diff --git a/Phaser/core/Group.ts b/Phaser/core/Group.ts index d06b3caa..1839a54c 100644 --- a/Phaser/core/Group.ts +++ b/Phaser/core/Group.ts @@ -417,11 +417,10 @@ module Phaser { * @param y {number} Y position of the new sprite. * @param [key] {string} The image key as defined in the Game.Cache to use as the texture for this sprite * @param [frame] {string|number} If the sprite uses an image from a texture atlas or sprite sheet you can pass the frame here. Either a number for a frame ID or a string for a frame name. - * @param [bodyType] {number} The physics body type of the object (defaults to BODY_DISABLED) * @returns {Sprite} The newly created sprite object. */ - public addNewSprite(x: number, y: number, key?: string = '', frame? = null, bodyType?: number = Phaser.Types.BODY_DISABLED): Sprite { - return this.add(new Sprite(this.game, x, y, key, frame, bodyType)); + public addNewSprite(x: number, y: number, key?: string = '', frame? = null): Sprite { + return this.add(new Sprite(this.game, x, y, key, frame)); } /** diff --git a/Phaser/gameobjects/GameObjectFactory.ts b/Phaser/gameobjects/GameObjectFactory.ts index 0a8bef3b..d74c8a03 100644 --- a/Phaser/gameobjects/GameObjectFactory.ts +++ b/Phaser/gameobjects/GameObjectFactory.ts @@ -87,11 +87,10 @@ module Phaser { * @param y {number} Y position of the new sprite. * @param [key] {string} The image key as defined in the Game.Cache to use as the texture for this sprite * @param [frame] {string|number} If the sprite uses an image from a texture atlas or sprite sheet you can pass the frame here. Either a number for a frame ID or a string for a frame name. - * @param [bodyType] {number} The physics body type of the object (defaults to BODY_DISABLED) * @returns {Sprite} The newly created sprite object. */ - public sprite(x: number, y: number, key?: string = '', frame? = null, bodyType?: number = Phaser.Types.BODY_DISABLED): Sprite { - return this._world.group.add(new Sprite(this._game, x, y, key, frame, bodyType)); + public sprite(x: number, y: number, key?: string = '', frame? = null): Sprite { + return this._world.group.add(new Sprite(this._game, x, y, key, frame)); } public audio(key: string, volume?: number = 1, loop?: bool = false) { @@ -109,9 +108,9 @@ module Phaser { * @param [shapeType] The default body shape is either 0 for a Box or 1 for a Circle. See Sprite.body.addShape for custom shapes (polygons, etc) * @returns {Sprite} The newly created sprite object. */ - public physicsSprite(x: number, y: number, key?: string = '', frame? = null, bodyType?: number = Phaser.Types.BODY_DYNAMIC, shapeType?:number = 0): Sprite { - return this._world.group.add(new Sprite(this._game, x, y, key, frame, bodyType, shapeType)); - } + //public physicsSprite(x: number, y: number, key?: string = '', frame? = null, bodyType?: number = Phaser.Types.BODY_DYNAMIC, shapeType?:number = 0): Sprite { + // return this._world.group.add(new Sprite(this._game, x, y, key, frame, bodyType, shapeType)); + //} /** * Create a new DynamicTexture with specific size. diff --git a/Phaser/gameobjects/Sprite.ts b/Phaser/gameobjects/Sprite.ts index 6fd26a0a..e2d56c60 100644 --- a/Phaser/gameobjects/Sprite.ts +++ b/Phaser/gameobjects/Sprite.ts @@ -23,10 +23,8 @@ module Phaser { * @param [x] {number} the initial x position of the sprite. * @param [y] {number} the initial y position of the sprite. * @param [key] {string} Key of the graphic you want to load for this sprite. - * @param [bodyType] {number} The physics body type of the object (defaults to BODY_DISABLED, i.e. no physics) - * @param [shapeType] {number} The physics shape the body will consist of (either Box (0) or Circle (1), for custom types see body.addShape) */ - constructor(game: Game, x?: number = 0, y?: number = 0, key?: string = null, frame? = null, bodyType?: number = Phaser.Types.BODY_DISABLED, shapeType?:number = 0) { + constructor(game: Game, x?: number = 0, y?: number = 0, key?: string = null, frame? = null) { this.game = game; this.type = Phaser.Types.SPRITE; @@ -69,13 +67,6 @@ module Phaser { } } - if (bodyType !== Phaser.Types.BODY_DISABLED) - { - //this.body = new Phaser.Physics.Body(this, bodyType, 0, 0, shapeType); - //this.game.physics.addBody(this.body); - //this.transform.origin.setTo(0.5, 0.5); - } - this.worldView = new Rectangle(x, y, this.width, this.height); this.cameraView = new Rectangle(x, y, this.width, this.height); @@ -334,8 +325,24 @@ module Phaser { this.transform.update(); - this.worldView.x = (this.x * this.transform.scrollFactor.x) - (this.width * this.transform.origin.x); - this.worldView.y = (this.y * this.transform.scrollFactor.y) - (this.height * this.transform.origin.y); + if (this.transform.scrollFactor.x != 1 && this.transform.scrollFactor.x != 0) + { + this.worldView.x = (this.x * this.transform.scrollFactor.x) - (this.width * this.transform.origin.x); + } + else + { + this.worldView.x = this.x - (this.width * this.transform.origin.x); + } + + if (this.transform.scrollFactor.y != 1 && this.transform.scrollFactor.y != 0) + { + this.worldView.y = (this.y * this.transform.scrollFactor.y) - (this.height * this.transform.origin.y); + } + else + { + this.worldView.y = this.y - (this.height * this.transform.origin.y); + } + this.worldView.width = this.width; this.worldView.height = this.height; diff --git a/Phaser/ui/Button.ts b/Phaser/ui/Button.ts index 28c33cbe..874b7200 100644 --- a/Phaser/ui/Button.ts +++ b/Phaser/ui/Button.ts @@ -83,9 +83,6 @@ module Phaser.UI { this.events.onInputDown.add(this.onInputDownHandler, this); this.events.onInputUp.add(this.onInputUpHandler, this); - // By default we'll position it using screen space, not world space. - this.transform.scrollFactor.setTo(0, 0); - } private _onOverFrameName = null; diff --git a/Phaser/utils/SpriteUtils.ts b/Phaser/utils/SpriteUtils.ts index be61a296..eac43747 100644 --- a/Phaser/utils/SpriteUtils.ts +++ b/Phaser/utils/SpriteUtils.ts @@ -159,7 +159,7 @@ module Phaser { // if rotation == 0 then just do a rect check instead! if (sprite.transform.rotation == 0) { - return Phaser.RectangleUtils.contains(sprite.cameraView, x, y); + return Phaser.RectangleUtils.contains(sprite.worldView, x, y); } if ((x - sprite.transform.upperLeft.x) * (sprite.transform.upperRight.x - sprite.transform.upperLeft.x) + (y - sprite.transform.upperLeft.y) * (sprite.transform.upperRight.y - sprite.transform.upperLeft.y) < 0) diff --git a/README.md b/README.md index e0f8a427..1dfcf315 100644 --- a/README.md +++ b/README.md @@ -33,7 +33,6 @@ TODO: * Drag Sprite with "snap to center" uses local coords not world, so fails on scrolling world (no center lock works fine) * Need to be able to set the current tilemap layer, then the getTileXY default layer uses that one if no other given * Pointer worldX/Y don't appear to be correct for some reason -* Create a Pixel game object type (useful for particles / fx) * Sprite collision events * Move all of the renderDebugInfo methods to the DebugUtils class * Check bounds/edge points when sprite is only 1x1 sized :) @@ -56,7 +55,7 @@ TODO: * Pixel-perfect click check * Check Flash atlas export is supported * DynamicTexture.setPixel needs to be swapped for a proper pixel put, not the filledRect it currently is. - +* Check pointer picking objects with multiple cameras (check camera first, then object???) V1.0.0 diff --git a/Tests/buttons/basic button.js b/Tests/buttons/basic button.js index b98f1ec2..a332e884 100644 --- a/Tests/buttons/basic button.js +++ b/Tests/buttons/basic button.js @@ -12,7 +12,6 @@ Phaser.Sprite button: Phaser.UI.Button function create() { - game.stage.clear = false; // This is just an image that we'll toggle the display of when you click the button this.image = game.add.sprite(game.stage.centerX, 0, 'beast'); this.image.transform.origin.setTo(0.5, 0); diff --git a/Tests/input/world drag.js b/Tests/input/world drag.js index e75a9887..77c6cbee 100644 --- a/Tests/input/world drag.js +++ b/Tests/input/world drag.js @@ -4,19 +4,16 @@ function init() { game.world.setSize(1920, 1200, true); game.load.image('backdrop', 'assets/pics/remember-me.jpg'); - game.load.image('melon', 'assets/sprites/melon.png'); + game.load.image('diamond', 'assets/sprites/diamond.png'); game.load.start(); } var test; function create() { game.add.sprite(0, 0, 'backdrop'); - for(var i = 0; i < 1; i++) { - //var sprite: Phaser.Sprite = game.add.sprite(game.world.randomX, game.world.randomY, 'melon'); - //sprite.input.start(i, false, true); - //sprite.input.enableDrag(); - test = game.add.sprite(700, 200, 'melon'); - test.input.start(i, false, true); - test.input.enableDrag(); + for(var i = 0; i < 50; i++) { + var sprite = game.add.sprite(game.world.randomX, game.world.randomY, 'diamond'); + sprite.input.start(i, false, true); + sprite.input.enableDrag(); } } function update() { @@ -33,7 +30,6 @@ } function render() { game.camera.renderDebugInfo(32, 32); - Phaser.DebugUtils.renderSpriteInfo(test, 32, 200); game.input.renderDebugInfo(300, 200); } })(); diff --git a/Tests/input/world drag.ts b/Tests/input/world drag.ts index d2572724..75ec1768 100644 --- a/Tests/input/world drag.ts +++ b/Tests/input/world drag.ts @@ -9,7 +9,7 @@ game.world.setSize(1920, 1200, true); game.load.image('backdrop', 'assets/pics/remember-me.jpg'); - game.load.image('melon', 'assets/sprites/melon.png'); + game.load.image('diamond', 'assets/sprites/diamond.png'); game.load.start(); @@ -21,17 +21,11 @@ game.add.sprite(0, 0, 'backdrop'); - for (var i = 0; i < 1; i++) + for (var i = 0; i < 50; i++) { - //var sprite: Phaser.Sprite = game.add.sprite(game.world.randomX, game.world.randomY, 'melon'); - //sprite.input.start(i, false, true); - //sprite.input.enableDrag(); - - test = game.add.sprite(700, 200, 'melon'); - test.input.start(i, false, true); - test.input.enableDrag(); - - + var sprite: Phaser.Sprite = game.add.sprite(game.world.randomX, game.world.randomY, 'diamond'); + sprite.input.start(i, false, true); + sprite.input.enableDrag(); } } @@ -62,8 +56,6 @@ game.camera.renderDebugInfo(32, 32); - Phaser.DebugUtils.renderSpriteInfo(test, 32, 200); - game.input.renderDebugInfo(300, 200); } diff --git a/Tests/phaser.js b/Tests/phaser.js index 7add7a90..5b1a3f07 100644 --- a/Tests/phaser.js +++ b/Tests/phaser.js @@ -4843,16 +4843,12 @@ var Phaser; * @param [x] {number} the initial x position of the sprite. * @param [y] {number} the initial y position of the sprite. * @param [key] {string} Key of the graphic you want to load for this sprite. - * @param [bodyType] {number} The physics body type of the object (defaults to BODY_DISABLED, i.e. no physics) - * @param [shapeType] {number} The physics shape the body will consist of (either Box (0) or Circle (1), for custom types see body.addShape) */ - function Sprite(game, x, y, key, frame, bodyType, shapeType) { + function Sprite(game, x, y, key, frame) { if (typeof x === "undefined") { x = 0; } if (typeof y === "undefined") { y = 0; } if (typeof key === "undefined") { key = null; } if (typeof frame === "undefined") { frame = null; } - if (typeof bodyType === "undefined") { bodyType = Phaser.Types.BODY_DISABLED; } - if (typeof shapeType === "undefined") { shapeType = 0; } /** * Sprite physics body. */ @@ -4905,11 +4901,6 @@ var Phaser; this.frame = frame; } } - if(bodyType !== Phaser.Types.BODY_DISABLED) { - //this.body = new Phaser.Physics.Body(this, bodyType, 0, 0, shapeType); - //this.game.physics.addBody(this.body); - //this.transform.origin.setTo(0.5, 0.5); - } this.worldView = new Phaser.Rectangle(x, y, this.width, this.height); this.cameraView = new Phaser.Rectangle(x, y, this.width, this.height); this.transform.setCache(); @@ -5022,8 +5013,16 @@ var Phaser; */ function () { this.transform.update(); - this.worldView.x = (this.x * this.transform.scrollFactor.x) - (this.width * this.transform.origin.x); - this.worldView.y = (this.y * this.transform.scrollFactor.y) - (this.height * this.transform.origin.y); + if(this.transform.scrollFactor.x != 1 && this.transform.scrollFactor.x != 0) { + this.worldView.x = (this.x * this.transform.scrollFactor.x) - (this.width * this.transform.origin.x); + } else { + this.worldView.x = this.x - (this.width * this.transform.origin.x); + } + if(this.transform.scrollFactor.y != 1 && this.transform.scrollFactor.y != 0) { + this.worldView.y = (this.y * this.transform.scrollFactor.y) - (this.height * this.transform.origin.y); + } else { + this.worldView.y = this.y - (this.height * this.transform.origin.y); + } this.worldView.width = this.width; this.worldView.height = this.height; if(this.modified == false && (!this.transform.scale.equals(1) || !this.transform.skew.equals(0) || this.transform.rotation != 0 || this.transform.rotationOffset != 0 || this.texture.flippedX || this.texture.flippedY)) { @@ -5223,7 +5222,7 @@ var Phaser; function overlapsXY(sprite, x, y) { // if rotation == 0 then just do a rect check instead! if(sprite.transform.rotation == 0) { - return Phaser.RectangleUtils.contains(sprite.cameraView, x, y); + return Phaser.RectangleUtils.contains(sprite.worldView, x, y); } if((x - sprite.transform.upperLeft.x) * (sprite.transform.upperRight.x - sprite.transform.upperLeft.x) + (y - sprite.transform.upperLeft.y) * (sprite.transform.upperRight.y - sprite.transform.upperLeft.y) < 0) { return false; @@ -6489,14 +6488,12 @@ var Phaser; * @param y {number} Y position of the new sprite. * @param [key] {string} The image key as defined in the Game.Cache to use as the texture for this sprite * @param [frame] {string|number} If the sprite uses an image from a texture atlas or sprite sheet you can pass the frame here. Either a number for a frame ID or a string for a frame name. - * @param [bodyType] {number} The physics body type of the object (defaults to BODY_DISABLED) * @returns {Sprite} The newly created sprite object. */ - function (x, y, key, frame, bodyType) { + function (x, y, key, frame) { if (typeof key === "undefined") { key = ''; } if (typeof frame === "undefined") { frame = null; } - if (typeof bodyType === "undefined") { bodyType = Phaser.Types.BODY_DISABLED; } - return this.add(new Phaser.Sprite(this.game, x, y, key, frame, bodyType)); + return this.add(new Phaser.Sprite(this.game, x, y, key, frame)); }; Group.prototype.setObjectIDs = /** * Sets all of the game object properties needed to exist within this Group. @@ -11148,8 +11145,6 @@ var Phaser; this.events.onInputOut.add(this.onInputOutHandler, this); this.events.onInputDown.add(this.onInputDownHandler, this); this.events.onInputUp.add(this.onInputUpHandler, this); - // By default we'll position it using screen space, not world space. - this.transform.scrollFactor.setTo(0, 0); } Button.prototype.onInputOverHandler = // TODO //public tabIndex: number; @@ -12392,21 +12387,19 @@ var Phaser; * @param y {number} Y position of the new sprite. * @param [key] {string} The image key as defined in the Game.Cache to use as the texture for this sprite * @param [frame] {string|number} If the sprite uses an image from a texture atlas or sprite sheet you can pass the frame here. Either a number for a frame ID or a string for a frame name. - * @param [bodyType] {number} The physics body type of the object (defaults to BODY_DISABLED) * @returns {Sprite} The newly created sprite object. */ - function (x, y, key, frame, bodyType) { + function (x, y, key, frame) { if (typeof key === "undefined") { key = ''; } if (typeof frame === "undefined") { frame = null; } - if (typeof bodyType === "undefined") { bodyType = Phaser.Types.BODY_DISABLED; } - return this._world.group.add(new Phaser.Sprite(this._game, x, y, key, frame, bodyType)); + return this._world.group.add(new Phaser.Sprite(this._game, x, y, key, frame)); }; GameObjectFactory.prototype.audio = function (key, volume, loop) { if (typeof volume === "undefined") { volume = 1; } if (typeof loop === "undefined") { loop = false; } return this._game.sound.add(key, volume, loop); }; - GameObjectFactory.prototype.physicsSprite = /** + GameObjectFactory.prototype.dynamicTexture = /** * Create a new Sprite with the physics automatically created and set to DYNAMIC. The Sprite position offset is set to its center. * * @param x {number} X position of the new sprite. @@ -12417,14 +12410,10 @@ var Phaser; * @param [shapeType] The default body shape is either 0 for a Box or 1 for a Circle. See Sprite.body.addShape for custom shapes (polygons, etc) * @returns {Sprite} The newly created sprite object. */ - function (x, y, key, frame, bodyType, shapeType) { - if (typeof key === "undefined") { key = ''; } - if (typeof frame === "undefined") { frame = null; } - if (typeof bodyType === "undefined") { bodyType = Phaser.Types.BODY_DYNAMIC; } - if (typeof shapeType === "undefined") { shapeType = 0; } - return this._world.group.add(new Phaser.Sprite(this._game, x, y, key, frame, bodyType, shapeType)); - }; - GameObjectFactory.prototype.dynamicTexture = /** + //public physicsSprite(x: number, y: number, key?: string = '', frame? = null, bodyType?: number = Phaser.Types.BODY_DYNAMIC, shapeType?:number = 0): Sprite { + // return this._world.group.add(new Sprite(this._game, x, y, key, frame, bodyType, shapeType)); + //} + /** * Create a new DynamicTexture with specific size. * * @param width {number} Width of the texture. diff --git a/build/phaser.d.ts b/build/phaser.d.ts index 4cabd02d..d18e0bb5 100644 --- a/build/phaser.d.ts +++ b/build/phaser.d.ts @@ -2385,10 +2385,8 @@ module Phaser { * @param [x] {number} the initial x position of the sprite. * @param [y] {number} the initial y position of the sprite. * @param [key] {string} Key of the graphic you want to load for this sprite. - * @param [bodyType] {number} The physics body type of the object (defaults to BODY_DISABLED, i.e. no physics) - * @param [shapeType] {number} The physics shape the body will consist of (either Box (0) or Circle (1), for custom types see body.addShape) */ - constructor(game: Game, x?: number, y?: number, key?: string, frame?, bodyType?: number, shapeType?: number); + constructor(game: Game, x?: number, y?: number, key?: string, frame?); /** * Reference to the main game object */ @@ -3345,10 +3343,9 @@ module Phaser { * @param y {number} Y position of the new sprite. * @param [key] {string} The image key as defined in the Game.Cache to use as the texture for this sprite * @param [frame] {string|number} If the sprite uses an image from a texture atlas or sprite sheet you can pass the frame here. Either a number for a frame ID or a string for a frame name. - * @param [bodyType] {number} The physics body type of the object (defaults to BODY_DISABLED) * @returns {Sprite} The newly created sprite object. */ - public addNewSprite(x: number, y: number, key?: string, frame?, bodyType?: number): Sprite; + public addNewSprite(x: number, y: number, key?: string, frame?): Sprite; /** * Sets all of the game object properties needed to exist within this Group. */ @@ -6436,24 +6433,11 @@ module Phaser { * @param y {number} Y position of the new sprite. * @param [key] {string} The image key as defined in the Game.Cache to use as the texture for this sprite * @param [frame] {string|number} If the sprite uses an image from a texture atlas or sprite sheet you can pass the frame here. Either a number for a frame ID or a string for a frame name. - * @param [bodyType] {number} The physics body type of the object (defaults to BODY_DISABLED) * @returns {Sprite} The newly created sprite object. */ - public sprite(x: number, y: number, key?: string, frame?, bodyType?: number): Sprite; + public sprite(x: number, y: number, key?: string, frame?): Sprite; public audio(key: string, volume?: number, loop?: bool): Sound; /** - * Create a new Sprite with the physics automatically created and set to DYNAMIC. The Sprite position offset is set to its center. - * - * @param x {number} X position of the new sprite. - * @param y {number} Y position of the new sprite. - * @param [key] {string} The image key as defined in the Game.Cache to use as the texture for this sprite - * @param [frame] {string|number} If the sprite uses an image from a texture atlas or sprite sheet you can pass the frame here. Either a number for a frame ID or a string for a frame name. - * @param [bodyType] {number} The physics body type of the object (defaults to BODY_DYNAMIC) - * @param [shapeType] The default body shape is either 0 for a Box or 1 for a Circle. See Sprite.body.addShape for custom shapes (polygons, etc) - * @returns {Sprite} The newly created sprite object. - */ - public physicsSprite(x: number, y: number, key?: string, frame?, bodyType?: number, shapeType?: number): Sprite; - /** * Create a new DynamicTexture with specific size. * * @param width {number} Width of the texture. diff --git a/build/phaser.js b/build/phaser.js index 7add7a90..5b1a3f07 100644 --- a/build/phaser.js +++ b/build/phaser.js @@ -4843,16 +4843,12 @@ var Phaser; * @param [x] {number} the initial x position of the sprite. * @param [y] {number} the initial y position of the sprite. * @param [key] {string} Key of the graphic you want to load for this sprite. - * @param [bodyType] {number} The physics body type of the object (defaults to BODY_DISABLED, i.e. no physics) - * @param [shapeType] {number} The physics shape the body will consist of (either Box (0) or Circle (1), for custom types see body.addShape) */ - function Sprite(game, x, y, key, frame, bodyType, shapeType) { + function Sprite(game, x, y, key, frame) { if (typeof x === "undefined") { x = 0; } if (typeof y === "undefined") { y = 0; } if (typeof key === "undefined") { key = null; } if (typeof frame === "undefined") { frame = null; } - if (typeof bodyType === "undefined") { bodyType = Phaser.Types.BODY_DISABLED; } - if (typeof shapeType === "undefined") { shapeType = 0; } /** * Sprite physics body. */ @@ -4905,11 +4901,6 @@ var Phaser; this.frame = frame; } } - if(bodyType !== Phaser.Types.BODY_DISABLED) { - //this.body = new Phaser.Physics.Body(this, bodyType, 0, 0, shapeType); - //this.game.physics.addBody(this.body); - //this.transform.origin.setTo(0.5, 0.5); - } this.worldView = new Phaser.Rectangle(x, y, this.width, this.height); this.cameraView = new Phaser.Rectangle(x, y, this.width, this.height); this.transform.setCache(); @@ -5022,8 +5013,16 @@ var Phaser; */ function () { this.transform.update(); - this.worldView.x = (this.x * this.transform.scrollFactor.x) - (this.width * this.transform.origin.x); - this.worldView.y = (this.y * this.transform.scrollFactor.y) - (this.height * this.transform.origin.y); + if(this.transform.scrollFactor.x != 1 && this.transform.scrollFactor.x != 0) { + this.worldView.x = (this.x * this.transform.scrollFactor.x) - (this.width * this.transform.origin.x); + } else { + this.worldView.x = this.x - (this.width * this.transform.origin.x); + } + if(this.transform.scrollFactor.y != 1 && this.transform.scrollFactor.y != 0) { + this.worldView.y = (this.y * this.transform.scrollFactor.y) - (this.height * this.transform.origin.y); + } else { + this.worldView.y = this.y - (this.height * this.transform.origin.y); + } this.worldView.width = this.width; this.worldView.height = this.height; if(this.modified == false && (!this.transform.scale.equals(1) || !this.transform.skew.equals(0) || this.transform.rotation != 0 || this.transform.rotationOffset != 0 || this.texture.flippedX || this.texture.flippedY)) { @@ -5223,7 +5222,7 @@ var Phaser; function overlapsXY(sprite, x, y) { // if rotation == 0 then just do a rect check instead! if(sprite.transform.rotation == 0) { - return Phaser.RectangleUtils.contains(sprite.cameraView, x, y); + return Phaser.RectangleUtils.contains(sprite.worldView, x, y); } if((x - sprite.transform.upperLeft.x) * (sprite.transform.upperRight.x - sprite.transform.upperLeft.x) + (y - sprite.transform.upperLeft.y) * (sprite.transform.upperRight.y - sprite.transform.upperLeft.y) < 0) { return false; @@ -6489,14 +6488,12 @@ var Phaser; * @param y {number} Y position of the new sprite. * @param [key] {string} The image key as defined in the Game.Cache to use as the texture for this sprite * @param [frame] {string|number} If the sprite uses an image from a texture atlas or sprite sheet you can pass the frame here. Either a number for a frame ID or a string for a frame name. - * @param [bodyType] {number} The physics body type of the object (defaults to BODY_DISABLED) * @returns {Sprite} The newly created sprite object. */ - function (x, y, key, frame, bodyType) { + function (x, y, key, frame) { if (typeof key === "undefined") { key = ''; } if (typeof frame === "undefined") { frame = null; } - if (typeof bodyType === "undefined") { bodyType = Phaser.Types.BODY_DISABLED; } - return this.add(new Phaser.Sprite(this.game, x, y, key, frame, bodyType)); + return this.add(new Phaser.Sprite(this.game, x, y, key, frame)); }; Group.prototype.setObjectIDs = /** * Sets all of the game object properties needed to exist within this Group. @@ -11148,8 +11145,6 @@ var Phaser; this.events.onInputOut.add(this.onInputOutHandler, this); this.events.onInputDown.add(this.onInputDownHandler, this); this.events.onInputUp.add(this.onInputUpHandler, this); - // By default we'll position it using screen space, not world space. - this.transform.scrollFactor.setTo(0, 0); } Button.prototype.onInputOverHandler = // TODO //public tabIndex: number; @@ -12392,21 +12387,19 @@ var Phaser; * @param y {number} Y position of the new sprite. * @param [key] {string} The image key as defined in the Game.Cache to use as the texture for this sprite * @param [frame] {string|number} If the sprite uses an image from a texture atlas or sprite sheet you can pass the frame here. Either a number for a frame ID or a string for a frame name. - * @param [bodyType] {number} The physics body type of the object (defaults to BODY_DISABLED) * @returns {Sprite} The newly created sprite object. */ - function (x, y, key, frame, bodyType) { + function (x, y, key, frame) { if (typeof key === "undefined") { key = ''; } if (typeof frame === "undefined") { frame = null; } - if (typeof bodyType === "undefined") { bodyType = Phaser.Types.BODY_DISABLED; } - return this._world.group.add(new Phaser.Sprite(this._game, x, y, key, frame, bodyType)); + return this._world.group.add(new Phaser.Sprite(this._game, x, y, key, frame)); }; GameObjectFactory.prototype.audio = function (key, volume, loop) { if (typeof volume === "undefined") { volume = 1; } if (typeof loop === "undefined") { loop = false; } return this._game.sound.add(key, volume, loop); }; - GameObjectFactory.prototype.physicsSprite = /** + GameObjectFactory.prototype.dynamicTexture = /** * Create a new Sprite with the physics automatically created and set to DYNAMIC. The Sprite position offset is set to its center. * * @param x {number} X position of the new sprite. @@ -12417,14 +12410,10 @@ var Phaser; * @param [shapeType] The default body shape is either 0 for a Box or 1 for a Circle. See Sprite.body.addShape for custom shapes (polygons, etc) * @returns {Sprite} The newly created sprite object. */ - function (x, y, key, frame, bodyType, shapeType) { - if (typeof key === "undefined") { key = ''; } - if (typeof frame === "undefined") { frame = null; } - if (typeof bodyType === "undefined") { bodyType = Phaser.Types.BODY_DYNAMIC; } - if (typeof shapeType === "undefined") { shapeType = 0; } - return this._world.group.add(new Phaser.Sprite(this._game, x, y, key, frame, bodyType, shapeType)); - }; - GameObjectFactory.prototype.dynamicTexture = /** + //public physicsSprite(x: number, y: number, key?: string = '', frame? = null, bodyType?: number = Phaser.Types.BODY_DYNAMIC, shapeType?:number = 0): Sprite { + // return this._world.group.add(new Sprite(this._game, x, y, key, frame, bodyType, shapeType)); + //} + /** * Create a new DynamicTexture with specific size. * * @param width {number} Width of the texture.