1.1.6 release. The final of the 1.1 branch.

This commit is contained in:
photonstorm
2014-02-24 01:28:13 +00:00
parent 529d210006
commit f4ff4d88fe
194 changed files with 4070 additions and 2236 deletions
+1 -1
View File
@@ -10,7 +10,7 @@
var Phaser = Phaser || {
VERSION: '<%= version %>',
DEV_VERSION: '1.1.5',
DEV_VERSION: '1.1.6',
GAMES: [],
AUTO: 0,
+3 -33
View File
@@ -696,14 +696,8 @@ Phaser.Physics.Arcade.prototype = {
return;
}
if (this._mapData.length > 1)
for (var i = 0; i < this._mapData.length; i++)
{
this.separateTiles(sprite.body, this._mapData);
}
else
{
var i = 0;
if (this.separateTile(sprite.body, this._mapData[i]))
{
// They collided, is there a custom process callback?
@@ -731,6 +725,8 @@ Phaser.Physics.Arcade.prototype = {
}
}
return true;
},
/**
@@ -863,32 +859,6 @@ Phaser.Physics.Arcade.prototype = {
},
/**
* The core separation function to separate a physics body and an array of tiles.
* @method Phaser.Physics.Arcade#separateTiles
* @param {Phaser.Physics.Arcade.Body} body - The Body object to separate.
* @param {array<Phaser.Tile>} tiles - The array of tiles to collide against.
* @returns {boolean} Returns true if the body was separated, otherwise false.
*/
separateTiles: function (body, tiles) {
var tile;
var result = false;
for (var i = 0; i < tiles.length; i++)
{
tile = tiles[i];
if (this.separateTile(body, tile))
{
result = true;
}
}
return result;
},
/**
* The core separation function to separate a physics body and a tile.
* @method Phaser.Physics.Arcade#separateTile
+1 -2
View File
@@ -501,8 +501,7 @@ Phaser.Physics.Arcade.Body.prototype = {
this.speed = 0;
}
// Don't bother if speed 0
if (this.speed > 0)
if (this.speed > 0 || !this.velocity.isZero())
{
this.velocity.x = Math.cos(this.angle) * this.speed;
this.velocity.y = Math.sin(this.angle) * this.speed;