Working gravity + contacts + platformer demo :)

This commit is contained in:
photonstorm
2014-02-18 17:25:54 +00:00
parent 1e29e28333
commit 7a8c96db37
3 changed files with 214 additions and 7 deletions
+2 -2
View File
@@ -34,7 +34,7 @@ Object.defineProperty(Phaser.Physics.InversePointProxy.prototype, "x", {
set: function (value) {
this.destination[0] *= -value;
this.destination[0] = -value;
}
@@ -54,7 +54,7 @@ Object.defineProperty(Phaser.Physics.InversePointProxy.prototype, "y", {
set: function (value) {
this.destination[1] *= -value;
this.destination[1] = -value;
}
+55 -5
View File
@@ -54,6 +54,12 @@ Phaser.Physics.World = function (game) {
*/
this.bounds = null;
/**
* @property {array} _wallShapes - The wall bounds shapes.
* @private
*/
this._wallShapes = [ null, null, null, null ];
/**
* @property {Phaser.Signal} onBodyAdded - Dispatched when a new Body is added to the World.
*/
@@ -216,6 +222,45 @@ Phaser.Physics.World.prototype = {
},
/**
* Sets the given material against the 4 bounds of this World.
*
* @method Phaser.Physics#setWorldMaterial
* @param {Phaser.Physics.Material} material - The material to set.
* @param {boolean} [left=true] - If true will set the material on the left bounds wall.
* @param {boolean} [right=true] - If true will set the material on the right bounds wall.
* @param {boolean} [top=true] - If true will set the material on the top bounds wall.
* @param {boolean} [bottom=true] - If true will set the material on the bottom bounds wall.
*/
setWorldMaterial: function (material, left, right, top, bottom) {
if (typeof left === 'undefined') { left = true; }
if (typeof right === 'undefined') { right = true; }
if (typeof top === 'undefined') { top = true; }
if (typeof bottom === 'undefined') { bottom = true; }
if (left && this._wallShapes[0])
{
this._wallShapes[0].material = material;
}
if (right && this._wallShapes[1])
{
this._wallShapes[1].material = material;
}
if (top && this._wallShapes[2])
{
this._wallShapes[2].material = material;
}
if (bottom && this._wallShapes[3])
{
this._wallShapes[3].material = material;
}
},
/**
* Sets the bounds of the Physics world to match the given world pixel dimensions.
* You can optionally set which 'walls' to create: left, right, top or bottom.
@@ -264,22 +309,26 @@ Phaser.Physics.World.prototype = {
if (left)
{
this.bounds.addShape(new p2.Plane(), [this.game.math.px2p(-hw), 0], 1.5707963267948966 );
this._wallShapes[0] = new p2.Plane();
this.bounds.addShape(this._wallShapes[0], [this.game.math.px2p(-hw), 0], 1.5707963267948966 );
}
if (right)
{
this.bounds.addShape(new p2.Plane(), [this.game.math.px2p(hw), 0], -1.5707963267948966 );
this._wallShapes[1] = new p2.Plane();
this.bounds.addShape(this._wallShapes[1], [this.game.math.px2p(hw), 0], -1.5707963267948966 );
}
if (top)
{
this.bounds.addShape(new p2.Plane(), [0, this.game.math.px2p(-hh)], -3.141592653589793 );
this._wallShapes[2] = new p2.Plane();
this.bounds.addShape(this._wallShapes[2], [0, this.game.math.px2p(-hh)], -3.141592653589793 );
}
if (bottom)
{
this.bounds.addShape(new p2.Plane(), [0, this.game.math.px2p(hh)] );
this._wallShapes[3] = new p2.Plane();
this.bounds.addShape(this._wallShapes[3], [0, this.game.math.px2p(hh)] );
}
this.world.addBody(this.bounds);
@@ -514,9 +563,10 @@ Phaser.Physics.World.prototype = {
* @method Phaser.Physics.World#createContactMaterial
* @param {Phaser.Physics.Material} [materialA] - The first Material to create the ContactMaterial from. If undefined it will create a new Material object first.
* @param {Phaser.Physics.Material} [materialB] - The second Material to create the ContactMaterial from. If undefined it will create a new Material object first.
* @param {object} [options] - Material options object.
* @return {Phaser.Physics.ContactMaterial} The Contact Material that was created.
*/
createContactMaterial: function (materialA, materialB) {
createContactMaterial: function (materialA, materialB, options) {
if (typeof materialA === 'undefined') { materialA = this.createMaterial(); }
if (typeof materialB === 'undefined') { materialB = this.createMaterial(); }