mirror of
https://github.com/wassname/phaser.git
synced 2026-07-01 16:50:43 +08:00
New CSS3 Filters component and Net class.
This commit is contained in:
@@ -8,6 +8,7 @@
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/// <reference path="core/Signal.ts" />
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/// <reference path="core/SignalBinding.ts" />
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/// <reference path="loader/Loader.ts" />
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/// <reference path="net/Net.ts" />
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/// <reference path="loader/Cache.ts" />
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/// <reference path="math/GameMath.ts" />
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/// <reference path="math/RandomDataGenerator.ts" />
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@@ -208,6 +209,12 @@ module Phaser {
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*/
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public motion: Motion;
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/**
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* Reference to the network class.
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* @type {Net}
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*/
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public net: Net;
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/**
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* Reference to the sound manager.
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* @type {SoundManager}
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@@ -294,6 +301,7 @@ module Phaser {
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else
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{
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this.device = new Device();
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this.net = new Net(this);
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this.motion = new Motion(this);
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this.math = new GameMath(this);
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this.stage = new Stage(this, parent, width, height);
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@@ -64,6 +64,10 @@
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<TypeScriptCompile Include="Game.ts" />
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<TypeScriptCompile Include="components\sprite\Events.ts" />
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<TypeScriptCompile Include="components\sprite\Debug.ts" />
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<TypeScriptCompile Include="components\CSS3Filters.ts" />
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<Content Include="components\CSS3Filters.js">
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<DependentUpon>CSS3Filters.ts</DependentUpon>
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</Content>
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<Content Include="components\sprite\Debug.js">
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<DependentUpon>Debug.ts</DependentUpon>
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</Content>
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@@ -178,6 +182,10 @@
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<Content Include="Motion.js">
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<DependentUpon>Motion.ts</DependentUpon>
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</Content>
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<TypeScriptCompile Include="net\Net.ts" />
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<Content Include="net\Net.js">
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<DependentUpon>Net.ts</DependentUpon>
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</Content>
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<Content Include="physics\Body.js">
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<DependentUpon>Body.ts</DependentUpon>
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</Content>
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@@ -1,5 +1,6 @@
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/// <reference path="Phaser.ts" />
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/// <reference path="Game.ts" />
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/// <reference path="components/CSS3Filters.ts" />
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/// <reference path="system/StageScaleMode.ts" />
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/// <reference path="system/screens/BootScreen.ts" />
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/// <reference path="system/screens/PauseScreen.ts" />
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@@ -52,6 +53,8 @@ module Phaser {
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this.context = this.canvas.getContext('2d');
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this.css3 = new Phaser.Components.CSS3Filters(this.canvas);
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this.scaleMode = StageScaleMode.NO_SCALE;
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this.scale = new StageScaleMode(this._game, width, height);
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@@ -97,6 +100,12 @@ module Phaser {
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*/
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public orientationScreen;
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/**
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* Controls the CSS3 Filters applied to the Stages canvas object.
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* @type {Phaser.Components.CSS3Filters}
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*/
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public css3: Phaser.Components.CSS3Filters;
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/**
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* Bound of this stage.
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* @type {Rectangle}
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@@ -0,0 +1,170 @@
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/// <reference path="../Game.ts" />
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/**
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* Phaser - Components - CSS3Filters
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*
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* Allows for easy addition and modification of CSS3 Filters on DOM objects (typically the Game.Stage.canvas).
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*/
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module Phaser.Components {
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export class CSS3Filters {
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/**
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* Creates a new CSS3 Filter component
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* @param parent The DOM object to apply the filters to.
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*/
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constructor(parent) {
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this.parent = parent;
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}
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/**
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* Reference to the parent DOM object (stage.canvas for example)
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*/
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public parent;
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private _blur: number = 0;
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private _grayscale: number = 0;
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private _sepia: number = 0;
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private _brightness: number = 0;
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private _contrast: number = 0;
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private _hueRotate: number = 0;
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private _invert: number = 0;
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private _opacity: number = 0;
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private _saturate: number = 0;
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private setFilter(local: string, prefix: string, value: number, unit: string) {
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this[local] = value;
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if (this.parent)
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{
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this.parent.style['-webkit-filter'] = prefix + '(' + value + unit + ')';
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}
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}
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/**
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* Applies a Gaussian blur to the DOM element. The value of ‘radius’ defines the value of the standard deviation to the Gaussian function,
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* or how many pixels on the screen blend into each other, so a larger value will create more blur.
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* If no parameter is provided, then a value 0 is used. The parameter is specified as a CSS length, but does not accept percentage values.
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*/
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public set blur(radius?: number = 0) {
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this.setFilter('_blur', 'blur', radius, 'px');
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}
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public get blur(): number {
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return this._blur;
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}
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/**
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* Converts the input image to grayscale. The value of ‘amount’ defines the proportion of the conversion.
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* A value of 100% is completely grayscale. A value of 0% leaves the input unchanged.
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* Values between 0% and 100% are linear multipliers on the effect. If the ‘amount’ parameter is missing, a value of 100% is used.
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*/
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public set grayscale(amount?: number = 100) {
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this.setFilter('_grayscale', 'grayscale', amount, '%');
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}
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public get grayscale(): number {
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return this._grayscale;
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}
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/**
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* Converts the input image to sepia. The value of ‘amount’ defines the proportion of the conversion.
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* A value of 100% is completely sepia. A value of 0 leaves the input unchanged.
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* Values between 0% and 100% are linear multipliers on the effect. If the ‘amount’ parameter is missing, a value of 100% is used.
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*/
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public set sepia(amount?: number = 100) {
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this.setFilter('_sepia', 'sepia', amount, '%');
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}
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public get sepia(): number {
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return this._sepia;
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}
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/**
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* Applies a linear multiplier to input image, making it appear more or less bright.
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* A value of 0% will create an image that is completely black. A value of 100% leaves the input unchanged.
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* Other values are linear multipliers on the effect. Values of an amount over 100% are allowed, providing brighter results.
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* If the ‘amount’ parameter is missing, a value of 100% is used.
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*/
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public set brightness(amount?: number = 100) {
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this.setFilter('_brightness', 'brightness', amount, '%');
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}
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public get brightness(): number {
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return this._brightness;
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}
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/**
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* Adjusts the contrast of the input. A value of 0% will create an image that is completely black.
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* A value of 100% leaves the input unchanged. Values of amount over 100% are allowed, providing results with less contrast.
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* If the ‘amount’ parameter is missing, a value of 100% is used.
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*/
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public set contrast(amount?: number = 100) {
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this.setFilter('_contrast', 'contrast', amount, '%');
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}
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public get contrast(): number {
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return this._contrast;
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}
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/**
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* Applies a hue rotation on the input image. The value of ‘angle’ defines the number of degrees around the color circle
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* the input samples will be adjusted. A value of 0deg leaves the input unchanged. If the ‘angle’ parameter is missing,
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* a value of 0deg is used. Maximum value is 360deg.
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*/
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public set hueRotate(angle?: number = 0) {
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this.setFilter('_hueRotate', 'hue-rotate', angle, 'deg');
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}
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public get hueRotate(): number {
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return this._hueRotate;
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}
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/**
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* Inverts the samples in the input image. The value of ‘amount’ defines the proportion of the conversion.
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* A value of 100% is completely inverted. A value of 0% leaves the input unchanged.
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* Values between 0% and 100% are linear multipliers on the effect. If the ‘amount’ parameter is missing, a value of 100% is used.
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*/
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public set invert(value?: number = 100) {
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this.setFilter('_invert', 'invert', value, '%');
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}
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public get invert(): number {
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return this._invert;
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}
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/**
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* Applies transparency to the samples in the input image. The value of ‘amount’ defines the proportion of the conversion.
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* A value of 0% is completely transparent. A value of 100% leaves the input unchanged.
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* Values between 0% and 100% are linear multipliers on the effect. This is equivalent to multiplying the input image samples by amount.
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* If the ‘amount’ parameter is missing, a value of 100% is used.
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* This function is similar to the more established opacity property; the difference is that with filters, some browsers provide hardware acceleration for better performance.
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*/
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public set opacity(value?: number = 100) {
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this.setFilter('_opacity', 'opacity', value, '%');
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}
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public get opacity(): number {
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return this._opacity;
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}
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/**
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* Saturates the input image. The value of ‘amount’ defines the proportion of the conversion.
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* A value of 0% is completely un-saturated. A value of 100% leaves the input unchanged.
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* Other values are linear multipliers on the effect. Values of amount over 100% are allowed, providing super-saturated results.
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* If the ‘amount’ parameter is missing, a value of 100% is used.
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*/
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public set saturate(value?: number = 100) {
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this.setFilter('_saturate', 'saturate', value, '%');
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}
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public get saturate(): number {
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return this._saturate;
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}
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}
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}
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@@ -311,6 +311,7 @@ module Phaser.Components.Sprite {
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if (this.enabled == false || this._parent.visible == false)
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{
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this._pointerOutHandler(pointer);
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return false;
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}
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@@ -34,6 +34,8 @@ module Phaser {
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this.canvas.height = height;
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this.context = this.canvas.getContext('2d');
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this.css3 = new Phaser.Components.CSS3Filters(this.canvas);
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this.bounds = new Rectangle(0, 0, width, height);
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}
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@@ -59,6 +61,13 @@ module Phaser {
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// Input / Output nodes?
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/**
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* Controls the CSS3 Filters applied to the textures canvas object.
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* Only really useful if you attach this canvas to the DOM.
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* @type {Phaser.Components.CSS3Filters}
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*/
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public css3: Phaser.Components.CSS3Filters;
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/**
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* Bound of this texture with width and height info.
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* @type {Rectangle}
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@@ -0,0 +1,135 @@
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/// <reference path="../Game.ts" />
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/**
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* Phaser - Net
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*
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*
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*/
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module Phaser {
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export class Net {
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/**
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* Net constructor
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*/
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constructor(game: Game) {
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this.game = game;
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}
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/**
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* Local reference to the current Phaser.Game.
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*/
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public game: Game;
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/**
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* Compares the given domain name against the hostname of the browser containing the game.
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* If the domain name is found it returns true.
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* You can specify a part of a domain, for example 'google' would match 'google.com', 'google.co.uk', etc.
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* Do not include 'http://' at the start.
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*/
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public checkDomainName(domain: string): bool {
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return window.location.hostname.indexOf(domain) !== -1;
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}
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/**
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* Updates a value on the Query String and returns it in full.
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* If the value doesn't already exist it is set.
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* If the value exists it is replaced with the new value given. If you don't provide a new value it is removed from the query string.
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* Optionally you can redirect to the new url, or just return it as a string.
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*/
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public updateQueryString(key: string, value: string, redirect?:bool = false, url?: string = ''):string {
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if (url == '')
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{
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url = window.location.href;
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}
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var output: string = '';
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var re:RegExp = new RegExp("([?|&])" + key + "=.*?(&|#|$)(.*)", "gi");
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if (re.test(url))
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{
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if (typeof value !== 'undefined' && value !== null)
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{
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output = url.replace(re, '$1' + key + "=" + value + '$2$3');
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}
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else
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{
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output = url.replace(re, '$1$3').replace(/(&|\?)$/, '');
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}
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}
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else
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{
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if (typeof value !== 'undefined' && value !== null)
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{
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var separator = url.indexOf('?') !== -1 ? '&' : '?';
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var hash = url.split('#');
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url = hash[0] + separator + key + '=' + value;
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if (hash[1])
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{
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url += '#' + hash[1];
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}
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output = url;
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}
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else
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{
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output = url;
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}
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}
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if (redirect)
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{
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window.location.href = output;
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}
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else
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{
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return output;
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}
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}
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/**
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* Returns the Query String as an object.
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* If you specify a parameter it will return just the value of that parameter, should it exist.
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*/
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public getQueryString(parameter?: string = '') {
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var output = {};
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var keyValues = location.search.substring(1).split('&');
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for (var i in keyValues)
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{
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var key = keyValues[i].split('=');
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if (key.length > 1)
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{
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if (parameter && parameter == this.decodeURI(key[0]))
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{
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return this.decodeURI(key[1]);
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}
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else
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{
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output[this.decodeURI(key[0])] = this.decodeURI(key[1]);
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}
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}
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}
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return output;
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}
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private decodeURI(value: string): string {
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return decodeURIComponent(value.replace(/\+/g, " "));
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}
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}
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||||
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}
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@@ -4,7 +4,6 @@
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/**
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* Phaser - SoundManager
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*
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* This is an embroyonic web audio sound management class. There is a lot of work still to do here.
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*/
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module Phaser {
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@@ -31,7 +31,6 @@ TODO:
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* Investigate bug re: tilemap collision and animation frames
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* Update tests that use arrow keys and include touch/mouse support (FlxControlHandler style)
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* Texture Repeat doesn't scroll, because it's part of the camera not the world, need to think about this more
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* Stage CSS3 transforms!!! Color tints, sepia, greyscale, all of those cool things :)
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* Add JSON Texture Atlas object support.
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* Pointer.getWorldX(camera) needs to take camera scale into consideration
|
||||
* If stage.clear set to false and game pauses, when it unpauses you still see the pause arrow - resolve this
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||||
@@ -56,11 +55,10 @@ TODO:
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* Tilemap.render - move layers length to var
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||||
* Camera control method (touch/keyboard)
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* Tilemap.destroy needs doing
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||||
* Look at the input targetObject - it doesn't seem to get cleared down all the time, maybe just a priority/alpha issue (check vis/alpha?)
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||||
* Sprite.transform.bottomRight/Left doesn't seem to take origin into account
|
||||
* When you toggle visible of a button that is over, it doesn't disable that 'over' state (should it? probably yes)
|
||||
* Stage.opaqueBackground = 'rgb()' or null, alpha, blendMode, filters, mask, rotation+XYZ,scaleXYZ,visible
|
||||
|
||||
* Stage CSS3 Transforms?
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||||
* Ability to layer another DOM object and have it controlled by the game somehow. Can then do stacked canvas effects.
|
||||
* Stage lost to mute
|
||||
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||||
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||||
@@ -157,6 +155,8 @@ V1.0.0
|
||||
* SoundManager will now automatically handle iOS touch unlocking.
|
||||
* Added TilemapLayer.putTileWorldXY to place a tile based on pixel values, and putTile based on tile map coordinates.
|
||||
* Dropped the StageScaleMode.setScreenSize iterations count from 40 down to 10 and document min body height to 2000px.
|
||||
* Added Phaser.Net for browser and network specific functions, currently includes query string parsing and updating methods.
|
||||
* Added a new CSS3 Filters component. Apply blur, grayscale, sepia, brightness, contrast, hue rotation, invert, opacity and saturate filters to the games stage.
|
||||
|
||||
|
||||
|
||||
|
||||
@@ -242,6 +242,34 @@
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||||
<DependentUpon>origin 5.ts</DependentUpon>
|
||||
</Content>
|
||||
<TypeScriptCompile Include="tilemaps\csv tilemap.ts" />
|
||||
<TypeScriptCompile Include="stage\blur filter.ts" />
|
||||
<Content Include="stage\blur filter.js">
|
||||
<DependentUpon>blur filter.ts</DependentUpon>
|
||||
</Content>
|
||||
<TypeScriptCompile Include="stage\sepia filter.ts" />
|
||||
<TypeScriptCompile Include="stage\brightness filter.ts" />
|
||||
<Content Include="stage\brightness filter.js">
|
||||
<DependentUpon>brightness filter.ts</DependentUpon>
|
||||
</Content>
|
||||
<TypeScriptCompile Include="stage\contrast filter.ts" />
|
||||
<Content Include="stage\contrast filter.js">
|
||||
<DependentUpon>contrast filter.ts</DependentUpon>
|
||||
</Content>
|
||||
<TypeScriptCompile Include="stage\grayscale filter.ts" />
|
||||
<Content Include="stage\grayscale filter.js">
|
||||
<DependentUpon>grayscale filter.ts</DependentUpon>
|
||||
</Content>
|
||||
<TypeScriptCompile Include="stage\hue rotate filter.ts" />
|
||||
<Content Include="stage\hue rotate filter.js">
|
||||
<DependentUpon>hue rotate filter.ts</DependentUpon>
|
||||
</Content>
|
||||
<Content Include="stage\sepia filter.js">
|
||||
<DependentUpon>sepia filter.ts</DependentUpon>
|
||||
</Content>
|
||||
<TypeScriptCompile Include="textures\filter test.ts" />
|
||||
<Content Include="textures\filter test.js">
|
||||
<DependentUpon>filter test.ts</DependentUpon>
|
||||
</Content>
|
||||
<Content Include="tilemaps\csv tilemap.js">
|
||||
<DependentUpon>csv tilemap.ts</DependentUpon>
|
||||
</Content>
|
||||
|
||||
+307
-10
@@ -1,4 +1,4 @@
|
||||
/// <reference path="../Game.ts" />
|
||||
/// <reference path="../Game.ts" />
|
||||
/**
|
||||
* Phaser - Point
|
||||
*
|
||||
@@ -2004,6 +2004,7 @@ var Phaser;
|
||||
this.canvas.width = width;
|
||||
this.canvas.height = height;
|
||||
this.context = this.canvas.getContext('2d');
|
||||
this.css3 = new Phaser.Components.CSS3Filters(this.canvas);
|
||||
this.bounds = new Phaser.Rectangle(0, 0, width, height);
|
||||
}
|
||||
DynamicTexture.prototype.getPixel = /**
|
||||
@@ -3607,6 +3608,7 @@ var Phaser;
|
||||
*/
|
||||
function (pointer) {
|
||||
if(this.enabled == false || this._parent.visible == false) {
|
||||
this._pointerOutHandler(pointer);
|
||||
return false;
|
||||
}
|
||||
if(this.draggable && this._draggedPointerID == pointer.id) {
|
||||
@@ -9461,6 +9463,97 @@ var Phaser;
|
||||
})(Phaser || (Phaser = {}));
|
||||
/// <reference path="../Game.ts" />
|
||||
/**
|
||||
* Phaser - Net
|
||||
*
|
||||
*
|
||||
*/
|
||||
var Phaser;
|
||||
(function (Phaser) {
|
||||
var Net = (function () {
|
||||
/**
|
||||
* Net constructor
|
||||
*/
|
||||
function Net(game) {
|
||||
this.game = game;
|
||||
}
|
||||
Net.prototype.checkDomainName = /**
|
||||
* Compares the given domain name against the hostname of the browser containing the game.
|
||||
* If the domain name is found it returns true.
|
||||
* You can specify a part of a domain, for example 'google' would match 'google.com', 'google.co.uk', etc.
|
||||
* Do not include 'http://' at the start.
|
||||
*/
|
||||
function (domain) {
|
||||
return window.location.hostname.indexOf(domain) !== -1;
|
||||
};
|
||||
Net.prototype.updateQueryString = /**
|
||||
* Updates a value on the Query String and returns it in full.
|
||||
* If the value doesn't already exist it is set.
|
||||
* If the value exists it is replaced with the new value given. If you don't provide a new value it is removed from the query string.
|
||||
* Optionally you can redirect to the new url, or just return it as a string.
|
||||
*/
|
||||
function (key, value, redirect, url) {
|
||||
if (typeof redirect === "undefined") { redirect = false; }
|
||||
if (typeof url === "undefined") { url = ''; }
|
||||
if(url == '') {
|
||||
url = window.location.href;
|
||||
}
|
||||
var output = '';
|
||||
var re = new RegExp("([?|&])" + key + "=.*?(&|#|$)(.*)", "gi");
|
||||
if(re.test(url)) {
|
||||
if(typeof value !== 'undefined' && value !== null) {
|
||||
output = url.replace(re, '$1' + key + "=" + value + '$2$3');
|
||||
} else {
|
||||
output = url.replace(re, '$1$3').replace(/(&|\?)$/, '');
|
||||
}
|
||||
} else {
|
||||
if(typeof value !== 'undefined' && value !== null) {
|
||||
var separator = url.indexOf('?') !== -1 ? '&' : '?';
|
||||
var hash = url.split('#');
|
||||
url = hash[0] + separator + key + '=' + value;
|
||||
if(hash[1]) {
|
||||
url += '#' + hash[1];
|
||||
}
|
||||
output = url;
|
||||
} else {
|
||||
output = url;
|
||||
}
|
||||
}
|
||||
if(redirect) {
|
||||
window.location.href = output;
|
||||
} else {
|
||||
return output;
|
||||
}
|
||||
};
|
||||
Net.prototype.getQueryString = /**
|
||||
* Returns the Query String as an object.
|
||||
* If you specify a parameter it will return just the value of that parameter, should it exist.
|
||||
*/
|
||||
function (parameter) {
|
||||
if (typeof parameter === "undefined") { parameter = ''; }
|
||||
var output = {
|
||||
};
|
||||
var keyValues = location.search.substring(1).split('&');
|
||||
for(var i in keyValues) {
|
||||
var key = keyValues[i].split('=');
|
||||
if(key.length > 1) {
|
||||
if(parameter && parameter == this.decodeURI(key[0])) {
|
||||
return this.decodeURI(key[1]);
|
||||
} else {
|
||||
output[this.decodeURI(key[0])] = this.decodeURI(key[1]);
|
||||
}
|
||||
}
|
||||
}
|
||||
return output;
|
||||
};
|
||||
Net.prototype.decodeURI = function (value) {
|
||||
return decodeURIComponent(value.replace(/\+/g, " "));
|
||||
};
|
||||
return Net;
|
||||
})();
|
||||
Phaser.Net = Net;
|
||||
})(Phaser || (Phaser = {}));
|
||||
/// <reference path="../Game.ts" />
|
||||
/**
|
||||
* Phaser - Cache
|
||||
*
|
||||
* A game only has one instance of a Cache and it is used to store all externally loaded assets such
|
||||
@@ -14349,7 +14442,7 @@ var Phaser;
|
||||
}
|
||||
} else {
|
||||
//console.log('Sound play Audio');
|
||||
if(this.game.cache.getSound(this.key).locked) {
|
||||
if(this.game.cache.getSound(this.key) && this.game.cache.getSound(this.key).locked) {
|
||||
//console.log('tried playing locked sound, pending set, reload started');
|
||||
this.game.cache.reloadSound(this.key);
|
||||
this.pendingPlayback = true;
|
||||
@@ -14362,7 +14455,11 @@ var Phaser;
|
||||
//console.log('playing', this._sound);
|
||||
this._sound.currentTime = this.position;
|
||||
this._sound.muted = this._muted;
|
||||
this._sound.volume = this._volume;
|
||||
if(this._muted) {
|
||||
this._sound.volume = 0;
|
||||
} else {
|
||||
this._sound.volume = this._volume;
|
||||
}
|
||||
this._sound.play();
|
||||
this.isPlaying = true;
|
||||
this.startTime = this.game.time.now;
|
||||
@@ -14503,7 +14600,6 @@ var Phaser;
|
||||
/**
|
||||
* Phaser - SoundManager
|
||||
*
|
||||
* This is an embroyonic web audio sound management class. There is a lot of work still to do here.
|
||||
*/
|
||||
var Phaser;
|
||||
(function (Phaser) {
|
||||
@@ -14612,6 +14708,7 @@ var Phaser;
|
||||
return this._muted;
|
||||
},
|
||||
set: function (value) {
|
||||
console.log('SoundManager mute', value);
|
||||
if(value) {
|
||||
if(this._muted) {
|
||||
return;
|
||||
@@ -14623,7 +14720,7 @@ var Phaser;
|
||||
}
|
||||
// Loop through sounds
|
||||
for(var i = 0; i < this._sounds.length; i++) {
|
||||
if(this._sounds[i]) {
|
||||
if(this._sounds[i].usingAudioTag) {
|
||||
this._sounds[i].mute = true;
|
||||
}
|
||||
}
|
||||
@@ -14637,7 +14734,7 @@ var Phaser;
|
||||
}
|
||||
// Loop through sounds
|
||||
for(var i = 0; i < this._sounds.length; i++) {
|
||||
if(this._sounds[i]) {
|
||||
if(this._sounds[i].usingAudioTag) {
|
||||
this._sounds[i].mute = false;
|
||||
}
|
||||
}
|
||||
@@ -14761,6 +14858,192 @@ var Phaser;
|
||||
(function (Phaser) {
|
||||
Phaser.VERSION = 'Phaser version 1.0.0';
|
||||
})(Phaser || (Phaser = {}));
|
||||
var Phaser;
|
||||
(function (Phaser) {
|
||||
/// <reference path="../Game.ts" />
|
||||
/**
|
||||
* Phaser - Components - CSS3Filters
|
||||
*
|
||||
* Allows for easy addition and modification of CSS3 Filters on DOM objects (typically the Game.Stage.canvas).
|
||||
*/
|
||||
(function (Components) {
|
||||
var CSS3Filters = (function () {
|
||||
/**
|
||||
* Creates a new CSS3 Filter component
|
||||
* @param parent The DOM object to apply the filters to.
|
||||
*/
|
||||
function CSS3Filters(parent) {
|
||||
this._blur = 0;
|
||||
this._grayscale = 0;
|
||||
this._sepia = 0;
|
||||
this._brightness = 0;
|
||||
this._contrast = 0;
|
||||
this._hueRotate = 0;
|
||||
this._invert = 0;
|
||||
this._opacity = 0;
|
||||
this._saturate = 0;
|
||||
this.parent = parent;
|
||||
}
|
||||
CSS3Filters.prototype.setFilter = function (local, prefix, value, unit) {
|
||||
this[local] = value;
|
||||
if(this.parent) {
|
||||
this.parent.style['-webkit-filter'] = prefix + '(' + value + unit + ')';
|
||||
}
|
||||
};
|
||||
Object.defineProperty(CSS3Filters.prototype, "blur", {
|
||||
get: function () {
|
||||
return this._blur;
|
||||
},
|
||||
set: /**
|
||||
* Applies a Gaussian blur to the DOM element. The value of ‘radius’ defines the value of the standard deviation to the Gaussian function,
|
||||
* or how many pixels on the screen blend into each other, so a larger value will create more blur.
|
||||
* If no parameter is provided, then a value 0 is used. The parameter is specified as a CSS length, but does not accept percentage values.
|
||||
*/
|
||||
function (radius) {
|
||||
if (typeof radius === "undefined") { radius = 0; }
|
||||
this.setFilter('_blur', 'blur', radius, 'px');
|
||||
},
|
||||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
Object.defineProperty(CSS3Filters.prototype, "grayscale", {
|
||||
get: function () {
|
||||
return this._grayscale;
|
||||
},
|
||||
set: /**
|
||||
* Converts the input image to grayscale. The value of ‘amount’ defines the proportion of the conversion.
|
||||
* A value of 100% is completely grayscale. A value of 0% leaves the input unchanged.
|
||||
* Values between 0% and 100% are linear multipliers on the effect. If the ‘amount’ parameter is missing, a value of 100% is used.
|
||||
*/
|
||||
function (amount) {
|
||||
if (typeof amount === "undefined") { amount = 100; }
|
||||
this.setFilter('_grayscale', 'grayscale', amount, '%');
|
||||
},
|
||||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
Object.defineProperty(CSS3Filters.prototype, "sepia", {
|
||||
get: function () {
|
||||
return this._sepia;
|
||||
},
|
||||
set: /**
|
||||
* Converts the input image to sepia. The value of ‘amount’ defines the proportion of the conversion.
|
||||
* A value of 100% is completely sepia. A value of 0 leaves the input unchanged.
|
||||
* Values between 0% and 100% are linear multipliers on the effect. If the ‘amount’ parameter is missing, a value of 100% is used.
|
||||
*/
|
||||
function (amount) {
|
||||
if (typeof amount === "undefined") { amount = 100; }
|
||||
this.setFilter('_sepia', 'sepia', amount, '%');
|
||||
},
|
||||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
Object.defineProperty(CSS3Filters.prototype, "brightness", {
|
||||
get: function () {
|
||||
return this._brightness;
|
||||
},
|
||||
set: /**
|
||||
* Applies a linear multiplier to input image, making it appear more or less bright.
|
||||
* A value of 0% will create an image that is completely black. A value of 100% leaves the input unchanged.
|
||||
* Other values are linear multipliers on the effect. Values of an amount over 100% are allowed, providing brighter results.
|
||||
* If the ‘amount’ parameter is missing, a value of 100% is used.
|
||||
*/
|
||||
function (amount) {
|
||||
if (typeof amount === "undefined") { amount = 100; }
|
||||
this.setFilter('_brightness', 'brightness', amount, '%');
|
||||
},
|
||||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
Object.defineProperty(CSS3Filters.prototype, "contrast", {
|
||||
get: function () {
|
||||
return this._contrast;
|
||||
},
|
||||
set: /**
|
||||
* Adjusts the contrast of the input. A value of 0% will create an image that is completely black.
|
||||
* A value of 100% leaves the input unchanged. Values of amount over 100% are allowed, providing results with less contrast.
|
||||
* If the ‘amount’ parameter is missing, a value of 100% is used.
|
||||
*/
|
||||
function (amount) {
|
||||
if (typeof amount === "undefined") { amount = 100; }
|
||||
this.setFilter('_contrast', 'contrast', amount, '%');
|
||||
},
|
||||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
Object.defineProperty(CSS3Filters.prototype, "hueRotate", {
|
||||
get: function () {
|
||||
return this._hueRotate;
|
||||
},
|
||||
set: /**
|
||||
* Applies a hue rotation on the input image. The value of ‘angle’ defines the number of degrees around the color circle
|
||||
* the input samples will be adjusted. A value of 0deg leaves the input unchanged. If the ‘angle’ parameter is missing,
|
||||
* a value of 0deg is used. Maximum value is 360deg.
|
||||
*/
|
||||
function (angle) {
|
||||
if (typeof angle === "undefined") { angle = 0; }
|
||||
this.setFilter('_hueRotate', 'hue-rotate', angle, 'deg');
|
||||
},
|
||||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
Object.defineProperty(CSS3Filters.prototype, "invert", {
|
||||
get: function () {
|
||||
return this._invert;
|
||||
},
|
||||
set: /**
|
||||
* Inverts the samples in the input image. The value of ‘amount’ defines the proportion of the conversion.
|
||||
* A value of 100% is completely inverted. A value of 0% leaves the input unchanged.
|
||||
* Values between 0% and 100% are linear multipliers on the effect. If the ‘amount’ parameter is missing, a value of 100% is used.
|
||||
*/
|
||||
function (value) {
|
||||
if (typeof value === "undefined") { value = 100; }
|
||||
this.setFilter('_invert', 'invert', value, '%');
|
||||
},
|
||||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
Object.defineProperty(CSS3Filters.prototype, "opacity", {
|
||||
get: function () {
|
||||
return this._opacity;
|
||||
},
|
||||
set: /**
|
||||
* Applies transparency to the samples in the input image. The value of ‘amount’ defines the proportion of the conversion.
|
||||
* A value of 0% is completely transparent. A value of 100% leaves the input unchanged.
|
||||
* Values between 0% and 100% are linear multipliers on the effect. This is equivalent to multiplying the input image samples by amount.
|
||||
* If the ‘amount’ parameter is missing, a value of 100% is used.
|
||||
* This function is similar to the more established opacity property; the difference is that with filters, some browsers provide hardware acceleration for better performance.
|
||||
*/
|
||||
function (value) {
|
||||
if (typeof value === "undefined") { value = 100; }
|
||||
this.setFilter('_opacity', 'opacity', value, '%');
|
||||
},
|
||||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
Object.defineProperty(CSS3Filters.prototype, "saturate", {
|
||||
get: function () {
|
||||
return this._saturate;
|
||||
},
|
||||
set: /**
|
||||
* Saturates the input image. The value of ‘amount’ defines the proportion of the conversion.
|
||||
* A value of 0% is completely un-saturated. A value of 100% leaves the input unchanged.
|
||||
* Other values are linear multipliers on the effect. Values of amount over 100% are allowed, providing super-saturated results.
|
||||
* If the ‘amount’ parameter is missing, a value of 100% is used.
|
||||
*/
|
||||
function (value) {
|
||||
if (typeof value === "undefined") { value = 100; }
|
||||
this.setFilter('_saturate', 'saturate', value, '%');
|
||||
},
|
||||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
return CSS3Filters;
|
||||
})();
|
||||
Components.CSS3Filters = CSS3Filters;
|
||||
})(Phaser.Components || (Phaser.Components = {}));
|
||||
var Components = Phaser.Components;
|
||||
})(Phaser || (Phaser = {}));
|
||||
/// <reference path="../Game.ts" />
|
||||
/**
|
||||
* Phaser - StageScaleMode
|
||||
@@ -14843,6 +15126,11 @@ var Phaser;
|
||||
* @type {number}
|
||||
*/
|
||||
this.height = 0;
|
||||
/**
|
||||
* The maximum number of times it will try to resize the canvas to fill the browser (default is 10)
|
||||
* @type {number}
|
||||
*/
|
||||
this.maxIterations = 10;
|
||||
this._game = game;
|
||||
this.enterLandscape = new Phaser.Signal();
|
||||
this.enterPortrait = new Phaser.Signal();
|
||||
@@ -14994,8 +15282,8 @@ var Phaser;
|
||||
window.scrollTo(0, 0);
|
||||
}
|
||||
}
|
||||
if(this._check == null) {
|
||||
this._iterations = 10;
|
||||
if(this._check == null && this.maxIterations > 0) {
|
||||
this._iterations = this.maxIterations;
|
||||
this._check = window.setInterval(function () {
|
||||
return _this.setScreenSize();
|
||||
}, 10);
|
||||
@@ -15348,6 +15636,7 @@ var Phaser;
|
||||
})(Phaser || (Phaser = {}));
|
||||
/// <reference path="Phaser.ts" />
|
||||
/// <reference path="Game.ts" />
|
||||
/// <reference path="components/CSS3Filters.ts" />
|
||||
/// <reference path="system/StageScaleMode.ts" />
|
||||
/// <reference path="system/screens/BootScreen.ts" />
|
||||
/// <reference path="system/screens/PauseScreen.ts" />
|
||||
@@ -15413,6 +15702,7 @@ var Phaser;
|
||||
event.preventDefault();
|
||||
};
|
||||
this.context = this.canvas.getContext('2d');
|
||||
this.css3 = new Phaser.Components.CSS3Filters(this.canvas);
|
||||
this.scaleMode = Phaser.StageScaleMode.NO_SCALE;
|
||||
this.scale = new Phaser.StageScaleMode(this._game, width, height);
|
||||
this.getOffset(this.canvas);
|
||||
@@ -15453,8 +15743,13 @@ var Phaser;
|
||||
function () {
|
||||
this.scale.update();
|
||||
if(this.clear) {
|
||||
// implement dirty rect? could take up more cpu time than it saves. needs benching.
|
||||
this.context.clearRect(0, 0, this.width, this.height);
|
||||
// A 'fix' for the horrendous Android stock browser bug: https://code.google.com/p/android/issues/detail?id=39247
|
||||
if(this._game.device.android && this._game.device.chrome == false) {
|
||||
this.context.fillStyle = 'rgb(0,0,0)';
|
||||
this.context.fillRect(0, 0, this.width, this.height);
|
||||
} else {
|
||||
this.context.clearRect(0, 0, this.width, this.height);
|
||||
}
|
||||
}
|
||||
if(this._game.paused && this.scale.incorrectOrientation) {
|
||||
this.orientationScreen.update();
|
||||
@@ -19618,6 +19913,7 @@ var Phaser;
|
||||
/// <reference path="core/Signal.ts" />
|
||||
/// <reference path="core/SignalBinding.ts" />
|
||||
/// <reference path="loader/Loader.ts" />
|
||||
/// <reference path="net/Net.ts" />
|
||||
/// <reference path="loader/Cache.ts" />
|
||||
/// <reference path="math/GameMath.ts" />
|
||||
/// <reference path="math/RandomDataGenerator.ts" />
|
||||
@@ -19790,6 +20086,7 @@ var Phaser;
|
||||
}, 13);
|
||||
} else {
|
||||
this.device = new Phaser.Device();
|
||||
this.net = new Phaser.Net(this);
|
||||
this.motion = new Phaser.Motion(this);
|
||||
this.math = new Phaser.GameMath(this);
|
||||
this.stage = new Phaser.Stage(this, parent, width, height);
|
||||
|
||||
@@ -0,0 +1,26 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
(function () {
|
||||
var game = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
function init() {
|
||||
game.load.image('backdrop', 'assets/pics/remember-me.jpg');
|
||||
game.load.start();
|
||||
}
|
||||
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)) {
|
||||
game.camera.x -= 4;
|
||||
} else if(game.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) {
|
||||
game.camera.x += 4;
|
||||
}
|
||||
if(game.input.keyboard.isDown(Phaser.Keyboard.UP)) {
|
||||
game.camera.y -= 4;
|
||||
} else if(game.input.keyboard.isDown(Phaser.Keyboard.DOWN)) {
|
||||
game.camera.y += 4;
|
||||
}
|
||||
}
|
||||
})();
|
||||
@@ -0,0 +1,47 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
var game = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
|
||||
function init() {
|
||||
|
||||
game.load.image('backdrop', 'assets/pics/remember-me.jpg');
|
||||
game.load.start();
|
||||
|
||||
}
|
||||
|
||||
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))
|
||||
{
|
||||
game.camera.x -= 4;
|
||||
}
|
||||
else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
|
||||
{
|
||||
game.camera.x += 4;
|
||||
}
|
||||
|
||||
if (game.input.keyboard.isDown(Phaser.Keyboard.UP))
|
||||
{
|
||||
game.camera.y -= 4;
|
||||
}
|
||||
else if (game.input.keyboard.isDown(Phaser.Keyboard.DOWN))
|
||||
{
|
||||
game.camera.y += 4;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
})();
|
||||
@@ -0,0 +1,26 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
(function () {
|
||||
var game = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
function init() {
|
||||
game.load.image('backdrop', 'assets/pics/remember-me.jpg');
|
||||
game.load.start();
|
||||
}
|
||||
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)) {
|
||||
game.camera.x -= 4;
|
||||
} else if(game.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) {
|
||||
game.camera.x += 4;
|
||||
}
|
||||
if(game.input.keyboard.isDown(Phaser.Keyboard.UP)) {
|
||||
game.camera.y -= 4;
|
||||
} else if(game.input.keyboard.isDown(Phaser.Keyboard.DOWN)) {
|
||||
game.camera.y += 4;
|
||||
}
|
||||
}
|
||||
})();
|
||||
@@ -0,0 +1,47 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
var game = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
|
||||
function init() {
|
||||
|
||||
game.load.image('backdrop', 'assets/pics/remember-me.jpg');
|
||||
game.load.start();
|
||||
|
||||
}
|
||||
|
||||
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))
|
||||
{
|
||||
game.camera.x -= 4;
|
||||
}
|
||||
else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
|
||||
{
|
||||
game.camera.x += 4;
|
||||
}
|
||||
|
||||
if (game.input.keyboard.isDown(Phaser.Keyboard.UP))
|
||||
{
|
||||
game.camera.y -= 4;
|
||||
}
|
||||
else if (game.input.keyboard.isDown(Phaser.Keyboard.DOWN))
|
||||
{
|
||||
game.camera.y += 4;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
})();
|
||||
@@ -0,0 +1,26 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
(function () {
|
||||
var game = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
function init() {
|
||||
game.load.image('backdrop', 'assets/pics/remember-me.jpg');
|
||||
game.load.start();
|
||||
}
|
||||
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)) {
|
||||
game.camera.x -= 4;
|
||||
} else if(game.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) {
|
||||
game.camera.x += 4;
|
||||
}
|
||||
if(game.input.keyboard.isDown(Phaser.Keyboard.UP)) {
|
||||
game.camera.y -= 4;
|
||||
} else if(game.input.keyboard.isDown(Phaser.Keyboard.DOWN)) {
|
||||
game.camera.y += 4;
|
||||
}
|
||||
}
|
||||
})();
|
||||
@@ -0,0 +1,47 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
var game = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
|
||||
function init() {
|
||||
|
||||
game.load.image('backdrop', 'assets/pics/remember-me.jpg');
|
||||
game.load.start();
|
||||
|
||||
}
|
||||
|
||||
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))
|
||||
{
|
||||
game.camera.x -= 4;
|
||||
}
|
||||
else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
|
||||
{
|
||||
game.camera.x += 4;
|
||||
}
|
||||
|
||||
if (game.input.keyboard.isDown(Phaser.Keyboard.UP))
|
||||
{
|
||||
game.camera.y -= 4;
|
||||
}
|
||||
else if (game.input.keyboard.isDown(Phaser.Keyboard.DOWN))
|
||||
{
|
||||
game.camera.y += 4;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
})();
|
||||
@@ -0,0 +1,26 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
(function () {
|
||||
var game = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
function init() {
|
||||
game.load.image('backdrop', 'assets/pics/remember-me.jpg');
|
||||
game.load.start();
|
||||
}
|
||||
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)) {
|
||||
game.camera.x -= 4;
|
||||
} else if(game.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) {
|
||||
game.camera.x += 4;
|
||||
}
|
||||
if(game.input.keyboard.isDown(Phaser.Keyboard.UP)) {
|
||||
game.camera.y -= 4;
|
||||
} else if(game.input.keyboard.isDown(Phaser.Keyboard.DOWN)) {
|
||||
game.camera.y += 4;
|
||||
}
|
||||
}
|
||||
})();
|
||||
@@ -0,0 +1,47 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
var game = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
|
||||
function init() {
|
||||
|
||||
game.load.image('backdrop', 'assets/pics/remember-me.jpg');
|
||||
game.load.start();
|
||||
|
||||
}
|
||||
|
||||
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))
|
||||
{
|
||||
game.camera.x -= 4;
|
||||
}
|
||||
else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
|
||||
{
|
||||
game.camera.x += 4;
|
||||
}
|
||||
|
||||
if (game.input.keyboard.isDown(Phaser.Keyboard.UP))
|
||||
{
|
||||
game.camera.y -= 4;
|
||||
}
|
||||
else if (game.input.keyboard.isDown(Phaser.Keyboard.DOWN))
|
||||
{
|
||||
game.camera.y += 4;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
})();
|
||||
@@ -0,0 +1,28 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
(function () {
|
||||
var game = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
function init() {
|
||||
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');
|
||||
game.load.start();
|
||||
}
|
||||
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)) {
|
||||
game.camera.y -= 4;
|
||||
} else if(game.input.keyboard.isDown(Phaser.Keyboard.DOWN)) {
|
||||
game.camera.y += 4;
|
||||
}
|
||||
}
|
||||
})();
|
||||
@@ -0,0 +1,47 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
var game = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
|
||||
function init() {
|
||||
|
||||
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');
|
||||
game.load.start();
|
||||
|
||||
}
|
||||
|
||||
var hue: number = 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))
|
||||
{
|
||||
game.camera.y -= 4;
|
||||
}
|
||||
else if (game.input.keyboard.isDown(Phaser.Keyboard.DOWN))
|
||||
{
|
||||
game.camera.y += 4;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
})();
|
||||
@@ -0,0 +1,26 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
(function () {
|
||||
var game = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
function init() {
|
||||
game.load.image('backdrop', 'assets/pics/remember-me.jpg');
|
||||
game.load.start();
|
||||
}
|
||||
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)) {
|
||||
game.camera.x -= 4;
|
||||
} else if(game.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) {
|
||||
game.camera.x += 4;
|
||||
}
|
||||
if(game.input.keyboard.isDown(Phaser.Keyboard.UP)) {
|
||||
game.camera.y -= 4;
|
||||
} else if(game.input.keyboard.isDown(Phaser.Keyboard.DOWN)) {
|
||||
game.camera.y += 4;
|
||||
}
|
||||
}
|
||||
})();
|
||||
@@ -0,0 +1,47 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
var game = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
|
||||
function init() {
|
||||
|
||||
game.load.image('backdrop', 'assets/pics/remember-me.jpg');
|
||||
game.load.start();
|
||||
|
||||
}
|
||||
|
||||
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))
|
||||
{
|
||||
game.camera.x -= 4;
|
||||
}
|
||||
else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
|
||||
{
|
||||
game.camera.x += 4;
|
||||
}
|
||||
|
||||
if (game.input.keyboard.isDown(Phaser.Keyboard.UP))
|
||||
{
|
||||
game.camera.y -= 4;
|
||||
}
|
||||
else if (game.input.keyboard.isDown(Phaser.Keyboard.DOWN))
|
||||
{
|
||||
game.camera.y += 4;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
})();
|
||||
@@ -0,0 +1,39 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
(function () {
|
||||
var game = new Phaser.Game(this, 'game', 800, 600, init, create, update, render);
|
||||
function init() {
|
||||
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');
|
||||
game.load.start();
|
||||
}
|
||||
var hue = 0;
|
||||
var texture;
|
||||
function create() {
|
||||
game.world.setSize(800, 800);
|
||||
texture = game.add.dynamicTexture(800, 600);
|
||||
var backdrop = game.add.sprite(0, 0, 'backdrop');
|
||||
var cokecan = game.add.sprite(30, 20, 'coke');
|
||||
var mushroom = game.add.sprite(600, 20, 'mushroom');
|
||||
texture.assignCanvasToGameObjects([
|
||||
backdrop,
|
||||
cokecan,
|
||||
mushroom
|
||||
]);
|
||||
texture.css3.grayscale = 100;
|
||||
}
|
||||
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)) {
|
||||
game.camera.y -= 4;
|
||||
} else if(game.input.keyboard.isDown(Phaser.Keyboard.DOWN)) {
|
||||
game.camera.y += 4;
|
||||
}
|
||||
}
|
||||
function render() {
|
||||
texture.render();
|
||||
}
|
||||
})();
|
||||
@@ -0,0 +1,61 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
var game = new Phaser.Game(this, 'game', 800, 600, init, create, update, render);
|
||||
|
||||
function init() {
|
||||
|
||||
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');
|
||||
game.load.start();
|
||||
|
||||
}
|
||||
|
||||
var hue: number = 0;
|
||||
var texture: Phaser.DynamicTexture;
|
||||
|
||||
function create() {
|
||||
|
||||
game.world.setSize(800, 800);
|
||||
|
||||
texture = game.add.dynamicTexture(800, 600);
|
||||
|
||||
var backdrop = game.add.sprite(0, 0, 'backdrop');
|
||||
var cokecan = game.add.sprite(30, 20, 'coke');
|
||||
var mushroom = game.add.sprite(600, 20, 'mushroom');
|
||||
|
||||
texture.assignCanvasToGameObjects([backdrop, cokecan, mushroom]);
|
||||
|
||||
// Rats, filters don't get applied when the canvas is drawn to another canvas. Oh well :)
|
||||
texture.css3.grayscale = 100;
|
||||
|
||||
}
|
||||
|
||||
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))
|
||||
{
|
||||
game.camera.y -= 4;
|
||||
}
|
||||
else if (game.input.keyboard.isDown(Phaser.Keyboard.DOWN))
|
||||
{
|
||||
game.camera.y += 4;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
function render() {
|
||||
|
||||
texture.render();
|
||||
|
||||
}
|
||||
|
||||
})();
|
||||
Vendored
+144
-2
@@ -1,4 +1,4 @@
|
||||
/**
|
||||
/**
|
||||
* Phaser - Point
|
||||
*
|
||||
* The Point object represents a location in a two-dimensional coordinate system, where x represents the horizontal axis and y represents the vertical axis.
|
||||
@@ -1325,6 +1325,11 @@ module Phaser {
|
||||
private _dw;
|
||||
private _dh;
|
||||
/**
|
||||
* Controls the CSS3 Filters applied to the textures canvas object.
|
||||
* @type {Phaser.Components.CSS3Filters}
|
||||
*/
|
||||
public css3: Components.CSS3Filters;
|
||||
/**
|
||||
* Bound of this texture with width and height info.
|
||||
* @type {Rectangle}
|
||||
*/
|
||||
@@ -4365,6 +4370,43 @@ module Phaser {
|
||||
}
|
||||
}
|
||||
/**
|
||||
* Phaser - Net
|
||||
*
|
||||
*
|
||||
*/
|
||||
module Phaser {
|
||||
class Net {
|
||||
/**
|
||||
* Net constructor
|
||||
*/
|
||||
constructor(game: Game);
|
||||
/**
|
||||
* Local reference to the current Phaser.Game.
|
||||
*/
|
||||
public game: Game;
|
||||
/**
|
||||
* Compares the given domain name against the hostname of the browser containing the game.
|
||||
* If the domain name is found it returns true.
|
||||
* You can specify a part of a domain, for example 'google' would match 'google.com', 'google.co.uk', etc.
|
||||
* Do not include 'http://' at the start.
|
||||
*/
|
||||
public checkDomainName(domain: string): bool;
|
||||
/**
|
||||
* Updates a value on the Query String and returns it in full.
|
||||
* If the value doesn't already exist it is set.
|
||||
* If the value exists it is replaced with the new value given. If you don't provide a new value it is removed from the query string.
|
||||
* Optionally you can redirect to the new url, or just return it as a string.
|
||||
*/
|
||||
public updateQueryString(key: string, value: string, redirect?: bool, url?: string): string;
|
||||
/**
|
||||
* Returns the Query String as an object.
|
||||
* If you specify a parameter it will return just the value of that parameter, should it exist.
|
||||
*/
|
||||
public getQueryString(parameter?: string): {};
|
||||
private decodeURI(value);
|
||||
}
|
||||
}
|
||||
/**
|
||||
* Phaser - Cache
|
||||
*
|
||||
* A game only has one instance of a Cache and it is used to store all externally loaded assets such
|
||||
@@ -7063,7 +7105,6 @@ module Phaser {
|
||||
/**
|
||||
* Phaser - SoundManager
|
||||
*
|
||||
* This is an embroyonic web audio sound management class. There is a lot of work still to do here.
|
||||
*/
|
||||
module Phaser {
|
||||
class SoundManager {
|
||||
@@ -7141,6 +7182,92 @@ module Phaser {
|
||||
var VERSION: string;
|
||||
}
|
||||
/**
|
||||
* Phaser - Components - CSS3Filters
|
||||
*
|
||||
* Allows for easy addition and modification of CSS3 Filters on DOM objects (typically the Game.Stage.canvas).
|
||||
*/
|
||||
module Phaser.Components {
|
||||
class CSS3Filters {
|
||||
/**
|
||||
* Creates a new CSS3 Filter component
|
||||
* @param parent The DOM object to apply the filters to.
|
||||
*/
|
||||
constructor(parent);
|
||||
/**
|
||||
* Reference to the parent DOM object (stage.canvas for example)
|
||||
*/
|
||||
public parent;
|
||||
private _blur;
|
||||
private _grayscale;
|
||||
private _sepia;
|
||||
private _brightness;
|
||||
private _contrast;
|
||||
private _hueRotate;
|
||||
private _invert;
|
||||
private _opacity;
|
||||
private _saturate;
|
||||
private setFilter(local, prefix, value, unit);
|
||||
/**
|
||||
* Applies a Gaussian blur to the DOM element. The value of ‘radius’ defines the value of the standard deviation to the Gaussian function,
|
||||
* or how many pixels on the screen blend into each other, so a larger value will create more blur.
|
||||
* If no parameter is provided, then a value 0 is used. The parameter is specified as a CSS length, but does not accept percentage values.
|
||||
*/
|
||||
public blur : number;
|
||||
/**
|
||||
* Converts the input image to grayscale. The value of ‘amount’ defines the proportion of the conversion.
|
||||
* A value of 100% is completely grayscale. A value of 0% leaves the input unchanged.
|
||||
* Values between 0% and 100% are linear multipliers on the effect. If the ‘amount’ parameter is missing, a value of 100% is used.
|
||||
*/
|
||||
public grayscale : number;
|
||||
/**
|
||||
* Converts the input image to sepia. The value of ‘amount’ defines the proportion of the conversion.
|
||||
* A value of 100% is completely sepia. A value of 0 leaves the input unchanged.
|
||||
* Values between 0% and 100% are linear multipliers on the effect. If the ‘amount’ parameter is missing, a value of 100% is used.
|
||||
*/
|
||||
public sepia : number;
|
||||
/**
|
||||
* Applies a linear multiplier to input image, making it appear more or less bright.
|
||||
* A value of 0% will create an image that is completely black. A value of 100% leaves the input unchanged.
|
||||
* Other values are linear multipliers on the effect. Values of an amount over 100% are allowed, providing brighter results.
|
||||
* If the ‘amount’ parameter is missing, a value of 100% is used.
|
||||
*/
|
||||
public brightness : number;
|
||||
/**
|
||||
* Adjusts the contrast of the input. A value of 0% will create an image that is completely black.
|
||||
* A value of 100% leaves the input unchanged. Values of amount over 100% are allowed, providing results with less contrast.
|
||||
* If the ‘amount’ parameter is missing, a value of 100% is used.
|
||||
*/
|
||||
public contrast : number;
|
||||
/**
|
||||
* Applies a hue rotation on the input image. The value of ‘angle’ defines the number of degrees around the color circle
|
||||
* the input samples will be adjusted. A value of 0deg leaves the input unchanged. If the ‘angle’ parameter is missing,
|
||||
* a value of 0deg is used. Maximum value is 360deg.
|
||||
*/
|
||||
public hueRotate : number;
|
||||
/**
|
||||
* Inverts the samples in the input image. The value of ‘amount’ defines the proportion of the conversion.
|
||||
* A value of 100% is completely inverted. A value of 0% leaves the input unchanged.
|
||||
* Values between 0% and 100% are linear multipliers on the effect. If the ‘amount’ parameter is missing, a value of 100% is used.
|
||||
*/
|
||||
public invert : number;
|
||||
/**
|
||||
* Applies transparency to the samples in the input image. The value of ‘amount’ defines the proportion of the conversion.
|
||||
* A value of 0% is completely transparent. A value of 100% leaves the input unchanged.
|
||||
* Values between 0% and 100% are linear multipliers on the effect. This is equivalent to multiplying the input image samples by amount.
|
||||
* If the ‘amount’ parameter is missing, a value of 100% is used.
|
||||
* This function is similar to the more established opacity property; the difference is that with filters, some browsers provide hardware acceleration for better performance.
|
||||
*/
|
||||
public opacity : number;
|
||||
/**
|
||||
* Saturates the input image. The value of ‘amount’ defines the proportion of the conversion.
|
||||
* A value of 0% is completely un-saturated. A value of 100% leaves the input unchanged.
|
||||
* Other values are linear multipliers on the effect. Values of amount over 100% are allowed, providing super-saturated results.
|
||||
* If the ‘amount’ parameter is missing, a value of 100% is used.
|
||||
*/
|
||||
public saturate : number;
|
||||
}
|
||||
}
|
||||
/**
|
||||
* Phaser - StageScaleMode
|
||||
*
|
||||
* This class controls the scaling of your game. On mobile devices it will also remove the URL bar and allow
|
||||
@@ -7246,6 +7373,11 @@ module Phaser {
|
||||
*/
|
||||
public aspectRatio: number;
|
||||
/**
|
||||
* The maximum number of times it will try to resize the canvas to fill the browser (default is 10)
|
||||
* @type {number}
|
||||
*/
|
||||
public maxIterations: number;
|
||||
/**
|
||||
* The scale factor of the scaled game width
|
||||
* @type {Vec2}
|
||||
*/
|
||||
@@ -7502,6 +7634,11 @@ module Phaser {
|
||||
*/
|
||||
public orientationScreen;
|
||||
/**
|
||||
* Controls the CSS3 Filters applied to the Stages canvas object.
|
||||
* @type {Phaser.Components.CSS3Filters}
|
||||
*/
|
||||
public css3: Components.CSS3Filters;
|
||||
/**
|
||||
* Bound of this stage.
|
||||
* @type {Rectangle}
|
||||
*/
|
||||
@@ -9823,6 +9960,11 @@ module Phaser {
|
||||
*/
|
||||
public motion: Motion;
|
||||
/**
|
||||
* Reference to the network class.
|
||||
* @type {Net}
|
||||
*/
|
||||
public net: Net;
|
||||
/**
|
||||
* Reference to the sound manager.
|
||||
* @type {SoundManager}
|
||||
*/
|
||||
|
||||
+307
-10
@@ -1,4 +1,4 @@
|
||||
/// <reference path="../Game.ts" />
|
||||
/// <reference path="../Game.ts" />
|
||||
/**
|
||||
* Phaser - Point
|
||||
*
|
||||
@@ -2004,6 +2004,7 @@ var Phaser;
|
||||
this.canvas.width = width;
|
||||
this.canvas.height = height;
|
||||
this.context = this.canvas.getContext('2d');
|
||||
this.css3 = new Phaser.Components.CSS3Filters(this.canvas);
|
||||
this.bounds = new Phaser.Rectangle(0, 0, width, height);
|
||||
}
|
||||
DynamicTexture.prototype.getPixel = /**
|
||||
@@ -3607,6 +3608,7 @@ var Phaser;
|
||||
*/
|
||||
function (pointer) {
|
||||
if(this.enabled == false || this._parent.visible == false) {
|
||||
this._pointerOutHandler(pointer);
|
||||
return false;
|
||||
}
|
||||
if(this.draggable && this._draggedPointerID == pointer.id) {
|
||||
@@ -9461,6 +9463,97 @@ var Phaser;
|
||||
})(Phaser || (Phaser = {}));
|
||||
/// <reference path="../Game.ts" />
|
||||
/**
|
||||
* Phaser - Net
|
||||
*
|
||||
*
|
||||
*/
|
||||
var Phaser;
|
||||
(function (Phaser) {
|
||||
var Net = (function () {
|
||||
/**
|
||||
* Net constructor
|
||||
*/
|
||||
function Net(game) {
|
||||
this.game = game;
|
||||
}
|
||||
Net.prototype.checkDomainName = /**
|
||||
* Compares the given domain name against the hostname of the browser containing the game.
|
||||
* If the domain name is found it returns true.
|
||||
* You can specify a part of a domain, for example 'google' would match 'google.com', 'google.co.uk', etc.
|
||||
* Do not include 'http://' at the start.
|
||||
*/
|
||||
function (domain) {
|
||||
return window.location.hostname.indexOf(domain) !== -1;
|
||||
};
|
||||
Net.prototype.updateQueryString = /**
|
||||
* Updates a value on the Query String and returns it in full.
|
||||
* If the value doesn't already exist it is set.
|
||||
* If the value exists it is replaced with the new value given. If you don't provide a new value it is removed from the query string.
|
||||
* Optionally you can redirect to the new url, or just return it as a string.
|
||||
*/
|
||||
function (key, value, redirect, url) {
|
||||
if (typeof redirect === "undefined") { redirect = false; }
|
||||
if (typeof url === "undefined") { url = ''; }
|
||||
if(url == '') {
|
||||
url = window.location.href;
|
||||
}
|
||||
var output = '';
|
||||
var re = new RegExp("([?|&])" + key + "=.*?(&|#|$)(.*)", "gi");
|
||||
if(re.test(url)) {
|
||||
if(typeof value !== 'undefined' && value !== null) {
|
||||
output = url.replace(re, '$1' + key + "=" + value + '$2$3');
|
||||
} else {
|
||||
output = url.replace(re, '$1$3').replace(/(&|\?)$/, '');
|
||||
}
|
||||
} else {
|
||||
if(typeof value !== 'undefined' && value !== null) {
|
||||
var separator = url.indexOf('?') !== -1 ? '&' : '?';
|
||||
var hash = url.split('#');
|
||||
url = hash[0] + separator + key + '=' + value;
|
||||
if(hash[1]) {
|
||||
url += '#' + hash[1];
|
||||
}
|
||||
output = url;
|
||||
} else {
|
||||
output = url;
|
||||
}
|
||||
}
|
||||
if(redirect) {
|
||||
window.location.href = output;
|
||||
} else {
|
||||
return output;
|
||||
}
|
||||
};
|
||||
Net.prototype.getQueryString = /**
|
||||
* Returns the Query String as an object.
|
||||
* If you specify a parameter it will return just the value of that parameter, should it exist.
|
||||
*/
|
||||
function (parameter) {
|
||||
if (typeof parameter === "undefined") { parameter = ''; }
|
||||
var output = {
|
||||
};
|
||||
var keyValues = location.search.substring(1).split('&');
|
||||
for(var i in keyValues) {
|
||||
var key = keyValues[i].split('=');
|
||||
if(key.length > 1) {
|
||||
if(parameter && parameter == this.decodeURI(key[0])) {
|
||||
return this.decodeURI(key[1]);
|
||||
} else {
|
||||
output[this.decodeURI(key[0])] = this.decodeURI(key[1]);
|
||||
}
|
||||
}
|
||||
}
|
||||
return output;
|
||||
};
|
||||
Net.prototype.decodeURI = function (value) {
|
||||
return decodeURIComponent(value.replace(/\+/g, " "));
|
||||
};
|
||||
return Net;
|
||||
})();
|
||||
Phaser.Net = Net;
|
||||
})(Phaser || (Phaser = {}));
|
||||
/// <reference path="../Game.ts" />
|
||||
/**
|
||||
* Phaser - Cache
|
||||
*
|
||||
* A game only has one instance of a Cache and it is used to store all externally loaded assets such
|
||||
@@ -14349,7 +14442,7 @@ var Phaser;
|
||||
}
|
||||
} else {
|
||||
//console.log('Sound play Audio');
|
||||
if(this.game.cache.getSound(this.key).locked) {
|
||||
if(this.game.cache.getSound(this.key) && this.game.cache.getSound(this.key).locked) {
|
||||
//console.log('tried playing locked sound, pending set, reload started');
|
||||
this.game.cache.reloadSound(this.key);
|
||||
this.pendingPlayback = true;
|
||||
@@ -14362,7 +14455,11 @@ var Phaser;
|
||||
//console.log('playing', this._sound);
|
||||
this._sound.currentTime = this.position;
|
||||
this._sound.muted = this._muted;
|
||||
this._sound.volume = this._volume;
|
||||
if(this._muted) {
|
||||
this._sound.volume = 0;
|
||||
} else {
|
||||
this._sound.volume = this._volume;
|
||||
}
|
||||
this._sound.play();
|
||||
this.isPlaying = true;
|
||||
this.startTime = this.game.time.now;
|
||||
@@ -14503,7 +14600,6 @@ var Phaser;
|
||||
/**
|
||||
* Phaser - SoundManager
|
||||
*
|
||||
* This is an embroyonic web audio sound management class. There is a lot of work still to do here.
|
||||
*/
|
||||
var Phaser;
|
||||
(function (Phaser) {
|
||||
@@ -14612,6 +14708,7 @@ var Phaser;
|
||||
return this._muted;
|
||||
},
|
||||
set: function (value) {
|
||||
console.log('SoundManager mute', value);
|
||||
if(value) {
|
||||
if(this._muted) {
|
||||
return;
|
||||
@@ -14623,7 +14720,7 @@ var Phaser;
|
||||
}
|
||||
// Loop through sounds
|
||||
for(var i = 0; i < this._sounds.length; i++) {
|
||||
if(this._sounds[i]) {
|
||||
if(this._sounds[i].usingAudioTag) {
|
||||
this._sounds[i].mute = true;
|
||||
}
|
||||
}
|
||||
@@ -14637,7 +14734,7 @@ var Phaser;
|
||||
}
|
||||
// Loop through sounds
|
||||
for(var i = 0; i < this._sounds.length; i++) {
|
||||
if(this._sounds[i]) {
|
||||
if(this._sounds[i].usingAudioTag) {
|
||||
this._sounds[i].mute = false;
|
||||
}
|
||||
}
|
||||
@@ -14761,6 +14858,192 @@ var Phaser;
|
||||
(function (Phaser) {
|
||||
Phaser.VERSION = 'Phaser version 1.0.0';
|
||||
})(Phaser || (Phaser = {}));
|
||||
var Phaser;
|
||||
(function (Phaser) {
|
||||
/// <reference path="../Game.ts" />
|
||||
/**
|
||||
* Phaser - Components - CSS3Filters
|
||||
*
|
||||
* Allows for easy addition and modification of CSS3 Filters on DOM objects (typically the Game.Stage.canvas).
|
||||
*/
|
||||
(function (Components) {
|
||||
var CSS3Filters = (function () {
|
||||
/**
|
||||
* Creates a new CSS3 Filter component
|
||||
* @param parent The DOM object to apply the filters to.
|
||||
*/
|
||||
function CSS3Filters(parent) {
|
||||
this._blur = 0;
|
||||
this._grayscale = 0;
|
||||
this._sepia = 0;
|
||||
this._brightness = 0;
|
||||
this._contrast = 0;
|
||||
this._hueRotate = 0;
|
||||
this._invert = 0;
|
||||
this._opacity = 0;
|
||||
this._saturate = 0;
|
||||
this.parent = parent;
|
||||
}
|
||||
CSS3Filters.prototype.setFilter = function (local, prefix, value, unit) {
|
||||
this[local] = value;
|
||||
if(this.parent) {
|
||||
this.parent.style['-webkit-filter'] = prefix + '(' + value + unit + ')';
|
||||
}
|
||||
};
|
||||
Object.defineProperty(CSS3Filters.prototype, "blur", {
|
||||
get: function () {
|
||||
return this._blur;
|
||||
},
|
||||
set: /**
|
||||
* Applies a Gaussian blur to the DOM element. The value of ‘radius’ defines the value of the standard deviation to the Gaussian function,
|
||||
* or how many pixels on the screen blend into each other, so a larger value will create more blur.
|
||||
* If no parameter is provided, then a value 0 is used. The parameter is specified as a CSS length, but does not accept percentage values.
|
||||
*/
|
||||
function (radius) {
|
||||
if (typeof radius === "undefined") { radius = 0; }
|
||||
this.setFilter('_blur', 'blur', radius, 'px');
|
||||
},
|
||||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
Object.defineProperty(CSS3Filters.prototype, "grayscale", {
|
||||
get: function () {
|
||||
return this._grayscale;
|
||||
},
|
||||
set: /**
|
||||
* Converts the input image to grayscale. The value of ‘amount’ defines the proportion of the conversion.
|
||||
* A value of 100% is completely grayscale. A value of 0% leaves the input unchanged.
|
||||
* Values between 0% and 100% are linear multipliers on the effect. If the ‘amount’ parameter is missing, a value of 100% is used.
|
||||
*/
|
||||
function (amount) {
|
||||
if (typeof amount === "undefined") { amount = 100; }
|
||||
this.setFilter('_grayscale', 'grayscale', amount, '%');
|
||||
},
|
||||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
Object.defineProperty(CSS3Filters.prototype, "sepia", {
|
||||
get: function () {
|
||||
return this._sepia;
|
||||
},
|
||||
set: /**
|
||||
* Converts the input image to sepia. The value of ‘amount’ defines the proportion of the conversion.
|
||||
* A value of 100% is completely sepia. A value of 0 leaves the input unchanged.
|
||||
* Values between 0% and 100% are linear multipliers on the effect. If the ‘amount’ parameter is missing, a value of 100% is used.
|
||||
*/
|
||||
function (amount) {
|
||||
if (typeof amount === "undefined") { amount = 100; }
|
||||
this.setFilter('_sepia', 'sepia', amount, '%');
|
||||
},
|
||||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
Object.defineProperty(CSS3Filters.prototype, "brightness", {
|
||||
get: function () {
|
||||
return this._brightness;
|
||||
},
|
||||
set: /**
|
||||
* Applies a linear multiplier to input image, making it appear more or less bright.
|
||||
* A value of 0% will create an image that is completely black. A value of 100% leaves the input unchanged.
|
||||
* Other values are linear multipliers on the effect. Values of an amount over 100% are allowed, providing brighter results.
|
||||
* If the ‘amount’ parameter is missing, a value of 100% is used.
|
||||
*/
|
||||
function (amount) {
|
||||
if (typeof amount === "undefined") { amount = 100; }
|
||||
this.setFilter('_brightness', 'brightness', amount, '%');
|
||||
},
|
||||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
Object.defineProperty(CSS3Filters.prototype, "contrast", {
|
||||
get: function () {
|
||||
return this._contrast;
|
||||
},
|
||||
set: /**
|
||||
* Adjusts the contrast of the input. A value of 0% will create an image that is completely black.
|
||||
* A value of 100% leaves the input unchanged. Values of amount over 100% are allowed, providing results with less contrast.
|
||||
* If the ‘amount’ parameter is missing, a value of 100% is used.
|
||||
*/
|
||||
function (amount) {
|
||||
if (typeof amount === "undefined") { amount = 100; }
|
||||
this.setFilter('_contrast', 'contrast', amount, '%');
|
||||
},
|
||||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
Object.defineProperty(CSS3Filters.prototype, "hueRotate", {
|
||||
get: function () {
|
||||
return this._hueRotate;
|
||||
},
|
||||
set: /**
|
||||
* Applies a hue rotation on the input image. The value of ‘angle’ defines the number of degrees around the color circle
|
||||
* the input samples will be adjusted. A value of 0deg leaves the input unchanged. If the ‘angle’ parameter is missing,
|
||||
* a value of 0deg is used. Maximum value is 360deg.
|
||||
*/
|
||||
function (angle) {
|
||||
if (typeof angle === "undefined") { angle = 0; }
|
||||
this.setFilter('_hueRotate', 'hue-rotate', angle, 'deg');
|
||||
},
|
||||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
Object.defineProperty(CSS3Filters.prototype, "invert", {
|
||||
get: function () {
|
||||
return this._invert;
|
||||
},
|
||||
set: /**
|
||||
* Inverts the samples in the input image. The value of ‘amount’ defines the proportion of the conversion.
|
||||
* A value of 100% is completely inverted. A value of 0% leaves the input unchanged.
|
||||
* Values between 0% and 100% are linear multipliers on the effect. If the ‘amount’ parameter is missing, a value of 100% is used.
|
||||
*/
|
||||
function (value) {
|
||||
if (typeof value === "undefined") { value = 100; }
|
||||
this.setFilter('_invert', 'invert', value, '%');
|
||||
},
|
||||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
Object.defineProperty(CSS3Filters.prototype, "opacity", {
|
||||
get: function () {
|
||||
return this._opacity;
|
||||
},
|
||||
set: /**
|
||||
* Applies transparency to the samples in the input image. The value of ‘amount’ defines the proportion of the conversion.
|
||||
* A value of 0% is completely transparent. A value of 100% leaves the input unchanged.
|
||||
* Values between 0% and 100% are linear multipliers on the effect. This is equivalent to multiplying the input image samples by amount.
|
||||
* If the ‘amount’ parameter is missing, a value of 100% is used.
|
||||
* This function is similar to the more established opacity property; the difference is that with filters, some browsers provide hardware acceleration for better performance.
|
||||
*/
|
||||
function (value) {
|
||||
if (typeof value === "undefined") { value = 100; }
|
||||
this.setFilter('_opacity', 'opacity', value, '%');
|
||||
},
|
||||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
Object.defineProperty(CSS3Filters.prototype, "saturate", {
|
||||
get: function () {
|
||||
return this._saturate;
|
||||
},
|
||||
set: /**
|
||||
* Saturates the input image. The value of ‘amount’ defines the proportion of the conversion.
|
||||
* A value of 0% is completely un-saturated. A value of 100% leaves the input unchanged.
|
||||
* Other values are linear multipliers on the effect. Values of amount over 100% are allowed, providing super-saturated results.
|
||||
* If the ‘amount’ parameter is missing, a value of 100% is used.
|
||||
*/
|
||||
function (value) {
|
||||
if (typeof value === "undefined") { value = 100; }
|
||||
this.setFilter('_saturate', 'saturate', value, '%');
|
||||
},
|
||||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
return CSS3Filters;
|
||||
})();
|
||||
Components.CSS3Filters = CSS3Filters;
|
||||
})(Phaser.Components || (Phaser.Components = {}));
|
||||
var Components = Phaser.Components;
|
||||
})(Phaser || (Phaser = {}));
|
||||
/// <reference path="../Game.ts" />
|
||||
/**
|
||||
* Phaser - StageScaleMode
|
||||
@@ -14843,6 +15126,11 @@ var Phaser;
|
||||
* @type {number}
|
||||
*/
|
||||
this.height = 0;
|
||||
/**
|
||||
* The maximum number of times it will try to resize the canvas to fill the browser (default is 10)
|
||||
* @type {number}
|
||||
*/
|
||||
this.maxIterations = 10;
|
||||
this._game = game;
|
||||
this.enterLandscape = new Phaser.Signal();
|
||||
this.enterPortrait = new Phaser.Signal();
|
||||
@@ -14994,8 +15282,8 @@ var Phaser;
|
||||
window.scrollTo(0, 0);
|
||||
}
|
||||
}
|
||||
if(this._check == null) {
|
||||
this._iterations = 10;
|
||||
if(this._check == null && this.maxIterations > 0) {
|
||||
this._iterations = this.maxIterations;
|
||||
this._check = window.setInterval(function () {
|
||||
return _this.setScreenSize();
|
||||
}, 10);
|
||||
@@ -15348,6 +15636,7 @@ var Phaser;
|
||||
})(Phaser || (Phaser = {}));
|
||||
/// <reference path="Phaser.ts" />
|
||||
/// <reference path="Game.ts" />
|
||||
/// <reference path="components/CSS3Filters.ts" />
|
||||
/// <reference path="system/StageScaleMode.ts" />
|
||||
/// <reference path="system/screens/BootScreen.ts" />
|
||||
/// <reference path="system/screens/PauseScreen.ts" />
|
||||
@@ -15413,6 +15702,7 @@ var Phaser;
|
||||
event.preventDefault();
|
||||
};
|
||||
this.context = this.canvas.getContext('2d');
|
||||
this.css3 = new Phaser.Components.CSS3Filters(this.canvas);
|
||||
this.scaleMode = Phaser.StageScaleMode.NO_SCALE;
|
||||
this.scale = new Phaser.StageScaleMode(this._game, width, height);
|
||||
this.getOffset(this.canvas);
|
||||
@@ -15453,8 +15743,13 @@ var Phaser;
|
||||
function () {
|
||||
this.scale.update();
|
||||
if(this.clear) {
|
||||
// implement dirty rect? could take up more cpu time than it saves. needs benching.
|
||||
this.context.clearRect(0, 0, this.width, this.height);
|
||||
// A 'fix' for the horrendous Android stock browser bug: https://code.google.com/p/android/issues/detail?id=39247
|
||||
if(this._game.device.android && this._game.device.chrome == false) {
|
||||
this.context.fillStyle = 'rgb(0,0,0)';
|
||||
this.context.fillRect(0, 0, this.width, this.height);
|
||||
} else {
|
||||
this.context.clearRect(0, 0, this.width, this.height);
|
||||
}
|
||||
}
|
||||
if(this._game.paused && this.scale.incorrectOrientation) {
|
||||
this.orientationScreen.update();
|
||||
@@ -19618,6 +19913,7 @@ var Phaser;
|
||||
/// <reference path="core/Signal.ts" />
|
||||
/// <reference path="core/SignalBinding.ts" />
|
||||
/// <reference path="loader/Loader.ts" />
|
||||
/// <reference path="net/Net.ts" />
|
||||
/// <reference path="loader/Cache.ts" />
|
||||
/// <reference path="math/GameMath.ts" />
|
||||
/// <reference path="math/RandomDataGenerator.ts" />
|
||||
@@ -19790,6 +20086,7 @@ var Phaser;
|
||||
}, 13);
|
||||
} else {
|
||||
this.device = new Phaser.Device();
|
||||
this.net = new Phaser.Net(this);
|
||||
this.motion = new Phaser.Motion(this);
|
||||
this.math = new Phaser.GameMath(this);
|
||||
this.stage = new Phaser.Stage(this, parent, width, height);
|
||||
|
||||
Reference in New Issue
Block a user