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https://github.com/wassname/phaser.git
synced 2026-08-10 12:30:48 +08:00
Removed Time delta cap, removed drag references from Emitter and tested doing a custom polygon collision.
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@@ -101,7 +101,7 @@ Phaser.QuadTree.prototype = {
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*/
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populateHandler: function (sprite) {
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if (sprite.body && sprite.body.allowCollision.none === false && sprite.alive)
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if (sprite.body && sprite.body.checkCollision.none === false && sprite.alive)
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{
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this.insert(sprite.body);
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}
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@@ -322,12 +322,12 @@ Phaser.Particles.Arcade.Emitter.prototype.makeParticles = function (keys, frames
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if (collide > 0)
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{
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particle.body.allowCollision.any = true;
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particle.body.allowCollision.none = false;
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particle.body.checkCollision.any = true;
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particle.body.checkCollision.none = false;
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}
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else
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{
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particle.body.allowCollision.none = true;
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particle.body.checkCollision.none = true;
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}
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particle.body.collideWorldBounds = collideWorldBounds;
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+202
-638
File diff suppressed because it is too large
Load Diff
+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 > 1)
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// {
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// this.physicsElapsed = 1;
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// }
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// Paused?
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if (this.game.paused)
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