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Found 2 results

  1. I'm doing P2 physics collisions with: sprite.body.collides(collisionGroups, callback, this); and I'm trying to get some info on the momentum transfer of the collision to calculate damage, but I can't find the right values. What I've tried is to use the velocity difference like this: var impactSquare = Math.pow(p2BodyA.velocity.x - p2BodyB.velocity.x, 2) + Math.pow(p2BodyA.velocity.y - p2BodyB.velocity.y, 2); This works ok, but obviously it gives totally wrong values when the bodies fly towards each other and just barely touch, then deltaV is pretty high but there is basicall
  2. Does anyone know how to rotate a sprite from it's current rotation? I'm having a Math brain fart. Here is my Sandbox example of the issue: http://phaser.io/sandbox/HhWNhhmR/play The sprite rotates around it's center when you drag it, but it always snaps to the mouse. How can we rotate it from where it currently is? I would love to have it respond in a similar way that PropellerJS works. As a bonus, it would be awesome to add the inertia and stepped angle constraints. Thanks!
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