mirror of
https://github.com/wassname/phaser.git
synced 2026-08-11 11:23:06 +08:00
Fixed World.scale and Group.scale.
This commit is contained in:
+2
-2
@@ -79,8 +79,8 @@ PIXI.CanvasRenderer.prototype.renderDisplayObject = function(displayObject)
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displayObject.texture.frame.y,
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displayObject.texture.frame.width,
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displayObject.texture.frame.height,
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(displayObject.anchor.x) * -displayObject.texture.frame.width,
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(displayObject.anchor.y) * -displayObject.texture.frame.height,
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Math.floor((displayObject.anchor.x) * -displayObject.texture.frame.width),
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Math.floor((displayObject.anchor.y) * -displayObject.texture.frame.height),
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displayObject.texture.frame.width,
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displayObject.texture.frame.height);
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}
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+5
-2
@@ -77,10 +77,13 @@ Phaser.Group = function (game, parent, name, useStage) {
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*/
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this.exists = true;
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// Replaces the PIXI.Point with a slightly more flexible one.
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this._container.scale = new Phaser.Point(1, 1);
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/**
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* @property {Phaser.Point} scale - Replaces the PIXI.Point with a slightly more flexible one.
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* @property {Phaser.Point} scale - The scane of the Group container.
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*/
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this.scale = new Phaser.Point(1, 1);
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this.scale = this._container.scale;
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/**
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* The cursor is a simple way to iterate through the objects in a Group using the Group.next and Group.previous functions.
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+1
-5
@@ -12,6 +12,7 @@
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* the world at world-based coordinates. By default a world is created the same size as your Stage.
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*
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* @class Phaser.World
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* @extends Phaser.Group
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* @constructor
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* @param {Phaser.Game} game - Reference to the current game instance.
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*/
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@@ -19,11 +20,6 @@ Phaser.World = function (game) {
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Phaser.Group.call(this, game, null, '__world', false);
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/**
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* @property {Phaser.Point} scale - Replaces the PIXI.Point with a slightly more flexible one.
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*/
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this.scale = new Phaser.Point(1, 1);
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/**
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* The World has no fixed size, but it does have a bounds outside of which objects are no longer considered as being "in world" and you should use this to clean-up the display list and purge dead objects.
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* By default we set the Bounds to be from 0,0 to Game.width,Game.height. I.e. it will match the size given to the game constructor with 0,0 representing the top-left of the display.
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@@ -1101,8 +1101,6 @@ Object.defineProperty(Phaser.Sprite.prototype, "inputEnabled", {
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set: function (value) {
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console.log('inputEnabled', value, this.input);
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if (value)
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{
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if (this.input.enabled === false)
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@@ -28,36 +28,6 @@ Phaser.InputHandler = function (sprite) {
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*/
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this.enabled = false;
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/**
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* @property {Description} parent - Description.
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* @default
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*/
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// this.parent = null;
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/**
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* @property {Description} next - Linked List
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* @default
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*/
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// this.next = null;
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/**
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* @property {Description} prev - Description.
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* @default
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*/
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// this.prev = null;
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/**
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* @property {Description} last - Description.
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* @default
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*/
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// this.last = this;
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/**
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* @property {Description} first - Description.
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* @default
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*/
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// this.first = this;
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/**
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* @property {number} priorityID - The PriorityID controls which Sprite receives an Input event first if they should overlap.
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* @default
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@@ -199,8 +169,6 @@ Phaser.InputHandler.prototype = {
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*/
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start: function (priority, useHandCursor) {
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console.log('InputHandler start');
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priority = priority || 0;
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if (typeof useHandCursor == 'undefined') { useHandCursor = false; }
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+1
-1
@@ -745,7 +745,7 @@ Phaser.Cache.prototype = {
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for (var item in array)
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{
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if (item !== '__default')
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if (item !== '__default' && item !== '__missing')
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{
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output.push(item);
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}
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+2
-2
@@ -128,8 +128,8 @@ Phaser.Net.prototype = {
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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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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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@@ -115,7 +115,8 @@ PIXI.Texture.prototype.setFrame = function(frame)
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if(frame.x + frame.width > this.baseTexture.width || frame.y + frame.height > this.baseTexture.height)
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{
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throw new Error("Texture Error: frame does not fit inside the base Texture dimensions " + this);
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console.log(frame);
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throw new Error("Texture Error: frame does not fit inside the base Texture dimensions ", frame);
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}
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this.updateFrame = true;
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