mirror of
https://github.com/wassname/phaser.git
synced 2026-09-09 11:28:47 +08:00
Preparing new tests
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+16
-28
@@ -1,8 +1,7 @@
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var Phaser;
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(function (Phaser) {
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(function (FX) {
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/// <reference path="../../Phaser/Game.d.ts" />
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/// <reference path="../../Phaser/FXManager.d.ts" />
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/// <reference path="../../build/phaser.d.ts" />
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/**
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* Phaser - FX - Camera - Flash
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*
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@@ -73,9 +72,7 @@ var Phaser;
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var Phaser;
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(function (Phaser) {
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(function (FX) {
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/// <reference path="../../Phaser/Game.d.ts" />
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/// <reference path="../../Phaser/system/Camera.d.ts" />
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/// <reference path="../../Phaser/FXManager.d.ts" />
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/// <reference path="../../build/phaser.d.ts" />
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/**
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* Phaser - FX - Camera - Border
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*
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@@ -110,7 +107,7 @@ var Phaser;
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if(this.showBorder == true) {
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this._game.stage.context.strokeStyle = this.borderColor;
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this._game.stage.context.lineWidth = 1;
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this._game.stage.context.rect(this._sx, this._sy, this.worldView.width, this.worldView.height);
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this._game.stage.context.rect(camera.scaledX, camera.scaledY, camera.worldView.width, camera.worldView.height);
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this._game.stage.context.stroke();
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}
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};
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@@ -125,9 +122,7 @@ var Phaser;
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var Phaser;
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(function (Phaser) {
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(function (FX) {
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/// <reference path="../../Phaser/Game.d.ts" />
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/// <reference path="../../Phaser/system/Camera.d.ts" />
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/// <reference path="../../Phaser/FXManager.d.ts" />
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/// <reference path="../../build/phaser.d.ts" />
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/**
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* Phaser - FX - Camera - Template
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*
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@@ -183,9 +178,7 @@ var Phaser;
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var Phaser;
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(function (Phaser) {
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(function (FX) {
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/// <reference path="../../Phaser/Game.d.ts" />
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/// <reference path="../../Phaser/system/Camera.d.ts" />
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/// <reference path="../../Phaser/FXManager.d.ts" />
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/// <reference path="../../build/phaser.d.ts" />
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/**
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* Phaser - FX - Camera - Mirror
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*
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@@ -228,9 +221,10 @@ var Phaser;
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* It happens directly BEFORE a canvas context.restore has happened if added to a Camera.
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*/
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function (camera, cameraX, cameraY, cameraWidth, cameraHeight) {
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if(this.cls) {
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this._context.clearRect(0, 0, this._mirrorWidth, this._mirrorHeight);
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}
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//if (this.cls)
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//{
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// this._context.clearRect(0, 0, this._mirrorWidth, this._mirrorHeight);
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//}
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this._sx = cameraX + this._mirrorX;
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this._sy = cameraY + this._mirrorY;
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if(this.flipX == true && this.flipY == false) {
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@@ -273,9 +267,7 @@ var Phaser;
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var Phaser;
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(function (Phaser) {
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(function (FX) {
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/// <reference path="../../Phaser/Game.d.ts" />
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/// <reference path="../../Phaser/system/Camera.d.ts" />
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/// <reference path="../../Phaser/FXManager.d.ts" />
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/// <reference path="../../build/phaser.d.ts" />
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/**
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* Phaser - FX - Camera - Shadow
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*
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@@ -301,9 +293,9 @@ var Phaser;
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this.shadowBlur = 10;
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/**
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* Offset of the shadow from camera's position.
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* @type {MicroPoint}
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* @type {Point}
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*/
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this.shadowOffset = new Phaser.MicroPoint(4, 4);
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this.shadowOffset = new Phaser.Point(4, 4);
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this._game = game;
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this._parent = parent;
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}
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@@ -347,9 +339,7 @@ var Phaser;
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var Phaser;
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(function (Phaser) {
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(function (FX) {
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/// <reference path="../../Phaser/Game.d.ts" />
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/// <reference path="../../Phaser/system/Camera.d.ts" />
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/// <reference path="../../Phaser/FXManager.d.ts" />
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/// <reference path="../../build/phaser.d.ts" />
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/**
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* Phaser - FX - Camera - Scanlines
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*
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@@ -380,8 +370,7 @@ var Phaser;
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var Phaser;
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(function (Phaser) {
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(function (FX) {
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/// <reference path="../../Phaser/Game.d.ts" />
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/// <reference path="../../Phaser/FXManager.d.ts" />
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/// <reference path="../../build/phaser.d.ts" />
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/**
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* Phaser - FX - Camera - Shake
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*
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@@ -393,7 +382,7 @@ var Phaser;
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this._fxShakeIntensity = 0;
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this._fxShakeDuration = 0;
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this._fxShakeComplete = null;
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this._fxShakeOffset = new Phaser.MicroPoint(0, 0);
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this._fxShakeOffset = new Phaser.Point(0, 0);
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this._fxShakeDirection = 0;
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this._fxShakePrevX = 0;
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this._fxShakePrevY = 0;
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@@ -473,8 +462,7 @@ var Phaser;
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var Phaser;
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(function (Phaser) {
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(function (FX) {
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/// <reference path="../../Phaser/Game.d.ts" />
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/// <reference path="../../Phaser/FXManager.d.ts" />
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/// <reference path="../../build/phaser.d.ts" />
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/**
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* Phaser - FX - Camera - Fade
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*
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