@@ -26,7 +26,8 @@ Phaser.Physics.Arcade = function (game) {
2626 /**
2727 * @property {Phaser.Rectangle } bounds - The bounds inside of which the physics world exists. Defaults to match the world bounds.
2828 */
29- this . bounds = new Phaser . Rectangle ( 0 , 0 , game . world . width , game . world . height ) ;
29+ // this.bounds = new Phaser.Rectangle(0, 0, game.world.width, game.world.height);
30+ this . bounds = new Phaser . Rectangle ( 0 , 0 , game . width , game . height ) ;
3031
3132 /**
3233 * Set the checkCollision properties to control for which bounds collision is processed.
@@ -74,7 +75,8 @@ Phaser.Physics.Arcade = function (game) {
7475 /**
7576 * @property {Phaser.QuadTree } quadTree - The world QuadTree.
7677 */
77- this . quadTree = new Phaser . QuadTree ( this . game . world . bounds . x , this . game . world . bounds . y , this . game . world . bounds . width , this . game . world . bounds . height , this . maxObjects , this . maxLevels ) ;
78+ // this.quadTree = new Phaser.QuadTree(this.game.world.bounds.x, this.game.world.bounds.y, this.game.world.bounds.width, this.game.world.bounds.height, this.maxObjects, this.maxLevels);
79+ this . quadTree = new Phaser . QuadTree ( 0 , 0 , this . game . width , this . game . height , this . maxObjects , this . maxLevels ) ;
7880
7981 /**
8082 * @property {number } _total - Internal cache var.
@@ -83,7 +85,7 @@ Phaser.Physics.Arcade = function (game) {
8385 this . _total = 0 ;
8486
8587 // By default we want the bounds the same size as the world bounds
86- this . setBoundsToWorld ( ) ;
88+ // this.setBoundsToWorld();
8789
8890} ;
8991
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