Lots of work on Group and also resolved the issue of the core game loop structure not being quite right.

This commit is contained in:
Richard Davey
2013-09-06 15:00:05 +01:00
parent 0c97e8e151
commit 822a2df289
9 changed files with 1003 additions and 344 deletions
+4 -1
View File
@@ -22,7 +22,7 @@ Phaser.Physics.Arcade = function (game) {
this.OVERLAP_BIAS = 4;
this.TILE_OVERLAP = false;
this.quadTree = null;
this.quadTree = new Phaser.QuadTree(this, this.game.world.bounds.x, this.game.world.bounds.y, this.game.world.bounds.width, this.game.world.bounds.height, this.maxObjects, this.maxLevels);
this.quadTreeID = 0;
// avoid gc spikes by caching these values for re-use
@@ -124,6 +124,9 @@ Phaser.Physics.Arcade.prototype = {
preUpdate: function () {
// Clear the tree
this.quadTree.clear();
// Create our tree which all of the Physics bodies will add themselves to
this.quadTreeID = 0;
this.quadTree = new Phaser.QuadTree(this, this.game.world.bounds.x, this.game.world.bounds.y, this.game.world.bounds.width, this.game.world.bounds.height, this.maxObjects, this.maxLevels);
+34 -3
View File
@@ -49,7 +49,7 @@ Phaser.Physics.Arcade.Body = function (sprite) {
this.immovable = false;
this.moves = true;
this.rotation = 0;
this.allowRotation = false;
this.allowRotation = true;
this.allowGravity = true;
this.collideWorldBounds = false;
@@ -95,6 +95,10 @@ Phaser.Physics.Arcade.Body.prototype = {
this.lastX = this.x;
this.lastY = this.y;
this.x = this.sprite.x;
this.y = this.sprite.y;
this.rotation = this.sprite.angle;
if (this.moves)
{
this.game.physics.updateMotion(this);
@@ -103,6 +107,11 @@ Phaser.Physics.Arcade.Body.prototype = {
this.bounds.x = this.x;
this.bounds.y = this.y;
if (this.collideWorldBounds)
{
this.checkWorldBounds();
}
if (this.allowCollision.none == false && this.sprite.visible && this.sprite.alive)
{
this.quadTreeIDs = [];
@@ -110,6 +119,15 @@ Phaser.Physics.Arcade.Body.prototype = {
this.game.physics.quadTree.insert(this);
}
// Adjust the sprite based on all of the above, so the x/y coords will be correct going into the State update
this.sprite.x = this.x - this.offset.x + (this.sprite.anchor.x * this.width);
this.sprite.y = this.y - this.offset.y + (this.sprite.anchor.y * this.height);
if (this.allowRotation)
{
this.sprite.angle = this.rotation;
}
},
checkWorldBounds: function () {
@@ -144,18 +162,31 @@ Phaser.Physics.Arcade.Body.prototype = {
postUpdate: function () {
/*
// The State update may (almost certainly?) will had
if (this.collideWorldBounds)
{
// Adjust sprite directly?
this.checkWorldBounds();
}
this.sprite.x = this.x - this.offset.x + (this.sprite.anchor.x * this.width);
this.sprite.y = this.y - this.offset.y + (this.sprite.anchor.y * this.height);
console.log('pre pu', this.x, this.y);
// if (this.moves)
// {
this.sprite.x = this.x - this.offset.x + (this.sprite.anchor.x * this.width);
this.sprite.y = this.y - this.offset.y + (this.sprite.anchor.y * this.height);
// }
console.log('post pu', this.sprite.x, this.sprite.y);
if (this.allowRotation)
{
this.sprite.angle = this.rotation;
}
*/
},