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
+10 -4
View File
@@ -1,24 +1,30 @@
/// <reference path="../../Phaser/Game.ts" />
(function () {
var game = new Phaser.Game(this, 'game', 800, 600, preload, create, update);
function preload() {
game.load.image('backdrop', 'assets/pics/remember-me.jpg');
}
function create() {
game.world.setSize(1920, 1200);
game.add.sprite(0, 0, 'backdrop');
// Apply a 4px blur to the entire game (this value can be tweened, modified in-game, etc)
game.stage.css3.blur = 4;
}
function update() {
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;
}
}
+10 -4
View File
@@ -1,24 +1,30 @@
/// <reference path="../../Phaser/Game.ts" />
(function () {
var game = new Phaser.Game(this, 'game', 800, 600, preload, create, update);
function preload() {
game.load.image('backdrop', 'assets/pics/remember-me.jpg');
}
function create() {
game.world.setSize(1920, 1200);
game.add.sprite(0, 0, 'backdrop');
// Apply a 150% brightness filter to the entire game (this value can be tweened, modified in-game, etc)
game.stage.css3.brightness = 150;
}
function update() {
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;
}
}
+10 -4
View File
@@ -1,24 +1,30 @@
/// <reference path="../../Phaser/Game.ts" />
(function () {
var game = new Phaser.Game(this, 'game', 800, 600, preload, create, update);
function preload() {
game.load.image('backdrop', 'assets/pics/remember-me.jpg');
}
function create() {
game.world.setSize(1920, 1200);
game.add.sprite(0, 0, 'backdrop');
// Apply a 250% contrast filter to the entire game (this value can be tweened, modified in-game, etc)
game.stage.css3.contrast = 250;
}
function update() {
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;
}
}
+10 -4
View File
@@ -1,24 +1,30 @@
/// <reference path="../../Phaser/Game.ts" />
(function () {
var game = new Phaser.Game(this, 'game', 800, 600, preload, create, update);
function preload() {
game.load.image('backdrop', 'assets/pics/remember-me.jpg');
}
function create() {
game.world.setSize(1920, 1200);
game.add.sprite(0, 0, 'backdrop');
// Apply a 100% contrast filter to the entire game (this value can be tweened, modified in-game, etc)
game.stage.css3.grayscale = 100;
}
function update() {
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;
}
}
+9 -2
View File
@@ -1,26 +1,33 @@
/// <reference path="../../Phaser/Game.ts" />
(function () {
var game = new Phaser.Game(this, 'game', 800, 600, preload, create, update);
function preload() {
game.load.image('backdrop', 'assets/pics/large-color-wheel.png');
game.load.image('coke', 'assets/sprites/cokecan.png');
game.load.image('mushroom', 'assets/sprites/mushroom2.png');
}
var hue = 0;
function create() {
game.world.setSize(800, 800);
game.add.sprite(0, 0, 'backdrop');
game.add.sprite(30, 20, 'coke');
game.add.sprite(600, 20, 'mushroom');
}
function update() {
// The value is given in degrees, so between 0 and 360, hence the wrapValue call below.
hue = game.math.wrapValue(hue, 1, 360);
// Apply a hue rotation to the stage
game.stage.css3.hueRotate = hue;
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;
}
}
+10 -4
View File
@@ -1,24 +1,30 @@
/// <reference path="../../Phaser/Game.ts" />
(function () {
var game = new Phaser.Game(this, 'game', 800, 600, preload, create, update);
function preload() {
game.load.image('backdrop', 'assets/pics/remember-me.jpg');
}
function create() {
game.world.setSize(1920, 1200);
game.add.sprite(0, 0, 'backdrop');
// Apply a 100% sepia filter to the entire game (this value can be tweened, modified in-game, etc)
game.stage.css3.sepia = 100;
}
function update() {
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;
}
}