diff --git a/examples/assets/audio/Scyphe - Goldrunner (Maccie Pimp Me Up Remix).mp3 b/examples/assets/audio/Scyphe - Goldrunner (Maccie Pimp Me Up Remix).mp3
new file mode 100644
index 00000000..350d28cb
Binary files /dev/null and b/examples/assets/audio/Scyphe - Goldrunner (Maccie Pimp Me Up Remix).mp3 differ
diff --git a/examples/assets/audio/Totta - Hero Quest - Pophousedub remix.mp3 b/examples/assets/audio/Totta - Hero Quest - Pophousedub remix.mp3
new file mode 100644
index 00000000..ec23dc42
Binary files /dev/null and b/examples/assets/audio/Totta - Hero Quest - Pophousedub remix.mp3 differ
diff --git a/examples/assets/sprites/p2.jpeg b/examples/assets/sprites/p2.jpeg
new file mode 100644
index 00000000..49432887
Binary files /dev/null and b/examples/assets/sprites/p2.jpeg differ
diff --git a/examples/js.php b/examples/js.php
index 9b85d154..c4b086f3 100644
--- a/examples/js.php
+++ b/examples/js.php
@@ -63,6 +63,7 @@
+
diff --git a/examples/tilesprite1.php b/examples/tilesprite1.php
new file mode 100644
index 00000000..44a75653
--- /dev/null
+++ b/examples/tilesprite1.php
@@ -0,0 +1,76 @@
+
+
+
+ phaser.js - a new beginning
+
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/examples/tilesprite2.php b/examples/tilesprite2.php
new file mode 100644
index 00000000..5ad09c6f
--- /dev/null
+++ b/examples/tilesprite2.php
@@ -0,0 +1,54 @@
+
+
+
+ phaser.js - a new beginning
+
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/src/gameobjects/GameObjectFactory.js b/src/gameobjects/GameObjectFactory.js
index 0e8ee585..e29b484c 100644
--- a/src/gameobjects/GameObjectFactory.js
+++ b/src/gameobjects/GameObjectFactory.js
@@ -21,9 +21,6 @@ Phaser.GameObjectFactory.prototype = {
*/
sprite: function (x, y, key, frame) {
- if (typeof key === "undefined") { key = ''; }
- if (typeof frame === "undefined") { frame = null; }
-
return this.world.add(new Phaser.Sprite(this.game, x, y, key, frame));
},
@@ -37,20 +34,22 @@ Phaser.GameObjectFactory.prototype = {
*/
tween: function (obj, localReference) {
- if (typeof localReference === "undefined") { localReference = false; }
-
return this.game.tweens.create(obj, localReference);
},
audio: function (key, volume, loop) {
- volume = volume || 1;
- loop = loop || false;
-
return this.game.sound.add(key, volume, loop);
- }
+ },
+
+ tileSprite: function (x, y, width, height, key, frame) {
+
+ return this.world.add(new Phaser.TileSprite(this.game, x, y, width, height, key, frame));
+
+ },
+
};
\ No newline at end of file
diff --git a/src/gameobjects/Sprite.js b/src/gameobjects/Sprite.js
index 18056d06..31863238 100644
--- a/src/gameobjects/Sprite.js
+++ b/src/gameobjects/Sprite.js
@@ -70,13 +70,13 @@ Phaser.Sprite = function (game, x, y, key, frame) {
* @property blendMode
* @type Number
*/
- this.blendMode = PIXI.blendModes.NORMAL;
+ // this.blendMode = PIXI.blendModes.NORMAL;
this.x = x;
this.y = y;
- this.updateFrame = true;
- this.renderable = true;
+ // this.updateFrame = true;
+ // this.renderable = true;
this.position.x = x;
this.position.y = y;
@@ -355,5 +355,4 @@ Object.defineProperty(Phaser.Sprite.prototype, "inCamera", {
return this._cache.cameraVisible;
}
-
});
diff --git a/src/gameobjects/TileSprite.js b/src/gameobjects/TileSprite.js
new file mode 100644
index 00000000..e2fa4331
--- /dev/null
+++ b/src/gameobjects/TileSprite.js
@@ -0,0 +1,380 @@
+Phaser.TileSprite = function (game, x, y, width, height, key, frame) {
+
+ x = x || 0;
+ y = y || 0;
+ width = width || 256;
+ height = height || 256;
+ key = key || null;
+ frame = frame || null;
+
+ this.game = game;
+
+ this.exists = true;
+ this.active = true;
+ this.visible = true;
+ this.alive = true;
+
+ this.group = null;
+
+ this.name = '';
+
+ /**
+ * This manages animations of the sprite. You can modify animations through it. (see AnimationManager)
+ * @type AnimationManager
+ */
+ this.animations = new Phaser.AnimationManager(this);
+
+ // Phaser.Sprite.call(this);
+ PIXI.TilingSprite.call(this);
+
+ /**
+ * The texture that the sprite is using
+ *
+ * @property texture
+ * @type Texture
+ */
+ this.texture = PIXI.TextureCache[key];
+
+ if (this.game.cache.isSpriteSheet(key))
+ {
+ this.animations.loadFrameData(this.game.cache.getFrameData(key));
+ }
+
+ if (frame !== null)
+ {
+ if (typeof frame === 'string')
+ {
+ this.frameName = frame;
+ }
+ else
+ {
+ this.frame = frame;
+ }
+ }
+
+ /**
+ * The width of the tiling sprite
+ *
+ * @property width
+ * @type Number
+ */
+ this.width = width;
+
+ /**
+ * The height of the tiling sprite
+ *
+ * @property height
+ * @type Number
+ */
+ this.height = height;
+
+ /**
+ * Should this Sprite be automatically culled if out of range of the camera?
+ * A culled sprite has its visible property set to 'false'.
+ * Note that this check doesn't look at this Sprites children, which may still be in camera range.
+ * So you should set autoCull to false if the Sprite will have children likely to still be in camera range.
+ *
+ * @property autoCull
+ * @type Boolean
+ */
+ this.autoCull = false;
+
+ // Replaces the PIXI.Point with a slightly more flexible one
+ this.scale = new Phaser.Point(1, 1);
+
+ // Influence of camera movement upon the position
+ this.scrollFactor = new Phaser.Point(1, 1);
+
+ /**
+ * The anchor sets the origin point of the texture.
+ * The default is 0,0 this means the textures origin is the top left
+ * Setting than anchor to 0.5,0.5 means the textures origin is centered
+ * Setting the anchor to 1,1 would mean the textures origin points will be the bottom right
+ *
+ * @property anchor
+ * @type Point
+ */
+ // this.anchor = new Phaser.Point();
+
+ /**
+ * The scaling of the image that is being tiled
+ *
+ * @property tileScale
+ * @type Point
+ */
+ this.tileScale = new Phaser.Point(1,1);
+
+ /**
+ * The offset position of the image that is being tiled
+ *
+ * @property tilePosition
+ * @type Point
+ */
+ this.tilePosition = new Phaser.Point(0,0);
+
+ this.bounds = new Phaser.Rectangle(x, y, this.width, this.height);
+
+ this.x = x;
+ this.y = y;
+ this.position.x = x;
+ this.position.y = y;
+
+ // A mini cache for storing all of the calculated values
+ this._cache = {
+
+ dirty: false,
+
+ // Transform cache
+ a00: 1, a01: 0, a02: x, a10: 0, a11: 1, a12: y, id: 1,
+
+ // Bounds check
+ left: null, right: null, top: null, bottom: null,
+
+ // The previous calculated position inc. camera x/y and scrollFactor
+ x: -1, y: -1,
+
+ // The actual scale values based on the worldTransform
+ scaleX: 1, scaleY: 1,
+
+ // The width/height of the image, based on the un-modified frame size multiplied by the final calculated scale size
+ width: width, height: height,
+
+ // The current frame index, used to check for bounds updates
+ frameWidth: 0, frameHeight: 0,
+
+ boundsX: 0, boundsY: 0,
+
+ // If this sprite visible to the camera (regardless of being set to visible or not)
+ cameraVisible: true
+
+ };
+
+ // Corner points
+ this.offset = new Phaser.Point();
+ this.topLeft = new Phaser.Point();
+ this.topRight = new Phaser.Point();
+ this.bottomRight = new Phaser.Point();
+ this.bottomLeft = new Phaser.Point();
+ this.bounds = new Phaser.Rectangle(x, y, this.width, this.height);
+
+ this.getLocalPosition(this.topLeft, this.offset.x, this.offset.y);
+ this.getLocalPosition(this.topRight, this.offset.x + this.width, this.offset.y);
+ this.getLocalPosition(this.bottomLeft, this.offset.x, this.offset.y + this.height);
+ this.getLocalPosition(this.bottomRight, this.offset.x + this.width, this.offset.y + this.height);
+
+};
+
+Phaser.TileSprite.prototype = Object.create(PIXI.TilingSprite.prototype);
+Phaser.TileSprite.prototype.constructor = Phaser.TileSprite;
+
+/**
+ * Automatically called by the game loop.
+ */
+Phaser.TileSprite.prototype.update = function () {
+
+ this._cache.dirty = false;
+
+ this.animations.update();
+
+ this._cache.x = this.x - (this.game.world.camera.x * this.scrollFactor.x);
+ this._cache.y = this.y - (this.game.world.camera.y * this.scrollFactor.y);
+
+ // If this sprite or the camera have moved then let's update everything
+ // It may have rotated though ...
+ if (this.position.x != this._cache.x || this.position.y != this._cache.y)
+ {
+ this.position.x = this._cache.x;
+ this.position.y = this._cache.y;
+ this._cache.dirty = true;
+ }
+
+ if (this.visible)
+ {
+ // |a c tx|
+ // |b d ty|
+ // |0 0 1|
+
+ // Only update the values we need
+ if (this.worldTransform[0] != this._cache.a00 || this.worldTransform[1] != this._cache.a01)
+ {
+ this._cache.a00 = this.worldTransform[0]; // scaleX a
+ this._cache.a01 = this.worldTransform[1]; // skewY c
+ this._cache.scaleX = Math.sqrt((this._cache.a00 * this._cache.a00) + (this._cache.a01 * this._cache.a01));
+ this._cache.a01 *= -1;
+ this._cache.dirty = true;
+ }
+
+ // Need to test, but probably highly unlikely that a scaleX would happen without effecting the Y skew
+ if (this.worldTransform[3] != this._cache.a10 || this.worldTransform[4] != this._cache.a11)
+ {
+ this._cache.a10 = this.worldTransform[3]; // skewX b
+ this._cache.a11 = this.worldTransform[4]; // scaleY d
+ this._cache.scaleY = Math.sqrt((this._cache.a10 * this._cache.a10) + (this._cache.a11 * this._cache.a11));
+ this._cache.a10 *= -1;
+ this._cache.dirty = true;
+ }
+
+ if (this.worldTransform[2] != this._cache.a02 || this.worldTransform[5] != this._cache.a12)
+ {
+ this._cache.a02 = this.worldTransform[2]; // translateX tx
+ this._cache.a12 = this.worldTransform[5]; // translateY ty
+ this._cache.dirty = true;
+ }
+
+ if (this._cache.dirty || this.texture.frame.width != this._cache.frameWidth || this.texture.frame.height != this._cache.frameHeight)
+ {
+ this._cache.frameWidth = this.texture.frame.width;
+ this._cache.frameHeight = this.texture.frame.height;
+
+ this._cache.width = this.width * this._cache.scaleX;
+ this._cache.height = this.height * this._cache.scaleY;
+
+ this._cache.dirty = true;
+ }
+
+ if (this._cache.dirty)
+ {
+ this._cache.id = 1 / (this._cache.a00 * this._cache.a11 + this._cache.a01 * -this._cache.a10);
+ this.updateBounds();
+ }
+ }
+ else
+ {
+ // We still need to work out the bounds in case the camera has moved
+ // but we can't use the local or worldTransform to do it, as Pixi resets that if a Sprite is invisible.
+ // So we'll compare against the cached state + new position.
+ if (this._cache.dirty && this.visible == false)
+ {
+ this.bounds.x -= this._cache.boundsX - this._cache.x;
+ this._cache.boundsX = this._cache.x;
+
+ this.bounds.y -= this._cache.boundsy - this._cache.y;
+ this._cache.boundsY = this._cache.y;
+ }
+ }
+
+ // Re-run the camera visibility check
+ if (this._cache.dirty)
+ {
+ this._cache.cameraVisible = Phaser.Rectangle.intersects(this.game.world.camera.screenView, this.bounds, 0);
+
+ if (this.autoCull == true)
+ {
+ this.visible = this._cache.cameraVisible;
+ }
+ }
+
+ // Check our bounds
+
+}
+
+Phaser.TileSprite.prototype.updateBounds = function() {
+
+ // Update the edge points
+
+ this.offset.setTo(this._cache.a02, this._cache.a12);
+
+ this.getLocalPosition(this.topLeft, this.offset.x, this.offset.y);
+ this.getLocalPosition(this.topRight, this.offset.x + this._cache.width, this.offset.y);
+ this.getLocalPosition(this.bottomLeft, this.offset.x, this.offset.y + this._cache.height);
+ this.getLocalPosition(this.bottomRight, this.offset.x + this._cache.width, this.offset.y + this._cache.height);
+
+ this._cache.left = Phaser.Math.min(this.topLeft.x, this.topRight.x, this.bottomLeft.x, this.bottomRight.x);
+ this._cache.right = Phaser.Math.max(this.topLeft.x, this.topRight.x, this.bottomLeft.x, this.bottomRight.x);
+ this._cache.top = Phaser.Math.min(this.topLeft.y, this.topRight.y, this.bottomLeft.y, this.bottomRight.y);
+ this._cache.bottom = Phaser.Math.max(this.topLeft.y, this.topRight.y, this.bottomLeft.y, this.bottomRight.y);
+
+ this.bounds.setTo(this._cache.left, this._cache.top, this._cache.right - this._cache.left, this._cache.bottom - this._cache.top);
+
+ // This is the coordinate the Sprite was at when the last bounds was created
+ this._cache.boundsX = this._cache.x;
+ this._cache.boundsY = this._cache.y;
+
+}
+
+Phaser.TileSprite.prototype.getLocalPosition = function(p, x, y) {
+
+ p.x = ((this._cache.a11 * this._cache.id * x + -this._cache.a01 * this._cache.id * y + (this._cache.a12 * this._cache.a01 - this._cache.a02 * this._cache.a11) * this._cache.id) * this._cache.scaleX) + this._cache.a02;
+ p.y = ((this._cache.a00 * this._cache.id * y + -this._cache.a10 * this._cache.id * x + (-this._cache.a12 * this._cache.a00 + this._cache.a02 * this._cache.a10) * this._cache.id) * this._cache.scaleY) + this._cache.a12;
+
+ return p;
+
+}
+
+Phaser.TileSprite.prototype.getBounds = function(rect) {
+
+ rect = rect || new Phaser.Rectangle;
+
+ var left = Phaser.Math.min(this.topLeft.x, this.topRight.x, this.bottomLeft.x, this.bottomRight.x);
+ var right = Phaser.Math.max(this.topLeft.x, this.topRight.x, this.bottomLeft.x, this.bottomRight.x);
+ var top = Phaser.Math.min(this.topLeft.y, this.topRight.y, this.bottomLeft.y, this.bottomRight.y);
+ var bottom = Phaser.Math.max(this.topLeft.y, this.topRight.y, this.bottomLeft.y, this.bottomRight.y);
+
+ rect.x = left;
+ rect.y = top;
+ rect.width = right - left;
+ rect.height = bottom - top;
+
+ return rect;
+
+}
+
+Object.defineProperty(Phaser.TileSprite.prototype, 'angle', {
+
+ get: function() {
+ return Phaser.Math.radToDeg(this.rotation);
+ },
+
+ set: function(value) {
+ this.rotation = Phaser.Math.degToRad(value);
+ }
+
+});
+
+Object.defineProperty(Phaser.TileSprite.prototype, "frame", {
+
+ /**
+ * Get the animation frame number.
+ */
+ get: function () {
+ return this.animations.frame;
+ },
+
+ /**
+ * Set the animation frame by frame number.
+ */
+ set: function (value) {
+ this.animations.frame = value;
+ }
+
+});
+
+Object.defineProperty(Phaser.TileSprite.prototype, "frameName", {
+
+ /**
+ * Get the animation frame name.
+ */
+ get: function () {
+ return this.animations.frameName;
+ },
+
+ /**
+ * Set the animation frame by frame name.
+ */
+ set: function (value) {
+ this.animations.frameName = value;
+ }
+
+});
+
+Object.defineProperty(Phaser.TileSprite.prototype, "inCamera", {
+
+ /**
+ * Is this sprite visible to the camera or not?
+ */
+ get: function () {
+ return this._cache.cameraVisible;
+ }
+
+});
+
diff --git a/src/loader/Loader.js b/src/loader/Loader.js
index 1fd66419..4e09954f 100644
--- a/src/loader/Loader.js
+++ b/src/loader/Loader.js
@@ -474,7 +474,7 @@ Phaser.Loader.prototype = {
this.onFileError.dispatch(key);
- throw new Error("Phaser.Loader error loading file: " + key);
+ console.warn("Phaser.Loader error loading file: " + key);
this.nextFile(key, false);
@@ -488,7 +488,7 @@ Phaser.Loader.prototype = {
if (!this._fileList[key])
{
- throw new Error('Phaser.Loader fileComplete invalid key ' + key);
+ console.warn('Phaser.Loader fileComplete invalid key ' + key);
return;
}