Refactoring of the codebase finished. All classes updated. Ready for final push to 1.0 release.

This commit is contained in:
Richard Davey
2013-04-18 15:48:06 +01:00
parent 6bb4c5e3fc
commit 64d57b8e05
109 changed files with 3458 additions and 3227 deletions
+27 -6
View File
@@ -1,5 +1,6 @@
/// <reference path="../Game.ts" />
/// <reference path="../Basic.ts" />
/// <reference path="../Signal.ts" />
/**
* Phaser
@@ -80,6 +81,15 @@ module Phaser {
public allowCollisions: number;
public last: Point;
// Input
public inputEnabled: bool = false;
private _inputOver: bool = false;
public onInputOver: Phaser.Signal;
public onInputOut: Phaser.Signal;
public onInputDown: Phaser.Signal;
public onInputUp: Phaser.Signal;
public preUpdate() {
// flicker time
@@ -99,9 +109,20 @@ module Phaser {
this.updateMotion();
}
if (this.inputEnabled)
{
this.updateInput();
}
this.wasTouching = this.touching;
this.touching = Collision.NONE;
}
private updateInput() {
}
private updateMotion() {
@@ -129,8 +150,8 @@ module Phaser {
}
/**
* Checks to see if some <code>GameObject</code> overlaps this <code>GameObject</code> or <code>FlxGroup</code>.
* If the group has a LOT of things in it, it might be faster to use <code>FlxG.overlaps()</code>.
* Checks to see if some <code>GameObject</code> overlaps this <code>GameObject</code> or <code>Group</code>.
* If the group has a LOT of things in it, it might be faster to use <code>G.overlaps()</code>.
* WARNING: Currently tilemaps do NOT support screen space overlap checks!
*
* @param ObjectOrGroup The object or group being tested.
@@ -160,7 +181,7 @@ module Phaser {
}
/*
if (typeof ObjectOrGroup === 'FlxTilemap')
if (typeof ObjectOrGroup === 'Tilemap')
{
//Since tilemap's have to be the caller, not the target, to do proper tile-based collisions,
// we redirect the call to the tilemap overlap here.
@@ -190,7 +211,7 @@ module Phaser {
}
/**
* Checks to see if this <code>GameObject</code> were located at the given position, would it overlap the <code>GameObject</code> or <code>FlxGroup</code>?
* Checks to see if this <code>GameObject</code> were located at the given position, would it overlap the <code>GameObject</code> or <code>Group</code>?
* This is distinct from overlapsPoint(), which just checks that ponumber, rather than taking the object's size numbero account.
* WARNING: Currently tilemaps do NOT support screen space overlap checks!
*
@@ -223,13 +244,13 @@ module Phaser {
}
/*
if (typeof ObjectOrGroup === 'FlxTilemap')
if (typeof ObjectOrGroup === 'Tilemap')
{
//Since tilemap's have to be the caller, not the target, to do proper tile-based collisions,
// we redirect the call to the tilemap overlap here.
//However, since this is overlapsAt(), we also have to invent the appropriate position for the tilemap.
//So we calculate the offset between the player and the requested position, and subtract that from the tilemap.
var tilemap: FlxTilemap = ObjectOrGroup;
var tilemap: Tilemap = ObjectOrGroup;
return tilemap.overlapsAt(tilemap.x - (X - this.x), tilemap.y - (Y - this.y), this, InScreenSpace, Camera);
}
*/