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https://github.com/wassname/phaser.git
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New v0.9.3 release - see the changelog in the README for full details.
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@@ -34,6 +34,7 @@ module Phaser {
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this.health = 1;
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this.immovable = false;
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this.moves = true;
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this.worldBounds = null;
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this.touching = Collision.NONE;
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this.wasTouching = Collision.NONE;
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@@ -50,6 +51,7 @@ module Phaser {
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this.angularDrag = 0;
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this.maxAngular = 10000;
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this.cameraBlacklist = [];
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this.scrollFactor = new MicroPoint(1.0, 1.0);
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}
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@@ -66,9 +68,15 @@ module Phaser {
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public static ALIGN_BOTTOM_CENTER: number = 7;
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public static ALIGN_BOTTOM_RIGHT: number = 8;
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public static OUT_OF_BOUNDS_STOP: number = 0;
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public static OUT_OF_BOUNDS_KILL: number = 1;
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public _point: MicroPoint;
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public cameraBlacklist: number[];
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public bounds: Rectangle;
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public worldBounds: Quad;
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public outOfBoundsAction: number = 0;
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public align: number;
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public facing: number;
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public alpha: number;
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@@ -136,6 +144,37 @@ module Phaser {
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this.updateMotion();
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}
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if (this.worldBounds != null)
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{
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if (this.outOfBoundsAction == GameObject.OUT_OF_BOUNDS_KILL)
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{
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if (this.x < this.worldBounds.x || this.x > this.worldBounds.right || this.y < this.worldBounds.y || this.y > this.worldBounds.bottom)
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{
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this.kill();
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}
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}
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else
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{
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if (this.x < this.worldBounds.x)
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{
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this.x = this.worldBounds.x;
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}
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else if (this.x > this.worldBounds.right)
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{
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this.x = this.worldBounds.right;
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}
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if (this.y < this.worldBounds.y)
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{
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this.y = this.worldBounds.y;
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}
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else if (this.y > this.worldBounds.bottom)
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{
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this.y = this.worldBounds.bottom;
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}
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}
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}
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if (this.inputEnabled)
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{
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this.updateInput();
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@@ -175,7 +214,7 @@ module Phaser {
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/**
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* Checks to see if some <code>GameObject</code> overlaps this <code>GameObject</code> or <code>Group</code>.
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* If the group has a LOT of things in it, it might be faster to use <code>G.overlaps()</code>.
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* If the group has a LOT of things in it, it might be faster to use <code>Collision.overlaps()</code>.
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* WARNING: Currently tilemaps do NOT support screen space overlap checks!
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*
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* @param ObjectOrGroup The object or group being tested.
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@@ -489,6 +528,44 @@ module Phaser {
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}
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/**
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* Set the world bounds that this GameObject can exist within. By default a GameObject can exist anywhere
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* in the world. But by setting the bounds (which are given in world dimensions, not screen dimensions)
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* it can be stopped from leaving the world, or a section of it.
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*/
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public setBounds(x: number, y: number, width: number, height: number) {
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this.worldBounds = new Quad(x, y, width, height);
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}
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/**
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* If you do not wish this object to be visible to a specific camera, pass the camera here.
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*/
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public hideFromCamera(camera: Camera) {
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if (this.cameraBlacklist.indexOf(camera.ID) == -1)
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{
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this.cameraBlacklist.push(camera.ID);
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}
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}
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public showToCamera(camera: Camera) {
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if (this.cameraBlacklist.indexOf(camera.ID) !== -1)
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{
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this.cameraBlacklist.slice(this.cameraBlacklist.indexOf(camera.ID), 1);
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}
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}
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public clearCameraList() {
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this.cameraBlacklist.length = 0;
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}
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public destroy() {
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}
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@@ -190,7 +190,7 @@ module Phaser {
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public render(camera: Camera, cameraOffsetX: number, cameraOffsetY: number): bool {
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// Render checks
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if (this.type == GeomSprite.UNASSIGNED || this.visible === false || this.scale.x == 0 || this.scale.y == 0 || this.alpha < 0.1 || this.inCamera(camera.worldView) == false)
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if (this.type == GeomSprite.UNASSIGNED || this.visible === false || this.scale.x == 0 || this.scale.y == 0 || this.alpha < 0.1 || this.cameraBlacklist.indexOf(camera.ID) !== -1 || this.inCamera(camera.worldView) == false)
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{
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return false;
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}
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@@ -119,7 +119,7 @@ module Phaser {
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public render(camera: Camera, cameraOffsetX: number, cameraOffsetY: number) {
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// Render checks
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if (this.visible === false || this.scale.x == 0 || this.scale.y == 0 || this.alpha < 0.1 || this.inCamera(camera.worldView) == false)
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if (this.visible == false || this.scale.x == 0 || this.scale.y == 0 || this.alpha < 0.1 || this.cameraBlacklist.indexOf(camera.ID) !== -1 || this.inCamera(camera.worldView) == false)
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{
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return false;
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}
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@@ -146,7 +146,7 @@ module Phaser {
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public render(camera: Camera, cameraOffsetX: number, cameraOffsetY: number): bool {
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// Render checks
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if (this.visible === false || this.scale.x == 0 || this.scale.y == 0 || this.alpha < 0.1 || this.inCamera(camera.worldView) == false)
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if (this.visible == false || this.scale.x == 0 || this.scale.y == 0 || this.alpha < 0.1 || this.cameraBlacklist.indexOf(camera.ID) !== -1 || this.inCamera(camera.worldView) == false)
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{
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return false;
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}
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@@ -54,10 +54,13 @@ module Phaser {
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public render(camera: Camera, cameraOffsetX: number, cameraOffsetY: number) {
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// Loop through the layers
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for (var i = 0; i < this._layers.length; i++)
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if (this.cameraBlacklist.indexOf(camera.ID) == -1)
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{
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this._layers[i].render(camera, cameraOffsetX, cameraOffsetY);
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// Loop through the layers
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for (var i = 0; i < this._layers.length; i++)
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{
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this._layers[i].render(camera, cameraOffsetX, cameraOffsetY);
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}
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}
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}
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