mirror of
https://github.com/wassname/phaser.git
synced 2026-08-02 13:00:25 +08:00
Fixed issue with the camera being slightly out of sync with 'fixedToCamera' sprites. Also fixed 'jitter' issue with camera targets.
This commit is contained in:
+16
-15
@@ -34,6 +34,9 @@ console.log(' --- state create start ---');
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game.step();
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});
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// game.stage.backgroundColor = '#124184';
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marker = new Phaser.Line(256, 0, 256, 600);
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map = game.add.tilemap('map');
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@@ -48,22 +51,21 @@ console.log(' --- state create start ---');
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// layer.debug = true;
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// layer.resizeWorld();
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layer.resizeWorld();
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game.physics.gravity.y = 200;
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// game.physics.gravity.y = 200;
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sprite = game.add.sprite(100, 300, 'phaser'); // up test
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// sprite = game.add.sprite(200, 240, 'phaser'); // 3-block corner test
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sprite.debug = true;
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game.stepping = true;
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// sprite.debug = true;
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// game.stepping = true;
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// sprite.body.velocity.y = -300;
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sprite.body.velocity.y = 200;
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// sprite.body.velocity.y = 200;
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// sprite.anchor.setTo(0.5, 0.5);
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@@ -79,7 +81,7 @@ console.log(' --- state create start ---');
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// sprite.angle = 35;
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// game.camera.follow(sprite);
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game.camera.follow(sprite);
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// game.input.onDown.add(getIt, this);
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@@ -89,7 +91,7 @@ console.log(' --- state create start ---');
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function update() {
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console.log(' --- state update start ---');
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// console.log(' --- state update start ---');
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/*
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if (cursors.left.isDown)
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@@ -114,8 +116,8 @@ console.log(' --- state update start ---');
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// sprite.body.velocity.y = -300;
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// sprite.body.velocity.x = 0;
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// sprite.body.velocity.y = 0;
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sprite.body.velocity.x = 0;
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sprite.body.velocity.y = 0;
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// sprite.body.angularVelocity = 0;
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// sprite.body.acceleration.x = 0;
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@@ -157,8 +159,8 @@ console.log(' --- state update start ---');
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if (cursors.up.isDown)
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{
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console.log('cursor up');
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sprite.body.velocity.y = -300;
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// console.log('cursor up');
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sprite.body.velocity.y = -200;
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}
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else if (cursors.down.isDown)
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{
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@@ -167,14 +169,13 @@ console.log(' --- state update start ---');
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if (cursors.left.isDown)
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{
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sprite.body.velocity.x = -100;
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sprite.body.velocity.x = -200;
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}
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else if (cursors.right.isDown)
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{
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sprite.body.velocity.x = 100;
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sprite.body.velocity.x = 200;
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}
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}
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function render() {
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