diff --git a/examples/assets/sprites/fruitnveg32wh37.png b/examples/assets/sprites/fruitnveg32wh37.png
index 5d371cbf..4f835727 100644
Binary files a/examples/assets/sprites/fruitnveg32wh37.png and b/examples/assets/sprites/fruitnveg32wh37.png differ
diff --git a/examples/assets/sprites/fruitnveg64wh37.png b/examples/assets/sprites/fruitnveg64wh37.png
new file mode 100644
index 00000000..33e28193
Binary files /dev/null and b/examples/assets/sprites/fruitnveg64wh37.png differ
diff --git a/examples/collision_sprite_vs_group.php b/examples/collision_sprite_vs_group.php
new file mode 100644
index 00000000..4f2fac73
--- /dev/null
+++ b/examples/collision_sprite_vs_group.php
@@ -0,0 +1,100 @@
+
+
+
+ phaser.js - a new beginning
+
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/examples/collision_sprite_vs_sprite_custom_process.php b/examples/collision_sprite_vs_sprite_custom_process.php
index fe67c09a..f691580c 100644
--- a/examples/collision_sprite_vs_sprite_custom_process.php
+++ b/examples/collision_sprite_vs_sprite_custom_process.php
@@ -30,20 +30,25 @@
// This will check Sprite vs. Sprite collision using a custom process callback
- sprite1 = game.add.sprite(50, 200, 'atari');
+ sprite1 = game.add.sprite(0, 200, 'atari');
sprite1.name = 'atari';
- sprite1.body.velocity.x = 100;
+ // We'll use a random velocity here so we can test it in our processHandler
+ sprite1.body.velocity.x = 50 + Math.random() * 100;
+ // This tells phaser to not use the built-in body separation, instead you should handle it in your process callback (see below)
+ sprite1.body.customSeparateX = true;
- sprite2 = game.add.sprite(700, 220, 'mushroom');
+ sprite2 = game.add.sprite(750, 220, 'mushroom');
sprite2.name = 'mushroom';
- sprite2.body.velocity.x = -100;
+ // We'll use a random velocity here so we can test it in our processHandler
+ sprite2.body.velocity.x = -(50 + Math.random() * 100);
+ // This tells phaser to not use the built-in body separation, instead you should handle it in your process callback (see below)
+ sprite2.body.customSeparateX = true;
}
function update() {
- // object1, object2, collideCallback, processCallback, callbackContext
- game.physics.collide(sprite1, sprite2, collisionHandler, null, this);
+ game.physics.collide(sprite1, sprite2, collisionHandler, processHandler, this);
}
@@ -53,7 +58,23 @@
// For example you could test for velocity, health, etc.
// If you want the collision to be deemed successful this function must return true.
// In which case the collisionHandler will be called, otherwise it won't.
- // Note: the objects will have already collided and separated by this point.
+
+ // Note: the objects will have already been separated by this point unless you have set
+ // their customSeparateX/Y flags to true. If you do that it's up to you to handle separation.
+
+ // Whichever one is going fastest wins, the other dies :)
+ if (obj1.body.velocity.x > Math.abs(obj2.body.velocity.x))
+ {
+ obj2.kill();
+ obj1.body.velocity.x = 0;
+ }
+ else
+ {
+ obj1.kill();
+ obj2.body.velocity.x = 0;
+ }
+
+ return true;
}
diff --git a/src/gameobjects/Sprite.js b/src/gameobjects/Sprite.js
index 6750ae3e..1497024f 100644
--- a/src/gameobjects/Sprite.js
+++ b/src/gameobjects/Sprite.js
@@ -167,6 +167,9 @@ Phaser.Sprite = function (game, x, y, key, frame) {
// Set-up the physics body
this.body = new Phaser.Physics.Arcade.Body(this);
+ this.velocity = this.body.velocity;
+ this.acceleration = this.body.acceleration;
+
// World bounds check
this.inWorld = Phaser.Rectangle.intersects(this.bounds, this.game.world.bounds);
this.inWorldThreshold = 0;
diff --git a/src/physics/arcade/ArcadePhysics.js b/src/physics/arcade/ArcadePhysics.js
index 94025a5a..9b737e96 100644
--- a/src/physics/arcade/ArcadePhysics.js
+++ b/src/physics/arcade/ArcadePhysics.js
@@ -424,11 +424,12 @@ Phaser.Physics.Arcade.prototype = {
*/
separate: function (body1, body2) {
- if (this.separateX(body1, body2) || this.separateY(body1, body2))
+ this._result = (this.separateX(body1, body2) || this.separateY(body1, body2));
+
+ if (this._result)
{
body1.postUpdate();
body2.postUpdate();
- this._result = true;
}
},
@@ -496,12 +497,21 @@ Phaser.Physics.Arcade.prototype = {
// Then adjust their positions and velocities accordingly (if there was any overlap)
if (this._overlap != 0)
{
+ body1.overlapX = this._overlap;
+ body2.overlapX = this._overlap;
+
+ if (body1.customSeparateX || body2.customSeparateX)
+ {
+ return true;
+ }
+
this._velocity1 = body1.velocity.x;
this._velocity2 = body2.velocity.x;
if (!body1.immovable && !body2.immovable)
{
this._overlap *= 0.5;
+
body1.x = body1.x - this._overlap;
body2.x += this._overlap;
@@ -510,6 +520,7 @@ Phaser.Physics.Arcade.prototype = {
this._average = (this._newVelocity1 + this._newVelocity2) * 0.5;
this._newVelocity1 -= this._average;
this._newVelocity2 -= this._average;
+
body1.velocity.x = this._average + this._newVelocity1 * body1.bounce.x;
body2.velocity.x = this._average + this._newVelocity2 * body2.bounce.x;
}
@@ -595,12 +606,21 @@ Phaser.Physics.Arcade.prototype = {
// Then adjust their positions and velocities accordingly (if there was any overlap)
if (this._overlap != 0)
{
+ body1.overlapY = this._overlap;
+ body2.overlapY = this._overlap;
+
+ if (body1.customSeparateY || body2.customSeparateY)
+ {
+ return true;
+ }
+
this._velocity1 = body1.velocity.y;
this._velocity2 = body2.velocity.y;
if (!body1.immovable && !body2.immovable)
{
this._overlap *= 0.5;
+
body1.y = body1.y - this._overlap;
body2.y += this._overlap;
@@ -609,6 +629,7 @@ Phaser.Physics.Arcade.prototype = {
this._average = (this._newVelocity1 + this._newVelocity2) * 0.5;
this._newVelocity1 -= this._average;
this._newVelocity2 -= this._average;
+
body1.velocity.y = this._average + this._newVelocity1 * body1.bounce.y;
body2.velocity.y = this._average + this._newVelocity2 * body2.bounce.y;
}
@@ -616,6 +637,7 @@ Phaser.Physics.Arcade.prototype = {
{
body1.y = body1.y - this._overlap;
body1.velocity.y = this._velocity2 - this._velocity1 * body1.bounce.y;
+
// This is special case code that handles things like horizontal moving platforms you can ride
if (body2.active && body2.moves && (body1.deltaY() > body2.deltaY()))
{
@@ -626,6 +648,7 @@ Phaser.Physics.Arcade.prototype = {
{
body2.y += this._overlap;
body2.velocity.y = this._velocity1 - this._velocity2 * body2.bounce.y;
+
// This is special case code that handles things like horizontal moving platforms you can ride
if (body1.sprite.active && body1.moves && (body1.deltaY() < body2.deltaY()))
{
diff --git a/src/physics/arcade/Body.js b/src/physics/arcade/Body.js
index b8242bbb..9ebe509e 100644
--- a/src/physics/arcade/Body.js
+++ b/src/physics/arcade/Body.js
@@ -49,6 +49,17 @@ Phaser.Physics.Arcade.Body = function (sprite) {
this.allowRotation = true;
this.allowGravity = true;
+ // These two flags allow you to disable the custom separation that takes place
+ // Used in combination with your own collision processHandler you can create whatever
+ // type of collision response you need.
+ this.customSeparateX = false;
+ this.customSeparateY = false;
+
+ // When this body collides with another the amount of overlap is stored in here
+ // These values are useful if you want to provide your own custom separation logic.
+ this.overlapX = 0;
+ this.overlapY = 0;
+
this.collideWorldBounds = false;
this.lastX = sprite.x;