diff --git a/README.md b/README.md
index 2ba38146..355363d7 100644
--- a/README.md
+++ b/README.md
@@ -97,7 +97,14 @@ Version 1.0.7 (in progress in the dev branch)
* Moved the Camera update checks to World.postUpdate, so all the sprites get the correct adjusted camera position.
* Added Sprite.fixedToCamera boolean. A Sprite that is fixed to the camera doesn't move with the world, but has its x/y coordinates relative to the top-left of the camera.
* Updated InputHandler to use Math.round rather than Math.floor when snapping an object during drag.
-
+* If you didn't provide the useNumericIndex parameter then AnimationManager.add will set the value by looking at the datatype of the first element in the frames array.
+* Added Group.createMultiple - useful when you need to create a Group of identical sprites for pooling, such as bullets.
+* Group.create now sets the visible and alive properties of the Sprite to the same value as the 'exists' parameter.
+* Added Group.total. Same as Group.length, but more in line with the rest of the Group naming.
+* Added Sprite.outOfBoundsKill boolean flag. Will automatically kill a sprite that leaves the game World bounds (off by default).
+* ArcadePhysics.moveTowardsMouse changed to ArcadePhysics.moveTowardsPointer and now lets you specify which pointer to move towards (defaults to Input.activePointer).
+* ArcadePhysics.angleBetweenMouse changed to ArcadePhysics.angleBetweenPointer and now lets you specify which pointer to get the angle to (defaults to Input.activePointer).
+* ArcadePhysics.velocityFromAngle and ArcadePhysics.velocityFromRotation added with examples created.
* TODO: look at Sprite.crop (http://www.html5gamedevs.com/topic/1617-error-in-spritecrop/)
@@ -106,6 +113,7 @@ Version 1.0.7 (in progress in the dev branch)
* TODO: addMarker hh:mm:ss:ms
* TODO: swap state (non-destructive shift)
* TODO: rotation offset
+* TODO: check stage bgc on droid (http://www.html5gamedevs.com/topic/1629-stage-background-color-not-working-on-android-chrome/)
Version 1.0.6 (September 24th 2013)
diff --git a/examples/assets/games/gofish/Level 1.psd b/examples/assets/games/gofish/Level 1.psd
new file mode 100644
index 00000000..1adcf53b
Binary files /dev/null and b/examples/assets/games/gofish/Level 1.psd differ
diff --git a/examples/assets/games/gofish/background.png b/examples/assets/games/gofish/background.png
new file mode 100644
index 00000000..11268425
Binary files /dev/null and b/examples/assets/games/gofish/background.png differ
diff --git a/examples/assets/games/gofish/fishie.png b/examples/assets/games/gofish/fishie.png
new file mode 100644
index 00000000..0e406fbd
Binary files /dev/null and b/examples/assets/games/gofish/fishie.png differ
diff --git a/examples/assets/games/gofish/level1.png b/examples/assets/games/gofish/level1.png
new file mode 100644
index 00000000..58f88735
Binary files /dev/null and b/examples/assets/games/gofish/level1.png differ
diff --git a/examples/assets/games/znax/Mouse Command bits.psd b/examples/assets/games/znax/Mouse Command bits.psd
new file mode 100644
index 00000000..f9062699
Binary files /dev/null and b/examples/assets/games/znax/Mouse Command bits.psd differ
diff --git a/examples/assets/games/znax/znax.psd b/examples/assets/games/znax/znax.psd
new file mode 100644
index 00000000..dc56891d
Binary files /dev/null and b/examples/assets/games/znax/znax.psd differ
diff --git a/examples/assets/sprites/longarrow.png b/examples/assets/sprites/longarrow.png
new file mode 100644
index 00000000..41850f8f
Binary files /dev/null and b/examples/assets/sprites/longarrow.png differ
diff --git a/examples/input/multi touch.php b/examples/input/multi touch.php
index a6db638a..a6bbc9bd 100644
--- a/examples/input/multi touch.php
+++ b/examples/input/multi touch.php
@@ -5,29 +5,38 @@
+
+
+
+
\ No newline at end of file
diff --git a/examples/physics/angular velocity.php b/examples/physics/angular velocity.php
index 076e70cd..5877517b 100644
--- a/examples/physics/angular velocity.php
+++ b/examples/physics/angular velocity.php
@@ -39,7 +39,7 @@
if (game.input.keyboard.isDown(Phaser.Keyboard.UP))
{
- sprite.body.velocity.copyFrom(game.physics.velocityFromAngle(sprite.angle, 300));
+ game.physics.velocityFromAngle(sprite.angle, 300, sprite.body.velocity);
}
}
diff --git a/examples/physics/multi angle to pointer.php b/examples/physics/multi angle to pointer.php
new file mode 100644
index 00000000..a78596db
--- /dev/null
+++ b/examples/physics/multi angle to pointer.php
@@ -0,0 +1,59 @@
+
+
+
+
+
\ No newline at end of file
diff --git a/examples/physics/shoot the mouse.php b/examples/physics/shoot the mouse.php
new file mode 100644
index 00000000..2348c73e
--- /dev/null
+++ b/examples/physics/shoot the mouse.php
@@ -0,0 +1,76 @@
+
+
+
+
+
\ No newline at end of file
diff --git a/src/animation/AnimationManager.js b/src/animation/AnimationManager.js
index 6d3043cb..3cf6920c 100644
--- a/src/animation/AnimationManager.js
+++ b/src/animation/AnimationManager.js
@@ -97,7 +97,19 @@ Phaser.AnimationManager.prototype = {
frameRate = frameRate || 60;
if (typeof loop === 'undefined') { loop = false; }
- if (typeof useNumericIndex === 'undefined') { useNumericIndex = true; }
+
+ // If they didn't set the useNumericIndex then let's at least try and guess it
+ if (typeof useNumericIndex === 'undefined')
+ {
+ if (frames[0] && typeof frames[0] === 'number')
+ {
+ useNumericIndex = true;
+ }
+ else
+ {
+ useNumericIndex = false;
+ }
+ }
// Create the signals the AnimationManager will emit
if (this.sprite.events.onAnimationStart == null)
diff --git a/src/animation/FrameData.js b/src/animation/FrameData.js
index 5b1c8662..d3275c84 100644
--- a/src/animation/FrameData.js
+++ b/src/animation/FrameData.js
@@ -209,7 +209,10 @@ Phaser.FrameData.prototype = {
}
else
{
- output.push(this.getFrameByName(frames[i]).index);
+ if (this.getFrameByName(frames[i]))
+ {
+ output.push(this.getFrameByName(frames[i]).index);
+ }
}
}
}
diff --git a/src/core/Group.js b/src/core/Group.js
index a91a4697..eece453b 100644
--- a/src/core/Group.js
+++ b/src/core/Group.js
@@ -16,9 +16,12 @@
*/
Phaser.Group = function (game, parent, name, useStage) {
- parent = parent || null;
+ if (typeof parent === 'undefined')
+ {
+ parent = game.world;
+ }
- if (typeof useStage == 'undefined')
+ if (typeof useStage === 'undefined')
{
useStage = false;
}
@@ -159,7 +162,7 @@ Phaser.Group.prototype = {
* @param {number} y - The y coordinate to display the newly created Sprite at. The value is in relation to the Group.y point.
* @param {string} key - The Game.cache key of the image that this Sprite will use.
* @param {number|string} [frame] - If the Sprite image contains multiple frames you can specify which one to use here.
- * @param {boolean} [exists] - The default exists state of the Sprite.
+ * @param {boolean} [exists=true] - The default exists state of the Sprite.
* @return {Phaser.Sprite} The child that was created.
*/
create: function (x, y, key, frame, exists) {
@@ -170,6 +173,8 @@ Phaser.Group.prototype = {
child.group = this;
child.exists = exists;
+ child.visible = exists;
+ child.alive = exists;
if (child.events)
{
@@ -182,6 +187,40 @@ Phaser.Group.prototype = {
},
+ /**
+ * Automatically creates multiple Phaser.Sprite objects and adds them to the top of this Group.
+ * Useful if you need to quickly generate a pool of identical sprites, such as bullets. By default the sprites will be set to not exist
+ * and will be positioned at 0, 0 (relative to the Group.x/y)
+ *
+ * @method Phaser.Group#createMultiple
+ * @param {number} quantity - The number of Sprites to create.
+ * @param {string} key - The Game.cache key of the image that this Sprite will use.
+ * @param {number|string} [frame] - If the Sprite image contains multiple frames you can specify which one to use here.
+ * @param {boolean} [exists=false] - The default exists state of the Sprite.
+ */
+ createMultiple: function (quantity, key, frame, exists) {
+
+ if (typeof exists == 'undefined') { exists = false; }
+
+ for (var i = 0; i < quantity; i++)
+ {
+ var child = new Phaser.Sprite(this.game, 0, 0, key, frame);
+
+ child.group = this;
+ child.exists = exists;
+ child.visible = exists;
+ child.alive = exists;
+
+ if (child.events)
+ {
+ child.events.onAddedToGroup.dispatch(child, this);
+ }
+
+ this._container.addChild(child);
+ }
+
+ },
+
/**
* Swaps the position of two children in this Group.
*
@@ -1067,6 +1106,19 @@ Phaser.Group.prototype = {
};
+/**
+* @name Phaser.Group#total
+* @property {number} total - The total number of children in this Group, regardless of their alive state.
+* @readonly
+*/
+Object.defineProperty(Phaser.Group.prototype, "total", {
+
+ get: function () {
+ return this._container.children.length;
+ }
+
+});
+
/**
* @name Phaser.Group#length
* @property {number} length - The number of children in this Group.
diff --git a/src/gameobjects/Sprite.js b/src/gameobjects/Sprite.js
index bc27dc15..05389ccc 100644
--- a/src/gameobjects/Sprite.js
+++ b/src/gameobjects/Sprite.js
@@ -283,6 +283,12 @@ Phaser.Sprite = function (game, x, y, key, frame) {
* @default
*/
this.inWorldThreshold = 0;
+
+ /**
+ * @property {boolean} outOfBoundsKill - Kills this sprite as soon as it goes outside of the World bounds.
+ * @default
+ */
+ this.outOfBoundsKill = false;
/**
* @property {boolean} _outOfBoundsFired - Description.
@@ -528,6 +534,7 @@ Phaser.Sprite.prototype.reset = function(x, y) {
this.alive = true;
this.exists = true;
this.visible = true;
+ this.renderable = true;
this._outOfBoundsFired = false;
this.body.reset();
@@ -581,6 +588,11 @@ Phaser.Sprite.prototype.updateBounds = function() {
{
this.events.onOutOfBounds.dispatch(this);
this._outOfBoundsFired = true;
+
+ if (this.outOfBoundsKill)
+ {
+ this.kill();
+ }
}
}
diff --git a/src/physics/arcade/ArcadePhysics.js b/src/physics/arcade/ArcadePhysics.js
index c48cff67..6a683ee7 100644
--- a/src/physics/arcade/ArcadePhysics.js
+++ b/src/physics/arcade/ArcadePhysics.js
@@ -38,6 +38,7 @@ Phaser.Physics.Arcade = function (game) {
this._mapData = [];
this._result = false;
this._total = 0;
+ this._angle = 0;
};
@@ -981,57 +982,146 @@ Phaser.Physics.Arcade.prototype = {
},
/**
- * Given the angle and speed calculate the velocity and return it as a Point
+ * Move the given display object towards the pointer at a steady velocity. If no pointer is given it will use Phaser.Input.activePointer.
+ * If you specify a maxTime then it will adjust the speed (over-writing what you set) so it arrives at the destination in that number of seconds.
+ * Timings are approximate due to the way browser timers work. Allow for a variance of +- 50ms.
+ * Note: The display object doesn't stop moving once it reaches the destination coordinates.
+ * Note: Doesn't take into account acceleration, maxVelocity or drag (if you've set drag or acceleration too high this object may not move at all)
*
- * @param angle The angle (in degrees) calculated in clockwise positive direction (down = 90 degrees positive, right = 0 degrees positive, up = 90 degrees negative)
- * @param speed The speed it will move, in pixels per second sq
- *
- * @return A Point where Point.x contains the velocity x value and Point.y contains the velocity y value
+ * @method Phaser.Physics.Arcade#moveTowardsObject
+ * @param {any} displayObject - The display object to move.
+ * @param {any} destination - The display object to move towards. Can be any object but must have visible x/y properties.
+ * @param {number} [speed=60] - The speed it will move, in pixels per second (default is 60 pixels/sec)
+ * @param {number} [maxTime=0] - Time given in milliseconds (1000 = 1 sec). If set the speed is adjusted so the object will arrive at destination in the given number of ms.
+ * @return {number} The angle (in radians) that the object should be visually set to in order to match its new velocity.
*/
- velocityFromAngle: function (angle, speed, point) {
-
- speed = speed || 0;
- point = point || new Phaser.Point;
-
- var a = this.game.math.degToRad(angle);
-
- return point.setTo((Math.cos(a) * speed), (Math.sin(a) * speed));
-
- },
-
- /**
- * Sets the source Sprite x/y velocity so it will move directly towards the destination Sprite at the speed given (in pixels per second)
- * If you specify a maxTime then it will adjust the speed (over-writing what you set) so it arrives at the destination in that number of seconds.
- * Timings are approximate due to the way Flash timers work, and irrespective of SWF frame rate. Allow for a variance of +- 50ms.
- * The source object doesn't stop moving automatically should it ever reach the destination coordinates.
- * If you need the object to accelerate, see accelerateTowardsObject() instead
- * Note: Doesn't take into account acceleration, maxVelocity or drag (if you set drag or acceleration too high this object may not move at all)
- *
- * @param source The Sprite on which the velocity will be set
- * @param dest The Sprite where the source object will move to
- * @param speed The speed it will move, in pixels per second (default is 60 pixels/sec)
- * @param maxTime Time given in milliseconds (1000 = 1 sec). If set the speed is adjusted so the source will arrive at destination in the given number of ms
- */
- moveTowardsObject: function (source, dest, speed, maxTime) {
+ moveTowardsObject: function (displayObject, destination, speed, maxTime) {
speed = speed || 60;
maxTime = maxTime || 0;
- var a = this.angleBetween(source, dest);
+ this._angle = Math.atan2(destination.y - displayObject.y, destination.x - displaxObject.x);
if (maxTime > 0)
{
- var d = this.distanceBetween(source, dest);
-
// We know how many pixels we need to move, but how fast?
- speed = d / (maxTime / 1000);
+ speed = this.distanceToMouse(displayObject) / (maxTime / 1000);
}
- source.body.velocity.x = Math.cos(a) * speed;
- source.body.velocity.y = Math.sin(a) * speed;
+ displayObject.body.velocity.x = Math.cos(this._angle) * speed;
+ displayObject.body.velocity.y = Math.sin(this._angle) * speed;
+
+ return this._angle;
},
+ /**
+ * Move the given display object towards the pointer at a steady velocity. If no pointer is given it will use Phaser.Input.activePointer.
+ * If you specify a maxTime then it will adjust the speed (over-writing what you set) so it arrives at the destination in that number of seconds.
+ * Timings are approximate due to the way browser timers work. Allow for a variance of +- 50ms.
+ * Note: The display object doesn't stop moving once it reaches the destination coordinates.
+ *
+ * @method Phaser.Physics.Arcade#moveTowardsPointer
+ * @param {any} displayObject - The display object to move.
+ * @param {number} [speed=60] - The speed it will move, in pixels per second (default is 60 pixels/sec)
+ * @param {Phaser.Pointer} [pointer] - The pointer to move towards. Defaults to Phaser.Input.activePointer.
+ * @param {number} [maxTime=0] - Time given in milliseconds (1000 = 1 sec). If set the speed is adjusted so the object will arrive at destination in the given number of ms.
+ * @return {number} The angle (in radians) that the object should be visually set to in order to match its new velocity.
+ */
+ moveTowardsPointer: function (displayObject, speed, pointer, maxTime) {
+
+ speed = speed || 60;
+ pointer = pointer || this.game.input.activePointer;
+ maxTime = maxTime || 0;
+
+ this._angle = this.angleBetweenPointer(displayObject, pointer);
+
+ if (maxTime > 0)
+ {
+ // We know how many pixels we need to move, but how fast?
+ speed = this.distanceToMouse(displayObject) / (maxTime / 1000);
+ }
+
+ displayObject.body.velocity.x = Math.cos(this._angle) * speed;
+ displayObject.body.velocity.y = Math.sin(this._angle) * speed;
+
+ return this._angle;
+
+ },
+
+ /**
+ * Move the given display object towards the pointer at a steady velocity. If no pointer is given it will use Phaser.Input.activePointer.
+ * If you specify a maxTime then it will adjust the speed (over-writing what you set) so it arrives at the destination in that number of seconds.
+ * Timings are approximate due to the way browser timers work. Allow for a variance of +- 50ms.
+ * Note: The display object doesn't stop moving once it reaches the destination coordinates.
+ * Note: Doesn't take into account acceleration, maxVelocity or drag (if you've set drag or acceleration too high this object may not move at all)
+ *
+ * @method Phaser.Physics.Arcade#moveTowardsObject
+ * @param {any} displayObject - The display object to move.
+ * @param {any} destination - The display object to move towards. Can be any object but must have visible x/y properties.
+ * @param {number} [speed=60] - The speed it will move, in pixels per second (default is 60 pixels/sec)
+ * @param {number} [maxTime=0] - Time given in milliseconds (1000 = 1 sec). If set the speed is adjusted so the object will arrive at destination in the given number of ms.
+ * @return {number} The angle (in radians) that the object should be visually set to in order to match its new velocity.
+ */
+ moveTowardsXY: function (displayObject, x, y, speed, maxTime) {
+
+ speed = speed || 60;
+ maxTime = maxTime || 0;
+
+ this._angle = this.angleBetweenPointer(displayObject, destination);
+
+ if (maxTime > 0)
+ {
+ // We know how many pixels we need to move, but how fast?
+ speed = this.distanceToMouse(displayObject) / (maxTime / 1000);
+ }
+
+ displayObject.body.velocity.x = Math.cos(this._angle) * speed;
+ displayObject.body.velocity.y = Math.sin(this._angle) * speed;
+
+ return this._angle;
+
+ },
+
+ /**
+ * Given the angle (in degrees) and speed calculate the velocity and return it as a Point object, or set it to the given point object.
+ * One way to use this is: velocityFromAngle(angle, 200, sprite.velocity) which will set the values directly to the sprites velocity and not create a new Point object.
+ *
+ * @method Phaser.Physics.Arcade#velocityFromAngle
+ * @param {number} angle - The angle in degrees calculated in clockwise positive direction (down = 90 degrees positive, right = 0 degrees positive, up = 90 degrees negative)
+ * @param {number} [speed=60] - The speed it will move, in pixels per second sq.
+ * @param {Phaser.Point|object} [point] - The Point object in which the x and y properties will be set to the calculated velocity.
+ * @return {Phaser.Point} - A Point where point.x contains the velocity x value and point.y contains the velocity y value.
+ */
+ velocityFromAngle: function (angle, speed, point) {
+
+ speed = speed || 60;
+ point = point || new Phaser.Point;
+
+ return point.setTo((Math.cos(this.game.math.degToRad(angle)) * speed), (Math.sin(this.game.math.degToRad(angle)) * speed));
+
+ },
+
+ /**
+ * Given the rotation (in radians) and speed calculate the velocity and return it as a Point object, or set it to the given point object.
+ * One way to use this is: velocityFromRotation(rotation, 200, sprite.velocity) which will set the values directly to the sprites velocity and not create a new Point object.
+ *
+ * @method Phaser.Physics.Arcade#velocityFromRotation
+ * @param {number} rotation - The angle in radians.
+ * @param {number} [speed=60] - The speed it will move, in pixels per second sq.
+ * @param {Phaser.Point|object} [point] - The Point object in which the x and y properties will be set to the calculated velocity.
+ * @return {Phaser.Point} - A Point where point.x contains the velocity x value and point.y contains the velocity y value.
+ */
+ velocityFromRotation: function (rotation, speed, point) {
+
+ speed = speed || 60;
+ point = point || new Phaser.Point;
+
+ return point.setTo((Math.cos(rotation) * speed), (Math.sin(rotation) * speed));
+
+ },
+
+
/**
* Sets the x/y acceleration on the source Sprite so it will move towards the destination Sprite at the speed given (in pixels per second)
* You must give a maximum speed value, beyond which the Sprite won't go any faster.
@@ -1061,35 +1151,6 @@ Phaser.Physics.Arcade.prototype = {
},
- /**
- * Move the given Sprite towards the mouse pointer coordinates at a steady velocity
- * If you specify a maxTime then it will adjust the speed (over-writing what you set) so it arrives at the destination in that number of seconds.
- * Timings are approximate due to the way Flash timers work, and irrespective of SWF frame rate. Allow for a variance of +- 50ms.
- * The source object doesn't stop moving automatically should it ever reach the destination coordinates.
- *
- * @param source The Sprite to move
- * @param speed The speed it will move, in pixels per second (default is 60 pixels/sec)
- * @param maxTime Time given in milliseconds (1000 = 1 sec). If set the speed is adjusted so the source will arrive at destination in the given number of ms
- */
- moveTowardsMouse: function (source, speed, maxTime) {
-
- speed = speed || 60;
- maxTime = maxTime || 0;
-
- var a = this.angleBetweenMouse(source);
-
- if (maxTime > 0)
- {
- var d = this.distanceToMouse(source);
-
- // We know how many pixels we need to move, but how fast?
- speed = d / (maxTime / 1000);
- }
-
- source.body.velocity.x = Math.cos(a) * speed;
- source.body.velocity.y = Math.sin(a) * speed;
-
- },
/**
* Sets the x/y acceleration on the source Sprite so it will move towards the mouse coordinates at the speed given (in pixels per second)
@@ -1106,7 +1167,7 @@ Phaser.Physics.Arcade.prototype = {
xSpeedMax = xSpeedMax || 1000;
ySpeedMax = ySpeedMax || 1000;
- var a = this.angleBetweenMouse(source);
+ var a = this.angleBetweenMouse(source, true);
source.body.velocity.x = 0;
source.body.velocity.y = 0;
@@ -1119,36 +1180,6 @@ Phaser.Physics.Arcade.prototype = {
},
- /**
- * Sets the x/y velocity on the source Sprite so it will move towards the target coordinates at the speed given (in pixels per second)
- * If you specify a maxTime then it will adjust the speed (over-writing what you set) so it arrives at the destination in that number of seconds.
- * Timings are approximate due to the way Flash timers work, and irrespective of SWF frame rate. Allow for a variance of +- 50ms.
- * The source object doesn't stop moving automatically should it ever reach the destination coordinates.
- *
- * @param source The Sprite to move
- * @param target The Point coordinates to move the source Sprite towards
- * @param speed The speed it will move, in pixels per second (default is 60 pixels/sec)
- * @param maxTime Time given in milliseconds (1000 = 1 sec). If set the speed is adjusted so the source will arrive at destination in the given number of ms
- */
- moveTowardsPoint: function (source, target, speed, maxTime) {
-
- speed = speed || 60;
- maxTime = maxTime || 0;
-
- var a = this.angleBetweenPoint(source, target);
-
- if (maxTime > 0)
- {
- var d = this.distanceToPoint(source, target);
-
- // We know how many pixels we need to move, but how fast?
- speed = d / (maxTime / 1000);
- }
-
- source.body.velocity.x = Math.cos(a) * speed;
- source.body.velocity.y = Math.sin(a) * speed;
-
- },
/**
* Sets the x/y acceleration on the source Sprite so it will move towards the target coordinates at the speed given (in pixels per second)
@@ -1318,29 +1349,21 @@ Phaser.Physics.Arcade.prototype = {
},
/**
- * Find the angle (in radians) between an Sprite and the mouse, taking their x/y and origin into account.
- * The angle is calculated in clockwise positive direction (down = 90 degrees positive, right = 0 degrees positive, up = 90 degrees negative)
- *
- * @param a The Object to test from
- * @param asDegrees If you need the value in degrees instead of radians, set to true
- *
- * @return Number The angle (in radians unless asDegrees is true)
- */
- angleBetweenMouse: function (a, asDegrees) {
+ * Find the angle in radians between a display object (like a Sprite) and a Pointer, taking their x/y and center into account.
+ *
+ * @param {any} displayObject - The Display Object to test from.
+ * @param {Phaser.Pointer} [pointer] - The Phaser.Pointer to test to. If none is given then Input.activePointer is used.
+ * @return {number} The angle in radians between displayObject.center.x/y to Pointer.x/y
+ */
+ angleBetweenPointer: function (displayObject, pointer) {
- asDegrees = asDegrees || false;
+ pointer = pointer || this.game.input.activePointer;
- var dx = this.game.input.x - a.bounds.x;
- var dy = this.game.input.y - a.bounds.y;
+ var dx = pointer.x - displayObject.x;
+ var dy = pointer.y - displayObject.y;
- if (asDegrees)
- {
- return this.game.math.radToDeg(Math.atan2(dy, dx));
- }
- else
- {
- return Math.atan2(dy, dx);
- }
+ return Math.atan2(dy, dx);
+
}
};
diff --git a/src/physics/arcade/Body.js b/src/physics/arcade/Body.js
index ae94b6fb..1aa95208 100644
--- a/src/physics/arcade/Body.js
+++ b/src/physics/arcade/Body.js
@@ -221,6 +221,10 @@ Phaser.Physics.Arcade.Body.prototype = {
this.angularVelocity = 0;
this.angularAcceleration = 0;
+ this.preX = (this.sprite.worldTransform[2] - (this.sprite.anchor.x * this.width)) + this.offset.x;
+ this.preY = (this.sprite.worldTransform[5] - (this.sprite.anchor.y * this.height)) + this.offset.y;
+ this.preRotation = this.sprite.angle;
+
this.x = (this.sprite.worldTransform[2] - (this.sprite.anchor.x * this.width)) + this.offset.x;
this.y = (this.sprite.worldTransform[5] - (this.sprite.anchor.y * this.height)) + this.offset.y;
this.rotation = this.sprite.angle;
diff --git a/src/utils/Debug.js b/src/utils/Debug.js
index 69adbbbf..2e89e314 100644
--- a/src/utils/Debug.js
+++ b/src/utils/Debug.js
@@ -455,7 +455,7 @@ Phaser.Utils.Debug.prototype = {
this.line('Sprite: ' + ' (' + sprite.width + ' x ' + sprite.height + ') anchor: ' + sprite.anchor.x + ' x ' + sprite.anchor.y);
this.line('x: ' + sprite.x.toFixed(1) + ' y: ' + sprite.y.toFixed(1));
- this.line('angle: ' + sprite.angle + ' rotation: ' + sprite.rotation.toFixed(1));
+ this.line('angle: ' + sprite.angle.toFixed(1) + ' rotation: ' + sprite.rotation.toFixed(1));
this.line('visible: ' + sprite.visible + ' in camera: ' + sprite.inCamera);
this.line('body x: ' + sprite.body.x.toFixed(1) + ' y: ' + sprite.body.y.toFixed(1));