diff --git a/Phaser/Phaser.csproj b/Phaser/Phaser.csproj index 9e1c2a0e..c52c9cbb 100644 --- a/Phaser/Phaser.csproj +++ b/Phaser/Phaser.csproj @@ -56,16 +56,30 @@ ../build/phaser.js true + - - - - + AnimationManager.ts + + + OrthographicCamera.ts + Collision.ts + + + + Point.ts + + + Rectangle.ts + + + + Vec2.ts + DynamicTexture.ts @@ -109,84 +123,62 @@ Tilemap.ts - - + + + + CircleUtils.ts + + + PointUtils.ts + Polygon.ts + + + RectangleUtils.ts + Response.ts - - VerletManager.ts - - - AngleConstraint.ts - - + Circle.ts - - - - Composite.ts - - - DistanceConstraint.ts - IntersectResult.ts Line.ts - - - MicroPoint.ts + + + Vec2Utils.ts - - - - Particle.ts - - - PinConstraint.ts - - - Point.ts - - - - Quad.ts - - - Rectangle.ts - - - + + Vector2.ts - + SoundManager.ts - - + + CollisionMask.ts - + Gestures.ts - + MSPointer.ts - - + + Pointer.ts @@ -195,24 +187,24 @@ PauseScreen.ts - + Sound.ts - - - + + + Animation.ts - + AnimationLoader.ts - + Frame.ts - + FrameData.ts - + Camera.ts @@ -240,10 +232,10 @@ TilemapLayer.ts - + Tween.ts - + @@ -251,76 +243,74 @@ - - + + Back.ts - + Bounce.ts - + Circular.ts - + Cubic.ts - + Elastic.ts - + Exponential.ts - + Linear.ts - + Quadratic.ts - + Quartic.ts - + Quintic.ts - + Sinusoidal.ts - + Input.ts - + Keyboard.ts - + Mouse.ts - + Touch.ts - - - - - - - - - - - - - - - - - - - - - + + + + + + + + + + + + + + + + + + + - + @@ -330,7 +320,7 @@ Group.ts - + Loader.ts @@ -354,14 +344,14 @@ Time.ts - + TweenManager.ts World.ts - + @@ -369,24 +359,24 @@ - + - + Basic.ts - + Cache.ts - + CameraManager.ts - - + + diff --git a/Phaser/Scratch/Scratch.csproj b/Phaser/Scratch/Scratch.csproj new file mode 100644 index 00000000..55a10e77 --- /dev/null +++ b/Phaser/Scratch/Scratch.csproj @@ -0,0 +1,66 @@ + + + + Debug + {FC407544-CFE2-414B-8936-7355D00E881A} + {349c5851-65df-11da-9384-00065b846f21};{fae04ec0-301f-11d3-bf4b-00c04f79efbc} + Library + bin + v4.5 + full + true + true + + + + + + + + + + app.ts + + + + + + + 10.0 + $(MSBuildExtensionsPath32)\Microsoft\VisualStudio\v$(VisualStudioVersion) + + + Scratch + + + + + + + + True + True + 0 + / + http://localhost:65337/ + False + False + + + False + + + + + + ES5 + true + false + + + ES5 + false + false + + + \ No newline at end of file diff --git a/Phaser/Scratch/app.css b/Phaser/Scratch/app.css new file mode 100644 index 00000000..eb24fc61 --- /dev/null +++ b/Phaser/Scratch/app.css @@ -0,0 +1,8 @@ +body +{ + font-family: 'Segoe UI', sans-serif +} + +span { + font-style: italic +} \ No newline at end of file diff --git a/Phaser/Scratch/app.ts b/Phaser/Scratch/app.ts new file mode 100644 index 00000000..6ad74c86 --- /dev/null +++ b/Phaser/Scratch/app.ts @@ -0,0 +1,95 @@ +module Phaser { + + export class Point1 { + + constructor(x: number = 0, y: number = 0) { + + //this.values = (typeof Float32Array !== 'undefined') ? new Float32Array(2) : new Array; + this.x = x; + this.y = y; + + } + + x: number; + y: number; + + public add(dx: number, dy: number): Point1 { + + this.x += dx; + this.y += dy; + + return this; + + } + + } + + export class Point2 { + + constructor(x: number = 0, y: number = 0) { + + this.values = new Float32Array(2); + this.values[0] = x; + this.values[1] = y; + + } + + get x(): number { + return this.values[0]; + } + + get y(): number { + return this.values[1]; + } + + set x(v: number) { + this.values[0] = v; + } + + set y(v: number) { + this.values[1] = v; + } + + values; + + public add(dx: number, dy: number): Point2 { + + this.values[0] += dx; + this.values[1] += dy; + + return this; + + } + + } + +} + +window.onload = () => { + + var b = document.getElementById('start').onclick = test; + var e = document.getElementById('content'); + + function test() { + + var started = Date.now(); + + var a = new Phaser.Point1(Math.random(), Math.random()); + + for (var i = 0; i < 10000000; i++) + { + var b = new Phaser.Point1(Math.random(), Math.random()); + a.add(b.x, b.y); + } + + var ended = Date.now(); + var duration = (ended - started) / 1000; + + var s = 'Test started: ' + started + '\n'; + s = s + 'Test ended: ' + ended + '\n'; + s = s + 'Duration: ' + duration + '\n'; + e.textContent = s; + + } + +}; \ No newline at end of file diff --git a/Phaser/Scratch/default.htm b/Phaser/Scratch/default.htm new file mode 100644 index 00000000..beddab50 --- /dev/null +++ b/Phaser/Scratch/default.htm @@ -0,0 +1,20 @@ + + + + + + Point Test + + + + +

Point Test

+ + + +
+ + + + + \ No newline at end of file diff --git a/Phaser/system/animation/Animation.ts b/Phaser/animation/Animation.ts similarity index 100% rename from Phaser/system/animation/Animation.ts rename to Phaser/animation/Animation.ts diff --git a/Phaser/system/animation/AnimationLoader.ts b/Phaser/animation/AnimationLoader.ts similarity index 100% rename from Phaser/system/animation/AnimationLoader.ts rename to Phaser/animation/AnimationLoader.ts diff --git a/Phaser/AnimationManager.ts b/Phaser/animation/AnimationManager.ts similarity index 100% rename from Phaser/AnimationManager.ts rename to Phaser/animation/AnimationManager.ts diff --git a/Phaser/system/animation/Frame.ts b/Phaser/animation/Frame.ts similarity index 100% rename from Phaser/system/animation/Frame.ts rename to Phaser/animation/Frame.ts diff --git a/Phaser/system/animation/FrameData.ts b/Phaser/animation/FrameData.ts similarity index 100% rename from Phaser/system/animation/FrameData.ts rename to Phaser/animation/FrameData.ts diff --git a/Phaser/system/Camera.ts b/Phaser/cameras/Camera.ts similarity index 99% rename from Phaser/system/Camera.ts rename to Phaser/cameras/Camera.ts index e7a585c6..b037f163 100644 --- a/Phaser/system/Camera.ts +++ b/Phaser/cameras/Camera.ts @@ -14,6 +14,7 @@ module Phaser { export class Camera { /** + *Sprite constructor * Instantiates a new camera at the specified location, with the specified size and zoom level. * @@ -407,9 +408,6 @@ module Phaser { this._game.stage.context.save(); } - // It may be safer/quicker to just save the context every frame regardless (needs testing on mobile - sucked on Android 2.x) - //this._game.stage.context.save(); - this.fx.preRender(this, this._stageX, this._stageY, this.worldView.width, this.worldView.height); if (this.alpha !== 1) @@ -486,6 +484,7 @@ module Phaser { this._game.stage.context.clip(); } + // Render all the Sprites this._game.world.group.render(this, this._sx, this._sy); if (this.showBorder == true) diff --git a/Phaser/CameraManager.ts b/Phaser/cameras/CameraManager.ts similarity index 100% rename from Phaser/CameraManager.ts rename to Phaser/cameras/CameraManager.ts diff --git a/Phaser/cameras/OrthographicCamera.ts b/Phaser/cameras/OrthographicCamera.ts new file mode 100644 index 00000000..e69de29b diff --git a/Phaser/geom/Circle.ts b/Phaser/core/Circle.ts similarity index 50% rename from Phaser/geom/Circle.ts rename to Phaser/core/Circle.ts index 348096bb..ca8af3b6 100644 --- a/Phaser/geom/Circle.ts +++ b/Phaser/core/Circle.ts @@ -21,7 +21,6 @@ module Phaser { **/ constructor(x: number = 0, y: number = 0, diameter: number = 0) { - this._pos = new Vector2; this.setTo(x, y, diameter); } @@ -44,15 +43,6 @@ module Phaser { **/ public y: number = 0; - /** - * The position of this Circle object represented by a Vector2 - * @property pos - * @type Vector2 - **/ - public get pos(): Vector2 { - return this._pos.setTo(this.x, this.y); - } - /** * The diameter of the circle. The largest distance between any two points on the circle. The same as the radius * 2. * @method diameter @@ -83,9 +73,7 @@ module Phaser { * @return {Number} **/ get radius(): number { - return this._radius; - } /** @@ -108,10 +96,8 @@ module Phaser { * @method circumference * @return {Number} **/ - public circumference(): number { - + circumference(): number { return 2 * (Math.PI * this._radius); - } /** @@ -120,9 +106,7 @@ module Phaser { * @return {Number} **/ get bottom(): number { - return this.y + this._radius; - } /** @@ -132,18 +116,14 @@ module Phaser { **/ set bottom(value: number) { - if (!isNaN(value)) + if (value < this.y) { - if (value < this.y) - { - this._radius = 0; - this._diameter = 0; - } - else - { - - this.radius = value - this.y; - } + this._radius = 0; + this._diameter = 0; + } + else + { + this.radius = value - this.y; } } @@ -154,9 +134,7 @@ module Phaser { * @return {Number} The x coordinate of the leftmost point of the circle. **/ get left(): number { - return this.x - this._radius; - } /** @@ -166,17 +144,14 @@ module Phaser { **/ set left(value: number) { - if (!isNaN(value)) + if (value > this.x) { - if (value < this.x) - { - this.radius = this.x - value; - } - else - { - this._radius = 0; - this._diameter = 0; - } + this._radius = 0; + this._diameter = 0; + } + else + { + this.radius = this.x - value; } } @@ -187,9 +162,7 @@ module Phaser { * @return {Number} **/ get right(): number { - return this.x + this._radius; - } /** @@ -199,17 +172,14 @@ module Phaser { **/ set right(value: number) { - if (!isNaN(value)) + if (value < this.x) { - if (value > this.x) - { - this.radius = value - this.x; - } - else - { - this._radius = 0; - this._diameter = 0; - } + this._radius = 0; + this._diameter = 0; + } + else + { + this.radius = value - this.x; } } @@ -220,9 +190,7 @@ module Phaser { * @return {Number} **/ get top(): number { - return this.y - this._radius; - } /** @@ -232,17 +200,14 @@ module Phaser { **/ set top(value: number) { - if (!isNaN(value)) + if (value > this.y) { - if (value > this.y) - { - this._radius = 0; - this._diameter = 0; - } - else - { - this.radius = this.y - value; - } + this._radius = 0; + this._diameter = 0; + } + else + { + this.radius = this.y - value; } } @@ -265,219 +230,6 @@ module Phaser { } - /** - * Determines whether or not this Circle object is empty. - * @method isEmpty - * @return {Boolean} A value of true if the Circle objects diameter is less than or equal to 0; otherwise false. - **/ - get isEmpty(): bool { - - if (this._diameter <= 0) - { - return true; - } - - return false; - - } - - /** - * Whether the circle intersects with a line. Checks against infinite line defined by the two points on the line, not the line segment. - * If you need details about the intersection then use Collision.lineToCircle instead. - * @method intersectCircleLine - * @param {Object} the line object to check. - * @return {Boolean} - **/ - public intersectCircleLine(line: Line): bool { - - return Collision.lineToCircle(line, this).result; - - } - - /** - * Returns a new Circle object with the same values for the x, y, width, and height properties as the original Circle object. - * @method clone - * @param {Circle} [optional] output Optional Circle object. If given the values will be set into the object, otherwise a brand new Circle object will be created and returned. - * @return {Phaser.Circle} - **/ - public clone(output?: Circle = new Circle): Circle { - - return output.setTo(this.x, this.y, this._diameter); - - } - - /** - * Return true if the given x/y coordinates are within this Circle object. - * If you need details about the intersection then use Phaser.Intersect.circleContainsPoint instead. - * @method contains - * @param {Number} The X value of the coordinate to test. - * @param {Number} The Y value of the coordinate to test. - * @return {Boolean} True if the coordinates are within this circle, otherwise false. - **/ - public contains(x: number, y: number): bool { - - return Collision.circleContainsPoint(this, { x: x, y: y }).result; - - } - - /** - * Return true if the coordinates of the given Point object are within this Circle object. - * If you need details about the intersection then use Phaser.Intersect.circleContainsPoint instead. - * @method containsPoint - * @param {Phaser.Point} The Point object to test. - * @return {Boolean} True if the coordinates are within this circle, otherwise false. - **/ - public containsPoint(point:Point): bool { - - return Collision.circleContainsPoint(this, point).result; - - } - - /** - * Return true if the given Circle is contained entirely within this Circle object. - * If you need details about the intersection then use Phaser.Intersect.circleToCircle instead. - * @method containsCircle - * @param {Phaser.Circle} The Circle object to test. - * @return {Boolean} True if the coordinates are within this circle, otherwise false. - **/ - public containsCircle(circle:Circle): bool { - - return Collision.circleToCircle(this, circle).result; - - } - - /** - * Copies all of circle data from the source Circle object into the calling Circle object. - * @method copyFrom - * @param {Circle} rect The source circle object to copy from - * @return {Circle} This circle object - **/ - public copyFrom(source: Circle): Circle { - - return this.setTo(source.x, source.y, source.diameter); - - } - - /** - * Copies all of circle data from this Circle object into the destination Circle object. - * @method copyTo - * @param {Circle} circle The destination circle object to copy in to - * @return {Circle} The destination circle object - **/ - public copyTo(target: Circle) { - - return target.copyFrom(this); - - } - - /** - * Returns the distance from the center of this Circle object to the given object (can be Circle, Point or anything with x/y values) - * @method distanceFrom - * @param {Circle/Point} target - The destination Point object. - * @param {Boolean} [optional] round - Round the distance to the nearest integer (default false) - * @return {Number} The distance between this Point object and the destination Point object. - **/ - public distanceTo(target: any, round?: bool = false): number { - - var dx = this.x - target.x; - var dy = this.y - target.y; - - if (round === true) - { - return Math.round(Math.sqrt(dx * dx + dy * dy)); - } - else - { - return Math.sqrt(dx * dx + dy * dy); - } - - } - - /** - * Determines whether the object specified in the toCompare parameter is equal to this Circle object. This method compares the x, y and diameter properties of an object against the same properties of this Circle object. - * @method equals - * @param {Circle} toCompare The circle to compare to this Circle object. - * @return {Boolean} A value of true if the object has exactly the same values for the x, y and diameter properties as this Circle object; otherwise false. - **/ - public equals(toCompare: Circle): bool { - - if (this.x === toCompare.x && this.y === toCompare.y && this.diameter === toCompare.diameter) - { - return true; - } - - return false; - } - - /** - * Determines whether the Circle object specified in the toIntersect parameter intersects with this Circle object. This method checks the radius distances between the two Circle objects to see if they intersect. - * @method intersects - * @param {Circle} toIntersect The Circle object to compare against to see if it intersects with this Circle object. - * @return {Boolean} A value of true if the specified object intersects with this Circle object; otherwise false. - **/ - public intersects(toIntersect: Circle): bool { - - if (this.distanceTo(toIntersect, false) < (this._radius + toIntersect._radius)) { - return true; - } - - return false; - - } - - /** - * Returns a Point object containing the coordinates of a point on the circumference of this Circle based on the given angle. - * @method circumferencePoint - * @param {Number} angle The angle in radians (unless asDegrees is true) to return the point from. - * @param {Boolean} asDegrees Is the given angle in radians (false) or degrees (true)? - * @param {Phaser.Point} [optional] output An optional Point object to put the result in to. If none specified a new Point object will be created. - * @return {Phaser.Point} The Point object holding the result. - **/ - public circumferencePoint(angle: number, asDegrees: bool = false, output?: Point = new Point): Point { - - if (asDegrees === true) - { - angle = angle * GameMath.DEG_TO_RAD; - } - - output.x = this.x + this._radius * Math.cos(angle); - output.y = this.y + this._radius * Math.sin(angle); - - return output; - - } - - /** - * Adjusts the location of the Circle object, as determined by its center coordinate, by the specified amounts. - * @method offset - * @param {Number} dx Moves the x value of the Circle object by this amount. - * @param {Number} dy Moves the y value of the Circle object by this amount. - * @return {Circle} This Circle object. - **/ - public offset(dx: number, dy: number): Circle { - - if (!isNaN(dx) && !isNaN(dy)) - { - this.x += dx; - this.y += dy; - } - - return this; - - } - - /** - * Adjusts the location of the Circle object using a Point object as a parameter. This method is similar to the Circle.offset() method, except that it takes a Point object as a parameter. - * @method offsetPoint - * @param {Point} point A Point object to use to offset this Circle object. - * @return {Circle} This Circle object. - **/ - public offsetPoint(point: Point): Circle { - - return this.offset(point.x, point.y); - - } - /** * Sets the members of Circle to the specified values. * @method setTo @@ -497,15 +249,57 @@ module Phaser { } + /** + * Determines whether or not this Circle object is empty. + * @method empty + * @return {Boolean} A value of true if the Circle objects diameter is less than or equal to 0; otherwise false. + **/ + get empty(): bool { + return (this._diameter == 0); + } + + /** + * Sets all of the Circle objects properties to 0. A Circle object is empty if its diameter is less than or equal to 0. + * @method setEmpty + * @return {Circle} This Circle object + **/ + set empty(value: bool) { + return this.setTo(0, 0, 0); + } + + /** + * Adjusts the location of the Circle object, as determined by its center coordinate, by the specified amounts. + * @method offset + * @param {Number} dx Moves the x value of the Circle object by this amount. + * @param {Number} dy Moves the y value of the Circle object by this amount. + * @return {Circle} This Circle object. + **/ + public offset(dx: number, dy: number): Circle { + + this.x += dx; + this.y += dy; + + return this; + + } + + /** + * Adjusts the location of the Circle object using a Point object as a parameter. This method is similar to the Circle.offset() method, except that it takes a Point object as a parameter. + * @method offsetPoint + * @param {Point} point A Point object to use to offset this Circle object. + * @return {Circle} This Circle object. + **/ + public offsetPoint(point: Point): Circle { + return this.offset(point.x, point.y); + } + /** * Returns a string representation of this object. * @method toString * @return {string} a string representation of the instance. **/ public toString(): string { - return "[{Circle (x=" + this.x + " y=" + this.y + " diameter=" + this.diameter + " radius=" + this.radius + ")}]"; - } } diff --git a/Phaser/core/Point.ts b/Phaser/core/Point.ts new file mode 100644 index 00000000..95ed250f --- /dev/null +++ b/Phaser/core/Point.ts @@ -0,0 +1,91 @@ +/// + +/** +* Phaser - Point +* +* The Point object represents a location in a two-dimensional coordinate system, where x represents the horizontal axis and y represents the vertical axis. +*/ + +module Phaser { + + export class Point { + + /** + * Creates a new Point. If you pass no parameters a Point is created set to (0,0). + * @class Point + * @constructor + * @param {Number} x The horizontal position of this Point (default 0) + * @param {Number} y The vertical position of this Point (default 0) + **/ + constructor(x: number = 0, y: number = 0) { + + this.x = x; + this.y = y; + + } + + x: number; + y: number; + + /** + * Copies the x and y properties from any given object to this Point. + * @method copyFrom + * @param {any} source - The object to copy from. + * @return {Point} This Point object. + **/ + public copyFrom(source: any): Point { + return this.setTo(source.x, source.y); + } + + /** + * Copies the x and y values from this Point to any given object. + * @method copyTo + * @param {any} target - The object to copy to. + * @return {any} The target object. + **/ + public copyTo(target: any): Point { + + target.x = this.x; + target.y = this.y; + + return target; + + } + + /** + * Inverts the x and y values of this Point + * @method invert + * @return {Point} This Point object. + **/ + public invert(): Point { + return this.setTo(this.y, this.x); + } + + /** + * Sets the x and y values of this MicroPoint object to the given coordinates. + * @method setTo + * @param {Number} x - The horizontal position of this point. + * @param {Number} y - The vertical position of this point. + * @return {MicroPoint} This MicroPoint object. Useful for chaining method calls. + **/ + public setTo(x: number, y: number): Point { + + this.x = x; + this.y = y; + + return this; + + } + + /** + * Returns a string representation of this object. + * @method toString + * @return {string} a string representation of the instance. + **/ + public toString(): string { + return '[{Point (x=' + this.x + ' y=' + this.y + ')}]'; + } + + } + +} \ No newline at end of file diff --git a/Phaser/core/Rectangle.ts b/Phaser/core/Rectangle.ts new file mode 100644 index 00000000..159a7da6 --- /dev/null +++ b/Phaser/core/Rectangle.ts @@ -0,0 +1,314 @@ +/// + +/** + * Rectangle + * + * @desc A Rectangle object is an area defined by its position, as indicated by its top-left corner (x,y) and width and height. + * + * @version 1.6 - 24th May 2013 + * @author Richard Davey + */ + +module Phaser { + + export class Rectangle { + + /** + * Creates a new Rectangle object with the top-left corner specified by the x and y parameters and with the specified width and height parameters. If you call this function without parameters, a rectangle with x, y, width, and height properties set to 0 is created. + * @class Rectangle + * @constructor + * @param {Number} x The x coordinate of the top-left corner of the rectangle. + * @param {Number} y The y coordinate of the top-left corner of the rectangle. + * @param {Number} width The width of the rectangle in pixels. + * @param {Number} height The height of the rectangle in pixels. + * @return {Rectangle} This rectangle object + **/ + constructor(x: number = 0, y: number = 0, width: number = 0, height: number = 0) { + + this.x = x; + this.y = y; + this.width = width; + this.height = height; + + } + + /** + * The x coordinate of the top-left corner of the rectangle + * @property x + * @type Number + **/ + x: number; + + /** + * The y coordinate of the top-left corner of the rectangle + * @property y + * @type Number + **/ + y: number; + + /** + * The width of the rectangle in pixels + * @property width + * @type Number + **/ + width: number; + + /** + * The height of the rectangle in pixels + * @property height + * @type Number + **/ + height: number; + + /** + * Half of the width of the rectangle + * @property halfWidth + * @type Number + **/ + get halfWidth(): number { + return Math.round(this.width / 2); + } + + /** + * Half of the height of the rectangle + * @property halfHeight + * @type Number + **/ + get halfHeight(): number { + return Math.round(this.height / 2); + } + + /** + * The sum of the y and height properties. Changing the bottom property of a Rectangle object has no effect on the x, y and width properties, but does change the height property. + * @method bottom + * @return {Number} + **/ + get bottom(): number { + return this.y + this.height; + } + + /** + * The sum of the y and height properties. Changing the bottom property of a Rectangle object has no effect on the x, y and width properties, but does change the height property. + * @method bottom + * @param {Number} value + **/ + set bottom(value: number) { + + if (value <= this.y) + { + this.height = 0; + } + else + { + this.height = (this.y - value); + } + + } + + /** + * Sets the bottom-right corner of the Rectangle, determined by the values of the given Point object. + * @method bottomRight + * @param {Point} value + **/ + set bottomRight(value: Point) { + + this.right = value.x; + this.bottom = value.y; + + } + + /** + * The x coordinate of the left of the Rectangle. Changing the left property of a Rectangle object has no effect on the y and height properties. However it does affect the width property, whereas changing the x value does not affect the width property. + * @method left + * @ return {number} + **/ + get left(): number { + return this.x; + } + + /** + * The x coordinate of the left of the Rectangle. Changing the left property of a Rectangle object has no effect on the y and height properties. + * However it does affect the width, whereas changing the x value does not affect the width property. + * @method left + * @param {Number} value + **/ + set left(value: number) { + + if (value >= this.right) + { + this.width = 0; + } + else + { + this.width = this.right - value; + } + + this.x = value; + + } + + /** + * The sum of the x and width properties. Changing the right property of a Rectangle object has no effect on the x, y and height properties. + * However it does affect the width property. + * @method right + * @return {Number} + **/ + get right(): number { + return this.x + this.width; + } + + /** + * The sum of the x and width properties. Changing the right property of a Rectangle object has no effect on the x, y and height properties. + * However it does affect the width property. + * @method right + * @param {Number} value + **/ + set right(value: number) { + + if (value <= this.x) + { + this.width = 0; + } + else + { + this.width = this.x + value; + } + + } + + /** + * The volume of the Rectangle derived from width * height + * @method volume + * @return {Number} + **/ + get volume(): number { + return this.width * this.height; + } + + /** + * The perimeter size of the Rectangle. This is the sum of all 4 sides. + * @method perimeter + * @return {Number} + **/ + get perimeter(): number { + return (this.width * 2) + (this.height * 2); + } + + /** + * The y coordinate of the top of the Rectangle. Changing the top property of a Rectangle object has no effect on the x and width properties. + * However it does affect the height property, whereas changing the y value does not affect the height property. + * @method top + * @return {Number} + **/ + get top(): number { + return this.y; + } + + /** + * The y coordinate of the top of the Rectangle. Changing the top property of a Rectangle object has no effect on the x and width properties. + * However it does affect the height property, whereas changing the y value does not affect the height property. + * @method top + * @param {Number} value + **/ + set top(value: number) { + + if (value >= this.bottom) + { + this.height = 0; + this.y = value; + } + else + { + this.height = (this.bottom - value); + } + + } + + /** + * The location of the Rectangles top-left corner, determined by the x and y coordinates of the Point. + * @method topLeft + * @param {Point} value + **/ + set topLeft(value: Point) { + + this.x = value.x; + this.y = value.y; + + } + + /** + * Determines whether or not this Rectangle object is empty. + * @method isEmpty + * @return {Boolean} A value of true if the Rectangle object's width or height is less than or equal to 0; otherwise false. + **/ + get empty(): bool { + return (!this.width || !this.height); + } + + /** + * Sets all of the Rectangle object's properties to 0. A Rectangle object is empty if its width or height is less than or equal to 0. + * @method setEmpty + * @return {Rectangle} This rectangle object + **/ + set empty(value: bool) { + return this.setTo(0, 0, 0, 0); + } + + /** + * Adjusts the location of the Rectangle object, as determined by its top-left corner, by the specified amounts. + * @method offset + * @param {Number} dx Moves the x value of the Rectangle object by this amount. + * @param {Number} dy Moves the y value of the Rectangle object by this amount. + * @return {Rectangle} This Rectangle object. + **/ + offset(dx: number, dy: number): Rectangle { + + this.x += dx; + this.y += dy; + + return this; + + } + + /** + * Adjusts the location of the Rectangle object using a Point object as a parameter. This method is similar to the Rectangle.offset() method, except that it takes a Point object as a parameter. + * @method offsetPoint + * @param {Point} point A Point object to use to offset this Rectangle object. + * @return {Rectangle} This Rectangle object. + **/ + offsetPoint(point: Point): Rectangle { + return this.offset(point.x, point.y); + } + + /** + * Sets the members of Rectangle to the specified values. + * @method setTo + * @param {Number} x The x coordinate of the top-left corner of the rectangle. + * @param {Number} y The y coordinate of the top-left corner of the rectangle. + * @param {Number} width The width of the rectangle in pixels. + * @param {Number} height The height of the rectangle in pixels. + * @return {Rectangle} This rectangle object + **/ + setTo(x: number, y: number, width: number, height: number): Rectangle { + + this.x = x; + this.y = y; + this.width = width; + this.height = height; + + return this; + + } + + /** + * Returns a string representation of this object. + * @method toString + * @return {string} a string representation of the instance. + **/ + toString(): string { + return "[{Rectangle (x=" + this.x + " y=" + this.y + " width=" + this.width + " height=" + this.height + " empty=" + this.empty + ")}]"; + } + + } + +} \ No newline at end of file diff --git a/Phaser/core/Vec2.ts b/Phaser/core/Vec2.ts new file mode 100644 index 00000000..3c2cb324 --- /dev/null +++ b/Phaser/core/Vec2.ts @@ -0,0 +1,234 @@ +/// + +/** +* Phaser - Vec2 +* +* A Circle object is an area defined by its position, as indicated by its center point (x,y) and diameter. +*/ + +module Phaser { + + export class Vec2 { + + /** + * Creates a new Vec2 object. + * @class Vec2 + * @constructor + * @param {Number} x The x position of the vector + * @param {Number} y The y position of the vector + * @return {Vec2} This object + **/ + constructor(x: number = 0, y: number = 0) { + + this.x = x; + this.y = y; + + } + + /** + * The x coordinate of the vector + * @property x + * @type Number + **/ + public x: number; + + /** + * The y coordinate of the vector + * @property y + * @type Number + **/ + public y: number; + + /** + * Sets the x and y properties of the Vector. + * @param {Number} x The x position of the vector + * @param {Number} y The y position of the vector + * @return {Vec2} This object + **/ + public setTo(x: number, y: number): Vec2 { + + this.x = x; + this.y = y; + return this; + + } + + /** + * Add another vector to this one. + * + * @param {Vec2} other The other Vector. + * @return {Vec2} This for chaining. + */ + public add(a: Vec2): Vec2 { + + this.x += a.x; + this.y += a.y; + return this; + + } + + /** + * Subtract another vector from this one. + * + * @param {Vec2} other The other Vector. + * @return {Vec2} This for chaining. + */ + public subtract(v: Vec2): Vec2 { + + this.x -= v.x; + this.y -= v.y; + return this; + + } + + /** + * Multiply another vector with this one. + * + * @param {Vec2} other The other Vector. + * @return {Vec2} This for chaining. + */ + public multiply(v: Vec2): Vec2 { + + this.x *= v.x; + this.y *= v.y; + return this; + + } + + /** + * Divide this vector by another one. + * + * @param {Vec2} other The other Vector. + * @return {Vec2} This for chaining. + */ + public divide(v: Vec2): Vec2 { + + this.x /= v.x; + this.y /= v.y; + return this; + + } + + /** + * Get the length of this vector. + * + * @return {number} The length of this vector. + */ + public length(): number { + return Math.sqrt((this.x * this.x) + (this.y * this.y)); + } + + /** + * Get the length squared of this vector. + * + * @return {number} The length^2 of this vector. + */ + public lengthSq(): number { + return (this.x * this.x) + (this.y * this.y); + } + + /** + * The dot product of two 2D vectors. + * + * @param {Vec2} a Reference to a source Vec2 object. + * @return {Number} + */ + public dot(a: Vec2): number { + return ((this.x * a.x) + (this.y * a.y)); + } + + /** + * The cross product of two 2D vectors. + * + * @param {Vec2} a Reference to a source Vec2 object. + * @return {Number} + */ + public cross(a: Vec2): number { + return ((this.x * a.y) - (this.y * a.x)); + } + + /** + * The projection magnitude of two 2D vectors. + * + * @param {Vec2} a Reference to a source Vec2 object. + * @return {Number} + */ + public projectionLength(a: Vec2): number { + + var den: number = a.dot(a); + + if (den == 0) + { + return 0; + } + else + { + return Math.abs(this.dot(a) / den); + } + + } + + /** + * The angle between two 2D vectors. + * + * @param {Vec2} a Reference to a source Vec2 object. + * @return {Number} + */ + public angle(a: Vec2): number { + return Math.atan2(a.x * this.y - a.y * this.x, a.x * this.x + a.y * this.y); + } + + /** + * Scale this vector. + * + * @param {number} x The scaling factor in the x direction. + * @param {?number=} y The scaling factor in the y direction. If this is not specified, the x scaling factor will be used. + * @return {Vec2} This for chaining. + */ + public scale(x: number, y?:number): Vec2 { + + this.x *= x; + this.y *= y || x; + return this; + + } + + /** + * Divide this vector by the given scalar. + * + * @param {number} scalar + * @return {Vec2} This for chaining. + */ + public divideByScalar(scalar: number): Vec2 { + + this.x /= scalar; + this.y /= scalar; + return this; + + } + + /** + * Reverse this vector. + * + * @return {Vec2} This for chaining. + */ + public reverse(): Vec2 { + + this.x = -this.x; + this.y = -this.y; + return this; + + } + + /** + * Returns a string representation of this object. + * @method toString + * @return {string} a string representation of the object. + **/ + public toString(): string { + return "[{Vec2 (x=" + this.x + " y=" + this.y + ")}]"; + } + + } + +} \ No newline at end of file diff --git a/Phaser/geom/CircleUtils.ts b/Phaser/geom/CircleUtils.ts new file mode 100644 index 00000000..52870381 --- /dev/null +++ b/Phaser/geom/CircleUtils.ts @@ -0,0 +1,134 @@ +/// +/// +/// +/// + +/** +* Phaser - CircleUtils +* +* A collection of methods useful for manipulating and comparing Circle objects. +* +* TODO: +*/ + +module Phaser { + + export class CircleUtils { + + /** + * Returns a new Circle object with the same values for the x, y, width, and height properties as the original Circle object. + * @method clone + * @param {Circle} a - The Circle object. + * @param {Circle} [optional] out Optional Circle object. If given the values will be set into the object, otherwise a brand new Circle object will be created and returned. + * @return {Phaser.Circle} + **/ + static clone(a: Circle, out?: Circle = new Circle): Circle { + return out.setTo(a.x, a.y, a.diameter); + } + + /** + * Return true if the given x/y coordinates are within the Circle object. + * If you need details about the intersection then use Phaser.Intersect.circleContainsPoint instead. + * @method contains + * @param {Circle} a - The Circle object. + * @param {Number} The X value of the coordinate to test. + * @param {Number} The Y value of the coordinate to test. + * @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 true if the coordinates of the given Point object are within this Circle object. + * If you need details about the intersection then use Phaser.Intersect.circleContainsPoint instead. + * @method containsPoint + * @param {Circle} a - The Circle object. + * @param {Point} The Point object to test. + * @return {Boolean} True if the coordinates are within this circle, otherwise false. + **/ + static containsPoint(a: Circle, point:Point): bool { + return CircleUtils.contains(a, point.x, point.y); + } + + /** + * Return true if the given Circle is contained entirely within this Circle object. + * If you need details about the intersection then use Phaser.Intersect.circleToCircle instead. + * @method containsCircle + * @param {Circle} The Circle object to test. + * @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); + } + + /** + * Returns the distance from the center of the Circle object to the given object (can be Circle, Point or anything with x/y properties) + * @method distanceBetween + * @param {Circle} a - The Circle object. + * @param {Circle} b - The target object. Must have visible x and y properties that represent the center of the object. + * @param {Boolean} [optional] round - Round the distance to the nearest integer (default false) + * @return {Number} The distance between this Point object and the destination Point object. + **/ + static distanceBetween(a:Circle, target: any, round?: bool = false): number { + + var dx = a.x - target.x; + var dy = a.y - target.y; + + if (round === true) + { + return Math.round(Math.sqrt(dx * dx + dy * dy)); + } + else + { + return Math.sqrt(dx * dx + dy * dy); + } + + } + + /** + * Determines whether the two Circle objects match. This method compares the x, y and diameter properties. + * @method equals + * @param {Circle} a - The first Circle object. + * @param {Circle} b - The second Circle object. + * @return {Boolean} A value of true if the object has exactly the same values for the x, y and diameter properties as this Circle object; otherwise false. + **/ + static equals(a:Circle, b: Circle): bool { + return (a.x == b.x && a.y == b.y && a.diameter == b.diameter); + } + + /** + * Determines whether the two Circle objects intersect. + * This method checks the radius distances between the two Circle objects to see if they intersect. + * @method intersects + * @param {Circle} a - The first Circle object. + * @param {Circle} b - The second Circle object. + * @return {Boolean} A value of true if the specified object intersects with this Circle object; otherwise false. + **/ + static intersects(a:Circle, b: Circle): bool { + return (CircleUtils.distanceBetween(a, b) <= (a.radius + b.radius)); + } + + /** + * Returns a Point object containing the coordinates of a point on the circumference of the Circle based on the given angle. + * @method circumferencePoint + * @param {Circle} a - The first Circle object. + * @param {Number} angle The angle in radians (unless asDegrees is true) to return the point from. + * @param {Boolean} asDegrees Is the given angle in radians (false) or degrees (true)? + * @param {Phaser.Point} [optional] output An optional Point object to put the result in to. If none specified a new Point object will be created. + * @return {Phaser.Point} The Point object holding the result. + **/ + static circumferencePoint(a:Circle, angle: number, asDegrees: bool = false, out?: Point = new Point): Point { + + if (asDegrees === true) + { + angle = angle * GameMath.DEG_TO_RAD; + } + + return out.setTo(a.x + a.radius * Math.cos(angle), a.y + a.radius * Math.sin(angle)); + + } + + } + +} \ No newline at end of file diff --git a/Phaser/geom/MicroPoint.ts b/Phaser/geom/MicroPoint.ts deleted file mode 100644 index 921e6172..00000000 --- a/Phaser/geom/MicroPoint.ts +++ /dev/null @@ -1,170 +0,0 @@ -/// - -/** -* Phaser - MicroPoint -* -* The MicroPoint object represents a location in a two-dimensional coordinate system, -* where x represents the horizontal axis and y represents the vertical axis. -* It is different to the Point class in that it doesn't contain any of the help methods like add/substract/distanceTo, etc. -* Use a MicroPoint when all you literally need is a solid container for x and y (such as in the Rectangle class). -*/ - -module Phaser { - - export class MicroPoint { - - /** - * Creates a new point. If you pass no parameters to this method, a point is created at (0,0). - * @class MicroPoint - * @constructor - * @param {Number} x The horizontal position of this point (default 0) - * @param {Number} y The vertical position of this point (default 0) - **/ - constructor(x: number = 0, y: number = 0, parent?:any = null) { - - this._x = x; - this._y = y; - this.parent = parent; - - } - - private _x: number; - private _y: number; - - public parent: any; - - /** - * The x coordinate of the top-left corner of the rectangle - * @property x - * @type {Number} - **/ - public get x(): number { - - return this._x; - - } - - /** - * The y coordinate of the top-left corner of the rectangle - * @property y - * @type {Number} - **/ - public get y(): number { - - return this._y; - - } - - /** - * The x coordinate of the top-left corner of the rectangle - * @property x - * @type {Number} - **/ - public set x(value: number) { - - this._x = value; - - if (this.parent) - { - this.parent.updateBounds(); - } - - } - - /** - * The y coordinate of the top-left corner of the rectangle - * @property y - * @type {Number} - **/ - public set y(value:number) { - - this._y = value; - - if (this.parent) - { - this.parent.updateBounds(); - } - - } - - /** - * Copies the x and y values from any given object to this MicroPoint. - * @method copyFrom - * @param {any} source - The object to copy from. - * @return {MicroPoint} This MicroPoint object. Useful for chaining method calls. - **/ - public copyFrom(source: any): MicroPoint { - - return this.setTo(source.x, source.y); - - } - - /** - * Copies the x and y values from this MicroPoint to any given object. - * @method copyTo - * @param {any} target - The object to copy to. - * @return {any} The target object. - **/ - public copyTo(target: any): MicroPoint { - - target.x = this._x; - target.y = this._y; - - return target; - - } - - /** - * Sets the x and y values of this MicroPoint object to the given coordinates. - * @method setTo - * @param {Number} x - The horizontal position of this point. - * @param {Number} y - The vertical position of this point. - * @return {MicroPoint} This MicroPoint object. Useful for chaining method calls. - **/ - public setTo(x: number, y: number, callParent?:bool = true): MicroPoint { - - this._x = x; - this._y = y; - - if (this.parent != null && callParent == true) - { - this.parent.updateBounds(); - } - - return this; - - } - - /** - * Determines whether this MicroPoint object and the given object are equal. They are equal if they have the same x and y values. - * @method equals - * @param {any} point - The object to compare against. Must have x and y properties. - * @return {Boolean} A value of true if the object is equal to this MicroPoin object; false if it is not equal. - **/ - public equals(toCompare): bool { - - if (this._x === toCompare.x && this._y === toCompare.y) - { - return true; - } - else - { - return false; - } - - } - - /** - * Returns a string representation of this object. - * @method toString - * @return {string} a string representation of the instance. - **/ - public toString(): string { - - return '[{MicroPoint (x=' + this._x + ' y=' + this._y + ')}]'; - - } - - } - -} \ No newline at end of file diff --git a/Phaser/geom/Point.ts b/Phaser/geom/Point.ts deleted file mode 100644 index 68b12cd7..00000000 --- a/Phaser/geom/Point.ts +++ /dev/null @@ -1,367 +0,0 @@ -/// - -/** -* Phaser - Point -* -* The Point object represents a location in a two-dimensional coordinate system, where x represents the horizontal axis and y represents the vertical axis. -*/ - -module Phaser { - - export class Point { - - /** - * Creates a new point. If you pass no parameters to this method, a point is created at (0,0). - * @class Point - * @constructor - * @param {Number} x The horizontal position of this point (default 0) - * @param {Number} y The vertical position of this point (default 0) - **/ - constructor(x: number = 0, y: number = 0) { - - this.setTo(x, y); - - } - - /** - * The horizontal position of this point (default 0) - * @property x - * @type {Number} - **/ - public x: number; - - /** - * The vertical position of this point (default 0) - * @property y - * @type {Number} - **/ - public y: number; - - /** - * Adds the coordinates of another point to the coordinates of this point to create a new point. - * @method add - * @param {Point} point - The point to be added. - * @return {Point} The new Point object. - **/ - public add(toAdd: Point, output?: Point = new Point): Point { - - return output.setTo(this.x + toAdd.x, this.y + toAdd.y); - - } - - /** - * Adds the given values to the coordinates of this point and returns it - * @method addTo - * @param {Number} x - The amount to add to the x value of the point - * @param {Number} y - The amount to add to the x value of the point - * @return {Point} This Point object. - **/ - public addTo(x?: number = 0, y?: number = 0): Point { - - return this.setTo(this.x + x, this.y + y); - - } - - /** - * Adds the given values to the coordinates of this point and returns it - * @method addTo - * @param {Number} x - The amount to add to the x value of the point - * @param {Number} y - The amount to add to the x value of the point - * @return {Point} This Point object. - **/ - public subtractFrom(x?: number = 0, y?: number = 0): Point { - - return this.setTo(this.x - x, this.y - y); - - } - - /** - * Inverts the x and y values of this point - * @method invert - * @return {Point} This Point object. - **/ - public invert(): Point { - - return this.setTo(this.y, this.x); - - } - - /** - * Clamps this Point object to be between the given min and max - * @method clamp - * @param {number} The minimum value to clamp this Point to - * @param {number} The maximum value to clamp this Point to - * @return {Point} This Point object. - **/ - public clamp(min: number, max: number): Point { - - this.clampX(min, max); - this.clampY(min, max); - return this; - - } - - /** - * Clamps the x value of this Point object to be between the given min and max - * @method clampX - * @param {number} The minimum value to clamp this Point to - * @param {number} The maximum value to clamp this Point to - * @return {Point} This Point object. - **/ - public clampX(min: number, max: number): Point { - - this.x = Math.max(Math.min(this.x, max), min); - - return this; - - } - - /** - * Clamps the y value of this Point object to be between the given min and max - * @method clampY - * @param {number} The minimum value to clamp this Point to - * @param {number} The maximum value to clamp this Point to - * @return {Point} This Point object. - **/ - public clampY(min: number, max: number): Point { - - this.x = Math.max(Math.min(this.x, max), min); - this.y = Math.max(Math.min(this.y, max), min); - - return this; - - } - - /** - * Creates a copy of this Point. - * @method clone - * @param {Point} output Optional Point object. If given the values will be set into this object, otherwise a brand new Point object will be created and returned. - * @return {Point} The new Point object. - **/ - public clone(output?: Point = new Point): Point { - - return output.setTo(this.x, this.y); - - } - - /** - * Copies the point data from the source Point object into this Point object. - * @method copyFrom - * @param {Point} source - The point to copy from. - * @return {Point} This Point object. Useful for chaining method calls. - **/ - public copyFrom(source: Point): Point { - - return this.setTo(source.x, source.y); - - } - - /** - * Copies the point data from this Point object to the given target Point object. - * @method copyTo - * @param {Point} target - The point to copy to. - * @return {Point} The target Point object. - **/ - public copyTo(target: Point): Point { - - return target.setTo(this.x, this.y); - - } - - /** - * Returns the distance from this Point object to the given Point object. - * @method distanceFrom - * @param {Point} target - The destination Point object. - * @param {Boolean} round - Round the distance to the nearest integer (default false) - * @return {Number} The distance between this Point object and the destination Point object. - **/ - public distanceTo(target: Point, round?: bool = false): number { - - var dx = this.x - target.x; - var dy = this.y - target.y; - - if (round === true) - { - return Math.round(Math.sqrt(dx * dx + dy * dy)); - } - else - { - return Math.sqrt(dx * dx + dy * dy); - } - - } - - /** - * Returns the distance between the two Point objects. - * @method distanceBetween - * @param {Point} pointA - The first Point object. - * @param {Point} pointB - The second Point object. - * @param {Boolean} round - Round the distance to the nearest integer (default false) - * @return {Number} The distance between the two Point objects. - **/ - public static distanceBetween(pointA: Point, pointB: Point, round?: bool = false): number { - - var dx: number = pointA.x - pointB.x; - var dy: number = pointA.y - pointB.y; - - if (round === true) - { - return Math.round(Math.sqrt(dx * dx + dy * dy)); - } - else - { - return Math.sqrt(dx * dx + dy * dy); - } - - } - - /** - * Returns true if the distance between this point and a target point is greater than or equal a specified distance. - * This avoids using a costly square root operation - * @method distanceCompare - * @param {Point} target - The Point object to use for comparison. - * @param {Number} distance - The distance to use for comparison. - * @return {Boolena} True if distance is >= specified distance. - **/ - public distanceCompare(target: Point, distance: number): bool { - - if (this.distanceTo(target) >= distance) - { - return true; - } - else - { - return false; - } - - } - - /** - * Determines whether this Point object and the given point object are equal. They are equal if they have the same x and y values. - * @method equals - * @param {Point} point - The point to compare against. - * @return {Boolean} A value of true if the object is equal to this Point object; false if it is not equal. - **/ - public equals(toCompare: Point): bool { - - if (this.x === toCompare.x && this.y === toCompare.y) - { - return true; - } - else - { - return false; - } - - } - - /** - * Determines a point between two specified points. The parameter f determines where the new interpolated point is located relative to the two end points specified by parameters pt1 and pt2. - * The closer the value of the parameter f is to 1.0, the closer the interpolated point is to the first point (parameter pt1). The closer the value of the parameter f is to 0, the closer the interpolated point is to the second point (parameter pt2). - * @method interpolate - * @param {Point} pointA - The first Point object. - * @param {Point} pointB - The second Point object. - * @param {Number} f - The level of interpolation between the two points. Indicates where the new point will be, along the line between pt1 and pt2. If f=1, pt1 is returned; if f=0, pt2 is returned. - * @return {Point} The new interpolated Point object. - **/ - public interpolate(pointA, pointB, f) { - - } - - /** - * Offsets the Point object by the specified amount. The value of dx is added to the original value of x to create the new x value. - * The value of dy is added to the original value of y to create the new y value. - * @method offset - * @param {Number} dx - The amount by which to offset the horizontal coordinate, x. - * @param {Number} dy - The amount by which to offset the vertical coordinate, y. - * @return {Point} This Point object. Useful for chaining method calls. - **/ - public offset(dx: number, dy: number): Point { - - this.x += dx; - this.y += dy; - - return this; - - } - - /** - * Converts a pair of polar coordinates to a Cartesian point coordinate. - * @method polar - * @param {Number} length - The length coordinate of the polar pair. - * @param {Number} angle - The angle, in radians, of the polar pair. - * @return {Point} The new Cartesian Point object. - **/ - public polar(length, angle) { - - } - - /** - * Rotates the point around the x/y coordinates given to the desired angle - * @param x {number} The x coordinate of the anchor point - * @param y {number} The y coordinate of the anchor point - * @param {Number} angle The angle in radians (unless asDegrees is true) to return the point from. - * @param {Boolean} asDegrees Is the given angle in radians (false) or degrees (true)? - * @param {Number} distance An optional distance constraint between the point and the anchor - * @return The modified point object - */ - public rotate(cx: number, cy: number, angle: number, asDegrees: bool = false, distance?:number = null) { - - if (asDegrees) - { - angle = angle * GameMath.DEG_TO_RAD; - } - - // Get distance from origin (cx/cy) to this point - if (distance === null) - { - distance = Math.sqrt(((cx - this.x) * (cx - this.x)) + ((cy - this.y) * (cy - this.y))); - } - - return this.setTo(cx + distance * Math.cos(angle), cy + distance * Math.sin(angle)); - - } - - /** - * Sets the x and y values of this Point object to the given coordinates. - * @method setTo - * @param {Number} x - The horizontal position of this point. - * @param {Number} y - The vertical position of this point. - * @return {Point} This Point object. Useful for chaining method calls. - **/ - public setTo(x: number, y: number): Point { - - this.x = x; - this.y = y; - - return this; - - } - - /** - * Subtracts the coordinates of another point from the coordinates of this point to create a new point. - * @method subtract - * @param {Point} point - The point to be subtracted. - * @param {Point} output Optional Point object. If given the values will be set into this object, otherwise a brand new Point object will be created and returned. - * @return {Point} The new Point object. - **/ - public subtract(point: Point, output?: Point = new Point): Point { - - return output.setTo(this.x - point.x, this.y - point.y); - - } - - /** - * Returns a string representation of this object. - * @method toString - * @return {string} a string representation of the instance. - **/ - public toString(): string { - - return '[{Point (x=' + this.x + ' y=' + this.y + ')}]'; - - } - - } - -} \ No newline at end of file diff --git a/Phaser/geom/PointUtils.ts b/Phaser/geom/PointUtils.ts new file mode 100644 index 00000000..be2e9739 --- /dev/null +++ b/Phaser/geom/PointUtils.ts @@ -0,0 +1,221 @@ +/// +/// + +/** +* Phaser - PointUtils +* +* A collection of methods useful for manipulating and comparing Point objects. +* +* TODO: interpolate & polar +*/ + +module Phaser { + + class PointUtils { + + /** + * Adds the coordinates of two points together to create a new point. + * @method add + * @param {Point} a - The first Point object. + * @param {Point} b - The second Point object. + * @param {Point} out - Optional Point to store the value in, if not supplied a new Point object will be created. + * @return {Point} The new Point object. + **/ + static add(a: Point, b: Point, out?: Point = new Point): Point { + return out.setTo(a.x + b.x, a.y + b.y); + } + + /** + * Subtracts the coordinates of two points to create a new point. + * @method subtract + * @param {Point} a - The first Point object. + * @param {Point} b - The second Point object. + * @param {Point} out - Optional Point to store the value in, if not supplied a new Point object will be created. + * @return {Point} The new Point object. + **/ + static subtract(a: Point, b: Point, out?: Point = new Point): Point { + return out.setTo(a.x - b.x, a.y - b.y); + } + + /** + * Multiplies the coordinates of two points to create a new point. + * @method subtract + * @param {Point} a - The first Point object. + * @param {Point} b - The second Point object. + * @param {Point} out - Optional Point to store the value in, if not supplied a new Point object will be created. + * @return {Point} The new Point object. + **/ + static multiply(a: Point, b: Point, out?: Point = new Point): Point { + return out.setTo(a.x * b.x, a.y * b.y); + } + + /** + * Divides the coordinates of two points to create a new point. + * @method subtract + * @param {Point} a - The first Point object. + * @param {Point} b - The second Point object. + * @param {Point} out - Optional Point to store the value in, if not supplied a new Point object will be created. + * @return {Point} The new Point object. + **/ + static divide(a: Point, b: Point, out?: Point = new Point): Point { + return out.setTo(a.x / b.x, a.y / b.y); + } + + /** + * Clamps the Point object values to be between the given min and max + * @method clamp + * @param {Point} a - The point. + * @param {number} The minimum value to clamp this Point to + * @param {number} The maximum value to clamp this Point to + * @return {Point} This Point object. + **/ + static clamp(a: Point, min: number, max: number): Point { + + PointUtils.clampX(a, min, max); + PointUtils.clampY(a, min, max); + return a; + + } + + /** + * Clamps the x value of the given Point object to be between the min and max values. + * @method clampX + * @param {Point} a - The point. + * @param {number} The minimum value to clamp this Point to + * @param {number} The maximum value to clamp this Point to + * @return {Point} This Point object. + **/ + static clampX(a: Point, min: number, max: number): Point { + + a.x = Math.max(Math.min(a.x, max), min); + return a; + + } + + /** + * Clamps the y value of the given Point object to be between the min and max values. + * @method clampY + * @param {Point} a - The point. + * @param {number} The minimum value to clamp this Point to + * @param {number} The maximum value to clamp this Point to + * @return {Point} This Point object. + **/ + static clampY(a: Point, min: number, max: number): Point { + + a.y = Math.max(Math.min(a.y, max), min); + return a; + + } + + /** + * Creates a copy of the given Point. + * @method clone + * @param {Point} output Optional Point object. If given the values will be set into this object, otherwise a brand new Point object will be created and returned. + * @return {Point} The new Point object. + **/ + static clone(a: Point, output?: Point = new Point): Point { + return output.setTo(a.x, a.y); + } + + /** + * Returns the distance between the two given Point objects. + * @method distanceBetween + * @param {Point} a - The first Point object. + * @param {Point} b - The second Point object. + * @param {Boolean} round - Round the distance to the nearest integer (default false) + * @return {Number} The distance between the two Point objects. + **/ + static distanceBetween(a: Point, b: Point, round?: bool = false): number { + + var dx = a.x - b.x; + var dy = a.y - b.y; + + if (round === true) + { + return Math.round(Math.sqrt(dx * dx + dy * dy)); + } + else + { + return Math.sqrt(dx * dx + dy * dy); + } + + } + + /** + * Determines whether the two given Point objects are equal. They are considered equal if they have the same x and y values. + * @method equals + * @param {Point} a - The first Point object. + * @param {Point} b - The second Point object. + * @return {Boolean} A value of true if the Points are equal, otherwise false. + **/ + static equals(a: Point, b: Point): bool { + return (a.x == b.x && a.y == b.y); + } + + /** + * Determines a point between two specified points. The parameter f determines where the new interpolated point is located relative to the two end points specified by parameters pt1 and pt2. + * The closer the value of the parameter f is to 1.0, the closer the interpolated point is to the first point (parameter pt1). The closer the value of the parameter f is to 0, the closer the interpolated point is to the second point (parameter pt2). + * @method interpolate + * @param {Point} pointA - The first Point object. + * @param {Point} pointB - The second Point object. + * @param {Number} f - The level of interpolation between the two points. Indicates where the new point will be, along the line between pt1 and pt2. If f=1, pt1 is returned; if f=0, pt2 is returned. + * @return {Point} The new interpolated Point object. + **/ + //static interpolate(pointA, pointB, f) { + //} + + /** + * Converts a pair of polar coordinates to a Cartesian point coordinate. + * @method polar + * @param {Number} length - The length coordinate of the polar pair. + * @param {Number} angle - The angle, in radians, of the polar pair. + * @return {Point} The new Cartesian Point object. + **/ + //static polar(length, angle) { + //} + + /** + * Rotates a Point around the x/y coordinates given to the desired angle. + * @param a {Point} The Point object to rotate. + * @param x {number} The x coordinate of the anchor point + * @param y {number} The y coordinate of the anchor point + * @param {Number} angle The angle in radians (unless asDegrees is true) to rotate the Point to. + * @param {Boolean} asDegrees Is the given angle in radians (false) or degrees (true)? + * @param {Number} distance An optional distance constraint between the Point and the anchor. + * @return The modified point object + */ + static rotate(a: Point, x: number, y: number, angle: number, asDegrees: bool = false, distance?: number = null): Point { + + if (asDegrees) + { + angle = angle * GameMath.DEG_TO_RAD; + } + + // Get distance from origin (cx/cy) to this point + if (distance === null) + { + distance = Math.sqrt(((x - a.x) * (x - a.x)) + ((y - a.y) * (y - a.y))); + } + + return a.setTo(x + distance * Math.cos(angle), y + distance * Math.sin(angle)); + + } + + /** + * Rotates a Point around the given Point to the desired angle. + * @param a {Point} The Point object to rotate. + * @param b {Point} The Point object to serve as point of rotation. + * @param x {number} The x coordinate of the anchor point + * @param y {number} The y coordinate of the anchor point + * @param {Number} angle The angle in radians (unless asDegrees is true) to rotate the Point to. + * @param {Boolean} asDegrees Is the given angle in radians (false) or degrees (true)? + * @param {Number} distance An optional distance constraint between the Point and the anchor. + * @return The modified point object + */ + static rotateAroundPoint(a: Point, b: Point, angle: number, asDegrees: bool = false, distance?: number = null): Point { + return PointUtils.rotate(a, b.x, b.y, angle, asDegrees, distance); + } + + } + +} \ No newline at end of file diff --git a/Phaser/geom/Quad.ts b/Phaser/geom/Quad.ts deleted file mode 100644 index 4008c7a5..00000000 --- a/Phaser/geom/Quad.ts +++ /dev/null @@ -1,180 +0,0 @@ -/// -/// - -/** -* Phaser - Quad -* -* A Quad object is an area defined by its position, as indicated by its top-left corner (x,y) and width and height. -* Very much like a Rectangle only without all of the additional methods and properties of that class. -*/ - -module Phaser { - - export class Quad { - - /** - * Creates a new Quad object with the top-left corner specified by the x and y parameters and with the specified width and height parameters. If you call this function without parameters, a rectangle with x, y, width, and height properties set to 0 is created. - * @class Quad - * @constructor - * @param {Number} x The x coordinate of the top-left corner of the quad. - * @param {Number} y The y coordinate of the top-left corner of the quad. - * @param {Number} width The width of the quad. - * @param {Number} height The height of the quad. - * @return {Quad} This object - **/ - constructor(x: number = 0, y: number = 0, width: number = 0, height: number = 0) { - - this.setTo(x, y, width, height); - - } - - public x: number; - public y: number; - public width: number; - public height: number; - - /** - * Sets the Quad to the specified size. - * @method setTo - * @param {Number} x The x coordinate of the top-left corner of the quad. - * @param {Number} y The y coordinate of the top-left corner of the quad. - * @param {Number} width The width of the quad. - * @param {Number} height The height of the quad. - * @return {Quad} This object - **/ - public setTo(x: number, y: number, width: number, height: number): Quad { - - this.x = x; - this.y = y; - this.width = width; - this.height = height; - - return this; - - } - - public get left(): number { - return this.x; - } - - public get right(): number { - return this.x + this.width; - } - - public get top(): number { - return this.y; - } - - public get bottom(): number { - return this.y + this.height; - } - - public get halfWidth(): number { - return this.width / 2; - } - - public get halfHeight(): number { - return this.height / 2; - } - - /** - * Determines whether the object specified intersects (overlaps) with this Quad object. - * This method checks the x, y, width, and height properties of the specified Quad object to see if it intersects with this Quad object. - * @method intersects - * @param {Object} quad The object to check for intersection with this Quad. Must have left/right/top/bottom properties (Rectangle, Quad). - * @param {Number} tolerance A tolerance value to allow for an intersection test with padding, default to 0 - * @return {Boolean} A value of true if the specified object intersects with this Quad; otherwise false. - **/ - public intersects(quad, tolerance?: number = 0): bool { - - return !(quad.left > this.right + tolerance || quad.right < this.left - tolerance || quad.top > this.bottom + tolerance || quad.bottom < this.top - tolerance); - - } - - /** - * Determines whether the object specified intersects (overlaps) with the given values. - * @method intersectsProps - * @param {Number} left - * @param {Number} right - * @param {Number} top - * @param {Number} bottomt - * @param {Number} tolerance A tolerance value to allow for an intersection test with padding, default to 0 - * @return {Boolean} A value of true if the specified object intersects with this Quad; otherwise false. - **/ - public intersectsRaw(left: number, right: number, top: number, bottom: number, tolerance?: number = 0): bool { - - return !(left > this.right + tolerance || right < this.left - tolerance || top > this.bottom + tolerance || bottom < this.top - tolerance); - - } - - /** - * Determines whether the specified coordinates are contained within the region defined by this Quad object. - * @method contains - * @param {Number} x The x coordinate of the point to test. - * @param {Number} y The y coordinate of the point to test. - * @return {Boolean} A value of true if the Rectangle object contains the specified point; otherwise false. - **/ - public contains(x: number, y: number): bool { - - if (x >= this.x && x <= this.right && y >= this.y && y <= this.bottom) - { - return true; - } - - return false; - - } - - - /** - * Copies the x/y/width/height values from the source object into this Quad - * @method copyFrom - * @param {Any} source The source object to copy from. Can be a Quad, Rectangle or any object with exposed x/y/width/height properties - * @return {Quad} This object - **/ - public copyFrom(source): Quad { - - return this.setTo(source.x, source.y, source.width, source.height); - - } - - /** - * Copies the x/y/width/height values from this Quad into the given target object - * @method copyTo - * @param {Any} target The object to copy this quads values in to. Can be a Quad, Rectangle or any object with exposed x/y/width/height properties - * @return {Any} The target object - **/ - public copyTo(target): any { - - return target.copyFrom(this); - - } - - /** - * Creates and returns a Polygon that is the same as this Quad. - * @method toPolygon - * @return {Polygon} A new Polygon that represents this quad. - **/ - public toPolygon(): Polygon { - - return new Polygon(new Vector2(this.x, this.y), [ - new Vector2(), new Vector2(this.width, 0), - new Vector2(this.width, this.height), new Vector2(0, this.height) - ]); - - } - - /** - * Returns a string representation of this object. - * @method toString - * @return {string} a string representation of the object. - **/ - public toString(): string { - - return "[{Quad (x=" + this.x + " y=" + this.y + " width=" + this.width + " height=" + this.height + ")}]"; - - } - - } - -} \ No newline at end of file diff --git a/Phaser/geom/Rectangle.ts b/Phaser/geom/Rectangle.ts deleted file mode 100644 index 77843319..00000000 --- a/Phaser/geom/Rectangle.ts +++ /dev/null @@ -1,810 +0,0 @@ -/// -/// - -/** -* Phaser - Rectangle -* -* A Rectangle object is an area defined by its position, as indicated by its top-left corner (x,y) and width and height. -*/ - -module Phaser { - - export class Rectangle { - - /** - * Creates a new Rectangle object with the top-left corner specified by the x and y parameters and with the specified width and height parameters. - * If you call this function without parameters, a rectangle with x, y, width, and height properties set to 0 is created. - * @class Rectangle - * @constructor - * @param {Number} x The x coordinate of the top-left corner of the rectangle. - * @param {Number} y The y coordinate of the top-left corner of the rectangle. - * @param {Number} width The width of the rectangle. - * @param {Number} height The height of the rectangle. - * @return {Rectangle} This rectangle object - **/ - constructor(x: number = 0, y: number = 0, width: number = 0, height: number = 0) { - - this._width = width; - - if (width > 0) - { - this._halfWidth = Math.round(width / 2); - } - - this._height = height; - - if (height > 0) - { - this._halfHeight = Math.round(height / 2); - } - - this.length = Math.max(this._width, this._height); - - this.topLeft = new MicroPoint(x, y, this); - this.topCenter = new MicroPoint(x + this._halfWidth, y, this); - this.topRight = new MicroPoint(x + this._width - 1, y, this); - this.leftCenter = new MicroPoint(x, y + this._halfHeight, this); - this.center = new MicroPoint(x + this._halfWidth, y + this._halfHeight, this); - this.rightCenter = new MicroPoint(x + this._width - 1, y + this._halfHeight, this); - this.bottomLeft = new MicroPoint(x, y + this._height - 1, this); - this.bottomCenter = new MicroPoint(x + this._halfWidth, y + this._height - 1, this); - this.bottomRight = new MicroPoint(x + this._width - 1, y + this._height - 1, this); - - } - - private _tempX: number = null; - private _tempY: number = null; - private _tempWidth: number = null; - private _tempHeight: number = null; - - /** - * The x coordinate of the top-left corner of the rectangle - * @property x - * @type {Number} - **/ - public get x(): number { - - return this.topLeft.x; - - } - - /** - * The y coordinate of the top-left corner of the rectangle - * @property y - * @type {Number} - **/ - public get y(): number { - - return this.topLeft.y; - - } - - /** - * The x coordinate of the top-left corner of the rectangle - * @property x - * @type {Number} - **/ - public set x(value: number) { - - this.topLeft.x = value; - - } - - /** - * The y coordinate of the top-left corner of the rectangle - * @property y - * @type {Number} - **/ - public set y(value:number) { - - this.topLeft.y = value; - - } - - /** - * The x and y coordinate of the top-left corner of the rectangle (same as x/y) - * @property topLeft - * @type {MicroPoint} - **/ - public topLeft: MicroPoint; - - /** - * The x and y coordinate of the top-center of the rectangle - * @property topCenter - * @type {MicroPoint} - **/ - public topCenter: MicroPoint; - - /** - * The x and y coordinate of the top-right corner of the rectangle - * @property topRight - * @type {MicroPoint} - **/ - public topRight: MicroPoint; - - /** - * The x and y coordinate of the left-center of the rectangle - * @property leftCenter - * @type {MicroPoint} - **/ - public leftCenter: MicroPoint; - - /** - * The x and y coordinate of the center of the rectangle - * @property center - * @type {MicroPoint} - **/ - public center: MicroPoint; - - /** - * The x and y coordinate of the right-center of the rectangle - * @property rightCenter - * @type {MicroPoint} - **/ - public rightCenter: MicroPoint; - - /** - * The x and y coordinate of the bottom-left corner of the rectangle - * @property bottomLeft - * @type {MicroPoint} - **/ - public bottomLeft: MicroPoint; - - /** - * The x and y coordinate of the bottom-center of the rectangle - * @property bottomCenter - * @type {MicroPoint} - **/ - public bottomCenter: MicroPoint; - - /** - * The x and y coordinate of the bottom-right corner of the rectangle - * @property bottomRight - * @type {MicroPoint} - **/ - public bottomRight: MicroPoint; - - /** - * The width of the rectangle - * @property width - * @type {Number} - **/ - private _width: number = 0; - - /** - * The height of the rectangle - * @property height - * @type {Number} - **/ - private _height: number = 0; - - /** - * Half of the width of the rectangle - * @property halfWidth - * @type {Number} - **/ - private _halfWidth: number = 0; - - /** - * Half of the height of the rectangle - * @property halfHeight - * @type {Number} - **/ - private _halfHeight: number = 0; - - /** - * The size of the longest side (width or height) - * @property length - * @type {Number} - **/ - public length: number = 0; - - /** - * Updates all of the MicroPoints based on the values of width and height. - * You should not normally call this directly. - **/ - public updateBounds() { - - if (this._tempWidth !== null) - { - this._width = this._tempWidth; - this._halfWidth = 0; - - if (this._width > 0) - { - this._halfWidth = Math.round(this._width / 2); - } - } - - if (this._tempHeight !== null) - { - this._height = this._tempHeight; - this._halfHeight = 0; - - if (this._height > 0) - { - this._halfHeight = Math.round(this._height / 2); - } - } - - this.length = Math.max(this._width, this._height); - - if (this._tempX !== null && this._tempY !== null) - { - this.topLeft.setTo(this._tempX, this._tempY, false); - } - else if (this._tempX !== null && this._tempY == null) - { - this.topLeft.setTo(this._tempX, this.topLeft.y, false); - } - else if (this._tempX == null && this._tempY !== null) - { - this.topLeft.setTo(this.topLeft.x, this._tempY, false); - } - else - { - this.topLeft.setTo(this.x, this.y, false); - } - - this.topCenter.setTo(this.x + this._halfWidth, this.y, false); - this.topRight.setTo(this.x + this._width - 1, this.y, false); - - this.leftCenter.setTo(this.x, this.y + this._halfHeight, false); - this.center.setTo(this.x + this._halfWidth, this.y + this._halfHeight, false); - this.rightCenter.setTo(this.x + this._width - 1, this.y + this._halfHeight, false); - - this.bottomLeft.setTo(this.x, this.y + this._height - 1, false); - this.bottomCenter.setTo(this.x + this._halfWidth, this.y + this._height - 1, false); - this.bottomRight.setTo(this.x + this._width - 1, this.y + this._height - 1, false); - - this._tempX = null; - this._tempY = null; - this._tempWidth = null; - this._tempHeight = null; - - } - - /** - * The width of the rectangle - * @property width - * @type {Number} - **/ - public set width(value: number) { - - this._width = value; - this._halfWidth = Math.round(value / 2); - this.updateBounds(); - - } - - /** - * The height of the rectangle - * @property height - * @type {Number} - **/ - public set height(value: number) { - - this._height = value; - this._halfHeight = Math.round(value / 2); - this.updateBounds(); - - } - - /** - * The width of the rectangle - * @property width - * @type {Number} - **/ - public get width(): number { - - return this._width; - - } - - /** - * The height of the rectangle - * @property height - * @type {Number} - **/ - public get height(): number { - - return this._height; - - } - - /** - * Half of the width of the rectangle - * @property halfWidth - * @type {Number} - **/ - public get halfWidth(): number { - - return this._halfWidth; - - } - - /** - * Half of the height of the rectangle - * @property halfHeight - * @type {Number} - **/ - public get halfHeight(): number { - - return this._halfHeight; - - } - - /** - * The sum of the y and height properties. - * Changing the bottom property of a Rectangle object has no effect on the x, y and width properties, but does change the height property. - * @method bottom - * @return {Number} - **/ - public get bottom(): number { - - return this.bottomCenter.y; - - } - - /** - * The sum of the y and height properties. - * Changing the bottom property of a Rectangle object has no effect on the x, y and width properties, but does change the height property. - * @method bottom - * @param {Number} value - **/ - public set bottom(value: number) { - - if (value < this.y) - { - this._tempHeight = 0; - } - else - { - this._tempHeight = this.y + value; - } - - this.updateBounds(); - - } - - /** - * The x coordinate of the top-left corner of the rectangle. - * Changing the left property of a Rectangle object has no effect on the y and height properties. - * However it does affect the width property, whereas changing the x value does not affect the width property. - * @method left - * @ return {Number} - **/ - public get left(): number { - - return this.x; - - } - - /** - * The x coordinate of the top-left corner of the rectangle. - * Changing the left property of a Rectangle object has no effect on the y and height properties. - * However it does affect the width property, whereas changing the x value does not affect the width property. - * @method left - * @param {Number} value - **/ - public set left(value: number) { - - var diff = this.x - value; - - if (this._width + diff < 0) - { - this._tempWidth = 0; - this._tempX = value; - } - else - { - this._tempWidth = this._width + diff; - this._tempX = value; - } - - this.updateBounds(); - - } - - /** - * The sum of the x and width properties. - * Changing the right property of a Rectangle object has no effect on the x, y and height properties. - * However it does affect the width property. - * @method right - * @return {Number} - **/ - public get right(): number { - - return this.rightCenter.x; - - } - - /** - * The sum of the x and width properties. - * Changing the right property of a Rectangle object has no effect on the x, y and height properties. - * However it does affect the width property. - * @method right - * @param {Number} value - **/ - public set right(value: number) { - - if (value < this.topLeft.x) - { - this._tempWidth = 0; - } - else - { - this._tempWidth = (value - this.topLeft.x); - } - - this.updateBounds(); - - } - - /** - * The size of the Rectangle object, expressed as a Point object with the values of the width and height properties. - * @method size - * @param {Point} output Optional Point object. If given the values will be set into the object, otherwise a brand new Point object will be created and returned. - * @return {Point} The size of the Rectangle object - **/ - public size(output?: Point = new Point): Point { - - return output.setTo(this._width, this._height); - - } - - /** - * The volume of the Rectangle object in pixels, derived from width * height - * @method volume - * @return {Number} - **/ - public get volume(): number { - - return this._width * this._height; - - } - - /** - * The perimeter size of the Rectangle object in pixels. This is the sum of all 4 sides. - * @method perimeter - * @return {Number} - **/ - public get perimeter(): number { - - return (this._width * 2) + (this._height * 2); - - } - - /** - * The y coordinate of the top-left corner of the rectangle. - * Changing the top property of a Rectangle object has no effect on the x and width properties. - * However it does affect the height property, whereas changing the y value does not affect the height property. - * @method top - * @return {Number} - **/ - public get top(): number { - - return this.topCenter.y; - - } - - /** - * The y coordinate of the top-left corner of the rectangle. - * Changing the top property of a Rectangle object has no effect on the x and width properties. - * However it does affect the height property, whereas changing the y value does not affect the height property. - * @method top - * @param {Number} value - **/ - public set top(value: number) { - - var diff = this.topCenter.y - value; - - if (this._height + diff < 0) - { - this._tempHeight = 0; - this._tempY = value; - } - else - { - this._tempHeight = this._height + diff; - this._tempY = value; - } - - this.updateBounds(); - - } - - /** - * Returns a new Rectangle object with the same values for the x, y, width, and height properties as the original Rectangle object. - * @method clone - * @param {Rectangle} output Optional Rectangle object. If given the values will be set into the object, otherwise a brand new Rectangle object will be created and returned. - * @return {Rectangle} - **/ - public clone(output?: Rectangle = new Rectangle): Rectangle { - - return output.setTo(this.x, this.y, this.width, this.height); - - } - - /** - * Determines whether the specified coordinates are contained within the region defined by this Rectangle object. - * @method contains - * @param {Number} x The x coordinate of the point to test. - * @param {Number} y The y coordinate of the point to test. - * @return {Boolean} A value of true if the Rectangle object contains the specified point; otherwise false. - **/ - public contains(x: number, y: number): bool { - - if (x >= this.topLeft.x && x <= this.topRight.x && y >= this.topLeft.y && y <= this.bottomRight.y) - { - return true; - } - - return false; - - } - - /** - * Determines whether the specified point is contained within the rectangular region defined by this Rectangle object. - * This method is similar to the Rectangle.contains() method, except that it takes a Point object as a parameter. - * @method containsPoint - * @param {Point} point The point object being checked. Can be Point or any object with .x and .y values. - * @return {Boolean} A value of true if the Rectangle object contains the specified point; otherwise false. - **/ - public containsPoint(point: any): bool { - - return this.contains(point.x, point.y); - - } - - /** - * Determines whether the Rectangle object specified by the rect parameter is contained within this Rectangle object. - * A Rectangle object is said to contain another if the second Rectangle object falls entirely within the boundaries of the first. - * @method containsRect - * @param {Rectangle} rect The rectangle object being checked. - * @return {Boolean} A value of true if the Rectangle object contains the specified point; otherwise false. - **/ - public containsRect(rect: Rectangle): bool { - - // If the given rect has a larger volume than this one then it can never contain it - if (rect.volume > this.volume) - { - return false; - } - - if (rect.x >= this.topLeft.x && rect.y >= this.topLeft.y && rect.rightCenter.x <= this.rightCenter.x && rect.bottomCenter.y <= this.bottomCenter.y) - { - return true; - } - - return false; - - } - - /** - * Copies all of rectangle data from the source Rectangle object into the calling Rectangle object. - * @method copyFrom - * @param {Rectangle} rect The source rectangle object to copy from - * @return {Rectangle} This rectangle object - **/ - public copyFrom(source: Rectangle): Rectangle { - - return this.setTo(source.x, source.y, source.width, source.height); - - } - - - /** - * Copies all the rectangle data from this Rectangle object into the destination Rectangle object. - * @method copyTo - * @param {Rectangle} rect The destination rectangle object to copy in to - * @return {Rectangle} The destination rectangle object - **/ - public copyTo(target: Rectangle): Rectangle { - - return target.copyFrom(this); - - } - - /** - * Determines whether the object specified in the toCompare parameter is equal to this Rectangle object. - * This method compares the x, y, width, and height properties of an object against the same properties of this Rectangle object. - * @method equals - * @param {Rectangle} toCompare The rectangle to compare to this Rectangle object. - * @return {Boolean} A value of true if the object has exactly the same values for the x, y, width, and height properties as this Rectangle object; otherwise false. - **/ - public equals(toCompare: Rectangle): bool { - - if (this.topLeft.equals(toCompare.topLeft) && this.bottomRight.equals(toCompare.bottomRight)) - { - return true; - } - - return false; - - } - - /** - * Increases the size of the Rectangle object by the specified amounts. - * The center point of the Rectangle object stays the same, and its size increases to the left and right by the dx value, - * and to the top and the bottom by the dy value. - * @method inflate - * @param {Number} dx The amount to be added to the left side of this Rectangle. - * @param {Number} dy The amount to be added to the bottom side of this Rectangle. - * @return {Rectangle} This Rectangle object. - **/ - public inflate(dx: number, dy: number): Rectangle { - - this._tempX = this.topLeft.x - dx; - this._tempWidth = this._width + (2 * dx); - this._tempY = this.topLeft.y - dy; - this._tempHeight = this._height + (2 * dy); - - this.updateBounds(); - - return this; - - } - - /** - * Increases the size of the Rectangle object. - * This method is similar to the Rectangle.inflate() method except it takes a Point object as a parameter. - * @method inflatePoint - * @param {Point} point The x property of this Point object is used to increase the horizontal dimension of the Rectangle object. The y property is used to increase the vertical dimension of the Rectangle object. - * @return {Rectangle} This Rectangle object. - **/ - public inflatePoint(point: Point): Rectangle { - - return this.inflate(point.x, point.y); - - } - - /** - * If the Rectangle object specified in the toIntersect parameter intersects with this Rectangle object, - * returns the area of intersection as a Rectangle object. If the rectangles do not intersect, this method - * returns an empty Rectangle object with its properties set to 0. - * @method intersection - * @param {Rectangle} toIntersect The Rectangle object to compare against to see if it intersects with this Rectangle object. - * @param {Rectangle} output Optional Rectangle object. If given the intersection values will be set into this object, otherwise a brand new Rectangle object will be created and returned. - * @return {Rectangle} A Rectangle object that equals the area of intersection. If the rectangles do not intersect, this method returns an empty Rectangle object; that is, a rectangle with its x, y, width, and height properties set to 0. - **/ - public intersection(toIntersect: Rectangle, output?: Rectangle = new Rectangle): Rectangle { - - if (this.intersects(toIntersect) === true) - { - output.x = Math.max(toIntersect.topLeft.x, this.topLeft.x); - output.y = Math.max(toIntersect.topLeft.y, this.topLeft.y); - output.width = Math.min(toIntersect.rightCenter.x, this.rightCenter.x) - output.x; - output.height = Math.min(toIntersect.bottomCenter.y, this.bottomCenter.y) - output.y; - } - - return output; - - } - - /** - * Determines whether the object specified intersects (overlaps) with this Rectangle object. - * This method checks the x, y, width, and height properties of the specified Rectangle object to see if it intersects with this Rectangle object. - * @method intersects - * @param {Rectangle} r2 The Rectangle object to compare against to see if it intersects with this Rectangle object. - * @param {Number} t A tolerance value to allow for an intersection test with padding, default to 0 - * @return {Boolean} A value of true if the specified object intersects with this Rectangle object; otherwise false. - **/ - public intersects(r2: Rectangle, t?: number = 0): bool { - - return !(r2.left > this.right + t || r2.right < this.left - t || r2.top > this.bottom + t || r2.bottom < this.top - t); - - } - - /** - * Determines whether or not this Rectangle object is empty. - * @method isEmpty - * @return {Boolean} A value of true if the Rectangle object's width or height is less than or equal to 0; otherwise false. - **/ - public get isEmpty(): bool { - - if (this.width < 1 || this.height < 1) - { - return true; - } - - return false; - - } - - /** - * Adjusts the location of the Rectangle object, as determined by its top-left corner, by the specified amounts. - * @method offset - * @param {Number} dx Moves the x value of the Rectangle object by this amount. - * @param {Number} dy Moves the y value of the Rectangle object by this amount. - * @return {Rectangle} This Rectangle object. - **/ - public offset(dx: number, dy: number): Rectangle { - - if (!isNaN(dx) && !isNaN(dy)) - { - this.x += dx; - this.y += dy; - } - - return this; - - } - - /** - * Adjusts the location of the Rectangle object using a Point object as a parameter. This method is similar to the Rectangle.offset() method, except that it takes a Point object as a parameter. - * @method offsetPoint - * @param {Point} point A Point object to use to offset this Rectangle object. - * @return {Rectangle} This Rectangle object. - **/ - public offsetPoint(point: Point): Rectangle { - - return this.offset(point.x, point.y); - - } - - /** - * Sets all of the Rectangle object's properties to 0. A Rectangle object is empty if its width or height is less than or equal to 0. - * @method setEmpty - * @return {Rectangle} This rectangle object - **/ - public setEmpty() { - - return this.setTo(0, 0, 0, 0); - - } - - /** - * Sets the members of Rectangle to the specified values. - * @method setTo - * @param {Number} x The x coordinate of the top-left corner of the rectangle. - * @param {Number} y The y coordinate of the top-left corner of the rectangle. - * @param {Number} width The width of the rectangle in pixels. - * @param {Number} height The height of the rectangle in pixels. - * @return {Rectangle} This rectangle object - **/ - public setTo(x: number, y: number, width: number, height: number): Rectangle { - - this._tempX = x; - this._tempY = y; - this._tempWidth = width; - this._tempHeight = height; - - this.updateBounds(); - - return this; - - } - - /** - * Adds two rectangles together to create a new Rectangle object, by filling in the horizontal and vertical space between the two rectangles. - * @method union - * @param {Rectangle} toUnion A Rectangle object to add to this Rectangle object. - * @param {Rectangle} output Optional Rectangle object. If given the new values will be set into this object, otherwise a brand new Rectangle object will be created and returned. - * @return {Rectangle} A Rectangle object that is the union of the two rectangles. - **/ - public union(toUnion: Rectangle, output?: Rectangle = new Rectangle): Rectangle { - - return output.setTo( - Math.min(toUnion.x, this.x), - Math.min(toUnion.y, this.y), - Math.max(toUnion.right, this.right), - Math.max(toUnion.bottom, this.bottom) - ); - - } - - /** - * Returns a string representation of this object. - * @method toString - * @return {String} a string representation of the instance. - **/ - public toString(): string { - - return "[{Rectangle (x=" + this.x + " y=" + this.y + " width=" + this.width + " height=" + this.height + " empty=" + this.isEmpty + ")}]"; - - } - - } - -} \ No newline at end of file diff --git a/Phaser/geom/RectangleUtils.ts b/Phaser/geom/RectangleUtils.ts new file mode 100644 index 00000000..e8db1ffb --- /dev/null +++ b/Phaser/geom/RectangleUtils.ts @@ -0,0 +1,221 @@ +/// +/// +/// + +/** +* Phaser - RectangleUtils +* +* A collection of methods useful for manipulating and comparing Rectangle objects. +* +* TODO: Check docs + overlap + intersect + toPolygon? +*/ + +module Phaser { + + export class RectangleUtils { + + /** + * Get the location of the Rectangles top-left corner as a Point object. + * @method getTopLeftAsPoint + * @param {Rectangle} a - The Rectangle object. + * @param {Point} out - Optional Point to store the value in, if not supplied a new Point object will be created. + * @return {Point} The new Point object. + **/ + static getTopLeftAsPoint(a: Rectangle, out?: Point = new Point): Point { + return out.setTo(a.x, a.y); + } + + /** + * Get the location of the Rectangles bottom-right corner as a Point object. + * @method getTopLeftAsPoint + * @param {Rectangle} a - The Rectangle object. + * @param {Point} out - Optional Point to store the value in, if not supplied a new Point object will be created. + * @return {Point} The new Point object. + **/ + static getBottomRightAsPoint(a: Rectangle, out?: Point = new Point): Point { + return out.setTo(a.right, a.bottom); + } + + /** + * Increases the size of the Rectangle object by the specified amounts. The center point of the Rectangle object stays the same, and its size increases to the left and right by the dx value, and to the top and the bottom by the dy value. + * @method inflate + * @param {Rectangle} a - The Rectangle object. + * @param {Number} dx The amount to be added to the left side of the Rectangle. + * @param {Number} dy The amount to be added to the bottom side of the Rectangle. + * @return {Rectangle} This Rectangle object. + **/ + static inflate(a: Rectangle, dx: number, dy: number): Rectangle { + + a.x -= dx; + a.width += 2 * dx; + + a.y -= dy; + a.height += 2 * dy; + + return a; + + } + + /** + * Increases the size of the Rectangle object. This method is similar to the Rectangle.inflate() method except it takes a Point object as a parameter. + * @method inflatePoint + * @param {Rectangle} a - The Rectangle object. + * @param {Point} point The x property of this Point object is used to increase the horizontal dimension of the Rectangle object. The y property is used to increase the vertical dimension of the Rectangle object. + * @return {Rectangle} The Rectangle object. + **/ + static inflatePoint(a: Rectangle, point: Point): Rectangle { + return RectangleUtils.inflate(a, point.x, point.y); + } + + /** + * The size of the Rectangle object, expressed as a Point object with the values of the width and height properties. + * @method size + * @param {Rectangle} a - The Rectangle object. + * @param {Point} output Optional Point object. If given the values will be set into the object, otherwise a brand new Point object will be created and returned. + * @return {Point} The size of the Rectangle object + **/ + static size(a: Rectangle, output?: Point = new Point): Point { + return output.setTo(a.width, a.height); + } + + /** + * Returns a new Rectangle object with the same values for the x, y, width, and height properties as the original Rectangle object. + * @method clone + * @param {Rectangle} a - The Rectangle object. + * @param {Rectangle} output Optional Rectangle object. If given the values will be set into the object, otherwise a brand new Rectangle object will be created and returned. + * @return {Rectangle} + **/ + static clone(a: Rectangle, output?: Rectangle = new Rectangle): Rectangle { + return output.setTo(a.x, a.y, a.width, a.height); + } + + /** + * Determines whether the specified coordinates are contained within the region defined by this Rectangle object. + * @method contains + * @param {Rectangle} a - The Rectangle object. + * @param {Number} x The x coordinate of the point to test. + * @param {Number} y The y coordinate of the point to test. + * @return {Boolean} A value of true if the Rectangle object contains the specified point; otherwise false. + **/ + static contains(a: Rectangle, x: number, y: number): bool { + return (x >= a.x && x <= a.right && y >= a.y && y <= a.bottom); + } + + /** + * Determines whether the specified point is contained within the rectangular region defined by this Rectangle object. This method is similar to the Rectangle.contains() method, except that it takes a Point object as a parameter. + * @method containsPoint + * @param {Rectangle} a - The Rectangle object. + * @param {Point} point The point object being checked. Can be Point or any object with .x and .y values. + * @return {Boolean} A value of true if the Rectangle object contains the specified point; otherwise false. + **/ + static containsPoint(a: Rectangle, point: Point): bool { + return RectangleUtils.contains(a, point.x, point.y); + } + + /** + * Determines whether the first Rectangle object is fully contained within the second Rectangle object. + * A Rectangle object is said to contain another if the second Rectangle object falls entirely within the boundaries of the first. + * @method containsRect + * @param {Rectangle} a - The first Rectangle object. + * @param {Rectangle} b - The second Rectangle object. + * @return {Boolean} A value of true if the Rectangle object contains the specified point; otherwise false. + **/ + static containsRect(a: Rectangle, b: Rectangle): bool { + + // If the given rect has a larger volume than this one then it can never contain it + if (a.volume > b.volume) + { + return false; + } + + return (a.x >= b.x && a.y >= b.y && a.right <= b.right && a.bottom <= b.bottom); + + } + + /** + * Determines whether the two Rectangles are equal. + * This method compares the x, y, width and height properties of each Rectangle. + * @method equals + * @param {Rectangle} a - The first Rectangle object. + * @param {Rectangle} b - The second Rectangle object. + * @return {Boolean} A value of true if the two Rectangles have exactly the same values for the x, y, width and height properties; otherwise false. + **/ + static equals(a: Rectangle, b: Rectangle): bool { + return (a.x == b.x && a.y == b.y && a.width == b.width && a.height == b.height); + } + + /** + * If the Rectangle object specified in the toIntersect parameter intersects with this Rectangle object, returns the area of intersection as a Rectangle object. If the rectangles do not intersect, this method returns an empty Rectangle object with its properties set to 0. + * @method intersection + * @param {Rectangle} a - The first Rectangle object. + * @param {Rectangle} b - The second Rectangle object. + * @param {Rectangle} output Optional Rectangle object. If given the intersection values will be set into this object, otherwise a brand new Rectangle object will be created and returned. + * @return {Rectangle} A Rectangle object that equals the area of intersection. If the rectangles do not intersect, this method returns an empty Rectangle object; that is, a rectangle with its x, y, width, and height properties set to 0. + **/ + static intersection(a: Rectangle, b: Rectangle, out?: Rectangle = new Rectangle): Rectangle { + + if (RectangleUtils.intersects(a, b)) + { + out.x = Math.max(a.x, b.x); + out.y = Math.max(a.y, b.y); + out.width = Math.min(a.right, b.right) - out.x; + out.height = Math.min(a.bottom, b.bottom) - out.y; + } + + return out; + + } + + /** + * Determines whether the two Rectangles intersect with each other. + * This method checks the x, y, width, and height properties of the Rectangles. + * @method intersects + * @param {Rectangle} a - The first Rectangle object. + * @param {Rectangle} b - The second Rectangle object. + * @param {Number} tolerance A tolerance value to allow for an intersection test with padding, default to 0 + * @return {Boolean} A value of true if the specified object intersects with this Rectangle object; otherwise false. + **/ + static intersects(a: Rectangle, b: Rectangle, tolerance?: number = 0): bool { + + // ? + //return (a.right > b.x) && (a.x < b.right) && (a.bottom > b.y) && (a.y < b.bottom); + return !(a.left > b.right + tolerance || a.right < b.left - tolerance || a.top > b.bottom + tolerance || a.bottom < b.top - tolerance); + + //if (a.x >= b.right || a.right <= b.x || a.bottom <= b.y || a.y >= b.bottom) + //{ + // return false; + //} + + //return true; + + } + + /** + * Determines whether the object specified intersects (overlaps) with the given values. + * @method intersectsRaw + * @param {Number} left + * @param {Number} right + * @param {Number} top + * @param {Number} bottomt + * @param {Number} tolerance A tolerance value to allow for an intersection test with padding, default to 0 + * @return {Boolean} A value of true if the specified object intersects with the Rectangle; otherwise false. + **/ + static intersectsRaw(a: Rectangle, left: number, right: number, top: number, bottom: number, tolerance?: number = 0): bool { + return !(left > a.right + tolerance || right < a.left - tolerance || top > a.bottom + tolerance || bottom < a.top - tolerance); + } + + /** + * Adds two rectangles together to create a new Rectangle object, by filling in the horizontal and vertical space between the two rectangles. + * @method union + * @param {Rectangle} a - The first Rectangle object. + * @param {Rectangle} b - The second Rectangle object. + * @param {Rectangle} output Optional Rectangle object. If given the new values will be set into this object, otherwise a brand new Rectangle object will be created and returned. + * @return {Rectangle} A Rectangle object that is the union of the two rectangles. + **/ + static union(a: Rectangle, b: Rectangle, out?: Rectangle = new Rectangle): Rectangle { + return out.setTo(Math.min(a.x, b.x), Math.min(a.y, b.y), Math.max(a.right, b.right), Math.max(a.bottom, b.bottom)); + } + + } + +} \ No newline at end of file diff --git a/Phaser/geom/Vec2Utils.ts b/Phaser/geom/Vec2Utils.ts new file mode 100644 index 00000000..b0f4f14a --- /dev/null +++ b/Phaser/geom/Vec2Utils.ts @@ -0,0 +1,319 @@ +/// +/// + +/** +* Phaser - Vec2Utils +* +* A collection of methods useful for manipulating and performing operations on 2D vectors. +* +*/ + +module Phaser { + + export class Vec2Utils { + + /** + * Adds two 2D vectors. + * + * @param {Vec2} a Reference to a source Vec2 object. + * @param {Vec2} b Reference to a source Vec2 object. + * @param {Vec2} out The output Vec2 that is the result of the operation. + * @return {Vec2} A Vec2 that is the sum of the two vectors. + */ + static add(a: Vec2, b: Vec2, out?: Vec2 = new Vec2): Vec2 { + return out.setTo(a.x + b.x, a.y + b.y); + } + + /** + * Subtracts two 2D vectors. + * + * @param {Vec2} a Reference to a source Vec2 object. + * @param {Vec2} b Reference to a source Vec2 object. + * @param {Vec2} out The output Vec2 that is the result of the operation. + * @return {Vec2} A Vec2 that is the difference of the two vectors. + */ + static subtract(a: Vec2, b: Vec2, out?: Vec2 = new Vec2): Vec2 { + return out.setTo(a.x - b.x, a.y - b.y); + } + + /** + * Multiplies two 2D vectors. + * + * @param {Vec2} a Reference to a source Vec2 object. + * @param {Vec2} b Reference to a source Vec2 object. + * @param {Vec2} out The output Vec2 that is the result of the operation. + * @return {Vec2} A Vec2 that is the sum of the two vectors multiplied. + */ + static multiply(a: Vec2, b: Vec2, out?: Vec2 = new Vec2): Vec2 { + return out.setTo(a.x * b.x, a.y * b.y); + } + + /** + * Divides two 2D vectors. + * + * @param {Vec2} a Reference to a source Vec2 object. + * @param {Vec2} b Reference to a source Vec2 object. + * @param {Vec2} out The output Vec2 that is the result of the operation. + * @return {Vec2} A Vec2 that is the sum of the two vectors divided. + */ + static divide(a: Vec2, b: Vec2, out?: Vec2 = new Vec2): Vec2 { + return out.setTo(a.x / b.x, a.y / b.y); + } + + /** + * Scales a 2D vector. + * + * @param {Vec2} a Reference to a source Vec2 object. + * @param {number} s Scaling value. + * @param {Vec2} out The output Vec2 that is the result of the operation. + * @return {Vec2} A Vec2 that is the scaled vector. + */ + static scale(a: Vec2, s: number, out?: Vec2 = new Vec2): Vec2 { + return out.setTo(a.x * s, a.y * s); + } + + /** + * Rotate a 2D vector by 90 degrees. + * + * @param {Vec2} a Reference to a source Vec2 object. + * @param {Vec2} out The output Vec2 that is the result of the operation. + * @return {Vec2} A Vec2 that is the scaled vector. + */ + static perp(a: Vec2, out?: Vec2 = new Vec2): Vec2 { + return out.setTo(a.y, -a.x); + } + + /** + * Checks if two 2D vectors are equal. + * + * @param {Vec2} a Reference to a source Vec2 object. + * @param {Vec2} b Reference to a source Vec2 object. + * @return {Boolean} + */ + static equals(a: Vec2, b: Vec2): bool { + return a.x == b.x && a.y == b.y; + } + + /** + * + * + * @param {Vec2} a Reference to a source Vec2 object. + * @param {Vec2} b Reference to a source Vec2 object. + * @param {Vec2} epsilon + * @return {Boolean} + */ + static epsilonEquals(a: Vec2, b: Vec2, epsilon: number): bool { + return Math.abs(a.x - b.x) <= epsilon && Math.abs(a.y - b.y) <= epsilon; + } + + /** + * Get the distance between two 2D vectors. + * + * @param {Vec2} a Reference to a source Vec2 object. + * @param {Vec2} b Reference to a source Vec2 object. + * @return {Number} + */ + static distance(a: Vec2, b: Vec2): number { + return Math.sqrt(Vec2Utils.distanceSq(a, b)); + } + + /** + * Get the distance squared between two 2D vectors. + * + * @param {Vec2} a Reference to a source Vec2 object. + * @param {Vec2} b Reference to a source Vec2 object. + * @return {Number} + */ + static distanceSq(a: Vec2, b: Vec2): number { + return ((a.x - b.x) * (a.x - b.x)) + ((a.y - b.y) * (a.y - b.y)); + } + + /** + * Project two 2D vectors onto another vector. + * + * @param {Vec2} a Reference to a source Vec2 object. + * @param {Vec2} b Reference to a source Vec2 object. + * @param {Vec2} out The output Vec2 that is the result of the operation. + * @return {Vec2} A Vec2. + */ + static project(a: Vec2, b: Vec2, out?: Vec2 = new Vec2): Vec2 { + + var amt = a.dot(b) / b.lengthSq(); + + if (amt != 0) + { + out.setTo(amt * b.x, amt * b.y); + } + + return out; + + } + + /** + * Project this vector onto a vector of unit length. + * + * @param {Vec2} a Reference to a source Vec2 object. + * @param {Vec2} b Reference to a source Vec2 object. + * @param {Vec2} out The output Vec2 that is the result of the operation. + * @return {Vec2} A Vec2. + */ + static projectUnit(a: Vec2, b: Vec2, out?: Vec2 = new Vec2): Vec2 { + + var amt = a.dot(b); + + if (amt != 0) + { + out.setTo(amt * b.x, amt * b.y); + } + + return out; + + } + + /** + * Right-hand normalize (make unit length) a 2D vector. + * + * @param {Vec2} a Reference to a source Vec2 object. + * @param {Vec2} out The output Vec2 that is the result of the operation. + * @return {Vec2} A Vec2. + */ + static normalRightHand(a: Vec2, out?: Vec2 = this): Vec2 { + return out.setTo(a.y * -1, a.x); + } + + /** + * Normalize (make unit length) a 2D vector. + * + * @param {Vec2} a Reference to a source Vec2 object. + * @param {Vec2} out The output Vec2 that is the result of the operation. + * @return {Vec2} A Vec2. + */ + static normalize(a: Vec2, out?: Vec2 = new Vec2): Vec2 { + + var m = a.length(); + + if (m != 0) + { + out.setTo(a.x / m, a.y / m); + } + + return out; + } + + /** + * The dot product of two 2D vectors. + * + * @param {Vec2} a Reference to a source Vec2 object. + * @param {Vec2} b Reference to a source Vec2 object. + * @return {Number} + */ + static dot(a: Vec2, b: Vec2): number { + return ((a.x * b.x) + (a.y * b.y)); + } + + /** + * The cross product of two 2D vectors. + * + * @param {Vec2} a Reference to a source Vec2 object. + * @param {Vec2} b Reference to a source Vec2 object. + * @return {Number} + */ + static cross(a: Vec2, b: Vec2): number { + return ((a.x * b.y) - (a.y * b.x)); + } + + /** + * The angle between two 2D vectors. + * + * @param {Vec2} a Reference to a source Vec2 object. + * @param {Vec2} b Reference to a source Vec2 object. + * @return {Number} + */ + static angle(a: Vec2, b: Vec2): number { + return Math.atan2(a.x * b.y - a.y * b.x, a.x * b.x + a.y * b.y); + } + + /** + * The angle squared between two 2D vectors. + * + * @param {Vec2} a Reference to a source Vec2 object. + * @param {Vec2} b Reference to a source Vec2 object. + * @return {Number} + */ + static angleSq(a: Vec2, b: Vec2): number { + return a.subtract(b).angle(b.subtract(a)); + } + + /** + * Rotate a 2D vector around the origin to the given angle (theta). + * + * @param {Vec2} a Reference to a source Vec2 object. + * @param {Vec2} b Reference to a source Vec2 object. + * @param {Number} theta The angle of rotation in radians. + * @param {Vec2} out The output Vec2 that is the result of the operation. + * @return {Vec2} A Vec2. + */ + static rotate(a: Vec2, b: Vec2, theta: number, out?: Vec2 = new Vec2): Vec2 { + var x = a.x - b.x; + var y = a.y - b.y; + return out.setTo(x * Math.cos(theta) - y * Math.sin(theta) + b.x, x * Math.sin(theta) + y * Math.cos(theta) + b.y); + } + + /** + * Clone a 2D vector. + * + * @param {Vec2} a Reference to a source Vec2 object. + * @param {Vec2} out The output Vec2 that is the result of the operation. + * @return {Vec2} A Vec2 that is a copy of the source Vec2. + */ + static clone(a: Vec2, out?: Vec2 = new Vec2): Vec2 { + return out.setTo(a.x, a.y); + } + + /** + * Reflect this vector on an arbitrary axis. + * + * @param {Vec2} axis The vector representing the axis. + * @return {Vec2} This for chaining. + */ + /* + static reflect(axis): Vec2 { + + var x = this.x; + var y = this.y; + this.project(axis).scale(2); + this.x -= x; + this.y -= y; + + return this; + + } + */ + + /** + * Reflect this vector on an arbitrary axis (represented by a unit vector) + * + * @param {Vec2} axis The unit vector representing the axis. + * @return {Vec2} This for chaining. + */ + /* + static reflectN(axis): Vec2 { + + var x = this.x; + var y = this.y; + this.projectN(axis).scale(2); + this.x -= x; + this.y -= y; + + return this; + + } + + static getMagnitude(): number { + return Math.sqrt(Math.pow(this.x, 2) + Math.pow(this.y, 2)); + } + */ + + } + +} \ No newline at end of file diff --git a/Phaser/system/input/Gestures.ts b/Phaser/input/Gestures.ts similarity index 100% rename from Phaser/system/input/Gestures.ts rename to Phaser/input/Gestures.ts diff --git a/Phaser/system/input/Input.ts b/Phaser/input/Input.ts similarity index 100% rename from Phaser/system/input/Input.ts rename to Phaser/input/Input.ts diff --git a/Phaser/system/input/Keyboard.ts b/Phaser/input/Keyboard.ts similarity index 100% rename from Phaser/system/input/Keyboard.ts rename to Phaser/input/Keyboard.ts diff --git a/Phaser/system/input/MSPointer.ts b/Phaser/input/MSPointer.ts similarity index 100% rename from Phaser/system/input/MSPointer.ts rename to Phaser/input/MSPointer.ts diff --git a/Phaser/system/input/Mouse.ts b/Phaser/input/Mouse.ts similarity index 100% rename from Phaser/system/input/Mouse.ts rename to Phaser/input/Mouse.ts diff --git a/Phaser/system/input/Pointer.ts b/Phaser/input/Pointer.ts similarity index 100% rename from Phaser/system/input/Pointer.ts rename to Phaser/input/Pointer.ts diff --git a/Phaser/system/input/Touch.ts b/Phaser/input/Touch.ts similarity index 100% rename from Phaser/system/input/Touch.ts rename to Phaser/input/Touch.ts diff --git a/Phaser/Cache.ts b/Phaser/loader/Cache.ts similarity index 99% rename from Phaser/Cache.ts rename to Phaser/loader/Cache.ts index 88bb0942..3cea89f4 100644 --- a/Phaser/Cache.ts +++ b/Phaser/loader/Cache.ts @@ -1,4 +1,4 @@ -/// +/// /** * Phaser - Cache @@ -35,16 +35,19 @@ module Phaser { * @type {object} */ private _canvases; + /** * Image key-value container. * @type {object} */ private _images; + /** * Sound key-value container. * @type {object} */ private _sounds; + /** * Text key-value container. * @type {object} diff --git a/Phaser/Loader.ts b/Phaser/loader/Loader.ts similarity index 99% rename from Phaser/Loader.ts rename to Phaser/loader/Loader.ts index 5b58f4bb..a3bb788c 100644 --- a/Phaser/Loader.ts +++ b/Phaser/loader/Loader.ts @@ -1,4 +1,4 @@ -/// +/// /** * Phaser - Loader @@ -480,7 +480,7 @@ module Phaser { if (!xml || !xml.documentElement || xml.getElementsByTagName("parsererror").length) { - throw new Error("Phaser.Loader. Invalid Texture Atlas XML given"); + throw new Error("Phaser.Loader. Invalid XML given"); } var file = this._fileList[key]; diff --git a/Phaser/geom/Vector2.ts b/Phaser/math/Vector2.ts similarity index 99% rename from Phaser/geom/Vector2.ts rename to Phaser/math/Vector2.ts index 0d582ed7..e592cde5 100644 --- a/Phaser/geom/Vector2.ts +++ b/Phaser/math/Vector2.ts @@ -7,9 +7,9 @@ * Contains methods and ideas from verlet-js by Sub Protocol, SAT.js by Jim Riecken and N by Metanet Software. Brandon Jones, Colin MacKenzie IV */ -module Phaser { +module Phaser.Math { - export class Vector2 { + export class Vec2 { /** * Creates a new Vector2 object. diff --git a/Phaser/phaser.js b/Phaser/phaser.js index 9d6e7b54..b1b78739 100644 --- a/Phaser/phaser.js +++ b/Phaser/phaser.js @@ -1,19 +1,22 @@ -/** -* Phaser -* -* v0.9.6 - May 21st 2013 -* -* A small and feature-packed 2D canvas game framework born from the firey pits of Flixel and Kiwi. -* -* Richard Davey (@photonstorm) -* -* Many thanks to Adam Saltsman (@ADAMATOMIC) for releasing Flixel on which Phaser took a lot of inspiration. -* -* "If you want your children to be intelligent, read them fairy tales." -* "If you want them to be more intelligent, read them more fairy tales." -* -- Albert Einstein -*/ var Phaser; (function (Phaser) { Phaser.VERSION = 'Phaser version 0.9.6'; + Phaser.Point = (typeof Float32Array !== 'undefined') ? Float32Array : Array; + Phaser.Vec2 = (typeof Float32Array !== 'undefined') ? Float32Array : Array; + Phaser.Matrix = (typeof Float32Array !== 'undefined') ? Float32Array : Array; +})(Phaser || (Phaser = {})); +var Phaser; +(function (Phaser) { + (function (Geom2) { + var Point = (function () { + function Point() { } + Point.prototype.add = function (a, b) { + a[0] = b[0]; + return a; + }; + return Point; + })(); + Geom2.Point = Point; + })(Phaser.Geom2 || (Phaser.Geom2 = {})); + var Geom2 = Phaser.Geom2; })(Phaser || (Phaser = {})); diff --git a/Phaser/system/Sound.ts b/Phaser/sound/Sound.ts similarity index 100% rename from Phaser/system/Sound.ts rename to Phaser/sound/Sound.ts diff --git a/Phaser/SoundManager.ts b/Phaser/sound/SoundManager.ts similarity index 100% rename from Phaser/SoundManager.ts rename to Phaser/sound/SoundManager.ts diff --git a/Phaser/system/animation/Animation.d.ts b/Phaser/system/animation/Animation.d.ts deleted file mode 100644 index bc954451..00000000 --- a/Phaser/system/animation/Animation.d.ts +++ /dev/null @@ -1,27 +0,0 @@ -/// -module Phaser { - class Animation { - constructor(game: Game, parent: Sprite, frameData: FrameData, name: string, frames, delay: number, looped: bool); - private _game; - private _parent; - private _frames; - private _frameData; - private _frameIndex; - private _timeLastFrame; - private _timeNextFrame; - public name: string; - public currentFrame: Frame; - public isFinished: bool; - public isPlaying: bool; - public looped: bool; - public delay: number; - public frameTotal : number; - public frame : number; - public play(frameRate?: number, loop?: bool): void; - public restart(): void; - public stop(): void; - public update(): bool; - public destroy(): void; - private onComplete(); - } -} diff --git a/Phaser/system/animation/AnimationLoader.d.ts b/Phaser/system/animation/AnimationLoader.d.ts deleted file mode 100644 index 0a903681..00000000 --- a/Phaser/system/animation/AnimationLoader.d.ts +++ /dev/null @@ -1,7 +0,0 @@ -/// -module Phaser { - class AnimationLoader { - static parseSpriteSheet(game: Game, key: string, frameWidth: number, frameHeight: number, frameMax: number): FrameData; - static parseJSONData(game: Game, json): FrameData; - } -} diff --git a/Phaser/system/animation/Frame.d.ts b/Phaser/system/animation/Frame.d.ts deleted file mode 100644 index 57fe0396..00000000 --- a/Phaser/system/animation/Frame.d.ts +++ /dev/null @@ -1,23 +0,0 @@ -/// -module Phaser { - class Frame { - constructor(x: number, y: number, width: number, height: number, name: string); - public x: number; - public y: number; - public width: number; - public height: number; - public index: number; - public name: string; - public rotated: bool; - public rotationDirection: string; - public trimmed: bool; - public sourceSizeW: number; - public sourceSizeH: number; - public spriteSourceSizeX: number; - public spriteSourceSizeY: number; - public spriteSourceSizeW: number; - public spriteSourceSizeH: number; - public setRotation(rotated: bool, rotationDirection: string): void; - public setTrim(trimmed: bool, actualWidth, actualHeight, destX, destY, destWidth, destHeight): void; - } -} diff --git a/Phaser/system/animation/FrameData.d.ts b/Phaser/system/animation/FrameData.d.ts deleted file mode 100644 index d648728b..00000000 --- a/Phaser/system/animation/FrameData.d.ts +++ /dev/null @@ -1,18 +0,0 @@ -/// -module Phaser { - class FrameData { - constructor(); - private _frames; - private _frameNames; - public total : number; - public addFrame(frame: Frame): Frame; - public getFrame(index: number): Frame; - public getFrameByName(name: string): Frame; - public checkFrameName(name: string): bool; - public getFrameRange(start: number, end: number, output?: Frame[]): Frame[]; - public getFrameIndexes(output?: number[]): number[]; - public getFrameIndexesByName(input: string[]): number[]; - public getAllFrames(): Frame[]; - public getFrames(range: number[]): Frame[]; - } -} diff --git a/Phaser/system/input/Finger.d.ts b/Phaser/system/input/Finger.d.ts deleted file mode 100644 index 1b21294c..00000000 --- a/Phaser/system/input/Finger.d.ts +++ /dev/null @@ -1,35 +0,0 @@ -/// -module Phaser { - class Finger { - constructor(game: Game); - private _game; - public identifier: number; - public active: bool; - public point: Point; - public circle: Circle; - public withinGame: bool; - public clientX: number; - public clientY: number; - public pageX: number; - public pageY: number; - public screenX: number; - public screenY: number; - public x: number; - public y: number; - public target; - public isDown: bool; - public isUp: bool; - public timeDown: number; - public duration: number; - public timeUp: number; - public justPressedRate: number; - public justReleasedRate: number; - public start(event): void; - public move(event): void; - public leave(event): void; - public stop(event): void; - public justPressed(duration?: number): bool; - public justReleased(duration?: number): bool; - public toString(): string; - } -} diff --git a/Phaser/system/input/Input.d.ts b/Phaser/system/input/Input.d.ts deleted file mode 100644 index ea10c690..00000000 --- a/Phaser/system/input/Input.d.ts +++ /dev/null @@ -1,24 +0,0 @@ -/// -/// -module Phaser { - class Input { - constructor(game: Game); - private _game; - public mouse: Mouse; - public keyboard: Keyboard; - public touch: Touch; - public x: number; - public y: number; - public scaleX: number; - public scaleY: number; - public worldX: number; - public worldY: number; - public onDown: Signal; - public onUp: Signal; - public update(): void; - public reset(): void; - public getWorldX(camera?: Camera): number; - public getWorldY(camera?: Camera): number; - public renderDebugInfo(x: number, y: number, color?: string): void; - } -} diff --git a/Phaser/system/input/Keyboard.d.ts b/Phaser/system/input/Keyboard.d.ts deleted file mode 100644 index 7419ab8e..00000000 --- a/Phaser/system/input/Keyboard.d.ts +++ /dev/null @@ -1,117 +0,0 @@ -/// -module Phaser { - class Keyboard { - constructor(game: Game); - private _game; - private _keys; - private _capture; - public start(): void; - public addKeyCapture(keycode): void; - public removeKeyCapture(keycode: number): void; - public clearCaptures(): void; - public onKeyDown(event: KeyboardEvent): void; - public onKeyUp(event: KeyboardEvent): void; - public reset(): void; - public justPressed(keycode: number, duration?: number): bool; - public justReleased(keycode: number, duration?: number): bool; - public isDown(keycode: number): bool; - static A: number; - static B: number; - static C: number; - static D: number; - static E: number; - static F: number; - static G: number; - static H: number; - static I: number; - static J: number; - static K: number; - static L: number; - static M: number; - static N: number; - static O: number; - static P: number; - static Q: number; - static R: number; - static S: number; - static T: number; - static U: number; - static V: number; - static W: number; - static X: number; - static Y: number; - static Z: number; - static ZERO: number; - static ONE: number; - static TWO: number; - static THREE: number; - static FOUR: number; - static FIVE: number; - static SIX: number; - static SEVEN: number; - static EIGHT: number; - static NINE: number; - static NUMPAD_0: number; - static NUMPAD_1: number; - static NUMPAD_2: number; - static NUMPAD_3: number; - static NUMPAD_4: number; - static NUMPAD_5: number; - static NUMPAD_6: number; - static NUMPAD_7: number; - static NUMPAD_8: number; - static NUMPAD_9: number; - static NUMPAD_MULTIPLY: number; - static NUMPAD_ADD: number; - static NUMPAD_ENTER: number; - static NUMPAD_SUBTRACT: number; - static NUMPAD_DECIMAL: number; - static NUMPAD_DIVIDE: number; - static F1: number; - static F2: number; - static F3: number; - static F4: number; - static F5: number; - static F6: number; - static F7: number; - static F8: number; - static F9: number; - static F10: number; - static F11: number; - static F12: number; - static F13: number; - static F14: number; - static F15: number; - static COLON: number; - static EQUALS: number; - static UNDERSCORE: number; - static QUESTION_MARK: number; - static TILDE: number; - static OPEN_BRACKET: number; - static BACKWARD_SLASH: number; - static CLOSED_BRACKET: number; - static QUOTES: number; - static BACKSPACE: number; - static TAB: number; - static CLEAR: number; - static ENTER: number; - static SHIFT: number; - static CONTROL: number; - static ALT: number; - static CAPS_LOCK: number; - static ESC: number; - static SPACEBAR: number; - static PAGE_UP: number; - static PAGE_DOWN: number; - static END: number; - static HOME: number; - static LEFT: number; - static UP: number; - static RIGHT: number; - static DOWN: number; - static INSERT: number; - static DELETE: number; - static HELP: number; - static NUM_LOCK: number; - } -} diff --git a/Phaser/system/input/Mouse.d.ts b/Phaser/system/input/Mouse.d.ts deleted file mode 100644 index 5cc2c786..00000000 --- a/Phaser/system/input/Mouse.d.ts +++ /dev/null @@ -1,24 +0,0 @@ -/// -module Phaser { - class Mouse { - constructor(game: Game); - private _game; - private _x; - private _y; - public button: number; - static LEFT_BUTTON: number; - static MIDDLE_BUTTON: number; - static RIGHT_BUTTON: number; - public isDown: bool; - public isUp: bool; - public timeDown: number; - public duration: number; - public timeUp: number; - public start(): void; - public reset(): void; - public onMouseDown(event: MouseEvent): void; - public update(): void; - public onMouseMove(event: MouseEvent): void; - public onMouseUp(event: MouseEvent): void; - } -} diff --git a/Phaser/system/input/Touch.d.ts b/Phaser/system/input/Touch.d.ts deleted file mode 100644 index e1129437..00000000 --- a/Phaser/system/input/Touch.d.ts +++ /dev/null @@ -1,40 +0,0 @@ -/// -/// -module Phaser { - class Touch { - constructor(game: Game); - private _game; - public x: number; - public y: number; - private _fingers; - public finger1: Finger; - public finger2: Finger; - public finger3: Finger; - public finger4: Finger; - public finger5: Finger; - public finger6: Finger; - public finger7: Finger; - public finger8: Finger; - public finger9: Finger; - public finger10: Finger; - public latestFinger: Finger; - public isDown: bool; - public isUp: bool; - public touchDown: Signal; - public touchUp: Signal; - public start(): void; - private consumeTouchMove(event); - private onTouchStart(event); - private onTouchCancel(event); - private onTouchEnter(event); - private onTouchLeave(event); - private onTouchMove(event); - private onTouchEnd(event); - public calculateDistance(finger1: Finger, finger2: Finger): void; - public calculateAngle(finger1: Finger, finger2: Finger): void; - public checkOverlap(finger1: Finger, finger2: Finger): void; - public update(): void; - public stop(): void; - public reset(): void; - } -} diff --git a/Phaser/system/Tween.ts b/Phaser/tweens/Tween.ts similarity index 100% rename from Phaser/system/Tween.ts rename to Phaser/tweens/Tween.ts diff --git a/Phaser/TweenManager.ts b/Phaser/tweens/TweenManager.ts similarity index 100% rename from Phaser/TweenManager.ts rename to Phaser/tweens/TweenManager.ts diff --git a/Phaser/system/easing/Back.d.ts b/Phaser/tweens/easing/Back.d.ts similarity index 100% rename from Phaser/system/easing/Back.d.ts rename to Phaser/tweens/easing/Back.d.ts diff --git a/Phaser/system/easing/Back.ts b/Phaser/tweens/easing/Back.ts similarity index 100% rename from Phaser/system/easing/Back.ts rename to Phaser/tweens/easing/Back.ts diff --git a/Phaser/system/easing/Bounce.d.ts b/Phaser/tweens/easing/Bounce.d.ts similarity index 100% rename from Phaser/system/easing/Bounce.d.ts rename to Phaser/tweens/easing/Bounce.d.ts diff --git a/Phaser/system/easing/Bounce.ts b/Phaser/tweens/easing/Bounce.ts similarity index 100% rename from Phaser/system/easing/Bounce.ts rename to Phaser/tweens/easing/Bounce.ts diff --git a/Phaser/system/easing/Circular.d.ts b/Phaser/tweens/easing/Circular.d.ts similarity index 100% rename from Phaser/system/easing/Circular.d.ts rename to Phaser/tweens/easing/Circular.d.ts diff --git a/Phaser/system/easing/Circular.ts b/Phaser/tweens/easing/Circular.ts similarity index 100% rename from Phaser/system/easing/Circular.ts rename to Phaser/tweens/easing/Circular.ts diff --git a/Phaser/system/easing/Cubic.d.ts b/Phaser/tweens/easing/Cubic.d.ts similarity index 100% rename from Phaser/system/easing/Cubic.d.ts rename to Phaser/tweens/easing/Cubic.d.ts diff --git a/Phaser/system/easing/Cubic.ts b/Phaser/tweens/easing/Cubic.ts similarity index 100% rename from Phaser/system/easing/Cubic.ts rename to Phaser/tweens/easing/Cubic.ts diff --git a/Phaser/system/easing/Elastic.d.ts b/Phaser/tweens/easing/Elastic.d.ts similarity index 100% rename from Phaser/system/easing/Elastic.d.ts rename to Phaser/tweens/easing/Elastic.d.ts diff --git a/Phaser/system/easing/Elastic.ts b/Phaser/tweens/easing/Elastic.ts similarity index 100% rename from Phaser/system/easing/Elastic.ts rename to Phaser/tweens/easing/Elastic.ts diff --git a/Phaser/system/easing/Exponential.d.ts b/Phaser/tweens/easing/Exponential.d.ts similarity index 100% rename from Phaser/system/easing/Exponential.d.ts rename to Phaser/tweens/easing/Exponential.d.ts diff --git a/Phaser/system/easing/Exponential.ts b/Phaser/tweens/easing/Exponential.ts similarity index 100% rename from Phaser/system/easing/Exponential.ts rename to Phaser/tweens/easing/Exponential.ts diff --git a/Phaser/system/easing/Linear.d.ts b/Phaser/tweens/easing/Linear.d.ts similarity index 100% rename from Phaser/system/easing/Linear.d.ts rename to Phaser/tweens/easing/Linear.d.ts diff --git a/Phaser/system/easing/Linear.ts b/Phaser/tweens/easing/Linear.ts similarity index 100% rename from Phaser/system/easing/Linear.ts rename to Phaser/tweens/easing/Linear.ts diff --git a/Phaser/system/easing/Quadratic.d.ts b/Phaser/tweens/easing/Quadratic.d.ts similarity index 100% rename from Phaser/system/easing/Quadratic.d.ts rename to Phaser/tweens/easing/Quadratic.d.ts diff --git a/Phaser/system/easing/Quadratic.ts b/Phaser/tweens/easing/Quadratic.ts similarity index 100% rename from Phaser/system/easing/Quadratic.ts rename to Phaser/tweens/easing/Quadratic.ts diff --git a/Phaser/system/easing/Quartic.d.ts b/Phaser/tweens/easing/Quartic.d.ts similarity index 100% rename from Phaser/system/easing/Quartic.d.ts rename to Phaser/tweens/easing/Quartic.d.ts diff --git a/Phaser/system/easing/Quartic.ts b/Phaser/tweens/easing/Quartic.ts similarity index 100% rename from Phaser/system/easing/Quartic.ts rename to Phaser/tweens/easing/Quartic.ts diff --git a/Phaser/system/easing/Quintic.d.ts b/Phaser/tweens/easing/Quintic.d.ts similarity index 100% rename from Phaser/system/easing/Quintic.d.ts rename to Phaser/tweens/easing/Quintic.d.ts diff --git a/Phaser/system/easing/Quintic.ts b/Phaser/tweens/easing/Quintic.ts similarity index 100% rename from Phaser/system/easing/Quintic.ts rename to Phaser/tweens/easing/Quintic.ts diff --git a/Phaser/system/easing/Sinusoidal.d.ts b/Phaser/tweens/easing/Sinusoidal.d.ts similarity index 100% rename from Phaser/system/easing/Sinusoidal.d.ts rename to Phaser/tweens/easing/Sinusoidal.d.ts diff --git a/Phaser/system/easing/Sinusoidal.ts b/Phaser/tweens/easing/Sinusoidal.ts similarity index 100% rename from Phaser/system/easing/Sinusoidal.ts rename to Phaser/tweens/easing/Sinusoidal.ts diff --git a/Plugins/Plugins.csproj b/Plugins/Plugins.csproj new file mode 100644 index 00000000..aa2b3b6c --- /dev/null +++ b/Plugins/Plugins.csproj @@ -0,0 +1,84 @@ + + + + Debug + {1106D1E1-DCE3-4CAF-8096-6C85F765D519} + {349c5851-65df-11da-9384-00065b846f21};{fae04ec0-301f-11d3-bf4b-00c04f79efbc} + Library + bin + v4.5 + full + true + true + + + + + + + + AngleConstraint.ts + + + Composite.ts + + + DistanceConstraint.ts + + + Particle.ts + + + PinConstraint.ts + + + VerletManager.ts + + + + + + + + + + 10.0 + $(MSBuildExtensionsPath32)\Microsoft\VisualStudio\v$(VisualStudioVersion) + + + Plugins + + + + + + + + True + True + 0 + / + http://localhost:61985/ + False + False + + + False + + + + + + ES3 + true + true + AMD + + + ES3 + false + false + AMD + + + \ No newline at end of file diff --git a/Plugins/app.js.map b/Plugins/app.js.map new file mode 100644 index 00000000..a0afef87 --- /dev/null +++ b/Plugins/app.js.map @@ -0,0 +1 @@ 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at end of file diff --git a/Plugins/verlet/AngleConstraint.js b/Plugins/verlet/AngleConstraint.js new file mode 100644 index 00000000..1ddfed23 --- /dev/null +++ b/Plugins/verlet/AngleConstraint.js @@ -0,0 +1,59 @@ +var Phaser; +(function (Phaser) { + /// + /// + /// + /** + * Phaser - AngleConstraint + * + * constrains 3 particles to an angle + */ + (function (Verlet) { + var AngleConstraint = (function () { + /** + * Creates a new AngleConstraint object. + * @class AngleConstraint + * @constructor + * @param {Number} x The x coordinate of vector2 + * @param {Number} y The y coordinate of vector2 + * @return {AngleConstraint} This object + **/ + function AngleConstraint(a, b, c, stiffness) { + this.a = a; + this.b = b; + this.c = c; + this.angle = this.b.pos.angle2(this.a.pos, this.c.pos); + this.stiffness = stiffness; + } + AngleConstraint.prototype.relax = function (stepCoef) { + var angle = this.b.pos.angle2(this.a.pos, this.c.pos); + var diff = angle - this.angle; + if(diff <= -Math.PI) { + diff += 2 * Math.PI; + } else if(diff >= Math.PI) { + diff -= 2 * Math.PI; + } + diff *= stepCoef * this.stiffness; + this.a.pos = this.a.pos.rotate(this.b.pos, diff); + this.c.pos = this.c.pos.rotate(this.b.pos, -diff); + this.b.pos = this.b.pos.rotate(this.a.pos, diff); + this.b.pos = this.b.pos.rotate(this.c.pos, -diff); + }; + AngleConstraint.prototype.render = function (ctx) { + ctx.beginPath(); + ctx.moveTo(this.a.pos.x, this.a.pos.y); + ctx.lineTo(this.b.pos.x, this.b.pos.y); + ctx.lineTo(this.c.pos.x, this.c.pos.y); + var tmp = ctx.lineWidth; + ctx.lineWidth = 5; + ctx.strokeStyle = "rgba(255,255,0,0.2)"; + ctx.stroke(); + ctx.lineWidth = tmp; + }; + return AngleConstraint; + })(); + Verlet.AngleConstraint = AngleConstraint; + })(Phaser.Verlet || (Phaser.Verlet = {})); + var Verlet = Phaser.Verlet; +})(Phaser || (Phaser = {})); +//@ sourceMappingURL=AngleConstraint.js.map diff --git a/Plugins/verlet/AngleConstraint.js.map b/Plugins/verlet/AngleConstraint.js.map 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\ No newline at end of file diff --git a/Phaser/verlet/AngleConstraint.ts b/Plugins/verlet/AngleConstraint.ts similarity index 100% rename from Phaser/verlet/AngleConstraint.ts rename to Plugins/verlet/AngleConstraint.ts diff --git a/Plugins/verlet/Composite.js b/Plugins/verlet/Composite.js new file mode 100644 index 00000000..468e49cd --- /dev/null +++ b/Plugins/verlet/Composite.js @@ -0,0 +1,144 @@ +var Phaser; +(function (Phaser) { + /// + /// + /// + /// + /** + * Phaser - Verlet - Composite + * + * + */ + (function (Verlet) { + var Composite = (function () { + /** + * Creates a new Composite object. + * @class Composite + * @constructor + * @param {Number} x The x coordinate of vector2 + * @param {Number} y The y coordinate of vector2 + * @return {Composite} This object + **/ + function Composite(game) { + /** + * Texture of the particles to be rendered. + */ + this._texture = null; + // local rendering related temp vars to help avoid gc spikes + this._sx = 0; + this._sy = 0; + this._sw = 0; + this._sh = 0; + this._dx = 0; + this._dy = 0; + this._dw = 0; + this._dh = 0; + this._hw = 0; + this._hh = 0; + this.drawParticles = null; + this.drawConstraints = null; + this.hideConstraints = true; + this.constraintLineColor = 'rgba(200,200,200,1)'; + this._game = game; + this.sprites = []; + this.particles = []; + this.constraints = []; + this.frameBounds = new Phaser.Quad(); + } + Composite.prototype.createDistanceConstraint = // Create Constraints + function (a, b, stiffness, distance) { + if (typeof distance === "undefined") { distance = null; } + this.constraints.push(new Phaser.Verlet.DistanceConstraint(a, b, stiffness, distance)); + return this.constraints[this.constraints.length - 1]; + }; + Composite.prototype.createAngleConstraint = function (a, b, c, stiffness) { + this.constraints.push(new Phaser.Verlet.AngleConstraint(a, b, c, stiffness)); + return this.constraints[this.constraints.length - 1]; + }; + Composite.prototype.createPinConstraint = function (a, pos) { + this.constraints.push(new Phaser.Verlet.PinConstraint(a, pos)); + return this.constraints[this.constraints.length - 1]; + }; + Composite.prototype.loadGraphic = /** + * Load a graphic for this Composite. The graphic cannot be a SpriteSheet yet. + * @param key {string} Key of the graphic you want to load for this sprite. + * @return {Composite} This object + */ + function (key) { + if(this._game.cache.getImage(key) !== null) { + if(this._game.cache.isSpriteSheet(key) == false) { + this._texture = this._game.cache.getImage(key); + this.frameBounds.width = this._texture.width; + this.frameBounds.height = this._texture.height; + this._hw = Math.floor(this.frameBounds.width / 2); + this._hh = Math.floor(this.frameBounds.width / 2); + this.drawParticles = this.render; + this.drawConstraints = this.renderConstraints; + } + } + return this; + }; + Composite.prototype.renderConstraints = function (context) { + if(this.hideConstraints == true || this.constraints.length == 0) { + return; + } + var i; + context.beginPath(); + for(i in this.constraints) { + if(this.constraints[i].b) { + context.moveTo(this.constraints[i].a.pos.x, this.constraints[i].a.pos.y); + context.lineTo(this.constraints[i].b.pos.x, this.constraints[i].b.pos.y); + } + } + context.strokeStyle = this.constraintLineColor; + context.stroke(); + context.closePath(); + }; + Composite.prototype.render = function (context) { + this._sx = 0; + this._sy = 0; + this._sw = this.frameBounds.width; + this._sh = this.frameBounds.height; + this._dw = this.frameBounds.width; + this._dh = this.frameBounds.height; + this._sx = Math.round(this._sx); + this._sy = Math.round(this._sy); + this._sw = Math.round(this._sw); + this._sh = Math.round(this._sh); + this._dw = Math.round(this._dw); + this._dh = Math.round(this._dh); + var i; + for(i in this.particles) { + //this._dx = cameraOffsetX + (this.frameBounds.topLeft.x - camera.worldView.x); + //this._dy = cameraOffsetY + (this.frameBounds.topLeft.y - camera.worldView.y); + this._dx = this.particles[i].pos.x - this._hw; + this._dy = this.particles[i].pos.y - this._hh; + this._dx = Math.round(this._dx); + this._dy = Math.round(this._dy); + context.drawImage(this._texture, // Source Image + this._sx, // Source X (location within the source image) + this._sy, // Source Y + this._sw, // Source Width + this._sh, // Source Height + this._dx, // Destination X (where on the canvas it'll be drawn) + this._dy, // Destination Y + this._dw, // Destination Width (always same as Source Width unless scaled) + this._dh); + // Destination Height (always same as Source Height unless scaled) + } + }; + Composite.prototype.pin = function (index, pos) { + if (typeof pos === "undefined") { pos = null; } + if(pos == null) { + pos = this.particles[index].pos; + } + var pc = new Phaser.Verlet.PinConstraint(this.particles[index], pos); + this.constraints.push(pc); + return pc; + }; + return Composite; + })(); + Verlet.Composite = Composite; + })(Phaser.Verlet || (Phaser.Verlet = {})); + var Verlet = Phaser.Verlet; +})(Phaser || (Phaser = {})); diff --git a/Phaser/verlet/Composite.ts b/Plugins/verlet/Composite.ts similarity index 100% rename from Phaser/verlet/Composite.ts rename to Plugins/verlet/Composite.ts diff --git a/Plugins/verlet/DistanceConstraint.js b/Plugins/verlet/DistanceConstraint.js new file mode 100644 index 00000000..8dbf864e --- /dev/null +++ b/Plugins/verlet/DistanceConstraint.js @@ -0,0 +1,52 @@ +var Phaser; +(function (Phaser) { + /// + /// + /// + /** + * Phaser - DistanceConstraint + * + * Constrains to initial distance + */ + (function (Verlet) { + var DistanceConstraint = (function () { + /** + * Creates a new DistanceConstraint object. + * @class DistanceConstraint + * @constructor + * @param {Number} x The x coordinate of vector2 + * @param {Number} y The y coordinate of vector2 + * @return {DistanceConstraint} This object + **/ + function DistanceConstraint(a, b, stiffness, distance) { + if (typeof distance === "undefined") { distance = null; } + this.a = a; + this.b = b; + if(distance === null) { + this.distance = a.pos.sub(b.pos).length(); + } else { + this.distance = distance; + } + this.stiffness = stiffness; + } + DistanceConstraint.prototype.relax = function (stepCoef) { + var normal = this.a.pos.sub(this.b.pos); + var m = normal.length2(); + normal.mutableScale(((this.distance * this.distance - m) / m) * this.stiffness * stepCoef); + this.a.pos.mutableAdd(normal); + this.b.pos.mutableSub(normal); + }; + DistanceConstraint.prototype.render = function (ctx) { + ctx.beginPath(); + ctx.moveTo(this.a.pos.x, this.a.pos.y); + ctx.lineTo(this.b.pos.x, this.b.pos.y); + ctx.strokeStyle = "#d8dde2"; + ctx.stroke(); + ctx.closePath(); + }; + return DistanceConstraint; + })(); + Verlet.DistanceConstraint = DistanceConstraint; + })(Phaser.Verlet || (Phaser.Verlet = {})); + var Verlet = Phaser.Verlet; +})(Phaser || (Phaser = {})); diff --git a/Phaser/verlet/DistanceConstraint.ts b/Plugins/verlet/DistanceConstraint.ts similarity index 100% rename from Phaser/verlet/DistanceConstraint.ts rename to Plugins/verlet/DistanceConstraint.ts diff --git a/Plugins/verlet/Particle.js b/Plugins/verlet/Particle.js new file mode 100644 index 00000000..34895794 --- /dev/null +++ b/Plugins/verlet/Particle.js @@ -0,0 +1,36 @@ +var Phaser; +(function (Phaser) { + /// + /// + /** + * Phaser - Verlet - Particle + * + * + */ + (function (Verlet) { + var Particle = (function () { + /** + * Creates a new Particle object. + * @class Particle + * @constructor + * @param {Number} x The x coordinate of vector2 + * @param {Number} y The y coordinate of vector2 + * @return {Particle} This object + **/ + function Particle(pos) { + this.pos = (new Vector2()).mutableSet(pos); + this.lastPos = (new Vector2()).mutableSet(pos); + } + Particle.prototype.render = function (ctx) { + ctx.beginPath(); + ctx.arc(this.pos.x, this.pos.y, 2, 0, 2 * Math.PI); + ctx.fillStyle = "#2dad8f"; + ctx.fill(); + }; + return Particle; + })(); + Verlet.Particle = Particle; + })(Phaser.Verlet || (Phaser.Verlet = {})); + var Verlet = Phaser.Verlet; +})(Phaser || (Phaser = {})); +//@ sourceMappingURL=Particle.js.map diff --git a/Plugins/verlet/Particle.js.map b/Plugins/verlet/Particle.js.map new file mode 100644 index 00000000..69ac2ae3 --- /dev/null +++ b/Plugins/verlet/Particle.js.map @@ -0,0 +1 @@ +{"version":3,"file":"Particle.js","sources":["Particle.ts"],"names":["Phaser","Phaser.Verlet","Phaser.Verlet.Particle","Phaser.Verlet.Particle.constructor","Phaser.Verlet.Particle.render"],"mappings":"AASA,IAAO,MAAM;AAkCZ,CAlCD,UAAO,MAAM;IATbA,mCAAmCA;IACnCA,2CAA2CA;IAE3CA;;;;MAIEA;KAEKA,UAAOA,MAAMA;QAEhBC;YAUIC;;;;;;;eADGA;YACHA,SAVSA,QAAQA,CAULA,GAAYA;gBAEpBC,IAAIA,CAACA,GAAGA,GAAGA,CAACA,IAAIA,OAAOA,EAAEA,EAAEA,UAAUA,CAACA,GAAGA,CAACA;gBAC1CA,IAAIA,CAACA,OAAOA,GAAGA,CAACA,IAAIA,OAAOA,EAAEA,EAAEA,UAAUA,CAACA,GAAGA,CAACA;YAGlDA,CAACA;YAKDD,4BAAAA,UAAcA,GAAGA;gBAEhBE,GAAGA,CAACA,SAASA,EAAEA;gBACfA,GAAGA,CAACA,GAAGA,CAACA,IAAIA,CAACA,GAAGA,CAACA,CAACA,EAAEA,IAAIA,CAACA,GAAGA,CAACA,CAACA,EAAEA,CAACA,EAAEA,CAACA,EAAEA,CAACA,GAACA,IAAIA,CAACA,EAAEA,CAACA;gBAChDA,GAAGA,CAACA,SAASA,GAAGA,SAASA;gBACzBA,GAAGA,CAACA,IAAIA,EAAEA;YAEXA,CAACA;YAELF;AAACA,QAADA,CAACA,IAAAD;QA9BDA,2BA8BCA,QAAAA;IAELA,CAACA,yCAAAD;IAlCMA;AAkCNA,CAAAA,2BAAA"} \ No newline at end of file diff --git a/Phaser/verlet/Particle.ts b/Plugins/verlet/Particle.ts similarity index 100% rename from Phaser/verlet/Particle.ts rename to Plugins/verlet/Particle.ts diff --git a/Plugins/verlet/PinConstraint.js b/Plugins/verlet/PinConstraint.js new file mode 100644 index 00000000..32262bd7 --- /dev/null +++ b/Plugins/verlet/PinConstraint.js @@ -0,0 +1,39 @@ +var Phaser; +(function (Phaser) { + /// + /// + /// + /** + * Phaser - PinConstraint + * + * Constrains to static / fixed point + */ + (function (Verlet) { + var PinConstraint = (function () { + /** + * Creates a new PinConstraint object. + * @class PinConstraint + * @constructor + * @param {Number} x The x coordinate of vector2 + * @param {Number} y The y coordinate of vector2 + * @return {PinConstraint} This object + **/ + function PinConstraint(a, pos) { + this.a = a; + this.pos = (new Phaser.Vector2()).mutableSet(pos); + } + PinConstraint.prototype.relax = function () { + this.a.pos.mutableSet(this.pos); + }; + PinConstraint.prototype.render = function (ctx) { + ctx.beginPath(); + ctx.arc(this.pos.x, this.pos.y, 6, 0, 2 * Math.PI); + ctx.fillStyle = "rgba(0,153,255,0.1)"; + ctx.fill(); + }; + return PinConstraint; + })(); + Verlet.PinConstraint = PinConstraint; + })(Phaser.Verlet || (Phaser.Verlet = {})); + var Verlet = Phaser.Verlet; +})(Phaser || (Phaser = {})); diff --git a/Phaser/verlet/PinConstraint.ts b/Plugins/verlet/PinConstraint.ts similarity index 100% rename from Phaser/verlet/PinConstraint.ts rename to Plugins/verlet/PinConstraint.ts diff --git a/Plugins/verlet/VerletManager.js b/Plugins/verlet/VerletManager.js new file mode 100644 index 00000000..37c4f801 --- /dev/null +++ b/Plugins/verlet/VerletManager.js @@ -0,0 +1,271 @@ +var Phaser; +(function (Phaser) { + /// + /// + /// + /// + /// + /// + /// + /** + * Phaser - Verlet + * + * Based on verlet-js by Sub Protocol released under MIT + */ + (function (Verlet) { + var VerletManager = (function () { + /** + * Creates a new Vector2 object. + * @class Vector2 + * @constructor + * @param {Number} x The x coordinate of vector2 + * @param {Number} y The y coordinate of vector2 + * @return {Vector2} This object + **/ + function VerletManager(game, width, height) { + this._v = new Phaser.Vector2(); + this.composites = []; + this.step = 16; + this.selectionRadius = 20; + this.draggedEntity = null; + this.highlightColor = '#4f545c'; + this.hideNearestEntityCircle = false; + this._game = game; + this.width = width; + this.height = height; + this.gravity = new Phaser.Vector2(0, 0.2); + this.friction = 0.99; + this.groundFriction = 0.8; + this.canvas = game.stage.canvas; + this.context = game.stage.context; + this._game.input.onDown.add(this.mouseDownHandler, this); + this._game.input.onUp.add(this.mouseUpHandler, this); + } + VerletManager.prototype.intersectionTime = /** + * Computes time of intersection of a particle with a wall + * + * @param {Vec2} line walls root position + * @param {Vec2} p particle position + * @param {Vec2} dir walls direction + * @param {Vec2} v particles velocity + */ + function (wall, p, dir, v) { + if(dir.x != 0) { + var denominator = v.y - dir.y * v.x / dir.x; + if(denominator == 0) { + return undefined; + }// Movement is parallel to wall + + var numerator = wall.y + dir.y * (p.x - wall.x) / dir.x - p.y; + return numerator / denominator; + } else { + if(v.x == 0) { + return undefined; + }// parallel again + + var denominator = v.x; + var numerator = wall.x - p.x; + return numerator / denominator; + } + }; + VerletManager.prototype.intersectionPoint = function (wall, p, dir, v) { + var t = this.intersectionTime(wall, p, dir, v); + return new Phaser.Vector2(p.x + v.x * t, p.y + v.y * t); + }; + VerletManager.prototype.bounds = function (particle) { + this._v.mutableSet(particle.pos); + this._v.mutableSub(particle.lastPos); + if(particle.pos.y > this.height - 1) { + particle.pos.mutableSet(this.intersectionPoint(new Phaser.Vector2(0, this.height - 1), particle.lastPos, new Phaser.Vector2(1, 0), this._v)); + } + if(particle.pos.x < 0) { + particle.pos.mutableSet(this.intersectionPoint(new Phaser.Vector2(0, 0), particle.pos, new Phaser.Vector2(0, 1), this._v)); + } + if(particle.pos.x > this.width - 1) { + particle.pos.mutableSet(this.intersectionPoint(new Phaser.Vector2(this.width - 1, 0), particle.pos, new Phaser.Vector2(0, 1), this._v)); + } + }; + VerletManager.prototype.createPoint = function (pos) { + var composite = new Phaser.Verlet.Composite(this._game); + composite.particles.push(new Phaser.Verlet.Particle(pos)); + this.composites.push(composite); + return composite; + }; + VerletManager.prototype.createLineSegments = function (vertices, stiffness) { + var composite = new Phaser.Verlet.Composite(this._game); + var i; + for(i in vertices) { + composite.particles.push(new Phaser.Verlet.Particle(vertices[i])); + if(i > 0) { + composite.constraints.push(new Phaser.Verlet.DistanceConstraint(composite.particles[i], composite.particles[i - 1], stiffness)); + } + } + this.composites.push(composite); + return composite; + }; + VerletManager.prototype.createCloth = function (origin, width, height, segments, pinMod, stiffness) { + var composite = new Phaser.Verlet.Composite(this._game); + var xStride = width / segments; + var yStride = height / segments; + var x; + var y; + for(y = 0; y < segments; ++y) { + for(x = 0; x < segments; ++x) { + var px = origin.x + x * xStride - width / 2 + xStride / 2; + var py = origin.y + y * yStride - height / 2 + yStride / 2; + composite.particles.push(new Phaser.Verlet.Particle(new Phaser.Vector2(px, py))); + if(x > 0) { + composite.constraints.push(new Phaser.Verlet.DistanceConstraint(composite.particles[y * segments + x], composite.particles[y * segments + x - 1], stiffness)); + } + if(y > 0) { + composite.constraints.push(new Phaser.Verlet.DistanceConstraint(composite.particles[y * segments + x], composite.particles[(y - 1) * segments + x], stiffness)); + } + } + } + for(x = 0; x < segments; ++x) { + if(x % pinMod == 0) { + composite.pin(x); + } + } + this.composites.push(composite); + return composite; + }; + VerletManager.prototype.createTire = function (origin, radius, segments, spokeStiffness, treadStiffness) { + var stride = (2 * Math.PI) / segments; + var i; + var composite = new Phaser.Verlet.Composite(this._game); + // particles + for(i = 0; i < segments; ++i) { + var theta = i * stride; + composite.particles.push(new Verlet.Particle(new Phaser.Vector2(origin.x + Math.cos(theta) * radius, origin.y + Math.sin(theta) * radius))); + } + var center = new Verlet.Particle(origin); + composite.particles.push(center); + // constraints + for(i = 0; i < segments; ++i) { + composite.constraints.push(new Verlet.DistanceConstraint(composite.particles[i], composite.particles[(i + 1) % segments], treadStiffness)); + composite.constraints.push(new Verlet.DistanceConstraint(composite.particles[i], center, spokeStiffness)); + composite.constraints.push(new Verlet.DistanceConstraint(composite.particles[i], composite.particles[(i + 5) % segments], treadStiffness)); + } + this.composites.push(composite); + return composite; + }; + VerletManager.prototype.update = function () { + if(this.composites.length == 0) { + return; + } + var i, j, c; + for(c in this.composites) { + for(i in this.composites[c].particles) { + var particles = this.composites[c].particles; + // calculate velocity + var velocity = particles[i].pos.sub(particles[i].lastPos).scale(this.friction); + // ground friction + if(particles[i].pos.y >= this.height - 1 && velocity.length2() > 0.000001) { + var m = velocity.length(); + velocity.x /= m; + velocity.y /= m; + velocity.mutableScale(m * this.groundFriction); + } + // save last good state + particles[i].lastPos.mutableSet(particles[i].pos); + // gravity + particles[i].pos.mutableAdd(this.gravity); + // inertia + particles[i].pos.mutableAdd(velocity); + } + } + // handle dragging of entities + if(this.draggedEntity) { + this.draggedEntity.pos.mutableSet(this._game.input.position); + } + // relax + var stepCoef = 1 / this.step; + for(c in this.composites) { + var constraints = this.composites[c].constraints; + for(i = 0; i < this.step; ++i) { + for(j in constraints) { + constraints[j].relax(stepCoef); + } + } + } + // bounds checking + for(c in this.composites) { + var particles = this.composites[c].particles; + for(i in particles) { + this.bounds(particles[i]); + } + } + }; + VerletManager.prototype.mouseDownHandler = function () { + var nearest = this.nearestEntity(); + if(nearest) { + this.draggedEntity = nearest; + } + }; + VerletManager.prototype.mouseUpHandler = function () { + this.draggedEntity = null; + }; + VerletManager.prototype.nearestEntity = function () { + var c, i; + var d2Nearest = 0; + var entity = null; + var constraintsNearest = null; + // find nearest point + for(c in this.composites) { + var particles = this.composites[c].particles; + for(i in particles) { + var d2 = particles[i].pos.distance2(this._game.input.position); + if(d2 <= this.selectionRadius * this.selectionRadius && (entity == null || d2 < d2Nearest)) { + entity = particles[i]; + constraintsNearest = this.composites[c].constraints; + d2Nearest = d2; + } + } + } + // search for pinned constraints for this entity + for(i in constraintsNearest) { + if(constraintsNearest[i] instanceof Verlet.PinConstraint && constraintsNearest[i].a == entity) { + entity = constraintsNearest[i]; + } + } + return entity; + }; + VerletManager.prototype.render = function () { + var i, c; + for(c in this.composites) { + // draw constraints + if(this.composites[c].drawConstraints) { + this.composites[c].drawConstraints(this.context, this.composites[c]); + } else { + var constraints = this.composites[c].constraints; + for(i in constraints) { + constraints[i].render(this.context); + } + } + // draw particles + if(this.composites[c].drawParticles) { + this.composites[c].drawParticles(this.context, this.composites[c]); + } else { + var particles = this.composites[c].particles; + for(i in particles) { + particles[i].render(this.context); + } + } + } + // highlight nearest / dragged entity + var nearest = this.draggedEntity || this.nearestEntity(); + if(nearest && this.hideNearestEntityCircle == false) { + this.context.beginPath(); + this.context.arc(nearest.pos.x, nearest.pos.y, 8, 0, 2 * Math.PI); + this.context.strokeStyle = this.highlightColor; + this.context.stroke(); + this.context.closePath(); + } + }; + return VerletManager; + })(); + Verlet.VerletManager = VerletManager; + })(Phaser.Verlet || (Phaser.Verlet = {})); + var Verlet = Phaser.Verlet; +})(Phaser || (Phaser = {})); diff --git a/Phaser/VerletManager.ts b/Plugins/verlet/VerletManager.ts similarity index 100% rename from Phaser/VerletManager.ts rename to Plugins/verlet/VerletManager.ts diff --git a/build/phaser.d.ts b/build/phaser.d.ts index 189b88b0..4baa1d4c 100644 --- a/build/phaser.d.ts +++ b/build/phaser.d.ts @@ -1293,328 +1293,6 @@ module Phaser { } } /** -* Phaser - Animation -* -* An Animation is a single animation. It is created by the AnimationManager and belongs to Sprite objects. -*/ -module Phaser { - class Animation { - /** - * Animation constructor - * Create a new Animation. - * - * @param parent {Sprite} Owner sprite of this animation. - * @param frameData {FrameData} The FrameData object contains animation data. - * @param name {string} Unique name of this animation. - * @param frames {number[]/string[]} An array of numbers or strings indicating what frames to play in what order. - * @param delay {number} Time between frames in ms. - * @param looped {boolean} Whether or not the animation is looped or just plays once. - */ - constructor(game: Game, parent: Sprite, frameData: FrameData, name: string, frames, delay: number, looped: bool); - /** - * Local private reference to game. - */ - private _game; - /** - * Local private reference to its owner sprite. - * @type {Sprite} - */ - private _parent; - /** - * Animation frame container. - * @type {number[]} - */ - private _frames; - /** - * Frame data of this animation.(parsed from sprite sheet) - * @type {FrameData} - */ - private _frameData; - /** - * Index of current frame. - * @type {number} - */ - private _frameIndex; - /** - * Time when switched to last frame (in ms). - * @type number - */ - private _timeLastFrame; - /** - * Time when this will switch to next frame (in ms). - * @type number - */ - private _timeNextFrame; - /** - * Name of this animation. - * @type {string} - */ - public name: string; - /** - * Currently played frame instance. - * @type {Frame} - */ - public currentFrame: Frame; - /** - * Whether or not this animation finished playing. - * @type {boolean} - */ - public isFinished: bool; - /** - * Whethor or not this animation is currently playing. - * @type {boolean} - */ - public isPlaying: bool; - /** - * Whether or not the animation is looped. - * @type {boolean} - */ - public looped: bool; - /** - * Time between frames in ms. - * @type {number} - */ - public delay: number; - public frameTotal : number; - public frame : number; - /** - * Play this animation. - * @param frameRate {number} FrameRate you want to specify instead of using default. - * @param loop {boolean} Whether or not the animation is looped or just plays once. - */ - public play(frameRate?: number, loop?: bool): void; - /** - * Play this animation from the first frame. - */ - public restart(): void; - /** - * Stop playing animation and set it finished. - */ - public stop(): void; - /** - * Update animation frames. - */ - public update(): bool; - /** - * Clean up animation memory. - */ - public destroy(): void; - /** - * Animation complete callback method. - */ - private onComplete(); - } -} -/** -* Phaser - AnimationLoader -* -* Responsible for parsing sprite sheet and JSON data into the internal FrameData format that Phaser uses for animations. -*/ -module Phaser { - class AnimationLoader { - /** - * Parse a sprite sheet from asset data. - * @param key {string} Asset key for the sprite sheet data. - * @param frameWidth {number} Width of animation frame. - * @param frameHeight {number} Height of animation frame. - * @param frameMax {number} Number of animation frames. - * @return {FrameData} Generated FrameData object. - */ - static parseSpriteSheet(game: Game, key: string, frameWidth: number, frameHeight: number, frameMax: number): FrameData; - /** - * Parse frame datas from json. - * @param json {object} Json data you want to parse. - * @return {FrameData} Generated FrameData object. - */ - static parseJSONData(game: Game, json): FrameData; - static parseXMLData(game: Game, xml, format: number): FrameData; - } -} -/** -* Phaser - Frame -* -* A Frame is a single frame of an animation and is part of a FrameData collection. -*/ -module Phaser { - class Frame { - /** - * Frame constructor - * Create a new Frame with specific position, size and name. - * - * @param x {number} X position within the image to cut from. - * @param y {number} Y position within the image to cut from. - * @param width {number} Width of the frame. - * @param height {number} Height of the frame. - * @param name {string} Name of this frame. - */ - constructor(x: number, y: number, width: number, height: number, name: string); - /** - * X position within the image to cut from. - * @type {number} - */ - public x: number; - /** - * Y position within the image to cut from. - * @type {number} - */ - public y: number; - /** - * Width of the frame. - * @type {number} - */ - public width: number; - /** - * Height of the frame. - * @type {number} - */ - public height: number; - /** - * Useful for Sprite Sheets. - * @type {number} - */ - public index: number; - /** - * Useful for Texture Atlas files. (is set to the filename value) - */ - public name: string; - /** - * Rotated? (not yet implemented) - */ - public rotated: bool; - /** - * Either cw or ccw, rotation is always 90 degrees. - */ - public rotationDirection: string; - /** - * Was it trimmed when packed? - * @type {boolean} - */ - public trimmed: bool; - /** - * Width of the original sprite. - * @type {number} - */ - public sourceSizeW: number; - /** - * Height of the original sprite. - * @type {number} - */ - public sourceSizeH: number; - /** - * X position of the trimmed sprite inside original sprite. - * @type {number} - */ - public spriteSourceSizeX: number; - /** - * Y position of the trimmed sprite inside original sprite. - * @type {number} - */ - public spriteSourceSizeY: number; - /** - * Width of the trimmed sprite. - * @type {number} - */ - public spriteSourceSizeW: number; - /** - * Height of the trimmed sprite. - * @type {number} - */ - public spriteSourceSizeH: number; - /** - * Set rotation of this frame. (Not yet supported!) - */ - public setRotation(rotated: bool, rotationDirection: string): void; - /** - * Set trim of the frame. - * @param trimmed {boolean} Whether this frame trimmed or not. - * @param actualWidth {number} Actual width of this frame. - * @param actualHeight {number} Actual height of this frame. - * @param destX {number} Destiny x position. - * @param destY {number} Destiny y position. - * @param destWidth {number} Destiny draw width. - * @param destHeight {number} Destiny draw height. - */ - public setTrim(trimmed: bool, actualWidth: number, actualHeight: number, destX: number, destY: number, destWidth: number, destHeight: number): void; - } -} -/** -* Phaser - FrameData -* -* FrameData is a container for Frame objects, the internal representation of animation data in Phaser. -*/ -module Phaser { - class FrameData { - /** - * FrameData constructor - */ - constructor(); - /** - * Local frame container. - */ - private _frames; - /** - * Local frameName<->index container. - */ - private _frameNames; - public total : number; - /** - * Add a new frame. - * @param frame {Frame} The frame you want to add. - * @return {Frame} The frame you just added. - */ - public addFrame(frame: Frame): Frame; - /** - * Get a frame by its index. - * @param index {number} Index of the frame you want to get. - * @return {Frame} The frame you want. - */ - public getFrame(index: number): Frame; - /** - * Get a frame by its name. - * @param name {string} Name of the frame you want to get. - * @return {Frame} The frame you want. - */ - public getFrameByName(name: string): Frame; - /** - * Check whether there's a frame with given name. - * @param name {string} Name of the frame you want to check. - * @return {boolean} True if frame with given name found, otherwise return false. - */ - public checkFrameName(name: string): bool; - /** - * Get ranges of frames in an array. - * @param start {number} Start index of frames you want. - * @param end {number} End index of frames you want. - * @param [output] {Frame[]} result will be added into this array. - * @return {Frame[]} Ranges of specific frames in an array. - */ - public getFrameRange(start: number, end: number, output?: Frame[]): Frame[]; - /** - * Get all indexes of frames by giving their name. - * @param [output] {number[]} result will be added into this array. - * @return {number[]} Indexes of specific frames in an array. - */ - public getFrameIndexes(output?: number[]): number[]; - /** - * Get all names of frames by giving their indexes. - * @param [output] {number[]} result will be added into this array. - * @return {number[]} Names of specific frames in an array. - */ - public getFrameIndexesByName(input: string[]): number[]; - /** - * Get all frames in this frame data. - * @return {Frame[]} All the frames in an array. - */ - public getAllFrames(): Frame[]; - /** - * Get All frames with specific ranges. - * @param range {number[]} Ranges in an array. - * @return {Frame[]} All frames in an array. - */ - public getFrames(range: number[]): Frame[]; - } -} -/** * Phaser - AnimationManager * * Any Sprite that has animation contains an instance of the AnimationManager, which is used to add, play and update @@ -3214,7 +2892,7 @@ module Phaser { * Phaser - Vector2 * * A two dimensional vector. -* Contains methods and ideas from verlet-js by Sub Protocol, SAT.js by Jim Riecken and N by Metanet Software. +* Contains methods and ideas from verlet-js by Sub Protocol, SAT.js by Jim Riecken and N by Metanet Software. Brandon Jones, Colin MacKenzie IV */ module Phaser { class Vector2 { @@ -3316,6 +2994,20 @@ module Phaser { */ public mutableScale(x: number, y?: number): Vector2; /** + * Multiply this vector by the given scalar. + * + * @param {number} scalar + * @return {Vector2} This for chaining. + */ + public mutableMultiplyByScalar(scalar: number): Vector2; + /** + * Divide this vector by the given scalar. + * + * @param {number} scalar + * @return {Vector2} This for chaining. + */ + public mutableDivideByScalar(scalar: number): Vector2; + /** * Reverse this vector. * * @return {Vector} This for chaining. @@ -6393,155 +6085,6 @@ module Phaser { } } /** -* Phaser - Verlet - Particle -* -* -*/ -module Phaser.Verlet { - class Particle { - /** - * Creates a new Particle object. - * @class Particle - * @constructor - * @param {Number} x The x coordinate of vector2 - * @param {Number} y The y coordinate of vector2 - * @return {Particle} This object - **/ - constructor(pos: Vector2); - public pos: Vector2; - public lastPos: Vector2; - public render(ctx): void; - } -} -/** -* Phaser - PinConstraint -* -* Constrains to static / fixed point -*/ -module Phaser.Verlet { - class PinConstraint { - /** - * Creates a new PinConstraint object. - * @class PinConstraint - * @constructor - * @param {Number} x The x coordinate of vector2 - * @param {Number} y The y coordinate of vector2 - * @return {PinConstraint} This object - **/ - constructor(a: Particle, pos: Vector2); - public a: Particle; - public pos: Vector2; - public relax(): void; - public render(ctx): void; - } -} -/** -* Phaser - Verlet - Composite -* -* -*/ -module Phaser.Verlet { - class Composite { - /** - * Creates a new Composite object. - * @class Composite - * @constructor - * @param {Number} x The x coordinate of vector2 - * @param {Number} y The y coordinate of vector2 - * @return {Composite} This object - **/ - constructor(game: Game); - private _game; - /** - * Texture of the particles to be rendered. - */ - private _texture; - /** - * Rendering bounds for the texture - * @type {Quad} - */ - private frameBounds; - private _sx; - private _sy; - private _sw; - private _sh; - private _dx; - private _dy; - private _dw; - private _dh; - private _hw; - private _hh; - public sprites: Sprite[]; - public particles: Particle[]; - public constraints; - public drawParticles; - public drawConstraints; - public createDistanceConstraint(a: Particle, b: Particle, stiffness: number, distance?: number): DistanceConstraint; - public createAngleConstraint(a: Particle, b: Particle, c: Particle, stiffness: number): AngleConstraint; - public createPinConstraint(a: Particle, pos: Vector2): PinConstraint; - /** - * Load a graphic for this Composite. The graphic cannot be a SpriteSheet yet. - * @param key {string} Key of the graphic you want to load for this sprite. - * @return {Composite} This object - */ - public loadGraphic(key: string): Composite; - public hideConstraints: bool; - public constraintLineColor: string; - private renderConstraints(context); - private render(context); - public pin(index, pos?): PinConstraint; - } -} -/** -* Phaser - DistanceConstraint -* -* Constrains to initial distance -*/ -module Phaser.Verlet { - class DistanceConstraint { - /** - * Creates a new DistanceConstraint object. - * @class DistanceConstraint - * @constructor - * @param {Number} x The x coordinate of vector2 - * @param {Number} y The y coordinate of vector2 - * @return {DistanceConstraint} This object - **/ - constructor(a: Particle, b: Particle, stiffness: number, distance?: number); - public a: Particle; - public b: Particle; - public distance: number; - public stiffness: number; - public relax(stepCoef: number): void; - public render(ctx): void; - } -} -/** -* Phaser - AngleConstraint -* -* constrains 3 particles to an angle -*/ -module Phaser.Verlet { - class AngleConstraint { - /** - * Creates a new AngleConstraint object. - * @class AngleConstraint - * @constructor - * @param {Number} x The x coordinate of vector2 - * @param {Number} y The y coordinate of vector2 - * @return {AngleConstraint} This object - **/ - constructor(a: Particle, b: Particle, c: Particle, stiffness: number); - public a: Particle; - public b: Particle; - public c: Particle; - public angle: number; - public stiffness: number; - public relax(stepCoef: number): void; - public render(ctx): void; - } -} -/** * Phaser - Verlet * * Based on verlet-js by Sub Protocol released under MIT @@ -7215,1008 +6758,6 @@ module Phaser { } } /** -* Phaser - Pointer -* -* A Pointer object is used by the Touch and MSPoint managers and represents a single finger on the touch screen. -*/ -module Phaser { - class Pointer { - /** - * Constructor - * @param {Phaser.Game} game. - * @return {Phaser.Pointer} This object. - */ - constructor(game: Game, id: number); - /** - * Local private reference to game. - * @property _game - * @type {Phaser.Game} - * @private - **/ - private _game; - /** - * Local private variable to store the status of dispatching a hold event - * @property _holdSent - * @type {Boolean} - * @private - */ - private _holdSent; - /** - * Local private variable storing the short-term history of pointer movements - * @property _history - * @type {Array} - * @private - */ - private _history; - /** - * Local private variable storing the time at which the next history drop should occur - * @property _lastDrop - * @type {Number} - * @private - */ - private _nextDrop; - /** - * The Pointer ID (a number between 1 and 10, 0 is reserved for the mouse pointer specifically) - * @property id - * @type {Number} - */ - public id: number; - /** - * An identification number for each touch point. - * When a touch point becomes active, it is assigned an identifier that is distinct from any other active touch point. - * While the touch point remains active, all events that refer to it are assigned the same identifier. - * @property identifier - * @type {Number} - */ - public identifier: number; - /** - * Is this Pointer active or not? An active Pointer is one that is in contact with the touch screen. - * @property active - * @type {Boolean} - */ - public active: bool; - /** - * A Vector object containing the initial position when the Pointer was engaged with the screen. - * @property positionDown - * @type {Vector2} - **/ - public positionDown: Vector2; - /** - * A Vector object containing the current position of the Pointer on the screen. - * @property position - * @type {Vector2} - **/ - public position: Vector2; - /** - * A Circle object centered on the x/y screen coordinates of the Pointer. - * Default size of 44px (Apple's recommended "finger tip" size) - * @property circle - * @type {Circle} - **/ - public circle: Circle; - /** - * - * @property withinGame - * @type {Boolean} - */ - public withinGame: bool; - /** - * If this Pointer is a mouse the button property holds the value of which mouse button was pressed down - * @property button - * @type {Number} - */ - public button: number; - /** - * The horizontal coordinate of point relative to the viewport in pixels, excluding any scroll offset - * @property clientX - * @type {Number} - */ - public clientX: number; - /** - * The vertical coordinate of point relative to the viewport in pixels, excluding any scroll offset - * @property clientY - * @type {Number} - */ - public clientY: number; - /** - * The horizontal coordinate of point relative to the viewport in pixels, including any scroll offset - * @property pageX - * @type {Number} - */ - public pageX: number; - /** - * The vertical coordinate of point relative to the viewport in pixels, including any scroll offset - * @property pageY - * @type {Number} - */ - public pageY: number; - /** - * The horizontal coordinate of point relative to the screen in pixels - * @property screenX - * @type {Number} - */ - public screenX: number; - /** - * The vertical coordinate of point relative to the screen in pixels - * @property screenY - * @type {Number} - */ - public screenY: number; - /** - * The horizontal coordinate of point relative to the game element - * @property x - * @type {Number} - */ - public x: number; - /** - * The vertical coordinate of point relative to the game element - * @property y - * @type {Number} - */ - public y: number; - /** - * The Element on which the touch point started when it was first placed on the surface, even if the touch point has since moved outside the interactive area of that element. - * @property target - * @type {Any} - */ - public target; - /** - * If the Pointer is a mouse this is true, otherwise false - * @property isMouse - * @type {Boolean} - **/ - public isMouse: bool; - /** - * If the Pointer is touching the touchscreen, or the mouse button is held down, isDown is set to true - * @property isDown - * @type {Boolean} - **/ - public isDown: bool; - /** - * If the Pointer is not touching the touchscreen, or the mouse button is up, isUp is set to true - * @property isUp - * @type {Boolean} - **/ - public isUp: bool; - /** - * A timestamp representing when the Pointer first touched the touchscreen. - * @property timeDown - * @type {Number} - **/ - public timeDown: number; - /** - * A timestamp representing when the Pointer left the touchscreen. - * @property timeUp - * @type {Number} - **/ - public timeUp: number; - /** - * A timestamp representing when the Pointer was last tapped or clicked - * @property previousTapTime - * @type {Number} - **/ - public previousTapTime: number; - /** - * The total number of times this Pointer has been touched to the touchscreen - * @property totalTouches - * @type {Number} - **/ - public totalTouches: number; - /** - * How long the Pointer has been depressed on the touchscreen. If not currently down it returns -1. - * @property duration - * @type {Number} - **/ - public duration : number; - /** - * Gets the X value of this Pointer in world coordinate space - * @param {Camera} [camera] - */ - public getWorldX(camera?: Camera): number; - /** - * Gets the Y value of this Pointer in world coordinate space - * @param {Camera} [camera] - */ - public getWorldY(camera?: Camera): number; - /** - * Called when the Pointer is pressed onto the touchscreen - * @method start - * @param {Any} event - */ - public start(event): Pointer; - public update(): void; - /** - * Called when the Pointer is moved on the touchscreen - * @method move - * @param {Any} event - */ - public move(event): Pointer; - /** - * Called when the Pointer leaves the target area - * @method leave - * @param {Any} event - */ - public leave(event): void; - /** - * Called when the Pointer leaves the touchscreen - * @method stop - * @param {Any} event - */ - public stop(event): Pointer; - /** - * The Pointer is considered justPressed if the time it was pressed onto the touchscreen or clicked is less than justPressedRate - * @method justPressed - * @param {Number} [duration]. - * @return {Boolean} - */ - public justPressed(duration?: number): bool; - /** - * The Pointer is considered justReleased if the time it left the touchscreen is less than justReleasedRate - * @method justReleased - * @param {Number} [duration]. - * @return {Boolean} - */ - public justReleased(duration?: number): bool; - /** - * Resets the Pointer properties. Called by Input.reset when you perform a State change. - * @method reset - */ - public reset(): void; - /** - * Renders the Pointer.circle object onto the stage in green if down or red if up. - * @method renderDebug - */ - public renderDebug(hideIfUp?: bool): void; - /** - * Returns a string representation of this object. - * @method toString - * @return {String} a string representation of the instance. - **/ - public toString(): string; - } -} -/** -* Phaser - MSPointer -* -* The MSPointer class handles touch interactions with the game and the resulting Pointer objects. -* It will work only in Internet Explorer 10 and Windows Store or Windows Phone 8 apps using JavaScript. -* http://msdn.microsoft.com/en-us/library/ie/hh673557(v=vs.85).aspx -*/ -module Phaser { - class MSPointer { - /** - * Constructor - * @param {Game} game. - * @return {MSPointer} This object. - */ - constructor(game: Game); - /** - * Local private reference to game. - * @property _game - * @type Game - * @private - **/ - private _game; - /** - * You can disable all Input by setting disabled = true. While set all new input related events will be ignored. - * @type {Boolean} - */ - public disabled: bool; - /** - * Starts the event listeners running - * @method start - */ - public start(): void; - /** - * - * @method onPointerDown - * @param {Any} event - **/ - private onPointerDown(event); - /** - * - * @method onPointerMove - * @param {Any} event - **/ - private onPointerMove(event); - /** - * - * @method onPointerUp - * @param {Any} event - **/ - private onPointerUp(event); - /** - * Stop the event listeners - * @method stop - */ - public stop(): void; - } -} -/** -* Phaser - Gestures -* -* The Gesture class monitors for gestures and dispatches the resulting signals when they occur. -* Note: Android 2.x only supports 1 touch event at once, no multi-touch -*/ -module Phaser { - class Gestures { - /** - * Constructor - * @param {Game} game. - * @return {Touch} This object. - */ - constructor(game: Game); - /** - * Local private reference to game. - * @property _game - * @type {Game} - * @private - **/ - private _game; - private _p1; - private _p2; - private _p3; - private _p4; - private _p5; - private _p6; - private _p7; - private _p8; - private _p9; - private _p10; - public start(): void; - } -} -/** -* Phaser - Input -* -* A game specific Input manager that looks after the mouse, keyboard and touch objects. -* This is updated by the core game loop. -*/ -module Phaser { - class Input { - constructor(game: Game); - /** - * Local private reference to game. - */ - private _game; - /** - * You can disable all Input by setting Input.disabled = true. While set all new input related events will be ignored. - * If you need to disable just one type of input, for example mouse, use Input.mouse.disabled = true instead - * @type {Boolean} - */ - public disabled: bool; - /** - * Controls the expected behaviour when using a mouse and touch together on a multi-input device - */ - public multiInputOverride: number; - /** - * Static defining the behaviour expected on a multi-input device system. - * With this setting when the mouse is used it updates the Input.x/y globals regardless if another pointer is active or not - */ - static MOUSE_OVERRIDES_TOUCH: number; - /** - * Static defining the behaviour expected on a multi-input device system. - * With this setting when the mouse is used it only updates the Input.x/y globals if no other pointer is active - */ - static TOUCH_OVERRIDES_MOUSE: number; - /** - * Static defining the behaviour expected on a multi-input device system. - * With this setting when the mouse is used it updates the Input.x/y globals at the same time as any active Pointer objects might - */ - static MOUSE_TOUCH_COMBINE: number; - /** - * Phaser.Mouse handler - * @type {Mouse} - */ - public mouse: Mouse; - /** - * Phaser.Keyboard handler - * @type {Keyboard} - */ - public keyboard: Keyboard; - /** - * Phaser.Touch handler - * @type {Touch} - */ - public touch: Touch; - /** - * Phaser.MSPointer handler - * @type {MSPointer} - */ - public mspointer: MSPointer; - /** - * Phaser.Gestures handler - * @type {Gestures} - */ - public gestures: Gestures; - /** - * A vector object representing the current position of the Pointer. - * @property vector - * @type {Vector2} - **/ - public position: Vector2; - /** - * A Circle object centered on the x/y screen coordinates of the Input. - * Default size of 44px (Apples recommended "finger tip" size) but can be changed to anything - * @property circle - * @type {Circle} - **/ - public circle: Circle; - /** - * X coordinate of the most recent Pointer event - * @type {Number} - * @private - */ - private _x; - /** - * X coordinate of the most recent Pointer event - * @type {Number} - * @private - */ - private _y; - /** - * - * @type {Number} - */ - public scaleX: number; - /** - * - * @type {Number} - */ - public scaleY: number; - /** - * The maximum number of Pointers allowed to be active at any one time. - * For lots of games it's useful to set this to 1 - * @type {Number} - */ - public maxPointers: number; - /** - * The current number of active Pointers. - * @type {Number} - */ - public currentPointers: number; - /** - * A Signal dispatched when a mouse/Pointer object is pressed - * @type {Phaser.Signal} - */ - public onDown: Signal; - /** - * A Signal dispatched when a mouse/Pointer object is released - * @type {Phaser.Signal} - */ - public onUp: Signal; - /** - * A Signal dispatched when a Pointer object (including the mouse) is tapped: pressed and released quickly. - * The signal sends 2 parameters. The Pointer that caused it and a boolean depending if the tap was a single tap or a double tap. - * @type {Phaser.Signal} - */ - public onTap: Signal; - /** - * A Signal dispatched when a Pointer object (including the mouse) is held down - * @type {Phaser.Signal} - */ - public onHold: Signal; - /** - * The number of milliseconds that the Pointer has to be pressed down and then released to be considered a tap or click - * @property tapRate - * @type {Number} - **/ - public tapRate: number; - /** - * The number of milliseconds between taps of the same Pointer for it to be considered a double tap / click - * @property doubleTapRate - * @type {Number} - **/ - public doubleTapRate: number; - /** - * The number of milliseconds that the Pointer has to be pressed down for it to fire a onHold event - * @property holdRate - * @type {Number} - **/ - public holdRate: number; - /** - * The number of milliseconds below which the Pointer is considered justPressed - * @property justPressedRate - * @type {Number} - **/ - public justPressedRate: number; - /** - * The number of milliseconds below which the Pointer is considered justReleased - * @property justReleasedRate - * @type {Number} - **/ - public justReleasedRate: number; - /** - * Sets if the Pointer objects should record a history of x/y coordinates they have passed through. - * The history is cleared each time the Pointer is pressed down. - * The history is updated at the rate specified in Input.pollRate - * @property recordPointerHistory - * @type {Boolean} - **/ - public recordPointerHistory: bool; - /** - * The rate in milliseconds at which the Pointer objects should update their tracking history - * @property recordRate - * @type {Number} - */ - public recordRate: number; - /** - * The total number of entries that can be recorded into the Pointer objects tracking history. - * The the Pointer is tracking one event every 100ms, then a trackLimit of 100 would store the last 10 seconds worth of history. - * @property recordLimit - * @type {Number} - */ - public recordLimit: number; - /** - * A Pointer object specifically used by the Mouse - * @property mousePointer - * @type {Pointer} - **/ - public mousePointer: Pointer; - /** - * A Pointer object - * @property pointer1 - * @type {Pointer} - **/ - public pointer1: Pointer; - /** - * A Pointer object - * @property pointer2 - * @type {Pointer} - **/ - public pointer2: Pointer; - /** - * A Pointer object - * @property pointer3 - * @type {Pointer} - **/ - public pointer3: Pointer; - /** - * A Pointer object - * @property pointer4 - * @type {Pointer} - **/ - public pointer4: Pointer; - /** - * A Pointer object - * @property pointer5 - * @type {Pointer} - **/ - public pointer5: Pointer; - /** - * A Pointer object - * @property pointer6 - * @type {Pointer} - **/ - public pointer6: Pointer; - /** - * A Pointer object - * @property pointer7 - * @type {Pointer} - **/ - public pointer7: Pointer; - /** - * A Pointer object - * @property pointer8 - * @type {Pointer} - **/ - public pointer8: Pointer; - /** - * A Pointer object - * @property pointer9 - * @type {Pointer} - **/ - public pointer9: Pointer; - /** - * A Pointer object - * @property pointer10 - * @type {Pointer} - **/ - public pointer10: Pointer; - /** - * The screen X coordinate - * @property x - * @type {Number} - **/ - public x : number; - /** - * The screen Y coordinate - * @property y - * @type {Number} - **/ - public y : number; - /** - * Add a new Pointer object to the Input Manager. By default Input creates 5 pointer objects for you. If you need more - * use this to create a new one, up to a maximum of 10. - * @method addPointer - * @return {Pointer} A reference to the new Pointer object - **/ - public addPointer(): Pointer; - /** - * Starts the Input Manager running - * @method start - **/ - public start(): void; - /** - * Updates the Input Manager. Called by the core Game loop. - * @method update - **/ - public update(): void; - /** - * Reset all of the Pointers and Input states - * @method reset - * @param hard {Boolean} A soft reset (hard = false) won't reset any signals that might be bound. A hard reset will. - **/ - public reset(hard?: bool): void; - /** - * Get the total number of inactive Pointers - * @method totalInactivePointers - * @return {Number} The number of Pointers currently inactive - **/ - public totalInactivePointers : number; - /** - * Recalculates the total number of active Pointers - * @method totalActivePointers - * @return {Number} The number of Pointers currently active - **/ - public totalActivePointers : number; - /** - * Find the first free Pointer object and start it, passing in the event data. - * @method startPointer - * @param {Any} event The event data from the Touch event - * @return {Pointer} The Pointer object that was started or null if no Pointer object is available - **/ - public startPointer(event): Pointer; - /** - * Updates the matching Pointer object, passing in the event data. - * @method updatePointer - * @param {Any} event The event data from the Touch event - * @return {Pointer} The Pointer object that was updated or null if no Pointer object is available - **/ - public updatePointer(event): Pointer; - /** - * Stops the matching Pointer object, passing in the event data. - * @method stopPointer - * @param {Any} event The event data from the Touch event - * @return {Pointer} The Pointer object that was stopped or null if no Pointer object is available - **/ - public stopPointer(event): Pointer; - /** - * Get the next Pointer object whos active property matches the given state - * @method getPointer - * @param {Boolean} state The state the Pointer should be in (false for inactive, true for active) - * @return {Pointer} A Pointer object or null if no Pointer object matches the requested state. - **/ - public getPointer(state?: bool): Pointer; - /** - * Get the Pointer object whos identified property matches the given identifier value - * @method getPointerFromIdentifier - * @param {Number} identifier The Pointer.identifier value to search for - * @return {Pointer} A Pointer object or null if no Pointer object matches the requested identifier. - **/ - public getPointerFromIdentifier(identifier: number): Pointer; - /** - * @param {Camera} [camera] - */ - public getWorldX(camera?: Camera): number; - /** - * @param {Camera} [camera] - */ - public getWorldY(camera?: Camera): number; - /** - * @param {Number} x - * @param {Number} y - * @param {String} [color] - */ - public renderDebugInfo(x: number, y: number, color?: string): void; - /** - * Get the distance between two Pointer objects - * @method getDistance - * @param {Pointer} pointer1 - * @param {Pointer} pointer2 - **/ - public getDistance(pointer1: Pointer, pointer2: Pointer): number; - /** - * Get the angle between two Pointer objects - * @method getAngle - * @param {Pointer} pointer1 - * @param {Pointer} pointer2 - **/ - public getAngle(pointer1: Pointer, pointer2: Pointer): number; - } -} -/** -* Phaser - Keyboard -* -* The Keyboard class handles keyboard interactions with the game and the resulting events. -* The avoid stealing all browser input we don't use event.preventDefault. If you would like to trap a specific key however -* then use the addKeyCapture() method. -*/ -module Phaser { - class Keyboard { - constructor(game: Game); - private _game; - private _keys; - private _capture; - /** - * You can disable all Input by setting disabled = true. While set all new input related events will be ignored. - * @type {Boolean} - */ - public disabled: bool; - public start(): void; - /** - * By default when a key is pressed Phaser will not stop the event from propagating up to the browser. - * There are some keys this can be annoying for, like the arrow keys or space bar, which make the browser window scroll. - * You can use addKeyCapture to consume the keyboard event for specific keys so it doesn't bubble up to the the browser. - * Pass in either a single keycode or an array of keycodes. - * @param {Any} keycode - */ - public addKeyCapture(keycode): void; - /** - * @param {Number} keycode - */ - public removeKeyCapture(keycode: number): void; - public clearCaptures(): void; - /** - * @param {KeyboardEvent} event - */ - public onKeyDown(event: KeyboardEvent): void; - /** - * @param {KeyboardEvent} event - */ - public onKeyUp(event: KeyboardEvent): void; - public reset(): void; - /** - * @param {Number} keycode - * @param {Number} [duration] - * @return {Boolean} - */ - public justPressed(keycode: number, duration?: number): bool; - /** - * @param {Number} keycode - * @param {Number} [duration] - * @return {Boolean} - */ - public justReleased(keycode: number, duration?: number): bool; - /** - * @param {Number} keycode - * @return {Boolean} - */ - public isDown(keycode: number): bool; - static A: number; - static B: number; - static C: number; - static D: number; - static E: number; - static F: number; - static G: number; - static H: number; - static I: number; - static J: number; - static K: number; - static L: number; - static M: number; - static N: number; - static O: number; - static P: number; - static Q: number; - static R: number; - static S: number; - static T: number; - static U: number; - static V: number; - static W: number; - static X: number; - static Y: number; - static Z: number; - static ZERO: number; - static ONE: number; - static TWO: number; - static THREE: number; - static FOUR: number; - static FIVE: number; - static SIX: number; - static SEVEN: number; - static EIGHT: number; - static NINE: number; - static NUMPAD_0: number; - static NUMPAD_1: number; - static NUMPAD_2: number; - static NUMPAD_3: number; - static NUMPAD_4: number; - static NUMPAD_5: number; - static NUMPAD_6: number; - static NUMPAD_7: number; - static NUMPAD_8: number; - static NUMPAD_9: number; - static NUMPAD_MULTIPLY: number; - static NUMPAD_ADD: number; - static NUMPAD_ENTER: number; - static NUMPAD_SUBTRACT: number; - static NUMPAD_DECIMAL: number; - static NUMPAD_DIVIDE: number; - static F1: number; - static F2: number; - static F3: number; - static F4: number; - static F5: number; - static F6: number; - static F7: number; - static F8: number; - static F9: number; - static F10: number; - static F11: number; - static F12: number; - static F13: number; - static F14: number; - static F15: number; - static COLON: number; - static EQUALS: number; - static UNDERSCORE: number; - static QUESTION_MARK: number; - static TILDE: number; - static OPEN_BRACKET: number; - static BACKWARD_SLASH: number; - static CLOSED_BRACKET: number; - static QUOTES: number; - static BACKSPACE: number; - static TAB: number; - static CLEAR: number; - static ENTER: number; - static SHIFT: number; - static CONTROL: number; - static ALT: number; - static CAPS_LOCK: number; - static ESC: number; - static SPACEBAR: number; - static PAGE_UP: number; - static PAGE_DOWN: number; - static END: number; - static HOME: number; - static LEFT: number; - static UP: number; - static RIGHT: number; - static DOWN: number; - static INSERT: number; - static DELETE: number; - static HELP: number; - static NUM_LOCK: number; - } -} -/** -* Phaser - Mouse -* -* The Mouse class handles mouse interactions with the game and the resulting events. -*/ -module Phaser { - class Mouse { - constructor(game: Game); - /** - * Local private reference to game. - * @property _game - * @type {Phaser.Game} - * @private - **/ - private _game; - static LEFT_BUTTON: number; - static MIDDLE_BUTTON: number; - static RIGHT_BUTTON: number; - /** - * You can disable all Input by setting disabled = true. While set all new input related events will be ignored. - * @type {Boolean} - */ - public disabled: bool; - /** - * Starts the event listeners running - * @method start - */ - public start(): void; - /** - * @param {MouseEvent} event - */ - public onMouseDown(event: MouseEvent): void; - /** - * @param {MouseEvent} event - */ - public onMouseMove(event: MouseEvent): void; - /** - * @param {MouseEvent} event - */ - public onMouseUp(event: MouseEvent): void; - /** - * Stop the event listeners - * @method stop - */ - public stop(): void; - } -} -/** -* Phaser - Touch -* -* The Touch class handles touch interactions with the game and the resulting Pointer objects. -* http://www.w3.org/TR/touch-events/ -* https://developer.mozilla.org/en-US/docs/DOM/TouchList -* http://www.html5rocks.com/en/mobile/touchandmouse/ -* Note: Android 2.x only supports 1 touch event at once, no multi-touch -*/ -module Phaser { - class Touch { - /** - * Constructor - * @param {Game} game. - * @return {Touch} This object. - */ - constructor(game: Game); - /** - * Local private reference to game. - * @property _game - * @type {Phaser.Game} - * @private - **/ - private _game; - /** - * You can disable all Input by setting disabled = true. While set all new input related events will be ignored. - * @type {Boolean} - */ - public disabled: bool; - /** - * Starts the event listeners running - * @method start - */ - public start(): void; - /** - * Prevent iOS bounce-back (doesn't work?) - * @method consumeTouchMove - * @param {Any} event - **/ - private consumeTouchMove(event); - /** - * - * @method onTouchStart - * @param {Any} event - **/ - private onTouchStart(event); - /** - * Touch cancel - touches that were disrupted (perhaps by moving into a plugin or browser chrome) - * Occurs for example on iOS when you put down 4 fingers and the app selector UI appears - * @method onTouchCancel - * @param {Any} event - **/ - private onTouchCancel(event); - /** - * For touch enter and leave its a list of the touch points that have entered or left the target - * Doesn't appear to be supported by most browsers yet - * @method onTouchEnter - * @param {Any} event - **/ - private onTouchEnter(event); - /** - * For touch enter and leave its a list of the touch points that have entered or left the target - * Doesn't appear to be supported by most browsers yet - * @method onTouchLeave - * @param {Any} event - **/ - private onTouchLeave(event); - /** - * - * @method onTouchMove - * @param {Any} event - **/ - private onTouchMove(event); - /** - * - * @method onTouchEnd - * @param {Any} event - **/ - private onTouchEnd(event); - /** - * Stop the event listeners - * @method stop - */ - public stop(): void; - } -} -/** * Phaser - Emitter * * Emitter is a lightweight particle emitter. It can be used for one-time explosions or for @@ -9685,6 +8226,1479 @@ module Phaser { } } /** +* Phaser - Verlet - Particle +* +* +*/ +module Phaser.Verlet { + class Particle { + /** + * Creates a new Particle object. + * @class Particle + * @constructor + * @param {Number} x The x coordinate of vector2 + * @param {Number} y The y coordinate of vector2 + * @return {Particle} This object + **/ + constructor(pos: Vector2); + public pos: Vector2; + public lastPos: Vector2; + public render(ctx): void; + } +} +/** +* Phaser - AngleConstraint +* +* constrains 3 particles to an angle +*/ +module Phaser.Verlet { + class AngleConstraint { + /** + * Creates a new AngleConstraint object. + * @class AngleConstraint + * @constructor + * @param {Number} x The x coordinate of vector2 + * @param {Number} y The y coordinate of vector2 + * @return {AngleConstraint} This object + **/ + constructor(a: Particle, b: Particle, c: Particle, stiffness: number); + public a: Particle; + public b: Particle; + public c: Particle; + public angle: number; + public stiffness: number; + public relax(stepCoef: number): void; + public render(ctx): void; + } +} +/** +* Phaser - DistanceConstraint +* +* Constrains to initial distance +*/ +module Phaser.Verlet { + class DistanceConstraint { + /** + * Creates a new DistanceConstraint object. + * @class DistanceConstraint + * @constructor + * @param {Number} x The x coordinate of vector2 + * @param {Number} y The y coordinate of vector2 + * @return {DistanceConstraint} This object + **/ + constructor(a: Particle, b: Particle, stiffness: number, distance?: number); + public a: Particle; + public b: Particle; + public distance: number; + public stiffness: number; + public relax(stepCoef: number): void; + public render(ctx): void; + } +} +/** +* Phaser - PinConstraint +* +* Constrains to static / fixed point +*/ +module Phaser.Verlet { + class PinConstraint { + /** + * Creates a new PinConstraint object. + * @class PinConstraint + * @constructor + * @param {Number} x The x coordinate of vector2 + * @param {Number} y The y coordinate of vector2 + * @return {PinConstraint} This object + **/ + constructor(a: Particle, pos: Vector2); + public a: Particle; + public pos: Vector2; + public relax(): void; + public render(ctx): void; + } +} +/** +* Phaser - Verlet - Composite +* +* +*/ +module Phaser.Verlet { + class Composite { + /** + * Creates a new Composite object. + * @class Composite + * @constructor + * @param {Number} x The x coordinate of vector2 + * @param {Number} y The y coordinate of vector2 + * @return {Composite} This object + **/ + constructor(game: Game); + private _game; + /** + * Texture of the particles to be rendered. + */ + private _texture; + /** + * Rendering bounds for the texture + * @type {Quad} + */ + private frameBounds; + private _sx; + private _sy; + private _sw; + private _sh; + private _dx; + private _dy; + private _dw; + private _dh; + private _hw; + private _hh; + public sprites: Sprite[]; + public particles: Particle[]; + public constraints; + public drawParticles; + public drawConstraints; + public createDistanceConstraint(a: Particle, b: Particle, stiffness: number, distance?: number): DistanceConstraint; + public createAngleConstraint(a: Particle, b: Particle, c: Particle, stiffness: number): AngleConstraint; + public createPinConstraint(a: Particle, pos: Vector2): PinConstraint; + /** + * Load a graphic for this Composite. The graphic cannot be a SpriteSheet yet. + * @param key {string} Key of the graphic you want to load for this sprite. + * @return {Composite} This object + */ + public loadGraphic(key: string): Composite; + public hideConstraints: bool; + public constraintLineColor: string; + private renderConstraints(context); + private render(context); + public pin(index, pos?): PinConstraint; + } +} +/** +* Phaser - Pointer +* +* A Pointer object is used by the Touch and MSPoint managers and represents a single finger on the touch screen. +*/ +module Phaser { + class Pointer { + /** + * Constructor + * @param {Phaser.Game} game. + * @return {Phaser.Pointer} This object. + */ + constructor(game: Game, id: number); + /** + * Local private reference to game. + * @property _game + * @type {Phaser.Game} + * @private + **/ + private _game; + /** + * Local private variable to store the status of dispatching a hold event + * @property _holdSent + * @type {Boolean} + * @private + */ + private _holdSent; + /** + * Local private variable storing the short-term history of pointer movements + * @property _history + * @type {Array} + * @private + */ + private _history; + /** + * Local private variable storing the time at which the next history drop should occur + * @property _lastDrop + * @type {Number} + * @private + */ + private _nextDrop; + /** + * The Pointer ID (a number between 1 and 10, 0 is reserved for the mouse pointer specifically) + * @property id + * @type {Number} + */ + public id: number; + /** + * An identification number for each touch point. + * When a touch point becomes active, it is assigned an identifier that is distinct from any other active touch point. + * While the touch point remains active, all events that refer to it are assigned the same identifier. + * @property identifier + * @type {Number} + */ + public identifier: number; + /** + * Is this Pointer active or not? An active Pointer is one that is in contact with the touch screen. + * @property active + * @type {Boolean} + */ + public active: bool; + /** + * A Vector object containing the initial position when the Pointer was engaged with the screen. + * @property positionDown + * @type {Vector2} + **/ + public positionDown: Vector2; + /** + * A Vector object containing the current position of the Pointer on the screen. + * @property position + * @type {Vector2} + **/ + public position: Vector2; + /** + * A Circle object centered on the x/y screen coordinates of the Pointer. + * Default size of 44px (Apple's recommended "finger tip" size) + * @property circle + * @type {Circle} + **/ + public circle: Circle; + /** + * + * @property withinGame + * @type {Boolean} + */ + public withinGame: bool; + /** + * If this Pointer is a mouse the button property holds the value of which mouse button was pressed down + * @property button + * @type {Number} + */ + public button: number; + /** + * The horizontal coordinate of point relative to the viewport in pixels, excluding any scroll offset + * @property clientX + * @type {Number} + */ + public clientX: number; + /** + * The vertical coordinate of point relative to the viewport in pixels, excluding any scroll offset + * @property clientY + * @type {Number} + */ + public clientY: number; + /** + * The horizontal coordinate of point relative to the viewport in pixels, including any scroll offset + * @property pageX + * @type {Number} + */ + public pageX: number; + /** + * The vertical coordinate of point relative to the viewport in pixels, including any scroll offset + * @property pageY + * @type {Number} + */ + public pageY: number; + /** + * The horizontal coordinate of point relative to the screen in pixels + * @property screenX + * @type {Number} + */ + public screenX: number; + /** + * The vertical coordinate of point relative to the screen in pixels + * @property screenY + * @type {Number} + */ + public screenY: number; + /** + * The horizontal coordinate of point relative to the game element + * @property x + * @type {Number} + */ + public x: number; + /** + * The vertical coordinate of point relative to the game element + * @property y + * @type {Number} + */ + public y: number; + /** + * The Element on which the touch point started when it was first placed on the surface, even if the touch point has since moved outside the interactive area of that element. + * @property target + * @type {Any} + */ + public target; + /** + * If the Pointer is a mouse this is true, otherwise false + * @property isMouse + * @type {Boolean} + **/ + public isMouse: bool; + /** + * If the Pointer is touching the touchscreen, or the mouse button is held down, isDown is set to true + * @property isDown + * @type {Boolean} + **/ + public isDown: bool; + /** + * If the Pointer is not touching the touchscreen, or the mouse button is up, isUp is set to true + * @property isUp + * @type {Boolean} + **/ + public isUp: bool; + /** + * A timestamp representing when the Pointer first touched the touchscreen. + * @property timeDown + * @type {Number} + **/ + public timeDown: number; + /** + * A timestamp representing when the Pointer left the touchscreen. + * @property timeUp + * @type {Number} + **/ + public timeUp: number; + /** + * A timestamp representing when the Pointer was last tapped or clicked + * @property previousTapTime + * @type {Number} + **/ + public previousTapTime: number; + /** + * The total number of times this Pointer has been touched to the touchscreen + * @property totalTouches + * @type {Number} + **/ + public totalTouches: number; + /** + * How long the Pointer has been depressed on the touchscreen. If not currently down it returns -1. + * @property duration + * @type {Number} + **/ + public duration : number; + /** + * Gets the X value of this Pointer in world coordinate space + * @param {Camera} [camera] + */ + public getWorldX(camera?: Camera): number; + /** + * Gets the Y value of this Pointer in world coordinate space + * @param {Camera} [camera] + */ + public getWorldY(camera?: Camera): number; + /** + * Called when the Pointer is pressed onto the touchscreen + * @method start + * @param {Any} event + */ + public start(event): Pointer; + public update(): void; + /** + * Called when the Pointer is moved on the touchscreen + * @method move + * @param {Any} event + */ + public move(event): Pointer; + /** + * Called when the Pointer leaves the target area + * @method leave + * @param {Any} event + */ + public leave(event): void; + /** + * Called when the Pointer leaves the touchscreen + * @method stop + * @param {Any} event + */ + public stop(event): Pointer; + /** + * The Pointer is considered justPressed if the time it was pressed onto the touchscreen or clicked is less than justPressedRate + * @method justPressed + * @param {Number} [duration]. + * @return {Boolean} + */ + public justPressed(duration?: number): bool; + /** + * The Pointer is considered justReleased if the time it left the touchscreen is less than justReleasedRate + * @method justReleased + * @param {Number} [duration]. + * @return {Boolean} + */ + public justReleased(duration?: number): bool; + /** + * Resets the Pointer properties. Called by Input.reset when you perform a State change. + * @method reset + */ + public reset(): void; + /** + * Renders the Pointer.circle object onto the stage in green if down or red if up. + * @method renderDebug + */ + public renderDebug(hideIfUp?: bool): void; + /** + * Returns a string representation of this object. + * @method toString + * @return {String} a string representation of the instance. + **/ + public toString(): string; + } +} +/** +* Phaser - MSPointer +* +* The MSPointer class handles touch interactions with the game and the resulting Pointer objects. +* It will work only in Internet Explorer 10 and Windows Store or Windows Phone 8 apps using JavaScript. +* http://msdn.microsoft.com/en-us/library/ie/hh673557(v=vs.85).aspx +*/ +module Phaser { + class MSPointer { + /** + * Constructor + * @param {Game} game. + * @return {MSPointer} This object. + */ + constructor(game: Game); + /** + * Local private reference to game. + * @property _game + * @type Game + * @private + **/ + private _game; + /** + * You can disable all Input by setting disabled = true. While set all new input related events will be ignored. + * @type {Boolean} + */ + public disabled: bool; + /** + * Starts the event listeners running + * @method start + */ + public start(): void; + /** + * + * @method onPointerDown + * @param {Any} event + **/ + private onPointerDown(event); + /** + * + * @method onPointerMove + * @param {Any} event + **/ + private onPointerMove(event); + /** + * + * @method onPointerUp + * @param {Any} event + **/ + private onPointerUp(event); + /** + * Stop the event listeners + * @method stop + */ + public stop(): void; + } +} +/** +* Phaser - Gestures +* +* The Gesture class monitors for gestures and dispatches the resulting signals when they occur. +* Note: Android 2.x only supports 1 touch event at once, no multi-touch +*/ +module Phaser { + class Gestures { + /** + * Constructor + * @param {Game} game. + * @return {Touch} This object. + */ + constructor(game: Game); + /** + * Local private reference to game. + * @property _game + * @type {Game} + * @private + **/ + private _game; + private _p1; + private _p2; + private _p3; + private _p4; + private _p5; + private _p6; + private _p7; + private _p8; + private _p9; + private _p10; + public start(): void; + } +} +/** +* Phaser - Touch +* +* The Touch class handles touch interactions with the game and the resulting Pointer objects. +* http://www.w3.org/TR/touch-events/ +* https://developer.mozilla.org/en-US/docs/DOM/TouchList +* http://www.html5rocks.com/en/mobile/touchandmouse/ +* Note: Android 2.x only supports 1 touch event at once, no multi-touch +*/ +module Phaser { + class Touch { + /** + * Constructor + * @param {Game} game. + * @return {Touch} This object. + */ + constructor(game: Game); + /** + * Local private reference to game. + * @property _game + * @type {Phaser.Game} + * @private + **/ + private _game; + /** + * You can disable all Input by setting disabled = true. While set all new input related events will be ignored. + * @type {Boolean} + */ + public disabled: bool; + /** + * Starts the event listeners running + * @method start + */ + public start(): void; + /** + * Prevent iOS bounce-back (doesn't work?) + * @method consumeTouchMove + * @param {Any} event + **/ + private consumeTouchMove(event); + /** + * + * @method onTouchStart + * @param {Any} event + **/ + private onTouchStart(event); + /** + * Touch cancel - touches that were disrupted (perhaps by moving into a plugin or browser chrome) + * Occurs for example on iOS when you put down 4 fingers and the app selector UI appears + * @method onTouchCancel + * @param {Any} event + **/ + private onTouchCancel(event); + /** + * For touch enter and leave its a list of the touch points that have entered or left the target + * Doesn't appear to be supported by most browsers yet + * @method onTouchEnter + * @param {Any} event + **/ + private onTouchEnter(event); + /** + * For touch enter and leave its a list of the touch points that have entered or left the target + * Doesn't appear to be supported by most browsers yet + * @method onTouchLeave + * @param {Any} event + **/ + private onTouchLeave(event); + /** + * + * @method onTouchMove + * @param {Any} event + **/ + private onTouchMove(event); + /** + * + * @method onTouchEnd + * @param {Any} event + **/ + private onTouchEnd(event); + /** + * Stop the event listeners + * @method stop + */ + public stop(): void; + } +} +/** +* Phaser - Mouse +* +* The Mouse class handles mouse interactions with the game and the resulting events. +*/ +module Phaser { + class Mouse { + constructor(game: Game); + /** + * Local private reference to game. + * @property _game + * @type {Phaser.Game} + * @private + **/ + private _game; + static LEFT_BUTTON: number; + static MIDDLE_BUTTON: number; + static RIGHT_BUTTON: number; + /** + * You can disable all Input by setting disabled = true. While set all new input related events will be ignored. + * @type {Boolean} + */ + public disabled: bool; + /** + * Starts the event listeners running + * @method start + */ + public start(): void; + /** + * @param {MouseEvent} event + */ + public onMouseDown(event: MouseEvent): void; + /** + * @param {MouseEvent} event + */ + public onMouseMove(event: MouseEvent): void; + /** + * @param {MouseEvent} event + */ + public onMouseUp(event: MouseEvent): void; + /** + * Stop the event listeners + * @method stop + */ + public stop(): void; + } +} +/** +* Phaser - Keyboard +* +* The Keyboard class handles keyboard interactions with the game and the resulting events. +* The avoid stealing all browser input we don't use event.preventDefault. If you would like to trap a specific key however +* then use the addKeyCapture() method. +*/ +module Phaser { + class Keyboard { + constructor(game: Game); + private _game; + private _keys; + private _capture; + /** + * You can disable all Input by setting disabled = true. While set all new input related events will be ignored. + * @type {Boolean} + */ + public disabled: bool; + public start(): void; + /** + * By default when a key is pressed Phaser will not stop the event from propagating up to the browser. + * There are some keys this can be annoying for, like the arrow keys or space bar, which make the browser window scroll. + * You can use addKeyCapture to consume the keyboard event for specific keys so it doesn't bubble up to the the browser. + * Pass in either a single keycode or an array of keycodes. + * @param {Any} keycode + */ + public addKeyCapture(keycode): void; + /** + * @param {Number} keycode + */ + public removeKeyCapture(keycode: number): void; + public clearCaptures(): void; + /** + * @param {KeyboardEvent} event + */ + public onKeyDown(event: KeyboardEvent): void; + /** + * @param {KeyboardEvent} event + */ + public onKeyUp(event: KeyboardEvent): void; + public reset(): void; + /** + * @param {Number} keycode + * @param {Number} [duration] + * @return {Boolean} + */ + public justPressed(keycode: number, duration?: number): bool; + /** + * @param {Number} keycode + * @param {Number} [duration] + * @return {Boolean} + */ + public justReleased(keycode: number, duration?: number): bool; + /** + * @param {Number} keycode + * @return {Boolean} + */ + public isDown(keycode: number): bool; + static A: number; + static B: number; + static C: number; + static D: number; + static E: number; + static F: number; + static G: number; + static H: number; + static I: number; + static J: number; + static K: number; + static L: number; + static M: number; + static N: number; + static O: number; + static P: number; + static Q: number; + static R: number; + static S: number; + static T: number; + static U: number; + static V: number; + static W: number; + static X: number; + static Y: number; + static Z: number; + static ZERO: number; + static ONE: number; + static TWO: number; + static THREE: number; + static FOUR: number; + static FIVE: number; + static SIX: number; + static SEVEN: number; + static EIGHT: number; + static NINE: number; + static NUMPAD_0: number; + static NUMPAD_1: number; + static NUMPAD_2: number; + static NUMPAD_3: number; + static NUMPAD_4: number; + static NUMPAD_5: number; + static NUMPAD_6: number; + static NUMPAD_7: number; + static NUMPAD_8: number; + static NUMPAD_9: number; + static NUMPAD_MULTIPLY: number; + static NUMPAD_ADD: number; + static NUMPAD_ENTER: number; + static NUMPAD_SUBTRACT: number; + static NUMPAD_DECIMAL: number; + static NUMPAD_DIVIDE: number; + static F1: number; + static F2: number; + static F3: number; + static F4: number; + static F5: number; + static F6: number; + static F7: number; + static F8: number; + static F9: number; + static F10: number; + static F11: number; + static F12: number; + static F13: number; + static F14: number; + static F15: number; + static COLON: number; + static EQUALS: number; + static UNDERSCORE: number; + static QUESTION_MARK: number; + static TILDE: number; + static OPEN_BRACKET: number; + static BACKWARD_SLASH: number; + static CLOSED_BRACKET: number; + static QUOTES: number; + static BACKSPACE: number; + static TAB: number; + static CLEAR: number; + static ENTER: number; + static SHIFT: number; + static CONTROL: number; + static ALT: number; + static CAPS_LOCK: number; + static ESC: number; + static SPACEBAR: number; + static PAGE_UP: number; + static PAGE_DOWN: number; + static END: number; + static HOME: number; + static LEFT: number; + static UP: number; + static RIGHT: number; + static DOWN: number; + static INSERT: number; + static DELETE: number; + static HELP: number; + static NUM_LOCK: number; + } +} +/** +* Phaser - Input +* +* A game specific Input manager that looks after the mouse, keyboard and touch objects. +* This is updated by the core game loop. +*/ +module Phaser { + class Input { + constructor(game: Game); + /** + * Local private reference to game. + */ + private _game; + /** + * You can disable all Input by setting Input.disabled = true. While set all new input related events will be ignored. + * If you need to disable just one type of input, for example mouse, use Input.mouse.disabled = true instead + * @type {Boolean} + */ + public disabled: bool; + /** + * Controls the expected behaviour when using a mouse and touch together on a multi-input device + */ + public multiInputOverride: number; + /** + * Static defining the behaviour expected on a multi-input device system. + * With this setting when the mouse is used it updates the Input.x/y globals regardless if another pointer is active or not + */ + static MOUSE_OVERRIDES_TOUCH: number; + /** + * Static defining the behaviour expected on a multi-input device system. + * With this setting when the mouse is used it only updates the Input.x/y globals if no other pointer is active + */ + static TOUCH_OVERRIDES_MOUSE: number; + /** + * Static defining the behaviour expected on a multi-input device system. + * With this setting when the mouse is used it updates the Input.x/y globals at the same time as any active Pointer objects might + */ + static MOUSE_TOUCH_COMBINE: number; + /** + * Phaser.Mouse handler + * @type {Mouse} + */ + public mouse: Mouse; + /** + * Phaser.Keyboard handler + * @type {Keyboard} + */ + public keyboard: Keyboard; + /** + * Phaser.Touch handler + * @type {Touch} + */ + public touch: Touch; + /** + * Phaser.MSPointer handler + * @type {MSPointer} + */ + public mspointer: MSPointer; + /** + * Phaser.Gestures handler + * @type {Gestures} + */ + public gestures: Gestures; + /** + * A vector object representing the current position of the Pointer. + * @property vector + * @type {Vector2} + **/ + public position: Vector2; + /** + * A Circle object centered on the x/y screen coordinates of the Input. + * Default size of 44px (Apples recommended "finger tip" size) but can be changed to anything + * @property circle + * @type {Circle} + **/ + public circle: Circle; + /** + * X coordinate of the most recent Pointer event + * @type {Number} + * @private + */ + private _x; + /** + * X coordinate of the most recent Pointer event + * @type {Number} + * @private + */ + private _y; + /** + * + * @type {Number} + */ + public scaleX: number; + /** + * + * @type {Number} + */ + public scaleY: number; + /** + * The maximum number of Pointers allowed to be active at any one time. + * For lots of games it's useful to set this to 1 + * @type {Number} + */ + public maxPointers: number; + /** + * The current number of active Pointers. + * @type {Number} + */ + public currentPointers: number; + /** + * A Signal dispatched when a mouse/Pointer object is pressed + * @type {Phaser.Signal} + */ + public onDown: Signal; + /** + * A Signal dispatched when a mouse/Pointer object is released + * @type {Phaser.Signal} + */ + public onUp: Signal; + /** + * A Signal dispatched when a Pointer object (including the mouse) is tapped: pressed and released quickly. + * The signal sends 2 parameters. The Pointer that caused it and a boolean depending if the tap was a single tap or a double tap. + * @type {Phaser.Signal} + */ + public onTap: Signal; + /** + * A Signal dispatched when a Pointer object (including the mouse) is held down + * @type {Phaser.Signal} + */ + public onHold: Signal; + /** + * The number of milliseconds that the Pointer has to be pressed down and then released to be considered a tap or click + * @property tapRate + * @type {Number} + **/ + public tapRate: number; + /** + * The number of milliseconds between taps of the same Pointer for it to be considered a double tap / click + * @property doubleTapRate + * @type {Number} + **/ + public doubleTapRate: number; + /** + * The number of milliseconds that the Pointer has to be pressed down for it to fire a onHold event + * @property holdRate + * @type {Number} + **/ + public holdRate: number; + /** + * The number of milliseconds below which the Pointer is considered justPressed + * @property justPressedRate + * @type {Number} + **/ + public justPressedRate: number; + /** + * The number of milliseconds below which the Pointer is considered justReleased + * @property justReleasedRate + * @type {Number} + **/ + public justReleasedRate: number; + /** + * Sets if the Pointer objects should record a history of x/y coordinates they have passed through. + * The history is cleared each time the Pointer is pressed down. + * The history is updated at the rate specified in Input.pollRate + * @property recordPointerHistory + * @type {Boolean} + **/ + public recordPointerHistory: bool; + /** + * The rate in milliseconds at which the Pointer objects should update their tracking history + * @property recordRate + * @type {Number} + */ + public recordRate: number; + /** + * The total number of entries that can be recorded into the Pointer objects tracking history. + * The the Pointer is tracking one event every 100ms, then a trackLimit of 100 would store the last 10 seconds worth of history. + * @property recordLimit + * @type {Number} + */ + public recordLimit: number; + /** + * A Pointer object specifically used by the Mouse + * @property mousePointer + * @type {Pointer} + **/ + public mousePointer: Pointer; + /** + * A Pointer object + * @property pointer1 + * @type {Pointer} + **/ + public pointer1: Pointer; + /** + * A Pointer object + * @property pointer2 + * @type {Pointer} + **/ + public pointer2: Pointer; + /** + * A Pointer object + * @property pointer3 + * @type {Pointer} + **/ + public pointer3: Pointer; + /** + * A Pointer object + * @property pointer4 + * @type {Pointer} + **/ + public pointer4: Pointer; + /** + * A Pointer object + * @property pointer5 + * @type {Pointer} + **/ + public pointer5: Pointer; + /** + * A Pointer object + * @property pointer6 + * @type {Pointer} + **/ + public pointer6: Pointer; + /** + * A Pointer object + * @property pointer7 + * @type {Pointer} + **/ + public pointer7: Pointer; + /** + * A Pointer object + * @property pointer8 + * @type {Pointer} + **/ + public pointer8: Pointer; + /** + * A Pointer object + * @property pointer9 + * @type {Pointer} + **/ + public pointer9: Pointer; + /** + * A Pointer object + * @property pointer10 + * @type {Pointer} + **/ + public pointer10: Pointer; + /** + * The screen X coordinate + * @property x + * @type {Number} + **/ + public x : number; + /** + * The screen Y coordinate + * @property y + * @type {Number} + **/ + public y : number; + /** + * Add a new Pointer object to the Input Manager. By default Input creates 5 pointer objects for you. If you need more + * use this to create a new one, up to a maximum of 10. + * @method addPointer + * @return {Pointer} A reference to the new Pointer object + **/ + public addPointer(): Pointer; + /** + * Starts the Input Manager running + * @method start + **/ + public start(): void; + /** + * Updates the Input Manager. Called by the core Game loop. + * @method update + **/ + public update(): void; + /** + * Reset all of the Pointers and Input states + * @method reset + * @param hard {Boolean} A soft reset (hard = false) won't reset any signals that might be bound. A hard reset will. + **/ + public reset(hard?: bool): void; + /** + * Get the total number of inactive Pointers + * @method totalInactivePointers + * @return {Number} The number of Pointers currently inactive + **/ + public totalInactivePointers : number; + /** + * Recalculates the total number of active Pointers + * @method totalActivePointers + * @return {Number} The number of Pointers currently active + **/ + public totalActivePointers : number; + /** + * Find the first free Pointer object and start it, passing in the event data. + * @method startPointer + * @param {Any} event The event data from the Touch event + * @return {Pointer} The Pointer object that was started or null if no Pointer object is available + **/ + public startPointer(event): Pointer; + /** + * Updates the matching Pointer object, passing in the event data. + * @method updatePointer + * @param {Any} event The event data from the Touch event + * @return {Pointer} The Pointer object that was updated or null if no Pointer object is available + **/ + public updatePointer(event): Pointer; + /** + * Stops the matching Pointer object, passing in the event data. + * @method stopPointer + * @param {Any} event The event data from the Touch event + * @return {Pointer} The Pointer object that was stopped or null if no Pointer object is available + **/ + public stopPointer(event): Pointer; + /** + * Get the next Pointer object whos active property matches the given state + * @method getPointer + * @param {Boolean} state The state the Pointer should be in (false for inactive, true for active) + * @return {Pointer} A Pointer object or null if no Pointer object matches the requested state. + **/ + public getPointer(state?: bool): Pointer; + /** + * Get the Pointer object whos identified property matches the given identifier value + * @method getPointerFromIdentifier + * @param {Number} identifier The Pointer.identifier value to search for + * @return {Pointer} A Pointer object or null if no Pointer object matches the requested identifier. + **/ + public getPointerFromIdentifier(identifier: number): Pointer; + /** + * @param {Camera} [camera] + */ + public getWorldX(camera?: Camera): number; + /** + * @param {Camera} [camera] + */ + public getWorldY(camera?: Camera): number; + /** + * @param {Number} x + * @param {Number} y + * @param {String} [color] + */ + public renderDebugInfo(x: number, y: number, color?: string): void; + /** + * Get the distance between two Pointer objects + * @method getDistance + * @param {Pointer} pointer1 + * @param {Pointer} pointer2 + **/ + public getDistance(pointer1: Pointer, pointer2: Pointer): number; + /** + * Get the angle between two Pointer objects + * @method getAngle + * @param {Pointer} pointer1 + * @param {Pointer} pointer2 + **/ + public getAngle(pointer1: Pointer, pointer2: Pointer): number; + } +} +/** +* Phaser - FrameData +* +* FrameData is a container for Frame objects, the internal representation of animation data in Phaser. +*/ +module Phaser { + class FrameData { + /** + * FrameData constructor + */ + constructor(); + /** + * Local frame container. + */ + private _frames; + /** + * Local frameName<->index container. + */ + private _frameNames; + public total : number; + /** + * Add a new frame. + * @param frame {Frame} The frame you want to add. + * @return {Frame} The frame you just added. + */ + public addFrame(frame: Frame): Frame; + /** + * Get a frame by its index. + * @param index {number} Index of the frame you want to get. + * @return {Frame} The frame you want. + */ + public getFrame(index: number): Frame; + /** + * Get a frame by its name. + * @param name {string} Name of the frame you want to get. + * @return {Frame} The frame you want. + */ + public getFrameByName(name: string): Frame; + /** + * Check whether there's a frame with given name. + * @param name {string} Name of the frame you want to check. + * @return {boolean} True if frame with given name found, otherwise return false. + */ + public checkFrameName(name: string): bool; + /** + * Get ranges of frames in an array. + * @param start {number} Start index of frames you want. + * @param end {number} End index of frames you want. + * @param [output] {Frame[]} result will be added into this array. + * @return {Frame[]} Ranges of specific frames in an array. + */ + public getFrameRange(start: number, end: number, output?: Frame[]): Frame[]; + /** + * Get all indexes of frames by giving their name. + * @param [output] {number[]} result will be added into this array. + * @return {number[]} Indexes of specific frames in an array. + */ + public getFrameIndexes(output?: number[]): number[]; + /** + * Get all names of frames by giving their indexes. + * @param [output] {number[]} result will be added into this array. + * @return {number[]} Names of specific frames in an array. + */ + public getFrameIndexesByName(input: string[]): number[]; + /** + * Get all frames in this frame data. + * @return {Frame[]} All the frames in an array. + */ + public getAllFrames(): Frame[]; + /** + * Get All frames with specific ranges. + * @param range {number[]} Ranges in an array. + * @return {Frame[]} All frames in an array. + */ + public getFrames(range: number[]): Frame[]; + } +} +/** +* Phaser - Frame +* +* A Frame is a single frame of an animation and is part of a FrameData collection. +*/ +module Phaser { + class Frame { + /** + * Frame constructor + * Create a new Frame with specific position, size and name. + * + * @param x {number} X position within the image to cut from. + * @param y {number} Y position within the image to cut from. + * @param width {number} Width of the frame. + * @param height {number} Height of the frame. + * @param name {string} Name of this frame. + */ + constructor(x: number, y: number, width: number, height: number, name: string); + /** + * X position within the image to cut from. + * @type {number} + */ + public x: number; + /** + * Y position within the image to cut from. + * @type {number} + */ + public y: number; + /** + * Width of the frame. + * @type {number} + */ + public width: number; + /** + * Height of the frame. + * @type {number} + */ + public height: number; + /** + * Useful for Sprite Sheets. + * @type {number} + */ + public index: number; + /** + * Useful for Texture Atlas files. (is set to the filename value) + */ + public name: string; + /** + * Rotated? (not yet implemented) + */ + public rotated: bool; + /** + * Either cw or ccw, rotation is always 90 degrees. + */ + public rotationDirection: string; + /** + * Was it trimmed when packed? + * @type {boolean} + */ + public trimmed: bool; + /** + * Width of the original sprite. + * @type {number} + */ + public sourceSizeW: number; + /** + * Height of the original sprite. + * @type {number} + */ + public sourceSizeH: number; + /** + * X position of the trimmed sprite inside original sprite. + * @type {number} + */ + public spriteSourceSizeX: number; + /** + * Y position of the trimmed sprite inside original sprite. + * @type {number} + */ + public spriteSourceSizeY: number; + /** + * Width of the trimmed sprite. + * @type {number} + */ + public spriteSourceSizeW: number; + /** + * Height of the trimmed sprite. + * @type {number} + */ + public spriteSourceSizeH: number; + /** + * Set rotation of this frame. (Not yet supported!) + */ + public setRotation(rotated: bool, rotationDirection: string): void; + /** + * Set trim of the frame. + * @param trimmed {boolean} Whether this frame trimmed or not. + * @param actualWidth {number} Actual width of this frame. + * @param actualHeight {number} Actual height of this frame. + * @param destX {number} Destiny x position. + * @param destY {number} Destiny y position. + * @param destWidth {number} Destiny draw width. + * @param destHeight {number} Destiny draw height. + */ + public setTrim(trimmed: bool, actualWidth: number, actualHeight: number, destX: number, destY: number, destWidth: number, destHeight: number): void; + } +} +/** +* Phaser - AnimationLoader +* +* Responsible for parsing sprite sheet and JSON data into the internal FrameData format that Phaser uses for animations. +*/ +module Phaser { + class AnimationLoader { + /** + * Parse a sprite sheet from asset data. + * @param key {string} Asset key for the sprite sheet data. + * @param frameWidth {number} Width of animation frame. + * @param frameHeight {number} Height of animation frame. + * @param frameMax {number} Number of animation frames. + * @return {FrameData} Generated FrameData object. + */ + static parseSpriteSheet(game: Game, key: string, frameWidth: number, frameHeight: number, frameMax: number): FrameData; + /** + * Parse frame datas from json. + * @param json {object} Json data you want to parse. + * @return {FrameData} Generated FrameData object. + */ + static parseJSONData(game: Game, json): FrameData; + static parseXMLData(game: Game, xml, format: number): FrameData; + } +} +/** +* Phaser - Animation +* +* An Animation is a single animation. It is created by the AnimationManager and belongs to Sprite objects. +*/ +module Phaser { + class Animation { + /** + * Animation constructor + * Create a new Animation. + * + * @param parent {Sprite} Owner sprite of this animation. + * @param frameData {FrameData} The FrameData object contains animation data. + * @param name {string} Unique name of this animation. + * @param frames {number[]/string[]} An array of numbers or strings indicating what frames to play in what order. + * @param delay {number} Time between frames in ms. + * @param looped {boolean} Whether or not the animation is looped or just plays once. + */ + constructor(game: Game, parent: Sprite, frameData: FrameData, name: string, frames, delay: number, looped: bool); + /** + * Local private reference to game. + */ + private _game; + /** + * Local private reference to its owner sprite. + * @type {Sprite} + */ + private _parent; + /** + * Animation frame container. + * @type {number[]} + */ + private _frames; + /** + * Frame data of this animation.(parsed from sprite sheet) + * @type {FrameData} + */ + private _frameData; + /** + * Index of current frame. + * @type {number} + */ + private _frameIndex; + /** + * Time when switched to last frame (in ms). + * @type number + */ + private _timeLastFrame; + /** + * Time when this will switch to next frame (in ms). + * @type number + */ + private _timeNextFrame; + /** + * Name of this animation. + * @type {string} + */ + public name: string; + /** + * Currently played frame instance. + * @type {Frame} + */ + public currentFrame: Frame; + /** + * Whether or not this animation finished playing. + * @type {boolean} + */ + public isFinished: bool; + /** + * Whethor or not this animation is currently playing. + * @type {boolean} + */ + public isPlaying: bool; + /** + * Whether or not the animation is looped. + * @type {boolean} + */ + public looped: bool; + /** + * Time between frames in ms. + * @type {number} + */ + public delay: number; + public frameTotal : number; + public frame : number; + /** + * Play this animation. + * @param frameRate {number} FrameRate you want to specify instead of using default. + * @param loop {boolean} Whether or not the animation is looped or just plays once. + */ + public play(frameRate?: number, loop?: bool): void; + /** + * Play this animation from the first frame. + */ + public restart(): void; + /** + * Stop playing animation and set it finished. + */ + public stop(): void; + /** + * Update animation frames. + */ + public update(): bool; + /** + * Clean up animation memory. + */ + public destroy(): void; + /** + * Animation complete callback method. + */ + private onComplete(); + } +} +/** * Phaser - State * * This is a base State class which can be extended if you are creating your game using TypeScript. diff --git a/build/phaser.js b/build/phaser.js index 37c35bb8..e7155785 100644 --- a/build/phaser.js +++ b/build/phaser.js @@ -83,6 +83,4095 @@ var Phaser; })(); Phaser.Basic = Basic; })(Phaser || (Phaser = {})); +/// +/** +* Phaser - Line +* +* A Line object is an infinte line through space. The two sets of x/y coordinates define the Line Segment. +*/ +var Phaser; +(function (Phaser) { + var Line = (function () { + /** + * + * @constructor + * @param {Number} x1 + * @param {Number} y1 + * @param {Number} x2 + * @param {Number} y2 + * @return {Phaser.Line} This Object + */ + function Line(x1, y1, x2, y2) { + if (typeof x1 === "undefined") { x1 = 0; } + if (typeof y1 === "undefined") { y1 = 0; } + if (typeof x2 === "undefined") { x2 = 0; } + if (typeof y2 === "undefined") { y2 = 0; } + /** + * + * @property x1 + * @type {Number} + */ + this.x1 = 0; + /** + * + * @property y1 + * @type {Number} + */ + this.y1 = 0; + /** + * + * @property x2 + * @type {Number} + */ + this.x2 = 0; + /** + * + * @property y2 + * @type {Number} + */ + this.y2 = 0; + this.setTo(x1, y1, x2, y2); + } + Line.prototype.clone = /** + * + * @method clone + * @param {Phaser.Line} [output] + * @return {Phaser.Line} + */ + function (output) { + if (typeof output === "undefined") { output = new Phaser.Line(); } + return output.setTo(this.x1, this.y1, this.x2, this.y2); + }; + Line.prototype.copyFrom = /** + * + * @method copyFrom + * @param {Phaser.Line} source + * @return {Phaser.Line} + */ + function (source) { + return this.setTo(source.x1, source.y1, source.x2, source.y2); + }; + Line.prototype.copyTo = /** + * + * @method copyTo + * @param {Phaser.Line} target + * @return {Phaser.Line} + */ + function (target) { + return target.copyFrom(this); + }; + Line.prototype.setTo = /** + * + * @method setTo + * @param {Number} x1 + * @param {Number} y1 + * @param {Number} x2 + * @param {Number} y2 + * @return {Phaser.Line} + */ + function (x1, y1, x2, y2) { + if (typeof x1 === "undefined") { x1 = 0; } + if (typeof y1 === "undefined") { y1 = 0; } + if (typeof x2 === "undefined") { x2 = 0; } + if (typeof y2 === "undefined") { y2 = 0; } + this.x1 = x1; + this.y1 = y1; + this.x2 = x2; + this.y2 = y2; + return this; + }; + Object.defineProperty(Line.prototype, "width", { + get: function () { + return Phaser.Math.max(this.x1, this.x2) - Phaser.Math.min(this.x1, this.x2); + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Line.prototype, "height", { + get: function () { + return Phaser.Math.max(this.y1, this.y2) - Phaser.Math.min(this.y1, this.y2); + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Line.prototype, "length", { + get: /** + * + * @method length + * @return {Number} + */ + function () { + return Phaser.Math.sqrt((this.x2 - this.x1) * (this.x2 - this.x1) + (this.y2 - this.y1) * (this.y2 - this.y1)); + }, + enumerable: true, + configurable: true + }); + Line.prototype.getY = /** + * + * @method getY + * @param {Number} x + * @return {Number} + */ + function (x) { + return this.slope * x + this.yIntercept; + }; + Object.defineProperty(Line.prototype, "angle", { + get: /** + * + * @method angle + * @return {Number} + */ + function () { + return Phaser.Math.atan2(this.x2 - this.x1, this.y2 - this.y1); + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Line.prototype, "slope", { + get: /** + * + * @method slope + * @return {Number} + */ + function () { + return (this.y2 - this.y1) / (this.x2 - this.x1); + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Line.prototype, "perpSlope", { + get: /** + * + * @method perpSlope + * @return {Number} + */ + function () { + return -((this.x2 - this.x1) / (this.y2 - this.y1)); + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Line.prototype, "yIntercept", { + get: /** + * + * @method yIntercept + * @return {Number} + */ + function () { + return (this.y1 - this.slope * this.x1); + }, + enumerable: true, + configurable: true + }); + Line.prototype.isPointOnLine = /** + * + * @method isPointOnLine + * @param {Number} x + * @param {Number} y + * @return {Boolean} + */ + function (x, y) { + if((x - this.x1) * (this.y2 - this.y1) === (this.x2 - this.x1) * (y - this.y1)) { + return true; + } else { + return false; + } + }; + Line.prototype.isPointOnLineSegment = /** + * + * @method isPointOnLineSegment + * @param {Number} x + * @param {Number} y + * @return {Boolean} + */ + function (x, y) { + var xMin = Phaser.Math.min(this.x1, this.x2); + var xMax = Phaser.Math.max(this.x1, this.x2); + var yMin = Phaser.Math.min(this.y1, this.y2); + var yMax = Phaser.Math.max(this.y1, this.y2); + if(this.isPointOnLine(x, y) && (x >= xMin && x <= xMax) && (y >= yMin && y <= yMax)) { + return true; + } else { + return false; + } + }; + Line.prototype.intersectLineLine = /** + * + * @method intersectLineLine + * @param {Any} line + * @return {Any} + */ + function (line) { + //return Phaser.intersectLineLine(this,line); + }; + Line.prototype.perp = /** + * + * @method perp + * @param {Number} x + * @param {Number} y + * @param {Phaser.Line} [output] + * @return {Phaser.Line} + */ + function (x, y, output) { + if(this.y1 === this.y2) { + if(output) { + output.setTo(x, y, x, this.y1); + } else { + return new Phaser.Line(x, y, x, this.y1); + } + } + var yInt = (y - this.perpSlope * x); + var pt = this.intersectLineLine({ + x1: x, + y1: y, + x2: 0, + y2: yInt + }); + if(output) { + output.setTo(x, y, pt.x, pt.y); + } else { + return new Phaser.Line(x, y, pt.x, pt.y); + } + }; + Line.prototype.toString = /* + intersectLineCircle (circle:Circle) + { + var perp = this.perp() + return Phaser.intersectLineCircle(this,circle); + + } + */ + /** + * + * @method toString + * @return {String} + */ + function () { + return "[{Line (x1=" + this.x1 + " y1=" + this.y1 + " x2=" + this.x2 + " y2=" + this.y2 + ")}]"; + }; + return Line; + })(); + Phaser.Line = Line; +})(Phaser || (Phaser = {})); +/// +/** +* Phaser - IntersectResult +* +* A light-weight result object to hold the results of an intersection. For when you need more than just true/false. +*/ +var Phaser; +(function (Phaser) { + var IntersectResult = (function () { + function IntersectResult() { + /** + * Did they intersect or not? + * @property result + * @type {Boolean} + */ + this.result = false; + } + IntersectResult.prototype.setTo = /** + * + * @method setTo + * @param {Number} x1 + * @param {Number} y1 + * @param {Number} [x2] + * @param {Number} [y2] + * @param {Number} [width] + * @param {Number} [height] + */ + function (x1, y1, x2, y2, width, height) { + if (typeof x2 === "undefined") { x2 = 0; } + if (typeof y2 === "undefined") { y2 = 0; } + if (typeof width === "undefined") { width = 0; } + if (typeof height === "undefined") { height = 0; } + this.x = x1; + this.y = y1; + this.x1 = x1; + this.y1 = y1; + this.x2 = x2; + this.y2 = y2; + this.width = width; + this.height = height; + }; + return IntersectResult; + })(); + Phaser.IntersectResult = IntersectResult; +})(Phaser || (Phaser = {})); +/// +/** +* Phaser - Polygon +* +*/ +var Phaser; +(function (Phaser) { + var Polygon = (function () { + /** + * A *convex* clockwise polygon + * @class Polygon + * @constructor + * @param {Vector2} pos A vector representing the origin of the polygon (all other points are relative to this one) + * @param {Array.} points An Array of vectors representing the points in the polygon, in clockwise order. + **/ + function Polygon(pos, points, parent) { + if (typeof pos === "undefined") { pos = new Vector2(); } + if (typeof points === "undefined") { points = []; } + if (typeof parent === "undefined") { parent = null; } + this.pos = pos; + this.points = points; + this.parent = parent; + this.recalc(); + } + Polygon.prototype.recalc = /** + * Recalculate the edges and normals of the polygon. This + * MUST be called if the points array is modified at all and + * the edges or normals are to be accessed. + */ + function () { + var points = this.points; + var len = points.length; + this.edges = []; + this.normals = []; + for(var i = 0; i < len; i++) { + var p1 = points[i]; + var p2 = i < len - 1 ? points[i + 1] : points[0]; + var e = new Vector2().copyFrom(p2).sub(p1); + var n = new Vector2().copyFrom(e).perp().normalize(); + this.edges.push(e); + this.normals.push(n); + } + }; + return Polygon; + })(); + Phaser.Polygon = Polygon; +})(Phaser || (Phaser = {})); +/// +/// +/** +* Phaser - Response +* +*/ +var Phaser; +(function (Phaser) { + var Response = (function () { + /** + * An object representing the result of an intersection. Contain information about: + * - The two objects participating in the intersection + * - The vector representing the minimum change necessary to extract the first object + * from the second one. + * - Whether the first object is entirely inside the second, or vice versa. + * + * @constructor + */ + function Response() { + this.a = null; + this.b = null; + this.overlapN = new Vector2(); + this.overlapV = new Vector2(); + this.clear(); + } + Response.prototype.clear = /** + * Set some values of the response back to their defaults. Call this between tests if + * you are going to reuse a single Response object for multiple intersection tests (recommented) + * + * @return {Response} This for chaining + */ + function () { + this.aInB = true; + this.bInA = true; + this.overlap = Number.MAX_VALUE; + return this; + }; + return Response; + })(); + Phaser.Response = Response; +})(Phaser || (Phaser = {})); +/// +/** +* Phaser - LinkedList +* +* A miniature linked list class. Useful for optimizing time-critical or highly repetitive tasks! +*/ +var Phaser; +(function (Phaser) { + var LinkedList = (function () { + /** + * Creates a new link, and sets object and next to null. + */ + function LinkedList() { + this.object = null; + this.next = null; + } + LinkedList.prototype.destroy = /** + * Clean up memory. + */ + function () { + this.object = null; + if(this.next != null) { + this.next.destroy(); + } + this.next = null; + }; + return LinkedList; + })(); + Phaser.LinkedList = LinkedList; +})(Phaser || (Phaser = {})); +var __extends = this.__extends || function (d, b) { + function __() { this.constructor = d; } + __.prototype = b.prototype; + d.prototype = new __(); +}; +/// +/// +/** +* Phaser - QuadTree +* +* A fairly generic quad tree structure for rapid overlap checks. QuadTree is also configured for single or dual list operation. +* You can add items either to its A list or its B list. When you do an overlap check, you can compare the A list to itself, +* or the A list against the B list. Handy for different things! +*/ +var Phaser; +(function (Phaser) { + var QuadTree = (function (_super) { + __extends(QuadTree, _super); + /** + * Instantiate a new Quad Tree node. + * + * @param {Number} x The X-coordinate of the point in space. + * @param {Number} y The Y-coordinate of the point in space. + * @param {Number} width Desired width of this node. + * @param {Number} height Desired height of this node. + * @param {Number} parent The parent branch or node. Pass null to create a root. + */ + function QuadTree(x, y, width, height, parent) { + if (typeof parent === "undefined") { parent = null; } + _super.call(this, x, y, width, height); + this._headA = this._tailA = new LinkedList(); + this._headB = this._tailB = new LinkedList(); + //Copy the parent's children (if there are any) + if(parent != null) { + var iterator; + var ot; + if(parent._headA.object != null) { + iterator = parent._headA; + while(iterator != null) { + if(this._tailA.object != null) { + ot = this._tailA; + this._tailA = new LinkedList(); + ot.next = this._tailA; + } + this._tailA.object = iterator.object; + iterator = iterator.next; + } + } + if(parent._headB.object != null) { + iterator = parent._headB; + while(iterator != null) { + if(this._tailB.object != null) { + ot = this._tailB; + this._tailB = new LinkedList(); + ot.next = this._tailB; + } + this._tailB.object = iterator.object; + iterator = iterator.next; + } + } + } else { + QuadTree._min = (this.width + this.height) / (2 * QuadTree.divisions); + } + this._canSubdivide = (this.width > QuadTree._min) || (this.height > QuadTree._min); + //Set up comparison/sort helpers + this._northWestTree = null; + this._northEastTree = null; + this._southEastTree = null; + this._southWestTree = null; + this._leftEdge = this.x; + this._rightEdge = this.x + this.width; + this._halfWidth = this.width / 2; + this._midpointX = this._leftEdge + this._halfWidth; + this._topEdge = this.y; + this._bottomEdge = this.y + this.height; + this._halfHeight = this.height / 2; + this._midpointY = this._topEdge + this._halfHeight; + } + QuadTree.A_LIST = 0; + QuadTree.B_LIST = 1; + QuadTree.prototype.destroy = /** + * Clean up memory. + */ + function () { + this._tailA.destroy(); + this._tailB.destroy(); + this._headA.destroy(); + this._headB.destroy(); + this._tailA = null; + this._tailB = null; + this._headA = null; + this._headB = null; + if(this._northWestTree != null) { + this._northWestTree.destroy(); + } + if(this._northEastTree != null) { + this._northEastTree.destroy(); + } + if(this._southEastTree != null) { + this._southEastTree.destroy(); + } + if(this._southWestTree != null) { + this._southWestTree.destroy(); + } + this._northWestTree = null; + this._northEastTree = null; + this._southEastTree = null; + this._southWestTree = null; + Phaser.QuadTree._object = null; + Phaser.QuadTree._processingCallback = null; + Phaser.QuadTree._notifyCallback = null; + }; + QuadTree.prototype.load = /** + * Load objects and/or groups into the quad tree, and register notify and processing callbacks. + * + * @param {Basic} objectOrGroup1 Any object that is or extends GameObject or Group. + * @param {Basic} objectOrGroup2 Any object that is or extends GameObject or Group. If null, the first parameter will be checked against itself. + * @param {Function} notifyCallback A function with the form myFunction(Object1:GameObject,Object2:GameObject) that is called whenever two objects are found to overlap in world space, and either no processCallback is specified, or the processCallback returns true. + * @param {Function} processCallback A function with the form myFunction(Object1:GameObject,Object2:GameObject):bool that is called whenever two objects are found to overlap in world space. The notifyCallback is only called if this function returns true. See GameObject.separate(). + * @param context The context in which the callbacks will be called + */ + function (objectOrGroup1, objectOrGroup2, notifyCallback, processCallback, context) { + if (typeof objectOrGroup2 === "undefined") { objectOrGroup2 = null; } + if (typeof notifyCallback === "undefined") { notifyCallback = null; } + if (typeof processCallback === "undefined") { processCallback = null; } + if (typeof context === "undefined") { context = null; } + this.add(objectOrGroup1, Phaser.QuadTree.A_LIST); + if(objectOrGroup2 != null) { + this.add(objectOrGroup2, Phaser.QuadTree.B_LIST); + Phaser.QuadTree._useBothLists = true; + } else { + Phaser.QuadTree._useBothLists = false; + } + Phaser.QuadTree._notifyCallback = notifyCallback; + Phaser.QuadTree._processingCallback = processCallback; + Phaser.QuadTree._callbackContext = context; + }; + QuadTree.prototype.add = /** + * Call this function to add an object to the root of the tree. + * This function will recursively add all group members, but + * not the groups themselves. + * + * @param {Basic} objectOrGroup GameObjects are just added, Groups are recursed and their applicable members added accordingly. + * @param {Number} list A uint flag indicating the list to which you want to add the objects. Options are QuadTree.A_LIST and QuadTree.B_LIST. + */ + function (objectOrGroup, list) { + Phaser.QuadTree._list = list; + if(objectOrGroup.isGroup == true) { + var i = 0; + var basic; + var members = objectOrGroup['members']; + var l = objectOrGroup['length']; + while(i < l) { + basic = members[i++]; + if((basic != null) && basic.exists) { + if(basic.isGroup) { + this.add(basic, list); + } else { + Phaser.QuadTree._object = basic; + if(Phaser.QuadTree._object.exists && Phaser.QuadTree._object.allowCollisions) { + this.addObject(); + } + } + } + } + } else { + Phaser.QuadTree._object = objectOrGroup; + if(Phaser.QuadTree._object.exists && Phaser.QuadTree._object.allowCollisions) { + this.addObject(); + } + } + }; + QuadTree.prototype.addObject = /** + * Internal function for recursively navigating and creating the tree + * while adding objects to the appropriate nodes. + */ + function () { + //If this quad (not its children) lies entirely inside this object, add it here + if(!this._canSubdivide || ((this._leftEdge >= Phaser.QuadTree._object.collisionMask.x) && (this._rightEdge <= Phaser.QuadTree._object.collisionMask.right) && (this._topEdge >= Phaser.QuadTree._object.collisionMask.y) && (this._bottomEdge <= Phaser.QuadTree._object.collisionMask.bottom))) { + this.addToList(); + return; + } + //See if the selected object fits completely inside any of the quadrants + if((Phaser.QuadTree._object.collisionMask.x > this._leftEdge) && (Phaser.QuadTree._object.collisionMask.right < this._midpointX)) { + if((Phaser.QuadTree._object.collisionMask.y > this._topEdge) && (Phaser.QuadTree._object.collisionMask.bottom < this._midpointY)) { + if(this._northWestTree == null) { + this._northWestTree = new Phaser.QuadTree(this._leftEdge, this._topEdge, this._halfWidth, this._halfHeight, this); + } + this._northWestTree.addObject(); + return; + } + if((Phaser.QuadTree._object.collisionMask.y > this._midpointY) && (Phaser.QuadTree._object.collisionMask.bottom < this._bottomEdge)) { + if(this._southWestTree == null) { + this._southWestTree = new Phaser.QuadTree(this._leftEdge, this._midpointY, this._halfWidth, this._halfHeight, this); + } + this._southWestTree.addObject(); + return; + } + } + if((Phaser.QuadTree._object.collisionMask.x > this._midpointX) && (Phaser.QuadTree._object.collisionMask.right < this._rightEdge)) { + if((Phaser.QuadTree._object.collisionMask.y > this._topEdge) && (Phaser.QuadTree._object.collisionMask.bottom < this._midpointY)) { + if(this._northEastTree == null) { + this._northEastTree = new Phaser.QuadTree(this._midpointX, this._topEdge, this._halfWidth, this._halfHeight, this); + } + this._northEastTree.addObject(); + return; + } + if((Phaser.QuadTree._object.collisionMask.y > this._midpointY) && (Phaser.QuadTree._object.collisionMask.bottom < this._bottomEdge)) { + if(this._southEastTree == null) { + this._southEastTree = new Phaser.QuadTree(this._midpointX, this._midpointY, this._halfWidth, this._halfHeight, this); + } + this._southEastTree.addObject(); + return; + } + } + //If it wasn't completely contained we have to check out the partial overlaps + if((Phaser.QuadTree._object.collisionMask.right > this._leftEdge) && (Phaser.QuadTree._object.collisionMask.x < this._midpointX) && (Phaser.QuadTree._object.collisionMask.bottom > this._topEdge) && (Phaser.QuadTree._object.collisionMask.y < this._midpointY)) { + if(this._northWestTree == null) { + this._northWestTree = new Phaser.QuadTree(this._leftEdge, this._topEdge, this._halfWidth, this._halfHeight, this); + } + this._northWestTree.addObject(); + } + if((Phaser.QuadTree._object.collisionMask.right > this._midpointX) && (Phaser.QuadTree._object.collisionMask.x < this._rightEdge) && (Phaser.QuadTree._object.collisionMask.bottom > this._topEdge) && (Phaser.QuadTree._object.collisionMask.y < this._midpointY)) { + if(this._northEastTree == null) { + this._northEastTree = new Phaser.QuadTree(this._midpointX, this._topEdge, this._halfWidth, this._halfHeight, this); + } + this._northEastTree.addObject(); + } + if((Phaser.QuadTree._object.collisionMask.right > this._midpointX) && (Phaser.QuadTree._object.collisionMask.x < this._rightEdge) && (Phaser.QuadTree._object.collisionMask.bottom > this._midpointY) && (Phaser.QuadTree._object.collisionMask.y < this._bottomEdge)) { + if(this._southEastTree == null) { + this._southEastTree = new Phaser.QuadTree(this._midpointX, this._midpointY, this._halfWidth, this._halfHeight, this); + } + this._southEastTree.addObject(); + } + if((Phaser.QuadTree._object.collisionMask.right > this._leftEdge) && (Phaser.QuadTree._object.collisionMask.x < this._midpointX) && (Phaser.QuadTree._object.collisionMask.bottom > this._midpointY) && (Phaser.QuadTree._object.collisionMask.y < this._bottomEdge)) { + if(this._southWestTree == null) { + this._southWestTree = new Phaser.QuadTree(this._leftEdge, this._midpointY, this._halfWidth, this._halfHeight, this); + } + this._southWestTree.addObject(); + } + }; + QuadTree.prototype.addToList = /** + * Internal function for recursively adding objects to leaf lists. + */ + function () { + var ot; + if(Phaser.QuadTree._list == Phaser.QuadTree.A_LIST) { + if(this._tailA.object != null) { + ot = this._tailA; + this._tailA = new Phaser.LinkedList(); + ot.next = this._tailA; + } + this._tailA.object = Phaser.QuadTree._object; + } else { + if(this._tailB.object != null) { + ot = this._tailB; + this._tailB = new Phaser.LinkedList(); + ot.next = this._tailB; + } + this._tailB.object = Phaser.QuadTree._object; + } + if(!this._canSubdivide) { + return; + } + if(this._northWestTree != null) { + this._northWestTree.addToList(); + } + if(this._northEastTree != null) { + this._northEastTree.addToList(); + } + if(this._southEastTree != null) { + this._southEastTree.addToList(); + } + if(this._southWestTree != null) { + this._southWestTree.addToList(); + } + }; + QuadTree.prototype.execute = /** + * QuadTree's other main function. Call this after adding objects + * using QuadTree.load() to compare the objects that you loaded. + * + * @return {Boolean} Whether or not any overlaps were found. + */ + function () { + var overlapProcessed = false; + var iterator; + if(this._headA.object != null) { + iterator = this._headA; + while(iterator != null) { + Phaser.QuadTree._object = iterator.object; + if(Phaser.QuadTree._useBothLists) { + Phaser.QuadTree._iterator = this._headB; + } else { + Phaser.QuadTree._iterator = iterator.next; + } + if(Phaser.QuadTree._object.exists && (Phaser.QuadTree._object.allowCollisions > 0) && (Phaser.QuadTree._iterator != null) && (Phaser.QuadTree._iterator.object != null) && Phaser.QuadTree._iterator.object.exists && this.overlapNode()) { + overlapProcessed = true; + } + iterator = iterator.next; + } + } + //Advance through the tree by calling overlap on each child + if((this._northWestTree != null) && this._northWestTree.execute()) { + overlapProcessed = true; + } + if((this._northEastTree != null) && this._northEastTree.execute()) { + overlapProcessed = true; + } + if((this._southEastTree != null) && this._southEastTree.execute()) { + overlapProcessed = true; + } + if((this._southWestTree != null) && this._southWestTree.execute()) { + overlapProcessed = true; + } + return overlapProcessed; + }; + QuadTree.prototype.overlapNode = /** + * A private for comparing an object against the contents of a node. + * + * @return {Boolean} Whether or not any overlaps were found. + */ + function () { + //Walk the list and check for overlaps + var overlapProcessed = false; + var checkObject; + while(Phaser.QuadTree._iterator != null) { + if(!Phaser.QuadTree._object.exists || (Phaser.QuadTree._object.allowCollisions <= 0)) { + break; + } + checkObject = Phaser.QuadTree._iterator.object; + if((Phaser.QuadTree._object === checkObject) || !checkObject.exists || (checkObject.allowCollisions <= 0)) { + Phaser.QuadTree._iterator = Phaser.QuadTree._iterator.next; + continue; + } + if(Phaser.QuadTree._object.collisionMask.checkHullIntersection(checkObject.collisionMask)) { + //Execute callback functions if they exist + if((Phaser.QuadTree._processingCallback == null) || Phaser.QuadTree._processingCallback(Phaser.QuadTree._object, checkObject)) { + overlapProcessed = true; + } + if(overlapProcessed && (Phaser.QuadTree._notifyCallback != null)) { + if(Phaser.QuadTree._callbackContext !== null) { + Phaser.QuadTree._notifyCallback.call(Phaser.QuadTree._callbackContext, Phaser.QuadTree._object, checkObject); + } else { + Phaser.QuadTree._notifyCallback(Phaser.QuadTree._object, checkObject); + } + } + } + Phaser.QuadTree._iterator = Phaser.QuadTree._iterator.next; + } + return overlapProcessed; + }; + return QuadTree; + })(Phaser.Rectangle); + Phaser.QuadTree = QuadTree; +})(Phaser || (Phaser = {})); +/// +/// +/// +/// +/// +/// +/// +/// +/// +/// +/** +* Phaser - Collision +* +* A set of extremely useful collision and geometry intersection functions. +*/ +var Phaser; +(function (Phaser) { + var Collision = (function () { + /** + * Collision constructor + * @param game A reference to the current Game + */ + function Collision(game) { + this._game = game; + Collision.T_VECTORS = []; + for(var i = 0; i < 10; i++) { + Collision.T_VECTORS.push(new Vector2()); + } + Collision.T_ARRAYS = []; + for(var i = 0; i < 5; i++) { + Collision.T_ARRAYS.push([]); + } + } + Collision.LEFT = 0x0001; + Collision.RIGHT = 0x0010; + Collision.UP = 0x0100; + Collision.DOWN = 0x1000; + Collision.NONE = 0; + Collision.CEILING = Phaser.Collision.UP; + Collision.FLOOR = Phaser.Collision.DOWN; + Collision.WALL = Phaser.Collision.LEFT | Phaser.Collision.RIGHT; + Collision.ANY = Phaser.Collision.LEFT | Phaser.Collision.RIGHT | Phaser.Collision.UP | Phaser.Collision.DOWN; + Collision.OVERLAP_BIAS = 4; + Collision.TILE_OVERLAP = false; + Collision.lineToLine = /** + * Checks for Line to Line intersection and returns an IntersectResult object containing the results of the intersection. + * @param line1 The first Line object to check + * @param line2 The second Line object to check + * @param [output] An optional IntersectResult object to store the intersection values in. One is created if none given. + * @returns {IntersectResult=} An IntersectResult object containing the results of the intersection + */ + function lineToLine(line1, line2, output) { + if (typeof output === "undefined") { output = new Phaser.IntersectResult(); } + var denominator = (line1.x1 - line1.x2) * (line2.y1 - line2.y2) - (line1.y1 - line1.y2) * (line2.x1 - line2.x2); + if(denominator !== 0) { + output.result = true; + output.x = ((line1.x1 * line1.y2 - line1.y1 * line1.x2) * (line2.x1 - line2.x2) - (line1.x1 - line1.x2) * (line2.x1 * line2.y2 - line2.y1 * line2.x2)) / denominator; + output.y = ((line1.x1 * line1.y2 - line1.y1 * line1.x2) * (line2.y1 - line2.y2) - (line1.y1 - line1.y2) * (line2.x1 * line2.y2 - line2.y1 * line2.x2)) / denominator; + } + return output; + }; + Collision.lineToLineSegment = /** + * Checks for Line to Line Segment intersection and returns an IntersectResult object containing the results of the intersection. + * @param line The Line object to check + * @param seg The Line segment object to check + * @param [output] An optional IntersectResult object to store the intersection values in. One is created if none given. + * @returns {IntersectResult=} An IntersectResult object containing the results of the intersection + */ + function lineToLineSegment(line, seg, output) { + if (typeof output === "undefined") { output = new Phaser.IntersectResult(); } + var denominator = (line.x1 - line.x2) * (seg.y1 - seg.y2) - (line.y1 - line.y2) * (seg.x1 - seg.x2); + if(denominator !== 0) { + output.x = ((line.x1 * line.y2 - line.y1 * line.x2) * (seg.x1 - seg.x2) - (line.x1 - line.x2) * (seg.x1 * seg.y2 - seg.y1 * seg.x2)) / denominator; + output.y = ((line.x1 * line.y2 - line.y1 * line.x2) * (seg.y1 - seg.y2) - (line.y1 - line.y2) * (seg.x1 * seg.y2 - seg.y1 * seg.x2)) / denominator; + var maxX = Phaser.Math.max(seg.x1, seg.x2); + var minX = Phaser.Math.min(seg.x1, seg.x2); + var maxY = Phaser.Math.max(seg.y1, seg.y2); + var minY = Phaser.Math.min(seg.y1, seg.y2); + if((output.x <= maxX && output.x >= minX) === true || (output.y <= maxY && output.y >= minY) === true) { + output.result = true; + } + } + return output; + }; + Collision.lineToRawSegment = /** + * Checks for Line to Raw Line Segment intersection and returns the result in the IntersectResult object. + * @param line The Line object to check + * @param x1 The start x coordinate of the raw segment + * @param y1 The start y coordinate of the raw segment + * @param x2 The end x coordinate of the raw segment + * @param y2 The end y coordinate of the raw segment + * @param [output] An optional IntersectResult object to store the intersection values in. One is created if none given. + * @returns {IntersectResult=} An IntersectResult object containing the results of the intersection + */ + function lineToRawSegment(line, x1, y1, x2, y2, output) { + if (typeof output === "undefined") { output = new Phaser.IntersectResult(); } + var denominator = (line.x1 - line.x2) * (y1 - y2) - (line.y1 - line.y2) * (x1 - x2); + if(denominator !== 0) { + output.x = ((line.x1 * line.y2 - line.y1 * line.x2) * (x1 - x2) - (line.x1 - line.x2) * (x1 * y2 - y1 * x2)) / denominator; + output.y = ((line.x1 * line.y2 - line.y1 * line.x2) * (y1 - y2) - (line.y1 - line.y2) * (x1 * y2 - y1 * x2)) / denominator; + var maxX = Phaser.Math.max(x1, x2); + var minX = Phaser.Math.min(x1, x2); + var maxY = Phaser.Math.max(y1, y2); + var minY = Phaser.Math.min(y1, y2); + if((output.x <= maxX && output.x >= minX) === true || (output.y <= maxY && output.y >= minY) === true) { + output.result = true; + } + } + return output; + }; + Collision.lineToRay = /** + * Checks for Line to Ray intersection and returns the result in an IntersectResult object. + * @param line1 The Line object to check + * @param ray The Ray object to check + * @param [output] An optional IntersectResult object to store the intersection values in. One is created if none given. + * @returns {IntersectResult=} An IntersectResult object containing the results of the intersection + */ + function lineToRay(line1, ray, output) { + if (typeof output === "undefined") { output = new Phaser.IntersectResult(); } + var denominator = (line1.x1 - line1.x2) * (ray.y1 - ray.y2) - (line1.y1 - line1.y2) * (ray.x1 - ray.x2); + if(denominator !== 0) { + output.x = ((line1.x1 * line1.y2 - line1.y1 * line1.x2) * (ray.x1 - ray.x2) - (line1.x1 - line1.x2) * (ray.x1 * ray.y2 - ray.y1 * ray.x2)) / denominator; + output.y = ((line1.x1 * line1.y2 - line1.y1 * line1.x2) * (ray.y1 - ray.y2) - (line1.y1 - line1.y2) * (ray.x1 * ray.y2 - ray.y1 * ray.x2)) / denominator; + output.result = true// true unless either of the 2 following conditions are met + ; + if(!(ray.x1 >= ray.x2) && output.x < ray.x1) { + output.result = false; + } + if(!(ray.y1 >= ray.y2) && output.y < ray.y1) { + output.result = false; + } + } + return output; + }; + Collision.lineToCircle = /** + * Check if the Line and Circle objects intersect + * @param line The Line object to check + * @param circle The Circle object to check + * @param [output] An optional IntersectResult object to store the intersection values in. One is created if none given. + * @returns {IntersectResult=} An IntersectResult object containing the results of the intersection + */ + function lineToCircle(line, circle, output) { + if (typeof output === "undefined") { output = new Phaser.IntersectResult(); } + // Get a perpendicular line running to the center of the circle + if(line.perp(circle.x, circle.y).length <= circle.radius) { + output.result = true; + } + return output; + }; + Collision.lineToRectangle = /** + * Check if the Line intersects each side of the Rectangle + * @param line The Line object to check + * @param rect The Rectangle object to check + * @param [output] An optional IntersectResult object to store the intersection values in. One is created if none given. + * @returns {IntersectResult=} An IntersectResult object containing the results of the intersection + */ + function lineToRectangle(line, rect, output) { + if (typeof output === "undefined") { output = new Phaser.IntersectResult(); } + // Top of the Rectangle vs the Line + Phaser.Collision.lineToRawSegment(line, rect.x, rect.y, rect.right, rect.y, output); + if(output.result === true) { + return output; + } + // Left of the Rectangle vs the Line + Phaser.Collision.lineToRawSegment(line, rect.x, rect.y, rect.x, rect.bottom, output); + if(output.result === true) { + return output; + } + // Bottom of the Rectangle vs the Line + Phaser.Collision.lineToRawSegment(line, rect.x, rect.bottom, rect.right, rect.bottom, output); + if(output.result === true) { + return output; + } + // Right of the Rectangle vs the Line + Phaser.Collision.lineToRawSegment(line, rect.right, rect.y, rect.right, rect.bottom, output); + return output; + }; + Collision.lineSegmentToLineSegment = /** + * Check if the two Line Segments intersect and returns the result in an IntersectResult object. + * @param line1 The first Line Segment to check + * @param line2 The second Line Segment to check + * @param [output] An optional IntersectResult object to store the intersection values in. One is created if none given. + * @returns {IntersectResult=} An IntersectResult object containing the results of the intersection + */ + function lineSegmentToLineSegment(line1, line2, output) { + if (typeof output === "undefined") { output = new Phaser.IntersectResult(); } + Phaser.Collision.lineToLineSegment(line1, line2); + if(output.result === true) { + if(!(output.x >= Phaser.Math.min(line1.x1, line1.x2) && output.x <= Phaser.Math.max(line1.x1, line1.x2) && output.y >= Phaser.Math.min(line1.y1, line1.y2) && output.y <= Phaser.Math.max(line1.y1, line1.y2))) { + output.result = false; + } + } + return output; + }; + Collision.lineSegmentToRay = /** + * Check if the Line Segment intersects with the Ray and returns the result in an IntersectResult object. + * @param line The Line Segment to check. + * @param ray The Ray to check. + * @param [output] An optional IntersectResult object to store the intersection values in. One is created if none given. + * @returns {IntersectResult=} An IntersectResult object containing the results of the intersection + */ + function lineSegmentToRay(line, ray, output) { + if (typeof output === "undefined") { output = new Phaser.IntersectResult(); } + Phaser.Collision.lineToRay(line, ray, output); + if(output.result === true) { + if(!(output.x >= Phaser.Math.min(line.x1, line.x2) && output.x <= Phaser.Math.max(line.x1, line.x2) && output.y >= Phaser.Math.min(line.y1, line.y2) && output.y <= Phaser.Math.max(line.y1, line.y2))) { + output.result = false; + } + } + return output; + }; + Collision.lineSegmentToCircle = /** + * Check if the Line Segment intersects with the Circle and returns the result in an IntersectResult object. + * @param seg The Line Segment to check. + * @param circle The Circle to check + * @param [output] An optional IntersectResult object to store the intersection values in. One is created if none given. + * @returns {IntersectResult=} An IntersectResult object containing the results of the intersection + */ + function lineSegmentToCircle(seg, circle, output) { + if (typeof output === "undefined") { output = new Phaser.IntersectResult(); } + var perp = seg.perp(circle.x, circle.y); + if(perp.length <= circle.radius) { + // Line intersects circle - check if segment does + var maxX = Phaser.Math.max(seg.x1, seg.x2); + var minX = Phaser.Math.min(seg.x1, seg.x2); + var maxY = Phaser.Math.max(seg.y1, seg.y2); + var minY = Phaser.Math.min(seg.y1, seg.y2); + if((perp.x2 <= maxX && perp.x2 >= minX) && (perp.y2 <= maxY && perp.y2 >= minY)) { + output.result = true; + } else { + // Worst case - segment doesn't traverse center, so no perpendicular connection. + if(Phaser.Collision.circleContainsPoint(circle, { + x: seg.x1, + y: seg.y1 + }) || Phaser.Collision.circleContainsPoint(circle, { + x: seg.x2, + y: seg.y2 + })) { + output.result = true; + } + } + } + return output; + }; + Collision.lineSegmentToRectangle = /** + * Check if the Line Segment intersects with the Rectangle and returns the result in an IntersectResult object. + * @param seg The Line Segment to check. + * @param rect The Rectangle to check. + * @param [output] An optional IntersectResult object to store the intersection values in. One is created if none given. + * @returns {IntersectResult=} An IntersectResult object containing the results of the intersection + */ + function lineSegmentToRectangle(seg, rect, output) { + if (typeof output === "undefined") { output = new Phaser.IntersectResult(); } + if(rect.contains(seg.x1, seg.y1) && rect.contains(seg.x2, seg.y2)) { + output.result = true; + } else { + // Top of the Rectangle vs the Line + Phaser.Collision.lineToRawSegment(seg, rect.x, rect.y, rect.right, rect.bottom, output); + if(output.result === true) { + return output; + } + // Left of the Rectangle vs the Line + Phaser.Collision.lineToRawSegment(seg, rect.x, rect.y, rect.x, rect.bottom, output); + if(output.result === true) { + return output; + } + // Bottom of the Rectangle vs the Line + Phaser.Collision.lineToRawSegment(seg, rect.x, rect.bottom, rect.right, rect.bottom, output); + if(output.result === true) { + return output; + } + // Right of the Rectangle vs the Line + Phaser.Collision.lineToRawSegment(seg, rect.right, rect.y, rect.right, rect.bottom, output); + return output; + } + return output; + }; + Collision.rayToRectangle = /** + * Check for Ray to Rectangle intersection and returns the result in an IntersectResult object. + * @param ray The Ray to check. + * @param rect The Rectangle to check. + * @param [output] An optional IntersectResult object to store the intersection values in. One is created if none given. + * @returns {IntersectResult=} An IntersectResult object containing the results of the intersection + */ + function rayToRectangle(ray, rect, output) { + if (typeof output === "undefined") { output = new Phaser.IntersectResult(); } + // Currently just finds first intersection - might not be closest to ray pt1 + Phaser.Collision.lineToRectangle(ray, rect, output); + return output; + }; + Collision.rayToLineSegment = /** + * Check whether a Ray intersects a Line segment and returns the parametric value where the intersection occurs in an IntersectResult object. + * @param rayX1 + * @param rayY1 + * @param rayX2 + * @param rayY2 + * @param lineX1 + * @param lineY1 + * @param lineX2 + * @param lineY2 + * @param [output] An optional IntersectResult object to store the intersection values in. One is created if none given. + * @returns {IntersectResult=} An IntersectResult object containing the results of the intersection + */ + function rayToLineSegment(rayX1, rayY1, rayX2, rayY2, lineX1, lineY1, lineX2, lineY2, output) { + if (typeof output === "undefined") { output = new Phaser.IntersectResult(); } + var r; + var s; + var d; + // Check lines are not parallel + if((rayY2 - rayY1) / (rayX2 - rayX1) != (lineY2 - lineY1) / (lineX2 - lineX1)) { + d = (((rayX2 - rayX1) * (lineY2 - lineY1)) - (rayY2 - rayY1) * (lineX2 - lineX1)); + if(d != 0) { + r = (((rayY1 - lineY1) * (lineX2 - lineX1)) - (rayX1 - lineX1) * (lineY2 - lineY1)) / d; + s = (((rayY1 - lineY1) * (rayX2 - rayX1)) - (rayX1 - lineX1) * (rayY2 - rayY1)) / d; + if(r >= 0) { + if(s >= 0 && s <= 1) { + output.result = true; + output.x = rayX1 + r * (rayX2 - rayX1); + output.y = rayY1 + r * (rayY2 - rayY1); + } + } + } + } + return output; + }; + Collision.pointToRectangle = /** + * Determines whether the specified point is contained within the rectangular region defined by the Rectangle object and returns the result in an IntersectResult object. + * @param point The Point or MicroPoint object to check, or any object with x and y properties. + * @param rect The Rectangle object to check the point against + * @param [output] An optional IntersectResult object to store the intersection values in. One is created if none given. + * @returns {IntersectResult=} An IntersectResult object containing the results of the intersection + */ + function pointToRectangle(point, rect, output) { + if (typeof output === "undefined") { output = new Phaser.IntersectResult(); } + output.setTo(point.x, point.y); + output.result = rect.containsPoint(point); + return output; + }; + Collision.rectangleToRectangle = /** + * Check whether two axis aligned Rectangles intersect and returns the intersecting rectangle dimensions in an IntersectResult object if they do. + * @param rect1 The first Rectangle object. + * @param rect2 The second Rectangle object. + * @param [output] An optional IntersectResult object to store the intersection values in. One is created if none given. + * @returns {IntersectResult=} An IntersectResult object containing the results of the intersection + */ + function rectangleToRectangle(rect1, rect2, output) { + if (typeof output === "undefined") { output = new Phaser.IntersectResult(); } + var leftX = Phaser.Math.max(rect1.x, rect2.x); + var rightX = Phaser.Math.min(rect1.right, rect2.right); + var topY = Phaser.Math.max(rect1.y, rect2.y); + var bottomY = Phaser.Math.min(rect1.bottom, rect2.bottom); + output.setTo(leftX, topY, rightX - leftX, bottomY - topY, rightX - leftX, bottomY - topY); + var cx = output.x + output.width * .5; + var cy = output.y + output.height * .5; + if((cx > rect1.x && cx < rect1.right) && (cy > rect1.y && cy < rect1.bottom)) { + output.result = true; + } + return output; + }; + Collision.rectangleToCircle = /** + * Checks if the Rectangle and Circle objects intersect and returns the result in an IntersectResult object. + * @param rect The Rectangle object to check + * @param circle The Circle object to check + * @param [output] An optional IntersectResult object to store the intersection values in. One is created if none given. + * @returns {IntersectResult=} An IntersectResult object containing the results of the intersection + */ + function rectangleToCircle(rect, circle, output) { + if (typeof output === "undefined") { output = new Phaser.IntersectResult(); } + return Phaser.Collision.circleToRectangle(circle, rect, output); + }; + Collision.circleToCircle = /** + * Checks if the two Circle objects intersect and returns the result in an IntersectResult object. + * @param circle1 The first Circle object to check + * @param circle2 The second Circle object to check + * @param [output] An optional IntersectResult object to store the intersection values in. One is created if none given. + * @returns {IntersectResult=} An IntersectResult object containing the results of the intersection + */ + function circleToCircle(circle1, circle2, output) { + if (typeof output === "undefined") { output = new Phaser.IntersectResult(); } + output.result = ((circle1.radius + circle2.radius) * (circle1.radius + circle2.radius)) >= Phaser.Collision.distanceSquared(circle1.x, circle1.y, circle2.x, circle2.y); + return output; + }; + Collision.circleToRectangle = /** + * Checks if the Circle object intersects with the Rectangle and returns the result in an IntersectResult object. + * @param circle The Circle object to check + * @param rect The Rectangle object to check + * @param [output] An optional IntersectResult object to store the intersection values in. One is created if none given. + * @returns {IntersectResult=} An IntersectResult object containing the results of the intersection + */ + function circleToRectangle(circle, rect, output) { + if (typeof output === "undefined") { output = new Phaser.IntersectResult(); } + var inflatedRect = rect.clone(); + inflatedRect.inflate(circle.radius, circle.radius); + output.result = inflatedRect.contains(circle.x, circle.y); + return output; + }; + Collision.circleContainsPoint = /** + * Checks if the Point object is contained within the Circle and returns the result in an IntersectResult object. + * @param circle The Circle object to check + * @param point A Point or MicroPoint object to check, or any object with x and y properties + * @param [output] An optional IntersectResult object to store the intersection values in. One is created if none given. + * @returns {IntersectResult=} An IntersectResult object containing the results of the intersection + */ + function circleContainsPoint(circle, point, output) { + if (typeof output === "undefined") { output = new Phaser.IntersectResult(); } + output.result = circle.radius * circle.radius >= Phaser.Collision.distanceSquared(circle.x, circle.y, point.x, point.y); + return output; + }; + Collision.prototype.overlap = /** + * Checks for overlaps between two objects using the world QuadTree. Can be GameObject vs. GameObject, GameObject vs. Group or Group vs. Group. + * Note: Does not take the objects scrollFactor into account. All overlaps are check in world space. + * @param object1 The first GameObject or Group to check. If null the world.group is used. + * @param object2 The second GameObject or Group to check. + * @param notifyCallback A callback function that is called if the objects overlap. The two objects will be passed to this function in the same order in which you passed them to Collision.overlap. + * @param processCallback A callback function that lets you perform additional checks against the two objects if they overlap. If this is set then notifyCallback will only be called if processCallback returns true. + * @param context The context in which the callbacks will be called + * @returns {boolean} true if the objects overlap, otherwise false. + */ + function (object1, object2, notifyCallback, processCallback, context) { + if (typeof object1 === "undefined") { object1 = null; } + if (typeof object2 === "undefined") { object2 = null; } + if (typeof notifyCallback === "undefined") { notifyCallback = null; } + if (typeof processCallback === "undefined") { processCallback = null; } + if (typeof context === "undefined") { context = null; } + if(object1 == null) { + object1 = this._game.world.group; + } + if(object2 == object1) { + object2 = null; + } + Phaser.QuadTree.divisions = this._game.world.worldDivisions; + var quadTree = new Phaser.QuadTree(this._game.world.bounds.x, this._game.world.bounds.y, this._game.world.bounds.width, this._game.world.bounds.height); + quadTree.load(object1, object2, notifyCallback, processCallback, context); + var result = quadTree.execute(); + quadTree.destroy(); + quadTree = null; + return result; + }; + Collision.separate = /** + * The core Collision separation function used by Collision.overlap. + * @param object1 The first GameObject to separate + * @param object2 The second GameObject to separate + * @returns {boolean} Returns true if the objects were separated, otherwise false. + */ + function separate(object1, object2) { + object1.collisionMask.update(); + object2.collisionMask.update(); + var separatedX = Phaser.Collision.separateX(object1, object2); + var separatedY = Phaser.Collision.separateY(object1, object2); + return separatedX || separatedY; + }; + Collision.separateTile = /** + * Collision resolution specifically for GameObjects vs. Tiles. + * @param object The GameObject to separate + * @param tile The Tile to separate + * @returns {boolean} Whether the objects in fact touched and were separated + */ + function separateTile(object, x, y, width, height, mass, collideLeft, collideRight, collideUp, collideDown, separateX, separateY) { + object.collisionMask.update(); + var separatedX = Phaser.Collision.separateTileX(object, x, y, width, height, mass, collideLeft, collideRight, separateX); + var separatedY = Phaser.Collision.separateTileY(object, x, y, width, height, mass, collideUp, collideDown, separateY); + return separatedX || separatedY; + }; + Collision.separateTileX = /** + * Separates the two objects on their x axis + * @param object The GameObject to separate + * @param tile The Tile to separate + * @returns {boolean} Whether the objects in fact touched and were separated along the X axis. + */ + function separateTileX(object, x, y, width, height, mass, collideLeft, collideRight, separate) { + // Can't separate two immovable objects (tiles are always immovable) + if(object.immovable) { + return false; + } + // First, get the object delta + var overlap = 0; + var objDelta = object.x - object.last.x; + //var objDelta: number = object.collisionMask.deltaX; + if(objDelta != 0) { + // Check if the X hulls actually overlap + var objDeltaAbs = (objDelta > 0) ? objDelta : -objDelta; + //var objDeltaAbs: number = object.collisionMask.deltaXAbs; + var objBounds = new Phaser.Quad(object.x - ((objDelta > 0) ? objDelta : 0), object.last.y, object.width + ((objDelta > 0) ? objDelta : -objDelta), object.height); + if((objBounds.x + objBounds.width > x) && (objBounds.x < x + width) && (objBounds.y + objBounds.height > y) && (objBounds.y < y + height)) { + var maxOverlap = objDeltaAbs + Phaser.Collision.OVERLAP_BIAS; + // If they did overlap (and can), figure out by how much and flip the corresponding flags + if(objDelta > 0) { + overlap = object.x + object.width - x; + if((overlap > maxOverlap) || !(object.allowCollisions & Phaser.Collision.RIGHT) || collideLeft == false) { + overlap = 0; + } else { + object.touching |= Phaser.Collision.RIGHT; + } + } else if(objDelta < 0) { + overlap = object.x - width - x; + if((-overlap > maxOverlap) || !(object.allowCollisions & Phaser.Collision.LEFT) || collideRight == false) { + overlap = 0; + } else { + object.touching |= Phaser.Collision.LEFT; + } + } + } + } + // Then adjust their positions and velocities accordingly (if there was any overlap) + if(overlap != 0) { + if(separate == true) { + //console.log(' + object.x = object.x - overlap; + object.velocity.x = -(object.velocity.x * object.elasticity); + } + Phaser.Collision.TILE_OVERLAP = true; + return true; + } else { + return false; + } + }; + Collision.separateTileY = /** + * Separates the two objects on their y axis + * @param object The first GameObject to separate + * @param tile The second GameObject to separate + * @returns {boolean} Whether the objects in fact touched and were separated along the Y axis. + */ + function separateTileY(object, x, y, width, height, mass, collideUp, collideDown, separate) { + // Can't separate two immovable objects (tiles are always immovable) + if(object.immovable) { + return false; + } + // First, get the two object deltas + var overlap = 0; + var objDelta = object.y - object.last.y; + if(objDelta != 0) { + // Check if the Y hulls actually overlap + var objDeltaAbs = (objDelta > 0) ? objDelta : -objDelta; + var objBounds = new Phaser.Quad(object.x, object.y - ((objDelta > 0) ? objDelta : 0), object.width, object.height + objDeltaAbs); + if((objBounds.x + objBounds.width > x) && (objBounds.x < x + width) && (objBounds.y + objBounds.height > y) && (objBounds.y < y + height)) { + var maxOverlap = objDeltaAbs + Phaser.Collision.OVERLAP_BIAS; + // If they did overlap (and can), figure out by how much and flip the corresponding flags + if(objDelta > 0) { + overlap = object.y + object.height - y; + if((overlap > maxOverlap) || !(object.allowCollisions & Phaser.Collision.DOWN) || collideUp == false) { + overlap = 0; + } else { + object.touching |= Phaser.Collision.DOWN; + } + } else if(objDelta < 0) { + overlap = object.y - height - y; + if((-overlap > maxOverlap) || !(object.allowCollisions & Phaser.Collision.UP) || collideDown == false) { + overlap = 0; + } else { + object.touching |= Phaser.Collision.UP; + } + } + } + } + // TODO - with super low velocities you get lots of stuttering, set some kind of base minimum here + // Then adjust their positions and velocities accordingly (if there was any overlap) + if(overlap != 0) { + if(separate == true) { + object.y = object.y - overlap; + object.velocity.y = -(object.velocity.y * object.elasticity); + } + Phaser.Collision.TILE_OVERLAP = true; + return true; + } else { + return false; + } + }; + Collision.NEWseparateTileX = /** + * Separates the two objects on their x axis + * @param object The GameObject to separate + * @param tile The Tile to separate + * @returns {boolean} Whether the objects in fact touched and were separated along the X axis. + */ + function NEWseparateTileX(object, x, y, width, height, mass, collideLeft, collideRight, separate) { + // Can't separate two immovable objects (tiles are always immovable) + if(object.immovable) { + return false; + } + // First, get the object delta + var overlap = 0; + if(object.collisionMask.deltaX != 0) { + // Check if the X hulls actually overlap + //var objDeltaAbs: number = (objDelta > 0) ? objDelta : -objDelta; + //var objBounds: Quad = new Quad(object.x - ((objDelta > 0) ? objDelta : 0), object.last.y, object.width + ((objDelta > 0) ? objDelta : -objDelta), object.height); + //if ((objBounds.x + objBounds.width > x) && (objBounds.x < x + width) && (objBounds.y + objBounds.height > y) && (objBounds.y < y + height)) + if(object.collisionMask.intersectsRaw(x, x + width, y, y + height)) { + var maxOverlap = object.collisionMask.deltaXAbs + Phaser.Collision.OVERLAP_BIAS; + // If they did overlap (and can), figure out by how much and flip the corresponding flags + if(object.collisionMask.deltaX > 0) { + //overlap = object.x + object.width - x; + overlap = object.collisionMask.right - x; + if((overlap > maxOverlap) || !(object.allowCollisions & Phaser.Collision.RIGHT) || collideLeft == false) { + overlap = 0; + } else { + object.touching |= Phaser.Collision.RIGHT; + } + } else if(object.collisionMask.deltaX < 0) { + //overlap = object.x - width - x; + overlap = object.collisionMask.x - width - x; + if((-overlap > maxOverlap) || !(object.allowCollisions & Phaser.Collision.LEFT) || collideRight == false) { + overlap = 0; + } else { + object.touching |= Phaser.Collision.LEFT; + } + } + } + } + // Then adjust their positions and velocities accordingly (if there was any overlap) + if(overlap != 0) { + if(separate == true) { + object.x = object.x - overlap; + object.velocity.x = -(object.velocity.x * object.elasticity); + } + Phaser.Collision.TILE_OVERLAP = true; + return true; + } else { + return false; + } + }; + Collision.NEWseparateTileY = /** + * Separates the two objects on their y axis + * @param object The first GameObject to separate + * @param tile The second GameObject to separate + * @returns {boolean} Whether the objects in fact touched and were separated along the Y axis. + */ + function NEWseparateTileY(object, x, y, width, height, mass, collideUp, collideDown, separate) { + // Can't separate two immovable objects (tiles are always immovable) + if(object.immovable) { + return false; + } + // First, get the two object deltas + var overlap = 0; + //var objDelta: number = object.y - object.last.y; + if(object.collisionMask.deltaY != 0) { + // Check if the Y hulls actually overlap + //var objDeltaAbs: number = (objDelta > 0) ? objDelta : -objDelta; + //var objBounds: Quad = new Quad(object.x, object.y - ((objDelta > 0) ? objDelta : 0), object.width, object.height + objDeltaAbs); + //if ((objBounds.x + objBounds.width > x) && (objBounds.x < x + width) && (objBounds.y + objBounds.height > y) && (objBounds.y < y + height)) + if(object.collisionMask.intersectsRaw(x, x + width, y, y + height)) { + //var maxOverlap: number = objDeltaAbs + Collision.OVERLAP_BIAS; + var maxOverlap = object.collisionMask.deltaYAbs + Phaser.Collision.OVERLAP_BIAS; + // If they did overlap (and can), figure out by how much and flip the corresponding flags + if(object.collisionMask.deltaY > 0) { + //overlap = object.y + object.height - y; + overlap = object.collisionMask.bottom - y; + if((overlap > maxOverlap) || !(object.allowCollisions & Phaser.Collision.DOWN) || collideUp == false) { + overlap = 0; + } else { + object.touching |= Phaser.Collision.DOWN; + } + } else if(object.collisionMask.deltaY < 0) { + //overlap = object.y - height - y; + overlap = object.collisionMask.y - height - y; + if((-overlap > maxOverlap) || !(object.allowCollisions & Phaser.Collision.UP) || collideDown == false) { + overlap = 0; + } else { + object.touching |= Phaser.Collision.UP; + } + } + } + } + // TODO - with super low velocities you get lots of stuttering, set some kind of base minimum here + // Then adjust their positions and velocities accordingly (if there was any overlap) + if(overlap != 0) { + if(separate == true) { + object.y = object.y - overlap; + object.velocity.y = -(object.velocity.y * object.elasticity); + } + Phaser.Collision.TILE_OVERLAP = true; + return true; + } else { + return false; + } + }; + Collision.separateX = /** + * Separates the two objects on their x axis + * @param object1 The first GameObject to separate + * @param object2 The second GameObject to separate + * @returns {boolean} Whether the objects in fact touched and were separated along the X axis. + */ + function separateX(object1, object2) { + // Can't separate two immovable objects + if(object1.immovable && object2.immovable) { + return false; + } + // First, get the two object deltas + var overlap = 0; + if(object1.collisionMask.deltaX != object2.collisionMask.deltaX) { + if(object1.collisionMask.intersects(object2.collisionMask)) { + var maxOverlap = object1.collisionMask.deltaXAbs + object2.collisionMask.deltaXAbs + Phaser.Collision.OVERLAP_BIAS; + // If they did overlap (and can), figure out by how much and flip the corresponding flags + if(object1.collisionMask.deltaX > object2.collisionMask.deltaX) { + overlap = object1.collisionMask.right - object2.collisionMask.x; + if((overlap > maxOverlap) || !(object1.allowCollisions & Phaser.Collision.RIGHT) || !(object2.allowCollisions & Phaser.Collision.LEFT)) { + overlap = 0; + } else { + object1.touching |= Phaser.Collision.RIGHT; + object2.touching |= Phaser.Collision.LEFT; + } + } else if(object1.collisionMask.deltaX < object2.collisionMask.deltaX) { + overlap = object1.collisionMask.x - object2.collisionMask.width - object2.collisionMask.x; + if((-overlap > maxOverlap) || !(object1.allowCollisions & Phaser.Collision.LEFT) || !(object2.allowCollisions & Phaser.Collision.RIGHT)) { + overlap = 0; + } else { + object1.touching |= Phaser.Collision.LEFT; + object2.touching |= Phaser.Collision.RIGHT; + } + } + } + } + // Then adjust their positions and velocities accordingly (if there was any overlap) + if(overlap != 0) { + var obj1Velocity = object1.velocity.x; + var obj2Velocity = object2.velocity.x; + if(!object1.immovable && !object2.immovable) { + overlap *= 0.5; + object1.x = object1.x - overlap; + object2.x += overlap; + var obj1NewVelocity = Phaser.Math.sqrt((obj2Velocity * obj2Velocity * object2.mass) / object1.mass) * ((obj2Velocity > 0) ? 1 : -1); + var obj2NewVelocity = Phaser.Math.sqrt((obj1Velocity * obj1Velocity * object1.mass) / object2.mass) * ((obj1Velocity > 0) ? 1 : -1); + var average = (obj1NewVelocity + obj2NewVelocity) * 0.5; + obj1NewVelocity -= average; + obj2NewVelocity -= average; + object1.velocity.x = average + obj1NewVelocity * object1.elasticity; + object2.velocity.x = average + obj2NewVelocity * object2.elasticity; + } else if(!object1.immovable) { + object1.x = object1.x - overlap; + object1.velocity.x = obj2Velocity - obj1Velocity * object1.elasticity; + } else if(!object2.immovable) { + object2.x += overlap; + object2.velocity.x = obj1Velocity - obj2Velocity * object2.elasticity; + } + return true; + } else { + return false; + } + }; + Collision.separateY = /** + * Separates the two objects on their y axis + * @param object1 The first GameObject to separate + * @param object2 The second GameObject to separate + * @returns {boolean} Whether the objects in fact touched and were separated along the Y axis. + */ + function separateY(object1, object2) { + // Can't separate two immovable objects + if(object1.immovable && object2.immovable) { + return false; + } + // First, get the two object deltas + var overlap = 0; + if(object1.collisionMask.deltaY != object2.collisionMask.deltaY) { + if(object1.collisionMask.intersects(object2.collisionMask)) { + // This is the only place to use the DeltaAbs values + var maxOverlap = object1.collisionMask.deltaYAbs + object2.collisionMask.deltaYAbs + Phaser.Collision.OVERLAP_BIAS; + // If they did overlap (and can), figure out by how much and flip the corresponding flags + if(object1.collisionMask.deltaY > object2.collisionMask.deltaY) { + overlap = object1.collisionMask.bottom - object2.collisionMask.y; + if((overlap > maxOverlap) || !(object1.allowCollisions & Phaser.Collision.DOWN) || !(object2.allowCollisions & Phaser.Collision.UP)) { + overlap = 0; + } else { + object1.touching |= Phaser.Collision.DOWN; + object2.touching |= Phaser.Collision.UP; + } + } else if(object1.collisionMask.deltaY < object2.collisionMask.deltaY) { + overlap = object1.collisionMask.y - object2.collisionMask.height - object2.collisionMask.y; + if((-overlap > maxOverlap) || !(object1.allowCollisions & Phaser.Collision.UP) || !(object2.allowCollisions & Phaser.Collision.DOWN)) { + overlap = 0; + } else { + object1.touching |= Phaser.Collision.UP; + object2.touching |= Phaser.Collision.DOWN; + } + } + } + } + // Then adjust their positions and velocities accordingly (if there was any overlap) + if(overlap != 0) { + var obj1Velocity = object1.velocity.y; + var obj2Velocity = object2.velocity.y; + if(!object1.immovable && !object2.immovable) { + overlap *= 0.5; + object1.y = object1.y - overlap; + object2.y += overlap; + var obj1NewVelocity = Phaser.Math.sqrt((obj2Velocity * obj2Velocity * object2.mass) / object1.mass) * ((obj2Velocity > 0) ? 1 : -1); + var obj2NewVelocity = Phaser.Math.sqrt((obj1Velocity * obj1Velocity * object1.mass) / object2.mass) * ((obj1Velocity > 0) ? 1 : -1); + var average = (obj1NewVelocity + obj2NewVelocity) * 0.5; + obj1NewVelocity -= average; + obj2NewVelocity -= average; + object1.velocity.y = average + obj1NewVelocity * object1.elasticity; + object2.velocity.y = average + obj2NewVelocity * object2.elasticity; + } else if(!object1.immovable) { + object1.y = object1.y - overlap; + object1.velocity.y = obj2Velocity - obj1Velocity * object1.elasticity; + // This is special case code that handles things like horizontal moving platforms you can ride + if(object2.active && object2.moves && (object1.collisionMask.deltaY > object2.collisionMask.deltaY)) { + object1.x += object2.x - object2.last.x; + } + } else if(!object2.immovable) { + object2.y += overlap; + object2.velocity.y = obj1Velocity - obj2Velocity * object2.elasticity; + // This is special case code that handles things like horizontal moving platforms you can ride + if(object1.active && object1.moves && (object1.collisionMask.deltaY < object2.collisionMask.deltaY)) { + object2.x += object1.x - object1.last.x; + } + } + return true; + } else { + return false; + } + }; + Collision.distance = /** + * Returns the distance between the two given coordinates. + * @param x1 The X value of the first coordinate + * @param y1 The Y value of the first coordinate + * @param x2 The X value of the second coordinate + * @param y2 The Y value of the second coordinate + * @returns {number} The distance between the two coordinates + */ + function distance(x1, y1, x2, y2) { + return Phaser.Math.sqrt((x2 - x1) * (x2 - x1) + (y2 - y1) * (y2 - y1)); + }; + Collision.distanceSquared = /** + * Returns the distanced squared between the two given coordinates. + * @param x1 The X value of the first coordinate + * @param y1 The Y value of the first coordinate + * @param x2 The X value of the second coordinate + * @param y2 The Y value of the second coordinate + * @returns {number} The distance between the two coordinates + */ + function distanceSquared(x1, y1, x2, y2) { + return (x2 - x1) * (x2 - x1) + (y2 - y1) * (y2 - y1); + }; + Collision.flattenPointsOn = // SAT + /** + * Flattens the specified array of points onto a unit vector axis, + * resulting in a one dimensional range of the minimum and + * maximum value on that axis. + * + * @param {Array.} points The points to flatten. + * @param {Vector} normal The unit vector axis to flatten on. + * @param {Array.} result An array. After calling this function, + * result[0] will be the minimum value, + * result[1] will be the maximum value. + */ + function flattenPointsOn(points, normal, result) { + var min = Number.MAX_VALUE; + var max = -Number.MAX_VALUE; + var len = points.length; + for(var i = 0; i < len; i++) { + // Get the magnitude of the projection of the point onto the normal + var dot = points[i].dot(normal); + if(dot < min) { + min = dot; + } + if(dot > max) { + max = dot; + } + } + result[0] = min; + result[1] = max; + }; + Collision.isSeparatingAxis = /** + * Check whether two convex clockwise polygons are separated by the specified + * axis (must be a unit vector). + * + * @param {Vector} aPos The position of the first polygon. + * @param {Vector} bPos The position of the second polygon. + * @param {Array.} aPoints The points in the first polygon. + * @param {Array.} bPoints The points in the second polygon. + * @param {Vector} axis The axis (unit sized) to test against. The points of both polygons + * will be projected onto this axis. + * @param {Response=} response A Response object (optional) which will be populated + * if the axis is not a separating axis. + * @return {boolean} true if it is a separating axis, false otherwise. If false, + * and a response is passed in, information about how much overlap and + * the direction of the overlap will be populated. + */ + function isSeparatingAxis(aPos, bPos, aPoints, bPoints, axis, response) { + if (typeof response === "undefined") { response = null; } + var rangeA = Phaser.Collision.T_ARRAYS.pop(); + var rangeB = Phaser.Collision.T_ARRAYS.pop(); + // Get the magnitude of the offset between the two polygons + var offsetV = Phaser.Collision.T_VECTORS.pop().copyFrom(bPos).sub(aPos); + var projectedOffset = offsetV.dot(axis); + // Project the polygons onto the axis. + Phaser.Collision.flattenPointsOn(aPoints, axis, rangeA); + Phaser.Collision.flattenPointsOn(bPoints, axis, rangeB); + // Move B's range to its position relative to A. + rangeB[0] += projectedOffset; + rangeB[1] += projectedOffset; + // Check if there is a gap. If there is, this is a separating axis and we can stop + if(rangeA[0] > rangeB[1] || rangeB[0] > rangeA[1]) { + Phaser.Collision.T_VECTORS.push(offsetV); + Phaser.Collision.T_ARRAYS.push(rangeA); + Phaser.Collision.T_ARRAYS.push(rangeB); + return true; + } + // If we're calculating a response, calculate the overlap. + if(response) { + var overlap = 0; + // A starts further left than B + if(rangeA[0] < rangeB[0]) { + response.aInB = false; + // A ends before B does. We have to pull A out of B + if(rangeA[1] < rangeB[1]) { + overlap = rangeA[1] - rangeB[0]; + response.bInA = false; + // B is fully inside A. Pick the shortest way out. + } else { + var option1 = rangeA[1] - rangeB[0]; + var option2 = rangeB[1] - rangeA[0]; + overlap = option1 < option2 ? option1 : -option2; + } + // B starts further left than A + } else { + response.bInA = false; + // B ends before A ends. We have to push A out of B + if(rangeA[1] > rangeB[1]) { + overlap = rangeA[0] - rangeB[1]; + response.aInB = false; + // A is fully inside B. Pick the shortest way out. + } else { + var option1 = rangeA[1] - rangeB[0]; + var option2 = rangeB[1] - rangeA[0]; + overlap = option1 < option2 ? option1 : -option2; + } + } + // If this is the smallest amount of overlap we've seen so far, set it as the minimum overlap. + var absOverlap = Phaser.Math.abs(overlap); + if(absOverlap < response.overlap) { + response.overlap = absOverlap; + response.overlapN.copyFrom(axis); + if(overlap < 0) { + response.overlapN.reverse(); + } + } + } + Phaser.Collision.T_VECTORS.push(offsetV); + Phaser.Collision.T_ARRAYS.push(rangeA); + Phaser.Collision.T_ARRAYS.push(rangeB); + return false; + }; + Collision.LEFT_VORNOI_REGION = -1; + Collision.MIDDLE_VORNOI_REGION = 0; + Collision.RIGHT_VORNOI_REGION = 1; + Collision.vornoiRegion = /** + * Calculates which Vornoi region a point is on a line segment. + * It is assumed that both the line and the point are relative to (0, 0) + * + * | (0) | + * (-1) [0]--------------[1] (1) + * | (0) | + * + * @param {Vector} line The line segment. + * @param {Vector} point The point. + * @return {number} LEFT_VORNOI_REGION (-1) if it is the left region, + * MIDDLE_VORNOI_REGION (0) if it is the middle region, + * RIGHT_VORNOI_REGION (1) if it is the right region. + */ + function vornoiRegion(line, point) { + var len2 = line.length2(); + var dp = point.dot(line); + if(dp < 0) { + return Phaser.Collision.LEFT_VORNOI_REGION; + } else if(dp > len2) { + return Phaser.Collision.RIGHT_VORNOI_REGION; + } else { + return Phaser.Collision.MIDDLE_VORNOI_REGION; + } + }; + Collision.testCircleCircle = /** + * Check if two circles intersect. + * + * @param {Circle} a The first circle. + * @param {Circle} b The second circle. + * @param {Response=} response Response object (optional) that will be populated if + * the circles intersect. + * @return {boolean} true if the circles intersect, false if they don't. + */ + function testCircleCircle(a, b, response) { + if (typeof response === "undefined") { response = null; } + var differenceV = Phaser.Collision.T_VECTORS.pop().copyFrom(b.pos).sub(a.pos); + var totalRadius = a.radius + b.radius; + var totalRadiusSq = totalRadius * totalRadius; + var distanceSq = differenceV.length2(); + if(distanceSq > totalRadiusSq) { + // They do not intersect + Phaser.Collision.T_VECTORS.push(differenceV); + return false; + } + // They intersect. If we're calculating a response, calculate the overlap. + if(response) { + var dist = Phaser.Math.sqrt(distanceSq); + response.a = a; + response.b = b; + response.overlap = totalRadius - dist; + response.overlapN.copyFrom(differenceV.normalize()); + response.overlapV.copyFrom(differenceV).scale(response.overlap); + response.aInB = a.radius <= b.radius && dist <= b.radius - a.radius; + response.bInA = b.radius <= a.radius && dist <= a.radius - b.radius; + } + Phaser.Collision.T_VECTORS.push(differenceV); + return true; + }; + Collision.testPolygonCircle = /** + * Check if a polygon and a circle intersect. + * + * @param {Polygon} polygon The polygon. + * @param {Circle} circle The circle. + * @param {Response=} response Response object (optional) that will be populated if + * they interset. + * @return {boolean} true if they intersect, false if they don't. + */ + function testPolygonCircle(polygon, circle, response) { + if (typeof response === "undefined") { response = null; } + var circlePos = Phaser.Collision.T_VECTORS.pop().copyFrom(circle.pos).sub(polygon.pos); + var radius = circle.radius; + var radius2 = radius * radius; + var points = polygon.points; + var len = points.length; + var edge = Collision.T_VECTORS.pop(); + var point = Collision.T_VECTORS.pop(); + // For each edge in the polygon + for(var i = 0; i < len; i++) { + var next = i === len - 1 ? 0 : i + 1; + var prev = i === 0 ? len - 1 : i - 1; + var overlap = 0; + var overlapN = null; + // Get the edge + edge.copyFrom(polygon.edges[i]); + // Calculate the center of the cirble relative to the starting point of the edge + point.copyFrom(circlePos).sub(points[i]); + // If the distance between the center of the circle and the point + // is bigger than the radius, the polygon is definitely not fully in + // the circle. + if(response && point.length2() > radius2) { + response.aInB = false; + } + // Calculate which Vornoi region the center of the circle is in. + var region = Collision.vornoiRegion(edge, point); + if(region === Phaser.Collision.LEFT_VORNOI_REGION) { + // Need to make sure we're in the RIGHT_VORNOI_REGION of the previous edge. + edge.copyFrom(polygon.edges[prev]); + // Calculate the center of the circle relative the starting point of the previous edge + var point2 = Phaser.Collision.T_VECTORS.pop().copyFrom(circlePos).sub(points[prev]); + region = Collision.vornoiRegion(edge, point2); + if(region === Phaser.Collision.RIGHT_VORNOI_REGION) { + // It's in the region we want. Check if the circle intersects the point. + var dist = point.length2(); + if(dist > radius) { + // No intersection + Phaser.Collision.T_VECTORS.push(circlePos); + Phaser.Collision.T_VECTORS.push(edge); + Phaser.Collision.T_VECTORS.push(point); + Phaser.Collision.T_VECTORS.push(point2); + return false; + } else if(response) { + // It intersects, calculate the overlap + response.bInA = false; + overlapN = point.normalize(); + overlap = radius - dist; + } + } + Phaser.Collision.T_VECTORS.push(point2); + } else if(region === Phaser.Collision.RIGHT_VORNOI_REGION) { + // Need to make sure we're in the left region on the next edge + edge.copyFrom(polygon.edges[next]); + // Calculate the center of the circle relative to the starting point of the next edge + point.copyFrom(circlePos).sub(points[next]); + region = Collision.vornoiRegion(edge, point); + if(region === Phaser.Collision.LEFT_VORNOI_REGION) { + // It's in the region we want. Check if the circle intersects the point. + var dist = point.length2(); + if(dist > radius) { + // No intersection + Phaser.Collision.T_VECTORS.push(circlePos); + Phaser.Collision.T_VECTORS.push(edge); + Phaser.Collision.T_VECTORS.push(point); + return false; + } else if(response) { + // It intersects, calculate the overlap + response.bInA = false; + overlapN = point.normalize(); + overlap = radius - dist; + } + } + // MIDDLE_VORNOI_REGION + } else { + // Need to check if the circle is intersecting the edge, + // Change the edge into its "edge normal". + var normal = edge.perp().normalize(); + // Find the perpendicular distance between the center of the + // circle and the edge. + var dist = point.dot(normal); + var distAbs = Phaser.Math.abs(dist); + // If the circle is on the outside of the edge, there is no intersection + if(dist > 0 && distAbs > radius) { + Phaser.Collision.T_VECTORS.push(circlePos); + Phaser.Collision.T_VECTORS.push(normal); + Phaser.Collision.T_VECTORS.push(point); + return false; + } else if(response) { + // It intersects, calculate the overlap. + overlapN = normal; + overlap = radius - dist; + // If the center of the circle is on the outside of the edge, or part of the + // circle is on the outside, the circle is not fully inside the polygon. + if(dist >= 0 || overlap < 2 * radius) { + response.bInA = false; + } + } + } + // If this is the smallest overlap we've seen, keep it. + // (overlapN may be null if the circle was in the wrong Vornoi region) + if(overlapN && response && Phaser.Math.abs(overlap) < Phaser.Math.abs(response.overlap)) { + response.overlap = overlap; + response.overlapN.copyFrom(overlapN); + } + } + // Calculate the final overlap vector - based on the smallest overlap. + if(response) { + response.a = polygon; + response.b = circle; + response.overlapV.copyFrom(response.overlapN).scale(response.overlap); + } + Phaser.Collision.T_VECTORS.push(circlePos); + Phaser.Collision.T_VECTORS.push(edge); + Phaser.Collision.T_VECTORS.push(point); + return true; + }; + Collision.testCirclePolygon = /** + * Check if a circle and a polygon intersect. + * + * NOTE: This runs slightly slower than polygonCircle as it just + * runs polygonCircle and reverses everything at the end. + * + * @param {Circle} circle The circle. + * @param {Polygon} polygon The polygon. + * @param {Response=} response Response object (optional) that will be populated if + * they interset. + * @return {boolean} true if they intersect, false if they don't. + */ + function testCirclePolygon(circle, polygon, response) { + if (typeof response === "undefined") { response = null; } + var result = Phaser.Collision.testPolygonCircle(polygon, circle, response); + if(result && response) { + // Swap A and B in the response. + var a = response.a; + var aInB = response.aInB; + response.overlapN.reverse(); + response.overlapV.reverse(); + response.a = response.b; + response.b = a; + response.aInB = response.bInA; + response.bInA = aInB; + } + return result; + }; + Collision.testPolygonPolygon = /** + * Checks whether two convex, clockwise polygons intersect. + * + * @param {Polygon} a The first polygon. + * @param {Polygon} b The second polygon. + * @param {Response=} response Response object (optional) that will be populated if + * they interset. + * @return {boolean} true if they intersect, false if they don't. + */ + function testPolygonPolygon(a, b, response) { + if (typeof response === "undefined") { response = null; } + var aPoints = a.points; + var aLen = aPoints.length; + var bPoints = b.points; + var bLen = bPoints.length; + // If any of the edge normals of A is a separating axis, no intersection. + for(var i = 0; i < aLen; i++) { + if(Phaser.Collision.isSeparatingAxis(a.pos, b.pos, aPoints, bPoints, a.normals[i], response)) { + return false; + } + } + // If any of the edge normals of B is a separating axis, no intersection. + for(var i = 0; i < bLen; i++) { + if(Phaser.Collision.isSeparatingAxis(a.pos, b.pos, aPoints, bPoints, b.normals[i], response)) { + return false; + } + } + // Since none of the edge normals of A or B are a separating axis, there is an intersection + // and we've already calculated the smallest overlap (in isSeparatingAxis). Calculate the + // final overlap vector. + if(response) { + response.a = a; + response.b = b; + response.overlapV.copyFrom(response.overlapN).scale(response.overlap); + } + return true; + }; + return Collision; + })(); + Phaser.Collision = Collision; +})(Phaser || (Phaser = {})); +/// +/** +* Phaser - DynamicTexture +* +* A DynamicTexture can be thought of as a mini canvas into which you can draw anything. +* Game Objects can be assigned a DynamicTexture, so when they render in the world they do so +* based on the contents of the texture at the time. This allows you to create powerful effects +* once and have them replicated across as many game objects as you like. +*/ +var Phaser; +(function (Phaser) { + var DynamicTexture = (function () { + /** + * DynamicTexture constructor + * Create a new DynamicTexture. + * + * @param game {Phaser.Game} Current game instance. + * @param width {number} Init width of this texture. + * @param height {number} Init height of this texture. + */ + function DynamicTexture(game, width, height) { + this._sx = 0; + this._sy = 0; + this._sw = 0; + this._sh = 0; + this._dx = 0; + this._dy = 0; + this._dw = 0; + this._dh = 0; + this._game = game; + this.canvas = document.createElement('canvas'); + this.canvas.width = width; + this.canvas.height = height; + this.context = this.canvas.getContext('2d'); + this.bounds = new Rectangle(0, 0, width, height); + } + DynamicTexture.prototype.getPixel = /** + * Get a color of a specific pixel. + * @param x {number} X position of the pixel in this texture. + * @param y {number} Y position of the pixel in this texture. + * @return {number} A native color value integer (format: 0xRRGGBB) + */ + function (x, y) { + //r = imageData.data[0]; + //g = imageData.data[1]; + //b = imageData.data[2]; + //a = imageData.data[3]; + var imageData = this.context.getImageData(x, y, 1, 1); + return this.getColor(imageData.data[0], imageData.data[1], imageData.data[2]); + }; + DynamicTexture.prototype.getPixel32 = /** + * Get a color of a specific pixel (including alpha value). + * @param x {number} X position of the pixel in this texture. + * @param y {number} Y position of the pixel in this texture. + * @return A native color value integer (format: 0xAARRGGBB) + */ + function (x, y) { + var imageData = this.context.getImageData(x, y, 1, 1); + return this.getColor32(imageData.data[3], imageData.data[0], imageData.data[1], imageData.data[2]); + }; + DynamicTexture.prototype.getPixels = /** + * Get pixels in array in a specific rectangle. + * @param rect {Rectangle} The specific rectangle. + * @returns {array} CanvasPixelArray. + */ + function (rect) { + return this.context.getImageData(rect.x, rect.y, rect.width, rect.height); + }; + DynamicTexture.prototype.setPixel = /** + * Set color of a specific pixel. + * @param x {number} X position of the target pixel. + * @param y {number} Y position of the target pixel. + * @param color {number} Native integer with color value. (format: 0xRRGGBB) + */ + function (x, y, color) { + this.context.fillStyle = color; + this.context.fillRect(x, y, 1, 1); + }; + DynamicTexture.prototype.setPixel32 = /** + * Set color (with alpha) of a specific pixel. + * @param x {number} X position of the target pixel. + * @param y {number} Y position of the target pixel. + * @param color {number} Native integer with color value. (format: 0xAARRGGBB) + */ + function (x, y, color) { + this.context.fillStyle = color; + this.context.fillRect(x, y, 1, 1); + }; + DynamicTexture.prototype.setPixels = /** + * Set image data to a specific rectangle. + * @param rect {Rectangle} Target rectangle. + * @param input {object} Source image data. + */ + function (rect, input) { + this.context.putImageData(input, rect.x, rect.y); + }; + DynamicTexture.prototype.fillRect = /** + * Fill a given rectangle with specific color. + * @param rect {Rectangle} Target rectangle you want to fill. + * @param color {number} A native number with color value. (format: 0xRRGGBB) + */ + function (rect, color) { + this.context.fillStyle = color; + this.context.fillRect(rect.x, rect.y, rect.width, rect.height); + }; + DynamicTexture.prototype.pasteImage = /** + * + */ + function (key, frame, destX, destY, destWidth, destHeight) { + if (typeof frame === "undefined") { frame = -1; } + if (typeof destX === "undefined") { destX = 0; } + if (typeof destY === "undefined") { destY = 0; } + if (typeof destWidth === "undefined") { destWidth = null; } + if (typeof destHeight === "undefined") { destHeight = null; } + var texture = null; + var frameData; + this._sx = 0; + this._sy = 0; + this._dx = destX; + this._dy = destY; + // TODO - Load a frame from a sprite sheet, otherwise we'll draw the whole lot + if(frame > -1) { + //if (this._game.cache.isSpriteSheet(key)) + //{ + // texture = this._game.cache.getImage(key); + //this.animations.loadFrameData(this._game.cache.getFrameData(key)); + //} + } else { + texture = this._game.cache.getImage(key); + this._sw = texture.width; + this._sh = texture.height; + this._dw = texture.width; + this._dh = texture.height; + } + if(destWidth !== null) { + this._dw = destWidth; + } + if(destHeight !== null) { + this._dh = destHeight; + } + if(texture != null) { + this.context.drawImage(texture, // Source Image + this._sx, // Source X (location within the source image) + this._sy, // Source Y + this._sw, // Source Width + this._sh, // Source Height + this._dx, // Destination X (where on the canvas it'll be drawn) + this._dy, // Destination Y + this._dw, // Destination Width (always same as Source Width unless scaled) + this._dh); + // Destination Height (always same as Source Height unless scaled) + } + }; + DynamicTexture.prototype.copyPixels = // TODO - Add in support for: alphaBitmapData: BitmapData = null, alphaPoint: Point = null, mergeAlpha: bool = false + /** + * Copy pixel from another DynamicTexture to this texture. + * @param sourceTexture {DynamicTexture} Source texture object. + * @param sourceRect {Rectangle} The specific region rectangle to be copied to this in the source. + * @param destPoint {Point} Top-left point the target image data will be paste at. + */ + function (sourceTexture, sourceRect, destPoint) { + // Swap for drawImage if the sourceRect is the same size as the sourceTexture to avoid a costly getImageData call + if(sourceRect.equals(this.bounds) == true) { + this.context.drawImage(sourceTexture.canvas, destPoint.x, destPoint.y); + } else { + this.context.putImageData(sourceTexture.getPixels(sourceRect), destPoint.x, destPoint.y); + } + }; + DynamicTexture.prototype.assignCanvasToGameObjects = /** + * Given an array of GameObjects it will update each of them so that their canvas/contexts reference this DynamicTexture + * @param objects {Array} An array of GameObjects, or objects that inherit from it such as Sprites + */ + function (objects) { + for(var i = 0; i < objects.length; i++) { + objects[i].canvas = this.canvas; + objects[i].context = this.context; + } + }; + DynamicTexture.prototype.clear = /** + * Clear the whole canvas. + */ + function () { + this.context.clearRect(0, 0, this.bounds.width, this.bounds.height); + }; + DynamicTexture.prototype.render = /** + * Renders this DynamicTexture to the Stage at the given x/y coordinates + * + * @param x {number} The X coordinate to render on the stage to (given in screen coordinates, not world) + * @param y {number} The Y coordinate to render on the stage to (given in screen coordinates, not world) + */ + function (x, y) { + if (typeof x === "undefined") { x = 0; } + if (typeof y === "undefined") { y = 0; } + this._game.stage.context.drawImage(this.canvas, x, y); + }; + Object.defineProperty(DynamicTexture.prototype, "width", { + get: function () { + return this.bounds.width; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(DynamicTexture.prototype, "height", { + get: function () { + return this.bounds.height; + }, + enumerable: true, + configurable: true + }); + DynamicTexture.prototype.getColor32 = /** + * Given an alpha and 3 color values this will return an integer representation of it + * + * @param alpha {number} The Alpha value (between 0 and 255) + * @param red {number} The Red channel value (between 0 and 255) + * @param green {number} The Green channel value (between 0 and 255) + * @param blue {number} The Blue channel value (between 0 and 255) + * + * @return A native color value integer (format: 0xAARRGGBB) + */ + function (alpha, red, green, blue) { + return alpha << 24 | red << 16 | green << 8 | blue; + }; + DynamicTexture.prototype.getColor = /** + * Given 3 color values this will return an integer representation of it + * + * @param red {number} The Red channel value (between 0 and 255) + * @param green {number} The Green channel value (between 0 and 255) + * @param blue {number} The Blue channel value (between 0 and 255) + * + * @return A native color value integer (format: 0xRRGGBB) + */ + function (red, green, blue) { + return red << 16 | green << 8 | blue; + }; + return DynamicTexture; + })(); + Phaser.DynamicTexture = DynamicTexture; +})(Phaser || (Phaser = {})); +/// +/** +* Phaser - FXManager +* +* The FXManager controls all special effects applied to game objects such as Cameras. +*/ +var Phaser; +(function (Phaser) { + var FXManager = (function () { + function FXManager(game, parent) { + this._game = game; + this._parent = parent; + this._fx = []; + this.active = true; + this.visible = true; + } + FXManager.prototype.add = /** + * Adds a new FX to the FXManager. + * The effect must be an object with at least one of the following methods: preUpdate, postUpdate, preRender, render or postRender. + * A new instance of the effect will be created and a reference to Game will be passed to the object constructor. + * @param {object} effect + * @return {any} + */ + function (effect) { + var result = false; + var newEffect = { + effect: { + }, + preUpdate: false, + postUpdate: false, + preRender: false, + render: false, + postRender: false + }; + if(typeof effect === 'function') { + newEffect.effect = new effect(this._game, this._parent); + } else { + throw new Error("Invalid object given to Phaser.FXManager.add"); + } + // Check for methods now to avoid having to do this every loop + if(typeof newEffect.effect['preUpdate'] === 'function') { + newEffect.preUpdate = true; + result = true; + } + if(typeof newEffect.effect['postUpdate'] === 'function') { + newEffect.postUpdate = true; + result = true; + } + if(typeof newEffect.effect['preRender'] === 'function') { + newEffect.preRender = true; + result = true; + } + if(typeof newEffect.effect['render'] === 'function') { + newEffect.render = true; + result = true; + } + if(typeof newEffect.effect['postRender'] === 'function') { + newEffect.postRender = true; + result = true; + } + if(result == true) { + this._length = this._fx.push(newEffect); + return newEffect.effect; + } else { + return result; + } + }; + FXManager.prototype.preUpdate = /** + * Pre-update is called at the start of the objects update cycle, before any other updates have taken place. + */ + function () { + if(this.active) { + for(var i = 0; i < this._length; i++) { + if(this._fx[i].preUpdate) { + this._fx[i].effect.preUpdate(); + } + } + } + }; + FXManager.prototype.postUpdate = /** + * Post-update is called at the end of the objects update cycle, after other update logic has taken place. + */ + function () { + if(this.active) { + for(var i = 0; i < this._length; i++) { + if(this._fx[i].postUpdate) { + this._fx[i].effect.postUpdate(); + } + } + } + }; + FXManager.prototype.preRender = /** + * Pre-render is called at the start of the object render cycle, before any transforms have taken place. + * It happens directly AFTER a canvas context.save has happened if added to a Camera. + * @param {Camera} camera + * @param {number} cameraX + * @param {number} cameraY + * @param {number} cameraWidth + * @param {number} cameraHeight + */ + function (camera, cameraX, cameraY, cameraWidth, cameraHeight) { + if(this.visible) { + for(var i = 0; i < this._length; i++) { + if(this._fx[i].preRender) { + this._fx[i].effect.preRender(camera, cameraX, cameraY, cameraWidth, cameraHeight); + } + } + } + }; + FXManager.prototype.render = /** + * render is called during the objects render cycle, right after all transforms have finished, but before any children/image data is rendered. + * @param {Camera} camera + * @param {number} cameraX + * @param {number} cameraY + * @param {number} cameraWidth + * @param {number} cameraHeight + */ + function (camera, cameraX, cameraY, cameraWidth, cameraHeight) { + if(this.visible) { + for(var i = 0; i < this._length; i++) { + if(this._fx[i].preRender) { + this._fx[i].effect.preRender(camera, cameraX, cameraY, cameraWidth, cameraHeight); + } + } + } + }; + FXManager.prototype.postRender = /** + * Post-render is called during the objects render cycle, after the children/image data has been rendered. + * It happens directly BEFORE a canvas context.restore has happened if added to a Camera. + */ + function (camera, cameraX, cameraY, cameraWidth, cameraHeight) { + if(this.visible) { + for(var i = 0; i < this._length; i++) { + if(this._fx[i].postRender) { + this._fx[i].effect.postRender(camera, cameraX, cameraY, cameraWidth, cameraHeight); + } + } + } + }; + FXManager.prototype.destroy = /** + * Clear down this FXManager and null out references + */ + function () { + this._game = null; + this._fx = null; + }; + return FXManager; + })(); + Phaser.FXManager = FXManager; +})(Phaser || (Phaser = {})); +/// +/** +* Phaser - GameMath +* +* Adds a set of extra Math functions used through-out Phaser. +* Includes methods written by Dylan Engelman and Adam Saltsman. +*/ +var Phaser; +(function (Phaser) { + var GameMath = (function () { + function GameMath(game) { + //arbitrary 8 digit epsilon + this.cosTable = []; + this.sinTable = []; + /** + * The global random number generator seed (for deterministic behavior in recordings and saves). + */ + this.globalSeed = Phaser.Math.random(); + this._game = game; + } + GameMath.PI = 3.141592653589793; + GameMath.PI_2 = 1.5707963267948965; + GameMath.PI_4 = 0.7853981633974483; + GameMath.PI_8 = 0.39269908169872413; + GameMath.PI_16 = 0.19634954084936206; + GameMath.TWO_PI = 6.283185307179586; + GameMath.THREE_PI_2 = 4.7123889803846895; + GameMath.E = 2.71828182845905; + GameMath.LN10 = 2.302585092994046; + GameMath.LN2 = 0.6931471805599453; + GameMath.LOG10E = 0.4342944819032518; + GameMath.LOG2E = 1.442695040888963387; + GameMath.SQRT1_2 = 0.7071067811865476; + GameMath.SQRT2 = 1.4142135623730951; + GameMath.DEG_TO_RAD = 0.017453292519943294444444444444444; + GameMath.RAD_TO_DEG = 57.295779513082325225835265587527; + GameMath.B_16 = 65536; + GameMath.B_31 = 2147483648; + GameMath.B_32 = 4294967296; + GameMath.B_48 = 281474976710656; + GameMath.B_53 = 9007199254740992; + GameMath.B_64 = 18446744073709551616; + GameMath.ONE_THIRD = 0.333333333333333333333333333333333; + GameMath.TWO_THIRDS = 0.666666666666666666666666666666666; + GameMath.ONE_SIXTH = 0.166666666666666666666666666666666; + GameMath.COS_PI_3 = 0.86602540378443864676372317075294; + GameMath.SIN_2PI_3 = 0.03654595; + GameMath.CIRCLE_ALPHA = 0.5522847498307933984022516322796; + GameMath.ON = true; + GameMath.OFF = false; + GameMath.SHORT_EPSILON = 0.1; + GameMath.PERC_EPSILON = 0.001; + GameMath.EPSILON = 0.0001; + GameMath.LONG_EPSILON = 0.00000001; + GameMath.prototype.fuzzyEqual = function (a, b, epsilon) { + if (typeof epsilon === "undefined") { epsilon = 0.0001; } + return Phaser.Math.abs(a - b) < epsilon; + }; + GameMath.prototype.fuzzyLessThan = function (a, b, epsilon) { + if (typeof epsilon === "undefined") { epsilon = 0.0001; } + return a < b + epsilon; + }; + GameMath.prototype.fuzzyGreaterThan = function (a, b, epsilon) { + if (typeof epsilon === "undefined") { epsilon = 0.0001; } + return a > b - epsilon; + }; + GameMath.prototype.fuzzyCeil = function (val, epsilon) { + if (typeof epsilon === "undefined") { epsilon = 0.0001; } + return Phaser.Math.ceil(val - epsilon); + }; + GameMath.prototype.fuzzyFloor = function (val, epsilon) { + if (typeof epsilon === "undefined") { epsilon = 0.0001; } + return Phaser.Math.floor(val + epsilon); + }; + GameMath.prototype.average = function () { + var args = []; + for (var _i = 0; _i < (arguments.length - 0); _i++) { + args[_i] = arguments[_i + 0]; + } + var avg = 0; + for(var i = 0; i < args.length; i++) { + avg += args[i]; + } + return avg / args.length; + }; + GameMath.prototype.slam = function (value, target, epsilon) { + if (typeof epsilon === "undefined") { epsilon = 0.0001; } + return (Phaser.Math.abs(value - target) < epsilon) ? target : value; + }; + GameMath.prototype.percentageMinMax = /** + * ratio of value to a range + */ + function (val, max, min) { + if (typeof min === "undefined") { min = 0; } + val -= min; + max -= min; + if(!max) { + return 0; + } else { + return val / max; + } + }; + GameMath.prototype.sign = /** + * a value representing the sign of the value. + * -1 for negative, +1 for positive, 0 if value is 0 + */ + function (n) { + if(n) { + return n / Phaser.Math.abs(n); + } else { + return 0; + } + }; + GameMath.prototype.truncate = function (n) { + return (n > 0) ? Phaser.Math.floor(n) : Phaser.Math.ceil(n); + }; + GameMath.prototype.shear = function (n) { + return n % 1; + }; + GameMath.prototype.wrap = /** + * wrap a value around a range, similar to modulus with a floating minimum + */ + function (val, max, min) { + if (typeof min === "undefined") { min = 0; } + val -= min; + max -= min; + if(max == 0) { + return min; + } + val %= max; + val += min; + while(val < min) { + val += max; + } + return val; + }; + GameMath.prototype.arithWrap = /** + * arithmetic version of wrap... need to decide which is more efficient + */ + function (value, max, min) { + if (typeof min === "undefined") { min = 0; } + max -= min; + if(max == 0) { + return min; + } + return value - max * Phaser.Math.floor((value - min) / max); + }; + GameMath.prototype.clamp = /** + * force a value within the boundaries of two values + * + * if max < min, min is returned + */ + function (input, max, min) { + if (typeof min === "undefined") { min = 0; } + return Phaser.Math.max(min, Phaser.Math.min(max, input)); + }; + GameMath.prototype.snapTo = /** + * Snap a value to nearest grid slice, using rounding. + * + * example if you have an interval gap of 5 and a position of 12... you will snap to 10. Where as 14 will snap to 15 + * + * @param input - the value to snap + * @param gap - the interval gap of the grid + * @param [start] - optional starting offset for gap + */ + function (input, gap, start) { + if (typeof start === "undefined") { start = 0; } + if(gap == 0) { + return input; + } + input -= start; + input = gap * Phaser.Math.round(input / gap); + return start + input; + }; + GameMath.prototype.snapToFloor = /** + * Snap a value to nearest grid slice, using floor. + * + * example if you have an interval gap of 5 and a position of 12... you will snap to 10. As will 14 snap to 10... but 16 will snap to 15 + * + * @param input - the value to snap + * @param gap - the interval gap of the grid + * @param [start] - optional starting offset for gap + */ + function (input, gap, start) { + if (typeof start === "undefined") { start = 0; } + if(gap == 0) { + return input; + } + input -= start; + input = gap * Phaser.Math.floor(input / gap); + return start + input; + }; + GameMath.prototype.snapToCeil = /** + * Snap a value to nearest grid slice, using ceil. + * + * example if you have an interval gap of 5 and a position of 12... you will snap to 15. As will 14 will snap to 15... but 16 will snap to 20 + * + * @param input - the value to snap + * @param gap - the interval gap of the grid + * @param [start] - optional starting offset for gap + */ + function (input, gap, start) { + if (typeof start === "undefined") { start = 0; } + if(gap == 0) { + return input; + } + input -= start; + input = gap * Phaser.Math.ceil(input / gap); + return start + input; + }; + GameMath.prototype.snapToInArray = /** + * Snaps a value to the nearest value in an array. + */ + function (input, arr, sort) { + if (typeof sort === "undefined") { sort = true; } + if(sort) { + arr.sort(); + } + if(input < arr[0]) { + return arr[0]; + } + var i = 1; + while(arr[i] < input) { + i++; + } + var low = arr[i - 1]; + var high = (i < arr.length) ? arr[i] : Number.POSITIVE_INFINITY; + return ((high - input) <= (input - low)) ? high : low; + }; + GameMath.prototype.roundTo = /** + * roundTo some place comparative to a 'base', default is 10 for decimal place + * + * 'place' is represented by the power applied to 'base' to get that place + * + * @param value - the value to round + * @param place - the place to round to + * @param base - the base to round in... default is 10 for decimal + * + * e.g. + * + * 2000/7 ~= 285.714285714285714285714 ~= (bin)100011101.1011011011011011 + * + * roundTo(2000/7,3) == 0 + * roundTo(2000/7,2) == 300 + * roundTo(2000/7,1) == 290 + * roundTo(2000/7,0) == 286 + * roundTo(2000/7,-1) == 285.7 + * roundTo(2000/7,-2) == 285.71 + * roundTo(2000/7,-3) == 285.714 + * roundTo(2000/7,-4) == 285.7143 + * roundTo(2000/7,-5) == 285.71429 + * + * roundTo(2000/7,3,2) == 288 -- 100100000 + * roundTo(2000/7,2,2) == 284 -- 100011100 + * roundTo(2000/7,1,2) == 286 -- 100011110 + * roundTo(2000/7,0,2) == 286 -- 100011110 + * roundTo(2000/7,-1,2) == 285.5 -- 100011101.1 + * roundTo(2000/7,-2,2) == 285.75 -- 100011101.11 + * roundTo(2000/7,-3,2) == 285.75 -- 100011101.11 + * roundTo(2000/7,-4,2) == 285.6875 -- 100011101.1011 + * roundTo(2000/7,-5,2) == 285.71875 -- 100011101.10111 + * + * note what occurs when we round to the 3rd space (8ths place), 100100000, this is to be assumed + * because we are rounding 100011.1011011011011011 which rounds up. + */ + function (value, place, base) { + if (typeof place === "undefined") { place = 0; } + if (typeof base === "undefined") { base = 10; } + var p = Phaser.Math.pow(base, -place); + return Phaser.Math.round(value * p) / p; + }; + GameMath.prototype.floorTo = function (value, place, base) { + if (typeof place === "undefined") { place = 0; } + if (typeof base === "undefined") { base = 10; } + var p = Phaser.Math.pow(base, -place); + return Phaser.Math.floor(value * p) / p; + }; + GameMath.prototype.ceilTo = function (value, place, base) { + if (typeof place === "undefined") { place = 0; } + if (typeof base === "undefined") { base = 10; } + var p = Phaser.Math.pow(base, -place); + return Phaser.Math.ceil(value * p) / p; + }; + GameMath.prototype.interpolateFloat = /** + * a one dimensional linear interpolation of a value. + */ + function (a, b, weight) { + return (b - a) * weight + a; + }; + GameMath.prototype.radiansToDegrees = /** + * convert radians to degrees + */ + function (angle) { + return angle * Phaser.GameMath.RAD_TO_DEG; + }; + GameMath.prototype.degreesToRadians = /** + * convert degrees to radians + */ + function (angle) { + return angle * Phaser.GameMath.DEG_TO_RAD; + }; + GameMath.prototype.angleBetween = /** + * Find the angle of a segment from (x1, y1) -> (x2, y2 ) + */ + function (x1, y1, x2, y2) { + return Phaser.Math.atan2(y2 - y1, x2 - x1); + }; + GameMath.prototype.normalizeAngle = /** + * set an angle with in the bounds of -PI to PI + */ + function (angle, radians) { + if (typeof radians === "undefined") { radians = true; } + var rd = (radians) ? Phaser.GameMath.PI : 180; + return this.wrap(angle, rd, -rd); + }; + GameMath.prototype.nearestAngleBetween = /** + * closest angle between two angles from a1 to a2 + * absolute value the return for exact angle + */ + function (a1, a2, radians) { + if (typeof radians === "undefined") { radians = true; } + var rd = (radians) ? Phaser.GameMath.PI : 180; + a1 = this.normalizeAngle(a1, radians); + a2 = this.normalizeAngle(a2, radians); + if(a1 < -rd / 2 && a2 > rd / 2) { + a1 += rd * 2; + } + if(a2 < -rd / 2 && a1 > rd / 2) { + a2 += rd * 2; + } + return a2 - a1; + }; + GameMath.prototype.normalizeAngleToAnother = /** + * normalizes independent and then sets dep to the nearest value respective to independent + * + * for instance if dep=-170 and ind=170 then 190 will be returned as an alternative to -170 + */ + function (dep, ind, radians) { + if (typeof radians === "undefined") { radians = true; } + return ind + this.nearestAngleBetween(ind, dep, radians); + }; + GameMath.prototype.normalizeAngleAfterAnother = /** + * normalize independent and dependent and then set dependent to an angle relative to 'after/clockwise' independent + * + * for instance dep=-170 and ind=170, then 190 will be reutrned as alternative to -170 + */ + function (dep, ind, radians) { + if (typeof radians === "undefined") { radians = true; } + dep = this.normalizeAngle(dep - ind, radians); + return ind + dep; + }; + GameMath.prototype.normalizeAngleBeforeAnother = /** + * normalizes indendent and dependent and then sets dependent to an angle relative to 'before/counterclockwise' independent + * + * for instance dep = 190 and ind = 170, then -170 will be returned as an alternative to 190 + */ + function (dep, ind, radians) { + if (typeof radians === "undefined") { radians = true; } + dep = this.normalizeAngle(ind - dep, radians); + return ind - dep; + }; + GameMath.prototype.interpolateAngles = /** + * interpolate across the shortest arc between two angles + */ + function (a1, a2, weight, radians, ease) { + if (typeof radians === "undefined") { radians = true; } + if (typeof ease === "undefined") { ease = null; } + a1 = this.normalizeAngle(a1, radians); + a2 = this.normalizeAngleToAnother(a2, a1, radians); + return (typeof ease === 'function') ? ease(weight, a1, a2 - a1, 1) : this.interpolateFloat(a1, a2, weight); + }; + GameMath.prototype.logBaseOf = /** + * Compute the logarithm of any value of any base + * + * a logarithm is the exponent that some constant (base) would have to be raised to + * to be equal to value. + * + * i.e. + * 4 ^ x = 16 + * can be rewritten as to solve for x + * logB4(16) = x + * which with this function would be + * LoDMath.logBaseOf(16,4) + * + * which would return 2, because 4^2 = 16 + */ + function (value, base) { + return Phaser.Math.log(value) / Phaser.Math.log(base); + }; + GameMath.prototype.GCD = /** + * Greatest Common Denominator using Euclid's algorithm + */ + function (m, n) { + var r; + //make sure positive, GCD is always positive + m = Phaser.Math.abs(m); + n = Phaser.Math.abs(n); + //m must be >= n + if(m < n) { + r = m; + m = n; + n = r; + } + //now start loop + while(true) { + r = m % n; + if(!r) { + return n; + } + m = n; + n = r; + } + return 1; + }; + GameMath.prototype.LCM = /** + * Lowest Common Multiple + */ + function (m, n) { + return (m * n) / this.GCD(m, n); + }; + GameMath.prototype.factorial = /** + * Factorial - N! + * + * simple product series + * + * by definition: + * 0! == 1 + */ + function (value) { + if(value == 0) { + return 1; + } + var res = value; + while(--value) { + res *= value; + } + return res; + }; + GameMath.prototype.gammaFunction = /** + * gamma function + * + * defined: gamma(N) == (N - 1)! + */ + function (value) { + return this.factorial(value - 1); + }; + GameMath.prototype.fallingFactorial = /** + * falling factorial + * + * defined: (N)! / (N - x)! + * + * written subscript: (N)x OR (base)exp + */ + function (base, exp) { + return this.factorial(base) / this.factorial(base - exp); + }; + GameMath.prototype.risingFactorial = /** + * rising factorial + * + * defined: (N + x - 1)! / (N - 1)! + * + * written superscript N^(x) OR base^(exp) + */ + function (base, exp) { + //expanded from gammaFunction for speed + return this.factorial(base + exp - 1) / this.factorial(base - 1); + }; + GameMath.prototype.binCoef = /** + * binomial coefficient + * + * defined: N! / (k!(N-k)!) + * reduced: N! / (N-k)! == (N)k (fallingfactorial) + * reduced: (N)k / k! + */ + function (n, k) { + return this.fallingFactorial(n, k) / this.factorial(k); + }; + GameMath.prototype.risingBinCoef = /** + * rising binomial coefficient + * + * as one can notice in the analysis of binCoef(...) that + * binCoef is the (N)k divided by k!. Similarly rising binCoef + * is merely N^(k) / k! + */ + function (n, k) { + return this.risingFactorial(n, k) / this.factorial(k); + }; + GameMath.prototype.chanceRoll = /** + * Generate a random boolean result based on the chance value + *

+ * Returns true or false based on the chance value (default 50%). For example if you wanted a player to have a 30% chance + * of getting a bonus, call chanceRoll(30) - true means the chance passed, false means it failed. + *

+ * @param chance The chance of receiving the value. A number between 0 and 100 (effectively 0% to 100%) + * @return true if the roll passed, or false + */ + function (chance) { + if (typeof chance === "undefined") { chance = 50; } + if(chance <= 0) { + return false; + } else if(chance >= 100) { + return true; + } else { + if(Phaser.Math.random() * 100 >= chance) { + return false; + } else { + return true; + } + } + }; + GameMath.prototype.maxAdd = /** + * Adds the given amount to the value, but never lets the value go over the specified maximum + * + * @param value The value to add the amount to + * @param amount The amount to add to the value + * @param max The maximum the value is allowed to be + * @return The new value + */ + function (value, amount, max) { + value += amount; + if(value > max) { + value = max; + } + return value; + }; + GameMath.prototype.minSub = /** + * Subtracts the given amount from the value, but never lets the value go below the specified minimum + * + * @param value The base value + * @param amount The amount to subtract from the base value + * @param min The minimum the value is allowed to be + * @return The new value + */ + function (value, amount, min) { + value -= amount; + if(value < min) { + value = min; + } + return value; + }; + GameMath.prototype.wrapValue = /** + * Adds value to amount and ensures that the result always stays between 0 and max, by wrapping the value around. + *

Values must be positive integers, and are passed through Math.abs

+ * + * @param value The value to add the amount to + * @param amount The amount to add to the value + * @param max The maximum the value is allowed to be + * @return The wrapped value + */ + function (value, amount, max) { + var diff; + value = Phaser.Math.abs(value); + amount = Phaser.Math.abs(amount); + max = Phaser.Math.abs(max); + diff = (value + amount) % max; + return diff; + }; + GameMath.prototype.randomSign = /** + * Randomly returns either a 1 or -1 + * + * @return 1 or -1 + */ + function () { + return (Phaser.Math.random() > 0.5) ? 1 : -1; + }; + GameMath.prototype.isOdd = /** + * Returns true if the number given is odd. + * + * @param n The number to check + * + * @return True if the given number is odd. False if the given number is even. + */ + function (n) { + if(n & 1) { + return true; + } else { + return false; + } + }; + GameMath.prototype.isEven = /** + * Returns true if the number given is even. + * + * @param n The number to check + * + * @return True if the given number is even. False if the given number is odd. + */ + function (n) { + if(n & 1) { + return false; + } else { + return true; + } + }; + GameMath.prototype.wrapAngle = /** + * Keeps an angle value between -180 and +180
+ * Should be called whenever the angle is updated on the Sprite to stop it from going insane. + * + * @param angle The angle value to check + * + * @return The new angle value, returns the same as the input angle if it was within bounds + */ + function (angle) { + var result = angle; + // Nothing needs to change + if(angle >= -180 && angle <= 180) { + return angle; + } + // Else normalise it to -180, 180 + result = (angle + 180) % 360; + if(result < 0) { + result += 360; + } + return result - 180; + }; + GameMath.prototype.angleLimit = /** + * Keeps an angle value between the given min and max values + * + * @param angle The angle value to check. Must be between -180 and +180 + * @param min The minimum angle that is allowed (must be -180 or greater) + * @param max The maximum angle that is allowed (must be 180 or less) + * + * @return The new angle value, returns the same as the input angle if it was within bounds + */ + function (angle, min, max) { + var result = angle; + if(angle > max) { + result = max; + } else if(angle < min) { + result = min; + } + return result; + }; + GameMath.prototype.linearInterpolation = /** + * @method linear + * @param {Any} v + * @param {Any} k + * @static + */ + function (v, k) { + var m = v.length - 1; + var f = m * k; + var i = Phaser.Math.floor(f); + if(k < 0) { + return this.linear(v[0], v[1], f); + } + if(k > 1) { + return this.linear(v[m], v[m - 1], m - f); + } + return this.linear(v[i], v[i + 1 > m ? m : i + 1], f - i); + }; + GameMath.prototype.bezierInterpolation = /** + * @method Bezier + * @param {Any} v + * @param {Any} k + * @static + */ + function (v, k) { + var b = 0; + var n = v.length - 1; + for(var i = 0; i <= n; i++) { + b += Phaser.Math.pow(1 - k, n - i) * Phaser.Math.pow(k, i) * v[i] * this.bernstein(n, i); + } + return b; + }; + GameMath.prototype.catmullRomInterpolation = /** + * @method CatmullRom + * @param {Any} v + * @param {Any} k + * @static + */ + function (v, k) { + var m = v.length - 1; + var f = m * k; + var i = Phaser.Math.floor(f); + if(v[0] === v[m]) { + if(k < 0) { + i = Phaser.Math.floor(f = m * (1 + k)); + } + return this.catmullRom(v[(i - 1 + m) % m], v[i], v[(i + 1) % m], v[(i + 2) % m], f - i); + } else { + if(k < 0) { + return v[0] - (this.catmullRom(v[0], v[0], v[1], v[1], -f) - v[0]); + } + if(k > 1) { + return v[m] - (this.catmullRom(v[m], v[m], v[m - 1], v[m - 1], f - m) - v[m]); + } + return this.catmullRom(v[i ? i - 1 : 0], v[i], v[m < i + 1 ? m : i + 1], v[m < i + 2 ? m : i + 2], f - i); + } + }; + GameMath.prototype.linear = /** + * @method Linear + * @param {Any} p0 + * @param {Any} p1 + * @param {Any} t + * @static + */ + function (p0, p1, t) { + return (p1 - p0) * t + p0; + }; + GameMath.prototype.bernstein = /** + * @method Bernstein + * @param {Any} n + * @param {Any} i + * @static + */ + function (n, i) { + return this.factorial(n) / this.factorial(i) / this.factorial(n - i); + }; + GameMath.prototype.catmullRom = /** + * @method CatmullRom + * @param {Any} p0 + * @param {Any} p1 + * @param {Any} p2 + * @param {Any} p3 + * @param {Any} t + * @static + */ + function (p0, p1, p2, p3, t) { + var v0 = (p2 - p0) * 0.5, v1 = (p3 - p1) * 0.5, t2 = t * t, t3 = t * t2; + return (2 * p1 - 2 * p2 + v0 + v1) * t3 + (-3 * p1 + 3 * p2 - 2 * v0 - v1) * t2 + v0 * t + p1; + }; + GameMath.prototype.difference = function (a, b) { + return Phaser.Math.abs(a - b); + }; + GameMath.prototype.random = /** + * Generates a random number. Deterministic, meaning safe + * to use if you want to record replays in random environments. + * + * @return A Number between 0 and 1. + */ + function () { + return this.globalSeed = this.srand(this.globalSeed); + }; + GameMath.prototype.srand = /** + * Generates a random number based on the seed provided. + * + * @param Seed A number between 0 and 1, used to generate a predictable random number (very optional). + * + * @return A Number between 0 and 1. + */ + function (Seed) { + return ((69621 * (Seed * 0x7FFFFFFF)) % 0x7FFFFFFF) / 0x7FFFFFFF; + }; + GameMath.prototype.getRandom = /** + * Fetch a random entry from the given array. + * Will return null if random selection is missing, or array has no entries. + * + * @param objects An array of objects. + * @param startIndex Optional offset off the front of the array. Default value is 0, or the beginning of the array. + * @param length Optional restriction on the number of values you want to randomly select from. + * + * @return The random object that was selected. + */ + function (objects, startIndex, length) { + if (typeof startIndex === "undefined") { startIndex = 0; } + if (typeof length === "undefined") { length = 0; } + if(objects != null) { + var l = length; + if((l == 0) || (l > objects.length - startIndex)) { + l = objects.length - startIndex; + } + if(l > 0) { + return objects[startIndex + Phaser.Math.floor(Phaser.Math.random() * l)]; + } + } + return null; + }; + GameMath.prototype.floor = /** + * Round down to the next whole number. E.g. floor(1.7) == 1, and floor(-2.7) == -2. + * + * @param Value Any number. + * + * @return The rounded value of that number. + */ + function (Value) { + var n = Value | 0; + return (Value > 0) ? (n) : ((n != Value) ? (n - 1) : (n)); + }; + GameMath.prototype.ceil = /** + * Round up to the next whole number. E.g. ceil(1.3) == 2, and ceil(-2.3) == -3. + * + * @param Value Any number. + * + * @return The rounded value of that number. + */ + function (Value) { + var n = Value | 0; + return (Value > 0) ? ((n != Value) ? (n + 1) : (n)) : (n); + }; + GameMath.prototype.sinCosGenerator = /** + * Generate a sine and cosine table simultaneously and extremely quickly. Based on research by Franky of scene.at + *

+ * The parameters allow you to specify the length, amplitude and frequency of the wave. Once you have called this function + * you should get the results via getSinTable() and getCosTable(). This generator is fast enough to be used in real-time. + *

+ * @param length The length of the wave + * @param sinAmplitude The amplitude to apply to the sine table (default 1.0) if you need values between say -+ 125 then give 125 as the value + * @param cosAmplitude The amplitude to apply to the cosine table (default 1.0) if you need values between say -+ 125 then give 125 as the value + * @param frequency The frequency of the sine and cosine table data + * @return Returns the sine table + * @see getSinTable + * @see getCosTable + */ + function (length, sinAmplitude, cosAmplitude, frequency) { + if (typeof sinAmplitude === "undefined") { sinAmplitude = 1.0; } + if (typeof cosAmplitude === "undefined") { cosAmplitude = 1.0; } + if (typeof frequency === "undefined") { frequency = 1.0; } + var sin = sinAmplitude; + var cos = cosAmplitude; + var frq = frequency * Phaser.Math.PI / length; + this.cosTable = []; + this.sinTable = []; + for(var c = 0; c < length; c++) { + cos -= sin * frq; + sin += cos * frq; + this.cosTable[c] = cos; + this.sinTable[c] = sin; + } + return this.sinTable; + }; + GameMath.prototype.shiftSinTable = /** + * Shifts through the sin table data by one value and returns it. + * This effectively moves the position of the data from the start to the end of the table. + * @return The sin value. + */ + function () { + if(this.sinTable) { + var s = this.sinTable.shift(); + this.sinTable.push(s); + return s; + } + }; + GameMath.prototype.shiftCosTable = /** + * Shifts through the cos table data by one value and returns it. + * This effectively moves the position of the data from the start to the end of the table. + * @return The cos value. + */ + function () { + if(this.cosTable) { + var s = this.cosTable.shift(); + this.cosTable.push(s); + return s; + } + }; + GameMath.prototype.vectorLength = /** + * Finds the length of the given vector + * + * @param dx + * @param dy + * + * @return + */ + function (dx, dy) { + return Phaser.Math.sqrt(dx * dx + dy * dy); + }; + GameMath.prototype.dotProduct = /** + * Finds the dot product value of two vectors + * + * @param ax Vector X + * @param ay Vector Y + * @param bx Vector X + * @param by Vector Y + * + * @return Dot product + */ + function (ax, ay, bx, by) { + return ax * bx + ay * by; + }; + GameMath.prototype.shuffleArray = /** + * Shuffles the data in the given array into a new order + * @param array The array to shuffle + * @return The array + */ + function (array) { + for(var i = array.length - 1; i > 0; i--) { + var j = Phaser.Math.floor(Phaser.Math.random() * (i + 1)); + var temp = array[i]; + array[i] = array[j]; + array[j] = temp; + } + return array; + }; + GameMath.distanceBetween = /** + * Returns the distance from this Point object to the given Point object. + * @method distanceFrom + * @param {Point} target - The destination Point object. + * @param {Boolean} round - Round the distance to the nearest integer (default false) + * @return {Number} The distance between this Point object and the destination Point object. + **/ + function distanceBetween(x1, y1, x2, y2) { + var dx = x1 - x2; + var dy = y1 - y2; + return Phaser.Math.sqrt(dx * dx + dy * dy); + }; + GameMath.prototype.rotatePoint = /** + * Rotates the point around the x/y coordinates given to the desired angle and distance + * @param point {Object} Any object with exposed x and y properties + * @param x {number} The x coordinate of the anchor point + * @param y {number} The y coordinate of the anchor point + * @param {Number} angle The angle in radians (unless asDegrees is true) to return the point from. + * @param {Boolean} asDegrees Is the given angle in radians (false) or degrees (true)? + * @param {Number} distance An optional distance constraint between the point and the anchor + * @return The modified point object + */ + function (point, x1, y1, angle, asDegrees, distance) { + if (typeof asDegrees === "undefined") { asDegrees = false; } + if (typeof distance === "undefined") { distance = null; } + if(asDegrees) { + angle = angle * Phaser.GameMath.DEG_TO_RAD; + } + // Get distance from origin to the point + if(distance === null) { + distance = Phaser.Math.sqrt(((x1 - point.x) * (x1 - point.x)) + ((y1 - point.y) * (y1 - point.y))); + } + point.x = x1 + distance * Phaser.Math.cos(angle); + point.y = y1 + distance * Phaser.Math.sin(angle); + return point; + }; + return GameMath; + })(); + Phaser.GameMath = GameMath; +})(Phaser || (Phaser = {})); +/// +/** +* Phaser - GameObjectFactory +* +* A quick way to create new world objects and add existing objects to the current world. +*/ +var Phaser; +(function (Phaser) { + var GameObjectFactory = (function () { + /** + * GameObjectFactory constructor + * @param game {Game} A reference to the current Game. + */ + function GameObjectFactory(game) { + this._game = game; + this._world = this._game.world; + } + GameObjectFactory.prototype.camera = /** + * Create a new camera with specific position and size. + * + * @param x {number} X position of the new camera. + * @param y {number} Y position of the new camera. + * @param width {number} Width of the new camera. + * @param height {number} Height of the new camera. + * @returns {Camera} The newly created camera object. + */ + function (x, y, width, height) { + return this._world.createCamera(x, y, width, height); + }; + GameObjectFactory.prototype.geomSprite = /** + * Create a new GeomSprite with specific position. + * + * @param x {number} X position of the new geom sprite. + * @param y {number} Y position of the new geom sprite. + * @returns {GeomSprite} The newly created geom sprite object. + */ + function (x, y) { + return this._world.createGeomSprite(x, y); + }; + GameObjectFactory.prototype.sprite = /** + * Create a new Sprite with specific position and sprite sheet key. + * + * @param x {number} X position of the new sprite. + * @param y {number} Y position of the new sprite. + * @param key {string} Optional, key for the sprite sheet you want it to use. + * @returns {Sprite} The newly created sprite object. + */ + function (x, y, key) { + if (typeof key === "undefined") { key = ''; } + return this._world.createSprite(x, y, key); + }; + GameObjectFactory.prototype.dynamicTexture = /** + * Create a new DynamicTexture with specific size. + * + * @param width {number} Width of the texture. + * @param height {number} Height of the texture. + * @returns {DynamicTexture} The newly created dynamic texture object. + */ + function (width, height) { + return this._world.createDynamicTexture(width, height); + }; + GameObjectFactory.prototype.group = /** + * Create a new object container. + * + * @param maxSize {number} Optional, capacity of this group. + * @returns {Group} The newly created group. + */ + function (maxSize) { + if (typeof maxSize === "undefined") { maxSize = 0; } + return this._world.createGroup(maxSize); + }; + GameObjectFactory.prototype.particle = /** + * Create a new Particle. + * + * @return {Particle} The newly created particle object. + */ + function () { + return this._world.createParticle(); + }; + GameObjectFactory.prototype.emitter = /** + * Create a new Emitter. + * + * @param x {number} Optional, x position of the emitter. + * @param y {number} Optional, y position of the emitter. + * @param size {number} Optional, size of this emitter. + * @return {Emitter} The newly created emitter object. + */ + function (x, y, size) { + if (typeof x === "undefined") { x = 0; } + if (typeof y === "undefined") { y = 0; } + if (typeof size === "undefined") { size = 0; } + return this._world.createEmitter(x, y, size); + }; + GameObjectFactory.prototype.scrollZone = /** + * Create a new ScrollZone object with image key, position and size. + * + * @param key {string} Key to a image you wish this object to use. + * @param x {number} X position of this object. + * @param y {number} Y position of this object. + * @param width number} Width of this object. + * @param height {number} Height of this object. + * @returns {ScrollZone} The newly created scroll zone object. + */ + function (key, x, y, width, height) { + if (typeof x === "undefined") { x = 0; } + if (typeof y === "undefined") { y = 0; } + if (typeof width === "undefined") { width = 0; } + if (typeof height === "undefined") { height = 0; } + return this._world.createScrollZone(key, x, y, width, height); + }; + GameObjectFactory.prototype.tilemap = /** + * Create a new Tilemap. + * + * @param key {string} Key for tileset image. + * @param mapData {string} Data of this tilemap. + * @param format {number} Format of map data. (Tilemap.FORMAT_CSV or Tilemap.FORMAT_TILED_JSON) + * @param [resizeWorld] {boolean} resize the world to make same as tilemap? + * @param [tileWidth] {number} width of each tile. + * @param [tileHeight] {number} height of each tile. + * @return {Tilemap} The newly created tilemap object. + */ + function (key, mapData, format, resizeWorld, tileWidth, tileHeight) { + if (typeof resizeWorld === "undefined") { resizeWorld = true; } + if (typeof tileWidth === "undefined") { tileWidth = 0; } + if (typeof tileHeight === "undefined") { tileHeight = 0; } + return this._world.createTilemap(key, mapData, format, resizeWorld, tileWidth, tileHeight); + }; + GameObjectFactory.prototype.tween = /** + * Create a tween object for a specific object. + * + * @param obj Object you wish the tween will affect. + * @return {Phaser.Tween} The newly created tween object. + */ + function (obj) { + return this._game.tweens.create(obj); + }; + GameObjectFactory.prototype.existingSprite = /** + * Add an existing Sprite to the current world. + * Note: This doesn't check or update the objects reference to Game. If that is wrong, all kinds of things will break. + * + * @param sprite The Sprite to add to the Game World + * @return {Phaser.Sprite} The Sprite object + */ + function (sprite) { + return this._world.group.add(sprite); + }; + GameObjectFactory.prototype.existingGeomSprite = /** + * Add an existing GeomSprite to the current world. + * Note: This doesn't check or update the objects reference to Game. If that is wrong, all kinds of things will break. + * + * @param sprite The GeomSprite to add to the Game World + * @return {Phaser.GeomSprite} The GeomSprite object + */ + function (sprite) { + return this._world.group.add(sprite); + }; + GameObjectFactory.prototype.existingEmitter = /** + * Add an existing Emitter to the current world. + * Note: This doesn't check or update the objects reference to Game. If that is wrong, all kinds of things will break. + * + * @param emitter The Emitter to add to the Game World + * @return {Phaser.Emitter} The Emitter object + */ + function (emitter) { + return this._world.group.add(emitter); + }; + GameObjectFactory.prototype.existingScrollZone = /** + * Add an existing ScrollZone to the current world. + * Note: This doesn't check or update the objects reference to Game. If that is wrong, all kinds of things will break. + * + * @param scrollZone The ScrollZone to add to the Game World + * @return {Phaser.ScrollZone} The ScrollZone object + */ + function (scrollZone) { + return this._world.group.add(scrollZone); + }; + GameObjectFactory.prototype.existingTilemap = /** + * Add an existing Tilemap to the current world. + * Note: This doesn't check or update the objects reference to Game. If that is wrong, all kinds of things will break. + * + * @param tilemap The Tilemap to add to the Game World + * @return {Phaser.Tilemap} The Tilemap object + */ + function (tilemap) { + return this._world.group.add(tilemap); + }; + GameObjectFactory.prototype.existingTween = /** + * Add an existing Tween to the current world. + * Note: This doesn't check or update the objects reference to Game. If that is wrong, all kinds of things will break. + * + * @param tween The Tween to add to the Game World + * @return {Phaser.Tween} The Tween object + */ + function (tween) { + return this._game.tweens.add(tween); + }; + return GameObjectFactory; + })(); + Phaser.GameObjectFactory = GameObjectFactory; +})(Phaser || (Phaser = {})); +/// +/// +/** +* Phaser - Group +* +* This class is used for organising, updating and sorting game objects. +*/ +var Phaser; +(function (Phaser) { + var Group = (function (_super) { + __extends(Group, _super); + function Group(game, MaxSize) { + if (typeof MaxSize === "undefined") { MaxSize = 0; } + _super.call(this, game); + /** + * You can set a globalCompositeOperation that will be applied before the render method is called on this Groups children. + * This is useful if you wish to apply an effect like 'lighten' to a whole group of children as it saves doing it one-by-one. + * If this value is set it will call a canvas context save and restore before and after the render pass. + * Set to null to disable. + */ + this.globalCompositeOperation = null; + /** + * You can set an alpha value on this Group that will be applied before the render method is called on this Groups children. + * This is useful if you wish to alpha a whole group of children as it saves doing it one-by-one. + * Set to 0 to disable. + */ + this.alpha = 0; + this.isGroup = true; + this.members = []; + this.length = 0; + this._maxSize = MaxSize; + this._marker = 0; + this._sortIndex = null; + this.cameraBlacklist = []; + } + Group.ASCENDING = -1; + Group.DESCENDING = 1; + Group.prototype.hideFromCamera = /** + * If you do not wish this object to be visible to a specific camera, pass the camera here. + * + * @param camera {Camera} The specific camera. + */ + function (camera) { + if(this.cameraBlacklist.indexOf(camera.ID) == -1) { + this.cameraBlacklist.push(camera.ID); + } + }; + Group.prototype.showToCamera = /** + * Make this object only visible to a specific camera. + * + * @param camera {Camera} The camera you wish it to be visible. + */ + function (camera) { + if(this.cameraBlacklist.indexOf(camera.ID) !== -1) { + this.cameraBlacklist.slice(this.cameraBlacklist.indexOf(camera.ID), 1); + } + }; + Group.prototype.clearCameraList = /** + * This clears the camera black list, making the GameObject visible to all cameras. + */ + function () { + this.cameraBlacklist.length = 0; + }; + Group.prototype.destroy = /** + * Override this function to handle any deleting or "shutdown" type operations you might need, + * such as removing traditional Flash children like Basic objects. + */ + function () { + if(this.members != null) { + var basic; + var i = 0; + while(i < this.length) { + basic = this.members[i++]; + if(basic != null) { + basic.destroy(); + } + } + this.members.length = 0; + } + this._sortIndex = null; + }; + Group.prototype.update = /** + * Automatically goes through and calls update on everything you added. + */ + function (forceUpdate) { + if (typeof forceUpdate === "undefined") { forceUpdate = false; } + if(this.ignoreGlobalUpdate && forceUpdate == false) { + return; + } + var basic; + var i = 0; + while(i < this.length) { + basic = this.members[i++]; + if((basic != null) && basic.exists && basic.active && basic.ignoreGlobalUpdate == false) { + basic.preUpdate(); + basic.update(forceUpdate); + basic.postUpdate(); + } + } + }; + Group.prototype.render = /** + * Automatically goes through and calls render on everything you added. + */ + function (camera, cameraOffsetX, cameraOffsetY, forceRender) { + if (typeof forceRender === "undefined") { forceRender = false; } + if(this.cameraBlacklist.indexOf(camera.ID) !== -1) { + return; + } + if(this.ignoreGlobalRender && forceRender == false) { + return; + } + if(this.globalCompositeOperation) { + this._game.stage.context.save(); + this._game.stage.context.globalCompositeOperation = this.globalCompositeOperation; + } + if(this.alpha > 0) { + var prevAlpha = this._game.stage.context.globalAlpha; + this._game.stage.context.globalAlpha = this.alpha; + } + var basic; + var i = 0; + while(i < this.length) { + basic = this.members[i++]; + if((basic != null) && basic.exists && basic.visible && basic.ignoreGlobalRender == false) { + basic.render(camera, cameraOffsetX, cameraOffsetY, forceRender); + } + } + if(this.alpha > 0) { + this._game.stage.context.globalAlpha = prevAlpha; + } + if(this.globalCompositeOperation) { + this._game.stage.context.restore(); + } + }; + Object.defineProperty(Group.prototype, "maxSize", { + get: /** + * The maximum capacity of this group. Default is 0, meaning no max capacity, and the group can just grow. + */ + function () { + return this._maxSize; + }, + set: /** + * @private + */ + function (Size) { + this._maxSize = Size; + if(this._marker >= this._maxSize) { + this._marker = 0; + } + if((this._maxSize == 0) || (this.members == null) || (this._maxSize >= this.members.length)) { + return; + } + //If the max size has shrunk, we need to get rid of some objects + var basic; + var i = this._maxSize; + var l = this.members.length; + while(i < l) { + basic = this.members[i++]; + if(basic != null) { + basic.destroy(); + } + } + this.length = this.members.length = this._maxSize; + }, + enumerable: true, + configurable: true + }); + Group.prototype.add = /** + * Adds a new Basic subclass (Basic, GameObject, Sprite, etc) to the group. + * Group will try to replace a null member of the array first. + * Failing that, Group will add it to the end of the member array, + * assuming there is room for it, and doubling the size of the array if necessary. + * + *

WARNING: If the group has a maxSize that has already been met, + * the object will NOT be added to the group!

+ * + * @param {Basic} Object The object you want to add to the group. + * @return {Basic} The same Basic object that was passed in. + */ + function (Object) { + //Don't bother adding an object twice. + if(this.members.indexOf(Object) >= 0) { + return Object; + } + //First, look for a null entry where we can add the object. + var i = 0; + var l = this.members.length; + while(i < l) { + if(this.members[i] == null) { + this.members[i] = Object; + if(i >= this.length) { + this.length = i + 1; + } + return Object; + } + i++; + } + //Failing that, expand the array (if we can) and add the object. + if(this._maxSize > 0) { + if(this.members.length >= this._maxSize) { + return Object; + } else if(this.members.length * 2 <= this._maxSize) { + this.members.length *= 2; + } else { + this.members.length = this._maxSize; + } + } else { + this.members.length *= 2; + } + //If we made it this far, then we successfully grew the group, + //and we can go ahead and add the object at the first open slot. + this.members[i] = Object; + this.length = i + 1; + return Object; + }; + Group.prototype.recycle = /** + * Recycling is designed to help you reuse game objects without always re-allocating or "newing" them. + * + *

If you specified a maximum size for this group (like in Emitter), + * then recycle will employ what we're calling "rotating" recycling. + * Recycle() will first check to see if the group is at capacity yet. + * If group is not yet at capacity, recycle() returns a new object. + * If the group IS at capacity, then recycle() just returns the next object in line.

+ * + *

If you did NOT specify a maximum size for this group, + * then recycle() will employ what we're calling "grow-style" recycling. + * Recycle() will return either the first object with exists == false, + * or, finding none, add a new object to the array, + * doubling the size of the array if necessary.

+ * + *

WARNING: If this function needs to create a new object, + * and no object class was provided, it will return null + * instead of a valid object!

+ * + * @param {class} ObjectClass The class type you want to recycle (e.g. Basic, EvilRobot, etc). Do NOT "new" the class in the parameter! + * + * @return {any} A reference to the object that was created. Don't forget to cast it back to the Class you want (e.g. myObject = myGroup.recycle(myObjectClass) as myObjectClass;). + */ + function (ObjectClass) { + if (typeof ObjectClass === "undefined") { ObjectClass = null; } + var basic; + if(this._maxSize > 0) { + if(this.length < this._maxSize) { + if(ObjectClass == null) { + return null; + } + return this.add(new ObjectClass(this._game)); + } else { + basic = this.members[this._marker++]; + if(this._marker >= this._maxSize) { + this._marker = 0; + } + return basic; + } + } else { + basic = this.getFirstAvailable(ObjectClass); + if(basic != null) { + return basic; + } + if(ObjectClass == null) { + return null; + } + return this.add(new ObjectClass(this._game)); + } + }; + Group.prototype.remove = /** + * Removes an object from the group. + * + * @param {Basic} object The Basic you want to remove. + * @param {boolean} splice Whether the object should be cut from the array entirely or not. + * + * @return {Basic} The removed object. + */ + function (object, splice) { + if (typeof splice === "undefined") { splice = false; } + var index = this.members.indexOf(object); + if((index < 0) || (index >= this.members.length)) { + return null; + } + if(splice) { + this.members.splice(index, 1); + this.length--; + } else { + this.members[index] = null; + } + return object; + }; + Group.prototype.replace = /** + * Replaces an existing Basic with a new one. + * + * @param {Basic} oldObject The object you want to replace. + * @param {Basic} newObject The new object you want to use instead. + * + * @return {Basic} The new object. + */ + function (oldObject, newObject) { + var index = this.members.indexOf(oldObject); + if((index < 0) || (index >= this.members.length)) { + return null; + } + this.members[index] = newObject; + return newObject; + }; + Group.prototype.sort = /** + * Call this function to sort the group according to a particular value and order. + * For example, to sort game objects for Zelda-style overlaps you might call + * myGroup.sort("y",Group.ASCENDING) at the bottom of your + * State.update() override. To sort all existing objects after + * a big explosion or bomb attack, you might call myGroup.sort("exists",Group.DESCENDING). + * + * @param {string} index The string name of the member variable you want to sort on. Default value is "y". + * @param {number} order A Group constant that defines the sort order. Possible values are Group.ASCENDING and Group.DESCENDING. Default value is Group.ASCENDING. + */ + function (index, order) { + if (typeof index === "undefined") { index = "y"; } + if (typeof order === "undefined") { order = Phaser.Group.ASCENDING; } + this._sortIndex = index; + this._sortOrder = order; + this.members.sort(this.sortHandler); + }; + Group.prototype.setAll = /** + * Go through and set the specified variable to the specified value on all members of the group. + * + * @param {string} VariableName The string representation of the variable name you want to modify, for example "visible" or "scrollFactor". + * @param {Object} Value The value you want to assign to that variable. + * @param {boolean} Recurse Default value is true, meaning if setAll() encounters a member that is a group, it will call setAll() on that group rather than modifying its variable. + */ + function (VariableName, Value, Recurse) { + if (typeof Recurse === "undefined") { Recurse = true; } + var basic; + var i = 0; + while(i < length) { + basic = this.members[i++]; + if(basic != null) { + if(Recurse && (basic.isGroup == true)) { + basic['setAll'](VariableName, Value, Recurse); + } else { + basic[VariableName] = Value; + } + } + } + }; + Group.prototype.callAll = /** + * Go through and call the specified function on all members of the group. + * Currently only works on functions that have no required parameters. + * + * @param {string} FunctionName The string representation of the function you want to call on each object, for example "kill()" or "init()". + * @param {boolean} Recurse Default value is true, meaning if callAll() encounters a member that is a group, it will call callAll() on that group rather than calling the group's function. + */ + function (FunctionName, Recurse) { + if (typeof Recurse === "undefined") { Recurse = true; } + var basic; + var i = 0; + while(i < this.length) { + basic = this.members[i++]; + if(basic != null) { + if(Recurse && (basic.isGroup == true)) { + basic['callAll'](FunctionName, Recurse); + } else { + basic[FunctionName](); + } + } + } + }; + Group.prototype.forEach = /** + * @param {function} callback + * @param {boolean} recursive + */ + function (callback, recursive) { + if (typeof recursive === "undefined") { recursive = false; } + var basic; + var i = 0; + while(i < this.length) { + basic = this.members[i++]; + if(basic != null) { + if(recursive && (basic.isGroup == true)) { + basic.forEach(callback, true); + } else { + callback.call(this, basic); + } + } + } + }; + Group.prototype.forEachAlive = /** + * @param {any} context + * @param {function} callback + * @param {boolean} recursive + */ + function (context, callback, recursive) { + if (typeof recursive === "undefined") { recursive = false; } + var basic; + var i = 0; + while(i < this.length) { + basic = this.members[i++]; + if(basic != null && basic.alive) { + if(recursive && (basic.isGroup == true)) { + basic.forEachAlive(context, callback, true); + } else { + callback.call(context, basic); + } + } + } + }; + Group.prototype.getFirstAvailable = /** + * Call this function to retrieve the first object with exists == false in the group. + * This is handy for recycling in general, e.g. respawning enemies. + * + * @param {any} [ObjectClass] An optional parameter that lets you narrow the results to instances of this particular class. + * + * @return {any} A Basic currently flagged as not existing. + */ + function (ObjectClass) { + if (typeof ObjectClass === "undefined") { ObjectClass = null; } + var basic; + var i = 0; + while(i < this.length) { + basic = this.members[i++]; + if((basic != null) && !basic.exists && ((ObjectClass == null) || (typeof basic === ObjectClass))) { + return basic; + } + } + return null; + }; + Group.prototype.getFirstNull = /** + * Call this function to retrieve the first index set to 'null'. + * Returns -1 if no index stores a null object. + * + * @return {number} An int indicating the first null slot in the group. + */ + function () { + var basic; + var i = 0; + var l = this.members.length; + while(i < l) { + if(this.members[i] == null) { + return i; + } else { + i++; + } + } + return -1; + }; + Group.prototype.getFirstExtant = /** + * Call this function to retrieve the first object with exists == true in the group. + * This is handy for checking if everything's wiped out, or choosing a squad leader, etc. + * + * @return {Basic} A Basic currently flagged as existing. + */ + function () { + var basic; + var i = 0; + while(i < length) { + basic = this.members[i++]; + if((basic != null) && basic.exists) { + return basic; + } + } + return null; + }; + Group.prototype.getFirstAlive = /** + * Call this function to retrieve the first object with dead == false in the group. + * This is handy for checking if everything's wiped out, or choosing a squad leader, etc. + * + * @return {Basic} A Basic currently flagged as not dead. + */ + function () { + var basic; + var i = 0; + while(i < this.length) { + basic = this.members[i++]; + if((basic != null) && basic.exists && basic.alive) { + return basic; + } + } + return null; + }; + Group.prototype.getFirstDead = /** + * Call this function to retrieve the first object with dead == true in the group. + * This is handy for checking if everything's wiped out, or choosing a squad leader, etc. + * + * @return {Basic} A Basic currently flagged as dead. + */ + function () { + var basic; + var i = 0; + while(i < this.length) { + basic = this.members[i++]; + if((basic != null) && !basic.alive) { + return basic; + } + } + return null; + }; + Group.prototype.countLiving = /** + * Call this function to find out how many members of the group are not dead. + * + * @return {number} The number of Basics flagged as not dead. Returns -1 if group is empty. + */ + function () { + var count = -1; + var basic; + var i = 0; + while(i < this.length) { + basic = this.members[i++]; + if(basic != null) { + if(count < 0) { + count = 0; + } + if(basic.exists && basic.alive) { + count++; + } + } + } + return count; + }; + Group.prototype.countDead = /** + * Call this function to find out how many members of the group are dead. + * + * @return {number} The number of Basics flagged as dead. Returns -1 if group is empty. + */ + function () { + var count = -1; + var basic; + var i = 0; + while(i < this.length) { + basic = this.members[i++]; + if(basic != null) { + if(count < 0) { + count = 0; + } + if(!basic.alive) { + count++; + } + } + } + return count; + }; + Group.prototype.getRandom = /** + * Returns a member at random from the group. + * + * @param {number} StartIndex Optional offset off the front of the array. Default value is 0, or the beginning of the array. + * @param {number} Length Optional restriction on the number of values you want to randomly select from. + * + * @return {Basic} A Basic from the members list. + */ + function (StartIndex, Length) { + if (typeof StartIndex === "undefined") { StartIndex = 0; } + if (typeof Length === "undefined") { Length = 0; } + if(Length == 0) { + Length = this.length; + } + return this._game.math.getRandom(this.members, StartIndex, Length); + }; + Group.prototype.clear = /** + * Remove all instances of Basic subclass (Basic, Block, etc) from the list. + * WARNING: does not destroy() or kill() any of these objects! + */ + function () { + this.length = this.members.length = 0; + }; + Group.prototype.kill = /** + * Calls kill on the group's members and then on the group itself. + */ + function () { + var basic; + var i = 0; + while(i < this.length) { + basic = this.members[i++]; + if((basic != null) && basic.exists) { + basic.kill(); + } + } + }; + Group.prototype.sortHandler = /** + * Helper function for the sort process. + * + * @param {Basic} Obj1 The first object being sorted. + * @param {Basic} Obj2 The second object being sorted. + * + * @return {number} An integer value: -1 (Obj1 before Obj2), 0 (same), or 1 (Obj1 after Obj2). + */ + function (Obj1, Obj2) { + if(Obj1[this._sortIndex] < Obj2[this._sortIndex]) { + return this._sortOrder; + } else if(Obj1[this._sortIndex] > Obj2[this._sortIndex]) { + return -this._sortOrder; + } + return 0; + }; + return Group; + })(Phaser.Basic); + Phaser.Group = Group; +})(Phaser || (Phaser = {})); /// /** * Phaser - SignalBinding @@ -521,7 +4610,7 @@ var Phaser; this._parent.context.fillRect(_dx, _dy, this.width, this.height); } else if(this.type == CollisionMask.CIRCLE) { this._parent.context.beginPath(); - this._parent.context.arc(_dx, _dy, this.circle.radius, 0, Math.PI * 2); + this._parent.context.arc(_dx, _dy, this.circle.radius, 0, Phaser.Math.PI * 2); this._parent.context.fill(); this._parent.context.closePath(); } @@ -811,11 +4900,6 @@ var Phaser; })(); Phaser.CollisionMask = CollisionMask; })(Phaser || (Phaser = {})); -var __extends = this.__extends || function (d, b) { - function __() { this.constructor = d; } - __.prototype = b.prototype; - d.prototype = new __(); -}; /// /// /// @@ -845,7 +4929,7 @@ var Phaser; if (typeof y === "undefined") { y = 0; } if (typeof width === "undefined") { width = 16; } if (typeof height === "undefined") { height = 16; } - _super.call(this, game); + _super.call(this, game); /** * Angle of this object. * @type {number} @@ -885,15 +4969,15 @@ var Phaser; this._inputOver = false; this.canvas = game.stage.canvas; this.context = game.stage.context; - this.frameBounds = new Phaser.Rectangle(x, y, width, height); + this.frameBounds = new Rectangle(x, y, width, height); this.exists = true; this.active = true; this.visible = true; this.alive = true; this.isGroup = false; this.alpha = 1; - this.scale = new Phaser.MicroPoint(1, 1); - this.last = new Phaser.MicroPoint(x, y); + this.scale = new MicroPoint(1, 1); + this.last = new MicroPoint(x, y); this.align = GameObject.ALIGN_TOP_LEFT; this.mass = 1; this.elasticity = 0; @@ -901,21 +4985,21 @@ var Phaser; this.immovable = false; this.moves = true; this.worldBounds = null; - this.touching = Phaser.Collision.NONE; - this.wasTouching = Phaser.Collision.NONE; - this.allowCollisions = Phaser.Collision.ANY; - this.velocity = new Phaser.MicroPoint(); - this.acceleration = new Phaser.MicroPoint(); - this.drag = new Phaser.MicroPoint(); - this.maxVelocity = new Phaser.MicroPoint(10000, 10000); + this.touching = Collision.NONE; + this.wasTouching = Collision.NONE; + this.allowCollisions = Collision.ANY; + this.velocity = new MicroPoint(); + this.acceleration = new MicroPoint(); + this.drag = new MicroPoint(); + this.maxVelocity = new MicroPoint(10000, 10000); this.angle = 0; this.angularVelocity = 0; this.angularAcceleration = 0; this.angularDrag = 0; this.maxAngular = 10000; this.cameraBlacklist = []; - this.scrollFactor = new Phaser.MicroPoint(1, 1); - this.collisionMask = new Phaser.CollisionMask(game, this, x, y, width, height); + this.scrollFactor = new MicroPoint(1, 1); + this.collisionMask = new CollisionMask(game, this, x, y, width, height); } GameObject.ALIGN_TOP_LEFT = 0; GameObject.ALIGN_TOP_CENTER = 1; @@ -949,7 +5033,7 @@ var Phaser; this.updateMotion(); } if(this.worldBounds != null) { - if(this.outOfBoundsAction == GameObject.OUT_OF_BOUNDS_KILL) { + if(this.outOfBoundsAction == Phaser.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(); } @@ -1242,7 +5326,7 @@ var Phaser; * @param action {number} The action to take if the object hits the world bounds, either OUT_OF_BOUNDS_KILL or OUT_OF_BOUNDS_STOP */ function (action) { - if (typeof action === "undefined") { action = GameObject.OUT_OF_BOUNDS_STOP; } + if (typeof action === "undefined") { action = Phaser.GameObject.OUT_OF_BOUNDS_STOP; } this.setBounds(this._game.world.bounds.x, this._game.world.bounds.y, this._game.world.bounds.width, this._game.world.bounds.height); this.outOfBoundsAction = action; }; @@ -1345,8133 +5429,6 @@ var Phaser; })(Phaser.Basic); Phaser.GameObject = GameObject; })(Phaser || (Phaser = {})); -/// -/// -/** -* Phaser - Camera -* -* A Camera is your view into the game world. It has a position, size, scale and rotation and renders only those objects -* within its field of view. The game automatically creates a single Stage sized camera on boot, but it can be changed and -* additional cameras created via the CameraManager. -*/ -var Phaser; -(function (Phaser) { - var Camera = (function () { - /** - *Sprite constructor - * Instantiates a new camera at the specified location, with the specified size and zoom level. - * - * @param game {Phaser.Game} Current game instance. - * @param id {number} Unique identity. - * @param x {number} X location of the camera's display in pixels. Uses native, 1:1 resolution, ignores zoom. - * @param y {number} Y location of the camera's display in pixels. Uses native, 1:1 resolution, ignores zoom. - * @param width {number} The width of the camera display in pixels. - * @param height {number} The height of the camera display in pixels. - */ - function Camera(game, id, x, y, width, height) { - this._clip = false; - this._rotation = 0; - this._target = null; - this._sx = 0; - this._sy = 0; - /** - * Scale factor of the camera. - * @type {MicroPoint} - */ - this.scale = new Phaser.MicroPoint(1, 1); - /** - * Scrolling factor. - * @type {MicroPoint} - */ - this.scroll = new Phaser.MicroPoint(0, 0); - /** - * Camera bounds. - * @type {Rectangle} - */ - this.bounds = null; - /** - * Sprite moving inside this rectangle will not cause camera moving. - * @type {Rectangle} - */ - this.deadzone = null; - // Camera Border - this.disableClipping = false; - /** - * Whether render border of this camera or not. (default is false) - * @type {boolean} - */ - this.showBorder = false; - /** - * Color of border of this camera. (in css color string) - * @type {string} - */ - this.borderColor = 'rgb(255,255,255)'; - /** - * Whether the camera background is opaque or not. If set to true the Camera is filled with - * the value of Camera.backgroundColor every frame. - * @type {boolean} - */ - this.opaque = false; - /** - * Clears the camera every frame using a canvas clearRect call (default to true). - * Note that this erases anything below the camera as well, so do not use it in conjuction with a camera - * that uses alpha or that needs to be able to manage opacity. Equally if Camera.opaque is set to true - * then set Camera.clear to false to save rendering time. - * By default the Stage will clear itself every frame, so be sure not to double-up clear calls. - * @type {boolean} - */ - this.clear = false; - /** - * Background color in css color string. - * @type {string} - */ - this._bgColor = 'rgb(0,0,0)'; - /** - * Background texture repeat style. (default is 'repeat') - * @type {string} - */ - this._bgTextureRepeat = 'repeat'; - // Camera Shadow - /** - * Render camera shadow or not. (default is false) - * @type {boolean} - */ - this.showShadow = false; - /** - * Color of shadow, in css color string. - * @type {string} - */ - this.shadowColor = 'rgb(0,0,0)'; - /** - * Blur factor of shadow. - * @type {number} - */ - this.shadowBlur = 10; - /** - * Offset of the shadow from camera's position. - * @type {MicroPoint} - */ - this.shadowOffset = new Phaser.MicroPoint(4, 4); - /** - * Whether this camera visible or not. (default is true) - * @type {boolean} - */ - this.visible = true; - /** - * Alpha of the camera. (everything rendered to this camera will be affected) - * @type {number} - */ - this.alpha = 1; - /** - * The x position of the current input event in world coordinates. - * @type {number} - */ - this.inputX = 0; - /** - * The y position of the current input event in world coordinates. - * @type {number} - */ - this.inputY = 0; - this._game = game; - this.ID = id; - this._stageX = x; - this._stageY = y; - this.fx = new Phaser.FXManager(this._game, this); - // The view into the world canvas we wish to render - this.worldView = new Phaser.Rectangle(0, 0, width, height); - this.checkClip(); - } - Camera.STYLE_LOCKON = 0; - Camera.STYLE_PLATFORMER = 1; - Camera.STYLE_TOPDOWN = 2; - Camera.STYLE_TOPDOWN_TIGHT = 3; - Camera.prototype.follow = /** - * Tells this camera object what sprite to track. - * @param target {Sprite} The object you want the camera to track. Set to null to not follow anything. - * @param [style] {number} Leverage one of the existing "deadzone" presets. If you use a custom deadzone, ignore this parameter and manually specify the deadzone after calling follow(). - */ - function (target, style) { - if (typeof style === "undefined") { style = Camera.STYLE_LOCKON; } - this._target = target; - var helper; - switch(style) { - case Camera.STYLE_PLATFORMER: - var w = this.width / 8; - var h = this.height / 3; - this.deadzone = new Phaser.Rectangle((this.width - w) / 2, (this.height - h) / 2 - h * 0.25, w, h); - break; - case Camera.STYLE_TOPDOWN: - helper = Math.max(this.width, this.height) / 4; - this.deadzone = new Phaser.Rectangle((this.width - helper) / 2, (this.height - helper) / 2, helper, helper); - break; - case Camera.STYLE_TOPDOWN_TIGHT: - helper = Math.max(this.width, this.height) / 8; - this.deadzone = new Phaser.Rectangle((this.width - helper) / 2, (this.height - helper) / 2, helper, helper); - break; - case Camera.STYLE_LOCKON: - default: - this.deadzone = null; - break; - } - }; - Camera.prototype.focusOnXY = /** - * Move the camera focus to this location instantly. - * @param x {number} X position. - * @param y {number} Y position. - */ - function (x, y) { - x += (x > 0) ? 0.0000001 : -0.0000001; - y += (y > 0) ? 0.0000001 : -0.0000001; - this.scroll.x = Math.round(x - this.worldView.halfWidth); - this.scroll.y = Math.round(y - this.worldView.halfHeight); - }; - Camera.prototype.focusOn = /** - * Move the camera focus to this location instantly. - * @param point {any} Point you want to focus. - */ - function (point) { - point.x += (point.x > 0) ? 0.0000001 : -0.0000001; - point.y += (point.y > 0) ? 0.0000001 : -0.0000001; - this.scroll.x = Math.round(point.x - this.worldView.halfWidth); - this.scroll.y = Math.round(point.y - this.worldView.halfHeight); - }; - Camera.prototype.setBounds = /** - * Specify the boundaries of the world or where the camera is allowed to move. - * - * @param x {number} The smallest X value of your world (usually 0). - * @param y {number} The smallest Y value of your world (usually 0). - * @param width {number} The largest X value of your world (usually the world width). - * @param height {number} The largest Y value of your world (usually the world height). - */ - function (x, y, width, height) { - if (typeof x === "undefined") { x = 0; } - if (typeof y === "undefined") { y = 0; } - if (typeof width === "undefined") { width = 0; } - if (typeof height === "undefined") { height = 0; } - if(this.bounds == null) { - this.bounds = new Phaser.Rectangle(); - } - this.bounds.setTo(x, y, width, height); - this.scroll.setTo(0, 0); - this.update(); - }; - Camera.prototype.update = /** - * Update focusing and scrolling. - */ - function () { - this.fx.preUpdate(); - if(this._target !== null) { - if(this.deadzone == null) { - this.focusOnXY(this._target.x, this._target.y); - } else { - var edge; - var targetX = this._target.x + ((this._target.x > 0) ? 0.0000001 : -0.0000001); - var targetY = this._target.y + ((this._target.y > 0) ? 0.0000001 : -0.0000001); - edge = targetX - this.deadzone.x; - if(this.scroll.x > edge) { - this.scroll.x = edge; - } - edge = targetX + this._target.width - this.deadzone.x - this.deadzone.width; - if(this.scroll.x < edge) { - this.scroll.x = edge; - } - edge = targetY - this.deadzone.y; - if(this.scroll.y > edge) { - this.scroll.y = edge; - } - edge = targetY + this._target.height - this.deadzone.y - this.deadzone.height; - if(this.scroll.y < edge) { - this.scroll.y = edge; - } - } - } - // Make sure we didn't go outside the cameras bounds - if(this.bounds !== null) { - if(this.scroll.x < this.bounds.left) { - this.scroll.x = this.bounds.left; - } - if(this.scroll.x > this.bounds.right - this.width) { - this.scroll.x = (this.bounds.right - this.width) + 1; - } - if(this.scroll.y < this.bounds.top) { - this.scroll.y = this.bounds.top; - } - if(this.scroll.y > this.bounds.bottom - this.height) { - this.scroll.y = (this.bounds.bottom - this.height) + 1; - } - } - this.worldView.x = this.scroll.x; - this.worldView.y = this.scroll.y; - // Input values - this.inputX = this.worldView.x + this._game.input.x; - this.inputY = this.worldView.y + this._game.input.y; - this.fx.postUpdate(); - }; - Camera.prototype.render = /** - * Draw background, shadow, effects, and objects if this is visible. - */ - function () { - if(this.visible === false || this.alpha < 0.1) { - return; - } - if(this._rotation !== 0 || this._clip || this.scale.x !== 1 || this.scale.y !== 1) { - this._game.stage.context.save(); - } - // It may be safer/quicker to just save the context every frame regardless (needs testing on mobile - sucked on Android 2.x) - //this._game.stage.context.save(); - this.fx.preRender(this, this._stageX, this._stageY, this.worldView.width, this.worldView.height); - if(this.alpha !== 1) { - this._game.stage.context.globalAlpha = this.alpha; - } - this._sx = this._stageX; - this._sy = this._stageY; - // Shadow - if(this.showShadow == true) { - this._game.stage.context.shadowColor = this.shadowColor; - this._game.stage.context.shadowBlur = this.shadowBlur; - this._game.stage.context.shadowOffsetX = this.shadowOffset.x; - this._game.stage.context.shadowOffsetY = this.shadowOffset.y; - } - // Scale on - if(this.scale.x !== 1 || this.scale.y !== 1) { - this._game.stage.context.scale(this.scale.x, this.scale.y); - this._sx = this._sx / this.scale.x; - this._sy = this._sy / this.scale.y; - } - // Rotation - translate to the mid-point of the camera - if(this._rotation !== 0) { - this._game.stage.context.translate(this._sx + this.worldView.halfWidth, this._sy + this.worldView.halfHeight); - this._game.stage.context.rotate(this._rotation * (Math.PI / 180)); - // now shift back to where that should actually render - this._game.stage.context.translate(-(this._sx + this.worldView.halfWidth), -(this._sy + this.worldView.halfHeight)); - } - if(this.clear == true) { - this._game.stage.context.clearRect(this._sx, this._sy, this.worldView.width, this.worldView.height); - } - // Background - if(this.opaque == true) { - if(this._bgTexture) { - this._game.stage.context.fillStyle = this._bgTexture; - this._game.stage.context.fillRect(this._sx, this._sy, this.worldView.width, this.worldView.height); - } else { - this._game.stage.context.fillStyle = this._bgColor; - this._game.stage.context.fillRect(this._sx, this._sy, this.worldView.width, this.worldView.height); - } - } - // Shadow off - if(this.showShadow == true) { - this._game.stage.context.shadowBlur = 0; - this._game.stage.context.shadowOffsetX = 0; - this._game.stage.context.shadowOffsetY = 0; - } - this.fx.render(this, this._stageX, this._stageY, this.worldView.width, this.worldView.height); - // Clip the camera so we don't get sprites appearing outside the edges - if(this._clip == true && this.disableClipping == false) { - this._game.stage.context.beginPath(); - this._game.stage.context.rect(this._sx, this._sy, this.worldView.width, this.worldView.height); - this._game.stage.context.closePath(); - this._game.stage.context.clip(); - } - this._game.world.group.render(this, this._sx, this._sy); - if(this.showBorder == true) { - this._game.stage.context.strokeStyle = this.borderColor; - this._game.stage.context.lineWidth = 1; - this._game.stage.context.rect(this._sx, this._sy, this.worldView.width, this.worldView.height); - this._game.stage.context.stroke(); - } - // Scale off - if(this.scale.x !== 1 || this.scale.y !== 1) { - this._game.stage.context.scale(1, 1); - } - this.fx.postRender(this, this._sx, this._sy, this.worldView.width, this.worldView.height); - if(this._rotation !== 0 || (this._clip && this.disableClipping == false)) { - this._game.stage.context.translate(0, 0); - } - if(this._rotation !== 0 || this._clip || this.scale.x !== 1 || this.scale.y !== 1) { - this._game.stage.context.restore(); - } - if(this.alpha !== 1) { - this._game.stage.context.globalAlpha = 1; - } - }; - Object.defineProperty(Camera.prototype, "backgroundColor", { - get: function () { - return this._bgColor; - }, - set: function (color) { - this._bgColor = color; - }, - enumerable: true, - configurable: true - }); - Camera.prototype.setTexture = /** - * Set camera background texture. - * @param key {string} Asset key of the texture. - * @param [repeat] {string} what kind of repeat will this texture used for background. - */ - function (key, repeat) { - if (typeof repeat === "undefined") { repeat = 'repeat'; } - this._bgTexture = this._game.stage.context.createPattern(this._game.cache.getImage(key), repeat); - this._bgTextureRepeat = repeat; - }; - Camera.prototype.setPosition = /** - * Set position of this camera. - * @param x {number} X position. - * @param y {number} Y position. - */ - function (x, y) { - this._stageX = x; - this._stageY = y; - this.checkClip(); - }; - Camera.prototype.setSize = /** - * Give this camera a new size. - * @param width {number} Width of new size. - * @param height {number} Height of new size. - */ - function (width, height) { - this.worldView.width = width; - this.worldView.height = height; - this.checkClip(); - }; - Camera.prototype.renderDebugInfo = /** - * Render debug infos. (including id, position, rotation, scrolling factor, bounds and some other properties) - * @param x {number} X position of the debug info to be rendered. - * @param y {number} Y position of the debug info to be rendered. - * @param [color] {number} color of the debug info to be rendered. (format is css color string) - */ - function (x, y, color) { - if (typeof color === "undefined") { color = 'rgb(255,255,255)'; } - this._game.stage.context.fillStyle = color; - this._game.stage.context.fillText('Camera ID: ' + this.ID + ' (' + this.worldView.width + ' x ' + this.worldView.height + ')', x, y); - this._game.stage.context.fillText('X: ' + this._stageX + ' Y: ' + this._stageY + ' Rotation: ' + this._rotation, x, y + 14); - this._game.stage.context.fillText('World X: ' + this.scroll.x.toFixed(1) + ' World Y: ' + this.scroll.y.toFixed(1), x, y + 28); - if(this.bounds) { - this._game.stage.context.fillText('Bounds: ' + this.bounds.width + ' x ' + this.bounds.height, x, y + 56); - } - }; - Object.defineProperty(Camera.prototype, "x", { - get: function () { - return this._stageX; - }, - set: function (value) { - this._stageX = value; - this.checkClip(); - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Camera.prototype, "y", { - get: function () { - return this._stageY; - }, - set: function (value) { - this._stageY = value; - this.checkClip(); - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Camera.prototype, "width", { - get: function () { - return this.worldView.width; - }, - set: function (value) { - if(value > this._game.stage.width) { - value = this._game.stage.width; - } - this.worldView.width = value; - this.checkClip(); - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Camera.prototype, "height", { - get: function () { - return this.worldView.height; - }, - set: function (value) { - if(value > this._game.stage.height) { - value = this._game.stage.height; - } - this.worldView.height = value; - this.checkClip(); - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Camera.prototype, "rotation", { - get: function () { - return this._rotation; - }, - set: function (value) { - this._rotation = this._game.math.wrap(value, 360, 0); - }, - enumerable: true, - configurable: true - }); - Camera.prototype.checkClip = function () { - if(this._stageX !== 0 || this._stageY !== 0 || this.worldView.width < this._game.stage.width || this.worldView.height < this._game.stage.height) { - this._clip = true; - } else { - this._clip = false; - } - }; - return Camera; - })(); - Phaser.Camera = Camera; -})(Phaser || (Phaser = {})); -/// -/// -/// -/// -/** -* Phaser - Sprite -* -* The Sprite GameObject is an extension of the core GameObject that includes support for animation and dynamic textures. -* It's probably the most used GameObject of all. -*/ -var Phaser; -(function (Phaser) { - var Sprite = (function (_super) { - __extends(Sprite, _super); - /** - * Sprite constructor - * Create a new Sprite. - * - * @param game {Phaser.Game} Current game instance. - * @param [x] {number} the initial x position of the sprite. - * @param [y] {number} the initial y position of the sprite. - * @param [key] {string} Key of the graphic you want to load for this sprite. - */ - function Sprite(game, x, y, key) { - if (typeof x === "undefined") { x = 0; } - if (typeof y === "undefined") { y = 0; } - if (typeof key === "undefined") { key = null; } - _super.call(this, game, x, y); - /** - * Texture of this sprite is DynamicTexture? (default to false) - * @type {boolean} - */ - this._dynamicTexture = false; - // local rendering related temp vars to help avoid gc spikes - this._sx = 0; - this._sy = 0; - this._sw = 0; - this._sh = 0; - this._dx = 0; - this._dy = 0; - this._dw = 0; - this._dh = 0; - /** - * Render bound of this sprite for debugging? (default to false) - * @type {boolean} - */ - this.renderDebug = false; - /** - * Color of the Sprite when no image is present. Format is a css color string. - * @type {string} - */ - this.fillColor = 'rgb(255,255,255)'; - /** - * Color of bound when render debug. (see renderDebug) Format is a css color string. - * @type {string} - */ - this.renderDebugColor = 'rgba(0,255,0,0.5)'; - /** - * Color of points when render debug. (see renderDebug) Format is a css color string. - * @type {string} - */ - this.renderDebugPointColor = 'rgba(255,255,255,1)'; - /** - * Flip the graphic horizontally? (defaults to false) - * @type {boolean} - */ - this.flipped = false; - this._texture = null; - this.animations = new Phaser.AnimationManager(this._game, this); - if(key !== null) { - this.cacheKey = key; - this.loadGraphic(key); - } else { - this.frameBounds.width = 16; - this.frameBounds.height = 16; - } - } - Sprite.prototype.loadGraphic = /** - * 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. - */ - function (key, clearAnimations) { - if (typeof clearAnimations === "undefined") { clearAnimations = true; } - if(clearAnimations && this.animations.frameData !== null) { - this.animations.destroy(); - } - if(this._game.cache.getImage(key) !== null) { - if(this._game.cache.isSpriteSheet(key) == false) { - this._texture = this._game.cache.getImage(key); - this.frameBounds.width = this._texture.width; - this.frameBounds.height = this._texture.height; - this.collisionMask.width = this._texture.width; - this.collisionMask.height = this._texture.height; - } else { - this._texture = this._game.cache.getImage(key); - this.animations.loadFrameData(this._game.cache.getFrameData(key)); - this.collisionMask.width = this.animations.currentFrame.width; - this.collisionMask.height = this.animations.currentFrame.height; - } - this._dynamicTexture = false; - } - return this; - }; - Sprite.prototype.loadDynamicTexture = /** - * Load a DynamicTexture as its texture. - * @param texture {DynamicTexture} The texture object to be used by this sprite. - * @return {Sprite} Sprite instance itself. - */ - function (texture) { - this._texture = texture; - this.frameBounds.width = this._texture.width; - this.frameBounds.height = this._texture.height; - this._dynamicTexture = true; - return this; - }; - Sprite.prototype.makeGraphic = /** - * This function creates a flat colored square image dynamically. - * @param width {number} The width of the sprite you want to generate. - * @param height {number} The height of the sprite you want to generate. - * @param [color] {number} specifies the color of the generated block. (format is 0xAARRGGBB) - * @return {Sprite} Sprite instance itself. - */ - function (width, height, color) { - if (typeof color === "undefined") { color = 'rgb(255,255,255)'; } - this._texture = null; - this.width = width; - this.height = height; - this.fillColor = color; - this._dynamicTexture = false; - return this; - }; - Sprite.prototype.inCamera = /** - * Check whether this object is visible in a specific camera rectangle. - * @param camera {Rectangle} The rectangle you want to check. - * @return {boolean} Return true if bounds of this sprite intersects the given rectangle, otherwise return false. - */ - function (camera, cameraOffsetX, cameraOffsetY) { - // Object fixed in place regardless of the camera scrolling? Then it's always visible - if(this.scrollFactor.x == 0 && this.scrollFactor.y == 0) { - return true; - } - this._dx = (this.frameBounds.x - camera.x); - this._dy = (this.frameBounds.y - camera.y); - this._dw = this.frameBounds.width * this.scale.x; - this._dh = this.frameBounds.height * this.scale.y; - return (camera.right > this._dx) && (camera.x < this._dx + this._dw) && (camera.bottom > this._dy) && (camera.y < this._dy + this._dh); - }; - Sprite.prototype.postUpdate = /** - * Automatically called after update() by the game loop, this function just updates animations. - */ - function () { - this.animations.update(); - _super.prototype.postUpdate.call(this); - }; - Object.defineProperty(Sprite.prototype, "frame", { - get: function () { - return this.animations.frame; - }, - set: function (value) { - this.animations.frame = value; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Sprite.prototype, "frameName", { - get: function () { - return this.animations.frameName; - }, - set: function (value) { - this.animations.frameName = value; - }, - enumerable: true, - configurable: true - }); - Sprite.prototype.render = /** - * Render this sprite to specific camera. Called by game loop after update(). - * @param camera {Camera} Camera this sprite will be rendered to. - * @cameraOffsetX {number} X offset to the camera. - * @cameraOffsetY {number} Y offset to the camera. - * @return {boolean} Return false if not rendered, otherwise return true. - */ - function (camera, cameraOffsetX, cameraOffsetY) { - // Render checks - if(this.visible == false || this.scale.x == 0 || this.scale.y == 0 || this.alpha < 0.1 || this.cameraBlacklist.indexOf(camera.ID) !== -1 || this.inCamera(camera.worldView, cameraOffsetX, cameraOffsetY) == false) { - return false; - } - // Alpha - if(this.alpha !== 1) { - var globalAlpha = this.context.globalAlpha; - this.context.globalAlpha = this.alpha; - } - this._sx = 0; - this._sy = 0; - this._sw = this.frameBounds.width; - this._sh = this.frameBounds.height; - this._dx = (cameraOffsetX * this.scrollFactor.x) + this.frameBounds.topLeft.x - (camera.worldView.x * this.scrollFactor.x); - this._dy = (cameraOffsetY * this.scrollFactor.y) + this.frameBounds.topLeft.y - (camera.worldView.y * this.scrollFactor.y); - this._dw = this.frameBounds.width * this.scale.x; - this._dh = this.frameBounds.height * this.scale.y; - if(this.align == Phaser.GameObject.ALIGN_TOP_CENTER) { - this._dx -= this.frameBounds.halfWidth * this.scale.x; - } else if(this.align == Phaser.GameObject.ALIGN_TOP_RIGHT) { - this._dx -= this.frameBounds.width * this.scale.x; - } else if(this.align == Phaser.GameObject.ALIGN_CENTER_LEFT) { - this._dy -= this.frameBounds.halfHeight * this.scale.y; - } else if(this.align == Phaser.GameObject.ALIGN_CENTER) { - this._dx -= this.frameBounds.halfWidth * this.scale.x; - this._dy -= this.frameBounds.halfHeight * this.scale.y; - } else if(this.align == Phaser.GameObject.ALIGN_CENTER_RIGHT) { - this._dx -= this.frameBounds.width * this.scale.x; - this._dy -= this.frameBounds.halfHeight * this.scale.y; - } else if(this.align == Phaser.GameObject.ALIGN_BOTTOM_LEFT) { - this._dy -= this.frameBounds.height * this.scale.y; - } else if(this.align == Phaser.GameObject.ALIGN_BOTTOM_CENTER) { - this._dx -= this.frameBounds.halfWidth * this.scale.x; - this._dy -= this.frameBounds.height * this.scale.y; - } else if(this.align == Phaser.GameObject.ALIGN_BOTTOM_RIGHT) { - this._dx -= this.frameBounds.width * this.scale.x; - this._dy -= this.frameBounds.height * this.scale.y; - } - if(this._dynamicTexture == false && this.animations.currentFrame !== null) { - this._sx = this.animations.currentFrame.x; - this._sy = this.animations.currentFrame.y; - if(this.animations.currentFrame.trimmed) { - this._dx += this.animations.currentFrame.spriteSourceSizeX; - this._dy += this.animations.currentFrame.spriteSourceSizeY; - } - } - // Apply camera difference - if(this.scrollFactor.x !== 1 || this.scrollFactor.y !== 1) { - //this._dx -= (camera.worldView.x * this.scrollFactor.x); - //this._dy -= (camera.worldView.y * this.scrollFactor.y); - } - // Rotation - needs to work from origin point really, but for now from center - if(this.angle !== 0 || this.rotationOffset !== 0 || this.flipped == true) { - this.context.save(); - this.context.translate(this._dx + (this._dw / 2), this._dy + (this._dh / 2)); - if(this.renderRotation == true && (this.angle !== 0 || this.rotationOffset !== 0)) { - this.context.rotate((this.rotationOffset + this.angle) * (Math.PI / 180)); - } - this._dx = -(this._dw / 2); - this._dy = -(this._dh / 2); - if(this.flipped == true) { - this.context.scale(-1, 1); - } - } - this._sx = Math.round(this._sx); - this._sy = Math.round(this._sy); - this._sw = Math.round(this._sw); - this._sh = Math.round(this._sh); - this._dx = Math.round(this._dx); - this._dy = Math.round(this._dy); - this._dw = Math.round(this._dw); - this._dh = Math.round(this._dh); - if(this._texture != null) { - if(this._dynamicTexture) { - this.context.drawImage(this._texture.canvas, // Source Image - this._sx, // Source X (location within the source image) - this._sy, // Source Y - this._sw, // Source Width - this._sh, // Source Height - this._dx, // Destination X (where on the canvas it'll be drawn) - this._dy, // Destination Y - this._dw, // Destination Width (always same as Source Width unless scaled) - this._dh); - // Destination Height (always same as Source Height unless scaled) - } else { - this.context.drawImage(this._texture, // Source Image - this._sx, // Source X (location within the source image) - this._sy, // Source Y - this._sw, // Source Width - this._sh, // Source Height - this._dx, // Destination X (where on the canvas it'll be drawn) - this._dy, // Destination Y - this._dw, // Destination Width (always same as Source Width unless scaled) - this._dh); - // Destination Height (always same as Source Height unless scaled) - } - } else { - this.context.fillStyle = this.fillColor; - this.context.fillRect(this._dx, this._dy, this._dw, this._dh); - } - if(this.flipped === true || this.rotation !== 0 || this.rotationOffset !== 0) { - //this.context.translate(0, 0); - this.context.restore(); - } - if(this.renderDebug) { - this.renderBounds(camera, cameraOffsetX, cameraOffsetY); - //this.collisionMask.render(camera, cameraOffsetX, cameraOffsetY); - } - if(globalAlpha > -1) { - this.context.globalAlpha = globalAlpha; - } - return true; - }; - Sprite.prototype.renderBounds = /** - * Renders the bounding box around this Sprite and the contact points. Useful for visually debugging. - * @param camera {Camera} Camera the bound will be rendered to. - * @param cameraOffsetX {number} X offset of bound to the camera. - * @param cameraOffsetY {number} Y offset of bound to the camera. - */ - function (camera, cameraOffsetX, cameraOffsetY) { - this._dx = cameraOffsetX + (this.frameBounds.topLeft.x - camera.worldView.x); - this._dy = cameraOffsetY + (this.frameBounds.topLeft.y - camera.worldView.y); - this.context.fillStyle = this.renderDebugColor; - this.context.fillRect(this._dx, this._dy, this.frameBounds.width, this.frameBounds.height); - //this.context.fillStyle = this.renderDebugPointColor; - //var hw = this.frameBounds.halfWidth * this.scale.x; - //var hh = this.frameBounds.halfHeight * this.scale.y; - //var sw = (this.frameBounds.width * this.scale.x) - 1; - //var sh = (this.frameBounds.height * this.scale.y) - 1; - //this.context.fillRect(this._dx, this._dy, 1, 1); // top left - //this.context.fillRect(this._dx + hw, this._dy, 1, 1); // top center - //this.context.fillRect(this._dx + sw, this._dy, 1, 1); // top right - //this.context.fillRect(this._dx, this._dy + hh, 1, 1); // left center - //this.context.fillRect(this._dx + hw, this._dy + hh, 1, 1); // center - //this.context.fillRect(this._dx + sw, this._dy + hh, 1, 1); // right center - //this.context.fillRect(this._dx, this._dy + sh, 1, 1); // bottom left - //this.context.fillRect(this._dx + hw, this._dy + sh, 1, 1); // bottom center - //this.context.fillRect(this._dx + sw, this._dy + sh, 1, 1); // bottom right - }; - Sprite.prototype.renderDebugInfo = /** - * Render debug infos. (including name, bounds info, position and some other properties) - * @param x {number} X position of the debug info to be rendered. - * @param y {number} Y position of the debug info to be rendered. - * @param [color] {number} color of the debug info to be rendered. (format is css color string) - */ - function (x, y, color) { - if (typeof color === "undefined") { color = 'rgb(255,255,255)'; } - this.context.fillStyle = color; - this.context.fillText('Sprite: ' + this.name + ' (' + this.frameBounds.width + ' x ' + this.frameBounds.height + ')', x, y); - this.context.fillText('x: ' + this.frameBounds.x.toFixed(1) + ' y: ' + this.frameBounds.y.toFixed(1) + ' rotation: ' + this.angle.toFixed(1), x, y + 14); - this.context.fillText('dx: ' + this._dx.toFixed(1) + ' dy: ' + this._dy.toFixed(1) + ' dw: ' + this._dw.toFixed(1) + ' dh: ' + this._dh.toFixed(1), x, y + 28); - this.context.fillText('sx: ' + this._sx.toFixed(1) + ' sy: ' + this._sy.toFixed(1) + ' sw: ' + this._sw.toFixed(1) + ' sh: ' + this._sh.toFixed(1), x, y + 42); - }; - return Sprite; - })(Phaser.GameObject); - Phaser.Sprite = Sprite; -})(Phaser || (Phaser = {})); -/// -/** -* Phaser - Animation -* -* An Animation is a single animation. It is created by the AnimationManager and belongs to Sprite objects. -*/ -var Phaser; -(function (Phaser) { - var Animation = (function () { - /** - * Animation constructor - * Create a new Animation. - * - * @param parent {Sprite} Owner sprite of this animation. - * @param frameData {FrameData} The FrameData object contains animation data. - * @param name {string} Unique name of this animation. - * @param frames {number[]/string[]} An array of numbers or strings indicating what frames to play in what order. - * @param delay {number} Time between frames in ms. - * @param looped {boolean} Whether or not the animation is looped or just plays once. - */ - function Animation(game, parent, frameData, name, frames, delay, looped) { - this._game = game; - this._parent = parent; - this._frames = frames; - this._frameData = frameData; - this.name = name; - this.delay = 1000 / delay; - this.looped = looped; - this.isFinished = false; - this.isPlaying = false; - this._frameIndex = 0; - this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]); - } - Object.defineProperty(Animation.prototype, "frameTotal", { - get: function () { - return this._frames.length; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Animation.prototype, "frame", { - get: function () { - if(this.currentFrame !== null) { - return this.currentFrame.index; - } else { - return this._frameIndex; - } - }, - set: function (value) { - this.currentFrame = this._frameData.getFrame(value); - if(this.currentFrame !== null) { - this._parent.frameBounds.width = this.currentFrame.width; - this._parent.frameBounds.height = this.currentFrame.height; - this._frameIndex = value; - } - }, - enumerable: true, - configurable: true - }); - Animation.prototype.play = /** - * Play this animation. - * @param frameRate {number} FrameRate you want to specify instead of using default. - * @param loop {boolean} Whether or not the animation is looped or just plays once. - */ - function (frameRate, loop) { - if (typeof frameRate === "undefined") { frameRate = null; } - if(frameRate !== null) { - this.delay = 1000 / frameRate; - } - if(loop !== undefined) { - this.looped = loop; - } - this.isPlaying = true; - this.isFinished = false; - this._timeLastFrame = this._game.time.now; - this._timeNextFrame = this._game.time.now + this.delay; - this._frameIndex = 0; - this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]); - }; - Animation.prototype.restart = /** - * Play this animation from the first frame. - */ - function () { - this.isPlaying = true; - this.isFinished = false; - this._timeLastFrame = this._game.time.now; - this._timeNextFrame = this._game.time.now + this.delay; - this._frameIndex = 0; - this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]); - }; - Animation.prototype.stop = /** - * Stop playing animation and set it finished. - */ - function () { - this.isPlaying = false; - this.isFinished = true; - }; - Animation.prototype.update = /** - * Update animation frames. - */ - function () { - if(this.isPlaying == true && this._game.time.now >= this._timeNextFrame) { - this._frameIndex++; - if(this._frameIndex == this._frames.length) { - if(this.looped) { - this._frameIndex = 0; - this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]); - } else { - this.onComplete(); - } - } else { - this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]); - } - this._timeLastFrame = this._game.time.now; - this._timeNextFrame = this._game.time.now + this.delay; - return true; - } - return false; - }; - Animation.prototype.destroy = /** - * Clean up animation memory. - */ - function () { - this._game = null; - this._parent = null; - this._frames = null; - this._frameData = null; - this.currentFrame = null; - this.isPlaying = false; - }; - Animation.prototype.onComplete = /** - * Animation complete callback method. - */ - function () { - this.isPlaying = false; - this.isFinished = true; - // callback - }; - return Animation; - })(); - Phaser.Animation = Animation; -})(Phaser || (Phaser = {})); -/// -/** -* Phaser - AnimationLoader -* -* Responsible for parsing sprite sheet and JSON data into the internal FrameData format that Phaser uses for animations. -*/ -var Phaser; -(function (Phaser) { - var AnimationLoader = (function () { - function AnimationLoader() { } - AnimationLoader.parseSpriteSheet = /** - * Parse a sprite sheet from asset data. - * @param key {string} Asset key for the sprite sheet data. - * @param frameWidth {number} Width of animation frame. - * @param frameHeight {number} Height of animation frame. - * @param frameMax {number} Number of animation frames. - * @return {FrameData} Generated FrameData object. - */ - function parseSpriteSheet(game, key, frameWidth, frameHeight, frameMax) { - // How big is our image? - var img = game.cache.getImage(key); - if(img == null) { - return null; - } - var width = img.width; - var height = img.height; - var row = Math.round(width / frameWidth); - var column = Math.round(height / frameHeight); - var total = row * column; - if(frameMax !== -1) { - total = frameMax; - } - // Zero or smaller than frame sizes? - if(width == 0 || height == 0 || width < frameWidth || height < frameHeight || total === 0) { - return null; - } - // Let's create some frames then - var data = new Phaser.FrameData(); - var x = 0; - var y = 0; - for(var i = 0; i < total; i++) { - data.addFrame(new Phaser.Frame(x, y, frameWidth, frameHeight, '')); - x += frameWidth; - if(x === width) { - x = 0; - y += frameHeight; - } - } - return data; - }; - AnimationLoader.parseJSONData = /** - * Parse frame datas from json. - * @param json {object} Json data you want to parse. - * @return {FrameData} Generated FrameData object. - */ - function parseJSONData(game, json) { - // Malformed? - if(!json['frames']) { - throw new Error("Phaser.AnimationLoader.parseJSONData: Invalid Texture Atlas JSON given, missing 'frames' array"); - } - // Let's create some frames then - var data = new Phaser.FrameData(); - // By this stage frames is a fully parsed array - var frames = json; - var newFrame; - for(var i = 0; i < frames.length; i++) { - newFrame = data.addFrame(new Phaser.Frame(frames[i].frame.x, frames[i].frame.y, frames[i].frame.w, frames[i].frame.h, frames[i].filename)); - newFrame.setTrim(frames[i].trimmed, frames[i].sourceSize.w, frames[i].sourceSize.h, frames[i].spriteSourceSize.x, frames[i].spriteSourceSize.y, frames[i].spriteSourceSize.w, frames[i].spriteSourceSize.h); - } - return data; - }; - AnimationLoader.parseXMLData = function parseXMLData(game, xml, format) { - // Malformed? - if(!xml.getElementsByTagName('TextureAtlas')) { - throw new Error("Phaser.AnimationLoader.parseXMLData: Invalid Texture Atlas XML given, missing tag"); - } - // Let's create some frames then - var data = new Phaser.FrameData(); - var frames = xml.getElementsByTagName('SubTexture'); - var newFrame; - for(var i = 0; i < frames.length; i++) { - var frame = frames[i].attributes; - newFrame = data.addFrame(new Phaser.Frame(frame.x.nodeValue, frame.y.nodeValue, frame.width.nodeValue, frame.height.nodeValue, frame.name.nodeValue)); - // Trimmed? - if(frame.frameX.nodeValue != '-0' || frame.frameY.nodeValue != '-0') { - newFrame.setTrim(true, frame.width.nodeValue, frame.height.nodeValue, Math.abs(frame.frameX.nodeValue), Math.abs(frame.frameY.nodeValue), frame.frameWidth.nodeValue, frame.frameHeight.nodeValue); - } - } - return data; - }; - return AnimationLoader; - })(); - Phaser.AnimationLoader = AnimationLoader; -})(Phaser || (Phaser = {})); -/// -/** -* Phaser - Frame -* -* A Frame is a single frame of an animation and is part of a FrameData collection. -*/ -var Phaser; -(function (Phaser) { - var Frame = (function () { - /** - * Frame constructor - * Create a new Frame with specific position, size and name. - * - * @param x {number} X position within the image to cut from. - * @param y {number} Y position within the image to cut from. - * @param width {number} Width of the frame. - * @param height {number} Height of the frame. - * @param name {string} Name of this frame. - */ - function Frame(x, y, width, height, name) { - /** - * Useful for Texture Atlas files. (is set to the filename value) - */ - this.name = ''; - /** - * Rotated? (not yet implemented) - */ - this.rotated = false; - /** - * Either cw or ccw, rotation is always 90 degrees. - */ - this.rotationDirection = 'cw'; - this.x = x; - this.y = y; - this.width = width; - this.height = height; - this.name = name; - this.rotated = false; - this.trimmed = false; - } - Frame.prototype.setRotation = /** - * Set rotation of this frame. (Not yet supported!) - */ - function (rotated, rotationDirection) { - // Not yet supported - }; - Frame.prototype.setTrim = /** - * Set trim of the frame. - * @param trimmed {boolean} Whether this frame trimmed or not. - * @param actualWidth {number} Actual width of this frame. - * @param actualHeight {number} Actual height of this frame. - * @param destX {number} Destiny x position. - * @param destY {number} Destiny y position. - * @param destWidth {number} Destiny draw width. - * @param destHeight {number} Destiny draw height. - */ - function (trimmed, actualWidth, actualHeight, destX, destY, destWidth, destHeight) { - this.trimmed = trimmed; - this.sourceSizeW = actualWidth; - this.sourceSizeH = actualHeight; - this.spriteSourceSizeX = destX; - this.spriteSourceSizeY = destY; - this.spriteSourceSizeW = destWidth; - this.spriteSourceSizeH = destHeight; - }; - return Frame; - })(); - Phaser.Frame = Frame; -})(Phaser || (Phaser = {})); -/// -/** -* Phaser - FrameData -* -* FrameData is a container for Frame objects, the internal representation of animation data in Phaser. -*/ -var Phaser; -(function (Phaser) { - var FrameData = (function () { - /** - * FrameData constructor - */ - function FrameData() { - this._frames = []; - this._frameNames = []; - } - Object.defineProperty(FrameData.prototype, "total", { - get: function () { - return this._frames.length; - }, - enumerable: true, - configurable: true - }); - FrameData.prototype.addFrame = /** - * Add a new frame. - * @param frame {Frame} The frame you want to add. - * @return {Frame} The frame you just added. - */ - function (frame) { - frame.index = this._frames.length; - this._frames.push(frame); - if(frame.name !== '') { - this._frameNames[frame.name] = frame.index; - } - return frame; - }; - FrameData.prototype.getFrame = /** - * Get a frame by its index. - * @param index {number} Index of the frame you want to get. - * @return {Frame} The frame you want. - */ - function (index) { - if(this._frames[index]) { - return this._frames[index]; - } - return null; - }; - FrameData.prototype.getFrameByName = /** - * Get a frame by its name. - * @param name {string} Name of the frame you want to get. - * @return {Frame} The frame you want. - */ - function (name) { - if(this._frameNames[name] >= 0) { - return this._frames[this._frameNames[name]]; - } - return null; - }; - FrameData.prototype.checkFrameName = /** - * Check whether there's a frame with given name. - * @param name {string} Name of the frame you want to check. - * @return {boolean} True if frame with given name found, otherwise return false. - */ - function (name) { - if(this._frameNames[name] >= 0) { - return true; - } - return false; - }; - FrameData.prototype.getFrameRange = /** - * Get ranges of frames in an array. - * @param start {number} Start index of frames you want. - * @param end {number} End index of frames you want. - * @param [output] {Frame[]} result will be added into this array. - * @return {Frame[]} Ranges of specific frames in an array. - */ - function (start, end, output) { - if (typeof output === "undefined") { output = []; } - for(var i = start; i <= end; i++) { - output.push(this._frames[i]); - } - return output; - }; - FrameData.prototype.getFrameIndexes = /** - * Get all indexes of frames by giving their name. - * @param [output] {number[]} result will be added into this array. - * @return {number[]} Indexes of specific frames in an array. - */ - function (output) { - if (typeof output === "undefined") { output = []; } - output.length = 0; - for(var i = 0; i < this._frames.length; i++) { - output.push(i); - } - return output; - }; - FrameData.prototype.getFrameIndexesByName = /** - * Get all names of frames by giving their indexes. - * @param [output] {number[]} result will be added into this array. - * @return {number[]} Names of specific frames in an array. - */ - function (input) { - var output = []; - for(var i = 0; i < input.length; i++) { - if(this.getFrameByName(input[i])) { - output.push(this.getFrameByName(input[i]).index); - } - } - return output; - }; - FrameData.prototype.getAllFrames = /** - * Get all frames in this frame data. - * @return {Frame[]} All the frames in an array. - */ - function () { - return this._frames; - }; - FrameData.prototype.getFrames = /** - * Get All frames with specific ranges. - * @param range {number[]} Ranges in an array. - * @return {Frame[]} All frames in an array. - */ - function (range) { - var output = []; - for(var i = 0; i < range.length; i++) { - output.push(this._frames[i]); - } - return output; - }; - return FrameData; - })(); - Phaser.FrameData = FrameData; -})(Phaser || (Phaser = {})); -/// -/// -/// -/// -/// -/// -/** -* Phaser - AnimationManager -* -* Any Sprite that has animation contains an instance of the AnimationManager, which is used to add, play and update -* sprite specific animations. -*/ -var Phaser; -(function (Phaser) { - var AnimationManager = (function () { - /** - * AnimationManager constructor - * Create a new AnimationManager. - * - * @param parent {Sprite} Owner sprite of this manager. - */ - function AnimationManager(game, parent) { - /** - * Data contains animation frames. - * @type {FrameData} - */ - this._frameData = null; - /** - * Keeps track of the current frame of animation. - */ - this.currentFrame = null; - this._game = game; - this._parent = parent; - this._anims = { - }; - } - AnimationManager.prototype.loadFrameData = /** - * Load animation frame data. - * @param frameData Data to be loaded. - */ - function (frameData) { - this._frameData = frameData; - this.frame = 0; - }; - AnimationManager.prototype.add = /** - * Add a new animation. - * @param name {string} What this animation should be called (e.g. "run"). - * @param frames {any[]} An array of numbers/strings indicating what frames to play in what order (e.g. [1, 2, 3] or ['run0', 'run1', run2]). - * @param frameRate {number} The speed in frames per second that the animation should play at (e.g. 60 fps). - * @param loop {boolean} Whether or not the animation is looped or just plays once. - * @param useNumericIndex {boolean} Use number indexes instead of string indexes? - * @return {Animation} The Animation that was created - */ - function (name, frames, frameRate, loop, useNumericIndex) { - if (typeof frames === "undefined") { frames = null; } - if (typeof frameRate === "undefined") { frameRate = 60; } - if (typeof loop === "undefined") { loop = false; } - if (typeof useNumericIndex === "undefined") { useNumericIndex = true; } - if(this._frameData == null) { - return; - } - if(frames == null) { - frames = this._frameData.getFrameIndexes(); - } else { - if(this.validateFrames(frames, useNumericIndex) == false) { - throw Error('Invalid frames given to Animation ' + name); - return; - } - } - if(useNumericIndex == false) { - frames = this._frameData.getFrameIndexesByName(frames); - } - this._anims[name] = new Phaser.Animation(this._game, this._parent, this._frameData, name, frames, frameRate, loop); - this.currentAnim = this._anims[name]; - this.currentFrame = this.currentAnim.currentFrame; - return this._anims[name]; - }; - AnimationManager.prototype.validateFrames = /** - * Check whether the frames is valid. - * @param frames {any[]} Frames to be validated. - * @param useNumericIndex {boolean} Does these frames use number indexes or string indexes? - * @return {boolean} True if they're valid, otherwise return false. - */ - function (frames, useNumericIndex) { - for(var i = 0; i < frames.length; i++) { - if(useNumericIndex == true) { - if(frames[i] > this._frameData.total) { - return false; - } - } else { - if(this._frameData.checkFrameName(frames[i]) == false) { - return false; - } - } - } - return true; - }; - AnimationManager.prototype.play = /** - * Play animation with specific name. - * @param name {string} The string name of the animation you want to play. - * @param frameRate {number} FrameRate you want to specify instead of using default. - * @param loop {boolean} Whether or not the animation is looped or just plays once. - */ - function (name, frameRate, loop) { - if (typeof frameRate === "undefined") { frameRate = null; } - if(this._anims[name]) { - if(this.currentAnim == this._anims[name]) { - if(this.currentAnim.isPlaying == false) { - this.currentAnim.play(frameRate, loop); - } - } else { - this.currentAnim = this._anims[name]; - this.currentAnim.play(frameRate, loop); - } - } - }; - AnimationManager.prototype.stop = /** - * Stop animation by name. - * Current animation will be automatically set to the stopped one. - */ - function (name) { - if(this._anims[name]) { - this.currentAnim = this._anims[name]; - this.currentAnim.stop(); - } - }; - AnimationManager.prototype.update = /** - * Update animation and parent sprite's bounds. - */ - function () { - if(this.currentAnim && this.currentAnim.update() == true) { - this.currentFrame = this.currentAnim.currentFrame; - this._parent.frameBounds.width = this.currentFrame.width; - this._parent.frameBounds.height = this.currentFrame.height; - } - }; - Object.defineProperty(AnimationManager.prototype, "frameData", { - get: function () { - return this._frameData; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(AnimationManager.prototype, "frameTotal", { - get: function () { - if(this._frameData) { - return this._frameData.total; - } else { - return -1; - } - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(AnimationManager.prototype, "frame", { - get: function () { - return this._frameIndex; - }, - set: function (value) { - if(this._frameData.getFrame(value) !== null) { - this.currentFrame = this._frameData.getFrame(value); - this._parent.frameBounds.width = this.currentFrame.width; - this._parent.frameBounds.height = this.currentFrame.height; - this._frameIndex = value; - } - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(AnimationManager.prototype, "frameName", { - get: function () { - return this.currentFrame.name; - }, - set: function (value) { - if(this._frameData.getFrameByName(value) !== null) { - this.currentFrame = this._frameData.getFrameByName(value); - this._parent.frameBounds.width = this.currentFrame.width; - this._parent.frameBounds.height = this.currentFrame.height; - this._frameIndex = this.currentFrame.index; - } - }, - enumerable: true, - configurable: true - }); - AnimationManager.prototype.destroy = /** - * Removes all related references - */ - function () { - this._anims = { - }; - this._frameData = null; - this._frameIndex = 0; - this.currentAnim = null; - this.currentFrame = null; - }; - return AnimationManager; - })(); - Phaser.AnimationManager = AnimationManager; -})(Phaser || (Phaser = {})); -/// -/** -* Phaser - Cache -* -* A game only has one instance of a Cache and it is used to store all externally loaded assets such -* as images, sounds and data files as a result of Loader calls. Cache items use string based keys for look-up. -*/ -var Phaser; -(function (Phaser) { - var Cache = (function () { - /** - * Cache constructor - */ - function Cache(game) { - this._game = game; - this._canvases = { - }; - this._images = { - }; - this._sounds = { - }; - this._text = { - }; - } - Cache.prototype.addCanvas = /** - * Add a new canvas. - * @param key {string} Asset key for this canvas. - * @param canvas {HTMLCanvasElement} Canvas DOM element. - * @param context {CanvasRenderingContext2D} Render context of this canvas. - */ - function (key, canvas, context) { - this._canvases[key] = { - canvas: canvas, - context: context - }; - }; - Cache.prototype.addSpriteSheet = /** - * Add a new sprite sheet. - * @param key {string} Asset key for the sprite sheet. - * @param url {string} URL of this sprite sheet file. - * @param data {object} Extra sprite sheet data. - * @param frameWidth {number} Width of the sprite sheet. - * @param frameHeight {number} Height of the sprite sheet. - * @param frameMax {number} How many frames stored in the sprite sheet. - */ - function (key, url, data, frameWidth, frameHeight, frameMax) { - this._images[key] = { - url: url, - data: data, - spriteSheet: true, - frameWidth: frameWidth, - frameHeight: frameHeight - }; - this._images[key].frameData = Phaser.AnimationLoader.parseSpriteSheet(this._game, key, frameWidth, frameHeight, frameMax); - }; - Cache.prototype.addTextureAtlas = /** - * Add a new texture atlas. - * @param key {string} Asset key for the texture atlas. - * @param url {string} URL of this texture atlas file. - * @param data {object} Extra texture atlas data. - * @param atlasData {object} Texture atlas frames data. - */ - function (key, url, data, atlasData, format) { - this._images[key] = { - url: url, - data: data, - spriteSheet: true - }; - if(format == Phaser.Loader.TEXTURE_ATLAS_JSON_ARRAY) { - this._images[key].frameData = Phaser.AnimationLoader.parseJSONData(this._game, atlasData); - } else if(format == Phaser.Loader.TEXTURE_ATLAS_XML_STARLING) { - this._images[key].frameData = Phaser.AnimationLoader.parseXMLData(this._game, atlasData, format); - } - }; - Cache.prototype.addImage = /** - * Add a new image. - * @param key {string} Asset key for the image. - * @param url {string} URL of this image file. - * @param data {object} Extra image data. - */ - function (key, url, data) { - this._images[key] = { - url: url, - data: data, - spriteSheet: false - }; - }; - Cache.prototype.addSound = /** - * Add a new sound. - * @param key {string} Asset key for the sound. - * @param url {string} URL of this sound file. - * @param data {object} Extra sound data. - */ - function (key, url, data) { - this._sounds[key] = { - url: url, - data: data, - decoded: false - }; - }; - Cache.prototype.decodedSound = /** - * Add a new decoded sound. - * @param key {string} Asset key for the sound. - * @param url {string} URL of this sound file. - * @param data {object} Extra sound data. - */ - function (key, data) { - this._sounds[key].data = data; - this._sounds[key].decoded = true; - }; - Cache.prototype.addText = /** - * Add a new text data. - * @param key {string} Asset key for the text data. - * @param url {string} URL of this text data file. - * @param data {object} Extra text data. - */ - function (key, url, data) { - this._text[key] = { - url: url, - data: data - }; - }; - Cache.prototype.getCanvas = /** - * Get canvas by key. - * @param key Asset key of the canvas you want. - * @return {object} The canvas you want. - */ - function (key) { - if(this._canvases[key]) { - return this._canvases[key].canvas; - } - return null; - }; - Cache.prototype.getImage = /** - * Get image data by key. - * @param key Asset key of the image you want. - * @return {object} The image data you want. - */ - function (key) { - if(this._images[key]) { - return this._images[key].data; - } - return null; - }; - Cache.prototype.getFrameData = /** - * Get frame data by key. - * @param key Asset key of the frame data you want. - * @return {object} The frame data you want. - */ - function (key) { - if(this._images[key] && this._images[key].spriteSheet == true) { - return this._images[key].frameData; - } - return null; - }; - Cache.prototype.getSound = /** - * Get sound data by key. - * @param key Asset key of the sound you want. - * @return {object} The sound data you want. - */ - function (key) { - if(this._sounds[key]) { - return this._sounds[key].data; - } - return null; - }; - Cache.prototype.isSoundDecoded = /** - * Check whether an asset is decoded sound. - * @param key Asset key of the sound you want. - * @return {object} The sound data you want. - */ - function (key) { - if(this._sounds[key]) { - return this._sounds[key].decoded; - } - }; - Cache.prototype.isSpriteSheet = /** - * Check whether an asset is sprite sheet. - * @param key Asset key of the sprite sheet you want. - * @return {object} The sprite sheet data you want. - */ - function (key) { - if(this._images[key]) { - return this._images[key].spriteSheet; - } - }; - Cache.prototype.getText = /** - * Get text data by key. - * @param key Asset key of the text data you want. - * @return {object} The text data you want. - */ - function (key) { - if(this._text[key]) { - return this._text[key].data; - } - return null; - }; - Cache.prototype.destroy = /** - * Clean up cache memory. - */ - function () { - for(var item in this._canvases) { - delete this._canvases[item['key']]; - } - for(var item in this._images) { - delete this._images[item['key']]; - } - for(var item in this._sounds) { - delete this._sounds[item['key']]; - } - for(var item in this._text) { - delete this._text[item['key']]; - } - }; - return Cache; - })(); - Phaser.Cache = Cache; -})(Phaser || (Phaser = {})); -/// -/// -/** -* Phaser - CameraManager -* -* Your game only has one CameraManager instance and it's responsible for looking after, creating and destroying -* all of the cameras in the world. -*/ -var Phaser; -(function (Phaser) { - var CameraManager = (function () { - /** - * CameraManager constructor - * This will create a new Camera with position and size. - * - * @param x {number} X Position of the created camera. - * @param y {number} y Position of the created camera. - * @param width {number} Width of the created camera. - * @param height {number} Height of the created camera. - */ - function CameraManager(game, x, y, width, height) { - /** - * Local helper stores index of next created camera. - */ - this._cameraInstance = 0; - this._game = game; - this._cameras = []; - this.current = this.addCamera(x, y, width, height); - } - CameraManager.prototype.getAll = /** - * Get all the cameras. - * - * @returns {Camera[]} An array contains all the cameras. - */ - function () { - return this._cameras; - }; - CameraManager.prototype.update = /** - * Update cameras. - */ - function () { - this._cameras.forEach(function (camera) { - return camera.update(); - }); - }; - CameraManager.prototype.render = /** - * Render cameras. - */ - function () { - this._cameras.forEach(function (camera) { - return camera.render(); - }); - }; - CameraManager.prototype.addCamera = /** - * Create a new camera with specific position and size. - * - * @param x {number} X position of the new camera. - * @param y {number} Y position of the new camera. - * @param width {number} Width of the new camera. - * @param height {number} Height of the new camera. - * @returns {Camera} The newly created camera object. - */ - function (x, y, width, height) { - var newCam = new Phaser.Camera(this._game, this._cameraInstance, x, y, width, height); - this._cameras.push(newCam); - this._cameraInstance++; - return newCam; - }; - CameraManager.prototype.removeCamera = /** - * Remove a new camera with its id. - * - * @param id {number} ID of the camera you want to remove. - * @returns {boolean} True if successfully removed the camera, otherwise return false. - */ - function (id) { - for(var c = 0; c < this._cameras.length; c++) { - if(this._cameras[c].ID == id) { - if(this.current.ID === this._cameras[c].ID) { - this.current = null; - } - this._cameras.splice(c, 1); - return true; - } - } - return false; - }; - CameraManager.prototype.destroy = /** - * Clean up memory. - */ - function () { - this._cameras.length = 0; - this.current = this.addCamera(0, 0, this._game.stage.width, this._game.stage.height); - }; - return CameraManager; - })(); - Phaser.CameraManager = CameraManager; -})(Phaser || (Phaser = {})); -/// -/** -* Phaser - Point -* -* The Point object represents a location in a two-dimensional coordinate system, where x represents the horizontal axis and y represents the vertical axis. -*/ -var Phaser; -(function (Phaser) { - var Point = (function () { - /** - * Creates a new point. If you pass no parameters to this method, a point is created at (0,0). - * @class Point - * @constructor - * @param {Number} x The horizontal position of this point (default 0) - * @param {Number} y The vertical position of this point (default 0) - **/ - function Point(x, y) { - if (typeof x === "undefined") { x = 0; } - if (typeof y === "undefined") { y = 0; } - this.setTo(x, y); - } - Point.prototype.add = /** - * Adds the coordinates of another point to the coordinates of this point to create a new point. - * @method add - * @param {Point} point - The point to be added. - * @return {Point} The new Point object. - **/ - function (toAdd, output) { - if (typeof output === "undefined") { output = new Point(); } - return output.setTo(this.x + toAdd.x, this.y + toAdd.y); - }; - Point.prototype.addTo = /** - * Adds the given values to the coordinates of this point and returns it - * @method addTo - * @param {Number} x - The amount to add to the x value of the point - * @param {Number} y - The amount to add to the x value of the point - * @return {Point} This Point object. - **/ - function (x, y) { - if (typeof x === "undefined") { x = 0; } - if (typeof y === "undefined") { y = 0; } - return this.setTo(this.x + x, this.y + y); - }; - Point.prototype.subtractFrom = /** - * Adds the given values to the coordinates of this point and returns it - * @method addTo - * @param {Number} x - The amount to add to the x value of the point - * @param {Number} y - The amount to add to the x value of the point - * @return {Point} This Point object. - **/ - function (x, y) { - if (typeof x === "undefined") { x = 0; } - if (typeof y === "undefined") { y = 0; } - return this.setTo(this.x - x, this.y - y); - }; - Point.prototype.invert = /** - * Inverts the x and y values of this point - * @method invert - * @return {Point} This Point object. - **/ - function () { - return this.setTo(this.y, this.x); - }; - Point.prototype.clamp = /** - * Clamps this Point object to be between the given min and max - * @method clamp - * @param {number} The minimum value to clamp this Point to - * @param {number} The maximum value to clamp this Point to - * @return {Point} This Point object. - **/ - function (min, max) { - this.clampX(min, max); - this.clampY(min, max); - return this; - }; - Point.prototype.clampX = /** - * Clamps the x value of this Point object to be between the given min and max - * @method clampX - * @param {number} The minimum value to clamp this Point to - * @param {number} The maximum value to clamp this Point to - * @return {Point} This Point object. - **/ - function (min, max) { - this.x = Math.max(Math.min(this.x, max), min); - return this; - }; - Point.prototype.clampY = /** - * Clamps the y value of this Point object to be between the given min and max - * @method clampY - * @param {number} The minimum value to clamp this Point to - * @param {number} The maximum value to clamp this Point to - * @return {Point} This Point object. - **/ - function (min, max) { - this.x = Math.max(Math.min(this.x, max), min); - this.y = Math.max(Math.min(this.y, max), min); - return this; - }; - Point.prototype.clone = /** - * Creates a copy of this Point. - * @method clone - * @param {Point} output Optional Point object. If given the values will be set into this object, otherwise a brand new Point object will be created and returned. - * @return {Point} The new Point object. - **/ - function (output) { - if (typeof output === "undefined") { output = new Point(); } - return output.setTo(this.x, this.y); - }; - Point.prototype.copyFrom = /** - * Copies the point data from the source Point object into this Point object. - * @method copyFrom - * @param {Point} source - The point to copy from. - * @return {Point} This Point object. Useful for chaining method calls. - **/ - function (source) { - return this.setTo(source.x, source.y); - }; - Point.prototype.copyTo = /** - * Copies the point data from this Point object to the given target Point object. - * @method copyTo - * @param {Point} target - The point to copy to. - * @return {Point} The target Point object. - **/ - function (target) { - return target.setTo(this.x, this.y); - }; - Point.prototype.distanceTo = /** - * Returns the distance from this Point object to the given Point object. - * @method distanceFrom - * @param {Point} target - The destination Point object. - * @param {Boolean} round - Round the distance to the nearest integer (default false) - * @return {Number} The distance between this Point object and the destination Point object. - **/ - function (target, round) { - if (typeof round === "undefined") { round = false; } - var dx = this.x - target.x; - var dy = this.y - target.y; - if(round === true) { - return Math.round(Math.sqrt(dx * dx + dy * dy)); - } else { - return Math.sqrt(dx * dx + dy * dy); - } - }; - Point.distanceBetween = /** - * Returns the distance between the two Point objects. - * @method distanceBetween - * @param {Point} pointA - The first Point object. - * @param {Point} pointB - The second Point object. - * @param {Boolean} round - Round the distance to the nearest integer (default false) - * @return {Number} The distance between the two Point objects. - **/ - function distanceBetween(pointA, pointB, round) { - if (typeof round === "undefined") { round = false; } - var dx = pointA.x - pointB.x; - var dy = pointA.y - pointB.y; - if(round === true) { - return Math.round(Math.sqrt(dx * dx + dy * dy)); - } else { - return Math.sqrt(dx * dx + dy * dy); - } - }; - Point.prototype.distanceCompare = /** - * Returns true if the distance between this point and a target point is greater than or equal a specified distance. - * This avoids using a costly square root operation - * @method distanceCompare - * @param {Point} target - The Point object to use for comparison. - * @param {Number} distance - The distance to use for comparison. - * @return {Boolena} True if distance is >= specified distance. - **/ - function (target, distance) { - if(this.distanceTo(target) >= distance) { - return true; - } else { - return false; - } - }; - Point.prototype.equals = /** - * Determines whether this Point object and the given point object are equal. They are equal if they have the same x and y values. - * @method equals - * @param {Point} point - The point to compare against. - * @return {Boolean} A value of true if the object is equal to this Point object; false if it is not equal. - **/ - function (toCompare) { - if(this.x === toCompare.x && this.y === toCompare.y) { - return true; - } else { - return false; - } - }; - Point.prototype.interpolate = /** - * Determines a point between two specified points. The parameter f determines where the new interpolated point is located relative to the two end points specified by parameters pt1 and pt2. - * The closer the value of the parameter f is to 1.0, the closer the interpolated point is to the first point (parameter pt1). The closer the value of the parameter f is to 0, the closer the interpolated point is to the second point (parameter pt2). - * @method interpolate - * @param {Point} pointA - The first Point object. - * @param {Point} pointB - The second Point object. - * @param {Number} f - The level of interpolation between the two points. Indicates where the new point will be, along the line between pt1 and pt2. If f=1, pt1 is returned; if f=0, pt2 is returned. - * @return {Point} The new interpolated Point object. - **/ - function (pointA, pointB, f) { - }; - Point.prototype.offset = /** - * Offsets the Point object by the specified amount. The value of dx is added to the original value of x to create the new x value. - * The value of dy is added to the original value of y to create the new y value. - * @method offset - * @param {Number} dx - The amount by which to offset the horizontal coordinate, x. - * @param {Number} dy - The amount by which to offset the vertical coordinate, y. - * @return {Point} This Point object. Useful for chaining method calls. - **/ - function (dx, dy) { - this.x += dx; - this.y += dy; - return this; - }; - Point.prototype.polar = /** - * Converts a pair of polar coordinates to a Cartesian point coordinate. - * @method polar - * @param {Number} length - The length coordinate of the polar pair. - * @param {Number} angle - The angle, in radians, of the polar pair. - * @return {Point} The new Cartesian Point object. - **/ - function (length, angle) { - }; - Point.prototype.rotate = /** - * Rotates the point around the x/y coordinates given to the desired angle - * @param x {number} The x coordinate of the anchor point - * @param y {number} The y coordinate of the anchor point - * @param {Number} angle The angle in radians (unless asDegrees is true) to return the point from. - * @param {Boolean} asDegrees Is the given angle in radians (false) or degrees (true)? - * @param {Number} distance An optional distance constraint between the point and the anchor - * @return The modified point object - */ - function (cx, cy, angle, asDegrees, distance) { - if (typeof asDegrees === "undefined") { asDegrees = false; } - if (typeof distance === "undefined") { distance = null; } - if(asDegrees) { - angle = angle * Phaser.GameMath.DEG_TO_RAD; - } - // Get distance from origin (cx/cy) to this point - if(distance === null) { - distance = Math.sqrt(((cx - this.x) * (cx - this.x)) + ((cy - this.y) * (cy - this.y))); - } - return this.setTo(cx + distance * Math.cos(angle), cy + distance * Math.sin(angle)); - }; - Point.prototype.setTo = /** - * Sets the x and y values of this Point object to the given coordinates. - * @method setTo - * @param {Number} x - The horizontal position of this point. - * @param {Number} y - The vertical position of this point. - * @return {Point} This Point object. Useful for chaining method calls. - **/ - function (x, y) { - this.x = x; - this.y = y; - return this; - }; - Point.prototype.subtract = /** - * Subtracts the coordinates of another point from the coordinates of this point to create a new point. - * @method subtract - * @param {Point} point - The point to be subtracted. - * @param {Point} output Optional Point object. If given the values will be set into this object, otherwise a brand new Point object will be created and returned. - * @return {Point} The new Point object. - **/ - function (point, output) { - if (typeof output === "undefined") { output = new Point(); } - return output.setTo(this.x - point.x, this.y - point.y); - }; - Point.prototype.toString = /** - * Returns a string representation of this object. - * @method toString - * @return {string} a string representation of the instance. - **/ - function () { - return '[{Point (x=' + this.x + ' y=' + this.y + ')}]'; - }; - return Point; - })(); - Phaser.Point = Point; -})(Phaser || (Phaser = {})); -/// -/** -* Phaser - MicroPoint -* -* The MicroPoint object represents a location in a two-dimensional coordinate system, -* where x represents the horizontal axis and y represents the vertical axis. -* It is different to the Point class in that it doesn't contain any of the help methods like add/substract/distanceTo, etc. -* Use a MicroPoint when all you literally need is a solid container for x and y (such as in the Rectangle class). -*/ -var Phaser; -(function (Phaser) { - var MicroPoint = (function () { - /** - * Creates a new point. If you pass no parameters to this method, a point is created at (0,0). - * @class MicroPoint - * @constructor - * @param {Number} x The horizontal position of this point (default 0) - * @param {Number} y The vertical position of this point (default 0) - **/ - function MicroPoint(x, y, parent) { - if (typeof x === "undefined") { x = 0; } - if (typeof y === "undefined") { y = 0; } - if (typeof parent === "undefined") { parent = null; } - this._x = x; - this._y = y; - this.parent = parent; - } - Object.defineProperty(MicroPoint.prototype, "x", { - get: /** - * The x coordinate of the top-left corner of the rectangle - * @property x - * @type {Number} - **/ - function () { - return this._x; - }, - set: /** - * The x coordinate of the top-left corner of the rectangle - * @property x - * @type {Number} - **/ - function (value) { - this._x = value; - if(this.parent) { - this.parent.updateBounds(); - } - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(MicroPoint.prototype, "y", { - get: /** - * The y coordinate of the top-left corner of the rectangle - * @property y - * @type {Number} - **/ - function () { - return this._y; - }, - set: /** - * The y coordinate of the top-left corner of the rectangle - * @property y - * @type {Number} - **/ - function (value) { - this._y = value; - if(this.parent) { - this.parent.updateBounds(); - } - }, - enumerable: true, - configurable: true - }); - MicroPoint.prototype.copyFrom = /** - * Copies the x and y values from any given object to this MicroPoint. - * @method copyFrom - * @param {any} source - The object to copy from. - * @return {MicroPoint} This MicroPoint object. Useful for chaining method calls. - **/ - function (source) { - return this.setTo(source.x, source.y); - }; - MicroPoint.prototype.copyTo = /** - * Copies the x and y values from this MicroPoint to any given object. - * @method copyTo - * @param {any} target - The object to copy to. - * @return {any} The target object. - **/ - function (target) { - target.x = this._x; - target.y = this._y; - return target; - }; - MicroPoint.prototype.setTo = /** - * Sets the x and y values of this MicroPoint object to the given coordinates. - * @method setTo - * @param {Number} x - The horizontal position of this point. - * @param {Number} y - The vertical position of this point. - * @return {MicroPoint} This MicroPoint object. Useful for chaining method calls. - **/ - function (x, y, callParent) { - if (typeof callParent === "undefined") { callParent = true; } - this._x = x; - this._y = y; - if(this.parent != null && callParent == true) { - this.parent.updateBounds(); - } - return this; - }; - MicroPoint.prototype.equals = /** - * Determines whether this MicroPoint object and the given object are equal. They are equal if they have the same x and y values. - * @method equals - * @param {any} point - The object to compare against. Must have x and y properties. - * @return {Boolean} A value of true if the object is equal to this MicroPoin object; false if it is not equal. - **/ - function (toCompare) { - if(this._x === toCompare.x && this._y === toCompare.y) { - return true; - } else { - return false; - } - }; - MicroPoint.prototype.toString = /** - * Returns a string representation of this object. - * @method toString - * @return {string} a string representation of the instance. - **/ - function () { - return '[{MicroPoint (x=' + this._x + ' y=' + this._y + ')}]'; - }; - return MicroPoint; - })(); - Phaser.MicroPoint = MicroPoint; -})(Phaser || (Phaser = {})); -/// -/// -/** -* Phaser - Rectangle -* -* A Rectangle object is an area defined by its position, as indicated by its top-left corner (x,y) and width and height. -*/ -var Phaser; -(function (Phaser) { - var Rectangle = (function () { - /** - * Creates a new Rectangle object with the top-left corner specified by the x and y parameters and with the specified width and height parameters. - * If you call this function without parameters, a rectangle with x, y, width, and height properties set to 0 is created. - * @class Rectangle - * @constructor - * @param {Number} x The x coordinate of the top-left corner of the rectangle. - * @param {Number} y The y coordinate of the top-left corner of the rectangle. - * @param {Number} width The width of the rectangle. - * @param {Number} height The height of the rectangle. - * @return {Rectangle} This rectangle object - **/ - function Rectangle(x, y, width, height) { - if (typeof x === "undefined") { x = 0; } - if (typeof y === "undefined") { y = 0; } - if (typeof width === "undefined") { width = 0; } - if (typeof height === "undefined") { height = 0; } - this._tempX = null; - this._tempY = null; - this._tempWidth = null; - this._tempHeight = null; - /** - * The width of the rectangle - * @property width - * @type {Number} - **/ - this._width = 0; - /** - * The height of the rectangle - * @property height - * @type {Number} - **/ - this._height = 0; - /** - * Half of the width of the rectangle - * @property halfWidth - * @type {Number} - **/ - this._halfWidth = 0; - /** - * Half of the height of the rectangle - * @property halfHeight - * @type {Number} - **/ - this._halfHeight = 0; - /** - * The size of the longest side (width or height) - * @property length - * @type {Number} - **/ - this.length = 0; - this._width = width; - if(width > 0) { - this._halfWidth = Math.round(width / 2); - } - this._height = height; - if(height > 0) { - this._halfHeight = Math.round(height / 2); - } - this.length = Math.max(this._width, this._height); - this.topLeft = new Phaser.MicroPoint(x, y, this); - this.topCenter = new Phaser.MicroPoint(x + this._halfWidth, y, this); - this.topRight = new Phaser.MicroPoint(x + this._width - 1, y, this); - this.leftCenter = new Phaser.MicroPoint(x, y + this._halfHeight, this); - this.center = new Phaser.MicroPoint(x + this._halfWidth, y + this._halfHeight, this); - this.rightCenter = new Phaser.MicroPoint(x + this._width - 1, y + this._halfHeight, this); - this.bottomLeft = new Phaser.MicroPoint(x, y + this._height - 1, this); - this.bottomCenter = new Phaser.MicroPoint(x + this._halfWidth, y + this._height - 1, this); - this.bottomRight = new Phaser.MicroPoint(x + this._width - 1, y + this._height - 1, this); - } - Object.defineProperty(Rectangle.prototype, "x", { - get: /** - * The x coordinate of the top-left corner of the rectangle - * @property x - * @type {Number} - **/ - function () { - return this.topLeft.x; - }, - set: /** - * The x coordinate of the top-left corner of the rectangle - * @property x - * @type {Number} - **/ - function (value) { - this.topLeft.x = value; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Rectangle.prototype, "y", { - get: /** - * The y coordinate of the top-left corner of the rectangle - * @property y - * @type {Number} - **/ - function () { - return this.topLeft.y; - }, - set: /** - * The y coordinate of the top-left corner of the rectangle - * @property y - * @type {Number} - **/ - function (value) { - this.topLeft.y = value; - }, - enumerable: true, - configurable: true - }); - Rectangle.prototype.updateBounds = /** - * Updates all of the MicroPoints based on the values of width and height. - * You should not normally call this directly. - **/ - function () { - if(this._tempWidth !== null) { - this._width = this._tempWidth; - this._halfWidth = 0; - if(this._width > 0) { - this._halfWidth = Math.round(this._width / 2); - } - } - if(this._tempHeight !== null) { - this._height = this._tempHeight; - this._halfHeight = 0; - if(this._height > 0) { - this._halfHeight = Math.round(this._height / 2); - } - } - this.length = Math.max(this._width, this._height); - if(this._tempX !== null && this._tempY !== null) { - this.topLeft.setTo(this._tempX, this._tempY, false); - } else if(this._tempX !== null && this._tempY == null) { - this.topLeft.setTo(this._tempX, this.topLeft.y, false); - } else if(this._tempX == null && this._tempY !== null) { - this.topLeft.setTo(this.topLeft.x, this._tempY, false); - } else { - this.topLeft.setTo(this.x, this.y, false); - } - this.topCenter.setTo(this.x + this._halfWidth, this.y, false); - this.topRight.setTo(this.x + this._width - 1, this.y, false); - this.leftCenter.setTo(this.x, this.y + this._halfHeight, false); - this.center.setTo(this.x + this._halfWidth, this.y + this._halfHeight, false); - this.rightCenter.setTo(this.x + this._width - 1, this.y + this._halfHeight, false); - this.bottomLeft.setTo(this.x, this.y + this._height - 1, false); - this.bottomCenter.setTo(this.x + this._halfWidth, this.y + this._height - 1, false); - this.bottomRight.setTo(this.x + this._width - 1, this.y + this._height - 1, false); - this._tempX = null; - this._tempY = null; - this._tempWidth = null; - this._tempHeight = null; - }; - Object.defineProperty(Rectangle.prototype, "width", { - get: /** - * The width of the rectangle - * @property width - * @type {Number} - **/ - function () { - return this._width; - }, - set: /** - * The width of the rectangle - * @property width - * @type {Number} - **/ - function (value) { - this._width = value; - this._halfWidth = Math.round(value / 2); - this.updateBounds(); - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Rectangle.prototype, "height", { - get: /** - * The height of the rectangle - * @property height - * @type {Number} - **/ - function () { - return this._height; - }, - set: /** - * The height of the rectangle - * @property height - * @type {Number} - **/ - function (value) { - this._height = value; - this._halfHeight = Math.round(value / 2); - this.updateBounds(); - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Rectangle.prototype, "halfWidth", { - get: /** - * Half of the width of the rectangle - * @property halfWidth - * @type {Number} - **/ - function () { - return this._halfWidth; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Rectangle.prototype, "halfHeight", { - get: /** - * Half of the height of the rectangle - * @property halfHeight - * @type {Number} - **/ - function () { - return this._halfHeight; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Rectangle.prototype, "bottom", { - get: /** - * The sum of the y and height properties. - * Changing the bottom property of a Rectangle object has no effect on the x, y and width properties, but does change the height property. - * @method bottom - * @return {Number} - **/ - function () { - return this.bottomCenter.y; - }, - set: /** - * The sum of the y and height properties. - * Changing the bottom property of a Rectangle object has no effect on the x, y and width properties, but does change the height property. - * @method bottom - * @param {Number} value - **/ - function (value) { - if(value < this.y) { - this._tempHeight = 0; - } else { - this._tempHeight = this.y + value; - } - this.updateBounds(); - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Rectangle.prototype, "left", { - get: /** - * The x coordinate of the top-left corner of the rectangle. - * Changing the left property of a Rectangle object has no effect on the y and height properties. - * However it does affect the width property, whereas changing the x value does not affect the width property. - * @method left - * @ return {Number} - **/ - function () { - return this.x; - }, - set: /** - * The x coordinate of the top-left corner of the rectangle. - * Changing the left property of a Rectangle object has no effect on the y and height properties. - * However it does affect the width property, whereas changing the x value does not affect the width property. - * @method left - * @param {Number} value - **/ - function (value) { - var diff = this.x - value; - if(this._width + diff < 0) { - this._tempWidth = 0; - this._tempX = value; - } else { - this._tempWidth = this._width + diff; - this._tempX = value; - } - this.updateBounds(); - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Rectangle.prototype, "right", { - get: /** - * The sum of the x and width properties. - * Changing the right property of a Rectangle object has no effect on the x, y and height properties. - * However it does affect the width property. - * @method right - * @return {Number} - **/ - function () { - return this.rightCenter.x; - }, - set: /** - * The sum of the x and width properties. - * Changing the right property of a Rectangle object has no effect on the x, y and height properties. - * However it does affect the width property. - * @method right - * @param {Number} value - **/ - function (value) { - if(value < this.topLeft.x) { - this._tempWidth = 0; - } else { - this._tempWidth = (value - this.topLeft.x); - } - this.updateBounds(); - }, - enumerable: true, - configurable: true - }); - Rectangle.prototype.size = /** - * The size of the Rectangle object, expressed as a Point object with the values of the width and height properties. - * @method size - * @param {Point} output Optional Point object. If given the values will be set into the object, otherwise a brand new Point object will be created and returned. - * @return {Point} The size of the Rectangle object - **/ - function (output) { - if (typeof output === "undefined") { output = new Phaser.Point(); } - return output.setTo(this._width, this._height); - }; - Object.defineProperty(Rectangle.prototype, "volume", { - get: /** - * The volume of the Rectangle object in pixels, derived from width * height - * @method volume - * @return {Number} - **/ - function () { - return this._width * this._height; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Rectangle.prototype, "perimeter", { - get: /** - * The perimeter size of the Rectangle object in pixels. This is the sum of all 4 sides. - * @method perimeter - * @return {Number} - **/ - function () { - return (this._width * 2) + (this._height * 2); - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Rectangle.prototype, "top", { - get: /** - * The y coordinate of the top-left corner of the rectangle. - * Changing the top property of a Rectangle object has no effect on the x and width properties. - * However it does affect the height property, whereas changing the y value does not affect the height property. - * @method top - * @return {Number} - **/ - function () { - return this.topCenter.y; - }, - set: /** - * The y coordinate of the top-left corner of the rectangle. - * Changing the top property of a Rectangle object has no effect on the x and width properties. - * However it does affect the height property, whereas changing the y value does not affect the height property. - * @method top - * @param {Number} value - **/ - function (value) { - var diff = this.topCenter.y - value; - if(this._height + diff < 0) { - this._tempHeight = 0; - this._tempY = value; - } else { - this._tempHeight = this._height + diff; - this._tempY = value; - } - this.updateBounds(); - }, - enumerable: true, - configurable: true - }); - Rectangle.prototype.clone = /** - * Returns a new Rectangle object with the same values for the x, y, width, and height properties as the original Rectangle object. - * @method clone - * @param {Rectangle} output Optional Rectangle object. If given the values will be set into the object, otherwise a brand new Rectangle object will be created and returned. - * @return {Rectangle} - **/ - function (output) { - if (typeof output === "undefined") { output = new Rectangle(); } - return output.setTo(this.x, this.y, this.width, this.height); - }; - Rectangle.prototype.contains = /** - * Determines whether the specified coordinates are contained within the region defined by this Rectangle object. - * @method contains - * @param {Number} x The x coordinate of the point to test. - * @param {Number} y The y coordinate of the point to test. - * @return {Boolean} A value of true if the Rectangle object contains the specified point; otherwise false. - **/ - function (x, y) { - if(x >= this.topLeft.x && x <= this.topRight.x && y >= this.topLeft.y && y <= this.bottomRight.y) { - return true; - } - return false; - }; - Rectangle.prototype.containsPoint = /** - * Determines whether the specified point is contained within the rectangular region defined by this Rectangle object. - * This method is similar to the Rectangle.contains() method, except that it takes a Point object as a parameter. - * @method containsPoint - * @param {Point} point The point object being checked. Can be Point or any object with .x and .y values. - * @return {Boolean} A value of true if the Rectangle object contains the specified point; otherwise false. - **/ - function (point) { - return this.contains(point.x, point.y); - }; - Rectangle.prototype.containsRect = /** - * Determines whether the Rectangle object specified by the rect parameter is contained within this Rectangle object. - * A Rectangle object is said to contain another if the second Rectangle object falls entirely within the boundaries of the first. - * @method containsRect - * @param {Rectangle} rect The rectangle object being checked. - * @return {Boolean} A value of true if the Rectangle object contains the specified point; otherwise false. - **/ - function (rect) { - // If the given rect has a larger volume than this one then it can never contain it - if(rect.volume > this.volume) { - return false; - } - if(rect.x >= this.topLeft.x && rect.y >= this.topLeft.y && rect.rightCenter.x <= this.rightCenter.x && rect.bottomCenter.y <= this.bottomCenter.y) { - return true; - } - return false; - }; - Rectangle.prototype.copyFrom = /** - * Copies all of rectangle data from the source Rectangle object into the calling Rectangle object. - * @method copyFrom - * @param {Rectangle} rect The source rectangle object to copy from - * @return {Rectangle} This rectangle object - **/ - function (source) { - return this.setTo(source.x, source.y, source.width, source.height); - }; - Rectangle.prototype.copyTo = /** - * Copies all the rectangle data from this Rectangle object into the destination Rectangle object. - * @method copyTo - * @param {Rectangle} rect The destination rectangle object to copy in to - * @return {Rectangle} The destination rectangle object - **/ - function (target) { - return target.copyFrom(this); - }; - Rectangle.prototype.equals = /** - * Determines whether the object specified in the toCompare parameter is equal to this Rectangle object. - * This method compares the x, y, width, and height properties of an object against the same properties of this Rectangle object. - * @method equals - * @param {Rectangle} toCompare The rectangle to compare to this Rectangle object. - * @return {Boolean} A value of true if the object has exactly the same values for the x, y, width, and height properties as this Rectangle object; otherwise false. - **/ - function (toCompare) { - if(this.topLeft.equals(toCompare.topLeft) && this.bottomRight.equals(toCompare.bottomRight)) { - return true; - } - return false; - }; - Rectangle.prototype.inflate = /** - * Increases the size of the Rectangle object by the specified amounts. - * The center point of the Rectangle object stays the same, and its size increases to the left and right by the dx value, - * and to the top and the bottom by the dy value. - * @method inflate - * @param {Number} dx The amount to be added to the left side of this Rectangle. - * @param {Number} dy The amount to be added to the bottom side of this Rectangle. - * @return {Rectangle} This Rectangle object. - **/ - function (dx, dy) { - this._tempX = this.topLeft.x - dx; - this._tempWidth = this._width + (2 * dx); - this._tempY = this.topLeft.y - dy; - this._tempHeight = this._height + (2 * dy); - this.updateBounds(); - return this; - }; - Rectangle.prototype.inflatePoint = /** - * Increases the size of the Rectangle object. - * This method is similar to the Rectangle.inflate() method except it takes a Point object as a parameter. - * @method inflatePoint - * @param {Point} point The x property of this Point object is used to increase the horizontal dimension of the Rectangle object. The y property is used to increase the vertical dimension of the Rectangle object. - * @return {Rectangle} This Rectangle object. - **/ - function (point) { - return this.inflate(point.x, point.y); - }; - Rectangle.prototype.intersection = /** - * If the Rectangle object specified in the toIntersect parameter intersects with this Rectangle object, - * returns the area of intersection as a Rectangle object. If the rectangles do not intersect, this method - * returns an empty Rectangle object with its properties set to 0. - * @method intersection - * @param {Rectangle} toIntersect The Rectangle object to compare against to see if it intersects with this Rectangle object. - * @param {Rectangle} output Optional Rectangle object. If given the intersection values will be set into this object, otherwise a brand new Rectangle object will be created and returned. - * @return {Rectangle} A Rectangle object that equals the area of intersection. If the rectangles do not intersect, this method returns an empty Rectangle object; that is, a rectangle with its x, y, width, and height properties set to 0. - **/ - function (toIntersect, output) { - if (typeof output === "undefined") { output = new Rectangle(); } - if(this.intersects(toIntersect) === true) { - output.x = Math.max(toIntersect.topLeft.x, this.topLeft.x); - output.y = Math.max(toIntersect.topLeft.y, this.topLeft.y); - output.width = Math.min(toIntersect.rightCenter.x, this.rightCenter.x) - output.x; - output.height = Math.min(toIntersect.bottomCenter.y, this.bottomCenter.y) - output.y; - } - return output; - }; - Rectangle.prototype.intersects = /** - * Determines whether the object specified intersects (overlaps) with this Rectangle object. - * This method checks the x, y, width, and height properties of the specified Rectangle object to see if it intersects with this Rectangle object. - * @method intersects - * @param {Rectangle} r2 The Rectangle object to compare against to see if it intersects with this Rectangle object. - * @param {Number} t A tolerance value to allow for an intersection test with padding, default to 0 - * @return {Boolean} A value of true if the specified object intersects with this Rectangle object; otherwise false. - **/ - function (r2, t) { - if (typeof t === "undefined") { t = 0; } - return !(r2.left > this.right + t || r2.right < this.left - t || r2.top > this.bottom + t || r2.bottom < this.top - t); - }; - Object.defineProperty(Rectangle.prototype, "isEmpty", { - get: /** - * Determines whether or not this Rectangle object is empty. - * @method isEmpty - * @return {Boolean} A value of true if the Rectangle object's width or height is less than or equal to 0; otherwise false. - **/ - function () { - if(this.width < 1 || this.height < 1) { - return true; - } - return false; - }, - enumerable: true, - configurable: true - }); - Rectangle.prototype.offset = /** - * Adjusts the location of the Rectangle object, as determined by its top-left corner, by the specified amounts. - * @method offset - * @param {Number} dx Moves the x value of the Rectangle object by this amount. - * @param {Number} dy Moves the y value of the Rectangle object by this amount. - * @return {Rectangle} This Rectangle object. - **/ - function (dx, dy) { - if(!isNaN(dx) && !isNaN(dy)) { - this.x += dx; - this.y += dy; - } - return this; - }; - Rectangle.prototype.offsetPoint = /** - * Adjusts the location of the Rectangle object using a Point object as a parameter. This method is similar to the Rectangle.offset() method, except that it takes a Point object as a parameter. - * @method offsetPoint - * @param {Point} point A Point object to use to offset this Rectangle object. - * @return {Rectangle} This Rectangle object. - **/ - function (point) { - return this.offset(point.x, point.y); - }; - Rectangle.prototype.setEmpty = /** - * Sets all of the Rectangle object's properties to 0. A Rectangle object is empty if its width or height is less than or equal to 0. - * @method setEmpty - * @return {Rectangle} This rectangle object - **/ - function () { - return this.setTo(0, 0, 0, 0); - }; - Rectangle.prototype.setTo = /** - * Sets the members of Rectangle to the specified values. - * @method setTo - * @param {Number} x The x coordinate of the top-left corner of the rectangle. - * @param {Number} y The y coordinate of the top-left corner of the rectangle. - * @param {Number} width The width of the rectangle in pixels. - * @param {Number} height The height of the rectangle in pixels. - * @return {Rectangle} This rectangle object - **/ - function (x, y, width, height) { - this._tempX = x; - this._tempY = y; - this._tempWidth = width; - this._tempHeight = height; - this.updateBounds(); - return this; - }; - Rectangle.prototype.union = /** - * Adds two rectangles together to create a new Rectangle object, by filling in the horizontal and vertical space between the two rectangles. - * @method union - * @param {Rectangle} toUnion A Rectangle object to add to this Rectangle object. - * @param {Rectangle} output Optional Rectangle object. If given the new values will be set into this object, otherwise a brand new Rectangle object will be created and returned. - * @return {Rectangle} A Rectangle object that is the union of the two rectangles. - **/ - function (toUnion, output) { - if (typeof output === "undefined") { output = new Rectangle(); } - return output.setTo(Math.min(toUnion.x, this.x), Math.min(toUnion.y, this.y), Math.max(toUnion.right, this.right), Math.max(toUnion.bottom, this.bottom)); - }; - Rectangle.prototype.toString = /** - * Returns a string representation of this object. - * @method toString - * @return {String} a string representation of the instance. - **/ - function () { - return "[{Rectangle (x=" + this.x + " y=" + this.y + " width=" + this.width + " height=" + this.height + " empty=" + this.isEmpty + ")}]"; - }; - return Rectangle; - })(); - Phaser.Rectangle = Rectangle; -})(Phaser || (Phaser = {})); -/// -/** -* Phaser - Polygon -* -*/ -var Phaser; -(function (Phaser) { - var Polygon = (function () { - /** - * A *convex* clockwise polygon - * @class Polygon - * @constructor - * @param {Vector2} pos A vector representing the origin of the polygon (all other points are relative to this one) - * @param {Array.} points An Array of vectors representing the points in the polygon, in clockwise order. - **/ - function Polygon(pos, points, parent) { - if (typeof pos === "undefined") { pos = new Phaser.Vector2(); } - if (typeof points === "undefined") { points = []; } - if (typeof parent === "undefined") { parent = null; } - this.pos = pos; - this.points = points; - this.parent = parent; - this.recalc(); - } - Polygon.prototype.recalc = /** - * Recalculate the edges and normals of the polygon. This - * MUST be called if the points array is modified at all and - * the edges or normals are to be accessed. - */ - function () { - var points = this.points; - var len = points.length; - this.edges = []; - this.normals = []; - for(var i = 0; i < len; i++) { - var p1 = points[i]; - var p2 = i < len - 1 ? points[i + 1] : points[0]; - var e = new Phaser.Vector2().copyFrom(p2).sub(p1); - var n = new Phaser.Vector2().copyFrom(e).perp().normalize(); - this.edges.push(e); - this.normals.push(n); - } - }; - return Polygon; - })(); - Phaser.Polygon = Polygon; -})(Phaser || (Phaser = {})); -/// -/// -/** -* Phaser - Quad -* -* A Quad object is an area defined by its position, as indicated by its top-left corner (x,y) and width and height. -* Very much like a Rectangle only without all of the additional methods and properties of that class. -*/ -var Phaser; -(function (Phaser) { - var Quad = (function () { - /** - * Creates a new Quad object with the top-left corner specified by the x and y parameters and with the specified width and height parameters. If you call this function without parameters, a rectangle with x, y, width, and height properties set to 0 is created. - * @class Quad - * @constructor - * @param {Number} x The x coordinate of the top-left corner of the quad. - * @param {Number} y The y coordinate of the top-left corner of the quad. - * @param {Number} width The width of the quad. - * @param {Number} height The height of the quad. - * @return {Quad} This object - **/ - function Quad(x, y, width, height) { - if (typeof x === "undefined") { x = 0; } - if (typeof y === "undefined") { y = 0; } - if (typeof width === "undefined") { width = 0; } - if (typeof height === "undefined") { height = 0; } - this.setTo(x, y, width, height); - } - Quad.prototype.setTo = /** - * Sets the Quad to the specified size. - * @method setTo - * @param {Number} x The x coordinate of the top-left corner of the quad. - * @param {Number} y The y coordinate of the top-left corner of the quad. - * @param {Number} width The width of the quad. - * @param {Number} height The height of the quad. - * @return {Quad} This object - **/ - function (x, y, width, height) { - this.x = x; - this.y = y; - this.width = width; - this.height = height; - return this; - }; - Object.defineProperty(Quad.prototype, "left", { - get: function () { - return this.x; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Quad.prototype, "right", { - get: function () { - return this.x + this.width; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Quad.prototype, "top", { - get: function () { - return this.y; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Quad.prototype, "bottom", { - get: function () { - return this.y + this.height; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Quad.prototype, "halfWidth", { - get: function () { - return this.width / 2; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Quad.prototype, "halfHeight", { - get: function () { - return this.height / 2; - }, - enumerable: true, - configurable: true - }); - Quad.prototype.intersects = /** - * Determines whether the object specified intersects (overlaps) with this Quad object. - * This method checks the x, y, width, and height properties of the specified Quad object to see if it intersects with this Quad object. - * @method intersects - * @param {Object} quad The object to check for intersection with this Quad. Must have left/right/top/bottom properties (Rectangle, Quad). - * @param {Number} tolerance A tolerance value to allow for an intersection test with padding, default to 0 - * @return {Boolean} A value of true if the specified object intersects with this Quad; otherwise false. - **/ - function (quad, tolerance) { - if (typeof tolerance === "undefined") { tolerance = 0; } - return !(quad.left > this.right + tolerance || quad.right < this.left - tolerance || quad.top > this.bottom + tolerance || quad.bottom < this.top - tolerance); - }; - Quad.prototype.intersectsRaw = /** - * Determines whether the object specified intersects (overlaps) with the given values. - * @method intersectsProps - * @param {Number} left - * @param {Number} right - * @param {Number} top - * @param {Number} bottomt - * @param {Number} tolerance A tolerance value to allow for an intersection test with padding, default to 0 - * @return {Boolean} A value of true if the specified object intersects with this Quad; otherwise false. - **/ - function (left, right, top, bottom, tolerance) { - if (typeof tolerance === "undefined") { tolerance = 0; } - return !(left > this.right + tolerance || right < this.left - tolerance || top > this.bottom + tolerance || bottom < this.top - tolerance); - }; - Quad.prototype.contains = /** - * Determines whether the specified coordinates are contained within the region defined by this Quad object. - * @method contains - * @param {Number} x The x coordinate of the point to test. - * @param {Number} y The y coordinate of the point to test. - * @return {Boolean} A value of true if the Rectangle object contains the specified point; otherwise false. - **/ - function (x, y) { - if(x >= this.x && x <= this.right && y >= this.y && y <= this.bottom) { - return true; - } - return false; - }; - Quad.prototype.copyFrom = /** - * Copies the x/y/width/height values from the source object into this Quad - * @method copyFrom - * @param {Any} source The source object to copy from. Can be a Quad, Rectangle or any object with exposed x/y/width/height properties - * @return {Quad} This object - **/ - function (source) { - return this.setTo(source.x, source.y, source.width, source.height); - }; - Quad.prototype.copyTo = /** - * Copies the x/y/width/height values from this Quad into the given target object - * @method copyTo - * @param {Any} target The object to copy this quads values in to. Can be a Quad, Rectangle or any object with exposed x/y/width/height properties - * @return {Any} The target object - **/ - function (target) { - return target.copyFrom(this); - }; - Quad.prototype.toPolygon = /** - * Creates and returns a Polygon that is the same as this Quad. - * @method toPolygon - * @return {Polygon} A new Polygon that represents this quad. - **/ - function () { - return new Phaser.Polygon(new Phaser.Vector2(this.x, this.y), [ - new Phaser.Vector2(), - new Phaser.Vector2(this.width, 0), - new Phaser.Vector2(this.width, this.height), - new Phaser.Vector2(0, this.height) - ]); - }; - Quad.prototype.toString = /** - * Returns a string representation of this object. - * @method toString - * @return {string} a string representation of the object. - **/ - function () { - return "[{Quad (x=" + this.x + " y=" + this.y + " width=" + this.width + " height=" + this.height + ")}]"; - }; - return Quad; - })(); - Phaser.Quad = Quad; -})(Phaser || (Phaser = {})); -/// -/** -* Phaser - Circle -* -* A Circle object is an area defined by its position, as indicated by its center point (x,y) and diameter. -*/ -var Phaser; -(function (Phaser) { - var Circle = (function () { - /** - * Creates a new Circle object with the center coordinate specified by the x and y parameters and the diameter specified by the diameter parameter. If you call this function without parameters, a circle with x, y, diameter and radius properties set to 0 is created. - * @class Circle - * @constructor - * @param {Number} [x] The x coordinate of the center of the circle. - * @param {Number} [y] The y coordinate of the center of the circle. - * @param {Number} [diameter] The diameter of the circle. - * @return {Circle} This circle object - **/ - function Circle(x, y, diameter) { - if (typeof x === "undefined") { x = 0; } - if (typeof y === "undefined") { y = 0; } - if (typeof diameter === "undefined") { diameter = 0; } - this._diameter = 0; - this._radius = 0; - /** - * The x coordinate of the center of the circle - * @property x - * @type Number - **/ - this.x = 0; - /** - * The y coordinate of the center of the circle - * @property y - * @type Number - **/ - this.y = 0; - this._pos = new Phaser.Vector2(); - this.setTo(x, y, diameter); - } - Object.defineProperty(Circle.prototype, "pos", { - get: /** - * The position of this Circle object represented by a Vector2 - * @property pos - * @type Vector2 - **/ - function () { - return this._pos.setTo(this.x, this.y); - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Circle.prototype, "diameter", { - get: /** - * The diameter of the circle. The largest distance between any two points on the circle. The same as the radius * 2. - * @method diameter - * @return {Number} - **/ - function () { - return this._diameter; - }, - set: /** - * The diameter of the circle. The largest distance between any two points on the circle. The same as the radius * 2. - * @method diameter - * @param {Number} The diameter of the circle. - **/ - function (value) { - if(value > 0) { - this._diameter = value; - this._radius = value * 0.5; - } - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Circle.prototype, "radius", { - get: /** - * The radius of the circle. The length of a line extending from the center of the circle to any point on the circle itself. The same as half the diameter. - * @method radius - * @return {Number} - **/ - function () { - return this._radius; - }, - set: /** - * The radius of the circle. The length of a line extending from the center of the circle to any point on the circle itself. The same as half the diameter. - * @method radius - * @param {Number} The radius of the circle. - **/ - function (value) { - if(value > 0) { - this._radius = value; - this._diameter = value * 2; - } - }, - enumerable: true, - configurable: true - }); - Circle.prototype.circumference = /** - * The circumference of the circle. - * @method circumference - * @return {Number} - **/ - function () { - return 2 * (Math.PI * this._radius); - }; - Object.defineProperty(Circle.prototype, "bottom", { - get: /** - * The sum of the y and radius properties. Changing the bottom property of a Circle object has no effect on the x and y properties, but does change the diameter. - * @method bottom - * @return {Number} - **/ - function () { - return this.y + this._radius; - }, - set: /** - * The sum of the y and radius properties. Changing the bottom property of a Circle object has no effect on the x and y properties, but does change the diameter. - * @method bottom - * @param {Number} The value to adjust the height of the circle by. - **/ - function (value) { - if(!isNaN(value)) { - if(value < this.y) { - this._radius = 0; - this._diameter = 0; - } else { - this.radius = value - this.y; - } - } - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Circle.prototype, "left", { - get: /** - * The x coordinate of the leftmost point of the circle. Changing the left property of a Circle object has no effect on the x and y properties. However it does affect the diameter, whereas changing the x value does not affect the diameter property. - * @method left - * @return {Number} The x coordinate of the leftmost point of the circle. - **/ - function () { - return this.x - this._radius; - }, - set: /** - * The x coordinate of the leftmost point of the circle. Changing the left property of a Circle object has no effect on the x and y properties. However it does affect the diameter, whereas changing the x value does not affect the diameter property. - * @method left - * @param {Number} The value to adjust the position of the leftmost point of the circle by. - **/ - function (value) { - if(!isNaN(value)) { - if(value < this.x) { - this.radius = this.x - value; - } else { - this._radius = 0; - this._diameter = 0; - } - } - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Circle.prototype, "right", { - get: /** - * The x coordinate of the rightmost point of the circle. Changing the right property of a Circle object has no effect on the x and y properties. However it does affect the diameter, whereas changing the x value does not affect the diameter property. - * @method right - * @return {Number} - **/ - function () { - return this.x + this._radius; - }, - set: /** - * The x coordinate of the rightmost point of the circle. Changing the right property of a Circle object has no effect on the x and y properties. However it does affect the diameter, whereas changing the x value does not affect the diameter property. - * @method right - * @param {Number} The amount to adjust the diameter of the circle by. - **/ - function (value) { - if(!isNaN(value)) { - if(value > this.x) { - this.radius = value - this.x; - } else { - this._radius = 0; - this._diameter = 0; - } - } - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Circle.prototype, "top", { - get: /** - * The sum of the y minus the radius property. Changing the top property of a Circle object has no effect on the x and y properties, but does change the diameter. - * @method bottom - * @return {Number} - **/ - function () { - return this.y - this._radius; - }, - set: /** - * The sum of the y minus the radius property. Changing the top property of a Circle object has no effect on the x and y properties, but does change the diameter. - * @method bottom - * @param {Number} The amount to adjust the height of the circle by. - **/ - function (value) { - if(!isNaN(value)) { - if(value > this.y) { - this._radius = 0; - this._diameter = 0; - } else { - this.radius = this.y - value; - } - } - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Circle.prototype, "area", { - get: /** - * Gets the area of this Circle. - * @method area - * @return {Number} This area of this circle. - **/ - function () { - if(this._radius > 0) { - return Math.PI * this._radius * this._radius; - } else { - return 0; - } - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Circle.prototype, "isEmpty", { - get: /** - * Determines whether or not this Circle object is empty. - * @method isEmpty - * @return {Boolean} A value of true if the Circle objects diameter is less than or equal to 0; otherwise false. - **/ - function () { - if(this._diameter <= 0) { - return true; - } - return false; - }, - enumerable: true, - configurable: true - }); - Circle.prototype.intersectCircleLine = /** - * Whether the circle intersects with a line. Checks against infinite line defined by the two points on the line, not the line segment. - * If you need details about the intersection then use Collision.lineToCircle instead. - * @method intersectCircleLine - * @param {Object} the line object to check. - * @return {Boolean} - **/ - function (line) { - return Phaser.Collision.lineToCircle(line, this).result; - }; - Circle.prototype.clone = /** - * Returns a new Circle object with the same values for the x, y, width, and height properties as the original Circle object. - * @method clone - * @param {Circle} [optional] output Optional Circle object. If given the values will be set into the object, otherwise a brand new Circle object will be created and returned. - * @return {Phaser.Circle} - **/ - function (output) { - if (typeof output === "undefined") { output = new Circle(); } - return output.setTo(this.x, this.y, this._diameter); - }; - Circle.prototype.contains = /** - * Return true if the given x/y coordinates are within this Circle object. - * If you need details about the intersection then use Phaser.Intersect.circleContainsPoint instead. - * @method contains - * @param {Number} The X value of the coordinate to test. - * @param {Number} The Y value of the coordinate to test. - * @return {Boolean} True if the coordinates are within this circle, otherwise false. - **/ - function (x, y) { - return Phaser.Collision.circleContainsPoint(this, { - x: x, - y: y - }).result; - }; - Circle.prototype.containsPoint = /** - * Return true if the coordinates of the given Point object are within this Circle object. - * If you need details about the intersection then use Phaser.Intersect.circleContainsPoint instead. - * @method containsPoint - * @param {Phaser.Point} The Point object to test. - * @return {Boolean} True if the coordinates are within this circle, otherwise false. - **/ - function (point) { - return Phaser.Collision.circleContainsPoint(this, point).result; - }; - Circle.prototype.containsCircle = /** - * Return true if the given Circle is contained entirely within this Circle object. - * If you need details about the intersection then use Phaser.Intersect.circleToCircle instead. - * @method containsCircle - * @param {Phaser.Circle} The Circle object to test. - * @return {Boolean} True if the coordinates are within this circle, otherwise false. - **/ - function (circle) { - return Phaser.Collision.circleToCircle(this, circle).result; - }; - Circle.prototype.copyFrom = /** - * Copies all of circle data from the source Circle object into the calling Circle object. - * @method copyFrom - * @param {Circle} rect The source circle object to copy from - * @return {Circle} This circle object - **/ - function (source) { - return this.setTo(source.x, source.y, source.diameter); - }; - Circle.prototype.copyTo = /** - * Copies all of circle data from this Circle object into the destination Circle object. - * @method copyTo - * @param {Circle} circle The destination circle object to copy in to - * @return {Circle} The destination circle object - **/ - function (target) { - return target.copyFrom(this); - }; - Circle.prototype.distanceTo = /** - * Returns the distance from the center of this Circle object to the given object (can be Circle, Point or anything with x/y values) - * @method distanceFrom - * @param {Circle/Point} target - The destination Point object. - * @param {Boolean} [optional] round - Round the distance to the nearest integer (default false) - * @return {Number} The distance between this Point object and the destination Point object. - **/ - function (target, round) { - if (typeof round === "undefined") { round = false; } - var dx = this.x - target.x; - var dy = this.y - target.y; - if(round === true) { - return Math.round(Math.sqrt(dx * dx + dy * dy)); - } else { - return Math.sqrt(dx * dx + dy * dy); - } - }; - Circle.prototype.equals = /** - * Determines whether the object specified in the toCompare parameter is equal to this Circle object. This method compares the x, y and diameter properties of an object against the same properties of this Circle object. - * @method equals - * @param {Circle} toCompare The circle to compare to this Circle object. - * @return {Boolean} A value of true if the object has exactly the same values for the x, y and diameter properties as this Circle object; otherwise false. - **/ - function (toCompare) { - if(this.x === toCompare.x && this.y === toCompare.y && this.diameter === toCompare.diameter) { - return true; - } - return false; - }; - Circle.prototype.intersects = /** - * Determines whether the Circle object specified in the toIntersect parameter intersects with this Circle object. This method checks the radius distances between the two Circle objects to see if they intersect. - * @method intersects - * @param {Circle} toIntersect The Circle object to compare against to see if it intersects with this Circle object. - * @return {Boolean} A value of true if the specified object intersects with this Circle object; otherwise false. - **/ - function (toIntersect) { - if(this.distanceTo(toIntersect, false) < (this._radius + toIntersect._radius)) { - return true; - } - return false; - }; - Circle.prototype.circumferencePoint = /** - * Returns a Point object containing the coordinates of a point on the circumference of this Circle based on the given angle. - * @method circumferencePoint - * @param {Number} angle The angle in radians (unless asDegrees is true) to return the point from. - * @param {Boolean} asDegrees Is the given angle in radians (false) or degrees (true)? - * @param {Phaser.Point} [optional] output An optional Point object to put the result in to. If none specified a new Point object will be created. - * @return {Phaser.Point} The Point object holding the result. - **/ - function (angle, asDegrees, output) { - if (typeof asDegrees === "undefined") { asDegrees = false; } - if (typeof output === "undefined") { output = new Phaser.Point(); } - if(asDegrees === true) { - angle = angle * Phaser.GameMath.DEG_TO_RAD; - } - output.x = this.x + this._radius * Math.cos(angle); - output.y = this.y + this._radius * Math.sin(angle); - return output; - }; - Circle.prototype.offset = /** - * Adjusts the location of the Circle object, as determined by its center coordinate, by the specified amounts. - * @method offset - * @param {Number} dx Moves the x value of the Circle object by this amount. - * @param {Number} dy Moves the y value of the Circle object by this amount. - * @return {Circle} This Circle object. - **/ - function (dx, dy) { - if(!isNaN(dx) && !isNaN(dy)) { - this.x += dx; - this.y += dy; - } - return this; - }; - Circle.prototype.offsetPoint = /** - * Adjusts the location of the Circle object using a Point object as a parameter. This method is similar to the Circle.offset() method, except that it takes a Point object as a parameter. - * @method offsetPoint - * @param {Point} point A Point object to use to offset this Circle object. - * @return {Circle} This Circle object. - **/ - function (point) { - return this.offset(point.x, point.y); - }; - Circle.prototype.setTo = /** - * Sets the members of Circle to the specified values. - * @method setTo - * @param {Number} x The x coordinate of the center of the circle. - * @param {Number} y The y coordinate of the center of the circle. - * @param {Number} diameter The diameter of the circle in pixels. - * @return {Circle} This circle object - **/ - function (x, y, diameter) { - this.x = x; - this.y = y; - this._diameter = diameter; - this._radius = diameter * 0.5; - return this; - }; - Circle.prototype.toString = /** - * Returns a string representation of this object. - * @method toString - * @return {string} a string representation of the instance. - **/ - function () { - return "[{Circle (x=" + this.x + " y=" + this.y + " diameter=" + this.diameter + " radius=" + this.radius + ")}]"; - }; - return Circle; - })(); - Phaser.Circle = Circle; -})(Phaser || (Phaser = {})); -/// -/** -* Phaser - Line -* -* A Line object is an infinte line through space. The two sets of x/y coordinates define the Line Segment. -*/ -var Phaser; -(function (Phaser) { - var Line = (function () { - /** - * - * @constructor - * @param {Number} x1 - * @param {Number} y1 - * @param {Number} x2 - * @param {Number} y2 - * @return {Phaser.Line} This Object - */ - function Line(x1, y1, x2, y2) { - if (typeof x1 === "undefined") { x1 = 0; } - if (typeof y1 === "undefined") { y1 = 0; } - if (typeof x2 === "undefined") { x2 = 0; } - if (typeof y2 === "undefined") { y2 = 0; } - /** - * - * @property x1 - * @type {Number} - */ - this.x1 = 0; - /** - * - * @property y1 - * @type {Number} - */ - this.y1 = 0; - /** - * - * @property x2 - * @type {Number} - */ - this.x2 = 0; - /** - * - * @property y2 - * @type {Number} - */ - this.y2 = 0; - this.setTo(x1, y1, x2, y2); - } - Line.prototype.clone = /** - * - * @method clone - * @param {Phaser.Line} [output] - * @return {Phaser.Line} - */ - function (output) { - if (typeof output === "undefined") { output = new Line(); } - return output.setTo(this.x1, this.y1, this.x2, this.y2); - }; - Line.prototype.copyFrom = /** - * - * @method copyFrom - * @param {Phaser.Line} source - * @return {Phaser.Line} - */ - function (source) { - return this.setTo(source.x1, source.y1, source.x2, source.y2); - }; - Line.prototype.copyTo = /** - * - * @method copyTo - * @param {Phaser.Line} target - * @return {Phaser.Line} - */ - function (target) { - return target.copyFrom(this); - }; - Line.prototype.setTo = /** - * - * @method setTo - * @param {Number} x1 - * @param {Number} y1 - * @param {Number} x2 - * @param {Number} y2 - * @return {Phaser.Line} - */ - function (x1, y1, x2, y2) { - if (typeof x1 === "undefined") { x1 = 0; } - if (typeof y1 === "undefined") { y1 = 0; } - if (typeof x2 === "undefined") { x2 = 0; } - if (typeof y2 === "undefined") { y2 = 0; } - this.x1 = x1; - this.y1 = y1; - this.x2 = x2; - this.y2 = y2; - return this; - }; - Object.defineProperty(Line.prototype, "width", { - get: function () { - return Math.max(this.x1, this.x2) - Math.min(this.x1, this.x2); - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Line.prototype, "height", { - get: function () { - return Math.max(this.y1, this.y2) - Math.min(this.y1, this.y2); - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Line.prototype, "length", { - get: /** - * - * @method length - * @return {Number} - */ - function () { - return Math.sqrt((this.x2 - this.x1) * (this.x2 - this.x1) + (this.y2 - this.y1) * (this.y2 - this.y1)); - }, - enumerable: true, - configurable: true - }); - Line.prototype.getY = /** - * - * @method getY - * @param {Number} x - * @return {Number} - */ - function (x) { - return this.slope * x + this.yIntercept; - }; - Object.defineProperty(Line.prototype, "angle", { - get: /** - * - * @method angle - * @return {Number} - */ - function () { - return Math.atan2(this.x2 - this.x1, this.y2 - this.y1); - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Line.prototype, "slope", { - get: /** - * - * @method slope - * @return {Number} - */ - function () { - return (this.y2 - this.y1) / (this.x2 - this.x1); - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Line.prototype, "perpSlope", { - get: /** - * - * @method perpSlope - * @return {Number} - */ - function () { - return -((this.x2 - this.x1) / (this.y2 - this.y1)); - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Line.prototype, "yIntercept", { - get: /** - * - * @method yIntercept - * @return {Number} - */ - function () { - return (this.y1 - this.slope * this.x1); - }, - enumerable: true, - configurable: true - }); - Line.prototype.isPointOnLine = /** - * - * @method isPointOnLine - * @param {Number} x - * @param {Number} y - * @return {Boolean} - */ - function (x, y) { - if((x - this.x1) * (this.y2 - this.y1) === (this.x2 - this.x1) * (y - this.y1)) { - return true; - } else { - return false; - } - }; - Line.prototype.isPointOnLineSegment = /** - * - * @method isPointOnLineSegment - * @param {Number} x - * @param {Number} y - * @return {Boolean} - */ - function (x, y) { - var xMin = Math.min(this.x1, this.x2); - var xMax = Math.max(this.x1, this.x2); - var yMin = Math.min(this.y1, this.y2); - var yMax = Math.max(this.y1, this.y2); - if(this.isPointOnLine(x, y) && (x >= xMin && x <= xMax) && (y >= yMin && y <= yMax)) { - return true; - } else { - return false; - } - }; - Line.prototype.intersectLineLine = /** - * - * @method intersectLineLine - * @param {Any} line - * @return {Any} - */ - function (line) { - //return Phaser.intersectLineLine(this,line); - }; - Line.prototype.perp = /** - * - * @method perp - * @param {Number} x - * @param {Number} y - * @param {Phaser.Line} [output] - * @return {Phaser.Line} - */ - function (x, y, output) { - if(this.y1 === this.y2) { - if(output) { - output.setTo(x, y, x, this.y1); - } else { - return new Line(x, y, x, this.y1); - } - } - var yInt = (y - this.perpSlope * x); - var pt = this.intersectLineLine({ - x1: x, - y1: y, - x2: 0, - y2: yInt - }); - if(output) { - output.setTo(x, y, pt.x, pt.y); - } else { - return new Line(x, y, pt.x, pt.y); - } - }; - Line.prototype.toString = /* - intersectLineCircle (circle:Circle) - { - var perp = this.perp() - return Phaser.intersectLineCircle(this,circle); - - } - */ - /** - * - * @method toString - * @return {String} - */ - function () { - return "[{Line (x1=" + this.x1 + " y1=" + this.y1 + " x2=" + this.x2 + " y2=" + this.y2 + ")}]"; - }; - return Line; - })(); - Phaser.Line = Line; -})(Phaser || (Phaser = {})); -/// -/** -* Phaser - IntersectResult -* -* A light-weight result object to hold the results of an intersection. For when you need more than just true/false. -*/ -var Phaser; -(function (Phaser) { - var IntersectResult = (function () { - function IntersectResult() { - /** - * Did they intersect or not? - * @property result - * @type {Boolean} - */ - this.result = false; - } - IntersectResult.prototype.setTo = /** - * - * @method setTo - * @param {Number} x1 - * @param {Number} y1 - * @param {Number} [x2] - * @param {Number} [y2] - * @param {Number} [width] - * @param {Number} [height] - */ - function (x1, y1, x2, y2, width, height) { - if (typeof x2 === "undefined") { x2 = 0; } - if (typeof y2 === "undefined") { y2 = 0; } - if (typeof width === "undefined") { width = 0; } - if (typeof height === "undefined") { height = 0; } - this.x = x1; - this.y = y1; - this.x1 = x1; - this.y1 = y1; - this.x2 = x2; - this.y2 = y2; - this.width = width; - this.height = height; - }; - return IntersectResult; - })(); - Phaser.IntersectResult = IntersectResult; -})(Phaser || (Phaser = {})); -/// -/// -/** -* Phaser - Response -* -*/ -var Phaser; -(function (Phaser) { - var Response = (function () { - /** - * An object representing the result of an intersection. Contain information about: - * - The two objects participating in the intersection - * - The vector representing the minimum change necessary to extract the first object - * from the second one. - * - Whether the first object is entirely inside the second, or vice versa. - * - * @constructor - */ - function Response() { - this.a = null; - this.b = null; - this.overlapN = new Phaser.Vector2(); - this.overlapV = new Phaser.Vector2(); - this.clear(); - } - Response.prototype.clear = /** - * Set some values of the response back to their defaults. Call this between tests if - * you are going to reuse a single Response object for multiple intersection tests (recommented) - * - * @return {Response} This for chaining - */ - function () { - this.aInB = true; - this.bInA = true; - this.overlap = Number.MAX_VALUE; - return this; - }; - return Response; - })(); - Phaser.Response = Response; -})(Phaser || (Phaser = {})); -/// -/** -* Phaser - Vector2 -* -* A two dimensional vector. -* Contains methods and ideas from verlet-js by Sub Protocol, SAT.js by Jim Riecken and N by Metanet Software. -*/ -var Phaser; -(function (Phaser) { - var Vector2 = (function () { - /** - * Creates a new Vector2 object. - * @class Vector2 - * @constructor - * @param {Number} x The x position of the vector - * @param {Number} y The y position of the vector - * @return {Vector2} This object - **/ - function Vector2(x, y) { - if (typeof x === "undefined") { x = 0; } - if (typeof y === "undefined") { y = 0; } - this.x = x; - this.y = y; - } - Vector2.prototype.setTo = function (x, y) { - this.x = x; - this.y = y; - return this; - }; - Vector2.prototype.add = /** - * Add this vector to the given one and return the result. - * - * @param {Vector2} v The other Vector. - * @param {Vector2} The output Vector. - * @return {Vector2} The new Vector - */ - function (v, output) { - if (typeof output === "undefined") { output = new Vector2(); } - return output.setTo(this.x + v.x, this.y + v.y); - }; - Vector2.prototype.sub = /** - * Subtract this vector to the given one and return the result. - * - * @param {Vector2} v The other Vector. - * @param {Vector2} The output Vector. - * @return {Vector2} The new Vector - */ - function (v, output) { - if (typeof output === "undefined") { output = new Vector2(); } - return output.setTo(this.x - v.x, this.y - v.y); - }; - Vector2.prototype.mul = /** - * Multiply this vector with the given one and return the result. - * - * @param {Vector2} v The other Vector. - * @param {Vector2} The output Vector. - * @return {Vector2} The new Vector - */ - function (v, output) { - if (typeof output === "undefined") { output = new Vector2(); } - return output.setTo(this.x * v.x, this.y * v.y); - }; - Vector2.prototype.div = /** - * Divide this vector by the given one and return the result. - * - * @param {Vector2} v The other Vector. - * @param {Vector2} The output Vector. - * @return {Vector2} The new Vector - */ - function (v, output) { - if (typeof output === "undefined") { output = new Vector2(); } - return output.setTo(this.x / v.x, this.y / v.y); - }; - Vector2.prototype.scale = /** - * Scale this vector by the given values and return the result. - * - * @param {number} x The scaling factor in the x direction. - * @param {?number=} y The scaling factor in the y direction. If this - * is not specified, the x scaling factor will be used. - * @return {Vector} The new Vector - */ - function (x, y, output) { - if (typeof y === "undefined") { y = null; } - if (typeof output === "undefined") { output = new Vector2(); } - if(y === null) { - y = x; - } - return output.setTo(this.x * x, this.y * y); - }; - Vector2.prototype.perp = /** - * Rotate this vector by 90 degrees - * - * @return {Vector} This for chaining. - */ - function (output) { - if (typeof output === "undefined") { output = this; } - var x = this.x; - return output.setTo(this.y, -x); - }; - Vector2.prototype.mutableSet = // Same as copyFrom, used by VerletManager - function (v) { - this.x = v.x; - this.y = v.y; - return this; - }; - Vector2.prototype.mutableAdd = /** - * Add another vector to this one. - * - * @param {Vector} other The other Vector. - * @return {Vector} This for chaining. - */ - function (v) { - this.x += v.x; - this.y += v.y; - return this; - }; - Vector2.prototype.mutableSub = /** - * Subtract another vector from this one. - * - * @param {Vector} other The other Vector. - * @return {Vector} This for chaining. - */ - function (v) { - this.x -= v.x; - this.y -= v.y; - return this; - }; - Vector2.prototype.mutableMul = /** - * Multiply another vector with this one. - * - * @param {Vector} other The other Vector. - * @return {Vector} This for chaining. - */ - function (v) { - this.x *= v.x; - this.y *= v.y; - return this; - }; - Vector2.prototype.mutableDiv = /** - * Divide this vector by another one. - * - * @param {Vector} other The other Vector. - * @return {Vector} This for chaining. - */ - function (v) { - this.x /= v.x; - this.y /= v.y; - return this; - }; - Vector2.prototype.mutableScale = /** - * Scale this vector. - * - * @param {number} x The scaling factor in the x direction. - * @param {?number=} y The scaling factor in the y direction. If this - * is not specified, the x scaling factor will be used. - * @return {Vector} This for chaining. - */ - function (x, y) { - this.x *= x; - this.y *= y || x; - return this; - }; - Vector2.prototype.reverse = /** - * Reverse this vector. - * - * @return {Vector} This for chaining. - */ - function () { - this.x = -this.x; - this.y = -this.y; - return this; - }; - Vector2.prototype.edge = function (v, output) { - if (typeof output === "undefined") { output = new Vector2(); } - return this.sub(v, output); - }; - Vector2.prototype.equals = function (v) { - return this.x == v.x && this.y == v.y; - }; - Vector2.prototype.epsilonEquals = function (v, epsilon) { - return Math.abs(this.x - v.x) <= epsilon && Math.abs(this.y - v.y) <= epsilon; - }; - Vector2.prototype.length = /** - * Get the length of this vector. - * - * @return {number} The length of this vector. - */ - function () { - return Math.sqrt((this.x * this.x) + (this.y * this.y)); - }; - Vector2.prototype.length2 = /** - * Get the length^2 of this vector. - * - * @return {number} The length^2 of this vector. - */ - function () { - return (this.x * this.x) + (this.y * this.y); - }; - Vector2.prototype.distance = /** - * Get the distance between this vector and the given vector. - * - * @return {Vector2} v The vector to check - */ - function (v) { - return Math.sqrt(this.distance2(v)); - }; - Vector2.prototype.distance2 = /** - * Get the distance^2 between this vector and the given vector. - * - * @return {Vector2} v The vector to check - */ - function (v) { - return ((v.x - this.x) * (v.x - this.x)) + ((v.y - this.y) * (v.y - this.y)); - }; - Vector2.prototype.project = /** - * Project this vector on to another vector. - * - * @param {Vector} other The vector to project onto. - * @return {Vector} This for chaining. - */ - function (other) { - var amt = this.dot(other) / other.length2(); - if(amt != 0) { - this.x = amt * other.x; - this.y = amt * other.y; - } - return this; - }; - Vector2.prototype.projectN = /** - * Project this vector onto a vector of unit length. - * - * @param {Vector} other The unit vector to project onto. - * @return {Vector} This for chaining. - */ - function (other) { - var amt = this.dot(other); - if(amt != 0) { - this.x = amt * other.x; - this.y = amt * other.y; - } - return this; - }; - Vector2.prototype.reflect = /** - * Reflect this vector on an arbitrary axis. - * - * @param {Vector} axis The vector representing the axis. - * @return {Vector} This for chaining. - */ - function (axis) { - var x = this.x; - var y = this.y; - this.project(axis).scale(2); - this.x -= x; - this.y -= y; - return this; - }; - Vector2.prototype.reflectN = /** - * Reflect this vector on an arbitrary axis (represented by a unit vector) - * - * @param {Vector} axis The unit vector representing the axis. - * @return {Vector} This for chaining. - */ - function (axis) { - var x = this.x; - var y = this.y; - this.projectN(axis).scale(2); - this.x -= x; - this.y -= y; - return this; - }; - Vector2.prototype.getProjectionMagnitude = function (v) { - var den = v.dot(v); - if(den == 0) { - return 0; - } else { - return Math.abs(this.dot(v) / den); - } - }; - Vector2.prototype.direction = function (output) { - if (typeof output === "undefined") { output = new Vector2(); } - output.copyFrom(this); - return this.normalize(output); - }; - Vector2.prototype.normalRightHand = function (output) { - if (typeof output === "undefined") { output = this; } - return output.setTo(this.y * -1, this.x); - }; - Vector2.prototype.normalize = /** - * Normalize (make unit length) this vector. - * - * @return {Vector} This for chaining. - */ - function (output) { - if (typeof output === "undefined") { output = this; } - var m = this.length(); - if(m != 0) { - output.setTo(this.x / m, this.y / m); - } - return output; - }; - Vector2.prototype.getMagnitude = function () { - return Math.sqrt(Math.pow(this.x, 2) + Math.pow(this.y, 2)); - }; - Vector2.prototype.dot = /** - * Get the dot product of this vector against another. - * - * @param {Vector} other The vector to dot this one against. - * @return {number} The dot product. - */ - function (v) { - return ((this.x * v.x) + (this.y * v.y)); - }; - Vector2.prototype.cross = /** - * Get the cross product of this vector against another. - * - * @param {Vector} other The vector to cross this one against. - * @return {number} The cross product. - */ - function (v) { - return ((this.x * v.y) - (this.y * v.x)); - }; - Vector2.prototype.angle = /** - * Get the angle between this vector and the given vector. - * - * @return {Vector2} v The vector to check - */ - function (v) { - return Math.atan2(this.x * v.y - this.y * v.x, this.x * v.x + this.y * v.y); - }; - Vector2.prototype.angle2 = function (vLeft, vRight) { - return vLeft.sub(this).angle(vRight.sub(this)); - }; - Vector2.prototype.rotate = /** - * Rotate this vector around the origin to the given angle (theta) and return the result in a new Vector - * - * @return {Vector2} v The vector to check - */ - function (origin, theta, output) { - if (typeof output === "undefined") { output = new Vector2(); } - var x = this.x - origin.x; - var y = this.y - origin.y; - return output.setTo(x * Math.cos(theta) - y * Math.sin(theta) + origin.x, x * Math.sin(theta) + y * Math.cos(theta) + origin.y); - }; - Vector2.prototype.clone = function (output) { - if (typeof output === "undefined") { output = new Vector2(); } - return output.setTo(this.x, this.y); - }; - Vector2.prototype.copyFrom = function (v) { - this.x = v.x; - this.y = v.y; - return this; - }; - Vector2.prototype.copyTo = function (v) { - return v.setTo(this.x, this.y); - }; - Vector2.prototype.toString = /** - * Returns a string representation of this object. - * @method toString - * @return {string} a string representation of the object. - **/ - function () { - return "[{Vector2 (x=" + this.x + " y=" + this.y + ")}]"; - }; - return Vector2; - })(); - Phaser.Vector2 = Vector2; -})(Phaser || (Phaser = {})); -/// -/** -* Phaser - LinkedList -* -* A miniature linked list class. Useful for optimizing time-critical or highly repetitive tasks! -*/ -var Phaser; -(function (Phaser) { - var LinkedList = (function () { - /** - * Creates a new link, and sets object and next to null. - */ - function LinkedList() { - this.object = null; - this.next = null; - } - LinkedList.prototype.destroy = /** - * Clean up memory. - */ - function () { - this.object = null; - if(this.next != null) { - this.next.destroy(); - } - this.next = null; - }; - return LinkedList; - })(); - Phaser.LinkedList = LinkedList; -})(Phaser || (Phaser = {})); -/// -/// -/** -* Phaser - QuadTree -* -* A fairly generic quad tree structure for rapid overlap checks. QuadTree is also configured for single or dual list operation. -* You can add items either to its A list or its B list. When you do an overlap check, you can compare the A list to itself, -* or the A list against the B list. Handy for different things! -*/ -var Phaser; -(function (Phaser) { - var QuadTree = (function (_super) { - __extends(QuadTree, _super); - /** - * Instantiate a new Quad Tree node. - * - * @param {Number} x The X-coordinate of the point in space. - * @param {Number} y The Y-coordinate of the point in space. - * @param {Number} width Desired width of this node. - * @param {Number} height Desired height of this node. - * @param {Number} parent The parent branch or node. Pass null to create a root. - */ - function QuadTree(x, y, width, height, parent) { - if (typeof parent === "undefined") { parent = null; } - _super.call(this, x, y, width, height); - this._headA = this._tailA = new Phaser.LinkedList(); - this._headB = this._tailB = new Phaser.LinkedList(); - //Copy the parent's children (if there are any) - if(parent != null) { - var iterator; - var ot; - if(parent._headA.object != null) { - iterator = parent._headA; - while(iterator != null) { - if(this._tailA.object != null) { - ot = this._tailA; - this._tailA = new Phaser.LinkedList(); - ot.next = this._tailA; - } - this._tailA.object = iterator.object; - iterator = iterator.next; - } - } - if(parent._headB.object != null) { - iterator = parent._headB; - while(iterator != null) { - if(this._tailB.object != null) { - ot = this._tailB; - this._tailB = new Phaser.LinkedList(); - ot.next = this._tailB; - } - this._tailB.object = iterator.object; - iterator = iterator.next; - } - } - } else { - QuadTree._min = (this.width + this.height) / (2 * QuadTree.divisions); - } - this._canSubdivide = (this.width > QuadTree._min) || (this.height > QuadTree._min); - //Set up comparison/sort helpers - this._northWestTree = null; - this._northEastTree = null; - this._southEastTree = null; - this._southWestTree = null; - this._leftEdge = this.x; - this._rightEdge = this.x + this.width; - this._halfWidth = this.width / 2; - this._midpointX = this._leftEdge + this._halfWidth; - this._topEdge = this.y; - this._bottomEdge = this.y + this.height; - this._halfHeight = this.height / 2; - this._midpointY = this._topEdge + this._halfHeight; - } - QuadTree.A_LIST = 0; - QuadTree.B_LIST = 1; - QuadTree.prototype.destroy = /** - * Clean up memory. - */ - function () { - this._tailA.destroy(); - this._tailB.destroy(); - this._headA.destroy(); - this._headB.destroy(); - this._tailA = null; - this._tailB = null; - this._headA = null; - this._headB = null; - if(this._northWestTree != null) { - this._northWestTree.destroy(); - } - if(this._northEastTree != null) { - this._northEastTree.destroy(); - } - if(this._southEastTree != null) { - this._southEastTree.destroy(); - } - if(this._southWestTree != null) { - this._southWestTree.destroy(); - } - this._northWestTree = null; - this._northEastTree = null; - this._southEastTree = null; - this._southWestTree = null; - QuadTree._object = null; - QuadTree._processingCallback = null; - QuadTree._notifyCallback = null; - }; - QuadTree.prototype.load = /** - * Load objects and/or groups into the quad tree, and register notify and processing callbacks. - * - * @param {Basic} objectOrGroup1 Any object that is or extends GameObject or Group. - * @param {Basic} objectOrGroup2 Any object that is or extends GameObject or Group. If null, the first parameter will be checked against itself. - * @param {Function} notifyCallback A function with the form myFunction(Object1:GameObject,Object2:GameObject) that is called whenever two objects are found to overlap in world space, and either no processCallback is specified, or the processCallback returns true. - * @param {Function} processCallback A function with the form myFunction(Object1:GameObject,Object2:GameObject):bool that is called whenever two objects are found to overlap in world space. The notifyCallback is only called if this function returns true. See GameObject.separate(). - * @param context The context in which the callbacks will be called - */ - function (objectOrGroup1, objectOrGroup2, notifyCallback, processCallback, context) { - if (typeof objectOrGroup2 === "undefined") { objectOrGroup2 = null; } - if (typeof notifyCallback === "undefined") { notifyCallback = null; } - if (typeof processCallback === "undefined") { processCallback = null; } - if (typeof context === "undefined") { context = null; } - this.add(objectOrGroup1, QuadTree.A_LIST); - if(objectOrGroup2 != null) { - this.add(objectOrGroup2, QuadTree.B_LIST); - QuadTree._useBothLists = true; - } else { - QuadTree._useBothLists = false; - } - QuadTree._notifyCallback = notifyCallback; - QuadTree._processingCallback = processCallback; - QuadTree._callbackContext = context; - }; - QuadTree.prototype.add = /** - * Call this function to add an object to the root of the tree. - * This function will recursively add all group members, but - * not the groups themselves. - * - * @param {Basic} objectOrGroup GameObjects are just added, Groups are recursed and their applicable members added accordingly. - * @param {Number} list A uint flag indicating the list to which you want to add the objects. Options are QuadTree.A_LIST and QuadTree.B_LIST. - */ - function (objectOrGroup, list) { - QuadTree._list = list; - if(objectOrGroup.isGroup == true) { - var i = 0; - var basic; - var members = objectOrGroup['members']; - var l = objectOrGroup['length']; - while(i < l) { - basic = members[i++]; - if((basic != null) && basic.exists) { - if(basic.isGroup) { - this.add(basic, list); - } else { - QuadTree._object = basic; - if(QuadTree._object.exists && QuadTree._object.allowCollisions) { - this.addObject(); - } - } - } - } - } else { - QuadTree._object = objectOrGroup; - if(QuadTree._object.exists && QuadTree._object.allowCollisions) { - this.addObject(); - } - } - }; - QuadTree.prototype.addObject = /** - * Internal function for recursively navigating and creating the tree - * while adding objects to the appropriate nodes. - */ - function () { - //If this quad (not its children) lies entirely inside this object, add it here - if(!this._canSubdivide || ((this._leftEdge >= QuadTree._object.collisionMask.x) && (this._rightEdge <= QuadTree._object.collisionMask.right) && (this._topEdge >= QuadTree._object.collisionMask.y) && (this._bottomEdge <= QuadTree._object.collisionMask.bottom))) { - this.addToList(); - return; - } - //See if the selected object fits completely inside any of the quadrants - if((QuadTree._object.collisionMask.x > this._leftEdge) && (QuadTree._object.collisionMask.right < this._midpointX)) { - if((QuadTree._object.collisionMask.y > this._topEdge) && (QuadTree._object.collisionMask.bottom < this._midpointY)) { - if(this._northWestTree == null) { - this._northWestTree = new QuadTree(this._leftEdge, this._topEdge, this._halfWidth, this._halfHeight, this); - } - this._northWestTree.addObject(); - return; - } - if((QuadTree._object.collisionMask.y > this._midpointY) && (QuadTree._object.collisionMask.bottom < this._bottomEdge)) { - if(this._southWestTree == null) { - this._southWestTree = new QuadTree(this._leftEdge, this._midpointY, this._halfWidth, this._halfHeight, this); - } - this._southWestTree.addObject(); - return; - } - } - if((QuadTree._object.collisionMask.x > this._midpointX) && (QuadTree._object.collisionMask.right < this._rightEdge)) { - if((QuadTree._object.collisionMask.y > this._topEdge) && (QuadTree._object.collisionMask.bottom < this._midpointY)) { - if(this._northEastTree == null) { - this._northEastTree = new QuadTree(this._midpointX, this._topEdge, this._halfWidth, this._halfHeight, this); - } - this._northEastTree.addObject(); - return; - } - if((QuadTree._object.collisionMask.y > this._midpointY) && (QuadTree._object.collisionMask.bottom < this._bottomEdge)) { - if(this._southEastTree == null) { - this._southEastTree = new QuadTree(this._midpointX, this._midpointY, this._halfWidth, this._halfHeight, this); - } - this._southEastTree.addObject(); - return; - } - } - //If it wasn't completely contained we have to check out the partial overlaps - if((QuadTree._object.collisionMask.right > this._leftEdge) && (QuadTree._object.collisionMask.x < this._midpointX) && (QuadTree._object.collisionMask.bottom > this._topEdge) && (QuadTree._object.collisionMask.y < this._midpointY)) { - if(this._northWestTree == null) { - this._northWestTree = new QuadTree(this._leftEdge, this._topEdge, this._halfWidth, this._halfHeight, this); - } - this._northWestTree.addObject(); - } - if((QuadTree._object.collisionMask.right > this._midpointX) && (QuadTree._object.collisionMask.x < this._rightEdge) && (QuadTree._object.collisionMask.bottom > this._topEdge) && (QuadTree._object.collisionMask.y < this._midpointY)) { - if(this._northEastTree == null) { - this._northEastTree = new QuadTree(this._midpointX, this._topEdge, this._halfWidth, this._halfHeight, this); - } - this._northEastTree.addObject(); - } - if((QuadTree._object.collisionMask.right > this._midpointX) && (QuadTree._object.collisionMask.x < this._rightEdge) && (QuadTree._object.collisionMask.bottom > this._midpointY) && (QuadTree._object.collisionMask.y < this._bottomEdge)) { - if(this._southEastTree == null) { - this._southEastTree = new QuadTree(this._midpointX, this._midpointY, this._halfWidth, this._halfHeight, this); - } - this._southEastTree.addObject(); - } - if((QuadTree._object.collisionMask.right > this._leftEdge) && (QuadTree._object.collisionMask.x < this._midpointX) && (QuadTree._object.collisionMask.bottom > this._midpointY) && (QuadTree._object.collisionMask.y < this._bottomEdge)) { - if(this._southWestTree == null) { - this._southWestTree = new QuadTree(this._leftEdge, this._midpointY, this._halfWidth, this._halfHeight, this); - } - this._southWestTree.addObject(); - } - }; - QuadTree.prototype.addToList = /** - * Internal function for recursively adding objects to leaf lists. - */ - function () { - var ot; - if(QuadTree._list == QuadTree.A_LIST) { - if(this._tailA.object != null) { - ot = this._tailA; - this._tailA = new Phaser.LinkedList(); - ot.next = this._tailA; - } - this._tailA.object = QuadTree._object; - } else { - if(this._tailB.object != null) { - ot = this._tailB; - this._tailB = new Phaser.LinkedList(); - ot.next = this._tailB; - } - this._tailB.object = QuadTree._object; - } - if(!this._canSubdivide) { - return; - } - if(this._northWestTree != null) { - this._northWestTree.addToList(); - } - if(this._northEastTree != null) { - this._northEastTree.addToList(); - } - if(this._southEastTree != null) { - this._southEastTree.addToList(); - } - if(this._southWestTree != null) { - this._southWestTree.addToList(); - } - }; - QuadTree.prototype.execute = /** - * QuadTree's other main function. Call this after adding objects - * using QuadTree.load() to compare the objects that you loaded. - * - * @return {Boolean} Whether or not any overlaps were found. - */ - function () { - var overlapProcessed = false; - var iterator; - if(this._headA.object != null) { - iterator = this._headA; - while(iterator != null) { - QuadTree._object = iterator.object; - if(QuadTree._useBothLists) { - QuadTree._iterator = this._headB; - } else { - QuadTree._iterator = iterator.next; - } - if(QuadTree._object.exists && (QuadTree._object.allowCollisions > 0) && (QuadTree._iterator != null) && (QuadTree._iterator.object != null) && QuadTree._iterator.object.exists && this.overlapNode()) { - overlapProcessed = true; - } - iterator = iterator.next; - } - } - //Advance through the tree by calling overlap on each child - if((this._northWestTree != null) && this._northWestTree.execute()) { - overlapProcessed = true; - } - if((this._northEastTree != null) && this._northEastTree.execute()) { - overlapProcessed = true; - } - if((this._southEastTree != null) && this._southEastTree.execute()) { - overlapProcessed = true; - } - if((this._southWestTree != null) && this._southWestTree.execute()) { - overlapProcessed = true; - } - return overlapProcessed; - }; - QuadTree.prototype.overlapNode = /** - * A private for comparing an object against the contents of a node. - * - * @return {Boolean} Whether or not any overlaps were found. - */ - function () { - //Walk the list and check for overlaps - var overlapProcessed = false; - var checkObject; - while(QuadTree._iterator != null) { - if(!QuadTree._object.exists || (QuadTree._object.allowCollisions <= 0)) { - break; - } - checkObject = QuadTree._iterator.object; - if((QuadTree._object === checkObject) || !checkObject.exists || (checkObject.allowCollisions <= 0)) { - QuadTree._iterator = QuadTree._iterator.next; - continue; - } - if(QuadTree._object.collisionMask.checkHullIntersection(checkObject.collisionMask)) { - //Execute callback functions if they exist - if((QuadTree._processingCallback == null) || QuadTree._processingCallback(QuadTree._object, checkObject)) { - overlapProcessed = true; - } - if(overlapProcessed && (QuadTree._notifyCallback != null)) { - if(QuadTree._callbackContext !== null) { - QuadTree._notifyCallback.call(QuadTree._callbackContext, QuadTree._object, checkObject); - } else { - QuadTree._notifyCallback(QuadTree._object, checkObject); - } - } - } - QuadTree._iterator = QuadTree._iterator.next; - } - return overlapProcessed; - }; - return QuadTree; - })(Phaser.Rectangle); - Phaser.QuadTree = QuadTree; -})(Phaser || (Phaser = {})); -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/** -* Phaser - Collision -* -* A set of extremely useful collision and geometry intersection functions. -*/ -var Phaser; -(function (Phaser) { - var Collision = (function () { - /** - * Collision constructor - * @param game A reference to the current Game - */ - function Collision(game) { - this._game = game; - Collision.T_VECTORS = []; - for(var i = 0; i < 10; i++) { - Collision.T_VECTORS.push(new Phaser.Vector2()); - } - Collision.T_ARRAYS = []; - for(var i = 0; i < 5; i++) { - Collision.T_ARRAYS.push([]); - } - } - Collision.LEFT = 0x0001; - Collision.RIGHT = 0x0010; - Collision.UP = 0x0100; - Collision.DOWN = 0x1000; - Collision.NONE = 0; - Collision.CEILING = Collision.UP; - Collision.FLOOR = Collision.DOWN; - Collision.WALL = Collision.LEFT | Collision.RIGHT; - Collision.ANY = Collision.LEFT | Collision.RIGHT | Collision.UP | Collision.DOWN; - Collision.OVERLAP_BIAS = 4; - Collision.TILE_OVERLAP = false; - Collision.lineToLine = /** - * Checks for Line to Line intersection and returns an IntersectResult object containing the results of the intersection. - * @param line1 The first Line object to check - * @param line2 The second Line object to check - * @param [output] An optional IntersectResult object to store the intersection values in. One is created if none given. - * @returns {IntersectResult=} An IntersectResult object containing the results of the intersection - */ - function lineToLine(line1, line2, output) { - if (typeof output === "undefined") { output = new Phaser.IntersectResult(); } - var denominator = (line1.x1 - line1.x2) * (line2.y1 - line2.y2) - (line1.y1 - line1.y2) * (line2.x1 - line2.x2); - if(denominator !== 0) { - output.result = true; - output.x = ((line1.x1 * line1.y2 - line1.y1 * line1.x2) * (line2.x1 - line2.x2) - (line1.x1 - line1.x2) * (line2.x1 * line2.y2 - line2.y1 * line2.x2)) / denominator; - output.y = ((line1.x1 * line1.y2 - line1.y1 * line1.x2) * (line2.y1 - line2.y2) - (line1.y1 - line1.y2) * (line2.x1 * line2.y2 - line2.y1 * line2.x2)) / denominator; - } - return output; - }; - Collision.lineToLineSegment = /** - * Checks for Line to Line Segment intersection and returns an IntersectResult object containing the results of the intersection. - * @param line The Line object to check - * @param seg The Line segment object to check - * @param [output] An optional IntersectResult object to store the intersection values in. One is created if none given. - * @returns {IntersectResult=} An IntersectResult object containing the results of the intersection - */ - function lineToLineSegment(line, seg, output) { - if (typeof output === "undefined") { output = new Phaser.IntersectResult(); } - var denominator = (line.x1 - line.x2) * (seg.y1 - seg.y2) - (line.y1 - line.y2) * (seg.x1 - seg.x2); - if(denominator !== 0) { - output.x = ((line.x1 * line.y2 - line.y1 * line.x2) * (seg.x1 - seg.x2) - (line.x1 - line.x2) * (seg.x1 * seg.y2 - seg.y1 * seg.x2)) / denominator; - output.y = ((line.x1 * line.y2 - line.y1 * line.x2) * (seg.y1 - seg.y2) - (line.y1 - line.y2) * (seg.x1 * seg.y2 - seg.y1 * seg.x2)) / denominator; - var maxX = Math.max(seg.x1, seg.x2); - var minX = Math.min(seg.x1, seg.x2); - var maxY = Math.max(seg.y1, seg.y2); - var minY = Math.min(seg.y1, seg.y2); - if((output.x <= maxX && output.x >= minX) === true || (output.y <= maxY && output.y >= minY) === true) { - output.result = true; - } - } - return output; - }; - Collision.lineToRawSegment = /** - * Checks for Line to Raw Line Segment intersection and returns the result in the IntersectResult object. - * @param line The Line object to check - * @param x1 The start x coordinate of the raw segment - * @param y1 The start y coordinate of the raw segment - * @param x2 The end x coordinate of the raw segment - * @param y2 The end y coordinate of the raw segment - * @param [output] An optional IntersectResult object to store the intersection values in. One is created if none given. - * @returns {IntersectResult=} An IntersectResult object containing the results of the intersection - */ - function lineToRawSegment(line, x1, y1, x2, y2, output) { - if (typeof output === "undefined") { output = new Phaser.IntersectResult(); } - var denominator = (line.x1 - line.x2) * (y1 - y2) - (line.y1 - line.y2) * (x1 - x2); - if(denominator !== 0) { - output.x = ((line.x1 * line.y2 - line.y1 * line.x2) * (x1 - x2) - (line.x1 - line.x2) * (x1 * y2 - y1 * x2)) / denominator; - output.y = ((line.x1 * line.y2 - line.y1 * line.x2) * (y1 - y2) - (line.y1 - line.y2) * (x1 * y2 - y1 * x2)) / denominator; - var maxX = Math.max(x1, x2); - var minX = Math.min(x1, x2); - var maxY = Math.max(y1, y2); - var minY = Math.min(y1, y2); - if((output.x <= maxX && output.x >= minX) === true || (output.y <= maxY && output.y >= minY) === true) { - output.result = true; - } - } - return output; - }; - Collision.lineToRay = /** - * Checks for Line to Ray intersection and returns the result in an IntersectResult object. - * @param line1 The Line object to check - * @param ray The Ray object to check - * @param [output] An optional IntersectResult object to store the intersection values in. One is created if none given. - * @returns {IntersectResult=} An IntersectResult object containing the results of the intersection - */ - function lineToRay(line1, ray, output) { - if (typeof output === "undefined") { output = new Phaser.IntersectResult(); } - var denominator = (line1.x1 - line1.x2) * (ray.y1 - ray.y2) - (line1.y1 - line1.y2) * (ray.x1 - ray.x2); - if(denominator !== 0) { - output.x = ((line1.x1 * line1.y2 - line1.y1 * line1.x2) * (ray.x1 - ray.x2) - (line1.x1 - line1.x2) * (ray.x1 * ray.y2 - ray.y1 * ray.x2)) / denominator; - output.y = ((line1.x1 * line1.y2 - line1.y1 * line1.x2) * (ray.y1 - ray.y2) - (line1.y1 - line1.y2) * (ray.x1 * ray.y2 - ray.y1 * ray.x2)) / denominator; - output.result = true// true unless either of the 2 following conditions are met - ; - if(!(ray.x1 >= ray.x2) && output.x < ray.x1) { - output.result = false; - } - if(!(ray.y1 >= ray.y2) && output.y < ray.y1) { - output.result = false; - } - } - return output; - }; - Collision.lineToCircle = /** - * Check if the Line and Circle objects intersect - * @param line The Line object to check - * @param circle The Circle object to check - * @param [output] An optional IntersectResult object to store the intersection values in. One is created if none given. - * @returns {IntersectResult=} An IntersectResult object containing the results of the intersection - */ - function lineToCircle(line, circle, output) { - if (typeof output === "undefined") { output = new Phaser.IntersectResult(); } - // Get a perpendicular line running to the center of the circle - if(line.perp(circle.x, circle.y).length <= circle.radius) { - output.result = true; - } - return output; - }; - Collision.lineToRectangle = /** - * Check if the Line intersects each side of the Rectangle - * @param line The Line object to check - * @param rect The Rectangle object to check - * @param [output] An optional IntersectResult object to store the intersection values in. One is created if none given. - * @returns {IntersectResult=} An IntersectResult object containing the results of the intersection - */ - function lineToRectangle(line, rect, output) { - if (typeof output === "undefined") { output = new Phaser.IntersectResult(); } - // Top of the Rectangle vs the Line - Collision.lineToRawSegment(line, rect.x, rect.y, rect.right, rect.y, output); - if(output.result === true) { - return output; - } - // Left of the Rectangle vs the Line - Collision.lineToRawSegment(line, rect.x, rect.y, rect.x, rect.bottom, output); - if(output.result === true) { - return output; - } - // Bottom of the Rectangle vs the Line - Collision.lineToRawSegment(line, rect.x, rect.bottom, rect.right, rect.bottom, output); - if(output.result === true) { - return output; - } - // Right of the Rectangle vs the Line - Collision.lineToRawSegment(line, rect.right, rect.y, rect.right, rect.bottom, output); - return output; - }; - Collision.lineSegmentToLineSegment = /** - * Check if the two Line Segments intersect and returns the result in an IntersectResult object. - * @param line1 The first Line Segment to check - * @param line2 The second Line Segment to check - * @param [output] An optional IntersectResult object to store the intersection values in. One is created if none given. - * @returns {IntersectResult=} An IntersectResult object containing the results of the intersection - */ - function lineSegmentToLineSegment(line1, line2, output) { - if (typeof output === "undefined") { output = new Phaser.IntersectResult(); } - Collision.lineToLineSegment(line1, line2); - if(output.result === true) { - if(!(output.x >= Math.min(line1.x1, line1.x2) && output.x <= Math.max(line1.x1, line1.x2) && output.y >= Math.min(line1.y1, line1.y2) && output.y <= Math.max(line1.y1, line1.y2))) { - output.result = false; - } - } - return output; - }; - Collision.lineSegmentToRay = /** - * Check if the Line Segment intersects with the Ray and returns the result in an IntersectResult object. - * @param line The Line Segment to check. - * @param ray The Ray to check. - * @param [output] An optional IntersectResult object to store the intersection values in. One is created if none given. - * @returns {IntersectResult=} An IntersectResult object containing the results of the intersection - */ - function lineSegmentToRay(line, ray, output) { - if (typeof output === "undefined") { output = new Phaser.IntersectResult(); } - Collision.lineToRay(line, ray, output); - if(output.result === true) { - if(!(output.x >= Math.min(line.x1, line.x2) && output.x <= Math.max(line.x1, line.x2) && output.y >= Math.min(line.y1, line.y2) && output.y <= Math.max(line.y1, line.y2))) { - output.result = false; - } - } - return output; - }; - Collision.lineSegmentToCircle = /** - * Check if the Line Segment intersects with the Circle and returns the result in an IntersectResult object. - * @param seg The Line Segment to check. - * @param circle The Circle to check - * @param [output] An optional IntersectResult object to store the intersection values in. One is created if none given. - * @returns {IntersectResult=} An IntersectResult object containing the results of the intersection - */ - function lineSegmentToCircle(seg, circle, output) { - if (typeof output === "undefined") { output = new Phaser.IntersectResult(); } - var perp = seg.perp(circle.x, circle.y); - if(perp.length <= circle.radius) { - // Line intersects circle - check if segment does - var maxX = Math.max(seg.x1, seg.x2); - var minX = Math.min(seg.x1, seg.x2); - var maxY = Math.max(seg.y1, seg.y2); - var minY = Math.min(seg.y1, seg.y2); - if((perp.x2 <= maxX && perp.x2 >= minX) && (perp.y2 <= maxY && perp.y2 >= minY)) { - output.result = true; - } else { - // Worst case - segment doesn't traverse center, so no perpendicular connection. - if(Collision.circleContainsPoint(circle, { - x: seg.x1, - y: seg.y1 - }) || Collision.circleContainsPoint(circle, { - x: seg.x2, - y: seg.y2 - })) { - output.result = true; - } - } - } - return output; - }; - Collision.lineSegmentToRectangle = /** - * Check if the Line Segment intersects with the Rectangle and returns the result in an IntersectResult object. - * @param seg The Line Segment to check. - * @param rect The Rectangle to check. - * @param [output] An optional IntersectResult object to store the intersection values in. One is created if none given. - * @returns {IntersectResult=} An IntersectResult object containing the results of the intersection - */ - function lineSegmentToRectangle(seg, rect, output) { - if (typeof output === "undefined") { output = new Phaser.IntersectResult(); } - if(rect.contains(seg.x1, seg.y1) && rect.contains(seg.x2, seg.y2)) { - output.result = true; - } else { - // Top of the Rectangle vs the Line - Collision.lineToRawSegment(seg, rect.x, rect.y, rect.right, rect.bottom, output); - if(output.result === true) { - return output; - } - // Left of the Rectangle vs the Line - Collision.lineToRawSegment(seg, rect.x, rect.y, rect.x, rect.bottom, output); - if(output.result === true) { - return output; - } - // Bottom of the Rectangle vs the Line - Collision.lineToRawSegment(seg, rect.x, rect.bottom, rect.right, rect.bottom, output); - if(output.result === true) { - return output; - } - // Right of the Rectangle vs the Line - Collision.lineToRawSegment(seg, rect.right, rect.y, rect.right, rect.bottom, output); - return output; - } - return output; - }; - Collision.rayToRectangle = /** - * Check for Ray to Rectangle intersection and returns the result in an IntersectResult object. - * @param ray The Ray to check. - * @param rect The Rectangle to check. - * @param [output] An optional IntersectResult object to store the intersection values in. One is created if none given. - * @returns {IntersectResult=} An IntersectResult object containing the results of the intersection - */ - function rayToRectangle(ray, rect, output) { - if (typeof output === "undefined") { output = new Phaser.IntersectResult(); } - // Currently just finds first intersection - might not be closest to ray pt1 - Collision.lineToRectangle(ray, rect, output); - return output; - }; - Collision.rayToLineSegment = /** - * Check whether a Ray intersects a Line segment and returns the parametric value where the intersection occurs in an IntersectResult object. - * @param rayX1 - * @param rayY1 - * @param rayX2 - * @param rayY2 - * @param lineX1 - * @param lineY1 - * @param lineX2 - * @param lineY2 - * @param [output] An optional IntersectResult object to store the intersection values in. One is created if none given. - * @returns {IntersectResult=} An IntersectResult object containing the results of the intersection - */ - function rayToLineSegment(rayX1, rayY1, rayX2, rayY2, lineX1, lineY1, lineX2, lineY2, output) { - if (typeof output === "undefined") { output = new Phaser.IntersectResult(); } - var r; - var s; - var d; - // Check lines are not parallel - if((rayY2 - rayY1) / (rayX2 - rayX1) != (lineY2 - lineY1) / (lineX2 - lineX1)) { - d = (((rayX2 - rayX1) * (lineY2 - lineY1)) - (rayY2 - rayY1) * (lineX2 - lineX1)); - if(d != 0) { - r = (((rayY1 - lineY1) * (lineX2 - lineX1)) - (rayX1 - lineX1) * (lineY2 - lineY1)) / d; - s = (((rayY1 - lineY1) * (rayX2 - rayX1)) - (rayX1 - lineX1) * (rayY2 - rayY1)) / d; - if(r >= 0) { - if(s >= 0 && s <= 1) { - output.result = true; - output.x = rayX1 + r * (rayX2 - rayX1); - output.y = rayY1 + r * (rayY2 - rayY1); - } - } - } - } - return output; - }; - Collision.pointToRectangle = /** - * Determines whether the specified point is contained within the rectangular region defined by the Rectangle object and returns the result in an IntersectResult object. - * @param point The Point or MicroPoint object to check, or any object with x and y properties. - * @param rect The Rectangle object to check the point against - * @param [output] An optional IntersectResult object to store the intersection values in. One is created if none given. - * @returns {IntersectResult=} An IntersectResult object containing the results of the intersection - */ - function pointToRectangle(point, rect, output) { - if (typeof output === "undefined") { output = new Phaser.IntersectResult(); } - output.setTo(point.x, point.y); - output.result = rect.containsPoint(point); - return output; - }; - Collision.rectangleToRectangle = /** - * Check whether two axis aligned Rectangles intersect and returns the intersecting rectangle dimensions in an IntersectResult object if they do. - * @param rect1 The first Rectangle object. - * @param rect2 The second Rectangle object. - * @param [output] An optional IntersectResult object to store the intersection values in. One is created if none given. - * @returns {IntersectResult=} An IntersectResult object containing the results of the intersection - */ - function rectangleToRectangle(rect1, rect2, output) { - if (typeof output === "undefined") { output = new Phaser.IntersectResult(); } - var leftX = Math.max(rect1.x, rect2.x); - var rightX = Math.min(rect1.right, rect2.right); - var topY = Math.max(rect1.y, rect2.y); - var bottomY = Math.min(rect1.bottom, rect2.bottom); - output.setTo(leftX, topY, rightX - leftX, bottomY - topY, rightX - leftX, bottomY - topY); - var cx = output.x + output.width * .5; - var cy = output.y + output.height * .5; - if((cx > rect1.x && cx < rect1.right) && (cy > rect1.y && cy < rect1.bottom)) { - output.result = true; - } - return output; - }; - Collision.rectangleToCircle = /** - * Checks if the Rectangle and Circle objects intersect and returns the result in an IntersectResult object. - * @param rect The Rectangle object to check - * @param circle The Circle object to check - * @param [output] An optional IntersectResult object to store the intersection values in. One is created if none given. - * @returns {IntersectResult=} An IntersectResult object containing the results of the intersection - */ - function rectangleToCircle(rect, circle, output) { - if (typeof output === "undefined") { output = new Phaser.IntersectResult(); } - return Collision.circleToRectangle(circle, rect, output); - }; - Collision.circleToCircle = /** - * Checks if the two Circle objects intersect and returns the result in an IntersectResult object. - * @param circle1 The first Circle object to check - * @param circle2 The second Circle object to check - * @param [output] An optional IntersectResult object to store the intersection values in. One is created if none given. - * @returns {IntersectResult=} An IntersectResult object containing the results of the intersection - */ - function circleToCircle(circle1, circle2, output) { - if (typeof output === "undefined") { output = new Phaser.IntersectResult(); } - output.result = ((circle1.radius + circle2.radius) * (circle1.radius + circle2.radius)) >= Collision.distanceSquared(circle1.x, circle1.y, circle2.x, circle2.y); - return output; - }; - Collision.circleToRectangle = /** - * Checks if the Circle object intersects with the Rectangle and returns the result in an IntersectResult object. - * @param circle The Circle object to check - * @param rect The Rectangle object to check - * @param [output] An optional IntersectResult object to store the intersection values in. One is created if none given. - * @returns {IntersectResult=} An IntersectResult object containing the results of the intersection - */ - function circleToRectangle(circle, rect, output) { - if (typeof output === "undefined") { output = new Phaser.IntersectResult(); } - var inflatedRect = rect.clone(); - inflatedRect.inflate(circle.radius, circle.radius); - output.result = inflatedRect.contains(circle.x, circle.y); - return output; - }; - Collision.circleContainsPoint = /** - * Checks if the Point object is contained within the Circle and returns the result in an IntersectResult object. - * @param circle The Circle object to check - * @param point A Point or MicroPoint object to check, or any object with x and y properties - * @param [output] An optional IntersectResult object to store the intersection values in. One is created if none given. - * @returns {IntersectResult=} An IntersectResult object containing the results of the intersection - */ - function circleContainsPoint(circle, point, output) { - if (typeof output === "undefined") { output = new Phaser.IntersectResult(); } - output.result = circle.radius * circle.radius >= Collision.distanceSquared(circle.x, circle.y, point.x, point.y); - return output; - }; - Collision.prototype.overlap = /** - * Checks for overlaps between two objects using the world QuadTree. Can be GameObject vs. GameObject, GameObject vs. Group or Group vs. Group. - * Note: Does not take the objects scrollFactor into account. All overlaps are check in world space. - * @param object1 The first GameObject or Group to check. If null the world.group is used. - * @param object2 The second GameObject or Group to check. - * @param notifyCallback A callback function that is called if the objects overlap. The two objects will be passed to this function in the same order in which you passed them to Collision.overlap. - * @param processCallback A callback function that lets you perform additional checks against the two objects if they overlap. If this is set then notifyCallback will only be called if processCallback returns true. - * @param context The context in which the callbacks will be called - * @returns {boolean} true if the objects overlap, otherwise false. - */ - function (object1, object2, notifyCallback, processCallback, context) { - if (typeof object1 === "undefined") { object1 = null; } - if (typeof object2 === "undefined") { object2 = null; } - if (typeof notifyCallback === "undefined") { notifyCallback = null; } - if (typeof processCallback === "undefined") { processCallback = null; } - if (typeof context === "undefined") { context = null; } - if(object1 == null) { - object1 = this._game.world.group; - } - if(object2 == object1) { - object2 = null; - } - Phaser.QuadTree.divisions = this._game.world.worldDivisions; - var quadTree = new Phaser.QuadTree(this._game.world.bounds.x, this._game.world.bounds.y, this._game.world.bounds.width, this._game.world.bounds.height); - quadTree.load(object1, object2, notifyCallback, processCallback, context); - var result = quadTree.execute(); - quadTree.destroy(); - quadTree = null; - return result; - }; - Collision.separate = /** - * The core Collision separation function used by Collision.overlap. - * @param object1 The first GameObject to separate - * @param object2 The second GameObject to separate - * @returns {boolean} Returns true if the objects were separated, otherwise false. - */ - function separate(object1, object2) { - object1.collisionMask.update(); - object2.collisionMask.update(); - var separatedX = Collision.separateX(object1, object2); - var separatedY = Collision.separateY(object1, object2); - return separatedX || separatedY; - }; - Collision.separateTile = /** - * Collision resolution specifically for GameObjects vs. Tiles. - * @param object The GameObject to separate - * @param tile The Tile to separate - * @returns {boolean} Whether the objects in fact touched and were separated - */ - function separateTile(object, x, y, width, height, mass, collideLeft, collideRight, collideUp, collideDown, separateX, separateY) { - object.collisionMask.update(); - var separatedX = Collision.separateTileX(object, x, y, width, height, mass, collideLeft, collideRight, separateX); - var separatedY = Collision.separateTileY(object, x, y, width, height, mass, collideUp, collideDown, separateY); - return separatedX || separatedY; - }; - Collision.separateTileX = /** - * Separates the two objects on their x axis - * @param object The GameObject to separate - * @param tile The Tile to separate - * @returns {boolean} Whether the objects in fact touched and were separated along the X axis. - */ - function separateTileX(object, x, y, width, height, mass, collideLeft, collideRight, separate) { - // Can't separate two immovable objects (tiles are always immovable) - if(object.immovable) { - return false; - } - // First, get the object delta - var overlap = 0; - var objDelta = object.x - object.last.x; - //var objDelta: number = object.collisionMask.deltaX; - if(objDelta != 0) { - // Check if the X hulls actually overlap - var objDeltaAbs = (objDelta > 0) ? objDelta : -objDelta; - //var objDeltaAbs: number = object.collisionMask.deltaXAbs; - var objBounds = new Phaser.Quad(object.x - ((objDelta > 0) ? objDelta : 0), object.last.y, object.width + ((objDelta > 0) ? objDelta : -objDelta), object.height); - if((objBounds.x + objBounds.width > x) && (objBounds.x < x + width) && (objBounds.y + objBounds.height > y) && (objBounds.y < y + height)) { - var maxOverlap = objDeltaAbs + Collision.OVERLAP_BIAS; - // If they did overlap (and can), figure out by how much and flip the corresponding flags - if(objDelta > 0) { - overlap = object.x + object.width - x; - if((overlap > maxOverlap) || !(object.allowCollisions & Collision.RIGHT) || collideLeft == false) { - overlap = 0; - } else { - object.touching |= Collision.RIGHT; - } - } else if(objDelta < 0) { - overlap = object.x - width - x; - if((-overlap > maxOverlap) || !(object.allowCollisions & Collision.LEFT) || collideRight == false) { - overlap = 0; - } else { - object.touching |= Collision.LEFT; - } - } - } - } - // Then adjust their positions and velocities accordingly (if there was any overlap) - if(overlap != 0) { - if(separate == true) { - //console.log(' - object.x = object.x - overlap; - object.velocity.x = -(object.velocity.x * object.elasticity); - } - Collision.TILE_OVERLAP = true; - return true; - } else { - return false; - } - }; - Collision.separateTileY = /** - * Separates the two objects on their y axis - * @param object The first GameObject to separate - * @param tile The second GameObject to separate - * @returns {boolean} Whether the objects in fact touched and were separated along the Y axis. - */ - function separateTileY(object, x, y, width, height, mass, collideUp, collideDown, separate) { - // Can't separate two immovable objects (tiles are always immovable) - if(object.immovable) { - return false; - } - // First, get the two object deltas - var overlap = 0; - var objDelta = object.y - object.last.y; - if(objDelta != 0) { - // Check if the Y hulls actually overlap - var objDeltaAbs = (objDelta > 0) ? objDelta : -objDelta; - var objBounds = new Phaser.Quad(object.x, object.y - ((objDelta > 0) ? objDelta : 0), object.width, object.height + objDeltaAbs); - if((objBounds.x + objBounds.width > x) && (objBounds.x < x + width) && (objBounds.y + objBounds.height > y) && (objBounds.y < y + height)) { - var maxOverlap = objDeltaAbs + Collision.OVERLAP_BIAS; - // If they did overlap (and can), figure out by how much and flip the corresponding flags - if(objDelta > 0) { - overlap = object.y + object.height - y; - if((overlap > maxOverlap) || !(object.allowCollisions & Collision.DOWN) || collideUp == false) { - overlap = 0; - } else { - object.touching |= Collision.DOWN; - } - } else if(objDelta < 0) { - overlap = object.y - height - y; - if((-overlap > maxOverlap) || !(object.allowCollisions & Collision.UP) || collideDown == false) { - overlap = 0; - } else { - object.touching |= Collision.UP; - } - } - } - } - // TODO - with super low velocities you get lots of stuttering, set some kind of base minimum here - // Then adjust their positions and velocities accordingly (if there was any overlap) - if(overlap != 0) { - if(separate == true) { - object.y = object.y - overlap; - object.velocity.y = -(object.velocity.y * object.elasticity); - } - Collision.TILE_OVERLAP = true; - return true; - } else { - return false; - } - }; - Collision.NEWseparateTileX = /** - * Separates the two objects on their x axis - * @param object The GameObject to separate - * @param tile The Tile to separate - * @returns {boolean} Whether the objects in fact touched and were separated along the X axis. - */ - function NEWseparateTileX(object, x, y, width, height, mass, collideLeft, collideRight, separate) { - // Can't separate two immovable objects (tiles are always immovable) - if(object.immovable) { - return false; - } - // First, get the object delta - var overlap = 0; - if(object.collisionMask.deltaX != 0) { - // Check if the X hulls actually overlap - //var objDeltaAbs: number = (objDelta > 0) ? objDelta : -objDelta; - //var objBounds: Quad = new Quad(object.x - ((objDelta > 0) ? objDelta : 0), object.last.y, object.width + ((objDelta > 0) ? objDelta : -objDelta), object.height); - //if ((objBounds.x + objBounds.width > x) && (objBounds.x < x + width) && (objBounds.y + objBounds.height > y) && (objBounds.y < y + height)) - if(object.collisionMask.intersectsRaw(x, x + width, y, y + height)) { - var maxOverlap = object.collisionMask.deltaXAbs + Collision.OVERLAP_BIAS; - // If they did overlap (and can), figure out by how much and flip the corresponding flags - if(object.collisionMask.deltaX > 0) { - //overlap = object.x + object.width - x; - overlap = object.collisionMask.right - x; - if((overlap > maxOverlap) || !(object.allowCollisions & Collision.RIGHT) || collideLeft == false) { - overlap = 0; - } else { - object.touching |= Collision.RIGHT; - } - } else if(object.collisionMask.deltaX < 0) { - //overlap = object.x - width - x; - overlap = object.collisionMask.x - width - x; - if((-overlap > maxOverlap) || !(object.allowCollisions & Collision.LEFT) || collideRight == false) { - overlap = 0; - } else { - object.touching |= Collision.LEFT; - } - } - } - } - // Then adjust their positions and velocities accordingly (if there was any overlap) - if(overlap != 0) { - if(separate == true) { - object.x = object.x - overlap; - object.velocity.x = -(object.velocity.x * object.elasticity); - } - Collision.TILE_OVERLAP = true; - return true; - } else { - return false; - } - }; - Collision.NEWseparateTileY = /** - * Separates the two objects on their y axis - * @param object The first GameObject to separate - * @param tile The second GameObject to separate - * @returns {boolean} Whether the objects in fact touched and were separated along the Y axis. - */ - function NEWseparateTileY(object, x, y, width, height, mass, collideUp, collideDown, separate) { - // Can't separate two immovable objects (tiles are always immovable) - if(object.immovable) { - return false; - } - // First, get the two object deltas - var overlap = 0; - //var objDelta: number = object.y - object.last.y; - if(object.collisionMask.deltaY != 0) { - // Check if the Y hulls actually overlap - //var objDeltaAbs: number = (objDelta > 0) ? objDelta : -objDelta; - //var objBounds: Quad = new Quad(object.x, object.y - ((objDelta > 0) ? objDelta : 0), object.width, object.height + objDeltaAbs); - //if ((objBounds.x + objBounds.width > x) && (objBounds.x < x + width) && (objBounds.y + objBounds.height > y) && (objBounds.y < y + height)) - if(object.collisionMask.intersectsRaw(x, x + width, y, y + height)) { - //var maxOverlap: number = objDeltaAbs + Collision.OVERLAP_BIAS; - var maxOverlap = object.collisionMask.deltaYAbs + Collision.OVERLAP_BIAS; - // If they did overlap (and can), figure out by how much and flip the corresponding flags - if(object.collisionMask.deltaY > 0) { - //overlap = object.y + object.height - y; - overlap = object.collisionMask.bottom - y; - if((overlap > maxOverlap) || !(object.allowCollisions & Collision.DOWN) || collideUp == false) { - overlap = 0; - } else { - object.touching |= Collision.DOWN; - } - } else if(object.collisionMask.deltaY < 0) { - //overlap = object.y - height - y; - overlap = object.collisionMask.y - height - y; - if((-overlap > maxOverlap) || !(object.allowCollisions & Collision.UP) || collideDown == false) { - overlap = 0; - } else { - object.touching |= Collision.UP; - } - } - } - } - // TODO - with super low velocities you get lots of stuttering, set some kind of base minimum here - // Then adjust their positions and velocities accordingly (if there was any overlap) - if(overlap != 0) { - if(separate == true) { - object.y = object.y - overlap; - object.velocity.y = -(object.velocity.y * object.elasticity); - } - Collision.TILE_OVERLAP = true; - return true; - } else { - return false; - } - }; - Collision.separateX = /** - * Separates the two objects on their x axis - * @param object1 The first GameObject to separate - * @param object2 The second GameObject to separate - * @returns {boolean} Whether the objects in fact touched and were separated along the X axis. - */ - function separateX(object1, object2) { - // Can't separate two immovable objects - if(object1.immovable && object2.immovable) { - return false; - } - // First, get the two object deltas - var overlap = 0; - if(object1.collisionMask.deltaX != object2.collisionMask.deltaX) { - if(object1.collisionMask.intersects(object2.collisionMask)) { - var maxOverlap = object1.collisionMask.deltaXAbs + object2.collisionMask.deltaXAbs + Collision.OVERLAP_BIAS; - // If they did overlap (and can), figure out by how much and flip the corresponding flags - if(object1.collisionMask.deltaX > object2.collisionMask.deltaX) { - overlap = object1.collisionMask.right - object2.collisionMask.x; - if((overlap > maxOverlap) || !(object1.allowCollisions & Collision.RIGHT) || !(object2.allowCollisions & Collision.LEFT)) { - overlap = 0; - } else { - object1.touching |= Collision.RIGHT; - object2.touching |= Collision.LEFT; - } - } else if(object1.collisionMask.deltaX < object2.collisionMask.deltaX) { - overlap = object1.collisionMask.x - object2.collisionMask.width - object2.collisionMask.x; - if((-overlap > maxOverlap) || !(object1.allowCollisions & Collision.LEFT) || !(object2.allowCollisions & Collision.RIGHT)) { - overlap = 0; - } else { - object1.touching |= Collision.LEFT; - object2.touching |= Collision.RIGHT; - } - } - } - } - // Then adjust their positions and velocities accordingly (if there was any overlap) - if(overlap != 0) { - var obj1Velocity = object1.velocity.x; - var obj2Velocity = object2.velocity.x; - if(!object1.immovable && !object2.immovable) { - overlap *= 0.5; - object1.x = object1.x - overlap; - object2.x += overlap; - var obj1NewVelocity = Math.sqrt((obj2Velocity * obj2Velocity * object2.mass) / object1.mass) * ((obj2Velocity > 0) ? 1 : -1); - var obj2NewVelocity = Math.sqrt((obj1Velocity * obj1Velocity * object1.mass) / object2.mass) * ((obj1Velocity > 0) ? 1 : -1); - var average = (obj1NewVelocity + obj2NewVelocity) * 0.5; - obj1NewVelocity -= average; - obj2NewVelocity -= average; - object1.velocity.x = average + obj1NewVelocity * object1.elasticity; - object2.velocity.x = average + obj2NewVelocity * object2.elasticity; - } else if(!object1.immovable) { - object1.x = object1.x - overlap; - object1.velocity.x = obj2Velocity - obj1Velocity * object1.elasticity; - } else if(!object2.immovable) { - object2.x += overlap; - object2.velocity.x = obj1Velocity - obj2Velocity * object2.elasticity; - } - return true; - } else { - return false; - } - }; - Collision.separateY = /** - * Separates the two objects on their y axis - * @param object1 The first GameObject to separate - * @param object2 The second GameObject to separate - * @returns {boolean} Whether the objects in fact touched and were separated along the Y axis. - */ - function separateY(object1, object2) { - // Can't separate two immovable objects - if(object1.immovable && object2.immovable) { - return false; - } - // First, get the two object deltas - var overlap = 0; - if(object1.collisionMask.deltaY != object2.collisionMask.deltaY) { - if(object1.collisionMask.intersects(object2.collisionMask)) { - // This is the only place to use the DeltaAbs values - var maxOverlap = object1.collisionMask.deltaYAbs + object2.collisionMask.deltaYAbs + Collision.OVERLAP_BIAS; - // If they did overlap (and can), figure out by how much and flip the corresponding flags - if(object1.collisionMask.deltaY > object2.collisionMask.deltaY) { - overlap = object1.collisionMask.bottom - object2.collisionMask.y; - if((overlap > maxOverlap) || !(object1.allowCollisions & Collision.DOWN) || !(object2.allowCollisions & Collision.UP)) { - overlap = 0; - } else { - object1.touching |= Collision.DOWN; - object2.touching |= Collision.UP; - } - } else if(object1.collisionMask.deltaY < object2.collisionMask.deltaY) { - overlap = object1.collisionMask.y - object2.collisionMask.height - object2.collisionMask.y; - if((-overlap > maxOverlap) || !(object1.allowCollisions & Collision.UP) || !(object2.allowCollisions & Collision.DOWN)) { - overlap = 0; - } else { - object1.touching |= Collision.UP; - object2.touching |= Collision.DOWN; - } - } - } - } - // Then adjust their positions and velocities accordingly (if there was any overlap) - if(overlap != 0) { - var obj1Velocity = object1.velocity.y; - var obj2Velocity = object2.velocity.y; - if(!object1.immovable && !object2.immovable) { - overlap *= 0.5; - object1.y = object1.y - overlap; - object2.y += overlap; - var obj1NewVelocity = Math.sqrt((obj2Velocity * obj2Velocity * object2.mass) / object1.mass) * ((obj2Velocity > 0) ? 1 : -1); - var obj2NewVelocity = Math.sqrt((obj1Velocity * obj1Velocity * object1.mass) / object2.mass) * ((obj1Velocity > 0) ? 1 : -1); - var average = (obj1NewVelocity + obj2NewVelocity) * 0.5; - obj1NewVelocity -= average; - obj2NewVelocity -= average; - object1.velocity.y = average + obj1NewVelocity * object1.elasticity; - object2.velocity.y = average + obj2NewVelocity * object2.elasticity; - } else if(!object1.immovable) { - object1.y = object1.y - overlap; - object1.velocity.y = obj2Velocity - obj1Velocity * object1.elasticity; - // This is special case code that handles things like horizontal moving platforms you can ride - if(object2.active && object2.moves && (object1.collisionMask.deltaY > object2.collisionMask.deltaY)) { - object1.x += object2.x - object2.last.x; - } - } else if(!object2.immovable) { - object2.y += overlap; - object2.velocity.y = obj1Velocity - obj2Velocity * object2.elasticity; - // This is special case code that handles things like horizontal moving platforms you can ride - if(object1.active && object1.moves && (object1.collisionMask.deltaY < object2.collisionMask.deltaY)) { - object2.x += object1.x - object1.last.x; - } - } - return true; - } else { - return false; - } - }; - Collision.distance = /** - * Returns the distance between the two given coordinates. - * @param x1 The X value of the first coordinate - * @param y1 The Y value of the first coordinate - * @param x2 The X value of the second coordinate - * @param y2 The Y value of the second coordinate - * @returns {number} The distance between the two coordinates - */ - function distance(x1, y1, x2, y2) { - return Math.sqrt((x2 - x1) * (x2 - x1) + (y2 - y1) * (y2 - y1)); - }; - Collision.distanceSquared = /** - * Returns the distanced squared between the two given coordinates. - * @param x1 The X value of the first coordinate - * @param y1 The Y value of the first coordinate - * @param x2 The X value of the second coordinate - * @param y2 The Y value of the second coordinate - * @returns {number} The distance between the two coordinates - */ - function distanceSquared(x1, y1, x2, y2) { - return (x2 - x1) * (x2 - x1) + (y2 - y1) * (y2 - y1); - }; - Collision.flattenPointsOn = // SAT - /** - * Flattens the specified array of points onto a unit vector axis, - * resulting in a one dimensional range of the minimum and - * maximum value on that axis. - * - * @param {Array.} points The points to flatten. - * @param {Vector} normal The unit vector axis to flatten on. - * @param {Array.} result An array. After calling this function, - * result[0] will be the minimum value, - * result[1] will be the maximum value. - */ - function flattenPointsOn(points, normal, result) { - var min = Number.MAX_VALUE; - var max = -Number.MAX_VALUE; - var len = points.length; - for(var i = 0; i < len; i++) { - // Get the magnitude of the projection of the point onto the normal - var dot = points[i].dot(normal); - if(dot < min) { - min = dot; - } - if(dot > max) { - max = dot; - } - } - result[0] = min; - result[1] = max; - }; - Collision.isSeparatingAxis = /** - * Check whether two convex clockwise polygons are separated by the specified - * axis (must be a unit vector). - * - * @param {Vector} aPos The position of the first polygon. - * @param {Vector} bPos The position of the second polygon. - * @param {Array.} aPoints The points in the first polygon. - * @param {Array.} bPoints The points in the second polygon. - * @param {Vector} axis The axis (unit sized) to test against. The points of both polygons - * will be projected onto this axis. - * @param {Response=} response A Response object (optional) which will be populated - * if the axis is not a separating axis. - * @return {boolean} true if it is a separating axis, false otherwise. If false, - * and a response is passed in, information about how much overlap and - * the direction of the overlap will be populated. - */ - function isSeparatingAxis(aPos, bPos, aPoints, bPoints, axis, response) { - if (typeof response === "undefined") { response = null; } - var rangeA = Collision.T_ARRAYS.pop(); - var rangeB = Collision.T_ARRAYS.pop(); - // Get the magnitude of the offset between the two polygons - var offsetV = Collision.T_VECTORS.pop().copyFrom(bPos).sub(aPos); - var projectedOffset = offsetV.dot(axis); - // Project the polygons onto the axis. - Collision.flattenPointsOn(aPoints, axis, rangeA); - Collision.flattenPointsOn(bPoints, axis, rangeB); - // Move B's range to its position relative to A. - rangeB[0] += projectedOffset; - rangeB[1] += projectedOffset; - // Check if there is a gap. If there is, this is a separating axis and we can stop - if(rangeA[0] > rangeB[1] || rangeB[0] > rangeA[1]) { - Collision.T_VECTORS.push(offsetV); - Collision.T_ARRAYS.push(rangeA); - Collision.T_ARRAYS.push(rangeB); - return true; - } - // If we're calculating a response, calculate the overlap. - if(response) { - var overlap = 0; - // A starts further left than B - if(rangeA[0] < rangeB[0]) { - response.aInB = false; - // A ends before B does. We have to pull A out of B - if(rangeA[1] < rangeB[1]) { - overlap = rangeA[1] - rangeB[0]; - response.bInA = false; - // B is fully inside A. Pick the shortest way out. - } else { - var option1 = rangeA[1] - rangeB[0]; - var option2 = rangeB[1] - rangeA[0]; - overlap = option1 < option2 ? option1 : -option2; - } - // B starts further left than A - } else { - response.bInA = false; - // B ends before A ends. We have to push A out of B - if(rangeA[1] > rangeB[1]) { - overlap = rangeA[0] - rangeB[1]; - response.aInB = false; - // A is fully inside B. Pick the shortest way out. - } else { - var option1 = rangeA[1] - rangeB[0]; - var option2 = rangeB[1] - rangeA[0]; - overlap = option1 < option2 ? option1 : -option2; - } - } - // If this is the smallest amount of overlap we've seen so far, set it as the minimum overlap. - var absOverlap = Math.abs(overlap); - if(absOverlap < response.overlap) { - response.overlap = absOverlap; - response.overlapN.copyFrom(axis); - if(overlap < 0) { - response.overlapN.reverse(); - } - } - } - Collision.T_VECTORS.push(offsetV); - Collision.T_ARRAYS.push(rangeA); - Collision.T_ARRAYS.push(rangeB); - return false; - }; - Collision.LEFT_VORNOI_REGION = -1; - Collision.MIDDLE_VORNOI_REGION = 0; - Collision.RIGHT_VORNOI_REGION = 1; - Collision.vornoiRegion = /** - * Calculates which Vornoi region a point is on a line segment. - * It is assumed that both the line and the point are relative to (0, 0) - * - * | (0) | - * (-1) [0]--------------[1] (1) - * | (0) | - * - * @param {Vector} line The line segment. - * @param {Vector} point The point. - * @return {number} LEFT_VORNOI_REGION (-1) if it is the left region, - * MIDDLE_VORNOI_REGION (0) if it is the middle region, - * RIGHT_VORNOI_REGION (1) if it is the right region. - */ - function vornoiRegion(line, point) { - var len2 = line.length2(); - var dp = point.dot(line); - if(dp < 0) { - return Collision.LEFT_VORNOI_REGION; - } else if(dp > len2) { - return Collision.RIGHT_VORNOI_REGION; - } else { - return Collision.MIDDLE_VORNOI_REGION; - } - }; - Collision.testCircleCircle = /** - * Check if two circles intersect. - * - * @param {Circle} a The first circle. - * @param {Circle} b The second circle. - * @param {Response=} response Response object (optional) that will be populated if - * the circles intersect. - * @return {boolean} true if the circles intersect, false if they don't. - */ - function testCircleCircle(a, b, response) { - if (typeof response === "undefined") { response = null; } - var differenceV = Collision.T_VECTORS.pop().copyFrom(b.pos).sub(a.pos); - var totalRadius = a.radius + b.radius; - var totalRadiusSq = totalRadius * totalRadius; - var distanceSq = differenceV.length2(); - if(distanceSq > totalRadiusSq) { - // They do not intersect - Collision.T_VECTORS.push(differenceV); - return false; - } - // They intersect. If we're calculating a response, calculate the overlap. - if(response) { - var dist = Math.sqrt(distanceSq); - response.a = a; - response.b = b; - response.overlap = totalRadius - dist; - response.overlapN.copyFrom(differenceV.normalize()); - response.overlapV.copyFrom(differenceV).scale(response.overlap); - response.aInB = a.radius <= b.radius && dist <= b.radius - a.radius; - response.bInA = b.radius <= a.radius && dist <= a.radius - b.radius; - } - Collision.T_VECTORS.push(differenceV); - return true; - }; - Collision.testPolygonCircle = /** - * Check if a polygon and a circle intersect. - * - * @param {Polygon} polygon The polygon. - * @param {Circle} circle The circle. - * @param {Response=} response Response object (optional) that will be populated if - * they interset. - * @return {boolean} true if they intersect, false if they don't. - */ - function testPolygonCircle(polygon, circle, response) { - if (typeof response === "undefined") { response = null; } - var circlePos = Collision.T_VECTORS.pop().copyFrom(circle.pos).sub(polygon.pos); - var radius = circle.radius; - var radius2 = radius * radius; - var points = polygon.points; - var len = points.length; - var edge = Collision.T_VECTORS.pop(); - var point = Collision.T_VECTORS.pop(); - // For each edge in the polygon - for(var i = 0; i < len; i++) { - var next = i === len - 1 ? 0 : i + 1; - var prev = i === 0 ? len - 1 : i - 1; - var overlap = 0; - var overlapN = null; - // Get the edge - edge.copyFrom(polygon.edges[i]); - // Calculate the center of the cirble relative to the starting point of the edge - point.copyFrom(circlePos).sub(points[i]); - // If the distance between the center of the circle and the point - // is bigger than the radius, the polygon is definitely not fully in - // the circle. - if(response && point.length2() > radius2) { - response.aInB = false; - } - // Calculate which Vornoi region the center of the circle is in. - var region = Collision.vornoiRegion(edge, point); - if(region === Collision.LEFT_VORNOI_REGION) { - // Need to make sure we're in the RIGHT_VORNOI_REGION of the previous edge. - edge.copyFrom(polygon.edges[prev]); - // Calculate the center of the circle relative the starting point of the previous edge - var point2 = Collision.T_VECTORS.pop().copyFrom(circlePos).sub(points[prev]); - region = Collision.vornoiRegion(edge, point2); - if(region === Collision.RIGHT_VORNOI_REGION) { - // It's in the region we want. Check if the circle intersects the point. - var dist = point.length2(); - if(dist > radius) { - // No intersection - Collision.T_VECTORS.push(circlePos); - Collision.T_VECTORS.push(edge); - Collision.T_VECTORS.push(point); - Collision.T_VECTORS.push(point2); - return false; - } else if(response) { - // It intersects, calculate the overlap - response.bInA = false; - overlapN = point.normalize(); - overlap = radius - dist; - } - } - Collision.T_VECTORS.push(point2); - } else if(region === Collision.RIGHT_VORNOI_REGION) { - // Need to make sure we're in the left region on the next edge - edge.copyFrom(polygon.edges[next]); - // Calculate the center of the circle relative to the starting point of the next edge - point.copyFrom(circlePos).sub(points[next]); - region = Collision.vornoiRegion(edge, point); - if(region === Collision.LEFT_VORNOI_REGION) { - // It's in the region we want. Check if the circle intersects the point. - var dist = point.length2(); - if(dist > radius) { - // No intersection - Collision.T_VECTORS.push(circlePos); - Collision.T_VECTORS.push(edge); - Collision.T_VECTORS.push(point); - return false; - } else if(response) { - // It intersects, calculate the overlap - response.bInA = false; - overlapN = point.normalize(); - overlap = radius - dist; - } - } - // MIDDLE_VORNOI_REGION - } else { - // Need to check if the circle is intersecting the edge, - // Change the edge into its "edge normal". - var normal = edge.perp().normalize(); - // Find the perpendicular distance between the center of the - // circle and the edge. - var dist = point.dot(normal); - var distAbs = Math.abs(dist); - // If the circle is on the outside of the edge, there is no intersection - if(dist > 0 && distAbs > radius) { - Collision.T_VECTORS.push(circlePos); - Collision.T_VECTORS.push(normal); - Collision.T_VECTORS.push(point); - return false; - } else if(response) { - // It intersects, calculate the overlap. - overlapN = normal; - overlap = radius - dist; - // If the center of the circle is on the outside of the edge, or part of the - // circle is on the outside, the circle is not fully inside the polygon. - if(dist >= 0 || overlap < 2 * radius) { - response.bInA = false; - } - } - } - // If this is the smallest overlap we've seen, keep it. - // (overlapN may be null if the circle was in the wrong Vornoi region) - if(overlapN && response && Math.abs(overlap) < Math.abs(response.overlap)) { - response.overlap = overlap; - response.overlapN.copyFrom(overlapN); - } - } - // Calculate the final overlap vector - based on the smallest overlap. - if(response) { - response.a = polygon; - response.b = circle; - response.overlapV.copyFrom(response.overlapN).scale(response.overlap); - } - Collision.T_VECTORS.push(circlePos); - Collision.T_VECTORS.push(edge); - Collision.T_VECTORS.push(point); - return true; - }; - Collision.testCirclePolygon = /** - * Check if a circle and a polygon intersect. - * - * NOTE: This runs slightly slower than polygonCircle as it just - * runs polygonCircle and reverses everything at the end. - * - * @param {Circle} circle The circle. - * @param {Polygon} polygon The polygon. - * @param {Response=} response Response object (optional) that will be populated if - * they interset. - * @return {boolean} true if they intersect, false if they don't. - */ - function testCirclePolygon(circle, polygon, response) { - if (typeof response === "undefined") { response = null; } - var result = Collision.testPolygonCircle(polygon, circle, response); - if(result && response) { - // Swap A and B in the response. - var a = response.a; - var aInB = response.aInB; - response.overlapN.reverse(); - response.overlapV.reverse(); - response.a = response.b; - response.b = a; - response.aInB = response.bInA; - response.bInA = aInB; - } - return result; - }; - Collision.testPolygonPolygon = /** - * Checks whether two convex, clockwise polygons intersect. - * - * @param {Polygon} a The first polygon. - * @param {Polygon} b The second polygon. - * @param {Response=} response Response object (optional) that will be populated if - * they interset. - * @return {boolean} true if they intersect, false if they don't. - */ - function testPolygonPolygon(a, b, response) { - if (typeof response === "undefined") { response = null; } - var aPoints = a.points; - var aLen = aPoints.length; - var bPoints = b.points; - var bLen = bPoints.length; - // If any of the edge normals of A is a separating axis, no intersection. - for(var i = 0; i < aLen; i++) { - if(Collision.isSeparatingAxis(a.pos, b.pos, aPoints, bPoints, a.normals[i], response)) { - return false; - } - } - // If any of the edge normals of B is a separating axis, no intersection. - for(var i = 0; i < bLen; i++) { - if(Collision.isSeparatingAxis(a.pos, b.pos, aPoints, bPoints, b.normals[i], response)) { - return false; - } - } - // Since none of the edge normals of A or B are a separating axis, there is an intersection - // and we've already calculated the smallest overlap (in isSeparatingAxis). Calculate the - // final overlap vector. - if(response) { - response.a = a; - response.b = b; - response.overlapV.copyFrom(response.overlapN).scale(response.overlap); - } - return true; - }; - return Collision; - })(); - Phaser.Collision = Collision; -})(Phaser || (Phaser = {})); -/// -/** -* Phaser - DynamicTexture -* -* A DynamicTexture can be thought of as a mini canvas into which you can draw anything. -* Game Objects can be assigned a DynamicTexture, so when they render in the world they do so -* based on the contents of the texture at the time. This allows you to create powerful effects -* once and have them replicated across as many game objects as you like. -*/ -var Phaser; -(function (Phaser) { - var DynamicTexture = (function () { - /** - * DynamicTexture constructor - * Create a new DynamicTexture. - * - * @param game {Phaser.Game} Current game instance. - * @param width {number} Init width of this texture. - * @param height {number} Init height of this texture. - */ - function DynamicTexture(game, width, height) { - this._sx = 0; - this._sy = 0; - this._sw = 0; - this._sh = 0; - this._dx = 0; - this._dy = 0; - this._dw = 0; - this._dh = 0; - this._game = game; - this.canvas = document.createElement('canvas'); - this.canvas.width = width; - this.canvas.height = height; - this.context = this.canvas.getContext('2d'); - this.bounds = new Phaser.Rectangle(0, 0, width, height); - } - DynamicTexture.prototype.getPixel = /** - * Get a color of a specific pixel. - * @param x {number} X position of the pixel in this texture. - * @param y {number} Y position of the pixel in this texture. - * @return {number} A native color value integer (format: 0xRRGGBB) - */ - function (x, y) { - //r = imageData.data[0]; - //g = imageData.data[1]; - //b = imageData.data[2]; - //a = imageData.data[3]; - var imageData = this.context.getImageData(x, y, 1, 1); - return this.getColor(imageData.data[0], imageData.data[1], imageData.data[2]); - }; - DynamicTexture.prototype.getPixel32 = /** - * Get a color of a specific pixel (including alpha value). - * @param x {number} X position of the pixel in this texture. - * @param y {number} Y position of the pixel in this texture. - * @return A native color value integer (format: 0xAARRGGBB) - */ - function (x, y) { - var imageData = this.context.getImageData(x, y, 1, 1); - return this.getColor32(imageData.data[3], imageData.data[0], imageData.data[1], imageData.data[2]); - }; - DynamicTexture.prototype.getPixels = /** - * Get pixels in array in a specific rectangle. - * @param rect {Rectangle} The specific rectangle. - * @returns {array} CanvasPixelArray. - */ - function (rect) { - return this.context.getImageData(rect.x, rect.y, rect.width, rect.height); - }; - DynamicTexture.prototype.setPixel = /** - * Set color of a specific pixel. - * @param x {number} X position of the target pixel. - * @param y {number} Y position of the target pixel. - * @param color {number} Native integer with color value. (format: 0xRRGGBB) - */ - function (x, y, color) { - this.context.fillStyle = color; - this.context.fillRect(x, y, 1, 1); - }; - DynamicTexture.prototype.setPixel32 = /** - * Set color (with alpha) of a specific pixel. - * @param x {number} X position of the target pixel. - * @param y {number} Y position of the target pixel. - * @param color {number} Native integer with color value. (format: 0xAARRGGBB) - */ - function (x, y, color) { - this.context.fillStyle = color; - this.context.fillRect(x, y, 1, 1); - }; - DynamicTexture.prototype.setPixels = /** - * Set image data to a specific rectangle. - * @param rect {Rectangle} Target rectangle. - * @param input {object} Source image data. - */ - function (rect, input) { - this.context.putImageData(input, rect.x, rect.y); - }; - DynamicTexture.prototype.fillRect = /** - * Fill a given rectangle with specific color. - * @param rect {Rectangle} Target rectangle you want to fill. - * @param color {number} A native number with color value. (format: 0xRRGGBB) - */ - function (rect, color) { - this.context.fillStyle = color; - this.context.fillRect(rect.x, rect.y, rect.width, rect.height); - }; - DynamicTexture.prototype.pasteImage = /** - * - */ - function (key, frame, destX, destY, destWidth, destHeight) { - if (typeof frame === "undefined") { frame = -1; } - if (typeof destX === "undefined") { destX = 0; } - if (typeof destY === "undefined") { destY = 0; } - if (typeof destWidth === "undefined") { destWidth = null; } - if (typeof destHeight === "undefined") { destHeight = null; } - var texture = null; - var frameData; - this._sx = 0; - this._sy = 0; - this._dx = destX; - this._dy = destY; - // TODO - Load a frame from a sprite sheet, otherwise we'll draw the whole lot - if(frame > -1) { - //if (this._game.cache.isSpriteSheet(key)) - //{ - // texture = this._game.cache.getImage(key); - //this.animations.loadFrameData(this._game.cache.getFrameData(key)); - //} - } else { - texture = this._game.cache.getImage(key); - this._sw = texture.width; - this._sh = texture.height; - this._dw = texture.width; - this._dh = texture.height; - } - if(destWidth !== null) { - this._dw = destWidth; - } - if(destHeight !== null) { - this._dh = destHeight; - } - if(texture != null) { - this.context.drawImage(texture, // Source Image - this._sx, // Source X (location within the source image) - this._sy, // Source Y - this._sw, // Source Width - this._sh, // Source Height - this._dx, // Destination X (where on the canvas it'll be drawn) - this._dy, // Destination Y - this._dw, // Destination Width (always same as Source Width unless scaled) - this._dh); - // Destination Height (always same as Source Height unless scaled) - } - }; - DynamicTexture.prototype.copyPixels = // TODO - Add in support for: alphaBitmapData: BitmapData = null, alphaPoint: Point = null, mergeAlpha: bool = false - /** - * Copy pixel from another DynamicTexture to this texture. - * @param sourceTexture {DynamicTexture} Source texture object. - * @param sourceRect {Rectangle} The specific region rectangle to be copied to this in the source. - * @param destPoint {Point} Top-left point the target image data will be paste at. - */ - function (sourceTexture, sourceRect, destPoint) { - // Swap for drawImage if the sourceRect is the same size as the sourceTexture to avoid a costly getImageData call - if(sourceRect.equals(this.bounds) == true) { - this.context.drawImage(sourceTexture.canvas, destPoint.x, destPoint.y); - } else { - this.context.putImageData(sourceTexture.getPixels(sourceRect), destPoint.x, destPoint.y); - } - }; - DynamicTexture.prototype.assignCanvasToGameObjects = /** - * Given an array of GameObjects it will update each of them so that their canvas/contexts reference this DynamicTexture - * @param objects {Array} An array of GameObjects, or objects that inherit from it such as Sprites - */ - function (objects) { - for(var i = 0; i < objects.length; i++) { - objects[i].canvas = this.canvas; - objects[i].context = this.context; - } - }; - DynamicTexture.prototype.clear = /** - * Clear the whole canvas. - */ - function () { - this.context.clearRect(0, 0, this.bounds.width, this.bounds.height); - }; - DynamicTexture.prototype.render = /** - * Renders this DynamicTexture to the Stage at the given x/y coordinates - * - * @param x {number} The X coordinate to render on the stage to (given in screen coordinates, not world) - * @param y {number} The Y coordinate to render on the stage to (given in screen coordinates, not world) - */ - function (x, y) { - if (typeof x === "undefined") { x = 0; } - if (typeof y === "undefined") { y = 0; } - this._game.stage.context.drawImage(this.canvas, x, y); - }; - Object.defineProperty(DynamicTexture.prototype, "width", { - get: function () { - return this.bounds.width; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(DynamicTexture.prototype, "height", { - get: function () { - return this.bounds.height; - }, - enumerable: true, - configurable: true - }); - DynamicTexture.prototype.getColor32 = /** - * Given an alpha and 3 color values this will return an integer representation of it - * - * @param alpha {number} The Alpha value (between 0 and 255) - * @param red {number} The Red channel value (between 0 and 255) - * @param green {number} The Green channel value (between 0 and 255) - * @param blue {number} The Blue channel value (between 0 and 255) - * - * @return A native color value integer (format: 0xAARRGGBB) - */ - function (alpha, red, green, blue) { - return alpha << 24 | red << 16 | green << 8 | blue; - }; - DynamicTexture.prototype.getColor = /** - * Given 3 color values this will return an integer representation of it - * - * @param red {number} The Red channel value (between 0 and 255) - * @param green {number} The Green channel value (between 0 and 255) - * @param blue {number} The Blue channel value (between 0 and 255) - * - * @return A native color value integer (format: 0xRRGGBB) - */ - function (red, green, blue) { - return red << 16 | green << 8 | blue; - }; - return DynamicTexture; - })(); - Phaser.DynamicTexture = DynamicTexture; -})(Phaser || (Phaser = {})); -/// -/** -* Phaser - GameMath -* -* Adds a set of extra Math functions used through-out Phaser. -* Includes methods written by Dylan Engelman and Adam Saltsman. -*/ -var Phaser; -(function (Phaser) { - var GameMath = (function () { - function GameMath(game) { - //arbitrary 8 digit epsilon - this.cosTable = []; - this.sinTable = []; - /** - * The global random number generator seed (for deterministic behavior in recordings and saves). - */ - this.globalSeed = Math.random(); - this._game = game; - } - GameMath.PI = 3.141592653589793; - GameMath.PI_2 = 1.5707963267948965; - GameMath.PI_4 = 0.7853981633974483; - GameMath.PI_8 = 0.39269908169872413; - GameMath.PI_16 = 0.19634954084936206; - GameMath.TWO_PI = 6.283185307179586; - GameMath.THREE_PI_2 = 4.7123889803846895; - GameMath.E = 2.71828182845905; - GameMath.LN10 = 2.302585092994046; - GameMath.LN2 = 0.6931471805599453; - GameMath.LOG10E = 0.4342944819032518; - GameMath.LOG2E = 1.442695040888963387; - GameMath.SQRT1_2 = 0.7071067811865476; - GameMath.SQRT2 = 1.4142135623730951; - GameMath.DEG_TO_RAD = 0.017453292519943294444444444444444; - GameMath.RAD_TO_DEG = 57.295779513082325225835265587527; - GameMath.B_16 = 65536; - GameMath.B_31 = 2147483648; - GameMath.B_32 = 4294967296; - GameMath.B_48 = 281474976710656; - GameMath.B_53 = 9007199254740992; - GameMath.B_64 = 18446744073709551616; - GameMath.ONE_THIRD = 0.333333333333333333333333333333333; - GameMath.TWO_THIRDS = 0.666666666666666666666666666666666; - GameMath.ONE_SIXTH = 0.166666666666666666666666666666666; - GameMath.COS_PI_3 = 0.86602540378443864676372317075294; - GameMath.SIN_2PI_3 = 0.03654595; - GameMath.CIRCLE_ALPHA = 0.5522847498307933984022516322796; - GameMath.ON = true; - GameMath.OFF = false; - GameMath.SHORT_EPSILON = 0.1; - GameMath.PERC_EPSILON = 0.001; - GameMath.EPSILON = 0.0001; - GameMath.LONG_EPSILON = 0.00000001; - GameMath.prototype.fuzzyEqual = function (a, b, epsilon) { - if (typeof epsilon === "undefined") { epsilon = 0.0001; } - return Math.abs(a - b) < epsilon; - }; - GameMath.prototype.fuzzyLessThan = function (a, b, epsilon) { - if (typeof epsilon === "undefined") { epsilon = 0.0001; } - return a < b + epsilon; - }; - GameMath.prototype.fuzzyGreaterThan = function (a, b, epsilon) { - if (typeof epsilon === "undefined") { epsilon = 0.0001; } - return a > b - epsilon; - }; - GameMath.prototype.fuzzyCeil = function (val, epsilon) { - if (typeof epsilon === "undefined") { epsilon = 0.0001; } - return Math.ceil(val - epsilon); - }; - GameMath.prototype.fuzzyFloor = function (val, epsilon) { - if (typeof epsilon === "undefined") { epsilon = 0.0001; } - return Math.floor(val + epsilon); - }; - GameMath.prototype.average = function () { - var args = []; - for (var _i = 0; _i < (arguments.length - 0); _i++) { - args[_i] = arguments[_i + 0]; - } - var avg = 0; - for(var i = 0; i < args.length; i++) { - avg += args[i]; - } - return avg / args.length; - }; - GameMath.prototype.slam = function (value, target, epsilon) { - if (typeof epsilon === "undefined") { epsilon = 0.0001; } - return (Math.abs(value - target) < epsilon) ? target : value; - }; - GameMath.prototype.percentageMinMax = /** - * ratio of value to a range - */ - function (val, max, min) { - if (typeof min === "undefined") { min = 0; } - val -= min; - max -= min; - if(!max) { - return 0; - } else { - return val / max; - } - }; - GameMath.prototype.sign = /** - * a value representing the sign of the value. - * -1 for negative, +1 for positive, 0 if value is 0 - */ - function (n) { - if(n) { - return n / Math.abs(n); - } else { - return 0; - } - }; - GameMath.prototype.truncate = function (n) { - return (n > 0) ? Math.floor(n) : Math.ceil(n); - }; - GameMath.prototype.shear = function (n) { - return n % 1; - }; - GameMath.prototype.wrap = /** - * wrap a value around a range, similar to modulus with a floating minimum - */ - function (val, max, min) { - if (typeof min === "undefined") { min = 0; } - val -= min; - max -= min; - if(max == 0) { - return min; - } - val %= max; - val += min; - while(val < min) { - val += max; - } - return val; - }; - GameMath.prototype.arithWrap = /** - * arithmetic version of wrap... need to decide which is more efficient - */ - function (value, max, min) { - if (typeof min === "undefined") { min = 0; } - max -= min; - if(max == 0) { - return min; - } - return value - max * Math.floor((value - min) / max); - }; - GameMath.prototype.clamp = /** - * force a value within the boundaries of two values - * - * if max < min, min is returned - */ - function (input, max, min) { - if (typeof min === "undefined") { min = 0; } - return Math.max(min, Math.min(max, input)); - }; - GameMath.prototype.snapTo = /** - * Snap a value to nearest grid slice, using rounding. - * - * example if you have an interval gap of 5 and a position of 12... you will snap to 10. Where as 14 will snap to 15 - * - * @param input - the value to snap - * @param gap - the interval gap of the grid - * @param [start] - optional starting offset for gap - */ - function (input, gap, start) { - if (typeof start === "undefined") { start = 0; } - if(gap == 0) { - return input; - } - input -= start; - input = gap * Math.round(input / gap); - return start + input; - }; - GameMath.prototype.snapToFloor = /** - * Snap a value to nearest grid slice, using floor. - * - * example if you have an interval gap of 5 and a position of 12... you will snap to 10. As will 14 snap to 10... but 16 will snap to 15 - * - * @param input - the value to snap - * @param gap - the interval gap of the grid - * @param [start] - optional starting offset for gap - */ - function (input, gap, start) { - if (typeof start === "undefined") { start = 0; } - if(gap == 0) { - return input; - } - input -= start; - input = gap * Math.floor(input / gap); - return start + input; - }; - GameMath.prototype.snapToCeil = /** - * Snap a value to nearest grid slice, using ceil. - * - * example if you have an interval gap of 5 and a position of 12... you will snap to 15. As will 14 will snap to 15... but 16 will snap to 20 - * - * @param input - the value to snap - * @param gap - the interval gap of the grid - * @param [start] - optional starting offset for gap - */ - function (input, gap, start) { - if (typeof start === "undefined") { start = 0; } - if(gap == 0) { - return input; - } - input -= start; - input = gap * Math.ceil(input / gap); - return start + input; - }; - GameMath.prototype.snapToInArray = /** - * Snaps a value to the nearest value in an array. - */ - function (input, arr, sort) { - if (typeof sort === "undefined") { sort = true; } - if(sort) { - arr.sort(); - } - if(input < arr[0]) { - return arr[0]; - } - var i = 1; - while(arr[i] < input) { - i++; - } - var low = arr[i - 1]; - var high = (i < arr.length) ? arr[i] : Number.POSITIVE_INFINITY; - return ((high - input) <= (input - low)) ? high : low; - }; - GameMath.prototype.roundTo = /** - * roundTo some place comparative to a 'base', default is 10 for decimal place - * - * 'place' is represented by the power applied to 'base' to get that place - * - * @param value - the value to round - * @param place - the place to round to - * @param base - the base to round in... default is 10 for decimal - * - * e.g. - * - * 2000/7 ~= 285.714285714285714285714 ~= (bin)100011101.1011011011011011 - * - * roundTo(2000/7,3) == 0 - * roundTo(2000/7,2) == 300 - * roundTo(2000/7,1) == 290 - * roundTo(2000/7,0) == 286 - * roundTo(2000/7,-1) == 285.7 - * roundTo(2000/7,-2) == 285.71 - * roundTo(2000/7,-3) == 285.714 - * roundTo(2000/7,-4) == 285.7143 - * roundTo(2000/7,-5) == 285.71429 - * - * roundTo(2000/7,3,2) == 288 -- 100100000 - * roundTo(2000/7,2,2) == 284 -- 100011100 - * roundTo(2000/7,1,2) == 286 -- 100011110 - * roundTo(2000/7,0,2) == 286 -- 100011110 - * roundTo(2000/7,-1,2) == 285.5 -- 100011101.1 - * roundTo(2000/7,-2,2) == 285.75 -- 100011101.11 - * roundTo(2000/7,-3,2) == 285.75 -- 100011101.11 - * roundTo(2000/7,-4,2) == 285.6875 -- 100011101.1011 - * roundTo(2000/7,-5,2) == 285.71875 -- 100011101.10111 - * - * note what occurs when we round to the 3rd space (8ths place), 100100000, this is to be assumed - * because we are rounding 100011.1011011011011011 which rounds up. - */ - function (value, place, base) { - if (typeof place === "undefined") { place = 0; } - if (typeof base === "undefined") { base = 10; } - var p = Math.pow(base, -place); - return Math.round(value * p) / p; - }; - GameMath.prototype.floorTo = function (value, place, base) { - if (typeof place === "undefined") { place = 0; } - if (typeof base === "undefined") { base = 10; } - var p = Math.pow(base, -place); - return Math.floor(value * p) / p; - }; - GameMath.prototype.ceilTo = function (value, place, base) { - if (typeof place === "undefined") { place = 0; } - if (typeof base === "undefined") { base = 10; } - var p = Math.pow(base, -place); - return Math.ceil(value * p) / p; - }; - GameMath.prototype.interpolateFloat = /** - * a one dimensional linear interpolation of a value. - */ - function (a, b, weight) { - return (b - a) * weight + a; - }; - GameMath.prototype.radiansToDegrees = /** - * convert radians to degrees - */ - function (angle) { - return angle * GameMath.RAD_TO_DEG; - }; - GameMath.prototype.degreesToRadians = /** - * convert degrees to radians - */ - function (angle) { - return angle * GameMath.DEG_TO_RAD; - }; - GameMath.prototype.angleBetween = /** - * Find the angle of a segment from (x1, y1) -> (x2, y2 ) - */ - function (x1, y1, x2, y2) { - return Math.atan2(y2 - y1, x2 - x1); - }; - GameMath.prototype.normalizeAngle = /** - * set an angle with in the bounds of -PI to PI - */ - function (angle, radians) { - if (typeof radians === "undefined") { radians = true; } - var rd = (radians) ? GameMath.PI : 180; - return this.wrap(angle, rd, -rd); - }; - GameMath.prototype.nearestAngleBetween = /** - * closest angle between two angles from a1 to a2 - * absolute value the return for exact angle - */ - function (a1, a2, radians) { - if (typeof radians === "undefined") { radians = true; } - var rd = (radians) ? GameMath.PI : 180; - a1 = this.normalizeAngle(a1, radians); - a2 = this.normalizeAngle(a2, radians); - if(a1 < -rd / 2 && a2 > rd / 2) { - a1 += rd * 2; - } - if(a2 < -rd / 2 && a1 > rd / 2) { - a2 += rd * 2; - } - return a2 - a1; - }; - GameMath.prototype.normalizeAngleToAnother = /** - * normalizes independent and then sets dep to the nearest value respective to independent - * - * for instance if dep=-170 and ind=170 then 190 will be returned as an alternative to -170 - */ - function (dep, ind, radians) { - if (typeof radians === "undefined") { radians = true; } - return ind + this.nearestAngleBetween(ind, dep, radians); - }; - GameMath.prototype.normalizeAngleAfterAnother = /** - * normalize independent and dependent and then set dependent to an angle relative to 'after/clockwise' independent - * - * for instance dep=-170 and ind=170, then 190 will be reutrned as alternative to -170 - */ - function (dep, ind, radians) { - if (typeof radians === "undefined") { radians = true; } - dep = this.normalizeAngle(dep - ind, radians); - return ind + dep; - }; - GameMath.prototype.normalizeAngleBeforeAnother = /** - * normalizes indendent and dependent and then sets dependent to an angle relative to 'before/counterclockwise' independent - * - * for instance dep = 190 and ind = 170, then -170 will be returned as an alternative to 190 - */ - function (dep, ind, radians) { - if (typeof radians === "undefined") { radians = true; } - dep = this.normalizeAngle(ind - dep, radians); - return ind - dep; - }; - GameMath.prototype.interpolateAngles = /** - * interpolate across the shortest arc between two angles - */ - function (a1, a2, weight, radians, ease) { - if (typeof radians === "undefined") { radians = true; } - if (typeof ease === "undefined") { ease = null; } - a1 = this.normalizeAngle(a1, radians); - a2 = this.normalizeAngleToAnother(a2, a1, radians); - return (typeof ease === 'function') ? ease(weight, a1, a2 - a1, 1) : this.interpolateFloat(a1, a2, weight); - }; - GameMath.prototype.logBaseOf = /** - * Compute the logarithm of any value of any base - * - * a logarithm is the exponent that some constant (base) would have to be raised to - * to be equal to value. - * - * i.e. - * 4 ^ x = 16 - * can be rewritten as to solve for x - * logB4(16) = x - * which with this function would be - * LoDMath.logBaseOf(16,4) - * - * which would return 2, because 4^2 = 16 - */ - function (value, base) { - return Math.log(value) / Math.log(base); - }; - GameMath.prototype.GCD = /** - * Greatest Common Denominator using Euclid's algorithm - */ - function (m, n) { - var r; - //make sure positive, GCD is always positive - m = Math.abs(m); - n = Math.abs(n); - //m must be >= n - if(m < n) { - r = m; - m = n; - n = r; - } - //now start loop - while(true) { - r = m % n; - if(!r) { - return n; - } - m = n; - n = r; - } - return 1; - }; - GameMath.prototype.LCM = /** - * Lowest Common Multiple - */ - function (m, n) { - return (m * n) / this.GCD(m, n); - }; - GameMath.prototype.factorial = /** - * Factorial - N! - * - * simple product series - * - * by definition: - * 0! == 1 - */ - function (value) { - if(value == 0) { - return 1; - } - var res = value; - while(--value) { - res *= value; - } - return res; - }; - GameMath.prototype.gammaFunction = /** - * gamma function - * - * defined: gamma(N) == (N - 1)! - */ - function (value) { - return this.factorial(value - 1); - }; - GameMath.prototype.fallingFactorial = /** - * falling factorial - * - * defined: (N)! / (N - x)! - * - * written subscript: (N)x OR (base)exp - */ - function (base, exp) { - return this.factorial(base) / this.factorial(base - exp); - }; - GameMath.prototype.risingFactorial = /** - * rising factorial - * - * defined: (N + x - 1)! / (N - 1)! - * - * written superscript N^(x) OR base^(exp) - */ - function (base, exp) { - //expanded from gammaFunction for speed - return this.factorial(base + exp - 1) / this.factorial(base - 1); - }; - GameMath.prototype.binCoef = /** - * binomial coefficient - * - * defined: N! / (k!(N-k)!) - * reduced: N! / (N-k)! == (N)k (fallingfactorial) - * reduced: (N)k / k! - */ - function (n, k) { - return this.fallingFactorial(n, k) / this.factorial(k); - }; - GameMath.prototype.risingBinCoef = /** - * rising binomial coefficient - * - * as one can notice in the analysis of binCoef(...) that - * binCoef is the (N)k divided by k!. Similarly rising binCoef - * is merely N^(k) / k! - */ - function (n, k) { - return this.risingFactorial(n, k) / this.factorial(k); - }; - GameMath.prototype.chanceRoll = /** - * Generate a random boolean result based on the chance value - *

- * Returns true or false based on the chance value (default 50%). For example if you wanted a player to have a 30% chance - * of getting a bonus, call chanceRoll(30) - true means the chance passed, false means it failed. - *

- * @param chance The chance of receiving the value. A number between 0 and 100 (effectively 0% to 100%) - * @return true if the roll passed, or false - */ - function (chance) { - if (typeof chance === "undefined") { chance = 50; } - if(chance <= 0) { - return false; - } else if(chance >= 100) { - return true; - } else { - if(Math.random() * 100 >= chance) { - return false; - } else { - return true; - } - } - }; - GameMath.prototype.maxAdd = /** - * Adds the given amount to the value, but never lets the value go over the specified maximum - * - * @param value The value to add the amount to - * @param amount The amount to add to the value - * @param max The maximum the value is allowed to be - * @return The new value - */ - function (value, amount, max) { - value += amount; - if(value > max) { - value = max; - } - return value; - }; - GameMath.prototype.minSub = /** - * Subtracts the given amount from the value, but never lets the value go below the specified minimum - * - * @param value The base value - * @param amount The amount to subtract from the base value - * @param min The minimum the value is allowed to be - * @return The new value - */ - function (value, amount, min) { - value -= amount; - if(value < min) { - value = min; - } - return value; - }; - GameMath.prototype.wrapValue = /** - * Adds value to amount and ensures that the result always stays between 0 and max, by wrapping the value around. - *

Values must be positive integers, and are passed through Math.abs

- * - * @param value The value to add the amount to - * @param amount The amount to add to the value - * @param max The maximum the value is allowed to be - * @return The wrapped value - */ - function (value, amount, max) { - var diff; - value = Math.abs(value); - amount = Math.abs(amount); - max = Math.abs(max); - diff = (value + amount) % max; - return diff; - }; - GameMath.prototype.randomSign = /** - * Randomly returns either a 1 or -1 - * - * @return 1 or -1 - */ - function () { - return (Math.random() > 0.5) ? 1 : -1; - }; - GameMath.prototype.isOdd = /** - * Returns true if the number given is odd. - * - * @param n The number to check - * - * @return True if the given number is odd. False if the given number is even. - */ - function (n) { - if(n & 1) { - return true; - } else { - return false; - } - }; - GameMath.prototype.isEven = /** - * Returns true if the number given is even. - * - * @param n The number to check - * - * @return True if the given number is even. False if the given number is odd. - */ - function (n) { - if(n & 1) { - return false; - } else { - return true; - } - }; - GameMath.prototype.wrapAngle = /** - * Keeps an angle value between -180 and +180
- * Should be called whenever the angle is updated on the Sprite to stop it from going insane. - * - * @param angle The angle value to check - * - * @return The new angle value, returns the same as the input angle if it was within bounds - */ - function (angle) { - var result = angle; - // Nothing needs to change - if(angle >= -180 && angle <= 180) { - return angle; - } - // Else normalise it to -180, 180 - result = (angle + 180) % 360; - if(result < 0) { - result += 360; - } - return result - 180; - }; - GameMath.prototype.angleLimit = /** - * Keeps an angle value between the given min and max values - * - * @param angle The angle value to check. Must be between -180 and +180 - * @param min The minimum angle that is allowed (must be -180 or greater) - * @param max The maximum angle that is allowed (must be 180 or less) - * - * @return The new angle value, returns the same as the input angle if it was within bounds - */ - function (angle, min, max) { - var result = angle; - if(angle > max) { - result = max; - } else if(angle < min) { - result = min; - } - return result; - }; - GameMath.prototype.linearInterpolation = /** - * @method linear - * @param {Any} v - * @param {Any} k - * @static - */ - function (v, k) { - var m = v.length - 1; - var f = m * k; - var i = Math.floor(f); - if(k < 0) { - return this.linear(v[0], v[1], f); - } - if(k > 1) { - return this.linear(v[m], v[m - 1], m - f); - } - return this.linear(v[i], v[i + 1 > m ? m : i + 1], f - i); - }; - GameMath.prototype.bezierInterpolation = /** - * @method Bezier - * @param {Any} v - * @param {Any} k - * @static - */ - function (v, k) { - var b = 0; - var n = v.length - 1; - for(var i = 0; i <= n; i++) { - b += Math.pow(1 - k, n - i) * Math.pow(k, i) * v[i] * this.bernstein(n, i); - } - return b; - }; - GameMath.prototype.catmullRomInterpolation = /** - * @method CatmullRom - * @param {Any} v - * @param {Any} k - * @static - */ - function (v, k) { - var m = v.length - 1; - var f = m * k; - var i = Math.floor(f); - if(v[0] === v[m]) { - if(k < 0) { - i = Math.floor(f = m * (1 + k)); - } - return this.catmullRom(v[(i - 1 + m) % m], v[i], v[(i + 1) % m], v[(i + 2) % m], f - i); - } else { - if(k < 0) { - return v[0] - (this.catmullRom(v[0], v[0], v[1], v[1], -f) - v[0]); - } - if(k > 1) { - return v[m] - (this.catmullRom(v[m], v[m], v[m - 1], v[m - 1], f - m) - v[m]); - } - return this.catmullRom(v[i ? i - 1 : 0], v[i], v[m < i + 1 ? m : i + 1], v[m < i + 2 ? m : i + 2], f - i); - } - }; - GameMath.prototype.linear = /** - * @method Linear - * @param {Any} p0 - * @param {Any} p1 - * @param {Any} t - * @static - */ - function (p0, p1, t) { - return (p1 - p0) * t + p0; - }; - GameMath.prototype.bernstein = /** - * @method Bernstein - * @param {Any} n - * @param {Any} i - * @static - */ - function (n, i) { - return this.factorial(n) / this.factorial(i) / this.factorial(n - i); - }; - GameMath.prototype.catmullRom = /** - * @method CatmullRom - * @param {Any} p0 - * @param {Any} p1 - * @param {Any} p2 - * @param {Any} p3 - * @param {Any} t - * @static - */ - function (p0, p1, p2, p3, t) { - var v0 = (p2 - p0) * 0.5, v1 = (p3 - p1) * 0.5, t2 = t * t, t3 = t * t2; - return (2 * p1 - 2 * p2 + v0 + v1) * t3 + (-3 * p1 + 3 * p2 - 2 * v0 - v1) * t2 + v0 * t + p1; - }; - GameMath.prototype.difference = function (a, b) { - return Math.abs(a - b); - }; - GameMath.prototype.random = /** - * Generates a random number. Deterministic, meaning safe - * to use if you want to record replays in random environments. - * - * @return A Number between 0 and 1. - */ - function () { - return this.globalSeed = this.srand(this.globalSeed); - }; - GameMath.prototype.srand = /** - * Generates a random number based on the seed provided. - * - * @param Seed A number between 0 and 1, used to generate a predictable random number (very optional). - * - * @return A Number between 0 and 1. - */ - function (Seed) { - return ((69621 * (Seed * 0x7FFFFFFF)) % 0x7FFFFFFF) / 0x7FFFFFFF; - }; - GameMath.prototype.getRandom = /** - * Fetch a random entry from the given array. - * Will return null if random selection is missing, or array has no entries. - * - * @param objects An array of objects. - * @param startIndex Optional offset off the front of the array. Default value is 0, or the beginning of the array. - * @param length Optional restriction on the number of values you want to randomly select from. - * - * @return The random object that was selected. - */ - function (objects, startIndex, length) { - if (typeof startIndex === "undefined") { startIndex = 0; } - if (typeof length === "undefined") { length = 0; } - if(objects != null) { - var l = length; - if((l == 0) || (l > objects.length - startIndex)) { - l = objects.length - startIndex; - } - if(l > 0) { - return objects[startIndex + Math.floor(Math.random() * l)]; - } - } - return null; - }; - GameMath.prototype.floor = /** - * Round down to the next whole number. E.g. floor(1.7) == 1, and floor(-2.7) == -2. - * - * @param Value Any number. - * - * @return The rounded value of that number. - */ - function (Value) { - var n = Value | 0; - return (Value > 0) ? (n) : ((n != Value) ? (n - 1) : (n)); - }; - GameMath.prototype.ceil = /** - * Round up to the next whole number. E.g. ceil(1.3) == 2, and ceil(-2.3) == -3. - * - * @param Value Any number. - * - * @return The rounded value of that number. - */ - function (Value) { - var n = Value | 0; - return (Value > 0) ? ((n != Value) ? (n + 1) : (n)) : (n); - }; - GameMath.prototype.sinCosGenerator = /** - * Generate a sine and cosine table simultaneously and extremely quickly. Based on research by Franky of scene.at - *

- * The parameters allow you to specify the length, amplitude and frequency of the wave. Once you have called this function - * you should get the results via getSinTable() and getCosTable(). This generator is fast enough to be used in real-time. - *

- * @param length The length of the wave - * @param sinAmplitude The amplitude to apply to the sine table (default 1.0) if you need values between say -+ 125 then give 125 as the value - * @param cosAmplitude The amplitude to apply to the cosine table (default 1.0) if you need values between say -+ 125 then give 125 as the value - * @param frequency The frequency of the sine and cosine table data - * @return Returns the sine table - * @see getSinTable - * @see getCosTable - */ - function (length, sinAmplitude, cosAmplitude, frequency) { - if (typeof sinAmplitude === "undefined") { sinAmplitude = 1.0; } - if (typeof cosAmplitude === "undefined") { cosAmplitude = 1.0; } - if (typeof frequency === "undefined") { frequency = 1.0; } - var sin = sinAmplitude; - var cos = cosAmplitude; - var frq = frequency * Math.PI / length; - this.cosTable = []; - this.sinTable = []; - for(var c = 0; c < length; c++) { - cos -= sin * frq; - sin += cos * frq; - this.cosTable[c] = cos; - this.sinTable[c] = sin; - } - return this.sinTable; - }; - GameMath.prototype.shiftSinTable = /** - * Shifts through the sin table data by one value and returns it. - * This effectively moves the position of the data from the start to the end of the table. - * @return The sin value. - */ - function () { - if(this.sinTable) { - var s = this.sinTable.shift(); - this.sinTable.push(s); - return s; - } - }; - GameMath.prototype.shiftCosTable = /** - * Shifts through the cos table data by one value and returns it. - * This effectively moves the position of the data from the start to the end of the table. - * @return The cos value. - */ - function () { - if(this.cosTable) { - var s = this.cosTable.shift(); - this.cosTable.push(s); - return s; - } - }; - GameMath.prototype.vectorLength = /** - * Finds the length of the given vector - * - * @param dx - * @param dy - * - * @return - */ - function (dx, dy) { - return Math.sqrt(dx * dx + dy * dy); - }; - GameMath.prototype.dotProduct = /** - * Finds the dot product value of two vectors - * - * @param ax Vector X - * @param ay Vector Y - * @param bx Vector X - * @param by Vector Y - * - * @return Dot product - */ - function (ax, ay, bx, by) { - return ax * bx + ay * by; - }; - GameMath.prototype.shuffleArray = /** - * Shuffles the data in the given array into a new order - * @param array The array to shuffle - * @return The array - */ - function (array) { - for(var i = array.length - 1; i > 0; i--) { - var j = Math.floor(Math.random() * (i + 1)); - var temp = array[i]; - array[i] = array[j]; - array[j] = temp; - } - return array; - }; - GameMath.distanceBetween = /** - * Returns the distance from this Point object to the given Point object. - * @method distanceFrom - * @param {Point} target - The destination Point object. - * @param {Boolean} round - Round the distance to the nearest integer (default false) - * @return {Number} The distance between this Point object and the destination Point object. - **/ - function distanceBetween(x1, y1, x2, y2) { - var dx = x1 - x2; - var dy = y1 - y2; - return Math.sqrt(dx * dx + dy * dy); - }; - GameMath.prototype.rotatePoint = /** - * Rotates the point around the x/y coordinates given to the desired angle and distance - * @param point {Object} Any object with exposed x and y properties - * @param x {number} The x coordinate of the anchor point - * @param y {number} The y coordinate of the anchor point - * @param {Number} angle The angle in radians (unless asDegrees is true) to return the point from. - * @param {Boolean} asDegrees Is the given angle in radians (false) or degrees (true)? - * @param {Number} distance An optional distance constraint between the point and the anchor - * @return The modified point object - */ - function (point, x1, y1, angle, asDegrees, distance) { - if (typeof asDegrees === "undefined") { asDegrees = false; } - if (typeof distance === "undefined") { distance = null; } - if(asDegrees) { - angle = angle * GameMath.DEG_TO_RAD; - } - // Get distance from origin to the point - if(distance === null) { - distance = Math.sqrt(((x1 - point.x) * (x1 - point.x)) + ((y1 - point.y) * (y1 - point.y))); - } - point.x = x1 + distance * Math.cos(angle); - point.y = y1 + distance * Math.sin(angle); - return point; - }; - return GameMath; - })(); - Phaser.GameMath = GameMath; -})(Phaser || (Phaser = {})); -/// -/** -* Phaser - GameObjectFactory -* -* A quick way to create new world objects and add existing objects to the current world. -*/ -var Phaser; -(function (Phaser) { - var GameObjectFactory = (function () { - /** - * GameObjectFactory constructor - * @param game {Game} A reference to the current Game. - */ - function GameObjectFactory(game) { - this._game = game; - this._world = this._game.world; - } - GameObjectFactory.prototype.camera = /** - * Create a new camera with specific position and size. - * - * @param x {number} X position of the new camera. - * @param y {number} Y position of the new camera. - * @param width {number} Width of the new camera. - * @param height {number} Height of the new camera. - * @returns {Camera} The newly created camera object. - */ - function (x, y, width, height) { - return this._world.createCamera(x, y, width, height); - }; - GameObjectFactory.prototype.geomSprite = /** - * Create a new GeomSprite with specific position. - * - * @param x {number} X position of the new geom sprite. - * @param y {number} Y position of the new geom sprite. - * @returns {GeomSprite} The newly created geom sprite object. - */ - function (x, y) { - return this._world.createGeomSprite(x, y); - }; - GameObjectFactory.prototype.sprite = /** - * Create a new Sprite with specific position and sprite sheet key. - * - * @param x {number} X position of the new sprite. - * @param y {number} Y position of the new sprite. - * @param key {string} Optional, key for the sprite sheet you want it to use. - * @returns {Sprite} The newly created sprite object. - */ - function (x, y, key) { - if (typeof key === "undefined") { key = ''; } - return this._world.createSprite(x, y, key); - }; - GameObjectFactory.prototype.dynamicTexture = /** - * Create a new DynamicTexture with specific size. - * - * @param width {number} Width of the texture. - * @param height {number} Height of the texture. - * @returns {DynamicTexture} The newly created dynamic texture object. - */ - function (width, height) { - return this._world.createDynamicTexture(width, height); - }; - GameObjectFactory.prototype.group = /** - * Create a new object container. - * - * @param maxSize {number} Optional, capacity of this group. - * @returns {Group} The newly created group. - */ - function (maxSize) { - if (typeof maxSize === "undefined") { maxSize = 0; } - return this._world.createGroup(maxSize); - }; - GameObjectFactory.prototype.particle = /** - * Create a new Particle. - * - * @return {Particle} The newly created particle object. - */ - function () { - return this._world.createParticle(); - }; - GameObjectFactory.prototype.emitter = /** - * Create a new Emitter. - * - * @param x {number} Optional, x position of the emitter. - * @param y {number} Optional, y position of the emitter. - * @param size {number} Optional, size of this emitter. - * @return {Emitter} The newly created emitter object. - */ - function (x, y, size) { - if (typeof x === "undefined") { x = 0; } - if (typeof y === "undefined") { y = 0; } - if (typeof size === "undefined") { size = 0; } - return this._world.createEmitter(x, y, size); - }; - GameObjectFactory.prototype.scrollZone = /** - * Create a new ScrollZone object with image key, position and size. - * - * @param key {string} Key to a image you wish this object to use. - * @param x {number} X position of this object. - * @param y {number} Y position of this object. - * @param width number} Width of this object. - * @param height {number} Height of this object. - * @returns {ScrollZone} The newly created scroll zone object. - */ - function (key, x, y, width, height) { - if (typeof x === "undefined") { x = 0; } - if (typeof y === "undefined") { y = 0; } - if (typeof width === "undefined") { width = 0; } - if (typeof height === "undefined") { height = 0; } - return this._world.createScrollZone(key, x, y, width, height); - }; - GameObjectFactory.prototype.tilemap = /** - * Create a new Tilemap. - * - * @param key {string} Key for tileset image. - * @param mapData {string} Data of this tilemap. - * @param format {number} Format of map data. (Tilemap.FORMAT_CSV or Tilemap.FORMAT_TILED_JSON) - * @param [resizeWorld] {boolean} resize the world to make same as tilemap? - * @param [tileWidth] {number} width of each tile. - * @param [tileHeight] {number} height of each tile. - * @return {Tilemap} The newly created tilemap object. - */ - function (key, mapData, format, resizeWorld, tileWidth, tileHeight) { - if (typeof resizeWorld === "undefined") { resizeWorld = true; } - if (typeof tileWidth === "undefined") { tileWidth = 0; } - if (typeof tileHeight === "undefined") { tileHeight = 0; } - return this._world.createTilemap(key, mapData, format, resizeWorld, tileWidth, tileHeight); - }; - GameObjectFactory.prototype.tween = /** - * Create a tween object for a specific object. - * - * @param obj Object you wish the tween will affect. - * @return {Phaser.Tween} The newly created tween object. - */ - function (obj) { - return this._game.tweens.create(obj); - }; - GameObjectFactory.prototype.existingSprite = /** - * Add an existing Sprite to the current world. - * Note: This doesn't check or update the objects reference to Game. If that is wrong, all kinds of things will break. - * - * @param sprite The Sprite to add to the Game World - * @return {Phaser.Sprite} The Sprite object - */ - function (sprite) { - return this._world.group.add(sprite); - }; - GameObjectFactory.prototype.existingGeomSprite = /** - * Add an existing GeomSprite to the current world. - * Note: This doesn't check or update the objects reference to Game. If that is wrong, all kinds of things will break. - * - * @param sprite The GeomSprite to add to the Game World - * @return {Phaser.GeomSprite} The GeomSprite object - */ - function (sprite) { - return this._world.group.add(sprite); - }; - GameObjectFactory.prototype.existingEmitter = /** - * Add an existing Emitter to the current world. - * Note: This doesn't check or update the objects reference to Game. If that is wrong, all kinds of things will break. - * - * @param emitter The Emitter to add to the Game World - * @return {Phaser.Emitter} The Emitter object - */ - function (emitter) { - return this._world.group.add(emitter); - }; - GameObjectFactory.prototype.existingScrollZone = /** - * Add an existing ScrollZone to the current world. - * Note: This doesn't check or update the objects reference to Game. If that is wrong, all kinds of things will break. - * - * @param scrollZone The ScrollZone to add to the Game World - * @return {Phaser.ScrollZone} The ScrollZone object - */ - function (scrollZone) { - return this._world.group.add(scrollZone); - }; - GameObjectFactory.prototype.existingTilemap = /** - * Add an existing Tilemap to the current world. - * Note: This doesn't check or update the objects reference to Game. If that is wrong, all kinds of things will break. - * - * @param tilemap The Tilemap to add to the Game World - * @return {Phaser.Tilemap} The Tilemap object - */ - function (tilemap) { - return this._world.group.add(tilemap); - }; - GameObjectFactory.prototype.existingTween = /** - * Add an existing Tween to the current world. - * Note: This doesn't check or update the objects reference to Game. If that is wrong, all kinds of things will break. - * - * @param tween The Tween to add to the Game World - * @return {Phaser.Tween} The Tween object - */ - function (tween) { - return this._game.tweens.add(tween); - }; - return GameObjectFactory; - })(); - Phaser.GameObjectFactory = GameObjectFactory; -})(Phaser || (Phaser = {})); -/// -/// -/** -* Phaser - Group -* -* This class is used for organising, updating and sorting game objects. -*/ -var Phaser; -(function (Phaser) { - var Group = (function (_super) { - __extends(Group, _super); - function Group(game, MaxSize) { - if (typeof MaxSize === "undefined") { MaxSize = 0; } - _super.call(this, game); - /** - * You can set a globalCompositeOperation that will be applied before the render method is called on this Groups children. - * This is useful if you wish to apply an effect like 'lighten' to a whole group of children as it saves doing it one-by-one. - * If this value is set it will call a canvas context save and restore before and after the render pass. - * Set to null to disable. - */ - this.globalCompositeOperation = null; - /** - * You can set an alpha value on this Group that will be applied before the render method is called on this Groups children. - * This is useful if you wish to alpha a whole group of children as it saves doing it one-by-one. - * Set to 0 to disable. - */ - this.alpha = 0; - this.isGroup = true; - this.members = []; - this.length = 0; - this._maxSize = MaxSize; - this._marker = 0; - this._sortIndex = null; - this.cameraBlacklist = []; - } - Group.ASCENDING = -1; - Group.DESCENDING = 1; - Group.prototype.hideFromCamera = /** - * If you do not wish this object to be visible to a specific camera, pass the camera here. - * - * @param camera {Camera} The specific camera. - */ - function (camera) { - if(this.cameraBlacklist.indexOf(camera.ID) == -1) { - this.cameraBlacklist.push(camera.ID); - } - }; - Group.prototype.showToCamera = /** - * Make this object only visible to a specific camera. - * - * @param camera {Camera} The camera you wish it to be visible. - */ - function (camera) { - if(this.cameraBlacklist.indexOf(camera.ID) !== -1) { - this.cameraBlacklist.slice(this.cameraBlacklist.indexOf(camera.ID), 1); - } - }; - Group.prototype.clearCameraList = /** - * This clears the camera black list, making the GameObject visible to all cameras. - */ - function () { - this.cameraBlacklist.length = 0; - }; - Group.prototype.destroy = /** - * Override this function to handle any deleting or "shutdown" type operations you might need, - * such as removing traditional Flash children like Basic objects. - */ - function () { - if(this.members != null) { - var basic; - var i = 0; - while(i < this.length) { - basic = this.members[i++]; - if(basic != null) { - basic.destroy(); - } - } - this.members.length = 0; - } - this._sortIndex = null; - }; - Group.prototype.update = /** - * Automatically goes through and calls update on everything you added. - */ - function (forceUpdate) { - if (typeof forceUpdate === "undefined") { forceUpdate = false; } - if(this.ignoreGlobalUpdate && forceUpdate == false) { - return; - } - var basic; - var i = 0; - while(i < this.length) { - basic = this.members[i++]; - if((basic != null) && basic.exists && basic.active && basic.ignoreGlobalUpdate == false) { - basic.preUpdate(); - basic.update(forceUpdate); - basic.postUpdate(); - } - } - }; - Group.prototype.render = /** - * Automatically goes through and calls render on everything you added. - */ - function (camera, cameraOffsetX, cameraOffsetY, forceRender) { - if (typeof forceRender === "undefined") { forceRender = false; } - if(this.cameraBlacklist.indexOf(camera.ID) !== -1) { - return; - } - if(this.ignoreGlobalRender && forceRender == false) { - return; - } - if(this.globalCompositeOperation) { - this._game.stage.context.save(); - this._game.stage.context.globalCompositeOperation = this.globalCompositeOperation; - } - if(this.alpha > 0) { - var prevAlpha = this._game.stage.context.globalAlpha; - this._game.stage.context.globalAlpha = this.alpha; - } - var basic; - var i = 0; - while(i < this.length) { - basic = this.members[i++]; - if((basic != null) && basic.exists && basic.visible && basic.ignoreGlobalRender == false) { - basic.render(camera, cameraOffsetX, cameraOffsetY, forceRender); - } - } - if(this.alpha > 0) { - this._game.stage.context.globalAlpha = prevAlpha; - } - if(this.globalCompositeOperation) { - this._game.stage.context.restore(); - } - }; - Object.defineProperty(Group.prototype, "maxSize", { - get: /** - * The maximum capacity of this group. Default is 0, meaning no max capacity, and the group can just grow. - */ - function () { - return this._maxSize; - }, - set: /** - * @private - */ - function (Size) { - this._maxSize = Size; - if(this._marker >= this._maxSize) { - this._marker = 0; - } - if((this._maxSize == 0) || (this.members == null) || (this._maxSize >= this.members.length)) { - return; - } - //If the max size has shrunk, we need to get rid of some objects - var basic; - var i = this._maxSize; - var l = this.members.length; - while(i < l) { - basic = this.members[i++]; - if(basic != null) { - basic.destroy(); - } - } - this.length = this.members.length = this._maxSize; - }, - enumerable: true, - configurable: true - }); - Group.prototype.add = /** - * Adds a new Basic subclass (Basic, GameObject, Sprite, etc) to the group. - * Group will try to replace a null member of the array first. - * Failing that, Group will add it to the end of the member array, - * assuming there is room for it, and doubling the size of the array if necessary. - * - *

WARNING: If the group has a maxSize that has already been met, - * the object will NOT be added to the group!

- * - * @param {Basic} Object The object you want to add to the group. - * @return {Basic} The same Basic object that was passed in. - */ - function (Object) { - //Don't bother adding an object twice. - if(this.members.indexOf(Object) >= 0) { - return Object; - } - //First, look for a null entry where we can add the object. - var i = 0; - var l = this.members.length; - while(i < l) { - if(this.members[i] == null) { - this.members[i] = Object; - if(i >= this.length) { - this.length = i + 1; - } - return Object; - } - i++; - } - //Failing that, expand the array (if we can) and add the object. - if(this._maxSize > 0) { - if(this.members.length >= this._maxSize) { - return Object; - } else if(this.members.length * 2 <= this._maxSize) { - this.members.length *= 2; - } else { - this.members.length = this._maxSize; - } - } else { - this.members.length *= 2; - } - //If we made it this far, then we successfully grew the group, - //and we can go ahead and add the object at the first open slot. - this.members[i] = Object; - this.length = i + 1; - return Object; - }; - Group.prototype.recycle = /** - * Recycling is designed to help you reuse game objects without always re-allocating or "newing" them. - * - *

If you specified a maximum size for this group (like in Emitter), - * then recycle will employ what we're calling "rotating" recycling. - * Recycle() will first check to see if the group is at capacity yet. - * If group is not yet at capacity, recycle() returns a new object. - * If the group IS at capacity, then recycle() just returns the next object in line.

- * - *

If you did NOT specify a maximum size for this group, - * then recycle() will employ what we're calling "grow-style" recycling. - * Recycle() will return either the first object with exists == false, - * or, finding none, add a new object to the array, - * doubling the size of the array if necessary.

- * - *

WARNING: If this function needs to create a new object, - * and no object class was provided, it will return null - * instead of a valid object!

- * - * @param {class} ObjectClass The class type you want to recycle (e.g. Basic, EvilRobot, etc). Do NOT "new" the class in the parameter! - * - * @return {any} A reference to the object that was created. Don't forget to cast it back to the Class you want (e.g. myObject = myGroup.recycle(myObjectClass) as myObjectClass;). - */ - function (ObjectClass) { - if (typeof ObjectClass === "undefined") { ObjectClass = null; } - var basic; - if(this._maxSize > 0) { - if(this.length < this._maxSize) { - if(ObjectClass == null) { - return null; - } - return this.add(new ObjectClass(this._game)); - } else { - basic = this.members[this._marker++]; - if(this._marker >= this._maxSize) { - this._marker = 0; - } - return basic; - } - } else { - basic = this.getFirstAvailable(ObjectClass); - if(basic != null) { - return basic; - } - if(ObjectClass == null) { - return null; - } - return this.add(new ObjectClass(this._game)); - } - }; - Group.prototype.remove = /** - * Removes an object from the group. - * - * @param {Basic} object The Basic you want to remove. - * @param {boolean} splice Whether the object should be cut from the array entirely or not. - * - * @return {Basic} The removed object. - */ - function (object, splice) { - if (typeof splice === "undefined") { splice = false; } - var index = this.members.indexOf(object); - if((index < 0) || (index >= this.members.length)) { - return null; - } - if(splice) { - this.members.splice(index, 1); - this.length--; - } else { - this.members[index] = null; - } - return object; - }; - Group.prototype.replace = /** - * Replaces an existing Basic with a new one. - * - * @param {Basic} oldObject The object you want to replace. - * @param {Basic} newObject The new object you want to use instead. - * - * @return {Basic} The new object. - */ - function (oldObject, newObject) { - var index = this.members.indexOf(oldObject); - if((index < 0) || (index >= this.members.length)) { - return null; - } - this.members[index] = newObject; - return newObject; - }; - Group.prototype.sort = /** - * Call this function to sort the group according to a particular value and order. - * For example, to sort game objects for Zelda-style overlaps you might call - * myGroup.sort("y",Group.ASCENDING) at the bottom of your - * State.update() override. To sort all existing objects after - * a big explosion or bomb attack, you might call myGroup.sort("exists",Group.DESCENDING). - * - * @param {string} index The string name of the member variable you want to sort on. Default value is "y". - * @param {number} order A Group constant that defines the sort order. Possible values are Group.ASCENDING and Group.DESCENDING. Default value is Group.ASCENDING. - */ - function (index, order) { - if (typeof index === "undefined") { index = "y"; } - if (typeof order === "undefined") { order = Group.ASCENDING; } - this._sortIndex = index; - this._sortOrder = order; - this.members.sort(this.sortHandler); - }; - Group.prototype.setAll = /** - * Go through and set the specified variable to the specified value on all members of the group. - * - * @param {string} VariableName The string representation of the variable name you want to modify, for example "visible" or "scrollFactor". - * @param {Object} Value The value you want to assign to that variable. - * @param {boolean} Recurse Default value is true, meaning if setAll() encounters a member that is a group, it will call setAll() on that group rather than modifying its variable. - */ - function (VariableName, Value, Recurse) { - if (typeof Recurse === "undefined") { Recurse = true; } - var basic; - var i = 0; - while(i < length) { - basic = this.members[i++]; - if(basic != null) { - if(Recurse && (basic.isGroup == true)) { - basic['setAll'](VariableName, Value, Recurse); - } else { - basic[VariableName] = Value; - } - } - } - }; - Group.prototype.callAll = /** - * Go through and call the specified function on all members of the group. - * Currently only works on functions that have no required parameters. - * - * @param {string} FunctionName The string representation of the function you want to call on each object, for example "kill()" or "init()". - * @param {boolean} Recurse Default value is true, meaning if callAll() encounters a member that is a group, it will call callAll() on that group rather than calling the group's function. - */ - function (FunctionName, Recurse) { - if (typeof Recurse === "undefined") { Recurse = true; } - var basic; - var i = 0; - while(i < this.length) { - basic = this.members[i++]; - if(basic != null) { - if(Recurse && (basic.isGroup == true)) { - basic['callAll'](FunctionName, Recurse); - } else { - basic[FunctionName](); - } - } - } - }; - Group.prototype.forEach = /** - * @param {function} callback - * @param {boolean} recursive - */ - function (callback, recursive) { - if (typeof recursive === "undefined") { recursive = false; } - var basic; - var i = 0; - while(i < this.length) { - basic = this.members[i++]; - if(basic != null) { - if(recursive && (basic.isGroup == true)) { - basic.forEach(callback, true); - } else { - callback.call(this, basic); - } - } - } - }; - Group.prototype.forEachAlive = /** - * @param {any} context - * @param {function} callback - * @param {boolean} recursive - */ - function (context, callback, recursive) { - if (typeof recursive === "undefined") { recursive = false; } - var basic; - var i = 0; - while(i < this.length) { - basic = this.members[i++]; - if(basic != null && basic.alive) { - if(recursive && (basic.isGroup == true)) { - basic.forEachAlive(context, callback, true); - } else { - callback.call(context, basic); - } - } - } - }; - Group.prototype.getFirstAvailable = /** - * Call this function to retrieve the first object with exists == false in the group. - * This is handy for recycling in general, e.g. respawning enemies. - * - * @param {any} [ObjectClass] An optional parameter that lets you narrow the results to instances of this particular class. - * - * @return {any} A Basic currently flagged as not existing. - */ - function (ObjectClass) { - if (typeof ObjectClass === "undefined") { ObjectClass = null; } - var basic; - var i = 0; - while(i < this.length) { - basic = this.members[i++]; - if((basic != null) && !basic.exists && ((ObjectClass == null) || (typeof basic === ObjectClass))) { - return basic; - } - } - return null; - }; - Group.prototype.getFirstNull = /** - * Call this function to retrieve the first index set to 'null'. - * Returns -1 if no index stores a null object. - * - * @return {number} An int indicating the first null slot in the group. - */ - function () { - var basic; - var i = 0; - var l = this.members.length; - while(i < l) { - if(this.members[i] == null) { - return i; - } else { - i++; - } - } - return -1; - }; - Group.prototype.getFirstExtant = /** - * Call this function to retrieve the first object with exists == true in the group. - * This is handy for checking if everything's wiped out, or choosing a squad leader, etc. - * - * @return {Basic} A Basic currently flagged as existing. - */ - function () { - var basic; - var i = 0; - while(i < length) { - basic = this.members[i++]; - if((basic != null) && basic.exists) { - return basic; - } - } - return null; - }; - Group.prototype.getFirstAlive = /** - * Call this function to retrieve the first object with dead == false in the group. - * This is handy for checking if everything's wiped out, or choosing a squad leader, etc. - * - * @return {Basic} A Basic currently flagged as not dead. - */ - function () { - var basic; - var i = 0; - while(i < this.length) { - basic = this.members[i++]; - if((basic != null) && basic.exists && basic.alive) { - return basic; - } - } - return null; - }; - Group.prototype.getFirstDead = /** - * Call this function to retrieve the first object with dead == true in the group. - * This is handy for checking if everything's wiped out, or choosing a squad leader, etc. - * - * @return {Basic} A Basic currently flagged as dead. - */ - function () { - var basic; - var i = 0; - while(i < this.length) { - basic = this.members[i++]; - if((basic != null) && !basic.alive) { - return basic; - } - } - return null; - }; - Group.prototype.countLiving = /** - * Call this function to find out how many members of the group are not dead. - * - * @return {number} The number of Basics flagged as not dead. Returns -1 if group is empty. - */ - function () { - var count = -1; - var basic; - var i = 0; - while(i < this.length) { - basic = this.members[i++]; - if(basic != null) { - if(count < 0) { - count = 0; - } - if(basic.exists && basic.alive) { - count++; - } - } - } - return count; - }; - Group.prototype.countDead = /** - * Call this function to find out how many members of the group are dead. - * - * @return {number} The number of Basics flagged as dead. Returns -1 if group is empty. - */ - function () { - var count = -1; - var basic; - var i = 0; - while(i < this.length) { - basic = this.members[i++]; - if(basic != null) { - if(count < 0) { - count = 0; - } - if(!basic.alive) { - count++; - } - } - } - return count; - }; - Group.prototype.getRandom = /** - * Returns a member at random from the group. - * - * @param {number} StartIndex Optional offset off the front of the array. Default value is 0, or the beginning of the array. - * @param {number} Length Optional restriction on the number of values you want to randomly select from. - * - * @return {Basic} A Basic from the members list. - */ - function (StartIndex, Length) { - if (typeof StartIndex === "undefined") { StartIndex = 0; } - if (typeof Length === "undefined") { Length = 0; } - if(Length == 0) { - Length = this.length; - } - return this._game.math.getRandom(this.members, StartIndex, Length); - }; - Group.prototype.clear = /** - * Remove all instances of Basic subclass (Basic, Block, etc) from the list. - * WARNING: does not destroy() or kill() any of these objects! - */ - function () { - this.length = this.members.length = 0; - }; - Group.prototype.kill = /** - * Calls kill on the group's members and then on the group itself. - */ - function () { - var basic; - var i = 0; - while(i < this.length) { - basic = this.members[i++]; - if((basic != null) && basic.exists) { - basic.kill(); - } - } - }; - Group.prototype.sortHandler = /** - * Helper function for the sort process. - * - * @param {Basic} Obj1 The first object being sorted. - * @param {Basic} Obj2 The second object being sorted. - * - * @return {number} An integer value: -1 (Obj1 before Obj2), 0 (same), or 1 (Obj1 after Obj2). - */ - function (Obj1, Obj2) { - if(Obj1[this._sortIndex] < Obj2[this._sortIndex]) { - return this._sortOrder; - } else if(Obj1[this._sortIndex] > Obj2[this._sortIndex]) { - return -this._sortOrder; - } - return 0; - }; - return Group; - })(Phaser.Basic); - Phaser.Group = Group; -})(Phaser || (Phaser = {})); -/// -/** -* Phaser - Loader -* -* The Loader handles loading all external content such as Images, Sounds, Texture Atlases and data files. -* It uses a combination of Image() loading and xhr and provides for progress and completion callbacks. -*/ -var Phaser; -(function (Phaser) { - var Loader = (function () { - /** - * Loader constructor - * - * @param game {Phaser.Game} Current game instance. - * @param callback {function} This will be called when assets completely loaded. - */ - function Loader(game, callback) { - /** - * The crossOrigin value applied to loaded images - * @type {string} - */ - this.crossOrigin = ''; - this._game = game; - this._gameCreateComplete = callback; - this._keys = []; - this._fileList = { - }; - this._xhr = new XMLHttpRequest(); - this._queueSize = 0; - } - Loader.TEXTURE_ATLAS_JSON_ARRAY = 0; - Loader.TEXTURE_ATLAS_JSON_HASH = 1; - Loader.TEXTURE_ATLAS_XML_STARLING = 2; - Loader.prototype.reset = /** - * Reset loader, this will remove all loaded assets. - */ - function () { - this._queueSize = 0; - }; - Object.defineProperty(Loader.prototype, "queueSize", { - get: function () { - return this._queueSize; - }, - enumerable: true, - configurable: true - }); - Loader.prototype.addImageFile = /** - * Add a new image asset loading request with key and url. - * @param key {string} Unique asset key of this image file. - * @param url {string} URL of image file. - */ - function (key, url) { - if(this.checkKeyExists(key) === false) { - this._queueSize++; - this._fileList[key] = { - type: 'image', - key: key, - url: url, - data: null, - error: false, - loaded: false - }; - this._keys.push(key); - } - }; - Loader.prototype.addSpriteSheet = /** - * Add a new sprite sheet loading request. - * @param key {string} Unique asset key of the sheet file. - * @param url {string} URL of sheet file. - * @param frameWidth {number} Width of each single frame. - * @param frameHeight {number} Height of each single frame. - * @param frameMax {number} How many frames in this sprite sheet. - */ - function (key, url, frameWidth, frameHeight, frameMax) { - if (typeof frameMax === "undefined") { frameMax = -1; } - if(this.checkKeyExists(key) === false) { - this._queueSize++; - this._fileList[key] = { - type: 'spritesheet', - key: key, - url: url, - data: null, - frameWidth: frameWidth, - frameHeight: frameHeight, - frameMax: frameMax, - error: false, - loaded: false - }; - this._keys.push(key); - } - }; - Loader.prototype.addTextureAtlas = /** - * Add a new texture atlas loading request. - * @param key {string} Unique asset key of the texture atlas file. - * @param textureURL {string} The url of the texture atlas image file. - * @param [atlasURL] {string} The url of the texture atlas data file (json/xml) - * @param [atlasData] {object} A JSON or XML data object. - * @param [format] {number} A value describing the format of the data. - */ - function (key, textureURL, atlasURL, atlasData, format) { - if (typeof atlasURL === "undefined") { atlasURL = null; } - if (typeof atlasData === "undefined") { atlasData = null; } - if (typeof format === "undefined") { format = Loader.TEXTURE_ATLAS_JSON_ARRAY; } - if(this.checkKeyExists(key) === false) { - if(atlasURL !== null) { - // A URL to a json/xml file has been given - this._queueSize++; - this._fileList[key] = { - type: 'textureatlas', - key: key, - url: textureURL, - atlasURL: atlasURL, - data: null, - format: format, - error: false, - loaded: false - }; - this._keys.push(key); - } else { - if(format == Loader.TEXTURE_ATLAS_JSON_ARRAY) { - // A json string or object has been given - if(typeof atlasData === 'string') { - atlasData = JSON.parse(atlasData); - } - this._queueSize++; - this._fileList[key] = { - type: 'textureatlas', - key: key, - url: textureURL, - data: null, - atlasURL: null, - atlasData: atlasData['frames'], - format: format, - error: false, - loaded: false - }; - this._keys.push(key); - } else if(format == Loader.TEXTURE_ATLAS_XML_STARLING) { - // An xml string or object has been given - if(typeof atlasData === 'string') { - var xml; - try { - if(window['DOMParser']) { - var domparser = new DOMParser(); - xml = domparser.parseFromString(atlasData, "text/xml"); - } else { - xml = new ActiveXObject("Microsoft.XMLDOM"); - xml.async = 'false'; - xml.loadXML(atlasData); - } - } catch (e) { - xml = undefined; - } - if(!xml || !xml.documentElement || xml.getElementsByTagName("parsererror").length) { - throw new Error("Phaser.Loader. Invalid Texture Atlas XML given"); - } else { - atlasData = xml; - } - } - this._queueSize++; - this._fileList[key] = { - type: 'textureatlas', - key: key, - url: textureURL, - data: null, - atlasURL: null, - atlasData: atlasData, - format: format, - error: false, - loaded: false - }; - this._keys.push(key); - } - } - } - }; - Loader.prototype.addAudioFile = /** - * Add a new audio file loading request. - * @param key {string} Unique asset key of the audio file. - * @param url {string} URL of audio file. - */ - function (key, url) { - if(this.checkKeyExists(key) === false) { - this._queueSize++; - this._fileList[key] = { - type: 'audio', - key: key, - url: url, - data: null, - buffer: null, - error: false, - loaded: false - }; - this._keys.push(key); - } - }; - Loader.prototype.addTextFile = /** - * Add a new text file loading request. - * @param key {string} Unique asset key of the text file. - * @param url {string} URL of text file. - */ - function (key, url) { - if(this.checkKeyExists(key) === false) { - this._queueSize++; - this._fileList[key] = { - type: 'text', - key: key, - url: url, - data: null, - error: false, - loaded: false - }; - this._keys.push(key); - } - }; - Loader.prototype.removeFile = /** - * Remove loading request of a file. - * @param key {string} Key of the file you want to remove. - */ - function (key) { - delete this._fileList[key]; - }; - Loader.prototype.removeAll = /** - * Remove all file loading requests. - */ - function () { - this._fileList = { - }; - }; - Loader.prototype.load = /** - * Load assets. - * @param onFileLoadCallback {function} Called when each file loaded successfully. - * @param onCompleteCallback {function} Called when all assets completely loaded. - */ - function (onFileLoadCallback, onCompleteCallback) { - if (typeof onFileLoadCallback === "undefined") { onFileLoadCallback = null; } - if (typeof onCompleteCallback === "undefined") { onCompleteCallback = null; } - this.progress = 0; - this.hasLoaded = false; - this._onComplete = onCompleteCallback; - if(onCompleteCallback == null) { - this._onComplete = this._game.onCreateCallback; - } - this._onFileLoad = onFileLoadCallback; - if(this._keys.length > 0) { - this._progressChunk = 100 / this._keys.length; - this.loadFile(); - } else { - this.progress = 1; - this.hasLoaded = true; - this._gameCreateComplete.call(this._game); - if(this._onComplete !== null) { - this._onComplete.call(this._game.callbackContext); - } - } - }; - Loader.prototype.loadFile = /** - * Load files. Private method ONLY used by loader. - */ - function () { - var _this = this; - var file = this._fileList[this._keys.pop()]; - // Image or Data? - switch(file.type) { - case 'image': - case 'spritesheet': - case 'textureatlas': - file.data = new Image(); - file.data.name = file.key; - file.data.onload = function () { - return _this.fileComplete(file.key); - }; - file.data.onerror = function () { - return _this.fileError(file.key); - }; - file.data.crossOrigin = this.crossOrigin; - file.data.src = file.url; - break; - case 'audio': - this._xhr.open("GET", file.url, true); - this._xhr.responseType = "arraybuffer"; - this._xhr.onload = function () { - return _this.fileComplete(file.key); - }; - this._xhr.onerror = function () { - return _this.fileError(file.key); - }; - this._xhr.send(); - break; - case 'text': - this._xhr.open("GET", file.url, true); - this._xhr.responseType = "text"; - this._xhr.onload = function () { - return _this.fileComplete(file.key); - }; - this._xhr.onerror = function () { - return _this.fileError(file.key); - }; - this._xhr.send(); - break; - } - }; - Loader.prototype.fileError = /** - * Error occured when load a file. - * @param key {string} Key of the error loading file. - */ - function (key) { - this._fileList[key].loaded = true; - this._fileList[key].error = true; - this.nextFile(key, false); - }; - Loader.prototype.fileComplete = /** - * Called when a file is successfully loaded. - * @param key {string} Key of the successfully loaded file. - */ - function (key) { - var _this = this; - this._fileList[key].loaded = true; - var file = this._fileList[key]; - var loadNext = true; - switch(file.type) { - case 'image': - this._game.cache.addImage(file.key, file.url, file.data); - break; - case 'spritesheet': - this._game.cache.addSpriteSheet(file.key, file.url, file.data, file.frameWidth, file.frameHeight, file.frameMax); - break; - case 'textureatlas': - if(file.atlasURL == null) { - this._game.cache.addTextureAtlas(file.key, file.url, file.data, file.atlasData, file.format); - } else { - // Load the JSON or XML before carrying on with the next file - loadNext = false; - this._xhr.open("GET", file.atlasURL, true); - this._xhr.responseType = "text"; - if(file.format == Loader.TEXTURE_ATLAS_JSON_ARRAY) { - this._xhr.onload = function () { - return _this.jsonLoadComplete(file.key); - }; - } else if(file.format == Loader.TEXTURE_ATLAS_XML_STARLING) { - this._xhr.onload = function () { - return _this.xmlLoadComplete(file.key); - }; - } - this._xhr.onerror = function () { - return _this.dataLoadError(file.key); - }; - this._xhr.send(); - } - break; - case 'audio': - file.data = this._xhr.response; - this._game.cache.addSound(file.key, file.url, file.data); - break; - case 'text': - file.data = this._xhr.response; - this._game.cache.addText(file.key, file.url, file.data); - break; - } - if(loadNext) { - this.nextFile(key, true); - } - }; - Loader.prototype.jsonLoadComplete = /** - * Successfully loaded a JSON file. - * @param key {string} Key of the loaded JSON file. - */ - function (key) { - var data = JSON.parse(this._xhr.response); - var file = this._fileList[key]; - this._game.cache.addTextureAtlas(file.key, file.url, file.data, data['frames'], file.format); - this.nextFile(key, true); - }; - Loader.prototype.dataLoadError = /** - * Error occured when load a JSON. - * @param key {string} Key of the error loading JSON file. - */ - function (key) { - var file = this._fileList[key]; - file.error = true; - this.nextFile(key, true); - }; - Loader.prototype.xmlLoadComplete = function (key) { - var atlasData = this._xhr.response; - var xml; - try { - if(window['DOMParser']) { - var domparser = new DOMParser(); - xml = domparser.parseFromString(atlasData, "text/xml"); - } else { - xml = new ActiveXObject("Microsoft.XMLDOM"); - xml.async = 'false'; - xml.loadXML(atlasData); - } - } catch (e) { - xml = undefined; - } - if(!xml || !xml.documentElement || xml.getElementsByTagName("parsererror").length) { - throw new Error("Phaser.Loader. Invalid Texture Atlas XML given"); - } - var file = this._fileList[key]; - this._game.cache.addTextureAtlas(file.key, file.url, file.data, xml, file.format); - this.nextFile(key, true); - }; - Loader.prototype.nextFile = /** - * Handle loading next file. - * @param previousKey {string} Key of previous loaded asset. - * @param success {boolean} Whether the previous asset loaded successfully or not. - */ - function (previousKey, success) { - this.progress = Math.round(this.progress + this._progressChunk); - if(this.progress > 100) { - this.progress = 100; - } - if(this._onFileLoad) { - this._onFileLoad.call(this._game.callbackContext, this.progress, previousKey, success); - } - if(this._keys.length > 0) { - this.loadFile(); - } else { - this.hasLoaded = true; - this.removeAll(); - this._gameCreateComplete.call(this._game); - if(this._onComplete !== null) { - this._onComplete.call(this._game.callbackContext); - } - } - }; - Loader.prototype.checkKeyExists = /** - * Check whether asset exists with a specific key. - * @param key {string} Key of the asset you want to check. - * @return {boolean} Return true if exists, otherwise return false. - */ - function (key) { - if(this._fileList[key]) { - return true; - } else { - return false; - } - }; - return Loader; - })(); - Phaser.Loader = Loader; -})(Phaser || (Phaser = {})); /// /// /** @@ -9533,7 +5490,7 @@ var Phaser; speed = 0; } var a = this._game.math.degreesToRadians(angle); - return new Phaser.Point((Math.cos(a) * speed), (Math.sin(a) * speed)); + return new Phaser.Point((Phaser.Math.cos(a) * speed), (Phaser.Math.sin(a) * speed)); }; Motion.prototype.moveTowardsObject = /** * Sets the source Sprite x/y velocity so it will move directly towards the destination Sprite at the speed given (in pixels per second)
@@ -9557,8 +5514,8 @@ var Phaser; // We know how many pixels we need to move, but how fast? speed = d / (maxTime / 1000); } - source.velocity.x = Math.cos(a) * speed; - source.velocity.y = Math.sin(a) * speed; + source.velocity.x = Phaser.Math.cos(a) * speed; + source.velocity.y = Phaser.Math.sin(a) * speed; }; Motion.prototype.accelerateTowardsObject = /** * Sets the x/y acceleration on the source Sprite so it will move towards the destination Sprite at the speed given (in pixels per second)
@@ -9575,8 +5532,8 @@ var Phaser; var a = this.angleBetween(source, dest); source.velocity.x = 0; source.velocity.y = 0; - source.acceleration.x = Math.cos(a) * speed; - source.acceleration.y = Math.sin(a) * speed; + source.acceleration.x = Phaser.Math.cos(a) * speed; + source.acceleration.y = Phaser.Math.sin(a) * speed; source.maxVelocity.x = xSpeedMax; source.maxVelocity.y = ySpeedMax; }; @@ -9599,8 +5556,8 @@ var Phaser; // We know how many pixels we need to move, but how fast? speed = d / (maxTime / 1000); } - source.velocity.x = Math.cos(a) * speed; - source.velocity.y = Math.sin(a) * speed; + source.velocity.x = Phaser.Math.cos(a) * speed; + source.velocity.y = Phaser.Math.sin(a) * speed; }; Motion.prototype.accelerateTowardsMouse = /** * Sets the x/y acceleration on the source Sprite so it will move towards the mouse coordinates at the speed given (in pixels per second)
@@ -9616,8 +5573,8 @@ var Phaser; var a = this.angleBetweenMouse(source); source.velocity.x = 0; source.velocity.y = 0; - source.acceleration.x = Math.cos(a) * speed; - source.acceleration.y = Math.sin(a) * speed; + source.acceleration.x = Phaser.Math.cos(a) * speed; + source.acceleration.y = Phaser.Math.sin(a) * speed; source.maxVelocity.x = xSpeedMax; source.maxVelocity.y = ySpeedMax; }; @@ -9641,8 +5598,8 @@ var Phaser; // We know how many pixels we need to move, but how fast? speed = d / (maxTime / 1000); } - source.velocity.x = Math.cos(a) * speed; - source.velocity.y = Math.sin(a) * speed; + source.velocity.x = Phaser.Math.cos(a) * speed; + source.velocity.y = Phaser.Math.sin(a) * speed; }; Motion.prototype.accelerateTowardsPoint = /** * Sets the x/y acceleration on the source Sprite so it will move towards the target coordinates at the speed given (in pixels per second)
@@ -9659,8 +5616,8 @@ var Phaser; var a = this.angleBetweenPoint(source, target); source.velocity.x = 0; source.velocity.y = 0; - source.acceleration.x = Math.cos(a) * speed; - source.acceleration.y = Math.sin(a) * speed; + source.acceleration.x = Phaser.Math.cos(a) * speed; + source.acceleration.y = Phaser.Math.sin(a) * speed; source.maxVelocity.x = xSpeedMax; source.maxVelocity.y = ySpeedMax; }; @@ -9714,9 +5671,9 @@ var Phaser; var dx = (target.x) - (a.x + a.origin.x); var dy = (target.y) - (a.y + a.origin.y); if(asDegrees) { - return this._game.math.radiansToDegrees(Math.atan2(dy, dx)); + return this._game.math.radiansToDegrees(Phaser.Math.atan2(dy, dx)); } else { - return Math.atan2(dy, dx); + return Phaser.Math.atan2(dy, dx); } }; Motion.prototype.angleBetween = /** @@ -9734,9 +5691,9 @@ var Phaser; var dx = (b.x + b.origin.x) - (a.x + a.origin.x); var dy = (b.y + b.origin.y) - (a.y + a.origin.y); if(asDegrees) { - return this._game.math.radiansToDegrees(Math.atan2(dy, dx)); + return this._game.math.radiansToDegrees(Phaser.Math.atan2(dy, dx)); } else { - return Math.atan2(dy, dx); + return Phaser.Math.atan2(dy, dx); } }; Motion.prototype.velocityFromFacing = /** @@ -9758,7 +5715,7 @@ var Phaser; } else if(parent.facing == Phaser.Collision.DOWN) { a = this._game.math.degreesToRadians(90); } - return new Phaser.Point(Math.cos(a) * speed, Math.sin(a) * speed); + return new Phaser.Point(Phaser.Math.cos(a) * speed, Phaser.Math.sin(a) * speed); }; Motion.prototype.angleBetweenMouse = /** * Find the angle (in radians) between an Sprite and the mouse, taking their x/y and origin into account. @@ -9776,226 +5733,15 @@ var Phaser; var dx = a._game.input.x - p.x; var dy = a._game.input.y - p.y; if(asDegrees) { - return this._game.math.radiansToDegrees(Math.atan2(dy, dx)); + return this._game.math.radiansToDegrees(Phaser.Math.atan2(dy, dx)); } else { - return Math.atan2(dy, dx); + return Phaser.Math.atan2(dy, dx); } }; return Motion; })(); Phaser.Motion = Motion; })(Phaser || (Phaser = {})); -/// -/// -/** -* Phaser - Sound -* -* A Sound file, used by the Game.SoundManager for playback. -*/ -var Phaser; -(function (Phaser) { - var Sound = (function () { - /** - * Sound constructor - * @param context {object} The AudioContext instance. - * @param gainNode {object} Gain node instance. - * @param data {object} Sound data. - * @param [volume] {number} volume of this sound when playing. - * @param [loop] {boolean} loop this sound when playing? (Default to false) - */ - function Sound(context, gainNode, data, volume, loop) { - if (typeof volume === "undefined") { volume = 1; } - if (typeof loop === "undefined") { loop = false; } - this.loop = false; - this.isPlaying = false; - this.isDecoding = false; - this._context = context; - this._gainNode = gainNode; - this._buffer = data; - this._volume = volume; - this.loop = loop; - // Local volume control - if(this._context !== null) { - this._localGainNode = this._context.createGainNode(); - this._localGainNode.connect(this._gainNode); - this._localGainNode.gain.value = this._volume; - } - if(this._buffer === null) { - this.isDecoding = true; - } else { - this.play(); - } - } - Sound.prototype.setDecodedBuffer = function (data) { - this._buffer = data; - this.isDecoding = false; - //this.play(); - }; - Sound.prototype.play = /** - * Play this sound. - */ - function () { - if(this._buffer === null || this.isDecoding === true) { - return; - } - this._sound = this._context.createBufferSource(); - this._sound.buffer = this._buffer; - this._sound.connect(this._localGainNode); - if(this.loop) { - this._sound.loop = true; - } - this._sound.noteOn(0)// the zero is vitally important, crashes iOS6 without it - ; - this.duration = this._sound.buffer.duration; - this.isPlaying = true; - }; - Sound.prototype.stop = /** - * Stop playing this sound. - */ - function () { - if(this.isPlaying === true) { - this.isPlaying = false; - this._sound.noteOff(0); - } - }; - Sound.prototype.mute = /** - * Mute the sound. - */ - function () { - this._localGainNode.gain.value = 0; - }; - Sound.prototype.unmute = /** - * Enable the sound. - */ - function () { - this._localGainNode.gain.value = this._volume; - }; - Object.defineProperty(Sound.prototype, "volume", { - get: function () { - return this._volume; - }, - set: function (value) { - this._volume = value; - this._localGainNode.gain.value = this._volume; - }, - enumerable: true, - configurable: true - }); - return Sound; - })(); - Phaser.Sound = Sound; -})(Phaser || (Phaser = {})); -/// -/// -/** -* Phaser - SoundManager -* -* This is an embroyonic web audio sound management class. There is a lot of work still to do here. -*/ -var Phaser; -(function (Phaser) { - var SoundManager = (function () { - /** - * SoundManager constructor - * Create a new SoundManager. - */ - function SoundManager(game) { - /** - * Reference to AudioContext instance. - */ - this._context = null; - this._game = game; - if(game.device.webaudio == true) { - if(!!window['AudioContext']) { - this._context = new window['AudioContext'](); - } else if(!!window['webkitAudioContext']) { - this._context = new window['webkitAudioContext'](); - } - if(this._context !== null) { - this._gainNode = this._context.createGainNode(); - this._gainNode.connect(this._context.destination); - this._volume = 1; - } - } - } - SoundManager.prototype.mute = /** - * Mute sounds. - */ - function () { - this._gainNode.gain.value = 0; - }; - SoundManager.prototype.unmute = /** - * Enable sounds. - */ - function () { - this._gainNode.gain.value = this._volume; - }; - Object.defineProperty(SoundManager.prototype, "volume", { - get: function () { - return this._volume; - }, - set: function (value) { - this._volume = value; - this._gainNode.gain.value = this._volume; - }, - enumerable: true, - configurable: true - }); - SoundManager.prototype.decode = /** - * Decode a sound with its assets key. - * @param key {string} Assets key of the sound to be decoded. - * @param callback {function} This will be invoked when finished decoding. - * @param [sound] {Sound} its bufer will be set to decoded data. - */ - function (key, callback, sound) { - if (typeof callback === "undefined") { callback = null; } - if (typeof sound === "undefined") { sound = null; } - var soundData = this._game.cache.getSound(key); - if(soundData) { - if(this._game.cache.isSoundDecoded(key) === false) { - var that = this; - this._context.decodeAudioData(soundData, function (buffer) { - that._game.cache.decodedSound(key, buffer); - if(sound) { - sound.setDecodedBuffer(buffer); - } - callback(); - }); - } - } - }; - SoundManager.prototype.play = /** - * Play a sound with its assets key. - * @param key {string} Assets key of the sound you want to play. - * @param [volume] {number} volume of the sound you want to play. - * @param [loop] {boolean} loop when it finished playing? (Default to false) - * @return {Sound} The playing sound object. - */ - function (key, volume, loop) { - if (typeof volume === "undefined") { volume = 1; } - if (typeof loop === "undefined") { loop = false; } - if(this._context === null) { - return; - } - var soundData = this._game.cache.getSound(key); - if(soundData) { - // Does the sound need decoding? - if(this._game.cache.isSoundDecoded(key) === true) { - return new Phaser.Sound(this._context, this._gainNode, soundData, volume, loop); - } else { - var tempSound = new Phaser.Sound(this._context, this._gainNode, null, volume, loop); - // this is an async process, so we can return the Sound object anyway, it just won't be playing yet - this.decode(key, function () { - return tempSound.play(); - }, tempSound); - return tempSound; - } - } - }; - return SoundManager; - })(); - Phaser.SoundManager = SoundManager; -})(Phaser || (Phaser = {})); /** * Phaser * @@ -10030,7 +5776,6 @@ var Phaser; * StageScaleMode constructor */ function StageScaleMode(game) { - var _this = this; /** * Stage height when start the game. * @type {number} @@ -10126,7 +5871,7 @@ var Phaser; * The core update loop, called by Phaser.Stage */ function () { - if(this._game.stage.scaleMode !== StageScaleMode.NO_SCALE && (window.innerWidth !== this.width || window.innerHeight !== this.height)) { + if(this._game.stage.scaleMode !== Phaser.StageScaleMode.NO_SCALE && (window.innerWidth !== this.width || window.innerHeight !== this.height)) { this.refresh(); } }; @@ -10154,7 +5899,7 @@ var Phaser; } else { this.enterPortrait.dispatch(this.orientation); } - if(this._game.stage.scaleMode !== StageScaleMode.NO_SCALE) { + if(this._game.stage.scaleMode !== Phaser.StageScaleMode.NO_SCALE) { this.refresh(); } }; @@ -10172,7 +5917,7 @@ var Phaser; } else { this.enterPortrait.dispatch(this.orientation); } - if(this._game.stage.scaleMode !== StageScaleMode.NO_SCALE) { + if(this._game.stage.scaleMode !== Phaser.StageScaleMode.NO_SCALE) { this.refresh(); } }; @@ -10213,7 +5958,7 @@ var Phaser; if(window.innerHeight > this._startHeight || this._iterations < 0) { // Set minimum height of content to new window height document.documentElement.style.minHeight = window.innerHeight + 'px'; - if(this._game.stage.scaleMode == StageScaleMode.EXACT_FIT) { + if(this._game.stage.scaleMode == Phaser.StageScaleMode.EXACT_FIT) { if(this.maxWidth && window.innerWidth > this.maxWidth) { this.width = this.maxWidth; } else { @@ -10224,10 +5969,10 @@ var Phaser; } else { this.height = window.innerHeight; } - } else if(this._game.stage.scaleMode == StageScaleMode.SHOW_ALL) { - var multiplier = Math.min((window.innerHeight / this._game.stage.height), (window.innerWidth / this._game.stage.width)); - this.width = Math.round(this._game.stage.width * multiplier); - this.height = Math.round(this._game.stage.height * multiplier); + } else if(this._game.stage.scaleMode == Phaser.StageScaleMode.SHOW_ALL) { + var multiplier = Phaser.Math.min((window.innerHeight / this._game.stage.height), (window.innerWidth / this._game.stage.width)); + this.width = Phaser.Math.round(this._game.stage.width * multiplier); + this.height = Phaser.Math.round(this._game.stage.height * multiplier); if(this.maxWidth && this.width > this.maxWidth) { this.width = this.maxWidth; } @@ -10300,12 +6045,12 @@ var Phaser; if(this._fade == null) { this.colorCycle(); } - this._color1.r = Math.round(this._color1.r); - this._color1.g = Math.round(this._color1.g); - this._color1.b = Math.round(this._color1.b); - this._color2.r = Math.round(this._color2.r); - this._color2.g = Math.round(this._color2.g); - this._color2.b = Math.round(this._color2.b); + this._color1.r = Phaser.Math.round(this._color1.r); + this._color1.g = Phaser.Math.round(this._color1.g); + this._color1.b = Phaser.Math.round(this._color1.b); + this._color2.r = Phaser.Math.round(this._color2.r); + this._color2.g = Phaser.Math.round(this._color2.g); + this._color2.b = Phaser.Math.round(this._color2.b); }; BootScreen.prototype.render = /** * Render BootScreen. @@ -10342,9 +6087,9 @@ var Phaser; function () { this._fade = this._game.add.tween(this._color2); this._fade.to({ - r: Math.random() * 250, - g: Math.random() * 250, - b: Math.random() * 250 + r: Phaser.Math.random() * 250, + g: Phaser.Math.random() * 250, + b: Phaser.Math.random() * 250 }, 3000, Phaser.Easing.Linear.None); this._fade.onComplete.add(this.colorCycle, this); this._fade.start(); @@ -10401,9 +6146,9 @@ var Phaser; * Update background color. */ function () { - this._color.r = Math.round(this._color.r); - this._color.g = Math.round(this._color.g); - this._color.b = Math.round(this._color.b); + this._color.r = Phaser.Math.round(this._color.r); + this._color.g = Phaser.Math.round(this._color.g); + this._color.b = Phaser.Math.round(this._color.b); }; PauseScreen.prototype.render = /** * Render PauseScreen. @@ -10413,8 +6158,8 @@ var Phaser; this._game.stage.context.fillStyle = 'rgba(0, 0, 0, 0.4)'; this._game.stage.context.fillRect(0, 0, this._game.stage.width, this._game.stage.height); // Draw a 'play' arrow - var arrowWidth = Math.round(this._game.stage.width / 2); - var arrowHeight = Math.round(this._game.stage.height / 2); + var arrowWidth = Phaser.Math.round(this._game.stage.width / 2); + var arrowHeight = Phaser.Math.round(this._game.stage.height / 2); var sx = this._game.stage.centerX - arrowWidth / 2; var sy = this._game.stage.centerY - arrowHeight / 2; this._game.stage.context.beginPath(); @@ -10479,7 +6224,6 @@ var Phaser; * @param height {number} Height of the stage. */ function Stage(game, parent, width, height) { - var _this = this; /** * Background color of the stage (defaults to black) * @type {string} @@ -10522,12 +6266,12 @@ var Phaser; }; this.context = this.canvas.getContext('2d'); this.offset = this.getOffset(this.canvas); - this.bounds = new Phaser.Quad(this.offset.x, this.offset.y, width, height); + this.bounds = new Quad(this.offset.x, this.offset.y, width, height); this.aspectRatio = width / height; - this.scaleMode = Phaser.StageScaleMode.NO_SCALE; - this.scale = new Phaser.StageScaleMode(this._game); - this._bootScreen = new Phaser.BootScreen(this._game); - this._pauseScreen = new Phaser.PauseScreen(this._game, width, height); + this.scaleMode = StageScaleMode.NO_SCALE; + this.scale = new StageScaleMode(this._game); + this._bootScreen = new BootScreen(this._game); + this._pauseScreen = new PauseScreen(this._game, width, height); document.addEventListener('visibilitychange', function (event) { return _this.visibilityChange(event); }, false); @@ -10668,14 +6412,14 @@ var Phaser; }); Object.defineProperty(Stage.prototype, "randomX", { get: function () { - return Math.round(Math.random() * this.bounds.width); + return Phaser.Math.round(Phaser.Math.random() * this.bounds.width); }, enumerable: true, configurable: true }); Object.defineProperty(Stage.prototype, "randomY", { get: function () { - return Math.round(Math.random() * this.bounds.height); + return Phaser.Math.round(Phaser.Math.random() * this.bounds.height); }, enumerable: true, configurable: true @@ -10793,13 +6537,13 @@ var Phaser; //this.now = Date.now(); // mark this.delta = this.now - this.time// elapsedMS ; - this.msMin = Math.min(this.msMin, this.delta); - this.msMax = Math.max(this.msMax, this.delta); + this.msMin = Phaser.Math.min(this.msMin, this.delta); + this.msMax = Phaser.Math.max(this.msMax, this.delta); this.frames++; if(this.now > this._timeLastSecond + 1000) { - this.fps = Math.round((this.frames * 1000) / (this.now - this._timeLastSecond)); - this.fpsMin = Math.min(this.fpsMin, this.fps); - this.fpsMax = Math.max(this.fpsMax, this.fps); + this.fps = Phaser.Math.round((this.frames * 1000) / (this.now - this._timeLastSecond)); + this.fpsMin = Phaser.Math.min(this.fpsMin, this.fps); + this.fpsMax = Phaser.Math.max(this.fpsMax, this.fps); this._timeLastSecond = this.now; this.frames = 0; } @@ -10835,1288 +6579,6 @@ var Phaser; })(); Phaser.Time = Time; })(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - /// - /** - * Phaser - Easing - Back - * - * For use with Phaser.Tween - */ - (function (Easing) { - var Back = (function () { - function Back() { } - Back.In = function In(k) { - var s = 1.70158; - return k * k * ((s + 1) * k - s); - }; - Back.Out = function Out(k) { - var s = 1.70158; - return --k * k * ((s + 1) * k + s) + 1; - }; - Back.InOut = function InOut(k) { - var s = 1.70158 * 1.525; - if((k *= 2) < 1) { - return 0.5 * (k * k * ((s + 1) * k - s)); - } - return 0.5 * ((k -= 2) * k * ((s + 1) * k + s) + 2); - }; - return Back; - })(); - Easing.Back = Back; - })(Phaser.Easing || (Phaser.Easing = {})); - var Easing = Phaser.Easing; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - /// - /** - * Phaser - Easing - Bounce - * - * For use with Phaser.Tween - */ - (function (Easing) { - var Bounce = (function () { - function Bounce() { } - Bounce.In = function In(k) { - return 1 - Phaser.Easing.Bounce.Out(1 - k); - }; - Bounce.Out = function Out(k) { - if(k < (1 / 2.75)) { - return 7.5625 * k * k; - } else if(k < (2 / 2.75)) { - return 7.5625 * (k -= (1.5 / 2.75)) * k + 0.75; - } else if(k < (2.5 / 2.75)) { - return 7.5625 * (k -= (2.25 / 2.75)) * k + 0.9375; - } else { - return 7.5625 * (k -= (2.625 / 2.75)) * k + 0.984375; - } - }; - Bounce.InOut = function InOut(k) { - if(k < 0.5) { - return Phaser.Easing.Bounce.In(k * 2) * 0.5; - } - return Phaser.Easing.Bounce.Out(k * 2 - 1) * 0.5 + 0.5; - }; - return Bounce; - })(); - Easing.Bounce = Bounce; - })(Phaser.Easing || (Phaser.Easing = {})); - var Easing = Phaser.Easing; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - /// - /** - * Phaser - Easing - Circular - * - * For use with Phaser.Tween - */ - (function (Easing) { - var Circular = (function () { - function Circular() { } - Circular.In = function In(k) { - return 1 - Math.sqrt(1 - k * k); - }; - Circular.Out = function Out(k) { - return Math.sqrt(1 - (--k * k)); - }; - Circular.InOut = function InOut(k) { - if((k *= 2) < 1) { - return -0.5 * (Math.sqrt(1 - k * k) - 1); - } - return 0.5 * (Math.sqrt(1 - (k -= 2) * k) + 1); - }; - return Circular; - })(); - Easing.Circular = Circular; - })(Phaser.Easing || (Phaser.Easing = {})); - var Easing = Phaser.Easing; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - /// - /** - * Phaser - Easing - Cubic - * - * For use with Phaser.Tween - */ - (function (Easing) { - var Cubic = (function () { - function Cubic() { } - Cubic.In = function In(k) { - return k * k * k; - }; - Cubic.Out = function Out(k) { - return --k * k * k + 1; - }; - Cubic.InOut = function InOut(k) { - if((k *= 2) < 1) { - return 0.5 * k * k * k; - } - return 0.5 * ((k -= 2) * k * k + 2); - }; - return Cubic; - })(); - Easing.Cubic = Cubic; - })(Phaser.Easing || (Phaser.Easing = {})); - var Easing = Phaser.Easing; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - /// - /** - * Phaser - Easing - Elastic - * - * For use with Phaser.Tween - */ - (function (Easing) { - var Elastic = (function () { - function Elastic() { } - Elastic.In = function In(k) { - var s, a = 0.1, p = 0.4; - if(k === 0) { - return 0; - } - if(k === 1) { - return 1; - } - if(!a || a < 1) { - a = 1; - s = p / 4; - } else { - s = p * Math.asin(1 / a) / (2 * Math.PI); - } - return -(a * Math.pow(2, 10 * (k -= 1)) * Math.sin((k - s) * (2 * Math.PI) / p)); - }; - Elastic.Out = function Out(k) { - var s, a = 0.1, p = 0.4; - if(k === 0) { - return 0; - } - if(k === 1) { - return 1; - } - if(!a || a < 1) { - a = 1; - s = p / 4; - } else { - s = p * Math.asin(1 / a) / (2 * Math.PI); - } - return (a * Math.pow(2, -10 * k) * Math.sin((k - s) * (2 * Math.PI) / p) + 1); - }; - Elastic.InOut = function InOut(k) { - var s, a = 0.1, p = 0.4; - if(k === 0) { - return 0; - } - if(k === 1) { - return 1; - } - if(!a || a < 1) { - a = 1; - s = p / 4; - } else { - s = p * Math.asin(1 / a) / (2 * Math.PI); - } - if((k *= 2) < 1) { - return -0.5 * (a * Math.pow(2, 10 * (k -= 1)) * Math.sin((k - s) * (2 * Math.PI) / p)); - } - return a * Math.pow(2, -10 * (k -= 1)) * Math.sin((k - s) * (2 * Math.PI) / p) * 0.5 + 1; - }; - return Elastic; - })(); - Easing.Elastic = Elastic; - })(Phaser.Easing || (Phaser.Easing = {})); - var Easing = Phaser.Easing; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - /// - /** - * Phaser - Easing - Exponential - * - * For use with Phaser.Tween - */ - (function (Easing) { - var Exponential = (function () { - function Exponential() { } - Exponential.In = function In(k) { - return k === 0 ? 0 : Math.pow(1024, k - 1); - }; - Exponential.Out = function Out(k) { - return k === 1 ? 1 : 1 - Math.pow(2, -10 * k); - }; - Exponential.InOut = function InOut(k) { - if(k === 0) { - return 0; - } - if(k === 1) { - return 1; - } - if((k *= 2) < 1) { - return 0.5 * Math.pow(1024, k - 1); - } - return 0.5 * (-Math.pow(2, -10 * (k - 1)) + 2); - }; - return Exponential; - })(); - Easing.Exponential = Exponential; - })(Phaser.Easing || (Phaser.Easing = {})); - var Easing = Phaser.Easing; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - /// - /** - * Phaser - Easing - Linear - * - * For use with Phaser.Tween - */ - (function (Easing) { - var Linear = (function () { - function Linear() { } - Linear.None = function None(k) { - return k; - }; - return Linear; - })(); - Easing.Linear = Linear; - })(Phaser.Easing || (Phaser.Easing = {})); - var Easing = Phaser.Easing; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - /// - /** - * Phaser - Easing - Quadratic - * - * For use with Phaser.Tween - */ - (function (Easing) { - var Quadratic = (function () { - function Quadratic() { } - Quadratic.In = function In(k) { - return k * k; - }; - Quadratic.Out = function Out(k) { - return k * (2 - k); - }; - Quadratic.InOut = function InOut(k) { - if((k *= 2) < 1) { - return 0.5 * k * k; - } - return -0.5 * (--k * (k - 2) - 1); - }; - return Quadratic; - })(); - Easing.Quadratic = Quadratic; - })(Phaser.Easing || (Phaser.Easing = {})); - var Easing = Phaser.Easing; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - /// - /** - * Phaser - Easing - Quartic - * - * For use with Phaser.Tween - */ - (function (Easing) { - var Quartic = (function () { - function Quartic() { } - Quartic.In = function In(k) { - return k * k * k * k; - }; - Quartic.Out = function Out(k) { - return 1 - (--k * k * k * k); - }; - Quartic.InOut = function InOut(k) { - if((k *= 2) < 1) { - return 0.5 * k * k * k * k; - } - return -0.5 * ((k -= 2) * k * k * k - 2); - }; - return Quartic; - })(); - Easing.Quartic = Quartic; - })(Phaser.Easing || (Phaser.Easing = {})); - var Easing = Phaser.Easing; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - /// - /** - * Phaser - Easing - Quintic - * - * For use with Phaser.Tween - */ - (function (Easing) { - var Quintic = (function () { - function Quintic() { } - Quintic.In = function In(k) { - return k * k * k * k * k; - }; - Quintic.Out = function Out(k) { - return --k * k * k * k * k + 1; - }; - Quintic.InOut = function InOut(k) { - if((k *= 2) < 1) { - return 0.5 * k * k * k * k * k; - } - return 0.5 * ((k -= 2) * k * k * k * k + 2); - }; - return Quintic; - })(); - Easing.Quintic = Quintic; - })(Phaser.Easing || (Phaser.Easing = {})); - var Easing = Phaser.Easing; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - /// - /** - * Phaser - Easing - Sinusoidal - * - * For use with Phaser.Tween - */ - (function (Easing) { - var Sinusoidal = (function () { - function Sinusoidal() { } - Sinusoidal.In = function In(k) { - return 1 - Math.cos(k * Math.PI / 2); - }; - Sinusoidal.Out = function Out(k) { - return Math.sin(k * Math.PI / 2); - }; - Sinusoidal.InOut = function InOut(k) { - return 0.5 * (1 - Math.cos(Math.PI * k)); - }; - return Sinusoidal; - })(); - Easing.Sinusoidal = Sinusoidal; - })(Phaser.Easing || (Phaser.Easing = {})); - var Easing = Phaser.Easing; -})(Phaser || (Phaser = {})); -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/** -* Phaser - Tween -* -* Based heavily on tween.js by sole (https://github.com/sole/tween.js) converted to TypeScript and integrated into Phaser -*/ -var Phaser; -(function (Phaser) { - var Tween = (function () { - /** - * Tween constructor - * Create a new Tween. - * - * @param object {object} Target object will be affected by this tween. - * @param game {Phaser.Game} Current game instance. - */ - function Tween(object, game) { - /** - * Reference to the target object. - * @type {object} - */ - this._object = null; - this._pausedTime = 0; - /** - * Start values container. - * @type {object} - */ - this._valuesStart = { - }; - /** - * End values container. - * @type {object} - */ - this._valuesEnd = { - }; - /** - * How long this tween will perform. - * @type {number} - */ - this._duration = 1000; - this._delayTime = 0; - this._startTime = null; - /** - * Contains chained tweens. - * @type {Tweens[]} - */ - this._chainedTweens = []; - this._object = object; - this._game = game; - this._manager = this._game.tweens; - this._interpolationFunction = this._game.math.linearInterpolation; - this._easingFunction = Phaser.Easing.Linear.None; - this._chainedTweens = []; - this.onStart = new Phaser.Signal(); - this.onUpdate = new Phaser.Signal(); - this.onComplete = new Phaser.Signal(); - } - Tween.prototype.to = /** - * Configure the Tween - * @param properties {object} Propertis you want to tween. - * @param [duration] {number} duration of this tween. - * @param [ease] {any} Easing function. - * @param [autoStart] {boolean} Whether this tween will start automatically or not. - * @param [delay] {number} delay before this tween will start, defaults to 0 (no delay) - * @return {Tween} Itself. - */ - function (properties, duration, ease, autoStart, delay) { - if (typeof duration === "undefined") { duration = 1000; } - if (typeof ease === "undefined") { ease = null; } - if (typeof autoStart === "undefined") { autoStart = false; } - if (typeof delay === "undefined") { delay = 0; } - this._duration = duration; - // If properties isn't an object this will fail, sanity check it here somehow? - this._valuesEnd = properties; - if(ease !== null) { - this._easingFunction = ease; - } - if(delay > 0) { - this._delayTime = delay; - } - if(autoStart === true) { - return this.start(); - } else { - return this; - } - }; - Tween.prototype.start = /** - * Start to tween. - */ - function () { - if(this._game === null || this._object === null) { - return; - } - this._manager.add(this); - this.onStart.dispatch(this._object); - this._startTime = this._game.time.now + this._delayTime; - for(var property in this._valuesEnd) { - // This prevents the interpolation of null values or of non-existing properties - if(this._object[property] === null || !(property in this._object)) { - throw Error('Phaser.Tween interpolation of null value of non-existing property'); - continue; - } - // check if an Array was provided as property value - if(this._valuesEnd[property] instanceof Array) { - if(this._valuesEnd[property].length === 0) { - continue; - } - // create a local copy of the Array with the start value at the front - this._valuesEnd[property] = [ - this._object[property] - ].concat(this._valuesEnd[property]); - } - this._valuesStart[property] = this._object[property]; - } - return this; - }; - Tween.prototype.stop = /** - * Stop tweening. - */ - function () { - if(this._manager !== null) { - this._manager.remove(this); - } - this.onComplete.dispose(); - return this; - }; - Object.defineProperty(Tween.prototype, "parent", { - set: function (value) { - this._game = value; - this._manager = this._game.tweens; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Tween.prototype, "delay", { - get: function () { - return this._delayTime; - }, - set: function (amount) { - this._delayTime = amount; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Tween.prototype, "easing", { - get: function () { - return this._easingFunction; - }, - set: function (easing) { - this._easingFunction = easing; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Tween.prototype, "interpolation", { - get: function () { - return this._interpolationFunction; - }, - set: function (interpolation) { - this._interpolationFunction = interpolation; - }, - enumerable: true, - configurable: true - }); - Tween.prototype.chain = /** - * Add another chained tween, which will start automatically when the one before it completes. - * @param tween {Phaser.Tween} Tween object you want to chain with this. - * @return {Phaser.Tween} Itselfe. - */ - function (tween) { - this._chainedTweens.push(tween); - return this; - }; - Tween.prototype.update = /** - * Update tweening. - * @param time {number} Current time from game clock. - * @return {boolean} Return false if this completed and no need to update, otherwise return true. - */ - function (time) { - if(this._game.paused == true) { - if(this._pausedTime == 0) { - this._pausedTime = time; - } - } else { - // Ok we aren't paused, but was there some time gained? - if(this._pausedTime > 0) { - this._startTime += (time - this._pausedTime); - this._pausedTime = 0; - } - } - if(time < this._startTime) { - return true; - } - var elapsed = (time - this._startTime) / this._duration; - elapsed = elapsed > 1 ? 1 : elapsed; - var value = this._easingFunction(elapsed); - for(var property in this._valuesStart) { - // Add checks for object, array, numeric up front - if(this._valuesEnd[property] instanceof Array) { - this._object[property] = this._interpolationFunction(this._valuesEnd[property], value); - } else { - this._object[property] = this._valuesStart[property] + (this._valuesEnd[property] - this._valuesStart[property]) * value; - } - } - this.onUpdate.dispatch(this._object, value); - if(elapsed == 1) { - this.onComplete.dispatch(this._object); - for(var i = 0; i < this._chainedTweens.length; i++) { - this._chainedTweens[i].start(); - } - return false; - } - return true; - }; - return Tween; - })(); - Phaser.Tween = Tween; -})(Phaser || (Phaser = {})); -/// -/// -/** -* Phaser - TweenManager -* -* The Game has a single instance of the TweenManager through which all Tween objects are created and updated. -* Tweens are hooked into the game clock and pause system, adjusting based on the game state. -* TweenManager is based heavily on tween.js by sole (http://soledadpenades.com). -* I converted it to TypeScript, swapped the callbacks for signals and patched a few issues with regard -* to properties and completion errors. Please see https://github.com/sole/tween.js for a full list of contributors. -*/ -var Phaser; -(function (Phaser) { - var TweenManager = (function () { - /** - * TweenManager constructor - * @param game {Game} A reference to the current Game. - */ - function TweenManager(game) { - this._game = game; - this._tweens = []; - } - TweenManager.prototype.getAll = /** - * Get all the tween objects in an array. - * @return {Phaser.Tween[]} Array with all tween objects. - */ - function () { - return this._tweens; - }; - TweenManager.prototype.removeAll = /** - * Remove all tween objects. - */ - function () { - this._tweens.length = 0; - }; - TweenManager.prototype.create = /** - * Create a tween object for a specific object. - * - * @param object {object} Object you wish the tween will affect. - * @return {Phaser.Tween} The newly created tween object. - */ - function (object) { - return new Phaser.Tween(object, this._game); - }; - TweenManager.prototype.add = /** - * Add an exist tween object to the manager. - * - * @param tween {Phaser.Tween} The tween object you want to add. - * @return {Phaser.Tween} The tween object you added to the manager. - */ - function (tween) { - tween.parent = this._game; - this._tweens.push(tween); - return tween; - }; - TweenManager.prototype.remove = /** - * Remove a tween from this manager. - * - * @param tween {Phaser.Tween} The tween object you want to remove. - */ - function (tween) { - var i = this._tweens.indexOf(tween); - if(i !== -1) { - this._tweens.splice(i, 1); - } - }; - TweenManager.prototype.update = /** - * Update all the tween objects you added to this manager. - * - * @return {boolean} Return false if there's no tween to update, otherwise return true. - */ - function () { - if(this._tweens.length === 0) { - return false; - } - var i = 0; - var numTweens = this._tweens.length; - while(i < numTweens) { - if(this._tweens[i].update(this._game.time.now)) { - i++; - } else { - this._tweens.splice(i, 1); - numTweens--; - } - } - return true; - }; - return TweenManager; - })(); - Phaser.TweenManager = TweenManager; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - /// - /// - /** - * Phaser - Verlet - Particle - * - * - */ - (function (Verlet) { - var Particle = (function () { - /** - * Creates a new Particle object. - * @class Particle - * @constructor - * @param {Number} x The x coordinate of vector2 - * @param {Number} y The y coordinate of vector2 - * @return {Particle} This object - **/ - function Particle(pos) { - this.pos = (new Phaser.Vector2()).mutableSet(pos); - this.lastPos = (new Phaser.Vector2()).mutableSet(pos); - } - Particle.prototype.render = function (ctx) { - ctx.beginPath(); - ctx.arc(this.pos.x, this.pos.y, 2, 0, 2 * Math.PI); - ctx.fillStyle = "#2dad8f"; - ctx.fill(); - }; - return Particle; - })(); - Verlet.Particle = Particle; - })(Phaser.Verlet || (Phaser.Verlet = {})); - var Verlet = Phaser.Verlet; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - /// - /// - /// - /** - * Phaser - PinConstraint - * - * Constrains to static / fixed point - */ - (function (Verlet) { - var PinConstraint = (function () { - /** - * Creates a new PinConstraint object. - * @class PinConstraint - * @constructor - * @param {Number} x The x coordinate of vector2 - * @param {Number} y The y coordinate of vector2 - * @return {PinConstraint} This object - **/ - function PinConstraint(a, pos) { - this.a = a; - this.pos = (new Phaser.Vector2()).mutableSet(pos); - } - PinConstraint.prototype.relax = function () { - this.a.pos.mutableSet(this.pos); - }; - PinConstraint.prototype.render = function (ctx) { - ctx.beginPath(); - ctx.arc(this.pos.x, this.pos.y, 6, 0, 2 * Math.PI); - ctx.fillStyle = "rgba(0,153,255,0.1)"; - ctx.fill(); - }; - return PinConstraint; - })(); - Verlet.PinConstraint = PinConstraint; - })(Phaser.Verlet || (Phaser.Verlet = {})); - var Verlet = Phaser.Verlet; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - /// - /// - /// - /// - /** - * Phaser - Verlet - Composite - * - * - */ - (function (Verlet) { - var Composite = (function () { - /** - * Creates a new Composite object. - * @class Composite - * @constructor - * @param {Number} x The x coordinate of vector2 - * @param {Number} y The y coordinate of vector2 - * @return {Composite} This object - **/ - function Composite(game) { - /** - * Texture of the particles to be rendered. - */ - this._texture = null; - // local rendering related temp vars to help avoid gc spikes - this._sx = 0; - this._sy = 0; - this._sw = 0; - this._sh = 0; - this._dx = 0; - this._dy = 0; - this._dw = 0; - this._dh = 0; - this._hw = 0; - this._hh = 0; - this.drawParticles = null; - this.drawConstraints = null; - this.hideConstraints = true; - this.constraintLineColor = 'rgba(200,200,200,1)'; - this._game = game; - this.sprites = []; - this.particles = []; - this.constraints = []; - this.frameBounds = new Phaser.Quad(); - } - Composite.prototype.createDistanceConstraint = // Create Constraints - function (a, b, stiffness, distance) { - if (typeof distance === "undefined") { distance = null; } - this.constraints.push(new Phaser.Verlet.DistanceConstraint(a, b, stiffness, distance)); - return this.constraints[this.constraints.length - 1]; - }; - Composite.prototype.createAngleConstraint = function (a, b, c, stiffness) { - this.constraints.push(new Phaser.Verlet.AngleConstraint(a, b, c, stiffness)); - return this.constraints[this.constraints.length - 1]; - }; - Composite.prototype.createPinConstraint = function (a, pos) { - this.constraints.push(new Phaser.Verlet.PinConstraint(a, pos)); - return this.constraints[this.constraints.length - 1]; - }; - Composite.prototype.loadGraphic = /** - * Load a graphic for this Composite. The graphic cannot be a SpriteSheet yet. - * @param key {string} Key of the graphic you want to load for this sprite. - * @return {Composite} This object - */ - function (key) { - if(this._game.cache.getImage(key) !== null) { - if(this._game.cache.isSpriteSheet(key) == false) { - this._texture = this._game.cache.getImage(key); - this.frameBounds.width = this._texture.width; - this.frameBounds.height = this._texture.height; - this._hw = Math.floor(this.frameBounds.width / 2); - this._hh = Math.floor(this.frameBounds.width / 2); - this.drawParticles = this.render; - this.drawConstraints = this.renderConstraints; - } - } - return this; - }; - Composite.prototype.renderConstraints = function (context) { - if(this.hideConstraints == true || this.constraints.length == 0) { - return; - } - var i; - context.beginPath(); - for(i in this.constraints) { - if(this.constraints[i].b) { - context.moveTo(this.constraints[i].a.pos.x, this.constraints[i].a.pos.y); - context.lineTo(this.constraints[i].b.pos.x, this.constraints[i].b.pos.y); - } - } - context.strokeStyle = this.constraintLineColor; - context.stroke(); - context.closePath(); - }; - Composite.prototype.render = function (context) { - this._sx = 0; - this._sy = 0; - this._sw = this.frameBounds.width; - this._sh = this.frameBounds.height; - this._dw = this.frameBounds.width; - this._dh = this.frameBounds.height; - this._sx = Math.round(this._sx); - this._sy = Math.round(this._sy); - this._sw = Math.round(this._sw); - this._sh = Math.round(this._sh); - this._dw = Math.round(this._dw); - this._dh = Math.round(this._dh); - var i; - for(i in this.particles) { - //this._dx = cameraOffsetX + (this.frameBounds.topLeft.x - camera.worldView.x); - //this._dy = cameraOffsetY + (this.frameBounds.topLeft.y - camera.worldView.y); - this._dx = this.particles[i].pos.x - this._hw; - this._dy = this.particles[i].pos.y - this._hh; - this._dx = Math.round(this._dx); - this._dy = Math.round(this._dy); - context.drawImage(this._texture, // Source Image - this._sx, // Source X (location within the source image) - this._sy, // Source Y - this._sw, // Source Width - this._sh, // Source Height - this._dx, // Destination X (where on the canvas it'll be drawn) - this._dy, // Destination Y - this._dw, // Destination Width (always same as Source Width unless scaled) - this._dh); - // Destination Height (always same as Source Height unless scaled) - } - }; - Composite.prototype.pin = function (index, pos) { - if (typeof pos === "undefined") { pos = null; } - if(pos == null) { - pos = this.particles[index].pos; - } - var pc = new Phaser.Verlet.PinConstraint(this.particles[index], pos); - this.constraints.push(pc); - return pc; - }; - return Composite; - })(); - Verlet.Composite = Composite; - })(Phaser.Verlet || (Phaser.Verlet = {})); - var Verlet = Phaser.Verlet; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - /// - /// - /// - /** - * Phaser - DistanceConstraint - * - * Constrains to initial distance - */ - (function (Verlet) { - var DistanceConstraint = (function () { - /** - * Creates a new DistanceConstraint object. - * @class DistanceConstraint - * @constructor - * @param {Number} x The x coordinate of vector2 - * @param {Number} y The y coordinate of vector2 - * @return {DistanceConstraint} This object - **/ - function DistanceConstraint(a, b, stiffness, distance) { - if (typeof distance === "undefined") { distance = null; } - this.a = a; - this.b = b; - if(distance === null) { - this.distance = a.pos.sub(b.pos).length(); - } else { - this.distance = distance; - } - this.stiffness = stiffness; - } - DistanceConstraint.prototype.relax = function (stepCoef) { - var normal = this.a.pos.sub(this.b.pos); - var m = normal.length2(); - normal.mutableScale(((this.distance * this.distance - m) / m) * this.stiffness * stepCoef); - this.a.pos.mutableAdd(normal); - this.b.pos.mutableSub(normal); - }; - DistanceConstraint.prototype.render = function (ctx) { - ctx.beginPath(); - ctx.moveTo(this.a.pos.x, this.a.pos.y); - ctx.lineTo(this.b.pos.x, this.b.pos.y); - ctx.strokeStyle = "#d8dde2"; - ctx.stroke(); - ctx.closePath(); - }; - return DistanceConstraint; - })(); - Verlet.DistanceConstraint = DistanceConstraint; - })(Phaser.Verlet || (Phaser.Verlet = {})); - var Verlet = Phaser.Verlet; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - /// - /// - /// - /** - * Phaser - AngleConstraint - * - * constrains 3 particles to an angle - */ - (function (Verlet) { - var AngleConstraint = (function () { - /** - * Creates a new AngleConstraint object. - * @class AngleConstraint - * @constructor - * @param {Number} x The x coordinate of vector2 - * @param {Number} y The y coordinate of vector2 - * @return {AngleConstraint} This object - **/ - function AngleConstraint(a, b, c, stiffness) { - this.a = a; - this.b = b; - this.c = c; - this.angle = this.b.pos.angle2(this.a.pos, this.c.pos); - this.stiffness = stiffness; - } - AngleConstraint.prototype.relax = function (stepCoef) { - var angle = this.b.pos.angle2(this.a.pos, this.c.pos); - var diff = angle - this.angle; - if(diff <= -Math.PI) { - diff += 2 * Math.PI; - } else if(diff >= Math.PI) { - diff -= 2 * Math.PI; - } - diff *= stepCoef * this.stiffness; - this.a.pos = this.a.pos.rotate(this.b.pos, diff); - this.c.pos = this.c.pos.rotate(this.b.pos, -diff); - this.b.pos = this.b.pos.rotate(this.a.pos, diff); - this.b.pos = this.b.pos.rotate(this.c.pos, -diff); - }; - AngleConstraint.prototype.render = function (ctx) { - ctx.beginPath(); - ctx.moveTo(this.a.pos.x, this.a.pos.y); - ctx.lineTo(this.b.pos.x, this.b.pos.y); - ctx.lineTo(this.c.pos.x, this.c.pos.y); - var tmp = ctx.lineWidth; - ctx.lineWidth = 5; - ctx.strokeStyle = "rgba(255,255,0,0.2)"; - ctx.stroke(); - ctx.lineWidth = tmp; - }; - return AngleConstraint; - })(); - Verlet.AngleConstraint = AngleConstraint; - })(Phaser.Verlet || (Phaser.Verlet = {})); - var Verlet = Phaser.Verlet; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - /// - /// - /// - /// - /// - /// - /// - /** - * Phaser - Verlet - * - * Based on verlet-js by Sub Protocol released under MIT - */ - (function (Verlet) { - var VerletManager = (function () { - /** - * Creates a new Vector2 object. - * @class Vector2 - * @constructor - * @param {Number} x The x coordinate of vector2 - * @param {Number} y The y coordinate of vector2 - * @return {Vector2} This object - **/ - function VerletManager(game, width, height) { - this._v = new Phaser.Vector2(); - this.composites = []; - this.step = 16; - this.selectionRadius = 20; - this.draggedEntity = null; - this.highlightColor = '#4f545c'; - this.hideNearestEntityCircle = false; - this._game = game; - this.width = width; - this.height = height; - this.gravity = new Phaser.Vector2(0, 0.2); - this.friction = 0.99; - this.groundFriction = 0.8; - this.canvas = game.stage.canvas; - this.context = game.stage.context; - this._game.input.onDown.add(this.mouseDownHandler, this); - this._game.input.onUp.add(this.mouseUpHandler, this); - } - VerletManager.prototype.intersectionTime = /** - * Computes time of intersection of a particle with a wall - * - * @param {Vec2} line walls root position - * @param {Vec2} p particle position - * @param {Vec2} dir walls direction - * @param {Vec2} v particles velocity - */ - function (wall, p, dir, v) { - if(dir.x != 0) { - var denominator = v.y - dir.y * v.x / dir.x; - if(denominator == 0) { - return undefined; - }// Movement is parallel to wall - - var numerator = wall.y + dir.y * (p.x - wall.x) / dir.x - p.y; - return numerator / denominator; - } else { - if(v.x == 0) { - return undefined; - }// parallel again - - var denominator = v.x; - var numerator = wall.x - p.x; - return numerator / denominator; - } - }; - VerletManager.prototype.intersectionPoint = function (wall, p, dir, v) { - var t = this.intersectionTime(wall, p, dir, v); - return new Phaser.Vector2(p.x + v.x * t, p.y + v.y * t); - }; - VerletManager.prototype.bounds = function (particle) { - this._v.mutableSet(particle.pos); - this._v.mutableSub(particle.lastPos); - if(particle.pos.y > this.height - 1) { - particle.pos.mutableSet(this.intersectionPoint(new Phaser.Vector2(0, this.height - 1), particle.lastPos, new Phaser.Vector2(1, 0), this._v)); - } - if(particle.pos.x < 0) { - particle.pos.mutableSet(this.intersectionPoint(new Phaser.Vector2(0, 0), particle.pos, new Phaser.Vector2(0, 1), this._v)); - } - if(particle.pos.x > this.width - 1) { - particle.pos.mutableSet(this.intersectionPoint(new Phaser.Vector2(this.width - 1, 0), particle.pos, new Phaser.Vector2(0, 1), this._v)); - } - }; - VerletManager.prototype.createPoint = function (pos) { - var composite = new Phaser.Verlet.Composite(this._game); - composite.particles.push(new Phaser.Verlet.Particle(pos)); - this.composites.push(composite); - return composite; - }; - VerletManager.prototype.createLineSegments = function (vertices, stiffness) { - var composite = new Phaser.Verlet.Composite(this._game); - var i; - for(i in vertices) { - composite.particles.push(new Phaser.Verlet.Particle(vertices[i])); - if(i > 0) { - composite.constraints.push(new Phaser.Verlet.DistanceConstraint(composite.particles[i], composite.particles[i - 1], stiffness)); - } - } - this.composites.push(composite); - return composite; - }; - VerletManager.prototype.createCloth = function (origin, width, height, segments, pinMod, stiffness) { - var composite = new Phaser.Verlet.Composite(this._game); - var xStride = width / segments; - var yStride = height / segments; - var x; - var y; - for(y = 0; y < segments; ++y) { - for(x = 0; x < segments; ++x) { - var px = origin.x + x * xStride - width / 2 + xStride / 2; - var py = origin.y + y * yStride - height / 2 + yStride / 2; - composite.particles.push(new Phaser.Verlet.Particle(new Phaser.Vector2(px, py))); - if(x > 0) { - composite.constraints.push(new Phaser.Verlet.DistanceConstraint(composite.particles[y * segments + x], composite.particles[y * segments + x - 1], stiffness)); - } - if(y > 0) { - composite.constraints.push(new Phaser.Verlet.DistanceConstraint(composite.particles[y * segments + x], composite.particles[(y - 1) * segments + x], stiffness)); - } - } - } - for(x = 0; x < segments; ++x) { - if(x % pinMod == 0) { - composite.pin(x); - } - } - this.composites.push(composite); - return composite; - }; - VerletManager.prototype.createTire = function (origin, radius, segments, spokeStiffness, treadStiffness) { - var stride = (2 * Math.PI) / segments; - var i; - var composite = new Phaser.Verlet.Composite(this._game); - // particles - for(i = 0; i < segments; ++i) { - var theta = i * stride; - composite.particles.push(new Verlet.Particle(new Phaser.Vector2(origin.x + Math.cos(theta) * radius, origin.y + Math.sin(theta) * radius))); - } - var center = new Verlet.Particle(origin); - composite.particles.push(center); - // constraints - for(i = 0; i < segments; ++i) { - composite.constraints.push(new Verlet.DistanceConstraint(composite.particles[i], composite.particles[(i + 1) % segments], treadStiffness)); - composite.constraints.push(new Verlet.DistanceConstraint(composite.particles[i], center, spokeStiffness)); - composite.constraints.push(new Verlet.DistanceConstraint(composite.particles[i], composite.particles[(i + 5) % segments], treadStiffness)); - } - this.composites.push(composite); - return composite; - }; - VerletManager.prototype.update = function () { - if(this.composites.length == 0) { - return; - } - var i, j, c; - for(c in this.composites) { - for(i in this.composites[c].particles) { - var particles = this.composites[c].particles; - // calculate velocity - var velocity = particles[i].pos.sub(particles[i].lastPos).scale(this.friction); - // ground friction - if(particles[i].pos.y >= this.height - 1 && velocity.length2() > 0.000001) { - var m = velocity.length(); - velocity.x /= m; - velocity.y /= m; - velocity.mutableScale(m * this.groundFriction); - } - // save last good state - particles[i].lastPos.mutableSet(particles[i].pos); - // gravity - particles[i].pos.mutableAdd(this.gravity); - // inertia - particles[i].pos.mutableAdd(velocity); - } - } - // handle dragging of entities - if(this.draggedEntity) { - this.draggedEntity.pos.mutableSet(this._game.input.position); - } - // relax - var stepCoef = 1 / this.step; - for(c in this.composites) { - var constraints = this.composites[c].constraints; - for(i = 0; i < this.step; ++i) { - for(j in constraints) { - constraints[j].relax(stepCoef); - } - } - } - // bounds checking - for(c in this.composites) { - var particles = this.composites[c].particles; - for(i in particles) { - this.bounds(particles[i]); - } - } - }; - VerletManager.prototype.mouseDownHandler = function () { - var nearest = this.nearestEntity(); - if(nearest) { - this.draggedEntity = nearest; - } - }; - VerletManager.prototype.mouseUpHandler = function () { - this.draggedEntity = null; - }; - VerletManager.prototype.nearestEntity = function () { - var c, i; - var d2Nearest = 0; - var entity = null; - var constraintsNearest = null; - // find nearest point - for(c in this.composites) { - var particles = this.composites[c].particles; - for(i in particles) { - var d2 = particles[i].pos.distance2(this._game.input.position); - if(d2 <= this.selectionRadius * this.selectionRadius && (entity == null || d2 < d2Nearest)) { - entity = particles[i]; - constraintsNearest = this.composites[c].constraints; - d2Nearest = d2; - } - } - } - // search for pinned constraints for this entity - for(i in constraintsNearest) { - if(constraintsNearest[i] instanceof Verlet.PinConstraint && constraintsNearest[i].a == entity) { - entity = constraintsNearest[i]; - } - } - return entity; - }; - VerletManager.prototype.render = function () { - var i, c; - for(c in this.composites) { - // draw constraints - if(this.composites[c].drawConstraints) { - this.composites[c].drawConstraints(this.context, this.composites[c]); - } else { - var constraints = this.composites[c].constraints; - for(i in constraints) { - constraints[i].render(this.context); - } - } - // draw particles - if(this.composites[c].drawParticles) { - this.composites[c].drawParticles(this.context, this.composites[c]); - } else { - var particles = this.composites[c].particles; - for(i in particles) { - particles[i].render(this.context); - } - } - } - // highlight nearest / dragged entity - var nearest = this.draggedEntity || this.nearestEntity(); - if(nearest && this.hideNearestEntityCircle == false) { - this.context.beginPath(); - this.context.arc(nearest.pos.x, nearest.pos.y, 8, 0, 2 * Math.PI); - this.context.strokeStyle = this.highlightColor; - this.context.stroke(); - this.context.closePath(); - } - }; - return VerletManager; - })(); - Verlet.VerletManager = VerletManager; - })(Phaser.Verlet || (Phaser.Verlet = {})); - var Verlet = Phaser.Verlet; -})(Phaser || (Phaser = {})); /// /** * Phaser - World @@ -12139,9 +6601,9 @@ var Phaser; */ function World(game, width, height) { this._game = game; - this.cameras = new Phaser.CameraManager(this._game, 0, 0, width, height); - this.group = new Phaser.Group(this._game, 0); - this.bounds = new Phaser.Rectangle(0, 0, width, height); + this.cameras = new CameraManager(this._game, 0, 0, width, height); + this.group = new Group(this._game, 0); + this.bounds = new Rectangle(0, 0, width, height); this.worldDivisions = 6; } World.prototype.update = /** @@ -12226,14 +6688,14 @@ var Phaser; }); Object.defineProperty(World.prototype, "randomX", { get: function () { - return Math.round(Math.random() * this.bounds.width); + return Phaser.Math.round(Phaser.Math.random() * this.bounds.width); }, enumerable: true, configurable: true }); Object.defineProperty(World.prototype, "randomY", { get: function () { - return Math.round(Math.random() * this.bounds.height); + return Phaser.Math.round(Phaser.Math.random() * this.bounds.height); }, enumerable: true, configurable: true @@ -12930,7 +7392,7 @@ var Phaser; * @return {Number} */ function (min, max) { - return Math.floor(this.realInRange(min, max)); + return Phaser.Math.floor(this.realInRange(min, max)); }; RandomDataGenerator.prototype.realInRange = /** * Returns a random real number between min and max @@ -12986,7 +7448,7 @@ var Phaser; * @param {Any} array */ function (array) { - return array[~~(Math.pow(this.frac, 2) * array.length)]; + return array[~~(Phaser.Math.pow(this.frac, 2) * array.length)]; }; RandomDataGenerator.prototype.timestamp = /** * Returns a random timestamp between min and max, or between the beginning of 2000 and the end of 2020 if min and max aren't specified @@ -13140,1602 +7602,6 @@ var Phaser; })(); Phaser.RequestAnimationFrame = RequestAnimationFrame; })(Phaser || (Phaser = {})); -/// -/// -/** -* Phaser - Pointer -* -* A Pointer object is used by the Touch and MSPoint managers and represents a single finger on the touch screen. -*/ -var Phaser; -(function (Phaser) { - var Pointer = (function () { - /** - * Constructor - * @param {Phaser.Game} game. - * @return {Phaser.Pointer} This object. - */ - function Pointer(game, id) { - /** - * Local private variable to store the status of dispatching a hold event - * @property _holdSent - * @type {Boolean} - * @private - */ - this._holdSent = false; - /** - * Local private variable storing the short-term history of pointer movements - * @property _history - * @type {Array} - * @private - */ - this._history = []; - /** - * Local private variable storing the time at which the next history drop should occur - * @property _lastDrop - * @type {Number} - * @private - */ - this._nextDrop = 0; - /** - * A Vector object containing the initial position when the Pointer was engaged with the screen. - * @property positionDown - * @type {Vector2} - **/ - this.positionDown = null; - /** - * A Vector object containing the current position of the Pointer on the screen. - * @property position - * @type {Vector2} - **/ - this.position = null; - /** - * A Circle object centered on the x/y screen coordinates of the Pointer. - * Default size of 44px (Apple's recommended "finger tip" size) - * @property circle - * @type {Circle} - **/ - this.circle = null; - /** - * - * @property withinGame - * @type {Boolean} - */ - this.withinGame = false; - /** - * The horizontal coordinate of point relative to the viewport in pixels, excluding any scroll offset - * @property clientX - * @type {Number} - */ - this.clientX = -1; - /** - * The vertical coordinate of point relative to the viewport in pixels, excluding any scroll offset - * @property clientY - * @type {Number} - */ - this.clientY = -1; - /** - * The horizontal coordinate of point relative to the viewport in pixels, including any scroll offset - * @property pageX - * @type {Number} - */ - this.pageX = -1; - /** - * The vertical coordinate of point relative to the viewport in pixels, including any scroll offset - * @property pageY - * @type {Number} - */ - this.pageY = -1; - /** - * The horizontal coordinate of point relative to the screen in pixels - * @property screenX - * @type {Number} - */ - this.screenX = -1; - /** - * The vertical coordinate of point relative to the screen in pixels - * @property screenY - * @type {Number} - */ - this.screenY = -1; - /** - * The horizontal coordinate of point relative to the game element - * @property x - * @type {Number} - */ - this.x = -1; - /** - * The vertical coordinate of point relative to the game element - * @property y - * @type {Number} - */ - this.y = -1; - /** - * If the Pointer is a mouse this is true, otherwise false - * @property isMouse - * @type {Boolean} - **/ - this.isMouse = false; - /** - * If the Pointer is touching the touchscreen, or the mouse button is held down, isDown is set to true - * @property isDown - * @type {Boolean} - **/ - this.isDown = false; - /** - * If the Pointer is not touching the touchscreen, or the mouse button is up, isUp is set to true - * @property isUp - * @type {Boolean} - **/ - this.isUp = true; - /** - * A timestamp representing when the Pointer first touched the touchscreen. - * @property timeDown - * @type {Number} - **/ - this.timeDown = 0; - /** - * A timestamp representing when the Pointer left the touchscreen. - * @property timeUp - * @type {Number} - **/ - this.timeUp = 0; - /** - * A timestamp representing when the Pointer was last tapped or clicked - * @property previousTapTime - * @type {Number} - **/ - this.previousTapTime = 0; - /** - * The total number of times this Pointer has been touched to the touchscreen - * @property totalTouches - * @type {Number} - **/ - this.totalTouches = 0; - this._game = game; - this.id = id; - this.active = false; - this.position = new Phaser.Vector2(); - this.positionDown = new Phaser.Vector2(); - this.circle = new Phaser.Circle(0, 0, 44); - if(id == 0) { - this.isMouse = true; - } - } - Object.defineProperty(Pointer.prototype, "duration", { - get: /** - * How long the Pointer has been depressed on the touchscreen. If not currently down it returns -1. - * @property duration - * @type {Number} - **/ - function () { - if(this.isUp) { - return -1; - } - return this._game.time.now - this.timeDown; - }, - enumerable: true, - configurable: true - }); - Pointer.prototype.getWorldX = /** - * Gets the X value of this Pointer in world coordinate space - * @param {Camera} [camera] - */ - function (camera) { - if (typeof camera === "undefined") { camera = this._game.camera; } - return camera.worldView.x + this.x; - }; - Pointer.prototype.getWorldY = /** - * Gets the Y value of this Pointer in world coordinate space - * @param {Camera} [camera] - */ - function (camera) { - if (typeof camera === "undefined") { camera = this._game.camera; } - return camera.worldView.y + this.y; - }; - Pointer.prototype.start = /** - * Called when the Pointer is pressed onto the touchscreen - * @method start - * @param {Any} event - */ - function (event) { - this.identifier = event.identifier; - this.target = event.target; - if(event.button) { - this.button = event.button; - } - // Fix to stop rogue browser plugins from blocking the visibility state event - if(this._game.paused == true) { - this._game.stage.resumeGame(); - return this; - } - this._history.length = 0; - this.move(event); - this.positionDown.setTo(this.x, this.y); - this.active = true; - this.withinGame = true; - this.isDown = true; - this.isUp = false; - this.timeDown = this._game.time.now; - this._holdSent = false; - if(this._game.input.multiInputOverride == Phaser.Input.MOUSE_OVERRIDES_TOUCH || this._game.input.multiInputOverride == Phaser.Input.MOUSE_TOUCH_COMBINE || (this._game.input.multiInputOverride == Phaser.Input.TOUCH_OVERRIDES_MOUSE && this._game.input.currentPointers == 0)) { - this._game.input.x = this.x * this._game.input.scaleX; - this._game.input.y = this.y * this._game.input.scaleY; - this._game.input.onDown.dispatch(this); - } - this.totalTouches++; - if(this.isMouse == false) { - this._game.input.currentPointers++; - } - return this; - }; - Pointer.prototype.update = function () { - if(this.active) { - if(this._holdSent == false && this.duration >= this._game.input.holdRate) { - if(this._game.input.multiInputOverride == Phaser.Input.MOUSE_OVERRIDES_TOUCH || this._game.input.multiInputOverride == Phaser.Input.MOUSE_TOUCH_COMBINE || (this._game.input.multiInputOverride == Phaser.Input.TOUCH_OVERRIDES_MOUSE && this._game.input.currentPointers == 0)) { - this._game.input.onHold.dispatch(this); - } - this._holdSent = true; - } - // Update the droppings history - if(this._game.input.recordPointerHistory && this._game.time.now >= this._nextDrop) { - this._nextDrop = this._game.time.now + this._game.input.recordRate; - this._history.push({ - x: this.position.x, - y: this.position.y - }); - if(this._history.length > this._game.input.recordLimit) { - this._history.shift(); - } - } - } - }; - Pointer.prototype.move = /** - * Called when the Pointer is moved on the touchscreen - * @method move - * @param {Any} event - */ - function (event) { - if(event.button) { - this.button = event.button; - } - this.clientX = event.clientX; - this.clientY = event.clientY; - this.pageX = event.pageX; - this.pageY = event.pageY; - this.screenX = event.screenX; - this.screenY = event.screenY; - this.x = this.pageX - this._game.stage.offset.x; - this.y = this.pageY - this._game.stage.offset.y; - this.position.setTo(this.x, this.y); - this.circle.x = this.x; - this.circle.y = this.y; - if(this._game.input.multiInputOverride == Phaser.Input.MOUSE_OVERRIDES_TOUCH || this._game.input.multiInputOverride == Phaser.Input.MOUSE_TOUCH_COMBINE || (this._game.input.multiInputOverride == Phaser.Input.TOUCH_OVERRIDES_MOUSE && this._game.input.currentPointers == 0)) { - this._game.input.x = this.x * this._game.input.scaleX; - this._game.input.y = this.y * this._game.input.scaleY; - this._game.input.position.setTo(this._game.input.x, this._game.input.y); - this._game.input.circle.x = this._game.input.x; - this._game.input.circle.y = this._game.input.y; - } - return this; - }; - Pointer.prototype.leave = /** - * Called when the Pointer leaves the target area - * @method leave - * @param {Any} event - */ - function (event) { - this.withinGame = false; - this.move(event); - }; - Pointer.prototype.stop = /** - * Called when the Pointer leaves the touchscreen - * @method stop - * @param {Any} event - */ - function (event) { - this.timeUp = this._game.time.now; - if(this._game.input.multiInputOverride == Phaser.Input.MOUSE_OVERRIDES_TOUCH || this._game.input.multiInputOverride == Phaser.Input.MOUSE_TOUCH_COMBINE || (this._game.input.multiInputOverride == Phaser.Input.TOUCH_OVERRIDES_MOUSE && this._game.input.currentPointers == 0)) { - this._game.input.onUp.dispatch(this); - // Was it a tap? - if(this.duration >= 0 && this.duration <= this._game.input.tapRate) { - // Was it a double-tap? - if(this.timeUp - this.previousTapTime < this._game.input.doubleTapRate) { - // Yes, let's dispatch the signal then with the 2nd parameter set to true - this._game.input.onTap.dispatch(this, true); - } else { - // Wasn't a double-tap, so dispatch a single tap signal - this._game.input.onTap.dispatch(this, false); - } - this.previousTapTime = this.timeUp; - } - } - this.active = false; - this.withinGame = false; - this.isDown = false; - this.isUp = true; - if(this.isMouse == false) { - this._game.input.currentPointers--; - } - return this; - }; - Pointer.prototype.justPressed = /** - * The Pointer is considered justPressed if the time it was pressed onto the touchscreen or clicked is less than justPressedRate - * @method justPressed - * @param {Number} [duration]. - * @return {Boolean} - */ - function (duration) { - if (typeof duration === "undefined") { duration = this._game.input.justPressedRate; } - if(this.isDown === true && (this.timeDown + duration) > this._game.time.now) { - return true; - } else { - return false; - } - }; - Pointer.prototype.justReleased = /** - * The Pointer is considered justReleased if the time it left the touchscreen is less than justReleasedRate - * @method justReleased - * @param {Number} [duration]. - * @return {Boolean} - */ - function (duration) { - if (typeof duration === "undefined") { duration = this._game.input.justReleasedRate; } - if(this.isUp === true && (this.timeUp + duration) > this._game.time.now) { - return true; - } else { - return false; - } - }; - Pointer.prototype.reset = /** - * Resets the Pointer properties. Called by Input.reset when you perform a State change. - * @method reset - */ - function () { - this.active = false; - this.identifier = null; - this.isDown = false; - this.isUp = true; - this.totalTouches = 0; - this._holdSent = false; - this._history.length = 0; - }; - Pointer.prototype.renderDebug = /** - * Renders the Pointer.circle object onto the stage in green if down or red if up. - * @method renderDebug - */ - function (hideIfUp) { - if (typeof hideIfUp === "undefined") { hideIfUp = false; } - if(hideIfUp == true && this.isUp == true) { - return; - } - this._game.stage.context.beginPath(); - this._game.stage.context.arc(this.x, this.y, this.circle.radius, 0, Math.PI * 2); - if(this.active) { - this._game.stage.context.fillStyle = 'rgba(0,255,0,0.5)'; - this._game.stage.context.strokeStyle = 'rgb(0,255,0)'; - } else { - this._game.stage.context.fillStyle = 'rgba(255,0,0,0.5)'; - this._game.stage.context.strokeStyle = 'rgb(100,0,0)'; - } - this._game.stage.context.fill(); - this._game.stage.context.closePath(); - // Render the points - this._game.stage.context.beginPath(); - this._game.stage.context.moveTo(this.positionDown.x, this.positionDown.y); - this._game.stage.context.lineTo(this.position.x, this.position.y); - this._game.stage.context.lineWidth = 2; - this._game.stage.context.stroke(); - this._game.stage.context.closePath(); - // Render the text - this._game.stage.context.fillStyle = 'rgb(255,255,255)'; - this._game.stage.context.font = 'Arial 16px'; - this._game.stage.context.fillText('ID: ' + this.id + " Active: " + this.active, this.x, this.y - 100); - this._game.stage.context.fillText('Screen X: ' + this.x + " Screen Y: " + this.y, this.x, this.y - 80); - this._game.stage.context.fillText('Duration: ' + this.duration + " ms", this.x, this.y - 60); - }; - Pointer.prototype.toString = /** - * Returns a string representation of this object. - * @method toString - * @return {String} a string representation of the instance. - **/ - function () { - return "[{Pointer (id=" + this.id + " identifer=" + this.identifier + " active=" + this.active + " duration=" + this.duration + " withinGame=" + this.withinGame + " x=" + this.x + " y=" + this.y + " clientX=" + this.clientX + " clientY=" + this.clientY + " screenX=" + this.screenX + " screenY=" + this.screenY + " pageX=" + this.pageX + " pageY=" + this.pageY + ")}]"; - }; - return Pointer; - })(); - Phaser.Pointer = Pointer; -})(Phaser || (Phaser = {})); -/// -/// -/** -* Phaser - MSPointer -* -* The MSPointer class handles touch interactions with the game and the resulting Pointer objects. -* It will work only in Internet Explorer 10 and Windows Store or Windows Phone 8 apps using JavaScript. -* http://msdn.microsoft.com/en-us/library/ie/hh673557(v=vs.85).aspx -*/ -var Phaser; -(function (Phaser) { - var MSPointer = (function () { - /** - * Constructor - * @param {Game} game. - * @return {MSPointer} This object. - */ - function MSPointer(game) { - /** - * You can disable all Input by setting disabled = true. While set all new input related events will be ignored. - * @type {Boolean} - */ - this.disabled = false; - this._game = game; - } - MSPointer.prototype.start = /** - * Starts the event listeners running - * @method start - */ - function () { - var _this = this; - if(this._game.device.mspointer == true) { - this._game.stage.canvas.addEventListener('MSPointerDown', function (event) { - return _this.onPointerDown(event); - }, false); - this._game.stage.canvas.addEventListener('MSPointerMove', function (event) { - return _this.onPointerMove(event); - }, false); - this._game.stage.canvas.addEventListener('MSPointerUp', function (event) { - return _this.onPointerUp(event); - }, false); - } - }; - MSPointer.prototype.onPointerDown = /** - * - * @method onPointerDown - * @param {Any} event - **/ - function (event) { - if(this._game.input.disabled || this.disabled) { - return; - } - event.preventDefault(); - event.identifier = event.pointerId; - this._game.input.startPointer(event); - }; - MSPointer.prototype.onPointerMove = /** - * - * @method onPointerMove - * @param {Any} event - **/ - function (event) { - if(this._game.input.disabled || this.disabled) { - return; - } - event.preventDefault(); - event.identifier = event.pointerId; - this._game.input.updatePointer(event); - }; - MSPointer.prototype.onPointerUp = /** - * - * @method onPointerUp - * @param {Any} event - **/ - function (event) { - if(this._game.input.disabled || this.disabled) { - return; - } - event.preventDefault(); - event.identifier = event.pointerId; - this._game.input.stopPointer(event); - }; - MSPointer.prototype.stop = /** - * Stop the event listeners - * @method stop - */ - function () { - if(this._game.device.mspointer == true) { - //this._game.stage.canvas.addEventListener('MSPointerDown', (event) => this.onPointerDown(event), false); - //this._game.stage.canvas.addEventListener('MSPointerMove', (event) => this.onPointerMove(event), false); - //this._game.stage.canvas.addEventListener('MSPointerUp', (event) => this.onPointerUp(event), false); - } - }; - return MSPointer; - })(); - Phaser.MSPointer = MSPointer; -})(Phaser || (Phaser = {})); -/// -/// -/** -* Phaser - Gestures -* -* The Gesture class monitors for gestures and dispatches the resulting signals when they occur. -* Note: Android 2.x only supports 1 touch event at once, no multi-touch -*/ -var Phaser; -(function (Phaser) { - var Gestures = (function () { - /** - * Constructor - * @param {Game} game. - * @return {Touch} This object. - */ - function Gestures(game) { - this._game = game; - } - Gestures.prototype.start = function () { - // Local references to the Phaser.Input.pointer objects - this._p1 = this._game.input.pointer1; - this._p2 = this._game.input.pointer2; - this._p3 = this._game.input.pointer3; - this._p4 = this._game.input.pointer4; - this._p5 = this._game.input.pointer5; - this._p6 = this._game.input.pointer6; - this._p7 = this._game.input.pointer7; - this._p8 = this._game.input.pointer8; - this._p9 = this._game.input.pointer9; - this._p10 = this._game.input.pointer10; - }; - return Gestures; - })(); - Phaser.Gestures = Gestures; -})(Phaser || (Phaser = {})); -/// -/// -/// -/// -/// -/** -* Phaser - Input -* -* A game specific Input manager that looks after the mouse, keyboard and touch objects. -* This is updated by the core game loop. -*/ -var Phaser; -(function (Phaser) { - var Input = (function () { - function Input(game) { - /** - * You can disable all Input by setting Input.disabled = true. While set all new input related events will be ignored. - * If you need to disable just one type of input, for example mouse, use Input.mouse.disabled = true instead - * @type {Boolean} - */ - this.disabled = false; - /** - * Controls the expected behaviour when using a mouse and touch together on a multi-input device - */ - this.multiInputOverride = Input.MOUSE_TOUCH_COMBINE; - /** - * A vector object representing the current position of the Pointer. - * @property vector - * @type {Vector2} - **/ - this.position = null; - /** - * A Circle object centered on the x/y screen coordinates of the Input. - * Default size of 44px (Apples recommended "finger tip" size) but can be changed to anything - * @property circle - * @type {Circle} - **/ - this.circle = null; - /** - * X coordinate of the most recent Pointer event - * @type {Number} - * @private - */ - this._x = 0; - /** - * X coordinate of the most recent Pointer event - * @type {Number} - * @private - */ - this._y = 0; - /** - * - * @type {Number} - */ - this.scaleX = 1; - /** - * - * @type {Number} - */ - this.scaleY = 1; - /** - * The maximum number of Pointers allowed to be active at any one time. - * For lots of games it's useful to set this to 1 - * @type {Number} - */ - this.maxPointers = 10; - /** - * The current number of active Pointers. - * @type {Number} - */ - this.currentPointers = 0; - /** - * The number of milliseconds that the Pointer has to be pressed down and then released to be considered a tap or click - * @property tapRate - * @type {Number} - **/ - this.tapRate = 200; - /** - * The number of milliseconds between taps of the same Pointer for it to be considered a double tap / click - * @property doubleTapRate - * @type {Number} - **/ - this.doubleTapRate = 300; - /** - * The number of milliseconds that the Pointer has to be pressed down for it to fire a onHold event - * @property holdRate - * @type {Number} - **/ - this.holdRate = 2000; - /** - * The number of milliseconds below which the Pointer is considered justPressed - * @property justPressedRate - * @type {Number} - **/ - this.justPressedRate = 200; - /** - * The number of milliseconds below which the Pointer is considered justReleased - * @property justReleasedRate - * @type {Number} - **/ - this.justReleasedRate = 200; - /** - * Sets if the Pointer objects should record a history of x/y coordinates they have passed through. - * The history is cleared each time the Pointer is pressed down. - * The history is updated at the rate specified in Input.pollRate - * @property recordPointerHistory - * @type {Boolean} - **/ - this.recordPointerHistory = true; - /** - * The rate in milliseconds at which the Pointer objects should update their tracking history - * @property recordRate - * @type {Number} - */ - this.recordRate = 100; - /** - * The total number of entries that can be recorded into the Pointer objects tracking history. - * The the Pointer is tracking one event every 100ms, then a trackLimit of 100 would store the last 10 seconds worth of history. - * @property recordLimit - * @type {Number} - */ - this.recordLimit = 100; - /** - * A Pointer object - * @property pointer6 - * @type {Pointer} - **/ - this.pointer6 = null; - /** - * A Pointer object - * @property pointer7 - * @type {Pointer} - **/ - this.pointer7 = null; - /** - * A Pointer object - * @property pointer8 - * @type {Pointer} - **/ - this.pointer8 = null; - /** - * A Pointer object - * @property pointer9 - * @type {Pointer} - **/ - this.pointer9 = null; - /** - * A Pointer object - * @property pointer10 - * @type {Pointer} - **/ - this.pointer10 = null; - this._game = game; - this.mousePointer = new Phaser.Pointer(this._game, 0); - this.pointer1 = new Phaser.Pointer(this._game, 1); - this.pointer2 = new Phaser.Pointer(this._game, 2); - this.pointer3 = new Phaser.Pointer(this._game, 3); - this.pointer4 = new Phaser.Pointer(this._game, 4); - this.pointer5 = new Phaser.Pointer(this._game, 5); - this.mouse = new Phaser.Mouse(this._game); - this.keyboard = new Phaser.Keyboard(this._game); - this.touch = new Phaser.Touch(this._game); - this.mspointer = new Phaser.MSPointer(this._game); - this.gestures = new Phaser.Gestures(this._game); - this.onDown = new Phaser.Signal(); - this.onUp = new Phaser.Signal(); - this.onTap = new Phaser.Signal(); - this.onHold = new Phaser.Signal(); - this.position = new Phaser.Vector2(); - this.circle = new Phaser.Circle(0, 0, 44); - this.currentPointers = 0; - } - Input.MOUSE_OVERRIDES_TOUCH = 0; - Input.TOUCH_OVERRIDES_MOUSE = 1; - Input.MOUSE_TOUCH_COMBINE = 2; - Object.defineProperty(Input.prototype, "x", { - get: /** - * The screen X coordinate - * @property x - * @type {Number} - **/ - function () { - return this._x; - }, - set: function (value) { - this._x = Math.round(value); - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Input.prototype, "y", { - get: /** - * The screen Y coordinate - * @property y - * @type {Number} - **/ - function () { - return this._y; - }, - set: function (value) { - this._y = Math.round(value); - }, - enumerable: true, - configurable: true - }); - Input.prototype.addPointer = /** - * Add a new Pointer object to the Input Manager. By default Input creates 5 pointer objects for you. If you need more - * use this to create a new one, up to a maximum of 10. - * @method addPointer - * @return {Pointer} A reference to the new Pointer object - **/ - function () { - var next = 0; - if(this.pointer10 === null) { - next = 10; - } - if(this.pointer9 === null) { - next = 9; - } - if(this.pointer8 === null) { - next = 8; - } - if(this.pointer7 === null) { - next = 7; - } - if(this.pointer6 === null) { - next = 6; - } - if(next == 0) { - throw new Error("You can only have 10 Pointer objects"); - return null; - } else { - this['pointer' + next] = new Phaser.Pointer(this._game, next); - return this['pointer' + next]; - } - }; - Input.prototype.start = /** - * Starts the Input Manager running - * @method start - **/ - function () { - this.mouse.start(); - this.keyboard.start(); - this.touch.start(); - this.mspointer.start(); - this.gestures.start(); - }; - Input.prototype.update = /** - * Updates the Input Manager. Called by the core Game loop. - * @method update - **/ - function () { - this.mousePointer.update(); - this.pointer1.update(); - this.pointer2.update(); - this.pointer3.update(); - this.pointer4.update(); - this.pointer5.update(); - if(this.pointer6) { - this.pointer6.update(); - } - if(this.pointer7) { - this.pointer7.update(); - } - if(this.pointer8) { - this.pointer8.update(); - } - if(this.pointer9) { - this.pointer9.update(); - } - if(this.pointer10) { - this.pointer10.update(); - } - }; - Input.prototype.reset = /** - * Reset all of the Pointers and Input states - * @method reset - * @param hard {Boolean} A soft reset (hard = false) won't reset any signals that might be bound. A hard reset will. - **/ - function (hard) { - if (typeof hard === "undefined") { hard = false; } - this.keyboard.reset(); - this.pointer1.reset(); - this.pointer2.reset(); - this.pointer3.reset(); - this.pointer4.reset(); - this.pointer5.reset(); - if(this.pointer6) { - this.pointer6.reset(); - } - if(this.pointer7) { - this.pointer7.reset(); - } - if(this.pointer8) { - this.pointer8.reset(); - } - if(this.pointer9) { - this.pointer9.reset(); - } - if(this.pointer10) { - this.pointer10.reset(); - } - this.currentPointers = 0; - if(hard == true) { - this.onDown = new Phaser.Signal(); - this.onUp = new Phaser.Signal(); - this.onTap = new Phaser.Signal(); - this.onHold = new Phaser.Signal(); - } - }; - Object.defineProperty(Input.prototype, "totalInactivePointers", { - get: /** - * Get the total number of inactive Pointers - * @method totalInactivePointers - * @return {Number} The number of Pointers currently inactive - **/ - function () { - return 10 - this.currentPointers; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Input.prototype, "totalActivePointers", { - get: /** - * Recalculates the total number of active Pointers - * @method totalActivePointers - * @return {Number} The number of Pointers currently active - **/ - function () { - this.currentPointers = 0; - if(this.pointer1.active == true) { - this.currentPointers++; - } else if(this.pointer2.active == true) { - this.currentPointers++; - } else if(this.pointer3.active == true) { - this.currentPointers++; - } else if(this.pointer4.active == true) { - this.currentPointers++; - } else if(this.pointer5.active == true) { - this.currentPointers++; - } else if(this.pointer6 && this.pointer6.active == true) { - this.currentPointers++; - } else if(this.pointer7 && this.pointer7.active == true) { - this.currentPointers++; - } else if(this.pointer8 && this.pointer8.active == true) { - this.currentPointers++; - } else if(this.pointer9 && this.pointer9.active == true) { - this.currentPointers++; - } else if(this.pointer10 && this.pointer10.active == true) { - this.currentPointers++; - } - return this.currentPointers; - }, - enumerable: true, - configurable: true - }); - Input.prototype.startPointer = /** - * Find the first free Pointer object and start it, passing in the event data. - * @method startPointer - * @param {Any} event The event data from the Touch event - * @return {Pointer} The Pointer object that was started or null if no Pointer object is available - **/ - function (event) { - if(this.maxPointers < 10 && this.totalActivePointers == this.maxPointers) { - return null; - } - // Unrolled for speed - if(this.pointer1.active == false) { - return this.pointer1.start(event); - } else if(this.pointer2.active == false) { - return this.pointer2.start(event); - } else if(this.pointer3.active == false) { - return this.pointer3.start(event); - } else if(this.pointer4.active == false) { - return this.pointer4.start(event); - } else if(this.pointer5.active == false) { - return this.pointer5.start(event); - } else if(this.pointer6 && this.pointer6.active == false) { - return this.pointer6.start(event); - } else if(this.pointer7 && this.pointer7.active == false) { - return this.pointer7.start(event); - } else if(this.pointer8 && this.pointer8.active == false) { - return this.pointer8.start(event); - } else if(this.pointer9 && this.pointer9.active == false) { - return this.pointer9.start(event); - } else if(this.pointer10 && this.pointer10.active == false) { - return this.pointer10.start(event); - } - return null; - }; - Input.prototype.updatePointer = /** - * Updates the matching Pointer object, passing in the event data. - * @method updatePointer - * @param {Any} event The event data from the Touch event - * @return {Pointer} The Pointer object that was updated or null if no Pointer object is available - **/ - function (event) { - // Unrolled for speed - if(this.pointer1.active == true && this.pointer1.identifier == event.identifier) { - return this.pointer1.move(event); - } else if(this.pointer2.active == true && this.pointer2.identifier == event.identifier) { - return this.pointer2.move(event); - } else if(this.pointer3.active == true && this.pointer3.identifier == event.identifier) { - return this.pointer3.move(event); - } else if(this.pointer4.active == true && this.pointer4.identifier == event.identifier) { - return this.pointer4.move(event); - } else if(this.pointer5.active == true && this.pointer5.identifier == event.identifier) { - return this.pointer5.move(event); - } else if(this.pointer6 && this.pointer6.active == true && this.pointer6.identifier == event.identifier) { - return this.pointer6.move(event); - } else if(this.pointer7 && this.pointer7.active == true && this.pointer7.identifier == event.identifier) { - return this.pointer7.move(event); - } else if(this.pointer8 && this.pointer8.active == true && this.pointer8.identifier == event.identifier) { - return this.pointer8.move(event); - } else if(this.pointer9 && this.pointer9.active == true && this.pointer9.identifier == event.identifier) { - return this.pointer9.move(event); - } else if(this.pointer10 && this.pointer10.active == true && this.pointer10.identifier == event.identifier) { - return this.pointer10.move(event); - } - return null; - }; - Input.prototype.stopPointer = /** - * Stops the matching Pointer object, passing in the event data. - * @method stopPointer - * @param {Any} event The event data from the Touch event - * @return {Pointer} The Pointer object that was stopped or null if no Pointer object is available - **/ - function (event) { - // Unrolled for speed - if(this.pointer1.active == true && this.pointer1.identifier == event.identifier) { - return this.pointer1.stop(event); - } else if(this.pointer2.active == true && this.pointer2.identifier == event.identifier) { - return this.pointer2.stop(event); - } else if(this.pointer3.active == true && this.pointer3.identifier == event.identifier) { - return this.pointer3.stop(event); - } else if(this.pointer4.active == true && this.pointer4.identifier == event.identifier) { - return this.pointer4.stop(event); - } else if(this.pointer5.active == true && this.pointer5.identifier == event.identifier) { - return this.pointer5.stop(event); - } else if(this.pointer6 && this.pointer6.active == true && this.pointer6.identifier == event.identifier) { - return this.pointer6.stop(event); - } else if(this.pointer7 && this.pointer7.active == true && this.pointer7.identifier == event.identifier) { - return this.pointer7.stop(event); - } else if(this.pointer8 && this.pointer8.active == true && this.pointer8.identifier == event.identifier) { - return this.pointer8.stop(event); - } else if(this.pointer9 && this.pointer9.active == true && this.pointer9.identifier == event.identifier) { - return this.pointer9.stop(event); - } else if(this.pointer10 && this.pointer10.active == true && this.pointer10.identifier == event.identifier) { - return this.pointer10.stop(event); - } - return null; - }; - Input.prototype.getPointer = /** - * Get the next Pointer object whos active property matches the given state - * @method getPointer - * @param {Boolean} state The state the Pointer should be in (false for inactive, true for active) - * @return {Pointer} A Pointer object or null if no Pointer object matches the requested state. - **/ - function (state) { - if (typeof state === "undefined") { state = false; } - // Unrolled for speed - if(this.pointer1.active == state) { - return this.pointer1; - } else if(this.pointer2.active == state) { - return this.pointer2; - } else if(this.pointer3.active == state) { - return this.pointer3; - } else if(this.pointer4.active == state) { - return this.pointer4; - } else if(this.pointer5.active == state) { - return this.pointer5; - } else if(this.pointer6 && this.pointer6.active == state) { - return this.pointer6; - } else if(this.pointer7 && this.pointer7.active == state) { - return this.pointer7; - } else if(this.pointer8 && this.pointer8.active == state) { - return this.pointer8; - } else if(this.pointer9 && this.pointer9.active == state) { - return this.pointer9; - } else if(this.pointer10 && this.pointer10.active == state) { - return this.pointer10; - } - return null; - }; - Input.prototype.getPointerFromIdentifier = /** - * Get the Pointer object whos identified property matches the given identifier value - * @method getPointerFromIdentifier - * @param {Number} identifier The Pointer.identifier value to search for - * @return {Pointer} A Pointer object or null if no Pointer object matches the requested identifier. - **/ - function (identifier) { - // Unrolled for speed - if(this.pointer1.identifier == identifier) { - return this.pointer1; - } else if(this.pointer2.identifier == identifier) { - return this.pointer2; - } else if(this.pointer3.identifier == identifier) { - return this.pointer3; - } else if(this.pointer4.identifier == identifier) { - return this.pointer4; - } else if(this.pointer5.identifier == identifier) { - return this.pointer5; - } else if(this.pointer6 && this.pointer6.identifier == identifier) { - return this.pointer6; - } else if(this.pointer7 && this.pointer7.identifier == identifier) { - return this.pointer7; - } else if(this.pointer8 && this.pointer8.identifier == identifier) { - return this.pointer8; - } else if(this.pointer9 && this.pointer9.identifier == identifier) { - return this.pointer9; - } else if(this.pointer10 && this.pointer10.identifier == identifier) { - return this.pointer10; - } - return null; - }; - Input.prototype.getWorldX = /** - * @param {Camera} [camera] - */ - function (camera) { - if (typeof camera === "undefined") { camera = this._game.camera; } - return camera.worldView.x + this.x; - }; - Input.prototype.getWorldY = /** - * @param {Camera} [camera] - */ - function (camera) { - if (typeof camera === "undefined") { camera = this._game.camera; } - return camera.worldView.y + this.y; - }; - Input.prototype.renderDebugInfo = /** - * @param {Number} x - * @param {Number} y - * @param {String} [color] - */ - function (x, y, color) { - if (typeof color === "undefined") { color = 'rgb(255,255,255)'; } - this._game.stage.context.font = '14px Courier'; - this._game.stage.context.fillStyle = color; - this._game.stage.context.fillText('Input', x, y); - this._game.stage.context.fillText('Screen X: ' + this.x + ' Screen Y: ' + this.y, x, y + 14); - this._game.stage.context.fillText('World X: ' + this.getWorldX() + ' World Y: ' + this.getWorldY(), x, y + 28); - this._game.stage.context.fillText('Scale X: ' + this.scaleX.toFixed(1) + ' Scale Y: ' + this.scaleY.toFixed(1), x, y + 42); - }; - Input.prototype.getDistance = /** - * Get the distance between two Pointer objects - * @method getDistance - * @param {Pointer} pointer1 - * @param {Pointer} pointer2 - **/ - function (pointer1, pointer2) { - return pointer1.position.distance(pointer2.position); - }; - Input.prototype.getAngle = /** - * Get the angle between two Pointer objects - * @method getAngle - * @param {Pointer} pointer1 - * @param {Pointer} pointer2 - **/ - function (pointer1, pointer2) { - return pointer1.position.angle(pointer2.position); - }; - return Input; - })(); - Phaser.Input = Input; -})(Phaser || (Phaser = {})); -/// -/** -* Phaser - Keyboard -* -* The Keyboard class handles keyboard interactions with the game and the resulting events. -* The avoid stealing all browser input we don't use event.preventDefault. If you would like to trap a specific key however -* then use the addKeyCapture() method. -*/ -var Phaser; -(function (Phaser) { - var Keyboard = (function () { - function Keyboard(game) { - this._keys = { - }; - this._capture = { - }; - /** - * You can disable all Input by setting disabled = true. While set all new input related events will be ignored. - * @type {Boolean} - */ - this.disabled = false; - this._game = game; - } - Keyboard.prototype.start = function () { - var _this = this; - document.body.addEventListener('keydown', function (event) { - return _this.onKeyDown(event); - }, false); - document.body.addEventListener('keyup', function (event) { - return _this.onKeyUp(event); - }, false); - }; - Keyboard.prototype.addKeyCapture = /** - * By default when a key is pressed Phaser will not stop the event from propagating up to the browser. - * There are some keys this can be annoying for, like the arrow keys or space bar, which make the browser window scroll. - * You can use addKeyCapture to consume the keyboard event for specific keys so it doesn't bubble up to the the browser. - * Pass in either a single keycode or an array of keycodes. - * @param {Any} keycode - */ - function (keycode) { - if(typeof keycode === 'object') { - for(var i = 0; i < keycode.length; i++) { - this._capture[keycode[i]] = true; - } - } else { - this._capture[keycode] = true; - } - }; - Keyboard.prototype.removeKeyCapture = /** - * @param {Number} keycode - */ - function (keycode) { - delete this._capture[keycode]; - }; - Keyboard.prototype.clearCaptures = function () { - this._capture = { - }; - }; - Keyboard.prototype.onKeyDown = /** - * @param {KeyboardEvent} event - */ - function (event) { - if(this._game.input.disabled || this.disabled) { - return; - } - if(this._capture[event.keyCode]) { - event.preventDefault(); - } - if(!this._keys[event.keyCode]) { - this._keys[event.keyCode] = { - isDown: true, - timeDown: this._game.time.now, - timeUp: 0 - }; - } else { - this._keys[event.keyCode].isDown = true; - this._keys[event.keyCode].timeDown = this._game.time.now; - } - }; - Keyboard.prototype.onKeyUp = /** - * @param {KeyboardEvent} event - */ - function (event) { - if(this._game.input.disabled || this.disabled) { - return; - } - if(this._capture[event.keyCode]) { - event.preventDefault(); - } - if(!this._keys[event.keyCode]) { - this._keys[event.keyCode] = { - isDown: false, - timeDown: 0, - timeUp: this._game.time.now - }; - } else { - this._keys[event.keyCode].isDown = false; - this._keys[event.keyCode].timeUp = this._game.time.now; - } - }; - Keyboard.prototype.reset = function () { - for(var key in this._keys) { - this._keys[key].isDown = false; - } - }; - Keyboard.prototype.justPressed = /** - * @param {Number} keycode - * @param {Number} [duration] - * @return {Boolean} - */ - function (keycode, duration) { - if (typeof duration === "undefined") { duration = 250; } - if(this._keys[keycode] && this._keys[keycode].isDown === true && (this._game.time.now - this._keys[keycode].timeDown < duration)) { - return true; - } else { - return false; - } - }; - Keyboard.prototype.justReleased = /** - * @param {Number} keycode - * @param {Number} [duration] - * @return {Boolean} - */ - function (keycode, duration) { - if (typeof duration === "undefined") { duration = 250; } - if(this._keys[keycode] && this._keys[keycode].isDown === false && (this._game.time.now - this._keys[keycode].timeUp < duration)) { - return true; - } else { - return false; - } - }; - Keyboard.prototype.isDown = /** - * @param {Number} keycode - * @return {Boolean} - */ - function (keycode) { - if(this._keys[keycode]) { - return this._keys[keycode].isDown; - } else { - return false; - } - }; - Keyboard.A = "A".charCodeAt(0); - Keyboard.B = "B".charCodeAt(0); - Keyboard.C = "C".charCodeAt(0); - Keyboard.D = "D".charCodeAt(0); - Keyboard.E = "E".charCodeAt(0); - Keyboard.F = "F".charCodeAt(0); - Keyboard.G = "G".charCodeAt(0); - Keyboard.H = "H".charCodeAt(0); - Keyboard.I = "I".charCodeAt(0); - Keyboard.J = "J".charCodeAt(0); - Keyboard.K = "K".charCodeAt(0); - Keyboard.L = "L".charCodeAt(0); - Keyboard.M = "M".charCodeAt(0); - Keyboard.N = "N".charCodeAt(0); - Keyboard.O = "O".charCodeAt(0); - Keyboard.P = "P".charCodeAt(0); - Keyboard.Q = "Q".charCodeAt(0); - Keyboard.R = "R".charCodeAt(0); - Keyboard.S = "S".charCodeAt(0); - Keyboard.T = "T".charCodeAt(0); - Keyboard.U = "U".charCodeAt(0); - Keyboard.V = "V".charCodeAt(0); - Keyboard.W = "W".charCodeAt(0); - Keyboard.X = "X".charCodeAt(0); - Keyboard.Y = "Y".charCodeAt(0); - Keyboard.Z = "Z".charCodeAt(0); - Keyboard.ZERO = "0".charCodeAt(0); - Keyboard.ONE = "1".charCodeAt(0); - Keyboard.TWO = "2".charCodeAt(0); - Keyboard.THREE = "3".charCodeAt(0); - Keyboard.FOUR = "4".charCodeAt(0); - Keyboard.FIVE = "5".charCodeAt(0); - Keyboard.SIX = "6".charCodeAt(0); - Keyboard.SEVEN = "7".charCodeAt(0); - Keyboard.EIGHT = "8".charCodeAt(0); - Keyboard.NINE = "9".charCodeAt(0); - Keyboard.NUMPAD_0 = 96; - Keyboard.NUMPAD_1 = 97; - Keyboard.NUMPAD_2 = 98; - Keyboard.NUMPAD_3 = 99; - Keyboard.NUMPAD_4 = 100; - Keyboard.NUMPAD_5 = 101; - Keyboard.NUMPAD_6 = 102; - Keyboard.NUMPAD_7 = 103; - Keyboard.NUMPAD_8 = 104; - Keyboard.NUMPAD_9 = 105; - Keyboard.NUMPAD_MULTIPLY = 106; - Keyboard.NUMPAD_ADD = 107; - Keyboard.NUMPAD_ENTER = 108; - Keyboard.NUMPAD_SUBTRACT = 109; - Keyboard.NUMPAD_DECIMAL = 110; - Keyboard.NUMPAD_DIVIDE = 111; - Keyboard.F1 = 112; - Keyboard.F2 = 113; - Keyboard.F3 = 114; - Keyboard.F4 = 115; - Keyboard.F5 = 116; - Keyboard.F6 = 117; - Keyboard.F7 = 118; - Keyboard.F8 = 119; - Keyboard.F9 = 120; - Keyboard.F10 = 121; - Keyboard.F11 = 122; - Keyboard.F12 = 123; - Keyboard.F13 = 124; - Keyboard.F14 = 125; - Keyboard.F15 = 126; - Keyboard.COLON = 186; - Keyboard.EQUALS = 187; - Keyboard.UNDERSCORE = 189; - Keyboard.QUESTION_MARK = 191; - Keyboard.TILDE = 192; - Keyboard.OPEN_BRACKET = 219; - Keyboard.BACKWARD_SLASH = 220; - Keyboard.CLOSED_BRACKET = 221; - Keyboard.QUOTES = 222; - Keyboard.BACKSPACE = 8; - Keyboard.TAB = 9; - Keyboard.CLEAR = 12; - Keyboard.ENTER = 13; - Keyboard.SHIFT = 16; - Keyboard.CONTROL = 17; - Keyboard.ALT = 18; - Keyboard.CAPS_LOCK = 20; - Keyboard.ESC = 27; - Keyboard.SPACEBAR = 32; - Keyboard.PAGE_UP = 33; - Keyboard.PAGE_DOWN = 34; - Keyboard.END = 35; - Keyboard.HOME = 36; - Keyboard.LEFT = 37; - Keyboard.UP = 38; - Keyboard.RIGHT = 39; - Keyboard.DOWN = 40; - Keyboard.INSERT = 45; - Keyboard.DELETE = 46; - Keyboard.HELP = 47; - Keyboard.NUM_LOCK = 144; - return Keyboard; - })(); - Phaser.Keyboard = Keyboard; -})(Phaser || (Phaser = {})); -/// -/** -* Phaser - Mouse -* -* The Mouse class handles mouse interactions with the game and the resulting events. -*/ -var Phaser; -(function (Phaser) { - var Mouse = (function () { - function Mouse(game) { - /** - * You can disable all Input by setting disabled = true. While set all new input related events will be ignored. - * @type {Boolean} - */ - this.disabled = false; - this._game = game; - } - Mouse.LEFT_BUTTON = 0; - Mouse.MIDDLE_BUTTON = 1; - Mouse.RIGHT_BUTTON = 2; - Mouse.prototype.start = /** - * Starts the event listeners running - * @method start - */ - function () { - var _this = this; - this._game.stage.canvas.addEventListener('mousedown', function (event) { - return _this.onMouseDown(event); - }, true); - this._game.stage.canvas.addEventListener('mousemove', function (event) { - return _this.onMouseMove(event); - }, true); - this._game.stage.canvas.addEventListener('mouseup', function (event) { - return _this.onMouseUp(event); - }, true); - }; - Mouse.prototype.onMouseDown = /** - * @param {MouseEvent} event - */ - function (event) { - if(this._game.input.disabled || this.disabled) { - return; - } - event['identifier'] = 0; - this._game.input.mousePointer.start(event); - }; - Mouse.prototype.onMouseMove = /** - * @param {MouseEvent} event - */ - function (event) { - if(this._game.input.disabled || this.disabled) { - return; - } - event['identifier'] = 0; - this._game.input.mousePointer.move(event); - }; - Mouse.prototype.onMouseUp = /** - * @param {MouseEvent} event - */ - function (event) { - if(this._game.input.disabled || this.disabled) { - return; - } - event['identifier'] = 0; - this._game.input.mousePointer.stop(event); - }; - Mouse.prototype.stop = /** - * Stop the event listeners - * @method stop - */ - function () { - //this._game.stage.canvas.addEventListener('mousedown', (event: MouseEvent) => this.onMouseDown(event), true); - //this._game.stage.canvas.addEventListener('mousemove', (event: MouseEvent) => this.onMouseMove(event), true); - //this._game.stage.canvas.addEventListener('mouseup', (event: MouseEvent) => this.onMouseUp(event), true); - }; - return Mouse; - })(); - Phaser.Mouse = Mouse; -})(Phaser || (Phaser = {})); -/// -/// -/** -* Phaser - Touch -* -* The Touch class handles touch interactions with the game and the resulting Pointer objects. -* http://www.w3.org/TR/touch-events/ -* https://developer.mozilla.org/en-US/docs/DOM/TouchList -* http://www.html5rocks.com/en/mobile/touchandmouse/ -* Note: Android 2.x only supports 1 touch event at once, no multi-touch -*/ -var Phaser; -(function (Phaser) { - var Touch = (function () { - /** - * Constructor - * @param {Game} game. - * @return {Touch} This object. - */ - function Touch(game) { - /** - * You can disable all Input by setting disabled = true. While set all new input related events will be ignored. - * @type {Boolean} - */ - this.disabled = false; - this._game = game; - } - Touch.prototype.start = /** - * Starts the event listeners running - * @method start - */ - function () { - var _this = this; - if(this._game.device.touch) { - this._game.stage.canvas.addEventListener('touchstart', function (event) { - return _this.onTouchStart(event); - }, false); - this._game.stage.canvas.addEventListener('touchmove', function (event) { - return _this.onTouchMove(event); - }, false); - this._game.stage.canvas.addEventListener('touchend', function (event) { - return _this.onTouchEnd(event); - }, false); - this._game.stage.canvas.addEventListener('touchenter', function (event) { - return _this.onTouchEnter(event); - }, false); - this._game.stage.canvas.addEventListener('touchleave', function (event) { - return _this.onTouchLeave(event); - }, false); - this._game.stage.canvas.addEventListener('touchcancel', function (event) { - return _this.onTouchCancel(event); - }, false); - document.addEventListener('touchmove', function (event) { - return _this.consumeTouchMove(event); - }, false); - } - }; - Touch.prototype.consumeTouchMove = /** - * Prevent iOS bounce-back (doesn't work?) - * @method consumeTouchMove - * @param {Any} event - **/ - function (event) { - event.preventDefault(); - }; - Touch.prototype.onTouchStart = /** - * - * @method onTouchStart - * @param {Any} event - **/ - function (event) { - if(this._game.input.disabled || this.disabled) { - return; - } - event.preventDefault(); - // event.targetTouches = list of all touches on the TARGET ELEMENT (i.e. game dom element) - // event.touches = list of all touches on the ENTIRE DOCUMENT, not just the target element - // event.changedTouches = the touches that CHANGED in this event, not the total number of them - for(var i = 0; i < event.changedTouches.length; i++) { - this._game.input.startPointer(event.changedTouches[i]); - } - }; - Touch.prototype.onTouchCancel = /** - * Touch cancel - touches that were disrupted (perhaps by moving into a plugin or browser chrome) - * Occurs for example on iOS when you put down 4 fingers and the app selector UI appears - * @method onTouchCancel - * @param {Any} event - **/ - function (event) { - if(this._game.input.disabled || this.disabled) { - return; - } - event.preventDefault(); - // Touch cancel - touches that were disrupted (perhaps by moving into a plugin or browser chrome) - // http://www.w3.org/TR/touch-events/#dfn-touchcancel - for(var i = 0; i < event.changedTouches.length; i++) { - this._game.input.stopPointer(event.changedTouches[i]); - } - }; - Touch.prototype.onTouchEnter = /** - * For touch enter and leave its a list of the touch points that have entered or left the target - * Doesn't appear to be supported by most browsers yet - * @method onTouchEnter - * @param {Any} event - **/ - function (event) { - if(this._game.input.disabled || this.disabled) { - return; - } - event.preventDefault(); - for(var i = 0; i < event.changedTouches.length; i++) { - console.log('touch enter'); - } - }; - Touch.prototype.onTouchLeave = /** - * For touch enter and leave its a list of the touch points that have entered or left the target - * Doesn't appear to be supported by most browsers yet - * @method onTouchLeave - * @param {Any} event - **/ - function (event) { - event.preventDefault(); - for(var i = 0; i < event.changedTouches.length; i++) { - console.log('touch leave'); - } - }; - Touch.prototype.onTouchMove = /** - * - * @method onTouchMove - * @param {Any} event - **/ - function (event) { - event.preventDefault(); - for(var i = 0; i < event.changedTouches.length; i++) { - this._game.input.updatePointer(event.changedTouches[i]); - } - }; - Touch.prototype.onTouchEnd = /** - * - * @method onTouchEnd - * @param {Any} event - **/ - function (event) { - event.preventDefault(); - // For touch end its a list of the touch points that have been removed from the surface - // https://developer.mozilla.org/en-US/docs/DOM/TouchList - // event.changedTouches = the touches that CHANGED in this event, not the total number of them - for(var i = 0; i < event.changedTouches.length; i++) { - this._game.input.stopPointer(event.changedTouches[i]); - } - }; - Touch.prototype.stop = /** - * Stop the event listeners - * @method stop - */ - function () { - if(this._game.device.touch) { - //this._domElement.addEventListener('touchstart', (event) => this.onTouchStart(event), false); - //this._domElement.addEventListener('touchmove', (event) => this.onTouchMove(event), false); - //this._domElement.addEventListener('touchend', (event) => this.onTouchEnd(event), false); - //this._domElement.addEventListener('touchenter', (event) => this.onTouchEnter(event), false); - //this._domElement.addEventListener('touchleave', (event) => this.onTouchLeave(event), false); - //this._domElement.addEventListener('touchcancel', (event) => this.onTouchCancel(event), false); - } - }; - return Touch; - })(); - Phaser.Touch = Touch; -})(Phaser || (Phaser = {})); /// /// /** @@ -14761,18 +7627,18 @@ var Phaser; if (typeof x === "undefined") { x = 0; } if (typeof y === "undefined") { y = 0; } if (typeof size === "undefined") { size = 0; } - _super.call(this, game, size); + _super.call(this, game, size); this.x = x; this.y = y; this.width = 0; this.height = 0; - this.minParticleSpeed = new Phaser.MicroPoint(-100, -100); - this.maxParticleSpeed = new Phaser.MicroPoint(100, 100); + this.minParticleSpeed = new MicroPoint(-100, -100); + this.maxParticleSpeed = new MicroPoint(100, 100); this.minRotation = -360; this.maxRotation = 360; this.gravity = 0; this.particleClass = null; - this.particleDrag = new Phaser.MicroPoint(); + this.particleDrag = new MicroPoint(); this.frequency = 0.1; this.lifespan = 3; this.bounce = 0; @@ -14780,7 +7646,7 @@ var Phaser; this._counter = 0; this._explode = true; this.on = false; - this._point = new Phaser.MicroPoint(); + this._point = new MicroPoint(); } Emitter.prototype.destroy = /** * Clean up memory. @@ -15040,7 +7906,7 @@ var Phaser; function GeomSprite(game, x, y) { if (typeof x === "undefined") { x = 0; } if (typeof y === "undefined") { y = 0; } - _super.call(this, game, x, y); + _super.call(this, game, x, y); // local rendering related temp vars to help avoid gc spikes this._dx = 0; this._dy = 0; @@ -15093,7 +7959,7 @@ var Phaser; function (circle) { this.refresh(); this.circle = circle; - this.type = GeomSprite.CIRCLE; + this.type = Phaser.GeomSprite.CIRCLE; return this; }; GeomSprite.prototype.loadLine = /** @@ -15104,7 +7970,7 @@ var Phaser; function (line) { this.refresh(); this.line = line; - this.type = GeomSprite.LINE; + this.type = Phaser.GeomSprite.LINE; return this; }; GeomSprite.prototype.loadPoint = /** @@ -15115,7 +7981,7 @@ var Phaser; function (point) { this.refresh(); this.point = point; - this.type = GeomSprite.POINT; + this.type = Phaser.GeomSprite.POINT; return this; }; GeomSprite.prototype.loadRectangle = /** @@ -15126,7 +7992,7 @@ var Phaser; function (rect) { this.refresh(); this.rect = rect; - this.type = GeomSprite.RECTANGLE; + this.type = Phaser.GeomSprite.RECTANGLE; return this; }; GeomSprite.prototype.createCircle = /** @@ -15137,7 +8003,7 @@ var Phaser; function (diameter) { this.refresh(); this.circle = new Phaser.Circle(this.x, this.y, diameter); - this.type = GeomSprite.CIRCLE; + this.type = Phaser.GeomSprite.CIRCLE; this.frameBounds.setTo(this.circle.x - this.circle.radius, this.circle.y - this.circle.radius, this.circle.diameter, this.circle.diameter); return this; }; @@ -15150,7 +8016,7 @@ var Phaser; function (x, y) { this.refresh(); this.line = new Phaser.Line(this.x, this.y, x, y); - this.type = GeomSprite.LINE; + this.type = Phaser.GeomSprite.LINE; this.frameBounds.setTo(this.x, this.y, this.line.width, this.line.height); return this; }; @@ -15161,7 +8027,7 @@ var Phaser; function () { this.refresh(); this.point = new Phaser.Point(this.x, this.y); - this.type = GeomSprite.POINT; + this.type = Phaser.GeomSprite.POINT; this.frameBounds.width = 1; this.frameBounds.height = 1; return this; @@ -15175,7 +8041,7 @@ var Phaser; function (width, height) { this.refresh(); this.rect = new Phaser.Rectangle(this.x, this.y, width, height); - this.type = GeomSprite.RECTANGLE; + this.type = Phaser.GeomSprite.RECTANGLE; this.frameBounds.copyFrom(this.rect); return this; }; @@ -15188,8 +8054,8 @@ var Phaser; function (points) { if (typeof points === "undefined") { points = []; } this.refresh(); - this.polygon = new Phaser.Polygon(new Phaser.Vector2(this.x, this.y), points); - this.type = GeomSprite.POLYGON; + this.polygon = new Phaser.Polygon(new Vector2(this.x, this.y), points); + this.type = Phaser.GeomSprite.POLYGON; //this.frameBounds.copyFrom(this.rect); return this; }; @@ -15207,21 +8073,21 @@ var Phaser; */ function () { // Update bounds and position? - if(this.type == GeomSprite.UNASSIGNED) { + if(this.type == Phaser.GeomSprite.UNASSIGNED) { return; - } else if(this.type == GeomSprite.CIRCLE) { + } else if(this.type == Phaser.GeomSprite.CIRCLE) { this.circle.x = this.x; this.circle.y = this.y; this.frameBounds.width = this.circle.diameter; this.frameBounds.height = this.circle.diameter; - } else if(this.type == GeomSprite.LINE) { + } else if(this.type == Phaser.GeomSprite.LINE) { this.line.x1 = this.x; this.line.y1 = this.y; this.frameBounds.setTo(this.x, this.y, this.line.width, this.line.height); - } else if(this.type == GeomSprite.POINT) { + } else if(this.type == Phaser.GeomSprite.POINT) { this.point.x = this.x; this.point.y = this.y; - } else if(this.type == GeomSprite.RECTANGLE) { + } else if(this.type == Phaser.GeomSprite.RECTANGLE) { this.rect.x = this.x; this.rect.y = this.y; this.frameBounds.copyFrom(this.rect); @@ -15252,7 +8118,7 @@ var Phaser; */ function (camera, cameraOffsetX, cameraOffsetY) { // Render checks - if(this.type == GeomSprite.UNASSIGNED || this.visible === false || this.scale.x == 0 || this.scale.y == 0 || this.alpha < 0.1 || this.cameraBlacklist.indexOf(camera.ID) !== -1 || this.inCamera(camera.worldView) == false) { + if(this.type == Phaser.GeomSprite.UNASSIGNED || this.visible === false || this.scale.x == 0 || this.scale.y == 0 || this.alpha < 0.1 || this.cameraBlacklist.indexOf(camera.ID) !== -1 || this.inCamera(camera.worldView) == false) { return false; } // Alpha @@ -15280,10 +8146,10 @@ var Phaser; this._dy = -(this._dh / 2); } */ - this._dx = Math.round(this._dx); - this._dy = Math.round(this._dy); - this._dw = Math.round(this._dw); - this._dh = Math.round(this._dh); + this._dx = Phaser.Math.round(this._dx); + this._dy = Phaser.Math.round(this._dy); + this._dw = Phaser.Math.round(this._dw); + this._dh = Phaser.Math.round(this._dh); this._game.stage.saveCanvasValues(); // Debug //this.context.fillStyle = 'rgba(255,0,0,0.5)'; @@ -15294,9 +8160,9 @@ var Phaser; if(this._game.stage.fillStyle !== this.fillColor) { } // Primitive Renderer - if(this.type == GeomSprite.CIRCLE) { + if(this.type == Phaser.GeomSprite.CIRCLE) { this.context.beginPath(); - this.context.arc(this._dx, this._dy, this.circle.radius, 0, Math.PI * 2); + this.context.arc(this._dx, this._dy, this.circle.radius, 0, Phaser.Math.PI * 2); if(this.renderOutline) { this.context.stroke(); } @@ -15304,15 +8170,15 @@ var Phaser; this.context.fill(); } this.context.closePath(); - } else if(this.type == GeomSprite.LINE) { + } else if(this.type == Phaser.GeomSprite.LINE) { this.context.beginPath(); this.context.moveTo(this._dx, this._dy); this.context.lineTo(this.line.x2, this.line.y2); this.context.stroke(); this.context.closePath(); - } else if(this.type == GeomSprite.POINT) { + } else if(this.type == Phaser.GeomSprite.POINT) { this.context.fillRect(this._dx, this._dy, 2, 2); - } else if(this.type == GeomSprite.RECTANGLE) { + } else if(this.type == Phaser.GeomSprite.RECTANGLE) { // We can use the faster fillRect if we don't need the outline if(this.renderOutline == false) { this.context.fillRect(this._dx, this._dy, this.rect.width, this.rect.height); @@ -15391,67 +8257,67 @@ var Phaser; */ function (source) { // Circle vs. Circle - if(this.type == GeomSprite.CIRCLE && source.type == GeomSprite.CIRCLE) { + if(this.type == Phaser.GeomSprite.CIRCLE && source.type == Phaser.GeomSprite.CIRCLE) { return Phaser.Collision.circleToCircle(this.circle, source.circle).result; } // Circle vs. Rect - if(this.type == GeomSprite.CIRCLE && source.type == GeomSprite.RECTANGLE) { + if(this.type == Phaser.GeomSprite.CIRCLE && source.type == Phaser.GeomSprite.RECTANGLE) { return Phaser.Collision.circleToRectangle(this.circle, source.rect).result; } // Circle vs. Point - if(this.type == GeomSprite.CIRCLE && source.type == GeomSprite.POINT) { + if(this.type == Phaser.GeomSprite.CIRCLE && source.type == Phaser.GeomSprite.POINT) { return Phaser.Collision.circleContainsPoint(this.circle, source.point).result; } // Circle vs. Line - if(this.type == GeomSprite.CIRCLE && source.type == GeomSprite.LINE) { + if(this.type == Phaser.GeomSprite.CIRCLE && source.type == Phaser.GeomSprite.LINE) { return Phaser.Collision.lineToCircle(source.line, this.circle).result; } // Rect vs. Rect - if(this.type == GeomSprite.RECTANGLE && source.type == GeomSprite.RECTANGLE) { + if(this.type == Phaser.GeomSprite.RECTANGLE && source.type == Phaser.GeomSprite.RECTANGLE) { return Phaser.Collision.rectangleToRectangle(this.rect, source.rect).result; } // Rect vs. Circle - if(this.type == GeomSprite.RECTANGLE && source.type == GeomSprite.CIRCLE) { + if(this.type == Phaser.GeomSprite.RECTANGLE && source.type == Phaser.GeomSprite.CIRCLE) { return Phaser.Collision.circleToRectangle(source.circle, this.rect).result; } // Rect vs. Point - if(this.type == GeomSprite.RECTANGLE && source.type == GeomSprite.POINT) { + if(this.type == Phaser.GeomSprite.RECTANGLE && source.type == Phaser.GeomSprite.POINT) { return Phaser.Collision.pointToRectangle(source.point, this.rect).result; } // Rect vs. Line - if(this.type == GeomSprite.RECTANGLE && source.type == GeomSprite.LINE) { + if(this.type == Phaser.GeomSprite.RECTANGLE && source.type == Phaser.GeomSprite.LINE) { return Phaser.Collision.lineToRectangle(source.line, this.rect).result; } // Point vs. Point - if(this.type == GeomSprite.POINT && source.type == GeomSprite.POINT) { + if(this.type == Phaser.GeomSprite.POINT && source.type == Phaser.GeomSprite.POINT) { return this.point.equals(source.point); } // Point vs. Circle - if(this.type == GeomSprite.POINT && source.type == GeomSprite.CIRCLE) { + if(this.type == Phaser.GeomSprite.POINT && source.type == Phaser.GeomSprite.CIRCLE) { return Phaser.Collision.circleContainsPoint(source.circle, this.point).result; } // Point vs. Rect - if(this.type == GeomSprite.POINT && source.type == GeomSprite.RECTANGLE) { + if(this.type == Phaser.GeomSprite.POINT && source.type == Phaser.GeomSprite.RECTANGLE) { return Phaser.Collision.pointToRectangle(this.point, source.rect).result; } // Point vs. Line - if(this.type == GeomSprite.POINT && source.type == GeomSprite.LINE) { + if(this.type == Phaser.GeomSprite.POINT && source.type == Phaser.GeomSprite.LINE) { return source.line.isPointOnLine(this.point.x, this.point.y); } // Line vs. Line - if(this.type == GeomSprite.LINE && source.type == GeomSprite.LINE) { + if(this.type == Phaser.GeomSprite.LINE && source.type == Phaser.GeomSprite.LINE) { return Phaser.Collision.lineSegmentToLineSegment(this.line, source.line).result; } // Line vs. Circle - if(this.type == GeomSprite.LINE && source.type == GeomSprite.CIRCLE) { + if(this.type == Phaser.GeomSprite.LINE && source.type == Phaser.GeomSprite.CIRCLE) { return Phaser.Collision.lineToCircle(this.line, source.circle).result; } // Line vs. Rect - if(this.type == GeomSprite.LINE && source.type == GeomSprite.RECTANGLE) { + if(this.type == Phaser.GeomSprite.LINE && source.type == Phaser.GeomSprite.RECTANGLE) { return Phaser.Collision.lineSegmentToRectangle(this.line, source.rect).result; } // Line vs. Point - if(this.type == GeomSprite.LINE && source.type == GeomSprite.POINT) { + if(this.type == Phaser.GeomSprite.LINE && source.type == Phaser.GeomSprite.POINT) { return this.line.isPointOnLine(source.point.x, source.point.y); } return false; @@ -15461,6 +8327,347 @@ var Phaser; Phaser.GeomSprite = GeomSprite; })(Phaser || (Phaser = {})); /// +/// +/// +/// +/** +* Phaser - Sprite +* +* The Sprite GameObject is an extension of the core GameObject that includes support for animation and dynamic textures. +* It's probably the most used GameObject of all. +*/ +var Phaser; +(function (Phaser) { + var Sprite = (function (_super) { + __extends(Sprite, _super); + /** + * Sprite constructor + * Create a new Sprite. + * + * @param game {Phaser.Game} Current game instance. + * @param [x] {number} the initial x position of the sprite. + * @param [y] {number} the initial y position of the sprite. + * @param [key] {string} Key of the graphic you want to load for this sprite. + */ + function Sprite(game, x, y, key) { + if (typeof x === "undefined") { x = 0; } + if (typeof y === "undefined") { y = 0; } + if (typeof key === "undefined") { key = null; } + _super.call(this, game, x, y); + /** + * Texture of this sprite is DynamicTexture? (default to false) + * @type {boolean} + */ + this._dynamicTexture = false; + // local rendering related temp vars to help avoid gc spikes + this._sx = 0; + this._sy = 0; + this._sw = 0; + this._sh = 0; + this._dx = 0; + this._dy = 0; + this._dw = 0; + this._dh = 0; + /** + * Render bound of this sprite for debugging? (default to false) + * @type {boolean} + */ + this.renderDebug = false; + /** + * Color of the Sprite when no image is present. Format is a css color string. + * @type {string} + */ + this.fillColor = 'rgb(255,255,255)'; + /** + * Color of bound when render debug. (see renderDebug) Format is a css color string. + * @type {string} + */ + this.renderDebugColor = 'rgba(0,255,0,0.5)'; + /** + * Color of points when render debug. (see renderDebug) Format is a css color string. + * @type {string} + */ + this.renderDebugPointColor = 'rgba(255,255,255,1)'; + /** + * Flip the graphic horizontally? (defaults to false) + * @type {boolean} + */ + this.flipped = false; + this._texture = null; + this.animations = new AnimationManager(this._game, this); + if(key !== null) { + this.cacheKey = key; + this.loadGraphic(key); + } else { + this.frameBounds.width = 16; + this.frameBounds.height = 16; + } + } + Sprite.prototype.loadGraphic = /** + * 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. + */ + function (key, clearAnimations) { + if (typeof clearAnimations === "undefined") { clearAnimations = true; } + if(clearAnimations && this.animations.frameData !== null) { + this.animations.destroy(); + } + if(this._game.cache.getImage(key) !== null) { + if(this._game.cache.isSpriteSheet(key) == false) { + this._texture = this._game.cache.getImage(key); + this.frameBounds.width = this._texture.width; + this.frameBounds.height = this._texture.height; + this.collisionMask.width = this._texture.width; + this.collisionMask.height = this._texture.height; + } else { + this._texture = this._game.cache.getImage(key); + this.animations.loadFrameData(this._game.cache.getFrameData(key)); + this.collisionMask.width = this.animations.currentFrame.width; + this.collisionMask.height = this.animations.currentFrame.height; + } + this._dynamicTexture = false; + } + return this; + }; + Sprite.prototype.loadDynamicTexture = /** + * Load a DynamicTexture as its texture. + * @param texture {DynamicTexture} The texture object to be used by this sprite. + * @return {Sprite} Sprite instance itself. + */ + function (texture) { + this._texture = texture; + this.frameBounds.width = this._texture.width; + this.frameBounds.height = this._texture.height; + this._dynamicTexture = true; + return this; + }; + Sprite.prototype.makeGraphic = /** + * This function creates a flat colored square image dynamically. + * @param width {number} The width of the sprite you want to generate. + * @param height {number} The height of the sprite you want to generate. + * @param [color] {number} specifies the color of the generated block. (format is 0xAARRGGBB) + * @return {Sprite} Sprite instance itself. + */ + function (width, height, color) { + if (typeof color === "undefined") { color = 'rgb(255,255,255)'; } + this._texture = null; + this.width = width; + this.height = height; + this.fillColor = color; + this._dynamicTexture = false; + return this; + }; + Sprite.prototype.inCamera = /** + * Check whether this object is visible in a specific camera rectangle. + * @param camera {Rectangle} The rectangle you want to check. + * @return {boolean} Return true if bounds of this sprite intersects the given rectangle, otherwise return false. + */ + function (camera, cameraOffsetX, cameraOffsetY) { + // Object fixed in place regardless of the camera scrolling? Then it's always visible + if(this.scrollFactor.x == 0 && this.scrollFactor.y == 0) { + return true; + } + this._dx = (this.frameBounds.x - camera.x); + this._dy = (this.frameBounds.y - camera.y); + this._dw = this.frameBounds.width * this.scale.x; + this._dh = this.frameBounds.height * this.scale.y; + return (camera.right > this._dx) && (camera.x < this._dx + this._dw) && (camera.bottom > this._dy) && (camera.y < this._dy + this._dh); + }; + Sprite.prototype.postUpdate = /** + * Automatically called after update() by the game loop, this function just updates animations. + */ + function () { + this.animations.update(); + _super.prototype.postUpdate.call(this); + }; + Object.defineProperty(Sprite.prototype, "frame", { + get: function () { + return this.animations.frame; + }, + set: function (value) { + this.animations.frame = value; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Sprite.prototype, "frameName", { + get: function () { + return this.animations.frameName; + }, + set: function (value) { + this.animations.frameName = value; + }, + enumerable: true, + configurable: true + }); + Sprite.prototype.render = /** + * Render this sprite to specific camera. Called by game loop after update(). + * @param camera {Camera} Camera this sprite will be rendered to. + * @cameraOffsetX {number} X offset to the camera. + * @cameraOffsetY {number} Y offset to the camera. + * @return {boolean} Return false if not rendered, otherwise return true. + */ + function (camera, cameraOffsetX, cameraOffsetY) { + // Render checks + if(this.visible == false || this.scale.x == 0 || this.scale.y == 0 || this.alpha < 0.1 || this.cameraBlacklist.indexOf(camera.ID) !== -1 || this.inCamera(camera.worldView, cameraOffsetX, cameraOffsetY) == false) { + return false; + } + // Alpha + if(this.alpha !== 1) { + var globalAlpha = this.context.globalAlpha; + this.context.globalAlpha = this.alpha; + } + this._sx = 0; + this._sy = 0; + this._sw = this.frameBounds.width; + this._sh = this.frameBounds.height; + this._dx = (cameraOffsetX * this.scrollFactor.x) + this.frameBounds.topLeft.x - (camera.worldView.x * this.scrollFactor.x); + this._dy = (cameraOffsetY * this.scrollFactor.y) + this.frameBounds.topLeft.y - (camera.worldView.y * this.scrollFactor.y); + this._dw = this.frameBounds.width * this.scale.x; + this._dh = this.frameBounds.height * this.scale.y; + if(this.align == Phaser.GameObject.ALIGN_TOP_CENTER) { + this._dx -= this.frameBounds.halfWidth * this.scale.x; + } else if(this.align == Phaser.GameObject.ALIGN_TOP_RIGHT) { + this._dx -= this.frameBounds.width * this.scale.x; + } else if(this.align == Phaser.GameObject.ALIGN_CENTER_LEFT) { + this._dy -= this.frameBounds.halfHeight * this.scale.y; + } else if(this.align == Phaser.GameObject.ALIGN_CENTER) { + this._dx -= this.frameBounds.halfWidth * this.scale.x; + this._dy -= this.frameBounds.halfHeight * this.scale.y; + } else if(this.align == Phaser.GameObject.ALIGN_CENTER_RIGHT) { + this._dx -= this.frameBounds.width * this.scale.x; + this._dy -= this.frameBounds.halfHeight * this.scale.y; + } else if(this.align == Phaser.GameObject.ALIGN_BOTTOM_LEFT) { + this._dy -= this.frameBounds.height * this.scale.y; + } else if(this.align == Phaser.GameObject.ALIGN_BOTTOM_CENTER) { + this._dx -= this.frameBounds.halfWidth * this.scale.x; + this._dy -= this.frameBounds.height * this.scale.y; + } else if(this.align == Phaser.GameObject.ALIGN_BOTTOM_RIGHT) { + this._dx -= this.frameBounds.width * this.scale.x; + this._dy -= this.frameBounds.height * this.scale.y; + } + if(this._dynamicTexture == false && this.animations.currentFrame !== null) { + this._sx = this.animations.currentFrame.x; + this._sy = this.animations.currentFrame.y; + if(this.animations.currentFrame.trimmed) { + this._dx += this.animations.currentFrame.spriteSourceSizeX; + this._dy += this.animations.currentFrame.spriteSourceSizeY; + } + } + // Apply camera difference + if(this.scrollFactor.x !== 1 || this.scrollFactor.y !== 1) { + //this._dx -= (camera.worldView.x * this.scrollFactor.x); + //this._dy -= (camera.worldView.y * this.scrollFactor.y); + } + // Rotation - needs to work from origin point really, but for now from center + if(this.angle !== 0 || this.rotationOffset !== 0 || this.flipped == true) { + this.context.save(); + this.context.translate(this._dx + (this._dw / 2), this._dy + (this._dh / 2)); + if(this.renderRotation == true && (this.angle !== 0 || this.rotationOffset !== 0)) { + this.context.rotate((this.rotationOffset + this.angle) * (Phaser.Math.PI / 180)); + } + this._dx = -(this._dw / 2); + this._dy = -(this._dh / 2); + if(this.flipped == true) { + this.context.scale(-1, 1); + } + } + this._sx = Phaser.Math.round(this._sx); + this._sy = Phaser.Math.round(this._sy); + this._sw = Phaser.Math.round(this._sw); + this._sh = Phaser.Math.round(this._sh); + this._dx = Phaser.Math.round(this._dx); + this._dy = Phaser.Math.round(this._dy); + this._dw = Phaser.Math.round(this._dw); + this._dh = Phaser.Math.round(this._dh); + if(this._texture != null) { + if(this._dynamicTexture) { + this.context.drawImage(this._texture.canvas, // Source Image + this._sx, // Source X (location within the source image) + this._sy, // Source Y + this._sw, // Source Width + this._sh, // Source Height + this._dx, // Destination X (where on the canvas it'll be drawn) + this._dy, // Destination Y + this._dw, // Destination Width (always same as Source Width unless scaled) + this._dh); + // Destination Height (always same as Source Height unless scaled) + } else { + this.context.drawImage(this._texture, // Source Image + this._sx, // Source X (location within the source image) + this._sy, // Source Y + this._sw, // Source Width + this._sh, // Source Height + this._dx, // Destination X (where on the canvas it'll be drawn) + this._dy, // Destination Y + this._dw, // Destination Width (always same as Source Width unless scaled) + this._dh); + // Destination Height (always same as Source Height unless scaled) + } + } else { + this.context.fillStyle = this.fillColor; + this.context.fillRect(this._dx, this._dy, this._dw, this._dh); + } + if(this.flipped === true || this.rotation !== 0 || this.rotationOffset !== 0) { + //this.context.translate(0, 0); + this.context.restore(); + } + if(this.renderDebug) { + this.renderBounds(camera, cameraOffsetX, cameraOffsetY); + //this.collisionMask.render(camera, cameraOffsetX, cameraOffsetY); + } + if(globalAlpha > -1) { + this.context.globalAlpha = globalAlpha; + } + return true; + }; + Sprite.prototype.renderBounds = /** + * Renders the bounding box around this Sprite and the contact points. Useful for visually debugging. + * @param camera {Camera} Camera the bound will be rendered to. + * @param cameraOffsetX {number} X offset of bound to the camera. + * @param cameraOffsetY {number} Y offset of bound to the camera. + */ + function (camera, cameraOffsetX, cameraOffsetY) { + this._dx = cameraOffsetX + (this.frameBounds.topLeft.x - camera.worldView.x); + this._dy = cameraOffsetY + (this.frameBounds.topLeft.y - camera.worldView.y); + this.context.fillStyle = this.renderDebugColor; + this.context.fillRect(this._dx, this._dy, this.frameBounds.width, this.frameBounds.height); + //this.context.fillStyle = this.renderDebugPointColor; + //var hw = this.frameBounds.halfWidth * this.scale.x; + //var hh = this.frameBounds.halfHeight * this.scale.y; + //var sw = (this.frameBounds.width * this.scale.x) - 1; + //var sh = (this.frameBounds.height * this.scale.y) - 1; + //this.context.fillRect(this._dx, this._dy, 1, 1); // top left + //this.context.fillRect(this._dx + hw, this._dy, 1, 1); // top center + //this.context.fillRect(this._dx + sw, this._dy, 1, 1); // top right + //this.context.fillRect(this._dx, this._dy + hh, 1, 1); // left center + //this.context.fillRect(this._dx + hw, this._dy + hh, 1, 1); // center + //this.context.fillRect(this._dx + sw, this._dy + hh, 1, 1); // right center + //this.context.fillRect(this._dx, this._dy + sh, 1, 1); // bottom left + //this.context.fillRect(this._dx + hw, this._dy + sh, 1, 1); // bottom center + //this.context.fillRect(this._dx + sw, this._dy + sh, 1, 1); // bottom right + }; + Sprite.prototype.renderDebugInfo = /** + * Render debug infos. (including name, bounds info, position and some other properties) + * @param x {number} X position of the debug info to be rendered. + * @param y {number} Y position of the debug info to be rendered. + * @param [color] {number} color of the debug info to be rendered. (format is css color string) + */ + function (x, y, color) { + if (typeof color === "undefined") { color = 'rgb(255,255,255)'; } + this.context.fillStyle = color; + this.context.fillText('Sprite: ' + this.name + ' (' + this.frameBounds.width + ' x ' + this.frameBounds.height + ')', x, y); + this.context.fillText('x: ' + this.frameBounds.x.toFixed(1) + ' y: ' + this.frameBounds.y.toFixed(1) + ' rotation: ' + this.angle.toFixed(1), x, y + 14); + this.context.fillText('dx: ' + this._dx.toFixed(1) + ' dy: ' + this._dy.toFixed(1) + ' dw: ' + this._dw.toFixed(1) + ' dh: ' + this._dh.toFixed(1), x, y + 28); + this.context.fillText('sx: ' + this._sx.toFixed(1) + ' sy: ' + this._sy.toFixed(1) + ' sw: ' + this._sw.toFixed(1) + ' sh: ' + this._sh.toFixed(1), x, y + 42); + }; + return Sprite; + })(Phaser.GameObject); + Phaser.Sprite = Sprite; +})(Phaser || (Phaser = {})); +/// /// /** * Phaser - Particle @@ -15477,7 +8684,7 @@ var Phaser; * happens during loadGraphic() or makeGraphic() or whatever. */ function Particle(game) { - _super.call(this, game); + _super.call(this, game); this.lifespan = 0; this.friction = 500; } @@ -15614,7 +8821,7 @@ var Phaser; this.mapFormat = mapFormat; this.tileWidth = tileWidth; this.tileHeight = tileHeight; - this.boundsInTiles = new Phaser.Rectangle(); + this.boundsInTiles = new Rectangle(); //this.scrollFactor = new MicroPoint(1, 1); this.canvas = game.stage.canvas; this.context = game.stage.context; @@ -16043,7 +9250,7 @@ var Phaser; this.index = index; this.width = width; this.height = height; - this.allowCollisions = Phaser.Collision.NONE; + this.allowCollisions = Collision.NONE; } Tile.prototype.destroy = /** * Clean up memory. @@ -16137,7 +9344,7 @@ var Phaser; if (typeof resizeWorld === "undefined") { resizeWorld = true; } if (typeof tileWidth === "undefined") { tileWidth = 0; } if (typeof tileHeight === "undefined") { tileHeight = 0; } - _super.call(this, game); + _super.call(this, game); /** * Tilemap collision callback. * @type {function} @@ -16188,7 +9395,7 @@ var Phaser; * @param tileHeight {number} Height of its tile. */ function (data, key, tileWidth, tileHeight) { - var layer = new Phaser.TilemapLayer(this._game, this, key, Tilemap.FORMAT_CSV, 'TileLayerCSV' + this.layers.length.toString(), tileWidth, tileHeight); + var layer = new Phaser.TilemapLayer(this._game, this, key, Phaser.Tilemap.FORMAT_CSV, 'TileLayerCSV' + this.layers.length.toString(), tileWidth, tileHeight); // Trim any rogue whitespace from the data data = data.trim(); var rows = data.split("\n"); @@ -16215,7 +9422,7 @@ var Phaser; data = data.trim(); var json = JSON.parse(data); for(var i = 0; i < json.layers.length; i++) { - var layer = new Phaser.TilemapLayer(this._game, this, key, Tilemap.FORMAT_TILED_JSON, json.layers[i].name, json.tilewidth, json.tileheight); + var layer = new Phaser.TilemapLayer(this._game, this, key, Phaser.Tilemap.FORMAT_TILED_JSON, json.layers[i].name, json.tilewidth, json.tileheight); layer.alpha = json.layers[i].opacity; layer.visible = json.layers[i].visible; layer.tileMargin = json.tilesets[0].margin; @@ -16449,13 +9656,13 @@ var Phaser; */ this.visible = true; // Our seamless scrolling quads - this._A = new Phaser.Quad(x, y, width, height); - this._B = new Phaser.Quad(x, y, width, height); - this._C = new Phaser.Quad(x, y, width, height); - this._D = new Phaser.Quad(x, y, width, height); - this._scroll = new Phaser.MicroPoint(); - this._bounds = new Phaser.Quad(x, y, width, height); - this.scrollSpeed = new Phaser.MicroPoint(speedX, speedY); + this._A = new Quad(x, y, width, height); + this._B = new Quad(x, y, width, height); + this._C = new Quad(x, y, width, height); + this._D = new Quad(x, y, width, height); + this._scroll = new MicroPoint(); + this._bounds = new Quad(x, y, width, height); + this.scrollSpeed = new MicroPoint(speedX, speedY); } ScrollRegion.prototype.update = /** * Update region scrolling with tick time. @@ -16551,12 +9758,12 @@ var Phaser; if(srcH > (destY + destH) - offsetY) { srcH = (destY + destH) - offsetY; } - srcX = Math.floor(srcX); - srcY = Math.floor(srcY); - srcW = Math.floor(srcW); - srcH = Math.floor(srcH); - offsetX = Math.floor(offsetX + this._bounds.x); - offsetY = Math.floor(offsetY + this._bounds.y); + srcX = Phaser.Math.floor(srcX); + srcY = Phaser.Math.floor(srcY); + srcW = Phaser.Math.floor(srcW); + srcH = Phaser.Math.floor(srcH); + offsetX = Phaser.Math.floor(offsetX + this._bounds.x); + offsetY = Phaser.Math.floor(offsetY + this._bounds.y); if(srcW > 0 && srcH > 0) { context.drawImage(texture, srcX, srcY, srcW, srcH, offsetX, offsetY, srcW, srcH); } @@ -16596,7 +9803,7 @@ var Phaser; if (typeof y === "undefined") { y = 0; } if (typeof width === "undefined") { width = 0; } if (typeof height === "undefined") { height = 0; } - _super.call(this, game, x, y, width, height); + _super.call(this, game, x, y, width, height); /** * If this zone is larger than texture image, this will be filled with a pattern of texture. * @type {DynamicTexture} @@ -16734,7 +9941,7 @@ var Phaser; this.context.save(); this.context.translate(this._dx + (this._dw / 2), this._dy + (this._dh / 2)); if(this.angle !== 0) { - this.context.rotate(this.angle * (Math.PI / 180)); + this.context.rotate(this.angle * (Phaser.Math.PI / 180)); } this._dx = -(this._dw / 2); this._dy = -(this._dh / 2); @@ -16742,10 +9949,10 @@ var Phaser; this.context.scale(-1, 1); } } - this._dx = Math.round(this._dx); - this._dy = Math.round(this._dy); - this._dw = Math.round(this._dw); - this._dh = Math.round(this._dh); + this._dx = Phaser.Math.round(this._dx); + this._dy = Phaser.Math.round(this._dy); + this._dw = Phaser.Math.round(this._dw); + this._dh = Phaser.Math.round(this._dh); for(var i = 0; i < this.regions.length; i++) { if(this._dynamicTexture) { this.regions[i].render(this.context, this._dynamicTexture.canvas, this._dx, this._dy, this._dw, this._dh); @@ -16764,8 +9971,8 @@ var Phaser; */ function (regionWidth, regionHeight) { // Work out how many we'll need of the source image to make it tile properly - var tileWidth = Math.ceil(this._texture.width / regionWidth) * regionWidth; - var tileHeight = Math.ceil(this._texture.height / regionHeight) * regionHeight; + var tileWidth = Phaser.Math.ceil(this._texture.width / regionWidth) * regionWidth; + var tileHeight = Phaser.Math.ceil(this._texture.height / regionHeight) * regionHeight; this._dynamicTexture = new Phaser.DynamicTexture(this._game, tileWidth, tileHeight); this._dynamicTexture.context.rect(0, 0, tileWidth, tileHeight); this._dynamicTexture.context.fillStyle = this._dynamicTexture.context.createPattern(this._texture, "repeat"); @@ -16847,7 +10054,6 @@ var Phaser; if (typeof updateCallback === "undefined") { updateCallback = null; } if (typeof renderCallback === "undefined") { renderCallback = null; } if (typeof destroyCallback === "undefined") { destroyCallback = null; } - var _this = this; /** * Max allowable accumulation. * @type {number} @@ -16972,7 +10178,7 @@ var Phaser; this.tweens = new Phaser.TweenManager(this); this.input = new Phaser.Input(this); this.rnd = new Phaser.RandomDataGenerator([ - (Date.now() * Math.random()).toString() + (Date.now() * Phaser.Math.random()).toString() ]); this.verlet = new Phaser.Verlet.VerletManager(this, width, height); this.framerate = 60; @@ -17230,155 +10436,5418 @@ var Phaser; })(); Phaser.Game = Game; })(Phaser || (Phaser = {})); -/// +/// /** -* Phaser - FXManager +* Phaser - Point * -* The FXManager controls all special effects applied to game objects such as Cameras. +* The Point object represents a location in a two-dimensional coordinate system, where x represents the horizontal axis and y represents the vertical axis. */ var Phaser; (function (Phaser) { - var FXManager = (function () { - function FXManager(game, parent) { + var Point = (function () { + /** + * Creates a new Point. If you pass no parameters a Point is created set to (0,0). + * @class Point + * @constructor + * @param {Number} x The horizontal position of this Point (default 0) + * @param {Number} y The vertical position of this Point (default 0) + **/ + function Point(x, y) { + if (typeof x === "undefined") { x = 0; } + if (typeof y === "undefined") { y = 0; } + this.x = x; + this.y = y; + } + Point.prototype.copyFrom = /** + * Copies the x and y properties from any given object to this Point. + * @method copyFrom + * @param {any} source - The object to copy from. + * @return {Point} This Point object. + **/ + function (source) { + return this.setTo(source.x, source.y); + }; + Point.prototype.copyTo = /** + * Copies the x and y values from this Point to any given object. + * @method copyTo + * @param {any} target - The object to copy to. + * @return {any} The target object. + **/ + function (target) { + target.x = this.x; + target.y = this.y; + return target; + }; + Point.prototype.invert = /** + * Inverts the x and y values of this Point + * @method invert + * @return {Point} This Point object. + **/ + function () { + return this.setTo(this.y, this.x); + }; + Point.prototype.setTo = /** + * Sets the x and y values of this MicroPoint object to the given coordinates. + * @method setTo + * @param {Number} x - The horizontal position of this point. + * @param {Number} y - The vertical position of this point. + * @return {MicroPoint} This MicroPoint object. Useful for chaining method calls. + **/ + function (x, y) { + this.x = x; + this.y = y; + return this; + }; + Point.prototype.toString = /** + * Returns a string representation of this object. + * @method toString + * @return {string} a string representation of the instance. + **/ + function () { + return '[{Point (x=' + this.x + ' y=' + this.y + ')}]'; + }; + return Point; + })(); + Phaser.Point = Point; +})(Phaser || (Phaser = {})); +/// +/** +* Rectangle +* +* @desc A Rectangle object is an area defined by its position, as indicated by its top-left corner (x,y) and width and height. +* +* @version 1.6 - 24th May 2013 +* @author Richard Davey +*/ +var Phaser; +(function (Phaser) { + var Rectangle = (function () { + /** + * Creates a new Rectangle object with the top-left corner specified by the x and y parameters and with the specified width and height parameters. If you call this function without parameters, a rectangle with x, y, width, and height properties set to 0 is created. + * @class Rectangle + * @constructor + * @param {Number} x The x coordinate of the top-left corner of the rectangle. + * @param {Number} y The y coordinate of the top-left corner of the rectangle. + * @param {Number} width The width of the rectangle in pixels. + * @param {Number} height The height of the rectangle in pixels. + * @return {Rectangle} This rectangle object + **/ + function Rectangle(x, y, width, height) { + if (typeof x === "undefined") { x = 0; } + if (typeof y === "undefined") { y = 0; } + if (typeof width === "undefined") { width = 0; } + if (typeof height === "undefined") { height = 0; } + this.x = x; + this.y = y; + this.width = width; + this.height = height; + } + Object.defineProperty(Rectangle.prototype, "halfWidth", { + get: /** + * Half of the width of the rectangle + * @property halfWidth + * @type Number + **/ + function () { + return Phaser.Math.round(this.width / 2); + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Rectangle.prototype, "halfHeight", { + get: /** + * Half of the height of the rectangle + * @property halfHeight + * @type Number + **/ + function () { + return Phaser.Math.round(this.height / 2); + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Rectangle.prototype, "bottom", { + get: /** + * The sum of the y and height properties. Changing the bottom property of a Rectangle object has no effect on the x, y and width properties, but does change the height property. + * @method bottom + * @return {Number} + **/ + function () { + return this.y + this.height; + }, + set: /** + * The sum of the y and height properties. Changing the bottom property of a Rectangle object has no effect on the x, y and width properties, but does change the height property. + * @method bottom + * @param {Number} value + **/ + function (value) { + if(value <= this.y) { + this.height = 0; + } else { + this.height = (this.y - value); + } + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Rectangle.prototype, "bottomRight", { + set: /** + * Sets the bottom-right corner of the Rectangle, determined by the values of the given Point object. + * @method bottomRight + * @param {Point} value + **/ + function (value) { + this.right = value.x; + this.bottom = value.y; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Rectangle.prototype, "left", { + get: /** + * The x coordinate of the left of the Rectangle. Changing the left property of a Rectangle object has no effect on the y and height properties. However it does affect the width property, whereas changing the x value does not affect the width property. + * @method left + * @ return {number} + **/ + function () { + return this.x; + }, + set: /** + * The x coordinate of the left of the Rectangle. Changing the left property of a Rectangle object has no effect on the y and height properties. + * However it does affect the width, whereas changing the x value does not affect the width property. + * @method left + * @param {Number} value + **/ + function (value) { + if(value >= this.right) { + this.width = 0; + } else { + this.width = this.right - value; + } + this.x = value; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Rectangle.prototype, "right", { + get: /** + * The sum of the x and width properties. Changing the right property of a Rectangle object has no effect on the x, y and height properties. + * However it does affect the width property. + * @method right + * @return {Number} + **/ + function () { + return this.x + this.width; + }, + set: /** + * The sum of the x and width properties. Changing the right property of a Rectangle object has no effect on the x, y and height properties. + * However it does affect the width property. + * @method right + * @param {Number} value + **/ + function (value) { + if(value <= this.x) { + this.width = 0; + } else { + this.width = this.x + value; + } + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Rectangle.prototype, "volume", { + get: /** + * The volume of the Rectangle derived from width * height + * @method volume + * @return {Number} + **/ + function () { + return this.width * this.height; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Rectangle.prototype, "perimeter", { + get: /** + * The perimeter size of the Rectangle. This is the sum of all 4 sides. + * @method perimeter + * @return {Number} + **/ + function () { + return (this.width * 2) + (this.height * 2); + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Rectangle.prototype, "top", { + get: /** + * The y coordinate of the top of the Rectangle. Changing the top property of a Rectangle object has no effect on the x and width properties. + * However it does affect the height property, whereas changing the y value does not affect the height property. + * @method top + * @return {Number} + **/ + function () { + return this.y; + }, + set: /** + * The y coordinate of the top of the Rectangle. Changing the top property of a Rectangle object has no effect on the x and width properties. + * However it does affect the height property, whereas changing the y value does not affect the height property. + * @method top + * @param {Number} value + **/ + function (value) { + if(value >= this.bottom) { + this.height = 0; + this.y = value; + } else { + this.height = (this.bottom - value); + } + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Rectangle.prototype, "topLeft", { + set: /** + * The location of the Rectangles top-left corner, determined by the x and y coordinates of the Point. + * @method topLeft + * @param {Point} value + **/ + function (value) { + this.x = value.x; + this.y = value.y; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Rectangle.prototype, "empty", { + get: /** + * Determines whether or not this Rectangle object is empty. + * @method isEmpty + * @return {Boolean} A value of true if the Rectangle object's width or height is less than or equal to 0; otherwise false. + **/ + function () { + return (!this.width || !this.height); + }, + set: /** + * Sets all of the Rectangle object's properties to 0. A Rectangle object is empty if its width or height is less than or equal to 0. + * @method setEmpty + * @return {Rectangle} This rectangle object + **/ + function (value) { + return this.setTo(0, 0, 0, 0); + }, + enumerable: true, + configurable: true + }); + Rectangle.prototype.offset = /** + * Adjusts the location of the Rectangle object, as determined by its top-left corner, by the specified amounts. + * @method offset + * @param {Number} dx Moves the x value of the Rectangle object by this amount. + * @param {Number} dy Moves the y value of the Rectangle object by this amount. + * @return {Rectangle} This Rectangle object. + **/ + function (dx, dy) { + this.x += dx; + this.y += dy; + return this; + }; + Rectangle.prototype.offsetPoint = /** + * Adjusts the location of the Rectangle object using a Point object as a parameter. This method is similar to the Rectangle.offset() method, except that it takes a Point object as a parameter. + * @method offsetPoint + * @param {Point} point A Point object to use to offset this Rectangle object. + * @return {Rectangle} This Rectangle object. + **/ + function (point) { + return this.offset(point.x, point.y); + }; + Rectangle.prototype.setTo = /** + * Sets the members of Rectangle to the specified values. + * @method setTo + * @param {Number} x The x coordinate of the top-left corner of the rectangle. + * @param {Number} y The y coordinate of the top-left corner of the rectangle. + * @param {Number} width The width of the rectangle in pixels. + * @param {Number} height The height of the rectangle in pixels. + * @return {Rectangle} This rectangle object + **/ + function (x, y, width, height) { + this.x = x; + this.y = y; + this.width = width; + this.height = height; + return this; + }; + Rectangle.prototype.toString = /** + * Returns a string representation of this object. + * @method toString + * @return {string} a string representation of the instance. + **/ + function () { + return "[{Rectangle (x=" + this.x + " y=" + this.y + " width=" + this.width + " height=" + this.height + " empty=" + this.empty + ")}]"; + }; + return Rectangle; + })(); + Phaser.Rectangle = Rectangle; +})(Phaser || (Phaser = {})); +/// +/** +* Phaser - Vec2 +* +* A Circle object is an area defined by its position, as indicated by its center point (x,y) and diameter. +*/ +var Phaser; +(function (Phaser) { + var Vec2 = (function () { + /** + * Creates a new Vec2 object. + * @class Vec2 + * @constructor + * @param {Number} x The x position of the vector + * @param {Number} y The y position of the vector + * @return {Vec2} This object + **/ + function Vec2(x, y) { + if (typeof x === "undefined") { x = 0; } + if (typeof y === "undefined") { y = 0; } + this.x = x; + this.y = y; + } + Vec2.prototype.setTo = /** + * Sets the x and y properties of the Vector. + * @param {Number} x The x position of the vector + * @param {Number} y The y position of the vector + * @return {Vec2} This object + **/ + function (x, y) { + this.x = x; + this.y = y; + return this; + }; + Vec2.prototype.add = /** + * Add another vector to this one. + * + * @param {Vec2} other The other Vector. + * @return {Vec2} This for chaining. + */ + function (a) { + this.x += a.x; + this.y += a.y; + return this; + }; + Vec2.prototype.subtract = /** + * Subtract another vector from this one. + * + * @param {Vec2} other The other Vector. + * @return {Vec2} This for chaining. + */ + function (v) { + this.x -= v.x; + this.y -= v.y; + return this; + }; + Vec2.prototype.multiply = /** + * Multiply another vector with this one. + * + * @param {Vec2} other The other Vector. + * @return {Vec2} This for chaining. + */ + function (v) { + this.x *= v.x; + this.y *= v.y; + return this; + }; + Vec2.prototype.divide = /** + * Divide this vector by another one. + * + * @param {Vec2} other The other Vector. + * @return {Vec2} This for chaining. + */ + function (v) { + this.x /= v.x; + this.y /= v.y; + return this; + }; + Vec2.prototype.length = /** + * Get the length of this vector. + * + * @return {number} The length of this vector. + */ + function () { + return Phaser.Math.sqrt((this.x * this.x) + (this.y * this.y)); + }; + Vec2.prototype.lengthSq = /** + * Get the length squared of this vector. + * + * @return {number} The length^2 of this vector. + */ + function () { + return (this.x * this.x) + (this.y * this.y); + }; + Vec2.prototype.dot = /** + * The dot product of two 2D vectors. + * + * @param {Vec2} a Reference to a source Vec2 object. + * @return {Number} + */ + function (a) { + return ((this.x * a.x) + (this.y * a.y)); + }; + Vec2.prototype.cross = /** + * The cross product of two 2D vectors. + * + * @param {Vec2} a Reference to a source Vec2 object. + * @return {Number} + */ + function (a) { + return ((this.x * a.y) - (this.y * a.x)); + }; + Vec2.prototype.projectionLength = /** + * The projection magnitude of two 2D vectors. + * + * @param {Vec2} a Reference to a source Vec2 object. + * @return {Number} + */ + function (a) { + var den = a.dot(a); + if(den == 0) { + return 0; + } else { + return Phaser.Math.abs(this.dot(a) / den); + } + }; + Vec2.prototype.angle = /** + * The angle between two 2D vectors. + * + * @param {Vec2} a Reference to a source Vec2 object. + * @return {Number} + */ + function (a) { + return Phaser.Math.atan2(a.x * this.y - a.y * this.x, a.x * this.x + a.y * this.y); + }; + Vec2.prototype.scale = /** + * Scale this vector. + * + * @param {number} x The scaling factor in the x direction. + * @param {?number=} y The scaling factor in the y direction. If this is not specified, the x scaling factor will be used. + * @return {Vec2} This for chaining. + */ + function (x, y) { + this.x *= x; + this.y *= y || x; + return this; + }; + Vec2.prototype.divideByScalar = /** + * Divide this vector by the given scalar. + * + * @param {number} scalar + * @return {Vec2} This for chaining. + */ + function (scalar) { + this.x /= scalar; + this.y /= scalar; + return this; + }; + Vec2.prototype.reverse = /** + * Reverse this vector. + * + * @return {Vec2} This for chaining. + */ + function () { + this.x = -this.x; + this.y = -this.y; + return this; + }; + Vec2.prototype.toString = /** + * Returns a string representation of this object. + * @method toString + * @return {string} a string representation of the object. + **/ + function () { + return "[{Vec2 (x=" + this.x + " y=" + this.y + ")}]"; + }; + return Vec2; + })(); + Phaser.Vec2 = Vec2; +})(Phaser || (Phaser = {})); +/// +/// +/** +* Phaser - PointUtils +* +* A collection of methods useful for manipulating and comparing Point objects. +* +* TODO: interpolate & polar +*/ +var Phaser; +(function (Phaser) { + var PointUtils = (function () { + function PointUtils() { } + PointUtils.add = /** + * Adds the coordinates of two points together to create a new point. + * @method add + * @param {Point} a - The first Point object. + * @param {Point} b - The second Point object. + * @param {Point} out - Optional Point to store the value in, if not supplied a new Point object will be created. + * @return {Point} The new Point object. + **/ + function add(a, b, out) { + if (typeof out === "undefined") { out = new Phaser.Point(); } + return out.setTo(a.x + b.x, a.y + b.y); + }; + PointUtils.subtract = /** + * Subtracts the coordinates of two points to create a new point. + * @method subtract + * @param {Point} a - The first Point object. + * @param {Point} b - The second Point object. + * @param {Point} out - Optional Point to store the value in, if not supplied a new Point object will be created. + * @return {Point} The new Point object. + **/ + function subtract(a, b, out) { + if (typeof out === "undefined") { out = new Phaser.Point(); } + return out.setTo(a.x - b.x, a.y - b.y); + }; + PointUtils.multiply = /** + * Multiplies the coordinates of two points to create a new point. + * @method subtract + * @param {Point} a - The first Point object. + * @param {Point} b - The second Point object. + * @param {Point} out - Optional Point to store the value in, if not supplied a new Point object will be created. + * @return {Point} The new Point object. + **/ + function multiply(a, b, out) { + if (typeof out === "undefined") { out = new Phaser.Point(); } + return out.setTo(a.x * b.x, a.y * b.y); + }; + PointUtils.divide = /** + * Divides the coordinates of two points to create a new point. + * @method subtract + * @param {Point} a - The first Point object. + * @param {Point} b - The second Point object. + * @param {Point} out - Optional Point to store the value in, if not supplied a new Point object will be created. + * @return {Point} The new Point object. + **/ + function divide(a, b, out) { + if (typeof out === "undefined") { out = new Phaser.Point(); } + return out.setTo(a.x / b.x, a.y / b.y); + }; + PointUtils.clamp = /** + * Clamps the Point object values to be between the given min and max + * @method clamp + * @param {Point} a - The point. + * @param {number} The minimum value to clamp this Point to + * @param {number} The maximum value to clamp this Point to + * @return {Point} This Point object. + **/ + function clamp(a, min, max) { + PointUtils.clampX(a, min, max); + PointUtils.clampY(a, min, max); + return a; + }; + PointUtils.clampX = /** + * Clamps the x value of the given Point object to be between the min and max values. + * @method clampX + * @param {Point} a - The point. + * @param {number} The minimum value to clamp this Point to + * @param {number} The maximum value to clamp this Point to + * @return {Point} This Point object. + **/ + function clampX(a, min, max) { + a.x = Phaser.Math.max(Phaser.Math.min(a.x, max), min); + return a; + }; + PointUtils.clampY = /** + * Clamps the y value of the given Point object to be between the min and max values. + * @method clampY + * @param {Point} a - The point. + * @param {number} The minimum value to clamp this Point to + * @param {number} The maximum value to clamp this Point to + * @return {Point} This Point object. + **/ + function clampY(a, min, max) { + a.y = Phaser.Math.max(Phaser.Math.min(a.y, max), min); + return a; + }; + PointUtils.clone = /** + * Creates a copy of the given Point. + * @method clone + * @param {Point} output Optional Point object. If given the values will be set into this object, otherwise a brand new Point object will be created and returned. + * @return {Point} The new Point object. + **/ + function clone(a, output) { + if (typeof output === "undefined") { output = new Phaser.Point(); } + return output.setTo(a.x, a.y); + }; + PointUtils.distanceBetween = /** + * Returns the distance between the two given Point objects. + * @method distanceBetween + * @param {Point} a - The first Point object. + * @param {Point} b - The second Point object. + * @param {Boolean} round - Round the distance to the nearest integer (default false) + * @return {Number} The distance between the two Point objects. + **/ + function distanceBetween(a, b, round) { + if (typeof round === "undefined") { round = false; } + var dx = a.x - b.x; + var dy = a.y - b.y; + if(round === true) { + return Phaser.Math.round(Phaser.Math.sqrt(dx * dx + dy * dy)); + } else { + return Phaser.Math.sqrt(dx * dx + dy * dy); + } + }; + PointUtils.equals = /** + * Determines whether the two given Point objects are equal. They are considered equal if they have the same x and y values. + * @method equals + * @param {Point} a - The first Point object. + * @param {Point} b - The second Point object. + * @return {Boolean} A value of true if the Points are equal, otherwise false. + **/ + function equals(a, b) { + return (a.x == b.x && a.y == b.y); + }; + PointUtils.rotate = /** + * Determines a point between two specified points. The parameter f determines where the new interpolated point is located relative to the two end points specified by parameters pt1 and pt2. + * The closer the value of the parameter f is to 1.0, the closer the interpolated point is to the first point (parameter pt1). The closer the value of the parameter f is to 0, the closer the interpolated point is to the second point (parameter pt2). + * @method interpolate + * @param {Point} pointA - The first Point object. + * @param {Point} pointB - The second Point object. + * @param {Number} f - The level of interpolation between the two points. Indicates where the new point will be, along the line between pt1 and pt2. If f=1, pt1 is returned; if f=0, pt2 is returned. + * @return {Point} The new interpolated Point object. + **/ + //static interpolate(pointA, pointB, f) { + //} + /** + * Converts a pair of polar coordinates to a Cartesian point coordinate. + * @method polar + * @param {Number} length - The length coordinate of the polar pair. + * @param {Number} angle - The angle, in radians, of the polar pair. + * @return {Point} The new Cartesian Point object. + **/ + //static polar(length, angle) { + //} + /** + * Rotates a Point around the x/y coordinates given to the desired angle. + * @param a {Point} The Point object to rotate. + * @param x {number} The x coordinate of the anchor point + * @param y {number} The y coordinate of the anchor point + * @param {Number} angle The angle in radians (unless asDegrees is true) to rotate the Point to. + * @param {Boolean} asDegrees Is the given angle in radians (false) or degrees (true)? + * @param {Number} distance An optional distance constraint between the Point and the anchor. + * @return The modified point object + */ + function rotate(a, x, y, angle, asDegrees, distance) { + if (typeof asDegrees === "undefined") { asDegrees = false; } + if (typeof distance === "undefined") { distance = null; } + if(asDegrees) { + angle = angle * Phaser.GameMath.DEG_TO_RAD; + } + // Get distance from origin (cx/cy) to this point + if(distance === null) { + distance = Phaser.Math.sqrt(((x - a.x) * (x - a.x)) + ((y - a.y) * (y - a.y))); + } + return a.setTo(x + distance * Phaser.Math.cos(angle), y + distance * Phaser.Math.sin(angle)); + }; + PointUtils.rotateAroundPoint = /** + * Rotates a Point around the given Point to the desired angle. + * @param a {Point} The Point object to rotate. + * @param b {Point} The Point object to serve as point of rotation. + * @param x {number} The x coordinate of the anchor point + * @param y {number} The y coordinate of the anchor point + * @param {Number} angle The angle in radians (unless asDegrees is true) to rotate the Point to. + * @param {Boolean} asDegrees Is the given angle in radians (false) or degrees (true)? + * @param {Number} distance An optional distance constraint between the Point and the anchor. + * @return The modified point object + */ + function rotateAroundPoint(a, b, angle, asDegrees, distance) { + if (typeof asDegrees === "undefined") { asDegrees = false; } + if (typeof distance === "undefined") { distance = null; } + return PointUtils.rotate(a, b.x, b.y, angle, asDegrees, distance); + }; + return PointUtils; + })(); +})(Phaser || (Phaser = {})); +/// +/** +* Phaser - Circle +* +* A Circle object is an area defined by its position, as indicated by its center point (x,y) and diameter. +*/ +var Phaser; +(function (Phaser) { + var Circle = (function () { + /** + * Creates a new Circle object with the center coordinate specified by the x and y parameters and the diameter specified by the diameter parameter. If you call this function without parameters, a circle with x, y, diameter and radius properties set to 0 is created. + * @class Circle + * @constructor + * @param {Number} [x] The x coordinate of the center of the circle. + * @param {Number} [y] The y coordinate of the center of the circle. + * @param {Number} [diameter] The diameter of the circle. + * @return {Circle} This circle object + **/ + function Circle(x, y, diameter) { + if (typeof x === "undefined") { x = 0; } + if (typeof y === "undefined") { y = 0; } + if (typeof diameter === "undefined") { diameter = 0; } + this._diameter = 0; + this._radius = 0; + /** + * The x coordinate of the center of the circle + * @property x + * @type Number + **/ + this.x = 0; + /** + * The y coordinate of the center of the circle + * @property y + * @type Number + **/ + this.y = 0; + this.setTo(x, y, diameter); + } + Object.defineProperty(Circle.prototype, "diameter", { + get: /** + * The diameter of the circle. The largest distance between any two points on the circle. The same as the radius * 2. + * @method diameter + * @return {Number} + **/ + function () { + return this._diameter; + }, + set: /** + * The diameter of the circle. The largest distance between any two points on the circle. The same as the radius * 2. + * @method diameter + * @param {Number} The diameter of the circle. + **/ + function (value) { + if(value > 0) { + this._diameter = value; + this._radius = value * 0.5; + } + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Circle.prototype, "radius", { + get: /** + * The radius of the circle. The length of a line extending from the center of the circle to any point on the circle itself. The same as half the diameter. + * @method radius + * @return {Number} + **/ + function () { + return this._radius; + }, + set: /** + * The radius of the circle. The length of a line extending from the center of the circle to any point on the circle itself. The same as half the diameter. + * @method radius + * @param {Number} The radius of the circle. + **/ + function (value) { + if(value > 0) { + this._radius = value; + this._diameter = value * 2; + } + }, + enumerable: true, + configurable: true + }); + Circle.prototype.circumference = /** + * The circumference of the circle. + * @method circumference + * @return {Number} + **/ + function () { + return 2 * (Phaser.Math.PI * this._radius); + }; + Object.defineProperty(Circle.prototype, "bottom", { + get: /** + * The sum of the y and radius properties. Changing the bottom property of a Circle object has no effect on the x and y properties, but does change the diameter. + * @method bottom + * @return {Number} + **/ + function () { + return this.y + this._radius; + }, + set: /** + * The sum of the y and radius properties. Changing the bottom property of a Circle object has no effect on the x and y properties, but does change the diameter. + * @method bottom + * @param {Number} The value to adjust the height of the circle by. + **/ + function (value) { + if(value < this.y) { + this._radius = 0; + this._diameter = 0; + } else { + this.radius = value - this.y; + } + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Circle.prototype, "left", { + get: /** + * The x coordinate of the leftmost point of the circle. Changing the left property of a Circle object has no effect on the x and y properties. However it does affect the diameter, whereas changing the x value does not affect the diameter property. + * @method left + * @return {Number} The x coordinate of the leftmost point of the circle. + **/ + function () { + return this.x - this._radius; + }, + set: /** + * The x coordinate of the leftmost point of the circle. Changing the left property of a Circle object has no effect on the x and y properties. However it does affect the diameter, whereas changing the x value does not affect the diameter property. + * @method left + * @param {Number} The value to adjust the position of the leftmost point of the circle by. + **/ + function (value) { + if(value > this.x) { + this._radius = 0; + this._diameter = 0; + } else { + this.radius = this.x - value; + } + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Circle.prototype, "right", { + get: /** + * The x coordinate of the rightmost point of the circle. Changing the right property of a Circle object has no effect on the x and y properties. However it does affect the diameter, whereas changing the x value does not affect the diameter property. + * @method right + * @return {Number} + **/ + function () { + return this.x + this._radius; + }, + set: /** + * The x coordinate of the rightmost point of the circle. Changing the right property of a Circle object has no effect on the x and y properties. However it does affect the diameter, whereas changing the x value does not affect the diameter property. + * @method right + * @param {Number} The amount to adjust the diameter of the circle by. + **/ + function (value) { + if(value < this.x) { + this._radius = 0; + this._diameter = 0; + } else { + this.radius = value - this.x; + } + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Circle.prototype, "top", { + get: /** + * The sum of the y minus the radius property. Changing the top property of a Circle object has no effect on the x and y properties, but does change the diameter. + * @method bottom + * @return {Number} + **/ + function () { + return this.y - this._radius; + }, + set: /** + * The sum of the y minus the radius property. Changing the top property of a Circle object has no effect on the x and y properties, but does change the diameter. + * @method bottom + * @param {Number} The amount to adjust the height of the circle by. + **/ + function (value) { + if(value > this.y) { + this._radius = 0; + this._diameter = 0; + } else { + this.radius = this.y - value; + } + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Circle.prototype, "area", { + get: /** + * Gets the area of this Circle. + * @method area + * @return {Number} This area of this circle. + **/ + function () { + if(this._radius > 0) { + return Phaser.Math.PI * this._radius * this._radius; + } else { + return 0; + } + }, + enumerable: true, + configurable: true + }); + Circle.prototype.setTo = /** + * Sets the members of Circle to the specified values. + * @method setTo + * @param {Number} x The x coordinate of the center of the circle. + * @param {Number} y The y coordinate of the center of the circle. + * @param {Number} diameter The diameter of the circle in pixels. + * @return {Circle} This circle object + **/ + function (x, y, diameter) { + this.x = x; + this.y = y; + this._diameter = diameter; + this._radius = diameter * 0.5; + return this; + }; + Object.defineProperty(Circle.prototype, "empty", { + get: /** + * Determines whether or not this Circle object is empty. + * @method empty + * @return {Boolean} A value of true if the Circle objects diameter is less than or equal to 0; otherwise false. + **/ + function () { + return (this._diameter == 0); + }, + set: /** + * Sets all of the Circle objects properties to 0. A Circle object is empty if its diameter is less than or equal to 0. + * @method setEmpty + * @return {Circle} This Circle object + **/ + function (value) { + return this.setTo(0, 0, 0); + }, + enumerable: true, + configurable: true + }); + Circle.prototype.offset = /** + * Adjusts the location of the Circle object, as determined by its center coordinate, by the specified amounts. + * @method offset + * @param {Number} dx Moves the x value of the Circle object by this amount. + * @param {Number} dy Moves the y value of the Circle object by this amount. + * @return {Circle} This Circle object. + **/ + function (dx, dy) { + this.x += dx; + this.y += dy; + return this; + }; + Circle.prototype.offsetPoint = /** + * Adjusts the location of the Circle object using a Point object as a parameter. This method is similar to the Circle.offset() method, except that it takes a Point object as a parameter. + * @method offsetPoint + * @param {Point} point A Point object to use to offset this Circle object. + * @return {Circle} This Circle object. + **/ + function (point) { + return this.offset(point.x, point.y); + }; + Circle.prototype.toString = /** + * Returns a string representation of this object. + * @method toString + * @return {string} a string representation of the instance. + **/ + function () { + return "[{Circle (x=" + this.x + " y=" + this.y + " diameter=" + this.diameter + " radius=" + this.radius + ")}]"; + }; + return Circle; + })(); + Phaser.Circle = Circle; +})(Phaser || (Phaser = {})); +/// +/// +/// +/// +/** +* Phaser - CircleUtils +* +* A collection of methods useful for manipulating and comparing Circle objects. +* +* TODO: +*/ +var Phaser; +(function (Phaser) { + var CircleUtils = (function () { + function CircleUtils() { } + CircleUtils.clone = /** + * Returns a new Circle object with the same values for the x, y, width, and height properties as the original Circle object. + * @method clone + * @param {Circle} a - The Circle object. + * @param {Circle} [optional] out Optional Circle object. If given the values will be set into the object, otherwise a brand new Circle object will be created and returned. + * @return {Phaser.Circle} + **/ + function clone(a, out) { + if (typeof out === "undefined") { out = new Phaser.Circle(); } + return out.setTo(a.x, a.y, a.diameter); + }; + CircleUtils.contains = /** + * Return true if the given x/y coordinates are within the Circle object. + * If you need details about the intersection then use Phaser.Intersect.circleContainsPoint instead. + * @method contains + * @param {Circle} a - The Circle object. + * @param {Number} The X value of the coordinate to test. + * @param {Number} The Y value of the coordinate to test. + * @return {Boolean} True if the coordinates are within this circle, otherwise false. + **/ + function contains(a, x, y) { + return (a.radius * a.radius >= Phaser.Collision.distanceSquared(a.x, a.y, x, y)); + }; + CircleUtils.containsPoint = /** + * Return true if the coordinates of the given Point object are within this Circle object. + * If you need details about the intersection then use Phaser.Intersect.circleContainsPoint instead. + * @method containsPoint + * @param {Circle} a - The Circle object. + * @param {Point} The Point object to test. + * @return {Boolean} True if the coordinates are within this circle, otherwise false. + **/ + function containsPoint(a, point) { + return CircleUtils.contains(a, point.x, point.y); + }; + CircleUtils.containsCircle = /** + * Return true if the given Circle is contained entirely within this Circle object. + * If you need details about the intersection then use Phaser.Intersect.circleToCircle instead. + * @method containsCircle + * @param {Circle} The Circle object to test. + * @return {Boolean} True if the coordinates are within this circle, otherwise false. + **/ + function containsCircle(a, b) { + return ((a.radius + b.radius) * (a.radius + b.radius)) >= Phaser.Collision.distanceSquared(a.x, a.y, b.x, b.y); + }; + CircleUtils.distanceBetween = /** + * Returns the distance from the center of the Circle object to the given object (can be Circle, Point or anything with x/y properties) + * @method distanceBetween + * @param {Circle} a - The Circle object. + * @param {Circle} b - The target object. Must have visible x and y properties that represent the center of the object. + * @param {Boolean} [optional] round - Round the distance to the nearest integer (default false) + * @return {Number} The distance between this Point object and the destination Point object. + **/ + function distanceBetween(a, target, round) { + if (typeof round === "undefined") { round = false; } + var dx = a.x - target.x; + var dy = a.y - target.y; + if(round === true) { + return Phaser.Math.round(Phaser.Math.sqrt(dx * dx + dy * dy)); + } else { + return Phaser.Math.sqrt(dx * dx + dy * dy); + } + }; + CircleUtils.equals = /** + * Determines whether the two Circle objects match. This method compares the x, y and diameter properties. + * @method equals + * @param {Circle} a - The first Circle object. + * @param {Circle} b - The second Circle object. + * @return {Boolean} A value of true if the object has exactly the same values for the x, y and diameter properties as this Circle object; otherwise false. + **/ + function equals(a, b) { + return (a.x == b.x && a.y == b.y && a.diameter == b.diameter); + }; + CircleUtils.intersects = /** + * Determines whether the two Circle objects intersect. + * This method checks the radius distances between the two Circle objects to see if they intersect. + * @method intersects + * @param {Circle} a - The first Circle object. + * @param {Circle} b - The second Circle object. + * @return {Boolean} A value of true if the specified object intersects with this Circle object; otherwise false. + **/ + function intersects(a, b) { + return (CircleUtils.distanceBetween(a, b) <= (a.radius + b.radius)); + }; + CircleUtils.circumferencePoint = /** + * Returns a Point object containing the coordinates of a point on the circumference of the Circle based on the given angle. + * @method circumferencePoint + * @param {Circle} a - The first Circle object. + * @param {Number} angle The angle in radians (unless asDegrees is true) to return the point from. + * @param {Boolean} asDegrees Is the given angle in radians (false) or degrees (true)? + * @param {Phaser.Point} [optional] output An optional Point object to put the result in to. If none specified a new Point object will be created. + * @return {Phaser.Point} The Point object holding the result. + **/ + function circumferencePoint(a, angle, asDegrees, out) { + if (typeof asDegrees === "undefined") { asDegrees = false; } + if (typeof out === "undefined") { out = new Phaser.Point(); } + if(asDegrees === true) { + angle = angle * Phaser.GameMath.DEG_TO_RAD; + } + return out.setTo(a.x + a.radius * Phaser.Math.cos(angle), a.y + a.radius * Phaser.Math.sin(angle)); + }; + return CircleUtils; + })(); + Phaser.CircleUtils = CircleUtils; +})(Phaser || (Phaser = {})); +/// +/// +/// +/** +* Phaser - RectangleUtils +* +* A collection of methods useful for manipulating and comparing Rectangle objects. +* +* TODO: Check docs + overlap + intersect + toPolygon? +*/ +var Phaser; +(function (Phaser) { + var RectangleUtils = (function () { + function RectangleUtils() { } + RectangleUtils.getTopLeftAsPoint = /** + * Get the location of the Rectangles top-left corner as a Point object. + * @method getTopLeftAsPoint + * @param {Rectangle} a - The Rectangle object. + * @param {Point} out - Optional Point to store the value in, if not supplied a new Point object will be created. + * @return {Point} The new Point object. + **/ + function getTopLeftAsPoint(a, out) { + if (typeof out === "undefined") { out = new Phaser.Point(); } + return out.setTo(a.x, a.y); + }; + RectangleUtils.getBottomRightAsPoint = /** + * Get the location of the Rectangles bottom-right corner as a Point object. + * @method getTopLeftAsPoint + * @param {Rectangle} a - The Rectangle object. + * @param {Point} out - Optional Point to store the value in, if not supplied a new Point object will be created. + * @return {Point} The new Point object. + **/ + function getBottomRightAsPoint(a, out) { + if (typeof out === "undefined") { out = new Phaser.Point(); } + return out.setTo(a.right, a.bottom); + }; + RectangleUtils.inflate = /** + * Increases the size of the Rectangle object by the specified amounts. The center point of the Rectangle object stays the same, and its size increases to the left and right by the dx value, and to the top and the bottom by the dy value. + * @method inflate + * @param {Rectangle} a - The Rectangle object. + * @param {Number} dx The amount to be added to the left side of the Rectangle. + * @param {Number} dy The amount to be added to the bottom side of the Rectangle. + * @return {Rectangle} This Rectangle object. + **/ + function inflate(a, dx, dy) { + a.x -= dx; + a.width += 2 * dx; + a.y -= dy; + a.height += 2 * dy; + return a; + }; + RectangleUtils.inflatePoint = /** + * Increases the size of the Rectangle object. This method is similar to the Rectangle.inflate() method except it takes a Point object as a parameter. + * @method inflatePoint + * @param {Rectangle} a - The Rectangle object. + * @param {Point} point The x property of this Point object is used to increase the horizontal dimension of the Rectangle object. The y property is used to increase the vertical dimension of the Rectangle object. + * @return {Rectangle} The Rectangle object. + **/ + function inflatePoint(a, point) { + return RectangleUtils.inflate(a, point.x, point.y); + }; + RectangleUtils.size = /** + * The size of the Rectangle object, expressed as a Point object with the values of the width and height properties. + * @method size + * @param {Rectangle} a - The Rectangle object. + * @param {Point} output Optional Point object. If given the values will be set into the object, otherwise a brand new Point object will be created and returned. + * @return {Point} The size of the Rectangle object + **/ + function size(a, output) { + if (typeof output === "undefined") { output = new Phaser.Point(); } + return output.setTo(a.width, a.height); + }; + RectangleUtils.clone = /** + * Returns a new Rectangle object with the same values for the x, y, width, and height properties as the original Rectangle object. + * @method clone + * @param {Rectangle} a - The Rectangle object. + * @param {Rectangle} output Optional Rectangle object. If given the values will be set into the object, otherwise a brand new Rectangle object will be created and returned. + * @return {Rectangle} + **/ + function clone(a, output) { + if (typeof output === "undefined") { output = new Phaser.Rectangle(); } + return output.setTo(a.x, a.y, a.width, a.height); + }; + RectangleUtils.contains = /** + * Determines whether the specified coordinates are contained within the region defined by this Rectangle object. + * @method contains + * @param {Rectangle} a - The Rectangle object. + * @param {Number} x The x coordinate of the point to test. + * @param {Number} y The y coordinate of the point to test. + * @return {Boolean} A value of true if the Rectangle object contains the specified point; otherwise false. + **/ + function contains(a, x, y) { + return (x >= a.x && x <= a.right && y >= a.y && y <= a.bottom); + }; + RectangleUtils.containsPoint = /** + * Determines whether the specified point is contained within the rectangular region defined by this Rectangle object. This method is similar to the Rectangle.contains() method, except that it takes a Point object as a parameter. + * @method containsPoint + * @param {Rectangle} a - The Rectangle object. + * @param {Point} point The point object being checked. Can be Point or any object with .x and .y values. + * @return {Boolean} A value of true if the Rectangle object contains the specified point; otherwise false. + **/ + function containsPoint(a, point) { + return RectangleUtils.contains(a, point.x, point.y); + }; + RectangleUtils.containsRect = /** + * Determines whether the first Rectangle object is fully contained within the second Rectangle object. + * A Rectangle object is said to contain another if the second Rectangle object falls entirely within the boundaries of the first. + * @method containsRect + * @param {Rectangle} a - The first Rectangle object. + * @param {Rectangle} b - The second Rectangle object. + * @return {Boolean} A value of true if the Rectangle object contains the specified point; otherwise false. + **/ + function containsRect(a, b) { + // If the given rect has a larger volume than this one then it can never contain it + if(a.volume > b.volume) { + return false; + } + return (a.x >= b.x && a.y >= b.y && a.right <= b.right && a.bottom <= b.bottom); + }; + RectangleUtils.equals = /** + * Determines whether the two Rectangles are equal. + * This method compares the x, y, width and height properties of each Rectangle. + * @method equals + * @param {Rectangle} a - The first Rectangle object. + * @param {Rectangle} b - The second Rectangle object. + * @return {Boolean} A value of true if the two Rectangles have exactly the same values for the x, y, width and height properties; otherwise false. + **/ + function equals(a, b) { + return (a.x == b.x && a.y == b.y && a.width == b.width && a.height == b.height); + }; + RectangleUtils.intersection = /** + * If the Rectangle object specified in the toIntersect parameter intersects with this Rectangle object, returns the area of intersection as a Rectangle object. If the rectangles do not intersect, this method returns an empty Rectangle object with its properties set to 0. + * @method intersection + * @param {Rectangle} a - The first Rectangle object. + * @param {Rectangle} b - The second Rectangle object. + * @param {Rectangle} output Optional Rectangle object. If given the intersection values will be set into this object, otherwise a brand new Rectangle object will be created and returned. + * @return {Rectangle} A Rectangle object that equals the area of intersection. If the rectangles do not intersect, this method returns an empty Rectangle object; that is, a rectangle with its x, y, width, and height properties set to 0. + **/ + function intersection(a, b, out) { + if (typeof out === "undefined") { out = new Phaser.Rectangle(); } + if(RectangleUtils.intersects(a, b)) { + out.x = Phaser.Math.max(a.x, b.x); + out.y = Phaser.Math.max(a.y, b.y); + out.width = Phaser.Math.min(a.right, b.right) - out.x; + out.height = Phaser.Math.min(a.bottom, b.bottom) - out.y; + } + return out; + }; + RectangleUtils.intersects = /** + * Determines whether the two Rectangles intersect with each other. + * This method checks the x, y, width, and height properties of the Rectangles. + * @method intersects + * @param {Rectangle} a - The first Rectangle object. + * @param {Rectangle} b - The second Rectangle object. + * @param {Number} tolerance A tolerance value to allow for an intersection test with padding, default to 0 + * @return {Boolean} A value of true if the specified object intersects with this Rectangle object; otherwise false. + **/ + function intersects(a, b, tolerance) { + if (typeof tolerance === "undefined") { tolerance = 0; } + // ? + //return (a.right > b.x) && (a.x < b.right) && (a.bottom > b.y) && (a.y < b.bottom); + return !(a.left > b.right + tolerance || a.right < b.left - tolerance || a.top > b.bottom + tolerance || a.bottom < b.top - tolerance); + //if (a.x >= b.right || a.right <= b.x || a.bottom <= b.y || a.y >= b.bottom) + //{ + // return false; + //} + //return true; + }; + RectangleUtils.intersectsRaw = /** + * Determines whether the object specified intersects (overlaps) with the given values. + * @method intersectsRaw + * @param {Number} left + * @param {Number} right + * @param {Number} top + * @param {Number} bottomt + * @param {Number} tolerance A tolerance value to allow for an intersection test with padding, default to 0 + * @return {Boolean} A value of true if the specified object intersects with the Rectangle; otherwise false. + **/ + function intersectsRaw(a, left, right, top, bottom, tolerance) { + if (typeof tolerance === "undefined") { tolerance = 0; } + return !(left > a.right + tolerance || right < a.left - tolerance || top > a.bottom + tolerance || bottom < a.top - tolerance); + }; + RectangleUtils.union = /** + * Adds two rectangles together to create a new Rectangle object, by filling in the horizontal and vertical space between the two rectangles. + * @method union + * @param {Rectangle} a - The first Rectangle object. + * @param {Rectangle} b - The second Rectangle object. + * @param {Rectangle} output Optional Rectangle object. If given the new values will be set into this object, otherwise a brand new Rectangle object will be created and returned. + * @return {Rectangle} A Rectangle object that is the union of the two rectangles. + **/ + function union(a, b, out) { + if (typeof out === "undefined") { out = new Phaser.Rectangle(); } + return out.setTo(Phaser.Math.min(a.x, b.x), Phaser.Math.min(a.y, b.y), Phaser.Math.max(a.right, b.right), Phaser.Math.max(a.bottom, b.bottom)); + }; + return RectangleUtils; + })(); + Phaser.RectangleUtils = RectangleUtils; +})(Phaser || (Phaser = {})); +/// +/// +/** +* Phaser - Vec2Utils +* +* A collection of methods useful for manipulating and performing operations on 2D vectors. +* +*/ +var Phaser; +(function (Phaser) { + var Vec2Utils = (function () { + function Vec2Utils() { } + Vec2Utils.add = /** + * Adds two 2D vectors. + * + * @param {Vec2} a Reference to a source Vec2 object. + * @param {Vec2} b Reference to a source Vec2 object. + * @param {Vec2} out The output Vec2 that is the result of the operation. + * @return {Vec2} A Vec2 that is the sum of the two vectors. + */ + function add(a, b, out) { + if (typeof out === "undefined") { out = new Phaser.Vec2(); } + return out.setTo(a.x + b.x, a.y + b.y); + }; + Vec2Utils.subtract = /** + * Subtracts two 2D vectors. + * + * @param {Vec2} a Reference to a source Vec2 object. + * @param {Vec2} b Reference to a source Vec2 object. + * @param {Vec2} out The output Vec2 that is the result of the operation. + * @return {Vec2} A Vec2 that is the difference of the two vectors. + */ + function subtract(a, b, out) { + if (typeof out === "undefined") { out = new Phaser.Vec2(); } + return out.setTo(a.x - b.x, a.y - b.y); + }; + Vec2Utils.multiply = /** + * Multiplies two 2D vectors. + * + * @param {Vec2} a Reference to a source Vec2 object. + * @param {Vec2} b Reference to a source Vec2 object. + * @param {Vec2} out The output Vec2 that is the result of the operation. + * @return {Vec2} A Vec2 that is the sum of the two vectors multiplied. + */ + function multiply(a, b, out) { + if (typeof out === "undefined") { out = new Phaser.Vec2(); } + return out.setTo(a.x * b.x, a.y * b.y); + }; + Vec2Utils.divide = /** + * Divides two 2D vectors. + * + * @param {Vec2} a Reference to a source Vec2 object. + * @param {Vec2} b Reference to a source Vec2 object. + * @param {Vec2} out The output Vec2 that is the result of the operation. + * @return {Vec2} A Vec2 that is the sum of the two vectors divided. + */ + function divide(a, b, out) { + if (typeof out === "undefined") { out = new Phaser.Vec2(); } + return out.setTo(a.x / b.x, a.y / b.y); + }; + Vec2Utils.scale = /** + * Scales a 2D vector. + * + * @param {Vec2} a Reference to a source Vec2 object. + * @param {number} s Scaling value. + * @param {Vec2} out The output Vec2 that is the result of the operation. + * @return {Vec2} A Vec2 that is the scaled vector. + */ + function scale(a, s, out) { + if (typeof out === "undefined") { out = new Phaser.Vec2(); } + return out.setTo(a.x * s, a.y * s); + }; + Vec2Utils.perp = /** + * Rotate a 2D vector by 90 degrees. + * + * @param {Vec2} a Reference to a source Vec2 object. + * @param {Vec2} out The output Vec2 that is the result of the operation. + * @return {Vec2} A Vec2 that is the scaled vector. + */ + function perp(a, out) { + if (typeof out === "undefined") { out = new Phaser.Vec2(); } + return out.setTo(a.y, -a.x); + }; + Vec2Utils.equals = /** + * Checks if two 2D vectors are equal. + * + * @param {Vec2} a Reference to a source Vec2 object. + * @param {Vec2} b Reference to a source Vec2 object. + * @return {Boolean} + */ + function equals(a, b) { + return a.x == b.x && a.y == b.y; + }; + Vec2Utils.epsilonEquals = /** + * + * + * @param {Vec2} a Reference to a source Vec2 object. + * @param {Vec2} b Reference to a source Vec2 object. + * @param {Vec2} epsilon + * @return {Boolean} + */ + function epsilonEquals(a, b, epsilon) { + return Phaser.Math.abs(a.x - b.x) <= epsilon && Phaser.Math.abs(a.y - b.y) <= epsilon; + }; + Vec2Utils.distance = /** + * Get the distance between two 2D vectors. + * + * @param {Vec2} a Reference to a source Vec2 object. + * @param {Vec2} b Reference to a source Vec2 object. + * @return {Number} + */ + function distance(a, b) { + return Phaser.Math.sqrt(Vec2Utils.distanceSq(a, b)); + }; + Vec2Utils.distanceSq = /** + * Get the distance squared between two 2D vectors. + * + * @param {Vec2} a Reference to a source Vec2 object. + * @param {Vec2} b Reference to a source Vec2 object. + * @return {Number} + */ + function distanceSq(a, b) { + return ((a.x - b.x) * (a.x - b.x)) + ((a.y - b.y) * (a.y - b.y)); + }; + Vec2Utils.project = /** + * Project two 2D vectors onto another vector. + * + * @param {Vec2} a Reference to a source Vec2 object. + * @param {Vec2} b Reference to a source Vec2 object. + * @param {Vec2} out The output Vec2 that is the result of the operation. + * @return {Vec2} A Vec2. + */ + function project(a, b, out) { + if (typeof out === "undefined") { out = new Phaser.Vec2(); } + var amt = a.dot(b) / b.lengthSq(); + if(amt != 0) { + out.setTo(amt * b.x, amt * b.y); + } + return out; + }; + Vec2Utils.projectUnit = /** + * Project this vector onto a vector of unit length. + * + * @param {Vec2} a Reference to a source Vec2 object. + * @param {Vec2} b Reference to a source Vec2 object. + * @param {Vec2} out The output Vec2 that is the result of the operation. + * @return {Vec2} A Vec2. + */ + function projectUnit(a, b, out) { + if (typeof out === "undefined") { out = new Phaser.Vec2(); } + var amt = a.dot(b); + if(amt != 0) { + out.setTo(amt * b.x, amt * b.y); + } + return out; + }; + Vec2Utils.normalRightHand = /** + * Right-hand normalize (make unit length) a 2D vector. + * + * @param {Vec2} a Reference to a source Vec2 object. + * @param {Vec2} out The output Vec2 that is the result of the operation. + * @return {Vec2} A Vec2. + */ + function normalRightHand(a, out) { + if (typeof out === "undefined") { out = this; } + return out.setTo(a.y * -1, a.x); + }; + Vec2Utils.normalize = /** + * Normalize (make unit length) a 2D vector. + * + * @param {Vec2} a Reference to a source Vec2 object. + * @param {Vec2} out The output Vec2 that is the result of the operation. + * @return {Vec2} A Vec2. + */ + function normalize(a, out) { + if (typeof out === "undefined") { out = new Phaser.Vec2(); } + var m = a.length(); + if(m != 0) { + out.setTo(a.x / m, a.y / m); + } + return out; + }; + Vec2Utils.dot = /** + * The dot product of two 2D vectors. + * + * @param {Vec2} a Reference to a source Vec2 object. + * @param {Vec2} b Reference to a source Vec2 object. + * @return {Number} + */ + function dot(a, b) { + return ((a.x * b.x) + (a.y * b.y)); + }; + Vec2Utils.cross = /** + * The cross product of two 2D vectors. + * + * @param {Vec2} a Reference to a source Vec2 object. + * @param {Vec2} b Reference to a source Vec2 object. + * @return {Number} + */ + function cross(a, b) { + return ((a.x * b.y) - (a.y * b.x)); + }; + Vec2Utils.angle = /** + * The angle between two 2D vectors. + * + * @param {Vec2} a Reference to a source Vec2 object. + * @param {Vec2} b Reference to a source Vec2 object. + * @return {Number} + */ + function angle(a, b) { + return Phaser.Math.atan2(a.x * b.y - a.y * b.x, a.x * b.x + a.y * b.y); + }; + Vec2Utils.angleSq = /** + * The angle squared between two 2D vectors. + * + * @param {Vec2} a Reference to a source Vec2 object. + * @param {Vec2} b Reference to a source Vec2 object. + * @return {Number} + */ + function angleSq(a, b) { + return a.subtract(b).angle(b.subtract(a)); + }; + Vec2Utils.rotate = /** + * Rotate a 2D vector around the origin to the given angle (theta). + * + * @param {Vec2} a Reference to a source Vec2 object. + * @param {Vec2} b Reference to a source Vec2 object. + * @param {Number} theta The angle of rotation in radians. + * @param {Vec2} out The output Vec2 that is the result of the operation. + * @return {Vec2} A Vec2. + */ + function rotate(a, b, theta, out) { + if (typeof out === "undefined") { out = new Phaser.Vec2(); } + var x = a.x - b.x; + var y = a.y - b.y; + return out.setTo(x * Phaser.Math.cos(theta) - y * Phaser.Math.sin(theta) + b.x, x * Phaser.Math.sin(theta) + y * Phaser.Math.cos(theta) + b.y); + }; + Vec2Utils.clone = /** + * Clone a 2D vector. + * + * @param {Vec2} a Reference to a source Vec2 object. + * @param {Vec2} out The output Vec2 that is the result of the operation. + * @return {Vec2} A Vec2 that is a copy of the source Vec2. + */ + function clone(a, out) { + if (typeof out === "undefined") { out = new Phaser.Vec2(); } + return out.setTo(a.x, a.y); + }; + return Vec2Utils; + })(); + Phaser.Vec2Utils = Vec2Utils; + /** + * Reflect this vector on an arbitrary axis. + * + * @param {Vec2} axis The vector representing the axis. + * @return {Vec2} This for chaining. + */ + /* + static reflect(axis): Vec2 { + + var x = this.x; + var y = this.y; + this.project(axis).scale(2); + this.x -= x; + this.y -= y; + + return this; + + } + */ + /** + * Reflect this vector on an arbitrary axis (represented by a unit vector) + * + * @param {Vec2} axis The unit vector representing the axis. + * @return {Vec2} This for chaining. + */ + /* + static reflectN(axis): Vec2 { + + var x = this.x; + var y = this.y; + this.projectN(axis).scale(2); + this.x -= x; + this.y -= y; + + return this; + + } + + static getMagnitude(): number { + return Math.sqrt(Math.pow(this.x, 2) + Math.pow(this.y, 2)); + } + */ + })(Phaser || (Phaser = {})); +var Phaser; +(function (Phaser) { + /// + /** + * Phaser - Vector2 + * + * A two dimensional vector. + * Contains methods and ideas from verlet-js by Sub Protocol, SAT.js by Jim Riecken and N by Metanet Software. Brandon Jones, Colin MacKenzie IV + */ + (function (Math) { + var Vec2 = (function () { + /** + * Creates a new Vector2 object. + * @class Vector2 + * @constructor + * @param {Number} x The x position of the vector + * @param {Number} y The y position of the vector + * @return {Vector2} This object + **/ + function Vec2(x, y) { + if (typeof x === "undefined") { x = 0; } + if (typeof y === "undefined") { y = 0; } + //var GLMAT_ARRAY_TYPE = (typeof Float32Array !== 'undefined') ? Float32Array : Array; + this.x = x; + this.y = y; + } + Vec2.prototype.setTo = function (x, y) { + this.x = x; + this.y = y; + return this; + }; + Vec2.prototype.add = /** + * Add this vector to the given one and return the result. + * + * @param {Vector2} v The other Vector. + * @param {Vector2} The output Vector. + * @return {Vector2} The new Vector + */ + function (v, output) { + if (typeof output === "undefined") { output = new Vector2(); } + return output.setTo(this.x + v.x, this.y + v.y); + }; + Vec2.prototype.sub = /** + * Subtract this vector to the given one and return the result. + * + * @param {Vector2} v The other Vector. + * @param {Vector2} The output Vector. + * @return {Vector2} The new Vector + */ + function (v, output) { + if (typeof output === "undefined") { output = new Vector2(); } + return output.setTo(this.x - v.x, this.y - v.y); + }; + Vec2.prototype.mul = /** + * Multiply this vector with the given one and return the result. + * + * @param {Vector2} v The other Vector. + * @param {Vector2} The output Vector. + * @return {Vector2} The new Vector + */ + function (v, output) { + if (typeof output === "undefined") { output = new Vector2(); } + return output.setTo(this.x * v.x, this.y * v.y); + }; + Vec2.prototype.div = /** + * Divide this vector by the given one and return the result. + * + * @param {Vector2} v The other Vector. + * @param {Vector2} The output Vector. + * @return {Vector2} The new Vector + */ + function (v, output) { + if (typeof output === "undefined") { output = new Vector2(); } + return output.setTo(this.x / v.x, this.y / v.y); + }; + Vec2.prototype.scale = /** + * Scale this vector by the given values and return the result. + * + * @param {number} x The scaling factor in the x direction. + * @param {?number=} y The scaling factor in the y direction. If this + * is not specified, the x scaling factor will be used. + * @return {Vector} The new Vector + */ + function (x, y, output) { + if (typeof y === "undefined") { y = null; } + if (typeof output === "undefined") { output = new Vector2(); } + if(y === null) { + y = x; + } + return output.setTo(this.x * x, this.y * y); + }; + Vec2.prototype.perp = /** + * Rotate this vector by 90 degrees + * + * @return {Vector} This for chaining. + */ + function (output) { + if (typeof output === "undefined") { output = this; } + var x = this.x; + return output.setTo(this.y, -x); + }; + Vec2.prototype.mutableSet = // Same as copyFrom, used by VerletManager + function (v) { + this.x = v.x; + this.y = v.y; + return this; + }; + Vec2.prototype.mutableAdd = /** + * Add another vector to this one. + * + * @param {Vector} other The other Vector. + * @return {Vector} This for chaining. + */ + function (v) { + this.x += v.x; + this.y += v.y; + return this; + }; + Vec2.prototype.mutableSub = /** + * Subtract another vector from this one. + * + * @param {Vector} other The other Vector. + * @return {Vector} This for chaining. + */ + function (v) { + this.x -= v.x; + this.y -= v.y; + return this; + }; + Vec2.prototype.mutableMul = /** + * Multiply another vector with this one. + * + * @param {Vector} other The other Vector. + * @return {Vector} This for chaining. + */ + function (v) { + this.x *= v.x; + this.y *= v.y; + return this; + }; + Vec2.prototype.mutableDiv = /** + * Divide this vector by another one. + * + * @param {Vector} other The other Vector. + * @return {Vector} This for chaining. + */ + function (v) { + this.x /= v.x; + this.y /= v.y; + return this; + }; + Vec2.prototype.mutableScale = /** + * Scale this vector. + * + * @param {number} x The scaling factor in the x direction. + * @param {?number=} y The scaling factor in the y direction. If this + * is not specified, the x scaling factor will be used. + * @return {Vector} This for chaining. + */ + function (x, y) { + this.x *= x; + this.y *= y || x; + return this; + }; + Vec2.prototype.mutableMultiplyByScalar = /** + * Multiply this vector by the given scalar. + * + * @param {number} scalar + * @return {Vector2} This for chaining. + */ + function (scalar) { + this.x *= scalar; + this.y *= scalar; + return this; + }; + Vec2.prototype.mutableDivideByScalar = /** + * Divide this vector by the given scalar. + * + * @param {number} scalar + * @return {Vector2} This for chaining. + */ + function (scalar) { + this.x /= scalar; + this.y /= scalar; + return this; + }; + Vec2.prototype.reverse = /** + * Reverse this vector. + * + * @return {Vector} This for chaining. + */ + function () { + this.x = -this.x; + this.y = -this.y; + return this; + }; + Vec2.prototype.edge = function (v, output) { + if (typeof output === "undefined") { output = new Vector2(); } + return this.sub(v, output); + }; + Vec2.prototype.equals = function (v) { + return this.x == v.x && this.y == v.y; + }; + Vec2.prototype.epsilonEquals = function (v, epsilon) { + return Math.abs(this.x - v.x) <= epsilon && Math.abs(this.y - v.y) <= epsilon; + }; + Vec2.prototype.length = /** + * Get the length of this vector. + * + * @return {number} The length of this vector. + */ + function () { + return Math.sqrt((this.x * this.x) + (this.y * this.y)); + }; + Vec2.prototype.length2 = /** + * Get the length^2 of this vector. + * + * @return {number} The length^2 of this vector. + */ + function () { + return (this.x * this.x) + (this.y * this.y); + }; + Vec2.prototype.distance = /** + * Get the distance between this vector and the given vector. + * + * @return {Vector2} v The vector to check + */ + function (v) { + return Math.sqrt(this.distance2(v)); + }; + Vec2.prototype.distance2 = /** + * Get the distance^2 between this vector and the given vector. + * + * @return {Vector2} v The vector to check + */ + function (v) { + return ((v.x - this.x) * (v.x - this.x)) + ((v.y - this.y) * (v.y - this.y)); + }; + Vec2.prototype.project = /** + * Project this vector on to another vector. + * + * @param {Vector} other The vector to project onto. + * @return {Vector} This for chaining. + */ + function (other) { + var amt = this.dot(other) / other.length2(); + if(amt != 0) { + this.x = amt * other.x; + this.y = amt * other.y; + } + return this; + }; + Vec2.prototype.projectN = /** + * Project this vector onto a vector of unit length. + * + * @param {Vector} other The unit vector to project onto. + * @return {Vector} This for chaining. + */ + function (other) { + var amt = this.dot(other); + if(amt != 0) { + this.x = amt * other.x; + this.y = amt * other.y; + } + return this; + }; + Vec2.prototype.reflect = /** + * Reflect this vector on an arbitrary axis. + * + * @param {Vector} axis The vector representing the axis. + * @return {Vector} This for chaining. + */ + function (axis) { + var x = this.x; + var y = this.y; + this.project(axis).scale(2); + this.x -= x; + this.y -= y; + return this; + }; + Vec2.prototype.reflectN = /** + * Reflect this vector on an arbitrary axis (represented by a unit vector) + * + * @param {Vector} axis The unit vector representing the axis. + * @return {Vector} This for chaining. + */ + function (axis) { + var x = this.x; + var y = this.y; + this.projectN(axis).scale(2); + this.x -= x; + this.y -= y; + return this; + }; + Vec2.prototype.getProjectionMagnitude = function (v) { + var den = v.dot(v); + if(den == 0) { + return 0; + } else { + return Math.abs(this.dot(v) / den); + } + }; + Vec2.prototype.direction = function (output) { + if (typeof output === "undefined") { output = new Vector2(); } + output.copyFrom(this); + return this.normalize(output); + }; + Vec2.prototype.normalRightHand = function (output) { + if (typeof output === "undefined") { output = this; } + return output.setTo(this.y * -1, this.x); + }; + Vec2.prototype.normalize = /** + * Normalize (make unit length) this vector. + * + * @return {Vector} This for chaining. + */ + function (output) { + if (typeof output === "undefined") { output = this; } + var m = this.length(); + if(m != 0) { + output.setTo(this.x / m, this.y / m); + } + return output; + }; + Vec2.prototype.getMagnitude = function () { + return Math.sqrt(Math.pow(this.x, 2) + Math.pow(this.y, 2)); + }; + Vec2.prototype.dot = /** + * Get the dot product of this vector against another. + * + * @param {Vector} other The vector to dot this one against. + * @return {number} The dot product. + */ + function (v) { + return ((this.x * v.x) + (this.y * v.y)); + }; + Vec2.prototype.cross = /** + * Get the cross product of this vector against another. + * + * @param {Vector} other The vector to cross this one against. + * @return {number} The cross product. + */ + function (v) { + return ((this.x * v.y) - (this.y * v.x)); + }; + Vec2.prototype.angle = /** + * Get the angle between this vector and the given vector. + * + * @return {Vector2} v The vector to check + */ + function (v) { + return Math.atan2(this.x * v.y - this.y * v.x, this.x * v.x + this.y * v.y); + }; + Vec2.prototype.angle2 = function (vLeft, vRight) { + return vLeft.sub(this).angle(vRight.sub(this)); + }; + Vec2.prototype.rotate = /** + * Rotate this vector around the origin to the given angle (theta) and return the result in a new Vector + * + * @return {Vector2} v The vector to check + */ + function (origin, theta, output) { + if (typeof output === "undefined") { output = new Vector2(); } + var x = this.x - origin.x; + var y = this.y - origin.y; + return output.setTo(x * Math.cos(theta) - y * Math.sin(theta) + origin.x, x * Math.sin(theta) + y * Math.cos(theta) + origin.y); + }; + Vec2.prototype.clone = function (output) { + if (typeof output === "undefined") { output = new Vector2(); } + return output.setTo(this.x, this.y); + }; + Vec2.prototype.copyFrom = function (v) { + this.x = v.x; + this.y = v.y; + return this; + }; + Vec2.prototype.copyTo = function (v) { + return v.setTo(this.x, this.y); + }; + Vec2.prototype.toString = /** + * Returns a string representation of this object. + * @method toString + * @return {string} a string representation of the object. + **/ + function () { + return "[{Vector2 (x=" + this.x + " y=" + this.y + ")}]"; + }; + return Vec2; + })(); + Math.Vec2 = Vec2; + })(Phaser.Math || (Phaser.Math = {})); + var Math = Phaser.Math; +})(Phaser || (Phaser = {})); +/// +/// +/** +* Phaser - Pointer +* +* A Pointer object is used by the Touch and MSPoint managers and represents a single finger on the touch screen. +*/ +var Phaser; +(function (Phaser) { + var Pointer = (function () { + /** + * Constructor + * @param {Phaser.Game} game. + * @return {Phaser.Pointer} This object. + */ + function Pointer(game, id) { + /** + * Local private variable to store the status of dispatching a hold event + * @property _holdSent + * @type {Boolean} + * @private + */ + this._holdSent = false; + /** + * Local private variable storing the short-term history of pointer movements + * @property _history + * @type {Array} + * @private + */ + this._history = []; + /** + * Local private variable storing the time at which the next history drop should occur + * @property _lastDrop + * @type {Number} + * @private + */ + this._nextDrop = 0; + /** + * A Vector object containing the initial position when the Pointer was engaged with the screen. + * @property positionDown + * @type {Vector2} + **/ + this.positionDown = null; + /** + * A Vector object containing the current position of the Pointer on the screen. + * @property position + * @type {Vector2} + **/ + this.position = null; + /** + * A Circle object centered on the x/y screen coordinates of the Pointer. + * Default size of 44px (Apple's recommended "finger tip" size) + * @property circle + * @type {Circle} + **/ + this.circle = null; + /** + * + * @property withinGame + * @type {Boolean} + */ + this.withinGame = false; + /** + * The horizontal coordinate of point relative to the viewport in pixels, excluding any scroll offset + * @property clientX + * @type {Number} + */ + this.clientX = -1; + /** + * The vertical coordinate of point relative to the viewport in pixels, excluding any scroll offset + * @property clientY + * @type {Number} + */ + this.clientY = -1; + /** + * The horizontal coordinate of point relative to the viewport in pixels, including any scroll offset + * @property pageX + * @type {Number} + */ + this.pageX = -1; + /** + * The vertical coordinate of point relative to the viewport in pixels, including any scroll offset + * @property pageY + * @type {Number} + */ + this.pageY = -1; + /** + * The horizontal coordinate of point relative to the screen in pixels + * @property screenX + * @type {Number} + */ + this.screenX = -1; + /** + * The vertical coordinate of point relative to the screen in pixels + * @property screenY + * @type {Number} + */ + this.screenY = -1; + /** + * The horizontal coordinate of point relative to the game element + * @property x + * @type {Number} + */ + this.x = -1; + /** + * The vertical coordinate of point relative to the game element + * @property y + * @type {Number} + */ + this.y = -1; + /** + * If the Pointer is a mouse this is true, otherwise false + * @property isMouse + * @type {Boolean} + **/ + this.isMouse = false; + /** + * If the Pointer is touching the touchscreen, or the mouse button is held down, isDown is set to true + * @property isDown + * @type {Boolean} + **/ + this.isDown = false; + /** + * If the Pointer is not touching the touchscreen, or the mouse button is up, isUp is set to true + * @property isUp + * @type {Boolean} + **/ + this.isUp = true; + /** + * A timestamp representing when the Pointer first touched the touchscreen. + * @property timeDown + * @type {Number} + **/ + this.timeDown = 0; + /** + * A timestamp representing when the Pointer left the touchscreen. + * @property timeUp + * @type {Number} + **/ + this.timeUp = 0; + /** + * A timestamp representing when the Pointer was last tapped or clicked + * @property previousTapTime + * @type {Number} + **/ + this.previousTapTime = 0; + /** + * The total number of times this Pointer has been touched to the touchscreen + * @property totalTouches + * @type {Number} + **/ + this.totalTouches = 0; + this._game = game; + this.id = id; + this.active = false; + this.position = new Vector2(); + this.positionDown = new Vector2(); + this.circle = new Phaser.Circle(0, 0, 44); + if(id == 0) { + this.isMouse = true; + } + } + Object.defineProperty(Pointer.prototype, "duration", { + get: /** + * How long the Pointer has been depressed on the touchscreen. If not currently down it returns -1. + * @property duration + * @type {Number} + **/ + function () { + if(this.isUp) { + return -1; + } + return this._game.time.now - this.timeDown; + }, + enumerable: true, + configurable: true + }); + Pointer.prototype.getWorldX = /** + * Gets the X value of this Pointer in world coordinate space + * @param {Camera} [camera] + */ + function (camera) { + if (typeof camera === "undefined") { camera = this._game.camera; } + return camera.worldView.x + this.x; + }; + Pointer.prototype.getWorldY = /** + * Gets the Y value of this Pointer in world coordinate space + * @param {Camera} [camera] + */ + function (camera) { + if (typeof camera === "undefined") { camera = this._game.camera; } + return camera.worldView.y + this.y; + }; + Pointer.prototype.start = /** + * Called when the Pointer is pressed onto the touchscreen + * @method start + * @param {Any} event + */ + function (event) { + this.identifier = event.identifier; + this.target = event.target; + if(event.button) { + this.button = event.button; + } + // Fix to stop rogue browser plugins from blocking the visibility state event + if(this._game.paused == true) { + this._game.stage.resumeGame(); + return this; + } + this._history.length = 0; + this.move(event); + this.positionDown.setTo(this.x, this.y); + this.active = true; + this.withinGame = true; + this.isDown = true; + this.isUp = false; + this.timeDown = this._game.time.now; + this._holdSent = false; + if(this._game.input.multiInputOverride == Phaser.Input.MOUSE_OVERRIDES_TOUCH || this._game.input.multiInputOverride == Phaser.Input.MOUSE_TOUCH_COMBINE || (this._game.input.multiInputOverride == Phaser.Input.TOUCH_OVERRIDES_MOUSE && this._game.input.currentPointers == 0)) { + this._game.input.x = this.x * this._game.input.scaleX; + this._game.input.y = this.y * this._game.input.scaleY; + this._game.input.onDown.dispatch(this); + } + this.totalTouches++; + if(this.isMouse == false) { + this._game.input.currentPointers++; + } + return this; + }; + Pointer.prototype.update = function () { + if(this.active) { + if(this._holdSent == false && this.duration >= this._game.input.holdRate) { + if(this._game.input.multiInputOverride == Phaser.Input.MOUSE_OVERRIDES_TOUCH || this._game.input.multiInputOverride == Phaser.Input.MOUSE_TOUCH_COMBINE || (this._game.input.multiInputOverride == Phaser.Input.TOUCH_OVERRIDES_MOUSE && this._game.input.currentPointers == 0)) { + this._game.input.onHold.dispatch(this); + } + this._holdSent = true; + } + // Update the droppings history + if(this._game.input.recordPointerHistory && this._game.time.now >= this._nextDrop) { + this._nextDrop = this._game.time.now + this._game.input.recordRate; + this._history.push({ + x: this.position.x, + y: this.position.y + }); + if(this._history.length > this._game.input.recordLimit) { + this._history.shift(); + } + } + } + }; + Pointer.prototype.move = /** + * Called when the Pointer is moved on the touchscreen + * @method move + * @param {Any} event + */ + function (event) { + if(event.button) { + this.button = event.button; + } + this.clientX = event.clientX; + this.clientY = event.clientY; + this.pageX = event.pageX; + this.pageY = event.pageY; + this.screenX = event.screenX; + this.screenY = event.screenY; + this.x = this.pageX - this._game.stage.offset.x; + this.y = this.pageY - this._game.stage.offset.y; + this.position.setTo(this.x, this.y); + this.circle.x = this.x; + this.circle.y = this.y; + if(this._game.input.multiInputOverride == Phaser.Input.MOUSE_OVERRIDES_TOUCH || this._game.input.multiInputOverride == Phaser.Input.MOUSE_TOUCH_COMBINE || (this._game.input.multiInputOverride == Phaser.Input.TOUCH_OVERRIDES_MOUSE && this._game.input.currentPointers == 0)) { + this._game.input.x = this.x * this._game.input.scaleX; + this._game.input.y = this.y * this._game.input.scaleY; + this._game.input.position.setTo(this._game.input.x, this._game.input.y); + this._game.input.circle.x = this._game.input.x; + this._game.input.circle.y = this._game.input.y; + } + return this; + }; + Pointer.prototype.leave = /** + * Called when the Pointer leaves the target area + * @method leave + * @param {Any} event + */ + function (event) { + this.withinGame = false; + this.move(event); + }; + Pointer.prototype.stop = /** + * Called when the Pointer leaves the touchscreen + * @method stop + * @param {Any} event + */ + function (event) { + this.timeUp = this._game.time.now; + if(this._game.input.multiInputOverride == Phaser.Input.MOUSE_OVERRIDES_TOUCH || this._game.input.multiInputOverride == Phaser.Input.MOUSE_TOUCH_COMBINE || (this._game.input.multiInputOverride == Phaser.Input.TOUCH_OVERRIDES_MOUSE && this._game.input.currentPointers == 0)) { + this._game.input.onUp.dispatch(this); + // Was it a tap? + if(this.duration >= 0 && this.duration <= this._game.input.tapRate) { + // Was it a double-tap? + if(this.timeUp - this.previousTapTime < this._game.input.doubleTapRate) { + // Yes, let's dispatch the signal then with the 2nd parameter set to true + this._game.input.onTap.dispatch(this, true); + } else { + // Wasn't a double-tap, so dispatch a single tap signal + this._game.input.onTap.dispatch(this, false); + } + this.previousTapTime = this.timeUp; + } + } + this.active = false; + this.withinGame = false; + this.isDown = false; + this.isUp = true; + if(this.isMouse == false) { + this._game.input.currentPointers--; + } + return this; + }; + Pointer.prototype.justPressed = /** + * The Pointer is considered justPressed if the time it was pressed onto the touchscreen or clicked is less than justPressedRate + * @method justPressed + * @param {Number} [duration]. + * @return {Boolean} + */ + function (duration) { + if (typeof duration === "undefined") { duration = this._game.input.justPressedRate; } + if(this.isDown === true && (this.timeDown + duration) > this._game.time.now) { + return true; + } else { + return false; + } + }; + Pointer.prototype.justReleased = /** + * The Pointer is considered justReleased if the time it left the touchscreen is less than justReleasedRate + * @method justReleased + * @param {Number} [duration]. + * @return {Boolean} + */ + function (duration) { + if (typeof duration === "undefined") { duration = this._game.input.justReleasedRate; } + if(this.isUp === true && (this.timeUp + duration) > this._game.time.now) { + return true; + } else { + return false; + } + }; + Pointer.prototype.reset = /** + * Resets the Pointer properties. Called by Input.reset when you perform a State change. + * @method reset + */ + function () { + this.active = false; + this.identifier = null; + this.isDown = false; + this.isUp = true; + this.totalTouches = 0; + this._holdSent = false; + this._history.length = 0; + }; + Pointer.prototype.renderDebug = /** + * Renders the Pointer.circle object onto the stage in green if down or red if up. + * @method renderDebug + */ + function (hideIfUp) { + if (typeof hideIfUp === "undefined") { hideIfUp = false; } + if(hideIfUp == true && this.isUp == true) { + return; + } + this._game.stage.context.beginPath(); + this._game.stage.context.arc(this.x, this.y, this.circle.radius, 0, Phaser.Math.PI * 2); + if(this.active) { + this._game.stage.context.fillStyle = 'rgba(0,255,0,0.5)'; + this._game.stage.context.strokeStyle = 'rgb(0,255,0)'; + } else { + this._game.stage.context.fillStyle = 'rgba(255,0,0,0.5)'; + this._game.stage.context.strokeStyle = 'rgb(100,0,0)'; + } + this._game.stage.context.fill(); + this._game.stage.context.closePath(); + // Render the points + this._game.stage.context.beginPath(); + this._game.stage.context.moveTo(this.positionDown.x, this.positionDown.y); + this._game.stage.context.lineTo(this.position.x, this.position.y); + this._game.stage.context.lineWidth = 2; + this._game.stage.context.stroke(); + this._game.stage.context.closePath(); + // Render the text + this._game.stage.context.fillStyle = 'rgb(255,255,255)'; + this._game.stage.context.font = 'Arial 16px'; + this._game.stage.context.fillText('ID: ' + this.id + " Active: " + this.active, this.x, this.y - 100); + this._game.stage.context.fillText('Screen X: ' + this.x + " Screen Y: " + this.y, this.x, this.y - 80); + this._game.stage.context.fillText('Duration: ' + this.duration + " ms", this.x, this.y - 60); + }; + Pointer.prototype.toString = /** + * Returns a string representation of this object. + * @method toString + * @return {String} a string representation of the instance. + **/ + function () { + return "[{Pointer (id=" + this.id + " identifer=" + this.identifier + " active=" + this.active + " duration=" + this.duration + " withinGame=" + this.withinGame + " x=" + this.x + " y=" + this.y + " clientX=" + this.clientX + " clientY=" + this.clientY + " screenX=" + this.screenX + " screenY=" + this.screenY + " pageX=" + this.pageX + " pageY=" + this.pageY + ")}]"; + }; + return Pointer; + })(); + Phaser.Pointer = Pointer; +})(Phaser || (Phaser = {})); +/// +/// +/** +* Phaser - MSPointer +* +* The MSPointer class handles touch interactions with the game and the resulting Pointer objects. +* It will work only in Internet Explorer 10 and Windows Store or Windows Phone 8 apps using JavaScript. +* http://msdn.microsoft.com/en-us/library/ie/hh673557(v=vs.85).aspx +*/ +var Phaser; +(function (Phaser) { + var MSPointer = (function () { + /** + * Constructor + * @param {Game} game. + * @return {MSPointer} This object. + */ + function MSPointer(game) { + /** + * You can disable all Input by setting disabled = true. While set all new input related events will be ignored. + * @type {Boolean} + */ + this.disabled = false; + this._game = game; + } + MSPointer.prototype.start = /** + * Starts the event listeners running + * @method start + */ + function () { + var _this = this; + if(this._game.device.mspointer == true) { + this._game.stage.canvas.addEventListener('MSPointerDown', function (event) { + return _this.onPointerDown(event); + }, false); + this._game.stage.canvas.addEventListener('MSPointerMove', function (event) { + return _this.onPointerMove(event); + }, false); + this._game.stage.canvas.addEventListener('MSPointerUp', function (event) { + return _this.onPointerUp(event); + }, false); + } + }; + MSPointer.prototype.onPointerDown = /** + * + * @method onPointerDown + * @param {Any} event + **/ + function (event) { + if(this._game.input.disabled || this.disabled) { + return; + } + event.preventDefault(); + event.identifier = event.pointerId; + this._game.input.startPointer(event); + }; + MSPointer.prototype.onPointerMove = /** + * + * @method onPointerMove + * @param {Any} event + **/ + function (event) { + if(this._game.input.disabled || this.disabled) { + return; + } + event.preventDefault(); + event.identifier = event.pointerId; + this._game.input.updatePointer(event); + }; + MSPointer.prototype.onPointerUp = /** + * + * @method onPointerUp + * @param {Any} event + **/ + function (event) { + if(this._game.input.disabled || this.disabled) { + return; + } + event.preventDefault(); + event.identifier = event.pointerId; + this._game.input.stopPointer(event); + }; + MSPointer.prototype.stop = /** + * Stop the event listeners + * @method stop + */ + function () { + if(this._game.device.mspointer == true) { + //this._game.stage.canvas.addEventListener('MSPointerDown', (event) => this.onPointerDown(event), false); + //this._game.stage.canvas.addEventListener('MSPointerMove', (event) => this.onPointerMove(event), false); + //this._game.stage.canvas.addEventListener('MSPointerUp', (event) => this.onPointerUp(event), false); + } + }; + return MSPointer; + })(); + Phaser.MSPointer = MSPointer; +})(Phaser || (Phaser = {})); +/// +/// +/** +* Phaser - Gestures +* +* The Gesture class monitors for gestures and dispatches the resulting signals when they occur. +* Note: Android 2.x only supports 1 touch event at once, no multi-touch +*/ +var Phaser; +(function (Phaser) { + var Gestures = (function () { + /** + * Constructor + * @param {Game} game. + * @return {Touch} This object. + */ + function Gestures(game) { + this._game = game; + } + Gestures.prototype.start = function () { + // Local references to the Phaser.Input.pointer objects + this._p1 = this._game.input.pointer1; + this._p2 = this._game.input.pointer2; + this._p3 = this._game.input.pointer3; + this._p4 = this._game.input.pointer4; + this._p5 = this._game.input.pointer5; + this._p6 = this._game.input.pointer6; + this._p7 = this._game.input.pointer7; + this._p8 = this._game.input.pointer8; + this._p9 = this._game.input.pointer9; + this._p10 = this._game.input.pointer10; + }; + return Gestures; + })(); + Phaser.Gestures = Gestures; +})(Phaser || (Phaser = {})); +/// +/// +/** +* Phaser - Sound +* +* A Sound file, used by the Game.SoundManager for playback. +*/ +var Phaser; +(function (Phaser) { + var Sound = (function () { + /** + * Sound constructor + * @param context {object} The AudioContext instance. + * @param gainNode {object} Gain node instance. + * @param data {object} Sound data. + * @param [volume] {number} volume of this sound when playing. + * @param [loop] {boolean} loop this sound when playing? (Default to false) + */ + function Sound(context, gainNode, data, volume, loop) { + if (typeof volume === "undefined") { volume = 1; } + if (typeof loop === "undefined") { loop = false; } + this.loop = false; + this.isPlaying = false; + this.isDecoding = false; + this._context = context; + this._gainNode = gainNode; + this._buffer = data; + this._volume = volume; + this.loop = loop; + // Local volume control + if(this._context !== null) { + this._localGainNode = this._context.createGainNode(); + this._localGainNode.connect(this._gainNode); + this._localGainNode.gain.value = this._volume; + } + if(this._buffer === null) { + this.isDecoding = true; + } else { + this.play(); + } + } + Sound.prototype.setDecodedBuffer = function (data) { + this._buffer = data; + this.isDecoding = false; + //this.play(); + }; + Sound.prototype.play = /** + * Play this sound. + */ + function () { + if(this._buffer === null || this.isDecoding === true) { + return; + } + this._sound = this._context.createBufferSource(); + this._sound.buffer = this._buffer; + this._sound.connect(this._localGainNode); + if(this.loop) { + this._sound.loop = true; + } + this._sound.noteOn(0)// the zero is vitally important, crashes iOS6 without it + ; + this.duration = this._sound.buffer.duration; + this.isPlaying = true; + }; + Sound.prototype.stop = /** + * Stop playing this sound. + */ + function () { + if(this.isPlaying === true) { + this.isPlaying = false; + this._sound.noteOff(0); + } + }; + Sound.prototype.mute = /** + * Mute the sound. + */ + function () { + this._localGainNode.gain.value = 0; + }; + Sound.prototype.unmute = /** + * Enable the sound. + */ + function () { + this._localGainNode.gain.value = this._volume; + }; + Object.defineProperty(Sound.prototype, "volume", { + get: function () { + return this._volume; + }, + set: function (value) { + this._volume = value; + this._localGainNode.gain.value = this._volume; + }, + enumerable: true, + configurable: true + }); + return Sound; + })(); + Phaser.Sound = Sound; +})(Phaser || (Phaser = {})); +/// +/// +/** +* Phaser - SoundManager +* +* This is an embroyonic web audio sound management class. There is a lot of work still to do here. +*/ +var Phaser; +(function (Phaser) { + var SoundManager = (function () { + /** + * SoundManager constructor + * Create a new SoundManager. + */ + function SoundManager(game) { + /** + * Reference to AudioContext instance. + */ + this._context = null; + this._game = game; + if(game.device.webaudio == true) { + if(!!window['AudioContext']) { + this._context = new window['AudioContext'](); + } else if(!!window['webkitAudioContext']) { + this._context = new window['webkitAudioContext'](); + } + if(this._context !== null) { + this._gainNode = this._context.createGainNode(); + this._gainNode.connect(this._context.destination); + this._volume = 1; + } + } + } + SoundManager.prototype.mute = /** + * Mute sounds. + */ + function () { + this._gainNode.gain.value = 0; + }; + SoundManager.prototype.unmute = /** + * Enable sounds. + */ + function () { + this._gainNode.gain.value = this._volume; + }; + Object.defineProperty(SoundManager.prototype, "volume", { + get: function () { + return this._volume; + }, + set: function (value) { + this._volume = value; + this._gainNode.gain.value = this._volume; + }, + enumerable: true, + configurable: true + }); + SoundManager.prototype.decode = /** + * Decode a sound with its assets key. + * @param key {string} Assets key of the sound to be decoded. + * @param callback {function} This will be invoked when finished decoding. + * @param [sound] {Sound} its bufer will be set to decoded data. + */ + function (key, callback, sound) { + if (typeof callback === "undefined") { callback = null; } + if (typeof sound === "undefined") { sound = null; } + var soundData = this._game.cache.getSound(key); + if(soundData) { + if(this._game.cache.isSoundDecoded(key) === false) { + var that = this; + this._context.decodeAudioData(soundData, function (buffer) { + that._game.cache.decodedSound(key, buffer); + if(sound) { + sound.setDecodedBuffer(buffer); + } + callback(); + }); + } + } + }; + SoundManager.prototype.play = /** + * Play a sound with its assets key. + * @param key {string} Assets key of the sound you want to play. + * @param [volume] {number} volume of the sound you want to play. + * @param [loop] {boolean} loop when it finished playing? (Default to false) + * @return {Sound} The playing sound object. + */ + function (key, volume, loop) { + if (typeof volume === "undefined") { volume = 1; } + if (typeof loop === "undefined") { loop = false; } + if(this._context === null) { + return; + } + var soundData = this._game.cache.getSound(key); + if(soundData) { + // Does the sound need decoding? + if(this._game.cache.isSoundDecoded(key) === true) { + return new Phaser.Sound(this._context, this._gainNode, soundData, volume, loop); + } else { + var tempSound = new Phaser.Sound(this._context, this._gainNode, null, volume, loop); + // this is an async process, so we can return the Sound object anyway, it just won't be playing yet + this.decode(key, function () { + return tempSound.play(); + }, tempSound); + return tempSound; + } + } + }; + return SoundManager; + })(); + Phaser.SoundManager = SoundManager; +})(Phaser || (Phaser = {})); +var Phaser; +(function (Phaser) { + /// + /** + * Phaser - Easing - Back + * + * For use with Phaser.Tween + */ + (function (Easing) { + var Back = (function () { + function Back() { } + Back.In = function In(k) { + var s = 1.70158; + return k * k * ((s + 1) * k - s); + }; + Back.Out = function Out(k) { + var s = 1.70158; + return --k * k * ((s + 1) * k + s) + 1; + }; + Back.InOut = function InOut(k) { + var s = 1.70158 * 1.525; + if((k *= 2) < 1) { + return 0.5 * (k * k * ((s + 1) * k - s)); + } + return 0.5 * ((k -= 2) * k * ((s + 1) * k + s) + 2); + }; + return Back; + })(); + Easing.Back = Back; + })(Phaser.Easing || (Phaser.Easing = {})); + var Easing = Phaser.Easing; +})(Phaser || (Phaser = {})); +var Phaser; +(function (Phaser) { + /// + /** + * Phaser - Easing - Bounce + * + * For use with Phaser.Tween + */ + (function (Easing) { + var Bounce = (function () { + function Bounce() { } + Bounce.In = function In(k) { + return 1 - Phaser.Easing.Bounce.Out(1 - k); + }; + Bounce.Out = function Out(k) { + if(k < (1 / 2.75)) { + return 7.5625 * k * k; + } else if(k < (2 / 2.75)) { + return 7.5625 * (k -= (1.5 / 2.75)) * k + 0.75; + } else if(k < (2.5 / 2.75)) { + return 7.5625 * (k -= (2.25 / 2.75)) * k + 0.9375; + } else { + return 7.5625 * (k -= (2.625 / 2.75)) * k + 0.984375; + } + }; + Bounce.InOut = function InOut(k) { + if(k < 0.5) { + return Phaser.Easing.Bounce.In(k * 2) * 0.5; + } + return Phaser.Easing.Bounce.Out(k * 2 - 1) * 0.5 + 0.5; + }; + return Bounce; + })(); + Easing.Bounce = Bounce; + })(Phaser.Easing || (Phaser.Easing = {})); + var Easing = Phaser.Easing; +})(Phaser || (Phaser = {})); +var Phaser; +(function (Phaser) { + /// + /** + * Phaser - Easing - Circular + * + * For use with Phaser.Tween + */ + (function (Easing) { + var Circular = (function () { + function Circular() { } + Circular.In = function In(k) { + return 1 - Phaser.Math.sqrt(1 - k * k); + }; + Circular.Out = function Out(k) { + return Phaser.Math.sqrt(1 - (--k * k)); + }; + Circular.InOut = function InOut(k) { + if((k *= 2) < 1) { + return -0.5 * (Phaser.Math.sqrt(1 - k * k) - 1); + } + return 0.5 * (Phaser.Math.sqrt(1 - (k -= 2) * k) + 1); + }; + return Circular; + })(); + Easing.Circular = Circular; + })(Phaser.Easing || (Phaser.Easing = {})); + var Easing = Phaser.Easing; +})(Phaser || (Phaser = {})); +var Phaser; +(function (Phaser) { + /// + /** + * Phaser - Easing - Cubic + * + * For use with Phaser.Tween + */ + (function (Easing) { + var Cubic = (function () { + function Cubic() { } + Cubic.In = function In(k) { + return k * k * k; + }; + Cubic.Out = function Out(k) { + return --k * k * k + 1; + }; + Cubic.InOut = function InOut(k) { + if((k *= 2) < 1) { + return 0.5 * k * k * k; + } + return 0.5 * ((k -= 2) * k * k + 2); + }; + return Cubic; + })(); + Easing.Cubic = Cubic; + })(Phaser.Easing || (Phaser.Easing = {})); + var Easing = Phaser.Easing; +})(Phaser || (Phaser = {})); +var Phaser; +(function (Phaser) { + /// + /** + * Phaser - Easing - Elastic + * + * For use with Phaser.Tween + */ + (function (Easing) { + var Elastic = (function () { + function Elastic() { } + Elastic.In = function In(k) { + var s, a = 0.1, p = 0.4; + if(k === 0) { + return 0; + } + if(k === 1) { + return 1; + } + if(!a || a < 1) { + a = 1; + s = p / 4; + } else { + s = p * Phaser.Math.asin(1 / a) / (2 * Phaser.Math.PI); + } + return -(a * Phaser.Math.pow(2, 10 * (k -= 1)) * Phaser.Math.sin((k - s) * (2 * Phaser.Math.PI) / p)); + }; + Elastic.Out = function Out(k) { + var s, a = 0.1, p = 0.4; + if(k === 0) { + return 0; + } + if(k === 1) { + return 1; + } + if(!a || a < 1) { + a = 1; + s = p / 4; + } else { + s = p * Phaser.Math.asin(1 / a) / (2 * Phaser.Math.PI); + } + return (a * Phaser.Math.pow(2, -10 * k) * Phaser.Math.sin((k - s) * (2 * Phaser.Math.PI) / p) + 1); + }; + Elastic.InOut = function InOut(k) { + var s, a = 0.1, p = 0.4; + if(k === 0) { + return 0; + } + if(k === 1) { + return 1; + } + if(!a || a < 1) { + a = 1; + s = p / 4; + } else { + s = p * Phaser.Math.asin(1 / a) / (2 * Phaser.Math.PI); + } + if((k *= 2) < 1) { + return -0.5 * (a * Phaser.Math.pow(2, 10 * (k -= 1)) * Phaser.Math.sin((k - s) * (2 * Phaser.Math.PI) / p)); + } + return a * Phaser.Math.pow(2, -10 * (k -= 1)) * Phaser.Math.sin((k - s) * (2 * Phaser.Math.PI) / p) * 0.5 + 1; + }; + return Elastic; + })(); + Easing.Elastic = Elastic; + })(Phaser.Easing || (Phaser.Easing = {})); + var Easing = Phaser.Easing; +})(Phaser || (Phaser = {})); +var Phaser; +(function (Phaser) { + /// + /** + * Phaser - Easing - Exponential + * + * For use with Phaser.Tween + */ + (function (Easing) { + var Exponential = (function () { + function Exponential() { } + Exponential.In = function In(k) { + return k === 0 ? 0 : Phaser.Math.pow(1024, k - 1); + }; + Exponential.Out = function Out(k) { + return k === 1 ? 1 : 1 - Phaser.Math.pow(2, -10 * k); + }; + Exponential.InOut = function InOut(k) { + if(k === 0) { + return 0; + } + if(k === 1) { + return 1; + } + if((k *= 2) < 1) { + return 0.5 * Phaser.Math.pow(1024, k - 1); + } + return 0.5 * (-Phaser.Math.pow(2, -10 * (k - 1)) + 2); + }; + return Exponential; + })(); + Easing.Exponential = Exponential; + })(Phaser.Easing || (Phaser.Easing = {})); + var Easing = Phaser.Easing; +})(Phaser || (Phaser = {})); +var Phaser; +(function (Phaser) { + /// + /** + * Phaser - Easing - Linear + * + * For use with Phaser.Tween + */ + (function (Easing) { + var Linear = (function () { + function Linear() { } + Linear.None = function None(k) { + return k; + }; + return Linear; + })(); + Easing.Linear = Linear; + })(Phaser.Easing || (Phaser.Easing = {})); + var Easing = Phaser.Easing; +})(Phaser || (Phaser = {})); +var Phaser; +(function (Phaser) { + /// + /** + * Phaser - Easing - Quadratic + * + * For use with Phaser.Tween + */ + (function (Easing) { + var Quadratic = (function () { + function Quadratic() { } + Quadratic.In = function In(k) { + return k * k; + }; + Quadratic.Out = function Out(k) { + return k * (2 - k); + }; + Quadratic.InOut = function InOut(k) { + if((k *= 2) < 1) { + return 0.5 * k * k; + } + return -0.5 * (--k * (k - 2) - 1); + }; + return Quadratic; + })(); + Easing.Quadratic = Quadratic; + })(Phaser.Easing || (Phaser.Easing = {})); + var Easing = Phaser.Easing; +})(Phaser || (Phaser = {})); +var Phaser; +(function (Phaser) { + /// + /** + * Phaser - Easing - Quartic + * + * For use with Phaser.Tween + */ + (function (Easing) { + var Quartic = (function () { + function Quartic() { } + Quartic.In = function In(k) { + return k * k * k * k; + }; + Quartic.Out = function Out(k) { + return 1 - (--k * k * k * k); + }; + Quartic.InOut = function InOut(k) { + if((k *= 2) < 1) { + return 0.5 * k * k * k * k; + } + return -0.5 * ((k -= 2) * k * k * k - 2); + }; + return Quartic; + })(); + Easing.Quartic = Quartic; + })(Phaser.Easing || (Phaser.Easing = {})); + var Easing = Phaser.Easing; +})(Phaser || (Phaser = {})); +var Phaser; +(function (Phaser) { + /// + /** + * Phaser - Easing - Quintic + * + * For use with Phaser.Tween + */ + (function (Easing) { + var Quintic = (function () { + function Quintic() { } + Quintic.In = function In(k) { + return k * k * k * k * k; + }; + Quintic.Out = function Out(k) { + return --k * k * k * k * k + 1; + }; + Quintic.InOut = function InOut(k) { + if((k *= 2) < 1) { + return 0.5 * k * k * k * k * k; + } + return 0.5 * ((k -= 2) * k * k * k * k + 2); + }; + return Quintic; + })(); + Easing.Quintic = Quintic; + })(Phaser.Easing || (Phaser.Easing = {})); + var Easing = Phaser.Easing; +})(Phaser || (Phaser = {})); +var Phaser; +(function (Phaser) { + /// + /** + * Phaser - Easing - Sinusoidal + * + * For use with Phaser.Tween + */ + (function (Easing) { + var Sinusoidal = (function () { + function Sinusoidal() { } + Sinusoidal.In = function In(k) { + return 1 - Phaser.Math.cos(k * Phaser.Math.PI / 2); + }; + Sinusoidal.Out = function Out(k) { + return Phaser.Math.sin(k * Phaser.Math.PI / 2); + }; + Sinusoidal.InOut = function InOut(k) { + return 0.5 * (1 - Phaser.Math.cos(Phaser.Math.PI * k)); + }; + return Sinusoidal; + })(); + Easing.Sinusoidal = Sinusoidal; + })(Phaser.Easing || (Phaser.Easing = {})); + var Easing = Phaser.Easing; +})(Phaser || (Phaser = {})); +/// +/// +/// +/// +/// +/// +/// +/// +/// +/// +/// +/// +/** +* Phaser - Tween +* +* Based heavily on tween.js by sole (https://github.com/sole/tween.js) converted to TypeScript and integrated into Phaser +*/ +var Phaser; +(function (Phaser) { + var Tween = (function () { + /** + * Tween constructor + * Create a new Tween. + * + * @param object {object} Target object will be affected by this tween. + * @param game {Phaser.Game} Current game instance. + */ + function Tween(object, game) { + /** + * Reference to the target object. + * @type {object} + */ + this._object = null; + this._pausedTime = 0; + /** + * Start values container. + * @type {object} + */ + this._valuesStart = { + }; + /** + * End values container. + * @type {object} + */ + this._valuesEnd = { + }; + /** + * How long this tween will perform. + * @type {number} + */ + this._duration = 1000; + this._delayTime = 0; + this._startTime = null; + /** + * Contains chained tweens. + * @type {Tweens[]} + */ + this._chainedTweens = []; + this._object = object; + this._game = game; + this._manager = this._game.tweens; + this._interpolationFunction = this._game.math.linearInterpolation; + this._easingFunction = Phaser.Easing.Linear.None; + this._chainedTweens = []; + this.onStart = new Phaser.Signal(); + this.onUpdate = new Phaser.Signal(); + this.onComplete = new Phaser.Signal(); + } + Tween.prototype.to = /** + * Configure the Tween + * @param properties {object} Propertis you want to tween. + * @param [duration] {number} duration of this tween. + * @param [ease] {any} Easing function. + * @param [autoStart] {boolean} Whether this tween will start automatically or not. + * @param [delay] {number} delay before this tween will start, defaults to 0 (no delay) + * @return {Tween} Itself. + */ + function (properties, duration, ease, autoStart, delay) { + if (typeof duration === "undefined") { duration = 1000; } + if (typeof ease === "undefined") { ease = null; } + if (typeof autoStart === "undefined") { autoStart = false; } + if (typeof delay === "undefined") { delay = 0; } + this._duration = duration; + // If properties isn't an object this will fail, sanity check it here somehow? + this._valuesEnd = properties; + if(ease !== null) { + this._easingFunction = ease; + } + if(delay > 0) { + this._delayTime = delay; + } + if(autoStart === true) { + return this.start(); + } else { + return this; + } + }; + Tween.prototype.start = /** + * Start to tween. + */ + function () { + if(this._game === null || this._object === null) { + return; + } + this._manager.add(this); + this.onStart.dispatch(this._object); + this._startTime = this._game.time.now + this._delayTime; + for(var property in this._valuesEnd) { + // This prevents the interpolation of null values or of non-existing properties + if(this._object[property] === null || !(property in this._object)) { + throw Error('Phaser.Tween interpolation of null value of non-existing property'); + continue; + } + // check if an Array was provided as property value + if(this._valuesEnd[property] instanceof Array) { + if(this._valuesEnd[property].length === 0) { + continue; + } + // create a local copy of the Array with the start value at the front + this._valuesEnd[property] = [ + this._object[property] + ].concat(this._valuesEnd[property]); + } + this._valuesStart[property] = this._object[property]; + } + return this; + }; + Tween.prototype.stop = /** + * Stop tweening. + */ + function () { + if(this._manager !== null) { + this._manager.remove(this); + } + this.onComplete.dispose(); + return this; + }; + Object.defineProperty(Tween.prototype, "parent", { + set: function (value) { + this._game = value; + this._manager = this._game.tweens; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Tween.prototype, "delay", { + get: function () { + return this._delayTime; + }, + set: function (amount) { + this._delayTime = amount; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Tween.prototype, "easing", { + get: function () { + return this._easingFunction; + }, + set: function (easing) { + this._easingFunction = easing; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Tween.prototype, "interpolation", { + get: function () { + return this._interpolationFunction; + }, + set: function (interpolation) { + this._interpolationFunction = interpolation; + }, + enumerable: true, + configurable: true + }); + Tween.prototype.chain = /** + * Add another chained tween, which will start automatically when the one before it completes. + * @param tween {Phaser.Tween} Tween object you want to chain with this. + * @return {Phaser.Tween} Itselfe. + */ + function (tween) { + this._chainedTweens.push(tween); + return this; + }; + Tween.prototype.update = /** + * Update tweening. + * @param time {number} Current time from game clock. + * @return {boolean} Return false if this completed and no need to update, otherwise return true. + */ + function (time) { + if(this._game.paused == true) { + if(this._pausedTime == 0) { + this._pausedTime = time; + } + } else { + // Ok we aren't paused, but was there some time gained? + if(this._pausedTime > 0) { + this._startTime += (time - this._pausedTime); + this._pausedTime = 0; + } + } + if(time < this._startTime) { + return true; + } + var elapsed = (time - this._startTime) / this._duration; + elapsed = elapsed > 1 ? 1 : elapsed; + var value = this._easingFunction(elapsed); + for(var property in this._valuesStart) { + // Add checks for object, array, numeric up front + if(this._valuesEnd[property] instanceof Array) { + this._object[property] = this._interpolationFunction(this._valuesEnd[property], value); + } else { + this._object[property] = this._valuesStart[property] + (this._valuesEnd[property] - this._valuesStart[property]) * value; + } + } + this.onUpdate.dispatch(this._object, value); + if(elapsed == 1) { + this.onComplete.dispatch(this._object); + for(var i = 0; i < this._chainedTweens.length; i++) { + this._chainedTweens[i].start(); + } + return false; + } + return true; + }; + return Tween; + })(); + Phaser.Tween = Tween; +})(Phaser || (Phaser = {})); +/// +/// +/** +* Phaser - Camera +* +* A Camera is your view into the game world. It has a position, size, scale and rotation and renders only those objects +* within its field of view. The game automatically creates a single Stage sized camera on boot, but it can be changed and +* additional cameras created via the CameraManager. +*/ +var Phaser; +(function (Phaser) { + var Camera = (function () { + /** + *Sprite constructor + * Instantiates a new camera at the specified location, with the specified size and zoom level. + * + * @param game {Phaser.Game} Current game instance. + * @param id {number} Unique identity. + * @param x {number} X location of the camera's display in pixels. Uses native, 1:1 resolution, ignores zoom. + * @param y {number} Y location of the camera's display in pixels. Uses native, 1:1 resolution, ignores zoom. + * @param width {number} The width of the camera display in pixels. + * @param height {number} The height of the camera display in pixels. + */ + function Camera(game, id, x, y, width, height) { + this._clip = false; + this._rotation = 0; + this._target = null; + this._sx = 0; + this._sy = 0; + /** + * Scale factor of the camera. + * @type {MicroPoint} + */ + this.scale = new Phaser.MicroPoint(1, 1); + /** + * Scrolling factor. + * @type {MicroPoint} + */ + this.scroll = new Phaser.MicroPoint(0, 0); + /** + * Camera bounds. + * @type {Rectangle} + */ + this.bounds = null; + /** + * Sprite moving inside this rectangle will not cause camera moving. + * @type {Rectangle} + */ + this.deadzone = null; + // Camera Border + this.disableClipping = false; + /** + * Whether render border of this camera or not. (default is false) + * @type {boolean} + */ + this.showBorder = false; + /** + * Color of border of this camera. (in css color string) + * @type {string} + */ + this.borderColor = 'rgb(255,255,255)'; + /** + * Whether the camera background is opaque or not. If set to true the Camera is filled with + * the value of Camera.backgroundColor every frame. + * @type {boolean} + */ + this.opaque = false; + /** + * Clears the camera every frame using a canvas clearRect call (default to true). + * Note that this erases anything below the camera as well, so do not use it in conjuction with a camera + * that uses alpha or that needs to be able to manage opacity. Equally if Camera.opaque is set to true + * then set Camera.clear to false to save rendering time. + * By default the Stage will clear itself every frame, so be sure not to double-up clear calls. + * @type {boolean} + */ + this.clear = false; + /** + * Background color in css color string. + * @type {string} + */ + this._bgColor = 'rgb(0,0,0)'; + /** + * Background texture repeat style. (default is 'repeat') + * @type {string} + */ + this._bgTextureRepeat = 'repeat'; + // Camera Shadow + /** + * Render camera shadow or not. (default is false) + * @type {boolean} + */ + this.showShadow = false; + /** + * Color of shadow, in css color string. + * @type {string} + */ + this.shadowColor = 'rgb(0,0,0)'; + /** + * Blur factor of shadow. + * @type {number} + */ + this.shadowBlur = 10; + /** + * Offset of the shadow from camera's position. + * @type {MicroPoint} + */ + this.shadowOffset = new Phaser.MicroPoint(4, 4); + /** + * Whether this camera visible or not. (default is true) + * @type {boolean} + */ + this.visible = true; + /** + * Alpha of the camera. (everything rendered to this camera will be affected) + * @type {number} + */ + this.alpha = 1; + /** + * The x position of the current input event in world coordinates. + * @type {number} + */ + this.inputX = 0; + /** + * The y position of the current input event in world coordinates. + * @type {number} + */ + this.inputY = 0; + this._game = game; + this.ID = id; + this._stageX = x; + this._stageY = y; + this.fx = new FXManager(this._game, this); + // The view into the world canvas we wish to render + this.worldView = new Rectangle(0, 0, width, height); + this.checkClip(); + } + Camera.STYLE_LOCKON = 0; + Camera.STYLE_PLATFORMER = 1; + Camera.STYLE_TOPDOWN = 2; + Camera.STYLE_TOPDOWN_TIGHT = 3; + Camera.prototype.follow = /** + * Tells this camera object what sprite to track. + * @param target {Sprite} The object you want the camera to track. Set to null to not follow anything. + * @param [style] {number} Leverage one of the existing "deadzone" presets. If you use a custom deadzone, ignore this parameter and manually specify the deadzone after calling follow(). + */ + function (target, style) { + if (typeof style === "undefined") { style = Phaser.Camera.STYLE_LOCKON; } + this._target = target; + var helper; + switch(style) { + case Phaser.Camera.STYLE_PLATFORMER: + var w = this.width / 8; + var h = this.height / 3; + this.deadzone = new Phaser.Rectangle((this.width - w) / 2, (this.height - h) / 2 - h * 0.25, w, h); + break; + case Phaser.Camera.STYLE_TOPDOWN: + helper = Phaser.Math.max(this.width, this.height) / 4; + this.deadzone = new Phaser.Rectangle((this.width - helper) / 2, (this.height - helper) / 2, helper, helper); + break; + case Phaser.Camera.STYLE_TOPDOWN_TIGHT: + helper = Phaser.Math.max(this.width, this.height) / 8; + this.deadzone = new Phaser.Rectangle((this.width - helper) / 2, (this.height - helper) / 2, helper, helper); + break; + case Phaser.Camera.STYLE_LOCKON: + default: + this.deadzone = null; + break; + } + }; + Camera.prototype.focusOnXY = /** + * Move the camera focus to this location instantly. + * @param x {number} X position. + * @param y {number} Y position. + */ + function (x, y) { + x += (x > 0) ? 0.0000001 : -0.0000001; + y += (y > 0) ? 0.0000001 : -0.0000001; + this.scroll.x = Phaser.Math.round(x - this.worldView.halfWidth); + this.scroll.y = Phaser.Math.round(y - this.worldView.halfHeight); + }; + Camera.prototype.focusOn = /** + * Move the camera focus to this location instantly. + * @param point {any} Point you want to focus. + */ + function (point) { + point.x += (point.x > 0) ? 0.0000001 : -0.0000001; + point.y += (point.y > 0) ? 0.0000001 : -0.0000001; + this.scroll.x = Phaser.Math.round(point.x - this.worldView.halfWidth); + this.scroll.y = Phaser.Math.round(point.y - this.worldView.halfHeight); + }; + Camera.prototype.setBounds = /** + * Specify the boundaries of the world or where the camera is allowed to move. + * + * @param x {number} The smallest X value of your world (usually 0). + * @param y {number} The smallest Y value of your world (usually 0). + * @param width {number} The largest X value of your world (usually the world width). + * @param height {number} The largest Y value of your world (usually the world height). + */ + function (x, y, width, height) { + if (typeof x === "undefined") { x = 0; } + if (typeof y === "undefined") { y = 0; } + if (typeof width === "undefined") { width = 0; } + if (typeof height === "undefined") { height = 0; } + if(this.bounds == null) { + this.bounds = new Phaser.Rectangle(); + } + this.bounds.setTo(x, y, width, height); + this.scroll.setTo(0, 0); + this.update(); + }; + Camera.prototype.update = /** + * Update focusing and scrolling. + */ + function () { + this.fx.preUpdate(); + if(this._target !== null) { + if(this.deadzone == null) { + this.focusOnXY(this._target.x, this._target.y); + } else { + var edge; + var targetX = this._target.x + ((this._target.x > 0) ? 0.0000001 : -0.0000001); + var targetY = this._target.y + ((this._target.y > 0) ? 0.0000001 : -0.0000001); + edge = targetX - this.deadzone.x; + if(this.scroll.x > edge) { + this.scroll.x = edge; + } + edge = targetX + this._target.width - this.deadzone.x - this.deadzone.width; + if(this.scroll.x < edge) { + this.scroll.x = edge; + } + edge = targetY - this.deadzone.y; + if(this.scroll.y > edge) { + this.scroll.y = edge; + } + edge = targetY + this._target.height - this.deadzone.y - this.deadzone.height; + if(this.scroll.y < edge) { + this.scroll.y = edge; + } + } + } + // Make sure we didn't go outside the cameras bounds + if(this.bounds !== null) { + if(this.scroll.x < this.bounds.left) { + this.scroll.x = this.bounds.left; + } + if(this.scroll.x > this.bounds.right - this.width) { + this.scroll.x = (this.bounds.right - this.width) + 1; + } + if(this.scroll.y < this.bounds.top) { + this.scroll.y = this.bounds.top; + } + if(this.scroll.y > this.bounds.bottom - this.height) { + this.scroll.y = (this.bounds.bottom - this.height) + 1; + } + } + this.worldView.x = this.scroll.x; + this.worldView.y = this.scroll.y; + // Input values + this.inputX = this.worldView.x + this._game.input.x; + this.inputY = this.worldView.y + this._game.input.y; + this.fx.postUpdate(); + }; + Camera.prototype.render = /** + * Draw background, shadow, effects, and objects if this is visible. + */ + function () { + if(this.visible === false || this.alpha < 0.1) { + return; + } + if(this._rotation !== 0 || this._clip || this.scale.x !== 1 || this.scale.y !== 1) { + this._game.stage.context.save(); + } + // It may be safer/quicker to just save the context every frame regardless (needs testing on mobile - sucked on Android 2.x) + //this._game.stage.context.save(); + this.fx.preRender(this, this._stageX, this._stageY, this.worldView.width, this.worldView.height); + if(this.alpha !== 1) { + this._game.stage.context.globalAlpha = this.alpha; + } + this._sx = this._stageX; + this._sy = this._stageY; + // Shadow + if(this.showShadow == true) { + this._game.stage.context.shadowColor = this.shadowColor; + this._game.stage.context.shadowBlur = this.shadowBlur; + this._game.stage.context.shadowOffsetX = this.shadowOffset.x; + this._game.stage.context.shadowOffsetY = this.shadowOffset.y; + } + // Scale on + if(this.scale.x !== 1 || this.scale.y !== 1) { + this._game.stage.context.scale(this.scale.x, this.scale.y); + this._sx = this._sx / this.scale.x; + this._sy = this._sy / this.scale.y; + } + // Rotation - translate to the mid-point of the camera + if(this._rotation !== 0) { + this._game.stage.context.translate(this._sx + this.worldView.halfWidth, this._sy + this.worldView.halfHeight); + this._game.stage.context.rotate(this._rotation * (Phaser.Math.PI / 180)); + // now shift back to where that should actually render + this._game.stage.context.translate(-(this._sx + this.worldView.halfWidth), -(this._sy + this.worldView.halfHeight)); + } + if(this.clear == true) { + this._game.stage.context.clearRect(this._sx, this._sy, this.worldView.width, this.worldView.height); + } + // Background + if(this.opaque == true) { + if(this._bgTexture) { + this._game.stage.context.fillStyle = this._bgTexture; + this._game.stage.context.fillRect(this._sx, this._sy, this.worldView.width, this.worldView.height); + } else { + this._game.stage.context.fillStyle = this._bgColor; + this._game.stage.context.fillRect(this._sx, this._sy, this.worldView.width, this.worldView.height); + } + } + // Shadow off + if(this.showShadow == true) { + this._game.stage.context.shadowBlur = 0; + this._game.stage.context.shadowOffsetX = 0; + this._game.stage.context.shadowOffsetY = 0; + } + this.fx.render(this, this._stageX, this._stageY, this.worldView.width, this.worldView.height); + // Clip the camera so we don't get sprites appearing outside the edges + if(this._clip == true && this.disableClipping == false) { + this._game.stage.context.beginPath(); + this._game.stage.context.rect(this._sx, this._sy, this.worldView.width, this.worldView.height); + this._game.stage.context.closePath(); + this._game.stage.context.clip(); + } + this._game.world.group.render(this, this._sx, this._sy); + if(this.showBorder == true) { + this._game.stage.context.strokeStyle = this.borderColor; + this._game.stage.context.lineWidth = 1; + this._game.stage.context.rect(this._sx, this._sy, this.worldView.width, this.worldView.height); + this._game.stage.context.stroke(); + } + // Scale off + if(this.scale.x !== 1 || this.scale.y !== 1) { + this._game.stage.context.scale(1, 1); + } + this.fx.postRender(this, this._sx, this._sy, this.worldView.width, this.worldView.height); + if(this._rotation !== 0 || (this._clip && this.disableClipping == false)) { + this._game.stage.context.translate(0, 0); + } + if(this._rotation !== 0 || this._clip || this.scale.x !== 1 || this.scale.y !== 1) { + this._game.stage.context.restore(); + } + if(this.alpha !== 1) { + this._game.stage.context.globalAlpha = 1; + } + }; + Object.defineProperty(Camera.prototype, "backgroundColor", { + get: function () { + return this._bgColor; + }, + set: function (color) { + this._bgColor = color; + }, + enumerable: true, + configurable: true + }); + Camera.prototype.setTexture = /** + * Set camera background texture. + * @param key {string} Asset key of the texture. + * @param [repeat] {string} what kind of repeat will this texture used for background. + */ + function (key, repeat) { + if (typeof repeat === "undefined") { repeat = 'repeat'; } + this._bgTexture = this._game.stage.context.createPattern(this._game.cache.getImage(key), repeat); + this._bgTextureRepeat = repeat; + }; + Camera.prototype.setPosition = /** + * Set position of this camera. + * @param x {number} X position. + * @param y {number} Y position. + */ + function (x, y) { + this._stageX = x; + this._stageY = y; + this.checkClip(); + }; + Camera.prototype.setSize = /** + * Give this camera a new size. + * @param width {number} Width of new size. + * @param height {number} Height of new size. + */ + function (width, height) { + this.worldView.width = width; + this.worldView.height = height; + this.checkClip(); + }; + Camera.prototype.renderDebugInfo = /** + * Render debug infos. (including id, position, rotation, scrolling factor, bounds and some other properties) + * @param x {number} X position of the debug info to be rendered. + * @param y {number} Y position of the debug info to be rendered. + * @param [color] {number} color of the debug info to be rendered. (format is css color string) + */ + function (x, y, color) { + if (typeof color === "undefined") { color = 'rgb(255,255,255)'; } + this._game.stage.context.fillStyle = color; + this._game.stage.context.fillText('Camera ID: ' + this.ID + ' (' + this.worldView.width + ' x ' + this.worldView.height + ')', x, y); + this._game.stage.context.fillText('X: ' + this._stageX + ' Y: ' + this._stageY + ' Rotation: ' + this._rotation, x, y + 14); + this._game.stage.context.fillText('World X: ' + this.scroll.x.toFixed(1) + ' World Y: ' + this.scroll.y.toFixed(1), x, y + 28); + if(this.bounds) { + this._game.stage.context.fillText('Bounds: ' + this.bounds.width + ' x ' + this.bounds.height, x, y + 56); + } + }; + Object.defineProperty(Camera.prototype, "x", { + get: function () { + return this._stageX; + }, + set: function (value) { + this._stageX = value; + this.checkClip(); + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Camera.prototype, "y", { + get: function () { + return this._stageY; + }, + set: function (value) { + this._stageY = value; + this.checkClip(); + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Camera.prototype, "width", { + get: function () { + return this.worldView.width; + }, + set: function (value) { + if(value > this._game.stage.width) { + value = this._game.stage.width; + } + this.worldView.width = value; + this.checkClip(); + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Camera.prototype, "height", { + get: function () { + return this.worldView.height; + }, + set: function (value) { + if(value > this._game.stage.height) { + value = this._game.stage.height; + } + this.worldView.height = value; + this.checkClip(); + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Camera.prototype, "rotation", { + get: function () { + return this._rotation; + }, + set: function (value) { + this._rotation = this._game.math.wrap(value, 360, 0); + }, + enumerable: true, + configurable: true + }); + Camera.prototype.checkClip = function () { + if(this._stageX !== 0 || this._stageY !== 0 || this.worldView.width < this._game.stage.width || this.worldView.height < this._game.stage.height) { + this._clip = true; + } else { + this._clip = false; + } + }; + return Camera; + })(); + Phaser.Camera = Camera; +})(Phaser || (Phaser = {})); +/// +/// +/** +* Phaser - Touch +* +* The Touch class handles touch interactions with the game and the resulting Pointer objects. +* http://www.w3.org/TR/touch-events/ +* https://developer.mozilla.org/en-US/docs/DOM/TouchList +* http://www.html5rocks.com/en/mobile/touchandmouse/ +* Note: Android 2.x only supports 1 touch event at once, no multi-touch +*/ +var Phaser; +(function (Phaser) { + var Touch = (function () { + /** + * Constructor + * @param {Game} game. + * @return {Touch} This object. + */ + function Touch(game) { + /** + * You can disable all Input by setting disabled = true. While set all new input related events will be ignored. + * @type {Boolean} + */ + this.disabled = false; + this._game = game; + } + Touch.prototype.start = /** + * Starts the event listeners running + * @method start + */ + function () { + var _this = this; + if(this._game.device.touch) { + this._game.stage.canvas.addEventListener('touchstart', function (event) { + return _this.onTouchStart(event); + }, false); + this._game.stage.canvas.addEventListener('touchmove', function (event) { + return _this.onTouchMove(event); + }, false); + this._game.stage.canvas.addEventListener('touchend', function (event) { + return _this.onTouchEnd(event); + }, false); + this._game.stage.canvas.addEventListener('touchenter', function (event) { + return _this.onTouchEnter(event); + }, false); + this._game.stage.canvas.addEventListener('touchleave', function (event) { + return _this.onTouchLeave(event); + }, false); + this._game.stage.canvas.addEventListener('touchcancel', function (event) { + return _this.onTouchCancel(event); + }, false); + document.addEventListener('touchmove', function (event) { + return _this.consumeTouchMove(event); + }, false); + } + }; + Touch.prototype.consumeTouchMove = /** + * Prevent iOS bounce-back (doesn't work?) + * @method consumeTouchMove + * @param {Any} event + **/ + function (event) { + event.preventDefault(); + }; + Touch.prototype.onTouchStart = /** + * + * @method onTouchStart + * @param {Any} event + **/ + function (event) { + if(this._game.input.disabled || this.disabled) { + return; + } + event.preventDefault(); + // event.targetTouches = list of all touches on the TARGET ELEMENT (i.e. game dom element) + // event.touches = list of all touches on the ENTIRE DOCUMENT, not just the target element + // event.changedTouches = the touches that CHANGED in this event, not the total number of them + for(var i = 0; i < event.changedTouches.length; i++) { + this._game.input.startPointer(event.changedTouches[i]); + } + }; + Touch.prototype.onTouchCancel = /** + * Touch cancel - touches that were disrupted (perhaps by moving into a plugin or browser chrome) + * Occurs for example on iOS when you put down 4 fingers and the app selector UI appears + * @method onTouchCancel + * @param {Any} event + **/ + function (event) { + if(this._game.input.disabled || this.disabled) { + return; + } + event.preventDefault(); + // Touch cancel - touches that were disrupted (perhaps by moving into a plugin or browser chrome) + // http://www.w3.org/TR/touch-events/#dfn-touchcancel + for(var i = 0; i < event.changedTouches.length; i++) { + this._game.input.stopPointer(event.changedTouches[i]); + } + }; + Touch.prototype.onTouchEnter = /** + * For touch enter and leave its a list of the touch points that have entered or left the target + * Doesn't appear to be supported by most browsers yet + * @method onTouchEnter + * @param {Any} event + **/ + function (event) { + if(this._game.input.disabled || this.disabled) { + return; + } + event.preventDefault(); + for(var i = 0; i < event.changedTouches.length; i++) { + console.log('touch enter'); + } + }; + Touch.prototype.onTouchLeave = /** + * For touch enter and leave its a list of the touch points that have entered or left the target + * Doesn't appear to be supported by most browsers yet + * @method onTouchLeave + * @param {Any} event + **/ + function (event) { + event.preventDefault(); + for(var i = 0; i < event.changedTouches.length; i++) { + console.log('touch leave'); + } + }; + Touch.prototype.onTouchMove = /** + * + * @method onTouchMove + * @param {Any} event + **/ + function (event) { + event.preventDefault(); + for(var i = 0; i < event.changedTouches.length; i++) { + this._game.input.updatePointer(event.changedTouches[i]); + } + }; + Touch.prototype.onTouchEnd = /** + * + * @method onTouchEnd + * @param {Any} event + **/ + function (event) { + event.preventDefault(); + // For touch end its a list of the touch points that have been removed from the surface + // https://developer.mozilla.org/en-US/docs/DOM/TouchList + // event.changedTouches = the touches that CHANGED in this event, not the total number of them + for(var i = 0; i < event.changedTouches.length; i++) { + this._game.input.stopPointer(event.changedTouches[i]); + } + }; + Touch.prototype.stop = /** + * Stop the event listeners + * @method stop + */ + function () { + if(this._game.device.touch) { + //this._domElement.addEventListener('touchstart', (event) => this.onTouchStart(event), false); + //this._domElement.addEventListener('touchmove', (event) => this.onTouchMove(event), false); + //this._domElement.addEventListener('touchend', (event) => this.onTouchEnd(event), false); + //this._domElement.addEventListener('touchenter', (event) => this.onTouchEnter(event), false); + //this._domElement.addEventListener('touchleave', (event) => this.onTouchLeave(event), false); + //this._domElement.addEventListener('touchcancel', (event) => this.onTouchCancel(event), false); + } + }; + return Touch; + })(); + Phaser.Touch = Touch; +})(Phaser || (Phaser = {})); +/// +/** +* Phaser - Mouse +* +* The Mouse class handles mouse interactions with the game and the resulting events. +*/ +var Phaser; +(function (Phaser) { + var Mouse = (function () { + function Mouse(game) { + /** + * You can disable all Input by setting disabled = true. While set all new input related events will be ignored. + * @type {Boolean} + */ + this.disabled = false; + this._game = game; + } + Mouse.LEFT_BUTTON = 0; + Mouse.MIDDLE_BUTTON = 1; + Mouse.RIGHT_BUTTON = 2; + Mouse.prototype.start = /** + * Starts the event listeners running + * @method start + */ + function () { + var _this = this; + this._game.stage.canvas.addEventListener('mousedown', function (event) { + return _this.onMouseDown(event); + }, true); + this._game.stage.canvas.addEventListener('mousemove', function (event) { + return _this.onMouseMove(event); + }, true); + this._game.stage.canvas.addEventListener('mouseup', function (event) { + return _this.onMouseUp(event); + }, true); + }; + Mouse.prototype.onMouseDown = /** + * @param {MouseEvent} event + */ + function (event) { + if(this._game.input.disabled || this.disabled) { + return; + } + event['identifier'] = 0; + this._game.input.mousePointer.start(event); + }; + Mouse.prototype.onMouseMove = /** + * @param {MouseEvent} event + */ + function (event) { + if(this._game.input.disabled || this.disabled) { + return; + } + event['identifier'] = 0; + this._game.input.mousePointer.move(event); + }; + Mouse.prototype.onMouseUp = /** + * @param {MouseEvent} event + */ + function (event) { + if(this._game.input.disabled || this.disabled) { + return; + } + event['identifier'] = 0; + this._game.input.mousePointer.stop(event); + }; + Mouse.prototype.stop = /** + * Stop the event listeners + * @method stop + */ + function () { + //this._game.stage.canvas.addEventListener('mousedown', (event: MouseEvent) => this.onMouseDown(event), true); + //this._game.stage.canvas.addEventListener('mousemove', (event: MouseEvent) => this.onMouseMove(event), true); + //this._game.stage.canvas.addEventListener('mouseup', (event: MouseEvent) => this.onMouseUp(event), true); + }; + return Mouse; + })(); + Phaser.Mouse = Mouse; +})(Phaser || (Phaser = {})); +/// +/** +* Phaser - Keyboard +* +* The Keyboard class handles keyboard interactions with the game and the resulting events. +* The avoid stealing all browser input we don't use event.preventDefault. If you would like to trap a specific key however +* then use the addKeyCapture() method. +*/ +var Phaser; +(function (Phaser) { + var Keyboard = (function () { + function Keyboard(game) { + this._keys = { + }; + this._capture = { + }; + /** + * You can disable all Input by setting disabled = true. While set all new input related events will be ignored. + * @type {Boolean} + */ + this.disabled = false; + this._game = game; + } + Keyboard.prototype.start = function () { + var _this = this; + document.body.addEventListener('keydown', function (event) { + return _this.onKeyDown(event); + }, false); + document.body.addEventListener('keyup', function (event) { + return _this.onKeyUp(event); + }, false); + }; + Keyboard.prototype.addKeyCapture = /** + * By default when a key is pressed Phaser will not stop the event from propagating up to the browser. + * There are some keys this can be annoying for, like the arrow keys or space bar, which make the browser window scroll. + * You can use addKeyCapture to consume the keyboard event for specific keys so it doesn't bubble up to the the browser. + * Pass in either a single keycode or an array of keycodes. + * @param {Any} keycode + */ + function (keycode) { + if(typeof keycode === 'object') { + for(var i = 0; i < keycode.length; i++) { + this._capture[keycode[i]] = true; + } + } else { + this._capture[keycode] = true; + } + }; + Keyboard.prototype.removeKeyCapture = /** + * @param {Number} keycode + */ + function (keycode) { + delete this._capture[keycode]; + }; + Keyboard.prototype.clearCaptures = function () { + this._capture = { + }; + }; + Keyboard.prototype.onKeyDown = /** + * @param {KeyboardEvent} event + */ + function (event) { + if(this._game.input.disabled || this.disabled) { + return; + } + if(this._capture[event.keyCode]) { + event.preventDefault(); + } + if(!this._keys[event.keyCode]) { + this._keys[event.keyCode] = { + isDown: true, + timeDown: this._game.time.now, + timeUp: 0 + }; + } else { + this._keys[event.keyCode].isDown = true; + this._keys[event.keyCode].timeDown = this._game.time.now; + } + }; + Keyboard.prototype.onKeyUp = /** + * @param {KeyboardEvent} event + */ + function (event) { + if(this._game.input.disabled || this.disabled) { + return; + } + if(this._capture[event.keyCode]) { + event.preventDefault(); + } + if(!this._keys[event.keyCode]) { + this._keys[event.keyCode] = { + isDown: false, + timeDown: 0, + timeUp: this._game.time.now + }; + } else { + this._keys[event.keyCode].isDown = false; + this._keys[event.keyCode].timeUp = this._game.time.now; + } + }; + Keyboard.prototype.reset = function () { + for(var key in this._keys) { + this._keys[key].isDown = false; + } + }; + Keyboard.prototype.justPressed = /** + * @param {Number} keycode + * @param {Number} [duration] + * @return {Boolean} + */ + function (keycode, duration) { + if (typeof duration === "undefined") { duration = 250; } + if(this._keys[keycode] && this._keys[keycode].isDown === true && (this._game.time.now - this._keys[keycode].timeDown < duration)) { + return true; + } else { + return false; + } + }; + Keyboard.prototype.justReleased = /** + * @param {Number} keycode + * @param {Number} [duration] + * @return {Boolean} + */ + function (keycode, duration) { + if (typeof duration === "undefined") { duration = 250; } + if(this._keys[keycode] && this._keys[keycode].isDown === false && (this._game.time.now - this._keys[keycode].timeUp < duration)) { + return true; + } else { + return false; + } + }; + Keyboard.prototype.isDown = /** + * @param {Number} keycode + * @return {Boolean} + */ + function (keycode) { + if(this._keys[keycode]) { + return this._keys[keycode].isDown; + } else { + return false; + } + }; + Keyboard.A = "A".charCodeAt(0); + Keyboard.B = "B".charCodeAt(0); + Keyboard.C = "C".charCodeAt(0); + Keyboard.D = "D".charCodeAt(0); + Keyboard.E = "E".charCodeAt(0); + Keyboard.F = "F".charCodeAt(0); + Keyboard.G = "G".charCodeAt(0); + Keyboard.H = "H".charCodeAt(0); + Keyboard.I = "I".charCodeAt(0); + Keyboard.J = "J".charCodeAt(0); + Keyboard.K = "K".charCodeAt(0); + Keyboard.L = "L".charCodeAt(0); + Keyboard.M = "M".charCodeAt(0); + Keyboard.N = "N".charCodeAt(0); + Keyboard.O = "O".charCodeAt(0); + Keyboard.P = "P".charCodeAt(0); + Keyboard.Q = "Q".charCodeAt(0); + Keyboard.R = "R".charCodeAt(0); + Keyboard.S = "S".charCodeAt(0); + Keyboard.T = "T".charCodeAt(0); + Keyboard.U = "U".charCodeAt(0); + Keyboard.V = "V".charCodeAt(0); + Keyboard.W = "W".charCodeAt(0); + Keyboard.X = "X".charCodeAt(0); + Keyboard.Y = "Y".charCodeAt(0); + Keyboard.Z = "Z".charCodeAt(0); + Keyboard.ZERO = "0".charCodeAt(0); + Keyboard.ONE = "1".charCodeAt(0); + Keyboard.TWO = "2".charCodeAt(0); + Keyboard.THREE = "3".charCodeAt(0); + Keyboard.FOUR = "4".charCodeAt(0); + Keyboard.FIVE = "5".charCodeAt(0); + Keyboard.SIX = "6".charCodeAt(0); + Keyboard.SEVEN = "7".charCodeAt(0); + Keyboard.EIGHT = "8".charCodeAt(0); + Keyboard.NINE = "9".charCodeAt(0); + Keyboard.NUMPAD_0 = 96; + Keyboard.NUMPAD_1 = 97; + Keyboard.NUMPAD_2 = 98; + Keyboard.NUMPAD_3 = 99; + Keyboard.NUMPAD_4 = 100; + Keyboard.NUMPAD_5 = 101; + Keyboard.NUMPAD_6 = 102; + Keyboard.NUMPAD_7 = 103; + Keyboard.NUMPAD_8 = 104; + Keyboard.NUMPAD_9 = 105; + Keyboard.NUMPAD_MULTIPLY = 106; + Keyboard.NUMPAD_ADD = 107; + Keyboard.NUMPAD_ENTER = 108; + Keyboard.NUMPAD_SUBTRACT = 109; + Keyboard.NUMPAD_DECIMAL = 110; + Keyboard.NUMPAD_DIVIDE = 111; + Keyboard.F1 = 112; + Keyboard.F2 = 113; + Keyboard.F3 = 114; + Keyboard.F4 = 115; + Keyboard.F5 = 116; + Keyboard.F6 = 117; + Keyboard.F7 = 118; + Keyboard.F8 = 119; + Keyboard.F9 = 120; + Keyboard.F10 = 121; + Keyboard.F11 = 122; + Keyboard.F12 = 123; + Keyboard.F13 = 124; + Keyboard.F14 = 125; + Keyboard.F15 = 126; + Keyboard.COLON = 186; + Keyboard.EQUALS = 187; + Keyboard.UNDERSCORE = 189; + Keyboard.QUESTION_MARK = 191; + Keyboard.TILDE = 192; + Keyboard.OPEN_BRACKET = 219; + Keyboard.BACKWARD_SLASH = 220; + Keyboard.CLOSED_BRACKET = 221; + Keyboard.QUOTES = 222; + Keyboard.BACKSPACE = 8; + Keyboard.TAB = 9; + Keyboard.CLEAR = 12; + Keyboard.ENTER = 13; + Keyboard.SHIFT = 16; + Keyboard.CONTROL = 17; + Keyboard.ALT = 18; + Keyboard.CAPS_LOCK = 20; + Keyboard.ESC = 27; + Keyboard.SPACEBAR = 32; + Keyboard.PAGE_UP = 33; + Keyboard.PAGE_DOWN = 34; + Keyboard.END = 35; + Keyboard.HOME = 36; + Keyboard.LEFT = 37; + Keyboard.UP = 38; + Keyboard.RIGHT = 39; + Keyboard.DOWN = 40; + Keyboard.INSERT = 45; + Keyboard.DELETE = 46; + Keyboard.HELP = 47; + Keyboard.NUM_LOCK = 144; + return Keyboard; + })(); + Phaser.Keyboard = Keyboard; +})(Phaser || (Phaser = {})); +/// +/// +/// +/// +/// +/** +* Phaser - Input +* +* A game specific Input manager that looks after the mouse, keyboard and touch objects. +* This is updated by the core game loop. +*/ +var Phaser; +(function (Phaser) { + var Input = (function () { + function Input(game) { + /** + * You can disable all Input by setting Input.disabled = true. While set all new input related events will be ignored. + * If you need to disable just one type of input, for example mouse, use Input.mouse.disabled = true instead + * @type {Boolean} + */ + this.disabled = false; + /** + * Controls the expected behaviour when using a mouse and touch together on a multi-input device + */ + this.multiInputOverride = Input.MOUSE_TOUCH_COMBINE; + /** + * A vector object representing the current position of the Pointer. + * @property vector + * @type {Vector2} + **/ + this.position = null; + /** + * A Circle object centered on the x/y screen coordinates of the Input. + * Default size of 44px (Apples recommended "finger tip" size) but can be changed to anything + * @property circle + * @type {Circle} + **/ + this.circle = null; + /** + * X coordinate of the most recent Pointer event + * @type {Number} + * @private + */ + this._x = 0; + /** + * X coordinate of the most recent Pointer event + * @type {Number} + * @private + */ + this._y = 0; + /** + * + * @type {Number} + */ + this.scaleX = 1; + /** + * + * @type {Number} + */ + this.scaleY = 1; + /** + * The maximum number of Pointers allowed to be active at any one time. + * For lots of games it's useful to set this to 1 + * @type {Number} + */ + this.maxPointers = 10; + /** + * The current number of active Pointers. + * @type {Number} + */ + this.currentPointers = 0; + /** + * The number of milliseconds that the Pointer has to be pressed down and then released to be considered a tap or click + * @property tapRate + * @type {Number} + **/ + this.tapRate = 200; + /** + * The number of milliseconds between taps of the same Pointer for it to be considered a double tap / click + * @property doubleTapRate + * @type {Number} + **/ + this.doubleTapRate = 300; + /** + * The number of milliseconds that the Pointer has to be pressed down for it to fire a onHold event + * @property holdRate + * @type {Number} + **/ + this.holdRate = 2000; + /** + * The number of milliseconds below which the Pointer is considered justPressed + * @property justPressedRate + * @type {Number} + **/ + this.justPressedRate = 200; + /** + * The number of milliseconds below which the Pointer is considered justReleased + * @property justReleasedRate + * @type {Number} + **/ + this.justReleasedRate = 200; + /** + * Sets if the Pointer objects should record a history of x/y coordinates they have passed through. + * The history is cleared each time the Pointer is pressed down. + * The history is updated at the rate specified in Input.pollRate + * @property recordPointerHistory + * @type {Boolean} + **/ + this.recordPointerHistory = true; + /** + * The rate in milliseconds at which the Pointer objects should update their tracking history + * @property recordRate + * @type {Number} + */ + this.recordRate = 100; + /** + * The total number of entries that can be recorded into the Pointer objects tracking history. + * The the Pointer is tracking one event every 100ms, then a trackLimit of 100 would store the last 10 seconds worth of history. + * @property recordLimit + * @type {Number} + */ + this.recordLimit = 100; + /** + * A Pointer object + * @property pointer6 + * @type {Pointer} + **/ + this.pointer6 = null; + /** + * A Pointer object + * @property pointer7 + * @type {Pointer} + **/ + this.pointer7 = null; + /** + * A Pointer object + * @property pointer8 + * @type {Pointer} + **/ + this.pointer8 = null; + /** + * A Pointer object + * @property pointer9 + * @type {Pointer} + **/ + this.pointer9 = null; + /** + * A Pointer object + * @property pointer10 + * @type {Pointer} + **/ + this.pointer10 = null; + this._game = game; + this.mousePointer = new Phaser.Pointer(this._game, 0); + this.pointer1 = new Phaser.Pointer(this._game, 1); + this.pointer2 = new Phaser.Pointer(this._game, 2); + this.pointer3 = new Phaser.Pointer(this._game, 3); + this.pointer4 = new Phaser.Pointer(this._game, 4); + this.pointer5 = new Phaser.Pointer(this._game, 5); + this.mouse = new Phaser.Mouse(this._game); + this.keyboard = new Phaser.Keyboard(this._game); + this.touch = new Phaser.Touch(this._game); + this.mspointer = new Phaser.MSPointer(this._game); + this.gestures = new Phaser.Gestures(this._game); + this.onDown = new Phaser.Signal(); + this.onUp = new Phaser.Signal(); + this.onTap = new Phaser.Signal(); + this.onHold = new Phaser.Signal(); + this.position = new Vector2(); + this.circle = new Phaser.Circle(0, 0, 44); + this.currentPointers = 0; + } + Input.MOUSE_OVERRIDES_TOUCH = 0; + Input.TOUCH_OVERRIDES_MOUSE = 1; + Input.MOUSE_TOUCH_COMBINE = 2; + Object.defineProperty(Input.prototype, "x", { + get: /** + * The screen X coordinate + * @property x + * @type {Number} + **/ + function () { + return this._x; + }, + set: function (value) { + this._x = Phaser.Math.round(value); + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Input.prototype, "y", { + get: /** + * The screen Y coordinate + * @property y + * @type {Number} + **/ + function () { + return this._y; + }, + set: function (value) { + this._y = Phaser.Math.round(value); + }, + enumerable: true, + configurable: true + }); + Input.prototype.addPointer = /** + * Add a new Pointer object to the Input Manager. By default Input creates 5 pointer objects for you. If you need more + * use this to create a new one, up to a maximum of 10. + * @method addPointer + * @return {Pointer} A reference to the new Pointer object + **/ + function () { + var next = 0; + if(this.pointer10 === null) { + next = 10; + } + if(this.pointer9 === null) { + next = 9; + } + if(this.pointer8 === null) { + next = 8; + } + if(this.pointer7 === null) { + next = 7; + } + if(this.pointer6 === null) { + next = 6; + } + if(next == 0) { + throw new Error("You can only have 10 Pointer objects"); + return null; + } else { + this['pointer' + next] = new Phaser.Pointer(this._game, next); + return this['pointer' + next]; + } + }; + Input.prototype.start = /** + * Starts the Input Manager running + * @method start + **/ + function () { + this.mouse.start(); + this.keyboard.start(); + this.touch.start(); + this.mspointer.start(); + this.gestures.start(); + }; + Input.prototype.update = /** + * Updates the Input Manager. Called by the core Game loop. + * @method update + **/ + function () { + this.mousePointer.update(); + this.pointer1.update(); + this.pointer2.update(); + this.pointer3.update(); + this.pointer4.update(); + this.pointer5.update(); + if(this.pointer6) { + this.pointer6.update(); + } + if(this.pointer7) { + this.pointer7.update(); + } + if(this.pointer8) { + this.pointer8.update(); + } + if(this.pointer9) { + this.pointer9.update(); + } + if(this.pointer10) { + this.pointer10.update(); + } + }; + Input.prototype.reset = /** + * Reset all of the Pointers and Input states + * @method reset + * @param hard {Boolean} A soft reset (hard = false) won't reset any signals that might be bound. A hard reset will. + **/ + function (hard) { + if (typeof hard === "undefined") { hard = false; } + this.keyboard.reset(); + this.pointer1.reset(); + this.pointer2.reset(); + this.pointer3.reset(); + this.pointer4.reset(); + this.pointer5.reset(); + if(this.pointer6) { + this.pointer6.reset(); + } + if(this.pointer7) { + this.pointer7.reset(); + } + if(this.pointer8) { + this.pointer8.reset(); + } + if(this.pointer9) { + this.pointer9.reset(); + } + if(this.pointer10) { + this.pointer10.reset(); + } + this.currentPointers = 0; + if(hard == true) { + this.onDown = new Phaser.Signal(); + this.onUp = new Phaser.Signal(); + this.onTap = new Phaser.Signal(); + this.onHold = new Phaser.Signal(); + } + }; + Object.defineProperty(Input.prototype, "totalInactivePointers", { + get: /** + * Get the total number of inactive Pointers + * @method totalInactivePointers + * @return {Number} The number of Pointers currently inactive + **/ + function () { + return 10 - this.currentPointers; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Input.prototype, "totalActivePointers", { + get: /** + * Recalculates the total number of active Pointers + * @method totalActivePointers + * @return {Number} The number of Pointers currently active + **/ + function () { + this.currentPointers = 0; + if(this.pointer1.active == true) { + this.currentPointers++; + } else if(this.pointer2.active == true) { + this.currentPointers++; + } else if(this.pointer3.active == true) { + this.currentPointers++; + } else if(this.pointer4.active == true) { + this.currentPointers++; + } else if(this.pointer5.active == true) { + this.currentPointers++; + } else if(this.pointer6 && this.pointer6.active == true) { + this.currentPointers++; + } else if(this.pointer7 && this.pointer7.active == true) { + this.currentPointers++; + } else if(this.pointer8 && this.pointer8.active == true) { + this.currentPointers++; + } else if(this.pointer9 && this.pointer9.active == true) { + this.currentPointers++; + } else if(this.pointer10 && this.pointer10.active == true) { + this.currentPointers++; + } + return this.currentPointers; + }, + enumerable: true, + configurable: true + }); + Input.prototype.startPointer = /** + * Find the first free Pointer object and start it, passing in the event data. + * @method startPointer + * @param {Any} event The event data from the Touch event + * @return {Pointer} The Pointer object that was started or null if no Pointer object is available + **/ + function (event) { + if(this.maxPointers < 10 && this.totalActivePointers == this.maxPointers) { + return null; + } + // Unrolled for speed + if(this.pointer1.active == false) { + return this.pointer1.start(event); + } else if(this.pointer2.active == false) { + return this.pointer2.start(event); + } else if(this.pointer3.active == false) { + return this.pointer3.start(event); + } else if(this.pointer4.active == false) { + return this.pointer4.start(event); + } else if(this.pointer5.active == false) { + return this.pointer5.start(event); + } else if(this.pointer6 && this.pointer6.active == false) { + return this.pointer6.start(event); + } else if(this.pointer7 && this.pointer7.active == false) { + return this.pointer7.start(event); + } else if(this.pointer8 && this.pointer8.active == false) { + return this.pointer8.start(event); + } else if(this.pointer9 && this.pointer9.active == false) { + return this.pointer9.start(event); + } else if(this.pointer10 && this.pointer10.active == false) { + return this.pointer10.start(event); + } + return null; + }; + Input.prototype.updatePointer = /** + * Updates the matching Pointer object, passing in the event data. + * @method updatePointer + * @param {Any} event The event data from the Touch event + * @return {Pointer} The Pointer object that was updated or null if no Pointer object is available + **/ + function (event) { + // Unrolled for speed + if(this.pointer1.active == true && this.pointer1.identifier == event.identifier) { + return this.pointer1.move(event); + } else if(this.pointer2.active == true && this.pointer2.identifier == event.identifier) { + return this.pointer2.move(event); + } else if(this.pointer3.active == true && this.pointer3.identifier == event.identifier) { + return this.pointer3.move(event); + } else if(this.pointer4.active == true && this.pointer4.identifier == event.identifier) { + return this.pointer4.move(event); + } else if(this.pointer5.active == true && this.pointer5.identifier == event.identifier) { + return this.pointer5.move(event); + } else if(this.pointer6 && this.pointer6.active == true && this.pointer6.identifier == event.identifier) { + return this.pointer6.move(event); + } else if(this.pointer7 && this.pointer7.active == true && this.pointer7.identifier == event.identifier) { + return this.pointer7.move(event); + } else if(this.pointer8 && this.pointer8.active == true && this.pointer8.identifier == event.identifier) { + return this.pointer8.move(event); + } else if(this.pointer9 && this.pointer9.active == true && this.pointer9.identifier == event.identifier) { + return this.pointer9.move(event); + } else if(this.pointer10 && this.pointer10.active == true && this.pointer10.identifier == event.identifier) { + return this.pointer10.move(event); + } + return null; + }; + Input.prototype.stopPointer = /** + * Stops the matching Pointer object, passing in the event data. + * @method stopPointer + * @param {Any} event The event data from the Touch event + * @return {Pointer} The Pointer object that was stopped or null if no Pointer object is available + **/ + function (event) { + // Unrolled for speed + if(this.pointer1.active == true && this.pointer1.identifier == event.identifier) { + return this.pointer1.stop(event); + } else if(this.pointer2.active == true && this.pointer2.identifier == event.identifier) { + return this.pointer2.stop(event); + } else if(this.pointer3.active == true && this.pointer3.identifier == event.identifier) { + return this.pointer3.stop(event); + } else if(this.pointer4.active == true && this.pointer4.identifier == event.identifier) { + return this.pointer4.stop(event); + } else if(this.pointer5.active == true && this.pointer5.identifier == event.identifier) { + return this.pointer5.stop(event); + } else if(this.pointer6 && this.pointer6.active == true && this.pointer6.identifier == event.identifier) { + return this.pointer6.stop(event); + } else if(this.pointer7 && this.pointer7.active == true && this.pointer7.identifier == event.identifier) { + return this.pointer7.stop(event); + } else if(this.pointer8 && this.pointer8.active == true && this.pointer8.identifier == event.identifier) { + return this.pointer8.stop(event); + } else if(this.pointer9 && this.pointer9.active == true && this.pointer9.identifier == event.identifier) { + return this.pointer9.stop(event); + } else if(this.pointer10 && this.pointer10.active == true && this.pointer10.identifier == event.identifier) { + return this.pointer10.stop(event); + } + return null; + }; + Input.prototype.getPointer = /** + * Get the next Pointer object whos active property matches the given state + * @method getPointer + * @param {Boolean} state The state the Pointer should be in (false for inactive, true for active) + * @return {Pointer} A Pointer object or null if no Pointer object matches the requested state. + **/ + function (state) { + if (typeof state === "undefined") { state = false; } + // Unrolled for speed + if(this.pointer1.active == state) { + return this.pointer1; + } else if(this.pointer2.active == state) { + return this.pointer2; + } else if(this.pointer3.active == state) { + return this.pointer3; + } else if(this.pointer4.active == state) { + return this.pointer4; + } else if(this.pointer5.active == state) { + return this.pointer5; + } else if(this.pointer6 && this.pointer6.active == state) { + return this.pointer6; + } else if(this.pointer7 && this.pointer7.active == state) { + return this.pointer7; + } else if(this.pointer8 && this.pointer8.active == state) { + return this.pointer8; + } else if(this.pointer9 && this.pointer9.active == state) { + return this.pointer9; + } else if(this.pointer10 && this.pointer10.active == state) { + return this.pointer10; + } + return null; + }; + Input.prototype.getPointerFromIdentifier = /** + * Get the Pointer object whos identified property matches the given identifier value + * @method getPointerFromIdentifier + * @param {Number} identifier The Pointer.identifier value to search for + * @return {Pointer} A Pointer object or null if no Pointer object matches the requested identifier. + **/ + function (identifier) { + // Unrolled for speed + if(this.pointer1.identifier == identifier) { + return this.pointer1; + } else if(this.pointer2.identifier == identifier) { + return this.pointer2; + } else if(this.pointer3.identifier == identifier) { + return this.pointer3; + } else if(this.pointer4.identifier == identifier) { + return this.pointer4; + } else if(this.pointer5.identifier == identifier) { + return this.pointer5; + } else if(this.pointer6 && this.pointer6.identifier == identifier) { + return this.pointer6; + } else if(this.pointer7 && this.pointer7.identifier == identifier) { + return this.pointer7; + } else if(this.pointer8 && this.pointer8.identifier == identifier) { + return this.pointer8; + } else if(this.pointer9 && this.pointer9.identifier == identifier) { + return this.pointer9; + } else if(this.pointer10 && this.pointer10.identifier == identifier) { + return this.pointer10; + } + return null; + }; + Input.prototype.getWorldX = /** + * @param {Camera} [camera] + */ + function (camera) { + if (typeof camera === "undefined") { camera = this._game.camera; } + return camera.worldView.x + this.x; + }; + Input.prototype.getWorldY = /** + * @param {Camera} [camera] + */ + function (camera) { + if (typeof camera === "undefined") { camera = this._game.camera; } + return camera.worldView.y + this.y; + }; + Input.prototype.renderDebugInfo = /** + * @param {Number} x + * @param {Number} y + * @param {String} [color] + */ + function (x, y, color) { + if (typeof color === "undefined") { color = 'rgb(255,255,255)'; } + this._game.stage.context.font = '14px Courier'; + this._game.stage.context.fillStyle = color; + this._game.stage.context.fillText('Input', x, y); + this._game.stage.context.fillText('Screen X: ' + this.x + ' Screen Y: ' + this.y, x, y + 14); + this._game.stage.context.fillText('World X: ' + this.getWorldX() + ' World Y: ' + this.getWorldY(), x, y + 28); + this._game.stage.context.fillText('Scale X: ' + this.scaleX.toFixed(1) + ' Scale Y: ' + this.scaleY.toFixed(1), x, y + 42); + }; + Input.prototype.getDistance = /** + * Get the distance between two Pointer objects + * @method getDistance + * @param {Pointer} pointer1 + * @param {Pointer} pointer2 + **/ + function (pointer1, pointer2) { + return pointer1.position.distance(pointer2.position); + }; + Input.prototype.getAngle = /** + * Get the angle between two Pointer objects + * @method getAngle + * @param {Pointer} pointer1 + * @param {Pointer} pointer2 + **/ + function (pointer1, pointer2) { + return pointer1.position.angle(pointer2.position); + }; + return Input; + })(); + Phaser.Input = Input; +})(Phaser || (Phaser = {})); +/// +/** +* Phaser - FrameData +* +* FrameData is a container for Frame objects, the internal representation of animation data in Phaser. +*/ +var Phaser; +(function (Phaser) { + var FrameData = (function () { + /** + * FrameData constructor + */ + function FrameData() { + this._frames = []; + this._frameNames = []; + } + Object.defineProperty(FrameData.prototype, "total", { + get: function () { + return this._frames.length; + }, + enumerable: true, + configurable: true + }); + FrameData.prototype.addFrame = /** + * Add a new frame. + * @param frame {Frame} The frame you want to add. + * @return {Frame} The frame you just added. + */ + function (frame) { + frame.index = this._frames.length; + this._frames.push(frame); + if(frame.name !== '') { + this._frameNames[frame.name] = frame.index; + } + return frame; + }; + FrameData.prototype.getFrame = /** + * Get a frame by its index. + * @param index {number} Index of the frame you want to get. + * @return {Frame} The frame you want. + */ + function (index) { + if(this._frames[index]) { + return this._frames[index]; + } + return null; + }; + FrameData.prototype.getFrameByName = /** + * Get a frame by its name. + * @param name {string} Name of the frame you want to get. + * @return {Frame} The frame you want. + */ + function (name) { + if(this._frameNames[name] >= 0) { + return this._frames[this._frameNames[name]]; + } + return null; + }; + FrameData.prototype.checkFrameName = /** + * Check whether there's a frame with given name. + * @param name {string} Name of the frame you want to check. + * @return {boolean} True if frame with given name found, otherwise return false. + */ + function (name) { + if(this._frameNames[name] >= 0) { + return true; + } + return false; + }; + FrameData.prototype.getFrameRange = /** + * Get ranges of frames in an array. + * @param start {number} Start index of frames you want. + * @param end {number} End index of frames you want. + * @param [output] {Frame[]} result will be added into this array. + * @return {Frame[]} Ranges of specific frames in an array. + */ + function (start, end, output) { + if (typeof output === "undefined") { output = []; } + for(var i = start; i <= end; i++) { + output.push(this._frames[i]); + } + return output; + }; + FrameData.prototype.getFrameIndexes = /** + * Get all indexes of frames by giving their name. + * @param [output] {number[]} result will be added into this array. + * @return {number[]} Indexes of specific frames in an array. + */ + function (output) { + if (typeof output === "undefined") { output = []; } + output.length = 0; + for(var i = 0; i < this._frames.length; i++) { + output.push(i); + } + return output; + }; + FrameData.prototype.getFrameIndexesByName = /** + * Get all names of frames by giving their indexes. + * @param [output] {number[]} result will be added into this array. + * @return {number[]} Names of specific frames in an array. + */ + function (input) { + var output = []; + for(var i = 0; i < input.length; i++) { + if(this.getFrameByName(input[i])) { + output.push(this.getFrameByName(input[i]).index); + } + } + return output; + }; + FrameData.prototype.getAllFrames = /** + * Get all frames in this frame data. + * @return {Frame[]} All the frames in an array. + */ + function () { + return this._frames; + }; + FrameData.prototype.getFrames = /** + * Get All frames with specific ranges. + * @param range {number[]} Ranges in an array. + * @return {Frame[]} All frames in an array. + */ + function (range) { + var output = []; + for(var i = 0; i < range.length; i++) { + output.push(this._frames[i]); + } + return output; + }; + return FrameData; + })(); + Phaser.FrameData = FrameData; +})(Phaser || (Phaser = {})); +/// +/** +* Phaser - Frame +* +* A Frame is a single frame of an animation and is part of a FrameData collection. +*/ +var Phaser; +(function (Phaser) { + var Frame = (function () { + /** + * Frame constructor + * Create a new Frame with specific position, size and name. + * + * @param x {number} X position within the image to cut from. + * @param y {number} Y position within the image to cut from. + * @param width {number} Width of the frame. + * @param height {number} Height of the frame. + * @param name {string} Name of this frame. + */ + function Frame(x, y, width, height, name) { + /** + * Useful for Texture Atlas files. (is set to the filename value) + */ + this.name = ''; + /** + * Rotated? (not yet implemented) + */ + this.rotated = false; + /** + * Either cw or ccw, rotation is always 90 degrees. + */ + this.rotationDirection = 'cw'; + this.x = x; + this.y = y; + this.width = width; + this.height = height; + this.name = name; + this.rotated = false; + this.trimmed = false; + } + Frame.prototype.setRotation = /** + * Set rotation of this frame. (Not yet supported!) + */ + function (rotated, rotationDirection) { + // Not yet supported + }; + Frame.prototype.setTrim = /** + * Set trim of the frame. + * @param trimmed {boolean} Whether this frame trimmed or not. + * @param actualWidth {number} Actual width of this frame. + * @param actualHeight {number} Actual height of this frame. + * @param destX {number} Destiny x position. + * @param destY {number} Destiny y position. + * @param destWidth {number} Destiny draw width. + * @param destHeight {number} Destiny draw height. + */ + function (trimmed, actualWidth, actualHeight, destX, destY, destWidth, destHeight) { + this.trimmed = trimmed; + this.sourceSizeW = actualWidth; + this.sourceSizeH = actualHeight; + this.spriteSourceSizeX = destX; + this.spriteSourceSizeY = destY; + this.spriteSourceSizeW = destWidth; + this.spriteSourceSizeH = destHeight; + }; + return Frame; + })(); + Phaser.Frame = Frame; +})(Phaser || (Phaser = {})); +/// +/** +* Phaser - AnimationLoader +* +* Responsible for parsing sprite sheet and JSON data into the internal FrameData format that Phaser uses for animations. +*/ +var Phaser; +(function (Phaser) { + var AnimationLoader = (function () { + function AnimationLoader() { } + AnimationLoader.parseSpriteSheet = /** + * Parse a sprite sheet from asset data. + * @param key {string} Asset key for the sprite sheet data. + * @param frameWidth {number} Width of animation frame. + * @param frameHeight {number} Height of animation frame. + * @param frameMax {number} Number of animation frames. + * @return {FrameData} Generated FrameData object. + */ + function parseSpriteSheet(game, key, frameWidth, frameHeight, frameMax) { + // How big is our image? + var img = game.cache.getImage(key); + if(img == null) { + return null; + } + var width = img.width; + var height = img.height; + var row = Phaser.Math.round(width / frameWidth); + var column = Phaser.Math.round(height / frameHeight); + var total = row * column; + if(frameMax !== -1) { + total = frameMax; + } + // Zero or smaller than frame sizes? + if(width == 0 || height == 0 || width < frameWidth || height < frameHeight || total === 0) { + return null; + } + // Let's create some frames then + var data = new Phaser.FrameData(); + var x = 0; + var y = 0; + for(var i = 0; i < total; i++) { + data.addFrame(new Phaser.Frame(x, y, frameWidth, frameHeight, '')); + x += frameWidth; + if(x === width) { + x = 0; + y += frameHeight; + } + } + return data; + }; + AnimationLoader.parseJSONData = /** + * Parse frame datas from json. + * @param json {object} Json data you want to parse. + * @return {FrameData} Generated FrameData object. + */ + function parseJSONData(game, json) { + // Malformed? + if(!json['frames']) { + throw new Error("Phaser.AnimationLoader.parseJSONData: Invalid Texture Atlas JSON given, missing 'frames' array"); + } + // Let's create some frames then + var data = new Phaser.FrameData(); + // By this stage frames is a fully parsed array + var frames = json; + var newFrame; + for(var i = 0; i < frames.length; i++) { + newFrame = data.addFrame(new Phaser.Frame(frames[i].frame.x, frames[i].frame.y, frames[i].frame.w, frames[i].frame.h, frames[i].filename)); + newFrame.setTrim(frames[i].trimmed, frames[i].sourceSize.w, frames[i].sourceSize.h, frames[i].spriteSourceSize.x, frames[i].spriteSourceSize.y, frames[i].spriteSourceSize.w, frames[i].spriteSourceSize.h); + } + return data; + }; + AnimationLoader.parseXMLData = function parseXMLData(game, xml, format) { + // Malformed? + if(!xml.getElementsByTagName('TextureAtlas')) { + throw new Error("Phaser.AnimationLoader.parseXMLData: Invalid Texture Atlas XML given, missing tag"); + } + // Let's create some frames then + var data = new Phaser.FrameData(); + var frames = xml.getElementsByTagName('SubTexture'); + var newFrame; + for(var i = 0; i < frames.length; i++) { + var frame = frames[i].attributes; + newFrame = data.addFrame(new Phaser.Frame(frame.x.nodeValue, frame.y.nodeValue, frame.width.nodeValue, frame.height.nodeValue, frame.name.nodeValue)); + // Trimmed? + if(frame.frameX.nodeValue != '-0' || frame.frameY.nodeValue != '-0') { + newFrame.setTrim(true, frame.width.nodeValue, frame.height.nodeValue, Phaser.Math.abs(frame.frameX.nodeValue), Phaser.Math.abs(frame.frameY.nodeValue), frame.frameWidth.nodeValue, frame.frameHeight.nodeValue); + } + } + return data; + }; + return AnimationLoader; + })(); + Phaser.AnimationLoader = AnimationLoader; +})(Phaser || (Phaser = {})); +/// +/** +* Phaser - Animation +* +* An Animation is a single animation. It is created by the AnimationManager and belongs to Sprite objects. +*/ +var Phaser; +(function (Phaser) { + var Animation = (function () { + /** + * Animation constructor + * Create a new Animation. + * + * @param parent {Sprite} Owner sprite of this animation. + * @param frameData {FrameData} The FrameData object contains animation data. + * @param name {string} Unique name of this animation. + * @param frames {number[]/string[]} An array of numbers or strings indicating what frames to play in what order. + * @param delay {number} Time between frames in ms. + * @param looped {boolean} Whether or not the animation is looped or just plays once. + */ + function Animation(game, parent, frameData, name, frames, delay, looped) { this._game = game; this._parent = parent; - this._fx = []; - this.active = true; - this.visible = true; + this._frames = frames; + this._frameData = frameData; + this.name = name; + this.delay = 1000 / delay; + this.looped = looped; + this.isFinished = false; + this.isPlaying = false; + this._frameIndex = 0; + this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]); } - FXManager.prototype.add = /** - * Adds a new FX to the FXManager. - * The effect must be an object with at least one of the following methods: preUpdate, postUpdate, preRender, render or postRender. - * A new instance of the effect will be created and a reference to Game will be passed to the object constructor. - * @param {object} effect - * @return {any} + Object.defineProperty(Animation.prototype, "frameTotal", { + get: function () { + return this._frames.length; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Animation.prototype, "frame", { + get: function () { + if(this.currentFrame !== null) { + return this.currentFrame.index; + } else { + return this._frameIndex; + } + }, + set: function (value) { + this.currentFrame = this._frameData.getFrame(value); + if(this.currentFrame !== null) { + this._parent.frameBounds.width = this.currentFrame.width; + this._parent.frameBounds.height = this.currentFrame.height; + this._frameIndex = value; + } + }, + enumerable: true, + configurable: true + }); + Animation.prototype.play = /** + * Play this animation. + * @param frameRate {number} FrameRate you want to specify instead of using default. + * @param loop {boolean} Whether or not the animation is looped or just plays once. */ - function (effect) { - var result = false; - var newEffect = { - effect: { - }, - preUpdate: false, - postUpdate: false, - preRender: false, - render: false, - postRender: false - }; - if(typeof effect === 'function') { - newEffect.effect = new effect(this._game, this._parent); - } else { - throw new Error("Invalid object given to Phaser.FXManager.add"); + function (frameRate, loop) { + if (typeof frameRate === "undefined") { frameRate = null; } + if(frameRate !== null) { + this.delay = 1000 / frameRate; } - // Check for methods now to avoid having to do this every loop - if(typeof newEffect.effect['preUpdate'] === 'function') { - newEffect.preUpdate = true; - result = true; - } - if(typeof newEffect.effect['postUpdate'] === 'function') { - newEffect.postUpdate = true; - result = true; - } - if(typeof newEffect.effect['preRender'] === 'function') { - newEffect.preRender = true; - result = true; - } - if(typeof newEffect.effect['render'] === 'function') { - newEffect.render = true; - result = true; - } - if(typeof newEffect.effect['postRender'] === 'function') { - newEffect.postRender = true; - result = true; - } - if(result == true) { - this._length = this._fx.push(newEffect); - return newEffect.effect; - } else { - return result; + if(loop !== undefined) { + this.looped = loop; } + this.isPlaying = true; + this.isFinished = false; + this._timeLastFrame = this._game.time.now; + this._timeNextFrame = this._game.time.now + this.delay; + this._frameIndex = 0; + this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]); }; - FXManager.prototype.preUpdate = /** - * Pre-update is called at the start of the objects update cycle, before any other updates have taken place. + Animation.prototype.restart = /** + * Play this animation from the first frame. */ function () { - if(this.active) { - for(var i = 0; i < this._length; i++) { - if(this._fx[i].preUpdate) { - this._fx[i].effect.preUpdate(); - } - } - } + this.isPlaying = true; + this.isFinished = false; + this._timeLastFrame = this._game.time.now; + this._timeNextFrame = this._game.time.now + this.delay; + this._frameIndex = 0; + this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]); }; - FXManager.prototype.postUpdate = /** - * Post-update is called at the end of the objects update cycle, after other update logic has taken place. + Animation.prototype.stop = /** + * Stop playing animation and set it finished. */ function () { - if(this.active) { - for(var i = 0; i < this._length; i++) { - if(this._fx[i].postUpdate) { - this._fx[i].effect.postUpdate(); - } - } - } + this.isPlaying = false; + this.isFinished = true; }; - FXManager.prototype.preRender = /** - * Pre-render is called at the start of the object render cycle, before any transforms have taken place. - * It happens directly AFTER a canvas context.save has happened if added to a Camera. - * @param {Camera} camera - * @param {number} cameraX - * @param {number} cameraY - * @param {number} cameraWidth - * @param {number} cameraHeight + Animation.prototype.update = /** + * Update animation frames. */ - function (camera, cameraX, cameraY, cameraWidth, cameraHeight) { - if(this.visible) { - for(var i = 0; i < this._length; i++) { - if(this._fx[i].preRender) { - this._fx[i].effect.preRender(camera, cameraX, cameraY, cameraWidth, cameraHeight); + function () { + if(this.isPlaying == true && this._game.time.now >= this._timeNextFrame) { + this._frameIndex++; + if(this._frameIndex == this._frames.length) { + if(this.looped) { + this._frameIndex = 0; + this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]); + } else { + this.onComplete(); } + } else { + this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]); } + this._timeLastFrame = this._game.time.now; + this._timeNextFrame = this._game.time.now + this.delay; + return true; } + return false; }; - FXManager.prototype.render = /** - * render is called during the objects render cycle, right after all transforms have finished, but before any children/image data is rendered. - * @param {Camera} camera - * @param {number} cameraX - * @param {number} cameraY - * @param {number} cameraWidth - * @param {number} cameraHeight - */ - function (camera, cameraX, cameraY, cameraWidth, cameraHeight) { - if(this.visible) { - for(var i = 0; i < this._length; i++) { - if(this._fx[i].preRender) { - this._fx[i].effect.preRender(camera, cameraX, cameraY, cameraWidth, cameraHeight); - } - } - } - }; - FXManager.prototype.postRender = /** - * Post-render is called during the objects render cycle, after the children/image data has been rendered. - * It happens directly BEFORE a canvas context.restore has happened if added to a Camera. - */ - function (camera, cameraX, cameraY, cameraWidth, cameraHeight) { - if(this.visible) { - for(var i = 0; i < this._length; i++) { - if(this._fx[i].postRender) { - this._fx[i].effect.postRender(camera, cameraX, cameraY, cameraWidth, cameraHeight); - } - } - } - }; - FXManager.prototype.destroy = /** - * Clear down this FXManager and null out references + Animation.prototype.destroy = /** + * Clean up animation memory. */ function () { this._game = null; - this._fx = null; + this._parent = null; + this._frames = null; + this._frameData = null; + this.currentFrame = null; + this.isPlaying = false; }; - return FXManager; + Animation.prototype.onComplete = /** + * Animation complete callback method. + */ + function () { + this.isPlaying = false; + this.isFinished = true; + // callback goes here + }; + return Animation; })(); - Phaser.FXManager = FXManager; + Phaser.Animation = Animation; +})(Phaser || (Phaser = {})); +/// +/// +/** +* Phaser - TweenManager +* +* The Game has a single instance of the TweenManager through which all Tween objects are created and updated. +* Tweens are hooked into the game clock and pause system, adjusting based on the game state. +* TweenManager is based heavily on tween.js by sole (http://soledadpenades.com). +* I converted it to TypeScript, swapped the callbacks for signals and patched a few issues with regard +* to properties and completion errors. Please see https://github.com/sole/tween.js for a full list of contributors. +*/ +var Phaser; +(function (Phaser) { + var TweenManager = (function () { + /** + * TweenManager constructor + * @param game {Game} A reference to the current Game. + */ + function TweenManager(game) { + this._game = game; + this._tweens = []; + } + TweenManager.prototype.getAll = /** + * Get all the tween objects in an array. + * @return {Phaser.Tween[]} Array with all tween objects. + */ + function () { + return this._tweens; + }; + TweenManager.prototype.removeAll = /** + * Remove all tween objects. + */ + function () { + this._tweens.length = 0; + }; + TweenManager.prototype.create = /** + * Create a tween object for a specific object. + * + * @param object {object} Object you wish the tween will affect. + * @return {Phaser.Tween} The newly created tween object. + */ + function (object) { + return new Phaser.Tween(object, this._game); + }; + TweenManager.prototype.add = /** + * Add an exist tween object to the manager. + * + * @param tween {Phaser.Tween} The tween object you want to add. + * @return {Phaser.Tween} The tween object you added to the manager. + */ + function (tween) { + tween.parent = this._game; + this._tweens.push(tween); + return tween; + }; + TweenManager.prototype.remove = /** + * Remove a tween from this manager. + * + * @param tween {Phaser.Tween} The tween object you want to remove. + */ + function (tween) { + var i = this._tweens.indexOf(tween); + if(i !== -1) { + this._tweens.splice(i, 1); + } + }; + TweenManager.prototype.update = /** + * Update all the tween objects you added to this manager. + * + * @return {boolean} Return false if there's no tween to update, otherwise return true. + */ + function () { + if(this._tweens.length === 0) { + return false; + } + var i = 0; + var numTweens = this._tweens.length; + while(i < numTweens) { + if(this._tweens[i].update(this._game.time.now)) { + i++; + } else { + this._tweens.splice(i, 1); + numTweens--; + } + } + return true; + }; + return TweenManager; + })(); + Phaser.TweenManager = TweenManager; })(Phaser || (Phaser = {})); /// /** @@ -17463,3 +15932,961 @@ var Phaser; })(); Phaser.State = State; })(Phaser || (Phaser = {})); +/// +/** +* Phaser - Loader +* +* The Loader handles loading all external content such as Images, Sounds, Texture Atlases and data files. +* It uses a combination of Image() loading and xhr and provides for progress and completion callbacks. +*/ +var Phaser; +(function (Phaser) { + var Loader = (function () { + /** + * Loader constructor + * + * @param game {Phaser.Game} Current game instance. + * @param callback {function} This will be called when assets completely loaded. + */ + function Loader(game, callback) { + /** + * The crossOrigin value applied to loaded images + * @type {string} + */ + this.crossOrigin = ''; + this._game = game; + this._gameCreateComplete = callback; + this._keys = []; + this._fileList = { + }; + this._xhr = new XMLHttpRequest(); + this._queueSize = 0; + } + Loader.TEXTURE_ATLAS_JSON_ARRAY = 0; + Loader.TEXTURE_ATLAS_JSON_HASH = 1; + Loader.TEXTURE_ATLAS_XML_STARLING = 2; + Loader.prototype.reset = /** + * Reset loader, this will remove all loaded assets. + */ + function () { + this._queueSize = 0; + }; + Object.defineProperty(Loader.prototype, "queueSize", { + get: function () { + return this._queueSize; + }, + enumerable: true, + configurable: true + }); + Loader.prototype.addImageFile = /** + * Add a new image asset loading request with key and url. + * @param key {string} Unique asset key of this image file. + * @param url {string} URL of image file. + */ + function (key, url) { + if(this.checkKeyExists(key) === false) { + this._queueSize++; + this._fileList[key] = { + type: 'image', + key: key, + url: url, + data: null, + error: false, + loaded: false + }; + this._keys.push(key); + } + }; + Loader.prototype.addSpriteSheet = /** + * Add a new sprite sheet loading request. + * @param key {string} Unique asset key of the sheet file. + * @param url {string} URL of sheet file. + * @param frameWidth {number} Width of each single frame. + * @param frameHeight {number} Height of each single frame. + * @param frameMax {number} How many frames in this sprite sheet. + */ + function (key, url, frameWidth, frameHeight, frameMax) { + if (typeof frameMax === "undefined") { frameMax = -1; } + if(this.checkKeyExists(key) === false) { + this._queueSize++; + this._fileList[key] = { + type: 'spritesheet', + key: key, + url: url, + data: null, + frameWidth: frameWidth, + frameHeight: frameHeight, + frameMax: frameMax, + error: false, + loaded: false + }; + this._keys.push(key); + } + }; + Loader.prototype.addTextureAtlas = /** + * Add a new texture atlas loading request. + * @param key {string} Unique asset key of the texture atlas file. + * @param textureURL {string} The url of the texture atlas image file. + * @param [atlasURL] {string} The url of the texture atlas data file (json/xml) + * @param [atlasData] {object} A JSON or XML data object. + * @param [format] {number} A value describing the format of the data. + */ + function (key, textureURL, atlasURL, atlasData, format) { + if (typeof atlasURL === "undefined") { atlasURL = null; } + if (typeof atlasData === "undefined") { atlasData = null; } + if (typeof format === "undefined") { format = Phaser.Loader.TEXTURE_ATLAS_JSON_ARRAY; } + if(this.checkKeyExists(key) === false) { + if(atlasURL !== null) { + // A URL to a json/xml file has been given + this._queueSize++; + this._fileList[key] = { + type: 'textureatlas', + key: key, + url: textureURL, + atlasURL: atlasURL, + data: null, + format: format, + error: false, + loaded: false + }; + this._keys.push(key); + } else { + if(format == Phaser.Loader.TEXTURE_ATLAS_JSON_ARRAY) { + // A json string or object has been given + if(typeof atlasData === 'string') { + atlasData = JSON.parse(atlasData); + } + this._queueSize++; + this._fileList[key] = { + type: 'textureatlas', + key: key, + url: textureURL, + data: null, + atlasURL: null, + atlasData: atlasData['frames'], + format: format, + error: false, + loaded: false + }; + this._keys.push(key); + } else if(format == Phaser.Loader.TEXTURE_ATLAS_XML_STARLING) { + // An xml string or object has been given + if(typeof atlasData === 'string') { + var xml; + try { + if(window['DOMParser']) { + var domparser = new DOMParser(); + xml = domparser.parseFromString(atlasData, "text/xml"); + } else { + xml = new ActiveXObject("Microsoft.XMLDOM"); + xml.async = 'false'; + xml.loadXML(atlasData); + } + } catch (e) { + xml = undefined; + } + if(!xml || !xml.documentElement || xml.getElementsByTagName("parsererror").length) { + throw new Error("Phaser.Loader. Invalid Texture Atlas XML given"); + } else { + atlasData = xml; + } + } + this._queueSize++; + this._fileList[key] = { + type: 'textureatlas', + key: key, + url: textureURL, + data: null, + atlasURL: null, + atlasData: atlasData, + format: format, + error: false, + loaded: false + }; + this._keys.push(key); + } + } + } + }; + Loader.prototype.addAudioFile = /** + * Add a new audio file loading request. + * @param key {string} Unique asset key of the audio file. + * @param url {string} URL of audio file. + */ + function (key, url) { + if(this.checkKeyExists(key) === false) { + this._queueSize++; + this._fileList[key] = { + type: 'audio', + key: key, + url: url, + data: null, + buffer: null, + error: false, + loaded: false + }; + this._keys.push(key); + } + }; + Loader.prototype.addTextFile = /** + * Add a new text file loading request. + * @param key {string} Unique asset key of the text file. + * @param url {string} URL of text file. + */ + function (key, url) { + if(this.checkKeyExists(key) === false) { + this._queueSize++; + this._fileList[key] = { + type: 'text', + key: key, + url: url, + data: null, + error: false, + loaded: false + }; + this._keys.push(key); + } + }; + Loader.prototype.removeFile = /** + * Remove loading request of a file. + * @param key {string} Key of the file you want to remove. + */ + function (key) { + delete this._fileList[key]; + }; + Loader.prototype.removeAll = /** + * Remove all file loading requests. + */ + function () { + this._fileList = { + }; + }; + Loader.prototype.load = /** + * Load assets. + * @param onFileLoadCallback {function} Called when each file loaded successfully. + * @param onCompleteCallback {function} Called when all assets completely loaded. + */ + function (onFileLoadCallback, onCompleteCallback) { + if (typeof onFileLoadCallback === "undefined") { onFileLoadCallback = null; } + if (typeof onCompleteCallback === "undefined") { onCompleteCallback = null; } + this.progress = 0; + this.hasLoaded = false; + this._onComplete = onCompleteCallback; + if(onCompleteCallback == null) { + this._onComplete = this._game.onCreateCallback; + } + this._onFileLoad = onFileLoadCallback; + if(this._keys.length > 0) { + this._progressChunk = 100 / this._keys.length; + this.loadFile(); + } else { + this.progress = 1; + this.hasLoaded = true; + this._gameCreateComplete.call(this._game); + if(this._onComplete !== null) { + this._onComplete.call(this._game.callbackContext); + } + } + }; + Loader.prototype.loadFile = /** + * Load files. Private method ONLY used by loader. + */ + function () { + var _this = this; + var file = this._fileList[this._keys.pop()]; + // Image or Data? + switch(file.type) { + case 'image': + case 'spritesheet': + case 'textureatlas': + file.data = new Image(); + file.data.name = file.key; + file.data.onload = function () { + return _this.fileComplete(file.key); + }; + file.data.onerror = function () { + return _this.fileError(file.key); + }; + file.data.crossOrigin = this.crossOrigin; + file.data.src = file.url; + break; + case 'audio': + this._xhr.open("GET", file.url, true); + this._xhr.responseType = "arraybuffer"; + this._xhr.onload = function () { + return _this.fileComplete(file.key); + }; + this._xhr.onerror = function () { + return _this.fileError(file.key); + }; + this._xhr.send(); + break; + case 'text': + this._xhr.open("GET", file.url, true); + this._xhr.responseType = "text"; + this._xhr.onload = function () { + return _this.fileComplete(file.key); + }; + this._xhr.onerror = function () { + return _this.fileError(file.key); + }; + this._xhr.send(); + break; + } + }; + Loader.prototype.fileError = /** + * Error occured when load a file. + * @param key {string} Key of the error loading file. + */ + function (key) { + this._fileList[key].loaded = true; + this._fileList[key].error = true; + this.nextFile(key, false); + }; + Loader.prototype.fileComplete = /** + * Called when a file is successfully loaded. + * @param key {string} Key of the successfully loaded file. + */ + function (key) { + var _this = this; + this._fileList[key].loaded = true; + var file = this._fileList[key]; + var loadNext = true; + switch(file.type) { + case 'image': + this._game.cache.addImage(file.key, file.url, file.data); + break; + case 'spritesheet': + this._game.cache.addSpriteSheet(file.key, file.url, file.data, file.frameWidth, file.frameHeight, file.frameMax); + break; + case 'textureatlas': + if(file.atlasURL == null) { + this._game.cache.addTextureAtlas(file.key, file.url, file.data, file.atlasData, file.format); + } else { + // Load the JSON or XML before carrying on with the next file + loadNext = false; + this._xhr.open("GET", file.atlasURL, true); + this._xhr.responseType = "text"; + if(file.format == Phaser.Loader.TEXTURE_ATLAS_JSON_ARRAY) { + this._xhr.onload = function () { + return _this.jsonLoadComplete(file.key); + }; + } else if(file.format == Phaser.Loader.TEXTURE_ATLAS_XML_STARLING) { + this._xhr.onload = function () { + return _this.xmlLoadComplete(file.key); + }; + } + this._xhr.onerror = function () { + return _this.dataLoadError(file.key); + }; + this._xhr.send(); + } + break; + case 'audio': + file.data = this._xhr.response; + this._game.cache.addSound(file.key, file.url, file.data); + break; + case 'text': + file.data = this._xhr.response; + this._game.cache.addText(file.key, file.url, file.data); + break; + } + if(loadNext) { + this.nextFile(key, true); + } + }; + Loader.prototype.jsonLoadComplete = /** + * Successfully loaded a JSON file. + * @param key {string} Key of the loaded JSON file. + */ + function (key) { + var data = JSON.parse(this._xhr.response); + var file = this._fileList[key]; + this._game.cache.addTextureAtlas(file.key, file.url, file.data, data['frames'], file.format); + this.nextFile(key, true); + }; + Loader.prototype.dataLoadError = /** + * Error occured when load a JSON. + * @param key {string} Key of the error loading JSON file. + */ + function (key) { + var file = this._fileList[key]; + file.error = true; + this.nextFile(key, true); + }; + Loader.prototype.xmlLoadComplete = function (key) { + var atlasData = this._xhr.response; + var xml; + try { + if(window['DOMParser']) { + var domparser = new DOMParser(); + xml = domparser.parseFromString(atlasData, "text/xml"); + } else { + xml = new ActiveXObject("Microsoft.XMLDOM"); + xml.async = 'false'; + xml.loadXML(atlasData); + } + } catch (e) { + xml = undefined; + } + if(!xml || !xml.documentElement || xml.getElementsByTagName("parsererror").length) { + throw new Error("Phaser.Loader. Invalid XML given"); + } + var file = this._fileList[key]; + this._game.cache.addTextureAtlas(file.key, file.url, file.data, xml, file.format); + this.nextFile(key, true); + }; + Loader.prototype.nextFile = /** + * Handle loading next file. + * @param previousKey {string} Key of previous loaded asset. + * @param success {boolean} Whether the previous asset loaded successfully or not. + */ + function (previousKey, success) { + this.progress = Phaser.Math.round(this.progress + this._progressChunk); + if(this.progress > 100) { + this.progress = 100; + } + if(this._onFileLoad) { + this._onFileLoad.call(this._game.callbackContext, this.progress, previousKey, success); + } + if(this._keys.length > 0) { + this.loadFile(); + } else { + this.hasLoaded = true; + this.removeAll(); + this._gameCreateComplete.call(this._game); + if(this._onComplete !== null) { + this._onComplete.call(this._game.callbackContext); + } + } + }; + Loader.prototype.checkKeyExists = /** + * Check whether asset exists with a specific key. + * @param key {string} Key of the asset you want to check. + * @return {boolean} Return true if exists, otherwise return false. + */ + function (key) { + if(this._fileList[key]) { + return true; + } else { + return false; + } + }; + return Loader; + })(); + Phaser.Loader = Loader; +})(Phaser || (Phaser = {})); +/// +/// +/// +/// +/// +/// +/** +* Phaser - AnimationManager +* +* Any Sprite that has animation contains an instance of the AnimationManager, which is used to add, play and update +* sprite specific animations. +*/ +var Phaser; +(function (Phaser) { + var AnimationManager = (function () { + /** + * AnimationManager constructor + * Create a new AnimationManager. + * + * @param parent {Sprite} Owner sprite of this manager. + */ + function AnimationManager(game, parent) { + /** + * Data contains animation frames. + * @type {FrameData} + */ + this._frameData = null; + /** + * Keeps track of the current frame of animation. + */ + this.currentFrame = null; + this._game = game; + this._parent = parent; + this._anims = { + }; + } + AnimationManager.prototype.loadFrameData = /** + * Load animation frame data. + * @param frameData Data to be loaded. + */ + function (frameData) { + this._frameData = frameData; + this.frame = 0; + }; + AnimationManager.prototype.add = /** + * Add a new animation. + * @param name {string} What this animation should be called (e.g. "run"). + * @param frames {any[]} An array of numbers/strings indicating what frames to play in what order (e.g. [1, 2, 3] or ['run0', 'run1', run2]). + * @param frameRate {number} The speed in frames per second that the animation should play at (e.g. 60 fps). + * @param loop {boolean} Whether or not the animation is looped or just plays once. + * @param useNumericIndex {boolean} Use number indexes instead of string indexes? + * @return {Animation} The Animation that was created + */ + function (name, frames, frameRate, loop, useNumericIndex) { + if (typeof frames === "undefined") { frames = null; } + if (typeof frameRate === "undefined") { frameRate = 60; } + if (typeof loop === "undefined") { loop = false; } + if (typeof useNumericIndex === "undefined") { useNumericIndex = true; } + if(this._frameData == null) { + return; + } + if(frames == null) { + frames = this._frameData.getFrameIndexes(); + } else { + if(this.validateFrames(frames, useNumericIndex) == false) { + throw Error('Invalid frames given to Animation ' + name); + return; + } + } + if(useNumericIndex == false) { + frames = this._frameData.getFrameIndexesByName(frames); + } + this._anims[name] = new Phaser.Animation(this._game, this._parent, this._frameData, name, frames, frameRate, loop); + this.currentAnim = this._anims[name]; + this.currentFrame = this.currentAnim.currentFrame; + return this._anims[name]; + }; + AnimationManager.prototype.validateFrames = /** + * Check whether the frames is valid. + * @param frames {any[]} Frames to be validated. + * @param useNumericIndex {boolean} Does these frames use number indexes or string indexes? + * @return {boolean} True if they're valid, otherwise return false. + */ + function (frames, useNumericIndex) { + for(var i = 0; i < frames.length; i++) { + if(useNumericIndex == true) { + if(frames[i] > this._frameData.total) { + return false; + } + } else { + if(this._frameData.checkFrameName(frames[i]) == false) { + return false; + } + } + } + return true; + }; + AnimationManager.prototype.play = /** + * Play animation with specific name. + * @param name {string} The string name of the animation you want to play. + * @param frameRate {number} FrameRate you want to specify instead of using default. + * @param loop {boolean} Whether or not the animation is looped or just plays once. + */ + function (name, frameRate, loop) { + if (typeof frameRate === "undefined") { frameRate = null; } + if(this._anims[name]) { + if(this.currentAnim == this._anims[name]) { + if(this.currentAnim.isPlaying == false) { + this.currentAnim.play(frameRate, loop); + } + } else { + this.currentAnim = this._anims[name]; + this.currentAnim.play(frameRate, loop); + } + } + }; + AnimationManager.prototype.stop = /** + * Stop animation by name. + * Current animation will be automatically set to the stopped one. + */ + function (name) { + if(this._anims[name]) { + this.currentAnim = this._anims[name]; + this.currentAnim.stop(); + } + }; + AnimationManager.prototype.update = /** + * Update animation and parent sprite's bounds. + */ + function () { + if(this.currentAnim && this.currentAnim.update() == true) { + this.currentFrame = this.currentAnim.currentFrame; + this._parent.frameBounds.width = this.currentFrame.width; + this._parent.frameBounds.height = this.currentFrame.height; + } + }; + Object.defineProperty(AnimationManager.prototype, "frameData", { + get: function () { + return this._frameData; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(AnimationManager.prototype, "frameTotal", { + get: function () { + if(this._frameData) { + return this._frameData.total; + } else { + return -1; + } + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(AnimationManager.prototype, "frame", { + get: function () { + return this._frameIndex; + }, + set: function (value) { + if(this._frameData.getFrame(value) !== null) { + this.currentFrame = this._frameData.getFrame(value); + this._parent.frameBounds.width = this.currentFrame.width; + this._parent.frameBounds.height = this.currentFrame.height; + this._frameIndex = value; + } + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(AnimationManager.prototype, "frameName", { + get: function () { + return this.currentFrame.name; + }, + set: function (value) { + if(this._frameData.getFrameByName(value) !== null) { + this.currentFrame = this._frameData.getFrameByName(value); + this._parent.frameBounds.width = this.currentFrame.width; + this._parent.frameBounds.height = this.currentFrame.height; + this._frameIndex = this.currentFrame.index; + } + }, + enumerable: true, + configurable: true + }); + AnimationManager.prototype.destroy = /** + * Removes all related references + */ + function () { + this._anims = { + }; + this._frameData = null; + this._frameIndex = 0; + this.currentAnim = null; + this.currentFrame = null; + }; + return AnimationManager; + })(); + Phaser.AnimationManager = AnimationManager; +})(Phaser || (Phaser = {})); +/// +/// +/** +* Phaser - CameraManager +* +* Your game only has one CameraManager instance and it's responsible for looking after, creating and destroying +* all of the cameras in the world. +*/ +var Phaser; +(function (Phaser) { + var CameraManager = (function () { + /** + * CameraManager constructor + * This will create a new Camera with position and size. + * + * @param x {number} X Position of the created camera. + * @param y {number} y Position of the created camera. + * @param width {number} Width of the created camera. + * @param height {number} Height of the created camera. + */ + function CameraManager(game, x, y, width, height) { + /** + * Local helper stores index of next created camera. + */ + this._cameraInstance = 0; + this._game = game; + this._cameras = []; + this.current = this.addCamera(x, y, width, height); + } + CameraManager.prototype.getAll = /** + * Get all the cameras. + * + * @returns {Camera[]} An array contains all the cameras. + */ + function () { + return this._cameras; + }; + CameraManager.prototype.update = /** + * Update cameras. + */ + function () { + this._cameras.forEach(function (camera) { + return camera.update(); + }); + }; + CameraManager.prototype.render = /** + * Render cameras. + */ + function () { + this._cameras.forEach(function (camera) { + return camera.render(); + }); + }; + CameraManager.prototype.addCamera = /** + * Create a new camera with specific position and size. + * + * @param x {number} X position of the new camera. + * @param y {number} Y position of the new camera. + * @param width {number} Width of the new camera. + * @param height {number} Height of the new camera. + * @returns {Camera} The newly created camera object. + */ + function (x, y, width, height) { + var newCam = new Phaser.Camera(this._game, this._cameraInstance, x, y, width, height); + this._cameras.push(newCam); + this._cameraInstance++; + return newCam; + }; + CameraManager.prototype.removeCamera = /** + * Remove a new camera with its id. + * + * @param id {number} ID of the camera you want to remove. + * @returns {boolean} True if successfully removed the camera, otherwise return false. + */ + function (id) { + for(var c = 0; c < this._cameras.length; c++) { + if(this._cameras[c].ID == id) { + if(this.current.ID === this._cameras[c].ID) { + this.current = null; + } + this._cameras.splice(c, 1); + return true; + } + } + return false; + }; + CameraManager.prototype.destroy = /** + * Clean up memory. + */ + function () { + this._cameras.length = 0; + this.current = this.addCamera(0, 0, this._game.stage.width, this._game.stage.height); + }; + return CameraManager; + })(); + Phaser.CameraManager = CameraManager; +})(Phaser || (Phaser = {})); +/// +/** +* Phaser - Cache +* +* A game only has one instance of a Cache and it is used to store all externally loaded assets such +* as images, sounds and data files as a result of Loader calls. Cache items use string based keys for look-up. +*/ +var Phaser; +(function (Phaser) { + var Cache = (function () { + /** + * Cache constructor + */ + function Cache(game) { + this._game = game; + this._canvases = { + }; + this._images = { + }; + this._sounds = { + }; + this._text = { + }; + } + Cache.prototype.addCanvas = /** + * Add a new canvas. + * @param key {string} Asset key for this canvas. + * @param canvas {HTMLCanvasElement} Canvas DOM element. + * @param context {CanvasRenderingContext2D} Render context of this canvas. + */ + function (key, canvas, context) { + this._canvases[key] = { + canvas: canvas, + context: context + }; + }; + Cache.prototype.addSpriteSheet = /** + * Add a new sprite sheet. + * @param key {string} Asset key for the sprite sheet. + * @param url {string} URL of this sprite sheet file. + * @param data {object} Extra sprite sheet data. + * @param frameWidth {number} Width of the sprite sheet. + * @param frameHeight {number} Height of the sprite sheet. + * @param frameMax {number} How many frames stored in the sprite sheet. + */ + function (key, url, data, frameWidth, frameHeight, frameMax) { + this._images[key] = { + url: url, + data: data, + spriteSheet: true, + frameWidth: frameWidth, + frameHeight: frameHeight + }; + this._images[key].frameData = Phaser.AnimationLoader.parseSpriteSheet(this._game, key, frameWidth, frameHeight, frameMax); + }; + Cache.prototype.addTextureAtlas = /** + * Add a new texture atlas. + * @param key {string} Asset key for the texture atlas. + * @param url {string} URL of this texture atlas file. + * @param data {object} Extra texture atlas data. + * @param atlasData {object} Texture atlas frames data. + */ + function (key, url, data, atlasData, format) { + this._images[key] = { + url: url, + data: data, + spriteSheet: true + }; + if(format == Phaser.Loader.TEXTURE_ATLAS_JSON_ARRAY) { + this._images[key].frameData = Phaser.AnimationLoader.parseJSONData(this._game, atlasData); + } else if(format == Phaser.Loader.TEXTURE_ATLAS_XML_STARLING) { + this._images[key].frameData = Phaser.AnimationLoader.parseXMLData(this._game, atlasData, format); + } + }; + Cache.prototype.addImage = /** + * Add a new image. + * @param key {string} Asset key for the image. + * @param url {string} URL of this image file. + * @param data {object} Extra image data. + */ + function (key, url, data) { + this._images[key] = { + url: url, + data: data, + spriteSheet: false + }; + }; + Cache.prototype.addSound = /** + * Add a new sound. + * @param key {string} Asset key for the sound. + * @param url {string} URL of this sound file. + * @param data {object} Extra sound data. + */ + function (key, url, data) { + this._sounds[key] = { + url: url, + data: data, + decoded: false + }; + }; + Cache.prototype.decodedSound = /** + * Add a new decoded sound. + * @param key {string} Asset key for the sound. + * @param url {string} URL of this sound file. + * @param data {object} Extra sound data. + */ + function (key, data) { + this._sounds[key].data = data; + this._sounds[key].decoded = true; + }; + Cache.prototype.addText = /** + * Add a new text data. + * @param key {string} Asset key for the text data. + * @param url {string} URL of this text data file. + * @param data {object} Extra text data. + */ + function (key, url, data) { + this._text[key] = { + url: url, + data: data + }; + }; + Cache.prototype.getCanvas = /** + * Get canvas by key. + * @param key Asset key of the canvas you want. + * @return {object} The canvas you want. + */ + function (key) { + if(this._canvases[key]) { + return this._canvases[key].canvas; + } + return null; + }; + Cache.prototype.getImage = /** + * Get image data by key. + * @param key Asset key of the image you want. + * @return {object} The image data you want. + */ + function (key) { + if(this._images[key]) { + return this._images[key].data; + } + return null; + }; + Cache.prototype.getFrameData = /** + * Get frame data by key. + * @param key Asset key of the frame data you want. + * @return {object} The frame data you want. + */ + function (key) { + if(this._images[key] && this._images[key].spriteSheet == true) { + return this._images[key].frameData; + } + return null; + }; + Cache.prototype.getSound = /** + * Get sound data by key. + * @param key Asset key of the sound you want. + * @return {object} The sound data you want. + */ + function (key) { + if(this._sounds[key]) { + return this._sounds[key].data; + } + return null; + }; + Cache.prototype.isSoundDecoded = /** + * Check whether an asset is decoded sound. + * @param key Asset key of the sound you want. + * @return {object} The sound data you want. + */ + function (key) { + if(this._sounds[key]) { + return this._sounds[key].decoded; + } + }; + Cache.prototype.isSpriteSheet = /** + * Check whether an asset is sprite sheet. + * @param key Asset key of the sprite sheet you want. + * @return {object} The sprite sheet data you want. + */ + function (key) { + if(this._images[key]) { + return this._images[key].spriteSheet; + } + }; + Cache.prototype.getText = /** + * Get text data by key. + * @param key Asset key of the text data you want. + * @return {object} The text data you want. + */ + function (key) { + if(this._text[key]) { + return this._text[key].data; + } + return null; + }; + Cache.prototype.destroy = /** + * Clean up cache memory. + */ + function () { + for(var item in this._canvases) { + delete this._canvases[item['key']]; + } + for(var item in this._images) { + delete this._images[item['key']]; + } + for(var item in this._sounds) { + delete this._sounds[item['key']]; + } + for(var item in this._text) { + delete this._text[item['key']]; + } + }; + return Cache; + })(); + Phaser.Cache = Cache; +})(Phaser || (Phaser = {})); diff --git a/jsdoc.conf.json b/jsdoc.conf.json new file mode 100644 index 00000000..86a53042 --- /dev/null +++ b/jsdoc.conf.json @@ -0,0 +1,21 @@ +{ + "tags": { + "allowUnknownTags": true + }, + "source": { + "include": [ "Phaser" ], + "exclude": [], + "includePattern": ".+\\.js(doc)?$", + "excludePattern": "(^|\\/|\\\\)_" + }, + "plugins": [], + "opts": { + "encoding": "utf8", + "destination": "Docs", + "recurse": true, + "query": "value", + "private": true, + "lenient": true + }, + "jsVersion": 180 +} \ No newline at end of file