Merge pull request #1057 from thecodingmachine/physics_flag

Making sure Physics is not enabled several times
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David Négrier 2021-05-18 10:26:32 +02:00 committed by GitHub
commit 2ea731beeb
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GPG Key ID: 4AEE18F83AFDEB23
1 changed files with 8 additions and 3 deletions

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@ -186,6 +186,7 @@ export class GameScene extends DirtyScene implements CenterListener {
private popUpElements : Map<number, DOMElement> = new Map<number, Phaser.GameObjects.DOMElement>();
private originalMapUrl: string|undefined;
private pinchManager: PinchManager|undefined;
private physicsEnabled: boolean = true;
private mapTransitioning: boolean = false; //used to prevent transitions happenning at the same time.
private onVisibilityChangeCallback: () => void;
@ -1088,6 +1089,7 @@ ${escapedMessage}
createCollisionWithPlayer() {
this.physics.disableUpdate();
this.physicsEnabled = false;
//add collision layer
this.Layers.forEach((Layer: Phaser.Tilemaps.TilemapLayer) => {
this.physics.add.collider(this.CurrentPlayer, Layer, (object1: GameObject, object2: GameObject) => {
@ -1227,12 +1229,15 @@ ${escapedMessage}
this.CurrentPlayer.moveUser(delta);
if (this.CurrentPlayer.isMoving()) {
this.dirty = true;
this.physics.enableUpdate();
} else {
if (!this.physicsEnabled) {
this.physics.enableUpdate();
this.physicsEnabled = true;
}
} else if (this.physicsEnabled) {
this.physics.disableUpdate();
this.physicsEnabled = false;
}
// Let's handle all events
while (this.pendingEvents.length !== 0) {
this.dirty = true;