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https://github.com/wassname/phaser.git
synced 2026-07-16 01:20:13 +08:00
Fixed issue with Pointer speed not resetting and moved some more render methods to the Debug class.
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@@ -392,7 +392,7 @@ module Phaser.Components.Sprite {
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if (this.bringToTop)
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{
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this._parent.group.bringToTop(this._parent);
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this._parent.bringToTop();
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}
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}
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@@ -618,7 +618,7 @@ module Phaser.Components.Sprite {
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if (this.bringToTop)
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{
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this._parent.group.bringToTop(this._parent);
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this._parent.bringToTop();
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}
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this._parent.events.onDragStart.dispatch(this._parent, pointer);
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@@ -134,7 +134,6 @@ module Phaser {
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return <Group> this._world.group.add(new Group(this._game, maxSize));
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}
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/**
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* Create a new Particle.
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*
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@@ -207,6 +206,17 @@ module Phaser {
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return this._world.group.add(sprite);
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}
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/**
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* Add an existing Group to the current world.
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* Note: This doesn't check or update the objects reference to Game. If that is wrong, all kinds of things will break.
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*
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* @param group The Group to add to the Game World
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* @return {Phaser.Group} The Group object
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*/
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public existingGroup(group: Group): Group {
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return this._world.group.add(group);
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}
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/**
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* Add an existing Button to the current world.
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* Note: This doesn't check or update the objects reference to Game. If that is wrong, all kinds of things will break.
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@@ -237,6 +237,18 @@ module Phaser {
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}
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/**
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* Brings this Sprite to the top of its current Group, if set.
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*/
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public bringToTop() {
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if (this.group)
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{
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this.group.bringToTop(this);
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}
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}
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/**
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* The scale of the Sprite. A value of 1 is original scale. 0.5 is half size. 2 is double the size.
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* This is a reference to Sprite.transform.scale
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@@ -377,6 +377,10 @@ module Phaser {
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**/
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public activePointer: Pointer = null;
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public inputObjects = [];
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public totalTrackedObjects: number = 0;
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/**
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* The X coordinate of the most recently active pointer.
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* This value takes game scaling into account automatically. See Pointer.screenX/clientX for source values.
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@@ -469,9 +473,6 @@ module Phaser {
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}
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public inputObjects = [];
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public totalTrackedObjects: number = 0;
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/**
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* Adds a new game object to be tracked by the Input Manager. Called by the Sprite.Input component, should not usually be called directly.
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* @method addGameObject
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@@ -536,7 +537,6 @@ module Phaser {
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if (this.pointer9) { this.pointer9.update(); }
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if (this.pointer10) { this.pointer10.update(); }
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}
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/**
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@@ -591,6 +591,11 @@ module Phaser {
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}
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public resetSpeed(x: number, y: number) {
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this._oldPosition.setTo(x, y);
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this.speed.setTo(0, 0);
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}
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/**
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* Get the total number of inactive Pointers
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* @method totalInactivePointers
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@@ -337,7 +337,9 @@ module Phaser {
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//this.game.input.y = this.y * this.game.input.scale.y;
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this.game.input.x = this.x;
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this.game.input.y = this.y;
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this.game.input.position.setTo(this.x, this.y);
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this.game.input.onDown.dispatch(this);
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this.game.input.resetSpeed(this.x, this.y);
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}
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this._stateReset = false;
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+39
-24
@@ -63,12 +63,12 @@ module Phaser {
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DebugUtils.context.fillText('Vert 3 x: ' + (body.shapes[0].tverts[2].x * 50) + ' y: ' + (body.shapes[0].tverts[2].y * 50), x, y + 84);
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DebugUtils.context.fillText('Vert 4 x: ' + (body.shapes[0].tverts[3].x * 50) + ' y: ' + (body.shapes[0].tverts[3].y * 50), x, y + 98);
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/*
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DebugUtils.context.fillText('Vert 1 x: ' + body.shapes[0].verts[0].x.toFixed(1) + ' y: ' + body.shapes[0].verts[0].y.toFixed(1), x, y + 56);
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DebugUtils.context.fillText('Vert 2 x: ' + body.shapes[0].verts[1].x.toFixed(1) + ' y: ' + body.shapes[0].verts[1].y.toFixed(1), x, y + 70);
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DebugUtils.context.fillText('Vert 3 x: ' + body.shapes[0].verts[2].x.toFixed(1) + ' y: ' + body.shapes[0].verts[2].y.toFixed(1), x, y + 84);
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DebugUtils.context.fillText('Vert 4 x: ' + body.shapes[0].verts[3].x.toFixed(1) + ' y: ' + body.shapes[0].verts[3].y.toFixed(1), x, y + 98);
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*/
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/*
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DebugUtils.context.fillText('Vert 1 x: ' + body.shapes[0].verts[0].x.toFixed(1) + ' y: ' + body.shapes[0].verts[0].y.toFixed(1), x, y + 56);
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DebugUtils.context.fillText('Vert 2 x: ' + body.shapes[0].verts[1].x.toFixed(1) + ' y: ' + body.shapes[0].verts[1].y.toFixed(1), x, y + 70);
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DebugUtils.context.fillText('Vert 3 x: ' + body.shapes[0].verts[2].x.toFixed(1) + ' y: ' + body.shapes[0].verts[2].y.toFixed(1), x, y + 84);
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DebugUtils.context.fillText('Vert 4 x: ' + body.shapes[0].verts[3].x.toFixed(1) + ' y: ' + body.shapes[0].verts[3].y.toFixed(1), x, y + 98);
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*/
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}
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@@ -104,6 +104,20 @@ module Phaser {
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}
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/**
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* Render text
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* @param x {number} X position of the debug info to be rendered.
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* @param y {number} Y position of the debug info to be rendered.
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* @param [color] {number} color of the debug info to be rendered. (format is css color string)
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*/
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static renderText(text: string, x: number, y: number, color?: string = 'rgb(255,255,255)') {
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DebugUtils.context.font = '16px Courier';
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DebugUtils.context.fillStyle = color;
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DebugUtils.context.fillText(text, x, y);
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}
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static renderPhysicsBody(body: Phaser.Physics.Body, lineWidth: number = 1, fillStyle: string = 'rgba(0,255,0,0.2)', sleepStyle: string = 'rgba(100,100,100,0.2)') {
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for (var s = 0; s < body.shapesLength; s++)
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@@ -114,35 +128,36 @@ module Phaser {
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{
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var verts = body.shapes[s].tverts;
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// DebugUtils.context.moveTo(body.position.x * 50 + verts[0].x, body.position.y * 50 + verts[0].y);
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// DebugUtils.context.moveTo(body.position.x * 50 + verts[0].x, body.position.y * 50 + verts[0].y);
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DebugUtils.context.moveTo(verts[0].x * 50, verts[0].y * 50);
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for (var i = 1; i < verts.length; i++) {
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// DebugUtils.context.lineTo(body.position.x * 50 + verts[i].x, body.position.y * 50 + verts[i].y);
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for (var i = 1; i < verts.length; i++)
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{
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// DebugUtils.context.lineTo(body.position.x * 50 + verts[i].x, body.position.y * 50 + verts[i].y);
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DebugUtils.context.lineTo(verts[i].x * 50, verts[i].y * 50);
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}
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}
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// DebugUtils.context.lineTo(body.position.x * 50 + verts[0].x, body.position.y * 50 + verts[0].y);
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// DebugUtils.context.lineTo(body.position.x * 50 + verts[0].x, body.position.y * 50 + verts[0].y);
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DebugUtils.context.lineTo(verts[0].x * 50, verts[0].y * 50);
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}
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else if (body.shapes[s].type == Phaser.Physics.Manager.SHAPE_TYPE_CIRCLE)
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{
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var circle = <Phaser.Physics.Shapes.Circle> body.shapes[s];
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DebugUtils.context.arc(circle.tc.x * 50, circle.tc.y * 50, circle.radius * 50, 0, Math.PI * 2, false);
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{
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var circle = <Phaser.Physics.Shapes.Circle> body.shapes[s];
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DebugUtils.context.arc(circle.tc.x * 50, circle.tc.y * 50, circle.radius * 50, 0, Math.PI * 2, false);
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}
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DebugUtils.context.closePath();
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DebugUtils.context.closePath();
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if (body.isAwake)
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{
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DebugUtils.context.fillStyle = fillStyle;
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}
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else
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{
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DebugUtils.context.fillStyle = sleepStyle;
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}
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if (body.isAwake)
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{
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DebugUtils.context.fillStyle = fillStyle;
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}
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else
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{
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DebugUtils.context.fillStyle = sleepStyle;
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}
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DebugUtils.context.fill();
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DebugUtils.context.fill();
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}
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@@ -61,8 +61,9 @@ TODO:
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* Ability to layer another DOM object and have it controlled by the game somehow. Can then do stacked canvas effects.
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* Stage lost to mute
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* When game is paused Pointer shouldn't process targetObjects / change cursor
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* Need to limit touch priority of items in groups?
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* Bring to Top doesn't seem to respect the group they are in
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* Add crop support
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V1.0.0
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@@ -158,7 +159,8 @@ V1.0.0
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* Dropped the StageScaleMode.setScreenSize iterations count from 40 down to 10 and document min body height to 2000px.
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* Added Phaser.Net for browser and network specific functions, currently includes query string parsing and updating methods.
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* Added a new CSS3 Filters component. Apply blur, grayscale, sepia, brightness, contrast, hue rotation, invert, opacity and saturate filters to the games stage.
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* Fixed the CircleUtils.contains and containsPoint methods
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* Fixed the CircleUtils.contains and containsPoint methods.
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* Fixed issue with Input.speed values being too high on touch events.
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