修复因Vector2.add/substract/divide/mutiply导致的计算错误
This commit is contained in:
@@ -7,7 +7,7 @@ module es {
|
||||
/**
|
||||
* 如果这个碰撞器是一个触发器,它将不会引起碰撞,但它仍然会触发事件
|
||||
*/
|
||||
public isTrigger: boolean;
|
||||
public isTrigger: boolean = false;
|
||||
/**
|
||||
* 在处理冲突时,physicsLayer可以用作过滤器。Flags类有帮助位掩码的方法
|
||||
*/
|
||||
@@ -26,6 +26,7 @@ module es {
|
||||
* 存储这个允许我们始终能够安全地从物理系统中移除对撞机,即使它在试图移除它之前已经被移动了。
|
||||
*/
|
||||
public registeredPhysicsBounds: Rectangle = new Rectangle();
|
||||
|
||||
public _localOffsetLength: number;
|
||||
public _isPositionDirty: boolean = true;
|
||||
public _isRotationDirty: boolean = true;
|
||||
@@ -183,8 +184,8 @@ module es {
|
||||
*/
|
||||
public collidesWith(collider: Collider, motion: Vector2, result: CollisionResult): boolean {
|
||||
// 改变形状的位置,使它在移动后的位置,这样我们可以检查重叠
|
||||
let oldPosition = this.entity.position;
|
||||
this.entity.position.add(motion);
|
||||
let oldPosition = this.entity.position.clone();
|
||||
this.entity.position = Vector2.add(this.entity.position, motion);
|
||||
|
||||
let didCollide = this.shape.collidesWithShape(collider.shape, result);
|
||||
if (didCollide)
|
||||
|
||||
Reference in New Issue
Block a user