Added Game core loop stepping support. Super-useful for debugging, and helped me track down the issue with jittery physics collision. Double-win!

This commit is contained in:
photonstorm
2014-01-29 17:10:13 +00:00
parent d51a37211c
commit 651858372c
25 changed files with 1268 additions and 438 deletions
+8 -4
View File
@@ -207,28 +207,32 @@ Phaser.Camera.prototype = {
if (this.deadzone)
{
this._edge = this.target.bounds.x - this.deadzone.x;
// this._edge = this.target.bounds.x - this.deadzone.x;
this._edge = this.target.x - this.deadzone.x;
if (this.view.x > this._edge)
{
this.view.x = this._edge;
}
this._edge = this.target.bounds.right - this.deadzone.x - this.deadzone.width;
// this._edge = this.target.bounds.right - this.deadzone.x - this.deadzone.width;
this._edge = this.target.x + this.target.width - this.deadzone.x - this.deadzone.width;
if (this.view.x < this._edge)
{
this.view.x = this._edge;
}
this._edge = this.target.bounds.y - this.deadzone.y;
// this._edge = this.target.bounds.y - this.deadzone.y;
this._edge = this.target.y - this.deadzone.y;
if (this.view.y > this._edge)
{
this.view.y = this._edge;
}
this._edge = this.target.bounds.bottom - this.deadzone.y - this.deadzone.height;
// this._edge = this.target.bounds.bottom - this.deadzone.y - this.deadzone.height;
this._edge = this.target.y + this.target.height - this.deadzone.y - this.deadzone.height;
if (this.view.y < this._edge)
{