diff --git a/build/phaser.d.ts b/build/phaser.d.ts index cc1d3087..c8786c83 100644 --- a/build/phaser.d.ts +++ b/build/phaser.d.ts @@ -1748,7 +1748,7 @@ declare module Phaser { separate(body: Phaser.Physics.Arcade.Body, body2: Phaser.Physics.Arcade.Body, processCallback: Function, callbackContext: any, overlapOnly: boolean): boolean; intersects(a: Phaser.Physics.Arcade.Body, b: Phaser.Physics.Arcade.Body): boolean; tileIntersects(body: Phaser.Physics.Arcade.Body, tile: Phaser.Tile): boolean; - separateTiles(body: Phaser.Physics.Arcade.Body, tile: Array): boolean; + separateTiles(body: Phaser.Physics.Arcade.Body, tile: Array): boolean; separateTile(body: Phaser.Physics.Arcade.Body, tile: Phaser.Tile): boolean; processTileSeparation(body: Phaser.Physics.Arcade.Body): boolean; moveToObject(displayObject: Phaser.Sprite, destination: Phaser.Sprite, speed?: number, maxTime?: number): number; diff --git a/src/core/Game.js b/src/core/Game.js index 13466bc9..9d841e4b 100644 --- a/src/core/Game.js +++ b/src/core/Game.js @@ -457,7 +457,6 @@ Phaser.Game.prototype = { this.world.boot(); this.input.boot(); this.sound.boot(); - this.state.boot(); this.load.onLoadComplete.add(this.loadComplete, this); @@ -469,6 +468,7 @@ Phaser.Game.prototype = { this.raf = new Phaser.RequestAnimationFrame(this); this.raf.start(); + this.state.boot(); } }, diff --git a/src/gameobjects/Image.js b/src/gameobjects/Image.js index f78dc678..3ee0d82b 100644 --- a/src/gameobjects/Image.js +++ b/src/gameobjects/Image.js @@ -60,68 +60,9 @@ Phaser.Image = function (game, x, y, key, frame) { this.currentFrame = new Phaser.Rectangle(); - if (key instanceof Phaser.RenderTexture) - { - PIXI.Sprite.call(this, key); + PIXI.Sprite.call(this, PIXI.TextureCache['__default']); - this.currentFrame = this.game.cache.getTextureFrame(key.name); - } - else if (key instanceof Phaser.BitmapData) - { - PIXI.Sprite.call(this, key.texture, key.textureFrame); - - this.currentFrame = key.textureFrame; - } - else if (key instanceof PIXI.Texture) - { - PIXI.Sprite.call(this, key); - - this.currentFrame = frame; - } - else - { - if (key === null || typeof key === 'undefined') - { - key = '__default'; - this.key = key; - } - else if (typeof key === 'string' && this.game.cache.checkImageKey(key) === false) - { - key = '__missing'; - this.key = key; - } - - PIXI.Sprite.call(this, PIXI.TextureCache[key]); - - if (this.game.cache.isSpriteSheet(key)) - { - this.animations.loadFrameData(this.game.cache.getFrameData(key)); - - if (frame !== null) - { - if (typeof frame === 'string') - { - this.frameName = frame; - } - else - { - this.frame = frame; - } - } - } - else - { - this.currentFrame = this.game.cache.getFrame(key); - } - } - - // this.loadTexture(key, frame); - - /** - * The rectangular area from the texture that will be rendered. - * @property {Phaser.Rectangle} textureRegion - */ - // this.textureRegion = new Phaser.Rectangle(this.texture.frame.x, this.texture.frame.y, this.texture.frame.width, this.texture.frame.height); + this.loadTexture(key, frame); this.position.x = x; this.position.y = y; @@ -142,17 +83,13 @@ Phaser.Image = function (game, x, y, key, frame) { this.autoCull = false; /** - * A Sprite that is fixed to the camera ignores the position of any ancestors in the display list and uses its x/y coordinates as offsets from the top left of the camera. + * A Sprite that is fixed to the camera uses its x/y coordinates as offsets from the top left of the camera. + * Note that if this Image is a child of a display object that has changed its position then the offset will be calculated from that. * @property {boolean} fixedToCamera - Fixes this Sprite to the Camera. * @default */ this.fixedToCamera = false; - /** - * @property {Phaser.Point} cameraOffset - If this Sprite is fixed to the camera then use this Point to specify how far away from the Camera x/y it's rendered. - */ - // this.cameraOffset = new Phaser.Point(x, y); - }; Phaser.Image.prototype = Object.create(PIXI.Sprite.prototype); @@ -181,33 +118,6 @@ Phaser.Image.prototype.preUpdate = function() { }; -/** -* Checks if the Image bounds are within the game world, otherwise false if fully outside of it. -* -* @method Phaser.Image#inWorld -* @memberof Phaser.Image -* @return {boolean} True if the Image bounds is within the game world, otherwise false if fully outside of it. -*/ -Phaser.Image.prototype.inWorld = function() { - - return this.game.world.bounds.intersects(this.getBounds()); - -}; - -/** -* Resets the Sprite.crop value back to the frame dimensions. -* -* @method Phaser.Image#resetCrop -* @memberof Phaser.Image -Phaser.Image.prototype.resetCrop = function() { - - this.crop = new Phaser.Rectangle(0, 0, this._cache.width, this._cache.height); - this.texture.setFrame(this.crop); - this.cropEnabled = false; - -}; -*/ - /** * Internal function called by the World postUpdate cycle. * @@ -221,23 +131,40 @@ Phaser.Image.prototype.postUpdate = function() { this.key.render(); } - if (this.exists) + if (this.fixedToCamera) { - // if (this.body) - // { - // this.body.postUpdate(); - // } - - if (this.fixedToCamera) - { - this.position.x = this.game.camera.view.x + this.cameraOffset.x; - this.position.y = this.game.camera.view.y + this.cameraOffset.y; - } - + this.position.x = this.game.camera.view.x + this.x; + this.position.y = this.game.camera.view.y + this.y; } }; +/** +* Checks if the Image bounds are within the game world, otherwise false if fully outside of it. +* +* @method Phaser.Image#inWorld +* @memberof Phaser.Image +* @return {boolean} True if the Image bounds is within the game world, even if only partially. Otherwise false if fully outside of it. +*/ +Phaser.Image.prototype.inWorld = function() { + + return this.game.world.bounds.intersects(this.getBounds()); + +}; + +/** +* Checks if the Image bounds are within the game camera, otherwise false if fully outside of it. +* +* @method Phaser.Image#inCamera +* @memberof Phaser.Image +* @return {boolean} True if the Image bounds is within the game camera, even if only partially. Otherwise false if fully outside of it. +*/ +Phaser.Image.prototype.inCamera = function() { + + return this.game.world.camera.screenView.intersects(this.getBounds()); + +}; + /** * Changes the Texture the Sprite is using entirely. The old texture is removed and the new one is referenced or fetched from the Cache. * This causes a WebGL texture update, so use sparingly or in low-intensity portions of your game. @@ -270,11 +197,16 @@ Phaser.Image.prototype.loadTexture = function (key, frame) { } else { - if (typeof key === 'undefined' || this.game.cache.checkImageKey(key) === false) + if (key === null || typeof key === 'undefined') { key = '__default'; this.key = key; } + else if (typeof key === 'string' && this.game.cache.checkImageKey(key) === false) + { + key = '__missing'; + this.key = key; + } if (this.game.cache.isSpriteSheet(key)) { @@ -307,31 +239,19 @@ Phaser.Image.prototype.loadTexture = function (key, frame) { }; /** -* Moves the sprite so its center is located on the given x and y coordinates. -* Doesn't change the anchor point of the sprite. -* -* @method Phaser.Image#centerOn +* Crop allows you to crop the texture used to display this Image. Cropping takes place from the top-left of the Image and can be modified in real-time. +* +* @method Phaser.Image#crop * @memberof Phaser.Image -* @param {number} x - The x coordinate (in world space) to position the Sprite at. -* @param {number} y - The y coordinate (in world space) to position the Sprite at. -* @return (Phaser.Image) This instance. -Phaser.Image.prototype.centerOn = function(x, y) { +* @param {number} frame - If this Sprite is using part of a sprite sheet or texture atlas you can specify the exact frame to use by giving a string or numeric index. +*/ +Phaser.Image.prototype.crop = function(x, y, width, height) { - if (this.fixedToCamera) - { - this.cameraOffset.x = x + (this.cameraOffset.x - this.center.x); - this.cameraOffset.y = y + (this.cameraOffset.y - this.center.y); - } - else - { - this.x = x + (this.x - this.center.x); - this.y = y + (this.y - this.center.y); - } - - return this; + // this.crop = new Phaser.Rectangle(0, 0, this._cache.width, this._cache.height); + // this.texture.setFrame(this.crop); + // this.cropEnabled = false; }; -*/ /** * Brings a 'dead' Sprite back to life, optionally giving it the health value specified. @@ -340,7 +260,7 @@ Phaser.Image.prototype.centerOn = function(x, y) { * * @method Phaser.Image#revive * @memberof Phaser.Image -* @return (Phaser.Image) This instance. +* @return {Phaser.Image} This instance. */ Phaser.Image.prototype.revive = function() { @@ -365,7 +285,7 @@ Phaser.Image.prototype.revive = function() { * * @method Phaser.Image#kill * @memberof Phaser.Image -* @return (Phaser.Image) This instance. +* @return {Phaser.Image} This instance. */ Phaser.Image.prototype.kill = function() { @@ -423,7 +343,7 @@ Phaser.Image.prototype.destroy = function() { * @memberof Phaser.Image * @param {number} x - The x coordinate (in world space) to position the Sprite at. * @param {number} y - The y coordinate (in world space) to position the Sprite at. -* @return (Phaser.Image) This instance. +* @return {Phaser.Image} This instance. */ Phaser.Image.prototype.reset = function(x, y) { @@ -446,7 +366,7 @@ Phaser.Image.prototype.reset = function(x, y) { * * @method Phaser.Image#bringToTop * @memberof Phaser.Image -* @return (Phaser.Image) This instance. +* @return {Phaser.Image} This instance. */ Phaser.Image.prototype.bringToTop = function(child) { @@ -469,32 +389,24 @@ Phaser.Image.prototype.bringToTop = function(child) { /** * Indicates the rotation of the Sprite, in degrees, from its original orientation. Values from 0 to 180 represent clockwise rotation; values from 0 to -180 represent counterclockwise rotation. * Values outside this range are added to or subtracted from 360 to obtain a value within the range. For example, the statement player.angle = 450 is the same as player.angle = 90. -* If you wish to work in radians instead of degrees use the property Sprite.rotation instead. -* @name Phaser.Image#angle -* @property {number} angle - Gets or sets the Sprites angle of rotation in degrees. +* If you wish to work in radians instead of degrees use the property Sprite.rotation instead. Working in radians is also computationally faster. +* +* @method Phaser.Image#angle +* @memberof Phaser.Image +* @param {number} [value] - If given it will set the Images angle to this value. Value should be given in degrees. +* @return {number} The angle of this Image in degrees. */ -Object.defineProperty(Phaser.Image.prototype, 'angle', { +Phaser.Image.prototype.angle = function(value) { - get: function() { + if (typeof value === 'undefined') + { return Phaser.Math.wrapAngle(Phaser.Math.radToDeg(this.rotation)); - }, - - set: function(value) { + } + else + { this.rotation = Phaser.Math.degToRad(Phaser.Math.wrapAngle(value)); + + return Phaser.Math.radToDeg(this.rotation); } -}); - -/** -* @name Phaser.Image#inCamera -* @property {boolean} inCamera - Is this sprite visible to the camera or not? -* @readonly -*/ -Object.defineProperty(Phaser.Image.prototype, "inCamera", { - - get: function () { - return this._cache.cameraVisible; - } - -}); - +};