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
+3
View File
@@ -1,10 +1,13 @@
/// <reference path="../../Phaser/Game.ts" />
(function () {
var game = new Phaser.Game(this, 'game', 800, 600, preload, create);
var emitter;
function preload() {
game.load.image('jet', 'assets/sprites/jets.png');
}
function create() {
emitter = game.add.emitter(game.stage.centerX, game.stage.centerY);
emitter.makeParticles('jet', 100, false, 0);
+9 -1
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@@ -1,28 +1,36 @@
/// <reference path="../../Phaser/Game.ts" />
(function () {
var game = new Phaser.Game(this, 'game', 800, 600, preload, create, update);
var emitter;
function preload() {
game.load.image('jet', 'assets/sprites/particle1.png');
game.load.image('starfield', 'assets/misc/starfield.jpg');
}
var scroller;
var emitter;
function create() {
scroller = game.add.scrollZone('starfield', 0, 0, 1024, 1024);
scroller.setSpeed(0, -1);
emitter = game.add.emitter(game.stage.centerX, game.stage.centerY);
emitter.makeParticles('jet', 200);
emitter.texture.globalCompositeOperation = 'lighter';
emitter.gravity = 300;
emitter.setXSpeed(-50, 50);
emitter.setYSpeed(-50, -100);
emitter.setRotation(0, 0);
emitter.start(false, 50, 0.02);
}
function update() {
emitter.x = game.input.x;
emitter.y = game.input.y;
//emitter.em
}
}
})();
+11 -2
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@@ -1,12 +1,14 @@
/// <reference path="../../Phaser/Game.ts" />
(function () {
var game = new Phaser.Game(this, 'game', 800, 600, preload, create, update);
var emitter1;
var emitter2;
var emitter3;
var emitter4;
var emitter5;
var emitter6;
function preload() {
game.load.image('ball1', 'assets/sprites/aqua_ball.png');
game.load.image('ball2', 'assets/sprites/yellow_ball.png');
@@ -15,19 +17,24 @@
game.load.image('ball5', 'assets/sprites/blue_ball.png');
game.load.image('ball6', 'assets/sprites/green_ball.png');
}
function makeEmitter(emitter, x, y, graphic) {
emitter = game.add.emitter(x, y);
emitter.gravity = 100;
emitter.bounce = 0.5;
if(x == 0) {
if (x == 0) {
emitter.setXSpeed(200, 250);
} else {
emitter.setXSpeed(-200, -250);
}
emitter.setYSpeed(-50, -10);
emitter.makeParticles(graphic, 250, false, 0);
return emitter;
}
function create() {
emitter1 = makeEmitter(emitter1, 0, 50, 'ball1');
emitter2 = makeEmitter(emitter2, 0, 250, 'ball2');
@@ -35,6 +42,7 @@
emitter4 = makeEmitter(emitter4, game.stage.width, 50, 'ball4');
emitter5 = makeEmitter(emitter5, game.stage.width, 250, 'ball5');
emitter6 = makeEmitter(emitter6, game.stage.width, 450, 'ball6');
emitter1.start(false, 50, 0.05);
emitter2.start(false, 50, 0.05);
emitter3.start(false, 50, 0.05);
@@ -42,7 +50,8 @@
emitter5.start(false, 50, 0.05);
emitter6.start(false, 50, 0.05);
}
function update() {
//game.collide(leftEmitter, rightEmitter);
}
}
})();
+13 -10
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@@ -1,31 +1,31 @@
/// <reference path="../../Phaser/Game.ts" />
/// <reference path="../../Phaser/particles/ArcadeParticle.ts" />
/// <reference path="../../Phaser/particles/ArcadeEmitter.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 __();
};
/// <reference path="../../Phaser/Game.ts" />
/// <reference path="../../Phaser/particles/ArcadeParticle.ts" />
/// <reference path="../../Phaser/particles/ArcadeEmitter.ts" />
// Actually we could achieve the same result as this by using a sprite sheet and basic Particle
// but it still shows you how to use it properly from TypeScript, so it was worth making
var customParticle = (function (_super) {
__extends(customParticle, _super);
function customParticle(game) {
_super.call(this, game);
var s = [
'carrot',
'melon',
'eggplant',
'mushroom',
'pineapple'
];
var s = ['carrot', 'melon', 'eggplant', 'mushroom', 'pineapple'];
this.texture.loadImage(game.math.getRandom(s));
}
return customParticle;
})(Phaser.ArcadeParticle);
(function () {
var game = new Phaser.Game(this, 'game', 800, 600, preload, create);
var emitter;
function preload() {
game.load.image('carrot', 'assets/sprites/carrot.png');
game.load.image('melon', 'assets/sprites/melon.png');
@@ -33,12 +33,15 @@ var customParticle = (function (_super) {
game.load.image('mushroom', 'assets/sprites/mushroom.png');
game.load.image('pineapple', 'assets/sprites/pineapple.png');
}
function create() {
emitter = game.add.emitter(game.stage.centerX, 50);
emitter.gravity = 100;
// Here we tell the emitter to use our customParticle class
// The customParticle needs to extend Particle and must take game:Game as the first constructor parameter, otherwise it's free as a bird
emitter.particleClass = customParticle;
emitter.makeParticles(null, 500, false, 0);
emitter.start(false, 10, 0.05);
}
+7 -1
View File
@@ -1,12 +1,15 @@
/// <reference path="../../Phaser/Game.ts" />
(function () {
var game = new Phaser.Game(this, 'game', 800, 600, preload, create, update);
var leftEmitter;
var rightEmitter;
function preload() {
game.load.image('ball1', 'assets/sprites/aqua_ball.png');
game.load.image('ball2', 'assets/sprites/yellow_ball.png');
}
function create() {
leftEmitter = game.add.emitter(0, game.stage.centerY - 200);
leftEmitter.gravity = 100;
@@ -14,16 +17,19 @@
leftEmitter.setXSpeed(100, 200);
leftEmitter.setYSpeed(-50, 50);
leftEmitter.makeParticles('ball1', 250, false, 1);
rightEmitter = game.add.emitter(game.stage.width + 20, game.stage.centerY - 200);
rightEmitter.gravity = 100;
rightEmitter.bounce = 0.5;
rightEmitter.setXSpeed(-100, -200);
rightEmitter.setYSpeed(-50, 50);
rightEmitter.makeParticles('ball2', 250, false, 1);
leftEmitter.start(false, 50, 0.05);
rightEmitter.start(false, 50, 0.05);
}
function update() {
//game.collide(leftEmitter, rightEmitter);
}
}
})();