mirror of
https://github.com/wassname/phaser.git
synced 2026-08-06 13:31:05 +08:00
Preparing for 1.0.6 release, but moving physics changes to dev.
This commit is contained in:
@@ -268,6 +268,11 @@ Phaser.Physics.Arcade.prototype = {
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collideGroupVsTilemap: function (group, tilemap, collideCallback, processCallback, callbackContext) {
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if (group.length == 0)
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{
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return;
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}
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if (group._container.first._iNext)
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{
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var currentNode = group._container.first._iNext;
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@@ -322,6 +327,11 @@ Phaser.Physics.Arcade.prototype = {
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collideSpriteVsGroup: function (sprite, group, collideCallback, processCallback, callbackContext) {
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if (group.length == 0)
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{
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return;
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}
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// What is the sprite colliding with in the quadtree?
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this._potentials = this.quadTree.retrieve(sprite);
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@@ -353,6 +363,11 @@ Phaser.Physics.Arcade.prototype = {
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collideGroupVsGroup: function (group1, group2, collideCallback, processCallback, callbackContext) {
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if (group1.length == 0 || group2.length == 0)
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{
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return;
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}
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if (group1._container.first._iNext)
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{
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var currentNode = group1._container.first._iNext;
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@@ -629,6 +644,181 @@ Phaser.Physics.Arcade.prototype = {
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},
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/**
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* Separates the two objects on their x axis
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* @param object The GameObject to separate
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* @param tile The Tile to separate
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* @returns {boolean} Whether the objects in fact touched and were separated along the X axis.
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*/
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OLDseparateTileX: function (object, x, y, width, height, mass, collideLeft, collideRight, separate) {
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// Can't separate two immovable objects (tiles are always immovable)
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if (object.immovable)
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{
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return false;
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}
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// First, get the object delta
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this._overlap = 0;
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// console.log('separatedX', x, y, object.deltaX());
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if (object.deltaX() != 0)
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{
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this._bounds1.setTo(object.x, object.y, object.width, object.height);
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if ((this._bounds1.right > x) && (this._bounds1.x < x + width) && (this._bounds1.bottom > y) && (this._bounds1.y < y + height))
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{
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// The hulls overlap, let's process it
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this._maxOverlap = object.deltaAbsX() + this.OVERLAP_BIAS;
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// TODO - We need to check if we're already inside of the tile, i.e. jumping through an n-way tile
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// in which case we didn't ought to separate because it'll look like tunneling
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if (object.deltaX() > 0)
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{
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// Going right ...
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this._overlap = object.x + object.width - x;
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if ((this._overlap > this._maxOverlap) || !object.allowCollision.right || !collideLeft)
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{
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this._overlap = 0;
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}
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else
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{
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object.touching.right = true;
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}
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}
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else if (object.deltaX() < 0)
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{
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// Going left ...
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this._overlap = object.x - width - x;
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if ((-this._overlap > this._maxOverlap) || !object.allowCollision.left || !collideRight)
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{
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this._overlap = 0;
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}
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else
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{
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object.touching.left = true;
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}
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}
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}
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}
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// Then adjust their positions and velocities accordingly (if there was any overlap)
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if (this._overlap != 0)
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{
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if (separate)
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{
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object.x = object.x - this._overlap;
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if (object.bounce.x == 0)
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{
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object.velocity.x = 0;
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}
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else
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{
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object.velocity.x = -object.velocity.x * object.bounce.x;
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}
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}
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return true;
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}
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else
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{
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return false;
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}
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},
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/**
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* Separates the two objects on their x axis
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* @param object The GameObject to separate
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* @param tile The Tile to separate
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* @returns {boolean} Whether the objects in fact touched and were separated along the X axis.
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*/
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OLDseparateTileY: function (object, x, y, width, height, mass, collideUp, collideDown, separate) {
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// Can't separate two immovable objects (tiles are always immovable)
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if (object.immovable)
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{
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return false;
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}
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// First, get the object delta
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this._overlap = 0;
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if (object.deltaY() != 0)
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{
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this._bounds1.setTo(object.x, object.y, object.width, object.height);
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if ((this._bounds1.right > x) && (this._bounds1.x < x + width) && (this._bounds1.bottom > y) && (this._bounds1.y < y + height))
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{
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// The hulls overlap, let's process it
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// Not currently used, may need it so keep for now
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this._maxOverlap = object.deltaAbsY() + this.OVERLAP_BIAS;
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// TODO - We need to check if we're already inside of the tile, i.e. jumping through an n-way tile
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// in which case we didn't ought to separate because it'll look like tunneling
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if (object.deltaY() > 0)
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{
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// Going down ...
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this._overlap = object.bottom - y;
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// if (object.allowCollision.down && collideDown && this._overlap < this._maxOverlap)
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if ((this._overlap > this._maxOverlap) || !object.allowCollision.down || !collideDown)
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{
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this._overlap = 0;
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}
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else
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{
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object.touching.down = true;
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}
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}
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else
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{
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// Going up ...
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this._overlap = object.y - height - y;
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if ((-this._overlap > this._maxOverlap) || !object.allowCollision.up || !collideUp)
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{
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this._overlap = 0;
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}
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else
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{
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object.touching.up = true;
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}
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}
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}
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}
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// Then adjust their positions and velocities accordingly (if there was any overlap)
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if (this._overlap != 0)
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{
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if (separate)
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{
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object.y = object.y - this._overlap;
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if (object.bounce.y == 0)
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{
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object.velocity.y = 0;
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}
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else
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{
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object.velocity.y = -object.velocity.y * object.bounce.y;
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}
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}
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return true;
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}
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else
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{
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return false;
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}
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},
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/**
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* Separates the two objects on their x axis
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* @param object The GameObject to separate
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@@ -645,17 +835,21 @@ Phaser.Physics.Arcade.prototype = {
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this._overlap = 0;
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// Do we have any overlap at all?
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if (Phaser.Rectangle.intersectsRaw(object, x, x + width, y, y + height))
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{
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this._maxOverlap = object.deltaAbsX() + this.OVERLAP_BIAS;
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if (object.deltaX() == 0)
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{
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// Object is stuck inside a tile and not moving
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// Object is either stuck inside the tile or only overlapping on the Y axis
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}
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else if (object.deltaX() > 0)
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{
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// Going right ...
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this._overlap = object.x + object.width - x;
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if ((this._overlap > this._maxOverlap) || !object.allowCollision.right || !collideLeft)
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@@ -686,6 +880,7 @@ Phaser.Physics.Arcade.prototype = {
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{
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if (separate)
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{
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console.log('x over', this._overlap);
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object.x = object.x - this._overlap;
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if (object.bounce.x == 0)
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@@ -762,6 +957,8 @@ Phaser.Physics.Arcade.prototype = {
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if (this._overlap != 0)
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{
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console.log('y over', this._overlap);
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if (separate)
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{
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object.y = object.y - this._overlap;
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@@ -231,6 +231,7 @@ Phaser.Physics.Arcade.Body.prototype = {
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},
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// Basically Math.abs
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deltaAbsX: function () {
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return (this.deltaX() > 0 ? this.deltaX() : -this.deltaX());
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},
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