yuidoc scripts added. Tidied up the Docs folder. Added back in the Emitter and fixed the Tests that weren't compiling.

This commit is contained in:
Richard Davey
2013-08-09 05:08:54 +01:00
parent 9bf7d070f5
commit 2d49a31ecd
182 changed files with 8444 additions and 991 deletions
+11 -2
View File
@@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
@@ -16,7 +16,16 @@
<IISExpressUseClassicPipelineMode />
</PropertyGroup>
<ItemGroup>
<Content Include="_definitions.ts" />
<TypeScriptCompile Include="Phaser.ts" />
<TypeScriptCompile Include="particles\Emitter.ts" />
<Content Include="particles\Emitter.js">
<DependentUpon>Emitter.ts</DependentUpon>
</Content>
<TypeScriptCompile Include="particles\Particle.ts" />
<Content Include="particles\Particle.js">
<DependentUpon>Particle.ts</DependentUpon>
</Content>
<Content Include="Phaser.js">
<DependentUpon>Phaser.ts</DependentUpon>
</Content>
@@ -416,7 +425,7 @@
<TypeScriptTarget>ES5</TypeScriptTarget>
<TypeScriptRemoveComments>false</TypeScriptRemoveComments>
<TypeScriptSourceMap>false</TypeScriptSourceMap>
<XTypeScriptOutFile>../build/phaser-debug.js</XTypeScriptOutFile>
<TypeScriptOutFile>../build/phaser-debug.js</TypeScriptOutFile>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)' == 'Release'">
<TypeScriptTarget>ES5</TypeScriptTarget>
+12
View File
@@ -3,6 +3,10 @@ Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio 2012
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Phaser", "Phaser.csproj", "{BB30C59B-5B34-4F7C-B5CC-8D49EA280EDA}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Tests", "..\Tests\Tests.csproj", "{DC8A0795-0F9C-4216-A95D-6C3346EA7E26}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Plugins", "..\Plugins\Plugins.csproj", "{1106D1E1-DCE3-4CAF-8096-6C85F765D519}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU
@@ -13,6 +17,14 @@ Global
{BB30C59B-5B34-4F7C-B5CC-8D49EA280EDA}.Debug|Any CPU.Build.0 = Debug|Any CPU
{BB30C59B-5B34-4F7C-B5CC-8D49EA280EDA}.Release|Any CPU.ActiveCfg = Release|Any CPU
{BB30C59B-5B34-4F7C-B5CC-8D49EA280EDA}.Release|Any CPU.Build.0 = Release|Any CPU
{DC8A0795-0F9C-4216-A95D-6C3346EA7E26}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{DC8A0795-0F9C-4216-A95D-6C3346EA7E26}.Debug|Any CPU.Build.0 = Debug|Any CPU
{DC8A0795-0F9C-4216-A95D-6C3346EA7E26}.Release|Any CPU.ActiveCfg = Release|Any CPU
{DC8A0795-0F9C-4216-A95D-6C3346EA7E26}.Release|Any CPU.Build.0 = Release|Any CPU
{1106D1E1-DCE3-4CAF-8096-6C85F765D519}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{1106D1E1-DCE3-4CAF-8096-6C85F765D519}.Debug|Any CPU.Build.0 = Debug|Any CPU
{1106D1E1-DCE3-4CAF-8096-6C85F765D519}.Release|Any CPU.ActiveCfg = Release|Any CPU
{1106D1E1-DCE3-4CAF-8096-6C85F765D519}.Release|Any CPU.Build.0 = Release|Any CPU
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
+3
View File
@@ -88,6 +88,9 @@
/// <reference path="gameobjects/IGameObject.ts" />
/// <reference path="gameobjects/GameObjectFactory.ts" />
/// <reference path="particles/Emitter.ts" />
/// <reference path="particles/Particle.ts" />
/// <reference path="ui/Button.ts" />
/// <reference path="utils/CircleUtils.ts" />
+15 -9
View File
@@ -125,9 +125,10 @@ var Phaser;
*
* @return {Particle} The newly created particle object.
*/
//public particle(): ArcadeParticle {
// return new ArcadeParticle(this.game);
//}
GameObjectFactory.prototype.particle = function () {
return new Phaser.ArcadeParticle(this.game);
};
/**
* Create a new Emitter.
*
@@ -136,9 +137,13 @@ var Phaser;
* @param size {number} Optional, size of this emitter.
* @return {Emitter} The newly created emitter object.
*/
//public emitter(x: number = 0, y: number = 0, size: number = 0): ArcadeEmitter {
// return <ArcadeEmitter> this._world.group.add(new ArcadeEmitter(this.game, x, y, size));
//}
GameObjectFactory.prototype.emitter = 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.group.add(new Phaser.ArcadeEmitter(this.game, x, y, size));
};
/**
* Create a new ScrollZone object with image key, position and size.
*
@@ -237,9 +242,10 @@ var Phaser;
* @param emitter The Emitter to add to the Game World
* @return {Phaser.Emitter} The Emitter object
*/
//public existingEmitter(emitter: ArcadeEmitter): ArcadeEmitter {
// return this._world.group.add(emitter);
//}
GameObjectFactory.prototype.existingEmitter = function (emitter) {
return this._world.group.add(emitter);
};
/**
* 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.
+9 -9
View File
@@ -130,9 +130,9 @@ module Phaser {
*
* @return {Particle} The newly created particle object.
*/
//public particle(): ArcadeParticle {
// return new ArcadeParticle(this.game);
//}
public particle(): Phaser.ArcadeParticle {
return new Phaser.ArcadeParticle(this.game);
}
/**
* Create a new Emitter.
@@ -142,9 +142,9 @@ module Phaser {
* @param size {number} Optional, size of this emitter.
* @return {Emitter} The newly created emitter object.
*/
//public emitter(x: number = 0, y: number = 0, size: number = 0): ArcadeEmitter {
// return <ArcadeEmitter> this._world.group.add(new ArcadeEmitter(this.game, x, y, size));
//}
public emitter(x: number = 0, y: number = 0, size: number = 0): Phaser.ArcadeEmitter {
return <Phaser.ArcadeEmitter> this._world.group.add(new Phaser.ArcadeEmitter(this.game, x, y, size));
}
/**
* Create a new ScrollZone object with image key, position and size.
@@ -237,9 +237,9 @@ module Phaser {
* @param emitter The Emitter to add to the Game World
* @return {Phaser.Emitter} The Emitter object
*/
//public existingEmitter(emitter: ArcadeEmitter): ArcadeEmitter {
// return this._world.group.add(emitter);
//}
public existingEmitter(emitter: Phaser.ArcadeEmitter): Phaser.ArcadeEmitter {
return this._world.group.add(emitter);
}
/**
* Add an existing ScrollZone to the current world.
+104
View File
@@ -150,6 +150,110 @@ var Phaser;
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;
-2
View File
@@ -211,7 +211,6 @@ module Phaser {
}
/*
// Letters
public static A: number = "A".charCodeAt(0);
public static B: number = "B".charCodeAt(0);
@@ -321,7 +320,6 @@ module Phaser {
public static DELETE: number = 46;
public static HELP: number = 47;
public static NUM_LOCK: number = 144;
*/
}
}
+327
View File
@@ -0,0 +1,327 @@
/// <reference path="../_definitions.ts" />
var __extends = this.__extends || function (d, b) {
for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
function __() { this.constructor = d; }
__.prototype = b.prototype;
d.prototype = new __();
};
/**
* Phaser - ArcadeEmitter
*
* Emitter is a lightweight particle emitter. It can be used for one-time explosions or for
* continuous effects like rain and fire. All it really does is launch Particle objects out
* at set intervals, and fixes their positions and velocities accorindgly.
*/
var Phaser;
(function (Phaser) {
var ArcadeEmitter = (function (_super) {
__extends(ArcadeEmitter, _super);
/**
* Creates a new <code>Emitter</code> object at a specific position.
* Does NOT automatically generate or attach particles!
*
* @param x {number} The X position of the emitter.
* @param y {number} The Y position of the emitter.
* @param [size] {number} Specifies a maximum capacity for this emitter.
*/
function ArcadeEmitter(game, x, y, size) {
if (typeof x === "undefined") { x = 0; }
if (typeof y === "undefined") { y = 0; }
if (typeof size === "undefined") { size = 0; }
_super.call(this, game, size);
this.x = x;
this.y = y;
this.width = 0;
this.height = 0;
this.minParticleSpeed = new Phaser.Vec2(-100, -100);
this.maxParticleSpeed = new Phaser.Vec2(100, 100);
this.minRotation = -360;
this.maxRotation = 360;
this.gravity = 0;
this.particleClass = null;
this.particleDrag = new Phaser.Vec2();
this.frequency = 0.1;
this.lifespan = 3;
this.bounce = 0;
this._quantity = 0;
this._counter = 0;
this._explode = true;
this.on = false;
this.exists = true;
this.active = true;
this.visible = true;
}
/**
* Clean up memory.
*/
ArcadeEmitter.prototype.destroy = function () {
this.minParticleSpeed = null;
this.maxParticleSpeed = null;
this.particleDrag = null;
this.particleClass = null;
this._point = null;
_super.prototype.destroy.call(this);
};
/**
* This function generates a new array of particle sprites to attach to the emitter.
*
* @param graphics If you opted to not pre-configure an array of Sprite objects, you can simply pass in a particle image or sprite sheet.
* @param quantity {number} The number of particles to generate when using the "create from image" option.
* @param multiple {boolean} Whether the image in the Graphics param is a single particle or a bunch of particles (if it's a bunch, they need to be square!).
* @param collide {number} Whether the particles should be flagged as not 'dead' (non-colliding particles are higher performance). 0 means no collisions, 0-1 controls scale of particle's bounding box.
*
* @return This Emitter instance (nice for chaining stuff together, if you're into that).
*/
ArcadeEmitter.prototype.makeParticles = function (graphics, quantity, multiple, collide) {
if (typeof quantity === "undefined") { quantity = 50; }
if (typeof multiple === "undefined") { multiple = false; }
if (typeof collide === "undefined") { collide = 0; }
this.maxSize = quantity;
var totalFrames = 1;
/*
if(Multiple)
{
var sprite:Sprite = new Sprite(this.game);
sprite.loadGraphic(Graphics,true);
totalFrames = sprite.frames;
sprite.destroy();
}
*/
var randomFrame;
var particle;
var i = 0;
while (i < quantity) {
if (this.particleClass == null) {
particle = new Phaser.ArcadeParticle(this.game);
} else {
particle = new this.particleClass(this.game);
}
if (multiple) {
/*
randomFrame = this.game.math.random()*totalFrames;
*/
} else {
if (graphics) {
particle.texture.loadImage(graphics);
}
}
if (collide > 0) {
//particle.body.allowCollisions = Types.ANY;
particle.body.type = Phaser.Types.BODY_DYNAMIC;
particle.width *= collide;
particle.height *= collide;
} else {
//particle.body.allowCollisions = Types.NONE;
}
particle.exists = false;
// Center the origin for rotation assistance
//particle.transform.origin.setTo(particle.body.bounds.halfWidth, particle.body.bounds.halfHeight);
this.add(particle);
i++;
}
return this;
};
ArcadeEmitter.prototype.preUpdate = function () {
};
ArcadeEmitter.prototype.postUpdate = function () {
};
/**
* Called automatically by the game loop, decides when to launch particles and when to "die".
*/
ArcadeEmitter.prototype.update = function () {
if (this.on) {
if (this._explode) {
this.on = false;
var i = 0;
var l = this._quantity;
if ((l <= 0) || (l > this.length)) {
l = this.length;
}
while (i < l) {
this.emitParticle();
i++;
}
this._quantity = 0;
} else {
this._timer += this.game.time.elapsed;
while ((this.frequency > 0) && (this._timer > this.frequency) && this.on) {
this._timer -= this.frequency;
this.emitParticle();
if ((this._quantity > 0) && (++this._counter >= this._quantity)) {
this.on = false;
this._quantity = 0;
}
}
}
}
_super.prototype.update.call(this);
};
/**
* Call this function to turn off all the particles and the emitter.
*/
ArcadeEmitter.prototype.kill = function () {
this.on = false;
this.alive = false;
this.exists = false;
};
/**
* Handy for bringing game objects "back to life". Just sets alive and exists back to true.
* In practice, this is most often called by <code>Object.reset()</code>.
*/
ArcadeEmitter.prototype.revive = function () {
this.alive = true;
this.exists = true;
};
/**
* Call this function to start emitting particles.
*
* @param explode {boolean} Whether the particles should all burst out at once.
* @param lifespan {number} How long each particle lives once emitted. 0 = forever.
* @param frequency {number} Ignored if Explode is set to true. Frequency is how often to emit a particle. 0 = never emit, 0.1 = 1 particle every 0.1 seconds, 5 = 1 particle every 5 seconds.
* @param quantity {number} How many particles to launch. 0 = "all of the particles".
*/
ArcadeEmitter.prototype.start = function (explode, lifespan, frequency, quantity) {
if (typeof explode === "undefined") { explode = true; }
if (typeof lifespan === "undefined") { lifespan = 0; }
if (typeof frequency === "undefined") { frequency = 0.1; }
if (typeof quantity === "undefined") { quantity = 0; }
this.revive();
this.visible = true;
this.on = true;
this._explode = explode;
this.lifespan = lifespan;
this.frequency = frequency;
this._quantity += quantity;
this._counter = 0;
this._timer = 0;
};
/**
* This function can be used both internally and externally to emit the next particle.
*/
ArcadeEmitter.prototype.emitParticle = function () {
var particle = this.recycle(Phaser.ArcadeParticle);
particle.lifespan = this.lifespan;
//particle.body.bounce.setTo(this.bounce, this.bounce);
Phaser.SpriteUtils.reset(particle, this.x - (particle.width >> 1) + this.game.rnd.integer * this.width, this.y - (particle.height >> 1) + this.game.rnd.integer * this.height);
particle.visible = true;
if (this.minParticleSpeed.x != this.maxParticleSpeed.x) {
particle.body.velocity.x = this.minParticleSpeed.x + this.game.rnd.integer * (this.maxParticleSpeed.x - this.minParticleSpeed.x);
} else {
particle.body.velocity.x = this.minParticleSpeed.x;
}
if (this.minParticleSpeed.y != this.maxParticleSpeed.y) {
particle.body.velocity.y = this.minParticleSpeed.y + this.game.rnd.integer * (this.maxParticleSpeed.y - this.minParticleSpeed.y);
} else {
particle.body.velocity.y = this.minParticleSpeed.y;
}
if (this.minRotation != this.maxRotation && this.minRotation !== 0 && this.maxRotation !== 0) {
particle.body.angularVelocity = this.minRotation + this.game.rnd.integer * (this.maxRotation - this.minRotation);
} else {
particle.body.angularVelocity = this.minRotation;
}
if (particle.body.angularVelocity != 0) {
particle.rotation = this.game.rnd.integer * 360 - 180;
}
//particle.body.drag.x = this.particleDrag.x;
//particle.body.drag.y = this.particleDrag.y;
particle.onEmit();
};
/**
* A more compact way of setting the width and height of the emitter.
*
* @param width {number} The desired width of the emitter (particles are spawned randomly within these dimensions).
* @param height {number} The desired height of the emitter.
*/
ArcadeEmitter.prototype.setSize = function (width, height) {
this.width = width;
this.height = height;
};
/**
* A more compact way of setting the X velocity range of the emitter.
*
* @param Min {number} The minimum value for this range.
* @param Max {number} The maximum value for this range.
*/
ArcadeEmitter.prototype.setXSpeed = function (min, max) {
if (typeof min === "undefined") { min = 0; }
if (typeof max === "undefined") { max = 0; }
this.minParticleSpeed.x = min;
this.maxParticleSpeed.x = max;
};
/**
* A more compact way of setting the Y velocity range of the emitter.
*
* @param Min {number} The minimum value for this range.
* @param Max {number} The maximum value for this range.
*/
ArcadeEmitter.prototype.setYSpeed = function (min, max) {
if (typeof min === "undefined") { min = 0; }
if (typeof max === "undefined") { max = 0; }
this.minParticleSpeed.y = min;
this.maxParticleSpeed.y = max;
};
/**
* A more compact way of setting the angular velocity constraints of the emitter.
*
* @param Min {number} The minimum value for this range.
* @param Max {number} The maximum value for this range.
*/
ArcadeEmitter.prototype.setRotation = function (min, max) {
if (typeof min === "undefined") { min = 0; }
if (typeof max === "undefined") { max = 0; }
this.minRotation = min;
this.maxRotation = max;
};
/**
* Change the emitter's midpoint to match the midpoint of a <code>Object</code>.
*
* @param Object {object} The <code>Object</code> that you want to sync up with.
*/
ArcadeEmitter.prototype.at = function (object) {
//this.x = object.body.bounds.halfWidth - (this.width >> 1);
//this.y = object.body.bounds.halfHeight - (this.height >> 1);
};
return ArcadeEmitter;
})(Phaser.Group);
Phaser.ArcadeEmitter = ArcadeEmitter;
})(Phaser || (Phaser = {}));
+462
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@@ -0,0 +1,462 @@
/// <reference path="../_definitions.ts" />
/**
* Phaser - ArcadeEmitter
*
* Emitter is a lightweight particle emitter. It can be used for one-time explosions or for
* continuous effects like rain and fire. All it really does is launch Particle objects out
* at set intervals, and fixes their positions and velocities accorindgly.
*/
module Phaser {
export class ArcadeEmitter extends Phaser.Group {
/**
* Creates a new <code>Emitter</code> object at a specific position.
* Does NOT automatically generate or attach particles!
*
* @param x {number} The X position of the emitter.
* @param y {number} The Y position of the emitter.
* @param [size] {number} Specifies a maximum capacity for this emitter.
*/
constructor(game: Phaser.Game, x: number = 0, y: number = 0, size: number = 0) {
super(game, size);
this.x = x;
this.y = y;
this.width = 0;
this.height = 0;
this.minParticleSpeed = new Vec2(-100, -100);
this.maxParticleSpeed = new Vec2(100, 100);
this.minRotation = -360;
this.maxRotation = 360;
this.gravity = 0;
this.particleClass = null;
this.particleDrag = new Vec2();
this.frequency = 0.1;
this.lifespan = 3;
this.bounce = 0;
this._quantity = 0;
this._counter = 0;
this._explode = true;
this.on = false;
this.exists = true;
this.active = true;
this.visible = true;
}
/**
* The X position of the top left corner of the emitter in world space.
*/
public x: number;
/**
* The Y position of the top left corner of emitter in world space.
*/
public y: number;
/**
* The width of the emitter. Particles can be randomly generated from anywhere within this box.
*/
public width: number;
/**
* The height of the emitter. Particles can be randomly generated from anywhere within this box.
*/
public height: number;
/**
*
*/
public alive: boolean;
/**
*
*/
public active: boolean;
/**
* The minimum possible velocity of a particle.
* The default value is (-100,-100).
*/
public minParticleSpeed: Phaser.Vec2;
/**
* The maximum possible velocity of a particle.
* The default value is (100,100).
*/
public maxParticleSpeed: Phaser.Vec2;
/**
* The X and Y drag component of particles launched from the emitter.
*/
public particleDrag: Phaser.Vec2;
/**
* The minimum possible angular velocity of a particle. The default value is -360.
* NOTE: rotating particles are more expensive to draw than non-rotating ones!
*/
public minRotation: number;
/**
* The maximum possible angular velocity of a particle. The default value is 360.
* NOTE: rotating particles are more expensive to draw than non-rotating ones!
*/
public maxRotation: number;
/**
* Sets the <code>acceleration.y</code> member of each particle to this value on launch.
*/
public gravity: number;
/**
* Determines whether the emitter is currently emitting particles.
* It is totally safe to directly toggle this.
*/
public on: boolean;
/**
* How often a particle is emitted (if emitter is started with Explode == false).
*/
public frequency: number;
/**
* How long each particle lives once it is emitted.
* Set lifespan to 'zero' for particles to live forever.
*/
public lifespan: number;
/**
* How much each particle should bounce. 1 = full bounce, 0 = no bounce.
*/
public bounce: number;
/**
* Set your own particle class type here.
* Default is <code>Particle</code>.
*/
public particleClass;
/**
* Internal helper for deciding how many particles to launch.
*/
private _quantity: number;
/**
* Internal helper for the style of particle emission (all at once, or one at a time).
*/
private _explode: boolean;
/**
* Internal helper for deciding when to launch particles or kill them.
*/
private _timer: number;
/**
* Internal counter for figuring out how many particles to launch.
*/
private _counter: number;
/**
* Internal point object, handy for reusing for memory mgmt purposes.
*/
private _point: Phaser.Vec2;
/**
* Clean up memory.
*/
public destroy() {
this.minParticleSpeed = null;
this.maxParticleSpeed = null;
this.particleDrag = null;
this.particleClass = null;
this._point = null;
super.destroy();
}
/**
* This function generates a new array of particle sprites to attach to the emitter.
*
* @param graphics If you opted to not pre-configure an array of Sprite objects, you can simply pass in a particle image or sprite sheet.
* @param quantity {number} The number of particles to generate when using the "create from image" option.
* @param multiple {boolean} Whether the image in the Graphics param is a single particle or a bunch of particles (if it's a bunch, they need to be square!).
* @param collide {number} Whether the particles should be flagged as not 'dead' (non-colliding particles are higher performance). 0 means no collisions, 0-1 controls scale of particle's bounding box.
*
* @return This Emitter instance (nice for chaining stuff together, if you're into that).
*/
public makeParticles(graphics, quantity: number = 50, multiple: boolean = false, collide: number = 0): Phaser.ArcadeEmitter {
this.maxSize = quantity;
var totalFrames: number = 1;
/*
if(Multiple)
{
var sprite:Sprite = new Sprite(this.game);
sprite.loadGraphic(Graphics,true);
totalFrames = sprite.frames;
sprite.destroy();
}
*/
var randomFrame: number;
var particle: Phaser.ArcadeParticle;
var i: number = 0;
while (i < quantity)
{
if (this.particleClass == null)
{
particle = new Phaser.ArcadeParticle(this.game);
}
else
{
particle = new this.particleClass(this.game);
}
if (multiple)
{
/*
randomFrame = this.game.math.random()*totalFrames;
*/
}
else
{
if (graphics)
{
particle.texture.loadImage(graphics);
}
}
if (collide > 0)
{
//particle.body.allowCollisions = Types.ANY;
particle.body.type = Phaser.Types.BODY_DYNAMIC;
particle.width *= collide;
particle.height *= collide;
}
else
{
//particle.body.allowCollisions = Types.NONE;
}
particle.exists = false;
// Center the origin for rotation assistance
//particle.transform.origin.setTo(particle.body.bounds.halfWidth, particle.body.bounds.halfHeight);
this.add(particle);
i++;
}
return this;
}
public preUpdate() { }
public postUpdate() { }
/**
* Called automatically by the game loop, decides when to launch particles and when to "die".
*/
public update() {
if (this.on)
{
if (this._explode)
{
this.on = false;
var i: number = 0;
var l: number = this._quantity;
if ((l <= 0) || (l > this.length))
{
l = this.length;
}
while (i < l)
{
this.emitParticle();
i++;
}
this._quantity = 0;
}
else
{
this._timer += this.game.time.elapsed;
while ((this.frequency > 0) && (this._timer > this.frequency) && this.on)
{
this._timer -= this.frequency;
this.emitParticle();
if ((this._quantity > 0) && (++this._counter >= this._quantity))
{
this.on = false;
this._quantity = 0;
}
}
}
}
super.update();
}
/**
* Call this function to turn off all the particles and the emitter.
*/
public kill() {
this.on = false;
this.alive = false;
this.exists = false;
}
/**
* Handy for bringing game objects "back to life". Just sets alive and exists back to true.
* In practice, this is most often called by <code>Object.reset()</code>.
*/
public revive() {
this.alive = true;
this.exists = true;
}
/**
* Call this function to start emitting particles.
*
* @param explode {boolean} Whether the particles should all burst out at once.
* @param lifespan {number} How long each particle lives once emitted. 0 = forever.
* @param frequency {number} Ignored if Explode is set to true. Frequency is how often to emit a particle. 0 = never emit, 0.1 = 1 particle every 0.1 seconds, 5 = 1 particle every 5 seconds.
* @param quantity {number} How many particles to launch. 0 = "all of the particles".
*/
public start(explode: boolean = true, lifespan: number = 0, frequency: number = 0.1, quantity: number = 0) {
this.revive();
this.visible = true;
this.on = true;
this._explode = explode;
this.lifespan = lifespan;
this.frequency = frequency;
this._quantity += quantity;
this._counter = 0;
this._timer = 0;
}
/**
* This function can be used both internally and externally to emit the next particle.
*/
public emitParticle() {
var particle: ArcadeParticle = this.recycle(ArcadeParticle);
particle.lifespan = this.lifespan;
//particle.body.bounce.setTo(this.bounce, this.bounce);
SpriteUtils.reset(particle, this.x - (particle.width >> 1) + this.game.rnd.integer * this.width, this.y - (particle.height >> 1) + this.game.rnd.integer * this.height);
particle.visible = true;
if (this.minParticleSpeed.x != this.maxParticleSpeed.x)
{
particle.body.velocity.x = this.minParticleSpeed.x + this.game.rnd.integer * (this.maxParticleSpeed.x - this.minParticleSpeed.x);
}
else
{
particle.body.velocity.x = this.minParticleSpeed.x;
}
if (this.minParticleSpeed.y != this.maxParticleSpeed.y)
{
particle.body.velocity.y = this.minParticleSpeed.y + this.game.rnd.integer * (this.maxParticleSpeed.y - this.minParticleSpeed.y);
}
else
{
particle.body.velocity.y = this.minParticleSpeed.y;
}
//particle.body.acceleration.y = this.gravity;
if (this.minRotation != this.maxRotation && this.minRotation !== 0 && this.maxRotation !== 0)
{
particle.body.angularVelocity = this.minRotation + this.game.rnd.integer * (this.maxRotation - this.minRotation);
}
else
{
particle.body.angularVelocity = this.minRotation;
}
if (particle.body.angularVelocity != 0)
{
particle.rotation = this.game.rnd.integer * 360 - 180;
}
//particle.body.drag.x = this.particleDrag.x;
//particle.body.drag.y = this.particleDrag.y;
particle.onEmit();
}
/**
* A more compact way of setting the width and height of the emitter.
*
* @param width {number} The desired width of the emitter (particles are spawned randomly within these dimensions).
* @param height {number} The desired height of the emitter.
*/
public setSize(width: number, height: number) {
this.width = width;
this.height = height;
}
/**
* A more compact way of setting the X velocity range of the emitter.
*
* @param Min {number} The minimum value for this range.
* @param Max {number} The maximum value for this range.
*/
public setXSpeed(min: number = 0, max: number = 0) {
this.minParticleSpeed.x = min;
this.maxParticleSpeed.x = max;
}
/**
* A more compact way of setting the Y velocity range of the emitter.
*
* @param Min {number} The minimum value for this range.
* @param Max {number} The maximum value for this range.
*/
public setYSpeed(min: number = 0, max: number = 0) {
this.minParticleSpeed.y = min;
this.maxParticleSpeed.y = max;
}
/**
* A more compact way of setting the angular velocity constraints of the emitter.
*
* @param Min {number} The minimum value for this range.
* @param Max {number} The maximum value for this range.
*/
public setRotation(min: number = 0, max: number = 0) {
this.minRotation = min;
this.maxRotation = max;
}
/**
* Change the emitter's midpoint to match the midpoint of a <code>Object</code>.
*
* @param Object {object} The <code>Object</code> that you want to sync up with.
*/
public at(object: Sprite) {
//this.x = object.body.bounds.halfWidth - (this.width >> 1);
//this.y = object.body.bounds.halfHeight - (this.height >> 1);
}
}
}
+52
View File
@@ -0,0 +1,52 @@
/// <reference path="../_definitions.ts" />
var __extends = this.__extends || function (d, b) {
for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
function __() { this.constructor = d; }
__.prototype = b.prototype;
d.prototype = new __();
};
/**
* Phaser - ArcadeParticle
*
* This is a simple particle class that extends a Sprite to have a slightly more
* specialised behaviour. It is used exclusively by the Emitter class and can be extended as required.
*/
var Phaser;
(function (Phaser) {
var ArcadeParticle = (function (_super) {
__extends(ArcadeParticle, _super);
/**
* Instantiate a new particle. Like <code>Sprite</code>, all meaningful creation
* happens during <code>loadGraphic()</code> or <code>makeGraphic()</code> or whatever.
*/
function ArcadeParticle(game) {
_super.call(this, game);
this.body.type = Phaser.Types.BODY_DYNAMIC;
this.lifespan = 0;
}
/**
* The particle's main update logic. Basically it checks to see if it should be dead yet.
*/
ArcadeParticle.prototype.update = function () {
if (this.lifespan <= 0) {
return;
}
this.lifespan -= this.game.time.elapsed;
if (this.lifespan <= 0) {
this.kill();
}
};
/**
* Triggered whenever this object is launched by a <code>Emitter</code>.
* You can override this to add custom behavior like a sound or AI or something.
*/
ArcadeParticle.prototype.onEmit = function () {
};
return ArcadeParticle;
})(Phaser.Sprite);
Phaser.ArcadeParticle = ArcadeParticle;
})(Phaser || (Phaser = {}));
+63
View File
@@ -0,0 +1,63 @@
/// <reference path="../_definitions.ts" />
/**
* Phaser - ArcadeParticle
*
* This is a simple particle class that extends a Sprite to have a slightly more
* specialised behaviour. It is used exclusively by the Emitter class and can be extended as required.
*/
module Phaser {
export class ArcadeParticle extends Phaser.Sprite {
/**
* Instantiate a new particle. Like <code>Sprite</code>, all meaningful creation
* happens during <code>loadGraphic()</code> or <code>makeGraphic()</code> or whatever.
*/
constructor(game: Phaser.Game) {
super(game);
this.body.type = Phaser.Types.BODY_DYNAMIC;
this.lifespan = 0;
}
/**
* How long this particle lives before it disappears.
* NOTE: this is a maximum, not a minimum; the object
* could get recycled before its lifespan is up.
*/
public lifespan: number;
/**
* The particle's main update logic. Basically it checks to see if it should be dead yet.
*/
public update() {
// Lifespan behavior
if (this.lifespan <= 0)
{
return;
}
this.lifespan -= this.game.time.elapsed;
if (this.lifespan <= 0)
{
this.kill();
}
}
/**
* Triggered whenever this object is launched by a <code>Emitter</code>.
* You can override this to add custom behavior like a sound or AI or something.
*/
public onEmit() {
}
}
}
+81 -36
View File
@@ -1,84 +1,119 @@
/// <reference path="../_definitions.ts" />
/**
* Phaser - TimeManager
*
* This is the game clock and it manages elapsed time and calculation of delta values, used for game object motion.
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2013 Photon Storm Ltd.
* @license https://github.com/photonstorm/phaser/blob/master/license.txt MIT License
* @module Phaser
*/
var Phaser;
(function (Phaser) {
var TimeManager = (function () {
/**
* Time constructor
* Create a new <code>Time</code>.
* This is the core internal game clock. It manages the elapsed time and calculation of delta values,
* used for game object motion and tweens.
*
* @param game {Phaser.Game} Current game instance.
* @class TimeManager
* @constructor
* @param {Phaser.Game} game A reference to the currently running game.
*/
function TimeManager(game) {
/**
* Elapsed since last frame.
* @type {number}
* Number of milliseconds elapsed since the last frame update.
* @property elapsed
* @public
* @type {Number}
*/
this.elapsed = 0;
/**
* Game time counter.
* @property time
* @type {number}
* @public
* @type {Number}
*/
this.time = 0;
/**
* How long the game has been paused for. Gets reset each time the game pauses.
* Records how long the game has been paused for. Is reset each time the game pauses.
* @property pausedTime
* @type {number}
* @public
* @type {Number}
*/
this.pausedTime = 0;
/**
* Time of current frame.
* The time right now.
* @property now
* @type {number}
* @public
* @type {Number}
*/
this.now = 0;
/**
* Elapsed time since last frame.
* Elapsed time since the last frame.
* @property delta
* @type {number}
* @public
* @type {Number}
*/
this.delta = 0;
/**
* Frames per second.
* @type {number}
* @property fps
* @public
* @type {Number}
*/
this.fps = 0;
/**
* Minimal fps.
* @type {number}
* The lowest rate the fps has dropped to.
* @property fpsMin
* @public
* @type {Number}
*/
this.fpsMin = 1000;
/**
* Maximal fps.
* @type {number}
* The highest rate the fps has reached (usually no higher than 60fps).
* @property fpsMax
* @public
* @type {Number}
*/
this.fpsMax = 0;
/**
* Minimum duration between 2 frames.
* @type {number}
* The minimum amount of time the game has taken between two frames.
* @property msMin
* @public
* @type {Number}
*/
this.msMin = 1000;
/**
* Maximum duration between 2 frames.
* @type {number}
* The maximum amount of time the game has taken between two frames.
* @property msMax
* @public
* @type {Number}
*/
this.msMax = 0;
/**
* How many frames in last second.
* @type {number}
* The number of frames record in the last second.
* @property frames
* @public
* @type {Number}
*/
this.frames = 0;
/**
* Time of last second.
* @type {number}
* The time (in ms) that the last second counter ticked over.
* @property _timeLastSecond
* @private
* @type {Number}
*/
this._timeLastSecond = 0;
/**
* Records how long the game was paused for in miliseconds.
* @property pauseDuration
* @public
* @type {Number}
*/
this.pauseDuration = 0;
/**
* The time the game started being paused.
* @property _pauseStarted
* @private
* @type {Number}
*/
this._pauseStarted = 0;
this.game = game;
@@ -91,7 +126,7 @@ var Phaser;
}
Object.defineProperty(TimeManager.prototype, "totalElapsedSeconds", {
get: /**
*
* The number of seconds that have elapsed since the game was started.
* @method totalElapsedSeconds
* @return {Number}
*/
@@ -106,7 +141,7 @@ var Phaser;
* Update clock and calculate the fps.
* This is called automatically by Game._raf
* @method update
* @param {number} raf The current timestamp, either performance.now or Date.now
* @param {Number} raf The current timestamp, either performance.now or Date.now
*/
TimeManager.prototype.update = function (raf) {
this.now = raf;
@@ -133,20 +168,30 @@ var Phaser;
}
};
/**
* Called when the game enters a paused state.
* @method gamePaused
* @private
*/
TimeManager.prototype.gamePaused = function () {
this._pauseStarted = this.now;
};
/**
* Called when the game resumes from a paused state.
* @method gameResumed
* @private
*/
TimeManager.prototype.gameResumed = function () {
// Level out the delta timer to avoid spikes
this.pauseDuration = this.pausedTime;
};
/**
* How long has passed since given time.
* How long has passed since the given time.
* @method elapsedSince
* @param {number} since The time you want to measure.
* @return {number} Duration between given time and now.
* @param {Number} since The time you want to measure against.
* @return {Number} The difference between the given time and now.
*/
TimeManager.prototype.elapsedSince = function (since) {
return this.now - since;
@@ -155,15 +200,15 @@ var Phaser;
/**
* How long has passed since the given time (in seconds).
* @method elapsedSecondsSince
* @param {number} since The time you want to measure (in seconds).
* @return {number} Duration between given time and now (in seconds).
* @param {Number} since The time you want to measure (in seconds).
* @return {Number} Duration between given time and now (in seconds).
*/
TimeManager.prototype.elapsedSecondsSince = function (since) {
return (this.now - since) * 0.001;
};
/**
* Set the start time to now.
* Resets the private _started value to now.
* @method reset
*/
TimeManager.prototype.reset = function () {
+118 -69
View File
@@ -1,21 +1,23 @@
/// <reference path="../_definitions.ts" />
/**
* Phaser - TimeManager
*
* This is the game clock and it manages elapsed time and calculation of delta values, used for game object motion.
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2013 Photon Storm Ltd.
* @license https://github.com/photonstorm/phaser/blob/master/license.txt MIT License
* @module Phaser
*/
module Phaser {
export class TimeManager {
/**
* Time constructor
* Create a new <code>Time</code>.
*
* @param game {Phaser.Game} Current game instance.
*/
* This is the core internal game clock. It manages the elapsed time and calculation of delta values,
* used for game object motion and tweens.
*
* @class TimeManager
* @constructor
* @param {Phaser.Game} game A reference to the currently running game.
*/
constructor(game: Phaser.Game) {
this.game = game;
@@ -30,52 +32,62 @@ module Phaser {
}
/**
* Local reference to game.
*/
* A reference to the currently running Game.
* @property game
* @type {Phaser.Game}
*/
public game: Phaser.Game;
/**
* Time when this object created.
* @param {number}
*/
* The time at which the Game instance started.
* @property _started
* @private
* @type {Number}
*/
private _started: number;
/**
* Elapsed since last frame.
* @type {number}
*/
* Number of milliseconds elapsed since the last frame update.
* @property elapsed
* @public
* @type {Number}
*/
public elapsed: number = 0;
/**
* Game time counter.
* @property time
* @type {number}
*/
* Game time counter.
* @property time
* @public
* @type {Number}
*/
public time: number = 0;
/**
* How long the game has been paused for. Gets reset each time the game pauses.
* @property pausedTime
* @type {number}
*/
* Records how long the game has been paused for. Is reset each time the game pauses.
* @property pausedTime
* @public
* @type {Number}
*/
public pausedTime: number = 0;
/**
* Time of current frame.
* @property now
* @type {number}
*/
* The time right now.
* @property now
* @public
* @type {Number}
*/
public now: number = 0;
/**
* Elapsed time since last frame.
* @property delta
* @type {number}
*/
* Elapsed time since the last frame.
* @property delta
* @public
* @type {Number}
*/
public delta: number = 0;
/**
*
* The number of seconds that have elapsed since the game was started.
* @method totalElapsedSeconds
* @return {Number}
*/
@@ -86,52 +98,66 @@ module Phaser {
}
/**
* Frames per second.
* @type {number}
*/
* Frames per second.
* @property fps
* @public
* @type {Number}
*/
public fps: number = 0;
/**
* Minimal fps.
* @type {number}
*/
* The lowest rate the fps has dropped to.
* @property fpsMin
* @public
* @type {Number}
*/
public fpsMin: number = 1000;
/**
* Maximal fps.
* @type {number}
*/
* The highest rate the fps has reached (usually no higher than 60fps).
* @property fpsMax
* @public
* @type {Number}
*/
public fpsMax: number = 0;
/**
* Minimum duration between 2 frames.
* @type {number}
*/
* The minimum amount of time the game has taken between two frames.
* @property msMin
* @public
* @type {Number}
*/
public msMin: number = 1000;
/**
* Maximum duration between 2 frames.
* @type {number}
*/
* The maximum amount of time the game has taken between two frames.
* @property msMax
* @public
* @type {Number}
*/
public msMax: number = 0;
/**
* How many frames in last second.
* @type {number}
*/
* The number of frames record in the last second.
* @property frames
* @public
* @type {Number}
*/
public frames: number = 0;
/**
* Time of last second.
* @type {number}
*/
* The time (in ms) that the last second counter ticked over.
* @property _timeLastSecond
* @private
* @type {Number}
*/
private _timeLastSecond: number = 0;
/**
* Update clock and calculate the fps.
* This is called automatically by Game._raf
* @method update
* @param {number} raf The current timestamp, either performance.now or Date.now
* @param {Number} raf The current timestamp, either performance.now or Date.now
*/
public update(raf: number) {
@@ -163,24 +189,47 @@ module Phaser {
}
/**
* Called when the game enters a paused state.
* @method gamePaused
* @private
*/
private gamePaused() {
this._pauseStarted = this.now;
}
/**
* Called when the game resumes from a paused state.
* @method gameResumed
* @private
*/
private gameResumed() {
// Level out the delta timer to avoid spikes
this.pauseDuration = this.pausedTime;
}
/**
* Records how long the game was paused for in miliseconds.
* @property pauseDuration
* @public
* @type {Number}
*/
public pauseDuration: number = 0;
/**
* The time the game started being paused.
* @property _pauseStarted
* @private
* @type {Number}
*/
private _pauseStarted: number = 0;
/**
* How long has passed since given time.
* @method elapsedSince
* @param {number} since The time you want to measure.
* @return {number} Duration between given time and now.
*/
* How long has passed since the given time.
* @method elapsedSince
* @param {Number} since The time you want to measure against.
* @return {Number} The difference between the given time and now.
*/
public elapsedSince(since: number): number {
return this.now - since;
@@ -188,11 +237,11 @@ module Phaser {
}
/**
* How long has passed since the given time (in seconds).
* @method elapsedSecondsSince
* @param {number} since The time you want to measure (in seconds).
* @return {number} Duration between given time and now (in seconds).
*/
* How long has passed since the given time (in seconds).
* @method elapsedSecondsSince
* @param {Number} since The time you want to measure (in seconds).
* @return {Number} Duration between given time and now (in seconds).
*/
public elapsedSecondsSince(since: number): number {
return (this.now - since) * 0.001;
@@ -200,9 +249,9 @@ module Phaser {
}
/**
* Set the start time to now.
* @method reset
*/
* Resets the private _started value to now.
* @method reset
*/
public reset() {
this._started = this.now;
+10
View File
@@ -0,0 +1,10 @@
{
"name": "Phaser",
"description": "HTML5 Game Framework",
"version": "1.0.0",
"url": "http://www.phaser.io/",
"options": {
"linkNatives": "false"
}
}