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ArcadePhysics.setBoundsToWorld implemented. Body.setCircle, setRectangle and setPolygon all working. Tidying up Body class. Need to add tile collision special case handler next.
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@@ -16,20 +16,56 @@ function create() {
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game.stage.backgroundColor = '#2384e7';
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arrowStart = game.add.sprite(100, 100, 'arrows', 0);
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// game.physics.setBoundsToWorld(true, true, false, false);
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arrowEnd = game.add.sprite(400, 100, 'arrows', 1);
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// arrowStart = game.add.sprite(100, 100, 'arrows', 0);
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// arrowEnd = game.add.sprite(400, 100, 'arrows', 1);
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sprite = game.add.sprite(100, 164, 'phaser');
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// sprite = game.add.sprite(100, 164, 'phaser');
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sprite = game.add.sprite(300, 364, 'phaser');
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sprite.anchor.setTo(0.5, 0.5);
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sprite.inputEnabled = true;
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sprite.body.collideWorldBounds = true;
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sprite.body.bounce.setTo(1, 1);
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// sprite.body.allowRotation = true;
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// sprite.body.polygon.translate(100, 0);
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sprite.body.setPolygon([new SAT.Vector(0,0), new SAT.Vector(60, 0), new SAT.Vector(100, 40), new SAT.Vector(60, 80), new SAT.Vector(0, 80)], -50, -40);
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// sprite.body.setCircle(50);
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// sprite.body.offset.setTo(50, 50);
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// console.log(sprite.body.x, sprite.body.y, sprite.body.shape.radius);
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sprite.events.onInputDown.add(move, this);
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// sprite.body.polygons.rotate(0.4);
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// sprite.rotation = 0.4;
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// console.log(sprite.body.polygons);
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}
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function move() {
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console.log('moving');
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console.log('move');
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sprite.body.velocity.x = 200;
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sprite.body.velocity.y = -200;
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// sprite.body.angularVelocity = 2;
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// sprite.rotation = 0.4;
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// console.log(sprite.body.polygon.points);
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// to: function (properties, duration, ease, autoStart, delay, repeat, yoyo) {
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game.add.tween(sprite).to( { angle: 359 }, 4000, Phaser.Easing.Linear.None, true, 0, 1000, false);
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// sprite.scale.setTo(2, 2);
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if (sprite.x === 100)
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{
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@@ -53,13 +89,13 @@ function render() {
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// game.debug.renderText('Click sprite to tween', 32, 32);
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}
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game.debug.renderText('x: ' + arrowStart.x, arrowStart.x, arrowStart.y - 4);
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game.debug.renderText('x: ' + arrowEnd.x, arrowEnd.x, arrowEnd.y - 4);
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// game.debug.renderText('x: ' + arrowStart.x, arrowStart.x, arrowStart.y - 4);
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// game.debug.renderText('x: ' + arrowEnd.x, arrowEnd.x, arrowEnd.y - 4);
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game.debug.renderText('sprite.x: ' + sprite.x + ' deltaX: ' + sprite.deltaX, 32, 32);
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game.debug.renderText('sprite.y: ' + sprite.y + ' deltaY: ' + sprite.deltaY, 32, 48);
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game.debug.renderPolygon(sprite.body.polygons);
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game.debug.renderPhysicsBody(sprite.body);
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game.debug.renderPoint(sprite.center);
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