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https://github.com/wassname/phaser.git
synced 2026-08-05 13:21:00 +08:00
Removed PixiPatch as it's no longer needed. Re-worked all of the Sprite autoCull and inWorld checks and cached the bounds. Fixed the Body calculations so physics is working again.
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@@ -22,7 +22,7 @@ function create() {
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var bg = game.add.sprite(0, 0, bmd);
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bg.body.moves = false;
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game.enableStep();
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// game.enableStep();
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game.physics.gravity.y = 100;
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+11
-13
@@ -1,5 +1,5 @@
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var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render });
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var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render }, false);
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function preload() {
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@@ -16,22 +16,20 @@ function create() {
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// game.stage.backgroundColor = '#ff5500';
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game.stage._stage.setBackgroundColor(0xff5500);
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sprite = game.add.sprite(0.5, 0, 'pic');
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sprite = game.add.sprite(0, 0, 'pic');
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// g = game.add.group(null, 'billy');
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g = game.add.group(null, 'billy');
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// sprite2 = g.create(0, 0, 'pic');
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sprite2 = g.create(0, 0, 'pic');
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// g.y = 200;
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// g.rotation = 0.1;
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g.y = 200;
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g.rotation = 0.1;
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sprite2 = game.add.sprite(0, 300, 'pic');
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// sprite2 = game.add.sprite(0, 300, 'pic');
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// game.input.onDown.add(tint, this);
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game.input.onDown.add(tint, this);
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game.add.tween(sprite).to({y: 500}, 3000, Phaser.Easing.Linear.None, true);
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// game.add.tween(sprite).to({y: 500}, 3000, Phaser.Easing.Linear.None, true);
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p = new PIXI.Point(43, 45);
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@@ -39,7 +37,7 @@ function create() {
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function tint() {
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sprite.tint = Math.random() * 0xFFFFFF;
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// sprite.tint = Math.random() * 0xFFFFFF;
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// sprite2.tint = Math.random() * 0xFFFFFF;
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}
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@@ -51,6 +49,6 @@ function update() {
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function render() {
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game.debug.renderText(sprite.position.y, 32, 32);
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// game.debug.renderText(sprite.position.y, 32, 32);
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}
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