mirror of
https://github.com/wassname/phaser.git
synced 2026-08-06 13:31:05 +08:00
Updated DynamicTexture.setPixel, added GameMath.shuffleArray, fixed Animation.frame and created a few new tests
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@@ -42,6 +42,9 @@ module Phaser {
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this.onTap = new Phaser.Signal();
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this.onHold = new Phaser.Signal();
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this.point = new Point();
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this.circle = new Circle(0, 0, 44);
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this.currentPointers = 0;
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}
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@@ -111,6 +114,21 @@ module Phaser {
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*/
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public gestures: Gestures;
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/**
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* A Point object representing the x/y screen coordinates of the Pointer.
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* @property point
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* @type {Point}
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**/
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public point: Point = null;
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/**
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* A Circle object centered on the x/y screen coordinates of the Input.
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* Default size of 44px (Apples recommended "finger tip" size) but can be changed to anything
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* @property circle
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* @type {Circle}
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**/
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public circle: Circle = null;
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/**
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* X coordinate of the most recent Pointer event
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* @type {Number}
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@@ -371,7 +389,12 @@ module Phaser {
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}
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public reset() {
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/**
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* Reset all of the Pointers and Input states
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* @method reset
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* @param hard {Boolean} A soft reset (hard = false) won't reset any signals that might be bound. A hard reset will.
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**/
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public reset(hard?: bool = false) {
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this.keyboard.reset();
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@@ -386,13 +409,17 @@ module Phaser {
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this.pointer9.reset();
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this.pointer10.reset();
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this.onDown = new Phaser.Signal();
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this.onUp = new Phaser.Signal();
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this.onTap = new Phaser.Signal();
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this.onHold = new Phaser.Signal();
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this.currentPointers = 0;
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if (hard == true)
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{
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this.onDown = new Phaser.Signal();
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this.onUp = new Phaser.Signal();
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this.onTap = new Phaser.Signal();
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this.onHold = new Phaser.Signal();
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}
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}
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/**
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@@ -370,12 +370,16 @@ module Phaser {
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this.y = this.pageY - this._game.stage.offset.y;
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this.pointB.setTo(this.x, this.y);
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this.circle.setTo(this.x, this.y, 44);
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this.circle.x = this.x;
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this.circle.y = this.y;
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if (this._game.input.multiInputOverride == Input.MOUSE_OVERRIDES_TOUCH || this._game.input.multiInputOverride == Input.MOUSE_TOUCH_COMBINE || (this._game.input.multiInputOverride == Input.TOUCH_OVERRIDES_MOUSE && this._game.input.currentPointers == 0))
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{
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this._game.input.x = this.x * this._game.input.scaleX;
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this._game.input.y = this.y * this._game.input.scaleY;
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this._game.input.point.setTo(this._game.input.x, this._game.input.y);
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this._game.input.circle.x = this._game.input.x;
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this._game.input.circle.y = this._game.input.y;
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}
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return this;
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@@ -507,16 +511,16 @@ module Phaser {
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}
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this._game.stage.context.beginPath();
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this._game.stage.context.arc(this.x, this.y, this.circle.radius * 2, 0, Math.PI * 2);
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this._game.stage.context.arc(this.x, this.y, this.circle.radius, 0, Math.PI * 2);
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if (this.active)
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{
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this._game.stage.context.fillStyle = 'rgb(0,255,0)';
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this._game.stage.context.fillStyle = 'rgba(0,255,0,0.5)';
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this._game.stage.context.strokeStyle = 'rgb(0,255,0)';
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}
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else
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{
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this._game.stage.context.fillStyle = 'rgb(100,0,0)';
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this._game.stage.context.fillStyle = 'rgba(255,0,0,0.5)';
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this._game.stage.context.strokeStyle = 'rgb(100,0,0)';
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}
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