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 {