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debug#renderShapeConvex fixed, fix in p2 physics body creation #446
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@@ -1,5 +1,6 @@
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var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update, render: render });
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// var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update, render: render });
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var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render });
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function preload() {
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@@ -36,6 +37,7 @@ function create() {
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cannon = game.add.sprite(50, 500, 'arrow');
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cannon.name = 'ship';
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cannon.physicsEnabled = true;
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cannon.body.setCircle(32);
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playerGroup = game.physics.createCollisionGroup();
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bulletGroup = game.physics.createCollisionGroup();
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@@ -129,4 +131,6 @@ function update() {
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function render() {
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game.debug.renderPhysicsBody(cannon.body);
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}
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+13
-11
@@ -22,23 +22,25 @@ function create() {
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game.stage.backgroundColor = '#2d2d2d';
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map = game.add.tilemap('map');
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// map = game.add.tilemap('map');
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map.addTilesetImage('ground_1x1');
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map.addTilesetImage('tiles2');
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// map.addTilesetImage('ground_1x1');
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// map.addTilesetImage('tiles2');
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map.setCollisionBetween(1, 12);
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// map.setCollisionBetween(1, 12);
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layer = map.createLayer('Tile Layer 1');
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// layer = map.createLayer('Tile Layer 1');
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layer.resizeWorld();
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// layer.resizeWorld();
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dump = map.generateCollisionData(layer);
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// dump = map.generateCollisionData(layer);
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ship = game.add.sprite(200, 200, 'ship');
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ship.physicsEnabled = true;
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// We do this because our ship is shaped like a triangle, not a square :)
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ship.body.addPolygon({}, 29, 23 , 0, 23 , 14, 1);
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// ship.body.setCircle(32);
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// ship.body.setCircle(32, 20, 20);
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game.camera.follow(ship);
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@@ -74,11 +76,11 @@ function update() {
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function render() {
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for (var i = 0, len = dump.length; i < len; i++)
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{
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// for (var i = 0, len = dump.length; i < len; i++)
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// {
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// game.debug.renderPhysicsBody(dump[i]);
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}
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// }
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// game.debug.renderPhysicsBody(ship.body);
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game.debug.renderPhysicsBody(ship.body);
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}
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