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
+9 -11
View File
@@ -1,8 +1,6 @@
/// <reference path="../../Phaser/Game.ts" />
/// <reference path="../../Phaser/Sprite.ts" />
/// <reference path="../../Phaser/Tilemap.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);
function init() {
// Tiled JSON Test
myGame.loader.addTextFile('jsontest', 'assets/maps/test.json');
@@ -17,12 +15,12 @@
var map;
var bigCam;
function create() {
myGame.camera.deadzone = new Rectangle(64, 64, myGame.stage.width - 128, myGame.stage.height - 128);
myGame.camera.deadzone = new Phaser.Rectangle(64, 64, myGame.stage.width - 128, myGame.stage.height - 128);
bigCam = myGame.createCamera(30, 30, 200, 200);
bigCam.showBorder = true;
bigCam.scale.setTo(1.5, 1.5);
//map = myGame.createTilemap('jsontiles', 'jsontest', Tilemap.FORMAT_TILED_JSON);
map = myGame.createTilemap('csvtiles', 'csvtest', Tilemap.FORMAT_CSV, 16, 16);
map = myGame.createTilemap('csvtiles', 'csvtest', Phaser.Tilemap.FORMAT_CSV, 16, 16);
// for now like this, but change to auto soon
myGame.world.setSize(map.widthInPixels, map.heightInPixels);
console.log('world size', map.widthInPixels, map.heightInPixels);
@@ -30,7 +28,7 @@
bigCam.setBounds(0, 0, myGame.world.width, myGame.world.height);
car = myGame.createSprite(300, 100, 'car');
myGame.camera.follow(car);
bigCam.follow(car, Camera.STYLE_LOCKON);
bigCam.follow(car, Phaser.Camera.STYLE_LOCKON);
myGame.onRenderCallback = render;
}
function update() {
@@ -39,13 +37,13 @@
car.velocity.y = 0;
car.angularVelocity = 0;
car.angularAcceleration = 0;
if(myGame.input.keyboard.isDown(Keyboard.LEFT)) {
if(myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT)) {
car.angularVelocity = -200;
} else if(myGame.input.keyboard.isDown(Keyboard.RIGHT)) {
} else if(myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) {
car.angularVelocity = 200;
}
if(myGame.input.keyboard.isDown(Keyboard.UP)) {
var motion = myGame.math.velocityFromAngle(car.angle, 300);
if(myGame.input.keyboard.isDown(Phaser.Keyboard.UP)) {
var motion = myGame.motion.velocityFromAngle(car.angle, 300);
car.velocity.copyFrom(motion);
}
}