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
+9 -5
View File
@@ -2,29 +2,33 @@
/// <reference path="../../Phaser/Game.ts" />
(function () {
var game = new Phaser.Game(this, 'game', 800, 600, preload, create, update);
function preload() {
// CSV Tilemap Test
// First we load our map data (a csv file)
game.load.text('csvtest', 'assets/maps/catastrophi_level2.csv');
// Then we load the actual tile sheet image
game.load.image('csvtiles', 'assets/tiles/catastrophi_tiles_16.png');
}
function create() {
// This creates the tilemap using the csv and tile sheet we loaded.
// We tell it use to CSV format parser. The 16x16 are the tile sizes.
// The 4th parameter (true) tells the game world to resize itself based on the map dimensions or not.
game.add.tilemap('csvtiles', 'csvtest', Phaser.Tilemap.FORMAT_CSV, true, 16, 16);
}
function update() {
// Simple camera controls
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
@@ -2,20 +2,25 @@
/// <reference path="../../Phaser/Game.ts" />
(function () {
var game = new Phaser.Game(this, 'game', 800, 600, preload, create, update);
function preload() {
game.load.text('platform', 'assets/maps/mapdraw.json');
game.load.image('tiles', 'assets/tiles/platformer_tiles.png');
game.load.image('carrot', 'assets/sprites/carrot.png');
}
var map;
var emitter;
var marker;
function create() {
map = game.add.tilemap('tiles', 'platform', Phaser.Tilemap.FORMAT_TILED_JSON);
map.setCollisionRange(21, 53);
map.setCollisionRange(105, 109);
game.camera.texture.opaque = true;
game.camera.texture.backgroundColor = 'rgb(47,154,204)';
marker = game.add.sprite(0, 0);
marker.texture.width = 16;
marker.texture.height = 16;
@@ -27,13 +32,15 @@
//emitter.gravity = 150;
//emitter.bounce = 0.8;
//emitter.start(false, 20, 0.05);
}
}
function update() {
// Collide everything with the map
//map.collide();
marker.x = game.math.snapToFloor(game.input.worldX, 16);
marker.y = game.math.snapToFloor(game.input.worldY, 16);
if(game.input.mousePointer.isDown) {
if (game.input.mousePointer.isDown) {
map.putTile(marker.x, marker.y, 32);
}
}
+11 -6
View File
@@ -2,31 +2,36 @@
/// <reference path="../../Phaser/Game.ts" />
(function () {
var game = new Phaser.Game(this, 'game', 800, 600, preload, create, update);
function preload() {
// Tiled Tilemap Test
// First we load our map data (a json file exported from the map editor Tiled)
// This data file has several layers within it. Phaser will render them all.
game.load.text('jsontest', 'assets/maps/multi-layer-test.json');
// Then we load the actual tile sheet image
game.load.image('jsontiles', 'assets/tiles/platformer_tiles.png');
}
var map;
function create() {
// This creates the tilemap using the json data and tile sheet we loaded.
// We tell it to use the Tiled JSON format parser.
map = game.add.tilemap('jsontiles', 'jsontest', Phaser.Tilemap.FORMAT_TILED_JSON);
//map.currentLayer.
}
}
function update() {
// Simple camera controls
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 -5
View File
@@ -2,29 +2,33 @@
/// <reference path="../../Phaser/Game.ts" />
(function () {
var game = new Phaser.Game(this, 'game', 800, 600, preload, create, update);
function preload() {
// Tiled Tilemap Test
// First we load our map data (a json file exported from the map editor Tiled)
game.load.text('jsontest', 'assets/maps/test.json');
//myGame.loader.addTextFile('jsontest', 'assets/maps/multi-layer-test.json');
// Then we load the actual tile sheet image
game.load.image('jsontiles', 'assets/tiles/platformer_tiles.png');
}
function create() {
// This creates the tilemap using the json data and tile sheet we loaded.
// We tell it to use the Tiled JSON format parser.
game.add.tilemap('jsontiles', 'jsontest', Phaser.Tilemap.FORMAT_TILED_JSON);
}
function update() {
// Simple camera controls
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;
}
}