Preparing new tests

This commit is contained in:
Richard Davey
2013-05-29 02:58:56 +01:00
parent 3c0c349089
commit 09f57fa346
237 changed files with 13385 additions and 34447 deletions
+3 -1
View File
@@ -1,4 +1,6 @@
/// <reference path="../Game.ts" />
/// <reference path="../gameobjects/Tilemap.ts" />
/// <reference path="../gameobjects/IGameObject.ts" />
/**
* Phaser - TilemapLayer
@@ -354,7 +356,7 @@ module Phaser {
* @param object {GameObject} Tiles you want to get that overlaps this.
* @return {array} Array with tiles informations. (Each contains x, y and the tile.)
*/
public getTileOverlaps(object: GameObject) {
public getTileOverlaps(object: IGameObject) {
// If the object is outside of the world coordinates then abort the check (tilemap has to exist within world bounds)
if (object.collisionMask.x < 0 || object.collisionMask.x > this.widthInPixels || object.collisionMask.y < 0 || object.collisionMask.bottom > this.heightInPixels)
+43 -4
View File
@@ -14,6 +14,7 @@ module Phaser.Components {
constructor(parent: Sprite, key?: string = '', canvas?: HTMLCanvasElement = null, context?: CanvasRenderingContext2D = null) {
this._game = parent.game;
this._sprite = parent;
this.canvas = canvas;
@@ -30,6 +31,11 @@ module Phaser.Components {
}
/**
*
*/
private _game: Game;
/**
* Reference to the Image stored in the Game.Cache that is used as the texture for the Sprite.
*/
@@ -121,8 +127,32 @@ module Phaser.Components {
* @param clearAnimations {boolean} If this Sprite has a set of animation data already loaded you can choose to keep or clear it with this boolean
* @return {Sprite} Sprite instance itself.
*/
public loadImage(key: string, clearAnimations: bool = true): Sprite {
return Phaser.SpriteUtils.loadTexture(this._sprite, key, clearAnimations);
public loadImage(key: string, clearAnimations: bool = true) {
//if (clearAnimations && sprite.animations.frameData !== null)
//{
// sprite.animations.destroy();
//}
if (this._game.cache.getImage(key) !== null)
{
this.setTo(this._game.cache.getImage(key), null);
if (this._game.cache.isSpriteSheet(key))
{
//sprite.animations.loadFrameData(sprite._game.cache.getFrameData(key));
//sprite.collisionMask.width = sprite.animations.currentFrame.width;
//sprite.collisionMask.height = sprite.animations.currentFrame.height;
}
else
{
this._sprite.frameBounds.width = this.width;
this._sprite.frameBounds.height = this.height;
//sprite.collisionMask.width = sprite._texture.width;
//sprite.collisionMask.height = sprite._texture.height;
}
}
}
/**
@@ -130,8 +160,17 @@ module Phaser.Components {
* @param texture {DynamicTexture} The texture object to be used by this sprite.
* @return {Sprite} Sprite instance itself.
*/
public loadDynamicTexture(texture: DynamicTexture): Sprite {
return Phaser.SpriteUtils.loadDynamicTexture(this._sprite, texture);
public loadDynamicTexture(texture: DynamicTexture) {
//if (sprite.animations.frameData !== null)
//{
// sprite.animations.destroy();
//}
this.setTo(null, texture);
this._sprite.frameBounds.width = this.width;
this._sprite.frameBounds.height = this.height;
}
/**