kippy 0.6.0 → 0.6.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +1 -1
- package/dist/game.js +2 -2
- package/dist/physics.js +5 -2
- package/package.json +1 -1
package/README.md
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@@ -297,7 +297,7 @@ To be added, for now use web's built-in `Audio` class.
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### Sleep system
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When a body's velocity is too low for too long, the body will enter sleep state, which means its position will not be affected by the physics engine until a force is applied
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+
When a body's velocity is too low for too long, the body will enter sleep state, which means its position will not be affected by the physics engine until a force is applied, a collision happens, or the velocity is above threshold again, this is to prevent jittering and optimize performance.
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You can configure it inside `RigidBody`:
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```js
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package/dist/game.js
CHANGED
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@@ -43,8 +43,6 @@ export class Game {
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const dt = (timestamp - this.lastTime) / 1000;
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this.lastTime = timestamp;
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if (this.scene) {
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// Update input info
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this.input.update();
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// Update game logic
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this.scene.update(dt);
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// Update physics info
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@@ -52,6 +50,8 @@ export class Game {
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// Render
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this.ctx.clearRect(0, 0, this.ctx.canvas.width, this.ctx.canvas.height);
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this.scene.render();
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// Update input info
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this.input.update();
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}
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else {
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throw new Error("Can not run game loop without a scene");
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package/dist/physics.js
CHANGED
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@@ -163,8 +163,11 @@ export class Physics {
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// Update velocity/apply force
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for (const entity of entities) {
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if (entity.body instanceof RigidBody) {
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// Wake if force applied
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if (entity.body.force.magnitudeSquared() > 0 ||
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// Wake if force applied or velocity above threshold
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if (entity.body.force.magnitudeSquared() > 0 ||
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entity.body.torque !== 0 ||
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entity.body.velocity.magnitudeSquared() > entity.body.sleepThreshold ** 2 ||
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Math.abs(entity.body.rotationVelocity) > entity.body.sleepThreshold) {
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entity.body.wake();
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}
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// Skip sleeping bodies with no forces
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