New CSS3 Filters component and Net class.

This commit is contained in:
Richard Davey
2013-07-19 04:57:14 +01:00
parent 9827e7522f
commit 3c123293ba
27 changed files with 1670 additions and 27 deletions
+8
View File
@@ -8,6 +8,7 @@
/// <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" />
@@ -208,6 +209,12 @@ module Phaser {
*/
public motion: Motion;
/**
* Reference to the network class.
* @type {Net}
*/
public net: Net;
/**
* Reference to the sound manager.
* @type {SoundManager}
@@ -294,6 +301,7 @@ module Phaser {
else
{
this.device = new Device();
this.net = new Net(this);
this.motion = new Motion(this);
this.math = new GameMath(this);
this.stage = new Stage(this, parent, width, height);
+8
View File
@@ -64,6 +64,10 @@
<TypeScriptCompile Include="Game.ts" />
<TypeScriptCompile Include="components\sprite\Events.ts" />
<TypeScriptCompile Include="components\sprite\Debug.ts" />
<TypeScriptCompile Include="components\CSS3Filters.ts" />
<Content Include="components\CSS3Filters.js">
<DependentUpon>CSS3Filters.ts</DependentUpon>
</Content>
<Content Include="components\sprite\Debug.js">
<DependentUpon>Debug.ts</DependentUpon>
</Content>
@@ -178,6 +182,10 @@
<Content Include="Motion.js">
<DependentUpon>Motion.ts</DependentUpon>
</Content>
<TypeScriptCompile Include="net\Net.ts" />
<Content Include="net\Net.js">
<DependentUpon>Net.ts</DependentUpon>
</Content>
<Content Include="physics\Body.js">
<DependentUpon>Body.ts</DependentUpon>
</Content>
+9
View File
@@ -1,5 +1,6 @@
/// <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" />
@@ -52,6 +53,8 @@ module Phaser {
this.context = this.canvas.getContext('2d');
this.css3 = new Phaser.Components.CSS3Filters(this.canvas);
this.scaleMode = StageScaleMode.NO_SCALE;
this.scale = new StageScaleMode(this._game, width, height);
@@ -97,6 +100,12 @@ module Phaser {
*/
public orientationScreen;
/**
* Controls the CSS3 Filters applied to the Stages canvas object.
* @type {Phaser.Components.CSS3Filters}
*/
public css3: Phaser.Components.CSS3Filters;
/**
* Bound of this stage.
* @type {Rectangle}
+170
View File
@@ -0,0 +1,170 @@
/// <reference path="../Game.ts" />
/**
* Phaser - Components - CSS3Filters
*
* Allows for easy addition and modification of CSS3 Filters on DOM objects (typically the Game.Stage.canvas).
*/
module Phaser.Components {
export class CSS3Filters {
/**
* Creates a new CSS3 Filter component
* @param parent The DOM object to apply the filters to.
*/
constructor(parent) {
this.parent = parent;
}
/**
* Reference to the parent DOM object (stage.canvas for example)
*/
public parent;
private _blur: number = 0;
private _grayscale: number = 0;
private _sepia: number = 0;
private _brightness: number = 0;
private _contrast: number = 0;
private _hueRotate: number = 0;
private _invert: number = 0;
private _opacity: number = 0;
private _saturate: number = 0;
private setFilter(local: string, prefix: string, value: number, unit: string) {
this[local] = value;
if (this.parent)
{
this.parent.style['-webkit-filter'] = 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 set blur(radius?: number = 0) {
this.setFilter('_blur', 'blur', radius, 'px');
}
public get blur(): number {
return this._blur;
}
/**
* 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 set grayscale(amount?: number = 100) {
this.setFilter('_grayscale', 'grayscale', amount, '%');
}
public get grayscale(): number {
return this._grayscale;
}
/**
* 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 set sepia(amount?: number = 100) {
this.setFilter('_sepia', 'sepia', amount, '%');
}
public get sepia(): number {
return this._sepia;
}
/**
* 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 set brightness(amount?: number = 100) {
this.setFilter('_brightness', 'brightness', amount, '%');
}
public get brightness(): number {
return this._brightness;
}
/**
* 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 set contrast(amount?: number = 100) {
this.setFilter('_contrast', 'contrast', amount, '%');
}
public get contrast(): number {
return this._contrast;
}
/**
* 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 set hueRotate(angle?: number = 0) {
this.setFilter('_hueRotate', 'hue-rotate', angle, 'deg');
}
public get hueRotate(): number {
return this._hueRotate;
}
/**
* 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 set invert(value?: number = 100) {
this.setFilter('_invert', 'invert', value, '%');
}
public get invert(): number {
return this._invert;
}
/**
* 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 set opacity(value?: number = 100) {
this.setFilter('_opacity', 'opacity', value, '%');
}
public get opacity(): number {
return this._opacity;
}
/**
* 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 set saturate(value?: number = 100) {
this.setFilter('_saturate', 'saturate', value, '%');
}
public get saturate(): number {
return this._saturate;
}
}
}
+1
View File
@@ -311,6 +311,7 @@ module Phaser.Components.Sprite {
if (this.enabled == false || this._parent.visible == false)
{
this._pointerOutHandler(pointer);
return false;
}
+9
View File
@@ -34,6 +34,8 @@ module Phaser {
this.canvas.height = height;
this.context = this.canvas.getContext('2d');
this.css3 = new Phaser.Components.CSS3Filters(this.canvas);
this.bounds = new Rectangle(0, 0, width, height);
}
@@ -59,6 +61,13 @@ module Phaser {
// Input / Output nodes?
/**
* Controls the CSS3 Filters applied to the textures canvas object.
* Only really useful if you attach this canvas to the DOM.
* @type {Phaser.Components.CSS3Filters}
*/
public css3: Phaser.Components.CSS3Filters;
/**
* Bound of this texture with width and height info.
* @type {Rectangle}
+135
View File
@@ -0,0 +1,135 @@
/// <reference path="../Game.ts" />
/**
* Phaser - Net
*
*
*/
module Phaser {
export class Net {
/**
* Net constructor
*/
constructor(game: Game) {
this.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 {
return window.location.hostname.indexOf(domain) !== -1;
}
/**
* 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 = false, url?: string = ''):string {
if (url == '')
{
url = window.location.href;
}
var output: string = '';
var re:RegExp = 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;
}
}
/**
* 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 = '') {
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;
}
private decodeURI(value: string): string {
return decodeURIComponent(value.replace(/\+/g, " "));
}
}
}
-1
View File
@@ -4,7 +4,6 @@
/**
* Phaser - SoundManager
*
* This is an embroyonic web audio sound management class. There is a lot of work still to do here.
*/
module Phaser {
+4 -4
View File
@@ -31,7 +31,6 @@ TODO:
* Investigate bug re: tilemap collision and animation frames
* Update tests that use arrow keys and include touch/mouse support (FlxControlHandler style)
* Texture Repeat doesn't scroll, because it's part of the camera not the world, need to think about this more
* Stage CSS3 transforms!!! Color tints, sepia, greyscale, all of those cool things :)
* Add JSON Texture Atlas object support.
* 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
@@ -56,11 +55,10 @@ TODO:
* Tilemap.render - move layers length to var
* Camera control method (touch/keyboard)
* Tilemap.destroy needs doing
* 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?)
* 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?
* Ability to layer another DOM object and have it controlled by the game somehow. Can then do stacked canvas effects.
* Stage lost to mute
@@ -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.
+28
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@@ -242,6 +242,34 @@
<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
View File
@@ -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);
+26
View File
@@ -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;
}
}
})();
+47
View File
@@ -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;
}
}
})();
+26
View File
@@ -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;
}
}
})();
+47
View File
@@ -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;
}
}
})();
+26
View File
@@ -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;
}
}
})();
+47
View File
@@ -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;
}
}
})();
+26
View File
@@ -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;
}
}
})();
+47
View File
@@ -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;
}
}
})();
+28
View File
@@ -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;
}
}
})();
+47
View File
@@ -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;
}
}
})();
+26
View File
@@ -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;
}
}
})();
+47
View File
@@ -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;
}
}
})();
+39
View File
@@ -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();
}
})();
+61
View File
@@ -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();
}
})();
+144 -2
View File
@@ -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
View File
@@ -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);