Preparing for new release

This commit is contained in:
Richard Davey
2013-04-18 14:16:18 +01:00
parent 72a4809dd8
commit 6bb4c5e3fc
165 changed files with 37278 additions and 29038 deletions
+2 -4
View File
@@ -1,8 +1,6 @@
/// <reference path="../../Phaser/Game.ts" />
/// <reference path="../../Phaser/Sprite.ts" />
/// <reference path="../../Phaser/Emitter.ts" />
/// <reference path="../../Phaser/Phaser.ts" />
(function () {
var myGame = new Game(this, 'game', 800, 600, null, create);
var myGame = new Phaser.Game(this, 'game', 800, 600, null, create);
var emitter;
function create() {
// Creates a basic emitter, bursting out 50 default sprites (i.e. 16x16 white boxes)
+3 -5
View File
@@ -1,12 +1,10 @@
/// <reference path="../../Phaser/Game.ts" />
/// <reference path="../../Phaser/Sprite.ts" />
/// <reference path="../../Phaser/Emitter.ts" />
/// <reference path="../../Phaser/Phaser.ts" />
(function () {
var myGame = new Game(this, 'game', 800, 600, null, create);
var myGame = new Phaser.Game(this, 'game', 800, 600, null, create);
var emitter: Emitter;
var emitter: Phaser.Emitter;
function create() {
+2 -4
View File
@@ -1,8 +1,6 @@
/// <reference path="../../Phaser/Game.ts" />
/// <reference path="../../Phaser/Sprite.ts" />
/// <reference path="../../Phaser/Emitter.ts" />
/// <reference path="../../Phaser/Phaser.ts" />
(function () {
var myGame = new Game(this, 'game', 800, 600, init, create);
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create);
var emitter;
function init() {
myGame.loader.addImageFile('jet', 'assets/sprites/jets.png');
+3 -5
View File
@@ -1,12 +1,10 @@
/// <reference path="../../Phaser/Game.ts" />
/// <reference path="../../Phaser/Sprite.ts" />
/// <reference path="../../Phaser/Emitter.ts" />
/// <reference path="../../Phaser/Phaser.ts" />
(function () {
var myGame = new Game(this, 'game', 800, 600, init, create);
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create);
var emitter: Emitter;
var emitter: Phaser.Emitter;
function init() {
+2 -4
View File
@@ -1,8 +1,6 @@
/// <reference path="../../Phaser/Game.ts" />
/// <reference path="../../Phaser/Sprite.ts" />
/// <reference path="../../Phaser/Emitter.ts" />
/// <reference path="../../Phaser/Phaser.ts" />
(function () {
var myGame = new Game(this, 'game', 800, 600, init, create, update);
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
var emitter1;
var emitter2;
var emitter3;
+8 -10
View File
@@ -1,17 +1,15 @@
/// <reference path="../../Phaser/Game.ts" />
/// <reference path="../../Phaser/Sprite.ts" />
/// <reference path="../../Phaser/Emitter.ts" />
/// <reference path="../../Phaser/Phaser.ts" />
(function () {
var myGame = new Game(this, 'game', 800, 600, init, create, update);
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
var emitter1: Emitter;
var emitter2: Emitter;
var emitter3: Emitter;
var emitter4: Emitter;
var emitter5: Emitter;
var emitter6: Emitter;
var emitter1: Phaser.Emitter;
var emitter2: Phaser.Emitter;
var emitter3: Phaser.Emitter;
var emitter4: Phaser.Emitter;
var emitter5: Phaser.Emitter;
var emitter6: Phaser.Emitter;
function init() {
+4 -4
View File
@@ -4,8 +4,8 @@ var __extends = this.__extends || function (d, b) {
d.prototype = new __();
};
/// <reference path="../../Phaser/Game.ts" />
/// <reference path="../../Phaser/Sprite.ts" />
/// <reference path="../../Phaser/Emitter.ts" />
/// <reference path="../../Phaser/gameobjects/Particle.ts" />
/// <reference path="../../Phaser/gameobjects/Emitter.ts" />
// Actually we could achieve the same result as this by using a sprite sheet and basic Particle
// but it still shows you how to use it properly from TypeScript, so it was worth making
var customParticle = (function (_super) {
@@ -22,9 +22,9 @@ var customParticle = (function (_super) {
this.loadGraphic(game.math.getRandom(s));
}
return customParticle;
})(Particle);
})(Phaser.Particle);
(function () {
var myGame = new Game(this, 'game', 800, 600, init, create);
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create);
var emitter;
function init() {
myGame.loader.addImageFile('carrot', 'assets/sprites/carrot.png');
+6 -6
View File
@@ -1,12 +1,12 @@
/// <reference path="../../Phaser/Game.ts" />
/// <reference path="../../Phaser/Sprite.ts" />
/// <reference path="../../Phaser/Emitter.ts" />
/// <reference path="../../Phaser/gameobjects/Particle.ts" />
/// <reference path="../../Phaser/gameobjects/Emitter.ts" />
// Actually we could achieve the same result as this by using a sprite sheet and basic Particle
// but it still shows you how to use it properly from TypeScript, so it was worth making
class customParticle extends Particle {
class customParticle extends Phaser.Particle {
constructor(game:Game) {
constructor(game:Phaser.Game) {
super(game);
@@ -19,9 +19,9 @@ class customParticle extends Particle {
(function () {
var myGame = new Game(this, 'game', 800, 600, init, create);
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create);
var emitter: Emitter;
var emitter: Phaser.Emitter;
function init() {
+2 -4
View File
@@ -1,8 +1,6 @@
/// <reference path="../../Phaser/Game.ts" />
/// <reference path="../../Phaser/Sprite.ts" />
/// <reference path="../../Phaser/Emitter.ts" />
/// <reference path="../../Phaser/Phaser.ts" />
(function () {
var myGame = new Game(this, 'game', 800, 600, init, create, update);
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
var leftEmitter;
var rightEmitter;
function init() {
+4 -6
View File
@@ -1,13 +1,11 @@
/// <reference path="../../Phaser/Game.ts" />
/// <reference path="../../Phaser/Sprite.ts" />
/// <reference path="../../Phaser/Emitter.ts" />
/// <reference path="../../Phaser/Phaser.ts" />
(function () {
var myGame = new Game(this, 'game', 800, 600, init, create, update);
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
var leftEmitter: Emitter;
var rightEmitter: Emitter;
var leftEmitter: Phaser.Emitter;
var rightEmitter: Phaser.Emitter;
function init() {