mirror of
https://github.com/wassname/phaser.git
synced 2026-07-12 00:50:45 +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:
+567
-45
@@ -7390,85 +7390,120 @@ var Phaser;
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})(Phaser || (Phaser = {}));
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/// <reference path="../_definitions.ts" />
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/**
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* Phaser - TimeManager
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*
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* This is the game clock and it manages elapsed time and calculation of delta values, used for game object motion.
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2013 Photon Storm Ltd.
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* @license https://github.com/photonstorm/phaser/blob/master/license.txt MIT License
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* @module Phaser
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*/
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var Phaser;
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(function (Phaser) {
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var TimeManager = (function () {
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/**
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* Time constructor
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* Create a new <code>Time</code>.
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* This is the core internal game clock. It manages the elapsed time and calculation of delta values,
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* used for game object motion and tweens.
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*
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* @param game {Phaser.Game} Current game instance.
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* @class TimeManager
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* @constructor
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* @param {Phaser.Game} game A reference to the currently running game.
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*/
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function TimeManager(game) {
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/**
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* Elapsed since last frame.
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* @type {number}
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* Number of milliseconds elapsed since the last frame update.
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* @property elapsed
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* @public
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* @type {Number}
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*/
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this.elapsed = 0;
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/**
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* Game time counter.
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* @property time
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* @type {number}
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* @public
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* @type {Number}
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*/
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this.time = 0;
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/**
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* How long the game has been paused for. Gets reset each time the game pauses.
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* Records how long the game has been paused for. Is reset each time the game pauses.
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* @property pausedTime
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* @type {number}
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* @public
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* @type {Number}
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*/
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this.pausedTime = 0;
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/**
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* Time of current frame.
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* The time right now.
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* @property now
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* @type {number}
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* @public
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* @type {Number}
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*/
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this.now = 0;
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/**
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* Elapsed time since last frame.
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* Elapsed time since the last frame.
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* @property delta
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* @type {number}
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* @public
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* @type {Number}
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*/
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this.delta = 0;
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/**
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* Frames per second.
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* @type {number}
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* @property fps
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* @public
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* @type {Number}
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*/
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this.fps = 0;
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/**
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* Minimal fps.
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* @type {number}
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* The lowest rate the fps has dropped to.
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* @property fpsMin
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* @public
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* @type {Number}
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*/
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this.fpsMin = 1000;
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/**
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* Maximal fps.
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* @type {number}
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* The highest rate the fps has reached (usually no higher than 60fps).
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* @property fpsMax
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* @public
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* @type {Number}
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*/
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this.fpsMax = 0;
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/**
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* Minimum duration between 2 frames.
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* @type {number}
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* The minimum amount of time the game has taken between two frames.
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* @property msMin
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* @public
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* @type {Number}
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*/
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this.msMin = 1000;
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/**
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* Maximum duration between 2 frames.
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* @type {number}
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* The maximum amount of time the game has taken between two frames.
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* @property msMax
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* @public
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* @type {Number}
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*/
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this.msMax = 0;
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/**
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* How many frames in last second.
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* @type {number}
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* The number of frames record in the last second.
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* @property frames
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* @public
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* @type {Number}
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*/
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this.frames = 0;
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/**
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* Time of last second.
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* @type {number}
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* The time (in ms) that the last second counter ticked over.
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* @property _timeLastSecond
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* @private
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* @type {Number}
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*/
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this._timeLastSecond = 0;
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/**
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* Records how long the game was paused for in miliseconds.
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* @property pauseDuration
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* @public
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* @type {Number}
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*/
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this.pauseDuration = 0;
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/**
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* The time the game started being paused.
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* @property _pauseStarted
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* @private
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* @type {Number}
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*/
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this._pauseStarted = 0;
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this.game = game;
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@@ -7481,7 +7516,7 @@ var Phaser;
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}
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Object.defineProperty(TimeManager.prototype, "totalElapsedSeconds", {
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get: /**
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*
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* The number of seconds that have elapsed since the game was started.
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* @method totalElapsedSeconds
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* @return {Number}
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*/
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@@ -7496,7 +7531,7 @@ var Phaser;
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* Update clock and calculate the fps.
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* This is called automatically by Game._raf
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* @method update
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* @param {number} raf The current timestamp, either performance.now or Date.now
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* @param {Number} raf The current timestamp, either performance.now or Date.now
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*/
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TimeManager.prototype.update = function (raf) {
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this.now = raf;
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@@ -7523,20 +7558,30 @@ var Phaser;
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}
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};
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/**
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* Called when the game enters a paused state.
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* @method gamePaused
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* @private
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*/
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TimeManager.prototype.gamePaused = function () {
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this._pauseStarted = this.now;
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};
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/**
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* Called when the game resumes from a paused state.
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* @method gameResumed
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* @private
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*/
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TimeManager.prototype.gameResumed = function () {
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// Level out the delta timer to avoid spikes
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this.pauseDuration = this.pausedTime;
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};
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/**
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* How long has passed since given time.
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* How long has passed since the given time.
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* @method elapsedSince
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* @param {number} since The time you want to measure.
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* @return {number} Duration between given time and now.
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* @param {Number} since The time you want to measure against.
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* @return {Number} The difference between the given time and now.
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*/
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TimeManager.prototype.elapsedSince = function (since) {
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return this.now - since;
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@@ -7545,15 +7590,15 @@ var Phaser;
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/**
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* How long has passed since the given time (in seconds).
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* @method elapsedSecondsSince
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* @param {number} since The time you want to measure (in seconds).
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* @return {number} Duration between given time and now (in seconds).
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* @param {Number} since The time you want to measure (in seconds).
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* @return {Number} Duration between given time and now (in seconds).
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*/
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TimeManager.prototype.elapsedSecondsSince = function (since) {
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return (this.now - since) * 0.001;
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};
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/**
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* Set the start time to now.
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* Resets the private _started value to now.
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* @method reset
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*/
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TimeManager.prototype.reset = function () {
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@@ -7818,6 +7863,110 @@ var Phaser;
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return false;
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}
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};
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Keyboard.A = "A".charCodeAt(0);
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Keyboard.B = "B".charCodeAt(0);
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Keyboard.C = "C".charCodeAt(0);
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Keyboard.D = "D".charCodeAt(0);
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Keyboard.E = "E".charCodeAt(0);
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Keyboard.F = "F".charCodeAt(0);
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Keyboard.G = "G".charCodeAt(0);
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Keyboard.H = "H".charCodeAt(0);
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Keyboard.I = "I".charCodeAt(0);
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Keyboard.J = "J".charCodeAt(0);
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Keyboard.K = "K".charCodeAt(0);
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Keyboard.L = "L".charCodeAt(0);
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Keyboard.M = "M".charCodeAt(0);
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Keyboard.N = "N".charCodeAt(0);
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Keyboard.O = "O".charCodeAt(0);
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Keyboard.P = "P".charCodeAt(0);
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Keyboard.Q = "Q".charCodeAt(0);
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Keyboard.R = "R".charCodeAt(0);
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Keyboard.S = "S".charCodeAt(0);
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Keyboard.T = "T".charCodeAt(0);
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Keyboard.U = "U".charCodeAt(0);
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Keyboard.V = "V".charCodeAt(0);
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Keyboard.W = "W".charCodeAt(0);
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||||
Keyboard.X = "X".charCodeAt(0);
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||||
Keyboard.Y = "Y".charCodeAt(0);
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||||
Keyboard.Z = "Z".charCodeAt(0);
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||||
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Keyboard.ZERO = "0".charCodeAt(0);
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Keyboard.ONE = "1".charCodeAt(0);
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||||
Keyboard.TWO = "2".charCodeAt(0);
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||||
Keyboard.THREE = "3".charCodeAt(0);
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Keyboard.FOUR = "4".charCodeAt(0);
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Keyboard.FIVE = "5".charCodeAt(0);
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Keyboard.SIX = "6".charCodeAt(0);
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Keyboard.SEVEN = "7".charCodeAt(0);
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Keyboard.EIGHT = "8".charCodeAt(0);
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Keyboard.NINE = "9".charCodeAt(0);
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Keyboard.NUMPAD_0 = 96;
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Keyboard.NUMPAD_1 = 97;
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Keyboard.NUMPAD_2 = 98;
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Keyboard.NUMPAD_3 = 99;
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Keyboard.NUMPAD_4 = 100;
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Keyboard.NUMPAD_5 = 101;
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Keyboard.NUMPAD_6 = 102;
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Keyboard.NUMPAD_7 = 103;
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Keyboard.NUMPAD_8 = 104;
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Keyboard.NUMPAD_9 = 105;
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Keyboard.NUMPAD_MULTIPLY = 106;
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Keyboard.NUMPAD_ADD = 107;
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Keyboard.NUMPAD_ENTER = 108;
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Keyboard.NUMPAD_SUBTRACT = 109;
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Keyboard.NUMPAD_DECIMAL = 110;
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Keyboard.NUMPAD_DIVIDE = 111;
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Keyboard.F1 = 112;
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Keyboard.F2 = 113;
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Keyboard.F3 = 114;
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Keyboard.F4 = 115;
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Keyboard.F5 = 116;
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Keyboard.F6 = 117;
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Keyboard.F7 = 118;
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Keyboard.F8 = 119;
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Keyboard.F9 = 120;
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Keyboard.F10 = 121;
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Keyboard.F11 = 122;
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Keyboard.F12 = 123;
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Keyboard.F13 = 124;
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Keyboard.F14 = 125;
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Keyboard.F15 = 126;
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Keyboard.COLON = 186;
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Keyboard.EQUALS = 187;
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Keyboard.UNDERSCORE = 189;
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Keyboard.QUESTION_MARK = 191;
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Keyboard.TILDE = 192;
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Keyboard.OPEN_BRACKET = 219;
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Keyboard.BACKWARD_SLASH = 220;
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||||
Keyboard.CLOSED_BRACKET = 221;
|
||||
Keyboard.QUOTES = 222;
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||||
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||||
Keyboard.BACKSPACE = 8;
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||||
Keyboard.TAB = 9;
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Keyboard.CLEAR = 12;
|
||||
Keyboard.ENTER = 13;
|
||||
Keyboard.SHIFT = 16;
|
||||
Keyboard.CONTROL = 17;
|
||||
Keyboard.ALT = 18;
|
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Keyboard.CAPS_LOCK = 20;
|
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Keyboard.ESC = 27;
|
||||
Keyboard.SPACEBAR = 32;
|
||||
Keyboard.PAGE_UP = 33;
|
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Keyboard.PAGE_DOWN = 34;
|
||||
Keyboard.END = 35;
|
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Keyboard.HOME = 36;
|
||||
Keyboard.LEFT = 37;
|
||||
Keyboard.UP = 38;
|
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Keyboard.RIGHT = 39;
|
||||
Keyboard.DOWN = 40;
|
||||
Keyboard.INSERT = 45;
|
||||
Keyboard.DELETE = 46;
|
||||
Keyboard.HELP = 47;
|
||||
Keyboard.NUM_LOCK = 144;
|
||||
return Keyboard;
|
||||
})();
|
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Phaser.Keyboard = Keyboard;
|
||||
@@ -15737,9 +15886,10 @@ var Phaser;
|
||||
*
|
||||
* @return {Particle} The newly created particle object.
|
||||
*/
|
||||
//public particle(): ArcadeParticle {
|
||||
// return new ArcadeParticle(this.game);
|
||||
//}
|
||||
GameObjectFactory.prototype.particle = function () {
|
||||
return new Phaser.ArcadeParticle(this.game);
|
||||
};
|
||||
|
||||
/**
|
||||
* Create a new Emitter.
|
||||
*
|
||||
@@ -15748,9 +15898,13 @@ var Phaser;
|
||||
* @param size {number} Optional, size of this emitter.
|
||||
* @return {Emitter} The newly created emitter object.
|
||||
*/
|
||||
//public emitter(x: number = 0, y: number = 0, size: number = 0): ArcadeEmitter {
|
||||
// return <ArcadeEmitter> this._world.group.add(new ArcadeEmitter(this.game, x, y, size));
|
||||
//}
|
||||
GameObjectFactory.prototype.emitter = function (x, y, size) {
|
||||
if (typeof x === "undefined") { x = 0; }
|
||||
if (typeof y === "undefined") { y = 0; }
|
||||
if (typeof size === "undefined") { size = 0; }
|
||||
return this._world.group.add(new Phaser.ArcadeEmitter(this.game, x, y, size));
|
||||
};
|
||||
|
||||
/**
|
||||
* Create a new ScrollZone object with image key, position and size.
|
||||
*
|
||||
@@ -15849,9 +16003,10 @@ var Phaser;
|
||||
* @param emitter The Emitter to add to the Game World
|
||||
* @return {Phaser.Emitter} The Emitter object
|
||||
*/
|
||||
//public existingEmitter(emitter: ArcadeEmitter): ArcadeEmitter {
|
||||
// return this._world.group.add(emitter);
|
||||
//}
|
||||
GameObjectFactory.prototype.existingEmitter = function (emitter) {
|
||||
return this._world.group.add(emitter);
|
||||
};
|
||||
|
||||
/**
|
||||
* Add an existing ScrollZone to the current world.
|
||||
* Note: This doesn't check or update the objects reference to Game. If that is wrong, all kinds of things will break.
|
||||
@@ -15888,6 +16043,373 @@ var Phaser;
|
||||
})();
|
||||
Phaser.GameObjectFactory = GameObjectFactory;
|
||||
})(Phaser || (Phaser = {}));
|
||||
/// <reference path="../_definitions.ts" />
|
||||
/**
|
||||
* Phaser - ArcadeEmitter
|
||||
*
|
||||
* Emitter is a lightweight particle emitter. It can be used for one-time explosions or for
|
||||
* continuous effects like rain and fire. All it really does is launch Particle objects out
|
||||
* at set intervals, and fixes their positions and velocities accorindgly.
|
||||
*/
|
||||
var Phaser;
|
||||
(function (Phaser) {
|
||||
var ArcadeEmitter = (function (_super) {
|
||||
__extends(ArcadeEmitter, _super);
|
||||
/**
|
||||
* Creates a new <code>Emitter</code> object at a specific position.
|
||||
* Does NOT automatically generate or attach particles!
|
||||
*
|
||||
* @param x {number} The X position of the emitter.
|
||||
* @param y {number} The Y position of the emitter.
|
||||
* @param [size] {number} Specifies a maximum capacity for this emitter.
|
||||
*/
|
||||
function ArcadeEmitter(game, x, y, size) {
|
||||
if (typeof x === "undefined") { x = 0; }
|
||||
if (typeof y === "undefined") { y = 0; }
|
||||
if (typeof size === "undefined") { size = 0; }
|
||||
_super.call(this, game, size);
|
||||
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
this.width = 0;
|
||||
this.height = 0;
|
||||
this.minParticleSpeed = new Phaser.Vec2(-100, -100);
|
||||
this.maxParticleSpeed = new Phaser.Vec2(100, 100);
|
||||
this.minRotation = -360;
|
||||
this.maxRotation = 360;
|
||||
this.gravity = 0;
|
||||
this.particleClass = null;
|
||||
this.particleDrag = new Phaser.Vec2();
|
||||
this.frequency = 0.1;
|
||||
this.lifespan = 3;
|
||||
this.bounce = 0;
|
||||
this._quantity = 0;
|
||||
this._counter = 0;
|
||||
this._explode = true;
|
||||
this.on = false;
|
||||
|
||||
this.exists = true;
|
||||
this.active = true;
|
||||
this.visible = true;
|
||||
}
|
||||
/**
|
||||
* Clean up memory.
|
||||
*/
|
||||
ArcadeEmitter.prototype.destroy = function () {
|
||||
this.minParticleSpeed = null;
|
||||
this.maxParticleSpeed = null;
|
||||
this.particleDrag = null;
|
||||
this.particleClass = null;
|
||||
this._point = null;
|
||||
_super.prototype.destroy.call(this);
|
||||
};
|
||||
|
||||
/**
|
||||
* This function generates a new array of particle sprites to attach to the emitter.
|
||||
*
|
||||
* @param graphics If you opted to not pre-configure an array of Sprite objects, you can simply pass in a particle image or sprite sheet.
|
||||
* @param quantity {number} The number of particles to generate when using the "create from image" option.
|
||||
* @param multiple {boolean} Whether the image in the Graphics param is a single particle or a bunch of particles (if it's a bunch, they need to be square!).
|
||||
* @param collide {number} Whether the particles should be flagged as not 'dead' (non-colliding particles are higher performance). 0 means no collisions, 0-1 controls scale of particle's bounding box.
|
||||
*
|
||||
* @return This Emitter instance (nice for chaining stuff together, if you're into that).
|
||||
*/
|
||||
ArcadeEmitter.prototype.makeParticles = function (graphics, quantity, multiple, collide) {
|
||||
if (typeof quantity === "undefined") { quantity = 50; }
|
||||
if (typeof multiple === "undefined") { multiple = false; }
|
||||
if (typeof collide === "undefined") { collide = 0; }
|
||||
this.maxSize = quantity;
|
||||
|
||||
var totalFrames = 1;
|
||||
|
||||
/*
|
||||
if(Multiple)
|
||||
{
|
||||
var sprite:Sprite = new Sprite(this.game);
|
||||
sprite.loadGraphic(Graphics,true);
|
||||
totalFrames = sprite.frames;
|
||||
sprite.destroy();
|
||||
}
|
||||
*/
|
||||
var randomFrame;
|
||||
var particle;
|
||||
var i = 0;
|
||||
|
||||
while (i < quantity) {
|
||||
if (this.particleClass == null) {
|
||||
particle = new Phaser.ArcadeParticle(this.game);
|
||||
} else {
|
||||
particle = new this.particleClass(this.game);
|
||||
}
|
||||
|
||||
if (multiple) {
|
||||
/*
|
||||
randomFrame = this.game.math.random()*totalFrames;
|
||||
*/
|
||||
} else {
|
||||
if (graphics) {
|
||||
particle.texture.loadImage(graphics);
|
||||
}
|
||||
}
|
||||
|
||||
if (collide > 0) {
|
||||
//particle.body.allowCollisions = Types.ANY;
|
||||
particle.body.type = Phaser.Types.BODY_DYNAMIC;
|
||||
particle.width *= collide;
|
||||
particle.height *= collide;
|
||||
} else {
|
||||
//particle.body.allowCollisions = Types.NONE;
|
||||
}
|
||||
|
||||
particle.exists = false;
|
||||
|
||||
// Center the origin for rotation assistance
|
||||
//particle.transform.origin.setTo(particle.body.bounds.halfWidth, particle.body.bounds.halfHeight);
|
||||
this.add(particle);
|
||||
|
||||
i++;
|
||||
}
|
||||
|
||||
return this;
|
||||
};
|
||||
|
||||
ArcadeEmitter.prototype.preUpdate = function () {
|
||||
};
|
||||
ArcadeEmitter.prototype.postUpdate = function () {
|
||||
};
|
||||
|
||||
/**
|
||||
* Called automatically by the game loop, decides when to launch particles and when to "die".
|
||||
*/
|
||||
ArcadeEmitter.prototype.update = function () {
|
||||
if (this.on) {
|
||||
if (this._explode) {
|
||||
this.on = false;
|
||||
|
||||
var i = 0;
|
||||
var l = this._quantity;
|
||||
|
||||
if ((l <= 0) || (l > this.length)) {
|
||||
l = this.length;
|
||||
}
|
||||
|
||||
while (i < l) {
|
||||
this.emitParticle();
|
||||
i++;
|
||||
}
|
||||
|
||||
this._quantity = 0;
|
||||
} else {
|
||||
this._timer += this.game.time.elapsed;
|
||||
|
||||
while ((this.frequency > 0) && (this._timer > this.frequency) && this.on) {
|
||||
this._timer -= this.frequency;
|
||||
this.emitParticle();
|
||||
|
||||
if ((this._quantity > 0) && (++this._counter >= this._quantity)) {
|
||||
this.on = false;
|
||||
this._quantity = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
_super.prototype.update.call(this);
|
||||
};
|
||||
|
||||
/**
|
||||
* Call this function to turn off all the particles and the emitter.
|
||||
*/
|
||||
ArcadeEmitter.prototype.kill = function () {
|
||||
this.on = false;
|
||||
this.alive = false;
|
||||
this.exists = false;
|
||||
};
|
||||
|
||||
/**
|
||||
* Handy for bringing game objects "back to life". Just sets alive and exists back to true.
|
||||
* In practice, this is most often called by <code>Object.reset()</code>.
|
||||
*/
|
||||
ArcadeEmitter.prototype.revive = function () {
|
||||
this.alive = true;
|
||||
this.exists = true;
|
||||
};
|
||||
|
||||
/**
|
||||
* Call this function to start emitting particles.
|
||||
*
|
||||
* @param explode {boolean} Whether the particles should all burst out at once.
|
||||
* @param lifespan {number} How long each particle lives once emitted. 0 = forever.
|
||||
* @param frequency {number} Ignored if Explode is set to true. Frequency is how often to emit a particle. 0 = never emit, 0.1 = 1 particle every 0.1 seconds, 5 = 1 particle every 5 seconds.
|
||||
* @param quantity {number} How many particles to launch. 0 = "all of the particles".
|
||||
*/
|
||||
ArcadeEmitter.prototype.start = function (explode, lifespan, frequency, quantity) {
|
||||
if (typeof explode === "undefined") { explode = true; }
|
||||
if (typeof lifespan === "undefined") { lifespan = 0; }
|
||||
if (typeof frequency === "undefined") { frequency = 0.1; }
|
||||
if (typeof quantity === "undefined") { quantity = 0; }
|
||||
this.revive();
|
||||
|
||||
this.visible = true;
|
||||
this.on = true;
|
||||
|
||||
this._explode = explode;
|
||||
this.lifespan = lifespan;
|
||||
this.frequency = frequency;
|
||||
this._quantity += quantity;
|
||||
|
||||
this._counter = 0;
|
||||
this._timer = 0;
|
||||
};
|
||||
|
||||
/**
|
||||
* This function can be used both internally and externally to emit the next particle.
|
||||
*/
|
||||
ArcadeEmitter.prototype.emitParticle = function () {
|
||||
var particle = this.recycle(Phaser.ArcadeParticle);
|
||||
|
||||
particle.lifespan = this.lifespan;
|
||||
|
||||
//particle.body.bounce.setTo(this.bounce, this.bounce);
|
||||
Phaser.SpriteUtils.reset(particle, this.x - (particle.width >> 1) + this.game.rnd.integer * this.width, this.y - (particle.height >> 1) + this.game.rnd.integer * this.height);
|
||||
particle.visible = true;
|
||||
|
||||
if (this.minParticleSpeed.x != this.maxParticleSpeed.x) {
|
||||
particle.body.velocity.x = this.minParticleSpeed.x + this.game.rnd.integer * (this.maxParticleSpeed.x - this.minParticleSpeed.x);
|
||||
} else {
|
||||
particle.body.velocity.x = this.minParticleSpeed.x;
|
||||
}
|
||||
|
||||
if (this.minParticleSpeed.y != this.maxParticleSpeed.y) {
|
||||
particle.body.velocity.y = this.minParticleSpeed.y + this.game.rnd.integer * (this.maxParticleSpeed.y - this.minParticleSpeed.y);
|
||||
} else {
|
||||
particle.body.velocity.y = this.minParticleSpeed.y;
|
||||
}
|
||||
|
||||
if (this.minRotation != this.maxRotation && this.minRotation !== 0 && this.maxRotation !== 0) {
|
||||
particle.body.angularVelocity = this.minRotation + this.game.rnd.integer * (this.maxRotation - this.minRotation);
|
||||
} else {
|
||||
particle.body.angularVelocity = this.minRotation;
|
||||
}
|
||||
|
||||
if (particle.body.angularVelocity != 0) {
|
||||
particle.rotation = this.game.rnd.integer * 360 - 180;
|
||||
}
|
||||
|
||||
//particle.body.drag.x = this.particleDrag.x;
|
||||
//particle.body.drag.y = this.particleDrag.y;
|
||||
particle.onEmit();
|
||||
};
|
||||
|
||||
/**
|
||||
* A more compact way of setting the width and height of the emitter.
|
||||
*
|
||||
* @param width {number} The desired width of the emitter (particles are spawned randomly within these dimensions).
|
||||
* @param height {number} The desired height of the emitter.
|
||||
*/
|
||||
ArcadeEmitter.prototype.setSize = function (width, height) {
|
||||
this.width = width;
|
||||
this.height = height;
|
||||
};
|
||||
|
||||
/**
|
||||
* A more compact way of setting the X velocity range of the emitter.
|
||||
*
|
||||
* @param Min {number} The minimum value for this range.
|
||||
* @param Max {number} The maximum value for this range.
|
||||
*/
|
||||
ArcadeEmitter.prototype.setXSpeed = function (min, max) {
|
||||
if (typeof min === "undefined") { min = 0; }
|
||||
if (typeof max === "undefined") { max = 0; }
|
||||
this.minParticleSpeed.x = min;
|
||||
this.maxParticleSpeed.x = max;
|
||||
};
|
||||
|
||||
/**
|
||||
* A more compact way of setting the Y velocity range of the emitter.
|
||||
*
|
||||
* @param Min {number} The minimum value for this range.
|
||||
* @param Max {number} The maximum value for this range.
|
||||
*/
|
||||
ArcadeEmitter.prototype.setYSpeed = function (min, max) {
|
||||
if (typeof min === "undefined") { min = 0; }
|
||||
if (typeof max === "undefined") { max = 0; }
|
||||
this.minParticleSpeed.y = min;
|
||||
this.maxParticleSpeed.y = max;
|
||||
};
|
||||
|
||||
/**
|
||||
* A more compact way of setting the angular velocity constraints of the emitter.
|
||||
*
|
||||
* @param Min {number} The minimum value for this range.
|
||||
* @param Max {number} The maximum value for this range.
|
||||
*/
|
||||
ArcadeEmitter.prototype.setRotation = function (min, max) {
|
||||
if (typeof min === "undefined") { min = 0; }
|
||||
if (typeof max === "undefined") { max = 0; }
|
||||
this.minRotation = min;
|
||||
this.maxRotation = max;
|
||||
};
|
||||
|
||||
/**
|
||||
* Change the emitter's midpoint to match the midpoint of a <code>Object</code>.
|
||||
*
|
||||
* @param Object {object} The <code>Object</code> that you want to sync up with.
|
||||
*/
|
||||
ArcadeEmitter.prototype.at = function (object) {
|
||||
//this.x = object.body.bounds.halfWidth - (this.width >> 1);
|
||||
//this.y = object.body.bounds.halfHeight - (this.height >> 1);
|
||||
};
|
||||
return ArcadeEmitter;
|
||||
})(Phaser.Group);
|
||||
Phaser.ArcadeEmitter = ArcadeEmitter;
|
||||
})(Phaser || (Phaser = {}));
|
||||
/// <reference path="../_definitions.ts" />
|
||||
/**
|
||||
* Phaser - ArcadeParticle
|
||||
*
|
||||
* This is a simple particle class that extends a Sprite to have a slightly more
|
||||
* specialised behaviour. It is used exclusively by the Emitter class and can be extended as required.
|
||||
*/
|
||||
var Phaser;
|
||||
(function (Phaser) {
|
||||
var ArcadeParticle = (function (_super) {
|
||||
__extends(ArcadeParticle, _super);
|
||||
/**
|
||||
* Instantiate a new particle. Like <code>Sprite</code>, all meaningful creation
|
||||
* happens during <code>loadGraphic()</code> or <code>makeGraphic()</code> or whatever.
|
||||
*/
|
||||
function ArcadeParticle(game) {
|
||||
_super.call(this, game);
|
||||
|
||||
this.body.type = Phaser.Types.BODY_DYNAMIC;
|
||||
this.lifespan = 0;
|
||||
}
|
||||
/**
|
||||
* The particle's main update logic. Basically it checks to see if it should be dead yet.
|
||||
*/
|
||||
ArcadeParticle.prototype.update = function () {
|
||||
if (this.lifespan <= 0) {
|
||||
return;
|
||||
}
|
||||
|
||||
this.lifespan -= this.game.time.elapsed;
|
||||
|
||||
if (this.lifespan <= 0) {
|
||||
this.kill();
|
||||
}
|
||||
};
|
||||
|
||||
/**
|
||||
* Triggered whenever this object is launched by a <code>Emitter</code>.
|
||||
* You can override this to add custom behavior like a sound or AI or something.
|
||||
*/
|
||||
ArcadeParticle.prototype.onEmit = function () {
|
||||
};
|
||||
return ArcadeParticle;
|
||||
})(Phaser.Sprite);
|
||||
Phaser.ArcadeParticle = ArcadeParticle;
|
||||
})(Phaser || (Phaser = {}));
|
||||
var Phaser;
|
||||
(function (Phaser) {
|
||||
/// <reference path="../_definitions.ts" />
|
||||
|
||||
Reference in New Issue
Block a user