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https://github.com/wassname/phaser.git
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Preparing for new release
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@@ -1,10 +1,8 @@
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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/Tilemap.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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function init() {
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@@ -22,20 +20,20 @@
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}
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var car: Sprite;
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var map: Tilemap;
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var bigCam: Camera;
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var car: Phaser.Sprite;
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var map: Phaser.Tilemap;
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var bigCam: Phaser.Camera;
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function create() {
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myGame.camera.deadzone = new Rectangle(64, 64, myGame.stage.width - 128, myGame.stage.height - 128);
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myGame.camera.deadzone = new Phaser.Rectangle(64, 64, myGame.stage.width - 128, myGame.stage.height - 128);
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bigCam = myGame.createCamera(30, 30, 200, 200);
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bigCam.showBorder = true;
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bigCam.scale.setTo(1.5, 1.5);
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//map = myGame.createTilemap('jsontiles', 'jsontest', Tilemap.FORMAT_TILED_JSON);
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map = myGame.createTilemap('csvtiles', 'csvtest', Tilemap.FORMAT_CSV, 16, 16);
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map = myGame.createTilemap('csvtiles', 'csvtest', Phaser.Tilemap.FORMAT_CSV, 16, 16);
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// for now like this, but change to auto soon
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myGame.world.setSize(map.widthInPixels, map.heightInPixels);
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@@ -47,7 +45,7 @@
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car = myGame.createSprite(300, 100, 'car');
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myGame.camera.follow(car);
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bigCam.follow(car, Camera.STYLE_LOCKON);
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bigCam.follow(car, Phaser.Camera.STYLE_LOCKON);
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myGame.onRenderCallback = render;
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@@ -62,18 +60,18 @@
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car.angularVelocity = 0;
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car.angularAcceleration = 0;
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if (myGame.input.keyboard.isDown(Keyboard.LEFT))
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if (myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT))
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{
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car.angularVelocity = -200;
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}
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else if (myGame.input.keyboard.isDown(Keyboard.RIGHT))
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else if (myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
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{
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car.angularVelocity = 200;
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}
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if (myGame.input.keyboard.isDown(Keyboard.UP))
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if (myGame.input.keyboard.isDown(Phaser.Keyboard.UP))
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{
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var motion:Point = myGame.math.velocityFromAngle(car.angle, 300);
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var motion:Phaser.Point = myGame.motion.velocityFromAngle(car.angle, 300);
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car.velocity.copyFrom(motion);
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}
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