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Tidy-up the customBoundsRectangle changes
1 parent 14d5212 commit f0ed52c

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Lines changed: 16 additions & 25 deletions

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src/physics/arcade/Body.js

Lines changed: 16 additions & 25 deletions
Original file line numberDiff line numberDiff line change
@@ -384,15 +384,18 @@ var Body = new Class({
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this.worldBounce = null;
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/**
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* The custom boundary rectangle to use instead of the world boundary.
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* If null, the world boundaries are used instead.
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* The rectangle used for world boundary collisions.
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*
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* By default it is set to the world boundary rectangle. Or, if this Body was
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* created by a Physics Group, then whatever rectangle that Group defined.
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*
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* You can also change it by using the `Body.setBoundsRectangle` method.
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*
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* @name Phaser.Physics.Arcade.Body#customBoundsRectangle
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* @type {?Phaser.Geom.Rectangle}
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* @default null
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* @since 3.16.1
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* @since 3.20
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*/
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this.customBoundsRectangle = null;
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this.customBoundsRectangle = world.bounds;
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// If true this Body will dispatch events
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@@ -1049,33 +1052,21 @@ var Body = new Class({
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}
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},
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/**
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* Returns the collision boundary rectangle. Either a custom one, which was
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* set with setBoundsRectangle or the default world's bounds.
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*
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* @method Phaser.Physics.Arcade.Body#getBoundsRectangle
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* @since 3.16.1
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*
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* @return {Phaser.Geom.Rectangle}
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*/
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getBoundsRectangle: function ()
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{
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return (this.customBoundsRectangle || this.world.bounds);
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},
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/**
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* Sets a custom collision boundary rectangle. Use if you want to have a custom
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* boundary instead of the world boundaries.
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*
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* @method Phaser.Physics.Arcade.Body#setBoundsRectangle
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* @since 3.16.1
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* @since 3.20
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*
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* @param {Phaser.Geom.Rectangle} rect - The new boundary rectangle. Pass null to use the default world bounds again.
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* @return {Phaser.Physics.Arcade.Body} This Body object.
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* @param {?Phaser.Geom.Rectangle} [bounds] - The new boundary rectangle. Pass `null` to use the World bounds.
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*
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* @return {this} This Body object.
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*/
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setBoundsRectangle: function (rect)
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setBoundsRectangle: function (bounds)
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{
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this.customBoundsRectangle = rect;
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this.customBoundsRectangle = (!bounds) ? this.world.bounds : bounds;
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return this;
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},
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@@ -1090,7 +1081,7 @@ var Body = new Class({
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checkWorldBounds: function ()
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{
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var pos = this.position;
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var bounds = this.getBoundsRectangle();
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var bounds = this.customBoundsRectangle;
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var check = this.world.checkCollision;
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var bx = (this.worldBounce) ? -this.worldBounce.x : -this.bounce.x;

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