mirror of
https://github.com/wassname/phaser.git
synced 2026-08-04 13:14:14 +08:00
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:
@@ -1,4 +1,5 @@
|
||||
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;
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d.prototype = new __();
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||||
@@ -17,7 +18,7 @@ var Phaser;
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var Border = (function (_super) {
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__extends(Border, _super);
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||||
function Border(game, parent) {
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_super.call(this, game, parent);
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_super.call(this, game, parent);
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||||
/**
|
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* Whether render border of this camera or not. (default is true)
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* @type {boolean}
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@@ -31,7 +32,7 @@ var Phaser;
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this.camera = parent;
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||||
}
|
||||
Border.prototype.postRender = function () {
|
||||
if(this.showBorder == true) {
|
||||
if (this.showBorder == true) {
|
||||
this.game.stage.context.strokeStyle = this.borderColor;
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this.game.stage.context.lineWidth = 1;
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this.game.stage.context.rect(this.camera.x, this.camera.y, this.camera.width, this.camera.height);
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@@ -40,7 +41,7 @@ var Phaser;
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};
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||||
return Border;
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||||
})(Phaser.Plugin);
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||||
CameraFX.Border = Border;
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CameraFX.Border = Border;
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})(Plugins.CameraFX || (Plugins.CameraFX = {}));
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var CameraFX = Plugins.CameraFX;
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})(Phaser.Plugins || (Phaser.Plugins = {}));
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+18
-12
@@ -1,4 +1,5 @@
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var __extends = this.__extends || function (d, b) {
|
||||
for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
|
||||
function __() { this.constructor = d; }
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__.prototype = b.prototype;
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d.prototype = new __();
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@@ -17,13 +18,13 @@ var Phaser;
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var Fade = (function (_super) {
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__extends(Fade, _super);
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function Fade(game, parent) {
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_super.call(this, game, parent);
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_super.call(this, game, parent);
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this._fxFadeComplete = null;
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this._fxFadeDuration = 0;
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this._fxFadeAlpha = 0;
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this.camera = parent;
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}
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Fade.prototype.start = /**
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/**
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* The camera is gradually filled with this color.
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*
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* @param Color The color you want to use in 0xRRGGBB format, i.e. 0xffffff for white.
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@@ -31,48 +32,53 @@ var Phaser;
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* @param OnComplete An optional function you want to run when the flash finishes. Set to null for no callback.
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* @param Force Force an already running flash effect to reset.
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*/
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function (color, duration, onComplete, force) {
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Fade.prototype.start = function (color, duration, onComplete, force) {
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if (typeof color === "undefined") { color = 0x000000; }
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if (typeof duration === "undefined") { duration = 1; }
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if (typeof onComplete === "undefined") { onComplete = null; }
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if (typeof force === "undefined") { force = false; }
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if(force === false && this._fxFadeAlpha > 0) {
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if (force === false && this._fxFadeAlpha > 0) {
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// You can't fade again unless you force it
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return;
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}
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if(duration <= 0) {
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if (duration <= 0) {
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duration = 1;
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}
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var red = color >> 16 & 0xFF;
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var green = color >> 8 & 0xFF;
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var blue = color & 0xFF;
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this._fxFadeColor = 'rgba(' + red + ',' + green + ',' + blue + ',';
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this._fxFadeDuration = duration;
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this._fxFadeAlpha = 0.01;
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this._fxFadeComplete = onComplete;
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};
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Fade.prototype.postUpdate = function () {
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||||
// Update the Fade effect
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if(this._fxFadeAlpha > 0) {
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if (this._fxFadeAlpha > 0) {
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this._fxFadeAlpha += this.game.time.elapsed / this._fxFadeDuration;
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if(this.game.math.roundTo(this._fxFadeAlpha, -2) >= 1) {
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if (this.game.math.roundTo(this._fxFadeAlpha, -2) >= 1) {
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||||
this._fxFadeAlpha = 1;
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||||
if(this._fxFadeComplete !== null) {
|
||||
|
||||
if (this._fxFadeComplete !== null) {
|
||||
this._fxFadeComplete();
|
||||
}
|
||||
}
|
||||
}
|
||||
};
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||||
|
||||
Fade.prototype.postRender = function () {
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||||
// "Fade" FX
|
||||
if(this._fxFadeAlpha > 0) {
|
||||
if (this._fxFadeAlpha > 0) {
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||||
this.game.stage.context.fillStyle = this._fxFadeColor + this._fxFadeAlpha + ')';
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||||
this.game.stage.context.fillRect(this.camera.screenView.x, this.camera.screenView.y, this.camera.width, this.camera.height);
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||||
}
|
||||
};
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||||
return Fade;
|
||||
})(Phaser.Plugin);
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||||
CameraFX.Fade = Fade;
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||||
CameraFX.Fade = Fade;
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||||
})(Plugins.CameraFX || (Plugins.CameraFX = {}));
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var CameraFX = Plugins.CameraFX;
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||||
})(Phaser.Plugins || (Phaser.Plugins = {}));
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||||
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+18
-11
@@ -1,4 +1,5 @@
|
||||
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 __();
|
||||
@@ -17,13 +18,13 @@ var Phaser;
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||||
var Flash = (function (_super) {
|
||||
__extends(Flash, _super);
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||||
function Flash(game, parent) {
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||||
_super.call(this, game, parent);
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||||
_super.call(this, game, parent);
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||||
this._fxFlashComplete = null;
|
||||
this._fxFlashDuration = 0;
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||||
this._fxFlashAlpha = 0;
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this.camera = parent;
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||||
}
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||||
Flash.prototype.start = /**
|
||||
/**
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||||
* The camera is filled with this color and returns to normal at the given duration.
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||||
*
|
||||
* @param Color The color you want to use in 0xRRGGBB format, i.e. 0xffffff for white.
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||||
@@ -31,47 +32,53 @@ var Phaser;
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||||
* @param OnComplete An optional function you want to run when the flash finishes. Set to null for no callback.
|
||||
* @param Force Force an already running flash effect to reset.
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||||
*/
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||||
function (color, duration, onComplete, force) {
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||||
Flash.prototype.start = function (color, duration, onComplete, force) {
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||||
if (typeof color === "undefined") { color = 0xffffff; }
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if (typeof duration === "undefined") { duration = 1; }
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||||
if (typeof onComplete === "undefined") { onComplete = null; }
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||||
if (typeof force === "undefined") { force = false; }
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||||
if(force === false && this._fxFlashAlpha > 0) {
|
||||
if (force === false && this._fxFlashAlpha > 0) {
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||||
// You can't flash again unless you force it
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return;
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||||
}
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||||
if(duration <= 0) {
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||||
|
||||
if (duration <= 0) {
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||||
duration = 1;
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||||
}
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||||
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||||
var red = color >> 16 & 0xFF;
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var green = color >> 8 & 0xFF;
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var blue = color & 0xFF;
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||||
|
||||
this._fxFlashColor = 'rgba(' + red + ',' + green + ',' + blue + ',';
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||||
this._fxFlashDuration = duration;
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||||
this._fxFlashAlpha = 1;
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||||
this._fxFlashComplete = onComplete;
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||||
};
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||||
|
||||
Flash.prototype.postUpdate = function () {
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||||
// Update the Flash effect
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||||
if(this._fxFlashAlpha > 0) {
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||||
if (this._fxFlashAlpha > 0) {
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||||
this._fxFlashAlpha -= this.game.time.elapsed / this._fxFlashDuration;
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||||
if(this.game.math.roundTo(this._fxFlashAlpha, -2) <= 0) {
|
||||
|
||||
if (this.game.math.roundTo(this._fxFlashAlpha, -2) <= 0) {
|
||||
this._fxFlashAlpha = 0;
|
||||
if(this._fxFlashComplete !== null) {
|
||||
|
||||
if (this._fxFlashComplete !== null) {
|
||||
this._fxFlashComplete();
|
||||
}
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
Flash.prototype.postRender = function () {
|
||||
if(this._fxFlashAlpha > 0) {
|
||||
if (this._fxFlashAlpha > 0) {
|
||||
this.game.stage.context.fillStyle = this._fxFlashColor + this._fxFlashAlpha + ')';
|
||||
this.game.stage.context.fillRect(this.camera.screenView.x, this.camera.screenView.y, this.camera.width, this.camera.height);
|
||||
}
|
||||
};
|
||||
return Flash;
|
||||
})(Phaser.Plugin);
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||||
CameraFX.Flash = Flash;
|
||||
CameraFX.Flash = Flash;
|
||||
})(Plugins.CameraFX || (Plugins.CameraFX = {}));
|
||||
var CameraFX = Plugins.CameraFX;
|
||||
})(Phaser.Plugins || (Phaser.Plugins = {}));
|
||||
|
||||
+24
-13
@@ -1,4 +1,5 @@
|
||||
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 __();
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||||
@@ -17,66 +18,76 @@ var Phaser;
|
||||
var Mirror = (function (_super) {
|
||||
__extends(Mirror, _super);
|
||||
function Mirror(game, parent) {
|
||||
_super.call(this, game, parent);
|
||||
_super.call(this, game, parent);
|
||||
this._mirrorColor = null;
|
||||
this.flipX = false;
|
||||
this.flipY = true;
|
||||
this.cls = false;
|
||||
this.camera = parent;
|
||||
|
||||
this._canvas = document.createElement('canvas');
|
||||
this._canvas.width = parent.width;
|
||||
this._canvas.height = parent.height;
|
||||
this._context = this._canvas.getContext('2d');
|
||||
}
|
||||
Mirror.prototype.start = /**
|
||||
/**
|
||||
* This is the rectangular region to grab from the Camera used in the Mirror effect
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||||
* It is rendered to the Stage at Mirror.x/y (note the use of Stage coordinates, not World coordinates)
|
||||
*/
|
||||
function (x, y, region, fillColor) {
|
||||
Mirror.prototype.start = function (x, y, region, fillColor) {
|
||||
if (typeof fillColor === "undefined") { fillColor = 'rgba(0, 0, 100, 0.5)'; }
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
|
||||
this._mirrorX = region.x;
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||||
this._mirrorY = region.y;
|
||||
this._mirrorWidth = region.width;
|
||||
this._mirrorHeight = region.height;
|
||||
if(fillColor) {
|
||||
|
||||
if (fillColor) {
|
||||
this._mirrorColor = fillColor;
|
||||
this._context.fillStyle = this._mirrorColor;
|
||||
}
|
||||
};
|
||||
|
||||
Mirror.prototype.postRender = function () {
|
||||
this._sx = this.camera.screenView.x + this._mirrorX;
|
||||
this._sy = this.camera.screenView.y + this._mirrorY;
|
||||
if(this.flipX == true && this.flipY == false) {
|
||||
|
||||
if (this.flipX == true && this.flipY == false) {
|
||||
this._sx = 0;
|
||||
} else if(this.flipY == true && this.flipX == false) {
|
||||
} else if (this.flipY == true && this.flipX == false) {
|
||||
this._sy = 0;
|
||||
}
|
||||
|
||||
this._context.drawImage(this.game.stage.canvas, this._sx, this._sy, this._mirrorWidth, this._mirrorHeight, 0, 0, this._mirrorWidth, this._mirrorHeight);
|
||||
if(this._mirrorColor) {
|
||||
|
||||
if (this._mirrorColor) {
|
||||
this._context.fillRect(0, 0, this._mirrorWidth, this._mirrorHeight);
|
||||
}
|
||||
if(this.flipX || this.flipY) {
|
||||
|
||||
if (this.flipX || this.flipY) {
|
||||
this.game.stage.context.save();
|
||||
}
|
||||
if(this.flipX && this.flipY) {
|
||||
|
||||
if (this.flipX && this.flipY) {
|
||||
this.game.stage.context.transform(-1, 0, 0, -1, this._mirrorWidth, this._mirrorHeight);
|
||||
this.game.stage.context.drawImage(this._canvas, -this.x, -this.y);
|
||||
} else if(this.flipX) {
|
||||
} else if (this.flipX) {
|
||||
this.game.stage.context.transform(-1, 0, 0, 1, this._mirrorWidth, 0);
|
||||
this.game.stage.context.drawImage(this._canvas, -this.x, this.y);
|
||||
} else if(this.flipY) {
|
||||
} else if (this.flipY) {
|
||||
this.game.stage.context.transform(1, 0, 0, -1, 0, this._mirrorHeight);
|
||||
this.game.stage.context.drawImage(this._canvas, this.x, -this.y);
|
||||
}
|
||||
if(this.flipX || this.flipY) {
|
||||
|
||||
if (this.flipX || this.flipY) {
|
||||
this.game.stage.context.restore();
|
||||
}
|
||||
};
|
||||
return Mirror;
|
||||
})(Phaser.Plugin);
|
||||
CameraFX.Mirror = Mirror;
|
||||
CameraFX.Mirror = Mirror;
|
||||
})(Plugins.CameraFX || (Plugins.CameraFX = {}));
|
||||
var CameraFX = Plugins.CameraFX;
|
||||
})(Phaser.Plugins || (Phaser.Plugins = {}));
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
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 __();
|
||||
@@ -17,20 +18,21 @@ var Phaser;
|
||||
var Scanlines = (function (_super) {
|
||||
__extends(Scanlines, _super);
|
||||
function Scanlines(game, parent) {
|
||||
_super.call(this, game, parent);
|
||||
_super.call(this, game, parent);
|
||||
this.spacing = 4;
|
||||
this.color = 'rgba(0, 0, 0, 0.3)';
|
||||
this.camera = parent;
|
||||
}
|
||||
Scanlines.prototype.postRender = function () {
|
||||
this.game.stage.context.fillStyle = this.color;
|
||||
for(var y = this.camera.screenView.y; y < this.camera.screenView.height; y += this.spacing) {
|
||||
|
||||
for (var y = this.camera.screenView.y; y < this.camera.screenView.height; y += this.spacing) {
|
||||
this.game.stage.context.fillRect(this.camera.screenView.x, y, this.camera.screenView.width, 1);
|
||||
}
|
||||
};
|
||||
return Scanlines;
|
||||
})(Phaser.Plugin);
|
||||
CameraFX.Scanlines = Scanlines;
|
||||
CameraFX.Scanlines = Scanlines;
|
||||
})(Plugins.CameraFX || (Plugins.CameraFX = {}));
|
||||
var CameraFX = Plugins.CameraFX;
|
||||
})(Phaser.Plugins || (Phaser.Plugins = {}));
|
||||
|
||||
+10
-10
@@ -1,4 +1,5 @@
|
||||
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 __();
|
||||
@@ -17,7 +18,7 @@ var Phaser;
|
||||
var Shadow = (function (_super) {
|
||||
__extends(Shadow, _super);
|
||||
function Shadow(game, parent) {
|
||||
_super.call(this, game, parent);
|
||||
_super.call(this, game, parent);
|
||||
/**
|
||||
* Render camera shadow or not. (default is false)
|
||||
* @type {boolean}
|
||||
@@ -40,25 +41,24 @@ var Phaser;
|
||||
this.shadowOffset = new Phaser.Point(4, 4);
|
||||
this.camera = parent;
|
||||
}
|
||||
Shadow.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.
|
||||
*/
|
||||
function () {
|
||||
// Shadow
|
||||
if(this.showShadow == true) {
|
||||
Shadow.prototype.preRender = function () {
|
||||
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;
|
||||
}
|
||||
};
|
||||
Shadow.prototype.render = /**
|
||||
|
||||
/**
|
||||
* render is called during the objects render cycle, right after all transforms have finished, but before any children/image data is rendered.
|
||||
*/
|
||||
function () {
|
||||
// Shadow off
|
||||
if(this.showShadow == true) {
|
||||
Shadow.prototype.render = function () {
|
||||
if (this.showShadow == true) {
|
||||
this.game.stage.context.shadowBlur = 0;
|
||||
this.game.stage.context.shadowOffsetX = 0;
|
||||
this.game.stage.context.shadowOffsetY = 0;
|
||||
@@ -66,7 +66,7 @@ var Phaser;
|
||||
};
|
||||
return Shadow;
|
||||
})(Phaser.Plugin);
|
||||
CameraFX.Shadow = Shadow;
|
||||
CameraFX.Shadow = Shadow;
|
||||
})(Plugins.CameraFX || (Plugins.CameraFX = {}));
|
||||
var CameraFX = Plugins.CameraFX;
|
||||
})(Phaser.Plugins || (Phaser.Plugins = {}));
|
||||
|
||||
+23
-17
@@ -1,4 +1,5 @@
|
||||
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 __();
|
||||
@@ -17,7 +18,7 @@ var Phaser;
|
||||
var Shake = (function (_super) {
|
||||
__extends(Shake, _super);
|
||||
function Shake(game, parent) {
|
||||
_super.call(this, game, parent);
|
||||
_super.call(this, game, parent);
|
||||
this._fxShakeIntensity = 0;
|
||||
this._fxShakeDuration = 0;
|
||||
this._fxShakeComplete = null;
|
||||
@@ -27,10 +28,7 @@ var Phaser;
|
||||
this._fxShakePrevY = 0;
|
||||
this.camera = parent;
|
||||
}
|
||||
Shake.SHAKE_BOTH_AXES = 0;
|
||||
Shake.SHAKE_HORIZONTAL_ONLY = 1;
|
||||
Shake.SHAKE_VERTICAL_ONLY = 2;
|
||||
Shake.prototype.start = /**
|
||||
/**
|
||||
* A simple camera shake effect.
|
||||
*
|
||||
* @param Intensity Percentage of screen size representing the maximum distance that the screen can move while shaking.
|
||||
@@ -39,57 +37,65 @@ var Phaser;
|
||||
* @param Force Force the effect to reset (default = true, unlike flash() and fade()!).
|
||||
* @param Direction Whether to shake on both axes, just up and down, or just side to side (use class constants SHAKE_BOTH_AXES, SHAKE_VERTICAL_ONLY, or SHAKE_HORIZONTAL_ONLY).
|
||||
*/
|
||||
function (intensity, duration, onComplete, force, direction) {
|
||||
Shake.prototype.start = function (intensity, duration, onComplete, force, direction) {
|
||||
if (typeof intensity === "undefined") { intensity = 0.05; }
|
||||
if (typeof duration === "undefined") { duration = 0.5; }
|
||||
if (typeof onComplete === "undefined") { onComplete = null; }
|
||||
if (typeof force === "undefined") { force = true; }
|
||||
if (typeof direction === "undefined") { direction = Shake.SHAKE_BOTH_AXES; }
|
||||
if(!force && ((this._fxShakeOffset.x != 0) || (this._fxShakeOffset.y != 0))) {
|
||||
if (!force && ((this._fxShakeOffset.x != 0) || (this._fxShakeOffset.y != 0))) {
|
||||
return;
|
||||
}
|
||||
// If a shake is not already running we need to store the offsets here
|
||||
if(this._fxShakeOffset.x == 0 && this._fxShakeOffset.y == 0) {
|
||||
|
||||
if (this._fxShakeOffset.x == 0 && this._fxShakeOffset.y == 0) {
|
||||
this._fxShakePrevX = this.camera.x;
|
||||
this._fxShakePrevY = this.camera.y;
|
||||
}
|
||||
|
||||
this._fxShakeIntensity = intensity;
|
||||
this._fxShakeDuration = duration;
|
||||
this._fxShakeComplete = onComplete;
|
||||
this._fxShakeDirection = direction;
|
||||
this._fxShakeOffset.setTo(0, 0);
|
||||
};
|
||||
|
||||
Shake.prototype.postUpdate = function () {
|
||||
// Update the "shake" special effect
|
||||
if(this._fxShakeDuration > 0) {
|
||||
if (this._fxShakeDuration > 0) {
|
||||
this._fxShakeDuration -= this.game.time.elapsed;
|
||||
if(this.game.math.roundTo(this._fxShakeDuration, -2) <= 0) {
|
||||
|
||||
if (this.game.math.roundTo(this._fxShakeDuration, -2) <= 0) {
|
||||
this._fxShakeDuration = 0;
|
||||
this._fxShakeOffset.setTo(0, 0);
|
||||
this.camera.x = this._fxShakePrevX;
|
||||
this.camera.y = this._fxShakePrevY;
|
||||
if(this._fxShakeComplete != null) {
|
||||
|
||||
if (this._fxShakeComplete != null) {
|
||||
this._fxShakeComplete();
|
||||
}
|
||||
} else {
|
||||
if((this._fxShakeDirection == Shake.SHAKE_BOTH_AXES) || (this._fxShakeDirection == Shake.SHAKE_HORIZONTAL_ONLY)) {
|
||||
if ((this._fxShakeDirection == Shake.SHAKE_BOTH_AXES) || (this._fxShakeDirection == Shake.SHAKE_HORIZONTAL_ONLY)) {
|
||||
this._fxShakeOffset.x = (this.game.rnd.integer * this._fxShakeIntensity * this.camera.worldView.width * 2 - this._fxShakeIntensity * this.camera.worldView.width);
|
||||
}
|
||||
if((this._fxShakeDirection == Shake.SHAKE_BOTH_AXES) || (this._fxShakeDirection == Shake.SHAKE_VERTICAL_ONLY)) {
|
||||
|
||||
if ((this._fxShakeDirection == Shake.SHAKE_BOTH_AXES) || (this._fxShakeDirection == Shake.SHAKE_VERTICAL_ONLY)) {
|
||||
this._fxShakeOffset.y = (this.game.rnd.integer * this._fxShakeIntensity * this.camera.worldView.height * 2 - this._fxShakeIntensity * this.camera.worldView.height);
|
||||
}
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
Shake.prototype.preRender = function () {
|
||||
if((this._fxShakeOffset.x != 0) || (this._fxShakeOffset.y != 0)) {
|
||||
if ((this._fxShakeOffset.x != 0) || (this._fxShakeOffset.y != 0)) {
|
||||
this.camera.x = this._fxShakePrevX + this._fxShakeOffset.x;
|
||||
this.camera.y = this._fxShakePrevY + this._fxShakeOffset.y;
|
||||
}
|
||||
};
|
||||
Shake.SHAKE_BOTH_AXES = 0;
|
||||
Shake.SHAKE_HORIZONTAL_ONLY = 1;
|
||||
Shake.SHAKE_VERTICAL_ONLY = 2;
|
||||
return Shake;
|
||||
})(Phaser.Plugin);
|
||||
CameraFX.Shake = Shake;
|
||||
CameraFX.Shake = Shake;
|
||||
})(Plugins.CameraFX || (Plugins.CameraFX = {}));
|
||||
var CameraFX = Plugins.CameraFX;
|
||||
})(Phaser.Plugins || (Phaser.Plugins = {}));
|
||||
|
||||
+23
-14
@@ -1,4 +1,5 @@
|
||||
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 __();
|
||||
@@ -14,55 +15,63 @@ var Phaser;
|
||||
var Example = (function (_super) {
|
||||
__extends(Example, _super);
|
||||
function Example(game, parent) {
|
||||
_super.call(this, game, parent);
|
||||
_super.call(this, game, parent);
|
||||
|
||||
this.active = true;
|
||||
this.visible = true;
|
||||
|
||||
this.hasPreUpdate = false;
|
||||
this.hasUpdate = false;
|
||||
this.hasPostUpdate = false;
|
||||
|
||||
this.hasPreRender = false;
|
||||
this.hasRender = false;
|
||||
this.hasPostRender = false;
|
||||
}
|
||||
Example.prototype.preUpdate = /**
|
||||
/**
|
||||
* Pre-update is called at the start of the update cycle, before any other updates have taken place.
|
||||
* It is only called if active is set to true.
|
||||
*/
|
||||
function () {
|
||||
Example.prototype.preUpdate = function () {
|
||||
};
|
||||
Example.prototype.update = /**
|
||||
|
||||
/**
|
||||
* Pre-update is called at the start of the update cycle, after all the core system updates have taken place, but before the world update.
|
||||
* It is only called if active is set to true.
|
||||
*/
|
||||
function () {
|
||||
Example.prototype.update = function () {
|
||||
};
|
||||
Example.prototype.postUpdate = /**
|
||||
|
||||
/**
|
||||
* Post-update is called at the end of the objects update cycle, after other update logic has taken place.
|
||||
* It is only called if active is set to true.
|
||||
*/
|
||||
function () {
|
||||
Example.prototype.postUpdate = function () {
|
||||
};
|
||||
Example.prototype.preRender = /**
|
||||
|
||||
/**
|
||||
* Pre-render is called right before the Game Renderer starts and before any custom preRender callbacks have been run.
|
||||
* It is only called if visible is set to true.
|
||||
*/
|
||||
function () {
|
||||
Example.prototype.preRender = function () {
|
||||
};
|
||||
Example.prototype.render = /**
|
||||
|
||||
/**
|
||||
* Pre-render is called right before the Game Renderer starts and before any custom preRender callbacks have been run.
|
||||
* It is only called if visible is set to true.
|
||||
*/
|
||||
function () {
|
||||
Example.prototype.render = function () {
|
||||
};
|
||||
Example.prototype.postRender = /**
|
||||
|
||||
/**
|
||||
* Post-render is called after every camera and game object has been rendered, also after any custom postRender callbacks have been run.
|
||||
* It is only called if visible is set to true.
|
||||
*/
|
||||
function () {
|
||||
Example.prototype.postRender = function () {
|
||||
};
|
||||
return Example;
|
||||
})(Phaser.Plugin);
|
||||
Plugins.Example = Example;
|
||||
Plugins.Example = Example;
|
||||
})(Phaser.Plugins || (Phaser.Plugins = {}));
|
||||
var Plugins = Phaser.Plugins;
|
||||
})(Phaser || (Phaser = {}));
|
||||
|
||||
Reference in New Issue
Block a user