Fixed a conflict in dist file

This commit is contained in:
lewster32
2015-05-21 21:01:00 +01:00
7 changed files with 363 additions and 17 deletions
+7
View File
@@ -1,3 +1,10 @@
Fork changelog
==============
[02.04.2015] - Fix for Phaser 2.3 courtesy of @[mfpierre](https://github.com/mfpierre)
[14.10.2014] - Added Typescript Support
Phaser Isometric Plug-in
=======================
+15 -9
View File
@@ -45,15 +45,15 @@
Phaser.Plugin.Isometric = function (game, parent) {
Phaser.Plugin.call(this, game, parent);
this.projector = new Phaser.Plugin.Isometric.Projector(this.game, Phaser.Plugin.Isometric.CLASSIC);
// Add an instance of Isometric.Projector to game.iso if it doesn't exist already
this.game.iso = this.game.iso || new Phaser.Plugin.Isometric.Projector(this.game, Phaser.Plugin.Isometric.CLASSIC);
this.game.iso = this.game.iso || this.projector;
};
Phaser.Plugin.Isometric.prototype = Object.create(Phaser.Plugin.prototype);
Phaser.Plugin.Isometric.prototype.constructor = Phaser.Plugin.Isometric;
Phaser.Plugin.Isometric.VERSION = '0.9.1';
Phaser.Plugin.Isometric.VERSION = '0.9.2';
// Directional consts
Phaser.Plugin.Isometric.UP = 0;
@@ -68,10 +68,10 @@ Phaser.Plugin.Isometric.ISOSPRITE = 'isosprite';
Phaser.Plugin.Isometric.ISOARCADE = 'isoarcade';
;/**
* @class Phaser.Plugin.Isometric.Cube
*
*
* @classdesc
* Creates a new Cube object with the bottom-back corner specified by the x, y and z parameters, with the specified breadth (widthX), depth (widthY) and height parameters. If you call this function without parameters, a Cube with x, y, z, breadth, depth and height properties set to 0 is created.
*
*
* @constructor
* @param {number} x - The x coordinate of the bottom-back corner of the Cube.
* @param {number} y - The y coordinate of the bottom-back corner of the Cube.
@@ -648,7 +648,7 @@ Phaser.Plugin.Isometric.Cube.contains = function (a, x, y, z) {
* @return {boolean} A value of true if the Cube object contains the specified point; otherwise false.
*/
Phaser.Plugin.Isometric.Cube.containsXY = function (a, x, y) {
if (a.widthX <= 0 || a.widthY <= 0 || a.height <= 0) {
if (a.widthX <= 0 || a.widthY <= 0) {
return false;
}
@@ -965,6 +965,12 @@ Phaser.GameObjectFactory.prototype.isoSprite = function (x, y, z, key, frame, gr
};
Phaser.Plugin.Isometric.prototype.addIsoSprite = function (x, y, z, key, frame, group) {
return Phaser.GameObjectFactory.prototype.isoSprite.call(this.game.add, x, y, z, key, frame, group);
};
Phaser.Utils.Debug.prototype.isoSprite = function (sprite, color, filled) {
if (!sprite.isoBounds) {
@@ -1968,11 +1974,11 @@ Object.defineProperty(Phaser.Plugin.Isometric.Projector.prototype, "projectionAn
});;/**
* @class Phaser.Plugin.Isometric.Body
*
*
* @classdesc
* The Physics Body is linked to a single IsoSprite. All physics operations should be performed against the body rather than
* the IsoSprite itself. For example you can set the velocity, acceleration, bounce values etc all on the Body.
*
*
* @constructor
* @param {Phaser.Plugin.Isometric.IsoSprite} sprite - The IsoSprite object this physics body belongs to.
*/
@@ -2453,7 +2459,7 @@ Phaser.Plugin.Isometric.Body.prototype = {
this.preRotation = this.rotation;
if (this._reset || this.sprite._cache[4] === 1) {
if (this._reset || this.sprite.fresh === true) {
this.prev.x = this.position.x;
this.prev.y = this.position.y;
this.prev.z = this.position.z;
+327
View File
@@ -0,0 +1,327 @@
//debug octreee is missing - Octree
//debug isoSprite is missing - IsoSprite
//gameobjectcreator isoSprite missing - IsoSprite
//gameobjectfactory isoSprite missing - IsoSprite
//debug body missing - Body
//debug bodyInfo missing -Body
declare module Phaser.Plugin {
class Isometric extends Phaser.Plugin {
static CLASSIC: number;
static ISOMETRIC: number;
static MILITARY: number;
static VERSION: string;
static UP: number;
static DOWN: number;
static FORWARDX: number;
static FORWARDY: number;
static BACKWARDX: number;
static BACKWARDY: number;
static ISOSPRITE: number;
static ISOARCADE: number;
projector: Phaser.Plugin.Isometric.Projector;
constructor(game: Phaser.Game, parent?: any);
addIsoSprite(x: number, y: number, z: number, key?: any, frame?: any, group?: Phaser.Group): Phaser.Sprite;
}
module Isometric {
class Projector {
game: Phaser.Game;
anchor: Phaser.Point;
projectionAngle: number;
project(point3: Phaser.Plugin.Isometric.Point3, out?: Phaser.Point): Phaser.Point;
projectXY(point3: Phaser.Plugin.Isometric.Point3, out?: Phaser.Point): Phaser.Point;
unproject(point: Phaser.Point, out?: Phaser.Plugin.Isometric.Point3, z?: number): Phaser.Plugin.Isometric.Point3;
simpleSort(group: Phaser.Group): void;
topologicalSort(group: Phaser.Group, padding?: number, prop?: string): void;
}
class Point3 {
static add(a: Phaser.Plugin.Isometric.Point3, b: Phaser.Plugin.Isometric.Point3, out?: Phaser.Plugin.Isometric.Point3): Phaser.Plugin.Isometric.Point3;
static subtract(a: Phaser.Plugin.Isometric.Point3, b: Phaser.Plugin.Isometric.Point3, out?: Phaser.Plugin.Isometric.Point3): Phaser.Plugin.Isometric.Point3;
static multiply(a: Phaser.Plugin.Isometric.Point3, b: Phaser.Plugin.Isometric.Point3, out?: Phaser.Plugin.Isometric.Point3): Phaser.Plugin.Isometric.Point3;
static divide(a: Phaser.Plugin.Isometric.Point3, b: Phaser.Plugin.Isometric.Point3, out?: Phaser.Plugin.Isometric.Point3): Phaser.Plugin.Isometric.Point3;
static equals(a: Phaser.Plugin.Isometric.Point3, b: Phaser.Plugin.Isometric.Point3): boolean;
x: number;
y: number;
z: number;
constructor(x?: number, y?: number, z?: number);
copyFrom(source: any): Phaser.Plugin.Isometric.Point3;
copyto(dest: any): any;
equals(a: any): boolean;
set(x?: number, y?: number, z?: number): Phaser.Plugin.Isometric.Point3;
setTo(x?: number, y?: number, z?: number): Phaser.Plugin.Isometric.Point3;
add(x?: number, y?: number): Phaser.Plugin.Isometric.Point3;
subtract(x?: number, y?: number, z?: number): Phaser.Plugin.Isometric.Point3;
multiply(x?: number, y?: number, z?: number): Phaser.Plugin.Isometric.Point3;
divide(x?: number, y?: number, z?: number): Phaser.Plugin.Isometric.Point3;
}
class Octree {
maxObjects: number;
maxLevels: number;
level: number;
bounds: any;
objects: any[];
nodes: any[];
constructor(x: number, y: number, z: number, widthX: number, widthY: number, height: number, maxObject?: number, maxLevels?: number, level?: number);
reset(x: number, y: number, z: number, widthX: number, widthY: number, height: number, maxObject?: number, maxLevels?: number, level?: number): void;
populate(group: Phaser.Group);
populateHandler(sprite: Phaser.Plugin.Isometric.IsoSprite): void;
populateHandler(sprite: any): void;
split(): void;
insert(body: Phaser.Plugin.Isometric.Body): void;
insert(body: Phaser.Plugin.Isometric.Cube): void;
insert(body: any): void;
getIndex(cube: Phaser.Plugin.Isometric.Cube): number;
getIndex(cube: any): number;
retrieve(source: Phaser.Plugin.Isometric.IsoSprite): any[];
retrieve(source: Phaser.Plugin.Isometric.Cube): any[];
clear(): void;
}
class IsoSprite extends Phaser.Sprite {
snap: number;
isoX: number;
isoY: number;
isoZ: number;
isoPosition: Phaser.Plugin.Isometric.Point3;
isoBounds: Phaser.Plugin.Isometric.Point3;
depth: number;
constructor(game: Phaser.Game, x: number, y: number, z: number, key?: any, frame?: any);
resetIsoBounds(): void;
}
class Cube {
static size(a: Phaser.Plugin.Isometric.Cube, output?: Phaser.Plugin.Isometric.Point3): Phaser.Plugin.Isometric.Point3;
static clone(a: Phaser.Plugin.Isometric.Cube, output?: Phaser.Plugin.Isometric.Cube): Phaser.Plugin.Isometric.Cube;
static contains(a: Phaser.Plugin.Isometric.Cube, x: number, y: number, z: number): boolean;
static containsXY(a: Phaser.Plugin.Isometric.Cube, x: number, y: number): boolean;
static containsPoint3(a: Phaser.Plugin.Isometric.Cube, point3: Phaser.Plugin.Isometric.Point3): boolean;
static containsCube(a: Phaser.Plugin.Isometric.Cube, b: Phaser.Plugin.Isometric.Cube): boolean;
static intersects(a: Phaser.Plugin.Isometric.Cube, b: Phaser.Plugin.Isometric.Cube): boolean;
x: number;
y: number;
z: number;
widthX: number;
widthY: number;
height: number;
halfWidthX: number;
halfWidthY: number;
halfHeight: number;
bottom: number;
top: number;
backX: number;
backY: number;
frontX: number;
frontY: number;
volume: number;
centerX: number;
centerY: number;
centerZ: number;
randomX: number;
randomY: number;
randomZ: number;
empty: boolean;
constructor(x?: number, y?: number, z?: number, widthX?: number, widthY?: number, height?: number);
setTo(x?: number, y?: number, z?: number, widthX?: number, widthY?: number, height?: number): Phaser.Plugin.Isometric.Cube;
copyFrom(source: any): Phaser.Plugin.Isometric.Cube;
copyTo(dest: any): Phaser.Plugin.Isometric.Cube;
size(output?: Phaser.Plugin.Isometric.Point3): Phaser.Plugin.Isometric.Point3;
contains(x: number, y: number, z: number): boolean;
containsXY(x: number, y: number): boolean;
clone(output?: Phaser.Plugin.Isometric.Cube): Phaser.Plugin.Isometric.Cube;
intersects(b: Phaser.Plugin.Isometric.Cube): boolean;
getCorners(): Phaser.Plugin.Isometric.Point3[];
toString(): string;
}
class Body {
static render(context: any, body: Phaser.Plugin.Isometric.Body, color?: string, filled?: boolean): void;
static renderBodyInfo(debug: any, body: Phaser.Plugin.Isometric.Body): void; //togo debug?
sprite: Phaser.Plugin.Isometric.IsoSprite;
game: Phaser.Game;
type: number;
enable: boolean;
offset: Phaser.Plugin.Isometric.Point3;
position: Phaser.Plugin.Isometric.Point3;
prev: Phaser.Plugin.Isometric.Point3;
allowRotation: boolean;
rotation: number;
preRotation: number;
sourceWidthX: number;
sourceWidthY: number;
sourceHeight: number;
widthX: number;
widthY: number;
height: number;
halfWidthX: number;
halfWidthY: number;
halfHeight: number;
center: Phaser.Plugin.Isometric.Point3;
velocity: Phaser.Plugin.Isometric.Point3;
newVelocity: Phaser.Plugin.Isometric.Point3;
deltaMax: Phaser.Plugin.Isometric.Point3;
acceleration: Phaser.Plugin.Isometric.Point3;
drag: Phaser.Plugin.Isometric.Point3;
allowGravity: boolean;
gravity: Phaser.Plugin.Isometric.Point3;
bounce: Phaser.Plugin.Isometric.Point3;
maxVelocity: Phaser.Plugin.Isometric.Point3;
angularVelocity: number;
angularAcceleration: number;
angularDrag: number;
maxAngular: number;
mass: number;
angle: number;
speed: number;
facing: number;
immovable: boolean;
moves: boolean;
customSeparateX: boolean;
customSeparateY: boolean;
customSeparateZ: boolean;
overlapX: number;
overlapY: number;
overlayZ: number;
embedded: boolean;
collideWorldBounds: boolean;
checkCollision: {
none: boolean;
any: boolean;
up: boolean;
down: boolean;
frontX: number;
frontY: number;
backX: number;
backY: number;
};
touching: {
none: boolean;
up: boolean;
down: boolean;
frontX: number;
frontY: number;
backX: number;
backY: number;
};
wasTouching: {
none: boolean;
up: boolean;
down: boolean;
frontX: number;
frontY: number;
backX: number;
backY: number;
};
blocked: {
up: boolean;
down: boolean;
frontX: number;
frontY: number;
backX: number;
backY: number;
};
phase: number;
skipTree: boolean;
top: number;
frontX: number;
right: number;
frontY: number;
bottom: number;
x: number;
y: number;
z: number;
constructor(sprite: Phaser.Plugin.Isometric.IsoSprite);
destroy(): void;
setSize(widthX: number, widthY: number, height: number, offsetX?: number, offsetY?: number, offsetZ?: number): void;
reset(x: number, y: number, z: number): void;
hitText(x: number, y: number, z: number): boolean;
onFloor(): boolean;
onWall(): boolean;
deltaAbsX(): number;
deltaAbsY(): number;
deltaAbsZ(): number;
deltaX(): number;
deltaY(): number;
deltaZ(): number;
deltaR(): number;
getCorners(): Phaser.Plugin.Isometric.Point3[];
}
class Arcade {
game: Phaser.Game;
gravity: Phaser.Plugin.Isometric.Point3;
bounds: Phaser.Plugin.Isometric.Cube;
checkCollision: {
up: boolean;
down: boolean;
frontX: boolean;
frontY: boolean;
backX: boolean;
backY: boolean;
};
maxObjects: number;
maxLevels: number;
OVERLAP_BIAS: number;
forceXY: boolean;
skipTree: boolean;
useQuadTree: boolean;
quadTree: Phaser.QuadTree;
octree: Phaser.Plugin.Isometric.Octree;
constructor(game: Phaser.Game);
setBounds(x: number, y: number, z: number, widthX: number, widthY: number, height: number): void;
setBoundsToWorld(): void;
enable(object: any, children?: boolean): void;
enableBody(object: any): void;
updateMotion(body: Phaser.Plugin.Isometric.Body): void;
computeVelocity(axis: number, body: Phaser.Plugin.Isometric.Body, velocity: number, acceleration: number, drag: number, max?: number): number;
overlap(object1: any, object2: any, overlapCallback?: Function, processCallback?: Function, callbackContext?: any): boolean;
collide(object1: any, object2: any, overlapCallback?: Function, processCallback?: Function, callbackContext?: any): boolean;
intersects(body1: Phaser.Plugin.Isometric.Body): boolean;
distanceBetween(source: any, target: any): number;
distanceToXY(displayObject: any, x: number, y: number): number;
distanceToXYZ(displayObject: any, x: number, y: number, z: number): number;
}
}
}
+3 -3
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@@ -1,9 +1,9 @@
/**
* @class Phaser.Plugin.Isometric.Cube
*
*
* @classdesc
* Creates a new Cube object with the bottom-back corner specified by the x, y and z parameters, with the specified breadth (widthX), depth (widthY) and height parameters. If you call this function without parameters, a Cube with x, y, z, breadth, depth and height properties set to 0 is created.
*
*
* @constructor
* @param {number} x - The x coordinate of the bottom-back corner of the Cube.
* @param {number} y - The y coordinate of the bottom-back corner of the Cube.
@@ -580,7 +580,7 @@ Phaser.Plugin.Isometric.Cube.contains = function (a, x, y, z) {
* @return {boolean} A value of true if the Cube object contains the specified point; otherwise false.
*/
Phaser.Plugin.Isometric.Cube.containsXY = function (a, x, y) {
if (a.widthX <= 0 || a.widthY <= 0 || a.height <= 0) {
if (a.widthX <= 0 || a.widthY <= 0) {
return false;
}
+6
View File
@@ -264,6 +264,12 @@ Phaser.GameObjectFactory.prototype.isoSprite = function (x, y, z, key, frame, gr
};
Phaser.Plugin.Isometric.prototype.addIsoSprite = function (x, y, z, key, frame, group) {
return Phaser.GameObjectFactory.prototype.isoSprite.call(this.game.add, x, y, z, key, frame, group);
};
Phaser.Utils.Debug.prototype.isoSprite = function (sprite, color, filled) {
if (!sprite.isoBounds) {
+2 -2
View File
@@ -45,9 +45,9 @@
Phaser.Plugin.Isometric = function (game, parent) {
Phaser.Plugin.call(this, game, parent);
this.projector = new Phaser.Plugin.Isometric.Projector(this.game, Phaser.Plugin.Isometric.CLASSIC);
// Add an instance of Isometric.Projector to game.iso if it doesn't exist already
this.game.iso = this.game.iso || new Phaser.Plugin.Isometric.Projector(this.game, Phaser.Plugin.Isometric.CLASSIC);
this.game.iso = this.game.iso || this.projector;
};
Phaser.Plugin.Isometric.prototype = Object.create(Phaser.Plugin.prototype);
+3 -3
View File
@@ -1,10 +1,10 @@
/**
* @class Phaser.Plugin.Isometric.Body
*
*
* @classdesc
* The Physics Body is linked to a single IsoSprite. All physics operations should be performed against the body rather than
* the IsoSprite itself. For example you can set the velocity, acceleration, bounce values etc all on the Body.
*
*
* @constructor
* @param {Phaser.Plugin.Isometric.IsoSprite} sprite - The IsoSprite object this physics body belongs to.
*/
@@ -485,7 +485,7 @@ Phaser.Plugin.Isometric.Body.prototype = {
this.preRotation = this.rotation;
if (this._reset || this.sprite._cache[4] === 1) {
if (this._reset || this.sprite.fresh === true) {
this.prev.x = this.position.x;
this.prev.y = this.position.y;
this.prev.z = this.position.z;