mirror of
https://github.com/wassname/phaser.git
synced 2026-08-20 12:40:12 +08:00
Lots of updates across input, rendering and grouping
This commit is contained in:
@@ -116,6 +116,10 @@
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<DependentUpon>shake.ts</DependentUpon>
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</Content>
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<TypeScriptCompile Include="input\multitouch.ts" />
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<TypeScriptCompile Include="groups\display order.ts" />
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<Content Include="groups\display order.js">
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<DependentUpon>display order.ts</DependentUpon>
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</Content>
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<Content Include="input\multitouch.js">
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<DependentUpon>multitouch.ts</DependentUpon>
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</Content>
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@@ -0,0 +1,32 @@
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/// <reference path="../../Phaser/Game.ts" />
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(function () {
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var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
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function init() {
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myGame.loader.addImageFile('atari1', 'assets/sprites/atari130xe.png');
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myGame.loader.addImageFile('atari2', 'assets/sprites/atari800xl.png');
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myGame.loader.addImageFile('card', 'assets/sprites/mana_card.png');
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myGame.loader.load();
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}
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var items;
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var card;
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function create() {
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items = myGame.createGroup();
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// Items are rendered in the depth order in which they are added to the Group
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items.add(myGame.createSprite(64, 100, 'atari1'));
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card = items.add(myGame.createSprite(240, 80, 'card'));
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items.add(myGame.createSprite(280, 100, 'atari2'));
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myGame.input.onTap.addOnce(removeCard, this);
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}
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function removeCard() {
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// Now let's kill the card sprite
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card.kill();
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myGame.input.onTap.addOnce(replaceCard, this);
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}
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function replaceCard() {
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// And bring it back to life again - I assume it will render in the same place as before?
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var bob = items.getFirstDead();
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bob.revive();
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}
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function update() {
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}
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})();
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@@ -0,0 +1,56 @@
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/// <reference path="../../Phaser/Game.ts" />
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(function () {
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var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
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function init() {
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myGame.loader.addImageFile('atari1', 'assets/sprites/atari130xe.png');
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myGame.loader.addImageFile('atari2', 'assets/sprites/atari800xl.png');
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myGame.loader.addImageFile('card', 'assets/sprites/mana_card.png');
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myGame.loader.load();
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}
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var items: Phaser.Group;
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var card: Phaser.Sprite;
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function create() {
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items = myGame.createGroup();
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// Items are rendered in the depth order in which they are added to the Group
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items.add(myGame.createSprite(64, 100, 'atari1'));
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card = <Phaser.Sprite> items.add(myGame.createSprite(240, 80, 'card'));
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items.add(myGame.createSprite(280, 100, 'atari2'));
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myGame.input.onTap.addOnce(removeCard, this);
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}
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function removeCard() {
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// Now let's kill the card sprite
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card.kill();
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myGame.input.onTap.addOnce(replaceCard, this);
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}
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function replaceCard() {
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// And bring it back to life again - I assume it will render in the same place as before?
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var bob = items.getFirstDead();
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bob.revive();
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}
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function update() {
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}
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})();
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+16
-19
@@ -14,29 +14,26 @@
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function create() {
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balls = myGame.createGroup();
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myGame.input.onTap.add(tapped, this);
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myGame.input.onDoubleTap.add(doubleTapped, this);
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}
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function doubleTapped(pointer) {
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var tempBall = new Phaser.Sprite(myGame, pointer.x, pointer.y, 'ball' + Math.round(Math.random() * 5));
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tempBall.outOfBoundsAction = Phaser.GameObject.OUT_OF_BOUNDS_KILL;
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tempBall.velocity.y = 100 + Math.random() * 150;
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tempBall.elasticity = 0.9;
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tempBall.scale.setTo(4, 4);
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balls.add(tempBall);
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}
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function tapped(pointer) {
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var tempBall = new Phaser.Sprite(myGame, pointer.x, pointer.y, 'ball' + Math.round(Math.random() * 5));
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tempBall.outOfBoundsAction = Phaser.GameObject.OUT_OF_BOUNDS_KILL;
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tempBall.velocity.y = 100 + Math.random() * 150;
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tempBall.elasticity = 0.9;
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balls.add(tempBall);
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function tapped(pointer, doubleTap) {
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if(balls.countDead() > 0) {
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var tempBall = balls.getFirstDead();
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tempBall.revive();
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tempBall.x = pointer.x;
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tempBall.y = pointer.y;
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} else {
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var tempBall = new Phaser.Sprite(myGame, pointer.x, pointer.y, 'ball' + Math.round(Math.random() * 5));
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tempBall.setBoundsFromWorld(Phaser.GameObject.OUT_OF_BOUNDS_KILL);
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balls.add(tempBall);
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}
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tempBall.velocity.y = 150;
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if(doubleTap) {
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tempBall.scale.setTo(4, 4);
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}
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}
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function update() {
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}
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function render() {
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myGame.input.renderDebugInfo(16, 16);
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//myGame.input.pointer1.renderDebug(true);
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//myGame.input.pointer2.renderDebug(true);
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//myGame.input.pointer3.renderDebug(true);
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}
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}
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})();
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+19
-20
@@ -24,28 +24,31 @@
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balls = myGame.createGroup();
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myGame.input.onTap.add(tapped, this);
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myGame.input.onDoubleTap.add(doubleTapped, this);
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}
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function doubleTapped(pointer: Phaser.Pointer) {
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function tapped(pointer: Phaser.Pointer, doubleTap: bool) {
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var tempBall: Phaser.Sprite = new Phaser.Sprite(myGame, pointer.x, pointer.y, 'ball' + Math.round(Math.random() * 5));
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tempBall.outOfBoundsAction = Phaser.GameObject.OUT_OF_BOUNDS_KILL;
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tempBall.velocity.y = 100 + Math.random() * 150;
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tempBall.elasticity = 0.9;
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tempBall.scale.setTo(4, 4);
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balls.add(tempBall);
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if (balls.countDead() > 0)
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{
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var tempBall: Phaser.Sprite = <Phaser.Sprite> balls.getFirstDead();
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tempBall.revive();
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tempBall.x = pointer.x;
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tempBall.y = pointer.y;
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}
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else
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{
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var tempBall: Phaser.Sprite = new Phaser.Sprite(myGame, pointer.x, pointer.y, 'ball' + Math.round(Math.random() * 5));
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tempBall.setBoundsFromWorld(Phaser.GameObject.OUT_OF_BOUNDS_KILL);
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balls.add(tempBall);
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}
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}
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tempBall.velocity.y = 150;
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function tapped(pointer: Phaser.Pointer) {
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var tempBall: Phaser.Sprite = new Phaser.Sprite(myGame, pointer.x, pointer.y, 'ball' + Math.round(Math.random() * 5));
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tempBall.outOfBoundsAction = Phaser.GameObject.OUT_OF_BOUNDS_KILL;
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tempBall.velocity.y = 100 + Math.random() * 150;
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tempBall.elasticity = 0.9;
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balls.add(tempBall);
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if (doubleTap)
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{
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tempBall.scale.setTo(4, 4);
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}
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}
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@@ -56,10 +59,6 @@
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myGame.input.renderDebugInfo(16, 16);
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//myGame.input.pointer1.renderDebug(true);
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//myGame.input.pointer2.renderDebug(true);
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//myGame.input.pointer3.renderDebug(true);
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}
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})();
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+174
-126
@@ -23,6 +23,8 @@ var Phaser;
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this.visible = true;
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this.alive = true;
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this.isGroup = false;
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this.ignoreGlobalUpdate = false;
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this.ignoreGlobalRender = false;
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this.ignoreDrawDebug = false;
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}
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Basic.prototype.destroy = /**
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@@ -41,14 +43,16 @@ var Phaser;
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* Override this to update your class's position and appearance.
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* This is where most of your game rules and behavioral code will go.
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*/
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function () {
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function (forceUpdate) {
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if (typeof forceUpdate === "undefined") { forceUpdate = false; }
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};
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Basic.prototype.postUpdate = /**
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* Post-update is called right after <code>update()</code> on each object in the game loop.
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*/
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function () {
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};
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Basic.prototype.render = function (camera, cameraOffsetX, cameraOffsetY) {
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Basic.prototype.render = function (camera, cameraOffsetX, cameraOffsetY, forceRender) {
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if (typeof forceRender === "undefined") { forceRender = false; }
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};
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Basic.prototype.kill = /**
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* Handy for "killing" game objects.
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@@ -512,6 +516,8 @@ var Phaser;
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// Input
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this.inputEnabled = false;
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this._inputOver = false;
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this.canvas = game.stage.canvas;
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this.context = game.stage.context;
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this.bounds = new Phaser.Rectangle(x, y, width, height);
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this.exists = true;
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this.active = true;
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@@ -559,7 +565,6 @@ var Phaser;
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* Pre-update is called right before update() on each object in the game loop.
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*/
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function () {
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// flicker time
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this.last.x = this.bounds.x;
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this.last.y = this.bounds.y;
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};
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@@ -869,6 +874,16 @@ var Phaser;
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function (x, y, width, height) {
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this.worldBounds = new Phaser.Quad(x, y, width, height);
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};
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GameObject.prototype.setBoundsFromWorld = /**
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* Set the world bounds that this GameObject can exist within based on the size of the current game world.
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*
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* @param action {number} The action to take if the object hits the world bounds, either OUT_OF_BOUNDS_KILL or OUT_OF_BOUNDS_STOP
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*/
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function (action) {
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if (typeof action === "undefined") { action = GameObject.OUT_OF_BOUNDS_STOP; }
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this.setBounds(this._game.world.bounds.x, this._game.world.bounds.y, this._game.world.bounds.width, this._game.world.bounds.height);
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this.outOfBoundsAction = action;
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};
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GameObject.prototype.hideFromCamera = /**
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* If you do not wish this object to be visible to a specific camera, pass the camera here.
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*
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@@ -1620,8 +1635,8 @@ var Phaser;
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}
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// Alpha
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if(this.alpha !== 1) {
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var globalAlpha = this._game.stage.context.globalAlpha;
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this._game.stage.context.globalAlpha = this.alpha;
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var globalAlpha = this.context.globalAlpha;
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this.context.globalAlpha = this.alpha;
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}
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this._sx = 0;
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this._sy = 0;
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@@ -1667,15 +1682,15 @@ var Phaser;
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}
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// Rotation - needs to work from origin point really, but for now from center
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if(this.angle !== 0 || this.rotationOffset !== 0 || this.flipped == true) {
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this._game.stage.context.save();
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this._game.stage.context.translate(this._dx + (this._dw / 2), this._dy + (this._dh / 2));
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this.context.save();
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this.context.translate(this._dx + (this._dw / 2), this._dy + (this._dh / 2));
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if(this.renderRotation == true && (this.angle !== 0 || this.rotationOffset !== 0)) {
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this._game.stage.context.rotate((this.rotationOffset + this.angle) * (Math.PI / 180));
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this.context.rotate((this.rotationOffset + this.angle) * (Math.PI / 180));
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}
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this._dx = -(this._dw / 2);
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this._dy = -(this._dh / 2);
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if(this.flipped == true) {
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this._game.stage.context.scale(-1, 1);
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this.context.scale(-1, 1);
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}
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}
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this._sx = Math.round(this._sx);
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@@ -1688,7 +1703,7 @@ var Phaser;
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this._dh = Math.round(this._dh);
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if(this._texture != null) {
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if(this._dynamicTexture) {
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this._game.stage.context.drawImage(this._texture.canvas, // Source Image
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this.context.drawImage(this._texture.canvas, // Source Image
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this._sx, // Source X (location within the source image)
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this._sy, // Source Y
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this._sw, // Source Width
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@@ -1699,7 +1714,7 @@ var Phaser;
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this._dh);
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// Destination Height (always same as Source Height unless scaled)
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} else {
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this._game.stage.context.drawImage(this._texture, // Source Image
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this.context.drawImage(this._texture, // Source Image
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this._sx, // Source X (location within the source image)
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this._sy, // Source Y
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this._sw, // Source Width
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@@ -1711,18 +1726,18 @@ var Phaser;
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// Destination Height (always same as Source Height unless scaled)
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}
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} else {
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this._game.stage.context.fillStyle = this.fillColor;
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this._game.stage.context.fillRect(this._dx, this._dy, this._dw, this._dh);
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this.context.fillStyle = this.fillColor;
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this.context.fillRect(this._dx, this._dy, this._dw, this._dh);
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}
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if(this.flipped === true || this.rotation !== 0 || this.rotationOffset !== 0) {
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//this._game.stage.context.translate(0, 0);
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this._game.stage.context.restore();
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//this.context.translate(0, 0);
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this.context.restore();
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}
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if(this.renderDebug) {
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this.renderBounds(camera, cameraOffsetX, cameraOffsetY);
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}
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if(globalAlpha > -1) {
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this._game.stage.context.globalAlpha = globalAlpha;
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this.context.globalAlpha = globalAlpha;
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}
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return true;
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};
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@@ -1735,30 +1750,30 @@ var Phaser;
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function (camera, cameraOffsetX, cameraOffsetY) {
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this._dx = cameraOffsetX + (this.bounds.topLeft.x - camera.worldView.x);
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this._dy = cameraOffsetY + (this.bounds.topLeft.y - camera.worldView.y);
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this._game.stage.context.fillStyle = this.renderDebugColor;
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this._game.stage.context.fillRect(this._dx, this._dy, this._dw, this._dh);
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this._game.stage.context.fillStyle = this.renderDebugPointColor;
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this.context.fillStyle = this.renderDebugColor;
|
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this.context.fillRect(this._dx, this._dy, this._dw, this._dh);
|
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this.context.fillStyle = this.renderDebugPointColor;
|
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var hw = this.bounds.halfWidth * this.scale.x;
|
||||
var hh = this.bounds.halfHeight * this.scale.y;
|
||||
var sw = (this.bounds.width * this.scale.x) - 1;
|
||||
var sh = (this.bounds.height * this.scale.y) - 1;
|
||||
this._game.stage.context.fillRect(this._dx, this._dy, 1, 1)// top left
|
||||
this.context.fillRect(this._dx, this._dy, 1, 1)// top left
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||||
;
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||||
this._game.stage.context.fillRect(this._dx + hw, this._dy, 1, 1)// top center
|
||||
this.context.fillRect(this._dx + hw, this._dy, 1, 1)// top center
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||||
;
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this._game.stage.context.fillRect(this._dx + sw, this._dy, 1, 1)// top right
|
||||
this.context.fillRect(this._dx + sw, this._dy, 1, 1)// top right
|
||||
;
|
||||
this._game.stage.context.fillRect(this._dx, this._dy + hh, 1, 1)// left center
|
||||
this.context.fillRect(this._dx, this._dy + hh, 1, 1)// left center
|
||||
;
|
||||
this._game.stage.context.fillRect(this._dx + hw, this._dy + hh, 1, 1)// center
|
||||
this.context.fillRect(this._dx + hw, this._dy + hh, 1, 1)// center
|
||||
;
|
||||
this._game.stage.context.fillRect(this._dx + sw, this._dy + hh, 1, 1)// right center
|
||||
this.context.fillRect(this._dx + sw, this._dy + hh, 1, 1)// right center
|
||||
;
|
||||
this._game.stage.context.fillRect(this._dx, this._dy + sh, 1, 1)// bottom left
|
||||
this.context.fillRect(this._dx, this._dy + sh, 1, 1)// bottom left
|
||||
;
|
||||
this._game.stage.context.fillRect(this._dx + hw, this._dy + sh, 1, 1)// bottom center
|
||||
this.context.fillRect(this._dx + hw, this._dy + sh, 1, 1)// bottom center
|
||||
;
|
||||
this._game.stage.context.fillRect(this._dx + sw, this._dy + sh, 1, 1)// bottom right
|
||||
this.context.fillRect(this._dx + sw, this._dy + sh, 1, 1)// bottom right
|
||||
;
|
||||
};
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||||
Sprite.prototype.renderDebugInfo = /**
|
||||
@@ -1769,11 +1784,11 @@ var Phaser;
|
||||
*/
|
||||
function (x, y, color) {
|
||||
if (typeof color === "undefined") { color = 'rgb(255,255,255)'; }
|
||||
this._game.stage.context.fillStyle = color;
|
||||
this._game.stage.context.fillText('Sprite: ' + this.name + ' (' + this.bounds.width + ' x ' + this.bounds.height + ')', x, y);
|
||||
this._game.stage.context.fillText('x: ' + this.bounds.x.toFixed(1) + ' y: ' + this.bounds.y.toFixed(1) + ' rotation: ' + this.angle.toFixed(1), x, y + 14);
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||||
this._game.stage.context.fillText('dx: ' + this._dx.toFixed(1) + ' dy: ' + this._dy.toFixed(1) + ' dw: ' + this._dw.toFixed(1) + ' dh: ' + this._dh.toFixed(1), x, y + 28);
|
||||
this._game.stage.context.fillText('sx: ' + this._sx.toFixed(1) + ' sy: ' + this._sy.toFixed(1) + ' sw: ' + this._sw.toFixed(1) + ' sh: ' + this._sh.toFixed(1), x, y + 42);
|
||||
this.context.fillStyle = color;
|
||||
this.context.fillText('Sprite: ' + this.name + ' (' + this.bounds.width + ' x ' + this.bounds.height + ')', x, y);
|
||||
this.context.fillText('x: ' + this.bounds.x.toFixed(1) + ' y: ' + this.bounds.y.toFixed(1) + ' rotation: ' + this.angle.toFixed(1), x, y + 14);
|
||||
this.context.fillText('dx: ' + this._dx.toFixed(1) + ' dy: ' + this._dy.toFixed(1) + ' dw: ' + this._dw.toFixed(1) + ' dh: ' + this._dh.toFixed(1), x, y + 28);
|
||||
this.context.fillText('sx: ' + this._sx.toFixed(1) + ' sy: ' + this._sy.toFixed(1) + ' sw: ' + this._sw.toFixed(1) + ' sh: ' + this._sh.toFixed(1), x, y + 42);
|
||||
};
|
||||
return Sprite;
|
||||
})(Phaser.GameObject);
|
||||
@@ -5842,12 +5857,33 @@ var Phaser;
|
||||
this.context.putImageData(sourceTexture.getPixels(sourceRect), destPoint.x, destPoint.y);
|
||||
}
|
||||
};
|
||||
DynamicTexture.prototype.assignCanvasToGameObjects = /**
|
||||
* Given an array of GameObjects it will update each of them so that their canvas/contexts reference this DynamicTexture
|
||||
* @param objects {Array} An array of GameObjects, or objects that inherit from it such as Sprites
|
||||
*/
|
||||
function (objects) {
|
||||
for(var i = 0; i < objects.length; i++) {
|
||||
objects[i].canvas = this.canvas;
|
||||
objects[i].context = this.context;
|
||||
}
|
||||
};
|
||||
DynamicTexture.prototype.clear = /**
|
||||
* Clear the whole canvas.
|
||||
*/
|
||||
function () {
|
||||
this.context.clearRect(0, 0, this.bounds.width, this.bounds.height);
|
||||
};
|
||||
DynamicTexture.prototype.render = /**
|
||||
* Renders this DynamicTexture to the Stage at the given x/y coordinates
|
||||
*
|
||||
* @param x {number} The X coordinate to render on the stage to (given in screen coordinates, not world)
|
||||
* @param y {number} The Y coordinate to render on the stage to (given in screen coordinates, not world)
|
||||
*/
|
||||
function (x, y) {
|
||||
if (typeof x === "undefined") { x = 0; }
|
||||
if (typeof y === "undefined") { y = 0; }
|
||||
this._game.stage.context.drawImage(this.canvas, x, y);
|
||||
};
|
||||
Object.defineProperty(DynamicTexture.prototype, "width", {
|
||||
get: function () {
|
||||
return this.bounds.width;
|
||||
@@ -6807,14 +6843,18 @@ var Phaser;
|
||||
Group.prototype.update = /**
|
||||
* Automatically goes through and calls update on everything you added.
|
||||
*/
|
||||
function () {
|
||||
function (forceUpdate) {
|
||||
if (typeof forceUpdate === "undefined") { forceUpdate = false; }
|
||||
if(this.ignoreGlobalUpdate && forceUpdate == false) {
|
||||
return;
|
||||
}
|
||||
var basic;
|
||||
var i = 0;
|
||||
while(i < this.length) {
|
||||
basic = this.members[i++];
|
||||
if((basic != null) && basic.exists && basic.active) {
|
||||
if((basic != null) && basic.exists && basic.active && basic.ignoreGlobalUpdate == false) {
|
||||
basic.preUpdate();
|
||||
basic.update();
|
||||
basic.update(forceUpdate);
|
||||
basic.postUpdate();
|
||||
}
|
||||
}
|
||||
@@ -6822,13 +6862,17 @@ var Phaser;
|
||||
Group.prototype.render = /**
|
||||
* Automatically goes through and calls render on everything you added.
|
||||
*/
|
||||
function (camera, cameraOffsetX, cameraOffsetY) {
|
||||
function (camera, cameraOffsetX, cameraOffsetY, forceRender) {
|
||||
if (typeof forceRender === "undefined") { forceRender = false; }
|
||||
if(this.ignoreGlobalRender && forceRender == false) {
|
||||
return;
|
||||
}
|
||||
var basic;
|
||||
var i = 0;
|
||||
while(i < this.length) {
|
||||
basic = this.members[i++];
|
||||
if((basic != null) && basic.exists && basic.visible) {
|
||||
basic.render(camera, cameraOffsetX, cameraOffsetY);
|
||||
if((basic != null) && basic.exists && basic.visible && basic.ignoreGlobalRender == false) {
|
||||
basic.render(camera, cameraOffsetX, cameraOffsetY, forceRender);
|
||||
}
|
||||
}
|
||||
};
|
||||
@@ -7508,6 +7552,7 @@ var Phaser;
|
||||
this._onFileLoad = onFileLoadCallback;
|
||||
if(this._keys.length > 0) {
|
||||
this._progressChunk = 100 / this._keys.length;
|
||||
console.log('prog chunk', this._progressChunk);
|
||||
this.loadFile();
|
||||
} else {
|
||||
this.progress = 1;
|
||||
@@ -7647,8 +7692,10 @@ var Phaser;
|
||||
*/
|
||||
function (previousKey, success) {
|
||||
this.progress = Math.round(this.progress + this._progressChunk);
|
||||
if(this.progress > 1) {
|
||||
this.progress = 1;
|
||||
//this.progress = this.progress + this._progressChunk;
|
||||
console.log('progress', this.progress);
|
||||
if(this.progress > 100) {
|
||||
this.progress = 100;
|
||||
}
|
||||
if(this._onFileLoad) {
|
||||
this._onFileLoad.call(this._game.callbackContext, this.progress, previousKey, success);
|
||||
@@ -9889,12 +9936,12 @@ var Phaser;
|
||||
World.prototype.createGroup = /**
|
||||
* Create a new object container.
|
||||
*
|
||||
* @param [MaxSize] {number} capacity of this group.
|
||||
* @param [maxSize] {number} capacity of this group.
|
||||
* @returns {Group} The newly created group.
|
||||
*/
|
||||
function (MaxSize) {
|
||||
if (typeof MaxSize === "undefined") { MaxSize = 0; }
|
||||
return this.group.add(new Phaser.Group(this._game, MaxSize));
|
||||
function (maxSize) {
|
||||
if (typeof maxSize === "undefined") { maxSize = 0; }
|
||||
return this.group.add(new Phaser.Group(this._game, maxSize));
|
||||
};
|
||||
World.prototype.createScrollZone = /**
|
||||
* Create a new ScrollZone object with image key, position and size.
|
||||
@@ -10995,16 +11042,18 @@ var Phaser;
|
||||
* @param {Any} event
|
||||
*/
|
||||
function (event) {
|
||||
console.log('duration', this.duration);
|
||||
this.timeUp = this._game.time.now;
|
||||
if(this._game.input.multiInputOverride == Phaser.Input.MOUSE_OVERRIDES_TOUCH || this._game.input.multiInputOverride == Phaser.Input.MOUSE_TOUCH_COMBINE || (this._game.input.multiInputOverride == Phaser.Input.TOUCH_OVERRIDES_MOUSE && this._game.input.currentPointers == 0)) {
|
||||
this._game.input.onUp.dispatch(this);
|
||||
// Was it a tap?
|
||||
if(this.duration >= 0 && this.duration <= this._game.input.tapRate) {
|
||||
// Yes, let's dispatch the signal
|
||||
this._game.input.onTap.dispatch(this);
|
||||
// Was it a double-tap?
|
||||
if(this.timeUp - this.previousTapTime < this._game.input.doubleTapRate) {
|
||||
this._game.input.onDoubleTap.dispatch(this);
|
||||
// Yes, let's dispatch the signal then with the 2nd parameter set to true
|
||||
this._game.input.onTap.dispatch(this, true);
|
||||
} else {
|
||||
// Wasn't a double-tap, so dispatch a single tap signal
|
||||
this._game.input.onTap.dispatch(this, false);
|
||||
}
|
||||
this.previousTapTime = this.timeUp;
|
||||
}
|
||||
@@ -11013,7 +11062,6 @@ var Phaser;
|
||||
this.withinGame = false;
|
||||
this.isDown = false;
|
||||
this.isUp = true;
|
||||
this.timeUp = this._game.time.now;
|
||||
if(this.isMouse == false) {
|
||||
this._game.input.currentPointers--;
|
||||
}
|
||||
@@ -11308,7 +11356,7 @@ var Phaser;
|
||||
* @property doubleTapRate
|
||||
* @type {Number}
|
||||
**/
|
||||
this.doubleTapRate = 250;
|
||||
this.doubleTapRate = 300;
|
||||
/**
|
||||
* The number of milliseconds that the Pointer has to be pressed down for it to fire a onHold event
|
||||
* @property holdRate
|
||||
@@ -11368,7 +11416,6 @@ var Phaser;
|
||||
this.onDown = new Phaser.Signal();
|
||||
this.onUp = new Phaser.Signal();
|
||||
this.onTap = new Phaser.Signal();
|
||||
this.onDoubleTap = new Phaser.Signal();
|
||||
this.onHold = new Phaser.Signal();
|
||||
this.currentPointers = 0;
|
||||
}
|
||||
@@ -11440,7 +11487,6 @@ var Phaser;
|
||||
this.onDown = new Phaser.Signal();
|
||||
this.onUp = new Phaser.Signal();
|
||||
this.onTap = new Phaser.Signal();
|
||||
this.onDoubleTap = new Phaser.Signal();
|
||||
this.onHold = new Phaser.Signal();
|
||||
this.currentPointers = 0;
|
||||
};
|
||||
@@ -12210,17 +12256,17 @@ var Phaser;
|
||||
* Creates a new <code>Emitter</code> object at a specific position.
|
||||
* Does NOT automatically generate or attach particles!
|
||||
*
|
||||
* @param X {number} The X position of the emitter.
|
||||
* @param Y {number} The Y position of the emitter.
|
||||
* @param [Size] {number} specifies a maximum capacity for this emitter.
|
||||
* @param x {number} The X position of the emitter.
|
||||
* @param y {number} The Y position of the emitter.
|
||||
* @param [size] {number} Specifies a maximum capacity for this emitter.
|
||||
*/
|
||||
function Emitter(game, X, Y, Size) {
|
||||
if (typeof X === "undefined") { X = 0; }
|
||||
if (typeof Y === "undefined") { Y = 0; }
|
||||
if (typeof Size === "undefined") { Size = 0; }
|
||||
_super.call(this, game, Size);
|
||||
this.x = X;
|
||||
this.y = Y;
|
||||
function Emitter(game, x, y, size) {
|
||||
if (typeof x === "undefined") { x = 0; }
|
||||
if (typeof y === "undefined") { y = 0; }
|
||||
if (typeof size === "undefined") { size = 0; }
|
||||
_super.call(this, game, size);
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
this.width = 0;
|
||||
this.height = 0;
|
||||
this.minParticleSpeed = new Phaser.MicroPoint(-100, -100);
|
||||
@@ -12699,8 +12745,8 @@ var Phaser;
|
||||
}
|
||||
// Alpha
|
||||
if(this.alpha !== 1) {
|
||||
var globalAlpha = this._game.stage.context.globalAlpha;
|
||||
this._game.stage.context.globalAlpha = this.alpha;
|
||||
var globalAlpha = this.context.globalAlpha;
|
||||
this.context.globalAlpha = this.alpha;
|
||||
}
|
||||
this._dx = cameraOffsetX + (this.bounds.x - camera.worldView.x);
|
||||
this._dy = cameraOffsetY + (this.bounds.y - camera.worldView.y);
|
||||
@@ -12720,9 +12766,9 @@ var Phaser;
|
||||
/*
|
||||
if (this.angle !== 0)
|
||||
{
|
||||
this._game.stage.context.save();
|
||||
this._game.stage.context.translate(this._dx + (this._dw / 2) - this.origin.x, this._dy + (this._dh / 2) - this.origin.y);
|
||||
this._game.stage.context.rotate(this.angle * (Math.PI / 180));
|
||||
this.context.save();
|
||||
this.context.translate(this._dx + (this._dw / 2) - this.origin.x, this._dy + (this._dh / 2) - this.origin.y);
|
||||
this.context.rotate(this.angle * (Math.PI / 180));
|
||||
this._dx = -(this._dw / 2);
|
||||
this._dy = -(this._dh / 2);
|
||||
}
|
||||
@@ -12733,45 +12779,45 @@ var Phaser;
|
||||
this._dh = Math.round(this._dh);
|
||||
this._game.stage.saveCanvasValues();
|
||||
// Debug
|
||||
//this._game.stage.context.fillStyle = 'rgba(255,0,0,0.5)';
|
||||
//this._game.stage.context.fillRect(this.bounds.x, this.bounds.y, this.bounds.width, this.bounds.height);
|
||||
this._game.stage.context.lineWidth = this.lineWidth;
|
||||
this._game.stage.context.strokeStyle = this.lineColor;
|
||||
this._game.stage.context.fillStyle = this.fillColor;
|
||||
//this.context.fillStyle = 'rgba(255,0,0,0.5)';
|
||||
//this.context.fillRect(this.bounds.x, this.bounds.y, this.bounds.width, this.bounds.height);
|
||||
this.context.lineWidth = this.lineWidth;
|
||||
this.context.strokeStyle = this.lineColor;
|
||||
this.context.fillStyle = this.fillColor;
|
||||
if(this._game.stage.fillStyle !== this.fillColor) {
|
||||
}
|
||||
// Primitive Renderer
|
||||
if(this.type == GeomSprite.CIRCLE) {
|
||||
this._game.stage.context.beginPath();
|
||||
this._game.stage.context.arc(this._dx, this._dy, this.circle.radius, 0, Math.PI * 2);
|
||||
this._game.stage.context.stroke();
|
||||
this.context.beginPath();
|
||||
this.context.arc(this._dx, this._dy, this.circle.radius, 0, Math.PI * 2);
|
||||
this.context.stroke();
|
||||
if(this.renderFill) {
|
||||
this._game.stage.context.fill();
|
||||
this.context.fill();
|
||||
}
|
||||
this._game.stage.context.closePath();
|
||||
this.context.closePath();
|
||||
} else if(this.type == GeomSprite.LINE) {
|
||||
this._game.stage.context.beginPath();
|
||||
this._game.stage.context.moveTo(this._dx, this._dy);
|
||||
this._game.stage.context.lineTo(this.line.x2, this.line.y2);
|
||||
this._game.stage.context.stroke();
|
||||
this._game.stage.context.closePath();
|
||||
this.context.beginPath();
|
||||
this.context.moveTo(this._dx, this._dy);
|
||||
this.context.lineTo(this.line.x2, this.line.y2);
|
||||
this.context.stroke();
|
||||
this.context.closePath();
|
||||
} else if(this.type == GeomSprite.POINT) {
|
||||
this._game.stage.context.fillRect(this._dx, this._dy, 2, 2);
|
||||
this.context.fillRect(this._dx, this._dy, 2, 2);
|
||||
} else if(this.type == GeomSprite.RECTANGLE) {
|
||||
// We can use the faster fillRect if we don't need the outline
|
||||
if(this.renderOutline == false) {
|
||||
this._game.stage.context.fillRect(this._dx, this._dy, this.rect.width, this.rect.height);
|
||||
this.context.fillRect(this._dx, this._dy, this.rect.width, this.rect.height);
|
||||
} else {
|
||||
this._game.stage.context.beginPath();
|
||||
this._game.stage.context.rect(this._dx, this._dy, this.rect.width, this.rect.height);
|
||||
this._game.stage.context.stroke();
|
||||
this.context.beginPath();
|
||||
this.context.rect(this._dx, this._dy, this.rect.width, this.rect.height);
|
||||
this.context.stroke();
|
||||
if(this.renderFill) {
|
||||
this._game.stage.context.fill();
|
||||
this.context.fill();
|
||||
}
|
||||
this._game.stage.context.closePath();
|
||||
this.context.closePath();
|
||||
}
|
||||
// And now the edge points
|
||||
this._game.stage.context.fillStyle = 'rgb(255,255,255)';
|
||||
this.context.fillStyle = 'rgb(255,255,255)';
|
||||
//this.renderPoint(this.rect.topLeft, this._dx, this._dy, 2);
|
||||
//this.renderPoint(this.rect.topCenter, this._dx, this._dy, 2);
|
||||
//this.renderPoint(this.rect.topRight, this._dx, this._dy, 2);
|
||||
@@ -12793,11 +12839,11 @@ var Phaser;
|
||||
}
|
||||
this._game.stage.restoreCanvasValues();
|
||||
if(this.rotation !== 0) {
|
||||
this._game.stage.context.translate(0, 0);
|
||||
this._game.stage.context.restore();
|
||||
this.context.translate(0, 0);
|
||||
this.context.restore();
|
||||
}
|
||||
if(globalAlpha > -1) {
|
||||
this._game.stage.context.globalAlpha = globalAlpha;
|
||||
this.context.globalAlpha = globalAlpha;
|
||||
}
|
||||
return true;
|
||||
};
|
||||
@@ -12812,7 +12858,7 @@ var Phaser;
|
||||
if (typeof offsetX === "undefined") { offsetX = 0; }
|
||||
if (typeof offsetY === "undefined") { offsetY = 0; }
|
||||
if (typeof size === "undefined") { size = 1; }
|
||||
this._game.stage.context.fillRect(offsetX + point.x, offsetY + point.y, size, size);
|
||||
this.context.fillRect(offsetX + point.x, offsetY + point.y, size, size);
|
||||
};
|
||||
GeomSprite.prototype.renderDebugInfo = /**
|
||||
* Render debug infos. (this method does not work now)
|
||||
@@ -12822,11 +12868,11 @@ var Phaser;
|
||||
*/
|
||||
function (x, y, color) {
|
||||
if (typeof color === "undefined") { color = 'rgb(255,255,255)'; }
|
||||
//this._game.stage.context.fillStyle = color;
|
||||
//this._game.stage.context.fillText('Sprite: ' + this.name + ' (' + this.bounds.width + ' x ' + this.bounds.height + ')', x, y);
|
||||
//this._game.stage.context.fillText('x: ' + this.bounds.x.toFixed(1) + ' y: ' + this.bounds.y.toFixed(1) + ' rotation: ' + this.angle.toFixed(1), x, y + 14);
|
||||
//this._game.stage.context.fillText('dx: ' + this._dx.toFixed(1) + ' dy: ' + this._dy.toFixed(1) + ' dw: ' + this._dw.toFixed(1) + ' dh: ' + this._dh.toFixed(1), x, y + 28);
|
||||
//this._game.stage.context.fillText('sx: ' + this._sx.toFixed(1) + ' sy: ' + this._sy.toFixed(1) + ' sw: ' + this._sw.toFixed(1) + ' sh: ' + this._sh.toFixed(1), x, y + 42);
|
||||
//this.context.fillStyle = color;
|
||||
//this.context.fillText('Sprite: ' + this.name + ' (' + this.bounds.width + ' x ' + this.bounds.height + ')', x, y);
|
||||
//this.context.fillText('x: ' + this.bounds.x.toFixed(1) + ' y: ' + this.bounds.y.toFixed(1) + ' rotation: ' + this.angle.toFixed(1), x, y + 14);
|
||||
//this.context.fillText('dx: ' + this._dx.toFixed(1) + ' dy: ' + this._dy.toFixed(1) + ' dw: ' + this._dw.toFixed(1) + ' dh: ' + this._dh.toFixed(1), x, y + 28);
|
||||
//this.context.fillText('sx: ' + this._sx.toFixed(1) + ' sy: ' + this._sy.toFixed(1) + ' sw: ' + this._sw.toFixed(1) + ' sh: ' + this._sh.toFixed(1), x, y + 42);
|
||||
};
|
||||
GeomSprite.prototype.collide = /**
|
||||
* Gives a basic boolean response to a geometric collision.
|
||||
@@ -13061,6 +13107,8 @@ var Phaser;
|
||||
this.tileHeight = tileHeight;
|
||||
this.boundsInTiles = new Phaser.Rectangle();
|
||||
//this.scrollFactor = new MicroPoint(1, 1);
|
||||
this.canvas = game.stage.canvas;
|
||||
this.context = game.stage.context;
|
||||
this.mapData = [];
|
||||
this._tempTileBlock = [];
|
||||
this._texture = this._game.cache.getImage(key);
|
||||
@@ -13336,11 +13384,11 @@ var Phaser;
|
||||
};
|
||||
TilemapLayer.prototype.renderDebugInfo = function (x, y, color) {
|
||||
if (typeof color === "undefined") { color = 'rgb(255,255,255)'; }
|
||||
this._game.stage.context.fillStyle = color;
|
||||
this._game.stage.context.fillText('TilemapLayer: ' + this.name, x, y);
|
||||
this._game.stage.context.fillText('startX: ' + this._startX + ' endX: ' + this._maxX, x, y + 14);
|
||||
this._game.stage.context.fillText('startY: ' + this._startY + ' endY: ' + this._maxY, x, y + 28);
|
||||
this._game.stage.context.fillText('dx: ' + this._dx + ' dy: ' + this._dy, x, y + 42);
|
||||
this.context.fillStyle = color;
|
||||
this.context.fillText('TilemapLayer: ' + this.name, x, y);
|
||||
this.context.fillText('startX: ' + this._startX + ' endX: ' + this._maxX, x, y + 14);
|
||||
this.context.fillText('startY: ' + this._startY + ' endY: ' + this._maxY, x, y + 28);
|
||||
this.context.fillText('dx: ' + this._dx + ' dy: ' + this._dy, x, y + 42);
|
||||
};
|
||||
TilemapLayer.prototype.render = /**
|
||||
* Render this layer to a specific camera with offset to camera.
|
||||
@@ -13395,14 +13443,14 @@ var Phaser;
|
||||
*/
|
||||
// Alpha
|
||||
if(this.alpha !== 1) {
|
||||
var globalAlpha = this._game.stage.context.globalAlpha;
|
||||
this._game.stage.context.globalAlpha = this.alpha;
|
||||
var globalAlpha = this.context.globalAlpha;
|
||||
this.context.globalAlpha = this.alpha;
|
||||
}
|
||||
for(var row = this._startY; row < this._startY + this._maxY; row++) {
|
||||
this._columnData = this.mapData[row];
|
||||
for(var tile = this._startX; tile < this._startX + this._maxX; tile++) {
|
||||
if(this._tileOffsets[this._columnData[tile]]) {
|
||||
this._game.stage.context.drawImage(this._texture, // Source Image
|
||||
this.context.drawImage(this._texture, // Source Image
|
||||
this._tileOffsets[this._columnData[tile]].x, // Source X (location within the source image)
|
||||
this._tileOffsets[this._columnData[tile]].y, // Source Y
|
||||
this.tileWidth, // Source Width
|
||||
@@ -13419,7 +13467,7 @@ var Phaser;
|
||||
this._ty += this.tileHeight;
|
||||
}
|
||||
if(globalAlpha > -1) {
|
||||
this._game.stage.context.globalAlpha = globalAlpha;
|
||||
this.context.globalAlpha = globalAlpha;
|
||||
}
|
||||
return true;
|
||||
};
|
||||
@@ -14160,8 +14208,8 @@ var Phaser;
|
||||
}
|
||||
// Alpha
|
||||
if(this.alpha !== 1) {
|
||||
var globalAlpha = this._game.stage.context.globalAlpha;
|
||||
this._game.stage.context.globalAlpha = this.alpha;
|
||||
var globalAlpha = this.context.globalAlpha;
|
||||
this.context.globalAlpha = this.alpha;
|
||||
}
|
||||
this._dx = cameraOffsetX + (this.bounds.topLeft.x - camera.worldView.x);
|
||||
this._dy = cameraOffsetY + (this.bounds.topLeft.y - camera.worldView.y);
|
||||
@@ -14174,15 +14222,15 @@ var Phaser;
|
||||
}
|
||||
// Rotation - needs to work from origin point really, but for now from center
|
||||
if(this.angle !== 0 || this.flipped == true) {
|
||||
this._game.stage.context.save();
|
||||
this._game.stage.context.translate(this._dx + (this._dw / 2), this._dy + (this._dh / 2));
|
||||
this.context.save();
|
||||
this.context.translate(this._dx + (this._dw / 2), this._dy + (this._dh / 2));
|
||||
if(this.angle !== 0) {
|
||||
this._game.stage.context.rotate(this.angle * (Math.PI / 180));
|
||||
this.context.rotate(this.angle * (Math.PI / 180));
|
||||
}
|
||||
this._dx = -(this._dw / 2);
|
||||
this._dy = -(this._dh / 2);
|
||||
if(this.flipped == true) {
|
||||
this._game.stage.context.scale(-1, 1);
|
||||
this.context.scale(-1, 1);
|
||||
}
|
||||
}
|
||||
this._dx = Math.round(this._dx);
|
||||
@@ -14191,13 +14239,13 @@ var Phaser;
|
||||
this._dh = Math.round(this._dh);
|
||||
for(var i = 0; i < this.regions.length; i++) {
|
||||
if(this._dynamicTexture) {
|
||||
this.regions[i].render(this._game.stage.context, this._dynamicTexture.canvas, this._dx, this._dy, this._dw, this._dh);
|
||||
this.regions[i].render(this.context, this._dynamicTexture.canvas, this._dx, this._dy, this._dw, this._dh);
|
||||
} else {
|
||||
this.regions[i].render(this._game.stage.context, this._texture, this._dx, this._dy, this._dw, this._dh);
|
||||
this.regions[i].render(this.context, this._texture, this._dx, this._dy, this._dw, this._dh);
|
||||
}
|
||||
}
|
||||
if(globalAlpha > -1) {
|
||||
this._game.stage.context.globalAlpha = globalAlpha;
|
||||
this.context.globalAlpha = globalAlpha;
|
||||
}
|
||||
return true;
|
||||
};
|
||||
@@ -14687,12 +14735,12 @@ var Phaser;
|
||||
Game.prototype.createGroup = /**
|
||||
* Create a new object container.
|
||||
*
|
||||
* @param MaxSize {number} Optional, capacity of this group.
|
||||
* @param maxSize {number} Optional, capacity of this group.
|
||||
* @returns {Group} The newly created group.
|
||||
*/
|
||||
function (MaxSize) {
|
||||
if (typeof MaxSize === "undefined") { MaxSize = 0; }
|
||||
return this.world.createGroup(MaxSize);
|
||||
function (maxSize) {
|
||||
if (typeof maxSize === "undefined") { maxSize = 0; }
|
||||
return this.world.createGroup(maxSize);
|
||||
};
|
||||
Game.prototype.createParticle = /**
|
||||
* Create a new Particle.
|
||||
@@ -15039,12 +15087,12 @@ var Phaser;
|
||||
State.prototype.createGroup = /**
|
||||
* Create a new object container.
|
||||
*
|
||||
* @param MaxSize {number} [optional] capacity of this group.
|
||||
* @param maxSize {number} [optional] capacity of this group.
|
||||
* @returns {Group} The newly created group.
|
||||
*/
|
||||
function (MaxSize) {
|
||||
if (typeof MaxSize === "undefined") { MaxSize = 0; }
|
||||
return this.game.world.createGroup(MaxSize);
|
||||
function (maxSize) {
|
||||
if (typeof maxSize === "undefined") { maxSize = 0; }
|
||||
return this.game.world.createGroup(maxSize);
|
||||
};
|
||||
State.prototype.createParticle = /**
|
||||
* Create a new Particle.
|
||||
|
||||
@@ -30,8 +30,8 @@
|
||||
map.currentLayer.fillTile(15, 2, 2, 10, 20);
|
||||
}
|
||||
function update() {
|
||||
marker.x = myGame.math.snapToFloor(myGame.input.worldX, 32);
|
||||
marker.y = myGame.math.snapToFloor(myGame.input.worldY, 32);
|
||||
marker.x = myGame.math.snapToFloor(myGame.input.getWorldX(), 32);
|
||||
marker.y = myGame.math.snapToFloor(myGame.input.getWorldY(), 32);
|
||||
car.velocity.x = 0;
|
||||
car.velocity.y = 0;
|
||||
car.angularVelocity = 0;
|
||||
|
||||
@@ -48,8 +48,8 @@
|
||||
|
||||
function update() {
|
||||
|
||||
marker.x = myGame.math.snapToFloor(myGame.input.worldX, 32);
|
||||
marker.y = myGame.math.snapToFloor(myGame.input.worldY, 32);
|
||||
marker.x = myGame.math.snapToFloor(myGame.input.getWorldX(), 32);
|
||||
marker.y = myGame.math.snapToFloor(myGame.input.getWorldY(), 32);
|
||||
|
||||
car.velocity.x = 0;
|
||||
car.velocity.y = 0;
|
||||
|
||||
@@ -25,8 +25,8 @@
|
||||
myGame.onRenderCallback = render;
|
||||
}
|
||||
function update() {
|
||||
marker.x = myGame.math.snapToFloor(myGame.input.worldX, 32);
|
||||
marker.y = myGame.math.snapToFloor(myGame.input.worldY, 32);
|
||||
marker.x = myGame.math.snapToFloor(myGame.input.getWorldX(), 32);
|
||||
marker.y = myGame.math.snapToFloor(myGame.input.getWorldY(), 32);
|
||||
car.velocity.x = 0;
|
||||
car.velocity.y = 0;
|
||||
car.angularVelocity = 0;
|
||||
|
||||
@@ -40,8 +40,8 @@
|
||||
|
||||
function update() {
|
||||
|
||||
marker.x = myGame.math.snapToFloor(myGame.input.worldX, 32);
|
||||
marker.y = myGame.math.snapToFloor(myGame.input.worldY, 32);
|
||||
marker.x = myGame.math.snapToFloor(myGame.input.getWorldX(), 32);
|
||||
marker.y = myGame.math.snapToFloor(myGame.input.getWorldY(), 32);
|
||||
|
||||
car.velocity.x = 0;
|
||||
car.velocity.y = 0;
|
||||
|
||||
@@ -30,8 +30,8 @@
|
||||
function update() {
|
||||
// Collide everything with the map
|
||||
map.collide();
|
||||
marker.x = myGame.math.snapToFloor(myGame.input.worldX, 16);
|
||||
marker.y = myGame.math.snapToFloor(myGame.input.worldY, 16);
|
||||
marker.x = myGame.math.snapToFloor(myGame.input.getWorldX(), 16);
|
||||
marker.y = myGame.math.snapToFloor(myGame.input.getWorldY(), 16);
|
||||
if(myGame.input.mousePointer.isDown) {
|
||||
map.putTile(marker.x, marker.y, 32);
|
||||
}
|
||||
|
||||
@@ -45,8 +45,8 @@
|
||||
// Collide everything with the map
|
||||
map.collide();
|
||||
|
||||
marker.x = myGame.math.snapToFloor(myGame.input.worldX, 16);
|
||||
marker.y = myGame.math.snapToFloor(myGame.input.worldY, 16);
|
||||
marker.x = myGame.math.snapToFloor(myGame.input.getWorldX(), 16);
|
||||
marker.y = myGame.math.snapToFloor(myGame.input.getWorldY(), 16);
|
||||
|
||||
if (myGame.input.mousePointer.isDown)
|
||||
{
|
||||
|
||||
@@ -28,8 +28,8 @@
|
||||
map.putTile(marker.x, marker.y, 32);
|
||||
}
|
||||
function update() {
|
||||
marker.x = myGame.math.snapToFloor(myGame.input.worldX, 32);
|
||||
marker.y = myGame.math.snapToFloor(myGame.input.worldY, 32);
|
||||
marker.x = myGame.math.snapToFloor(myGame.input.getWorldX(), 32);
|
||||
marker.y = myGame.math.snapToFloor(myGame.input.getWorldY(), 32);
|
||||
car.velocity.x = 0;
|
||||
car.velocity.y = 0;
|
||||
car.angularVelocity = 0;
|
||||
|
||||
@@ -45,8 +45,8 @@
|
||||
|
||||
function update() {
|
||||
|
||||
marker.x = myGame.math.snapToFloor(myGame.input.worldX, 32);
|
||||
marker.y = myGame.math.snapToFloor(myGame.input.worldY, 32);
|
||||
marker.x = myGame.math.snapToFloor(myGame.input.getWorldX(), 32);
|
||||
marker.y = myGame.math.snapToFloor(myGame.input.getWorldY(), 32);
|
||||
|
||||
car.velocity.x = 0;
|
||||
car.velocity.y = 0;
|
||||
|
||||
@@ -36,8 +36,8 @@
|
||||
]);
|
||||
}
|
||||
function update() {
|
||||
marker.x = myGame.math.snapToFloor(myGame.input.worldX, 32);
|
||||
marker.y = myGame.math.snapToFloor(myGame.input.worldY, 32);
|
||||
marker.x = myGame.math.snapToFloor(myGame.input.getWorldX(), 32);
|
||||
marker.y = myGame.math.snapToFloor(myGame.input.getWorldY(), 32);
|
||||
car.velocity.x = 0;
|
||||
car.velocity.y = 0;
|
||||
car.angularVelocity = 0;
|
||||
|
||||
@@ -47,8 +47,8 @@
|
||||
|
||||
function update() {
|
||||
|
||||
marker.x = myGame.math.snapToFloor(myGame.input.worldX, 32);
|
||||
marker.y = myGame.math.snapToFloor(myGame.input.worldY, 32);
|
||||
marker.x = myGame.math.snapToFloor(myGame.input.getWorldX(), 32);
|
||||
marker.y = myGame.math.snapToFloor(myGame.input.getWorldY(), 32);
|
||||
|
||||
car.velocity.x = 0;
|
||||
car.velocity.y = 0;
|
||||
|
||||
@@ -29,8 +29,8 @@
|
||||
map.currentLayer.replaceTile(30, 31);
|
||||
}
|
||||
function update() {
|
||||
marker.x = myGame.math.snapToFloor(myGame.input.worldX, 32);
|
||||
marker.y = myGame.math.snapToFloor(myGame.input.worldY, 32);
|
||||
marker.x = myGame.math.snapToFloor(myGame.input.getWorldX(), 32);
|
||||
marker.y = myGame.math.snapToFloor(myGame.input.getWorldY(), 32);
|
||||
car.velocity.x = 0;
|
||||
car.velocity.y = 0;
|
||||
car.angularVelocity = 0;
|
||||
|
||||
@@ -47,8 +47,8 @@
|
||||
|
||||
function update() {
|
||||
|
||||
marker.x = myGame.math.snapToFloor(myGame.input.worldX, 32);
|
||||
marker.y = myGame.math.snapToFloor(myGame.input.worldY, 32);
|
||||
marker.x = myGame.math.snapToFloor(myGame.input.getWorldX(), 32);
|
||||
marker.y = myGame.math.snapToFloor(myGame.input.getWorldY(), 32);
|
||||
|
||||
car.velocity.x = 0;
|
||||
car.velocity.y = 0;
|
||||
|
||||
@@ -29,8 +29,8 @@
|
||||
map.currentLayer.swapTile(30, 31);
|
||||
}
|
||||
function update() {
|
||||
marker.x = myGame.math.snapToFloor(myGame.input.worldX, 32);
|
||||
marker.y = myGame.math.snapToFloor(myGame.input.worldY, 32);
|
||||
marker.x = myGame.math.snapToFloor(myGame.input.getWorldX(), 32);
|
||||
marker.y = myGame.math.snapToFloor(myGame.input.getWorldY(), 32);
|
||||
car.velocity.x = 0;
|
||||
car.velocity.y = 0;
|
||||
car.angularVelocity = 0;
|
||||
|
||||
@@ -47,8 +47,8 @@
|
||||
|
||||
function update() {
|
||||
|
||||
marker.x = myGame.math.snapToFloor(myGame.input.worldX, 32);
|
||||
marker.y = myGame.math.snapToFloor(myGame.input.worldY, 32);
|
||||
marker.x = myGame.math.snapToFloor(myGame.input.getWorldX(), 32);
|
||||
marker.y = myGame.math.snapToFloor(myGame.input.getWorldY(), 32);
|
||||
|
||||
car.velocity.x = 0;
|
||||
car.velocity.y = 0;
|
||||
|
||||
Reference in New Issue
Block a user