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
+115 -1
View File
@@ -11,7 +11,7 @@
module Phaser {
export class Sprite {
export class Sprite implements IGameObject {
/**
* Create a new <code>Sprite</code>.
@@ -34,12 +34,18 @@ module Phaser {
this.visible = true;
this.alive = true;
this.frameBounds = new Rectangle(x, y, width, height);
this.origin = new Phaser.Vec2(0, 0);
this.scrollFactor = new Phaser.Vec2(1, 1);
this.scale = new Phaser.Vec2(1, 1);
this.position = new Phaser.Components.Position(this, x, y);
this.texture = new Phaser.Components.Texture(this, key, game.stage.canvas, game.stage.context);
this.width = this.frameBounds.width;
this.height = this.frameBounds.height;
this.rotation = this.position.rotation;
}
/**
@@ -77,6 +83,10 @@ module Phaser {
*/
public alive: bool;
// Getters only, don't over-write these values
public width: number;
public height: number;
/**
* The position of the Sprite in world and screen coordinates.
*/
@@ -94,9 +104,102 @@ module Phaser {
*/
public frameBounds: Phaser.Rectangle;
/**
* Scale of the Sprite. A scale of 1.0 is the original size. 0.5 half size. 2.0 double sized.
*/
public scale: Phaser.Vec2;
/**
* The influence of camera movement upon the Sprite.
*/
public scrollFactor: Phaser.Vec2;
/**
* The Sprite origin is the point around which scale and rotation transforms take place.
*/
public origin: Phaser.Vec2;
/**
* Pre-update is called right before update() on each object in the game loop.
*/
public preUpdate() {
//this.last.x = this.frameBounds.x;
//this.last.y = this.frameBounds.y;
//this.collisionMask.preUpdate();
}
/**
* Override this function to update your class's position and appearance.
*/
public update() {
}
/**
* Automatically called after update() by the game loop.
*/
public postUpdate() {
/*
this.animations.update();
if (this.moves)
{
this.updateMotion();
}
if (this.worldBounds != null)
{
if (this.outOfBoundsAction == GameObject.OUT_OF_BOUNDS_KILL)
{
if (this.x < this.worldBounds.x || this.x > this.worldBounds.right || this.y < this.worldBounds.y || this.y > this.worldBounds.bottom)
{
this.kill();
}
}
else
{
if (this.x < this.worldBounds.x)
{
this.x = this.worldBounds.x;
}
else if (this.x > this.worldBounds.right)
{
this.x = this.worldBounds.right;
}
if (this.y < this.worldBounds.y)
{
this.y = this.worldBounds.y;
}
else if (this.y > this.worldBounds.bottom)
{
this.y = this.worldBounds.bottom;
}
}
}
this.collisionMask.update();
if (this.inputEnabled)
{
this.updateInput();
}
this.wasTouching = this.touching;
this.touching = Collision.NONE;
*/
}
/**
* Clean up memory.
*/
public destroy() {
}
/**
* x value of the object.
*/
@@ -130,6 +233,17 @@ module Phaser {
this.position.z = value;
}
/**
* rotation value of the object.
*/
public get rotation(): number {
return this.position.rotation;
}
public set rotation(value: number) {
this.position.rotation = value;
}
}
}