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
+9 -3
View File
@@ -2,28 +2,34 @@
/// <reference path="../../Phaser/ui/Button.ts" />
(function () {
var game = new Phaser.Game(this, 'game', 800, 600, preload, create);
function preload() {
game.load.image('beast', 'assets/pics/shadow_of_the_beast2_other_world.png');
game.load.atlas('button', 'assets/buttons/button_texture_atlas.png', 'assets/buttons/button_texture_atlas.json');
}
image:
Phaser.Sprite
Phaser.Sprite;
button:
Phaser.UI.Button
Phaser.UI.Button;
function create() {
// This is just an image that we'll toggle the display of when you click the button
this.image = game.add.sprite(game.stage.centerX, 0, 'beast');
this.image.transform.origin.setTo(0.5, 0);
// This button is created from a texture atlas.
// Instead of frame IDs (like with a sprite sheet) we can tell it to use frame names instead.
// In this case our atlast frame names were called 'over', 'out' and 'down', but they could be anything you want.
// The function "clickedIt" will be called when the button is clicked or touched
this.button = game.add.button(game.stage.centerX, 400, 'button', clickedIt, this, 'over', 'out', 'down');
// Just makes the button origin set to the middle, we only do this to center the button on-screen, no other reason
this.button.transform.origin.setTo(0.5, 0.5);
}
function clickedIt() {
if(this.image.visible == true) {
if (this.image.visible == true) {
this.image.visible = false;
} else {
this.image.visible = true;
+9 -3
View File
@@ -2,29 +2,35 @@
/// <reference path="../../Phaser/ui/Button.ts" />
(function () {
var game = new Phaser.Game(this, 'game', 800, 600, preload, create);
function preload() {
game.load.image('beast', 'assets/pics/shadow_of_the_beast2_karamoon.png');
game.load.spritesheet('button', 'assets/buttons/button_sprite_sheet.png', 193, 71);
}
image:
Phaser.Sprite
Phaser.Sprite;
button:
Phaser.UI.Button
Phaser.UI.Button;
function create() {
// This is just an image that we'll toggle the display of when you click the button
this.image = game.add.sprite(game.stage.centerX, 0, 'beast');
this.image.transform.origin.setTo(0.5, 0);
// This button is created from a sprite sheet.
// Frame 0 = the 'down' state
// Frame 1 = the 'out' state
// Frame 2 = the 'over' state
// The function "clickedIt" will be called when the button is clicked or touched
this.button = game.add.button(game.stage.centerX, 400, 'button', clickedIt, this, 2, 1, 0);
// Just makes the button origin set to the middle, we only do this to center the button on-screen, no other reason
this.button.transform.origin.setTo(0.5, 0.5);
}
function clickedIt() {
if(this.image.visible == true) {
if (this.image.visible == true) {
this.image.visible = false;
} else {
this.image.visible = true;
+7
View File
@@ -2,25 +2,32 @@
/// <reference path="../../Phaser/ui/Button.ts" />
(function () {
var game = new Phaser.Game(this, 'game', 800, 600, preload, create, null, render);
function preload() {
game.load.spritesheet('button', 'assets/buttons/button_sprite_sheet.png', 193, 71);
}
var button;
var secondCam;
function create() {
button = game.add.button(200, 400, 'button', clickedIt, this, 2, 1, 0);
button.origin.setTo(0.5, 0.5);
game.camera.width = 400;
game.camera.texture.opaque = true;
game.camera.texture.backgroundColor = 'rgb(100,0,0)';
secondCam = game.add.camera(400, 0, 400, 600);
secondCam.texture.opaque = true;
secondCam.texture.backgroundColor = 'rgb(0,100,0)';
}
function render() {
Phaser.DebugUtils.renderInputInfo(32, 32);
Phaser.DebugUtils.renderSpriteWorldView(button, 32, 200);
}
function clickedIt() {
button.rotation += 10;
}
+10 -3
View File
@@ -2,32 +2,39 @@
/// <reference path="../../Phaser/ui/Button.ts" />
(function () {
var game = new Phaser.Game(this, 'game', 800, 600, preload, create, update);
function preload() {
game.load.image('beast', 'assets/pics/shadow_of_the_beast2_other_world.png');
game.load.atlas('button', 'assets/buttons/button_texture_atlas.png', 'assets/buttons/button_texture_atlas.json');
}
image:
Phaser.Sprite
Phaser.Sprite;
button:
Phaser.UI.Button
Phaser.UI.Button;
function create() {
// This is just an image that we'll toggle the display of when you click the button
this.image = game.add.sprite(game.stage.centerX, 0, 'beast');
this.image.transform.origin.setTo(0.5, 0);
// This button is created from a texture atlas.
// Instead of frame IDs (like with a sprite sheet) we can tell it to use frame names instead.
// In this case our atlast frame names were called 'over', 'out' and 'down', but they could be anything you want.
// The function "clickedIt" will be called when the button is clicked or touched
this.button = game.add.button(game.stage.centerX, 400, 'button', clickedIt, this, 'over', 'out', 'down');
// Makes the button origin set to the middle
this.button.transform.origin.setTo(0.5, 0.5);
}
function update() {
// Rotate the button each frame, the button states will still work and respond.
this.button.rotation += 1;
}
function clickedIt() {
if(this.image.visible == true) {
if (this.image.visible == true) {
this.image.visible = false;
} else {
this.image.visible = true;