mirror of
https://github.com/wassname/phaser.git
synced 2026-08-16 11:25:21 +08:00
TilemapLayers now render tiles correctly, with our without debugging overlay. Collision working well across single and index ranges.
This commit is contained in:
@@ -855,8 +855,8 @@ Phaser.Physics.Arcade.prototype = {
|
||||
body2.x += this._overlap;
|
||||
body2.velocity.x = this._velocity1 - this._velocity2 * body2.bounce.x;
|
||||
}
|
||||
body1.updateHulls();
|
||||
body2.updateHulls();
|
||||
// body1.updateHulls();
|
||||
// body2.updateHulls();
|
||||
|
||||
return true;
|
||||
}
|
||||
@@ -977,8 +977,8 @@ Phaser.Physics.Arcade.prototype = {
|
||||
body2.x += body1.x - body1.preX;
|
||||
}
|
||||
}
|
||||
body1.updateHulls();
|
||||
body2.updateHulls();
|
||||
// body1.updateHulls();
|
||||
// body2.updateHulls();
|
||||
|
||||
return true;
|
||||
}
|
||||
@@ -1024,7 +1024,7 @@ Phaser.Physics.Arcade.prototype = {
|
||||
|
||||
if (localOverlapX >= body.deltaX())
|
||||
{
|
||||
console.log('m left overlapX', localOverlapX, body.deltaX());
|
||||
// console.log('m left overlapX', localOverlapX, body.deltaX());
|
||||
// use touching instead of blocked?
|
||||
body.blocked.left = true;
|
||||
body.touching.left = true;
|
||||
@@ -1039,7 +1039,7 @@ Phaser.Physics.Arcade.prototype = {
|
||||
// Distance check
|
||||
if (localOverlapX <= body.deltaX())
|
||||
{
|
||||
console.log('m right overlapX', localOverlapX, body.deltaX());
|
||||
// console.log('m right overlapX', localOverlapX, body.deltaX());
|
||||
body.blocked.right = true;
|
||||
body.touching.right = true;
|
||||
body.touching.none = false;
|
||||
@@ -1054,7 +1054,7 @@ Phaser.Physics.Arcade.prototype = {
|
||||
// Distance check
|
||||
if (localOverlapY >= body.deltaY())
|
||||
{
|
||||
console.log('m up overlapY', localOverlapY, body.deltaY());
|
||||
// console.log('m up overlapY', localOverlapY, body.deltaY());
|
||||
body.blocked.up = true;
|
||||
body.touching.up = true;
|
||||
body.touching.none = false;
|
||||
@@ -1067,7 +1067,7 @@ Phaser.Physics.Arcade.prototype = {
|
||||
|
||||
if (localOverlapY <= body.deltaY())
|
||||
{
|
||||
console.log('m down overlapY', localOverlapY, body.deltaY());
|
||||
// console.log('m down overlapY', localOverlapY, body.deltaY());
|
||||
body.blocked.down = true;
|
||||
body.touching.down = true;
|
||||
body.touching.none = false;
|
||||
@@ -1163,7 +1163,7 @@ Phaser.Physics.Arcade.prototype = {
|
||||
|
||||
if (body.overlapX >= body.deltaX())
|
||||
{
|
||||
console.log('left overlapX', body.overlapX, body.deltaX());
|
||||
// console.log('left overlapX', body.overlapX, body.deltaX());
|
||||
// use touching instead of blocked?
|
||||
body.blocked.left = true;
|
||||
body.touching.left = true;
|
||||
@@ -1178,7 +1178,7 @@ Phaser.Physics.Arcade.prototype = {
|
||||
// Distance check
|
||||
if (body.overlapX <= body.deltaX())
|
||||
{
|
||||
console.log('right overlapX', body.overlapX, body.deltaX());
|
||||
// console.log('right overlapX', body.overlapX, body.deltaX());
|
||||
body.blocked.right = true;
|
||||
body.touching.right = true;
|
||||
body.touching.none = false;
|
||||
@@ -1193,7 +1193,7 @@ Phaser.Physics.Arcade.prototype = {
|
||||
// Distance check
|
||||
if (body.overlapY >= body.deltaY())
|
||||
{
|
||||
console.log('up overlapY', body.overlapY, body.deltaY());
|
||||
// console.log('up overlapY', body.overlapY, body.deltaY());
|
||||
body.blocked.up = true;
|
||||
body.touching.up = true;
|
||||
body.touching.none = false;
|
||||
@@ -1206,7 +1206,7 @@ Phaser.Physics.Arcade.prototype = {
|
||||
|
||||
if (body.overlapY <= body.deltaY())
|
||||
{
|
||||
console.log('down overlapY', body.overlapY, body.deltaY());
|
||||
// console.log('down overlapY', body.overlapY, body.deltaY());
|
||||
body.blocked.down = true;
|
||||
body.touching.down = true;
|
||||
body.touching.none = false;
|
||||
|
||||
Reference in New Issue
Block a user