mirror of
https://github.com/wassname/phaser.git
synced 2026-07-16 01:20:13 +08:00
Adjusted delta timer cap and fixed some typos and more examples.
This commit is contained in:
+1
-1
@@ -73,7 +73,7 @@ PIXI.CanvasRenderer.prototype.renderDisplayObject = function(displayObject, rend
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displayObject.worldTransform[4],
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displayObject.worldTransform[2],
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displayObject.worldTransform[5]);
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if (displayObject.texture.trimmed)
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{
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this.context.transform(1, 0, 0, 1, displayObject.texture.trim.x, displayObject.texture.trim.y);
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+69
-35
@@ -135,9 +135,9 @@ Phaser.Physics.Arcade.Body = function (sprite) {
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this.angle = 0;
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/**
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* @property {number} minBounceVelocity - The minimum bounce velocity (could just be the bounce value?).
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* @property {number} minBounceVelocity - Optional minimum bounce velocity.
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*/
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this.minBounceVelocity = 0.5;
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this.minBounceVelocity = 0.1;
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/**
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* @property {Phaser.Point} gravity - The gravity applied to the motion of the Body. This works in addition to any gravity set on the world.
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@@ -477,6 +477,38 @@ Phaser.Physics.Arcade.Body.prototype = {
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},
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/**
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* Internal method used to check the Body against the World Bounds.
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*
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* @method Phaser.Physics.Arcade#adjustWorldBounds
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* @protected
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*/
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adjustWorldBounds: function () {
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if (this.x < this.game.world.bounds.x)
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{
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this.x += this.game.world.bounds.x - this.x;
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this.preX += this.game.world.bounds.x - this.x;
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}
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else if (this.right > this.game.world.bounds.right)
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{
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this.x -= this.right - this.game.world.bounds.right;
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this.preX -= this.right - this.game.world.bounds.right;
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}
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if (this.y < this.game.world.bounds.y)
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{
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this.y += this.game.world.bounds.y - this.y;
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this.preY += this.game.world.bounds.y - this.y;
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}
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else if (this.bottom > this.game.world.bounds.bottom)
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{
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this.y -= this.bottom - this.game.world.bounds.bottom;
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this.preY -= this.bottom - this.game.world.bounds.bottom;
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}
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},
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/**
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* Internal method.
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*
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@@ -510,16 +542,16 @@ Phaser.Physics.Arcade.Body.prototype = {
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this._dx = this.game.time.physicsElapsed * (this.velocity.x + this.motionVelocity.x / 2);
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if (this._dx > this.minBounceVelocity || this.getTotalGravityX() > 0)
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{
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// if (this._dx > this.minBounceVelocity || this.getTotalGravityX() > 0)
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// {
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this.x += this._dx;
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this.velocity.x += this.motionVelocity.x;
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}
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else
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{
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this.preX = this.x;
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this.velocity.x = 0;
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}
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// }
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// else
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// {
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// this.preX = this.x;
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// this.velocity.x = 0;
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// }
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}
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else if (this.blocked.right && this.blockedPoint.x > 0)
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{
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@@ -530,16 +562,16 @@ Phaser.Physics.Arcade.Body.prototype = {
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this._dx = this.game.time.physicsElapsed * (this.velocity.x + this.motionVelocity.x / 2);
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if (this._dx < -this.minBounceVelocity || this.getTotalGravityX() < 0)
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{
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// if (this._dx < -this.minBounceVelocity || this.getTotalGravityX() < 0)
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// {
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this.x += this._dx;
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this.velocity.x += this.motionVelocity.x;
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}
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else
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{
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this.preX = this.x;
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this.velocity.x = 0;
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}
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// }
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// else
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// {
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// this.preX = this.x;
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// this.velocity.x = 0;
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// }
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}
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else
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{
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@@ -557,16 +589,16 @@ Phaser.Physics.Arcade.Body.prototype = {
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this._dy = this.game.time.physicsElapsed * (this.velocity.y + this.motionVelocity.y / 2);
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if (this._dy > this.minBounceVelocity || this.getTotalGravityY() > 0)
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{
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// if (this._dy > this.minBounceVelocity || this.getTotalGravityY() > 0)
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// {
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this.y += this._dy;
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this.velocity.y += this.motionVelocity.y;
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}
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else
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{
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this.preY = this.y;
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this.velocity.y = 0;
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}
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// }
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// else
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// {
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// this.preY = this.y;
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// this.velocity.y = 0;
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// }
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}
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else if (this.blocked.down && this.blockedPoint.y > 0)
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{
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@@ -577,16 +609,16 @@ Phaser.Physics.Arcade.Body.prototype = {
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this._dy = this.game.time.physicsElapsed * (this.velocity.y + this.motionVelocity.y / 2);
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if (this._dy < -this.minBounceVelocity || this.getTotalGravityY() < 0)
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{
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// if (this._dy < -this.minBounceVelocity || this.getTotalGravityY() < 0)
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// {
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this.y += this._dy;
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this.velocity.y += this.motionVelocity.y;
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}
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else
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{
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this.preY = this.y;
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this.velocity.y = 0;
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}
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// }
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// else
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// {
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// this.preY = this.y;
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// this.velocity.y = 0;
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// }
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}
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else
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{
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@@ -1164,7 +1196,7 @@ Phaser.Physics.Arcade.Body.prototype = {
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},
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/**
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* Internal method. This is called directly before the sprites are sent to the renderer.
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* Internal method. This is called directly before the sprites are sent to the renderer and after the update function has finished.
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*
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* @method Phaser.Physics.Arcade#postUpdate
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* @protected
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@@ -1173,6 +1205,8 @@ Phaser.Physics.Arcade.Body.prototype = {
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if (this.moves)
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{
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this.adjustWorldBounds();
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if (this.deltaX() < 0)
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{
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this.facing = Phaser.LEFT;
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@@ -60,7 +60,7 @@ Phaser.RequestAnimationFrame = function(game) {
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Phaser.RequestAnimationFrame.prototype = {
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/**
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* Starts the requestAnimatioFrame running or setTimeout if unavailable in browser
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* Starts the requestAnimationFrame running or setTimeout if unavailable in browser
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* @method Phaser.RequestAnimationFrame#start
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*/
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start: function () {
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+4
-4
@@ -237,10 +237,10 @@ Phaser.Time.prototype = {
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this.physicsElapsed = 1.0 * (this.elapsed / 1000);
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// Clamp the delta
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// if (this.physicsElapsed > 1)
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// {
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// this.physicsElapsed = 1;
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// }
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if (this.physicsElapsed > 0.05)
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{
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this.physicsElapsed = 0.05;
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}
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// Paused?
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if (this.game.paused)
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