mirror of
https://github.com/wassname/phaser.git
synced 2026-08-10 12:30:48 +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.
This commit is contained in:
@@ -0,0 +1,26 @@
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/// <reference path="../../Phaser/Game.ts" />
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(function () {
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var game = new Phaser.Game(this, 'game', 800, 600, init, create);
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function init() {
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// Using Phasers asset loader we load up a PNG from the assets folder
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game.loader.addImageFile('sonic', 'assets/sprites/sonic_havok_sanity.png');
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game.loader.load();
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}
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var firstGroup;
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function create() {
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// Here we'll create a new Group
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firstGroup = game.add.group();
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// And add some sprites to it
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for(var i = 0; i < 10; i++) {
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// Create a new sprite at a random screen location
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var newSprite = new Phaser.Sprite(game, game.stage.randomX, game.stage.randomY, 'sonic');
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// This set-ups a listener for the event, view your console.log output to see the result
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newSprite.events.onAddedToGroup.add(logGroupAdd);
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// Add the sprite to the Group
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firstGroup.add(newSprite);
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}
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}
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function logGroupAdd(sprite, group, zIndex) {
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console.log('Sprite added to Group', group.ID, 'at z-index:', zIndex);
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}
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})();
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@@ -0,0 +1,43 @@
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/// <reference path="../../Phaser/Game.ts" />
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(function () {
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var game = new Phaser.Game(this, 'game', 800, 600, init, create);
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function init() {
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// Using Phasers asset loader we load up a PNG from the assets folder
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game.loader.addImageFile('sonic', 'assets/sprites/sonic_havok_sanity.png');
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game.loader.load();
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}
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var firstGroup: Phaser.Group;
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function create() {
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// Here we'll create a new Group
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firstGroup = game.add.group();
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// And add some sprites to it
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for (var i = 0; i < 10; i++)
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{
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// Create a new sprite at a random screen location
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var newSprite: Phaser.Sprite = new Phaser.Sprite(game, game.stage.randomX, game.stage.randomY, 'sonic');
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// This set-ups a listener for the event, view your console.log output to see the result
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newSprite.events.onAddedToGroup.add(logGroupAdd);
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// Add the sprite to the Group
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firstGroup.add(newSprite);
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}
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}
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function logGroupAdd(sprite: Phaser.Sprite, group: Phaser.Group, zIndex: number) {
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console.log('Sprite added to Group', group.ID, 'at z-index:', zIndex);
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}
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})();
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@@ -0,0 +1,30 @@
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/// <reference path="../../Phaser/Game.ts" />
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(function () {
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var game = new Phaser.Game(this, 'game', 800, 600, init, create);
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function init() {
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game.loader.addImageFile('atari1', 'assets/sprites/atari130xe.png');
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game.loader.addImageFile('atari2', 'assets/sprites/atari800xl.png');
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game.loader.addImageFile('card', 'assets/sprites/mana_card.png');
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game.loader.load();
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}
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var items;
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var card;
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function create() {
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items = game.add.group();
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// Items are rendered in the depth order in which they are added to the Group
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items.addNewSprite(64, 100, 'atari1');
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card = items.addNewSprite(240, 80, 'card');
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items.addNewSprite(280, 100, 'atari2');
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game.input.onTap.addOnce(removeCard, this);
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}
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function removeCard() {
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// Now let's kill the card sprite
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card.kill();
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game.input.onTap.addOnce(replaceCard, this);
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}
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function replaceCard() {
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// And bring it back to life again - I assume it will render in the same place as before?
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var bob = items.getFirstDead();
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bob.revive();
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}
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})();
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@@ -0,0 +1,52 @@
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/// <reference path="../../Phaser/Game.ts" />
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(function () {
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var game = new Phaser.Game(this, 'game', 800, 600, init, create);
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function init() {
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game.loader.addImageFile('atari1', 'assets/sprites/atari130xe.png');
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game.loader.addImageFile('atari2', 'assets/sprites/atari800xl.png');
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game.loader.addImageFile('card', 'assets/sprites/mana_card.png');
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game.loader.load();
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}
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var items: Phaser.Group;
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var card: Phaser.Sprite;
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function create() {
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items = game.add.group();
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// Items are rendered in the depth order in which they are added to the Group
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items.addNewSprite(64, 100, 'atari1');
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card = items.addNewSprite(240, 80, 'card');
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items.addNewSprite(280, 100, 'atari2');
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game.input.onTap.addOnce(removeCard, this);
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}
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function removeCard() {
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// Now let's kill the card sprite
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card.kill();
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game.input.onTap.addOnce(replaceCard, this);
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}
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function replaceCard() {
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// And bring it back to life again - I assume it will render in the same place as before?
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var bob = items.getFirstDead();
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bob.revive();
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}
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})();
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@@ -0,0 +1,21 @@
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/// <reference path="../../Phaser/Game.ts" />
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(function () {
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var game = new Phaser.Game(this, 'game', 800, 600, init, create);
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function init() {
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game.loader.addImageFile('atari1', 'assets/sprites/atari130xe.png');
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game.loader.addImageFile('atari2', 'assets/sprites/atari800xl.png');
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game.loader.load();
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}
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var atari1;
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var atari2;
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function create() {
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// Items are rendered in the depth order in which they are added to the Group
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atari1 = game.add.sprite(100, 100, 'atari1');
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atari2 = game.add.sprite(250, 90, 'atari2');
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game.input.onTap.add(swapSprites, this);
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}
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function swapSprites() {
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// The 2 Sprites are in the global world Group, but this will work for any Group:
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game.world.group.swap(atari1, atari2);
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}
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})();
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@@ -0,0 +1,38 @@
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/// <reference path="../../Phaser/Game.ts" />
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(function () {
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var game = new Phaser.Game(this, 'game', 800, 600, init, create);
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function init() {
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game.loader.addImageFile('atari1', 'assets/sprites/atari130xe.png');
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game.loader.addImageFile('atari2', 'assets/sprites/atari800xl.png');
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game.loader.load();
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}
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var atari1: Phaser.Sprite;
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var atari2: Phaser.Sprite;
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function create() {
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// Items are rendered in the depth order in which they are added to the Group
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atari1 = game.add.sprite(100, 100, 'atari1');
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atari2 = game.add.sprite(250, 90, 'atari2');
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game.input.onTap.add(swapSprites, this);
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}
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function swapSprites() {
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// The 2 Sprites are in the global world Group, but this will work for any Group:
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game.world.group.swap(atari1, atari2);
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}
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})();
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