mirror of
https://github.com/wassname/phaser.git
synced 2026-07-20 12:30:48 +08:00
Fixing collision issues
This commit is contained in:
@@ -391,6 +391,8 @@ Phaser.Game.prototype = {
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this.state.update();
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this.plugins.update();
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this.world.postUpdate();
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this.renderer.render(this.stage._stage);
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this.plugins.render();
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this.state.render();
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@@ -112,6 +112,30 @@ Phaser.World.prototype = {
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},
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/**
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* This is called automatically every frame, and is where main logic happens.
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* @method update
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*/
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postUpdate: function () {
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if (this.game.stage._stage.first._iNext)
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{
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var currentNode = this.game.stage._stage.first._iNext;
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do
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{
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if (currentNode['postUpdate'])
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{
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currentNode.postUpdate();
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}
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currentNode = currentNode._iNext;
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}
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while (currentNode != this.game.stage._stage.last._iNext)
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}
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},
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/**
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* Updates the size of this world.
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* @method setSize
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@@ -210,17 +210,8 @@ Phaser.Sprite.prototype.preUpdate = function() {
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this._cache.dirty = true;
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}
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this._cache.x = this.x - (this.game.world.camera.x * this.scrollFactor.x);
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this._cache.y = this.y - (this.game.world.camera.y * this.scrollFactor.y);
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// If this sprite or the camera have moved then let's update everything
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// Note: The actual position shouldn't be changed if this item is inside a Group?
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if (this.position.x != this._cache.x || this.position.y != this._cache.y)
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{
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this.position.x = this._cache.x;
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this.position.y = this._cache.y;
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this._cache.dirty = true;
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}
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// this._cache.x = this.x - (this.game.world.camera.x * this.scrollFactor.x);
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// this._cache.y = this.y - (this.game.world.camera.y * this.scrollFactor.y);
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if (this.visible)
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{
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@@ -281,21 +272,6 @@ Phaser.Sprite.prototype.preUpdate = function() {
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this.updateBounds();
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}
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// }
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// else
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// {
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// We still need to work out the bounds in case the camera has moved
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// but we can't use the local or worldTransform to do it, as Pixi resets that if a Sprite is invisible.
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// So we'll compare against the cached state + new position.
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// if (this._cache.dirty && this.visible == false)
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// {
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// this.bounds.x -= this._cache.boundsX - this._cache.x;
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// this._cache.boundsX = this._cache.x;
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// this.bounds.y -= this._cache.boundsY - this._cache.y;
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// this._cache.boundsY = this._cache.y;
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// }
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// }
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// Re-run the camera visibility check
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if (this._cache.dirty)
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@@ -312,7 +288,7 @@ Phaser.Sprite.prototype.preUpdate = function() {
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this.body.updateBounds(this.center.x, this.center.y, this._cache.scaleX, this._cache.scaleY);
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}
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this.body.update();
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this.body.preUpdate();
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}
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@@ -320,7 +296,13 @@ Phaser.Sprite.prototype.postUpdate = function() {
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if (this.exists)
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{
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// The sprite is positioned in this call, after taking into consideration motion updates and collision
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this.body.postUpdate();
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this.position.x -= (this.game.world.camera.x * this.scrollFactor.x);
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this.position.y -= (this.game.world.camera.y * this.scrollFactor.y);
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this.x -= (this.game.world.camera.x * this.scrollFactor.x);
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this.y -= (this.game.world.camera.y * this.scrollFactor.y);
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}
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}
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@@ -380,11 +380,11 @@ Phaser.Physics.Arcade.prototype = {
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this._result = (this.separateX(body1, body2) || this.separateY(body1, body2));
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if (this._result)
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{
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body1.postUpdate();
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body2.postUpdate();
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}
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// if (this._result)
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// {
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// body1.postUpdate();
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// body2.postUpdate();
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// }
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},
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+54
-30
@@ -7,6 +7,8 @@ Phaser.Physics.Arcade.Body = function (sprite) {
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this.x = sprite.x;
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this.y = sprite.y;
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this.preX = sprite.x;
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this.preY = sprite.y;
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this.lastX = sprite.x;
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this.lastY = sprite.y;
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@@ -82,7 +84,7 @@ Phaser.Physics.Arcade.Body.prototype = {
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},
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update: function () {
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preUpdate: function () {
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// Store and reset collision flags
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this.wasTouching.none = this.touching.none;
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@@ -97,13 +99,16 @@ Phaser.Physics.Arcade.Body.prototype = {
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this.touching.left = false;
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this.touching.right = false;
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this.lastX = this.x;
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this.lastY = this.y;
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this.preX = (this.sprite.worldTransform[2] - (this.sprite.anchor.x * this.width)) + this.offset.x;
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this.preY = (this.sprite.worldTransform[5] - (this.sprite.anchor.y * this.height)) + this.offset.y;
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this.rotation = this.sprite.angle;
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this.x = this.preX;
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this.y = this.preY;
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// There is a bug here in that the worldTransform values are what should be used, otherwise the quadTree gets the wrong rect given to it
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this.x = (this.sprite.x - (this.sprite.anchor.x * this.width)) + this.offset.x;
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this.y = (this.sprite.y - (this.sprite.anchor.y * this.height)) + this.offset.y;
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// this.x = (this.sprite.x - (this.sprite.anchor.x * this.width)) + this.offset.x;
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// this.y = (this.sprite.y - (this.sprite.anchor.y * this.height)) + this.offset.y;
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// this.x = (this.sprite.worldTransform[2] - (this.sprite.anchor.x * this.width)) + this.offset.x;
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// this.y = (this.sprite.worldTransform[5] - (this.sprite.anchor.y * this.height)) + this.offset.y;
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@@ -124,20 +129,6 @@ Phaser.Physics.Arcade.Body.prototype = {
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this.game.physics.quadTree.insert(this);
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}
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if (this.deltaX() != 0)
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{
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this.sprite.x -= this.deltaX();
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}
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if (this.deltaY() != 0)
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{
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this.sprite.y -= this.deltaY();
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}
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// Adjust the sprite based on all of the above, so the x/y coords will be correct going into the State update
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this.sprite.x = this.x - this.offset.x + (this.sprite.anchor.x * this.width);
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this.sprite.y = this.y - this.offset.y + (this.sprite.anchor.y * this.height);
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if (this.allowRotation)
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{
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this.sprite.angle = this.rotation;
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@@ -147,14 +138,43 @@ Phaser.Physics.Arcade.Body.prototype = {
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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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this.sprite.y = this.y - this.offset.y + (this.sprite.anchor.y * this.height);
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if (this.allowRotation)
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if (this.deltaX() != 0)
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{
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this.sprite.angle = this.rotation;
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this.sprite.position.x += this.deltaX();
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this.sprite.x += this.deltaX();
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}
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if (this.deltaY() != 0)
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{
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this.sprite.position.y += this.deltaY();
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this.sprite.y += this.deltaY();
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}
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// this._cache.x = this.x - (this.game.world.camera.x * this.scrollFactor.x);
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// this._cache.y = this.y - (this.game.world.camera.y * this.scrollFactor.y);
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// if (this.position.x != this._cache.x || this.position.y != this._cache.y)
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// {
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// this.position.x = this._cache.x;
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// this.position.y = this._cache.y;
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// this._cache.dirty = true;
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// }
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// Adjust the sprite based on all of the above, so the x/y coords will be correct going into the State update
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// this.sprite.x = this.x - this.offset.x + (this.sprite.anchor.x * this.width);
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// this.sprite.y = this.y - this.offset.y + (this.sprite.anchor.y * this.height);
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// this.sprite.x = this.x - this.offset.x + (this.sprite.anchor.x * this.width);
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// this.sprite.y = this.y - this.offset.y + (this.sprite.anchor.y * this.height);
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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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checkWorldBounds: function () {
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@@ -206,27 +226,31 @@ Phaser.Physics.Arcade.Body.prototype = {
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this.angularVelocity = 0;
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this.angularAcceleration = 0;
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this.x = (this.sprite.x - (this.sprite.anchor.x * this.width)) + this.offset.x;
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this.y = (this.sprite.y - (this.sprite.anchor.y * this.height)) + this.offset.y;
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this.lastX = this.x;
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this.lastY = this.y;
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// this.x = (this.sprite.x - (this.sprite.anchor.x * this.width)) + this.offset.x;
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// this.y = (this.sprite.y - (this.sprite.anchor.y * this.height)) + this.offset.y;
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// this.lastX = this.x;
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// this.lastY = this.y;
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},
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deltaAbsX: function () {
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// return (this.deltaX() > 0 ? this.deltaX() : -this.deltaX());
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return (this.deltaX() > 0 ? this.deltaX() : -this.deltaX());
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},
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deltaAbsY: function () {
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// return (this.deltaY() > 0 ? this.deltaY() : -this.deltaY());
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return (this.deltaY() > 0 ? this.deltaY() : -this.deltaY());
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},
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deltaX: function () {
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return this.x - this.lastX;
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// return this.x - this.lastX;
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return this.x - this.preX;
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},
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deltaY: function () {
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return this.y - this.lastY;
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// return this.y - this.lastY;
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return this.y - this.preY;
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}
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};
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@@ -170,6 +170,8 @@ Phaser.Sound.prototype = {
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},
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// start and stop are in SECONDS.MS (2.5 = 2500ms, 0.5 = 500ms, etc)
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// volume is between 0 and 1
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addMarker: function (name, start, stop, volume, loop) {
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volume = volume || 1;
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