Final release 1.1.4 examples finished.

This commit is contained in:
photonstorm
2014-02-05 16:55:02 +00:00
parent 02b75b9e23
commit e7a9b96d27
26 changed files with 2338 additions and 936 deletions
+2 -2
View File
@@ -266,7 +266,7 @@ Phaser.AnimationManager.prototype = {
*
* @method Phaser.AnimationManager#getAnimation
* @param {string} name - The name of the animation to be returned, e.g. "fire".
* @return {Phaser.Animation|boolean} The Animation instance, if found, otherwise false.
* @return {Phaser.Animation} The Animation instance, if found, otherwise null.
*/
getAnimation: function (name) {
@@ -278,7 +278,7 @@ Phaser.AnimationManager.prototype = {
}
}
return false;
return null;
},
+2
View File
@@ -1056,6 +1056,8 @@ Phaser.Physics.Arcade.prototype = {
body.blocked.down = true;
}
body.reboundCheck(body.overlapX, body.overlapY, true);
return true;
},
+29 -10
View File
@@ -919,11 +919,11 @@ Phaser.Physics.Arcade.Body.prototype = {
if (response.overlapN.x)
{
// Which is smaller? Left or Right?
if (this._distances[0] < this._distances[1] && (body.checkCollision.right || this.checkCollision.left))
if (this._distances[0] < this._distances[1])
{
hasSeparated = this.hitLeft(body, response);
}
else if (this._distances[1] < this._distances[0] && (body.checkCollision.left || this.checkCollision.right))
else if (this._distances[1] < this._distances[0])
{
hasSeparated = this.hitRight(body, response);
}
@@ -931,11 +931,11 @@ Phaser.Physics.Arcade.Body.prototype = {
else if (response.overlapN.y)
{
// Which is smaller? Top or Bottom?
if (this._distances[2] < this._distances[3] && (body.checkCollision.down || this.checkCollision.up))
if (this._distances[2] < this._distances[3])
{
hasSeparated = this.hitTop(body, response);
}
else if (this._distances[3] < this._distances[2] && (body.checkCollision.up || this.checkCollision.down))
else if (this._distances[3] < this._distances[2])
{
hasSeparated = this.hitBottom(body, response);
}
@@ -949,10 +949,10 @@ Phaser.Physics.Arcade.Body.prototype = {
else
{
// They can only contact like this if at least one of their sides is open, otherwise it's a separation
if (!this.checkCollision.up || !this.checkCollision.down || !this.checkCollision.left || !this.checkCollision.right || !body.checkCollision.up || !body.checkCollision.down || !body.checkCollision.left || !body.checkCollision.right)
{
// if (!this.checkCollision.up || !this.checkCollision.down || !this.checkCollision.left || !this.checkCollision.right || !body.checkCollision.up || !body.checkCollision.down || !body.checkCollision.left || !body.checkCollision.right)
// {
this.addContact(body);
}
// }
}
return hasSeparated;
@@ -973,6 +973,11 @@ Phaser.Physics.Arcade.Body.prototype = {
*/
hitLeft: function (body, response) {
if (!this.checkCollision.left || !body.checkCollision.right)
{
return false;
}
if (this.collideCallback && !this.collideCallback.call(this.collideCallbackContext, Phaser.LEFT, this, body, response))
{
return;
@@ -1015,6 +1020,11 @@ Phaser.Physics.Arcade.Body.prototype = {
*/
hitRight: function (body, response) {
if (!this.checkCollision.right || !body.checkCollision.left)
{
return false;
}
if (this.collideCallback && !this.collideCallback.call(this.collideCallbackContext, Phaser.RIGHT, this, body))
{
return;
@@ -1057,6 +1067,11 @@ Phaser.Physics.Arcade.Body.prototype = {
*/
hitTop: function (body, response) {
if (!this.checkCollision.up || !body.checkCollision.down)
{
return false;
}
if (this.collideCallback && !this.collideCallback.call(this.collideCallbackContext, Phaser.UP, this, body))
{
return false;
@@ -1101,6 +1116,11 @@ Phaser.Physics.Arcade.Body.prototype = {
*/
hitBottom: function (body, response) {
if (!this.checkCollision.down || !body.checkCollision.up)
{
return false;
}
if (this.collideCallback && !this.collideCallback.call(this.collideCallbackContext, Phaser.DOWN, this, body))
{
return false;
@@ -1188,10 +1208,10 @@ Phaser.Physics.Arcade.Body.prototype = {
if (this.moves)
{
this.reboundCheck(true, true, true);
this.game.physics.checkBounds(this);
this.reboundCheck(true, true, true);
this._dx = this.deltaX();
this._dy = this.deltaY();
@@ -1228,7 +1248,6 @@ Phaser.Physics.Arcade.Body.prototype = {
{
this.updateScale();
}
}
},