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
+21 -14
View File
@@ -1,55 +1,62 @@
/// <reference path="../../Phaser/Game.ts" />
(function () {
var game = new Phaser.Game(this, 'game', 800, 600, preload, create, update);
function preload() {
game.load.image('ball', 'assets/sprites/shinyball.png');
}
var wobblyBall;
function create() {
// Create our DynamicTexture
wobblyBall = game.add.dynamicTexture(32, 64);
// And apply it to 100 randomly positioned sprites
for(var i = 0; i < 100; i++) {
for (var i = 0; i < 100; i++) {
var temp = game.add.sprite(game.world.randomX, game.world.randomY);
temp.texture.loadDynamicTexture(wobblyBall);
}
// Populate the wave with some data
waveData = game.math.sinCosGenerator(32, 8, 8, 2);
}
function update() {
wobblyBall.clear();
updateWobblyBall();
}
// This creates a simple sine-wave effect running through our DynamicTexture.
// This is then duplicated across all sprites using it, meaning we only have to calculate it once.
var waveSize = 8;
var wavePixelChunk = 2;
var waveData;
var waveDataCounter;
function updateWobblyBall() {
var s = 0;
var copyRect = {
x: 0,
y: 0,
w: wavePixelChunk,
h: 32
};
var copyPoint = {
x: 0,
y: 0
};
for(var x = 0; x < 32; x += wavePixelChunk) {
var copyRect = { x: 0, y: 0, w: wavePixelChunk, h: 32 };
var copyPoint = { x: 0, y: 0 };
for (var x = 0; x < 32; x += wavePixelChunk) {
copyPoint.x = x;
copyPoint.y = waveSize + (waveSize / 2) + waveData[s];
wobblyBall.context.drawImage(game.cache.getImage('ball'), copyRect.x, copyRect.y, copyRect.w, copyRect.h, copyPoint.x, copyPoint.y, copyRect.w, copyRect.h);
copyRect.x += wavePixelChunk;
s++;
}
// Cycle through the wave data - this is what causes the image to "undulate"
var t = waveData.shift();
waveData.push(t);
waveDataCounter++;
if(waveDataCounter == waveData.length) {
if (waveDataCounter == waveData.length) {
waveDataCounter = 0;
}
}