mirror of
https://github.com/wassname/phaser.git
synced 2026-07-31 12:40:07 +08:00
Added Group IDs and references to Sprites, Group sorting, z-index values and child swapping. Also added all of the drag and bounds methods to Input.
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@@ -9,6 +9,16 @@ module Phaser {
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*/
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game: Game;
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/**
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* The type of game object.
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*/
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type: number;
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/**
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* The ID of the Group this Sprite belongs to.
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*/
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group: Group;
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/**
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* x value of the object.
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*/
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@@ -24,16 +34,6 @@ module Phaser {
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*/
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z: number;
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/**
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* The type of game object.
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*/
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type: number;
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/**
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* Reference to the Renderer.renderSprite method. Can be overriden by custom classes.
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*/
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//render;
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/**
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* Controls if both <code>update</code> and render are called by the core game loop.
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*/
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@@ -41,7 +41,8 @@ module Phaser {
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this.x = x;
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this.y = y;
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this.z = 0; // not used yet
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this.z = -1;
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this.group = null;
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// If a texture has been given the body will be set to that size, otherwise 16x16
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this.body = new Phaser.Physics.Body(this, bodyType);
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@@ -69,6 +70,11 @@ module Phaser {
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*/
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public type: number;
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/**
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* The Group this Sprite belongs to.
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*/
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public group: Group;
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/**
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* Controls if both <code>update</code> and render are called by the core game loop.
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*/
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@@ -310,6 +316,7 @@ module Phaser {
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* Clean up memory.
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*/
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public destroy() {
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}
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/**
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@@ -319,9 +326,18 @@ module Phaser {
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* like to animate an effect or whatever, you should override this,
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* setting only alive to false, and leaving exists true.
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*/
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public kill() {
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public kill(removeFromGroup:bool = false) {
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this.alive = false;
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this.exists = false;
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if (removeFromGroup && this.group)
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{
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this.group.remove(this);
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}
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this.events.onKilled.dispatch(this);
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}
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/**
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@@ -329,8 +345,12 @@ module Phaser {
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* In practice, this is most often called by <code>Object.reset()</code>.
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*/
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public revive() {
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this.alive = true;
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this.exists = true;
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this.events.onRevived.dispatch(this);
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}
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}
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