Fixed some issues in Tilemap collision, updated the Emitter so x/y controls the point of emission (to stop collision getting out of whack) and fixed the postUpdate in body.

This commit is contained in:
Richard Davey
2013-09-12 20:59:56 +01:00
parent 336de314a1
commit 79dc3566f4
10 changed files with 617 additions and 83 deletions
+1 -2
View File
@@ -336,7 +336,6 @@ Phaser.Tilemap.prototype.collide = function (objectOrGroup, callback, context) {
this.collisionCallbackContext = context;
}
// Group?
if (objectOrGroup instanceof Phaser.Group)
{
objectOrGroup.forEachAlive(this.collideGameObject, this);
@@ -364,7 +363,7 @@ Phaser.Tilemap.prototype.collideGameObject = function (object) {
{
this._tempCollisionData = this.collisionLayer.getTileOverlaps(object);
if (this.collisionCallback !== null && this._tempCollisionData.length > 0)
if (this.collisionCallback && this._tempCollisionData.length > 0)
{
this.collisionCallback.call(this.collisionCallbackContext, object, this._tempCollisionData);
}