1.0.2 build

This commit is contained in:
Richard Davey
2013-09-16 01:53:53 +01:00
parent e3869ff3ac
commit 17e208a95e
3 changed files with 50 additions and 16 deletions
+1 -1
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@@ -5,7 +5,7 @@ Phaser 1.0
Phaser is a fast, free and fun open source game framework for making desktop and mobile browser HTML5 games. It supports Canvas and WebGL rendering.
Version: 1.0.1 - Released: September 15th 2013
Version: 1.0.2 - Released: September 15th 2013
By Richard Davey, [Photon Storm](http://www.photonstorm.com)
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@@ -1,7 +1,7 @@
/**
* Phaser - http://www.phaser.io
*
* v1.0.1 - Built at: Sun, 15 Sep 2013 02:56:00 +0000
* v1.0.1 - Built at: Mon, 16 Sep 2013 00:53:02 +0000
*
* @author Richard Davey http://www.photonstorm.com @photonstorm
*
@@ -34,7 +34,7 @@ var PIXI = PIXI || {};
*/
var Phaser = Phaser || {
VERSION: '1.0.1',
VERSION: '1.0.2',
GAMES: [],
AUTO: 0,
CANVAS: 1,
@@ -20467,8 +20467,9 @@ Phaser.AnimationManager.prototype = {
frames = frames || null;
frameRate = frameRate || 60;
loop = loop || false;
useNumericIndex = useNumericIndex || true;
if (typeof loop == 'undefined') { loop = false; }
if (typeof useNumericIndex == 'undefined') { useNumericIndex = true; }
if (this._frameData == null)
{
@@ -20519,6 +20520,8 @@ Phaser.AnimationManager.prototype = {
*/
validateFrames: function (frames, useNumericIndex) {
if (typeof useNumericIndex == 'undefined') { useNumericIndex = true; }
for (var i = 0; i < frames.length; i++)
{
if (useNumericIndex == true)
@@ -20574,21 +20577,23 @@ Phaser.AnimationManager.prototype = {
* Stop animation. If a name is given that specific animation is stopped, otherwise the current one is stopped.
* Current animation will be automatically set to the stopped one.
*/
stop: function (name) {
stop: function (name, resetFrame) {
if (typeof resetFrame == 'undefined') { resetFrame = false; }
if (typeof name == 'string')
{
if (this._anims[name])
{
this.currentAnim = this._anims[name];
this.currentAnim.stop();
this.currentAnim.stop(resetFrame);
}
}
else
{
if (this.currentAnim)
{
this.currentAnim.stop();
this.currentAnim.stop(resetFrame);
}
}
@@ -20805,11 +20810,18 @@ Phaser.Animation.prototype = {
/**
* Stop playing animation and set it finished.
*/
stop: function () {
stop: function (resetFrame) {
if (typeof resetFrame == 'undefined') { resetFrame = false; }
this.isPlaying = false;
this.isFinished = true;
if (resetFrame)
{
this.currentFrame = this._frameData.getFrame(this._frames[0]);
}
},
/**
@@ -21431,6 +21443,7 @@ Phaser.Animation.Parser = {
for (var key in frames)
{
console.log(key);
var uuid = game.rnd.uuid();
newFrame = data.addFrame(new Phaser.Animation.Frame(
@@ -26455,6 +26468,11 @@ Phaser.Particles.Arcade.Emitter = function (game, x, y, maxParticles) {
*/
this.particleDrag = new Phaser.Point();
/**
* The angular drag component of particles launched from the emitter if they are rotating.
*/
this.angularDrag = 0;
/**
* How often a particle is emitted in ms (if emitter is started with Explode == false).
*/
@@ -26472,9 +26490,9 @@ Phaser.Particles.Arcade.Emitter = function (game, x, y, maxParticles) {
this.lifespan = 2000;
/**
* How much each particle should bounce. 1 = full bounce, 0 = no bounce.
* How much each particle should bounce on each axis. 1 = full bounce, 0 = no bounce.
*/
this.bounce = 0;
this.bounce = new Phaser.Point();
/**
* Internal helper for deciding how many particles to launch.
@@ -26573,7 +26591,7 @@ Phaser.Particles.Arcade.Emitter.prototype.update = function () {
*
* @return This Emitter instance (nice for chaining stuff together, if you're into that).
*/
Phaser.Particles.Arcade.Emitter.prototype.makeParticles = function (keys, frames, quantity, collide) {
Phaser.Particles.Arcade.Emitter.prototype.makeParticles = function (keys, frames, quantity, collide, collideWorldBounds) {
if (typeof frames == 'undefined')
{
@@ -26581,7 +26599,12 @@ Phaser.Particles.Arcade.Emitter.prototype.makeParticles = function (keys, frames
}
quantity = quantity || this.maxParticles;
collide = collide || 0;
collide = collide || 0;
if (typeof collideWorldBounds == 'undefined')
{
collideWorldBounds = false;
}
var particle;
var i = 0;
@@ -26619,6 +26642,8 @@ Phaser.Particles.Arcade.Emitter.prototype.makeParticles = function (keys, frames
particle.body.allowCollision.none = true;
}
particle.body.collideWorldBounds = collideWorldBounds;
particle.exists = false;
particle.visible = false;
@@ -26686,7 +26711,15 @@ Phaser.Particles.Arcade.Emitter.prototype.start = function (explode, lifespan, f
this._explode = explode;
this.lifespan = lifespan;
this.frequency = frequency;
this._quantity += quantity;
if (explode)
{
this._quantity = quantity;
}
else
{
this._quantity += quantity;
}
this._counter = 0;
this._timer = this.game.time.now + frequency;
@@ -26716,7 +26749,7 @@ Phaser.Particles.Arcade.Emitter.prototype.emitParticle = function () {
particle.lifespan = this.lifespan;
particle.body.bounce.setTo(this.bounce, this.bounce);
particle.body.bounce.setTo(this.bounce.x, this.bounce.y);
if (this.minParticleSpeed.x != this.maxParticleSpeed.x)
{
@@ -26755,6 +26788,7 @@ Phaser.Particles.Arcade.Emitter.prototype.emitParticle = function () {
particle.body.drag.x = this.particleDrag.x;
particle.body.drag.y = this.particleDrag.y;
particle.body.angularDrag = this.angularDrag;
}