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
@@ -1,13 +1,16 @@
/// <reference path="../../Phaser/Game.ts" />
(function () {
var game = new Phaser.Game(this, 'game', 800, 600, preload, create);
function preload() {
// Using Phasers asset loader we load up a PNG from the assets folder
game.load.image('bunny', 'assets/sprites/bunny.png');
}
function create() {
// Here we'll assign the new sprite to the local bunny variable
var bunny = game.add.sprite(0, 0, 'bunny');
// And this sets the alpha of the sprite to 0.5, which is 50% opaque
bunny.alpha = 0.5;
}
+10 -15
View File
@@ -1,33 +1,28 @@
/// <reference path="../../Phaser/Game.ts" />
(function () {
var game = new Phaser.Game(this, 'game', 800, 600, preload, create, update);
function preload() {
game.load.atlas('bot', 'assets/sprites/running_bot.png', 'assets/sprites/running_bot.json');
}
var bot;
function create() {
bot = game.add.sprite(game.stage.width, 300, 'bot');
// If you are using a Texture Atlas and want to specify the frames of an animation by their name rather than frame index
// then you can use this format:
bot.animations.add('run', [
'run00',
'run01',
'run02',
'run03',
'run04',
'run05',
'run06',
'run07',
'run08',
'run09',
'run10'
], 10, true, false);
bot.animations.add('run', ['run00', 'run01', 'run02', 'run03', 'run04', 'run05', 'run06', 'run07', 'run08', 'run09', 'run10'], 10, true, false);
bot.animations.play('run');
//bot.velocity.x = -100;
}
}
function update() {
bot.x -= 1;
if(bot.x < -bot.width) {
if (bot.x < -bot.width) {
bot.x = game.stage.width;
}
}
+6
View File
@@ -1,21 +1,27 @@
/// <reference path="../../Phaser/Game.ts" />
(function () {
var game = new Phaser.Game(this, 'game', 800, 600, preload, create);
function preload() {
// Using Phasers asset loader we load up a PNG from the assets folder
// The sprite sheet is a standard frame-by-frame sheet, and each frame is 37 x 45 pixels in size.
// The final parameter (18) is the number of frames there are. You can omit this if your frames fill the entire sheet.
game.load.spritesheet('mummy', 'assets/sprites/metalslug_mummy37x45.png', 37, 45, 18);
}
var mummy;
function create() {
mummy = game.add.sprite(game.stage.centerX, game.stage.centerY, 'mummy');
// Here we add new animation called 'walk'.
// As it's the only animation in our sprite sheet we don't need to define the frames being used.
mummy.animations.add('walk');
// This plays the animation at 20 frames per second on a loop (the 3rd parameter)
// Try changing the 20 value to something low to slow the speed down, or higher to make it play faster.
mummy.animations.play('walk', 20, true);
// This just scales the sprite up so you can see the animation better
mummy.transform.scale.setTo(4, 4);
}
+7
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@@ -1,21 +1,28 @@
/// <reference path="../../Phaser/Game.ts" />
(function () {
var game = new Phaser.Game(this, 'game', 800, 600, preload, create);
function preload() {
// Using Phasers asset loader we load up a PNG from the assets folder
game.load.spritesheet('monster', 'assets/sprites/metalslug_monster39x40.png', 39, 40);
}
var monster;
function create() {
game.stage.backgroundColor = 'rgb(50,10,10)';
// Notice the use of 'stage.centerX' - this places the sprite in the middle of the stage without needing to do any extra math
monster = game.add.sprite(game.stage.centerX, game.stage.centerY, 'monster');
// For this animation we pass 'null' for the frames, because we're going to use them all
// And we set the frame rate (30) and loop status (true) when we add the animation
// If the frame rate and looping is never going to change then it's easier to do it here
monster.animations.add('walk', null, 30, true);
// Then you can just call 'play' on its own with no other values to start things going
monster.animations.play('walk');
monster.transform.scale.setTo(2, 2);
}
})();
+2
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@@ -1,10 +1,12 @@
/// <reference path="../../Phaser/Game.ts" />
(function () {
var game = new Phaser.Game(this, 'game', 800, 600, preload, create);
function preload() {
// Using Phasers asset loader we load up a PNG from the assets folder
game.load.image('bunny', 'assets/sprites/bunny.png');
}
function create() {
// This will create a Sprite positioned at the top-left of the game (0,0)
// Try changing the 0, 0 values
+22 -9
View File
@@ -1,6 +1,7 @@
/// <reference path="../../Phaser/Game.ts" />
(function () {
var game = new Phaser.Game(this, 'game', 800, 600, preload, create, update, render);
function preload() {
// Using Phasers asset loader we load up a PNG from the assets folder
game.load.image('disk', 'assets/sprites/oz_pov_melting_disk.png');
@@ -9,15 +10,19 @@
game.load.image('fuji3', 'assets/tests/320x200.png');
game.load.image('fuji4', 'assets/tests/320x200g.png');
}
var fuji;
var fuji2;
var fuji3;
function create() {
game.stage.backgroundColor = 'rgb(0,0,0)';
//game.world.setSize(2000, 1200, true);
// The sprite is 320 x 200 pixels in size positioned in the middle of the stage
//fuji = game.add.sprite(game.stage.centerX, game.stage.centerY, 'fuji4');
fuji2 = game.add.sprite(game.stage.centerX, game.stage.centerY, 'fuji3');
//fuji2 = game.add.sprite(game.stage.centerX, game.stage.centerY, 'fuji2');
//fuji3 = game.add.sprite(game.stage.centerX, game.stage.centerY, 'fuji2');
//fuji.visible = false;
@@ -38,31 +43,35 @@
//fuji.transform.origin.setTo(0.5, 0.5);
//fuji.transform.origin.setTo(0, 0);
fuji2.transform.origin.setTo(1, 1);
//fuji3.transform.origin.setTo(1, 1);
game.input.onTap.add(rotateIt, this);
//game.stage.clear = false;
}
}
function rotateIt() {
//fuji.rotation += 10;
fuji2.rotation += 10;
//fuji3.rotation += 20;
}
}
function update() {
//fuji.rotation++;
//fuji2.rotation++;
if(game.input.keyboard.isDown(Phaser.Keyboard.LEFT)) {
if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT)) {
game.camera.x -= 4;
} else if(game.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) {
} else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) {
game.camera.x += 4;
}
if(game.input.keyboard.isDown(Phaser.Keyboard.UP)) {
if (game.input.keyboard.isDown(Phaser.Keyboard.UP)) {
game.camera.y -= 4;
} else if(game.input.keyboard.isDown(Phaser.Keyboard.DOWN)) {
} else if (game.input.keyboard.isDown(Phaser.Keyboard.DOWN)) {
game.camera.y += 4;
}
}
var points;
var points2;
function render() {
// This = the center point
//var cx = fuji2.x + (fuji2.width / 2) * cos - (fuji2.height / 2) * sin;
@@ -90,6 +99,7 @@
//game.stage.context.fillRect(cx, cy, 4, 4);
var sin = Math.sin((fuji2.transform.rotation + fuji2.transform.rotationOffset) * Phaser.GameMath.DEG_TO_RAD);
var cos = Math.cos((fuji2.transform.rotation + fuji2.transform.rotationOffset) * Phaser.GameMath.DEG_TO_RAD);
var originX = fuji2.transform.origin.x * fuji2.width;
var originY = fuji2.transform.origin.y * fuji2.height;
var centerX = 0.5 * fuji2.width;
@@ -97,8 +107,10 @@
var distanceX = originX - centerX;
var distanceY = originY - centerY;
var distance = Math.sqrt(((originX - centerX) * (originX - centerX)) + ((originY - centerY) * (originY - centerY)));
var px = fuji2.x + distance * Math.cos(fuji2.transform.rotation + 45 * Math.PI / 180);
var py = fuji2.y + distance * Math.sin(fuji2.transform.rotation + 45 * Math.PI / 180);
game.stage.context.save();
game.stage.context.fillStyle = 'rgb(255,255,0)';
game.stage.context.fillText('rect width: ' + originX + ' height: ' + originY, 32, 32);
@@ -107,6 +119,7 @@
game.stage.context.fillText('point of rotation x: ' + fuji2.transform.origin.x + ' y: ' + fuji2.transform.origin.y, 32, 92);
game.stage.context.fillText('x: ' + fuji2.x + ' y: ' + fuji2.y, fuji2.x + 4, fuji2.y);
game.stage.context.restore();
game.stage.context.save();
game.stage.context.fillStyle = 'rgba(255,255,255,0.1)';
game.stage.context.arc(fuji2.x, fuji2.y, distance, 0, Math.PI * 2);
@@ -224,5 +237,5 @@
*/
//game.stage.context.strokeStyle = 'rgb(255,255,0)';
//game.stage.context.strokeRect(fuji.cameraView.x, fuji.cameraView.y, fuji.cameraView.width, fuji.cameraView.height);
}
}
})();
+4
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@@ -1,14 +1,18 @@
/// <reference path="../../Phaser/Game.ts" />
(function () {
var game = new Phaser.Game(this, 'game', 800, 600, preload, create);
function preload() {
// Using Phasers asset loader we load up a PNG from the assets folder
game.load.image('bunny', 'assets/sprites/bunny.png');
}
var smallBunny;
function create() {
// Here we'll assign the new sprite to the local smallBunny variable
smallBunny = game.add.sprite(0, 0, 'bunny');
// And now let's scale the sprite by half
// You can do either:
//smallBunny.scale.x = 0.5;
+4
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@@ -1,14 +1,18 @@
/// <reference path="../../Phaser/Game.ts" />
(function () {
var game = new Phaser.Game(this, 'game', 800, 600, preload, create);
function preload() {
// Using Phasers asset loader we load up a PNG from the assets folder
game.load.image('bunny', 'assets/sprites/bunny.png');
}
var bigBunny;
function create() {
// Here we'll assign the new sprite to the local bigBunny variable
bigBunny = game.add.sprite(0, 0, 'bunny');
// And now let's scale the sprite by two
// You can do either:
// smallBunny.transform.scale.x = 2;
+4
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@@ -1,14 +1,18 @@
/// <reference path="../../Phaser/Game.ts" />
(function () {
var game = new Phaser.Game(this, 'game', 800, 600, preload, create);
function preload() {
// Using Phasers asset loader we load up a PNG from the assets folder
game.load.image('bunny', 'assets/sprites/bunny.png');
}
var bunny;
function create() {
// Here we'll assign the new sprite to the local bunny variable
bunny = game.add.sprite(0, 0, 'bunny');
// You don't have to use the same values when scaling a sprite,
// here we'll create a short and wide bunny
bunny.transform.scale.setTo(3, 0.7);
+6 -4
View File
@@ -1,21 +1,23 @@
/// <reference path="../../Phaser/Game.ts" />
(function () {
var game = new Phaser.Game(this, 'game', 800, 600, preload, create);
function preload() {
// Using Phasers asset loader we load up a PNG from the assets folder
game.load.image('bunny', 'assets/sprites/bunny.png');
}
var bunny;
var tweenUp;
var tweenDown;
function create() {
// Here we'll assign the new sprite to the local bunny variable
bunny = game.add.sprite(0, 0, 'bunny');
bunny.transform.scale.setTo(0.5, 0.5);
// This time let's scale the sprite by a looped tween
game.add.tween(bunny.transform.scale).to({
x: 1.5,
y: 1.5
}, 2000, Phaser.Easing.Elastic.Out, true, 0, true, true);
game.add.tween(bunny.transform.scale).to({ x: 1.5, y: 1.5 }, 2000, Phaser.Easing.Elastic.Out, true, 0, true, true);
}
})();
+12 -6
View File
@@ -1,40 +1,46 @@
/// <reference path="../../Phaser/Game.ts" />
(function () {
var game = new Phaser.Game(this, 'game', 800, 600, preload, create);
function preload() {
// Using Phasers asset loader we load up a PNG from the assets folder
game.load.image('fuji', 'assets/pics/atari_fujilogo.png');
}
var fuji;
var tween;
function create() {
game.stage.backgroundColor = 'rgb(0,0,100)';
// Here we'll assign the new sprite to the local fuji variable
fuji = game.add.sprite(game.stage.centerX, game.stage.centerY, 'fuji');
// sets origin to the center of the sprite (half the width and half the height)
fuji.transform.origin.setTo(0.5, 0.5);
// We'll tween the scale down to zero (which will make the sprite invisible) and then flip it
// The end result should look like turning over a card
// Create our tween
tween = game.add.tween(fuji.transform.scale);
// Start it going
scaleLeft();
}
function scaleLeft() {
tween.clear();
tween.to({
x: 0
}, 1000);
tween.to({ x: 0 }, 1000);
tween.onComplete.add(scaleRight, this);
tween.start();
}
function scaleRight() {
tween.clear();
tween.to({
x: 1
}, 1000);
tween.to({ x: 1 }, 1000);
tween.onComplete.add(scaleLeft, this);
tween.start();
// This line says "if the texture is flippedX then unflip it (set flippedX to false), otherwise set flippedX to true
(fuji.texture.flippedX) ? fuji.texture.flippedX = false : fuji.texture.flippedX = true;
}
+6 -3
View File
@@ -1,19 +1,22 @@
/// <reference path="../../Phaser/Game.ts" />
(function () {
var game = new Phaser.Game(this, 'game', 800, 600, preload, create);
function preload() {
// Using Phasers asset loader we load up a PNG from the assets folder
game.load.image('fuji', 'assets/pics/atari_fujilogo.png');
}
var fuji;
function create() {
game.stage.backgroundColor = 'rgb(0,0,100)';
// Here we'll assign the new sprite to the local fuji variable
fuji = game.add.sprite(game.stage.centerX, game.stage.centerY, 'fuji');
// The sprite is 320 x 200 pixels in size
// If we don't set an origin then the sprite will rotate around 0,0 - the top left corner
game.add.tween(fuji).to({
rotation: 360
}, 2000, Phaser.Easing.Linear.None, true, 0, true);
game.add.tween(fuji).to({ rotation: 360 }, 2000, Phaser.Easing.Linear.None, true, 0, true);
}
})();
+7 -3
View File
@@ -1,21 +1,25 @@
/// <reference path="../../Phaser/Game.ts" />
(function () {
var game = new Phaser.Game(this, 'game', 800, 600, preload, create);
function preload() {
// Using Phasers asset loader we load up a PNG from the assets folder
game.load.image('fuji', 'assets/pics/atari_fujilogo.png');
}
var fuji;
function create() {
game.stage.backgroundColor = 'rgb(0,0,100)';
// Here we'll assign the new sprite to the local fuji variable
fuji = game.add.sprite(game.stage.centerX, game.stage.centerY, 'fuji');
// The sprite is 320 x 200 pixels in size
// Here we set the origin to the center of the sprite (half of its width and height, so 160x100)
// This will cause it to rotate on its center
fuji.transform.origin.setTo(0.5, 0.5);
game.add.tween(fuji).to({
rotation: 360
}, 2000, Phaser.Easing.Linear.None, true, 0, true);
game.add.tween(fuji).to({ rotation: 360 }, 2000, Phaser.Easing.Linear.None, true, 0, true);
}
})();
+7 -3
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@@ -1,21 +1,25 @@
/// <reference path="../../Phaser/Game.ts" />
(function () {
var game = new Phaser.Game(this, 'game', 800, 600, preload, create);
function preload() {
// Using Phasers asset loader we load up a PNG from the assets folder
game.load.image('fuji', 'assets/pics/atari_fujilogo.png');
}
var fuji;
var tween;
function create() {
game.stage.backgroundColor = 'rgb(0,0,100)';
// Here we'll assign the new sprite to the local fuji variable
fuji = game.add.sprite(game.stage.centerX, game.stage.centerY, 'fuji');
// The sprite is 320 x 200 pixels in size
// Here we set the origin to be the bottom-right of the sprite
fuji.origin.setTo(1, 1);
game.add.tween(fuji).to({
rotation: 360
}, 2000, Phaser.Easing.Linear.None, true, 0, true);
game.add.tween(fuji).to({ rotation: 360 }, 2000, Phaser.Easing.Linear.None, true, 0, true);
}
})();
+14 -11
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@@ -1,41 +1,44 @@
/// <reference path="../../Phaser/Game.ts" />
(function () {
var game = new Phaser.Game(this, 'game', 800, 600, preload, create);
function preload() {
// Using Phasers asset loader we load up a PNG from the assets folder
game.load.image('fuji', 'assets/pics/atari_fujilogo.png');
}
var fuji;
var tweenUp;
var tweenDown;
function create() {
game.stage.backgroundColor = 'rgb(0,0,100)';
// Here we'll assign the new sprite to the local fuji variable
fuji = game.add.sprite(game.stage.centerX, game.stage.centerY, 'fuji');
// The sprite is 320 x 200 pixels in size
// Here we set the origin to the center of the sprite again, so we can rotate and scale it at the same time
fuji.transform.origin.setTo(0.5, 0.5);
game.add.tween(fuji).to({
rotation: 360
}, 2000, Phaser.Easing.Linear.None, true, 0, true);
game.add.tween(fuji).to({ rotation: 360 }, 2000, Phaser.Easing.Linear.None, true, 0, true);
tweenUp = game.add.tween(fuji.transform.scale);
tweenUp.onComplete.add(scaleDown, this);
tweenDown = game.add.tween(fuji.transform.scale);
tweenDown.onComplete.add(scaleUp, this);
scaleUp();
}
function scaleUp() {
tweenUp.to({
x: 2,
y: 2
}, 1000, Phaser.Easing.Elastic.Out);
tweenUp.to({ x: 2, y: 2 }, 1000, Phaser.Easing.Elastic.Out);
tweenUp.start();
}
function scaleDown() {
tweenDown.to({
x: 0.5,
y: 0.5
}, 1000, Phaser.Easing.Elastic.Out);
tweenDown.to({ x: 0.5, y: 0.5 }, 1000, Phaser.Easing.Elastic.Out);
tweenDown.start();
}
})();