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Added in Circle to the Ninja physics system.
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@@ -0,0 +1,117 @@
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// var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update, render: render });
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var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render });
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function preload() {
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game.load.spritesheet('ninja-tiles', 'assets/physics/ninja-tiles.png', 128, 128, 34);
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game.load.image('a', 'assets/sprites/firstaid.png');
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game.load.image('ball', 'assets/sprites/shinyball.png');
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}
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var sprite1;
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var cursors;
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var tile1;
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var tile2;
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var t;
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var running = false;
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function create() {
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game.stage.smoothed = true;
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// Activate the Ninja physics system
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game.physics.startSystem(Phaser.Physics.NINJA);
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// game.physics.ninja.gravity = 0.1;
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sprite1 = game.add.sprite(102, 200, 'ball');
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// Enable the physics body for the Ninja physics system
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// By default it will create an AABB body for the sprite
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game.physics.ninja.enableCircle(sprite1, sprite1.width / 2);
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// But you can change it to either a Tile or a Circle
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tile1 = game.add.sprite(100, 500, 'ninja-tiles', 14);
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tile1.width = 100;
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tile1.height = 100;
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game.physics.ninja.enableTile(tile1, 14);
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cursors = game.input.keyboard.createCursorKeys();
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}
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function collisionHandler() {
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game.stage.backgroundColor = 0xff0000;
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}
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function update() {
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game.physics.ninja.collide(sprite1, tile1, collisionHandler, null, this);
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// tile1.body.moveRight(1);
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/*
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if (cursors.up.isDown && !running)
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{
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running = true;
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t = Date.now();
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}
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sprite1.body.setZeroVelocity();
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if (running)
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{
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sprite1.body.moveRight(100);
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if (sprite1.body.x >= 200)
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{
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var ms = Date.now() - t;
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console.log('100px in ', ms);
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running = false;
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sprite1.body.setZeroVelocity();
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}
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}
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*/
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// sprite1.body.setZeroVelocity();
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if (cursors.left.isDown)
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{
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sprite1.body.moveLeft(20);
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}
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else if (cursors.right.isDown)
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{
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sprite1.body.moveRight(20);
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}
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if (cursors.up.isDown)
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{
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sprite1.body.moveUp(20);
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}
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else if (cursors.down.isDown)
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{
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sprite1.body.moveUp(20);
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}
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}
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function render() {
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game.debug.text(sprite1.body.shape.velocity.x, 32, 32);
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game.debug.text(sprite1.body.shape.velocity.y, 32, 64);
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game.debug.text(game.math.radToDeg(sprite1.body.angle), 32, 96);
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// tile1.render(game.context, 'ninja-tiles');
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// tile2.render(game.context, 'ninja-tiles');
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// game.debug.geom(sprite1.body, 'rgba(0,255,0,0.4)', true, 1);
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// game.debug.geom(tile1, 'rgba(0,255,0,0.4)', true, 1);
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// game.debug.geom(tile1, 'rgba(0,255,0,0.4)', true, 1);
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}
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@@ -15,11 +15,13 @@
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* @param {Phaser.Sprite} sprite - The Sprite object this physics body belongs to.
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* @param {number} [type=1] - The type of Ninja shape to create. 1 = AABB, 2 = Circle or 3 = Tile.
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* @param {number} [id=1] - If this body is using a Tile shape, you can set the Tile id here, i.e. Phaser.Physics.Ninja.Tile.SLOPE_45DEGpn, Phaser.Physics.Ninja.Tile.CONVEXpp, etc.
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* @param {number} [radius=16] - If this body is using a Circle shape this controls the radius.
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*/
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Phaser.Physics.Ninja.Body = function (system, sprite, type, id) {
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Phaser.Physics.Ninja.Body = function (system, sprite, type, id, radius) {
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if (typeof type === 'undefined') { type = 1; }
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if (typeof id === 'undefined') { id = 1; }
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if (typeof radius === 'undefined') { radius = 16; }
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/**
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* @property {Phaser.Sprite} sprite - Reference to the parent Sprite.
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@@ -68,7 +70,7 @@ Phaser.Physics.Ninja.Body = function (system, sprite, type, id) {
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}
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else if (type === 2)
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{
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this.circle = new Phaser.Physics.Ninja.Circle(system, sprite.x, sprite.y, sprite.width, sprite.height);
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this.circle = new Phaser.Physics.Ninja.Circle(system, sprite.x, sprite.y, radius);
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this.shape = this.circle;
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}
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else if (type === 3)
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+2526
-1
File diff suppressed because it is too large
Load Diff
@@ -124,7 +124,7 @@ Phaser.Physics.Ninja.prototype = {
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{
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if (object[i].body === null)
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{
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object[i].body = new Phaser.Physics.Ninja.Body(this, object[i], type, id);
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object[i].body = new Phaser.Physics.Ninja.Body(this, object[i], type, id, radius);
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object[i].anchor.set(0.5);
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}
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}
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@@ -442,7 +442,15 @@ Phaser.Physics.Ninja.prototype = {
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return body2.aabb.collideAABBVsTile(body1.tile);
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}
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// circles next
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if (body1.circle && body2.tile)
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{
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return body1.circle.collideCircleVsTile(body2.tile);
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}
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if (body1.tile && body2.circle)
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{
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return body2.circle.collideCircleVsTile(body1.tile);
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}
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}
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