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yuidoc scripts added. Tidied up the Docs folder. Added back in the Emitter and fixed the Tests that weren't compiling.
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@@ -1,45 +1,59 @@
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/// <reference path="../../Phaser/Game.ts" />
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(function () {
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var game = new Phaser.Game(this, 'game', 320, 400, preload, create);
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var emitter;
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function preload() {
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game.load.image('backdrop1', 'assets/pics/atari_fujilogo.png');
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game.load.image('backdrop2', 'assets/pics/acryl_bladerunner.png');
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game.load.image('jet', 'assets/sprites/carrot.png');
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// This can help a lot on crappy old Android phones :)
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//game.framerate = 30;
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game.stage.backgroundColor = 'rgb(0,0,0)';
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//game.stage.scaleMode = Phaser.StageScaleMode.SHOW_ALL;
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game.stage.scaleMode = Phaser.StageScaleMode.EXACT_FIT;
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//game.stage.scaleMode = Phaser.StageScaleMode.NO_SCALE;
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}
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}
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var pic1;
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var pic2;
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function create() {
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console.log('created now');
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game.stage.enableOrientationCheck(false, true, 'backdrop2');
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pic1 = game.add.sprite(0, 0, 'backdrop1');
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pic2 = game.add.sprite(0, 0, 'backdrop2');
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// Creates a basic emitter, bursting out 50 default sprites (i.e. 16x16 white boxes)
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emitter = game.add.emitter(game.stage.centerX, game.stage.centerY);
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emitter.makeParticles('jet', 50, false, 0);
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emitter.setRotation(0, 0);
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emitter.start(false, 10, 0.1);
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game.stage.scale.enterLandscape.add(goneLandscape, this);
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game.stage.scale.enterPortrait.add(gonePortrait, this);
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game.onRenderCallback = render;
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}
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function goneLandscape() {
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pic1.visible = true;
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pic2.visible = false;
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}
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function gonePortrait() {
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pic1.visible = false;
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pic2.visible = true;
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}
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function render() {
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game.stage.context.fillStyle = 'rgb(255,0,0)';
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game.stage.context.font = '20px Arial';
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//game.stage.context.fillText("ttc: " + game._raf.timeToCall.toString(), 0, 64);
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}
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}
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})();
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