mirror of
https://github.com/wassname/phaser.git
synced 2026-08-18 12:20:33 +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:
@@ -1,10 +1,13 @@
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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', 800, 600, preload, create);
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var emitter;
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function preload() {
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game.load.image('jet', 'assets/sprites/jets.png');
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}
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function create() {
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emitter = game.add.emitter(game.stage.centerX, game.stage.centerY);
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emitter.makeParticles('jet', 100, false, 0);
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@@ -1,28 +1,36 @@
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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', 800, 600, preload, create, update);
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var emitter;
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function preload() {
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game.load.image('jet', 'assets/sprites/particle1.png');
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game.load.image('starfield', 'assets/misc/starfield.jpg');
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}
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var scroller;
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var emitter;
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function create() {
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scroller = game.add.scrollZone('starfield', 0, 0, 1024, 1024);
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scroller.setSpeed(0, -1);
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emitter = game.add.emitter(game.stage.centerX, game.stage.centerY);
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emitter.makeParticles('jet', 200);
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emitter.texture.globalCompositeOperation = 'lighter';
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emitter.gravity = 300;
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emitter.setXSpeed(-50, 50);
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emitter.setYSpeed(-50, -100);
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emitter.setRotation(0, 0);
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emitter.start(false, 50, 0.02);
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}
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function update() {
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emitter.x = game.input.x;
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emitter.y = game.input.y;
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//emitter.em
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}
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}
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})();
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@@ -1,12 +1,14 @@
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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', 800, 600, preload, create, update);
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var emitter1;
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var emitter2;
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var emitter3;
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var emitter4;
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var emitter5;
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var emitter6;
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function preload() {
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game.load.image('ball1', 'assets/sprites/aqua_ball.png');
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game.load.image('ball2', 'assets/sprites/yellow_ball.png');
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@@ -15,19 +17,24 @@
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game.load.image('ball5', 'assets/sprites/blue_ball.png');
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game.load.image('ball6', 'assets/sprites/green_ball.png');
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}
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function makeEmitter(emitter, x, y, graphic) {
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emitter = game.add.emitter(x, y);
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emitter.gravity = 100;
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emitter.bounce = 0.5;
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if(x == 0) {
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if (x == 0) {
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emitter.setXSpeed(200, 250);
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} else {
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emitter.setXSpeed(-200, -250);
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}
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emitter.setYSpeed(-50, -10);
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emitter.makeParticles(graphic, 250, false, 0);
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return emitter;
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}
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function create() {
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emitter1 = makeEmitter(emitter1, 0, 50, 'ball1');
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emitter2 = makeEmitter(emitter2, 0, 250, 'ball2');
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@@ -35,6 +42,7 @@
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emitter4 = makeEmitter(emitter4, game.stage.width, 50, 'ball4');
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emitter5 = makeEmitter(emitter5, game.stage.width, 250, 'ball5');
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emitter6 = makeEmitter(emitter6, game.stage.width, 450, 'ball6');
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emitter1.start(false, 50, 0.05);
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emitter2.start(false, 50, 0.05);
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emitter3.start(false, 50, 0.05);
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@@ -42,7 +50,8 @@
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emitter5.start(false, 50, 0.05);
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emitter6.start(false, 50, 0.05);
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}
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function update() {
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//game.collide(leftEmitter, rightEmitter);
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}
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}
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})();
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@@ -1,31 +1,31 @@
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/// <reference path="../../Phaser/Game.ts" />
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/// <reference path="../../Phaser/particles/ArcadeParticle.ts" />
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/// <reference path="../../Phaser/particles/ArcadeEmitter.ts" />
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var __extends = this.__extends || function (d, b) {
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for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
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function __() { this.constructor = d; }
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__.prototype = b.prototype;
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d.prototype = new __();
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};
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/// <reference path="../../Phaser/Game.ts" />
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/// <reference path="../../Phaser/particles/ArcadeParticle.ts" />
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/// <reference path="../../Phaser/particles/ArcadeEmitter.ts" />
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// Actually we could achieve the same result as this by using a sprite sheet and basic Particle
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// but it still shows you how to use it properly from TypeScript, so it was worth making
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var customParticle = (function (_super) {
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__extends(customParticle, _super);
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function customParticle(game) {
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_super.call(this, game);
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var s = [
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'carrot',
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'melon',
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'eggplant',
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'mushroom',
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'pineapple'
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];
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var s = ['carrot', 'melon', 'eggplant', 'mushroom', 'pineapple'];
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this.texture.loadImage(game.math.getRandom(s));
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}
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return customParticle;
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})(Phaser.ArcadeParticle);
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(function () {
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var game = new Phaser.Game(this, 'game', 800, 600, preload, create);
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var emitter;
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function preload() {
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game.load.image('carrot', 'assets/sprites/carrot.png');
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game.load.image('melon', 'assets/sprites/melon.png');
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@@ -33,12 +33,15 @@ var customParticle = (function (_super) {
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game.load.image('mushroom', 'assets/sprites/mushroom.png');
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game.load.image('pineapple', 'assets/sprites/pineapple.png');
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}
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function create() {
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emitter = game.add.emitter(game.stage.centerX, 50);
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emitter.gravity = 100;
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// Here we tell the emitter to use our customParticle class
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// The customParticle needs to extend Particle and must take game:Game as the first constructor parameter, otherwise it's free as a bird
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emitter.particleClass = customParticle;
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emitter.makeParticles(null, 500, false, 0);
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emitter.start(false, 10, 0.05);
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}
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@@ -1,12 +1,15 @@
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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', 800, 600, preload, create, update);
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var leftEmitter;
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var rightEmitter;
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function preload() {
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game.load.image('ball1', 'assets/sprites/aqua_ball.png');
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game.load.image('ball2', 'assets/sprites/yellow_ball.png');
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}
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function create() {
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leftEmitter = game.add.emitter(0, game.stage.centerY - 200);
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leftEmitter.gravity = 100;
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@@ -14,16 +17,19 @@
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leftEmitter.setXSpeed(100, 200);
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leftEmitter.setYSpeed(-50, 50);
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leftEmitter.makeParticles('ball1', 250, false, 1);
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rightEmitter = game.add.emitter(game.stage.width + 20, game.stage.centerY - 200);
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rightEmitter.gravity = 100;
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rightEmitter.bounce = 0.5;
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rightEmitter.setXSpeed(-100, -200);
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rightEmitter.setYSpeed(-50, 50);
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rightEmitter.makeParticles('ball2', 250, false, 1);
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leftEmitter.start(false, 50, 0.05);
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rightEmitter.start(false, 50, 0.05);
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}
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function update() {
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//game.collide(leftEmitter, rightEmitter);
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}
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}
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})();
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