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https://github.com/wassname/phaser.git
synced 2026-06-28 16:20:37 +08:00
Added Phaser.Graphics and fixed the Out of World Bounds call.
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@@ -85,4 +85,10 @@ Phaser.GameObjectFactory.prototype = {
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},
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graphics: function (x, y) {
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return this.world.add(new Phaser.Graphics(this.game, x, y));
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},
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};
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@@ -0,0 +1,154 @@
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Phaser.Graphics = function (game, x, y) {
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// If exists = false then the Sprite isn't updated by the core game loop or physics subsystem at all
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this.exists = true;
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// This is a handy little var your game can use to determine if a sprite is alive or not, it doesn't effect rendering
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this.alive = true;
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this.group = null;
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this.name = '';
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this.game = game;
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PIXI.DisplayObjectContainer.call(this);
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this.position.x = x;
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this.position.y = y;
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// Replaces the PIXI.Point with a slightly more flexible one
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this.scale = new Phaser.Point(1, 1);
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// Influence of camera movement upon the position
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this.scrollFactor = new Phaser.Point(1, 1);
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// A mini cache for storing all of the calculated values
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this._cache = {
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dirty: false,
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// Transform cache
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a00: 1, a01: 0, a02: x, a10: 0, a11: 1, a12: y, id: 1,
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// The previous calculated position inc. camera x/y and scrollFactor
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x: -1, y: -1,
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// The actual scale values based on the worldTransform
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scaleX: 1, scaleY: 1
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};
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this._cache.x = this.x - (this.game.world.camera.x * this.scrollFactor.x);
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this._cache.y = this.y - (this.game.world.camera.y * this.scrollFactor.y);
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this.renderable = true;
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/**
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* The alpha of the fill of this graphics object
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*
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* @property fillAlpha
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* @type Number
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*/
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this.fillAlpha = 1;
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/**
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* The width of any lines drawn
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*
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* @property lineWidth
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* @type Number
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*/
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this.lineWidth = 0;
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/**
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* The color of any lines drawn
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*
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* @property lineColor
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* @type String
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*/
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this.lineColor = "black";
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/**
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* Graphics data
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*
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* @property graphicsData
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* @type Array
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* @private
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*/
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this.graphicsData = [];
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/**
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* Current path
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*
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* @property currentPath
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* @type Object
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* @private
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*/
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this.currentPath = {points:[]};
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};
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Phaser.Graphics.prototype = Phaser.Utils.extend(true, PIXI.Graphics.prototype, PIXI.DisplayObjectContainer.prototype, Phaser.Sprite.prototype);
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Phaser.Graphics.prototype.constructor = Phaser.Graphics;
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// Add our own custom methods
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/**
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* Automatically called by World.update
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*/
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Phaser.Graphics.prototype.update = function() {
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if (!this.exists)
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{
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return;
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}
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this._cache.dirty = false;
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this._cache.x = this.x - (this.game.world.camera.x * this.scrollFactor.x);
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this._cache.y = this.y - (this.game.world.camera.y * this.scrollFactor.y);
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if (this.position.x != this._cache.x || this.position.y != this._cache.y)
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{
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this.position.x = this._cache.x;
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this.position.y = this._cache.y;
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this._cache.dirty = true;
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}
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}
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Object.defineProperty(Phaser.Graphics.prototype, 'angle', {
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get: function() {
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return Phaser.Math.radToDeg(this.rotation);
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},
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set: function(value) {
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this.rotation = Phaser.Math.degToRad(value);
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}
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});
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Object.defineProperty(Phaser.Graphics.prototype, 'x', {
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get: function() {
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return this.position.x;
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},
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set: function(value) {
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this.position.x = value;
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}
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});
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Object.defineProperty(Phaser.Graphics.prototype, 'y', {
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get: function() {
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return this.position.y;
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},
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set: function(value) {
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this.position.y = value;
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}
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});
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@@ -142,6 +142,9 @@ Phaser.Sprite = function (game, x, y, key, frame) {
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// Set-up the physics body
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this.body = new Phaser.Physics.Arcade.Body(this);
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// World bounds check
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this.inWorld = Phaser.Rectangle.intersects(this.bounds, this.game.world.bounds);
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this.inWorldThreshold = 0;
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this._outOfBoundsFired = false;
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};
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@@ -280,7 +283,7 @@ Phaser.Sprite.prototype.reset = function(x, y) {
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this.exists = true;
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this.visible = true;
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this._outOfBoundsFired = false;
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}
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Phaser.Sprite.prototype.updateBounds = function() {
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@@ -306,11 +309,27 @@ Phaser.Sprite.prototype.updateBounds = function() {
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this._cache.boundsX = this._cache.x;
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this._cache.boundsY = this._cache.y;
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// Check world bounds
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if (this._outOfBoundsFired == false && Phaser.Rectangle.intersects(this.bounds, this.game.world.bounds, 100) == false)
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if (this.inWorld == false)
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{
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this.events.onOutOfBounds.dispatch(this);
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this._outOfBoundsFired = true;
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// Sprite WAS out of the screen, is it still?
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this.inWorld = Phaser.Rectangle.intersects(this.bounds, this.game.world.bounds, this.inWorldThreshold);
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if (this.inWorld)
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{
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// It's back again, reset the OOB check
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this._outOfBoundsFired = false;
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}
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}
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else
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{
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// Sprite WAS in the screen, has it now left?
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this.inWorld = Phaser.Rectangle.intersects(this.bounds, this.game.world.bounds, this.inWorldThreshold);
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if (this.inWorld == false)
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{
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this.events.onOutOfBounds.dispatch(this);
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this._outOfBoundsFired = true;
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}
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}
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}
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