Updated DynamicTexture.setPixel, added GameMath.shuffleArray, fixed Animation.frame and created a few new tests

This commit is contained in:
Richard Davey
2013-05-18 03:05:28 +01:00
parent 55568592b5
commit 53aa43566e
21 changed files with 529 additions and 95 deletions
+33 -6
View File
@@ -42,6 +42,9 @@ module Phaser {
this.onTap = new Phaser.Signal();
this.onHold = new Phaser.Signal();
this.point = new Point();
this.circle = new Circle(0, 0, 44);
this.currentPointers = 0;
}
@@ -111,6 +114,21 @@ module Phaser {
*/
public gestures: Gestures;
/**
* A Point object representing the x/y screen coordinates of the Pointer.
* @property point
* @type {Point}
**/
public point: Point = null;
/**
* A Circle object centered on the x/y screen coordinates of the Input.
* Default size of 44px (Apples recommended "finger tip" size) but can be changed to anything
* @property circle
* @type {Circle}
**/
public circle: Circle = null;
/**
* X coordinate of the most recent Pointer event
* @type {Number}
@@ -371,7 +389,12 @@ module Phaser {
}
public reset() {
/**
* Reset all of the Pointers and Input states
* @method reset
* @param hard {Boolean} A soft reset (hard = false) won't reset any signals that might be bound. A hard reset will.
**/
public reset(hard?: bool = false) {
this.keyboard.reset();
@@ -386,13 +409,17 @@ module Phaser {
this.pointer9.reset();
this.pointer10.reset();
this.onDown = new Phaser.Signal();
this.onUp = new Phaser.Signal();
this.onTap = new Phaser.Signal();
this.onHold = new Phaser.Signal();
this.currentPointers = 0;
if (hard == true)
{
this.onDown = new Phaser.Signal();
this.onUp = new Phaser.Signal();
this.onTap = new Phaser.Signal();
this.onHold = new Phaser.Signal();
}
}
/**