mirror of
https://github.com/wassname/phaser.git
synced 2026-07-14 01:10:16 +08:00
Tilemap Collision in and working :) Needs testing against Groups now.
This commit is contained in:
@@ -110,7 +110,7 @@ Phaser.GameObjectFactory.prototype = {
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tilemap: function (x, y, key, resizeWorld, tileWidth, tileHeight) {
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return this.world.group.add(new Phaser.Tilemap(this.game, key, resizeWorld, tileWidth, tileHeight));
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return this.world.group.add(new Phaser.Tilemap(this.game, key, x, y, resizeWorld, tileWidth, tileHeight));
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},
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+4
-2
@@ -440,7 +440,8 @@ Phaser.Math = {
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for (var i = 1, max = 0, len = arguments.length; i < len; i++)
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{
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if (arguments[max] < arguments[i]) {
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if (arguments[max] < arguments[i])
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{
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max = i;
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}
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}
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@@ -459,7 +460,8 @@ Phaser.Math = {
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for (var i =1 , min = 0, len = arguments.length; i < len; i++)
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{
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if (arguments[i] < arguments[min]){
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if (arguments[i] < arguments[min])
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{
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min = i;
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}
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}
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@@ -424,6 +424,204 @@ Phaser.Physics.Arcade.prototype = {
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}
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},
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/**
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* The core Collision separation function used by Collision.overlap.
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* @param object1 The first GameObject to separate
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* @param object2 The second GameObject to separate
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* @returns {boolean} Returns true if the objects were separated, otherwise false.
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*/
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separateTile: function (object, x, y, width, height, mass, collideLeft, collideRight, collideUp, collideDown, separateX, separateY) {
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// Yes, the Y first
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var separatedY = this.separateTileY(object.body, x, y, width, height, mass, collideUp, collideDown, separateY);
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var separatedX = this.separateTileX(object.body, x, y, width, height, mass, collideLeft, collideRight, separateX);
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if (separatedX || separatedY)
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{
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object.body.postUpdate();
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return true;
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}
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return false;
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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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separateTileX: 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._obj1Bounds.setTo(object.x, object.y, object.width, object.height);
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if ((this._obj1Bounds.right > x) && (this._obj1Bounds.x < x + width) && (this._obj1Bounds.bottom > y) && (this._obj1Bounds.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 left ...
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this._overlap = object.x - width - x;
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if (object.allowCollision.left && collideLeft && this._overlap < this._maxOverlap)
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{
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object.touching.left = true;
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// console.log('left', this._overlap);
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}
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else
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{
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this._overlap = 0;
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}
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}
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else
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{
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// Going right ...
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this._overlap = object.right - x;
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if (object.allowCollision.right && collideRight && this._overlap < this._maxOverlap)
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{
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object.touching.right = true;
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// console.log('right', this._overlap);
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}
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else
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{
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this._overlap = 0;
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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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separateTileY: 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._obj1Bounds.setTo(object.x, object.y, object.width, object.height);
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if ((this._obj1Bounds.right > x) && (this._obj1Bounds.x < x + width) && (this._obj1Bounds.bottom > y) && (this._obj1Bounds.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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{
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object.touching.down = true;
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}
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else
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{
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this._overlap = 0;
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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 (object.allowCollision.up && collideUp && this._overlap < this._maxOverlap)
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{
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object.touching.up = true;
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}
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else
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{
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this._overlap = 0;
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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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* Given the angle and speed calculate the velocity and return it as a Point
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*
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@@ -122,6 +122,19 @@ Phaser.Physics.Arcade.Body.prototype = {
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},
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postUpdate: function () {
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this.sprite.x = this.x;
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this.sprite.y = this.y;
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if (this.allowRotation)
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{
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this.sprite.angle = this.rotation;
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}
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},
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/*
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postUpdate: function () {
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// this.sprite.x = this.x - this.offset.x + (this.sprite.anchor.x * this.width);
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@@ -136,6 +149,7 @@ Phaser.Physics.Arcade.Body.prototype = {
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}
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},
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*/
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checkWorldBounds: function () {
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+10
-9
@@ -17,7 +17,7 @@
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* @param tileWidth {number} Width of tiles in this map (used for CSV maps).
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* @param tileHeight {number} Height of tiles in this map (used for CSV maps).
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*/
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Phaser.Tilemap = function (game, key, resizeWorld, tileWidth, tileHeight) {
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Phaser.Tilemap = function (game, key, x, y, resizeWorld, tileWidth, tileHeight) {
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if (typeof resizeWorld === "undefined") { resizeWorld = true; }
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if (typeof tileWidth === "undefined") { tileWidth = 0; }
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@@ -47,8 +47,9 @@ Phaser.Tilemap = function (game, key, resizeWorld, tileWidth, tileHeight) {
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var map = this.game.cache.getTilemap(key);
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// this._container = new PIXI.DisplayObjectContainer();
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PIXI.DisplayObjectContainer.call(this);
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this.position.x = x;
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this.position.y = y;
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this.renderer = new Phaser.TilemapRenderer(this.game);
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@@ -208,16 +209,16 @@ Phaser.Tilemap.prototype.setCollisionCallback = function (context, callback) {
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* @param separateX {bool} Enable seprate at x-axis.
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* @param separateY {bool} Enable seprate at y-axis.
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*/
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Phaser.Tilemap.prototype.setCollisionRange = function (start, end, collision, resetCollisions, separateX, separateY) {
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Phaser.Tilemap.prototype.setCollisionRange = function (start, end, left, right, up, down, resetCollisions, separateX, separateY) {
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if (typeof collision === "undefined") { collision = Phaser.Types.ANY; }
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if (typeof resetCollisions === "undefined") { resetCollisions = false; }
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if (typeof separateX === "undefined") { separateX = true; }
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if (typeof separateY === "undefined") { separateY = true; }
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for (var i = start; i < end; i++)
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{
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this.tiles[i].setCollision(collision, resetCollisions, separateX, separateY);
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//setCollision: function (left, right, up, down, reset, separateX, separateY) {
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this.tiles[i].setCollision(left, right, up, down, resetCollisions, separateX, separateY);
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}
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};
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@@ -343,13 +344,13 @@ Phaser.Tilemap.prototype.collide = function (objectOrGroup, callback, context) {
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}
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// Group?
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if (objectOrGroup.isGroup == false)
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if (objectOrGroup instanceof Phaser.Group)
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{
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this.collideGameObject(objectOrGroup);
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// objectOrGroup.forEachAlive(this, this.collideGameObject, true);
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}
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else
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{
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objectOrGroup.forEachAlive(this, this.collideGameObject, true);
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this.collideGameObject(objectOrGroup);
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}
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};
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@@ -361,7 +362,7 @@ Phaser.Tilemap.prototype.collide = function (objectOrGroup, callback, context) {
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*/
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Phaser.Tilemap.prototype.collideGameObject = function (object) {
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if (object.body.type == Phaser.Types.BODY_DYNAMIC && object.exists == true && object.body.allowCollisions != Phaser.Types.NONE)
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if (object.exists && object.body.allowCollision.none == false)
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{
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this._tempCollisionData = this.collisionLayer.getTileOverlaps(object);
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+11
-12
@@ -306,31 +306,30 @@ Phaser.TilemapLayer.prototype = {
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getTileOverlaps: function (object) {
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// If the object is outside of the world coordinates then abort the check (tilemap has to exist within world bounds)
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if (object.body.bounds.x < 0 || object.body.bounds.x > this.widthInPixels || object.body.bounds.y < 0 || object.body.bounds.bottom > this.heightInPixels)
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if (object.body.x < 0 || object.body.x > this.widthInPixels || object.body.y < 0 || object.body.bottom > this.heightInPixels)
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{
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return;
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}
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// What tiles do we need to check against?
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this._tempTileX = this.game.math.snapToFloor(object.body.bounds.x, this.tileWidth) / this.tileWidth;
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this._tempTileY = this.game.math.snapToFloor(object.body.bounds.y, this.tileHeight) / this.tileHeight;
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this._tempTileW = (this.game.math.snapToCeil(object.body.bounds.width, this.tileWidth) + this.tileWidth) / this.tileWidth;
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this._tempTileH = (this.game.math.snapToCeil(object.body.bounds.height, this.tileHeight) + this.tileHeight) / this.tileHeight;
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this._tempTileX = this.game.math.snapToFloor(object.body.x, this.tileWidth) / this.tileWidth;
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this._tempTileY = this.game.math.snapToFloor(object.body.y, this.tileHeight) / this.tileHeight;
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this._tempTileW = (this.game.math.snapToCeil(object.body.width, this.tileWidth) + this.tileWidth) / this.tileWidth;
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this._tempTileH = (this.game.math.snapToCeil(object.body.height, this.tileHeight) + this.tileHeight) / this.tileHeight;
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// Loop through the tiles we've got and check overlaps accordingly (the results are stored in this._tempTileBlock)
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this._tempBlockResults = [];
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this.getTempBlock(this._tempTileX, this._tempTileY, this._tempTileW, this._tempTileH, true);
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/*
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for (var r = 0; r < this._tempTileBlock.length; r++)
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{
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if (this.game.world.physics.separateTile(object, this._tempTileBlock[r].x * this.tileWidth, this._tempTileBlock[r].y * this.tileHeight, this.tileWidth, this.tileHeight, this._tempTileBlock[r].tile.mass, this._tempTileBlock[r].tile.collideLeft, this._tempTileBlock[r].tile.collideRight, this._tempTileBlock[r].tile.collideUp, this._tempTileBlock[r].tile.collideDown, this._tempTileBlock[r].tile.separateX, this._tempTileBlock[r].tile.separateY) == true)
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{
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this._tempBlockResults.push({ x: this._tempTileBlock[r].x, y: this._tempTileBlock[r].y, tile: this._tempTileBlock[r].tile });
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// separateTile: function (object, x, y, width, height, mass, collideLeft, collideRight, collideUp, collideDown, separateX, separateY)
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if (this.game.physics.separateTile(object, this._tempTileBlock[r].x * this.tileWidth, this._tempTileBlock[r].y * this.tileHeight, this.tileWidth, this.tileHeight, this._tempTileBlock[r].tile.mass, this._tempTileBlock[r].tile.collideLeft, this._tempTileBlock[r].tile.collideRight, this._tempTileBlock[r].tile.collideUp, this._tempTileBlock[r].tile.collideDown, this._tempTileBlock[r].tile.separateX, this._tempTileBlock[r].tile.separateY))
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{
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this._tempBlockResults.push({ x: this._tempTileBlock[r].x, y: this._tempTileBlock[r].y, tile: this._tempTileBlock[r].tile });
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}
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}
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}
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*/
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return this._tempBlockResults;
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@@ -377,7 +376,7 @@ Phaser.TilemapLayer.prototype = {
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if (collisionOnly)
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{
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// We only want to consider the tile for checking if you can actually collide with it
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if (this.mapData[ty] && this.mapData[ty][tx] && this.parent.tiles[this.mapData[ty][tx]].allowCollisions != Phaser.Types.NONE)
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if (this.mapData[ty] && this.mapData[ty][tx] && this.parent.tiles[this.mapData[ty][tx]].collideNone == false)
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{
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this._tempTileBlock.push({
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x: tx,
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@@ -162,6 +162,8 @@ Phaser.Time = function (game) {
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this.game.onPause.add(this.gamePaused, this);
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this.game.onResume.add(this.gameResumed, this);
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this._justResumed = false;
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};
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Phaser.Time.prototype = {
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@@ -212,6 +214,18 @@ Phaser.Time.prototype = {
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this.pausedTime = this.now - this._pauseStarted;
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}
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if (this._justResumed)
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{
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console.log('Time just resumed');
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console.log('now', this.now);
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console.log('timeToCall', this.timeToCall);
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console.log('elapsed', this.elapsed);
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console.log('lastTime', this.lastTime);
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console.log('physicsElapsed', this.physicsElapsed);
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this._justResumed = false;
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}
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||||
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},
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/**
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@@ -221,6 +235,12 @@ Phaser.Time.prototype = {
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*/
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gamePaused: function () {
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this._pauseStarted = this.now;
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console.log('Time paused');
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console.log('now', this.now);
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console.log('timeToCall', this.timeToCall);
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console.log('elapsed', this.elapsed);
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console.log('lastTime', this.lastTime);
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console.log('physicsElapsed', this.physicsElapsed);
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},
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||||
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/**
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||||
@@ -235,6 +255,8 @@ Phaser.Time.prototype = {
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this.physicsElapsed = 0;
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this.pauseDuration = this.pausedTime;
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||||
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this._justResumed = true;
|
||||
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},
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||||
/**
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||||
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||||
@@ -312,6 +312,22 @@ Phaser.Utils.Debug.prototype = {
|
||||
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||||
},
|
||||
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renderSpriteCollision: function (sprite, x, y, color) {
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||||
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color = color || 'rgb(255,255,255)';
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||||
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||||
this.start(x, y, color);
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this.line('Sprite Collision: (' + sprite.width + ' x ' + sprite.height + ')');
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||||
this.line('left: ' + sprite.body.touching.left);
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||||
this.line('right: ' + sprite.body.touching.right);
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||||
this.line('up: ' + sprite.body.touching.up);
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this.line('down: ' + sprite.body.touching.down);
|
||||
this.line('velocity.x: ' + sprite.body.velocity.x);
|
||||
this.line('velocity.y: ' + sprite.body.velocity.y);
|
||||
this.stop();
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Render debug information about the Input object.
|
||||
* @param x {number} X position of the debug info to be rendered.
|
||||
|
||||
Reference in New Issue
Block a user