mirror of
https://github.com/wassname/phaser-plugin-isometric.git
synced 2026-09-11 12:31:31 +08:00
Tweaked depth sorting values. Added 4th depth parameter (boolean) to debug.body to show depths of IsoSprites.
This commit is contained in:
Vendored
+8
-5
@@ -53,7 +53,7 @@ Phaser.Plugin.Isometric = function (game, parent) {
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Phaser.Plugin.Isometric.prototype = Object.create(Phaser.Plugin.prototype);
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Phaser.Plugin.Isometric.prototype.constructor = Phaser.Plugin.Isometric;
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Phaser.Plugin.Isometric.VERSION = '0.7.4';
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Phaser.Plugin.Isometric.VERSION = '0.7.5';
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// Directional consts
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Phaser.Plugin.Isometric.UP = 0;
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@@ -829,7 +829,7 @@ Object.defineProperty(Phaser.Plugin.Isometric.IsoSprite.prototype, "isoPosition"
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Object.defineProperty(Phaser.Plugin.Isometric.IsoSprite.prototype, "depth", {
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get: function () {
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if (this._depthChanged === true) {
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this._depth = (this._isoPosition.x + this._isoPosition.y) + (this._isoPosition.z * 0.95);
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this._depth = (this._isoPosition.x + this._isoPosition.y) + (this._isoPosition.z * 1.25);
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this._depthChanged = false;
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}
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return this._depth;
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@@ -2738,10 +2738,13 @@ Phaser.Plugin.Isometric.Body.prototype.constructor = Phaser.Plugin.Isometric.Bod
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Phaser.Utils.Debug.prototype.body = (function (_super) {
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return function (sprite, color, filled) {
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return function (sprite, color, filled, depth) {
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if (sprite.body && sprite.body.type === Phaser.Plugin.Isometric.ISOARCADE) {
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this.start();
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Phaser.Plugin.Isometric.Body.render(this.context, sprite.body, color, filled);
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if (depth) {
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this.text(sprite.depth.toFixed(2), sprite.x, sprite.y, color, '12px Courier');
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}
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this.stop();
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}
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@@ -2786,7 +2789,7 @@ Phaser.Plugin.Isometric.Arcade = function (game) {
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/**
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* @property {Phaser.Plugin.Isometric.Cube} bounds - The bounds inside of which the physics world exists. Defaults to match the world bounds relatively closely given the isometric projection.
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*/
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this.bounds = new Phaser.Plugin.Isometric.Cube(0, 0, 0, game.world.width * 0.5, game.world.width * 0.5, game.world.height * 0.25);
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this.bounds = new Phaser.Plugin.Isometric.Cube(0, 0, 0, game.world.width * 0.5, game.world.width * 0.5, game.world.height);
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/**
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* Set the checkCollision properties to control for which bounds collision is processed.
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@@ -2958,7 +2961,7 @@ Phaser.Plugin.Isometric.Arcade.prototype = {
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*/
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setBoundsToWorld: function () {
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this.bounds.setTo(0, 0, 0, this.game.world.width * 0.5, this.game.world.width * 0.5, this.game.world.height * 0.5);
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this.bounds.setTo(0, 0, 0, this.game.world.width * 0.5, this.game.world.width * 0.5, this.game.world.height);
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},
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Vendored
+3
-3
File diff suppressed because one or more lines are too long
+1
-1
@@ -1,6 +1,6 @@
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{
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"name": "phaser-plugin-isometric",
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"version": "0.7.4",
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"version": "0.7.5",
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"devDependencies": {
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"grunt": "~0.4.5",
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"grunt-contrib-clean": "^0.5.0",
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+1
-1
@@ -167,7 +167,7 @@ Object.defineProperty(Phaser.Plugin.Isometric.IsoSprite.prototype, "isoPosition"
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Object.defineProperty(Phaser.Plugin.Isometric.IsoSprite.prototype, "depth", {
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get: function () {
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if (this._depthChanged === true) {
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this._depth = (this._isoPosition.x + this._isoPosition.y) + (this._isoPosition.z * 0.95);
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this._depth = (this._isoPosition.x + this._isoPosition.y) + (this._isoPosition.z * 1.25);
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this._depthChanged = false;
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}
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return this._depth;
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+1
-1
@@ -53,7 +53,7 @@ Phaser.Plugin.Isometric = function (game, parent) {
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Phaser.Plugin.Isometric.prototype = Object.create(Phaser.Plugin.prototype);
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Phaser.Plugin.Isometric.prototype.constructor = Phaser.Plugin.Isometric;
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Phaser.Plugin.Isometric.VERSION = '0.7.4';
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Phaser.Plugin.Isometric.VERSION = '0.7.5';
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// Directional consts
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Phaser.Plugin.Isometric.UP = 0;
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+4
-1
@@ -1095,10 +1095,13 @@ Phaser.Plugin.Isometric.Body.prototype.constructor = Phaser.Plugin.Isometric.Bod
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Phaser.Utils.Debug.prototype.body = (function (_super) {
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return function (sprite, color, filled) {
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return function (sprite, color, filled, depth) {
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if (sprite.body && sprite.body.type === Phaser.Plugin.Isometric.ISOARCADE) {
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this.start();
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Phaser.Plugin.Isometric.Body.render(this.context, sprite.body, color, filled);
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if (depth) {
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this.text(sprite.depth.toFixed(2), sprite.x, sprite.y, color, '12px Courier');
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}
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this.stop();
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}
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@@ -21,7 +21,7 @@ Phaser.Plugin.Isometric.Arcade = function (game) {
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/**
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* @property {Phaser.Plugin.Isometric.Cube} bounds - The bounds inside of which the physics world exists. Defaults to match the world bounds relatively closely given the isometric projection.
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*/
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this.bounds = new Phaser.Plugin.Isometric.Cube(0, 0, 0, game.world.width * 0.5, game.world.width * 0.5, game.world.height * 0.25);
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this.bounds = new Phaser.Plugin.Isometric.Cube(0, 0, 0, game.world.width * 0.5, game.world.width * 0.5, game.world.height);
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/**
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* Set the checkCollision properties to control for which bounds collision is processed.
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@@ -193,7 +193,7 @@ Phaser.Plugin.Isometric.Arcade.prototype = {
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*/
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setBoundsToWorld: function () {
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this.bounds.setTo(0, 0, 0, this.game.world.width * 0.5, this.game.world.width * 0.5, this.game.world.height * 0.5);
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this.bounds.setTo(0, 0, 0, this.game.world.width * 0.5, this.game.world.width * 0.5, this.game.world.height);
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},
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