, you need to call Tilemap.generateCollisionData(layer) to populate the physics world with the data required.
Debug.renderPhysicsBody updated to take camera location and body rotation into account.
Body movement functions put back to velocity :)
Updated to latest dev version of pixi and latest p2.js
Updated docs
This commit is contained in:
photonstorm
2014-02-18 03:01:51 +00:00
parent 375e9e379a
commit 5d5c64d22f
201 changed files with 41296 additions and 47048 deletions
+90 -13
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@@ -58,6 +58,10 @@
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapFont.html">BitmapFont</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@@ -90,10 +94,6 @@
<a href="Phaser.Device.html">Device</a>
</li>
<li>
<a href="Phaser.DOMSprite.html">DOMSprite</a>
</li>
<li>
<a href="Phaser.Easing.html">Easing</a>
</li>
@@ -142,6 +142,10 @@
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
</li>
<li>
<a href="Phaser.Ellipse.html">Ellipse</a>
</li>
<li>
<a href="Phaser.Events.html">Events</a>
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@@ -250,10 +254,6 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Arcade.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@@ -314,6 +314,10 @@
<a href="Phaser.Sprite.html">Sprite</a>
</li>
<li>
<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
</li>
<li>
<a href="Phaser.Stage.html">Stage</a>
</li>
@@ -412,6 +416,10 @@
<a href="global.html#canUseNewCanvasBlendModes">canUseNewCanvasBlendModes</a>
</li>
<li>
<a href="global.html#getBounds">getBounds</a>
</li>
<li>
<a href="global.html#getNextPowerOfTwo">getNextPowerOfTwo</a>
</li>
@@ -1560,7 +1568,7 @@ at all then set this to null. The values can be anything and are in World coordi
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Camera.js.html">core/Camera.js</a>, <a href="Camera.js.html#sunlight-1-line-402">line 402</a>
<a href="Camera.js.html">core/Camera.js</a>, <a href="Camera.js.html#sunlight-1-line-415">line 415</a>
</li></ul></dd>
@@ -2192,7 +2200,7 @@ Objects outside of this view are not rendered if set to camera cull.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Camera.js.html">core/Camera.js</a>, <a href="Camera.js.html#sunlight-1-line-385">line 385</a>
<a href="Camera.js.html">core/Camera.js</a>, <a href="Camera.js.html#sunlight-1-line-398">line 398</a>
</li></ul></dd>
@@ -2400,7 +2408,7 @@ Objects outside of this view are not rendered if set to camera cull.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Camera.js.html">core/Camera.js</a>, <a href="Camera.js.html#sunlight-1-line-339">line 339</a>
<a href="Camera.js.html">core/Camera.js</a>, <a href="Camera.js.html#sunlight-1-line-352">line 352</a>
</li></ul></dd>
@@ -2506,7 +2514,7 @@ Objects outside of this view are not rendered if set to camera cull.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Camera.js.html">core/Camera.js</a>, <a href="Camera.js.html#sunlight-1-line-362">line 362</a>
<a href="Camera.js.html">core/Camera.js</a>, <a href="Camera.js.html#sunlight-1-line-375">line 375</a>
</li></ul></dd>
@@ -3014,6 +3022,75 @@ Objects outside of this view are not rendered if set to camera cull.</p>
</dd>
<dt>
<h4 class="name" id="reset"><span class="type-signature"></span>reset<span class="signature">()</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Resets the camera back to 0,0 and un-follows any object it may have been tracking.</p>
</div>
<dl class="details">
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Camera.js.html">core/Camera.js</a>, <a href="Camera.js.html#sunlight-1-line-335">line 335</a>
</li></ul></dd>
</dl>
</dd>
@@ -3463,7 +3540,7 @@ without having to use game.camera.x and game.camera.y.</p>
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