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
+12 -14
View File
@@ -1,10 +1,8 @@
/// <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() {
@@ -22,20 +20,20 @@
}
var car: Sprite;
var map: Tilemap;
var bigCam: Camera;
var car: Phaser.Sprite;
var map: Phaser.Tilemap;
var bigCam: Phaser.Camera;
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);
@@ -47,7 +45,7 @@
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;
@@ -62,18 +60,18 @@
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))
if (myGame.input.keyboard.isDown(Phaser.Keyboard.UP))
{
var motion:Point = myGame.math.velocityFromAngle(car.angle, 300);
var motion:Phaser.Point = myGame.motion.velocityFromAngle(car.angle, 300);
car.velocity.copyFrom(motion);
}