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
+4 -2
View File
@@ -36,7 +36,8 @@ module Phaser {
* @return {Boolean} True if the coordinates are within this circle, otherwise false.
**/
static contains(a: Circle, x: number, y: number): bool {
return (a.radius * a.radius >= Collision.distanceSquared(a.x, a.y, x, y));
//return (a.radius * a.radius >= Collision.distanceSquared(a.x, a.y, x, y));
return true;
}
/**
@@ -59,7 +60,8 @@ module Phaser {
* @return {Boolean} True if the coordinates are within this circle, otherwise false.
**/
static containsCircle(a:Circle, b:Circle): bool {
return ((a.radius + b.radius) * (a.radius + b.radius)) >= Collision.distanceSquared(a.x, a.y, b.x, b.y);
//return ((a.radius + b.radius) * (a.radius + b.radius)) >= Collision.distanceSquared(a.x, a.y, b.x, b.y);
return true;
}
/**
-59
View File
@@ -341,65 +341,6 @@ module Phaser {
}
/**
* Load graphic for this sprite. (graphic can be SpriteSheet or Texture)
* @param key {string} Key of the graphic you want to load for this sprite.
* @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.
*/
static loadTexture(sprite: Phaser.Sprite, key: string, clearAnimations: bool = true): Sprite {
//if (clearAnimations && sprite.animations.frameData !== null)
//{
// sprite.animations.destroy();
//}
if (sprite.game.cache.getImage(key) !== null)
{
if (sprite.game.cache.isSpriteSheet(key))
{
sprite.texture.setTo(null, sprite.game.cache.getImage(key));
//sprite.animations.loadFrameData(sprite._game.cache.getFrameData(key));
//sprite.collisionMask.width = sprite.animations.currentFrame.width;
//sprite.collisionMask.height = sprite.animations.currentFrame.height;
}
else
{
sprite.texture.setTo(sprite.game.cache.getImage(key), null);
sprite.frameBounds.width = sprite.texture.width;
sprite.frameBounds.height = sprite.texture.height;
//sprite.collisionMask.width = sprite._texture.width;
//sprite.collisionMask.height = sprite._texture.height;
}
}
return sprite;
}
/**
* Load a DynamicTexture as its texture.
* @param texture {DynamicTexture} The texture object to be used by this sprite.
* @return {Sprite} Sprite instance itself.
*/
static loadDynamicTexture(sprite: Phaser.Sprite, texture: DynamicTexture): Sprite {
//if (sprite.animations.frameData !== null)
//{
// sprite.animations.destroy();
//}
//sprite._texture = texture;
//sprite.frameBounds.width = sprite._texture.width;
//sprite.frameBounds.height = sprite._texture.height;
//sprite._dynamicTexture = true;
return sprite;
}
/**
* This function creates a flat colored square image dynamically.
* @param width {number} The width of the sprite you want to generate.