Sprite.loadTexture added.

This commit is contained in:
photonstorm
2013-10-10 09:03:38 +01:00
parent f10f9324ad
commit a7230aa769
16 changed files with 2079 additions and 2307 deletions
+2 -2
View File
@@ -883,7 +883,7 @@ Phaser.Physics.Arcade.prototype = {
{
if (separate)
{
console.log('x over', this._overlap);
// console.log('x over', this._overlap);
object.x = object.x - this._overlap;
if (object.bounce.x == 0)
@@ -960,7 +960,7 @@ Phaser.Physics.Arcade.prototype = {
if (this._overlap != 0)
{
console.log('y over', this._overlap);
// console.log('y over', this._overlap);
if (separate)
{
+12 -6
View File
@@ -105,8 +105,10 @@ Phaser.Physics.Arcade.Body.prototype = {
this.embedded = false;
this.preX = (this.sprite.localTransform[2] - (this.sprite.anchor.x * this.width)) + this.offset.x;
this.preY = (this.sprite.localTransform[5] - (this.sprite.anchor.y * this.height)) + this.offset.y;
// this.preX = (this.sprite.localTransform[2] - (this.sprite.anchor.x * this.width)) + this.offset.x;
// this.preY = (this.sprite.localTransform[5] - (this.sprite.anchor.y * this.height)) + this.offset.y;
this.preX = (this.sprite.worldTransform[2] - (this.sprite.anchor.x * this.width)) + this.offset.x;
this.preY = (this.sprite.worldTransform[5] - (this.sprite.anchor.y * this.height)) + this.offset.y;
this.preRotation = this.sprite.angle;
this.x = this.preX;
@@ -221,12 +223,16 @@ Phaser.Physics.Arcade.Body.prototype = {
this.angularVelocity = 0;
this.angularAcceleration = 0;
this.preX = (this.sprite.localTransform[2] - (this.sprite.anchor.x * this.width)) + this.offset.x;
this.preY = (this.sprite.localTransform[5] - (this.sprite.anchor.y * this.height)) + this.offset.y;
// this.preX = (this.sprite.localTransform[2] - (this.sprite.anchor.x * this.width)) + this.offset.x;
// this.preY = (this.sprite.localTransform[5] - (this.sprite.anchor.y * this.height)) + this.offset.y;
this.preX = (this.sprite.worldTransform[2] - (this.sprite.anchor.x * this.width)) + this.offset.x;
this.preY = (this.sprite.worldTransform[5] - (this.sprite.anchor.y * this.height)) + this.offset.y;
this.preRotation = this.sprite.angle;
this.x = (this.sprite.localTransform[2] - (this.sprite.anchor.x * this.width)) + this.offset.x;
this.y = (this.sprite.localTransform[5] - (this.sprite.anchor.y * this.height)) + this.offset.y;
// this.x = (this.sprite.localTransform[2] - (this.sprite.anchor.x * this.width)) + this.offset.x;
// this.y = (this.sprite.localTransform[5] - (this.sprite.anchor.y * this.height)) + this.offset.y;
this.x = (this.sprite.worldTransform[2] - (this.sprite.anchor.x * this.width)) + this.offset.x;
this.y = (this.sprite.worldTransform[5] - (this.sprite.anchor.y * this.height)) + this.offset.y;
this.rotation = this.sprite.angle;
},