New Input handler implemented.

This commit is contained in:
Richard Davey
2013-05-16 02:36:58 +01:00
parent ce7bfd1fc2
commit 3cdd2baff0
31 changed files with 3048 additions and 2029 deletions
+4
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@@ -119,6 +119,10 @@
<Content Include="input\multitouch.js">
<DependentUpon>multitouch.ts</DependentUpon>
</Content>
<TypeScriptCompile Include="input\single touch.ts" />
<Content Include="input\single touch.js">
<DependentUpon>single touch.ts</DependentUpon>
</Content>
<Content Include="misc\bootscreen.js">
<DependentUpon>bootscreen.ts</DependentUpon>
</Content>
+1 -2
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@@ -1,7 +1,7 @@
/// <reference path="../../Phaser/Game.ts" />
(function () {
// Here we create a quite tiny game (320x240 in size)
var myGame = new Phaser.Game(this, 'game', 320, 240, init, create, update);
var myGame = new Phaser.Game(this, 'game', 320, 240, init, create, update, render);
function init() {
// This sets a limit on the up-scale
myGame.stage.scale.maxWidth = 640;
@@ -16,7 +16,6 @@
for(var i = 0; i < 1000; i++) {
myGame.createSprite(myGame.world.randomX, myGame.world.randomY, 'melon');
}
myGame.onRenderCallback = render;
}
function update() {
if(myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT)) {
+1 -3
View File
@@ -3,7 +3,7 @@
(function () {
// Here we create a quite tiny game (320x240 in size)
var myGame = new Phaser.Game(this, 'game', 320, 240, init, create, update);
var myGame = new Phaser.Game(this, 'game', 320, 240, init, create, update, render);
function init() {
@@ -29,8 +29,6 @@
myGame.createSprite(myGame.world.randomX, myGame.world.randomY, 'melon');
}
myGame.onRenderCallback = render;
}
function update() {
+12 -5
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@@ -1,16 +1,23 @@
/// <reference path="../../Phaser/Game.ts" />
(function () {
// Here we create a quite tiny game (320x240 in size)
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update, render);
function init() {
// Tell Phaser that we want it to scale up to whatever the browser can handle, but to do it proportionally
myGame.stage.scaleMode = Phaser.StageScaleMode.SHOW_ALL;
myGame.loader.addImageFile('dragonsun', 'assets/pics/cougar_dragonsun.png');
myGame.loader.load();
}
function create() {
myGame.onRenderCallback = render;
console.log('dragons 8');
myGame.input.onDown.add(test1, this);
}
function test1() {
console.log('down');
}
function update() {
}
function render() {
myGame.input.pointer1.renderDebug();
myGame.input.pointer2.renderDebug();
myGame.input.pointer3.renderDebug();
myGame.input.pointer4.renderDebug();
}
})();
+15 -6
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@@ -2,29 +2,38 @@
(function () {
// Here we create a quite tiny game (320x240 in size)
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update, render);
function init() {
// Tell Phaser that we want it to scale up to whatever the browser can handle, but to do it proportionally
myGame.stage.scaleMode = Phaser.StageScaleMode.SHOW_ALL;
myGame.loader.addImageFile('dragonsun', 'assets/pics/cougar_dragonsun.png');
myGame.loader.load();
}
function create() {
myGame.onRenderCallback = render;
console.log('dragons 8');
myGame.input.onDown.add(test1, this);
}
function update() {
function test1() {
console.log('down');
}
function update() {
}
function render() {
myGame.input.pointer1.renderDebug();
myGame.input.pointer2.renderDebug();
myGame.input.pointer3.renderDebug();
myGame.input.pointer4.renderDebug();
}
+19
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@@ -0,0 +1,19 @@
/// <reference path="../../Phaser/Game.ts" />
(function () {
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update, render);
function init() {
}
function create() {
// We lock the game to allowing only 1 Pointer active
// This means on multi-touch systems it will ignore any extra fingers placed down beyond the first
myGame.input.maxPointers = 1;
}
function update() {
}
function render() {
myGame.input.renderDebugInfo(16, 16);
myGame.input.pointer1.renderDebug(true);
myGame.input.pointer2.renderDebug(true);
myGame.input.pointer3.renderDebug(true);
}
})();
+31
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@@ -0,0 +1,31 @@
/// <reference path="../../Phaser/Game.ts" />
(function () {
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update, render);
function init() {
}
function create() {
// We lock the game to allowing only 1 Pointer active
// This means on multi-touch systems it will ignore any extra fingers placed down beyond the first
myGame.input.maxPointers = 1;
}
function update() {
}
function render() {
myGame.input.renderDebugInfo(16, 16);
myGame.input.pointer1.renderDebug(true);
myGame.input.pointer2.renderDebug(true);
myGame.input.pointer3.renderDebug(true);
}
})();
+2 -3
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@@ -1,6 +1,6 @@
/// <reference path="../../Phaser/Game.ts" />
(function () {
var myGame = new Phaser.Game(this, 'game', 320, 460, init, create, update);
var myGame = new Phaser.Game(this, 'game', 320, 460, init, create, update, render);
function init() {
myGame.loader.addImageFile('bunny', 'assets/sprites/wabbit.png');
myGame.loader.load();
@@ -15,12 +15,11 @@
minY = 0;
maxX = myGame.stage.width - 26;
maxY = myGame.stage.height - 37;
myGame.input.touch.touchDown.add(addBunnies, this);
myGame.input.onDown.add(addBunnies, this);
// This will really help on slow Android phones
myGame.framerate = 30;
// Make sure the camera doesn't clip anything
myGame.camera.disableClipping = true;
myGame.onRenderCallback = render;
myGame.stage.context.fillStyle = 'rgb(255,0,0)';
myGame.stage.context.font = '20px Arial';
addBunnies();
+2 -3
View File
@@ -2,7 +2,7 @@
(function () {
var myGame = new Phaser.Game(this, 'game', 320, 460, init, create, update);
var myGame = new Phaser.Game(this, 'game', 320, 460, init, create, update, render);
function init() {
@@ -26,14 +26,13 @@
maxX = myGame.stage.width - 26;
maxY = myGame.stage.height - 37;
myGame.input.touch.touchDown.add(addBunnies, this);
myGame.input.onDown.add(addBunnies, this);
// This will really help on slow Android phones
myGame.framerate = 30;
// Make sure the camera doesn't clip anything
myGame.camera.disableClipping = true;
myGame.onRenderCallback = render;
myGame.stage.context.fillStyle = 'rgb(255,0,0)';
myGame.stage.context.font = '20px Arial';
+1 -1
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@@ -14,7 +14,7 @@
* {
user-select: none;
-webkit-tap-highlight-color: rgb(0, 0, 0, 0);
-webkit-tap-highlight-color: rgba(0, 0, 0, 0);
-webkit-touch-callout: none;
-webkit-user-select: none;
-moz-user-select: none;
+627 -388
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File diff suppressed because it is too large Load Diff
+6
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@@ -3,10 +3,12 @@
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
function init() {
myGame.loader.addTextureAtlas('bot', 'assets/sprites/running_bot.png', 'assets/sprites/running_bot.json');
myGame.loader.addTextureAtlas('atlas', 'assets/pics/texturepacker_test.png', 'assets/pics/texturepacker_test.json');
myGame.loader.load();
}
var bot;
var bot2;
var car;
function create() {
// This bot will flip properly when he reaches the edge
bot = myGame.createSprite(myGame.stage.width, 300, 'bot');
@@ -18,6 +20,10 @@
bot2.animations.add('run');
bot2.animations.play('run', 10, true);
bot2.velocity.x = -150;
// Flip a static sprite (not an animation)
car = myGame.createSprite(100, 400, 'atlas');
car.frameName = 'supercars_parsec.png';
car.flipped = true;
}
function update() {
if(bot.x < -bot.width) {
+7
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@@ -7,12 +7,14 @@
function init() {
myGame.loader.addTextureAtlas('bot', 'assets/sprites/running_bot.png', 'assets/sprites/running_bot.json');
myGame.loader.addTextureAtlas('atlas', 'assets/pics/texturepacker_test.png', 'assets/pics/texturepacker_test.json');
myGame.loader.load();
}
var bot: Phaser.Sprite;
var bot2: Phaser.Sprite;
var car: Phaser.Sprite;
function create() {
@@ -28,6 +30,11 @@
bot2.animations.play('run', 10, true);
bot2.velocity.x = -150;
// Flip a static sprite (not an animation)
car = myGame.createSprite(100, 400, 'atlas');
car.frameName = 'supercars_parsec.png';
car.flipped = true;
}
function update() {