Tidied up the docs and removed some Body vars no longer needed. Now to attempt stacking.

This commit is contained in:
photonstorm
2014-01-15 14:40:25 +00:00
parent 58fb248575
commit abdaaa0010
4 changed files with 28 additions and 50 deletions
-43
View File
@@ -119,11 +119,6 @@ Phaser.Physics.Arcade.Body = function (sprite) {
*/
this.velocity = new Phaser.Point();
/**
* @property {Phaser.Point} prevVelocity - The velocity in pixels per second sq. of the Body.
*/
this.prevVelocity = new Phaser.Point();
/**
* @property {Phaser.Point} acceleration - The velocity in pixels per second sq. of the Body.
*/
@@ -380,12 +375,6 @@ Phaser.Physics.Arcade.Body.prototype = {
this.preY = (this.sprite.world.y - (this.sprite.anchor.y * this.height)) + this.offset.y;
this.preRotation = this.sprite.angle;
// if (this.canSleep && this.sleeping && (this.velocity.equals(this.prevVelocity) === false || this.acceleration.isZero() === false))
// {
// this.sleeping = false;
// this._sleepTimer = 0;
// }
this.x = this.preX;
this.y = this.preY;
this.rotation = this.preRotation;
@@ -407,41 +396,11 @@ Phaser.Physics.Arcade.Body.prototype = {
this.checkWorldBounds();
}
// Apply world gravity, acceleration + rotation
this.game.physics.updateMotion(this);
this.applyMotion();
// if (this.canSleep)
// {
// if (!this.sleeping)
// {
// if (this.velocity.x >= this.sleepMin.x && this.velocity.x <= this.sleepMax.x && this.velocity.y >= this.sleepMin.y && this.velocity.y <= this.sleepMax.y)
// {
// if (this._sleepTimer >= this.sleepDuration)
// {
// this.sleeping = true;
// }
// else
// {
// this._sleepTimer += this.game.time.elapsed;
// this.applyMotion();
// }
// }
// else
// {
// this.applyMotion();
// }
// }
// }
// else
// {
// this.applyMotion();
// }
}
this.prevVelocity.copyFrom(this.velocity);
},
/**
@@ -788,7 +747,6 @@ Object.defineProperty(Phaser.Physics.Arcade.Body.prototype, "bottom", {
* @return {number}
*/
get: function () {
// return Math.floor(this.y + this.height);
return this.y + this.height;
},
@@ -825,7 +783,6 @@ Object.defineProperty(Phaser.Physics.Arcade.Body.prototype, "right", {
* @return {number}
*/
get: function () {
// return Math.floor(this.x + this.width);
return this.x + this.width;
},