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physics.bounds now correctly match game.world.bounds on system start #1028

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Dumtard
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@Dumtard Dumtard commented Jul 15, 2014

Previously assumed the world always had (x,y) === (0,0) which is not always the case.

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I'm not going to merge this, but I agree it needs doing - just in a different way.

I've seen cases where the physics world needed to be smaller than the game world, but if I merge this it will create a reference from arcade to world, and whenever the world bounds changes arcade will too. It should be possible to over-ride that by tweaking the arcade bounds directly, but if I merge this and someone does that, it'll change the world bounds as well.

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Dumtard commented Jul 15, 2014

I see your point, though I think it is intuitive to think that world.bounds and physics.world.bounds are always the same.

New change should be more along the lines of what you want.

@Dumtard Dumtard changed the title Arcade.bounds now correctly match game.world.bounds Arcade.bounds now correctly match game.world.bounds on system start Jul 15, 2014
@Dumtard Dumtard changed the title Arcade.bounds now correctly match game.world.bounds on system start phsyics.bounds now correctly match game.world.bounds on system start Jul 15, 2014
@Dumtard Dumtard changed the title phsyics.bounds now correctly match game.world.bounds on system start physics.bounds now correctly match game.world.bounds on system start Jul 15, 2014
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Maybe, but it breaks the API so I can't (knowingly!) make that change. It's already kept in sync from World to Physics (which I suspect is the most important direction), just not the other way around.

Even so I've added in your most recent commit manually.

photonstorm added a commit that referenced this pull request Jul 31, 2014
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