Skip to content

Commit d8d0c8a

Browse files
committed
2.4.9 build files.
1 parent e974ff4 commit d8d0c8a

25 files changed

Lines changed: 167 additions & 83821 deletions

build/custom/creature.js

Lines changed: 0 additions & 7207 deletions
This file was deleted.

build/custom/creature.map

Lines changed: 0 additions & 1 deletion
This file was deleted.

build/custom/creature.min.js

Lines changed: 0 additions & 6 deletions
This file was deleted.

build/custom/p2.min.js

Lines changed: 1 addition & 1 deletion
Some generated files are not rendered by default. Learn more about customizing how changed files appear on GitHub.

build/custom/phaser-arcade-physics.js

Lines changed: 29 additions & 59 deletions
Original file line numberDiff line numberDiff line change
@@ -7,7 +7,7 @@
77
*
88
* Phaser - http://phaser.io
99
*
10-
* v2.4.8 "Watch Hill" - Built: Thu May 19 2016 12:22:29
10+
* v2.4.9 "Four Kings" - Built: Mon May 23 2016 13:17:39
1111
*
1212
* By Richard Davey http://www.photonstorm.com @photonstorm
1313
*
@@ -635,7 +635,7 @@ PIXI.DisplayObject.prototype.updateTransform = function(parent)
635635
this.worldAlpha = this.alpha * p.worldAlpha;
636636

637637
this.worldPosition.set(wt.tx, wt.ty);
638-
this.worldScale.set(wt.a, wt.d);
638+
this.worldScale.set(Math.sqrt(wt.a * wt.a + wt.b * wt.b), Math.sqrt(wt.c * wt.c + wt.d * wt.d));
639639
this.worldRotation = Math.atan2(wt.c, wt.d);
640640

641641
// reset the bounds each time this is called!
@@ -9157,7 +9157,7 @@ var Phaser = Phaser || {
91579157
* @constant
91589158
* @type {string}
91599159
*/
9160-
VERSION: '2.4.8',
9160+
VERSION: '2.4.9-dev',
91619161

91629162
/**
91639163
* An array of Phaser game instances.
@@ -26948,7 +26948,7 @@ Phaser.InputHandler.prototype = {
2694826948
!this.sprite ||
2694926949
!this.sprite.parent ||
2695026950
!this.sprite.visible ||
26951-
!this.sprite.parent.visible |
26951+
!this.sprite.parent.visible ||
2695226952
this.sprite.worldScale.x === 0 ||
2695326953
this.sprite.worldScale.y === 0)
2695426954
{
@@ -26988,19 +26988,17 @@ Phaser.InputHandler.prototype = {
2698826988
*/
2698926989
checkPointerOver: function (pointer, fastTest) {
2699026990

26991-
if (!pointer.isDown ||
26992-
!this.enabled ||
26991+
if (!this.enabled ||
2699326992
!this.sprite ||
2699426993
!this.sprite.parent ||
2699526994
!this.sprite.visible ||
26996-
!this.sprite.parent.visible |
26995+
!this.sprite.parent.visible ||
2699726996
this.sprite.worldScale.x === 0 ||
2699826997
this.sprite.worldScale.y === 0)
2699926998
{
2700026999
return false;
2700127000
}
2700227001

27003-
2700427002
// Need to pass it a temp point, in case we need it again for the pixel check
2700527003
if (this.game.input.hitTest(this.sprite, pointer, this._tempPoint))
2700627004
{
@@ -71114,8 +71112,11 @@ Phaser.Physics.Arcade.Body.prototype = {
7111471112

7111571113
this.updateBounds();
7111671114

71117-
this.position.x = (this.sprite.world.x - (this.sprite.anchor.x * this.sprite.width)) + this.offset.x;
71118-
this.position.y = (this.sprite.world.y - (this.sprite.anchor.y * this.sprite.height)) + this.offset.y;
71115+
this.position.x = (this.sprite.world.x - (this.sprite.anchor.x * this.sprite.width)) + this.sprite.scale.x * this.offset.x;
71116+
this.position.x -= this.sprite.scale.x < 0 ? this.width : 0;
71117+
71118+
this.position.y = (this.sprite.world.y - (this.sprite.anchor.y * this.sprite.height)) + this.sprite.scale.y * this.offset.y;
71119+
this.position.y -= this.sprite.scale.y < 0 ? this.height : 0;
7111971120

7112071121
this.rotation = this.sprite.angle;
7112171122

@@ -71284,17 +71285,24 @@ Phaser.Physics.Arcade.Body.prototype = {
7128471285

7128571286
/**
7128671287
* You can modify the size of the physics Body to be any dimension you need.
71287-
* So it could be smaller or larger than the parent Sprite. You can also control the x and y offset, which
71288-
* is the position of the Body relative to the top-left of the Sprite.
71288+
* This allows you to make it smaller, or larger, than the parent Sprite.
71289+
* You can also control the x and y offset of the Body. This is the position of the
71290+
* Body relative to the top-left of the Sprite _texture_.
7128971291
*
71290-
* Calling `setSize` will have no effect if you have previously used `Body.setCircle`. To change a collision
71291-
* circle use `setCircle` instead.
71292+
* For example: If you have a Sprite with a texture that is 80x100 in size,
71293+
* and you want the physics body to be 32x32 pixels in the middle of the texture, you would do:
71294+
*
71295+
* `setSize(32, 32, 24, 34)`
71296+
*
71297+
* Where the first two parameters is the new Body size (32x32 pixels).
71298+
* 24 is the horizontal offset of the Body from the top-left of the Sprites texture, and 34
71299+
* is the vertical offset.
7129271300
*
7129371301
* @method Phaser.Physics.Arcade.Body#setSize
7129471302
* @param {number} width - The width of the Body.
7129571303
* @param {number} height - The height of the Body.
71296-
* @param {number} [offsetX] - The X offset of the Body from the Sprite position.
71297-
* @param {number} [offsetY] - The Y offset of the Body from the Sprite position.
71304+
* @param {number} [offsetX] - The X offset of the Body from the top-left of the Sprites texture.
71305+
* @param {number} [offsetY] - The Y offset of the Body from the top-left of the Sprites texture.
7129871306
*/
7129971307
setSize: function (width, height, offsetX, offsetY) {
7130071308

@@ -71318,47 +71326,6 @@ Phaser.Physics.Arcade.Body.prototype = {
7131871326

7131971327
},
7132071328

71321-
/**
71322-
* Sets this Body as using a circle, of the given radius, for all collision detection instead of a rectangle.
71323-
* The radius is given in pixels and is the distance from the center of the circle to the edge.
71324-
*
71325-
* You can also control the x and y offset, which is the position of the Body relative to the top-left of the Sprite.
71326-
*
71327-
* @method Phaser.Physics.Arcade.Body#setCircle
71328-
* @param {number} [radius] - The radius of the Body in pixels. Pass a value of zero / undefined, to stop the Body using a circle for collision.
71329-
* @param {number} [offsetX] - The X offset of the Body from the Sprite position.
71330-
* @param {number} [offsetY] - The Y offset of the Body from the Sprite position.
71331-
*/
71332-
setCircle: function (radius, offsetX, offsetY) {
71333-
71334-
if (offsetX === undefined) { offsetX = this.offset.x; }
71335-
if (offsetY === undefined) { offsetY = this.offset.y; }
71336-
71337-
if (radius > 0)
71338-
{
71339-
this.isCircle = true;
71340-
this.radius = radius;
71341-
71342-
this.sourceWidth = radius * 2;
71343-
this.sourceHeight = radius * 2;
71344-
71345-
this.width = this.sourceWidth * this._sx;
71346-
this.height = this.sourceHeight * this._sy;
71347-
71348-
this.halfWidth = Math.floor(this.width / 2);
71349-
this.halfHeight = Math.floor(this.height / 2);
71350-
71351-
this.offset.setTo(offsetX, offsetY);
71352-
71353-
this.center.setTo(this.position.x + this.halfWidth, this.position.y + this.halfHeight);
71354-
}
71355-
else
71356-
{
71357-
this.isCircle = false;
71358-
}
71359-
71360-
},
71361-
7136271329
/**
7136371330
* Resets all Body values (velocity, acceleration, rotation, etc)
7136471331
*
@@ -71375,8 +71342,11 @@ Phaser.Physics.Arcade.Body.prototype = {
7137571342
this.angularVelocity = 0;
7137671343
this.angularAcceleration = 0;
7137771344

71378-
this.position.x = (x - (this.sprite.anchor.x * this.sprite.width)) + this.offset.x;
71379-
this.position.y = (y - (this.sprite.anchor.y * this.sprite.height)) + this.offset.y;
71345+
this.position.x = (x - (this.sprite.anchor.x * this.sprite.width)) + this.sprite.scale.x * this.offset.x;
71346+
this.position.x -= this.sprite.scale.x < 0 ? this.width : 0;
71347+
71348+
this.position.y = (y - (this.sprite.anchor.y * this.sprite.height)) + this.sprite.scale.y * this.offset.y;
71349+
this.position.y -= this.sprite.scale.y < 0 ? this.height : 0;
7138071350

7138171351
this.prev.x = this.position.x;
7138271352
this.prev.y = this.position.y;

build/custom/phaser-arcade-physics.map

Lines changed: 1 addition & 1 deletion
Some generated files are not rendered by default. Learn more about customizing how changed files appear on GitHub.

build/custom/phaser-arcade-physics.min.js

Lines changed: 15 additions & 15 deletions
Some generated files are not rendered by default. Learn more about customizing how changed files appear on GitHub.

0 commit comments

Comments
 (0)