Final body / physics / bounds fixes. Also updated various examples, optimised Sprite core loop and enhanced the Invaders example.

This commit is contained in:
photonstorm
2013-10-30 03:46:52 +00:00
parent 3de62907a0
commit 24c809dd5f
9 changed files with 384 additions and 198 deletions
+5 -3
View File
@@ -40,13 +40,15 @@ Change Log
Version 1.1.2
* New: You'll now find a complete Basic project Template in the resources/Project Templates folder. Will add more complex ones soon.
* New: Phaser.Button now has the ability to set over/out/up/down sound effects so they play automatically based on those events.
* Updated: Fixed a few final bugs in the Sprite body and bounds calculations, in turn this resolved the Tilemap collision issues in the 1.1 release.
* Updated: Finished documentation for the Phaser.Button class.
* Fixed issue 135 - Added typeof checks into most ArcadePhysics functions to avoid errors with zero values.
* Fixed issue 136 - distanceTo using worldX/Y instead of x/y.
* Added init method to plugins, to be called as they are added to the PluginManager (thanks beeglebug)
* If you pause an Animation, when you next play it it'll resume (un-pause itself).
* Started work on fixing the body / camera / tilemap issue - pretty much sorted now I think, more tests needed.
* New: Physics.Body now has a center property (issue 142, thanks MikeMnD)
* Updated: Fixed the Invaders game sample and enhanced it, also fixed lots of "cursor key moves the page" examples.
Version 1.1.1 - October 26th 2013
+1 -1
View File
@@ -67,6 +67,6 @@ function render() {
game.debug.renderSpriteCoords(player, 32, 200);
game.debug.renderSpriteCoords(fixed, 600, 200);
game.debug.renderSpriteCoords(game.world._container, 32, 400);
// game.debug.renderSpriteCoords(game.world._container, 32, 400);
}
+29 -19
View File
@@ -7,6 +7,8 @@ function preload() {
game.load.image('bullet', 'assets/misc/bullet0.png');
game.load.image('alien', 'assets/sprites/space-baddie.png');
game.load.image('ship', 'assets/sprites/shmup-ship.png');
game.load.spritesheet('kaboom', 'assets/games/tanks/explosion.png', 64, 64, 23);
game.load.image('starfield', 'assets/misc/starfield.jpg');
}
@@ -14,9 +16,14 @@ var player;
var aliens;
var bullets;
var bulletTime = 0;
var cursors;
var fireButton;
var explosions;
function create() {
s = game.add.tileSprite(0, 0, 800, 600, 'starfield');
player = game.add.sprite(400, 500, 'ship');
player.anchor.setTo(0.5, 0.5);
@@ -33,21 +40,29 @@ function create() {
aliens.x = 100;
aliens.y = 50;
bullets = game.add.group(null, 'bullets');
// Our bullet group
bullets = game.add.group();
bullets.createMultiple(30, 'bullet');
bullets.setAll('anchor.x', 0.5);
bullets.setAll('anchor.y', 1);
bullets.setAll('outOfBoundsKill', true);
// Explosion pool
explosions = game.add.group();
for (var i = 0; i < 10; i++)
{
var b = bullets.create(0, 0, 'bullet');
b.name = 'bullet' + i;
b.exists = false;
b.visible = false;
b.anchor.setTo(0.5, 1);
b.events.onOutOfBounds.add(resetBullet, this);
var explosionAnimation = explosions.create(0, 0, 'kaboom', [0], false);
explosionAnimation.anchor.setTo(0.5, 0.5);
explosionAnimation.animations.add('kaboom');
}
var tween = game.add.tween(aliens).to({x: 200}, 3000, Phaser.Easing.Linear.None, true, 0, 1000, true);
tween.onComplete.add(descend, this);
cursors = game.input.keyboard.createCursorKeys();
fireButton = game.input.keyboard.addKey(Phaser.Keyboard.SPACEBAR);
}
@@ -60,16 +75,16 @@ function update() {
player.body.velocity.x = 0;
player.body.velocity.y = 0;
if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT))
if (cursors.left.isDown)
{
player.body.velocity.x = -200;
}
else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
else if (cursors.right.isDown)
{
player.body.velocity.x = 200;
}
if (game.input.keyboard.isDown(Phaser.Keyboard.SPACEBAR))
if (fireButton.isDown)
{
fireBullet();
}
@@ -104,16 +119,11 @@ function collisionHandler (bullet, alien) {
bullet.kill();
alien.kill();
var explosionAnimation = explosions.getFirstDead();
explosionAnimation.reset(alien.body.x, alien.body.y);
explosionAnimation.play('kaboom', 30, false, true);
}
function render () {
// aliens.forEach(renderBounds, this);
game.debug.renderQuadTree(game.physics.quadTree);
}
function renderBounds(s) {
game.debug.renderSpriteBounds(s, 'rgba(0,0,255,0.4)', true);
}
@@ -1,3 +1,4 @@
BasicGame = {};
BasicGame.Boot = function (game) {
@@ -1,3 +1,4 @@
BasicGame.Game = function (game) {
// Honestly, just about anything could go here.
@@ -1,3 +1,4 @@
BasicGame.MainMenu = function (game) {
this.music = null;
+236 -37
View File
@@ -4,21 +4,26 @@
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* Create a new <code>Button</code> object.
* Create a new `Button` object. A Button is a special type of Sprite that is set-up to handle Pointer events automatically. The four states a Button responds to are:
* 'Over' - when the Pointer moves over the Button. This is also commonly known as 'hover'.
* 'Out' - when the Pointer that was previously over the Button moves out of it.
* 'Down' - when the Pointer is pressed down on the Button. I.e. touched on a touch enabled device or clicked with the mouse.
* 'Up' - when the Pointer that was pressed down on the Button is released again.
* You can set a unique texture frame and Sound for any of these states.
*
* @class Phaser.Button
* @constructor
*
* @param {Phaser.Game} game Current game instance.
* @param {number} [x] X position of the button.
* @param {number} [y] Y position of the button.
* @param {string} [key] The image key as defined in the Game.Cache to use as the texture for this button.
* @param {function} [callback] The function to call when this button is pressed
* @param {object} [callbackContext] The context in which the callback will be called (usually 'this')
* @param {string|number} [overFrame] This is the frame or frameName that will be set when this button is in an over state. Give either a number to use a frame ID or a string for a frame name.
* @param {string|number} [outFrame] This is the frame or frameName that will be set when this button is in an out state. Give either a number to use a frame ID or a string for a frame name.
* @param {string|number} [downFrame] This is the frame or frameName that will be set when this button is in a down state. Give either a number to use a frame ID or a string for a frame name.
* @param {number} [x] - X position of the Button.
* @param {number} [y] - Y position of the Button.
* @param {string} [key] - The image key as defined in the Game.Cache to use as the texture for this Button.
* @param {function} [callback] - The function to call when this Button is pressed.
* @param {object} [callbackContext] - The context in which the callback will be called (usually 'this').
* @param {string|number} [overFrame] - This is the frame or frameName that will be set when this button is in an over state. Give either a number to use a frame ID or a string for a frame name.
* @param {string|number} [outFrame] - This is the frame or frameName that will be set when this button is in an out state. Give either a number to use a frame ID or a string for a frame name.
* @param {string|number} [downFrame] - This is the frame or frameName that will be set when this button is in a down state. Give either a number to use a frame ID or a string for a frame name.
*/
Phaser.Button = function (game, x, y, key, callback, callbackContext, overFrame, outFrame, downFrame) {
@@ -31,87 +36,139 @@ Phaser.Button = function (game, x, y, key, callback, callbackContext, overFrame,
Phaser.Sprite.call(this, game, x, y, key, outFrame);
/**
* @property {Description} type - Description.
* @property {number} type - The Phaser Object Type.
*/
this.type = Phaser.BUTTON;
/**
* @property {Description} _onOverFrameName - Description.
* @property {string} _onOverFrameName - Internal variable.
* @private
* @default
*/
this._onOverFrameName = null;
/**
* @property {Description} _onOutFrameName - Description.
* @property {string} _onOutFrameName - Internal variable.
* @private
* @default
*/
this._onOutFrameName = null;
/**
* @property {Description} _onDownFrameName - Description.
* @property {string} _onDownFrameName - Internal variable.
* @private
* @default
*/
this._onDownFrameName = null;
/**
* @property {Description} _onUpFrameName - Description.
* @property {string} _onUpFrameName - Internal variable.
* @private
* @default
*/
this._onUpFrameName = null;
/**
* @property {Description} _onOverFrameID - Description.
* @property {number} _onOverFrameID - Internal variable.
* @private
* @default
*/
this._onOverFrameID = null;
/**
* @property {Description} _onOutFrameID - Description.
* @property {number} _onOutFrameID - Internal variable.
* @private
* @default
*/
this._onOutFrameID = null;
/**
* @property {Description} _onDownFrameID - Description.
* @property {number} _onDownFrameID - Internal variable.
* @private
* @default
*/
this._onDownFrameID = null;
/**
* @property {Description} _onUpFrameID - Description.
* @property {number} _onUpFrameID - Internal variable.
* @private
* @default
*/
this._onUpFrameID = null;
// These are the signals the game will subscribe to
/**
* @property {Phaser.Sound} onOverSound - The Sound to be played when this Buttons Over state is activated.
* @default
*/
this.onOverSound = null;
/**
* @property {Phaser.Sound} onOutSound - The Sound to be played when this Buttons Out state is activated.
* @default
*/
this.onOutSound = null;
/**
* @property {Phaser.Sound} onDownSound - The Sound to be played when this Buttons Down state is activated.
* @default
*/
this.onDownSound = null;
/**
* @property {Phaser.Sound} onUpSound - The Sound to be played when this Buttons Up state is activated.
* @default
*/
this.onUpSound = null;
/**
* @property {string} onOverSoundMarker - The Sound Marker used in conjunction with the onOverSound.
* @default
*/
this.onOverSoundMarker = '';
/**
* @property {string} onOutSoundMarker - The Sound Marker used in conjunction with the onOutSound.
* @default
*/
this.onOutSoundMarker = '';
/**
* @property {string} onDownSoundMarker - The Sound Marker used in conjunction with the onDownSound.
* @default
*/
this.onDownSoundMarker = '';
/**
* @property {string} onUpSoundMarker - The Sound Marker used in conjunction with the onUpSound.
* @default
*/
this.onUpSoundMarker = '';
/**
* @property {Phaser.Signal} onInputOver - Description.
* @property {Phaser.Signal} onInputOver - The Signal (or event) dispatched when this Button is in an Over state.
*/
this.onInputOver = new Phaser.Signal;
/**
* @property {Phaser.Signal} onInputOut - Description.
* @property {Phaser.Signal} onInputOut - The Signal (or event) dispatched when this Button is in an Out state.
*/
this.onInputOut = new Phaser.Signal;
/**
* @property {Phaser.Signal} onInputDown - Description.
* @property {Phaser.Signal} onInputDown - The Signal (or event) dispatched when this Button is in an Down state.
*/
this.onInputDown = new Phaser.Signal;
/**
* @property {Phaser.Signal} onInputUp - Description.
* @property {Phaser.Signal} onInputUp - The Signal (or event) dispatched when this Button is in an Up state.
*/
this.onInputUp = new Phaser.Signal;
/**
* @property {boolean} freezeFrames - When true the Button will cease to change texture frame on all events (over, out, up, down).
*/
this.freezeFrames = false;
this.setFrames(overFrame, outFrame, downFrame);
if (callback !== null)
@@ -119,8 +176,6 @@ Phaser.Button = function (game, x, y, key, callback, callbackContext, overFrame,
this.onInputUp.add(callback, callbackContext);
}
this.freezeFrames = false;
this.input.start(0, true);
// Redirect the input events to here so we can handle animation updates, etc
@@ -216,10 +271,131 @@ Phaser.Button.prototype.setFrames = function (overFrame, outFrame, downFrame) {
};
/**
* Description.
* Sets the sounds to be played whenever this Button is interacted with. Sounds can be either full Sound objects, or markers pointing to a section of a Sound object.
* The most common forms of sounds are 'hover' effects and 'click' effects, which is why the order of the parameters is overSound then downSound.
* Call this function with no parameters at all to reset all sounds on this Button.
*
* @method Phaser.Button.prototype.setSounds
* @param {Phaser.Sound} [overSound] - Over Button Sound.
* @param {string} [overMarker] - Over Button Sound Marker.
* @param {Phaser.Sound} [downSound] - Down Button Sound.
* @param {string} [downMarker] - Down Button Sound Marker.
* @param {Phaser.Sound} [outSound] - Out Button Sound.
* @param {string} [outMarker] - Out Button Sound Marker.
* @param {Phaser.Sound} [upSound] - Up Button Sound.
* @param {string} [upMarker] - Up Button Sound Marker.
*/
Phaser.Button.prototype.setSounds = function (overSound, overMarker, downSound, downMarker, outSound, outMarker, upSound, upMarker) {
this.setOverSound(overSound, overMarker);
this.setOutSound(outSound, outMarker);
this.setUpSound(upSound, upMarker);
this.setDownSound(downSound, downMarker);
}
/**
* The Sound to be played when a Pointer moves over this Button.
*
* @method Phaser.Button.prototype.setOverSound
* @param {Phaser.Sound} sound - The Sound that will be played.
* @param {string} [marker] - A Sound Marker that will be used in the playback.
*/
Phaser.Button.prototype.setOverSound = function (sound, marker) {
this.onOverSound = null;
this.onOverSoundMarker = '';
if (sound instanceof Phaser.Sound)
{
this.onOverSound = sound;
}
if (typeof marker === 'string')
{
this.onOverSoundMarker = marker;
}
}
/**
* The Sound to be played when a Pointer moves out of this Button.
*
* @method Phaser.Button.prototype.setOutSound
* @param {Phaser.Sound} sound - The Sound that will be played.
* @param {string} [marker] - A Sound Marker that will be used in the playback.
*/
Phaser.Button.prototype.setOutSound = function (sound, marker) {
this.onOutSound = null;
this.onOutSoundMarker = '';
if (sound instanceof Phaser.Sound)
{
this.onOutSound = sound;
}
if (typeof marker === 'string')
{
this.onOutSoundMarker = marker;
}
}
/**
* The Sound to be played when a Pointer clicks on this Button.
*
* @method Phaser.Button.prototype.setUpSound
* @param {Phaser.Sound} sound - The Sound that will be played.
* @param {string} [marker] - A Sound Marker that will be used in the playback.
*/
Phaser.Button.prototype.setUpSound = function (sound, marker) {
this.onUpSound = null;
this.onUpSoundMarker = '';
if (sound instanceof Phaser.Sound)
{
this.onUpSound = sound;
}
if (typeof marker === 'string')
{
this.onUpSoundMarker = marker;
}
}
/**
* The Sound to be played when a Pointer clicks on this Button.
*
* @method Phaser.Button.prototype.setDownSound
* @param {Phaser.Sound} sound - The Sound that will be played.
* @param {string} [marker] - A Sound Marker that will be used in the playback.
*/
Phaser.Button.prototype.setDownSound = function (sound, marker) {
this.onDownSound = null;
this.onDownSoundMarker = '';
if (sound instanceof Phaser.Sound)
{
this.onDownSound = sound;
}
if (typeof marker === 'string')
{
this.onDownSoundMarker = marker;
}
}
/**
* Internal function that handles input events.
*
* @protected
* @method Phaser.Button.prototype.onInputOverHandler
* @param {Description} pointer - Description.
* @param {Phaser.Pointer} pointer - The Pointer that activated the Button.
*/
Phaser.Button.prototype.onInputOverHandler = function (pointer) {
@@ -235,6 +411,11 @@ Phaser.Button.prototype.onInputOverHandler = function (pointer) {
}
}
if (this.onOverSound)
{
this.onOverSound.play(this.onOverSoundMarker);
}
if (this.onInputOver)
{
this.onInputOver.dispatch(this, pointer);
@@ -242,10 +423,11 @@ Phaser.Button.prototype.onInputOverHandler = function (pointer) {
};
/**
* Description.
* Internal function that handles input events.
*
* @method Phaser.Button.prototype.onInputOutHandler
* @param {Description} pointer - Description.
* @protected
* @method Phaser.Button.prototype.onInputOverHandler
* @param {Phaser.Pointer} pointer - The Pointer that activated the Button.
*/
Phaser.Button.prototype.onInputOutHandler = function (pointer) {
@@ -261,6 +443,11 @@ Phaser.Button.prototype.onInputOutHandler = function (pointer) {
}
}
if (this.onOutSound)
{
this.onOutSound.play(this.onOutSoundMarker);
}
if (this.onInputOut)
{
this.onInputOut.dispatch(this, pointer);
@@ -268,10 +455,11 @@ Phaser.Button.prototype.onInputOutHandler = function (pointer) {
};
/**
* Description.
* Internal function that handles input events.
*
* @method Phaser.Button.prototype.onInputDownHandler
* @param {Description} pointer - Description.
* @protected
* @method Phaser.Button.prototype.onInputOverHandler
* @param {Phaser.Pointer} pointer - The Pointer that activated the Button.
*/
Phaser.Button.prototype.onInputDownHandler = function (pointer) {
@@ -287,6 +475,11 @@ Phaser.Button.prototype.onInputDownHandler = function (pointer) {
}
}
if (this.onDownSound)
{
this.onDownSound.play(this.onDownSoundMarker);
}
if (this.onInputDown)
{
this.onInputDown.dispatch(this, pointer);
@@ -294,10 +487,11 @@ Phaser.Button.prototype.onInputDownHandler = function (pointer) {
};
/**
* Description.
* Internal function that handles input events.
*
* @method Phaser.Button.prototype.onInputUpHandler
* @param {Description} pointer - Description.
* @protected
* @method Phaser.Button.prototype.onInputOverHandler
* @param {Phaser.Pointer} pointer - The Pointer that activated the Button.
*/
Phaser.Button.prototype.onInputUpHandler = function (pointer) {
@@ -313,6 +507,11 @@ Phaser.Button.prototype.onInputUpHandler = function (pointer) {
}
}
if (this.onUpSound)
{
this.onUpSound.play(this.onUpSoundMarker);
}
if (this.onInputUp)
{
this.onInputUp.dispatch(this, pointer);
+92 -120
View File
@@ -202,9 +202,6 @@ Phaser.Sprite = function (game, x, y, key, frame) {
// The actual scale values based on the worldTransform
scaleX: 1, scaleY: 1,
// cache scale check
realScaleX: 1, realScaleY: 1,
// The width/height of the image, based on the un-modified frame size multiplied by the final calculated scale size
width: this.currentFrame.sourceSizeW, height: this.currentFrame.sourceSizeH,
@@ -218,8 +215,6 @@ Phaser.Sprite = function (game, x, y, key, frame) {
// frameID: this.currentFrame.uuid, frameWidth: this.currentFrame.width, frameHeight: this.currentFrame.height,
frameID: -1, frameWidth: this.currentFrame.width, frameHeight: this.currentFrame.height,
boundsX: 0, boundsY: 0,
// If this sprite visible to the camera (regardless of being set to visible or not)
cameraVisible: true,
@@ -306,7 +301,15 @@ Phaser.Sprite = function (game, x, y, key, frame) {
* @default
*/
this.fixedToCamera = false;
/**
* @property {Phaser.Point} cameraOffset - If this Sprite is fixed to the camera then use this Point to specify how far away from the Camera x/y it's rendered.
*/
this.cameraOffset = new Phaser.Point;
/**
* @property {Phaser.Point} world - The world coordinates of this Sprite. This differs from the x/y coordinates which are relative to the Sprites container.
*/
this.world = new Phaser.Point;
/**
@@ -323,6 +326,9 @@ Phaser.Sprite = function (game, x, y, key, frame) {
*/
this.cropEnabled = false;
this.updateCache();
this.updateBounds();
};
// Needed to keep the PIXI.Sprite constructor in the prototype chain (as the core pixi renderer uses an instanceof check sadly)
@@ -356,55 +362,21 @@ Phaser.Sprite.prototype.preUpdate = function() {
this._cache.dirty = false;
if (this.animations.update())
{
this._cache.dirty = true;
}
if (this.visible)
{
this.renderOrderID = this.game.world.currentRenderOrderID++;
}
this.prevX = this.x;
this.prevY = this.y;
if (this.fixedToCamera)
{
this.x = this.game.camera.view.x + this.cameraOffset.x;
this.y = this.game.camera.view.y + this.cameraOffset.y;
// this.prevX = this.game.camera.view.x + this.x;
// this.prevY = this.game.camera.view.y + this.y;
}
this.world.setTo(this.game.camera.x + this.worldTransform[2], this.game.camera.y + this.worldTransform[5]);
this.updateCache();
this.updateAnimation();
if (this.cropEnabled)
{
this.updateCrop();
}
this.updateCrop();
// Re-run the camera visibility check
if (this._cache.dirty)
if (this._cache.dirty || this.world.x !== this.prevX || this.world.y !== this.prevY)
{
this.updateBounds();
this._cache.cameraVisible = Phaser.Rectangle.intersects(this.game.world.camera.screenView, this.bounds, 0);
if (this.autoCull == true)
{
// Won't get rendered but will still get its transform updated
this.renderable = this._cache.cameraVisible;
}
// Update our physics bounds
if (this.body)
{
this.body.updateBounds(this.center.x, this.center.y, this._cache.scaleX, this._cache.scaleY);
}
}
if (this.body)
@@ -422,15 +394,22 @@ Phaser.Sprite.prototype.preUpdate = function() {
*/
Phaser.Sprite.prototype.updateCache = function() {
// |a c tx|
// |b d ty|
// |0 0 1|
this.prevX = this.world.x;
this.prevY = this.world.y;
if (this.worldTransform[1] != this._cache.i01 || this.worldTransform[3] != this._cache.i10)
if (this.fixedToCamera)
{
this._cache.a00 = this.worldTransform[0]; // scaleX a
this._cache.a01 = this.worldTransform[1]; // skewY c
this._cache.a10 = this.worldTransform[3]; // skewX b
this.x = this.game.camera.view.x + this.cameraOffset.x;
this.y = this.game.camera.view.y + this.cameraOffset.y;
}
this.world.setTo(this.game.camera.x + this.worldTransform[2], this.game.camera.y + this.worldTransform[5]);
if (this.worldTransform[1] != this._cache.i01 || this.worldTransform[3] != this._cache.i10 || this.worldTransform[0] != this._cache.a00 || this.worldTransform[41] != this._cache.a11)
{
this._cache.a00 = this.worldTransform[0]; // scaleX a |a c tx|
this._cache.a01 = this.worldTransform[1]; // skewY c |b d ty|
this._cache.a10 = this.worldTransform[3]; // skewX b |0 0 1|
this._cache.a11 = this.worldTransform[4]; // scaleY d
this._cache.i01 = this.worldTransform[1]; // skewY c (remains non-modified for input checks)
@@ -442,15 +421,14 @@ Phaser.Sprite.prototype.updateCache = function() {
this._cache.a01 *= -1;
this._cache.a10 *= -1;
this._cache.id = 1 / (this._cache.a00 * this._cache.a11 + this._cache.a01 * -this._cache.a10);
this._cache.idi = 1 / (this._cache.a00 * this._cache.a11 + this._cache.i01 * -this._cache.i10);
this._cache.dirty = true;
}
if (this.worldTransform[2] != this._cache.a02 || this.worldTransform[5] != this._cache.a12)
{
this._cache.a02 = this.worldTransform[2]; // translateX tx
this._cache.a12 = this.worldTransform[5]; // translateY ty
this._cache.dirty = true;
}
this._cache.a02 = this.worldTransform[2]; // translateX tx
this._cache.a12 = this.worldTransform[5]; // translateY ty
}
@@ -462,23 +440,50 @@ Phaser.Sprite.prototype.updateCache = function() {
*/
Phaser.Sprite.prototype.updateAnimation = function() {
if (this.currentFrame && this.currentFrame.uuid != this._cache.frameID)
if (this.animations.update() || (this.currentFrame && this.currentFrame.uuid != this._cache.frameID))
{
this._cache.frameID = this.currentFrame.uuid;
this._cache.frameWidth = this.texture.frame.width;
this._cache.frameHeight = this.texture.frame.height;
this._cache.frameID = this.currentFrame.uuid;
this._cache.dirty = true;
}
if (this._cache.dirty && this.currentFrame)
{
this._cache.width = this.currentFrame.width;
this._cache.height = this.currentFrame.height;
this._cache.halfWidth = Math.floor(this._cache.width / 2);
this._cache.halfHeight = Math.floor(this._cache.height / 2);
this._cache.id = 1 / (this._cache.a00 * this._cache.a11 + this._cache.a01 * -this._cache.a10);
this._cache.idi = 1 / (this._cache.a00 * this._cache.a11 + this._cache.i01 * -this._cache.i10);
this._cache.dirty = true;
}
}
/**
* Internal function called by preUpdate.
*
* @method Phaser.Sprite#updateCrop
* @memberof Phaser.Sprite
*/
Phaser.Sprite.prototype.updateCrop = function() {
// This only runs if crop is enabled
if (this.cropEnabled && (this.crop.width != this._cache.cropWidth || this.crop.height != this._cache.cropHeight || this.crop.x != this._cache.cropX || this.crop.y != this._cache.cropY))
{
this.crop.floorAll();
this._cache.cropX = this.crop.x;
this._cache.cropY = this.crop.y;
this._cache.cropWidth = this.crop.width;
this._cache.cropHeight = this.crop.height;
this.texture.frame = this.crop;
this.texture.width = this.crop.width;
this.texture.height = this.crop.height;
this.texture.updateFrame = true;
PIXI.Texture.frameUpdates.push(this.texture);
}
}
@@ -491,22 +496,13 @@ Phaser.Sprite.prototype.updateAnimation = function() {
*/
Phaser.Sprite.prototype.updateBounds = function() {
var sx = 1;
var sy = 1;
if (this.worldTransform[3] !== 0 || this.worldTransform[1] !== 0)
{
sx = this.scale.x;
sy = this.scale.y;
}
this.offset.setTo(this._cache.a02 - (this.anchor.x * this.width), this._cache.a12 - (this.anchor.y * this.height));
this.getLocalPosition(this.center, this.offset.x + (this.width / 2), this.offset.y + (this.height / 2), sx, sy);
this.getLocalPosition(this.topLeft, this.offset.x, this.offset.y, sx, sy);
this.getLocalPosition(this.topRight, this.offset.x + this.width, this.offset.y, sx, sy);
this.getLocalPosition(this.bottomLeft, this.offset.x, this.offset.y + this.height, sx, sy);
this.getLocalPosition(this.bottomRight, this.offset.x + this.width, this.offset.y + this.height, sx, sy);
this.getLocalPosition(this.center, this.offset.x + (this.width / 2), this.offset.y + (this.height / 2));
this.getLocalPosition(this.topLeft, this.offset.x, this.offset.y);
this.getLocalPosition(this.topRight, this.offset.x + this.width, this.offset.y);
this.getLocalPosition(this.bottomLeft, this.offset.x, this.offset.y + this.height);
this.getLocalPosition(this.bottomRight, this.offset.x + this.width, this.offset.y + this.height);
this._cache.left = Phaser.Math.min(this.topLeft.x, this.topRight.x, this.bottomLeft.x, this.bottomRight.x);
this._cache.right = Phaser.Math.max(this.topLeft.x, this.topRight.x, this.bottomLeft.x, this.bottomRight.x);
@@ -515,10 +511,6 @@ Phaser.Sprite.prototype.updateBounds = function() {
this.bounds.setTo(this._cache.left, this._cache.top, this._cache.right - this._cache.left, this._cache.bottom - this._cache.top);
// This is the coordinate the Sprite was at when the last bounds was created
this._cache.boundsX = this._cache.x;
this._cache.boundsY = this._cache.y;
this.updateFrame = true;
if (this.inWorld == false)
@@ -549,6 +541,20 @@ Phaser.Sprite.prototype.updateBounds = function() {
}
}
this._cache.cameraVisible = Phaser.Rectangle.intersects(this.game.world.camera.screenView, this.bounds, 0);
if (this.autoCull)
{
// Won't get rendered but will still get its transform updated
this.renderable = this._cache.cameraVisible;
}
// Update our physics bounds
if (this.body)
{
this.body.updateBounds(this.center.x, this.center.y, this._cache.scaleX, this._cache.scaleY);
}
}
/**
@@ -564,10 +570,10 @@ Phaser.Sprite.prototype.updateBounds = function() {
* @param {number} sy - Scale factor to be applied.
* @return {Phaser.Point} The translated point.
*/
Phaser.Sprite.prototype.getLocalPosition = function(p, x, y, sx, sy) {
Phaser.Sprite.prototype.getLocalPosition = function(p, x, y) {
p.x = ((this._cache.a11 * this._cache.id * x + -this._cache.a01 * this._cache.id * y + (this._cache.a12 * this._cache.a01 - this._cache.a02 * this._cache.a11) * this._cache.id) * sx) + this._cache.a02;
p.y = ((this._cache.a00 * this._cache.id * y + -this._cache.a10 * this._cache.id * x + (-this._cache.a12 * this._cache.a00 + this._cache.a02 * this._cache.a10) * this._cache.id) * sy) + this._cache.a12;
p.x = ((this._cache.a11 * this._cache.id * x + -this._cache.a01 * this._cache.id * y + (this._cache.a12 * this._cache.a01 - this._cache.a02 * this._cache.a11) * this._cache.id) * this.scale.x) + this._cache.a02;
p.y = ((this._cache.a00 * this._cache.id * y + -this._cache.a10 * this._cache.id * x + (-this._cache.a12 * this._cache.a00 + this._cache.a02 * this._cache.a10) * this._cache.id) * this.scale.y) + this._cache.a12;
return p;
@@ -586,47 +592,13 @@ Phaser.Sprite.prototype.getLocalPosition = function(p, x, y, sx, sy) {
*/
Phaser.Sprite.prototype.getLocalUnmodifiedPosition = function(p, gx, gy) {
var a00 = this.worldTransform[0], a01 = this.worldTransform[1], a02 = this.worldTransform[2],
a10 = this.worldTransform[3], a11 = this.worldTransform[4], a12 = this.worldTransform[5],
id = 1 / (a00 * a11 + a01 * -a10),
x = a11 * id * gx + -a01 * id * gy + (a12 * a01 - a02 * a11) * id,
y = a00 * id * gy + -a10 * id * gx + (-a12 * a00 + a02 * a10) * id;
p.x = x + (this.anchor.x * this._cache.width);
p.y = y + (this.anchor.y * this._cache.height);
p.x = (this._cache.a11 * this._cache.idi * gx + -this._cache.i01 * this._cache.idi * gy + (this._cache.a12 * this._cache.i01 - this._cache.a02 * this._cache.a11) * this._cache.idi) + (this.anchor.x * this._cache.width);
p.y = (this._cache.a00 * this._cache.idi * gy + -this._cache.i10 * this._cache.idi * gx + (-this._cache.a12 * this._cache.a00 + this._cache.a02 * this._cache.i10) * this._cache.idi) + (this.anchor.y * this._cache.height);
return p;
}
/**
* Internal function called by preUpdate.
*
* @method Phaser.Sprite#updateCrop
* @memberof Phaser.Sprite
*/
Phaser.Sprite.prototype.updateCrop = function() {
// This only runs if crop is enabled
if (this.crop.width != this._cache.cropWidth || this.crop.height != this._cache.cropHeight || this.crop.x != this._cache.cropX || this.crop.y != this._cache.cropY)
{
this.crop.floorAll();
this._cache.cropX = this.crop.x;
this._cache.cropY = this.crop.y;
this._cache.cropWidth = this.crop.width;
this._cache.cropHeight = this.crop.height;
this.texture.frame = this.crop;
this.texture.width = this.crop.width;
this.texture.height = this.crop.height;
this.texture.updateFrame = true;
PIXI.Texture.frameUpdates.push(this.texture);
}
}
/**
* Resets the Sprite.crop value back to the frame dimensions.
+18 -18
View File
@@ -104,6 +104,11 @@ Phaser.Physics.Arcade.Body = function (sprite) {
*/
this.halfHeight = Math.floor(sprite.currentFrame.sourceSizeH / 2);
/**
* @property {Phaser.Point} center - The center coordinate of the Physics Body.
*/
this.center = new Phaser.Point(this.x + this.halfWidth, this.y + this.halfHeight);
/**
* @property {number} _sx - Internal cache var.
* @private
@@ -323,6 +328,7 @@ Phaser.Physics.Arcade.Body.prototype = {
this.halfHeight = Math.floor(this.height / 2);
this._sx = scaleX;
this._sy = scaleY;
this.center.setTo(this.x + this.halfWidth, this.y + this.halfHeight);
}
},
@@ -353,9 +359,6 @@ Phaser.Physics.Arcade.Body.prototype = {
this.screenX = (this.sprite.worldTransform[2] - (this.sprite.anchor.x * this.width)) + this.offset.x;
this.screenY = (this.sprite.worldTransform[5] - (this.sprite.anchor.y * this.height)) + this.offset.y;
// this.preX = (this.sprite.worldTransform[2] - (this.sprite.anchor.x * this.width)) + this.offset.x;
// this.preY = (this.sprite.worldTransform[5] - (this.sprite.anchor.y * this.height)) + this.offset.y;
this.preX = (this.sprite.world.x - (this.sprite.anchor.x * this.width)) + this.offset.x;
this.preY = (this.sprite.world.y - (this.sprite.anchor.y * this.height)) + this.offset.y;
@@ -374,7 +377,8 @@ Phaser.Physics.Arcade.Body.prototype = {
this.checkWorldBounds();
}
this.updateHulls();Array }
this.updateHulls();
}
if (this.skipQuadTree == false && this.allowCollision.none == false && this.sprite.visible && this.sprite.alive)
{
@@ -393,16 +397,6 @@ Phaser.Physics.Arcade.Body.prototype = {
*/
postUpdate: function () {
// Calculate forward-facing edge
if (this.deltaX() == 0 && this.deltaY() == 0)
{
// Can't work it out from the Body, how about from x position?
if (this.sprite.deltaX() == 0 && this.sprite.deltaY() == 0)
{
// still as a statue
}
}
if (this.deltaX() < 0)
{
this.facing = Phaser.LEFT;
@@ -421,8 +415,12 @@ Phaser.Physics.Arcade.Body.prototype = {
this.facing = Phaser.DOWN;
}
this.sprite.x += this.deltaX();
this.sprite.y += this.deltaY();
if (this.deltaX() !== 0 || this.deltaY() !== 0)
{
this.sprite.x += this.deltaX();
this.sprite.y += this.deltaY();
this.center.setTo(this.x + this.halfWidth, this.y + this.halfHeight);
}
if (this.allowRotation)
{
@@ -500,6 +498,8 @@ Phaser.Physics.Arcade.Body.prototype = {
this.halfHeight = Math.floor(this.height / 2);
this.offset.setTo(offsetX, offsetY);
this.center.setTo(this.x + this.halfWidth, this.y + this.halfHeight);
},
/**
@@ -514,8 +514,6 @@ Phaser.Physics.Arcade.Body.prototype = {
this.angularVelocity = 0;
this.angularAcceleration = 0;
// this.preX = (this.sprite.worldTransform[2] - (this.sprite.anchor.x * this.width)) + this.offset.x;
// this.preY = (this.sprite.worldTransform[5] - (this.sprite.anchor.y * this.height)) + this.offset.y;
this.preX = (this.sprite.world.x - (this.sprite.anchor.x * this.width)) + this.offset.x;
this.preY = (this.sprite.world.y - (this.sprite.anchor.y * this.height)) + this.offset.y;
this.preRotation = this.sprite.angle;
@@ -523,6 +521,8 @@ Phaser.Physics.Arcade.Body.prototype = {
this.x = this.preX;
this.y = this.preY;
this.rotation = this.preRotation;
this.center.setTo(this.x + this.halfWidth, this.y + this.halfHeight);
},