Commit Graph

58 Commits

Author SHA1 Message Date
photonstorm 90c09374af Velocity integration tidied up. Now moving to sync Body with Sprite center point. 2014-01-28 01:29:35 +00:00
photonstorm fbe508ab1b Direct assignment of Body values, allows for sloped ground walking. 2014-01-27 17:08:20 +00:00
photonstorm ea9e22f472 SAT implemented and working nicely at long last :) 2014-01-23 21:45:35 +00:00
photonstorm 15a002e720 Finally getting there! Body collision almost as good as it can be (without a full-on physics system). Just a few last tweaks to do. 2014-01-21 16:12:50 +00:00
photonstorm abdaaa0010 Tidied up the docs and removed some Body vars no longer needed. Now to attempt stacking. 2014-01-15 14:40:25 +00:00
photonstorm 651737fdd0 More physics tweaks. 2014-01-15 14:40:24 +00:00
photonstorm 011d2d8e05 The way the collision process callback works has changed significantly and now works as originally intended.
The World level quadtree is no longer created, they are now built and ripped down each time you collide a Group, this helps collision accuracy.
Bodies are no longer added to a world quadtree, so have had all of their quadtree properties removed such as skipQuadtree, quadTreeIndex, etc.
QuadTree.populate - you can pass it a Group and it'll automatically insert all of the children ready for inspection.
Removed ArcadePhysics binding to the QuadTree, so it can now be used independantly of the physics system.
2014-01-14 02:43:09 +00:00
photonstorm 71f82477ea Tidying up all of the map files, sorting out Tiled paths and updated the tilemap examples for 1.1.4. 2014-01-13 19:45:15 +00:00
photonstorm c6fa2cb7b6 Added the new Timer, TimerEvent and Time methods to the TypeScript definitions files. 2014-01-13 14:18:15 +00:00
photonstorm c3183dcea9 Angular Physics re-implemented, most tests now working as expected. 2014-01-03 04:50:31 +00:00
Richard Davey f7329e0661 Further physics modifications 2014-01-03 02:24:06 +00:00
photonstorm 5526a7322b Warning: This version has a new ArcadePhysics handler in it. Don't upgrade if you need this for live game code, wait until we go to master. Otherwise, this commit contains lots of new physics demos and a new updateMotion and Body class to try and fix, once and for all, the physics issues with applied forces. 2014-01-02 23:28:22 +00:00
photonstorm ce4cf531d4 Added class constructors, fixed Stripshader, added relative Tween example and updated Tween source. 2013-12-30 16:54:00 +00:00
photonstorm 886618c056 Tilemap collision fixed, regardless of rotation, number of overlapping tiles and speed (to a point anyway). Maps also don't crash if they are smaller than the render area. Layers can be positioned successfully anywhere in camera but collision isn't yet offset for this. 2013-12-06 04:34:27 +00:00
photonstorm ea3802a556 Lots of new tilemap code in here. If your game relies on tilemaps then please don't update to this commit unless you want to help debugging! 2013-12-05 18:12:16 +00:00
photonstorm 141337bed9 Heavily optimised PixiShader. 2013-11-26 05:13:56 +00:00
photonstorm 299115ca5d The entire Phaser library has been updated to match the new JSHint configuration. 2013-11-25 04:40:04 +00:00
photonstorm 13a2cc2feb Updating all files to adhere to the JSHint settings and fixing lots of documentation errors on the way. 2013-11-25 03:13:04 +00:00
photonstorm 3c164b466c * Updated: event.preventDefault() has been added to all Mouse event handlers.
* Updated: Sprite.deltaX/Y removed due to non-use. prevX/Y values moved to Sprite._cache.prevX/Y.
* Updated: Due to missing extends parameter the Sprite prototype was picking up functions from classes it never meant to (Button, TilemapLayer), now fully isolated.
2013-11-01 02:07:21 +00:00
photonstorm 3de62907a0 Nearly fixed the tilemap / body issue. More tests needed but then can push to master. 2013-10-29 04:07:26 +00:00
photonstorm a814cc26cc * Fixed issue 135 - Added typeof checks into most ArcadePhysics functions to avoid errors with zero values.
* Fixed issue 136 - distanceTo using worldX/Y instead of x/y.
2013-10-28 10:17:36 +00:00
photonstorm 2921a6de2e Pixel Perfect click detection now works even if the Sprite is part of a texture atlas. 2013-10-25 05:40:46 +01:00
photonstorm 427819c655 Sprite bounds finally correct, regardless of rotation, parenting, scale or anchor. 2013-10-25 03:50:15 +01:00
photonstorm 1469663ea5 Button fixes and Input coordinate fixes. 2013-10-25 02:19:16 +01:00
photonstorm 1f28d328a7 Commit before refactoring Sprite guts. 2013-10-24 21:21:00 +01:00
photonstorm a97f271de7 Fixed Animation index 0 issue and hooked TilemapLayer to camera. 2013-10-16 02:09:12 +01:00
photonstorm fd5eeb9088 Fixed Rectangle intersection issue and tilemap collision is working again. Win! 2013-10-15 15:24:07 +01:00
photonstorm a7230aa769 Sprite.loadTexture added. 2013-10-10 09:03:38 +01:00
photonstorm ca9321ef42 Updated physics body to use localTransform. Updated tanks demo. 2013-10-09 05:13:38 +01:00
photonstorm 83a00862be Lots of new examples and updates. 2013-10-09 04:31:08 +01:00
photonstorm f5584bdfe5 Lots of fixes and updates to ArcadePhysics and Group, plus more examples. 2013-10-08 21:09:46 +01:00
Richard Davey 47e1b1b54b Sprite optimisations. 2013-10-04 19:00:55 +01:00
Richard Davey 96da57cac0 Fixed up the namespace in the documentation and finished off all sections other than Game Objects and Physics (yuck). 2013-10-03 02:38:35 +01:00
Richard Davey 6ce6330f50 More docs. 2013-10-02 11:22:48 +01:00
Richard Davey ca113b85aa More docs coming on. 2013-10-01 16:39:39 +01:00
Richard Davey 305b12d76b Adding docs. 2013-10-01 15:01:46 +01:00
Richard Davey 891369b197 Preparing for 1.0.6 release, but moving physics changes to dev. 2013-09-24 15:28:29 +01:00
Richard Davey a415e779d1 Final 1.0.5 release. 2013-09-20 13:55:33 +01:00
Richard Davey 92e86494e3 Tilemap Collision in and working :) Needs testing against Groups now. 2013-09-12 15:39:52 +01:00
Richard Davey fba731e740 Added optional "pixel perfect" input checks and tested against static sprites, animated sprites, physics sprites and sprites positioned outside the screen (needing camera shift to appear). 2013-09-11 16:25:46 +01:00
Richard Davey a486bf6b4a Phaser now running on iOS. Also fixed a legacy bug where a pending sound wouldn't play once it was touch unlocked. Also fixed Input not working on WebGL contexts. Added WebGL texture updates to the Group/World swap functions. 2013-09-10 16:46:39 +01:00
Richard Davey 15fe5ed6c8 Fixed the Bring to Top bug and also fixed Group/World.swap when the child was a tail node. Also improved Group.dump significantly. Fixed Phaser.Utils namespace clash too. 2013-09-10 12:46:14 +01:00
Richard Davey ebda1f99e3 Input Handler 90% there. 2013-09-08 22:38:19 +01:00
Richard Davey fe6664eac7 Fixed the Body collide issues and optimised the process at the same time. Now the QuadTree appears to work perfectly as a result. Bonus! 2013-09-08 01:24:59 +01:00
Richard Davey 128bdccd79 Sorted out the QuadTree issues and resolved a small but vital bug in separateX, also re-organised the collision flags in Body. 2013-09-04 13:54:55 +01:00
Richard Davey b2263c16c6 Patched the QuadTree, now working a whole lot better but am worried it's still working out too many collisions. 2013-09-04 04:54:43 +01:00
Richard Davey bdc1c2ceb9 Sorted out the bounds for when sprites are in trimmed texture atlases to stop the physics checks going insane. Also bundled in Advanced Physics lib, although not hooked up yet. 2013-09-03 15:35:40 +01:00
Richard Davey 8a90a87492 Text converted and a couple of examples created. Using new extend system, so much smaller classes now. 2013-09-03 06:02:47 +01:00
Richard Davey c18de53bab SoundManager converted and playing audio :) 2013-09-03 01:24:16 +01:00
Richard Davey ed13283f0f Tided up the cull / bounds demo. 2013-09-03 00:42:17 +01:00