Multiple Anims update, Tilemap fixes and some new examples.

This commit is contained in:
photonstorm
2013-10-31 15:45:19 +00:00
parent 712858cf75
commit 6f93a2ec94
24 changed files with 876 additions and 335 deletions
+10 -6
View File
@@ -864,14 +864,15 @@ Phaser.Physics.Arcade.prototype = {
this._overlap = 0;
// The hulls overlap, let's process it
this._maxOverlap = body.deltaAbsX() + this.OVERLAP_BIAS;
// this._maxOverlap = body.deltaAbsX() + this.OVERLAP_BIAS;
if (body.deltaX() < 0)
{
// Moving left
this._overlap = tile.right - body.hullX.x;
if ((this._overlap > this._maxOverlap) || body.allowCollision.left == false || tile.tile.collideRight == false)
// if ((this._overlap > this._maxOverlap) || body.allowCollision.left == false || tile.tile.collideRight == false)
if (body.allowCollision.left == false || tile.tile.collideRight == false)
{
this._overlap = 0;
}
@@ -885,7 +886,8 @@ Phaser.Physics.Arcade.prototype = {
// Moving right
this._overlap = body.hullX.right - tile.x;
if ((this._overlap > this._maxOverlap) || body.allowCollision.right == false || tile.tile.collideLeft == false)
// if ((this._overlap > this._maxOverlap) || body.allowCollision.right == false || tile.tile.collideLeft == false)
if (body.allowCollision.right == false || tile.tile.collideLeft == false)
{
this._overlap = 0;
}
@@ -948,14 +950,15 @@ Phaser.Physics.Arcade.prototype = {
this._overlap = 0;
// The hulls overlap, let's process it
this._maxOverlap = body.deltaAbsY() + this.OVERLAP_BIAS;
// this._maxOverlap = body.deltaAbsY() + this.OVERLAP_BIAS;
if (body.deltaY() < 0)
{
// Moving up
this._overlap = tile.bottom - body.hullY.y;
if ((this._overlap > this._maxOverlap) || body.allowCollision.up == false || tile.tile.collideDown == false)
// if ((this._overlap > this._maxOverlap) || body.allowCollision.up == false || tile.tile.collideDown == false)
if (body.allowCollision.up == false || tile.tile.collideDown == false)
{
this._overlap = 0;
}
@@ -969,7 +972,8 @@ Phaser.Physics.Arcade.prototype = {
// Moving down
this._overlap = body.hullY.bottom - tile.y;
if ((this._overlap > this._maxOverlap) || body.allowCollision.down == false || tile.tile.collideUp == false)
// if ((this._overlap > this._maxOverlap) || body.allowCollision.down == false || tile.tile.collideUp == false)
if (body.allowCollision.down == false || tile.tile.collideUp == false)
{
this._overlap = 0;
}