mirror of
https://github.com/wassname/phaser.git
synced 2026-08-12 12:20:38 +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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