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updated edge build

This commit is contained in:
liabru 2015-05-22 00:33:26 +01:00
parent d03145e2d1
commit 9561d5d438
2 changed files with 49 additions and 49 deletions

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@ -1,5 +1,5 @@
/**
* matter.js edge-master 2015-05-20
* matter.js edge-master 2015-05-22
* http://brm.io/matter-js/
* License: MIT
*/
@ -1782,8 +1782,8 @@ var World = {};
label: 'World',
gravity: { x: 0, y: 1 },
bounds: {
min: { x: 0, y: 0 },
max: { x: 800, y: 600 }
min: { x: -Infinity, y: -Infinity },
max: { x: Infinity, y: Infinity }
}
};
@ -4164,15 +4164,19 @@ var Common = {};
Common.now = function() {
// http://stackoverflow.com/questions/221294/how-do-you-get-a-timestamp-in-javascript
// https://gist.github.com/davidwaterston/2982531
var perf = window.performance;
if (perf) {
perf.now = perf.now || perf.webkitNow || perf.msNow || perf.oNow || perf.mozNow;
return +(perf.now());
}
return +(new Date());
var performance = window.performance || {};
performance.now = (function() {
return performance.now ||
performance.webkitNow ||
performance.msNow ||
performance.oNow ||
performance.mozNow ||
function() { return +(new Date()); };
})();
return performance.now();
};
@ -4569,11 +4573,6 @@ var Engine = {};
if (body.isStatic || body.isSleeping)
continue;
// don't update out of world bodies
if (body.bounds.max.x < worldBounds.min.x || body.bounds.min.x > worldBounds.max.x
|| body.bounds.max.y < worldBounds.min.y || body.bounds.min.y > worldBounds.max.y)
continue;
Body.update(body, deltaTime, timeScale, correction);
}
};
@ -5319,7 +5318,7 @@ var Sleeping = {};
motion = body.speed * body.speed + body.angularSpeed * body.angularSpeed;
// wake up bodies if they have a force applied
if (body.force.x > 0 || body.force.y > 0) {
if (body.force.x !== 0 || body.force.y !== 0) {
Sleeping.set(body, false);
continue;
}
@ -5376,7 +5375,7 @@ var Sleeping = {};
}
}
};
/**
* Description
* @method set
@ -5853,16 +5852,14 @@ var Composites = {};
bodyC;
for (row = 0; row < rows; row++) {
for (col = 0; col < columns; col++) {
if (col > 0) {
bodyA = bodies[(col - 1) + (row * columns)];
bodyB = bodies[col + (row * columns)];
Composite.addConstraint(composite, Constraint.create(Common.extend({ bodyA: bodyA, bodyB: bodyB }, options)));
}
for (col = 1; col < columns; col++) {
bodyA = bodies[(col - 1) + (row * columns)];
bodyB = bodies[col + (row * columns)];
Composite.addConstraint(composite, Constraint.create(Common.extend({ bodyA: bodyA, bodyB: bodyB }, options)));
}
for (col = 0; col < columns; col++) {
if (row > 0) {
if (row > 0) {
for (col = 0; col < columns; col++) {
bodyA = bodies[col + ((row - 1) * columns)];
bodyB = bodies[col + (row * columns)];
Composite.addConstraint(composite, Constraint.create(Common.extend({ bodyA: bodyA, bodyB: bodyB }, options)));
@ -8394,11 +8391,15 @@ var RenderPixi = {};
transparent = !render.options.wireframes && render.options.background === 'transparent';
// init pixi
render.context = new PIXI.WebGLRenderer(render.options.width, render.options.height, render.canvas, transparent, true);
render.context = new PIXI.WebGLRenderer(render.options.width, render.options.height, {
view: render.canvas,
transparent: transparent,
antialias: true,
backgroundColor: options.background
});
render.canvas = render.context.view;
render.container = new PIXI.DisplayObjectContainer();
render.stage = new PIXI.Stage();
render.stage.addChild(render.container);
render.container = new PIXI.Container();
render.bounds = render.bounds || {
min: {
x: 0,
@ -8416,8 +8417,8 @@ var RenderPixi = {};
render.primitives = {};
// use a sprite batch for performance
render.spriteBatch = new PIXI.SpriteBatch();
render.container.addChild(render.spriteBatch);
render.spriteContainer = new PIXI.Container();
render.container.addChild(render.spriteContainer);
// insert canvas
if (Common.isElement(render.element)) {
@ -8440,7 +8441,7 @@ var RenderPixi = {};
*/
RenderPixi.clear = function(render) {
var container = render.container,
spriteBatch = render.spriteBatch;
spriteContainer = render.spriteContainer;
// clear stage container
while (container.children[0]) {
@ -8448,8 +8449,8 @@ var RenderPixi = {};
}
// clear sprite batch
while (spriteBatch.children[0]) {
spriteBatch.removeChild(spriteBatch.children[0]);
while (spriteContainer.children[0]) {
spriteContainer.removeChild(spriteContainer.children[0]);
}
var bgSprite = render.sprites['bg-0'];
@ -8462,10 +8463,10 @@ var RenderPixi = {};
// set background sprite
render.sprites['bg-0'] = bgSprite;
if (bgSprite)
spriteBatch.addChildAt(bgSprite, 0);
container.addChildAt(bgSprite, 0);
// add sprite batch back into container
render.container.addChild(render.spriteBatch);
render.container.addChild(render.spriteContainer);
// reset background state
render.currentBackground = null;
@ -8489,11 +8490,11 @@ var RenderPixi = {};
if (isColor) {
// if solid background color
var color = Common.colorToNumber(background);
render.stage.setBackgroundColor(color);
render.context.backgroundColor = color;
// remove background sprite if existing
if (bgSprite)
render.spriteBatch.removeChild(bgSprite);
render.container.removeChild(bgSprite);
} else {
// initialise background sprite if needed
if (!bgSprite) {
@ -8502,7 +8503,7 @@ var RenderPixi = {};
bgSprite = render.sprites['bg-0'] = new PIXI.Sprite(texture);
bgSprite.position.x = 0;
bgSprite.position.y = 0;
render.spriteBatch.addChildAt(bgSprite, 0);
render.container.addChildAt(bgSprite, 0);
}
}
@ -8519,7 +8520,6 @@ var RenderPixi = {};
var render = engine.render,
world = engine.world,
context = render.context,
stage = render.stage,
container = render.container,
options = render.options,
bodies = Composite.allBodies(world),
@ -8577,7 +8577,7 @@ var RenderPixi = {};
for (i = 0; i < constraints.length; i++)
RenderPixi.constraint(engine, constraints[i]);
context.render(stage);
context.render(container);
};
@ -8648,15 +8648,15 @@ var RenderPixi = {};
if (bodyRender.sprite && bodyRender.sprite.texture) {
var spriteId = 'b-' + body.id,
sprite = render.sprites[spriteId],
spriteBatch = render.spriteBatch;
spriteContainer = render.spriteContainer;
// initialise body sprite if not existing
if (!sprite)
sprite = render.sprites[spriteId] = _createBodySprite(render, body);
// add to scene graph if not already there
if (Common.indexOf(spriteBatch.children, sprite) === -1)
spriteBatch.addChild(sprite);
if (Common.indexOf(spriteContainer.children, sprite) === -1)
spriteContainer.addChild(sprite);
// update body sprite
sprite.position.x = body.position.x;

8
build/matter.min.js vendored

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