mirror of
https://github.com/wassname/phaser.git
synced 2026-09-10 12:29:30 +08:00
Finally fixed a really annoying bug in ScrollZone and it now works perfectly across the board.
This commit is contained in:
+187
-95
@@ -8522,12 +8522,8 @@ var Phaser;
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enumerable: true,
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configurable: true
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});
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World.prototype.addExistingCamera = // Cameras
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function (cam) {
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//return this._cameras.addCamera(x, y, width, height);
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return cam;
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};
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World.prototype.createCamera = function (x, y, width, height) {
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World.prototype.createCamera = // Cameras
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function (x, y, width, height) {
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return this._cameras.addCamera(x, y, width, height);
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};
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World.prototype.removeCamera = function (id) {
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@@ -8536,12 +8532,8 @@ var Phaser;
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World.prototype.getAllCameras = function () {
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return this._cameras.getAll();
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};
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World.prototype.addExistingSprite = // Game Objects
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// Drop this?
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function (sprite) {
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return this.group.add(sprite);
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};
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World.prototype.createSprite = function (x, y, key) {
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World.prototype.createSprite = // Game Objects
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function (x, y, key) {
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if (typeof key === "undefined") { key = ''; }
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return this.group.add(new Phaser.Sprite(this._game, x, y, key));
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};
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@@ -8556,6 +8548,10 @@ var Phaser;
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return this.group.add(new Phaser.Group(this._game, MaxSize));
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};
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World.prototype.createScrollZone = function (key, x, y, width, height) {
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if (typeof x === "undefined") { x = 0; }
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if (typeof y === "undefined") { y = 0; }
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if (typeof width === "undefined") { width = 0; }
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if (typeof height === "undefined") { height = 0; }
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return this.group.add(new Phaser.ScrollZone(this._game, key, x, y, width, height));
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};
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World.prototype.createTilemap = function (key, mapData, format, resizeWorld, tileWidth, tileHeight) {
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@@ -11477,6 +11473,10 @@ var Phaser;
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return this.world.createEmitter(x, y, size);
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};
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Game.prototype.createScrollZone = function (key, x, y, width, height) {
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if (typeof x === "undefined") { x = 0; }
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if (typeof y === "undefined") { y = 0; }
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if (typeof width === "undefined") { width = 0; }
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if (typeof height === "undefined") { height = 0; }
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return this.world.createScrollZone(key, x, y, width, height);
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};
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Game.prototype.createTilemap = function (key, mapData, format, resizeWorld, tileWidth, tileHeight) {
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@@ -11541,6 +11541,46 @@ var Phaser;
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this.height = height;
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return this;
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};
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Object.defineProperty(Quad.prototype, "left", {
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get: function () {
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return this.x;
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},
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enumerable: true,
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configurable: true
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});
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Object.defineProperty(Quad.prototype, "right", {
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get: function () {
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return this.x + this.width;
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},
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enumerable: true,
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configurable: true
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});
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Object.defineProperty(Quad.prototype, "top", {
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get: function () {
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return this.y;
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},
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enumerable: true,
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configurable: true
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});
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Object.defineProperty(Quad.prototype, "bottom", {
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get: function () {
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return this.y + this.height;
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},
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enumerable: true,
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configurable: true
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});
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Quad.prototype.intersects = /**
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* Determines whether the object specified intersects (overlaps) with this Quad object.
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* This method checks the x, y, width, and height properties of the specified Quad object to see if it intersects with this Quad object.
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* @method intersects
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* @param {Quad} q The Quad to compare against to see if it intersects with this Quad.
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* @param {Number} t A tolerance value to allow for an intersection test with padding, default to 0
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* @return {Boolean} A value of true if the specified object intersects with this Quad; otherwise false.
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**/
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function (q, t) {
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if (typeof t === "undefined") { t = 0; }
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return !(q.left > this.right + t || q.right < this.left - t || q.top > this.bottom + t || q.bottom < this.top - t);
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};
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return Quad;
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})();
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Phaser.Quad = Quad;
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@@ -11548,79 +11588,56 @@ var Phaser;
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/// <reference path="../Game.ts" />
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/// <reference path="../geom/Quad.ts" />
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/**
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* Phaser - ScrollZone
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* Phaser - ScrollRegion
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*
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* Creates a scrolling region of the given width and height from an image in the cache.
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* The ScrollZone can be positioned anywhere in-world like a normal game object.
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* The image within it is scrolled via the scrollSpeed.x/y properties.
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* If you create a scroll zone larger than the given source image it will create a DynamicTexture and fill it with a pattern of the source image.
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* Creates a scrolling region within a ScrollZone.
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* It is scrolled via the scrollSpeed.x/y properties.
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*/
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var Phaser;
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(function (Phaser) {
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var ScrollZone = (function (_super) {
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__extends(ScrollZone, _super);
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/**
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*
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*/
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function ScrollZone(game, key, x, y, width, height) {
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_super.call(this, game, x, y, width, height);
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this._dynamicTexture = null;
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// local rendering related temp vars to help avoid gc spikes
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this._dx = 0;
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this._dy = 0;
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this._dw = 0;
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this._dh = 0;
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var ScrollRegion = (function () {
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function ScrollRegion(x, y, width, height, speedX, speedY) {
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this._anchorWidth = 0;
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this._anchorHeight = 0;
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this._inverseWidth = 0;
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this._inverseHeight = 0;
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this.flipped = false;
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this.visible = true;
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// Our seamless scrolling quads
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this._A = new Phaser.Quad(0, 0, width, height);
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this._B = new Phaser.Quad();
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this._C = new Phaser.Quad();
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this._D = new Phaser.Quad();
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this._scroll = new Phaser.MicroPoint();
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this.offset = new Phaser.MicroPoint();
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this.scrollSpeed = new Phaser.MicroPoint();
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if(this._game.cache.getImage(key)) {
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this._texture = this._game.cache.getImage(key);
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this.bounds.width = width;
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this.bounds.height = height;
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this._sourceWidth = this._texture.width;
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this._sourceHeight = this._texture.height;
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// If the Scrolling Zone is BIGGER than the texture we need to create a repeating pattern DynamicTexture
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if(this._texture.width < width || this._texture.height < height) {
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this.createRepeatingTexture();
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}
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}
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this._offset = new Phaser.MicroPoint(x, y);
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this.scrollSpeed = new Phaser.MicroPoint(speedX, speedY);
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this.bounds = new Phaser.Quad(0, 0, width, height);
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}
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ScrollZone.prototype.update = function () {
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this._scroll.x = Math.round(this._scroll.x + this.scrollSpeed.x);
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this._scroll.y = Math.round(this._scroll.y + this.scrollSpeed.y);
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if(this._scroll.x > this._sourceWidth) {
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this._scroll.x = 0;
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ScrollRegion.prototype.update = function (delta) {
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this._scroll.x = Math.round(this._scroll.x + (this.scrollSpeed.x));
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this._scroll.y = Math.round(this._scroll.y + (this.scrollSpeed.y));
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if(this._scroll.x > this._offset.x + this.bounds.width) {
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this._scroll.x = this._offset.x;
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}
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if(this._scroll.x < 0) {
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this._scroll.x = this._sourceWidth;
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if(this._scroll.x < this._offset.x) {
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this._scroll.x = this._offset.x + this.bounds.width;
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}
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if(this._scroll.y > this._sourceHeight) {
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this._scroll.y = 0;
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if(this._scroll.y > this._offset.y + this.bounds.height) {
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this._scroll.y = this._offset.y;
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}
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if(this._scroll.y < 0) {
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this._scroll.y = this._sourceHeight;
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if(this._scroll.y < this._offset.y) {
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this._scroll.y = this._offset.y + this.bounds.height;
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}
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// Anchor Dimensions
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this._anchorWidth = this._sourceWidth - this._scroll.x;
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this._anchorHeight = this._sourceHeight - this._scroll.y;
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if(this._anchorWidth > this.width) {
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this._anchorWidth = this.width;
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this._anchorWidth = this.bounds.width - this._scroll.x;
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this._anchorHeight = this.bounds.height - this._scroll.y;
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if(this._anchorWidth > this.bounds.width) {
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this._anchorWidth = this.bounds.width;
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}
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if(this._anchorHeight > this.height) {
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this._anchorHeight = this.height;
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if(this._anchorHeight > this.bounds.height) {
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this._anchorHeight = this.bounds.height;
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}
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this._inverseWidth = this.width - this._anchorWidth;
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this._inverseHeight = this.height - this._anchorHeight;
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this._inverseWidth = this.bounds.width - this._anchorWidth;
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this._inverseHeight = this.bounds.height - this._anchorHeight;
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// Quad A
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this._A.setTo(this._scroll.x, this._scroll.y, this._anchorWidth, this._anchorHeight);
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// Quad B
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@@ -11635,6 +11652,97 @@ var Phaser;
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this._D.width = this._inverseWidth;
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this._D.height = this._inverseHeight;
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};
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ScrollRegion.prototype.render = function (context, texture, dx, dy, dw, dh) {
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if(this.visible == false) {
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return;
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}
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this.crop(context, texture, this._A.x, this._A.y, this._A.width, this._A.height, dx, dy, dw, dh, 0, 0);
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this.crop(context, texture, this._B.x, this._B.y, this._B.width, this._B.height, dx, dy, dw, dh, this._A.width, 0);
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this.crop(context, texture, this._C.x, this._C.y, this._C.width, this._C.height, dx, dy, dw, dh, 0, this._A.height);
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this.crop(context, texture, this._D.x, this._D.y, this._D.width, this._D.height, dx, dy, dw, dh, this._C.width, this._A.height);
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};
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ScrollRegion.prototype.crop = function (context, texture, srcX, srcY, srcW, srcH, destX, destY, destW, destH, offsetX, offsetY) {
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offsetX += destX;
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offsetY += destY;
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if(srcW > (destX + destW) - offsetX) {
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srcW = (destX + destW) - offsetX;
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}
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if(srcH > (destY + destH) - offsetY) {
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srcH = (destY + destH) - offsetY;
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}
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if(srcW > 0 && srcH > 0) {
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context.drawImage(texture, srcX, srcY, srcW, srcH, offsetX, offsetY, srcW, srcH);
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}
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};
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return ScrollRegion;
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})();
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Phaser.ScrollRegion = ScrollRegion;
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})(Phaser || (Phaser = {}));
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/// <reference path="../Game.ts" />
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/// <reference path="../geom/Quad.ts" />
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/// <reference path="ScrollRegion.ts" />
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/**
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* Phaser - ScrollZone
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*
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* Creates a scrolling region of the given width and height from an image in the cache.
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* The ScrollZone can be positioned anywhere in-world like a normal game object, re-act to physics, collision, etc.
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* The image within it is scrolled via ScrollRegions and their scrollSpeed.x/y properties.
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* If you create a scroll zone larger than the given source image it will create a DynamicTexture and fill it with a pattern of the source image.
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*/
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var Phaser;
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(function (Phaser) {
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var ScrollZone = (function (_super) {
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__extends(ScrollZone, _super);
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function ScrollZone(game, key, x, y, width, height) {
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if (typeof x === "undefined") { x = 0; }
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if (typeof y === "undefined") { y = 0; }
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if (typeof width === "undefined") { width = 0; }
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if (typeof height === "undefined") { height = 0; }
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_super.call(this, game, x, y, width, height);
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this._dynamicTexture = null;
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// local rendering related temp vars to help avoid gc spikes
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this._dx = 0;
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this._dy = 0;
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this._dw = 0;
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this._dh = 0;
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this.flipped = false;
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this.regions = [];
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if(this._game.cache.getImage(key)) {
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this._texture = this._game.cache.getImage(key);
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this.width = this._texture.width;
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this.height = this._texture.height;
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if(width > this._texture.width || height > this._texture.height) {
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// Create our repeating texture (as the source image wasn't large enough for the requested size)
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this.createRepeatingTexture(width, height);
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this.width = width;
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this.height = height;
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}
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// Create a default ScrollRegion at the requested size
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this.addRegion(0, 0, this.width, this.height);
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// If the zone is smaller than the image itself then shrink the bounds
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if((width < this._texture.width || height < this._texture.height) && width !== 0 && height !== 0) {
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this.width = width;
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this.height = height;
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}
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}
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}
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ScrollZone.prototype.addRegion = function (x, y, width, height, speedX, speedY) {
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if (typeof speedX === "undefined") { speedX = 0; }
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if (typeof speedY === "undefined") { speedY = 0; }
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this.currentRegion = new Phaser.ScrollRegion(x, y, width, height, speedX, speedY);
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this.regions.push(this.currentRegion);
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return this.currentRegion;
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};
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ScrollZone.prototype.setSpeed = function (x, y) {
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if(this.currentRegion) {
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this.currentRegion.scrollSpeed.setTo(x, y);
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}
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};
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ScrollZone.prototype.update = function () {
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for(var i = 0; i < this.regions.length; i++) {
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this.regions[i].update(this._game.time.delta);
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}
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};
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ScrollZone.prototype.inCamera = function (camera) {
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if(this.scrollFactor.x !== 1.0 || this.scrollFactor.y !== 1.0) {
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this._dx = this.bounds.x - (camera.x * this.scrollFactor.x);
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@@ -11656,8 +11764,8 @@ var Phaser;
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var globalAlpha = this._game.stage.context.globalAlpha;
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this._game.stage.context.globalAlpha = this.alpha;
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}
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this._dx = cameraOffsetX + (this.bounds.topLeft.x - camera.worldView.x) + this.offset.x;
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this._dy = cameraOffsetY + (this.bounds.topLeft.y - camera.worldView.y) + this.offset.y;
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this._dx = cameraOffsetX + (this.bounds.topLeft.x - camera.worldView.x);
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this._dy = cameraOffsetY + (this.bounds.topLeft.y - camera.worldView.y);
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this._dw = this.bounds.width * this.scale.x;
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this._dh = this.bounds.height * this.scale.y;
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// Apply camera difference
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@@ -11680,31 +11788,13 @@ var Phaser;
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}
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this._dx = Math.round(this._dx);
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this._dy = Math.round(this._dy);
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if(this._dynamicTexture) {
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if(this._A.width !== 0 && this._A.height !== 0) {
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this._game.stage.context.drawImage(this._dynamicTexture.canvas, this._A.x, this._A.y, this._A.width, this._A.height, this._dx, this._dy, this._A.width, this._A.height);
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}
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if(this._B.width !== 0 && this._B.height !== 0) {
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this._game.stage.context.drawImage(this._dynamicTexture.canvas, this._B.x, this._B.y, this._B.width, this._B.height, this._dx + this._A.width, this._dy, this._B.width, this._B.height);
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}
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if(this._C.width !== 0 && this._C.height !== 0) {
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this._game.stage.context.drawImage(this._dynamicTexture.canvas, this._C.x, this._C.y, this._C.width, this._C.height, this._dx, this._dy + this._A.height, this._C.width, this._C.height);
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||||
}
|
||||
if(this._D.width !== 0 && this._D.height !== 0) {
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this._game.stage.context.drawImage(this._dynamicTexture.canvas, this._D.x, this._D.y, this._D.width, this._D.height, this._dx + this._C.width, this._dy + this._A.height, this._D.width, this._D.height);
|
||||
}
|
||||
} else {
|
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if(this._A.width !== 0 && this._A.height !== 0) {
|
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this._game.stage.context.drawImage(this._texture, this._A.x, this._A.y, this._A.width, this._A.height, this._dx, this._dy, this._A.width, this._A.height);
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}
|
||||
if(this._B.width !== 0 && this._B.height !== 0) {
|
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this._game.stage.context.drawImage(this._texture, this._B.x, this._B.y, this._B.width, this._B.height, this._dx + this._A.width, this._dy, this._B.width, this._B.height);
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||||
}
|
||||
if(this._C.width !== 0 && this._C.height !== 0) {
|
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this._game.stage.context.drawImage(this._texture, this._C.x, this._C.y, this._C.width, this._C.height, this._dx, this._dy + this._A.height, this._C.width, this._C.height);
|
||||
}
|
||||
if(this._D.width !== 0 && this._D.height !== 0) {
|
||||
this._game.stage.context.drawImage(this._texture, this._D.x, this._D.y, this._D.width, this._D.height, this._dx + this._C.width, this._dy + this._A.height, this._D.width, this._D.height);
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||||
this._dw = Math.round(this._dw);
|
||||
this._dh = Math.round(this._dh);
|
||||
for(var i = 0; i < this.regions.length; i++) {
|
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if(this._dynamicTexture) {
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this.regions[i].render(this._game.stage.context, this._dynamicTexture.canvas, this._dx, this._dy, this._dw, this._dh);
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} else {
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this.regions[i].render(this._game.stage.context, this._texture, this._dx, this._dy, this._dw, this._dh);
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}
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||||
}
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||||
if(globalAlpha > -1) {
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||||
@@ -11712,16 +11802,14 @@ var Phaser;
|
||||
}
|
||||
return true;
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||||
};
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||||
ScrollZone.prototype.createRepeatingTexture = function () {
|
||||
ScrollZone.prototype.createRepeatingTexture = function (regionWidth, regionHeight) {
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// Work out how many we'll need of the source image to make it tile properly
|
||||
var tileWidth = Math.ceil(this.width / this._sourceWidth) * this._sourceWidth;
|
||||
var tileHeight = Math.ceil(this.height / this._sourceHeight) * this._sourceHeight;
|
||||
var tileWidth = Math.ceil(this._texture.width / regionWidth) * regionWidth;
|
||||
var tileHeight = Math.ceil(this._texture.height / regionHeight) * regionHeight;
|
||||
this._dynamicTexture = new Phaser.DynamicTexture(this._game, tileWidth, tileHeight);
|
||||
this._dynamicTexture.context.rect(0, 0, tileWidth, tileHeight);
|
||||
this._dynamicTexture.context.fillStyle = this._dynamicTexture.context.createPattern(this._texture, "repeat");
|
||||
this._dynamicTexture.context.fill();
|
||||
this._sourceWidth = tileWidth;
|
||||
this._sourceHeight = tileHeight;
|
||||
};
|
||||
return ScrollZone;
|
||||
})(Phaser.GameObject);
|
||||
@@ -11834,6 +11922,10 @@ var Phaser;
|
||||
return this.game.world.createEmitter(x, y, size);
|
||||
};
|
||||
State.prototype.createScrollZone = function (key, x, y, width, height) {
|
||||
if (typeof x === "undefined") { x = 0; }
|
||||
if (typeof y === "undefined") { y = 0; }
|
||||
if (typeof width === "undefined") { width = 0; }
|
||||
if (typeof height === "undefined") { height = 0; }
|
||||
return this.game.world.createScrollZone(key, x, y, width, height);
|
||||
};
|
||||
State.prototype.createTilemap = function (key, mapData, format, resizeWorld, tileWidth, tileHeight) {
|
||||
|
||||
Reference in New Issue
Block a user