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https://github.com/wassname/phaser.git
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Preparing for new release
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@@ -1,8 +1,6 @@
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/// <reference path="../../Phaser/Game.ts" />
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/// <reference path="../../Phaser/Sprite.ts" />
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/// <reference path="../../Phaser/Emitter.ts" />
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/// <reference path="../../Phaser/Phaser.ts" />
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(function () {
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var myGame = new Game(this, 'game', 800, 600, null, create);
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var myGame = new Phaser.Game(this, 'game', 800, 600, null, create);
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var emitter;
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function create() {
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// Creates a basic emitter, bursting out 50 default sprites (i.e. 16x16 white boxes)
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@@ -1,12 +1,10 @@
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/// <reference path="../../Phaser/Game.ts" />
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/// <reference path="../../Phaser/Sprite.ts" />
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/// <reference path="../../Phaser/Emitter.ts" />
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/// <reference path="../../Phaser/Phaser.ts" />
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(function () {
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var myGame = new Game(this, 'game', 800, 600, null, create);
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var myGame = new Phaser.Game(this, 'game', 800, 600, null, create);
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var emitter: Emitter;
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var emitter: Phaser.Emitter;
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function create() {
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@@ -1,8 +1,6 @@
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/// <reference path="../../Phaser/Game.ts" />
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/// <reference path="../../Phaser/Sprite.ts" />
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/// <reference path="../../Phaser/Emitter.ts" />
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/// <reference path="../../Phaser/Phaser.ts" />
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(function () {
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var myGame = new Game(this, 'game', 800, 600, init, create);
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var myGame = new Phaser.Game(this, 'game', 800, 600, init, create);
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var emitter;
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function init() {
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myGame.loader.addImageFile('jet', 'assets/sprites/jets.png');
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@@ -1,12 +1,10 @@
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/// <reference path="../../Phaser/Game.ts" />
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/// <reference path="../../Phaser/Sprite.ts" />
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/// <reference path="../../Phaser/Emitter.ts" />
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/// <reference path="../../Phaser/Phaser.ts" />
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(function () {
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var myGame = new Game(this, 'game', 800, 600, init, create);
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var myGame = new Phaser.Game(this, 'game', 800, 600, init, create);
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var emitter: Emitter;
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var emitter: Phaser.Emitter;
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function init() {
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@@ -1,8 +1,6 @@
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/// <reference path="../../Phaser/Game.ts" />
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/// <reference path="../../Phaser/Sprite.ts" />
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/// <reference path="../../Phaser/Emitter.ts" />
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/// <reference path="../../Phaser/Phaser.ts" />
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(function () {
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var myGame = new Game(this, 'game', 800, 600, init, create, update);
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var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
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var emitter1;
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var emitter2;
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var emitter3;
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@@ -1,17 +1,15 @@
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/// <reference path="../../Phaser/Game.ts" />
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/// <reference path="../../Phaser/Sprite.ts" />
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/// <reference path="../../Phaser/Emitter.ts" />
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/// <reference path="../../Phaser/Phaser.ts" />
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(function () {
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var myGame = new Game(this, 'game', 800, 600, init, create, update);
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var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
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var emitter1: Emitter;
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var emitter2: Emitter;
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var emitter3: Emitter;
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var emitter4: Emitter;
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var emitter5: Emitter;
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var emitter6: Emitter;
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var emitter1: Phaser.Emitter;
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var emitter2: Phaser.Emitter;
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var emitter3: Phaser.Emitter;
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var emitter4: Phaser.Emitter;
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var emitter5: Phaser.Emitter;
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var emitter6: Phaser.Emitter;
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function init() {
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@@ -4,8 +4,8 @@ var __extends = this.__extends || function (d, b) {
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d.prototype = new __();
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};
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/// <reference path="../../Phaser/Game.ts" />
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/// <reference path="../../Phaser/Sprite.ts" />
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/// <reference path="../../Phaser/Emitter.ts" />
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/// <reference path="../../Phaser/gameobjects/Particle.ts" />
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/// <reference path="../../Phaser/gameobjects/Emitter.ts" />
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// Actually we could achieve the same result as this by using a sprite sheet and basic Particle
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// but it still shows you how to use it properly from TypeScript, so it was worth making
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var customParticle = (function (_super) {
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@@ -22,9 +22,9 @@ var customParticle = (function (_super) {
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this.loadGraphic(game.math.getRandom(s));
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}
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return customParticle;
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})(Particle);
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})(Phaser.Particle);
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(function () {
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var myGame = new Game(this, 'game', 800, 600, init, create);
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var myGame = new Phaser.Game(this, 'game', 800, 600, init, create);
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var emitter;
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function init() {
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myGame.loader.addImageFile('carrot', 'assets/sprites/carrot.png');
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@@ -1,12 +1,12 @@
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/// <reference path="../../Phaser/Game.ts" />
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/// <reference path="../../Phaser/Sprite.ts" />
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/// <reference path="../../Phaser/Emitter.ts" />
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/// <reference path="../../Phaser/gameobjects/Particle.ts" />
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/// <reference path="../../Phaser/gameobjects/Emitter.ts" />
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// Actually we could achieve the same result as this by using a sprite sheet and basic Particle
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// but it still shows you how to use it properly from TypeScript, so it was worth making
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class customParticle extends Particle {
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class customParticle extends Phaser.Particle {
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constructor(game:Game) {
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constructor(game:Phaser.Game) {
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super(game);
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@@ -19,9 +19,9 @@ class customParticle extends Particle {
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(function () {
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var myGame = new Game(this, 'game', 800, 600, init, create);
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var myGame = new Phaser.Game(this, 'game', 800, 600, init, create);
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var emitter: Emitter;
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var emitter: Phaser.Emitter;
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function init() {
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@@ -1,8 +1,6 @@
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/// <reference path="../../Phaser/Game.ts" />
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/// <reference path="../../Phaser/Sprite.ts" />
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/// <reference path="../../Phaser/Emitter.ts" />
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/// <reference path="../../Phaser/Phaser.ts" />
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(function () {
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var myGame = new Game(this, 'game', 800, 600, init, create, update);
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var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
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var leftEmitter;
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var rightEmitter;
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function init() {
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@@ -1,13 +1,11 @@
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/// <reference path="../../Phaser/Game.ts" />
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/// <reference path="../../Phaser/Sprite.ts" />
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/// <reference path="../../Phaser/Emitter.ts" />
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/// <reference path="../../Phaser/Phaser.ts" />
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(function () {
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var myGame = new Game(this, 'game', 800, 600, init, create, update);
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var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
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var leftEmitter: Emitter;
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var rightEmitter: Emitter;
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var leftEmitter: Phaser.Emitter;
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var rightEmitter: Phaser.Emitter;
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function init() {
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