From 78dbb1aa590f9a52b3dd5cd4eb5e56377a7c8029 Mon Sep 17 00:00:00 2001 From: photonstorm Date: Mon, 14 Oct 2013 13:20:52 +0100 Subject: [PATCH] Tidying up the repo. --- .../2D Text/Phaser Logo 2D Vector Outline.fla | Bin 0 -> 25088 bytes .../Pixel Art/phaser logo sprite.gif | Bin 3651 -> 0 bytes ...Logo.png => phaser_pixel_large_shaded.png} | Bin .../Pixel Art/phaser_pixel_medium_flat.png | Bin 0 -> 522 bytes .../Pixel Art/phaser_pixel_medium_shaded.png | Bin 0 -> 764 bytes .../Pixel Art/phaser_pixel_small_flat.png | Bin 0 -> 322 bytes .../concepts/PHASER logotype vector 02.fla | Bin 25088 -> 0 bytes .../concepts/phaser vector final.png | Bin 132774 -> 0 bytes Docs/Phaser Logo/concepts/phaserWIP4.png | Bin 209420 -> 0 bytes wip/CameraFX/Border.js | 48 - wip/CameraFX/Fade.js | 80 - wip/CameraFX/Flash.js | 79 - wip/CameraFX/Mirror.js | 84 - wip/CameraFX/Scanlines.js | 38 - wip/CameraFX/Shadow.js | 74 - wip/CameraFX/Shake.js | 97 - wip/README.md | 553 - wip/TS Source/.gitignore | 39 - 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this.constructor = d; } - __.prototype = b.prototype; - d.prototype = new __(); -}; -var Phaser; -(function (Phaser) { - (function (Plugins) { - /// - /// - /** - * Phaser - Plugins - Camera FX - Border - * - * Creates a border around a camera. - */ - (function (CameraFX) { - var Border = (function (_super) { - __extends(Border, _super); - function Border(game, parent) { - _super.call(this, game, parent); - /** - * Whether render border of this camera or not. (default is true) - * @type {bool} - */ - this.showBorder = true; - /** - * Color of border of this camera. (in css color string) - * @type {string} - */ - this.borderColor = 'rgb(255,255,255)'; - this.camera = parent; - } - Border.prototype.postRender = function () { - if(this.showBorder == true) { - this.game.stage.context.strokeStyle = this.borderColor; - this.game.stage.context.lineWidth = 1; - this.game.stage.context.rect(this.camera.x, this.camera.y, this.camera.width, this.camera.height); - this.game.stage.context.stroke(); - } - }; - return Border; - })(Phaser.Plugin); - CameraFX.Border = Border; - })(Plugins.CameraFX || (Plugins.CameraFX = {})); - var CameraFX = Plugins.CameraFX; - })(Phaser.Plugins || (Phaser.Plugins = {})); - var Plugins = Phaser.Plugins; -})(Phaser || (Phaser = {})); diff --git a/wip/CameraFX/Fade.js b/wip/CameraFX/Fade.js deleted file mode 100644 index 0f30b85f..00000000 --- a/wip/CameraFX/Fade.js +++ /dev/null @@ -1,80 +0,0 @@ -var __extends = this.__extends || function (d, b) { - function __() { this.constructor = d; } - __.prototype = b.prototype; - d.prototype = new __(); -}; -var Phaser; -(function (Phaser) { - (function (Plugins) { - /// - /// - /** - * Phaser - Plugins - Camera FX - Fade - * - * The camera is filled with the given color and returns to normal at the given duration. - */ - (function (CameraFX) { - var Fade = (function (_super) { - __extends(Fade, _super); - function Fade(game, parent) { - _super.call(this, game, parent); - this._fxFadeComplete = null; - this._fxFadeDuration = 0; - this._fxFadeAlpha = 0; - this.camera = parent; - } - Fade.prototype.start = /** - * The camera is gradually filled with this color. - * - * @param Color The color you want to use in 0xRRGGBB format, i.e. 0xffffff for white. - * @param Duration How long it takes for the flash to fade. - * @param OnComplete An optional function you want to run when the flash finishes. Set to null for no callback. - * @param Force Force an already running flash effect to reset. - */ - function (color, duration, onComplete, force) { - if (typeof color === "undefined") { color = 0x000000; } - if (typeof duration === "undefined") { duration = 1; } - if (typeof onComplete === "undefined") { onComplete = null; } - if (typeof force === "undefined") { force = false; } - if(force === false && this._fxFadeAlpha > 0) { - // You can't fade again unless you force it - return; - } - if(duration <= 0) { - duration = 1; - } - var red = color >> 16 & 0xFF; - var green = color >> 8 & 0xFF; - var blue = color & 0xFF; - this._fxFadeColor = 'rgba(' + red + ',' + green + ',' + blue + ','; - this._fxFadeDuration = duration; - this._fxFadeAlpha = 0.01; - this._fxFadeComplete = onComplete; - }; - Fade.prototype.postUpdate = function () { - // Update the Fade effect - if(this._fxFadeAlpha > 0) { - this._fxFadeAlpha += this.game.time.elapsed / this._fxFadeDuration; - if(this.game.math.roundTo(this._fxFadeAlpha, -2) >= 1) { - this._fxFadeAlpha = 1; - if(this._fxFadeComplete !== null) { - this._fxFadeComplete(); - } - } - } - }; - Fade.prototype.postRender = function () { - // "Fade" FX - if(this._fxFadeAlpha > 0) { - this.game.stage.context.fillStyle = this._fxFadeColor + this._fxFadeAlpha + ')'; - this.game.stage.context.fillRect(this.camera.screenView.x, this.camera.screenView.y, this.camera.width, this.camera.height); - } - }; - return Fade; - })(Phaser.Plugin); - CameraFX.Fade = Fade; - })(Plugins.CameraFX || (Plugins.CameraFX = {})); - var CameraFX = Plugins.CameraFX; - })(Phaser.Plugins || (Phaser.Plugins = {})); - var Plugins = Phaser.Plugins; -})(Phaser || (Phaser = {})); diff --git a/wip/CameraFX/Flash.js b/wip/CameraFX/Flash.js deleted file mode 100644 index ffcf2002..00000000 --- a/wip/CameraFX/Flash.js +++ /dev/null @@ -1,79 +0,0 @@ -var __extends = this.__extends || function (d, b) { - function __() { this.constructor = d; } - __.prototype = b.prototype; - d.prototype = new __(); -}; -var Phaser; -(function (Phaser) { - (function (Plugins) { - /// - /// - /** - * Phaser - Plugins - Camera FX - Flash - * - * The camera is filled with the given color and returns to normal at the given duration. - */ - (function (CameraFX) { - var Flash = (function (_super) { - __extends(Flash, _super); - function Flash(game, parent) { - _super.call(this, game, parent); - this._fxFlashComplete = null; - this._fxFlashDuration = 0; - this._fxFlashAlpha = 0; - this.camera = parent; - } - Flash.prototype.start = /** - * The camera is filled with this color and returns to normal at the given duration. - * - * @param Color The color you want to use in 0xRRGGBB format, i.e. 0xffffff for white. - * @param Duration How long it takes for the flash to fade. - * @param OnComplete An optional function you want to run when the flash finishes. Set to null for no callback. - * @param Force Force an already running flash effect to reset. - */ - function (color, duration, onComplete, force) { - if (typeof color === "undefined") { color = 0xffffff; } - if (typeof duration === "undefined") { duration = 1; } - if (typeof onComplete === "undefined") { onComplete = null; } - if (typeof force === "undefined") { force = false; } - if(force === false && this._fxFlashAlpha > 0) { - // You can't flash again unless you force it - return; - } - if(duration <= 0) { - duration = 1; - } - var red = color >> 16 & 0xFF; - var green = color >> 8 & 0xFF; - var blue = color & 0xFF; - this._fxFlashColor = 'rgba(' + red + ',' + green + ',' + blue + ','; - this._fxFlashDuration = duration; - this._fxFlashAlpha = 1; - this._fxFlashComplete = onComplete; - }; - Flash.prototype.postUpdate = function () { - // Update the Flash effect - if(this._fxFlashAlpha > 0) { - this._fxFlashAlpha -= this.game.time.elapsed / this._fxFlashDuration; - if(this.game.math.roundTo(this._fxFlashAlpha, -2) <= 0) { - this._fxFlashAlpha = 0; - if(this._fxFlashComplete !== null) { - this._fxFlashComplete(); - } - } - } - }; - Flash.prototype.postRender = function () { - if(this._fxFlashAlpha > 0) { - this.game.stage.context.fillStyle = this._fxFlashColor + this._fxFlashAlpha + ')'; - this.game.stage.context.fillRect(this.camera.screenView.x, this.camera.screenView.y, this.camera.width, this.camera.height); - } - }; - return Flash; - })(Phaser.Plugin); - CameraFX.Flash = Flash; - })(Plugins.CameraFX || (Plugins.CameraFX = {})); - var CameraFX = Plugins.CameraFX; - })(Phaser.Plugins || (Phaser.Plugins = {})); - var Plugins = Phaser.Plugins; -})(Phaser || (Phaser = {})); diff --git a/wip/CameraFX/Mirror.js b/wip/CameraFX/Mirror.js deleted file mode 100644 index e474c9b2..00000000 --- a/wip/CameraFX/Mirror.js +++ /dev/null @@ -1,84 +0,0 @@ -var __extends = this.__extends || function (d, b) { - function __() { this.constructor = d; } - __.prototype = b.prototype; - d.prototype = new __(); -}; -var Phaser; -(function (Phaser) { - (function (Plugins) { - /// - /// - /** - * Phaser - Plugins - Camera FX - Mirrir - * - * Give your game that classic retro feel! - */ - (function (CameraFX) { - var Mirror = (function (_super) { - __extends(Mirror, _super); - function Mirror(game, parent) { - _super.call(this, game, parent); - this._mirrorColor = null; - this.flipX = false; - this.flipY = true; - this.cls = false; - this.camera = parent; - this._canvas = document.createElement('canvas'); - this._canvas.width = parent.width; - this._canvas.height = parent.height; - this._context = this._canvas.getContext('2d'); - } - Mirror.prototype.start = /** - * This is the rectangular region to grab from the Camera used in the Mirror effect - * It is rendered to the Stage at Mirror.x/y (note the use of Stage coordinates, not World coordinates) - */ - function (x, y, region, fillColor) { - if (typeof fillColor === "undefined") { fillColor = 'rgba(0, 0, 100, 0.5)'; } - this.x = x; - this.y = y; - this._mirrorX = region.x; - this._mirrorY = region.y; - this._mirrorWidth = region.width; - this._mirrorHeight = region.height; - if(fillColor) { - this._mirrorColor = fillColor; - this._context.fillStyle = this._mirrorColor; - } - }; - Mirror.prototype.postRender = function () { - this._sx = this.camera.screenView.x + this._mirrorX; - this._sy = this.camera.screenView.y + this._mirrorY; - if(this.flipX == true && this.flipY == false) { - this._sx = 0; - } else if(this.flipY == true && this.flipX == false) { - this._sy = 0; - } - this._context.drawImage(this.game.stage.canvas, this._sx, this._sy, this._mirrorWidth, this._mirrorHeight, 0, 0, this._mirrorWidth, this._mirrorHeight); - if(this._mirrorColor) { - this._context.fillRect(0, 0, this._mirrorWidth, this._mirrorHeight); - } - if(this.flipX || this.flipY) { - this.game.stage.context.save(); - } - if(this.flipX && this.flipY) { - this.game.stage.context.transform(-1, 0, 0, -1, this._mirrorWidth, this._mirrorHeight); - this.game.stage.context.drawImage(this._canvas, -this.x, -this.y); - } else if(this.flipX) { - this.game.stage.context.transform(-1, 0, 0, 1, this._mirrorWidth, 0); - this.game.stage.context.drawImage(this._canvas, -this.x, this.y); - } else if(this.flipY) { - this.game.stage.context.transform(1, 0, 0, -1, 0, this._mirrorHeight); - this.game.stage.context.drawImage(this._canvas, this.x, -this.y); - } - if(this.flipX || this.flipY) { - this.game.stage.context.restore(); - } - }; - return Mirror; - })(Phaser.Plugin); - CameraFX.Mirror = Mirror; - })(Plugins.CameraFX || (Plugins.CameraFX = {})); - var CameraFX = Plugins.CameraFX; - })(Phaser.Plugins || (Phaser.Plugins = {})); - var Plugins = Phaser.Plugins; -})(Phaser || (Phaser = {})); diff --git a/wip/CameraFX/Scanlines.js b/wip/CameraFX/Scanlines.js deleted file mode 100644 index d4bd518b..00000000 --- a/wip/CameraFX/Scanlines.js +++ /dev/null @@ -1,38 +0,0 @@ -var __extends = this.__extends || function (d, b) { - function __() { this.constructor = d; } - __.prototype = b.prototype; - d.prototype = new __(); -}; -var Phaser; -(function (Phaser) { - (function (Plugins) { - /// - /// - /** - * Phaser - Plugins - Camera FX - Scanlines - * - * Give your game that classic retro feel! - */ - (function (CameraFX) { - var Scanlines = (function (_super) { - __extends(Scanlines, _super); - function Scanlines(game, parent) { - _super.call(this, game, parent); - this.spacing = 4; - this.color = 'rgba(0, 0, 0, 0.3)'; - this.camera = parent; - } - Scanlines.prototype.postRender = function () { - this.game.stage.context.fillStyle = this.color; - for(var y = this.camera.screenView.y; y < this.camera.screenView.height; y += this.spacing) { - this.game.stage.context.fillRect(this.camera.screenView.x, y, this.camera.screenView.width, 1); - } - }; - return Scanlines; - })(Phaser.Plugin); - CameraFX.Scanlines = Scanlines; - })(Plugins.CameraFX || (Plugins.CameraFX = {})); - var CameraFX = Plugins.CameraFX; - })(Phaser.Plugins || (Phaser.Plugins = {})); - var Plugins = Phaser.Plugins; -})(Phaser || (Phaser = {})); diff --git a/wip/CameraFX/Shadow.js b/wip/CameraFX/Shadow.js deleted file mode 100644 index 9667b7eb..00000000 --- a/wip/CameraFX/Shadow.js +++ /dev/null @@ -1,74 +0,0 @@ -var __extends = this.__extends || function (d, b) { - function __() { this.constructor = d; } - __.prototype = b.prototype; - d.prototype = new __(); -}; -var Phaser; -(function (Phaser) { - (function (Plugins) { - /// - /// - /** - * Phaser - Plugins - Camera FX - Shadow - * - * Creates a drop shadow effect on the camera window. - */ - (function (CameraFX) { - var Shadow = (function (_super) { - __extends(Shadow, _super); - function Shadow(game, parent) { - _super.call(this, game, parent); - /** - * Render camera shadow or not. (default is false) - * @type {bool} - */ - this.showShadow = false; - /** - * Color of shadow, in css color string. - * @type {string} - */ - this.shadowColor = 'rgb(0,0,0)'; - /** - * Blur factor of shadow. - * @type {number} - */ - this.shadowBlur = 10; - /** - * Offset of the shadow from camera's position. - * @type {Point} - */ - this.shadowOffset = new Phaser.Point(4, 4); - this.camera = parent; - } - Shadow.prototype.preRender = /** - * Pre-render is called at the start of the object render cycle, before any transforms have taken place. - * It happens directly AFTER a canvas context.save has happened if added to a Camera. - */ - function () { - // Shadow - if(this.showShadow == true) { - this.game.stage.context.shadowColor = this.shadowColor; - this.game.stage.context.shadowBlur = this.shadowBlur; - this.game.stage.context.shadowOffsetX = this.shadowOffset.x; - this.game.stage.context.shadowOffsetY = this.shadowOffset.y; - } - }; - Shadow.prototype.render = /** - * render is called during the objects render cycle, right after all transforms have finished, but before any children/image data is rendered. - */ - function () { - // Shadow off - if(this.showShadow == true) { - this.game.stage.context.shadowBlur = 0; - this.game.stage.context.shadowOffsetX = 0; - this.game.stage.context.shadowOffsetY = 0; - } - }; - return Shadow; - })(Phaser.Plugin); - CameraFX.Shadow = Shadow; - })(Plugins.CameraFX || (Plugins.CameraFX = {})); - var CameraFX = Plugins.CameraFX; - })(Phaser.Plugins || (Phaser.Plugins = {})); - var Plugins = Phaser.Plugins; -})(Phaser || (Phaser = {})); diff --git a/wip/CameraFX/Shake.js b/wip/CameraFX/Shake.js deleted file mode 100644 index f2fd3d25..00000000 --- a/wip/CameraFX/Shake.js +++ /dev/null @@ -1,97 +0,0 @@ -var __extends = this.__extends || function (d, b) { - function __() { this.constructor = d; } - __.prototype = b.prototype; - d.prototype = new __(); -}; -var Phaser; -(function (Phaser) { - (function (Plugins) { - /// - /// - /** - * Phaser - Plugins - Camera FX - Shake - * - * A simple camera shake effect. - */ - (function (CameraFX) { - var Shake = (function (_super) { - __extends(Shake, _super); - function Shake(game, parent) { - _super.call(this, game, parent); - this._fxShakeIntensity = 0; - this._fxShakeDuration = 0; - this._fxShakeComplete = null; - this._fxShakeOffset = new Phaser.Point(0, 0); - this._fxShakeDirection = 0; - this._fxShakePrevX = 0; - this._fxShakePrevY = 0; - this.camera = parent; - } - Shake.SHAKE_BOTH_AXES = 0; - Shake.SHAKE_HORIZONTAL_ONLY = 1; - Shake.SHAKE_VERTICAL_ONLY = 2; - Shake.prototype.start = /** - * A simple camera shake effect. - * - * @param Intensity Percentage of screen size representing the maximum distance that the screen can move while shaking. - * @param Duration The length in seconds that the shaking effect should last. - * @param OnComplete A function you want to run when the shake effect finishes. - * @param Force Force the effect to reset (default = true, unlike flash() and fade()!). - * @param Direction Whether to shake on both axes, just up and down, or just side to side (use class constants SHAKE_BOTH_AXES, SHAKE_VERTICAL_ONLY, or SHAKE_HORIZONTAL_ONLY). - */ - function (intensity, duration, onComplete, force, direction) { - if (typeof intensity === "undefined") { intensity = 0.05; } - if (typeof duration === "undefined") { duration = 0.5; } - if (typeof onComplete === "undefined") { onComplete = null; } - if (typeof force === "undefined") { force = true; } - if (typeof direction === "undefined") { direction = Shake.SHAKE_BOTH_AXES; } - if(!force && ((this._fxShakeOffset.x != 0) || (this._fxShakeOffset.y != 0))) { - return; - } - // If a shake is not already running we need to store the offsets here - if(this._fxShakeOffset.x == 0 && this._fxShakeOffset.y == 0) { - this._fxShakePrevX = this.camera.x; - this._fxShakePrevY = this.camera.y; - } - this._fxShakeIntensity = intensity; - this._fxShakeDuration = duration; - this._fxShakeComplete = onComplete; - this._fxShakeDirection = direction; - this._fxShakeOffset.setTo(0, 0); - }; - Shake.prototype.postUpdate = function () { - // Update the "shake" special effect - if(this._fxShakeDuration > 0) { - this._fxShakeDuration -= this.game.time.elapsed; - if(this.game.math.roundTo(this._fxShakeDuration, -2) <= 0) { - this._fxShakeDuration = 0; - this._fxShakeOffset.setTo(0, 0); - this.camera.x = this._fxShakePrevX; - this.camera.y = this._fxShakePrevY; - if(this._fxShakeComplete != null) { - this._fxShakeComplete(); - } - } else { - if((this._fxShakeDirection == Shake.SHAKE_BOTH_AXES) || (this._fxShakeDirection == Shake.SHAKE_HORIZONTAL_ONLY)) { - this._fxShakeOffset.x = (this.game.rnd.integer * this._fxShakeIntensity * this.camera.worldView.width * 2 - this._fxShakeIntensity * this.camera.worldView.width); - } - if((this._fxShakeDirection == Shake.SHAKE_BOTH_AXES) || (this._fxShakeDirection == Shake.SHAKE_VERTICAL_ONLY)) { - this._fxShakeOffset.y = (this.game.rnd.integer * this._fxShakeIntensity * this.camera.worldView.height * 2 - this._fxShakeIntensity * this.camera.worldView.height); - } - } - } - }; - Shake.prototype.preRender = function () { - if((this._fxShakeOffset.x != 0) || (this._fxShakeOffset.y != 0)) { - this.camera.x = this._fxShakePrevX + this._fxShakeOffset.x; - this.camera.y = this._fxShakePrevY + this._fxShakeOffset.y; - } - }; - return Shake; - })(Phaser.Plugin); - CameraFX.Shake = Shake; - })(Plugins.CameraFX || (Plugins.CameraFX = {})); - var CameraFX = Plugins.CameraFX; - })(Phaser.Plugins || (Phaser.Plugins = {})); - var Plugins = Phaser.Plugins; -})(Phaser || (Phaser = {})); diff --git a/wip/README.md b/wip/README.md deleted file mode 100644 index a2762b7a..00000000 --- a/wip/README.md +++ /dev/null @@ -1,553 +0,0 @@ -Phaser -====== - -Version: 1.0.0 - Released: August 2013 - -By Richard Davey, [Photon Storm](http://www.photonstorm.com) - -Phaser is a 2D JavaScript/TypeScript HTML5 Game Framework based heavily on [Flixel](http://www.flixel.org). - -Follow on [Twitter](https://twitter.com/photonstorm)
-Read the [Development Blog](http://www.photonstorm.com)
-Join the [Support Forum](http://www.html5gamedevs.com/forum/14-phaser/) - -Try out the [Phaser Test Suite](http://gametest.mobi/phaser/) - -![Blasteroids](http://www.photonstorm.com/wp-content/uploads/2013/04/phaser_blaster.png) - -"Being negative is not how we make progress" - Larry Page, Google - -Known Issues ------------- - -* The TypeScript 0.9.1 compiler is NOT production ready and is full of bugs. I tried my best to support it but I can't in all honesty -recommend it to anyone, so have reverted back to TypeScript 0.8.3 which works flawlessly. Sorry everyone. I'll try upgrading again in -the future when they sort it out. - -* Input detection on Sprites/Buttons doesn't work if the CAMERA is rotated or scaled. - -Future Plans ------------- - -* Ability to layer another DOM object and have it controlled by the game somehow. Can then do stacked canvas effects. -* Add ability to create extra
s within the game container, layered above/below the canvas -* Basic Window UI component (maybe a propogating Group?) -* Add clip support + shape options to Texture Component. -* Tilemap: remove tiles of a certain type, replace tile with sprite, change layer order, Tiled object support. -* Joypad support. -* Gestures input class. -* Integrate the Advanced Physics system that is 90% ready but needs updating for TypeScript 0.9.1. - - -ToDo before release -------------------- - -* Move embedded Phaser logo outside or swap for canvas calls -* Put Device.getAll elsewhere (plugin? utils?) -* Investigate bug re: tilemap collision and animation frames -* Sprite collision events -* Check bounds/edge points when sprite is only 1x1 sized :) -* QuadTree.physics.checkHullIntersection -* Sprite.transform.bottomRight/Left doesn't seem to take origin into account -* When game paused should mute-all then resume-all sounds? -* Bitmap Font support -* Pixel-perfect click check -* Check Flash atlas export is working -* DynamicTexture.setPixel needs to be swapped for a proper pixel put, not the filledRect it currently is. -* Check multi-game support (2+ games on one page) -* Finish the Docs! -* Getting Started guide! -* Sprite Sheet / Atlas support for Dynamic Textures -* Check browser support: OS X and iOS7 + Chrome Android latest -* Tweening + collision - what happens? - - -Mobile Optimisation Suggestions -------------------------------- - -* Camera.directToStage -* Stage.clear - -Latest Update -------------- - -V1.0.0 - -* Massive refactoring across the entire codebase. -* Removed Basic and GameObject and put Sprite on a diet. 127 properties and methods cut down to 32. -* Added a new headless renderer for non-display related performance testing. -* Added camera type to the CameraManager for future non-orthographic cameras. -* Added Camera.destroy - now clears down the FX and unregisters itself from the CameraManager. -* Added Camera.hide/show to hide Sprites or Groups from rendering (and removed corresponding hideFromCamera methods from Sprites/Groups) -* Heavily optimised Group so it no longer creates any temporary variables in any methods. -* Added Game.renderer which can be HEADLESS, CANVAS or WEBGL (coming soon) -* Added Sprite.render which is a reference to IRenderer.renderSprite, but can be overridden for custom handling. -* Refactored QuadTree so it no longer creates any temporary variables in any methods. -* The Sprite Renderer now uses a single setTransform for scale, rotation and translation that respects the Sprite.origin value in all cases. -* Sprite.modified is set to true if scale, rotation, skew or flip have been used. -* Added Tween.loop property so they can now re-run themselves indefinitely. -* Added Tween.yoyo property so they can reverse themselves after completing. -* Added Gravity to the Physics component. -* Removed Sprite.angle - use Sprite.rotation instead -* Optimised separateX/Y and overlap so they don't use any temporary vars any more. -* Added the new Physics.Body object to all Sprites. Used for all physics calculations in-game. Will be extended for Fixtures/Joints in future. -* Added SpriteUtils.setOriginToCenter to quickly set the origin of a sprite based on either frameBounds or body.bounds -* Added Sprite.Input component for tracking Input events over a Sprite -* Added Sprite.Input.useHandCursor (for desktop) -* Added Sprite.Input.justOver and justOut with a configurable ms delay -* Added Sprite.Events component for a global easy to access area to listen to events from -* Added Group.ID, each Group has a unique ID. Added Sprite.group (and Group.group) which is a reference to the Group it was added to. -* Added Group.addNewSprite(x,y,key) for quick addition of new Sprites to a Group -* Fixed Group.sort so the sortHandler is called correctly -* Added Group.swap(a,b) to swap the z-index of 2 objects with optional rendering update boolean -* Sprites dispatch new events for: killed, revived, added to Group and removed from Group. -* Added Input drag, bounds, sprite bounds and snapping support. -* Added the new ColorUtils class full of lots of handy color manipulation functions. -* Fixed issue in Camera.inCamera check where it wouldn't take into consideration the Sprites scrollFactor. -* Fixed issue with JSON Atlas loader incorrectly parsing the frames array. -* Fixed bug in FrameData.getFrameByName where the first frame of the array would always be skipped. -* Fixed bug where the Stage.backgroundColor property wasn't being saved correctly. -* Made Stage.bootScreen and Stage.pauseScreen public so you can override them with your own States now. -* Added the new OrientationScreen and Stage.enableOrientationCheck to allow for easy 'portrait/landscape only' game handling. -* Added fix to StageScaleMode for 180 degree portrait orientation on iPad. -* Added fix to orientation check so that it updates the input offsets correctly on rotation. -* Added support for minWidth and minHeight to game scale size, so it can never go below those values when scaling. -* Vastly improved orientation detection and response speed. -* Added custom callback support for all Touch and Mouse Events so you can easily hook events to custom APIs. -* Updated Game.loader and its methods. You now load images by: game.load.image() and also: game.load.atlas, game.load.audio, game.load.spritesheet, game.load.text. And you start it with game.load.start(). -* Added optional frame parameter to Phaser.Sprite (and game.add.sprite) so you can set a frame ID or frame name on construction. -* Fixed bug where passing a texture atlas string would incorrectly skip the frames array. -* Added AnimationManager.autoUpdateBounds to control if a new frame should change the physics bounds of a sprite body or not. -* Added StageScaleMode.pageAlignHorizontally and pageAlignVertically booleans. When true Phaser will set the margin-left and top of the canvas element so that it is positioned in the middle of the page (based only on window.innerWidth). -* Added support for globalCompositeOperation, opaque and backgroundColor to the Sprite.Texture and Camera.Texture components. -* Added ability for a Camera to skew and rotate around an origin. -* Moved the Camera rendering into CanvasRenderer to keep things consistent. -* Added Stage.setImageRenderingCrisp to quickly set the canvas image-rendering to crisp-edges (note: poor browser support atm) -* Sprite.width / height now report the scaled width height, setting them adjusts the scale as it does so. -* Created a Transform component containing scale, skew, rotation, scrollFactor, origin and rotationOffset. Added to Sprite, Camera, Group. -* Created a Texture component containing image data, alpha, flippedX, flippedY, etc. Added to Sprite, Camera, Group. -* Added CameraManager.swap and CameraManager.sort methods and added a z-index property to Camera to control render order. -* Added World.postUpdate loop + Group and Camera postUpdate methods. -* Fixed issue stopping Pointer from working in world coordinates and fixed the world drag example. -* For consistency renamed input.scaledX/Y to input.scale. -* Added input.activePointer which contains a reference to the most recently active pointer. -* Sprite.Transform now has upperLeft, upperRight, bottomLeft and bottomRight Point properties and lots of useful coordinate related methods. -* Camera.inCamera check now uses the Sprite.worldView which finally accurately updates regardless of scale, rotation or rotation origin. -* Added Math.Mat3 for Matrix3 operations (which Sprite.Transform uses) and Math.Mat3Utils for lots of use Mat3 related methods. -* Added SpriteUtils.overlapsXY and overlapsPoint to check if a point is within a sprite, taking scale and rotation into account. -* Added Cache.getImageKeys (and similar) to return an array of all the keys for all currently cached objects. -* Added Group.bringToTop feature. Will sort the Group, move the given sprites z-index to the top and shift the rest down by one. -* Brand new Advanced Physics system added and working! Woohoo :) -* Fixed issue in Tilemap.parseTiledJSON where it would accidentally think image and object layers were map data. -* Fixed bug in Group.bringToTop if the child didn't have a group property yet. -* Fixed bug in FrameData.checkFrameName where the first index of the _frameNames array would be skipped. -* Added isRunning boolean property to Phaser.Tween -* Moved 'facing' property from Sprite.body to Sprite.texture (may move to Sprite core) -* Added Sprite.events.onDragStart and onDragStop -* A tilemap can now be loaded without a tile sheet, should you just want to get the tile data from it and not render. -* Added new Sprite.events: onAnimationStart, onAnimationComplete, onAnimationLoop -* Added in support for the Input component PriorityID value and refactored Input.Pointer to respect it. Rollovers are perfect now :) -* Added 2 new State functions: loadRender and loadUpdate, are called the same as render and update but only during the load process -* Fixed Input.stopDrag so it fires an onInputUp event as well from the sprite. -* Added support for a preRender state - very useful for certain types of special effects. -* Cameras are now limited so they can never be larger than the Game.Stage size. -* Added a new Button Game Object for easily creating in-game UI and menu systems. -* Fixed bug where Sprite.alpha wasn't properly reflecting Sprite.texture.alpha. -* Fixed bug where the hand cursor would be reset on input up, even if the mouse was still over the sprite. -* Fixed bug where pressing down then moving out of the sprite area wouldn't properly reset the input state next time you moved over the sprite. -* Added the Sprite.tween property, really useful to avoid creating new tween vars in your local scope if you don't need them. -* Added support for pagehide and pageshow events to Stage, hooked in to the pause/resume game methods. -* Extended Device audio checks to include opus and webm. -* Updated Loader and Cache so they now support loading of Audio() tags as well as Web Audio. -* Set Input.recordPointerHistory to false, you now need to enable the pointer tracking if you wish to use it. -* SoundManager will now automatically handle iOS touch unlocking. -* Added TilemapLayer.putTileWorldXY to place a tile based on pixel values, and putTile based on tile map coordinates. -* Dropped the StageScaleMode.setScreenSize iterations count from 40 down to 10 and document min body height to 2000px. -* Added Phaser.Net for browser and network specific functions, currently includes query string parsing and updating methods. -* Added a new CSS3 Filters component. Apply blur, grayscale, sepia, brightness, contrast, hue rotation, invert, opacity and saturate filters to the games stage. -* Fixed the CircleUtils.contains and containsPoint methods. -* Fixed issue with Input.speed values being too high on new touch events. -* Added Sprite.bringToTop() -* Added Stage.disableVisibilityChange to stop the auto pause/resume from ever firing. -* Added crop support to the Texture component, so you can do Sprite.crop to restrict rendering to a specified Rectangle without distortion. -* Added references to all the event listener functions so they can be cleanly destroyed. -* Fixed interesting Firefox issue when an audio track ended it fired another 'canplaythrough' event, confusing the Loader. -* Added the new PluginManager. Moved all the Camera FX over to plugins. Everything will be a plugin from now on. -* Added Sprite.transform.centerOn(x,y) to quickly center a sprite on a coordinate without messing with the sprite origin and regardless of rotation. -* Added Input.pollRate - this lets you limit how often Pointer events are handled (0 = every frame, 1 = every other frame, etc) -* Renamed the 'init' function to 'preload'. It now calls load.start automatically. -* Added CanvasUtils class, including ability to set image rendering, add a canvas to the dom and other handy things. - - -V0.9.6 - -* Virtually every class now has documentation - if you spot a typo or something missing please shout (thanks pixelpicosean). -* Grunt file updated to produce the new Special FX JS file (thanks HackManiac). -* Fixed issue stopping Phaser working on iOS 5 (iPad 1). -* Created new mobile test folder, updated index.php to use mobile CSS and made some mobile specific tests. -* Fixed a few speed issues on Android 2.x stock browser. -* Moved Camera context save/restore back inside parameter checks (sped-up Samsung S3 stock browser). -* Fixed bug with StageScaleMode.checkOrientation not respecting the NO_SCALE value. -* Added MSPointer support (thanks Diego Bezerra). -* Added Camera.clear to perform a clearRect instead of a fillRect if needed (default is false). -* Swapped Camera.opaque default from true to false re: performance. -* Updated Stage.visibilityChange to avoid pause screen locking in certain situations. -* Added StageScaleMode.enterLandscape and enterPortrait signals for easier device orientation change checks. -* Added StageScaleMode.isPortrait. -* Updated StageScaleMode to check both window.orientationchange and window.resize events. -* Updated RequestAnimationFrame to use performance.now for sub-millisecond precision and to drive the Game.time.update loop. -* Updated RequestAnimationFrame setTimeout to use fixed timestep and re-ordered callback sequence. Android 2/iOS5 performance much better now. -* Removed Stage.ORIENTATION_LANDSCAPE statics because the values should be taken from Stage.scale.isPortrait / isLandscape. -* Removed Stage.maxScaleX/Y and moved them into StageScaleMode.minWidth, minHeight, maxWidth and maxHeight. -* Fixed Stage.scale so that it resizes without needing an orientation change first. -* Added StageScaleMode.startFullscreen(), stopFullScreen() and isFullScreen for making use of the FullScreen API on desktop browsers. -* Swapped Stage.offset from Point to MicroPoint. -* Swapped Stage.bounds from Rectangle to Quad. -* Added State.destroy support. A states destroy function is called when you switch to a new state (thanks JesseFreeman). -* Added Sprite.fillColor, used in the Sprite render if no image is loaded (set via the property or Sprite.makeGraphic) (thanks JesseFreeman). -* Renamed Phaser.Finger to Phaser.Pointer. -* Updated all of the Input classes so they now use Input.pointers 1 through 10. -* Updated Touch and MSPointer to allow multi-touch support (when the hardware supports it) and created new tests to show this. -* Added Input.getPointer, Input.getPointerFromIdentifier, Input.totalActivePointers and Input.totalInactivePointers. -* Added Input.startPointer, Input.updatePointer and Input.stopPointer. -* Phaser Input now confirmed working on Windows Phone 8 (Nokia Lumia 920). -* Added Input.maxPointers to allow you to limit the number of fingers your game will listen for on multi-touch systems. -* Added Input.addPointer. By default Input will create 5 pointers (+1 for the mouse). Use addPointer() to add up to a maximum of 10. -* Added Input.position - a Vector2 object containing the most recent position of the most recently active Pointer. -* Added Input.getDistance. Find the distance between the two given Pointer objects. -* Added Input.getAngle. Find the angle between the two given Pointer objects. -* Pointer.totalTouches value keeps a running total of the number of times the Pointer has been pressed. -* Added Pointer.position and positionDown. positionDown is placed on touch and position is update on move, useful for tracking distance/direction/gestures. -* Added Game.state - now contains a reference to the current state object (if any was given). -* Moved the Input start events from the constructors to a single Input.start method. -* Added Input.disabled boolean to globally turn off all input event processing. -* Added Input.Mouse.disabled, Input.Touch.disabled, Input.MSPointer.disabled and Input.Keyboard.disabled. -* Added Device.mspointer boolean. true if MSPointer is available on the device. -* Added Input.onDown, onUp, onTap, onDoubleTap and onHold signals - all fired by the mouse or touch. -* Added Input.recordPointerHistory to record the x/y coordinates a Pointer tracks through. Also Input.recordRate and Input.recordLimit for fine control. -* Added Input.multiInputOverride which can be MOUSE_OVERRIDES_TOUCH, TOUCH_OVERRIDES_MOUSE or MOUSE_TOUCH_COMBINE. -* Added GameObject.setBoundsFromWorld to quickly set the bounds of a game object to match those of the current game world. -* Added GameObject.canvas and GameObject.context. By default they reference Stage.canvas but can be changed to anything, i.e. a DynamicTexture -* The new canvas and context references are applied to Sprite, GeomSprite and TilemapLayer -* Added DynamicTexture.assignCanvasToGameObjects() to allow you to redirect GameObject rendering en-mass to a DynamicTexture -* Added DynamicTexture.render(x,y) to render the texture to the Stage canvas -* Added Basic.ignoreGlobalUpdate - stops the object being updated as part of the main game loop, you'll need to call update on it yourself -* Added Basic.ignoreGlobalRender - stops the object being rendered as part of the main game loop, you'll need to call render on it yourself -* Added forceUpdate and forceRender parameters to Group.update and Group.render respectively. Combined with ignoreGlobal you can create custom rendering set-ups -* Fixed Loader.progress calculation so it now accurately passes a value between 0 and 100 to your loader callback -* Added a 'hard reset' parameter to Input.reset. A hard reset clears Input signals (such as on a state swap), a soft (such as on game pause) doesn't -* Added Device.isConsoleOpen() to check if the browser console is open. Tested on Firefox with Firebug and Chrome with DevTools -* Added delay parameter to Tween.to() -* Fixed bug where GeomSprite.renderOutline was being ignored for Circle objects -* Fixed bug with GeomSprite circles rendering at twice the size they should have been and offset from actual x/y values -* Added Sprite.cacheKey which stores the key of the item from the cache that was used for its texture (if any) -* Added GameMath.shuffleArray -* Updated Animation.frame to return the index of the currentFrame if set -* Added Quad.copyTo and Quad.copyFrom -* Removed the bakedRotations parameter from Emiter.makeParticles - update your code accordingly! -* Updated various classes to remove the Flixel left-over CamelCase parameters -* Updated QuadTree to use the new CollisionMask values and significantly optimised and reduced overall class size -* Updated Collision.seperate to use the new CollisionMask -* Added a callback context parameter to Game.collide, Collision.overlap and the QuadTree class -* Stage.canvas now calls preventDefault() when the context menu is activated (oncontextmenu) -* Added Point.rotate to allow you to rotate a point around another point, with optional distance clamping. Also created test cases. -* Added Group.alpha to apply a globalAlpha before the groups children are rendered. Useful to save on alpha calls. -* Added Group.globalCompositeOperation to apply a composite operation before all of the groups children are rendered. -* Added Camera black list support to Sprite and Group along with Camera.show, Camera.hide and Camera.isHidden methods to populate them. -* Added GameMath.rotatePoint to allow for point rotation at any angle around a given anchor and distance -* Updated World.setSize() to optionally update the VerletManager dimensions as well -* Added GameObject.setPosition(x, y) -* Added Quad.intersectsRaw(left, right, top, bottom, tolerance) -* Updated Sprite.inCamera to correctly apply the scrollFactor to the camera bounds check -* Added Loader.crossOrigin property which is applied to loaded Images -* Added AnimationManager.destroy() to clear out all local references and objects -* Added the clearAnimations parameter to Sprite.loadGraphic(). Allows you to change animation textures but retain the frame data. -* Added the GameObjectFactory to Game. You now make Sprites like this: game.add.sprite(). Much better separation of game object creation methods now. But you'll have to update ALL code, sorry! (blame JesseFreeman for breaking your code and coming up with the idea :) -* Added GameObjectFactory methods to add existing objects to the game world, such as existingSprite(), existingTween(), etc. -* Added the GameObjectFactory to Phaser.State -* Added new format parameter to Loader.addTextureAtlas defining the format. Currently supported: JSON Array and Starling/Sparrow XML. - -Requirements ------------- - -Games created with Phaser require a modern web browser that supports the canvas tag. This includes Internet Explorer 9+, Firefox, Chrome, Safari and Opera. It also works on mobile web browsers including stock Android 2.x browser and above and iOS5 Mobile Safari and above. - -For developing with Phaser you can use either a plain-vanilla JavaScript approach or [TypeScript](https://typescript.codeplex.com/). We made no assumptions about how you like to code your games, and were careful not to impose any form of class/inheritance/structure upon you. - -If you are compiling via TypeScript from the command-line please use `--target ES5` - -If you need it the included Grunt file will generate a RequireJS/CommonJS version of Phaser on build. - -Phaser is just 45KB gzipped and minified. - -Features --------- - -Phaser was born from a cross-pollination of the AS3 Flixel game library and our own internal HTML5 game framework. The objective was to allow you to make games _really_ quickly and remove some of the speed barriers HTML5 puts in your way. - -Phaser fully or partially supports the following features. This list is growing constantly and we are aware there are still a number of essential features missing: - -* Asset Loading
- - Images, Sprite Sheets, Texture Packer Data, JSON, Text Files, Audio File. - -* Cameras
- - Multiple world cameras, camera scale, zoom, rotation, deadzones and Sprite following. - -* Sprites
- - All sprites have physics properties including velocity, acceleration, bounce and drag. - ScrollFactor allows them to re-act to cameras at different rates. - -* Groups
- - Group sprites together for collision checks, visibility toggling and function iteration. - -* Animation
- - Sprites can be animated by a sprite sheet or Texture Atlas (JSON Array format supported). - Animation playback controls, looping, fps based timer and custom frames. - -* Scroll Zones
- - Scroll any image seamlessly in any direction. Or create multiple scrolling regions within an image. - -* Collision
- - A QuadTree based Sprite to Sprite, Sprite to Group or Group to Group collision system. - -* Particles
- - An Emitter can emit Sprites in a burst or at a constant rate, setting physics properties. - -* Input
- - Keyboard, Mouse and Touch handling supported (MSPointer events coming soon) - -* Stage
- - Easily change properties about your game via the stage, such as background color, position, size and scale. - -* World
- - The game world can be any size and Sprites and collision happens within it. - -* Sound
- - Currently uses WebAudio for playback. A lot more work needs to be done in this area. - -* State Management
- - For larger games it's useful to break your game down into States, i.e. MainMenu, Level1, GameOver, etc. - The state manager makes swapping states easy, but the use of a state is completely optional. - -* Cache
- - All loaded resources are stored in an easy to access cache, which can be cleared between State changes - or persist through-out the whole game. - -* Tilemaps
- - Support for CSV and Tiled JSON format tile maps. Supports Layered Tiled maps and layer based collision. - -* Game Scaling
- - Game scaling under your control. Removes URL/status bar on mobile (iOS and Android) and allows proportional scaling, fixed size and orientation checks. - -![Phaser Particles](http://www.photonstorm.com/wp-content/uploads/2013/04/phaser_particles.png) - -Work in Progress ----------------- - -We've a number of features that we know Phaser is lacking, here is our current priority list: - -* Better sound controls -* Text Rendering -* Buttons -* Google Play Game Services - -Beyond this there are lots of other things we plan to add such as WebGL support, Spine animation format support, sloped collision tiles, path finding and support for custom plugins. But the list above are priority items, and by no means exhaustive either! However we do feel that the core structure of Phaser is now tightly locked down, so safe to use for small scale production games. - -Test Suite ----------- - -Phaser comes with an ever growing Test Suite. Personally we learn better by looking at small refined code examples, so we create lots of them to test each new feature we add. Inside the Tests folder you'll find the current set. If you write a particularly good test then please send it to us. - -The tests need running through a local web server (to avoid file access permission errors from your browser). - -Make sure you can browse to the Tests folder via your web server. If you've got php installed then launch: - - Tests/index.php - -Right now the Test Suite requires PHP, but we will remove this requirement soon. - -You can also browse the [Phaser Test Suite](http://gametest.mobi/phaser/) online. - -Contributing ------------- - -Phaser is in early stages and although we've still got a lot to add to it, we wanted to just get it out there and share it with the world. - -If you find a bug (highly likely!) then please report it on github. - -If you have a feature request, or have written a small game or demo that shows Phaser in use, then please get in touch. We'd love to hear from you. - -You can do this on the Phaser board that is part of the [HTML5 Game Devs forum](http://www.html5gamedevs.com/forum/14-phaser/) or email: rich@photonstorm.com - -Bugs? ------ - -Please add them to the [Issue Tracker][1] with as much info as possible. - -![Phaser Tilemap](http://www.photonstorm.com/wp-content/uploads/2013/04/phaser_tilemap.png) - -Change Log ----------- - -V0.9.5 - -* Moved the BootScreen and PauseScreen out of Stage into their own classes (system/screens/BootScreen and PauseScreen). -* Updated the PauseScreen to show a subtle animation effect, making it easier to create your own interesting pause screens. -* Modified Game so it splits into 3 loops - bootLoop, pauseLoop and loop (the core loop). -* Updated the BootScreen with the new logo and new color cycle effect. -* Added Game.isRunning - set to true once the Game.boot process is over IF you gave some functions to the constructor or a state. -* Fixed small bug in Signal.removeAll where it could try to shorten the _bindings even if undefined. -* Added the new FXManager which is used for handling all special effects on Cameras (and soon other game objects). -* Removed Flash, Fade and Shake from the Camera class and moved to the new SpecialFX project. -* SpecialFX compiles to phaser-fx.js in the build folder, which is copied over to Tests. If you don't need the FX, don't include the .js file. -* The project is now generating TypeScript declaration files and all Tests were updated to use them in their references. -* Fixed a bug in Flash, Fade and Shake where the duration would fail on anything above 3 seconds. -* Fixed a bug in Camera Shake that made it go a bit haywire, now shakes correctly. -* Added new Scanlines Camera FX. -* Fixed offset values being ignored in GeomSprite.renderPoint (thanks bapuna). -* Added new Mirror Camera FX. Can mirror the camera image horizontally, vertically or both with an optional fill color overlay. -* Added Camera.disableClipping for when you don't care about things being drawn outside the edge (useful for some FX). -* Updated TilemapLayer so that collision data is now stored in _tempTileBlock to avoid constant array creation during game loop. -* TilemapLayer.getTileOverlaps() now returns all tiles the object overlapped with rather than just a boolean. -* Tilemap.collide now optionally takes callback and context parameters which are used if collision occurs. -* Added Tilemap.collisionCallback and Tilemap.collisionCallbackContext so you can set them once and not re-set them on every call to collide. -* Collision.separateTile now has 2 extra parameters: separateX and separateY. If true the object will be separated on overlap, otherwise just the overlap boolean result is returned. -* Added Tile.separateX and Tile.separateY (both true by default). Set to false if you don't want a tile to stop an object from moving, you just want it to return collision data to your callback. -* Added Tilemap.getTileByIndex(value) to access a specific type of tile, rather than by its map index. -* Added TilemapLayer.putTile(x,y,index) - allows you to insert new tile data into the map layer (create your own tile editor!). -* TilemapLayer.getTileBlock now returns a unique Array of map data, not just a reference to the temporary block array -* Added TilemapLayer.swapTile - scans the given region of the map for all instances of tileA and swaps them for tileB, and vice versa. -* Added TilemapLayer.replaceTile - scans the given region of the map and replaces all instances of tileA with tileB. tileB is left unaffected. -* Added TilemapLayer.fillTiles - fills the given region of the map with the tile specified. -* Added TilemapLayer.randomiseTiles - fills the given region of the map with a random tile from the list specified. -* Added fun new "map draw" test - rebound those carrots! :) -* Changed SoundManager class to respect volume on first play (thanks initials and hackmaniac) - -V0.9.4 - -* Added Tilemap.getTile, getTileFromWorldXY, getTileFromInputXY -* Added Tilemap.setCollisionByIndex and setCollisionByRange -* Added GameObject.renderRotation boolean to control if the sprite will visually rotate or not (useful when angle needs to change but graphics don't) -* Added additional check to Camera.width/height so you cannot set them larger than the Stage size -* Added Collision.separateTile and Tilemap.collide -* Fixed Tilemap bounds check if map was smaller than game dimensions -* Fixed: Made World._cameras public, World.cameras and turned Game.camera into a getter for it (thanks Hackmaniac) -* Fixed: Circle.isEmpty properly checks diameter (thanks bapuna) -* Updated Gruntfile to export new version of phaser.js wrapped in a UMD block for require.js/commonJS (thanks Hackmaniac) - -V0.9.3 - -* Added the new ScrollZone game object. Endlessly useful but especially for scrolling backdrops. Created 6 example tests. -* Added GameObject.hideFromCamera(cameraID) to stop an object rendering to specific cameras (also showToCamera and clearCameraList) -* Added GameObject.setBounds() to confine a game object to a specific area within the world (useful for stopping them going off the edges) -* Added GameObject.outOfBoundsAction, can be either OUT OF BOUNDS STOP which stops the object moving, or OUT OF BOUNDS KILL which kills it. -* Added GameObject.rotationOffset. Useful if your graphics need to rotate but weren't drawn facing zero degrees (to the right). -* Added shiftSinTable and shiftCosTable to the GameMath class to allow for quick iteration through the data tables. -* Added more robust frame checking into AnimationManager -* Re-built Tilemap handling from scratch to allow for proper layered maps (as exported from Tiled / Mappy) -* Tilemap no longer requires a buffer per Camera (in prep for WebGL support) -* Fixed issues with Group not adding reference to Game to newly created objects (thanks JesseFreeman) -* Fixed a potential race condition issue in Game.boot (thanks Hackmaniac) -* Fixed issue with showing frame zero of a texture atlas before the animation started playing (thanks JesseFreeman) -* Fixed a bug where Camera.visible = false would still render -* Removed the need for DynamicTextures to require a key property and updated test cases. -* You can now pass an array or a single value to Input.Keyboard.addKeyCapture(). - -V0.9.2 - -* Fixed issue with create not being called if there was an empty init method. -* Added ability to flip a sprite (Sprite.flipped = true) + a test case for it. -* Added ability to restart a sprite animation. -* Sprite animations don't restart if you call play on them when they are already running. -* Added Stage.disablePauseScreen. Set to true to stop your game pausing when the tab loses focus. - -V0.9.1 - -* Added the new align property to GameObjects that controls placement when rendering. -* Added an align example to the Sprites test group (click the mouse to change alignment position) -* Added a new MicroPoint class. Same as Point but much smaller / less functions, updated GameObject to use it. -* Completely rebuilt the Rectangle class to use MicroPoints and store the values of the 9 points around the edges, to be used -for new collision system. -* Game.Input now has 2 signals you can subscribe to for down/up events, see the Sprite align example for use. -* Updated the States examples to bring in-line with 0.9 release. - -V0.9 - -* Large refactoring. Everything now lives inside the Phaser module, so all code and all tests have been updated to reflect this. Makes coding a tiny bit more verbose but stops the framework from globbing up the global namespace. Also should make code-insight work in WebStorm and similar editors. -* Added the new GeomSprite object. This is a sprite that uses a geometry class for display (Circle, Rectangle, Point, Line). It's extremely flexible! -* Added Geometry intersection results objects. -* Added new Collision class and moved some functions there. Contains all the Game Object and Geometry Intersection methods. -* Can now create a sprite animation based on frame names rather than indexes. Useful when you've an animation inside a texture atlas. Added test to show. -* Added addKeyCapture(), removeKeyCapture() and clearCaptures() to Input.Keyboard. Calls event.preventDefault() on any keycode set to capture, allowing you to avoid page scrolling when using the cursor keys in a game for example. -* Added new Motion class which contains lots of handy functions like 'moveTowardsObject', 'velocityFromAngle' and more. -* Tween Manager added. You can now create tweens via Game.createTween (or for more control game.tweens). All the usual suspects are here: Bounce, * Elastic, Quintic, etc and it's hooked into the core game clock, so if your game pauses and resumes your tweens adjust accordingly. - -V0.8 - -* Added ability to set Sprite frame by name (sprite.frameName), useful when you've loaded a Texture Atlas with filename values set rather than using frame indexes. -* Updated texture atlas 4 demo to show this. -* Fixed a bug that would cause a run-time error if you tried to create a sprite using an invalid texture key. -* Added in DynamicTexture support and a test case for it. - -V0.7 - -* Renamed FullScreen to StageScaleMode as it's much more fitting. Tested across Android and iOS with the various scale modes. -* Added in world x/y coordinates to the input class, and the ability to get world x/y input coordinates from any Camera. -* Added the RandomDataGenerator for seeded random number generation. -* Setting the game world size now resizes the default camera (optional bool flag) - -V0.6 - -* Added in Touch support for mobile devices (and desktops that enable it) and populated x/y coords in Input with common values from touch and mouse. -* Added new Circle geometry class (used by Touch) and moved them into a Geom folder. -* Added in Device class for device inspection. -* Added FullScreen class to enable full-screen support on mobile devices (scrolls URL bar out of the way on iOS and Android) - -V0.5 - -* Initial release - -![Phaser Cameras](http://www.photonstorm.com/wp-content/uploads/2013/04/phaser_cams.png) - -License -------- - -The MIT License (MIT) - -Copyright (c) 2013 Richard Davey, Photon Storm Ltd. - -Permission is hereby granted, free of charge, to any person obtaining a copy of -this software and associated documentation files (the "Software"), to deal in -the Software without restriction, including without limitation the rights to -use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of -the Software, and to permit persons to whom the Software is furnished to do so, -subject to the following conditions: - -The above copyright notice and this permission notice shall be included in all -copies or substantial portions of the Software. - -THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS -FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR -COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER -IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN -CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. - -[1]: https://github.com/photonstorm/phaser/issues -[phaser]: https://github.com/photonstorm/phaser diff --git a/wip/TS Source/.gitignore b/wip/TS Source/.gitignore deleted file mode 100644 index 0b0f0dca..00000000 --- a/wip/TS Source/.gitignore +++ /dev/null @@ -1,39 +0,0 @@ - -#ignore thumbnails created by windows -Thumbs.db -#Ignore files build by Visual Studio -*.obj -*.exe -*.pdb -*.user -*.aps -*.pch -*.vspscc -*_i.c -*_p.c -*.ncb -*.suo -*.sln -*.tlb -*.tlh -*.bak -*.cache -*.ilk -*.log -*.map -*.orig -*.map -*.config -*.sublime-workspace -.DS_Store -launcher.html -tests.html -[Bb]in -[Dd]ebug*/ -*.lib -*.sbr -obj/ -[Rr]elease*/ -_ReSharper*/ -[Tt]est[Rr]esult* -.idea/ \ No newline at end of file diff --git a/wip/TS Source/Game.js b/wip/TS Source/Game.js deleted file mode 100644 index d040878a..00000000 --- a/wip/TS Source/Game.js +++ /dev/null @@ -1,455 +0,0 @@ -/// -/** -* Game -* -* This is where the magic happens. The Game object is the heart of your game, -* providing quick access to common functions and handling the boot process. -* -* "Hell, there are no rules here - we're trying to accomplish something." -* Thomas A. Edison -* -* @package Phaser.Game -* @author Richard Davey -* @copyright 2013 Photon Storm Ltd. -* @license https://github.com/photonstorm/phaser/blob/master/license.txt MIT License -*/ -var Phaser; -(function (Phaser) { - var Game = (function () { - /** - * Game constructor - * - * Instantiate a new Phaser.Game object. - * - * @constructor - * @param callbackContext Which context will the callbacks be called with. - * @param parent {string} ID of its parent DOM element. - * @param width {number} The width of your game in game pixels. - * @param height {number} The height of your game in game pixels. - * @param preloadCallback {function} Preload callback invoked when init default screen. - * @param createCallback {function} Create callback invoked when create default screen. - * @param updateCallback {function} Update callback invoked when update default screen. - * @param renderCallback {function} Render callback invoked when render default screen. - * @param destroyCallback {function} Destroy callback invoked when state is destroyed. - */ - function Game(callbackContext, parent, width, height, preloadCallback, createCallback, updateCallback, renderCallback, destroyCallback) { - if (typeof parent === "undefined") { parent = ''; } - if (typeof width === "undefined") { width = 800; } - if (typeof height === "undefined") { height = 600; } - if (typeof preloadCallback === "undefined") { preloadCallback = null; } - if (typeof createCallback === "undefined") { createCallback = null; } - if (typeof updateCallback === "undefined") { updateCallback = null; } - if (typeof renderCallback === "undefined") { renderCallback = null; } - if (typeof destroyCallback === "undefined") { destroyCallback = null; } - var _this = this; - /** - * Whether load complete loading or not. - * @type {bool} - */ - this._loadComplete = false; - /** - * Game is paused? - * @type {bool} - */ - this._paused = false; - /** - * The state to be switched to in the next frame. - * @type {State} - */ - this._pendingState = null; - /** - * The current State object (defaults to null) - * @type {State} - */ - this.state = null; - /** - * This will be called when init states. (loading assets...) - * @type {function} - */ - this.onPreloadCallback = null; - /** - * This will be called when create states. (setup states...) - * @type {function} - */ - this.onCreateCallback = null; - /** - * This will be called when State is updated, this doesn't happen during load (see onLoadUpdateCallback) - * @type {function} - */ - this.onUpdateCallback = null; - /** - * This will be called when the State is rendered, this doesn't happen during load (see onLoadRenderCallback) - * @type {function} - */ - this.onRenderCallback = null; - /** - * This will be called before the State is rendered and before the stage is cleared - * @type {function} - */ - this.onPreRenderCallback = null; - /** - * This will be called when the State is updated but only during the load process - * @type {function} - */ - this.onLoadUpdateCallback = null; - /** - * This will be called when the State is rendered but only during the load process - * @type {function} - */ - this.onLoadRenderCallback = null; - /** - * This will be called when states paused. - * @type {function} - */ - this.onPausedCallback = null; - /** - * This will be called when the state is destroyed (i.e. swapping to a new state) - * @type {function} - */ - this.onDestroyCallback = null; - /** - * Whether the game engine is booted, aka available. - * @type {bool} - */ - this.isBooted = false; - /** - * Is game running or paused? - * @type {bool} - */ - this.isRunning = false; - // Single instance check - if(window['PhaserGlobal'] && window['PhaserGlobal'].singleInstance) { - if(Phaser.GAMES.length > 0) { - console.log('Phaser detected an instance of this game already running, aborting'); - return; - } - } - this.id = Phaser.GAMES.push(this) - 1; - this.callbackContext = callbackContext; - this.onPreloadCallback = preloadCallback; - this.onCreateCallback = createCallback; - this.onUpdateCallback = updateCallback; - this.onRenderCallback = renderCallback; - this.onDestroyCallback = destroyCallback; - if(document.readyState === 'complete' || document.readyState === 'interactive') { - setTimeout(function () { - return Phaser.GAMES[_this.id].boot(parent, width, height); - }); - } else { - document.addEventListener('DOMContentLoaded', Phaser.GAMES[this.id].boot(parent, width, height), false); - window.addEventListener('load', Phaser.GAMES[this.id].boot(parent, width, height), false); - } - } - Game.prototype.boot = /** - * Initialize engine sub modules and start the game. - * @param parent {string} ID of parent Dom element. - * @param width {number} Width of the game screen. - * @param height {number} Height of the game screen. - */ - function (parent, width, height) { - var _this = this; - if(this.isBooted == true) { - return; - } - if(!document.body) { - setTimeout(function () { - return Phaser.GAMES[_this.id].boot(parent, width, height); - }, 13); - } else { - document.removeEventListener('DOMContentLoaded', Phaser.GAMES[this.id].boot); - window.removeEventListener('load', Phaser.GAMES[this.id].boot); - this.onPause = new Phaser.Signal(); - this.onResume = new Phaser.Signal(); - this.device = new Phaser.Device(); - this.net = new Phaser.Net(this); - this.math = new Phaser.GameMath(this); - this.stage = new Phaser.Stage(this, parent, width, height); - this.world = new Phaser.World(this, width, height); - this.add = new Phaser.GameObjectFactory(this); - this.cache = new Phaser.Cache(this); - this.load = new Phaser.Loader(this); - this.time = new Phaser.TimeManager(this); - this.tweens = new Phaser.TweenManager(this); - this.input = new Phaser.InputManager(this); - this.sound = new Phaser.SoundManager(this); - this.rnd = new Phaser.RandomDataGenerator([ - (Date.now() * Math.random()).toString() - ]); - this.physics = new Phaser.Physics.PhysicsManager(this); - this.plugins = new Phaser.PluginManager(this, this); - this.load.onLoadComplete.add(this.loadComplete, this); - this.setRenderer(Phaser.Types.RENDERER_CANVAS); - this.world.boot(); - this.stage.boot(); - this.input.boot(); - this.isBooted = true; - // Set-up some static helper references - Phaser.DebugUtils.game = this; - Phaser.ColorUtils.game = this; - Phaser.DebugUtils.context = this.stage.context; - // Display the default game screen? - if(this.onPreloadCallback == null && this.onCreateCallback == null && this.onUpdateCallback == null && this.onRenderCallback == null && this._pendingState == null) { - this._raf = new Phaser.RequestAnimationFrame(this, this.bootLoop); - } else { - this.isRunning = true; - this._loadComplete = false; - this._raf = new Phaser.RequestAnimationFrame(this, this.loop); - if(this._pendingState) { - this.switchState(this._pendingState, false, false); - } else { - this.startState(); - } - } - } - }; - Game.prototype.loadComplete = /** - * Called when the load has finished after preload was run. - */ - function () { - this._loadComplete = true; - this.onCreateCallback.call(this.callbackContext); - }; - Game.prototype.bootLoop = /** - * The bootLoop is called while the game is still booting (waiting for the DOM and resources to be available) - */ - function () { - this.tweens.update(); - this.input.update(); - this.stage.update(); - }; - Game.prototype.pausedLoop = /** - * The pausedLoop is called when the game is paused. - */ - function () { - this.tweens.update(); - this.input.update(); - this.stage.update(); - this.sound.update(); - if(this.onPausedCallback !== null) { - this.onPausedCallback.call(this.callbackContext); - } - }; - Game.prototype.loop = /** - * Game loop method will be called when it's running. - */ - function () { - this.plugins.preUpdate(); - this.tweens.update(); - this.input.update(); - this.stage.update(); - this.sound.update(); - this.physics.update(); - this.world.update(); - this.plugins.update(); - if(this._loadComplete && this.onUpdateCallback) { - this.onUpdateCallback.call(this.callbackContext); - } else if(this._loadComplete == false && this.onLoadUpdateCallback) { - this.onLoadUpdateCallback.call(this.callbackContext); - } - this.world.postUpdate(); - this.plugins.postUpdate(); - this.plugins.preRender(); - if(this._loadComplete && this.onPreRenderCallback) { - this.onPreRenderCallback.call(this.callbackContext); - } - this.renderer.render(); - this.plugins.render(); - if(this._loadComplete && this.onRenderCallback) { - this.onRenderCallback.call(this.callbackContext); - } else if(this._loadComplete == false && this.onLoadRenderCallback) { - this.onLoadRenderCallback.call(this.callbackContext); - } - this.plugins.postRender(); - }; - Game.prototype.startState = /** - * Start current state. - */ - function () { - if(this.onPreloadCallback !== null) { - this.load.reset(); - this.onPreloadCallback.call(this.callbackContext); - // Is the loader empty? - if(this.load.queueSize == 0) { - if(this.onCreateCallback !== null) { - this.onCreateCallback.call(this.callbackContext); - } - this._loadComplete = true; - } else { - // Start the loader going as we have something in the queue - this.load.onLoadComplete.add(this.loadComplete, this); - this.load.start(); - } - } else { - // No init? Then there was nothing to load either - if(this.onCreateCallback !== null) { - this.onCreateCallback.call(this.callbackContext); - } - this._loadComplete = true; - } - }; - Game.prototype.setRenderer = function (renderer) { - switch(renderer) { - case Phaser.Types.RENDERER_AUTO_DETECT: - this.renderer = new Phaser.Renderer.Headless.HeadlessRenderer(this); - break; - case Phaser.Types.RENDERER_AUTO_DETECT: - case Phaser.Types.RENDERER_CANVAS: - this.renderer = new Phaser.Renderer.Canvas.CanvasRenderer(this); - break; - // WebGL coming soon :) - } - }; - Game.prototype.setCallbacks = /** - * Set the most common state callbacks (init, create, update, render). - * @param preloadCallback {function} Init callback invoked when init state. - * @param createCallback {function} Create callback invoked when create state. - * @param updateCallback {function} Update callback invoked when update state. - * @param renderCallback {function} Render callback invoked when render state. - * @param destroyCallback {function} Destroy callback invoked when state is destroyed. - */ - function (preloadCallback, createCallback, updateCallback, renderCallback, destroyCallback) { - if (typeof preloadCallback === "undefined") { preloadCallback = null; } - if (typeof createCallback === "undefined") { createCallback = null; } - if (typeof updateCallback === "undefined") { updateCallback = null; } - if (typeof renderCallback === "undefined") { renderCallback = null; } - if (typeof destroyCallback === "undefined") { destroyCallback = null; } - this.onPreloadCallback = preloadCallback; - this.onCreateCallback = createCallback; - this.onUpdateCallback = updateCallback; - this.onRenderCallback = renderCallback; - this.onDestroyCallback = destroyCallback; - }; - Game.prototype.switchState = /** - * Switch to a new State. - * @param state {State} The state you want to switch to. - * @param [clearWorld] {bool} clear everything in the world? (Default to true) - * @param [clearCache] {bool} clear asset cache? (Default to false and ONLY available when clearWorld=true) - */ - function (state, clearWorld, clearCache) { - if (typeof clearWorld === "undefined") { clearWorld = true; } - if (typeof clearCache === "undefined") { clearCache = false; } - if(this.isBooted == false) { - this._pendingState = state; - return; - } - // Destroy current state? - if(this.onDestroyCallback !== null) { - this.onDestroyCallback.call(this.callbackContext); - } - this.input.reset(true); - // Prototype? - if(typeof state === 'function') { - this.state = new state(this); - } else { - this.state = state; - } - // Ok, have we got the right functions? - if(this.state['create'] || this.state['update']) { - this.callbackContext = this.state; - this.onPreloadCallback = null; - this.onLoadRenderCallback = null; - this.onLoadUpdateCallback = null; - this.onCreateCallback = null; - this.onUpdateCallback = null; - this.onRenderCallback = null; - this.onPreRenderCallback = null; - this.onPausedCallback = null; - this.onDestroyCallback = null; - // Bingo, let's set them up - if(this.state['preload']) { - this.onPreloadCallback = this.state['preload']; - } - if(this.state['loadRender']) { - this.onLoadRenderCallback = this.state['loadRender']; - } - if(this.state['loadUpdate']) { - this.onLoadUpdateCallback = this.state['loadUpdate']; - } - if(this.state['create']) { - this.onCreateCallback = this.state['create']; - } - if(this.state['update']) { - this.onUpdateCallback = this.state['update']; - } - if(this.state['preRender']) { - this.onPreRenderCallback = this.state['preRender']; - } - if(this.state['render']) { - this.onRenderCallback = this.state['render']; - } - if(this.state['paused']) { - this.onPausedCallback = this.state['paused']; - } - if(this.state['destroy']) { - this.onDestroyCallback = this.state['destroy']; - } - if(clearWorld) { - this.world.destroy(); - if(clearCache == true) { - this.cache.destroy(); - } - } - this._loadComplete = false; - this.startState(); - } else { - throw new Error("Invalid State object given. Must contain at least a create or update function."); - } - }; - Game.prototype.destroy = /** - * Nuke the entire game from orbit - */ - function () { - this.callbackContext = null; - this.onPreloadCallback = null; - this.onLoadRenderCallback = null; - this.onLoadUpdateCallback = null; - this.onCreateCallback = null; - this.onUpdateCallback = null; - this.onRenderCallback = null; - this.onPausedCallback = null; - this.onDestroyCallback = null; - this.cache = null; - this.input = null; - this.load = null; - this.sound = null; - this.stage = null; - this.time = null; - this.world = null; - this.isBooted = false; - }; - Object.defineProperty(Game.prototype, "paused", { - get: function () { - return this._paused; - }, - set: function (value) { - if(value == true && this._paused == false) { - this._paused = true; - this.onPause.dispatch(); - this.sound.pauseAll(); - this._raf.callback = this.pausedLoop; - } else if(value == false && this._paused == true) { - this._paused = false; - this.onResume.dispatch(); - this.input.reset(); - this.sound.resumeAll(); - if(this.isRunning == false) { - this._raf.callback = this.bootLoop; - } else { - this._raf.callback = this.loop; - } - } - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Game.prototype, "camera", { - get: function () { - return this.world.cameras.current; - }, - enumerable: true, - configurable: true - }); - return Game; - })(); - Phaser.Game = Game; -})(Phaser || (Phaser = {})); diff --git a/wip/TS Source/Phaser.js b/wip/TS Source/Phaser.js deleted file mode 100644 index 26ccf726..00000000 --- a/wip/TS Source/Phaser.js +++ /dev/null @@ -1,23 +0,0 @@ -/// -/** -* Phaser - http://www.phaser.io -* -* v1.0.0 - August 12th 2013 -* -* A feature-packed 2D canvas game framework born from the firey pits of Flixel and -* constructed via plenty of blood, sweat, tears and coffee by Richard Davey (@photonstorm). -* -* Many thanks to Adam Saltsman (@ADAMATOMIC) for releasing Flixel, from both which Phaser -* and my love of game development originate. -* -* Follow Phaser progress at http://www.photonstorm.com -* -* "If you want your children to be intelligent, read them fairy tales." -* "If you want them to be more intelligent, read them more fairy tales." -* -- Albert Einstein -*/ -var Phaser; -(function (Phaser) { - Phaser.VERSION = 'Phaser version 1.0.0'; - Phaser.GAMES = []; -})(Phaser || (Phaser = {})); diff --git a/wip/TS Source/Stage.js b/wip/TS Source/Stage.js deleted file mode 100644 index 49e575df..00000000 --- a/wip/TS Source/Stage.js +++ /dev/null @@ -1,282 +0,0 @@ -/// -/** -* Stage -* -* The Stage controls the canvas on which everything is displayed. It handles display within the browser, -* focus handling, game resizing, scaling and the pause, boot and orientation screens. -* -* @package Phaser.Stage -* @author Richard Davey -* @copyright 2013 Photon Storm Ltd. -* @license https://github.com/photonstorm/phaser/blob/master/license.txt MIT License -*/ -var Phaser; -(function (Phaser) { - var Stage = (function () { - /** - * Stage constructor - * - * Create a new Stage with specific width and height. - * - * @param parent {number} ID of parent DOM element. - * @param width {number} Width of the stage. - * @param height {number} Height of the stage. - */ - function Stage(game, parent, width, height) { - var _this = this; - /** - * Background color of the stage (defaults to black). Set via the public backgroundColor property. - * @type {string} - */ - this._backgroundColor = 'rgb(0,0,0)'; - /** - * Clear the whole stage every frame? (Default to true) - * @type {bool} - */ - this.clear = true; - /** - * Do not use pause screen when game is paused? - * (Default to false, aka always use PauseScreen) - * @type {bool} - */ - this.disablePauseScreen = false; - /** - * Do not use boot screen when engine starts? - * (Default to false, aka always use BootScreen) - * @type {bool} - */ - this.disableBootScreen = false; - /** - * If set to true the game will never pause when the browser or browser tab loses focuses - * @type {bool} - */ - this.disableVisibilityChange = false; - this.game = game; - this.canvas = document.createElement('canvas'); - this.canvas.width = width; - this.canvas.height = height; - this.context = this.canvas.getContext('2d'); - Phaser.CanvasUtils.addToDOM(this.canvas, parent, true); - Phaser.CanvasUtils.setTouchAction(this.canvas); - this.canvas.oncontextmenu = function (event) { - event.preventDefault(); - }; - this.css3 = new Phaser.Display.CSS3Filters(this.canvas); - this.scaleMode = Phaser.StageScaleMode.NO_SCALE; - this.scale = new Phaser.StageScaleMode(this.game, width, height); - this.getOffset(this.canvas); - this.bounds = new Phaser.Rectangle(this.offset.x, this.offset.y, width, height); - this.aspectRatio = width / height; - document.addEventListener('visibilitychange', function (event) { - return _this.visibilityChange(event); - }, false); - document.addEventListener('webkitvisibilitychange', function (event) { - return _this.visibilityChange(event); - }, false); - document.addEventListener('pagehide', function (event) { - return _this.visibilityChange(event); - }, false); - document.addEventListener('pageshow', function (event) { - return _this.visibilityChange(event); - }, false); - window.onblur = function (event) { - return _this.visibilityChange(event); - }; - window.onfocus = function (event) { - return _this.visibilityChange(event); - }; - } - Stage.prototype.boot = /** - * Stage boot - */ - function () { - this.bootScreen = new Phaser.BootScreen(this.game); - this.pauseScreen = new Phaser.PauseScreen(this.game, this.width, this.height); - this.orientationScreen = new Phaser.OrientationScreen(this.game); - this.scale.setScreenSize(true); - }; - Stage.prototype.update = /** - * Update stage for rendering. This will handle scaling, clearing - * and PauseScreen/BootScreen updating and rendering. - */ - function () { - this.scale.update(); - this.context.setTransform(1, 0, 0, 1, 0, 0); - if(this.clear || (this.game.paused && this.disablePauseScreen == false)) { - if(this.game.device.patchAndroidClearRectBug) { - this.context.fillStyle = this._backgroundColor; - this.context.fillRect(0, 0, this.width, this.height); - } else { - this.context.clearRect(0, 0, this.width, this.height); - } - } - if(this.game.paused && this.scale.incorrectOrientation) { - this.orientationScreen.update(); - this.orientationScreen.render(); - return; - } - if(this.game.isRunning == false && this.disableBootScreen == false) { - this.bootScreen.update(); - this.bootScreen.render(); - } - if(this.game.paused && this.disablePauseScreen == false) { - this.pauseScreen.update(); - this.pauseScreen.render(); - } - }; - Stage.prototype.visibilityChange = /** - * This method is called when the canvas elements visibility is changed. - */ - function (event) { - if(this.disableVisibilityChange) { - return; - } - if(event.type == 'pagehide' || event.type == 'blur' || document['hidden'] == true || document['webkitHidden'] == true) { - if(this.game.paused == false) { - this.pauseGame(); - } - } else { - if(this.game.paused == true) { - this.resumeGame(); - } - } - }; - Stage.prototype.enableOrientationCheck = function (forceLandscape, forcePortrait, imageKey) { - if (typeof imageKey === "undefined") { imageKey = ''; } - this.scale.forceLandscape = forceLandscape; - this.scale.forcePortrait = forcePortrait; - this.orientationScreen.enable(imageKey); - if(forceLandscape || forcePortrait) { - if((this.scale.isLandscape && forcePortrait) || (this.scale.isPortrait && forceLandscape)) { - // They are in the wrong orientation right now - this.game.paused = true; - this.scale.incorrectOrientation = true; - } else { - this.scale.incorrectOrientation = false; - } - } - }; - Stage.prototype.pauseGame = function () { - this.game.paused = true; - if(this.disablePauseScreen == false && this.pauseScreen) { - this.pauseScreen.onPaused(); - } - this.saveCanvasValues(); - }; - Stage.prototype.resumeGame = function () { - if(this.disablePauseScreen == false && this.pauseScreen) { - this.pauseScreen.onResume(); - } - this.restoreCanvasValues(); - this.game.paused = false; - }; - Stage.prototype.getOffset = /** - * Get the DOM offset values of the given element - */ - function (element, populateOffset) { - if (typeof populateOffset === "undefined") { populateOffset = true; } - var box = element.getBoundingClientRect(); - var clientTop = element.clientTop || document.body.clientTop || 0; - var clientLeft = element.clientLeft || document.body.clientLeft || 0; - var scrollTop = window.pageYOffset || element.scrollTop || document.body.scrollTop; - var scrollLeft = window.pageXOffset || element.scrollLeft || document.body.scrollLeft; - if(populateOffset) { - this.offset = new Phaser.Point(box.left + scrollLeft - clientLeft, box.top + scrollTop - clientTop); - return this.offset; - } else { - return new Phaser.Point(box.left + scrollLeft - clientLeft, box.top + scrollTop - clientTop); - } - }; - Stage.prototype.saveCanvasValues = /** - * Save current canvas properties (strokeStyle, lineWidth and fillStyle) for later using. - */ - function () { - this.strokeStyle = this.context.strokeStyle; - this.lineWidth = this.context.lineWidth; - this.fillStyle = this.context.fillStyle; - }; - Stage.prototype.restoreCanvasValues = /** - * Restore current canvas values (strokeStyle, lineWidth and fillStyle) with saved values. - */ - function () { - this.context.strokeStyle = this.strokeStyle; - this.context.lineWidth = this.lineWidth; - this.context.fillStyle = this.fillStyle; - if(this.game.device.patchAndroidClearRectBug) { - this.context.fillStyle = this._backgroundColor; - this.context.fillRect(0, 0, this.width, this.height); - } else { - this.context.clearRect(0, 0, this.width, this.height); - } - }; - Object.defineProperty(Stage.prototype, "backgroundColor", { - get: function () { - return this._backgroundColor; - }, - set: function (color) { - this.canvas.style.backgroundColor = color; - this._backgroundColor = color; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Stage.prototype, "x", { - get: function () { - return this.bounds.x; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Stage.prototype, "y", { - get: function () { - return this.bounds.y; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Stage.prototype, "width", { - get: function () { - return this.bounds.width; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Stage.prototype, "height", { - get: function () { - return this.bounds.height; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Stage.prototype, "centerX", { - get: function () { - return this.bounds.halfWidth; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Stage.prototype, "centerY", { - get: function () { - return this.bounds.halfHeight; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Stage.prototype, "randomX", { - get: function () { - return Math.round(Math.random() * this.bounds.width); - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Stage.prototype, "randomY", { - get: function () { - return Math.round(Math.random() * this.bounds.height); - }, - enumerable: true, - configurable: true - }); - return Stage; - })(); - Phaser.Stage = Stage; -})(Phaser || (Phaser = {})); diff --git a/wip/TS Source/State.js b/wip/TS Source/State.js deleted file mode 100644 index f38d9841..00000000 --- a/wip/TS Source/State.js +++ /dev/null @@ -1,83 +0,0 @@ -/// -/** -* State -* -* This is a base State class which can be extended if you are creating your game with TypeScript. -* It provides quick access to common functions such as the camera, cache, input, match, sound and more. -* -* @package Phaser.State -* @author Richard Davey -* @copyright 2013 Photon Storm Ltd. -* @license https://github.com/photonstorm/phaser/blob/master/license.txt MIT License -*/ -var Phaser; -(function (Phaser) { - var State = (function () { - /** - * State constructor - * Create a new State. - */ - function State(game) { - this.game = game; - this.add = game.add; - this.camera = game.camera; - this.cache = game.cache; - this.input = game.input; - this.load = game.load; - this.math = game.math; - this.sound = game.sound; - this.stage = game.stage; - this.time = game.time; - this.tweens = game.tweens; - this.world = game.world; - } - State.prototype.init = // Override these in your own States - /** - * Override this method to add some load operations. - * If you need to use the loader, you may need to use them here. - */ - function () { - }; - State.prototype.create = /** - * This method is called after the game engine successfully switches states. - * Feel free to add any setup code here.(Do not load anything here, override init() instead) - */ - function () { - }; - State.prototype.update = /** - * Put update logic here. - */ - function () { - }; - State.prototype.render = /** - * Put render operations here. - */ - function () { - }; - State.prototype.paused = /** - * This method will be called when game paused. - */ - function () { - }; - State.prototype.destroy = /** - * This method will be called when the state is destroyed - */ - function () { - }; - return State; - })(); - Phaser.State = State; - /** - * Checks for overlaps between two objects using the world QuadTree. Can be GameObject vs. GameObject, GameObject vs. Group or Group vs. Group. - * Note: Does not take the objects scrollFactor into account. All overlaps are check in world space. - * @param object1 The first GameObject or Group to check. If null the world.group is used. - * @param object2 The second GameObject or Group to check. - * @param notifyCallback A callback function that is called if the objects overlap. The two objects will be passed to this function in the same order in which you passed them to Collision.overlap. - * @param processCallback A callback function that lets you perform additional checks against the two objects if they overlap. If this is set then notifyCallback will only be called if processCallback returns true. - * @param context The context in which the callbacks will be called - * @returns {bool} true if the objects overlap, otherwise false. - */ - //public collide(objectOrGroup1 = null, objectOrGroup2 = null, notifyCallback = null, context? = this.game.callbackContext): bool { - // return this.collision.overlap(objectOrGroup1, objectOrGroup2, notifyCallback, Collision.separate, context); - //} - })(Phaser || (Phaser = {})); diff --git a/wip/TS Source/Statics.js b/wip/TS Source/Statics.js deleted file mode 100644 index 39fc4353..00000000 --- a/wip/TS Source/Statics.js +++ /dev/null @@ -1,61 +0,0 @@ -/// -/** -* Types -* -* This file contains all constants used through-out Phaser. -* -* @package Phaser.Types -* @author Richard Davey -* @copyright 2013 Photon Storm Ltd. -* @license https://github.com/photonstorm/phaser/blob/master/license.txt MIT License -*/ -var Phaser; -(function (Phaser) { - var Types = (function () { - function Types() { } - Types.RENDERER_AUTO_DETECT = 0; - Types.RENDERER_HEADLESS = 1; - Types.RENDERER_CANVAS = 2; - Types.RENDERER_WEBGL = 3; - Types.CAMERA_TYPE_ORTHOGRAPHIC = 0; - Types.CAMERA_TYPE_ISOMETRIC = 1; - Types.CAMERA_FOLLOW_LOCKON = 0; - Types.CAMERA_FOLLOW_PLATFORMER = 1; - Types.CAMERA_FOLLOW_TOPDOWN = 2; - Types.CAMERA_FOLLOW_TOPDOWN_TIGHT = 3; - Types.GROUP = 0; - Types.SPRITE = 1; - Types.GEOMSPRITE = 2; - Types.PARTICLE = 3; - Types.EMITTER = 4; - Types.TILEMAP = 5; - Types.SCROLLZONE = 6; - Types.BUTTON = 7; - Types.DYNAMICTEXTURE = 8; - Types.GEOM_POINT = 0; - Types.GEOM_CIRCLE = 1; - Types.GEOM_RECTANGLE = 2; - Types.GEOM_LINE = 3; - Types.GEOM_POLYGON = 4; - Types.BODY_DISABLED = 0; - Types.BODY_STATIC = 1; - Types.BODY_KINETIC = 2; - Types.BODY_DYNAMIC = 3; - Types.OUT_OF_BOUNDS_KILL = 0; - Types.OUT_OF_BOUNDS_DESTROY = 1; - Types.OUT_OF_BOUNDS_PERSIST = 2; - Types.SORT_ASCENDING = -1; - Types.SORT_DESCENDING = 1; - Types.LEFT = 0x0001; - Types.RIGHT = 0x0010; - Types.UP = 0x0100; - Types.DOWN = 0x1000; - Types.NONE = 0; - Types.CEILING = 0x0100; - Types.FLOOR = 0x1000; - Types.WALL = 0x0001 | 0x0010; - Types.ANY = 0x0001 | 0x0010 | 0x0100 | 0x1000; - return Types; - })(); - Phaser.Types = Types; -})(Phaser || (Phaser = {})); diff --git a/wip/TS Source/World.js b/wip/TS Source/World.js deleted file mode 100644 index dc71339d..00000000 --- a/wip/TS Source/World.js +++ /dev/null @@ -1,141 +0,0 @@ -/// -/** -* World -* -* "This world is but a canvas to our imagination." - Henry David Thoreau -* -* A game has only one world. The world is an abstract place in which all game objects live. It is not bound -* by stage limits and can be any size. You look into the world via cameras. All game objects live within -* the world at world-based coordinates. By default a world is created the same size as your Stage. -* -* @package Phaser.World -* @author Richard Davey -* @copyright 2013 Photon Storm Ltd. -* @license https://github.com/photonstorm/phaser/blob/master/license.txt MIT License -*/ -var Phaser; -(function (Phaser) { - var World = (function () { - /** - * World constructor - * Create a new World with specific width and height. - * - * @param width {number} Width of the world bound. - * @param height {number} Height of the world bound. - */ - function World(game, width, height) { - /** - * Object container stores every object created with `create*` methods. - * @type {Group} - */ - this._groupCounter = 0; - this.game = game; - this.cameras = new Phaser.CameraManager(this.game, 0, 0, width, height); - this.bounds = new Phaser.Rectangle(0, 0, width, height); - } - World.prototype.getNextGroupID = function () { - return this._groupCounter++; - }; - World.prototype.boot = /** - * Called once by Game during the boot process. - */ - function () { - this.group = new Phaser.Group(this.game, 0); - }; - World.prototype.update = /** - * This is called automatically every frame, and is where main logic happens. - */ - function () { - this.group.update(); - this.cameras.update(); - }; - World.prototype.postUpdate = /** - * This is called automatically every frame, and is where main logic happens. - */ - function () { - this.group.postUpdate(); - this.cameras.postUpdate(); - }; - World.prototype.destroy = /** - * Clean up memory. - */ - function () { - this.group.destroy(); - this.cameras.destroy(); - }; - World.prototype.setSize = /** - * Updates the size of this world. - * - * @param width {number} New width of the world. - * @param height {number} New height of the world. - * @param [updateCameraBounds] {bool} Update camera bounds automatically or not. Default to true. - */ - function (width, height, updateCameraBounds) { - if (typeof updateCameraBounds === "undefined") { updateCameraBounds = true; } - this.bounds.width = width; - this.bounds.height = height; - if(updateCameraBounds == true) { - this.game.camera.setBounds(0, 0, width, height); - } - // dispatch world resize event - }; - Object.defineProperty(World.prototype, "width", { - get: function () { - return this.bounds.width; - }, - set: function (value) { - this.bounds.width = value; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(World.prototype, "height", { - get: function () { - return this.bounds.height; - }, - set: function (value) { - this.bounds.height = value; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(World.prototype, "centerX", { - get: function () { - return this.bounds.halfWidth; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(World.prototype, "centerY", { - get: function () { - return this.bounds.halfHeight; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(World.prototype, "randomX", { - get: function () { - return Math.round(Math.random() * this.bounds.width); - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(World.prototype, "randomY", { - get: function () { - return Math.round(Math.random() * this.bounds.height); - }, - enumerable: true, - configurable: true - }); - World.prototype.getAllCameras = /** - * Get all the cameras. - * - * @returns {array} An array contains all the cameras. - */ - function () { - return this.cameras.getAll(); - }; - return World; - })(); - Phaser.World = World; -})(Phaser || (Phaser = {})); diff --git a/wip/TS Source/_definitions.js b/wip/TS Source/_definitions.js deleted file mode 100644 index 938f6803..00000000 --- a/wip/TS Source/_definitions.js +++ /dev/null @@ -1,129 +0,0 @@ -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// -/// diff --git a/wip/TS Source/animation/Animation.js b/wip/TS Source/animation/Animation.js deleted file mode 100644 index 65a72fd9..00000000 --- a/wip/TS Source/animation/Animation.js +++ /dev/null @@ -1,153 +0,0 @@ -/// -/** -* Animation -* -* An Animation instance contains a single animation and the controls to play it. -* It is created by the AnimationManager and belongs to Game Objects such as Sprite. -* -* @package Phaser.Animation -* @author Richard Davey -* @copyright 2013 Photon Storm Ltd. -* @license https://github.com/photonstorm/phaser/blob/master/license.txt MIT License -*/ -var Phaser; -(function (Phaser) { - var Animation = (function () { - /** - * Animation constructor - * Create a new Animation. - * - * @param parent {Sprite} Owner sprite of this animation. - * @param frameData {FrameData} The FrameData object contains animation data. - * @param name {string} Unique name of this animation. - * @param frames {number[]/string[]} An array of numbers or strings indicating what frames to play in what order. - * @param delay {number} Time between frames in ms. - * @param looped {bool} Whether or not the animation is looped or just plays once. - */ - function Animation(game, parent, frameData, name, frames, delay, looped) { - this.game = game; - this._parent = parent; - this._frames = frames; - this._frameData = frameData; - this.name = name; - this.delay = 1000 / delay; - this.looped = looped; - this.isFinished = false; - this.isPlaying = false; - this._frameIndex = 0; - this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]); - } - Object.defineProperty(Animation.prototype, "frameTotal", { - get: function () { - return this._frames.length; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Animation.prototype, "frame", { - get: function () { - if(this.currentFrame !== null) { - return this.currentFrame.index; - } else { - return this._frameIndex; - } - }, - set: function (value) { - this.currentFrame = this._frameData.getFrame(value); - if(this.currentFrame !== null) { - this._parent.texture.width = this.currentFrame.width; - this._parent.texture.height = this.currentFrame.height; - this._frameIndex = value; - } - }, - enumerable: true, - configurable: true - }); - Animation.prototype.play = /** - * Play this animation. - * @param frameRate {number} FrameRate you want to specify instead of using default. - * @param loop {bool} Whether or not the animation is looped or just plays once. - */ - function (frameRate, loop) { - if (typeof frameRate === "undefined") { frameRate = null; } - if (typeof loop === "undefined") { loop = null; } - if(frameRate !== null) { - this.delay = 1000 / frameRate; - } - if(loop !== null) { - // If they set a new loop value then use it, otherwise use the default set on creation - this.looped = loop; - } - this.isPlaying = true; - this.isFinished = false; - this._timeLastFrame = this.game.time.now; - this._timeNextFrame = this.game.time.now + this.delay; - this._frameIndex = 0; - this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]); - this._parent.events.onAnimationStart.dispatch(this._parent, this); - return this; - }; - Animation.prototype.restart = /** - * Play this animation from the first frame. - */ - function () { - this.isPlaying = true; - this.isFinished = false; - this._timeLastFrame = this.game.time.now; - this._timeNextFrame = this.game.time.now + this.delay; - this._frameIndex = 0; - this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]); - }; - Animation.prototype.stop = /** - * Stop playing animation and set it finished. - */ - function () { - this.isPlaying = false; - this.isFinished = true; - }; - Animation.prototype.update = /** - * Update animation frames. - */ - function () { - if(this.isPlaying == true && this.game.time.now >= this._timeNextFrame) { - this._frameIndex++; - if(this._frameIndex == this._frames.length) { - if(this.looped) { - this._frameIndex = 0; - this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]); - this._parent.events.onAnimationLoop.dispatch(this._parent, this); - } else { - this.onComplete(); - } - } else { - this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]); - } - this._timeLastFrame = this.game.time.now; - this._timeNextFrame = this.game.time.now + this.delay; - return true; - } - return false; - }; - Animation.prototype.destroy = /** - * Clean up animation memory. - */ - function () { - this.game = null; - this._parent = null; - this._frames = null; - this._frameData = null; - this.currentFrame = null; - this.isPlaying = false; - }; - Animation.prototype.onComplete = /** - * Animation complete callback method. - */ - function () { - this.isPlaying = false; - this.isFinished = true; - this._parent.events.onAnimationComplete.dispatch(this._parent, this); - }; - return Animation; - })(); - Phaser.Animation = Animation; -})(Phaser || (Phaser = {})); diff --git a/wip/TS Source/animation/AnimationManager.js b/wip/TS Source/animation/AnimationManager.js deleted file mode 100644 index 520172fb..00000000 --- a/wip/TS Source/animation/AnimationManager.js +++ /dev/null @@ -1,226 +0,0 @@ -var Phaser; -(function (Phaser) { - /// - /** - * AnimationManager - * - * Any Game Object that supports animation contains a single AnimationManager instance. It is used to add, - * play and update Phaser.Animation objects. - * - * @package Phaser.Components.AnimationManager - * @author Richard Davey - * @copyright 2013 Photon Storm Ltd. - * @license https://github.com/photonstorm/phaser/blob/master/license.txt MIT License - */ - (function (Components) { - var AnimationManager = (function () { - /** - * AnimationManager constructor - * Create a new AnimationManager. - * - * @param parent {Sprite} Owner sprite of this manager. - */ - function AnimationManager(parent) { - /** - * Data contains animation frames. - * @type {FrameData} - */ - this._frameData = null; - /** - * When an animation frame changes you can choose to automatically update the physics bounds of the parent Sprite - * to the width and height of the new frame. If you've set a specific physics bounds that you don't want changed during - * animation then set this to false, otherwise leave it set to true. - * @type {bool} - */ - this.autoUpdateBounds = true; - /** - * Keeps track of the current frame of animation. - */ - this.currentFrame = null; - this._parent = parent; - this.game = parent.game; - this._anims = { - }; - } - AnimationManager.prototype.loadFrameData = /** - * Load animation frame data. - * @param frameData Data to be loaded. - */ - function (frameData) { - this._frameData = frameData; - this.frame = 0; - }; - AnimationManager.prototype.add = /** - * Add a new animation. - * @param name {string} What this animation should be called (e.g. "run"). - * @param frames {any[]} An array of numbers/strings indicating what frames to play in what order (e.g. [1, 2, 3] or ['run0', 'run1', run2]). - * @param frameRate {number} The speed in frames per second that the animation should play at (e.g. 60 fps). - * @param loop {bool} Whether or not the animation is looped or just plays once. - * @param useNumericIndex {bool} Use number indexes instead of string indexes? - * @return {Animation} The Animation that was created - */ - function (name, frames, frameRate, loop, useNumericIndex) { - if (typeof frames === "undefined") { frames = null; } - if (typeof frameRate === "undefined") { frameRate = 60; } - if (typeof loop === "undefined") { loop = false; } - if (typeof useNumericIndex === "undefined") { useNumericIndex = true; } - if(this._frameData == null) { - return; - } - // Create the signals the AnimationManager will emit - if(this._parent.events.onAnimationStart == null) { - this._parent.events.onAnimationStart = new Phaser.Signal(); - this._parent.events.onAnimationComplete = new Phaser.Signal(); - this._parent.events.onAnimationLoop = new Phaser.Signal(); - } - if(frames == null) { - frames = this._frameData.getFrameIndexes(); - } else { - if(this.validateFrames(frames, useNumericIndex) == false) { - throw Error('Invalid frames given to Animation ' + name); - return; - } - } - if(useNumericIndex == false) { - frames = this._frameData.getFrameIndexesByName(frames); - } - this._anims[name] = new Phaser.Animation(this.game, this._parent, this._frameData, name, frames, frameRate, loop); - this.currentAnim = this._anims[name]; - this.currentFrame = this.currentAnim.currentFrame; - return this._anims[name]; - }; - AnimationManager.prototype.validateFrames = /** - * Check whether the frames is valid. - * @param frames {any[]} Frames to be validated. - * @param useNumericIndex {bool} Does these frames use number indexes or string indexes? - * @return {bool} True if they're valid, otherwise return false. - */ - function (frames, useNumericIndex) { - for(var i = 0; i < frames.length; i++) { - if(useNumericIndex == true) { - if(frames[i] > this._frameData.total) { - return false; - } - } else { - if(this._frameData.checkFrameName(frames[i]) == false) { - return false; - } - } - } - return true; - }; - AnimationManager.prototype.play = /** - * Play animation with specific name. - * @param name {string} The string name of the animation you want to play. - * @param frameRate {number} FrameRate you want to specify instead of using default. - * @param loop {bool} Whether or not the animation is looped or just plays once. - */ - function (name, frameRate, loop) { - if (typeof frameRate === "undefined") { frameRate = null; } - if (typeof loop === "undefined") { loop = null; } - if(this._anims[name]) { - if(this.currentAnim == this._anims[name]) { - if(this.currentAnim.isPlaying == false) { - return this.currentAnim.play(frameRate, loop); - } - } else { - this.currentAnim = this._anims[name]; - return this.currentAnim.play(frameRate, loop); - } - } - }; - AnimationManager.prototype.stop = /** - * Stop animation by name. - * Current animation will be automatically set to the stopped one. - */ - function (name) { - if(this._anims[name]) { - this.currentAnim = this._anims[name]; - this.currentAnim.stop(); - } - }; - AnimationManager.prototype.update = /** - * Update animation and parent sprite's bounds. - */ - function () { - if(this.currentAnim && this.currentAnim.update() == true) { - this.currentFrame = this.currentAnim.currentFrame; - this._parent.texture.width = this.currentFrame.width; - this._parent.texture.height = this.currentFrame.height; - } - }; - Object.defineProperty(AnimationManager.prototype, "frameData", { - get: function () { - return this._frameData; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(AnimationManager.prototype, "frameTotal", { - get: function () { - if(this._frameData) { - return this._frameData.total; - } else { - return -1; - } - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(AnimationManager.prototype, "frame", { - get: function () { - return this._frameIndex; - }, - set: /** - * - * @param value - */ - function (value) { - if(this._frameData && this._frameData.getFrame(value) !== null) { - this.currentFrame = this._frameData.getFrame(value); - this._parent.texture.width = this.currentFrame.width; - this._parent.texture.height = this.currentFrame.height; - if(this.autoUpdateBounds && this._parent['body']) { - this._parent.body.bounds.width = this.currentFrame.width; - this._parent.body.bounds.height = this.currentFrame.height; - } - this._frameIndex = value; - } - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(AnimationManager.prototype, "frameName", { - get: function () { - return this.currentFrame.name; - }, - set: function (value) { - if(this._frameData && this._frameData.getFrameByName(value)) { - this.currentFrame = this._frameData.getFrameByName(value); - this._parent.texture.width = this.currentFrame.width; - this._parent.texture.height = this.currentFrame.height; - this._frameIndex = this.currentFrame.index; - } else { - throw new Error("Cannot set frameName: " + value); - } - }, - enumerable: true, - configurable: true - }); - AnimationManager.prototype.destroy = /** - * Removes all related references - */ - function () { - this._anims = { - }; - this._frameData = null; - this._frameIndex = 0; - this.currentAnim = null; - this.currentFrame = null; - }; - return AnimationManager; - })(); - Components.AnimationManager = AnimationManager; - })(Phaser.Components || (Phaser.Components = {})); - var Components = Phaser.Components; -})(Phaser || (Phaser = {})); diff --git a/wip/TS Source/animation/Frame.js b/wip/TS Source/animation/Frame.js deleted file mode 100644 index ac38b55e..00000000 --- a/wip/TS Source/animation/Frame.js +++ /dev/null @@ -1,79 +0,0 @@ -/// -/** -* Frame -* -* A Frame is a single frame of an animation and is part of a FrameData collection. -* -* @package Phaser.Frame -* @author Richard Davey -* @copyright 2013 Photon Storm Ltd. -* @license https://github.com/photonstorm/phaser/blob/master/license.txt MIT License -*/ -var Phaser; -(function (Phaser) { - var Frame = (function () { - /** - * Frame constructor - * Create a new Frame with specific position, size and name. - * - * @param x {number} X position within the image to cut from. - * @param y {number} Y position within the image to cut from. - * @param width {number} Width of the frame. - * @param height {number} Height of the frame. - * @param name {string} Name of this frame. - */ - function Frame(x, y, width, height, name) { - /** - * Useful for Texture Atlas files. (is set to the filename value) - */ - this.name = ''; - /** - * Rotated? (not yet implemented) - */ - this.rotated = false; - /** - * Either cw or ccw, rotation is always 90 degrees. - */ - this.rotationDirection = 'cw'; - this.x = x; - this.y = y; - this.width = width; - this.height = height; - this.name = name; - this.rotated = false; - this.trimmed = false; - } - Frame.prototype.setRotation = /** - * Set rotation of this frame. (Not yet supported!) - */ - function (rotated, rotationDirection) { - // Not yet supported - }; - Frame.prototype.setTrim = /** - * Set trim of the frame. - * @param trimmed {bool} Whether this frame trimmed or not. - * @param actualWidth {number} Actual width of this frame. - * @param actualHeight {number} Actual height of this frame. - * @param destX {number} Destination x position. - * @param destY {number} Destination y position. - * @param destWidth {number} Destination draw width. - * @param destHeight {number} Destination draw height. - */ - function (trimmed, actualWidth, actualHeight, destX, destY, destWidth, destHeight) { - //console.log('setTrim', trimmed, 'aw', actualWidth, 'ah', actualHeight, 'dx', destX, 'dy', destY, 'dw', destWidth, 'dh', destHeight); - this.trimmed = trimmed; - if(trimmed) { - this.width = actualWidth; - this.height = actualHeight; - this.sourceSizeW = actualWidth; - this.sourceSizeH = actualHeight; - this.spriteSourceSizeX = destX; - this.spriteSourceSizeY = destY; - this.spriteSourceSizeW = destWidth; - this.spriteSourceSizeH = destHeight; - } - }; - return Frame; - })(); - Phaser.Frame = Frame; -})(Phaser || (Phaser = {})); diff --git a/wip/TS Source/animation/FrameData.js b/wip/TS Source/animation/FrameData.js deleted file mode 100644 index 4f7f97d5..00000000 --- a/wip/TS Source/animation/FrameData.js +++ /dev/null @@ -1,138 +0,0 @@ -/// -/** -* FrameData -* -* FrameData is a container for Frame objects, which are the internal representation of animation data in Phaser. -* -* @package Phaser.FrameData -* @author Richard Davey -* @copyright 2013 Photon Storm Ltd. -* @license https://github.com/photonstorm/phaser/blob/master/license.txt MIT License -*/ -var Phaser; -(function (Phaser) { - var FrameData = (function () { - /** - * FrameData constructor - */ - function FrameData() { - this._frames = []; - this._frameNames = []; - } - Object.defineProperty(FrameData.prototype, "total", { - get: function () { - return this._frames.length; - }, - enumerable: true, - configurable: true - }); - FrameData.prototype.addFrame = /** - * Add a new frame. - * @param frame {Frame} The frame you want to add. - * @return {Frame} The frame you just added. - */ - function (frame) { - frame.index = this._frames.length; - this._frames.push(frame); - if(frame.name !== '') { - this._frameNames[frame.name] = frame.index; - } - return frame; - }; - FrameData.prototype.getFrame = /** - * Get a frame by its index. - * @param index {number} Index of the frame you want to get. - * @return {Frame} The frame you want. - */ - function (index) { - if(this._frames[index]) { - return this._frames[index]; - } - return null; - }; - FrameData.prototype.getFrameByName = /** - * Get a frame by its name. - * @param name {string} Name of the frame you want to get. - * @return {Frame} The frame you want. - */ - function (name) { - if(this._frameNames[name] !== '') { - return this._frames[this._frameNames[name]]; - } - return null; - }; - FrameData.prototype.checkFrameName = /** - * Check whether there's a frame with given name. - * @param name {string} Name of the frame you want to check. - * @return {bool} True if frame with given name found, otherwise return false. - */ - function (name) { - if(this._frameNames[name] == null) { - return false; - } - return true; - }; - FrameData.prototype.getFrameRange = /** - * Get ranges of frames in an array. - * @param start {number} Start index of frames you want. - * @param end {number} End index of frames you want. - * @param [output] {Frame[]} result will be added into this array. - * @return {Frame[]} Ranges of specific frames in an array. - */ - function (start, end, output) { - if (typeof output === "undefined") { output = []; } - for(var i = start; i <= end; i++) { - output.push(this._frames[i]); - } - return output; - }; - FrameData.prototype.getFrameIndexes = /** - * Get all indexes of frames by giving their name. - * @param [output] {number[]} result will be added into this array. - * @return {number[]} Indexes of specific frames in an array. - */ - function (output) { - if (typeof output === "undefined") { output = []; } - output.length = 0; - for(var i = 0; i < this._frames.length; i++) { - output.push(i); - } - return output; - }; - FrameData.prototype.getFrameIndexesByName = /** - * Get the frame indexes by giving the frame names. - * @param [output] {number[]} result will be added into this array. - * @return {number[]} Names of specific frames in an array. - */ - function (input) { - var output = []; - for(var i = 0; i < input.length; i++) { - if(this.getFrameByName(input[i])) { - output.push(this.getFrameByName(input[i]).index); - } - } - return output; - }; - FrameData.prototype.getAllFrames = /** - * Get all frames in this frame data. - * @return {Frame[]} All the frames in an array. - */ - function () { - return this._frames; - }; - FrameData.prototype.getFrames = /** - * Get All frames with specific ranges. - * @param range {number[]} Ranges in an array. - * @return {Frame[]} All frames in an array. - */ - function (range) { - var output = []; - for(var i = 0; i < range.length; i++) { - output.push(this._frames[i]); - } - return output; - }; - return FrameData; - })(); - Phaser.FrameData = FrameData; -})(Phaser || (Phaser = {})); diff --git a/wip/TS Source/cameras/Camera.js b/wip/TS Source/cameras/Camera.js deleted file mode 100644 index b66006ef..00000000 --- a/wip/TS Source/cameras/Camera.js +++ /dev/null @@ -1,370 +0,0 @@ -/// -/** -* Phaser - Camera -* -* A Camera is your view into the game world. It has a position, size, scale and rotation and renders only those objects -* within its field of view. The game automatically creates a single Stage sized camera on boot, but it can be changed and -* additional cameras created via the CameraManager. -*/ -var Phaser; -(function (Phaser) { - var Camera = (function () { - /** - * Instantiates a new camera at the specified location, with the specified size and zoom level. - * - * @param game {Phaser.Game} Current game instance. - * @param id {number} Unique identity. - * @param x {number} X location of the camera's display in pixels. Uses native, 1:1 resolution, ignores zoom. - * @param y {number} Y location of the camera's display in pixels. Uses native, 1:1 resolution, ignores zoom. - * @param width {number} The width of the camera display in pixels. - * @param height {number} The height of the camera display in pixels. - */ - function Camera(game, id, x, y, width, height) { - this._target = null; - /** - * Camera worldBounds. - * @type {Rectangle} - */ - this.worldBounds = null; - /** - * A bool representing if the Camera has been modified in any way via a scale, rotate, flip or skew. - */ - this.modified = false; - /** - * Sprite moving inside this Rectangle will not cause camera moving. - * @type {Rectangle} - */ - this.deadzone = null; - /** - * Whether this camera is visible or not. (default is true) - * @type {bool} - */ - this.visible = true; - /** - * The z value of this Camera. Cameras are rendered in z-index order by the Renderer. - */ - this.z = -1; - this.game = game; - this.ID = id; - this.z = id; - width = this.game.math.clamp(width, this.game.stage.width, 1); - height = this.game.math.clamp(height, this.game.stage.height, 1); - // The view into the world we wish to render (by default the full game world size) - // The size of this Rect is the same as screenView, but the values are all in world coordinates instead of screen coordinates - this.worldView = new Phaser.Rectangle(0, 0, width, height); - // The rect of the area being rendered in stage/screen coordinates - this.screenView = new Phaser.Rectangle(x, y, width, height); - this.plugins = new Phaser.PluginManager(this.game, this); - this.transform = new Phaser.Components.TransformManager(this); - this.texture = new Phaser.Display.Texture(this); - // We create a hidden canvas for our camera the size of the game (we use the screenView to clip the render to the camera size) - this._canvas = document.createElement('canvas'); - this._canvas.width = width; - this._canvas.height = height; - this._renderLocal = true; - this.texture.canvas = this._canvas; - this.texture.context = this.texture.canvas.getContext('2d'); - this.texture.backgroundColor = this.game.stage.backgroundColor; - // Handy proxies - this.scale = this.transform.scale; - this.alpha = this.texture.alpha; - this.origin = this.transform.origin; - this.crop = this.texture.crop; - } - Object.defineProperty(Camera.prototype, "alpha", { - get: /** - * The alpha of the Sprite between 0 and 1, a value of 1 being fully opaque. - */ - function () { - return this.texture.alpha; - }, - set: /** - * The alpha of the Sprite between 0 and 1, a value of 1 being fully opaque. - */ - function (value) { - this.texture.alpha = value; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Camera.prototype, "directToStage", { - set: function (value) { - if(value) { - this._renderLocal = false; - this.texture.canvas = this.game.stage.canvas; - Phaser.CanvasUtils.setBackgroundColor(this.texture.canvas, this.game.stage.backgroundColor); - } else { - this._renderLocal = true; - this.texture.canvas = this._canvas; - Phaser.CanvasUtils.setBackgroundColor(this.texture.canvas, this.texture.backgroundColor); - } - this.texture.context = this.texture.canvas.getContext('2d'); - }, - enumerable: true, - configurable: true - }); - Camera.prototype.hide = /** - * Hides an object from this Camera. Hidden objects are not rendered. - * The object must implement a public cameraBlacklist property. - * - * @param object {Sprite/Group} The object this camera should ignore. - */ - function (object) { - object.texture.hideFromCamera(this); - }; - Camera.prototype.isHidden = /** - * Returns true if the object is hidden from this Camera. - * - * @param object {Sprite/Group} The object to check. - */ - function (object) { - return object.texture.isHidden(this); - }; - Camera.prototype.show = /** - * Un-hides an object previously hidden to this Camera. - * The object must implement a public cameraBlacklist property. - * - * @param object {Sprite/Group} The object this camera should display. - */ - function (object) { - object.texture.showToCamera(this); - }; - Camera.prototype.follow = /** - * Tells this camera object what sprite to track. - * @param target {Sprite} The object you want the camera to track. Set to null to not follow anything. - * @param [style] {number} Leverage one of the existing "deadzone" presets. If you use a custom deadzone, ignore this parameter and manually specify the deadzone after calling follow(). - */ - function (target, style) { - if (typeof style === "undefined") { style = Phaser.Types.CAMERA_FOLLOW_LOCKON; } - this._target = target; - var helper; - switch(style) { - case Phaser.Types.CAMERA_FOLLOW_PLATFORMER: - var w = this.width / 8; - var h = this.height / 3; - this.deadzone = new Phaser.Rectangle((this.width - w) / 2, (this.height - h) / 2 - h * 0.25, w, h); - break; - case Phaser.Types.CAMERA_FOLLOW_TOPDOWN: - helper = Math.max(this.width, this.height) / 4; - this.deadzone = new Phaser.Rectangle((this.width - helper) / 2, (this.height - helper) / 2, helper, helper); - break; - case Phaser.Types.CAMERA_FOLLOW_TOPDOWN_TIGHT: - helper = Math.max(this.width, this.height) / 8; - this.deadzone = new Phaser.Rectangle((this.width - helper) / 2, (this.height - helper) / 2, helper, helper); - break; - case Phaser.Types.CAMERA_FOLLOW_LOCKON: - default: - this.deadzone = null; - break; - } - }; - Camera.prototype.focusOnXY = /** - * Move the camera focus to this location instantly. - * @param x {number} X position. - * @param y {number} Y position. - */ - function (x, y) { - x += (x > 0) ? 0.0000001 : -0.0000001; - y += (y > 0) ? 0.0000001 : -0.0000001; - this.worldView.x = Math.round(x - this.worldView.halfWidth); - this.worldView.y = Math.round(y - this.worldView.halfHeight); - }; - Camera.prototype.focusOn = /** - * Move the camera focus to this location instantly. - * @param point {any} Point you want to focus. - */ - function (point) { - point.x += (point.x > 0) ? 0.0000001 : -0.0000001; - point.y += (point.y > 0) ? 0.0000001 : -0.0000001; - this.worldView.x = Math.round(point.x - this.worldView.halfWidth); - this.worldView.y = Math.round(point.y - this.worldView.halfHeight); - }; - Camera.prototype.setBounds = /** - * Specify the boundaries of the world or where the camera is allowed to move. - * - * @param x {number} The smallest X value of your world (usually 0). - * @param y {number} The smallest Y value of your world (usually 0). - * @param width {number} The largest X value of your world (usually the world width). - * @param height {number} The largest Y value of your world (usually the world height). - */ - function (x, y, width, height) { - if (typeof x === "undefined") { x = 0; } - if (typeof y === "undefined") { y = 0; } - if (typeof width === "undefined") { width = 0; } - if (typeof height === "undefined") { height = 0; } - if(this.worldBounds == null) { - this.worldBounds = new Phaser.Rectangle(); - } - this.worldBounds.setTo(x, y, width, height); - this.worldView.x = x; - this.worldView.y = y; - this.update(); - }; - Camera.prototype.update = /** - * Update focusing and scrolling. - */ - function () { - 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)) { - this.modified = true; - } - this.plugins.preUpdate(); - if(this._target !== null) { - if(this.deadzone == null) { - this.focusOnXY(this._target.x, this._target.y); - } else { - var edge; - var targetX = this._target.x + ((this._target.x > 0) ? 0.0000001 : -0.0000001); - var targetY = this._target.y + ((this._target.y > 0) ? 0.0000001 : -0.0000001); - edge = targetX - this.deadzone.x; - if(this.worldView.x > edge) { - this.worldView.x = edge; - } - edge = targetX + this._target.width - this.deadzone.x - this.deadzone.width; - if(this.worldView.x < edge) { - this.worldView.x = edge; - } - edge = targetY - this.deadzone.y; - if(this.worldView.y > edge) { - this.worldView.y = edge; - } - edge = targetY + this._target.height - this.deadzone.y - this.deadzone.height; - if(this.worldView.y < edge) { - this.worldView.y = edge; - } - } - } - // Make sure we didn't go outside the cameras worldBounds - if(this.worldBounds !== null) { - if(this.worldView.x < this.worldBounds.left) { - this.worldView.x = this.worldBounds.left; - } - if(this.worldView.x > this.worldBounds.right - this.width) { - this.worldView.x = (this.worldBounds.right - this.width) + 1; - } - if(this.worldView.y < this.worldBounds.top) { - this.worldView.y = this.worldBounds.top; - } - if(this.worldView.y > this.worldBounds.bottom - this.height) { - this.worldView.y = (this.worldBounds.bottom - this.height) + 1; - } - } - this.worldView.floor(); - this.plugins.update(); - }; - Camera.prototype.postUpdate = /** - * Update focusing and scrolling. - */ - function () { - if(this.modified == true && this.transform.scale.equals(1) && this.transform.skew.equals(0) && this.transform.rotation == 0 && this.transform.rotationOffset == 0 && this.texture.flippedX == false && this.texture.flippedY == false) { - this.modified = false; - } - // Make sure we didn't go outside the cameras worldBounds - if(this.worldBounds !== null) { - if(this.worldView.x < this.worldBounds.left) { - this.worldView.x = this.worldBounds.left; - } - if(this.worldView.x > this.worldBounds.right - this.width) { - this.worldView.x = this.worldBounds.right - this.width; - } - if(this.worldView.y < this.worldBounds.top) { - this.worldView.y = this.worldBounds.top; - } - if(this.worldView.y > this.worldBounds.bottom - this.height) { - this.worldView.y = this.worldBounds.bottom - this.height; - } - } - this.worldView.floor(); - this.plugins.postUpdate(); - }; - Camera.prototype.destroy = /** - * Destroys this camera, associated FX and removes itself from the CameraManager. - */ - function () { - this.game.world.cameras.removeCamera(this.ID); - this.plugins.destroy(); - }; - Object.defineProperty(Camera.prototype, "x", { - get: function () { - return this.worldView.x; - }, - set: function (value) { - this.worldView.x = value; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Camera.prototype, "y", { - get: function () { - return this.worldView.y; - }, - set: function (value) { - this.worldView.y = value; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Camera.prototype, "width", { - get: function () { - return this.screenView.width; - }, - set: function (value) { - this.screenView.width = value; - this.worldView.width = value; - if(value !== this.texture.canvas.width) { - this.texture.canvas.width = value; - } - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Camera.prototype, "height", { - get: function () { - return this.screenView.height; - }, - set: function (value) { - this.screenView.height = value; - this.worldView.height = value; - if(value !== this.texture.canvas.height) { - this.texture.canvas.height = value; - } - }, - enumerable: true, - configurable: true - }); - Camera.prototype.setPosition = function (x, y) { - this.screenView.x = x; - this.screenView.y = y; - }; - Camera.prototype.setSize = function (width, height) { - this.screenView.width = width * this.transform.scale.x; - this.screenView.height = height * this.transform.scale.y; - this.worldView.width = width; - this.worldView.height = height; - if(width !== this.texture.canvas.width) { - this.texture.canvas.width = width; - } - if(height !== this.texture.canvas.height) { - this.texture.canvas.height = height; - } - }; - Object.defineProperty(Camera.prototype, "rotation", { - get: /** - * The angle of the Camera in degrees. Phaser uses a right-handed coordinate system, where 0 points to the right. - */ - function () { - return this.transform.rotation; - }, - set: /** - * Set the angle of the Camera in degrees. Phaser uses a right-handed coordinate system, where 0 points to the right. - * The value is automatically wrapped to be between 0 and 360. - */ - function (value) { - this.transform.rotation = this.game.math.wrap(value, 360, 0); - }, - enumerable: true, - configurable: true - }); - return Camera; - })(); - Phaser.Camera = Camera; -})(Phaser || (Phaser = {})); diff --git a/wip/TS Source/cameras/CameraManager.js b/wip/TS Source/cameras/CameraManager.js deleted file mode 100644 index 10dd644d..00000000 --- a/wip/TS Source/cameras/CameraManager.js +++ /dev/null @@ -1,154 +0,0 @@ -/// -/** -* Phaser - CameraManager -* -* Your game only has one CameraManager instance and it's responsible for looking after, creating and destroying -* all of the cameras in the world. -*/ -var Phaser; -(function (Phaser) { - var CameraManager = (function () { - /** - * CameraManager constructor - * This will create a new Camera with position and size. - * - * @param x {number} X Position of the created camera. - * @param y {number} y Position of the created camera. - * @param width {number} Width of the created camera. - * @param height {number} Height of the created camera. - */ - function CameraManager(game, x, y, width, height) { - /** - * Helper for sort. - */ - this._sortIndex = ''; - this.game = game; - this._cameras = []; - this._cameraLength = 0; - this.defaultCamera = this.addCamera(x, y, width, height); - this.defaultCamera.directToStage = true; - this.current = this.defaultCamera; - } - CameraManager.prototype.getAll = /** - * Get all the cameras. - * - * @returns {Camera[]} An array contains all the cameras. - */ - function () { - return this._cameras; - }; - CameraManager.prototype.update = /** - * Update cameras. - */ - function () { - for(var i = 0; i < this._cameras.length; i++) { - this._cameras[i].update(); - } - }; - CameraManager.prototype.postUpdate = /** - * postUpdate cameras. - */ - function () { - for(var i = 0; i < this._cameras.length; i++) { - this._cameras[i].postUpdate(); - } - }; - CameraManager.prototype.addCamera = /** - * Create a new camera with specific position and size. - * - * @param x {number} X position of the new camera. - * @param y {number} Y position of the new camera. - * @param width {number} Width of the new camera. - * @param height {number} Height of the new camera. - * @returns {Camera} The newly created camera object. - */ - function (x, y, width, height) { - var newCam = new Phaser.Camera(this.game, this._cameraLength, x, y, width, height); - this._cameraLength = this._cameras.push(newCam); - return newCam; - }; - CameraManager.prototype.removeCamera = /** - * Remove a new camera with its id. - * - * @param id {number} ID of the camera you want to remove. - * @returns {bool} True if successfully removed the camera, otherwise return false. - */ - function (id) { - for(var c = 0; c < this._cameras.length; c++) { - if(this._cameras[c].ID == id) { - if(this.current.ID === this._cameras[c].ID) { - this.current = null; - } - this._cameras.splice(c, 1); - return true; - } - } - return false; - }; - CameraManager.prototype.swap = function (camera1, camera2, sort) { - if (typeof sort === "undefined") { sort = true; } - if(camera1.ID == camera2.ID) { - return false; - } - var tempZ = camera1.z; - camera1.z = camera2.z; - camera2.z = tempZ; - if(sort) { - this.sort(); - } - return true; - }; - CameraManager.prototype.getCameraUnderPoint = function (x, y) { - // Work through the cameras in reverse as they are rendered in array order - // Return the first camera we find matching the criteria - for(var c = this._cameraLength - 1; c >= 0; c--) { - if(this._cameras[c].visible && Phaser.RectangleUtils.contains(this._cameras[c].screenView, x, y)) { - return this._cameras[c]; - } - } - return null; - }; - CameraManager.prototype.sort = /** - * Call this function to sort the Cameras according to a particular value and order (default is their Z value). - * The order in which they are sorted determines the render order. If sorted on z then Cameras with a lower z-index value render first. - * - * @param {string} index The string name of the Camera variable you want to sort on. Default value is "z". - * @param {number} order A Group constant that defines the sort order. Possible values are Group.ASCENDING and Group.DESCENDING. Default value is Group.ASCENDING. - */ - function (index, order) { - if (typeof index === "undefined") { index = 'z'; } - if (typeof order === "undefined") { order = Phaser.Types.SORT_ASCENDING; } - var _this = this; - this._sortIndex = index; - this._sortOrder = order; - this._cameras.sort(function (a, b) { - return _this.sortHandler(a, b); - }); - }; - CameraManager.prototype.sortHandler = /** - * Helper function for the sort process. - * - * @param {Basic} Obj1 The first object being sorted. - * @param {Basic} Obj2 The second object being sorted. - * - * @return {number} An integer value: -1 (Obj1 before Obj2), 0 (same), or 1 (Obj1 after Obj2). - */ - function (obj1, obj2) { - if(obj1[this._sortIndex] < obj2[this._sortIndex]) { - return this._sortOrder; - } else if(obj1[this._sortIndex] > obj2[this._sortIndex]) { - return -this._sortOrder; - } - return 0; - }; - CameraManager.prototype.destroy = /** - * Clean up memory. - */ - function () { - this._cameras.length = 0; - this.current = this.addCamera(0, 0, this.game.stage.width, this.game.stage.height); - }; - return CameraManager; - })(); - Phaser.CameraManager = CameraManager; -})(Phaser || (Phaser = {})); diff --git a/wip/TS Source/core/Group.js b/wip/TS Source/core/Group.js deleted file mode 100644 index 935ff7ad..00000000 --- a/wip/TS Source/core/Group.js +++ /dev/null @@ -1,731 +0,0 @@ -/// -/** -* Phaser - Group -* -* This class is used for organising, updating and sorting game objects. -*/ -var Phaser; -(function (Phaser) { - var Group = (function () { - function Group(game, maxSize) { - if (typeof maxSize === "undefined") { maxSize = 0; } - /** - * Helper for sort. - */ - this._sortIndex = ''; - /** - * This keeps track of the z value of any game object added to this Group - */ - this._zCounter = 0; - /** - * The unique Group ID - */ - this.ID = -1; - /** - * The z value of this Group (within its parent Group, if any) - */ - this.z = -1; - /** - * The Group this Group is a child of (if any). - */ - this.group = null; - /** - * A bool representing if the Group has been modified in any way via a scale, rotate, flip or skew. - */ - this.modified = false; - this.game = game; - this.type = Phaser.Types.GROUP; - this.active = true; - this.exists = true; - this.visible = true; - this.members = []; - this.length = 0; - this._maxSize = maxSize; - this._marker = 0; - this._sortIndex = null; - this.ID = this.game.world.getNextGroupID(); - this.transform = new Phaser.Components.TransformManager(this); - this.texture = new Phaser.Display.Texture(this); - this.texture.opaque = false; - } - Group.prototype.getNextZIndex = /** - * Gets the next z index value for children of this Group - */ - function () { - return this._zCounter++; - }; - Group.prototype.destroy = /** - * Override this function to handle any deleting or "shutdown" type operations you might need, - * such as removing traditional children like Basic objects. - */ - function () { - if(this.members != null) { - this._i = 0; - while(this._i < this.length) { - this._member = this.members[this._i++]; - if(this._member != null) { - this._member.destroy(); - } - } - this.members.length = 0; - } - this._sortIndex = null; - }; - Group.prototype.update = /** - * Calls update on all members of this Group who have a status of active=true and exists=true - * You can also call Object.update directly, which will bypass the active/exists check. - */ - function () { - 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)) { - this.modified = true; - } - this._i = 0; - while(this._i < this.length) { - this._member = this.members[this._i++]; - if(this._member != null && this._member.exists && this._member.active) { - if(this._member.type != Phaser.Types.GROUP) { - this._member.preUpdate(); - } - this._member.update(); - } - } - }; - Group.prototype.postUpdate = /** - * Calls update on all members of this Group who have a status of active=true and exists=true - * You can also call Object.postUpdate directly, which will bypass the active/exists check. - */ - function () { - if(this.modified == true && this.transform.scale.equals(1) && this.transform.skew.equals(0) && this.transform.rotation == 0 && this.transform.rotationOffset == 0 && this.texture.flippedX == false && this.texture.flippedY == false) { - this.modified = false; - } - this._i = 0; - while(this._i < this.length) { - this._member = this.members[this._i++]; - if(this._member != null && this._member.exists && this._member.active) { - this._member.postUpdate(); - } - } - }; - Group.prototype.render = /** - * Calls render on all members of this Group who have a status of visible=true and exists=true - * You can also call Object.render directly, which will bypass the visible/exists check. - */ - function (camera) { - if(camera.isHidden(this) == true) { - return; - } - this.game.renderer.groupRenderer.preRender(camera, this); - this._i = 0; - while(this._i < this.length) { - this._member = this.members[this._i++]; - if(this._member != null && this._member.exists && this._member.visible && camera.isHidden(this._member) == false) { - if(this._member.type == Phaser.Types.GROUP) { - this._member.render(camera); - } else { - this.game.renderer.renderGameObject(camera, this._member); - } - } - } - this.game.renderer.groupRenderer.postRender(camera, this); - }; - Group.prototype.directRender = /** - * Calls render on all members of this Group regardless of their visible status and also ignores the camera blacklist. - * Use this when the Group objects render to hidden canvases for example. - */ - function (camera) { - this.game.renderer.groupRenderer.preRender(camera, this); - this._i = 0; - while(this._i < this.length) { - this._member = this.members[this._i++]; - if(this._member != null && this._member.exists) { - if(this._member.type == Phaser.Types.GROUP) { - this._member.directRender(camera); - } else { - this.game.renderer.renderGameObject(this._member); - } - } - } - this.game.renderer.groupRenderer.postRender(camera, this); - }; - Object.defineProperty(Group.prototype, "maxSize", { - get: /** - * The maximum capacity of this group. Default is 0, meaning no max capacity, and the group can just grow. - */ - function () { - return this._maxSize; - }, - set: /** - * @private - */ - function (size) { - this._maxSize = size; - if(this._marker >= this._maxSize) { - this._marker = 0; - } - if(this._maxSize == 0 || this.members == null || (this._maxSize >= this.members.length)) { - return; - } - //If the max size has shrunk, we need to get rid of some objects - this._i = this._maxSize; - this._length = this.members.length; - while(this._i < this._length) { - this._member = this.members[this._i++]; - if(this._member != null) { - this._member.destroy(); - } - } - this.length = this.members.length = this._maxSize; - }, - enumerable: true, - configurable: true - }); - Group.prototype.add = /** - * Adds a new Game Object to the group. - * Group will try to replace a null member of the array first. - * Failing that, Group will add it to the end of the member array, - * assuming there is room for it, and doubling the size of the array if necessary. - * - *

WARNING: If the group has a maxSize that has already been met, - * the object will NOT be added to the group!

- * - * @param {Basic} Object The object you want to add to the group. - * @return {Basic} The same object that was passed in. - */ - function (object) { - // Is this object already in another Group? - // You can't add a Group to itself or an object to the same Group twice - if(object.group && (object.group.ID == this.ID || (object.type == Phaser.Types.GROUP && object.ID == this.ID))) { - return object; - } - // First, look for a null entry where we can add the object. - this._i = 0; - this._length = this.members.length; - while(this._i < this._length) { - if(this.members[this._i] == null) { - this.members[this._i] = object; - this.setObjectIDs(object); - if(this._i >= this.length) { - this.length = this._i + 1; - } - return object; - } - this._i++; - } - // Failing that, expand the array (if we can) and add the object. - if(this._maxSize > 0) { - if(this.members.length >= this._maxSize) { - return object; - } else if(this.members.length * 2 <= this._maxSize) { - this.members.length *= 2; - } else { - this.members.length = this._maxSize; - } - } else { - this.members.length *= 2; - } - // If we made it this far, then we successfully grew the group, - // and we can go ahead and add the object at the first open slot. - this.members[this._i] = object; - this.length = this._i + 1; - this.setObjectIDs(object); - return object; - }; - Group.prototype.addNewSprite = /** - * Create a new Sprite within this Group at the specified position. - * - * @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. - * @returns {Sprite} The newly created sprite object. - */ - function (x, y, key, frame) { - if (typeof key === "undefined") { key = ''; } - if (typeof frame === "undefined") { frame = null; } - 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. - */ - function (object, zIndex) { - if (typeof zIndex === "undefined") { zIndex = -1; } - // If the object is already in another Group, inform that Group it has left - if(object.group !== null) { - object.group.remove(object); - } - object.group = this; - if(zIndex == -1) { - zIndex = this.getNextZIndex(); - } - object.z = zIndex; - if(object['events']) { - object['events'].onAddedToGroup.dispatch(object, this, object.z); - } - }; - Group.prototype.recycle = /** - * Recycling is designed to help you reuse game objects without always re-allocating or "newing" them. - * - *

If you specified a maximum size for this group (like in Emitter), - * then recycle will employ what we're calling "rotating" recycling. - * Recycle() will first check to see if the group is at capacity yet. - * If group is not yet at capacity, recycle() returns a new object. - * If the group IS at capacity, then recycle() just returns the next object in line.

- * - *

If you did NOT specify a maximum size for this group, - * then recycle() will employ what we're calling "grow-style" recycling. - * Recycle() will return either the first object with exists == false, - * or, finding none, add a new object to the array, - * doubling the size of the array if necessary.

- * - *

WARNING: If this function needs to create a new object, - * and no object class was provided, it will return null - * instead of a valid object!

- * - * @param {class} ObjectClass The class type you want to recycle (e.g. Basic, EvilRobot, etc). Do NOT "new" the class in the parameter! - * - * @return {any} A reference to the object that was created. Don't forget to cast it back to the Class you want (e.g. myObject = myGroup.recycle(myObjectClass) as myObjectClass;). - */ - function (objectClass) { - if (typeof objectClass === "undefined") { objectClass = null; } - if(this._maxSize > 0) { - if(this.length < this._maxSize) { - if(objectClass == null) { - return null; - } - return this.add(new objectClass(this.game)); - } else { - this._member = this.members[this._marker++]; - if(this._marker >= this._maxSize) { - this._marker = 0; - } - return this._member; - } - } else { - this._member = this.getFirstAvailable(objectClass); - if(this._member != null) { - return this._member; - } - if(objectClass == null) { - return null; - } - return this.add(new objectClass(this.game)); - } - }; - Group.prototype.remove = /** - * Removes an object from the group. - * - * @param {Basic} object The Game Object you want to remove. - * @param {bool} splice Whether the object should be cut from the array entirely or not. - * - * @return {Basic} The removed object. - */ - function (object, splice) { - if (typeof splice === "undefined") { splice = false; } - //console.log('removing from group: ', object.name); - this._i = this.members.indexOf(object); - if(this._i < 0 || (this._i >= this.members.length)) { - return null; - } - if(splice) { - this.members.splice(this._i, 1); - this.length--; - } else { - this.members[this._i] = null; - } - //console.log('nulled'); - if(object['events']) { - object['events'].onRemovedFromGroup.dispatch(object, this); - } - object.group = null; - object.z = -1; - return object; - }; - Group.prototype.replace = /** - * Replaces an existing game object in this Group with a new one. - * - * @param {Basic} oldObject The object you want to replace. - * @param {Basic} newObject The new object you want to use instead. - * - * @return {Basic} The new object. - */ - function (oldObject, newObject) { - this._i = this.members.indexOf(oldObject); - if(this._i < 0 || (this._i >= this.members.length)) { - return null; - } - this.setObjectIDs(newObject, this.members[this._i].z); - // Null the old object - this.remove(this.members[this._i]); - this.members[this._i] = newObject; - return newObject; - }; - Group.prototype.swap = /** - * Swaps two existing game object in this Group with each other. - * - * @param {Basic} child1 The first object to swap. - * @param {Basic} child2 The second object to swap. - * - * @return {Basic} True if the two objects successfully swapped position. - */ - function (child1, child2, sort) { - if (typeof sort === "undefined") { sort = true; } - if(child1.group.ID != this.ID || child2.group.ID != this.ID || child1 === child2) { - return false; - } - var tempZ = child1.z; - child1.z = child2.z; - child2.z = tempZ; - if(sort) { - this.sort(); - } - return true; - }; - Group.prototype.bringToTop = function (child) { - //console.log('bringToTop', child.name,'current z', child.z); - var oldZ = child.z; - // If child not in this group, or is already at the top of the group, return false - //if (!child || child.group == null || child.group.ID != this.ID || child.z == this._zCounter) - if(!child || child.group == null || child.group.ID != this.ID) { - //console.log('If child not in this group, or is already at the top of the group, return false'); - return false; - } - // Find out the largest z index - var topZ = -1; - for(var i = 0; i < this.length; i++) { - if(this.members[i] && this.members[i].z > topZ) { - topZ = this.members[i].z; - } - } - // Child is already at the top - if(child.z == topZ) { - return false; - } - child.z = topZ + 1; - // Sort them out based on the current z indexes - this.sort(); - // Now tidy-up the z indexes, removing gaps, etc - for(var i = 0; i < this.length; i++) { - if(this.members[i]) { - this.members[i].z = i; - } - } - //console.log('bringToTop', child.name, 'old z', oldZ, 'new z', child.z); - return true; - // What's the z index of the top most child? - /* - var childIndex: number = this._zCounter; - - console.log('childIndex', childIndex); - - this._i = 0; - - while (this._i < this.length) - { - this._member = this.members[this._i++]; - - if (this._member) - { - if (this._i > childIndex) - { - this._member.z--; - } - else if (this._member.z == child.z) - { - childIndex = this._i; - this._member.z = this._zCounter; - } - } - } - - console.log('child inserted at index', child.z); - - // Maybe redundant? - this.sort(); - - return true; - */ - }; - Group.prototype.sort = /** - * Call this function to sort the group according to a particular value and order. - * For example, to sort game objects for Zelda-style overlaps you might call - * myGroup.sort("y",Group.ASCENDING) at the bottom of your - * State.update() override. To sort all existing objects after - * a big explosion or bomb attack, you might call myGroup.sort("exists",Group.DESCENDING). - * - * @param {string} index The string name of the member variable you want to sort on. Default value is "z". - * @param {number} order A Group constant that defines the sort order. Possible values are Group.ASCENDING and Group.DESCENDING. Default value is Group.ASCENDING. - */ - function (index, order) { - if (typeof index === "undefined") { index = 'z'; } - if (typeof order === "undefined") { order = Phaser.Types.SORT_ASCENDING; } - var _this = this; - this._sortIndex = index; - this._sortOrder = order; - this.members.sort(function (a, b) { - return _this.sortHandler(a, b); - }); - }; - Group.prototype.sortHandler = /** - * Helper function for the sort process. - * - * @param {Basic} Obj1 The first object being sorted. - * @param {Basic} Obj2 The second object being sorted. - * - * @return {number} An integer value: -1 (Obj1 before Obj2), 0 (same), or 1 (Obj1 after Obj2). - */ - function (obj1, obj2) { - if(!obj1 || !obj2) { - //console.log('null objects in sort', obj1, obj2); - return 0; - } - if(obj1[this._sortIndex] < obj2[this._sortIndex]) { - return this._sortOrder; - } else if(obj1[this._sortIndex] > obj2[this._sortIndex]) { - return -this._sortOrder; - } - return 0; - }; - Group.prototype.setAll = /** - * Go through and set the specified variable to the specified value on all members of the group. - * - * @param {string} VariableName The string representation of the variable name you want to modify, for example "visible" or "scrollFactor". - * @param {Object} Value The value you want to assign to that variable. - * @param {bool} Recurse Default value is true, meaning if setAll() encounters a member that is a group, it will call setAll() on that group rather than modifying its variable. - */ - function (variableName, value, recurse) { - if (typeof recurse === "undefined") { recurse = true; } - this._i = 0; - while(this._i < this.length) { - this._member = this.members[this._i++]; - if(this._member != null) { - if(recurse && this._member.type == Phaser.Types.GROUP) { - this._member.setAll(variableName, value, recurse); - } else { - this._member[variableName] = value; - } - } - } - }; - Group.prototype.callAll = /** - * Go through and call the specified function on all members of the group. - * Currently only works on functions that have no required parameters. - * - * @param {string} FunctionName The string representation of the function you want to call on each object, for example "kill()" or "init()". - * @param {bool} Recurse Default value is true, meaning if callAll() encounters a member that is a group, it will call callAll() on that group rather than calling the group's function. - */ - function (functionName, recurse) { - if (typeof recurse === "undefined") { recurse = true; } - this._i = 0; - while(this._i < this.length) { - this._member = this.members[this._i++]; - if(this._member != null) { - if(recurse && this._member.type == Phaser.Types.GROUP) { - this._member.callAll(functionName, recurse); - } else { - this._member[functionName](); - } - } - } - }; - Group.prototype.forEach = /** - * @param {function} callback - * @param {bool} recursive - */ - function (callback, recursive) { - if (typeof recursive === "undefined") { recursive = false; } - this._i = 0; - while(this._i < this.length) { - this._member = this.members[this._i++]; - if(this._member != null) { - if(recursive && this._member.type == Phaser.Types.GROUP) { - this._member.forEach(callback, true); - } else { - callback.call(this, this._member); - } - } - } - }; - Group.prototype.forEachAlive = /** - * @param {any} context - * @param {function} callback - * @param {bool} recursive - */ - function (context, callback, recursive) { - if (typeof recursive === "undefined") { recursive = false; } - this._i = 0; - while(this._i < this.length) { - this._member = this.members[this._i++]; - if(this._member != null && this._member.alive) { - if(recursive && this._member.type == Phaser.Types.GROUP) { - this._member.forEachAlive(context, callback, true); - } else { - callback.call(context, this._member); - } - } - } - }; - Group.prototype.getFirstAvailable = /** - * Call this function to retrieve the first object with exists == false in the group. - * This is handy for recycling in general, e.g. respawning enemies. - * - * @param {any} [ObjectClass] An optional parameter that lets you narrow the results to instances of this particular class. - * - * @return {any} A Basic currently flagged as not existing. - */ - function (objectClass) { - if (typeof objectClass === "undefined") { objectClass = null; } - this._i = 0; - while(this._i < this.length) { - this._member = this.members[this._i++]; - if((this._member != null) && !this._member.exists && ((objectClass == null) || (typeof this._member === objectClass))) { - return this._member; - } - } - return null; - }; - Group.prototype.getFirstNull = /** - * Call this function to retrieve the first index set to 'null'. - * Returns -1 if no index stores a null object. - * - * @return {number} An int indicating the first null slot in the group. - */ - function () { - this._i = 0; - while(this._i < this.length) { - if(this.members[this._i] == null) { - return this._i; - } else { - this._i++; - } - } - return -1; - }; - Group.prototype.getFirstExtant = /** - * Call this function to retrieve the first object with exists == true in the group. - * This is handy for checking if everything's wiped out, or choosing a squad leader, etc. - * - * @return {Basic} A Basic currently flagged as existing. - */ - function () { - this._i = 0; - while(this._i < this.length) { - this._member = this.members[this._i++]; - if(this._member != null && this._member.exists) { - return this._member; - } - } - return null; - }; - Group.prototype.getFirstAlive = /** - * Call this function to retrieve the first object with dead == false in the group. - * This is handy for checking if everything's wiped out, or choosing a squad leader, etc. - * - * @return {Basic} A Basic currently flagged as not dead. - */ - function () { - this._i = 0; - while(this._i < this.length) { - this._member = this.members[this._i++]; - if((this._member != null) && this._member.exists && this._member.alive) { - return this._member; - } - } - return null; - }; - Group.prototype.getFirstDead = /** - * Call this function to retrieve the first object with dead == true in the group. - * This is handy for checking if everything's wiped out, or choosing a squad leader, etc. - * - * @return {Basic} A Basic currently flagged as dead. - */ - function () { - this._i = 0; - while(this._i < this.length) { - this._member = this.members[this._i++]; - if((this._member != null) && !this._member.alive) { - return this._member; - } - } - return null; - }; - Group.prototype.countLiving = /** - * Call this function to find out how many members of the group are not dead. - * - * @return {number} The number of Basics flagged as not dead. Returns -1 if group is empty. - */ - function () { - this._count = -1; - this._i = 0; - while(this._i < this.length) { - this._member = this.members[this._i++]; - if(this._member != null) { - if(this._count < 0) { - this._count = 0; - } - if(this._member.exists && this._member.alive) { - this._count++; - } - } - } - return this._count; - }; - Group.prototype.countDead = /** - * Call this function to find out how many members of the group are dead. - * - * @return {number} The number of Basics flagged as dead. Returns -1 if group is empty. - */ - function () { - this._count = -1; - this._i = 0; - while(this._i < this.length) { - this._member = this.members[this._i++]; - if(this._member != null) { - if(this._count < 0) { - this._count = 0; - } - if(!this._member.alive) { - this._count++; - } - } - } - return this._count; - }; - Group.prototype.getRandom = /** - * Returns a member at random from the group. - * - * @param {number} StartIndex Optional offset off the front of the array. Default value is 0, or the beginning of the array. - * @param {number} Length Optional restriction on the number of values you want to randomly select from. - * - * @return {Basic} A Basic from the members list. - */ - function (startIndex, length) { - if (typeof startIndex === "undefined") { startIndex = 0; } - if (typeof length === "undefined") { length = 0; } - if(length == 0) { - length = this.length; - } - return this.game.math.getRandom(this.members, startIndex, length); - }; - Group.prototype.clear = /** - * Remove all instances of Basic subclass (Basic, Block, etc) from the list. - * WARNING: does not destroy() or kill() any of these objects! - */ - function () { - this.length = this.members.length = 0; - }; - Group.prototype.kill = /** - * Calls kill on the group's members and then on the group itself. - */ - function () { - this._i = 0; - while(this._i < this.length) { - this._member = this.members[this._i++]; - if((this._member != null) && this._member.exists) { - this._member.kill(); - } - } - }; - return Group; - })(); - Phaser.Group = Group; -})(Phaser || (Phaser = {})); diff --git a/wip/TS Source/core/Plugin.js b/wip/TS Source/core/Plugin.js deleted file mode 100644 index fc67eaf0..00000000 --- a/wip/TS Source/core/Plugin.js +++ /dev/null @@ -1,68 +0,0 @@ -/// -/** -* Phaser - Plugin -*/ -var Phaser; -(function (Phaser) { - var Plugin = (function () { - function Plugin(game, parent) { - this.game = game; - this.parent = parent; - this.active = false; - this.visible = false; - this.hasPreUpdate = false; - this.hasUpdate = false; - this.hasPostUpdate = false; - this.hasPreRender = false; - this.hasRender = false; - this.hasPostRender = false; - } - Plugin.prototype.preUpdate = /** - * Pre-update is called at the start of the update cycle, before any other updates have taken place. - * It is only called if active is set to true. - */ - function () { - }; - Plugin.prototype.update = /** - * Pre-update is called at the start of the update cycle, before any other updates have taken place. - * It is only called if active is set to true. - */ - function () { - }; - Plugin.prototype.postUpdate = /** - * Post-update is called at the end of the objects update cycle, after other update logic has taken place. - * It is only called if active is set to true. - */ - function () { - }; - Plugin.prototype.preRender = /** - * Pre-render is called right before the Game Renderer starts and before any custom preRender callbacks have been run. - * It is only called if visible is set to true. - */ - function () { - }; - Plugin.prototype.render = /** - * Pre-render is called right before the Game Renderer starts and before any custom preRender callbacks have been run. - * It is only called if visible is set to true. - */ - function () { - }; - Plugin.prototype.postRender = /** - * Post-render is called after every camera and game object has been rendered, also after any custom postRender callbacks have been run. - * It is only called if visible is set to true. - */ - function () { - }; - Plugin.prototype.destroy = /** - * Clear down this Plugin and null out references - */ - function () { - this.game = null; - this.parent = null; - this.active = false; - this.visible = false; - }; - return Plugin; - })(); - Phaser.Plugin = Plugin; -})(Phaser || (Phaser = {})); diff --git a/wip/TS Source/core/PluginManager.js b/wip/TS Source/core/PluginManager.js deleted file mode 100644 index f23ea805..00000000 --- a/wip/TS Source/core/PluginManager.js +++ /dev/null @@ -1,121 +0,0 @@ -/// -/** -* Phaser - PluginManager -*/ -var Phaser; -(function (Phaser) { - var PluginManager = (function () { - function PluginManager(game, parent) { - this.game = game; - this._parent = parent; - this.plugins = []; - } - PluginManager.prototype.add = /** - * Add a new Plugin to the PluginManager. - * The plugins game and parent reference are set to this game and pluginmanager parent. - * @type {Phaser.Plugin} - */ - function (plugin) { - var result = false; - // Prototype? - if(typeof plugin === 'function') { - plugin = new plugin(this.game, this._parent); - } else { - plugin.game = this.game; - plugin.parent = this._parent; - } - // Check for methods now to avoid having to do this every loop - if(typeof plugin['preUpdate'] === 'function') { - plugin.hasPreUpdate = true; - result = true; - } - if(typeof plugin['update'] === 'function') { - plugin.hasUpdate = true; - result = true; - } - if(typeof plugin['postUpdate'] === 'function') { - plugin.hasPostUpdate = true; - result = true; - } - if(typeof plugin['preRender'] === 'function') { - plugin.hasPreRender = true; - result = true; - } - if(typeof plugin['render'] === 'function') { - plugin.hasRender = true; - result = true; - } - if(typeof plugin['postRender'] === 'function') { - plugin.hasPostRender = true; - result = true; - } - // The plugin must have at least one of the above functions to be added to the PluginManager. - if(result == true) { - if(plugin.hasPreUpdate || plugin.hasUpdate || plugin.hasPostUpdate) { - plugin.active = true; - } - if(plugin.hasPreRender || plugin.hasRender || plugin.hasPostRender) { - plugin.visible = true; - } - this._pluginsLength = this.plugins.push(plugin); - return plugin; - } else { - return null; - } - }; - PluginManager.prototype.remove = function (plugin) { - // TODO :) - this._pluginsLength--; - }; - PluginManager.prototype.preUpdate = function () { - for(this._p = 0; this._p < this._pluginsLength; this._p++) { - if(this.plugins[this._p].active && this.plugins[this._p].hasPreUpdate) { - this.plugins[this._p].preUpdate(); - } - } - }; - PluginManager.prototype.update = function () { - for(this._p = 0; this._p < this._pluginsLength; this._p++) { - if(this.plugins[this._p].active && this.plugins[this._p].hasUpdate) { - this.plugins[this._p].update(); - } - } - }; - PluginManager.prototype.postUpdate = function () { - for(this._p = 0; this._p < this._pluginsLength; this._p++) { - if(this.plugins[this._p].active && this.plugins[this._p].hasPostUpdate) { - this.plugins[this._p].postUpdate(); - } - } - }; - PluginManager.prototype.preRender = function () { - for(this._p = 0; this._p < this._pluginsLength; this._p++) { - if(this.plugins[this._p].visible && this.plugins[this._p].hasPreRender) { - this.plugins[this._p].preRender(); - } - } - }; - PluginManager.prototype.render = function () { - for(this._p = 0; this._p < this._pluginsLength; this._p++) { - if(this.plugins[this._p].visible && this.plugins[this._p].hasRender) { - this.plugins[this._p].render(); - } - } - }; - PluginManager.prototype.postRender = function () { - for(this._p = 0; this._p < this._pluginsLength; this._p++) { - if(this.plugins[this._p].visible && this.plugins[this._p].hasPostRender) { - this.plugins[this._p].postRender(); - } - } - }; - PluginManager.prototype.destroy = function () { - this.plugins.length = 0; - this._pluginsLength = 0; - this.game = null; - this._parent = null; - }; - return PluginManager; - })(); - Phaser.PluginManager = PluginManager; -})(Phaser || (Phaser = {})); diff --git a/wip/TS Source/core/Signal.js b/wip/TS Source/core/Signal.js deleted file mode 100644 index 6640c57b..00000000 --- a/wip/TS Source/core/Signal.js +++ /dev/null @@ -1,250 +0,0 @@ -/// -/** -* Phaser - Signal -* -* A Signal is used for object communication via a custom broadcaster instead of Events. -* Based on JS Signals by Miller Medeiros. Converted by TypeScript by Richard Davey. -* Released under the MIT license -* http://millermedeiros.github.com/js-signals/ -*/ -var Phaser; -(function (Phaser) { - var Signal = (function () { - function Signal() { - /** - * - * @property _bindings - * @type Array - * @private - */ - this._bindings = []; - /** - * - * @property _prevParams - * @type Any - * @private - */ - this._prevParams = null; - /** - * If Signal should keep record of previously dispatched parameters and - * automatically execute listener during `add()`/`addOnce()` if Signal was - * already dispatched before. - * @type bool - */ - this.memorize = false; - /** - * @type bool - * @private - */ - this._shouldPropagate = true; - /** - * If Signal is active and should broadcast events. - *

IMPORTANT: Setting this property during a dispatch will only affect the next dispatch, if you want to stop the propagation of a signal use `halt()` instead.

- * @type bool - */ - this.active = true; - } - Signal.VERSION = '1.0.0'; - Signal.prototype.validateListener = /** - * - * @method validateListener - * @param {Any} listener - * @param {Any} fnName - */ - function (listener, fnName) { - if(typeof listener !== 'function') { - throw new Error('listener is a required param of {fn}() and should be a Function.'.replace('{fn}', fnName)); - } - }; - Signal.prototype._registerListener = /** - * @param {Function} listener - * @param {bool} isOnce - * @param {Object} [listenerContext] - * @param {Number} [priority] - * @return {SignalBinding} - * @private - */ - function (listener, isOnce, listenerContext, priority) { - var prevIndex = this._indexOfListener(listener, listenerContext); - var binding; - if(prevIndex !== -1) { - binding = this._bindings[prevIndex]; - if(binding.isOnce() !== isOnce) { - throw new Error('You cannot add' + (isOnce ? '' : 'Once') + '() then add' + (!isOnce ? '' : 'Once') + '() the same listener without removing the relationship first.'); - } - } else { - binding = new Phaser.SignalBinding(this, listener, isOnce, listenerContext, priority); - this._addBinding(binding); - } - if(this.memorize && this._prevParams) { - binding.execute(this._prevParams); - } - return binding; - }; - Signal.prototype._addBinding = /** - * - * @method _addBinding - * @param {SignalBinding} binding - * @private - */ - function (binding) { - //simplified insertion sort - var n = this._bindings.length; - do { - --n; - }while(this._bindings[n] && binding.priority <= this._bindings[n].priority); - this._bindings.splice(n + 1, 0, binding); - }; - Signal.prototype._indexOfListener = /** - * - * @method _indexOfListener - * @param {Function} listener - * @return {number} - * @private - */ - function (listener, context) { - var n = this._bindings.length; - var cur; - while(n--) { - cur = this._bindings[n]; - if(cur.getListener() === listener && cur.context === context) { - return n; - } - } - return -1; - }; - Signal.prototype.has = /** - * Check if listener was attached to Signal. - * @param {Function} listener - * @param {Object} [context] - * @return {bool} if Signal has the specified listener. - */ - function (listener, context) { - if (typeof context === "undefined") { context = null; } - return this._indexOfListener(listener, context) !== -1; - }; - Signal.prototype.add = /** - * Add a listener to the signal. - * @param {Function} listener Signal handler function. - * @param {Object} [listenerContext] Context on which listener will be executed (object that should represent the `this` variable inside listener function). - * @param {Number} [priority] The priority level of the event listener. Listeners with higher priority will be executed before listeners with lower priority. Listeners with same priority level will be executed at the same order as they were added. (default = 0) - * @return {SignalBinding} An Object representing the binding between the Signal and listener. - */ - function (listener, listenerContext, priority) { - if (typeof listenerContext === "undefined") { listenerContext = null; } - if (typeof priority === "undefined") { priority = 0; } - this.validateListener(listener, 'add'); - return this._registerListener(listener, false, listenerContext, priority); - }; - Signal.prototype.addOnce = /** - * Add listener to the signal that should be removed after first execution (will be executed only once). - * @param {Function} listener Signal handler function. - * @param {Object} [listenerContext] Context on which listener will be executed (object that should represent the `this` variable inside listener function). - * @param {Number} [priority] The priority level of the event listener. Listeners with higher priority will be executed before listeners with lower priority. Listeners with same priority level will be executed at the same order as they were added. (default = 0) - * @return {SignalBinding} An Object representing the binding between the Signal and listener. - */ - function (listener, listenerContext, priority) { - if (typeof listenerContext === "undefined") { listenerContext = null; } - if (typeof priority === "undefined") { priority = 0; } - this.validateListener(listener, 'addOnce'); - return this._registerListener(listener, true, listenerContext, priority); - }; - Signal.prototype.remove = /** - * Remove a single listener from the dispatch queue. - * @param {Function} listener Handler function that should be removed. - * @param {Object} [context] Execution context (since you can add the same handler multiple times if executing in a different context). - * @return {Function} Listener handler function. - */ - function (listener, context) { - if (typeof context === "undefined") { context = null; } - this.validateListener(listener, 'remove'); - var i = this._indexOfListener(listener, context); - if(i !== -1) { - this._bindings[i]._destroy(); - this._bindings.splice(i, 1); - } - return listener; - }; - Signal.prototype.removeAll = /** - * Remove all listeners from the Signal. - */ - function () { - if(this._bindings) { - var n = this._bindings.length; - while(n--) { - this._bindings[n]._destroy(); - } - this._bindings.length = 0; - } - }; - Signal.prototype.getNumListeners = /** - * @return {number} Number of listeners attached to the Signal. - */ - function () { - return this._bindings.length; - }; - Signal.prototype.halt = /** - * Stop propagation of the event, blocking the dispatch to next listeners on the queue. - *

IMPORTANT: should be called only during signal dispatch, calling it before/after dispatch won't affect signal broadcast.

- * @see Signal.prototype.disable - */ - function () { - this._shouldPropagate = false; - }; - Signal.prototype.dispatch = /** - * Dispatch/Broadcast Signal to all listeners added to the queue. - * @param {...*} [params] Parameters that should be passed to each handler. - */ - function () { - var paramsArr = []; - for (var _i = 0; _i < (arguments.length - 0); _i++) { - paramsArr[_i] = arguments[_i + 0]; - } - if(!this.active) { - return; - } - var n = this._bindings.length; - var bindings; - if(this.memorize) { - this._prevParams = paramsArr; - } - if(!n) { - //should come after memorize - return; - } - bindings = this._bindings.slice(0)//clone array in case add/remove items during dispatch - ; - this._shouldPropagate = true//in case `halt` was called before dispatch or during the previous dispatch. - ; - //execute all callbacks until end of the list or until a callback returns `false` or stops propagation - //reverse loop since listeners with higher priority will be added at the end of the list - do { - n--; - }while(bindings[n] && this._shouldPropagate && bindings[n].execute(paramsArr) !== false); - }; - Signal.prototype.forget = /** - * Forget memorized arguments. - * @see Signal.memorize - */ - function () { - this._prevParams = null; - }; - Signal.prototype.dispose = /** - * Remove all bindings from signal and destroy any reference to external objects (destroy Signal object). - *

IMPORTANT: calling any method on the signal instance after calling dispose will throw errors.

- */ - function () { - this.removeAll(); - delete this._bindings; - delete this._prevParams; - }; - Signal.prototype.toString = /** - * @return {string} String representation of the object. - */ - function () { - return '[Signal active:' + this.active + ' numListeners:' + this.getNumListeners() + ']'; - }; - return Signal; - })(); - Phaser.Signal = Signal; -})(Phaser || (Phaser = {})); diff --git a/wip/TS Source/core/SignalBinding.js b/wip/TS Source/core/SignalBinding.js deleted file mode 100644 index 7f8dd528..00000000 --- a/wip/TS Source/core/SignalBinding.js +++ /dev/null @@ -1,113 +0,0 @@ -/// -/** -* Phaser - SignalBinding -* -* An object that represents a binding between a Signal and a listener function. -* Based on JS Signals by Miller Medeiros. Converted by TypeScript by Richard Davey. -* Released under the MIT license -* http://millermedeiros.github.com/js-signals/ -*/ -var Phaser; -(function (Phaser) { - var SignalBinding = (function () { - /** - * Object that represents a binding between a Signal and a listener function. - *
- This is an internal constructor and shouldn't be called by regular users. - *
- inspired by Joa Ebert AS3 SignalBinding and Robert Penner's Slot classes. - * @author Miller Medeiros - * @constructor - * @internal - * @name SignalBinding - * @param {Signal} signal Reference to Signal object that listener is currently bound to. - * @param {Function} listener Handler function bound to the signal. - * @param {bool} isOnce If binding should be executed just once. - * @param {Object} [listenerContext] Context on which listener will be executed (object that should represent the `this` variable inside listener function). - * @param {Number} [priority] The priority level of the event listener. (default = 0). - */ - function SignalBinding(signal, listener, isOnce, listenerContext, priority) { - if (typeof priority === "undefined") { priority = 0; } - /** - * If binding is active and should be executed. - * @type bool - */ - this.active = true; - /** - * Default parameters passed to listener during `Signal.dispatch` and `SignalBinding.execute`. (curried parameters) - * @type Array|null - */ - this.params = null; - this._listener = listener; - this._isOnce = isOnce; - this.context = listenerContext; - this._signal = signal; - this.priority = priority || 0; - } - SignalBinding.prototype.execute = /** - * Call listener passing arbitrary parameters. - *

If binding was added using `Signal.addOnce()` it will be automatically removed from signal dispatch queue, this method is used internally for the signal dispatch.

- * @param {Array} [paramsArr] Array of parameters that should be passed to the listener - * @return {*} Value returned by the listener. - */ - function (paramsArr) { - var handlerReturn; - var params; - if(this.active && !!this._listener) { - params = this.params ? this.params.concat(paramsArr) : paramsArr; - handlerReturn = this._listener.apply(this.context, params); - if(this._isOnce) { - this.detach(); - } - } - return handlerReturn; - }; - SignalBinding.prototype.detach = /** - * Detach binding from signal. - * - alias to: mySignal.remove(myBinding.getListener()); - * @return {Function|null} Handler function bound to the signal or `null` if binding was previously detached. - */ - function () { - return this.isBound() ? this._signal.remove(this._listener, this.context) : null; - }; - SignalBinding.prototype.isBound = /** - * @return {bool} `true` if binding is still bound to the signal and have a listener. - */ - function () { - return (!!this._signal && !!this._listener); - }; - SignalBinding.prototype.isOnce = /** - * @return {bool} If SignalBinding will only be executed once. - */ - function () { - return this._isOnce; - }; - SignalBinding.prototype.getListener = /** - * @return {Function} Handler function bound to the signal. - */ - function () { - return this._listener; - }; - SignalBinding.prototype.getSignal = /** - * @return {Signal} Signal that listener is currently bound to. - */ - function () { - return this._signal; - }; - SignalBinding.prototype._destroy = /** - * Delete instance properties - * @private - */ - function () { - delete this._signal; - delete this._listener; - delete this.context; - }; - SignalBinding.prototype.toString = /** - * @return {string} String representation of the object. - */ - function () { - return '[SignalBinding isOnce:' + this._isOnce + ', isBound:' + this.isBound() + ', active:' + this.active + ']'; - }; - return SignalBinding; - })(); - Phaser.SignalBinding = SignalBinding; -})(Phaser || (Phaser = {})); diff --git a/wip/TS Source/display/CSS3Filters.js b/wip/TS Source/display/CSS3Filters.js deleted file mode 100644 index e2213e54..00000000 --- a/wip/TS Source/display/CSS3Filters.js +++ /dev/null @@ -1,177 +0,0 @@ -var Phaser; -(function (Phaser) { - /// - /** - * Phaser - Display - CSS3Filters - * - * Allows for easy addition and modification of CSS3 Filters on DOM objects (typically the Game.Stage.canvas). - */ - (function (Display) { - var CSS3Filters = (function () { - /** - * Creates a new CSS3 Filter component - * @param parent The DOM object to apply the filters to. - */ - function CSS3Filters(parent) { - this._blur = 0; - this._grayscale = 0; - this._sepia = 0; - this._brightness = 0; - this._contrast = 0; - this._hueRotate = 0; - this._invert = 0; - this._opacity = 0; - this._saturate = 0; - this.parent = parent; - } - CSS3Filters.prototype.setFilter = function (local, prefix, value, unit) { - this[local] = value; - if(this.parent) { - this.parent.style['-webkit-filter'] = prefix + '(' + value + unit + ')'; - } - }; - Object.defineProperty(CSS3Filters.prototype, "blur", { - get: function () { - return this._blur; - }, - set: /** - * Applies a Gaussian blur to the DOM element. The value of 'radius' defines the value of the standard deviation to the Gaussian function, - * or how many pixels on the screen blend into each other, so a larger value will create more blur. - * If no parameter is provided, then a value 0 is used. The parameter is specified as a CSS length, but does not accept percentage values. - */ - function (radius) { - this.setFilter('_blur', 'blur', radius, 'px'); - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(CSS3Filters.prototype, "grayscale", { - get: function () { - return this._grayscale; - }, - set: /** - * Converts the input image to grayscale. The value of 'amount' defines the proportion of the conversion. - * A value of 100% is completely grayscale. A value of 0% leaves the input unchanged. - * Values between 0% and 100% are linear multipliers on the effect. If the 'amount' parameter is missing, a value of 100% is used. - */ - function (amount) { - this.setFilter('_grayscale', 'grayscale', amount, '%'); - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(CSS3Filters.prototype, "sepia", { - get: function () { - return this._sepia; - }, - set: /** - * Converts the input image to sepia. The value of 'amount' defines the proportion of the conversion. - * A value of 100% is completely sepia. A value of 0 leaves the input unchanged. - * Values between 0% and 100% are linear multipliers on the effect. If the 'amount' parameter is missing, a value of 100% is used. - */ - function (amount) { - this.setFilter('_sepia', 'sepia', amount, '%'); - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(CSS3Filters.prototype, "brightness", { - get: function () { - return this._brightness; - }, - set: /** - * Applies a linear multiplier to input image, making it appear more or less bright. - * A value of 0% will create an image that is completely black. A value of 100% leaves the input unchanged. - * Other values are linear multipliers on the effect. Values of an amount over 100% are allowed, providing brighter results. - * If the 'amount' parameter is missing, a value of 100% is used. - */ - function (amount) { - this.setFilter('_brightness', 'brightness', amount, '%'); - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(CSS3Filters.prototype, "contrast", { - get: function () { - return this._contrast; - }, - set: /** - * Adjusts the contrast of the input. A value of 0% will create an image that is completely black. - * A value of 100% leaves the input unchanged. Values of amount over 100% are allowed, providing results with less contrast. - * If the 'amount' parameter is missing, a value of 100% is used. - */ - function (amount) { - this.setFilter('_contrast', 'contrast', amount, '%'); - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(CSS3Filters.prototype, "hueRotate", { - get: function () { - return this._hueRotate; - }, - set: /** - * Applies a hue rotation on the input image. The value of 'angle' defines the number of degrees around the color circle - * the input samples will be adjusted. A value of 0deg leaves the input unchanged. If the 'angle' parameter is missing, - * a value of 0deg is used. Maximum value is 360deg. - */ - function (angle) { - this.setFilter('_hueRotate', 'hue-rotate', angle, 'deg'); - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(CSS3Filters.prototype, "invert", { - get: function () { - return this._invert; - }, - set: /** - * Inverts the samples in the input image. The value of 'amount' defines the proportion of the conversion. - * A value of 100% is completely inverted. A value of 0% leaves the input unchanged. - * Values between 0% and 100% are linear multipliers on the effect. If the 'amount' parameter is missing, a value of 100% is used. - */ - function (value) { - this.setFilter('_invert', 'invert', value, '%'); - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(CSS3Filters.prototype, "opacity", { - get: function () { - return this._opacity; - }, - set: /** - * Applies transparency to the samples in the input image. The value of 'amount' defines the proportion of the conversion. - * A value of 0% is completely transparent. A value of 100% leaves the input unchanged. - * Values between 0% and 100% are linear multipliers on the effect. This is equivalent to multiplying the input image samples by amount. - * If the 'amount' parameter is missing, a value of 100% is used. - * This function is similar to the more established opacity property; the difference is that with filters, some browsers provide hardware acceleration for better performance. - */ - function (value) { - this.setFilter('_opacity', 'opacity', value, '%'); - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(CSS3Filters.prototype, "saturate", { - get: function () { - return this._saturate; - }, - set: /** - * Saturates the input image. The value of 'amount' defines the proportion of the conversion. - * A value of 0% is completely un-saturated. A value of 100% leaves the input unchanged. - * Other values are linear multipliers on the effect. Values of amount over 100% are allowed, providing super-saturated results. - * If the 'amount' parameter is missing, a value of 100% is used. - */ - function (value) { - this.setFilter('_saturate', 'saturate', value, '%'); - }, - enumerable: true, - configurable: true - }); - return CSS3Filters; - })(); - Display.CSS3Filters = CSS3Filters; - })(Phaser.Display || (Phaser.Display = {})); - var Display = Phaser.Display; -})(Phaser || (Phaser = {})); diff --git a/wip/TS Source/display/DynamicTexture.js b/wip/TS Source/display/DynamicTexture.js deleted file mode 100644 index 2ac6fbee..00000000 --- a/wip/TS Source/display/DynamicTexture.js +++ /dev/null @@ -1,238 +0,0 @@ -var Phaser; -(function (Phaser) { - /// - /** - * Phaser - Display - DynamicTexture - * - * A DynamicTexture can be thought of as a mini canvas into which you can draw anything. - * Game Objects can be assigned a DynamicTexture, so when they render in the world they do so - * based on the contents of the texture at the time. This allows you to create powerful effects - * once and have them replicated across as many game objects as you like. - */ - (function (Display) { - var DynamicTexture = (function () { - /** - * DynamicTexture constructor - * Create a new DynamicTexture. - * - * @param game {Phaser.Game} Current game instance. - * @param width {number} Init width of this texture. - * @param height {number} Init height of this texture. - */ - function DynamicTexture(game, width, height) { - this._sx = 0; - this._sy = 0; - this._sw = 0; - this._sh = 0; - this._dx = 0; - this._dy = 0; - this._dw = 0; - this._dh = 0; - /** - * You can set a globalCompositeOperation that will be applied before the render method is called on this Sprite. - * This is useful if you wish to apply an effect like 'lighten'. - * If this value is set it will call a canvas context save and restore before and after the render pass, so use it sparingly. - * Set to null to disable. - */ - this.globalCompositeOperation = null; - this.game = game; - this.type = Phaser.Types.DYNAMICTEXTURE; - this.canvas = document.createElement('canvas'); - this.canvas.width = width; - this.canvas.height = height; - this.context = this.canvas.getContext('2d'); - this.css3 = new Phaser.Display.CSS3Filters(this.canvas); - this.bounds = new Phaser.Rectangle(0, 0, width, height); - } - DynamicTexture.prototype.getPixel = /** - * Get a color of a specific pixel. - * @param x {number} X position of the pixel in this texture. - * @param y {number} Y position of the pixel in this texture. - * @return {number} A native color value integer (format: 0xRRGGBB) - */ - function (x, y) { - //r = imageData.data[0]; - //g = imageData.data[1]; - //b = imageData.data[2]; - //a = imageData.data[3]; - var imageData = this.context.getImageData(x, y, 1, 1); - return Phaser.ColorUtils.getColor(imageData.data[0], imageData.data[1], imageData.data[2]); - }; - DynamicTexture.prototype.getPixel32 = /** - * Get a color of a specific pixel (including alpha value). - * @param x {number} X position of the pixel in this texture. - * @param y {number} Y position of the pixel in this texture. - * @return A native color value integer (format: 0xAARRGGBB) - */ - function (x, y) { - var imageData = this.context.getImageData(x, y, 1, 1); - return Phaser.ColorUtils.getColor32(imageData.data[3], imageData.data[0], imageData.data[1], imageData.data[2]); - }; - DynamicTexture.prototype.getPixels = /** - * Get pixels in array in a specific Rectangle. - * @param rect {Rectangle} The specific Rectangle. - * @returns {array} CanvasPixelArray. - */ - function (rect) { - return this.context.getImageData(rect.x, rect.y, rect.width, rect.height); - }; - DynamicTexture.prototype.setPixel = /** - * Set color of a specific pixel. - * @param x {number} X position of the target pixel. - * @param y {number} Y position of the target pixel. - * @param color {number} Native integer with color value. (format: 0xRRGGBB) - */ - function (x, y, color) { - this.context.fillStyle = color; - this.context.fillRect(x, y, 1, 1); - }; - DynamicTexture.prototype.setPixel32 = /** - * Set color (with alpha) of a specific pixel. - * @param x {number} X position of the target pixel. - * @param y {number} Y position of the target pixel. - * @param color {number} Native integer with color value. (format: 0xAARRGGBB) - */ - function (x, y, color) { - this.context.fillStyle = color; - this.context.fillRect(x, y, 1, 1); - }; - DynamicTexture.prototype.setPixels = /** - * Set image data to a specific Rectangle. - * @param rect {Rectangle} Target Rectangle. - * @param input {object} Source image data. - */ - function (rect, input) { - this.context.putImageData(input, rect.x, rect.y); - }; - DynamicTexture.prototype.fillRect = /** - * Fill a given Rectangle with specific color. - * @param rect {Rectangle} Target Rectangle you want to fill. - * @param color {number} A native number with color value. (format: 0xRRGGBB) - */ - function (rect, color) { - this.context.fillStyle = color; - this.context.fillRect(rect.x, rect.y, rect.width, rect.height); - }; - DynamicTexture.prototype.pasteImage = /** - * - */ - function (key, frame, destX, destY, destWidth, destHeight) { - if (typeof frame === "undefined") { frame = -1; } - if (typeof destX === "undefined") { destX = 0; } - if (typeof destY === "undefined") { destY = 0; } - if (typeof destWidth === "undefined") { destWidth = null; } - if (typeof destHeight === "undefined") { destHeight = null; } - var texture = null; - var frameData; - this._sx = 0; - this._sy = 0; - this._dx = destX; - this._dy = destY; - // TODO - Load a frame from a sprite sheet, otherwise we'll draw the whole lot - if(frame > -1) { - //if (this.game.cache.isSpriteSheet(key)) - //{ - // texture = this.game.cache.getImage(key); - //this.animations.loadFrameData(this.game.cache.getFrameData(key)); - //} - } else { - texture = this.game.cache.getImage(key); - this._sw = texture.width; - this._sh = texture.height; - this._dw = texture.width; - this._dh = texture.height; - } - if(destWidth !== null) { - this._dw = destWidth; - } - if(destHeight !== null) { - this._dh = destHeight; - } - if(texture != null) { - this.context.drawImage(texture, // Source Image - this._sx, // Source X (location within the source image) - this._sy, // Source Y - this._sw, // Source Width - this._sh, // Source Height - this._dx, // Destination X (where on the canvas it'll be drawn) - this._dy, // Destination Y - this._dw, // Destination Width (always same as Source Width unless scaled) - this._dh); - // Destination Height (always same as Source Height unless scaled) - } - }; - DynamicTexture.prototype.copyPixels = // TODO - Add in support for: alphaBitmapData: BitmapData = null, alphaPoint: Point = null, mergeAlpha: bool = false - /** - * Copy pixel from another DynamicTexture to this texture. - * @param sourceTexture {DynamicTexture} Source texture object. - * @param sourceRect {Rectangle} The specific region Rectangle to be copied to this in the source. - * @param destPoint {Point} Top-left point the target image data will be paste at. - */ - function (sourceTexture, sourceRect, destPoint) { - // Swap for drawImage if the sourceRect is the same size as the sourceTexture to avoid a costly getImageData call - if(Phaser.RectangleUtils.equals(sourceRect, this.bounds) == true) { - this.context.drawImage(sourceTexture.canvas, destPoint.x, destPoint.y); - } else { - this.context.putImageData(sourceTexture.getPixels(sourceRect), destPoint.x, destPoint.y); - } - }; - DynamicTexture.prototype.add = function (sprite) { - sprite.texture.canvas = this.canvas; - sprite.texture.context = this.context; - }; - DynamicTexture.prototype.assignCanvasToGameObjects = /** - * Given an array of Sprites it will update each of them so that their canvas/contexts reference this DynamicTexture - * @param objects {Array} An array of GameObjects, or objects that inherit from it such as Sprites - */ - function (objects) { - for(var i = 0; i < objects.length; i++) { - if(objects[i].texture) { - objects[i].texture.canvas = this.canvas; - objects[i].texture.context = this.context; - } - } - }; - DynamicTexture.prototype.clear = /** - * Clear the whole canvas. - */ - function () { - this.context.clearRect(0, 0, this.bounds.width, this.bounds.height); - }; - DynamicTexture.prototype.render = /** - * Renders this DynamicTexture to the Stage at the given x/y coordinates - * - * @param x {number} The X coordinate to render on the stage to (given in screen coordinates, not world) - * @param y {number} The Y coordinate to render on the stage to (given in screen coordinates, not world) - */ - function (x, y) { - if (typeof x === "undefined") { x = 0; } - if (typeof y === "undefined") { y = 0; } - if(this.globalCompositeOperation) { - this.game.stage.context.save(); - this.game.stage.context.globalCompositeOperation = this.globalCompositeOperation; - } - this.game.stage.context.drawImage(this.canvas, x, y); - if(this.globalCompositeOperation) { - this.game.stage.context.restore(); - } - }; - Object.defineProperty(DynamicTexture.prototype, "width", { - get: function () { - return this.bounds.width; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(DynamicTexture.prototype, "height", { - get: function () { - return this.bounds.height; - }, - enumerable: true, - configurable: true - }); - return DynamicTexture; - })(); - Display.DynamicTexture = DynamicTexture; - })(Phaser.Display || (Phaser.Display = {})); - var Display = Phaser.Display; -})(Phaser || (Phaser = {})); diff --git a/wip/TS Source/display/Texture.js b/wip/TS Source/display/Texture.js deleted file mode 100644 index 68e29473..00000000 --- a/wip/TS Source/display/Texture.js +++ /dev/null @@ -1,218 +0,0 @@ -var Phaser; -(function (Phaser) { - /// - /** - * Phaser - Display - Texture - * - * The Texture being used to render the object (Sprite, Group background, etc). Either Image based on a DynamicTexture. - */ - (function (Display) { - var Texture = (function () { - /** - * Creates a new Texture component - * @param parent The object using this Texture to render. - * @param key An optional Game.Cache key to load an image from - */ - function Texture(parent) { - /** - * Reference to the Image stored in the Game.Cache that is used as the texture for the Sprite. - */ - this.imageTexture = null; - /** - * Reference to the DynamicTexture that is used as the texture for the Sprite. - * @type {DynamicTexture} - */ - this.dynamicTexture = null; - /** - * The load status of the texture image. - * @type {bool} - */ - this.loaded = false; - /** - * Whether the texture background is opaque or not. If set to true the object is filled with - * the value of Texture.backgroundColor every frame. Normally you wouldn't enable this but - * for some effects it can be handy. - * @type {bool} - */ - this.opaque = false; - /** - * The Background Color of the Sprite if Texture.opaque is set to true. - * Given in css color string format, i.e. 'rgb(0,0,0)' or '#ff0000'. - * @type {string} - */ - this.backgroundColor = 'rgb(255,255,255)'; - /** - * You can set a globalCompositeOperation that will be applied before the render method is called on this Sprite. - * This is useful if you wish to apply an effect like 'lighten'. - * If this value is set it will call a canvas context save and restore before and after the render pass, so use it sparingly. - * Set to null to disable. - */ - this.globalCompositeOperation = null; - /** - * Controls if the Sprite is rendered rotated or not. - * If renderRotation is false then the object can still rotate but it will never be rendered rotated. - * @type {bool} - */ - this.renderRotation = true; - /** - * Flip the graphic horizontally (defaults to false) - * @type {bool} - */ - this.flippedX = false; - /** - * Flip the graphic vertically (defaults to false) - * @type {bool} - */ - this.flippedY = false; - /** - * Is the texture a DynamicTexture? - * @type {bool} - */ - this.isDynamic = false; - this.game = parent.game; - this.parent = parent; - this.canvas = parent.game.stage.canvas; - this.context = parent.game.stage.context; - this.alpha = 1; - this.flippedX = false; - this.flippedY = false; - this._width = 16; - this._height = 16; - this.cameraBlacklist = []; - this._blacklist = 0; - } - Texture.prototype.hideFromCamera = /** - * Hides an object from this Camera. Hidden objects are not rendered. - * - * @param object {Camera} The camera this object should ignore. - */ - function (camera) { - if(this.isHidden(camera) == false) { - this.cameraBlacklist.push(camera.ID); - this._blacklist++; - } - }; - Texture.prototype.isHidden = /** - * Returns true if this texture is hidden from rendering to the given camera, otherwise false. - */ - function (camera) { - if(this._blacklist && this.cameraBlacklist.indexOf(camera.ID) !== -1) { - return true; - } - return false; - }; - Texture.prototype.showToCamera = /** - * Un-hides an object previously hidden to this Camera. - * The object must implement a public cameraBlacklist property. - * - * @param object {Sprite/Group} The object this camera should display. - */ - function (camera) { - if(this.isHidden(camera)) { - this.cameraBlacklist.slice(this.cameraBlacklist.indexOf(camera.ID), 1); - this._blacklist--; - } - }; - Texture.prototype.setTo = /** - * Updates the texture being used to render the Sprite. - * Called automatically by SpriteUtils.loadTexture and SpriteUtils.loadDynamicTexture. - */ - function (image, dynamic) { - if (typeof image === "undefined") { image = null; } - if (typeof dynamic === "undefined") { dynamic = null; } - if(dynamic) { - this.isDynamic = true; - this.dynamicTexture = dynamic; - this.texture = this.dynamicTexture.canvas; - } else { - this.isDynamic = false; - this.imageTexture = image; - this.texture = this.imageTexture; - this._width = image.width; - this._height = image.height; - } - this.loaded = true; - return this.parent; - }; - Texture.prototype.loadImage = /** - * Sets a new graphic from the game cache to use as the texture for this Sprite. - * The graphic can be SpriteSheet or Texture Atlas. If you need to use a DynamicTexture see loadDynamicTexture. - * @param key {string} Key of the graphic you want to load for this sprite. - * @param clearAnimations {bool} If this Sprite has a set of animation data already loaded you can choose to keep or clear it with this bool - * @param updateBody {bool} Update the physics body dimensions to match the newly loaded texture/frame? - */ - function (key, clearAnimations, updateBody) { - if (typeof clearAnimations === "undefined") { clearAnimations = true; } - if (typeof updateBody === "undefined") { updateBody = true; } - if(clearAnimations && this.parent['animations'] && this.parent['animations'].frameData !== null) { - this.parent.animations.destroy(); - } - if(this.game.cache.getImage(key) !== null) { - this.setTo(this.game.cache.getImage(key), null); - this.cacheKey = key; - if(this.game.cache.isSpriteSheet(key) && this.parent['animations']) { - this.parent.animations.loadFrameData(this.parent.game.cache.getFrameData(key)); - } else { - if(updateBody && this.parent['body']) { - this.parent.body.bounds.width = this.width; - this.parent.body.bounds.height = this.height; - } - } - } - }; - Texture.prototype.loadDynamicTexture = /** - * Load a DynamicTexture as its texture. - * @param texture {DynamicTexture} The texture object to be used by this sprite. - */ - function (texture) { - if(this.parent.animations.frameData !== null) { - this.parent.animations.destroy(); - } - this.setTo(null, texture); - this.parent.texture.width = this.width; - this.parent.texture.height = this.height; - }; - Object.defineProperty(Texture.prototype, "width", { - get: /** - * The width of the texture. If an animation it will be the frame width, not the width of the sprite sheet. - * If using a DynamicTexture it will be the width of the dynamic texture itself. - * @type {number} - */ - function () { - if(this.isDynamic) { - return this.dynamicTexture.width; - } else { - return this._width; - } - }, - set: function (value) { - this._width = value; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Texture.prototype, "height", { - get: /** - * The height of the texture. If an animation it will be the frame height, not the height of the sprite sheet. - * If using a DynamicTexture it will be the height of the dynamic texture itself. - * @type {number} - */ - function () { - if(this.isDynamic) { - return this.dynamicTexture.height; - } else { - return this._height; - } - }, - set: function (value) { - this._height = value; - }, - enumerable: true, - configurable: true - }); - return Texture; - })(); - Display.Texture = Texture; - })(Phaser.Display || (Phaser.Display = {})); - var Display = Phaser.Display; -})(Phaser || (Phaser = {})); diff --git a/wip/TS Source/gameobjects/Events.js b/wip/TS Source/gameobjects/Events.js deleted file mode 100644 index 7393e4b8..00000000 --- a/wip/TS Source/gameobjects/Events.js +++ /dev/null @@ -1,29 +0,0 @@ -var Phaser; -(function (Phaser) { - /// - /** - * Phaser - Components - Events - * - * Signals that are dispatched by the Sprite and its various components - */ - (function (Components) { - var Events = (function () { - /** - * The Events component is a collection of events fired by the parent game object and its components. - * @param parent The game object using this Input component - */ - function Events(parent) { - this.game = parent.game; - this._parent = parent; - this.onAddedToGroup = new Phaser.Signal(); - this.onRemovedFromGroup = new Phaser.Signal(); - this.onKilled = new Phaser.Signal(); - this.onRevived = new Phaser.Signal(); - this.onOutOfBounds = new Phaser.Signal(); - } - return Events; - })(); - Components.Events = Events; - })(Phaser.Components || (Phaser.Components = {})); - var Components = Phaser.Components; -})(Phaser || (Phaser = {})); diff --git a/wip/TS Source/gameobjects/GameObjectFactory.js b/wip/TS Source/gameobjects/GameObjectFactory.js deleted file mode 100644 index b71e94a8..00000000 --- a/wip/TS Source/gameobjects/GameObjectFactory.js +++ /dev/null @@ -1,260 +0,0 @@ -/// -/** -* Phaser - GameObjectFactory -* -* A quick way to create new world objects and add existing objects to the current world. -*/ -var Phaser; -(function (Phaser) { - var GameObjectFactory = (function () { - /** - * GameObjectFactory constructor - * @param game {Game} A reference to the current Game. - */ - function GameObjectFactory(game) { - this.game = game; - this._world = this.game.world; - } - GameObjectFactory.prototype.camera = /** - * Create a new camera with specific position and size. - * - * @param x {number} X position of the new camera. - * @param y {number} Y position of the new camera. - * @param width {number} Width of the new camera. - * @param height {number} Height of the new camera. - * @returns {Camera} The newly created camera object. - */ - function (x, y, width, height) { - return this._world.cameras.addCamera(x, y, width, height); - }; - GameObjectFactory.prototype.button = /** - * Create a new GeomSprite with specific position. - * - * @param x {number} X position of the new geom sprite. - * @param y {number} Y position of the new geom sprite. - * @returns {GeomSprite} The newly created geom sprite object. - */ - //public geomSprite(x: number, y: number): GeomSprite { - // return this._world.group.add(new GeomSprite(this.game, x, y)); - //} - /** - * Create a new Button game object. - * - * @param [x] {number} X position of the button. - * @param [y] {number} Y position of the button. - * @param [key] {string} The image key as defined in the Game.Cache to use as the texture for this button. - * @param [callback] {function} The function to call when this button is pressed - * @param [callbackContext] {object} The context in which the callback will be called (usually 'this') - * @param [overFrame] {string|number} This is the frame or frameName that will be set when this button is in an over state. Give either a number to use a frame ID or a string for a frame name. - * @param [outFrame] {string|number} This is the frame or frameName that will be set when this button is in an out state. Give either a number to use a frame ID or a string for a frame name. - * @param [downFrame] {string|number} This is the frame or frameName that will be set when this button is in a down state. Give either a number to use a frame ID or a string for a frame name. - * @returns {Button} The newly created button object. - */ - function (x, y, key, callback, callbackContext, overFrame, outFrame, downFrame) { - if (typeof x === "undefined") { x = 0; } - if (typeof y === "undefined") { y = 0; } - if (typeof key === "undefined") { key = null; } - if (typeof callback === "undefined") { callback = null; } - if (typeof callbackContext === "undefined") { callbackContext = null; } - if (typeof overFrame === "undefined") { overFrame = null; } - if (typeof outFrame === "undefined") { outFrame = null; } - if (typeof downFrame === "undefined") { downFrame = null; } - return this._world.group.add(new Phaser.UI.Button(this.game, x, y, key, callback, callbackContext, overFrame, outFrame, downFrame)); - }; - GameObjectFactory.prototype.sprite = /** - * Create a new Sprite with specific position and sprite sheet key. - * - * @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. - * @returns {Sprite} The newly created sprite object. - */ - function (x, y, key, frame) { - if (typeof key === "undefined") { key = ''; } - if (typeof frame === "undefined") { frame = null; } - 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.circle = function (x, y, radius) { - return new Phaser.Physics.Circle(this.game, x, y, radius); - }; - GameObjectFactory.prototype.aabb = function (x, y, width, height) { - return new Phaser.Physics.AABB(this.game, x, y, Math.floor(width / 2), Math.floor(height / 2)); - }; - GameObjectFactory.prototype.cell = function (x, y, width, height, state) { - if (typeof state === "undefined") { state = Phaser.Physics.TileMapCell.TID_FULL; } - return new Phaser.Physics.TileMapCell(this.game, x, y, width, height).SetState(state); - }; - GameObjectFactory.prototype.dynamicTexture = /** - * Create a new DynamicTexture with specific size. - * - * @param width {number} Width of the texture. - * @param height {number} Height of the texture. - * @returns {DynamicTexture} The newly created dynamic texture object. - */ - function (width, height) { - return new Phaser.Display.DynamicTexture(this.game, width, height); - }; - GameObjectFactory.prototype.group = /** - * Create a new object container. - * - * @param maxSize {number} Optional, capacity of this group. - * @returns {Group} The newly created group. - */ - function (maxSize) { - if (typeof maxSize === "undefined") { maxSize = 0; } - return this._world.group.add(new Phaser.Group(this.game, maxSize)); - }; - GameObjectFactory.prototype.scrollZone = /** - * Create a new Particle. - * - * @return {Particle} The newly created particle object. - */ - //public particle(): Phaser.ArcadeParticle { - // return new Phaser.ArcadeParticle(this.game); - //} - /** - * Create a new Emitter. - * - * @param x {number} Optional, x position of the emitter. - * @param y {number} Optional, y position of the emitter. - * @param size {number} Optional, size of this emitter. - * @return {Emitter} The newly created emitter object. - */ - //public emitter(x: number = 0, y: number = 0, size: number = 0): Phaser.ArcadeEmitter { - // return this._world.group.add(new Phaser.ArcadeEmitter(this.game, x, y, size)); - //} - /** - * Create a new ScrollZone object with image key, position and size. - * - * @param key {string} Key to a image you wish this object to use. - * @param x {number} X position of this object. - * @param y {number} Y position of this object. - * @param width number} Width of this object. - * @param height {number} Height of this object. - * @returns {ScrollZone} The newly created scroll zone object. - */ - function (key, x, y, width, height) { - if (typeof x === "undefined") { x = 0; } - if (typeof y === "undefined") { y = 0; } - if (typeof width === "undefined") { width = 0; } - if (typeof height === "undefined") { height = 0; } - return this._world.group.add(new Phaser.ScrollZone(this.game, key, x, y, width, height)); - }; - GameObjectFactory.prototype.tilemap = /** - * Create a new Tilemap. - * - * @param key {string} Key for tileset image. - * @param mapData {string} Data of this tilemap. - * @param format {number} Format of map data. (Tilemap.FORMAT_CSV or Tilemap.FORMAT_TILED_JSON) - * @param [resizeWorld] {bool} resize the world to make same as tilemap? - * @param [tileWidth] {number} width of each tile. - * @param [tileHeight] {number} height of each tile. - * @return {Tilemap} The newly created tilemap object. - */ - function (key, mapData, format, resizeWorld, tileWidth, tileHeight) { - if (typeof resizeWorld === "undefined") { resizeWorld = true; } - if (typeof tileWidth === "undefined") { tileWidth = 0; } - if (typeof tileHeight === "undefined") { tileHeight = 0; } - return this._world.group.add(new Phaser.Tilemap(this.game, key, mapData, format, resizeWorld, tileWidth, tileHeight)); - }; - GameObjectFactory.prototype.tween = /** - * Create a tween object for a specific object. The object can be any JavaScript object or Phaser object such as Sprite. - * - * @param obj {object} Object the tween will be run on. - * @param [localReference] {bool} If true the tween will be stored in the object.tween property so long as it exists. If already set it'll be over-written. - * @return {Phaser.Tween} The newly created tween object. - */ - function (obj, localReference) { - if (typeof localReference === "undefined") { localReference = false; } - return this.game.tweens.create(obj, localReference); - }; - GameObjectFactory.prototype.existingSprite = /** - * Add an existing Sprite to the current world. - * Note: This doesn't check or update the objects reference to Game. If that is wrong, all kinds of things will break. - * - * @param sprite The Sprite to add to the Game World - * @return {Phaser.Sprite} The Sprite object - */ - function (sprite) { - return this._world.group.add(sprite); - }; - GameObjectFactory.prototype.existingGroup = /** - * Add an existing Group to the current world. - * Note: This doesn't check or update the objects reference to Game. If that is wrong, all kinds of things will break. - * - * @param group The Group to add to the Game World - * @return {Phaser.Group} The Group object - */ - function (group) { - return this._world.group.add(group); - }; - GameObjectFactory.prototype.existingButton = /** - * Add an existing Button to the current world. - * Note: This doesn't check or update the objects reference to Game. If that is wrong, all kinds of things will break. - * - * @param button The Button to add to the Game World - * @return {Phaser.Button} The Button object - */ - function (button) { - return this._world.group.add(button); - }; - GameObjectFactory.prototype.existingScrollZone = /** - * Add an existing GeomSprite to the current world. - * Note: This doesn't check or update the objects reference to Game. If that is wrong, all kinds of things will break. - * - * @param sprite The GeomSprite to add to the Game World - * @return {Phaser.GeomSprite} The GeomSprite object - */ - //public existingGeomSprite(sprite: GeomSprite): GeomSprite { - // return this._world.group.add(sprite); - //} - /** - * Add an existing Emitter to the current world. - * Note: This doesn't check or update the objects reference to Game. If that is wrong, all kinds of things will break. - * - * @param emitter The Emitter to add to the Game World - * @return {Phaser.Emitter} The Emitter object - */ - //public existingEmitter(emitter: Phaser.ArcadeEmitter): Phaser.ArcadeEmitter { - // return this._world.group.add(emitter); - //} - /** - * Add an existing ScrollZone to the current world. - * Note: This doesn't check or update the objects reference to Game. If that is wrong, all kinds of things will break. - * - * @param scrollZone The ScrollZone to add to the Game World - * @return {Phaser.ScrollZone} The ScrollZone object - */ - function (scrollZone) { - return this._world.group.add(scrollZone); - }; - GameObjectFactory.prototype.existingTilemap = /** - * Add an existing Tilemap to the current world. - * Note: This doesn't check or update the objects reference to Game. If that is wrong, all kinds of things will break. - * - * @param tilemap The Tilemap to add to the Game World - * @return {Phaser.Tilemap} The Tilemap object - */ - function (tilemap) { - return this._world.group.add(tilemap); - }; - GameObjectFactory.prototype.existingTween = /** - * Add an existing Tween to the current world. - * Note: This doesn't check or update the objects reference to Game. If that is wrong, all kinds of things will break. - * - * @param tween The Tween to add to the Game World - * @return {Phaser.Tween} The Tween object - */ - function (tween) { - return this.game.tweens.add(tween); - }; - return GameObjectFactory; - })(); - Phaser.GameObjectFactory = GameObjectFactory; -})(Phaser || (Phaser = {})); diff --git a/wip/TS Source/gameobjects/ScrollRegion.js b/wip/TS Source/gameobjects/ScrollRegion.js deleted file mode 100644 index a07b1912..00000000 --- a/wip/TS Source/gameobjects/ScrollRegion.js +++ /dev/null @@ -1,148 +0,0 @@ -/// -/** -* Phaser - ScrollRegion -* -* Creates a scrolling region within a ScrollZone. -* It is scrolled via the scrollSpeed.x/y properties. -*/ -var Phaser; -(function (Phaser) { - var ScrollRegion = (function () { - /** - * ScrollRegion constructor - * Create a new ScrollRegion. - * - * @param x {number} X position in world coordinate. - * @param y {number} Y position in world coordinate. - * @param width {number} Width of this object. - * @param height {number} Height of this object. - * @param speedX {number} X-axis scrolling speed. - * @param speedY {number} Y-axis scrolling speed. - */ - function ScrollRegion(x, y, width, height, speedX, speedY) { - this._anchorWidth = 0; - this._anchorHeight = 0; - this._inverseWidth = 0; - this._inverseHeight = 0; - /** - * Will this region be rendered? (default to true) - * @type {bool} - */ - this.visible = true; - // Our seamless scrolling quads - this._A = new Phaser.Rectangle(x, y, width, height); - this._B = new Phaser.Rectangle(x, y, width, height); - this._C = new Phaser.Rectangle(x, y, width, height); - this._D = new Phaser.Rectangle(x, y, width, height); - this._scroll = new Phaser.Vec2(); - this._bounds = new Phaser.Rectangle(x, y, width, height); - this.scrollSpeed = new Phaser.Vec2(speedX, speedY); - } - ScrollRegion.prototype.update = /** - * Update region scrolling with tick time. - * @param delta {number} Elapsed time since last update. - */ - function (delta) { - this._scroll.x += this.scrollSpeed.x; - this._scroll.y += this.scrollSpeed.y; - if(this._scroll.x > this._bounds.right) { - this._scroll.x = this._bounds.x; - } - if(this._scroll.x < this._bounds.x) { - this._scroll.x = this._bounds.right; - } - if(this._scroll.y > this._bounds.bottom) { - this._scroll.y = this._bounds.y; - } - if(this._scroll.y < this._bounds.y) { - this._scroll.y = this._bounds.bottom; - } - // Anchor Dimensions - this._anchorWidth = (this._bounds.width - this._scroll.x) + this._bounds.x; - this._anchorHeight = (this._bounds.height - this._scroll.y) + this._bounds.y; - if(this._anchorWidth > this._bounds.width) { - this._anchorWidth = this._bounds.width; - } - if(this._anchorHeight > this._bounds.height) { - this._anchorHeight = this._bounds.height; - } - this._inverseWidth = this._bounds.width - this._anchorWidth; - this._inverseHeight = this._bounds.height - this._anchorHeight; - // Rectangle A - this._A.setTo(this._scroll.x, this._scroll.y, this._anchorWidth, this._anchorHeight); - // Rectangle B - this._B.y = this._scroll.y; - this._B.width = this._inverseWidth; - this._B.height = this._anchorHeight; - // Rectangle C - this._C.x = this._scroll.x; - this._C.width = this._anchorWidth; - this._C.height = this._inverseHeight; - // Rectangle D - this._D.width = this._inverseWidth; - this._D.height = this._inverseHeight; - }; - ScrollRegion.prototype.render = /** - * Render this region to specific context. - * @param context {CanvasRenderingContext2D} Canvas context this region will be rendered to. - * @param texture {object} The texture to be rendered. - * @param dx {number} X position in world coordinate. - * @param dy {number} Y position in world coordinate. - * @param width {number} Width of this region to be rendered. - * @param height {number} Height of this region to be rendered. - */ - function (context, texture, dx, dy, dw, dh) { - if(this.visible == false) { - return; - } - // dx/dy are the world coordinates to render the FULL ScrollZone into. - // This ScrollRegion may be smaller than that and offset from the dx/dy coordinates. - this.crop(context, texture, this._A.x, this._A.y, this._A.width, this._A.height, dx, dy, dw, dh, 0, 0); - this.crop(context, texture, this._B.x, this._B.y, this._B.width, this._B.height, dx, dy, dw, dh, this._A.width, 0); - this.crop(context, texture, this._C.x, this._C.y, this._C.width, this._C.height, dx, dy, dw, dh, 0, this._A.height); - this.crop(context, texture, this._D.x, this._D.y, this._D.width, this._D.height, dx, dy, dw, dh, this._C.width, this._A.height); - //context.fillStyle = 'rgb(255,255,255)'; - //context.font = '18px Arial'; - //context.fillText('RectangleA: ' + this._A.toString(), 32, 450); - //context.fillText('RectangleB: ' + this._B.toString(), 32, 480); - //context.fillText('RectangleC: ' + this._C.toString(), 32, 510); - //context.fillText('RectangleD: ' + this._D.toString(), 32, 540); - }; - ScrollRegion.prototype.crop = /** - * Crop part of the texture and render it to the given context. - * @param context {CanvasRenderingContext2D} Canvas context the texture will be rendered to. - * @param texture {object} Texture to be rendered. - * @param srcX {number} Target region top-left x coordinate in the texture. - * @param srcX {number} Target region top-left y coordinate in the texture. - * @param srcW {number} Target region width in the texture. - * @param srcH {number} Target region height in the texture. - * @param destX {number} Render region top-left x coordinate in the context. - * @param destX {number} Render region top-left y coordinate in the context. - * @param destW {number} Target region width in the context. - * @param destH {number} Target region height in the context. - * @param offsetX {number} X offset to the context. - * @param offsetY {number} Y offset to the context. - */ - function (context, texture, srcX, srcY, srcW, srcH, destX, destY, destW, destH, offsetX, offsetY) { - offsetX += destX; - offsetY += destY; - if(srcW > (destX + destW) - offsetX) { - srcW = (destX + destW) - offsetX; - } - if(srcH > (destY + destH) - offsetY) { - srcH = (destY + destH) - offsetY; - } - srcX = Math.floor(srcX); - srcY = Math.floor(srcY); - srcW = Math.floor(srcW); - srcH = Math.floor(srcH); - offsetX = Math.floor(offsetX + this._bounds.x); - offsetY = Math.floor(offsetY + this._bounds.y); - if(srcW > 0 && srcH > 0) { - context.drawImage(texture, srcX, srcY, srcW, srcH, offsetX, offsetY, srcW, srcH); - } - }; - return ScrollRegion; - })(); - Phaser.ScrollRegion = ScrollRegion; -})(Phaser || (Phaser = {})); diff --git a/wip/TS Source/gameobjects/ScrollZone.js b/wip/TS Source/gameobjects/ScrollZone.js deleted file mode 100644 index b293617d..00000000 --- a/wip/TS Source/gameobjects/ScrollZone.js +++ /dev/null @@ -1,111 +0,0 @@ -var __extends = this.__extends || function (d, b) { - function __() { this.constructor = d; } - __.prototype = b.prototype; - d.prototype = new __(); -}; -/// -/** -* Phaser - ScrollZone -* -* Creates a scrolling region of the given width and height from an image in the cache. -* The ScrollZone can be positioned anywhere in-world like a normal game object, re-act to physics, collision, etc. -* The image within it is scrolled via ScrollRegions and their scrollSpeed.x/y properties. -* If you create a scroll zone larger than the given source image it will create a DynamicTexture and fill it with a pattern of the source image. -*/ -var Phaser; -(function (Phaser) { - var ScrollZone = (function (_super) { - __extends(ScrollZone, _super); - /** - * ScrollZone constructor - * Create a new ScrollZone. - * - * @param game {Phaser.Game} Current game instance. - * @param key {string} Asset key for image texture of this object. - * @param x {number} X position in world coordinate. - * @param y {number} Y position in world coordinate. - * @param [width] {number} width of this object. - * @param [height] {number} height of this object. - */ - function ScrollZone(game, key, x, y, width, height) { - if (typeof x === "undefined") { x = 0; } - if (typeof y === "undefined") { y = 0; } - if (typeof width === "undefined") { width = 0; } - if (typeof height === "undefined") { height = 0; } - _super.call(this, game, x, y, key); - this.type = Phaser.Types.SCROLLZONE; - this.regions = []; - if(this.texture.loaded) { - if(width > this.width || height > this.height) { - // Create our repeating texture (as the source image wasn't large enough for the requested size) - this.createRepeatingTexture(width, height); - this.width = width; - this.height = height; - } - // Create a default ScrollRegion at the requested size - this.addRegion(0, 0, this.width, this.height); - // If the zone is smaller than the image itself then shrink the bounds - if((width < this.width || height < this.height) && width !== 0 && height !== 0) { - this.width = width; - this.height = height; - } - } - } - ScrollZone.prototype.addRegion = /** - * Add a new region to this zone. - * @param x {number} X position of the new region. - * @param y {number} Y position of the new region. - * @param width {number} Width of the new region. - * @param height {number} Height of the new region. - * @param [speedX] {number} x-axis scrolling speed. - * @param [speedY] {number} y-axis scrolling speed. - * @return {ScrollRegion} The newly added region. - */ - function (x, y, width, height, speedX, speedY) { - if (typeof speedX === "undefined") { speedX = 0; } - if (typeof speedY === "undefined") { speedY = 0; } - if(x > this.width || y > this.height || x < 0 || y < 0 || (x + width) > this.width || (y + height) > this.height) { - throw Error('Invalid ScrollRegion defined. Cannot be larger than parent ScrollZone'); - return null; - } - this.currentRegion = new Phaser.ScrollRegion(x, y, width, height, speedX, speedY); - this.regions.push(this.currentRegion); - return this.currentRegion; - }; - ScrollZone.prototype.setSpeed = /** - * Set scrolling speed of current region. - * @param x {number} X speed of current region. - * @param y {number} Y speed of current region. - */ - function (x, y) { - if(this.currentRegion) { - this.currentRegion.scrollSpeed.setTo(x, y); - } - return this; - }; - ScrollZone.prototype.update = /** - * Update regions. - */ - function () { - for(var i = 0; i < this.regions.length; i++) { - this.regions[i].update(this.game.time.delta); - } - }; - ScrollZone.prototype.createRepeatingTexture = /** - * Create repeating texture with _texture, and store it into the _dynamicTexture. - * Used to create texture when texture image is small than size of the zone. - */ - function (regionWidth, regionHeight) { - // Work out how many we'll need of the source image to make it tile properly - var tileWidth = Math.ceil(this.width / regionWidth) * regionWidth; - var tileHeight = Math.ceil(this.height / regionHeight) * regionHeight; - var dt = new Phaser.Display.DynamicTexture(this.game, tileWidth, tileHeight); - dt.context.rect(0, 0, tileWidth, tileHeight); - dt.context.fillStyle = dt.context.createPattern(this.texture.imageTexture, "repeat"); - dt.context.fill(); - this.texture.loadDynamicTexture(dt); - }; - return ScrollZone; - })(Phaser.Sprite); - Phaser.ScrollZone = ScrollZone; -})(Phaser || (Phaser = {})); diff --git a/wip/TS Source/gameobjects/Sprite.js b/wip/TS Source/gameobjects/Sprite.js deleted file mode 100644 index c9d95482..00000000 --- a/wip/TS Source/gameobjects/Sprite.js +++ /dev/null @@ -1,263 +0,0 @@ -/// -/** -* Phaser - Sprite -*/ -var Phaser; -(function (Phaser) { - var Sprite = (function () { - /** - * Create a new Sprite. - * - * @param game {Phaser.Game} Current game instance. - * @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. - */ - 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; } - /** - * A bool representing if the Sprite has been modified in any way via a scale, rotate, flip or skew. - */ - this.modified = false; - /** - * x value of the object. - */ - this.x = 0; - /** - * y value of the object. - */ - this.y = 0; - /** - * z order value of the object. - */ - this.z = -1; - /** - * Render iteration counter - */ - this.renderOrderID = 0; - this.game = game; - this.type = Phaser.Types.SPRITE; - this.exists = true; - this.active = true; - this.visible = true; - this.alive = true; - this.x = x; - this.y = y; - this.z = -1; - this.group = null; - this.name = ''; - this.events = new Phaser.Components.Events(this); - this.animations = new Phaser.Components.AnimationManager(this); - this.input = new Phaser.Components.InputHandler(this); - this.texture = new Phaser.Display.Texture(this); - this.transform = new Phaser.Components.TransformManager(this); - if(key !== null) { - this.texture.loadImage(key, false); - } else { - this.texture.opaque = true; - } - if(frame !== null) { - if(typeof frame == 'string') { - this.frameName = frame; - } else { - this.frame = frame; - } - } - 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(); - this.body = new Phaser.Physics.Body(this, 0); - this.outOfBounds = false; - this.outOfBoundsAction = Phaser.Types.OUT_OF_BOUNDS_PERSIST; - // Handy proxies - this.scale = this.transform.scale; - this.alpha = this.texture.alpha; - this.origin = this.transform.origin; - this.crop = this.texture.crop; - } - Object.defineProperty(Sprite.prototype, "rotation", { - get: /** - * The rotation of the sprite in degrees. Phaser uses a right-handed coordinate system, where 0 points to the right. - */ - function () { - return this.transform.rotation; - }, - set: /** - * Set the rotation of the sprite in degrees. Phaser uses a right-handed coordinate system, where 0 points to the right. - * The value is automatically wrapped to be between 0 and 360. - */ - function (value) { - this.transform.rotation = this.game.math.wrap(value, 360, 0); - if(this.body) { - //this.body.angle = this.game.math.degreesToRadians(this.game.math.wrap(value, 360, 0)); - } - }, - enumerable: true, - configurable: true - }); - Sprite.prototype.bringToTop = /** - * Brings this Sprite to the top of its current Group, if set. - */ - function () { - if(this.group) { - this.group.bringToTop(this); - } - }; - Object.defineProperty(Sprite.prototype, "alpha", { - get: /** - * The alpha of the Sprite between 0 and 1, a value of 1 being fully opaque. - */ - function () { - return this.texture.alpha; - }, - set: /** - * The alpha of the Sprite between 0 and 1, a value of 1 being fully opaque. - */ - function (value) { - this.texture.alpha = value; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Sprite.prototype, "frame", { - get: /** - * Get the animation frame number. - */ - function () { - return this.animations.frame; - }, - set: /** - * Set the animation frame by frame number. - */ - function (value) { - this.animations.frame = value; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Sprite.prototype, "frameName", { - get: /** - * Get the animation frame name. - */ - function () { - return this.animations.frameName; - }, - set: /** - * Set the animation frame by frame name. - */ - function (value) { - this.animations.frameName = value; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Sprite.prototype, "width", { - get: function () { - return this.texture.width * this.transform.scale.x; - }, - set: function (value) { - this.transform.scale.x = value / this.texture.width; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Sprite.prototype, "height", { - get: function () { - return this.texture.height * this.transform.scale.y; - }, - set: function (value) { - this.transform.scale.y = value / this.texture.height; - }, - enumerable: true, - configurable: true - }); - Sprite.prototype.preUpdate = /** - * Pre-update is called right before update() on each object in the game loop. - */ - function () { - this.transform.update(); - 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)) { - this.modified = true; - } - }; - Sprite.prototype.update = /** - * Override this function to update your sprites position and appearance. - */ - function () { - }; - Sprite.prototype.postUpdate = /** - * Automatically called after update() by the game loop for all 'alive' objects. - */ - function () { - this.animations.update(); - this.checkBounds(); - //this.transform.centerOn(this.body.aabb.pos.x, this.body.aabb.pos.y); - if(this.modified == true && this.transform.scale.equals(1) && this.transform.skew.equals(0) && this.transform.rotation == 0 && this.transform.rotationOffset == 0 && this.texture.flippedX == false && this.texture.flippedY == false) { - this.modified = false; - } - }; - Sprite.prototype.checkBounds = function () { - if(Phaser.RectangleUtils.intersects(this.worldView, this.game.world.bounds)) { - this.outOfBounds = false; - } else { - if(this.outOfBounds == false) { - this.events.onOutOfBounds.dispatch(this); - } - this.outOfBounds = true; - if(this.outOfBoundsAction == Phaser.Types.OUT_OF_BOUNDS_KILL) { - this.kill(); - } else if(this.outOfBoundsAction == Phaser.Types.OUT_OF_BOUNDS_DESTROY) { - this.destroy(); - } - } - }; - Sprite.prototype.destroy = /** - * Clean up memory. - */ - function () { - this.input.destroy(); - }; - Sprite.prototype.kill = /** - * Handy for "killing" game objects. - * Default behavior is to flag them as nonexistent AND dead. - * However, if you want the "corpse" to remain in the game, - * like to animate an effect or whatever, you should override this, - * setting only alive to false, and leaving exists true. - */ - function (removeFromGroup) { - if (typeof removeFromGroup === "undefined") { removeFromGroup = false; } - this.alive = false; - this.exists = false; - if(removeFromGroup && this.group) { - //this.group.remove(this); - } - this.events.onKilled.dispatch(this); - }; - Sprite.prototype.revive = /** - * Handy for bringing game objects "back to life". Just sets alive and exists back to true. - * In practice, this is most often called by Object.reset(). - */ - function () { - this.alive = true; - this.exists = true; - this.events.onRevived.dispatch(this); - }; - return Sprite; - })(); - Phaser.Sprite = Sprite; -})(Phaser || (Phaser = {})); diff --git a/wip/TS Source/gameobjects/TransformManager.js b/wip/TS Source/gameobjects/TransformManager.js deleted file mode 100644 index 6b51c8ec..00000000 --- a/wip/TS Source/gameobjects/TransformManager.js +++ /dev/null @@ -1,251 +0,0 @@ -var Phaser; -(function (Phaser) { - /// - /** - * Phaser - Components - TransformManager - */ - (function (Components) { - var TransformManager = (function () { - /** - * Creates a new TransformManager component - * @param parent The game object using this transform - */ - function TransformManager(parent) { - this._dirty = false; - /** - * This value is added to the rotation of the object. - * For example if you had a texture drawn facing straight up then you could set - * rotationOffset to 90 and it would correspond correctly with Phasers right-handed coordinate system. - * @type {number} - */ - this.rotationOffset = 0; - /** - * The rotation of the object in degrees. Phaser uses a right-handed coordinate system, where 0 points to the right. - */ - this.rotation = 0; - this.game = parent.game; - this.parent = parent; - this.local = new Phaser.Mat3(); - this.scrollFactor = new Phaser.Vec2(1, 1); - this.origin = new Phaser.Vec2(); - this.scale = new Phaser.Vec2(1, 1); - this.skew = new Phaser.Vec2(); - this.center = new Phaser.Point(); - this.upperLeft = new Phaser.Point(); - this.upperRight = new Phaser.Point(); - this.bottomLeft = new Phaser.Point(); - this.bottomRight = new Phaser.Point(); - this._pos = new Phaser.Point(); - this._scale = new Phaser.Point(); - this._size = new Phaser.Point(); - this._halfSize = new Phaser.Point(); - this._offset = new Phaser.Point(); - this._origin = new Phaser.Point(); - this._sc = new Phaser.Point(); - this._scA = new Phaser.Point(); - } - Object.defineProperty(TransformManager.prototype, "distance", { - get: /** - * The distance from the center of the transform to the rotation origin. - */ - function () { - return this._distance; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(TransformManager.prototype, "angleToCenter", { - get: /** - * The angle between the center of the transform to the rotation origin. - */ - function () { - return this._angle; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(TransformManager.prototype, "offsetX", { - get: /** - * The offset on the X axis of the origin That is the difference between the top left of the Sprite and the origin.x. - * So if the origin.x is 0 the offsetX will be 0. If the origin.x is 0.5 then offsetX will be sprite width / 2, and so on. - */ - function () { - return this._offset.x; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(TransformManager.prototype, "offsetY", { - get: /** - * The offset on the Y axis of the origin - */ - function () { - return this._offset.y; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(TransformManager.prototype, "halfWidth", { - get: /** - * Half the width of the parent sprite, taking into consideration scaling - */ - function () { - return this._halfSize.x; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(TransformManager.prototype, "halfHeight", { - get: /** - * Half the height of the parent sprite, taking into consideration scaling - */ - function () { - return this._halfSize.y; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(TransformManager.prototype, "sin", { - get: /** - * The equivalent of Math.sin(rotation + rotationOffset) - */ - function () { - return this._sc.x; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(TransformManager.prototype, "cos", { - get: /** - * The equivalent of Math.cos(rotation + rotationOffset) - */ - function () { - return this._sc.y; - }, - enumerable: true, - configurable: true - }); - TransformManager.prototype.centerOn = /** - * Moves the sprite so its center is located on the given x and y coordinates. - * Doesn't change the origin of the sprite. - */ - function (x, y) { - this.parent.x = x + (this.parent.x - this.center.x); - this.parent.y = y + (this.parent.y - this.center.y); - //this.setCache(); - }; - TransformManager.prototype.setCache = /** - * Populates the transform cache. Called by the parent object on creation. - */ - function () { - this._pos.x = this.parent.x; - this._pos.y = this.parent.y; - this._halfSize.x = this.parent.width / 2; - this._halfSize.y = this.parent.height / 2; - this._offset.x = this.origin.x * this.parent.width; - this._offset.y = this.origin.y * this.parent.height; - this._angle = Math.atan2(this.halfHeight - this._offset.x, this.halfWidth - this._offset.y); - this._distance = Math.sqrt(((this._offset.x - this._halfSize.x) * (this._offset.x - this._halfSize.x)) + ((this._offset.y - this._halfSize.y) * (this._offset.y - this._halfSize.y))); - this._size.x = this.parent.width; - this._size.y = this.parent.height; - this._origin.x = this.origin.x; - this._origin.y = this.origin.y; - this._scA.x = Math.sin((this.rotation + this.rotationOffset) * Phaser.GameMath.DEG_TO_RAD + this._angle); - this._scA.y = Math.cos((this.rotation + this.rotationOffset) * Phaser.GameMath.DEG_TO_RAD + this._angle); - this._prevRotation = this.rotation; - if(this.parent.texture && this.parent.texture.renderRotation) { - this._sc.x = Math.sin((this.rotation + this.rotationOffset) * Phaser.GameMath.DEG_TO_RAD); - this._sc.y = Math.cos((this.rotation + this.rotationOffset) * Phaser.GameMath.DEG_TO_RAD); - } else { - this._sc.x = 0; - this._sc.y = 1; - } - this.center.x = this.parent.x + this._distance * this._scA.y; - this.center.y = this.parent.y + this._distance * this._scA.x; - this.upperLeft.setTo(this.center.x - this._halfSize.x * this._sc.y + this._halfSize.y * this._sc.x, this.center.y - this._halfSize.y * this._sc.y - this._halfSize.x * this._sc.x); - this.upperRight.setTo(this.center.x + this._halfSize.x * this._sc.y + this._halfSize.y * this._sc.x, this.center.y - this._halfSize.y * this._sc.y + this._halfSize.x * this._sc.x); - this.bottomLeft.setTo(this.center.x - this._halfSize.x * this._sc.y - this._halfSize.y * this._sc.x, this.center.y + this._halfSize.y * this._sc.y - this._halfSize.x * this._sc.x); - this.bottomRight.setTo(this.center.x + this._halfSize.x * this._sc.y - this._halfSize.y * this._sc.x, this.center.y + this._halfSize.y * this._sc.y + this._halfSize.x * this._sc.x); - this._pos.x = this.parent.x; - this._pos.y = this.parent.y; - this._flippedX = this.parent.texture.flippedX; - this._flippedY = this.parent.texture.flippedY; - }; - TransformManager.prototype.update = /** - * Updates the local transform matrix and the cache values if anything has changed in the parent. - */ - function () { - // Check cache - this._dirty = false; - // 1) Height or Width change (also triggered by a change in scale) or an Origin change - if(this.parent.width !== this._size.x || this.parent.height !== this._size.y || this.origin.x !== this._origin.x || this.origin.y !== this._origin.y) { - this._halfSize.x = this.parent.width / 2; - this._halfSize.y = this.parent.height / 2; - this._offset.x = this.origin.x * this.parent.width; - this._offset.y = this.origin.y * this.parent.height; - this._angle = Math.atan2(this.halfHeight - this._offset.y, this.halfWidth - this._offset.x); - this._distance = Math.sqrt(((this._offset.x - this._halfSize.x) * (this._offset.x - this._halfSize.x)) + ((this._offset.y - this._halfSize.y) * (this._offset.y - this._halfSize.y))); - // Store - this._size.x = this.parent.width; - this._size.y = this.parent.height; - this._origin.x = this.origin.x; - this._origin.y = this.origin.y; - this._dirty = true; - } - // 2) Rotation change - if(this.rotation != this._prevRotation || this._dirty) { - this._scA.y = Math.cos((this.rotation + this.rotationOffset) * Phaser.GameMath.DEG_TO_RAD + this._angle); - this._scA.x = Math.sin((this.rotation + this.rotationOffset) * Phaser.GameMath.DEG_TO_RAD + this._angle); - if(this.parent.texture.renderRotation) { - this._sc.x = Math.sin((this.rotation + this.rotationOffset) * Phaser.GameMath.DEG_TO_RAD); - this._sc.y = Math.cos((this.rotation + this.rotationOffset) * Phaser.GameMath.DEG_TO_RAD); - } else { - this._sc.x = 0; - this._sc.y = 1; - } - // Store - this._prevRotation = this.rotation; - this._dirty = true; - } - // 3) If it has moved (or any of the above) then update the edges and center - if(this._dirty || this.parent.x != this._pos.x || this.parent.y != this._pos.y) { - this.center.x = this.parent.x + this._distance * this._scA.y; - this.center.y = this.parent.y + this._distance * this._scA.x; - this.upperLeft.setTo(this.center.x - this._halfSize.x * this._sc.y + this._halfSize.y * this._sc.x, this.center.y - this._halfSize.y * this._sc.y - this._halfSize.x * this._sc.x); - this.upperRight.setTo(this.center.x + this._halfSize.x * this._sc.y + this._halfSize.y * this._sc.x, this.center.y - this._halfSize.y * this._sc.y + this._halfSize.x * this._sc.x); - this.bottomLeft.setTo(this.center.x - this._halfSize.x * this._sc.y - this._halfSize.y * this._sc.x, this.center.y + this._halfSize.y * this._sc.y - this._halfSize.x * this._sc.x); - this.bottomRight.setTo(this.center.x + this._halfSize.x * this._sc.y - this._halfSize.y * this._sc.x, this.center.y + this._halfSize.y * this._sc.y + this._halfSize.x * this._sc.x); - this._pos.x = this.parent.x; - this._pos.y = this.parent.y; - // Translate - this.local.data[2] = this.parent.x; - this.local.data[5] = this.parent.y; - } - // Scale and Skew - if(this._dirty || this._flippedX != this.parent.texture.flippedX) { - this._flippedX = this.parent.texture.flippedX; - if(this._flippedX) { - this.local.data[0] = this._sc.y * -this.scale.x; - this.local.data[3] = (this._sc.x * -this.scale.x) + this.skew.x; - } else { - this.local.data[0] = this._sc.y * this.scale.x; - this.local.data[3] = (this._sc.x * this.scale.x) + this.skew.x; - } - } - if(this._dirty || this._flippedY != this.parent.texture.flippedY) { - this._flippedY = this.parent.texture.flippedY; - if(this._flippedY) { - this.local.data[4] = this._sc.y * -this.scale.y; - this.local.data[1] = -(this._sc.x * -this.scale.y) + this.skew.y; - } else { - this.local.data[4] = this._sc.y * this.scale.y; - this.local.data[1] = -(this._sc.x * this.scale.y) + this.skew.y; - } - } - }; - return TransformManager; - })(); - Components.TransformManager = TransformManager; - })(Phaser.Components || (Phaser.Components = {})); - var Components = Phaser.Components; -})(Phaser || (Phaser = {})); diff --git a/wip/TS Source/geom/Circle.js b/wip/TS Source/geom/Circle.js deleted file mode 100644 index ce23a5ea..00000000 --- a/wip/TS Source/geom/Circle.js +++ /dev/null @@ -1,285 +0,0 @@ -/// -/** -* Phaser - Circle -* -* A Circle object is an area defined by its position, as indicated by its center point (x,y) and diameter. -*/ -var Phaser; -(function (Phaser) { - var Circle = (function () { - /** - * Creates a new Circle object with the center coordinate specified by the x and y parameters and the diameter specified by the diameter parameter. If you call this function without parameters, a circle with x, y, diameter and radius properties set to 0 is created. - * @class Circle - * @constructor - * @param {Number} [x] The x coordinate of the center of the circle. - * @param {Number} [y] The y coordinate of the center of the circle. - * @param {Number} [diameter] The diameter of the circle. - * @return {Circle} This circle object - **/ - function Circle(x, y, diameter) { - if (typeof x === "undefined") { x = 0; } - if (typeof y === "undefined") { y = 0; } - if (typeof diameter === "undefined") { diameter = 0; } - this._diameter = 0; - this._radius = 0; - /** - * The x coordinate of the center of the circle - * @property x - * @type Number - **/ - this.x = 0; - /** - * The y coordinate of the center of the circle - * @property y - * @type Number - **/ - this.y = 0; - this.setTo(x, y, diameter); - } - Object.defineProperty(Circle.prototype, "diameter", { - get: /** - * The diameter of the circle. The largest distance between any two points on the circle. The same as the radius * 2. - * @method diameter - * @return {Number} - **/ - function () { - return this._diameter; - }, - set: /** - * The diameter of the circle. The largest distance between any two points on the circle. The same as the radius * 2. - * @method diameter - * @param {Number} The diameter of the circle. - **/ - function (value) { - if(value > 0) { - this._diameter = value; - this._radius = value * 0.5; - } - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Circle.prototype, "radius", { - get: /** - * The radius of the circle. The length of a line extending from the center of the circle to any point on the circle itself. The same as half the diameter. - * @method radius - * @return {Number} - **/ - function () { - return this._radius; - }, - set: /** - * The radius of the circle. The length of a line extending from the center of the circle to any point on the circle itself. The same as half the diameter. - * @method radius - * @param {Number} The radius of the circle. - **/ - function (value) { - if(value > 0) { - this._radius = value; - this._diameter = value * 2; - } - }, - enumerable: true, - configurable: true - }); - Circle.prototype.circumference = /** - * The circumference of the circle. - * @method circumference - * @return {Number} - **/ - function () { - return 2 * (Math.PI * this._radius); - }; - Object.defineProperty(Circle.prototype, "bottom", { - get: /** - * The sum of the y and radius properties. Changing the bottom property of a Circle object has no effect on the x and y properties, but does change the diameter. - * @method bottom - * @return {Number} - **/ - function () { - return this.y + this._radius; - }, - set: /** - * The sum of the y and radius properties. Changing the bottom property of a Circle object has no effect on the x and y properties, but does change the diameter. - * @method bottom - * @param {Number} The value to adjust the height of the circle by. - **/ - function (value) { - if(value < this.y) { - this._radius = 0; - this._diameter = 0; - } else { - this.radius = value - this.y; - } - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Circle.prototype, "left", { - get: /** - * The x coordinate of the leftmost point of the circle. Changing the left property of a Circle object has no effect on the x and y properties. However it does affect the diameter, whereas changing the x value does not affect the diameter property. - * @method left - * @return {Number} The x coordinate of the leftmost point of the circle. - **/ - function () { - return this.x - this._radius; - }, - set: /** - * The x coordinate of the leftmost point of the circle. Changing the left property of a Circle object has no effect on the x and y properties. However it does affect the diameter, whereas changing the x value does not affect the diameter property. - * @method left - * @param {Number} The value to adjust the position of the leftmost point of the circle by. - **/ - function (value) { - if(value > this.x) { - this._radius = 0; - this._diameter = 0; - } else { - this.radius = this.x - value; - } - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Circle.prototype, "right", { - get: /** - * The x coordinate of the rightmost point of the circle. Changing the right property of a Circle object has no effect on the x and y properties. However it does affect the diameter, whereas changing the x value does not affect the diameter property. - * @method right - * @return {Number} - **/ - function () { - return this.x + this._radius; - }, - set: /** - * The x coordinate of the rightmost point of the circle. Changing the right property of a Circle object has no effect on the x and y properties. However it does affect the diameter, whereas changing the x value does not affect the diameter property. - * @method right - * @param {Number} The amount to adjust the diameter of the circle by. - **/ - function (value) { - if(value < this.x) { - this._radius = 0; - this._diameter = 0; - } else { - this.radius = value - this.x; - } - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Circle.prototype, "top", { - get: /** - * The sum of the y minus the radius property. Changing the top property of a Circle object has no effect on the x and y properties, but does change the diameter. - * @method bottom - * @return {Number} - **/ - function () { - return this.y - this._radius; - }, - set: /** - * The sum of the y minus the radius property. Changing the top property of a Circle object has no effect on the x and y properties, but does change the diameter. - * @method bottom - * @param {Number} The amount to adjust the height of the circle by. - **/ - function (value) { - if(value > this.y) { - this._radius = 0; - this._diameter = 0; - } else { - this.radius = this.y - value; - } - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Circle.prototype, "area", { - get: /** - * Gets the area of this Circle. - * @method area - * @return {Number} This area of this circle. - **/ - function () { - if(this._radius > 0) { - return Math.PI * this._radius * this._radius; - } else { - return 0; - } - }, - enumerable: true, - configurable: true - }); - Circle.prototype.setTo = /** - * Sets the members of Circle to the specified values. - * @method setTo - * @param {Number} x The x coordinate of the center of the circle. - * @param {Number} y The y coordinate of the center of the circle. - * @param {Number} diameter The diameter of the circle in pixels. - * @return {Circle} This circle object - **/ - function (x, y, diameter) { - this.x = x; - this.y = y; - this._diameter = diameter; - this._radius = diameter * 0.5; - return this; - }; - Circle.prototype.copyFrom = /** - * Copies the x, y and diameter properties from any given object to this Circle. - * @method copyFrom - * @param {any} source - The object to copy from. - * @return {Circle} This Circle object. - **/ - function (source) { - return this.setTo(source.x, source.y, source.diameter); - }; - Object.defineProperty(Circle.prototype, "empty", { - get: /** - * Determines whether or not this Circle object is empty. - * @method empty - * @return {bool} A value of true if the Circle objects diameter is less than or equal to 0; otherwise false. - **/ - function () { - return (this._diameter == 0); - }, - set: /** - * Sets all of the Circle objects properties to 0. A Circle object is empty if its diameter is less than or equal to 0. - * @method setEmpty - * @return {Circle} This Circle object - **/ - function (value) { - this.setTo(0, 0, 0); - }, - enumerable: true, - configurable: true - }); - Circle.prototype.offset = /** - * Adjusts the location of the Circle object, as determined by its center coordinate, by the specified amounts. - * @method offset - * @param {Number} dx Moves the x value of the Circle object by this amount. - * @param {Number} dy Moves the y value of the Circle object by this amount. - * @return {Circle} This Circle object. - **/ - function (dx, dy) { - this.x += dx; - this.y += dy; - return this; - }; - Circle.prototype.offsetPoint = /** - * Adjusts the location of the Circle object using a Point object as a parameter. This method is similar to the Circle.offset() method, except that it takes a Point object as a parameter. - * @method offsetPoint - * @param {Point} point A Point object to use to offset this Circle object. - * @return {Circle} This Circle object. - **/ - function (point) { - return this.offset(point.x, point.y); - }; - Circle.prototype.toString = /** - * Returns a string representation of this object. - * @method toString - * @return {string} a string representation of the instance. - **/ - function () { - return "[{Circle (x=" + this.x + " y=" + this.y + " diameter=" + this.diameter + " radius=" + this.radius + ")}]"; - }; - return Circle; - })(); - Phaser.Circle = Circle; -})(Phaser || (Phaser = {})); diff --git a/wip/TS Source/geom/Line.js b/wip/TS Source/geom/Line.js deleted file mode 100644 index 01f2ce2f..00000000 --- a/wip/TS Source/geom/Line.js +++ /dev/null @@ -1,279 +0,0 @@ -/// -/** -* Phaser - Line -* -* A Line object is an infinte line through space. The two sets of x/y coordinates define the Line Segment. -*/ -var Phaser; -(function (Phaser) { - var Line = (function () { - /** - * - * @constructor - * @param {Number} x1 - * @param {Number} y1 - * @param {Number} x2 - * @param {Number} y2 - * @return {Phaser.Line} This Object - */ - function Line(x1, y1, x2, y2) { - if (typeof x1 === "undefined") { x1 = 0; } - if (typeof y1 === "undefined") { y1 = 0; } - if (typeof x2 === "undefined") { x2 = 0; } - if (typeof y2 === "undefined") { y2 = 0; } - /** - * - * @property x1 - * @type {Number} - */ - this.x1 = 0; - /** - * - * @property y1 - * @type {Number} - */ - this.y1 = 0; - /** - * - * @property x2 - * @type {Number} - */ - this.x2 = 0; - /** - * - * @property y2 - * @type {Number} - */ - this.y2 = 0; - this.setTo(x1, y1, x2, y2); - } - Line.prototype.clone = /** - * - * @method clone - * @param {Phaser.Line} [output] - * @return {Phaser.Line} - */ - function (output) { - if (typeof output === "undefined") { output = new Line(); } - return output.setTo(this.x1, this.y1, this.x2, this.y2); - }; - Line.prototype.copyFrom = /** - * - * @method copyFrom - * @param {Phaser.Line} source - * @return {Phaser.Line} - */ - function (source) { - return this.setTo(source.x1, source.y1, source.x2, source.y2); - }; - Line.prototype.copyTo = /** - * - * @method copyTo - * @param {Phaser.Line} target - * @return {Phaser.Line} - */ - function (target) { - return target.copyFrom(this); - }; - Line.prototype.setTo = /** - * - * @method setTo - * @param {Number} x1 - * @param {Number} y1 - * @param {Number} x2 - * @param {Number} y2 - * @return {Phaser.Line} - */ - function (x1, y1, x2, y2) { - if (typeof x1 === "undefined") { x1 = 0; } - if (typeof y1 === "undefined") { y1 = 0; } - if (typeof x2 === "undefined") { x2 = 0; } - if (typeof y2 === "undefined") { y2 = 0; } - this.x1 = x1; - this.y1 = y1; - this.x2 = x2; - this.y2 = y2; - return this; - }; - Object.defineProperty(Line.prototype, "width", { - get: function () { - return Math.max(this.x1, this.x2) - Math.min(this.x1, this.x2); - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Line.prototype, "height", { - get: function () { - return Math.max(this.y1, this.y2) - Math.min(this.y1, this.y2); - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Line.prototype, "length", { - get: /** - * - * @method length - * @return {Number} - */ - function () { - return Math.sqrt((this.x2 - this.x1) * (this.x2 - this.x1) + (this.y2 - this.y1) * (this.y2 - this.y1)); - }, - enumerable: true, - configurable: true - }); - Line.prototype.getY = /** - * - * @method getY - * @param {Number} x - * @return {Number} - */ - function (x) { - return this.slope * x + this.yIntercept; - }; - Object.defineProperty(Line.prototype, "angle", { - get: /** - * - * @method angle - * @return {Number} - */ - function () { - return Math.atan2(this.x2 - this.x1, this.y2 - this.y1); - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Line.prototype, "slope", { - get: /** - * - * @method slope - * @return {Number} - */ - function () { - return (this.y2 - this.y1) / (this.x2 - this.x1); - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Line.prototype, "perpSlope", { - get: /** - * - * @method perpSlope - * @return {Number} - */ - function () { - return -((this.x2 - this.x1) / (this.y2 - this.y1)); - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Line.prototype, "yIntercept", { - get: /** - * - * @method yIntercept - * @return {Number} - */ - function () { - return (this.y1 - this.slope * this.x1); - }, - enumerable: true, - configurable: true - }); - Line.prototype.isPointOnLine = /** - * - * @method isPointOnLine - * @param {Number} x - * @param {Number} y - * @return {bool} - */ - function (x, y) { - if((x - this.x1) * (this.y2 - this.y1) === (this.x2 - this.x1) * (y - this.y1)) { - return true; - } else { - return false; - } - }; - Line.prototype.isPointOnLineSegment = /** - * - * @method isPointOnLineSegment - * @param {Number} x - * @param {Number} y - * @return {bool} - */ - function (x, y) { - var xMin = Math.min(this.x1, this.x2); - var xMax = Math.max(this.x1, this.x2); - var yMin = Math.min(this.y1, this.y2); - var yMax = Math.max(this.y1, this.y2); - if(this.isPointOnLine(x, y) && (x >= xMin && x <= xMax) && (y >= yMin && y <= yMax)) { - return true; - } else { - return false; - } - }; - Line.prototype.intersectLineLine = /** - * - * @method intersectLineLine - * @param {Any} line - * @return {Any} - */ - function (line) { - //return Phaser.intersectLineLine(this,line); - }; - Line.prototype.toString = /** - * - * @method perp - * @param {Number} x - * @param {Number} y - * @param {Phaser.Line} [output] - * @return {Phaser.Line} - */ - /* - public perp(x: number, y: number, output: Line): Line { - - if (this.y1 === this.y2) - { - if (output) - { - output.setTo(x, y, x, this.y1); - } - else - { - return new Line(x, y, x, this.y1); - } - } - - var yInt: number = (y - this.perpSlope * x); - - var pt = this.intersectLineLine({ x1: x, y1: y, x2: 0, y2: yInt }); - - if (output) - { - output.setTo(x, y, pt.x, pt.y); - } - else - { - return new Line(x, y, pt.x, pt.y); - } - - } - */ - /* - intersectLineCircle (circle:Circle) - { - var perp = this.perp() - return Phaser.intersectLineCircle(this,circle); - - } - */ - /** - * - * @method toString - * @return {String} - */ - function () { - return "[{Line (x1=" + this.x1 + " y1=" + this.y1 + " x2=" + this.x2 + " y2=" + this.y2 + ")}]"; - }; - return Line; - })(); - Phaser.Line = Line; -})(Phaser || (Phaser = {})); diff --git a/wip/TS Source/geom/Point.js b/wip/TS Source/geom/Point.js deleted file mode 100644 index 43353db4..00000000 --- a/wip/TS Source/geom/Point.js +++ /dev/null @@ -1,63 +0,0 @@ -/// -/** -* Phaser - Point -* -* The Point object represents a location in a two-dimensional coordinate system, where x represents the horizontal axis and y represents the vertical axis. -*/ -var Phaser; -(function (Phaser) { - var Point = (function () { - /** - * Creates a new Point. If you pass no parameters a Point is created set to (0,0). - * @class Point - * @constructor - * @param {Number} x The horizontal position of this Point (default 0) - * @param {Number} y The vertical position of this Point (default 0) - **/ - function Point(x, y) { - if (typeof x === "undefined") { x = 0; } - if (typeof y === "undefined") { y = 0; } - this.x = x; - this.y = y; - } - Point.prototype.copyFrom = /** - * Copies the x and y properties from any given object to this Point. - * @method copyFrom - * @param {any} source - The object to copy from. - * @return {Point} This Point object. - **/ - function (source) { - return this.setTo(source.x, source.y); - }; - Point.prototype.invert = /** - * Inverts the x and y values of this Point - * @method invert - * @return {Point} This Point object. - **/ - function () { - return this.setTo(this.y, this.x); - }; - Point.prototype.setTo = /** - * Sets the x and y values of this MicroPoint object to the given coordinates. - * @method setTo - * @param {Number} x - The horizontal position of this point. - * @param {Number} y - The vertical position of this point. - * @return {MicroPoint} This MicroPoint object. Useful for chaining method calls. - **/ - function (x, y) { - this.x = x; - this.y = y; - return this; - }; - Point.prototype.toString = /** - * Returns a string representation of this object. - * @method toString - * @return {string} a string representation of the instance. - **/ - function () { - return '[{Point (x=' + this.x + ' y=' + this.y + ')}]'; - }; - return Point; - })(); - Phaser.Point = Point; -})(Phaser || (Phaser = {})); diff --git a/wip/TS Source/geom/Rectangle.js b/wip/TS Source/geom/Rectangle.js deleted file mode 100644 index cab2a0de..00000000 --- a/wip/TS Source/geom/Rectangle.js +++ /dev/null @@ -1,295 +0,0 @@ -/// -/** -* Rectangle -* -* @desc A Rectangle object is an area defined by its position, as indicated by its top-left corner (x,y) and width and height. -* -* @version 1.6 - 24th May 2013 -* @author Richard Davey -*/ -var Phaser; -(function (Phaser) { - var Rectangle = (function () { - /** - * Creates a new Rectangle object with the top-left corner specified by the x and y parameters and with the specified width and height parameters. If you call this function without parameters, a Rectangle with x, y, width, and height properties set to 0 is created. - * @class Rectangle - * @constructor - * @param {Number} x The x coordinate of the top-left corner of the Rectangle. - * @param {Number} y The y coordinate of the top-left corner of the Rectangle. - * @param {Number} width The width of the Rectangle in pixels. - * @param {Number} height The height of the Rectangle in pixels. - * @return {Rectangle} This Rectangle object - **/ - function Rectangle(x, y, width, height) { - if (typeof x === "undefined") { x = 0; } - if (typeof y === "undefined") { y = 0; } - if (typeof width === "undefined") { width = 0; } - if (typeof height === "undefined") { height = 0; } - this.x = x; - this.y = y; - this.width = width; - this.height = height; - } - Object.defineProperty(Rectangle.prototype, "halfWidth", { - get: /** - * Half of the width of the Rectangle - * @property halfWidth - * @type Number - **/ - function () { - return Math.round(this.width / 2); - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Rectangle.prototype, "halfHeight", { - get: /** - * Half of the height of the Rectangle - * @property halfHeight - * @type Number - **/ - function () { - return Math.round(this.height / 2); - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Rectangle.prototype, "bottom", { - get: /** - * The sum of the y and height properties. Changing the bottom property of a Rectangle object has no effect on the x, y and width properties, but does change the height property. - * @method bottom - * @return {Number} - **/ - function () { - return this.y + this.height; - }, - set: /** - * The sum of the y and height properties. Changing the bottom property of a Rectangle object has no effect on the x, y and width properties, but does change the height property. - * @method bottom - * @param {Number} value - **/ - function (value) { - if(value <= this.y) { - this.height = 0; - } else { - this.height = (this.y - value); - } - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Rectangle.prototype, "bottomRight", { - set: /** - * Sets the bottom-right corner of the Rectangle, determined by the values of the given Point object. - * @method bottomRight - * @param {Point} value - **/ - function (value) { - this.right = value.x; - this.bottom = value.y; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Rectangle.prototype, "left", { - get: /** - * The x coordinate of the left of the Rectangle. Changing the left property of a Rectangle object has no effect on the y and height properties. However it does affect the width property, whereas changing the x value does not affect the width property. - * @method left - * @ return {number} - **/ - function () { - return this.x; - }, - set: /** - * The x coordinate of the left of the Rectangle. Changing the left property of a Rectangle object has no effect on the y and height properties. - * However it does affect the width, whereas changing the x value does not affect the width property. - * @method left - * @param {Number} value - **/ - function (value) { - if(value >= this.right) { - this.width = 0; - } else { - this.width = this.right - value; - } - this.x = value; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Rectangle.prototype, "right", { - get: /** - * The sum of the x and width properties. Changing the right property of a Rectangle object has no effect on the x, y and height properties. - * However it does affect the width property. - * @method right - * @return {Number} - **/ - function () { - return this.x + this.width; - }, - set: /** - * The sum of the x and width properties. Changing the right property of a Rectangle object has no effect on the x, y and height properties. - * However it does affect the width property. - * @method right - * @param {Number} value - **/ - function (value) { - if(value <= this.x) { - this.width = 0; - } else { - this.width = this.x + value; - } - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Rectangle.prototype, "volume", { - get: /** - * The volume of the Rectangle derived from width * height - * @method volume - * @return {Number} - **/ - function () { - return this.width * this.height; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Rectangle.prototype, "perimeter", { - get: /** - * The perimeter size of the Rectangle. This is the sum of all 4 sides. - * @method perimeter - * @return {Number} - **/ - function () { - return (this.width * 2) + (this.height * 2); - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Rectangle.prototype, "top", { - get: /** - * The y coordinate of the top of the Rectangle. Changing the top property of a Rectangle object has no effect on the x and width properties. - * However it does affect the height property, whereas changing the y value does not affect the height property. - * @method top - * @return {Number} - **/ - function () { - return this.y; - }, - set: /** - * The y coordinate of the top of the Rectangle. Changing the top property of a Rectangle object has no effect on the x and width properties. - * However it does affect the height property, whereas changing the y value does not affect the height property. - * @method top - * @param {Number} value - **/ - function (value) { - if(value >= this.bottom) { - this.height = 0; - this.y = value; - } else { - this.height = (this.bottom - value); - } - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Rectangle.prototype, "topLeft", { - set: /** - * The location of the Rectangles top-left corner, determined by the x and y coordinates of the Point. - * @method topLeft - * @param {Point} value - **/ - function (value) { - this.x = value.x; - this.y = value.y; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Rectangle.prototype, "empty", { - get: /** - * Determines whether or not this Rectangle object is empty. - * @method isEmpty - * @return {bool} A value of true if the Rectangle objects width or height is less than or equal to 0; otherwise false. - **/ - function () { - return (!this.width || !this.height); - }, - set: /** - * Sets all of the Rectangle object's properties to 0. A Rectangle object is empty if its width or height is less than or equal to 0. - * @method setEmpty - * @return {Rectangle} This Rectangle object - **/ - function (value) { - this.setTo(0, 0, 0, 0); - }, - enumerable: true, - configurable: true - }); - Rectangle.prototype.offset = /** - * Adjusts the location of the Rectangle object, as determined by its top-left corner, by the specified amounts. - * @method offset - * @param {Number} dx Moves the x value of the Rectangle object by this amount. - * @param {Number} dy Moves the y value of the Rectangle object by this amount. - * @return {Rectangle} This Rectangle object. - **/ - function (dx, dy) { - this.x += dx; - this.y += dy; - return this; - }; - Rectangle.prototype.offsetPoint = /** - * Adjusts the location of the Rectangle object using a Point object as a parameter. This method is similar to the Rectangle.offset() method, except that it takes a Point object as a parameter. - * @method offsetPoint - * @param {Point} point A Point object to use to offset this Rectangle object. - * @return {Rectangle} This Rectangle object. - **/ - function (point) { - return this.offset(point.x, point.y); - }; - Rectangle.prototype.setTo = /** - * Sets the members of Rectangle to the specified values. - * @method setTo - * @param {Number} x The x coordinate of the top-left corner of the Rectangle. - * @param {Number} y The y coordinate of the top-left corner of the Rectangle. - * @param {Number} width The width of the Rectangle in pixels. - * @param {Number} height The height of the Rectangle in pixels. - * @return {Rectangle} This Rectangle object - **/ - function (x, y, width, height) { - this.x = x; - this.y = y; - this.width = width; - this.height = height; - return this; - }; - Rectangle.prototype.floor = /** - * Runs Math.floor() on both the x and y values of this Rectangle. - * @method floor - **/ - function () { - this.x = Math.floor(this.x); - this.y = Math.floor(this.y); - }; - Rectangle.prototype.copyFrom = /** - * Copies the x, y, width and height properties from any given object to this Rectangle. - * @method copyFrom - * @param {any} source - The object to copy from. - * @return {Rectangle} This Rectangle object. - **/ - function (source) { - return this.setTo(source.x, source.y, source.width, source.height); - }; - Rectangle.prototype.toString = /** - * Returns a string representation of this object. - * @method toString - * @return {string} a string representation of the instance. - **/ - function () { - return "[{Rectangle (x=" + this.x + " y=" + this.y + " width=" + this.width + " height=" + this.height + " empty=" + this.empty + ")}]"; - }; - return Rectangle; - })(); - Phaser.Rectangle = Rectangle; -})(Phaser || (Phaser = {})); diff --git a/wip/TS Source/input/InputHandler.js b/wip/TS Source/input/InputHandler.js deleted file mode 100644 index 91153c23..00000000 --- a/wip/TS Source/input/InputHandler.js +++ /dev/null @@ -1,574 +0,0 @@ -var Phaser; -(function (Phaser) { - /// - /** - * Phaser - Components - InputHandler - * - * Input detection component - */ - (function (Components) { - var InputHandler = (function () { - /** - * Sprite Input component constructor - * @param parent The Sprite using this Input component - */ - function InputHandler(parent) { - /** - * The PriorityID controls which Sprite receives an Input event first if they should overlap. - */ - this.priorityID = 0; - /** - * The index of this Input component entry in the Game.Input manager. - */ - this.indexID = 0; - this.isDragged = false; - this.dragPixelPerfect = false; - this.allowHorizontalDrag = true; - this.allowVerticalDrag = true; - this.bringToTop = false; - this.snapOnDrag = false; - this.snapOnRelease = false; - this.snapX = 0; - this.snapY = 0; - /** - * Is this sprite allowed to be dragged by the mouse? true = yes, false = no - * @default false - */ - this.draggable = false; - /** - * A region of the game world within which the sprite is restricted during drag - * @default null - */ - this.boundsRect = null; - /** - * An Sprite the bounds of which this sprite is restricted during drag - * @default null - */ - this.boundsSprite = null; - /** - * If this object is set to consume the pointer event then it will stop all propogation from this object on. - * For example if you had a stack of 6 sprites with the same priority IDs and one consumed the event, none of the others would receive it. - * @type {bool} - */ - this.consumePointerEvent = false; - this.game = parent.game; - this._parent = parent; - this.enabled = false; - } - InputHandler.prototype.pointerX = /** - * The x coordinate of the Input pointer, relative to the top-left of the parent Sprite. - * This value is only set when the pointer is over this Sprite. - * @type {number} - */ - function (pointer) { - if (typeof pointer === "undefined") { pointer = 0; } - return this._pointerData[pointer].x; - }; - InputHandler.prototype.pointerY = /** - * The y coordinate of the Input pointer, relative to the top-left of the parent Sprite - * This value is only set when the pointer is over this Sprite. - * @type {number} - */ - function (pointer) { - if (typeof pointer === "undefined") { pointer = 0; } - return this._pointerData[pointer].y; - }; - InputHandler.prototype.pointerDown = /** - * If the Pointer is touching the touchscreen, or the mouse button is held down, isDown is set to true - * @property isDown - * @type {bool} - **/ - function (pointer) { - if (typeof pointer === "undefined") { pointer = 0; } - return this._pointerData[pointer].isDown; - }; - InputHandler.prototype.pointerUp = /** - * If the Pointer is not touching the touchscreen, or the mouse button is up, isUp is set to true - * @property isUp - * @type {bool} - **/ - function (pointer) { - if (typeof pointer === "undefined") { pointer = 0; } - return this._pointerData[pointer].isUp; - }; - InputHandler.prototype.pointerTimeDown = /** - * A timestamp representing when the Pointer first touched the touchscreen. - * @property timeDown - * @type {Number} - **/ - function (pointer) { - if (typeof pointer === "undefined") { pointer = 0; } - return this._pointerData[pointer].timeDown; - }; - InputHandler.prototype.pointerTimeUp = /** - * A timestamp representing when the Pointer left the touchscreen. - * @property timeUp - * @type {Number} - **/ - function (pointer) { - if (typeof pointer === "undefined") { pointer = 0; } - return this._pointerData[pointer].timeUp; - }; - InputHandler.prototype.pointerOver = /** - * Is the Pointer over this Sprite - * @property isOver - * @type {bool} - **/ - function (pointer) { - if (typeof pointer === "undefined") { pointer = 0; } - return this._pointerData[pointer].isOver; - }; - InputHandler.prototype.pointerOut = /** - * Is the Pointer outside of this Sprite - * @property isOut - * @type {bool} - **/ - function (pointer) { - if (typeof pointer === "undefined") { pointer = 0; } - return this._pointerData[pointer].isOut; - }; - InputHandler.prototype.pointerTimeOver = /** - * A timestamp representing when the Pointer first touched the touchscreen. - * @property timeDown - * @type {Number} - **/ - function (pointer) { - if (typeof pointer === "undefined") { pointer = 0; } - return this._pointerData[pointer].timeOver; - }; - InputHandler.prototype.pointerTimeOut = /** - * A timestamp representing when the Pointer left the touchscreen. - * @property timeUp - * @type {Number} - **/ - function (pointer) { - if (typeof pointer === "undefined") { pointer = 0; } - return this._pointerData[pointer].timeOut; - }; - InputHandler.prototype.pointerDragged = /** - * Is this sprite being dragged by the mouse or not? - * @default false - */ - function (pointer) { - if (typeof pointer === "undefined") { pointer = 0; } - return this._pointerData[pointer].isDragged; - }; - InputHandler.prototype.start = function (priority, checkBody, useHandCursor) { - if (typeof priority === "undefined") { priority = 0; } - if (typeof checkBody === "undefined") { checkBody = false; } - if (typeof useHandCursor === "undefined") { useHandCursor = false; } - // Turning on - if(this.enabled == false) { - // Register, etc - this.checkBody = checkBody; - this.useHandCursor = useHandCursor; - this.priorityID = priority; - this._pointerData = []; - for(var i = 0; i < 10; i++) { - this._pointerData.push({ - id: i, - x: 0, - y: 0, - isDown: false, - isUp: false, - isOver: false, - isOut: false, - timeOver: 0, - timeOut: 0, - timeDown: 0, - timeUp: 0, - downDuration: 0, - isDragged: false - }); - } - this.snapOffset = new Phaser.Point(); - this.enabled = true; - this.game.input.addGameObject(this._parent); - // Create the signals the Input component will emit - if(this._parent.events.onInputOver == null) { - this._parent.events.onInputOver = new Phaser.Signal(); - this._parent.events.onInputOut = new Phaser.Signal(); - this._parent.events.onInputDown = new Phaser.Signal(); - this._parent.events.onInputUp = new Phaser.Signal(); - this._parent.events.onDragStart = new Phaser.Signal(); - this._parent.events.onDragStop = new Phaser.Signal(); - } - } - return this._parent; - }; - InputHandler.prototype.reset = function () { - this.enabled = false; - for(var i = 0; i < 10; i++) { - this._pointerData[i] = { - id: i, - x: 0, - y: 0, - isDown: false, - isUp: false, - isOver: false, - isOut: false, - timeOver: 0, - timeOut: 0, - timeDown: 0, - timeUp: 0, - downDuration: 0, - isDragged: false - }; - } - }; - InputHandler.prototype.stop = function () { - // Turning off - if(this.enabled == false) { - return; - } else { - // De-register, etc - this.enabled = false; - this.game.input.removeGameObject(this.indexID); - } - }; - InputHandler.prototype.destroy = /** - * Clean up memory. - */ - function () { - if(this.enabled) { - this.enabled = false; - this.game.input.removeGameObject(this.indexID); - } - }; - InputHandler.prototype.checkPointerOver = /** - * Checks if the given pointer is over this Sprite. All checks are done in world coordinates. - */ - function (pointer) { - if(this.enabled == false || this._parent.visible == false) { - return false; - } else { - //return SpriteUtils.overlapsXY(this._parent, pointer.worldX, pointer.worldY); - //return SpriteUtils.overlapsXY(this._parent, pointer.screenX, pointer.screenY); - return Phaser.SpriteUtils.overlapsPointer(this._parent, pointer); - } - }; - InputHandler.prototype.update = /** - * Update - */ - function (pointer) { - if(this.enabled == false || this._parent.visible == false) { - this._pointerOutHandler(pointer); - return false; - } - if(this.draggable && this._draggedPointerID == pointer.id) { - return this.updateDrag(pointer); - } else if(this._pointerData[pointer.id].isOver == true) { - //if (SpriteUtils.overlapsXY(this._parent, pointer.worldX, pointer.worldY)) - if(Phaser.SpriteUtils.overlapsPointer(this._parent, pointer)) { - this._pointerData[pointer.id].x = pointer.x - this._parent.x; - this._pointerData[pointer.id].y = pointer.y - this._parent.y; - return true; - } else { - this._pointerOutHandler(pointer); - return false; - } - } - }; - InputHandler.prototype._pointerOverHandler = function (pointer) { - if(this._pointerData[pointer.id].isOver == false) { - this._pointerData[pointer.id].isOver = true; - this._pointerData[pointer.id].isOut = false; - this._pointerData[pointer.id].timeOver = this.game.time.now; - this._pointerData[pointer.id].x = pointer.x - this._parent.x; - this._pointerData[pointer.id].y = pointer.y - this._parent.y; - if(this.useHandCursor && this._pointerData[pointer.id].isDragged == false) { - this.game.stage.canvas.style.cursor = "pointer"; - } - this._parent.events.onInputOver.dispatch(this._parent, pointer); - } - }; - InputHandler.prototype._pointerOutHandler = function (pointer) { - this._pointerData[pointer.id].isOver = false; - this._pointerData[pointer.id].isOut = true; - this._pointerData[pointer.id].timeOut = this.game.time.now; - if(this.useHandCursor && this._pointerData[pointer.id].isDragged == false) { - this.game.stage.canvas.style.cursor = "default"; - } - this._parent.events.onInputOut.dispatch(this._parent, pointer); - }; - InputHandler.prototype._touchedHandler = function (pointer) { - if(this._pointerData[pointer.id].isDown == false && this._pointerData[pointer.id].isOver == true) { - this._pointerData[pointer.id].isDown = true; - this._pointerData[pointer.id].isUp = false; - this._pointerData[pointer.id].timeDown = this.game.time.now; - //console.log('touchedHandler: ' + Date.now()); - this._parent.events.onInputDown.dispatch(this._parent, pointer); - // Start drag - //if (this.draggable && this.isDragged == false && pointer.targetObject == null) - if(this.draggable && this.isDragged == false) { - this.startDrag(pointer); - } - if(this.bringToTop) { - this._parent.bringToTop(); - //this._parent.game.world.group.bringToTop(this._parent); - } - } - // Consume the event? - return this.consumePointerEvent; - }; - InputHandler.prototype._releasedHandler = function (pointer) { - // If was previously touched by this Pointer, check if still is AND still over this item - if(this._pointerData[pointer.id].isDown && pointer.isUp) { - this._pointerData[pointer.id].isDown = false; - this._pointerData[pointer.id].isUp = true; - this._pointerData[pointer.id].timeUp = this.game.time.now; - this._pointerData[pointer.id].downDuration = this._pointerData[pointer.id].timeUp - this._pointerData[pointer.id].timeDown; - // Only release the InputUp signal if the pointer is still over this sprite - //if (SpriteUtils.overlapsXY(this._parent, pointer.worldX, pointer.worldY)) - if(Phaser.SpriteUtils.overlapsPointer(this._parent, pointer)) { - //console.log('releasedHandler: ' + Date.now()); - this._parent.events.onInputUp.dispatch(this._parent, pointer); - } else { - // Pointer outside the sprite? Reset the cursor - if(this.useHandCursor) { - this.game.stage.canvas.style.cursor = "default"; - } - } - // Stop drag - if(this.draggable && this.isDragged && this._draggedPointerID == pointer.id) { - this.stopDrag(pointer); - } - } - }; - InputHandler.prototype.updateDrag = /** - * Updates the Pointer drag on this Sprite. - */ - function (pointer) { - if(pointer.isUp) { - this.stopDrag(pointer); - return false; - } - if(this.allowHorizontalDrag) { - this._parent.x = pointer.x + this._dragPoint.x + this.dragOffset.x; - } - if(this.allowVerticalDrag) { - this._parent.y = pointer.y + this._dragPoint.y + this.dragOffset.y; - } - if(this.boundsRect) { - this.checkBoundsRect(); - } - if(this.boundsSprite) { - this.checkBoundsSprite(); - } - if(this.snapOnDrag) { - this._parent.x = Math.floor(this._parent.x / this.snapX) * this.snapX; - this._parent.y = Math.floor(this._parent.y / this.snapY) * this.snapY; - } - return true; - }; - InputHandler.prototype.justOver = /** - * Returns true if the pointer has entered the Sprite within the specified delay time (defaults to 500ms, half a second) - * @param delay The time below which the pointer is considered as just over. - * @returns {bool} - */ - function (pointer, delay) { - if (typeof pointer === "undefined") { pointer = 0; } - if (typeof delay === "undefined") { delay = 500; } - return (this._pointerData[pointer].isOver && this.overDuration(pointer) < delay); - }; - InputHandler.prototype.justOut = /** - * Returns true if the pointer has left the Sprite within the specified delay time (defaults to 500ms, half a second) - * @param delay The time below which the pointer is considered as just out. - * @returns {bool} - */ - function (pointer, delay) { - if (typeof pointer === "undefined") { pointer = 0; } - if (typeof delay === "undefined") { delay = 500; } - return (this._pointerData[pointer].isOut && (this.game.time.now - this._pointerData[pointer].timeOut < delay)); - }; - InputHandler.prototype.justPressed = /** - * Returns true if the pointer has entered the Sprite within the specified delay time (defaults to 500ms, half a second) - * @param delay The time below which the pointer is considered as just over. - * @returns {bool} - */ - function (pointer, delay) { - if (typeof pointer === "undefined") { pointer = 0; } - if (typeof delay === "undefined") { delay = 500; } - return (this._pointerData[pointer].isDown && this.downDuration(pointer) < delay); - }; - InputHandler.prototype.justReleased = /** - * Returns true if the pointer has left the Sprite within the specified delay time (defaults to 500ms, half a second) - * @param delay The time below which the pointer is considered as just out. - * @returns {bool} - */ - function (pointer, delay) { - if (typeof pointer === "undefined") { pointer = 0; } - if (typeof delay === "undefined") { delay = 500; } - return (this._pointerData[pointer].isUp && (this.game.time.now - this._pointerData[pointer].timeUp < delay)); - }; - InputHandler.prototype.overDuration = /** - * If the pointer is currently over this Sprite this returns how long it has been there for in milliseconds. - * @returns {number} The number of milliseconds the pointer has been over the Sprite, or -1 if not over. - */ - function (pointer) { - if (typeof pointer === "undefined") { pointer = 0; } - if(this._pointerData[pointer].isOver) { - return this.game.time.now - this._pointerData[pointer].timeOver; - } - return -1; - }; - InputHandler.prototype.downDuration = /** - * If the pointer is currently over this Sprite this returns how long it has been there for in milliseconds. - * @returns {number} The number of milliseconds the pointer has been pressed down on the Sprite, or -1 if not over. - */ - function (pointer) { - if (typeof pointer === "undefined") { pointer = 0; } - if(this._pointerData[pointer].isDown) { - return this.game.time.now - this._pointerData[pointer].timeDown; - } - return -1; - }; - InputHandler.prototype.enableDrag = /** - * Make this Sprite draggable by the mouse. You can also optionally set mouseStartDragCallback and mouseStopDragCallback - * - * @param lockCenter If false the Sprite will drag from where you click it minus the dragOffset. If true it will center itself to the tip of the mouse pointer. - * @param bringToTop If true the Sprite will be bought to the top of the rendering list in its current Group. - * @param pixelPerfect If true it will use a pixel perfect test to see if you clicked the Sprite. False uses the bounding box. - * @param alphaThreshold If using pixel perfect collision this specifies the alpha level from 0 to 255 above which a collision is processed (default 255) - * @param boundsRect If you want to restrict the drag of this sprite to a specific FlxRect, pass the FlxRect here, otherwise it's free to drag anywhere - * @param boundsSprite If you want to restrict the drag of this sprite to within the bounding box of another sprite, pass it here - */ - function (lockCenter, bringToTop, pixelPerfect, alphaThreshold, boundsRect, boundsSprite) { - if (typeof lockCenter === "undefined") { lockCenter = false; } - if (typeof bringToTop === "undefined") { bringToTop = false; } - if (typeof pixelPerfect === "undefined") { pixelPerfect = false; } - if (typeof alphaThreshold === "undefined") { alphaThreshold = 255; } - if (typeof boundsRect === "undefined") { boundsRect = null; } - if (typeof boundsSprite === "undefined") { boundsSprite = null; } - this._dragPoint = new Phaser.Point(); - this.draggable = true; - this.bringToTop = bringToTop; - this.dragOffset = new Phaser.Point(); - this.dragFromCenter = lockCenter; - this.dragPixelPerfect = pixelPerfect; - this.dragPixelPerfectAlpha = alphaThreshold; - if(boundsRect) { - this.boundsRect = boundsRect; - } - if(boundsSprite) { - this.boundsSprite = boundsSprite; - } - }; - InputHandler.prototype.disableDrag = /** - * Stops this sprite from being able to be dragged. If it is currently the target of an active drag it will be stopped immediately. Also disables any set callbacks. - */ - function () { - if(this._pointerData) { - for(var i = 0; i < 10; i++) { - this._pointerData[i].isDragged = false; - } - } - this.draggable = false; - this.isDragged = false; - this._draggedPointerID = -1; - }; - InputHandler.prototype.startDrag = /** - * Called by Pointer when drag starts on this Sprite. Should not usually be called directly. - */ - function (pointer) { - this.isDragged = true; - this._draggedPointerID = pointer.id; - this._pointerData[pointer.id].isDragged = true; - if(this.dragFromCenter) { - this._parent.transform.centerOn(pointer.worldX, pointer.worldY); - this._dragPoint.setTo(this._parent.x - pointer.x, this._parent.y - pointer.y); - } else { - this._dragPoint.setTo(this._parent.x - pointer.x, this._parent.y - pointer.y); - } - this.updateDrag(pointer); - if(this.bringToTop) { - this._parent.bringToTop(); - } - this._parent.events.onDragStart.dispatch(this._parent, pointer); - }; - InputHandler.prototype.stopDrag = /** - * Called by Pointer when drag is stopped on this Sprite. Should not usually be called directly. - */ - function (pointer) { - this.isDragged = false; - this._draggedPointerID = -1; - this._pointerData[pointer.id].isDragged = false; - if(this.snapOnRelease) { - this._parent.x = Math.floor(this._parent.x / this.snapX) * this.snapX; - this._parent.y = Math.floor(this._parent.y / this.snapY) * this.snapY; - } - this._parent.events.onDragStop.dispatch(this._parent, pointer); - this._parent.events.onInputUp.dispatch(this._parent, pointer); - }; - InputHandler.prototype.setDragLock = /** - * Restricts this sprite to drag movement only on the given axis. Note: If both are set to false the sprite will never move! - * - * @param allowHorizontal To enable the sprite to be dragged horizontally set to true, otherwise false - * @param allowVertical To enable the sprite to be dragged vertically set to true, otherwise false - */ - function (allowHorizontal, allowVertical) { - if (typeof allowHorizontal === "undefined") { allowHorizontal = true; } - if (typeof allowVertical === "undefined") { allowVertical = true; } - this.allowHorizontalDrag = allowHorizontal; - this.allowVerticalDrag = allowVertical; - }; - InputHandler.prototype.enableSnap = /** - * Make this Sprite snap to the given grid either during drag or when it's released. - * For example 16x16 as the snapX and snapY would make the sprite snap to every 16 pixels. - * - * @param snapX The width of the grid cell in pixels - * @param snapY The height of the grid cell in pixels - * @param onDrag If true the sprite will snap to the grid while being dragged - * @param onRelease If true the sprite will snap to the grid when released - */ - function (snapX, snapY, onDrag, onRelease) { - if (typeof onDrag === "undefined") { onDrag = true; } - if (typeof onRelease === "undefined") { onRelease = false; } - this.snapOnDrag = onDrag; - this.snapOnRelease = onRelease; - this.snapX = snapX; - this.snapY = snapY; - }; - InputHandler.prototype.disableSnap = /** - * Stops the sprite from snapping to a grid during drag or release. - */ - function () { - this.snapOnDrag = false; - this.snapOnRelease = false; - }; - InputHandler.prototype.checkBoundsRect = /** - * Bounds Rect check for the sprite drag - */ - function () { - if(this._parent.x < this.boundsRect.left) { - this._parent.x = this.boundsRect.x; - } else if((this._parent.x + this._parent.width) > this.boundsRect.right) { - this._parent.x = this.boundsRect.right - this._parent.width; - } - if(this._parent.y < this.boundsRect.top) { - this._parent.y = this.boundsRect.top; - } else if((this._parent.y + this._parent.height) > this.boundsRect.bottom) { - this._parent.y = this.boundsRect.bottom - this._parent.height; - } - }; - InputHandler.prototype.checkBoundsSprite = /** - * Parent Sprite Bounds check for the sprite drag - */ - function () { - if(this._parent.x < this.boundsSprite.x) { - this._parent.x = this.boundsSprite.x; - } else if((this._parent.x + this._parent.width) > (this.boundsSprite.x + this.boundsSprite.width)) { - this._parent.x = (this.boundsSprite.x + this.boundsSprite.width) - this._parent.width; - } - if(this._parent.y < this.boundsSprite.y) { - this._parent.y = this.boundsSprite.y; - } else if((this._parent.y + this._parent.height) > (this.boundsSprite.y + this.boundsSprite.height)) { - this._parent.y = (this.boundsSprite.y + this.boundsSprite.height) - this._parent.height; - } - }; - return InputHandler; - })(); - Components.InputHandler = InputHandler; - })(Phaser.Components || (Phaser.Components = {})); - var Components = Phaser.Components; -})(Phaser || (Phaser = {})); diff --git a/wip/TS Source/input/InputManager.js b/wip/TS Source/input/InputManager.js deleted file mode 100644 index 19547435..00000000 --- a/wip/TS Source/input/InputManager.js +++ /dev/null @@ -1,604 +0,0 @@ -/// -/** -* Phaser - InputManager -* -* A game specific Input manager that looks after the mouse, keyboard and touch objects. -* This is updated by the core game loop. -*/ -var Phaser; -(function (Phaser) { - var InputManager = (function () { - function InputManager(game) { - /** - * How often should the input pointers be checked for updates? - * A value of 0 means every single frame (60fps), a value of 1 means every other frame (30fps) and so on. - * @type {number} - */ - this.pollRate = 0; - this._pollCounter = 0; - /** - * A vector object representing the previous position of the Pointer. - * @property vector - * @type {Vec2} - **/ - this._oldPosition = null; - /** - * X coordinate of the most recent Pointer event - * @type {Number} - * @private - */ - this._x = 0; - /** - * X coordinate of the most recent Pointer event - * @type {Number} - * @private - */ - this._y = 0; - /** - * You can disable all Input by setting Input.disabled = true. While set all new input related events will be ignored. - * If you need to disable just one type of input, for example mouse, use Input.mouse.disabled = true instead - * @type {bool} - */ - this.disabled = false; - /** - * Controls the expected behaviour when using a mouse and touch together on a multi-input device - */ - this.multiInputOverride = InputManager.MOUSE_TOUCH_COMBINE; - /** - * Phaser.Gestures handler - * @type {Gestures} - */ - //public gestures: Gestures; - /** - * A vector object representing the current position of the Pointer. - * @property vector - * @type {Vec2} - **/ - this.position = null; - /** - * A vector object representing the speed of the Pointer. Only really useful in single Pointer games, - * otherwise see the Pointer objects directly. - * @property vector - * @type {Vec2} - **/ - this.speed = null; - /** - * A Circle object centered on the x/y screen coordinates of the Input. - * Default size of 44px (Apples recommended "finger tip" size) but can be changed to anything - * @property circle - * @type {Circle} - **/ - this.circle = null; - /** - * The scale by which all input coordinates are multiplied, calculated by the StageScaleMode. - * In an un-scaled game the values will be x: 1 and y: 1. - * @type {Vec2} - */ - this.scale = null; - /** - * The maximum number of Pointers allowed to be active at any one time. - * For lots of games it's useful to set this to 1 - * @type {Number} - */ - this.maxPointers = 10; - /** - * The current number of active Pointers. - * @type {Number} - */ - this.currentPointers = 0; - /** - * The number of milliseconds that the Pointer has to be pressed down and then released to be considered a tap or click - * @property tapRate - * @type {Number} - **/ - this.tapRate = 200; - /** - * The number of milliseconds between taps of the same Pointer for it to be considered a double tap / click - * @property doubleTapRate - * @type {Number} - **/ - this.doubleTapRate = 300; - /** - * The number of milliseconds that the Pointer has to be pressed down for it to fire a onHold event - * @property holdRate - * @type {Number} - **/ - this.holdRate = 2000; - /** - * The number of milliseconds below which the Pointer is considered justPressed - * @property justPressedRate - * @type {Number} - **/ - this.justPressedRate = 200; - /** - * The number of milliseconds below which the Pointer is considered justReleased - * @property justReleasedRate - * @type {Number} - **/ - this.justReleasedRate = 200; - /** - * Sets if the Pointer objects should record a history of x/y coordinates they have passed through. - * The history is cleared each time the Pointer is pressed down. - * The history is updated at the rate specified in Input.pollRate - * @property recordPointerHistory - * @type {bool} - **/ - this.recordPointerHistory = false; - /** - * The rate in milliseconds at which the Pointer objects should update their tracking history - * @property recordRate - * @type {Number} - */ - this.recordRate = 100; - /** - * The total number of entries that can be recorded into the Pointer objects tracking history. - * If the Pointer is tracking one event every 100ms, then a trackLimit of 100 would store the last 10 seconds worth of history. - * @property recordLimit - * @type {Number} - */ - this.recordLimit = 100; - /** - * A Pointer object - * @property pointer3 - * @type {Pointer} - **/ - this.pointer3 = null; - /** - * A Pointer object - * @property pointer4 - * @type {Pointer} - **/ - this.pointer4 = null; - /** - * A Pointer object - * @property pointer5 - * @type {Pointer} - **/ - this.pointer5 = null; - /** - * A Pointer object - * @property pointer6 - * @type {Pointer} - **/ - this.pointer6 = null; - /** - * A Pointer object - * @property pointer7 - * @type {Pointer} - **/ - this.pointer7 = null; - /** - * A Pointer object - * @property pointer8 - * @type {Pointer} - **/ - this.pointer8 = null; - /** - * A Pointer object - * @property pointer9 - * @type {Pointer} - **/ - this.pointer9 = null; - /** - * A Pointer object - * @property pointer10 - * @type {Pointer} - **/ - this.pointer10 = null; - /** - * The most recently active Pointer object. - * When you've limited max pointers to 1 this will accurately be either the first finger touched or mouse. - * @property activePointer - * @type {Pointer} - **/ - this.activePointer = null; - this.inputObjects = []; - this.totalTrackedObjects = 0; - this.game = game; - this.mousePointer = new Phaser.Pointer(this.game, 0); - this.pointer1 = new Phaser.Pointer(this.game, 1); - this.pointer2 = new Phaser.Pointer(this.game, 2); - this.mouse = new Phaser.Mouse(this.game); - this.keyboard = new Phaser.Keyboard(this.game); - this.touch = new Phaser.Touch(this.game); - this.mspointer = new Phaser.MSPointer(this.game); - //this.gestures = new Gestures(this.game); - this.onDown = new Phaser.Signal(); - this.onUp = new Phaser.Signal(); - this.onTap = new Phaser.Signal(); - this.onHold = new Phaser.Signal(); - this.scale = new Phaser.Vec2(1, 1); - this.speed = new Phaser.Vec2(); - this.position = new Phaser.Vec2(); - this._oldPosition = new Phaser.Vec2(); - this.circle = new Phaser.Circle(0, 0, 44); - this.activePointer = this.mousePointer; - this.currentPointers = 0; - this.hitCanvas = document.createElement('canvas'); - this.hitCanvas.width = 1; - this.hitCanvas.height = 1; - this.hitContext = this.hitCanvas.getContext('2d'); - } - InputManager.MOUSE_OVERRIDES_TOUCH = 0; - InputManager.TOUCH_OVERRIDES_MOUSE = 1; - InputManager.MOUSE_TOUCH_COMBINE = 2; - Object.defineProperty(InputManager.prototype, "camera", { - get: /** - * The camera being used for mouse and touch based pointers to calculate their world coordinates. - * This is only ever the camera set by the most recently active Pointer. - * If you need to know exactly which camera a specific Pointer is over then see Pointer.camera instead. - * @property camera - * @type {Camera} - **/ - function () { - return this.activePointer.camera; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(InputManager.prototype, "x", { - get: /** - * The X coordinate of the most recently active pointer. - * This value takes game scaling into account automatically. See Pointer.screenX/clientX for source values. - * @property x - * @type {Number} - **/ - function () { - return this._x; - }, - set: function (value) { - this._x = Math.floor(value); - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(InputManager.prototype, "y", { - get: /** - * The Y coordinate of the most recently active pointer. - * This value takes game scaling into account automatically. See Pointer.screenY/clientY for source values. - * @property y - * @type {Number} - **/ - function () { - return this._y; - }, - set: function (value) { - this._y = Math.floor(value); - }, - enumerable: true, - configurable: true - }); - InputManager.prototype.addPointer = /** - * Add a new Pointer object to the Input Manager. By default Input creates 2 pointer objects for you. If you need more - * use this to create a new one, up to a maximum of 10. - * @method addPointer - * @return {Pointer} A reference to the new Pointer object - **/ - function () { - var next = 0; - for(var i = 10; i > 0; i--) { - if(this['pointer' + i] === null) { - next = i; - } - } - if(next == 0) { - throw new Error("You can only have 10 Pointer objects"); - return null; - } else { - this['pointer' + next] = new Phaser.Pointer(this.game, next); - return this['pointer' + next]; - } - }; - InputManager.prototype.boot = /** - * Starts the Input Manager running - * @method start - **/ - function () { - this.mouse.start(); - this.keyboard.start(); - this.touch.start(); - this.mspointer.start(); - //this.gestures.start(); - this.mousePointer.active = true; - }; - InputManager.prototype.addGameObject = /** - * Adds a new game object to be tracked by the Input Manager. Called by the Sprite.Input component, should not usually be called directly. - * @method addGameObject - **/ - function (object) { - // Find a spare slot - for(var i = 0; i < this.inputObjects.length; i++) { - if(this.inputObjects[i] == null) { - this.inputObjects[i] = object; - object.input.indexID = i; - this.totalTrackedObjects++; - return; - } - } - // If we got this far we need to push a new entry into the array - object.input.indexID = this.inputObjects.length; - this.inputObjects.push(object); - this.totalTrackedObjects++; - }; - InputManager.prototype.removeGameObject = /** - * Removes a game object from the Input Manager. Called by the Sprite.Input component, should not usually be called directly. - * @method removeGameObject - **/ - function (index) { - if(this.inputObjects[index]) { - this.inputObjects[index] = null; - } - }; - Object.defineProperty(InputManager.prototype, "pollLocked", { - get: function () { - return (this.pollRate > 0 && this._pollCounter < this.pollRate); - }, - enumerable: true, - configurable: true - }); - InputManager.prototype.update = /** - * Updates the Input Manager. Called by the core Game loop. - * @method update - **/ - function () { - if(this.pollRate > 0 && this._pollCounter < this.pollRate) { - this._pollCounter++; - return; - } - this.speed.x = this.position.x - this._oldPosition.x; - this.speed.y = this.position.y - this._oldPosition.y; - this._oldPosition.copyFrom(this.position); - this.mousePointer.update(); - this.pointer1.update(); - this.pointer2.update(); - if(this.pointer3) { - this.pointer3.update(); - } - if(this.pointer4) { - this.pointer4.update(); - } - if(this.pointer5) { - this.pointer5.update(); - } - if(this.pointer6) { - this.pointer6.update(); - } - if(this.pointer7) { - this.pointer7.update(); - } - if(this.pointer8) { - this.pointer8.update(); - } - if(this.pointer9) { - this.pointer9.update(); - } - if(this.pointer10) { - this.pointer10.update(); - } - this._pollCounter = 0; - }; - InputManager.prototype.reset = /** - * Reset all of the Pointers and Input states - * @method reset - * @param hard {bool} A soft reset (hard = false) won't reset any signals that might be bound. A hard reset will. - **/ - function (hard) { - if (typeof hard === "undefined") { hard = false; } - this.keyboard.reset(); - this.mousePointer.reset(); - for(var i = 1; i <= 10; i++) { - if(this['pointer' + i]) { - this['pointer' + i].reset(); - } - } - this.currentPointers = 0; - this.game.stage.canvas.style.cursor = "default"; - if(hard == true) { - this.onDown.dispose(); - this.onUp.dispose(); - this.onTap.dispose(); - this.onHold.dispose(); - this.onDown = new Phaser.Signal(); - this.onUp = new Phaser.Signal(); - this.onTap = new Phaser.Signal(); - this.onHold = new Phaser.Signal(); - for(var i = 0; i < this.totalTrackedObjects; i++) { - if(this.inputObjects[i] && this.inputObjects[i].input) { - this.inputObjects[i].input.reset(); - } - } - this.inputObjects.length = 0; - this.totalTrackedObjects = 0; - } - this._pollCounter = 0; - }; - InputManager.prototype.resetSpeed = function (x, y) { - this._oldPosition.setTo(x, y); - this.speed.setTo(0, 0); - }; - Object.defineProperty(InputManager.prototype, "totalInactivePointers", { - get: /** - * Get the total number of inactive Pointers - * @method totalInactivePointers - * @return {Number} The number of Pointers currently inactive - **/ - function () { - return 10 - this.currentPointers; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(InputManager.prototype, "totalActivePointers", { - get: /** - * Recalculates the total number of active Pointers - * @method totalActivePointers - * @return {Number} The number of Pointers currently active - **/ - function () { - this.currentPointers = 0; - for(var i = 1; i <= 10; i++) { - if(this['pointer' + i] && this['pointer' + i].active) { - this.currentPointers++; - } - } - return this.currentPointers; - }, - enumerable: true, - configurable: true - }); - InputManager.prototype.startPointer = /** - * Find the first free Pointer object and start it, passing in the event data. - * @method startPointer - * @param {Any} event The event data from the Touch event - * @return {Pointer} The Pointer object that was started or null if no Pointer object is available - **/ - function (event) { - if(this.maxPointers < 10 && this.totalActivePointers == this.maxPointers) { - return null; - } - // Unrolled for speed - if(this.pointer1.active == false) { - return this.pointer1.start(event); - } else if(this.pointer2.active == false) { - return this.pointer2.start(event); - } else { - for(var i = 3; i <= 10; i++) { - if(this['pointer' + i] && this['pointer' + i].active == false) { - return this['pointer' + i].start(event); - } - } - } - return null; - }; - InputManager.prototype.updatePointer = /** - * Updates the matching Pointer object, passing in the event data. - * @method updatePointer - * @param {Any} event The event data from the Touch event - * @return {Pointer} The Pointer object that was updated or null if no Pointer object is available - **/ - function (event) { - // Unrolled for speed - if(this.pointer1.active && this.pointer1.identifier == event.identifier) { - return this.pointer1.move(event); - } else if(this.pointer2.active && this.pointer2.identifier == event.identifier) { - return this.pointer2.move(event); - } else { - for(var i = 3; i <= 10; i++) { - if(this['pointer' + i] && this['pointer' + i].active && this['pointer' + i].identifier == event.identifier) { - return this['pointer' + i].move(event); - } - } - } - return null; - }; - InputManager.prototype.stopPointer = /** - * Stops the matching Pointer object, passing in the event data. - * @method stopPointer - * @param {Any} event The event data from the Touch event - * @return {Pointer} The Pointer object that was stopped or null if no Pointer object is available - **/ - function (event) { - // Unrolled for speed - if(this.pointer1.active && this.pointer1.identifier == event.identifier) { - return this.pointer1.stop(event); - } else if(this.pointer2.active && this.pointer2.identifier == event.identifier) { - return this.pointer2.stop(event); - } else { - for(var i = 3; i <= 10; i++) { - if(this['pointer' + i] && this['pointer' + i].active && this['pointer' + i].identifier == event.identifier) { - return this['pointer' + i].stop(event); - } - } - } - return null; - }; - InputManager.prototype.getPointer = /** - * Get the next Pointer object whos active property matches the given state - * @method getPointer - * @param {bool} state The state the Pointer should be in (false for inactive, true for active) - * @return {Pointer} A Pointer object or null if no Pointer object matches the requested state. - **/ - function (state) { - if (typeof state === "undefined") { state = false; } - // Unrolled for speed - if(this.pointer1.active == state) { - return this.pointer1; - } else if(this.pointer2.active == state) { - return this.pointer2; - } else { - for(var i = 3; i <= 10; i++) { - if(this['pointer' + i] && this['pointer' + i].active == state) { - return this['pointer' + i]; - } - } - } - return null; - }; - InputManager.prototype.getPointerFromIdentifier = /** - * Get the Pointer object whos identified property matches the given identifier value - * @method getPointerFromIdentifier - * @param {Number} identifier The Pointer.identifier value to search for - * @return {Pointer} A Pointer object or null if no Pointer object matches the requested identifier. - **/ - function (identifier) { - // Unrolled for speed - if(this.pointer1.identifier == identifier) { - return this.pointer1; - } else if(this.pointer2.identifier == identifier) { - return this.pointer2; - } else { - for(var i = 3; i <= 10; i++) { - if(this['pointer' + i] && this['pointer' + i].identifier == identifier) { - return this['pointer' + i]; - } - } - } - return null; - }; - Object.defineProperty(InputManager.prototype, "worldX", { - get: function () { - if(this.camera) { - return (this.camera.worldView.x - this.camera.screenView.x) + this.x; - } - return null; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(InputManager.prototype, "worldY", { - get: function () { - if(this.camera) { - return (this.camera.worldView.y - this.camera.screenView.y) + this.y; - } - return null; - }, - enumerable: true, - configurable: true - }); - InputManager.prototype.getDistance = /** - * Get the distance between two Pointer objects - * @method getDistance - * @param {Pointer} pointer1 - * @param {Pointer} pointer2 - **/ - function (pointer1, pointer2) { - return Phaser.Vec2Utils.distance(pointer1.position, pointer2.position); - }; - InputManager.prototype.getAngle = /** - * Get the angle between two Pointer objects - * @method getAngle - * @param {Pointer} pointer1 - * @param {Pointer} pointer2 - **/ - function (pointer1, pointer2) { - return Phaser.Vec2Utils.angle(pointer1.position, pointer2.position); - }; - InputManager.prototype.pixelPerfectCheck = function (sprite, pointer, alpha) { - if (typeof alpha === "undefined") { alpha = 255; } - this.hitContext.clearRect(0, 0, 1, 1); - return true; - }; - return InputManager; - })(); - Phaser.InputManager = InputManager; -})(Phaser || (Phaser = {})); diff --git a/wip/TS Source/input/Keyboard.js b/wip/TS Source/input/Keyboard.js deleted file mode 100644 index dfe1338a..00000000 --- a/wip/TS Source/input/Keyboard.js +++ /dev/null @@ -1,250 +0,0 @@ -/// -/** -* Phaser - Keyboard -* -* The Keyboard class handles keyboard interactions with the game and the resulting events. -* The avoid stealing all browser input we don't use event.preventDefault. If you would like to trap a specific key however -* then use the addKeyCapture() method. -*/ -var Phaser; -(function (Phaser) { - var Keyboard = (function () { - function Keyboard(game) { - this._keys = { - }; - this._capture = { - }; - /** - * You can disable all Input by setting disabled = true. While set all new input related events will be ignored. - * @type {bool} - */ - this.disabled = false; - this.game = game; - } - Keyboard.prototype.start = function () { - var _this = this; - this._onKeyDown = function (event) { - return _this.onKeyDown(event); - }; - this._onKeyUp = function (event) { - return _this.onKeyUp(event); - }; - document.body.addEventListener('keydown', this._onKeyDown, false); - document.body.addEventListener('keyup', this._onKeyUp, false); - }; - Keyboard.prototype.stop = function () { - document.body.removeEventListener('keydown', this._onKeyDown); - document.body.removeEventListener('keyup', this._onKeyUp); - }; - Keyboard.prototype.addKeyCapture = /** - * By default when a key is pressed Phaser will not stop the event from propagating up to the browser. - * There are some keys this can be annoying for, like the arrow keys or space bar, which make the browser window scroll. - * You can use addKeyCapture to consume the keyboard event for specific keys so it doesn't bubble up to the the browser. - * Pass in either a single keycode or an array of keycodes. - * @param {Any} keycode - */ - function (keycode) { - if(typeof keycode === 'object') { - for(var i = 0; i < keycode.length; i++) { - this._capture[keycode[i]] = true; - } - } else { - this._capture[keycode] = true; - } - }; - Keyboard.prototype.removeKeyCapture = /** - * @param {Number} keycode - */ - function (keycode) { - delete this._capture[keycode]; - }; - Keyboard.prototype.clearCaptures = function () { - this._capture = { - }; - }; - Keyboard.prototype.onKeyDown = /** - * @param {KeyboardEvent} event - */ - function (event) { - if(this.game.input.disabled || this.disabled) { - return; - } - if(this._capture[event.keyCode]) { - event.preventDefault(); - } - if(!this._keys[event.keyCode]) { - this._keys[event.keyCode] = { - isDown: true, - timeDown: this.game.time.now, - timeUp: 0 - }; - } else { - this._keys[event.keyCode].isDown = true; - this._keys[event.keyCode].timeDown = this.game.time.now; - } - }; - Keyboard.prototype.onKeyUp = /** - * @param {KeyboardEvent} event - */ - function (event) { - if(this.game.input.disabled || this.disabled) { - return; - } - if(this._capture[event.keyCode]) { - event.preventDefault(); - } - if(!this._keys[event.keyCode]) { - this._keys[event.keyCode] = { - isDown: false, - timeDown: 0, - timeUp: this.game.time.now - }; - } else { - this._keys[event.keyCode].isDown = false; - this._keys[event.keyCode].timeUp = this.game.time.now; - } - }; - Keyboard.prototype.reset = function () { - for(var key in this._keys) { - this._keys[key].isDown = false; - } - }; - Keyboard.prototype.justPressed = /** - * @param {Number} keycode - * @param {Number} [duration] - * @return {bool} - */ - function (keycode, duration) { - if (typeof duration === "undefined") { duration = 250; } - if(this._keys[keycode] && this._keys[keycode].isDown === true && (this.game.time.now - this._keys[keycode].timeDown < duration)) { - return true; - } else { - return false; - } - }; - Keyboard.prototype.justReleased = /** - * @param {Number} keycode - * @param {Number} [duration] - * @return {bool} - */ - function (keycode, duration) { - if (typeof duration === "undefined") { duration = 250; } - if(this._keys[keycode] && this._keys[keycode].isDown === false && (this.game.time.now - this._keys[keycode].timeUp < duration)) { - return true; - } else { - return false; - } - }; - Keyboard.prototype.isDown = /** - * @param {Number} keycode - * @return {bool} - */ - function (keycode) { - if(this._keys[keycode]) { - return this._keys[keycode].isDown; - } else { - return false; - } - }; - Keyboard.A = "A".charCodeAt(0); - Keyboard.B = "B".charCodeAt(0); - Keyboard.C = "C".charCodeAt(0); - Keyboard.D = "D".charCodeAt(0); - Keyboard.E = "E".charCodeAt(0); - Keyboard.F = "F".charCodeAt(0); - Keyboard.G = "G".charCodeAt(0); - Keyboard.H = "H".charCodeAt(0); - Keyboard.I = "I".charCodeAt(0); - Keyboard.J = "J".charCodeAt(0); - Keyboard.K = "K".charCodeAt(0); - Keyboard.L = "L".charCodeAt(0); - Keyboard.M = "M".charCodeAt(0); - Keyboard.N = "N".charCodeAt(0); - Keyboard.O = "O".charCodeAt(0); - Keyboard.P = "P".charCodeAt(0); - Keyboard.Q = "Q".charCodeAt(0); - Keyboard.R = "R".charCodeAt(0); - Keyboard.S = "S".charCodeAt(0); - Keyboard.T = "T".charCodeAt(0); - Keyboard.U = "U".charCodeAt(0); - Keyboard.V = "V".charCodeAt(0); - Keyboard.W = "W".charCodeAt(0); - Keyboard.X = "X".charCodeAt(0); - Keyboard.Y = "Y".charCodeAt(0); - Keyboard.Z = "Z".charCodeAt(0); - Keyboard.ZERO = "0".charCodeAt(0); - Keyboard.ONE = "1".charCodeAt(0); - Keyboard.TWO = "2".charCodeAt(0); - Keyboard.THREE = "3".charCodeAt(0); - Keyboard.FOUR = "4".charCodeAt(0); - Keyboard.FIVE = "5".charCodeAt(0); - Keyboard.SIX = "6".charCodeAt(0); - Keyboard.SEVEN = "7".charCodeAt(0); - Keyboard.EIGHT = "8".charCodeAt(0); - Keyboard.NINE = "9".charCodeAt(0); - Keyboard.NUMPAD_0 = 96; - Keyboard.NUMPAD_1 = 97; - Keyboard.NUMPAD_2 = 98; - Keyboard.NUMPAD_3 = 99; - Keyboard.NUMPAD_4 = 100; - Keyboard.NUMPAD_5 = 101; - Keyboard.NUMPAD_6 = 102; - Keyboard.NUMPAD_7 = 103; - Keyboard.NUMPAD_8 = 104; - Keyboard.NUMPAD_9 = 105; - Keyboard.NUMPAD_MULTIPLY = 106; - Keyboard.NUMPAD_ADD = 107; - Keyboard.NUMPAD_ENTER = 108; - Keyboard.NUMPAD_SUBTRACT = 109; - Keyboard.NUMPAD_DECIMAL = 110; - Keyboard.NUMPAD_DIVIDE = 111; - Keyboard.F1 = 112; - Keyboard.F2 = 113; - Keyboard.F3 = 114; - Keyboard.F4 = 115; - Keyboard.F5 = 116; - Keyboard.F6 = 117; - Keyboard.F7 = 118; - Keyboard.F8 = 119; - Keyboard.F9 = 120; - Keyboard.F10 = 121; - Keyboard.F11 = 122; - Keyboard.F12 = 123; - Keyboard.F13 = 124; - Keyboard.F14 = 125; - Keyboard.F15 = 126; - Keyboard.COLON = 186; - Keyboard.EQUALS = 187; - Keyboard.UNDERSCORE = 189; - Keyboard.QUESTION_MARK = 191; - Keyboard.TILDE = 192; - Keyboard.OPEN_BRACKET = 219; - Keyboard.BACKWARD_SLASH = 220; - Keyboard.CLOSED_BRACKET = 221; - Keyboard.QUOTES = 222; - Keyboard.BACKSPACE = 8; - Keyboard.TAB = 9; - Keyboard.CLEAR = 12; - Keyboard.ENTER = 13; - Keyboard.SHIFT = 16; - Keyboard.CONTROL = 17; - Keyboard.ALT = 18; - Keyboard.CAPS_LOCK = 20; - Keyboard.ESC = 27; - Keyboard.SPACEBAR = 32; - Keyboard.PAGE_UP = 33; - Keyboard.PAGE_DOWN = 34; - Keyboard.END = 35; - Keyboard.HOME = 36; - Keyboard.LEFT = 37; - Keyboard.UP = 38; - Keyboard.RIGHT = 39; - Keyboard.DOWN = 40; - Keyboard.INSERT = 45; - Keyboard.DELETE = 46; - Keyboard.HELP = 47; - Keyboard.NUM_LOCK = 144; - return Keyboard; - })(); - Phaser.Keyboard = Keyboard; -})(Phaser || (Phaser = {})); diff --git a/wip/TS Source/input/MSPointer.js b/wip/TS Source/input/MSPointer.js deleted file mode 100644 index ad67f8c6..00000000 --- a/wip/TS Source/input/MSPointer.js +++ /dev/null @@ -1,99 +0,0 @@ -/// -/** -* Phaser - MSPointer -* -* The MSPointer class handles touch interactions with the game and the resulting Pointer objects. -* It will work only in Internet Explorer 10 and Windows Store or Windows Phone 8 apps using JavaScript. -* http://msdn.microsoft.com/en-us/library/ie/hh673557(v=vs.85).aspx -*/ -var Phaser; -(function (Phaser) { - var MSPointer = (function () { - /** - * Constructor - * @param {Game} game. - * @return {MSPointer} This object. - */ - function MSPointer(game) { - /** - * You can disable all Input by setting disabled = true. While set all new input related events will be ignored. - * @type {bool} - */ - this.disabled = false; - this.game = game; - } - MSPointer.prototype.start = /** - * Starts the event listeners running - * @method start - */ - function () { - var _this = this; - if(this.game.device.mspointer == true) { - this._onMSPointerDown = function (event) { - return _this.onPointerDown(event); - }; - this._onMSPointerMove = function (event) { - return _this.onPointerMove(event); - }; - this._onMSPointerUp = function (event) { - return _this.onPointerUp(event); - }; - this.game.stage.canvas.addEventListener('MSPointerDown', this._onMSPointerDown, false); - this.game.stage.canvas.addEventListener('MSPointerMove', this._onMSPointerMove, false); - this.game.stage.canvas.addEventListener('MSPointerUp', this._onMSPointerUp, false); - } - }; - MSPointer.prototype.onPointerDown = /** - * - * @method onPointerDown - * @param {Any} event - **/ - function (event) { - if(this.game.input.disabled || this.disabled) { - return; - } - event.preventDefault(); - event.identifier = event.pointerId; - this.game.input.startPointer(event); - }; - MSPointer.prototype.onPointerMove = /** - * - * @method onPointerMove - * @param {Any} event - **/ - function (event) { - if(this.game.input.disabled || this.disabled) { - return; - } - event.preventDefault(); - event.identifier = event.pointerId; - this.game.input.updatePointer(event); - }; - MSPointer.prototype.onPointerUp = /** - * - * @method onPointerUp - * @param {Any} event - **/ - function (event) { - if(this.game.input.disabled || this.disabled) { - return; - } - event.preventDefault(); - event.identifier = event.pointerId; - this.game.input.stopPointer(event); - }; - MSPointer.prototype.stop = /** - * Stop the event listeners - * @method stop - */ - function () { - if(this.game.device.mspointer == true) { - this.game.stage.canvas.removeEventListener('MSPointerDown', this._onMSPointerDown); - this.game.stage.canvas.removeEventListener('MSPointerMove', this._onMSPointerMove); - this.game.stage.canvas.removeEventListener('MSPointerUp', this._onMSPointerUp); - } - }; - return MSPointer; - })(); - Phaser.MSPointer = MSPointer; -})(Phaser || (Phaser = {})); diff --git a/wip/TS Source/input/Mouse.js b/wip/TS Source/input/Mouse.js deleted file mode 100644 index 4f9ed6a8..00000000 --- a/wip/TS Source/input/Mouse.js +++ /dev/null @@ -1,99 +0,0 @@ -/// -/** -* Phaser - Mouse -* -* The Mouse class handles mouse interactions with the game and the resulting events. -*/ -var Phaser; -(function (Phaser) { - var Mouse = (function () { - function Mouse(game) { - /** - * You can disable all Input by setting disabled = true. While set all new input related events will be ignored. - * @type {bool} - */ - this.disabled = false; - this.mouseDownCallback = null; - this.mouseMoveCallback = null; - this.mouseUpCallback = null; - this.game = game; - this.callbackContext = this.game; - } - Mouse.LEFT_BUTTON = 0; - Mouse.MIDDLE_BUTTON = 1; - Mouse.RIGHT_BUTTON = 2; - Mouse.prototype.start = /** - * Starts the event listeners running - * @method start - */ - function () { - var _this = this; - if(this.game.device.android && this.game.device.chrome == false) { - // Android stock browser fires mouse events even if you preventDefault on the touchStart, so ... - return; - } - this._onMouseDown = function (event) { - return _this.onMouseDown(event); - }; - this._onMouseMove = function (event) { - return _this.onMouseMove(event); - }; - this._onMouseUp = function (event) { - return _this.onMouseUp(event); - }; - this.game.stage.canvas.addEventListener('mousedown', this._onMouseDown, true); - this.game.stage.canvas.addEventListener('mousemove', this._onMouseMove, true); - this.game.stage.canvas.addEventListener('mouseup', this._onMouseUp, true); - }; - Mouse.prototype.onMouseDown = /** - * @param {MouseEvent} event - */ - function (event) { - if(this.mouseDownCallback) { - this.mouseDownCallback.call(this.callbackContext, event); - } - if(this.game.input.disabled || this.disabled) { - return; - } - event['identifier'] = 0; - this.game.input.mousePointer.start(event); - }; - Mouse.prototype.onMouseMove = /** - * @param {MouseEvent} event - */ - function (event) { - if(this.mouseMoveCallback) { - this.mouseMoveCallback.call(this.callbackContext, event); - } - if(this.game.input.disabled || this.disabled) { - return; - } - event['identifier'] = 0; - this.game.input.mousePointer.move(event); - }; - Mouse.prototype.onMouseUp = /** - * @param {MouseEvent} event - */ - function (event) { - if(this.mouseUpCallback) { - this.mouseUpCallback.call(this.callbackContext, event); - } - if(this.game.input.disabled || this.disabled) { - return; - } - event['identifier'] = 0; - this.game.input.mousePointer.stop(event); - }; - Mouse.prototype.stop = /** - * Stop the event listeners - * @method stop - */ - function () { - this.game.stage.canvas.removeEventListener('mousedown', this._onMouseDown); - this.game.stage.canvas.removeEventListener('mousemove', this._onMouseMove); - this.game.stage.canvas.removeEventListener('mouseup', this._onMouseUp); - }; - return Mouse; - })(); - Phaser.Mouse = Mouse; -})(Phaser || (Phaser = {})); diff --git a/wip/TS Source/input/Pointer.js b/wip/TS Source/input/Pointer.js deleted file mode 100644 index 4de3ab4b..00000000 --- a/wip/TS Source/input/Pointer.js +++ /dev/null @@ -1,497 +0,0 @@ -/// -/** -* Phaser - Pointer -* -* A Pointer object is used by the Touch and MSPoint managers and represents a single finger on the touch screen. -*/ -var Phaser; -(function (Phaser) { - var Pointer = (function () { - /** - * Constructor - * @param {Phaser.Game} game. - * @return {Phaser.Pointer} This object. - */ - function Pointer(game, id) { - /** - * Local private variable to store the status of dispatching a hold event - * @property _holdSent - * @type {bool} - * @private - */ - this._holdSent = false; - /** - * Local private variable storing the short-term history of pointer movements - * @property _history - * @type {Array} - * @private - */ - this._history = []; - /** - * Local private variable storing the time at which the next history drop should occur - * @property _lastDrop - * @type {Number} - * @private - */ - this._nextDrop = 0; - // Monitor events outside of a state reset loop - this._stateReset = false; - /** - * A Vector object containing the initial position when the Pointer was engaged with the screen. - * @property positionDown - * @type {Vec2} - **/ - this.positionDown = null; - /** - * A Vector object containing the current position of the Pointer on the screen. - * @property position - * @type {Vec2} - **/ - this.position = null; - /** - * A Circle object centered on the x/y screen coordinates of the Pointer. - * Default size of 44px (Apple's recommended "finger tip" size) - * @property circle - * @type {Circle} - **/ - this.circle = null; - /** - * - * @property withinGame - * @type {bool} - */ - this.withinGame = false; - /** - * The horizontal coordinate of point relative to the viewport in pixels, excluding any scroll offset - * @property clientX - * @type {Number} - */ - this.clientX = -1; - /** - * The vertical coordinate of point relative to the viewport in pixels, excluding any scroll offset - * @property clientY - * @type {Number} - */ - this.clientY = -1; - /** - * The horizontal coordinate of point relative to the viewport in pixels, including any scroll offset - * @property pageX - * @type {Number} - */ - this.pageX = -1; - /** - * The vertical coordinate of point relative to the viewport in pixels, including any scroll offset - * @property pageY - * @type {Number} - */ - this.pageY = -1; - /** - * The horizontal coordinate of point relative to the screen in pixels - * @property screenX - * @type {Number} - */ - this.screenX = -1; - /** - * The vertical coordinate of point relative to the screen in pixels - * @property screenY - * @type {Number} - */ - this.screenY = -1; - /** - * The horizontal coordinate of point relative to the game element. This value is automatically scaled based on game size. - * @property x - * @type {Number} - */ - this.x = -1; - /** - * The vertical coordinate of point relative to the game element. This value is automatically scaled based on game size. - * @property y - * @type {Number} - */ - this.y = -1; - /** - * If the Pointer is a mouse this is true, otherwise false - * @property isMouse - * @type {bool} - **/ - this.isMouse = false; - /** - * If the Pointer is touching the touchscreen, or the mouse button is held down, isDown is set to true - * @property isDown - * @type {bool} - **/ - this.isDown = false; - /** - * If the Pointer is not touching the touchscreen, or the mouse button is up, isUp is set to true - * @property isUp - * @type {bool} - **/ - this.isUp = true; - /** - * A timestamp representing when the Pointer first touched the touchscreen. - * @property timeDown - * @type {Number} - **/ - this.timeDown = 0; - /** - * A timestamp representing when the Pointer left the touchscreen. - * @property timeUp - * @type {Number} - **/ - this.timeUp = 0; - /** - * A timestamp representing when the Pointer was last tapped or clicked - * @property previousTapTime - * @type {Number} - **/ - this.previousTapTime = 0; - /** - * The total number of times this Pointer has been touched to the touchscreen - * @property totalTouches - * @type {Number} - **/ - this.totalTouches = 0; - /** - * The number of miliseconds since the last click - * @property msSinceLastClick - * @type {Number} - **/ - this.msSinceLastClick = Number.MAX_VALUE; - /** - * The Game Object this Pointer is currently over / touching / dragging. - * @property targetObject - * @type {Any} - **/ - this.targetObject = null; - /** - * The top-most Camera that this Pointer is over (if any, null if none). - * If the Pointer is over several cameras that are stacked on-top of each other this is only ever set to the top-most rendered camera. - * @property camera - * @type {Phaser.Camera} - **/ - this.camera = null; - this.game = game; - this.id = id; - this.active = false; - this.position = new Phaser.Vec2(); - this.positionDown = new Phaser.Vec2(); - this.circle = new Phaser.Circle(0, 0, 44); - if(id == 0) { - this.isMouse = true; - } - } - Object.defineProperty(Pointer.prototype, "duration", { - get: /** - * How long the Pointer has been depressed on the touchscreen. If not currently down it returns -1. - * @property duration - * @type {Number} - **/ - function () { - if(this.isUp) { - return -1; - } - return this.game.time.now - this.timeDown; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Pointer.prototype, "worldX", { - get: /** - * Gets the X value of this Pointer in world coordinates based on the given camera. - * @param {Camera} [camera] - */ - function () { - if(this.camera) { - return (this.camera.worldView.x - this.camera.screenView.x) + this.x; - } - return null; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Pointer.prototype, "worldY", { - get: /** - * Gets the Y value of this Pointer in world coordinates based on the given camera. - * @param {Camera} [camera] - */ - function () { - if(this.camera) { - return (this.camera.worldView.y - this.camera.screenView.y) + this.y; - } - return null; - }, - enumerable: true, - configurable: true - }); - Pointer.prototype.start = /** - * Called when the Pointer is pressed onto the touchscreen - * @method start - * @param {Any} event - */ - function (event) { - this.identifier = event.identifier; - this.target = event.target; - if(event.button) { - this.button = event.button; - } - // Fix to stop rogue browser plugins from blocking the visibility state event - if(this.game.paused == true && this.game.stage.scale.incorrectOrientation == false) { - this.game.stage.resumeGame(); - return this; - } - this._history.length = 0; - this.active = true; - this.withinGame = true; - this.isDown = true; - this.isUp = false; - // Work out how long it has been since the last click - this.msSinceLastClick = this.game.time.now - this.timeDown; - this.timeDown = this.game.time.now; - this._holdSent = false; - // This sets the x/y and other local values - this.move(event); - // x and y are the old values here? - this.positionDown.setTo(this.x, this.y); - if(this.game.input.multiInputOverride == Phaser.InputManager.MOUSE_OVERRIDES_TOUCH || this.game.input.multiInputOverride == Phaser.InputManager.MOUSE_TOUCH_COMBINE || (this.game.input.multiInputOverride == Phaser.InputManager.TOUCH_OVERRIDES_MOUSE && this.game.input.currentPointers == 0)) { - //this.game.input.x = this.x * this.game.input.scale.x; - //this.game.input.y = this.y * this.game.input.scale.y; - this.game.input.x = this.x; - this.game.input.y = this.y; - this.game.input.position.setTo(this.x, this.y); - this.game.input.onDown.dispatch(this); - this.game.input.resetSpeed(this.x, this.y); - } - this._stateReset = false; - this.totalTouches++; - if(this.isMouse == false) { - this.game.input.currentPointers++; - } - if(this.targetObject !== null) { - this.targetObject.input._touchedHandler(this); - } - return this; - }; - Pointer.prototype.update = function () { - if(this.active) { - if(this._holdSent == false && this.duration >= this.game.input.holdRate) { - if(this.game.input.multiInputOverride == Phaser.InputManager.MOUSE_OVERRIDES_TOUCH || this.game.input.multiInputOverride == Phaser.InputManager.MOUSE_TOUCH_COMBINE || (this.game.input.multiInputOverride == Phaser.InputManager.TOUCH_OVERRIDES_MOUSE && this.game.input.currentPointers == 0)) { - this.game.input.onHold.dispatch(this); - } - this._holdSent = true; - } - // Update the droppings history - if(this.game.input.recordPointerHistory && this.game.time.now >= this._nextDrop) { - this._nextDrop = this.game.time.now + this.game.input.recordRate; - this._history.push({ - x: this.position.x, - y: this.position.y - }); - if(this._history.length > this.game.input.recordLimit) { - this._history.shift(); - } - } - // Check which camera they are over - this.camera = this.game.world.cameras.getCameraUnderPoint(this.x, this.y); - } - }; - Pointer.prototype.move = /** - * Called when the Pointer is moved on the touchscreen - * @method move - * @param {Any} event - */ - function (event) { - if(this.game.input.pollLocked) { - return; - } - if(event.button) { - this.button = event.button; - } - this.clientX = event.clientX; - this.clientY = event.clientY; - this.pageX = event.pageX; - this.pageY = event.pageY; - this.screenX = event.screenX; - this.screenY = event.screenY; - this.x = (this.pageX - this.game.stage.offset.x) * this.game.input.scale.x; - this.y = (this.pageY - this.game.stage.offset.y) * this.game.input.scale.y; - this.position.setTo(this.x, this.y); - this.circle.x = this.x; - this.circle.y = this.y; - if(this.game.input.multiInputOverride == Phaser.InputManager.MOUSE_OVERRIDES_TOUCH || this.game.input.multiInputOverride == Phaser.InputManager.MOUSE_TOUCH_COMBINE || (this.game.input.multiInputOverride == Phaser.InputManager.TOUCH_OVERRIDES_MOUSE && this.game.input.currentPointers == 0)) { - this.game.input.activePointer = this; - this.game.input.x = this.x; - this.game.input.y = this.y; - this.game.input.position.setTo(this.game.input.x, this.game.input.y); - this.game.input.circle.x = this.game.input.x; - this.game.input.circle.y = this.game.input.y; - } - // If the game is paused we don't process any target objects - if(this.game.paused) { - return this; - } - // Easy out if we're dragging something and it still exists - if(this.targetObject !== null && this.targetObject.input && this.targetObject.input.isDragged == true) { - if(this.targetObject.input.update(this) == false) { - this.targetObject = null; - } - return this; - } - // Work out which object is on the top - this._highestRenderOrderID = -1; - this._highestRenderObject = -1; - this._highestInputPriorityID = -1; - for(var i = 0; i < this.game.input.totalTrackedObjects; i++) { - if(this.game.input.inputObjects[i] && this.game.input.inputObjects[i].input && this.game.input.inputObjects[i].input.checkPointerOver(this)) { - // If the object has a higher InputManager.PriorityID OR if the priority ID is the same as the current highest AND it has a higher renderOrderID, then set it to the top - if(this.game.input.inputObjects[i].input.priorityID > this._highestInputPriorityID || (this.game.input.inputObjects[i].input.priorityID == this._highestInputPriorityID && this.game.input.inputObjects[i].renderOrderID > this._highestRenderOrderID)) { - this._highestRenderOrderID = this.game.input.inputObjects[i].renderOrderID; - this._highestRenderObject = i; - this._highestInputPriorityID = this.game.input.inputObjects[i].input.priorityID; - } - } - } - if(this._highestRenderObject == -1) { - // The pointer isn't over anything, check if we've got a lingering previous target - if(this.targetObject !== null) { - this.targetObject.input._pointerOutHandler(this); - this.targetObject = null; - } - } else { - if(this.targetObject == null) { - // And now set the new one - this.targetObject = this.game.input.inputObjects[this._highestRenderObject]; - this.targetObject.input._pointerOverHandler(this); - } else { - // We've got a target from the last update - if(this.targetObject == this.game.input.inputObjects[this._highestRenderObject]) { - // Same target as before, so update it - if(this.targetObject.input.update(this) == false) { - this.targetObject = null; - } - } else { - // The target has changed, so tell the old one we've left it - this.targetObject.input._pointerOutHandler(this); - // And now set the new one - this.targetObject = this.game.input.inputObjects[this._highestRenderObject]; - this.targetObject.input._pointerOverHandler(this); - } - } - } - return this; - }; - Pointer.prototype.leave = /** - * Called when the Pointer leaves the target area - * @method leave - * @param {Any} event - */ - function (event) { - this.withinGame = false; - this.move(event); - }; - Pointer.prototype.stop = /** - * Called when the Pointer leaves the touchscreen - * @method stop - * @param {Any} event - */ - function (event) { - if(this._stateReset) { - event.preventDefault(); - return; - } - this.timeUp = this.game.time.now; - if(this.game.input.multiInputOverride == Phaser.InputManager.MOUSE_OVERRIDES_TOUCH || this.game.input.multiInputOverride == Phaser.InputManager.MOUSE_TOUCH_COMBINE || (this.game.input.multiInputOverride == Phaser.InputManager.TOUCH_OVERRIDES_MOUSE && this.game.input.currentPointers == 0)) { - this.game.input.onUp.dispatch(this); - // Was it a tap? - if(this.duration >= 0 && this.duration <= this.game.input.tapRate) { - // Was it a double-tap? - if(this.timeUp - this.previousTapTime < this.game.input.doubleTapRate) { - // Yes, let's dispatch the signal then with the 2nd parameter set to true - this.game.input.onTap.dispatch(this, true); - } else { - // Wasn't a double-tap, so dispatch a single tap signal - this.game.input.onTap.dispatch(this, false); - } - this.previousTapTime = this.timeUp; - } - } - // Mouse is always active - if(this.id > 0) { - this.active = false; - } - this.withinGame = false; - this.isDown = false; - this.isUp = true; - if(this.isMouse == false) { - this.game.input.currentPointers--; - } - for(var i = 0; i < this.game.input.totalTrackedObjects; i++) { - if(this.game.input.inputObjects[i] && this.game.input.inputObjects[i].input && this.game.input.inputObjects[i].input.enabled) { - this.game.input.inputObjects[i].input._releasedHandler(this); - } - } - if(this.targetObject) { - this.targetObject.input._releasedHandler(this); - } - this.targetObject = null; - return this; - }; - Pointer.prototype.justPressed = /** - * The Pointer is considered justPressed if the time it was pressed onto the touchscreen or clicked is less than justPressedRate - * @method justPressed - * @param {Number} [duration]. - * @return {bool} - */ - function (duration) { - if (typeof duration === "undefined") { duration = this.game.input.justPressedRate; } - if(this.isDown === true && (this.timeDown + duration) > this.game.time.now) { - return true; - } else { - return false; - } - }; - Pointer.prototype.justReleased = /** - * The Pointer is considered justReleased if the time it left the touchscreen is less than justReleasedRate - * @method justReleased - * @param {Number} [duration]. - * @return {bool} - */ - function (duration) { - if (typeof duration === "undefined") { duration = this.game.input.justReleasedRate; } - if(this.isUp === true && (this.timeUp + duration) > this.game.time.now) { - return true; - } else { - return false; - } - }; - Pointer.prototype.reset = /** - * Resets the Pointer properties. Called by InputManager.reset when you perform a State change. - * @method reset - */ - function () { - if(this.isMouse == false) { - this.active = false; - } - this.identifier = null; - this.isDown = false; - this.isUp = true; - this.totalTouches = 0; - this._holdSent = false; - this._history.length = 0; - this._stateReset = true; - if(this.targetObject && this.targetObject.input) { - this.targetObject.input._releasedHandler(this); - } - this.targetObject = null; - }; - Pointer.prototype.toString = /** - * Returns a string representation of this object. - * @method toString - * @return {String} a string representation of the instance. - **/ - function () { - return "[{Pointer (id=" + this.id + " identifer=" + this.identifier + " active=" + this.active + " duration=" + this.duration + " withinGame=" + this.withinGame + " x=" + this.x + " y=" + this.y + " clientX=" + this.clientX + " clientY=" + this.clientY + " screenX=" + this.screenX + " screenY=" + this.screenY + " pageX=" + this.pageX + " pageY=" + this.pageY + ")}]"; - }; - return Pointer; - })(); - Phaser.Pointer = Pointer; -})(Phaser || (Phaser = {})); diff --git a/wip/TS Source/input/Touch.js b/wip/TS Source/input/Touch.js deleted file mode 100644 index e87040ed..00000000 --- a/wip/TS Source/input/Touch.js +++ /dev/null @@ -1,201 +0,0 @@ -/// -/** -* Phaser - Touch -* -* The Touch class handles touch interactions with the game and the resulting Pointer objects. -* http://www.w3.org/TR/touch-events/ -* https://developer.mozilla.org/en-US/docs/DOM/TouchList -* http://www.html5rocks.com/en/mobile/touchandmouse/ -* Note: Android 2.x only supports 1 touch event at once, no multi-touch -*/ -var Phaser; -(function (Phaser) { - var Touch = (function () { - /** - * Constructor - * @param {Game} game. - * @return {Touch} This object. - */ - function Touch(game) { - /** - * You can disable all Input by setting disabled = true. While set all new input related events will be ignored. - * @type {bool} - */ - this.disabled = false; - this.touchStartCallback = null; - this.touchMoveCallback = null; - this.touchEndCallback = null; - this.touchEnterCallback = null; - this.touchLeaveCallback = null; - this.touchCancelCallback = null; - this.game = game; - this.callbackContext = this.game; - } - Touch.prototype.start = /** - * Starts the event listeners running - * @method start - */ - function () { - var _this = this; - if(this.game.device.touch) { - this._onTouchStart = function (event) { - return _this.onTouchStart(event); - }; - this._onTouchMove = function (event) { - return _this.onTouchMove(event); - }; - this._onTouchEnd = function (event) { - return _this.onTouchEnd(event); - }; - this._onTouchEnter = function (event) { - return _this.onTouchEnter(event); - }; - this._onTouchLeave = function (event) { - return _this.onTouchLeave(event); - }; - this._onTouchCancel = function (event) { - return _this.onTouchCancel(event); - }; - this._documentTouchMove = function (event) { - return _this.consumeTouchMove(event); - }; - this.game.stage.canvas.addEventListener('touchstart', this._onTouchStart, false); - this.game.stage.canvas.addEventListener('touchmove', this._onTouchMove, false); - this.game.stage.canvas.addEventListener('touchend', this._onTouchEnd, false); - this.game.stage.canvas.addEventListener('touchenter', this._onTouchEnter, false); - this.game.stage.canvas.addEventListener('touchleave', this._onTouchLeave, false); - this.game.stage.canvas.addEventListener('touchcancel', this._onTouchCancel, false); - document.addEventListener('touchmove', this._documentTouchMove, false); - } - }; - Touch.prototype.consumeTouchMove = /** - * Prevent iOS bounce-back (doesn't work?) - * @method consumeTouchMove - * @param {Any} event - **/ - function (event) { - event.preventDefault(); - }; - Touch.prototype.onTouchStart = /** - * - * @method onTouchStart - * @param {Any} event - **/ - function (event) { - if(this.touchStartCallback) { - this.touchStartCallback.call(this.callbackContext, event); - } - if(this.game.input.disabled || this.disabled) { - return; - } - event.preventDefault(); - // event.targetTouches = list of all touches on the TARGET ELEMENT (i.e. game dom element) - // event.touches = list of all touches on the ENTIRE DOCUMENT, not just the target element - // event.changedTouches = the touches that CHANGED in this event, not the total number of them - for(var i = 0; i < event.changedTouches.length; i++) { - this.game.input.startPointer(event.changedTouches[i]); - } - }; - Touch.prototype.onTouchCancel = /** - * Touch cancel - touches that were disrupted (perhaps by moving into a plugin or browser chrome) - * Occurs for example on iOS when you put down 4 fingers and the app selector UI appears - * @method onTouchCancel - * @param {Any} event - **/ - function (event) { - if(this.touchCancelCallback) { - this.touchCancelCallback.call(this.callbackContext, event); - } - if(this.game.input.disabled || this.disabled) { - return; - } - event.preventDefault(); - // Touch cancel - touches that were disrupted (perhaps by moving into a plugin or browser chrome) - // http://www.w3.org/TR/touch-events/#dfn-touchcancel - for(var i = 0; i < event.changedTouches.length; i++) { - this.game.input.stopPointer(event.changedTouches[i]); - } - }; - Touch.prototype.onTouchEnter = /** - * For touch enter and leave its a list of the touch points that have entered or left the target - * Doesn't appear to be supported by most browsers yet - * @method onTouchEnter - * @param {Any} event - **/ - function (event) { - if(this.touchEnterCallback) { - this.touchEnterCallback.call(this.callbackContext, event); - } - if(this.game.input.disabled || this.disabled) { - return; - } - event.preventDefault(); - for(var i = 0; i < event.changedTouches.length; i++) { - //console.log('touch enter'); - } - }; - Touch.prototype.onTouchLeave = /** - * For touch enter and leave its a list of the touch points that have entered or left the target - * Doesn't appear to be supported by most browsers yet - * @method onTouchLeave - * @param {Any} event - **/ - function (event) { - if(this.touchLeaveCallback) { - this.touchLeaveCallback.call(this.callbackContext, event); - } - event.preventDefault(); - for(var i = 0; i < event.changedTouches.length; i++) { - //console.log('touch leave'); - } - }; - Touch.prototype.onTouchMove = /** - * - * @method onTouchMove - * @param {Any} event - **/ - function (event) { - if(this.touchMoveCallback) { - this.touchMoveCallback.call(this.callbackContext, event); - } - event.preventDefault(); - for(var i = 0; i < event.changedTouches.length; i++) { - this.game.input.updatePointer(event.changedTouches[i]); - } - }; - Touch.prototype.onTouchEnd = /** - * - * @method onTouchEnd - * @param {Any} event - **/ - function (event) { - if(this.touchEndCallback) { - this.touchEndCallback.call(this.callbackContext, event); - } - event.preventDefault(); - // For touch end its a list of the touch points that have been removed from the surface - // https://developer.mozilla.org/en-US/docs/DOM/TouchList - // event.changedTouches = the touches that CHANGED in this event, not the total number of them - for(var i = 0; i < event.changedTouches.length; i++) { - this.game.input.stopPointer(event.changedTouches[i]); - } - }; - Touch.prototype.stop = /** - * Stop the event listeners - * @method stop - */ - function () { - if(this.game.device.touch) { - this.game.stage.canvas.removeEventListener('touchstart', this._onTouchStart); - this.game.stage.canvas.removeEventListener('touchmove', this._onTouchMove); - this.game.stage.canvas.removeEventListener('touchend', this._onTouchEnd); - this.game.stage.canvas.removeEventListener('touchenter', this._onTouchEnter); - this.game.stage.canvas.removeEventListener('touchleave', this._onTouchLeave); - this.game.stage.canvas.removeEventListener('touchcancel', this._onTouchCancel); - document.removeEventListener('touchmove', this._documentTouchMove); - } - }; - return Touch; - })(); - Phaser.Touch = Touch; -})(Phaser || (Phaser = {})); diff --git a/wip/TS Source/loader/AnimationLoader.js b/wip/TS Source/loader/AnimationLoader.js deleted file mode 100644 index 32dae6a8..00000000 --- a/wip/TS Source/loader/AnimationLoader.js +++ /dev/null @@ -1,96 +0,0 @@ -/// -/** -* Phaser - AnimationLoader -* -* Responsible for parsing sprite sheet and JSON data into the internal FrameData format that Phaser uses for animations. -*/ -var Phaser; -(function (Phaser) { - var AnimationLoader = (function () { - function AnimationLoader() { } - AnimationLoader.parseSpriteSheet = /** - * Parse a sprite sheet from asset data. - * @param key {string} Asset key for the sprite sheet data. - * @param frameWidth {number} Width of animation frame. - * @param frameHeight {number} Height of animation frame. - * @param frameMax {number} Number of animation frames. - * @return {FrameData} Generated FrameData object. - */ - function parseSpriteSheet(game, key, frameWidth, frameHeight, frameMax) { - // How big is our image? - var img = game.cache.getImage(key); - if(img == null) { - return null; - } - var width = img.width; - var height = img.height; - var row = Math.round(width / frameWidth); - var column = Math.round(height / frameHeight); - var total = row * column; - if(frameMax !== -1) { - total = frameMax; - } - // Zero or smaller than frame sizes? - if(width == 0 || height == 0 || width < frameWidth || height < frameHeight || total === 0) { - throw new Error("AnimationLoader.parseSpriteSheet: width/height zero or width/height < given frameWidth/frameHeight"); - return null; - } - // Let's create some frames then - var data = new Phaser.FrameData(); - var x = 0; - var y = 0; - for(var i = 0; i < total; i++) { - data.addFrame(new Phaser.Frame(x, y, frameWidth, frameHeight, '')); - x += frameWidth; - if(x === width) { - x = 0; - y += frameHeight; - } - } - return data; - }; - AnimationLoader.parseJSONData = /** - * Parse frame datas from json. - * @param json {object} Json data you want to parse. - * @return {FrameData} Generated FrameData object. - */ - function parseJSONData(game, json) { - // Malformed? - if(!json['frames']) { - console.log(json); - throw new Error("Phaser.AnimationLoader.parseJSONData: Invalid Texture Atlas JSON given, missing 'frames' array"); - } - // Let's create some frames then - var data = new Phaser.FrameData(); - // By this stage frames is a fully parsed array - var frames = json['frames']; - var newFrame; - for(var i = 0; i < frames.length; i++) { - newFrame = data.addFrame(new Phaser.Frame(frames[i].frame.x, frames[i].frame.y, frames[i].frame.w, frames[i].frame.h, frames[i].filename)); - newFrame.setTrim(frames[i].trimmed, frames[i].sourceSize.w, frames[i].sourceSize.h, frames[i].spriteSourceSize.x, frames[i].spriteSourceSize.y, frames[i].spriteSourceSize.w, frames[i].spriteSourceSize.h); - } - return data; - }; - AnimationLoader.parseXMLData = function parseXMLData(game, xml, format) { - // Malformed? - if(!xml.getElementsByTagName('TextureAtlas')) { - throw new Error("Phaser.AnimationLoader.parseXMLData: Invalid Texture Atlas XML given, missing tag"); - } - // Let's create some frames then - var data = new Phaser.FrameData(); - var frames = xml.getElementsByTagName('SubTexture'); - var newFrame; - for(var i = 0; i < frames.length; i++) { - var frame = frames[i].attributes; - newFrame = data.addFrame(new Phaser.Frame(frame.x.nodeValue, frame.y.nodeValue, frame.width.nodeValue, frame.height.nodeValue, frame.name.nodeValue)); - // Trimmed? - if(frame.frameX.nodeValue != '-0' || frame.frameY.nodeValue != '-0') { - newFrame.setTrim(true, frame.width.nodeValue, frame.height.nodeValue, Math.abs(frame.frameX.nodeValue), Math.abs(frame.frameY.nodeValue), frame.frameWidth.nodeValue, frame.frameHeight.nodeValue); - } - } - return data; - }; - return AnimationLoader; - })(); - Phaser.AnimationLoader = AnimationLoader; -})(Phaser || (Phaser = {})); diff --git a/wip/TS Source/loader/Cache.js b/wip/TS Source/loader/Cache.js deleted file mode 100644 index ba313d32..00000000 --- a/wip/TS Source/loader/Cache.js +++ /dev/null @@ -1,318 +0,0 @@ -/// -/** -* Phaser - Cache -* -* A game only has one instance of a Cache and it is used to store all externally loaded assets such -* as images, sounds and data files as a result of Loader calls. Cache items use string based keys for look-up. -*/ -var Phaser; -(function (Phaser) { - var Cache = (function () { - /** - * Cache constructor - */ - function Cache(game) { - this.onSoundUnlock = new Phaser.Signal(); - this.game = game; - this._canvases = { - }; - this._images = { - }; - this._sounds = { - }; - this._text = { - }; - } - Cache.prototype.addCanvas = /** - * Add a new canvas. - * @param key {string} Asset key for this canvas. - * @param canvas {HTMLCanvasElement} Canvas DOM element. - * @param context {CanvasRenderingContext2D} Render context of this canvas. - */ - function (key, canvas, context) { - this._canvases[key] = { - canvas: canvas, - context: context - }; - }; - Cache.prototype.addSpriteSheet = /** - * Add a new sprite sheet. - * @param key {string} Asset key for the sprite sheet. - * @param url {string} URL of this sprite sheet file. - * @param data {object} Extra sprite sheet data. - * @param frameWidth {number} Width of the sprite sheet. - * @param frameHeight {number} Height of the sprite sheet. - * @param frameMax {number} How many frames stored in the sprite sheet. - */ - function (key, url, data, frameWidth, frameHeight, frameMax) { - this._images[key] = { - url: url, - data: data, - spriteSheet: true, - frameWidth: frameWidth, - frameHeight: frameHeight - }; - this._images[key].frameData = Phaser.AnimationLoader.parseSpriteSheet(this.game, key, frameWidth, frameHeight, frameMax); - }; - Cache.prototype.addTextureAtlas = /** - * Add a new texture atlas. - * @param key {string} Asset key for the texture atlas. - * @param url {string} URL of this texture atlas file. - * @param data {object} Extra texture atlas data. - * @param atlasData {object} Texture atlas frames data. - */ - function (key, url, data, atlasData, format) { - this._images[key] = { - url: url, - data: data, - spriteSheet: true - }; - if(format == Phaser.Loader.TEXTURE_ATLAS_JSON_ARRAY) { - this._images[key].frameData = Phaser.AnimationLoader.parseJSONData(this.game, atlasData); - } else if(format == Phaser.Loader.TEXTURE_ATLAS_XML_STARLING) { - this._images[key].frameData = Phaser.AnimationLoader.parseXMLData(this.game, atlasData, format); - } - }; - Cache.prototype.addImage = /** - * Add a new image. - * @param key {string} Asset key for the image. - * @param url {string} URL of this image file. - * @param data {object} Extra image data. - */ - function (key, url, data) { - this._images[key] = { - url: url, - data: data, - spriteSheet: false - }; - }; - Cache.prototype.addSound = /** - * Add a new sound. - * @param key {string} Asset key for the sound. - * @param url {string} URL of this sound file. - * @param data {object} Extra sound data. - */ - function (key, url, data, webAudio, audioTag) { - if (typeof webAudio === "undefined") { webAudio = true; } - if (typeof audioTag === "undefined") { audioTag = false; } - var locked = this.game.sound.touchLocked; - var decoded = false; - if(audioTag) { - decoded = true; - } - this._sounds[key] = { - url: url, - data: data, - locked: locked, - isDecoding: false, - decoded: decoded, - webAudio: webAudio, - audioTag: audioTag - }; - }; - Cache.prototype.reloadSound = function (key) { - var _this = this; - if(this._sounds[key]) { - this._sounds[key].data.src = this._sounds[key].url; - this._sounds[key].data.addEventListener('canplaythrough', function () { - return _this.reloadSoundComplete(key); - }, false); - this._sounds[key].data.load(); - } - }; - Cache.prototype.reloadSoundComplete = function (key) { - if(this._sounds[key]) { - this._sounds[key].locked = false; - this.onSoundUnlock.dispatch(key); - } - }; - Cache.prototype.updateSound = function (key, property, value) { - if(this._sounds[key]) { - this._sounds[key][property] = value; - } - }; - Cache.prototype.decodedSound = /** - * Add a new decoded sound. - * @param key {string} Asset key for the sound. - * @param data {object} Extra sound data. - */ - function (key, data) { - this._sounds[key].data = data; - this._sounds[key].decoded = true; - this._sounds[key].isDecoding = false; - }; - Cache.prototype.addText = /** - * Add a new text data. - * @param key {string} Asset key for the text data. - * @param url {string} URL of this text data file. - * @param data {object} Extra text data. - */ - function (key, url, data) { - this._text[key] = { - url: url, - data: data - }; - }; - Cache.prototype.getCanvas = /** - * Get canvas by key. - * @param key Asset key of the canvas you want. - * @return {object} The canvas you want. - */ - function (key) { - if(this._canvases[key]) { - return this._canvases[key].canvas; - } - return null; - }; - Cache.prototype.getImage = /** - * Get image data by key. - * @param key Asset key of the image you want. - * @return {object} The image data you want. - */ - function (key) { - if(this._images[key]) { - return this._images[key].data; - } - return null; - }; - Cache.prototype.getFrameData = /** - * Get frame data by key. - * @param key Asset key of the frame data you want. - * @return {object} The frame data you want. - */ - function (key) { - if(this._images[key] && this._images[key].spriteSheet == true) { - return this._images[key].frameData; - } - return null; - }; - Cache.prototype.getSound = /** - * Get sound by key. - * @param key Asset key of the sound you want. - * @return {object} The sound you want. - */ - function (key) { - if(this._sounds[key]) { - return this._sounds[key]; - } - return null; - }; - Cache.prototype.getSoundData = /** - * Get sound data by key. - * @param key Asset key of the sound you want. - * @return {object} The sound data you want. - */ - function (key) { - if(this._sounds[key]) { - return this._sounds[key].data; - } - return null; - }; - Cache.prototype.isSoundDecoded = /** - * Check whether an asset is decoded sound. - * @param key Asset key of the sound you want. - * @return {object} The sound data you want. - */ - function (key) { - if(this._sounds[key]) { - return this._sounds[key].decoded; - } - }; - Cache.prototype.isSoundReady = /** - * Check whether an asset is decoded sound. - * @param key Asset key of the sound you want. - * @return {object} The sound data you want. - */ - function (key) { - if(this._sounds[key] && this._sounds[key].decoded == true && this._sounds[key].locked == false) { - return true; - } - return false; - }; - Cache.prototype.isSpriteSheet = /** - * Check whether an asset is sprite sheet. - * @param key Asset key of the sprite sheet you want. - * @return {object} The sprite sheet data you want. - */ - function (key) { - if(this._images[key]) { - return this._images[key].spriteSheet; - } - }; - Cache.prototype.getText = /** - * Get text data by key. - * @param key Asset key of the text data you want. - * @return {object} The text data you want. - */ - function (key) { - if(this._text[key]) { - return this._text[key].data; - } - return null; - }; - Cache.prototype.getImageKeys = /** - * Returns an array containing all of the keys of Images in the Cache. - * @return {Array} The string based keys in the Cache. - */ - function () { - var output = []; - for(var item in this._images) { - output.push(item); - } - return output; - }; - Cache.prototype.getSoundKeys = /** - * Returns an array containing all of the keys of Sounds in the Cache. - * @return {Array} The string based keys in the Cache. - */ - function () { - var output = []; - for(var item in this._sounds) { - output.push(item); - } - return output; - }; - Cache.prototype.getTextKeys = /** - * Returns an array containing all of the keys of Text Files in the Cache. - * @return {Array} The string based keys in the Cache. - */ - function () { - var output = []; - for(var item in this._text) { - output.push(item); - } - return output; - }; - Cache.prototype.removeCanvas = function (key) { - delete this._canvases[key]; - }; - Cache.prototype.removeImage = function (key) { - delete this._images[key]; - }; - Cache.prototype.removeSound = function (key) { - delete this._sounds[key]; - }; - Cache.prototype.removeText = function (key) { - delete this._text[key]; - }; - Cache.prototype.destroy = /** - * Clean up cache memory. - */ - function () { - for(var item in this._canvases) { - delete this._canvases[item['key']]; - } - for(var item in this._images) { - delete this._images[item['key']]; - } - for(var item in this._sounds) { - delete this._sounds[item['key']]; - } - for(var item in this._text) { - delete this._text[item['key']]; - } - }; - return Cache; - })(); - Phaser.Cache = Cache; -})(Phaser || (Phaser = {})); diff --git a/wip/TS Source/loader/Loader.js b/wip/TS Source/loader/Loader.js deleted file mode 100644 index 1620e81b..00000000 --- a/wip/TS Source/loader/Loader.js +++ /dev/null @@ -1,503 +0,0 @@ -/// -/** -* Phaser - Loader -* -* The Loader handles loading all external content such as Images, Sounds, Texture Atlases and data files. -* It uses a combination of Image() loading and xhr and provides for progress and completion callbacks. -*/ -var Phaser; -(function (Phaser) { - var Loader = (function () { - /** - * Loader constructor - * - * @param game {Phaser.Game} Current game instance. - */ - function Loader(game) { - /** - * The crossOrigin value applied to loaded images - * @type {string} - */ - this.crossOrigin = ''; - // If you want to append a URL before the path of any asset you can set this here. - // Useful if you need to allow an asset url to be configured outside of the game code. - // MUST have / on the end of it! - this.baseURL = ''; - this.game = game; - this._keys = []; - this._fileList = { - }; - this._xhr = new XMLHttpRequest(); - this._queueSize = 0; - this.isLoading = false; - this.onFileComplete = new Phaser.Signal(); - this.onFileError = new Phaser.Signal(); - this.onLoadStart = new Phaser.Signal(); - this.onLoadComplete = new Phaser.Signal(); - } - Loader.TEXTURE_ATLAS_JSON_ARRAY = 0; - Loader.TEXTURE_ATLAS_JSON_HASH = 1; - Loader.TEXTURE_ATLAS_XML_STARLING = 2; - Loader.prototype.reset = /** - * Reset loader, this will remove all loaded assets. - */ - function () { - this._queueSize = 0; - this.isLoading = false; - }; - Object.defineProperty(Loader.prototype, "queueSize", { - get: function () { - return this._queueSize; - }, - enumerable: true, - configurable: true - }); - Loader.prototype.image = /** - * Add a new image asset loading request with key and url. - * @param key {string} Unique asset key of this image file. - * @param url {string} URL of image file. - */ - function (key, url, overwrite) { - if (typeof overwrite === "undefined") { overwrite = false; } - if(overwrite == true || this.checkKeyExists(key) == false) { - this._queueSize++; - this._fileList[key] = { - type: 'image', - key: key, - url: url, - data: null, - error: false, - loaded: false - }; - this._keys.push(key); - } - }; - Loader.prototype.spritesheet = /** - * Add a new sprite sheet loading request. - * @param key {string} Unique asset key of the sheet file. - * @param url {string} URL of sheet file. - * @param frameWidth {number} Width of each single frame. - * @param frameHeight {number} Height of each single frame. - * @param frameMax {number} How many frames in this sprite sheet. - */ - function (key, url, frameWidth, frameHeight, frameMax) { - if (typeof frameMax === "undefined") { frameMax = -1; } - if(this.checkKeyExists(key) === false) { - this._queueSize++; - this._fileList[key] = { - type: 'spritesheet', - key: key, - url: url, - data: null, - frameWidth: frameWidth, - frameHeight: frameHeight, - frameMax: frameMax, - error: false, - loaded: false - }; - this._keys.push(key); - } - }; - Loader.prototype.atlas = /** - * Add a new texture atlas loading request. - * @param key {string} Unique asset key of the texture atlas file. - * @param textureURL {string} The url of the texture atlas image file. - * @param [atlasURL] {string} The url of the texture atlas data file (json/xml) - * @param [atlasData] {object} A JSON or XML data object. - * @param [format] {number} A value describing the format of the data. - */ - function (key, textureURL, atlasURL, atlasData, format) { - if (typeof atlasURL === "undefined") { atlasURL = null; } - if (typeof atlasData === "undefined") { atlasData = null; } - if (typeof format === "undefined") { format = Loader.TEXTURE_ATLAS_JSON_ARRAY; } - if(this.checkKeyExists(key) === false) { - if(atlasURL !== null) { - // A URL to a json/xml file has been given - this._queueSize++; - this._fileList[key] = { - type: 'textureatlas', - key: key, - url: textureURL, - atlasURL: atlasURL, - data: null, - format: format, - error: false, - loaded: false - }; - this._keys.push(key); - } else { - if(format == Loader.TEXTURE_ATLAS_JSON_ARRAY) { - // A json string or object has been given - if(typeof atlasData === 'string') { - atlasData = JSON.parse(atlasData); - } - this._queueSize++; - this._fileList[key] = { - type: 'textureatlas', - key: key, - url: textureURL, - data: null, - atlasURL: null, - atlasData: atlasData, - format: format, - error: false, - loaded: false - }; - this._keys.push(key); - } else if(format == Loader.TEXTURE_ATLAS_XML_STARLING) { - // An xml string or object has been given - if(typeof atlasData === 'string') { - var xml; - try { - if(window['DOMParser']) { - var domparser = new DOMParser(); - xml = domparser.parseFromString(atlasData, "text/xml"); - } else { - xml = new ActiveXObject("Microsoft.XMLDOM"); - xml.async = 'false'; - xml.loadXML(atlasData); - } - } catch (e) { - xml = undefined; - } - if(!xml || !xml.documentElement || xml.getElementsByTagName("parsererror").length) { - throw new Error("Phaser.Loader. Invalid Texture Atlas XML given"); - } else { - atlasData = xml; - } - } - this._queueSize++; - this._fileList[key] = { - type: 'textureatlas', - key: key, - url: textureURL, - data: null, - atlasURL: null, - atlasData: atlasData, - format: format, - error: false, - loaded: false - }; - this._keys.push(key); - } - } - } - }; - Loader.prototype.audio = /** - * Add a new audio file loading request. - * @param key {string} Unique asset key of the audio file. - * @param urls {Array} An array containing the URLs of the audio files, i.e.: [ 'jump.mp3', 'jump.ogg', 'jump.m4a' ] - * @param autoDecode {bool} When using Web Audio the audio files can either be decoded at load time or run-time. They can't be played until they are decoded, but this let's you control when that happens. Decoding is a non-blocking async process. - */ - function (key, urls, autoDecode) { - if (typeof autoDecode === "undefined") { autoDecode = true; } - if(this.checkKeyExists(key) === false) { - this._queueSize++; - this._fileList[key] = { - type: 'audio', - key: key, - url: urls, - data: null, - buffer: null, - error: false, - loaded: false, - autoDecode: autoDecode - }; - this._keys.push(key); - } - }; - Loader.prototype.text = /** - * Add a new text file loading request. - * @param key {string} Unique asset key of the text file. - * @param url {string} URL of text file. - */ - function (key, url) { - if(this.checkKeyExists(key) === false) { - this._queueSize++; - this._fileList[key] = { - type: 'text', - key: key, - url: url, - data: null, - error: false, - loaded: false - }; - this._keys.push(key); - } - }; - Loader.prototype.removeFile = /** - * Remove loading request of a file. - * @param key {string} Key of the file you want to remove. - */ - function (key) { - delete this._fileList[key]; - }; - Loader.prototype.removeAll = /** - * Remove all file loading requests. - */ - function () { - this._fileList = { - }; - }; - Loader.prototype.start = /** - * Load assets. - */ - function () { - if(this.isLoading) { - return; - } - this.progress = 0; - this.hasLoaded = false; - this.isLoading = true; - this.onLoadStart.dispatch(this.queueSize); - if(this._keys.length > 0) { - this._progressChunk = 100 / this._keys.length; - this.loadFile(); - } else { - this.progress = 100; - this.hasLoaded = true; - this.onLoadComplete.dispatch(); - } - }; - Loader.prototype.loadFile = /** - * Load files. Private method ONLY used by loader. - */ - function () { - var _this = this; - var file = this._fileList[this._keys.pop()]; - // Image or Data? - switch(file.type) { - case 'image': - case 'spritesheet': - case 'textureatlas': - file.data = new Image(); - file.data.name = file.key; - file.data.onload = function () { - return _this.fileComplete(file.key); - }; - file.data.onerror = function () { - return _this.fileError(file.key); - }; - file.data.crossOrigin = this.crossOrigin; - file.data.src = this.baseURL + file.url; - break; - case 'audio': - file.url = this.getAudioURL(file.url); - if(file.url !== null) { - // WebAudio or Audio Tag? - if(this.game.sound.usingWebAudio) { - this._xhr.open("GET", this.baseURL + file.url, true); - this._xhr.responseType = "arraybuffer"; - this._xhr.onload = function () { - return _this.fileComplete(file.key); - }; - this._xhr.onerror = function () { - return _this.fileError(file.key); - }; - this._xhr.send(); - } else if(this.game.sound.usingAudioTag) { - if(this.game.sound.touchLocked) { - // If audio is locked we can't do this yet, so need to queue this load request somehow. Bum. - file.data = new Audio(); - file.data.name = file.key; - file.data.preload = 'auto'; - file.data.src = this.baseURL + file.url; - this.fileComplete(file.key); - } else { - file.data = new Audio(); - file.data.name = file.key; - file.data.onerror = function () { - return _this.fileError(file.key); - }; - file.data.preload = 'auto'; - file.data.src = this.baseURL + file.url; - file.data.addEventListener('canplaythrough', Phaser.GAMES[this.game.id].load.fileComplete(file.key), false); - file.data.load(); - } - } - } - break; - case 'text': - this._xhr.open("GET", this.baseURL + file.url, true); - this._xhr.responseType = "text"; - this._xhr.onload = function () { - return _this.fileComplete(file.key); - }; - this._xhr.onerror = function () { - return _this.fileError(file.key); - }; - this._xhr.send(); - break; - } - }; - Loader.prototype.getAudioURL = function (urls) { - var extension; - for(var i = 0; i < urls.length; i++) { - extension = urls[i].toLowerCase(); - extension = extension.substr((Math.max(0, extension.lastIndexOf(".")) || Infinity) + 1); - if(this.game.device.canPlayAudio(extension)) { - return urls[i]; - } - } - return null; - }; - Loader.prototype.fileError = /** - * Error occured when load a file. - * @param key {string} Key of the error loading file. - */ - function (key) { - this._fileList[key].loaded = true; - this._fileList[key].error = true; - this.onFileError.dispatch(key); - throw new Error("Phaser.Loader error loading file: " + key); - this.nextFile(key, false); - }; - Loader.prototype.fileComplete = /** - * Called when a file is successfully loaded. - * @param key {string} Key of the successfully loaded file. - */ - function (key) { - var _this = this; - if(!this._fileList[key]) { - throw new Error('Phaser.Loader fileComplete invalid key ' + key); - return; - } - this._fileList[key].loaded = true; - var file = this._fileList[key]; - var loadNext = true; - switch(file.type) { - case 'image': - this.game.cache.addImage(file.key, file.url, file.data); - break; - case 'spritesheet': - this.game.cache.addSpriteSheet(file.key, file.url, file.data, file.frameWidth, file.frameHeight, file.frameMax); - break; - case 'textureatlas': - if(file.atlasURL == null) { - this.game.cache.addTextureAtlas(file.key, file.url, file.data, file.atlasData, file.format); - } else { - // Load the JSON or XML before carrying on with the next file - loadNext = false; - this._xhr.open("GET", this.baseURL + file.atlasURL, true); - this._xhr.responseType = "text"; - if(file.format == Loader.TEXTURE_ATLAS_JSON_ARRAY) { - this._xhr.onload = function () { - return _this.jsonLoadComplete(file.key); - }; - } else if(file.format == Loader.TEXTURE_ATLAS_XML_STARLING) { - this._xhr.onload = function () { - return _this.xmlLoadComplete(file.key); - }; - } - this._xhr.onerror = function () { - return _this.dataLoadError(file.key); - }; - this._xhr.send(); - } - break; - case 'audio': - if(this.game.sound.usingWebAudio) { - file.data = this._xhr.response; - this.game.cache.addSound(file.key, file.url, file.data, true, false); - if(file.autoDecode) { - this.game.cache.updateSound(key, 'isDecoding', true); - var that = this; - var key = file.key; - this.game.sound.context.decodeAudioData(file.data, function (buffer) { - if(buffer) { - that.game.cache.decodedSound(key, buffer); - } - }); - } - } else { - file.data.removeEventListener('canplaythrough', Phaser.GAMES[this.game.id].load.fileComplete); - this.game.cache.addSound(file.key, file.url, file.data, false, true); - } - break; - case 'text': - file.data = this._xhr.response; - this.game.cache.addText(file.key, file.url, file.data); - break; - } - if(loadNext) { - this.nextFile(key, true); - } - }; - Loader.prototype.jsonLoadComplete = /** - * Successfully loaded a JSON file. - * @param key {string} Key of the loaded JSON file. - */ - function (key) { - var data = JSON.parse(this._xhr.response); - var file = this._fileList[key]; - this.game.cache.addTextureAtlas(file.key, file.url, file.data, data, file.format); - this.nextFile(key, true); - }; - Loader.prototype.dataLoadError = /** - * Error occured when load a JSON. - * @param key {string} Key of the error loading JSON file. - */ - function (key) { - var file = this._fileList[key]; - file.error = true; - throw new Error("Phaser.Loader dataLoadError: " + key); - this.nextFile(key, true); - }; - Loader.prototype.xmlLoadComplete = function (key) { - var atlasData = this._xhr.response; - var xml; - try { - if(window['DOMParser']) { - var domparser = new DOMParser(); - xml = domparser.parseFromString(atlasData, "text/xml"); - } else { - xml = new ActiveXObject("Microsoft.XMLDOM"); - xml.async = 'false'; - xml.loadXML(atlasData); - } - } catch (e) { - xml = undefined; - } - if(!xml || !xml.documentElement || xml.getElementsByTagName("parsererror").length) { - throw new Error("Phaser.Loader. Invalid XML given"); - } - var file = this._fileList[key]; - this.game.cache.addTextureAtlas(file.key, file.url, file.data, xml, file.format); - this.nextFile(key, true); - }; - Loader.prototype.nextFile = /** - * Handle loading next file. - * @param previousKey {string} Key of previous loaded asset. - * @param success {bool} Whether the previous asset loaded successfully or not. - */ - function (previousKey, success) { - this.progress = Math.round(this.progress + this._progressChunk); - if(this.progress > 100) { - this.progress = 100; - } - this.onFileComplete.dispatch(this.progress, previousKey, success, this._queueSize - this._keys.length, this._queueSize); - if(this._keys.length > 0) { - this.loadFile(); - } else { - this.hasLoaded = true; - this.isLoading = false; - this.removeAll(); - this.onLoadComplete.dispatch(); - } - }; - Loader.prototype.checkKeyExists = /** - * Check whether asset exists with a specific key. - * @param key {string} Key of the asset you want to check. - * @return {bool} Return true if exists, otherwise return false. - */ - function (key) { - if(this._fileList[key]) { - return true; - } else { - return false; - } - }; - return Loader; - })(); - Phaser.Loader = Loader; -})(Phaser || (Phaser = {})); diff --git a/wip/TS Source/math/GameMath.js b/wip/TS Source/math/GameMath.js deleted file mode 100644 index 85b082e9..00000000 --- a/wip/TS Source/math/GameMath.js +++ /dev/null @@ -1,868 +0,0 @@ -/// -/** -* Phaser - GameMath -* -* Adds a set of extra Math functions used through-out Phaser. -* Includes methods written by Dylan Engelman and Adam Saltsman. -*/ -var Phaser; -(function (Phaser) { - var GameMath = (function () { - function GameMath(game) { - //arbitrary 8 digit epsilon - this.cosTable = []; - this.sinTable = []; - this.game = game; - GameMath.sinA = []; - GameMath.cosA = []; - for(var i = 0; i < 360; i++) { - GameMath.sinA.push(Math.sin(this.degreesToRadians(i))); - GameMath.cosA.push(Math.cos(this.degreesToRadians(i))); - } - } - GameMath.PI = 3.141592653589793; - GameMath.PI_2 = 1.5707963267948965; - GameMath.PI_4 = 0.7853981633974483; - GameMath.PI_8 = 0.39269908169872413; - GameMath.PI_16 = 0.19634954084936206; - GameMath.TWO_PI = 6.283185307179586; - GameMath.THREE_PI_2 = 4.7123889803846895; - GameMath.E = 2.71828182845905; - GameMath.LN10 = 2.302585092994046; - GameMath.LN2 = 0.6931471805599453; - GameMath.LOG10E = 0.4342944819032518; - GameMath.LOG2E = 1.442695040888963387; - GameMath.SQRT1_2 = 0.7071067811865476; - GameMath.SQRT2 = 1.4142135623730951; - GameMath.DEG_TO_RAD = 0.017453292519943294444444444444444; - GameMath.RAD_TO_DEG = 57.295779513082325225835265587527; - GameMath.B_16 = 65536; - GameMath.B_31 = 2147483648; - GameMath.B_32 = 4294967296; - GameMath.B_48 = 281474976710656; - GameMath.B_53 = 9007199254740992; - GameMath.B_64 = 18446744073709551616; - GameMath.ONE_THIRD = 0.333333333333333333333333333333333; - GameMath.TWO_THIRDS = 0.666666666666666666666666666666666; - GameMath.ONE_SIXTH = 0.166666666666666666666666666666666; - GameMath.COS_PI_3 = 0.86602540378443864676372317075294; - GameMath.SIN_2PI_3 = 0.03654595; - GameMath.CIRCLE_ALPHA = 0.5522847498307933984022516322796; - GameMath.ON = true; - GameMath.OFF = false; - GameMath.SHORT_EPSILON = 0.1; - GameMath.PERC_EPSILON = 0.001; - GameMath.EPSILON = 0.0001; - GameMath.LONG_EPSILON = 0.00000001; - GameMath.prototype.fuzzyEqual = function (a, b, epsilon) { - if (typeof epsilon === "undefined") { epsilon = 0.0001; } - return Math.abs(a - b) < epsilon; - }; - GameMath.prototype.fuzzyLessThan = function (a, b, epsilon) { - if (typeof epsilon === "undefined") { epsilon = 0.0001; } - return a < b + epsilon; - }; - GameMath.prototype.fuzzyGreaterThan = function (a, b, epsilon) { - if (typeof epsilon === "undefined") { epsilon = 0.0001; } - return a > b - epsilon; - }; - GameMath.prototype.fuzzyCeil = function (val, epsilon) { - if (typeof epsilon === "undefined") { epsilon = 0.0001; } - return Math.ceil(val - epsilon); - }; - GameMath.prototype.fuzzyFloor = function (val, epsilon) { - if (typeof epsilon === "undefined") { epsilon = 0.0001; } - return Math.floor(val + epsilon); - }; - GameMath.prototype.average = function () { - var args = []; - for (var _i = 0; _i < (arguments.length - 0); _i++) { - args[_i] = arguments[_i + 0]; - } - var avg = 0; - for(var i = 0; i < args.length; i++) { - avg += args[i]; - } - return avg / args.length; - }; - GameMath.prototype.slam = function (value, target, epsilon) { - if (typeof epsilon === "undefined") { epsilon = 0.0001; } - return (Math.abs(value - target) < epsilon) ? target : value; - }; - GameMath.prototype.percentageMinMax = /** - * ratio of value to a range - */ - function (val, max, min) { - if (typeof min === "undefined") { min = 0; } - val -= min; - max -= min; - if(!max) { - return 0; - } else { - return val / max; - } - }; - GameMath.prototype.sign = /** - * a value representing the sign of the value. - * -1 for negative, +1 for positive, 0 if value is 0 - */ - function (n) { - if(n) { - return n / Math.abs(n); - } else { - return 0; - } - }; - GameMath.prototype.truncate = function (n) { - return (n > 0) ? Math.floor(n) : Math.ceil(n); - }; - GameMath.prototype.shear = function (n) { - return n % 1; - }; - GameMath.prototype.wrap = /** - * wrap a value around a range, similar to modulus with a floating minimum - */ - function (val, max, min) { - if (typeof min === "undefined") { min = 0; } - val -= min; - max -= min; - if(max == 0) { - return min; - } - val %= max; - val += min; - while(val < min) { - val += max; - } - return val; - }; - GameMath.prototype.arithWrap = /** - * arithmetic version of wrap... need to decide which is more efficient - */ - function (value, max, min) { - if (typeof min === "undefined") { min = 0; } - max -= min; - if(max == 0) { - return min; - } - return value - max * Math.floor((value - min) / max); - }; - GameMath.prototype.clamp = /** - * force a value within the boundaries of two values - * - * if max < min, min is returned - */ - function (input, max, min) { - if (typeof min === "undefined") { min = 0; } - return Math.max(min, Math.min(max, input)); - }; - GameMath.prototype.snapTo = /** - * Snap a value to nearest grid slice, using rounding. - * - * example if you have an interval gap of 5 and a position of 12... you will snap to 10. Where as 14 will snap to 15 - * - * @param input - the value to snap - * @param gap - the interval gap of the grid - * @param [start] - optional starting offset for gap - */ - function (input, gap, start) { - if (typeof start === "undefined") { start = 0; } - if(gap == 0) { - return input; - } - input -= start; - input = gap * Math.round(input / gap); - return start + input; - }; - GameMath.prototype.snapToFloor = /** - * Snap a value to nearest grid slice, using floor. - * - * example if you have an interval gap of 5 and a position of 12... you will snap to 10. As will 14 snap to 10... but 16 will snap to 15 - * - * @param input - the value to snap - * @param gap - the interval gap of the grid - * @param [start] - optional starting offset for gap - */ - function (input, gap, start) { - if (typeof start === "undefined") { start = 0; } - if(gap == 0) { - return input; - } - input -= start; - input = gap * Math.floor(input / gap); - return start + input; - }; - GameMath.prototype.snapToCeil = /** - * Snap a value to nearest grid slice, using ceil. - * - * example if you have an interval gap of 5 and a position of 12... you will snap to 15. As will 14 will snap to 15... but 16 will snap to 20 - * - * @param input - the value to snap - * @param gap - the interval gap of the grid - * @param [start] - optional starting offset for gap - */ - function (input, gap, start) { - if (typeof start === "undefined") { start = 0; } - if(gap == 0) { - return input; - } - input -= start; - input = gap * Math.ceil(input / gap); - return start + input; - }; - GameMath.prototype.snapToInArray = /** - * Snaps a value to the nearest value in an array. - */ - function (input, arr, sort) { - if (typeof sort === "undefined") { sort = true; } - if(sort) { - arr.sort(); - } - if(input < arr[0]) { - return arr[0]; - } - var i = 1; - while(arr[i] < input) { - i++; - } - var low = arr[i - 1]; - var high = (i < arr.length) ? arr[i] : Number.POSITIVE_INFINITY; - return ((high - input) <= (input - low)) ? high : low; - }; - GameMath.prototype.roundTo = /** - * roundTo some place comparative to a 'base', default is 10 for decimal place - * - * 'place' is represented by the power applied to 'base' to get that place - * - * @param value - the value to round - * @param place - the place to round to - * @param base - the base to round in... default is 10 for decimal - * - * e.g. - * - * 2000/7 ~= 285.714285714285714285714 ~= (bin)100011101.1011011011011011 - * - * roundTo(2000/7,3) == 0 - * roundTo(2000/7,2) == 300 - * roundTo(2000/7,1) == 290 - * roundTo(2000/7,0) == 286 - * roundTo(2000/7,-1) == 285.7 - * roundTo(2000/7,-2) == 285.71 - * roundTo(2000/7,-3) == 285.714 - * roundTo(2000/7,-4) == 285.7143 - * roundTo(2000/7,-5) == 285.71429 - * - * roundTo(2000/7,3,2) == 288 -- 100100000 - * roundTo(2000/7,2,2) == 284 -- 100011100 - * roundTo(2000/7,1,2) == 286 -- 100011110 - * roundTo(2000/7,0,2) == 286 -- 100011110 - * roundTo(2000/7,-1,2) == 285.5 -- 100011101.1 - * roundTo(2000/7,-2,2) == 285.75 -- 100011101.11 - * roundTo(2000/7,-3,2) == 285.75 -- 100011101.11 - * roundTo(2000/7,-4,2) == 285.6875 -- 100011101.1011 - * roundTo(2000/7,-5,2) == 285.71875 -- 100011101.10111 - * - * note what occurs when we round to the 3rd space (8ths place), 100100000, this is to be assumed - * because we are rounding 100011.1011011011011011 which rounds up. - */ - function (value, place, base) { - if (typeof place === "undefined") { place = 0; } - if (typeof base === "undefined") { base = 10; } - var p = Math.pow(base, -place); - return Math.round(value * p) / p; - }; - GameMath.prototype.floorTo = function (value, place, base) { - if (typeof place === "undefined") { place = 0; } - if (typeof base === "undefined") { base = 10; } - var p = Math.pow(base, -place); - return Math.floor(value * p) / p; - }; - GameMath.prototype.ceilTo = function (value, place, base) { - if (typeof place === "undefined") { place = 0; } - if (typeof base === "undefined") { base = 10; } - var p = Math.pow(base, -place); - return Math.ceil(value * p) / p; - }; - GameMath.prototype.interpolateFloat = /** - * a one dimensional linear interpolation of a value. - */ - function (a, b, weight) { - return (b - a) * weight + a; - }; - GameMath.prototype.radiansToDegrees = /** - * convert radians to degrees - */ - function (angle) { - return angle * GameMath.RAD_TO_DEG; - }; - GameMath.prototype.degreesToRadians = /** - * convert degrees to radians - */ - function (angle) { - return angle * GameMath.DEG_TO_RAD; - }; - GameMath.prototype.angleBetween = /** - * Find the angle of a segment from (x1, y1) -> (x2, y2 ) - */ - function (x1, y1, x2, y2) { - return Math.atan2(y2 - y1, x2 - x1); - }; - GameMath.prototype.normalizeAngle = /** - * set an angle within the bounds of -PI to PI - */ - function (angle, radians) { - if (typeof radians === "undefined") { radians = true; } - var rd = (radians) ? GameMath.PI : 180; - return this.wrap(angle, rd, -rd); - }; - GameMath.prototype.nearestAngleBetween = /** - * closest angle between two angles from a1 to a2 - * absolute value the return for exact angle - */ - function (a1, a2, radians) { - if (typeof radians === "undefined") { radians = true; } - var rd = (radians) ? GameMath.PI : 180; - a1 = this.normalizeAngle(a1, radians); - a2 = this.normalizeAngle(a2, radians); - if(a1 < -rd / 2 && a2 > rd / 2) { - a1 += rd * 2; - } - if(a2 < -rd / 2 && a1 > rd / 2) { - a2 += rd * 2; - } - return a2 - a1; - }; - GameMath.prototype.normalizeAngleToAnother = /** - * normalizes independent and then sets dep to the nearest value respective to independent - * - * for instance if dep=-170 and ind=170 then 190 will be returned as an alternative to -170 - */ - function (dep, ind, radians) { - if (typeof radians === "undefined") { radians = true; } - return ind + this.nearestAngleBetween(ind, dep, radians); - }; - GameMath.prototype.normalizeAngleAfterAnother = /** - * normalize independent and dependent and then set dependent to an angle relative to 'after/clockwise' independent - * - * for instance dep=-170 and ind=170, then 190 will be reutrned as alternative to -170 - */ - function (dep, ind, radians) { - if (typeof radians === "undefined") { radians = true; } - dep = this.normalizeAngle(dep - ind, radians); - return ind + dep; - }; - GameMath.prototype.normalizeAngleBeforeAnother = /** - * normalizes indendent and dependent and then sets dependent to an angle relative to 'before/counterclockwise' independent - * - * for instance dep = 190 and ind = 170, then -170 will be returned as an alternative to 190 - */ - function (dep, ind, radians) { - if (typeof radians === "undefined") { radians = true; } - dep = this.normalizeAngle(ind - dep, radians); - return ind - dep; - }; - GameMath.prototype.interpolateAngles = /** - * interpolate across the shortest arc between two angles - */ - function (a1, a2, weight, radians, ease) { - if (typeof radians === "undefined") { radians = true; } - if (typeof ease === "undefined") { ease = null; } - a1 = this.normalizeAngle(a1, radians); - a2 = this.normalizeAngleToAnother(a2, a1, radians); - return (typeof ease === 'function') ? ease(weight, a1, a2 - a1, 1) : this.interpolateFloat(a1, a2, weight); - }; - GameMath.prototype.logBaseOf = /** - * Compute the logarithm of any value of any base - * - * a logarithm is the exponent that some constant (base) would have to be raised to - * to be equal to value. - * - * i.e. - * 4 ^ x = 16 - * can be rewritten as to solve for x - * logB4(16) = x - * which with this function would be - * LoDMath.logBaseOf(16,4) - * - * which would return 2, because 4^2 = 16 - */ - function (value, base) { - return Math.log(value) / Math.log(base); - }; - GameMath.prototype.GCD = /** - * Greatest Common Denominator using Euclid's algorithm - */ - function (m, n) { - var r; - //make sure positive, GCD is always positive - m = Math.abs(m); - n = Math.abs(n); - //m must be >= n - if(m < n) { - r = m; - m = n; - n = r; - } - //now start loop - while(true) { - r = m % n; - if(!r) { - return n; - } - m = n; - n = r; - } - return 1; - }; - GameMath.prototype.LCM = /** - * Lowest Common Multiple - */ - function (m, n) { - return (m * n) / this.GCD(m, n); - }; - GameMath.prototype.factorial = /** - * Factorial - N! - * - * simple product series - * - * by definition: - * 0! == 1 - */ - function (value) { - if(value == 0) { - return 1; - } - var res = value; - while(--value) { - res *= value; - } - return res; - }; - GameMath.prototype.gammaFunction = /** - * gamma function - * - * defined: gamma(N) == (N - 1)! - */ - function (value) { - return this.factorial(value - 1); - }; - GameMath.prototype.fallingFactorial = /** - * falling factorial - * - * defined: (N)! / (N - x)! - * - * written subscript: (N)x OR (base)exp - */ - function (base, exp) { - return this.factorial(base) / this.factorial(base - exp); - }; - GameMath.prototype.risingFactorial = /** - * rising factorial - * - * defined: (N + x - 1)! / (N - 1)! - * - * written superscript N^(x) OR base^(exp) - */ - function (base, exp) { - //expanded from gammaFunction for speed - return this.factorial(base + exp - 1) / this.factorial(base - 1); - }; - GameMath.prototype.binCoef = /** - * binomial coefficient - * - * defined: N! / (k!(N-k)!) - * reduced: N! / (N-k)! == (N)k (fallingfactorial) - * reduced: (N)k / k! - */ - function (n, k) { - return this.fallingFactorial(n, k) / this.factorial(k); - }; - GameMath.prototype.risingBinCoef = /** - * rising binomial coefficient - * - * as one can notice in the analysis of binCoef(...) that - * binCoef is the (N)k divided by k!. Similarly rising binCoef - * is merely N^(k) / k! - */ - function (n, k) { - return this.risingFactorial(n, k) / this.factorial(k); - }; - GameMath.prototype.chanceRoll = /** - * Generate a random bool result based on the chance value - *

- * Returns true or false based on the chance value (default 50%). For example if you wanted a player to have a 30% chance - * of getting a bonus, call chanceRoll(30) - true means the chance passed, false means it failed. - *

- * @param chance The chance of receiving the value. A number between 0 and 100 (effectively 0% to 100%) - * @return true if the roll passed, or false - */ - function (chance) { - if (typeof chance === "undefined") { chance = 50; } - if(chance <= 0) { - return false; - } else if(chance >= 100) { - return true; - } else { - if(Math.random() * 100 >= chance) { - return false; - } else { - return true; - } - } - }; - GameMath.prototype.maxAdd = /** - * Adds the given amount to the value, but never lets the value go over the specified maximum - * - * @param value The value to add the amount to - * @param amount The amount to add to the value - * @param max The maximum the value is allowed to be - * @return The new value - */ - function (value, amount, max) { - value += amount; - if(value > max) { - value = max; - } - return value; - }; - GameMath.prototype.minSub = /** - * Subtracts the given amount from the value, but never lets the value go below the specified minimum - * - * @param value The base value - * @param amount The amount to subtract from the base value - * @param min The minimum the value is allowed to be - * @return The new value - */ - function (value, amount, min) { - value -= amount; - if(value < min) { - value = min; - } - return value; - }; - GameMath.prototype.wrapValue = /** - * Adds value to amount and ensures that the result always stays between 0 and max, by wrapping the value around. - *

Values must be positive integers, and are passed through Math.abs

- * - * @param value The value to add the amount to - * @param amount The amount to add to the value - * @param max The maximum the value is allowed to be - * @return The wrapped value - */ - function (value, amount, max) { - var diff; - value = Math.abs(value); - amount = Math.abs(amount); - max = Math.abs(max); - diff = (value + amount) % max; - return diff; - }; - GameMath.prototype.randomSign = /** - * Randomly returns either a 1 or -1 - * - * @return 1 or -1 - */ - function () { - return (Math.random() > 0.5) ? 1 : -1; - }; - GameMath.prototype.isOdd = /** - * Returns true if the number given is odd. - * - * @param n The number to check - * - * @return True if the given number is odd. False if the given number is even. - */ - function (n) { - if(n & 1) { - return true; - } else { - return false; - } - }; - GameMath.prototype.isEven = /** - * Returns true if the number given is even. - * - * @param n The number to check - * - * @return True if the given number is even. False if the given number is odd. - */ - function (n) { - if(n & 1) { - return false; - } else { - return true; - } - }; - GameMath.prototype.wrapAngle = /** - * Keeps an angle value between -180 and +180
- * Should be called whenever the angle is updated on the Sprite to stop it from going insane. - * - * @param angle The angle value to check - * - * @return The new angle value, returns the same as the input angle if it was within bounds - */ - function (angle) { - var result = angle; - // Nothing needs to change - if(angle >= -180 && angle <= 180) { - return angle; - } - // Else normalise it to -180, 180 - result = (angle + 180) % 360; - if(result < 0) { - result += 360; - } - return result - 180; - }; - GameMath.prototype.angleLimit = /** - * Keeps an angle value between the given min and max values - * - * @param angle The angle value to check. Must be between -180 and +180 - * @param min The minimum angle that is allowed (must be -180 or greater) - * @param max The maximum angle that is allowed (must be 180 or less) - * - * @return The new angle value, returns the same as the input angle if it was within bounds - */ - function (angle, min, max) { - var result = angle; - if(angle > max) { - result = max; - } else if(angle < min) { - result = min; - } - return result; - }; - GameMath.prototype.linearInterpolation = /** - * @method linear - * @param {Any} v - * @param {Any} k - * @public - */ - function (v, k) { - var m = v.length - 1; - var f = m * k; - var i = Math.floor(f); - if(k < 0) { - return this.linear(v[0], v[1], f); - } - if(k > 1) { - return this.linear(v[m], v[m - 1], m - f); - } - return this.linear(v[i], v[i + 1 > m ? m : i + 1], f - i); - }; - GameMath.prototype.bezierInterpolation = /** - * @method Bezier - * @param {Any} v - * @param {Any} k - * @public - */ - function (v, k) { - var b = 0; - var n = v.length - 1; - for(var i = 0; i <= n; i++) { - b += Math.pow(1 - k, n - i) * Math.pow(k, i) * v[i] * this.bernstein(n, i); - } - return b; - }; - GameMath.prototype.catmullRomInterpolation = /** - * @method CatmullRom - * @param {Any} v - * @param {Any} k - * @public - */ - function (v, k) { - var m = v.length - 1; - var f = m * k; - var i = Math.floor(f); - if(v[0] === v[m]) { - if(k < 0) { - i = Math.floor(f = m * (1 + k)); - } - return this.catmullRom(v[(i - 1 + m) % m], v[i], v[(i + 1) % m], v[(i + 2) % m], f - i); - } else { - if(k < 0) { - return v[0] - (this.catmullRom(v[0], v[0], v[1], v[1], -f) - v[0]); - } - if(k > 1) { - return v[m] - (this.catmullRom(v[m], v[m], v[m - 1], v[m - 1], f - m) - v[m]); - } - return this.catmullRom(v[i ? i - 1 : 0], v[i], v[m < i + 1 ? m : i + 1], v[m < i + 2 ? m : i + 2], f - i); - } - }; - GameMath.prototype.linear = /** - * @method Linear - * @param {Any} p0 - * @param {Any} p1 - * @param {Any} t - * @public - */ - function (p0, p1, t) { - return (p1 - p0) * t + p0; - }; - GameMath.prototype.bernstein = /** - * @method Bernstein - * @param {Any} n - * @param {Any} i - * @public - */ - function (n, i) { - return this.factorial(n) / this.factorial(i) / this.factorial(n - i); - }; - GameMath.prototype.catmullRom = /** - * @method CatmullRom - * @param {Any} p0 - * @param {Any} p1 - * @param {Any} p2 - * @param {Any} p3 - * @param {Any} t - * @public - */ - function (p0, p1, p2, p3, t) { - var v0 = (p2 - p0) * 0.5, v1 = (p3 - p1) * 0.5, t2 = t * t, t3 = t * t2; - return (2 * p1 - 2 * p2 + v0 + v1) * t3 + (-3 * p1 + 3 * p2 - 2 * v0 - v1) * t2 + v0 * t + p1; - }; - GameMath.prototype.difference = function (a, b) { - return Math.abs(a - b); - }; - GameMath.prototype.getRandom = /** - * Fetch a random entry from the given array. - * Will return null if random selection is missing, or array has no entries. - * - * @param objects An array of objects. - * @param startIndex Optional offset off the front of the array. Default value is 0, or the beginning of the array. - * @param length Optional restriction on the number of values you want to randomly select from. - * - * @return The random object that was selected. - */ - function (objects, startIndex, length) { - if (typeof startIndex === "undefined") { startIndex = 0; } - if (typeof length === "undefined") { length = 0; } - if(objects != null) { - var l = length; - if((l == 0) || (l > objects.length - startIndex)) { - l = objects.length - startIndex; - } - if(l > 0) { - return objects[startIndex + Math.floor(Math.random() * l)]; - } - } - return null; - }; - GameMath.prototype.floor = /** - * Round down to the next whole number. E.g. floor(1.7) == 1, and floor(-2.7) == -2. - * - * @param Value Any number. - * - * @return The rounded value of that number. - */ - function (value) { - var n = value | 0; - return (value > 0) ? (n) : ((n != value) ? (n - 1) : (n)); - }; - GameMath.prototype.ceil = /** - * Round up to the next whole number. E.g. ceil(1.3) == 2, and ceil(-2.3) == -3. - * - * @param Value Any number. - * - * @return The rounded value of that number. - */ - function (value) { - var n = value | 0; - return (value > 0) ? ((n != value) ? (n + 1) : (n)) : (n); - }; - GameMath.prototype.sinCosGenerator = /** - * Generate a sine and cosine table simultaneously and extremely quickly. Based on research by Franky of scene.at - *

- * The parameters allow you to specify the length, amplitude and frequency of the wave. Once you have called this function - * you should get the results via getSinTable() and getCosTable(). This generator is fast enough to be used in real-time. - *

- * @param length The length of the wave - * @param sinAmplitude The amplitude to apply to the sine table (default 1.0) if you need values between say -+ 125 then give 125 as the value - * @param cosAmplitude The amplitude to apply to the cosine table (default 1.0) if you need values between say -+ 125 then give 125 as the value - * @param frequency The frequency of the sine and cosine table data - * @return Returns the sine table - * @see getSinTable - * @see getCosTable - */ - function (length, sinAmplitude, cosAmplitude, frequency) { - if (typeof sinAmplitude === "undefined") { sinAmplitude = 1.0; } - if (typeof cosAmplitude === "undefined") { cosAmplitude = 1.0; } - if (typeof frequency === "undefined") { frequency = 1.0; } - var sin = sinAmplitude; - var cos = cosAmplitude; - var frq = frequency * Math.PI / length; - this.cosTable = []; - this.sinTable = []; - for(var c = 0; c < length; c++) { - cos -= sin * frq; - sin += cos * frq; - this.cosTable[c] = cos; - this.sinTable[c] = sin; - } - return this.sinTable; - }; - GameMath.prototype.shiftSinTable = /** - * Shifts through the sin table data by one value and returns it. - * This effectively moves the position of the data from the start to the end of the table. - * @return The sin value. - */ - function () { - if(this.sinTable) { - var s = this.sinTable.shift(); - this.sinTable.push(s); - return s; - } - }; - GameMath.prototype.shiftCosTable = /** - * Shifts through the cos table data by one value and returns it. - * This effectively moves the position of the data from the start to the end of the table. - * @return The cos value. - */ - function () { - if(this.cosTable) { - var s = this.cosTable.shift(); - this.cosTable.push(s); - return s; - } - }; - GameMath.prototype.shuffleArray = /** - * Shuffles the data in the given array into a new order - * @param array The array to shuffle - * @return The array - */ - function (array) { - for(var i = array.length - 1; i > 0; i--) { - var j = Math.floor(Math.random() * (i + 1)); - var temp = array[i]; - array[i] = array[j]; - array[j] = temp; - } - return array; - }; - GameMath.prototype.distanceBetween = /** - * Returns the distance from this Point object to the given Point object. - * @method distanceFrom - * @param {Point} target - The destination Point object. - * @param {bool} round - Round the distance to the nearest integer (default false) - * @return {Number} The distance between this Point object and the destination Point object. - **/ - function (x1, y1, x2, y2) { - var dx = x1 - x2; - var dy = y1 - y2; - return Math.sqrt(dx * dx + dy * dy); - }; - GameMath.prototype.vectorLength = /** - * Finds the length of the given vector - * - * @param dx - * @param dy - * - * @return - */ - function (dx, dy) { - return Math.sqrt(dx * dx + dy * dy); - }; - return GameMath; - })(); - Phaser.GameMath = GameMath; -})(Phaser || (Phaser = {})); diff --git a/wip/TS Source/math/LinkedList.js b/wip/TS Source/math/LinkedList.js deleted file mode 100644 index 0efc4242..00000000 --- a/wip/TS Source/math/LinkedList.js +++ /dev/null @@ -1,30 +0,0 @@ -/// -/** -* Phaser - LinkedList -* -* A miniature linked list class. Useful for optimizing time-critical or highly repetitive tasks! -*/ -var Phaser; -(function (Phaser) { - var LinkedList = (function () { - /** - * Creates a new link, and sets object and next to null. - */ - function LinkedList() { - this.object = null; - this.next = null; - } - LinkedList.prototype.destroy = /** - * Clean up memory. - */ - function () { - this.object = null; - if(this.next != null) { - this.next.destroy(); - } - this.next = null; - }; - return LinkedList; - })(); - Phaser.LinkedList = LinkedList; -})(Phaser || (Phaser = {})); diff --git a/wip/TS Source/math/Mat3.js b/wip/TS Source/math/Mat3.js deleted file mode 100644 index 98bd3390..00000000 --- a/wip/TS Source/math/Mat3.js +++ /dev/null @@ -1,253 +0,0 @@ -/// -/** -* Phaser - Mat3 -* -* A 3x3 Matrix -*/ -var Phaser; -(function (Phaser) { - var Mat3 = (function () { - /** - * Creates a new Mat3 object. - * @class Mat3 - * @constructor - * @return {Mat3} This object - **/ - function Mat3() { - this.data = [ - 1, - 0, - 0, - 0, - 1, - 0, - 0, - 0, - 1 - ]; - } - Object.defineProperty(Mat3.prototype, "a00", { - get: function () { - return this.data[0]; - }, - set: function (value) { - this.data[0] = value; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Mat3.prototype, "a01", { - get: function () { - return this.data[1]; - }, - set: function (value) { - this.data[1] = value; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Mat3.prototype, "a02", { - get: function () { - return this.data[2]; - }, - set: function (value) { - this.data[2] = value; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Mat3.prototype, "a10", { - get: function () { - return this.data[3]; - }, - set: function (value) { - this.data[3] = value; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Mat3.prototype, "a11", { - get: function () { - return this.data[4]; - }, - set: function (value) { - this.data[4] = value; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Mat3.prototype, "a12", { - get: function () { - return this.data[5]; - }, - set: function (value) { - this.data[5] = value; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Mat3.prototype, "a20", { - get: function () { - return this.data[6]; - }, - set: function (value) { - this.data[6] = value; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Mat3.prototype, "a21", { - get: function () { - return this.data[7]; - }, - set: function (value) { - this.data[7] = value; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Mat3.prototype, "a22", { - get: function () { - return this.data[8]; - }, - set: function (value) { - this.data[8] = value; - }, - enumerable: true, - configurable: true - }); - Mat3.prototype.copyFromMat3 = /** - * Copies the values from one Mat3 into this Mat3. - * @method copyFromMat3 - * @param {any} source - The object to copy from. - * @return {Mat3} This Mat3 object. - **/ - function (source) { - this.data[0] = source.data[0]; - this.data[1] = source.data[1]; - this.data[2] = source.data[2]; - this.data[3] = source.data[3]; - this.data[4] = source.data[4]; - this.data[5] = source.data[5]; - this.data[6] = source.data[6]; - this.data[7] = source.data[7]; - this.data[8] = source.data[8]; - return this; - }; - Mat3.prototype.copyFromMat4 = /** - * Copies the upper-left 3x3 values into this Mat3. - * @method copyFromMat4 - * @param {any} source - The object to copy from. - * @return {Mat3} This Mat3 object. - **/ - function (source) { - this.data[0] = source[0]; - this.data[1] = source[1]; - this.data[2] = source[2]; - this.data[3] = source[4]; - this.data[4] = source[5]; - this.data[5] = source[6]; - this.data[6] = source[8]; - this.data[7] = source[9]; - this.data[8] = source[10]; - return this; - }; - Mat3.prototype.clone = /** - * Clones this Mat3 into a new Mat3 - * @param {Mat3} out The output Mat3, if none is given a new Mat3 object will be created. - * @return {Mat3} The new Mat3 - **/ - function (out) { - if (typeof out === "undefined") { out = new Phaser.Mat3(); } - out[0] = this.data[0]; - out[1] = this.data[1]; - out[2] = this.data[2]; - out[3] = this.data[3]; - out[4] = this.data[4]; - out[5] = this.data[5]; - out[6] = this.data[6]; - out[7] = this.data[7]; - out[8] = this.data[8]; - return out; - }; - Mat3.prototype.identity = /** - * Sets this Mat3 to the identity matrix. - * @method identity - * @param {any} source - The object to copy from. - * @return {Mat3} This Mat3 object. - **/ - function () { - return this.setTo(1, 0, 0, 0, 1, 0, 0, 0, 1); - }; - Mat3.prototype.translate = /** - * Translates this Mat3 by the given vector - **/ - function (v) { - this.a20 = v.x * this.a00 + v.y * this.a10 + this.a20; - this.a21 = v.x * this.a01 + v.y * this.a11 + this.a21; - this.a22 = v.x * this.a02 + v.y * this.a12 + this.a22; - return this; - }; - Mat3.prototype.setTemps = function () { - this._a00 = this.data[0]; - this._a01 = this.data[1]; - this._a02 = this.data[2]; - this._a10 = this.data[3]; - this._a11 = this.data[4]; - this._a12 = this.data[5]; - this._a20 = this.data[6]; - this._a21 = this.data[7]; - this._a22 = this.data[8]; - }; - Mat3.prototype.rotate = /** - * Rotates this Mat3 by the given angle (given in radians) - **/ - function (rad) { - this.setTemps(); - var s = Phaser.GameMath.sinA[rad]; - var c = Phaser.GameMath.cosA[rad]; - this.data[0] = c * this._a00 + s * this._a10; - this.data[1] = c * this._a01 + s * this._a10; - this.data[2] = c * this._a02 + s * this._a12; - this.data[3] = c * this._a10 - s * this._a00; - this.data[4] = c * this._a11 - s * this._a01; - this.data[5] = c * this._a12 - s * this._a02; - return this; - }; - Mat3.prototype.scale = /** - * Scales this Mat3 by the given vector - **/ - function (v) { - this.data[0] = v.x * this.data[0]; - this.data[1] = v.x * this.data[1]; - this.data[2] = v.x * this.data[2]; - this.data[3] = v.y * this.data[3]; - this.data[4] = v.y * this.data[4]; - this.data[5] = v.y * this.data[5]; - return this; - }; - Mat3.prototype.setTo = function (a00, a01, a02, a10, a11, a12, a20, a21, a22) { - this.data[0] = a00; - this.data[1] = a01; - this.data[2] = a02; - this.data[3] = a10; - this.data[4] = a11; - this.data[5] = a12; - this.data[6] = a20; - this.data[7] = a21; - this.data[8] = a22; - return this; - }; - Mat3.prototype.toString = /** - * Returns a string representation of this object. - * @method toString - * @return {string} a string representation of the object. - **/ - function () { - return ''; - //return "[{Vec2 (x=" + this.x + " y=" + this.y + ")}]"; - }; - return Mat3; - })(); - Phaser.Mat3 = Mat3; -})(Phaser || (Phaser = {})); diff --git a/wip/TS Source/math/Mat3Utils.js b/wip/TS Source/math/Mat3Utils.js deleted file mode 100644 index ed0577a8..00000000 --- a/wip/TS Source/math/Mat3Utils.js +++ /dev/null @@ -1,153 +0,0 @@ -/// -/** -* Phaser - Mat3Utils -* -* A collection of methods useful for manipulating and performing operations on Mat3 objects. -* -*/ -var Phaser; -(function (Phaser) { - var Mat3Utils = (function () { - function Mat3Utils() { } - Mat3Utils.transpose = /** - * Transpose the values of a Mat3 - **/ - function transpose(source, dest) { - if (typeof dest === "undefined") { dest = null; } - if(dest === null) { - // Transpose ourselves - var a01 = source.data[1]; - var a02 = source.data[2]; - var a12 = source.data[5]; - source.data[1] = source.data[3]; - source.data[2] = source.data[6]; - source.data[3] = a01; - source.data[5] = source.data[7]; - source.data[6] = a02; - source.data[7] = a12; - } else { - source.data[0] = dest.data[0]; - source.data[1] = dest.data[3]; - source.data[2] = dest.data[6]; - source.data[3] = dest.data[1]; - source.data[4] = dest.data[4]; - source.data[5] = dest.data[7]; - source.data[6] = dest.data[2]; - source.data[7] = dest.data[5]; - source.data[8] = dest.data[8]; - } - return source; - }; - Mat3Utils.invert = /** - * Inverts a Mat3 - **/ - function invert(source) { - var a00 = source.data[0]; - var a01 = source.data[1]; - var a02 = source.data[2]; - var a10 = source.data[3]; - var a11 = source.data[4]; - var a12 = source.data[5]; - var a20 = source.data[6]; - var a21 = source.data[7]; - var a22 = source.data[8]; - var b01 = a22 * a11 - a12 * a21; - var b11 = -a22 * a10 + a12 * a20; - var b21 = a21 * a10 - a11 * a20; - // Determinant - var det = a00 * b01 + a01 * b11 + a02 * b21; - if(!det) { - return null; - } - det = 1.0 / det; - source.data[0] = b01 * det; - source.data[1] = (-a22 * a01 + a02 * a21) * det; - source.data[2] = (a12 * a01 - a02 * a11) * det; - source.data[3] = b11 * det; - source.data[4] = (a22 * a00 - a02 * a20) * det; - source.data[5] = (-a12 * a00 + a02 * a10) * det; - source.data[6] = b21 * det; - source.data[7] = (-a21 * a00 + a01 * a20) * det; - source.data[8] = (a11 * a00 - a01 * a10) * det; - return source; - }; - Mat3Utils.adjoint = /** - * Calculates the adjugate of a Mat3 - **/ - function adjoint(source) { - var a00 = source.data[0]; - var a01 = source.data[1]; - var a02 = source.data[2]; - var a10 = source.data[3]; - var a11 = source.data[4]; - var a12 = source.data[5]; - var a20 = source.data[6]; - var a21 = source.data[7]; - var a22 = source.data[8]; - source.data[0] = (a11 * a22 - a12 * a21); - source.data[1] = (a02 * a21 - a01 * a22); - source.data[2] = (a01 * a12 - a02 * a11); - source.data[3] = (a12 * a20 - a10 * a22); - source.data[4] = (a00 * a22 - a02 * a20); - source.data[5] = (a02 * a10 - a00 * a12); - source.data[6] = (a10 * a21 - a11 * a20); - source.data[7] = (a01 * a20 - a00 * a21); - source.data[8] = (a00 * a11 - a01 * a10); - return source; - }; - Mat3Utils.determinant = /** - * Calculates the adjugate of a Mat3 - **/ - function determinant(source) { - var a00 = source.data[0]; - var a01 = source.data[1]; - var a02 = source.data[2]; - var a10 = source.data[3]; - var a11 = source.data[4]; - var a12 = source.data[5]; - var a20 = source.data[6]; - var a21 = source.data[7]; - var a22 = source.data[8]; - return a00 * (a22 * a11 - a12 * a21) + a01 * (-a22 * a10 + a12 * a20) + a02 * (a21 * a10 - a11 * a20); - }; - Mat3Utils.multiply = /** - * Multiplies two Mat3s - **/ - function multiply(source, b) { - var a00 = source.data[0]; - var a01 = source.data[1]; - var a02 = source.data[2]; - var a10 = source.data[3]; - var a11 = source.data[4]; - var a12 = source.data[5]; - var a20 = source.data[6]; - var a21 = source.data[7]; - var a22 = source.data[8]; - var b00 = b.data[0]; - var b01 = b.data[1]; - var b02 = b.data[2]; - var b10 = b.data[3]; - var b11 = b.data[4]; - var b12 = b.data[5]; - var b20 = b.data[6]; - var b21 = b.data[7]; - var b22 = b.data[8]; - source.data[0] = b00 * a00 + b01 * a10 + b02 * a20; - source.data[1] = b00 * a01 + b01 * a11 + b02 * a21; - source.data[2] = b00 * a02 + b01 * a12 + b02 * a22; - source.data[3] = b10 * a00 + b11 * a10 + b12 * a20; - source.data[4] = b10 * a01 + b11 * a11 + b12 * a21; - source.data[5] = b10 * a02 + b11 * a12 + b12 * a22; - source.data[6] = b20 * a00 + b21 * a10 + b22 * a20; - source.data[7] = b20 * a01 + b21 * a11 + b22 * a21; - source.data[8] = b20 * a02 + b21 * a12 + b22 * a22; - return source; - }; - Mat3Utils.fromQuaternion = function fromQuaternion() { - }; - Mat3Utils.normalFromMat4 = function normalFromMat4() { - }; - return Mat3Utils; - })(); - Phaser.Mat3Utils = Mat3Utils; -})(Phaser || (Phaser = {})); diff --git a/wip/TS Source/math/QuadTree.js b/wip/TS Source/math/QuadTree.js deleted file mode 100644 index 6f05e343..00000000 --- a/wip/TS Source/math/QuadTree.js +++ /dev/null @@ -1,359 +0,0 @@ -var __extends = this.__extends || function (d, b) { - function __() { this.constructor = d; } - __.prototype = b.prototype; - d.prototype = new __(); -}; -/// -/** -* Phaser - QuadTree -* -* A fairly generic quad tree structure for rapid overlap checks. QuadTree is also configured for single or dual list operation. -* You can add items either to its A list or its B list. When you do an overlap check, you can compare the A list to itself, -* or the A list against the B list. Handy for different things! -*/ -var Phaser; -(function (Phaser) { - var QuadTree = (function (_super) { - __extends(QuadTree, _super); - /** - * Instantiate a new Quad Tree node. - * - * @param {Number} x The X-coordinate of the point in space. - * @param {Number} y The Y-coordinate of the point in space. - * @param {Number} width Desired width of this node. - * @param {Number} height Desired height of this node. - * @param {Number} parent The parent branch or node. Pass null to create a root. - */ - //constructor(manager: Phaser.Physics.Manager, x: number, y: number, width: number, height: number, parent: QuadTree = null) { - function QuadTree(manager, x, y, width, height, parent) { - if (typeof parent === "undefined") { parent = null; } - _super.call(this, x, y, width, height); - QuadTree.physics = manager; - this._headA = this._tailA = new Phaser.LinkedList(); - this._headB = this._tailB = new Phaser.LinkedList(); - //Copy the parent's children (if there are any) - if(parent != null) { - if(parent._headA.object != null) { - this._iterator = parent._headA; - while(this._iterator != null) { - if(this._tailA.object != null) { - this._ot = this._tailA; - this._tailA = new Phaser.LinkedList(); - this._ot.next = this._tailA; - } - this._tailA.object = this._iterator.object; - this._iterator = this._iterator.next; - } - } - if(parent._headB.object != null) { - this._iterator = parent._headB; - while(this._iterator != null) { - if(this._tailB.object != null) { - this._ot = this._tailB; - this._tailB = new Phaser.LinkedList(); - this._ot.next = this._tailB; - } - this._tailB.object = this._iterator.object; - this._iterator = this._iterator.next; - } - } - } else { - QuadTree._min = (this.width + this.height) / (2 * QuadTree.divisions); - } - this._canSubdivide = (this.width > QuadTree._min) || (this.height > QuadTree._min); - //Set up comparison/sort helpers - this._northWestTree = null; - this._northEastTree = null; - this._southEastTree = null; - this._southWestTree = null; - this._leftEdge = this.x; - this._rightEdge = this.x + this.width; - this._halfWidth = this.width / 2; - this._midpointX = this._leftEdge + this._halfWidth; - this._topEdge = this.y; - this._bottomEdge = this.y + this.height; - this._halfHeight = this.height / 2; - this._midpointY = this._topEdge + this._halfHeight; - } - QuadTree.A_LIST = 0; - QuadTree.B_LIST = 1; - QuadTree.prototype.destroy = /** - * Clean up memory. - */ - function () { - this._tailA.destroy(); - this._tailB.destroy(); - this._headA.destroy(); - this._headB.destroy(); - this._tailA = null; - this._tailB = null; - this._headA = null; - this._headB = null; - if(this._northWestTree != null) { - this._northWestTree.destroy(); - } - if(this._northEastTree != null) { - this._northEastTree.destroy(); - } - if(this._southEastTree != null) { - this._southEastTree.destroy(); - } - if(this._southWestTree != null) { - this._southWestTree.destroy(); - } - this._northWestTree = null; - this._northEastTree = null; - this._southEastTree = null; - this._southWestTree = null; - QuadTree._object = null; - QuadTree._processingCallback = null; - QuadTree._notifyCallback = null; - }; - QuadTree.prototype.load = /** - * Load objects and/or groups into the quad tree, and register notify and processing callbacks. - * - * @param {} objectOrGroup1 Any object that is or extends IGameObject or Group. - * @param {} objectOrGroup2 Any object that is or extends IGameObject or Group. If null, the first parameter will be checked against itself. - * @param {Function} notifyCallback A function with the form myFunction(Object1:GameObject,Object2:GameObject) that is called whenever two objects are found to overlap in world space, and either no processCallback is specified, or the processCallback returns true. - * @param {Function} processCallback A function with the form myFunction(Object1:GameObject,Object2:GameObject):bool that is called whenever two objects are found to overlap in world space. The notifyCallback is only called if this function returns true. See GameObject.separate(). - * @param context The context in which the callbacks will be called - */ - function (objectOrGroup1, objectOrGroup2, notifyCallback, processCallback, context) { - if (typeof objectOrGroup2 === "undefined") { objectOrGroup2 = null; } - if (typeof notifyCallback === "undefined") { notifyCallback = null; } - if (typeof processCallback === "undefined") { processCallback = null; } - if (typeof context === "undefined") { context = null; } - this.add(objectOrGroup1, QuadTree.A_LIST); - if(objectOrGroup2 != null) { - this.add(objectOrGroup2, QuadTree.B_LIST); - QuadTree._useBothLists = true; - } else { - QuadTree._useBothLists = false; - } - QuadTree._notifyCallback = notifyCallback; - QuadTree._processingCallback = processCallback; - QuadTree._callbackContext = context; - }; - QuadTree.prototype.add = /** - * Call this function to add an object to the root of the tree. - * This function will recursively add all group members, but - * not the groups themselves. - * - * @param {} objectOrGroup GameObjects are just added, Groups are recursed and their applicable members added accordingly. - * @param {Number} list A uint flag indicating the list to which you want to add the objects. Options are QuadTree.A_LIST and QuadTree.B_LIST. - */ - function (objectOrGroup, list) { - QuadTree._list = list; - if(objectOrGroup.type == Phaser.Types.GROUP) { - this._i = 0; - this._members = objectOrGroup['members']; - this._l = objectOrGroup['length']; - while(this._i < this._l) { - this._basic = this._members[this._i++]; - if(this._basic != null && this._basic.exists) { - if(this._basic.type == Phaser.Types.GROUP) { - this.add(this._basic, list); - } else { - QuadTree._object = this._basic; - if(QuadTree._object.exists && QuadTree._object.body.allowCollisions) { - this.addObject(); - } - } - } - } - } else { - QuadTree._object = objectOrGroup; - if(QuadTree._object.exists && QuadTree._object.body.allowCollisions) { - this.addObject(); - } - } - }; - QuadTree.prototype.addObject = /** - * Internal function for recursively navigating and creating the tree - * while adding objects to the appropriate nodes. - */ - function () { - //If this quad (not its children) lies entirely inside this object, add it here - if(!this._canSubdivide || ((this._leftEdge >= QuadTree._object.body.bounds.x) && (this._rightEdge <= QuadTree._object.body.bounds.right) && (this._topEdge >= QuadTree._object.body.bounds.y) && (this._bottomEdge <= QuadTree._object.body.bounds.bottom))) { - this.addToList(); - return; - } - //See if the selected object fits completely inside any of the quadrants - if((QuadTree._object.body.bounds.x > this._leftEdge) && (QuadTree._object.body.bounds.right < this._midpointX)) { - if((QuadTree._object.body.bounds.y > this._topEdge) && (QuadTree._object.body.bounds.bottom < this._midpointY)) { - if(this._northWestTree == null) { - this._northWestTree = new QuadTree(QuadTree.physics, this._leftEdge, this._topEdge, this._halfWidth, this._halfHeight, this); - } - this._northWestTree.addObject(); - return; - } - if((QuadTree._object.body.bounds.y > this._midpointY) && (QuadTree._object.body.bounds.bottom < this._bottomEdge)) { - if(this._southWestTree == null) { - this._southWestTree = new QuadTree(QuadTree.physics, this._leftEdge, this._midpointY, this._halfWidth, this._halfHeight, this); - } - this._southWestTree.addObject(); - return; - } - } - if((QuadTree._object.body.bounds.x > this._midpointX) && (QuadTree._object.body.bounds.right < this._rightEdge)) { - if((QuadTree._object.body.bounds.y > this._topEdge) && (QuadTree._object.body.bounds.bottom < this._midpointY)) { - if(this._northEastTree == null) { - this._northEastTree = new QuadTree(QuadTree.physics, this._midpointX, this._topEdge, this._halfWidth, this._halfHeight, this); - } - this._northEastTree.addObject(); - return; - } - if((QuadTree._object.body.bounds.y > this._midpointY) && (QuadTree._object.body.bounds.bottom < this._bottomEdge)) { - if(this._southEastTree == null) { - this._southEastTree = new QuadTree(QuadTree.physics, this._midpointX, this._midpointY, this._halfWidth, this._halfHeight, this); - } - this._southEastTree.addObject(); - return; - } - } - //If it wasn't completely contained we have to check out the partial overlaps - if((QuadTree._object.body.bounds.right > this._leftEdge) && (QuadTree._object.body.bounds.x < this._midpointX) && (QuadTree._object.body.bounds.bottom > this._topEdge) && (QuadTree._object.body.bounds.y < this._midpointY)) { - if(this._northWestTree == null) { - this._northWestTree = new QuadTree(QuadTree.physics, this._leftEdge, this._topEdge, this._halfWidth, this._halfHeight, this); - } - this._northWestTree.addObject(); - } - if((QuadTree._object.body.bounds.right > this._midpointX) && (QuadTree._object.body.bounds.x < this._rightEdge) && (QuadTree._object.body.bounds.bottom > this._topEdge) && (QuadTree._object.body.bounds.y < this._midpointY)) { - if(this._northEastTree == null) { - this._northEastTree = new QuadTree(QuadTree.physics, this._midpointX, this._topEdge, this._halfWidth, this._halfHeight, this); - } - this._northEastTree.addObject(); - } - if((QuadTree._object.body.bounds.right > this._midpointX) && (QuadTree._object.body.bounds.x < this._rightEdge) && (QuadTree._object.body.bounds.bottom > this._midpointY) && (QuadTree._object.body.bounds.y < this._bottomEdge)) { - if(this._southEastTree == null) { - this._southEastTree = new QuadTree(QuadTree.physics, this._midpointX, this._midpointY, this._halfWidth, this._halfHeight, this); - } - this._southEastTree.addObject(); - } - if((QuadTree._object.body.bounds.right > this._leftEdge) && (QuadTree._object.body.bounds.x < this._midpointX) && (QuadTree._object.body.bounds.bottom > this._midpointY) && (QuadTree._object.body.bounds.y < this._bottomEdge)) { - if(this._southWestTree == null) { - this._southWestTree = new QuadTree(QuadTree.physics, this._leftEdge, this._midpointY, this._halfWidth, this._halfHeight, this); - } - this._southWestTree.addObject(); - } - }; - QuadTree.prototype.addToList = /** - * Internal function for recursively adding objects to leaf lists. - */ - function () { - if(QuadTree._list == QuadTree.A_LIST) { - if(this._tailA.object != null) { - this._ot = this._tailA; - this._tailA = new Phaser.LinkedList(); - this._ot.next = this._tailA; - } - this._tailA.object = QuadTree._object; - } else { - if(this._tailB.object != null) { - this._ot = this._tailB; - this._tailB = new Phaser.LinkedList(); - this._ot.next = this._tailB; - } - this._tailB.object = QuadTree._object; - } - if(!this._canSubdivide) { - return; - } - if(this._northWestTree != null) { - this._northWestTree.addToList(); - } - if(this._northEastTree != null) { - this._northEastTree.addToList(); - } - if(this._southEastTree != null) { - this._southEastTree.addToList(); - } - if(this._southWestTree != null) { - this._southWestTree.addToList(); - } - }; - QuadTree.prototype.execute = /** - * QuadTree's other main function. Call this after adding objects - * using QuadTree.load() to compare the objects that you loaded. - * - * @return {bool} Whether or not any overlaps were found. - */ - function () { - this._overlapProcessed = false; - if(this._headA.object != null) { - this._iterator = this._headA; - while(this._iterator != null) { - QuadTree._object = this._iterator.object; - if(QuadTree._useBothLists) { - QuadTree._iterator = this._headB; - } else { - QuadTree._iterator = this._iterator.next; - } - if(QuadTree._object.exists && (QuadTree._object.body.allowCollisions > 0) && (QuadTree._iterator != null) && (QuadTree._iterator.object != null) && QuadTree._iterator.object.exists && this.overlapNode()) { - this._overlapProcessed = true; - } - this._iterator = this._iterator.next; - } - } - //Advance through the tree by calling overlap on each child - if((this._northWestTree != null) && this._northWestTree.execute()) { - this._overlapProcessed = true; - } - if((this._northEastTree != null) && this._northEastTree.execute()) { - this._overlapProcessed = true; - } - if((this._southEastTree != null) && this._southEastTree.execute()) { - this._overlapProcessed = true; - } - if((this._southWestTree != null) && this._southWestTree.execute()) { - this._overlapProcessed = true; - } - return this._overlapProcessed; - }; - QuadTree.prototype.overlapNode = /** - * A private for comparing an object against the contents of a node. - * - * @return {bool} Whether or not any overlaps were found. - */ - function () { - //Walk the list and check for overlaps - this._overlapProcessed = false; - while(QuadTree._iterator != null) { - if(!QuadTree._object.exists || (QuadTree._object.body.allowCollisions <= 0)) { - break; - } - this._checkObject = QuadTree._iterator.object; - if((QuadTree._object === this._checkObject) || !this._checkObject.exists || (this._checkObject.body.allowCollisions <= 0)) { - QuadTree._iterator = QuadTree._iterator.next; - continue; - } - /* - if (QuadTree.physics.checkHullIntersection(QuadTree._object.body, this._checkObject.body)) - { - //Execute callback functions if they exist - if ((QuadTree._processingCallback == null) || QuadTree._processingCallback(QuadTree._object, this._checkObject)) - { - this._overlapProcessed = true; - } - - if (this._overlapProcessed && (QuadTree._notifyCallback != null)) - { - if (QuadTree._callbackContext !== null) - { - QuadTree._notifyCallback.call(QuadTree._callbackContext, QuadTree._object, this._checkObject); - } - else - { - QuadTree._notifyCallback(QuadTree._object, this._checkObject); - } - } - } - */ - QuadTree._iterator = QuadTree._iterator.next; - } - return this._overlapProcessed; - }; - return QuadTree; - })(Phaser.Rectangle); - Phaser.QuadTree = QuadTree; -})(Phaser || (Phaser = {})); diff --git a/wip/TS Source/math/RandomDataGenerator.js b/wip/TS Source/math/RandomDataGenerator.js deleted file mode 100644 index 9177d144..00000000 --- a/wip/TS Source/math/RandomDataGenerator.js +++ /dev/null @@ -1,227 +0,0 @@ -/// -/** -* Phaser - RandomDataGenerator -* -* An extremely useful repeatable random data generator. Access it via Game.rnd -* Based on Nonsense by Josh Faul https://github.com/jocafa/Nonsense -* Random number generator from http://baagoe.org/en/wiki/Better_random_numbers_for_javascript -*/ -var Phaser; -(function (Phaser) { - var RandomDataGenerator = (function () { - /** - * @constructor - * @param {Array} seeds - * @return {Phaser.RandomDataGenerator} - */ - function RandomDataGenerator(seeds) { - if (typeof seeds === "undefined") { seeds = []; } - /** - * @property c - * @type Number - * @private - */ - this.c = 1; - this.sow(seeds); - } - RandomDataGenerator.prototype.uint32 = /** - * @method uint32 - * @private - */ - function () { - return this.rnd.apply(this) * 0x100000000;// 2^32 - - }; - RandomDataGenerator.prototype.fract32 = /** - * @method fract32 - * @private - */ - function () { - return this.rnd.apply(this) + (this.rnd.apply(this) * 0x200000 | 0) * 1.1102230246251565e-16;// 2^-53 - - }; - RandomDataGenerator.prototype.rnd = // private random helper - /** - * @method rnd - * @private - */ - function () { - var t = 2091639 * this.s0 + this.c * 2.3283064365386963e-10;// 2^-32 - - this.c = t | 0; - this.s0 = this.s1; - this.s1 = this.s2; - this.s2 = t - this.c; - return this.s2; - }; - RandomDataGenerator.prototype.hash = /** - * @method hash - * @param {Any} data - * @private - */ - function (data) { - var h, i, n; - n = 0xefc8249d; - data = data.toString(); - for(i = 0; i < data.length; i++) { - n += data.charCodeAt(i); - h = 0.02519603282416938 * n; - n = h >>> 0; - h -= n; - h *= n; - n = h >>> 0; - h -= n; - n += h * 0x100000000// 2^32 - ; - } - return (n >>> 0) * 2.3283064365386963e-10;// 2^-32 - - }; - RandomDataGenerator.prototype.sow = /** - * Reset the seed of the random data generator - * @method sow - * @param {Array} seeds - */ - function (seeds) { - if (typeof seeds === "undefined") { seeds = []; } - this.s0 = this.hash(' '); - this.s1 = this.hash(this.s0); - this.s2 = this.hash(this.s1); - var seed; - for(var i = 0; seed = seeds[i++]; ) { - this.s0 -= this.hash(seed); - this.s0 += ~~(this.s0 < 0); - this.s1 -= this.hash(seed); - this.s1 += ~~(this.s1 < 0); - this.s2 -= this.hash(seed); - this.s2 += ~~(this.s2 < 0); - } - }; - Object.defineProperty(RandomDataGenerator.prototype, "integer", { - get: /** - * Returns a random integer between 0 and 2^32 - * @method integer - * @return {Number} - */ - function () { - return this.uint32(); - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(RandomDataGenerator.prototype, "frac", { - get: /** - * Returns a random real number between 0 and 1 - * @method frac - * @return {Number} - */ - function () { - return this.fract32(); - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(RandomDataGenerator.prototype, "real", { - get: /** - * Returns a random real number between 0 and 2^32 - * @method real - * @return {Number} - */ - function () { - return this.uint32() + this.fract32(); - }, - enumerable: true, - configurable: true - }); - RandomDataGenerator.prototype.integerInRange = /** - * Returns a random integer between min and max - * @method integerInRange - * @param {Number} min - * @param {Number} max - * @return {Number} - */ - function (min, max) { - return Math.floor(this.realInRange(min, max)); - }; - RandomDataGenerator.prototype.realInRange = /** - * Returns a random real number between min and max - * @method realInRange - * @param {Number} min - * @param {Number} max - * @return {Number} - */ - function (min, max) { - min = min || 0; - max = max || 0; - return this.frac * (max - min) + min; - }; - Object.defineProperty(RandomDataGenerator.prototype, "normal", { - get: /** - * Returns a random real number between -1 and 1 - * @method normal - * @return {Number} - */ - function () { - return 1 - 2 * this.frac; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(RandomDataGenerator.prototype, "uuid", { - get: /** - * Returns a valid v4 UUID hex string (from https://gist.github.com/1308368) - * @method uuid - * @return {String} - */ - function () { - var a, b; - for(b = a = ''; a++ < 36; b += ~a % 5 | a * 3 & 4 ? (a ^ 15 ? 8 ^ this.frac * (a ^ 20 ? 16 : 4) : 4).toString(16) : '-') { - ; - } - return b; - }, - enumerable: true, - configurable: true - }); - RandomDataGenerator.prototype.pick = /** - * Returns a random member of `array` - * @method pick - * @param {Any} array - */ - function (array) { - return array[this.integerInRange(0, array.length)]; - }; - RandomDataGenerator.prototype.weightedPick = /** - * Returns a random member of `array`, favoring the earlier entries - * @method weightedPick - * @param {Any} array - */ - function (array) { - return array[~~(Math.pow(this.frac, 2) * array.length)]; - }; - RandomDataGenerator.prototype.timestamp = /** - * Returns a random timestamp between min and max, or between the beginning of 2000 and the end of 2020 if min and max aren't specified - * @method timestamp - * @param {Number} min - * @param {Number} max - */ - function (min, max) { - if (typeof min === "undefined") { min = 946684800000; } - if (typeof max === "undefined") { max = 1577862000000; } - return this.realInRange(min, max); - }; - Object.defineProperty(RandomDataGenerator.prototype, "angle", { - get: /** - * Returns a random angle between -180 and 180 - * @method angle - */ - function () { - return this.integerInRange(-180, 180); - }, - enumerable: true, - configurable: true - }); - return RandomDataGenerator; - })(); - Phaser.RandomDataGenerator = RandomDataGenerator; -})(Phaser || (Phaser = {})); diff --git a/wip/TS Source/math/Vec2.js b/wip/TS Source/math/Vec2.js deleted file mode 100644 index 255763ef..00000000 --- a/wip/TS Source/math/Vec2.js +++ /dev/null @@ -1,232 +0,0 @@ -/// -/** -* Phaser - Vec2 -* -* A Vector 2 -*/ -var Phaser; -(function (Phaser) { - var Vec2 = (function () { - /** - * Creates a new Vec2 object. - * @class Vec2 - * @constructor - * @param {Number} x The x position of the vector - * @param {Number} y The y position of the vector - * @return {Vec2} This object - **/ - function Vec2(x, y) { - if (typeof x === "undefined") { x = 0; } - if (typeof y === "undefined") { y = 0; } - this.x = x; - this.y = y; - return this; - } - Vec2.prototype.copyFrom = /** - * Copies the x and y properties from any given object to this Vec2. - * @method copyFrom - * @param {any} source - The object to copy from. - * @return {Vec2} This Vec2 object. - **/ - function (source) { - return this.setTo(source.x, source.y); - }; - Vec2.prototype.setTo = /** - * Sets the x and y properties of the Vector. - * @param {Number} x The x position of the vector - * @param {Number} y The y position of the vector - * @return {Vec2} This object - **/ - function (x, y) { - this.x = x; - this.y = y; - return this; - }; - Vec2.prototype.add = /** - * Add another vector to this one. - * - * @param {Vec2} other The other Vector. - * @return {Vec2} This for chaining. - */ - function (a) { - this.x += a.x; - this.y += a.y; - return this; - }; - Vec2.prototype.subtract = /** - * Subtract another vector from this one. - * - * @param {Vec2} other The other Vector. - * @return {Vec2} This for chaining. - */ - function (v) { - this.x -= v.x; - this.y -= v.y; - return this; - }; - Vec2.prototype.multiply = /** - * Multiply another vector with this one. - * - * @param {Vec2} other The other Vector. - * @return {Vec2} This for chaining. - */ - function (v) { - this.x *= v.x; - this.y *= v.y; - return this; - }; - Vec2.prototype.divide = /** - * Divide this vector by another one. - * - * @param {Vec2} other The other Vector. - * @return {Vec2} This for chaining. - */ - function (v) { - this.x /= v.x; - this.y /= v.y; - return this; - }; - Vec2.prototype.length = /** - * Get the length of this vector. - * - * @return {number} The length of this vector. - */ - function () { - return Math.sqrt((this.x * this.x) + (this.y * this.y)); - }; - Vec2.prototype.lengthSq = /** - * Get the length squared of this vector. - * - * @return {number} The length^2 of this vector. - */ - function () { - return (this.x * this.x) + (this.y * this.y); - }; - Vec2.prototype.normalize = /** - * Normalize this vector. - * - * @return {Vec2} This for chaining. - */ - function () { - var inv = (this.x != 0 || this.y != 0) ? 1 / Math.sqrt(this.x * this.x + this.y * this.y) : 0; - this.x *= inv; - this.y *= inv; - return this; - }; - Vec2.prototype.dot = /** - * The dot product of two 2D vectors. - * - * @param {Vec2} a Reference to a source Vec2 object. - * @return {Number} - */ - function (a) { - return ((this.x * a.x) + (this.y * a.y)); - }; - Vec2.prototype.cross = /** - * The cross product of two 2D vectors. - * - * @param {Vec2} a Reference to a source Vec2 object. - * @return {Number} - */ - function (a) { - return ((this.x * a.y) - (this.y * a.x)); - }; - Vec2.prototype.projectionLength = /** - * The projection magnitude of two 2D vectors. - * - * @param {Vec2} a Reference to a source Vec2 object. - * @return {Number} - */ - function (a) { - var den = a.dot(a); - if(den == 0) { - return 0; - } else { - return Math.abs(this.dot(a) / den); - } - }; - Vec2.prototype.angle = /** - * The angle between two 2D vectors. - * - * @param {Vec2} a Reference to a source Vec2 object. - * @return {Number} - */ - function (a) { - return Math.atan2(a.x * this.y - a.y * this.x, a.x * this.x + a.y * this.y); - }; - Vec2.prototype.scale = /** - * Scale this vector. - * - * @param {number} x The scaling factor in the x direction. - * @param {?number=} y The scaling factor in the y direction. If this is not specified, the x scaling factor will be used. - * @return {Vec2} This for chaining. - */ - function (x, y) { - this.x *= x; - this.y *= y || x; - return this; - }; - Vec2.prototype.multiplyByScalar = /** - * Multiply this vector by the given scalar. - * - * @param {number} scalar - * @return {Vec2} This for chaining. - */ - function (scalar) { - this.x *= scalar; - this.y *= scalar; - return this; - }; - Vec2.prototype.multiplyAddByScalar = /** - * Adds the given vector to this vector then multiplies by the given scalar. - * - * @param {Vec2} a Reference to a source Vec2 object. - * @param {number} scalar - * @return {Vec2} This for chaining. - */ - function (a, scalar) { - this.x += a.x * scalar; - this.y += a.y * scalar; - return this; - }; - Vec2.prototype.divideByScalar = /** - * Divide this vector by the given scalar. - * - * @param {number} scalar - * @return {Vec2} This for chaining. - */ - function (scalar) { - this.x /= scalar; - this.y /= scalar; - return this; - }; - Vec2.prototype.reverse = /** - * Reverse this vector. - * - * @return {Vec2} This for chaining. - */ - function () { - this.x = -this.x; - this.y = -this.y; - return this; - }; - Vec2.prototype.equals = /** - * Check if both the x and y of this vector equal the given value. - * - * @return {bool} - */ - function (value) { - return (this.x == value && this.y == value); - }; - Vec2.prototype.toString = /** - * Returns a string representation of this object. - * @method toString - * @return {string} a string representation of the object. - **/ - function () { - return "[{Vec2 (x=" + this.x + " y=" + this.y + ")}]"; - }; - return Vec2; - })(); - Phaser.Vec2 = Vec2; -})(Phaser || (Phaser = {})); diff --git a/wip/TS Source/math/Vec2Utils.js b/wip/TS Source/math/Vec2Utils.js deleted file mode 100644 index 06b9d6de..00000000 --- a/wip/TS Source/math/Vec2Utils.js +++ /dev/null @@ -1,343 +0,0 @@ -/// -/** -* Phaser - Vec2Utils -* -* A collection of methods useful for manipulating and performing operations on 2D vectors. -* -*/ -var Phaser; -(function (Phaser) { - var Vec2Utils = (function () { - function Vec2Utils() { } - Vec2Utils.add = /** - * Adds two 2D vectors. - * - * @param {Vec2} a Reference to a source Vec2 object. - * @param {Vec2} b Reference to a source Vec2 object. - * @param {Vec2} out The output Vec2 that is the result of the operation. - * @return {Vec2} A Vec2 that is the sum of the two vectors. - */ - function add(a, b, out) { - if (typeof out === "undefined") { out = new Phaser.Vec2(); } - return out.setTo(a.x + b.x, a.y + b.y); - }; - Vec2Utils.subtract = /** - * Subtracts two 2D vectors. - * - * @param {Vec2} a Reference to a source Vec2 object. - * @param {Vec2} b Reference to a source Vec2 object. - * @param {Vec2} out The output Vec2 that is the result of the operation. - * @return {Vec2} A Vec2 that is the difference of the two vectors. - */ - function subtract(a, b, out) { - if (typeof out === "undefined") { out = new Phaser.Vec2(); } - return out.setTo(a.x - b.x, a.y - b.y); - }; - Vec2Utils.multiply = /** - * Multiplies two 2D vectors. - * - * @param {Vec2} a Reference to a source Vec2 object. - * @param {Vec2} b Reference to a source Vec2 object. - * @param {Vec2} out The output Vec2 that is the result of the operation. - * @return {Vec2} A Vec2 that is the sum of the two vectors multiplied. - */ - function multiply(a, b, out) { - if (typeof out === "undefined") { out = new Phaser.Vec2(); } - return out.setTo(a.x * b.x, a.y * b.y); - }; - Vec2Utils.divide = /** - * Divides two 2D vectors. - * - * @param {Vec2} a Reference to a source Vec2 object. - * @param {Vec2} b Reference to a source Vec2 object. - * @param {Vec2} out The output Vec2 that is the result of the operation. - * @return {Vec2} A Vec2 that is the sum of the two vectors divided. - */ - function divide(a, b, out) { - if (typeof out === "undefined") { out = new Phaser.Vec2(); } - return out.setTo(a.x / b.x, a.y / b.y); - }; - Vec2Utils.scale = /** - * Scales a 2D vector. - * - * @param {Vec2} a Reference to a source Vec2 object. - * @param {number} s Scaling value. - * @param {Vec2} out The output Vec2 that is the result of the operation. - * @return {Vec2} A Vec2 that is the scaled vector. - */ - function scale(a, s, out) { - if (typeof out === "undefined") { out = new Phaser.Vec2(); } - return out.setTo(a.x * s, a.y * s); - }; - Vec2Utils.multiplyAdd = /** - * Adds two 2D vectors together and multiplies the result by the given scalar. - * - * @param {Vec2} a Reference to a source Vec2 object. - * @param {Vec2} b Reference to a source Vec2 object. - * @param {number} s Scaling value. - * @param {Vec2} out The output Vec2 that is the result of the operation. - * @return {Vec2} A Vec2 that is the sum of the two vectors added and multiplied. - */ - function multiplyAdd(a, b, s, out) { - if (typeof out === "undefined") { out = new Phaser.Vec2(); } - return out.setTo(a.x + b.x * s, a.y + b.y * s); - }; - Vec2Utils.negative = /** - * Return a negative vector. - * - * @param {Vec2} a Reference to a source Vec2 object. - * @param {Vec2} out The output Vec2 that is the result of the operation. - * @return {Vec2} A Vec2 that is the negative vector. - */ - function negative(a, out) { - if (typeof out === "undefined") { out = new Phaser.Vec2(); } - return out.setTo(-a.x, -a.y); - }; - Vec2Utils.perp = /** - * Return a perpendicular vector (90 degrees rotation) - * - * @param {Vec2} a Reference to a source Vec2 object. - * @param {Vec2} out The output Vec2 that is the result of the operation. - * @return {Vec2} A Vec2 that is the scaled vector. - */ - function perp(a, out) { - if (typeof out === "undefined") { out = new Phaser.Vec2(); } - return out.setTo(-a.y, a.x); - }; - Vec2Utils.rperp = /** - * Return a perpendicular vector (-90 degrees rotation) - * - * @param {Vec2} a Reference to a source Vec2 object. - * @param {Vec2} out The output Vec2 that is the result of the operation. - * @return {Vec2} A Vec2 that is the scaled vector. - */ - function rperp(a, out) { - if (typeof out === "undefined") { out = new Phaser.Vec2(); } - return out.setTo(a.y, -a.x); - }; - Vec2Utils.equals = /** - * Checks if two 2D vectors are equal. - * - * @param {Vec2} a Reference to a source Vec2 object. - * @param {Vec2} b Reference to a source Vec2 object. - * @return {bool} - */ - function equals(a, b) { - return a.x == b.x && a.y == b.y; - }; - Vec2Utils.epsilonEquals = /** - * - * - * @param {Vec2} a Reference to a source Vec2 object. - * @param {Vec2} b Reference to a source Vec2 object. - * @param {Vec2} epsilon - * @return {bool} - */ - function epsilonEquals(a, b, epsilon) { - return Math.abs(a.x - b.x) <= epsilon && Math.abs(a.y - b.y) <= epsilon; - }; - Vec2Utils.distance = /** - * Get the distance between two 2D vectors. - * - * @param {Vec2} a Reference to a source Vec2 object. - * @param {Vec2} b Reference to a source Vec2 object. - * @return {Number} - */ - function distance(a, b) { - return Math.sqrt(Vec2Utils.distanceSq(a, b)); - }; - Vec2Utils.distanceSq = /** - * Get the distance squared between two 2D vectors. - * - * @param {Vec2} a Reference to a source Vec2 object. - * @param {Vec2} b Reference to a source Vec2 object. - * @return {Number} - */ - function distanceSq(a, b) { - return ((a.x - b.x) * (a.x - b.x)) + ((a.y - b.y) * (a.y - b.y)); - }; - Vec2Utils.project = /** - * Project two 2D vectors onto another vector. - * - * @param {Vec2} a Reference to a source Vec2 object. - * @param {Vec2} b Reference to a source Vec2 object. - * @param {Vec2} out The output Vec2 that is the result of the operation. - * @return {Vec2} A Vec2. - */ - function project(a, b, out) { - if (typeof out === "undefined") { out = new Phaser.Vec2(); } - var amt = a.dot(b) / b.lengthSq(); - if(amt != 0) { - out.setTo(amt * b.x, amt * b.y); - } - return out; - }; - Vec2Utils.projectUnit = /** - * Project this vector onto a vector of unit length. - * - * @param {Vec2} a Reference to a source Vec2 object. - * @param {Vec2} b Reference to a source Vec2 object. - * @param {Vec2} out The output Vec2 that is the result of the operation. - * @return {Vec2} A Vec2. - */ - function projectUnit(a, b, out) { - if (typeof out === "undefined") { out = new Phaser.Vec2(); } - var amt = a.dot(b); - if(amt != 0) { - out.setTo(amt * b.x, amt * b.y); - } - return out; - }; - Vec2Utils.normalRightHand = /** - * Right-hand normalize (make unit length) a 2D vector. - * - * @param {Vec2} a Reference to a source Vec2 object. - * @param {Vec2} out The output Vec2 that is the result of the operation. - * @return {Vec2} A Vec2. - */ - function normalRightHand(a, out) { - if (typeof out === "undefined") { out = new Phaser.Vec2(); } - return out.setTo(a.y * -1, a.x); - }; - Vec2Utils.normalize = /** - * Normalize (make unit length) a 2D vector. - * - * @param {Vec2} a Reference to a source Vec2 object. - * @param {Vec2} out The output Vec2 that is the result of the operation. - * @return {Vec2} A Vec2. - */ - function normalize(a, out) { - if (typeof out === "undefined") { out = new Phaser.Vec2(); } - var m = a.length(); - if(m != 0) { - out.setTo(a.x / m, a.y / m); - } - return out; - }; - Vec2Utils.dot = /** - * The dot product of two 2D vectors. - * - * @param {Vec2} a Reference to a source Vec2 object. - * @param {Vec2} b Reference to a source Vec2 object. - * @return {Number} - */ - function dot(a, b) { - return ((a.x * b.x) + (a.y * b.y)); - }; - Vec2Utils.cross = /** - * The cross product of two 2D vectors. - * - * @param {Vec2} a Reference to a source Vec2 object. - * @param {Vec2} b Reference to a source Vec2 object. - * @return {Number} - */ - function cross(a, b) { - return ((a.x * b.y) - (a.y * b.x)); - }; - Vec2Utils.angle = /** - * The angle between two 2D vectors. - * - * @param {Vec2} a Reference to a source Vec2 object. - * @param {Vec2} b Reference to a source Vec2 object. - * @return {Number} - */ - function angle(a, b) { - return Math.atan2(a.x * b.y - a.y * b.x, a.x * b.x + a.y * b.y); - }; - Vec2Utils.angleSq = /** - * The angle squared between two 2D vectors. - * - * @param {Vec2} a Reference to a source Vec2 object. - * @param {Vec2} b Reference to a source Vec2 object. - * @return {Number} - */ - function angleSq(a, b) { - return a.subtract(b).angle(b.subtract(a)); - }; - Vec2Utils.rotateAroundOrigin = /** - * Rotate a 2D vector around the origin to the given angle (theta). - * - * @param {Vec2} a Reference to a source Vec2 object. - * @param {Vec2} b Reference to a source Vec2 object. - * @param {Number} theta The angle of rotation in radians. - * @param {Vec2} out The output Vec2 that is the result of the operation. - * @return {Vec2} A Vec2. - */ - function rotateAroundOrigin(a, b, theta, out) { - if (typeof out === "undefined") { out = new Phaser.Vec2(); } - var x = a.x - b.x; - var y = a.y - b.y; - return out.setTo(x * Math.cos(theta) - y * Math.sin(theta) + b.x, x * Math.sin(theta) + y * Math.cos(theta) + b.y); - }; - Vec2Utils.rotate = /** - * Rotate a 2D vector to the given angle (theta). - * - * @param {Vec2} a Reference to a source Vec2 object. - * @param {Vec2} b Reference to a source Vec2 object. - * @param {Number} theta The angle of rotation in radians. - * @param {Vec2} out The output Vec2 that is the result of the operation. - * @return {Vec2} A Vec2. - */ - function rotate(a, theta, out) { - if (typeof out === "undefined") { out = new Phaser.Vec2(); } - var c = Math.cos(theta); - var s = Math.sin(theta); - return out.setTo(a.x * c - a.y * s, a.x * s + a.y * c); - }; - Vec2Utils.clone = /** - * Clone a 2D vector. - * - * @param {Vec2} a Reference to a source Vec2 object. - * @param {Vec2} out The output Vec2 that is the result of the operation. - * @return {Vec2} A Vec2 that is a copy of the source Vec2. - */ - function clone(a, out) { - if (typeof out === "undefined") { out = new Phaser.Vec2(); } - return out.setTo(a.x, a.y); - }; - return Vec2Utils; - })(); - Phaser.Vec2Utils = Vec2Utils; - /** - * Reflect this vector on an arbitrary axis. - * - * @param {Vec2} axis The vector representing the axis. - * @return {Vec2} This for chaining. - */ - /* - static reflect(axis): Vec2 { - - var x = this.x; - var y = this.y; - this.project(axis).scale(2); - this.x -= x; - this.y -= y; - - return this; - - } - */ - /** - * Reflect this vector on an arbitrary axis (represented by a unit vector) - * - * @param {Vec2} axis The unit vector representing the axis. - * @return {Vec2} This for chaining. - */ - /* - static reflectN(axis): Vec2 { - - var x = this.x; - var y = this.y; - this.projectN(axis).scale(2); - this.x -= x; - this.y -= y; - - return this; - - } - - static getMagnitude(): number { - return Math.sqrt(Math.pow(this.x, 2) + Math.pow(this.y, 2)); - } - */ - })(Phaser || (Phaser = {})); diff --git a/wip/TS Source/net/Net.js b/wip/TS Source/net/Net.js deleted file mode 100644 index ba0aaf1c..00000000 --- a/wip/TS Source/net/Net.js +++ /dev/null @@ -1,91 +0,0 @@ -/// -/** -* Phaser - Net -* -* -*/ -var Phaser; -(function (Phaser) { - var Net = (function () { - /** - * Net constructor - */ - function Net(game) { - this.game = game; - } - Net.prototype.checkDomainName = /** - * Compares the given domain name against the hostname of the browser containing the game. - * If the domain name is found it returns true. - * You can specify a part of a domain, for example 'google' would match 'google.com', 'google.co.uk', etc. - * Do not include 'http://' at the start. - */ - function (domain) { - return window.location.hostname.indexOf(domain) !== -1; - }; - Net.prototype.updateQueryString = /** - * Updates a value on the Query String and returns it in full. - * If the value doesn't already exist it is set. - * If the value exists it is replaced with the new value given. If you don't provide a new value it is removed from the query string. - * Optionally you can redirect to the new url, or just return it as a string. - */ - function (key, value, redirect, url) { - if (typeof redirect === "undefined") { redirect = false; } - if (typeof url === "undefined") { url = ''; } - if(url == '') { - url = window.location.href; - } - var output = ''; - var re = new RegExp("([?|&])" + key + "=.*?(&|#|$)(.*)", "gi"); - if(re.test(url)) { - if(typeof value !== 'undefined' && value !== null) { - output = url.replace(re, '$1' + key + "=" + value + '$2$3'); - } else { - output = url.replace(re, '$1$3').replace(/(&|\?)$/, ''); - } - } else { - if(typeof value !== 'undefined' && value !== null) { - var separator = url.indexOf('?') !== -1 ? 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\ No newline at end of file diff --git a/wip/TS Source/particles/NumericalIntegration.js.map b/wip/TS Source/particles/NumericalIntegration.js.map new file mode 100644 index 00000000..5b649e49 --- /dev/null +++ b/wip/TS Source/particles/NumericalIntegration.js.map @@ -0,0 +1 @@ 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\ No newline at end of file diff --git a/wip/TS Source/particles/zone/Zone.js.map b/wip/TS Source/particles/zone/Zone.js.map new file mode 100644 index 00000000..b268e71a --- /dev/null +++ b/wip/TS Source/particles/zone/Zone.js.map @@ -0,0 +1 @@ +{"version":3,"file":"Zone.js","sources":["Zone.ts"],"names":["Phaser","Phaser.Particles","Phaser.Particles.Zones","Phaser.Particles.Zones.Zone","Phaser.Particles.Zones.Zone.constructor"],"mappings":"AAEA,IAAO,MAAM;AAiBZ,CAjBD,UAAO,MAAM;KAANA,UAAOA,SAASA;QAFvBC,8CAA8CA;SAEvCA,UAAiBA,KAAKA;YAEzBC;gBAEIC,SAFSA,IAAIA;oBAGTC,IAAIA,CAACA,MAAMA,GAAGA,IAAIA,MAAMA,CAACA,IAAIA,EAAAA;oBAC7BA,IAAIA,CAACA,MAAMA,GAAGA,CAACA;oBACfA,IAAIA,CAACA,SAASA,GAAGA,MAAMA;oBACvBA,IAAIA,CAACA,KAAKA,GAAGA,IAAIA;gBACrBA,CAACA;gBAOLD;AAACA,YAADA,CAACA,IAAAD;YAdDA,kBAcCA,YAAAA;QACLA,CAACA,6CAAAD;QAjBMA;AAiBNA,IAADA,CAACA,+CAAAD;IAjBMA;AAiBNA,CAAAA,2BAAA"} \ No newline at end of file diff --git a/wip/TS Source/physics/AABB.js b/wip/TS Source/physics/AABB.js deleted file mode 100644 index c459f49e..00000000 --- a/wip/TS Source/physics/AABB.js +++ /dev/null @@ -1,365 +0,0 @@ -var Phaser; -(function (Phaser) { - /// - /** - * Phaser - Physics - AABB - */ - (function (Physics) { - var AABB = (function () { - function AABB(game, x, y, width, height) { - this.type = 0; - this._vx = 0; - this._vy = 0; - this._deltaX = 0; - this._deltaY = 0; - this.game = game; - this.pos = new Phaser.Vec2(x, y); - this.oldpos = new Phaser.Vec2(x, y); - this.width = Math.abs(width); - this.height = Math.abs(height); - this.velocity = new Phaser.Vec2(); - this.acceleration = new Phaser.Vec2(); - this.bounce = new Phaser.Vec2(0, 0); - //this.drag = new Phaser.Vec2(1, 1); - //this.gravity = new Phaser.Vec2(0, 0.2); - this.drag = new Phaser.Vec2(0, 0); - this.gravity = new Phaser.Vec2(0, 0); - this.maxVelocity = new Phaser.Vec2(1000, 1000); - this.aabbTileProjections = { - }; - this.aabbTileProjections[Phaser.Physics.TileMapCell.CTYPE_22DEGs] = Phaser.Physics.Projection.AABB22Deg.CollideS; - this.aabbTileProjections[Phaser.Physics.TileMapCell.CTYPE_22DEGb] = Phaser.Physics.Projection.AABB22Deg.CollideB; - this.aabbTileProjections[Phaser.Physics.TileMapCell.CTYPE_45DEG] = Phaser.Physics.Projection.AABB45Deg.Collide; - this.aabbTileProjections[Phaser.Physics.TileMapCell.CTYPE_67DEGs] = Phaser.Physics.Projection.AABB67Deg.CollideS; - this.aabbTileProjections[Phaser.Physics.TileMapCell.CTYPE_67DEGb] = Phaser.Physics.Projection.AABB67Deg.CollideB; - this.aabbTileProjections[Phaser.Physics.TileMapCell.CTYPE_CONCAVE] = Phaser.Physics.Projection.AABBConcave.Collide; - this.aabbTileProjections[Phaser.Physics.TileMapCell.CTYPE_CONVEX] = Phaser.Physics.Projection.AABBConvex.Collide; - this.aabbTileProjections[Phaser.Physics.TileMapCell.CTYPE_FULL] = Phaser.Physics.Projection.AABBFull.Collide; - this.aabbTileProjections[Phaser.Physics.TileMapCell.CTYPE_HALF] = Phaser.Physics.Projection.AABBHalf.Collide; - } - AABB.COL_NONE = 0; - AABB.COL_AXIS = 1; - AABB.COL_OTHER = 2; - AABB.prototype.update = function () { - // N+ update loop - this.integrateVerlet(); - if(this.acceleration.x != 0) { - this.velocity.x += (this.acceleration.x * this.game.time.physicsElapsed); - } - if(this.acceleration.y != 0) { - this.velocity.y += (this.acceleration.y * this.game.time.physicsElapsed); - } - this._vx = this.velocity.x * this.game.time.physicsElapsed; - this._vy = this.velocity.y * this.game.time.physicsElapsed; - var vx = this.pos.x - this.oldpos.x; - var vy = this.pos.y - this.oldpos.y; - this._deltaX = Math.min(20, Math.max(-20, vx + this._vx)); - this._deltaY = Math.min(20, Math.max(-20, vy + this._vy)); - this.pos.x = this.oldpos.x + this._deltaX; - this.pos.y = this.oldpos.y + this._deltaY; - }; - AABB.prototype.Nupdate = function () { - // N+ update loop - this.integrateVerlet(); - var p = this.pos; - var o = this.oldpos; - var vx = p.x - o.x; - var vy = p.y - o.y; - var newx = Math.min(20, Math.max(-20, vx + this._vx)); - var newy = Math.min(20, Math.max(-20, vy + this._vy)); - this.pos.x = o.x + newx; - this.pos.y = o.y + newy; - }; - AABB.prototype.updateFlixel = function () { - // Add 'go to sleep' option - this.oldpos.x = this.pos.x//get vector values - ; - this.oldpos.y = this.pos.y//p = position - ; - this._vx = (this.game.physics.computeVelocity(this.velocity.x, this.gravity.x, this.acceleration.x, this.drag.x, this.maxVelocity.x) - this.velocity.x) / 2; - this.velocity.x += this._vx; - //this.pos.x += (this.velocity.x * this.game.time.physicsElapsed) + this.gravity.x; - //this.pos.x += (this.velocity.x * this.game.time.physicsElapsed); - this._deltaX = this.velocity.x * this.game.time.physicsElapsed; - //body.aabb.pos.x += this._delta; - this._vy = (this.game.physics.computeVelocity(this.velocity.y, this.gravity.y, this.acceleration.y, this.drag.y, this.maxVelocity.y) - this.velocity.y) / 2; - //this._vy = this.game.physics.computeVelocity(this.velocity.y, this.gravity.y, this.acceleration.y, this.drag.y, this.maxVelocity.y); - this.velocity.y += this._vy; - //this.pos.y += (this.velocity.y * this.game.time.physicsElapsed) + this.gravity.y; - //this.pos.y += (this.velocity.y * this.game.time.physicsElapsed); - this._deltaY = this.velocity.y * this.game.time.physicsElapsed; - this.pos.x += this._deltaX; - this.pos.y += this._deltaY; - //this.integrateVerlet(); - //var ox = this.oldpos.x; - //var oy = this.oldpos.y; - }; - AABB.prototype.FFupdate = function () { - this.oldpos.x = this.pos.x//get vector values - ; - this.oldpos.y = this.pos.y//p = position - ; - if(this.acceleration.x != 0) { - this.velocity.x += (this.acceleration.x / 1000 * this.game.time.delta); - } - if(this.acceleration.y != 0) { - this.velocity.y += (this.acceleration.y / 1000 * this.game.time.delta); - } - this._vx = ((this.velocity.x / 1000) * this.game.time.delta); - this._vy = ((this.velocity.y / 1000) * this.game.time.delta); - if(this._vx != 0) { - if(this.drag.x != 0) { - this._vx * this.drag.x; - } - if(this.gravity.x != 0) { - this._vx * this.gravity.x; - } - if(this.velocity.x > this.maxVelocity.x) { - this.velocity.x = this.maxVelocity.x; - } else if(this.velocity.x < -this.maxVelocity.x) { - this.velocity.x = -this.maxVelocity.x; - } - } - if(this._vy != 0) { - if(this.drag.y != 0) { - this._vy * this.drag.y; - } - if(this.gravity.y != 0) { - this._vy * this.gravity.y; - } - if(this.velocity.y > this.maxVelocity.y) { - this.velocity.y = this.maxVelocity.y; - } else if(this.velocity.y < -this.maxVelocity.y) { - this.velocity.y = -this.maxVelocity.y; - } - } - this.pos.x += this._vx; - this.pos.y += this._vy; - //this._vx = (this.game.physics.computeVelocity(this.velocity.x, this.gravity.x, this.acceleration.x, this.fdrag.x, this.maxVelocity.x) - this.velocity.x) / 2; - //this.velocity.x += this._vx; - //this.pos.x += (this.velocity.x * this.game.time.physicsElapsed) + this.gravity.x; - //this._vy = (this.game.physics.computeVelocity(this.velocity.y, this.gravity.y, this.acceleration.y, this.fdrag.y, this.maxVelocity.y) - this.velocity.y) / 2; - //this.velocity.y += this._vy; - //this.pos.y += (this.velocity.y * this.game.time.physicsElapsed) + this.gravity.y; - //this.integrateVerlet(); - //var ox = this.oldpos.x; - //var oy = this.oldpos.y; - //this.oldpos.x = this.pos.x; //get vector values - //this.oldpos.y = this.pos.y; //p = position - //integrate - //this.pos.x += (this.drag.x * this.pos.x) - (this.drag.x * ox) + this.gravity.x; - //this.pos.y += (this.drag.y * this.pos.y) - (this.drag.y * oy) + this.gravity.y; - //this._vx = (this.velocity.x / 1000 * this.game.time.delta); - //this._vy = (this.velocity.y / 1000 * this.game.time.delta); - //this._vx = 0.2; - //this._vy = 0.2; - //this.pos.x = this.oldpos.x + Math.min(20, Math.max(-20, this.pos.x - this.oldpos.x + this._vx)); - //this.pos.y = this.oldpos.y + Math.min(20, Math.max(-20, this.pos.y - this.oldpos.y + this._vy)); - //this.integrateVerlet(); - }; - AABB.prototype.integrateVerlet = function () { - var ox = this.oldpos.x; - var oy = this.oldpos.y; - this.oldpos.x = this.pos.x//get vector values - ; - this.oldpos.y = this.pos.y//p = position - ; - //integrate - this.pos.x += (this.drag.x * this.pos.x) - (this.drag.x * ox) + this.gravity.x; - this.pos.y += (this.drag.y * this.pos.y) - (this.drag.y * oy) + this.gravity.y; - }; - AABB.prototype.reportCollisionVsWorld = function (px, py, dx, dy, obj) { - if (typeof obj === "undefined") { obj = null; } - //calc velocity (original way) - var vx = this.pos.x - this.oldpos.x; - var vy = this.pos.y - this.oldpos.y; - //find component of velocity parallel to collision normal - var dp = (vx * dx + vy * dy); - var nx = dp * dx;//project velocity onto collision normal - - var ny = dp * dy;//nx,ny is normal velocity - - var tx = vx - nx;//px,py is tangent velocity - - var ty = vy - ny; - //we only want to apply collision response forces if the object is travelling into, and not out of, the collision - // default is moving out of collision, don't apply force - var bx = 0; - var by = 0; - var fx = 0; - var fy = 0; - if(dp < 0) { - // moving into collision, apply forces - var f = 0.05;// friction - - fx = tx * f; - fy = ty * f; - var b = 1 + 0.5;//this bounce constant should be elsewhere, i.e inside the object/tile/etc.. - - bx = (nx * b); - by = (ny * b); - } - // project object out of collision - this.pos.x += px; - this.pos.y += py; - this.oldpos.x += px + bx + fx; - this.oldpos.y += py + by + fy; - }; - AABB.prototype.TWEAKEDreportCollisionVsWorld = function (px, py, dx, dy, obj) { - if (typeof obj === "undefined") { obj = null; } - //calc velocity (original way) - //this._vx = this.pos.x - this.oldpos.x; - //this._vy = this.pos.y - this.oldpos.y; - //var vx = this.pos.x - this.oldpos.x; - //var vy = this.pos.y - this.oldpos.y; - //find component of velocity parallel to collision normal - //var dp = (vx * dx + vy * dy); - //var nx = dp * dx;//project velocity onto collision normal - //var ny = dp * dy;//nx,ny is normal velocity - //var tx = vx - nx;//px,py is tangent velocity - //var ty = vy - ny; - var dp = (this._vx * dx + this._vy * dy); - var nx = dp * dx;//project velocity onto collision normal - - var ny = dp * dy;//nx,ny is normal velocity - - var tx = this._vx - nx;//px,py is tangent velocity - - var ty = this._vy - ny; - //console.log('nxy', nx, ny); - //console.log('nxy', nx, ny); - //console.log('txy', tx, ty); - this.pos.x += px//project object out of collision - ; - this.pos.y += py; - //this.oldpos.x += px; - //this.oldpos.y += py; - //this.pos.x += px; - //this.pos.y += py; - //this.velocity.x += nx; - //this.velocity.y += ny; - //we only want to apply collision response forces if the object is travelling into, and not out of, the collision - if(dp < 0)//if (1 < 0) - { - // moving into collision, apply forces - //var b = 1 + 0.5;//this bounce constant should be elsewhere, i.e inside the object/tile/etc.. - //var b = 0.5;//this bounce constant should be elsewhere, i.e inside the object/tile/etc.. - //var f = 0.05; // friction - //var fx = tx * f; - //var fy = ty * f; - //this.oldpos.x += (nx * b) + fx;//apply bounce+friction impulses which alter velocity - //this.oldpos.y += (ny * b) + fy; - this.velocity.x += nx; - this.velocity.y += ny; - if(dx !== 0) { - this.velocity.x *= -1 * this.bounce.x; - } - if(dy !== 0) { - this.velocity.y *= -1 * this.bounce.y; - } - } - }; - AABB.prototype.collideAABBVsTile = function (tile) { - var pos = this.pos; - var c = tile; - var tx = c.pos.x; - var ty = c.pos.y; - var txw = c.xw; - var tyw = c.yw; - var dx = pos.x - tx;//tile->obj delta - - var px = (txw + this.width) - Math.abs(dx);//penetration depth in x - - if(0 < px) { - var dy = pos.y - ty;//tile->obj delta - - var py = (tyw + this.height) - Math.abs(dy);//pen depth in y - - if(0 < py) { - //object may be colliding with tile; call tile-specific collision function - //calculate projection vectors - if(px < py) { - //project in x - if(dx < 0) { - //project to the left - px *= -1; - py = 0; - } else { - //proj to right - py = 0; - } - } else { - //project in y - if(dy < 0) { - //project up - px = 0; - py *= -1; - } else { - //project down - px = 0; - } - } - this.resolveBoxTile(px, py, this, c); - } - } - }; - AABB.prototype.collideAABBVsWorldBounds = function () { - var p = this.pos; - var xw = this.width; - var yw = this.height; - var XMIN = 0; - var XMAX = 800; - var YMIN = 0; - var YMAX = 600; - //collide vs. x-bounds - //test XMIN left side - var dx = XMIN - (p.x - xw); - if(0 < dx) { - //object is colliding with XMIN - this.reportCollisionVsWorld(dx, 0, 1, 0, null); - } else { - //test XMAX right side - dx = (p.x + xw) - XMAX; - if(0 < dx) { - //object is colliding with XMAX - this.reportCollisionVsWorld(-dx, 0, -1, 0, null); - } - } - //collide vs. y-bounds - //test YMIN top - var dy = YMIN - (p.y - yw); - if(0 < dy) { - //object is colliding with YMIN - this.reportCollisionVsWorld(0, dy, 0, 1, null); - } else { - //test YMAX bottom - dy = (p.y + yw) - YMAX; - if(0 < dy) { - //object is colliding with YMAX - this.reportCollisionVsWorld(0, -dy, 0, -1, null); - } - } - }; - AABB.prototype.resolveBoxTile = function (x, y, box, t) { - if(0 < t.ID) { - return this.aabbTileProjections[t.CTYPE](x, y, box, t); - } else { - //trace("resolveBoxTile() was called with an empty (or unknown) tile!: ID=" + t.ID + " ("+ t.i + "," + t.j + ")"); - return false; - } - }; - AABB.prototype.render = function (context) { - context.beginPath(); - context.strokeStyle = 'rgb(0,255,0)'; - context.strokeRect(this.pos.x - this.width, this.pos.y - this.height, this.width * 2, this.height * 2); - context.stroke(); - context.closePath(); - context.fillStyle = 'rgb(0,255,0)'; - context.fillRect(this.pos.x, this.pos.y, 2, 2); - }; - return AABB; - })(); - Physics.AABB = AABB; - })(Phaser.Physics || (Phaser.Physics = {})); - var Physics = Phaser.Physics; -})(Phaser || (Phaser = {})); diff --git a/wip/TS Source/physics/Body.js b/wip/TS Source/physics/Body.js deleted file mode 100644 index 143bc7b4..00000000 --- a/wip/TS Source/physics/Body.js +++ /dev/null @@ -1,173 +0,0 @@ -var Phaser; -(function (Phaser) { - /// - /** - * Phaser - Physics - Body - * A binding between a Sprite and a physics object (AABB or Circle) - */ - (function (Physics) { - var Body = (function () { - function Body(sprite, type) { - this.angularVelocity = 0; - this.angularAcceleration = 0; - this.angularDrag = 0; - this.maxAngular = 10000; - this.deltaX = 0; - this.deltaY = 0; - this.sprite = sprite; - this.game = sprite.game; - this.type = type; - this.aabb = new Phaser.Physics.AABB(sprite.game, sprite.x, sprite.y, sprite.width, sprite.height); - this.velocity = new Phaser.Vec2(); - this.acceleration = new Phaser.Vec2(); - this.drag = new Phaser.Vec2(); - this.gravity = new Phaser.Vec2(); - this.maxVelocity = new Phaser.Vec2(10000, 10000); - this.angularVelocity = 0; - this.angularAcceleration = 0; - this.angularDrag = 0; - this.maxAngular = 10000; - //this.touching = Phaser.Types.NONE; - //this.wasTouching = Phaser.Types.NONE; - this.allowCollisions = Phaser.Types.ANY; - //this.position = new Phaser.Vec2(sprite.x + this.bounds.halfWidth, sprite.y + this.bounds.halfHeight); - //this.oldPosition = new Phaser.Vec2(sprite.x + this.bounds.halfWidth, sprite.y + this.bounds.halfHeight); - //this.offset = new Phaser.Vec2; - } - return Body; - })(); - Physics.Body = Body; - //public wasTouching: number; - //public mass: number = 1; - //public position: Phaser.Vec2; - //public oldPosition: Phaser.Vec2; - //public offset: Phaser.Vec2; - //public bounds: Phaser.Rectangle; - /* - private _width: number = 0; - private _height: number = 0; - - public get x(): number { - return this.sprite.x + this.offset.x; - } - - public get y(): number { - return this.sprite.y + this.offset.y; - } - - public set width(value: number) { - this._width = value; - } - - public set height(value: number) { - this._height = value; - } - - public get width(): number { - return this._width * this.sprite.transform.scale.x; - } - - public get height(): number { - return this._height * this.sprite.transform.scale.y; - } - - public preUpdate() { - - this.oldPosition.copyFrom(this.position); - - this.bounds.x = this.x; - this.bounds.y = this.y; - this.bounds.width = this.width; - this.bounds.height = this.height; - - } - - // Shall we do this? Or just update the values directly in the separate functions? But then the bounds will be out of sync - as long as - // the bounds are updated and used in calculations then we can do one final sprite movement here I guess? - public postUpdate() { - - // if this is all it does maybe move elsewhere? Sprite postUpdate? - if (this.type !== Phaser.Types.BODY_DISABLED) - { - //this.game.world.physics.updateMotion(this); - - this.wasTouching = this.touching; - this.touching = Phaser.Types.NONE; - - } - - this.position.setTo(this.x, this.y); - - } - - public get hullWidth(): number { - - if (this.deltaX > 0) - { - return this.bounds.width + this.deltaX; - } - else - { - return this.bounds.width - this.deltaX; - } - - } - - public get hullHeight(): number { - - if (this.deltaY > 0) - { - return this.bounds.height + this.deltaY; - } - else - { - return this.bounds.height - this.deltaY; - } - - } - - public get hullX(): number { - - if (this.position.x < this.oldPosition.x) - { - return this.position.x; - } - else - { - return this.oldPosition.x; - } - - } - - public get hullY(): number { - - if (this.position.y < this.oldPosition.y) - { - return this.position.y; - } - else - { - return this.oldPosition.y; - } - - } - - public get deltaXAbs(): number { - return (this.deltaX > 0 ? this.deltaX : -this.deltaX); - } - - public get deltaYAbs(): number { - return (this.deltaY > 0 ? this.deltaY : -this.deltaY); - } - - public get deltaX(): number { - return this.position.x - this.oldPosition.x; - } - - public get deltaY(): number { - return this.position.y - this.oldPosition.y; - } - */ - })(Phaser.Physics || (Phaser.Physics = {})); - var Physics = Phaser.Physics; -})(Phaser || (Phaser = {})); diff --git a/wip/TS Source/physics/Circle.js b/wip/TS Source/physics/Circle.js deleted file mode 100644 index d17f7d57..00000000 --- a/wip/TS Source/physics/Circle.js +++ /dev/null @@ -1,217 +0,0 @@ -var Phaser; -(function (Phaser) { - /// - /** - * Phaser - Physics - Circle - */ - (function (Physics) { - var Circle = (function () { - function Circle(game, x, y, radius) { - this.type = 1; - this.game = game; - this.pos = new Phaser.Vec2(x, y); - this.oldpos = new Phaser.Vec2(x, y); - this.radius = radius; - this.circleTileProjections = { - }; - this.circleTileProjections[Phaser.Physics.TileMapCell.CTYPE_22DEGs] = Phaser.Physics.Projection.Circle22Deg.CollideS; - this.circleTileProjections[Phaser.Physics.TileMapCell.CTYPE_22DEGb] = Phaser.Physics.Projection.Circle22Deg.CollideB; - this.circleTileProjections[Phaser.Physics.TileMapCell.CTYPE_45DEG] = Phaser.Physics.Projection.Circle45Deg.Collide; - this.circleTileProjections[Phaser.Physics.TileMapCell.CTYPE_67DEGs] = Phaser.Physics.Projection.Circle67Deg.CollideS; - this.circleTileProjections[Phaser.Physics.TileMapCell.CTYPE_67DEGb] = Phaser.Physics.Projection.Circle67Deg.CollideB; - this.circleTileProjections[Phaser.Physics.TileMapCell.CTYPE_CONCAVE] = Phaser.Physics.Projection.CircleConcave.Collide; - this.circleTileProjections[Phaser.Physics.TileMapCell.CTYPE_CONVEX] = Phaser.Physics.Projection.CircleConvex.Collide; - this.circleTileProjections[Phaser.Physics.TileMapCell.CTYPE_FULL] = Phaser.Physics.Projection.CircleFull.Collide; - this.circleTileProjections[Phaser.Physics.TileMapCell.CTYPE_HALF] = Phaser.Physics.Projection.CircleHalf.Collide; - } - Circle.COL_NONE = 0; - Circle.COL_AXIS = 1; - Circle.COL_OTHER = 2; - Circle.prototype.integrateVerlet = function () { - var d = 1;// drag - - var g = 0.2;// gravity - - var p = this.pos; - var o = this.oldpos; - var px; - var py; - var ox = o.x; - var oy = o.y; - //o = oldposition - o.x = px = p.x//get vector values - ; - o.y = py = p.y//p = position - ; - //integrate - p.x += (d * px) - (d * ox); - p.y += (d * py) - (d * oy) + g; - }; - Circle.prototype.reportCollisionVsWorld = // px projection vector - // dx surface normal - function (px, py, dx, dy, obj) { - if (typeof obj === "undefined") { obj = null; } - var p = this.pos; - var o = this.oldpos; - //calc velocity - var vx = p.x - o.x; - var vy = p.y - o.y; - //find component of velocity parallel to collision normal - var dp = (vx * dx + vy * dy); - var nx = dp * dx;//project velocity onto collision normal - - var ny = dp * dy;//nx,ny is normal velocity - - var tx = vx - nx;//px,py is tangent velocity - - var ty = vy - ny; - //we only want to apply collision response forces if the object is travelling into, and not out of, the collision - var b, bx, by, f, fx, fy; - if(dp < 0) { - //f = FRICTION; - f = 0.05; - fx = tx * f; - fy = ty * f; - //b = 1 + BOUNCE;//this bounce constant should be elsewhere, i.e inside the object/tile/etc.. - b = 1 + 0.3//this bounce constant should be elsewhere, i.e inside the object/tile/etc.. - ; - bx = (nx * b); - by = (ny * b); - } else { - //moving out of collision, do not apply forces - bx = by = fx = fy = 0; - } - p.x += px//project object out of collision - ; - p.y += py; - o.x += px + bx + fx//apply bounce+friction impulses which alter velocity - ; - o.y += py + by + fy; - }; - Circle.prototype.collideCircleVsWorldBounds = function () { - var p = this.pos; - var r = this.radius; - var XMIN = 0; - var XMAX = 800; - var YMIN = 0; - var YMAX = 600; - //collide vs. x-bounds - //test XMIN - var dx = XMIN - (p.x - r); - if(0 < dx) { - //object is colliding with XMIN - this.reportCollisionVsWorld(dx, 0, 1, 0, null); - } else { - //test XMAX - dx = (p.x + r) - XMAX; - if(0 < dx) { - //object is colliding with XMAX - this.reportCollisionVsWorld(-dx, 0, -1, 0, null); - } - } - //collide vs. y-bounds - //test YMIN - var dy = YMIN - (p.y - r); - if(0 < dy) { - //object is colliding with YMIN - this.reportCollisionVsWorld(0, dy, 0, 1, null); - } else { - //test YMAX - dy = (p.y + r) - YMAX; - if(0 < dy) { - //object is colliding with YMAX - this.reportCollisionVsWorld(0, -dy, 0, -1, null); - } - } - }; - Circle.prototype.render = function (context) { - context.beginPath(); - context.strokeStyle = 'rgb(0,255,0)'; - context.arc(this.pos.x, this.pos.y, this.radius, 0, Math.PI * 2); - context.stroke(); - context.closePath(); - if(this.oH == 1) { - context.beginPath(); - context.strokeStyle = 'rgb(255,0,0)'; - context.moveTo(this.pos.x - this.radius, this.pos.y - this.radius); - context.lineTo(this.pos.x - this.radius, this.pos.y + this.radius); - context.stroke(); - context.closePath(); - } else if(this.oH == -1) { - context.beginPath(); - context.strokeStyle = 'rgb(255,0,0)'; - context.moveTo(this.pos.x + this.radius, this.pos.y - this.radius); - context.lineTo(this.pos.x + this.radius, this.pos.y + this.radius); - context.stroke(); - context.closePath(); - } - if(this.oV == 1) { - context.beginPath(); - context.strokeStyle = 'rgb(255,0,0)'; - context.moveTo(this.pos.x - this.radius, this.pos.y - this.radius); - context.lineTo(this.pos.x + this.radius, this.pos.y - this.radius); - context.stroke(); - context.closePath(); - } else if(this.oV == -1) { - context.beginPath(); - context.strokeStyle = 'rgb(255,0,0)'; - context.moveTo(this.pos.x - this.radius, this.pos.y + this.radius); - context.lineTo(this.pos.x + this.radius, this.pos.y + this.radius); - context.stroke(); - context.closePath(); - } - }; - Circle.prototype.collideCircleVsTile = function (tile) { - var pos = this.pos; - var r = this.radius; - var c = tile; - var tx = c.pos.x; - var ty = c.pos.y; - var txw = c.xw; - var tyw = c.yw; - var dx = pos.x - tx;//tile->obj delta - - var px = (txw + r) - Math.abs(dx);//penetration depth in x - - if(0 < px) { - var dy = pos.y - ty;//tile->obj delta - - var py = (tyw + r) - Math.abs(dy);//pen depth in y - - if(0 < py) { - //object may be colliding with tile - //determine grid/voronoi region of circle center - this.oH = 0; - this.oV = 0; - if(dx < -txw) { - //circle is on left side of tile - this.oH = -1; - } else if(txw < dx) { - //circle is on right side of tile - this.oH = 1; - } - if(dy < -tyw) { - //circle is on top side of tile - this.oV = -1; - } else if(tyw < dy) { - //circle is on bottom side of tile - this.oV = 1; - } - this.resolveCircleTile(px, py, this.oH, this.oV, this, c); - } - } - }; - Circle.prototype.resolveCircleTile = function (x, y, oH, oV, obj, t) { - if(0 < t.ID) { - return this.circleTileProjections[t.CTYPE](x, y, oH, oV, obj, t); - } else { - console.log("resolveCircleTile() was called with an empty (or unknown) tile!: ID=" + t.ID + " (" + t.i + "," + t.j + ")"); - return false; - } - }; - return Circle; - })(); - Physics.Circle = Circle; - })(Phaser.Physics || (Phaser.Physics = {})); - var Physics = Phaser.Physics; -})(Phaser || (Phaser = {})); diff --git a/wip/TS Source/physics/PhysicsManager.js b/wip/TS Source/physics/PhysicsManager.js deleted file mode 100644 index 3779516c..00000000 --- a/wip/TS Source/physics/PhysicsManager.js +++ /dev/null @@ -1,104 +0,0 @@ -var Phaser; -(function (Phaser) { - /// - /** - * Phaser - Physics - PhysicsManager - */ - (function (Physics) { - var PhysicsManager = (function () { - function PhysicsManager(game) { - this._length = 0; - //public bounds: Rectangle; - //public gravity: Vec2; - //public drag: Vec2; - //public bounce: Vec2; - //public angularDrag: number; - this.grav = 0.2; - this.drag = 1; - this.bounce = 0.3; - this.friction = 0.05; - this.min_f = 0; - this.max_f = 1; - this.min_b = 0; - this.max_b = 1; - this.min_g = 0; - this.max_g = 1; - this.xmin = 0; - this.xmax = 800; - this.ymin = 0; - this.ymax = 600; - this.objrad = 24; - this.tilerad = 24 * 2; - this.objspeed = 0.2; - this.maxspeed = 20; - this.game = game; - //this.gravity = new Vec2; - //this.drag = new Vec2; - //this.bounce = new Vec2; - //this.angularDrag = 0; - //this.bounds = new Rectangle(0, 0, width, height); - //this._distance = new Vec2; - //this._tangent = new Vec2; - } - PhysicsManager.prototype.update = function () { - }; - PhysicsManager.prototype.updateMotion = function (body) { - this._velocityDelta = (this.computeVelocity(body.angularVelocity, body.gravity.x, body.angularAcceleration, body.angularDrag, body.maxAngular) - body.angularVelocity) / 2; - body.angularVelocity += this._velocityDelta; - body.sprite.transform.rotation += body.angularVelocity * this.game.time.physicsElapsed; - body.angularVelocity += this._velocityDelta; - this._velocityDelta = (this.computeVelocity(body.velocity.x, body.gravity.x, body.acceleration.x, body.drag.x) - body.velocity.x) / 2; - body.velocity.x += this._velocityDelta; - this._delta = body.velocity.x * this.game.time.physicsElapsed; - body.aabb.pos.x += this._delta; - body.deltaX = this._delta; - this._velocityDelta = (this.computeVelocity(body.velocity.y, body.gravity.y, body.acceleration.y, body.drag.y) - body.velocity.y) / 2; - body.velocity.y += this._velocityDelta; - this._delta = body.velocity.y * this.game.time.physicsElapsed; - body.aabb.pos.y += this._delta; - body.deltaY = this._delta; - //body.aabb.integrateVerlet(); - }; - PhysicsManager.prototype.computeVelocity = /** - * A tween-like function that takes a starting velocity and some other factors and returns an altered velocity. - * - * @param {number} Velocity Any component of velocity (e.g. 20). - * @param {number} Acceleration Rate at which the velocity is changing. - * @param {number} Drag Really kind of a deceleration, this is how much the velocity changes if Acceleration is not set. - * @param {number} Max An absolute value cap for the velocity. - * - * @return {number} The altered Velocity value. - */ - function (velocity, gravity, acceleration, drag, max) { - if (typeof gravity === "undefined") { gravity = 0; } - if (typeof acceleration === "undefined") { acceleration = 0; } - if (typeof drag === "undefined") { drag = 0; } - if (typeof max === "undefined") { max = 10000; } - if(acceleration !== 0) { - velocity += (acceleration + gravity) * this.game.time.physicsElapsed; - } else if(drag !== 0) { - this._drag = drag * this.game.time.physicsElapsed; - if(velocity - this._drag > 0) { - velocity = velocity - this._drag; - } else if(velocity + this._drag < 0) { - velocity += this._drag; - } else { - velocity = 0; - } - } - //velocity += gravity; - if(velocity != 0) { - if(velocity > max) { - velocity = max; - } else if(velocity < -max) { - velocity = -max; - } - } - return velocity; - }; - return PhysicsManager; - })(); - Physics.PhysicsManager = PhysicsManager; - })(Phaser.Physics || (Phaser.Physics = {})); - var Physics = Phaser.Physics; -})(Phaser || (Phaser = {})); diff --git a/wip/TS Source/physics/TileMapCell.js b/wip/TS Source/physics/TileMapCell.js deleted file mode 100644 index c8c13d74..00000000 --- a/wip/TS Source/physics/TileMapCell.js +++ /dev/null @@ -1,366 +0,0 @@ -var Phaser; -(function (Phaser) { - /// - /** - * Phaser - Physics - TileMapCell - */ - (function (Physics) { - var TileMapCell = (function () { - function TileMapCell(game, x, y, xw, yw) { - this.game = game; - this.ID = TileMapCell.TID_EMPTY//all tiles start empty - ; - this.CTYPE = TileMapCell.CTYPE_EMPTY; - this.pos = new Phaser.Vec2(x, y)//setup collision properties - ; - this.xw = xw; - this.yw = yw; - this.minx = this.pos.x - this.xw; - this.maxx = this.pos.x + this.xw; - this.miny = this.pos.y - this.yw; - this.maxy = this.pos.y + this.yw; - //this stores tile-specific collision information - this.signx = 0; - this.signy = 0; - this.sx = 0; - this.sy = 0; - } - TileMapCell.TID_EMPTY = 0; - TileMapCell.TID_FULL = 1; - TileMapCell.TID_45DEGpn = 2; - TileMapCell.TID_45DEGnn = 3; - TileMapCell.TID_45DEGnp = 4; - TileMapCell.TID_45DEGpp = 5; - TileMapCell.TID_CONCAVEpn = 6; - TileMapCell.TID_CONCAVEnn = 7; - TileMapCell.TID_CONCAVEnp = 8; - TileMapCell.TID_CONCAVEpp = 9; - TileMapCell.TID_CONVEXpn = 10; - TileMapCell.TID_CONVEXnn = 11; - TileMapCell.TID_CONVEXnp = 12; - TileMapCell.TID_CONVEXpp = 13; - TileMapCell.TID_22DEGpnS = 14; - TileMapCell.TID_22DEGnnS = 15; - TileMapCell.TID_22DEGnpS = 16; - TileMapCell.TID_22DEGppS = 17; - TileMapCell.TID_22DEGpnB = 18; - TileMapCell.TID_22DEGnnB = 19; - TileMapCell.TID_22DEGnpB = 20; - TileMapCell.TID_22DEGppB = 21; - TileMapCell.TID_67DEGpnS = 22; - TileMapCell.TID_67DEGnnS = 23; - TileMapCell.TID_67DEGnpS = 24; - TileMapCell.TID_67DEGppS = 25; - TileMapCell.TID_67DEGpnB = 26; - TileMapCell.TID_67DEGnnB = 27; - TileMapCell.TID_67DEGnpB = 28; - TileMapCell.TID_67DEGppB = 29; - TileMapCell.TID_HALFd = 30; - TileMapCell.TID_HALFr = 31; - TileMapCell.TID_HALFu = 32; - TileMapCell.TID_HALFl = 33; - TileMapCell.CTYPE_EMPTY = 0; - TileMapCell.CTYPE_FULL = 1; - TileMapCell.CTYPE_45DEG = 2; - TileMapCell.CTYPE_CONCAVE = 6; - TileMapCell.CTYPE_CONVEX = 10; - TileMapCell.CTYPE_22DEGs = 14; - TileMapCell.CTYPE_22DEGb = 18; - TileMapCell.CTYPE_67DEGs = 22; - TileMapCell.CTYPE_67DEGb = 26; - TileMapCell.CTYPE_HALF = 30; - TileMapCell.prototype.SetState = //these functions are used to update the cell - //note: ID is assumed to NOT be "empty" state.. - //if it IS the empty state, the tile clears itself - function (ID) { - if(ID == TileMapCell.TID_EMPTY) { - this.Clear(); - } else { - //set tile state to a non-emtpy value, and update it's edges and those of the neighbors - this.ID = ID; - this.UpdateType(); - //this.Draw(); - } - return this; - }; - TileMapCell.prototype.Clear = function () { - //tile was on, turn it off - this.ID = TileMapCell.TID_EMPTY; - this.UpdateType(); - //this.Draw(); - }; - TileMapCell.prototype.render = function (context) { - context.beginPath(); - context.strokeStyle = 'rgb(255,255,0)'; - context.strokeRect(this.minx, this.miny, this.xw * 2, this.yw * 2); - context.strokeRect(this.pos.x, this.pos.y, 2, 2); - context.closePath(); - }; - TileMapCell.prototype.UpdateType = //this converts a tile from implicitly-defined (via ID), to explicit (via properties) - function () { - if(0 < this.ID) { - //tile is non-empty; collide - if(this.ID < TileMapCell.CTYPE_45DEG) { - //TID_FULL - this.CTYPE = TileMapCell.CTYPE_FULL; - this.signx = 0; - this.signy = 0; - this.sx = 0; - this.sy = 0; - } else if(this.ID < TileMapCell.CTYPE_CONCAVE) { - //45deg - this.CTYPE = TileMapCell.CTYPE_45DEG; - if(this.ID == TileMapCell.TID_45DEGpn) { - console.log('set tile as 45deg pn'); - this.signx = 1; - this.signy = -1; - this.sx = this.signx / Math.SQRT2//get slope _unit_ normal - ; - this.sy = this.signy / Math.SQRT2//since normal is (1,-1), length is sqrt(1*1 + -1*-1) = sqrt(2) - ; - } else if(this.ID == TileMapCell.TID_45DEGnn) { - this.signx = -1; - this.signy = -1; - this.sx = this.signx / Math.SQRT2//get slope _unit_ normal - ; - this.sy = this.signy / Math.SQRT2//since normal is (1,-1), length is sqrt(1*1 + -1*-1) = sqrt(2) - ; - } else if(this.ID == TileMapCell.TID_45DEGnp) { - this.signx = -1; - this.signy = 1; - this.sx = this.signx / Math.SQRT2//get slope _unit_ normal - ; - this.sy = this.signy / Math.SQRT2//since normal is (1,-1), length is sqrt(1*1 + -1*-1) = sqrt(2) - ; - } else if(this.ID == TileMapCell.TID_45DEGpp) { - this.signx = 1; - this.signy = 1; - this.sx = this.signx / Math.SQRT2//get slope _unit_ normal - ; - this.sy = this.signy / Math.SQRT2//since normal is (1,-1), length is sqrt(1*1 + -1*-1) = sqrt(2) - ; - } else { - //trace("BAAAD TILE!!!!!: ID=" + this.ID + " ("+ t.i + "," + t.j + ")"); - return false; - } - } else if(this.ID < TileMapCell.CTYPE_CONVEX) { - //concave - this.CTYPE = TileMapCell.CTYPE_CONCAVE; - if(this.ID == TileMapCell.TID_CONCAVEpn) { - this.signx = 1; - this.signy = -1; - this.sx = 0; - this.sy = 0; - } else if(this.ID == TileMapCell.TID_CONCAVEnn) { - this.signx = -1; - this.signy = -1; - this.sx = 0; - this.sy = 0; - } else if(this.ID == TileMapCell.TID_CONCAVEnp) { - this.signx = -1; - this.signy = 1; - this.sx = 0; - this.sy = 0; - } else if(this.ID == TileMapCell.TID_CONCAVEpp) { - this.signx = 1; - this.signy = 1; - this.sx = 0; - this.sy = 0; - } else { - //trace("BAAAD TILE!!!!!: ID=" + this.ID + " ("+ t.i + "," + t.j + ")"); - return false; - } - } else if(this.ID < TileMapCell.CTYPE_22DEGs) { - //convex - this.CTYPE = TileMapCell.CTYPE_CONVEX; - if(this.ID == TileMapCell.TID_CONVEXpn) { - this.signx = 1; - this.signy = -1; - this.sx = 0; - this.sy = 0; - } else if(this.ID == TileMapCell.TID_CONVEXnn) { - this.signx = -1; - this.signy = -1; - this.sx = 0; - this.sy = 0; - } else if(this.ID == TileMapCell.TID_CONVEXnp) { - this.signx = -1; - this.signy = 1; - this.sx = 0; - this.sy = 0; - } else if(this.ID == TileMapCell.TID_CONVEXpp) { - this.signx = 1; - this.signy = 1; - this.sx = 0; - this.sy = 0; - } else { - //trace("BAAAD TILE!!!!!: ID=" + this.ID + " ("+ t.i + "," + t.j + ")"); - return false; - } - } else if(this.ID < TileMapCell.CTYPE_22DEGb) { - //22deg small - this.CTYPE = TileMapCell.CTYPE_22DEGs; - if(this.ID == TileMapCell.TID_22DEGpnS) { - this.signx = 1; - this.signy = -1; - var slen = Math.sqrt(2 * 2 + 1 * 1); - this.sx = (this.signx * 1) / slen; - this.sy = (this.signy * 2) / slen; - } else if(this.ID == TileMapCell.TID_22DEGnnS) { - this.signx = -1; - this.signy = -1; - var slen = Math.sqrt(2 * 2 + 1 * 1); - this.sx = (this.signx * 1) / slen; - this.sy = (this.signy * 2) / slen; - } else if(this.ID == TileMapCell.TID_22DEGnpS) { - this.signx = -1; - this.signy = 1; - var slen = Math.sqrt(2 * 2 + 1 * 1); - this.sx = (this.signx * 1) / slen; - this.sy = (this.signy * 2) / slen; - } else if(this.ID == TileMapCell.TID_22DEGppS) { - this.signx = 1; - this.signy = 1; - var slen = Math.sqrt(2 * 2 + 1 * 1); - this.sx = (this.signx * 1) / slen; - this.sy = (this.signy * 2) / slen; - } else { - //trace("BAAAD TILE!!!!!: ID=" + this.ID + " ("+ t.i + "," + t.j + ")"); - return false; - } - } else if(this.ID < TileMapCell.CTYPE_67DEGs) { - //22deg big - this.CTYPE = TileMapCell.CTYPE_22DEGb; - if(this.ID == TileMapCell.TID_22DEGpnB) { - this.signx = 1; - this.signy = -1; - var slen = Math.sqrt(2 * 2 + 1 * 1); - this.sx = (this.signx * 1) / slen; - this.sy = (this.signy * 2) / slen; - } else if(this.ID == TileMapCell.TID_22DEGnnB) { - this.signx = -1; - this.signy = -1; - var slen = Math.sqrt(2 * 2 + 1 * 1); - this.sx = (this.signx * 1) / slen; - this.sy = (this.signy * 2) / slen; - } else if(this.ID == TileMapCell.TID_22DEGnpB) { - this.signx = -1; - this.signy = 1; - var slen = Math.sqrt(2 * 2 + 1 * 1); - this.sx = (this.signx * 1) / slen; - this.sy = (this.signy * 2) / slen; - } else if(this.ID == TileMapCell.TID_22DEGppB) { - this.signx = 1; - this.signy = 1; - var slen = Math.sqrt(2 * 2 + 1 * 1); - this.sx = (this.signx * 1) / slen; - this.sy = (this.signy * 2) / slen; - } else { - //trace("BAAAD TILE!!!!!: ID=" + this.ID + " ("+ t.i + "," + t.j + ")"); - return false; - } - } else if(this.ID < TileMapCell.CTYPE_67DEGb) { - //67deg small - this.CTYPE = TileMapCell.CTYPE_67DEGs; - if(this.ID == TileMapCell.TID_67DEGpnS) { - this.signx = 1; - this.signy = -1; - var slen = Math.sqrt(2 * 2 + 1 * 1); - this.sx = (this.signx * 2) / slen; - this.sy = (this.signy * 1) / slen; - } else if(this.ID == TileMapCell.TID_67DEGnnS) { - this.signx = -1; - this.signy = -1; - var slen = Math.sqrt(2 * 2 + 1 * 1); - this.sx = (this.signx * 2) / slen; - this.sy = (this.signy * 1) / slen; - } else if(this.ID == TileMapCell.TID_67DEGnpS) { - this.signx = -1; - this.signy = 1; - var slen = Math.sqrt(2 * 2 + 1 * 1); - this.sx = (this.signx * 2) / slen; - this.sy = (this.signy * 1) / slen; - } else if(this.ID == TileMapCell.TID_67DEGppS) { - this.signx = 1; - this.signy = 1; - var slen = Math.sqrt(2 * 2 + 1 * 1); - this.sx = (this.signx * 2) / slen; - this.sy = (this.signy * 1) / slen; - } else { - //trace("BAAAD TILE!!!!!: ID=" + this.ID + " ("+ t.i + "," + t.j + ")"); - return false; - } - } else if(this.ID < TileMapCell.CTYPE_HALF) { - //67deg big - this.CTYPE = TileMapCell.CTYPE_67DEGb; - if(this.ID == TileMapCell.TID_67DEGpnB) { - this.signx = 1; - this.signy = -1; - var slen = Math.sqrt(2 * 2 + 1 * 1); - this.sx = (this.signx * 2) / slen; - this.sy = (this.signy * 1) / slen; - } else if(this.ID == TileMapCell.TID_67DEGnnB) { - this.signx = -1; - this.signy = -1; - var slen = Math.sqrt(2 * 2 + 1 * 1); - this.sx = (this.signx * 2) / slen; - this.sy = (this.signy * 1) / slen; - } else if(this.ID == TileMapCell.TID_67DEGnpB) { - this.signx = -1; - this.signy = 1; - var slen = Math.sqrt(2 * 2 + 1 * 1); - this.sx = (this.signx * 2) / slen; - this.sy = (this.signy * 1) / slen; - } else if(this.ID == TileMapCell.TID_67DEGppB) { - this.signx = 1; - this.signy = 1; - var slen = Math.sqrt(2 * 2 + 1 * 1); - this.sx = (this.signx * 2) / slen; - this.sy = (this.signy * 1) / slen; - } else { - //trace("BAAAD TILE!!!!!: ID=" + this.ID + " ("+ t.i + "," + t.j + ")"); - return false; - } - } else { - //half-full tile - this.CTYPE = TileMapCell.CTYPE_HALF; - if(this.ID == TileMapCell.TID_HALFd) { - this.signx = 0; - this.signy = -1; - this.sx = this.signx; - this.sy = this.signy; - } else if(this.ID == TileMapCell.TID_HALFu) { - this.signx = 0; - this.signy = 1; - this.sx = this.signx; - this.sy = this.signy; - } else if(this.ID == TileMapCell.TID_HALFl) { - this.signx = 1; - this.signy = 0; - this.sx = this.signx; - this.sy = this.signy; - } else if(this.ID == TileMapCell.TID_HALFr) { - this.signx = -1; - this.signy = 0; - this.sx = this.signx; - this.sy = this.signy; - } else { - //trace("BAAD TILE!!!: ID=" + this.ID + " ("+ t.i + "," + t.j + ")"); - return false; - } - } - } else { - //TID_EMPTY - this.CTYPE = TileMapCell.CTYPE_EMPTY; - this.signx = 0; - this.signy = 0; - this.sx = 0; - this.sy = 0; - } - }; - return TileMapCell; - })(); - Physics.TileMapCell = TileMapCell; - })(Phaser.Physics || (Phaser.Physics = {})); - var Physics = Phaser.Physics; -})(Phaser || (Phaser = {})); diff --git a/wip/TS Source/physics/aabb/ProjAABB22Deg.js b/wip/TS Source/physics/aabb/ProjAABB22Deg.js deleted file mode 100644 index 664937a3..00000000 --- a/wip/TS Source/physics/aabb/ProjAABB22Deg.js +++ /dev/null @@ -1,98 +0,0 @@ -var Phaser; -(function (Phaser) { - (function (Physics) { - /// - /** - * Phaser - Physics - Projection - */ - (function (Projection) { - var AABB22Deg = (function () { - function AABB22Deg() { } - AABB22Deg.CollideS = function CollideS(x, y, obj, t) { - var signx = t.signx; - var signy = t.signy; - //first we need to check to make sure we're colliding with the slope at all - var py = obj.pos.y - (signy * obj.height); - var penY = t.pos.y - py;//this is the vector from the innermost point on the box to the highest point on - - //the tile; if it is positive, this means the box is above the tile and - //no collision is occuring - if(0 < (penY * signy)) { - var ox = (obj.pos.x - (signx * obj.width)) - (t.pos.x + (signx * t.xw));//this gives is the coordinates of the innermost - - var oy = (obj.pos.y - (signy * obj.height)) - (t.pos.y - (signy * t.yw));//point on the AABB, relative to a point on the slope - - var sx = t.sx;//get slope unit normal - - var sy = t.sy; - //if the dotprod of (ox,oy) and (sx,sy) is negative, the corner is in the slope - //and we need toproject it out by the magnitude of the projection of (ox,oy) onto (sx,sy) - var dp = (ox * sx) + (oy * sy); - if(dp < 0) { - //collision; project delta onto slope and use this to displace the object - sx *= -dp//(sx,sy) is now the projection vector - ; - sy *= -dp; - var lenN = Math.sqrt(sx * sx + sy * sy); - var lenP = Math.sqrt(x * x + y * y); - var aY = Math.abs(penY); - if(lenP < lenN) { - if(aY < lenP) { - obj.reportCollisionVsWorld(0, penY, 0, penY / aY, t); - return Phaser.Physics.AABB.COL_OTHER; - } else { - obj.reportCollisionVsWorld(x, y, x / lenP, y / lenP, t); - return Phaser.Physics.AABB.COL_AXIS; - } - } else { - if(aY < lenN) { - obj.reportCollisionVsWorld(0, penY, 0, penY / aY, t); - return Phaser.Physics.AABB.COL_OTHER; - } else { - obj.reportCollisionVsWorld(sx, sy, t.sx, t.sy, t); - return Phaser.Physics.AABB.COL_OTHER; - } - } - } - } - //if we've reached this point, no collision has occured - return Phaser.Physics.AABB.COL_NONE; - }; - AABB22Deg.CollideB = function CollideB(x, y, obj, t) { - var signx = t.signx; - var signy = t.signy; - var ox = (obj.pos.x - (signx * obj.width)) - (t.pos.x - (signx * t.xw));//this gives is the coordinates of the innermost - - var oy = (obj.pos.y - (signy * obj.height)) - (t.pos.y + (signy * t.yw));//point on the AABB, relative to a point on the slope - - var sx = t.sx;//get slope unit normal - - var sy = t.sy; - //if the dotprod of (ox,oy) and (sx,sy) is negative, the corner is in the slope - //and we need toproject it out by the magnitude of the projection of (ox,oy) onto (sx,sy) - var dp = (ox * sx) + (oy * sy); - if(dp < 0) { - //collision; project delta onto slope and use this to displace the object - sx *= -dp//(sx,sy) is now the projection vector - ; - sy *= -dp; - var lenN = Math.sqrt(sx * sx + sy * sy); - var lenP = Math.sqrt(x * x + y * y); - if(lenP < lenN) { - obj.reportCollisionVsWorld(x, y, x / lenP, y / lenP, t); - return Phaser.Physics.AABB.COL_AXIS; - } else { - obj.reportCollisionVsWorld(sx, sy, t.sx, t.sy, t); - return Phaser.Physics.AABB.COL_OTHER; - } - } - return Phaser.Physics.AABB.COL_NONE; - }; - return AABB22Deg; - })(); - Projection.AABB22Deg = AABB22Deg; - })(Physics.Projection || (Physics.Projection = {})); - var Projection = Physics.Projection; - })(Phaser.Physics || (Phaser.Physics = {})); - var Physics = Phaser.Physics; -})(Phaser || (Phaser = {})); diff --git a/wip/TS Source/physics/aabb/ProjAABB45Deg.js b/wip/TS Source/physics/aabb/ProjAABB45Deg.js deleted file mode 100644 index 5598e921..00000000 --- a/wip/TS Source/physics/aabb/ProjAABB45Deg.js +++ /dev/null @@ -1,49 +0,0 @@ -var Phaser; -(function (Phaser) { - (function (Physics) { - /// - /** - * Phaser - Physics - Projection - */ - (function (Projection) { - var AABB45Deg = (function () { - function AABB45Deg() { } - AABB45Deg.Collide = function Collide(x, y, obj, t) { - var signx = t.signx; - var signy = t.signy; - var ox = (obj.pos.x - (signx * obj.width)) - t.pos.x;//this gives is the coordinates of the innermost - - var oy = (obj.pos.y - (signy * obj.height)) - t.pos.y;//point on the AABB, relative to the tile center - - var sx = t.sx; - var sy = t.sy; - //if the dotprod of (ox,oy) and (sx,sy) is negative, the corner is in the slope - //and we need toproject it out by the magnitude of the projection of (ox,oy) onto (sx,sy) - var dp = (ox * sx) + (oy * sy); - if(dp < 0) { - //collision; project delta onto slope and use this to displace the object - sx *= -dp//(sx,sy) is now the projection vector - ; - sy *= -dp; - var lenN = Math.sqrt(sx * sx + sy * sy); - var lenP = Math.sqrt(x * x + y * y); - if(lenP < lenN) { - //project along axis - obj.reportCollisionVsWorld(x, y, x / lenP, y / lenP, t); - return Phaser.Physics.AABB.COL_AXIS; - } else { - //project along slope - obj.reportCollisionVsWorld(sx, sy, t.sx, t.sy); - return Phaser.Physics.AABB.COL_OTHER; - } - } - return Phaser.Physics.AABB.COL_NONE; - }; - return AABB45Deg; - })(); - Projection.AABB45Deg = AABB45Deg; - })(Physics.Projection || (Physics.Projection = {})); - var Projection = Physics.Projection; - })(Phaser.Physics || (Phaser.Physics = {})); - var Physics = Phaser.Physics; -})(Phaser || (Phaser = {})); diff --git a/wip/TS Source/physics/aabb/ProjAABB67Deg.js b/wip/TS Source/physics/aabb/ProjAABB67Deg.js deleted file mode 100644 index 8e95fb6c..00000000 --- a/wip/TS Source/physics/aabb/ProjAABB67Deg.js +++ /dev/null @@ -1,94 +0,0 @@ -var Phaser; -(function (Phaser) { - (function (Physics) { - /// - /** - * Phaser - Physics - Projection - */ - (function (Projection) { - var AABB67Deg = (function () { - function AABB67Deg() { } - AABB67Deg.CollideS = function CollideS(x, y, obj, t) { - var signx = t.signx; - var signy = t.signy; - var px = obj.pos.x - (signx * obj.width); - var penX = t.pos.x - px; - if(0 < (penX * signx)) { - var ox = (obj.pos.x - (signx * obj.width)) - (t.pos.x - (signx * t.xw));//this gives is the coordinates of the innermost - - var oy = (obj.pos.y - (signy * obj.height)) - (t.pos.y + (signy * t.yw));//point on the AABB, relative to a point on the slope - - var sx = t.sx;//get slope unit normal - - var sy = t.sy; - //if the dotprod of (ox,oy) and (sx,sy) is negative, the corner is in the slope - //and we need to project it out by the magnitude of the projection of (ox,oy) onto (sx,sy) - var dp = (ox * sx) + (oy * sy); - if(dp < 0) { - //collision; project delta onto slope and use this to displace the object - sx *= -dp//(sx,sy) is now the projection vector - ; - sy *= -dp; - var lenN = Math.sqrt(sx * sx + sy * sy); - var lenP = Math.sqrt(x * x + y * y); - var aX = Math.abs(penX); - if(lenP < lenN) { - if(aX < lenP) { - obj.reportCollisionVsWorld(penX, 0, penX / aX, 0, t); - return Phaser.Physics.AABB.COL_OTHER; - } else { - obj.reportCollisionVsWorld(x, y, x / lenP, y / lenP, t); - return Phaser.Physics.AABB.COL_AXIS; - } - } else { - if(aX < lenN) { - obj.reportCollisionVsWorld(penX, 0, penX / aX, 0, t); - return Phaser.Physics.AABB.COL_OTHER; - } else { - obj.reportCollisionVsWorld(sx, sy, t.sx, t.sy, t); - return Phaser.Physics.AABB.COL_OTHER; - } - } - } - } - //if we've reached this point, no collision has occured - return Phaser.Physics.AABB.COL_NONE; - }; - AABB67Deg.CollideB = function CollideB(x, y, obj, t) { - var signx = t.signx; - var signy = t.signy; - var ox = (obj.pos.x - (signx * obj.width)) - (t.pos.x + (signx * t.xw));//this gives is the coordinates of the innermost - - var oy = (obj.pos.y - (signy * obj.height)) - (t.pos.y - (signy * t.yw));//point on the AABB, relative to a point on the slope - - var sx = t.sx;//get slope unit normal - - var sy = t.sy; - //if the dotprod of (ox,oy) and (sx,sy) is negative, the corner is in the slope - //and we need toproject it out by the magnitude of the projection of (ox,oy) onto (sx,sy) - var dp = (ox * sx) + (oy * sy); - if(dp < 0) { - //collision; project delta onto slope and use this to displace the object - sx *= -dp//(sx,sy) is now the projection vector - ; - sy *= -dp; - var lenN = Math.sqrt(sx * sx + sy * sy); - var lenP = Math.sqrt(x * x + y * y); - if(lenP < lenN) { - obj.reportCollisionVsWorld(x, y, x / lenP, y / lenP, t); - return Phaser.Physics.AABB.COL_AXIS; - } else { - obj.reportCollisionVsWorld(sx, sy, t.sx, t.sy, t); - return Phaser.Physics.AABB.COL_OTHER; - } - } - return Phaser.Physics.AABB.COL_NONE; - }; - return AABB67Deg; - })(); - Projection.AABB67Deg = AABB67Deg; - })(Physics.Projection || (Physics.Projection = {})); - var Projection = Physics.Projection; - })(Phaser.Physics || (Phaser.Physics = {})); - var Physics = Phaser.Physics; -})(Phaser || (Phaser = {})); diff --git a/wip/TS Source/physics/aabb/ProjAABBConcave.js b/wip/TS Source/physics/aabb/ProjAABBConcave.js deleted file mode 100644 index 29f3fd1b..00000000 --- a/wip/TS Source/physics/aabb/ProjAABBConcave.js +++ /dev/null @@ -1,52 +0,0 @@ -var Phaser; -(function (Phaser) { - (function (Physics) { - /// - /** - * Phaser - Physics - Projection - */ - (function (Projection) { - var AABBConcave = (function () { - function AABBConcave() { } - AABBConcave.Collide = function Collide(x, y, obj, t) { - //if distance from "innermost" corner of AABB is further than tile radius, - //collision is occuring and we need to project - var signx = t.signx; - var signy = t.signy; - var ox = (t.pos.x + (signx * t.xw)) - (obj.pos.x - (signx * obj.width));//(ox,oy) is the vector form the innermost AABB corner to the - - var oy = (t.pos.y + (signy * t.yw)) - (obj.pos.y - (signy * obj.height));//circle's center - - var twid = t.xw * 2; - var rad = Math.sqrt(twid * twid + 0);//this gives us the radius of a circle centered on the tile's corner and extending to the opposite edge of the tile; - - //note that this should be precomputed at compile-time since it's constant - var len = Math.sqrt(ox * ox + oy * oy); - var pen = len - rad; - if(0 < pen) { - //collision; we need to either project along the axes, or project along corner->circlecenter vector - var lenP = Math.sqrt(x * x + y * y); - if(lenP < pen) { - //it's shorter to move along axis directions - obj.reportCollisionVsWorld(x, y, x / lenP, y / lenP, t); - return Phaser.Physics.AABB.COL_AXIS; - } else { - //project along corner->circle vector - ox /= len//len should never be 0, since if it IS 0, rad should be > than len - ; - oy /= len//and we should never reach here - ; - obj.reportCollisionVsWorld(ox * pen, oy * pen, ox, oy, t); - return Phaser.Physics.AABB.COL_OTHER; - } - } - return Phaser.Physics.AABB.COL_NONE; - }; - return AABBConcave; - })(); - Projection.AABBConcave = AABBConcave; - })(Physics.Projection || (Physics.Projection = {})); - var Projection = Physics.Projection; - })(Phaser.Physics || (Phaser.Physics = {})); - var Physics = Phaser.Physics; -})(Phaser || (Phaser = {})); diff --git a/wip/TS Source/physics/aabb/ProjAABBConvex.js b/wip/TS Source/physics/aabb/ProjAABBConvex.js deleted file mode 100644 index 765a315e..00000000 --- a/wip/TS Source/physics/aabb/ProjAABBConvex.js +++ /dev/null @@ -1,48 +0,0 @@ -var Phaser; -(function (Phaser) { - (function (Physics) { - /// - /** - * Phaser - Physics - Projection - */ - (function (Projection) { - var AABBConvex = (function () { - function AABBConvex() { } - AABBConvex.Collide = function Collide(x, y, obj, t) { - //if distance from "innermost" corner of AABB is less than than tile radius, - //collision is occuring and we need to project - var signx = t.signx; - var signy = t.signy; - var ox = (obj.pos.x - (signx * obj.width)) - (t.pos.x - (signx * t.xw));//(ox,oy) is the vector from the circle center to - - var oy = (obj.pos.y - (signy * obj.height)) - (t.pos.y - (signy * t.yw));//the AABB - - var len = Math.sqrt(ox * ox + oy * oy); - var twid = t.xw * 2; - var rad = Math.sqrt(twid * twid + 0);//this gives us the radius of a circle centered on the tile's corner and extending to the opposite edge of the tile; - - //note that this should be precomputed at compile-time since it's constant - var pen = rad - len; - if(((signx * ox) < 0) || ((signy * oy) < 0)) { - //the test corner is "outside" the 1/4 of the circle we're interested in - var lenP = Math.sqrt(x * x + y * y); - obj.reportCollisionVsWorld(x, y, x / lenP, y / lenP, t); - return Phaser.Physics.AABB.COL_AXIS;//we need to report - - } else if(0 < pen) { - //project along corner->circle vector - ox /= len; - oy /= len; - obj.reportCollisionVsWorld(ox * pen, oy * pen, ox, oy, t); - return Phaser.Physics.AABB.COL_OTHER; - } - return Phaser.Physics.AABB.COL_NONE; - }; - return AABBConvex; - })(); - Projection.AABBConvex = AABBConvex; - })(Physics.Projection || (Physics.Projection = {})); - var Projection = Physics.Projection; - })(Phaser.Physics || (Phaser.Physics = {})); - var Physics = Phaser.Physics; -})(Phaser || (Phaser = {})); diff --git a/wip/TS Source/physics/aabb/ProjAABBFull.js b/wip/TS Source/physics/aabb/ProjAABBFull.js deleted file mode 100644 index eea26a42..00000000 --- a/wip/TS Source/physics/aabb/ProjAABBFull.js +++ /dev/null @@ -1,23 +0,0 @@ -var Phaser; -(function (Phaser) { - (function (Physics) { - /// - /** - * Phaser - Physics - Projection - */ - (function (Projection) { - var AABBFull = (function () { - function AABBFull() { } - AABBFull.Collide = function Collide(x, y, obj, t) { - var l = Math.sqrt(x * x + y * y); - obj.reportCollisionVsWorld(x, y, x / l, y / l, t); - return Phaser.Physics.AABB.COL_AXIS; - }; - return AABBFull; - })(); - Projection.AABBFull = AABBFull; - })(Physics.Projection || (Physics.Projection = {})); - var Projection = Physics.Projection; - })(Phaser.Physics || (Phaser.Physics = {})); - var Physics = Phaser.Physics; -})(Phaser || (Phaser = {})); diff --git a/wip/TS Source/physics/aabb/ProjAABBHalf.js b/wip/TS Source/physics/aabb/ProjAABBHalf.js deleted file mode 100644 index 398485fe..00000000 --- a/wip/TS Source/physics/aabb/ProjAABBHalf.js +++ /dev/null @@ -1,52 +0,0 @@ -var Phaser; -(function (Phaser) { - (function (Physics) { - /// - /** - * Phaser - Physics - Projection - */ - (function (Projection) { - var AABBHalf = (function () { - function AABBHalf() { } - AABBHalf.Collide = function Collide(x, y, obj, t) { - //calculate the projection vector for the half-edge, and then - //(if collision is occuring) pick the minimum - var sx = t.signx; - var sy = t.signy; - var ox = (obj.pos.x - (sx * obj.width)) - t.pos.x;//this gives is the coordinates of the innermost - - var oy = (obj.pos.y - (sy * obj.height)) - t.pos.y;//point on the AABB, relative to the tile center - - //we perform operations analogous to the 45deg tile, except we're using - //an axis-aligned slope instead of an angled one.. - //if the dotprod of (ox,oy) and (sx,sy) is negative, the corner is in the slope - //and we need toproject it out by the magnitude of the projection of (ox,oy) onto (sx,sy) - var dp = (ox * sx) + (oy * sy); - if(dp < 0) { - //collision; project delta onto slope and use this to displace the object - sx *= -dp//(sx,sy) is now the projection vector - ; - sy *= -dp; - var lenN = Math.sqrt(sx * sx + sy * sy); - var lenP = Math.sqrt(x * x + y * y); - if(lenP < lenN) { - //project along axis; note that we're assuming that this tile is horizontal OR vertical - //relative to the AABB's current tile, and not diagonal OR the current tile. - obj.reportCollisionVsWorld(x, y, x / lenP, y / lenP, t); - return Phaser.Physics.AABB.COL_AXIS; - } else { - //note that we could use -= instead of -dp - obj.reportCollisionVsWorld(sx, sy, t.signx, t.signy, t); - return Phaser.Physics.AABB.COL_OTHER; - } - } - return Phaser.Physics.AABB.COL_NONE; - }; - return AABBHalf; - })(); - Projection.AABBHalf = AABBHalf; - })(Physics.Projection || (Physics.Projection = {})); - var Projection = Physics.Projection; - })(Phaser.Physics || (Phaser.Physics = {})); - var Physics = Phaser.Physics; -})(Phaser || (Phaser = {})); diff --git a/wip/TS Source/physics/circle/ProjCircle22Deg.js b/wip/TS Source/physics/circle/ProjCircle22Deg.js deleted file mode 100644 index 2d66d7a4..00000000 --- a/wip/TS Source/physics/circle/ProjCircle22Deg.js +++ /dev/null @@ -1,440 +0,0 @@ -var Phaser; -(function (Phaser) { - (function (Physics) { - /// - /** - * Phaser - Physics - Projection - */ - (function (Projection) { - var Circle22Deg = (function () { - function Circle22Deg() { } - Circle22Deg.CollideS = function CollideS(x, y, oH, oV, obj, t) { - //if the object is in a cell pointed at by signy, no collision will ever occur - //otherwise, - // - //if we're colliding diagonally: - // -collide vs. the appropriate vertex - //if obj is in this tile: collide vs slope or vertex - //if obj is horiz neighb in direction of slope: collide vs. slope or vertex - //if obj is horiz neighb against the slope: - // if(distance in y from circle to 90deg corner of tile < 1/2 tileheight, collide vs. face) - // else(collide vs. corner of slope) (vert collision with a non-grid-aligned vert) - //if obj is vert neighb against direction of slope: collide vs. face - var signx = t.signx; - var signy = t.signy; - if(0 < (signy * oV)) { - //object will never collide vs tile, it can't reach that far - return Phaser.Physics.Circle.COL_NONE; - } else if(oH == 0) { - if(oV == 0) { - //colliding with current tile - //we could only be colliding vs the slope OR a vertex - //look at the vector form the closest vert to the circle to decide - var sx = t.sx; - var sy = t.sy; - var r = obj.radius; - var ox = obj.pos.x - (t.pos.x - (signx * t.xw));//this gives is the coordinates of the innermost - - var oy = obj.pos.y - t.pos.y;//point on the circle, relative to the tile corner - - //if the component of (ox,oy) parallel to the normal's righthand normal - //has the same sign as the slope of the slope (the sign of the slope's slope is signx*signy) - //then we project by the vertex, otherwise by the normal or axially. - //note that this is simply a VERY tricky/weird method of determining - //if the circle is in side the slope/face's voronio region, or that of the vertex. - var perp = (ox * -sy) + (oy * sx); - if(0 < (perp * signx * signy)) { - //collide vs. vertex - var len = Math.sqrt(ox * ox + oy * oy); - var pen = r - len; - if(0 < pen) { - //note: if len=0, then perp=0 and we'll never reach here, so don't worry about div-by-0 - ox /= len; - oy /= len; - obj.reportCollisionVsWorld(ox * pen, oy * pen, ox, oy, t); - return Phaser.Physics.Circle.COL_OTHER; - } - } else { - //collide vs. slope or vs axis - ox -= r * sx//this gives us the vector from - ; - oy -= r * sy//a point on the slope to the innermost point on the circle - ; - //if the dotprod of (ox,oy) and (sx,sy) is negative, the point on the circle is in the slope - //and we need toproject it out by the magnitude of the projection of (ox,oy) onto (sx,sy) - var dp = (ox * sx) + (oy * sy); - if(dp < 0) { - //collision; project delta onto slope and use this to displace the object - sx *= -dp//(sx,sy) is now the projection vector - ; - sy *= -dp; - var lenN = Math.sqrt(sx * sx + sy * sy); - var lenP; - //find the smallest axial projection vector - if(x < y) { - //penetration in x is smaller - lenP = x; - y = 0; - //get sign for projection along x-axis - if((obj.pos.x - t.pos.x) < 0) { - x *= -1; - } - } else { - //penetration in y is smaller - lenP = y; - x = 0; - //get sign for projection along y-axis - if((obj.pos.y - t.pos.y) < 0) { - y *= -1; - } - } - if(lenP < lenN) { - obj.reportCollisionVsWorld(x, y, x / lenP, y / lenP, t); - return Phaser.Physics.Circle.COL_AXIS; - } else { - obj.reportCollisionVsWorld(sx, sy, t.sx, t.sy, t); - return Phaser.Physics.Circle.COL_OTHER; - } - } - } - } else { - //colliding vertically; we can assume that (signy*oV) < 0 - //due to the first conditional far above - obj.reportCollisionVsWorld(0, y * oV, 0, oV, t); - return Phaser.Physics.Circle.COL_AXIS; - } - } else if(oV == 0) { - //colliding horizontally - if((signx * oH) < 0) { - //colliding with face/edge OR with corner of wedge, depending on our position vertically - //collide vs. vertex - //get diag vertex position - var vx = t.pos.x - (signx * t.xw); - var vy = t.pos.y; - var dx = obj.pos.x - vx;//calc vert->circle vector - - var dy = obj.pos.y - vy; - if((dy * signy) < 0) { - //colliding vs face - obj.reportCollisionVsWorld(x * oH, 0, oH, 0, t); - return Phaser.Physics.Circle.COL_AXIS; - } else { - //colliding vs. vertex - var len = Math.sqrt(dx * dx + dy * dy); - var pen = obj.radius - len; - if(0 < pen) { - //vertex is in the circle; project outward - if(len == 0) { - //project out by 45deg - dx = oH / Math.SQRT2; - dy = oV / Math.SQRT2; - } else { - dx /= len; - dy /= len; - } - obj.reportCollisionVsWorld(dx * pen, dy * pen, dx, dy, t); - return Phaser.Physics.Circle.COL_OTHER; - } - } - } else { - //we could only be colliding vs the slope OR a vertex - //look at the vector form the closest vert to the circle to decide - var sx = t.sx; - var sy = t.sy; - var ox = obj.pos.x - (t.pos.x + (oH * t.xw));//this gives is the coordinates of the innermost - - var oy = obj.pos.y - (t.pos.y - (signy * t.yw));//point on the circle, relative to the closest tile vert - - //if the component of (ox,oy) parallel to the normal's righthand normal - //has the same sign as the slope of the slope (the sign of the slope's slope is signx*signy) - //then we project by the normal, otherwise by the vertex. - //(NOTE: this is the opposite logic of the vertical case; - // for vertical, if the perp prod and the slope's slope agree, it's outside. - // for horizontal, if the perp prod and the slope's slope agree, circle is inside. - // ..but this is only a property of flahs' coord system (i.e the rules might swap - // in righthanded systems)) - //note that this is simply a VERY tricky/weird method of determining - //if the circle is in side the slope/face's voronio region, or that of the vertex. - var perp = (ox * -sy) + (oy * sx); - if((perp * signx * signy) < 0) { - //collide vs. vertex - var len = Math.sqrt(ox * ox + oy * oy); - var pen = obj.radius - len; - if(0 < pen) { - //note: if len=0, then perp=0 and we'll never reach here, so don't worry about div-by-0 - ox /= len; - oy /= len; - obj.reportCollisionVsWorld(ox * pen, oy * pen, ox, oy, t); - return Phaser.Physics.Circle.COL_OTHER; - } - } else { - //collide vs. slope - //if the component of (ox,oy) parallel to the normal is less than the circle radius, we're - //penetrating the slope. note that this method of penetration calculation doesn't hold - //in general (i.e it won't work if the circle is in the slope), but works in this case - //because we know the circle is in a neighboring cell - var dp = (ox * sx) + (oy * sy); - var pen = obj.radius - Math.abs(dp);//note: we don't need the abs because we know the dp will be positive, but just in case.. - - if(0 < pen) { - //collision; circle out along normal by penetration amount - obj.reportCollisionVsWorld(sx * pen, sy * pen, sx, sy, t); - return Phaser.Physics.Circle.COL_OTHER; - } - } - } - } else { - //colliding diagonally; due to the first conditional above, - //obj is vertically offset against slope, and offset in either direction horizontally - //collide vs. vertex - //get diag vertex position - var vx = t.pos.x + (oH * t.xw); - var vy = t.pos.y + (oV * t.yw); - var dx = obj.pos.x - vx;//calc vert->circle vector - - var dy = obj.pos.y - vy; - var len = Math.sqrt(dx * dx + dy * dy); - var pen = obj.radius - len; - if(0 < pen) { - //vertex is in the circle; project outward - if(len == 0) { - //project out by 45deg - dx = oH / Math.SQRT2; - dy = oV / Math.SQRT2; - } else { - dx /= len; - dy /= len; - } - obj.reportCollisionVsWorld(dx * pen, dy * pen, dx, dy, t); - return Phaser.Physics.Circle.COL_OTHER; - } - } - return Phaser.Physics.Circle.COL_NONE; - }; - Circle22Deg.CollideB = function CollideB(x, y, oH, oV, obj, t) { - //if we're colliding diagonally: - // -if we're in the cell pointed at by the normal, collide vs slope, else - // collide vs. the appropriate corner/vertex - // - //if obj is in this tile: collide as with aabb - // - //if obj is horiz or vertical neighbor AGAINST the slope: collide with edge - // - //if obj is horiz neighb in direction of slope: collide vs. slope or vertex or edge - // - //if obj is vert neighb in direction of slope: collide vs. slope or vertex - var signx = t.signx; - var signy = t.signy; - var sx; - var sy; - if(oH == 0) { - if(oV == 0) { - //colliding with current cell - sx = t.sx; - sy = t.sy; - var r = obj.radius; - var ox = (obj.pos.x - (sx * r)) - (t.pos.x - (signx * t.xw));//this gives is the coordinates of the innermost - - var oy = (obj.pos.y - (sy * r)) - (t.pos.y + (signy * t.yw));//point on the AABB, relative to a point on the slope - - //if the dotprod of (ox,oy) and (sx,sy) is negative, the point on the circle is in the slope - //and we need toproject it out by the magnitude of the projection of (ox,oy) onto (sx,sy) - var dp = (ox * sx) + (oy * sy); - if(dp < 0) { - //collision; project delta onto slope and use this to displace the object - sx *= -dp//(sx,sy) is now the projection vector - ; - sy *= -dp; - var lenN = Math.sqrt(sx * sx + sy * sy); - var lenP; - //find the smallest axial projection vector - if(x < y) { - //penetration in x is smaller - lenP = x; - y = 0; - //get sign for projection along x-axis - if((obj.pos.x - t.pos.x) < 0) { - x *= -1; - } - } else { - //penetration in y is smaller - lenP = y; - x = 0; - //get sign for projection along y-axis - if((obj.pos.y - t.pos.y) < 0) { - y *= -1; - } - } - if(lenP < lenN) { - obj.reportCollisionVsWorld(x, y, x / lenP, y / lenP, t); - return Phaser.Physics.Circle.COL_AXIS; - } else { - obj.reportCollisionVsWorld(sx, sy, t.sx, t.sy, t); - return Phaser.Physics.Circle.COL_OTHER; - } - } - } else { - //colliding vertically - if((signy * oV) < 0) { - //colliding with face/edge - obj.reportCollisionVsWorld(0, y * oV, 0, oV, t); - return Phaser.Physics.Circle.COL_AXIS; - } else { - //we could only be colliding vs the slope OR a vertex - //look at the vector form the closest vert to the circle to decide - sx = t.sx; - sy = t.sy; - var ox = obj.pos.x - (t.pos.x - (signx * t.xw));//this gives is the coordinates of the innermost - - var oy = obj.pos.y - (t.pos.y + (signy * t.yw));//point on the circle, relative to the closest tile vert - - //if the component of (ox,oy) parallel to the normal's righthand normal - //has the same sign as the slope of the slope (the sign of the slope's slope is signx*signy) - //then we project by the vertex, otherwise by the normal. - //note that this is simply a VERY tricky/weird method of determining - //if the circle is in side the slope/face's voronio region, or that of the vertex. - var perp = (ox * -sy) + (oy * sx); - if(0 < (perp * signx * signy)) { - //collide vs. vertex - var len = Math.sqrt(ox * ox + oy * oy); - var pen = obj.radius - len; - if(0 < pen) { - //note: if len=0, then perp=0 and we'll never reach here, so don't worry about div-by-0 - ox /= len; - oy /= len; - obj.reportCollisionVsWorld(ox * pen, oy * pen, ox, oy, t); - return Phaser.Physics.Circle.COL_OTHER; - } - } else { - //collide vs. slope - //if the component of (ox,oy) parallel to the normal is less than the circle radius, we're - //penetrating the slope. note that this method of penetration calculation doesn't hold - //in general (i.e it won't work if the circle is in the slope), but works in this case - //because we know the circle is in a neighboring cell - var dp = (ox * sx) + (oy * sy); - var pen = obj.radius - Math.abs(dp);//note: we don't need the abs because we know the dp will be positive, but just in case.. - - if(0 < pen) { - //collision; circle out along normal by penetration amount - obj.reportCollisionVsWorld(sx * pen, sy * pen, sx, sy, t); - return Phaser.Physics.Circle.COL_OTHER; - } - } - } - } - } else if(oV == 0) { - //colliding horizontally - if((signx * oH) < 0) { - //colliding with face/edge - obj.reportCollisionVsWorld(x * oH, 0, oH, 0, t); - return Phaser.Physics.Circle.COL_AXIS; - } else { - //colliding with edge, slope, or vertex - var ox = obj.pos.x - (t.pos.x + (signx * t.xw));//this gives is the coordinates of the innermost - - var oy = obj.pos.y - t.pos.y;//point on the circle, relative to the closest tile vert - - if((oy * signy) < 0) { - //we're colliding with the halfface - obj.reportCollisionVsWorld(x * oH, 0, oH, 0, t); - return Phaser.Physics.Circle.COL_AXIS; - } else { - //colliding with the vertex or slope - sx = t.sx; - sy = t.sy; - //if the component of (ox,oy) parallel to the normal's righthand normal - //has the same sign as the slope of the slope (the sign of the slope's slope is signx*signy) - //then we project by the slope, otherwise by the vertex. - //note that this is simply a VERY tricky/weird method of determining - //if the circle is in side the slope/face's voronio region, or that of the vertex. - var perp = (ox * -sy) + (oy * sx); - if((perp * signx * signy) < 0) { - //collide vs. vertex - var len = Math.sqrt(ox * ox + oy * oy); - var pen = obj.radius - len; - if(0 < pen) { - //note: if len=0, then perp=0 and we'll never reach here, so don't worry about div-by-0 - ox /= len; - oy /= len; - obj.reportCollisionVsWorld(ox * pen, oy * pen, ox, oy, t); - return Phaser.Physics.Circle.COL_OTHER; - } - } else { - //collide vs. slope - //if the component of (ox,oy) parallel to the normal is less than the circle radius, we're - //penetrating the slope. note that this method of penetration calculation doesn't hold - //in general (i.e it won't work if the circle is in the slope), but works in this case - //because we know the circle is in a neighboring cell - var dp = (ox * sx) + (oy * sy); - var pen = obj.radius - Math.abs(dp);//note: we don't need the abs because we know the dp will be positive, but just in case.. - - if(0 < pen) { - //collision; circle out along normal by penetration amount - obj.reportCollisionVsWorld(sx * pen, sy * pen, t.sx, t.sy, t); - return Phaser.Physics.Circle.COL_OTHER; - } - } - } - } - } else { - //colliding diagonally - if(0 < ((signx * oH) + (signy * oV))) { - //the dotprod of slope normal and cell offset is strictly positive, - //therefore obj is in the diagonal neighb pointed at by the normal. - //collide vs slope - //we should really precalc this at compile time, but for now, fuck it - var slen = Math.sqrt(2 * 2 + 1 * 1);//the raw slope is (-2,-1) - - sx = (signx * 1) / slen//get slope _unit_ normal; - ; - sy = (signy * 2) / slen//raw RH normal is (1,-2) - ; - var r = obj.radius; - var ox = (obj.pos.x - (sx * r)) - (t.pos.x - (signx * t.xw));//this gives is the coordinates of the innermost - - var oy = (obj.pos.y - (sy * r)) - (t.pos.y + (signy * t.yw));//point on the circle, relative to a point on the slope - - //if the dotprod of (ox,oy) and (sx,sy) is negative, the point on the circle is in the slope - //and we need toproject it out by the magnitude of the projection of (ox,oy) onto (sx,sy) - var dp = (ox * sx) + (oy * sy); - if(dp < 0) { - //collision; project delta onto slope and use this to displace the object - //(sx,sy)*-dp is the projection vector - obj.reportCollisionVsWorld(-sx * dp, -sy * dp, t.sx, t.sy, t); - return Phaser.Physics.Circle.COL_OTHER; - } - return Phaser.Physics.Circle.COL_NONE; - } else { - //collide vs the appropriate vertex - var vx = t.pos.x + (oH * t.xw); - var vy = t.pos.y + (oV * t.yw); - var dx = obj.pos.x - vx;//calc vert->circle vector - - var dy = obj.pos.y - vy; - var len = Math.sqrt(dx * dx + dy * dy); - var pen = obj.radius - len; - if(0 < pen) { - //vertex is in the circle; project outward - if(len == 0) { - //project out by 45deg - dx = oH / Math.SQRT2; - dy = oV / Math.SQRT2; - } else { - dx /= len; - dy /= len; - } - obj.reportCollisionVsWorld(dx * pen, dy * pen, dx, dy, t); - return Phaser.Physics.Circle.COL_OTHER; - } - } - } - return Phaser.Physics.Circle.COL_NONE; - }; - return Circle22Deg; - })(); - Projection.Circle22Deg = Circle22Deg; - })(Physics.Projection || (Physics.Projection = {})); - var Projection = Physics.Projection; - })(Phaser.Physics || (Phaser.Physics = {})); - var Physics = Phaser.Physics; -})(Phaser || (Phaser = {})); diff --git a/wip/TS Source/physics/circle/ProjCircle45Deg.js b/wip/TS Source/physics/circle/ProjCircle45Deg.js deleted file mode 100644 index f7bcb8ce..00000000 --- a/wip/TS Source/physics/circle/ProjCircle45Deg.js +++ /dev/null @@ -1,208 +0,0 @@ -var Phaser; -(function (Phaser) { - (function (Physics) { - /// - /** - * Phaser - Physics - Projection - */ - (function (Projection) { - var Circle45Deg = (function () { - function Circle45Deg() { } - Circle45Deg.Collide = function Collide(x, y, oH, oV, obj, t) { - //if we're colliding diagonally: - // -if obj is in the diagonal pointed to by the slope normal: we can't collide, do nothing - // -else, collide vs. the appropriate vertex - //if obj is in this tile: perform collision as for aabb-ve-45deg - //if obj is horiz OR very neighb in direction of slope: collide only vs. slope - //if obj is horiz or vert neigh against direction of slope: collide vs. face - var signx = t.signx; - var signy = t.signy; - var lenP; - if(oH == 0) { - if(oV == 0) { - //colliding with current tile - var sx = t.sx; - var sy = t.sy; - var ox = (obj.pos.x - (sx * obj.radius)) - t.pos.x;//this gives is the coordinates of the innermost - - var oy = (obj.pos.y - (sy * obj.radius)) - t.pos.y;//point on the circle, relative to the tile center - - //if the dotprod of (ox,oy) and (sx,sy) is negative, the innermost point is in the slope - //and we need toproject it out by the magnitude of the projection of (ox,oy) onto (sx,sy) - var dp = (ox * sx) + (oy * sy); - if(dp < 0) { - //collision; project delta onto slope and use this as the slope penetration vector - sx *= -dp//(sx,sy) is now the penetration vector - ; - sy *= -dp; - //find the smallest axial projection vector - if(x < y) { - //penetration in x is smaller - lenP = x; - y = 0; - //get sign for projection along x-axis - if((obj.pos.x - t.pos.x) < 0) { - x *= -1; - } - } else { - //penetration in y is smaller - lenP = y; - x = 0; - //get sign for projection along y-axis - if((obj.pos.y - t.pos.y) < 0) { - y *= -1; - } - } - var lenN = Math.sqrt(sx * sx + sy * sy); - if(lenP < lenN) { - obj.reportCollisionVsWorld(x, y, x / lenP, y / lenP, t); - return Phaser.Physics.Circle.COL_AXIS; - } else { - obj.reportCollisionVsWorld(sx, sy, t.sx, t.sy, t); - return Phaser.Physics.Circle.COL_OTHER; - } - } - } else { - //colliding vertically - if((signy * oV) < 0) { - //colliding with face/edge - obj.reportCollisionVsWorld(0, y * oV, 0, oV, t); - return Phaser.Physics.Circle.COL_AXIS; - } else { - //we could only be colliding vs the slope OR a vertex - //look at the vector form the closest vert to the circle to decide - var sx = t.sx; - var sy = t.sy; - var ox = obj.pos.x - (t.pos.x - (signx * t.xw));//this gives is the coordinates of the innermost - - var oy = obj.pos.y - (t.pos.y + (oV * t.yw));//point on the circle, relative to the closest tile vert - - //if the component of (ox,oy) parallel to the normal's righthand normal - //has the same sign as the slope of the slope (the sign of the slope's slope is signx*signy) - //then we project by the vertex, otherwise by the normal. - //note that this is simply a VERY tricky/weird method of determining - //if the circle is in side the slope/face's voronoi region, or that of the vertex. - var perp = (ox * -sy) + (oy * sx); - if(0 < (perp * signx * signy)) { - //collide vs. vertex - var len = Math.sqrt(ox * ox + oy * oy); - var pen = obj.radius - len; - if(0 < pen) { - //note: if len=0, then perp=0 and we'll never reach here, so don't worry about div-by-0 - ox /= len; - oy /= len; - obj.reportCollisionVsWorld(ox * pen, oy * pen, ox, oy, t); - return Phaser.Physics.Circle.COL_OTHER; - } - } else { - //collide vs. slope - //if the component of (ox,oy) parallel to the normal is less than the circle radius, we're - //penetrating the slope. note that this method of penetration calculation doesn't hold - //in general (i.e it won't work if the circle is in the slope), but works in this case - //because we know the circle is in a neighboring cell - var dp = (ox * sx) + (oy * sy); - var pen = obj.radius - Math.abs(dp);//note: we don't need the abs because we know the dp will be positive, but just in case.. - - if(0 < pen) { - //collision; circle out along normal by penetration amount - obj.reportCollisionVsWorld(sx * pen, sy * pen, sx, sy, t); - return Phaser.Physics.Circle.COL_OTHER; - } - } - } - } - } else if(oV == 0) { - //colliding horizontally - if((signx * oH) < 0) { - //colliding with face/edge - obj.reportCollisionVsWorld(x * oH, 0, oH, 0, t); - return Phaser.Physics.Circle.COL_AXIS; - } else { - //we could only be colliding vs the slope OR a vertex - //look at the vector form the closest vert to the circle to decide - var sx = t.sx; - var sy = t.sy; - var ox = obj.pos.x - (t.pos.x + (oH * t.xw));//this gives is the coordinates of the innermost - - var oy = obj.pos.y - (t.pos.y - (signy * t.yw));//point on the circle, relative to the closest tile vert - - //if the component of (ox,oy) parallel to the normal's righthand normal - //has the same sign as the slope of the slope (the sign of the slope's slope is signx*signy) - //then we project by the normal, otherwise by the vertex. - //(NOTE: this is the opposite logic of the vertical case; - // for vertical, if the perp prod and the slope's slope agree, it's outside. - // for horizontal, if the perp prod and the slope's slope agree, circle is inside. - // ..but this is only a property of flahs' coord system (i.e the rules might swap - // in righthanded systems)) - //note that this is simply a VERY tricky/weird method of determining - //if the circle is in side the slope/face's voronio region, or that of the vertex. - var perp = (ox * -sy) + (oy * sx); - if((perp * signx * signy) < 0) { - //collide vs. vertex - var len = Math.sqrt(ox * ox + oy * oy); - var pen = obj.radius - len; - if(0 < pen) { - //note: if len=0, then perp=0 and we'll never reach here, so don't worry about div-by-0 - ox /= len; - oy /= len; - obj.reportCollisionVsWorld(ox * pen, oy * pen, ox, oy, t); - return Phaser.Physics.Circle.COL_OTHER; - } - } else { - //collide vs. slope - //if the component of (ox,oy) parallel to the normal is less than the circle radius, we're - //penetrating the slope. note that this method of penetration calculation doesn't hold - //in general (i.e it won't work if the circle is in the slope), but works in this case - //because we know the circle is in a neighboring cell - var dp = (ox * sx) + (oy * sy); - var pen = obj.radius - Math.abs(dp);//note: we don't need the abs because we know the dp will be positive, but just in case.. - - if(0 < pen) { - //collision; circle out along normal by penetration amount - obj.reportCollisionVsWorld(sx * pen, sy * pen, sx, sy, t); - return Phaser.Physics.Circle.COL_OTHER; - } - } - } - } else { - //colliding diagonally - if(0 < ((signx * oH) + (signy * oV))) { - //the dotprod of slope normal and cell offset is strictly positive, - //therefore obj is in the diagonal neighb pointed at by the normal, and - //it cannot possibly reach/touch/penetrate the slope - return Phaser.Physics.Circle.COL_NONE; - } else { - //collide vs. vertex - //get diag vertex position - var vx = t.pos.x + (oH * t.xw); - var vy = t.pos.y + (oV * t.yw); - var dx = obj.pos.x - vx;//calc vert->circle vector - - var dy = obj.pos.y - vy; - var len = Math.sqrt(dx * dx + dy * dy); - var pen = obj.radius - len; - if(0 < pen) { - //vertex is in the circle; project outward - if(len == 0) { - //project out by 45deg - dx = oH / Math.SQRT2; - dy = oV / Math.SQRT2; - } else { - dx /= len; - dy /= len; - } - obj.reportCollisionVsWorld(dx * pen, dy * pen, dx, dy, t); - return Phaser.Physics.Circle.COL_OTHER; - } - } - } - return Phaser.Physics.Circle.COL_NONE; - }; - return Circle45Deg; - })(); - Projection.Circle45Deg = Circle45Deg; - })(Physics.Projection || (Physics.Projection = {})); - var Projection = Physics.Projection; - })(Phaser.Physics || (Phaser.Physics = {})); - var Physics = Phaser.Physics; -})(Phaser || (Phaser = {})); diff --git a/wip/TS Source/physics/circle/ProjCircle67Deg.js b/wip/TS Source/physics/circle/ProjCircle67Deg.js deleted file mode 100644 index c4d08924..00000000 --- a/wip/TS Source/physics/circle/ProjCircle67Deg.js +++ /dev/null @@ -1,436 +0,0 @@ -var Phaser; -(function (Phaser) { - (function (Physics) { - /// - /** - * Phaser - Physics - Projection - */ - (function (Projection) { - var Circle67Deg = (function () { - function Circle67Deg() { } - Circle67Deg.CollideS = function CollideS(x, y, oH, oV, obj, t) { - //if the object is in a cell pointed at by signx, no collision will ever occur - //otherwise, - // - //if we're colliding diagonally: - // -collide vs. the appropriate vertex - //if obj is in this tile: collide vs slope or vertex or axis - //if obj is vert neighb in direction of slope: collide vs. slope or vertex - //if obj is vert neighb against the slope: - // if(distance in y from circle to 90deg corner of tile < 1/2 tileheight, collide vs. face) - // else(collide vs. corner of slope) (vert collision with a non-grid-aligned vert) - //if obj is horiz neighb against direction of slope: collide vs. face - var signx = t.signx; - var signy = t.signy; - var sx; - var sy; - if(0 < (signx * oH)) { - //object will never collide vs tile, it can't reach that far - return Phaser.Physics.Circle.COL_NONE; - } else if(oH == 0) { - if(oV == 0) { - //colliding with current tile - //we could only be colliding vs the slope OR a vertex - //look at the vector form the closest vert to the circle to decide - sx = t.sx; - sy = t.sy; - var r = obj.radius; - var ox = obj.pos.x - t.pos.x;//this gives is the coordinates of the innermost - - var oy = obj.pos.y - (t.pos.y - (signy * t.yw));//point on the circle, relative to the tile corner - - //if the component of (ox,oy) parallel to the normal's righthand normal - //has the same sign as the slope of the slope (the sign of the slope's slope is signx*signy) - //then we project by the normal or axis, otherwise by the corner/vertex - //note that this is simply a VERY tricky/weird method of determining - //if the circle is in side the slope/face's voronoi region, or that of the vertex. - var perp = (ox * -sy) + (oy * sx); - if((perp * signx * signy) < 0) { - //collide vs. vertex - var len = Math.sqrt(ox * ox + oy * oy); - var pen = r - len; - if(0 < pen) { - //note: if len=0, then perp=0 and we'll never reach here, so don't worry about div-by-0 - ox /= len; - oy /= len; - obj.reportCollisionVsWorld(ox * pen, oy * pen, ox, oy, t); - return Phaser.Physics.Circle.COL_OTHER; - } - } else { - //collide vs. slope or vs axis - ox -= r * sx//this gives us the vector from - ; - oy -= r * sy//a point on the slope to the innermost point on the circle - ; - //if the dotprod of (ox,oy) and (sx,sy) is negative, the point on the circle is in the slope - //and we need toproject it out by the magnitude of the projection of (ox,oy) onto (sx,sy) - var dp = (ox * sx) + (oy * sy); - var lenP; - if(dp < 0) { - //collision; project delta onto slope and use this to displace the object - sx *= -dp//(sx,sy) is now the projection vector - ; - sy *= -dp; - var lenN = Math.sqrt(sx * sx + sy * sy); - //find the smallest axial projection vector - if(x < y) { - //penetration in x is smaller - lenP = x; - y = 0; - //get sign for projection along x-axis - if((obj.pos.x - t.pos.x) < 0) { - x *= -1; - } - } else { - //penetration in y is smaller - lenP = y; - x = 0; - //get sign for projection along y-axis - if((obj.pos.y - t.pos.y) < 0) { - y *= -1; - } - } - if(lenP < lenN) { - obj.reportCollisionVsWorld(x, y, x / lenP, y / lenP, t); - return Phaser.Physics.Circle.COL_AXIS; - } else { - obj.reportCollisionVsWorld(sx, sy, t.sx, t.sy, t); - return Phaser.Physics.Circle.COL_OTHER; - } - } - } - } else { - //colliding vertically - if((signy * oV) < 0) { - //colliding with face/edge OR with corner of wedge, depending on our position vertically - //collide vs. vertex - //get diag vertex position - var vx = t.pos.x; - var vy = t.pos.y - (signy * t.yw); - var dx = obj.pos.x - vx;//calc vert->circle vector - - var dy = obj.pos.y - vy; - if((dx * signx) < 0) { - //colliding vs face - obj.reportCollisionVsWorld(0, y * oV, 0, oV, t); - return Phaser.Physics.Circle.COL_AXIS; - } else { - //colliding vs. vertex - var len = Math.sqrt(dx * dx + dy * dy); - var pen = obj.radius - len; - if(0 < pen) { - //vertex is in the circle; project outward - if(len == 0) { - //project out by 45deg - dx = oH / Math.SQRT2; - dy = oV / Math.SQRT2; - } else { - dx /= len; - dy /= len; - } - obj.reportCollisionVsWorld(dx * pen, dy * pen, dx, dy, t); - return Phaser.Physics.Circle.COL_OTHER; - } - } - } else { - //we could only be colliding vs the slope OR a vertex - //look at the vector form the closest vert to the circle to decide - sx = t.sx; - sy = t.sy; - var ox = obj.pos.x - (t.pos.x - (signx * t.xw));//this gives is the coordinates of the innermost - - var oy = obj.pos.y - (t.pos.y + (oV * t.yw));//point on the circle, relative to the closest tile vert - - //if the component of (ox,oy) parallel to the normal's righthand normal - //has the same sign as the slope of the slope (the sign of the slope's slope is signx*signy) - //then we project by the vertex, otherwise by the normal. - //note that this is simply a VERY tricky/weird method of determining - //if the circle is in side the slope/face's voronio region, or that of the vertex. - var perp = (ox * -sy) + (oy * sx); - if(0 < (perp * signx * signy)) { - //collide vs. vertex - var len = Math.sqrt(ox * ox + oy * oy); - var pen = obj.radius - len; - if(0 < pen) { - //note: if len=0, then perp=0 and we'll never reach here, so don't worry about div-by-0 - ox /= len; - oy /= len; - obj.reportCollisionVsWorld(ox * pen, oy * pen, ox, oy, t); - return Phaser.Physics.Circle.COL_OTHER; - } - } else { - //collide vs. slope - //if the component of (ox,oy) parallel to the normal is less than the circle radius, we're - //penetrating the slope. note that this method of penetration calculation doesn't hold - //in general (i.e it won't work if the circle is in the slope), but works in this case - //because we know the circle is in a neighboring cell - var dp = (ox * sx) + (oy * sy); - var pen = obj.radius - Math.abs(dp);//note: we don't need the abs because we know the dp will be positive, but just in case.. - - if(0 < pen) { - //collision; circle out along normal by penetration amount - obj.reportCollisionVsWorld(sx * pen, sy * pen, t.sx, t.sy, t); - return Phaser.Physics.Circle.COL_OTHER; - } - } - } - } - } else if(oV == 0) { - //colliding horizontally; we can assume that (signy*oV) < 0 - //due to the first conditional far above - obj.reportCollisionVsWorld(x * oH, 0, oH, 0, t); - return Phaser.Physics.Circle.COL_AXIS; - } else { - //colliding diagonally; due to the first conditional above, - //obj is vertically offset against slope, and offset in either direction horizontally - //collide vs. vertex - //get diag vertex position - var vx = t.pos.x + (oH * t.xw); - var vy = t.pos.y + (oV * t.yw); - var dx = obj.pos.x - vx;//calc vert->circle vector - - var dy = obj.pos.y - vy; - var len = Math.sqrt(dx * dx + dy * dy); - var pen = obj.radius - len; - if(0 < pen) { - //vertex is in the circle; project outward - if(len == 0) { - //project out by 45deg - dx = oH / Math.SQRT2; - dy = oV / Math.SQRT2; - } else { - dx /= len; - dy /= len; - } - obj.reportCollisionVsWorld(dx * pen, dy * pen, dx, dy, t); - return Phaser.Physics.Circle.COL_OTHER; - } - } - return Phaser.Physics.Circle.COL_NONE; - }; - Circle67Deg.CollideB = function CollideB(x, y, oH, oV, obj, t) { - //if we're colliding diagonally: - // -if we're in the cell pointed at by the normal, collide vs slope, else - // collide vs. the appropriate corner/vertex - // - //if obj is in this tile: collide as with aabb - // - //if obj is horiz or vertical neighbor AGAINST the slope: collide with edge - // - //if obj is vert neighb in direction of slope: collide vs. slope or vertex or halfedge - // - //if obj is horiz neighb in direction of slope: collide vs. slope or vertex - var signx = t.signx; - var signy = t.signy; - var sx; - var sy; - if(oH == 0) { - if(oV == 0) { - //colliding with current cell - sx = t.sx; - sy = t.sy; - var r = obj.radius; - var ox = (obj.pos.x - (sx * r)) - (t.pos.x + (signx * t.xw));//this gives is the coordinates of the innermost - - var oy = (obj.pos.y - (sy * r)) - (t.pos.y - (signy * t.yw));//point on the AABB, relative to a point on the slope - - //if the dotprod of (ox,oy) and (sx,sy) is negative, the point on the circle is in the slope - //and we need toproject it out by the magnitude of the projection of (ox,oy) onto (sx,sy) - var dp = (ox * sx) + (oy * sy); - var lenP; - if(dp < 0) { - //collision; project delta onto slope and use this to displace the object - sx *= -dp//(sx,sy) is now the projection vector - ; - sy *= -dp; - var lenN = Math.sqrt(sx * sx + sy * sy); - //find the smallest axial projection vector - if(x < y) { - //penetration in x is smaller - lenP = x; - y = 0; - //get sign for projection along x-axis - if((obj.pos.x - t.pos.x) < 0) { - x *= -1; - } - } else { - //penetration in y is smaller - lenP = y; - x = 0; - //get sign for projection along y-axis - if((obj.pos.y - t.pos.y) < 0) { - y *= -1; - } - } - if(lenP < lenN) { - obj.reportCollisionVsWorld(x, y, x / lenP, y / lenP, t); - return Phaser.Physics.Circle.COL_AXIS; - } else { - obj.reportCollisionVsWorld(sx, sy, t.sx, t.sy, t); - return Phaser.Physics.Circle.COL_OTHER; - } - } - } else { - //colliding vertically - if((signy * oV) < 0) { - //colliding with face/edge - obj.reportCollisionVsWorld(0, y * oV, 0, oV, t); - return Phaser.Physics.Circle.COL_AXIS; - } else { - //colliding with edge, slope, or vertex - var ox = obj.pos.x - t.pos.x;//this gives is the coordinates of the innermost - - var oy = obj.pos.y - (t.pos.y + (signy * t.yw));//point on the circle, relative to the closest tile vert - - if((ox * signx) < 0) { - //we're colliding with the halfface - obj.reportCollisionVsWorld(0, y * oV, 0, oV, t); - return Phaser.Physics.Circle.COL_AXIS; - } else { - //colliding with the vertex or slope - sx = t.sx; - sy = t.sy; - //if the component of (ox,oy) parallel to the normal's righthand normal - //has the same sign as the slope of the slope (the sign of the slope's slope is signx*signy) - //then we project by the vertex, otherwise by the slope. - //note that this is simply a VERY tricky/weird method of determining - //if the circle is in side the slope/face's voronio region, or that of the vertex. - var perp = (ox * -sy) + (oy * sx); - if(0 < (perp * signx * signy)) { - //collide vs. vertex - var len = Math.sqrt(ox * ox + oy * oy); - var pen = obj.radius - len; - if(0 < pen) { - //note: if len=0, then perp=0 and we'll never reach here, so don't worry about div-by-0 - ox /= len; - oy /= len; - obj.reportCollisionVsWorld(ox * pen, oy * pen, ox, oy, t); - return Phaser.Physics.Circle.COL_OTHER; - } - } else { - //collide vs. slope - //if the component of (ox,oy) parallel to the normal is less than the circle radius, we're - //penetrating the slope. note that this method of penetration calculation doesn't hold - //in general (i.e it won't work if the circle is in the slope), but works in this case - //because we know the circle is in a neighboring cell - var dp = (ox * sx) + (oy * sy); - var pen = obj.radius - Math.abs(dp);//note: we don't need the abs because we know the dp will be positive, but just in case.. - - if(0 < pen) { - //collision; circle out along normal by penetration amount - obj.reportCollisionVsWorld(sx * pen, sy * pen, sx, sy, t); - return Phaser.Physics.Circle.COL_OTHER; - } - } - } - } - } - } else if(oV == 0) { - //colliding horizontally - if((signx * oH) < 0) { - //colliding with face/edge - obj.reportCollisionVsWorld(x * oH, 0, oH, 0, t); - return Phaser.Physics.Circle.COL_AXIS; - } else { - //we could only be colliding vs the slope OR a vertex - //look at the vector form the closest vert to the circle to decide - var slen = Math.sqrt(2 * 2 + 1 * 1);//the raw slope is (-2,-1) - - var sx = (signx * 2) / slen;//get slope _unit_ normal; - - var sy = (signy * 1) / slen;//raw RH normal is (1,-2) - - var ox = obj.pos.x - (t.pos.x + (signx * t.xw));//this gives is the coordinates of the innermost - - var oy = obj.pos.y - (t.pos.y - (signy * t.yw));//point on the circle, relative to the closest tile vert - - //if the component of (ox,oy) parallel to the normal's righthand normal - //has the same sign as the slope of the slope (the sign of the slope's slope is signx*signy) - //then we project by the slope, otherwise by the vertex. - //note that this is simply a VERY tricky/weird method of determining - //if the circle is in side the slope/face's voronio region, or that of the vertex. - var perp = (ox * -sy) + (oy * sx); - if((perp * signx * signy) < 0) { - //collide vs. vertex - var len = Math.sqrt(ox * ox + oy * oy); - var pen = obj.radius - len; - if(0 < pen) { - //note: if len=0, then perp=0 and we'll never reach here, so don't worry about div-by-0 - ox /= len; - oy /= len; - obj.reportCollisionVsWorld(ox * pen, oy * pen, ox, oy, t); - return Phaser.Physics.Circle.COL_OTHER; - } - } else { - //collide vs. slope - //if the component of (ox,oy) parallel to the normal is less than the circle radius, we're - //penetrating the slope. note that this method of penetration calculation doesn't hold - //in general (i.e it won't work if the circle is in the slope), but works in this case - //because we know the circle is in a neighboring cell - var dp = (ox * sx) + (oy * sy); - var pen = obj.radius - Math.abs(dp);//note: we don't need the abs because we know the dp will be positive, but just in case.. - - if(0 < pen) { - //collision; circle out along normal by penetration amount - obj.reportCollisionVsWorld(sx * pen, sy * pen, t.sx, t.sy, t); - return Phaser.Physics.Circle.COL_OTHER; - } - } - } - } else { - //colliding diagonally - if(0 < ((signx * oH) + (signy * oV))) { - //the dotprod of slope normal and cell offset is strictly positive, - //therefore obj is in the diagonal neighb pointed at by the normal. - //collide vs slope - sx = t.sx; - sy = t.sy; - var r = obj.radius; - var ox = (obj.pos.x - (sx * r)) - (t.pos.x + (signx * t.xw));//this gives is the coordinates of the innermost - - var oy = (obj.pos.y - (sy * r)) - (t.pos.y - (signy * t.yw));//point on the circle, relative to a point on the slope - - //if the dotprod of (ox,oy) and (sx,sy) is negative, the point on the circle is in the slope - //and we need toproject it out by the magnitude of the projection of (ox,oy) onto (sx,sy) - var dp = (ox * sx) + (oy * sy); - if(dp < 0) { - //collision; project delta onto slope and use this to displace the object - //(sx,sy)*-dp is the projection vector - obj.reportCollisionVsWorld(-sx * dp, -sy * dp, t.sx, t.sy, t); - return Phaser.Physics.Circle.COL_OTHER; - } - return Phaser.Physics.Circle.COL_NONE; - } else { - //collide vs the appropriate vertex - var vx = t.pos.x + (oH * t.xw); - var vy = t.pos.y + (oV * t.yw); - var dx = obj.pos.x - vx;//calc vert->circle vector - - var dy = obj.pos.y - vy; - var len = Math.sqrt(dx * dx + dy * dy); - var pen = obj.radius - len; - if(0 < pen) { - //vertex is in the circle; project outward - if(len == 0) { - //project out by 45deg - dx = oH / Math.SQRT2; - dy = oV / Math.SQRT2; - } else { - dx /= len; - dy /= len; - } - obj.reportCollisionVsWorld(dx * pen, dy * pen, dx, dy, t); - return Phaser.Physics.Circle.COL_OTHER; - } - } - } - return Phaser.Physics.Circle.COL_NONE; - }; - return Circle67Deg; - })(); - Projection.Circle67Deg = Circle67Deg; - })(Physics.Projection || (Physics.Projection = {})); - var Projection = Physics.Projection; - })(Phaser.Physics || (Phaser.Physics = {})); - var Physics = Phaser.Physics; -})(Phaser || (Phaser = {})); diff --git a/wip/TS Source/physics/circle/ProjCircleConcave.js b/wip/TS Source/physics/circle/ProjCircleConcave.js deleted file mode 100644 index 7f97e7e4..00000000 --- a/wip/TS Source/physics/circle/ProjCircleConcave.js +++ /dev/null @@ -1,170 +0,0 @@ -var Phaser; -(function (Phaser) { - (function (Physics) { - /// - /** - * Phaser - Physics - Projection - */ - (function (Projection) { - var CircleConcave = (function () { - function CircleConcave() { } - CircleConcave.Collide = function Collide(x, y, oH, oV, obj, t) { - //if we're colliding diagonally: - // -if obj is in the diagonal pointed to by the slope normal: we can't collide, do nothing - // -else, collide vs. the appropriate vertex - //if obj is in this tile: perform collision as for aabb - //if obj is horiz OR very neighb in direction of slope: collide vs vert - //if obj is horiz or vert neigh against direction of slope: collide vs. face - var signx = t.signx; - var signy = t.signy; - var lenP; - if(oH == 0) { - if(oV == 0) { - //colliding with current tile - var ox = (t.pos.x + (signx * t.xw)) - obj.pos.x;//(ox,oy) is the vector from the circle to - - var oy = (t.pos.y + (signy * t.yw)) - obj.pos.y;//tile-circle's center - - var twid = t.xw * 2; - var trad = Math.sqrt(twid * twid + 0);//this gives us the radius of a circle centered on the tile's corner and extending to the opposite edge of the tile; - - //note that this should be precomputed at compile-time since it's constant - var len = Math.sqrt(ox * ox + oy * oy); - var pen = (len + obj.radius) - trad; - if(0 < pen) { - //find the smallest axial projection vector - if(x < y) { - //penetration in x is smaller - lenP = x; - y = 0; - //get sign for projection along x-axis - if((obj.pos.x - t.pos.x) < 0) { - x *= -1; - } - } else { - //penetration in y is smaller - lenP = y; - x = 0; - //get sign for projection along y-axis - if((obj.pos.y - t.pos.y) < 0) { - y *= -1; - } - } - if(lenP < pen) { - obj.reportCollisionVsWorld(x, y, x / lenP, y / lenP, t); - return Phaser.Physics.Circle.COL_AXIS; - } else { - //we can assume that len >0, because if we're here then - //(len + obj.radius) > trad, and since obj.radius <= trad - //len MUST be > 0 - ox /= len; - oy /= len; - obj.reportCollisionVsWorld(ox * pen, oy * pen, ox, oy, t); - return Phaser.Physics.Circle.COL_OTHER; - } - } else { - return Phaser.Physics.Circle.COL_NONE; - } - } else { - //colliding vertically - if((signy * oV) < 0) { - //colliding with face/edge - obj.reportCollisionVsWorld(0, y * oV, 0, oV, t); - return Phaser.Physics.Circle.COL_AXIS; - } else { - //we could only be colliding vs the vertical tip - //get diag vertex position - var vx = t.pos.x - (signx * t.xw); - var vy = t.pos.y + (oV * t.yw); - var dx = obj.pos.x - vx;//calc vert->circle vector - - var dy = obj.pos.y - vy; - var len = Math.sqrt(dx * dx + dy * dy); - var pen = obj.radius - len; - if(0 < pen) { - //vertex is in the circle; project outward - if(len == 0) { - //project out vertically - dx = 0; - dy = oV; - } else { - dx /= len; - dy /= len; - } - obj.reportCollisionVsWorld(dx * pen, dy * pen, dx, dy, t); - return Phaser.Physics.Circle.COL_OTHER; - } - } - } - } else if(oV == 0) { - //colliding horizontally - if((signx * oH) < 0) { - //colliding with face/edge - obj.reportCollisionVsWorld(x * oH, 0, oH, 0, t); - return Phaser.Physics.Circle.COL_AXIS; - } else { - //we could only be colliding vs the horizontal tip - //get diag vertex position - var vx = t.pos.x + (oH * t.xw); - var vy = t.pos.y - (signy * t.yw); - var dx = obj.pos.x - vx;//calc vert->circle vector - - var dy = obj.pos.y - vy; - var len = Math.sqrt(dx * dx + dy * dy); - var pen = obj.radius - len; - if(0 < pen) { - //vertex is in the circle; project outward - if(len == 0) { - //project out horizontally - dx = oH; - dy = 0; - } else { - dx /= len; - dy /= len; - } - obj.reportCollisionVsWorld(dx * pen, dy * pen, dx, dy, t); - return Phaser.Physics.Circle.COL_OTHER; - } - } - } else { - //colliding diagonally - if(0 < ((signx * oH) + (signy * oV))) { - //the dotprod of slope normal and cell offset is strictly positive, - //therefore obj is in the diagonal neighb pointed at by the normal, and - //it cannot possibly reach/touch/penetrate the slope - return Phaser.Physics.Circle.COL_NONE; - } else { - //collide vs. vertex - //get diag vertex position - var vx = t.pos.x + (oH * t.xw); - var vy = t.pos.y + (oV * t.yw); - var dx = obj.pos.x - vx;//calc vert->circle vector - - var dy = obj.pos.y - vy; - var len = Math.sqrt(dx * dx + dy * dy); - var pen = obj.radius - len; - if(0 < pen) { - //vertex is in the circle; project outward - if(len == 0) { - //project out by 45deg - dx = oH / Math.SQRT2; - dy = oV / Math.SQRT2; - } else { - dx /= len; - dy /= len; - } - obj.reportCollisionVsWorld(dx * pen, dy * pen, dx, dy, t); - return Phaser.Physics.Circle.COL_OTHER; - } - } - } - return Phaser.Physics.Circle.COL_NONE; - }; - return CircleConcave; - })(); - Projection.CircleConcave = CircleConcave; - })(Physics.Projection || (Physics.Projection = {})); - var Projection = Physics.Projection; - })(Phaser.Physics || (Phaser.Physics = {})); - var Physics = Phaser.Physics; -})(Phaser || (Phaser = {})); diff --git a/wip/TS Source/physics/circle/ProjCircleConvex.js b/wip/TS Source/physics/circle/ProjCircleConvex.js deleted file mode 100644 index 389b4898..00000000 --- a/wip/TS Source/physics/circle/ProjCircleConvex.js +++ /dev/null @@ -1,180 +0,0 @@ -var Phaser; -(function (Phaser) { - (function (Physics) { - /// - /** - * Phaser - Physics - Projection - */ - (function (Projection) { - var CircleConvex = (function () { - function CircleConvex() { } - CircleConvex.Collide = function Collide(x, y, oH, oV, obj, t) { - //if the object is horiz AND/OR vertical neighbor in the normal (signx,signy) - //direction, collide vs. tile-circle only. - //if we're colliding diagonally: - // -else, collide vs. the appropriate vertex - //if obj is in this tile: perform collision as for aabb - //if obj is horiz or vert neigh against direction of slope: collide vs. face - var signx = t.signx; - var signy = t.signy; - var lenP; - if(oH == 0) { - if(oV == 0) { - //colliding with current tile - var ox = obj.pos.x - (t.pos.x - (signx * t.xw));//(ox,oy) is the vector from the tile-circle to - - var oy = obj.pos.y - (t.pos.y - (signy * t.yw));//the circle's center - - var twid = t.xw * 2; - var trad = Math.sqrt(twid * twid + 0);//this gives us the radius of a circle centered on the tile's corner and extending to the opposite edge of the tile; - - //note that this should be precomputed at compile-time since it's constant - var len = Math.sqrt(ox * ox + oy * oy); - var pen = (trad + obj.radius) - len; - if(0 < pen) { - //find the smallest axial projection vector - if(x < y) { - //penetration in x is smaller - lenP = x; - y = 0; - //get sign for projection along x-axis - if((obj.pos.x - t.pos.x) < 0) { - x *= -1; - } - } else { - //penetration in y is smaller - lenP = y; - x = 0; - //get sign for projection along y-axis - if((obj.pos.y - t.pos.y) < 0) { - y *= -1; - } - } - if(lenP < pen) { - obj.reportCollisionVsWorld(x, y, x / lenP, y / lenP, t); - return Phaser.Physics.Circle.COL_AXIS; - } else { - //note: len should NEVER be == 0, because if it is, - //projeciton by an axis shoudl always be shorter, and we should - //never arrive here - ox /= len; - oy /= len; - obj.reportCollisionVsWorld(ox * pen, oy * pen, ox, oy, t); - return Phaser.Physics.Circle.COL_OTHER; - } - } - } else { - //colliding vertically - if((signy * oV) < 0) { - //colliding with face/edge - obj.reportCollisionVsWorld(0, y * oV, 0, oV, t); - return Phaser.Physics.Circle.COL_AXIS; - } else { - //obj in neighboring cell pointed at by tile normal; - //we could only be colliding vs the tile-circle surface - var ox = obj.pos.x - (t.pos.x - (signx * t.xw));//(ox,oy) is the vector from the tile-circle to - - var oy = obj.pos.y - (t.pos.y - (signy * t.yw));//the circle's center - - var twid = t.xw * 2; - var trad = Math.sqrt(twid * twid + 0);//this gives us the radius of a circle centered on the tile's corner and extending to the opposite edge of the tile; - - //note that this should be precomputed at compile-time since it's constant - var len = Math.sqrt(ox * ox + oy * oy); - var pen = (trad + obj.radius) - len; - if(0 < pen) { - //note: len should NEVER be == 0, because if it is, - //obj is not in a neighboring cell! - ox /= len; - oy /= len; - obj.reportCollisionVsWorld(ox * pen, oy * pen, ox, oy, t); - return Phaser.Physics.Circle.COL_OTHER; - } - } - } - } else if(oV == 0) { - //colliding horizontally - if((signx * oH) < 0) { - //colliding with face/edge - obj.reportCollisionVsWorld(x * oH, 0, oH, 0, t); - return Phaser.Physics.Circle.COL_AXIS; - } else { - //obj in neighboring cell pointed at by tile normal; - //we could only be colliding vs the tile-circle surface - var ox = obj.pos.x - (t.pos.x - (signx * t.xw));//(ox,oy) is the vector from the tile-circle to - - var oy = obj.pos.y - (t.pos.y - (signy * t.yw));//the circle's center - - var twid = t.xw * 2; - var trad = Math.sqrt(twid * twid + 0);//this gives us the radius of a circle centered on the tile's corner and extending to the opposite edge of the tile; - - //note that this should be precomputed at compile-time since it's constant - var len = Math.sqrt(ox * ox + oy * oy); - var pen = (trad + obj.radius) - len; - if(0 < pen) { - //note: len should NEVER be == 0, because if it is, - //obj is not in a neighboring cell! - ox /= len; - oy /= len; - obj.reportCollisionVsWorld(ox * pen, oy * pen, ox, oy, t); - return Phaser.Physics.Circle.COL_OTHER; - } - } - } else { - //colliding diagonally - if(0 < ((signx * oH) + (signy * oV))) { - //obj in diag neighb cell pointed at by tile normal; - //we could only be colliding vs the tile-circle surface - var ox = obj.pos.x - (t.pos.x - (signx * t.xw));//(ox,oy) is the vector from the tile-circle to - - var oy = obj.pos.y - (t.pos.y - (signy * t.yw));//the circle's center - - var twid = t.xw * 2; - var trad = Math.sqrt(twid * twid + 0);//this gives us the radius of a circle centered on the tile's corner and extending to the opposite edge of the tile; - - //note that this should be precomputed at compile-time since it's constant - var len = Math.sqrt(ox * ox + oy * oy); - var pen = (trad + obj.radius) - len; - if(0 < pen) { - //note: len should NEVER be == 0, because if it is, - //obj is not in a neighboring cell! - ox /= len; - oy /= len; - obj.reportCollisionVsWorld(ox * pen, oy * pen, ox, oy, t); - return Phaser.Physics.Circle.COL_OTHER; - } - } else { - //collide vs. vertex - //get diag vertex position - var vx = t.pos.x + (oH * t.xw); - var vy = t.pos.y + (oV * t.yw); - var dx = obj.pos.x - vx;//calc vert->circle vector - - var dy = obj.pos.y - vy; - var len = Math.sqrt(dx * dx + dy * dy); - var pen = obj.radius - len; - if(0 < pen) { - //vertex is in the circle; project outward - if(len == 0) { - //project out by 45deg - dx = oH / Math.SQRT2; - dy = oV / Math.SQRT2; - } else { - dx /= len; - dy /= len; - } - obj.reportCollisionVsWorld(dx * pen, dy * pen, dx, dy, t); - return Phaser.Physics.Circle.COL_OTHER; - } - } - } - return Phaser.Physics.Circle.COL_NONE; - }; - return CircleConvex; - })(); - Projection.CircleConvex = CircleConvex; - })(Physics.Projection || (Physics.Projection = {})); - var Projection = Physics.Projection; - })(Phaser.Physics || (Phaser.Physics = {})); - var Physics = Phaser.Physics; -})(Phaser || (Phaser = {})); diff --git a/wip/TS Source/physics/circle/ProjCircleFull.js b/wip/TS Source/physics/circle/ProjCircleFull.js deleted file mode 100644 index 5669e565..00000000 --- a/wip/TS Source/physics/circle/ProjCircleFull.js +++ /dev/null @@ -1,86 +0,0 @@ -var Phaser; -(function (Phaser) { - (function (Physics) { - /// - /** - * Phaser - Physics - Projection - */ - (function (Projection) { - var CircleFull = (function () { - function CircleFull() { } - CircleFull.Collide = function Collide(x, y, oH, oV, obj, t) { - //if we're colliding vs. the current cell, we need to project along the - //smallest penetration vector. - //if we're colliding vs. horiz. or vert. neighb, we simply project horiz/vert - //if we're colliding diagonally, we need to collide vs. tile corner - if(oH == 0) { - if(oV == 0) { - //collision with current cell - if(x < y) { - //penetration in x is smaller; project in x - var dx = obj.pos.x - t.pos.x;//get sign for projection along x-axis - - //NOTE: should we handle the delta == 0 case?! and how? (project towards oldpos?) - if(dx < 0) { - obj.reportCollisionVsWorld(-x, 0, -1, 0, t); - return Phaser.Physics.Circle.COL_AXIS; - } else { - obj.reportCollisionVsWorld(x, 0, 1, 0, t); - return Phaser.Physics.Circle.COL_AXIS; - } - } else { - //penetration in y is smaller; project in y - var dy = obj.pos.y - t.pos.y;//get sign for projection along y-axis - - //NOTE: should we handle the delta == 0 case?! and how? (project towards oldpos?) - if(dy < 0) { - obj.reportCollisionVsWorld(0, -y, 0, -1, t); - return Phaser.Physics.Circle.COL_AXIS; - } else { - obj.reportCollisionVsWorld(0, y, 0, 1, t); - return Phaser.Physics.Circle.COL_AXIS; - } - } - } else { - //collision with vertical neighbor - obj.reportCollisionVsWorld(0, y * oV, 0, oV, t); - return Phaser.Physics.Circle.COL_AXIS; - } - } else if(oV == 0) { - //collision with horizontal neighbor - obj.reportCollisionVsWorld(x * oH, 0, oH, 0, t); - return Phaser.Physics.Circle.COL_AXIS; - } else { - //diagonal collision - //get diag vertex position - var vx = t.pos.x + (oH * t.xw); - var vy = t.pos.y + (oV * t.yw); - var dx = obj.pos.x - vx;//calc vert->circle vector - - var dy = obj.pos.y - vy; - var len = Math.sqrt(dx * dx + dy * dy); - var pen = obj.radius - len; - if(0 < pen) { - //vertex is in the circle; project outward - if(len == 0) { - //project out by 45deg - dx = oH / Math.SQRT2; - dy = oV / Math.SQRT2; - } else { - dx /= len; - dy /= len; - } - obj.reportCollisionVsWorld(dx * pen, dy * pen, dx, dy, t); - return Phaser.Physics.Circle.COL_OTHER; - } - } - return Phaser.Physics.Circle.COL_NONE; - }; - return CircleFull; - })(); - Projection.CircleFull = CircleFull; - })(Physics.Projection || (Physics.Projection = {})); - var Projection = Physics.Projection; - })(Phaser.Physics || (Phaser.Physics = {})); - var Physics = Phaser.Physics; -})(Phaser || (Phaser = {})); diff --git a/wip/TS Source/physics/circle/ProjCircleHalf.js b/wip/TS Source/physics/circle/ProjCircleHalf.js deleted file mode 100644 index 44557847..00000000 --- a/wip/TS Source/physics/circle/ProjCircleHalf.js +++ /dev/null @@ -1,171 +0,0 @@ -var Phaser; -(function (Phaser) { - (function (Physics) { - /// - /** - * Phaser - Physics - Projection - */ - (function (Projection) { - var CircleHalf = (function () { - function CircleHalf() { } - CircleHalf.Collide = function Collide(x, y, oH, oV, obj, t) { - //if obj is in a neighbor pointed at by the halfedge normal, - //we'll never collide (i.e if the normal is (0,1) and the obj is in the DL.D, or R neighbors) - // - //if obj is in a neigbor perpendicular to the halfedge normal, it might - //collide with the halfedge-vertex, or with the halfedge side. - // - //if obj is in a neigb pointing opposite the halfedge normal, obj collides with edge - // - //if obj is in a diagonal (pointing away from the normal), obj collides vs vertex - // - //if obj is in the halfedge cell, it collides as with aabb - var signx = t.signx; - var signy = t.signy; - var celldp = (oH * signx + oV * signy);//this tells us about the configuration of cell-offset relative to tile normal - - if(0 < celldp) { - //obj is in "far" (pointed-at-by-normal) neighbor of halffull tile, and will never hit - return Phaser.Physics.Circle.COL_NONE; - } else if(oH == 0) { - if(oV == 0) { - //colliding with current tile - var r = obj.radius; - var ox = (obj.pos.x - (signx * r)) - t.pos.x;//this gives is the coordinates of the innermost - - var oy = (obj.pos.y - (signy * r)) - t.pos.y;//point on the circle, relative to the tile center - - //we perform operations analogous to the 45deg tile, except we're using - //an axis-aligned slope instead of an angled one.. - var sx = signx; - var sy = signy; - //if the dotprod of (ox,oy) and (sx,sy) is negative, the corner is in the slope - //and we need toproject it out by the magnitude of the projection of (ox,oy) onto (sx,sy) - var dp = (ox * sx) + (oy * sy); - if(dp < 0) { - //collision; project delta onto slope and use this to displace the object - sx *= -dp//(sx,sy) is now the projection vector - ; - sy *= -dp; - var lenN = Math.sqrt(sx * sx + sy * sy); - var lenP = Math.sqrt(x * x + y * y); - if(lenP < lenN) { - obj.reportCollisionVsWorld(x, y, x / lenP, y / lenP, t); - return Phaser.Physics.Circle.COL_AXIS; - } else { - obj.reportCollisionVsWorld(sx, sy, t.signx, t.signy); - return Phaser.Physics.Circle.COL_OTHER; - } - } - } else { - //colliding vertically - if(celldp == 0) { - var r = obj.radius; - var dx = obj.pos.x - t.pos.x; - //we're in a cell perpendicular to the normal, and can collide vs. halfedge vertex - //or halfedge side - if((dx * signx) < 0) { - //collision with halfedge side - obj.reportCollisionVsWorld(0, y * oV, 0, oV, t); - return Phaser.Physics.Circle.COL_AXIS; - } else { - //collision with halfedge vertex - var dy = obj.pos.y - (t.pos.y + oV * t.yw);//(dx,dy) is now the vector from the appropriate halfedge vertex to the circle - - var len = Math.sqrt(dx * dx + dy * dy); - var pen = obj.radius - len; - if(0 < pen) { - //vertex is in the circle; project outward - if(len == 0) { - //project out by 45deg - dx = signx / Math.SQRT2; - dy = oV / Math.SQRT2; - } else { - dx /= len; - dy /= len; - } - obj.reportCollisionVsWorld(dx * pen, dy * pen, dx, dy, t); - return Phaser.Physics.Circle.COL_OTHER; - } - } - } else { - //due to the first conditional (celldp >0), we know we're in the cell "opposite" the normal, and so - //we can only collide with the cell edge - //collision with vertical neighbor - obj.reportCollisionVsWorld(0, y * oV, 0, oV, t); - return Phaser.Physics.Circle.COL_AXIS; - } - } - } else if(oV == 0) { - //colliding horizontally - if(celldp == 0) { - var r = obj.radius; - var dy = obj.pos.y - t.pos.y; - //we're in a cell perpendicular to the normal, and can collide vs. halfedge vertex - //or halfedge side - if((dy * signy) < 0) { - //collision with halfedge side - obj.reportCollisionVsWorld(x * oH, 0, oH, 0, t); - return Phaser.Physics.Circle.COL_AXIS; - } else { - //collision with halfedge vertex - var dx = obj.pos.x - (t.pos.x + oH * t.xw);//(dx,dy) is now the vector from the appropriate halfedge vertex to the circle - - var len = Math.sqrt(dx * dx + dy * dy); - var pen = obj.radius - len; - if(0 < pen) { - //vertex is in the circle; project outward - if(len == 0) { - //project out by 45deg - dx = signx / Math.SQRT2; - dy = oV / Math.SQRT2; - } else { - dx /= len; - dy /= len; - } - obj.reportCollisionVsWorld(dx * pen, dy * pen, dx, dy, t); - return Phaser.Physics.Circle.COL_OTHER; - } - } - } else { - //due to the first conditional (celldp >0), we know w're in the cell "opposite" the normal, and so - //we can only collide with the cell edge - obj.reportCollisionVsWorld(x * oH, 0, oH, 0, t); - return Phaser.Physics.Circle.COL_AXIS; - } - } else { - //colliding diagonally; we know, due to the initial (celldp >0) test which has failed - //if we've reached this point, that we're in a diagonal neighbor on the non-normal side, so - //we could only be colliding with the cell vertex, if at all. - //get diag vertex position - var vx = t.pos.x + (oH * t.xw); - var vy = t.pos.y + (oV * t.yw); - var dx = obj.pos.x - vx;//calc vert->circle vector - - var dy = obj.pos.y - vy; - var len = Math.sqrt(dx * dx + dy * dy); - var pen = obj.radius - len; - if(0 < pen) { - //vertex is in the circle; project outward - if(len == 0) { - //project out by 45deg - dx = oH / Math.SQRT2; - dy = oV / Math.SQRT2; - } else { - dx /= len; - dy /= len; - } - obj.reportCollisionVsWorld(dx * pen, dy * pen, dx, dy, t); - return Phaser.Physics.Circle.COL_OTHER; - } - } - return Phaser.Physics.Circle.COL_NONE; - }; - return CircleHalf; - })(); - Projection.CircleHalf = CircleHalf; - })(Physics.Projection || (Physics.Projection = {})); - var Projection = Physics.Projection; - })(Phaser.Physics || (Phaser.Physics = {})); - var Physics = Phaser.Physics; -})(Phaser || (Phaser = {})); diff --git a/wip/TS Source/renderers/HeadlessRenderer.js b/wip/TS Source/renderers/HeadlessRenderer.js deleted file mode 100644 index fa81de71..00000000 --- a/wip/TS Source/renderers/HeadlessRenderer.js +++ /dev/null @@ -1,23 +0,0 @@ -var Phaser; -(function (Phaser) { - (function (Renderer) { - /// - (function (Headless) { - var HeadlessRenderer = (function () { - function HeadlessRenderer(game) { - this.game = game; - } - HeadlessRenderer.prototype.render = function () { - // Nothing, headless remember? - }; - HeadlessRenderer.prototype.renderGameObject = function (camera, object) { - // Nothing, headless remember? - }; - return HeadlessRenderer; - })(); - Headless.HeadlessRenderer = HeadlessRenderer; - })(Renderer.Headless || (Renderer.Headless = {})); - var Headless = Renderer.Headless; - })(Phaser.Renderer || (Phaser.Renderer = {})); - var Renderer = Phaser.Renderer; -})(Phaser || (Phaser = {})); diff --git a/wip/TS Source/renderers/canvas/CameraRenderer.js b/wip/TS Source/renderers/canvas/CameraRenderer.js deleted file mode 100644 index 400f50b1..00000000 --- a/wip/TS Source/renderers/canvas/CameraRenderer.js +++ /dev/null @@ -1,144 +0,0 @@ -var Phaser; -(function (Phaser) { - (function (Renderer) { - /// - (function (Canvas) { - var CameraRenderer = (function () { - function CameraRenderer(game) { - this._ga = 1; - this._sx = 0; - this._sy = 0; - this._sw = 0; - this._sh = 0; - this._dx = 0; - this._dy = 0; - this._dw = 0; - this._dh = 0; - this._fx = 1; - this._fy = 1; - this._tx = 0; - this._ty = 0; - this._gac = 1; - this._sin = 0; - this._cos = 1; - this.game = game; - } - CameraRenderer.prototype.preRender = function (camera) { - if(camera.visible == false || camera.transform.scale.x == 0 || camera.transform.scale.y == 0 || camera.texture.alpha < 0.1) { - return false; - } - if(this.game.device.patchAndroidClearRectBug) { - camera.texture.context.fillStyle = 'rgb(0,0,0)'; - camera.texture.context.fillRect(0, 0, camera.width, camera.height); - } else { - camera.texture.context.clearRect(0, 0, camera.width, camera.height); - } - // Alpha - if(camera.texture.alpha !== 1 && camera.texture.context.globalAlpha != camera.texture.alpha) { - this._ga = camera.texture.context.globalAlpha; - camera.texture.context.globalAlpha = camera.texture.alpha; - } - if(camera.texture.opaque) { - camera.texture.context.fillStyle = camera.texture.backgroundColor; - camera.texture.context.fillRect(0, 0, camera.width, camera.height); - } - //if (camera.texture.loaded) - //{ - // camera.texture.context.drawImage( - // camera.texture.texture, // Source Image - // this._sx, // Source X (location within the source image) - // this._sy, // Source Y - // this._sw, // Source Width - // this._sh, // Source Height - // 0, // Destination X (where on the canvas it'll be drawn) - // 0, // Destination Y - // this._dw, // Destination Width (always same as Source Width unless scaled) - // this._dh // Destination Height (always same as Source Height unless scaled) - // ); - //} - // Global Composite Ops - if(camera.texture.globalCompositeOperation) { - camera.texture.context.globalCompositeOperation = camera.texture.globalCompositeOperation; - } - camera.plugins.preRender(); - }; - CameraRenderer.prototype.postRender = function (camera) { - // This could have been over-written by a sprite, need to store elsewhere - if(this._ga > -1) { - camera.texture.context.globalAlpha = this._ga; - } - camera.plugins.postRender(); - // Reset our temp vars - this._ga = -1; - this._sx = 0; - this._sy = 0; - this._sw = camera.width; - this._sh = camera.height; - this._fx = camera.transform.scale.x; - this._fy = camera.transform.scale.y; - this._sin = 0; - this._cos = 1; - this._dx = camera.screenView.x; - this._dy = camera.screenView.y; - this._dw = camera.width; - this._dh = camera.height; - this.game.stage.context.save(); - // Flip X - if(camera.texture.flippedX) { - this._fx = -camera.transform.scale.x; - } - // Flip Y - if(camera.texture.flippedY) { - this._fy = -camera.transform.scale.y; - } - // Rotation and Flipped - if(camera.modified) { - if(camera.transform.rotation !== 0 || camera.transform.rotationOffset !== 0) { - this._sin = Math.sin(camera.game.math.degreesToRadians(camera.transform.rotationOffset + camera.transform.rotation)); - this._cos = Math.cos(camera.game.math.degreesToRadians(camera.transform.rotationOffset + camera.transform.rotation)); - } - this.game.stage.context.setTransform(this._cos * this._fx, // scale x - (this._sin * this._fx) + camera.transform.skew.x, // skew x - -(this._sin * this._fy) + camera.transform.skew.y, // skew y - this._cos * this._fy, // scale y - this._dx, // translate x - this._dy); - // translate y - this._dx = camera.transform.origin.x * -this._dw; - this._dy = camera.transform.origin.y * -this._dh; - } else { - this._dx -= (this._dw * camera.transform.origin.x); - this._dy -= (this._dh * camera.transform.origin.y); - } - this._sx = Math.floor(this._sx); - this._sy = Math.floor(this._sy); - this._sw = Math.floor(this._sw); - this._sh = Math.floor(this._sh); - this._dx = Math.floor(this._dx); - this._dy = Math.floor(this._dy); - this._dw = Math.floor(this._dw); - this._dh = Math.floor(this._dh); - if(this._sw <= 0 || this._sh <= 0 || this._dw <= 0 || this._dh <= 0) { - this.game.stage.context.restore(); - return false; - } - this.game.stage.context.drawImage(camera.texture.canvas, // Source Image - this._sx, // Source X (location within the source image) - this._sy, // Source Y - this._sw, // Source Width - this._sh, // Source Height - this._dx, // Destination X (where on the canvas it'll be drawn) - this._dy, // Destination Y - this._dw, // Destination Width (always same as Source Width unless scaled) - this._dh); - // Destination Height (always same as Source Height unless scaled) - this.game.stage.context.restore(); - }; - return CameraRenderer; - })(); - Canvas.CameraRenderer = CameraRenderer; - })(Renderer.Canvas || (Renderer.Canvas = {})); - var Canvas = Renderer.Canvas; - })(Phaser.Renderer || (Phaser.Renderer = {})); - var Renderer = Phaser.Renderer; -})(Phaser || (Phaser = {})); diff --git a/wip/TS Source/renderers/canvas/CanvasRenderer.js b/wip/TS Source/renderers/canvas/CanvasRenderer.js deleted file mode 100644 index 7dfc658b..00000000 --- a/wip/TS Source/renderers/canvas/CanvasRenderer.js +++ /dev/null @@ -1,46 +0,0 @@ -var Phaser; -(function (Phaser) { - (function (Renderer) { - /// - (function (Canvas) { - var CanvasRenderer = (function () { - function CanvasRenderer(game) { - this._c = 0; - this.game = game; - this.cameraRenderer = new Phaser.Renderer.Canvas.CameraRenderer(game); - this.groupRenderer = new Phaser.Renderer.Canvas.GroupRenderer(game); - this.spriteRenderer = new Phaser.Renderer.Canvas.SpriteRenderer(game); - this.geometryRenderer = new Phaser.Renderer.Canvas.GeometryRenderer(game); - this.scrollZoneRenderer = new Phaser.Renderer.Canvas.ScrollZoneRenderer(game); - this.tilemapRenderer = new Phaser.Renderer.Canvas.TilemapRenderer(game); - } - CanvasRenderer.prototype.render = function () { - this._cameraList = this.game.world.getAllCameras(); - this.renderCount = 0; - // Then iterate through world.group on them all (where not blacklisted, etc) - for(this._c = 0; this._c < this._cameraList.length; this._c++) { - if(this._cameraList[this._c].visible) { - this.cameraRenderer.preRender(this._cameraList[this._c]); - this.game.world.group.render(this._cameraList[this._c]); - this.cameraRenderer.postRender(this._cameraList[this._c]); - } - } - this.renderTotal = this.renderCount; - }; - CanvasRenderer.prototype.renderGameObject = function (camera, object) { - if(object.type == Phaser.Types.SPRITE || object.type == Phaser.Types.BUTTON) { - this.spriteRenderer.render(camera, object); - } else if(object.type == Phaser.Types.SCROLLZONE) { - this.scrollZoneRenderer.render(camera, object); - } else if(object.type == Phaser.Types.TILEMAP) { - this.tilemapRenderer.render(camera, object); - } - }; - return CanvasRenderer; - })(); - Canvas.CanvasRenderer = CanvasRenderer; - })(Renderer.Canvas || (Renderer.Canvas = {})); - var Canvas = Renderer.Canvas; - })(Phaser.Renderer || (Phaser.Renderer = {})); - var Renderer = Phaser.Renderer; -})(Phaser || (Phaser = {})); diff --git a/wip/TS Source/renderers/canvas/GeometryRenderer.js b/wip/TS Source/renderers/canvas/GeometryRenderer.js deleted file mode 100644 index f0c7e9f6..00000000 --- a/wip/TS Source/renderers/canvas/GeometryRenderer.js +++ /dev/null @@ -1,76 +0,0 @@ -var Phaser; -(function (Phaser) { - (function (Renderer) { - /// - (function (Canvas) { - var GeometryRenderer = (function () { - function GeometryRenderer(game) { - // Local rendering related temp vars to help avoid gc spikes through constant var creation - this._ga = 1; - this._sx = 0; - this._sy = 0; - this._sw = 0; - this._sh = 0; - this._dx = 0; - this._dy = 0; - this._dw = 0; - this._dh = 0; - this._fx = 1; - this._fy = 1; - this._sin = 0; - this._cos = 1; - this.game = game; - } - GeometryRenderer.prototype.renderCircle = function (camera, circle, context, outline, fill, lineColor, fillColor, lineWidth) { - if (typeof outline === "undefined") { outline = false; } - if (typeof fill === "undefined") { fill = true; } - if (typeof lineColor === "undefined") { lineColor = 'rgb(0,255,0)'; } - if (typeof fillColor === "undefined") { fillColor = 'rgba(0,100,0.0.3)'; } - if (typeof lineWidth === "undefined") { lineWidth = 1; } - // Reset our temp vars - this._sx = 0; - this._sy = 0; - this._sw = circle.diameter; - this._sh = circle.diameter; - this._fx = 1; - this._fy = 1; - this._sin = 0; - this._cos = 1; - this._dx = camera.screenView.x + circle.x - camera.worldView.x; - this._dy = camera.screenView.y + circle.y - camera.worldView.y; - this._dw = circle.diameter; - this._dh = circle.diameter; - this._sx = Math.floor(this._sx); - this._sy = Math.floor(this._sy); - this._sw = Math.floor(this._sw); - this._sh = Math.floor(this._sh); - this._dx = Math.floor(this._dx); - this._dy = Math.floor(this._dy); - this._dw = Math.floor(this._dw); - this._dh = Math.floor(this._dh); - this.game.stage.saveCanvasValues(); - context.save(); - context.lineWidth = lineWidth; - context.strokeStyle = lineColor; - context.fillStyle = fillColor; - context.beginPath(); - context.arc(this._dx, this._dy, circle.radius, 0, Math.PI * 2); - context.closePath(); - if(outline) { - //context.stroke(); - } - if(fill) { - context.fill(); - } - context.restore(); - this.game.stage.restoreCanvasValues(); - return true; - }; - return GeometryRenderer; - })(); - Canvas.GeometryRenderer = GeometryRenderer; - })(Renderer.Canvas || (Renderer.Canvas = {})); - var Canvas = Renderer.Canvas; - })(Phaser.Renderer || (Phaser.Renderer = {})); - var Renderer = Phaser.Renderer; -})(Phaser || (Phaser = {})); diff --git a/wip/TS Source/renderers/canvas/GroupRenderer.js b/wip/TS Source/renderers/canvas/GroupRenderer.js deleted file mode 100644 index 5d5b1056..00000000 --- a/wip/TS Source/renderers/canvas/GroupRenderer.js +++ /dev/null @@ -1,125 +0,0 @@ -var Phaser; -(function (Phaser) { - (function (Renderer) { - /// - (function (Canvas) { - var GroupRenderer = (function () { - function GroupRenderer(game) { - // Local rendering related temp vars to help avoid gc spikes through var creation - this._ga = 1; - this._sx = 0; - this._sy = 0; - this._sw = 0; - this._sh = 0; - this._dx = 0; - this._dy = 0; - this._dw = 0; - this._dh = 0; - this._fx = 1; - this._fy = 1; - this._sin = 0; - this._cos = 1; - this.game = game; - } - GroupRenderer.prototype.preRender = function (camera, group) { - if(group.visible == false || camera.transform.scale.x == 0 || camera.transform.scale.y == 0 || camera.texture.alpha < 0.1) { - return false; - } - // Reset our temp vars - this._ga = -1; - this._sx = 0; - this._sy = 0; - this._sw = group.texture.width; - this._sh = group.texture.height; - this._fx = group.transform.scale.x; - this._fy = group.transform.scale.y; - this._sin = 0; - this._cos = 1; - //this._dx = (camera.screenView.x * camera.scrollFactor.x) + camera.frameBounds.x - (camera.worldView.x * camera.scrollFactor.x); - //this._dy = (camera.screenView.y * camera.scrollFactor.y) + camera.frameBounds.y - (camera.worldView.y * camera.scrollFactor.y); - this._dx = 0; - this._dy = 0; - this._dw = group.texture.width; - this._dh = group.texture.height; - // Global Composite Ops - if(group.texture.globalCompositeOperation) { - group.texture.context.save(); - group.texture.context.globalCompositeOperation = group.texture.globalCompositeOperation; - } - // Alpha - if(group.texture.alpha !== 1 && group.texture.context.globalAlpha !== group.texture.alpha) { - this._ga = group.texture.context.globalAlpha; - group.texture.context.globalAlpha = group.texture.alpha; - } - // Flip X - if(group.texture.flippedX) { - this._fx = -group.transform.scale.x; - } - // Flip Y - if(group.texture.flippedY) { - this._fy = -group.transform.scale.y; - } - // Rotation and Flipped - if(group.modified) { - if(group.transform.rotation !== 0 || group.transform.rotationOffset !== 0) { - this._sin = Math.sin(group.game.math.degreesToRadians(group.transform.rotationOffset + group.transform.rotation)); - this._cos = Math.cos(group.game.math.degreesToRadians(group.transform.rotationOffset + group.transform.rotation)); - } - group.texture.context.save(); - group.texture.context.setTransform(this._cos * this._fx, // scale x - (this._sin * this._fx) + group.transform.skew.x, // skew x - -(this._sin * this._fy) + group.transform.skew.y, // skew y - this._cos * this._fy, // scale y - this._dx, // translate x - this._dy); - // translate y - this._dx = -group.transform.origin.x; - this._dy = -group.transform.origin.y; - } else { - if(!group.transform.origin.equals(0)) { - this._dx -= group.transform.origin.x; - this._dy -= group.transform.origin.y; - } - } - this._sx = Math.floor(this._sx); - this._sy = Math.floor(this._sy); - this._sw = Math.floor(this._sw); - this._sh = Math.floor(this._sh); - this._dx = Math.floor(this._dx); - this._dy = Math.floor(this._dy); - this._dw = Math.floor(this._dw); - this._dh = Math.floor(this._dh); - if(group.texture.opaque) { - group.texture.context.fillStyle = group.texture.backgroundColor; - group.texture.context.fillRect(this._dx, this._dy, this._dw, this._dh); - } - if(group.texture.loaded) { - group.texture.context.drawImage(group.texture.texture, // Source Image - this._sx, // Source X (location within the source image) - this._sy, // Source Y - this._sw, // Source Width - this._sh, // Source Height - this._dx, // Destination X (where on the canvas it'll be drawn) - this._dy, // Destination Y - this._dw, // Destination Width (always same as Source Width unless scaled) - this._dh); - // Destination Height (always same as Source Height unless scaled) - } - return true; - }; - GroupRenderer.prototype.postRender = function (camera, group) { - if(group.modified || group.texture.globalCompositeOperation) { - group.texture.context.restore(); - } - if(this._ga > -1) { - group.texture.context.globalAlpha = this._ga; - } - }; - return GroupRenderer; - })(); - Canvas.GroupRenderer = GroupRenderer; - })(Renderer.Canvas || (Renderer.Canvas = {})); - var Canvas = Renderer.Canvas; - })(Phaser.Renderer || (Phaser.Renderer = {})); - var Renderer = Phaser.Renderer; -})(Phaser || (Phaser = {})); diff --git a/wip/TS Source/renderers/canvas/ScrollZoneRenderer.js b/wip/TS Source/renderers/canvas/ScrollZoneRenderer.js deleted file mode 100644 index c31cb6c2..00000000 --- a/wip/TS Source/renderers/canvas/ScrollZoneRenderer.js +++ /dev/null @@ -1,121 +0,0 @@ -var Phaser; -(function (Phaser) { - (function (Renderer) { - /// - (function (Canvas) { - var ScrollZoneRenderer = (function () { - function ScrollZoneRenderer(game) { - // Local rendering related temp vars to help avoid gc spikes through constant var creation - this._ga = 1; - this._sx = 0; - this._sy = 0; - this._sw = 0; - this._sh = 0; - this._dx = 0; - this._dy = 0; - this._dw = 0; - this._dh = 0; - this._fx = 1; - this._fy = 1; - this._sin = 0; - this._cos = 1; - this.game = game; - } - ScrollZoneRenderer.prototype.inCamera = /** - * Check whether this object is visible in a specific camera Rectangle. - * @param camera {Rectangle} The Rectangle you want to check. - * @return {bool} Return true if bounds of this sprite intersects the given Rectangle, otherwise return false. - */ - function (camera, scrollZone) { - // Object fixed in place regardless of the camera scrolling? Then it's always visible - if(scrollZone.transform.scrollFactor.equals(0)) { - return true; - } - //return RectangleUtils.intersects(sprite.cameraView, camera.screenView); - return true; - }; - ScrollZoneRenderer.prototype.render = function (camera, scrollZone) { - if(scrollZone.transform.scale.x == 0 || scrollZone.transform.scale.y == 0 || scrollZone.texture.alpha < 0.1 || this.inCamera(camera, scrollZone) == false) { - return false; - } - // Reset our temp vars - this._ga = -1; - this._sx = 0; - this._sy = 0; - this._sw = scrollZone.width; - this._sh = scrollZone.height; - this._fx = scrollZone.transform.scale.x; - this._fy = scrollZone.transform.scale.y; - this._sin = 0; - this._cos = 1; - this._dx = (camera.screenView.x * scrollZone.transform.scrollFactor.x) + scrollZone.x - (camera.worldView.x * scrollZone.transform.scrollFactor.x); - this._dy = (camera.screenView.y * scrollZone.transform.scrollFactor.y) + scrollZone.y - (camera.worldView.y * scrollZone.transform.scrollFactor.y); - this._dw = scrollZone.width; - this._dh = scrollZone.height; - // Alpha - if(scrollZone.texture.alpha !== 1) { - this._ga = scrollZone.texture.context.globalAlpha; - scrollZone.texture.context.globalAlpha = scrollZone.texture.alpha; - } - // Sprite Flip X - if(scrollZone.texture.flippedX) { - this._fx = -scrollZone.transform.scale.x; - } - // Sprite Flip Y - if(scrollZone.texture.flippedY) { - this._fy = -scrollZone.transform.scale.y; - } - // Rotation and Flipped - if(scrollZone.modified) { - if(scrollZone.texture.renderRotation == true && (scrollZone.rotation !== 0 || scrollZone.transform.rotationOffset !== 0)) { - this._sin = Math.sin(scrollZone.game.math.degreesToRadians(scrollZone.transform.rotationOffset + scrollZone.rotation)); - this._cos = Math.cos(scrollZone.game.math.degreesToRadians(scrollZone.transform.rotationOffset + scrollZone.rotation)); - } - scrollZone.texture.context.save(); - scrollZone.texture.context.setTransform(this._cos * this._fx, // scale x - (this._sin * this._fx) + scrollZone.transform.skew.x, // skew x - -(this._sin * this._fy) + scrollZone.transform.skew.y, // skew y - this._cos * this._fy, // scale y - this._dx, // translate x - this._dy); - // translate y - this._dx = -scrollZone.transform.origin.x; - this._dy = -scrollZone.transform.origin.y; - } else { - if(!scrollZone.transform.origin.equals(0)) { - this._dx -= scrollZone.transform.origin.x; - this._dy -= scrollZone.transform.origin.y; - } - } - this._sx = Math.floor(this._sx); - this._sy = Math.floor(this._sy); - this._sw = Math.floor(this._sw); - this._sh = Math.floor(this._sh); - this._dx = Math.floor(this._dx); - this._dy = Math.floor(this._dy); - this._dw = Math.floor(this._dw); - this._dh = Math.floor(this._dh); - for(var i = 0; i < scrollZone.regions.length; i++) { - if(scrollZone.texture.isDynamic) { - scrollZone.regions[i].render(scrollZone.texture.context, scrollZone.texture.texture, this._dx, this._dy, this._dw, this._dh); - } else { - scrollZone.regions[i].render(scrollZone.texture.context, scrollZone.texture.texture, this._dx, this._dy, this._dw, this._dh); - } - } - if(scrollZone.modified) { - scrollZone.texture.context.restore(); - } - if(this._ga > -1) { - scrollZone.texture.context.globalAlpha = this._ga; - } - this.game.renderer.renderCount++; - return true; - }; - return ScrollZoneRenderer; - })(); - Canvas.ScrollZoneRenderer = ScrollZoneRenderer; - })(Renderer.Canvas || (Renderer.Canvas = {})); - var Canvas = Renderer.Canvas; - })(Phaser.Renderer || (Phaser.Renderer = {})); - var Renderer = Phaser.Renderer; -})(Phaser || (Phaser = {})); diff --git a/wip/TS Source/renderers/canvas/SpriteRenderer.js b/wip/TS Source/renderers/canvas/SpriteRenderer.js deleted file mode 100644 index 3c88615b..00000000 --- a/wip/TS Source/renderers/canvas/SpriteRenderer.js +++ /dev/null @@ -1,147 +0,0 @@ -var Phaser; -(function (Phaser) { - (function (Renderer) { - /// - (function (Canvas) { - var SpriteRenderer = (function () { - function SpriteRenderer(game) { - // Local rendering related temp vars to help avoid gc spikes through constant var creation - //private _c: number = 0; - this._ga = 1; - this._sx = 0; - this._sy = 0; - this._sw = 0; - this._sh = 0; - this._dx = 0; - this._dy = 0; - this._dw = 0; - this._dh = 0; - this.game = game; - } - SpriteRenderer.prototype.inCamera = /** - * Check whether this object is visible in a specific camera Rectangle. - * @param camera {Rectangle} The Rectangle you want to check. - * @return {bool} Return true if bounds of this sprite intersects the given Rectangle, otherwise return false. - */ - function (camera, sprite) { - // Object fixed in place regardless of the camera scrolling? Then it's always visible - if(sprite.transform.scrollFactor.equals(0)) { - return true; - } - return Phaser.RectangleUtils.intersects(sprite.cameraView, camera.screenView); - //return true; - }; - SpriteRenderer.prototype.render = /** - * Render this sprite to specific camera. Called by game loop after update(). - * @param camera {Camera} Camera this sprite will be rendered to. - * @return {bool} Return false if not rendered, otherwise return true. - */ - function (camera, sprite) { - Phaser.SpriteUtils.updateCameraView(camera, sprite); - if(sprite.transform.scale.x == 0 || sprite.transform.scale.y == 0 || sprite.texture.alpha < 0.1 || this.inCamera(camera, sprite) == false) { - return false; - } - // Reset our temp vars - this._ga = -1; - this._sx = 0; - this._sy = 0; - this._sw = sprite.texture.width; - this._sh = sprite.texture.height; - //this._dx = camera.screenView.x + sprite.x - (camera.worldView.x * sprite.transform.scrollFactor.x); - //this._dy = camera.screenView.y + sprite.y - (camera.worldView.y * sprite.transform.scrollFactor.y); - this._dx = sprite.x - (camera.worldView.x * sprite.transform.scrollFactor.x); - this._dy = sprite.y - (camera.worldView.y * sprite.transform.scrollFactor.y); - this._dw = sprite.texture.width; - this._dh = sprite.texture.height; - if(sprite.animations.currentFrame !== null) { - this._sx = sprite.animations.currentFrame.x; - this._sy = sprite.animations.currentFrame.y; - if(sprite.animations.currentFrame.trimmed) { - this._dx += sprite.animations.currentFrame.spriteSourceSizeX; - this._dy += sprite.animations.currentFrame.spriteSourceSizeY; - this._sw = sprite.animations.currentFrame.spriteSourceSizeW; - this._sh = sprite.animations.currentFrame.spriteSourceSizeH; - this._dw = sprite.animations.currentFrame.spriteSourceSizeW; - this._dh = sprite.animations.currentFrame.spriteSourceSizeH; - } - } - if(sprite.modified) { - camera.texture.context.save(); - camera.texture.context.setTransform(sprite.transform.local.data[0], // scale x - sprite.transform.local.data[3], // skew x - sprite.transform.local.data[1], // skew y - sprite.transform.local.data[4], // scale y - this._dx, // translate x - this._dy); - // translate y - this._dx = sprite.transform.origin.x * -this._dw; - this._dy = sprite.transform.origin.y * -this._dh; - } else { - this._dx -= (this._dw * sprite.transform.origin.x); - this._dy -= (this._dh * sprite.transform.origin.y); - } - if(sprite.crop) { - this._sx += sprite.crop.x * sprite.transform.scale.x; - this._sy += sprite.crop.y * sprite.transform.scale.y; - this._sw = sprite.crop.width * sprite.transform.scale.x; - this._sh = sprite.crop.height * sprite.transform.scale.y; - this._dx += sprite.crop.x * sprite.transform.scale.x; - this._dy += sprite.crop.y * sprite.transform.scale.y; - this._dw = sprite.crop.width * sprite.transform.scale.x; - this._dh = sprite.crop.height * sprite.transform.scale.y; - } - this._sx = Math.floor(this._sx); - this._sy = Math.floor(this._sy); - this._sw = Math.floor(this._sw); - this._sh = Math.floor(this._sh); - this._dx = Math.floor(this._dx); - this._dy = Math.floor(this._dy); - this._dw = Math.floor(this._dw); - this._dh = Math.floor(this._dh); - if(this._sw <= 0 || this._sh <= 0 || this._dw <= 0 || this._dh <= 0) { - return false; - } - // Global Composite Ops - if(sprite.texture.globalCompositeOperation) { - camera.texture.context.save(); - camera.texture.context.globalCompositeOperation = sprite.texture.globalCompositeOperation; - } - // Alpha - if(sprite.texture.alpha !== 1 && camera.texture.context.globalAlpha != sprite.texture.alpha) { - this._ga = sprite.texture.context.globalAlpha; - camera.texture.context.globalAlpha = sprite.texture.alpha; - } - if(sprite.texture.opaque) { - camera.texture.context.fillStyle = sprite.texture.backgroundColor; - camera.texture.context.fillRect(this._dx, this._dy, this._dw, this._dh); - } - if(sprite.texture.loaded) { - camera.texture.context.drawImage(sprite.texture.texture, // Source Image - this._sx, // Source X (location within the source image) - this._sy, // Source Y - this._sw, // Source Width - this._sh, // Source Height - this._dx, // Destination X (where on the canvas it'll be drawn) - this._dy, // Destination Y - this._dw, // Destination Width (always same as Source Width unless scaled) - this._dh); - // Destination Height (always same as Source Height unless scaled) - } - if(sprite.modified || sprite.texture.globalCompositeOperation) { - camera.texture.context.restore(); - } - if(this._ga > -1) { - camera.texture.context.globalAlpha = this._ga; - } - sprite.renderOrderID = this.game.renderer.renderCount; - this.game.renderer.renderCount++; - return true; - }; - return SpriteRenderer; - })(); - Canvas.SpriteRenderer = SpriteRenderer; - })(Renderer.Canvas || (Renderer.Canvas = {})); - var Canvas = Renderer.Canvas; - })(Phaser.Renderer || (Phaser.Renderer = {})); - var Renderer = Phaser.Renderer; -})(Phaser || (Phaser = {})); diff --git a/wip/TS Source/renderers/canvas/TilemapRenderer.js b/wip/TS Source/renderers/canvas/TilemapRenderer.js deleted file mode 100644 index 99119090..00000000 --- a/wip/TS Source/renderers/canvas/TilemapRenderer.js +++ /dev/null @@ -1,100 +0,0 @@ -var Phaser; -(function (Phaser) { - (function (Renderer) { - /// - (function (Canvas) { - var TilemapRenderer = (function () { - function TilemapRenderer(game) { - // Local rendering related temp vars to help avoid gc spikes through constant var creation - this._ga = 1; - this._dx = 0; - this._dy = 0; - this._dw = 0; - this._dh = 0; - this._tx = 0; - this._ty = 0; - this._tl = 0; - this._maxX = 0; - this._maxY = 0; - this._startX = 0; - this._startY = 0; - this.game = game; - } - TilemapRenderer.prototype.render = /** - * Render a tilemap to a specific camera. - * @param camera {Camera} The camera this tilemap will be rendered to. - */ - function (camera, tilemap) { - // Loop through the layers - this._tl = tilemap.layers.length; - for(var i = 0; i < this._tl; i++) { - if(tilemap.layers[i].visible == false || tilemap.layers[i].alpha < 0.1) { - continue; - } - var layer = tilemap.layers[i]; - // Work out how many tiles we can fit into our camera and round it up for the edges - this._maxX = this.game.math.ceil(camera.width / layer.tileWidth) + 1; - this._maxY = this.game.math.ceil(camera.height / layer.tileHeight) + 1; - // And now work out where in the tilemap the camera actually is - this._startX = this.game.math.floor(camera.worldView.x / layer.tileWidth); - this._startY = this.game.math.floor(camera.worldView.y / layer.tileHeight); - // Tilemap bounds check - if(this._startX < 0) { - this._startX = 0; - } - if(this._startY < 0) { - this._startY = 0; - } - if(this._maxX > layer.widthInTiles) { - this._maxX = layer.widthInTiles; - } - if(this._maxY > layer.heightInTiles) { - this._maxY = layer.heightInTiles; - } - if(this._startX + this._maxX > layer.widthInTiles) { - this._startX = layer.widthInTiles - this._maxX; - } - if(this._startY + this._maxY > layer.heightInTiles) { - this._startY = layer.heightInTiles - this._maxY; - } - // Finally get the offset to avoid the blocky movement - //this._dx = (camera.screenView.x * layer.transform.scrollFactor.x) - (camera.worldView.x * layer.transform.scrollFactor.x); - //this._dy = (camera.screenView.y * layer.transform.scrollFactor.y) - (camera.worldView.y * layer.transform.scrollFactor.y); - //this._dx = (camera.screenView.x * this.scrollFactor.x) + this.x - (camera.worldView.x * this.scrollFactor.x); - //this._dy = (camera.screenView.y * this.scrollFactor.y) + this.y - (camera.worldView.y * this.scrollFactor.y); - this._dx = 0; - this._dy = 0; - this._dx += -(camera.worldView.x - (this._startX * layer.tileWidth)); - this._dy += -(camera.worldView.y - (this._startY * layer.tileHeight)); - this._tx = this._dx; - this._ty = this._dy; - // Alpha - if(layer.texture.alpha !== 1) { - this._ga = layer.texture.context.globalAlpha; - layer.texture.context.globalAlpha = layer.texture.alpha; - } - for(var row = this._startY; row < this._startY + this._maxY; row++) { - this._columnData = layer.mapData[row]; - for(var tile = this._startX; tile < this._startX + this._maxX; tile++) { - if(layer.tileOffsets[this._columnData[tile]]) { - layer.texture.context.drawImage(layer.texture.texture, layer.tileOffsets[this._columnData[tile]].x, layer.tileOffsets[this._columnData[tile]].y, layer.tileWidth, layer.tileHeight, this._tx, this._ty, layer.tileWidth, layer.tileHeight); - } - this._tx += layer.tileWidth; - } - this._tx = this._dx; - this._ty += layer.tileHeight; - } - if(this._ga > -1) { - layer.texture.context.globalAlpha = this._ga; - } - } - return true; - }; - return TilemapRenderer; - })(); - Canvas.TilemapRenderer = TilemapRenderer; - })(Renderer.Canvas || (Renderer.Canvas = {})); - var Canvas = Renderer.Canvas; - })(Phaser.Renderer || (Phaser.Renderer = {})); - var Renderer = Phaser.Renderer; -})(Phaser || (Phaser = {})); diff --git a/wip/TS Source/sound/Sound.js b/wip/TS Source/sound/Sound.js deleted file mode 100644 index 51dc4c48..00000000 --- a/wip/TS Source/sound/Sound.js +++ /dev/null @@ -1,374 +0,0 @@ -/// -/** -* Phaser - Sound -* -* A Sound file, used by the Game.SoundManager for playback. -*/ -var Phaser; -(function (Phaser) { - var Sound = (function () { - /** - * Sound constructor - * @param [volume] {number} volume of this sound when playing. - * @param [loop] {bool} loop this sound when playing? (Default to false) - */ - function Sound(game, key, volume, loop) { - if (typeof volume === "undefined") { volume = 1; } - if (typeof loop === "undefined") { loop = false; } - /** - * Reference to AudioContext instance. - */ - this.context = null; - /** - * Decoded data buffer / Audio tag. - */ - this._buffer = null; - this._muted = false; - this.usingWebAudio = false; - this.usingAudioTag = false; - this.name = ''; - this.autoplay = false; - this.totalDuration = 0; - this.startTime = 0; - this.currentTime = 0; - this.duration = 0; - this.stopTime = 0; - this.paused = false; - this.loop = false; - this.isPlaying = false; - this.currentMarker = ''; - this.pendingPlayback = false; - this.override = false; - this.game = game; - this.usingWebAudio = this.game.sound.usingWebAudio; - this.usingAudioTag = this.game.sound.usingAudioTag; - this.key = key; - if(this.usingWebAudio) { - this.context = this.game.sound.context; - this.masterGainNode = this.game.sound.masterGain; - if(typeof this.context.createGain === 'undefined') { - this.gainNode = this.context.createGainNode(); - } else { - this.gainNode = this.context.createGain(); - } - this.gainNode.gain.value = volume * this.game.sound.volume; - this.gainNode.connect(this.masterGainNode); - } else { - if(this.game.cache.getSound(key) && this.game.cache.getSound(key).locked == false) { - this._sound = this.game.cache.getSoundData(key); - this.totalDuration = this._sound.duration; - } else { - this.game.cache.onSoundUnlock.add(this.soundHasUnlocked, this); - } - } - this._volume = volume; - this.loop = loop; - this.markers = { - }; - this.onDecoded = new Phaser.Signal(); - this.onPlay = new Phaser.Signal(); - this.onPause = new Phaser.Signal(); - this.onResume = new Phaser.Signal(); - this.onLoop = new Phaser.Signal(); - this.onStop = new Phaser.Signal(); - this.onMute = new Phaser.Signal(); - this.onMarkerComplete = new Phaser.Signal(); - } - Sound.prototype.soundHasUnlocked = function (key) { - if(key == this.key) { - this._sound = this.game.cache.getSoundData(this.key); - this.totalDuration = this._sound.duration; - //console.log('sound has unlocked', this._sound); - } - }; - Object.defineProperty(Sound.prototype, "isDecoding", { - get: function () { - return this.game.cache.getSound(this.key).isDecoding; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Sound.prototype, "isDecoded", { - get: function () { - return this.game.cache.isSoundDecoded(this.key); - }, - enumerable: true, - configurable: true - }); - Sound.prototype.addMarker = function (name, start, stop, volume, loop) { - if (typeof volume === "undefined") { volume = 1; } - if (typeof loop === "undefined") { loop = false; } - this.markers[name] = { - name: name, - start: start, - stop: stop, - volume: volume, - duration: stop - start, - loop: loop - }; - }; - Sound.prototype.removeMarker = function (name) { - delete this.markers[name]; - }; - Sound.prototype.update = function () { - if(this.pendingPlayback && this.game.cache.isSoundReady(this.key)) { - this.pendingPlayback = false; - this.play(this._tempMarker, this._tempPosition, this._tempVolume, this._tempLoop); - } - if(this.isPlaying) { - this.currentTime = this.game.time.now - this.startTime; - if(this.currentTime >= this.duration) { - //console.log(this.currentMarker, 'has hit duration'); - if(this.usingWebAudio) { - if(this.loop) { - //console.log('loop1'); - // won't work with markers, needs to reset the position - this.onLoop.dispatch(this); - if(this.currentMarker == '') { - //console.log('loop2'); - this.currentTime = 0; - this.startTime = this.game.time.now; - } else { - //console.log('loop3'); - this.play(this.currentMarker, 0, this.volume, true, true); - } - } else { - //console.log('stopping, no loop for marker'); - this.stop(); - } - } else { - if(this.loop) { - this.onLoop.dispatch(this); - this.play(this.currentMarker, 0, this.volume, true, true); - } else { - this.stop(); - } - } - } - } - }; - Sound.prototype.play = /** - * Play this sound, or a marked section of it. - * @param marker {string} Assets key of the sound you want to play. - * @param [volume] {number} volume of the sound you want to play. - * @param [loop] {bool} loop when it finished playing? (Default to false) - * @return {Sound} The playing sound object. - */ - function (marker, position, volume, loop, forceRestart) { - if (typeof marker === "undefined") { marker = ''; } - if (typeof position === "undefined") { position = 0; } - if (typeof volume === "undefined") { volume = 1; } - if (typeof loop === "undefined") { loop = false; } - if (typeof forceRestart === "undefined") { forceRestart = false; } - //console.log('play', marker, 'current is', this.currentMarker); - if(this.isPlaying == true && forceRestart == false && this.override == false) { - // Use Restart instead - return; - } - if(this.isPlaying && this.override) { - //console.log('asked to play', marker, 'but already playing', this.currentMarker); - if(this.usingWebAudio) { - if(typeof this._sound.stop === 'undefined') { - this._sound.noteOff(0); - } else { - this._sound.stop(0); - } - } else if(this.usingAudioTag) { - this._sound.pause(); - this._sound.currentTime = 0; - } - } - this.currentMarker = marker; - if(marker !== '' && this.markers[marker]) { - this.position = this.markers[marker].start; - this.volume = this.markers[marker].volume; - this.loop = this.markers[marker].loop; - this.duration = this.markers[marker].duration * 1000; - //console.log('marker info loaded', this.loop, this.duration); - this._tempMarker = marker; - this._tempPosition = this.position; - this._tempVolume = this.volume; - this._tempLoop = this.loop; - } else { - this.position = position; - this.volume = volume; - this.loop = loop; - this.duration = 0; - this._tempMarker = marker; - this._tempPosition = position; - this._tempVolume = volume; - this._tempLoop = loop; - } - if(this.usingWebAudio) { - // Does the sound need decoding? - if(this.game.cache.isSoundDecoded(this.key)) { - // Do we need to do this every time we play? How about just if the buffer is empty? - if(this._buffer == null) { - this._buffer = this.game.cache.getSoundData(this.key); - } - //if (this._sound == null) - //{ - this._sound = this.context.createBufferSource(); - this._sound.buffer = this._buffer; - this._sound.connect(this.gainNode); - this.totalDuration = this._sound.buffer.duration; - //} - if(this.duration == 0) { - this.duration = this.totalDuration * 1000; - } - if(this.loop && marker == '') { - this._sound.loop = true; - } - // Useful to cache this somewhere perhaps? - if(typeof this._sound.start === 'undefined') { - this._sound.noteGrainOn(0, this.position, this.duration / 1000); - //this._sound.noteOn(0); // the zero is vitally important, crashes iOS6 without it - } else { - this._sound.start(0, this.position, this.duration / 1000); - } - this.isPlaying = true; - this.startTime = this.game.time.now; - this.currentTime = 0; - this.stopTime = this.startTime + this.duration; - this.onPlay.dispatch(this); - //console.log('playing, start', this.startTime, 'stop'); - } else { - this.pendingPlayback = true; - if(this.game.cache.getSound(this.key) && this.game.cache.getSound(this.key).isDecoding == false) { - this.game.sound.decode(this.key, this); - } - } - } else { - //console.log('Sound play Audio'); - if(this.game.cache.getSound(this.key) && this.game.cache.getSound(this.key).locked) { - //console.log('tried playing locked sound, pending set, reload started'); - this.game.cache.reloadSound(this.key); - this.pendingPlayback = true; - } else { - //console.log('sound not locked, state?', this._sound.readyState); - if(this._sound && this._sound.readyState == 4) { - if(this.duration == 0) { - this.duration = this.totalDuration * 1000; - } - //console.log('playing', this._sound); - this._sound.currentTime = this.position; - this._sound.muted = this._muted; - if(this._muted) { - this._sound.volume = 0; - } else { - this._sound.volume = this._volume; - } - this._sound.play(); - this.isPlaying = true; - this.startTime = this.game.time.now; - this.currentTime = 0; - this.stopTime = this.startTime + this.duration; - this.onPlay.dispatch(this); - } else { - this.pendingPlayback = true; - } - } - } - }; - Sound.prototype.restart = function (marker, position, volume, loop) { - if (typeof marker === "undefined") { marker = ''; } - if (typeof position === "undefined") { position = 0; } - if (typeof volume === "undefined") { volume = 1; } - if (typeof loop === "undefined") { loop = false; } - this.play(marker, position, volume, loop, true); - }; - Sound.prototype.pause = function () { - if(this.isPlaying && this._sound) { - this.stop(); - this.isPlaying = false; - this.paused = true; - this.onPause.dispatch(this); - } - }; - Sound.prototype.resume = function () { - if(this.paused && this._sound) { - if(this.usingWebAudio) { - if(typeof this._sound.start === 'undefined') { - this._sound.noteGrainOn(0, this.position, this.duration); - //this._sound.noteOn(0); // the zero is vitally important, crashes iOS6 without it - } else { - this._sound.start(0, this.position, this.duration); - } - } else { - this._sound.play(); - } - this.isPlaying = true; - this.paused = false; - this.onResume.dispatch(this); - } - }; - Sound.prototype.stop = /** - * Stop playing this sound. - */ - function () { - if(this.isPlaying && this._sound) { - if(this.usingWebAudio) { - if(typeof this._sound.stop === 'undefined') { - this._sound.noteOff(0); - } else { - this._sound.stop(0); - } - } else if(this.usingAudioTag) { - this._sound.pause(); - this._sound.currentTime = 0; - } - } - this.isPlaying = false; - var prevMarker = this.currentMarker; - this.currentMarker = ''; - this.onStop.dispatch(this, prevMarker); - }; - Object.defineProperty(Sound.prototype, "mute", { - get: /** - * Mute sounds. - */ - function () { - return this._muted; - }, - set: function (value) { - if(value) { - this._muted = true; - if(this.usingWebAudio) { - this._muteVolume = this.gainNode.gain.value; - this.gainNode.gain.value = 0; - } else if(this.usingAudioTag && this._sound) { - this._muteVolume = this._sound.volume; - this._sound.volume = 0; - } - } else { - this._muted = false; - if(this.usingWebAudio) { - this.gainNode.gain.value = this._muteVolume; - } else if(this.usingAudioTag && this._sound) { - this._sound.volume = this._muteVolume; - } - } - this.onMute.dispatch(this); - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Sound.prototype, "volume", { - get: function () { - return this._volume; - }, - set: function (value) { - this._volume = value; - if(this.usingWebAudio) { - this.gainNode.gain.value = value; - } else if(this.usingAudioTag && this._sound) { - this._sound.volume = value; - } - }, - enumerable: true, - configurable: true - }); - return Sound; - })(); - Phaser.Sound = Sound; -})(Phaser || (Phaser = {})); diff --git a/wip/TS Source/sound/SoundManager.js b/wip/TS Source/sound/SoundManager.js deleted file mode 100644 index 39f5d647..00000000 --- a/wip/TS Source/sound/SoundManager.js +++ /dev/null @@ -1,238 +0,0 @@ -/// -/** -* Phaser - SoundManager -* -*/ -var Phaser; -(function (Phaser) { - var SoundManager = (function () { - /** - * SoundManager constructor - * Create a new SoundManager. - */ - function SoundManager(game) { - this.usingWebAudio = false; - this.usingAudioTag = false; - this.noAudio = false; - /** - * Reference to AudioContext instance. - */ - this.context = null; - this._muted = false; - this.touchLocked = false; - this._unlockSource = null; - this.onSoundDecode = new Phaser.Signal(); - this.game = game; - this._volume = 1; - this._muted = false; - this._sounds = []; - if(this.game.device.iOS && this.game.device.webAudio == false) { - this.channels = 1; - } - if(this.game.device.iOS || (window['PhaserGlobal'] && window['PhaserGlobal'].fakeiOSTouchLock)) { - this.game.input.touch.callbackContext = this; - this.game.input.touch.touchStartCallback = this.unlock; - this.game.input.mouse.callbackContext = this; - this.game.input.mouse.mouseDownCallback = this.unlock; - this.touchLocked = true; - } else { - // What about iOS5? - this.touchLocked = false; - } - if(window['PhaserGlobal']) { - // Check to see if all audio playback is disabled (i.e. handled by a 3rd party class) - if(window['PhaserGlobal'].disableAudio == true) { - this.usingWebAudio = false; - this.noAudio = true; - return; - } - // Check if the Web Audio API is disabled (for testing Audio Tag playback during development) - if(window['PhaserGlobal'].disableWebAudio == true) { - this.usingWebAudio = false; - this.usingAudioTag = true; - this.noAudio = false; - return; - } - } - this.usingWebAudio = true; - this.noAudio = false; - if(!!window['AudioContext']) { - this.context = new window['AudioContext'](); - } else if(!!window['webkitAudioContext']) { - this.context = new window['webkitAudioContext'](); - } else if(!!window['Audio']) { - this.usingWebAudio = false; - this.usingAudioTag = true; - } else { - this.usingWebAudio = false; - this.noAudio = true; - } - if(this.context !== null) { - if(typeof this.context.createGain === 'undefined') { - this.masterGain = this.context.createGainNode(); - } else { - this.masterGain = this.context.createGain(); - } - this.masterGain.gain.value = 1; - this.masterGain.connect(this.context.destination); - } - } - SoundManager.prototype.unlock = function () { - if(this.touchLocked == false) { - return; - } - //console.log('SoundManager touch unlocked'); - if(this.game.device.webAudio && (window['PhaserGlobal'] && window['PhaserGlobal'].disableWebAudio == false)) { - // Create empty buffer and play it - var buffer = this.context.createBuffer(1, 1, 22050); - this._unlockSource = this.context.createBufferSource(); - this._unlockSource.buffer = buffer; - this._unlockSource.connect(this.context.destination); - this._unlockSource.noteOn(0); - } else { - // Create an Audio tag? - this.touchLocked = false; - this._unlockSource = null; - this.game.input.touch.callbackContext = null; - this.game.input.touch.touchStartCallback = null; - this.game.input.mouse.callbackContext = null; - this.game.input.mouse.mouseDownCallback = null; - } - }; - Object.defineProperty(SoundManager.prototype, "mute", { - get: /** - * A global audio mute toggle. - */ - function () { - return this._muted; - }, - set: function (value) { - if(value) { - if(this._muted) { - return; - } - this._muted = true; - if(this.usingWebAudio) { - this._muteVolume = this.masterGain.gain.value; - this.masterGain.gain.value = 0; - } - // Loop through sounds - for(var i = 0; i < this._sounds.length; i++) { - if(this._sounds[i].usingAudioTag) { - this._sounds[i].mute = true; - } - } - } else { - if(this._muted == false) { - return; - } - this._muted = false; - if(this.usingWebAudio) { - this.masterGain.gain.value = this._muteVolume; - } - // Loop through sounds - for(var i = 0; i < this._sounds.length; i++) { - if(this._sounds[i].usingAudioTag) { - this._sounds[i].mute = false; - } - } - } - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(SoundManager.prototype, "volume", { - get: function () { - if(this.usingWebAudio) { - return this.masterGain.gain.value; - } else { - return this._volume; - } - }, - set: /** - * The global audio volume. A value between 0 (silence) and 1 (full volume) - */ - function (value) { - value = this.game.math.clamp(value, 1, 0); - this._volume = value; - if(this.usingWebAudio) { - this.masterGain.gain.value = value; - } - // Loop through the sound cache and change the volume of all html audio tags - for(var i = 0; i < this._sounds.length; i++) { - if(this._sounds[i].usingAudioTag) { - this._sounds[i].volume = this._sounds[i].volume * value; - } - } - }, - enumerable: true, - configurable: true - }); - SoundManager.prototype.stopAll = function () { - for(var i = 0; i < this._sounds.length; i++) { - if(this._sounds[i]) { - this._sounds[i].stop(); - } - } - }; - SoundManager.prototype.pauseAll = function () { - for(var i = 0; i < this._sounds.length; i++) { - if(this._sounds[i]) { - this._sounds[i].pause(); - } - } - }; - SoundManager.prototype.resumeAll = function () { - for(var i = 0; i < this._sounds.length; i++) { - if(this._sounds[i]) { - this._sounds[i].resume(); - } - } - }; - SoundManager.prototype.decode = /** - * Decode a sound with its assets key. - * @param key {string} Assets key of the sound to be decoded. - * @param [sound] {Sound} its bufer will be set to decoded data. - */ - function (key, sound) { - if (typeof sound === "undefined") { sound = null; } - var soundData = this.game.cache.getSoundData(key); - if(soundData) { - if(this.game.cache.isSoundDecoded(key) === false) { - this.game.cache.updateSound(key, 'isDecoding', true); - var that = this; - this.context.decodeAudioData(soundData, function (buffer) { - that.game.cache.decodedSound(key, buffer); - if(sound) { - that.onSoundDecode.dispatch(sound); - } - }); - } - } - }; - SoundManager.prototype.update = function () { - if(this.touchLocked) { - if(this.game.device.webAudio && this._unlockSource !== null) { - if((this._unlockSource.playbackState === this._unlockSource.PLAYING_STATE || this._unlockSource.playbackState === this._unlockSource.FINISHED_STATE)) { - this.touchLocked = false; - this._unlockSource = null; - this.game.input.touch.callbackContext = null; - this.game.input.touch.touchStartCallback = null; - } - } - } - for(var i = 0; i < this._sounds.length; i++) { - this._sounds[i].update(); - } - }; - SoundManager.prototype.add = function (key, volume, loop) { - if (typeof volume === "undefined") { volume = 1; } - if (typeof loop === "undefined") { loop = false; } - var sound = new Phaser.Sound(this.game, key, volume, loop); - this._sounds.push(sound); - return sound; - }; - return SoundManager; - })(); - Phaser.SoundManager = SoundManager; -})(Phaser || (Phaser = {})); diff --git a/wip/TS Source/system/Device.js b/wip/TS Source/system/Device.js deleted file mode 100644 index 8648b004..00000000 --- a/wip/TS Source/system/Device.js +++ /dev/null @@ -1,402 +0,0 @@ -/// -/** -* Phaser - Device -* -* Detects device support capabilities. Using some elements from System.js by MrDoob and Modernizr -* https://github.com/Modernizr/Modernizr/blob/master/feature-detects/audio.js -*/ -var Phaser; -(function (Phaser) { - var Device = (function () { - /** - * Device constructor - */ - function Device() { - /** - * An optional 'fix' for the horrendous Android stock browser bug - * https://code.google.com/p/android/issues/detail?id=39247 - * @type {bool} - */ - this.patchAndroidClearRectBug = false; - // Operating System - /** - * Is running desktop? - * @type {bool} - */ - this.desktop = false; - /** - * Is running on iOS? - * @type {bool} - */ - this.iOS = false; - /** - * Is running on android? - * @type {bool} - */ - this.android = false; - /** - * Is running on chromeOS? - * @type {bool} - */ - this.chromeOS = false; - /** - * Is running on linux? - * @type {bool} - */ - this.linux = false; - /** - * Is running on maxOS? - * @type {bool} - */ - this.macOS = false; - /** - * Is running on windows? - * @type {bool} - */ - this.windows = false; - // Features - /** - * Is canvas available? - * @type {bool} - */ - this.canvas = false; - /** - * Is file available? - * @type {bool} - */ - this.file = false; - /** - * Is fileSystem available? - * @type {bool} - */ - this.fileSystem = false; - /** - * Is localStorage available? - * @type {bool} - */ - this.localStorage = false; - /** - * Is webGL available? - * @type {bool} - */ - this.webGL = false; - /** - * Is worker available? - * @type {bool} - */ - this.worker = false; - /** - * Is touch available? - * @type {bool} - */ - this.touch = false; - /** - * Is mspointer available? - * @type {bool} - */ - this.mspointer = false; - /** - * Is css3D available? - * @type {bool} - */ - this.css3D = false; - // Browser - /** - * Is running in arora? - * @type {bool} - */ - this.arora = false; - /** - * Is running in chrome? - * @type {bool} - */ - this.chrome = false; - /** - * Is running in epiphany? - * @type {bool} - */ - this.epiphany = false; - /** - * Is running in firefox? - * @type {bool} - */ - this.firefox = false; - /** - * Is running in ie? - * @type {bool} - */ - this.ie = false; - /** - * Version of ie? - * @type Number - */ - this.ieVersion = 0; - /** - * Is running in mobileSafari? - * @type {bool} - */ - this.mobileSafari = false; - /** - * Is running in midori? - * @type {bool} - */ - this.midori = false; - /** - * Is running in opera? - * @type {bool} - */ - this.opera = false; - /** - * Is running in safari? - * @type {bool} - */ - this.safari = false; - this.webApp = false; - // Audio - /** - * Are Audio tags available? - * @type {bool} - */ - this.audioData = false; - /** - * Is the WebAudio API available? - * @type {bool} - */ - this.webAudio = false; - /** - * Can this device play ogg files? - * @type {bool} - */ - this.ogg = false; - /** - * Can this device play opus files? - * @type {bool} - */ - this.opus = false; - /** - * Can this device play mp3 files? - * @type {bool} - */ - this.mp3 = false; - /** - * Can this device play wav files? - * @type {bool} - */ - this.wav = false; - /** - * Can this device play m4a files? - * @type {bool} - */ - this.m4a = false; - /** - * Can this device play webm files? - * @type {bool} - */ - this.webm = false; - // Device - /** - * Is running on iPhone? - * @type {bool} - */ - this.iPhone = false; - /** - * Is running on iPhone4? - * @type {bool} - */ - this.iPhone4 = false; - /** - * Is running on iPad? - * @type {bool} - */ - this.iPad = false; - /** - * PixelRatio of the host device? - * @type Number - */ - this.pixelRatio = 0; - this._checkAudio(); - this._checkBrowser(); - this._checkCSS3D(); - this._checkDevice(); - this._checkFeatures(); - this._checkOS(); - } - Device.prototype._checkOS = /** - * Check which OS is game running on. - * @private - */ - function () { - var ua = navigator.userAgent; - if(/Android/.test(ua)) { - this.android = true; - } else if(/CrOS/.test(ua)) { - this.chromeOS = true; - } else if(/iP[ao]d|iPhone/i.test(ua)) { - this.iOS = true; - } else if(/Linux/.test(ua)) { - this.linux = true; - } else if(/Mac OS/.test(ua)) { - this.macOS = true; - } else if(/Windows/.test(ua)) { - this.windows = true; - } - if(this.windows || this.macOS || this.linux) { - this.desktop = true; - } - }; - Device.prototype._checkFeatures = /** - * Check HTML5 features of the host environment. - * @private - */ - function () { - this.canvas = !!window['CanvasRenderingContext2D']; - try { - this.localStorage = !!localStorage.getItem; - } catch (error) { - this.localStorage = false; - } - this.file = !!window['File'] && !!window['FileReader'] && !!window['FileList'] && !!window['Blob']; - this.fileSystem = !!window['requestFileSystem']; - this.webGL = !!window['WebGLRenderingContext']; - this.worker = !!window['Worker']; - if('ontouchstart' in document.documentElement || window.navigator.msPointerEnabled) { - this.touch = true; - } - if(window.navigator.msPointerEnabled) { - this.mspointer = true; - } - }; - Device.prototype._checkBrowser = /** - * Check what browser is game running in. - * @private - */ - function () { - var ua = navigator.userAgent; - if(/Arora/.test(ua)) { - this.arora = true; - } else if(/Chrome/.test(ua)) { - this.chrome = true; - } else if(/Epiphany/.test(ua)) { - this.epiphany = true; - } else if(/Firefox/.test(ua)) { - this.firefox = true; - } else if(/Mobile Safari/.test(ua)) { - this.mobileSafari = true; - } else if(/MSIE (\d+\.\d+);/.test(ua)) { - this.ie = true; - this.ieVersion = parseInt(RegExp.$1); - } else if(/Midori/.test(ua)) { - this.midori = true; - } else if(/Opera/.test(ua)) { - this.opera = true; - } else if(/Safari/.test(ua)) { - this.safari = true; - } - // WebApp mode in iOS - if(navigator['standalone']) { - this.webApp = true; - } - }; - Device.prototype.canPlayAudio = function (type) { - if(type == 'mp3' && this.mp3) { - return true; - } else if(type == 'ogg' && (this.ogg || this.opus)) { - return true; - } else if(type == 'm4a' && this.m4a) { - return true; - } else if(type == 'wav' && this.wav) { - return true; - } else if(type == 'webm' && this.webm) { - return true; - } - return false; - }; - Device.prototype._checkAudio = /** - * Check audio support. - * @private - */ - function () { - this.audioData = !!(window['Audio']); - this.webAudio = !!(window['webkitAudioContext'] || window['AudioContext']); - var audioElement = document.createElement('audio'); - var result = false; - try { - if(result = !!audioElement.canPlayType) { - if(audioElement.canPlayType('audio/ogg; codecs="vorbis"').replace(/^no$/, '')) { - this.ogg = true; - } - if(audioElement.canPlayType('audio/ogg; codecs="opus"').replace(/^no$/, '')) { - this.opus = true; - } - if(audioElement.canPlayType('audio/mpeg;').replace(/^no$/, '')) { - this.mp3 = true; - } - // Mimetypes accepted: - // developer.mozilla.org/En/Media_formats_supported_by_the_audio_and_video_elements - // bit.ly/iphoneoscodecs - if(audioElement.canPlayType('audio/wav; codecs="1"').replace(/^no$/, '')) { - this.wav = true; - } - if(audioElement.canPlayType('audio/x-m4a;') || audioElement.canPlayType('audio/aac;').replace(/^no$/, '')) { - this.m4a = true; - } - if(audioElement.canPlayType('audio/webm; codecs="vorbis"').replace(/^no$/, '')) { - this.webm = true; - } - } - } catch (e) { - } - }; - Device.prototype._checkDevice = /** - * Check PixelRatio of devices. - * @private - */ - function () { - this.pixelRatio = window['devicePixelRatio'] || 1; - this.iPhone = navigator.userAgent.toLowerCase().indexOf('iphone') != -1; - this.iPhone4 = (this.pixelRatio == 2 && this.iPhone); - this.iPad = navigator.userAgent.toLowerCase().indexOf('ipad') != -1; - }; - Device.prototype._checkCSS3D = /** - * Check whether the host environment support 3D CSS. - * @private - */ - function () { - var el = document.createElement('p'); - var has3d; - var transforms = { - 'webkitTransform': '-webkit-transform', - 'OTransform': '-o-transform', - 'msTransform': '-ms-transform', - 'MozTransform': '-moz-transform', - 'transform': 'transform' - }; - // Add it to the body to get the computed style. - document.body.insertBefore(el, null); - for(var t in transforms) { - if(el.style[t] !== undefined) { - el.style[t] = "translate3d(1px,1px,1px)"; - has3d = window.getComputedStyle(el).getPropertyValue(transforms[t]); - } - } - document.body.removeChild(el); - this.css3D = (has3d !== undefined && has3d.length > 0 && has3d !== "none"); - }; - Device.prototype.isConsoleOpen = function () { - if(window.console && window.console['firebug']) { - return true; - } - if(window.console) { - console.profile(); - console.profileEnd(); - if(console.clear) { - console.clear(); - } - return console['profiles'].length > 0; - } - return false; - }; - return Device; - })(); - Phaser.Device = Device; -})(Phaser || (Phaser = {})); diff --git a/wip/TS Source/system/RequestAnimationFrame.js b/wip/TS Source/system/RequestAnimationFrame.js deleted file mode 100644 index ff41756f..00000000 --- a/wip/TS Source/system/RequestAnimationFrame.js +++ /dev/null @@ -1,130 +0,0 @@ -/// -/** -* Phaser - RequestAnimationFrame -* -* Abstracts away the use of RAF or setTimeOut for the core game update loop. The callback can be re-mapped on the fly. -*/ -var Phaser; -(function (Phaser) { - var RequestAnimationFrame = (function () { - /** - * Constructor - * @param {Any} callback - * @return {RequestAnimationFrame} This object. - */ - function RequestAnimationFrame(game, callback) { - /** - * - * @property _isSetTimeOut - * @type bool - * @private - **/ - this._isSetTimeOut = false; - /** - * - * @property isRunning - * @type bool - **/ - this.isRunning = false; - this.game = game; - this.callback = callback; - var vendors = [ - 'ms', - 'moz', - 'webkit', - 'o' - ]; - for(var x = 0; x < vendors.length && !window.requestAnimationFrame; x++) { - window.requestAnimationFrame = window[vendors[x] + 'RequestAnimationFrame']; - window.cancelAnimationFrame = window[vendors[x] + 'CancelAnimationFrame']; - } - this.start(); - } - RequestAnimationFrame.prototype.isUsingSetTimeOut = /** - * - * @method usingSetTimeOut - * @return bool - **/ - function () { - return this._isSetTimeOut; - }; - RequestAnimationFrame.prototype.isUsingRAF = /** - * - * @method usingRAF - * @return bool - **/ - function () { - return this._isSetTimeOut === true; - }; - RequestAnimationFrame.prototype.start = /** - * Starts the requestAnimatioFrame running or setTimeout if unavailable in browser - * @method start - * @param {Any} [callback] - **/ - function (callback) { - if (typeof callback === "undefined") { callback = null; } - var _this = this; - if(callback) { - this.callback = callback; - } - if(!window.requestAnimationFrame) { - this._isSetTimeOut = true; - this._onLoop = function () { - return _this.SetTimeoutUpdate(); - }; - this._timeOutID = window.setTimeout(this._onLoop, 0); - } else { - this._isSetTimeOut = false; - this._onLoop = function () { - return _this.RAFUpdate(0); - }; - window.requestAnimationFrame(this._onLoop); - } - this.isRunning = true; - }; - RequestAnimationFrame.prototype.stop = /** - * Stops the requestAnimationFrame from running - * @method stop - **/ - function () { - if(this._isSetTimeOut) { - clearTimeout(this._timeOutID); - } else { - window.cancelAnimationFrame; - } - this.isRunning = false; - }; - RequestAnimationFrame.prototype.RAFUpdate = /** - * The update method for the requestAnimationFrame - * @method RAFUpdate - **/ - function (time) { - var _this = this; - this.game.time.update(time); - if(this.callback) { - this.callback.call(this.game); - } - this._onLoop = function (time) { - return _this.RAFUpdate(time); - }; - window.requestAnimationFrame(this._onLoop); - }; - RequestAnimationFrame.prototype.SetTimeoutUpdate = /** - * The update method for the setTimeout - * @method SetTimeoutUpdate - **/ - function () { - var _this = this; - this.game.time.update(Date.now()); - this._onLoop = function () { - return _this.SetTimeoutUpdate(); - }; - this._timeOutID = window.setTimeout(this._onLoop, 16); - if(this.callback) { - this.callback.call(this.game); - } - }; - return RequestAnimationFrame; - })(); - Phaser.RequestAnimationFrame = RequestAnimationFrame; -})(Phaser || (Phaser = {})); diff --git a/wip/TS Source/system/StageScaleMode.js b/wip/TS Source/system/StageScaleMode.js deleted file mode 100644 index 2155fb69..00000000 --- a/wip/TS Source/system/StageScaleMode.js +++ /dev/null @@ -1,344 +0,0 @@ -/// -/** -* Phaser - StageScaleMode -* -* This class controls the scaling of your game. On mobile devices it will also remove the URL bar and allow -* you to maintain proportion and aspect ratio. -* The resizing method is based on a technique taken from Viewporter v2.0 by Zynga Inc. http://github.com/zynga/viewporter -*/ -var Phaser; -(function (Phaser) { - var StageScaleMode = (function () { - /** - * StageScaleMode constructor - */ - function StageScaleMode(game, width, height) { - var _this = this; - /** - * Stage height when start the game. - * @type {number} - */ - this._startHeight = 0; - /** - * If the game should be forced to use Landscape mode, this is set to true by Game.Stage - * @type {bool} - */ - this.forceLandscape = false; - /** - * If the game should be forced to use Portrait mode, this is set to true by Game.Stage - * @type {bool} - */ - this.forcePortrait = false; - /** - * If the game should be forced to use a specific orientation and the device currently isn't in that orientation this is set to true. - * @type {bool} - */ - this.incorrectOrientation = false; - /** - * If you wish to align your game in the middle of the page then you can set this value to true. - * It will place a re-calculated margin-left pixel value onto the canvas element which is updated on orientation/resizing. - * It doesn't care about any other DOM element that may be on the page, it literally just sets the margin. - * @type {bool} - */ - this.pageAlignHorizontally = false; - /** - * If you wish to align your game in the middle of the page then you can set this value to true. - * It will place a re-calculated margin-left pixel value onto the canvas element which is updated on orientation/resizing. - * It doesn't care about any other DOM element that may be on the page, it literally just sets the margin. - * @type {bool} - */ - this.pageAlignVeritcally = false; - /** - * Minimum width the canvas should be scaled to (in pixels) - * @type {number} - */ - this.minWidth = null; - /** - * Maximum width the canvas should be scaled to (in pixels). - * If null it will scale to whatever width the browser can handle. - * @type {number} - */ - this.maxWidth = null; - /** - * Minimum height the canvas should be scaled to (in pixels) - * @type {number} - */ - this.minHeight = null; - /** - * Maximum height the canvas should be scaled to (in pixels). - * If null it will scale to whatever height the browser can handle. - * @type {number} - */ - this.maxHeight = null; - /** - * Width of the stage after calculation. - * @type {number} - */ - this.width = 0; - /** - * Height of the stage after calculation. - * @type {number} - */ - this.height = 0; - /** - * The maximum number of times it will try to resize the canvas to fill the browser (default is 5) - * @type {number} - */ - this.maxIterations = 5; - this.game = game; - this.enterLandscape = new Phaser.Signal(); - this.enterPortrait = new Phaser.Signal(); - if(window['orientation']) { - this.orientation = window['orientation']; - } else { - if(window.outerWidth > window.outerHeight) { - this.orientation = 90; - } else { - this.orientation = 0; - } - } - this.scaleFactor = new Phaser.Vec2(1, 1); - this.aspectRatio = 0; - this.minWidth = width; - this.minHeight = height; - this.maxWidth = width; - this.maxHeight = height; - window.addEventListener('orientationchange', function (event) { - return _this.checkOrientation(event); - }, false); - window.addEventListener('resize', function (event) { - return _this.checkResize(event); - }, false); - } - StageScaleMode.EXACT_FIT = 0; - StageScaleMode.NO_SCALE = 1; - StageScaleMode.SHOW_ALL = 2; - Object.defineProperty(StageScaleMode.prototype, "isFullScreen", { - get: // Full Screen API calls - function () { - if(document['fullscreenElement'] === null || document['mozFullScreenElement'] === null || document['webkitFullscreenElement'] === null) { - return false; - } - return true; - }, - enumerable: true, - configurable: true - }); - StageScaleMode.prototype.startFullScreen = function () { - if(this.isFullScreen) { - return; - } - var element = this.game.stage.canvas; - if(element['requestFullScreen']) { - element['requestFullScreen'](); - } else if(element['mozRequestFullScreen']) { - element['mozRequestFullScreen'](); - } else if(element['webkitRequestFullScreen']) { - element['webkitRequestFullScreen'](); - } - }; - StageScaleMode.prototype.stopFullScreen = function () { - if(document['cancelFullScreen']) { - document['cancelFullScreen'](); - } else if(document['mozCancelFullScreen']) { - document['mozCancelFullScreen'](); - } else if(document['webkitCancelFullScreen']) { - document['webkitCancelFullScreen'](); - } - }; - StageScaleMode.prototype.update = /** - * The core update loop, called by Phaser.Stage - */ - function () { - if(this.forceLandscape || this.forcePortrait) { - this.checkOrientationState(); - } - /* - if (this.game.stage.scaleMode !== Phaser.StageScaleMode.NO_SCALE && (window.innerWidth !== this.width || window.innerHeight !== this.height)) - { - this.refresh(); - } - - if (this.forceLandscape || this.forcePortrait) - { - this.checkOrientationState(); - } - */ - }; - StageScaleMode.prototype.checkOrientationState = function () { - // They are in the wrong orientation - if(this.incorrectOrientation) { - if((this.forceLandscape && window.innerWidth > window.innerHeight) || (this.forcePortrait && window.innerHeight > window.innerWidth)) { - // Back to normal - this.game.paused = false; - this.incorrectOrientation = false; - this.refresh(); - } - } else { - if((this.forceLandscape && window.innerWidth < window.innerHeight) || (this.forcePortrait && window.innerHeight < window.innerWidth)) { - // Show orientation screen - this.game.paused = true; - this.incorrectOrientation = true; - this.refresh(); - } - } - }; - Object.defineProperty(StageScaleMode.prototype, "isPortrait", { - get: function () { - return this.orientation == 0 || this.orientation == 180; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(StageScaleMode.prototype, "isLandscape", { - get: function () { - return this.orientation === 90 || this.orientation === -90; - }, - enumerable: true, - configurable: true - }); - StageScaleMode.prototype.checkOrientation = /** - * Handle window.orientationchange events - */ - function (event) { - this.orientation = window['orientation']; - if(this.isLandscape) { - this.enterLandscape.dispatch(this.orientation, true, false); - } else { - this.enterPortrait.dispatch(this.orientation, false, true); - } - if(this.game.stage.scaleMode !== StageScaleMode.NO_SCALE) { - this.refresh(); - } - }; - StageScaleMode.prototype.checkResize = /** - * Handle window.resize events - */ - function (event) { - if(window.outerWidth > window.outerHeight) { - this.orientation = 90; - } else { - this.orientation = 0; - } - if(this.isLandscape) { - this.enterLandscape.dispatch(this.orientation, true, false); - } else { - this.enterPortrait.dispatch(this.orientation, false, true); - } - if(this.game.stage.scaleMode !== StageScaleMode.NO_SCALE) { - this.refresh(); - } - }; - StageScaleMode.prototype.refresh = /** - * Re-calculate scale mode and update screen size. - */ - function () { - var _this = this; - // We can't do anything about the status bars in iPads, web apps or desktops - if(this.game.device.iPad == false && this.game.device.webApp == false && this.game.device.desktop == false) { - document.documentElement['style'].minHeight = '2000px'; - this._startHeight = window.innerHeight; - if(this.game.device.android && this.game.device.chrome == false) { - window.scrollTo(0, 1); - } else { - window.scrollTo(0, 0); - } - } - if(this._check == null && this.maxIterations > 0) { - this._iterations = this.maxIterations; - this._check = window.setInterval(function () { - return _this.setScreenSize(); - }, 10); - this.setScreenSize(); - } - }; - StageScaleMode.prototype.setScreenSize = /** - * Set screen size automatically based on the scaleMode. - */ - function (force) { - if (typeof force === "undefined") { force = false; } - if(this.game.device.iPad == false && this.game.device.webApp == false && this.game.device.desktop == false) { - if(this.game.device.android && this.game.device.chrome == false) { - window.scrollTo(0, 1); - } else { - window.scrollTo(0, 0); - } - } - this._iterations--; - if(force || window.innerHeight > this._startHeight || this._iterations < 0) { - // Set minimum height of content to new window height - document.documentElement['style'].minHeight = window.innerHeight + 'px'; - if(this.incorrectOrientation == true) { - this.setMaximum(); - } else if(this.game.stage.scaleMode == StageScaleMode.EXACT_FIT) { - this.setExactFit(); - } else if(this.game.stage.scaleMode == StageScaleMode.SHOW_ALL) { - this.setShowAll(); - } - this.setSize(); - clearInterval(this._check); - this._check = null; - } - }; - StageScaleMode.prototype.setSize = function () { - if(this.incorrectOrientation == false) { - if(this.maxWidth && this.width > this.maxWidth) { - this.width = this.maxWidth; - } - if(this.maxHeight && this.height > this.maxHeight) { - this.height = this.maxHeight; - } - if(this.minWidth && this.width < this.minWidth) { - this.width = this.minWidth; - } - if(this.minHeight && this.height < this.minHeight) { - this.height = this.minHeight; - } - } - this.game.stage.canvas.style.width = this.width + 'px'; - this.game.stage.canvas.style.height = this.height + 'px'; - this.game.input.scale.setTo(this.game.stage.width / this.width, this.game.stage.height / this.height); - if(this.pageAlignHorizontally) { - if(this.width < window.innerWidth && this.incorrectOrientation == false) { - this.game.stage.canvas.style.marginLeft = Math.round((window.innerWidth - this.width) / 2) + 'px'; - } else { - this.game.stage.canvas.style.marginLeft = '0px'; - } - } - if(this.pageAlignVeritcally) { - if(this.height < window.innerHeight && this.incorrectOrientation == false) { - this.game.stage.canvas.style.marginTop = Math.round((window.innerHeight - this.height) / 2) + 'px'; - } else { - this.game.stage.canvas.style.marginTop = '0px'; - } - } - this.game.stage.getOffset(this.game.stage.canvas); - this.aspectRatio = this.width / this.height; - this.scaleFactor.x = this.game.stage.width / this.width; - this.scaleFactor.y = this.game.stage.height / this.height; - }; - StageScaleMode.prototype.setMaximum = function () { - this.width = window.innerWidth; - this.height = window.innerHeight; - }; - StageScaleMode.prototype.setShowAll = function () { - var multiplier = Math.min((window.innerHeight / this.game.stage.height), (window.innerWidth / this.game.stage.width)); - this.width = Math.round(this.game.stage.width * multiplier); - this.height = Math.round(this.game.stage.height * multiplier); - }; - StageScaleMode.prototype.setExactFit = function () { - if(this.maxWidth && window.innerWidth > this.maxWidth) { - this.width = this.maxWidth; - } else { - this.width = window.innerWidth; - } - if(this.maxHeight && window.innerHeight > this.maxHeight) { - this.height = this.maxHeight; - } else { - this.height = window.innerHeight; - } - }; - return StageScaleMode; - })(); - Phaser.StageScaleMode = StageScaleMode; -})(Phaser || (Phaser = {})); diff --git a/wip/TS Source/system/screens/BootScreen.js b/wip/TS Source/system/screens/BootScreen.js deleted file mode 100644 index e3081bc9..00000000 --- a/wip/TS Source/system/screens/BootScreen.js +++ /dev/null @@ -1,106 +0,0 @@ -/// -/** -* Phaser - BootScreen -* -* The BootScreen is displayed when Phaser is started without any default functions or State -*/ -var Phaser; -(function (Phaser) { - var BootScreen = (function () { - /** - * BootScreen constructor - * Create a new BootScreen with specific width and height. - * - * @param width {number} Screen canvas width. - * @param height {number} Screen canvas height. - */ - function BootScreen(game) { - /** - * Engine logo image data. - */ - this._logoData = "data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAGgAAAAZCAYAAADdYmvFAAAAGXRFWHRTb2Z0d2FyZQBBZG9iZSBJbWFnZVJlYWR5ccllPAAAAstJREFUeNrsWlFuwjAMbavdZGcAcRm4AXzvCPuGG8BlEJxhZ+l4TJ48z3actGGthqUI1MaO/V6cmIT2/fW10eTt46NvKshtvDZlG31yfOL9a/ldU6x4IZ0GQs0gS217enMkJYr5ixXkYrFoVqtV1kDn8/n+KfXw/Hq9Nin7h8MhScB2u3Xtav2ivsNWrh7XLcWMYqA4eUZ1kj0MAifHJEeKFojWzyIH+rL/0Cwif2AX9nN1oQOgrTg8XcTFx+ScdEOJ4WBxXQ1EjRyrn0cOzzQLzFyQSQcgw/5Qkkr0JVEQpNIdhL4vm4DL5fLulNTHcy6Uxl4/6iMLiePx2KzX6/v30+n0aynUlrnSeNq2/VN9bgM4dFPdNPmsJnIg/PuQbJmLdFN3UNu0SzbyJ0GOWJVWZE/QMkY+owrqXxGEdZA37BVyX6lJTipT6J1lf7fbqc+xh8nYeIvikatP+PGW0nEJ4jOydHYOIcfKnmgWoZDQSIIeio4Sf1IthYWskCO4vqQ6lFYjl8tl9L1H67PZbMz3VO3t93uVXHofmUjReLyMwHi5eCb3ICwJj5ZU9nCg+SzUgPYyif+2epTk4pkkyDp+eXTlZu2BkUybEkklePZfK9lPuTnc07vbmt1bYulHBeNQgx18SsH4ni/cV2rSLtqNDNUH2JQ2SsXS57Y9PHlfumkwCdICt5rnkNdPjpMiIEWgRlAJSdF4SvCQMWj+VyfI0h8D/EgWSYKiJKXi8VrOhJUxaFiFCOKKUJAtR78k9eX4USLHXqLGXOIiWUT4Vj9JiP4W0io3VDz8AJXblNWQrOimLjIGy/9uLICH6mrVmFbxEFHauzmc0fGJJmPg/v+6D0oB7N2bj0FsNHtSWTQniWTR931QlHXvasDTHXLjqY0/1/8hSDxACD+lAGH8dKQbQk5N3TFtzDmLWutvV0+pL5FVoHvCNG35FGAAayS4KUoKC9QAAAAASUVORK5CYII="; - /** - * Background gradient effect color 1. - */ - this._color1 = { - r: 20, - g: 20, - b: 20 - }; - /** - * Background gradient effect color 2. - */ - this._color2 = { - r: 200, - g: 200, - b: 200 - }; - /** - * Fade effect tween. - * @type {Phaser.Tween} - */ - this._fade = null; - this.game = game; - this._logo = new Image(); - this._logo.src = this._logoData; - } - BootScreen.prototype.update = /** - * Update color and fade. - */ - function () { - if(this._fade == null) { - this.colorCycle(); - } - this._color1.r = Math.round(this._color1.r); - this._color1.g = Math.round(this._color1.g); - this._color1.b = Math.round(this._color1.b); - this._color2.r = Math.round(this._color2.r); - this._color2.g = Math.round(this._color2.g); - this._color2.b = Math.round(this._color2.b); - }; - BootScreen.prototype.render = /** - * Render BootScreen. - */ - function () { - var grd = this.game.stage.context.createLinearGradient(0, 0, 0, this.game.stage.height); - grd.addColorStop(0, 'rgb(' + this._color1.r + ', ' + this._color1.g + ', ' + this._color1.b + ')'); - grd.addColorStop(0.5, 'rgb(' + this._color2.r + ', ' + this._color2.g + ', ' + this._color2.b + ')'); - grd.addColorStop(1, 'rgb(' + this._color1.r + ', ' + this._color1.g + ', ' + this._color1.b + ')'); - this.game.stage.context.fillStyle = grd; - this.game.stage.context.fillRect(0, 0, this.game.stage.width, this.game.stage.height); - this.game.stage.context.shadowOffsetX = 0; - this.game.stage.context.shadowOffsetY = 0; - if(this._logo) { - this.game.stage.context.drawImage(this._logo, 32, 32); - } - this.game.stage.context.shadowColor = 'rgb(0,0,0)'; - this.game.stage.context.shadowOffsetX = 1; - this.game.stage.context.shadowOffsetY = 1; - this.game.stage.context.shadowBlur = 0; - this.game.stage.context.fillStyle = 'rgb(255,255,255)'; - this.game.stage.context.font = 'bold 18px Arial'; - this.game.stage.context.textBaseline = 'top'; - this.game.stage.context.fillText(Phaser.VERSION, 32, 64 + 32); - this.game.stage.context.fillText('Game Size: ' + this.game.stage.width + ' x ' + this.game.stage.height, 32, 64 + 64); - this.game.stage.context.fillText('www.photonstorm.com', 32, 64 + 96); - this.game.stage.context.font = '16px Arial'; - this.game.stage.context.fillText('You are seeing this screen because you didn\'t specify any default', 32, 64 + 160); - this.game.stage.context.fillText('functions in the Game constructor or use Game.switchState()', 32, 64 + 184); - }; - BootScreen.prototype.colorCycle = /** - * Start color fading cycle. - */ - function () { - this._fade = this.game.add.tween(this._color2); - this._fade.to({ - r: Math.random() * 250, - g: Math.random() * 250, - b: Math.random() * 250 - }, 3000, Phaser.Easing.Linear.None); - this._fade.onComplete.add(this.colorCycle, this); - this._fade.start(); - }; - return BootScreen; - })(); - Phaser.BootScreen = BootScreen; -})(Phaser || (Phaser = {})); diff --git a/wip/TS Source/system/screens/OrientationScreen.js b/wip/TS Source/system/screens/OrientationScreen.js deleted file mode 100644 index 38673832..00000000 --- a/wip/TS Source/system/screens/OrientationScreen.js +++ /dev/null @@ -1,43 +0,0 @@ -/// -/** -* Phaser - OrientationScreen -* -* The Orientation Screen is displayed whenever the device is turned to an unsupported orientation. -*/ -var Phaser; -(function (Phaser) { - var OrientationScreen = (function () { - /** - * OrientationScreen constructor - * Create a new OrientationScreen. - */ - function OrientationScreen(game) { - this._enabled = false; - this.game = game; - } - OrientationScreen.prototype.enable = /** - * Enable the orientation screen. An image that is displayed whenever the device enters an unsupported orientation. - * Set this to be the key of an image previously loaded into the Game.Cache. - * @type {Cache Reference} - */ - function (imageKey) { - this._enabled = true; - this.image = this.game.cache.getImage(imageKey); - }; - OrientationScreen.prototype.update = /** - * Update (can be overridden) - */ - function () { - }; - OrientationScreen.prototype.render = /** - * Render - */ - function () { - if(this._enabled) { - this.game.stage.context.drawImage(this.image, 0, 0, this.image.width, this.image.height, 0, 0, this.game.stage.width, this.game.stage.height); - } - }; - return OrientationScreen; - })(); - Phaser.OrientationScreen = OrientationScreen; -})(Phaser || (Phaser = {})); diff --git a/wip/TS Source/system/screens/PauseScreen.js b/wip/TS Source/system/screens/PauseScreen.js deleted file mode 100644 index dc3383e8..00000000 --- a/wip/TS Source/system/screens/PauseScreen.js +++ /dev/null @@ -1,102 +0,0 @@ -/// -/** -* Phaser - PauseScreen -* -* The PauseScreen is displayed whenever the game loses focus or the player switches to another browser tab. -*/ -var Phaser; -(function (Phaser) { - var PauseScreen = (function () { - /** - * PauseScreen constructor - * Create a new PauseScreen with specific width and height. - * - * @param width {number} Screen canvas width. - * @param height {number} Screen canvas height. - */ - function PauseScreen(game, width, height) { - this.game = game; - this._canvas = document.createElement('canvas'); - this._canvas.width = width; - this._canvas.height = height; - this._context = this._canvas.getContext('2d'); - } - PauseScreen.prototype.onPaused = /** - * Called when the game enters pause mode. - */ - function () { - // Take a grab of the current canvas to our temporary one - this._context.clearRect(0, 0, this._canvas.width, this._canvas.height); - this._context.drawImage(this.game.stage.canvas, 0, 0); - this._color = { - r: 255, - g: 255, - b: 255 - }; - this.fadeOut(); - }; - PauseScreen.prototype.onResume = /** - * Called when the game resume from pause mode. - */ - function () { - this._fade.stop(); - this.game.tweens.remove(this._fade); - }; - PauseScreen.prototype.update = /** - * Update background color. - */ - function () { - this._color.r = Math.round(this._color.r); - this._color.g = Math.round(this._color.g); - this._color.b = Math.round(this._color.b); - }; - PauseScreen.prototype.render = /** - * Render PauseScreen. - */ - function () { - this.game.stage.context.drawImage(this._canvas, 0, 0); - this.game.stage.context.fillStyle = 'rgba(0, 0, 0, 0.4)'; - this.game.stage.context.fillRect(0, 0, this.game.stage.width, this.game.stage.height); - // Draw a 'play' arrow - var arrowWidth = Math.round(this.game.stage.width / 2); - var arrowHeight = Math.round(this.game.stage.height / 2); - var sx = this.game.stage.centerX - arrowWidth / 2; - var sy = this.game.stage.centerY - arrowHeight / 2; - this.game.stage.context.beginPath(); - this.game.stage.context.moveTo(sx, sy); - this.game.stage.context.lineTo(sx, sy + arrowHeight); - this.game.stage.context.lineTo(sx + arrowWidth, this.game.stage.centerY); - this.game.stage.context.fillStyle = 'rgba(' + this._color.r + ', ' + this._color.g + ', ' + this._color.b + ', 0.8)'; - this.game.stage.context.fill(); - this.game.stage.context.closePath(); - }; - PauseScreen.prototype.fadeOut = /** - * Start fadeOut effect. - */ - function () { - this._fade = this.game.add.tween(this._color); - this._fade.to({ - r: 50, - g: 50, - b: 50 - }, 1000, Phaser.Easing.Linear.None); - this._fade.onComplete.add(this.fadeIn, this); - this._fade.start(); - }; - PauseScreen.prototype.fadeIn = /** - * Start fadeIn effect. - */ - function () { - this._fade = this.game.add.tween(this._color); - this._fade.to({ - r: 255, - g: 255, - b: 255 - }, 1000, Phaser.Easing.Linear.None); - this._fade.onComplete.add(this.fadeOut, this); - this._fade.start(); - }; - return PauseScreen; - })(); - Phaser.PauseScreen = PauseScreen; -})(Phaser || (Phaser = {})); diff --git a/wip/TS Source/tilemap/Tile.js b/wip/TS Source/tilemap/Tile.js deleted file mode 100644 index 8c1104bf..00000000 --- a/wip/TS Source/tilemap/Tile.js +++ /dev/null @@ -1,123 +0,0 @@ -/// -/** -* Phaser - Tile -* -* A Tile is a single representation of a tile within a Tilemap -*/ -var Phaser; -(function (Phaser) { - var Tile = (function () { - /** - * Tile constructor - * Create a new Tile. - * - * @param tilemap {Tilemap} the tilemap this tile belongs to. - * @param index {number} The index of this tile type in the core map data. - * @param width {number} Width of the tile. - * @param height number} Height of the tile. - */ - function Tile(game, tilemap, index, width, height) { - /** - * The virtual mass of the tile. - * @type {number} - */ - this.mass = 1.0; - /** - * Indicating collide with any object on the left. - * @type {bool} - */ - this.collideLeft = false; - /** - * Indicating collide with any object on the right. - * @type {bool} - */ - this.collideRight = false; - /** - * Indicating collide with any object on the top. - * @type {bool} - */ - this.collideUp = false; - /** - * Indicating collide with any object on the bottom. - * @type {bool} - */ - this.collideDown = false; - /** - * Enable separation at x-axis. - * @type {bool} - */ - this.separateX = true; - /** - * Enable separation at y-axis. - * @type {bool} - */ - this.separateY = true; - this.game = game; - this.tilemap = tilemap; - this.index = index; - this.width = width; - this.height = height; - this.allowCollisions = Phaser.Types.NONE; - } - Tile.prototype.destroy = /** - * Clean up memory. - */ - function () { - this.tilemap = null; - }; - Tile.prototype.setCollision = /** - * Set collision configs. - * @param collision {number} Bit field of flags. (see Tile.allowCollision) - * @param resetCollisions {bool} Reset collision flags before set. - * @param separateX {bool} Enable seprate at x-axis. - * @param separateY {bool} Enable seprate at y-axis. - */ - function (collision, resetCollisions, separateX, separateY) { - if(resetCollisions) { - this.resetCollision(); - } - this.separateX = separateX; - this.separateY = separateY; - this.allowCollisions = collision; - if(collision & Phaser.Types.ANY) { - this.collideLeft = true; - this.collideRight = true; - this.collideUp = true; - this.collideDown = true; - return; - } - if(collision & Phaser.Types.LEFT || collision & Phaser.Types.WALL) { - this.collideLeft = true; - } - if(collision & Phaser.Types.RIGHT || collision & Phaser.Types.WALL) { - this.collideRight = true; - } - if(collision & Phaser.Types.UP || collision & Phaser.Types.CEILING) { - this.collideUp = true; - } - if(collision & Phaser.Types.DOWN || collision & Phaser.Types.CEILING) { - this.collideDown = true; - } - }; - Tile.prototype.resetCollision = /** - * Reset collision status flags. - */ - function () { - this.allowCollisions = Phaser.Types.NONE; - this.collideLeft = false; - this.collideRight = false; - this.collideUp = false; - this.collideDown = false; - }; - Tile.prototype.toString = /** - * Returns a string representation of this object. - * @method toString - * @return {string} a string representation of the object. - **/ - function () { - return "[{Tile (index=" + this.index + " collisions=" + this.allowCollisions + " width=" + this.width + " height=" + this.height + ")}]"; - }; - return Tile; - })(); - Phaser.Tile = Tile; -})(Phaser || (Phaser = {})); diff --git a/wip/TS Source/tilemap/Tilemap.js b/wip/TS Source/tilemap/Tilemap.js deleted file mode 100644 index 8fdea412..00000000 --- a/wip/TS Source/tilemap/Tilemap.js +++ /dev/null @@ -1,329 +0,0 @@ -/// -/** -* Phaser - Tilemap -* -* This GameObject allows for the display of a tilemap within the game world. Tile maps consist of an image, tile data and a size. -* Internally it creates a TilemapLayer for each layer in the tilemap. -*/ -var Phaser; -(function (Phaser) { - var Tilemap = (function () { - /** - * Tilemap constructor - * Create a new Tilemap. - * - * @param game {Phaser.Game} Current game instance. - * @param key {string} Asset key for this map. - * @param mapData {string} Data of this map. (a big 2d array, normally in csv) - * @param format {number} Format of this map data, available: Tilemap.FORMAT_CSV or Tilemap.FORMAT_TILED_JSON. - * @param resizeWorld {bool} Resize the world bound automatically based on this tilemap? - * @param tileWidth {number} Width of tiles in this map. - * @param tileHeight {number} Height of tiles in this map. - */ - function Tilemap(game, key, mapData, format, resizeWorld, tileWidth, tileHeight) { - if (typeof resizeWorld === "undefined") { resizeWorld = true; } - if (typeof tileWidth === "undefined") { tileWidth = 0; } - if (typeof tileHeight === "undefined") { tileHeight = 0; } - /** - * z order value of the object. - */ - this.z = -1; - /** - * Render iteration counter - */ - this.renderOrderID = 0; - /** - * Tilemap collision callback. - * @type {function} - */ - this.collisionCallback = null; - this.game = game; - this.type = Phaser.Types.TILEMAP; - this.exists = true; - this.active = true; - this.visible = true; - this.alive = true; - this.z = -1; - this.group = null; - this.name = ''; - this.texture = new Phaser.Display.Texture(this); - this.transform = new Phaser.Components.TransformManager(this); - this.tiles = []; - this.layers = []; - this.mapFormat = format; - switch(format) { - case Tilemap.FORMAT_CSV: - this.parseCSV(game.cache.getText(mapData), key, tileWidth, tileHeight); - break; - case Tilemap.FORMAT_TILED_JSON: - this.parseTiledJSON(game.cache.getText(mapData), key); - break; - } - if(this.currentLayer && resizeWorld) { - this.game.world.setSize(this.currentLayer.widthInPixels, this.currentLayer.heightInPixels, true); - } - } - Tilemap.FORMAT_CSV = 0; - Tilemap.FORMAT_TILED_JSON = 1; - Tilemap.prototype.parseCSV = /** - * Parset csv map data and generate tiles. - * @param data {string} CSV map data. - * @param key {string} Asset key for tileset image. - * @param tileWidth {number} Width of its tile. - * @param tileHeight {number} Height of its tile. - */ - function (data, key, tileWidth, tileHeight) { - var layer = new Phaser.TilemapLayer(this, 0, key, Tilemap.FORMAT_CSV, 'TileLayerCSV' + this.layers.length.toString(), tileWidth, tileHeight); - // Trim any rogue whitespace from the data - data = data.trim(); - var rows = data.split("\n"); - for(var i = 0; i < rows.length; i++) { - var column = rows[i].split(","); - if(column.length > 0) { - layer.addColumn(column); - } - } - layer.updateBounds(); - var tileQuantity = layer.parseTileOffsets(); - this.currentLayer = layer; - this.collisionLayer = layer; - this.layers.push(layer); - this.generateTiles(tileQuantity); - }; - Tilemap.prototype.parseTiledJSON = /** - * Parse JSON map data and generate tiles. - * @param data {string} JSON map data. - * @param key {string} Asset key for tileset image. - */ - function (data, key) { - // Trim any rogue whitespace from the data - data = data.trim(); - var json = JSON.parse(data); - for(var i = 0; i < json.layers.length; i++) { - var layer = new Phaser.TilemapLayer(this, i, key, Tilemap.FORMAT_TILED_JSON, json.layers[i].name, json.tilewidth, json.tileheight); - // Check it's a data layer - if(!json.layers[i].data) { - continue; - } - layer.alpha = json.layers[i].opacity; - layer.visible = json.layers[i].visible; - layer.tileMargin = json.tilesets[0].margin; - layer.tileSpacing = json.tilesets[0].spacing; - var c = 0; - var row; - for(var t = 0; t < json.layers[i].data.length; t++) { - if(c == 0) { - row = []; - } - row.push(json.layers[i].data[t]); - c++; - if(c == json.layers[i].width) { - layer.addColumn(row); - c = 0; - } - } - layer.updateBounds(); - var tileQuantity = layer.parseTileOffsets(); - this.currentLayer = layer; - this.collisionLayer = layer; - this.layers.push(layer); - } - this.generateTiles(tileQuantity); - }; - Tilemap.prototype.generateTiles = /** - * Create tiles of given quantity. - * @param qty {number} Quentity of tiles to be generated. - */ - function (qty) { - for(var i = 0; i < qty; i++) { - this.tiles.push(new Phaser.Tile(this.game, this, i, this.currentLayer.tileWidth, this.currentLayer.tileHeight)); - } - }; - Object.defineProperty(Tilemap.prototype, "widthInPixels", { - get: function () { - return this.currentLayer.widthInPixels; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Tilemap.prototype, "heightInPixels", { - get: function () { - return this.currentLayer.heightInPixels; - }, - enumerable: true, - configurable: true - }); - Tilemap.prototype.setCollisionCallback = // Tile Collision - /** - * Set callback to be called when this tilemap collides. - * @param context {object} Callback will be called with this context. - * @param callback {function} Callback function. - */ - function (context, callback) { - this.collisionCallbackContext = context; - this.collisionCallback = callback; - }; - Tilemap.prototype.setCollisionRange = /** - * Set collision configs of tiles in a range index. - * @param start {number} First index of tiles. - * @param end {number} Last index of tiles. - * @param collision {number} Bit field of flags. (see Tile.allowCollision) - * @param resetCollisions {bool} Reset collision flags before set. - * @param separateX {bool} Enable seprate at x-axis. - * @param separateY {bool} Enable seprate at y-axis. - */ - function (start, end, collision, resetCollisions, separateX, separateY) { - if (typeof collision === "undefined") { collision = Phaser.Types.ANY; } - if (typeof resetCollisions === "undefined") { resetCollisions = false; } - if (typeof separateX === "undefined") { separateX = true; } - if (typeof separateY === "undefined") { separateY = true; } - for(var i = start; i < end; i++) { - this.tiles[i].setCollision(collision, resetCollisions, separateX, separateY); - } - }; - Tilemap.prototype.setCollisionByIndex = /** - * Set collision configs of tiles with given index. - * @param values {number[]} Index array which contains all tile indexes. The tiles with those indexes will be setup with rest parameters. - * @param collision {number} Bit field of flags. (see Tile.allowCollision) - * @param resetCollisions {bool} Reset collision flags before set. - * @param separateX {bool} Enable seprate at x-axis. - * @param separateY {bool} Enable seprate at y-axis. - */ - function (values, collision, resetCollisions, separateX, separateY) { - if (typeof collision === "undefined") { collision = Phaser.Types.ANY; } - if (typeof resetCollisions === "undefined") { resetCollisions = false; } - if (typeof separateX === "undefined") { separateX = true; } - if (typeof separateY === "undefined") { separateY = true; } - for(var i = 0; i < values.length; i++) { - this.tiles[values[i]].setCollision(collision, resetCollisions, separateX, separateY); - } - }; - Tilemap.prototype.getTileByIndex = // Tile Management - /** - * Get the tile by its index. - * @param value {number} Index of the tile you want to get. - * @return {Tile} The tile with given index. - */ - function (value) { - if(this.tiles[value]) { - return this.tiles[value]; - } - return null; - }; - Tilemap.prototype.getTile = /** - * Get the tile located at specific position and layer. - * @param x {number} X position of this tile located. - * @param y {number} Y position of this tile located. - * @param [layer] {number} layer of this tile located. - * @return {Tile} The tile with specific properties. - */ - function (x, y, layer) { - if (typeof layer === "undefined") { layer = this.currentLayer.ID; } - return this.tiles[this.layers[layer].getTileIndex(x, y)]; - }; - Tilemap.prototype.getTileFromWorldXY = /** - * Get the tile located at specific position (in world coordinate) and layer. (thus you give a position of a point which is within the tile) - * @param x {number} X position of the point in target tile. - * @param x {number} Y position of the point in target tile. - * @param [layer] {number} layer of this tile located. - * @return {Tile} The tile with specific properties. - */ - function (x, y, layer) { - if (typeof layer === "undefined") { layer = this.currentLayer.ID; } - return this.tiles[this.layers[layer].getTileFromWorldXY(x, y)]; - }; - Tilemap.prototype.getTileFromInputXY = /** - * Gets the tile underneath the Input.x/y position - * @param layer The layer to check, defaults to 0 - * @returns {Tile} - */ - function (layer) { - if (typeof layer === "undefined") { layer = this.currentLayer.ID; } - return this.tiles[this.layers[layer].getTileFromWorldXY(this.game.input.worldX, this.game.input.worldY)]; - }; - Tilemap.prototype.getTileOverlaps = /** - * Get tiles overlaps the given object. - * @param object {GameObject} Tiles you want to get that overlaps this. - * @return {array} Array with tiles information. (Each contains x, y and the tile.) - */ - function (object) { - return this.currentLayer.getTileOverlaps(object); - }; - Tilemap.prototype.collide = // COLLIDE - /** - * Check whether this tilemap collides with the given game object or group of objects. - * @param objectOrGroup {function} Target object of group you want to check. - * @param callback {function} This is called if objectOrGroup collides the tilemap. - * @param context {object} Callback will be called with this context. - * @return {bool} Return true if this collides with given object, otherwise return false. - */ - function (objectOrGroup, callback, context) { - if (typeof objectOrGroup === "undefined") { objectOrGroup = null; } - if (typeof callback === "undefined") { callback = null; } - if (typeof context === "undefined") { context = null; } - if(callback !== null && context !== null) { - this.collisionCallback = callback; - this.collisionCallbackContext = context; - } - if(objectOrGroup == null) { - objectOrGroup = this.game.world.group; - } - // Group? - if(objectOrGroup.isGroup == false) { - this.collideGameObject(objectOrGroup); - } else { - objectOrGroup.forEachAlive(this, this.collideGameObject, true); - } - }; - Tilemap.prototype.collideGameObject = /** - * Check whether this tilemap collides with the given game object. - * @param object {GameObject} Target object you want to check. - * @return {bool} Return true if this collides with given object, otherwise return false. - */ - function (object) { - if(object.body.type == Phaser.Types.BODY_DYNAMIC && object.exists == true && object.body.allowCollisions != Phaser.Types.NONE) { - this._tempCollisionData = this.collisionLayer.getTileOverlaps(object); - if(this.collisionCallback !== null && this._tempCollisionData.length > 0) { - this.collisionCallback.call(this.collisionCallbackContext, object, this._tempCollisionData); - } - return true; - } else { - return false; - } - }; - Tilemap.prototype.putTile = /** - * Set a tile to a specific layer. - * @param x {number} X position of this tile. - * @param y {number} Y position of this tile. - * @param index {number} The index of this tile type in the core map data. - * @param [layer] {number} which layer you want to set the tile to. - */ - function (x, y, index, layer) { - if (typeof layer === "undefined") { layer = this.currentLayer.ID; } - this.layers[layer].putTile(x, y, index); - }; - Tilemap.prototype.preUpdate = /** - * Can be over-ridden if required - */ - function () { - }; - Tilemap.prototype.update = /** - * Can be over-ridden if required - */ - function () { - }; - Tilemap.prototype.postUpdate = /** - * Can be over-ridden if required - */ - function () { - }; - Tilemap.prototype.destroy = function () { - this.texture = null; - this.transform = null; - this.tiles.length = 0; - this.layers.length = 0; - }; - return Tilemap; - })(); - Phaser.Tilemap = Tilemap; -})(Phaser || (Phaser = {})); diff --git a/wip/TS Source/tilemap/TilemapLayer.js b/wip/TS Source/tilemap/TilemapLayer.js deleted file mode 100644 index 20046537..00000000 --- a/wip/TS Source/tilemap/TilemapLayer.js +++ /dev/null @@ -1,369 +0,0 @@ -/// -/** -* Phaser - TilemapLayer -* -* A Tilemap Layer. Tiled format maps can have multiple overlapping layers. -*/ -var Phaser; -(function (Phaser) { - var TilemapLayer = (function () { - /** - * TilemapLayer constructor - * Create a new TilemapLayer. - * - * @param parent {Tilemap} The tilemap that contains this layer. - * @param id {number} The ID of this layer within the Tilemap array. - * @param key {string} Asset key for this map. - * @param mapFormat {number} Format of this map data, available: Tilemap.FORMAT_CSV or Tilemap.FORMAT_TILED_JSON. - * @param name {string} Name of this layer, so you can get this layer by its name. - * @param tileWidth {number} Width of tiles in this map. - * @param tileHeight {number} Height of tiles in this map. - */ - function TilemapLayer(parent, id, key, mapFormat, name, tileWidth, tileHeight) { - /** - * Controls whether update() and draw() are automatically called. - * @type {bool} - */ - this.exists = true; - /** - * Controls whether draw() are automatically called. - * @type {bool} - */ - this.visible = true; - /** - * How many tiles in each row. - * Read-only variable, do NOT recommend changing after the map is loaded! - * @type {number} - */ - this.widthInTiles = 0; - /** - * How many tiles in each column. - * Read-only variable, do NOT recommend changing after the map is loaded! - * @type {number} - */ - this.heightInTiles = 0; - /** - * Read-only variable, do NOT recommend changing after the map is loaded! - * @type {number} - */ - this.widthInPixels = 0; - /** - * Read-only variable, do NOT recommend changing after the map is loaded! - * @type {number} - */ - this.heightInPixels = 0; - /** - * Distance between REAL tiles to the tileset texture bound. - * @type {number} - */ - this.tileMargin = 0; - /** - * Distance between every 2 neighbor tile in the tileset texture. - * @type {number} - */ - this.tileSpacing = 0; - this.parent = parent; - this.game = parent.game; - this.ID = id; - this.name = name; - this.mapFormat = mapFormat; - this.tileWidth = tileWidth; - this.tileHeight = tileHeight; - this.boundsInTiles = new Phaser.Rectangle(); - this.texture = new Phaser.Display.Texture(this); - this.transform = new Phaser.Components.TransformManager(this); - if(key !== null) { - this.texture.loadImage(key, false); - } else { - this.texture.opaque = true; - } - // Handy proxies - this.alpha = this.texture.alpha; - this.mapData = []; - this._tempTileBlock = []; - } - TilemapLayer.prototype.putTileWorldXY = /** - * Set a specific tile with its x and y in tiles. - * @param x {number} X position of this tile in world coordinates. - * @param y {number} Y position of this tile in world coordinates. - * @param index {number} The index of this tile type in the core map data. - */ - function (x, y, index) { - x = this.game.math.snapToFloor(x, this.tileWidth) / this.tileWidth; - y = this.game.math.snapToFloor(y, this.tileHeight) / this.tileHeight; - if(y >= 0 && y < this.mapData.length) { - if(x >= 0 && x < this.mapData[y].length) { - this.mapData[y][x] = index; - } - } - }; - TilemapLayer.prototype.putTile = /** - * Set a specific tile with its x and y in tiles. - * @param x {number} X position of this tile. - * @param y {number} Y position of this tile. - * @param index {number} The index of this tile type in the core map data. - */ - function (x, y, index) { - if(y >= 0 && y < this.mapData.length) { - if(x >= 0 && x < this.mapData[y].length) { - this.mapData[y][x] = index; - } - } - }; - TilemapLayer.prototype.swapTile = /** - * Swap tiles with 2 kinds of indexes. - * @param tileA {number} First tile index. - * @param tileB {number} Second tile index. - * @param [x] {number} specify a Rectangle of tiles to operate. The x position in tiles of Rectangle's left-top corner. - * @param [y] {number} specify a Rectangle of tiles to operate. The y position in tiles of Rectangle's left-top corner. - * @param [width] {number} specify a Rectangle of tiles to operate. The width in tiles. - * @param [height] {number} specify a Rectangle of tiles to operate. The height in tiles. - */ - function (tileA, tileB, x, y, width, height) { - if (typeof x === "undefined") { x = 0; } - if (typeof y === "undefined") { y = 0; } - if (typeof width === "undefined") { width = this.widthInTiles; } - if (typeof height === "undefined") { height = this.heightInTiles; } - this.getTempBlock(x, y, width, height); - for(var r = 0; r < this._tempTileBlock.length; r++) { - // First sweep marking tileA as needing a new index - if(this._tempTileBlock[r].tile.index == tileA) { - this._tempTileBlock[r].newIndex = true; - } - // In the same pass we can swap tileB to tileA - if(this._tempTileBlock[r].tile.index == tileB) { - this.mapData[this._tempTileBlock[r].y][this._tempTileBlock[r].x] = tileA; - } - } - for(var r = 0; r < this._tempTileBlock.length; r++) { - // And now swap our newIndex tiles for tileB - if(this._tempTileBlock[r].newIndex == true) { - this.mapData[this._tempTileBlock[r].y][this._tempTileBlock[r].x] = tileB; - } - } - }; - TilemapLayer.prototype.fillTile = /** - * Fill a tile block with a specific tile index. - * @param index {number} Index of tiles you want to fill with. - * @param [x] {number} x position (in tiles) of block's left-top corner. - * @param [y] {number} y position (in tiles) of block's left-top corner. - * @param [width] {number} width of block. - * @param [height] {number} height of block. - */ - function (index, x, y, width, height) { - if (typeof x === "undefined") { x = 0; } - if (typeof y === "undefined") { y = 0; } - if (typeof width === "undefined") { width = this.widthInTiles; } - if (typeof height === "undefined") { height = this.heightInTiles; } - this.getTempBlock(x, y, width, height); - for(var r = 0; r < this._tempTileBlock.length; r++) { - this.mapData[this._tempTileBlock[r].y][this._tempTileBlock[r].x] = index; - } - }; - TilemapLayer.prototype.randomiseTiles = /** - * Set random tiles to a specific tile block. - * @param tiles {number[]} Tiles with indexes in this array will be randomly set to the given block. - * @param [x] {number} x position (in tiles) of block's left-top corner. - * @param [y] {number} y position (in tiles) of block's left-top corner. - * @param [width] {number} width of block. - * @param [height] {number} height of block. - */ - function (tiles, x, y, width, height) { - if (typeof x === "undefined") { x = 0; } - if (typeof y === "undefined") { y = 0; } - if (typeof width === "undefined") { width = this.widthInTiles; } - if (typeof height === "undefined") { height = this.heightInTiles; } - this.getTempBlock(x, y, width, height); - for(var r = 0; r < this._tempTileBlock.length; r++) { - this.mapData[this._tempTileBlock[r].y][this._tempTileBlock[r].x] = this.game.math.getRandom(tiles); - } - }; - TilemapLayer.prototype.replaceTile = /** - * Replace one kind of tiles to another kind. - * @param tileA {number} Index of tiles you want to replace. - * @param tileB {number} Index of tiles you want to set. - * @param [x] {number} x position (in tiles) of block's left-top corner. - * @param [y] {number} y position (in tiles) of block's left-top corner. - * @param [width] {number} width of block. - * @param [height] {number} height of block. - */ - function (tileA, tileB, x, y, width, height) { - if (typeof x === "undefined") { x = 0; } - if (typeof y === "undefined") { y = 0; } - if (typeof width === "undefined") { width = this.widthInTiles; } - if (typeof height === "undefined") { height = this.heightInTiles; } - this.getTempBlock(x, y, width, height); - for(var r = 0; r < this._tempTileBlock.length; r++) { - if(this._tempTileBlock[r].tile.index == tileA) { - this.mapData[this._tempTileBlock[r].y][this._tempTileBlock[r].x] = tileB; - } - } - }; - TilemapLayer.prototype.getTileBlock = /** - * Get a tile block with specific position and size.(both are in tiles) - * @param x {number} X position of block's left-top corner. - * @param y {number} Y position of block's left-top corner. - * @param width {number} Width of block. - * @param height {number} Height of block. - */ - function (x, y, width, height) { - var output = []; - this.getTempBlock(x, y, width, height); - for(var r = 0; r < this._tempTileBlock.length; r++) { - output.push({ - x: this._tempTileBlock[r].x, - y: this._tempTileBlock[r].y, - tile: this._tempTileBlock[r].tile - }); - } - return output; - }; - TilemapLayer.prototype.getTileFromWorldXY = /** - * Get a tile with specific position (in world coordinate). (thus you give a position of a point which is within the tile) - * @param x {number} X position of the point in target tile. - * @param x {number} Y position of the point in target tile. - */ - function (x, y) { - x = this.game.math.snapToFloor(x, this.tileWidth) / this.tileWidth; - y = this.game.math.snapToFloor(y, this.tileHeight) / this.tileHeight; - return this.getTileIndex(x, y); - }; - TilemapLayer.prototype.getTileOverlaps = /** - * Get tiles overlaps the given object. - * @param object {GameObject} Tiles you want to get that overlaps this. - * @return {array} Array with tiles informations. (Each contains x, y and the tile.) - */ - function (object) { - // If the object is outside of the world coordinates then abort the check (tilemap has to exist within world bounds) - if(object.body.bounds.x < 0 || object.body.bounds.x > this.widthInPixels || object.body.bounds.y < 0 || object.body.bounds.bottom > this.heightInPixels) { - return; - } - // What tiles do we need to check against? - this._tempTileX = this.game.math.snapToFloor(object.body.bounds.x, this.tileWidth) / this.tileWidth; - this._tempTileY = this.game.math.snapToFloor(object.body.bounds.y, this.tileHeight) / this.tileHeight; - this._tempTileW = (this.game.math.snapToCeil(object.body.bounds.width, this.tileWidth) + this.tileWidth) / this.tileWidth; - this._tempTileH = (this.game.math.snapToCeil(object.body.bounds.height, this.tileHeight) + this.tileHeight) / this.tileHeight; - // Loop through the tiles we've got and check overlaps accordingly (the results are stored in this._tempTileBlock) - this._tempBlockResults = []; - this.getTempBlock(this._tempTileX, this._tempTileY, this._tempTileW, this._tempTileH, true); - /* - for (var r = 0; r < this._tempTileBlock.length; r++) - { - if (this.game.world.physics.separateTile(object, this._tempTileBlock[r].x * this.tileWidth, this._tempTileBlock[r].y * this.tileHeight, this.tileWidth, this.tileHeight, this._tempTileBlock[r].tile.mass, this._tempTileBlock[r].tile.collideLeft, this._tempTileBlock[r].tile.collideRight, this._tempTileBlock[r].tile.collideUp, this._tempTileBlock[r].tile.collideDown, this._tempTileBlock[r].tile.separateX, this._tempTileBlock[r].tile.separateY) == true) - { - this._tempBlockResults.push({ x: this._tempTileBlock[r].x, y: this._tempTileBlock[r].y, tile: this._tempTileBlock[r].tile }); - } - } - */ - return this._tempBlockResults; - }; - TilemapLayer.prototype.getTempBlock = /** - * Get a tile block with its position and size. (This method does not return, it'll set result to _tempTileBlock) - * @param x {number} X position of block's left-top corner. - * @param y {number} Y position of block's left-top corner. - * @param width {number} Width of block. - * @param height {number} Height of block. - * @param collisionOnly {bool} Whethor or not ONLY return tiles which will collide (its allowCollisions value is not Collision.NONE). - */ - function (x, y, width, height, collisionOnly) { - if (typeof collisionOnly === "undefined") { collisionOnly = false; } - if(x < 0) { - x = 0; - } - if(y < 0) { - y = 0; - } - if(width > this.widthInTiles) { - width = this.widthInTiles; - } - if(height > this.heightInTiles) { - height = this.heightInTiles; - } - this._tempTileBlock = []; - for(var ty = y; ty < y + height; ty++) { - for(var tx = x; tx < x + width; tx++) { - if(collisionOnly) { - // We only want to consider the tile for checking if you can actually collide with it - if(this.mapData[ty] && this.mapData[ty][tx] && this.parent.tiles[this.mapData[ty][tx]].allowCollisions != Phaser.Types.NONE) { - this._tempTileBlock.push({ - x: tx, - y: ty, - tile: this.parent.tiles[this.mapData[ty][tx]] - }); - } - } else { - if(this.mapData[ty] && this.mapData[ty][tx]) { - this._tempTileBlock.push({ - x: tx, - y: ty, - tile: this.parent.tiles[this.mapData[ty][tx]] - }); - } - } - } - } - }; - TilemapLayer.prototype.getTileIndex = /** - * Get the tile index of specific position (in tiles). - * @param x {number} X position of the tile. - * @param y {number} Y position of the tile. - * @return {number} Index of the tile at that position. Return null if there isn't a tile there. - */ - function (x, y) { - if(y >= 0 && y < this.mapData.length) { - if(x >= 0 && x < this.mapData[y].length) { - return this.mapData[y][x]; - } - } - return null; - }; - TilemapLayer.prototype.addColumn = /** - * Add a column of tiles into the layer. - * @param column {string[]/number[]} An array of tile indexes to be added. - */ - function (column) { - var data = []; - for(var c = 0; c < column.length; c++) { - data[c] = parseInt(column[c]); - } - if(this.widthInTiles == 0) { - this.widthInTiles = data.length; - this.widthInPixels = this.widthInTiles * this.tileWidth; - } - this.mapData.push(data); - this.heightInTiles++; - this.heightInPixels += this.tileHeight; - }; - TilemapLayer.prototype.updateBounds = /** - * Update boundsInTiles with widthInTiles and heightInTiles. - */ - function () { - this.boundsInTiles.setTo(0, 0, this.widthInTiles, this.heightInTiles); - }; - TilemapLayer.prototype.parseTileOffsets = /** - * Parse tile offsets from map data. - * @return {number} length of tileOffsets array. - */ - function () { - this.tileOffsets = []; - var i = 0; - if(this.mapFormat == Phaser.Tilemap.FORMAT_TILED_JSON) { - // For some reason Tiled counts from 1 not 0 - this.tileOffsets[0] = null; - i = 1; - } - for(var ty = this.tileMargin; ty < this.texture.height; ty += (this.tileHeight + this.tileSpacing)) { - for(var tx = this.tileMargin; tx < this.texture.width; tx += (this.tileWidth + this.tileSpacing)) { - this.tileOffsets[i] = { - x: tx, - y: ty - }; - i++; - } - } - return this.tileOffsets.length; - }; - return TilemapLayer; - })(); - Phaser.TilemapLayer = TilemapLayer; -})(Phaser || (Phaser = {})); diff --git a/wip/TS Source/time/TimeManager.js b/wip/TS Source/time/TimeManager.js deleted file mode 100644 index 67509ecf..00000000 --- a/wip/TS Source/time/TimeManager.js +++ /dev/null @@ -1,221 +0,0 @@ -/// -/** -* @author Richard Davey -* @copyright 2013 Photon Storm Ltd. -* @license https://github.com/photonstorm/phaser/blob/master/license.txt MIT License -* @module Phaser -*/ -var Phaser; -(function (Phaser) { - var TimeManager = (function () { - /** - * This is the core internal game clock. It manages the elapsed time and calculation of delta values, - * used for game object motion and tweens. - * - * @class TimeManager - * @constructor - * @param {Phaser.Game} game A reference to the currently running game. - */ - function TimeManager(game) { - /** - * Number of milliseconds elapsed since the last frame update. - * @property elapsed - * @public - * @type {Number} - */ - //public elapsed: number = 0; - /** - * The elapsed time calculated for the physics motion updates. - * @property physicsElapsed - * @public - * @type {Number} - */ - this.physicsElapsed = 0; - /** - * Game time counter. - * @property time - * @public - * @type {Number} - */ - this.time = 0; - /** - * Records how long the game has been paused for. Is reset each time the game pauses. - * @property pausedTime - * @public - * @type {Number} - */ - this.pausedTime = 0; - /** - * The time right now. - * @property now - * @public - * @type {Number} - */ - this.now = 0; - /** - * Elapsed time since the last frame. - * @property delta - * @public - * @type {Number} - */ - this.delta = 0; - /** - * Frames per second. - * @property fps - * @public - * @type {Number} - */ - this.fps = 0; - /** - * The lowest rate the fps has dropped to. - * @property fpsMin - * @public - * @type {Number} - */ - this.fpsMin = 1000; - /** - * The highest rate the fps has reached (usually no higher than 60fps). - * @property fpsMax - * @public - * @type {Number} - */ - this.fpsMax = 0; - /** - * The minimum amount of time the game has taken between two frames. - * @property msMin - * @public - * @type {Number} - */ - this.msMin = 1000; - /** - * The maximum amount of time the game has taken between two frames. - * @property msMax - * @public - * @type {Number} - */ - this.msMax = 0; - /** - * The number of frames record in the last second. - * @property frames - * @public - * @type {Number} - */ - this.frames = 0; - /** - * The time (in ms) that the last second counter ticked over. - * @property _timeLastSecond - * @private - * @type {Number} - */ - this._timeLastSecond = 0; - /** - * Records how long the game was paused for in miliseconds. - * @property pauseDuration - * @public - * @type {Number} - */ - this.pauseDuration = 0; - /** - * The time the game started being paused. - * @property _pauseStarted - * @private - * @type {Number} - */ - this._pauseStarted = 0; - this.game = game; - this._started = 0; - this._timeLastSecond = this._started; - this.time = this._started; - this.game.onPause.add(this.gamePaused, this); - this.game.onResume.add(this.gameResumed, this); - } - Object.defineProperty(TimeManager.prototype, "totalElapsedSeconds", { - get: /** - * The number of seconds that have elapsed since the game was started. - * @method totalElapsedSeconds - * @return {Number} - */ - function () { - return (this.now - this._started) * 0.001; - }, - enumerable: true, - configurable: true - }); - TimeManager.prototype.update = /** - * Update clock and calculate the fps. - * This is called automatically by Game._raf - * @method update - * @param {Number} raf The current timestamp, either performance.now or Date.now - */ - function (raf) { - this.now = raf// mark - ; - this.delta = this.now - this.time// elapsedMS - ; - this.msMin = Math.min(this.msMin, this.delta); - this.msMax = Math.max(this.msMax, this.delta); - this.frames++; - if(this.now > this._timeLastSecond + 1000) { - this.fps = Math.round((this.frames * 1000) / (this.now - this._timeLastSecond)); - this.fpsMin = Math.min(this.fpsMin, this.fps); - this.fpsMax = Math.max(this.fpsMax, this.fps); - this._timeLastSecond = this.now; - this.frames = 0; - } - this.time = this.now// _total - ; - this.physicsElapsed = 1.0 * (this.delta / 1000); - // Paused? - if(this.game.paused) { - this.pausedTime = this.now - this._pauseStarted; - } - }; - TimeManager.prototype.gamePaused = /** - * Called when the game enters a paused state. - * @method gamePaused - * @private - */ - function () { - this._pauseStarted = this.now; - }; - TimeManager.prototype.gameResumed = /** - * Called when the game resumes from a paused state. - * @method gameResumed - * @private - */ - function () { - // Level out the delta timer to avoid spikes - this.delta = 0; - this.physicsElapsed = 0; - this.time = Date.now(); - this.pauseDuration = this.pausedTime; - }; - TimeManager.prototype.elapsedSince = /** - * How long has passed since the given time. - * @method elapsedSince - * @param {Number} since The time you want to measure against. - * @return {Number} The difference between the given time and now. - */ - function (since) { - return this.now - since; - }; - TimeManager.prototype.elapsedSecondsSince = /** - * How long has passed since the given time (in seconds). - * @method elapsedSecondsSince - * @param {Number} since The time you want to measure (in seconds). - * @return {Number} Duration between given time and now (in seconds). - */ - function (since) { - return (this.now - since) * 0.001; - }; - TimeManager.prototype.reset = /** - * Resets the private _started value to now. - * @method reset - */ - function () { - this._started = this.now; - }; - return TimeManager; - })(); - Phaser.TimeManager = TimeManager; -})(Phaser || (Phaser = {})); diff --git a/wip/TS Source/tweens/Tween.js b/wip/TS Source/tweens/Tween.js deleted file mode 100644 index 880c2eec..00000000 --- a/wip/TS Source/tweens/Tween.js +++ /dev/null @@ -1,305 +0,0 @@ -/// -/** -* Phaser - Tween -* -* Based heavily on tween.js by sole (https://github.com/sole/tween.js) converted to TypeScript and integrated into Phaser -*/ -var Phaser; -(function (Phaser) { - var Tween = (function () { - /** - * Tween constructor - * Create a new Tween. - * - * @param object {object} Target object will be affected by this tween. - * @param game {Phaser.Game} Current game instance. - */ - function Tween(object, game) { - /** - * Reference to the target object. - * @type {object} - */ - this._object = null; - this._pausedTime = 0; - /** - * Start values container. - * @type {object} - */ - this._valuesStart = { - }; - /** - * End values container. - * @type {object} - */ - this._valuesEnd = { - }; - /** - * How long this tween will perform. - * @type {number} - */ - this._duration = 1000; - this._delayTime = 0; - this._startTime = null; - /** - * Will this tween automatically restart when it completes? - * @type {bool} - */ - this._loop = false; - /** - * A yoyo tween is one that plays once fully, then reverses back to the original tween values before completing. - * @type {bool} - */ - this._yoyo = false; - this._yoyoCount = 0; - /** - * Contains chained tweens. - * @type {Tweens[]} - */ - this._chainedTweens = []; - this.isRunning = false; - this._object = object; - this.game = game; - this._manager = this.game.tweens; - this._interpolationFunction = this.game.math.linearInterpolation; - this._easingFunction = Phaser.Easing.Linear.None; - this._chainedTweens = []; - this.onStart = new Phaser.Signal(); - this.onUpdate = new Phaser.Signal(); - this.onComplete = new Phaser.Signal(); - } - Tween.prototype.to = /** - * Configure the Tween - * @param properties {object} Propertis you want to tween. - * @param [duration] {number} duration of this tween. - * @param [ease] {any} Easing function. - * @param [autoStart] {bool} Whether this tween will start automatically or not. - * @param [delay] {number} delay before this tween will start, defaults to 0 (no delay) - * @param [loop] {bool} Should the tween automatically restart once complete? (ignores any chained tweens) - * @return {Tween} Itself. - */ - function (properties, duration, ease, autoStart, delay, loop, yoyo) { - if (typeof duration === "undefined") { duration = 1000; } - if (typeof ease === "undefined") { ease = null; } - if (typeof autoStart === "undefined") { autoStart = false; } - if (typeof delay === "undefined") { delay = 0; } - if (typeof loop === "undefined") { loop = false; } - if (typeof yoyo === "undefined") { yoyo = false; } - this._duration = duration; - // If properties isn't an object this will fail, sanity check it here somehow? - this._valuesEnd = properties; - if(ease !== null) { - this._easingFunction = ease; - } - if(delay > 0) { - this._delayTime = delay; - } - this._loop = loop; - this._yoyo = yoyo; - this._yoyoCount = 0; - if(autoStart === true) { - return this.start(); - } else { - return this; - } - }; - Tween.prototype.loop = function (value) { - this._loop = value; - return this; - }; - Tween.prototype.yoyo = function (value) { - this._yoyo = value; - this._yoyoCount = 0; - return this; - }; - Tween.prototype.start = /** - * Start to tween. - */ - function (looped) { - if (typeof looped === "undefined") { looped = false; } - if(this.game === null || this._object === null) { - return; - } - if(looped == false) { - this._manager.add(this); - this.onStart.dispatch(this._object); - } - this._startTime = this.game.time.now + this._delayTime; - this.isRunning = true; - for(var property in this._valuesEnd) { - // This prevents the interpolation of null values or of non-existing properties - if(this._object[property] === null || !(property in this._object)) { - throw Error('Phaser.Tween interpolation of null value of non-existing property'); - continue; - } - // check if an Array was provided as property value - if(this._valuesEnd[property] instanceof Array) { - if(this._valuesEnd[property].length === 0) { - continue; - } - // create a local copy of the Array with the start value at the front - this._valuesEnd[property] = [ - this._object[property] - ].concat(this._valuesEnd[property]); - } - if(looped == false) { - this._valuesStart[property] = this._object[property]; - } - } - return this; - }; - Tween.prototype.reverse = function () { - var tempObj = { - }; - for(var property in this._valuesStart) { - tempObj[property] = this._valuesStart[property]; - this._valuesStart[property] = this._valuesEnd[property]; - this._valuesEnd[property] = tempObj[property]; - } - this._yoyoCount++; - return this.start(true); - }; - Tween.prototype.reset = function () { - // Reset the properties back to what they were before - for(var property in this._valuesStart) { - this._object[property] = this._valuesStart[property]; - } - return this.start(true); - }; - Tween.prototype.clear = function () { - this._chainedTweens = []; - this.onStart.removeAll(); - this.onUpdate.removeAll(); - this.onComplete.removeAll(); - return this; - }; - Tween.prototype.stop = /** - * Stop tweening. - */ - function () { - if(this._manager !== null) { - this._manager.remove(this); - } - this.isRunning = false; - this.onComplete.dispose(); - return this; - }; - Object.defineProperty(Tween.prototype, "parent", { - set: function (value) { - this.game = value; - this._manager = this.game.tweens; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Tween.prototype, "delay", { - get: function () { - return this._delayTime; - }, - set: function (amount) { - this._delayTime = amount; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Tween.prototype, "easing", { - get: function () { - return this._easingFunction; - }, - set: function (easing) { - this._easingFunction = easing; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Tween.prototype, "interpolation", { - get: function () { - return this._interpolationFunction; - }, - set: function (interpolation) { - this._interpolationFunction = interpolation; - }, - enumerable: true, - configurable: true - }); - Tween.prototype.chain = /** - * Add another chained tween, which will start automatically when the one before it completes. - * @param tween {Phaser.Tween} Tween object you want to chain with this. - * @return {Phaser.Tween} Itselfe. - */ - function (tween) { - this._chainedTweens.push(tween); - return this; - }; - Tween.prototype.pause = function () { - this._paused = true; - }; - Tween.prototype.resume = function () { - this._paused = false; - this._startTime += this.game.time.pauseDuration; - }; - Tween.prototype.update = /** - * Update tweening. - * @param time {number} Current time from game clock. - * @return {bool} Return false if this completed and no need to update, otherwise return true. - */ - function (time) { - if(this._paused || time < this._startTime) { - return true; - } - this._tempElapsed = (time - this._startTime) / this._duration; - this._tempElapsed = this._tempElapsed > 1 ? 1 : this._tempElapsed; - this._tempValue = this._easingFunction(this._tempElapsed); - for(var property in this._valuesStart) { - // Add checks for object, array, numeric up front - if(this._valuesEnd[property] instanceof Array) { - this._object[property] = this._interpolationFunction(this._valuesEnd[property], this._tempValue); - } else { - this._object[property] = this._valuesStart[property] + (this._valuesEnd[property] - this._valuesStart[property]) * this._tempValue; - } - } - this.onUpdate.dispatch(this._object, this._tempValue); - if(this._tempElapsed == 1) { - // Yoyo? - if(this._yoyo) { - if(this._yoyoCount == 0) { - // Reverse the tween - this.reverse(); - return true; - } else { - // We've yoyo'd once already, quit? - if(this._loop == false) { - this.onComplete.dispatch(this._object); - for(var i = 0; i < this._chainedTweens.length; i++) { - this._chainedTweens[i].start(); - } - return false; - } else { - // YoYo and Loop are both on - this._yoyoCount = 0; - this.reverse(); - return true; - } - } - } - // Loop? - if(this._loop) { - this._yoyoCount = 0; - this.reset(); - return true; - } else { - this.onComplete.dispatch(this._object); - for(var i = 0; i < this._chainedTweens.length; i++) { - this._chainedTweens[i].start(); - } - if(this._chainedTweens.length == 0) { - this.isRunning = false; - } - return false; - } - } - return true; - }; - return Tween; - })(); - Phaser.Tween = Tween; -})(Phaser || (Phaser = {})); diff --git a/wip/TS Source/tweens/TweenManager.js b/wip/TS Source/tweens/TweenManager.js deleted file mode 100644 index fb9a39db..00000000 --- a/wip/TS Source/tweens/TweenManager.js +++ /dev/null @@ -1,121 +0,0 @@ -/// -/** -* Phaser - TweenManager -* -* The Game has a single instance of the TweenManager through which all Tween objects are created and updated. -* Tweens are hooked into the game clock and pause system, adjusting based on the game state. -* TweenManager is based heavily on tween.js by sole (http://soledadpenades.com). -* I converted it to TypeScript, swapped the callbacks for signals and patched a few issues with regard -* to properties and completion errors. Please see https://github.com/sole/tween.js for a full list of contributors. -*/ -var Phaser; -(function (Phaser) { - var TweenManager = (function () { - /** - * TweenManager constructor - * @param game {Game} A reference to the current Game. - */ - function TweenManager(game) { - this.game = game; - this._tweens = []; - this.game.onPause.add(this.pauseAll, this); - this.game.onResume.add(this.resumeAll, this); - } - TweenManager.prototype.getAll = /** - * Get all the tween objects in an array. - * @return {Phaser.Tween[]} Array with all tween objects. - */ - function () { - return this._tweens; - }; - TweenManager.prototype.removeAll = /** - * Remove all tween objects. - */ - function () { - this._tweens.length = 0; - }; - TweenManager.prototype.create = /** - * Create a tween object for a specific object. The object can be any JavaScript object or Phaser object such as Sprite. - * - * @param obj {object} Object the tween will be run on. - * @param [localReference] {bool} If true the tween will be stored in the object.tween property so long as it exists. If already set it'll be over-written. - * @return {Phaser.Tween} The newly created tween object. - */ - function (object, localReference) { - if (typeof localReference === "undefined") { localReference = false; } - if(localReference) { - object['tween'] = new Phaser.Tween(object, this.game); - return object['tween']; - } else { - return new Phaser.Tween(object, this.game); - } - }; - TweenManager.prototype.add = /** - * Add a new tween into the TweenManager. - * - * @param tween {Phaser.Tween} The tween object you want to add. - * @return {Phaser.Tween} The tween object you added to the manager. - */ - function (tween) { - tween.parent = this.game; - this._tweens.push(tween); - return tween; - }; - TweenManager.prototype.remove = /** - * Remove a tween from this manager. - * - * @param tween {Phaser.Tween} The tween object you want to remove. - */ - function (tween) { - var i = this._tweens.indexOf(tween); - if(i !== -1) { - this._tweens.splice(i, 1); - } - }; - TweenManager.prototype.update = /** - * Update all the tween objects you added to this manager. - * - * @return {bool} Return false if there's no tween to update, otherwise return true. - */ - function () { - if(this._tweens.length === 0) { - return false; - } - var i = 0; - var numTweens = this._tweens.length; - while(i < numTweens) { - if(this._tweens[i].update(this.game.time.now)) { - i++; - } else { - this._tweens.splice(i, 1); - numTweens--; - } - } - return true; - }; - TweenManager.prototype.pauseAll = function () { - if(this._tweens.length === 0) { - return false; - } - var i = 0; - var numTweens = this._tweens.length; - while(i < numTweens) { - this._tweens[i].pause(); - i++; - } - }; - TweenManager.prototype.resumeAll = function () { - if(this._tweens.length === 0) { - return false; - } - var i = 0; - var numTweens = this._tweens.length; - while(i < numTweens) { - this._tweens[i].resume(); - i++; - } - }; - return TweenManager; - })(); - Phaser.TweenManager = TweenManager; -})(Phaser || (Phaser = {})); diff --git a/wip/TS Source/tweens/easing/Back.js b/wip/TS Source/tweens/easing/Back.js deleted file mode 100644 index 2338405e..00000000 --- a/wip/TS Source/tweens/easing/Back.js +++ /dev/null @@ -1,60 +0,0 @@ -var Phaser; -(function (Phaser) { - /// - /** - * @author Richard Davey - * @author sole (http://soledadpenades.com), tween.js - * @copyright 2013 Photon Storm Ltd. - * @license https://github.com/photonstorm/phaser/blob/master/license.txt MIT License - * @module Phaser - */ - (function (Easing) { - /** - * Back easing methods. - * - * @class Back - */ - var Back = (function () { - function Back() { } - Back.In = /** - * The In ease method. - * - * @method In - * @param {Number} k The value to ease. - * @return {Number} The eased value. - */ - function In(k) { - var s = 1.70158; - return k * k * ((s + 1) * k - s); - }; - Back.Out = /** - * The Out ease method. - * - * @method Out - * @param {Number} k The value to ease. - * @return {Number} The eased value. - */ - function Out(k) { - var s = 1.70158; - return --k * k * ((s + 1) * k + s) + 1; - }; - Back.InOut = /** - * The InOut ease method. - * - * @method InOut - * @param {Number} k The value to ease. - * @return {Number} The eased value. - */ - function InOut(k) { - var s = 1.70158 * 1.525; - if((k *= 2) < 1) { - return 0.5 * (k * k * ((s + 1) * k - s)); - } - return 0.5 * ((k -= 2) * k * ((s + 1) * k + s) + 2); - }; - return Back; - })(); - Easing.Back = Back; - })(Phaser.Easing || (Phaser.Easing = {})); - var Easing = Phaser.Easing; -})(Phaser || (Phaser = {})); diff --git a/wip/TS Source/tweens/easing/Bounce.js b/wip/TS Source/tweens/easing/Bounce.js deleted file mode 100644 index 739968da..00000000 --- a/wip/TS Source/tweens/easing/Bounce.js +++ /dev/null @@ -1,65 +0,0 @@ -var Phaser; -(function (Phaser) { - /// - /** - * @author Richard Davey - * @author sole (http://soledadpenades.com), tween.js - * @copyright 2013 Photon Storm Ltd. - * @license https://github.com/photonstorm/phaser/blob/master/license.txt MIT License - * @module Phaser - */ - (function (Easing) { - /** - * Bounce easing methods. - * - * @class Bounce - */ - var Bounce = (function () { - function Bounce() { } - Bounce.In = /** - * The In ease method. - * - * @method In - * @param {Number} k The value to ease. - * @return {Number} The eased value. - */ - function In(k) { - return 1 - Phaser.Easing.Bounce.Out(1 - k); - }; - Bounce.Out = /** - * The Out ease method. - * - * @method Out - * @param {Number} k The value to ease. - * @return {Number} The eased value. - */ - function Out(k) { - if(k < (1 / 2.75)) { - return 7.5625 * k * k; - } else if(k < (2 / 2.75)) { - return 7.5625 * (k -= (1.5 / 2.75)) * k + 0.75; - } else if(k < (2.5 / 2.75)) { - return 7.5625 * (k -= (2.25 / 2.75)) * k + 0.9375; - } else { - return 7.5625 * (k -= (2.625 / 2.75)) * k + 0.984375; - } - }; - Bounce.InOut = /** - * The InOut ease method. - * - * @method InOut - * @param {Number} k The value to ease. - * @return {Number} The eased value. - */ - function InOut(k) { - if(k < 0.5) { - return Phaser.Easing.Bounce.In(k * 2) * 0.5; - } - return Phaser.Easing.Bounce.Out(k * 2 - 1) * 0.5 + 0.5; - }; - return Bounce; - })(); - Easing.Bounce = Bounce; - })(Phaser.Easing || (Phaser.Easing = {})); - var Easing = Phaser.Easing; -})(Phaser || (Phaser = {})); diff --git a/wip/TS Source/tweens/easing/Circular.js b/wip/TS Source/tweens/easing/Circular.js deleted file mode 100644 index b5452143..00000000 --- a/wip/TS Source/tweens/easing/Circular.js +++ /dev/null @@ -1,29 +0,0 @@ -var Phaser; -(function (Phaser) { - /// - /** - * Phaser - Easing - Circular - * - * For use with Phaser.Tween - */ - (function (Easing) { - var Circular = (function () { - function Circular() { } - Circular.In = function In(k) { - return 1 - Math.sqrt(1 - k * k); - }; - Circular.Out = function Out(k) { - return Math.sqrt(1 - (--k * k)); - }; - Circular.InOut = function InOut(k) { - if((k *= 2) < 1) { - return -0.5 * (Math.sqrt(1 - k * k) - 1); - } - return 0.5 * (Math.sqrt(1 - (k -= 2) * k) + 1); - }; - return Circular; - })(); - Easing.Circular = Circular; - })(Phaser.Easing || (Phaser.Easing = {})); - var Easing = Phaser.Easing; -})(Phaser || (Phaser = {})); diff --git a/wip/TS Source/tweens/easing/Cubic.js b/wip/TS Source/tweens/easing/Cubic.js deleted file mode 100644 index 269c129b..00000000 --- a/wip/TS Source/tweens/easing/Cubic.js +++ /dev/null @@ -1,57 +0,0 @@ -var Phaser; -(function (Phaser) { - /// - /** - * @author Richard Davey - * @author sole (http://soledadpenades.com), tween.js - * @copyright 2013 Photon Storm Ltd. - * @license https://github.com/photonstorm/phaser/blob/master/license.txt MIT License - * @module Phaser - */ - (function (Easing) { - /** - * Cubic easing methods. - * - * @class Cubic - */ - var Cubic = (function () { - function Cubic() { } - Cubic.In = /** - * The In ease method. - * - * @method In - * @param {Number} k The value to ease. - * @return {Number} The eased value. - */ - function In(k) { - return k * k * k; - }; - Cubic.Out = /** - * The Out ease method. - * - * @method Out - * @param {Number} k The value to ease. - * @return {Number} The eased value. - */ - function Out(k) { - return --k * k * k + 1; - }; - Cubic.InOut = /** - * The InOut ease method. - * - * @method InOut - * @param {Number} k The value to ease. - * @return {Number} The eased value. - */ - function InOut(k) { - if((k *= 2) < 1) { - return 0.5 * k * k * k; - } - return 0.5 * ((k -= 2) * k * k + 2); - }; - return Cubic; - })(); - Easing.Cubic = Cubic; - })(Phaser.Easing || (Phaser.Easing = {})); - var Easing = Phaser.Easing; -})(Phaser || (Phaser = {})); diff --git a/wip/TS Source/tweens/easing/Elastic.js b/wip/TS Source/tweens/easing/Elastic.js deleted file mode 100644 index 9aa6d057..00000000 --- a/wip/TS Source/tweens/easing/Elastic.js +++ /dev/null @@ -1,96 +0,0 @@ -var Phaser; -(function (Phaser) { - /// - /** - * @author Richard Davey - * @author sole (http://soledadpenades.com), tween.js - * @copyright 2013 Photon Storm Ltd. - * @license https://github.com/photonstorm/phaser/blob/master/license.txt MIT License - * @module Phaser - */ - (function (Easing) { - /** - * Elastic easing methods. - * - * @class Elastic - */ - var Elastic = (function () { - function Elastic() { } - Elastic.In = /** - * The In ease method. - * - * @method In - * @param {Number} k The value to ease. - * @return {Number} The eased value. - */ - function In(k) { - var s, a = 0.1, p = 0.4; - if(k === 0) { - return 0; - } - if(k === 1) { - return 1; - } - if(!a || a < 1) { - a = 1; - s = p / 4; - } else { - s = p * Math.asin(1 / a) / (2 * Math.PI); - } - return -(a * Math.pow(2, 10 * (k -= 1)) * Math.sin((k - s) * (2 * Math.PI) / p)); - }; - Elastic.Out = /** - * The Out ease method. - * - * @method Out - * @param {Number} k The value to ease. - * @return {Number} The eased value. - */ - function Out(k) { - var s, a = 0.1, p = 0.4; - if(k === 0) { - return 0; - } - if(k === 1) { - return 1; - } - if(!a || a < 1) { - a = 1; - s = p / 4; - } else { - s = p * Math.asin(1 / a) / (2 * Math.PI); - } - return (a * Math.pow(2, -10 * k) * Math.sin((k - s) * (2 * Math.PI) / p) + 1); - }; - Elastic.InOut = /** - * The InOut ease method. - * - * @method InOut - * @param {Number} k The value to ease. - * @return {Number} The eased value. - */ - function InOut(k) { - var s, a = 0.1, p = 0.4; - if(k === 0) { - return 0; - } - if(k === 1) { - return 1; - } - if(!a || a < 1) { - a = 1; - s = p / 4; - } else { - s = p * Math.asin(1 / a) / (2 * Math.PI); - } - if((k *= 2) < 1) { - return -0.5 * (a * Math.pow(2, 10 * (k -= 1)) * Math.sin((k - s) * (2 * Math.PI) / p)); - } - return a * Math.pow(2, -10 * (k -= 1)) * Math.sin((k - s) * (2 * Math.PI) / p) * 0.5 + 1; - }; - return Elastic; - })(); - Easing.Elastic = Elastic; - })(Phaser.Easing || (Phaser.Easing = {})); - var Easing = Phaser.Easing; -})(Phaser || (Phaser = {})); diff --git a/wip/TS Source/tweens/easing/Exponential.js b/wip/TS Source/tweens/easing/Exponential.js deleted file mode 100644 index b55ee4c3..00000000 --- a/wip/TS Source/tweens/easing/Exponential.js +++ /dev/null @@ -1,63 +0,0 @@ -var Phaser; -(function (Phaser) { - /// - /** - * @author Richard Davey - * @author sole (http://soledadpenades.com), tween.js - * @copyright 2013 Photon Storm Ltd. - * @license https://github.com/photonstorm/phaser/blob/master/license.txt MIT License - * @module Phaser - */ - (function (Easing) { - /** - * Exponential easing methods. - * - * @class Exponential - */ - var Exponential = (function () { - function Exponential() { } - Exponential.In = /** - * The In ease method. - * - * @method In - * @param {Number} k The value to ease. - * @return {Number} The eased value. - */ - function In(k) { - return k === 0 ? 0 : Math.pow(1024, k - 1); - }; - Exponential.Out = /** - * The Out ease method. - * - * @method Out - * @param {Number} k The value to ease. - * @return {Number} The eased value. - */ - function Out(k) { - return k === 1 ? 1 : 1 - Math.pow(2, -10 * k); - }; - Exponential.InOut = /** - * The InOut ease method. - * - * @method InOut - * @param {Number} k The value to ease. - * @return {Number} The eased value. - */ - function InOut(k) { - if(k === 0) { - return 0; - } - if(k === 1) { - return 1; - } - if((k *= 2) < 1) { - return 0.5 * Math.pow(1024, k - 1); - } - return 0.5 * (-Math.pow(2, -10 * (k - 1)) + 2); - }; - return Exponential; - })(); - Easing.Exponential = Exponential; - })(Phaser.Easing || (Phaser.Easing = {})); - var Easing = Phaser.Easing; -})(Phaser || (Phaser = {})); diff --git a/wip/TS Source/tweens/easing/Linear.js b/wip/TS Source/tweens/easing/Linear.js deleted file mode 100644 index e0b46f4f..00000000 --- a/wip/TS Source/tweens/easing/Linear.js +++ /dev/null @@ -1,34 +0,0 @@ -var Phaser; -(function (Phaser) { - /// - /** - * @author Richard Davey - * @author sole (http://soledadpenades.com), tween.js - * @copyright 2013 Photon Storm Ltd. - * @license https://github.com/photonstorm/phaser/blob/master/license.txt MIT License - * @module Phaser - */ - (function (Easing) { - /** - * Linear easing methods. - * - * @class Linear - */ - var Linear = (function () { - function Linear() { } - Linear.None = /** - * A Linear Ease only has a None method. - * - * @method None - * @param {Number} k The value to ease. - * @return {Number} The eased value. - */ - function None(k) { - return k; - }; - return Linear; - })(); - Easing.Linear = Linear; - })(Phaser.Easing || (Phaser.Easing = {})); - var Easing = Phaser.Easing; -})(Phaser || (Phaser = {})); diff --git a/wip/TS Source/tweens/easing/Quadratic.js b/wip/TS Source/tweens/easing/Quadratic.js deleted file mode 100644 index b0c12e30..00000000 --- a/wip/TS Source/tweens/easing/Quadratic.js +++ /dev/null @@ -1,57 +0,0 @@ -var Phaser; -(function (Phaser) { - /// - /** - * @author Richard Davey - * @author sole (http://soledadpenades.com), tween.js - * @copyright 2013 Photon Storm Ltd. - * @license https://github.com/photonstorm/phaser/blob/master/license.txt MIT License - * @module Phaser - */ - (function (Easing) { - /** - * Quadratic easing methods. - * - * @class Quadratic - */ - var Quadratic = (function () { - function Quadratic() { } - Quadratic.In = /** - * The In ease method. - * - * @method In - * @param {Number} k The value to ease. - * @return {Number} The eased value. - */ - function In(k) { - return k * k; - }; - Quadratic.Out = /** - * The Out ease method. - * - * @method Out - * @param {Number} k The value to ease. - * @return {Number} The eased value. - */ - function Out(k) { - return k * (2 - k); - }; - Quadratic.InOut = /** - * The InOut ease method. - * - * @method InOut - * @param {Number} k The value to ease. - * @return {Number} The eased value. - */ - function InOut(k) { - if((k *= 2) < 1) { - return 0.5 * k * k; - } - return -0.5 * (--k * (k - 2) - 1); - }; - return Quadratic; - })(); - Easing.Quadratic = Quadratic; - })(Phaser.Easing || (Phaser.Easing = {})); - var Easing = Phaser.Easing; -})(Phaser || (Phaser = {})); diff --git a/wip/TS Source/tweens/easing/Quartic.js b/wip/TS Source/tweens/easing/Quartic.js deleted file mode 100644 index 53c8c575..00000000 --- a/wip/TS Source/tweens/easing/Quartic.js +++ /dev/null @@ -1,57 +0,0 @@ -var Phaser; -(function (Phaser) { - /// - /** - * @author Richard Davey - * @author sole (http://soledadpenades.com), tween.js - * @copyright 2013 Photon Storm Ltd. - * @license https://github.com/photonstorm/phaser/blob/master/license.txt MIT License - * @module Phaser - */ - (function (Easing) { - /** - * Quartic easing methods. - * - * @class Quartic - */ - var Quartic = (function () { - function Quartic() { } - Quartic.In = /** - * The In ease method. - * - * @method In - * @param {Number} k The value to ease. - * @return {Number} The eased value. - */ - function In(k) { - return k * k * k * k; - }; - Quartic.Out = /** - * The Out ease method. - * - * @method Out - * @param {Number} k The value to ease. - * @return {Number} The eased value. - */ - function Out(k) { - return 1 - (--k * k * k * k); - }; - Quartic.InOut = /** - * The InOut ease method. - * - * @method InOut - * @param {Number} k The value to ease. - * @return {Number} The eased value. - */ - function InOut(k) { - if((k *= 2) < 1) { - return 0.5 * k * k * k * k; - } - return -0.5 * ((k -= 2) * k * k * k - 2); - }; - return Quartic; - })(); - Easing.Quartic = Quartic; - })(Phaser.Easing || (Phaser.Easing = {})); - var Easing = Phaser.Easing; -})(Phaser || (Phaser = {})); diff --git a/wip/TS Source/tweens/easing/Quintic.js b/wip/TS Source/tweens/easing/Quintic.js deleted file mode 100644 index 4638e9a3..00000000 --- a/wip/TS Source/tweens/easing/Quintic.js +++ /dev/null @@ -1,57 +0,0 @@ -var Phaser; -(function (Phaser) { - /// - /** - * @author Richard Davey - * @author sole (http://soledadpenades.com), tween.js - * @copyright 2013 Photon Storm Ltd. - * @license https://github.com/photonstorm/phaser/blob/master/license.txt MIT License - * @module Phaser - */ - (function (Easing) { - /** - * Quintic easing methods. - * - * @class Quintic - */ - var Quintic = (function () { - function Quintic() { } - Quintic.In = /** - * The In ease method. - * - * @method In - * @param {Number} k The value to ease. - * @return {Number} The eased value. - */ - function In(k) { - return k * k * k * k * k; - }; - Quintic.Out = /** - * The Out ease method. - * - * @method Out - * @param {Number} k The value to ease. - * @return {Number} The eased value. - */ - function Out(k) { - return --k * k * k * k * k + 1; - }; - Quintic.InOut = /** - * The InOut ease method. - * - * @method InOut - * @param {Number} k The value to ease. - * @return {Number} The eased value. - */ - function InOut(k) { - if((k *= 2) < 1) { - return 0.5 * k * k * k * k * k; - } - return 0.5 * ((k -= 2) * k * k * k * k + 2); - }; - return Quintic; - })(); - Easing.Quintic = Quintic; - })(Phaser.Easing || (Phaser.Easing = {})); - var Easing = Phaser.Easing; -})(Phaser || (Phaser = {})); diff --git a/wip/TS Source/tweens/easing/Sinusoidal.js b/wip/TS Source/tweens/easing/Sinusoidal.js deleted file mode 100644 index b7f0ff84..00000000 --- a/wip/TS Source/tweens/easing/Sinusoidal.js +++ /dev/null @@ -1,54 +0,0 @@ -var Phaser; -(function (Phaser) { - /// - /** - * @author Richard Davey - * @author sole (http://soledadpenades.com), tween.js - * @copyright 2013 Photon Storm Ltd. - * @license https://github.com/photonstorm/phaser/blob/master/license.txt MIT License - * @module Phaser - */ - (function (Easing) { - /** - * Sinusoidal easing methods. - * - * @class Sinusoidal - */ - var Sinusoidal = (function () { - function Sinusoidal() { } - Sinusoidal.In = /** - * The In ease method. - * - * @method In - * @param {Number} k The value to ease. - * @return {Number} The eased value. - */ - function In(k) { - return 1 - Math.cos(k * Math.PI / 2); - }; - Sinusoidal.Out = /** - * The Out ease method. - * - * @method Out - * @param {Number} k The value to ease. - * @return {Number} The eased value. - */ - function Out(k) { - return Math.sin(k * Math.PI / 2); - }; - Sinusoidal.InOut = /** - * The InOut ease method. - * - * @method InOut - * @param {Number} k The value to ease. - * @return {Number} The eased value. - */ - function InOut(k) { - return 0.5 * (1 - Math.cos(Math.PI * k)); - }; - return Sinusoidal; - })(); - Easing.Sinusoidal = Sinusoidal; - })(Phaser.Easing || (Phaser.Easing = {})); - var Easing = Phaser.Easing; -})(Phaser || (Phaser = {})); diff --git a/wip/TS Source/ui/Button.js b/wip/TS Source/ui/Button.js deleted file mode 100644 index a151053d..00000000 --- a/wip/TS Source/ui/Button.js +++ /dev/null @@ -1,151 +0,0 @@ -var __extends = this.__extends || function (d, b) { - function __() { this.constructor = d; } - __.prototype = b.prototype; - d.prototype = new __(); -}; -var Phaser; -(function (Phaser) { - /// - /** - * Phaser - UI - Button - */ - (function (UI) { - var Button = (function (_super) { - __extends(Button, _super); - /** - * Create a new Button object. - * - * @param game {Phaser.Game} Current game instance. - * @param [x] {number} X position of the button. - * @param [y] {number} Y position of the button. - * @param [key] {string} The image key as defined in the Game.Cache to use as the texture for this button. - * @param [callback] {function} The function to call when this button is pressed - * @param [callbackContext] {object} The context in which the callback will be called (usually 'this') - * @param [overFrame] {string|number} This is the frame or frameName that will be set when this button is in an over state. Give either a number to use a frame ID or a string for a frame name. - * @param [outFrame] {string|number} This is the frame or frameName that will be set when this button is in an out state. Give either a number to use a frame ID or a string for a frame name. - * @param [downFrame] {string|number} This is the frame or frameName that will be set when this button is in a down state. Give either a number to use a frame ID or a string for a frame name. - */ - function Button(game, x, y, key, callback, callbackContext, overFrame, outFrame, downFrame) { - if (typeof x === "undefined") { x = 0; } - if (typeof y === "undefined") { y = 0; } - if (typeof key === "undefined") { key = null; } - if (typeof callback === "undefined") { callback = null; } - if (typeof callbackContext === "undefined") { callbackContext = null; } - if (typeof overFrame === "undefined") { overFrame = null; } - if (typeof outFrame === "undefined") { outFrame = null; } - if (typeof downFrame === "undefined") { downFrame = null; } - _super.call(this, game, x, y, key, outFrame); - this._onOverFrameName = null; - this._onOutFrameName = null; - this._onDownFrameName = null; - this._onUpFrameName = null; - this._onOverFrameID = null; - this._onOutFrameID = null; - this._onDownFrameID = null; - this._onUpFrameID = null; - this.type = Phaser.Types.BUTTON; - if(typeof overFrame == 'string') { - this._onOverFrameName = overFrame; - } else { - this._onOverFrameID = overFrame; - } - if(typeof outFrame == 'string') { - this._onOutFrameName = outFrame; - this._onUpFrameName = outFrame; - } else { - this._onOutFrameID = outFrame; - this._onUpFrameID = outFrame; - } - if(typeof downFrame == 'string') { - this._onDownFrameName = downFrame; - } else { - this._onDownFrameID = downFrame; - } - // These are the signals the game will subscribe to - this.onInputOver = new Phaser.Signal(); - this.onInputOut = new Phaser.Signal(); - this.onInputDown = new Phaser.Signal(); - this.onInputUp = new Phaser.Signal(); - // Set a default signal for them - if(callback) { - this.onInputUp.add(callback, callbackContext); - } - this.input.start(0, false, true); - // Redirect the input events to here so we can handle animation updates, etc - this.events.onInputOver.add(this.onInputOverHandler, this); - this.events.onInputOut.add(this.onInputOutHandler, this); - this.events.onInputDown.add(this.onInputDownHandler, this); - this.events.onInputUp.add(this.onInputUpHandler, this); - } - Button.prototype.onInputOverHandler = // TODO - //public tabIndex: number; - //public tabEnabled: bool; - // ENTER or SPACE can activate this button if it has focus - function (pointer) { - if(this._onOverFrameName != null) { - this.frameName = this._onOverFrameName; - } else if(this._onOverFrameID != null) { - this.frame = this._onOverFrameID; - } - if(this.onInputOver) { - this.onInputOver.dispatch(this, pointer); - } - }; - Button.prototype.onInputOutHandler = function (pointer) { - if(this._onOutFrameName != null) { - this.frameName = this._onOutFrameName; - } else if(this._onOutFrameID != null) { - this.frame = this._onOutFrameID; - } - if(this.onInputOut) { - this.onInputOut.dispatch(this, pointer); - } - }; - Button.prototype.onInputDownHandler = function (pointer) { - //console.log('Button onInputDownHandler: ' + Date.now()); - if(this._onDownFrameName != null) { - this.frameName = this._onDownFrameName; - } else if(this._onDownFrameID != null) { - this.frame = this._onDownFrameID; - } - if(this.onInputDown) { - this.onInputDown.dispatch(this, pointer); - } - }; - Button.prototype.onInputUpHandler = function (pointer) { - //console.log('Button onInputUpHandler: ' + Date.now()); - if(this._onUpFrameName != null) { - this.frameName = this._onUpFrameName; - } else if(this._onUpFrameID != null) { - this.frame = this._onUpFrameID; - } - if(this.onInputUp) { - this.onInputUp.dispatch(this, pointer); - } - }; - Object.defineProperty(Button.prototype, "priorityID", { - get: function () { - return this.input.priorityID; - }, - set: function (value) { - this.input.priorityID = value; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Button.prototype, "useHandCursor", { - get: function () { - return this.input.useHandCursor; - }, - set: function (value) { - this.input.useHandCursor = value; - }, - enumerable: true, - configurable: true - }); - return Button; - })(Phaser.Sprite); - UI.Button = Button; - })(Phaser.UI || (Phaser.UI = {})); - var UI = Phaser.UI; -})(Phaser || (Phaser = {})); diff --git a/wip/TS Source/utils/CanvasUtils.js b/wip/TS Source/utils/CanvasUtils.js deleted file mode 100644 index 059c4255..00000000 --- a/wip/TS Source/utils/CanvasUtils.js +++ /dev/null @@ -1,146 +0,0 @@ -/// -/** -* @author Richard Davey -* @copyright 2013 Photon Storm Ltd. -* @license https://github.com/photonstorm/phaser/blob/master/license.txt MIT License -* @module Phaser -*/ -var Phaser; -(function (Phaser) { - /** - * A collection of methods useful for manipulating canvas objects. - * - * @class CanvasUtils - */ - var CanvasUtils = (function () { - function CanvasUtils() { } - CanvasUtils.getAspectRatio = /** - * Returns the aspect ratio of the given canvas. - * - * @method getAspectRatio - * @param {HTMLCanvasElement} canvas The canvas to get the aspect ratio from. - * @return {Number} Returns true on success - */ - function getAspectRatio(canvas) { - return canvas.width / canvas.height; - }; - CanvasUtils.setBackgroundColor = /** - * Sets the background color behind the canvas. This changes the canvas style property. - * - * @method setBackgroundColor - * @param {HTMLCanvasElement} canvas The canvas to set the background color on. - * @param {String} color The color to set. Can be in the format 'rgb(r,g,b)', or '#RRGGBB' or any valid CSS color. - * @return {HTMLCanvasElement} Returns the source canvas. - */ - function setBackgroundColor(canvas, color) { - if (typeof color === "undefined") { color = 'rgb(0,0,0)'; } - canvas.style.backgroundColor = color; - return canvas; - }; - CanvasUtils.setTouchAction = /** - * Sets the touch-action property on the canvas style. Can be used to disable default browser touch actions. - * - * @method setTouchAction - * @param {HTMLCanvasElement} canvas The canvas to set the touch action on. - * @param {String} value The touch action to set. Defaults to 'none'. - * @return {HTMLCanvasElement} Returns the source canvas. - */ - function setTouchAction(canvas, value) { - if (typeof value === "undefined") { value = 'none'; } - canvas.style.msTouchAction = value; - canvas.style['ms-touch-action'] = value; - canvas.style['touch-action'] = value; - return canvas; - }; - CanvasUtils.addToDOM = /** - * Adds the given canvas element to the DOM. The canvas will be added as a child of the given parent. - * If no parent is given it will be added as a child of the document.body. - * - * @method addToDOM - * @param {HTMLCanvasElement} canvas The canvas to set the touch action on. - * @param {String} parent The DOM element to add the canvas to. Defaults to ''. - * @param {bool} overflowHidden If set to true it will add the overflow='hidden' style to the parent DOM element. - * @return {HTMLCanvasElement} Returns the source canvas. - */ - function addToDOM(canvas, parent, overflowHidden) { - if (typeof parent === "undefined") { parent = ''; } - if (typeof overflowHidden === "undefined") { overflowHidden = true; } - if((parent !== '' || parent !== null) && document.getElementById(parent)) { - document.getElementById(parent).appendChild(canvas); - if(overflowHidden) { - document.getElementById(parent).style.overflow = 'hidden'; - } - } else { - document.body.appendChild(canvas); - } - return canvas; - }; - CanvasUtils.setTransform = /** - * Sets the transform of the given canvas to the matrix values provided. - * - * @method setTransform - * @param {CanvasRenderingContext2D} context The context to set the transform on. - * @param {Number} translateX The value to translate horizontally by. - * @param {Number} translateY The value to translate vertically by. - * @param {Number} scaleX The value to scale horizontally by. - * @param {Number} scaleY The value to scale vertically by. - * @param {Number} skewX The value to skew horizontaly by. - * @param {Number} skewY The value to skew vertically by. - * @return {CanvasRenderingContext2D} Returns the source context. - */ - function setTransform(context, translateX, translateY, scaleX, scaleY, skewX, skewY) { - context.setTransform(scaleX, skewX, skewY, scaleY, translateX, translateY); - return context; - }; - CanvasUtils.setSmoothingEnabled = /** - * Sets the Image Smoothing property on the given context. Set to false to disable image smoothing. - * By default browsers have image smoothing enabled, which isn't always what you visually want, especially - * when using pixel art in a game. Note that this sets the property on the context itself, so that any image - * drawn to the context will be affected. This sets the property across all current browsers but support is - * patchy on earlier browsers, especially on mobile. - * - * @method setSmoothingEnabled - * @param {CanvasRenderingContext2D} context The context to enable or disable the image smoothing on. - * @param {bool} overflowHidden If set to true it will enable image smoothing, false will disable it. - * @return {CanvasRenderingContext2D} Returns the source context. - */ - function setSmoothingEnabled(context, value) { - context['imageSmoothingEnabled'] = value; - context['mozImageSmoothingEnabled'] = value; - context['oImageSmoothingEnabled'] = value; - context['webkitImageSmoothingEnabled'] = value; - context['msImageSmoothingEnabled'] = value; - return context; - }; - CanvasUtils.setImageRenderingCrisp = /** - * Sets the CSS image-rendering property on the given canvas to be 'crisp' (aka 'optimize contrast on webkit'). - * Note that if this doesn't given the desired result then see the CanvasUtils.setSmoothingEnabled method. - * - * @method setImageRenderingCrisp - * @param {HTMLCanvasElement} canvas The canvas to set image-rendering crisp on. - * @return {HTMLCanvasElement} Returns the source canvas. - */ - function setImageRenderingCrisp(canvas) { - canvas.style['image-rendering'] = 'crisp-edges'; - canvas.style['image-rendering'] = '-moz-crisp-edges'; - canvas.style['image-rendering'] = '-webkit-optimize-contrast'; - canvas.style.msInterpolationMode = 'nearest-neighbor'; - return canvas; - }; - CanvasUtils.setImageRenderingBicubic = /** - * Sets the CSS image-rendering property on the given canvas to be 'bicubic' (aka 'auto'). - * Note that if this doesn't given the desired result then see the CanvasUtils.setSmoothingEnabled method. - * - * @method setImageRenderingBicubic - * @param {HTMLCanvasElement} canvas The canvas to set image-rendering bicubic on. - * @return {HTMLCanvasElement} Returns the source canvas. - */ - function setImageRenderingBicubic(canvas) { - canvas.style['image-rendering'] = 'auto'; - canvas.style.msInterpolationMode = 'bicubic'; - return canvas; - }; - return CanvasUtils; - })(); - Phaser.CanvasUtils = CanvasUtils; -})(Phaser || (Phaser = {})); diff --git a/wip/TS Source/utils/CircleUtils.js b/wip/TS Source/utils/CircleUtils.js deleted file mode 100644 index 1d8cbc51..00000000 --- a/wip/TS Source/utils/CircleUtils.js +++ /dev/null @@ -1,154 +0,0 @@ -/// -/** -* @author Richard Davey -* @copyright 2013 Photon Storm Ltd. -* @license https://github.com/photonstorm/phaser/blob/master/license.txt MIT License -* @module Phaser -*/ -var Phaser; -(function (Phaser) { - /** - * A collection of methods useful for manipulating and comparing Circle objects. - * - * @class CircleUtils - */ - var CircleUtils = (function () { - function CircleUtils() { } - CircleUtils.clone = /** - * Returns a new Circle object with the same values for the x, y, width, and height properties as the given Circle object. - * @method clone - * @param {Phaser.Circle} a The Circle object to be cloned. - * @param {Phaser.Circle} out Optional Circle object. If given the values will be set into the object, otherwise a brand new Circle object will be created and returned. - * @return {Phaser.Circle} The cloned Circle object. - */ - function clone(a, out) { - if (typeof out === "undefined") { out = new Phaser.Circle(); } - return out.setTo(a.x, a.y, a.diameter); - }; - CircleUtils.contains = /** - * Return true if the given x/y coordinates are within the Circle object. - * @method contains - * @param {Phaser.Circle} a The Circle to be checked. - * @param {Number} x The X value of the coordinate to test. - * @param {Number} y The Y value of the coordinate to test. - * @return {bool} True if the coordinates are within this circle, otherwise false. - */ - function contains(a, x, y) { - // Check if x/y are within the bounds first - if(x >= a.left && x <= a.right && y >= a.top && y <= a.bottom) { - var dx = (a.x - x) * (a.x - x); - var dy = (a.y - y) * (a.y - y); - return (dx + dy) <= (a.radius * a.radius); - } - return false; - }; - CircleUtils.containsPoint = /** - * Return true if the coordinates of the given Point object are within this Circle object. - * @method containsPoint - * @param {Phaser.Circle} a The Circle object. - * @param {Phaser.Point} point The Point object to test. - * @return {bool} True if the coordinates are within this circle, otherwise false. - */ - function containsPoint(a, point) { - return CircleUtils.contains(a, point.x, point.y); - }; - CircleUtils.containsCircle = /** - * Return true if the given Circle is contained entirely within this Circle object. - * @method containsCircle - * @param {Phaser.Circle} a The Circle object to test. - * @param {Phaser.Circle} b The Circle object to test. - * @return {bool} True if Circle B is contained entirely inside of Circle A, otherwise false. - */ - function containsCircle(a, b) { - //return ((a.radius + b.radius) * (a.radius + b.radius)) >= Collision.distanceSquared(a.x, a.y, b.x, b.y); - return true; - }; - CircleUtils.distanceBetween = /** - * Returns the distance from the center of the Circle object to the given object - * (can be Circle, Point or anything with x/y properties) - * @method distanceBetween - * @param {Phaser.Circle} a The Circle object. - * @param {Phaser.Circle} b The target object. Must have visible x and y properties that represent the center of the object. - * @param {bool} [optional] round Round the distance to the nearest integer (default false) - * @return {Number} The distance between this Point object and the destination Point object. - */ - function distanceBetween(a, target, round) { - if (typeof round === "undefined") { round = false; } - var dx = a.x - target.x; - var dy = a.y - target.y; - if(round === true) { - return Math.round(Math.sqrt(dx * dx + dy * dy)); - } else { - return Math.sqrt(dx * dx + dy * dy); - } - }; - CircleUtils.equals = /** - * Determines whether the two Circle objects match. This method compares the x, y and diameter properties. - * @method equals - * @param {Phaser.Circle} a The first Circle object. - * @param {Phaser.Circle} b The second Circle object. - * @return {bool} A value of true if the object has exactly the same values for the x, y and diameter properties as this Circle object; otherwise false. - */ - function equals(a, b) { - return (a.x == b.x && a.y == b.y && a.diameter == b.diameter); - }; - CircleUtils.intersects = /** - * Determines whether the two Circle objects intersect. - * This method checks the radius distances between the two Circle objects to see if they intersect. - * @method intersects - * @param {Phaser.Circle} a The first Circle object. - * @param {Phaser.Circle} b The second Circle object. - * @return {bool} A value of true if the specified object intersects with this Circle object; otherwise false. - */ - function intersects(a, b) { - return (Phaser.CircleUtils.distanceBetween(a, b) <= (a.radius + b.radius)); - }; - CircleUtils.circumferencePoint = /** - * Returns a Point object containing the coordinates of a point on the circumference of the Circle based on the given angle. - * @method circumferencePoint - * @param {Phaser.Circle} a The first Circle object. - * @param {Number} angle The angle in radians (unless asDegrees is true) to return the point from. - * @param {bool} asDegrees Is the given angle in radians (false) or degrees (true)? - * @param {Phaser.Point} [optional] output An optional Point object to put the result in to. If none specified a new Point object will be created. - * @return {Phaser.Point} The Point object holding the result. - */ - function circumferencePoint(a, angle, asDegrees, out) { - if (typeof asDegrees === "undefined") { asDegrees = false; } - if (typeof out === "undefined") { out = new Phaser.Point(); } - if(asDegrees === true) { - angle = angle * Phaser.GameMath.DEG_TO_RAD; - } - return out.setTo(a.x + a.radius * Math.cos(angle), a.y + a.radius * Math.sin(angle)); - }; - CircleUtils.intersectsRectangle = /** - * Checks if the given Circle and Rectangle objects intersect. - * @method intersectsRectangle - * @param {Phaser.Circle} c The Circle object to test. - * @param {Phaser.Rectangle} r The Rectangle object to test. - * @return {bool} True if the two objects intersect, otherwise false. - */ - function intersectsRectangle(c, r) { - var cx = Math.abs(c.x - r.x - r.halfWidth); - var xDist = r.halfWidth + c.radius; - if(cx > xDist) { - return false; - } - var cy = Math.abs(c.y - r.y - r.halfHeight); - var yDist = r.halfHeight + c.radius; - if(cy > yDist) { - return false; - } - if(cx <= r.halfWidth || cy <= r.halfHeight) { - return true; - } - var xCornerDist = cx - r.halfWidth; - var yCornerDist = cy - r.halfHeight; - var xCornerDistSq = xCornerDist * xCornerDist; - var yCornerDistSq = yCornerDist * yCornerDist; - var maxCornerDistSq = c.radius * c.radius; - return xCornerDistSq + yCornerDistSq <= maxCornerDistSq; - }; - return CircleUtils; - })(); - Phaser.CircleUtils = CircleUtils; -})(Phaser || (Phaser = {})); diff --git a/wip/TS Source/utils/ColorUtils.js b/wip/TS Source/utils/ColorUtils.js deleted file mode 100644 index d3d66cc8..00000000 --- a/wip/TS Source/utils/ColorUtils.js +++ /dev/null @@ -1,485 +0,0 @@ -/// -/** -* @author Richard Davey -* @copyright 2013 Photon Storm Ltd. -* @license https://github.com/photonstorm/phaser/blob/master/license.txt MIT License -* @module Phaser -*/ -var Phaser; -(function (Phaser) { - /** - * A collection of methods useful for manipulating and comparing colors. - * - * @class ColorUtils - */ - var ColorUtils = (function () { - function ColorUtils() { } - ColorUtils.getColor32 = /** - * Given an alpha and 3 color values this will return an integer representation of it - * - * @method getColor32 - * @param {Number} alpha The Alpha value (between 0 and 255) - * @param {Number} red The Red channel value (between 0 and 255) - * @param {Number} green The Green channel value (between 0 and 255) - * @param {Number} blue The Blue channel value (between 0 and 255) - * @return {Number} A native color value integer (format: 0xAARRGGBB) - */ - function getColor32(alpha, red, green, blue) { - return alpha << 24 | red << 16 | green << 8 | blue; - }; - ColorUtils.getColor = /** - * Given 3 color values this will return an integer representation of it. - * - * @method getColor - * @param {Number} red The Red channel value (between 0 and 255) - * @param {Number} green The Green channel value (between 0 and 255) - * @param {Number} blue The Blue channel value (between 0 and 255) - * @return {Number} A native color value integer (format: 0xRRGGBB) - */ - function getColor(red, green, blue) { - return red << 16 | green << 8 | blue; - }; - ColorUtils.getHSVColorWheel = /** - * Get HSV color wheel values in an array which will be 360 elements in size. - * - * @method getHSVColorWheel - * @param {Number} alpha Alpha value for each color of the color wheel, between 0 (transparent) and 255 (opaque) - * @return {Array} An array containing 360 elements corresponding to the HSV color wheel. - */ - function getHSVColorWheel(alpha) { - if (typeof alpha === "undefined") { alpha = 255; } - var colors = []; - for(var c = 0; c <= 359; c++) { - colors[c] = Phaser.ColorUtils.getWebRGB(Phaser.ColorUtils.HSVtoRGB(c, 1.0, 1.0, alpha)); - } - return colors; - }; - ColorUtils.hexToRGB = /** - * Converts the given hex string into an object containing the RGB values. - * - * @method hexToRGB - * @param {String} The string hex color to convert. - * @return {Object} An object with 3 properties: r,g and b. - */ - function hexToRGB(h) { - var hex16 = (h.charAt(0) == "#") ? h.substring(1, 7) : h; - var r = parseInt(hex16.substring(0, 2), 16); - var g = parseInt(hex16.substring(2, 4), 16); - var b = parseInt(hex16.substring(4, 6), 16); - return { - r: r, - g: g, - b: b - }; - }; - ColorUtils.getComplementHarmony = /** - * Returns a Complementary Color Harmony for the given color. - *

A complementary hue is one directly opposite the color given on the color wheel

- *

Value returned in 0xAARRGGBB format with Alpha set to 255.

- * - * @method getComplementHarmony - * @param {Number} color The color to base the harmony on. - * @return {Number} 0xAARRGGBB format color value. - */ - function getComplementHarmony(color) { - var hsv = Phaser.ColorUtils.RGBtoHSV(color); - var opposite = Phaser.ColorUtils.game.math.wrapValue(hsv.hue, 180, 359); - return Phaser.ColorUtils.HSVtoRGB(opposite, 1.0, 1.0); - }; - ColorUtils.getAnalogousHarmony = /** - * Returns an Analogous Color Harmony for the given color. - *

An Analogous harmony are hues adjacent to each other on the color wheel

- *

Values returned in 0xAARRGGBB format with Alpha set to 255.

- * - * @method getAnalogousHarmony - * @param {Number} color The color to base the harmony on. - * @param {Number} threshold Control how adjacent the colors will be (default +- 30 degrees) - * @return {Object} Object containing 3 properties: color1 (the original color), color2 (the warmer analogous color) and color3 (the colder analogous color) - */ - function getAnalogousHarmony(color, threshold) { - if (typeof threshold === "undefined") { threshold = 30; } - var hsv = Phaser.ColorUtils.RGBtoHSV(color); - if(threshold > 359 || threshold < 0) { - throw Error("Color Warning: Invalid threshold given to getAnalogousHarmony()"); - } - var warmer = Phaser.ColorUtils.game.math.wrapValue(hsv.hue, 359 - threshold, 359); - var colder = Phaser.ColorUtils.game.math.wrapValue(hsv.hue, threshold, 359); - return { - color1: color, - color2: Phaser.ColorUtils.HSVtoRGB(warmer, 1.0, 1.0), - color3: Phaser.ColorUtils.HSVtoRGB(colder, 1.0, 1.0), - hue1: hsv.hue, - hue2: warmer, - hue3: colder - }; - }; - ColorUtils.getSplitComplementHarmony = /** - * Returns an Split Complement Color Harmony for the given color. - *

A Split Complement harmony are the two hues on either side of the color's Complement

- *

Values returned in 0xAARRGGBB format with Alpha set to 255.

- * - * @method getSplitComplementHarmony - * @param {Number} color The color to base the harmony on - * @param {Number} threshold Control how adjacent the colors will be to the Complement (default +- 30 degrees) - * @return {Object} An object containing 3 properties: color1 (the original color), color2 (the warmer analogous color) and color3 (the colder analogous color) - */ - function getSplitComplementHarmony(color, threshold) { - if (typeof threshold === "undefined") { threshold = 30; } - var hsv = Phaser.ColorUtils.RGBtoHSV(color); - if(threshold >= 359 || threshold <= 0) { - throw Error("Phaser.ColorUtils Warning: Invalid threshold given to getSplitComplementHarmony()"); - } - var opposite = Phaser.ColorUtils.game.math.wrapValue(hsv.hue, 180, 359); - var warmer = Phaser.ColorUtils.game.math.wrapValue(hsv.hue, opposite - threshold, 359); - var colder = Phaser.ColorUtils.game.math.wrapValue(hsv.hue, opposite + threshold, 359); - return { - color1: color, - color2: Phaser.ColorUtils.HSVtoRGB(warmer, hsv.saturation, hsv.value), - color3: Phaser.ColorUtils.HSVtoRGB(colder, hsv.saturation, hsv.value), - hue1: hsv.hue, - hue2: warmer, - hue3: colder - }; - }; - ColorUtils.getTriadicHarmony = /** - * Returns a Triadic Color Harmony for the given color. - *

A Triadic harmony are 3 hues equidistant from each other on the color wheel

- *

Values returned in 0xAARRGGBB format with Alpha set to 255.

- * - * @method getTriadicHarmony - * @param {Number} color The color to base the harmony on. - * @return {Object} An Object containing 3 properties: color1 (the original color), color2 and color3 (the equidistant colors) - */ - function getTriadicHarmony(color) { - var hsv = Phaser.ColorUtils.RGBtoHSV(color); - var triadic1 = Phaser.ColorUtils.game.math.wrapValue(hsv.hue, 120, 359); - var triadic2 = Phaser.ColorUtils.game.math.wrapValue(triadic1, 120, 359); - return { - color1: color, - color2: Phaser.ColorUtils.HSVtoRGB(triadic1, 1.0, 1.0), - color3: Phaser.ColorUtils.HSVtoRGB(triadic2, 1.0, 1.0) - }; - }; - ColorUtils.getColorInfo = /** - * Returns a string containing handy information about the given color including string hex value, - * RGB format information and HSL information. Each section starts on a newline, 3 lines in total. - * - * @method getColorInfo - * @param {Number} color A color value in the format 0xAARRGGBB - * @return {String} string containing the 3 lines of information - */ - function getColorInfo(color) { - var argb = Phaser.ColorUtils.getRGB(color); - var hsl = Phaser.ColorUtils.RGBtoHSV(color); - // Hex format - var result = Phaser.ColorUtils.RGBtoHexstring(color) + "\n"; - // RGB format - result = result.concat("Alpha: " + argb.alpha + " Red: " + argb.red + " Green: " + argb.green + " Blue: " + argb.blue) + "\n"; - // HSL info - result = result.concat("Hue: " + hsl.hue + " Saturation: " + hsl.saturation + " Lightnes: " + hsl.lightness); - return result; - }; - ColorUtils.RGBtoHexstring = /** - * Return a string representation of the color in the format 0xAARRGGBB - * - * @method RGBtoHexstring - * @param {Number} color The color to get the string representation for - * @return {String A string of length 10 characters in the format 0xAARRGGBB - */ - function RGBtoHexstring(color) { - var argb = Phaser.ColorUtils.getRGB(color); - return "0x" + Phaser.ColorUtils.colorToHexstring(argb.alpha) + Phaser.ColorUtils.colorToHexstring(argb.red) + Phaser.ColorUtils.colorToHexstring(argb.green) + Phaser.ColorUtils.colorToHexstring(argb.blue); - }; - ColorUtils.RGBtoWebstring = /** - * Return a string representation of the color in the format #RRGGBB - * - * @method RGBtoWebstring - * @param {Number} color The color to get the string representation for - * @return {String} A string of length 10 characters in the format 0xAARRGGBB - */ - function RGBtoWebstring(color) { - var argb = Phaser.ColorUtils.getRGB(color); - return "#" + Phaser.ColorUtils.colorToHexstring(argb.red) + Phaser.ColorUtils.colorToHexstring(argb.green) + Phaser.ColorUtils.colorToHexstring(argb.blue); - }; - ColorUtils.colorToHexstring = /** - * Return a string containing a hex representation of the given color - * - * @method colorToHexstring - * @param {Number} color The color channel to get the hex value for, must be a value between 0 and 255) - * @return {String} A string of length 2 characters, i.e. 255 = FF, 0 = 00 - */ - function colorToHexstring(color) { - var digits = "0123456789ABCDEF"; - var lsd = color % 16; - var msd = (color - lsd) / 16; - var hexified = digits.charAt(msd) + digits.charAt(lsd); - return hexified; - }; - ColorUtils.HSVtoRGB = /** - * Convert a HSV (hue, saturation, lightness) color space value to an RGB color - * - * @method HSVtoRGB - * @param {Number} h Hue degree, between 0 and 359 - * @param {Number} s Saturation, between 0.0 (grey) and 1.0 - * @param {Number} v Value, between 0.0 (black) and 1.0 - * @param {Number} alpha Alpha value to set per color (between 0 and 255) - * @return {Number} 32-bit ARGB color value (0xAARRGGBB) - */ - function HSVtoRGB(h, s, v, alpha) { - if (typeof alpha === "undefined") { alpha = 255; } - var result; - if(s == 0.0) { - result = Phaser.ColorUtils.getColor32(alpha, v * 255, v * 255, v * 255); - } else { - h = h / 60.0; - var f = h - Math.floor(h); - var p = v * (1.0 - s); - var q = v * (1.0 - s * f); - var t = v * (1.0 - s * (1.0 - f)); - switch(Math.floor(h)) { - case 0: - result = Phaser.ColorUtils.getColor32(alpha, v * 255, t * 255, p * 255); - break; - case 1: - result = Phaser.ColorUtils.getColor32(alpha, q * 255, v * 255, p * 255); - break; - case 2: - result = Phaser.ColorUtils.getColor32(alpha, p * 255, v * 255, t * 255); - break; - case 3: - result = Phaser.ColorUtils.getColor32(alpha, p * 255, q * 255, v * 255); - break; - case 4: - result = Phaser.ColorUtils.getColor32(alpha, t * 255, p * 255, v * 255); - break; - case 5: - result = Phaser.ColorUtils.getColor32(alpha, v * 255, p * 255, q * 255); - break; - default: - throw new Error("Phaser.ColorUtils.HSVtoRGB : Unknown color"); - } - } - return result; - }; - ColorUtils.RGBtoHSV = /** - * Convert an RGB color value to an object containing the HSV color space values: Hue, Saturation and Lightness - * - * @method RGBtoHSV - * @param {Number} color In format 0xRRGGBB - * @return {Object} An Object with the properties hue (from 0 to 360), saturation (from 0 to 1.0) and lightness (from 0 to 1.0, also available under .value) - */ - function RGBtoHSV(color) { - var rgb = Phaser.ColorUtils.getRGB(color); - var red = rgb.red / 255; - var green = rgb.green / 255; - var blue = rgb.blue / 255; - var min = Math.min(red, green, blue); - var max = Math.max(red, green, blue); - var delta = max - min; - var lightness = (max + min) / 2; - var hue; - var saturation; - // Grey color, no chroma - if(delta == 0) { - hue = 0; - saturation = 0; - } else { - if(lightness < 0.5) { - saturation = delta / (max + min); - } else { - saturation = delta / (2 - max - min); - } - var delta_r = (((max - red) / 6) + (delta / 2)) / delta; - var delta_g = (((max - green) / 6) + (delta / 2)) / delta; - var delta_b = (((max - blue) / 6) + (delta / 2)) / delta; - if(red == max) { - hue = delta_b - delta_g; - } else if(green == max) { - hue = (1 / 3) + delta_r - delta_b; - } else if(blue == max) { - hue = (2 / 3) + delta_g - delta_r; - } - if(hue < 0) { - hue += 1; - } - if(hue > 1) { - hue -= 1; - } - } - // Keep the value with 0 to 359 - hue *= 360; - hue = Math.round(hue); - return { - hue: hue, - saturation: saturation, - lightness: lightness, - value: lightness - }; - }; - ColorUtils.interpolateColor = /** - * Interpolates the two given colours based on the supplied step and currentStep properties. - * @method interpolateColor - * @param {Number} color1 - * @param {Number} color2 - * @param {Number} steps - * @param {Number} currentStep - * @param {Number} alpha - * @return {Number} The interpolated color value. - */ - function interpolateColor(color1, color2, steps, currentStep, alpha) { - if (typeof alpha === "undefined") { alpha = 255; } - var src1 = Phaser.ColorUtils.getRGB(color1); - var src2 = Phaser.ColorUtils.getRGB(color2); - var r = (((src2.red - src1.red) * currentStep) / steps) + src1.red; - var g = (((src2.green - src1.green) * currentStep) / steps) + src1.green; - var b = (((src2.blue - src1.blue) * currentStep) / steps) + src1.blue; - return Phaser.ColorUtils.getColor32(alpha, r, g, b); - }; - ColorUtils.interpolateColorWithRGB = /** - * Interpolates the two given colours based on the supplied step and currentStep properties. - * @method interpolateColorWithRGB - * @param {Number} color - * @param {Number} r - * @param {Number} g - * @param {Number} b - * @param {Number} steps - * @param {Number} currentStep - * @return {Number} The interpolated color value. - */ - function interpolateColorWithRGB(color, r, g, b, steps, currentStep) { - var src = Phaser.ColorUtils.getRGB(color); - var or = (((r - src.red) * currentStep) / steps) + src.red; - var og = (((g - src.green) * currentStep) / steps) + src.green; - var ob = (((b - src.blue) * currentStep) / steps) + src.blue; - return Phaser.ColorUtils.getColor(or, og, ob); - }; - ColorUtils.interpolateRGB = /** - * Interpolates the two given colours based on the supplied step and currentStep properties. - * @method interpolateRGB - * @param {Number} r1 - * @param {Number} g1 - * @param {Number} b1 - * @param {Number} r2 - * @param {Number} g2 - * @param {Number} b2 - * @param {Number} steps - * @param {Number} currentStep - * @return {Number} The interpolated color value. - */ - function interpolateRGB(r1, g1, b1, r2, g2, b2, steps, currentStep) { - var r = (((r2 - r1) * currentStep) / steps) + r1; - var g = (((g2 - g1) * currentStep) / steps) + g1; - var b = (((b2 - b1) * currentStep) / steps) + b1; - return Phaser.ColorUtils.getColor(r, g, b); - }; - ColorUtils.getRandomColor = /** - * Returns a random color value between black and white - *

Set the min value to start each channel from the given offset.

- *

Set the max value to restrict the maximum color used per channel

- * - * @method getRandomColor - * @param {Number} min The lowest value to use for the color - * @param {Number} max The highest value to use for the color - * @param {Number} alpha The alpha value of the returning color (default 255 = fully opaque) - * @return {Number} 32-bit color value with alpha - */ - function getRandomColor(min, max, alpha) { - if (typeof min === "undefined") { min = 0; } - if (typeof max === "undefined") { max = 255; } - if (typeof alpha === "undefined") { alpha = 255; } - // Sanity checks - if(max > 255) { - return Phaser.ColorUtils.getColor(255, 255, 255); - } - if(min > max) { - return Phaser.ColorUtils.getColor(255, 255, 255); - } - var red = min + Math.round(Math.random() * (max - min)); - var green = min + Math.round(Math.random() * (max - min)); - var blue = min + Math.round(Math.random() * (max - min)); - return Phaser.ColorUtils.getColor32(alpha, red, green, blue); - }; - ColorUtils.getRGB = /** - * Return the component parts of a color as an Object with the properties alpha, red, green, blue - * - *

Alpha will only be set if it exist in the given color (0xAARRGGBB)

- * - * @method getRGB - * @param {Number} color in RGB (0xRRGGBB) or ARGB format (0xAARRGGBB) - * @return {Object} An Object with properties: alpha, red, green, blue - */ - function getRGB(color) { - return { - alpha: color >>> 24, - red: color >> 16 & 0xFF, - green: color >> 8 & 0xFF, - blue: color & 0xFF - }; - }; - ColorUtils.getWebRGB = /** - * Returns a CSS friendly string value from the given color. - * @method getWebRGB - * @param {Number} color - * @return {String} A string in the format: 'rgba(r,g,b,a)' - */ - function getWebRGB(color) { - var alpha = (color >>> 24) / 255; - var red = color >> 16 & 0xFF; - var green = color >> 8 & 0xFF; - var blue = color & 0xFF; - return 'rgba(' + red.toString() + ',' + green.toString() + ',' + blue.toString() + ',' + alpha.toString() + ')'; - }; - ColorUtils.getAlpha = /** - * Given a native color value (in the format 0xAARRGGBB) this will return the Alpha component, as a value between 0 and 255 - * - * @method getAlpha - * @param {Number} color In the format 0xAARRGGBB - * @return {Number} The Alpha component of the color, will be between 0 and 1 (0 being no Alpha (opaque), 1 full Alpha (transparent)) - */ - function getAlpha(color) { - return color >>> 24; - }; - ColorUtils.getAlphaFloat = /** - * Given a native color value (in the format 0xAARRGGBB) this will return the Alpha component as a value between 0 and 1 - * - * @method getAlphaFloat - * @param {Number} color In the format 0xAARRGGBB - * @return {Number} The Alpha component of the color, will be between 0 and 1 (0 being no Alpha (opaque), 1 full Alpha (transparent)) - */ - function getAlphaFloat(color) { - return (color >>> 24) / 255; - }; - ColorUtils.getRed = /** - * Given a native color value (in the format 0xAARRGGBB) this will return the Red component, as a value between 0 and 255 - * - * @method getRed - * @param {Number} color In the format 0xAARRGGBB - * @return {Number} The Red component of the color, will be between 0 and 255 (0 being no color, 255 full Red) - */ - function getRed(color) { - return color >> 16 & 0xFF; - }; - ColorUtils.getGreen = /** - * Given a native color value (in the format 0xAARRGGBB) this will return the Green component, as a value between 0 and 255 - * - * @method getGreen - * @param {Number} color In the format 0xAARRGGBB - * @return {Number} The Green component of the color, will be between 0 and 255 (0 being no color, 255 full Green) - */ - function getGreen(color) { - return color >> 8 & 0xFF; - }; - ColorUtils.getBlue = /** - * Given a native color value (in the format 0xAARRGGBB) this will return the Blue component, as a value between 0 and 255 - * - * @method getBlue - * @param {Number} color In the format 0xAARRGGBB - * @return {Number} The Blue component of the color, will be between 0 and 255 (0 being no color, 255 full Blue) - */ - function getBlue(color) { - return color & 0xFF; - }; - return ColorUtils; - })(); - Phaser.ColorUtils = ColorUtils; -})(Phaser || (Phaser = {})); diff --git a/wip/TS Source/utils/DebugUtils.js b/wip/TS Source/utils/DebugUtils.js deleted file mode 100644 index 6ccaf2d5..00000000 --- a/wip/TS Source/utils/DebugUtils.js +++ /dev/null @@ -1,323 +0,0 @@ -/// -/** -* @author Richard Davey -* @copyright 2013 Photon Storm Ltd. -* @license https://github.com/photonstorm/phaser/blob/master/license.txt MIT License -* @module Phaser -*/ -var Phaser; -(function (Phaser) { - /** - * A collection of methods for displaying debug information about game objects. - * - * @class DebugUtils - */ - var DebugUtils = (function () { - function DebugUtils() { } - DebugUtils.font = '14px Courier'; - DebugUtils.lineHeight = 16; - DebugUtils.renderShadow = true; - DebugUtils.start = /** - * Internal method that resets the debug output values. - * @method start - * @param {Number} x The X value the debug info will start from. - * @param {Number} y The Y value the debug info will start from. - * @param {String} color The color the debug info will drawn in. - */ - function start(x, y, color) { - if (typeof color === "undefined") { color = 'rgb(255,255,255)'; } - Phaser.DebugUtils.currentX = x; - Phaser.DebugUtils.currentY = y; - Phaser.DebugUtils.currentColor = color; - Phaser.DebugUtils.context.fillStyle = color; - Phaser.DebugUtils.context.font = Phaser.DebugUtils.font; - }; - DebugUtils.line = /** - * Internal method that outputs a single line of text. - * @method line - * @param {String} text The line of text to draw. - * @param {Number} x The X value the debug info will start from. - * @param {Number} y The Y value the debug info will start from. - */ - function line(text, x, y) { - if (typeof x === "undefined") { x = null; } - if (typeof y === "undefined") { y = null; } - if(x !== null) { - Phaser.DebugUtils.currentX = x; - } - if(y !== null) { - Phaser.DebugUtils.currentY = y; - } - if(Phaser.DebugUtils.renderShadow) { - Phaser.DebugUtils.context.fillStyle = 'rgb(0,0,0)'; - Phaser.DebugUtils.context.fillText(text, Phaser.DebugUtils.currentX + 1, Phaser.DebugUtils.currentY + 1); - Phaser.DebugUtils.context.fillStyle = Phaser.DebugUtils.currentColor; - } - Phaser.DebugUtils.context.fillText(text, Phaser.DebugUtils.currentX, Phaser.DebugUtils.currentY); - Phaser.DebugUtils.currentY += Phaser.DebugUtils.lineHeight; - }; - DebugUtils.renderSpriteCorners = function renderSpriteCorners(sprite, color) { - if (typeof color === "undefined") { color = 'rgb(255,0,255)'; } - Phaser.DebugUtils.start(0, 0, color); - Phaser.DebugUtils.line('x: ' + Math.floor(sprite.transform.upperLeft.x) + ' y: ' + Math.floor(sprite.transform.upperLeft.y), sprite.transform.upperLeft.x, sprite.transform.upperLeft.y); - Phaser.DebugUtils.line('x: ' + Math.floor(sprite.transform.upperRight.x) + ' y: ' + Math.floor(sprite.transform.upperRight.y), sprite.transform.upperRight.x, sprite.transform.upperRight.y); - Phaser.DebugUtils.line('x: ' + Math.floor(sprite.transform.bottomLeft.x) + ' y: ' + Math.floor(sprite.transform.bottomLeft.y), sprite.transform.bottomLeft.x, sprite.transform.bottomLeft.y); - Phaser.DebugUtils.line('x: ' + Math.floor(sprite.transform.bottomRight.x) + ' y: ' + Math.floor(sprite.transform.bottomRight.y), sprite.transform.bottomRight.x, sprite.transform.bottomRight.y); - }; - DebugUtils.renderSoundInfo = /** - * Render debug infos. (including id, position, rotation, scrolling factor, worldBounds and some other properties) - * @param x {number} X position of the debug info to be rendered. - * @param y {number} Y position of the debug info to be rendered. - * @param [color] {number} color of the debug info to be rendered. (format is css color string) - */ - function renderSoundInfo(sound, x, y, color) { - if (typeof color === "undefined") { color = 'rgb(255,255,255)'; } - Phaser.DebugUtils.start(x, y, color); - Phaser.DebugUtils.line('Sound: ' + sound.key + ' Locked: ' + sound.game.sound.touchLocked + ' Pending Playback: ' + sound.pendingPlayback); - Phaser.DebugUtils.line('Decoded: ' + sound.isDecoded + ' Decoding: ' + sound.isDecoding); - Phaser.DebugUtils.line('Total Duration: ' + sound.totalDuration + ' Playing: ' + sound.isPlaying); - Phaser.DebugUtils.line('Time: ' + sound.currentTime); - Phaser.DebugUtils.line('Volume: ' + sound.volume + ' Muted: ' + sound.mute); - Phaser.DebugUtils.line('WebAudio: ' + sound.usingWebAudio + ' Audio: ' + sound.usingAudioTag); - if(sound.currentMarker !== '') { - Phaser.DebugUtils.line('Marker: ' + sound.currentMarker + ' Duration: ' + sound.duration); - Phaser.DebugUtils.line('Start: ' + sound.markers[sound.currentMarker].start + ' Stop: ' + sound.markers[sound.currentMarker].stop); - Phaser.DebugUtils.line('Position: ' + sound.position); - } - }; - DebugUtils.renderCameraInfo = /** - * Render debug infos. (including id, position, rotation, scrolling factor, worldBounds and some other properties) - * @param x {number} X position of the debug info to be rendered. - * @param y {number} Y position of the debug info to be rendered. - * @param [color] {number} color of the debug info to be rendered. (format is css color string) - */ - function renderCameraInfo(camera, x, y, color) { - if (typeof color === "undefined") { color = 'rgb(255,255,255)'; } - Phaser.DebugUtils.start(x, y, color); - Phaser.DebugUtils.line('Camera ID: ' + camera.ID + ' (' + camera.screenView.width + ' x ' + camera.screenView.height + ')'); - Phaser.DebugUtils.line('X: ' + camera.x + ' Y: ' + camera.y + ' Rotation: ' + camera.transform.rotation); - Phaser.DebugUtils.line('WorldView X: ' + camera.worldView.x + ' Y: ' + camera.worldView.y + ' W: ' + camera.worldView.width + ' H: ' + camera.worldView.height); - Phaser.DebugUtils.line('ScreenView X: ' + camera.screenView.x + ' Y: ' + camera.screenView.y + ' W: ' + camera.screenView.width + ' H: ' + camera.screenView.height); - if(camera.worldBounds) { - Phaser.DebugUtils.line('Bounds: ' + camera.worldBounds.width + ' x ' + camera.worldBounds.height); - } - }; - DebugUtils.renderPointer = /** - * Renders the Pointer.circle object onto the stage in green if down or red if up. - * @method renderDebug - */ - function renderPointer(pointer, hideIfUp, downColor, upColor, color) { - if (typeof hideIfUp === "undefined") { hideIfUp = false; } - if (typeof downColor === "undefined") { downColor = 'rgba(0,255,0,0.5)'; } - if (typeof upColor === "undefined") { upColor = 'rgba(255,0,0,0.5)'; } - if (typeof color === "undefined") { color = 'rgb(255,255,255)'; } - if(hideIfUp == true && pointer.isUp == true) { - return; - } - Phaser.DebugUtils.context.beginPath(); - Phaser.DebugUtils.context.arc(pointer.x, pointer.y, pointer.circle.radius, 0, Math.PI * 2); - if(pointer.active) { - Phaser.DebugUtils.context.fillStyle = downColor; - } else { - Phaser.DebugUtils.context.fillStyle = upColor; - } - Phaser.DebugUtils.context.fill(); - Phaser.DebugUtils.context.closePath(); - // Render the points - Phaser.DebugUtils.context.beginPath(); - Phaser.DebugUtils.context.moveTo(pointer.positionDown.x, pointer.positionDown.y); - Phaser.DebugUtils.context.lineTo(pointer.position.x, pointer.position.y); - Phaser.DebugUtils.context.lineWidth = 2; - Phaser.DebugUtils.context.stroke(); - Phaser.DebugUtils.context.closePath(); - // Render the text - Phaser.DebugUtils.start(pointer.x, pointer.y - 100, color); - Phaser.DebugUtils.line('ID: ' + pointer.id + " Active: " + pointer.active); - Phaser.DebugUtils.line('World X: ' + pointer.worldX + " World Y: " + pointer.worldY); - Phaser.DebugUtils.line('Screen X: ' + pointer.x + " Screen Y: " + pointer.y); - Phaser.DebugUtils.line('Duration: ' + pointer.duration + " ms"); - }; - DebugUtils.renderSpriteInputInfo = /** - * Render Sprite Input Debug information - * @param x {number} X position of the debug info to be rendered. - * @param y {number} Y position of the debug info to be rendered. - * @param [color] {number} color of the debug info to be rendered. (format is css color string) - */ - function renderSpriteInputInfo(sprite, x, y, color) { - if (typeof color === "undefined") { color = 'rgb(255,255,255)'; } - Phaser.DebugUtils.start(x, y, color); - Phaser.DebugUtils.line('Sprite Input: (' + sprite.width + ' x ' + sprite.height + ')'); - Phaser.DebugUtils.line('x: ' + sprite.input.pointerX().toFixed(1) + ' y: ' + sprite.input.pointerY().toFixed(1)); - Phaser.DebugUtils.line('over: ' + sprite.input.pointerOver() + ' duration: ' + sprite.input.overDuration().toFixed(0)); - Phaser.DebugUtils.line('down: ' + sprite.input.pointerDown() + ' duration: ' + sprite.input.downDuration().toFixed(0)); - Phaser.DebugUtils.line('just over: ' + sprite.input.justOver() + ' just out: ' + sprite.input.justOut()); - }; - DebugUtils.renderInputInfo = /** - * Render debug information about the Input object. - * @param x {number} X position of the debug info to be rendered. - * @param y {number} Y position of the debug info to be rendered. - * @param [color] {number} color of the debug info to be rendered. (format is css color string) - */ - function renderInputInfo(x, y, color) { - if (typeof color === "undefined") { color = 'rgb(255,255,255)'; } - Phaser.DebugUtils.start(x, y, color); - if(Phaser.DebugUtils.game.input.camera) { - Phaser.DebugUtils.line('Input - Camera: ' + Phaser.DebugUtils.game.input.camera.ID); - } else { - Phaser.DebugUtils.line('Input - Camera: null'); - } - Phaser.DebugUtils.line('X: ' + Phaser.DebugUtils.game.input.x + ' Y: ' + Phaser.DebugUtils.game.input.y); - Phaser.DebugUtils.line('World X: ' + Phaser.DebugUtils.game.input.worldX + ' World Y: ' + Phaser.DebugUtils.game.input.worldY); - Phaser.DebugUtils.line('Scale X: ' + Phaser.DebugUtils.game.input.scale.x.toFixed(1) + ' Scale Y: ' + Phaser.DebugUtils.game.input.scale.x.toFixed(1)); - Phaser.DebugUtils.line('Screen X: ' + Phaser.DebugUtils.game.input.activePointer.screenX + ' Screen Y: ' + Phaser.DebugUtils.game.input.activePointer.screenY); - }; - DebugUtils.renderSpriteWorldView = function renderSpriteWorldView(sprite, x, y, color) { - if (typeof color === "undefined") { color = 'rgb(255,255,255)'; } - Phaser.DebugUtils.start(x, y, color); - Phaser.DebugUtils.line('Sprite World Coords (' + sprite.width + ' x ' + sprite.height + ')'); - Phaser.DebugUtils.line('x: ' + sprite.worldView.x + ' y: ' + sprite.worldView.y); - Phaser.DebugUtils.line('bottom: ' + sprite.worldView.bottom + ' right: ' + sprite.worldView.right.toFixed(1)); - }; - DebugUtils.renderSpriteWorldViewBounds = function renderSpriteWorldViewBounds(sprite, color) { - if (typeof color === "undefined") { color = 'rgba(0,255,0,0.3)'; } - Phaser.DebugUtils.renderRectangle(sprite.worldView, color); - }; - DebugUtils.renderSpriteInfo = /** - * Render debug infos. (including name, bounds info, position and some other properties) - * @param x {number} X position of the debug info to be rendered. - * @param y {number} Y position of the debug info to be rendered. - * @param [color] {number} color of the debug info to be rendered. (format is css color string) - */ - function renderSpriteInfo(sprite, x, y, color) { - if (typeof color === "undefined") { color = 'rgb(255,255,255)'; } - Phaser.DebugUtils.start(x, y, color); - Phaser.DebugUtils.line('Sprite: ' + ' (' + sprite.width + ' x ' + sprite.height + ') origin: ' + sprite.transform.origin.x + ' x ' + sprite.transform.origin.y); - Phaser.DebugUtils.line('x: ' + sprite.x.toFixed(1) + ' y: ' + sprite.y.toFixed(1) + ' rotation: ' + sprite.rotation.toFixed(1)); - Phaser.DebugUtils.line('wx: ' + sprite.worldView.x + ' wy: ' + sprite.worldView.y + ' ww: ' + sprite.worldView.width.toFixed(1) + ' wh: ' + sprite.worldView.height.toFixed(1) + ' wb: ' + sprite.worldView.bottom + ' wr: ' + sprite.worldView.right); - Phaser.DebugUtils.line('sx: ' + sprite.transform.scale.x.toFixed(1) + ' sy: ' + sprite.transform.scale.y.toFixed(1)); - Phaser.DebugUtils.line('tx: ' + sprite.texture.width.toFixed(1) + ' ty: ' + sprite.texture.height.toFixed(1)); - Phaser.DebugUtils.line('center x: ' + sprite.transform.center.x + ' y: ' + sprite.transform.center.y); - Phaser.DebugUtils.line('cameraView x: ' + sprite.cameraView.x + ' y: ' + sprite.cameraView.y + ' width: ' + sprite.cameraView.width + ' height: ' + sprite.cameraView.height); - Phaser.DebugUtils.line('inCamera: ' + Phaser.DebugUtils.game.renderer.spriteRenderer.inCamera(Phaser.DebugUtils.game.camera, sprite)); - }; - DebugUtils.renderSpriteBounds = function renderSpriteBounds(sprite, camera, color) { - if (typeof camera === "undefined") { camera = null; } - if (typeof color === "undefined") { color = 'rgba(0,255,0,0.2)'; } - if(camera == null) { - camera = Phaser.DebugUtils.game.camera; - } - var dx = sprite.worldView.x; - var dy = sprite.worldView.y; - Phaser.DebugUtils.context.fillStyle = color; - Phaser.DebugUtils.context.fillRect(dx, dy, sprite.width, sprite.height); - }; - DebugUtils.renderPixel = function renderPixel(x, y, fillStyle) { - if (typeof fillStyle === "undefined") { fillStyle = 'rgba(0,255,0,1)'; } - Phaser.DebugUtils.context.fillStyle = fillStyle; - Phaser.DebugUtils.context.fillRect(x, y, 1, 1); - }; - DebugUtils.renderPoint = function renderPoint(point, fillStyle) { - if (typeof fillStyle === "undefined") { fillStyle = 'rgba(0,255,0,1)'; } - Phaser.DebugUtils.context.fillStyle = fillStyle; - Phaser.DebugUtils.context.fillRect(point.x, point.y, 1, 1); - }; - DebugUtils.renderRectangle = function renderRectangle(rect, fillStyle) { - if (typeof fillStyle === "undefined") { fillStyle = 'rgba(0,255,0,0.3)'; } - Phaser.DebugUtils.context.fillStyle = fillStyle; - Phaser.DebugUtils.context.fillRect(rect.x, rect.y, rect.width, rect.height); - }; - DebugUtils.renderCircle = function renderCircle(circle, fillStyle) { - if (typeof fillStyle === "undefined") { fillStyle = 'rgba(0,255,0,0.3)'; } - Phaser.DebugUtils.context.fillStyle = fillStyle; - Phaser.DebugUtils.context.arc(circle.x, circle.y, circle.radius, 0, Math.PI * 2, false); - Phaser.DebugUtils.context.fill(); - }; - DebugUtils.renderText = /** - * Render text - * @param x {number} X position of the debug info to be rendered. - * @param y {number} Y position of the debug info to be rendered. - * @param [color] {number} color of the debug info to be rendered. (format is css color string) - */ - function renderText(text, x, y, color, font) { - if (typeof color === "undefined") { color = 'rgb(255,255,255)'; } - if (typeof font === "undefined") { font = '16px Courier'; } - Phaser.DebugUtils.context.font = font; - Phaser.DebugUtils.context.fillStyle = color; - Phaser.DebugUtils.context.fillText(text, x, y); - }; - return DebugUtils; - })(); - Phaser.DebugUtils = DebugUtils; - /* - public render(context:CanvasRenderingContext2D) { - - context.beginPath(); - context.strokeStyle = 'rgb(0,255,0)'; - context.strokeRect(this.position.x - this.bounds.halfWidth, this.position.y - this.bounds.halfHeight, this.bounds.width, this.bounds.height); - context.stroke(); - context.closePath(); - - // center point - context.fillStyle = 'rgb(0,255,0)'; - context.fillRect(this.position.x, this.position.y, 2, 2); - - if (this.touching & Phaser.Types.LEFT) - { - context.beginPath(); - context.strokeStyle = 'rgb(255,0,0)'; - context.moveTo(this.position.x - this.bounds.halfWidth, this.position.y - this.bounds.halfHeight); - context.lineTo(this.position.x - this.bounds.halfWidth, this.position.y + this.bounds.halfHeight); - context.stroke(); - context.closePath(); - } - if (this.touching & Phaser.Types.RIGHT) - { - context.beginPath(); - context.strokeStyle = 'rgb(255,0,0)'; - context.moveTo(this.position.x + this.bounds.halfWidth, this.position.y - this.bounds.halfHeight); - context.lineTo(this.position.x + this.bounds.halfWidth, this.position.y + this.bounds.halfHeight); - context.stroke(); - context.closePath(); - } - - if (this.touching & Phaser.Types.UP) - { - context.beginPath(); - context.strokeStyle = 'rgb(255,0,0)'; - context.moveTo(this.position.x - this.bounds.halfWidth, this.position.y - this.bounds.halfHeight); - context.lineTo(this.position.x + this.bounds.halfWidth, this.position.y - this.bounds.halfHeight); - context.stroke(); - context.closePath(); - } - if (this.touching & Phaser.Types.DOWN) - { - context.beginPath(); - context.strokeStyle = 'rgb(255,0,0)'; - context.moveTo(this.position.x - this.bounds.halfWidth, this.position.y + this.bounds.halfHeight); - context.lineTo(this.position.x + this.bounds.halfWidth, this.position.y + this.bounds.halfHeight); - context.stroke(); - context.closePath(); - } - - } - */ - /** - * Render debug infos. (including name, bounds info, position and some other properties) - * @param x {number} X position of the debug info to be rendered. - * @param y {number} Y position of the debug info to be rendered. - * @param [color] {number} color of the debug info to be rendered. (format is css color string) - */ - /* - public renderDebugInfo(x: number, y: number, color: string = 'rgb(255,255,255)') { - - this.sprite.texture.context.fillStyle = color; - this.sprite.texture.context.fillText('Sprite: (' + this.sprite.width + ' x ' + this.sprite.height + ')', x, y); - //this.sprite.texture.context.fillText('x: ' + this._sprite.frameBounds.x.toFixed(1) + ' y: ' + this._sprite.frameBounds.y.toFixed(1) + ' rotation: ' + this._sprite.rotation.toFixed(1), x, y + 14); - this.sprite.texture.context.fillText('x: ' + this.bounds.x.toFixed(1) + ' y: ' + this.bounds.y.toFixed(1) + ' rotation: ' + this.sprite.transform.rotation.toFixed(0), x, y + 14); - this.sprite.texture.context.fillText('vx: ' + this.velocity.x.toFixed(1) + ' vy: ' + this.velocity.y.toFixed(1), x, y + 28); - this.sprite.texture.context.fillText('acx: ' + this.acceleration.x.toFixed(1) + ' acy: ' + this.acceleration.y.toFixed(1), x, y + 42); - this.sprite.texture.context.fillText('angVx: ' + this.angularVelocity.toFixed(1) + ' angAc: ' + this.angularAcceleration.toFixed(1), x, y + 56); - - } - */ - })(Phaser || (Phaser = {})); diff --git a/wip/TS Source/utils/PointUtils.js b/wip/TS Source/utils/PointUtils.js deleted file mode 100644 index 23d02659..00000000 --- a/wip/TS Source/utils/PointUtils.js +++ /dev/null @@ -1,203 +0,0 @@ -/// -/** -* @author Richard Davey -* @copyright 2013 Photon Storm Ltd. -* @license https://github.com/photonstorm/phaser/blob/master/license.txt MIT License -* @module Phaser -*/ -var Phaser; -(function (Phaser) { - /** - * A collection of methods useful for manipulating and comparing Point objects. - * - * @class PointUtils - */ - var PointUtils = (function () { - function PointUtils() { } - PointUtils.add = /** - * Adds the coordinates of two points together to create a new point. - * @method add - * @param {Phaser.Point} a The first Point object. - * @param {Phaser.Point} b The second Point object. - * @param {Phaser.Point} out Optional Point to store the value in, if not supplied a new Point object will be created. - * @return {Phaser.Point} The new Point object. - */ - function add(a, b, out) { - if (typeof out === "undefined") { out = new Phaser.Point(); } - return out.setTo(a.x + b.x, a.y + b.y); - }; - PointUtils.subtract = /** - * Subtracts the coordinates of two points to create a new point. - * @method subtract - * @param {Phaser.Point} a The first Point object. - * @param {Phaser.Point} b The second Point object. - * @param {Phaser.Point} out Optional Point to store the value in, if not supplied a new Point object will be created. - * @return {Phaser.Point} The new Point object. - */ - function subtract(a, b, out) { - if (typeof out === "undefined") { out = new Phaser.Point(); } - return out.setTo(a.x - b.x, a.y - b.y); - }; - PointUtils.multiply = /** - * Multiplies the coordinates of two points to create a new point. - * @method subtract - * @param {Phaser.Point} a The first Point object. - * @param {Phaser.Point} b The second Point object. - * @param {Phaser.Point} out Optional Point to store the value in, if not supplied a new Point object will be created. - * @return {Phaser.Point} The new Point object. - */ - function multiply(a, b, out) { - if (typeof out === "undefined") { out = new Phaser.Point(); } - return out.setTo(a.x * b.x, a.y * b.y); - }; - PointUtils.divide = /** - * Divides the coordinates of two points to create a new point. - * @method subtract - * @param {Phaser.Point} a The first Point object. - * @param {Phaser.Point} b The second Point object. - * @param {Phaser.Point} out Optional Point to store the value in, if not supplied a new Point object will be created. - * @return {Phaser.Point} The new Point object. - */ - function divide(a, b, out) { - if (typeof out === "undefined") { out = new Phaser.Point(); } - return out.setTo(a.x / b.x, a.y / b.y); - }; - PointUtils.clamp = /** - * Clamps the Point object values to be between the given min and max - * @method clamp - * @param {Phaser.Point} a The point. - * @param {Number} min The minimum value to clamp this Point to - * @param {Number} max The maximum value to clamp this Point to - * @return {Phaser.Point} This Point object. - */ - function clamp(a, min, max) { - Phaser.PointUtils.clampX(a, min, max); - Phaser.PointUtils.clampY(a, min, max); - return a; - }; - PointUtils.clampX = /** - * Clamps the x value of the given Point object to be between the min and max values. - * @method clampX - * @param {Phaser.Point} a The point. - * @param {Number} min The minimum value to clamp this Point to - * @param {Number} max The maximum value to clamp this Point to - * @return {Phaser.Point} This Point object. - */ - function clampX(a, min, max) { - a.x = Math.max(Math.min(a.x, max), min); - return a; - }; - PointUtils.clampY = /** - * Clamps the y value of the given Point object to be between the min and max values. - * @method clampY - * @param {Phaser.Point} a The point. - * @param {Number} min The minimum value to clamp this Point to - * @param {Number} max The maximum value to clamp this Point to - * @return {Phaser.Point} This Point object. - */ - function clampY(a, min, max) { - a.y = Math.max(Math.min(a.y, max), min); - return a; - }; - PointUtils.clone = /** - * Creates a copy of the given Point. - * @method clone - * @param {Phaser.Point} output Optional Point object. If given the values will be set into this object, otherwise a brand new Point object will be created and returned. - * @return {Phaser.Point} The new Point object. - */ - function clone(a, output) { - if (typeof output === "undefined") { output = new Phaser.Point(); } - return output.setTo(a.x, a.y); - }; - PointUtils.distanceBetween = /** - * Returns the distance between the two given Point objects. - * @method distanceBetween - * @param {Phaser.Point} a The first Point object. - * @param {Phaser.Point} b The second Point object. - * @param {bool} round Round the distance to the nearest integer (default false) - * @return {Number} The distance between the two Point objects. - */ - function distanceBetween(a, b, round) { - if (typeof round === "undefined") { round = false; } - var dx = a.x - b.x; - var dy = a.y - b.y; - if(round === true) { - return Math.round(Math.sqrt(dx * dx + dy * dy)); - } else { - return Math.sqrt(dx * dx + dy * dy); - } - }; - PointUtils.equals = /** - * Determines whether the two given Point objects are equal. They are considered equal if they have the same x and y values. - * @method equals - * @param {Phaser.Point} a The first Point object. - * @param {Phaser.Point} b The second Point object. - * @return {bool} A value of true if the Points are equal, otherwise false. - */ - function equals(a, b) { - return (a.x == b.x && a.y == b.y); - }; - PointUtils.rotate = /** - * Determines a point between two specified points. The parameter f determines where the new interpolated point is located relative to the two end points specified by parameters pt1 and pt2. - * The closer the value of the parameter f is to 1.0, the closer the interpolated point is to the first point (parameter pt1). The closer the value of the parameter f is to 0, the closer the interpolated point is to the second point (parameter pt2). - * @method interpolate - * @param {Phaser.Point} pointA The first Point object. - * @param {Phaser.Point} pointB The second Point object. - * @param {Number} f The level of interpolation between the two points. Indicates where the new point will be, along the line between pt1 and pt2. If f=1, pt1 is returned; if f=0, pt2 is returned. - * @return {Phaser.Point} The new interpolated Point object. - */ - //public static interpolate(pointA, pointB, f) { - // TODO! - //} - /** - * Converts a pair of polar coordinates to a Cartesian point coordinate. - * @method polar - * @param {Number} length The length coordinate of the polar pair. - * @param {Number} angle The angle, in radians, of the polar pair. - * @return {Phaser.Point} The new Cartesian Point object. - */ - //public static polar(length, angle) { - // TODO! - //} - /** - * Rotates a Point around the x/y coordinates given to the desired angle. - * @method rotate - * @param {Phaser.Point} a The Point object to rotate. - * @param {Number} x The x coordinate of the anchor point - * @param {Number} y The y coordinate of the anchor point - * @param {Number} angle The angle in radians (unless asDegrees is true) to rotate the Point to. - * @param {bool} asDegrees Is the given rotation in radians (false) or degrees (true)? - * @param {Number} distance An optional distance constraint between the Point and the anchor. - * @return {Phaser.Point} The modified point object - */ - function rotate(a, x, y, angle, asDegrees, distance) { - if (typeof asDegrees === "undefined") { asDegrees = false; } - if (typeof distance === "undefined") { distance = null; } - if(asDegrees) { - angle = angle * Phaser.GameMath.DEG_TO_RAD; - } - // Get distance from origin (cx/cy) to this point - if(distance === null) { - distance = Math.sqrt(((x - a.x) * (x - a.x)) + ((y - a.y) * (y - a.y))); - } - return a.setTo(x + distance * Math.cos(angle), y + distance * Math.sin(angle)); - }; - PointUtils.rotateAroundPoint = /** - * Rotates a Point around the given Point to the desired angle. - * @method rotateAroundPoint - * @param {Phaser.Point} a The Point object to rotate. - * @param {Phaser.Point} b The Point object to serve as point of rotation. - * @param {Number} angle The angle in radians (unless asDegrees is true) to rotate the Point to. - * @param {bool} asDegrees Is the given rotation in radians (false) or degrees (true)? - * @param {Number} distance An optional distance constraint between the Point and the anchor. - * @return {Phaser.Point} The modified point object - */ - function rotateAroundPoint(a, b, angle, asDegrees, distance) { - if (typeof asDegrees === "undefined") { asDegrees = false; } - if (typeof distance === "undefined") { distance = null; } - return Phaser.PointUtils.rotate(a, b.x, b.y, angle, asDegrees, distance); - }; - return PointUtils; - })(); - Phaser.PointUtils = PointUtils; -})(Phaser || (Phaser = {})); diff --git a/wip/TS Source/utils/RectangleUtils.js b/wip/TS Source/utils/RectangleUtils.js deleted file mode 100644 index 1e3614a8..00000000 --- a/wip/TS Source/utils/RectangleUtils.js +++ /dev/null @@ -1,193 +0,0 @@ -/// -/** -* @author Richard Davey -* @copyright 2013 Photon Storm Ltd. -* @license https://github.com/photonstorm/phaser/blob/master/license.txt MIT License -* @module Phaser -*/ -var Phaser; -(function (Phaser) { - /** - * A collection of methods useful for manipulating and comparing Rectangle objects. - * - * @class RectangleUtils - */ - var RectangleUtils = (function () { - function RectangleUtils() { } - RectangleUtils.getTopLeftAsPoint = /** - * Get the location of the Rectangles top-left corner as a Point object. - * @method getTopLeftAsPoint - * @param {Phaser.Rectangle} a The Rectangle object. - * @param {Phaser.Point} out Optional Point to store the value in, if not supplied a new Point object will be created. - * @return {Phaser.Point} The new Point object. - */ - function getTopLeftAsPoint(a, out) { - if (typeof out === "undefined") { out = new Phaser.Point(); } - return out.setTo(a.x, a.y); - }; - RectangleUtils.getBottomRightAsPoint = /** - * Get the location of the Rectangles bottom-right corner as a Point object. - * @method getTopLeftAsPoint - * @param {Phaser.Rectangle} a The Rectangle object. - * @param {Phaser.Point} out Optional Point to store the value in, if not supplied a new Point object will be created. - * @return {Phaser.Point} The new Point object. - **/ - function getBottomRightAsPoint(a, out) { - if (typeof out === "undefined") { out = new Phaser.Point(); } - return out.setTo(a.right, a.bottom); - }; - RectangleUtils.inflate = /** - * Increases the size of the Rectangle object by the specified amounts. The center point of the Rectangle object stays the same, and its size increases to the left and right by the dx value, and to the top and the bottom by the dy value. - * @method inflate - * @param {Phaser.Rectangle} a The Rectangle object. - * @param {Number} dx The amount to be added to the left side of the Rectangle. - * @param {Number} dy The amount to be added to the bottom side of the Rectangle. - * @return {Phaser.Rectangle} This Rectangle object. - */ - function inflate(a, dx, dy) { - a.x -= dx; - a.width += 2 * dx; - a.y -= dy; - a.height += 2 * dy; - return a; - }; - RectangleUtils.inflatePoint = /** - * Increases the size of the Rectangle object. This method is similar to the Rectangle.inflate() method except it takes a Point object as a parameter. - * @method inflatePoint - * @param {Phaser.Rectangle} a The Rectangle object. - * @param {Phaser.Point} point The x property of this Point object is used to increase the horizontal dimension of the Rectangle object. The y property is used to increase the vertical dimension of the Rectangle object. - * @return {Phaser.Rectangle} The Rectangle object. - */ - function inflatePoint(a, point) { - return Phaser.RectangleUtils.inflate(a, point.x, point.y); - }; - RectangleUtils.size = /** - * The size of the Rectangle object, expressed as a Point object with the values of the width and height properties. - * @method size - * @param {Phaser.Rectangle} a The Rectangle object. - * @param {Phaser.Point} output Optional Point object. If given the values will be set into the object, otherwise a brand new Point object will be created and returned. - * @return {Phaser.Point} The size of the Rectangle object - */ - function size(a, output) { - if (typeof output === "undefined") { output = new Phaser.Point(); } - return output.setTo(a.width, a.height); - }; - RectangleUtils.clone = /** - * Returns a new Rectangle object with the same values for the x, y, width, and height properties as the original Rectangle object. - * @method clone - * @param {Phaser.Rectangle} a The Rectangle object. - * @param {Phaser.Rectangle} output Optional Rectangle object. If given the values will be set into the object, otherwise a brand new Rectangle object will be created and returned. - * @return {Phaser.Rectangle} - */ - function clone(a, output) { - if (typeof output === "undefined") { output = new Phaser.Rectangle(); } - return output.setTo(a.x, a.y, a.width, a.height); - }; - RectangleUtils.contains = /** - * Determines whether the specified coordinates are contained within the region defined by this Rectangle object. - * @method contains - * @param {Phaser.Rectangle} a The Rectangle object. - * @param {Number} x The x coordinate of the point to test. - * @param {Number} y The y coordinate of the point to test. - * @return {bool} A value of true if the Rectangle object contains the specified point; otherwise false. - */ - function contains(a, x, y) { - return (x >= a.x && x <= a.right && y >= a.y && y <= a.bottom); - }; - RectangleUtils.containsPoint = /** - * Determines whether the specified point is contained within the rectangular region defined by this Rectangle object. This method is similar to the Rectangle.contains() method, except that it takes a Point object as a parameter. - * @method containsPoint - * @param {Phaser.Rectangle} a The Rectangle object. - * @param {Phaser.Point} point The point object being checked. Can be Point or any object with .x and .y values. - * @return {bool} A value of true if the Rectangle object contains the specified point; otherwise false. - */ - function containsPoint(a, point) { - return Phaser.RectangleUtils.contains(a, point.x, point.y); - }; - RectangleUtils.containsRect = /** - * Determines whether the first Rectangle object is fully contained within the second Rectangle object. - * A Rectangle object is said to contain another if the second Rectangle object falls entirely within the boundaries of the first. - * @method containsRect - * @param {Phaser.Rectangle} a The first Rectangle object. - * @param {Phaser.Rectangle} b The second Rectangle object. - * @return {bool} A value of true if the Rectangle object contains the specified point; otherwise false. - */ - function containsRect(a, b) { - // If the given rect has a larger volume than this one then it can never contain it - if(a.volume > b.volume) { - return false; - } - return (a.x >= b.x && a.y >= b.y && a.right <= b.right && a.bottom <= b.bottom); - }; - RectangleUtils.equals = /** - * Determines whether the two Rectangles are equal. - * This method compares the x, y, width and height properties of each Rectangle. - * @method equals - * @param {Phaser.Rectangle} a The first Rectangle object. - * @param {Phaser.Rectangle} b The second Rectangle object. - * @return {bool} A value of true if the two Rectangles have exactly the same values for the x, y, width and height properties; otherwise false. - */ - function equals(a, b) { - return (a.x == b.x && a.y == b.y && a.width == b.width && a.height == b.height); - }; - RectangleUtils.intersection = /** - * If the Rectangle object specified in the toIntersect parameter intersects with this Rectangle object, returns the area of intersection as a Rectangle object. If the Rectangles do not intersect, this method returns an empty Rectangle object with its properties set to 0. - * @method intersection - * @param {Phaser.Rectangle} a The first Rectangle object. - * @param {Phaser.Rectangle} b The second Rectangle object. - * @param {Phaser.Rectangle} output Optional Rectangle object. If given the intersection values will be set into this object, otherwise a brand new Rectangle object will be created and returned. - * @return {Phaser.Rectangle} A Rectangle object that equals the area of intersection. If the Rectangles do not intersect, this method returns an empty Rectangle object; that is, a Rectangle with its x, y, width, and height properties set to 0. - */ - function intersection(a, b, out) { - if (typeof out === "undefined") { out = new Phaser.Rectangle(); } - if(Phaser.RectangleUtils.intersects(a, b)) { - out.x = Math.max(a.x, b.x); - out.y = Math.max(a.y, b.y); - out.width = Math.min(a.right, b.right) - out.x; - out.height = Math.min(a.bottom, b.bottom) - out.y; - } - return out; - }; - RectangleUtils.intersects = /** - * Determines whether the two Rectangles intersect with each other. - * This method checks the x, y, width, and height properties of the Rectangles. - * @method intersects - * @param {Phaser.Rectangle} a The first Rectangle object. - * @param {Phaser.Rectangle} b The second Rectangle object. - * @param {Number} tolerance A tolerance value to allow for an intersection test with padding, default to 0 - * @return {bool} A value of true if the specified object intersects with this Rectangle object; otherwise false. - */ - function intersects(a, b, tolerance) { - if (typeof tolerance === "undefined") { tolerance = 0; } - return !(a.left > b.right + tolerance || a.right < b.left - tolerance || a.top > b.bottom + tolerance || a.bottom < b.top - tolerance); - }; - RectangleUtils.intersectsRaw = /** - * Determines whether the object specified intersects (overlaps) with the given values. - * @method intersectsRaw - * @param {Number} left - * @param {Number} right - * @param {Number} top - * @param {Number} bottomt - * @param {Number} tolerance A tolerance value to allow for an intersection test with padding, default to 0 - * @return {bool} A value of true if the specified object intersects with the Rectangle; otherwise false. - */ - function intersectsRaw(a, left, right, top, bottom, tolerance) { - if (typeof tolerance === "undefined") { tolerance = 0; } - return !(left > a.right + tolerance || right < a.left - tolerance || top > a.bottom + tolerance || bottom < a.top - tolerance); - }; - RectangleUtils.union = /** - * Adds two Rectangles together to create a new Rectangle object, by filling in the horizontal and vertical space between the two Rectangles. - * @method union - * @param {Phaser.Rectangle} a The first Rectangle object. - * @param {Phaser.Rectangle} b The second Rectangle object. - * @param {Phaser.Rectangle} output Optional Rectangle object. If given the new values will be set into this object, otherwise a brand new Rectangle object will be created and returned. - * @return {Phaser.Rectangle} A Rectangle object that is the union of the two Rectangles. - */ - function union(a, b, out) { - if (typeof out === "undefined") { out = new Phaser.Rectangle(); } - return out.setTo(Math.min(a.x, b.x), Math.min(a.y, b.y), Math.max(a.right, b.right), Math.max(a.bottom, b.bottom)); - }; - return RectangleUtils; - })(); - Phaser.RectangleUtils = RectangleUtils; -})(Phaser || (Phaser = {})); diff --git a/wip/TS Source/utils/SpriteUtils.js b/wip/TS Source/utils/SpriteUtils.js deleted file mode 100644 index aef7e1a2..00000000 --- a/wip/TS Source/utils/SpriteUtils.js +++ /dev/null @@ -1,270 +0,0 @@ -/// -/** -* @author Richard Davey -* @copyright 2013 Photon Storm Ltd. -* @license https://github.com/photonstorm/phaser/blob/master/license.txt MIT License -* @module Phaser -*/ -var Phaser; -(function (Phaser) { - /** - * A collection of methods useful for manipulating and comparing Sprites. - * - * @class SpriteUtils - */ - var SpriteUtils = (function () { - function SpriteUtils() { } - SpriteUtils.updateCameraView = /** - * Updates a Sprites cameraView Rectangle based on the given camera, sprite world position and rotation. - * @method updateCameraView - * @param {Camera} camera The Camera to use in the view - * @param {Sprite} sprite The Sprite that will have its cameraView property modified - * @return {Rectangle} A reference to the Sprite.cameraView property - */ - function updateCameraView(camera, sprite) { - if(sprite.rotation == 0 || sprite.texture.renderRotation == false) { - // Easy out - sprite.cameraView.x = Math.floor(sprite.x - (camera.worldView.x * sprite.transform.scrollFactor.x) - (sprite.width * sprite.transform.origin.x)); - sprite.cameraView.y = Math.floor(sprite.y - (camera.worldView.y * sprite.transform.scrollFactor.y) - (sprite.height * sprite.transform.origin.y)); - sprite.cameraView.width = sprite.width; - sprite.cameraView.height = sprite.height; - } else { - // If the sprite is rotated around its center we can use this quicker method: - if(sprite.transform.origin.x == 0.5 && sprite.transform.origin.y == 0.5) { - Phaser.SpriteUtils._sin = sprite.transform.sin; - Phaser.SpriteUtils._cos = sprite.transform.cos; - if(Phaser.SpriteUtils._sin < 0) { - Phaser.SpriteUtils._sin = -Phaser.SpriteUtils._sin; - } - if(Phaser.SpriteUtils._cos < 0) { - Phaser.SpriteUtils._cos = -Phaser.SpriteUtils._cos; - } - sprite.cameraView.width = Math.round(sprite.height * Phaser.SpriteUtils._sin + sprite.width * Phaser.SpriteUtils._cos); - sprite.cameraView.height = Math.round(sprite.height * Phaser.SpriteUtils._cos + sprite.width * Phaser.SpriteUtils._sin); - sprite.cameraView.x = Math.round(sprite.x - (camera.worldView.x * sprite.transform.scrollFactor.x) - (sprite.cameraView.width * sprite.transform.origin.x)); - sprite.cameraView.y = Math.round(sprite.y - (camera.worldView.y * sprite.transform.scrollFactor.y) - (sprite.cameraView.height * sprite.transform.origin.y)); - } else { - sprite.cameraView.x = Math.min(sprite.transform.upperLeft.x, sprite.transform.upperRight.x, sprite.transform.bottomLeft.x, sprite.transform.bottomRight.x); - sprite.cameraView.y = Math.min(sprite.transform.upperLeft.y, sprite.transform.upperRight.y, sprite.transform.bottomLeft.y, sprite.transform.bottomRight.y); - sprite.cameraView.width = Math.max(sprite.transform.upperLeft.x, sprite.transform.upperRight.x, sprite.transform.bottomLeft.x, sprite.transform.bottomRight.x) - sprite.cameraView.x; - sprite.cameraView.height = Math.max(sprite.transform.upperLeft.y, sprite.transform.upperRight.y, sprite.transform.bottomLeft.y, sprite.transform.bottomRight.y) - sprite.cameraView.y; - } - } - return sprite.cameraView; - }; - SpriteUtils.getAsPoints = /** - * Returns an array containing 4 Point objects corresponding to the 4 corners of the sprite bounds. - * @method getAsPoints - * @param {Sprite} sprite The Sprite that will have its cameraView property modified - * @return {Array} An array of Point objects. - */ - function getAsPoints(sprite) { - var out = []; - // top left - out.push(new Phaser.Point(sprite.x, sprite.y)); - // top right - out.push(new Phaser.Point(sprite.x + sprite.width, sprite.y)); - // bottom right - out.push(new Phaser.Point(sprite.x + sprite.width, sprite.y + sprite.height)); - // bottom left - out.push(new Phaser.Point(sprite.x, sprite.y + sprite.height)); - return out; - }; - SpriteUtils.overlapsPointer = /** - * Checks to see if some GameObject overlaps this GameObject or Group. - * If the group has a LOT of things in it, it might be faster to use Collision.overlaps(). - * WARNING: Currently tilemaps do NOT support screen space overlap checks! - * - * @param objectOrGroup {object} The object or group being tested. - * @param inScreenSpace {bool} Whether to take scroll factors numbero account when checking for overlap. Default is false, or "only compare in world space." - * @param camera {Camera} Specify which game camera you want. If null getScreenXY() will just grab the first global camera. - * - * @return {bool} Whether or not the objects overlap this. - */ - /* - static overlaps(objectOrGroup, inScreenSpace: bool = false, camera: Camera = null): bool { - - if (objectOrGroup.isGroup) - { - var results: bool = false; - var i: number = 0; - var members = objectOrGroup.members; - - while (i < length) - { - if (this.overlaps(members[i++], inScreenSpace, camera)) - { - results = true; - } - } - - return results; - - } - - if (!inScreenSpace) - { - return (objectOrGroup.x + objectOrGroup.width > this.x) && (objectOrGroup.x < this.x + this.width) && - (objectOrGroup.y + objectOrGroup.height > this.y) && (objectOrGroup.y < this.y + this.height); - } - - if (camera == null) - { - camera = this.game.camera; - } - - var objectScreenPos: Point = objectOrGroup.getScreenXY(null, camera); - - this.getScreenXY(this._point, camera); - - return (objectScreenPos.x + objectOrGroup.width > this._point.x) && (objectScreenPos.x < this._point.x + this.width) && - (objectScreenPos.y + objectOrGroup.height > this._point.y) && (objectScreenPos.y < this._point.y + this.height); - } - */ - function overlapsPointer(sprite, pointer) { - if(sprite.transform.scrollFactor.equals(1)) { - // We can do a world vs. world check - return Phaser.SpriteUtils.overlapsXY(sprite, pointer.worldX, pointer.worldY); - } else if(sprite.transform.scrollFactor.equals(0)) { - // scroll factor 0 means a screen view check, as the sprite will be absolutely positioned - return Phaser.SpriteUtils.overlapsXY(sprite, pointer.x, pointer.y); - } else { - // If the sprite has a scroll factor other than 0 or 1 then we need to work out - // what the pointers scroll factor values would be - var px = pointer.worldX * sprite.transform.scrollFactor.x; - var py = pointer.worldY * sprite.transform.scrollFactor.y; - return Phaser.SpriteUtils.overlapsXY(sprite, px, py); - } - }; - SpriteUtils.overlapsXY = /** - * Checks to see if the given x and y coordinates overlaps this Sprite, taking scaling and rotation into account. - * The coordinates must be given in world space, not local or camera space. - * - * @method overlapsXY - * @param {Sprite} sprite The Sprite to check. It will take scaling and rotation into account, but NOT scroll factor. - * @param {Number} x The x coordinate in world space. - * @param {Number} y The y coordinate in world space. - * @return {bool} Whether or not the point overlaps this object. - */ - 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.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; - } - if((x - sprite.transform.upperRight.x) * (sprite.transform.upperRight.x - sprite.transform.upperLeft.x) + (y - sprite.transform.upperRight.y) * (sprite.transform.upperRight.y - sprite.transform.upperLeft.y) > 0) { - return false; - } - if((x - sprite.transform.upperLeft.x) * (sprite.transform.bottomLeft.x - sprite.transform.upperLeft.x) + (y - sprite.transform.upperLeft.y) * (sprite.transform.bottomLeft.y - sprite.transform.upperLeft.y) < 0) { - return false; - } - if((x - sprite.transform.bottomLeft.x) * (sprite.transform.bottomLeft.x - sprite.transform.upperLeft.x) + (y - sprite.transform.bottomLeft.y) * (sprite.transform.bottomLeft.y - sprite.transform.upperLeft.y) > 0) { - return false; - } - return true; - }; - SpriteUtils.overlapsPoint = /** - * Checks to see if the given point overlaps this Sprite, taking scaling and rotation into account. - * The point must be given in world space, not local or camera space. - * - * @method overlapsPoint - * @param {Sprite} sprite The Sprite to check. It will take scaling and rotation into account. - * @param {Point} point The point in world space you want to check. - * @return {bool} Whether or not the point overlaps this object. - */ - function overlapsPoint(sprite, point) { - return Phaser.SpriteUtils.overlapsXY(sprite, point.x, point.y); - }; - SpriteUtils.onScreen = /** - * Check and see if this object is currently on screen. - * - * @method onScreen - * @param {Sprite} sprite The Sprite to check. It will take scaling and rotation into account. - * @param {Camera} camera Specify which game camera you want. If null getScreenXY() will just grab the first global camera. - * @return {bool} Whether the object is on screen or not. - */ - function onScreen(sprite, camera) { - if (typeof camera === "undefined") { camera = null; } - if(camera == null) { - camera = sprite.game.camera; - } - Phaser.SpriteUtils.getScreenXY(sprite, SpriteUtils._tempPoint, camera); - return (Phaser.SpriteUtils._tempPoint.x + sprite.width > 0) && (Phaser.SpriteUtils._tempPoint.x < camera.width) && (Phaser.SpriteUtils._tempPoint.y + sprite.height > 0) && (Phaser.SpriteUtils._tempPoint.y < camera.height); - }; - SpriteUtils.getScreenXY = /** - * Call this to figure out the on-screen position of the object. - * - * @method getScreenXY - * @param {Sprite} sprite The Sprite to check. - * @param {Point} point Takes a Point object and assigns the post-scrolled X and Y values of this object to it. - * @param {Camera} camera Specify which game camera you want. If null getScreenXY() will just grab the first global camera. - * @return {Point} The Point you passed in, or a new Point if you didn't pass one, containing the screen X and Y position of this object. - */ - function getScreenXY(sprite, point, camera) { - if (typeof point === "undefined") { point = null; } - if (typeof camera === "undefined") { camera = null; } - if(point == null) { - point = new Phaser.Point(); - } - if(camera == null) { - camera = sprite.game.camera; - } - point.x = sprite.x - camera.x * sprite.transform.scrollFactor.x; - point.y = sprite.y - camera.y * sprite.transform.scrollFactor.y; - point.x += (point.x > 0) ? 0.0000001 : -0.0000001; - point.y += (point.y > 0) ? 0.0000001 : -0.0000001; - return point; - }; - SpriteUtils.reset = /** - * Set the world bounds that this GameObject can exist within based on the size of the current game world. - * - * @param action {number} The action to take if the object hits the world bounds, either OUT_OF_BOUNDS_KILL or OUT_OF_BOUNDS_STOP - */ - /* - static setBoundsFromWorld(action: number = GameObject.OUT_OF_BOUNDS_STOP) { - - this.setBounds(this.game.world.bounds.x, this.game.world.bounds.y, this.game.world.bounds.width, this.game.world.bounds.height); - this.outOfBoundsAction = action; - - } - */ - /** - * Handy for reviving game objects. Resets their existence flags and position. - * - * @method reset - * @param {Sprite} sprite The Sprite to reset. - * @param {number} x The new X position of this object. - * @param {number} y The new Y position of this object. - * @return {Sprite} The reset Sprite object. - */ - function reset(sprite, x, y) { - sprite.revive(); - sprite.x = x; - sprite.y = y; - //sprite.body.velocity.x = 0; - //sprite.body.velocity.y = 0; - //sprite.body.position.x = x; - //sprite.body.position.y = y; - return sprite; - }; - SpriteUtils.setBounds = /** - * Set the world bounds that this GameObject can exist within. By default a GameObject can exist anywhere - * in the world. But by setting the bounds (which are given in world dimensions, not screen dimensions) - * it can be stopped from leaving the world, or a section of it. - * - * @method setBounds - * @param {number} x x position of the bound - * @param {number} y y position of the bound - * @param {number} width width of its bound - * @param {number} height height of its bound - */ - function setBounds(x, y, width, height) { - // Needed? - }; - return SpriteUtils; - })(); - Phaser.SpriteUtils = SpriteUtils; -})(Phaser || (Phaser = {})); diff --git a/wip/TS Source/yuidoc.json b/wip/TS Source/yuidoc.json deleted file mode 100644 index ac031eaf..00000000 --- a/wip/TS Source/yuidoc.json +++ /dev/null @@ -1,10 +0,0 @@ -{ - "name": "Phaser", - "description": "HTML5 Game Framework", - "version": "1.0.0", - "url": "http://www.phaser.io/", - "options": { - "linkNatives": "false" - } - -} \ No newline at end of file diff --git a/wip/TS Tests/.gitignore b/wip/TS Tests/.gitignore deleted file mode 100644 index 0b0f0dca..00000000 --- a/wip/TS Tests/.gitignore +++ /dev/null @@ -1,39 +0,0 @@ - -#ignore thumbnails created by windows -Thumbs.db -#Ignore files build by Visual Studio -*.obj -*.exe -*.pdb -*.user -*.aps -*.pch -*.vspscc -*_i.c -*_p.c -*.ncb -*.suo -*.sln -*.tlb -*.tlh -*.bak -*.cache -*.ilk -*.log -*.map -*.orig -*.map -*.config -*.sublime-workspace -.DS_Store -launcher.html -tests.html -[Bb]in -[Dd]ebug*/ -*.lib -*.sbr -obj/ -[Rr]elease*/ -_ReSharper*/ -[Tt]est[Rr]esult* -.idea/ \ No newline at end of file diff --git a/wip/TS Tests/Phaser Tests.sublime-project b/wip/TS Tests/Phaser Tests.sublime-project deleted file mode 100644 index 58a4610c..00000000 --- a/wip/TS Tests/Phaser Tests.sublime-project +++ /dev/null @@ -1,11 +0,0 @@ -{ - "folders": - [ - { - "path": "/D/wamp/www/phaser/Tests" - }, - { - "path": "/D/wamp/www/phaser/Phaser" - } - ] -} diff --git a/wip/TS Tests/Tests.csproj b/wip/TS Tests/Tests.csproj deleted file mode 100644 index 6045dfa9..00000000 --- a/wip/TS Tests/Tests.csproj +++ /dev/null @@ -1,446 +0,0 @@ - - - - Debug - {DC8A0795-0F9C-4216-A95D-6C3346EA7E26} - {349c5851-65df-11da-9384-00065b846f21};{fae04ec0-301f-11d3-bf4b-00c04f79efbc} - Library - bin - v4.5 - full - true - true - - - - - - - 10.0 - $(MSBuildExtensionsPath32)\Microsoft\VisualStudio\v$(VisualStudioVersion) - - - Tests - - - - - - - - True - True - 0 - / - http://localhost:51901/ - False - False - - - False - - - - - - ES5 - true - false - - - ES5 - true - false - - - - - - - - - audio sprites 1.ts - - - play sound 1.ts - - - basic button 2.ts - - - basic button.ts - - - - - camera buttons.ts - - - rotated buttons.ts - - - - fade.ts - - - - - mirror.ts - - - scanlines.ts - - - basic camera 1.ts - - - - - - - - - - - - - - camera alpha.ts - - - - camera rotation.ts - - - scrollfactor 1.ts - - - - scrollfactor 2.ts - - - - - - - world sprite.ts - - - - - render crisp.ts - - - - - bring to top 1.ts - - - - - create group 1.ts - - - - - display order.ts - - - - - - - - - - - - - - - - - - - - swap children.ts - - - - - bring to top.ts - - - drag sprite 1.ts - - - - drag sprite 2.ts - - - - - - - drag sprite 3.ts - - - - game scale 1.ts - - - - - motion lock 2.ts - - - motion lock.ts - - - - multitouch.ts - - - over sprite 1.ts - - - - over sprite 2.ts - - - - - - point in rotated sprite.ts - - - - rotated sprites.ts - - - snap 1.ts - - - touch priority.ts - - - - - world coordinates.ts - - - world drag.ts - - - - - - - - - - point1.ts - - - - point2.ts - - - - point3.ts - - - - - - - - - - - - sprite bounds.ts - - - ballscroller.ts - - - parallax.ts - - - region demo.ts - - - scroll window.ts - - - simple scrollzone.ts - - - - skewed scroller.ts - - - - alpha.ts - - - - animate by framename.ts - - - - origin 5.ts - - - - - - - blur filter.ts - - - - - brightness filter.ts - - - - contrast filter.ts - - - - grayscale filter.ts - - - - hue rotate filter.ts - - - sepia filter.ts - - - - - dynamic texture 1.ts - - - - dynamic texture 2.ts - - - filter test.ts - - - - starling texture atlas.ts - - - - texture atlas 1.ts - - - - texture atlas 2.ts - - - - texture atlas 3.ts - - - - texture atlas 4.ts - - - csv tilemap.ts - - - - - tiled layers.ts - - - tiled tilemap.ts - - - - bounce.ts - - - - - - - - - - pause test.ts - - - tween loop 1.ts - - - tween loop 2.ts - - - - - - animation 1.ts - - - - animation 2.ts - - - create sprite 1.ts - - - sprite origin 1.ts - - - sprite origin 2.ts - - - sprite origin 3.ts - - - sprite origin 4.ts - - - - - - - scale sprite 1.ts - - - scale sprite 2.ts - - - scale sprite 3.ts - - - scale sprite 4.ts - - - scale sprite 5.ts - - - - - - - - - - boot screen.ts - - - - - - - - - \ No newline at end of file diff --git a/wip/TS Tests/audio/audio sprites 1.js b/wip/TS Tests/audio/audio sprites 1.js deleted file mode 100644 index d7387a0a..00000000 --- a/wip/TS Tests/audio/audio sprites 1.js +++ /dev/null @@ -1,43 +0,0 @@ -/// -/// -/// -//var PhaserGlobal = { disableWebAudio: true }; -(function () { - var game = new Phaser.Game(this, 'game', 800, 600, preload, create, null, render); - function preload() { - game.load.audio('rabbit', [ - 'assets/mp3/peter_rabbit.m4a', - 'assets/mp3/peter_rabbit.mp3', - 'assets/mp3/peter_rabbit.ogg' - ]); - game.load.spritesheet('button', 'assets/buttons/button_sprite_sheet.png', 193, 71); - } - audioSprite: -Phaser.Sound - button: -Phaser.UI.Button - pause: -Phaser.UI.Button - function create() { - this.audioSprite = game.add.audio('rabbit'); - this.audioSprite.addMarker('title', 3.00, 5.00, 1, true); - this.audioSprite.addMarker('help', 6.00, 12.00); - this.audioSprite.addMarker('intro', 14.00, 19.00); - this.audioSprite.addMarker('peter', 20.00, 21.50); - this.button = game.add.button(game.stage.centerX, 400, 'button', playMusic, this, 2, 1, 0); - //this.pause = game.add.button(200, 200, 'button', togglePause, this, 2, 1, 0); - } - function playMusic() { - this.audioSprite.play('help'); - } - function render() { - Phaser.DebugUtils.renderSoundInfo(this.audioSprite, 32, 32); - } - function togglePause() { - if(this.music.paused) { - this.music.resume(); - } else { - this.music.pause(); - } - } -})(); diff --git a/wip/TS Tests/audio/play sound 1.js b/wip/TS Tests/audio/play sound 1.js deleted file mode 100644 index ab73325c..00000000 --- a/wip/TS Tests/audio/play sound 1.js +++ /dev/null @@ -1,54 +0,0 @@ -/// -/// -/// -//var PhaserGlobal = { fakeiOSTouchLock: true, disableWebAudio: true }; -(function () { - var game = new Phaser.Game(this, 'game', 800, 600, preload, create, null, render); - function preload() { - //game.load.audio('wizball', ['assets/mp3/oedipus_wizball_highscore.ogg', 'assets/mp3/oedipus_wizball_highscore.mp3']); - game.load.audio('boden', [ - 'assets/mp3/bodenstaendig_2000_in_rock_4bit.mp3' - ]); - game.load.spritesheet('button', 'assets/buttons/button_sprite_sheet.png', 193, 71); - } - button: -Phaser.UI.Button - music: -Phaser.Sound - volumeUp: -Phaser.UI.Button - volumeDown: -Phaser.UI.Button - pause: -Phaser.UI.Button - function create() { - this.music = game.add.audio('boden'); - this.button = game.add.button(game.stage.centerX, 400, 'button', playMusic, this, 2, 1, 0); - //this.volumeUp = game.add.button(0, 0, 'button', volUp, this, 2, 1, 0); - //this.volumeDown = game.add.button(700, 0, 'button', volDown, this, 2, 1, 0); - //this.pause = game.add.button(200, 200, 'button', togglePause, this, 2, 1, 0); - } - function render() { - Phaser.DebugUtils.renderSoundInfo(this.music, 0, 300); - } - function togglePause() { - if(this.music.paused) { - this.music.resume(); - } else { - this.music.pause(); - } - } - function volUp() { - //game.sound.volume += 0.1; - this.music.volume += 0.1; - console.log('vol up', game.sound.volume); - } - function volDown() { - //game.sound.volume -= 0.1; - this.music.volume -= 0.1; - console.log('vol down', game.sound.volume); - } - function playMusic() { - this.music.play(); - } -})(); diff --git a/wip/TS Tests/buttons/basic button 2.js b/wip/TS Tests/buttons/basic button 2.js deleted file mode 100644 index 61fbe23a..00000000 --- a/wip/TS Tests/buttons/basic button 2.js +++ /dev/null @@ -1,32 +0,0 @@ -/// -/// -(function () { - var game = new Phaser.Game(this, 'game', 800, 600, preload, create); - function preload() { - game.load.image('beast', 'assets/pics/shadow_of_the_beast2_other_world.png'); - game.load.atlas('button', 'assets/buttons/button_texture_atlas.png', 'assets/buttons/button_texture_atlas.json'); - } - image: -Phaser.Sprite - button: -Phaser.UI.Button - function create() { - // 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); - // This button is created from a texture atlas. - // Instead of frame IDs (like with a sprite sheet) we can tell it to use frame names instead. - // In this case our atlast frame names were called 'over', 'out' and 'down', but they could be anything you want. - // The function "clickedIt" will be called when the button is clicked or touched - this.button = game.add.button(game.stage.centerX, 400, 'button', clickedIt, this, 'over', 'out', 'down'); - // Just makes the button origin set to the middle, we only do this to center the button on-screen, no other reason - this.button.transform.origin.setTo(0.5, 0.5); - } - function clickedIt() { - if(this.image.visible == true) { - this.image.visible = false; - } else { - this.image.visible = true; - } - } -})(); diff --git a/wip/TS Tests/buttons/basic button.js b/wip/TS Tests/buttons/basic button.js deleted file mode 100644 index e523c871..00000000 --- a/wip/TS Tests/buttons/basic button.js +++ /dev/null @@ -1,33 +0,0 @@ -/// -/// -(function () { - var game = new Phaser.Game(this, 'game', 800, 600, preload, create); - function preload() { - game.load.image('beast', 'assets/pics/shadow_of_the_beast2_karamoon.png'); - game.load.spritesheet('button', 'assets/buttons/button_sprite_sheet.png', 193, 71); - } - image: -Phaser.Sprite - button: -Phaser.UI.Button - function create() { - // 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); - // This button is created from a sprite sheet. - // Frame 0 = the 'down' state - // Frame 1 = the 'out' state - // Frame 2 = the 'over' state - // The function "clickedIt" will be called when the button is clicked or touched - this.button = game.add.button(game.stage.centerX, 400, 'button', clickedIt, this, 2, 1, 0); - // Just makes the button origin set to the middle, we only do this to center the button on-screen, no other reason - this.button.transform.origin.setTo(0.5, 0.5); - } - function clickedIt() { - if(this.image.visible == true) { - this.image.visible = false; - } else { - this.image.visible = true; - } - } -})(); diff --git a/wip/TS Tests/buttons/camera buttons.js b/wip/TS Tests/buttons/camera buttons.js deleted file mode 100644 index e4b4666f..00000000 --- a/wip/TS Tests/buttons/camera buttons.js +++ /dev/null @@ -1,27 +0,0 @@ -/// -/// -(function () { - var game = new Phaser.Game(this, 'game', 800, 600, preload, create, null, render); - function preload() { - game.load.spritesheet('button', 'assets/buttons/button_sprite_sheet.png', 193, 71); - } - var button; - var secondCam; - function create() { - button = game.add.button(200, 400, 'button', clickedIt, this, 2, 1, 0); - button.origin.setTo(0.5, 0.5); - game.camera.width = 400; - game.camera.texture.opaque = true; - game.camera.texture.backgroundColor = 'rgb(100,0,0)'; - secondCam = game.add.camera(400, 0, 400, 600); - secondCam.texture.opaque = true; - secondCam.texture.backgroundColor = 'rgb(0,100,0)'; - } - function render() { - Phaser.DebugUtils.renderInputInfo(32, 32); - Phaser.DebugUtils.renderSpriteWorldView(button, 32, 200); - } - function clickedIt() { - button.rotation += 10; - } -})(); diff --git a/wip/TS Tests/buttons/rotated buttons.js b/wip/TS Tests/buttons/rotated buttons.js deleted file mode 100644 index 64d967de..00000000 --- a/wip/TS Tests/buttons/rotated buttons.js +++ /dev/null @@ -1,36 +0,0 @@ -/// -/// -(function () { - var game = new Phaser.Game(this, 'game', 800, 600, preload, create, update); - function preload() { - game.load.image('beast', 'assets/pics/shadow_of_the_beast2_other_world.png'); - game.load.atlas('button', 'assets/buttons/button_texture_atlas.png', 'assets/buttons/button_texture_atlas.json'); - } - image: -Phaser.Sprite - button: -Phaser.UI.Button - function create() { - // 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); - // This button is created from a texture atlas. - // Instead of frame IDs (like with a sprite sheet) we can tell it to use frame names instead. - // In this case our atlast frame names were called 'over', 'out' and 'down', but they could be anything you want. - // The function "clickedIt" will be called when the button is clicked or touched - this.button = game.add.button(game.stage.centerX, 400, 'button', clickedIt, this, 'over', 'out', 'down'); - // Makes the button origin set to the middle - this.button.transform.origin.setTo(0.5, 0.5); - } - function update() { - // Rotate the button each frame, the button states will still work and respond. - this.button.rotation += 1; - } - function clickedIt() { - if(this.image.visible == true) { - this.image.visible = false; - } else { - this.image.visible = true; - } - } -})(); diff --git a/wip/TS Tests/camera fx/fade.js b/wip/TS Tests/camera fx/fade.js deleted file mode 100644 index e69de29b..00000000 diff --git a/wip/TS Tests/camera fx/mirror.js b/wip/TS Tests/camera fx/mirror.js deleted file mode 100644 index ca47ce14..00000000 --- a/wip/TS Tests/camera fx/mirror.js +++ /dev/null @@ -1,40 +0,0 @@ -/// -/// -(function () { - var game = new Phaser.Game(this, 'game', 800, 600, preload, create, update); - function preload() { - game.load.image('backdrop', 'assets/pics/ninja-masters2.png'); - } - var mirror; - function create() { - // Just set the world to be the size of the image we're loading in - game.world.setSize(1216, 896); - // What we need is a camera 800x400 pixels in size as the mirror effect will be 200px tall and sit below it. - // So we resize our default camera to 400px - game.camera.height = 400; - // Add our effect to the camera - mirror = game.camera.plugins.add(Phaser.Plugins.CameraFX.Mirror); - // The first 2 parameters are the x and y coordinates of where to display the effect. They are in STAGE coordinates, not World. - // The next is a Rectangle making up the region of the Camera that we'll create the effect from (in this case the whole camera). - // Finally we set the fill color that is put over the top of the mirror effect. - mirror.start(0, 400, new Phaser.Rectangle(0, 0, 800, 400), 'rgba(0, 0, 100, 0.7)'); - // Experiment with variations on these to see the different mirror effects that can be achieved. - //mirror.flipX = true; - //mirror.flipY = true; - // The Mirror FX will literally mirror EVERYTHING that was rendered to the camera, in the case of this test it's - // just a single image, but when used on a full game it can look really quite neat. - game.add.sprite(0, 0, 'backdrop'); - } - function update() { - if(game.input.keyboard.isDown(Phaser.Keyboard.LEFT)) { - game.camera.x -= 4; - } else if(game.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) { - game.camera.x += 4; - } - if(game.input.keyboard.isDown(Phaser.Keyboard.UP)) { - game.camera.y -= 4; - } else if(game.input.keyboard.isDown(Phaser.Keyboard.DOWN)) { - game.camera.y += 4; - } - } -})(); diff --git a/wip/TS Tests/camera fx/scanlines.js b/wip/TS Tests/camera fx/scanlines.js deleted file mode 100644 index f0f3faf1..00000000 --- a/wip/TS Tests/camera fx/scanlines.js +++ /dev/null @@ -1,31 +0,0 @@ -/// -/// -(function () { - var game = new Phaser.Game(this, 'game', 800, 600, preload, create, update); - function preload() { - game.load.image('backdrop', 'assets/pics/ninja-masters2.png'); - } - var scanlines; - function create() { - game.world.setSize(1216, 896); - // Add our effect to the camera - scanlines = game.camera.plugins.add(Phaser.Plugins.CameraFX.Scanlines); - // We'll have the scanlines spaced out every 2 pixels - scanlines.spacing = 2; - // This is the color the lines will be drawn in - scanlines.color = 'rgba(0, 0, 0, 0.8)'; - game.add.sprite(0, 0, 'backdrop'); - } - function update() { - if(game.input.keyboard.isDown(Phaser.Keyboard.LEFT)) { - game.camera.x -= 4; - } else if(game.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) { - game.camera.x += 4; - } - if(game.input.keyboard.isDown(Phaser.Keyboard.UP)) { - game.camera.y -= 4; - } else if(game.input.keyboard.isDown(Phaser.Keyboard.DOWN)) { - game.camera.y += 4; - } - } -})(); diff --git a/wip/TS Tests/cameras/basic camera 1.js b/wip/TS Tests/cameras/basic camera 1.js deleted file mode 100644 index dc606b62..00000000 --- a/wip/TS Tests/cameras/basic camera 1.js +++ /dev/null @@ -1,43 +0,0 @@ -/// -(function () { - var game = new Phaser.Game(this, 'game', 800, 600, preload, create, update, render); - function preload() { - game.load.image('backdrop', 'assets/pics/remember-me.jpg'); - game.load.image('melon', 'assets/sprites/melon.png'); - } - function create() { - game.world.setSize(1920, 1200, true); - game.add.sprite(0, 0, 'backdrop'); - for(var i = 0; i < 100; i++) { - game.add.sprite(game.world.randomX, game.world.randomY, 'melon'); - } - //game.camera.texture.alpha = 0.5; - //game.camera.width = 400; - game.camera.texture.opaque = true; - game.camera.texture.backgroundColor = 'rgb(200,0,0)'; - game.camera.transform.origin.setTo(0.5, 0.5); - game.camera.setPosition(game.stage.centerX, game.stage.centerY); - //game.camera.setPosition(0, 0); - //console.log('cam', game.camera.width, game.camera.height); - } - function update() { - game.camera.rotation--; - if(game.input.keyboard.isDown(Phaser.Keyboard.LEFT)) { - //game.camera.x -= 4; - game.camera.transform.scale.x -= 0.1; - game.camera.transform.scale.y -= 0.1; - } else if(game.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) { - //game.camera.x += 4; - game.camera.transform.scale.x += 0.1; - game.camera.transform.scale.y += 0.1; - } - if(game.input.keyboard.isDown(Phaser.Keyboard.UP)) { - game.camera.y -= 4; - } else if(game.input.keyboard.isDown(Phaser.Keyboard.DOWN)) { - game.camera.y += 4; - } - } - function render() { - Phaser.DebugUtils.renderCameraInfo(game.camera, 32, 32); - } -})(); diff --git a/wip/TS Tests/cameras/basic follow.js b/wip/TS Tests/cameras/basic follow.js deleted file mode 100644 index 76b3df86..00000000 --- a/wip/TS Tests/cameras/basic follow.js +++ /dev/null @@ -1,48 +0,0 @@ -/// -(function () { - var game = new Phaser.Game(this, 'game', 800, 600, preload, create, update); - var ufo; - var speed = 4; - function preload() { - game.world.setSize(1280, 600, true); - game.load.image('ground', 'assets/tests/ground-2x.png'); - game.load.image('river', 'assets/tests/river-2x.png'); - game.load.image('sky', 'assets/tests/sky-2x.png'); - game.load.image('cloud0', 'assets/tests/cloud-big-2x.png'); - game.load.image('cloud1', 'assets/tests/cloud-narrow-2x.png'); - game.load.image('cloud2', 'assets/tests/cloud-small-2x.png'); - game.load.spritesheet('ufo', 'assets/sprites/ufo.png', 24, 21); - } - function create() { - // background images - game.add.sprite(0, 0, 'sky').transform.scrollFactor.setTo(0, 0); - game.add.sprite(0, 360, 'ground').transform.scrollFactor.setTo(0.5, 0.5); - game.add.sprite(0, 400, 'river').transform.scrollFactor.setTo(1.3, 1.3); - game.add.sprite(200, 120, 'cloud0').transform.scrollFactor.setTo(0.3, 0.3); - game.add.sprite(-60, 120, 'cloud1').transform.scrollFactor.setTo(0.5, 0.3); - game.add.sprite(900, 170, 'cloud2').transform.scrollFactor.setTo(0.7, 0.3); - // ufo spirte - ufo = game.add.sprite(320, 240, 'ufo'); - ufo.animations.add('fly', null, 30, false); - ufo.animations.play('fly'); - ufo.transform.origin.setTo(0.5, 0.5); - // make camera follows ufo - game.camera.follow(ufo); - } - function update() { - if(game.input.keyboard.isDown(Phaser.Keyboard.LEFT)) { - ufo.x -= speed; - ufo.rotation = -15; - } else if(game.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) { - ufo.x += speed; - ufo.rotation = 15; - } else { - ufo.rotation = 0; - } - if(game.input.keyboard.isDown(Phaser.Keyboard.UP)) { - ufo.y -= speed; - } else if(game.input.keyboard.isDown(Phaser.Keyboard.DOWN)) { - ufo.y += speed; - } - } -})(); diff --git a/wip/TS Tests/cameras/camera alpha.js b/wip/TS Tests/cameras/camera alpha.js deleted file mode 100644 index c6fc4a66..00000000 --- a/wip/TS Tests/cameras/camera alpha.js +++ /dev/null @@ -1,58 +0,0 @@ -/// -(function () { - var game = new Phaser.Game(this, 'game', 800, 600, preload, create, update, render); - function preload() { - game.load.image('grid', 'assets/tests/debug-grid-1920x1920.png'); - game.load.image('car', 'assets/sprites/car90.png'); - } - var car; - var miniCam; - function create() { - game.world.setSize(2240, 2240, true); - game.add.sprite(0, 0, 'grid'); - car = game.add.sprite(400, 300, 'car'); - game.camera.follow(car, Phaser.Types.CAMERA_FOLLOW_TOPDOWN); - miniCam = game.add.camera(0, 0, 300, 300); - miniCam.follow(car, Phaser.Types.CAMERA_FOLLOW_TOPDOWN_TIGHT); - miniCam.setBounds(0, 0, game.world.width, game.world.height); - miniCam.texture.alpha = 0.7; - } - function update() { - if(game.input.keyboard.isDown(Phaser.Keyboard.LEFT)) { - car.x -= 4; - } else if(game.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) { - car.x += 4; - } - if(game.input.keyboard.isDown(Phaser.Keyboard.UP)) { - car.y -= 4; - } else if(game.input.keyboard.isDown(Phaser.Keyboard.DOWN)) { - car.y += 4; - } - /* - car.velocity.x = 0; - car.velocity.y = 0; - car.angularVelocity = 0; - car.angularAcceleration = 0; - - if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT)) - { - car.angularVelocity = -200; - } - else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) - { - car.angularVelocity = 200; - } - - if (game.input.keyboard.isDown(Phaser.Keyboard.UP)) - { - var motion:Phaser.Point = game.motion.velocityFromAngle(car.angle, 300); - - car.velocity.copyFrom(motion); - } - */ - } - function render() { - Phaser.DebugUtils.renderSpriteInfo(car, 32, 32); - Phaser.DebugUtils.renderCameraInfo(game.camera, 32, 300); - } -})(); diff --git a/wip/TS Tests/cameras/camera fx 1.js b/wip/TS Tests/cameras/camera fx 1.js deleted file mode 100644 index a8260d2b..00000000 --- a/wip/TS Tests/cameras/camera fx 1.js +++ /dev/null @@ -1,38 +0,0 @@ -/// -(function () { - var game = new Phaser.Game(this, 'game', 800, 600, preload, create, null, render); - var btn1, btn2, btn3; - var fx; - function preload() { - game.world.setSize(800, 600, true); - game.load.image('blue', 'assets/tests/blue-circle.png'); - game.load.image('yellow', 'assets/tests/yellow-circle.png'); - game.load.image('magenta', 'assets/tests/magenta-circle.png'); - } - function create() { - btn1 = game.add.button(114, 34, 'blue', simpleFade, this); - btn2 = game.add.button(426, 86, 'yellow', forceFade, this); - btn3 = game.add.button(221, 318, 'magenta', fadeWithCallback, this); - //fx = game.camera.fx.add(Phaser.FX.Camera.Fade); - } - function render() { - Phaser.DebugUtils.context.fillStyle = '#fff'; - Phaser.DebugUtils.context.fillText('Press to fade.', 114 + 90, 34 + 130); - Phaser.DebugUtils.context.fillText('Force to fade every time you press it.', 426 + 20, 86 + 130); - Phaser.DebugUtils.context.fillText('Popup a window when fade finished.', 221 + 30, 318 + 130); - } - function simpleFade() { - // Simply fade to black in 0.5 seconds. - fx.start(0x330033, 0.5); - } - function forceFade() { - // Force restart fade effect each time you pressed the button. - fx.start(0x003333, 0.5, null, true); - } - function fadeWithCallback() { - // Popup a alert window when fade finished. - fx.start(0x333300, 0.5, function () { - alert('Fade finished!'); - }); - } -})(); diff --git a/wip/TS Tests/cameras/camera fx 2.js b/wip/TS Tests/cameras/camera fx 2.js deleted file mode 100644 index d8f3a480..00000000 --- a/wip/TS Tests/cameras/camera fx 2.js +++ /dev/null @@ -1,39 +0,0 @@ -/// -(function () { - var game = new Phaser.Game(this, 'game', 800, 600, preload, create, null, render); - var btn1, btn2, btn3; - var fx; - function preload() { - game.world.setSize(800, 600, true); - game.load.image('blue', 'assets/tests/blue-circle.png'); - game.load.image('yellow', 'assets/tests/yellow-circle.png'); - game.load.image('magenta', 'assets/tests/magenta-circle.png'); - } - function create() { - btn1 = game.add.button(114, 34, 'blue', simpleFlash, this); - btn2 = game.add.button(426, 86, 'yellow', forceFlash, this); - btn3 = game.add.button(221, 318, 'magenta', flashWithCallback, this); - // Usage of flash fx is the same as fade. - //fx = game.camera.fx.add(Phaser.FX.Camera.Flash); - } - function render() { - Phaser.DebugUtils.context.fillStyle = '#fff'; - Phaser.DebugUtils.context.fillText('Press to flash.', 114 + 90, 34 + 130); - Phaser.DebugUtils.context.fillText('Force to flash every time you press it.', 426 + 20, 86 + 130); - Phaser.DebugUtils.context.fillText('Popup a window when flash finished.', 221 + 30, 318 + 130); - } - function simpleFlash() { - // Simply flash to black in 0.5 seconds. - fx.start(0x330033, 0.5); - } - function forceFlash() { - // Force restart flash effect each time you pressed the button. - fx.start(0x003333, 0.5, null, true); - } - function flashWithCallback() { - // Popup a alert window when flash finished. - fx.start(0x333300, 0.5, function () { - alert('Flash finished!'); - }); - } -})(); diff --git a/wip/TS Tests/cameras/camera fx 3.js b/wip/TS Tests/cameras/camera fx 3.js deleted file mode 100644 index 989f8d86..00000000 --- a/wip/TS Tests/cameras/camera fx 3.js +++ /dev/null @@ -1,39 +0,0 @@ -/// -(function () { - var game = new Phaser.Game(this, 'game', 800, 600, preload, create, null, render); - var btn1, btn2, btn3; - var fx; - function preload() { - game.world.setSize(800, 600, true); - game.load.image('blue', 'assets/tests/blue-circle.png'); - game.load.image('yellow', 'assets/tests/yellow-circle.png'); - game.load.image('magenta', 'assets/tests/magenta-circle.png'); - } - function create() { - btn1 = game.add.button(114, 34, 'blue', simpleShake, this); - btn2 = game.add.button(426, 86, 'yellow', forceShake, this); - btn3 = game.add.button(221, 318, 'magenta', shakeWithCallback, this); - // Usage of shake fx is the same as fade and flash. - //fx = game.camera.fx.add(Phaser.FX.Camera.Shake); - } - function render() { - Phaser.DebugUtils.context.fillStyle = '#fff'; - Phaser.DebugUtils.context.fillText('Press to shake.', 114 + 90, 34 + 130); - Phaser.DebugUtils.context.fillText('Force to shake every time you press it.', 426 + 20, 86 + 130); - Phaser.DebugUtils.context.fillText('Popup a window when shake finished.', 221 + 30, 318 + 130); - } - function simpleShake() { - // Simply shake to black in 0.5 seconds. - fx.start(0x330033, 0.5); - } - function forceShake() { - // Force restart shake effect each time you pressed the button. - fx.start(0x003333, 0.5, null, true); - } - function shakeWithCallback() { - // Popup a alert window when shake finished. - fx.start(0x333300, 0.5, function () { - alert('Shake finished!'); - }); - } -})(); diff --git a/wip/TS Tests/cameras/camera rotation.js b/wip/TS Tests/cameras/camera rotation.js deleted file mode 100644 index 8a81cf3c..00000000 --- a/wip/TS Tests/cameras/camera rotation.js +++ /dev/null @@ -1,37 +0,0 @@ -/// -(function () { - var game = new Phaser.Game(this, 'game', 800, 600, preload, create, update, render); - function preload() { - game.load.image('melon', 'assets/sprites/melon.png'); - } - var car; - var miniCam; - function create() { - game.world.setSize(3000, 3000, true); - game.stage.backgroundColor = 'rgb(20,20,50)'; - for(var i = 0; i < 1000; i++) { - game.add.sprite(game.world.randomX, game.world.randomY, 'melon'); - } - game.camera.transform.origin.setTo(0.5, 0.5); - game.camera.texture.opaque = true; - game.camera.texture.backgroundColor = 'rgb(0,0,0)'; - game.camera.setPosition(game.stage.centerX, game.stage.centerY); - //game.camera.setPosition(200, 0); - game.camera.setSize(320, 320); - } - function update() { - if(game.input.keyboard.isDown(Phaser.Keyboard.LEFT)) { - game.camera.rotation -= 2; - } else if(game.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) { - game.camera.rotation += 2; - } - if(game.input.keyboard.isDown(Phaser.Keyboard.UP)) { - game.camera.y -= 4; - } else if(game.input.keyboard.isDown(Phaser.Keyboard.DOWN)) { - game.camera.y += 4; - } - } - function render() { - Phaser.DebugUtils.renderCameraInfo(game.camera, 32, 32); - } -})(); diff --git a/wip/TS Tests/cameras/camera scale.js b/wip/TS Tests/cameras/camera scale.js deleted file mode 100644 index fa0b4b60..00000000 --- a/wip/TS Tests/cameras/camera scale.js +++ /dev/null @@ -1,61 +0,0 @@ -/// -(function () { - var game = new Phaser.Game(this, 'game', 800, 600, preload, create, update, render); - var zombieCamera; - var zombie; - var walkSpeed = 2, direction = 1; - function preload() { - game.world.setSize(1280, 600, true); - game.load.image('ground', 'assets/tests/ground-2x.png'); - game.load.image('river', 'assets/tests/river-2x.png'); - game.load.image('sky', 'assets/tests/sky-2x.png'); - game.load.spritesheet('zombie', 'assets/sprites/metalslug_monster39x40.png', 39, 40); - } - function create() { - // Add background images. - game.add.sprite(0, 0, 'sky'); - game.add.sprite(0, 360, 'ground'); - game.add.sprite(0, 400, 'river'); - // Create zombie spirte - zombie = game.add.sprite(480, 336, 'zombie'); - zombie.animations.add('walk', null, 30, true); - zombie.animations.play('walk'); - // Create a small camera which looks at the zombie. - // Use the same settings as the default camera. - zombieCamera = game.add.camera(0, 0, 800, 600); - // Use x and y properties to set the target area. - zombieCamera.x = 420; - zombieCamera.y = 240; - // Resize the camera so that it will only look at 200x200 area. - zombieCamera.setSize(200, 200); - // Scale the camera to 2.0, now its target will be 100x100. - zombieCamera.transform.scale.setTo(2.0, 2.0); - // Use setPosition() method to set where the camera rendered - // on the screen. - zombieCamera.setPosition(0, 0); - } - function update() { - if(game.input.keyboard.isDown(Phaser.Keyboard.LEFT)) { - zombieCamera.x -= 2; - } else if(game.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) { - zombieCamera.x += 2; - } - if(game.input.keyboard.isDown(Phaser.Keyboard.UP)) { - zombieCamera.y -= 2; - } else if(game.input.keyboard.isDown(Phaser.Keyboard.DOWN)) { - zombieCamera.y += 2; - } - // zombie wandering update - zombie.x += walkSpeed * direction; - if(zombie.x > 540 || zombie.x < 440) { - // Change walk direction. - direction *= -1; - // Flip zombie's animation. - zombie.texture.flippedX = !zombie.texture.flippedX; - } - } - function render() { - Phaser.DebugUtils.renderCameraInfo(game.camera, 32, 32); - Phaser.DebugUtils.renderCameraInfo(zombieCamera, 32, 128); - } -})(); diff --git a/wip/TS Tests/cameras/camera texture.js b/wip/TS Tests/cameras/camera texture.js deleted file mode 100644 index a84f408a..00000000 --- a/wip/TS Tests/cameras/camera texture.js +++ /dev/null @@ -1,15 +0,0 @@ -/// -(function () { - var game = new Phaser.Game(this, 'game', 800, 600, preload, create, null, render); - function preload() { - game.world.setSize(800, 600, true); - game.load.image('background', 'assets/misc/water_texture.jpg'); - } - function create() { - game.camera.texture.loadImage('background', false); - } - function render() { - Phaser.DebugUtils.context.fillStyle = 'rgb(255, 255, 255)'; - Phaser.DebugUtils.context.fillText('Draw background image using camera.texture property.', 196, 320); - } -})(); diff --git a/wip/TS Tests/cameras/follow styles.js b/wip/TS Tests/cameras/follow styles.js deleted file mode 100644 index 88a59aa1..00000000 --- a/wip/TS Tests/cameras/follow styles.js +++ /dev/null @@ -1,80 +0,0 @@ -/// -(function () { - var game = new Phaser.Game(this, 'game', 800, 600, preload, create, update, render); - var ufo, speed = 4; - var btn0, btn1, btn2, btn3; - var style = 'default'; - function preload() { - game.world.setSize(1280, 800, true); - game.load.image('ground', 'assets/tests/ground-2x.png'); - game.load.image('river', 'assets/tests/river-2x.png'); - game.load.image('sky', 'assets/tests/sky-2x.png'); - game.load.image('cloud0', 'assets/tests/cloud-big-2x.png'); - game.load.image('cloud1', 'assets/tests/cloud-narrow-2x.png'); - game.load.image('cloud2', 'assets/tests/cloud-small-2x.png'); - game.load.spritesheet('button', 'assets/buttons/follow-style-button.png', 224, 70); - game.load.spritesheet('ufo', 'assets/sprites/ufo.png', 24, 21); - } - function create() { - // background images - game.add.sprite(0, 0, 'sky').transform.scrollFactor.setTo(0, 0); - game.add.sprite(0, 360, 'ground').transform.scrollFactor.setTo(0.5, 0.1); - game.add.sprite(0, 400, 'river').transform.scrollFactor.setTo(1.3, 0.16); - game.add.sprite(200, 120, 'cloud0').transform.scrollFactor.setTo(0.3, 0.1); - game.add.sprite(-60, 120, 'cloud1').transform.scrollFactor.setTo(0.5, 0.1); - game.add.sprite(900, 170, 'cloud2').transform.scrollFactor.setTo(0.7, 0.1); - // ufo spirte - ufo = game.add.sprite(360, 240, 'ufo'); - ufo.animations.add('fly', null, 30, false); - ufo.animations.play('fly'); - ufo.transform.origin.setTo(0.5, 0.5); - // make camera follows ufo - game.camera.follow(ufo); - // follow style switch buttons - btn0 = game.add.button(16, 40, 'button', lockonFollow, 0, 0, 0); - btn1 = game.add.button(16, 120, 'button', platformerFollow, 1, 1, 1); - btn2 = game.add.button(16, 200, 'button', topdownFollow, 2, 2, 2); - btn3 = game.add.button(16, 280, 'button', topdownTightFollow, 3, 3, 3); - } - function update() { - if(game.input.keyboard.isDown(Phaser.Keyboard.LEFT)) { - ufo.x -= speed; - ufo.rotation = -15; - } else if(game.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) { - ufo.x += speed; - ufo.rotation = 15; - } else { - ufo.rotation = 0; - } - if(game.input.keyboard.isDown(Phaser.Keyboard.UP)) { - ufo.y -= speed; - } else if(game.input.keyboard.isDown(Phaser.Keyboard.DOWN)) { - ufo.y += speed; - } - } - function render() { - if(game.camera.deadzone) { - Phaser.DebugUtils.renderRectangle(game.camera.deadzone, 'rgba(240, 112, 111, 0.4)'); - } - // game.camera.renderDebugInfo(400, 16); - Phaser.DebugUtils.context.fillStyle = '#fff'; - Phaser.DebugUtils.context.fillText('Click buttons to switch between different styles.', 360, 32); - Phaser.DebugUtils.context.fillText('Current style: ' + style, 360, 48); - } - function lockonFollow() { - game.camera.follow(ufo, Phaser.Types.CAMERA_FOLLOW_LOCKON); - style = 'STYLE_LOCKON'; - } - function platformerFollow() { - game.camera.follow(ufo, Phaser.Types.CAMERA_FOLLOW_PLATFORMER); - style = 'STYLE_PLATFORMER'; - } - function topdownFollow() { - game.camera.follow(ufo, Phaser.Types.CAMERA_FOLLOW_TOPDOWN); - style = 'STYLE_TOPDOWN'; - } - function topdownTightFollow() { - game.camera.follow(ufo, Phaser.Types.CAMERA_FOLLOW_TOPDOWN_TIGHT); - style = 'STYLE_TOPDOWN_TIGHT'; - } -})(); diff --git a/wip/TS Tests/cameras/hide from camera.js b/wip/TS Tests/cameras/hide from camera.js deleted file mode 100644 index fabbd81f..00000000 --- a/wip/TS Tests/cameras/hide from camera.js +++ /dev/null @@ -1,44 +0,0 @@ -/// -(function () { - var game = new Phaser.Game(this, 'game', 800, 600, preload, create, update, render); - var radar; - var ships = []; - var enemyCamera; - function preload() { - game.load.image('radar-surface', 'assets/tests/radar-surface.png'); - game.load.image('ship', 'assets/sprites/asteroids_ship_white.png'); - game.load.image('enemy-ship', 'assets/sprites/asteroids_ship.png'); - } - function create() { - // Add enemies and our ship the the world. - for(var i = 0; i < 4; i++) { - ships.push(game.add.sprite(100 + i * 10, 280 + i * 16, 'enemy-ship')); - } - var ourShip = game.add.sprite(160, 300, 'ship'); - ships.push(ourShip); - // Radar sprite is a HUD. - radar = game.add.sprite(0, 0, 'radar-surface'); - // Make the default camera rendered on the left half screen. - game.camera.setSize(400, 600); - game.camera.texture.backgroundColor = 'rgb(0,50,100)'; - game.camera.texture.opaque = true; - // Add a new camera and render it on the right half screen. - // The newly created is the enemies' camera, which cannot "see" our ship. - enemyCamera = game.add.camera(400, 0, 400, 600); - enemyCamera.texture.backgroundColor = 'rgb(100,0,50)'; - enemyCamera.texture.opaque = true; - // Hide our ship on the enemies' camera. - enemyCamera.hide(ourShip); - } - function update() { - for(var i = 0; i < ships.length; i++) { - ships[i].x += 4; - if(ships[i].x > 400) { - ships[i].x = 40; - } - } - } - function render() { - Phaser.DebugUtils.renderText('Left is the player\'s camera and right is the enemies\' camera.', 32, 32); - } -})(); diff --git a/wip/TS Tests/cameras/multi camera.js b/wip/TS Tests/cameras/multi camera.js deleted file mode 100644 index ecaf01ff..00000000 --- a/wip/TS Tests/cameras/multi camera.js +++ /dev/null @@ -1,59 +0,0 @@ -/// -(function () { - var game = new Phaser.Game(this, 'game', 800, 600, preload, create, update, render); - var zombieCamera; - var zombie; - var walkSpeed = 2, direction = 1; - function preload() { - game.world.setSize(1280, 600, true); - game.load.image('ground', 'assets/tests/ground-2x.png'); - game.load.image('river', 'assets/tests/river-2x.png'); - game.load.image('sky', 'assets/tests/sky-2x.png'); - game.load.spritesheet('zombie', 'assets/sprites/metalslug_monster39x40.png', 39, 40); - } - function create() { - // Add background images. - game.add.sprite(0, 0, 'sky'); - game.add.sprite(0, 360, 'ground'); - game.add.sprite(0, 400, 'river'); - // Create zombie spirte - zombie = game.add.sprite(480, 336, 'zombie'); - zombie.animations.add('walk', null, 30, true); - zombie.animations.play('walk'); - // Create a small camera which looks at the zombie. - // Use the same settings as the default camera. - zombieCamera = game.add.camera(0, 0, 800, 600); - // Use x and y properties to set the target area. - zombieCamera.x = 420; - zombieCamera.y = 240; - // Resize the camera so that it will only look at 200x200 area. - zombieCamera.setSize(200, 200); - // Use setPosition() method to set where the camera rendered - // on the screen. - zombieCamera.setPosition(0, 0); - } - function update() { - if(game.input.keyboard.isDown(Phaser.Keyboard.LEFT)) { - zombieCamera.x -= 2; - } else if(game.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) { - zombieCamera.x += 2; - } - if(game.input.keyboard.isDown(Phaser.Keyboard.UP)) { - zombieCamera.y -= 2; - } else if(game.input.keyboard.isDown(Phaser.Keyboard.DOWN)) { - zombieCamera.y += 2; - } - // zombie wandering update - zombie.x += walkSpeed * direction; - if(zombie.x > 540 || zombie.x < 440) { - // Change walk direction. - direction *= -1; - // Flip zombie's animation. - zombie.texture.flippedX = !zombie.texture.flippedX; - } - } - function render() { - Phaser.DebugUtils.renderCameraInfo(game.camera, 32, 32); - Phaser.DebugUtils.renderCameraInfo(zombieCamera, 32, 128); - } -})(); diff --git a/wip/TS Tests/cameras/scrollfactor 1.js b/wip/TS Tests/cameras/scrollfactor 1.js deleted file mode 100644 index 9f5ee199..00000000 --- a/wip/TS Tests/cameras/scrollfactor 1.js +++ /dev/null @@ -1,31 +0,0 @@ -/// -(function () { - var game = new Phaser.Game(this, 'game', 800, 600, preload, create, update, render); - function preload() { - game.world.setSize(1920, 1200, true); - game.load.image('backdrop', 'assets/pics/remember-me.jpg'); - game.load.image('ball', 'assets/sprites/shinyball.png'); - } - function create() { - game.add.sprite(0, 0, 'backdrop'); - for(var i = 0; i < 400; i++) { - var tempBall = game.add.sprite(game.world.randomX * 2, game.world.randomY * 2, 'ball'); - tempBall.transform.scrollFactor.setTo(2, 2); - } - } - function update() { - if(game.input.keyboard.isDown(Phaser.Keyboard.LEFT)) { - game.camera.x -= 4; - } else if(game.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) { - game.camera.x += 4; - } - if(game.input.keyboard.isDown(Phaser.Keyboard.UP)) { - game.camera.y -= 4; - } else if(game.input.keyboard.isDown(Phaser.Keyboard.DOWN)) { - game.camera.y += 4; - } - } - function render() { - Phaser.DebugUtils.renderCameraInfo(game.camera, 32, 32); - } -})(); diff --git a/wip/TS Tests/cameras/scrollfactor 2.js b/wip/TS Tests/cameras/scrollfactor 2.js deleted file mode 100644 index bcb5b569..00000000 --- a/wip/TS Tests/cameras/scrollfactor 2.js +++ /dev/null @@ -1,29 +0,0 @@ -/// -(function () { - var game = new Phaser.Game(this, 'game', 800, 600, preload, create, update, render); - function preload() { - game.world.setSize(1600, 800, true); - game.load.image('disk', 'assets/pics/devilstar_demo_download_disk.png'); - } - function create() { - for(var i = 0; i < 10; i++) { - var temp = game.add.sprite(600 + (10 * i), 200 + (10 * i), 'disk'); - temp.transform.scrollFactor.setTo(i / 2, i / 2); - } - } - function update() { - if(game.input.keyboard.isDown(Phaser.Keyboard.LEFT)) { - game.camera.x -= 4; - } else if(game.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) { - game.camera.x += 4; - } - if(game.input.keyboard.isDown(Phaser.Keyboard.UP)) { - game.camera.y -= 4; - } else if(game.input.keyboard.isDown(Phaser.Keyboard.DOWN)) { - game.camera.y += 4; - } - } - function render() { - Phaser.DebugUtils.renderCameraInfo(game.camera, 32, 32); - } -})(); diff --git a/wip/TS Tests/cameras/scrollfactor compare.js b/wip/TS Tests/cameras/scrollfactor compare.js deleted file mode 100644 index 8cd2b944..00000000 --- a/wip/TS Tests/cameras/scrollfactor compare.js +++ /dev/null @@ -1,34 +0,0 @@ -/// -(function () { - var game = new Phaser.Game(this, 'game', 800, 600, preload, create, update, render); - function preload() { - game.world.setSize(1280, 600, true); - game.load.image('ground', 'assets/tests/ground-2x.png'); - game.load.image('river', 'assets/tests/river-2x.png'); - game.load.image('sky', 'assets/tests/sky-2x.png'); - game.load.image('cloud0', 'assets/tests/cloud-big-2x.png'); - game.load.image('cloud1', 'assets/tests/cloud-narrow-2x.png'); - game.load.image('cloud2', 'assets/tests/cloud-small-2x.png'); - } - function create() { - // background sky, which does not move at all - game.add.sprite(0, 0, 'sky').transform.scrollFactor.setTo(0, 0); - // clouds with different scroll factor which moves slower than camera - game.add.sprite(200, 120, 'cloud0').transform.scrollFactor.setTo(0.3, 0.3); - game.add.sprite(-60, 120, 'cloud1').transform.scrollFactor.setTo(0.5, 0.3); - game.add.sprite(900, 170, 'cloud2').transform.scrollFactor.setTo(0.7, 0.3); - // forground objects which moves equal or faster than camera - game.add.sprite(0, 360, 'ground').transform.scrollFactor.setTo(0.5, 0.5); - game.add.sprite(0, 400, 'river').transform.scrollFactor.setTo(1.3, 1.3); - } - function update() { - if(game.input.keyboard.isDown(Phaser.Keyboard.LEFT)) { - game.camera.x -= 3; - } else if(game.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) { - game.camera.x += 3; - } - } - function render() { - // game.camera.renderDebugInfo(32, 32); - } -})(); diff --git a/wip/TS Tests/cameras/world sprite.js b/wip/TS Tests/cameras/world sprite.js deleted file mode 100644 index 79c45b75..00000000 --- a/wip/TS Tests/cameras/world sprite.js +++ /dev/null @@ -1,56 +0,0 @@ -/// -/// -(function () { - var game = new Phaser.Game(this, 'game', 800, 600, preload, create, update, render); - function preload() { - game.world.setSize(1920, 1200, true); - game.load.image('backdrop', 'assets/pics/remember-me.jpg'); - game.load.image('ball', 'assets/sprites/mana_card.png'); - } - var ball; - function create() { - game.add.sprite(0, 0, 'backdrop'); - ball = game.add.sprite(200, 200, 'ball'); - ball.body.velocity.x = 50; - ball.transform.scale.setTo(2, 2); - } - function update() { - /* - if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT)) - { - game.camera.x -= 4; - //ball.x -= 4; - } - else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) - { - game.camera.x += 4; - //ball.x += 4; - } - - if (game.input.keyboard.isDown(Phaser.Keyboard.UP)) - { - game.camera.y -= 4; - //ball.y -= 4; - } - else if (game.input.keyboard.isDown(Phaser.Keyboard.DOWN)) - { - game.camera.y += 4; - //ball.y += 4; - } - */ - if(game.input.keyboard.isDown(Phaser.Keyboard.LEFT)) { - ball.x -= 4; - } else if(game.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) { - ball.x += 4; - } - if(game.input.keyboard.isDown(Phaser.Keyboard.UP)) { - ball.y -= 4; - } else if(game.input.keyboard.isDown(Phaser.Keyboard.DOWN)) { - ball.y += 4; - } - } - function render() { - Phaser.DebugUtils.renderCameraInfo(game.camera, 32, 32); - Phaser.DebugUtils.renderSpriteInfo(ball, 32, 200); - } -})(); diff --git a/wip/TS Tests/display/render crisp.js b/wip/TS Tests/display/render crisp.js deleted file mode 100644 index e05351bf..00000000 --- a/wip/TS Tests/display/render crisp.js +++ /dev/null @@ -1,22 +0,0 @@ -/// -(function () { - var game = new Phaser.Game(this, 'game', 800, 600, preload, create); - function preload() { - game.load.image('boss', 'assets/misc/boss1.png'); - game.load.spritesheet('button', 'assets/buttons/button_sprite_sheet.png', 193, 71); - } - var boss; - var button; - function create() { - // For browsers that support it, this keeps our pixel art looking crisp - Phaser.CanvasUtils.setSmoothingEnabled(game.stage.context, false); - boss = game.add.sprite(game.stage.centerX, game.stage.centerY, 'boss'); - boss.origin.setTo(0.5, 0.5); - // Zoom in each time we press it - button = game.add.button(32, 32, 'button', clickedIt, this, 2, 1, 0); - } - function clickedIt() { - boss.scale.x += 0.5; - boss.scale.y += 0.5; - } -})(); diff --git a/wip/TS Tests/groups/add to group 1.js b/wip/TS Tests/groups/add to group 1.js deleted file mode 100644 index 44bff9a3..00000000 --- a/wip/TS Tests/groups/add to group 1.js +++ /dev/null @@ -1,40 +0,0 @@ -/// -(function () { - var game = new Phaser.Game(this, 'game', 800, 600, init, create, null, render); - - var friendAndFoe, - enemies; - - function init() { - game.load.image('ufo', 'assets/sprites/ufo.png'); - game.load.image('baddie', 'assets/sprites/space-baddie.png'); - game.load.start(); - } - function create() { - // Create some local groups for later use. - friendAndFoe = game.add.group(); - enemies = game.add.group(); - - // Use game.add (GameObjectFactory) to create sprites, those - // newly created ones will be added to game.world.group - // automatically. While you can still use new to allocate and - // only add them to your own groups. - var ufo = game.add.sprite(200, 240, 'ufo'); - friendAndFoe.add(ufo); - - // Create some enemies using new keyword. - // (Don't forget to pass game as the first parameter.) - var enemy; - for (var i = 0; i < 16; i++) { - enemy = new Phaser.Sprite(game, - 360 + Math.random() * 200, 120 + Math.random() * 200, - 'baddie'); - enemies.add(enemy); - } - } - function render() { - Phaser.DebugUtils.context.fillStyle = '#fff'; - Phaser.DebugUtils.context.fillText('ufo added to game.world.group and "friendAndFoe" group', 16, 24); - Phaser.DebugUtils.context.fillText('others ONLY added to "enemies" group', 16, 40); - } -})(); diff --git a/wip/TS Tests/groups/add to group 2.js b/wip/TS Tests/groups/add to group 2.js deleted file mode 100644 index 1d7b0ead..00000000 --- a/wip/TS Tests/groups/add to group 2.js +++ /dev/null @@ -1,37 +0,0 @@ -/// -(function () { - var game = new Phaser.Game(this, 'game', 800, 600, init, create, null, render); - function init() { - game.load.image('ufo', 'assets/sprites/ufo.png'); - game.load.image('baddie', 'assets/sprites/space-baddie.png'); - game.load.start(); - } - function create() { - // Create some local groups for later use. - friendAndFoe = game.add.group(); - enemies = game.add.group(); - - // You can directly create sprite and add it to a group - // using just one line. (One thing you should know is, the body type - // of this sprite is set to BODY_DINAMIC by default, while it's - // BODY_DISABLED by default using other creating methods.) - friendAndFoe.addNewSprite(200, 240, 'ufo', null, Phaser.Types.BODY_DISABLED); - - // Create some enemies. - for (var i = 0; i < 8; i++) { - createBaddie(); - } - - // Tap to create new baddie sprites. - game.input.onTap.add(createBaddie, this); - } - function createBaddie() { - enemies.addNewSprite(360 + Math.random() * 200, 120 + Math.random() * 200, - 'baddie', null, - Phaser.Types.BODY_DISABLED); - } - function render() { - Phaser.DebugUtils.context.fillStyle = '#fff'; - Phaser.DebugUtils.context.fillText('Tap screen or click to create new baddies.', 16, 24); - } -})(); diff --git a/wip/TS Tests/groups/bring to top 1.js b/wip/TS Tests/groups/bring to top 1.js deleted file mode 100644 index 1c04b58f..00000000 --- a/wip/TS Tests/groups/bring to top 1.js +++ /dev/null @@ -1,61 +0,0 @@ -/// -(function () { - var game = new Phaser.Game(this, 'game', 800, 600, preload, create, update, render); - function preload() { - game.load.image('beast', 'assets/pics/shadow_of_the_beast2_karamoon.png'); - game.load.image('snot', 'assets/pics/nslide_snot.png'); - game.load.image('atari1', 'assets/sprites/atari130xe.png'); - game.load.image('sonic', 'assets/sprites/sonic_havok_sanity.png'); - game.load.image('coke', 'assets/sprites/cokecan.png'); - game.load.image('disk', 'assets/sprites/oz_pov_melting_disk.png'); - } - var group1; - var group2; - var coke; - var disk; - function create() { - // Create a background image - game.add.sprite(0, 0, 'beast'); - // Create a Group that will sit above the background image - group1 = game.add.group(11); - // Create a Group that will sit above Group 1 - group2 = game.add.group(11); - // Now let's create some random sprites and enable them all for drag and 'bring to top' - for(var i = 0; i < 10; i++) { - //var tempSprite: Phaser.Sprite = group1.addNewSprite(game.stage.randomX, game.stage.randomY, 'atari1'); - //var tempSprite: Phaser.Sprite = new Phaser.Sprite(game, game.stage.randomX, game.stage.randomY, 'atari1'); - var tempSprite = game.add.sprite(game.stage.randomX, game.stage.randomY, 'atari1'); - tempSprite.name = 'atari' + i; - tempSprite.input.start(i, false, true); - tempSprite.input.enableDrag(false, true); - group1.add(tempSprite); - // Sonics - //var tempSprite: Phaser.Sprite = group2.addNewSprite(game.stage.randomX, game.stage.randomY, 'sonic'); - //var tempSprite: Phaser.Sprite = new Phaser.Sprite(game, game.stage.randomX, game.stage.randomY, 'sonic'); - var tempSprite = game.add.sprite(game.stage.randomX, game.stage.randomY, 'sonic'); - tempSprite.name = 'sonic' + i; - tempSprite.input.start(10 + i, false, true); - tempSprite.input.enableDrag(false, true); - group2.add(tempSprite); - } - // Add 2 control sprites into each group - these cannot be dragged but should be bought to the top each time - coke = group1.addNewSprite(100, 100, 'coke'); - disk = group2.addNewSprite(400, 300, 'disk'); - // Create a foreground image - everything should appear behind this, even when dragged - var snot = game.add.sprite(game.stage.centerX, game.stage.height, 'snot'); - snot.origin.setTo(0.5, 1); - // You can click and drag any sprite but Sonic sprites should always appear above the Atari sprites - // and both types of sprite should only ever appear above the background and behind the - } - function update() { - if(game.input.keyboard.justReleased(Phaser.Keyboard.ONE)) { - coke.bringToTop(); - } - if(game.input.keyboard.justReleased(Phaser.Keyboard.TWO)) { - disk.bringToTop(); - } - } - function render() { - Phaser.DebugUtils.renderInputInfo(32, 32); - } -})(); diff --git a/wip/TS Tests/groups/bring to top.js b/wip/TS Tests/groups/bring to top.js deleted file mode 100644 index c28b68a9..00000000 --- a/wip/TS Tests/groups/bring to top.js +++ /dev/null @@ -1,30 +0,0 @@ -(function() { - var game = new Phaser.Game(this, 'game', 800, 600, init, create, null, render); - - var container; - - function init() { - game.load.spritesheet('button', 'assets/buttons/number-buttons.png', 160, 160); - game.load.start(); - } - function create() { - // Container for sorting the buttons, which we'll use to make buttons - // to the top later. - container = game.add.group(); - - // Add buttons to container. - container.add(game.add.button(200, 100, 'button', bringMeToTop, this, 0, 0, 0)); - container.add(game.add.button(300, 100, 'button', bringMeToTop, this, 1, 1, 1)); - container.add(game.add.button(100, 200, 'button', bringMeToTop, this, 2, 2, 2)); - container.add(game.add.button(400, 200, 'button', bringMeToTop, this, 3, 3, 3)); - container.add(game.add.button(300, 300, 'button', bringMeToTop, this, 4, 4, 4)); - container.add(game.add.button(200, 300, 'button', bringMeToTop, this, 5, 5, 5)); - } - function render() { - Phaser.DebugUtils.context.fillStyle = '#fff'; - Phaser.DebugUtils.context.fillText('Tap or click buttons to bring it to the top.', 32, 32); - } - function bringMeToTop(btn) { - container.bringToTop(btn); - } -})(); diff --git a/wip/TS Tests/groups/call all.js b/wip/TS Tests/groups/call all.js deleted file mode 100644 index 12b78583..00000000 --- a/wip/TS Tests/groups/call all.js +++ /dev/null @@ -1,37 +0,0 @@ -/// -(function () { - var game = new Phaser.Game(this, 'game', 800, 600, init, create, null, render); - - function init() { - game.load.spritesheet('item', 'assets/buttons/number-buttons-90x90.png', 90, 90); - game.load.image('reviveBtn', 'assets/buttons/revive-button.png'); - game.load.start(); - } - function create() { - // Add some items. - var item; - for (var i = 0; i < 3; i++) { - // Give the items a different alpha increase speed. - item = game.add.sprite(290, 98 * (i + 1), 'item', i); - // Enable input. - item.input.start(0, false, true); - item.events.onInputUp.add(kill); - // An item besides the left one. - item = game.add.sprite(388, 98 * (i + 1), 'item', i + 3); - item.input.start(0, false, true); - item.events.onInputUp.add(kill); - } - // Add a button to revive all the items. - game.add.button(270, 400, 'reviveBtn', reviveAll, this, 0, 0, 0); - } - function kill(item) { - item.kill(); - } - function reviveAll() { - game.world.group.callAll('revive'); - } - function render() { - Phaser.DebugUtils.context.fillStyle = '#fff'; - Phaser.DebugUtils.context.fillText('Tap or click an item to kill it, and press the revive button to revive them all.', 160, 500); - } -})(); diff --git a/wip/TS Tests/groups/create group 1.js b/wip/TS Tests/groups/create group 1.js deleted file mode 100644 index 893a3208..00000000 --- a/wip/TS Tests/groups/create group 1.js +++ /dev/null @@ -1,25 +0,0 @@ -/// -(function () { - var game = new Phaser.Game(this, 'game', 800, 600, preload, create); - function preload() { - // Using Phasers asset loader we load up a PNG from the assets folder - game.load.image('sonic', 'assets/sprites/sonic_havok_sanity.png'); - } - var firstGroup; - function create() { - // Here we'll create a new Group - firstGroup = game.add.group(); - // And add some sprites to it - for(var i = 0; i < 10; i++) { - // Create a new sprite at a random screen location - var newSprite = new Phaser.Sprite(game, game.stage.randomX, game.stage.randomY, 'sonic'); - // This set-ups a listener for the event, view your console.log output to see the result - newSprite.events.onAddedToGroup.add(logGroupAdd); - // Add the sprite to the Group - firstGroup.add(newSprite); - } - } - function logGroupAdd(sprite, group, zIndex) { - console.log('Sprite added to Group', group.ID, 'at z-index:', zIndex); - } -})(); diff --git a/wip/TS Tests/groups/direct render.js b/wip/TS Tests/groups/direct render.js deleted file mode 100644 index 96457e01..00000000 --- a/wip/TS Tests/groups/direct render.js +++ /dev/null @@ -1,38 +0,0 @@ -/// -(function () { - var game = new Phaser.Game(this, 'game', 800, 600, init, create, null, render); - - // Left and right group. - var left, right; - // The first selected item. - var selected = null; - - function init() { - game.load.spritesheet('item', 'assets/buttons/number-buttons-90x90.png', 90, 90); - game.load.start(); - } - function create() { - left = game.add.group(); - right = new Phaser.Group(game); - // Add some items to left side, and set a onDragStop listener - // to limit its location when dropped. - var item; - for (var i = 0; i < 3; i++) { - // Directly create sprites from the left group. - item = left.addNewSprite(250, 98 * (i + 1), 'item', i, Phaser.Types.BODY_DISABLED); - // Add another to the right group. - item = right.addNewSprite(348, 98 * (i + 1), 'item', i + 3, Phaser.Types.BODY_DISABLED); - } - - exCamera = game.add.camera(0, 0, 800, 600); - exCamera.setPosition(120, 0); - } - function render() { - right.directRender(exCamera); - - Phaser.DebugUtils.context.fillStyle = '#fff'; - Phaser.DebugUtils.context.fillText('Left Group', 300, 80); - Phaser.DebugUtils.context.fillText('Right Group', 400, 80); - Phaser.DebugUtils.context.fillText('Left group is normally rendered, while the right one is ONLY rendered directly to another camera.', 120, 480); - } -})(); diff --git a/wip/TS Tests/groups/display order.js b/wip/TS Tests/groups/display order.js deleted file mode 100644 index cf537b60..00000000 --- a/wip/TS Tests/groups/display order.js +++ /dev/null @@ -1,29 +0,0 @@ -/// -(function () { - var game = new Phaser.Game(this, 'game', 800, 600, preload, create); - function preload() { - game.load.image('atari1', 'assets/sprites/atari130xe.png'); - game.load.image('atari2', 'assets/sprites/atari800xl.png'); - game.load.image('card', 'assets/sprites/mana_card.png'); - } - var items; - var card; - function create() { - items = game.add.group(); - // Items are rendered in the depth order in which they are added to the Group - items.addNewSprite(64, 100, 'atari1'); - card = items.addNewSprite(240, 80, 'card'); - items.addNewSprite(280, 100, 'atari2'); - game.input.onTap.addOnce(removeCard, this); - } - function removeCard() { - // Now let's kill the card sprite - card.kill(); - game.input.onTap.addOnce(replaceCard, this); - } - function replaceCard() { - // And bring it back to life again - I assume it will render in the same place as before? - var bob = items.getFirstDead(); - bob.revive(); - } -})(); diff --git a/wip/TS Tests/groups/for each.js b/wip/TS Tests/groups/for each.js deleted file mode 100644 index 6c4b3821..00000000 --- a/wip/TS Tests/groups/for each.js +++ /dev/null @@ -1,35 +0,0 @@ -/// -(function () { - var game = new Phaser.Game(this, 'game', 800, 600, init, create, update, render); - - var baseAlphaIncSpeed = 0.006; - - function init() { - game.load.spritesheet('item', 'assets/buttons/number-buttons-90x90.png', 90, 90); - game.load.start(); - } - function create() { - // Add some items. - for (var i = 0; i < 3; i++) { - game.add.sprite(290, 98 * (i + 1), 'item', i) - .alphaIncSpeed = baseAlphaIncSpeed * (i + 1); - game.add.sprite(388, 98 * (i + 1), 'item', i + 3) - .alphaIncSpeed = baseAlphaIncSpeed * (i + 4); - } - } - function update() { - // Animating alpha property of each item using forEach() method. - game.world.group.forEach(function(item) { - // Update alpha first. - item.alpha -= item.alphaIncSpeed; - // Check for switch between increasing and descreasing. - if (item.alpha < 0.001 || item.alpha > 0.999) { - item.alphaIncSpeed *= -1; - } - }); - } - function render() { - Phaser.DebugUtils.context.fillStyle = '#fff'; - Phaser.DebugUtils.context.fillText('Alpha of items is always changing.', 280, 480); - } -})(); diff --git a/wip/TS Tests/groups/get first 1.js b/wip/TS Tests/groups/get first 1.js deleted file mode 100644 index 13abf0b4..00000000 --- a/wip/TS Tests/groups/get first 1.js +++ /dev/null @@ -1,44 +0,0 @@ -/// -(function () { - var game = new Phaser.Game(this, 'game', 800, 600, init, create, update, render); - - var timer, cycle; - - function init() { - game.load.spritesheet('item', 'assets/buttons/number-buttons-90x90.png', 90, 90); - game.load.image('reviveBtn', 'assets/buttons/revive-button.png'); - game.load.start(); - } - function create() { - // Add some items. - var item; - for (var i = 0; i < 3; i++) { - // Give the items a different alpha increase speed. - item = game.add.sprite(290, 98 * (i + 1), 'item', i); - // An item besides the left one. - item = game.add.sprite(388, 98 * (i + 1), 'item', i + 3); - } - - // Set a timer so we can perform an action after a delay. - timer = 0; - cycle = 1000; - } - function update() { - // Update timer. - timer += game.time.delta; - if (timer > cycle) { - timer -= cycle; - // Get the first alive item and kill it. - var item = game.world.group.getFirstAlive(); - if (item) { - item.kill(); - } - } - } - function render() { - Phaser.DebugUtils.context.fillStyle = '#fff'; - Phaser.DebugUtils.context.fillText('One item will be killed each second.', 280, 420); - // Get living and dead number of a group. - Phaser.DebugUtils.context.fillText('Living: ' + game.world.group.countLiving() + ', Dead: ' + game.world.group.countDead(), 330, 440); - } -})(); diff --git a/wip/TS Tests/groups/get first 2.js b/wip/TS Tests/groups/get first 2.js deleted file mode 100644 index b83c8161..00000000 --- a/wip/TS Tests/groups/get first 2.js +++ /dev/null @@ -1,49 +0,0 @@ -/// -(function () { - var game = new Phaser.Game(this, 'game', 800, 600, init, create, update, render); - - var timer, cycle; - - function init() { - game.load.spritesheet('item', 'assets/buttons/number-buttons-90x90.png', 90, 90); - game.load.image('reviveBtn', 'assets/buttons/revive-button.png'); - game.load.start(); - } - function create() { - // Add some items. - var item; - for (var i = 0; i < 3; i++) { - // Give the items a different alpha increase speed. - item = game.add.sprite(290, 98 * (i + 1), 'item', i); - // An item besides the left one. - item = game.add.sprite(388, 98 * (i + 1), 'item', i + 3); - } - - // Set a timer so we can perform an action after a delay. - timer = 0; - cycle = 1000; - } - function update() { - // Update timer. - timer += game.time.delta; - if (timer > cycle) { - timer -= cycle; - // Get an alive item from the group randomly, so it may not - // be the first to be killed. - // Also you can specific a range, only items between that range - // will be found and return. - // Set a range of (0, 5), so the first item will not be kill at all. - var item = game.world.group.getRandom(1, 5); - if (item) { - item.kill(); - } - } - } - function render() { - Phaser.DebugUtils.context.fillStyle = '#fff'; - Phaser.DebugUtils.context.fillText('One item will be killed each second.', 280, 420); - Phaser.DebugUtils.context.fillText('Yet the first one will NEVER be killed since we use a range from 1 to 5 for selection.', 140, 432); - // Get living and dead number of a group. - Phaser.DebugUtils.context.fillText('Living: ' + game.world.group.countLiving() + ', Dead: ' + game.world.group.countDead(), 330, 460); - } -})(); diff --git a/wip/TS Tests/groups/get first 3.js b/wip/TS Tests/groups/get first 3.js deleted file mode 100644 index ab09aedf..00000000 --- a/wip/TS Tests/groups/get first 3.js +++ /dev/null @@ -1,58 +0,0 @@ -/// -(function () { - var game = new Phaser.Game(this, 'game', 800, 600, init, create, update, render); - - var killTimer, reviveTimer, cycle; - - function init() { - game.load.spritesheet('item', 'assets/buttons/number-buttons-90x90.png', 90, 90); - game.load.image('reviveBtn', 'assets/buttons/revive-button.png'); - game.load.start(); - } - function create() { - // Add some items. - var item; - for (var i = 0; i < 3; i++) { - // Give the items a different alpha increase speed. - item = game.add.sprite(290, 98 * (i + 1), 'item', i); - // An item besides the left one. - item = game.add.sprite(388, 98 * (i + 1), 'item', i + 3); - } - - // Set a timer so we can perform an action after a delay. - killTimer = 0; - // Another timer for reviving. - reviveTimer = 0; - cycle = 1000; - } - function update() { - // Update timers. - killTimer += game.time.delta; - reviveTimer += game.time.delta; - - // Kill first alive item every "cycle" duration. - if (killTimer > cycle) { - killTimer -= cycle; - // Get an alive item from the group and kill it. - var item = game.world.group.getFirstAlive(); - if (item) { - item.kill(); - } - } - // Revive first dead item every 1.5 "cycle" duration. - if (reviveTimer > cycle * 1.5) { - reviveTimer -= cycle * 1.5; - // Get a dead item from the group and revive it. - var item = game.world.group.getFirstDead(); - if (item) { - item.revive(); - } - } - } - function render() { - Phaser.DebugUtils.context.fillStyle = '#fff'; - Phaser.DebugUtils.context.fillText('One item will be killed each second and revived later.', 240, 420); - // Get living and dead number of a group. - Phaser.DebugUtils.context.fillText('Living: ' + game.world.group.countLiving() + ', Dead: ' + game.world.group.countDead(), 330, 440); - } -})(); diff --git a/wip/TS Tests/groups/group as layer.js b/wip/TS Tests/groups/group as layer.js deleted file mode 100644 index 1ba93a6f..00000000 --- a/wip/TS Tests/groups/group as layer.js +++ /dev/null @@ -1,74 +0,0 @@ -/// -(function () { - var game = new Phaser.Game(this, 'game', 800, 600, init, create, null, render); - function init() { - game.world.setSize(1280, 800, true); - - game.load.image('ground', 'assets/tests/ground-2x.png'); - game.load.image('river', 'assets/tests/river-2x.png'); - game.load.image('sky', 'assets/tests/sky-2x.png'); - game.load.image('cloud0', 'assets/tests/cloud-big-2x.png'); - game.load.image('cloud1', 'assets/tests/cloud-narrow-2x.png'); - game.load.image('cloud2', 'assets/tests/cloud-small-2x.png'); - - game.load.spritesheet('ufo', 'assets/sprites/ufo.png', 24, 21); - - game.load.start(); - } - function create() { - // Create the sky layer, behind everything and donot move. - var skyLayer = game.add.group(); - skyLayer.z = 0; - // Create the cloud layer, only beyond the sky. - var cloudLayer = game.add.group(); - cloudLayer.z = 1; - // Create the ground, behind the river and beyond clouds. - var groundLayer = game.add.group(); - groundLayer.z = 2; - // Create the sprite layer. This should behind the river, - // and beyond the ground, cloud and sky layer. - var spriteLayer = game.add.group(); - spriteLayer.z = 3; - // Create the river layer, beyond everything. - var riverLayer = game.add.group(); - riverLayer.z = 4; - - // Add sky background to skyLayer. - var sky = new Phaser.Sprite(game, 0, 0, 'sky'); - sky.transform.scrollFactor.setTo(0, 0); - skyLayer.add(sky); - // Add clouds to cloudLayer. - var cloud0 = new Phaser.Sprite(game, 200, 120, 'cloud0'); - cloud0.transform.scrollFactor.setTo(0.3, 0.1); - var cloud1 = new Phaser.Sprite(game, -60, 120, 'cloud1'); - cloud1.transform.scrollFactor.setTo(0.5, 0.1); - var cloud2 = new Phaser.Sprite(game, 900, 170, 'cloud2'); - cloud2.transform.scrollFactor.setTo(0.7, 0.1); - cloudLayer.add(cloud0); - cloudLayer.add(cloud1); - cloudLayer.add(cloud2); - // Add ground sprite to groundLayer. - var ground = new Phaser.Sprite(game, 0, 360, 'ground'); - ground.transform.scrollFactor.setTo(0.5, 0.1); - groundLayer.add(ground); - // Add river to riverLayer. - var river = new Phaser.Sprite(game, 0, 400, 'river'); - river.transform.scrollFactor.setTo(1.3, 0.16); - riverLayer.add(river); - - // Add animating sprites to spriteLayer. - var ufo = new Phaser.Sprite(game, 360, 240, 'ufo'); - ufo.animations.add('fly', null, 0, false); - ufo.animations.play('fly'); - ufo.transform.origin.setTo(0.5, 0.5); - spriteLayer.add(ufo); - } - function render() { - Phaser.DebugUtils.context.fillStyle = '#fff'; - Phaser.DebugUtils.context.fillText('sky layer: z = 0', 16, 20); - Phaser.DebugUtils.context.fillText('cloud layer: z = 1', 16, 36); - Phaser.DebugUtils.context.fillText('ground layer: z = 2', 16, 52); - Phaser.DebugUtils.context.fillText('sprite layer: z = 3', 16, 68); - Phaser.DebugUtils.context.fillText('river layer: z = 4', 16, 84); - } -})(); diff --git a/wip/TS Tests/groups/group texture.js b/wip/TS Tests/groups/group texture.js deleted file mode 100644 index d4acd821..00000000 --- a/wip/TS Tests/groups/group texture.js +++ /dev/null @@ -1,21 +0,0 @@ -/// -(function () { - var game = new Phaser.Game(this, 'game', 800, 600, init, create, null, render); - - var robot; - var eye, body, leftArm, rightArm, leftLeg, rightLeg; - - function init() { - game.load.spritesheet('buttons', 'assets/buttons/number-buttons.png', 90, 90); - game.load.start(); - } - function create() { - // Add 6 groups and childs. - var item = game.add.group(); - item.texture.loadImage('buttons'); - } - function render() { - Phaser.DebugUtils.context.fillStyle = 'rgb(0, 160, 213)'; - Phaser.DebugUtils.context.fillText('Group can have a texture too, so you can use it just like a simple sprite.', 180, 380); - } -})(); diff --git a/wip/TS Tests/groups/group transform 1.js b/wip/TS Tests/groups/group transform 1.js deleted file mode 100644 index ceb1f0fe..00000000 --- a/wip/TS Tests/groups/group transform 1.js +++ /dev/null @@ -1,65 +0,0 @@ -/// -(function () { - var game = new Phaser.Game(this, 'game', 800, 600, init, create, update, render); - - var robot; - var eye, body, leftArm, rightArm, leftLeg, rightLeg; - - function init() { - game.load.image('eye', 'assets/sprites/robot/eye.png'); - game.load.image('body', 'assets/sprites/robot/body.png'); - game.load.image('arm-l', 'assets/sprites/robot/arm-l.png'); - game.load.image('arm-r', 'assets/sprites/robot/arm-r.png'); - game.load.image('leg-l', 'assets/sprites/robot/leg-l.png'); - game.load.image('leg-r', 'assets/sprites/robot/leg-r.png'); - game.load.start(); - } - function create() { - // Add some items. - var item; - for (var i = 0; i < 3; i++) { - // Give the items a different alpha increase speed. - item = game.add.sprite(290, 98 * (i + 1), 'item', i); - // An item besides the left one. - item = game.add.sprite(388, 98 * (i + 1), 'item', i + 3); - } - // Use groups of sprites to create a big robot. - // Robot itself, you can subclass group class in a real game. - robot = game.add.group(); - // Robot components. - leftArm = robot.addNewSprite(90, 175, 'arm-l', 0, Phaser.Types.BODY_DISABLED); - rightArm = robot.addNewSprite(549, 175, 'arm-r', 0, Phaser.Types.BODY_DISABLED); - leftLeg = robot.addNewSprite(270, 325, 'leg-l', 0, Phaser.Types.BODY_DISABLED); - rightLeg = robot.addNewSprite(410, 325, 'leg-r', 0, Phaser.Types.BODY_DISABLED); - body = robot.addNewSprite(219, 32, 'body', 0, Phaser.Types.BODY_DISABLED); - eye = robot.addNewSprite(335, 173,'eye', 0, Phaser.Types.BODY_DISABLED); - - leftArm.input.start(0, false, true); - leftArm.input.enableDrag(); - rightArm.input.start(0, false, true); - rightArm.input.enableDrag(); - leftLeg.input.start(0, false, true); - leftLeg.input.enableDrag(); - rightLeg.input.start(0, false, true); - rightLeg.input.enableDrag(); - body.input.start(0, false, true); - body.input.enableDrag(); - eye.input.start(0, false, true); - eye.input.enableDrag(); - } - function update() { - } - function render() { - Phaser.DebugUtils.renderSpriteInfo(leftArm, 32, 32); - Phaser.DebugUtils.renderSpriteInfo(rightArm, 32, 152); - Phaser.DebugUtils.renderSpriteInfo(leftLeg, 32, 272); - Phaser.DebugUtils.renderSpriteInfo(rightLeg, 32, 392); - Phaser.DebugUtils.renderSpriteInfo(rightLeg, 450, 32); - Phaser.DebugUtils.renderSpriteInfo(rightLeg, 450, 152); - - Phaser.DebugUtils.context.fillStyle = 'rgb(0, 160, 213)'; - Phaser.DebugUtils.context.fillText('The robot is a group and every component is a sprite.', 240, 580); - // Phaser.DebugUtils.context.fillText('Drag each part to re-position them.', 288, 592); - Phaser.DebugUtils.context.fillText('Drag each part to re-position them. ', 288, 592); - } -})(); diff --git a/wip/TS Tests/groups/group transform 2.js b/wip/TS Tests/groups/group transform 2.js deleted file mode 100644 index 710b6a04..00000000 --- a/wip/TS Tests/groups/group transform 2.js +++ /dev/null @@ -1,48 +0,0 @@ -/// -(function () { - var game = new Phaser.Game(this, 'game', 800, 600, init, create, update, render); - - var robot; - var eye, body, leftArm, rightArm, leftLeg, rightLeg; - var draggable; - - function init() { - game.load.image('eye', 'assets/sprites/robot/eye.png'); - game.load.image('body', 'assets/sprites/robot/body.png'); - game.load.image('arm-l', 'assets/sprites/robot/arm-l.png'); - game.load.image('arm-r', 'assets/sprites/robot/arm-r.png'); - game.load.image('leg-l', 'assets/sprites/robot/leg-l.png'); - game.load.image('leg-r', 'assets/sprites/robot/leg-r.png'); - - game.load.start(); - } - function create() { - // Add some items. - var item; - for (var i = 0; i < 3; i++) { - // Give the items a different alpha increase speed. - item = game.add.sprite(290, 98 * (i + 1), 'item', i); - // An item besides the left one. - item = game.add.sprite(388, 98 * (i + 1), 'item', i + 3); - } - // Use groups of sprites to create a big robot. - // Robot itself, you can subclass group class in a real game. - robot = game.add.group(); - // Robot components. - leftArm = robot.addNewSprite(90, 175, 'arm-l', 0, Phaser.Types.BODY_DISABLED); - rightArm = robot.addNewSprite(549, 175, 'arm-r', 0, Phaser.Types.BODY_DISABLED); - leftLeg = robot.addNewSprite(270, 325, 'leg-l', 0, Phaser.Types.BODY_DISABLED); - rightLeg = robot.addNewSprite(410, 325, 'leg-r', 0, Phaser.Types.BODY_DISABLED); - body = robot.addNewSprite(219, 32, 'body', 0, Phaser.Types.BODY_DISABLED); - eye = robot.addNewSprite(335, 173,'eye', 0, Phaser.Types.BODY_DISABLED); - } - function update() { - // Change parent's rotation to change all the childs. - // robot.transform.rotation += 2; - game.world.group.transform.rotation += 2; - } - function render() { - Phaser.DebugUtils.context.fillStyle = 'rgb(0, 160, 213)'; - Phaser.DebugUtils.context.fillText('The robot is a group and every component is a sprite.', 240, 580); - } -})(); diff --git a/wip/TS Tests/groups/group transform 3.js b/wip/TS Tests/groups/group transform 3.js deleted file mode 100644 index 5031c814..00000000 --- a/wip/TS Tests/groups/group transform 3.js +++ /dev/null @@ -1,51 +0,0 @@ -/// -(function () { - var game = new Phaser.Game(this, 'game', 800, 600, init, create, update, render); - - var robot; - var eye, body, leftArm, rightArm, leftLeg, rightLeg; - var draggable; - - function init() { - game.load.image('eye', 'assets/sprites/robot/eye.png'); - game.load.image('body', 'assets/sprites/robot/body.png'); - game.load.image('arm-l', 'assets/sprites/robot/arm-l.png'); - game.load.image('arm-r', 'assets/sprites/robot/arm-r.png'); - game.load.image('leg-l', 'assets/sprites/robot/leg-l.png'); - game.load.image('leg-r', 'assets/sprites/robot/leg-r.png'); - - game.load.start(); - } - function create() { - // Add some items. - var item; - for (var i = 0; i < 3; i++) { - // Give the items a different alpha increase speed. - item = game.add.sprite(290, 98 * (i + 1), 'item', i); - // An item besides the left one. - item = game.add.sprite(388, 98 * (i + 1), 'item', i + 3); - } - // Use groups of sprites to create a big robot. - // Robot itself, you can subclass group class in a real game. - robot = game.add.group(); - // Robot components. - leftArm = robot.addNewSprite(90, 175, 'arm-l', 0, Phaser.Types.BODY_DISABLED); - rightArm = robot.addNewSprite(549, 175, 'arm-r', 0, Phaser.Types.BODY_DISABLED); - leftLeg = robot.addNewSprite(270, 325, 'leg-l', 0, Phaser.Types.BODY_DISABLED); - rightLeg = robot.addNewSprite(410, 325, 'leg-r', 0, Phaser.Types.BODY_DISABLED); - body = robot.addNewSprite(219, 32, 'body', 0, Phaser.Types.BODY_DISABLED); - eye = robot.addNewSprite(335, 173,'eye', 0, Phaser.Types.BODY_DISABLED); - - // Tween the robot's size, so all the components also scaled. - // game.add.tween(robot.transform.scale) - game.add.tween(game.world.group.transform.scale) - .to({x: 1.2, y: 1.2}, 1000, Phaser.Easing.Back.InOut, true, 0, false) - .yoyo(true); - } - function update() { - } - function render() { - Phaser.DebugUtils.context.fillStyle = 'rgb(0, 160, 213)'; - Phaser.DebugUtils.context.fillText('The robot is a group and every component is a sprite.', 240, 580); - } -})(); diff --git a/wip/TS Tests/groups/recycle 1.js b/wip/TS Tests/groups/recycle 1.js deleted file mode 100644 index 6325048d..00000000 --- a/wip/TS Tests/groups/recycle 1.js +++ /dev/null @@ -1,50 +0,0 @@ -/// -(function () { - var game = new Phaser.Game(this, 'game', 800, 600, init, create, null, render); - - var friendAndFoe, - enemies; - - function init() { - game.load.image('ufo', 'assets/sprites/ufo.png'); - game.load.image('baddie', 'assets/sprites/space-baddie.png'); - game.load.spritesheet('button', 'assets/buttons/baddie-buttons.png', 224, 70); - game.load.start(); - } - function create() { - // Create some local groups for later use. - friendAndFoe = game.add.group(); - enemies = game.add.group(); - - // Create a ufo. - friendAndFoe.addNewSprite(200, 240, 'ufo', null, Phaser.Types.BODY_DISABLED); - - // Create some enemies. - for (var i = 0; i < 8; i++) { - createBaddie(); - } - - // Create buttons to create and kill baddies. - game.add.button(16, 50, 'button', createBaddie, 0, 0, 0); - game.add.button(16, 130, 'button', killBaddie, 1, 1, 1); - } - function killBaddie() { - var baddie = enemies.getFirstAlive(); - if (baddie) baddie.kill(); - } - function createBaddie() { - // Group's recycle() method will always return a valid object unless - // you did not pass an objectClass parameter. - // It will create new object instance of the given class if no "dead" - // object can be found inside the group. - var enemy = enemies.recycle(Phaser.Sprite); - enemy.texture.loadImage('baddie', false); - enemy.texture.opaque = false; - enemy.x = 360 + Math.random() * 200; - enemy.y = 120 + Math.random() * 200; - } - function render() { - Phaser.DebugUtils.context.fillStyle = '#fff'; - Phaser.DebugUtils.context.fillText('Add new baddies using recyle() instead of allocating new object every time.', 16, 24); - } -})(); diff --git a/wip/TS Tests/groups/recycle 2.js b/wip/TS Tests/groups/recycle 2.js deleted file mode 100644 index 12d7b220..00000000 --- a/wip/TS Tests/groups/recycle 2.js +++ /dev/null @@ -1,49 +0,0 @@ -/// -(function () { - var game = new Phaser.Game(this, 'game', 800, 600, init, create, null, render); - function init() { - game.load.image('ufo', 'assets/sprites/ufo.png'); - game.load.image('baddie', 'assets/sprites/space-baddie.png'); - game.load.spritesheet('button', 'assets/buttons/baddie-buttons.png', 224, 70); - game.load.start(); - } - function create() { - // Create some local groups for later use. - friendAndFoe = game.add.group(); - enemies = game.add.group(); - - // Create a ufo. - friendAndFoe.addNewSprite(200, 240, 'ufo', null, Phaser.Types.BODY_DISABLED); - - // Create some enemies. - for (var i = 0; i < 8; i++) { - // Since the getFirstAvailable() which we'll use for recycling - // cannot allocate new objects, create them manually here. - enemies.addNewSprite(360 + Math.random() * 200, 120 + Math.random() * 200, - 'baddie', null, Phaser.Types.BODY_DISABLED); - } - - // Create buttons to create and kill baddies. - game.add.button(16, 50, 'button', createBaddie, 0, 0, 0); - game.add.button(16, 130, 'button', killBaddie, 1, 1, 1); - } - function killBaddie() { - var baddie = enemies.getFirstAlive(); - if (baddie) baddie.kill(); - } - function createBaddie() { - // Recycle using getFirstAvailable() as an alternative to recycle(). - // Notice that this method will not create new objects if there's no one - // available, and it won't change size of this group. - var enemy = enemies.getFirstAvailable(); - if (enemy) { - enemy.revive(); - } - } - function render() { - Phaser.DebugUtils.context.fillStyle = '#fff'; - Phaser.DebugUtils.context.fillText('Recycle baddies from a group using getFirstAvailable() instead of recycle().', 16, 24); - Phaser.DebugUtils.context.fillText('Notice that you cannot add more than 8 baddies since we only create 8 instance.', 16, 36); - Phaser.DebugUtils.context.fillText('Living baddies: ' + enemies.countLiving(), 340, 420); - } -})(); diff --git a/wip/TS Tests/groups/remove.js b/wip/TS Tests/groups/remove.js deleted file mode 100644 index d7d789ff..00000000 --- a/wip/TS Tests/groups/remove.js +++ /dev/null @@ -1,65 +0,0 @@ -/// -(function () { - var game = new Phaser.Game(this, 'game', 800, 600, init, create, update, render); - - // Group contains items. - var items; - - function init() { - game.load.spritesheet('item', 'assets/buttons/number-buttons-90x90.png', 90, 90); - game.load.image('rect', 'assets/tests/200x100corners.png'); - game.load.image('rect2', 'assets/tests/200x100corners2.png'); - game.load.start(); - } - function create() { - // Create item container group. - items = game.add.group(); - - // Add some items and add them to the container group, - // then you can drag and drop them to remove. - var item; - for (var i = 0; i < 6; i++) { - // Directly create sprites from the group. - item = items.addNewSprite(90, 90 * i, 'item', i, Phaser.Types.BODY_DISABLED); - // Enable input detection, then it's possible be dragged. - item.input.start(0, false, true); - // Make this item draggable. - item.input.enableDrag(); - // Then we make it snap to 90x90 grids. - item.input.enableSnap(90, 90, false, true); - // Add a handler to remove it using different options when dropped. - item.events.onDragStop.add(dropHandler); - } - - // Create 2 rectangles, drop it at these rectangle to - // remove it from origin group normally or - // cut it from the group's array entirely. - var rect = game.add.sprite(400, 0, 'rect'); - rect.transform.scale.setTo(2.0, 3.0); - var rect2 = game.add.sprite(400, 300, 'rect2'); - rect2.transform.scale.setTo(2.0, 3.0); - } - function update() { - } - function render() { - Phaser.DebugUtils.context.fillStyle = '#fff'; - Phaser.DebugUtils.context.fillText('Size of group: ' + items.length, 100, 560); - Phaser.DebugUtils.context.fillText('Drop here to cut items from groups entirely.', 450, 24); - Phaser.DebugUtils.context.fillText('Drop here to remove it normally.', 450, 324); - } - function dropHandler(item, pointer) { - if (item.x < 90) { - item.x = 90; - } - else if (item.x > 400) { // So it is dropped in one rectangle. - if (item.y < 300) { - // Remove it from group normally, so the group's size does not change. - items.remove(item, true); - } - else { - // Remove it from group and cut from it, so the group's size decreases. - items.remove(item); - } - } - } -})(); diff --git a/wip/TS Tests/groups/replace.js b/wip/TS Tests/groups/replace.js deleted file mode 100644 index fae0ea29..00000000 --- a/wip/TS Tests/groups/replace.js +++ /dev/null @@ -1,66 +0,0 @@ -/// -(function () { - var game = new Phaser.Game(this, 'game', 800, 600, init, create, update, render); - - // Left and right group. - var left, right; - // The first selected item. - var selected = null; - - function init() { - game.load.spritesheet('item', 'assets/buttons/number-buttons-90x90.png', 90, 90); - game.load.start(); - } - function create() { - left = game.add.group(); - right = game.add.group(); - // Add some items to left side, and set a onDragStop listener - // to limit its location when dropped. - var item; - for (var i = 0; i < 3; i++) { - // Directly create sprites from the left group. - item = left.addNewSprite(290, 98 * (i + 1), 'item', i, Phaser.Types.BODY_DISABLED); - // Enable input. - item.input.start(0, false, true); - item.events.onInputUp.add(select); - // Add another to the right group. - item = right.addNewSprite(388, 98 * (i + 1), 'item', i + 3, Phaser.Types.BODY_DISABLED); - // Enable input. - item.input.start(0, false, true); - item.events.onInputUp.add(select); - } - } - function select(item, pointer) { - // If there's no one selected, mark it as selected. - if (!selected) { - selected = item; - selected.alpha = 0.5; - } - else { - // Items from different group selected, replace with each other; - // Something like a swap action, maybe better done with - // group.swap() method. - if (selected.group !== item.group) { - // Move the later selected to the first selected item's position. - item.x = selected.x; - item.y = selected.y; - // Replace first selected with the second one. - selected.group.replace(selected, item); - } - else { - selected.alpha = 1; - } - - // After checking, now clear the helper var. - selected = null; - } - } - function update() { - } - function render() { - Phaser.DebugUtils.context.fillStyle = '#fff'; - Phaser.DebugUtils.context.fillText('Left Group', 300, 80); - Phaser.DebugUtils.context.fillText('Right Group', 400, 80); - Phaser.DebugUtils.context.fillText('Click an item and one from another group to replace it.', 240, 480); - } -})(); diff --git a/wip/TS Tests/groups/set all.js b/wip/TS Tests/groups/set all.js deleted file mode 100644 index b59555ae..00000000 --- a/wip/TS Tests/groups/set all.js +++ /dev/null @@ -1,31 +0,0 @@ -/// -(function () { - var game = new Phaser.Game(this, 'game', 800, 600, init, create, null, render); - - var baseIncSpeed = 0.006; - - function init() { - game.load.spritesheet('item', 'assets/buttons/number-buttons-90x90.png', 90, 90); - game.load.start(); - } - function create() { - // Add some items. - for (var i = 0; i < 3; i++) { - // Give the items a different alpha increase speed. - game.add.sprite(290, 98 * (i + 1), 'item', i) - .alphaIncSpeed = baseIncSpeed * (i + 1); - game.add.sprite(388, 98 * (i + 1), 'item', i + 3) - .alphaIncSpeed = baseIncSpeed * (i + 4); - } - - game.input.onTap.add(resetAlpha); - } - function resetAlpha() { - // Set "alpha" value of all the childs. - game.world.group.setAll('alpha', Math.random()); - } - function render() { - Phaser.DebugUtils.context.fillStyle = '#fff'; - Phaser.DebugUtils.context.fillText('Tap or click to set random alpha of all the items.', 240, 480); - } -})(); diff --git a/wip/TS Tests/groups/sort 1.js b/wip/TS Tests/groups/sort 1.js deleted file mode 100644 index 839971ee..00000000 --- a/wip/TS Tests/groups/sort 1.js +++ /dev/null @@ -1,46 +0,0 @@ -(function() { - var game = new Phaser.Game(this, 'game', 800, 600, init, create, update, render); - - var xTop, yTop, zTop; - - function init() { - game.load.image('cell', 'assets/sprites/diamond.png'); - game.load.start(); - } - function create() { - // Create 3 groups which will have different sort "index". - xTop = game.add.group(); - yTop = game.add.group(); - zTop = game.add.group(); - - var i; - for (i = 0; i < 64; i++) { - xTop.addNewSprite(160 + 48 * Math.cos(i * Math.PI / 8), 540 - i * 8, - 'cell', 0, - Phaser.Types.BODY_DISABLED); - } - for (i = 0; i < 64; i++) { - yTop.addNewSprite(340 + 48 * Math.cos(i * Math.PI / 8), 540 - i * 8, - 'cell', 0, - Phaser.Types.BODY_DISABLED); - } - for (i = 0; i < 64; i++) { - zTop.addNewSprite(520 + 48 * Math.cos(i * Math.PI / 8), 540 - i * 8, - 'cell', 0, - Phaser.Types.BODY_DISABLED); - } - } - function update() { - // Sort 3 groups using different methods, all of them are - // ascending by default. - xTop.sort('x'); - yTop.sort('y'); - zTop.sort('z'); - } - function render() { - Phaser.DebugUtils.context.fillStyle = '#fff'; - Phaser.DebugUtils.context.fillText('Left group sorted by x.', 16, 18); - Phaser.DebugUtils.context.fillText('Middle group sorted by y.', 16, 36); - Phaser.DebugUtils.context.fillText('Right group sorted by z.', 16, 54); - } -})(); diff --git a/wip/TS Tests/groups/sort 2.js b/wip/TS Tests/groups/sort 2.js deleted file mode 100644 index 9bde00b3..00000000 --- a/wip/TS Tests/groups/sort 2.js +++ /dev/null @@ -1,57 +0,0 @@ -(function() { - var game = new Phaser.Game(this, 'game', 800, 600, init, create, update, render); - - // Wabbits inside this group is sorted by its "dead" property. - // Dead wabbits behinds the others. - var wabbits; - - function init() { - game.load.image('wabbit', 'assets/sprites/wabbit.png'); - game.load.start(); - } - function create() { - // Create container group. - wabbits = game.add.group(); - - // Create wabbit and add to the container. - var wabbe; - for (var i = 0; i < 64; i++) { - wabbe = wabbits.addNewSprite(Math.random() * 480 + 64, Math.random() * 480 + 32, - 'wabbit', 0, - Phaser.Types.BODY_DISABLED); - wabbe.transform.scale.setTo(2, 2); - wabbe.transform.origin.setTo(0.5, 0.5); - - // Give wabbie a flag of living or not. - wabbe.dead = false; - - wabbe.input.start(0, false, true); - wabbe.events.onInputUp.add(killMe, this); - } - } - function update() { - // sort wabbies by "exists", so killed ones will - wabbits.sort('dead', Phaser.Group.DESCENDING); - } - function render() { - Phaser.DebugUtils.context.fillStyle = '#fff'; - Phaser.DebugUtils.context.fillText('Tap or click wabbits to kill them.', 32, 32); - } - function killMe(wabbe) { - // Disable input. - wabbe.input.stop(); - - // Do not call the kill method, set its "dead" property instead. - wabbe.dead = true; - - // Kill effects. - game.add.tween(wabbe) - .to({x: wabbe.x - 48}, 2000, Phaser.Easing.Linear.None, true, 0, false); - game.add.tween(wabbe) - .to({y: 640}, 2000 - wabbe.y, Phaser.Easing.Back.In, true, 0, false); - game.add.tween(wabbe) - .to({rotation: 240}, 1000, Phaser.Easing.Back.In, true, 0, false); - game.add.tween(wabbe.transform.scale) - .to({x: 2, y: 2}, 1000, Phaser.Easing.Bounce.In, true, 0, false); - } -})(); diff --git a/wip/TS Tests/groups/sub groups.js b/wip/TS Tests/groups/sub groups.js deleted file mode 100644 index 0b069d3c..00000000 --- a/wip/TS Tests/groups/sub groups.js +++ /dev/null @@ -1,60 +0,0 @@ -/// -(function () { - var game = new Phaser.Game(this, 'game', 800, 600, init, create, null, render); - - // Groups for storing friends and enemies, may use for collision later. - var friendAndFoe, - enemies; - - // Groups for teaming up stuff. - var normalBaddies, - purpleBaddies; - - function init() { - game.load.image('ufo', 'assets/sprites/ufo.png'); - game.load.image('baddie', 'assets/sprites/space-baddie.png'); - game.load.image('purple-baddie', 'assets/sprites/space-baddie-purple.png'); - game.load.start(); - } - function create() { - // Create some local groups for later use. - friendAndFoe = game.add.group(); - enemies = game.add.group(); - normalBaddies = game.add.group(); - purpleBaddies = game.add.group(); - - // Add both teams to enemies group. - enemies.add(normalBaddies); - enemies.add(purpleBaddies); - - // Create a ufo as a friend sprite. - friendAndFoe.addNewSprite(200, 240, 'ufo', null, Phaser.Types.BODY_DISABLED); - - // Create some enemies. - for (var i = 0; i < 16; i++) { - createBaddie(); - } - - // Tap to create new baddie sprites. - game.input.onTap.add(createBaddie, this); - } - function createBaddie() { - var baddie; - if (Math.random() > 0.5) { - baddie = purpleBaddies.addNewSprite(360 + Math.random() * 200, 120 + Math.random() * 200, - 'purple-baddie', null, Phaser.Types.BODY_DISABLED); - } - else { - baddie = normalBaddies.addNewSprite(360 + Math.random() * 200, 120 + Math.random() * 200, - 'baddie', null, Phaser.Types.BODY_DISABLED); - } - } - function render() { - Phaser.DebugUtils.context.fillStyle = '#fff'; - Phaser.DebugUtils.context.fillText('Tap screen or click to create new baddies.', 16, 24); - Phaser.DebugUtils.context.fillText('enemies: ' + enemies.length + ' (actually ' + enemies.length + ' groups)', 16, 48); - Phaser.DebugUtils.context.fillText('normal baddies: ' + normalBaddies.length, 16, 60); - Phaser.DebugUtils.context.fillText('purple baddies: ' + purpleBaddies.length, 16, 72); - Phaser.DebugUtils.context.fillText('friends: ' + friendAndFoe.length, 16, 96); - } -})(); diff --git a/wip/TS Tests/groups/swap children.js b/wip/TS Tests/groups/swap children.js deleted file mode 100644 index 51cef254..00000000 --- a/wip/TS Tests/groups/swap children.js +++ /dev/null @@ -1,20 +0,0 @@ -/// -(function () { - var game = new Phaser.Game(this, 'game', 800, 600, preload, create); - function preload() { - game.load.image('atari1', 'assets/sprites/atari130xe.png'); - game.load.image('atari2', 'assets/sprites/atari800xl.png'); - } - var atari1; - var atari2; - function create() { - // Items are rendered in the depth order in which they are added to the Group - atari1 = game.add.sprite(100, 100, 'atari1'); - atari2 = game.add.sprite(250, 90, 'atari2'); - game.input.onTap.add(swapSprites, this); - } - function swapSprites() { - // The 2 Sprites are in the global world Group, but this will work for any Group: - game.world.group.swap(atari1, atari2); - } -})(); diff --git a/wip/TS Tests/index.php b/wip/TS Tests/index.php deleted file mode 100644 index ec158db0..00000000 --- a/wip/TS Tests/index.php +++ /dev/null @@ -1,169 +0,0 @@ - $value) - { - if (is_dir($dir . DIRECTORY_SEPARATOR . $value)) - { - $result[$value] = dirToArray($dir . DIRECTORY_SEPARATOR . $value); - } - else - { - if (substr($value, -3) == '.js') - { - $result[] = $value; - } - } - } - - return $result; -} - -$state = false; - -if (isset($_GET['f'])) -{ - $js = $_GET['d'] . '/' . $_GET['f']; - $ts = substr($js, 0, -2) . 'ts'; - $state = substr($_GET['f'], 0, -3); -} - -$mobile = false; - -if (isset($_GET['m'])) -{ - $mobile = true; -} - -?> - - - - - - - Phaser Test Runner: <?php echo $state?> - - - - - - - - - - - - - - -
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- -

Phaser

- - - - $value) { - - $value2 = substr($value, 0, -3); - - if ($dir == 'mobile') - { - echo "$value2"; - } - else - { - echo "$value2"; - } - - } - -} - -if ($state == false && $mobile == false) -{ -?> - - - - - - - - \ No newline at end of file diff --git a/wip/TS Tests/input/bring to top.js b/wip/TS Tests/input/bring to top.js deleted file mode 100644 index ff97e587..00000000 --- a/wip/TS Tests/input/bring to top.js +++ /dev/null @@ -1,27 +0,0 @@ -/// -(function () { - var game = new Phaser.Game(this, 'game', 800, 600, preload, create, null, render); - function preload() { - game.load.image('atari1', 'assets/sprites/atari130xe.png'); - game.load.image('atari2', 'assets/sprites/atari800xl.png'); - game.load.image('atari4', 'assets/sprites/atari800.png'); - game.load.image('sonic', 'assets/sprites/sonic_havok_sanity.png'); - game.load.image('duck', 'assets/sprites/darkwing_crazy.png'); - game.load.image('firstaid', 'assets/sprites/firstaid.png'); - game.load.image('diamond', 'assets/sprites/diamond.png'); - game.load.image('mushroom', 'assets/sprites/mushroom2.png'); - } - function create() { - // This returns an array of all the image keys in the cache - var images = game.cache.getImageKeys(); - // Now let's create some random sprites and enable them all for drag and 'bring to top' - for(var i = 0; i < 20; i++) { - var tempSprite = game.add.sprite(game.stage.randomX, game.stage.randomY, game.rnd.pick(images)); - tempSprite.input.start(i, false, true); - tempSprite.input.enableDrag(false, true); - } - } - function render() { - Phaser.DebugUtils.renderInputInfo(32, 32); - } -})(); diff --git a/wip/TS Tests/input/drag sprite 1.js b/wip/TS Tests/input/drag sprite 1.js deleted file mode 100644 index ccd54b7a..00000000 --- a/wip/TS Tests/input/drag sprite 1.js +++ /dev/null @@ -1,22 +0,0 @@ -/// -(function () { - var game = new Phaser.Game(this, 'game', 800, 600, preload, create, null, render); - function preload() { - // Using Phasers asset loader we load up a PNG from the assets folder - game.load.image('sprite', 'assets/sprites/atari130xe.png'); - } - var sprite; - function create() { - sprite = game.add.sprite(200, 200, 'sprite'); - // Enable Input detection. Sprites have this disabled by default, - // so you have to start it if you want to interact with them. - sprite.input.start(0, false, true); - // This allows you to drag the sprite. The parameter controls if you drag from the position you touched it (false) - // or if it will snap to the center (true) - sprite.input.enableDrag(true); - } - function render() { - Phaser.DebugUtils.renderInputInfo(32, 32); - Phaser.DebugUtils.renderSpriteInputInfo(sprite, 300, 32); - } -})(); diff --git a/wip/TS Tests/input/drag sprite 2.js b/wip/TS Tests/input/drag sprite 2.js deleted file mode 100644 index 20eef4c9..00000000 --- a/wip/TS Tests/input/drag sprite 2.js +++ /dev/null @@ -1,21 +0,0 @@ -/// -(function () { - var game = new Phaser.Game(this, 'game', 800, 600, preload, create, null, render); - function preload() { - // Using Phasers asset loader we load up a PNG from the assets folder - game.load.image('sprite', 'assets/sprites/atari800.png'); - } - var sprite; - function create() { - sprite = game.add.sprite(200, 200, 'sprite'); - sprite.input.start(0, false, true); - sprite.input.enableDrag(true); - // The drag offset allows us to position the sprite relative to the pointer (+ lock) position - // In this case it will be positioned -100px above the pointer - sprite.input.dragOffset.y = -100; - } - function render() { - Phaser.DebugUtils.renderInputInfo(32, 32); - Phaser.DebugUtils.renderSpriteInputInfo(sprite, 300, 32); - } -})(); diff --git a/wip/TS Tests/input/drag sprite 3.js b/wip/TS Tests/input/drag sprite 3.js deleted file mode 100644 index 8fd10483..00000000 --- a/wip/TS Tests/input/drag sprite 3.js +++ /dev/null @@ -1,20 +0,0 @@ -/// -(function () { - var game = new Phaser.Game(this, 'game', 800, 600, preload, create, null, render); - function preload() { - // Using Phasers asset loader we load up a PNG from the assets folder - game.load.image('sprite', 'assets/sprites/atari800.png'); - } - var sprite; - function create() { - sprite = game.add.sprite(500, 300, 'sprite'); - sprite.input.start(0, false, true); - // This will ensure the sprite is dragged from its center - sprite.input.enableDrag(true); - } - function render() { - Phaser.DebugUtils.renderSpriteCorners(sprite); - Phaser.DebugUtils.renderInputInfo(32, 32); - Phaser.DebugUtils.renderSpriteInfo(sprite, 32, 200); - } -})(); diff --git a/wip/TS Tests/input/drop limitation.js b/wip/TS Tests/input/drop limitation.js deleted file mode 100644 index 69c382fc..00000000 --- a/wip/TS Tests/input/drop limitation.js +++ /dev/null @@ -1,46 +0,0 @@ -/// -(function () { - var game = new Phaser.Game(this, 'game', 800, 600, init, create, update, render); - - function init() { - game.load.spritesheet('item', 'assets/buttons/number-buttons-90x90.png', 90, 90); - game.load.start(); - } - function create() { - // Add some items to left side, and set a onDragStop listener - // to limit its location when dropped. - var item; - for (var i = 0; i < 6; i++) { - // Directly create sprites from the left group. - item = game.add.sprite(90, 90 * i, 'item', i); - // Enable input detection, then it's possible be dragged. - item.input.start(0, false, true); - // Make this item draggable. - item.input.enableDrag(); - // Then we make it snap to left and right side, - // also make it only snaps when released. - item.input.enableSnap(90, 90, false, true); - // Limit drop location to only the 2 columns. - item.events.onDragStop.add(fixLocation); - } - } - function update() { - } - function render() { - Phaser.DebugUtils.context.fillStyle = '#fff'; - Phaser.DebugUtils.context.fillText('Group Left.', 100, 560); - Phaser.DebugUtils.context.fillText('Group Right.', 280, 560); - } - function fixLocation(item) { - // Move the items when it is already dropped. - if (item.x < 90) { - item.x = 90; - } - else if (item.x > 180 && item.x < 270) { - item.x = 180; - } - else if (item.x > 360) { - item.x = 270; - } - } -})(); diff --git a/wip/TS Tests/input/game scale 1.js b/wip/TS Tests/input/game scale 1.js deleted file mode 100644 index f0b705fc..00000000 --- a/wip/TS Tests/input/game scale 1.js +++ /dev/null @@ -1,34 +0,0 @@ -/// -(function () { - // Here we create a tiny game (320x240 in size) - var game = new Phaser.Game(this, 'game', 320, 240, preload, create, update, render); - function preload() { - // This sets a limit on the up-scale - game.stage.scale.maxWidth = 800; - game.stage.scale.maxHeight = 600; - // Then we tell Phaser that we want it to scale up to whatever the browser can handle, but to do it proportionally - game.stage.scaleMode = Phaser.StageScaleMode.SHOW_ALL; - game.load.image('melon', 'assets/sprites/melon.png'); - } - function create() { - game.world.setSize(2000, 2000); - for(var i = 0; i < 1000; i++) { - game.add.sprite(game.world.randomX, game.world.randomY, 'melon'); - } - } - function update() { - if(game.input.keyboard.isDown(Phaser.Keyboard.LEFT)) { - game.camera.x -= 4; - } else if(game.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) { - game.camera.x += 4; - } - if(game.input.keyboard.isDown(Phaser.Keyboard.UP)) { - game.camera.y -= 4; - } else if(game.input.keyboard.isDown(Phaser.Keyboard.DOWN)) { - game.camera.y += 4; - } - } - function render() { - Phaser.DebugUtils.renderInputInfo(16, 16); - } -})(); diff --git a/wip/TS Tests/input/keyboard 1.js b/wip/TS Tests/input/keyboard 1.js deleted file mode 100644 index 04811a15..00000000 --- a/wip/TS Tests/input/keyboard 1.js +++ /dev/null @@ -1,79 +0,0 @@ -/// -(function () { - var game = new Phaser.Game(this, 'game', 800, 600, init, create, update); - - var ufo, leftBtn, rightBtn; - var speed = 4; - - function init() { - game.world.setSize(1280, 600, true); - game.load.image('ground', 'assets/tests/ground-2x.png'); - game.load.image('river', 'assets/tests/river-2x.png'); - game.load.image('sky', 'assets/tests/sky-2x.png'); - game.load.image('cloud0', 'assets/tests/cloud-big-2x.png'); - game.load.image('cloud1', 'assets/tests/cloud-narrow-2x.png'); - game.load.image('cloud2', 'assets/tests/cloud-small-2x.png'); - - game.load.spritesheet('button', 'assets/buttons/arrow-button.png', 112, 95); - - game.load.spritesheet('ufo', 'assets/sprites/ufo.png', 24, 21); - - game.load.start(); - } - function create() { - // background images - game.add.sprite(0, 0, 'sky') - .transform.scrollFactor.setTo(0, 0); - game.add.sprite(0, 360, 'ground') - .transform.scrollFactor.setTo(0.5, 0.5); - game.add.sprite(0, 400, 'river') - .transform.scrollFactor.setTo(1.3, 1.3); - game.add.sprite(200, 120, 'cloud0') - .transform.scrollFactor.setTo(0.3, 0.3); - game.add.sprite(-60, 120, 'cloud1') - .transform.scrollFactor.setTo(0.5, 0.3); - game.add.sprite(900, 170, 'cloud2') - .transform.scrollFactor.setTo(0.7, 0.3); - - // Create a ufo spirte as player. - ufo = game.add.sprite(320, 240, 'ufo'); - ufo.animations.add('fly', null, 30, false); - ufo.animations.play('fly'); - ufo.transform.origin.setTo(0.5, 0.5); - - // Make the default camera follow the ufo. - game.camera.follow(ufo); - - // Add 2 sprite to display hold direction. - leftBtn = game.add.sprite(160 - 112, 200, 'button', 0); - leftBtn.transform.scrollFactor.setTo(0, 0); - leftBtn.alpha = 0; - rightBtn = game.add.sprite(640 - 112, 200, 'button', 1); - rightBtn.alpha = 0; - rightBtn.transform.scrollFactor.setTo(0, 0); - } - function update() { - // Check key states every frame. - // Move ONLY one of the left and right key is hold. - if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT) && - !game.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) { - ufo.x -= speed; - ufo.rotation = -15; - leftBtn.alpha = 0.6; - } - else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT) && - !game.input.keyboard.isDown(Phaser.Keyboard.LEFT)) { - ufo.x += speed; - ufo.rotation = 15; - rightBtn.alpha = 0.6; - } - else { - ufo.rotation = 0; - leftBtn.alpha = rightBtn.alpha = 0; - } - } - function render() { - Phaser.DebugUtils.context.fillStyle = '#fff'; - Phaser.DebugUtils.context.fillText('Hold left/right to move the ufo.'); - } -})(); diff --git a/wip/TS Tests/input/keyboard 2.js b/wip/TS Tests/input/keyboard 2.js deleted file mode 100644 index 813551b1..00000000 --- a/wip/TS Tests/input/keyboard 2.js +++ /dev/null @@ -1,106 +0,0 @@ -/// -(function () { - var game = new Phaser.Game(this, 'game', 800, 600, init, create, update); - - var ufo, leftBtn, rightBtn, spaceBtn; - var speed = 4; - - function init() { - game.world.setSize(1280, 600, true); - game.load.image('ground', 'assets/tests/ground-2x.png'); - game.load.image('river', 'assets/tests/river-2x.png'); - game.load.image('sky', 'assets/tests/sky-2x.png'); - game.load.image('cloud0', 'assets/tests/cloud-big-2x.png'); - game.load.image('cloud1', 'assets/tests/cloud-narrow-2x.png'); - game.load.image('cloud2', 'assets/tests/cloud-small-2x.png'); - - game.load.spritesheet('button', 'assets/buttons/arrow-button.png', 112, 95); - game.load.image('spacebar', 'assets/buttons/spacebar.png'); - - game.load.spritesheet('ufo', 'assets/sprites/ufo.png', 24, 21); - - game.load.start(); - } - function create() { - // background images - game.add.sprite(0, 0, 'sky') - .transform.scrollFactor.setTo(0, 0); - game.add.sprite(0, 360, 'ground') - .transform.scrollFactor.setTo(0.5, 0.5); - game.add.sprite(0, 400, 'river') - .transform.scrollFactor.setTo(1.3, 1.3); - game.add.sprite(200, 120, 'cloud0') - .transform.scrollFactor.setTo(0.3, 0.3); - game.add.sprite(-60, 120, 'cloud1') - .transform.scrollFactor.setTo(0.5, 0.3); - game.add.sprite(900, 170, 'cloud2') - .transform.scrollFactor.setTo(0.7, 0.3); - - // Create a ufo spirte as player. - ufo = game.add.sprite(320, 240, 'ufo'); - ufo.animations.add('fly', null, 30, false); - ufo.animations.play('fly'); - ufo.transform.origin.setTo(0.5, 0.5); - - // Make the default camera follow the ufo. - game.camera.follow(ufo); - - // Add 2 sprite to display hold direction. - leftBtn = game.add.sprite(160 - 112 / 2, 200, 'button', 0); - leftBtn.transform.scrollFactor.setTo(0, 0); - leftBtn.alpha = 0; - rightBtn = game.add.sprite(640 - 112 / 2, 200, 'button', 1); - rightBtn.alpha = 0; - rightBtn.transform.scrollFactor.setTo(0, 0); - // Add a sprite to display spacebar press. - spaceBtn = game.add.sprite(400 - 112, 100, 'spacebar'); - spaceBtn.transform.scrollFactor.setTo(0, 0); - spaceBtn.alpha = 0; - - // Prevent directions and space key events bubbling up to browser, - // since these keys will make web page scroll which is not - // expected. - game.input.keyboard.addKeyCapture([ - Phaser.Keyboard.LEFT, - Phaser.Keyboard.RIGHT, - Phaser.Keyboard.UP, - Phaser.Keyboard.DOWN, - Phaser.Keyboard.SPACEBAR - ]); - } - function update() { - // Check key states every frame. - // Move ONLY one of the left and right key is hold. - if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT) && - !game.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) { - ufo.x -= speed; - ufo.rotation = -15; - leftBtn.alpha = 0.6; - } - else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT) && - !game.input.keyboard.isDown(Phaser.Keyboard.LEFT)) { - ufo.x += speed; - ufo.rotation = 15; - rightBtn.alpha = 0.6; - } - else { - ufo.rotation = 0; - leftBtn.alpha = rightBtn.alpha = 0; - } - - // 50 is a good choice if you are running 60FPS. - if (game.input.keyboard.justPressed(Phaser.Keyboard.SPACEBAR, 50)) { - console.log('space bar pressed'); - spaceBtn.alpha = 1; - } - if (spaceBtn.alpha > 0) { - spaceBtn.alpha -= 0.03; - } - } - function render() { - Phaser.DebugUtils.context.fillStyle = '#fff'; - Phaser.DebugUtils.context.fillText('Hold left/right to move the ufo.', 16, 32); - Phaser.DebugUtils.context.fillText('Direction and Space key events are stopped by Phaser now, which will no longer be sent to the browser.', 16, 48); - Phaser.DebugUtils.context.fillText('Now you can press UP/DOWN or SPACE to see what happened.', 16, 64); - } -})(); diff --git a/wip/TS Tests/input/motion lock 2.js b/wip/TS Tests/input/motion lock 2.js deleted file mode 100644 index 7763e6e4..00000000 --- a/wip/TS Tests/input/motion lock 2.js +++ /dev/null @@ -1,25 +0,0 @@ -/// -(function () { - var game = new Phaser.Game(this, 'game', 800, 600, preload, create, null, render); - function preload() { - // Using Phasers asset loader we load up a PNG from the assets folder - game.load.image('sprite', 'assets/sprites/darkwing_crazy.png'); - } - var sprite; - function create() { - game.stage.backgroundColor = 'rgb(85,85,85)'; - sprite = game.add.sprite(200, 200, 'sprite'); - // Enable Input detection. Sprites have this disabled by default, - // so you have to start it if you want to interact with them. - sprite.input.start(0, false, true); - // This allows you to drag the sprite. The parameter controls if you drag from the position you touched it (false) - // or if it will snap to the center (true) - sprite.input.enableDrag(); - // This will lock the sprite so it can only be dragged vertically, not horizontally - sprite.input.allowHorizontalDrag = false; - } - function render() { - Phaser.DebugUtils.renderInputInfo(32, 32); - Phaser.DebugUtils.renderSpriteInputInfo(sprite, 300, 32); - } -})(); diff --git a/wip/TS Tests/input/motion lock.js b/wip/TS Tests/input/motion lock.js deleted file mode 100644 index b1084922..00000000 --- a/wip/TS Tests/input/motion lock.js +++ /dev/null @@ -1,25 +0,0 @@ -/// -(function () { - var game = new Phaser.Game(this, 'game', 800, 600, preload, create, null, render); - function preload() { - // Using Phasers asset loader we load up a PNG from the assets folder - game.load.image('sprite', 'assets/sprites/parsec.png'); - } - var sprite; - function create() { - game.stage.backgroundColor = 'rgb(85,85,85)'; - sprite = game.add.sprite(200, 400, 'sprite'); - // Enable Input detection. Sprites have this disabled by default, - // so you have to start it if you want to interact with them. - sprite.input.start(0, false, true); - // This allows you to drag the sprite. The parameter controls if you drag from the position you touched it (false) - // or if it will snap to the center (true) - sprite.input.enableDrag(); - // This will lock the sprite so it can only be dragged horizontally, not vertically - sprite.input.allowVerticalDrag = false; - } - function render() { - Phaser.DebugUtils.renderInputInfo(32, 32); - Phaser.DebugUtils.renderSpriteInputInfo(sprite, 300, 32); - } -})(); diff --git a/wip/TS Tests/input/multitouch.js b/wip/TS Tests/input/multitouch.js deleted file mode 100644 index 583ba9d5..00000000 --- a/wip/TS Tests/input/multitouch.js +++ /dev/null @@ -1,10 +0,0 @@ -/// -(function () { - var game = new Phaser.Game(this, 'game', 800, 600, null, null, null, render); - function render() { - Phaser.DebugUtils.renderPointer(game.input.pointer1); - Phaser.DebugUtils.renderPointer(game.input.pointer2); - Phaser.DebugUtils.renderPointer(game.input.pointer3); - Phaser.DebugUtils.renderPointer(game.input.pointer4); - } -})(); diff --git a/wip/TS Tests/input/over sprite 1.js b/wip/TS Tests/input/over sprite 1.js deleted file mode 100644 index 60856943..00000000 --- a/wip/TS Tests/input/over sprite 1.js +++ /dev/null @@ -1,18 +0,0 @@ -/// -(function () { - var game = new Phaser.Game(this, 'game', 800, 600, preload, create, null, render); - function preload() { - // Using Phasers asset loader we load up a PNG from the assets folder - game.load.image('sprite', 'assets/sprites/atari130xe.png'); - } - var sprite; - function create() { - sprite = game.add.sprite(200, 200, 'sprite'); - // Enable Input detection - sprite.input.start(0, false, true); - } - function render() { - Phaser.DebugUtils.renderInputInfo(32, 32); - Phaser.DebugUtils.renderSpriteInputInfo(sprite, 300, 32); - } -})(); diff --git a/wip/TS Tests/input/over sprite 2.js b/wip/TS Tests/input/over sprite 2.js deleted file mode 100644 index 2172f135..00000000 --- a/wip/TS Tests/input/over sprite 2.js +++ /dev/null @@ -1,24 +0,0 @@ -/// -(function () { - var game = new Phaser.Game(this, 'game', 800, 600, preload, create, null, render); - function preload() { - // Using Phasers asset loader we load up a PNG from the assets folder - game.load.image('sprite', 'assets/sprites/shinyball.png'); - } - var sprite; - function create() { - // Create a load of sprites - for(var i = 0; i < 26; i++) { - var tempSprite = game.add.sprite(i * 32, 100, 'sprite'); - tempSprite.input.start(0, false, true); - tempSprite.events.onInputOver.add(dropSprite, this); - } - } - function dropSprite(sprite) { - sprite.body.velocity.y = 300; - sprite.input.enabled = false; - } - function render() { - Phaser.DebugUtils.renderInputInfo(32, 32); - } -})(); diff --git a/wip/TS Tests/input/point in rotated sprite.js b/wip/TS Tests/input/point in rotated sprite.js deleted file mode 100644 index 65f14e11..00000000 --- a/wip/TS Tests/input/point in rotated sprite.js +++ /dev/null @@ -1,38 +0,0 @@ -/// -(function () { - var game = new Phaser.Game(this, 'game', 800, 600, preload, create, update, render); - function preload() { - game.load.image('sprite', 'assets/sprites/atari130xe.png'); - } - var sprite; - var rotate = false; - function create() { - sprite = game.add.sprite(200, 200, 'sprite'); - game.input.onTap.add(rotateIt, this); - } - function rotateIt() { - if(rotate == false) { - rotate = true; - } else { - rotate = false; - } - } - var inPoint = false; - function update() { - if(rotate) { - sprite.rotation++; - } - inPoint = Phaser.SpriteUtils.overlapsXY(sprite, game.input.x, game.input.y); - } - function render() { - game.stage.context.save(); - game.stage.context.fillStyle = 'rgb(255,0,255)'; - game.stage.context.fillText('x: ' + Math.round(sprite.transform.upperLeft.x) + ' y: ' + Math.round(sprite.transform.upperLeft.y), sprite.transform.upperLeft.x, sprite.transform.upperLeft.y); - game.stage.context.fillText('x: ' + Math.round(sprite.transform.upperRight.x) + ' y: ' + Math.round(sprite.transform.upperRight.y), sprite.transform.upperRight.x, sprite.transform.upperRight.y); - game.stage.context.fillText('x: ' + Math.round(sprite.transform.bottomLeft.x) + ' y: ' + Math.round(sprite.transform.bottomLeft.y), sprite.transform.bottomLeft.x, sprite.transform.bottomLeft.y); - game.stage.context.fillText('x: ' + Math.round(sprite.transform.bottomRight.x) + ' y: ' + Math.round(sprite.transform.bottomRight.y), sprite.transform.bottomRight.x, sprite.transform.bottomRight.y); - Phaser.DebugUtils.renderInputInfo(32, 32); - game.stage.context.fillText('in: ' + inPoint, 300, 32); - game.stage.context.restore(); - } -})(); diff --git a/wip/TS Tests/input/rotated sprites.js b/wip/TS Tests/input/rotated sprites.js deleted file mode 100644 index dd5e2ea2..00000000 --- a/wip/TS Tests/input/rotated sprites.js +++ /dev/null @@ -1,32 +0,0 @@ -/// -(function () { - var game = new Phaser.Game(this, 'game', 800, 600, preload, create, null, render); - function preload() { - // Using Phasers asset loader we load up a PNG from the assets folder - game.load.image('atari1', 'assets/sprites/atari130xe.png'); - game.load.image('atari2', 'assets/sprites/atari800xl.png'); - game.load.image('sonic', 'assets/sprites/sonic_havok_sanity.png'); - } - var atari1; - var atari2; - var sonic; - function create() { - atari1 = game.add.sprite(200, 200, 'atari1'); - atari2 = game.add.sprite(500, 400, 'atari2'); - sonic = game.add.sprite(400, 500, 'sonic'); - atari1.origin.setTo(0.5, 0.5); - atari1.rotation = 35; - atari2.origin.setTo(1, 1); - atari2.rotation = 80; - sonic.rotation = 140; - atari1.input.start(0, false, true); - atari2.input.start(1, false, true); - sonic.input.start(2, false, true); - atari1.input.enableDrag(); - atari2.input.enableDrag(); - sonic.input.enableDrag(); - } - function render() { - Phaser.DebugUtils.renderInputInfo(32, 32); - } -})(); diff --git a/wip/TS Tests/input/snap 1.js b/wip/TS Tests/input/snap 1.js deleted file mode 100644 index ccd7128d..00000000 --- a/wip/TS Tests/input/snap 1.js +++ /dev/null @@ -1,32 +0,0 @@ -/// -(function () { - var game = new Phaser.Game(this, 'game', 800, 600, preload, create, null, render); - function preload() { - // Using Phasers asset loader we load up a PNG from the assets folder - game.load.image('grid', 'assets/tests/debug-grid-1920x1920.png'); - game.load.image('atari1', 'assets/sprites/atari130xe.png'); - game.load.image('atari2', 'assets/sprites/atari800xl.png'); - } - var atari1; - var atari2; - var sonic; - function create() { - game.add.sprite(0, 0, 'grid'); - atari1 = game.add.sprite(128, 128, 'atari1'); - atari2 = game.add.sprite(256, 256, 'atari2'); - // Input Enable the sprites - atari1.input.start(0, false, true); - atari2.input.start(1, false, true); - // Allow dragging - atari1.input.enableDrag(); - atari2.input.enableDrag(); - // Enable snapping. For the atari1 sprite it will snap as its dragged around and on release. - // The snap is set to every 32x32 pixels. - atari1.input.enableSnap(32, 32, true, true); - // For the atari2 sprite it will snap only when released, not on drag. - atari2.input.enableSnap(32, 32, false, true); - } - function render() { - Phaser.DebugUtils.renderInputInfo(32, 32); - } -})(); diff --git a/wip/TS Tests/input/touch priority.js b/wip/TS Tests/input/touch priority.js deleted file mode 100644 index 03a48dea..00000000 --- a/wip/TS Tests/input/touch priority.js +++ /dev/null @@ -1,27 +0,0 @@ -/// -(function () { - var game = new Phaser.Game(this, 'game', 800, 600, preload, create, null, render); - function preload() { - // Using Phasers asset loader we load up a PNG from the assets folder - game.load.image('atari1', 'assets/sprites/atari130xe.png'); - game.load.image('atari2', 'assets/sprites/atari800xl.png'); - game.load.image('sonic', 'assets/sprites/sonic_havok_sanity.png'); - } - var atari1; - var atari2; - var sonic; - function create() { - atari1 = game.add.sprite(100, 100, 'atari1'); - atari2 = game.add.sprite(300, 200, 'atari2'); - sonic = game.add.sprite(400, 300, 'sonic'); - atari1.input.start(0, false, true); - atari2.input.start(1, false, true); - sonic.input.start(2, false, true); - atari1.input.enableDrag(); - atari2.input.enableDrag(); - sonic.input.enableDrag(); - } - function render() { - Phaser.DebugUtils.renderInputInfo(32, 32); - } -})(); diff --git a/wip/TS Tests/input/world coordinates.js b/wip/TS Tests/input/world coordinates.js deleted file mode 100644 index 9b1d4d84..00000000 --- a/wip/TS Tests/input/world coordinates.js +++ /dev/null @@ -1,28 +0,0 @@ -/// -(function () { - var game = new Phaser.Game(this, 'game', 800, 600, preload, create, update, render); - function preload() { - game.world.setSize(1920, 1200, true); - game.load.image('backdrop', 'assets/pics/remember-me.jpg'); - } - var test; - function create() { - game.add.sprite(0, 0, 'backdrop'); - } - function update() { - if(game.input.keyboard.isDown(Phaser.Keyboard.LEFT)) { - game.camera.x -= 4; - } else if(game.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) { - game.camera.x += 4; - } - if(game.input.keyboard.isDown(Phaser.Keyboard.UP)) { - game.camera.y -= 4; - } else if(game.input.keyboard.isDown(Phaser.Keyboard.DOWN)) { - game.camera.y += 4; - } - } - function render() { - Phaser.DebugUtils.renderInputInfo(32, 32); - Phaser.DebugUtils.renderPointer(game.input.activePointer); - } -})(); diff --git a/wip/TS Tests/input/world drag.js b/wip/TS Tests/input/world drag.js deleted file mode 100644 index a3efebd6..00000000 --- a/wip/TS Tests/input/world drag.js +++ /dev/null @@ -1,39 +0,0 @@ -/// -(function () { - var game = new Phaser.Game(this, 'game', 800, 600, preload, create, update, render); - function preload() { - game.world.setSize(1920, 1200, true); - game.load.image('backdrop', 'assets/pics/remember-me.jpg'); - game.load.image('diamond', 'assets/sprites/diamond.png'); - } - var test; - function create() { - game.add.sprite(0, 0, 'backdrop'); - 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); - if(i < 25) { - sprite.input.enableDrag(false); - } else { - sprite.input.enableDrag(true); - sprite.alpha = 0.5; - } - } - } - function update() { - if(game.input.keyboard.isDown(Phaser.Keyboard.LEFT)) { - game.camera.x -= 4; - } else if(game.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) { - game.camera.x += 4; - } - if(game.input.keyboard.isDown(Phaser.Keyboard.UP)) { - game.camera.y -= 4; - } else if(game.input.keyboard.isDown(Phaser.Keyboard.DOWN)) { - game.camera.y += 4; - } - } - function render() { - Phaser.DebugUtils.renderCameraInfo(game.camera, 16, 32); - Phaser.DebugUtils.renderInputInfo(16, 200); - } -})(); diff --git a/wip/TS Tests/misc/boot screen.js b/wip/TS Tests/misc/boot screen.js deleted file mode 100644 index 70088c0d..00000000 --- a/wip/TS Tests/misc/boot screen.js +++ /dev/null @@ -1,5 +0,0 @@ -/// -(function () { - // If you don't give any parameters to Phaser beyond the defaults you'll see the standard Phaser boot screen appear. - var game = new Phaser.Game(this, 'game'); -})(); diff --git a/wip/TS Tests/misc/color utils 1.js b/wip/TS Tests/misc/color utils 1.js deleted file mode 100644 index 8943d4d0..00000000 --- a/wip/TS Tests/misc/color utils 1.js +++ /dev/null @@ -1,49 +0,0 @@ -(function() { - var game = new Phaser.Game(this, 'game', 800, 600, init, create, null, render); - - var colorWheel, selected, color = '#CCA22B'; - var offset = { - x: 300 - 578 / 2, - y: 300 - 550 / 2 - }; - var rect, rectSize = 24; - - function init() { - game.load.image('color-wheel', 'assets/pics/color-wheel.png'); - game.load.start(); - } - function create() { - // Create color wheel texture. - colorWheel = game.add.dynamicTexture(578, 550); - colorWheel.pasteImage('color-wheel'); - - // Create a rectangle shows the color you just selected. - rect = new Phaser.Rectangle(0, 0, rectSize, rectSize); - selected = game.add.sprite(600, 430); - selected.width = rectSize; - selected.height = rectSize; - selected.texture.loadDynamicTexture(game.add.dynamicTexture(rectSize, rectSize)); - selected.texture.dynamicTexture.fillRect(rect, color); - - // Get the color under the position you tapped or clicked. - var pos = {}; - game.input.onTap.add(function(pointer) { - pos.x = pointer.position.x - offset.x; - pos.y = pointer.position.y - offset.y; - color = Phaser.ColorUtils.RGBtoWebstring(colorWheel.getPixel32(pos.x, pos.y)); - - // Set the rectangle's color to new selected one. - selected.texture.dynamicTexture.fillRect(rect, color); - }); - - // Set the background color to white. - game.stage.backgroundColor = '#fff'; -} - function render() { - colorWheel.render(offset.x, offset.y); - - Phaser.DebugUtils.context.fillStyle = '#000'; - Phaser.DebugUtils.context.fillText('Tap or click the color wheel to select a color.', 480, 52); - Phaser.DebugUtils.context.fillText(color, 646, 452); - } -})(); diff --git a/wip/TS Tests/misc/color utils 2.js b/wip/TS Tests/misc/color utils 2.js deleted file mode 100644 index 08d11e06..00000000 --- a/wip/TS Tests/misc/color utils 2.js +++ /dev/null @@ -1,57 +0,0 @@ -(function() { - var game = new Phaser.Game(this, 'game', 800, 600, init, create, null, render); - - var colorWheel, selected, - color = 0xAACCA22B, colorStr = '#CCA22B'; - var offset = { - x: 300 - 578 / 2, - y: 300 - 550 / 2 - }; - var rect, rectSize = 24; - - function init() { - game.load.image('color-wheel', 'assets/pics/color-wheel.png'); - game.load.start(); - } - function create() { - // Create color wheel texture. - colorWheel = game.add.dynamicTexture(578, 550); - colorWheel.pasteImage('color-wheel'); - - // Create a rectangle shows the color you just selected. - rect = new Phaser.Rectangle(0, 0, rectSize, rectSize); - selected = game.add.sprite(600, 430); - selected.width = rectSize; - selected.height = rectSize; - selected.texture.loadDynamicTexture(game.add.dynamicTexture(rectSize, rectSize)); - selected.texture.dynamicTexture.fillRect(rect, colorStr); - - // Get the color under the position you tapped or clicked. - var pos = {}; - game.input.onTap.add(function(pointer) { - pos.x = pointer.position.x - offset.x; - pos.y = pointer.position.y - offset.y; - color = colorWheel.getPixel32(pos.x, pos.y); - colorStr = Phaser.ColorUtils.RGBtoWebstring(color); - - // Set the rectangle's color to new selected one. - selected.texture.dynamicTexture.fillRect(rect, colorStr); - }); - - // Set the background color to white. - game.stage.backgroundColor = '#fff'; -} - function render() { - colorWheel.render(offset.x, offset.y); - - Phaser.DebugUtils.context.fillStyle = '#000'; - Phaser.DebugUtils.context.fillText('Tap or click the color wheel to select a color.', 480, 52); - - // Display more color formated infos here. You can also get a - // string contains everything using getColorInfo(); - Phaser.DebugUtils.context.fillText('Web String: ' + colorStr, 600, 492); - Phaser.DebugUtils.context.fillText('Hex String: ' + Phaser.ColorUtils.RGBtoHexstring(color), 600, 508); - var hsv = Phaser.ColorUtils.RGBtoHSV(color); - Phaser.DebugUtils.context.fillText('HSV: (' + hsv.hue.toFixed() + ', ' + hsv.saturation.toFixed(2) + ', ' + hsv.value.toFixed(2) + ')', 600, 524); - } -})(); diff --git a/wip/TS Tests/misc/color utils 3.js b/wip/TS Tests/misc/color utils 3.js deleted file mode 100644 index ae638d32..00000000 --- a/wip/TS Tests/misc/color utils 3.js +++ /dev/null @@ -1,151 +0,0 @@ -(function() { - var game = new Phaser.Game(this, 'game', 800, 600, init, create, null, render); - - var colorWheel, - selected, - compHarmony, - analoHarmony, analoHarmony1, - splitHarmony, splitHarmony1, - triaHarmony, triaHarmony1, - color = 0xAACCA22B, colorStr = '#CCA22B', - compHColor, - analoColor, splitColor, triaColor, - analoColor1, splitColor1, triaColor1; - - var offset = { - x: 300 - 578 / 2, - y: 300 - 550 / 2 - }; - var rect, rectSize = 24; - - function init() { - game.load.image('color-wheel', 'assets/pics/color-wheel.png'); - game.load.start(); - } - function create() { - // Create color wheel texture. - colorWheel = game.add.dynamicTexture(578, 550); - colorWheel.pasteImage('color-wheel'); - - // Create a rectangle shows the color you just selected. - rect = new Phaser.Rectangle(0, 0, rectSize, rectSize); - selected = game.add.sprite(700, 290); - selected.width = rectSize; - selected.height = rectSize; - selected.texture.loadDynamicTexture(game.add.dynamicTexture(rectSize, rectSize)); - selected.texture.dynamicTexture.fillRect(rect, colorStr); - - // Create rectangles to show the harmony colors to the selected one. - compHColor = Phaser.ColorUtils.getComplementHarmony(color), - analoColor = Phaser.ColorUtils.getAnalogousHarmony(color), - splitColor = Phaser.ColorUtils.getSplitComplementHarmony(color), - triaColor = Phaser.ColorUtils.getTriadicHarmony(color); - - // Complement - compHarmony = game.add.sprite(700, 390); - compHarmony.width = rectSize; - compHarmony.height = rectSize; - compHarmony.texture.loadDynamicTexture(game.add.dynamicTexture(rectSize, rectSize)); - compHarmony.texture.dynamicTexture.fillRect(rect, Phaser.ColorUtils.RGBtoWebstring(compHColor)); - - // Analogous - analoHarmony = game.add.sprite(700, 434); - analoHarmony.width = rectSize; - analoHarmony.height = rectSize; - analoHarmony.texture.loadDynamicTexture(game.add.dynamicTexture(rectSize, rectSize)); - analoHarmony.texture.dynamicTexture.fillRect(rect, Phaser.ColorUtils.RGBtoWebstring(analoColor.color2)); - - analoHarmony1 = game.add.sprite(744, 434); - analoHarmony1.width = rectSize; - analoHarmony1.height = rectSize; - analoHarmony1.texture.loadDynamicTexture(game.add.dynamicTexture(rectSize, rectSize)); - analoHarmony1.texture.dynamicTexture.fillRect(rect, Phaser.ColorUtils.RGBtoWebstring(analoColor.color3)); - - // Split Complement - splitHarmony = game.add.sprite(700, 478); - splitHarmony.width = rectSize; - splitHarmony.height = rectSize; - splitHarmony.texture.loadDynamicTexture(game.add.dynamicTexture(rectSize, rectSize)); - splitHarmony.texture.dynamicTexture.fillRect(rect, Phaser.ColorUtils.RGBtoWebstring(splitColor.color2)); - - splitHarmony1 = game.add.sprite(744, 478); - splitHarmony1.width = rectSize; - splitHarmony1.height = rectSize; - splitHarmony1.texture.loadDynamicTexture(game.add.dynamicTexture(rectSize, rectSize)); - splitHarmony1.texture.dynamicTexture.fillRect(rect, Phaser.ColorUtils.RGBtoWebstring(splitColor.color3)); - - // Triadic - triaHarmony = game.add.sprite(700, 522); - triaHarmony.width = rectSize; - triaHarmony.height = rectSize; - triaHarmony.texture.loadDynamicTexture(game.add.dynamicTexture(rectSize, rectSize)); - triaHarmony.texture.dynamicTexture.fillRect(rect, Phaser.ColorUtils.RGBtoWebstring(triaColor.color2)); - - triaHarmony1 = game.add.sprite(744, 522); - triaHarmony1.width = rectSize; - triaHarmony1.height = rectSize; - triaHarmony1.texture.loadDynamicTexture(game.add.dynamicTexture(rectSize, rectSize)); - triaHarmony1.texture.dynamicTexture.fillRect(rect, Phaser.ColorUtils.RGBtoWebstring(triaColor.color3)); - - // Get the color under the position you tapped or clicked. - var pos = {}; - game.input.onTap.add(function(pointer) { - pos.x = pointer.position.x - offset.x; - pos.y = pointer.position.y - offset.y; - - // Update colors. - color = colorWheel.getPixel32(pos.x, pos.y); - compHColor = Phaser.ColorUtils.getComplementHarmony(color), - analoColor = Phaser.ColorUtils.getAnalogousHarmony(color).color2, - analoColor1 = Phaser.ColorUtils.getAnalogousHarmony(color).color3, - splitColor = Phaser.ColorUtils.getSplitComplementHarmony(color).color2, - splitColor1 = Phaser.ColorUtils.getSplitComplementHarmony(color).color3, - triaColor = Phaser.ColorUtils.getTriadicHarmony(color).color2; - triaColor1 = Phaser.ColorUtils.getTriadicHarmony(color).color3; - - // Calc color strings. - colorStr = Phaser.ColorUtils.RGBtoWebstring(color); - var compStr = Phaser.ColorUtils.RGBtoWebstring(compHColor), - analStr = Phaser.ColorUtils.RGBtoWebstring(analoColor), - analStr1 = Phaser.ColorUtils.RGBtoWebstring(analoColor1), - spliStr = Phaser.ColorUtils.RGBtoWebstring(splitColor), - spliStr1 = Phaser.ColorUtils.RGBtoWebstring(splitColor1), - triaStr = Phaser.ColorUtils.RGBtoWebstring(triaColor), - triaStr1 = Phaser.ColorUtils.RGBtoWebstring(triaColor1); - - // Update color of the rectangles. - selected.texture.dynamicTexture.fillRect(rect, colorStr); - compHarmony.texture.dynamicTexture.fillRect(rect, compStr); - analoHarmony.texture.dynamicTexture.fillRect(rect, analStr); - analoHarmony1.texture.dynamicTexture.fillRect(rect, analStr1); - splitHarmony.texture.dynamicTexture.fillRect(rect, spliStr); - splitHarmony1.texture.dynamicTexture.fillRect(rect, spliStr1); - triaHarmony.texture.dynamicTexture.fillRect(rect, triaStr); - triaHarmony1.texture.dynamicTexture.fillRect(rect, triaStr1); - }); - - // Set the background color to white. - game.stage.backgroundColor = '#fff'; - } - function render() { - colorWheel.render(offset.x, offset.y); - - Phaser.DebugUtils.context.fillStyle = '#000'; - Phaser.DebugUtils.context.fillText('Tap or click the color wheel to select a color.', 480, 52); - Phaser.DebugUtils.context.fillText('All the harmony colors are calculated on the fly.', 480, 590); - - // Display more color formated infos here. You can also get a - // string contains everything using getColorInfo(); - Phaser.DebugUtils.context.fillText('Selected Color: ', 600, 312); - Phaser.DebugUtils.context.fillText('Web String: ' + colorStr, 640, 342); - Phaser.DebugUtils.context.fillText('Hex String: ' + Phaser.ColorUtils.RGBtoHexstring(color), 640, 358); - var hsv = Phaser.ColorUtils.RGBtoHSV(color); - Phaser.DebugUtils.context.fillText('HSV: (' + hsv.hue.toFixed() + ', ' + hsv.saturation.toFixed(2) + ', ' + hsv.value.toFixed(2) + ')', 640, 374); - - // Harmony color types info. - Phaser.DebugUtils.context.fillText('Complement Harmony Color: ', 540, 412); - Phaser.DebugUtils.context.fillText(' Analogous Harmony Color: ', 540, 456); - Phaser.DebugUtils.context.fillText('Split Complement Harmony Color: ', 502, 500); - Phaser.DebugUtils.context.fillText(' Triadic Harmony Color: ', 540, 544); - } -})(); diff --git a/wip/TS Tests/misc/dynamic texture 1.js b/wip/TS Tests/misc/dynamic texture 1.js deleted file mode 100644 index 579b1e3c..00000000 --- a/wip/TS Tests/misc/dynamic texture 1.js +++ /dev/null @@ -1,23 +0,0 @@ -(function() { - var game = new Phaser.Game(this, 'game', 800, 600, null, create, null, render); - - // Pattern texture for tiling render to the stage later. - var pattern; - - function create() { - // Create a simple pattern texture. - pattern = game.add.dynamicTexture(96, 96); - pattern.fillRect(new Phaser.Rectangle(0, 0, 48, 48), '#5b35c0'); - pattern.fillRect(new Phaser.Rectangle(48, 48, 48, 48), '#5b35c0'); - pattern.fillRect(new Phaser.Rectangle(48, 0, 48, 48), '#43baf3'); - pattern.fillRect(new Phaser.Rectangle(0, 48, 48, 48), '#43baf3'); - } - function render() { - // Directly render the texture to the stage. - // In screen coordinates. - pattern.render(400 - 48, 300 - 48); - - Phaser.DebugUtils.context.fillStyle = '#fff'; - Phaser.DebugUtils.context.fillText('There\'s no sprites here, only a DynamicTexture created on the fly.', 210, 450); - } -})(); diff --git a/wip/TS Tests/misc/dynamic texture 2.js b/wip/TS Tests/misc/dynamic texture 2.js deleted file mode 100644 index 1e362587..00000000 --- a/wip/TS Tests/misc/dynamic texture 2.js +++ /dev/null @@ -1,27 +0,0 @@ -(function() { - var game = new Phaser.Game(this, 'game', 800, 600, null, create, null, render); - - // Pattern texture for tiling render to the stage later. - var pattern; - - function create() { - // Create a simple pattern texture. - pattern = game.add.dynamicTexture(96, 96); - pattern.fillRect(new Phaser.Rectangle(0, 0, 48, 48), '#5b35c0'); - pattern.fillRect(new Phaser.Rectangle(48, 48, 48, 48), '#5b35c0'); - pattern.fillRect(new Phaser.Rectangle(48, 0, 48, 48), '#43baf3'); - pattern.fillRect(new Phaser.Rectangle(0, 48, 48, 48), '#43baf3'); - - // Create a sprite and load to our newly created DynamicTexture. - // Notice that loadDynamicTexture() will destroy sprite's AnimationManager, - // so all the animations already added will no longer exist. - var sprite = game.add.sprite(game.stage.centerX - 48, game.stage.centerY - 48); - sprite.texture.loadDynamicTexture(pattern); - - console.log('Size of the sprite is now: (' + sprite.width + ', ' + sprite.height + ').'); - } - function render() { - Phaser.DebugUtils.context.fillStyle = '#fff'; - Phaser.DebugUtils.context.fillText('This is a sprite whose appearance defined by a DynamicTexture created on the fly.', 160, 450); - } -})(); diff --git a/wip/TS Tests/misc/dynamic texture 3.js b/wip/TS Tests/misc/dynamic texture 3.js deleted file mode 100644 index 8758bb15..00000000 --- a/wip/TS Tests/misc/dynamic texture 3.js +++ /dev/null @@ -1,32 +0,0 @@ -(function() { - var game = new Phaser.Game(this, 'game', 800, 600, init, create, null, render); - - // Pattern texture for tiling render to the stage later. - var pattern; - - function init() { - game.load.spritesheet('cat', 'assets/sprites/baddie_cat_1.png', 16, 16); - game.load.start(); - } - function create() { - // Create a simple pattern first. - pattern = game.add.dynamicTexture(64, 16); - for (var i = 0; i < 4; i++) { - pattern.fillRect(new Phaser.Rectangle(i * 16, 0, 8, 8), '#5b35c0'); - pattern.fillRect(new Phaser.Rectangle((i + 1) * 16 - 8, 8, 8, 8), '#5b35c0'); - pattern.fillRect(new Phaser.Rectangle((i + 1) * 16 - 8, 0, 8, 8), '#43baf3'); - pattern.fillRect(new Phaser.Rectangle(i * 16, 8, 8, 8), '#43baf3'); - } - - // Paste cat image to the texture, so the cat is on top of our pattern. - pattern.pasteImage('cat'); - - // Create a sprite with our result texture. - var sprite = game.add.sprite(game.stage.centerX - 32, game.stage.centerY - 8); - sprite.texture.loadDynamicTexture(pattern); - } - function render() { - Phaser.DebugUtils.context.fillStyle = '#fff'; - Phaser.DebugUtils.context.fillText('Paste exist spritesheet to a DynamicTexture created on the fly.', 220, 450); - } -})(); diff --git a/wip/TS Tests/misc/point1.js b/wip/TS Tests/misc/point1.js deleted file mode 100644 index bae9f933..00000000 --- a/wip/TS Tests/misc/point1.js +++ /dev/null @@ -1,48 +0,0 @@ -/// -(function () { - var game = new Phaser.Game(this, 'game', 800, 600, preload, create, update, render); - function preload() { - game.load.image('box2', 'assets/tests/320x200.png'); - game.load.image('box1', 'assets/sprites/oz_pov_melting_disk.png'); - game.load.image('box', 'assets/sprites/bunny.png'); - } - var sprite; - var rotate = false; - function create() { - game.stage.backgroundColor = 'rgb(0,0,0)'; - sprite = game.add.sprite(game.stage.centerX, game.stage.centerY, 'box'); - //sprite.transform.scale.setTo(0.5, 0.5); - sprite.transform.origin.setTo(1, 1); - //sprite.transform.origin.setTo(0.5, 0.5); - game.input.onTap.add(rotateIt, this); - //game.add.tween(sprite.transform.scale).to({ x: 0.5, y: 0.5 }, 2000, Phaser.Easing.Linear.None, true, 0, true); - } - function rotateIt() { - if(rotate == false) { - rotate = true; - } else { - rotate = false; - } - } - function update() { - if(rotate) { - sprite.rotation++; - } - } - function render() { - game.stage.context.save(); - game.stage.context.fillStyle = 'rgb(255,0,255)'; - game.stage.context.fillText('x: ' + Math.round(sprite.transform.upperLeft.x) + ' y: ' + Math.round(sprite.transform.upperLeft.y), sprite.transform.upperLeft.x, sprite.transform.upperLeft.y); - game.stage.context.fillText('x: ' + Math.round(sprite.transform.upperRight.x) + ' y: ' + Math.round(sprite.transform.upperRight.y), sprite.transform.upperRight.x, sprite.transform.upperRight.y); - game.stage.context.fillText('x: ' + Math.round(sprite.transform.bottomLeft.x) + ' y: ' + Math.round(sprite.transform.bottomLeft.y), sprite.transform.bottomLeft.x, sprite.transform.bottomLeft.y); - game.stage.context.fillText('x: ' + Math.round(sprite.transform.bottomRight.x) + ' y: ' + Math.round(sprite.transform.bottomRight.y), sprite.transform.bottomRight.x, sprite.transform.bottomRight.y); - game.stage.context.fillRect(sprite.transform.center.x, sprite.transform.center.y, 2, 2); - game.stage.context.fillRect(sprite.transform.upperLeft.x, sprite.transform.upperLeft.y, 2, 2); - game.stage.context.fillRect(sprite.transform.upperRight.x, sprite.transform.upperRight.y, 2, 2); - game.stage.context.fillRect(sprite.transform.bottomLeft.x, sprite.transform.bottomLeft.y, 2, 2); - game.stage.context.fillRect(sprite.transform.bottomRight.x, sprite.transform.bottomRight.y, 2, 2); - game.stage.context.strokeStyle = 'rgb(255,255,0)'; - game.stage.context.strokeRect(sprite.cameraView.x, sprite.cameraView.y, sprite.cameraView.width, sprite.cameraView.height); - game.stage.context.restore(); - } -})(); diff --git a/wip/TS Tests/misc/point2.js b/wip/TS Tests/misc/point2.js deleted file mode 100644 index ee550644..00000000 --- a/wip/TS Tests/misc/point2.js +++ /dev/null @@ -1,45 +0,0 @@ -/// -(function () { - var game = new Phaser.Game(this, 'game', 800, 600, preload, create, update, render); - function preload() { - game.load.spritesheet('mummy', 'assets/sprites/metalslug_mummy37x45.png', 37, 45, 18); - } - var sprite; - var rotate = false; - function create() { - game.stage.backgroundColor = 'rgb(0,0,0)'; - sprite = game.add.sprite(game.stage.centerX, game.stage.centerY, 'mummy'); - sprite.animations.add('walk'); - sprite.animations.play('walk', 20, true); - sprite.transform.scale.setTo(4, 4); - game.input.onTap.add(rotateIt, this); - } - function rotateIt() { - if(rotate == false) { - rotate = true; - } else { - rotate = false; - } - } - function update() { - if(rotate) { - sprite.rotation++; - } - } - function render() { - game.stage.context.save(); - game.stage.context.fillStyle = 'rgb(255,0,255)'; - game.stage.context.fillText('x: ' + Math.round(sprite.transform.upperLeft.x) + ' y: ' + Math.round(sprite.transform.upperLeft.y), sprite.transform.upperLeft.x, sprite.transform.upperLeft.y); - game.stage.context.fillText('x: ' + Math.round(sprite.transform.upperRight.x) + ' y: ' + Math.round(sprite.transform.upperRight.y), sprite.transform.upperRight.x, sprite.transform.upperRight.y); - game.stage.context.fillText('x: ' + Math.round(sprite.transform.bottomLeft.x) + ' y: ' + Math.round(sprite.transform.bottomLeft.y), sprite.transform.bottomLeft.x, sprite.transform.bottomLeft.y); - game.stage.context.fillText('x: ' + Math.round(sprite.transform.bottomRight.x) + ' y: ' + Math.round(sprite.transform.bottomRight.y), sprite.transform.bottomRight.x, sprite.transform.bottomRight.y); - game.stage.context.fillRect(sprite.transform.center.x, sprite.transform.center.y, 2, 2); - game.stage.context.fillRect(sprite.transform.upperLeft.x, sprite.transform.upperLeft.y, 2, 2); - game.stage.context.fillRect(sprite.transform.upperRight.x, sprite.transform.upperRight.y, 2, 2); - game.stage.context.fillRect(sprite.transform.bottomLeft.x, sprite.transform.bottomLeft.y, 2, 2); - game.stage.context.fillRect(sprite.transform.bottomRight.x, sprite.transform.bottomRight.y, 2, 2); - game.stage.context.strokeStyle = 'rgb(255,255,0)'; - game.stage.context.strokeRect(sprite.cameraView.x, sprite.cameraView.y, sprite.cameraView.width, sprite.cameraView.height); - game.stage.context.restore(); - } -})(); diff --git a/wip/TS Tests/misc/point3.js b/wip/TS Tests/misc/point3.js deleted file mode 100644 index b4ea9625..00000000 --- a/wip/TS Tests/misc/point3.js +++ /dev/null @@ -1,46 +0,0 @@ -/// -(function () { - var game = new Phaser.Game(this, 'game', 800, 600, preload, create, update, render); - function preload() { - game.load.atlas('bot', 'assets/sprites/running_bot.png', null, botData); - } - var sprite; - var rotate = false; - function create() { - game.stage.backgroundColor = 'rgb(0,0,0)'; - sprite = game.add.sprite(game.stage.centerX, game.stage.centerY, 'bot'); - sprite.animations.add('run', null, 10, true); - sprite.animations.play('run'); - //sprite.transform.scale.setTo(4, 4); - game.input.onTap.add(rotateIt, this); - } - function rotateIt() { - if(rotate == false) { - rotate = true; - } else { - rotate = false; - } - } - function update() { - if(rotate) { - sprite.rotation++; - } - } - function render() { - game.stage.context.save(); - game.stage.context.fillStyle = 'rgb(255,0,255)'; - game.stage.context.fillText('x: ' + Math.round(sprite.transform.upperLeft.x) + ' y: ' + Math.round(sprite.transform.upperLeft.y), sprite.transform.upperLeft.x, sprite.transform.upperLeft.y); - game.stage.context.fillText('x: ' + Math.round(sprite.transform.upperRight.x) + ' y: ' + Math.round(sprite.transform.upperRight.y), sprite.transform.upperRight.x, sprite.transform.upperRight.y); - game.stage.context.fillText('x: ' + Math.round(sprite.transform.bottomLeft.x) + ' y: ' + Math.round(sprite.transform.bottomLeft.y), sprite.transform.bottomLeft.x, sprite.transform.bottomLeft.y); - game.stage.context.fillText('x: ' + Math.round(sprite.transform.bottomRight.x) + ' y: ' + Math.round(sprite.transform.bottomRight.y), sprite.transform.bottomRight.x, sprite.transform.bottomRight.y); - game.stage.context.fillRect(sprite.transform.center.x, sprite.transform.center.y, 2, 2); - game.stage.context.fillRect(sprite.transform.upperLeft.x, sprite.transform.upperLeft.y, 2, 2); - game.stage.context.fillRect(sprite.transform.upperRight.x, sprite.transform.upperRight.y, 2, 2); - game.stage.context.fillRect(sprite.transform.bottomLeft.x, sprite.transform.bottomLeft.y, 2, 2); - game.stage.context.fillRect(sprite.transform.bottomRight.x, sprite.transform.bottomRight.y, 2, 2); - game.stage.context.strokeStyle = 'rgb(255,255,0)'; - game.stage.context.strokeRect(sprite.cameraView.x, sprite.cameraView.y, sprite.cameraView.width, sprite.cameraView.height); - game.stage.context.restore(); - } - var botData = '{"frames": [{"filename": "running bot.swf/0000","frame": { "x": 34, "y": 128, "w": 56, "h": 60 },"rotated": false,"trimmed": true,"spriteSourceSize": { "x": 0, "y": 2, "w": 56, "h": 60 },"sourceSize": { "w": 56, "h": 64 }},{"filename": "running bot.swf/0001","frame": { "x": 54, "y": 0, "w": 56, "h": 58 },"rotated": false,"trimmed": true,"spriteSourceSize": { "x": 0, "y": 3, "w": 56, "h": 58 },"sourceSize": { "w": 56, "h": 64 }},{"filename": "running bot.swf/0002","frame": { "x": 54, "y": 58, "w": 56, "h": 58 },"rotated": false,"trimmed": true,"spriteSourceSize": { "x": 0, "y": 3, "w": 56, "h": 58 },"sourceSize": { "w": 56, "h": 64 }},{"filename": "running bot.swf/0003","frame": { "x": 0, "y": 192, "w": 34, "h": 64 },"rotated": false,"trimmed": true,"spriteSourceSize": { "x": 11, "y": 0, "w": 34, "h": 64 },"sourceSize": { "w": 56, "h": 64 }},{"filename": "running bot.swf/0004","frame": { "x": 0, "y": 64, "w": 54, "h": 64 },"rotated": false,"trimmed": true,"spriteSourceSize": { "x": 1, "y": 0, "w": 54, "h": 64 },"sourceSize": { "w": 56, "h": 64 }},{"filename": "running bot.swf/0005","frame": { "x": 196, "y": 0, "w": 56, "h": 58 },"rotated": false,"trimmed": true,"spriteSourceSize": { "x": 0, "y": 3, "w": 56, "h": 58 },"sourceSize": { "w": 56, "h": 64 }},{"filename": "running bot.swf/0006","frame": { "x": 0, "y": 0, "w": 54, "h": 64 },"rotated": false,"trimmed": true,"spriteSourceSize": { "x": 1, "y": 0, "w": 54, "h": 64 },"sourceSize": { "w": 56, "h": 64 }},{"filename": "running bot.swf/0007","frame": { "x": 140, "y": 0, "w": 56, "h": 58 },"rotated": false,"trimmed": true,"spriteSourceSize": { "x": 0, "y": 3, "w": 56, "h": 58 },"sourceSize": { "w": 56, "h": 64 }},{"filename": "running bot.swf/0008","frame": { "x": 34, "y": 188, "w": 50, "h": 60 },"rotated": false,"trimmed": true,"spriteSourceSize": { "x": 3, "y": 2, "w": 50, "h": 60 },"sourceSize": { "w": 56, "h": 64 }},{"filename": "running bot.swf/0009","frame": { "x": 0, "y": 128, "w": 34, "h": 64 },"rotated": false,"trimmed": true,"spriteSourceSize": { "x": 11, "y": 0, "w": 34, "h": 64 },"sourceSize": { "w": 56, "h": 64 }},{"filename": "running bot.swf/0010","frame": { "x": 84, "y": 188, "w": 56, "h": 58 },"rotated": false,"trimmed": true,"spriteSourceSize": { "x": 0, "y": 3, "w": 56, "h": 58 },"sourceSize": { "w": 56, "h": 64 }}]}'; -})(); diff --git a/wip/TS Tests/misc/rectangle utils 1.js b/wip/TS Tests/misc/rectangle utils 1.js deleted file mode 100644 index 7b5ad1f0..00000000 --- a/wip/TS Tests/misc/rectangle utils 1.js +++ /dev/null @@ -1,52 +0,0 @@ -(function() { - var game = new Phaser.Game(this, 'game', 800, 600, null, create, update, render); - - var rects = [], - rect, lastCreated; - - function create() { - // Create a rect first. - spawnRect(64, 32, 64, 64); - - // Add a rectangle on each touch or click. - game.input.onTap.add(function() { - spawnRect(lastCreated.x + 12, lastCreated.y + 12, 64, 64); - }); - } - function update() { - // body... - } - function render() { - var context = Phaser.DebugUtils.context; - - // Render rectangles. - context.strokeStyle = '#fff'; - // context.fillStyle = '#fff'; - context.lineWidth = 2; - for (var i = 0, len = rects.length; i < len; i++) { - rect = rects[i]; - context.strokeRect(rect.x, rect.y, rect.width, rect.height); - } - - // Render info. - context.fillStyle = '#fff'; - context.lineWidth = 0; - context.fillText('Tap or click to clone a new rectangle.', 480, 128); - } - function spawnRect(x, y, w, h) { - // If a rect already created, clone it to create a new one instead - // of allocating. - if (lastCreated) { - rect = Phaser.RectangleUtils.clone(lastCreated); - // Offset the newly created rectangle. - rect.x += 24; - rect.y += 24; - // Now the last created is this one. - lastCreated = rect; - } - else { - lastCreated = new Phaser.Rectangle(x, y, w, h); - } - rects.push(lastCreated); - } -})(); diff --git a/wip/TS Tests/misc/rectangle utils 2.js b/wip/TS Tests/misc/rectangle utils 2.js deleted file mode 100644 index 8ee15235..00000000 --- a/wip/TS Tests/misc/rectangle utils 2.js +++ /dev/null @@ -1,123 +0,0 @@ -(function() { - var game = new Phaser.Game(this, 'game', 800, 600, null, create, update, render); - - var rect, renderList = []; - var leftHandler, rightHandler, topHandler, bottomHandler; - var onDragLeft = false, - onDragRight = false, - onDragTop = false, - onDragBottom = false; - var lastPos = {x: 0, y: 0}; - - function create() { - // Rectangle to be dragged and scaled. - rect = new Phaser.Rectangle(game.stage.centerX - 160, game.stage.centerY - 120, - 320, 240); - // Handler rectangles for dragging scaling. - leftHandler = new Phaser.Rectangle(game.stage.centerX - 160 - 4, game.stage.centerY - 4, - 8, 8); - rightHandler = new Phaser.Rectangle(game.stage.centerX + 160 - 4, game.stage.centerY - 4, - 8, 8); - topHandler = new Phaser.Rectangle(game.stage.centerX - 4, game.stage.centerY - 120 - 4, - 8, 8); - bottomHandler = new Phaser.Rectangle(game.stage.centerX - 4, game.stage.centerY + 120 - 4, - 8, 8); - // Add all the rectangles to the render list. - renderList.push(rect, - leftHandler, rightHandler, topHandler, bottomHandler); - - // Touch or press mouse button on any handler to start inflating rectangle. - game.input.onDown.add(function(pointer) { - if (Phaser.RectangleUtils.contains(leftHandler, pointer.position.x, pointer.position.y)) { - onDragLeft = true; - lastPos.x = pointer.position.x; - lastPos.y = pointer.position.y; - } - else if (Phaser.RectangleUtils.contains(rightHandler, pointer.position.x, pointer.position.y)) { - onDragRight = true; - lastPos.x = pointer.position.x; - lastPos.y = pointer.position.y; - } - else if (Phaser.RectangleUtils.contains(topHandler, pointer.position.x, pointer.position.y)) { - onDragTop = true; - lastPos.x = pointer.position.x; - lastPos.y = pointer.position.y; - } - else if (Phaser.RectangleUtils.contains(bottomHandler, pointer.position.x, pointer.position.y)) { - onDragBottom = true; - lastPos.x = pointer.position.x; - lastPos.y = pointer.position.y; - } - }); - // Stop dragging handlers when up. - game.input.onUp.add(function() { - onDragLeft = onDragRight = onDragTop = onDragBottom = false; - }); - } - function update() { - var offset = {x: 0, y: 0}; - // Calc offset from last frame (previous update). - if (onDragLeft) { - offset.x = -game.input.x + lastPos.x; - } - else if (onDragRight) { - offset.x = game.input.x - lastPos.x; - } - else if (onDragTop) { - offset.y = -game.input.y + lastPos.y; - } - else if (onDragBottom) { - offset.y = game.input.y - lastPos.y; - } - // Update last position. - lastPos.x = game.input.x; - lastPos.y = game.input.y; - - // Change rect's size and also the 4 handlers' position. - Phaser.RectangleUtils.inflate(rect, offset.x, offset.y); - leftHandler.x = rect.x - leftHandler.width / 2; - rightHandler.x = rect.x + rect.width - rightHandler.width / 2; - topHandler.y = rect.y - topHandler.height / 2; - bottomHandler.y = rect.y + rect.height - bottomHandler.height / 2; - } - function render() { - var context = Phaser.DebugUtils.context; - - // Render rectangles. - context.strokeStyle = '#fff'; - context.fillStyle = '#000'; - context.lineWidth = 4; - for (var i = 0, len = renderList.length; i < len; i++) { - context.strokeRect(renderList[i].x, renderList[i].y, renderList[i].width, renderList[i].height); - context.fillRect(renderList[i].x, renderList[i].y, renderList[i].width, renderList[i].height); - } - - // Render info. - context.fillStyle = '#fff'; - context.lineWidth = 0; - - // Draw offset from origin point when drawing. - var origin = game.input.activePointer.positionDown, - currPos = game.input.activePointer.position; - if (onDragLeft) { - context.fillText('dx: ' + (currPos.x - origin.x), leftHandler.x + 16, leftHandler.y - 20); - context.fillText('dy: 0', leftHandler.x + 16, leftHandler.y - 8); - } - else if (onDragRight) { - context.fillText('dx: ' + (currPos.x - origin.x), rightHandler.x + 16, rightHandler.y - 20); - context.fillText('dx: 0', rightHandler.x + 16, rightHandler.y - 8); - } - else if (onDragTop) { - context.fillText('dy: 0', topHandler.x + 16, topHandler.y - 20); - context.fillText('dy: ' + (currPos.y - origin.y), topHandler.x + 16, topHandler.y - 8); - } - else if (onDragBottom) { - context.fillText('dy: 0', bottomHandler.x + 16, bottomHandler.y - 20); - context.fillText('dy: ' + (currPos.y - origin.y), bottomHandler.x + 16, bottomHandler.y - 8); - } - - context.fillText('Drag handlers to scale the rectangle!', 280, 96); - context.fillText('Notice that the scaling does not move the rectangle\'s center!', 220, 508); - context.fillText('You can also get same effect by using "Sprite" and its origin property.', 196, 520); - } -})(); diff --git a/wip/TS Tests/particles/graphic emitter.js b/wip/TS Tests/particles/graphic emitter.js deleted file mode 100644 index e2c6e601..00000000 --- a/wip/TS Tests/particles/graphic emitter.js +++ /dev/null @@ -1,16 +0,0 @@ -/// -(function () { - var game = new Phaser.Game(this, 'game', 800, 600, preload, create); - - var emitter; - - function preload() { - game.load.image('jet', 'assets/sprites/jets.png'); - } - - function create() { - emitter = game.add.emitter(game.stage.centerX, game.stage.centerY); - emitter.makeParticles('jet', 100, false, 0); - emitter.start(false, 20, 0.1); - } -})(); diff --git a/wip/TS Tests/particles/mousetrail.js b/wip/TS Tests/particles/mousetrail.js deleted file mode 100644 index fcbc46da..00000000 --- a/wip/TS Tests/particles/mousetrail.js +++ /dev/null @@ -1,36 +0,0 @@ -/// -(function () { - var game = new Phaser.Game(this, 'game', 800, 600, preload, create, update); - - var emitter; - - function preload() { - game.load.image('jet', 'assets/sprites/particle1.png'); - game.load.image('starfield', 'assets/misc/starfield.jpg'); - } - - var scroller; - var emitter; - - function create() { - scroller = game.add.scrollZone('starfield', 0, 0, 1024, 1024); - scroller.setSpeed(0, -1); - - emitter = game.add.emitter(game.stage.centerX, game.stage.centerY); - emitter.makeParticles('jet', 200); - - emitter.texture.globalCompositeOperation = 'lighter'; - - emitter.gravity = 300; - emitter.setXSpeed(-50, 50); - emitter.setYSpeed(-50, -100); - emitter.setRotation(0, 0); - emitter.start(false, 50, 0.02); - } - - function update() { - emitter.x = game.input.x; - emitter.y = game.input.y; - //emitter.em - } -})(); diff --git a/wip/TS Tests/particles/multiple streams.js b/wip/TS Tests/particles/multiple streams.js deleted file mode 100644 index 94c42ecd..00000000 --- a/wip/TS Tests/particles/multiple streams.js +++ /dev/null @@ -1,57 +0,0 @@ -/// -(function () { - var game = new Phaser.Game(this, 'game', 800, 600, preload, create, update); - - var emitter1; - var emitter2; - var emitter3; - var emitter4; - var emitter5; - var emitter6; - - function preload() { - game.load.image('ball1', 'assets/sprites/aqua_ball.png'); - game.load.image('ball2', 'assets/sprites/yellow_ball.png'); - game.load.image('ball3', 'assets/sprites/red_ball.png'); - game.load.image('ball4', 'assets/sprites/purple_ball.png'); - game.load.image('ball5', 'assets/sprites/blue_ball.png'); - game.load.image('ball6', 'assets/sprites/green_ball.png'); - } - - function makeEmitter(emitter, x, y, graphic) { - emitter = game.add.emitter(x, y); - emitter.gravity = 100; - emitter.bounce = 0.5; - - if (x == 0) { - emitter.setXSpeed(200, 250); - } else { - emitter.setXSpeed(-200, -250); - } - - emitter.setYSpeed(-50, -10); - emitter.makeParticles(graphic, 250, false, 0); - - return emitter; - } - - function create() { - emitter1 = makeEmitter(emitter1, 0, 50, 'ball1'); - emitter2 = makeEmitter(emitter2, 0, 250, 'ball2'); - emitter3 = makeEmitter(emitter3, 0, 450, 'ball3'); - emitter4 = makeEmitter(emitter4, game.stage.width, 50, 'ball4'); - emitter5 = makeEmitter(emitter5, game.stage.width, 250, 'ball5'); - emitter6 = makeEmitter(emitter6, game.stage.width, 450, 'ball6'); - - emitter1.start(false, 50, 0.05); - emitter2.start(false, 50, 0.05); - emitter3.start(false, 50, 0.05); - emitter4.start(false, 50, 0.05); - emitter5.start(false, 50, 0.05); - emitter6.start(false, 50, 0.05); - } - - function update() { - //game.collide(leftEmitter, rightEmitter); - } -})(); diff --git a/wip/TS Tests/particles/sprite emitter.js b/wip/TS Tests/particles/sprite emitter.js deleted file mode 100644 index 31fb0269..00000000 --- a/wip/TS Tests/particles/sprite emitter.js +++ /dev/null @@ -1,48 +0,0 @@ -/// -/// -/// -var __extends = this.__extends || function (d, b) { - for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; - function __() { this.constructor = d; } - __.prototype = b.prototype; - d.prototype = new __(); -}; -// 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) { - __extends(customParticle, _super); - function customParticle(game) { - _super.call(this, game); - - var s = ['carrot', 'melon', 'eggplant', 'mushroom', 'pineapple']; - - this.texture.loadImage(game.math.getRandom(s)); - } - return customParticle; -})(Phaser.ArcadeParticle); - -(function () { - var game = new Phaser.Game(this, 'game', 800, 600, preload, create); - - var emitter; - - function preload() { - game.load.image('carrot', 'assets/sprites/carrot.png'); - game.load.image('melon', 'assets/sprites/melon.png'); - game.load.image('eggplant', 'assets/sprites/eggplant.png'); - game.load.image('mushroom', 'assets/sprites/mushroom.png'); - game.load.image('pineapple', 'assets/sprites/pineapple.png'); - } - - function create() { - emitter = game.add.emitter(game.stage.centerX, 50); - emitter.gravity = 100; - - // Here we tell the emitter to use our customParticle class - // The customParticle needs to extend Particle and must take game:Game as the first constructor parameter, otherwise it's free as a bird - emitter.particleClass = customParticle; - - emitter.makeParticles(null, 500, false, 0); - emitter.start(false, 10, 0.05); - } -})(); diff --git a/wip/TS Tests/particles/when particles collide.js b/wip/TS Tests/particles/when particles collide.js deleted file mode 100644 index 61a63e13..00000000 --- a/wip/TS Tests/particles/when particles collide.js +++ /dev/null @@ -1,35 +0,0 @@ -/// -(function () { - var game = new Phaser.Game(this, 'game', 800, 600, preload, create, update); - - var leftEmitter; - var rightEmitter; - - function preload() { - game.load.image('ball1', 'assets/sprites/aqua_ball.png'); - game.load.image('ball2', 'assets/sprites/yellow_ball.png'); - } - - function create() { - leftEmitter = game.add.emitter(0, game.stage.centerY - 200); - leftEmitter.gravity = 100; - leftEmitter.bounce = 0.5; - leftEmitter.setXSpeed(100, 200); - leftEmitter.setYSpeed(-50, 50); - leftEmitter.makeParticles('ball1', 250, false, 1); - - rightEmitter = game.add.emitter(game.stage.width + 20, game.stage.centerY - 200); - rightEmitter.gravity = 100; - rightEmitter.bounce = 0.5; - rightEmitter.setXSpeed(-100, -200); - rightEmitter.setYSpeed(-50, 50); - rightEmitter.makeParticles('ball2', 250, false, 1); - - leftEmitter.start(false, 50, 0.05); - rightEmitter.start(false, 50, 0.05); - } - - function update() { - //game.collide(leftEmitter, rightEmitter); - } -})(); diff --git a/wip/TS Tests/phaser-debug.js b/wip/TS Tests/phaser-debug.js deleted file mode 100644 index 20fcef2e..00000000 --- a/wip/TS Tests/phaser-debug.js +++ /dev/null @@ -1,14596 +0,0 @@ -var Phaser; -(function (Phaser) { - Phaser.VERSION = 'Phaser version 1.0.0'; - Phaser.GAMES = []; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - var Types = (function () { - function Types() { } - Types.RENDERER_AUTO_DETECT = 0; - Types.RENDERER_HEADLESS = 1; - Types.RENDERER_CANVAS = 2; - Types.RENDERER_WEBGL = 3; - Types.CAMERA_TYPE_ORTHOGRAPHIC = 0; - Types.CAMERA_TYPE_ISOMETRIC = 1; - Types.CAMERA_FOLLOW_LOCKON = 0; - Types.CAMERA_FOLLOW_PLATFORMER = 1; - Types.CAMERA_FOLLOW_TOPDOWN = 2; - Types.CAMERA_FOLLOW_TOPDOWN_TIGHT = 3; - Types.GROUP = 0; - Types.SPRITE = 1; - Types.GEOMSPRITE = 2; - Types.PARTICLE = 3; - Types.EMITTER = 4; - Types.TILEMAP = 5; - Types.SCROLLZONE = 6; - Types.BUTTON = 7; - Types.DYNAMICTEXTURE = 8; - Types.GEOM_POINT = 0; - Types.GEOM_CIRCLE = 1; - Types.GEOM_RECTANGLE = 2; - Types.GEOM_LINE = 3; - Types.GEOM_POLYGON = 4; - Types.BODY_DISABLED = 0; - Types.BODY_STATIC = 1; - Types.BODY_KINETIC = 2; - Types.BODY_DYNAMIC = 3; - Types.OUT_OF_BOUNDS_KILL = 0; - Types.OUT_OF_BOUNDS_DESTROY = 1; - Types.OUT_OF_BOUNDS_PERSIST = 2; - Types.SORT_ASCENDING = -1; - Types.SORT_DESCENDING = 1; - Types.LEFT = 0x0001; - Types.RIGHT = 0x0010; - Types.UP = 0x0100; - Types.DOWN = 0x1000; - Types.NONE = 0; - Types.CEILING = 0x0100; - Types.FLOOR = 0x1000; - Types.WALL = 0x0001 | 0x0010; - Types.ANY = 0x0001 | 0x0010 | 0x0100 | 0x1000; - return Types; - })(); - Phaser.Types = Types; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - var Point = (function () { - function Point(x, y) { - if (typeof x === "undefined") { x = 0; } - if (typeof y === "undefined") { y = 0; } - this.x = x; - this.y = y; - } - Point.prototype.copyFrom = function (source) { - return this.setTo(source.x, source.y); - }; - Point.prototype.invert = function () { - return this.setTo(this.y, this.x); - }; - Point.prototype.setTo = function (x, y) { - this.x = x; - this.y = y; - return this; - }; - Point.prototype.toString = function () { - return '[{Point (x=' + this.x + ' y=' + this.y + ')}]'; - }; - return Point; - })(); - Phaser.Point = Point; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - var Rectangle = (function () { - function Rectangle(x, y, width, height) { - if (typeof x === "undefined") { x = 0; } - if (typeof y === "undefined") { y = 0; } - if (typeof width === "undefined") { width = 0; } - if (typeof height === "undefined") { height = 0; } - this.x = x; - this.y = y; - this.width = width; - this.height = height; - } - Object.defineProperty(Rectangle.prototype, "halfWidth", { - get: function () { - return Math.round(this.width / 2); - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Rectangle.prototype, "halfHeight", { - get: function () { - return Math.round(this.height / 2); - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Rectangle.prototype, "bottom", { - get: function () { - return this.y + this.height; - }, - set: function (value) { - if(value <= this.y) { - this.height = 0; - } else { - this.height = (this.y - value); - } - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Rectangle.prototype, "bottomRight", { - set: function (value) { - this.right = value.x; - this.bottom = value.y; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Rectangle.prototype, "left", { - get: function () { - return this.x; - }, - set: function (value) { - if(value >= this.right) { - this.width = 0; - } else { - this.width = this.right - value; - } - this.x = value; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Rectangle.prototype, "right", { - get: function () { - return this.x + this.width; - }, - set: function (value) { - if(value <= this.x) { - this.width = 0; - } else { - this.width = this.x + value; - } - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Rectangle.prototype, "volume", { - get: function () { - return this.width * this.height; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Rectangle.prototype, "perimeter", { - get: function () { - return (this.width * 2) + (this.height * 2); - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Rectangle.prototype, "top", { - get: function () { - return this.y; - }, - set: function (value) { - if(value >= this.bottom) { - this.height = 0; - this.y = value; - } else { - this.height = (this.bottom - value); - } - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Rectangle.prototype, "topLeft", { - set: function (value) { - this.x = value.x; - this.y = value.y; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Rectangle.prototype, "empty", { - get: function () { - return (!this.width || !this.height); - }, - set: function (value) { - this.setTo(0, 0, 0, 0); - }, - enumerable: true, - configurable: true - }); - Rectangle.prototype.offset = function (dx, dy) { - this.x += dx; - this.y += dy; - return this; - }; - Rectangle.prototype.offsetPoint = function (point) { - return this.offset(point.x, point.y); - }; - Rectangle.prototype.setTo = function (x, y, width, height) { - this.x = x; - this.y = y; - this.width = width; - this.height = height; - return this; - }; - Rectangle.prototype.floor = function () { - this.x = Math.floor(this.x); - this.y = Math.floor(this.y); - }; - Rectangle.prototype.copyFrom = function (source) { - return this.setTo(source.x, source.y, source.width, source.height); - }; - Rectangle.prototype.toString = function () { - return "[{Rectangle (x=" + this.x + " y=" + this.y + " width=" + this.width + " height=" + this.height + " empty=" + this.empty + ")}]"; - }; - return Rectangle; - })(); - Phaser.Rectangle = Rectangle; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - var Circle = (function () { - function Circle(x, y, diameter) { - if (typeof x === "undefined") { x = 0; } - if (typeof y === "undefined") { y = 0; } - if (typeof diameter === "undefined") { diameter = 0; } - this._diameter = 0; - this._radius = 0; - this.x = 0; - this.y = 0; - this.setTo(x, y, diameter); - } - Object.defineProperty(Circle.prototype, "diameter", { - get: function () { - return this._diameter; - }, - set: function (value) { - if(value > 0) { - this._diameter = value; - this._radius = value * 0.5; - } - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Circle.prototype, "radius", { - get: function () { - return this._radius; - }, - set: function (value) { - if(value > 0) { - this._radius = value; - this._diameter = value * 2; - } - }, - enumerable: true, - configurable: true - }); - Circle.prototype.circumference = function () { - return 2 * (Math.PI * this._radius); - }; - Object.defineProperty(Circle.prototype, "bottom", { - get: function () { - return this.y + this._radius; - }, - set: function (value) { - if(value < this.y) { - this._radius = 0; - this._diameter = 0; - } else { - this.radius = value - this.y; - } - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Circle.prototype, "left", { - get: function () { - return this.x - this._radius; - }, - set: function (value) { - if(value > this.x) { - this._radius = 0; - this._diameter = 0; - } else { - this.radius = this.x - value; - } - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Circle.prototype, "right", { - get: function () { - return this.x + this._radius; - }, - set: function (value) { - if(value < this.x) { - this._radius = 0; - this._diameter = 0; - } else { - this.radius = value - this.x; - } - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Circle.prototype, "top", { - get: function () { - return this.y - this._radius; - }, - set: function (value) { - if(value > this.y) { - this._radius = 0; - this._diameter = 0; - } else { - this.radius = this.y - value; - } - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Circle.prototype, "area", { - get: function () { - if(this._radius > 0) { - return Math.PI * this._radius * this._radius; - } else { - return 0; - } - }, - enumerable: true, - configurable: true - }); - Circle.prototype.setTo = function (x, y, diameter) { - this.x = x; - this.y = y; - this._diameter = diameter; - this._radius = diameter * 0.5; - return this; - }; - Circle.prototype.copyFrom = function (source) { - return this.setTo(source.x, source.y, source.diameter); - }; - Object.defineProperty(Circle.prototype, "empty", { - get: function () { - return (this._diameter == 0); - }, - set: function (value) { - this.setTo(0, 0, 0); - }, - enumerable: true, - configurable: true - }); - Circle.prototype.offset = function (dx, dy) { - this.x += dx; - this.y += dy; - return this; - }; - Circle.prototype.offsetPoint = function (point) { - return this.offset(point.x, point.y); - }; - Circle.prototype.toString = function () { - return "[{Circle (x=" + this.x + " y=" + this.y + " diameter=" + this.diameter + " radius=" + this.radius + ")}]"; - }; - return Circle; - })(); - Phaser.Circle = Circle; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - var Line = (function () { - function Line(x1, y1, x2, y2) { - if (typeof x1 === "undefined") { x1 = 0; } - if (typeof y1 === "undefined") { y1 = 0; } - if (typeof x2 === "undefined") { x2 = 0; } - if (typeof y2 === "undefined") { y2 = 0; } - this.x1 = 0; - this.y1 = 0; - this.x2 = 0; - this.y2 = 0; - this.setTo(x1, y1, x2, y2); - } - Line.prototype.clone = function (output) { - if (typeof output === "undefined") { output = new Line(); } - return output.setTo(this.x1, this.y1, this.x2, this.y2); - }; - Line.prototype.copyFrom = function (source) { - return this.setTo(source.x1, source.y1, source.x2, source.y2); - }; - Line.prototype.copyTo = function (target) { - return target.copyFrom(this); - }; - Line.prototype.setTo = function (x1, y1, x2, y2) { - if (typeof x1 === "undefined") { x1 = 0; } - if (typeof y1 === "undefined") { y1 = 0; } - if (typeof x2 === "undefined") { x2 = 0; } - if (typeof y2 === "undefined") { y2 = 0; } - this.x1 = x1; - this.y1 = y1; - this.x2 = x2; - this.y2 = y2; - return this; - }; - Object.defineProperty(Line.prototype, "width", { - get: function () { - return Math.max(this.x1, this.x2) - Math.min(this.x1, this.x2); - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Line.prototype, "height", { - get: function () { - return Math.max(this.y1, this.y2) - Math.min(this.y1, this.y2); - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Line.prototype, "length", { - get: function () { - return Math.sqrt((this.x2 - this.x1) * (this.x2 - this.x1) + (this.y2 - this.y1) * (this.y2 - this.y1)); - }, - enumerable: true, - configurable: true - }); - Line.prototype.getY = function (x) { - return this.slope * x + this.yIntercept; - }; - Object.defineProperty(Line.prototype, "angle", { - get: function () { - return Math.atan2(this.x2 - this.x1, this.y2 - this.y1); - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Line.prototype, "slope", { - get: function () { - return (this.y2 - this.y1) / (this.x2 - this.x1); - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Line.prototype, "perpSlope", { - get: function () { - return -((this.x2 - this.x1) / (this.y2 - this.y1)); - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Line.prototype, "yIntercept", { - get: function () { - return (this.y1 - this.slope * this.x1); - }, - enumerable: true, - configurable: true - }); - Line.prototype.isPointOnLine = function (x, y) { - if((x - this.x1) * (this.y2 - this.y1) === (this.x2 - this.x1) * (y - this.y1)) { - return true; - } else { - return false; - } - }; - Line.prototype.isPointOnLineSegment = function (x, y) { - var xMin = Math.min(this.x1, this.x2); - var xMax = Math.max(this.x1, this.x2); - var yMin = Math.min(this.y1, this.y2); - var yMax = Math.max(this.y1, this.y2); - if(this.isPointOnLine(x, y) && (x >= xMin && x <= xMax) && (y >= yMin && y <= yMax)) { - return true; - } else { - return false; - } - }; - Line.prototype.intersectLineLine = function (line) { - }; - Line.prototype.toString = function () { - return "[{Line (x1=" + this.x1 + " y1=" + this.y1 + " x2=" + this.x2 + " y2=" + this.y2 + ")}]"; - }; - return Line; - })(); - Phaser.Line = Line; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - var GameMath = (function () { - function GameMath(game) { - this.cosTable = []; - this.sinTable = []; - this.game = game; - GameMath.sinA = []; - GameMath.cosA = []; - for(var i = 0; i < 360; i++) { - GameMath.sinA.push(Math.sin(this.degreesToRadians(i))); - GameMath.cosA.push(Math.cos(this.degreesToRadians(i))); - } - } - GameMath.PI = 3.141592653589793; - GameMath.PI_2 = 1.5707963267948965; - GameMath.PI_4 = 0.7853981633974483; - GameMath.PI_8 = 0.39269908169872413; - GameMath.PI_16 = 0.19634954084936206; - GameMath.TWO_PI = 6.283185307179586; - GameMath.THREE_PI_2 = 4.7123889803846895; - GameMath.E = 2.71828182845905; - GameMath.LN10 = 2.302585092994046; - GameMath.LN2 = 0.6931471805599453; - GameMath.LOG10E = 0.4342944819032518; - GameMath.LOG2E = 1.442695040888963387; - GameMath.SQRT1_2 = 0.7071067811865476; - GameMath.SQRT2 = 1.4142135623730951; - GameMath.DEG_TO_RAD = 0.017453292519943294444444444444444; - GameMath.RAD_TO_DEG = 57.295779513082325225835265587527; - GameMath.B_16 = 65536; - GameMath.B_31 = 2147483648; - GameMath.B_32 = 4294967296; - GameMath.B_48 = 281474976710656; - GameMath.B_53 = 9007199254740992; - GameMath.B_64 = 18446744073709551616; - GameMath.ONE_THIRD = 0.333333333333333333333333333333333; - GameMath.TWO_THIRDS = 0.666666666666666666666666666666666; - GameMath.ONE_SIXTH = 0.166666666666666666666666666666666; - GameMath.COS_PI_3 = 0.86602540378443864676372317075294; - GameMath.SIN_2PI_3 = 0.03654595; - GameMath.CIRCLE_ALPHA = 0.5522847498307933984022516322796; - GameMath.ON = true; - GameMath.OFF = false; - GameMath.SHORT_EPSILON = 0.1; - GameMath.PERC_EPSILON = 0.001; - GameMath.EPSILON = 0.0001; - GameMath.LONG_EPSILON = 0.00000001; - GameMath.prototype.fuzzyEqual = function (a, b, epsilon) { - if (typeof epsilon === "undefined") { epsilon = 0.0001; } - return Math.abs(a - b) < epsilon; - }; - GameMath.prototype.fuzzyLessThan = function (a, b, epsilon) { - if (typeof epsilon === "undefined") { epsilon = 0.0001; } - return a < b + epsilon; - }; - GameMath.prototype.fuzzyGreaterThan = function (a, b, epsilon) { - if (typeof epsilon === "undefined") { epsilon = 0.0001; } - return a > b - epsilon; - }; - GameMath.prototype.fuzzyCeil = function (val, epsilon) { - if (typeof epsilon === "undefined") { epsilon = 0.0001; } - return Math.ceil(val - epsilon); - }; - GameMath.prototype.fuzzyFloor = function (val, epsilon) { - if (typeof epsilon === "undefined") { epsilon = 0.0001; } - return Math.floor(val + epsilon); - }; - GameMath.prototype.average = function () { - var args = []; - for (var _i = 0; _i < (arguments.length - 0); _i++) { - args[_i] = arguments[_i + 0]; - } - var avg = 0; - for(var i = 0; i < args.length; i++) { - avg += args[i]; - } - return avg / args.length; - }; - GameMath.prototype.slam = function (value, target, epsilon) { - if (typeof epsilon === "undefined") { epsilon = 0.0001; } - return (Math.abs(value - target) < epsilon) ? target : value; - }; - GameMath.prototype.percentageMinMax = function (val, max, min) { - if (typeof min === "undefined") { min = 0; } - val -= min; - max -= min; - if(!max) { - return 0; - } else { - return val / max; - } - }; - GameMath.prototype.sign = function (n) { - if(n) { - return n / Math.abs(n); - } else { - return 0; - } - }; - GameMath.prototype.truncate = function (n) { - return (n > 0) ? Math.floor(n) : Math.ceil(n); - }; - GameMath.prototype.shear = function (n) { - return n % 1; - }; - GameMath.prototype.wrap = function (val, max, min) { - if (typeof min === "undefined") { min = 0; } - val -= min; - max -= min; - if(max == 0) { - return min; - } - val %= max; - val += min; - while(val < min) { - val += max; - } - return val; - }; - GameMath.prototype.arithWrap = function (value, max, min) { - if (typeof min === "undefined") { min = 0; } - max -= min; - if(max == 0) { - return min; - } - return value - max * Math.floor((value - min) / max); - }; - GameMath.prototype.clamp = function (input, max, min) { - if (typeof min === "undefined") { min = 0; } - return Math.max(min, Math.min(max, input)); - }; - GameMath.prototype.snapTo = function (input, gap, start) { - if (typeof start === "undefined") { start = 0; } - if(gap == 0) { - return input; - } - input -= start; - input = gap * Math.round(input / gap); - return start + input; - }; - GameMath.prototype.snapToFloor = function (input, gap, start) { - if (typeof start === "undefined") { start = 0; } - if(gap == 0) { - return input; - } - input -= start; - input = gap * Math.floor(input / gap); - return start + input; - }; - GameMath.prototype.snapToCeil = function (input, gap, start) { - if (typeof start === "undefined") { start = 0; } - if(gap == 0) { - return input; - } - input -= start; - input = gap * Math.ceil(input / gap); - return start + input; - }; - GameMath.prototype.snapToInArray = function (input, arr, sort) { - if (typeof sort === "undefined") { sort = true; } - if(sort) { - arr.sort(); - } - if(input < arr[0]) { - return arr[0]; - } - var i = 1; - while(arr[i] < input) { - i++; - } - var low = arr[i - 1]; - var high = (i < arr.length) ? arr[i] : Number.POSITIVE_INFINITY; - return ((high - input) <= (input - low)) ? high : low; - }; - GameMath.prototype.roundTo = function (value, place, base) { - if (typeof place === "undefined") { place = 0; } - if (typeof base === "undefined") { base = 10; } - var p = Math.pow(base, -place); - return Math.round(value * p) / p; - }; - GameMath.prototype.floorTo = function (value, place, base) { - if (typeof place === "undefined") { place = 0; } - if (typeof base === "undefined") { base = 10; } - var p = Math.pow(base, -place); - return Math.floor(value * p) / p; - }; - GameMath.prototype.ceilTo = function (value, place, base) { - if (typeof place === "undefined") { place = 0; } - if (typeof base === "undefined") { base = 10; } - var p = Math.pow(base, -place); - return Math.ceil(value * p) / p; - }; - GameMath.prototype.interpolateFloat = function (a, b, weight) { - return (b - a) * weight + a; - }; - GameMath.prototype.radiansToDegrees = function (angle) { - return angle * GameMath.RAD_TO_DEG; - }; - GameMath.prototype.degreesToRadians = function (angle) { - return angle * GameMath.DEG_TO_RAD; - }; - GameMath.prototype.angleBetween = function (x1, y1, x2, y2) { - return Math.atan2(y2 - y1, x2 - x1); - }; - GameMath.prototype.normalizeAngle = function (angle, radians) { - if (typeof radians === "undefined") { radians = true; } - var rd = (radians) ? GameMath.PI : 180; - return this.wrap(angle, rd, -rd); - }; - GameMath.prototype.nearestAngleBetween = function (a1, a2, radians) { - if (typeof radians === "undefined") { radians = true; } - var rd = (radians) ? GameMath.PI : 180; - a1 = this.normalizeAngle(a1, radians); - a2 = this.normalizeAngle(a2, radians); - if(a1 < -rd / 2 && a2 > rd / 2) { - a1 += rd * 2; - } - if(a2 < -rd / 2 && a1 > rd / 2) { - a2 += rd * 2; - } - return a2 - a1; - }; - GameMath.prototype.normalizeAngleToAnother = function (dep, ind, radians) { - if (typeof radians === "undefined") { radians = true; } - return ind + this.nearestAngleBetween(ind, dep, radians); - }; - GameMath.prototype.normalizeAngleAfterAnother = function (dep, ind, radians) { - if (typeof radians === "undefined") { radians = true; } - dep = this.normalizeAngle(dep - ind, radians); - return ind + dep; - }; - GameMath.prototype.normalizeAngleBeforeAnother = function (dep, ind, radians) { - if (typeof radians === "undefined") { radians = true; } - dep = this.normalizeAngle(ind - dep, radians); - return ind - dep; - }; - GameMath.prototype.interpolateAngles = function (a1, a2, weight, radians, ease) { - if (typeof radians === "undefined") { radians = true; } - if (typeof ease === "undefined") { ease = null; } - a1 = this.normalizeAngle(a1, radians); - a2 = this.normalizeAngleToAnother(a2, a1, radians); - return (typeof ease === 'function') ? ease(weight, a1, a2 - a1, 1) : this.interpolateFloat(a1, a2, weight); - }; - GameMath.prototype.logBaseOf = function (value, base) { - return Math.log(value) / Math.log(base); - }; - GameMath.prototype.GCD = function (m, n) { - var r; - m = Math.abs(m); - n = Math.abs(n); - if(m < n) { - r = m; - m = n; - n = r; - } - while(true) { - r = m % n; - if(!r) { - return n; - } - m = n; - n = r; - } - return 1; - }; - GameMath.prototype.LCM = function (m, n) { - return (m * n) / this.GCD(m, n); - }; - GameMath.prototype.factorial = function (value) { - if(value == 0) { - return 1; - } - var res = value; - while(--value) { - res *= value; - } - return res; - }; - GameMath.prototype.gammaFunction = function (value) { - return this.factorial(value - 1); - }; - GameMath.prototype.fallingFactorial = function (base, exp) { - return this.factorial(base) / this.factorial(base - exp); - }; - GameMath.prototype.risingFactorial = function (base, exp) { - return this.factorial(base + exp - 1) / this.factorial(base - 1); - }; - GameMath.prototype.binCoef = function (n, k) { - return this.fallingFactorial(n, k) / this.factorial(k); - }; - GameMath.prototype.risingBinCoef = function (n, k) { - return this.risingFactorial(n, k) / this.factorial(k); - }; - GameMath.prototype.chanceRoll = function (chance) { - if (typeof chance === "undefined") { chance = 50; } - if(chance <= 0) { - return false; - } else if(chance >= 100) { - return true; - } else { - if(Math.random() * 100 >= chance) { - return false; - } else { - return true; - } - } - }; - GameMath.prototype.maxAdd = function (value, amount, max) { - value += amount; - if(value > max) { - value = max; - } - return value; - }; - GameMath.prototype.minSub = function (value, amount, min) { - value -= amount; - if(value < min) { - value = min; - } - return value; - }; - GameMath.prototype.wrapValue = function (value, amount, max) { - var diff; - value = Math.abs(value); - amount = Math.abs(amount); - max = Math.abs(max); - diff = (value + amount) % max; - return diff; - }; - GameMath.prototype.randomSign = function () { - return (Math.random() > 0.5) ? 1 : -1; - }; - GameMath.prototype.isOdd = function (n) { - if(n & 1) { - return true; - } else { - return false; - } - }; - GameMath.prototype.isEven = function (n) { - if(n & 1) { - return false; - } else { - return true; - } - }; - GameMath.prototype.wrapAngle = function (angle) { - var result = angle; - if(angle >= -180 && angle <= 180) { - return angle; - } - result = (angle + 180) % 360; - if(result < 0) { - result += 360; - } - return result - 180; - }; - GameMath.prototype.angleLimit = function (angle, min, max) { - var result = angle; - if(angle > max) { - result = max; - } else if(angle < min) { - result = min; - } - return result; - }; - GameMath.prototype.linearInterpolation = function (v, k) { - var m = v.length - 1; - var f = m * k; - var i = Math.floor(f); - if(k < 0) { - return this.linear(v[0], v[1], f); - } - if(k > 1) { - return this.linear(v[m], v[m - 1], m - f); - } - return this.linear(v[i], v[i + 1 > m ? m : i + 1], f - i); - }; - GameMath.prototype.bezierInterpolation = function (v, k) { - var b = 0; - var n = v.length - 1; - for(var i = 0; i <= n; i++) { - b += Math.pow(1 - k, n - i) * Math.pow(k, i) * v[i] * this.bernstein(n, i); - } - return b; - }; - GameMath.prototype.catmullRomInterpolation = function (v, k) { - var m = v.length - 1; - var f = m * k; - var i = Math.floor(f); - if(v[0] === v[m]) { - if(k < 0) { - i = Math.floor(f = m * (1 + k)); - } - return this.catmullRom(v[(i - 1 + m) % m], v[i], v[(i + 1) % m], v[(i + 2) % m], f - i); - } else { - if(k < 0) { - return v[0] - (this.catmullRom(v[0], v[0], v[1], v[1], -f) - v[0]); - } - if(k > 1) { - return v[m] - (this.catmullRom(v[m], v[m], v[m - 1], v[m - 1], f - m) - v[m]); - } - return this.catmullRom(v[i ? i - 1 : 0], v[i], v[m < i + 1 ? m : i + 1], v[m < i + 2 ? m : i + 2], f - i); - } - }; - GameMath.prototype.linear = function (p0, p1, t) { - return (p1 - p0) * t + p0; - }; - GameMath.prototype.bernstein = function (n, i) { - return this.factorial(n) / this.factorial(i) / this.factorial(n - i); - }; - GameMath.prototype.catmullRom = function (p0, p1, p2, p3, t) { - var v0 = (p2 - p0) * 0.5, v1 = (p3 - p1) * 0.5, t2 = t * t, t3 = t * t2; - return (2 * p1 - 2 * p2 + v0 + v1) * t3 + (-3 * p1 + 3 * p2 - 2 * v0 - v1) * t2 + v0 * t + p1; - }; - GameMath.prototype.difference = function (a, b) { - return Math.abs(a - b); - }; - GameMath.prototype.getRandom = function (objects, startIndex, length) { - if (typeof startIndex === "undefined") { startIndex = 0; } - if (typeof length === "undefined") { length = 0; } - if(objects != null) { - var l = length; - if((l == 0) || (l > objects.length - startIndex)) { - l = objects.length - startIndex; - } - if(l > 0) { - return objects[startIndex + Math.floor(Math.random() * l)]; - } - } - return null; - }; - GameMath.prototype.floor = function (value) { - var n = value | 0; - return (value > 0) ? (n) : ((n != value) ? (n - 1) : (n)); - }; - GameMath.prototype.ceil = function (value) { - var n = value | 0; - return (value > 0) ? ((n != value) ? (n + 1) : (n)) : (n); - }; - GameMath.prototype.sinCosGenerator = function (length, sinAmplitude, cosAmplitude, frequency) { - if (typeof sinAmplitude === "undefined") { sinAmplitude = 1.0; } - if (typeof cosAmplitude === "undefined") { cosAmplitude = 1.0; } - if (typeof frequency === "undefined") { frequency = 1.0; } - var sin = sinAmplitude; - var cos = cosAmplitude; - var frq = frequency * Math.PI / length; - this.cosTable = []; - this.sinTable = []; - for(var c = 0; c < length; c++) { - cos -= sin * frq; - sin += cos * frq; - this.cosTable[c] = cos; - this.sinTable[c] = sin; - } - return this.sinTable; - }; - GameMath.prototype.shiftSinTable = function () { - if(this.sinTable) { - var s = this.sinTable.shift(); - this.sinTable.push(s); - return s; - } - }; - GameMath.prototype.shiftCosTable = function () { - if(this.cosTable) { - var s = this.cosTable.shift(); - this.cosTable.push(s); - return s; - } - }; - GameMath.prototype.shuffleArray = function (array) { - for(var i = array.length - 1; i > 0; i--) { - var j = Math.floor(Math.random() * (i + 1)); - var temp = array[i]; - array[i] = array[j]; - array[j] = temp; - } - return array; - }; - GameMath.prototype.distanceBetween = function (x1, y1, x2, y2) { - var dx = x1 - x2; - var dy = y1 - y2; - return Math.sqrt(dx * dx + dy * dy); - }; - GameMath.prototype.vectorLength = function (dx, dy) { - return Math.sqrt(dx * dx + dy * dy); - }; - return GameMath; - })(); - Phaser.GameMath = GameMath; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - var Vec2 = (function () { - function Vec2(x, y) { - if (typeof x === "undefined") { x = 0; } - if (typeof y === "undefined") { y = 0; } - this.x = x; - this.y = y; - return this; - } - Vec2.prototype.copyFrom = function (source) { - return this.setTo(source.x, source.y); - }; - Vec2.prototype.setTo = function (x, y) { - this.x = x; - this.y = y; - return this; - }; - Vec2.prototype.add = function (a) { - this.x += a.x; - this.y += a.y; - return this; - }; - Vec2.prototype.subtract = function (v) { - this.x -= v.x; - this.y -= v.y; - return this; - }; - Vec2.prototype.multiply = function (v) { - this.x *= v.x; - this.y *= v.y; - return this; - }; - Vec2.prototype.divide = function (v) { - this.x /= v.x; - this.y /= v.y; - return this; - }; - Vec2.prototype.length = function () { - return Math.sqrt((this.x * this.x) + (this.y * this.y)); - }; - Vec2.prototype.lengthSq = function () { - return (this.x * this.x) + (this.y * this.y); - }; - Vec2.prototype.normalize = function () { - var inv = (this.x != 0 || this.y != 0) ? 1 / Math.sqrt(this.x * this.x + this.y * this.y) : 0; - this.x *= inv; - this.y *= inv; - return this; - }; - Vec2.prototype.dot = function (a) { - return ((this.x * a.x) + (this.y * a.y)); - }; - Vec2.prototype.cross = function (a) { - return ((this.x * a.y) - (this.y * a.x)); - }; - Vec2.prototype.projectionLength = function (a) { - var den = a.dot(a); - if(den == 0) { - return 0; - } else { - return Math.abs(this.dot(a) / den); - } - }; - Vec2.prototype.angle = function (a) { - return Math.atan2(a.x * this.y - a.y * this.x, a.x * this.x + a.y * this.y); - }; - Vec2.prototype.scale = function (x, y) { - this.x *= x; - this.y *= y || x; - return this; - }; - Vec2.prototype.multiplyByScalar = function (scalar) { - this.x *= scalar; - this.y *= scalar; - return this; - }; - Vec2.prototype.multiplyAddByScalar = function (a, scalar) { - this.x += a.x * scalar; - this.y += a.y * scalar; - return this; - }; - Vec2.prototype.divideByScalar = function (scalar) { - this.x /= scalar; - this.y /= scalar; - return this; - }; - Vec2.prototype.reverse = function () { - this.x = -this.x; - this.y = -this.y; - return this; - }; - Vec2.prototype.equals = function (value) { - return (this.x == value && this.y == value); - }; - Vec2.prototype.toString = function () { - return "[{Vec2 (x=" + this.x + " y=" + this.y + ")}]"; - }; - return Vec2; - })(); - Phaser.Vec2 = Vec2; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - var Vec2Utils = (function () { - function Vec2Utils() { } - Vec2Utils.add = function add(a, b, out) { - if (typeof out === "undefined") { out = new Phaser.Vec2(); } - return out.setTo(a.x + b.x, a.y + b.y); - }; - Vec2Utils.subtract = function subtract(a, b, out) { - if (typeof out === "undefined") { out = new Phaser.Vec2(); } - return out.setTo(a.x - b.x, a.y - b.y); - }; - Vec2Utils.multiply = function multiply(a, b, out) { - if (typeof out === "undefined") { out = new Phaser.Vec2(); } - return out.setTo(a.x * b.x, a.y * b.y); - }; - Vec2Utils.divide = function divide(a, b, out) { - if (typeof out === "undefined") { out = new Phaser.Vec2(); } - return out.setTo(a.x / b.x, a.y / b.y); - }; - Vec2Utils.scale = function scale(a, s, out) { - if (typeof out === "undefined") { out = new Phaser.Vec2(); } - return out.setTo(a.x * s, a.y * s); - }; - Vec2Utils.multiplyAdd = function multiplyAdd(a, b, s, out) { - if (typeof out === "undefined") { out = new Phaser.Vec2(); } - return out.setTo(a.x + b.x * s, a.y + b.y * s); - }; - Vec2Utils.negative = function negative(a, out) { - if (typeof out === "undefined") { out = new Phaser.Vec2(); } - return out.setTo(-a.x, -a.y); - }; - Vec2Utils.perp = function perp(a, out) { - if (typeof out === "undefined") { out = new Phaser.Vec2(); } - return out.setTo(-a.y, a.x); - }; - Vec2Utils.rperp = function rperp(a, out) { - if (typeof out === "undefined") { out = new Phaser.Vec2(); } - return out.setTo(a.y, -a.x); - }; - Vec2Utils.equals = function equals(a, b) { - return a.x == b.x && a.y == b.y; - }; - Vec2Utils.epsilonEquals = function epsilonEquals(a, b, epsilon) { - return Math.abs(a.x - b.x) <= epsilon && Math.abs(a.y - b.y) <= epsilon; - }; - Vec2Utils.distance = function distance(a, b) { - return Math.sqrt(Vec2Utils.distanceSq(a, b)); - }; - Vec2Utils.distanceSq = function distanceSq(a, b) { - return ((a.x - b.x) * (a.x - b.x)) + ((a.y - b.y) * (a.y - b.y)); - }; - Vec2Utils.project = function project(a, b, out) { - if (typeof out === "undefined") { out = new Phaser.Vec2(); } - var amt = a.dot(b) / b.lengthSq(); - if(amt != 0) { - out.setTo(amt * b.x, amt * b.y); - } - return out; - }; - Vec2Utils.projectUnit = function projectUnit(a, b, out) { - if (typeof out === "undefined") { out = new Phaser.Vec2(); } - var amt = a.dot(b); - if(amt != 0) { - out.setTo(amt * b.x, amt * b.y); - } - return out; - }; - Vec2Utils.normalRightHand = function normalRightHand(a, out) { - if (typeof out === "undefined") { out = new Phaser.Vec2(); } - return out.setTo(a.y * -1, a.x); - }; - Vec2Utils.normalize = function normalize(a, out) { - if (typeof out === "undefined") { out = new Phaser.Vec2(); } - var m = a.length(); - if(m != 0) { - out.setTo(a.x / m, a.y / m); - } - return out; - }; - Vec2Utils.dot = function dot(a, b) { - return ((a.x * b.x) + (a.y * b.y)); - }; - Vec2Utils.cross = function cross(a, b) { - return ((a.x * b.y) - (a.y * b.x)); - }; - Vec2Utils.angle = function angle(a, b) { - return Math.atan2(a.x * b.y - a.y * b.x, a.x * b.x + a.y * b.y); - }; - Vec2Utils.angleSq = function angleSq(a, b) { - return a.subtract(b).angle(b.subtract(a)); - }; - Vec2Utils.rotateAroundOrigin = function rotateAroundOrigin(a, b, theta, out) { - if (typeof out === "undefined") { out = new Phaser.Vec2(); } - var x = a.x - b.x; - var y = a.y - b.y; - return out.setTo(x * Math.cos(theta) - y * Math.sin(theta) + b.x, x * Math.sin(theta) + y * Math.cos(theta) + b.y); - }; - Vec2Utils.rotate = function rotate(a, theta, out) { - if (typeof out === "undefined") { out = new Phaser.Vec2(); } - var c = Math.cos(theta); - var s = Math.sin(theta); - return out.setTo(a.x * c - a.y * s, a.x * s + a.y * c); - }; - Vec2Utils.clone = function clone(a, out) { - if (typeof out === "undefined") { out = new Phaser.Vec2(); } - return out.setTo(a.x, a.y); - }; - return Vec2Utils; - })(); - Phaser.Vec2Utils = Vec2Utils; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - var Mat3 = (function () { - function Mat3() { - this.data = [ - 1, - 0, - 0, - 0, - 1, - 0, - 0, - 0, - 1 - ]; - } - Object.defineProperty(Mat3.prototype, "a00", { - get: function () { - return this.data[0]; - }, - set: function (value) { - this.data[0] = value; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Mat3.prototype, "a01", { - get: function () { - return this.data[1]; - }, - set: function (value) { - this.data[1] = value; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Mat3.prototype, "a02", { - get: function () { - return this.data[2]; - }, - set: function (value) { - this.data[2] = value; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Mat3.prototype, "a10", { - get: function () { - return this.data[3]; - }, - set: function (value) { - this.data[3] = value; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Mat3.prototype, "a11", { - get: function () { - return this.data[4]; - }, - set: function (value) { - this.data[4] = value; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Mat3.prototype, "a12", { - get: function () { - return this.data[5]; - }, - set: function (value) { - this.data[5] = value; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Mat3.prototype, "a20", { - get: function () { - return this.data[6]; - }, - set: function (value) { - this.data[6] = value; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Mat3.prototype, "a21", { - get: function () { - return this.data[7]; - }, - set: function (value) { - this.data[7] = value; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Mat3.prototype, "a22", { - get: function () { - return this.data[8]; - }, - set: function (value) { - this.data[8] = value; - }, - enumerable: true, - configurable: true - }); - Mat3.prototype.copyFromMat3 = function (source) { - this.data[0] = source.data[0]; - this.data[1] = source.data[1]; - this.data[2] = source.data[2]; - this.data[3] = source.data[3]; - this.data[4] = source.data[4]; - this.data[5] = source.data[5]; - this.data[6] = source.data[6]; - this.data[7] = source.data[7]; - this.data[8] = source.data[8]; - return this; - }; - Mat3.prototype.copyFromMat4 = function (source) { - this.data[0] = source[0]; - this.data[1] = source[1]; - this.data[2] = source[2]; - this.data[3] = source[4]; - this.data[4] = source[5]; - this.data[5] = source[6]; - this.data[6] = source[8]; - this.data[7] = source[9]; - this.data[8] = source[10]; - return this; - }; - Mat3.prototype.clone = function (out) { - if (typeof out === "undefined") { out = new Phaser.Mat3(); } - out[0] = this.data[0]; - out[1] = this.data[1]; - out[2] = this.data[2]; - out[3] = this.data[3]; - out[4] = this.data[4]; - out[5] = this.data[5]; - out[6] = this.data[6]; - out[7] = this.data[7]; - out[8] = this.data[8]; - return out; - }; - Mat3.prototype.identity = function () { - return this.setTo(1, 0, 0, 0, 1, 0, 0, 0, 1); - }; - Mat3.prototype.translate = function (v) { - this.a20 = v.x * this.a00 + v.y * this.a10 + this.a20; - this.a21 = v.x * this.a01 + v.y * this.a11 + this.a21; - this.a22 = v.x * this.a02 + v.y * this.a12 + this.a22; - return this; - }; - Mat3.prototype.setTemps = function () { - this._a00 = this.data[0]; - this._a01 = this.data[1]; - this._a02 = this.data[2]; - this._a10 = this.data[3]; - this._a11 = this.data[4]; - this._a12 = this.data[5]; - this._a20 = this.data[6]; - this._a21 = this.data[7]; - this._a22 = this.data[8]; - }; - Mat3.prototype.rotate = function (rad) { - this.setTemps(); - var s = Phaser.GameMath.sinA[rad]; - var c = Phaser.GameMath.cosA[rad]; - this.data[0] = c * this._a00 + s * this._a10; - this.data[1] = c * this._a01 + s * this._a10; - this.data[2] = c * this._a02 + s * this._a12; - this.data[3] = c * this._a10 - s * this._a00; - this.data[4] = c * this._a11 - s * this._a01; - this.data[5] = c * this._a12 - s * this._a02; - return this; - }; - Mat3.prototype.scale = function (v) { - this.data[0] = v.x * this.data[0]; - this.data[1] = v.x * this.data[1]; - this.data[2] = v.x * this.data[2]; - this.data[3] = v.y * this.data[3]; - this.data[4] = v.y * this.data[4]; - this.data[5] = v.y * this.data[5]; - return this; - }; - Mat3.prototype.setTo = function (a00, a01, a02, a10, a11, a12, a20, a21, a22) { - this.data[0] = a00; - this.data[1] = a01; - this.data[2] = a02; - this.data[3] = a10; - this.data[4] = a11; - this.data[5] = a12; - this.data[6] = a20; - this.data[7] = a21; - this.data[8] = a22; - return this; - }; - Mat3.prototype.toString = function () { - return ''; - }; - return Mat3; - })(); - Phaser.Mat3 = Mat3; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - var Mat3Utils = (function () { - function Mat3Utils() { } - Mat3Utils.transpose = function transpose(source, dest) { - if (typeof dest === "undefined") { dest = null; } - if(dest === null) { - var a01 = source.data[1]; - var a02 = source.data[2]; - var a12 = source.data[5]; - source.data[1] = source.data[3]; - source.data[2] = source.data[6]; - source.data[3] = a01; - source.data[5] = source.data[7]; - source.data[6] = a02; - source.data[7] = a12; - } else { - source.data[0] = dest.data[0]; - source.data[1] = dest.data[3]; - source.data[2] = dest.data[6]; - source.data[3] = dest.data[1]; - source.data[4] = dest.data[4]; - source.data[5] = dest.data[7]; - source.data[6] = dest.data[2]; - source.data[7] = dest.data[5]; - source.data[8] = dest.data[8]; - } - return source; - }; - Mat3Utils.invert = function invert(source) { - var a00 = source.data[0]; - var a01 = source.data[1]; - var a02 = source.data[2]; - var a10 = source.data[3]; - var a11 = source.data[4]; - var a12 = source.data[5]; - var a20 = source.data[6]; - var a21 = source.data[7]; - var a22 = source.data[8]; - var b01 = a22 * a11 - a12 * a21; - var b11 = -a22 * a10 + a12 * a20; - var b21 = a21 * a10 - a11 * a20; - var det = a00 * b01 + a01 * b11 + a02 * b21; - if(!det) { - return null; - } - det = 1.0 / det; - source.data[0] = b01 * det; - source.data[1] = (-a22 * a01 + a02 * a21) * det; - source.data[2] = (a12 * a01 - a02 * a11) * det; - source.data[3] = b11 * det; - source.data[4] = (a22 * a00 - a02 * a20) * det; - source.data[5] = (-a12 * a00 + a02 * a10) * det; - source.data[6] = b21 * det; - source.data[7] = (-a21 * a00 + a01 * a20) * det; - source.data[8] = (a11 * a00 - a01 * a10) * det; - return source; - }; - Mat3Utils.adjoint = function adjoint(source) { - var a00 = source.data[0]; - var a01 = source.data[1]; - var a02 = source.data[2]; - var a10 = source.data[3]; - var a11 = source.data[4]; - var a12 = source.data[5]; - var a20 = source.data[6]; - var a21 = source.data[7]; - var a22 = source.data[8]; - source.data[0] = (a11 * a22 - a12 * a21); - source.data[1] = (a02 * a21 - a01 * a22); - source.data[2] = (a01 * a12 - a02 * a11); - source.data[3] = (a12 * a20 - a10 * a22); - source.data[4] = (a00 * a22 - a02 * a20); - source.data[5] = (a02 * a10 - a00 * a12); - source.data[6] = (a10 * a21 - a11 * a20); - source.data[7] = (a01 * a20 - a00 * a21); - source.data[8] = (a00 * a11 - a01 * a10); - return source; - }; - Mat3Utils.determinant = function determinant(source) { - var a00 = source.data[0]; - var a01 = source.data[1]; - var a02 = source.data[2]; - var a10 = source.data[3]; - var a11 = source.data[4]; - var a12 = source.data[5]; - var a20 = source.data[6]; - var a21 = source.data[7]; - var a22 = source.data[8]; - return a00 * (a22 * a11 - a12 * a21) + a01 * (-a22 * a10 + a12 * a20) + a02 * (a21 * a10 - a11 * a20); - }; - Mat3Utils.multiply = function multiply(source, b) { - var a00 = source.data[0]; - var a01 = source.data[1]; - var a02 = source.data[2]; - var a10 = source.data[3]; - var a11 = source.data[4]; - var a12 = source.data[5]; - var a20 = source.data[6]; - var a21 = source.data[7]; - var a22 = source.data[8]; - var b00 = b.data[0]; - var b01 = b.data[1]; - var b02 = b.data[2]; - var b10 = b.data[3]; - var b11 = b.data[4]; - var b12 = b.data[5]; - var b20 = b.data[6]; - var b21 = b.data[7]; - var b22 = b.data[8]; - source.data[0] = b00 * a00 + b01 * a10 + b02 * a20; - source.data[1] = b00 * a01 + b01 * a11 + b02 * a21; - source.data[2] = b00 * a02 + b01 * a12 + b02 * a22; - source.data[3] = b10 * a00 + b11 * a10 + b12 * a20; - source.data[4] = b10 * a01 + b11 * a11 + b12 * a21; - source.data[5] = b10 * a02 + b11 * a12 + b12 * a22; - source.data[6] = b20 * a00 + b21 * a10 + b22 * a20; - source.data[7] = b20 * a01 + b21 * a11 + b22 * a21; - source.data[8] = b20 * a02 + b21 * a12 + b22 * a22; - return source; - }; - Mat3Utils.fromQuaternion = function fromQuaternion() { - }; - Mat3Utils.normalFromMat4 = function normalFromMat4() { - }; - return Mat3Utils; - })(); - Phaser.Mat3Utils = Mat3Utils; -})(Phaser || (Phaser = {})); -var __extends = this.__extends || function (d, b) { - function __() { this.constructor = d; } - __.prototype = b.prototype; - d.prototype = new __(); -}; -var Phaser; -(function (Phaser) { - var QuadTree = (function (_super) { - __extends(QuadTree, _super); - function QuadTree(manager, x, y, width, height, parent) { - if (typeof parent === "undefined") { parent = null; } - _super.call(this, x, y, width, height); - QuadTree.physics = manager; - this._headA = this._tailA = new Phaser.LinkedList(); - this._headB = this._tailB = new Phaser.LinkedList(); - if(parent != null) { - if(parent._headA.object != null) { - this._iterator = parent._headA; - while(this._iterator != null) { - if(this._tailA.object != null) { - this._ot = this._tailA; - this._tailA = new Phaser.LinkedList(); - this._ot.next = this._tailA; - } - this._tailA.object = this._iterator.object; - this._iterator = this._iterator.next; - } - } - if(parent._headB.object != null) { - this._iterator = parent._headB; - while(this._iterator != null) { - if(this._tailB.object != null) { - this._ot = this._tailB; - this._tailB = new Phaser.LinkedList(); - this._ot.next = this._tailB; - } - this._tailB.object = this._iterator.object; - this._iterator = this._iterator.next; - } - } - } else { - QuadTree._min = (this.width + this.height) / (2 * QuadTree.divisions); - } - this._canSubdivide = (this.width > QuadTree._min) || (this.height > QuadTree._min); - this._northWestTree = null; - this._northEastTree = null; - this._southEastTree = null; - this._southWestTree = null; - this._leftEdge = this.x; - this._rightEdge = this.x + this.width; - this._halfWidth = this.width / 2; - this._midpointX = this._leftEdge + this._halfWidth; - this._topEdge = this.y; - this._bottomEdge = this.y + this.height; - this._halfHeight = this.height / 2; - this._midpointY = this._topEdge + this._halfHeight; - } - QuadTree.A_LIST = 0; - QuadTree.B_LIST = 1; - QuadTree.prototype.destroy = function () { - this._tailA.destroy(); - this._tailB.destroy(); - this._headA.destroy(); - this._headB.destroy(); - this._tailA = null; - this._tailB = null; - this._headA = null; - this._headB = null; - if(this._northWestTree != null) { - this._northWestTree.destroy(); - } - if(this._northEastTree != null) { - this._northEastTree.destroy(); - } - if(this._southEastTree != null) { - this._southEastTree.destroy(); - } - if(this._southWestTree != null) { - this._southWestTree.destroy(); - } - this._northWestTree = null; - this._northEastTree = null; - this._southEastTree = null; - this._southWestTree = null; - QuadTree._object = null; - QuadTree._processingCallback = null; - QuadTree._notifyCallback = null; - }; - QuadTree.prototype.load = function (objectOrGroup1, objectOrGroup2, notifyCallback, processCallback, context) { - if (typeof objectOrGroup2 === "undefined") { objectOrGroup2 = null; } - if (typeof notifyCallback === "undefined") { notifyCallback = null; } - if (typeof processCallback === "undefined") { processCallback = null; } - if (typeof context === "undefined") { context = null; } - this.add(objectOrGroup1, QuadTree.A_LIST); - if(objectOrGroup2 != null) { - this.add(objectOrGroup2, QuadTree.B_LIST); - QuadTree._useBothLists = true; - } else { - QuadTree._useBothLists = false; - } - QuadTree._notifyCallback = notifyCallback; - QuadTree._processingCallback = processCallback; - QuadTree._callbackContext = context; - }; - QuadTree.prototype.add = function (objectOrGroup, list) { - QuadTree._list = list; - if(objectOrGroup.type == Phaser.Types.GROUP) { - this._i = 0; - this._members = objectOrGroup['members']; - this._l = objectOrGroup['length']; - while(this._i < this._l) { - this._basic = this._members[this._i++]; - if(this._basic != null && this._basic.exists) { - if(this._basic.type == Phaser.Types.GROUP) { - this.add(this._basic, list); - } else { - QuadTree._object = this._basic; - if(QuadTree._object.exists && QuadTree._object.body.allowCollisions) { - this.addObject(); - } - } - } - } - } else { - QuadTree._object = objectOrGroup; - if(QuadTree._object.exists && QuadTree._object.body.allowCollisions) { - this.addObject(); - } - } - }; - QuadTree.prototype.addObject = function () { - if(!this._canSubdivide || ((this._leftEdge >= QuadTree._object.body.bounds.x) && (this._rightEdge <= QuadTree._object.body.bounds.right) && (this._topEdge >= QuadTree._object.body.bounds.y) && (this._bottomEdge <= QuadTree._object.body.bounds.bottom))) { - this.addToList(); - return; - } - if((QuadTree._object.body.bounds.x > this._leftEdge) && (QuadTree._object.body.bounds.right < this._midpointX)) { - if((QuadTree._object.body.bounds.y > this._topEdge) && (QuadTree._object.body.bounds.bottom < this._midpointY)) { - if(this._northWestTree == null) { - this._northWestTree = new QuadTree(QuadTree.physics, this._leftEdge, this._topEdge, this._halfWidth, this._halfHeight, this); - } - this._northWestTree.addObject(); - return; - } - if((QuadTree._object.body.bounds.y > this._midpointY) && (QuadTree._object.body.bounds.bottom < this._bottomEdge)) { - if(this._southWestTree == null) { - this._southWestTree = new QuadTree(QuadTree.physics, this._leftEdge, this._midpointY, this._halfWidth, this._halfHeight, this); - } - this._southWestTree.addObject(); - return; - } - } - if((QuadTree._object.body.bounds.x > this._midpointX) && (QuadTree._object.body.bounds.right < this._rightEdge)) { - if((QuadTree._object.body.bounds.y > this._topEdge) && (QuadTree._object.body.bounds.bottom < this._midpointY)) { - if(this._northEastTree == null) { - this._northEastTree = new QuadTree(QuadTree.physics, this._midpointX, this._topEdge, this._halfWidth, this._halfHeight, this); - } - this._northEastTree.addObject(); - return; - } - if((QuadTree._object.body.bounds.y > this._midpointY) && (QuadTree._object.body.bounds.bottom < this._bottomEdge)) { - if(this._southEastTree == null) { - this._southEastTree = new QuadTree(QuadTree.physics, this._midpointX, this._midpointY, this._halfWidth, this._halfHeight, this); - } - this._southEastTree.addObject(); - return; - } - } - if((QuadTree._object.body.bounds.right > this._leftEdge) && (QuadTree._object.body.bounds.x < this._midpointX) && (QuadTree._object.body.bounds.bottom > this._topEdge) && (QuadTree._object.body.bounds.y < this._midpointY)) { - if(this._northWestTree == null) { - this._northWestTree = new QuadTree(QuadTree.physics, this._leftEdge, this._topEdge, this._halfWidth, this._halfHeight, this); - } - this._northWestTree.addObject(); - } - if((QuadTree._object.body.bounds.right > this._midpointX) && (QuadTree._object.body.bounds.x < this._rightEdge) && (QuadTree._object.body.bounds.bottom > this._topEdge) && (QuadTree._object.body.bounds.y < this._midpointY)) { - if(this._northEastTree == null) { - this._northEastTree = new QuadTree(QuadTree.physics, this._midpointX, this._topEdge, this._halfWidth, this._halfHeight, this); - } - this._northEastTree.addObject(); - } - if((QuadTree._object.body.bounds.right > this._midpointX) && (QuadTree._object.body.bounds.x < this._rightEdge) && (QuadTree._object.body.bounds.bottom > this._midpointY) && (QuadTree._object.body.bounds.y < this._bottomEdge)) { - if(this._southEastTree == null) { - this._southEastTree = new QuadTree(QuadTree.physics, this._midpointX, this._midpointY, this._halfWidth, this._halfHeight, this); - } - this._southEastTree.addObject(); - } - if((QuadTree._object.body.bounds.right > this._leftEdge) && (QuadTree._object.body.bounds.x < this._midpointX) && (QuadTree._object.body.bounds.bottom > this._midpointY) && (QuadTree._object.body.bounds.y < this._bottomEdge)) { - if(this._southWestTree == null) { - this._southWestTree = new QuadTree(QuadTree.physics, this._leftEdge, this._midpointY, this._halfWidth, this._halfHeight, this); - } - this._southWestTree.addObject(); - } - }; - QuadTree.prototype.addToList = function () { - if(QuadTree._list == QuadTree.A_LIST) { - if(this._tailA.object != null) { - this._ot = this._tailA; - this._tailA = new Phaser.LinkedList(); - this._ot.next = this._tailA; - } - this._tailA.object = QuadTree._object; - } else { - if(this._tailB.object != null) { - this._ot = this._tailB; - this._tailB = new Phaser.LinkedList(); - this._ot.next = this._tailB; - } - this._tailB.object = QuadTree._object; - } - if(!this._canSubdivide) { - return; - } - if(this._northWestTree != null) { - this._northWestTree.addToList(); - } - if(this._northEastTree != null) { - this._northEastTree.addToList(); - } - if(this._southEastTree != null) { - this._southEastTree.addToList(); - } - if(this._southWestTree != null) { - this._southWestTree.addToList(); - } - }; - QuadTree.prototype.execute = function () { - this._overlapProcessed = false; - if(this._headA.object != null) { - this._iterator = this._headA; - while(this._iterator != null) { - QuadTree._object = this._iterator.object; - if(QuadTree._useBothLists) { - QuadTree._iterator = this._headB; - } else { - QuadTree._iterator = this._iterator.next; - } - if(QuadTree._object.exists && (QuadTree._object.body.allowCollisions > 0) && (QuadTree._iterator != null) && (QuadTree._iterator.object != null) && QuadTree._iterator.object.exists && this.overlapNode()) { - this._overlapProcessed = true; - } - this._iterator = this._iterator.next; - } - } - if((this._northWestTree != null) && this._northWestTree.execute()) { - this._overlapProcessed = true; - } - if((this._northEastTree != null) && this._northEastTree.execute()) { - this._overlapProcessed = true; - } - if((this._southEastTree != null) && this._southEastTree.execute()) { - this._overlapProcessed = true; - } - if((this._southWestTree != null) && this._southWestTree.execute()) { - this._overlapProcessed = true; - } - return this._overlapProcessed; - }; - QuadTree.prototype.overlapNode = function () { - this._overlapProcessed = false; - while(QuadTree._iterator != null) { - if(!QuadTree._object.exists || (QuadTree._object.body.allowCollisions <= 0)) { - break; - } - this._checkObject = QuadTree._iterator.object; - if((QuadTree._object === this._checkObject) || !this._checkObject.exists || (this._checkObject.body.allowCollisions <= 0)) { - QuadTree._iterator = QuadTree._iterator.next; - continue; - } - QuadTree._iterator = QuadTree._iterator.next; - } - return this._overlapProcessed; - }; - return QuadTree; - })(Phaser.Rectangle); - Phaser.QuadTree = QuadTree; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - var LinkedList = (function () { - function LinkedList() { - this.object = null; - this.next = null; - } - LinkedList.prototype.destroy = function () { - this.object = null; - if(this.next != null) { - this.next.destroy(); - } - this.next = null; - }; - return LinkedList; - })(); - Phaser.LinkedList = LinkedList; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - var RandomDataGenerator = (function () { - function RandomDataGenerator(seeds) { - if (typeof seeds === "undefined") { seeds = []; } - this.c = 1; - this.sow(seeds); - } - RandomDataGenerator.prototype.uint32 = function () { - return this.rnd.apply(this) * 0x100000000; - }; - RandomDataGenerator.prototype.fract32 = function () { - return this.rnd.apply(this) + (this.rnd.apply(this) * 0x200000 | 0) * 1.1102230246251565e-16; - }; - RandomDataGenerator.prototype.rnd = function () { - var t = 2091639 * this.s0 + this.c * 2.3283064365386963e-10; - this.c = t | 0; - this.s0 = this.s1; - this.s1 = this.s2; - this.s2 = t - this.c; - return this.s2; - }; - RandomDataGenerator.prototype.hash = function (data) { - var h, i, n; - n = 0xefc8249d; - data = data.toString(); - for(i = 0; i < data.length; i++) { - n += data.charCodeAt(i); - h = 0.02519603282416938 * n; - n = h >>> 0; - h -= n; - h *= n; - n = h >>> 0; - h -= n; - n += h * 0x100000000; - } - return (n >>> 0) * 2.3283064365386963e-10; - }; - RandomDataGenerator.prototype.sow = function (seeds) { - if (typeof seeds === "undefined") { seeds = []; } - this.s0 = this.hash(' '); - this.s1 = this.hash(this.s0); - this.s2 = this.hash(this.s1); - var seed; - for(var i = 0; seed = seeds[i++]; ) { - this.s0 -= this.hash(seed); - this.s0 += ~~(this.s0 < 0); - this.s1 -= this.hash(seed); - this.s1 += ~~(this.s1 < 0); - this.s2 -= this.hash(seed); - this.s2 += ~~(this.s2 < 0); - } - }; - Object.defineProperty(RandomDataGenerator.prototype, "integer", { - get: function () { - return this.uint32(); - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(RandomDataGenerator.prototype, "frac", { - get: function () { - return this.fract32(); - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(RandomDataGenerator.prototype, "real", { - get: function () { - return this.uint32() + this.fract32(); - }, - enumerable: true, - configurable: true - }); - RandomDataGenerator.prototype.integerInRange = function (min, max) { - return Math.floor(this.realInRange(min, max)); - }; - RandomDataGenerator.prototype.realInRange = function (min, max) { - min = min || 0; - max = max || 0; - return this.frac * (max - min) + min; - }; - Object.defineProperty(RandomDataGenerator.prototype, "normal", { - get: function () { - return 1 - 2 * this.frac; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(RandomDataGenerator.prototype, "uuid", { - get: function () { - var a, b; - for(b = a = ''; a++ < 36; b += ~a % 5 | a * 3 & 4 ? (a ^ 15 ? 8 ^ this.frac * (a ^ 20 ? 16 : 4) : 4).toString(16) : '-') { - ; - } - return b; - }, - enumerable: true, - configurable: true - }); - RandomDataGenerator.prototype.pick = function (array) { - return array[this.integerInRange(0, array.length)]; - }; - RandomDataGenerator.prototype.weightedPick = function (array) { - return array[~~(Math.pow(this.frac, 2) * array.length)]; - }; - RandomDataGenerator.prototype.timestamp = function (min, max) { - if (typeof min === "undefined") { min = 946684800000; } - if (typeof max === "undefined") { max = 1577862000000; } - return this.realInRange(min, max); - }; - Object.defineProperty(RandomDataGenerator.prototype, "angle", { - get: function () { - return this.integerInRange(-180, 180); - }, - enumerable: true, - configurable: true - }); - return RandomDataGenerator; - })(); - Phaser.RandomDataGenerator = RandomDataGenerator; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - var Plugin = (function () { - function Plugin(game, parent) { - this.game = game; - this.parent = parent; - this.active = false; - this.visible = false; - this.hasPreUpdate = false; - this.hasUpdate = false; - this.hasPostUpdate = false; - this.hasPreRender = false; - this.hasRender = false; - this.hasPostRender = false; - } - Plugin.prototype.preUpdate = function () { - }; - Plugin.prototype.update = function () { - }; - Plugin.prototype.postUpdate = function () { - }; - Plugin.prototype.preRender = function () { - }; - Plugin.prototype.render = function () { - }; - Plugin.prototype.postRender = function () { - }; - Plugin.prototype.destroy = function () { - this.game = null; - this.parent = null; - this.active = false; - this.visible = false; - }; - return Plugin; - })(); - Phaser.Plugin = Plugin; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - var PluginManager = (function () { - function PluginManager(game, parent) { - this.game = game; - this._parent = parent; - this.plugins = []; - } - PluginManager.prototype.add = function (plugin) { - var result = false; - if(typeof plugin === 'function') { - plugin = new plugin(this.game, this._parent); - } else { - plugin.game = this.game; - plugin.parent = this._parent; - } - if(typeof plugin['preUpdate'] === 'function') { - plugin.hasPreUpdate = true; - result = true; - } - if(typeof plugin['update'] === 'function') { - plugin.hasUpdate = true; - result = true; - } - if(typeof plugin['postUpdate'] === 'function') { - plugin.hasPostUpdate = true; - result = true; - } - if(typeof plugin['preRender'] === 'function') { - plugin.hasPreRender = true; - result = true; - } - if(typeof plugin['render'] === 'function') { - plugin.hasRender = true; - result = true; - } - if(typeof plugin['postRender'] === 'function') { - plugin.hasPostRender = true; - result = true; - } - if(result == true) { - if(plugin.hasPreUpdate || plugin.hasUpdate || plugin.hasPostUpdate) { - plugin.active = true; - } - if(plugin.hasPreRender || plugin.hasRender || plugin.hasPostRender) { - plugin.visible = true; - } - this._pluginsLength = this.plugins.push(plugin); - return plugin; - } else { - return null; - } - }; - PluginManager.prototype.remove = function (plugin) { - this._pluginsLength--; - }; - PluginManager.prototype.preUpdate = function () { - for(this._p = 0; this._p < this._pluginsLength; this._p++) { - if(this.plugins[this._p].active && this.plugins[this._p].hasPreUpdate) { - this.plugins[this._p].preUpdate(); - } - } - }; - PluginManager.prototype.update = function () { - for(this._p = 0; this._p < this._pluginsLength; this._p++) { - if(this.plugins[this._p].active && this.plugins[this._p].hasUpdate) { - this.plugins[this._p].update(); - } - } - }; - PluginManager.prototype.postUpdate = function () { - for(this._p = 0; this._p < this._pluginsLength; this._p++) { - if(this.plugins[this._p].active && this.plugins[this._p].hasPostUpdate) { - this.plugins[this._p].postUpdate(); - } - } - }; - PluginManager.prototype.preRender = function () { - for(this._p = 0; this._p < this._pluginsLength; this._p++) { - if(this.plugins[this._p].visible && this.plugins[this._p].hasPreRender) { - this.plugins[this._p].preRender(); - } - } - }; - PluginManager.prototype.render = function () { - for(this._p = 0; this._p < this._pluginsLength; this._p++) { - if(this.plugins[this._p].visible && this.plugins[this._p].hasRender) { - this.plugins[this._p].render(); - } - } - }; - PluginManager.prototype.postRender = function () { - for(this._p = 0; this._p < this._pluginsLength; this._p++) { - if(this.plugins[this._p].visible && this.plugins[this._p].hasPostRender) { - this.plugins[this._p].postRender(); - } - } - }; - PluginManager.prototype.destroy = function () { - this.plugins.length = 0; - this._pluginsLength = 0; - this.game = null; - this._parent = null; - }; - return PluginManager; - })(); - Phaser.PluginManager = PluginManager; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - var Signal = (function () { - function Signal() { - this._bindings = []; - this._prevParams = null; - this.memorize = false; - this._shouldPropagate = true; - this.active = true; - } - Signal.VERSION = '1.0.0'; - Signal.prototype.validateListener = function (listener, fnName) { - if(typeof listener !== 'function') { - throw new Error('listener is a required param of {fn}() and should be a Function.'.replace('{fn}', fnName)); - } - }; - Signal.prototype._registerListener = function (listener, isOnce, listenerContext, priority) { - var prevIndex = this._indexOfListener(listener, listenerContext); - var binding; - if(prevIndex !== -1) { - binding = this._bindings[prevIndex]; - if(binding.isOnce() !== isOnce) { - throw new Error('You cannot add' + (isOnce ? '' : 'Once') + '() then add' + (!isOnce ? '' : 'Once') + '() the same listener without removing the relationship first.'); - } - } else { - binding = new Phaser.SignalBinding(this, listener, isOnce, listenerContext, priority); - this._addBinding(binding); - } - if(this.memorize && this._prevParams) { - binding.execute(this._prevParams); - } - return binding; - }; - Signal.prototype._addBinding = function (binding) { - var n = this._bindings.length; - do { - --n; - }while(this._bindings[n] && binding.priority <= this._bindings[n].priority); - this._bindings.splice(n + 1, 0, binding); - }; - Signal.prototype._indexOfListener = function (listener, context) { - var n = this._bindings.length; - var cur; - while(n--) { - cur = this._bindings[n]; - if(cur.getListener() === listener && cur.context === context) { - return n; - } - } - return -1; - }; - Signal.prototype.has = function (listener, context) { - if (typeof context === "undefined") { context = null; } - return this._indexOfListener(listener, context) !== -1; - }; - Signal.prototype.add = function (listener, listenerContext, priority) { - if (typeof listenerContext === "undefined") { listenerContext = null; } - if (typeof priority === "undefined") { priority = 0; } - this.validateListener(listener, 'add'); - return this._registerListener(listener, false, listenerContext, priority); - }; - Signal.prototype.addOnce = function (listener, listenerContext, priority) { - if (typeof listenerContext === "undefined") { listenerContext = null; } - if (typeof priority === "undefined") { priority = 0; } - this.validateListener(listener, 'addOnce'); - return this._registerListener(listener, true, listenerContext, priority); - }; - Signal.prototype.remove = function (listener, context) { - if (typeof context === "undefined") { context = null; } - this.validateListener(listener, 'remove'); - var i = this._indexOfListener(listener, context); - if(i !== -1) { - this._bindings[i]._destroy(); - this._bindings.splice(i, 1); - } - return listener; - }; - Signal.prototype.removeAll = function () { - if(this._bindings) { - var n = this._bindings.length; - while(n--) { - this._bindings[n]._destroy(); - } - this._bindings.length = 0; - } - }; - Signal.prototype.getNumListeners = function () { - return this._bindings.length; - }; - Signal.prototype.halt = function () { - this._shouldPropagate = false; - }; - Signal.prototype.dispatch = function () { - var paramsArr = []; - for (var _i = 0; _i < (arguments.length - 0); _i++) { - paramsArr[_i] = arguments[_i + 0]; - } - if(!this.active) { - return; - } - var n = this._bindings.length; - var bindings; - if(this.memorize) { - this._prevParams = paramsArr; - } - if(!n) { - return; - } - bindings = this._bindings.slice(0); - this._shouldPropagate = true; - do { - n--; - }while(bindings[n] && this._shouldPropagate && bindings[n].execute(paramsArr) !== false); - }; - Signal.prototype.forget = function () { - this._prevParams = null; - }; - Signal.prototype.dispose = function () { - this.removeAll(); - delete this._bindings; - delete this._prevParams; - }; - Signal.prototype.toString = function () { - return '[Signal active:' + this.active + ' numListeners:' + this.getNumListeners() + ']'; - }; - return Signal; - })(); - Phaser.Signal = Signal; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - var SignalBinding = (function () { - function SignalBinding(signal, listener, isOnce, listenerContext, priority) { - if (typeof priority === "undefined") { priority = 0; } - this.active = true; - this.params = null; - this._listener = listener; - this._isOnce = isOnce; - this.context = listenerContext; - this._signal = signal; - this.priority = priority || 0; - } - SignalBinding.prototype.execute = function (paramsArr) { - var handlerReturn; - var params; - if(this.active && !!this._listener) { - params = this.params ? this.params.concat(paramsArr) : paramsArr; - handlerReturn = this._listener.apply(this.context, params); - if(this._isOnce) { - this.detach(); - } - } - return handlerReturn; - }; - SignalBinding.prototype.detach = function () { - return this.isBound() ? this._signal.remove(this._listener, this.context) : null; - }; - SignalBinding.prototype.isBound = function () { - return (!!this._signal && !!this._listener); - }; - SignalBinding.prototype.isOnce = function () { - return this._isOnce; - }; - SignalBinding.prototype.getListener = function () { - return this._listener; - }; - SignalBinding.prototype.getSignal = function () { - return this._signal; - }; - SignalBinding.prototype._destroy = function () { - delete this._signal; - delete this._listener; - delete this.context; - }; - SignalBinding.prototype.toString = function () { - return '[SignalBinding isOnce:' + this._isOnce + ', isBound:' + this.isBound() + ', active:' + this.active + ']'; - }; - return SignalBinding; - })(); - Phaser.SignalBinding = SignalBinding; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - var Group = (function () { - function Group(game, maxSize) { - if (typeof maxSize === "undefined") { maxSize = 0; } - this._sortIndex = ''; - this._zCounter = 0; - this.ID = -1; - this.z = -1; - this.group = null; - this.modified = false; - this.game = game; - this.type = Phaser.Types.GROUP; - this.active = true; - this.exists = true; - this.visible = true; - this.members = []; - this.length = 0; - this._maxSize = maxSize; - this._marker = 0; - this._sortIndex = null; - this.ID = this.game.world.getNextGroupID(); - this.transform = new Phaser.Components.TransformManager(this); - this.texture = new Phaser.Display.Texture(this); - this.texture.opaque = false; - } - Group.prototype.getNextZIndex = function () { - return this._zCounter++; - }; - Group.prototype.destroy = function () { - if(this.members != null) { - this._i = 0; - while(this._i < this.length) { - this._member = this.members[this._i++]; - if(this._member != null) { - this._member.destroy(); - } - } - this.members.length = 0; - } - this._sortIndex = null; - }; - Group.prototype.update = function () { - 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)) { - this.modified = true; - } - this._i = 0; - while(this._i < this.length) { - this._member = this.members[this._i++]; - if(this._member != null && this._member.exists && this._member.active) { - if(this._member.type != Phaser.Types.GROUP) { - this._member.preUpdate(); - } - this._member.update(); - } - } - }; - Group.prototype.postUpdate = function () { - if(this.modified == true && this.transform.scale.equals(1) && this.transform.skew.equals(0) && this.transform.rotation == 0 && this.transform.rotationOffset == 0 && this.texture.flippedX == false && this.texture.flippedY == false) { - this.modified = false; - } - this._i = 0; - while(this._i < this.length) { - this._member = this.members[this._i++]; - if(this._member != null && this._member.exists && this._member.active) { - this._member.postUpdate(); - } - } - }; - Group.prototype.render = function (camera) { - if(camera.isHidden(this) == true) { - return; - } - this.game.renderer.groupRenderer.preRender(camera, this); - this._i = 0; - while(this._i < this.length) { - this._member = this.members[this._i++]; - if(this._member != null && this._member.exists && this._member.visible && camera.isHidden(this._member) == false) { - if(this._member.type == Phaser.Types.GROUP) { - this._member.render(camera); - } else { - this.game.renderer.renderGameObject(camera, this._member); - } - } - } - this.game.renderer.groupRenderer.postRender(camera, this); - }; - Group.prototype.directRender = function (camera) { - this.game.renderer.groupRenderer.preRender(camera, this); - this._i = 0; - while(this._i < this.length) { - this._member = this.members[this._i++]; - if(this._member != null && this._member.exists) { - if(this._member.type == Phaser.Types.GROUP) { - this._member.directRender(camera); - } else { - this.game.renderer.renderGameObject(this._member); - } - } - } - this.game.renderer.groupRenderer.postRender(camera, this); - }; - Object.defineProperty(Group.prototype, "maxSize", { - get: function () { - return this._maxSize; - }, - set: function (size) { - this._maxSize = size; - if(this._marker >= this._maxSize) { - this._marker = 0; - } - if(this._maxSize == 0 || this.members == null || (this._maxSize >= this.members.length)) { - return; - } - this._i = this._maxSize; - this._length = this.members.length; - while(this._i < this._length) { - this._member = this.members[this._i++]; - if(this._member != null) { - this._member.destroy(); - } - } - this.length = this.members.length = this._maxSize; - }, - enumerable: true, - configurable: true - }); - Group.prototype.add = function (object) { - if(object.group && (object.group.ID == this.ID || (object.type == Phaser.Types.GROUP && object.ID == this.ID))) { - return object; - } - this._i = 0; - this._length = this.members.length; - while(this._i < this._length) { - if(this.members[this._i] == null) { - this.members[this._i] = object; - this.setObjectIDs(object); - if(this._i >= this.length) { - this.length = this._i + 1; - } - return object; - } - this._i++; - } - if(this._maxSize > 0) { - if(this.members.length >= this._maxSize) { - return object; - } else if(this.members.length * 2 <= this._maxSize) { - this.members.length *= 2; - } else { - this.members.length = this._maxSize; - } - } else { - this.members.length *= 2; - } - this.members[this._i] = object; - this.length = this._i + 1; - this.setObjectIDs(object); - return object; - }; - Group.prototype.addNewSprite = function (x, y, key, frame) { - if (typeof key === "undefined") { key = ''; } - if (typeof frame === "undefined") { frame = null; } - return this.add(new Phaser.Sprite(this.game, x, y, key, frame)); - }; - Group.prototype.setObjectIDs = function (object, zIndex) { - if (typeof zIndex === "undefined") { zIndex = -1; } - if(object.group !== null) { - object.group.remove(object); - } - object.group = this; - if(zIndex == -1) { - zIndex = this.getNextZIndex(); - } - object.z = zIndex; - if(object['events']) { - object['events'].onAddedToGroup.dispatch(object, this, object.z); - } - }; - Group.prototype.recycle = function (objectClass) { - if (typeof objectClass === "undefined") { objectClass = null; } - if(this._maxSize > 0) { - if(this.length < this._maxSize) { - if(objectClass == null) { - return null; - } - return this.add(new objectClass(this.game)); - } else { - this._member = this.members[this._marker++]; - if(this._marker >= this._maxSize) { - this._marker = 0; - } - return this._member; - } - } else { - this._member = this.getFirstAvailable(objectClass); - if(this._member != null) { - return this._member; - } - if(objectClass == null) { - return null; - } - return this.add(new objectClass(this.game)); - } - }; - Group.prototype.remove = function (object, splice) { - if (typeof splice === "undefined") { splice = false; } - this._i = this.members.indexOf(object); - if(this._i < 0 || (this._i >= this.members.length)) { - return null; - } - if(splice) { - this.members.splice(this._i, 1); - this.length--; - } else { - this.members[this._i] = null; - } - if(object['events']) { - object['events'].onRemovedFromGroup.dispatch(object, this); - } - object.group = null; - object.z = -1; - return object; - }; - Group.prototype.replace = function (oldObject, newObject) { - this._i = this.members.indexOf(oldObject); - if(this._i < 0 || (this._i >= this.members.length)) { - return null; - } - this.setObjectIDs(newObject, this.members[this._i].z); - this.remove(this.members[this._i]); - this.members[this._i] = newObject; - return newObject; - }; - Group.prototype.swap = function (child1, child2, sort) { - if (typeof sort === "undefined") { sort = true; } - if(child1.group.ID != this.ID || child2.group.ID != this.ID || child1 === child2) { - return false; - } - var tempZ = child1.z; - child1.z = child2.z; - child2.z = tempZ; - if(sort) { - this.sort(); - } - return true; - }; - Group.prototype.bringToTop = function (child) { - var oldZ = child.z; - if(!child || child.group == null || child.group.ID != this.ID) { - return false; - } - var topZ = -1; - for(var i = 0; i < this.length; i++) { - if(this.members[i] && this.members[i].z > topZ) { - topZ = this.members[i].z; - } - } - if(child.z == topZ) { - return false; - } - child.z = topZ + 1; - this.sort(); - for(var i = 0; i < this.length; i++) { - if(this.members[i]) { - this.members[i].z = i; - } - } - return true; - }; - Group.prototype.sort = function (index, order) { - if (typeof index === "undefined") { index = 'z'; } - if (typeof order === "undefined") { order = Phaser.Types.SORT_ASCENDING; } - var _this = this; - this._sortIndex = index; - this._sortOrder = order; - this.members.sort(function (a, b) { - return _this.sortHandler(a, b); - }); - }; - Group.prototype.sortHandler = function (obj1, obj2) { - if(!obj1 || !obj2) { - return 0; - } - if(obj1[this._sortIndex] < obj2[this._sortIndex]) { - return this._sortOrder; - } else if(obj1[this._sortIndex] > obj2[this._sortIndex]) { - return -this._sortOrder; - } - return 0; - }; - Group.prototype.setAll = function (variableName, value, recurse) { - if (typeof recurse === "undefined") { recurse = true; } - this._i = 0; - while(this._i < this.length) { - this._member = this.members[this._i++]; - if(this._member != null) { - if(recurse && this._member.type == Phaser.Types.GROUP) { - this._member.setAll(variableName, value, recurse); - } else { - this._member[variableName] = value; - } - } - } - }; - Group.prototype.callAll = function (functionName, recurse) { - if (typeof recurse === "undefined") { recurse = true; } - this._i = 0; - while(this._i < this.length) { - this._member = this.members[this._i++]; - if(this._member != null) { - if(recurse && this._member.type == Phaser.Types.GROUP) { - this._member.callAll(functionName, recurse); - } else { - this._member[functionName](); - } - } - } - }; - Group.prototype.forEach = function (callback, recursive) { - if (typeof recursive === "undefined") { recursive = false; } - this._i = 0; - while(this._i < this.length) { - this._member = this.members[this._i++]; - if(this._member != null) { - if(recursive && this._member.type == Phaser.Types.GROUP) { - this._member.forEach(callback, true); - } else { - callback.call(this, this._member); - } - } - } - }; - Group.prototype.forEachAlive = function (context, callback, recursive) { - if (typeof recursive === "undefined") { recursive = false; } - this._i = 0; - while(this._i < this.length) { - this._member = this.members[this._i++]; - if(this._member != null && this._member.alive) { - if(recursive && this._member.type == Phaser.Types.GROUP) { - this._member.forEachAlive(context, callback, true); - } else { - callback.call(context, this._member); - } - } - } - }; - Group.prototype.getFirstAvailable = function (objectClass) { - if (typeof objectClass === "undefined") { objectClass = null; } - this._i = 0; - while(this._i < this.length) { - this._member = this.members[this._i++]; - if((this._member != null) && !this._member.exists && ((objectClass == null) || (typeof this._member === objectClass))) { - return this._member; - } - } - return null; - }; - Group.prototype.getFirstNull = function () { - this._i = 0; - while(this._i < this.length) { - if(this.members[this._i] == null) { - return this._i; - } else { - this._i++; - } - } - return -1; - }; - Group.prototype.getFirstExtant = function () { - this._i = 0; - while(this._i < this.length) { - this._member = this.members[this._i++]; - if(this._member != null && this._member.exists) { - return this._member; - } - } - return null; - }; - Group.prototype.getFirstAlive = function () { - this._i = 0; - while(this._i < this.length) { - this._member = this.members[this._i++]; - if((this._member != null) && this._member.exists && this._member.alive) { - return this._member; - } - } - return null; - }; - Group.prototype.getFirstDead = function () { - this._i = 0; - while(this._i < this.length) { - this._member = this.members[this._i++]; - if((this._member != null) && !this._member.alive) { - return this._member; - } - } - return null; - }; - Group.prototype.countLiving = function () { - this._count = -1; - this._i = 0; - while(this._i < this.length) { - this._member = this.members[this._i++]; - if(this._member != null) { - if(this._count < 0) { - this._count = 0; - } - if(this._member.exists && this._member.alive) { - this._count++; - } - } - } - return this._count; - }; - Group.prototype.countDead = function () { - this._count = -1; - this._i = 0; - while(this._i < this.length) { - this._member = this.members[this._i++]; - if(this._member != null) { - if(this._count < 0) { - this._count = 0; - } - if(!this._member.alive) { - this._count++; - } - } - } - return this._count; - }; - Group.prototype.getRandom = function (startIndex, length) { - if (typeof startIndex === "undefined") { startIndex = 0; } - if (typeof length === "undefined") { length = 0; } - if(length == 0) { - length = this.length; - } - return this.game.math.getRandom(this.members, startIndex, length); - }; - Group.prototype.clear = function () { - this.length = this.members.length = 0; - }; - Group.prototype.kill = function () { - this._i = 0; - while(this._i < this.length) { - this._member = this.members[this._i++]; - if((this._member != null) && this._member.exists) { - this._member.kill(); - } - } - }; - return Group; - })(); - Phaser.Group = Group; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - var Camera = (function () { - function Camera(game, id, x, y, width, height) { - this._target = null; - this.worldBounds = null; - this.modified = false; - this.deadzone = null; - this.visible = true; - this.z = -1; - this.game = game; - this.ID = id; - this.z = id; - width = this.game.math.clamp(width, this.game.stage.width, 1); - height = this.game.math.clamp(height, this.game.stage.height, 1); - this.worldView = new Phaser.Rectangle(0, 0, width, height); - this.screenView = new Phaser.Rectangle(x, y, width, height); - this.plugins = new Phaser.PluginManager(this.game, this); - this.transform = new Phaser.Components.TransformManager(this); - this.texture = new Phaser.Display.Texture(this); - this._canvas = document.createElement('canvas'); - this._canvas.width = width; - this._canvas.height = height; - this._renderLocal = true; - this.texture.canvas = this._canvas; - this.texture.context = this.texture.canvas.getContext('2d'); - this.texture.backgroundColor = this.game.stage.backgroundColor; - this.scale = this.transform.scale; - this.alpha = this.texture.alpha; - this.origin = this.transform.origin; - this.crop = this.texture.crop; - } - Object.defineProperty(Camera.prototype, "alpha", { - get: function () { - return this.texture.alpha; - }, - set: function (value) { - this.texture.alpha = value; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Camera.prototype, "directToStage", { - set: function (value) { - if(value) { - this._renderLocal = false; - this.texture.canvas = this.game.stage.canvas; - Phaser.CanvasUtils.setBackgroundColor(this.texture.canvas, this.game.stage.backgroundColor); - } else { - this._renderLocal = true; - this.texture.canvas = this._canvas; - Phaser.CanvasUtils.setBackgroundColor(this.texture.canvas, this.texture.backgroundColor); - } - this.texture.context = this.texture.canvas.getContext('2d'); - }, - enumerable: true, - configurable: true - }); - Camera.prototype.hide = function (object) { - object.texture.hideFromCamera(this); - }; - Camera.prototype.isHidden = function (object) { - return object.texture.isHidden(this); - }; - Camera.prototype.show = function (object) { - object.texture.showToCamera(this); - }; - Camera.prototype.follow = function (target, style) { - if (typeof style === "undefined") { style = Phaser.Types.CAMERA_FOLLOW_LOCKON; } - this._target = target; - var helper; - switch(style) { - case Phaser.Types.CAMERA_FOLLOW_PLATFORMER: - var w = this.width / 8; - var h = this.height / 3; - this.deadzone = new Phaser.Rectangle((this.width - w) / 2, (this.height - h) / 2 - h * 0.25, w, h); - break; - case Phaser.Types.CAMERA_FOLLOW_TOPDOWN: - helper = Math.max(this.width, this.height) / 4; - this.deadzone = new Phaser.Rectangle((this.width - helper) / 2, (this.height - helper) / 2, helper, helper); - break; - case Phaser.Types.CAMERA_FOLLOW_TOPDOWN_TIGHT: - helper = Math.max(this.width, this.height) / 8; - this.deadzone = new Phaser.Rectangle((this.width - helper) / 2, (this.height - helper) / 2, helper, helper); - break; - case Phaser.Types.CAMERA_FOLLOW_LOCKON: - default: - this.deadzone = null; - break; - } - }; - Camera.prototype.focusOnXY = function (x, y) { - x += (x > 0) ? 0.0000001 : -0.0000001; - y += (y > 0) ? 0.0000001 : -0.0000001; - this.worldView.x = Math.round(x - this.worldView.halfWidth); - this.worldView.y = Math.round(y - this.worldView.halfHeight); - }; - Camera.prototype.focusOn = function (point) { - point.x += (point.x > 0) ? 0.0000001 : -0.0000001; - point.y += (point.y > 0) ? 0.0000001 : -0.0000001; - this.worldView.x = Math.round(point.x - this.worldView.halfWidth); - this.worldView.y = Math.round(point.y - this.worldView.halfHeight); - }; - Camera.prototype.setBounds = function (x, y, width, height) { - if (typeof x === "undefined") { x = 0; } - if (typeof y === "undefined") { y = 0; } - if (typeof width === "undefined") { width = 0; } - if (typeof height === "undefined") { height = 0; } - if(this.worldBounds == null) { - this.worldBounds = new Phaser.Rectangle(); - } - this.worldBounds.setTo(x, y, width, height); - this.worldView.x = x; - this.worldView.y = y; - this.update(); - }; - Camera.prototype.update = function () { - 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)) { - this.modified = true; - } - this.plugins.preUpdate(); - if(this._target !== null) { - if(this.deadzone == null) { - this.focusOnXY(this._target.x, this._target.y); - } else { - var edge; - var targetX = this._target.x + ((this._target.x > 0) ? 0.0000001 : -0.0000001); - var targetY = this._target.y + ((this._target.y > 0) ? 0.0000001 : -0.0000001); - edge = targetX - this.deadzone.x; - if(this.worldView.x > edge) { - this.worldView.x = edge; - } - edge = targetX + this._target.width - this.deadzone.x - this.deadzone.width; - if(this.worldView.x < edge) { - this.worldView.x = edge; - } - edge = targetY - this.deadzone.y; - if(this.worldView.y > edge) { - this.worldView.y = edge; - } - edge = targetY + this._target.height - this.deadzone.y - this.deadzone.height; - if(this.worldView.y < edge) { - this.worldView.y = edge; - } - } - } - if(this.worldBounds !== null) { - if(this.worldView.x < this.worldBounds.left) { - this.worldView.x = this.worldBounds.left; - } - if(this.worldView.x > this.worldBounds.right - this.width) { - this.worldView.x = (this.worldBounds.right - this.width) + 1; - } - if(this.worldView.y < this.worldBounds.top) { - this.worldView.y = this.worldBounds.top; - } - if(this.worldView.y > this.worldBounds.bottom - this.height) { - this.worldView.y = (this.worldBounds.bottom - this.height) + 1; - } - } - this.worldView.floor(); - this.plugins.update(); - }; - Camera.prototype.postUpdate = function () { - if(this.modified == true && this.transform.scale.equals(1) && this.transform.skew.equals(0) && this.transform.rotation == 0 && this.transform.rotationOffset == 0 && this.texture.flippedX == false && this.texture.flippedY == false) { - this.modified = false; - } - if(this.worldBounds !== null) { - if(this.worldView.x < this.worldBounds.left) { - this.worldView.x = this.worldBounds.left; - } - if(this.worldView.x > this.worldBounds.right - this.width) { - this.worldView.x = this.worldBounds.right - this.width; - } - if(this.worldView.y < this.worldBounds.top) { - this.worldView.y = this.worldBounds.top; - } - if(this.worldView.y > this.worldBounds.bottom - this.height) { - this.worldView.y = this.worldBounds.bottom - this.height; - } - } - this.worldView.floor(); - this.plugins.postUpdate(); - }; - Camera.prototype.destroy = function () { - this.game.world.cameras.removeCamera(this.ID); - this.plugins.destroy(); - }; - Object.defineProperty(Camera.prototype, "x", { - get: function () { - return this.worldView.x; - }, - set: function (value) { - this.worldView.x = value; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Camera.prototype, "y", { - get: function () { - return this.worldView.y; - }, - set: function (value) { - this.worldView.y = value; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Camera.prototype, "width", { - get: function () { - return this.screenView.width; - }, - set: function (value) { - this.screenView.width = value; - this.worldView.width = value; - if(value !== this.texture.canvas.width) { - this.texture.canvas.width = value; - } - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Camera.prototype, "height", { - get: function () { - return this.screenView.height; - }, - set: function (value) { - this.screenView.height = value; - this.worldView.height = value; - if(value !== this.texture.canvas.height) { - this.texture.canvas.height = value; - } - }, - enumerable: true, - configurable: true - }); - Camera.prototype.setPosition = function (x, y) { - this.screenView.x = x; - this.screenView.y = y; - }; - Camera.prototype.setSize = function (width, height) { - this.screenView.width = width * this.transform.scale.x; - this.screenView.height = height * this.transform.scale.y; - this.worldView.width = width; - this.worldView.height = height; - if(width !== this.texture.canvas.width) { - this.texture.canvas.width = width; - } - if(height !== this.texture.canvas.height) { - this.texture.canvas.height = height; - } - }; - Object.defineProperty(Camera.prototype, "rotation", { - get: function () { - return this.transform.rotation; - }, - set: function (value) { - this.transform.rotation = this.game.math.wrap(value, 360, 0); - }, - enumerable: true, - configurable: true - }); - return Camera; - })(); - Phaser.Camera = Camera; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - var CameraManager = (function () { - function CameraManager(game, x, y, width, height) { - this._sortIndex = ''; - this.game = game; - this._cameras = []; - this._cameraLength = 0; - this.defaultCamera = this.addCamera(x, y, width, height); - this.defaultCamera.directToStage = true; - this.current = this.defaultCamera; - } - CameraManager.prototype.getAll = function () { - return this._cameras; - }; - CameraManager.prototype.update = function () { - for(var i = 0; i < this._cameras.length; i++) { - this._cameras[i].update(); - } - }; - CameraManager.prototype.postUpdate = function () { - for(var i = 0; i < this._cameras.length; i++) { - this._cameras[i].postUpdate(); - } - }; - CameraManager.prototype.addCamera = function (x, y, width, height) { - var newCam = new Phaser.Camera(this.game, this._cameraLength, x, y, width, height); - this._cameraLength = this._cameras.push(newCam); - return newCam; - }; - CameraManager.prototype.removeCamera = function (id) { - for(var c = 0; c < this._cameras.length; c++) { - if(this._cameras[c].ID == id) { - if(this.current.ID === this._cameras[c].ID) { - this.current = null; - } - this._cameras.splice(c, 1); - return true; - } - } - return false; - }; - CameraManager.prototype.swap = function (camera1, camera2, sort) { - if (typeof sort === "undefined") { sort = true; } - if(camera1.ID == camera2.ID) { - return false; - } - var tempZ = camera1.z; - camera1.z = camera2.z; - camera2.z = tempZ; - if(sort) { - this.sort(); - } - return true; - }; - CameraManager.prototype.getCameraUnderPoint = function (x, y) { - for(var c = this._cameraLength - 1; c >= 0; c--) { - if(this._cameras[c].visible && Phaser.RectangleUtils.contains(this._cameras[c].screenView, x, y)) { - return this._cameras[c]; - } - } - return null; - }; - CameraManager.prototype.sort = function (index, order) { - if (typeof index === "undefined") { index = 'z'; } - if (typeof order === "undefined") { order = Phaser.Types.SORT_ASCENDING; } - var _this = this; - this._sortIndex = index; - this._sortOrder = order; - this._cameras.sort(function (a, b) { - return _this.sortHandler(a, b); - }); - }; - CameraManager.prototype.sortHandler = function (obj1, obj2) { - if(obj1[this._sortIndex] < obj2[this._sortIndex]) { - return this._sortOrder; - } else if(obj1[this._sortIndex] > obj2[this._sortIndex]) { - return -this._sortOrder; - } - return 0; - }; - CameraManager.prototype.destroy = function () { - this._cameras.length = 0; - this.current = this.addCamera(0, 0, this.game.stage.width, this.game.stage.height); - }; - return CameraManager; - })(); - Phaser.CameraManager = CameraManager; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - (function (Display) { - var CSS3Filters = (function () { - function CSS3Filters(parent) { - this._blur = 0; - this._grayscale = 0; - this._sepia = 0; - this._brightness = 0; - this._contrast = 0; - this._hueRotate = 0; - this._invert = 0; - this._opacity = 0; - this._saturate = 0; - this.parent = parent; - } - CSS3Filters.prototype.setFilter = function (local, prefix, value, unit) { - this[local] = value; - if(this.parent) { - this.parent.style['-webkit-filter'] = prefix + '(' + value + unit + ')'; - } - }; - Object.defineProperty(CSS3Filters.prototype, "blur", { - get: function () { - return this._blur; - }, - set: function (radius) { - this.setFilter('_blur', 'blur', radius, 'px'); - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(CSS3Filters.prototype, "grayscale", { - get: function () { - return this._grayscale; - }, - set: function (amount) { - this.setFilter('_grayscale', 'grayscale', amount, '%'); - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(CSS3Filters.prototype, "sepia", { - get: function () { - return this._sepia; - }, - set: function (amount) { - this.setFilter('_sepia', 'sepia', amount, '%'); - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(CSS3Filters.prototype, "brightness", { - get: function () { - return this._brightness; - }, - set: function (amount) { - this.setFilter('_brightness', 'brightness', amount, '%'); - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(CSS3Filters.prototype, "contrast", { - get: function () { - return this._contrast; - }, - set: function (amount) { - this.setFilter('_contrast', 'contrast', amount, '%'); - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(CSS3Filters.prototype, "hueRotate", { - get: function () { - return this._hueRotate; - }, - set: function (angle) { - this.setFilter('_hueRotate', 'hue-rotate', angle, 'deg'); - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(CSS3Filters.prototype, "invert", { - get: function () { - return this._invert; - }, - set: function (value) { - this.setFilter('_invert', 'invert', value, '%'); - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(CSS3Filters.prototype, "opacity", { - get: function () { - return this._opacity; - }, - set: function (value) { - this.setFilter('_opacity', 'opacity', value, '%'); - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(CSS3Filters.prototype, "saturate", { - get: function () { - return this._saturate; - }, - set: function (value) { - this.setFilter('_saturate', 'saturate', value, '%'); - }, - enumerable: true, - configurable: true - }); - return CSS3Filters; - })(); - Display.CSS3Filters = CSS3Filters; - })(Phaser.Display || (Phaser.Display = {})); - var Display = Phaser.Display; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - (function (Display) { - var DynamicTexture = (function () { - function DynamicTexture(game, width, height) { - this._sx = 0; - this._sy = 0; - this._sw = 0; - this._sh = 0; - this._dx = 0; - this._dy = 0; - this._dw = 0; - this._dh = 0; - this.globalCompositeOperation = null; - this.game = game; - this.type = Phaser.Types.DYNAMICTEXTURE; - this.canvas = document.createElement('canvas'); - this.canvas.width = width; - this.canvas.height = height; - this.context = this.canvas.getContext('2d'); - this.css3 = new Phaser.Display.CSS3Filters(this.canvas); - this.bounds = new Phaser.Rectangle(0, 0, width, height); - } - DynamicTexture.prototype.getPixel = function (x, y) { - var imageData = this.context.getImageData(x, y, 1, 1); - return Phaser.ColorUtils.getColor(imageData.data[0], imageData.data[1], imageData.data[2]); - }; - DynamicTexture.prototype.getPixel32 = function (x, y) { - var imageData = this.context.getImageData(x, y, 1, 1); - return Phaser.ColorUtils.getColor32(imageData.data[3], imageData.data[0], imageData.data[1], imageData.data[2]); - }; - DynamicTexture.prototype.getPixels = function (rect) { - return this.context.getImageData(rect.x, rect.y, rect.width, rect.height); - }; - DynamicTexture.prototype.setPixel = function (x, y, color) { - this.context.fillStyle = color; - this.context.fillRect(x, y, 1, 1); - }; - DynamicTexture.prototype.setPixel32 = function (x, y, color) { - this.context.fillStyle = color; - this.context.fillRect(x, y, 1, 1); - }; - DynamicTexture.prototype.setPixels = function (rect, input) { - this.context.putImageData(input, rect.x, rect.y); - }; - DynamicTexture.prototype.fillRect = function (rect, color) { - this.context.fillStyle = color; - this.context.fillRect(rect.x, rect.y, rect.width, rect.height); - }; - DynamicTexture.prototype.pasteImage = function (key, frame, destX, destY, destWidth, destHeight) { - if (typeof frame === "undefined") { frame = -1; } - if (typeof destX === "undefined") { destX = 0; } - if (typeof destY === "undefined") { destY = 0; } - if (typeof destWidth === "undefined") { destWidth = null; } - if (typeof destHeight === "undefined") { destHeight = null; } - var texture = null; - var frameData; - this._sx = 0; - this._sy = 0; - this._dx = destX; - this._dy = destY; - if(frame > -1) { - } else { - texture = this.game.cache.getImage(key); - this._sw = texture.width; - this._sh = texture.height; - this._dw = texture.width; - this._dh = texture.height; - } - if(destWidth !== null) { - this._dw = destWidth; - } - if(destHeight !== null) { - this._dh = destHeight; - } - if(texture != null) { - this.context.drawImage(texture, this._sx, this._sy, this._sw, this._sh, this._dx, this._dy, this._dw, this._dh); - } - }; - DynamicTexture.prototype.copyPixels = function (sourceTexture, sourceRect, destPoint) { - if(Phaser.RectangleUtils.equals(sourceRect, this.bounds) == true) { - this.context.drawImage(sourceTexture.canvas, destPoint.x, destPoint.y); - } else { - this.context.putImageData(sourceTexture.getPixels(sourceRect), destPoint.x, destPoint.y); - } - }; - DynamicTexture.prototype.add = function (sprite) { - sprite.texture.canvas = this.canvas; - sprite.texture.context = this.context; - }; - DynamicTexture.prototype.assignCanvasToGameObjects = function (objects) { - for(var i = 0; i < objects.length; i++) { - if(objects[i].texture) { - objects[i].texture.canvas = this.canvas; - objects[i].texture.context = this.context; - } - } - }; - DynamicTexture.prototype.clear = function () { - this.context.clearRect(0, 0, this.bounds.width, this.bounds.height); - }; - DynamicTexture.prototype.render = function (x, y) { - if (typeof x === "undefined") { x = 0; } - if (typeof y === "undefined") { y = 0; } - if(this.globalCompositeOperation) { - this.game.stage.context.save(); - this.game.stage.context.globalCompositeOperation = this.globalCompositeOperation; - } - this.game.stage.context.drawImage(this.canvas, x, y); - if(this.globalCompositeOperation) { - this.game.stage.context.restore(); - } - }; - Object.defineProperty(DynamicTexture.prototype, "width", { - get: function () { - return this.bounds.width; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(DynamicTexture.prototype, "height", { - get: function () { - return this.bounds.height; - }, - enumerable: true, - configurable: true - }); - return DynamicTexture; - })(); - Display.DynamicTexture = DynamicTexture; - })(Phaser.Display || (Phaser.Display = {})); - var Display = Phaser.Display; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - (function (Display) { - var Texture = (function () { - function Texture(parent) { - this.imageTexture = null; - this.dynamicTexture = null; - this.loaded = false; - this.opaque = false; - this.backgroundColor = 'rgb(255,255,255)'; - this.globalCompositeOperation = null; - this.renderRotation = true; - this.flippedX = false; - this.flippedY = false; - this.isDynamic = false; - this.game = parent.game; - this.parent = parent; - this.canvas = parent.game.stage.canvas; - this.context = parent.game.stage.context; - this.alpha = 1; - this.flippedX = false; - this.flippedY = false; - this._width = 16; - this._height = 16; - this.cameraBlacklist = []; - this._blacklist = 0; - } - Texture.prototype.hideFromCamera = function (camera) { - if(this.isHidden(camera) == false) { - this.cameraBlacklist.push(camera.ID); - this._blacklist++; - } - }; - Texture.prototype.isHidden = function (camera) { - if(this._blacklist && this.cameraBlacklist.indexOf(camera.ID) !== -1) { - return true; - } - return false; - }; - Texture.prototype.showToCamera = function (camera) { - if(this.isHidden(camera)) { - this.cameraBlacklist.slice(this.cameraBlacklist.indexOf(camera.ID), 1); - this._blacklist--; - } - }; - Texture.prototype.setTo = function (image, dynamic) { - if (typeof image === "undefined") { image = null; } - if (typeof dynamic === "undefined") { dynamic = null; } - if(dynamic) { - this.isDynamic = true; - this.dynamicTexture = dynamic; - this.texture = this.dynamicTexture.canvas; - } else { - this.isDynamic = false; - this.imageTexture = image; - this.texture = this.imageTexture; - this._width = image.width; - this._height = image.height; - } - this.loaded = true; - return this.parent; - }; - Texture.prototype.loadImage = function (key, clearAnimations, updateBody) { - if (typeof clearAnimations === "undefined") { clearAnimations = true; } - if (typeof updateBody === "undefined") { updateBody = true; } - if(clearAnimations && this.parent['animations'] && this.parent['animations'].frameData !== null) { - this.parent.animations.destroy(); - } - if(this.game.cache.getImage(key) !== null) { - this.setTo(this.game.cache.getImage(key), null); - this.cacheKey = key; - if(this.game.cache.isSpriteSheet(key) && this.parent['animations']) { - this.parent.animations.loadFrameData(this.parent.game.cache.getFrameData(key)); - } else { - if(updateBody && this.parent['body']) { - this.parent.body.bounds.width = this.width; - this.parent.body.bounds.height = this.height; - } - } - } - }; - Texture.prototype.loadDynamicTexture = function (texture) { - if(this.parent.animations.frameData !== null) { - this.parent.animations.destroy(); - } - this.setTo(null, texture); - this.parent.texture.width = this.width; - this.parent.texture.height = this.height; - }; - Object.defineProperty(Texture.prototype, "width", { - get: function () { - if(this.isDynamic) { - return this.dynamicTexture.width; - } else { - return this._width; - } - }, - set: function (value) { - this._width = value; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Texture.prototype, "height", { - get: function () { - if(this.isDynamic) { - return this.dynamicTexture.height; - } else { - return this._height; - } - }, - set: function (value) { - this._height = value; - }, - enumerable: true, - configurable: true - }); - return Texture; - })(); - Display.Texture = Texture; - })(Phaser.Display || (Phaser.Display = {})); - var Display = Phaser.Display; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - (function (Easing) { - var Back = (function () { - function Back() { } - Back.In = function In(k) { - var s = 1.70158; - return k * k * ((s + 1) * k - s); - }; - Back.Out = function Out(k) { - var s = 1.70158; - return --k * k * ((s + 1) * k + s) + 1; - }; - Back.InOut = function InOut(k) { - var s = 1.70158 * 1.525; - if((k *= 2) < 1) { - return 0.5 * (k * k * ((s + 1) * k - s)); - } - return 0.5 * ((k -= 2) * k * ((s + 1) * k + s) + 2); - }; - return Back; - })(); - Easing.Back = Back; - })(Phaser.Easing || (Phaser.Easing = {})); - var Easing = Phaser.Easing; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - (function (Easing) { - var Bounce = (function () { - function Bounce() { } - Bounce.In = function In(k) { - return 1 - Phaser.Easing.Bounce.Out(1 - k); - }; - Bounce.Out = function Out(k) { - if(k < (1 / 2.75)) { - return 7.5625 * k * k; - } else if(k < (2 / 2.75)) { - return 7.5625 * (k -= (1.5 / 2.75)) * k + 0.75; - } else if(k < (2.5 / 2.75)) { - return 7.5625 * (k -= (2.25 / 2.75)) * k + 0.9375; - } else { - return 7.5625 * (k -= (2.625 / 2.75)) * k + 0.984375; - } - }; - Bounce.InOut = function InOut(k) { - if(k < 0.5) { - return Phaser.Easing.Bounce.In(k * 2) * 0.5; - } - return Phaser.Easing.Bounce.Out(k * 2 - 1) * 0.5 + 0.5; - }; - return Bounce; - })(); - Easing.Bounce = Bounce; - })(Phaser.Easing || (Phaser.Easing = {})); - var Easing = Phaser.Easing; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - (function (Easing) { - var Circular = (function () { - function Circular() { } - Circular.In = function In(k) { - return 1 - Math.sqrt(1 - k * k); - }; - Circular.Out = function Out(k) { - return Math.sqrt(1 - (--k * k)); - }; - Circular.InOut = function InOut(k) { - if((k *= 2) < 1) { - return -0.5 * (Math.sqrt(1 - k * k) - 1); - } - return 0.5 * (Math.sqrt(1 - (k -= 2) * k) + 1); - }; - return Circular; - })(); - Easing.Circular = Circular; - })(Phaser.Easing || (Phaser.Easing = {})); - var Easing = Phaser.Easing; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - (function (Easing) { - var Cubic = (function () { - function Cubic() { } - Cubic.In = function In(k) { - return k * k * k; - }; - Cubic.Out = function Out(k) { - return --k * k * k + 1; - }; - Cubic.InOut = function InOut(k) { - if((k *= 2) < 1) { - return 0.5 * k * k * k; - } - return 0.5 * ((k -= 2) * k * k + 2); - }; - return Cubic; - })(); - Easing.Cubic = Cubic; - })(Phaser.Easing || (Phaser.Easing = {})); - var Easing = Phaser.Easing; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - (function (Easing) { - var Elastic = (function () { - function Elastic() { } - Elastic.In = function In(k) { - var s, a = 0.1, p = 0.4; - if(k === 0) { - return 0; - } - if(k === 1) { - return 1; - } - if(!a || a < 1) { - a = 1; - s = p / 4; - } else { - s = p * Math.asin(1 / a) / (2 * Math.PI); - } - return -(a * Math.pow(2, 10 * (k -= 1)) * Math.sin((k - s) * (2 * Math.PI) / p)); - }; - Elastic.Out = function Out(k) { - var s, a = 0.1, p = 0.4; - if(k === 0) { - return 0; - } - if(k === 1) { - return 1; - } - if(!a || a < 1) { - a = 1; - s = p / 4; - } else { - s = p * Math.asin(1 / a) / (2 * Math.PI); - } - return (a * Math.pow(2, -10 * k) * Math.sin((k - s) * (2 * Math.PI) / p) + 1); - }; - Elastic.InOut = function InOut(k) { - var s, a = 0.1, p = 0.4; - if(k === 0) { - return 0; - } - if(k === 1) { - return 1; - } - if(!a || a < 1) { - a = 1; - s = p / 4; - } else { - s = p * Math.asin(1 / a) / (2 * Math.PI); - } - if((k *= 2) < 1) { - return -0.5 * (a * Math.pow(2, 10 * (k -= 1)) * Math.sin((k - s) * (2 * Math.PI) / p)); - } - return a * Math.pow(2, -10 * (k -= 1)) * Math.sin((k - s) * (2 * Math.PI) / p) * 0.5 + 1; - }; - return Elastic; - })(); - Easing.Elastic = Elastic; - })(Phaser.Easing || (Phaser.Easing = {})); - var Easing = Phaser.Easing; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - (function (Easing) { - var Exponential = (function () { - function Exponential() { } - Exponential.In = function In(k) { - return k === 0 ? 0 : Math.pow(1024, k - 1); - }; - Exponential.Out = function Out(k) { - return k === 1 ? 1 : 1 - Math.pow(2, -10 * k); - }; - Exponential.InOut = function InOut(k) { - if(k === 0) { - return 0; - } - if(k === 1) { - return 1; - } - if((k *= 2) < 1) { - return 0.5 * Math.pow(1024, k - 1); - } - return 0.5 * (-Math.pow(2, -10 * (k - 1)) + 2); - }; - return Exponential; - })(); - Easing.Exponential = Exponential; - })(Phaser.Easing || (Phaser.Easing = {})); - var Easing = Phaser.Easing; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - (function (Easing) { - var Linear = (function () { - function Linear() { } - Linear.None = function None(k) { - return k; - }; - return Linear; - })(); - Easing.Linear = Linear; - })(Phaser.Easing || (Phaser.Easing = {})); - var Easing = Phaser.Easing; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - (function (Easing) { - var Quadratic = (function () { - function Quadratic() { } - Quadratic.In = function In(k) { - return k * k; - }; - Quadratic.Out = function Out(k) { - return k * (2 - k); - }; - Quadratic.InOut = function InOut(k) { - if((k *= 2) < 1) { - return 0.5 * k * k; - } - return -0.5 * (--k * (k - 2) - 1); - }; - return Quadratic; - })(); - Easing.Quadratic = Quadratic; - })(Phaser.Easing || (Phaser.Easing = {})); - var Easing = Phaser.Easing; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - (function (Easing) { - var Quartic = (function () { - function Quartic() { } - Quartic.In = function In(k) { - return k * k * k * k; - }; - Quartic.Out = function Out(k) { - return 1 - (--k * k * k * k); - }; - Quartic.InOut = function InOut(k) { - if((k *= 2) < 1) { - return 0.5 * k * k * k * k; - } - return -0.5 * ((k -= 2) * k * k * k - 2); - }; - return Quartic; - })(); - Easing.Quartic = Quartic; - })(Phaser.Easing || (Phaser.Easing = {})); - var Easing = Phaser.Easing; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - (function (Easing) { - var Quintic = (function () { - function Quintic() { } - Quintic.In = function In(k) { - return k * k * k * k * k; - }; - Quintic.Out = function Out(k) { - return --k * k * k * k * k + 1; - }; - Quintic.InOut = function InOut(k) { - if((k *= 2) < 1) { - return 0.5 * k * k * k * k * k; - } - return 0.5 * ((k -= 2) * k * k * k * k + 2); - }; - return Quintic; - })(); - Easing.Quintic = Quintic; - })(Phaser.Easing || (Phaser.Easing = {})); - var Easing = Phaser.Easing; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - (function (Easing) { - var Sinusoidal = (function () { - function Sinusoidal() { } - Sinusoidal.In = function In(k) { - return 1 - Math.cos(k * Math.PI / 2); - }; - Sinusoidal.Out = function Out(k) { - return Math.sin(k * Math.PI / 2); - }; - Sinusoidal.InOut = function InOut(k) { - return 0.5 * (1 - Math.cos(Math.PI * k)); - }; - return Sinusoidal; - })(); - Easing.Sinusoidal = Sinusoidal; - })(Phaser.Easing || (Phaser.Easing = {})); - var Easing = Phaser.Easing; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - var Tween = (function () { - function Tween(object, game) { - this._object = null; - this._pausedTime = 0; - this._valuesStart = { - }; - this._valuesEnd = { - }; - this._duration = 1000; - this._delayTime = 0; - this._startTime = null; - this._loop = false; - this._yoyo = false; - this._yoyoCount = 0; - this._chainedTweens = []; - this.isRunning = false; - this._object = object; - this.game = game; - this._manager = this.game.tweens; - this._interpolationFunction = this.game.math.linearInterpolation; - this._easingFunction = Phaser.Easing.Linear.None; - this._chainedTweens = []; - this.onStart = new Phaser.Signal(); - this.onUpdate = new Phaser.Signal(); - this.onComplete = new Phaser.Signal(); - } - Tween.prototype.to = function (properties, duration, ease, autoStart, delay, loop, yoyo) { - if (typeof duration === "undefined") { duration = 1000; } - if (typeof ease === "undefined") { ease = null; } - if (typeof autoStart === "undefined") { autoStart = false; } - if (typeof delay === "undefined") { delay = 0; } - if (typeof loop === "undefined") { loop = false; } - if (typeof yoyo === "undefined") { yoyo = false; } - this._duration = duration; - this._valuesEnd = properties; - if(ease !== null) { - this._easingFunction = ease; - } - if(delay > 0) { - this._delayTime = delay; - } - this._loop = loop; - this._yoyo = yoyo; - this._yoyoCount = 0; - if(autoStart === true) { - return this.start(); - } else { - return this; - } - }; - Tween.prototype.loop = function (value) { - this._loop = value; - return this; - }; - Tween.prototype.yoyo = function (value) { - this._yoyo = value; - this._yoyoCount = 0; - return this; - }; - Tween.prototype.start = function (looped) { - if (typeof looped === "undefined") { looped = false; } - if(this.game === null || this._object === null) { - return; - } - if(looped == false) { - this._manager.add(this); - this.onStart.dispatch(this._object); - } - this._startTime = this.game.time.now + this._delayTime; - this.isRunning = true; - for(var property in this._valuesEnd) { - if(this._object[property] === null || !(property in this._object)) { - throw Error('Phaser.Tween interpolation of null value of non-existing property'); - continue; - } - if(this._valuesEnd[property] instanceof Array) { - if(this._valuesEnd[property].length === 0) { - continue; - } - this._valuesEnd[property] = [ - this._object[property] - ].concat(this._valuesEnd[property]); - } - if(looped == false) { - this._valuesStart[property] = this._object[property]; - } - } - return this; - }; - Tween.prototype.reverse = function () { - var tempObj = { - }; - for(var property in this._valuesStart) { - tempObj[property] = this._valuesStart[property]; - this._valuesStart[property] = this._valuesEnd[property]; - this._valuesEnd[property] = tempObj[property]; - } - this._yoyoCount++; - return this.start(true); - }; - Tween.prototype.reset = function () { - for(var property in this._valuesStart) { - this._object[property] = this._valuesStart[property]; - } - return this.start(true); - }; - Tween.prototype.clear = function () { - this._chainedTweens = []; - this.onStart.removeAll(); - this.onUpdate.removeAll(); - this.onComplete.removeAll(); - return this; - }; - Tween.prototype.stop = function () { - if(this._manager !== null) { - this._manager.remove(this); - } - this.isRunning = false; - this.onComplete.dispose(); - return this; - }; - Object.defineProperty(Tween.prototype, "parent", { - set: function (value) { - this.game = value; - this._manager = this.game.tweens; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Tween.prototype, "delay", { - get: function () { - return this._delayTime; - }, - set: function (amount) { - this._delayTime = amount; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Tween.prototype, "easing", { - get: function () { - return this._easingFunction; - }, - set: function (easing) { - this._easingFunction = easing; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Tween.prototype, "interpolation", { - get: function () { - return this._interpolationFunction; - }, - set: function (interpolation) { - this._interpolationFunction = interpolation; - }, - enumerable: true, - configurable: true - }); - Tween.prototype.chain = function (tween) { - this._chainedTweens.push(tween); - return this; - }; - Tween.prototype.pause = function () { - this._paused = true; - }; - Tween.prototype.resume = function () { - this._paused = false; - this._startTime += this.game.time.pauseDuration; - }; - Tween.prototype.update = function (time) { - if(this._paused || time < this._startTime) { - return true; - } - this._tempElapsed = (time - this._startTime) / this._duration; - this._tempElapsed = this._tempElapsed > 1 ? 1 : this._tempElapsed; - this._tempValue = this._easingFunction(this._tempElapsed); - for(var property in this._valuesStart) { - if(this._valuesEnd[property] instanceof Array) { - this._object[property] = this._interpolationFunction(this._valuesEnd[property], this._tempValue); - } else { - this._object[property] = this._valuesStart[property] + (this._valuesEnd[property] - this._valuesStart[property]) * this._tempValue; - } - } - this.onUpdate.dispatch(this._object, this._tempValue); - if(this._tempElapsed == 1) { - if(this._yoyo) { - if(this._yoyoCount == 0) { - this.reverse(); - return true; - } else { - if(this._loop == false) { - this.onComplete.dispatch(this._object); - for(var i = 0; i < this._chainedTweens.length; i++) { - this._chainedTweens[i].start(); - } - return false; - } else { - this._yoyoCount = 0; - this.reverse(); - return true; - } - } - } - if(this._loop) { - this._yoyoCount = 0; - this.reset(); - return true; - } else { - this.onComplete.dispatch(this._object); - for(var i = 0; i < this._chainedTweens.length; i++) { - this._chainedTweens[i].start(); - } - if(this._chainedTweens.length == 0) { - this.isRunning = false; - } - return false; - } - } - return true; - }; - return Tween; - })(); - Phaser.Tween = Tween; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - var TweenManager = (function () { - function TweenManager(game) { - this.game = game; - this._tweens = []; - this.game.onPause.add(this.pauseAll, this); - this.game.onResume.add(this.resumeAll, this); - } - TweenManager.prototype.getAll = function () { - return this._tweens; - }; - TweenManager.prototype.removeAll = function () { - this._tweens.length = 0; - }; - TweenManager.prototype.create = function (object, localReference) { - if (typeof localReference === "undefined") { localReference = false; } - if(localReference) { - object['tween'] = new Phaser.Tween(object, this.game); - return object['tween']; - } else { - return new Phaser.Tween(object, this.game); - } - }; - TweenManager.prototype.add = function (tween) { - tween.parent = this.game; - this._tweens.push(tween); - return tween; - }; - TweenManager.prototype.remove = function (tween) { - var i = this._tweens.indexOf(tween); - if(i !== -1) { - this._tweens.splice(i, 1); - } - }; - TweenManager.prototype.update = function () { - if(this._tweens.length === 0) { - return false; - } - var i = 0; - var numTweens = this._tweens.length; - while(i < numTweens) { - if(this._tweens[i].update(this.game.time.now)) { - i++; - } else { - this._tweens.splice(i, 1); - numTweens--; - } - } - return true; - }; - TweenManager.prototype.pauseAll = function () { - if(this._tweens.length === 0) { - return false; - } - var i = 0; - var numTweens = this._tweens.length; - while(i < numTweens) { - this._tweens[i].pause(); - i++; - } - }; - TweenManager.prototype.resumeAll = function () { - if(this._tweens.length === 0) { - return false; - } - var i = 0; - var numTweens = this._tweens.length; - while(i < numTweens) { - this._tweens[i].resume(); - i++; - } - }; - return TweenManager; - })(); - Phaser.TweenManager = TweenManager; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - var TimeManager = (function () { - function TimeManager(game) { - this.physicsElapsed = 0; - this.time = 0; - this.pausedTime = 0; - this.now = 0; - this.delta = 0; - this.fps = 0; - this.fpsMin = 1000; - this.fpsMax = 0; - this.msMin = 1000; - this.msMax = 0; - this.frames = 0; - this._timeLastSecond = 0; - this.pauseDuration = 0; - this._pauseStarted = 0; - this.game = game; - this._started = 0; - this._timeLastSecond = this._started; - this.time = this._started; - this.game.onPause.add(this.gamePaused, this); - this.game.onResume.add(this.gameResumed, this); - } - Object.defineProperty(TimeManager.prototype, "totalElapsedSeconds", { - get: function () { - return (this.now - this._started) * 0.001; - }, - enumerable: true, - configurable: true - }); - TimeManager.prototype.update = function (raf) { - this.now = raf; - this.delta = this.now - this.time; - this.msMin = Math.min(this.msMin, this.delta); - this.msMax = Math.max(this.msMax, this.delta); - this.frames++; - if(this.now > this._timeLastSecond + 1000) { - this.fps = Math.round((this.frames * 1000) / (this.now - this._timeLastSecond)); - this.fpsMin = Math.min(this.fpsMin, this.fps); - this.fpsMax = Math.max(this.fpsMax, this.fps); - this._timeLastSecond = this.now; - this.frames = 0; - } - this.time = this.now; - this.physicsElapsed = 1.0 * (this.delta / 1000); - if(this.game.paused) { - this.pausedTime = this.now - this._pauseStarted; - } - }; - TimeManager.prototype.gamePaused = function () { - this._pauseStarted = this.now; - }; - TimeManager.prototype.gameResumed = function () { - this.delta = 0; - this.physicsElapsed = 0; - this.time = Date.now(); - this.pauseDuration = this.pausedTime; - }; - TimeManager.prototype.elapsedSince = function (since) { - return this.now - since; - }; - TimeManager.prototype.elapsedSecondsSince = function (since) { - return (this.now - since) * 0.001; - }; - TimeManager.prototype.reset = function () { - this._started = this.now; - }; - return TimeManager; - })(); - Phaser.TimeManager = TimeManager; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - var Net = (function () { - function Net(game) { - this.game = game; - } - Net.prototype.checkDomainName = function (domain) { - return window.location.hostname.indexOf(domain) !== -1; - }; - Net.prototype.updateQueryString = function (key, value, redirect, url) { - if (typeof redirect === "undefined") { redirect = false; } - if (typeof url === "undefined") { url = ''; } - if(url == '') { - url = window.location.href; - } - var output = ''; - var re = new RegExp("([?|&])" + key + "=.*?(&|#|$)(.*)", "gi"); - if(re.test(url)) { - if(typeof value !== 'undefined' && value !== null) { - output = url.replace(re, '$1' + key + "=" + value + '$2$3'); - } else { - output = url.replace(re, '$1$3').replace(/(&|\?)$/, ''); - } - } else { - if(typeof value !== 'undefined' && value !== null) { - var separator = url.indexOf('?') !== -1 ? '&' : '?'; - var hash = url.split('#'); - url = hash[0] + separator + key + '=' + value; - if(hash[1]) { - url += '#' + hash[1]; - } - output = url; - } else { - output = url; - } - } - if(redirect) { - window.location.href = output; - } else { - return output; - } - }; - Net.prototype.getQueryString = function (parameter) { - if (typeof parameter === "undefined") { parameter = ''; } - var output = { - }; - var keyValues = location.search.substring(1).split('&'); - for(var i in keyValues) { - var key = keyValues[i].split('='); - if(key.length > 1) { - if(parameter && parameter == this.decodeURI(key[0])) { - return this.decodeURI(key[1]); - } else { - output[this.decodeURI(key[0])] = this.decodeURI(key[1]); - } - } - } - return output; - }; - Net.prototype.decodeURI = function (value) { - return decodeURIComponent(value.replace(/\+/g, " ")); - }; - return Net; - })(); - Phaser.Net = Net; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - var Keyboard = (function () { - function Keyboard(game) { - this._keys = { - }; - this._capture = { - }; - this.disabled = false; - this.game = game; - } - Keyboard.prototype.start = function () { - var _this = this; - this._onKeyDown = function (event) { - return _this.onKeyDown(event); - }; - this._onKeyUp = function (event) { - return _this.onKeyUp(event); - }; - document.body.addEventListener('keydown', this._onKeyDown, false); - document.body.addEventListener('keyup', this._onKeyUp, false); - }; - Keyboard.prototype.stop = function () { - document.body.removeEventListener('keydown', this._onKeyDown); - document.body.removeEventListener('keyup', this._onKeyUp); - }; - Keyboard.prototype.addKeyCapture = function (keycode) { - if(typeof keycode === 'object') { - for(var i = 0; i < keycode.length; i++) { - this._capture[keycode[i]] = true; - } - } else { - this._capture[keycode] = true; - } - }; - Keyboard.prototype.removeKeyCapture = function (keycode) { - delete this._capture[keycode]; - }; - Keyboard.prototype.clearCaptures = function () { - this._capture = { - }; - }; - Keyboard.prototype.onKeyDown = function (event) { - if(this.game.input.disabled || this.disabled) { - return; - } - if(this._capture[event.keyCode]) { - event.preventDefault(); - } - if(!this._keys[event.keyCode]) { - this._keys[event.keyCode] = { - isDown: true, - timeDown: this.game.time.now, - timeUp: 0 - }; - } else { - this._keys[event.keyCode].isDown = true; - this._keys[event.keyCode].timeDown = this.game.time.now; - } - }; - Keyboard.prototype.onKeyUp = function (event) { - if(this.game.input.disabled || this.disabled) { - return; - } - if(this._capture[event.keyCode]) { - event.preventDefault(); - } - if(!this._keys[event.keyCode]) { - this._keys[event.keyCode] = { - isDown: false, - timeDown: 0, - timeUp: this.game.time.now - }; - } else { - this._keys[event.keyCode].isDown = false; - this._keys[event.keyCode].timeUp = this.game.time.now; - } - }; - Keyboard.prototype.reset = function () { - for(var key in this._keys) { - this._keys[key].isDown = false; - } - }; - Keyboard.prototype.justPressed = function (keycode, duration) { - if (typeof duration === "undefined") { duration = 250; } - if(this._keys[keycode] && this._keys[keycode].isDown === true && (this.game.time.now - this._keys[keycode].timeDown < duration)) { - return true; - } else { - return false; - } - }; - Keyboard.prototype.justReleased = function (keycode, duration) { - if (typeof duration === "undefined") { duration = 250; } - if(this._keys[keycode] && this._keys[keycode].isDown === false && (this.game.time.now - this._keys[keycode].timeUp < duration)) { - return true; - } else { - return false; - } - }; - Keyboard.prototype.isDown = function (keycode) { - if(this._keys[keycode]) { - return this._keys[keycode].isDown; - } else { - return false; - } - }; - Keyboard.A = "A".charCodeAt(0); - Keyboard.B = "B".charCodeAt(0); - Keyboard.C = "C".charCodeAt(0); - Keyboard.D = "D".charCodeAt(0); - Keyboard.E = "E".charCodeAt(0); - Keyboard.F = "F".charCodeAt(0); - Keyboard.G = "G".charCodeAt(0); - Keyboard.H = "H".charCodeAt(0); - Keyboard.I = "I".charCodeAt(0); - Keyboard.J = "J".charCodeAt(0); - Keyboard.K = "K".charCodeAt(0); - Keyboard.L = "L".charCodeAt(0); - Keyboard.M = "M".charCodeAt(0); - Keyboard.N = "N".charCodeAt(0); - Keyboard.O = "O".charCodeAt(0); - Keyboard.P = "P".charCodeAt(0); - Keyboard.Q = "Q".charCodeAt(0); - Keyboard.R = "R".charCodeAt(0); - Keyboard.S = "S".charCodeAt(0); - Keyboard.T = "T".charCodeAt(0); - Keyboard.U = "U".charCodeAt(0); - Keyboard.V = "V".charCodeAt(0); - Keyboard.W = "W".charCodeAt(0); - Keyboard.X = "X".charCodeAt(0); - Keyboard.Y = "Y".charCodeAt(0); - Keyboard.Z = "Z".charCodeAt(0); - Keyboard.ZERO = "0".charCodeAt(0); - Keyboard.ONE = "1".charCodeAt(0); - Keyboard.TWO = "2".charCodeAt(0); - Keyboard.THREE = "3".charCodeAt(0); - Keyboard.FOUR = "4".charCodeAt(0); - Keyboard.FIVE = "5".charCodeAt(0); - Keyboard.SIX = "6".charCodeAt(0); - Keyboard.SEVEN = "7".charCodeAt(0); - Keyboard.EIGHT = "8".charCodeAt(0); - Keyboard.NINE = "9".charCodeAt(0); - Keyboard.NUMPAD_0 = 96; - Keyboard.NUMPAD_1 = 97; - Keyboard.NUMPAD_2 = 98; - Keyboard.NUMPAD_3 = 99; - Keyboard.NUMPAD_4 = 100; - Keyboard.NUMPAD_5 = 101; - Keyboard.NUMPAD_6 = 102; - Keyboard.NUMPAD_7 = 103; - Keyboard.NUMPAD_8 = 104; - Keyboard.NUMPAD_9 = 105; - Keyboard.NUMPAD_MULTIPLY = 106; - Keyboard.NUMPAD_ADD = 107; - Keyboard.NUMPAD_ENTER = 108; - Keyboard.NUMPAD_SUBTRACT = 109; - Keyboard.NUMPAD_DECIMAL = 110; - Keyboard.NUMPAD_DIVIDE = 111; - Keyboard.F1 = 112; - Keyboard.F2 = 113; - Keyboard.F3 = 114; - Keyboard.F4 = 115; - Keyboard.F5 = 116; - Keyboard.F6 = 117; - Keyboard.F7 = 118; - Keyboard.F8 = 119; - Keyboard.F9 = 120; - Keyboard.F10 = 121; - Keyboard.F11 = 122; - Keyboard.F12 = 123; - Keyboard.F13 = 124; - Keyboard.F14 = 125; - Keyboard.F15 = 126; - Keyboard.COLON = 186; - Keyboard.EQUALS = 187; - Keyboard.UNDERSCORE = 189; - Keyboard.QUESTION_MARK = 191; - Keyboard.TILDE = 192; - Keyboard.OPEN_BRACKET = 219; - Keyboard.BACKWARD_SLASH = 220; - Keyboard.CLOSED_BRACKET = 221; - Keyboard.QUOTES = 222; - Keyboard.BACKSPACE = 8; - Keyboard.TAB = 9; - Keyboard.CLEAR = 12; - Keyboard.ENTER = 13; - Keyboard.SHIFT = 16; - Keyboard.CONTROL = 17; - Keyboard.ALT = 18; - Keyboard.CAPS_LOCK = 20; - Keyboard.ESC = 27; - Keyboard.SPACEBAR = 32; - Keyboard.PAGE_UP = 33; - Keyboard.PAGE_DOWN = 34; - Keyboard.END = 35; - Keyboard.HOME = 36; - Keyboard.LEFT = 37; - Keyboard.UP = 38; - Keyboard.RIGHT = 39; - Keyboard.DOWN = 40; - Keyboard.INSERT = 45; - Keyboard.DELETE = 46; - Keyboard.HELP = 47; - Keyboard.NUM_LOCK = 144; - return Keyboard; - })(); - Phaser.Keyboard = Keyboard; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - var Mouse = (function () { - function Mouse(game) { - this.disabled = false; - this.mouseDownCallback = null; - this.mouseMoveCallback = null; - this.mouseUpCallback = null; - this.game = game; - this.callbackContext = this.game; - } - Mouse.LEFT_BUTTON = 0; - Mouse.MIDDLE_BUTTON = 1; - Mouse.RIGHT_BUTTON = 2; - Mouse.prototype.start = function () { - var _this = this; - if(this.game.device.android && this.game.device.chrome == false) { - return; - } - this._onMouseDown = function (event) { - return _this.onMouseDown(event); - }; - this._onMouseMove = function (event) { - return _this.onMouseMove(event); - }; - this._onMouseUp = function (event) { - return _this.onMouseUp(event); - }; - this.game.stage.canvas.addEventListener('mousedown', this._onMouseDown, true); - this.game.stage.canvas.addEventListener('mousemove', this._onMouseMove, true); - this.game.stage.canvas.addEventListener('mouseup', this._onMouseUp, true); - }; - Mouse.prototype.onMouseDown = function (event) { - if(this.mouseDownCallback) { - this.mouseDownCallback.call(this.callbackContext, event); - } - if(this.game.input.disabled || this.disabled) { - return; - } - event['identifier'] = 0; - this.game.input.mousePointer.start(event); - }; - Mouse.prototype.onMouseMove = function (event) { - if(this.mouseMoveCallback) { - this.mouseMoveCallback.call(this.callbackContext, event); - } - if(this.game.input.disabled || this.disabled) { - return; - } - event['identifier'] = 0; - this.game.input.mousePointer.move(event); - }; - Mouse.prototype.onMouseUp = function (event) { - if(this.mouseUpCallback) { - this.mouseUpCallback.call(this.callbackContext, event); - } - if(this.game.input.disabled || this.disabled) { - return; - } - event['identifier'] = 0; - this.game.input.mousePointer.stop(event); - }; - Mouse.prototype.stop = function () { - this.game.stage.canvas.removeEventListener('mousedown', this._onMouseDown); - this.game.stage.canvas.removeEventListener('mousemove', this._onMouseMove); - this.game.stage.canvas.removeEventListener('mouseup', this._onMouseUp); - }; - return Mouse; - })(); - Phaser.Mouse = Mouse; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - var MSPointer = (function () { - function MSPointer(game) { - this.disabled = false; - this.game = game; - } - MSPointer.prototype.start = function () { - var _this = this; - if(this.game.device.mspointer == true) { - this._onMSPointerDown = function (event) { - return _this.onPointerDown(event); - }; - this._onMSPointerMove = function (event) { - return _this.onPointerMove(event); - }; - this._onMSPointerUp = function (event) { - return _this.onPointerUp(event); - }; - this.game.stage.canvas.addEventListener('MSPointerDown', this._onMSPointerDown, false); - this.game.stage.canvas.addEventListener('MSPointerMove', this._onMSPointerMove, false); - this.game.stage.canvas.addEventListener('MSPointerUp', this._onMSPointerUp, false); - } - }; - MSPointer.prototype.onPointerDown = function (event) { - if(this.game.input.disabled || this.disabled) { - return; - } - event.preventDefault(); - event.identifier = event.pointerId; - this.game.input.startPointer(event); - }; - MSPointer.prototype.onPointerMove = function (event) { - if(this.game.input.disabled || this.disabled) { - return; - } - event.preventDefault(); - event.identifier = event.pointerId; - this.game.input.updatePointer(event); - }; - MSPointer.prototype.onPointerUp = function (event) { - if(this.game.input.disabled || this.disabled) { - return; - } - event.preventDefault(); - event.identifier = event.pointerId; - this.game.input.stopPointer(event); - }; - MSPointer.prototype.stop = function () { - if(this.game.device.mspointer == true) { - this.game.stage.canvas.removeEventListener('MSPointerDown', this._onMSPointerDown); - this.game.stage.canvas.removeEventListener('MSPointerMove', this._onMSPointerMove); - this.game.stage.canvas.removeEventListener('MSPointerUp', this._onMSPointerUp); - } - }; - return MSPointer; - })(); - Phaser.MSPointer = MSPointer; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - var Touch = (function () { - function Touch(game) { - this.disabled = false; - this.touchStartCallback = null; - this.touchMoveCallback = null; - this.touchEndCallback = null; - this.touchEnterCallback = null; - this.touchLeaveCallback = null; - this.touchCancelCallback = null; - this.game = game; - this.callbackContext = this.game; - } - Touch.prototype.start = function () { - var _this = this; - if(this.game.device.touch) { - this._onTouchStart = function (event) { - return _this.onTouchStart(event); - }; - this._onTouchMove = function (event) { - return _this.onTouchMove(event); - }; - this._onTouchEnd = function (event) { - return _this.onTouchEnd(event); - }; - this._onTouchEnter = function (event) { - return _this.onTouchEnter(event); - }; - this._onTouchLeave = function (event) { - return _this.onTouchLeave(event); - }; - this._onTouchCancel = function (event) { - return _this.onTouchCancel(event); - }; - this._documentTouchMove = function (event) { - return _this.consumeTouchMove(event); - }; - this.game.stage.canvas.addEventListener('touchstart', this._onTouchStart, false); - this.game.stage.canvas.addEventListener('touchmove', this._onTouchMove, false); - this.game.stage.canvas.addEventListener('touchend', this._onTouchEnd, false); - this.game.stage.canvas.addEventListener('touchenter', this._onTouchEnter, false); - this.game.stage.canvas.addEventListener('touchleave', this._onTouchLeave, false); - this.game.stage.canvas.addEventListener('touchcancel', this._onTouchCancel, false); - document.addEventListener('touchmove', this._documentTouchMove, false); - } - }; - Touch.prototype.consumeTouchMove = function (event) { - event.preventDefault(); - }; - Touch.prototype.onTouchStart = function (event) { - if(this.touchStartCallback) { - this.touchStartCallback.call(this.callbackContext, event); - } - if(this.game.input.disabled || this.disabled) { - return; - } - event.preventDefault(); - for(var i = 0; i < event.changedTouches.length; i++) { - this.game.input.startPointer(event.changedTouches[i]); - } - }; - Touch.prototype.onTouchCancel = function (event) { - if(this.touchCancelCallback) { - this.touchCancelCallback.call(this.callbackContext, event); - } - if(this.game.input.disabled || this.disabled) { - return; - } - event.preventDefault(); - for(var i = 0; i < event.changedTouches.length; i++) { - this.game.input.stopPointer(event.changedTouches[i]); - } - }; - Touch.prototype.onTouchEnter = function (event) { - if(this.touchEnterCallback) { - this.touchEnterCallback.call(this.callbackContext, event); - } - if(this.game.input.disabled || this.disabled) { - return; - } - event.preventDefault(); - for(var i = 0; i < event.changedTouches.length; i++) { - } - }; - Touch.prototype.onTouchLeave = function (event) { - if(this.touchLeaveCallback) { - this.touchLeaveCallback.call(this.callbackContext, event); - } - event.preventDefault(); - for(var i = 0; i < event.changedTouches.length; i++) { - } - }; - Touch.prototype.onTouchMove = function (event) { - if(this.touchMoveCallback) { - this.touchMoveCallback.call(this.callbackContext, event); - } - event.preventDefault(); - for(var i = 0; i < event.changedTouches.length; i++) { - this.game.input.updatePointer(event.changedTouches[i]); - } - }; - Touch.prototype.onTouchEnd = function (event) { - if(this.touchEndCallback) { - this.touchEndCallback.call(this.callbackContext, event); - } - event.preventDefault(); - for(var i = 0; i < event.changedTouches.length; i++) { - this.game.input.stopPointer(event.changedTouches[i]); - } - }; - Touch.prototype.stop = function () { - if(this.game.device.touch) { - this.game.stage.canvas.removeEventListener('touchstart', this._onTouchStart); - this.game.stage.canvas.removeEventListener('touchmove', this._onTouchMove); - this.game.stage.canvas.removeEventListener('touchend', this._onTouchEnd); - this.game.stage.canvas.removeEventListener('touchenter', this._onTouchEnter); - this.game.stage.canvas.removeEventListener('touchleave', this._onTouchLeave); - this.game.stage.canvas.removeEventListener('touchcancel', this._onTouchCancel); - document.removeEventListener('touchmove', this._documentTouchMove); - } - }; - return Touch; - })(); - Phaser.Touch = Touch; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - var Pointer = (function () { - function Pointer(game, id) { - this._holdSent = false; - this._history = []; - this._nextDrop = 0; - this._stateReset = false; - this.positionDown = null; - this.position = null; - this.circle = null; - this.withinGame = false; - this.clientX = -1; - this.clientY = -1; - this.pageX = -1; - this.pageY = -1; - this.screenX = -1; - this.screenY = -1; - this.x = -1; - this.y = -1; - this.isMouse = false; - this.isDown = false; - this.isUp = true; - this.timeDown = 0; - this.timeUp = 0; - this.previousTapTime = 0; - this.totalTouches = 0; - this.msSinceLastClick = Number.MAX_VALUE; - this.targetObject = null; - this.camera = null; - this.game = game; - this.id = id; - this.active = false; - this.position = new Phaser.Vec2(); - this.positionDown = new Phaser.Vec2(); - this.circle = new Phaser.Circle(0, 0, 44); - if(id == 0) { - this.isMouse = true; - } - } - Object.defineProperty(Pointer.prototype, "duration", { - get: function () { - if(this.isUp) { - return -1; - } - return this.game.time.now - this.timeDown; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Pointer.prototype, "worldX", { - get: function () { - if(this.camera) { - return (this.camera.worldView.x - this.camera.screenView.x) + this.x; - } - return null; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Pointer.prototype, "worldY", { - get: function () { - if(this.camera) { - return (this.camera.worldView.y - this.camera.screenView.y) + this.y; - } - return null; - }, - enumerable: true, - configurable: true - }); - Pointer.prototype.start = function (event) { - this.identifier = event.identifier; - this.target = event.target; - if(event.button) { - this.button = event.button; - } - if(this.game.paused == true && this.game.stage.scale.incorrectOrientation == false) { - this.game.stage.resumeGame(); - return this; - } - this._history.length = 0; - this.active = true; - this.withinGame = true; - this.isDown = true; - this.isUp = false; - this.msSinceLastClick = this.game.time.now - this.timeDown; - this.timeDown = this.game.time.now; - this._holdSent = false; - this.move(event); - this.positionDown.setTo(this.x, this.y); - if(this.game.input.multiInputOverride == Phaser.InputManager.MOUSE_OVERRIDES_TOUCH || this.game.input.multiInputOverride == Phaser.InputManager.MOUSE_TOUCH_COMBINE || (this.game.input.multiInputOverride == Phaser.InputManager.TOUCH_OVERRIDES_MOUSE && this.game.input.currentPointers == 0)) { - this.game.input.x = this.x; - this.game.input.y = this.y; - this.game.input.position.setTo(this.x, this.y); - this.game.input.onDown.dispatch(this); - this.game.input.resetSpeed(this.x, this.y); - } - this._stateReset = false; - this.totalTouches++; - if(this.isMouse == false) { - this.game.input.currentPointers++; - } - if(this.targetObject !== null) { - this.targetObject.input._touchedHandler(this); - } - return this; - }; - Pointer.prototype.update = function () { - if(this.active) { - if(this._holdSent == false && this.duration >= this.game.input.holdRate) { - if(this.game.input.multiInputOverride == Phaser.InputManager.MOUSE_OVERRIDES_TOUCH || this.game.input.multiInputOverride == Phaser.InputManager.MOUSE_TOUCH_COMBINE || (this.game.input.multiInputOverride == Phaser.InputManager.TOUCH_OVERRIDES_MOUSE && this.game.input.currentPointers == 0)) { - this.game.input.onHold.dispatch(this); - } - this._holdSent = true; - } - if(this.game.input.recordPointerHistory && this.game.time.now >= this._nextDrop) { - this._nextDrop = this.game.time.now + this.game.input.recordRate; - this._history.push({ - x: this.position.x, - y: this.position.y - }); - if(this._history.length > this.game.input.recordLimit) { - this._history.shift(); - } - } - this.camera = this.game.world.cameras.getCameraUnderPoint(this.x, this.y); - } - }; - Pointer.prototype.move = function (event) { - if(this.game.input.pollLocked) { - return; - } - if(event.button) { - this.button = event.button; - } - this.clientX = event.clientX; - this.clientY = event.clientY; - this.pageX = event.pageX; - this.pageY = event.pageY; - this.screenX = event.screenX; - this.screenY = event.screenY; - this.x = (this.pageX - this.game.stage.offset.x) * this.game.input.scale.x; - this.y = (this.pageY - this.game.stage.offset.y) * this.game.input.scale.y; - this.position.setTo(this.x, this.y); - this.circle.x = this.x; - this.circle.y = this.y; - if(this.game.input.multiInputOverride == Phaser.InputManager.MOUSE_OVERRIDES_TOUCH || this.game.input.multiInputOverride == Phaser.InputManager.MOUSE_TOUCH_COMBINE || (this.game.input.multiInputOverride == Phaser.InputManager.TOUCH_OVERRIDES_MOUSE && this.game.input.currentPointers == 0)) { - this.game.input.activePointer = this; - this.game.input.x = this.x; - this.game.input.y = this.y; - this.game.input.position.setTo(this.game.input.x, this.game.input.y); - this.game.input.circle.x = this.game.input.x; - this.game.input.circle.y = this.game.input.y; - } - if(this.game.paused) { - return this; - } - if(this.targetObject !== null && this.targetObject.input && this.targetObject.input.isDragged == true) { - if(this.targetObject.input.update(this) == false) { - this.targetObject = null; - } - return this; - } - this._highestRenderOrderID = -1; - this._highestRenderObject = -1; - this._highestInputPriorityID = -1; - for(var i = 0; i < this.game.input.totalTrackedObjects; i++) { - if(this.game.input.inputObjects[i] && this.game.input.inputObjects[i].input && this.game.input.inputObjects[i].input.checkPointerOver(this)) { - if(this.game.input.inputObjects[i].input.priorityID > this._highestInputPriorityID || (this.game.input.inputObjects[i].input.priorityID == this._highestInputPriorityID && this.game.input.inputObjects[i].renderOrderID > this._highestRenderOrderID)) { - this._highestRenderOrderID = this.game.input.inputObjects[i].renderOrderID; - this._highestRenderObject = i; - this._highestInputPriorityID = this.game.input.inputObjects[i].input.priorityID; - } - } - } - if(this._highestRenderObject == -1) { - if(this.targetObject !== null) { - this.targetObject.input._pointerOutHandler(this); - this.targetObject = null; - } - } else { - if(this.targetObject == null) { - this.targetObject = this.game.input.inputObjects[this._highestRenderObject]; - this.targetObject.input._pointerOverHandler(this); - } else { - if(this.targetObject == this.game.input.inputObjects[this._highestRenderObject]) { - if(this.targetObject.input.update(this) == false) { - this.targetObject = null; - } - } else { - this.targetObject.input._pointerOutHandler(this); - this.targetObject = this.game.input.inputObjects[this._highestRenderObject]; - this.targetObject.input._pointerOverHandler(this); - } - } - } - return this; - }; - Pointer.prototype.leave = function (event) { - this.withinGame = false; - this.move(event); - }; - Pointer.prototype.stop = function (event) { - if(this._stateReset) { - event.preventDefault(); - return; - } - this.timeUp = this.game.time.now; - if(this.game.input.multiInputOverride == Phaser.InputManager.MOUSE_OVERRIDES_TOUCH || this.game.input.multiInputOverride == Phaser.InputManager.MOUSE_TOUCH_COMBINE || (this.game.input.multiInputOverride == Phaser.InputManager.TOUCH_OVERRIDES_MOUSE && this.game.input.currentPointers == 0)) { - this.game.input.onUp.dispatch(this); - if(this.duration >= 0 && this.duration <= this.game.input.tapRate) { - if(this.timeUp - this.previousTapTime < this.game.input.doubleTapRate) { - this.game.input.onTap.dispatch(this, true); - } else { - this.game.input.onTap.dispatch(this, false); - } - this.previousTapTime = this.timeUp; - } - } - if(this.id > 0) { - this.active = false; - } - this.withinGame = false; - this.isDown = false; - this.isUp = true; - if(this.isMouse == false) { - this.game.input.currentPointers--; - } - for(var i = 0; i < this.game.input.totalTrackedObjects; i++) { - if(this.game.input.inputObjects[i] && this.game.input.inputObjects[i].input && this.game.input.inputObjects[i].input.enabled) { - this.game.input.inputObjects[i].input._releasedHandler(this); - } - } - if(this.targetObject) { - this.targetObject.input._releasedHandler(this); - } - this.targetObject = null; - return this; - }; - Pointer.prototype.justPressed = function (duration) { - if (typeof duration === "undefined") { duration = this.game.input.justPressedRate; } - if(this.isDown === true && (this.timeDown + duration) > this.game.time.now) { - return true; - } else { - return false; - } - }; - Pointer.prototype.justReleased = function (duration) { - if (typeof duration === "undefined") { duration = this.game.input.justReleasedRate; } - if(this.isUp === true && (this.timeUp + duration) > this.game.time.now) { - return true; - } else { - return false; - } - }; - Pointer.prototype.reset = function () { - if(this.isMouse == false) { - this.active = false; - } - this.identifier = null; - this.isDown = false; - this.isUp = true; - this.totalTouches = 0; - this._holdSent = false; - this._history.length = 0; - this._stateReset = true; - if(this.targetObject && this.targetObject.input) { - this.targetObject.input._releasedHandler(this); - } - this.targetObject = null; - }; - Pointer.prototype.toString = function () { - return "[{Pointer (id=" + this.id + " identifer=" + this.identifier + " active=" + this.active + " duration=" + this.duration + " withinGame=" + this.withinGame + " x=" + this.x + " y=" + this.y + " clientX=" + this.clientX + " clientY=" + this.clientY + " screenX=" + this.screenX + " screenY=" + this.screenY + " pageX=" + this.pageX + " pageY=" + this.pageY + ")}]"; - }; - return Pointer; - })(); - Phaser.Pointer = Pointer; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - (function (Components) { - var InputHandler = (function () { - function InputHandler(parent) { - this.priorityID = 0; - this.indexID = 0; - this.isDragged = false; - this.dragPixelPerfect = false; - this.allowHorizontalDrag = true; - this.allowVerticalDrag = true; - this.bringToTop = false; - this.snapOnDrag = false; - this.snapOnRelease = false; - this.snapX = 0; - this.snapY = 0; - this.draggable = false; - this.boundsRect = null; - this.boundsSprite = null; - this.consumePointerEvent = false; - this.game = parent.game; - this._parent = parent; - this.enabled = false; - } - InputHandler.prototype.pointerX = function (pointer) { - if (typeof pointer === "undefined") { pointer = 0; } - return this._pointerData[pointer].x; - }; - InputHandler.prototype.pointerY = function (pointer) { - if (typeof pointer === "undefined") { pointer = 0; } - return this._pointerData[pointer].y; - }; - InputHandler.prototype.pointerDown = function (pointer) { - if (typeof pointer === "undefined") { pointer = 0; } - return this._pointerData[pointer].isDown; - }; - InputHandler.prototype.pointerUp = function (pointer) { - if (typeof pointer === "undefined") { pointer = 0; } - return this._pointerData[pointer].isUp; - }; - InputHandler.prototype.pointerTimeDown = function (pointer) { - if (typeof pointer === "undefined") { pointer = 0; } - return this._pointerData[pointer].timeDown; - }; - InputHandler.prototype.pointerTimeUp = function (pointer) { - if (typeof pointer === "undefined") { pointer = 0; } - return this._pointerData[pointer].timeUp; - }; - InputHandler.prototype.pointerOver = function (pointer) { - if (typeof pointer === "undefined") { pointer = 0; } - return this._pointerData[pointer].isOver; - }; - InputHandler.prototype.pointerOut = function (pointer) { - if (typeof pointer === "undefined") { pointer = 0; } - return this._pointerData[pointer].isOut; - }; - InputHandler.prototype.pointerTimeOver = function (pointer) { - if (typeof pointer === "undefined") { pointer = 0; } - return this._pointerData[pointer].timeOver; - }; - InputHandler.prototype.pointerTimeOut = function (pointer) { - if (typeof pointer === "undefined") { pointer = 0; } - return this._pointerData[pointer].timeOut; - }; - InputHandler.prototype.pointerDragged = function (pointer) { - if (typeof pointer === "undefined") { pointer = 0; } - return this._pointerData[pointer].isDragged; - }; - InputHandler.prototype.start = function (priority, checkBody, useHandCursor) { - if (typeof priority === "undefined") { priority = 0; } - if (typeof checkBody === "undefined") { checkBody = false; } - if (typeof useHandCursor === "undefined") { useHandCursor = false; } - if(this.enabled == false) { - this.checkBody = checkBody; - this.useHandCursor = useHandCursor; - this.priorityID = priority; - this._pointerData = []; - for(var i = 0; i < 10; i++) { - this._pointerData.push({ - id: i, - x: 0, - y: 0, - isDown: false, - isUp: false, - isOver: false, - isOut: false, - timeOver: 0, - timeOut: 0, - timeDown: 0, - timeUp: 0, - downDuration: 0, - isDragged: false - }); - } - this.snapOffset = new Phaser.Point(); - this.enabled = true; - this.game.input.addGameObject(this._parent); - if(this._parent.events.onInputOver == null) { - this._parent.events.onInputOver = new Phaser.Signal(); - this._parent.events.onInputOut = new Phaser.Signal(); - this._parent.events.onInputDown = new Phaser.Signal(); - this._parent.events.onInputUp = new Phaser.Signal(); - this._parent.events.onDragStart = new Phaser.Signal(); - this._parent.events.onDragStop = new Phaser.Signal(); - } - } - return this._parent; - }; - InputHandler.prototype.reset = function () { - this.enabled = false; - for(var i = 0; i < 10; i++) { - this._pointerData[i] = { - id: i, - x: 0, - y: 0, - isDown: false, - isUp: false, - isOver: false, - isOut: false, - timeOver: 0, - timeOut: 0, - timeDown: 0, - timeUp: 0, - downDuration: 0, - isDragged: false - }; - } - }; - InputHandler.prototype.stop = function () { - if(this.enabled == false) { - return; - } else { - this.enabled = false; - this.game.input.removeGameObject(this.indexID); - } - }; - InputHandler.prototype.destroy = function () { - if(this.enabled) { - this.enabled = false; - this.game.input.removeGameObject(this.indexID); - } - }; - InputHandler.prototype.checkPointerOver = function (pointer) { - if(this.enabled == false || this._parent.visible == false) { - return false; - } else { - return Phaser.SpriteUtils.overlapsPointer(this._parent, pointer); - } - }; - InputHandler.prototype.update = function (pointer) { - if(this.enabled == false || this._parent.visible == false) { - this._pointerOutHandler(pointer); - return false; - } - if(this.draggable && this._draggedPointerID == pointer.id) { - return this.updateDrag(pointer); - } else if(this._pointerData[pointer.id].isOver == true) { - if(Phaser.SpriteUtils.overlapsPointer(this._parent, pointer)) { - this._pointerData[pointer.id].x = pointer.x - this._parent.x; - this._pointerData[pointer.id].y = pointer.y - this._parent.y; - return true; - } else { - this._pointerOutHandler(pointer); - return false; - } - } - }; - InputHandler.prototype._pointerOverHandler = function (pointer) { - if(this._pointerData[pointer.id].isOver == false) { - this._pointerData[pointer.id].isOver = true; - this._pointerData[pointer.id].isOut = false; - this._pointerData[pointer.id].timeOver = this.game.time.now; - this._pointerData[pointer.id].x = pointer.x - this._parent.x; - this._pointerData[pointer.id].y = pointer.y - this._parent.y; - if(this.useHandCursor && this._pointerData[pointer.id].isDragged == false) { - this.game.stage.canvas.style.cursor = "pointer"; - } - this._parent.events.onInputOver.dispatch(this._parent, pointer); - } - }; - InputHandler.prototype._pointerOutHandler = function (pointer) { - this._pointerData[pointer.id].isOver = false; - this._pointerData[pointer.id].isOut = true; - this._pointerData[pointer.id].timeOut = this.game.time.now; - if(this.useHandCursor && this._pointerData[pointer.id].isDragged == false) { - this.game.stage.canvas.style.cursor = "default"; - } - this._parent.events.onInputOut.dispatch(this._parent, pointer); - }; - InputHandler.prototype._touchedHandler = function (pointer) { - if(this._pointerData[pointer.id].isDown == false && this._pointerData[pointer.id].isOver == true) { - this._pointerData[pointer.id].isDown = true; - this._pointerData[pointer.id].isUp = false; - this._pointerData[pointer.id].timeDown = this.game.time.now; - this._parent.events.onInputDown.dispatch(this._parent, pointer); - if(this.draggable && this.isDragged == false) { - this.startDrag(pointer); - } - if(this.bringToTop) { - this._parent.bringToTop(); - } - } - return this.consumePointerEvent; - }; - InputHandler.prototype._releasedHandler = function (pointer) { - if(this._pointerData[pointer.id].isDown && pointer.isUp) { - this._pointerData[pointer.id].isDown = false; - this._pointerData[pointer.id].isUp = true; - this._pointerData[pointer.id].timeUp = this.game.time.now; - this._pointerData[pointer.id].downDuration = this._pointerData[pointer.id].timeUp - this._pointerData[pointer.id].timeDown; - if(Phaser.SpriteUtils.overlapsPointer(this._parent, pointer)) { - this._parent.events.onInputUp.dispatch(this._parent, pointer); - } else { - if(this.useHandCursor) { - this.game.stage.canvas.style.cursor = "default"; - } - } - if(this.draggable && this.isDragged && this._draggedPointerID == pointer.id) { - this.stopDrag(pointer); - } - } - }; - InputHandler.prototype.updateDrag = function (pointer) { - if(pointer.isUp) { - this.stopDrag(pointer); - return false; - } - if(this.allowHorizontalDrag) { - this._parent.x = pointer.x + this._dragPoint.x + this.dragOffset.x; - } - if(this.allowVerticalDrag) { - this._parent.y = pointer.y + this._dragPoint.y + this.dragOffset.y; - } - if(this.boundsRect) { - this.checkBoundsRect(); - } - if(this.boundsSprite) { - this.checkBoundsSprite(); - } - if(this.snapOnDrag) { - this._parent.x = Math.floor(this._parent.x / this.snapX) * this.snapX; - this._parent.y = Math.floor(this._parent.y / this.snapY) * this.snapY; - } - return true; - }; - InputHandler.prototype.justOver = function (pointer, delay) { - if (typeof pointer === "undefined") { pointer = 0; } - if (typeof delay === "undefined") { delay = 500; } - return (this._pointerData[pointer].isOver && this.overDuration(pointer) < delay); - }; - InputHandler.prototype.justOut = function (pointer, delay) { - if (typeof pointer === "undefined") { pointer = 0; } - if (typeof delay === "undefined") { delay = 500; } - return (this._pointerData[pointer].isOut && (this.game.time.now - this._pointerData[pointer].timeOut < delay)); - }; - InputHandler.prototype.justPressed = function (pointer, delay) { - if (typeof pointer === "undefined") { pointer = 0; } - if (typeof delay === "undefined") { delay = 500; } - return (this._pointerData[pointer].isDown && this.downDuration(pointer) < delay); - }; - InputHandler.prototype.justReleased = function (pointer, delay) { - if (typeof pointer === "undefined") { pointer = 0; } - if (typeof delay === "undefined") { delay = 500; } - return (this._pointerData[pointer].isUp && (this.game.time.now - this._pointerData[pointer].timeUp < delay)); - }; - InputHandler.prototype.overDuration = function (pointer) { - if (typeof pointer === "undefined") { pointer = 0; } - if(this._pointerData[pointer].isOver) { - return this.game.time.now - this._pointerData[pointer].timeOver; - } - return -1; - }; - InputHandler.prototype.downDuration = function (pointer) { - if (typeof pointer === "undefined") { pointer = 0; } - if(this._pointerData[pointer].isDown) { - return this.game.time.now - this._pointerData[pointer].timeDown; - } - return -1; - }; - InputHandler.prototype.enableDrag = function (lockCenter, bringToTop, pixelPerfect, alphaThreshold, boundsRect, boundsSprite) { - if (typeof lockCenter === "undefined") { lockCenter = false; } - if (typeof bringToTop === "undefined") { bringToTop = false; } - if (typeof pixelPerfect === "undefined") { pixelPerfect = false; } - if (typeof alphaThreshold === "undefined") { alphaThreshold = 255; } - if (typeof boundsRect === "undefined") { boundsRect = null; } - if (typeof boundsSprite === "undefined") { boundsSprite = null; } - this._dragPoint = new Phaser.Point(); - this.draggable = true; - this.bringToTop = bringToTop; - this.dragOffset = new Phaser.Point(); - this.dragFromCenter = lockCenter; - this.dragPixelPerfect = pixelPerfect; - this.dragPixelPerfectAlpha = alphaThreshold; - if(boundsRect) { - this.boundsRect = boundsRect; - } - if(boundsSprite) { - this.boundsSprite = boundsSprite; - } - }; - InputHandler.prototype.disableDrag = function () { - if(this._pointerData) { - for(var i = 0; i < 10; i++) { - this._pointerData[i].isDragged = false; - } - } - this.draggable = false; - this.isDragged = false; - this._draggedPointerID = -1; - }; - InputHandler.prototype.startDrag = function (pointer) { - this.isDragged = true; - this._draggedPointerID = pointer.id; - this._pointerData[pointer.id].isDragged = true; - if(this.dragFromCenter) { - this._parent.transform.centerOn(pointer.worldX, pointer.worldY); - this._dragPoint.setTo(this._parent.x - pointer.x, this._parent.y - pointer.y); - } else { - this._dragPoint.setTo(this._parent.x - pointer.x, this._parent.y - pointer.y); - } - this.updateDrag(pointer); - if(this.bringToTop) { - this._parent.bringToTop(); - } - this._parent.events.onDragStart.dispatch(this._parent, pointer); - }; - InputHandler.prototype.stopDrag = function (pointer) { - this.isDragged = false; - this._draggedPointerID = -1; - this._pointerData[pointer.id].isDragged = false; - if(this.snapOnRelease) { - this._parent.x = Math.floor(this._parent.x / this.snapX) * this.snapX; - this._parent.y = Math.floor(this._parent.y / this.snapY) * this.snapY; - } - this._parent.events.onDragStop.dispatch(this._parent, pointer); - this._parent.events.onInputUp.dispatch(this._parent, pointer); - }; - InputHandler.prototype.setDragLock = function (allowHorizontal, allowVertical) { - if (typeof allowHorizontal === "undefined") { allowHorizontal = true; } - if (typeof allowVertical === "undefined") { allowVertical = true; } - this.allowHorizontalDrag = allowHorizontal; - this.allowVerticalDrag = allowVertical; - }; - InputHandler.prototype.enableSnap = function (snapX, snapY, onDrag, onRelease) { - if (typeof onDrag === "undefined") { onDrag = true; } - if (typeof onRelease === "undefined") { onRelease = false; } - this.snapOnDrag = onDrag; - this.snapOnRelease = onRelease; - this.snapX = snapX; - this.snapY = snapY; - }; - InputHandler.prototype.disableSnap = function () { - this.snapOnDrag = false; - this.snapOnRelease = false; - }; - InputHandler.prototype.checkBoundsRect = function () { - if(this._parent.x < this.boundsRect.left) { - this._parent.x = this.boundsRect.x; - } else if((this._parent.x + this._parent.width) > this.boundsRect.right) { - this._parent.x = this.boundsRect.right - this._parent.width; - } - if(this._parent.y < this.boundsRect.top) { - this._parent.y = this.boundsRect.top; - } else if((this._parent.y + this._parent.height) > this.boundsRect.bottom) { - this._parent.y = this.boundsRect.bottom - this._parent.height; - } - }; - InputHandler.prototype.checkBoundsSprite = function () { - if(this._parent.x < this.boundsSprite.x) { - this._parent.x = this.boundsSprite.x; - } else if((this._parent.x + this._parent.width) > (this.boundsSprite.x + this.boundsSprite.width)) { - this._parent.x = (this.boundsSprite.x + this.boundsSprite.width) - this._parent.width; - } - if(this._parent.y < this.boundsSprite.y) { - this._parent.y = this.boundsSprite.y; - } else if((this._parent.y + this._parent.height) > (this.boundsSprite.y + this.boundsSprite.height)) { - this._parent.y = (this.boundsSprite.y + this.boundsSprite.height) - this._parent.height; - } - }; - return InputHandler; - })(); - Components.InputHandler = InputHandler; - })(Phaser.Components || (Phaser.Components = {})); - var Components = Phaser.Components; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - var InputManager = (function () { - function InputManager(game) { - this.pollRate = 0; - this._pollCounter = 0; - this._oldPosition = null; - this._x = 0; - this._y = 0; - this.disabled = false; - this.multiInputOverride = InputManager.MOUSE_TOUCH_COMBINE; - this.position = null; - this.speed = null; - this.circle = null; - this.scale = null; - this.maxPointers = 10; - this.currentPointers = 0; - this.tapRate = 200; - this.doubleTapRate = 300; - this.holdRate = 2000; - this.justPressedRate = 200; - this.justReleasedRate = 200; - this.recordPointerHistory = false; - this.recordRate = 100; - this.recordLimit = 100; - this.pointer3 = null; - this.pointer4 = null; - this.pointer5 = null; - this.pointer6 = null; - this.pointer7 = null; - this.pointer8 = null; - this.pointer9 = null; - this.pointer10 = null; - this.activePointer = null; - this.inputObjects = []; - this.totalTrackedObjects = 0; - this.game = game; - this.mousePointer = new Phaser.Pointer(this.game, 0); - this.pointer1 = new Phaser.Pointer(this.game, 1); - this.pointer2 = new Phaser.Pointer(this.game, 2); - this.mouse = new Phaser.Mouse(this.game); - this.keyboard = new Phaser.Keyboard(this.game); - this.touch = new Phaser.Touch(this.game); - this.mspointer = new Phaser.MSPointer(this.game); - this.onDown = new Phaser.Signal(); - this.onUp = new Phaser.Signal(); - this.onTap = new Phaser.Signal(); - this.onHold = new Phaser.Signal(); - this.scale = new Phaser.Vec2(1, 1); - this.speed = new Phaser.Vec2(); - this.position = new Phaser.Vec2(); - this._oldPosition = new Phaser.Vec2(); - this.circle = new Phaser.Circle(0, 0, 44); - this.activePointer = this.mousePointer; - this.currentPointers = 0; - this.hitCanvas = document.createElement('canvas'); - this.hitCanvas.width = 1; - this.hitCanvas.height = 1; - this.hitContext = this.hitCanvas.getContext('2d'); - } - InputManager.MOUSE_OVERRIDES_TOUCH = 0; - InputManager.TOUCH_OVERRIDES_MOUSE = 1; - InputManager.MOUSE_TOUCH_COMBINE = 2; - Object.defineProperty(InputManager.prototype, "camera", { - get: function () { - return this.activePointer.camera; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(InputManager.prototype, "x", { - get: function () { - return this._x; - }, - set: function (value) { - this._x = Math.floor(value); - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(InputManager.prototype, "y", { - get: function () { - return this._y; - }, - set: function (value) { - this._y = Math.floor(value); - }, - enumerable: true, - configurable: true - }); - InputManager.prototype.addPointer = function () { - var next = 0; - for(var i = 10; i > 0; i--) { - if(this['pointer' + i] === null) { - next = i; - } - } - if(next == 0) { - throw new Error("You can only have 10 Pointer objects"); - return null; - } else { - this['pointer' + next] = new Phaser.Pointer(this.game, next); - return this['pointer' + next]; - } - }; - InputManager.prototype.boot = function () { - this.mouse.start(); - this.keyboard.start(); - this.touch.start(); - this.mspointer.start(); - this.mousePointer.active = true; - }; - InputManager.prototype.addGameObject = function (object) { - for(var i = 0; i < this.inputObjects.length; i++) { - if(this.inputObjects[i] == null) { - this.inputObjects[i] = object; - object.input.indexID = i; - this.totalTrackedObjects++; - return; - } - } - object.input.indexID = this.inputObjects.length; - this.inputObjects.push(object); - this.totalTrackedObjects++; - }; - InputManager.prototype.removeGameObject = function (index) { - if(this.inputObjects[index]) { - this.inputObjects[index] = null; - } - }; - Object.defineProperty(InputManager.prototype, "pollLocked", { - get: function () { - return (this.pollRate > 0 && this._pollCounter < this.pollRate); - }, - enumerable: true, - configurable: true - }); - InputManager.prototype.update = function () { - if(this.pollRate > 0 && this._pollCounter < this.pollRate) { - this._pollCounter++; - return; - } - this.speed.x = this.position.x - this._oldPosition.x; - this.speed.y = this.position.y - this._oldPosition.y; - this._oldPosition.copyFrom(this.position); - this.mousePointer.update(); - this.pointer1.update(); - this.pointer2.update(); - if(this.pointer3) { - this.pointer3.update(); - } - if(this.pointer4) { - this.pointer4.update(); - } - if(this.pointer5) { - this.pointer5.update(); - } - if(this.pointer6) { - this.pointer6.update(); - } - if(this.pointer7) { - this.pointer7.update(); - } - if(this.pointer8) { - this.pointer8.update(); - } - if(this.pointer9) { - this.pointer9.update(); - } - if(this.pointer10) { - this.pointer10.update(); - } - this._pollCounter = 0; - }; - InputManager.prototype.reset = function (hard) { - if (typeof hard === "undefined") { hard = false; } - this.keyboard.reset(); - this.mousePointer.reset(); - for(var i = 1; i <= 10; i++) { - if(this['pointer' + i]) { - this['pointer' + i].reset(); - } - } - this.currentPointers = 0; - this.game.stage.canvas.style.cursor = "default"; - if(hard == true) { - this.onDown.dispose(); - this.onUp.dispose(); - this.onTap.dispose(); - this.onHold.dispose(); - this.onDown = new Phaser.Signal(); - this.onUp = new Phaser.Signal(); - this.onTap = new Phaser.Signal(); - this.onHold = new Phaser.Signal(); - for(var i = 0; i < this.totalTrackedObjects; i++) { - if(this.inputObjects[i] && this.inputObjects[i].input) { - this.inputObjects[i].input.reset(); - } - } - this.inputObjects.length = 0; - this.totalTrackedObjects = 0; - } - this._pollCounter = 0; - }; - InputManager.prototype.resetSpeed = function (x, y) { - this._oldPosition.setTo(x, y); - this.speed.setTo(0, 0); - }; - Object.defineProperty(InputManager.prototype, "totalInactivePointers", { - get: function () { - return 10 - this.currentPointers; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(InputManager.prototype, "totalActivePointers", { - get: function () { - this.currentPointers = 0; - for(var i = 1; i <= 10; i++) { - if(this['pointer' + i] && this['pointer' + i].active) { - this.currentPointers++; - } - } - return this.currentPointers; - }, - enumerable: true, - configurable: true - }); - InputManager.prototype.startPointer = function (event) { - if(this.maxPointers < 10 && this.totalActivePointers == this.maxPointers) { - return null; - } - if(this.pointer1.active == false) { - return this.pointer1.start(event); - } else if(this.pointer2.active == false) { - return this.pointer2.start(event); - } else { - for(var i = 3; i <= 10; i++) { - if(this['pointer' + i] && this['pointer' + i].active == false) { - return this['pointer' + i].start(event); - } - } - } - return null; - }; - InputManager.prototype.updatePointer = function (event) { - if(this.pointer1.active && this.pointer1.identifier == event.identifier) { - return this.pointer1.move(event); - } else if(this.pointer2.active && this.pointer2.identifier == event.identifier) { - return this.pointer2.move(event); - } else { - for(var i = 3; i <= 10; i++) { - if(this['pointer' + i] && this['pointer' + i].active && this['pointer' + i].identifier == event.identifier) { - return this['pointer' + i].move(event); - } - } - } - return null; - }; - InputManager.prototype.stopPointer = function (event) { - if(this.pointer1.active && this.pointer1.identifier == event.identifier) { - return this.pointer1.stop(event); - } else if(this.pointer2.active && this.pointer2.identifier == event.identifier) { - return this.pointer2.stop(event); - } else { - for(var i = 3; i <= 10; i++) { - if(this['pointer' + i] && this['pointer' + i].active && this['pointer' + i].identifier == event.identifier) { - return this['pointer' + i].stop(event); - } - } - } - return null; - }; - InputManager.prototype.getPointer = function (state) { - if (typeof state === "undefined") { state = false; } - if(this.pointer1.active == state) { - return this.pointer1; - } else if(this.pointer2.active == state) { - return this.pointer2; - } else { - for(var i = 3; i <= 10; i++) { - if(this['pointer' + i] && this['pointer' + i].active == state) { - return this['pointer' + i]; - } - } - } - return null; - }; - InputManager.prototype.getPointerFromIdentifier = function (identifier) { - if(this.pointer1.identifier == identifier) { - return this.pointer1; - } else if(this.pointer2.identifier == identifier) { - return this.pointer2; - } else { - for(var i = 3; i <= 10; i++) { - if(this['pointer' + i] && this['pointer' + i].identifier == identifier) { - return this['pointer' + i]; - } - } - } - return null; - }; - Object.defineProperty(InputManager.prototype, "worldX", { - get: function () { - if(this.camera) { - return (this.camera.worldView.x - this.camera.screenView.x) + this.x; - } - return null; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(InputManager.prototype, "worldY", { - get: function () { - if(this.camera) { - return (this.camera.worldView.y - this.camera.screenView.y) + this.y; - } - return null; - }, - enumerable: true, - configurable: true - }); - InputManager.prototype.getDistance = function (pointer1, pointer2) { - return Phaser.Vec2Utils.distance(pointer1.position, pointer2.position); - }; - InputManager.prototype.getAngle = function (pointer1, pointer2) { - return Phaser.Vec2Utils.angle(pointer1.position, pointer2.position); - }; - InputManager.prototype.pixelPerfectCheck = function (sprite, pointer, alpha) { - if (typeof alpha === "undefined") { alpha = 255; } - this.hitContext.clearRect(0, 0, 1, 1); - return true; - }; - return InputManager; - })(); - Phaser.InputManager = InputManager; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - var Device = (function () { - function Device() { - this.patchAndroidClearRectBug = false; - this.desktop = false; - this.iOS = false; - this.android = false; - this.chromeOS = false; - this.linux = false; - this.macOS = false; - this.windows = false; - this.canvas = false; - this.file = false; - this.fileSystem = false; - this.localStorage = false; - this.webGL = false; - this.worker = false; - this.touch = false; - this.mspointer = false; - this.css3D = false; - this.arora = false; - this.chrome = false; - this.epiphany = false; - this.firefox = false; - this.ie = false; - this.ieVersion = 0; - this.mobileSafari = false; - this.midori = false; - this.opera = false; - this.safari = false; - this.webApp = false; - this.audioData = false; - this.webAudio = false; - this.ogg = false; - this.opus = false; - this.mp3 = false; - this.wav = false; - this.m4a = false; - this.webm = false; - this.iPhone = false; - this.iPhone4 = false; - this.iPad = false; - this.pixelRatio = 0; - this._checkAudio(); - this._checkBrowser(); - this._checkCSS3D(); - this._checkDevice(); - this._checkFeatures(); - this._checkOS(); - } - Device.prototype._checkOS = function () { - var ua = navigator.userAgent; - if(/Android/.test(ua)) { - this.android = true; - } else if(/CrOS/.test(ua)) { - this.chromeOS = true; - } else if(/iP[ao]d|iPhone/i.test(ua)) { - this.iOS = true; - } else if(/Linux/.test(ua)) { - this.linux = true; - } else if(/Mac OS/.test(ua)) { - this.macOS = true; - } else if(/Windows/.test(ua)) { - this.windows = true; - } - if(this.windows || this.macOS || this.linux) { - this.desktop = true; - } - }; - Device.prototype._checkFeatures = function () { - this.canvas = !!window['CanvasRenderingContext2D']; - try { - this.localStorage = !!localStorage.getItem; - } catch (error) { - this.localStorage = false; - } - this.file = !!window['File'] && !!window['FileReader'] && !!window['FileList'] && !!window['Blob']; - this.fileSystem = !!window['requestFileSystem']; - this.webGL = !!window['WebGLRenderingContext']; - this.worker = !!window['Worker']; - if('ontouchstart' in document.documentElement || window.navigator.msPointerEnabled) { - this.touch = true; - } - if(window.navigator.msPointerEnabled) { - this.mspointer = true; - } - }; - Device.prototype._checkBrowser = function () { - var ua = navigator.userAgent; - if(/Arora/.test(ua)) { - this.arora = true; - } else if(/Chrome/.test(ua)) { - this.chrome = true; - } else if(/Epiphany/.test(ua)) { - this.epiphany = true; - } else if(/Firefox/.test(ua)) { - this.firefox = true; - } else if(/Mobile Safari/.test(ua)) { - this.mobileSafari = true; - } else if(/MSIE (\d+\.\d+);/.test(ua)) { - this.ie = true; - this.ieVersion = parseInt(RegExp.$1); - } else if(/Midori/.test(ua)) { - this.midori = true; - } else if(/Opera/.test(ua)) { - this.opera = true; - } else if(/Safari/.test(ua)) { - this.safari = true; - } - if(navigator['standalone']) { - this.webApp = true; - } - }; - Device.prototype.canPlayAudio = function (type) { - if(type == 'mp3' && this.mp3) { - return true; - } else if(type == 'ogg' && (this.ogg || this.opus)) { - return true; - } else if(type == 'm4a' && this.m4a) { - return true; - } else if(type == 'wav' && this.wav) { - return true; - } else if(type == 'webm' && this.webm) { - return true; - } - return false; - }; - Device.prototype._checkAudio = function () { - this.audioData = !!(window['Audio']); - this.webAudio = !!(window['webkitAudioContext'] || window['AudioContext']); - var audioElement = document.createElement('audio'); - var result = false; - try { - if(result = !!audioElement.canPlayType) { - if(audioElement.canPlayType('audio/ogg; codecs="vorbis"').replace(/^no$/, '')) { - this.ogg = true; - } - if(audioElement.canPlayType('audio/ogg; codecs="opus"').replace(/^no$/, '')) { - this.opus = true; - } - if(audioElement.canPlayType('audio/mpeg;').replace(/^no$/, '')) { - this.mp3 = true; - } - if(audioElement.canPlayType('audio/wav; codecs="1"').replace(/^no$/, '')) { - this.wav = true; - } - if(audioElement.canPlayType('audio/x-m4a;') || audioElement.canPlayType('audio/aac;').replace(/^no$/, '')) { - this.m4a = true; - } - if(audioElement.canPlayType('audio/webm; codecs="vorbis"').replace(/^no$/, '')) { - this.webm = true; - } - } - } catch (e) { - } - }; - Device.prototype._checkDevice = function () { - this.pixelRatio = window['devicePixelRatio'] || 1; - this.iPhone = navigator.userAgent.toLowerCase().indexOf('iphone') != -1; - this.iPhone4 = (this.pixelRatio == 2 && this.iPhone); - this.iPad = navigator.userAgent.toLowerCase().indexOf('ipad') != -1; - }; - Device.prototype._checkCSS3D = function () { - var el = document.createElement('p'); - var has3d; - var transforms = { - 'webkitTransform': '-webkit-transform', - 'OTransform': '-o-transform', - 'msTransform': '-ms-transform', - 'MozTransform': '-moz-transform', - 'transform': 'transform' - }; - document.body.insertBefore(el, null); - for(var t in transforms) { - if(el.style[t] !== undefined) { - el.style[t] = "translate3d(1px,1px,1px)"; - has3d = window.getComputedStyle(el).getPropertyValue(transforms[t]); - } - } - document.body.removeChild(el); - this.css3D = (has3d !== undefined && has3d.length > 0 && has3d !== "none"); - }; - Device.prototype.isConsoleOpen = function () { - if(window.console && window.console['firebug']) { - return true; - } - if(window.console) { - console.profile(); - console.profileEnd(); - if(console.clear) { - console.clear(); - } - return console['profiles'].length > 0; - } - return false; - }; - return Device; - })(); - Phaser.Device = Device; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - var RequestAnimationFrame = (function () { - function RequestAnimationFrame(game, callback) { - this._isSetTimeOut = false; - this.isRunning = false; - this.game = game; - this.callback = callback; - var vendors = [ - 'ms', - 'moz', - 'webkit', - 'o' - ]; - for(var x = 0; x < vendors.length && !window.requestAnimationFrame; x++) { - window.requestAnimationFrame = window[vendors[x] + 'RequestAnimationFrame']; - window.cancelAnimationFrame = window[vendors[x] + 'CancelAnimationFrame']; - } - this.start(); - } - RequestAnimationFrame.prototype.isUsingSetTimeOut = function () { - return this._isSetTimeOut; - }; - RequestAnimationFrame.prototype.isUsingRAF = function () { - return this._isSetTimeOut === true; - }; - RequestAnimationFrame.prototype.start = function (callback) { - if (typeof callback === "undefined") { callback = null; } - var _this = this; - if(callback) { - this.callback = callback; - } - if(!window.requestAnimationFrame) { - this._isSetTimeOut = true; - this._onLoop = function () { - return _this.SetTimeoutUpdate(); - }; - this._timeOutID = window.setTimeout(this._onLoop, 0); - } else { - this._isSetTimeOut = false; - this._onLoop = function () { - return _this.RAFUpdate(0); - }; - window.requestAnimationFrame(this._onLoop); - } - this.isRunning = true; - }; - RequestAnimationFrame.prototype.stop = function () { - if(this._isSetTimeOut) { - clearTimeout(this._timeOutID); - } else { - window.cancelAnimationFrame; - } - this.isRunning = false; - }; - RequestAnimationFrame.prototype.RAFUpdate = function (time) { - var _this = this; - this.game.time.update(time); - if(this.callback) { - this.callback.call(this.game); - } - this._onLoop = function (time) { - return _this.RAFUpdate(time); - }; - window.requestAnimationFrame(this._onLoop); - }; - RequestAnimationFrame.prototype.SetTimeoutUpdate = function () { - var _this = this; - this.game.time.update(Date.now()); - this._onLoop = function () { - return _this.SetTimeoutUpdate(); - }; - this._timeOutID = window.setTimeout(this._onLoop, 16); - if(this.callback) { - this.callback.call(this.game); - } - }; - return RequestAnimationFrame; - })(); - Phaser.RequestAnimationFrame = RequestAnimationFrame; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - var StageScaleMode = (function () { - function StageScaleMode(game, width, height) { - var _this = this; - this._startHeight = 0; - this.forceLandscape = false; - this.forcePortrait = false; - this.incorrectOrientation = false; - this.pageAlignHorizontally = false; - this.pageAlignVeritcally = false; - this.minWidth = null; - this.maxWidth = null; - this.minHeight = null; - this.maxHeight = null; - this.width = 0; - this.height = 0; - this.maxIterations = 5; - this.game = game; - this.enterLandscape = new Phaser.Signal(); - this.enterPortrait = new Phaser.Signal(); - if(window['orientation']) { - this.orientation = window['orientation']; - } else { - if(window.outerWidth > window.outerHeight) { - this.orientation = 90; - } else { - this.orientation = 0; - } - } - this.scaleFactor = new Phaser.Vec2(1, 1); - this.aspectRatio = 0; - this.minWidth = width; - this.minHeight = height; - this.maxWidth = width; - this.maxHeight = height; - window.addEventListener('orientationchange', function (event) { - return _this.checkOrientation(event); - }, false); - window.addEventListener('resize', function (event) { - return _this.checkResize(event); - }, false); - } - StageScaleMode.EXACT_FIT = 0; - StageScaleMode.NO_SCALE = 1; - StageScaleMode.SHOW_ALL = 2; - Object.defineProperty(StageScaleMode.prototype, "isFullScreen", { - get: function () { - if(document['fullscreenElement'] === null || document['mozFullScreenElement'] === null || document['webkitFullscreenElement'] === null) { - return false; - } - return true; - }, - enumerable: true, - configurable: true - }); - StageScaleMode.prototype.startFullScreen = function () { - if(this.isFullScreen) { - return; - } - var element = this.game.stage.canvas; - if(element['requestFullScreen']) { - element['requestFullScreen'](); - } else if(element['mozRequestFullScreen']) { - element['mozRequestFullScreen'](); - } else if(element['webkitRequestFullScreen']) { - element['webkitRequestFullScreen'](); - } - }; - StageScaleMode.prototype.stopFullScreen = function () { - if(document['cancelFullScreen']) { - document['cancelFullScreen'](); - } else if(document['mozCancelFullScreen']) { - document['mozCancelFullScreen'](); - } else if(document['webkitCancelFullScreen']) { - document['webkitCancelFullScreen'](); - } - }; - StageScaleMode.prototype.update = function () { - if(this.forceLandscape || this.forcePortrait) { - this.checkOrientationState(); - } - }; - StageScaleMode.prototype.checkOrientationState = function () { - if(this.incorrectOrientation) { - if((this.forceLandscape && window.innerWidth > window.innerHeight) || (this.forcePortrait && window.innerHeight > window.innerWidth)) { - this.game.paused = false; - this.incorrectOrientation = false; - this.refresh(); - } - } else { - if((this.forceLandscape && window.innerWidth < window.innerHeight) || (this.forcePortrait && window.innerHeight < window.innerWidth)) { - this.game.paused = true; - this.incorrectOrientation = true; - this.refresh(); - } - } - }; - Object.defineProperty(StageScaleMode.prototype, "isPortrait", { - get: function () { - return this.orientation == 0 || this.orientation == 180; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(StageScaleMode.prototype, "isLandscape", { - get: function () { - return this.orientation === 90 || this.orientation === -90; - }, - enumerable: true, - configurable: true - }); - StageScaleMode.prototype.checkOrientation = function (event) { - this.orientation = window['orientation']; - if(this.isLandscape) { - this.enterLandscape.dispatch(this.orientation, true, false); - } else { - this.enterPortrait.dispatch(this.orientation, false, true); - } - if(this.game.stage.scaleMode !== StageScaleMode.NO_SCALE) { - this.refresh(); - } - }; - StageScaleMode.prototype.checkResize = function (event) { - if(window.outerWidth > window.outerHeight) { - this.orientation = 90; - } else { - this.orientation = 0; - } - if(this.isLandscape) { - this.enterLandscape.dispatch(this.orientation, true, false); - } else { - this.enterPortrait.dispatch(this.orientation, false, true); - } - if(this.game.stage.scaleMode !== StageScaleMode.NO_SCALE) { - this.refresh(); - } - }; - StageScaleMode.prototype.refresh = function () { - var _this = this; - if(this.game.device.iPad == false && this.game.device.webApp == false && this.game.device.desktop == false) { - document.documentElement['style'].minHeight = '2000px'; - this._startHeight = window.innerHeight; - if(this.game.device.android && this.game.device.chrome == false) { - window.scrollTo(0, 1); - } else { - window.scrollTo(0, 0); - } - } - if(this._check == null && this.maxIterations > 0) { - this._iterations = this.maxIterations; - this._check = window.setInterval(function () { - return _this.setScreenSize(); - }, 10); - this.setScreenSize(); - } - }; - StageScaleMode.prototype.setScreenSize = function (force) { - if (typeof force === "undefined") { force = false; } - if(this.game.device.iPad == false && this.game.device.webApp == false && this.game.device.desktop == false) { - if(this.game.device.android && this.game.device.chrome == false) { - window.scrollTo(0, 1); - } else { - window.scrollTo(0, 0); - } - } - this._iterations--; - if(force || window.innerHeight > this._startHeight || this._iterations < 0) { - document.documentElement['style'].minHeight = window.innerHeight + 'px'; - if(this.incorrectOrientation == true) { - this.setMaximum(); - } else if(this.game.stage.scaleMode == StageScaleMode.EXACT_FIT) { - this.setExactFit(); - } else if(this.game.stage.scaleMode == StageScaleMode.SHOW_ALL) { - this.setShowAll(); - } - this.setSize(); - clearInterval(this._check); - this._check = null; - } - }; - StageScaleMode.prototype.setSize = function () { - if(this.incorrectOrientation == false) { - if(this.maxWidth && this.width > this.maxWidth) { - this.width = this.maxWidth; - } - if(this.maxHeight && this.height > this.maxHeight) { - this.height = this.maxHeight; - } - if(this.minWidth && this.width < this.minWidth) { - this.width = this.minWidth; - } - if(this.minHeight && this.height < this.minHeight) { - this.height = this.minHeight; - } - } - this.game.stage.canvas.style.width = this.width + 'px'; - this.game.stage.canvas.style.height = this.height + 'px'; - this.game.input.scale.setTo(this.game.stage.width / this.width, this.game.stage.height / this.height); - if(this.pageAlignHorizontally) { - if(this.width < window.innerWidth && this.incorrectOrientation == false) { - this.game.stage.canvas.style.marginLeft = Math.round((window.innerWidth - this.width) / 2) + 'px'; - } else { - this.game.stage.canvas.style.marginLeft = '0px'; - } - } - if(this.pageAlignVeritcally) { - if(this.height < window.innerHeight && this.incorrectOrientation == false) { - this.game.stage.canvas.style.marginTop = Math.round((window.innerHeight - this.height) / 2) + 'px'; - } else { - this.game.stage.canvas.style.marginTop = '0px'; - } - } - this.game.stage.getOffset(this.game.stage.canvas); - this.aspectRatio = this.width / this.height; - this.scaleFactor.x = this.game.stage.width / this.width; - this.scaleFactor.y = this.game.stage.height / this.height; - }; - StageScaleMode.prototype.setMaximum = function () { - this.width = window.innerWidth; - this.height = window.innerHeight; - }; - StageScaleMode.prototype.setShowAll = function () { - var multiplier = Math.min((window.innerHeight / this.game.stage.height), (window.innerWidth / this.game.stage.width)); - this.width = Math.round(this.game.stage.width * multiplier); - this.height = Math.round(this.game.stage.height * multiplier); - }; - StageScaleMode.prototype.setExactFit = function () { - if(this.maxWidth && window.innerWidth > this.maxWidth) { - this.width = this.maxWidth; - } else { - this.width = window.innerWidth; - } - if(this.maxHeight && window.innerHeight > this.maxHeight) { - this.height = this.maxHeight; - } else { - this.height = window.innerHeight; - } - }; - return StageScaleMode; - })(); - Phaser.StageScaleMode = StageScaleMode; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - var BootScreen = (function () { - function BootScreen(game) { - this._logoData = "data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAGgAAAAZCAYAAADdYmvFAAAAGXRFWHRTb2Z0d2FyZQBBZG9iZSBJbWFnZVJlYWR5ccllPAAAAstJREFUeNrsWlFuwjAMbavdZGcAcRm4AXzvCPuGG8BlEJxhZ+l4TJ48z3actGGthqUI1MaO/V6cmIT2/fW10eTt46NvKshtvDZlG31yfOL9a/ldU6x4IZ0GQs0gS217enMkJYr5ixXkYrFoVqtV1kDn8/n+KfXw/Hq9Nin7h8MhScB2u3Xtav2ivsNWrh7XLcWMYqA4eUZ1kj0MAifHJEeKFojWzyIH+rL/0Cwif2AX9nN1oQOgrTg8XcTFx+ScdEOJ4WBxXQ1EjRyrn0cOzzQLzFyQSQcgw/5Qkkr0JVEQpNIdhL4vm4DL5fLulNTHcy6Uxl4/6iMLiePx2KzX6/v30+n0aynUlrnSeNq2/VN9bgM4dFPdNPmsJnIg/PuQbJmLdFN3UNu0SzbyJ0GOWJVWZE/QMkY+owrqXxGEdZA37BVyX6lJTipT6J1lf7fbqc+xh8nYeIvikatP+PGW0nEJ4jOydHYOIcfKnmgWoZDQSIIeio4Sf1IthYWskCO4vqQ6lFYjl8tl9L1H67PZbMz3VO3t93uVXHofmUjReLyMwHi5eCb3ICwJj5ZU9nCg+SzUgPYyif+2epTk4pkkyDp+eXTlZu2BkUybEkklePZfK9lPuTnc07vbmt1bYulHBeNQgx18SsH4ni/cV2rSLtqNDNUH2JQ2SsXS57Y9PHlfumkwCdICt5rnkNdPjpMiIEWgRlAJSdF4SvCQMWj+VyfI0h8D/EgWSYKiJKXi8VrOhJUxaFiFCOKKUJAtR78k9eX4USLHXqLGXOIiWUT4Vj9JiP4W0io3VDz8AJXblNWQrOimLjIGy/9uLICH6mrVmFbxEFHauzmc0fGJJmPg/v+6D0oB7N2bj0FsNHtSWTQniWTR931QlHXvasDTHXLjqY0/1/8hSDxACD+lAGH8dKQbQk5N3TFtzDmLWutvV0+pL5FVoHvCNG35FGAAayS4KUoKC9QAAAAASUVORK5CYII="; - this._color1 = { - r: 20, - g: 20, - b: 20 - }; - this._color2 = { - r: 200, - g: 200, - b: 200 - }; - this._fade = null; - this.game = game; - this._logo = new Image(); - this._logo.src = this._logoData; - } - BootScreen.prototype.update = function () { - if(this._fade == null) { - this.colorCycle(); - } - this._color1.r = Math.round(this._color1.r); - this._color1.g = Math.round(this._color1.g); - this._color1.b = Math.round(this._color1.b); - this._color2.r = Math.round(this._color2.r); - this._color2.g = Math.round(this._color2.g); - this._color2.b = Math.round(this._color2.b); - }; - BootScreen.prototype.render = function () { - var grd = this.game.stage.context.createLinearGradient(0, 0, 0, this.game.stage.height); - grd.addColorStop(0, 'rgb(' + this._color1.r + ', ' + this._color1.g + ', ' + this._color1.b + ')'); - grd.addColorStop(0.5, 'rgb(' + this._color2.r + ', ' + this._color2.g + ', ' + this._color2.b + ')'); - grd.addColorStop(1, 'rgb(' + this._color1.r + ', ' + this._color1.g + ', ' + this._color1.b + ')'); - this.game.stage.context.fillStyle = grd; - this.game.stage.context.fillRect(0, 0, this.game.stage.width, this.game.stage.height); - this.game.stage.context.shadowOffsetX = 0; - this.game.stage.context.shadowOffsetY = 0; - if(this._logo) { - this.game.stage.context.drawImage(this._logo, 32, 32); - } - this.game.stage.context.shadowColor = 'rgb(0,0,0)'; - this.game.stage.context.shadowOffsetX = 1; - this.game.stage.context.shadowOffsetY = 1; - this.game.stage.context.shadowBlur = 0; - this.game.stage.context.fillStyle = 'rgb(255,255,255)'; - this.game.stage.context.font = 'bold 18px Arial'; - this.game.stage.context.textBaseline = 'top'; - this.game.stage.context.fillText(Phaser.VERSION, 32, 64 + 32); - this.game.stage.context.fillText('Game Size: ' + this.game.stage.width + ' x ' + this.game.stage.height, 32, 64 + 64); - this.game.stage.context.fillText('www.photonstorm.com', 32, 64 + 96); - this.game.stage.context.font = '16px Arial'; - this.game.stage.context.fillText('You are seeing this screen because you didn\'t specify any default', 32, 64 + 160); - this.game.stage.context.fillText('functions in the Game constructor or use Game.switchState()', 32, 64 + 184); - }; - BootScreen.prototype.colorCycle = function () { - this._fade = this.game.add.tween(this._color2); - this._fade.to({ - r: Math.random() * 250, - g: Math.random() * 250, - b: Math.random() * 250 - }, 3000, Phaser.Easing.Linear.None); - this._fade.onComplete.add(this.colorCycle, this); - this._fade.start(); - }; - return BootScreen; - })(); - Phaser.BootScreen = BootScreen; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - var OrientationScreen = (function () { - function OrientationScreen(game) { - this._enabled = false; - this.game = game; - } - OrientationScreen.prototype.enable = function (imageKey) { - this._enabled = true; - this.image = this.game.cache.getImage(imageKey); - }; - OrientationScreen.prototype.update = function () { - }; - OrientationScreen.prototype.render = function () { - if(this._enabled) { - this.game.stage.context.drawImage(this.image, 0, 0, this.image.width, this.image.height, 0, 0, this.game.stage.width, this.game.stage.height); - } - }; - return OrientationScreen; - })(); - Phaser.OrientationScreen = OrientationScreen; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - var PauseScreen = (function () { - function PauseScreen(game, width, height) { - this.game = game; - this._canvas = document.createElement('canvas'); - this._canvas.width = width; - this._canvas.height = height; - this._context = this._canvas.getContext('2d'); - } - PauseScreen.prototype.onPaused = function () { - this._context.clearRect(0, 0, this._canvas.width, this._canvas.height); - this._context.drawImage(this.game.stage.canvas, 0, 0); - this._color = { - r: 255, - g: 255, - b: 255 - }; - this.fadeOut(); - }; - PauseScreen.prototype.onResume = function () { - this._fade.stop(); - this.game.tweens.remove(this._fade); - }; - PauseScreen.prototype.update = function () { - this._color.r = Math.round(this._color.r); - this._color.g = Math.round(this._color.g); - this._color.b = Math.round(this._color.b); - }; - PauseScreen.prototype.render = function () { - this.game.stage.context.drawImage(this._canvas, 0, 0); - this.game.stage.context.fillStyle = 'rgba(0, 0, 0, 0.4)'; - this.game.stage.context.fillRect(0, 0, this.game.stage.width, this.game.stage.height); - var arrowWidth = Math.round(this.game.stage.width / 2); - var arrowHeight = Math.round(this.game.stage.height / 2); - var sx = this.game.stage.centerX - arrowWidth / 2; - var sy = this.game.stage.centerY - arrowHeight / 2; - this.game.stage.context.beginPath(); - this.game.stage.context.moveTo(sx, sy); - this.game.stage.context.lineTo(sx, sy + arrowHeight); - this.game.stage.context.lineTo(sx + arrowWidth, this.game.stage.centerY); - this.game.stage.context.fillStyle = 'rgba(' + this._color.r + ', ' + this._color.g + ', ' + this._color.b + ', 0.8)'; - this.game.stage.context.fill(); - this.game.stage.context.closePath(); - }; - PauseScreen.prototype.fadeOut = function () { - this._fade = this.game.add.tween(this._color); - this._fade.to({ - r: 50, - g: 50, - b: 50 - }, 1000, Phaser.Easing.Linear.None); - this._fade.onComplete.add(this.fadeIn, this); - this._fade.start(); - }; - PauseScreen.prototype.fadeIn = function () { - this._fade = this.game.add.tween(this._color); - this._fade.to({ - r: 255, - g: 255, - b: 255 - }, 1000, Phaser.Easing.Linear.None); - this._fade.onComplete.add(this.fadeOut, this); - this._fade.start(); - }; - return PauseScreen; - })(); - Phaser.PauseScreen = PauseScreen; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - var SoundManager = (function () { - function SoundManager(game) { - this.usingWebAudio = false; - this.usingAudioTag = false; - this.noAudio = false; - this.context = null; - this._muted = false; - this.touchLocked = false; - this._unlockSource = null; - this.onSoundDecode = new Phaser.Signal(); - this.game = game; - this._volume = 1; - this._muted = false; - this._sounds = []; - if(this.game.device.iOS && this.game.device.webAudio == false) { - this.channels = 1; - } - if(this.game.device.iOS || (window['PhaserGlobal'] && window['PhaserGlobal'].fakeiOSTouchLock)) { - this.game.input.touch.callbackContext = this; - this.game.input.touch.touchStartCallback = this.unlock; - this.game.input.mouse.callbackContext = this; - this.game.input.mouse.mouseDownCallback = this.unlock; - this.touchLocked = true; - } else { - this.touchLocked = false; - } - if(window['PhaserGlobal']) { - if(window['PhaserGlobal'].disableAudio == true) { - this.usingWebAudio = false; - this.noAudio = true; - return; - } - if(window['PhaserGlobal'].disableWebAudio == true) { - this.usingWebAudio = false; - this.usingAudioTag = true; - this.noAudio = false; - return; - } - } - this.usingWebAudio = true; - this.noAudio = false; - if(!!window['AudioContext']) { - this.context = new window['AudioContext'](); - } else if(!!window['webkitAudioContext']) { - this.context = new window['webkitAudioContext'](); - } else if(!!window['Audio']) { - this.usingWebAudio = false; - this.usingAudioTag = true; - } else { - this.usingWebAudio = false; - this.noAudio = true; - } - if(this.context !== null) { - if(typeof this.context.createGain === 'undefined') { - this.masterGain = this.context.createGainNode(); - } else { - this.masterGain = this.context.createGain(); - } - this.masterGain.gain.value = 1; - this.masterGain.connect(this.context.destination); - } - } - SoundManager.prototype.unlock = function () { - if(this.touchLocked == false) { - return; - } - if(this.game.device.webAudio && (window['PhaserGlobal'] && window['PhaserGlobal'].disableWebAudio == false)) { - var buffer = this.context.createBuffer(1, 1, 22050); - this._unlockSource = this.context.createBufferSource(); - this._unlockSource.buffer = buffer; - this._unlockSource.connect(this.context.destination); - this._unlockSource.noteOn(0); - } else { - this.touchLocked = false; - this._unlockSource = null; - this.game.input.touch.callbackContext = null; - this.game.input.touch.touchStartCallback = null; - this.game.input.mouse.callbackContext = null; - this.game.input.mouse.mouseDownCallback = null; - } - }; - Object.defineProperty(SoundManager.prototype, "mute", { - get: function () { - return this._muted; - }, - set: function (value) { - if(value) { - if(this._muted) { - return; - } - this._muted = true; - if(this.usingWebAudio) { - this._muteVolume = this.masterGain.gain.value; - this.masterGain.gain.value = 0; - } - for(var i = 0; i < this._sounds.length; i++) { - if(this._sounds[i].usingAudioTag) { - this._sounds[i].mute = true; - } - } - } else { - if(this._muted == false) { - return; - } - this._muted = false; - if(this.usingWebAudio) { - this.masterGain.gain.value = this._muteVolume; - } - for(var i = 0; i < this._sounds.length; i++) { - if(this._sounds[i].usingAudioTag) { - this._sounds[i].mute = false; - } - } - } - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(SoundManager.prototype, "volume", { - get: function () { - if(this.usingWebAudio) { - return this.masterGain.gain.value; - } else { - return this._volume; - } - }, - set: function (value) { - value = this.game.math.clamp(value, 1, 0); - this._volume = value; - if(this.usingWebAudio) { - this.masterGain.gain.value = value; - } - for(var i = 0; i < this._sounds.length; i++) { - if(this._sounds[i].usingAudioTag) { - this._sounds[i].volume = this._sounds[i].volume * value; - } - } - }, - enumerable: true, - configurable: true - }); - SoundManager.prototype.stopAll = function () { - for(var i = 0; i < this._sounds.length; i++) { - if(this._sounds[i]) { - this._sounds[i].stop(); - } - } - }; - SoundManager.prototype.pauseAll = function () { - for(var i = 0; i < this._sounds.length; i++) { - if(this._sounds[i]) { - this._sounds[i].pause(); - } - } - }; - SoundManager.prototype.resumeAll = function () { - for(var i = 0; i < this._sounds.length; i++) { - if(this._sounds[i]) { - this._sounds[i].resume(); - } - } - }; - SoundManager.prototype.decode = function (key, sound) { - if (typeof sound === "undefined") { sound = null; } - var soundData = this.game.cache.getSoundData(key); - if(soundData) { - if(this.game.cache.isSoundDecoded(key) === false) { - this.game.cache.updateSound(key, 'isDecoding', true); - var that = this; - this.context.decodeAudioData(soundData, function (buffer) { - that.game.cache.decodedSound(key, buffer); - if(sound) { - that.onSoundDecode.dispatch(sound); - } - }); - } - } - }; - SoundManager.prototype.update = function () { - if(this.touchLocked) { - if(this.game.device.webAudio && this._unlockSource !== null) { - if((this._unlockSource.playbackState === this._unlockSource.PLAYING_STATE || this._unlockSource.playbackState === this._unlockSource.FINISHED_STATE)) { - this.touchLocked = false; - this._unlockSource = null; - this.game.input.touch.callbackContext = null; - this.game.input.touch.touchStartCallback = null; - } - } - } - for(var i = 0; i < this._sounds.length; i++) { - this._sounds[i].update(); - } - }; - SoundManager.prototype.add = function (key, volume, loop) { - if (typeof volume === "undefined") { volume = 1; } - if (typeof loop === "undefined") { loop = false; } - var sound = new Phaser.Sound(this.game, key, volume, loop); - this._sounds.push(sound); - return sound; - }; - return SoundManager; - })(); - Phaser.SoundManager = SoundManager; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - var Sound = (function () { - function Sound(game, key, volume, loop) { - if (typeof volume === "undefined") { volume = 1; } - if (typeof loop === "undefined") { loop = false; } - this.context = null; - this._buffer = null; - this._muted = false; - this.usingWebAudio = false; - this.usingAudioTag = false; - this.name = ''; - this.autoplay = false; - this.totalDuration = 0; - this.startTime = 0; - this.currentTime = 0; - this.duration = 0; - this.stopTime = 0; - this.paused = false; - this.loop = false; - this.isPlaying = false; - this.currentMarker = ''; - this.pendingPlayback = false; - this.override = false; - this.game = game; - this.usingWebAudio = this.game.sound.usingWebAudio; - this.usingAudioTag = this.game.sound.usingAudioTag; - this.key = key; - if(this.usingWebAudio) { - this.context = this.game.sound.context; - this.masterGainNode = this.game.sound.masterGain; - if(typeof this.context.createGain === 'undefined') { - this.gainNode = this.context.createGainNode(); - } else { - this.gainNode = this.context.createGain(); - } - this.gainNode.gain.value = volume * this.game.sound.volume; - this.gainNode.connect(this.masterGainNode); - } else { - if(this.game.cache.getSound(key) && this.game.cache.getSound(key).locked == false) { - this._sound = this.game.cache.getSoundData(key); - this.totalDuration = this._sound.duration; - } else { - this.game.cache.onSoundUnlock.add(this.soundHasUnlocked, this); - } - } - this._volume = volume; - this.loop = loop; - this.markers = { - }; - this.onDecoded = new Phaser.Signal(); - this.onPlay = new Phaser.Signal(); - this.onPause = new Phaser.Signal(); - this.onResume = new Phaser.Signal(); - this.onLoop = new Phaser.Signal(); - this.onStop = new Phaser.Signal(); - this.onMute = new Phaser.Signal(); - this.onMarkerComplete = new Phaser.Signal(); - } - Sound.prototype.soundHasUnlocked = function (key) { - if(key == this.key) { - this._sound = this.game.cache.getSoundData(this.key); - this.totalDuration = this._sound.duration; - } - }; - Object.defineProperty(Sound.prototype, "isDecoding", { - get: function () { - return this.game.cache.getSound(this.key).isDecoding; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Sound.prototype, "isDecoded", { - get: function () { - return this.game.cache.isSoundDecoded(this.key); - }, - enumerable: true, - configurable: true - }); - Sound.prototype.addMarker = function (name, start, stop, volume, loop) { - if (typeof volume === "undefined") { volume = 1; } - if (typeof loop === "undefined") { loop = false; } - this.markers[name] = { - name: name, - start: start, - stop: stop, - volume: volume, - duration: stop - start, - loop: loop - }; - }; - Sound.prototype.removeMarker = function (name) { - delete this.markers[name]; - }; - Sound.prototype.update = function () { - if(this.pendingPlayback && this.game.cache.isSoundReady(this.key)) { - this.pendingPlayback = false; - this.play(this._tempMarker, this._tempPosition, this._tempVolume, this._tempLoop); - } - if(this.isPlaying) { - this.currentTime = this.game.time.now - this.startTime; - if(this.currentTime >= this.duration) { - if(this.usingWebAudio) { - if(this.loop) { - this.onLoop.dispatch(this); - if(this.currentMarker == '') { - this.currentTime = 0; - this.startTime = this.game.time.now; - } else { - this.play(this.currentMarker, 0, this.volume, true, true); - } - } else { - this.stop(); - } - } else { - if(this.loop) { - this.onLoop.dispatch(this); - this.play(this.currentMarker, 0, this.volume, true, true); - } else { - this.stop(); - } - } - } - } - }; - Sound.prototype.play = function (marker, position, volume, loop, forceRestart) { - if (typeof marker === "undefined") { marker = ''; } - if (typeof position === "undefined") { position = 0; } - if (typeof volume === "undefined") { volume = 1; } - if (typeof loop === "undefined") { loop = false; } - if (typeof forceRestart === "undefined") { forceRestart = false; } - if(this.isPlaying == true && forceRestart == false && this.override == false) { - return; - } - if(this.isPlaying && this.override) { - if(this.usingWebAudio) { - if(typeof this._sound.stop === 'undefined') { - this._sound.noteOff(0); - } else { - this._sound.stop(0); - } - } else if(this.usingAudioTag) { - this._sound.pause(); - this._sound.currentTime = 0; - } - } - this.currentMarker = marker; - if(marker !== '' && this.markers[marker]) { - this.position = this.markers[marker].start; - this.volume = this.markers[marker].volume; - this.loop = this.markers[marker].loop; - this.duration = this.markers[marker].duration * 1000; - this._tempMarker = marker; - this._tempPosition = this.position; - this._tempVolume = this.volume; - this._tempLoop = this.loop; - } else { - this.position = position; - this.volume = volume; - this.loop = loop; - this.duration = 0; - this._tempMarker = marker; - this._tempPosition = position; - this._tempVolume = volume; - this._tempLoop = loop; - } - if(this.usingWebAudio) { - if(this.game.cache.isSoundDecoded(this.key)) { - if(this._buffer == null) { - this._buffer = this.game.cache.getSoundData(this.key); - } - this._sound = this.context.createBufferSource(); - this._sound.buffer = this._buffer; - this._sound.connect(this.gainNode); - this.totalDuration = this._sound.buffer.duration; - if(this.duration == 0) { - this.duration = this.totalDuration * 1000; - } - if(this.loop && marker == '') { - this._sound.loop = true; - } - if(typeof this._sound.start === 'undefined') { - this._sound.noteGrainOn(0, this.position, this.duration / 1000); - } else { - this._sound.start(0, this.position, this.duration / 1000); - } - this.isPlaying = true; - this.startTime = this.game.time.now; - this.currentTime = 0; - this.stopTime = this.startTime + this.duration; - this.onPlay.dispatch(this); - } else { - this.pendingPlayback = true; - if(this.game.cache.getSound(this.key) && this.game.cache.getSound(this.key).isDecoding == false) { - this.game.sound.decode(this.key, this); - } - } - } else { - if(this.game.cache.getSound(this.key) && this.game.cache.getSound(this.key).locked) { - this.game.cache.reloadSound(this.key); - this.pendingPlayback = true; - } else { - if(this._sound && this._sound.readyState == 4) { - if(this.duration == 0) { - this.duration = this.totalDuration * 1000; - } - this._sound.currentTime = this.position; - this._sound.muted = this._muted; - if(this._muted) { - this._sound.volume = 0; - } else { - this._sound.volume = this._volume; - } - this._sound.play(); - this.isPlaying = true; - this.startTime = this.game.time.now; - this.currentTime = 0; - this.stopTime = this.startTime + this.duration; - this.onPlay.dispatch(this); - } else { - this.pendingPlayback = true; - } - } - } - }; - Sound.prototype.restart = function (marker, position, volume, loop) { - if (typeof marker === "undefined") { marker = ''; } - if (typeof position === "undefined") { position = 0; } - if (typeof volume === "undefined") { volume = 1; } - if (typeof loop === "undefined") { loop = false; } - this.play(marker, position, volume, loop, true); - }; - Sound.prototype.pause = function () { - if(this.isPlaying && this._sound) { - this.stop(); - this.isPlaying = false; - this.paused = true; - this.onPause.dispatch(this); - } - }; - Sound.prototype.resume = function () { - if(this.paused && this._sound) { - if(this.usingWebAudio) { - if(typeof this._sound.start === 'undefined') { - this._sound.noteGrainOn(0, this.position, this.duration); - } else { - this._sound.start(0, this.position, this.duration); - } - } else { - this._sound.play(); - } - this.isPlaying = true; - this.paused = false; - this.onResume.dispatch(this); - } - }; - Sound.prototype.stop = function () { - if(this.isPlaying && this._sound) { - if(this.usingWebAudio) { - if(typeof this._sound.stop === 'undefined') { - this._sound.noteOff(0); - } else { - this._sound.stop(0); - } - } else if(this.usingAudioTag) { - this._sound.pause(); - this._sound.currentTime = 0; - } - } - this.isPlaying = false; - var prevMarker = this.currentMarker; - this.currentMarker = ''; - this.onStop.dispatch(this, prevMarker); - }; - Object.defineProperty(Sound.prototype, "mute", { - get: function () { - return this._muted; - }, - set: function (value) { - if(value) { - this._muted = true; - if(this.usingWebAudio) { - this._muteVolume = this.gainNode.gain.value; - this.gainNode.gain.value = 0; - } else if(this.usingAudioTag && this._sound) { - this._muteVolume = this._sound.volume; - this._sound.volume = 0; - } - } else { - this._muted = false; - if(this.usingWebAudio) { - this.gainNode.gain.value = this._muteVolume; - } else if(this.usingAudioTag && this._sound) { - this._sound.volume = this._muteVolume; - } - } - this.onMute.dispatch(this); - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Sound.prototype, "volume", { - get: function () { - return this._volume; - }, - set: function (value) { - this._volume = value; - if(this.usingWebAudio) { - this.gainNode.gain.value = value; - } else if(this.usingAudioTag && this._sound) { - this._sound.volume = value; - } - }, - enumerable: true, - configurable: true - }); - return Sound; - })(); - Phaser.Sound = Sound; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - var Animation = (function () { - function Animation(game, parent, frameData, name, frames, delay, looped) { - this.game = game; - this._parent = parent; - this._frames = frames; - this._frameData = frameData; - this.name = name; - this.delay = 1000 / delay; - this.looped = looped; - this.isFinished = false; - this.isPlaying = false; - this._frameIndex = 0; - this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]); - } - Object.defineProperty(Animation.prototype, "frameTotal", { - get: function () { - return this._frames.length; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Animation.prototype, "frame", { - get: function () { - if(this.currentFrame !== null) { - return this.currentFrame.index; - } else { - return this._frameIndex; - } - }, - set: function (value) { - this.currentFrame = this._frameData.getFrame(value); - if(this.currentFrame !== null) { - this._parent.texture.width = this.currentFrame.width; - this._parent.texture.height = this.currentFrame.height; - this._frameIndex = value; - } - }, - enumerable: true, - configurable: true - }); - Animation.prototype.play = function (frameRate, loop) { - if (typeof frameRate === "undefined") { frameRate = null; } - if (typeof loop === "undefined") { loop = null; } - if(frameRate !== null) { - this.delay = 1000 / frameRate; - } - if(loop !== null) { - this.looped = loop; - } - this.isPlaying = true; - this.isFinished = false; - this._timeLastFrame = this.game.time.now; - this._timeNextFrame = this.game.time.now + this.delay; - this._frameIndex = 0; - this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]); - this._parent.events.onAnimationStart.dispatch(this._parent, this); - return this; - }; - Animation.prototype.restart = function () { - this.isPlaying = true; - this.isFinished = false; - this._timeLastFrame = this.game.time.now; - this._timeNextFrame = this.game.time.now + this.delay; - this._frameIndex = 0; - this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]); - }; - Animation.prototype.stop = function () { - this.isPlaying = false; - this.isFinished = true; - }; - Animation.prototype.update = function () { - if(this.isPlaying == true && this.game.time.now >= this._timeNextFrame) { - this._frameIndex++; - if(this._frameIndex == this._frames.length) { - if(this.looped) { - this._frameIndex = 0; - this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]); - this._parent.events.onAnimationLoop.dispatch(this._parent, this); - } else { - this.onComplete(); - } - } else { - this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]); - } - this._timeLastFrame = this.game.time.now; - this._timeNextFrame = this.game.time.now + this.delay; - return true; - } - return false; - }; - Animation.prototype.destroy = function () { - this.game = null; - this._parent = null; - this._frames = null; - this._frameData = null; - this.currentFrame = null; - this.isPlaying = false; - }; - Animation.prototype.onComplete = function () { - this.isPlaying = false; - this.isFinished = true; - this._parent.events.onAnimationComplete.dispatch(this._parent, this); - }; - return Animation; - })(); - Phaser.Animation = Animation; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - (function (Components) { - var AnimationManager = (function () { - function AnimationManager(parent) { - this._frameData = null; - this.autoUpdateBounds = true; - this.currentFrame = null; - this._parent = parent; - this.game = parent.game; - this._anims = { - }; - } - AnimationManager.prototype.loadFrameData = function (frameData) { - this._frameData = frameData; - this.frame = 0; - }; - AnimationManager.prototype.add = function (name, frames, frameRate, loop, useNumericIndex) { - if (typeof frames === "undefined") { frames = null; } - if (typeof frameRate === "undefined") { frameRate = 60; } - if (typeof loop === "undefined") { loop = false; } - if (typeof useNumericIndex === "undefined") { useNumericIndex = true; } - if(this._frameData == null) { - return; - } - if(this._parent.events.onAnimationStart == null) { - this._parent.events.onAnimationStart = new Phaser.Signal(); - this._parent.events.onAnimationComplete = new Phaser.Signal(); - this._parent.events.onAnimationLoop = new Phaser.Signal(); - } - if(frames == null) { - frames = this._frameData.getFrameIndexes(); - } else { - if(this.validateFrames(frames, useNumericIndex) == false) { - throw Error('Invalid frames given to Animation ' + name); - return; - } - } - if(useNumericIndex == false) { - frames = this._frameData.getFrameIndexesByName(frames); - } - this._anims[name] = new Phaser.Animation(this.game, this._parent, this._frameData, name, frames, frameRate, loop); - this.currentAnim = this._anims[name]; - this.currentFrame = this.currentAnim.currentFrame; - return this._anims[name]; - }; - AnimationManager.prototype.validateFrames = function (frames, useNumericIndex) { - for(var i = 0; i < frames.length; i++) { - if(useNumericIndex == true) { - if(frames[i] > this._frameData.total) { - return false; - } - } else { - if(this._frameData.checkFrameName(frames[i]) == false) { - return false; - } - } - } - return true; - }; - AnimationManager.prototype.play = function (name, frameRate, loop) { - if (typeof frameRate === "undefined") { frameRate = null; } - if (typeof loop === "undefined") { loop = null; } - if(this._anims[name]) { - if(this.currentAnim == this._anims[name]) { - if(this.currentAnim.isPlaying == false) { - return this.currentAnim.play(frameRate, loop); - } - } else { - this.currentAnim = this._anims[name]; - return this.currentAnim.play(frameRate, loop); - } - } - }; - AnimationManager.prototype.stop = function (name) { - if(this._anims[name]) { - this.currentAnim = this._anims[name]; - this.currentAnim.stop(); - } - }; - AnimationManager.prototype.update = function () { - if(this.currentAnim && this.currentAnim.update() == true) { - this.currentFrame = this.currentAnim.currentFrame; - this._parent.texture.width = this.currentFrame.width; - this._parent.texture.height = this.currentFrame.height; - } - }; - Object.defineProperty(AnimationManager.prototype, "frameData", { - get: function () { - return this._frameData; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(AnimationManager.prototype, "frameTotal", { - get: function () { - if(this._frameData) { - return this._frameData.total; - } else { - return -1; - } - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(AnimationManager.prototype, "frame", { - get: function () { - return this._frameIndex; - }, - set: function (value) { - if(this._frameData && this._frameData.getFrame(value) !== null) { - this.currentFrame = this._frameData.getFrame(value); - this._parent.texture.width = this.currentFrame.width; - this._parent.texture.height = this.currentFrame.height; - if(this.autoUpdateBounds && this._parent['body']) { - this._parent.body.bounds.width = this.currentFrame.width; - this._parent.body.bounds.height = this.currentFrame.height; - } - this._frameIndex = value; - } - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(AnimationManager.prototype, "frameName", { - get: function () { - return this.currentFrame.name; - }, - set: function (value) { - if(this._frameData && this._frameData.getFrameByName(value)) { - this.currentFrame = this._frameData.getFrameByName(value); - this._parent.texture.width = this.currentFrame.width; - this._parent.texture.height = this.currentFrame.height; - this._frameIndex = this.currentFrame.index; - } else { - throw new Error("Cannot set frameName: " + value); - } - }, - enumerable: true, - configurable: true - }); - AnimationManager.prototype.destroy = function () { - this._anims = { - }; - this._frameData = null; - this._frameIndex = 0; - this.currentAnim = null; - this.currentFrame = null; - }; - return AnimationManager; - })(); - Components.AnimationManager = AnimationManager; - })(Phaser.Components || (Phaser.Components = {})); - var Components = Phaser.Components; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - var Frame = (function () { - function Frame(x, y, width, height, name) { - this.name = ''; - this.rotated = false; - this.rotationDirection = 'cw'; - this.x = x; - this.y = y; - this.width = width; - this.height = height; - this.name = name; - this.rotated = false; - this.trimmed = false; - } - Frame.prototype.setRotation = function (rotated, rotationDirection) { - }; - Frame.prototype.setTrim = function (trimmed, actualWidth, actualHeight, destX, destY, destWidth, destHeight) { - this.trimmed = trimmed; - if(trimmed) { - this.width = actualWidth; - this.height = actualHeight; - this.sourceSizeW = actualWidth; - this.sourceSizeH = actualHeight; - this.spriteSourceSizeX = destX; - this.spriteSourceSizeY = destY; - this.spriteSourceSizeW = destWidth; - this.spriteSourceSizeH = destHeight; - } - }; - return Frame; - })(); - Phaser.Frame = Frame; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - var FrameData = (function () { - function FrameData() { - this._frames = []; - this._frameNames = []; - } - Object.defineProperty(FrameData.prototype, "total", { - get: function () { - return this._frames.length; - }, - enumerable: true, - configurable: true - }); - FrameData.prototype.addFrame = function (frame) { - frame.index = this._frames.length; - this._frames.push(frame); - if(frame.name !== '') { - this._frameNames[frame.name] = frame.index; - } - return frame; - }; - FrameData.prototype.getFrame = function (index) { - if(this._frames[index]) { - return this._frames[index]; - } - return null; - }; - FrameData.prototype.getFrameByName = function (name) { - if(this._frameNames[name] !== '') { - return this._frames[this._frameNames[name]]; - } - return null; - }; - FrameData.prototype.checkFrameName = function (name) { - if(this._frameNames[name] == null) { - return false; - } - return true; - }; - FrameData.prototype.getFrameRange = function (start, end, output) { - if (typeof output === "undefined") { output = []; } - for(var i = start; i <= end; i++) { - output.push(this._frames[i]); - } - return output; - }; - FrameData.prototype.getFrameIndexes = function (output) { - if (typeof output === "undefined") { output = []; } - output.length = 0; - for(var i = 0; i < this._frames.length; i++) { - output.push(i); - } - return output; - }; - FrameData.prototype.getFrameIndexesByName = function (input) { - var output = []; - for(var i = 0; i < input.length; i++) { - if(this.getFrameByName(input[i])) { - output.push(this.getFrameByName(input[i]).index); - } - } - return output; - }; - FrameData.prototype.getAllFrames = function () { - return this._frames; - }; - FrameData.prototype.getFrames = function (range) { - var output = []; - for(var i = 0; i < range.length; i++) { - output.push(this._frames[i]); - } - return output; - }; - return FrameData; - })(); - Phaser.FrameData = FrameData; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - var Cache = (function () { - function Cache(game) { - this.onSoundUnlock = new Phaser.Signal(); - this.game = game; - this._canvases = { - }; - this._images = { - }; - this._sounds = { - }; - this._text = { - }; - } - Cache.prototype.addCanvas = function (key, canvas, context) { - this._canvases[key] = { - canvas: canvas, - context: context - }; - }; - Cache.prototype.addSpriteSheet = function (key, url, data, frameWidth, frameHeight, frameMax) { - this._images[key] = { - url: url, - data: data, - spriteSheet: true, - frameWidth: frameWidth, - frameHeight: frameHeight - }; - this._images[key].frameData = Phaser.AnimationLoader.parseSpriteSheet(this.game, key, frameWidth, frameHeight, frameMax); - }; - Cache.prototype.addTextureAtlas = function (key, url, data, atlasData, format) { - this._images[key] = { - url: url, - data: data, - spriteSheet: true - }; - if(format == Phaser.Loader.TEXTURE_ATLAS_JSON_ARRAY) { - this._images[key].frameData = Phaser.AnimationLoader.parseJSONData(this.game, atlasData); - } else if(format == Phaser.Loader.TEXTURE_ATLAS_XML_STARLING) { - this._images[key].frameData = Phaser.AnimationLoader.parseXMLData(this.game, atlasData, format); - } - }; - Cache.prototype.addImage = function (key, url, data) { - this._images[key] = { - url: url, - data: data, - spriteSheet: false - }; - }; - Cache.prototype.addSound = function (key, url, data, webAudio, audioTag) { - if (typeof webAudio === "undefined") { webAudio = true; } - if (typeof audioTag === "undefined") { audioTag = false; } - var locked = this.game.sound.touchLocked; - var decoded = false; - if(audioTag) { - decoded = true; - } - this._sounds[key] = { - url: url, - data: data, - locked: locked, - isDecoding: false, - decoded: decoded, - webAudio: webAudio, - audioTag: audioTag - }; - }; - Cache.prototype.reloadSound = function (key) { - var _this = this; - if(this._sounds[key]) { - this._sounds[key].data.src = this._sounds[key].url; - this._sounds[key].data.addEventListener('canplaythrough', function () { - return _this.reloadSoundComplete(key); - }, false); - this._sounds[key].data.load(); - } - }; - Cache.prototype.reloadSoundComplete = function (key) { - if(this._sounds[key]) { - this._sounds[key].locked = false; - this.onSoundUnlock.dispatch(key); - } - }; - Cache.prototype.updateSound = function (key, property, value) { - if(this._sounds[key]) { - this._sounds[key][property] = value; - } - }; - Cache.prototype.decodedSound = function (key, data) { - this._sounds[key].data = data; - this._sounds[key].decoded = true; - this._sounds[key].isDecoding = false; - }; - Cache.prototype.addText = function (key, url, data) { - this._text[key] = { - url: url, - data: data - }; - }; - Cache.prototype.getCanvas = function (key) { - if(this._canvases[key]) { - return this._canvases[key].canvas; - } - return null; - }; - Cache.prototype.getImage = function (key) { - if(this._images[key]) { - return this._images[key].data; - } - return null; - }; - Cache.prototype.getFrameData = function (key) { - if(this._images[key] && this._images[key].spriteSheet == true) { - return this._images[key].frameData; - } - return null; - }; - Cache.prototype.getSound = function (key) { - if(this._sounds[key]) { - return this._sounds[key]; - } - return null; - }; - Cache.prototype.getSoundData = function (key) { - if(this._sounds[key]) { - return this._sounds[key].data; - } - return null; - }; - Cache.prototype.isSoundDecoded = function (key) { - if(this._sounds[key]) { - return this._sounds[key].decoded; - } - }; - Cache.prototype.isSoundReady = function (key) { - if(this._sounds[key] && this._sounds[key].decoded == true && this._sounds[key].locked == false) { - return true; - } - return false; - }; - Cache.prototype.isSpriteSheet = function (key) { - if(this._images[key]) { - return this._images[key].spriteSheet; - } - }; - Cache.prototype.getText = function (key) { - if(this._text[key]) { - return this._text[key].data; - } - return null; - }; - Cache.prototype.getImageKeys = function () { - var output = []; - for(var item in this._images) { - output.push(item); - } - return output; - }; - Cache.prototype.getSoundKeys = function () { - var output = []; - for(var item in this._sounds) { - output.push(item); - } - return output; - }; - Cache.prototype.getTextKeys = function () { - var output = []; - for(var item in this._text) { - output.push(item); - } - return output; - }; - Cache.prototype.removeCanvas = function (key) { - delete this._canvases[key]; - }; - Cache.prototype.removeImage = function (key) { - delete this._images[key]; - }; - Cache.prototype.removeSound = function (key) { - delete this._sounds[key]; - }; - Cache.prototype.removeText = function (key) { - delete this._text[key]; - }; - Cache.prototype.destroy = function () { - for(var item in this._canvases) { - delete this._canvases[item['key']]; - } - for(var item in this._images) { - delete this._images[item['key']]; - } - for(var item in this._sounds) { - delete this._sounds[item['key']]; - } - for(var item in this._text) { - delete this._text[item['key']]; - } - }; - return Cache; - })(); - Phaser.Cache = Cache; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - var Loader = (function () { - function Loader(game) { - this.crossOrigin = ''; - this.baseURL = ''; - this.game = game; - this._keys = []; - this._fileList = { - }; - this._xhr = new XMLHttpRequest(); - this._queueSize = 0; - this.isLoading = false; - this.onFileComplete = new Phaser.Signal(); - this.onFileError = new Phaser.Signal(); - this.onLoadStart = new Phaser.Signal(); - this.onLoadComplete = new Phaser.Signal(); - } - Loader.TEXTURE_ATLAS_JSON_ARRAY = 0; - Loader.TEXTURE_ATLAS_JSON_HASH = 1; - Loader.TEXTURE_ATLAS_XML_STARLING = 2; - Loader.prototype.reset = function () { - this._queueSize = 0; - this.isLoading = false; - }; - Object.defineProperty(Loader.prototype, "queueSize", { - get: function () { - return this._queueSize; - }, - enumerable: true, - configurable: true - }); - Loader.prototype.image = function (key, url, overwrite) { - if (typeof overwrite === "undefined") { overwrite = false; } - if(overwrite == true || this.checkKeyExists(key) == false) { - this._queueSize++; - this._fileList[key] = { - type: 'image', - key: key, - url: url, - data: null, - error: false, - loaded: false - }; - this._keys.push(key); - } - }; - Loader.prototype.spritesheet = function (key, url, frameWidth, frameHeight, frameMax) { - if (typeof frameMax === "undefined") { frameMax = -1; } - if(this.checkKeyExists(key) === false) { - this._queueSize++; - this._fileList[key] = { - type: 'spritesheet', - key: key, - url: url, - data: null, - frameWidth: frameWidth, - frameHeight: frameHeight, - frameMax: frameMax, - error: false, - loaded: false - }; - this._keys.push(key); - } - }; - Loader.prototype.atlas = function (key, textureURL, atlasURL, atlasData, format) { - if (typeof atlasURL === "undefined") { atlasURL = null; } - if (typeof atlasData === "undefined") { atlasData = null; } - if (typeof format === "undefined") { format = Loader.TEXTURE_ATLAS_JSON_ARRAY; } - if(this.checkKeyExists(key) === false) { - if(atlasURL !== null) { - this._queueSize++; - this._fileList[key] = { - type: 'textureatlas', - key: key, - url: textureURL, - atlasURL: atlasURL, - data: null, - format: format, - error: false, - loaded: false - }; - this._keys.push(key); - } else { - if(format == Loader.TEXTURE_ATLAS_JSON_ARRAY) { - if(typeof atlasData === 'string') { - atlasData = JSON.parse(atlasData); - } - this._queueSize++; - this._fileList[key] = { - type: 'textureatlas', - key: key, - url: textureURL, - data: null, - atlasURL: null, - atlasData: atlasData, - format: format, - error: false, - loaded: false - }; - this._keys.push(key); - } else if(format == Loader.TEXTURE_ATLAS_XML_STARLING) { - if(typeof atlasData === 'string') { - var xml; - try { - if(window['DOMParser']) { - var domparser = new DOMParser(); - xml = domparser.parseFromString(atlasData, "text/xml"); - } else { - xml = new ActiveXObject("Microsoft.XMLDOM"); - xml.async = 'false'; - xml.loadXML(atlasData); - } - } catch (e) { - xml = undefined; - } - if(!xml || !xml.documentElement || xml.getElementsByTagName("parsererror").length) { - throw new Error("Phaser.Loader. Invalid Texture Atlas XML given"); - } else { - atlasData = xml; - } - } - this._queueSize++; - this._fileList[key] = { - type: 'textureatlas', - key: key, - url: textureURL, - data: null, - atlasURL: null, - atlasData: atlasData, - format: format, - error: false, - loaded: false - }; - this._keys.push(key); - } - } - } - }; - Loader.prototype.audio = function (key, urls, autoDecode) { - if (typeof autoDecode === "undefined") { autoDecode = true; } - if(this.checkKeyExists(key) === false) { - this._queueSize++; - this._fileList[key] = { - type: 'audio', - key: key, - url: urls, - data: null, - buffer: null, - error: false, - loaded: false, - autoDecode: autoDecode - }; - this._keys.push(key); - } - }; - Loader.prototype.text = function (key, url) { - if(this.checkKeyExists(key) === false) { - this._queueSize++; - this._fileList[key] = { - type: 'text', - key: key, - url: url, - data: null, - error: false, - loaded: false - }; - this._keys.push(key); - } - }; - Loader.prototype.removeFile = function (key) { - delete this._fileList[key]; - }; - Loader.prototype.removeAll = function () { - this._fileList = { - }; - }; - Loader.prototype.start = function () { - if(this.isLoading) { - return; - } - this.progress = 0; - this.hasLoaded = false; - this.isLoading = true; - this.onLoadStart.dispatch(this.queueSize); - if(this._keys.length > 0) { - this._progressChunk = 100 / this._keys.length; - this.loadFile(); - } else { - this.progress = 100; - this.hasLoaded = true; - this.onLoadComplete.dispatch(); - } - }; - Loader.prototype.loadFile = function () { - var _this = this; - var file = this._fileList[this._keys.pop()]; - switch(file.type) { - case 'image': - case 'spritesheet': - case 'textureatlas': - file.data = new Image(); - file.data.name = file.key; - file.data.onload = function () { - return _this.fileComplete(file.key); - }; - file.data.onerror = function () { - return _this.fileError(file.key); - }; - file.data.crossOrigin = this.crossOrigin; - file.data.src = this.baseURL + file.url; - break; - case 'audio': - file.url = this.getAudioURL(file.url); - if(file.url !== null) { - if(this.game.sound.usingWebAudio) { - this._xhr.open("GET", this.baseURL + file.url, true); - this._xhr.responseType = "arraybuffer"; - this._xhr.onload = function () { - return _this.fileComplete(file.key); - }; - this._xhr.onerror = function () { - return _this.fileError(file.key); - }; - this._xhr.send(); - } else if(this.game.sound.usingAudioTag) { - if(this.game.sound.touchLocked) { - file.data = new Audio(); - file.data.name = file.key; - file.data.preload = 'auto'; - file.data.src = this.baseURL + file.url; - this.fileComplete(file.key); - } else { - file.data = new Audio(); - file.data.name = file.key; - file.data.onerror = function () { - return _this.fileError(file.key); - }; - file.data.preload = 'auto'; - file.data.src = this.baseURL + file.url; - file.data.addEventListener('canplaythrough', Phaser.GAMES[this.game.id].load.fileComplete(file.key), false); - file.data.load(); - } - } - } - break; - case 'text': - this._xhr.open("GET", this.baseURL + file.url, true); - this._xhr.responseType = "text"; - this._xhr.onload = function () { - return _this.fileComplete(file.key); - }; - this._xhr.onerror = function () { - return _this.fileError(file.key); - }; - this._xhr.send(); - break; - } - }; - Loader.prototype.getAudioURL = function (urls) { - var extension; - for(var i = 0; i < urls.length; i++) { - extension = urls[i].toLowerCase(); - extension = extension.substr((Math.max(0, extension.lastIndexOf(".")) || Infinity) + 1); - if(this.game.device.canPlayAudio(extension)) { - return urls[i]; - } - } - return null; - }; - Loader.prototype.fileError = function (key) { - this._fileList[key].loaded = true; - this._fileList[key].error = true; - this.onFileError.dispatch(key); - throw new Error("Phaser.Loader error loading file: " + key); - this.nextFile(key, false); - }; - Loader.prototype.fileComplete = function (key) { - var _this = this; - if(!this._fileList[key]) { - throw new Error('Phaser.Loader fileComplete invalid key ' + key); - return; - } - this._fileList[key].loaded = true; - var file = this._fileList[key]; - var loadNext = true; - switch(file.type) { - case 'image': - this.game.cache.addImage(file.key, file.url, file.data); - break; - case 'spritesheet': - this.game.cache.addSpriteSheet(file.key, file.url, file.data, file.frameWidth, file.frameHeight, file.frameMax); - break; - case 'textureatlas': - if(file.atlasURL == null) { - this.game.cache.addTextureAtlas(file.key, file.url, file.data, file.atlasData, file.format); - } else { - loadNext = false; - this._xhr.open("GET", this.baseURL + file.atlasURL, true); - this._xhr.responseType = "text"; - if(file.format == Loader.TEXTURE_ATLAS_JSON_ARRAY) { - this._xhr.onload = function () { - return _this.jsonLoadComplete(file.key); - }; - } else if(file.format == Loader.TEXTURE_ATLAS_XML_STARLING) { - this._xhr.onload = function () { - return _this.xmlLoadComplete(file.key); - }; - } - this._xhr.onerror = function () { - return _this.dataLoadError(file.key); - }; - this._xhr.send(); - } - break; - case 'audio': - if(this.game.sound.usingWebAudio) { - file.data = this._xhr.response; - this.game.cache.addSound(file.key, file.url, file.data, true, false); - if(file.autoDecode) { - this.game.cache.updateSound(key, 'isDecoding', true); - var that = this; - var key = file.key; - this.game.sound.context.decodeAudioData(file.data, function (buffer) { - if(buffer) { - that.game.cache.decodedSound(key, buffer); - } - }); - } - } else { - file.data.removeEventListener('canplaythrough', Phaser.GAMES[this.game.id].load.fileComplete); - this.game.cache.addSound(file.key, file.url, file.data, false, true); - } - break; - case 'text': - file.data = this._xhr.response; - this.game.cache.addText(file.key, file.url, file.data); - break; - } - if(loadNext) { - this.nextFile(key, true); - } - }; - Loader.prototype.jsonLoadComplete = function (key) { - var data = JSON.parse(this._xhr.response); - var file = this._fileList[key]; - this.game.cache.addTextureAtlas(file.key, file.url, file.data, data, file.format); - this.nextFile(key, true); - }; - Loader.prototype.dataLoadError = function (key) { - var file = this._fileList[key]; - file.error = true; - throw new Error("Phaser.Loader dataLoadError: " + key); - this.nextFile(key, true); - }; - Loader.prototype.xmlLoadComplete = function (key) { - var atlasData = this._xhr.response; - var xml; - try { - if(window['DOMParser']) { - var domparser = new DOMParser(); - xml = domparser.parseFromString(atlasData, "text/xml"); - } else { - xml = new ActiveXObject("Microsoft.XMLDOM"); - xml.async = 'false'; - xml.loadXML(atlasData); - } - } catch (e) { - xml = undefined; - } - if(!xml || !xml.documentElement || xml.getElementsByTagName("parsererror").length) { - throw new Error("Phaser.Loader. Invalid XML given"); - } - var file = this._fileList[key]; - this.game.cache.addTextureAtlas(file.key, file.url, file.data, xml, file.format); - this.nextFile(key, true); - }; - Loader.prototype.nextFile = function (previousKey, success) { - this.progress = Math.round(this.progress + this._progressChunk); - if(this.progress > 100) { - this.progress = 100; - } - this.onFileComplete.dispatch(this.progress, previousKey, success, this._queueSize - this._keys.length, this._queueSize); - if(this._keys.length > 0) { - this.loadFile(); - } else { - this.hasLoaded = true; - this.isLoading = false; - this.removeAll(); - this.onLoadComplete.dispatch(); - } - }; - Loader.prototype.checkKeyExists = function (key) { - if(this._fileList[key]) { - return true; - } else { - return false; - } - }; - return Loader; - })(); - Phaser.Loader = Loader; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - var AnimationLoader = (function () { - function AnimationLoader() { } - AnimationLoader.parseSpriteSheet = function parseSpriteSheet(game, key, frameWidth, frameHeight, frameMax) { - var img = game.cache.getImage(key); - if(img == null) { - return null; - } - var width = img.width; - var height = img.height; - var row = Math.round(width / frameWidth); - var column = Math.round(height / frameHeight); - var total = row * column; - if(frameMax !== -1) { - total = frameMax; - } - if(width == 0 || height == 0 || width < frameWidth || height < frameHeight || total === 0) { - throw new Error("AnimationLoader.parseSpriteSheet: width/height zero or width/height < given frameWidth/frameHeight"); - return null; - } - var data = new Phaser.FrameData(); - var x = 0; - var y = 0; - for(var i = 0; i < total; i++) { - data.addFrame(new Phaser.Frame(x, y, frameWidth, frameHeight, '')); - x += frameWidth; - if(x === width) { - x = 0; - y += frameHeight; - } - } - return data; - }; - AnimationLoader.parseJSONData = function parseJSONData(game, json) { - if(!json['frames']) { - console.log(json); - throw new Error("Phaser.AnimationLoader.parseJSONData: Invalid Texture Atlas JSON given, missing 'frames' array"); - } - var data = new Phaser.FrameData(); - var frames = json['frames']; - var newFrame; - for(var i = 0; i < frames.length; i++) { - newFrame = data.addFrame(new Phaser.Frame(frames[i].frame.x, frames[i].frame.y, frames[i].frame.w, frames[i].frame.h, frames[i].filename)); - newFrame.setTrim(frames[i].trimmed, frames[i].sourceSize.w, frames[i].sourceSize.h, frames[i].spriteSourceSize.x, frames[i].spriteSourceSize.y, frames[i].spriteSourceSize.w, frames[i].spriteSourceSize.h); - } - return data; - }; - AnimationLoader.parseXMLData = function parseXMLData(game, xml, format) { - if(!xml.getElementsByTagName('TextureAtlas')) { - throw new Error("Phaser.AnimationLoader.parseXMLData: Invalid Texture Atlas XML given, missing tag"); - } - var data = new Phaser.FrameData(); - var frames = xml.getElementsByTagName('SubTexture'); - var newFrame; - for(var i = 0; i < frames.length; i++) { - var frame = frames[i].attributes; - newFrame = data.addFrame(new Phaser.Frame(frame.x.nodeValue, frame.y.nodeValue, frame.width.nodeValue, frame.height.nodeValue, frame.name.nodeValue)); - if(frame.frameX.nodeValue != '-0' || frame.frameY.nodeValue != '-0') { - newFrame.setTrim(true, frame.width.nodeValue, frame.height.nodeValue, Math.abs(frame.frameX.nodeValue), Math.abs(frame.frameY.nodeValue), frame.frameWidth.nodeValue, frame.frameHeight.nodeValue); - } - } - return data; - }; - return AnimationLoader; - })(); - Phaser.AnimationLoader = AnimationLoader; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - var Tile = (function () { - function Tile(game, tilemap, index, width, height) { - this.mass = 1.0; - this.collideLeft = false; - this.collideRight = false; - this.collideUp = false; - this.collideDown = false; - this.separateX = true; - this.separateY = true; - this.game = game; - this.tilemap = tilemap; - this.index = index; - this.width = width; - this.height = height; - this.allowCollisions = Phaser.Types.NONE; - } - Tile.prototype.destroy = function () { - this.tilemap = null; - }; - Tile.prototype.setCollision = function (collision, resetCollisions, separateX, separateY) { - if(resetCollisions) { - this.resetCollision(); - } - this.separateX = separateX; - this.separateY = separateY; - this.allowCollisions = collision; - if(collision & Phaser.Types.ANY) { - this.collideLeft = true; - this.collideRight = true; - this.collideUp = true; - this.collideDown = true; - return; - } - if(collision & Phaser.Types.LEFT || collision & Phaser.Types.WALL) { - this.collideLeft = true; - } - if(collision & Phaser.Types.RIGHT || collision & Phaser.Types.WALL) { - this.collideRight = true; - } - if(collision & Phaser.Types.UP || collision & Phaser.Types.CEILING) { - this.collideUp = true; - } - if(collision & Phaser.Types.DOWN || collision & Phaser.Types.CEILING) { - this.collideDown = true; - } - }; - Tile.prototype.resetCollision = function () { - this.allowCollisions = Phaser.Types.NONE; - this.collideLeft = false; - this.collideRight = false; - this.collideUp = false; - this.collideDown = false; - }; - Tile.prototype.toString = function () { - return "[{Tile (index=" + this.index + " collisions=" + this.allowCollisions + " width=" + this.width + " height=" + this.height + ")}]"; - }; - return Tile; - })(); - Phaser.Tile = Tile; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - var Tilemap = (function () { - function Tilemap(game, key, mapData, format, resizeWorld, tileWidth, tileHeight) { - if (typeof resizeWorld === "undefined") { resizeWorld = true; } - if (typeof tileWidth === "undefined") { tileWidth = 0; } - if (typeof tileHeight === "undefined") { tileHeight = 0; } - this.z = -1; - this.renderOrderID = 0; - this.collisionCallback = null; - this.game = game; - this.type = Phaser.Types.TILEMAP; - this.exists = true; - this.active = true; - this.visible = true; - this.alive = true; - this.z = -1; - this.group = null; - this.name = ''; - this.texture = new Phaser.Display.Texture(this); - this.transform = new Phaser.Components.TransformManager(this); - this.tiles = []; - this.layers = []; - this.mapFormat = format; - switch(format) { - case Tilemap.FORMAT_CSV: - this.parseCSV(game.cache.getText(mapData), key, tileWidth, tileHeight); - break; - case Tilemap.FORMAT_TILED_JSON: - this.parseTiledJSON(game.cache.getText(mapData), key); - break; - } - if(this.currentLayer && resizeWorld) { - this.game.world.setSize(this.currentLayer.widthInPixels, this.currentLayer.heightInPixels, true); - } - } - Tilemap.FORMAT_CSV = 0; - Tilemap.FORMAT_TILED_JSON = 1; - Tilemap.prototype.parseCSV = function (data, key, tileWidth, tileHeight) { - var layer = new Phaser.TilemapLayer(this, 0, key, Tilemap.FORMAT_CSV, 'TileLayerCSV' + this.layers.length.toString(), tileWidth, tileHeight); - data = data.trim(); - var rows = data.split("\n"); - for(var i = 0; i < rows.length; i++) { - var column = rows[i].split(","); - if(column.length > 0) { - layer.addColumn(column); - } - } - layer.updateBounds(); - var tileQuantity = layer.parseTileOffsets(); - this.currentLayer = layer; - this.collisionLayer = layer; - this.layers.push(layer); - this.generateTiles(tileQuantity); - }; - Tilemap.prototype.parseTiledJSON = function (data, key) { - data = data.trim(); - var json = JSON.parse(data); - for(var i = 0; i < json.layers.length; i++) { - var layer = new Phaser.TilemapLayer(this, i, key, Tilemap.FORMAT_TILED_JSON, json.layers[i].name, json.tilewidth, json.tileheight); - if(!json.layers[i].data) { - continue; - } - layer.alpha = json.layers[i].opacity; - layer.visible = json.layers[i].visible; - layer.tileMargin = json.tilesets[0].margin; - layer.tileSpacing = json.tilesets[0].spacing; - var c = 0; - var row; - for(var t = 0; t < json.layers[i].data.length; t++) { - if(c == 0) { - row = []; - } - row.push(json.layers[i].data[t]); - c++; - if(c == json.layers[i].width) { - layer.addColumn(row); - c = 0; - } - } - layer.updateBounds(); - var tileQuantity = layer.parseTileOffsets(); - this.currentLayer = layer; - this.collisionLayer = layer; - this.layers.push(layer); - } - this.generateTiles(tileQuantity); - }; - Tilemap.prototype.generateTiles = function (qty) { - for(var i = 0; i < qty; i++) { - this.tiles.push(new Phaser.Tile(this.game, this, i, this.currentLayer.tileWidth, this.currentLayer.tileHeight)); - } - }; - Object.defineProperty(Tilemap.prototype, "widthInPixels", { - get: function () { - return this.currentLayer.widthInPixels; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Tilemap.prototype, "heightInPixels", { - get: function () { - return this.currentLayer.heightInPixels; - }, - enumerable: true, - configurable: true - }); - Tilemap.prototype.setCollisionCallback = function (context, callback) { - this.collisionCallbackContext = context; - this.collisionCallback = callback; - }; - Tilemap.prototype.setCollisionRange = function (start, end, collision, resetCollisions, separateX, separateY) { - if (typeof collision === "undefined") { collision = Phaser.Types.ANY; } - if (typeof resetCollisions === "undefined") { resetCollisions = false; } - if (typeof separateX === "undefined") { separateX = true; } - if (typeof separateY === "undefined") { separateY = true; } - for(var i = start; i < end; i++) { - this.tiles[i].setCollision(collision, resetCollisions, separateX, separateY); - } - }; - Tilemap.prototype.setCollisionByIndex = function (values, collision, resetCollisions, separateX, separateY) { - if (typeof collision === "undefined") { collision = Phaser.Types.ANY; } - if (typeof resetCollisions === "undefined") { resetCollisions = false; } - if (typeof separateX === "undefined") { separateX = true; } - if (typeof separateY === "undefined") { separateY = true; } - for(var i = 0; i < values.length; i++) { - this.tiles[values[i]].setCollision(collision, resetCollisions, separateX, separateY); - } - }; - Tilemap.prototype.getTileByIndex = function (value) { - if(this.tiles[value]) { - return this.tiles[value]; - } - return null; - }; - Tilemap.prototype.getTile = function (x, y, layer) { - if (typeof layer === "undefined") { layer = this.currentLayer.ID; } - return this.tiles[this.layers[layer].getTileIndex(x, y)]; - }; - Tilemap.prototype.getTileFromWorldXY = function (x, y, layer) { - if (typeof layer === "undefined") { layer = this.currentLayer.ID; } - return this.tiles[this.layers[layer].getTileFromWorldXY(x, y)]; - }; - Tilemap.prototype.getTileFromInputXY = function (layer) { - if (typeof layer === "undefined") { layer = this.currentLayer.ID; } - return this.tiles[this.layers[layer].getTileFromWorldXY(this.game.input.worldX, this.game.input.worldY)]; - }; - Tilemap.prototype.getTileOverlaps = function (object) { - return this.currentLayer.getTileOverlaps(object); - }; - Tilemap.prototype.collide = function (objectOrGroup, callback, context) { - if (typeof objectOrGroup === "undefined") { objectOrGroup = null; } - if (typeof callback === "undefined") { callback = null; } - if (typeof context === "undefined") { context = null; } - if(callback !== null && context !== null) { - this.collisionCallback = callback; - this.collisionCallbackContext = context; - } - if(objectOrGroup == null) { - objectOrGroup = this.game.world.group; - } - if(objectOrGroup.isGroup == false) { - this.collideGameObject(objectOrGroup); - } else { - objectOrGroup.forEachAlive(this, this.collideGameObject, true); - } - }; - Tilemap.prototype.collideGameObject = function (object) { - if(object.body.type == Phaser.Types.BODY_DYNAMIC && object.exists == true && object.body.allowCollisions != Phaser.Types.NONE) { - this._tempCollisionData = this.collisionLayer.getTileOverlaps(object); - if(this.collisionCallback !== null && this._tempCollisionData.length > 0) { - this.collisionCallback.call(this.collisionCallbackContext, object, this._tempCollisionData); - } - return true; - } else { - return false; - } - }; - Tilemap.prototype.putTile = function (x, y, index, layer) { - if (typeof layer === "undefined") { layer = this.currentLayer.ID; } - this.layers[layer].putTile(x, y, index); - }; - Tilemap.prototype.preUpdate = function () { - }; - Tilemap.prototype.update = function () { - }; - Tilemap.prototype.postUpdate = function () { - }; - Tilemap.prototype.destroy = function () { - this.texture = null; - this.transform = null; - this.tiles.length = 0; - this.layers.length = 0; - }; - return Tilemap; - })(); - Phaser.Tilemap = Tilemap; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - var TilemapLayer = (function () { - function TilemapLayer(parent, id, key, mapFormat, name, tileWidth, tileHeight) { - this.exists = true; - this.visible = true; - this.widthInTiles = 0; - this.heightInTiles = 0; - this.widthInPixels = 0; - this.heightInPixels = 0; - this.tileMargin = 0; - this.tileSpacing = 0; - this.parent = parent; - this.game = parent.game; - this.ID = id; - this.name = name; - this.mapFormat = mapFormat; - this.tileWidth = tileWidth; - this.tileHeight = tileHeight; - this.boundsInTiles = new Phaser.Rectangle(); - this.texture = new Phaser.Display.Texture(this); - this.transform = new Phaser.Components.TransformManager(this); - if(key !== null) { - this.texture.loadImage(key, false); - } else { - this.texture.opaque = true; - } - this.alpha = this.texture.alpha; - this.mapData = []; - this._tempTileBlock = []; - } - TilemapLayer.prototype.putTileWorldXY = function (x, y, index) { - x = this.game.math.snapToFloor(x, this.tileWidth) / this.tileWidth; - y = this.game.math.snapToFloor(y, this.tileHeight) / this.tileHeight; - if(y >= 0 && y < this.mapData.length) { - if(x >= 0 && x < this.mapData[y].length) { - this.mapData[y][x] = index; - } - } - }; - TilemapLayer.prototype.putTile = function (x, y, index) { - if(y >= 0 && y < this.mapData.length) { - if(x >= 0 && x < this.mapData[y].length) { - this.mapData[y][x] = index; - } - } - }; - TilemapLayer.prototype.swapTile = function (tileA, tileB, x, y, width, height) { - if (typeof x === "undefined") { x = 0; } - if (typeof y === "undefined") { y = 0; } - if (typeof width === "undefined") { width = this.widthInTiles; } - if (typeof height === "undefined") { height = this.heightInTiles; } - this.getTempBlock(x, y, width, height); - for(var r = 0; r < this._tempTileBlock.length; r++) { - if(this._tempTileBlock[r].tile.index == tileA) { - this._tempTileBlock[r].newIndex = true; - } - if(this._tempTileBlock[r].tile.index == tileB) { - this.mapData[this._tempTileBlock[r].y][this._tempTileBlock[r].x] = tileA; - } - } - for(var r = 0; r < this._tempTileBlock.length; r++) { - if(this._tempTileBlock[r].newIndex == true) { - this.mapData[this._tempTileBlock[r].y][this._tempTileBlock[r].x] = tileB; - } - } - }; - TilemapLayer.prototype.fillTile = function (index, x, y, width, height) { - if (typeof x === "undefined") { x = 0; } - if (typeof y === "undefined") { y = 0; } - if (typeof width === "undefined") { width = this.widthInTiles; } - if (typeof height === "undefined") { height = this.heightInTiles; } - this.getTempBlock(x, y, width, height); - for(var r = 0; r < this._tempTileBlock.length; r++) { - this.mapData[this._tempTileBlock[r].y][this._tempTileBlock[r].x] = index; - } - }; - TilemapLayer.prototype.randomiseTiles = function (tiles, x, y, width, height) { - if (typeof x === "undefined") { x = 0; } - if (typeof y === "undefined") { y = 0; } - if (typeof width === "undefined") { width = this.widthInTiles; } - if (typeof height === "undefined") { height = this.heightInTiles; } - this.getTempBlock(x, y, width, height); - for(var r = 0; r < this._tempTileBlock.length; r++) { - this.mapData[this._tempTileBlock[r].y][this._tempTileBlock[r].x] = this.game.math.getRandom(tiles); - } - }; - TilemapLayer.prototype.replaceTile = function (tileA, tileB, x, y, width, height) { - if (typeof x === "undefined") { x = 0; } - if (typeof y === "undefined") { y = 0; } - if (typeof width === "undefined") { width = this.widthInTiles; } - if (typeof height === "undefined") { height = this.heightInTiles; } - this.getTempBlock(x, y, width, height); - for(var r = 0; r < this._tempTileBlock.length; r++) { - if(this._tempTileBlock[r].tile.index == tileA) { - this.mapData[this._tempTileBlock[r].y][this._tempTileBlock[r].x] = tileB; - } - } - }; - TilemapLayer.prototype.getTileBlock = function (x, y, width, height) { - var output = []; - this.getTempBlock(x, y, width, height); - for(var r = 0; r < this._tempTileBlock.length; r++) { - output.push({ - x: this._tempTileBlock[r].x, - y: this._tempTileBlock[r].y, - tile: this._tempTileBlock[r].tile - }); - } - return output; - }; - TilemapLayer.prototype.getTileFromWorldXY = function (x, y) { - x = this.game.math.snapToFloor(x, this.tileWidth) / this.tileWidth; - y = this.game.math.snapToFloor(y, this.tileHeight) / this.tileHeight; - return this.getTileIndex(x, y); - }; - TilemapLayer.prototype.getTileOverlaps = function (object) { - if(object.body.bounds.x < 0 || object.body.bounds.x > this.widthInPixels || object.body.bounds.y < 0 || object.body.bounds.bottom > this.heightInPixels) { - return; - } - this._tempTileX = this.game.math.snapToFloor(object.body.bounds.x, this.tileWidth) / this.tileWidth; - this._tempTileY = this.game.math.snapToFloor(object.body.bounds.y, this.tileHeight) / this.tileHeight; - this._tempTileW = (this.game.math.snapToCeil(object.body.bounds.width, this.tileWidth) + this.tileWidth) / this.tileWidth; - this._tempTileH = (this.game.math.snapToCeil(object.body.bounds.height, this.tileHeight) + this.tileHeight) / this.tileHeight; - this._tempBlockResults = []; - this.getTempBlock(this._tempTileX, this._tempTileY, this._tempTileW, this._tempTileH, true); - return this._tempBlockResults; - }; - TilemapLayer.prototype.getTempBlock = function (x, y, width, height, collisionOnly) { - if (typeof collisionOnly === "undefined") { collisionOnly = false; } - if(x < 0) { - x = 0; - } - if(y < 0) { - y = 0; - } - if(width > this.widthInTiles) { - width = this.widthInTiles; - } - if(height > this.heightInTiles) { - height = this.heightInTiles; - } - this._tempTileBlock = []; - for(var ty = y; ty < y + height; ty++) { - for(var tx = x; tx < x + width; tx++) { - if(collisionOnly) { - if(this.mapData[ty] && this.mapData[ty][tx] && this.parent.tiles[this.mapData[ty][tx]].allowCollisions != Phaser.Types.NONE) { - this._tempTileBlock.push({ - x: tx, - y: ty, - tile: this.parent.tiles[this.mapData[ty][tx]] - }); - } - } else { - if(this.mapData[ty] && this.mapData[ty][tx]) { - this._tempTileBlock.push({ - x: tx, - y: ty, - tile: this.parent.tiles[this.mapData[ty][tx]] - }); - } - } - } - } - }; - TilemapLayer.prototype.getTileIndex = function (x, y) { - if(y >= 0 && y < this.mapData.length) { - if(x >= 0 && x < this.mapData[y].length) { - return this.mapData[y][x]; - } - } - return null; - }; - TilemapLayer.prototype.addColumn = function (column) { - var data = []; - for(var c = 0; c < column.length; c++) { - data[c] = parseInt(column[c]); - } - if(this.widthInTiles == 0) { - this.widthInTiles = data.length; - this.widthInPixels = this.widthInTiles * this.tileWidth; - } - this.mapData.push(data); - this.heightInTiles++; - this.heightInPixels += this.tileHeight; - }; - TilemapLayer.prototype.updateBounds = function () { - this.boundsInTiles.setTo(0, 0, this.widthInTiles, this.heightInTiles); - }; - TilemapLayer.prototype.parseTileOffsets = function () { - this.tileOffsets = []; - var i = 0; - if(this.mapFormat == Phaser.Tilemap.FORMAT_TILED_JSON) { - this.tileOffsets[0] = null; - i = 1; - } - for(var ty = this.tileMargin; ty < this.texture.height; ty += (this.tileHeight + this.tileSpacing)) { - for(var tx = this.tileMargin; tx < this.texture.width; tx += (this.tileWidth + this.tileSpacing)) { - this.tileOffsets[i] = { - x: tx, - y: ty - }; - i++; - } - } - return this.tileOffsets.length; - }; - return TilemapLayer; - })(); - Phaser.TilemapLayer = TilemapLayer; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - (function (Physics) { - var PhysicsManager = (function () { - function PhysicsManager(game) { - this._length = 0; - this.grav = 0.2; - this.drag = 1; - this.bounce = 0.3; - this.friction = 0.05; - this.min_f = 0; - this.max_f = 1; - this.min_b = 0; - this.max_b = 1; - this.min_g = 0; - this.max_g = 1; - this.xmin = 0; - this.xmax = 800; - this.ymin = 0; - this.ymax = 600; - this.objrad = 24; - this.tilerad = 24 * 2; - this.objspeed = 0.2; - this.maxspeed = 20; - this.game = game; - } - PhysicsManager.prototype.update = function () { - }; - PhysicsManager.prototype.updateMotion = function (body) { - this._velocityDelta = (this.computeVelocity(body.angularVelocity, body.gravity.x, body.angularAcceleration, body.angularDrag, body.maxAngular) - body.angularVelocity) / 2; - body.angularVelocity += this._velocityDelta; - body.sprite.transform.rotation += body.angularVelocity * this.game.time.physicsElapsed; - body.angularVelocity += this._velocityDelta; - this._velocityDelta = (this.computeVelocity(body.velocity.x, body.gravity.x, body.acceleration.x, body.drag.x) - body.velocity.x) / 2; - body.velocity.x += this._velocityDelta; - this._delta = body.velocity.x * this.game.time.physicsElapsed; - body.aabb.pos.x += this._delta; - body.deltaX = this._delta; - this._velocityDelta = (this.computeVelocity(body.velocity.y, body.gravity.y, body.acceleration.y, body.drag.y) - body.velocity.y) / 2; - body.velocity.y += this._velocityDelta; - this._delta = body.velocity.y * this.game.time.physicsElapsed; - body.aabb.pos.y += this._delta; - body.deltaY = this._delta; - }; - PhysicsManager.prototype.computeVelocity = function (velocity, gravity, acceleration, drag, max) { - if (typeof gravity === "undefined") { gravity = 0; } - if (typeof acceleration === "undefined") { acceleration = 0; } - if (typeof drag === "undefined") { drag = 0; } - if (typeof max === "undefined") { max = 10000; } - if(acceleration !== 0) { - velocity += (acceleration + gravity) * this.game.time.physicsElapsed; - } else if(drag !== 0) { - this._drag = drag * this.game.time.physicsElapsed; - if(velocity - this._drag > 0) { - velocity = velocity - this._drag; - } else if(velocity + this._drag < 0) { - velocity += this._drag; - } else { - velocity = 0; - } - } - if(velocity != 0) { - if(velocity > max) { - velocity = max; - } else if(velocity < -max) { - velocity = -max; - } - } - return velocity; - }; - return PhysicsManager; - })(); - Physics.PhysicsManager = PhysicsManager; - })(Phaser.Physics || (Phaser.Physics = {})); - var Physics = Phaser.Physics; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - (function (Physics) { - var Body = (function () { - function Body(sprite, type) { - this.angularVelocity = 0; - this.angularAcceleration = 0; - this.angularDrag = 0; - this.maxAngular = 10000; - this.deltaX = 0; - this.deltaY = 0; - this.sprite = sprite; - this.game = sprite.game; - this.type = type; - this.aabb = new Phaser.Physics.AABB(sprite.game, sprite.x, sprite.y, sprite.width, sprite.height); - this.velocity = new Phaser.Vec2(); - this.acceleration = new Phaser.Vec2(); - this.drag = new Phaser.Vec2(); - this.gravity = new Phaser.Vec2(); - this.maxVelocity = new Phaser.Vec2(10000, 10000); - this.angularVelocity = 0; - this.angularAcceleration = 0; - this.angularDrag = 0; - this.maxAngular = 10000; - this.allowCollisions = Phaser.Types.ANY; - } - return Body; - })(); - Physics.Body = Body; - })(Phaser.Physics || (Phaser.Physics = {})); - var Physics = Phaser.Physics; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - (function (Physics) { - var AABB = (function () { - function AABB(game, x, y, width, height) { - this.type = 0; - this._vx = 0; - this._vy = 0; - this._deltaX = 0; - this._deltaY = 0; - this.game = game; - this.pos = new Phaser.Vec2(x, y); - this.oldpos = new Phaser.Vec2(x, y); - this.width = Math.abs(width); - this.height = Math.abs(height); - this.velocity = new Phaser.Vec2(); - this.acceleration = new Phaser.Vec2(); - this.bounce = new Phaser.Vec2(0, 0); - this.drag = new Phaser.Vec2(0, 0); - this.gravity = new Phaser.Vec2(0, 0); - this.maxVelocity = new Phaser.Vec2(1000, 1000); - this.aabbTileProjections = { - }; - this.aabbTileProjections[Phaser.Physics.TileMapCell.CTYPE_22DEGs] = Phaser.Physics.Projection.AABB22Deg.CollideS; - this.aabbTileProjections[Phaser.Physics.TileMapCell.CTYPE_22DEGb] = Phaser.Physics.Projection.AABB22Deg.CollideB; - this.aabbTileProjections[Phaser.Physics.TileMapCell.CTYPE_45DEG] = Phaser.Physics.Projection.AABB45Deg.Collide; - this.aabbTileProjections[Phaser.Physics.TileMapCell.CTYPE_67DEGs] = Phaser.Physics.Projection.AABB67Deg.CollideS; - this.aabbTileProjections[Phaser.Physics.TileMapCell.CTYPE_67DEGb] = Phaser.Physics.Projection.AABB67Deg.CollideB; - this.aabbTileProjections[Phaser.Physics.TileMapCell.CTYPE_CONCAVE] = Phaser.Physics.Projection.AABBConcave.Collide; - this.aabbTileProjections[Phaser.Physics.TileMapCell.CTYPE_CONVEX] = Phaser.Physics.Projection.AABBConvex.Collide; - this.aabbTileProjections[Phaser.Physics.TileMapCell.CTYPE_FULL] = Phaser.Physics.Projection.AABBFull.Collide; - this.aabbTileProjections[Phaser.Physics.TileMapCell.CTYPE_HALF] = Phaser.Physics.Projection.AABBHalf.Collide; - } - AABB.COL_NONE = 0; - AABB.COL_AXIS = 1; - AABB.COL_OTHER = 2; - AABB.prototype.update = function () { - this.integrateVerlet(); - if(this.acceleration.x != 0) { - this.velocity.x += (this.acceleration.x * this.game.time.physicsElapsed); - } - if(this.acceleration.y != 0) { - this.velocity.y += (this.acceleration.y * this.game.time.physicsElapsed); - } - this._vx = this.velocity.x * this.game.time.physicsElapsed; - this._vy = this.velocity.y * this.game.time.physicsElapsed; - var vx = this.pos.x - this.oldpos.x; - var vy = this.pos.y - this.oldpos.y; - this._deltaX = Math.min(20, Math.max(-20, vx + this._vx)); - this._deltaY = Math.min(20, Math.max(-20, vy + this._vy)); - this.pos.x = this.oldpos.x + this._deltaX; - this.pos.y = this.oldpos.y + this._deltaY; - }; - AABB.prototype.Nupdate = function () { - this.integrateVerlet(); - var p = this.pos; - var o = this.oldpos; - var vx = p.x - o.x; - var vy = p.y - o.y; - var newx = Math.min(20, Math.max(-20, vx + this._vx)); - var newy = Math.min(20, Math.max(-20, vy + this._vy)); - this.pos.x = o.x + newx; - this.pos.y = o.y + newy; - }; - AABB.prototype.updateFlixel = function () { - this.oldpos.x = this.pos.x; - this.oldpos.y = this.pos.y; - this._vx = (this.game.physics.computeVelocity(this.velocity.x, this.gravity.x, this.acceleration.x, this.drag.x, this.maxVelocity.x) - this.velocity.x) / 2; - this.velocity.x += this._vx; - this._deltaX = this.velocity.x * this.game.time.physicsElapsed; - this._vy = (this.game.physics.computeVelocity(this.velocity.y, this.gravity.y, this.acceleration.y, this.drag.y, this.maxVelocity.y) - this.velocity.y) / 2; - this.velocity.y += this._vy; - this._deltaY = this.velocity.y * this.game.time.physicsElapsed; - this.pos.x += this._deltaX; - this.pos.y += this._deltaY; - }; - AABB.prototype.FFupdate = function () { - this.oldpos.x = this.pos.x; - this.oldpos.y = this.pos.y; - if(this.acceleration.x != 0) { - this.velocity.x += (this.acceleration.x / 1000 * this.game.time.delta); - } - if(this.acceleration.y != 0) { - this.velocity.y += (this.acceleration.y / 1000 * this.game.time.delta); - } - this._vx = ((this.velocity.x / 1000) * this.game.time.delta); - this._vy = ((this.velocity.y / 1000) * this.game.time.delta); - if(this._vx != 0) { - if(this.drag.x != 0) { - this._vx * this.drag.x; - } - if(this.gravity.x != 0) { - this._vx * this.gravity.x; - } - if(this.velocity.x > this.maxVelocity.x) { - this.velocity.x = this.maxVelocity.x; - } else if(this.velocity.x < -this.maxVelocity.x) { - this.velocity.x = -this.maxVelocity.x; - } - } - if(this._vy != 0) { - if(this.drag.y != 0) { - this._vy * this.drag.y; - } - if(this.gravity.y != 0) { - this._vy * this.gravity.y; - } - if(this.velocity.y > this.maxVelocity.y) { - this.velocity.y = this.maxVelocity.y; - } else if(this.velocity.y < -this.maxVelocity.y) { - this.velocity.y = -this.maxVelocity.y; - } - } - this.pos.x += this._vx; - this.pos.y += this._vy; - }; - AABB.prototype.integrateVerlet = function () { - var ox = this.oldpos.x; - var oy = this.oldpos.y; - this.oldpos.x = this.pos.x; - this.oldpos.y = this.pos.y; - this.pos.x += (this.drag.x * this.pos.x) - (this.drag.x * ox) + this.gravity.x; - this.pos.y += (this.drag.y * this.pos.y) - (this.drag.y * oy) + this.gravity.y; - }; - AABB.prototype.reportCollisionVsWorld = function (px, py, dx, dy, obj) { - if (typeof obj === "undefined") { obj = null; } - var vx = this.pos.x - this.oldpos.x; - var vy = this.pos.y - this.oldpos.y; - var dp = (vx * dx + vy * dy); - var nx = dp * dx; - var ny = dp * dy; - var tx = vx - nx; - var ty = vy - ny; - var bx = 0; - var by = 0; - var fx = 0; - var fy = 0; - if(dp < 0) { - var f = 0.05; - fx = tx * f; - fy = ty * f; - var b = 1 + 0.5; - bx = (nx * b); - by = (ny * b); - } - this.pos.x += px; - this.pos.y += py; - this.oldpos.x += px + bx + fx; - this.oldpos.y += py + by + fy; - }; - AABB.prototype.TWEAKEDreportCollisionVsWorld = function (px, py, dx, dy, obj) { - if (typeof obj === "undefined") { obj = null; } - var dp = (this._vx * dx + this._vy * dy); - var nx = dp * dx; - var ny = dp * dy; - var tx = this._vx - nx; - var ty = this._vy - ny; - this.pos.x += px; - this.pos.y += py; - if(dp < 0) { - this.velocity.x += nx; - this.velocity.y += ny; - if(dx !== 0) { - this.velocity.x *= -1 * this.bounce.x; - } - if(dy !== 0) { - this.velocity.y *= -1 * this.bounce.y; - } - } - }; - AABB.prototype.collideAABBVsTile = function (tile) { - var pos = this.pos; - var c = tile; - var tx = c.pos.x; - var ty = c.pos.y; - var txw = c.xw; - var tyw = c.yw; - var dx = pos.x - tx; - var px = (txw + this.width) - Math.abs(dx); - if(0 < px) { - var dy = pos.y - ty; - var py = (tyw + this.height) - Math.abs(dy); - if(0 < py) { - if(px < py) { - if(dx < 0) { - px *= -1; - py = 0; - } else { - py = 0; - } - } else { - if(dy < 0) { - px = 0; - py *= -1; - } else { - px = 0; - } - } - this.resolveBoxTile(px, py, this, c); - } - } - }; - AABB.prototype.collideAABBVsWorldBounds = function () { - var p = this.pos; - var xw = this.width; - var yw = this.height; - var XMIN = 0; - var XMAX = 800; - var YMIN = 0; - var YMAX = 600; - var dx = XMIN - (p.x - xw); - if(0 < dx) { - this.reportCollisionVsWorld(dx, 0, 1, 0, null); - } else { - dx = (p.x + xw) - XMAX; - if(0 < dx) { - this.reportCollisionVsWorld(-dx, 0, -1, 0, null); - } - } - var dy = YMIN - (p.y - yw); - if(0 < dy) { - this.reportCollisionVsWorld(0, dy, 0, 1, null); - } else { - dy = (p.y + yw) - YMAX; - if(0 < dy) { - this.reportCollisionVsWorld(0, -dy, 0, -1, null); - } - } - }; - AABB.prototype.resolveBoxTile = function (x, y, box, t) { - if(0 < t.ID) { - return this.aabbTileProjections[t.CTYPE](x, y, box, t); - } else { - return false; - } - }; - AABB.prototype.render = function (context) { - context.beginPath(); - context.strokeStyle = 'rgb(0,255,0)'; - context.strokeRect(this.pos.x - this.width, this.pos.y - this.height, this.width * 2, this.height * 2); - context.stroke(); - context.closePath(); - context.fillStyle = 'rgb(0,255,0)'; - context.fillRect(this.pos.x, this.pos.y, 2, 2); - }; - return AABB; - })(); - Physics.AABB = AABB; - })(Phaser.Physics || (Phaser.Physics = {})); - var Physics = Phaser.Physics; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - (function (Physics) { - var Circle = (function () { - function Circle(game, x, y, radius) { - this.type = 1; - this.game = game; - this.pos = new Phaser.Vec2(x, y); - this.oldpos = new Phaser.Vec2(x, y); - this.radius = radius; - this.circleTileProjections = { - }; - this.circleTileProjections[Phaser.Physics.TileMapCell.CTYPE_22DEGs] = Phaser.Physics.Projection.Circle22Deg.CollideS; - this.circleTileProjections[Phaser.Physics.TileMapCell.CTYPE_22DEGb] = Phaser.Physics.Projection.Circle22Deg.CollideB; - this.circleTileProjections[Phaser.Physics.TileMapCell.CTYPE_45DEG] = Phaser.Physics.Projection.Circle45Deg.Collide; - this.circleTileProjections[Phaser.Physics.TileMapCell.CTYPE_67DEGs] = Phaser.Physics.Projection.Circle67Deg.CollideS; - this.circleTileProjections[Phaser.Physics.TileMapCell.CTYPE_67DEGb] = Phaser.Physics.Projection.Circle67Deg.CollideB; - this.circleTileProjections[Phaser.Physics.TileMapCell.CTYPE_CONCAVE] = Phaser.Physics.Projection.CircleConcave.Collide; - this.circleTileProjections[Phaser.Physics.TileMapCell.CTYPE_CONVEX] = Phaser.Physics.Projection.CircleConvex.Collide; - this.circleTileProjections[Phaser.Physics.TileMapCell.CTYPE_FULL] = Phaser.Physics.Projection.CircleFull.Collide; - this.circleTileProjections[Phaser.Physics.TileMapCell.CTYPE_HALF] = Phaser.Physics.Projection.CircleHalf.Collide; - } - Circle.COL_NONE = 0; - Circle.COL_AXIS = 1; - Circle.COL_OTHER = 2; - Circle.prototype.integrateVerlet = function () { - var d = 1; - var g = 0.2; - var p = this.pos; - var o = this.oldpos; - var px; - var py; - var ox = o.x; - var oy = o.y; - o.x = px = p.x; - o.y = py = p.y; - p.x += (d * px) - (d * ox); - p.y += (d * py) - (d * oy) + g; - }; - Circle.prototype.reportCollisionVsWorld = function (px, py, dx, dy, obj) { - if (typeof obj === "undefined") { obj = null; } - var p = this.pos; - var o = this.oldpos; - var vx = p.x - o.x; - var vy = p.y - o.y; - var dp = (vx * dx + vy * dy); - var nx = dp * dx; - var ny = dp * dy; - var tx = vx - nx; - var ty = vy - ny; - var b, bx, by, f, fx, fy; - if(dp < 0) { - f = 0.05; - fx = tx * f; - fy = ty * f; - b = 1 + 0.3; - bx = (nx * b); - by = (ny * b); - } else { - bx = by = fx = fy = 0; - } - p.x += px; - p.y += py; - o.x += px + bx + fx; - o.y += py + by + fy; - }; - Circle.prototype.collideCircleVsWorldBounds = function () { - var p = this.pos; - var r = this.radius; - var XMIN = 0; - var XMAX = 800; - var YMIN = 0; - var YMAX = 600; - var dx = XMIN - (p.x - r); - if(0 < dx) { - this.reportCollisionVsWorld(dx, 0, 1, 0, null); - } else { - dx = (p.x + r) - XMAX; - if(0 < dx) { - this.reportCollisionVsWorld(-dx, 0, -1, 0, null); - } - } - var dy = YMIN - (p.y - r); - if(0 < dy) { - this.reportCollisionVsWorld(0, dy, 0, 1, null); - } else { - dy = (p.y + r) - YMAX; - if(0 < dy) { - this.reportCollisionVsWorld(0, -dy, 0, -1, null); - } - } - }; - Circle.prototype.render = function (context) { - context.beginPath(); - context.strokeStyle = 'rgb(0,255,0)'; - context.arc(this.pos.x, this.pos.y, this.radius, 0, Math.PI * 2); - context.stroke(); - context.closePath(); - if(this.oH == 1) { - context.beginPath(); - context.strokeStyle = 'rgb(255,0,0)'; - context.moveTo(this.pos.x - this.radius, this.pos.y - this.radius); - context.lineTo(this.pos.x - this.radius, this.pos.y + this.radius); - context.stroke(); - context.closePath(); - } else if(this.oH == -1) { - context.beginPath(); - context.strokeStyle = 'rgb(255,0,0)'; - context.moveTo(this.pos.x + this.radius, this.pos.y - this.radius); - context.lineTo(this.pos.x + this.radius, this.pos.y + this.radius); - context.stroke(); - context.closePath(); - } - if(this.oV == 1) { - context.beginPath(); - context.strokeStyle = 'rgb(255,0,0)'; - context.moveTo(this.pos.x - this.radius, this.pos.y - this.radius); - context.lineTo(this.pos.x + this.radius, this.pos.y - this.radius); - context.stroke(); - context.closePath(); - } else if(this.oV == -1) { - context.beginPath(); - context.strokeStyle = 'rgb(255,0,0)'; - context.moveTo(this.pos.x - this.radius, this.pos.y + this.radius); - context.lineTo(this.pos.x + this.radius, this.pos.y + this.radius); - context.stroke(); - context.closePath(); - } - }; - Circle.prototype.collideCircleVsTile = function (tile) { - var pos = this.pos; - var r = this.radius; - var c = tile; - var tx = c.pos.x; - var ty = c.pos.y; - var txw = c.xw; - var tyw = c.yw; - var dx = pos.x - tx; - var px = (txw + r) - Math.abs(dx); - if(0 < px) { - var dy = pos.y - ty; - var py = (tyw + r) - Math.abs(dy); - if(0 < py) { - this.oH = 0; - this.oV = 0; - if(dx < -txw) { - this.oH = -1; - } else if(txw < dx) { - this.oH = 1; - } - if(dy < -tyw) { - this.oV = -1; - } else if(tyw < dy) { - this.oV = 1; - } - this.resolveCircleTile(px, py, this.oH, this.oV, this, c); - } - } - }; - Circle.prototype.resolveCircleTile = function (x, y, oH, oV, obj, t) { - if(0 < t.ID) { - return this.circleTileProjections[t.CTYPE](x, y, oH, oV, obj, t); - } else { - console.log("resolveCircleTile() was called with an empty (or unknown) tile!: ID=" + t.ID + " (" + t.i + "," + t.j + ")"); - return false; - } - }; - return Circle; - })(); - Physics.Circle = Circle; - })(Phaser.Physics || (Phaser.Physics = {})); - var Physics = Phaser.Physics; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - (function (Physics) { - var TileMapCell = (function () { - function TileMapCell(game, x, y, xw, yw) { - this.game = game; - this.ID = TileMapCell.TID_EMPTY; - this.CTYPE = TileMapCell.CTYPE_EMPTY; - this.pos = new Phaser.Vec2(x, y); - this.xw = xw; - this.yw = yw; - this.minx = this.pos.x - this.xw; - this.maxx = this.pos.x + this.xw; - this.miny = this.pos.y - this.yw; - this.maxy = this.pos.y + this.yw; - this.signx = 0; - this.signy = 0; - this.sx = 0; - this.sy = 0; - } - TileMapCell.TID_EMPTY = 0; - TileMapCell.TID_FULL = 1; - TileMapCell.TID_45DEGpn = 2; - TileMapCell.TID_45DEGnn = 3; - TileMapCell.TID_45DEGnp = 4; - TileMapCell.TID_45DEGpp = 5; - TileMapCell.TID_CONCAVEpn = 6; - TileMapCell.TID_CONCAVEnn = 7; - TileMapCell.TID_CONCAVEnp = 8; - TileMapCell.TID_CONCAVEpp = 9; - TileMapCell.TID_CONVEXpn = 10; - TileMapCell.TID_CONVEXnn = 11; - TileMapCell.TID_CONVEXnp = 12; - TileMapCell.TID_CONVEXpp = 13; - TileMapCell.TID_22DEGpnS = 14; - TileMapCell.TID_22DEGnnS = 15; - TileMapCell.TID_22DEGnpS = 16; - TileMapCell.TID_22DEGppS = 17; - TileMapCell.TID_22DEGpnB = 18; - TileMapCell.TID_22DEGnnB = 19; - TileMapCell.TID_22DEGnpB = 20; - TileMapCell.TID_22DEGppB = 21; - TileMapCell.TID_67DEGpnS = 22; - TileMapCell.TID_67DEGnnS = 23; - TileMapCell.TID_67DEGnpS = 24; - TileMapCell.TID_67DEGppS = 25; - TileMapCell.TID_67DEGpnB = 26; - TileMapCell.TID_67DEGnnB = 27; - TileMapCell.TID_67DEGnpB = 28; - TileMapCell.TID_67DEGppB = 29; - TileMapCell.TID_HALFd = 30; - TileMapCell.TID_HALFr = 31; - TileMapCell.TID_HALFu = 32; - TileMapCell.TID_HALFl = 33; - TileMapCell.CTYPE_EMPTY = 0; - TileMapCell.CTYPE_FULL = 1; - TileMapCell.CTYPE_45DEG = 2; - TileMapCell.CTYPE_CONCAVE = 6; - TileMapCell.CTYPE_CONVEX = 10; - TileMapCell.CTYPE_22DEGs = 14; - TileMapCell.CTYPE_22DEGb = 18; - TileMapCell.CTYPE_67DEGs = 22; - TileMapCell.CTYPE_67DEGb = 26; - TileMapCell.CTYPE_HALF = 30; - TileMapCell.prototype.SetState = function (ID) { - if(ID == TileMapCell.TID_EMPTY) { - this.Clear(); - } else { - this.ID = ID; - this.UpdateType(); - } - return this; - }; - TileMapCell.prototype.Clear = function () { - this.ID = TileMapCell.TID_EMPTY; - this.UpdateType(); - }; - TileMapCell.prototype.render = function (context) { - context.beginPath(); - context.strokeStyle = 'rgb(255,255,0)'; - context.strokeRect(this.minx, this.miny, this.xw * 2, this.yw * 2); - context.strokeRect(this.pos.x, this.pos.y, 2, 2); - context.closePath(); - }; - TileMapCell.prototype.UpdateType = function () { - if(0 < this.ID) { - if(this.ID < TileMapCell.CTYPE_45DEG) { - this.CTYPE = TileMapCell.CTYPE_FULL; - this.signx = 0; - this.signy = 0; - this.sx = 0; - this.sy = 0; - } else if(this.ID < TileMapCell.CTYPE_CONCAVE) { - this.CTYPE = TileMapCell.CTYPE_45DEG; - if(this.ID == TileMapCell.TID_45DEGpn) { - console.log('set tile as 45deg pn'); - this.signx = 1; - this.signy = -1; - this.sx = this.signx / Math.SQRT2; - this.sy = this.signy / Math.SQRT2; - } else if(this.ID == TileMapCell.TID_45DEGnn) { - this.signx = -1; - this.signy = -1; - this.sx = this.signx / Math.SQRT2; - this.sy = this.signy / Math.SQRT2; - } else if(this.ID == TileMapCell.TID_45DEGnp) { - this.signx = -1; - this.signy = 1; - this.sx = this.signx / Math.SQRT2; - this.sy = this.signy / Math.SQRT2; - } else if(this.ID == TileMapCell.TID_45DEGpp) { - this.signx = 1; - this.signy = 1; - this.sx = this.signx / Math.SQRT2; - this.sy = this.signy / Math.SQRT2; - } else { - return false; - } - } else if(this.ID < TileMapCell.CTYPE_CONVEX) { - this.CTYPE = TileMapCell.CTYPE_CONCAVE; - if(this.ID == TileMapCell.TID_CONCAVEpn) { - this.signx = 1; - this.signy = -1; - this.sx = 0; - this.sy = 0; - } else if(this.ID == TileMapCell.TID_CONCAVEnn) { - this.signx = -1; - this.signy = -1; - this.sx = 0; - this.sy = 0; - } else if(this.ID == TileMapCell.TID_CONCAVEnp) { - this.signx = -1; - this.signy = 1; - this.sx = 0; - this.sy = 0; - } else if(this.ID == TileMapCell.TID_CONCAVEpp) { - this.signx = 1; - this.signy = 1; - this.sx = 0; - this.sy = 0; - } else { - return false; - } - } else if(this.ID < TileMapCell.CTYPE_22DEGs) { - this.CTYPE = TileMapCell.CTYPE_CONVEX; - if(this.ID == TileMapCell.TID_CONVEXpn) { - this.signx = 1; - this.signy = -1; - this.sx = 0; - this.sy = 0; - } else if(this.ID == TileMapCell.TID_CONVEXnn) { - this.signx = -1; - this.signy = -1; - this.sx = 0; - this.sy = 0; - } else if(this.ID == TileMapCell.TID_CONVEXnp) { - this.signx = -1; - this.signy = 1; - this.sx = 0; - this.sy = 0; - } else if(this.ID == TileMapCell.TID_CONVEXpp) { - this.signx = 1; - this.signy = 1; - this.sx = 0; - this.sy = 0; - } else { - return false; - } - } else if(this.ID < TileMapCell.CTYPE_22DEGb) { - this.CTYPE = TileMapCell.CTYPE_22DEGs; - if(this.ID == TileMapCell.TID_22DEGpnS) { - this.signx = 1; - this.signy = -1; - var slen = Math.sqrt(2 * 2 + 1 * 1); - this.sx = (this.signx * 1) / slen; - this.sy = (this.signy * 2) / slen; - } else if(this.ID == TileMapCell.TID_22DEGnnS) { - this.signx = -1; - this.signy = -1; - var slen = Math.sqrt(2 * 2 + 1 * 1); - this.sx = (this.signx * 1) / slen; - this.sy = (this.signy * 2) / slen; - } else if(this.ID == TileMapCell.TID_22DEGnpS) { - this.signx = -1; - this.signy = 1; - var slen = Math.sqrt(2 * 2 + 1 * 1); - this.sx = (this.signx * 1) / slen; - this.sy = (this.signy * 2) / slen; - } else if(this.ID == TileMapCell.TID_22DEGppS) { - this.signx = 1; - this.signy = 1; - var slen = Math.sqrt(2 * 2 + 1 * 1); - this.sx = (this.signx * 1) / slen; - this.sy = (this.signy * 2) / slen; - } else { - return false; - } - } else if(this.ID < TileMapCell.CTYPE_67DEGs) { - this.CTYPE = TileMapCell.CTYPE_22DEGb; - if(this.ID == TileMapCell.TID_22DEGpnB) { - this.signx = 1; - this.signy = -1; - var slen = Math.sqrt(2 * 2 + 1 * 1); - this.sx = (this.signx * 1) / slen; - this.sy = (this.signy * 2) / slen; - } else if(this.ID == TileMapCell.TID_22DEGnnB) { - this.signx = -1; - this.signy = -1; - var slen = Math.sqrt(2 * 2 + 1 * 1); - this.sx = (this.signx * 1) / slen; - this.sy = (this.signy * 2) / slen; - } else if(this.ID == TileMapCell.TID_22DEGnpB) { - this.signx = -1; - this.signy = 1; - var slen = Math.sqrt(2 * 2 + 1 * 1); - this.sx = (this.signx * 1) / slen; - this.sy = (this.signy * 2) / slen; - } else if(this.ID == TileMapCell.TID_22DEGppB) { - this.signx = 1; - this.signy = 1; - var slen = Math.sqrt(2 * 2 + 1 * 1); - this.sx = (this.signx * 1) / slen; - this.sy = (this.signy * 2) / slen; - } else { - return false; - } - } else if(this.ID < TileMapCell.CTYPE_67DEGb) { - this.CTYPE = TileMapCell.CTYPE_67DEGs; - if(this.ID == TileMapCell.TID_67DEGpnS) { - this.signx = 1; - this.signy = -1; - var slen = Math.sqrt(2 * 2 + 1 * 1); - this.sx = (this.signx * 2) / slen; - this.sy = (this.signy * 1) / slen; - } else if(this.ID == TileMapCell.TID_67DEGnnS) { - this.signx = -1; - this.signy = -1; - var slen = Math.sqrt(2 * 2 + 1 * 1); - this.sx = (this.signx * 2) / slen; - this.sy = (this.signy * 1) / slen; - } else if(this.ID == TileMapCell.TID_67DEGnpS) { - this.signx = -1; - this.signy = 1; - var slen = Math.sqrt(2 * 2 + 1 * 1); - this.sx = (this.signx * 2) / slen; - this.sy = (this.signy * 1) / slen; - } else if(this.ID == TileMapCell.TID_67DEGppS) { - this.signx = 1; - this.signy = 1; - var slen = Math.sqrt(2 * 2 + 1 * 1); - this.sx = (this.signx * 2) / slen; - this.sy = (this.signy * 1) / slen; - } else { - return false; - } - } else if(this.ID < TileMapCell.CTYPE_HALF) { - this.CTYPE = TileMapCell.CTYPE_67DEGb; - if(this.ID == TileMapCell.TID_67DEGpnB) { - this.signx = 1; - this.signy = -1; - var slen = Math.sqrt(2 * 2 + 1 * 1); - this.sx = (this.signx * 2) / slen; - this.sy = (this.signy * 1) / slen; - } else if(this.ID == TileMapCell.TID_67DEGnnB) { - this.signx = -1; - this.signy = -1; - var slen = Math.sqrt(2 * 2 + 1 * 1); - this.sx = (this.signx * 2) / slen; - this.sy = (this.signy * 1) / slen; - } else if(this.ID == TileMapCell.TID_67DEGnpB) { - this.signx = -1; - this.signy = 1; - var slen = Math.sqrt(2 * 2 + 1 * 1); - this.sx = (this.signx * 2) / slen; - this.sy = (this.signy * 1) / slen; - } else if(this.ID == TileMapCell.TID_67DEGppB) { - this.signx = 1; - this.signy = 1; - var slen = Math.sqrt(2 * 2 + 1 * 1); - this.sx = (this.signx * 2) / slen; - this.sy = (this.signy * 1) / slen; - } else { - return false; - } - } else { - this.CTYPE = TileMapCell.CTYPE_HALF; - if(this.ID == TileMapCell.TID_HALFd) { - this.signx = 0; - this.signy = -1; - this.sx = this.signx; - this.sy = this.signy; - } else if(this.ID == TileMapCell.TID_HALFu) { - this.signx = 0; - this.signy = 1; - this.sx = this.signx; - this.sy = this.signy; - } else if(this.ID == TileMapCell.TID_HALFl) { - this.signx = 1; - this.signy = 0; - this.sx = this.signx; - this.sy = this.signy; - } else if(this.ID == TileMapCell.TID_HALFr) { - this.signx = -1; - this.signy = 0; - this.sx = this.signx; - this.sy = this.signy; - } else { - return false; - } - } - } else { - this.CTYPE = TileMapCell.CTYPE_EMPTY; - this.signx = 0; - this.signy = 0; - this.sx = 0; - this.sy = 0; - } - }; - return TileMapCell; - })(); - Physics.TileMapCell = TileMapCell; - })(Phaser.Physics || (Phaser.Physics = {})); - var Physics = Phaser.Physics; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - (function (Physics) { - (function (Projection) { - var AABB22Deg = (function () { - function AABB22Deg() { } - AABB22Deg.CollideS = function CollideS(x, y, obj, t) { - var signx = t.signx; - var signy = t.signy; - var py = obj.pos.y - (signy * obj.height); - var penY = t.pos.y - py; - if(0 < (penY * signy)) { - var ox = (obj.pos.x - (signx * obj.width)) - (t.pos.x + (signx * t.xw)); - var oy = (obj.pos.y - (signy * obj.height)) - (t.pos.y - (signy * t.yw)); - var sx = t.sx; - var sy = t.sy; - var dp = (ox * sx) + (oy * sy); - if(dp < 0) { - sx *= -dp; - sy *= -dp; - var lenN = Math.sqrt(sx * sx + sy * sy); - var lenP = Math.sqrt(x * x + y * y); - var aY = Math.abs(penY); - if(lenP < lenN) { - if(aY < lenP) { - obj.reportCollisionVsWorld(0, penY, 0, penY / aY, t); - return Phaser.Physics.AABB.COL_OTHER; - } else { - obj.reportCollisionVsWorld(x, y, x / lenP, y / lenP, t); - return Phaser.Physics.AABB.COL_AXIS; - } - } else { - if(aY < lenN) { - obj.reportCollisionVsWorld(0, penY, 0, penY / aY, t); - return Phaser.Physics.AABB.COL_OTHER; - } else { - obj.reportCollisionVsWorld(sx, sy, t.sx, t.sy, t); - return Phaser.Physics.AABB.COL_OTHER; - } - } - } - } - return Phaser.Physics.AABB.COL_NONE; - }; - AABB22Deg.CollideB = function CollideB(x, y, obj, t) { - var signx = t.signx; - var signy = t.signy; - var ox = (obj.pos.x - (signx * obj.width)) - (t.pos.x - (signx * t.xw)); - var oy = (obj.pos.y - (signy * obj.height)) - (t.pos.y + (signy * t.yw)); - var sx = t.sx; - var sy = t.sy; - var dp = (ox * sx) + (oy * sy); - if(dp < 0) { - sx *= -dp; - sy *= -dp; - var lenN = Math.sqrt(sx * sx + sy * sy); - var lenP = Math.sqrt(x * x + y * y); - if(lenP < lenN) { - obj.reportCollisionVsWorld(x, y, x / lenP, y / lenP, t); - return Phaser.Physics.AABB.COL_AXIS; - } else { - obj.reportCollisionVsWorld(sx, sy, t.sx, t.sy, t); - return Phaser.Physics.AABB.COL_OTHER; - } - } - return Phaser.Physics.AABB.COL_NONE; - }; - return AABB22Deg; - })(); - Projection.AABB22Deg = AABB22Deg; - })(Physics.Projection || (Physics.Projection = {})); - var Projection = Physics.Projection; - })(Phaser.Physics || (Phaser.Physics = {})); - var Physics = Phaser.Physics; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - (function (Physics) { - (function (Projection) { - var AABB45Deg = (function () { - function AABB45Deg() { } - AABB45Deg.Collide = function Collide(x, y, obj, t) { - var signx = t.signx; - var signy = t.signy; - var ox = (obj.pos.x - (signx * obj.width)) - t.pos.x; - var oy = (obj.pos.y - (signy * obj.height)) - t.pos.y; - var sx = t.sx; - var sy = t.sy; - var dp = (ox * sx) + (oy * sy); - if(dp < 0) { - sx *= -dp; - sy *= -dp; - var lenN = Math.sqrt(sx * sx + sy * sy); - var lenP = Math.sqrt(x * x + y * y); - if(lenP < lenN) { - obj.reportCollisionVsWorld(x, y, x / lenP, y / lenP, t); - return Phaser.Physics.AABB.COL_AXIS; - } else { - obj.reportCollisionVsWorld(sx, sy, t.sx, t.sy); - return Phaser.Physics.AABB.COL_OTHER; - } - } - return Phaser.Physics.AABB.COL_NONE; - }; - return AABB45Deg; - })(); - Projection.AABB45Deg = AABB45Deg; - })(Physics.Projection || (Physics.Projection = {})); - var Projection = Physics.Projection; - })(Phaser.Physics || (Phaser.Physics = {})); - var Physics = Phaser.Physics; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - (function (Physics) { - (function (Projection) { - var AABB67Deg = (function () { - function AABB67Deg() { } - AABB67Deg.CollideS = function CollideS(x, y, obj, t) { - var signx = t.signx; - var signy = t.signy; - var px = obj.pos.x - (signx * obj.width); - var penX = t.pos.x - px; - if(0 < (penX * signx)) { - var ox = (obj.pos.x - (signx * obj.width)) - (t.pos.x - (signx * t.xw)); - var oy = (obj.pos.y - (signy * obj.height)) - (t.pos.y + (signy * t.yw)); - var sx = t.sx; - var sy = t.sy; - var dp = (ox * sx) + (oy * sy); - if(dp < 0) { - sx *= -dp; - sy *= -dp; - var lenN = Math.sqrt(sx * sx + sy * sy); - var lenP = Math.sqrt(x * x + y * y); - var aX = Math.abs(penX); - if(lenP < lenN) { - if(aX < lenP) { - obj.reportCollisionVsWorld(penX, 0, penX / aX, 0, t); - return Phaser.Physics.AABB.COL_OTHER; - } else { - obj.reportCollisionVsWorld(x, y, x / lenP, y / lenP, t); - return Phaser.Physics.AABB.COL_AXIS; - } - } else { - if(aX < lenN) { - obj.reportCollisionVsWorld(penX, 0, penX / aX, 0, t); - return Phaser.Physics.AABB.COL_OTHER; - } else { - obj.reportCollisionVsWorld(sx, sy, t.sx, t.sy, t); - return Phaser.Physics.AABB.COL_OTHER; - } - } - } - } - return Phaser.Physics.AABB.COL_NONE; - }; - AABB67Deg.CollideB = function CollideB(x, y, obj, t) { - var signx = t.signx; - var signy = t.signy; - var ox = (obj.pos.x - (signx * obj.width)) - (t.pos.x + (signx * t.xw)); - var oy = (obj.pos.y - (signy * obj.height)) - (t.pos.y - (signy * t.yw)); - var sx = t.sx; - var sy = t.sy; - var dp = (ox * sx) + (oy * sy); - if(dp < 0) { - sx *= -dp; - sy *= -dp; - var lenN = Math.sqrt(sx * sx + sy * sy); - var lenP = Math.sqrt(x * x + y * y); - if(lenP < lenN) { - obj.reportCollisionVsWorld(x, y, x / lenP, y / lenP, t); - return Phaser.Physics.AABB.COL_AXIS; - } else { - obj.reportCollisionVsWorld(sx, sy, t.sx, t.sy, t); - return Phaser.Physics.AABB.COL_OTHER; - } - } - return Phaser.Physics.AABB.COL_NONE; - }; - return AABB67Deg; - })(); - Projection.AABB67Deg = AABB67Deg; - })(Physics.Projection || (Physics.Projection = {})); - var Projection = Physics.Projection; - })(Phaser.Physics || (Phaser.Physics = {})); - var Physics = Phaser.Physics; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - (function (Physics) { - (function (Projection) { - var AABBConcave = (function () { - function AABBConcave() { } - AABBConcave.Collide = function Collide(x, y, obj, t) { - var signx = t.signx; - var signy = t.signy; - var ox = (t.pos.x + (signx * t.xw)) - (obj.pos.x - (signx * obj.width)); - var oy = (t.pos.y + (signy * t.yw)) - (obj.pos.y - (signy * obj.height)); - var twid = t.xw * 2; - var rad = Math.sqrt(twid * twid + 0); - var len = Math.sqrt(ox * ox + oy * oy); - var pen = len - rad; - if(0 < pen) { - var lenP = Math.sqrt(x * x + y * y); - if(lenP < pen) { - obj.reportCollisionVsWorld(x, y, x / lenP, y / lenP, t); - return Phaser.Physics.AABB.COL_AXIS; - } else { - ox /= len; - oy /= len; - obj.reportCollisionVsWorld(ox * pen, oy * pen, ox, oy, t); - return Phaser.Physics.AABB.COL_OTHER; - } - } - return Phaser.Physics.AABB.COL_NONE; - }; - return AABBConcave; - })(); - Projection.AABBConcave = AABBConcave; - })(Physics.Projection || (Physics.Projection = {})); - var Projection = Physics.Projection; - })(Phaser.Physics || (Phaser.Physics = {})); - var Physics = Phaser.Physics; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - (function (Physics) { - (function (Projection) { - var AABBConvex = (function () { - function AABBConvex() { } - AABBConvex.Collide = function Collide(x, y, obj, t) { - var signx = t.signx; - var signy = t.signy; - var ox = (obj.pos.x - (signx * obj.width)) - (t.pos.x - (signx * t.xw)); - var oy = (obj.pos.y - (signy * obj.height)) - (t.pos.y - (signy * t.yw)); - var len = Math.sqrt(ox * ox + oy * oy); - var twid = t.xw * 2; - var rad = Math.sqrt(twid * twid + 0); - var pen = rad - len; - if(((signx * ox) < 0) || ((signy * oy) < 0)) { - var lenP = Math.sqrt(x * x + y * y); - obj.reportCollisionVsWorld(x, y, x / lenP, y / lenP, t); - return Phaser.Physics.AABB.COL_AXIS; - } else if(0 < pen) { - ox /= len; - oy /= len; - obj.reportCollisionVsWorld(ox * pen, oy * pen, ox, oy, t); - return Phaser.Physics.AABB.COL_OTHER; - } - return Phaser.Physics.AABB.COL_NONE; - }; - return AABBConvex; - })(); - Projection.AABBConvex = AABBConvex; - })(Physics.Projection || (Physics.Projection = {})); - var Projection = Physics.Projection; - })(Phaser.Physics || (Phaser.Physics = {})); - var Physics = Phaser.Physics; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - (function (Physics) { - (function (Projection) { - var AABBFull = (function () { - function AABBFull() { } - AABBFull.Collide = function Collide(x, y, obj, t) { - var l = Math.sqrt(x * x + y * y); - obj.reportCollisionVsWorld(x, y, x / l, y / l, t); - return Phaser.Physics.AABB.COL_AXIS; - }; - return AABBFull; - })(); - Projection.AABBFull = AABBFull; - })(Physics.Projection || (Physics.Projection = {})); - var Projection = Physics.Projection; - })(Phaser.Physics || (Phaser.Physics = {})); - var Physics = Phaser.Physics; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - (function (Physics) { - (function (Projection) { - var AABBHalf = (function () { - function AABBHalf() { } - AABBHalf.Collide = function Collide(x, y, obj, t) { - var sx = t.signx; - var sy = t.signy; - var ox = (obj.pos.x - (sx * obj.width)) - t.pos.x; - var oy = (obj.pos.y - (sy * obj.height)) - t.pos.y; - var dp = (ox * sx) + (oy * sy); - if(dp < 0) { - sx *= -dp; - sy *= -dp; - var lenN = Math.sqrt(sx * sx + sy * sy); - var lenP = Math.sqrt(x * x + y * y); - if(lenP < lenN) { - obj.reportCollisionVsWorld(x, y, x / lenP, y / lenP, t); - return Phaser.Physics.AABB.COL_AXIS; - } else { - obj.reportCollisionVsWorld(sx, sy, t.signx, t.signy, t); - return Phaser.Physics.AABB.COL_OTHER; - } - } - return Phaser.Physics.AABB.COL_NONE; - }; - return AABBHalf; - })(); - Projection.AABBHalf = AABBHalf; - })(Physics.Projection || (Physics.Projection = {})); - var Projection = Physics.Projection; - })(Phaser.Physics || (Phaser.Physics = {})); - var Physics = Phaser.Physics; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - (function (Physics) { - (function (Projection) { - var Circle22Deg = (function () { - function Circle22Deg() { } - Circle22Deg.CollideS = function CollideS(x, y, oH, oV, obj, t) { - var signx = t.signx; - var signy = t.signy; - if(0 < (signy * oV)) { - return Phaser.Physics.Circle.COL_NONE; - } else if(oH == 0) { - if(oV == 0) { - var sx = t.sx; - var sy = t.sy; - var r = obj.radius; - var ox = obj.pos.x - (t.pos.x - (signx * t.xw)); - var oy = obj.pos.y - t.pos.y; - var perp = (ox * -sy) + (oy * sx); - if(0 < (perp * signx * signy)) { - var len = Math.sqrt(ox * ox + oy * oy); - var pen = r - len; - if(0 < pen) { - ox /= len; - oy /= len; - obj.reportCollisionVsWorld(ox * pen, oy * pen, ox, oy, t); - return Phaser.Physics.Circle.COL_OTHER; - } - } else { - ox -= r * sx; - oy -= r * sy; - var dp = (ox * sx) + (oy * sy); - if(dp < 0) { - sx *= -dp; - sy *= -dp; - var lenN = Math.sqrt(sx * sx + sy * sy); - var lenP; - if(x < y) { - lenP = x; - y = 0; - if((obj.pos.x - t.pos.x) < 0) { - x *= -1; - } - } else { - lenP = y; - x = 0; - if((obj.pos.y - t.pos.y) < 0) { - y *= -1; - } - } - if(lenP < lenN) { - obj.reportCollisionVsWorld(x, y, x / lenP, y / lenP, t); - return Phaser.Physics.Circle.COL_AXIS; - } else { - obj.reportCollisionVsWorld(sx, sy, t.sx, t.sy, t); - return Phaser.Physics.Circle.COL_OTHER; - } - } - } - } else { - obj.reportCollisionVsWorld(0, y * oV, 0, oV, t); - return Phaser.Physics.Circle.COL_AXIS; - } - } else if(oV == 0) { - if((signx * oH) < 0) { - var vx = t.pos.x - (signx * t.xw); - var vy = t.pos.y; - var dx = obj.pos.x - vx; - var dy = obj.pos.y - vy; - if((dy * signy) < 0) { - obj.reportCollisionVsWorld(x * oH, 0, oH, 0, t); - return Phaser.Physics.Circle.COL_AXIS; - } else { - var len = Math.sqrt(dx * dx + dy * dy); - var pen = obj.radius - len; - if(0 < pen) { - if(len == 0) { - dx = oH / Math.SQRT2; - dy = oV / Math.SQRT2; - } else { - dx /= len; - dy /= len; - } - obj.reportCollisionVsWorld(dx * pen, dy * pen, dx, dy, t); - return Phaser.Physics.Circle.COL_OTHER; - } - } - } else { - var sx = t.sx; - var sy = t.sy; - var ox = obj.pos.x - (t.pos.x + (oH * t.xw)); - var oy = obj.pos.y - (t.pos.y - (signy * t.yw)); - var perp = (ox * -sy) + (oy * sx); - if((perp * signx * signy) < 0) { - var len = Math.sqrt(ox * ox + oy * oy); - var pen = obj.radius - len; - if(0 < pen) { - ox /= len; - oy /= len; - obj.reportCollisionVsWorld(ox * pen, oy * pen, ox, oy, t); - return Phaser.Physics.Circle.COL_OTHER; - } - } else { - var dp = (ox * sx) + (oy * sy); - var pen = obj.radius - Math.abs(dp); - if(0 < pen) { - obj.reportCollisionVsWorld(sx * pen, sy * pen, sx, sy, t); - return Phaser.Physics.Circle.COL_OTHER; - } - } - } - } else { - var vx = t.pos.x + (oH * t.xw); - var vy = t.pos.y + (oV * t.yw); - var dx = obj.pos.x - vx; - var dy = obj.pos.y - vy; - var len = Math.sqrt(dx * dx + dy * dy); - var pen = obj.radius - len; - if(0 < pen) { - if(len == 0) { - dx = oH / Math.SQRT2; - dy = oV / Math.SQRT2; - } else { - dx /= len; - dy /= len; - } - obj.reportCollisionVsWorld(dx * pen, dy * pen, dx, dy, t); - return Phaser.Physics.Circle.COL_OTHER; - } - } - return Phaser.Physics.Circle.COL_NONE; - }; - Circle22Deg.CollideB = function CollideB(x, y, oH, oV, obj, t) { - var signx = t.signx; - var signy = t.signy; - var sx; - var sy; - if(oH == 0) { - if(oV == 0) { - sx = t.sx; - sy = t.sy; - var r = obj.radius; - var ox = (obj.pos.x - (sx * r)) - (t.pos.x - (signx * t.xw)); - var oy = (obj.pos.y - (sy * r)) - (t.pos.y + (signy * t.yw)); - var dp = (ox * sx) + (oy * sy); - if(dp < 0) { - sx *= -dp; - sy *= -dp; - var lenN = Math.sqrt(sx * sx + sy * sy); - var lenP; - if(x < y) { - lenP = x; - y = 0; - if((obj.pos.x - t.pos.x) < 0) { - x *= -1; - } - } else { - lenP = y; - x = 0; - if((obj.pos.y - t.pos.y) < 0) { - y *= -1; - } - } - if(lenP < lenN) { - obj.reportCollisionVsWorld(x, y, x / lenP, y / lenP, t); - return Phaser.Physics.Circle.COL_AXIS; - } else { - obj.reportCollisionVsWorld(sx, sy, t.sx, t.sy, t); - return Phaser.Physics.Circle.COL_OTHER; - } - } - } else { - if((signy * oV) < 0) { - obj.reportCollisionVsWorld(0, y * oV, 0, oV, t); - return Phaser.Physics.Circle.COL_AXIS; - } else { - sx = t.sx; - sy = t.sy; - var ox = obj.pos.x - (t.pos.x - (signx * t.xw)); - var oy = obj.pos.y - (t.pos.y + (signy * t.yw)); - var perp = (ox * -sy) + (oy * sx); - if(0 < (perp * signx * signy)) { - var len = Math.sqrt(ox * ox + oy * oy); - var pen = obj.radius - len; - if(0 < pen) { - ox /= len; - oy /= len; - obj.reportCollisionVsWorld(ox * pen, oy * pen, ox, oy, t); - return Phaser.Physics.Circle.COL_OTHER; - } - } else { - var dp = (ox * sx) + (oy * sy); - var pen = obj.radius - Math.abs(dp); - if(0 < pen) { - obj.reportCollisionVsWorld(sx * pen, sy * pen, sx, sy, t); - return Phaser.Physics.Circle.COL_OTHER; - } - } - } - } - } else if(oV == 0) { - if((signx * oH) < 0) { - obj.reportCollisionVsWorld(x * oH, 0, oH, 0, t); - return Phaser.Physics.Circle.COL_AXIS; - } else { - var ox = obj.pos.x - (t.pos.x + (signx * t.xw)); - var oy = obj.pos.y - t.pos.y; - if((oy * signy) < 0) { - obj.reportCollisionVsWorld(x * oH, 0, oH, 0, t); - return Phaser.Physics.Circle.COL_AXIS; - } else { - sx = t.sx; - sy = t.sy; - var perp = (ox * -sy) + (oy * sx); - if((perp * signx * signy) < 0) { - var len = Math.sqrt(ox * ox + oy * oy); - var pen = obj.radius - len; - if(0 < pen) { - ox /= len; - oy /= len; - obj.reportCollisionVsWorld(ox * pen, oy * pen, ox, oy, t); - return Phaser.Physics.Circle.COL_OTHER; - } - } else { - var dp = (ox * sx) + (oy * sy); - var pen = obj.radius - Math.abs(dp); - if(0 < pen) { - obj.reportCollisionVsWorld(sx * pen, sy * pen, t.sx, t.sy, t); - return Phaser.Physics.Circle.COL_OTHER; - } - } - } - } - } else { - if(0 < ((signx * oH) + (signy * oV))) { - var slen = Math.sqrt(2 * 2 + 1 * 1); - sx = (signx * 1) / slen; - sy = (signy * 2) / slen; - var r = obj.radius; - var ox = (obj.pos.x - (sx * r)) - (t.pos.x - (signx * t.xw)); - var oy = (obj.pos.y - (sy * r)) - (t.pos.y + (signy * t.yw)); - var dp = (ox * sx) + (oy * sy); - if(dp < 0) { - obj.reportCollisionVsWorld(-sx * dp, -sy * dp, t.sx, t.sy, t); - return Phaser.Physics.Circle.COL_OTHER; - } - return Phaser.Physics.Circle.COL_NONE; - } else { - var vx = t.pos.x + (oH * t.xw); - var vy = t.pos.y + (oV * t.yw); - var dx = obj.pos.x - vx; - var dy = obj.pos.y - vy; - var len = Math.sqrt(dx * dx + dy * dy); - var pen = obj.radius - len; - if(0 < pen) { - if(len == 0) { - dx = oH / Math.SQRT2; - dy = oV / Math.SQRT2; - } else { - dx /= len; - dy /= len; - } - obj.reportCollisionVsWorld(dx * pen, dy * pen, dx, dy, t); - return Phaser.Physics.Circle.COL_OTHER; - } - } - } - return Phaser.Physics.Circle.COL_NONE; - }; - return Circle22Deg; - })(); - Projection.Circle22Deg = Circle22Deg; - })(Physics.Projection || (Physics.Projection = {})); - var Projection = Physics.Projection; - })(Phaser.Physics || (Phaser.Physics = {})); - var Physics = Phaser.Physics; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - (function (Physics) { - (function (Projection) { - var Circle45Deg = (function () { - function Circle45Deg() { } - Circle45Deg.Collide = function Collide(x, y, oH, oV, obj, t) { - var signx = t.signx; - var signy = t.signy; - var lenP; - if(oH == 0) { - if(oV == 0) { - var sx = t.sx; - var sy = t.sy; - var ox = (obj.pos.x - (sx * obj.radius)) - t.pos.x; - var oy = (obj.pos.y - (sy * obj.radius)) - t.pos.y; - var dp = (ox * sx) + (oy * sy); - if(dp < 0) { - sx *= -dp; - sy *= -dp; - if(x < y) { - lenP = x; - y = 0; - if((obj.pos.x - t.pos.x) < 0) { - x *= -1; - } - } else { - lenP = y; - x = 0; - if((obj.pos.y - t.pos.y) < 0) { - y *= -1; - } - } - var lenN = Math.sqrt(sx * sx + sy * sy); - if(lenP < lenN) { - obj.reportCollisionVsWorld(x, y, x / lenP, y / lenP, t); - return Phaser.Physics.Circle.COL_AXIS; - } else { - obj.reportCollisionVsWorld(sx, sy, t.sx, t.sy, t); - return Phaser.Physics.Circle.COL_OTHER; - } - } - } else { - if((signy * oV) < 0) { - obj.reportCollisionVsWorld(0, y * oV, 0, oV, t); - return Phaser.Physics.Circle.COL_AXIS; - } else { - var sx = t.sx; - var sy = t.sy; - var ox = obj.pos.x - (t.pos.x - (signx * t.xw)); - var oy = obj.pos.y - (t.pos.y + (oV * t.yw)); - var perp = (ox * -sy) + (oy * sx); - if(0 < (perp * signx * signy)) { - var len = Math.sqrt(ox * ox + oy * oy); - var pen = obj.radius - len; - if(0 < pen) { - ox /= len; - oy /= len; - obj.reportCollisionVsWorld(ox * pen, oy * pen, ox, oy, t); - return Phaser.Physics.Circle.COL_OTHER; - } - } else { - var dp = (ox * sx) + (oy * sy); - var pen = obj.radius - Math.abs(dp); - if(0 < pen) { - obj.reportCollisionVsWorld(sx * pen, sy * pen, sx, sy, t); - return Phaser.Physics.Circle.COL_OTHER; - } - } - } - } - } else if(oV == 0) { - if((signx * oH) < 0) { - obj.reportCollisionVsWorld(x * oH, 0, oH, 0, t); - return Phaser.Physics.Circle.COL_AXIS; - } else { - var sx = t.sx; - var sy = t.sy; - var ox = obj.pos.x - (t.pos.x + (oH * t.xw)); - var oy = obj.pos.y - (t.pos.y - (signy * t.yw)); - var perp = (ox * -sy) + (oy * sx); - if((perp * signx * signy) < 0) { - var len = Math.sqrt(ox * ox + oy * oy); - var pen = obj.radius - len; - if(0 < pen) { - ox /= len; - oy /= len; - obj.reportCollisionVsWorld(ox * pen, oy * pen, ox, oy, t); - return Phaser.Physics.Circle.COL_OTHER; - } - } else { - var dp = (ox * sx) + (oy * sy); - var pen = obj.radius - Math.abs(dp); - if(0 < pen) { - obj.reportCollisionVsWorld(sx * pen, sy * pen, sx, sy, t); - return Phaser.Physics.Circle.COL_OTHER; - } - } - } - } else { - if(0 < ((signx * oH) + (signy * oV))) { - return Phaser.Physics.Circle.COL_NONE; - } else { - var vx = t.pos.x + (oH * t.xw); - var vy = t.pos.y + (oV * t.yw); - var dx = obj.pos.x - vx; - var dy = obj.pos.y - vy; - var len = Math.sqrt(dx * dx + dy * dy); - var pen = obj.radius - len; - if(0 < pen) { - if(len == 0) { - dx = oH / Math.SQRT2; - dy = oV / Math.SQRT2; - } else { - dx /= len; - dy /= len; - } - obj.reportCollisionVsWorld(dx * pen, dy * pen, dx, dy, t); - return Phaser.Physics.Circle.COL_OTHER; - } - } - } - return Phaser.Physics.Circle.COL_NONE; - }; - return Circle45Deg; - })(); - Projection.Circle45Deg = Circle45Deg; - })(Physics.Projection || (Physics.Projection = {})); - var Projection = Physics.Projection; - })(Phaser.Physics || (Phaser.Physics = {})); - var Physics = Phaser.Physics; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - (function (Physics) { - (function (Projection) { - var Circle67Deg = (function () { - function Circle67Deg() { } - Circle67Deg.CollideS = function CollideS(x, y, oH, oV, obj, t) { - var signx = t.signx; - var signy = t.signy; - var sx; - var sy; - if(0 < (signx * oH)) { - return Phaser.Physics.Circle.COL_NONE; - } else if(oH == 0) { - if(oV == 0) { - sx = t.sx; - sy = t.sy; - var r = obj.radius; - var ox = obj.pos.x - t.pos.x; - var oy = obj.pos.y - (t.pos.y - (signy * t.yw)); - var perp = (ox * -sy) + (oy * sx); - if((perp * signx * signy) < 0) { - var len = Math.sqrt(ox * ox + oy * oy); - var pen = r - len; - if(0 < pen) { - ox /= len; - oy /= len; - obj.reportCollisionVsWorld(ox * pen, oy * pen, ox, oy, t); - return Phaser.Physics.Circle.COL_OTHER; - } - } else { - ox -= r * sx; - oy -= r * sy; - var dp = (ox * sx) + (oy * sy); - var lenP; - if(dp < 0) { - sx *= -dp; - sy *= -dp; - var lenN = Math.sqrt(sx * sx + sy * sy); - if(x < y) { - lenP = x; - y = 0; - if((obj.pos.x - t.pos.x) < 0) { - x *= -1; - } - } else { - lenP = y; - x = 0; - if((obj.pos.y - t.pos.y) < 0) { - y *= -1; - } - } - if(lenP < lenN) { - obj.reportCollisionVsWorld(x, y, x / lenP, y / lenP, t); - return Phaser.Physics.Circle.COL_AXIS; - } else { - obj.reportCollisionVsWorld(sx, sy, t.sx, t.sy, t); - return Phaser.Physics.Circle.COL_OTHER; - } - } - } - } else { - if((signy * oV) < 0) { - var vx = t.pos.x; - var vy = t.pos.y - (signy * t.yw); - var dx = obj.pos.x - vx; - var dy = obj.pos.y - vy; - if((dx * signx) < 0) { - obj.reportCollisionVsWorld(0, y * oV, 0, oV, t); - return Phaser.Physics.Circle.COL_AXIS; - } else { - var len = Math.sqrt(dx * dx + dy * dy); - var pen = obj.radius - len; - if(0 < pen) { - if(len == 0) { - dx = oH / Math.SQRT2; - dy = oV / Math.SQRT2; - } else { - dx /= len; - dy /= len; - } - obj.reportCollisionVsWorld(dx * pen, dy * pen, dx, dy, t); - return Phaser.Physics.Circle.COL_OTHER; - } - } - } else { - sx = t.sx; - sy = t.sy; - var ox = obj.pos.x - (t.pos.x - (signx * t.xw)); - var oy = obj.pos.y - (t.pos.y + (oV * t.yw)); - var perp = (ox * -sy) + (oy * sx); - if(0 < (perp * signx * signy)) { - var len = Math.sqrt(ox * ox + oy * oy); - var pen = obj.radius - len; - if(0 < pen) { - ox /= len; - oy /= len; - obj.reportCollisionVsWorld(ox * pen, oy * pen, ox, oy, t); - return Phaser.Physics.Circle.COL_OTHER; - } - } else { - var dp = (ox * sx) + (oy * sy); - var pen = obj.radius - Math.abs(dp); - if(0 < pen) { - obj.reportCollisionVsWorld(sx * pen, sy * pen, t.sx, t.sy, t); - return Phaser.Physics.Circle.COL_OTHER; - } - } - } - } - } else if(oV == 0) { - obj.reportCollisionVsWorld(x * oH, 0, oH, 0, t); - return Phaser.Physics.Circle.COL_AXIS; - } else { - var vx = t.pos.x + (oH * t.xw); - var vy = t.pos.y + (oV * t.yw); - var dx = obj.pos.x - vx; - var dy = obj.pos.y - vy; - var len = Math.sqrt(dx * dx + dy * dy); - var pen = obj.radius - len; - if(0 < pen) { - if(len == 0) { - dx = oH / Math.SQRT2; - dy = oV / Math.SQRT2; - } else { - dx /= len; - dy /= len; - } - obj.reportCollisionVsWorld(dx * pen, dy * pen, dx, dy, t); - return Phaser.Physics.Circle.COL_OTHER; - } - } - return Phaser.Physics.Circle.COL_NONE; - }; - Circle67Deg.CollideB = function CollideB(x, y, oH, oV, obj, t) { - var signx = t.signx; - var signy = t.signy; - var sx; - var sy; - if(oH == 0) { - if(oV == 0) { - sx = t.sx; - sy = t.sy; - var r = obj.radius; - var ox = (obj.pos.x - (sx * r)) - (t.pos.x + (signx * t.xw)); - var oy = (obj.pos.y - (sy * r)) - (t.pos.y - (signy * t.yw)); - var dp = (ox * sx) + (oy * sy); - var lenP; - if(dp < 0) { - sx *= -dp; - sy *= -dp; - var lenN = Math.sqrt(sx * sx + sy * sy); - if(x < y) { - lenP = x; - y = 0; - if((obj.pos.x - t.pos.x) < 0) { - x *= -1; - } - } else { - lenP = y; - x = 0; - if((obj.pos.y - t.pos.y) < 0) { - y *= -1; - } - } - if(lenP < lenN) { - obj.reportCollisionVsWorld(x, y, x / lenP, y / lenP, t); - return Phaser.Physics.Circle.COL_AXIS; - } else { - obj.reportCollisionVsWorld(sx, sy, t.sx, t.sy, t); - return Phaser.Physics.Circle.COL_OTHER; - } - } - } else { - if((signy * oV) < 0) { - obj.reportCollisionVsWorld(0, y * oV, 0, oV, t); - return Phaser.Physics.Circle.COL_AXIS; - } else { - var ox = obj.pos.x - t.pos.x; - var oy = obj.pos.y - (t.pos.y + (signy * t.yw)); - if((ox * signx) < 0) { - obj.reportCollisionVsWorld(0, y * oV, 0, oV, t); - return Phaser.Physics.Circle.COL_AXIS; - } else { - sx = t.sx; - sy = t.sy; - var perp = (ox * -sy) + (oy * sx); - if(0 < (perp * signx * signy)) { - var len = Math.sqrt(ox * ox + oy * oy); - var pen = obj.radius - len; - if(0 < pen) { - ox /= len; - oy /= len; - obj.reportCollisionVsWorld(ox * pen, oy * pen, ox, oy, t); - return Phaser.Physics.Circle.COL_OTHER; - } - } else { - var dp = (ox * sx) + (oy * sy); - var pen = obj.radius - Math.abs(dp); - if(0 < pen) { - obj.reportCollisionVsWorld(sx * pen, sy * pen, sx, sy, t); - return Phaser.Physics.Circle.COL_OTHER; - } - } - } - } - } - } else if(oV == 0) { - if((signx * oH) < 0) { - obj.reportCollisionVsWorld(x * oH, 0, oH, 0, t); - return Phaser.Physics.Circle.COL_AXIS; - } else { - var slen = Math.sqrt(2 * 2 + 1 * 1); - var sx = (signx * 2) / slen; - var sy = (signy * 1) / slen; - var ox = obj.pos.x - (t.pos.x + (signx * t.xw)); - var oy = obj.pos.y - (t.pos.y - (signy * t.yw)); - var perp = (ox * -sy) + (oy * sx); - if((perp * signx * signy) < 0) { - var len = Math.sqrt(ox * ox + oy * oy); - var pen = obj.radius - len; - if(0 < pen) { - ox /= len; - oy /= len; - obj.reportCollisionVsWorld(ox * pen, oy * pen, ox, oy, t); - return Phaser.Physics.Circle.COL_OTHER; - } - } else { - var dp = (ox * sx) + (oy * sy); - var pen = obj.radius - Math.abs(dp); - if(0 < pen) { - obj.reportCollisionVsWorld(sx * pen, sy * pen, t.sx, t.sy, t); - return Phaser.Physics.Circle.COL_OTHER; - } - } - } - } else { - if(0 < ((signx * oH) + (signy * oV))) { - sx = t.sx; - sy = t.sy; - var r = obj.radius; - var ox = (obj.pos.x - (sx * r)) - (t.pos.x + (signx * t.xw)); - var oy = (obj.pos.y - (sy * r)) - (t.pos.y - (signy * t.yw)); - var dp = (ox * sx) + (oy * sy); - if(dp < 0) { - obj.reportCollisionVsWorld(-sx * dp, -sy * dp, t.sx, t.sy, t); - return Phaser.Physics.Circle.COL_OTHER; - } - return Phaser.Physics.Circle.COL_NONE; - } else { - var vx = t.pos.x + (oH * t.xw); - var vy = t.pos.y + (oV * t.yw); - var dx = obj.pos.x - vx; - var dy = obj.pos.y - vy; - var len = Math.sqrt(dx * dx + dy * dy); - var pen = obj.radius - len; - if(0 < pen) { - if(len == 0) { - dx = oH / Math.SQRT2; - dy = oV / Math.SQRT2; - } else { - dx /= len; - dy /= len; - } - obj.reportCollisionVsWorld(dx * pen, dy * pen, dx, dy, t); - return Phaser.Physics.Circle.COL_OTHER; - } - } - } - return Phaser.Physics.Circle.COL_NONE; - }; - return Circle67Deg; - })(); - Projection.Circle67Deg = Circle67Deg; - })(Physics.Projection || (Physics.Projection = {})); - var Projection = Physics.Projection; - })(Phaser.Physics || (Phaser.Physics = {})); - var Physics = Phaser.Physics; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - (function (Physics) { - (function (Projection) { - var CircleConcave = (function () { - function CircleConcave() { } - CircleConcave.Collide = function Collide(x, y, oH, oV, obj, t) { - var signx = t.signx; - var signy = t.signy; - var lenP; - if(oH == 0) { - if(oV == 0) { - var ox = (t.pos.x + (signx * t.xw)) - obj.pos.x; - var oy = (t.pos.y + (signy * t.yw)) - obj.pos.y; - var twid = t.xw * 2; - var trad = Math.sqrt(twid * twid + 0); - var len = Math.sqrt(ox * ox + oy * oy); - var pen = (len + obj.radius) - trad; - if(0 < pen) { - if(x < y) { - lenP = x; - y = 0; - if((obj.pos.x - t.pos.x) < 0) { - x *= -1; - } - } else { - lenP = y; - x = 0; - if((obj.pos.y - t.pos.y) < 0) { - y *= -1; - } - } - if(lenP < pen) { - obj.reportCollisionVsWorld(x, y, x / lenP, y / lenP, t); - return Phaser.Physics.Circle.COL_AXIS; - } else { - ox /= len; - oy /= len; - obj.reportCollisionVsWorld(ox * pen, oy * pen, ox, oy, t); - return Phaser.Physics.Circle.COL_OTHER; - } - } else { - return Phaser.Physics.Circle.COL_NONE; - } - } else { - if((signy * oV) < 0) { - obj.reportCollisionVsWorld(0, y * oV, 0, oV, t); - return Phaser.Physics.Circle.COL_AXIS; - } else { - var vx = t.pos.x - (signx * t.xw); - var vy = t.pos.y + (oV * t.yw); - var dx = obj.pos.x - vx; - var dy = obj.pos.y - vy; - var len = Math.sqrt(dx * dx + dy * dy); - var pen = obj.radius - len; - if(0 < pen) { - if(len == 0) { - dx = 0; - dy = oV; - } else { - dx /= len; - dy /= len; - } - obj.reportCollisionVsWorld(dx * pen, dy * pen, dx, dy, t); - return Phaser.Physics.Circle.COL_OTHER; - } - } - } - } else if(oV == 0) { - if((signx * oH) < 0) { - obj.reportCollisionVsWorld(x * oH, 0, oH, 0, t); - return Phaser.Physics.Circle.COL_AXIS; - } else { - var vx = t.pos.x + (oH * t.xw); - var vy = t.pos.y - (signy * t.yw); - var dx = obj.pos.x - vx; - var dy = obj.pos.y - vy; - var len = Math.sqrt(dx * dx + dy * dy); - var pen = obj.radius - len; - if(0 < pen) { - if(len == 0) { - dx = oH; - dy = 0; - } else { - dx /= len; - dy /= len; - } - obj.reportCollisionVsWorld(dx * pen, dy * pen, dx, dy, t); - return Phaser.Physics.Circle.COL_OTHER; - } - } - } else { - if(0 < ((signx * oH) + (signy * oV))) { - return Phaser.Physics.Circle.COL_NONE; - } else { - var vx = t.pos.x + (oH * t.xw); - var vy = t.pos.y + (oV * t.yw); - var dx = obj.pos.x - vx; - var dy = obj.pos.y - vy; - var len = Math.sqrt(dx * dx + dy * dy); - var pen = obj.radius - len; - if(0 < pen) { - if(len == 0) { - dx = oH / Math.SQRT2; - dy = oV / Math.SQRT2; - } else { - dx /= len; - dy /= len; - } - obj.reportCollisionVsWorld(dx * pen, dy * pen, dx, dy, t); - return Phaser.Physics.Circle.COL_OTHER; - } - } - } - return Phaser.Physics.Circle.COL_NONE; - }; - return CircleConcave; - })(); - Projection.CircleConcave = CircleConcave; - })(Physics.Projection || (Physics.Projection = {})); - var Projection = Physics.Projection; - })(Phaser.Physics || (Phaser.Physics = {})); - var Physics = Phaser.Physics; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - (function (Physics) { - (function (Projection) { - var CircleConvex = (function () { - function CircleConvex() { } - CircleConvex.Collide = function Collide(x, y, oH, oV, obj, t) { - var signx = t.signx; - var signy = t.signy; - var lenP; - if(oH == 0) { - if(oV == 0) { - var ox = obj.pos.x - (t.pos.x - (signx * t.xw)); - var oy = obj.pos.y - (t.pos.y - (signy * t.yw)); - var twid = t.xw * 2; - var trad = Math.sqrt(twid * twid + 0); - var len = Math.sqrt(ox * ox + oy * oy); - var pen = (trad + obj.radius) - len; - if(0 < pen) { - if(x < y) { - lenP = x; - y = 0; - if((obj.pos.x - t.pos.x) < 0) { - x *= -1; - } - } else { - lenP = y; - x = 0; - if((obj.pos.y - t.pos.y) < 0) { - y *= -1; - } - } - if(lenP < pen) { - obj.reportCollisionVsWorld(x, y, x / lenP, y / lenP, t); - return Phaser.Physics.Circle.COL_AXIS; - } else { - ox /= len; - oy /= len; - obj.reportCollisionVsWorld(ox * pen, oy * pen, ox, oy, t); - return Phaser.Physics.Circle.COL_OTHER; - } - } - } else { - if((signy * oV) < 0) { - obj.reportCollisionVsWorld(0, y * oV, 0, oV, t); - return Phaser.Physics.Circle.COL_AXIS; - } else { - var ox = obj.pos.x - (t.pos.x - (signx * t.xw)); - var oy = obj.pos.y - (t.pos.y - (signy * t.yw)); - var twid = t.xw * 2; - var trad = Math.sqrt(twid * twid + 0); - var len = Math.sqrt(ox * ox + oy * oy); - var pen = (trad + obj.radius) - len; - if(0 < pen) { - ox /= len; - oy /= len; - obj.reportCollisionVsWorld(ox * pen, oy * pen, ox, oy, t); - return Phaser.Physics.Circle.COL_OTHER; - } - } - } - } else if(oV == 0) { - if((signx * oH) < 0) { - obj.reportCollisionVsWorld(x * oH, 0, oH, 0, t); - return Phaser.Physics.Circle.COL_AXIS; - } else { - var ox = obj.pos.x - (t.pos.x - (signx * t.xw)); - var oy = obj.pos.y - (t.pos.y - (signy * t.yw)); - var twid = t.xw * 2; - var trad = Math.sqrt(twid * twid + 0); - var len = Math.sqrt(ox * ox + oy * oy); - var pen = (trad + obj.radius) - len; - if(0 < pen) { - ox /= len; - oy /= len; - obj.reportCollisionVsWorld(ox * pen, oy * pen, ox, oy, t); - return Phaser.Physics.Circle.COL_OTHER; - } - } - } else { - if(0 < ((signx * oH) + (signy * oV))) { - var ox = obj.pos.x - (t.pos.x - (signx * t.xw)); - var oy = obj.pos.y - (t.pos.y - (signy * t.yw)); - var twid = t.xw * 2; - var trad = Math.sqrt(twid * twid + 0); - var len = Math.sqrt(ox * ox + oy * oy); - var pen = (trad + obj.radius) - len; - if(0 < pen) { - ox /= len; - oy /= len; - obj.reportCollisionVsWorld(ox * pen, oy * pen, ox, oy, t); - return Phaser.Physics.Circle.COL_OTHER; - } - } else { - var vx = t.pos.x + (oH * t.xw); - var vy = t.pos.y + (oV * t.yw); - var dx = obj.pos.x - vx; - var dy = obj.pos.y - vy; - var len = Math.sqrt(dx * dx + dy * dy); - var pen = obj.radius - len; - if(0 < pen) { - if(len == 0) { - dx = oH / Math.SQRT2; - dy = oV / Math.SQRT2; - } else { - dx /= len; - dy /= len; - } - obj.reportCollisionVsWorld(dx * pen, dy * pen, dx, dy, t); - return Phaser.Physics.Circle.COL_OTHER; - } - } - } - return Phaser.Physics.Circle.COL_NONE; - }; - return CircleConvex; - })(); - Projection.CircleConvex = CircleConvex; - })(Physics.Projection || (Physics.Projection = {})); - var Projection = Physics.Projection; - })(Phaser.Physics || (Phaser.Physics = {})); - var Physics = Phaser.Physics; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - (function (Physics) { - (function (Projection) { - var CircleFull = (function () { - function CircleFull() { } - CircleFull.Collide = function Collide(x, y, oH, oV, obj, t) { - if(oH == 0) { - if(oV == 0) { - if(x < y) { - var dx = obj.pos.x - t.pos.x; - if(dx < 0) { - obj.reportCollisionVsWorld(-x, 0, -1, 0, t); - return Phaser.Physics.Circle.COL_AXIS; - } else { - obj.reportCollisionVsWorld(x, 0, 1, 0, t); - return Phaser.Physics.Circle.COL_AXIS; - } - } else { - var dy = obj.pos.y - t.pos.y; - if(dy < 0) { - obj.reportCollisionVsWorld(0, -y, 0, -1, t); - return Phaser.Physics.Circle.COL_AXIS; - } else { - obj.reportCollisionVsWorld(0, y, 0, 1, t); - return Phaser.Physics.Circle.COL_AXIS; - } - } - } else { - obj.reportCollisionVsWorld(0, y * oV, 0, oV, t); - return Phaser.Physics.Circle.COL_AXIS; - } - } else if(oV == 0) { - obj.reportCollisionVsWorld(x * oH, 0, oH, 0, t); - return Phaser.Physics.Circle.COL_AXIS; - } else { - var vx = t.pos.x + (oH * t.xw); - var vy = t.pos.y + (oV * t.yw); - var dx = obj.pos.x - vx; - var dy = obj.pos.y - vy; - var len = Math.sqrt(dx * dx + dy * dy); - var pen = obj.radius - len; - if(0 < pen) { - if(len == 0) { - dx = oH / Math.SQRT2; - dy = oV / Math.SQRT2; - } else { - dx /= len; - dy /= len; - } - obj.reportCollisionVsWorld(dx * pen, dy * pen, dx, dy, t); - return Phaser.Physics.Circle.COL_OTHER; - } - } - return Phaser.Physics.Circle.COL_NONE; - }; - return CircleFull; - })(); - Projection.CircleFull = CircleFull; - })(Physics.Projection || (Physics.Projection = {})); - var Projection = Physics.Projection; - })(Phaser.Physics || (Phaser.Physics = {})); - var Physics = Phaser.Physics; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - (function (Physics) { - (function (Projection) { - var CircleHalf = (function () { - function CircleHalf() { } - CircleHalf.Collide = function Collide(x, y, oH, oV, obj, t) { - var signx = t.signx; - var signy = t.signy; - var celldp = (oH * signx + oV * signy); - if(0 < celldp) { - return Phaser.Physics.Circle.COL_NONE; - } else if(oH == 0) { - if(oV == 0) { - var r = obj.radius; - var ox = (obj.pos.x - (signx * r)) - t.pos.x; - var oy = (obj.pos.y - (signy * r)) - t.pos.y; - var sx = signx; - var sy = signy; - var dp = (ox * sx) + (oy * sy); - if(dp < 0) { - sx *= -dp; - sy *= -dp; - var lenN = Math.sqrt(sx * sx + sy * sy); - var lenP = Math.sqrt(x * x + y * y); - if(lenP < lenN) { - obj.reportCollisionVsWorld(x, y, x / lenP, y / lenP, t); - return Phaser.Physics.Circle.COL_AXIS; - } else { - obj.reportCollisionVsWorld(sx, sy, t.signx, t.signy); - return Phaser.Physics.Circle.COL_OTHER; - } - } - } else { - if(celldp == 0) { - var r = obj.radius; - var dx = obj.pos.x - t.pos.x; - if((dx * signx) < 0) { - obj.reportCollisionVsWorld(0, y * oV, 0, oV, t); - return Phaser.Physics.Circle.COL_AXIS; - } else { - var dy = obj.pos.y - (t.pos.y + oV * t.yw); - var len = Math.sqrt(dx * dx + dy * dy); - var pen = obj.radius - len; - if(0 < pen) { - if(len == 0) { - dx = signx / Math.SQRT2; - dy = oV / Math.SQRT2; - } else { - dx /= len; - dy /= len; - } - obj.reportCollisionVsWorld(dx * pen, dy * pen, dx, dy, t); - return Phaser.Physics.Circle.COL_OTHER; - } - } - } else { - obj.reportCollisionVsWorld(0, y * oV, 0, oV, t); - return Phaser.Physics.Circle.COL_AXIS; - } - } - } else if(oV == 0) { - if(celldp == 0) { - var r = obj.radius; - var dy = obj.pos.y - t.pos.y; - if((dy * signy) < 0) { - obj.reportCollisionVsWorld(x * oH, 0, oH, 0, t); - return Phaser.Physics.Circle.COL_AXIS; - } else { - var dx = obj.pos.x - (t.pos.x + oH * t.xw); - var len = Math.sqrt(dx * dx + dy * dy); - var pen = obj.radius - len; - if(0 < pen) { - if(len == 0) { - dx = signx / Math.SQRT2; - dy = oV / Math.SQRT2; - } else { - dx /= len; - dy /= len; - } - obj.reportCollisionVsWorld(dx * pen, dy * pen, dx, dy, t); - return Phaser.Physics.Circle.COL_OTHER; - } - } - } else { - obj.reportCollisionVsWorld(x * oH, 0, oH, 0, t); - return Phaser.Physics.Circle.COL_AXIS; - } - } else { - var vx = t.pos.x + (oH * t.xw); - var vy = t.pos.y + (oV * t.yw); - var dx = obj.pos.x - vx; - var dy = obj.pos.y - vy; - var len = Math.sqrt(dx * dx + dy * dy); - var pen = obj.radius - len; - if(0 < pen) { - if(len == 0) { - dx = oH / Math.SQRT2; - dy = oV / Math.SQRT2; - } else { - dx /= len; - dy /= len; - } - obj.reportCollisionVsWorld(dx * pen, dy * pen, dx, dy, t); - return Phaser.Physics.Circle.COL_OTHER; - } - } - return Phaser.Physics.Circle.COL_NONE; - }; - return CircleHalf; - })(); - Projection.CircleHalf = CircleHalf; - })(Physics.Projection || (Physics.Projection = {})); - var Projection = Physics.Projection; - })(Phaser.Physics || (Phaser.Physics = {})); - var Physics = Phaser.Physics; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - (function (Components) { - var Events = (function () { - function Events(parent) { - this.game = parent.game; - this._parent = parent; - this.onAddedToGroup = new Phaser.Signal(); - this.onRemovedFromGroup = new Phaser.Signal(); - this.onKilled = new Phaser.Signal(); - this.onRevived = new Phaser.Signal(); - this.onOutOfBounds = new Phaser.Signal(); - } - return Events; - })(); - Components.Events = Events; - })(Phaser.Components || (Phaser.Components = {})); - var Components = Phaser.Components; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - var Sprite = (function () { - 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; } - this.modified = false; - this.x = 0; - this.y = 0; - this.z = -1; - this.renderOrderID = 0; - this.game = game; - this.type = Phaser.Types.SPRITE; - this.exists = true; - this.active = true; - this.visible = true; - this.alive = true; - this.x = x; - this.y = y; - this.z = -1; - this.group = null; - this.name = ''; - this.events = new Phaser.Components.Events(this); - this.animations = new Phaser.Components.AnimationManager(this); - this.input = new Phaser.Components.InputHandler(this); - this.texture = new Phaser.Display.Texture(this); - this.transform = new Phaser.Components.TransformManager(this); - if(key !== null) { - this.texture.loadImage(key, false); - } else { - this.texture.opaque = true; - } - if(frame !== null) { - if(typeof frame == 'string') { - this.frameName = frame; - } else { - this.frame = frame; - } - } - 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(); - this.body = new Phaser.Physics.Body(this, 0); - this.outOfBounds = false; - this.outOfBoundsAction = Phaser.Types.OUT_OF_BOUNDS_PERSIST; - this.scale = this.transform.scale; - this.alpha = this.texture.alpha; - this.origin = this.transform.origin; - this.crop = this.texture.crop; - } - Object.defineProperty(Sprite.prototype, "rotation", { - get: function () { - return this.transform.rotation; - }, - set: function (value) { - this.transform.rotation = this.game.math.wrap(value, 360, 0); - if(this.body) { - } - }, - enumerable: true, - configurable: true - }); - Sprite.prototype.bringToTop = function () { - if(this.group) { - this.group.bringToTop(this); - } - }; - Object.defineProperty(Sprite.prototype, "alpha", { - get: function () { - return this.texture.alpha; - }, - set: function (value) { - this.texture.alpha = value; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Sprite.prototype, "frame", { - get: function () { - return this.animations.frame; - }, - set: function (value) { - this.animations.frame = value; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Sprite.prototype, "frameName", { - get: function () { - return this.animations.frameName; - }, - set: function (value) { - this.animations.frameName = value; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Sprite.prototype, "width", { - get: function () { - return this.texture.width * this.transform.scale.x; - }, - set: function (value) { - this.transform.scale.x = value / this.texture.width; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Sprite.prototype, "height", { - get: function () { - return this.texture.height * this.transform.scale.y; - }, - set: function (value) { - this.transform.scale.y = value / this.texture.height; - }, - enumerable: true, - configurable: true - }); - Sprite.prototype.preUpdate = function () { - this.transform.update(); - 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)) { - this.modified = true; - } - }; - Sprite.prototype.update = function () { - }; - Sprite.prototype.postUpdate = function () { - this.animations.update(); - this.checkBounds(); - if(this.modified == true && this.transform.scale.equals(1) && this.transform.skew.equals(0) && this.transform.rotation == 0 && this.transform.rotationOffset == 0 && this.texture.flippedX == false && this.texture.flippedY == false) { - this.modified = false; - } - }; - Sprite.prototype.checkBounds = function () { - if(Phaser.RectangleUtils.intersects(this.worldView, this.game.world.bounds)) { - this.outOfBounds = false; - } else { - if(this.outOfBounds == false) { - this.events.onOutOfBounds.dispatch(this); - } - this.outOfBounds = true; - if(this.outOfBoundsAction == Phaser.Types.OUT_OF_BOUNDS_KILL) { - this.kill(); - } else if(this.outOfBoundsAction == Phaser.Types.OUT_OF_BOUNDS_DESTROY) { - this.destroy(); - } - } - }; - Sprite.prototype.destroy = function () { - this.input.destroy(); - }; - Sprite.prototype.kill = function (removeFromGroup) { - if (typeof removeFromGroup === "undefined") { removeFromGroup = false; } - this.alive = false; - this.exists = false; - if(removeFromGroup && this.group) { - } - this.events.onKilled.dispatch(this); - }; - Sprite.prototype.revive = function () { - this.alive = true; - this.exists = true; - this.events.onRevived.dispatch(this); - }; - return Sprite; - })(); - Phaser.Sprite = Sprite; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - (function (Components) { - var TransformManager = (function () { - function TransformManager(parent) { - this._dirty = false; - this.rotationOffset = 0; - this.rotation = 0; - this.game = parent.game; - this.parent = parent; - this.local = new Phaser.Mat3(); - this.scrollFactor = new Phaser.Vec2(1, 1); - this.origin = new Phaser.Vec2(); - this.scale = new Phaser.Vec2(1, 1); - this.skew = new Phaser.Vec2(); - this.center = new Phaser.Point(); - this.upperLeft = new Phaser.Point(); - this.upperRight = new Phaser.Point(); - this.bottomLeft = new Phaser.Point(); - this.bottomRight = new Phaser.Point(); - this._pos = new Phaser.Point(); - this._scale = new Phaser.Point(); - this._size = new Phaser.Point(); - this._halfSize = new Phaser.Point(); - this._offset = new Phaser.Point(); - this._origin = new Phaser.Point(); - this._sc = new Phaser.Point(); - this._scA = new Phaser.Point(); - } - Object.defineProperty(TransformManager.prototype, "distance", { - get: function () { - return this._distance; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(TransformManager.prototype, "angleToCenter", { - get: function () { - return this._angle; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(TransformManager.prototype, "offsetX", { - get: function () { - return this._offset.x; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(TransformManager.prototype, "offsetY", { - get: function () { - return this._offset.y; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(TransformManager.prototype, "halfWidth", { - get: function () { - return this._halfSize.x; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(TransformManager.prototype, "halfHeight", { - get: function () { - return this._halfSize.y; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(TransformManager.prototype, "sin", { - get: function () { - return this._sc.x; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(TransformManager.prototype, "cos", { - get: function () { - return this._sc.y; - }, - enumerable: true, - configurable: true - }); - TransformManager.prototype.centerOn = function (x, y) { - this.parent.x = x + (this.parent.x - this.center.x); - this.parent.y = y + (this.parent.y - this.center.y); - }; - TransformManager.prototype.setCache = function () { - this._pos.x = this.parent.x; - this._pos.y = this.parent.y; - this._halfSize.x = this.parent.width / 2; - this._halfSize.y = this.parent.height / 2; - this._offset.x = this.origin.x * this.parent.width; - this._offset.y = this.origin.y * this.parent.height; - this._angle = Math.atan2(this.halfHeight - this._offset.x, this.halfWidth - this._offset.y); - this._distance = Math.sqrt(((this._offset.x - this._halfSize.x) * (this._offset.x - this._halfSize.x)) + ((this._offset.y - this._halfSize.y) * (this._offset.y - this._halfSize.y))); - this._size.x = this.parent.width; - this._size.y = this.parent.height; - this._origin.x = this.origin.x; - this._origin.y = this.origin.y; - this._scA.x = Math.sin((this.rotation + this.rotationOffset) * Phaser.GameMath.DEG_TO_RAD + this._angle); - this._scA.y = Math.cos((this.rotation + this.rotationOffset) * Phaser.GameMath.DEG_TO_RAD + this._angle); - this._prevRotation = this.rotation; - if(this.parent.texture && this.parent.texture.renderRotation) { - this._sc.x = Math.sin((this.rotation + this.rotationOffset) * Phaser.GameMath.DEG_TO_RAD); - this._sc.y = Math.cos((this.rotation + this.rotationOffset) * Phaser.GameMath.DEG_TO_RAD); - } else { - this._sc.x = 0; - this._sc.y = 1; - } - this.center.x = this.parent.x + this._distance * this._scA.y; - this.center.y = this.parent.y + this._distance * this._scA.x; - this.upperLeft.setTo(this.center.x - this._halfSize.x * this._sc.y + this._halfSize.y * this._sc.x, this.center.y - this._halfSize.y * this._sc.y - this._halfSize.x * this._sc.x); - this.upperRight.setTo(this.center.x + this._halfSize.x * this._sc.y + this._halfSize.y * this._sc.x, this.center.y - this._halfSize.y * this._sc.y + this._halfSize.x * this._sc.x); - this.bottomLeft.setTo(this.center.x - this._halfSize.x * this._sc.y - this._halfSize.y * this._sc.x, this.center.y + this._halfSize.y * this._sc.y - this._halfSize.x * this._sc.x); - this.bottomRight.setTo(this.center.x + this._halfSize.x * this._sc.y - this._halfSize.y * this._sc.x, this.center.y + this._halfSize.y * this._sc.y + this._halfSize.x * this._sc.x); - this._pos.x = this.parent.x; - this._pos.y = this.parent.y; - this._flippedX = this.parent.texture.flippedX; - this._flippedY = this.parent.texture.flippedY; - }; - TransformManager.prototype.update = function () { - this._dirty = false; - if(this.parent.width !== this._size.x || this.parent.height !== this._size.y || this.origin.x !== this._origin.x || this.origin.y !== this._origin.y) { - this._halfSize.x = this.parent.width / 2; - this._halfSize.y = this.parent.height / 2; - this._offset.x = this.origin.x * this.parent.width; - this._offset.y = this.origin.y * this.parent.height; - this._angle = Math.atan2(this.halfHeight - this._offset.y, this.halfWidth - this._offset.x); - this._distance = Math.sqrt(((this._offset.x - this._halfSize.x) * (this._offset.x - this._halfSize.x)) + ((this._offset.y - this._halfSize.y) * (this._offset.y - this._halfSize.y))); - this._size.x = this.parent.width; - this._size.y = this.parent.height; - this._origin.x = this.origin.x; - this._origin.y = this.origin.y; - this._dirty = true; - } - if(this.rotation != this._prevRotation || this._dirty) { - this._scA.y = Math.cos((this.rotation + this.rotationOffset) * Phaser.GameMath.DEG_TO_RAD + this._angle); - this._scA.x = Math.sin((this.rotation + this.rotationOffset) * Phaser.GameMath.DEG_TO_RAD + this._angle); - if(this.parent.texture.renderRotation) { - this._sc.x = Math.sin((this.rotation + this.rotationOffset) * Phaser.GameMath.DEG_TO_RAD); - this._sc.y = Math.cos((this.rotation + this.rotationOffset) * Phaser.GameMath.DEG_TO_RAD); - } else { - this._sc.x = 0; - this._sc.y = 1; - } - this._prevRotation = this.rotation; - this._dirty = true; - } - if(this._dirty || this.parent.x != this._pos.x || this.parent.y != this._pos.y) { - this.center.x = this.parent.x + this._distance * this._scA.y; - this.center.y = this.parent.y + this._distance * this._scA.x; - this.upperLeft.setTo(this.center.x - this._halfSize.x * this._sc.y + this._halfSize.y * this._sc.x, this.center.y - this._halfSize.y * this._sc.y - this._halfSize.x * this._sc.x); - this.upperRight.setTo(this.center.x + this._halfSize.x * this._sc.y + this._halfSize.y * this._sc.x, this.center.y - this._halfSize.y * this._sc.y + this._halfSize.x * this._sc.x); - this.bottomLeft.setTo(this.center.x - this._halfSize.x * this._sc.y - this._halfSize.y * this._sc.x, this.center.y + this._halfSize.y * this._sc.y - this._halfSize.x * this._sc.x); - this.bottomRight.setTo(this.center.x + this._halfSize.x * this._sc.y - this._halfSize.y * this._sc.x, this.center.y + this._halfSize.y * this._sc.y + this._halfSize.x * this._sc.x); - this._pos.x = this.parent.x; - this._pos.y = this.parent.y; - this.local.data[2] = this.parent.x; - this.local.data[5] = this.parent.y; - } - if(this._dirty || this._flippedX != this.parent.texture.flippedX) { - this._flippedX = this.parent.texture.flippedX; - if(this._flippedX) { - this.local.data[0] = this._sc.y * -this.scale.x; - this.local.data[3] = (this._sc.x * -this.scale.x) + this.skew.x; - } else { - this.local.data[0] = this._sc.y * this.scale.x; - this.local.data[3] = (this._sc.x * this.scale.x) + this.skew.x; - } - } - if(this._dirty || this._flippedY != this.parent.texture.flippedY) { - this._flippedY = this.parent.texture.flippedY; - if(this._flippedY) { - this.local.data[4] = this._sc.y * -this.scale.y; - this.local.data[1] = -(this._sc.x * -this.scale.y) + this.skew.y; - } else { - this.local.data[4] = this._sc.y * this.scale.y; - this.local.data[1] = -(this._sc.x * this.scale.y) + this.skew.y; - } - } - }; - return TransformManager; - })(); - Components.TransformManager = TransformManager; - })(Phaser.Components || (Phaser.Components = {})); - var Components = Phaser.Components; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - var ScrollRegion = (function () { - function ScrollRegion(x, y, width, height, speedX, speedY) { - this._anchorWidth = 0; - this._anchorHeight = 0; - this._inverseWidth = 0; - this._inverseHeight = 0; - this.visible = true; - this._A = new Phaser.Rectangle(x, y, width, height); - this._B = new Phaser.Rectangle(x, y, width, height); - this._C = new Phaser.Rectangle(x, y, width, height); - this._D = new Phaser.Rectangle(x, y, width, height); - this._scroll = new Phaser.Vec2(); - this._bounds = new Phaser.Rectangle(x, y, width, height); - this.scrollSpeed = new Phaser.Vec2(speedX, speedY); - } - ScrollRegion.prototype.update = function (delta) { - this._scroll.x += this.scrollSpeed.x; - this._scroll.y += this.scrollSpeed.y; - if(this._scroll.x > this._bounds.right) { - this._scroll.x = this._bounds.x; - } - if(this._scroll.x < this._bounds.x) { - this._scroll.x = this._bounds.right; - } - if(this._scroll.y > this._bounds.bottom) { - this._scroll.y = this._bounds.y; - } - if(this._scroll.y < this._bounds.y) { - this._scroll.y = this._bounds.bottom; - } - this._anchorWidth = (this._bounds.width - this._scroll.x) + this._bounds.x; - this._anchorHeight = (this._bounds.height - this._scroll.y) + this._bounds.y; - if(this._anchorWidth > this._bounds.width) { - this._anchorWidth = this._bounds.width; - } - if(this._anchorHeight > this._bounds.height) { - this._anchorHeight = this._bounds.height; - } - this._inverseWidth = this._bounds.width - this._anchorWidth; - this._inverseHeight = this._bounds.height - this._anchorHeight; - this._A.setTo(this._scroll.x, this._scroll.y, this._anchorWidth, this._anchorHeight); - this._B.y = this._scroll.y; - this._B.width = this._inverseWidth; - this._B.height = this._anchorHeight; - this._C.x = this._scroll.x; - this._C.width = this._anchorWidth; - this._C.height = this._inverseHeight; - this._D.width = this._inverseWidth; - this._D.height = this._inverseHeight; - }; - ScrollRegion.prototype.render = function (context, texture, dx, dy, dw, dh) { - if(this.visible == false) { - return; - } - this.crop(context, texture, this._A.x, this._A.y, this._A.width, this._A.height, dx, dy, dw, dh, 0, 0); - this.crop(context, texture, this._B.x, this._B.y, this._B.width, this._B.height, dx, dy, dw, dh, this._A.width, 0); - this.crop(context, texture, this._C.x, this._C.y, this._C.width, this._C.height, dx, dy, dw, dh, 0, this._A.height); - this.crop(context, texture, this._D.x, this._D.y, this._D.width, this._D.height, dx, dy, dw, dh, this._C.width, this._A.height); - }; - ScrollRegion.prototype.crop = function (context, texture, srcX, srcY, srcW, srcH, destX, destY, destW, destH, offsetX, offsetY) { - offsetX += destX; - offsetY += destY; - if(srcW > (destX + destW) - offsetX) { - srcW = (destX + destW) - offsetX; - } - if(srcH > (destY + destH) - offsetY) { - srcH = (destY + destH) - offsetY; - } - srcX = Math.floor(srcX); - srcY = Math.floor(srcY); - srcW = Math.floor(srcW); - srcH = Math.floor(srcH); - offsetX = Math.floor(offsetX + this._bounds.x); - offsetY = Math.floor(offsetY + this._bounds.y); - if(srcW > 0 && srcH > 0) { - context.drawImage(texture, srcX, srcY, srcW, srcH, offsetX, offsetY, srcW, srcH); - } - }; - return ScrollRegion; - })(); - Phaser.ScrollRegion = ScrollRegion; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - var ScrollZone = (function (_super) { - __extends(ScrollZone, _super); - function ScrollZone(game, key, x, y, width, height) { - if (typeof x === "undefined") { x = 0; } - if (typeof y === "undefined") { y = 0; } - if (typeof width === "undefined") { width = 0; } - if (typeof height === "undefined") { height = 0; } - _super.call(this, game, x, y, key); - this.type = Phaser.Types.SCROLLZONE; - this.regions = []; - if(this.texture.loaded) { - if(width > this.width || height > this.height) { - this.createRepeatingTexture(width, height); - this.width = width; - this.height = height; - } - this.addRegion(0, 0, this.width, this.height); - if((width < this.width || height < this.height) && width !== 0 && height !== 0) { - this.width = width; - this.height = height; - } - } - } - ScrollZone.prototype.addRegion = function (x, y, width, height, speedX, speedY) { - if (typeof speedX === "undefined") { speedX = 0; } - if (typeof speedY === "undefined") { speedY = 0; } - if(x > this.width || y > this.height || x < 0 || y < 0 || (x + width) > this.width || (y + height) > this.height) { - throw Error('Invalid ScrollRegion defined. Cannot be larger than parent ScrollZone'); - return null; - } - this.currentRegion = new Phaser.ScrollRegion(x, y, width, height, speedX, speedY); - this.regions.push(this.currentRegion); - return this.currentRegion; - }; - ScrollZone.prototype.setSpeed = function (x, y) { - if(this.currentRegion) { - this.currentRegion.scrollSpeed.setTo(x, y); - } - return this; - }; - ScrollZone.prototype.update = function () { - for(var i = 0; i < this.regions.length; i++) { - this.regions[i].update(this.game.time.delta); - } - }; - ScrollZone.prototype.createRepeatingTexture = function (regionWidth, regionHeight) { - var tileWidth = Math.ceil(this.width / regionWidth) * regionWidth; - var tileHeight = Math.ceil(this.height / regionHeight) * regionHeight; - var dt = new Phaser.Display.DynamicTexture(this.game, tileWidth, tileHeight); - dt.context.rect(0, 0, tileWidth, tileHeight); - dt.context.fillStyle = dt.context.createPattern(this.texture.imageTexture, "repeat"); - dt.context.fill(); - this.texture.loadDynamicTexture(dt); - }; - return ScrollZone; - })(Phaser.Sprite); - Phaser.ScrollZone = ScrollZone; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - var GameObjectFactory = (function () { - function GameObjectFactory(game) { - this.game = game; - this._world = this.game.world; - } - GameObjectFactory.prototype.camera = function (x, y, width, height) { - return this._world.cameras.addCamera(x, y, width, height); - }; - GameObjectFactory.prototype.button = function (x, y, key, callback, callbackContext, overFrame, outFrame, downFrame) { - if (typeof x === "undefined") { x = 0; } - if (typeof y === "undefined") { y = 0; } - if (typeof key === "undefined") { key = null; } - if (typeof callback === "undefined") { callback = null; } - if (typeof callbackContext === "undefined") { callbackContext = null; } - if (typeof overFrame === "undefined") { overFrame = null; } - if (typeof outFrame === "undefined") { outFrame = null; } - if (typeof downFrame === "undefined") { downFrame = null; } - return this._world.group.add(new Phaser.UI.Button(this.game, x, y, key, callback, callbackContext, overFrame, outFrame, downFrame)); - }; - GameObjectFactory.prototype.sprite = function (x, y, key, frame) { - if (typeof key === "undefined") { key = ''; } - if (typeof frame === "undefined") { frame = null; } - 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.circle = function (x, y, radius) { - return new Phaser.Physics.Circle(this.game, x, y, radius); - }; - GameObjectFactory.prototype.aabb = function (x, y, width, height) { - return new Phaser.Physics.AABB(this.game, x, y, Math.floor(width / 2), Math.floor(height / 2)); - }; - GameObjectFactory.prototype.cell = function (x, y, width, height, state) { - if (typeof state === "undefined") { state = Phaser.Physics.TileMapCell.TID_FULL; } - return new Phaser.Physics.TileMapCell(this.game, x, y, width, height).SetState(state); - }; - GameObjectFactory.prototype.dynamicTexture = function (width, height) { - return new Phaser.Display.DynamicTexture(this.game, width, height); - }; - GameObjectFactory.prototype.group = function (maxSize) { - if (typeof maxSize === "undefined") { maxSize = 0; } - return this._world.group.add(new Phaser.Group(this.game, maxSize)); - }; - GameObjectFactory.prototype.scrollZone = function (key, x, y, width, height) { - if (typeof x === "undefined") { x = 0; } - if (typeof y === "undefined") { y = 0; } - if (typeof width === "undefined") { width = 0; } - if (typeof height === "undefined") { height = 0; } - return this._world.group.add(new Phaser.ScrollZone(this.game, key, x, y, width, height)); - }; - GameObjectFactory.prototype.tilemap = function (key, mapData, format, resizeWorld, tileWidth, tileHeight) { - if (typeof resizeWorld === "undefined") { resizeWorld = true; } - if (typeof tileWidth === "undefined") { tileWidth = 0; } - if (typeof tileHeight === "undefined") { tileHeight = 0; } - return this._world.group.add(new Phaser.Tilemap(this.game, key, mapData, format, resizeWorld, tileWidth, tileHeight)); - }; - GameObjectFactory.prototype.tween = function (obj, localReference) { - if (typeof localReference === "undefined") { localReference = false; } - return this.game.tweens.create(obj, localReference); - }; - GameObjectFactory.prototype.existingSprite = function (sprite) { - return this._world.group.add(sprite); - }; - GameObjectFactory.prototype.existingGroup = function (group) { - return this._world.group.add(group); - }; - GameObjectFactory.prototype.existingButton = function (button) { - return this._world.group.add(button); - }; - GameObjectFactory.prototype.existingScrollZone = function (scrollZone) { - return this._world.group.add(scrollZone); - }; - GameObjectFactory.prototype.existingTilemap = function (tilemap) { - return this._world.group.add(tilemap); - }; - GameObjectFactory.prototype.existingTween = function (tween) { - return this.game.tweens.add(tween); - }; - return GameObjectFactory; - })(); - Phaser.GameObjectFactory = GameObjectFactory; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - (function (UI) { - var Button = (function (_super) { - __extends(Button, _super); - function Button(game, x, y, key, callback, callbackContext, overFrame, outFrame, downFrame) { - if (typeof x === "undefined") { x = 0; } - if (typeof y === "undefined") { y = 0; } - if (typeof key === "undefined") { key = null; } - if (typeof callback === "undefined") { callback = null; } - if (typeof callbackContext === "undefined") { callbackContext = null; } - if (typeof overFrame === "undefined") { overFrame = null; } - if (typeof outFrame === "undefined") { outFrame = null; } - if (typeof downFrame === "undefined") { downFrame = null; } - _super.call(this, game, x, y, key, outFrame); - this._onOverFrameName = null; - this._onOutFrameName = null; - this._onDownFrameName = null; - this._onUpFrameName = null; - this._onOverFrameID = null; - this._onOutFrameID = null; - this._onDownFrameID = null; - this._onUpFrameID = null; - this.type = Phaser.Types.BUTTON; - if(typeof overFrame == 'string') { - this._onOverFrameName = overFrame; - } else { - this._onOverFrameID = overFrame; - } - if(typeof outFrame == 'string') { - this._onOutFrameName = outFrame; - this._onUpFrameName = outFrame; - } else { - this._onOutFrameID = outFrame; - this._onUpFrameID = outFrame; - } - if(typeof downFrame == 'string') { - this._onDownFrameName = downFrame; - } else { - this._onDownFrameID = downFrame; - } - this.onInputOver = new Phaser.Signal(); - this.onInputOut = new Phaser.Signal(); - this.onInputDown = new Phaser.Signal(); - this.onInputUp = new Phaser.Signal(); - if(callback) { - this.onInputUp.add(callback, callbackContext); - } - this.input.start(0, false, true); - this.events.onInputOver.add(this.onInputOverHandler, this); - this.events.onInputOut.add(this.onInputOutHandler, this); - this.events.onInputDown.add(this.onInputDownHandler, this); - this.events.onInputUp.add(this.onInputUpHandler, this); - } - Button.prototype.onInputOverHandler = function (pointer) { - if(this._onOverFrameName != null) { - this.frameName = this._onOverFrameName; - } else if(this._onOverFrameID != null) { - this.frame = this._onOverFrameID; - } - if(this.onInputOver) { - this.onInputOver.dispatch(this, pointer); - } - }; - Button.prototype.onInputOutHandler = function (pointer) { - if(this._onOutFrameName != null) { - this.frameName = this._onOutFrameName; - } else if(this._onOutFrameID != null) { - this.frame = this._onOutFrameID; - } - if(this.onInputOut) { - this.onInputOut.dispatch(this, pointer); - } - }; - Button.prototype.onInputDownHandler = function (pointer) { - if(this._onDownFrameName != null) { - this.frameName = this._onDownFrameName; - } else if(this._onDownFrameID != null) { - this.frame = this._onDownFrameID; - } - if(this.onInputDown) { - this.onInputDown.dispatch(this, pointer); - } - }; - Button.prototype.onInputUpHandler = function (pointer) { - if(this._onUpFrameName != null) { - this.frameName = this._onUpFrameName; - } else if(this._onUpFrameID != null) { - this.frame = this._onUpFrameID; - } - if(this.onInputUp) { - this.onInputUp.dispatch(this, pointer); - } - }; - Object.defineProperty(Button.prototype, "priorityID", { - get: function () { - return this.input.priorityID; - }, - set: function (value) { - this.input.priorityID = value; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Button.prototype, "useHandCursor", { - get: function () { - return this.input.useHandCursor; - }, - set: function (value) { - this.input.useHandCursor = value; - }, - enumerable: true, - configurable: true - }); - return Button; - })(Phaser.Sprite); - UI.Button = Button; - })(Phaser.UI || (Phaser.UI = {})); - var UI = Phaser.UI; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - var CanvasUtils = (function () { - function CanvasUtils() { } - CanvasUtils.getAspectRatio = function getAspectRatio(canvas) { - return canvas.width / canvas.height; - }; - CanvasUtils.setBackgroundColor = function setBackgroundColor(canvas, color) { - if (typeof color === "undefined") { color = 'rgb(0,0,0)'; } - canvas.style.backgroundColor = color; - return canvas; - }; - CanvasUtils.setTouchAction = function setTouchAction(canvas, value) { - if (typeof value === "undefined") { value = 'none'; } - canvas.style.msTouchAction = value; - canvas.style['ms-touch-action'] = value; - canvas.style['touch-action'] = value; - return canvas; - }; - CanvasUtils.addToDOM = function addToDOM(canvas, parent, overflowHidden) { - if (typeof parent === "undefined") { parent = ''; } - if (typeof overflowHidden === "undefined") { overflowHidden = true; } - if((parent !== '' || parent !== null) && document.getElementById(parent)) { - document.getElementById(parent).appendChild(canvas); - if(overflowHidden) { - document.getElementById(parent).style.overflow = 'hidden'; - } - } else { - document.body.appendChild(canvas); - } - return canvas; - }; - CanvasUtils.setTransform = function setTransform(context, translateX, translateY, scaleX, scaleY, skewX, skewY) { - context.setTransform(scaleX, skewX, skewY, scaleY, translateX, translateY); - return context; - }; - CanvasUtils.setSmoothingEnabled = function setSmoothingEnabled(context, value) { - context['imageSmoothingEnabled'] = value; - context['mozImageSmoothingEnabled'] = value; - context['oImageSmoothingEnabled'] = value; - context['webkitImageSmoothingEnabled'] = value; - context['msImageSmoothingEnabled'] = value; - return context; - }; - CanvasUtils.setImageRenderingCrisp = function setImageRenderingCrisp(canvas) { - canvas.style['image-rendering'] = 'crisp-edges'; - canvas.style['image-rendering'] = '-moz-crisp-edges'; - canvas.style['image-rendering'] = '-webkit-optimize-contrast'; - canvas.style.msInterpolationMode = 'nearest-neighbor'; - return canvas; - }; - CanvasUtils.setImageRenderingBicubic = function setImageRenderingBicubic(canvas) { - canvas.style['image-rendering'] = 'auto'; - canvas.style.msInterpolationMode = 'bicubic'; - return canvas; - }; - return CanvasUtils; - })(); - Phaser.CanvasUtils = CanvasUtils; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - var CircleUtils = (function () { - function CircleUtils() { } - CircleUtils.clone = function clone(a, out) { - if (typeof out === "undefined") { out = new Phaser.Circle(); } - return out.setTo(a.x, a.y, a.diameter); - }; - CircleUtils.contains = function contains(a, x, y) { - if(x >= a.left && x <= a.right && y >= a.top && y <= a.bottom) { - var dx = (a.x - x) * (a.x - x); - var dy = (a.y - y) * (a.y - y); - return (dx + dy) <= (a.radius * a.radius); - } - return false; - }; - CircleUtils.containsPoint = function containsPoint(a, point) { - return CircleUtils.contains(a, point.x, point.y); - }; - CircleUtils.containsCircle = function containsCircle(a, b) { - return true; - }; - CircleUtils.distanceBetween = function distanceBetween(a, target, round) { - if (typeof round === "undefined") { round = false; } - var dx = a.x - target.x; - var dy = a.y - target.y; - if(round === true) { - return Math.round(Math.sqrt(dx * dx + dy * dy)); - } else { - return Math.sqrt(dx * dx + dy * dy); - } - }; - CircleUtils.equals = function equals(a, b) { - return (a.x == b.x && a.y == b.y && a.diameter == b.diameter); - }; - CircleUtils.intersects = function intersects(a, b) { - return (Phaser.CircleUtils.distanceBetween(a, b) <= (a.radius + b.radius)); - }; - CircleUtils.circumferencePoint = function circumferencePoint(a, angle, asDegrees, out) { - if (typeof asDegrees === "undefined") { asDegrees = false; } - if (typeof out === "undefined") { out = new Phaser.Point(); } - if(asDegrees === true) { - angle = angle * Phaser.GameMath.DEG_TO_RAD; - } - return out.setTo(a.x + a.radius * Math.cos(angle), a.y + a.radius * Math.sin(angle)); - }; - CircleUtils.intersectsRectangle = function intersectsRectangle(c, r) { - var cx = Math.abs(c.x - r.x - r.halfWidth); - var xDist = r.halfWidth + c.radius; - if(cx > xDist) { - return false; - } - var cy = Math.abs(c.y - r.y - r.halfHeight); - var yDist = r.halfHeight + c.radius; - if(cy > yDist) { - return false; - } - if(cx <= r.halfWidth || cy <= r.halfHeight) { - return true; - } - var xCornerDist = cx - r.halfWidth; - var yCornerDist = cy - r.halfHeight; - var xCornerDistSq = xCornerDist * xCornerDist; - var yCornerDistSq = yCornerDist * yCornerDist; - var maxCornerDistSq = c.radius * c.radius; - return xCornerDistSq + yCornerDistSq <= maxCornerDistSq; - }; - return CircleUtils; - })(); - Phaser.CircleUtils = CircleUtils; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - var ColorUtils = (function () { - function ColorUtils() { } - ColorUtils.getColor32 = function getColor32(alpha, red, green, blue) { - return alpha << 24 | red << 16 | green << 8 | blue; - }; - ColorUtils.getColor = function getColor(red, green, blue) { - return red << 16 | green << 8 | blue; - }; - ColorUtils.getHSVColorWheel = function getHSVColorWheel(alpha) { - if (typeof alpha === "undefined") { alpha = 255; } - var colors = []; - for(var c = 0; c <= 359; c++) { - colors[c] = Phaser.ColorUtils.getWebRGB(Phaser.ColorUtils.HSVtoRGB(c, 1.0, 1.0, alpha)); - } - return colors; - }; - ColorUtils.hexToRGB = function hexToRGB(h) { - var hex16 = (h.charAt(0) == "#") ? h.substring(1, 7) : h; - var r = parseInt(hex16.substring(0, 2), 16); - var g = parseInt(hex16.substring(2, 4), 16); - var b = parseInt(hex16.substring(4, 6), 16); - return { - r: r, - g: g, - b: b - }; - }; - ColorUtils.getComplementHarmony = function getComplementHarmony(color) { - var hsv = Phaser.ColorUtils.RGBtoHSV(color); - var opposite = Phaser.ColorUtils.game.math.wrapValue(hsv.hue, 180, 359); - return Phaser.ColorUtils.HSVtoRGB(opposite, 1.0, 1.0); - }; - ColorUtils.getAnalogousHarmony = function getAnalogousHarmony(color, threshold) { - if (typeof threshold === "undefined") { threshold = 30; } - var hsv = Phaser.ColorUtils.RGBtoHSV(color); - if(threshold > 359 || threshold < 0) { - throw Error("Color Warning: Invalid threshold given to getAnalogousHarmony()"); - } - var warmer = Phaser.ColorUtils.game.math.wrapValue(hsv.hue, 359 - threshold, 359); - var colder = Phaser.ColorUtils.game.math.wrapValue(hsv.hue, threshold, 359); - return { - color1: color, - color2: Phaser.ColorUtils.HSVtoRGB(warmer, 1.0, 1.0), - color3: Phaser.ColorUtils.HSVtoRGB(colder, 1.0, 1.0), - hue1: hsv.hue, - hue2: warmer, - hue3: colder - }; - }; - ColorUtils.getSplitComplementHarmony = function getSplitComplementHarmony(color, threshold) { - if (typeof threshold === "undefined") { threshold = 30; } - var hsv = Phaser.ColorUtils.RGBtoHSV(color); - if(threshold >= 359 || threshold <= 0) { - throw Error("Phaser.ColorUtils Warning: Invalid threshold given to getSplitComplementHarmony()"); - } - var opposite = Phaser.ColorUtils.game.math.wrapValue(hsv.hue, 180, 359); - var warmer = Phaser.ColorUtils.game.math.wrapValue(hsv.hue, opposite - threshold, 359); - var colder = Phaser.ColorUtils.game.math.wrapValue(hsv.hue, opposite + threshold, 359); - return { - color1: color, - color2: Phaser.ColorUtils.HSVtoRGB(warmer, hsv.saturation, hsv.value), - color3: Phaser.ColorUtils.HSVtoRGB(colder, hsv.saturation, hsv.value), - hue1: hsv.hue, - hue2: warmer, - hue3: colder - }; - }; - ColorUtils.getTriadicHarmony = function getTriadicHarmony(color) { - var hsv = Phaser.ColorUtils.RGBtoHSV(color); - var triadic1 = Phaser.ColorUtils.game.math.wrapValue(hsv.hue, 120, 359); - var triadic2 = Phaser.ColorUtils.game.math.wrapValue(triadic1, 120, 359); - return { - color1: color, - color2: Phaser.ColorUtils.HSVtoRGB(triadic1, 1.0, 1.0), - color3: Phaser.ColorUtils.HSVtoRGB(triadic2, 1.0, 1.0) - }; - }; - ColorUtils.getColorInfo = function getColorInfo(color) { - var argb = Phaser.ColorUtils.getRGB(color); - var hsl = Phaser.ColorUtils.RGBtoHSV(color); - var result = Phaser.ColorUtils.RGBtoHexstring(color) + "\n"; - result = result.concat("Alpha: " + argb.alpha + " Red: " + argb.red + " Green: " + argb.green + " Blue: " + argb.blue) + "\n"; - result = result.concat("Hue: " + hsl.hue + " Saturation: " + hsl.saturation + " Lightnes: " + hsl.lightness); - return result; - }; - ColorUtils.RGBtoHexstring = function RGBtoHexstring(color) { - var argb = Phaser.ColorUtils.getRGB(color); - return "0x" + Phaser.ColorUtils.colorToHexstring(argb.alpha) + Phaser.ColorUtils.colorToHexstring(argb.red) + Phaser.ColorUtils.colorToHexstring(argb.green) + Phaser.ColorUtils.colorToHexstring(argb.blue); - }; - ColorUtils.RGBtoWebstring = function RGBtoWebstring(color) { - var argb = Phaser.ColorUtils.getRGB(color); - return "#" + Phaser.ColorUtils.colorToHexstring(argb.red) + Phaser.ColorUtils.colorToHexstring(argb.green) + Phaser.ColorUtils.colorToHexstring(argb.blue); - }; - ColorUtils.colorToHexstring = function colorToHexstring(color) { - var digits = "0123456789ABCDEF"; - var lsd = color % 16; - var msd = (color - lsd) / 16; - var hexified = digits.charAt(msd) + digits.charAt(lsd); - return hexified; - }; - ColorUtils.HSVtoRGB = function HSVtoRGB(h, s, v, alpha) { - if (typeof alpha === "undefined") { alpha = 255; } - var result; - if(s == 0.0) { - result = Phaser.ColorUtils.getColor32(alpha, v * 255, v * 255, v * 255); - } else { - h = h / 60.0; - var f = h - Math.floor(h); - var p = v * (1.0 - s); - var q = v * (1.0 - s * f); - var t = v * (1.0 - s * (1.0 - f)); - switch(Math.floor(h)) { - case 0: - result = Phaser.ColorUtils.getColor32(alpha, v * 255, t * 255, p * 255); - break; - case 1: - result = Phaser.ColorUtils.getColor32(alpha, q * 255, v * 255, p * 255); - break; - case 2: - result = Phaser.ColorUtils.getColor32(alpha, p * 255, v * 255, t * 255); - break; - case 3: - result = Phaser.ColorUtils.getColor32(alpha, p * 255, q * 255, v * 255); - break; - case 4: - result = Phaser.ColorUtils.getColor32(alpha, t * 255, p * 255, v * 255); - break; - case 5: - result = Phaser.ColorUtils.getColor32(alpha, v * 255, p * 255, q * 255); - break; - default: - throw new Error("Phaser.ColorUtils.HSVtoRGB : Unknown color"); - } - } - return result; - }; - ColorUtils.RGBtoHSV = function RGBtoHSV(color) { - var rgb = Phaser.ColorUtils.getRGB(color); - var red = rgb.red / 255; - var green = rgb.green / 255; - var blue = rgb.blue / 255; - var min = Math.min(red, green, blue); - var max = Math.max(red, green, blue); - var delta = max - min; - var lightness = (max + min) / 2; - var hue; - var saturation; - if(delta == 0) { - hue = 0; - saturation = 0; - } else { - if(lightness < 0.5) { - saturation = delta / (max + min); - } else { - saturation = delta / (2 - max - min); - } - var delta_r = (((max - red) / 6) + (delta / 2)) / delta; - var delta_g = (((max - green) / 6) + (delta / 2)) / delta; - var delta_b = (((max - blue) / 6) + (delta / 2)) / delta; - if(red == max) { - hue = delta_b - delta_g; - } else if(green == max) { - hue = (1 / 3) + delta_r - delta_b; - } else if(blue == max) { - hue = (2 / 3) + delta_g - delta_r; - } - if(hue < 0) { - hue += 1; - } - if(hue > 1) { - hue -= 1; - } - } - hue *= 360; - hue = Math.round(hue); - return { - hue: hue, - saturation: saturation, - lightness: lightness, - value: lightness - }; - }; - ColorUtils.interpolateColor = function interpolateColor(color1, color2, steps, currentStep, alpha) { - if (typeof alpha === "undefined") { alpha = 255; } - var src1 = Phaser.ColorUtils.getRGB(color1); - var src2 = Phaser.ColorUtils.getRGB(color2); - var r = (((src2.red - src1.red) * currentStep) / steps) + src1.red; - var g = (((src2.green - src1.green) * currentStep) / steps) + src1.green; - var b = (((src2.blue - src1.blue) * currentStep) / steps) + src1.blue; - return Phaser.ColorUtils.getColor32(alpha, r, g, b); - }; - ColorUtils.interpolateColorWithRGB = function interpolateColorWithRGB(color, r, g, b, steps, currentStep) { - var src = Phaser.ColorUtils.getRGB(color); - var or = (((r - src.red) * currentStep) / steps) + src.red; - var og = (((g - src.green) * currentStep) / steps) + src.green; - var ob = (((b - src.blue) * currentStep) / steps) + src.blue; - return Phaser.ColorUtils.getColor(or, og, ob); - }; - ColorUtils.interpolateRGB = function interpolateRGB(r1, g1, b1, r2, g2, b2, steps, currentStep) { - var r = (((r2 - r1) * currentStep) / steps) + r1; - var g = (((g2 - g1) * currentStep) / steps) + g1; - var b = (((b2 - b1) * currentStep) / steps) + b1; - return Phaser.ColorUtils.getColor(r, g, b); - }; - ColorUtils.getRandomColor = function getRandomColor(min, max, alpha) { - if (typeof min === "undefined") { min = 0; } - if (typeof max === "undefined") { max = 255; } - if (typeof alpha === "undefined") { alpha = 255; } - if(max > 255) { - return Phaser.ColorUtils.getColor(255, 255, 255); - } - if(min > max) { - return Phaser.ColorUtils.getColor(255, 255, 255); - } - var red = min + Math.round(Math.random() * (max - min)); - var green = min + Math.round(Math.random() * (max - min)); - var blue = min + Math.round(Math.random() * (max - min)); - return Phaser.ColorUtils.getColor32(alpha, red, green, blue); - }; - ColorUtils.getRGB = function getRGB(color) { - return { - alpha: color >>> 24, - red: color >> 16 & 0xFF, - green: color >> 8 & 0xFF, - blue: color & 0xFF - }; - }; - ColorUtils.getWebRGB = function getWebRGB(color) { - var alpha = (color >>> 24) / 255; - var red = color >> 16 & 0xFF; - var green = color >> 8 & 0xFF; - var blue = color & 0xFF; - return 'rgba(' + red.toString() + ',' + green.toString() + ',' + blue.toString() + ',' + alpha.toString() + ')'; - }; - ColorUtils.getAlpha = function getAlpha(color) { - return color >>> 24; - }; - ColorUtils.getAlphaFloat = function getAlphaFloat(color) { - return (color >>> 24) / 255; - }; - ColorUtils.getRed = function getRed(color) { - return color >> 16 & 0xFF; - }; - ColorUtils.getGreen = function getGreen(color) { - return color >> 8 & 0xFF; - }; - ColorUtils.getBlue = function getBlue(color) { - return color & 0xFF; - }; - return ColorUtils; - })(); - Phaser.ColorUtils = ColorUtils; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - var PointUtils = (function () { - function PointUtils() { } - PointUtils.add = function add(a, b, out) { - if (typeof out === "undefined") { out = new Phaser.Point(); } - return out.setTo(a.x + b.x, a.y + b.y); - }; - PointUtils.subtract = function subtract(a, b, out) { - if (typeof out === "undefined") { out = new Phaser.Point(); } - return out.setTo(a.x - b.x, a.y - b.y); - }; - PointUtils.multiply = function multiply(a, b, out) { - if (typeof out === "undefined") { out = new Phaser.Point(); } - return out.setTo(a.x * b.x, a.y * b.y); - }; - PointUtils.divide = function divide(a, b, out) { - if (typeof out === "undefined") { out = new Phaser.Point(); } - return out.setTo(a.x / b.x, a.y / b.y); - }; - PointUtils.clamp = function clamp(a, min, max) { - Phaser.PointUtils.clampX(a, min, max); - Phaser.PointUtils.clampY(a, min, max); - return a; - }; - PointUtils.clampX = function clampX(a, min, max) { - a.x = Math.max(Math.min(a.x, max), min); - return a; - }; - PointUtils.clampY = function clampY(a, min, max) { - a.y = Math.max(Math.min(a.y, max), min); - return a; - }; - PointUtils.clone = function clone(a, output) { - if (typeof output === "undefined") { output = new Phaser.Point(); } - return output.setTo(a.x, a.y); - }; - PointUtils.distanceBetween = function distanceBetween(a, b, round) { - if (typeof round === "undefined") { round = false; } - var dx = a.x - b.x; - var dy = a.y - b.y; - if(round === true) { - return Math.round(Math.sqrt(dx * dx + dy * dy)); - } else { - return Math.sqrt(dx * dx + dy * dy); - } - }; - PointUtils.equals = function equals(a, b) { - return (a.x == b.x && a.y == b.y); - }; - PointUtils.rotate = function rotate(a, x, y, angle, asDegrees, distance) { - if (typeof asDegrees === "undefined") { asDegrees = false; } - if (typeof distance === "undefined") { distance = null; } - if(asDegrees) { - angle = angle * Phaser.GameMath.DEG_TO_RAD; - } - if(distance === null) { - distance = Math.sqrt(((x - a.x) * (x - a.x)) + ((y - a.y) * (y - a.y))); - } - return a.setTo(x + distance * Math.cos(angle), y + distance * Math.sin(angle)); - }; - PointUtils.rotateAroundPoint = function rotateAroundPoint(a, b, angle, asDegrees, distance) { - if (typeof asDegrees === "undefined") { asDegrees = false; } - if (typeof distance === "undefined") { distance = null; } - return Phaser.PointUtils.rotate(a, b.x, b.y, angle, asDegrees, distance); - }; - return PointUtils; - })(); - Phaser.PointUtils = PointUtils; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - var RectangleUtils = (function () { - function RectangleUtils() { } - RectangleUtils.getTopLeftAsPoint = function getTopLeftAsPoint(a, out) { - if (typeof out === "undefined") { out = new Phaser.Point(); } - return out.setTo(a.x, a.y); - }; - RectangleUtils.getBottomRightAsPoint = function getBottomRightAsPoint(a, out) { - if (typeof out === "undefined") { out = new Phaser.Point(); } - return out.setTo(a.right, a.bottom); - }; - RectangleUtils.inflate = function inflate(a, dx, dy) { - a.x -= dx; - a.width += 2 * dx; - a.y -= dy; - a.height += 2 * dy; - return a; - }; - RectangleUtils.inflatePoint = function inflatePoint(a, point) { - return Phaser.RectangleUtils.inflate(a, point.x, point.y); - }; - RectangleUtils.size = function size(a, output) { - if (typeof output === "undefined") { output = new Phaser.Point(); } - return output.setTo(a.width, a.height); - }; - RectangleUtils.clone = function clone(a, output) { - if (typeof output === "undefined") { output = new Phaser.Rectangle(); } - return output.setTo(a.x, a.y, a.width, a.height); - }; - RectangleUtils.contains = function contains(a, x, y) { - return (x >= a.x && x <= a.right && y >= a.y && y <= a.bottom); - }; - RectangleUtils.containsPoint = function containsPoint(a, point) { - return Phaser.RectangleUtils.contains(a, point.x, point.y); - }; - RectangleUtils.containsRect = function containsRect(a, b) { - if(a.volume > b.volume) { - return false; - } - return (a.x >= b.x && a.y >= b.y && a.right <= b.right && a.bottom <= b.bottom); - }; - RectangleUtils.equals = function equals(a, b) { - return (a.x == b.x && a.y == b.y && a.width == b.width && a.height == b.height); - }; - RectangleUtils.intersection = function intersection(a, b, out) { - if (typeof out === "undefined") { out = new Phaser.Rectangle(); } - if(Phaser.RectangleUtils.intersects(a, b)) { - out.x = Math.max(a.x, b.x); - out.y = Math.max(a.y, b.y); - out.width = Math.min(a.right, b.right) - out.x; - out.height = Math.min(a.bottom, b.bottom) - out.y; - } - return out; - }; - RectangleUtils.intersects = function intersects(a, b, tolerance) { - if (typeof tolerance === "undefined") { tolerance = 0; } - return !(a.left > b.right + tolerance || a.right < b.left - tolerance || a.top > b.bottom + tolerance || a.bottom < b.top - tolerance); - }; - RectangleUtils.intersectsRaw = function intersectsRaw(a, left, right, top, bottom, tolerance) { - if (typeof tolerance === "undefined") { tolerance = 0; } - return !(left > a.right + tolerance || right < a.left - tolerance || top > a.bottom + tolerance || bottom < a.top - tolerance); - }; - RectangleUtils.union = function union(a, b, out) { - if (typeof out === "undefined") { out = new Phaser.Rectangle(); } - return out.setTo(Math.min(a.x, b.x), Math.min(a.y, b.y), Math.max(a.right, b.right), Math.max(a.bottom, b.bottom)); - }; - return RectangleUtils; - })(); - Phaser.RectangleUtils = RectangleUtils; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - var SpriteUtils = (function () { - function SpriteUtils() { } - SpriteUtils.updateCameraView = function updateCameraView(camera, sprite) { - if(sprite.rotation == 0 || sprite.texture.renderRotation == false) { - sprite.cameraView.x = Math.floor(sprite.x - (camera.worldView.x * sprite.transform.scrollFactor.x) - (sprite.width * sprite.transform.origin.x)); - sprite.cameraView.y = Math.floor(sprite.y - (camera.worldView.y * sprite.transform.scrollFactor.y) - (sprite.height * sprite.transform.origin.y)); - sprite.cameraView.width = sprite.width; - sprite.cameraView.height = sprite.height; - } else { - if(sprite.transform.origin.x == 0.5 && sprite.transform.origin.y == 0.5) { - Phaser.SpriteUtils._sin = sprite.transform.sin; - Phaser.SpriteUtils._cos = sprite.transform.cos; - if(Phaser.SpriteUtils._sin < 0) { - Phaser.SpriteUtils._sin = -Phaser.SpriteUtils._sin; - } - if(Phaser.SpriteUtils._cos < 0) { - Phaser.SpriteUtils._cos = -Phaser.SpriteUtils._cos; - } - sprite.cameraView.width = Math.round(sprite.height * Phaser.SpriteUtils._sin + sprite.width * Phaser.SpriteUtils._cos); - sprite.cameraView.height = Math.round(sprite.height * Phaser.SpriteUtils._cos + sprite.width * Phaser.SpriteUtils._sin); - sprite.cameraView.x = Math.round(sprite.x - (camera.worldView.x * sprite.transform.scrollFactor.x) - (sprite.cameraView.width * sprite.transform.origin.x)); - sprite.cameraView.y = Math.round(sprite.y - (camera.worldView.y * sprite.transform.scrollFactor.y) - (sprite.cameraView.height * sprite.transform.origin.y)); - } else { - sprite.cameraView.x = Math.min(sprite.transform.upperLeft.x, sprite.transform.upperRight.x, sprite.transform.bottomLeft.x, sprite.transform.bottomRight.x); - sprite.cameraView.y = Math.min(sprite.transform.upperLeft.y, sprite.transform.upperRight.y, sprite.transform.bottomLeft.y, sprite.transform.bottomRight.y); - sprite.cameraView.width = Math.max(sprite.transform.upperLeft.x, sprite.transform.upperRight.x, sprite.transform.bottomLeft.x, sprite.transform.bottomRight.x) - sprite.cameraView.x; - sprite.cameraView.height = Math.max(sprite.transform.upperLeft.y, sprite.transform.upperRight.y, sprite.transform.bottomLeft.y, sprite.transform.bottomRight.y) - sprite.cameraView.y; - } - } - return sprite.cameraView; - }; - SpriteUtils.getAsPoints = function getAsPoints(sprite) { - var out = []; - out.push(new Phaser.Point(sprite.x, sprite.y)); - out.push(new Phaser.Point(sprite.x + sprite.width, sprite.y)); - out.push(new Phaser.Point(sprite.x + sprite.width, sprite.y + sprite.height)); - out.push(new Phaser.Point(sprite.x, sprite.y + sprite.height)); - return out; - }; - SpriteUtils.overlapsPointer = function overlapsPointer(sprite, pointer) { - if(sprite.transform.scrollFactor.equals(1)) { - return Phaser.SpriteUtils.overlapsXY(sprite, pointer.worldX, pointer.worldY); - } else if(sprite.transform.scrollFactor.equals(0)) { - return Phaser.SpriteUtils.overlapsXY(sprite, pointer.x, pointer.y); - } else { - var px = pointer.worldX * sprite.transform.scrollFactor.x; - var py = pointer.worldY * sprite.transform.scrollFactor.y; - return Phaser.SpriteUtils.overlapsXY(sprite, px, py); - } - }; - SpriteUtils.overlapsXY = function overlapsXY(sprite, 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; - } - if((x - sprite.transform.upperRight.x) * (sprite.transform.upperRight.x - sprite.transform.upperLeft.x) + (y - sprite.transform.upperRight.y) * (sprite.transform.upperRight.y - sprite.transform.upperLeft.y) > 0) { - return false; - } - if((x - sprite.transform.upperLeft.x) * (sprite.transform.bottomLeft.x - sprite.transform.upperLeft.x) + (y - sprite.transform.upperLeft.y) * (sprite.transform.bottomLeft.y - sprite.transform.upperLeft.y) < 0) { - return false; - } - if((x - sprite.transform.bottomLeft.x) * (sprite.transform.bottomLeft.x - sprite.transform.upperLeft.x) + (y - sprite.transform.bottomLeft.y) * (sprite.transform.bottomLeft.y - sprite.transform.upperLeft.y) > 0) { - return false; - } - return true; - }; - SpriteUtils.overlapsPoint = function overlapsPoint(sprite, point) { - return Phaser.SpriteUtils.overlapsXY(sprite, point.x, point.y); - }; - SpriteUtils.onScreen = function onScreen(sprite, camera) { - if (typeof camera === "undefined") { camera = null; } - if(camera == null) { - camera = sprite.game.camera; - } - Phaser.SpriteUtils.getScreenXY(sprite, SpriteUtils._tempPoint, camera); - return (Phaser.SpriteUtils._tempPoint.x + sprite.width > 0) && (Phaser.SpriteUtils._tempPoint.x < camera.width) && (Phaser.SpriteUtils._tempPoint.y + sprite.height > 0) && (Phaser.SpriteUtils._tempPoint.y < camera.height); - }; - SpriteUtils.getScreenXY = function getScreenXY(sprite, point, camera) { - if (typeof point === "undefined") { point = null; } - if (typeof camera === "undefined") { camera = null; } - if(point == null) { - point = new Phaser.Point(); - } - if(camera == null) { - camera = sprite.game.camera; - } - point.x = sprite.x - camera.x * sprite.transform.scrollFactor.x; - point.y = sprite.y - camera.y * sprite.transform.scrollFactor.y; - point.x += (point.x > 0) ? 0.0000001 : -0.0000001; - point.y += (point.y > 0) ? 0.0000001 : -0.0000001; - return point; - }; - SpriteUtils.reset = function reset(sprite, x, y) { - sprite.revive(); - sprite.x = x; - sprite.y = y; - return sprite; - }; - SpriteUtils.setBounds = function setBounds(x, y, width, height) { - }; - return SpriteUtils; - })(); - Phaser.SpriteUtils = SpriteUtils; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - var DebugUtils = (function () { - function DebugUtils() { } - DebugUtils.font = '14px Courier'; - DebugUtils.lineHeight = 16; - DebugUtils.renderShadow = true; - DebugUtils.start = function start(x, y, color) { - if (typeof color === "undefined") { color = 'rgb(255,255,255)'; } - Phaser.DebugUtils.currentX = x; - Phaser.DebugUtils.currentY = y; - Phaser.DebugUtils.currentColor = color; - Phaser.DebugUtils.context.fillStyle = color; - Phaser.DebugUtils.context.font = Phaser.DebugUtils.font; - }; - DebugUtils.line = function line(text, x, y) { - if (typeof x === "undefined") { x = null; } - if (typeof y === "undefined") { y = null; } - if(x !== null) { - Phaser.DebugUtils.currentX = x; - } - if(y !== null) { - Phaser.DebugUtils.currentY = y; - } - if(Phaser.DebugUtils.renderShadow) { - Phaser.DebugUtils.context.fillStyle = 'rgb(0,0,0)'; - Phaser.DebugUtils.context.fillText(text, Phaser.DebugUtils.currentX + 1, Phaser.DebugUtils.currentY + 1); - Phaser.DebugUtils.context.fillStyle = Phaser.DebugUtils.currentColor; - } - Phaser.DebugUtils.context.fillText(text, Phaser.DebugUtils.currentX, Phaser.DebugUtils.currentY); - Phaser.DebugUtils.currentY += Phaser.DebugUtils.lineHeight; - }; - DebugUtils.renderSpriteCorners = function renderSpriteCorners(sprite, color) { - if (typeof color === "undefined") { color = 'rgb(255,0,255)'; } - Phaser.DebugUtils.start(0, 0, color); - Phaser.DebugUtils.line('x: ' + Math.floor(sprite.transform.upperLeft.x) + ' y: ' + Math.floor(sprite.transform.upperLeft.y), sprite.transform.upperLeft.x, sprite.transform.upperLeft.y); - Phaser.DebugUtils.line('x: ' + Math.floor(sprite.transform.upperRight.x) + ' y: ' + Math.floor(sprite.transform.upperRight.y), sprite.transform.upperRight.x, sprite.transform.upperRight.y); - Phaser.DebugUtils.line('x: ' + Math.floor(sprite.transform.bottomLeft.x) + ' y: ' + Math.floor(sprite.transform.bottomLeft.y), sprite.transform.bottomLeft.x, sprite.transform.bottomLeft.y); - Phaser.DebugUtils.line('x: ' + Math.floor(sprite.transform.bottomRight.x) + ' y: ' + Math.floor(sprite.transform.bottomRight.y), sprite.transform.bottomRight.x, sprite.transform.bottomRight.y); - }; - DebugUtils.renderSoundInfo = function renderSoundInfo(sound, x, y, color) { - if (typeof color === "undefined") { color = 'rgb(255,255,255)'; } - Phaser.DebugUtils.start(x, y, color); - Phaser.DebugUtils.line('Sound: ' + sound.key + ' Locked: ' + sound.game.sound.touchLocked + ' Pending Playback: ' + sound.pendingPlayback); - Phaser.DebugUtils.line('Decoded: ' + sound.isDecoded + ' Decoding: ' + sound.isDecoding); - Phaser.DebugUtils.line('Total Duration: ' + sound.totalDuration + ' Playing: ' + sound.isPlaying); - Phaser.DebugUtils.line('Time: ' + sound.currentTime); - Phaser.DebugUtils.line('Volume: ' + sound.volume + ' Muted: ' + sound.mute); - Phaser.DebugUtils.line('WebAudio: ' + sound.usingWebAudio + ' Audio: ' + sound.usingAudioTag); - if(sound.currentMarker !== '') { - Phaser.DebugUtils.line('Marker: ' + sound.currentMarker + ' Duration: ' + sound.duration); - Phaser.DebugUtils.line('Start: ' + sound.markers[sound.currentMarker].start + ' Stop: ' + sound.markers[sound.currentMarker].stop); - Phaser.DebugUtils.line('Position: ' + sound.position); - } - }; - DebugUtils.renderCameraInfo = function renderCameraInfo(camera, x, y, color) { - if (typeof color === "undefined") { color = 'rgb(255,255,255)'; } - Phaser.DebugUtils.start(x, y, color); - Phaser.DebugUtils.line('Camera ID: ' + camera.ID + ' (' + camera.screenView.width + ' x ' + camera.screenView.height + ')'); - Phaser.DebugUtils.line('X: ' + camera.x + ' Y: ' + camera.y + ' Rotation: ' + camera.transform.rotation); - Phaser.DebugUtils.line('WorldView X: ' + camera.worldView.x + ' Y: ' + camera.worldView.y + ' W: ' + camera.worldView.width + ' H: ' + camera.worldView.height); - Phaser.DebugUtils.line('ScreenView X: ' + camera.screenView.x + ' Y: ' + camera.screenView.y + ' W: ' + camera.screenView.width + ' H: ' + camera.screenView.height); - if(camera.worldBounds) { - Phaser.DebugUtils.line('Bounds: ' + camera.worldBounds.width + ' x ' + camera.worldBounds.height); - } - }; - DebugUtils.renderPointer = function renderPointer(pointer, hideIfUp, downColor, upColor, color) { - if (typeof hideIfUp === "undefined") { hideIfUp = false; } - if (typeof downColor === "undefined") { downColor = 'rgba(0,255,0,0.5)'; } - if (typeof upColor === "undefined") { upColor = 'rgba(255,0,0,0.5)'; } - if (typeof color === "undefined") { color = 'rgb(255,255,255)'; } - if(hideIfUp == true && pointer.isUp == true) { - return; - } - Phaser.DebugUtils.context.beginPath(); - Phaser.DebugUtils.context.arc(pointer.x, pointer.y, pointer.circle.radius, 0, Math.PI * 2); - if(pointer.active) { - Phaser.DebugUtils.context.fillStyle = downColor; - } else { - Phaser.DebugUtils.context.fillStyle = upColor; - } - Phaser.DebugUtils.context.fill(); - Phaser.DebugUtils.context.closePath(); - Phaser.DebugUtils.context.beginPath(); - Phaser.DebugUtils.context.moveTo(pointer.positionDown.x, pointer.positionDown.y); - Phaser.DebugUtils.context.lineTo(pointer.position.x, pointer.position.y); - Phaser.DebugUtils.context.lineWidth = 2; - Phaser.DebugUtils.context.stroke(); - Phaser.DebugUtils.context.closePath(); - Phaser.DebugUtils.start(pointer.x, pointer.y - 100, color); - Phaser.DebugUtils.line('ID: ' + pointer.id + " Active: " + pointer.active); - Phaser.DebugUtils.line('World X: ' + pointer.worldX + " World Y: " + pointer.worldY); - Phaser.DebugUtils.line('Screen X: ' + pointer.x + " Screen Y: " + pointer.y); - Phaser.DebugUtils.line('Duration: ' + pointer.duration + " ms"); - }; - DebugUtils.renderSpriteInputInfo = function renderSpriteInputInfo(sprite, x, y, color) { - if (typeof color === "undefined") { color = 'rgb(255,255,255)'; } - Phaser.DebugUtils.start(x, y, color); - Phaser.DebugUtils.line('Sprite Input: (' + sprite.width + ' x ' + sprite.height + ')'); - Phaser.DebugUtils.line('x: ' + sprite.input.pointerX().toFixed(1) + ' y: ' + sprite.input.pointerY().toFixed(1)); - Phaser.DebugUtils.line('over: ' + sprite.input.pointerOver() + ' duration: ' + sprite.input.overDuration().toFixed(0)); - Phaser.DebugUtils.line('down: ' + sprite.input.pointerDown() + ' duration: ' + sprite.input.downDuration().toFixed(0)); - Phaser.DebugUtils.line('just over: ' + sprite.input.justOver() + ' just out: ' + sprite.input.justOut()); - }; - DebugUtils.renderInputInfo = function renderInputInfo(x, y, color) { - if (typeof color === "undefined") { color = 'rgb(255,255,255)'; } - Phaser.DebugUtils.start(x, y, color); - if(Phaser.DebugUtils.game.input.camera) { - Phaser.DebugUtils.line('Input - Camera: ' + Phaser.DebugUtils.game.input.camera.ID); - } else { - Phaser.DebugUtils.line('Input - Camera: null'); - } - Phaser.DebugUtils.line('X: ' + Phaser.DebugUtils.game.input.x + ' Y: ' + Phaser.DebugUtils.game.input.y); - Phaser.DebugUtils.line('World X: ' + Phaser.DebugUtils.game.input.worldX + ' World Y: ' + Phaser.DebugUtils.game.input.worldY); - Phaser.DebugUtils.line('Scale X: ' + Phaser.DebugUtils.game.input.scale.x.toFixed(1) + ' Scale Y: ' + Phaser.DebugUtils.game.input.scale.x.toFixed(1)); - Phaser.DebugUtils.line('Screen X: ' + Phaser.DebugUtils.game.input.activePointer.screenX + ' Screen Y: ' + Phaser.DebugUtils.game.input.activePointer.screenY); - }; - DebugUtils.renderSpriteWorldView = function renderSpriteWorldView(sprite, x, y, color) { - if (typeof color === "undefined") { color = 'rgb(255,255,255)'; } - Phaser.DebugUtils.start(x, y, color); - Phaser.DebugUtils.line('Sprite World Coords (' + sprite.width + ' x ' + sprite.height + ')'); - Phaser.DebugUtils.line('x: ' + sprite.worldView.x + ' y: ' + sprite.worldView.y); - Phaser.DebugUtils.line('bottom: ' + sprite.worldView.bottom + ' right: ' + sprite.worldView.right.toFixed(1)); - }; - DebugUtils.renderSpriteWorldViewBounds = function renderSpriteWorldViewBounds(sprite, color) { - if (typeof color === "undefined") { color = 'rgba(0,255,0,0.3)'; } - Phaser.DebugUtils.renderRectangle(sprite.worldView, color); - }; - DebugUtils.renderSpriteInfo = function renderSpriteInfo(sprite, x, y, color) { - if (typeof color === "undefined") { color = 'rgb(255,255,255)'; } - Phaser.DebugUtils.start(x, y, color); - Phaser.DebugUtils.line('Sprite: ' + ' (' + sprite.width + ' x ' + sprite.height + ') origin: ' + sprite.transform.origin.x + ' x ' + sprite.transform.origin.y); - Phaser.DebugUtils.line('x: ' + sprite.x.toFixed(1) + ' y: ' + sprite.y.toFixed(1) + ' rotation: ' + sprite.rotation.toFixed(1)); - Phaser.DebugUtils.line('wx: ' + sprite.worldView.x + ' wy: ' + sprite.worldView.y + ' ww: ' + sprite.worldView.width.toFixed(1) + ' wh: ' + sprite.worldView.height.toFixed(1) + ' wb: ' + sprite.worldView.bottom + ' wr: ' + sprite.worldView.right); - Phaser.DebugUtils.line('sx: ' + sprite.transform.scale.x.toFixed(1) + ' sy: ' + sprite.transform.scale.y.toFixed(1)); - Phaser.DebugUtils.line('tx: ' + sprite.texture.width.toFixed(1) + ' ty: ' + sprite.texture.height.toFixed(1)); - Phaser.DebugUtils.line('center x: ' + sprite.transform.center.x + ' y: ' + sprite.transform.center.y); - Phaser.DebugUtils.line('cameraView x: ' + sprite.cameraView.x + ' y: ' + sprite.cameraView.y + ' width: ' + sprite.cameraView.width + ' height: ' + sprite.cameraView.height); - Phaser.DebugUtils.line('inCamera: ' + Phaser.DebugUtils.game.renderer.spriteRenderer.inCamera(Phaser.DebugUtils.game.camera, sprite)); - }; - DebugUtils.renderSpriteBounds = function renderSpriteBounds(sprite, camera, color) { - if (typeof camera === "undefined") { camera = null; } - if (typeof color === "undefined") { color = 'rgba(0,255,0,0.2)'; } - if(camera == null) { - camera = Phaser.DebugUtils.game.camera; - } - var dx = sprite.worldView.x; - var dy = sprite.worldView.y; - Phaser.DebugUtils.context.fillStyle = color; - Phaser.DebugUtils.context.fillRect(dx, dy, sprite.width, sprite.height); - }; - DebugUtils.renderPixel = function renderPixel(x, y, fillStyle) { - if (typeof fillStyle === "undefined") { fillStyle = 'rgba(0,255,0,1)'; } - Phaser.DebugUtils.context.fillStyle = fillStyle; - Phaser.DebugUtils.context.fillRect(x, y, 1, 1); - }; - DebugUtils.renderPoint = function renderPoint(point, fillStyle) { - if (typeof fillStyle === "undefined") { fillStyle = 'rgba(0,255,0,1)'; } - Phaser.DebugUtils.context.fillStyle = fillStyle; - Phaser.DebugUtils.context.fillRect(point.x, point.y, 1, 1); - }; - DebugUtils.renderRectangle = function renderRectangle(rect, fillStyle) { - if (typeof fillStyle === "undefined") { fillStyle = 'rgba(0,255,0,0.3)'; } - Phaser.DebugUtils.context.fillStyle = fillStyle; - Phaser.DebugUtils.context.fillRect(rect.x, rect.y, rect.width, rect.height); - }; - DebugUtils.renderCircle = function renderCircle(circle, fillStyle) { - if (typeof fillStyle === "undefined") { fillStyle = 'rgba(0,255,0,0.3)'; } - Phaser.DebugUtils.context.fillStyle = fillStyle; - Phaser.DebugUtils.context.arc(circle.x, circle.y, circle.radius, 0, Math.PI * 2, false); - Phaser.DebugUtils.context.fill(); - }; - DebugUtils.renderText = function renderText(text, x, y, color, font) { - if (typeof color === "undefined") { color = 'rgb(255,255,255)'; } - if (typeof font === "undefined") { font = '16px Courier'; } - Phaser.DebugUtils.context.font = font; - Phaser.DebugUtils.context.fillStyle = color; - Phaser.DebugUtils.context.fillText(text, x, y); - }; - return DebugUtils; - })(); - Phaser.DebugUtils = DebugUtils; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - (function (Renderer) { - (function (Headless) { - var HeadlessRenderer = (function () { - function HeadlessRenderer(game) { - this.game = game; - } - HeadlessRenderer.prototype.render = function () { - }; - HeadlessRenderer.prototype.renderGameObject = function (camera, object) { - }; - return HeadlessRenderer; - })(); - Headless.HeadlessRenderer = HeadlessRenderer; - })(Renderer.Headless || (Renderer.Headless = {})); - var Headless = Renderer.Headless; - })(Phaser.Renderer || (Phaser.Renderer = {})); - var Renderer = Phaser.Renderer; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - (function (Renderer) { - (function (Canvas) { - var CameraRenderer = (function () { - function CameraRenderer(game) { - this._ga = 1; - this._sx = 0; - this._sy = 0; - this._sw = 0; - this._sh = 0; - this._dx = 0; - this._dy = 0; - this._dw = 0; - this._dh = 0; - this._fx = 1; - this._fy = 1; - this._tx = 0; - this._ty = 0; - this._gac = 1; - this._sin = 0; - this._cos = 1; - this.game = game; - } - CameraRenderer.prototype.preRender = function (camera) { - if(camera.visible == false || camera.transform.scale.x == 0 || camera.transform.scale.y == 0 || camera.texture.alpha < 0.1) { - return false; - } - if(this.game.device.patchAndroidClearRectBug) { - camera.texture.context.fillStyle = 'rgb(0,0,0)'; - camera.texture.context.fillRect(0, 0, camera.width, camera.height); - } else { - camera.texture.context.clearRect(0, 0, camera.width, camera.height); - } - if(camera.texture.alpha !== 1 && camera.texture.context.globalAlpha != camera.texture.alpha) { - this._ga = camera.texture.context.globalAlpha; - camera.texture.context.globalAlpha = camera.texture.alpha; - } - if(camera.texture.opaque) { - camera.texture.context.fillStyle = camera.texture.backgroundColor; - camera.texture.context.fillRect(0, 0, camera.width, camera.height); - } - if(camera.texture.globalCompositeOperation) { - camera.texture.context.globalCompositeOperation = camera.texture.globalCompositeOperation; - } - camera.plugins.preRender(); - }; - CameraRenderer.prototype.postRender = function (camera) { - if(this._ga > -1) { - camera.texture.context.globalAlpha = this._ga; - } - camera.plugins.postRender(); - this._ga = -1; - this._sx = 0; - this._sy = 0; - this._sw = camera.width; - this._sh = camera.height; - this._fx = camera.transform.scale.x; - this._fy = camera.transform.scale.y; - this._sin = 0; - this._cos = 1; - this._dx = camera.screenView.x; - this._dy = camera.screenView.y; - this._dw = camera.width; - this._dh = camera.height; - this.game.stage.context.save(); - if(camera.texture.flippedX) { - this._fx = -camera.transform.scale.x; - } - if(camera.texture.flippedY) { - this._fy = -camera.transform.scale.y; - } - if(camera.modified) { - if(camera.transform.rotation !== 0 || camera.transform.rotationOffset !== 0) { - this._sin = Math.sin(camera.game.math.degreesToRadians(camera.transform.rotationOffset + camera.transform.rotation)); - this._cos = Math.cos(camera.game.math.degreesToRadians(camera.transform.rotationOffset + camera.transform.rotation)); - } - this.game.stage.context.setTransform(this._cos * this._fx, (this._sin * this._fx) + camera.transform.skew.x, -(this._sin * this._fy) + camera.transform.skew.y, this._cos * this._fy, this._dx, this._dy); - this._dx = camera.transform.origin.x * -this._dw; - this._dy = camera.transform.origin.y * -this._dh; - } else { - this._dx -= (this._dw * camera.transform.origin.x); - this._dy -= (this._dh * camera.transform.origin.y); - } - this._sx = Math.floor(this._sx); - this._sy = Math.floor(this._sy); - this._sw = Math.floor(this._sw); - this._sh = Math.floor(this._sh); - this._dx = Math.floor(this._dx); - this._dy = Math.floor(this._dy); - this._dw = Math.floor(this._dw); - this._dh = Math.floor(this._dh); - if(this._sw <= 0 || this._sh <= 0 || this._dw <= 0 || this._dh <= 0) { - this.game.stage.context.restore(); - return false; - } - this.game.stage.context.drawImage(camera.texture.canvas, this._sx, this._sy, this._sw, this._sh, this._dx, this._dy, this._dw, this._dh); - this.game.stage.context.restore(); - }; - return CameraRenderer; - })(); - Canvas.CameraRenderer = CameraRenderer; - })(Renderer.Canvas || (Renderer.Canvas = {})); - var Canvas = Renderer.Canvas; - })(Phaser.Renderer || (Phaser.Renderer = {})); - var Renderer = Phaser.Renderer; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - (function (Renderer) { - (function (Canvas) { - var GeometryRenderer = (function () { - function GeometryRenderer(game) { - this._ga = 1; - this._sx = 0; - this._sy = 0; - this._sw = 0; - this._sh = 0; - this._dx = 0; - this._dy = 0; - this._dw = 0; - this._dh = 0; - this._fx = 1; - this._fy = 1; - this._sin = 0; - this._cos = 1; - this.game = game; - } - GeometryRenderer.prototype.renderCircle = function (camera, circle, context, outline, fill, lineColor, fillColor, lineWidth) { - if (typeof outline === "undefined") { outline = false; } - if (typeof fill === "undefined") { fill = true; } - if (typeof lineColor === "undefined") { lineColor = 'rgb(0,255,0)'; } - if (typeof fillColor === "undefined") { fillColor = 'rgba(0,100,0.0.3)'; } - if (typeof lineWidth === "undefined") { lineWidth = 1; } - this._sx = 0; - this._sy = 0; - this._sw = circle.diameter; - this._sh = circle.diameter; - this._fx = 1; - this._fy = 1; - this._sin = 0; - this._cos = 1; - this._dx = camera.screenView.x + circle.x - camera.worldView.x; - this._dy = camera.screenView.y + circle.y - camera.worldView.y; - this._dw = circle.diameter; - this._dh = circle.diameter; - this._sx = Math.floor(this._sx); - this._sy = Math.floor(this._sy); - this._sw = Math.floor(this._sw); - this._sh = Math.floor(this._sh); - this._dx = Math.floor(this._dx); - this._dy = Math.floor(this._dy); - this._dw = Math.floor(this._dw); - this._dh = Math.floor(this._dh); - this.game.stage.saveCanvasValues(); - context.save(); - context.lineWidth = lineWidth; - context.strokeStyle = lineColor; - context.fillStyle = fillColor; - context.beginPath(); - context.arc(this._dx, this._dy, circle.radius, 0, Math.PI * 2); - context.closePath(); - if(outline) { - } - if(fill) { - context.fill(); - } - context.restore(); - this.game.stage.restoreCanvasValues(); - return true; - }; - return GeometryRenderer; - })(); - Canvas.GeometryRenderer = GeometryRenderer; - })(Renderer.Canvas || (Renderer.Canvas = {})); - var Canvas = Renderer.Canvas; - })(Phaser.Renderer || (Phaser.Renderer = {})); - var Renderer = Phaser.Renderer; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - (function (Renderer) { - (function (Canvas) { - var GroupRenderer = (function () { - function GroupRenderer(game) { - this._ga = 1; - this._sx = 0; - this._sy = 0; - this._sw = 0; - this._sh = 0; - this._dx = 0; - this._dy = 0; - this._dw = 0; - this._dh = 0; - this._fx = 1; - this._fy = 1; - this._sin = 0; - this._cos = 1; - this.game = game; - } - GroupRenderer.prototype.preRender = function (camera, group) { - if(group.visible == false || camera.transform.scale.x == 0 || camera.transform.scale.y == 0 || camera.texture.alpha < 0.1) { - return false; - } - this._ga = -1; - this._sx = 0; - this._sy = 0; - this._sw = group.texture.width; - this._sh = group.texture.height; - this._fx = group.transform.scale.x; - this._fy = group.transform.scale.y; - this._sin = 0; - this._cos = 1; - this._dx = 0; - this._dy = 0; - this._dw = group.texture.width; - this._dh = group.texture.height; - if(group.texture.globalCompositeOperation) { - group.texture.context.save(); - group.texture.context.globalCompositeOperation = group.texture.globalCompositeOperation; - } - if(group.texture.alpha !== 1 && group.texture.context.globalAlpha !== group.texture.alpha) { - this._ga = group.texture.context.globalAlpha; - group.texture.context.globalAlpha = group.texture.alpha; - } - if(group.texture.flippedX) { - this._fx = -group.transform.scale.x; - } - if(group.texture.flippedY) { - this._fy = -group.transform.scale.y; - } - if(group.modified) { - if(group.transform.rotation !== 0 || group.transform.rotationOffset !== 0) { - this._sin = Math.sin(group.game.math.degreesToRadians(group.transform.rotationOffset + group.transform.rotation)); - this._cos = Math.cos(group.game.math.degreesToRadians(group.transform.rotationOffset + group.transform.rotation)); - } - group.texture.context.save(); - group.texture.context.setTransform(this._cos * this._fx, (this._sin * this._fx) + group.transform.skew.x, -(this._sin * this._fy) + group.transform.skew.y, this._cos * this._fy, this._dx, this._dy); - this._dx = -group.transform.origin.x; - this._dy = -group.transform.origin.y; - } else { - if(!group.transform.origin.equals(0)) { - this._dx -= group.transform.origin.x; - this._dy -= group.transform.origin.y; - } - } - this._sx = Math.floor(this._sx); - this._sy = Math.floor(this._sy); - this._sw = Math.floor(this._sw); - this._sh = Math.floor(this._sh); - this._dx = Math.floor(this._dx); - this._dy = Math.floor(this._dy); - this._dw = Math.floor(this._dw); - this._dh = Math.floor(this._dh); - if(group.texture.opaque) { - group.texture.context.fillStyle = group.texture.backgroundColor; - group.texture.context.fillRect(this._dx, this._dy, this._dw, this._dh); - } - if(group.texture.loaded) { - group.texture.context.drawImage(group.texture.texture, this._sx, this._sy, this._sw, this._sh, this._dx, this._dy, this._dw, this._dh); - } - return true; - }; - GroupRenderer.prototype.postRender = function (camera, group) { - if(group.modified || group.texture.globalCompositeOperation) { - group.texture.context.restore(); - } - if(this._ga > -1) { - group.texture.context.globalAlpha = this._ga; - } - }; - return GroupRenderer; - })(); - Canvas.GroupRenderer = GroupRenderer; - })(Renderer.Canvas || (Renderer.Canvas = {})); - var Canvas = Renderer.Canvas; - })(Phaser.Renderer || (Phaser.Renderer = {})); - var Renderer = Phaser.Renderer; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - (function (Renderer) { - (function (Canvas) { - var ScrollZoneRenderer = (function () { - function ScrollZoneRenderer(game) { - this._ga = 1; - this._sx = 0; - this._sy = 0; - this._sw = 0; - this._sh = 0; - this._dx = 0; - this._dy = 0; - this._dw = 0; - this._dh = 0; - this._fx = 1; - this._fy = 1; - this._sin = 0; - this._cos = 1; - this.game = game; - } - ScrollZoneRenderer.prototype.inCamera = function (camera, scrollZone) { - if(scrollZone.transform.scrollFactor.equals(0)) { - return true; - } - return true; - }; - ScrollZoneRenderer.prototype.render = function (camera, scrollZone) { - if(scrollZone.transform.scale.x == 0 || scrollZone.transform.scale.y == 0 || scrollZone.texture.alpha < 0.1 || this.inCamera(camera, scrollZone) == false) { - return false; - } - this._ga = -1; - this._sx = 0; - this._sy = 0; - this._sw = scrollZone.width; - this._sh = scrollZone.height; - this._fx = scrollZone.transform.scale.x; - this._fy = scrollZone.transform.scale.y; - this._sin = 0; - this._cos = 1; - this._dx = (camera.screenView.x * scrollZone.transform.scrollFactor.x) + scrollZone.x - (camera.worldView.x * scrollZone.transform.scrollFactor.x); - this._dy = (camera.screenView.y * scrollZone.transform.scrollFactor.y) + scrollZone.y - (camera.worldView.y * scrollZone.transform.scrollFactor.y); - this._dw = scrollZone.width; - this._dh = scrollZone.height; - if(scrollZone.texture.alpha !== 1) { - this._ga = scrollZone.texture.context.globalAlpha; - scrollZone.texture.context.globalAlpha = scrollZone.texture.alpha; - } - if(scrollZone.texture.flippedX) { - this._fx = -scrollZone.transform.scale.x; - } - if(scrollZone.texture.flippedY) { - this._fy = -scrollZone.transform.scale.y; - } - if(scrollZone.modified) { - if(scrollZone.texture.renderRotation == true && (scrollZone.rotation !== 0 || scrollZone.transform.rotationOffset !== 0)) { - this._sin = Math.sin(scrollZone.game.math.degreesToRadians(scrollZone.transform.rotationOffset + scrollZone.rotation)); - this._cos = Math.cos(scrollZone.game.math.degreesToRadians(scrollZone.transform.rotationOffset + scrollZone.rotation)); - } - scrollZone.texture.context.save(); - scrollZone.texture.context.setTransform(this._cos * this._fx, (this._sin * this._fx) + scrollZone.transform.skew.x, -(this._sin * this._fy) + scrollZone.transform.skew.y, this._cos * this._fy, this._dx, this._dy); - this._dx = -scrollZone.transform.origin.x; - this._dy = -scrollZone.transform.origin.y; - } else { - if(!scrollZone.transform.origin.equals(0)) { - this._dx -= scrollZone.transform.origin.x; - this._dy -= scrollZone.transform.origin.y; - } - } - this._sx = Math.floor(this._sx); - this._sy = Math.floor(this._sy); - this._sw = Math.floor(this._sw); - this._sh = Math.floor(this._sh); - this._dx = Math.floor(this._dx); - this._dy = Math.floor(this._dy); - this._dw = Math.floor(this._dw); - this._dh = Math.floor(this._dh); - for(var i = 0; i < scrollZone.regions.length; i++) { - if(scrollZone.texture.isDynamic) { - scrollZone.regions[i].render(scrollZone.texture.context, scrollZone.texture.texture, this._dx, this._dy, this._dw, this._dh); - } else { - scrollZone.regions[i].render(scrollZone.texture.context, scrollZone.texture.texture, this._dx, this._dy, this._dw, this._dh); - } - } - if(scrollZone.modified) { - scrollZone.texture.context.restore(); - } - if(this._ga > -1) { - scrollZone.texture.context.globalAlpha = this._ga; - } - this.game.renderer.renderCount++; - return true; - }; - return ScrollZoneRenderer; - })(); - Canvas.ScrollZoneRenderer = ScrollZoneRenderer; - })(Renderer.Canvas || (Renderer.Canvas = {})); - var Canvas = Renderer.Canvas; - })(Phaser.Renderer || (Phaser.Renderer = {})); - var Renderer = Phaser.Renderer; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - (function (Renderer) { - (function (Canvas) { - var SpriteRenderer = (function () { - function SpriteRenderer(game) { - this._ga = 1; - this._sx = 0; - this._sy = 0; - this._sw = 0; - this._sh = 0; - this._dx = 0; - this._dy = 0; - this._dw = 0; - this._dh = 0; - this.game = game; - } - SpriteRenderer.prototype.inCamera = function (camera, sprite) { - if(sprite.transform.scrollFactor.equals(0)) { - return true; - } - return Phaser.RectangleUtils.intersects(sprite.cameraView, camera.screenView); - }; - SpriteRenderer.prototype.render = function (camera, sprite) { - Phaser.SpriteUtils.updateCameraView(camera, sprite); - if(sprite.transform.scale.x == 0 || sprite.transform.scale.y == 0 || sprite.texture.alpha < 0.1 || this.inCamera(camera, sprite) == false) { - return false; - } - this._ga = -1; - this._sx = 0; - this._sy = 0; - this._sw = sprite.texture.width; - this._sh = sprite.texture.height; - this._dx = sprite.x - (camera.worldView.x * sprite.transform.scrollFactor.x); - this._dy = sprite.y - (camera.worldView.y * sprite.transform.scrollFactor.y); - this._dw = sprite.texture.width; - this._dh = sprite.texture.height; - if(sprite.animations.currentFrame !== null) { - this._sx = sprite.animations.currentFrame.x; - this._sy = sprite.animations.currentFrame.y; - if(sprite.animations.currentFrame.trimmed) { - this._dx += sprite.animations.currentFrame.spriteSourceSizeX; - this._dy += sprite.animations.currentFrame.spriteSourceSizeY; - this._sw = sprite.animations.currentFrame.spriteSourceSizeW; - this._sh = sprite.animations.currentFrame.spriteSourceSizeH; - this._dw = sprite.animations.currentFrame.spriteSourceSizeW; - this._dh = sprite.animations.currentFrame.spriteSourceSizeH; - } - } - if(sprite.modified) { - camera.texture.context.save(); - camera.texture.context.setTransform(sprite.transform.local.data[0], sprite.transform.local.data[3], sprite.transform.local.data[1], sprite.transform.local.data[4], this._dx, this._dy); - this._dx = sprite.transform.origin.x * -this._dw; - this._dy = sprite.transform.origin.y * -this._dh; - } else { - this._dx -= (this._dw * sprite.transform.origin.x); - this._dy -= (this._dh * sprite.transform.origin.y); - } - if(sprite.crop) { - this._sx += sprite.crop.x * sprite.transform.scale.x; - this._sy += sprite.crop.y * sprite.transform.scale.y; - this._sw = sprite.crop.width * sprite.transform.scale.x; - this._sh = sprite.crop.height * sprite.transform.scale.y; - this._dx += sprite.crop.x * sprite.transform.scale.x; - this._dy += sprite.crop.y * sprite.transform.scale.y; - this._dw = sprite.crop.width * sprite.transform.scale.x; - this._dh = sprite.crop.height * sprite.transform.scale.y; - } - this._sx = Math.floor(this._sx); - this._sy = Math.floor(this._sy); - this._sw = Math.floor(this._sw); - this._sh = Math.floor(this._sh); - this._dx = Math.floor(this._dx); - this._dy = Math.floor(this._dy); - this._dw = Math.floor(this._dw); - this._dh = Math.floor(this._dh); - if(this._sw <= 0 || this._sh <= 0 || this._dw <= 0 || this._dh <= 0) { - return false; - } - if(sprite.texture.globalCompositeOperation) { - camera.texture.context.save(); - camera.texture.context.globalCompositeOperation = sprite.texture.globalCompositeOperation; - } - if(sprite.texture.alpha !== 1 && camera.texture.context.globalAlpha != sprite.texture.alpha) { - this._ga = sprite.texture.context.globalAlpha; - camera.texture.context.globalAlpha = sprite.texture.alpha; - } - if(sprite.texture.opaque) { - camera.texture.context.fillStyle = sprite.texture.backgroundColor; - camera.texture.context.fillRect(this._dx, this._dy, this._dw, this._dh); - } - if(sprite.texture.loaded) { - camera.texture.context.drawImage(sprite.texture.texture, this._sx, this._sy, this._sw, this._sh, this._dx, this._dy, this._dw, this._dh); - } - if(sprite.modified || sprite.texture.globalCompositeOperation) { - camera.texture.context.restore(); - } - if(this._ga > -1) { - camera.texture.context.globalAlpha = this._ga; - } - sprite.renderOrderID = this.game.renderer.renderCount; - this.game.renderer.renderCount++; - return true; - }; - return SpriteRenderer; - })(); - Canvas.SpriteRenderer = SpriteRenderer; - })(Renderer.Canvas || (Renderer.Canvas = {})); - var Canvas = Renderer.Canvas; - })(Phaser.Renderer || (Phaser.Renderer = {})); - var Renderer = Phaser.Renderer; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - (function (Renderer) { - (function (Canvas) { - var TilemapRenderer = (function () { - function TilemapRenderer(game) { - this._ga = 1; - this._dx = 0; - this._dy = 0; - this._dw = 0; - this._dh = 0; - this._tx = 0; - this._ty = 0; - this._tl = 0; - this._maxX = 0; - this._maxY = 0; - this._startX = 0; - this._startY = 0; - this.game = game; - } - TilemapRenderer.prototype.render = function (camera, tilemap) { - this._tl = tilemap.layers.length; - for(var i = 0; i < this._tl; i++) { - if(tilemap.layers[i].visible == false || tilemap.layers[i].alpha < 0.1) { - continue; - } - var layer = tilemap.layers[i]; - this._maxX = this.game.math.ceil(camera.width / layer.tileWidth) + 1; - this._maxY = this.game.math.ceil(camera.height / layer.tileHeight) + 1; - this._startX = this.game.math.floor(camera.worldView.x / layer.tileWidth); - this._startY = this.game.math.floor(camera.worldView.y / layer.tileHeight); - if(this._startX < 0) { - this._startX = 0; - } - if(this._startY < 0) { - this._startY = 0; - } - if(this._maxX > layer.widthInTiles) { - this._maxX = layer.widthInTiles; - } - if(this._maxY > layer.heightInTiles) { - this._maxY = layer.heightInTiles; - } - if(this._startX + this._maxX > layer.widthInTiles) { - this._startX = layer.widthInTiles - this._maxX; - } - if(this._startY + this._maxY > layer.heightInTiles) { - this._startY = layer.heightInTiles - this._maxY; - } - this._dx = 0; - this._dy = 0; - this._dx += -(camera.worldView.x - (this._startX * layer.tileWidth)); - this._dy += -(camera.worldView.y - (this._startY * layer.tileHeight)); - this._tx = this._dx; - this._ty = this._dy; - if(layer.texture.alpha !== 1) { - this._ga = layer.texture.context.globalAlpha; - layer.texture.context.globalAlpha = layer.texture.alpha; - } - for(var row = this._startY; row < this._startY + this._maxY; row++) { - this._columnData = layer.mapData[row]; - for(var tile = this._startX; tile < this._startX + this._maxX; tile++) { - if(layer.tileOffsets[this._columnData[tile]]) { - layer.texture.context.drawImage(layer.texture.texture, layer.tileOffsets[this._columnData[tile]].x, layer.tileOffsets[this._columnData[tile]].y, layer.tileWidth, layer.tileHeight, this._tx, this._ty, layer.tileWidth, layer.tileHeight); - } - this._tx += layer.tileWidth; - } - this._tx = this._dx; - this._ty += layer.tileHeight; - } - if(this._ga > -1) { - layer.texture.context.globalAlpha = this._ga; - } - } - return true; - }; - return TilemapRenderer; - })(); - Canvas.TilemapRenderer = TilemapRenderer; - })(Renderer.Canvas || (Renderer.Canvas = {})); - var Canvas = Renderer.Canvas; - })(Phaser.Renderer || (Phaser.Renderer = {})); - var Renderer = Phaser.Renderer; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - (function (Renderer) { - (function (Canvas) { - var CanvasRenderer = (function () { - function CanvasRenderer(game) { - this._c = 0; - this.game = game; - this.cameraRenderer = new Phaser.Renderer.Canvas.CameraRenderer(game); - this.groupRenderer = new Phaser.Renderer.Canvas.GroupRenderer(game); - this.spriteRenderer = new Phaser.Renderer.Canvas.SpriteRenderer(game); - this.geometryRenderer = new Phaser.Renderer.Canvas.GeometryRenderer(game); - this.scrollZoneRenderer = new Phaser.Renderer.Canvas.ScrollZoneRenderer(game); - this.tilemapRenderer = new Phaser.Renderer.Canvas.TilemapRenderer(game); - } - CanvasRenderer.prototype.render = function () { - this._cameraList = this.game.world.getAllCameras(); - this.renderCount = 0; - for(this._c = 0; this._c < this._cameraList.length; this._c++) { - if(this._cameraList[this._c].visible) { - this.cameraRenderer.preRender(this._cameraList[this._c]); - this.game.world.group.render(this._cameraList[this._c]); - this.cameraRenderer.postRender(this._cameraList[this._c]); - } - } - this.renderTotal = this.renderCount; - }; - CanvasRenderer.prototype.renderGameObject = function (camera, object) { - if(object.type == Phaser.Types.SPRITE || object.type == Phaser.Types.BUTTON) { - this.spriteRenderer.render(camera, object); - } else if(object.type == Phaser.Types.SCROLLZONE) { - this.scrollZoneRenderer.render(camera, object); - } else if(object.type == Phaser.Types.TILEMAP) { - this.tilemapRenderer.render(camera, object); - } - }; - return CanvasRenderer; - })(); - Canvas.CanvasRenderer = CanvasRenderer; - })(Renderer.Canvas || (Renderer.Canvas = {})); - var Canvas = Renderer.Canvas; - })(Phaser.Renderer || (Phaser.Renderer = {})); - var Renderer = Phaser.Renderer; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - (function (Particles) { - var ParticleManager = (function () { - function ParticleManager(proParticleCount, integrationType) { - this.PARTICLE_CREATED = 'partilcleCreated'; - this.PARTICLE_UPDATE = 'partilcleUpdate'; - this.PARTICLE_SLEEP = 'particleSleep'; - this.PARTICLE_DEAD = 'partilcleDead'; - this.PROTON_UPDATE = 'protonUpdate'; - this.PROTON_UPDATE_AFTER = 'protonUpdateAfter'; - this.EMITTER_ADDED = 'emitterAdded'; - this.EMITTER_REMOVED = 'emitterRemoved'; - this.emitters = []; - this.renderers = []; - this.time = 0; - this.oldTime = 0; - this.amendChangeTabsBug = true; - this.TextureBuffer = { - }; - this.TextureCanvasBuffer = { - }; - this.proParticleCount = Particles.ParticleUtils.initValue(proParticleCount, ParticleManager.POOL_MAX); - this.integrationType = Particles.ParticleUtils.initValue(integrationType, ParticleManager.EULER); - this.emitters = []; - this.renderers = []; - this.time = 0; - this.oldTime = 0; - ParticleManager.pool = new Phaser.Particles.ParticlePool(proParticleCount); - ParticleManager.integrator = new Phaser.Particles.NumericalIntegration(this.integrationType); - } - ParticleManager.POOL_MAX = 1000; - ParticleManager.TIME_STEP = 60; - ParticleManager.MEASURE = 100; - ParticleManager.EULER = 'euler'; - ParticleManager.RK2 = 'runge-kutta2'; - ParticleManager.RK4 = 'runge-kutta4'; - ParticleManager.VERLET = 'verlet'; - ParticleManager.prototype.addRender = function (render) { - render.proton = this; - this.renderers.push(render.proton); - }; - ParticleManager.prototype.addEmitter = function (emitter) { - this.emitters.push(emitter); - emitter.parent = this; - }; - ParticleManager.prototype.removeEmitter = function (emitter) { - var index = this.emitters.indexOf(emitter); - this.emitters.splice(index, 1); - emitter.parent = null; - }; - ParticleManager.prototype.update = function () { - if(!this.oldTime) { - this.oldTime = new Date().getTime(); - } - var time = new Date().getTime(); - this.elapsed = (time - this.oldTime) / 1000; - this.oldTime = time; - if(this.elapsed > 0) { - for(var i = 0; i < this.emitters.length; i++) { - this.emitters[i].update(this.elapsed); - } - } - }; - ParticleManager.prototype.amendChangeTabsBugHandler = function () { - if(this.elapsed > .5) { - this.oldTime = new Date().getTime(); - this.elapsed = 0; - } - }; - ParticleManager.prototype.getParticleNumber = function () { - var total = 0; - for(var i = 0; i < this.emitters.length; i++) { - total += this.emitters[i].particles.length; - } - return total; - }; - ParticleManager.prototype.destroy = function () { - for(var i = 0; i < this.emitters.length; i++) { - this.emitters[i].destory(); - delete this.emitters[i]; - } - this.emitters = []; - this.time = 0; - this.oldTime = 0; - ParticleManager.pool.release(); - }; - return ParticleManager; - })(); - Particles.ParticleManager = ParticleManager; - })(Phaser.Particles || (Phaser.Particles = {})); - var Particles = Phaser.Particles; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - (function (Particles) { - var Particle = (function () { - function Particle() { - this.life = Infinity; - this.age = 0; - this.energy = 1; - this.dead = false; - this.sleep = false; - this.target = null; - this.sprite = null; - this.parent = null; - this.mass = 1; - this.radius = 10; - this.alpha = 1; - this.scale = 1; - this.rotation = 0; - this.color = null; - this.easing = Phaser.Easing.Linear.None; - this.p = new Phaser.Vec2(); - this.v = new Phaser.Vec2(); - this.a = new Phaser.Vec2(); - this.old = { - p: new Phaser.Vec2(), - v: new Phaser.Vec2(), - a: new Phaser.Vec2() - }; - this.behaviours = []; - this.id = 'particle_' + Particle.ID++; - this.reset(true); - } - Particle.ID = 0; - Particle.prototype.getDirection = function () { - return Math.atan2(this.v.x, -this.v.y) * (180 / Math.PI); - }; - Particle.prototype.reset = function (init) { - this.life = Infinity; - this.age = 0; - this.energy = 1; - this.dead = false; - this.sleep = false; - this.target = null; - this.sprite = null; - this.parent = null; - this.mass = 1; - this.radius = 10; - this.alpha = 1; - this.scale = 1; - this.rotation = 0; - this.color = null; - this.easing = Phaser.Easing.Linear.None; - if(init) { - this.transform = { - }; - this.p = new Phaser.Vec2(); - this.v = new Phaser.Vec2(); - this.a = new Phaser.Vec2(); - this.old = { - p: new Phaser.Vec2(), - v: new Phaser.Vec2(), - a: new Phaser.Vec2() - }; - this.behaviours = []; - } else { - Particles.ParticleUtils.destroyObject(this.transform); - this.p.setTo(0, 0); - this.v.setTo(0, 0); - this.a.setTo(0, 0); - this.old.p.setTo(0, 0); - this.old.v.setTo(0, 0); - this.old.a.setTo(0, 0); - this.removeAllBehaviours(); - } - this.transform.rgb = { - r: 255, - g: 255, - b: 255 - }; - return this; - }; - Particle.prototype.update = function (time, index) { - if(!this.sleep) { - this.age += time; - var length = this.behaviours.length, i; - for(i = 0; i < length; i++) { - if(this.behaviours[i]) { - this.behaviours[i].applyBehaviour(this, time, index); - } - } - } - if(this.age >= this.life) { - this.destroy(); - } else { - var scale = this.easing(this.age / this.life); - this.energy = Math.max(1 - scale, 0); - } - }; - Particle.prototype.addBehaviour = function (behaviour) { - this.behaviours.push(behaviour); - if(behaviour.hasOwnProperty('parents')) { - behaviour.parents.push(this); - } - behaviour.initialize(this); - }; - Particle.prototype.addBehaviours = function (behaviours) { - var length = behaviours.length, i; - for(i = 0; i < length; i++) { - this.addBehaviour(behaviours[i]); - } - }; - Particle.prototype.removeBehaviour = function (behaviour) { - var index = this.behaviours.indexOf(behaviour); - if(index > -1) { - var outBehaviour = this.behaviours.splice(index, 1); - } - }; - Particle.prototype.removeAllBehaviours = function () { - Particles.ParticleUtils.destroyArray(this.behaviours); - }; - Particle.prototype.destroy = function () { - this.removeAllBehaviours(); - this.energy = 0; - this.dead = true; - this.parent = null; - }; - return Particle; - })(); - Particles.Particle = Particle; - })(Phaser.Particles || (Phaser.Particles = {})); - var Particles = Phaser.Particles; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - (function (Particles) { - var Emitter = (function () { - function Emitter(pObj) { - this.initializes = []; - this.particles = []; - this.behaviours = []; - this.emitTime = 0; - this.emitTotalTimes = -1; - this.initializes = []; - this.particles = []; - this.behaviours = []; - this.emitTime = 0; - this.emitTotalTimes = -1; - this.damping = .006; - this.bindEmitter = true; - this.rate = new Phaser.Particles.Initializers.Rate(1, .1); - this.id = 'emitter_' + Emitter.ID++; - } - Emitter.ID = 0; - Emitter.prototype.emit = function (emitTime, life) { - this.emitTime = 0; - this.emitTotalTimes = Particles.ParticleUtils.initValue(emitTime, Infinity); - if(life == true || life == 'life' || life == 'destroy') { - if(emitTime == 'once') { - this.life = 1; - } else { - this.life = this.emitTotalTimes; - } - } else if(!isNaN(life)) { - this.life = life; - } - this.rate.init(); - }; - Emitter.prototype.stopEmit = function () { - this.emitTotalTimes = -1; - this.emitTime = 0; - }; - Emitter.prototype.removeAllParticles = function () { - for(var i = 0; i < this.particles.length; i++) { - this.particles[i].dead = true; - } - }; - Emitter.prototype.createParticle = function (initialize, behaviour) { - if (typeof initialize === "undefined") { initialize = null; } - if (typeof behaviour === "undefined") { behaviour = null; } - var particle = Particles.ParticleManager.pool.get(); - this.setupParticle(particle, initialize, behaviour); - return particle; - }; - Emitter.prototype.addSelfInitialize = function (pObj) { - if(pObj['init']) { - pObj.init(this); - } else { - } - }; - Emitter.prototype.addInitialize = function () { - var length = arguments.length, i; - for(i = 0; i < length; i++) { - this.initializes.push(arguments[i]); - } - }; - Emitter.prototype.removeInitialize = function (initializer) { - var index = this.initializes.indexOf(initializer); - if(index > -1) { - this.initializes.splice(index, 1); - } - }; - Emitter.prototype.removeInitializers = function () { - Particles.ParticleUtils.destroyArray(this.initializes); - }; - Emitter.prototype.addBehaviour = function () { - var length = arguments.length, i; - for(i = 0; i < length; i++) { - this.behaviours.push(arguments[i]); - if(arguments[i].hasOwnProperty("parents")) { - arguments[i].parents.push(this); - } - } - }; - Emitter.prototype.removeBehaviour = function (behaviour) { - var index = this.behaviours.indexOf(behaviour); - if(index > -1) { - this.behaviours.splice(index, 1); - } - }; - Emitter.prototype.removeAllBehaviours = function () { - Particles.ParticleUtils.destroyArray(this.behaviours); - }; - Emitter.prototype.integrate = function (time) { - var damping = 1 - this.damping; - Particles.ParticleManager.integrator.integrate(this, time, damping); - var length = this.particles.length, i; - for(i = 0; i < length; i++) { - var particle = this.particles[i]; - particle.update(time, i); - Particles.ParticleManager.integrator.integrate(particle, time, damping); - } - }; - Emitter.prototype.emitting = function (time) { - if(this.emitTotalTimes == 1) { - var length = this.rate.getValue(99999), i; - for(i = 0; i < length; i++) { - this.createParticle(); - } - this.emitTotalTimes = 0; - } else if(!isNaN(this.emitTotalTimes)) { - this.emitTime += time; - if(this.emitTime < this.emitTotalTimes) { - var length = this.rate.getValue(time), i; - for(i = 0; i < length; i++) { - this.createParticle(); - } - } - } - }; - Emitter.prototype.update = function (time) { - this.age += time; - if(this.age >= this.life || this.dead) { - this.destroy(); - } - this.emitting(time); - this.integrate(time); - var particle; - var length = this.particles.length, k; - for(k = length - 1; k >= 0; k--) { - particle = this.particles[k]; - if(particle.dead) { - Particles.ParticleManager.pool.set(particle); - this.particles.splice(k, 1); - } - } - }; - Emitter.prototype.setupParticle = function (particle, initialize, behaviour) { - var initializes = this.initializes; - var behaviours = this.behaviours; - if(initialize) { - if(initialize instanceof Array) { - initializes = initialize; - } else { - initializes = [ - initialize - ]; - } - } - if(behaviour) { - if(behaviour instanceof Array) { - behaviours = behaviour; - } else { - behaviours = [ - behaviour - ]; - } - } - particle.addBehaviours(behaviours); - particle.parent = this; - this.particles.push(particle); - }; - Emitter.prototype.destroy = function () { - this.dead = true; - this.emitTotalTimes = -1; - if(this.particles.length == 0) { - this.removeInitializers(); - this.removeAllBehaviours(); - if(this.parent) { - this.parent.removeEmitter(this); - } - } - }; - return Emitter; - })(); - Particles.Emitter = Emitter; - })(Phaser.Particles || (Phaser.Particles = {})); - var Particles = Phaser.Particles; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - (function (Particles) { - var ParticlePool = (function () { - function ParticlePool(num, releaseTime) { - if (typeof releaseTime === "undefined") { releaseTime = 0; } - this.poolList = []; - this.timeoutID = 0; - this.proParticleCount = Particles.ParticleUtils.initValue(num, 0); - this.releaseTime = Particles.ParticleUtils.initValue(releaseTime, -1); - this.poolList = []; - this.timeoutID = 0; - for(var i = 0; i < this.proParticleCount; i++) { - this.add(); - } - if(this.releaseTime > 0) { - this.timeoutID = setTimeout(this.release, this.releaseTime / 1000); - } - } - ParticlePool.prototype.create = function (newTypeParticleClass) { - if (typeof newTypeParticleClass === "undefined") { newTypeParticleClass = null; } - if(newTypeParticleClass) { - return new newTypeParticleClass(); - } else { - return new Phaser.Particles.Particle(); - } - }; - ParticlePool.prototype.getCount = function () { - return this.poolList.length; - }; - ParticlePool.prototype.add = function () { - return this.poolList.push(this.create()); - }; - ParticlePool.prototype.get = function () { - if(this.poolList.length === 0) { - return this.create(); - } else { - return this.poolList.pop().reset(); - } - }; - ParticlePool.prototype.set = function (particle) { - if(this.poolList.length < Particles.ParticleManager.POOL_MAX) { - return this.poolList.push(particle); - } - }; - ParticlePool.prototype.release = function () { - for(var i = 0; i < this.poolList.length; i++) { - if(this.poolList[i]['destroy']) { - this.poolList[i].destroy(); - } - delete this.poolList[i]; - } - this.poolList = []; - }; - return ParticlePool; - })(); - Particles.ParticlePool = ParticlePool; - })(Phaser.Particles || (Phaser.Particles = {})); - var Particles = Phaser.Particles; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - (function (Particles) { - var ParticleUtils = (function () { - function ParticleUtils() { } - ParticleUtils.initValue = function initValue(value, defaults) { - var value = (value != null && value != undefined) ? value : defaults; - return value; - }; - ParticleUtils.isArray = function isArray(value) { - return typeof value === 'object' && value.hasOwnProperty('length'); - }; - ParticleUtils.destroyArray = function destroyArray(array) { - array.length = 0; - }; - ParticleUtils.destroyObject = function destroyObject(obj) { - for(var o in obj) { - delete obj[o]; - } - }; - ParticleUtils.setSpanValue = function setSpanValue(a, b, c) { - if (typeof b === "undefined") { b = null; } - if (typeof c === "undefined") { c = null; } - if(a instanceof Phaser.Particles.Span) { - return a; - } else { - if(!b) { - return new Phaser.Particles.Span(a); - } else { - if(!c) { - return new Phaser.Particles.Span(a, b); - } else { - return new Phaser.Particles.Span(a, b, c); - } - } - } - }; - ParticleUtils.getSpanValue = function getSpanValue(pan) { - if(pan instanceof Phaser.Particles.Span) { - return pan.getValue(); - } else { - return pan; - } - }; - ParticleUtils.randomAToB = function randomAToB(a, b, INT) { - if (typeof INT === "undefined") { INT = null; } - if(!INT) { - return a + Math.random() * (b - a); - } else { - return Math.floor(Math.random() * (b - a)) + a; - } - }; - ParticleUtils.randomFloating = function randomFloating(center, f, INT) { - return ParticleUtils.randomAToB(center - f, center + f, INT); - }; - ParticleUtils.randomZone = function randomZone(display) { - }; - ParticleUtils.degreeTransform = function degreeTransform(a) { - return a * Math.PI / 180; - }; - ParticleUtils.randomColor = function randomColor() { - return '#' + ('00000' + (Math.random() * 0x1000000 << 0).toString(16)).slice(-6); - }; - ParticleUtils.setEasingByName = function setEasingByName(name) { - switch(name) { - case 'easeLinear': - return Phaser.Easing.Linear.None; - break; - case 'easeInQuad': - return Phaser.Easing.Quadratic.In; - break; - case 'easeOutQuad': - return Phaser.Easing.Quadratic.Out; - break; - case 'easeInOutQuad': - return Phaser.Easing.Quadratic.InOut; - break; - case 'easeInCubic': - return Phaser.Easing.Cubic.In; - break; - case 'easeOutCubic': - return Phaser.Easing.Cubic.Out; - break; - case 'easeInOutCubic': - return Phaser.Easing.Cubic.InOut; - break; - case 'easeInQuart': - return Phaser.Easing.Quartic.In; - break; - case 'easeOutQuart': - return Phaser.Easing.Quartic.Out; - break; - case 'easeInOutQuart': - return Phaser.Easing.Quartic.InOut; - break; - case 'easeInSine': - return Phaser.Easing.Sinusoidal.In; - break; - case 'easeOutSine': - return Phaser.Easing.Sinusoidal.Out; - break; - case 'easeInOutSine': - return Phaser.Easing.Sinusoidal.InOut; - break; - case 'easeInExpo': - return Phaser.Easing.Exponential.In; - break; - case 'easeOutExpo': - return Phaser.Easing.Exponential.Out; - break; - case 'easeInOutExpo': - return Phaser.Easing.Exponential.InOut; - break; - case 'easeInCirc': - return Phaser.Easing.Circular.In; - break; - case 'easeOutCirc': - return Phaser.Easing.Circular.Out; - break; - case 'easeInOutCirc': - return Phaser.Easing.Circular.InOut; - break; - case 'easeInBack': - return Phaser.Easing.Back.In; - break; - case 'easeOutBack': - return Phaser.Easing.Back.Out; - break; - case 'easeInOutBack': - return Phaser.Easing.Back.InOut; - break; - default: - return Phaser.Easing.Linear.None; - break; - } - }; - return ParticleUtils; - })(); - Particles.ParticleUtils = ParticleUtils; - })(Phaser.Particles || (Phaser.Particles = {})); - var Particles = Phaser.Particles; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - (function (Particles) { - var Polar2D = (function () { - function Polar2D(r, tha) { - this.r = Math.abs(r) || 0; - this.tha = tha || 0; - } - Polar2D.prototype.set = function (r, tha) { - this.r = r; - this.tha = tha; - return this; - }; - Polar2D.prototype.setR = function (r) { - this.r = r; - return this; - }; - Polar2D.prototype.setTha = function (tha) { - this.tha = tha; - return this; - }; - Polar2D.prototype.copy = function (p) { - this.r = p.r; - this.tha = p.tha; - return this; - }; - Polar2D.prototype.toVector = function () { - return new Phaser.Vec2(this.getX(), this.getY()); - }; - Polar2D.prototype.getX = function () { - return this.r * Math.sin(this.tha); - }; - Polar2D.prototype.getY = function () { - return -this.r * Math.cos(this.tha); - }; - Polar2D.prototype.normalize = function () { - this.r = 1; - return this; - }; - Polar2D.prototype.equals = function (v) { - return ((v.r === this.r) && (v.tha === this.tha)); - }; - Polar2D.prototype.toArray = function () { - return [ - this.r, - this.tha - ]; - }; - Polar2D.prototype.clear = function () { - this.r = 0.0; - this.tha = 0.0; - return this; - }; - Polar2D.prototype.clone = function () { - return new Polar2D(this.r, this.tha); - }; - return Polar2D; - })(); - Particles.Polar2D = Polar2D; - })(Phaser.Particles || (Phaser.Particles = {})); - var Particles = Phaser.Particles; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - (function (Particles) { - var Span = (function () { - function Span(a, b, center) { - if (typeof b === "undefined") { b = null; } - if (typeof center === "undefined") { center = null; } - this.isArray = false; - if(Particles.ParticleUtils.isArray(a)) { - this.isArray = true; - this.a = a; - } else { - this.a = Particles.ParticleUtils.initValue(a, 1); - this.b = Particles.ParticleUtils.initValue(b, this.a); - this.center = Particles.ParticleUtils.initValue(center, false); - } - } - Span.prototype.getValue = function (INT) { - if (typeof INT === "undefined") { INT = null; } - if(this.isArray) { - return this.a[Math.floor(this.a.length * Math.random())]; - } else { - if(!this.center) { - return Particles.ParticleUtils.randomAToB(this.a, this.b, INT); - } else { - return Particles.ParticleUtils.randomFloating(this.a, this.b, INT); - } - } - }; - Span.getSpan = function getSpan(a, b, center) { - return new Span(a, b, center); - }; - return Span; - })(); - Particles.Span = Span; - })(Phaser.Particles || (Phaser.Particles = {})); - var Particles = Phaser.Particles; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - (function (Particles) { - var NumericalIntegration = (function () { - function NumericalIntegration(type) { - this.type = Particles.ParticleUtils.initValue(type, Particles.ParticleManager.EULER); - } - NumericalIntegration.prototype.integrate = function (particles, time, damping) { - this.eulerIntegrate(particles, time, damping); - }; - NumericalIntegration.prototype.eulerIntegrate = function (particle, time, damping) { - if(!particle.sleep) { - particle.old.p.copy(particle.p); - particle.old.v.copy(particle.v); - particle.a.multiplyScalar(1 / particle.mass); - particle.v.add(particle.a.multiplyScalar(time)); - particle.p.add(particle.old.v.multiplyScalar(time)); - if(damping) { - particle.v.multiplyScalar(damping); - } - particle.a.clear(); - } - }; - return NumericalIntegration; - })(); - Particles.NumericalIntegration = NumericalIntegration; - })(Phaser.Particles || (Phaser.Particles = {})); - var Particles = Phaser.Particles; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - (function (Particles) { - (function (Behaviours) { - var Behaviour = (function () { - function Behaviour(life, easing) { - this.id = 'Behaviour_' + Behaviour.ID++; - this.life = Particles.ParticleUtils.initValue(life, Infinity); - this.easing = Particles.ParticleUtils.setEasingByName(easing); - this.age = 0; - this.energy = 1; - this.dead = false; - this.parents = []; - this.name = 'Behaviour'; - } - Behaviour.prototype.normalizeForce = function (force) { - return force.multiplyScalar(Particles.ParticleManager.MEASURE); - }; - Behaviour.prototype.normalizeValue = function (value) { - return value * Particles.ParticleManager.MEASURE; - }; - Behaviour.prototype.initialize = function (particle) { - }; - Behaviour.prototype.applyBehaviour = function (particle, time, index) { - this.age += time; - if(this.age >= this.life || this.dead) { - this.energy = 0; - this.dead = true; - this.destroy(); - } else { - var scale = this.easing(particle.age / particle.life); - this.energy = Math.max(1 - scale, 0); - } - }; - Behaviour.prototype.destroy = function () { - var index; - var length = this.parents.length, i; - for(i = 0; i < length; i++) { - this.parents[i].removeBehaviour(this); - } - this.parents = []; - }; - return Behaviour; - })(); - Behaviours.Behaviour = Behaviour; - })(Particles.Behaviours || (Particles.Behaviours = {})); - var Behaviours = Particles.Behaviours; - })(Phaser.Particles || (Phaser.Particles = {})); - var Particles = Phaser.Particles; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - (function (Particles) { - (function (Behaviours) { - var RandomDrift = (function (_super) { - __extends(RandomDrift, _super); - function RandomDrift(driftX, driftY, delay, life, easing) { - _super.call(this, life, easing); - this.reset(driftX, driftY, delay); - this.time = 0; - this.name = "RandomDrift"; - } - RandomDrift.prototype.reset = function (driftX, driftY, delay, life, easing) { - if (typeof life === "undefined") { life = null; } - if (typeof easing === "undefined") { easing = null; } - this.panFoce = new Phaser.Vec2(driftX, driftY); - this.panFoce = this.normalizeForce(this.panFoce); - this.delay = delay; - if(life) { - this.life = Particles.ParticleUtils.initValue(life, Infinity); - this.easing = Particles.ParticleUtils.initValue(easing, Phaser.Easing.Linear.None); - } - }; - RandomDrift.prototype.applyBehaviour = function (particle, time, index) { - _super.prototype.applyBehaviour.call(this, particle, time, index); - this.time += time; - if(this.time >= this.delay) { - particle.a.addXY(Particles.ParticleUtils.randomAToB(-this.panFoce.x, this.panFoce.x), Particles.ParticleUtils.randomAToB(-this.panFoce.y, this.panFoce.y)); - this.time = 0; - } - }; - return RandomDrift; - })(Behaviours.Behaviour); - Behaviours.RandomDrift = RandomDrift; - })(Particles.Behaviours || (Particles.Behaviours = {})); - var Behaviours = Particles.Behaviours; - })(Phaser.Particles || (Phaser.Particles = {})); - var Particles = Phaser.Particles; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - (function (Particles) { - (function (Initializers) { - var Initialize = (function () { - function Initialize() { } - Initialize.prototype.initialize = function (target) { - }; - Initialize.prototype.reset = function (a, b, c) { - }; - Initialize.prototype.init = function (emitter, particle) { - if (typeof particle === "undefined") { particle = null; } - if(particle) { - this.initialize(particle); - } else { - this.initialize(emitter); - } - }; - return Initialize; - })(); - Initializers.Initialize = Initialize; - })(Particles.Initializers || (Particles.Initializers = {})); - var Initializers = Particles.Initializers; - })(Phaser.Particles || (Phaser.Particles = {})); - var Particles = Phaser.Particles; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - (function (Particles) { - (function (Initializers) { - var Life = (function (_super) { - __extends(Life, _super); - function Life(a, b, c) { - _super.call(this); - this.lifePan = Particles.ParticleUtils.setSpanValue(a, b, c); - } - Life.prototype.initialize = function (target) { - if(this.lifePan.a == Infinity) { - target.life = Infinity; - } else { - target.life = this.lifePan.getValue(); - } - }; - return Life; - })(Initializers.Initialize); - Initializers.Life = Life; - })(Particles.Initializers || (Particles.Initializers = {})); - var Initializers = Particles.Initializers; - })(Phaser.Particles || (Phaser.Particles = {})); - var Particles = Phaser.Particles; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - (function (Particles) { - (function (Initializers) { - var Mass = (function (_super) { - __extends(Mass, _super); - function Mass(a, b, c) { - _super.call(this); - this.massPan = Particles.ParticleUtils.setSpanValue(a, b, c); - } - Mass.prototype.initialize = function (target) { - target.mass = this.massPan.getValue(); - }; - return Mass; - })(Initializers.Initialize); - Initializers.Mass = Mass; - })(Particles.Initializers || (Particles.Initializers = {})); - var Initializers = Particles.Initializers; - })(Phaser.Particles || (Phaser.Particles = {})); - var Particles = Phaser.Particles; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - (function (Particles) { - (function (Initializers) { - var Position = (function (_super) { - __extends(Position, _super); - function Position(zone) { - _super.call(this); - if(zone != null && zone != undefined) { - this.zone = zone; - } else { - this.zone = new Phaser.Particles.Zones.PointZone(); - } - } - Position.prototype.reset = function (zone) { - if(zone != null && zone != undefined) { - this.zone = zone; - } else { - this.zone = new Phaser.Particles.Zones.PointZone(); - } - }; - Position.prototype.initialize = function (target) { - this.zone.getPosition(); - target.p.x = this.zone.vector.x; - target.p.y = this.zone.vector.y; - }; - return Position; - })(Initializers.Initialize); - Initializers.Position = Position; - })(Particles.Initializers || (Particles.Initializers = {})); - var Initializers = Particles.Initializers; - })(Phaser.Particles || (Phaser.Particles = {})); - var Particles = Phaser.Particles; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - (function (Particles) { - (function (Initializers) { - var Rate = (function (_super) { - __extends(Rate, _super); - function Rate(numpan, timepan) { - _super.call(this); - numpan = Particles.ParticleUtils.initValue(numpan, 1); - timepan = Particles.ParticleUtils.initValue(timepan, 1); - this.numPan = new Phaser.Particles.Span(numpan); - this.timePan = new Phaser.Particles.Span(timepan); - this.startTime = 0; - this.nextTime = 0; - this.init(); - } - Rate.prototype.init = function () { - this.startTime = 0; - this.nextTime = this.timePan.getValue(); - }; - Rate.prototype.getValue = function (time) { - this.startTime += time; - if(this.startTime >= this.nextTime) { - this.startTime = 0; - this.nextTime = this.timePan.getValue(); - if(this.numPan.b == 1) { - if(this.numPan.getValue(false) > 0.5) { - return 1; - } else { - return 0; - } - } else { - return this.numPan.getValue(true); - } - } - return 0; - }; - return Rate; - })(Initializers.Initialize); - Initializers.Rate = Rate; - })(Particles.Initializers || (Particles.Initializers = {})); - var Initializers = Particles.Initializers; - })(Phaser.Particles || (Phaser.Particles = {})); - var Particles = Phaser.Particles; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - (function (Particles) { - (function (Initializers) { - var Velocity = (function (_super) { - __extends(Velocity, _super); - function Velocity(rpan, thapan, type) { - _super.call(this); - this.rPan = Particles.ParticleUtils.setSpanValue(rpan); - this.thaPan = Particles.ParticleUtils.setSpanValue(thapan); - this.type = Particles.ParticleUtils.initValue(type, 'vector'); - } - Velocity.prototype.reset = function (rpan, thapan, type) { - this.rPan = Particles.ParticleUtils.setSpanValue(rpan); - this.thaPan = Particles.ParticleUtils.setSpanValue(thapan); - this.type = Particles.ParticleUtils.initValue(type, 'vector'); - }; - Velocity.prototype.normalizeVelocity = function (vr) { - return vr * Particles.ParticleManager.MEASURE; - }; - Velocity.prototype.initialize = function (target) { - if(this.type == 'p' || this.type == 'P' || this.type == 'polar') { - var polar2d = new Particles.Polar2D(this.normalizeVelocity(this.rPan.getValue()), this.thaPan.getValue() * Math.PI / 180); - target.v.x = polar2d.getX(); - target.v.y = polar2d.getY(); - } else { - target.v.x = this.normalizeVelocity(this.rPan.getValue()); - target.v.y = this.normalizeVelocity(this.thaPan.getValue()); - } - }; - return Velocity; - })(Initializers.Initialize); - Initializers.Velocity = Velocity; - })(Particles.Initializers || (Particles.Initializers = {})); - var Initializers = Particles.Initializers; - })(Phaser.Particles || (Phaser.Particles = {})); - var Particles = Phaser.Particles; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - (function (Particles) { - (function (Zones) { - var Zone = (function () { - function Zone() { - this.vector = new Phaser.Vec2(); - this.random = 0; - this.crossType = "dead"; - this.alert = true; - } - return Zone; - })(); - Zones.Zone = Zone; - })(Particles.Zones || (Particles.Zones = {})); - var Zones = Particles.Zones; - })(Phaser.Particles || (Phaser.Particles = {})); - var Particles = Phaser.Particles; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - (function (Particles) { - (function (Zones) { - var PointZone = (function (_super) { - __extends(PointZone, _super); - function PointZone(x, y) { - if (typeof x === "undefined") { x = 0; } - if (typeof y === "undefined") { y = 0; } - _super.call(this); - this.x = x; - this.y = y; - } - PointZone.prototype.getPosition = function () { - return this.vector.setTo(this.x, this.y); - }; - PointZone.prototype.crossing = function (particle) { - if(this.alert) { - alert('Sorry PointZone does not support crossing method'); - this.alert = false; - } - }; - return PointZone; - })(Zones.Zone); - Zones.PointZone = PointZone; - })(Particles.Zones || (Particles.Zones = {})); - var Zones = Particles.Zones; - })(Phaser.Particles || (Phaser.Particles = {})); - var Particles = Phaser.Particles; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - var World = (function () { - function World(game, width, height) { - this._groupCounter = 0; - this.game = game; - this.cameras = new Phaser.CameraManager(this.game, 0, 0, width, height); - this.bounds = new Phaser.Rectangle(0, 0, width, height); - } - World.prototype.getNextGroupID = function () { - return this._groupCounter++; - }; - World.prototype.boot = function () { - this.group = new Phaser.Group(this.game, 0); - }; - World.prototype.update = function () { - this.group.update(); - this.cameras.update(); - }; - World.prototype.postUpdate = function () { - this.group.postUpdate(); - this.cameras.postUpdate(); - }; - World.prototype.destroy = function () { - this.group.destroy(); - this.cameras.destroy(); - }; - World.prototype.setSize = function (width, height, updateCameraBounds) { - if (typeof updateCameraBounds === "undefined") { updateCameraBounds = true; } - this.bounds.width = width; - this.bounds.height = height; - if(updateCameraBounds == true) { - this.game.camera.setBounds(0, 0, width, height); - } - }; - Object.defineProperty(World.prototype, "width", { - get: function () { - return this.bounds.width; - }, - set: function (value) { - this.bounds.width = value; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(World.prototype, "height", { - get: function () { - return this.bounds.height; - }, - set: function (value) { - this.bounds.height = value; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(World.prototype, "centerX", { - get: function () { - return this.bounds.halfWidth; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(World.prototype, "centerY", { - get: function () { - return this.bounds.halfHeight; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(World.prototype, "randomX", { - get: function () { - return Math.round(Math.random() * this.bounds.width); - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(World.prototype, "randomY", { - get: function () { - return Math.round(Math.random() * this.bounds.height); - }, - enumerable: true, - configurable: true - }); - World.prototype.getAllCameras = function () { - return this.cameras.getAll(); - }; - return World; - })(); - Phaser.World = World; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - var Stage = (function () { - function Stage(game, parent, width, height) { - var _this = this; - this._backgroundColor = 'rgb(0,0,0)'; - this.clear = true; - this.disablePauseScreen = false; - this.disableBootScreen = false; - this.disableVisibilityChange = false; - this.game = game; - this.canvas = document.createElement('canvas'); - this.canvas.width = width; - this.canvas.height = height; - this.context = this.canvas.getContext('2d'); - Phaser.CanvasUtils.addToDOM(this.canvas, parent, true); - Phaser.CanvasUtils.setTouchAction(this.canvas); - this.canvas.oncontextmenu = function (event) { - event.preventDefault(); - }; - this.css3 = new Phaser.Display.CSS3Filters(this.canvas); - this.scaleMode = Phaser.StageScaleMode.NO_SCALE; - this.scale = new Phaser.StageScaleMode(this.game, width, height); - this.getOffset(this.canvas); - this.bounds = new Phaser.Rectangle(this.offset.x, this.offset.y, width, height); - this.aspectRatio = width / height; - document.addEventListener('visibilitychange', function (event) { - return _this.visibilityChange(event); - }, false); - document.addEventListener('webkitvisibilitychange', function (event) { - return _this.visibilityChange(event); - }, false); - document.addEventListener('pagehide', function (event) { - return _this.visibilityChange(event); - }, false); - document.addEventListener('pageshow', function (event) { - return _this.visibilityChange(event); - }, false); - window.onblur = function (event) { - return _this.visibilityChange(event); - }; - window.onfocus = function (event) { - return _this.visibilityChange(event); - }; - } - Stage.prototype.boot = function () { - this.bootScreen = new Phaser.BootScreen(this.game); - this.pauseScreen = new Phaser.PauseScreen(this.game, this.width, this.height); - this.orientationScreen = new Phaser.OrientationScreen(this.game); - this.scale.setScreenSize(true); - }; - Stage.prototype.update = function () { - this.scale.update(); - this.context.setTransform(1, 0, 0, 1, 0, 0); - if(this.clear || (this.game.paused && this.disablePauseScreen == false)) { - if(this.game.device.patchAndroidClearRectBug) { - this.context.fillStyle = this._backgroundColor; - this.context.fillRect(0, 0, this.width, this.height); - } else { - this.context.clearRect(0, 0, this.width, this.height); - } - } - if(this.game.paused && this.scale.incorrectOrientation) { - this.orientationScreen.update(); - this.orientationScreen.render(); - return; - } - if(this.game.isRunning == false && this.disableBootScreen == false) { - this.bootScreen.update(); - this.bootScreen.render(); - } - if(this.game.paused && this.disablePauseScreen == false) { - this.pauseScreen.update(); - this.pauseScreen.render(); - } - }; - Stage.prototype.visibilityChange = function (event) { - if(this.disableVisibilityChange) { - return; - } - if(event.type == 'pagehide' || event.type == 'blur' || document['hidden'] == true || document['webkitHidden'] == true) { - if(this.game.paused == false) { - this.pauseGame(); - } - } else { - if(this.game.paused == true) { - this.resumeGame(); - } - } - }; - Stage.prototype.enableOrientationCheck = function (forceLandscape, forcePortrait, imageKey) { - if (typeof imageKey === "undefined") { imageKey = ''; } - this.scale.forceLandscape = forceLandscape; - this.scale.forcePortrait = forcePortrait; - this.orientationScreen.enable(imageKey); - if(forceLandscape || forcePortrait) { - if((this.scale.isLandscape && forcePortrait) || (this.scale.isPortrait && forceLandscape)) { - this.game.paused = true; - this.scale.incorrectOrientation = true; - } else { - this.scale.incorrectOrientation = false; - } - } - }; - Stage.prototype.pauseGame = function () { - this.game.paused = true; - if(this.disablePauseScreen == false && this.pauseScreen) { - this.pauseScreen.onPaused(); - } - this.saveCanvasValues(); - }; - Stage.prototype.resumeGame = function () { - if(this.disablePauseScreen == false && this.pauseScreen) { - this.pauseScreen.onResume(); - } - this.restoreCanvasValues(); - this.game.paused = false; - }; - Stage.prototype.getOffset = function (element, populateOffset) { - if (typeof populateOffset === "undefined") { populateOffset = true; } - var box = element.getBoundingClientRect(); - var clientTop = element.clientTop || document.body.clientTop || 0; - var clientLeft = element.clientLeft || document.body.clientLeft || 0; - var scrollTop = window.pageYOffset || element.scrollTop || document.body.scrollTop; - var scrollLeft = window.pageXOffset || element.scrollLeft || document.body.scrollLeft; - if(populateOffset) { - this.offset = new Phaser.Point(box.left + scrollLeft - clientLeft, box.top + scrollTop - clientTop); - return this.offset; - } else { - return new Phaser.Point(box.left + scrollLeft - clientLeft, box.top + scrollTop - clientTop); - } - }; - Stage.prototype.saveCanvasValues = function () { - this.strokeStyle = this.context.strokeStyle; - this.lineWidth = this.context.lineWidth; - this.fillStyle = this.context.fillStyle; - }; - Stage.prototype.restoreCanvasValues = function () { - this.context.strokeStyle = this.strokeStyle; - this.context.lineWidth = this.lineWidth; - this.context.fillStyle = this.fillStyle; - if(this.game.device.patchAndroidClearRectBug) { - this.context.fillStyle = this._backgroundColor; - this.context.fillRect(0, 0, this.width, this.height); - } else { - this.context.clearRect(0, 0, this.width, this.height); - } - }; - Object.defineProperty(Stage.prototype, "backgroundColor", { - get: function () { - return this._backgroundColor; - }, - set: function (color) { - this.canvas.style.backgroundColor = color; - this._backgroundColor = color; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Stage.prototype, "x", { - get: function () { - return this.bounds.x; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Stage.prototype, "y", { - get: function () { - return this.bounds.y; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Stage.prototype, "width", { - get: function () { - return this.bounds.width; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Stage.prototype, "height", { - get: function () { - return this.bounds.height; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Stage.prototype, "centerX", { - get: function () { - return this.bounds.halfWidth; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Stage.prototype, "centerY", { - get: function () { - return this.bounds.halfHeight; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Stage.prototype, "randomX", { - get: function () { - return Math.round(Math.random() * this.bounds.width); - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Stage.prototype, "randomY", { - get: function () { - return Math.round(Math.random() * this.bounds.height); - }, - enumerable: true, - configurable: true - }); - return Stage; - })(); - Phaser.Stage = Stage; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - var State = (function () { - function State(game) { - this.game = game; - this.add = game.add; - this.camera = game.camera; - this.cache = game.cache; - this.input = game.input; - this.load = game.load; - this.math = game.math; - this.sound = game.sound; - this.stage = game.stage; - this.time = game.time; - this.tweens = game.tweens; - this.world = game.world; - } - State.prototype.init = function () { - }; - State.prototype.create = function () { - }; - State.prototype.update = function () { - }; - State.prototype.render = function () { - }; - State.prototype.paused = function () { - }; - State.prototype.destroy = function () { - }; - return State; - })(); - Phaser.State = State; -})(Phaser || (Phaser = {})); -var Phaser; -(function (Phaser) { - var Game = (function () { - function Game(callbackContext, parent, width, height, preloadCallback, createCallback, updateCallback, renderCallback, destroyCallback) { - if (typeof parent === "undefined") { parent = ''; } - if (typeof width === "undefined") { width = 800; } - if (typeof height === "undefined") { height = 600; } - if (typeof preloadCallback === "undefined") { preloadCallback = null; } - if (typeof createCallback === "undefined") { createCallback = null; } - if (typeof updateCallback === "undefined") { updateCallback = null; } - if (typeof renderCallback === "undefined") { renderCallback = null; } - if (typeof destroyCallback === "undefined") { destroyCallback = null; } - var _this = this; - this._loadComplete = false; - this._paused = false; - this._pendingState = null; - this.state = null; - this.onPreloadCallback = null; - this.onCreateCallback = null; - this.onUpdateCallback = null; - this.onRenderCallback = null; - this.onPreRenderCallback = null; - this.onLoadUpdateCallback = null; - this.onLoadRenderCallback = null; - this.onPausedCallback = null; - this.onDestroyCallback = null; - this.isBooted = false; - this.isRunning = false; - if(window['PhaserGlobal'] && window['PhaserGlobal'].singleInstance) { - if(Phaser.GAMES.length > 0) { - console.log('Phaser detected an instance of this game already running, aborting'); - return; - } - } - this.id = Phaser.GAMES.push(this) - 1; - this.callbackContext = callbackContext; - this.onPreloadCallback = preloadCallback; - this.onCreateCallback = createCallback; - this.onUpdateCallback = updateCallback; - this.onRenderCallback = renderCallback; - this.onDestroyCallback = destroyCallback; - if(document.readyState === 'complete' || document.readyState === 'interactive') { - setTimeout(function () { - return Phaser.GAMES[_this.id].boot(parent, width, height); - }); - } else { - document.addEventListener('DOMContentLoaded', Phaser.GAMES[this.id].boot(parent, width, height), false); - window.addEventListener('load', Phaser.GAMES[this.id].boot(parent, width, height), false); - } - } - Game.prototype.boot = function (parent, width, height) { - var _this = this; - if(this.isBooted == true) { - return; - } - if(!document.body) { - setTimeout(function () { - return Phaser.GAMES[_this.id].boot(parent, width, height); - }, 13); - } else { - document.removeEventListener('DOMContentLoaded', Phaser.GAMES[this.id].boot); - window.removeEventListener('load', Phaser.GAMES[this.id].boot); - this.onPause = new Phaser.Signal(); - this.onResume = new Phaser.Signal(); - this.device = new Phaser.Device(); - this.net = new Phaser.Net(this); - this.math = new Phaser.GameMath(this); - this.stage = new Phaser.Stage(this, parent, width, height); - this.world = new Phaser.World(this, width, height); - this.add = new Phaser.GameObjectFactory(this); - this.cache = new Phaser.Cache(this); - this.load = new Phaser.Loader(this); - this.time = new Phaser.TimeManager(this); - this.tweens = new Phaser.TweenManager(this); - this.input = new Phaser.InputManager(this); - this.sound = new Phaser.SoundManager(this); - this.rnd = new Phaser.RandomDataGenerator([ - (Date.now() * Math.random()).toString() - ]); - this.physics = new Phaser.Physics.PhysicsManager(this); - this.plugins = new Phaser.PluginManager(this, this); - this.load.onLoadComplete.add(this.loadComplete, this); - this.setRenderer(Phaser.Types.RENDERER_CANVAS); - this.world.boot(); - this.stage.boot(); - this.input.boot(); - this.isBooted = true; - Phaser.DebugUtils.game = this; - Phaser.ColorUtils.game = this; - Phaser.DebugUtils.context = this.stage.context; - if(this.onPreloadCallback == null && this.onCreateCallback == null && this.onUpdateCallback == null && this.onRenderCallback == null && this._pendingState == null) { - this._raf = new Phaser.RequestAnimationFrame(this, this.bootLoop); - } else { - this.isRunning = true; - this._loadComplete = false; - this._raf = new Phaser.RequestAnimationFrame(this, this.loop); - if(this._pendingState) { - this.switchState(this._pendingState, false, false); - } else { - this.startState(); - } - } - } - }; - Game.prototype.loadComplete = function () { - this._loadComplete = true; - this.onCreateCallback.call(this.callbackContext); - }; - Game.prototype.bootLoop = function () { - this.tweens.update(); - this.input.update(); - this.stage.update(); - }; - Game.prototype.pausedLoop = function () { - this.tweens.update(); - this.input.update(); - this.stage.update(); - this.sound.update(); - if(this.onPausedCallback !== null) { - this.onPausedCallback.call(this.callbackContext); - } - }; - Game.prototype.loop = function () { - this.plugins.preUpdate(); - this.tweens.update(); - this.input.update(); - this.stage.update(); - this.sound.update(); - this.physics.update(); - this.world.update(); - this.plugins.update(); - if(this._loadComplete && this.onUpdateCallback) { - this.onUpdateCallback.call(this.callbackContext); - } else if(this._loadComplete == false && this.onLoadUpdateCallback) { - this.onLoadUpdateCallback.call(this.callbackContext); - } - this.world.postUpdate(); - this.plugins.postUpdate(); - this.plugins.preRender(); - if(this._loadComplete && this.onPreRenderCallback) { - this.onPreRenderCallback.call(this.callbackContext); - } - this.renderer.render(); - this.plugins.render(); - if(this._loadComplete && this.onRenderCallback) { - this.onRenderCallback.call(this.callbackContext); - } else if(this._loadComplete == false && this.onLoadRenderCallback) { - this.onLoadRenderCallback.call(this.callbackContext); - } - this.plugins.postRender(); - }; - Game.prototype.startState = function () { - if(this.onPreloadCallback !== null) { - this.load.reset(); - this.onPreloadCallback.call(this.callbackContext); - if(this.load.queueSize == 0) { - if(this.onCreateCallback !== null) { - this.onCreateCallback.call(this.callbackContext); - } - this._loadComplete = true; - } else { - this.load.onLoadComplete.add(this.loadComplete, this); - this.load.start(); - } - } else { - if(this.onCreateCallback !== null) { - this.onCreateCallback.call(this.callbackContext); - } - this._loadComplete = true; - } - }; - Game.prototype.setRenderer = function (renderer) { - switch(renderer) { - case Phaser.Types.RENDERER_AUTO_DETECT: - this.renderer = new Phaser.Renderer.Headless.HeadlessRenderer(this); - break; - case Phaser.Types.RENDERER_AUTO_DETECT: - case Phaser.Types.RENDERER_CANVAS: - this.renderer = new Phaser.Renderer.Canvas.CanvasRenderer(this); - break; - } - }; - Game.prototype.setCallbacks = function (preloadCallback, createCallback, updateCallback, renderCallback, destroyCallback) { - if (typeof preloadCallback === "undefined") { preloadCallback = null; } - if (typeof createCallback === "undefined") { createCallback = null; } - if (typeof updateCallback === "undefined") { updateCallback = null; } - if (typeof renderCallback === "undefined") { renderCallback = null; } - if (typeof destroyCallback === "undefined") { destroyCallback = null; } - this.onPreloadCallback = preloadCallback; - this.onCreateCallback = createCallback; - this.onUpdateCallback = updateCallback; - this.onRenderCallback = renderCallback; - this.onDestroyCallback = destroyCallback; - }; - Game.prototype.switchState = function (state, clearWorld, clearCache) { - if (typeof clearWorld === "undefined") { clearWorld = true; } - if (typeof clearCache === "undefined") { clearCache = false; } - if(this.isBooted == false) { - this._pendingState = state; - return; - } - if(this.onDestroyCallback !== null) { - this.onDestroyCallback.call(this.callbackContext); - } - this.input.reset(true); - if(typeof state === 'function') { - this.state = new state(this); - } else { - this.state = state; - } - if(this.state['create'] || this.state['update']) { - this.callbackContext = this.state; - this.onPreloadCallback = null; - this.onLoadRenderCallback = null; - this.onLoadUpdateCallback = null; - this.onCreateCallback = null; - this.onUpdateCallback = null; - this.onRenderCallback = null; - this.onPreRenderCallback = null; - this.onPausedCallback = null; - this.onDestroyCallback = null; - if(this.state['preload']) { - this.onPreloadCallback = this.state['preload']; - } - if(this.state['loadRender']) { - this.onLoadRenderCallback = this.state['loadRender']; - } - if(this.state['loadUpdate']) { - this.onLoadUpdateCallback = this.state['loadUpdate']; - } - if(this.state['create']) { - this.onCreateCallback = this.state['create']; - } - if(this.state['update']) { - this.onUpdateCallback = this.state['update']; - } - if(this.state['preRender']) { - this.onPreRenderCallback = this.state['preRender']; - } - if(this.state['render']) { - this.onRenderCallback = this.state['render']; - } - if(this.state['paused']) { - this.onPausedCallback = this.state['paused']; - } - if(this.state['destroy']) { - this.onDestroyCallback = this.state['destroy']; - } - if(clearWorld) { - this.world.destroy(); - if(clearCache == true) { - this.cache.destroy(); - } - } - this._loadComplete = false; - this.startState(); - } else { - throw new Error("Invalid State object given. Must contain at least a create or update function."); - } - }; - Game.prototype.destroy = function () { - this.callbackContext = null; - this.onPreloadCallback = null; - this.onLoadRenderCallback = null; - this.onLoadUpdateCallback = null; - this.onCreateCallback = null; - this.onUpdateCallback = null; - this.onRenderCallback = null; - this.onPausedCallback = null; - this.onDestroyCallback = null; - this.cache = null; - this.input = null; - this.load = null; - this.sound = null; - this.stage = null; - this.time = null; - this.world = null; - this.isBooted = false; - }; - Object.defineProperty(Game.prototype, "paused", { - get: function () { - return this._paused; - }, - set: function (value) { - if(value == true && this._paused == false) { - this._paused = true; - this.onPause.dispatch(); - this.sound.pauseAll(); - this._raf.callback = this.pausedLoop; - } else if(value == false && this._paused == true) { - this._paused = false; - this.onResume.dispatch(); - this.input.reset(); - this.sound.resumeAll(); - if(this.isRunning == false) { - this._raf.callback = this.bootLoop; - } else { - this._raf.callback = this.loop; - } - } - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Game.prototype, "camera", { - get: function () { - return this.world.cameras.current; - }, - enumerable: true, - configurable: true - }); - return Game; - })(); - Phaser.Game = Game; -})(Phaser || (Phaser = {})); diff --git a/wip/TS Tests/phaser-mobile.css b/wip/TS Tests/phaser-mobile.css deleted file mode 100644 index 8d6a8eaa..00000000 --- a/wip/TS Tests/phaser-mobile.css +++ /dev/null @@ -1,22 +0,0 @@ -body -{ - background: #000000; - color: white; - font: 1em/2em Arial, Helvetica; - -webkit-touch-callout: none; - -webkit-user-select: none; - -khtml-user-select: none; - -moz-user-select: none; - -ms-user-select: none; - user-select: none; - padding: 0; -} - -* { - user-select: none; - -webkit-tap-highlight-color: rgb(0, 0, 0, 0); - -webkit-touch-callout: none; - -webkit-user-select: none; - -moz-user-select: none; - -ms-user-select: none; -} diff --git a/wip/TS Tests/phaser.css b/wip/TS Tests/phaser.css deleted file mode 100644 index 26ec25a0..00000000 --- a/wip/TS Tests/phaser.css +++ /dev/null @@ -1,209 +0,0 @@ -body -{ - background: url(assets/suite/background.png); - color: white; - font: 1em/2em Arial, Helvetica; - -webkit-touch-callout: none; - -webkit-user-select: none; - -khtml-user-select: none; - -moz-user-select: none; - -ms-user-select: none; - user-select: none; - padding: 16px; -} - -* { - user-select: none; - -webkit-tap-highlight-color: rgba(0, 0, 0, 0); - -webkit-touch-callout: none; - -webkit-user-select: none; - -moz-user-select: none; - -ms-user-select: none; -} - -#links { - padding: 16px; -} - -:-webkit-full-screen { - width: 100%; - height: 100%; -} - -h1 { - font-family: 'Arial', sans-serif; - font-size: 30pt; - margin: 0; - padding: 16px; - text-shadow: 0px 4px 3px rgba(0,0,0,0.4), 0px 8px 13px rgba(0,0,0,0.1), 0px 18px 23px rgba(0,0,0,0.1); -} - -h2 { - font-family: 'Arial', sans-serif; - font-size: 20pt; - margin: 16px 0px 16px 0px; - text-shadow: 0px 4px 3px rgba(0,0,0,0.4), 0px 8px 13px rgba(0,0,0,0.1), 0px 18px 23px rgba(0,0,0,0.1); -} - -h3 { - font-family: 'Arial', sans-serif; - font-size: 30px; - margin: 16px 0px 16px 16px; - text-shadow: 0px 4px 3px rgba(0,0,0,0.4), 0px 8px 13px rgba(0,0,0,0.1), 0px 18px 23px rgba(0,0,0,0.1); -} - -a { - color: yellow; - text-decoration: none; -} - -a:Hover { - color: #ffffff; -} - -.button -{ - display: inline-block; - white-space: nowrap; - background-color: #ccc; - border: 1px solid #777; - padding: 0 1.5em; - margin: 0.5em; - font: bold 1em/2em Arial, Helvetica; - text-decoration: none; - color: #333; - text-shadow: 0 1px 0 rgba(255, 255, 255, .8); - -moz-border-radius: .2em; - -webkit-border-radius: .2em; - border-radius: .2em; - -moz-box-shadow: 0 0 1px 1px rgba(255, 255, 255, .8) inset, 0 1px 0 rgba(0, 0, 0, .3); - -webkit-box-shadow: 0 0 1px 1px rgba(255, 255, 255, .8) inset, 0 1px 0 rgba(0, 0, 0, .3); - box-shadow: 0 0 1px 1px rgba(255, 255, 255, .8) inset, 0 1px 0 rgba(0, 0, 0, .3); - background-image: linear-gradient(top, #eee, #ccc); -} - -.button:hover -{ - background-color: #ddd; - background-image: linear-gradient(top, #fafafa, #ddd); -} - -.button:active -{ - -moz-box-shadow: 0 0 4px 2px rgba(0,0,0,.3) inset; - -webkit-box-shadow: 0 0 4px 2px rgba(0,0,0,.3) inset; - box-shadow: 0 0 4px 2px rgba(0,0,0,.3) inset; - position: relative; - top: 1px; -} - -.button:focus -{ - outline: 0; - background: #fafafa; -} - -.button:before -{ - background: #ccc; - background: rgba(0,0,0,.1); - float: left; - width: 1em; - text-align: center; - font-size: 1.5em; - margin: 0 1em 0 -1em; - padding: 0 .2em; - -moz-box-shadow: 1px 0 0 rgba(0,0,0,.5), 2px 0 0 rgba(255,255,255,.5); - -webkit-box-shadow: 1px 0 0 rgba(0,0,0,.5), 2px 0 0 rgba(255,255,255,.5); - box-shadow: 1px 0 0 rgba(0,0,0,.5), 2px 0 0 rgba(255,255,255,.5); - -moz-border-radius: .15em 0 0 .15em; - -webkit-border-radius: .15em 0 0 .15em; - border-radius: .15em 0 0 .15em; - pointer-events: none; -} - -/* Hexadecimal entities for the icons */ - -.add:before -{ - content: "\271A"; -} - -.edit:before -{ - content: "\270E"; -} - -.delete:before -{ - content: "\2718"; -} - -.save:before -{ - content: "\2714"; -} - -.email:before -{ - content: "\2709"; -} - -.like:before -{ - content: "\2764"; -} - -.next:before -{ - content: "\279C"; -} - -.star:before -{ - content: "\2605"; -} - -.spark:before -{ - content: "\2737"; -} - -.play:before -{ - content: "\25B6"; -} - -/* Buttons and inputs */ -button.button, input.button -{ - cursor: pointer; - overflow: visible; /* removes extra side spacing in IE */ -} - -/* removes extra inner spacing in Firefox */ -button::-moz-focus-inner -{ - border: 0; - padding: 0; -} - -/* If line-height can't be modified, then fix Firefox spacing with padding */ - input::-moz-focus-inner -{ - padding: .4em; -} - -/* The disabled styles */ -.button[disabled], .button[disabled]:hover, .button.disabled, .button.disabled:hover -{ - background: #eee; - color: #aaa; - border-color: #aaa; - cursor: default; - text-shadow: none; - position: static; - -moz-box-shadow: none; - -webkit-box-shadow: none; - box-shadow: none; -} diff --git a/wip/TS Tests/physics/circle 1.js b/wip/TS Tests/physics/circle 1.js deleted file mode 100644 index 6b35e540..00000000 --- a/wip/TS Tests/physics/circle 1.js +++ /dev/null @@ -1,166 +0,0 @@ -/// -(function () { - var game = new Phaser.Game(this, 'game', 800, 600, preload, create, update, render); - function preload() { - game.load.image('ball', 'assets/sprites/shinyball.png'); - game.load.image('carrot', 'assets/sprites/carrot.png'); - } - var cells; - var b; - var c; - var t; - var ball; - var carrot; - function create() { - //this.ball = game.add.sprite(0, 0, 'ball'); - carrot = game.add.sprite(300, 50, 'carrot'); - // N+ motion version - carrot.body.aabb.drag.setTo(1, 1); - carrot.body.aabb.bounce.setTo(0.3, 0.3); - carrot.body.aabb.gravity.setTo(0, 0.3); - //carrot.body.aabb.bounce.setTo(0.5, 0.5); - //carrot.body.aabb.drag.x = 50; - //carrot.body.aabb.drag.y = 50; - //carrot.body.aabb.velocity.y = 250; - //this.b = game.add.aabb(game.stage.randomX, 200, 22, 21); - //this.c = game.add.circle(200, 200, 16); - // pos is center, not upper-left - this.cells = []; - var tid; - for(var i = 0; i < 10; i++) { - if(i % 2 == 0) { - tid = Phaser.Physics.TileMapCell.TID_CONCAVEpn; - //tid = Phaser.Physics.TileMapCell.TID_45DEGpn; - } else { - //tid = Phaser.Physics.TileMapCell.TID_CONCAVEnn; - tid = Phaser.Physics.TileMapCell.TID_45DEGnn; - } - //tid = Phaser.Physics.TileMapCell.TID_FULL; - this.cells.push(game.add.cell(100 + (i * 100), 400, 50, 50, tid)); - } - } - function update() { - /* - carrot.body.aabb.acceleration.x = 0; - carrot.body.aabb.acceleration.y = 0; - - if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT)) - { - carrot.body.aabb.acceleration.x = -200; - } - else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) - { - carrot.body.aabb.acceleration.x = 200; - } - - if (game.input.keyboard.isDown(Phaser.Keyboard.UP)) - { - carrot.body.aabb.acceleration.y = -200; - } - else if (game.input.keyboard.isDown(Phaser.Keyboard.DOWN)) - { - carrot.body.aabb.acceleration.y = 200; - } - - carrot.body.aabb.FFupdate(); - - */ - // This works but it's a static motion (no easing / acceleration) - //carrot.body.aabb.velocity.x = 0; - //carrot.body.aabb.velocity.y = 0; - /* - var s = 200; - - if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT)) - { - carrot.body.aabb.velocity.x = -s; - } - else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) - { - carrot.body.aabb.velocity.x = s; - } - - if (game.input.keyboard.isDown(Phaser.Keyboard.UP)) - { - carrot.body.aabb.velocity.y = -s; - } - else if (game.input.keyboard.isDown(Phaser.Keyboard.DOWN)) - { - carrot.body.aabb.velocity.y = s; - } - - carrot.body.aabb.FFupdate(); - - */ - /* - - // N+ motion - This works but no acceleration and the gravity values are insanely sensitive - - carrot.body.aabb._vx = 0; - carrot.body.aabb._vy = 0; - - if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT)) - { - carrot.body.aabb._vx = -0.2; - } - else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) - { - carrot.body.aabb._vx = 0.2; - } - - if (game.input.keyboard.isDown(Phaser.Keyboard.UP)) - { - carrot.body.aabb._vy = -(0.2 + carrot.body.aabb.gravity.y); - } - else if (game.input.keyboard.isDown(Phaser.Keyboard.DOWN)) - { - carrot.body.aabb._vy = 0.2; - } - - carrot.body.aabb.update(); - - */ - // N+ with Flixel Compute - carrot.body.aabb.velocity.x = 0; - carrot.body.aabb.velocity.y = 0; - var s = 50; - if(game.input.keyboard.isDown(Phaser.Keyboard.LEFT)) { - carrot.body.aabb.velocity.x = -s; - } else if(game.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) { - carrot.body.aabb.velocity.x = s; - } - if(game.input.keyboard.isDown(Phaser.Keyboard.UP)) { - carrot.body.aabb.velocity.y = -s; - } else if(game.input.keyboard.isDown(Phaser.Keyboard.DOWN)) { - carrot.body.aabb.velocity.y = s; - } - carrot.body.aabb.update(); - carrot.body.aabb.collideAABBVsWorldBounds(); - for(var i = 0; i < this.cells.length; i++) { - //this.c.collideCircleVsTile(this.cells[i]); - //this.b.collideAABBVsTile(this.cells[i]); - carrot.body.aabb.collideAABBVsTile(this.cells[i]); - } - //this.c.collideCircleVsWorldBounds(); - //this.b.collideAABBVsWorldBounds(); - //carrot.body.aabb.collideAABBVsWorldBounds(); - //this.ball.transform.centerOn(this.c.pos.x, this.c.pos.y); - //this.carrot.transform.centerOn(this.b.pos.x, this.b.pos.y); - } - function render() { - //this.c.render(game.stage.context); - //this.b.render(game.stage.context); - carrot.body.aabb.render(game.stage.context); - for(var i = 0; i < this.cells.length; i++) { - this.cells[i].render(game.stage.context); - } - Phaser.DebugUtils.renderText('dx: ' + carrot.body.aabb._deltaX, 32, 32); - Phaser.DebugUtils.renderText('dy: ' + carrot.body.aabb._deltaY, 32, 64); - Phaser.DebugUtils.renderText('vx: ' + carrot.body.aabb.velocity.x, 432, 32); - Phaser.DebugUtils.renderText('vy: ' + carrot.body.aabb.velocity.y, 432, 64); - Phaser.DebugUtils.renderText('delta: ' + game.time.delta, 32, 90); - Phaser.DebugUtils.renderText('phye: ' + game.time.physicsElapsed, 32, 110); - Phaser.DebugUtils.renderText('vxd: ' + carrot.body.aabb._vx, 32, 130); - Phaser.DebugUtils.renderText('vyd: ' + carrot.body.aabb._vy, 32, 150); - } -})(); diff --git a/wip/TS Tests/physics/sprite bounds.js b/wip/TS Tests/physics/sprite bounds.js deleted file mode 100644 index 8ad0bedd..00000000 --- a/wip/TS Tests/physics/sprite bounds.js +++ /dev/null @@ -1,34 +0,0 @@ -/// -(function () { - var game = new Phaser.Game(this, 'game', 800, 600, preload, create, update, render); - function preload() { - game.load.image('fuji', 'assets/pics/atari_fujilogo.png'); - } - var fuji; - var tween; - var b; - function create() { - game.stage.backgroundColor = 'rgb(0,0,100)'; - fuji = game.add.sprite(game.stage.centerX, game.stage.centerY, 'fuji'); - fuji.origin.setTo(0, 0.5); - fuji.rotation = 34; - b = new Phaser.Rectangle(fuji.transform.center.x, fuji.transform.center.y, fuji.width, fuji.height); - //game.add.tween(fuji).to({ rotation: 360 }, 20000, Phaser.Easing.Linear.None, true, 0, true); - } - function update() { - if(game.input.activePointer.justPressed()) { - //fuji.transform.centerOn(game.input.x, game.input.y); - fuji.x = game.input.x; - fuji.y = game.input.y; - } - b.x = fuji.transform.center.x - fuji.transform.halfWidth; - b.y = fuji.transform.center.y - fuji.transform.halfHeight; - } - function render() { - //Phaser.DebugUtils.renderSpriteWorldViewBounds(fuji); - //Phaser.DebugUtils.renderSpriteBounds(fuji); - Phaser.DebugUtils.renderSpriteCorners(fuji); - //Phaser.DebugUtils.renderSpriteWorldView(fuji, 32, 32); - Phaser.DebugUtils.renderRectangle(b, 'rgba(237,20,91,0.3)'); - } -})(); diff --git a/wip/TS Tests/scrollzones/ballscroller.js b/wip/TS Tests/scrollzones/ballscroller.js deleted file mode 100644 index bdda1a84..00000000 --- a/wip/TS Tests/scrollzones/ballscroller.js +++ /dev/null @@ -1,24 +0,0 @@ -/// -/// -(function () { - var game = new Phaser.Game(this, 'game', 800, 600, preload, create, update); - function preload() { - game.load.image('balls', 'assets/sprites/balls.png'); - } - var scroller; - function create() { - // The source image (balls.png) is only 102x17 in size, but we want it to create a scroll the size of the whole game window. - // We can take advantage of the way a ScrollZone can create a seamless pattern for us automatically. - // If you create a ScrollRegion larger than the source texture, it'll create a DynamicTexture and perform a pattern fill on it and use that - // for rendering. - // We've rounded the height up to 612 because in order to have a seamless pattern it needs to be a multiple of 17 (the height of the source image) - scroller = game.add.scrollZone('balls', 0, 0, 800, 612); - // Some sin/cos data for the movement - game.math.sinCosGenerator(256, 4, 4, 2); - } - function update() { - // Cycle through the wave data and apply it to the scroll speed (causes the circular wave motion) - scroller.currentRegion.scrollSpeed.x = game.math.shiftSinTable(); - scroller.currentRegion.scrollSpeed.y = game.math.shiftCosTable(); - } -})(); diff --git a/wip/TS Tests/scrollzones/blasteroids.js b/wip/TS Tests/scrollzones/blasteroids.js deleted file mode 100644 index f8d39de6..00000000 --- a/wip/TS Tests/scrollzones/blasteroids.js +++ /dev/null @@ -1,124 +0,0 @@ -/// -(function () { - var game = new Phaser.Game(this, 'game', 800, 600, preload, create, update, render); - - function preload() { - game.load.image('nashwan', 'assets/sprites/xenon2_ship.png'); - game.load.image('starfield', 'assets/misc/starfield.jpg'); - game.load.image('jet', 'assets/sprites/particle1.png'); - game.load.image('bullet', 'assets/misc/bullet1.png'); - } - - var scroller; - var emitter; - var ship; - var bullets; - - var speed = 0; - var fireRate = 0; - var shipMotion; - - function create() { - scroller = game.add.scrollZone('starfield', 0, 0, 1024, 1024); - - emitter = game.add.emitter(game.stage.centerX + 16, game.stage.centerY + 12); - emitter.makeParticles('jet', 250, false, 0); - emitter.setRotation(0, 0); - - // Looks like a smoke trail! - //emitter.globalCompositeOperation = 'xor'; - // Looks way cool :) - emitter.texture.globalCompositeOperation = 'lighter'; - - bullets = game.add.group(50); - - for (var i = 0; i < 50; i++) { - var tempBullet = new Phaser.Sprite(game, game.stage.centerX, game.stage.centerY, 'bullet'); - tempBullet.exists = false; - tempBullet.transform.rotationOffset = 90; - - //tempBullet.setBounds(-100, -100, 900, 700); - //tempBullet.outOfBoundsAction = Phaser.GameObject.OUT_OF_BOUNDS_KILL; - bullets.add(tempBullet); - } - - ship = game.add.sprite(game.stage.centerX, game.stage.centerY, 'nashwan', Phaser.Types.BODY_DYNAMIC); - ship.transform.origin.setTo(0.5, 0.5); - - // We do this because the ship was drawn facing up, but 0 degrees is pointing to the right - ship.transform.rotationOffset = 90; - - game.input.onDown.add(test, this); - } - - function test(event) { - game.stage.scale.startFullScreen(); - } - - function update() { - ship.body.angularVelocity = 0; - - if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT)) { - ship.body.angularVelocity = -200; - } else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) { - ship.body.angularVelocity = 200; - } - - if (game.input.keyboard.isDown(Phaser.Keyboard.UP)) { - speed += 0.1; - - if (speed > 10) { - speed = 10; - } - } else { - speed -= 0.1; - - if (speed < 0) { - speed = 0; - } - } - - //shipMotion = game.motion.velocityFromAngle(ship.rotation, speed); - scroller.setSpeed(shipMotion.x, shipMotion.y); - - if (speed > 2) { - // We use the opposite of the motion because the jets emit out the back of the ship - // The 20 and 30 values just keep them nice and fast - emitter.setXSpeed(-(shipMotion.x * 20), -(shipMotion.x * 30)); - emitter.setYSpeed(-(shipMotion.y * 20), -(shipMotion.y * 30)); - emitter.emitParticle(); - } - - if (game.input.keyboard.isDown(Phaser.Keyboard.SPACEBAR)) { - fire(); - } - } - - function render() { - //ship.body.renderDebugInfo(32, 32); - } - - function recycleBullet(bullet) { - if (bullet.exists && bullet.x < -40 || bullet.x > 840 || bullet.y < -40 || bullet.y > 640) { - bullet.exists = false; - } - } - - function fire() { - if (game.time.now > fireRate) { - var b = bullets.getFirstAvailable(); - - b.x = ship.x; - b.y = ship.y - 26; - - //var bulletMotion = game.motion.velocityFromAngle(ship.rotation, 400); - var bulletMotion = { x: 0, y: 0 }; - - b.revive(); - b.rotation = ship.rotation; - b.body.velocity.setTo(bulletMotion.x, bulletMotion.y); - - fireRate = game.time.now + 100; - } - } -})(); diff --git a/wip/TS Tests/scrollzones/parallax.js b/wip/TS Tests/scrollzones/parallax.js deleted file mode 100644 index 6e65a7e8..00000000 --- a/wip/TS Tests/scrollzones/parallax.js +++ /dev/null @@ -1,30 +0,0 @@ -/// -/// -(function () { - var game = new Phaser.Game(this, 'game', 800, 600, preload, create); - function preload() { - game.load.image('starray', 'assets/pics/auto_scroll_landscape.png'); - } - function create() { - var zone = game.add.scrollZone('starray'); - // Hide the default region (the full image) - zone.currentRegion.visible = false; - var y = 0; - var speed = 16; - // The image consists of 10px high scrolling layers, this creates them quickly (top = fastest, getting slower as we move down) - for(var z = 0; z < 32; z++) { - zone.addRegion(0, y, 640, 10, speed); - if(z <= 15) { - speed -= 1; - } else { - speed += 1; - } - if(z == 15) { - y = 240; - speed += 1; - } else { - y += 10; - } - } - } -})(); diff --git a/wip/TS Tests/scrollzones/region demo.js b/wip/TS Tests/scrollzones/region demo.js deleted file mode 100644 index 8caff26b..00000000 --- a/wip/TS Tests/scrollzones/region demo.js +++ /dev/null @@ -1,21 +0,0 @@ -/// -/// -(function () { - var game = new Phaser.Game(this, 'game', 800, 600, preload, create); - function preload() { - game.load.image('angelDawn', 'assets/pics/game14_angel_dawn.png'); - } - var scroller; - function create() { - // This creates our ScrollZone centered in the middle of the stage. - scroller = game.add.scrollZone('angelDawn', game.stage.centerX - 320, 100); - // By default we won't scroll the full image, but we will create 3 ScrollRegions within it: - // This creates a ScrollRegion which can be thought of as a rectangle within the ScrollZone that can be scrolled - // independantly - this one scrolls the image of the spacemans head - scroller.addRegion(32, 32, 352, 240, 0, 2); - // The head in the top right - scroller.addRegion(480, 30, 96, 96, 4, 0); - // The small piece of text - scroller.addRegion(466, 160, 122, 14, 0, -0.5); - } -})(); diff --git a/wip/TS Tests/scrollzones/scroll window.js b/wip/TS Tests/scrollzones/scroll window.js deleted file mode 100644 index 59c74ee1..00000000 --- a/wip/TS Tests/scrollzones/scroll window.js +++ /dev/null @@ -1,17 +0,0 @@ -/// -/// -(function () { - var game = new Phaser.Game(this, 'game', 800, 600, preload, create); - function preload() { - game.load.image('dragonsun', 'assets/pics/cougar_dragonsun.png'); - game.load.image('overlay', 'assets/pics/scrollframe.png'); - } - var scroller; - function create() { - // This creates our ScrollZone. It is positioned at x32 y32 (world coodinates) - // and is a size of 352x240 (which matches the window in our overlay image) - scroller = game.add.scrollZone('dragonsun', 32, 32, 352, 240); - scroller.setSpeed(2, 2); - game.add.sprite(0, 0, 'overlay'); - } -})(); diff --git a/wip/TS Tests/scrollzones/simple scrollzone.js b/wip/TS Tests/scrollzones/simple scrollzone.js deleted file mode 100644 index 3f958cd4..00000000 --- a/wip/TS Tests/scrollzones/simple scrollzone.js +++ /dev/null @@ -1,15 +0,0 @@ -/// -/// -(function () { - var game = new Phaser.Game(this, 'game', 800, 600, preload, create); - function preload() { - game.load.image('crystal', 'assets/pics/jim_sachs_time_crystal.png'); - } - function create() { - // This creates our ScrollZone. It is positioned at x0 y0 (world coodinates) by default and uses - // the 'crystal' image from the cache. - // The default is for the scroll zone to create 1 new scrolling region the size of the whole image you gave it. - // For this example we'll keep that, but look at the other tests to see reasons why you may not want to. - game.add.scrollZone('crystal').setSpeed(4, 2); - } -})(); diff --git a/wip/TS Tests/scrollzones/skewed scroller.js b/wip/TS Tests/scrollzones/skewed scroller.js deleted file mode 100644 index 81c0c76f..00000000 --- a/wip/TS Tests/scrollzones/skewed scroller.js +++ /dev/null @@ -1,21 +0,0 @@ -/// -/// -(function () { - var game = new Phaser.Game(this, 'game', 800, 600, preload, create); - function preload() { - game.load.image('balls', 'assets/sprites/balls.png'); - } - var leftFace; - var rightFace; - var topFace; - function create() { - topFace = game.add.scrollZone('balls', 200, 0, 204, 204).setSpeed(0, 2.2); - topFace.transform.skew.setTo(0, Math.tan(game.math.radiansToDegrees(-30))); - topFace.transform.scale.setTo(1, 1.3); - leftFace = game.add.scrollZone('balls', 110, 264, 204, 204).setSpeed(0, 2.1); - leftFace.transform.skew.setTo(0, Math.tan(game.math.radiansToDegrees(30))); - rightFace = game.add.scrollZone('balls', 200, 466, 204, 204).setSpeed(0, 2); - rightFace.transform.skew.setTo(0, Math.tan(game.math.radiansToDegrees(-30))); - rightFace.transform.scale.setTo(1, 0.8); - } -})(); diff --git a/wip/TS Tests/sprites/alpha.js b/wip/TS Tests/sprites/alpha.js deleted file mode 100644 index c8faf964..00000000 --- a/wip/TS Tests/sprites/alpha.js +++ /dev/null @@ -1,14 +0,0 @@ -/// -(function () { - var game = new Phaser.Game(this, 'game', 800, 600, preload, create); - function preload() { - // Using Phasers asset loader we load up a PNG from the assets folder - game.load.image('bunny', 'assets/sprites/bunny.png'); - } - function create() { - // Here we'll assign the new sprite to the local bunny variable - var bunny = game.add.sprite(0, 0, 'bunny'); - // And this sets the alpha of the sprite to 0.5, which is 50% opaque - bunny.alpha = 0.5; - } -})(); diff --git a/wip/TS Tests/sprites/animate by framename.js b/wip/TS Tests/sprites/animate by framename.js deleted file mode 100644 index f71e1e05..00000000 --- a/wip/TS Tests/sprites/animate by framename.js +++ /dev/null @@ -1,34 +0,0 @@ -/// -(function () { - var game = new Phaser.Game(this, 'game', 800, 600, preload, create, update); - function preload() { - game.load.atlas('bot', 'assets/sprites/running_bot.png', 'assets/sprites/running_bot.json'); - } - var bot; - function create() { - bot = game.add.sprite(game.stage.width, 300, 'bot'); - // If you are using a Texture Atlas and want to specify the frames of an animation by their name rather than frame index - // then you can use this format: - bot.animations.add('run', [ - 'run00', - 'run01', - 'run02', - 'run03', - 'run04', - 'run05', - 'run06', - 'run07', - 'run08', - 'run09', - 'run10' - ], 10, true, false); - bot.animations.play('run'); - //bot.velocity.x = -100; - } - function update() { - bot.x -= 1; - if(bot.x < -bot.width) { - bot.x = game.stage.width; - } - } -})(); diff --git a/wip/TS Tests/sprites/animation 1.js b/wip/TS Tests/sprites/animation 1.js deleted file mode 100644 index ed5f3d57..00000000 --- a/wip/TS Tests/sprites/animation 1.js +++ /dev/null @@ -1,22 +0,0 @@ -/// -(function () { - var game = new Phaser.Game(this, 'game', 800, 600, preload, create); - function preload() { - // Using Phasers asset loader we load up a PNG from the assets folder - // The sprite sheet is a standard frame-by-frame sheet, and each frame is 37 x 45 pixels in size. - // The final parameter (18) is the number of frames there are. You can omit this if your frames fill the entire sheet. - game.load.spritesheet('mummy', 'assets/sprites/metalslug_mummy37x45.png', 37, 45, 18); - } - var mummy; - function create() { - mummy = game.add.sprite(game.stage.centerX, game.stage.centerY, 'mummy'); - // Here we add new animation called 'walk'. - // As it's the only animation in our sprite sheet we don't need to define the frames being used. - mummy.animations.add('walk'); - // This plays the animation at 20 frames per second on a loop (the 3rd parameter) - // Try changing the 20 value to something low to slow the speed down, or higher to make it play faster. - mummy.animations.play('walk', 20, true); - // This just scales the sprite up so you can see the animation better - mummy.transform.scale.setTo(4, 4); - } -})(); diff --git a/wip/TS Tests/sprites/animation 2.js b/wip/TS Tests/sprites/animation 2.js deleted file mode 100644 index efb1a109..00000000 --- a/wip/TS Tests/sprites/animation 2.js +++ /dev/null @@ -1,21 +0,0 @@ -/// -(function () { - var game = new Phaser.Game(this, 'game', 800, 600, preload, create); - function preload() { - // Using Phasers asset loader we load up a PNG from the assets folder - game.load.spritesheet('monster', 'assets/sprites/metalslug_monster39x40.png', 39, 40); - } - var monster; - function create() { - game.stage.backgroundColor = 'rgb(50,10,10)'; - // Notice the use of 'stage.centerX' - this places the sprite in the middle of the stage without needing to do any extra math - monster = game.add.sprite(game.stage.centerX, game.stage.centerY, 'monster'); - // For this animation we pass 'null' for the frames, because we're going to use them all - // And we set the frame rate (30) and loop status (true) when we add the animation - // If the frame rate and looping is never going to change then it's easier to do it here - monster.animations.add('walk', null, 30, true); - // Then you can just call 'play' on its own with no other values to start things going - monster.animations.play('walk'); - monster.transform.scale.setTo(2, 2); - } -})(); diff --git a/wip/TS Tests/sprites/create sprite 1.js b/wip/TS Tests/sprites/create sprite 1.js deleted file mode 100644 index 85b1c167..00000000 --- a/wip/TS Tests/sprites/create sprite 1.js +++ /dev/null @@ -1,13 +0,0 @@ -/// -(function () { - var game = new Phaser.Game(this, 'game', 800, 600, preload, create); - function preload() { - // Using Phasers asset loader we load up a PNG from the assets folder - game.load.image('bunny', 'assets/sprites/bunny.png'); - } - function create() { - // This will create a Sprite positioned at the top-left of the game (0,0) - // Try changing the 0, 0 values - game.add.sprite(0, 0, 'bunny'); - } -})(); diff --git a/wip/TS Tests/sprites/origin 5.js b/wip/TS Tests/sprites/origin 5.js deleted file mode 100644 index b11ed064..00000000 --- a/wip/TS Tests/sprites/origin 5.js +++ /dev/null @@ -1,228 +0,0 @@ -/// -(function () { - var game = new Phaser.Game(this, 'game', 800, 600, preload, create, update, render); - function preload() { - // Using Phasers asset loader we load up a PNG from the assets folder - game.load.image('disk', 'assets/sprites/oz_pov_melting_disk.png'); - game.load.image('fuji', 'assets/tests/200x100corners.png'); - game.load.image('fuji2', 'assets/tests/200x100corners2.png'); - game.load.image('fuji3', 'assets/tests/320x200.png'); - game.load.image('fuji4', 'assets/tests/320x200g.png'); - } - var fuji; - var fuji2; - var fuji3; - function create() { - game.stage.backgroundColor = 'rgb(0,0,0)'; - //game.world.setSize(2000, 1200, true); - // The sprite is 320 x 200 pixels in size positioned in the middle of the stage - //fuji = game.add.sprite(game.stage.centerX, game.stage.centerY, 'fuji4'); - fuji2 = game.add.sprite(game.stage.centerX, game.stage.centerY, 'fuji3'); - //fuji2 = game.add.sprite(game.stage.centerX, game.stage.centerY, 'fuji2'); - //fuji3 = game.add.sprite(game.stage.centerX, game.stage.centerY, 'fuji2'); - //fuji.visible = false; - //fuji2.visible = false; - //fuji.texture.alpha = 0.6; - //fuji2.texture.alpha = 0.6; - //fuji = game.add.sprite(0, 0, 'fuji'); - //fuji2 = game.add.sprite(0, 0, 'fuji'); - //fuji.transform.scale.setTo(1.5, 1.5); - //fuji.transform.scale.setTo(1.5, 1.5); - //fuji.transform.skew.setTo(0.1, 0.1); - //fuji.texture.alpha = 0.5; - //fuji.texture.flippedX = true; - //fuji.texture.flippedY = true; - //fuji.transform.scale.setTo(2, 2); - //fuji.transform.scale.setTo(2, 2); - // This sets the origin to the center - //fuji.transform.origin.setTo(0.5, 0.5); - //fuji.transform.origin.setTo(0, 0); - fuji2.transform.origin.setTo(1, 1); - //fuji3.transform.origin.setTo(1, 1); - game.input.onTap.add(rotateIt, this); - //game.stage.clear = false; - } - function rotateIt() { - //fuji.rotation += 10; - fuji2.rotation += 10; - //fuji3.rotation += 20; - } - function update() { - //fuji.rotation++; - //fuji2.rotation++; - if(game.input.keyboard.isDown(Phaser.Keyboard.LEFT)) { - game.camera.x -= 4; - } else if(game.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) { - game.camera.x += 4; - } - if(game.input.keyboard.isDown(Phaser.Keyboard.UP)) { - game.camera.y -= 4; - } else if(game.input.keyboard.isDown(Phaser.Keyboard.DOWN)) { - game.camera.y += 4; - } - } - var points; - var points2; - function render() { - // This = the center point - //var cx = fuji2.x + (fuji2.width / 2) * cos - (fuji2.height / 2) * sin; - //var cy = fuji2.y + (fuji2.height / 2) * cos + (fuji2.width / 2) * sin; - // This gives me the top-left of an origin 1,1 - //var cx = fuji2.x + (-fuji2.width / fuji2.transform.origin.x) * cos - (-fuji2.height / fuji2.transform.origin.y) * sin; - //var cy = fuji2.y + (-fuji2.height / fuji2.transform.origin.y) * cos + (-fuji2.width / fuji2.transform.origin.x) * sin; - // This gives me the center point of an origin 1,1 - //var cx = fuji2.x + (-(fuji2.width * fuji2.transform.origin.x) / 2) * cos - (-(fuji2.height * fuji2.transform.origin.y) / 2) * sin; - //var cy = fuji2.y + (-(fuji2.height * fuji2.transform.origin.y) / 2) * cos + (-(fuji2.width * fuji2.transform.origin.x) / 2) * sin; - //var dx = 0.5 * fuji2.transform.origin.x; - //var dy = 0.5 * fuji2.transform.origin.y; - //dx = 1; - //dy = 1; - //console.log(fuji2.width * 0); - //var cx = fuji2.x + (-(fuji2.width * fuji2.transform.origin.x) / dx) * cos - (-(fuji2.height * fuji2.transform.origin.y) / dy) * sin; - //var cy = fuji2.y + (-(fuji2.height * fuji2.transform.origin.y) / dy) * cos + (-(fuji2.width * fuji2.transform.origin.x) / dx) * sin; - // This gives me the center point of an origin 0,0 - //var cx = fuji2.x + ((fuji2.width * fuji2.transform.origin.x) / 2) * cos - ((fuji2.height * fuji2.transform.origin.y) / 2) * sin; - //var cy = fuji2.y + ((fuji2.height * fuji2.transform.origin.y) / 2) * cos + ((fuji2.width * fuji2.transform.origin.x) / 2) * sin; - // center points - //game.stage.context.fillStyle = 'rgb(255,255,0)'; - //game.stage.context.fillRect(fuji.x, fuji.y, 4, 4); - //game.stage.context.fillRect(fuji2.x, fuji2.y, 4, 4); - //game.stage.context.fillRect(cx, cy, 4, 4); - var sin = Math.sin((fuji2.transform.rotation + fuji2.transform.rotationOffset) * Phaser.GameMath.DEG_TO_RAD); - var cos = Math.cos((fuji2.transform.rotation + fuji2.transform.rotationOffset) * Phaser.GameMath.DEG_TO_RAD); - var originX = fuji2.transform.origin.x * fuji2.width; - var originY = fuji2.transform.origin.y * fuji2.height; - var centerX = 0.5 * fuji2.width; - var centerY = 0.5 * fuji2.height; - var distanceX = originX - centerX; - var distanceY = originY - centerY; - var distance = Math.sqrt(((originX - centerX) * (originX - centerX)) + ((originY - centerY) * (originY - centerY))); - var px = fuji2.x + distance * Math.cos(fuji2.transform.rotation + 45 * Math.PI / 180); - var py = fuji2.y + distance * Math.sin(fuji2.transform.rotation + 45 * Math.PI / 180); - game.stage.context.save(); - game.stage.context.fillStyle = 'rgb(255,255,0)'; - game.stage.context.fillText('rect width: ' + originX + ' height: ' + originY, 32, 32); - game.stage.context.fillText('center x: ' + centerX + ' centerY: ' + centerY, 32, 52); - game.stage.context.fillText('angle: ' + fuji2.rotation, 32, 72); - game.stage.context.fillText('point of rotation x: ' + fuji2.transform.origin.x + ' y: ' + fuji2.transform.origin.y, 32, 92); - game.stage.context.fillText('x: ' + fuji2.x + ' y: ' + fuji2.y, fuji2.x + 4, fuji2.y); - game.stage.context.restore(); - game.stage.context.save(); - game.stage.context.fillStyle = 'rgba(255,255,255,0.1)'; - game.stage.context.arc(fuji2.x, fuji2.y, distance, 0, Math.PI * 2); - game.stage.context.fill(); - game.stage.context.restore(); - //points = Phaser.SpriteUtils.getCornersAsPoints(fuji); - //game.stage.context.fillStyle = 'rgb(255,255,255)'; - //game.stage.context.fillRect(points[0].x, points[0].y, 2, 2); - //game.stage.context.fillRect(points[1].x, points[1].y, 2, 2); - //game.stage.context.fillRect(points[2].x, points[2].y, 2, 2); - //game.stage.context.fillRect(points[3].x, points[3].y, 2, 2); - //points2 = Phaser.SpriteUtils.getCornersAsPoints2(fuji2); - //game.stage.context.fillStyle = 'rgb(255,0,0)'; - //game.stage.context.fillRect(points2[0].x, points2[0].y, 2, 2); - //game.stage.context.fillRect(points2[1].x, points2[1].y, 2, 2); - //game.stage.context.fillRect(points2[2].x, points2[2].y, 2, 2); - //game.stage.context.fillRect(points2[3].x, points2[3].y, 2, 2); - /* - //game.stage.context.fillStyle = 'rgb(255,255,255)'; - //game.stage.context.fillRect(fuji.x, fuji.y, 2, 2); - - //var sin = Math.sin(game.math.degreesToRadians(fuji.rotation)); - //var cos = Math.cos(game.math.degreesToRadians(fuji.rotation)); - - //var fx = fuji.x + (fuji.width * fuji.transform.origin.x); - //var fy = fuji.y + (fuji.height * fuji.transform.origin.y); - - // center x/y - //var cx = fuji.width * 0.5; - //var cy = fuji.height * 0.5; - - //var ax = fuji.width * fuji.transform.origin.x; - //var ay = fuji.height * fuji.transform.origin.y; - - //var dx = cx - ax; - //var dy = cy - ay; - - //var fx = fuji.x - dx; - //var fy = fuji.y - dy; - - /* - var ox = fuji.x + (fuji.width * fuji.transform.origin.x); - var oy = fuji.y + (fuji.height * fuji.transform.origin.y); - var cx = fuji.x + (fuji.width * 0.5); - var cy = fuji.y + (fuji.height * 0.5); - - var dx = ox - cx; - var dy = oy - cy; - - game.stage.context.fillText('dx: ' + dx + ' dy: ' + dy, 300, 100); - - var fx = fuji.x + dx; - var fy = fuji.y + dy; - - //game.stage.context.fillStyle = 'rgb(255,0,255)'; - //game.stage.context.fillRect(cx, cy, 20, 20); - - //UL = x + ( Width / 2 ) * cos A - ( Height / 2 ) * sin A - //ul.x = fuji.x + (fuji.width / 2) * cos - (fuji.height / 2) * sin; - ul.x = fx + (fuji.width / 2) * cos - (fuji.height / 2) * sin; - - //UL = y + ( Height / 2 ) * cos A + ( Width / 2 ) * sin A - //ul.y = fuji.y + (fuji.height / 2) * cos + (fuji.width / 2) * sin; - ul.y = fy + (fuji.height / 2) * cos + (fuji.width / 2) * sin; - - //UR = x - ( Width / 2 ) * cos A - ( Height / 2 ) * sin A - //ur.x = fuji.x - (fuji.width / 2) * cos - (fuji.height / 2) * sin; - ur.x = fx - (fuji.width / 2) * cos - (fuji.height / 2) * sin; - - //UR = y + ( Height / 2 ) * cos A - ( Width / 2 ) * sin A - //ur.y = fuji.y + (fuji.height / 2) * cos - (fuji.width / 2) * sin; - ur.y = fy + (fuji.height / 2) * cos - (fuji.width / 2) * sin; - - //BL = x + ( Width / 2 ) * cos A + ( Height / 2 ) * sin A - //bl.x = fuji.x + (fuji.width / 2) * cos + (fuji.height / 2) * sin; - bl.x = fx + (fuji.width / 2) * cos + (fuji.height / 2) * sin; - - //BL = y - ( Height / 2 ) * cos A + ( Width / 2 ) * sin A - //bl.y = fuji.y - (fuji.height / 2) * cos + (fuji.width / 2) * sin; - bl.y = fy - (fuji.height / 2) * cos + (fuji.width / 2) * sin; - - //BR = x - ( Width / 2 ) * cos A + ( Height / 2 ) * sin A - //br.x = fuji.x - (fuji.width / 2) * cos + (fuji.height / 2) * sin; - br.x = fx - (fuji.width / 2) * cos + (fuji.height / 2) * sin; - - //BR = y - ( Height / 2 ) * cos A - ( Width / 2 ) * sin A - //br.y = fuji.y - (fuji.height / 2) * cos - (fuji.width / 2) * sin; - br.y = fy - (fuji.height / 2) * cos - (fuji.width / 2) * sin; - - game.stage.context.fillStyle = 'rgb(255,255,0)'; - game.stage.context.fillRect(ul.x, ul.y, 2, 2); - game.stage.context.fillRect(ur.x, ur.y, 2, 2); - game.stage.context.fillRect(bl.x, bl.y, 2, 2); - game.stage.context.fillRect(br.x, br.y, 2, 2); - - - - //game.stage.context.fillRect(fuji.x - fuji.width / 2, fuji.y - fuji.width / 2, 2, 2); - - //game.stage.context.fillStyle = 'rgb(255,255,0)'; - //game.stage.context.fillRect(fuji2.x, fuji2.y, 2, 2); - - //game.stage.context.fillStyle = 'rgb(255,255,0)'; - //game.stage.context.fillRect(fuji.cameraView.x + fuji.cameraView.halfWidth, fuji.cameraView.y + fuji.cameraView.halfHeight, 2, 2); - - //game.stage.context.strokeStyle = 'rgb(255,255,0)'; - //game.stage.context.strokeRect(fuji.cameraView.x, fuji.cameraView.y, fuji.cameraView.width, fuji.cameraView.height); - - //game.stage.context.strokeStyle = 'rgb(0,255,0)'; - //game.stage.context.strokeRect(fuji.x, fuji.y, wn, hn); - - //game.camera.renderDebugInfo(32, 32); - - //Phaser.DebugUtils.renderSpriteInfo(fuji, 32, 32); - */ - //game.stage.context.strokeStyle = 'rgb(255,255,0)'; - //game.stage.context.strokeRect(fuji.cameraView.x, fuji.cameraView.y, fuji.cameraView.width, fuji.cameraView.height); - } -})(); diff --git a/wip/TS Tests/sprites/out of screen.js b/wip/TS Tests/sprites/out of screen.js deleted file mode 100644 index efba6bc9..00000000 --- a/wip/TS Tests/sprites/out of screen.js +++ /dev/null @@ -1,29 +0,0 @@ -(function() { - var game = new Phaser.Game(this, 'game', 800, 600, init, create, update, render); - - function init() { - game.load.spritesheet('rect', 'assets/buttons/number-buttons-90x90.png', 90, 90); - game.load.start(); - } - function create() { - var rect, factor; - for (var i = 0; i < 16; i++) { - rect = game.add.sprite(10 + Math.random() * 700, 10 + Math.random() * 300, 'rect', Math.round(Math.random() * 5)); - factor = 0.2 + Math.random() * 2; - rect.transform.scale.setTo(factor, factor); - factor = 2 + Math.random() * 6; - rect.speed = factor; - } - console.log(game.world.group.length); - } - function update() { - game.world.group.forEach(function(rect) { - // Apply speed to each rect. - rect.y += rect.speed; - // Move the rect back to screen if it's not. - if (!Phaser.SpriteUtils.onScreen(rect)) { - rect.y = 0; - } - }); - } -})(); diff --git a/wip/TS Tests/sprites/rotate around.js b/wip/TS Tests/sprites/rotate around.js deleted file mode 100644 index 01efc3fc..00000000 --- a/wip/TS Tests/sprites/rotate around.js +++ /dev/null @@ -1,40 +0,0 @@ -(function() { - var game = new Phaser.Game(this, 'game', 800, 600, init, create, update, render); - - var rotationSrv, angle = 0; - - function init() { - game.load.spritesheet('x', 'assets/sprites/x.png', 220, 160); - game.load.start(); - } - function create() { - // Create 6 sprites rotating around the center at the beginning. - for (var i = 0; i < 3; i++) { - game.add.sprite(210 - ((i % 2) ? 140 : 0), 120 * (i + 1), 'x', i); - game.add.sprite(370 + ((i % 2) ? 140 : 0), 120 * (i + 1), 'x', i + 3); - } - - // Set a default rotation server pointer. - rotationSrv = new Phaser.Point(game.stage.centerX, game.stage.centerY); - - // Rotate all the sprites around the touch point. - game.input.onTap.add(function(pointer) { - rotationSrv.x = pointer.position.x; - rotationSrv.y = pointer.position.y; - }); - } - function update() { - angle += 0.1; - - game.world.group.forEach(function(obj) { - var resPointer = new Phaser.Point(obj.x, obj.y); - Phaser.PointUtils.rotateAroundPoint(resPointer, rotationSrv, angle); - obj.x = resPointer.x; - obj.y = resPointer.y; - }); - } - function render() { - Phaser.DebugUtils.context.fillStyle = '#fff'; - Phaser.DebugUtils.context.fillText('Tap or click to set new rotation point.', 280, 100); - } -})(); diff --git a/wip/TS Tests/sprites/scale sprite 1.js b/wip/TS Tests/sprites/scale sprite 1.js deleted file mode 100644 index a7d5fd16..00000000 --- a/wip/TS Tests/sprites/scale sprite 1.js +++ /dev/null @@ -1,19 +0,0 @@ -/// -(function () { - var game = new Phaser.Game(this, 'game', 800, 600, preload, create); - function preload() { - // Using Phasers asset loader we load up a PNG from the assets folder - game.load.image('bunny', 'assets/sprites/bunny.png'); - } - var smallBunny; - function create() { - // Here we'll assign the new sprite to the local smallBunny variable - smallBunny = game.add.sprite(0, 0, 'bunny'); - // And now let's scale the sprite by half - // You can do either: - //smallBunny.scale.x = 0.5; - //smallBunny.scale.y = 0.5; - // Or you can set them both at the same time using setTo: - smallBunny.scale.setTo(0.5, 0.5); - } -})(); diff --git a/wip/TS Tests/sprites/scale sprite 2.js b/wip/TS Tests/sprites/scale sprite 2.js deleted file mode 100644 index 9135ec07..00000000 --- a/wip/TS Tests/sprites/scale sprite 2.js +++ /dev/null @@ -1,19 +0,0 @@ -/// -(function () { - var game = new Phaser.Game(this, 'game', 800, 600, preload, create); - function preload() { - // Using Phasers asset loader we load up a PNG from the assets folder - game.load.image('bunny', 'assets/sprites/bunny.png'); - } - var bigBunny; - function create() { - // Here we'll assign the new sprite to the local bigBunny variable - bigBunny = game.add.sprite(0, 0, 'bunny'); - // And now let's scale the sprite by two - // You can do either: - // smallBunny.transform.scale.x = 2; - // smallBunny.transform.scale.y = 2; - // Or you can set them both at the same time using setTo: - bigBunny.transform.scale.setTo(2, 2); - } -})(); diff --git a/wip/TS Tests/sprites/scale sprite 3.js b/wip/TS Tests/sprites/scale sprite 3.js deleted file mode 100644 index a6bb903c..00000000 --- a/wip/TS Tests/sprites/scale sprite 3.js +++ /dev/null @@ -1,16 +0,0 @@ -/// -(function () { - var game = new Phaser.Game(this, 'game', 800, 600, preload, create); - function preload() { - // Using Phasers asset loader we load up a PNG from the assets folder - game.load.image('bunny', 'assets/sprites/bunny.png'); - } - var bunny; - function create() { - // Here we'll assign the new sprite to the local bunny variable - bunny = game.add.sprite(0, 0, 'bunny'); - // You don't have to use the same values when scaling a sprite, - // here we'll create a short and wide bunny - bunny.transform.scale.setTo(3, 0.7); - } -})(); diff --git a/wip/TS Tests/sprites/scale sprite 4.js b/wip/TS Tests/sprites/scale sprite 4.js deleted file mode 100644 index c1e8490d..00000000 --- a/wip/TS Tests/sprites/scale sprite 4.js +++ /dev/null @@ -1,21 +0,0 @@ -/// -(function () { - var game = new Phaser.Game(this, 'game', 800, 600, preload, create); - function preload() { - // Using Phasers asset loader we load up a PNG from the assets folder - game.load.image('bunny', 'assets/sprites/bunny.png'); - } - var bunny; - var tweenUp; - var tweenDown; - function create() { - // Here we'll assign the new sprite to the local bunny variable - bunny = game.add.sprite(0, 0, 'bunny'); - bunny.transform.scale.setTo(0.5, 0.5); - // This time let's scale the sprite by a looped tween - game.add.tween(bunny.transform.scale).to({ - x: 1.5, - y: 1.5 - }, 2000, Phaser.Easing.Elastic.Out, true, 0, true, true); - } -})(); diff --git a/wip/TS Tests/sprites/scale sprite 5.js b/wip/TS Tests/sprites/scale sprite 5.js deleted file mode 100644 index 0735e97f..00000000 --- a/wip/TS Tests/sprites/scale sprite 5.js +++ /dev/null @@ -1,41 +0,0 @@ -/// -(function () { - var game = new Phaser.Game(this, 'game', 800, 600, preload, create); - function preload() { - // Using Phasers asset loader we load up a PNG from the assets folder - game.load.image('fuji', 'assets/pics/atari_fujilogo.png'); - } - var fuji; - var tween; - function create() { - game.stage.backgroundColor = 'rgb(0,0,100)'; - // Here we'll assign the new sprite to the local fuji variable - fuji = game.add.sprite(game.stage.centerX, game.stage.centerY, 'fuji'); - // sets origin to the center of the sprite (half the width and half the height) - fuji.transform.origin.setTo(0.5, 0.5); - // We'll tween the scale down to zero (which will make the sprite invisible) and then flip it - // The end result should look like turning over a card - // Create our tween - tween = game.add.tween(fuji.transform.scale); - // Start it going - scaleLeft(); - } - function scaleLeft() { - tween.clear(); - tween.to({ - x: 0 - }, 1000); - tween.onComplete.add(scaleRight, this); - tween.start(); - } - function scaleRight() { - tween.clear(); - tween.to({ - x: 1 - }, 1000); - tween.onComplete.add(scaleLeft, this); - tween.start(); - // This line says "if the texture is flippedX then unflip it (set flippedX to false), otherwise set flippedX to true - (fuji.texture.flippedX) ? fuji.texture.flippedX = false : fuji.texture.flippedX = true; - } -})(); diff --git a/wip/TS Tests/sprites/sprite origin 1.js b/wip/TS Tests/sprites/sprite origin 1.js deleted file mode 100644 index 027133e7..00000000 --- a/wip/TS Tests/sprites/sprite origin 1.js +++ /dev/null @@ -1,19 +0,0 @@ -/// -(function () { - var game = new Phaser.Game(this, 'game', 800, 600, preload, create); - function preload() { - // Using Phasers asset loader we load up a PNG from the assets folder - game.load.image('fuji', 'assets/pics/atari_fujilogo.png'); - } - var fuji; - function create() { - game.stage.backgroundColor = 'rgb(0,0,100)'; - // Here we'll assign the new sprite to the local fuji variable - fuji = game.add.sprite(game.stage.centerX, game.stage.centerY, 'fuji'); - // The sprite is 320 x 200 pixels in size - // If we don't set an origin then the sprite will rotate around 0,0 - the top left corner - game.add.tween(fuji).to({ - rotation: 360 - }, 2000, Phaser.Easing.Linear.None, true, 0, true); - } -})(); diff --git a/wip/TS Tests/sprites/sprite origin 2.js b/wip/TS Tests/sprites/sprite origin 2.js deleted file mode 100644 index 5c700a30..00000000 --- a/wip/TS Tests/sprites/sprite origin 2.js +++ /dev/null @@ -1,21 +0,0 @@ -/// -(function () { - var game = new Phaser.Game(this, 'game', 800, 600, preload, create); - function preload() { - // Using Phasers asset loader we load up a PNG from the assets folder - game.load.image('fuji', 'assets/pics/atari_fujilogo.png'); - } - var fuji; - function create() { - game.stage.backgroundColor = 'rgb(0,0,100)'; - // Here we'll assign the new sprite to the local fuji variable - fuji = game.add.sprite(game.stage.centerX, game.stage.centerY, 'fuji'); - // The sprite is 320 x 200 pixels in size - // Here we set the origin to the center of the sprite (half of its width and height, so 160x100) - // This will cause it to rotate on its center - fuji.transform.origin.setTo(0.5, 0.5); - game.add.tween(fuji).to({ - rotation: 360 - }, 2000, Phaser.Easing.Linear.None, true, 0, true); - } -})(); diff --git a/wip/TS Tests/sprites/sprite origin 3.js b/wip/TS Tests/sprites/sprite origin 3.js deleted file mode 100644 index 8ac9181d..00000000 --- a/wip/TS Tests/sprites/sprite origin 3.js +++ /dev/null @@ -1,21 +0,0 @@ -/// -(function () { - var game = new Phaser.Game(this, 'game', 800, 600, preload, create); - function preload() { - // Using Phasers asset loader we load up a PNG from the assets folder - game.load.image('fuji', 'assets/pics/atari_fujilogo.png'); - } - var fuji; - var tween; - function create() { - game.stage.backgroundColor = 'rgb(0,0,100)'; - // Here we'll assign the new sprite to the local fuji variable - fuji = game.add.sprite(game.stage.centerX, game.stage.centerY, 'fuji'); - // The sprite is 320 x 200 pixels in size - // Here we set the origin to be the bottom-right of the sprite - fuji.origin.setTo(1, 1); - game.add.tween(fuji).to({ - rotation: 360 - }, 2000, Phaser.Easing.Linear.None, true, 0, true); - } -})(); diff --git a/wip/TS Tests/sprites/sprite origin 4.js b/wip/TS Tests/sprites/sprite origin 4.js deleted file mode 100644 index 8cd87503..00000000 --- a/wip/TS Tests/sprites/sprite origin 4.js +++ /dev/null @@ -1,41 +0,0 @@ -/// -(function () { - var game = new Phaser.Game(this, 'game', 800, 600, preload, create); - function preload() { - // Using Phasers asset loader we load up a PNG from the assets folder - game.load.image('fuji', 'assets/pics/atari_fujilogo.png'); - } - var fuji; - var tweenUp; - var tweenDown; - function create() { - game.stage.backgroundColor = 'rgb(0,0,100)'; - // Here we'll assign the new sprite to the local fuji variable - fuji = game.add.sprite(game.stage.centerX, game.stage.centerY, 'fuji'); - // The sprite is 320 x 200 pixels in size - // Here we set the origin to the center of the sprite again, so we can rotate and scale it at the same time - fuji.transform.origin.setTo(0.5, 0.5); - game.add.tween(fuji).to({ - rotation: 360 - }, 2000, Phaser.Easing.Linear.None, true, 0, true); - tweenUp = game.add.tween(fuji.transform.scale); - tweenUp.onComplete.add(scaleDown, this); - tweenDown = game.add.tween(fuji.transform.scale); - tweenDown.onComplete.add(scaleUp, this); - scaleUp(); - } - function scaleUp() { - tweenUp.to({ - x: 2, - y: 2 - }, 1000, Phaser.Easing.Elastic.Out); - tweenUp.start(); - } - function scaleDown() { - tweenDown.to({ - x: 0.5, - y: 0.5 - }, 1000, Phaser.Easing.Elastic.Out); - tweenDown.start(); - } -})(); diff --git a/wip/TS Tests/stage/blur filter.js b/wip/TS Tests/stage/blur filter.js deleted file mode 100644 index b1916385..00000000 --- a/wip/TS Tests/stage/blur filter.js +++ /dev/null @@ -1,25 +0,0 @@ -/// -(function () { - var game = new Phaser.Game(this, 'game', 800, 600, preload, create, update); - function preload() { - game.load.image('backdrop', 'assets/pics/remember-me.jpg'); - } - function create() { - game.world.setSize(1920, 1200); - game.add.sprite(0, 0, 'backdrop'); - // Apply a 4px blur to the entire game (this value can be tweened, modified in-game, etc) - game.stage.css3.blur = 4; - } - function update() { - if(game.input.keyboard.isDown(Phaser.Keyboard.LEFT)) { - game.camera.x -= 4; - } else if(game.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) { - game.camera.x += 4; - } - if(game.input.keyboard.isDown(Phaser.Keyboard.UP)) { - game.camera.y -= 4; - } else if(game.input.keyboard.isDown(Phaser.Keyboard.DOWN)) { - game.camera.y += 4; - } - } -})(); diff --git a/wip/TS Tests/stage/brightness filter.js b/wip/TS Tests/stage/brightness filter.js deleted file mode 100644 index 02dc7ee5..00000000 --- a/wip/TS Tests/stage/brightness filter.js +++ /dev/null @@ -1,25 +0,0 @@ -/// -(function () { - var game = new Phaser.Game(this, 'game', 800, 600, preload, create, update); - function preload() { - game.load.image('backdrop', 'assets/pics/remember-me.jpg'); - } - function create() { - game.world.setSize(1920, 1200); - game.add.sprite(0, 0, 'backdrop'); - // Apply a 150% brightness filter to the entire game (this value can be tweened, modified in-game, etc) - game.stage.css3.brightness = 150; - } - function update() { - if(game.input.keyboard.isDown(Phaser.Keyboard.LEFT)) { - game.camera.x -= 4; - } else if(game.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) { - game.camera.x += 4; - } - if(game.input.keyboard.isDown(Phaser.Keyboard.UP)) { - game.camera.y -= 4; - } else if(game.input.keyboard.isDown(Phaser.Keyboard.DOWN)) { - game.camera.y += 4; - } - } -})(); diff --git a/wip/TS Tests/stage/contrast filter.js b/wip/TS Tests/stage/contrast filter.js deleted file mode 100644 index 0f2b3c94..00000000 --- a/wip/TS Tests/stage/contrast filter.js +++ /dev/null @@ -1,25 +0,0 @@ -/// -(function () { - var game = new Phaser.Game(this, 'game', 800, 600, preload, create, update); - function preload() { - game.load.image('backdrop', 'assets/pics/remember-me.jpg'); - } - function create() { - game.world.setSize(1920, 1200); - game.add.sprite(0, 0, 'backdrop'); - // Apply a 250% contrast filter to the entire game (this value can be tweened, modified in-game, etc) - game.stage.css3.contrast = 250; - } - function update() { - if(game.input.keyboard.isDown(Phaser.Keyboard.LEFT)) { - game.camera.x -= 4; - } else if(game.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) { - game.camera.x += 4; - } - if(game.input.keyboard.isDown(Phaser.Keyboard.UP)) { - game.camera.y -= 4; - } else if(game.input.keyboard.isDown(Phaser.Keyboard.DOWN)) { - game.camera.y += 4; - } - } -})(); diff --git a/wip/TS Tests/stage/grayscale filter.js b/wip/TS Tests/stage/grayscale filter.js deleted file mode 100644 index 89cfb2d1..00000000 --- a/wip/TS Tests/stage/grayscale filter.js +++ /dev/null @@ -1,25 +0,0 @@ -/// -(function () { - var game = new Phaser.Game(this, 'game', 800, 600, preload, create, update); - function preload() { - game.load.image('backdrop', 'assets/pics/remember-me.jpg'); - } - function create() { - game.world.setSize(1920, 1200); - game.add.sprite(0, 0, 'backdrop'); - // Apply a 100% contrast filter to the entire game (this value can be tweened, modified in-game, etc) - game.stage.css3.grayscale = 100; - } - function update() { - if(game.input.keyboard.isDown(Phaser.Keyboard.LEFT)) { - game.camera.x -= 4; - } else if(game.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) { - game.camera.x += 4; - } - if(game.input.keyboard.isDown(Phaser.Keyboard.UP)) { - game.camera.y -= 4; - } else if(game.input.keyboard.isDown(Phaser.Keyboard.DOWN)) { - game.camera.y += 4; - } - } -})(); diff --git a/wip/TS Tests/stage/hue rotate filter.js b/wip/TS Tests/stage/hue rotate filter.js deleted file mode 100644 index 6cebd1ce..00000000 --- a/wip/TS Tests/stage/hue rotate filter.js +++ /dev/null @@ -1,27 +0,0 @@ -/// -(function () { - var game = new Phaser.Game(this, 'game', 800, 600, preload, create, update); - function preload() { - game.load.image('backdrop', 'assets/pics/large-color-wheel.png'); - game.load.image('coke', 'assets/sprites/cokecan.png'); - game.load.image('mushroom', 'assets/sprites/mushroom2.png'); - } - var hue = 0; - function create() { - game.world.setSize(800, 800); - game.add.sprite(0, 0, 'backdrop'); - game.add.sprite(30, 20, 'coke'); - game.add.sprite(600, 20, 'mushroom'); - } - function update() { - // The value is given in degrees, so between 0 and 360, hence the wrapValue call below. - hue = game.math.wrapValue(hue, 1, 360); - // Apply a hue rotation to the stage - game.stage.css3.hueRotate = hue; - if(game.input.keyboard.isDown(Phaser.Keyboard.UP)) { - game.camera.y -= 4; - } else if(game.input.keyboard.isDown(Phaser.Keyboard.DOWN)) { - game.camera.y += 4; - } - } -})(); diff --git a/wip/TS Tests/stage/sepia filter.js b/wip/TS Tests/stage/sepia filter.js deleted file mode 100644 index 39a21e8c..00000000 --- a/wip/TS Tests/stage/sepia filter.js +++ /dev/null @@ -1,25 +0,0 @@ -/// -(function () { - var game = new Phaser.Game(this, 'game', 800, 600, preload, create, update); - function preload() { - game.load.image('backdrop', 'assets/pics/remember-me.jpg'); - } - function create() { - game.world.setSize(1920, 1200); - game.add.sprite(0, 0, 'backdrop'); - // Apply a 100% sepia filter to the entire game (this value can be tweened, modified in-game, etc) - game.stage.css3.sepia = 100; - } - function update() { - if(game.input.keyboard.isDown(Phaser.Keyboard.LEFT)) { - game.camera.x -= 4; - } else if(game.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) { - game.camera.x += 4; - } - if(game.input.keyboard.isDown(Phaser.Keyboard.UP)) { - game.camera.y -= 4; - } else if(game.input.keyboard.isDown(Phaser.Keyboard.DOWN)) { - game.camera.y += 4; - } - } -})(); diff --git a/wip/TS Tests/textures/dynamic texture 1.js b/wip/TS Tests/textures/dynamic texture 1.js deleted file mode 100644 index ab8ba296..00000000 --- a/wip/TS Tests/textures/dynamic texture 1.js +++ /dev/null @@ -1,56 +0,0 @@ -/// -(function () { - var game = new Phaser.Game(this, 'game', 800, 600, preload, create, update); - function preload() { - game.load.image('ball', 'assets/sprites/shinyball.png'); - } - var wobblyBall; - function create() { - // Create our DynamicTexture - wobblyBall = game.add.dynamicTexture(32, 64); - // And apply it to 100 randomly positioned sprites - for(var i = 0; i < 100; i++) { - var temp = game.add.sprite(game.world.randomX, game.world.randomY); - temp.texture.loadDynamicTexture(wobblyBall); - } - // Populate the wave with some data - waveData = game.math.sinCosGenerator(32, 8, 8, 2); - } - function update() { - wobblyBall.clear(); - updateWobblyBall(); - } - // This creates a simple sine-wave effect running through our DynamicTexture. - // This is then duplicated across all sprites using it, meaning we only have to calculate it once. - var waveSize = 8; - var wavePixelChunk = 2; - var waveData; - var waveDataCounter; - function updateWobblyBall() { - var s = 0; - var copyRect = { - x: 0, - y: 0, - w: wavePixelChunk, - h: 32 - }; - var copyPoint = { - x: 0, - y: 0 - }; - for(var x = 0; x < 32; x += wavePixelChunk) { - copyPoint.x = x; - copyPoint.y = waveSize + (waveSize / 2) + waveData[s]; - wobblyBall.context.drawImage(game.cache.getImage('ball'), copyRect.x, copyRect.y, copyRect.w, copyRect.h, copyPoint.x, copyPoint.y, copyRect.w, copyRect.h); - copyRect.x += wavePixelChunk; - s++; - } - // Cycle through the wave data - this is what causes the image to "undulate" - var t = waveData.shift(); - waveData.push(t); - waveDataCounter++; - if(waveDataCounter == waveData.length) { - waveDataCounter = 0; - } - } -})(); diff --git a/wip/TS Tests/textures/dynamic texture 2.js b/wip/TS Tests/textures/dynamic texture 2.js deleted file mode 100644 index 3c98de4e..00000000 --- a/wip/TS Tests/textures/dynamic texture 2.js +++ /dev/null @@ -1,42 +0,0 @@ -/// -(function () { - var game = new Phaser.Game(this, 'game', 800, 600, null, create, update, render); - var starfield; - var xx = []; - var yy = []; - var zz = []; - var xxx = 0; - var yyy = 0; - function create() { - // The width of the starfield - var star_w = 12000; - for(var i = 0; i < 800; i++) { - xx[i] = Math.floor(Math.random() * star_w * 2) - star_w; - yy[i] = Math.floor(Math.random() * star_w * 2) - star_w; - zz[i] = Math.floor(Math.random() * 160) + 1; - } - starfield = game.add.dynamicTexture(800, 600); - } - function update() { - starfield.clear(); - for(var i = 0; i < 800; i++) { - if(zz[i] == 1) { - zz[i] = 100; - } - xxx = (xx[i]) / (zz[i]); - yyy = (yy[i]) / (zz[i])--; - //var x: number = xxx + game.input.x; - //var y: number = yyy + game.input.y; - var x = xxx + 400; - var y = yyy + 300; - var c = '#ffffff'; - //if (zz[i] > 80) c = '#666666'; - //else if (zz[i] > 60) c = '#888888' - //else if (zz[i] > 40) c = '#aaaaaa'; - starfield.setPixel(x, y, c); - } - } - function render() { - starfield.render(); - } -})(); diff --git a/wip/TS Tests/textures/filter test.js b/wip/TS Tests/textures/filter test.js deleted file mode 100644 index 961e9f29..00000000 --- a/wip/TS Tests/textures/filter test.js +++ /dev/null @@ -1,39 +0,0 @@ -/// -(function () { - var game = new Phaser.Game(this, 'game', 800, 600, preload, create, update, render); - function preload() { - game.load.image('backdrop', 'assets/pics/large-color-wheel.png'); - game.load.image('coke', 'assets/sprites/cokecan.png'); - game.load.image('mushroom', 'assets/sprites/mushroom2.png'); - } - var hue = 0; - var texture; - function create() { - game.world.setSize(800, 800); - texture = game.add.dynamicTexture(800, 600); - var backdrop = game.add.sprite(0, 0, 'backdrop'); - var cokecan = game.add.sprite(30, 20, 'coke'); - var mushroom = game.add.sprite(600, 20, 'mushroom'); - texture.assignCanvasToGameObjects([ - backdrop, - cokecan, - mushroom - ]); - // Rats, filters don't get applied when the canvas is drawn to another canvas. Oh well :) - texture.css3.grayscale = 100; - } - function update() { - // The value is given in degrees, so between 0 and 360, hence the wrapValue call below. - hue = game.math.wrapValue(hue, 1, 360); - // Apply a hue rotation to the stage - //game.stage.css3.hueRotate = hue; - if(game.input.keyboard.isDown(Phaser.Keyboard.UP)) { - game.camera.y -= 4; - } else if(game.input.keyboard.isDown(Phaser.Keyboard.DOWN)) { - game.camera.y += 4; - } - } - function render() { - texture.render(); - } -})(); diff --git a/wip/TS Tests/textures/starling texture atlas.js b/wip/TS Tests/textures/starling texture atlas.js deleted file mode 100644 index 1a05be32..00000000 --- a/wip/TS Tests/textures/starling texture atlas.js +++ /dev/null @@ -1,30 +0,0 @@ -/// -(function () { - var game = new Phaser.Game(this, 'game', 800, 600, preload, create, update); - function preload() { - // Starling/Sparrow XML Texture Atlas Method 1 - // - // In this example we assume that the XML data is stored in an external file - game.load.atlas('bits', 'assets/sprites/shoebox.png', 'assets/sprites/shoebox.xml', null, Phaser.Loader.TEXTURE_ATLAS_XML_STARLING); - game.load.atlas('bot', 'assets/sprites/shoebot.png', 'assets/sprites/shoebot.xml', null, Phaser.Loader.TEXTURE_ATLAS_XML_STARLING); - } - var bits; - var bot; - function create() { - bot = game.add.sprite(800, 200, 'bot'); - bot.animations.add('run'); - bot.animations.play('run', 20, true); - bits = game.add.sprite(200, 200, 'bits'); - bits.frame = 0; - } - function update() { - bot.x -= 5; - if(bot.x < -bot.width) { - bot.x = game.stage.width; - bits.frame++; - if(bits.frame == bits.animations.frameTotal - 1) { - bits.frame = 0; - } - } - } -})(); diff --git a/wip/TS Tests/textures/texture atlas 1.js b/wip/TS Tests/textures/texture atlas 1.js deleted file mode 100644 index 9f47abc4..00000000 --- a/wip/TS Tests/textures/texture atlas 1.js +++ /dev/null @@ -1,18 +0,0 @@ -/// -(function () { - var game = new Phaser.Game(this, 'game', 800, 600, preload, create); - function preload() { - // Texture Atlas Method 1 - // - // In this example we assume that the TexturePacker JSON data is a string of json data stored as a var - // (in this case botData) - game.load.atlas('bot', 'assets/sprites/running_bot.png', null, botData); - } - var bot; - function create() { - bot = game.add.sprite(400, 300, 'bot'); - bot.animations.add('run', null, 20, true); - bot.animations.play('run'); - } - var botData = '{"frames": [{"filename": "running bot.swf/0000","frame": { "x": 34, "y": 128, "w": 56, "h": 60 },"rotated": false,"trimmed": true,"spriteSourceSize": { "x": 0, "y": 2, "w": 56, "h": 60 },"sourceSize": { "w": 56, "h": 64 }},{"filename": "running bot.swf/0001","frame": { "x": 54, "y": 0, "w": 56, "h": 58 },"rotated": false,"trimmed": true,"spriteSourceSize": { "x": 0, "y": 3, "w": 56, "h": 58 },"sourceSize": { "w": 56, "h": 64 }},{"filename": "running bot.swf/0002","frame": { "x": 54, "y": 58, "w": 56, "h": 58 },"rotated": false,"trimmed": true,"spriteSourceSize": { "x": 0, "y": 3, "w": 56, "h": 58 },"sourceSize": { "w": 56, "h": 64 }},{"filename": "running bot.swf/0003","frame": { "x": 0, "y": 192, "w": 34, "h": 64 },"rotated": false,"trimmed": true,"spriteSourceSize": { "x": 11, "y": 0, "w": 34, "h": 64 },"sourceSize": { "w": 56, "h": 64 }},{"filename": "running bot.swf/0004","frame": { "x": 0, "y": 64, "w": 54, "h": 64 },"rotated": false,"trimmed": true,"spriteSourceSize": { "x": 1, "y": 0, "w": 54, "h": 64 },"sourceSize": { "w": 56, "h": 64 }},{"filename": "running bot.swf/0005","frame": { "x": 196, "y": 0, "w": 56, "h": 58 },"rotated": false,"trimmed": true,"spriteSourceSize": { "x": 0, "y": 3, "w": 56, "h": 58 },"sourceSize": { "w": 56, "h": 64 }},{"filename": "running bot.swf/0006","frame": { "x": 0, "y": 0, "w": 54, "h": 64 },"rotated": false,"trimmed": true,"spriteSourceSize": { "x": 1, "y": 0, "w": 54, "h": 64 },"sourceSize": { "w": 56, "h": 64 }},{"filename": "running bot.swf/0007","frame": { "x": 140, "y": 0, "w": 56, "h": 58 },"rotated": false,"trimmed": true,"spriteSourceSize": { "x": 0, "y": 3, "w": 56, "h": 58 },"sourceSize": { "w": 56, "h": 64 }},{"filename": "running bot.swf/0008","frame": { "x": 34, "y": 188, "w": 50, "h": 60 },"rotated": false,"trimmed": true,"spriteSourceSize": { "x": 3, "y": 2, "w": 50, "h": 60 },"sourceSize": { "w": 56, "h": 64 }},{"filename": "running bot.swf/0009","frame": { "x": 0, "y": 128, "w": 34, "h": 64 },"rotated": false,"trimmed": true,"spriteSourceSize": { "x": 11, "y": 0, "w": 34, "h": 64 },"sourceSize": { "w": 56, "h": 64 }},{"filename": "running bot.swf/0010","frame": { "x": 84, "y": 188, "w": 56, "h": 58 },"rotated": false,"trimmed": true,"spriteSourceSize": { "x": 0, "y": 3, "w": 56, "h": 58 },"sourceSize": { "w": 56, "h": 64 }}]}'; -})(); diff --git a/wip/TS Tests/textures/texture atlas 2.js b/wip/TS Tests/textures/texture atlas 2.js deleted file mode 100644 index 58f4c1fb..00000000 --- a/wip/TS Tests/textures/texture atlas 2.js +++ /dev/null @@ -1,270 +0,0 @@ -/// -(function () { - var game = new Phaser.Game(this, 'game', 800, 600, preload, create, update); - function preload() { - // Texture Atlas Method 2 - // - // In this example we assume that the TexturePacker JSON data is a real json object stored as a var - // (in this case botData) - game.load.atlas('bot', 'assets/sprites/running_bot.png', null, botData); - } - var bot; - function create() { - bot = game.add.sprite(game.stage.width, 300, 'bot'); - bot.animations.add('run'); - bot.animations.play('run', 10, true); - } - function update() { - bot.x -= 2; - if(bot.x < -bot.width) { - bot.x = game.stage.width; - } - } - var botData = { - "frames": [ - { - "filename": "running bot.swf/0000", - "frame": { - "x": 34, - "y": 128, - "w": 56, - "h": 60 - }, - "rotated": false, - "trimmed": true, - "spriteSourceSize": { - "x": 0, - "y": 2, - "w": 56, - "h": 60 - }, - "sourceSize": { - "w": 56, - "h": 64 - } - }, - { - "filename": "running bot.swf/0001", - "frame": { - "x": 54, - "y": 0, - "w": 56, - "h": 58 - }, - "rotated": false, - "trimmed": true, - "spriteSourceSize": { - "x": 0, - "y": 3, - "w": 56, - "h": 58 - }, - "sourceSize": { - "w": 56, - "h": 64 - } - }, - { - "filename": "running bot.swf/0002", - "frame": { - "x": 54, - "y": 58, - "w": 56, - "h": 58 - }, - "rotated": false, - "trimmed": true, - "spriteSourceSize": { - "x": 0, - "y": 3, - "w": 56, - "h": 58 - }, - "sourceSize": { - "w": 56, - "h": 64 - } - }, - { - "filename": "running bot.swf/0003", - "frame": { - "x": 0, - "y": 192, - "w": 34, - "h": 64 - }, - "rotated": false, - "trimmed": true, - "spriteSourceSize": { - "x": 11, - "y": 0, - "w": 34, - "h": 64 - }, - "sourceSize": { - "w": 56, - "h": 64 - } - }, - { - "filename": "running bot.swf/0004", - "frame": { - "x": 0, - "y": 64, - "w": 54, - "h": 64 - }, - "rotated": false, - "trimmed": true, - "spriteSourceSize": { - "x": 1, - "y": 0, - "w": 54, - "h": 64 - }, - "sourceSize": { - "w": 56, - "h": 64 - } - }, - { - "filename": "running bot.swf/0005", - "frame": { - "x": 196, - "y": 0, - "w": 56, - "h": 58 - }, - "rotated": false, - "trimmed": true, - "spriteSourceSize": { - "x": 0, - "y": 3, - "w": 56, - "h": 58 - }, - "sourceSize": { - "w": 56, - "h": 64 - } - }, - { - "filename": "running bot.swf/0006", - "frame": { - "x": 0, - "y": 0, - "w": 54, - "h": 64 - }, - "rotated": false, - "trimmed": true, - "spriteSourceSize": { - "x": 1, - "y": 0, - "w": 54, - "h": 64 - }, - "sourceSize": { - "w": 56, - "h": 64 - } - }, - { - "filename": "running bot.swf/0007", - "frame": { - "x": 140, - "y": 0, - "w": 56, - "h": 58 - }, - "rotated": false, - "trimmed": true, - "spriteSourceSize": { - "x": 0, - "y": 3, - "w": 56, - "h": 58 - }, - "sourceSize": { - "w": 56, - "h": 64 - } - }, - { - "filename": "running bot.swf/0008", - "frame": { - "x": 34, - "y": 188, - "w": 50, - "h": 60 - }, - "rotated": false, - "trimmed": true, - "spriteSourceSize": { - "x": 3, - "y": 2, - "w": 50, - "h": 60 - }, - "sourceSize": { - "w": 56, - "h": 64 - } - }, - { - "filename": "running bot.swf/0009", - "frame": { - "x": 0, - "y": 128, - "w": 34, - "h": 64 - }, - "rotated": false, - "trimmed": true, - "spriteSourceSize": { - "x": 11, - "y": 0, - "w": 34, - "h": 64 - }, - "sourceSize": { - "w": 56, - "h": 64 - } - }, - { - "filename": "running bot.swf/0010", - "frame": { - "x": 84, - "y": 188, - "w": 56, - "h": 58 - }, - "rotated": false, - "trimmed": true, - "spriteSourceSize": { - "x": 0, - "y": 3, - "w": 56, - "h": 58 - }, - "sourceSize": { - "w": 56, - "h": 64 - } - } - ], - "meta": { - "app": "http://www.texturepacker.com", - "version": "1.0", - "image": "running_bot.png", - "format": "RGBA8888", - "size": { - "w": 252, - "h": 256 - }, - "scale": "0.2", - "smartupdate": "$TexturePacker:SmartUpdate:fb56f261b1eb04e3215824426595f64c$" - } - }; -})(); diff --git a/wip/TS Tests/textures/texture atlas 3.js b/wip/TS Tests/textures/texture atlas 3.js deleted file mode 100644 index 1242d778..00000000 --- a/wip/TS Tests/textures/texture atlas 3.js +++ /dev/null @@ -1,22 +0,0 @@ -/// -(function () { - var game = new Phaser.Game(this, 'game', 800, 600, preload, create, update); - function preload() { - // Texture Atlas Method 3 - // - // In this example we assume that the TexturePacker JSON data is stored in an external file - game.load.atlas('bot', 'assets/sprites/running_bot.png', 'assets/sprites/running_bot.json'); - } - var bot; - function create() { - bot = game.add.sprite(game.stage.width, 300, 'bot'); - bot.animations.add('run'); - bot.animations.play('run', 10, true); - } - function update() { - bot.x -= 2; - if(bot.x < -bot.width) { - bot.x = game.stage.width; - } - } -})(); diff --git a/wip/TS Tests/textures/texture atlas 4.js b/wip/TS Tests/textures/texture atlas 4.js deleted file mode 100644 index 20653eac..00000000 --- a/wip/TS Tests/textures/texture atlas 4.js +++ /dev/null @@ -1,31 +0,0 @@ -/// -(function () { - var game = new Phaser.Game(this, 'game', 800, 600, preload, create); - function preload() { - // Texture Atlas Method 4 - // - // We load a TexturePacker JSON file and image and show you how to make several unique sprites from the same file - game.load.atlas('atlas', 'assets/pics/texturepacker_test.png', 'assets/pics/texturepacker_test.json'); - } - var chick; - var car; - var mech; - var robot; - var cop; - function create() { - game.stage.backgroundColor = 'rgb(40, 40, 40)'; - chick = game.add.sprite(64, 64, 'atlas'); - // You can set the frame based on the frame name (which TexturePacker usually sets to be the filename of the image itself) - chick.frameName = 'budbrain_chick.png'; - // Or by setting the frame index - //chick.frame = 0; - cop = game.add.sprite(600, 64, 'atlas'); - cop.frameName = 'ladycop.png'; - robot = game.add.sprite(50, 300, 'atlas'); - robot.frameName = 'robot.png'; - car = game.add.sprite(100, 400, 'atlas'); - car.frameName = 'supercars_parsec.png'; - mech = game.add.sprite(250, 100, 'atlas'); - mech.frameName = 'titan_mech.png'; - } -})(); diff --git a/wip/TS Tests/tilemaps/csv tilemap.js b/wip/TS Tests/tilemaps/csv tilemap.js deleted file mode 100644 index 8e659c6c..00000000 --- a/wip/TS Tests/tilemaps/csv tilemap.js +++ /dev/null @@ -1,31 +0,0 @@ -/// -/// -(function () { - var game = new Phaser.Game(this, 'game', 800, 600, preload, create, update); - function preload() { - // CSV Tilemap Test - // First we load our map data (a csv file) - game.load.text('csvtest', 'assets/maps/catastrophi_level2.csv'); - // Then we load the actual tile sheet image - game.load.image('csvtiles', 'assets/tiles/catastrophi_tiles_16.png'); - } - function create() { - // This creates the tilemap using the csv and tile sheet we loaded. - // We tell it use to CSV format parser. The 16x16 are the tile sizes. - // The 4th parameter (true) tells the game world to resize itself based on the map dimensions or not. - game.add.tilemap('csvtiles', 'csvtest', Phaser.Tilemap.FORMAT_CSV, true, 16, 16); - } - function update() { - // Simple camera controls - if(game.input.keyboard.isDown(Phaser.Keyboard.LEFT)) { - game.camera.x -= 4; - } else if(game.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) { - game.camera.x += 4; - } - if(game.input.keyboard.isDown(Phaser.Keyboard.UP)) { - game.camera.y -= 4; - } else if(game.input.keyboard.isDown(Phaser.Keyboard.DOWN)) { - game.camera.y += 4; - } - } -})(); diff --git a/wip/TS Tests/tilemaps/map draw.js b/wip/TS Tests/tilemaps/map draw.js deleted file mode 100644 index c20208d3..00000000 --- a/wip/TS Tests/tilemaps/map draw.js +++ /dev/null @@ -1,47 +0,0 @@ -/// -/// -(function () { - var game = new Phaser.Game(this, 'game', 800, 600, preload, create, update); - - function preload() { - game.load.text('platform', 'assets/maps/mapdraw.json'); - game.load.image('tiles', 'assets/tiles/platformer_tiles.png'); - game.load.image('carrot', 'assets/sprites/carrot.png'); - } - - var map; - var emitter; - var marker; - - function create() { - map = game.add.tilemap('tiles', 'platform', Phaser.Tilemap.FORMAT_TILED_JSON); - map.setCollisionRange(21, 53); - map.setCollisionRange(105, 109); - - game.camera.texture.opaque = true; - game.camera.texture.backgroundColor = 'rgb(47,154,204)'; - - marker = game.add.sprite(0, 0); - marker.texture.width = 16; - marker.texture.height = 16; - marker.texture.opaque = true; - marker.texture.backgroundColor = 'rgba(255,0,0,0.4)'; - //emitter = game.add.emitter(32, 80); - //emitter.width = 700; - //emitter.makeParticles('carrot', 100, false, 1); - //emitter.gravity = 150; - //emitter.bounce = 0.8; - //emitter.start(false, 20, 0.05); - } - - function update() { - // Collide everything with the map - //map.collide(); - marker.x = game.math.snapToFloor(game.input.worldX, 16); - marker.y = game.math.snapToFloor(game.input.worldY, 16); - - if (game.input.mousePointer.isDown) { - map.putTile(marker.x, marker.y, 32); - } - } -})(); diff --git a/wip/TS Tests/tilemaps/tiled layers.js b/wip/TS Tests/tilemaps/tiled layers.js deleted file mode 100644 index 6d72c56c..00000000 --- a/wip/TS Tests/tilemaps/tiled layers.js +++ /dev/null @@ -1,33 +0,0 @@ -/// -/// -(function () { - var game = new Phaser.Game(this, 'game', 800, 600, preload, create, update); - function preload() { - // Tiled Tilemap Test - // First we load our map data (a json file exported from the map editor Tiled) - // This data file has several layers within it. Phaser will render them all. - game.load.text('jsontest', 'assets/maps/multi-layer-test.json'); - // Then we load the actual tile sheet image - game.load.image('jsontiles', 'assets/tiles/platformer_tiles.png'); - } - var map; - function create() { - // This creates the tilemap using the json data and tile sheet we loaded. - // We tell it to use the Tiled JSON format parser. - map = game.add.tilemap('jsontiles', 'jsontest', Phaser.Tilemap.FORMAT_TILED_JSON); - //map.currentLayer. - } - function update() { - // Simple camera controls - if(game.input.keyboard.isDown(Phaser.Keyboard.LEFT)) { - game.camera.x -= 4; - } else if(game.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) { - game.camera.x += 4; - } - if(game.input.keyboard.isDown(Phaser.Keyboard.UP)) { - game.camera.y -= 4; - } else if(game.input.keyboard.isDown(Phaser.Keyboard.DOWN)) { - game.camera.y += 4; - } - } -})(); diff --git a/wip/TS Tests/tilemaps/tiled tilemap.js b/wip/TS Tests/tilemaps/tiled tilemap.js deleted file mode 100644 index 876ab223..00000000 --- a/wip/TS Tests/tilemaps/tiled tilemap.js +++ /dev/null @@ -1,31 +0,0 @@ -/// -/// -(function () { - var game = new Phaser.Game(this, 'game', 800, 600, preload, create, update); - function preload() { - // Tiled Tilemap Test - // First we load our map data (a json file exported from the map editor Tiled) - game.load.text('jsontest', 'assets/maps/test.json'); - //myGame.loader.addTextFile('jsontest', 'assets/maps/multi-layer-test.json'); - // Then we load the actual tile sheet image - game.load.image('jsontiles', 'assets/tiles/platformer_tiles.png'); - } - function create() { - // This creates the tilemap using the json data and tile sheet we loaded. - // We tell it to use the Tiled JSON format parser. - game.add.tilemap('jsontiles', 'jsontest', Phaser.Tilemap.FORMAT_TILED_JSON); - } - function update() { - // Simple camera controls - if(game.input.keyboard.isDown(Phaser.Keyboard.LEFT)) { - game.camera.x -= 4; - } else if(game.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) { - game.camera.x += 4; - } - if(game.input.keyboard.isDown(Phaser.Keyboard.UP)) { - game.camera.y -= 4; - } else if(game.input.keyboard.isDown(Phaser.Keyboard.DOWN)) { - game.camera.y += 4; - } - } -})(); diff --git a/wip/TS Tests/tweens/bounce.js b/wip/TS Tests/tweens/bounce.js deleted file mode 100644 index f60c87bc..00000000 --- a/wip/TS Tests/tweens/bounce.js +++ /dev/null @@ -1,21 +0,0 @@ -/// -(function () { - var game = new Phaser.Game(this, 'game', 800, 600, preload, create); - function preload() { - game.load.image('atari', 'assets/sprites/atari130xe.png'); - } - var atari; - function create() { - atari = game.add.sprite(300, 0, 'atari'); - startBounceTween(); - } - function startBounceTween() { - atari.y = 0; - var bounce = game.add.tween(atari); - bounce.to({ - y: 500 - }, 1000 + Math.random() * 3000, Phaser.Easing.Bounce.Out); - bounce.onComplete.add(startBounceTween, this); - bounce.start(); - } -})(); diff --git a/wip/TS Tests/tweens/easing example 1.js b/wip/TS Tests/tweens/easing example 1.js deleted file mode 100644 index bc2a3976..00000000 --- a/wip/TS Tests/tweens/easing example 1.js +++ /dev/null @@ -1,22 +0,0 @@ -/// -(function () { - var game = new Phaser.Game(this, 'game', 800, 600, init, create); - - function init() { - game.load.spritesheet('shadow', 'assets/tests/tween/shadow.png', 80, 15); - game.load.spritesheet('PHASER', 'assets/tests/tween/PHASER.png', 70, 90); - game.load.start(); - } - function create() { - var item; - for (var i = 0; i < 6; i++) { - item = game.add.sprite(190 + 69 * i, -100, 'PHASER', i); - // Add a simple bounce tween to each character's position. - game.add.tween(item) - .to({y: 240}, 2400, Phaser.Easing.Bounce.Out, true, 1000 + 400 * i, false); - } - - // Set background color to white. - game.stage.backgroundColor = '#fff'; - } -})(); diff --git a/wip/TS Tests/tweens/easing example 2.js b/wip/TS Tests/tweens/easing example 2.js deleted file mode 100644 index 491ebd49..00000000 --- a/wip/TS Tests/tweens/easing example 2.js +++ /dev/null @@ -1,27 +0,0 @@ -/// -(function () { - var game = new Phaser.Game(this, 'game', 800, 600, init, create); - - function init() { - game.load.spritesheet('shadow', 'assets/tests/tween/shadow.png', 80, 15); - game.load.spritesheet('PHASER', 'assets/tests/tween/PHASER.png', 70, 90); - game.load.start(); - } - function create() { - var item; - for (var i = 0; i < 6; i++) { - item = game.add.sprite(190 + 69 * i, -100, 'PHASER', i); - // Add a simple bounce tween to each character's position. - game.add.tween(item) - .to({y: 240}, 2400, Phaser.Easing.Bounce.Out, true, 1000 + 400 * i, false); - // Add another rotation tween to the same character. - // Notice that depends on the default origin setting, characters will - // rotate around the left-top corner which looks a little strange. - game.add.tween(item) - .to({rotation: 360}, 2400, Phaser.Easing.Cubic.In, true, 1000 + 400 * i, false); - } - - // Set background color to white. - game.stage.backgroundColor = '#fff'; - } -})(); diff --git a/wip/TS Tests/tweens/easing example 3.js b/wip/TS Tests/tweens/easing example 3.js deleted file mode 100644 index b914e734..00000000 --- a/wip/TS Tests/tweens/easing example 3.js +++ /dev/null @@ -1,27 +0,0 @@ -/// -(function () { - var game = new Phaser.Game(this, 'game', 800, 600, init, create); - - function init() { - game.load.spritesheet('shadow', 'assets/tests/tween/shadow.png', 80, 15); - game.load.spritesheet('PHASER', 'assets/tests/tween/PHASER.png', 70, 90); - game.load.start(); - } - function create() { - var item, tween; - for (var i = 0; i < 6; i++) { - item = game.add.sprite(190 + 69 * i, -100, 'PHASER', i); - // Add a simple bounce tween to each character's position. - tween = game.add.tween(item) - .to({y: 240}, 2400, Phaser.Easing.Bounce.Out, true, 1000 + 400 * i, false); - // Chain another tween to the character after it falls down. - tween.chain( - game.add.tween(item) - .to({y: 640}, 1400, Phaser.Easing.Circular.In, false, 0, false) - ); - } - - // Set background color to white. - game.stage.backgroundColor = '#fff'; - } -})(); diff --git a/wip/TS Tests/tweens/easing example 4.js b/wip/TS Tests/tweens/easing example 4.js deleted file mode 100644 index b31b6c09..00000000 --- a/wip/TS Tests/tweens/easing example 4.js +++ /dev/null @@ -1,37 +0,0 @@ -/// -(function () { - var game = new Phaser.Game(this, 'game', 800, 600, init, create); - - function init() { - game.load.spritesheet('shadow', 'assets/tests/tween/shadow.png', 80, 15); - game.load.spritesheet('PHASER', 'assets/tests/tween/PHASER.png', 70, 90); - game.load.start(); - } - function create() { - var item, tween; - for (var i = 0; i < 6; i++) { - item = game.add.sprite(190 + 69 * i, -100, 'PHASER', i); - // Set origin to the center to make the rotation look better. - item.transform.origin.setTo(0.5, 0.5); - // Add a simple bounce tween to each character's position. - tween = game.add.tween(item) - .to({y: 240}, 2400, Phaser.Easing.Bounce.Out, true, 1000 + 400 * i, false); - // A more complex chain, add a falling and a rotating after - // the first tween done. Notice that tween.chain(t1).chain(t2) - // will not chain the t2 to the t1, they're both chained to - // the tween itself so they'll start the same time. - tween - .chain( - game.add.tween(item) - .to({y: 640}, 1400, Phaser.Easing.Circular.In, false, 0, false) - ) - .chain( - game.add.tween(item) - .to({rotation: 720}, 1600, Phaser.Easing.Cubic.Out, false, 200, false) - ); - } - - // Set background color to white. - game.stage.backgroundColor = '#fff'; - } -})(); diff --git a/wip/TS Tests/tweens/easing example 5.js b/wip/TS Tests/tweens/easing example 5.js deleted file mode 100644 index aa0f276d..00000000 --- a/wip/TS Tests/tweens/easing example 5.js +++ /dev/null @@ -1,38 +0,0 @@ -/// -(function () { - var game = new Phaser.Game(this, 'game', 800, 600, init, create); - - function init() { - game.load.spritesheet('shadow', 'assets/tests/tween/shadow.png', 138, 15); - game.load.spritesheet('PHASER', 'assets/tests/tween/PHASER.png', 70, 90); - game.load.start(); - } - function create() { - var item, shadow, tween; - for (var i = 0; i < 6; i++) { - // Add a shadow to the location which characters will land on. - // And tween their size to make them look like a real shadow. - // Put the following code before items to give shadow a lower - // render order. - shadow = game.add.sprite(190 + 69 * i, 284, 'shadow'); - // Set shadow's size 0 so that it'll be invisible at the beginning. - shadow.transform.scale.setTo(0.0, 0.0); - // Also set the origin to the center since we don't want to - // see the shadow scale to the left top. - shadow.transform.origin.setTo(0.5, 0.5); - game.add.tween(shadow.transform.scale) - .to({x: 1.0, y: 1.0}, 2400, Phaser.Easing.Bounce.Out, true, 1000 + 400 * i, false); - - // Add characters on top of shadows. - item = game.add.sprite(190 + 69 * i, -100, 'PHASER', i); - // Set origin to the center to make the rotation look better. - item.transform.origin.setTo(0.5, 0.5); - // Add a simple bounce tween to each character's position. - tween = game.add.tween(item) - .to({y: 240}, 2400, Phaser.Easing.Bounce.Out, true, 1000 + 400 * i, false); - } - - // Set background color to white. - game.stage.backgroundColor = '#fff'; - } -})(); diff --git a/wip/TS Tests/tweens/easing example 6.js b/wip/TS Tests/tweens/easing example 6.js deleted file mode 100644 index 023b251b..00000000 --- a/wip/TS Tests/tweens/easing example 6.js +++ /dev/null @@ -1,53 +0,0 @@ -/// -(function () { - var game = new Phaser.Game(this, 'game', 800, 600, init, create); - - function init() { - game.load.spritesheet('shadow', 'assets/tests/tween/shadow.png', 80, 15); - game.load.spritesheet('PHASER', 'assets/tests/tween/PHASER.png', 70, 90); - game.load.spritesheet('ribbon', 'assets/tests/tween/ribbon.png', 731, 49); - game.load.start(); - } - function create() { - var ribbon = game.add.sprite(-1000, 256, 'ribbon'); - ribbon.transform.scale.setTo(1.2, 1.0); - // Add ribbon appear animation. - var tween = game.add.tween(ribbon) - .to({x: -218}, 2400, Phaser.Easing.Elastic.Out, true, 0, false); - - // Add characters and give them a delay so they'll appear after the - // ribbon already there. - var item; - var letterGroup = game.add.group(); - for (var i = 0; i < 6; i++) { - item = game.add.sprite(80 + 69 * i, -100, 'PHASER', i); - letterGroup.add(item); - // Set origin to the center to make the rotation look better. - item.transform.origin.setTo(0.5, 0.5); - // Add a simple bounce tween to each character's position. - tween = game.add.tween(item) - .to({y: 240}, 2000, Phaser.Easing.Bounce.Out, true, 1600 + 400 * i, false); - } - - // Move the ribbon out after the last letter landded. - // Instead of using delay, we can use the callback of tweens. - tween.onComplete.add(function() { - tween = game.add.tween(ribbon) - .to({x: -1000}, 1600, Phaser.Easing.Elastic.In, true, 500, false); - // Again add falling animations to the letter after ribbon disappeared. - tween.onComplete.add(function() { - var index = 5; - letterGroup.forEach(function(item) { - game.add.tween(item) - .to({y: 640}, 1000, Phaser.Easing.Circular.In, true, index * 100, false); - game.add.tween(item) - .to({rotation: 720}, 1600, Phaser.Easing.Cubic.Out, true, 200 + index * 300, false); - index--; - }); - }); - }); - - // Set background color to white. - game.stage.backgroundColor = '#fff'; - } -})(); diff --git a/wip/TS Tests/tweens/pause test.js b/wip/TS Tests/tweens/pause test.js deleted file mode 100644 index 1178e1b4..00000000 --- a/wip/TS Tests/tweens/pause test.js +++ /dev/null @@ -1,14 +0,0 @@ -/// -(function () { - var game = new Phaser.Game(this, 'game', 800, 600, preload, create); - function preload() { - game.load.image('atari', 'assets/sprites/atari130xe.png'); - } - var atari; - function create() { - atari = game.add.sprite(300, 0, 'atari'); - game.add.tween(atari).to({ - y: 500 - }, 5000, Phaser.Easing.Bounce.Out, true, 5000); - } -})(); diff --git a/wip/TS Tests/tweens/tween loop 1.js b/wip/TS Tests/tweens/tween loop 1.js deleted file mode 100644 index 9978703a..00000000 --- a/wip/TS Tests/tweens/tween loop 1.js +++ /dev/null @@ -1,21 +0,0 @@ -/// -(function () { - var game = new Phaser.Game(this, 'game', 800, 600, preload, create); - function preload() { - // Using Phasers asset loader we load up a PNG from the assets folder - game.load.image('swirl', 'assets/pics/color_wheel_swirl.png'); - } - var swirl; - function create() { - // Here we'll assign the new sprite to the local swirl variable - swirl = game.add.sprite(game.stage.centerX, game.stage.centerY, 'swirl'); - // Increase the size of the sprite a little so it covers the edges of the stage - swirl.scale.setTo(1.4, 1.4); - // Set the origin to the middle of the Sprite to get the effect we need - swirl.origin.setTo(0.5, 0.5); - // Create a tween that rotates a full 360 degrees and then repeats (loop set to true) - game.add.tween(swirl).to({ - rotation: 360 - }, 2000, Phaser.Easing.Linear.None, true, 0, true); - } -})(); diff --git a/wip/TS Tests/tweens/tween loop 2.js b/wip/TS Tests/tweens/tween loop 2.js deleted file mode 100644 index d005dbc1..00000000 --- a/wip/TS Tests/tweens/tween loop 2.js +++ /dev/null @@ -1,25 +0,0 @@ -/// -(function () { - var game = new Phaser.Game(this, 'game', 800, 600, preload, create); - function preload() { - // Using Phasers asset loader we load up a PNG from the assets folder - game.load.image('swirl', 'assets/pics/color_wheel_swirl.png'); - } - var swirl; - function create() { - // Here we'll assign the new sprite to the local swirl variable - swirl = game.add.sprite(game.stage.centerX, game.stage.centerY, 'swirl'); - // Increase the size of the sprite a little so it covers the edges of the stage - swirl.scale.setTo(1.4, 1.4); - // Set the origin to the middle of the Sprite to get the effect we need - swirl.origin.setTo(0.5, 0.5); - // Create a tween that rotates a full 360 degrees and then repeats (loop set to true) - game.add.tween(swirl).to({ - rotation: 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zj(BxF(iTAdYrl;A%ur&P4x^Okl?pH|kIA=4^P0$1Nny;S*pu8>mQOQu*1arho&QNH RxGBzR-D=XR{C{rQ^B>*b= minX) === true || (output.y <= maxY && output.y >= minY) === true) { - output.result = true; - } - } - return output; - }; - Collision.lineToRawSegment = function lineToRawSegment(line, x1, y1, x2, y2, output) { - if (typeof output === "undefined") { output = new Phaser.IntersectResult(); } - var denominator = (line.x1 - line.x2) * (y1 - y2) - (line.y1 - line.y2) * (x1 - x2); - if(denominator !== 0) { - output.x = ((line.x1 * line.y2 - line.y1 * line.x2) * (x1 - x2) - (line.x1 - line.x2) * (x1 * y2 - y1 * x2)) / denominator; - output.y = ((line.x1 * line.y2 - line.y1 * line.x2) * (y1 - y2) - (line.y1 - line.y2) * (x1 * y2 - y1 * x2)) / denominator; - var maxX = Math.max(x1, x2); - var minX = Math.min(x1, x2); - var maxY = Math.max(y1, y2); - var minY = Math.min(y1, y2); - if((output.x <= maxX && output.x >= minX) === true || (output.y <= maxY && output.y >= minY) === true) { - output.result = true; - } - } - return output; - }; - Collision.lineToRay = function lineToRay(line1, ray, output) { - if (typeof output === "undefined") { output = new Phaser.IntersectResult(); } - var denominator = (line1.x1 - line1.x2) * (ray.y1 - ray.y2) - (line1.y1 - line1.y2) * (ray.x1 - ray.x2); - if(denominator !== 0) { - output.x = ((line1.x1 * line1.y2 - line1.y1 * line1.x2) * (ray.x1 - ray.x2) - (line1.x1 - line1.x2) * (ray.x1 * ray.y2 - ray.y1 * ray.x2)) / denominator; - output.y = ((line1.x1 * line1.y2 - line1.y1 * line1.x2) * (ray.y1 - ray.y2) - (line1.y1 - line1.y2) * (ray.x1 * ray.y2 - ray.y1 * ray.x2)) / denominator; - output.result = true; - if(!(ray.x1 >= ray.x2) && output.x < ray.x1) { - output.result = false; - } - if(!(ray.y1 >= ray.y2) && output.y < ray.y1) { - output.result = false; - } - } - return output; - }; - Collision.lineToCircle = function lineToCircle(line, circle, output) { - if (typeof output === "undefined") { output = new Phaser.IntersectResult(); } - if(line.perp(circle.x, circle.y).length <= circle.radius) { - output.result = true; - } - return output; - }; - Collision.lineToRectangle = function lineToRectangle(line, rect, output) { - if (typeof output === "undefined") { output = new Phaser.IntersectResult(); } - Phaser.Collision.lineToRawSegment(line, rect.x, rect.y, rect.right, rect.y, output); - if(output.result === true) { - return output; - } - Phaser.Collision.lineToRawSegment(line, rect.x, rect.y, rect.x, rect.bottom, output); - if(output.result === true) { - return output; - } - Phaser.Collision.lineToRawSegment(line, rect.x, rect.bottom, rect.right, rect.bottom, output); - if(output.result === true) { - return output; - } - Phaser.Collision.lineToRawSegment(line, rect.right, rect.y, rect.right, rect.bottom, output); - return output; - }; - Collision.lineSegmentToLineSegment = function lineSegmentToLineSegment(line1, line2, output) { - if (typeof output === "undefined") { output = new Phaser.IntersectResult(); } - Phaser.Collision.lineToLineSegment(line1, line2); - if(output.result === true) { - if(!(output.x >= Math.min(line1.x1, line1.x2) && output.x <= Math.max(line1.x1, line1.x2) && output.y >= Math.min(line1.y1, line1.y2) && output.y <= Math.max(line1.y1, line1.y2))) { - output.result = false; - } - } - return output; - }; - Collision.lineSegmentToRay = function lineSegmentToRay(line, ray, output) { - if (typeof output === "undefined") { output = new Phaser.IntersectResult(); } - Phaser.Collision.lineToRay(line, ray, output); - if(output.result === true) { - if(!(output.x >= Math.min(line.x1, line.x2) && output.x <= Math.max(line.x1, line.x2) && output.y >= Math.min(line.y1, line.y2) && output.y <= Math.max(line.y1, line.y2))) { - output.result = false; - } - } - return output; - }; - Collision.lineSegmentToCircle = function lineSegmentToCircle(seg, circle, output) { - if (typeof output === "undefined") { output = new Phaser.IntersectResult(); } - var perp = seg.perp(circle.x, circle.y); - if(perp.length <= circle.radius) { - var maxX = Math.max(seg.x1, seg.x2); - var minX = Math.min(seg.x1, seg.x2); - var maxY = Math.max(seg.y1, seg.y2); - var minY = Math.min(seg.y1, seg.y2); - if((perp.x2 <= maxX && perp.x2 >= minX) && (perp.y2 <= maxY && perp.y2 >= minY)) { - output.result = true; - } else { - if(Phaser.Collision.circleContainsPoint(circle, { - x: seg.x1, - y: seg.y1 - }) || Phaser.Collision.circleContainsPoint(circle, { - x: seg.x2, - y: seg.y2 - })) { - output.result = true; - } - } - } - return output; - }; - Collision.lineSegmentToRectangle = function lineSegmentToRectangle(seg, rect, output) { - if (typeof output === "undefined") { output = new Phaser.IntersectResult(); } - if(rect.contains(seg.x1, seg.y1) && rect.contains(seg.x2, seg.y2)) { - output.result = true; - } else { - Phaser.Collision.lineToRawSegment(seg, rect.x, rect.y, rect.right, rect.bottom, output); - if(output.result === true) { - return output; - } - Phaser.Collision.lineToRawSegment(seg, rect.x, rect.y, rect.x, rect.bottom, output); - if(output.result === true) { - return output; - } - Phaser.Collision.lineToRawSegment(seg, rect.x, rect.bottom, rect.right, rect.bottom, output); - if(output.result === true) { - return output; - } - Phaser.Collision.lineToRawSegment(seg, rect.right, rect.y, rect.right, rect.bottom, output); - return output; - } - return output; - }; - Collision.rayToRectangle = function rayToRectangle(ray, rect, output) { - if (typeof output === "undefined") { output = new Phaser.IntersectResult(); } - Phaser.Collision.lineToRectangle(ray, rect, output); - return output; - }; - Collision.rayToLineSegment = function rayToLineSegment(rayX1, rayY1, rayX2, rayY2, lineX1, lineY1, lineX2, lineY2, output) { - if (typeof output === "undefined") { output = new Phaser.IntersectResult(); } - var r; - var s; - var d; - if((rayY2 - rayY1) / (rayX2 - rayX1) != (lineY2 - lineY1) / (lineX2 - lineX1)) { - d = (((rayX2 - rayX1) * (lineY2 - lineY1)) - (rayY2 - rayY1) * (lineX2 - lineX1)); - if(d != 0) { - r = (((rayY1 - lineY1) * (lineX2 - lineX1)) - (rayX1 - lineX1) * (lineY2 - lineY1)) / d; - s = (((rayY1 - lineY1) * (rayX2 - rayX1)) - (rayX1 - lineX1) * (rayY2 - rayY1)) / d; - if(r >= 0) { - if(s >= 0 && s <= 1) { - output.result = true; - output.x = rayX1 + r * (rayX2 - rayX1); - output.y = rayY1 + r * (rayY2 - rayY1); - } - } - } - } - return output; - }; - Collision.pointToRectangle = function pointToRectangle(point, rect, output) { - if (typeof output === "undefined") { output = new Phaser.IntersectResult(); } - output.setTo(point.x, point.y); - output.result = rect.containsPoint(point); - return output; - }; - Collision.rectangleToRectangle = function rectangleToRectangle(rect1, rect2, output) { - if (typeof output === "undefined") { output = new Phaser.IntersectResult(); } - var leftX = Math.max(rect1.x, rect2.x); - var rightX = Math.min(rect1.right, rect2.right); - var topY = Math.max(rect1.y, rect2.y); - var bottomY = Math.min(rect1.bottom, rect2.bottom); - output.setTo(leftX, topY, rightX - leftX, bottomY - topY, rightX - leftX, bottomY - topY); - var cx = output.x + output.width * .5; - var cy = output.y + output.height * .5; - if((cx > rect1.x && cx < rect1.right) && (cy > rect1.y && cy < rect1.bottom)) { - output.result = true; - } - return output; - }; - Collision.rectangleToCircle = function rectangleToCircle(rect, circle, output) { - if (typeof output === "undefined") { output = new Phaser.IntersectResult(); } - return Phaser.Collision.circleToRectangle(circle, rect, output); - }; - Collision.circleToCircle = function circleToCircle(circle1, circle2, output) { - if (typeof output === "undefined") { output = new Phaser.IntersectResult(); } - output.result = ((circle1.radius + circle2.radius) * (circle1.radius + circle2.radius)) >= Phaser.Collision.distanceSquared(circle1.x, circle1.y, circle2.x, circle2.y); - return output; - }; - Collision.circleToRectangle = function circleToRectangle(circle, rect, output) { - if (typeof output === "undefined") { output = new Phaser.IntersectResult(); } - var inflatedRect = rect.clone(); - inflatedRect.inflate(circle.radius, circle.radius); - output.result = inflatedRect.contains(circle.x, circle.y); - return output; - }; - Collision.circleContainsPoint = function circleContainsPoint(circle, point, output) { - if (typeof output === "undefined") { output = new Phaser.IntersectResult(); } - output.result = circle.radius * circle.radius >= Phaser.Collision.distanceSquared(circle.x, circle.y, point.x, point.y); - return output; - }; - Collision.prototype.overlap = function (object1, object2, notifyCallback, processCallback, context) { - if (typeof object1 === "undefined") { object1 = null; } - if (typeof object2 === "undefined") { object2 = null; } - if (typeof notifyCallback === "undefined") { notifyCallback = null; } - if (typeof processCallback === "undefined") { processCallback = null; } - if (typeof context === "undefined") { context = null; } - if(object1 == null) { - object1 = this._game.world.group; - } - if(object2 == object1) { - object2 = null; - } - Phaser.QuadTree.divisions = this._game.world.worldDivisions; - var quadTree = new Phaser.QuadTree(this._game.world.bounds.x, this._game.world.bounds.y, this._game.world.bounds.width, this._game.world.bounds.height); - quadTree.load(object1, object2, notifyCallback, processCallback, context); - var result = quadTree.execute(); - quadTree.destroy(); - quadTree = null; - return result; - }; - Collision.separate = function separate(object1, object2) { - object1.collisionMask.update(); - object2.collisionMask.update(); - var separatedX = Phaser.Collision.separateX(object1, object2); - var separatedY = Phaser.Collision.separateY(object1, object2); - return separatedX || separatedY; - }; - Collision.separateTile = function separateTile(object, x, y, width, height, mass, collideLeft, collideRight, collideUp, collideDown, separateX, separateY) { - object.collisionMask.update(); - var separatedX = Phaser.Collision.separateTileX(object, x, y, width, height, mass, collideLeft, collideRight, separateX); - var separatedY = Phaser.Collision.separateTileY(object, x, y, width, height, mass, collideUp, collideDown, separateY); - return separatedX || separatedY; - }; - Collision.separateTileX = function separateTileX(object, x, y, width, height, mass, collideLeft, collideRight, separate) { - if(object.immovable) { - return false; - } - var overlap = 0; - var objDelta = object.x - object.last.x; - if(objDelta != 0) { - var objDeltaAbs = (objDelta > 0) ? objDelta : -objDelta; - var objBounds = new Phaser.Quad(object.x - ((objDelta > 0) ? objDelta : 0), object.last.y, object.width + ((objDelta > 0) ? objDelta : -objDelta), object.height); - if((objBounds.x + objBounds.width > x) && (objBounds.x < x + width) && (objBounds.y + objBounds.height > y) && (objBounds.y < y + height)) { - var maxOverlap = objDeltaAbs + Phaser.Collision.OVERLAP_BIAS; - if(objDelta > 0) { - overlap = object.x + object.width - x; - if((overlap > maxOverlap) || !(object.allowCollisions & Phaser.Collision.RIGHT) || collideLeft == false) { - overlap = 0; - } else { - object.touching |= Phaser.Collision.RIGHT; - } - } else if(objDelta < 0) { - overlap = object.x - width - x; - if((-overlap > maxOverlap) || !(object.allowCollisions & Phaser.Collision.LEFT) || collideRight == false) { - overlap = 0; - } else { - object.touching |= Phaser.Collision.LEFT; - } - } - } - } - if(overlap != 0) { - if(separate == true) { - object.x = object.x - overlap; - object.velocity.x = -(object.velocity.x * object.elasticity); - } - Phaser.Collision.TILE_OVERLAP = true; - return true; - } else { - return false; - } - }; - Collision.separateTileY = function separateTileY(object, x, y, width, height, mass, collideUp, collideDown, separate) { - if(object.immovable) { - return false; - } - var overlap = 0; - var objDelta = object.y - object.last.y; - if(objDelta != 0) { - var objDeltaAbs = (objDelta > 0) ? objDelta : -objDelta; - var objBounds = new Phaser.Quad(object.x, object.y - ((objDelta > 0) ? objDelta : 0), object.width, object.height + objDeltaAbs); - if((objBounds.x + objBounds.width > x) && (objBounds.x < x + width) && (objBounds.y + objBounds.height > y) && (objBounds.y < y + height)) { - var maxOverlap = objDeltaAbs + Phaser.Collision.OVERLAP_BIAS; - if(objDelta > 0) { - overlap = object.y + object.height - y; - if((overlap > maxOverlap) || !(object.allowCollisions & Phaser.Collision.DOWN) || collideUp == false) { - overlap = 0; - } else { - object.touching |= Phaser.Collision.DOWN; - } - } else if(objDelta < 0) { - overlap = object.y - height - y; - if((-overlap > maxOverlap) || !(object.allowCollisions & Phaser.Collision.UP) || collideDown == false) { - overlap = 0; - } else { - object.touching |= Phaser.Collision.UP; - } - } - } - } - if(overlap != 0) { - if(separate == true) { - object.y = object.y - overlap; - object.velocity.y = -(object.velocity.y * object.elasticity); - } - Phaser.Collision.TILE_OVERLAP = true; - return true; - } else { - return false; - } - }; - Collision.NEWseparateTileX = function NEWseparateTileX(object, x, y, width, height, mass, collideLeft, collideRight, separate) { - if(object.immovable) { - return false; - } - var overlap = 0; - if(object.collisionMask.deltaX != 0) { - if(object.collisionMask.intersectsRaw(x, x + width, y, y + height)) { - var maxOverlap = object.collisionMask.deltaXAbs + Phaser.Collision.OVERLAP_BIAS; - if(object.collisionMask.deltaX > 0) { - overlap = object.collisionMask.right - x; - if((overlap > maxOverlap) || !(object.allowCollisions & Phaser.Collision.RIGHT) || collideLeft == false) { - overlap = 0; - } else { - object.touching |= Phaser.Collision.RIGHT; - } - } else if(object.collisionMask.deltaX < 0) { - overlap = object.collisionMask.x - width - x; - if((-overlap > maxOverlap) || !(object.allowCollisions & Phaser.Collision.LEFT) || collideRight == false) { - overlap = 0; - } else { - object.touching |= Phaser.Collision.LEFT; - } - } - } - } - if(overlap != 0) { - if(separate == true) { - object.x = object.x - overlap; - object.velocity.x = -(object.velocity.x * object.elasticity); - } - Phaser.Collision.TILE_OVERLAP = true; - return true; - } else { - return false; - } - }; - Collision.NEWseparateTileY = function NEWseparateTileY(object, x, y, width, height, mass, collideUp, collideDown, separate) { - if(object.immovable) { - return false; - } - var overlap = 0; - if(object.collisionMask.deltaY != 0) { - if(object.collisionMask.intersectsRaw(x, x + width, y, y + height)) { - var maxOverlap = object.collisionMask.deltaYAbs + Phaser.Collision.OVERLAP_BIAS; - if(object.collisionMask.deltaY > 0) { - overlap = object.collisionMask.bottom - y; - if((overlap > maxOverlap) || !(object.allowCollisions & Phaser.Collision.DOWN) || collideUp == false) { - overlap = 0; - } else { - object.touching |= Phaser.Collision.DOWN; - } - } else if(object.collisionMask.deltaY < 0) { - overlap = object.collisionMask.y - height - y; - if((-overlap > maxOverlap) || !(object.allowCollisions & Phaser.Collision.UP) || collideDown == false) { - overlap = 0; - } else { - object.touching |= Phaser.Collision.UP; - } - } - } - } - if(overlap != 0) { - if(separate == true) { - object.y = object.y - overlap; - object.velocity.y = -(object.velocity.y * object.elasticity); - } - Phaser.Collision.TILE_OVERLAP = true; - return true; - } else { - return false; - } - }; - Collision.separateX = function separateX(object1, object2) { - if(object1.immovable && object2.immovable) { - return false; - } - var overlap = 0; - if(object1.collisionMask.deltaX != object2.collisionMask.deltaX) { - if(object1.collisionMask.intersects(object2.collisionMask)) { - var maxOverlap = object1.collisionMask.deltaXAbs + object2.collisionMask.deltaXAbs + Phaser.Collision.OVERLAP_BIAS; - if(object1.collisionMask.deltaX > object2.collisionMask.deltaX) { - overlap = object1.collisionMask.right - object2.collisionMask.x; - if((overlap > maxOverlap) || !(object1.allowCollisions & Phaser.Collision.RIGHT) || !(object2.allowCollisions & Phaser.Collision.LEFT)) { - overlap = 0; - } else { - object1.touching |= Phaser.Collision.RIGHT; - object2.touching |= Phaser.Collision.LEFT; - } - } else if(object1.collisionMask.deltaX < object2.collisionMask.deltaX) { - overlap = object1.collisionMask.x - object2.collisionMask.width - object2.collisionMask.x; - if((-overlap > maxOverlap) || !(object1.allowCollisions & Phaser.Collision.LEFT) || !(object2.allowCollisions & Phaser.Collision.RIGHT)) { - overlap = 0; - } else { - object1.touching |= Phaser.Collision.LEFT; - object2.touching |= Phaser.Collision.RIGHT; - } - } - } - } - if(overlap != 0) { - var obj1Velocity = object1.velocity.x; - var obj2Velocity = object2.velocity.x; - if(!object1.immovable && !object2.immovable) { - overlap *= 0.5; - object1.x = object1.x - overlap; - object2.x += overlap; - var obj1NewVelocity = Math.sqrt((obj2Velocity * obj2Velocity * object2.mass) / object1.mass) * ((obj2Velocity > 0) ? 1 : -1); - var obj2NewVelocity = Math.sqrt((obj1Velocity * obj1Velocity * object1.mass) / object2.mass) * ((obj1Velocity > 0) ? 1 : -1); - var average = (obj1NewVelocity + obj2NewVelocity) * 0.5; - obj1NewVelocity -= average; - obj2NewVelocity -= average; - object1.velocity.x = average + obj1NewVelocity * object1.elasticity; - object2.velocity.x = average + obj2NewVelocity * object2.elasticity; - } else if(!object1.immovable) { - object1.x = object1.x - overlap; - object1.velocity.x = obj2Velocity - obj1Velocity * object1.elasticity; - } else if(!object2.immovable) { - object2.x += overlap; - object2.velocity.x = obj1Velocity - obj2Velocity * object2.elasticity; - } - return true; - } else { - return false; - } - }; - Collision.separateY = function separateY(object1, object2) { - if(object1.immovable && object2.immovable) { - return false; - } - var overlap = 0; - if(object1.collisionMask.deltaY != object2.collisionMask.deltaY) { - if(object1.collisionMask.intersects(object2.collisionMask)) { - var maxOverlap = object1.collisionMask.deltaYAbs + object2.collisionMask.deltaYAbs + Phaser.Collision.OVERLAP_BIAS; - if(object1.collisionMask.deltaY > object2.collisionMask.deltaY) { - overlap = object1.collisionMask.bottom - object2.collisionMask.y; - if((overlap > maxOverlap) || !(object1.allowCollisions & Phaser.Collision.DOWN) || !(object2.allowCollisions & Phaser.Collision.UP)) { - overlap = 0; - } else { - object1.touching |= Phaser.Collision.DOWN; - object2.touching |= Phaser.Collision.UP; - } - } else if(object1.collisionMask.deltaY < object2.collisionMask.deltaY) { - overlap = object1.collisionMask.y - object2.collisionMask.height - object2.collisionMask.y; - if((-overlap > maxOverlap) || !(object1.allowCollisions & Phaser.Collision.UP) || !(object2.allowCollisions & Phaser.Collision.DOWN)) { - overlap = 0; - } else { - object1.touching |= Phaser.Collision.UP; - object2.touching |= Phaser.Collision.DOWN; - } - } - } - } - if(overlap != 0) { - var obj1Velocity = object1.velocity.y; - var obj2Velocity = object2.velocity.y; - if(!object1.immovable && !object2.immovable) { - overlap *= 0.5; - object1.y = object1.y - overlap; - object2.y += overlap; - var obj1NewVelocity = Math.sqrt((obj2Velocity * obj2Velocity * object2.mass) / object1.mass) * ((obj2Velocity > 0) ? 1 : -1); - var obj2NewVelocity = Math.sqrt((obj1Velocity * obj1Velocity * object1.mass) / object2.mass) * ((obj1Velocity > 0) ? 1 : -1); - var average = (obj1NewVelocity + obj2NewVelocity) * 0.5; - obj1NewVelocity -= average; - obj2NewVelocity -= average; - object1.velocity.y = average + obj1NewVelocity * object1.elasticity; - object2.velocity.y = average + obj2NewVelocity * object2.elasticity; - } else if(!object1.immovable) { - object1.y = object1.y - overlap; - object1.velocity.y = obj2Velocity - obj1Velocity * object1.elasticity; - if(object2.active && object2.moves && (object1.collisionMask.deltaY > object2.collisionMask.deltaY)) { - object1.x += object2.x - object2.last.x; - } - } else if(!object2.immovable) { - object2.y += overlap; - object2.velocity.y = obj1Velocity - obj2Velocity * object2.elasticity; - if(object1.active && object1.moves && (object1.collisionMask.deltaY < object2.collisionMask.deltaY)) { - object2.x += object1.x - object1.last.x; - } - } - return true; - } else { - return false; - } - }; - Collision.distance = function distance(x1, y1, x2, y2) { - return Math.sqrt((x2 - x1) * (x2 - x1) + (y2 - y1) * (y2 - y1)); - }; - Collision.distanceSquared = function distanceSquared(x1, y1, x2, y2) { - return (x2 - x1) * (x2 - x1) + (y2 - y1) * (y2 - y1); - }; - Collision.flattenPointsOn = function flattenPointsOn(points, normal, result) { - var min = Number.MAX_VALUE; - var max = -Number.MAX_VALUE; - var len = points.length; - for(var i = 0; i < len; i++) { - var dot = points[i].dot(normal); - if(dot < min) { - min = dot; - } - if(dot > max) { - max = dot; - } - } - result[0] = min; - result[1] = max; - }; - Collision.isSeparatingAxis = function isSeparatingAxis(aPos, bPos, aPoints, bPoints, axis, response) { - if (typeof response === "undefined") { response = null; } - var rangeA = Phaser.Collision.T_ARRAYS.pop(); - var rangeB = Phaser.Collision.T_ARRAYS.pop(); - var offsetV = Phaser.Collision.T_VECTORS.pop().copyFrom(bPos).sub(aPos); - var projectedOffset = offsetV.dot(axis); - Phaser.Collision.flattenPointsOn(aPoints, axis, rangeA); - Phaser.Collision.flattenPointsOn(bPoints, axis, rangeB); - rangeB[0] += projectedOffset; - rangeB[1] += projectedOffset; - if(rangeA[0] > rangeB[1] || rangeB[0] > rangeA[1]) { - Phaser.Collision.T_VECTORS.push(offsetV); - Phaser.Collision.T_ARRAYS.push(rangeA); - Phaser.Collision.T_ARRAYS.push(rangeB); - return true; - } - if(response) { - var overlap = 0; - if(rangeA[0] < rangeB[0]) { - response.aInB = false; - if(rangeA[1] < rangeB[1]) { - overlap = rangeA[1] - rangeB[0]; - response.bInA = false; - } else { - var option1 = rangeA[1] - rangeB[0]; - var option2 = rangeB[1] - rangeA[0]; - overlap = option1 < option2 ? option1 : -option2; - } - } else { - response.bInA = false; - if(rangeA[1] > rangeB[1]) { - overlap = rangeA[0] - rangeB[1]; - response.aInB = false; - } else { - var option1 = rangeA[1] - rangeB[0]; - var option2 = rangeB[1] - rangeA[0]; - overlap = option1 < option2 ? option1 : -option2; - } - } - var absOverlap = Math.abs(overlap); - if(absOverlap < response.overlap) { - response.overlap = absOverlap; - response.overlapN.copyFrom(axis); - if(overlap < 0) { - response.overlapN.reverse(); - } - } - } - Phaser.Collision.T_VECTORS.push(offsetV); - Phaser.Collision.T_ARRAYS.push(rangeA); - Phaser.Collision.T_ARRAYS.push(rangeB); - return false; - }; - Collision.LEFT_VORNOI_REGION = -1; - Collision.MIDDLE_VORNOI_REGION = 0; - Collision.RIGHT_VORNOI_REGION = 1; - Collision.vornoiRegion = function vornoiRegion(line, point) { - var len2 = line.length2(); - var dp = point.dot(line); - if(dp < 0) { - return Phaser.Collision.LEFT_VORNOI_REGION; - } else if(dp > len2) { - return Phaser.Collision.RIGHT_VORNOI_REGION; - } else { - return Phaser.Collision.MIDDLE_VORNOI_REGION; - } - }; - Collision.testCircleCircle = function testCircleCircle(a, b, response) { - if (typeof response === "undefined") { response = null; } - var differenceV = Phaser.Collision.T_VECTORS.pop().copyFrom(b.pos).sub(a.pos); - var totalRadius = a.radius + b.radius; - var totalRadiusSq = totalRadius * totalRadius; - var distanceSq = differenceV.length2(); - if(distanceSq > totalRadiusSq) { - Phaser.Collision.T_VECTORS.push(differenceV); - return false; - } - if(response) { - var dist = Math.sqrt(distanceSq); - response.a = a; - response.b = b; - response.overlap = totalRadius - dist; - response.overlapN.copyFrom(differenceV.normalize()); - response.overlapV.copyFrom(differenceV).scale(response.overlap); - response.aInB = a.radius <= b.radius && dist <= b.radius - a.radius; - response.bInA = b.radius <= a.radius && dist <= a.radius - b.radius; - } - Phaser.Collision.T_VECTORS.push(differenceV); - return true; - }; - Collision.testPolygonCircle = function testPolygonCircle(polygon, circle, response) { - if (typeof response === "undefined") { response = null; } - var circlePos = Phaser.Collision.T_VECTORS.pop().copyFrom(circle.pos).sub(polygon.pos); - var radius = circle.radius; - var radius2 = radius * radius; - var points = polygon.points; - var len = points.length; - var edge = Collision.T_VECTORS.pop(); - var point = Collision.T_VECTORS.pop(); - for(var i = 0; i < len; i++) { - var next = i === len - 1 ? 0 : i + 1; - var prev = i === 0 ? len - 1 : i - 1; - var overlap = 0; - var overlapN = null; - edge.copyFrom(polygon.edges[i]); - point.copyFrom(circlePos).sub(points[i]); - if(response && point.length2() > radius2) { - response.aInB = false; - } - var region = Collision.vornoiRegion(edge, point); - if(region === Phaser.Collision.LEFT_VORNOI_REGION) { - edge.copyFrom(polygon.edges[prev]); - var point2 = Phaser.Collision.T_VECTORS.pop().copyFrom(circlePos).sub(points[prev]); - region = Collision.vornoiRegion(edge, point2); - if(region === Phaser.Collision.RIGHT_VORNOI_REGION) { - var dist = point.length2(); - if(dist > radius) { - Phaser.Collision.T_VECTORS.push(circlePos); - Phaser.Collision.T_VECTORS.push(edge); - Phaser.Collision.T_VECTORS.push(point); - Phaser.Collision.T_VECTORS.push(point2); - return false; - } else if(response) { - response.bInA = false; - overlapN = point.normalize(); - overlap = radius - dist; - } - } - Phaser.Collision.T_VECTORS.push(point2); - } else if(region === Phaser.Collision.RIGHT_VORNOI_REGION) { - edge.copyFrom(polygon.edges[next]); - point.copyFrom(circlePos).sub(points[next]); - region = Collision.vornoiRegion(edge, point); - if(region === Phaser.Collision.LEFT_VORNOI_REGION) { - var dist = point.length2(); - if(dist > radius) { - Phaser.Collision.T_VECTORS.push(circlePos); - Phaser.Collision.T_VECTORS.push(edge); - Phaser.Collision.T_VECTORS.push(point); - return false; - } else if(response) { - response.bInA = false; - overlapN = point.normalize(); - overlap = radius - dist; - } - } - } else { - var normal = edge.perp().normalize(); - var dist = point.dot(normal); - var distAbs = Math.abs(dist); - if(dist > 0 && distAbs > radius) { - Phaser.Collision.T_VECTORS.push(circlePos); - Phaser.Collision.T_VECTORS.push(normal); - Phaser.Collision.T_VECTORS.push(point); - return false; - } else if(response) { - overlapN = normal; - overlap = radius - dist; - if(dist >= 0 || overlap < 2 * radius) { - response.bInA = false; - } - } - } - if(overlapN && response && Math.abs(overlap) < Math.abs(response.overlap)) { - response.overlap = overlap; - response.overlapN.copyFrom(overlapN); - } - } - if(response) { - response.a = polygon; - response.b = circle; - response.overlapV.copyFrom(response.overlapN).scale(response.overlap); - } - Phaser.Collision.T_VECTORS.push(circlePos); - Phaser.Collision.T_VECTORS.push(edge); - Phaser.Collision.T_VECTORS.push(point); - return true; - }; - Collision.testCirclePolygon = function testCirclePolygon(circle, polygon, response) { - if (typeof response === "undefined") { response = null; } - var result = Phaser.Collision.testPolygonCircle(polygon, circle, response); - if(result && response) { - var a = response.a; - var aInB = response.aInB; - response.overlapN.reverse(); - response.overlapV.reverse(); - response.a = response.b; - response.b = a; - response.aInB = response.bInA; - response.bInA = aInB; - } - return result; - }; - Collision.testPolygonPolygon = function testPolygonPolygon(a, b, response) { - if (typeof response === "undefined") { response = null; } - var aPoints = a.points; - var aLen = aPoints.length; - var bPoints = b.points; - var bLen = bPoints.length; - for(var i = 0; i < aLen; i++) { - if(Phaser.Collision.isSeparatingAxis(a.pos, b.pos, aPoints, bPoints, a.normals[i], response)) { - return false; - } - } - for(var i = 0; i < bLen; i++) { - if(Phaser.Collision.isSeparatingAxis(a.pos, b.pos, aPoints, bPoints, b.normals[i], response)) { - return false; - } - } - if(response) { - response.a = a; - response.b = b; - response.overlapV.copyFrom(response.overlapN).scale(response.overlap); - } - return true; - }; - return Collision; - })(); - Phaser.Collision = Collision; -})(Phaser || (Phaser = {})); diff --git a/wip/phaser clean up/CollisionMask.js b/wip/phaser clean up/CollisionMask.js deleted file mode 100644 index 037d78c3..00000000 --- a/wip/phaser clean up/CollisionMask.js +++ /dev/null @@ -1,365 +0,0 @@ -/// -/** -* Phaser - CollisionMask -*/ -var Phaser; -(function (Phaser) { - var CollisionMask = (function () { - /** - * CollisionMask constructor. Creates a new CollisionMask for the given GameObject. - * - * @param game {Phaser.Game} Current game instance. - * @param parent {Phaser.GameObject} The GameObject this CollisionMask belongs to. - * @param x {number} The initial x position of the CollisionMask. - * @param y {number} The initial y position of the CollisionMask. - * @param width {number} The width of the CollisionMask. - * @param height {number} The height of the CollisionMask. - */ - function CollisionMask(game, parent, x, y, width, height) { - /** - * Geom type of this sprite. (available: QUAD, POINT, CIRCLE, LINE, RECTANGLE, POLYGON) - * @type {number} - */ - this.type = 0; - this._game = game; - this._parent = parent; - // By default the CollisionMask is a quad - this.type = CollisionMask.QUAD; - this.quad = new Phaser.Quad(this._parent.x, this._parent.y, this._parent.width, this._parent.height); - this.offset = new Phaser.MicroPoint(0, 0); - this.last = new Phaser.MicroPoint(0, 0); - this._ref = this.quad; - return this; - } - CollisionMask.QUAD = 0; - CollisionMask.POINT = 1; - CollisionMask.CIRCLE = 2; - CollisionMask.LINE = 3; - CollisionMask.RECTANGLE = 4; - CollisionMask.POLYGON = 5; - CollisionMask.prototype.createCircle = /** - * Create a circle shape with specific diameter. - * @param diameter {number} Diameter of the circle. - * @return {CollisionMask} This - */ - function (diameter) { - this.type = CollisionMask.CIRCLE; - this.circle = new Phaser.Circle(this.last.x, this.last.y, diameter); - this._ref = this.circle; - return this; - }; - CollisionMask.prototype.preUpdate = /** - * Pre-update is called right before update() on each object in the game loop. - */ - function () { - this.last.x = this.x; - this.last.y = this.y; - }; - CollisionMask.prototype.update = function () { - this._ref.x = this._parent.x + this.offset.x; - this._ref.y = this._parent.y + this.offset.y; - }; - CollisionMask.prototype.render = /** - * Renders the bounding box around this Sprite and the contact points. Useful for visually debugging. - * @param camera {Camera} Camera the bound will be rendered to. - * @param cameraOffsetX {number} X offset of bound to the camera. - * @param cameraOffsetY {number} Y offset of bound to the camera. - */ - function (camera, cameraOffsetX, cameraOffsetY) { - var _dx = cameraOffsetX + (this.x - camera.worldView.x); - var _dy = cameraOffsetY + (this.y - camera.worldView.y); - this._parent.context.fillStyle = this._parent.renderDebugColor; - if(this.type == CollisionMask.QUAD) { - this._parent.context.fillRect(_dx, _dy, this.width, this.height); - } else if(this.type == CollisionMask.CIRCLE) { - this._parent.context.beginPath(); - this._parent.context.arc(_dx, _dy, this.circle.radius, 0, Math.PI * 2); - this._parent.context.fill(); - this._parent.context.closePath(); - } - }; - CollisionMask.prototype.destroy = /** - * Destroy all objects and references belonging to this CollisionMask - */ - function () { - this._game = null; - this._parent = null; - this._ref = null; - this.quad = null; - this.point = null; - this.circle = null; - this.rect = null; - this.line = null; - this.offset = null; - }; - CollisionMask.prototype.intersectsRaw = function (left, right, top, bottom) { - //if ((objBounds.x + objBounds.width > x) && (objBounds.x < x + width) && (objBounds.y + objBounds.height > y) && (objBounds.y < y + height)) - return true; - }; - CollisionMask.prototype.intersectsVector = function (vector) { - if(this.type == CollisionMask.QUAD) { - return this.quad.contains(vector.x, vector.y); - } - }; - CollisionMask.prototype.intersects = /** - * Gives a basic boolean response to a geometric collision. - * If you need the details of the collision use the Collision functions instead and inspect the IntersectResult object. - * @param source {GeomSprite} Sprite you want to check. - * @return {boolean} Whether they overlaps or not. - */ - function (source) { - // Quad vs. Quad - if(this.type == CollisionMask.QUAD && source.type == CollisionMask.QUAD) { - return this.quad.intersects(source.quad); - } - // Circle vs. Circle - if(this.type == CollisionMask.CIRCLE && source.type == CollisionMask.CIRCLE) { - return Phaser.Collision.circleToCircle(this.circle, source.circle).result; - } - // Circle vs. Rect - if(this.type == CollisionMask.CIRCLE && source.type == CollisionMask.RECTANGLE) { - return Phaser.Collision.circleToRectangle(this.circle, source.rect).result; - } - // Circle vs. Point - if(this.type == CollisionMask.CIRCLE && source.type == CollisionMask.POINT) { - return Phaser.Collision.circleContainsPoint(this.circle, source.point).result; - } - // Circle vs. Line - if(this.type == CollisionMask.CIRCLE && source.type == CollisionMask.LINE) { - return Phaser.Collision.lineToCircle(source.line, this.circle).result; - } - // Rect vs. Rect - if(this.type == CollisionMask.RECTANGLE && source.type == CollisionMask.RECTANGLE) { - return Phaser.Collision.rectangleToRectangle(this.rect, source.rect).result; - } - // Rect vs. Circle - if(this.type == CollisionMask.RECTANGLE && source.type == CollisionMask.CIRCLE) { - return Phaser.Collision.circleToRectangle(source.circle, this.rect).result; - } - // Rect vs. Point - if(this.type == CollisionMask.RECTANGLE && source.type == CollisionMask.POINT) { - return Phaser.Collision.pointToRectangle(source.point, this.rect).result; - } - // Rect vs. Line - if(this.type == CollisionMask.RECTANGLE && source.type == CollisionMask.LINE) { - return Phaser.Collision.lineToRectangle(source.line, this.rect).result; - } - // Point vs. Point - if(this.type == CollisionMask.POINT && source.type == CollisionMask.POINT) { - return this.point.equals(source.point); - } - // Point vs. Circle - if(this.type == CollisionMask.POINT && source.type == CollisionMask.CIRCLE) { - return Phaser.Collision.circleContainsPoint(source.circle, this.point).result; - } - // Point vs. Rect - if(this.type == CollisionMask.POINT && source.type == CollisionMask.RECTANGLE) { - return Phaser.Collision.pointToRectangle(this.point, source.rect).result; - } - // Point vs. Line - if(this.type == CollisionMask.POINT && source.type == CollisionMask.LINE) { - return source.line.isPointOnLine(this.point.x, this.point.y); - } - // Line vs. Line - if(this.type == CollisionMask.LINE && source.type == CollisionMask.LINE) { - return Phaser.Collision.lineSegmentToLineSegment(this.line, source.line).result; - } - // Line vs. Circle - if(this.type == CollisionMask.LINE && source.type == CollisionMask.CIRCLE) { - return Phaser.Collision.lineToCircle(this.line, source.circle).result; - } - // Line vs. Rect - if(this.type == CollisionMask.LINE && source.type == CollisionMask.RECTANGLE) { - return Phaser.Collision.lineSegmentToRectangle(this.line, source.rect).result; - } - // Line vs. Point - if(this.type == CollisionMask.LINE && source.type == CollisionMask.POINT) { - return this.line.isPointOnLine(source.point.x, source.point.y); - } - return false; - }; - CollisionMask.prototype.checkHullIntersection = function (mask) { - if((this.hullX + this.hullWidth > mask.hullX) && (this.hullX < mask.hullX + mask.width) && (this.hullY + this.hullHeight > mask.hullY) && (this.hullY < mask.hullY + mask.hullHeight)) { - return true; - } else { - return false; - } - }; - Object.defineProperty(CollisionMask.prototype, "hullWidth", { - get: function () { - if(this.deltaX > 0) { - return this.width + this.deltaX; - } else { - return this.width - this.deltaX; - } - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(CollisionMask.prototype, "hullHeight", { - get: function () { - if(this.deltaY > 0) { - return this.height + this.deltaY; - } else { - return this.height - this.deltaY; - } - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(CollisionMask.prototype, "hullX", { - get: function () { - if(this.x < this.last.x) { - return this.x; - } else { - return this.last.x; - } - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(CollisionMask.prototype, "hullY", { - get: function () { - if(this.y < this.last.y) { - return this.y; - } else { - return this.last.y; - } - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(CollisionMask.prototype, "deltaXAbs", { - get: function () { - return (this.deltaX > 0 ? this.deltaX : -this.deltaX); - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(CollisionMask.prototype, "deltaYAbs", { - get: function () { - return (this.deltaY > 0 ? this.deltaY : -this.deltaY); - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(CollisionMask.prototype, "deltaX", { - get: function () { - return this.x - this.last.x; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(CollisionMask.prototype, "deltaY", { - get: function () { - return this.y - this.last.y; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(CollisionMask.prototype, "x", { - get: function () { - return this._ref.x; - //return this.quad.x; - }, - set: function (value) { - this._ref.x = value; - //this.quad.x = value; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(CollisionMask.prototype, "y", { - get: function () { - return this._ref.y; - //return this.quad.y; - }, - set: function (value) { - this._ref.y = value; - //this.quad.y = value; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(CollisionMask.prototype, "width", { - get: function () { - //return this.quad.width; - return this._ref.width; - }, - set: //public get rotation(): number { - // return this._angle; - //} - //public set rotation(value: number) { - // this._angle = this._game.math.wrap(value, 360, 0); - //} - //public get angle(): number { - // return this._angle; - //} - //public set angle(value: number) { - // this._angle = this._game.math.wrap(value, 360, 0); - //} - function (value) { - //this.quad.width = value; - this._ref.width = value; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(CollisionMask.prototype, "height", { - get: function () { - //return this.quad.height; - return this._ref.height; - }, - set: function (value) { - //this.quad.height = value; - this._ref.height = value; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(CollisionMask.prototype, "left", { - get: function () { - return this.x; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(CollisionMask.prototype, "right", { - get: function () { - return this.x + this.width; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(CollisionMask.prototype, "top", { - get: function () { - return this.y; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(CollisionMask.prototype, "bottom", { - get: function () { - return this.y + this.height; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(CollisionMask.prototype, "halfWidth", { - get: function () { - return this.width / 2; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(CollisionMask.prototype, "halfHeight", { - get: function () { - return this.height / 2; - }, - enumerable: true, - configurable: true - }); - return CollisionMask; - })(); - Phaser.CollisionMask = CollisionMask; -})(Phaser || (Phaser = {})); diff --git a/wip/phaser clean up/Debug.js b/wip/phaser clean up/Debug.js deleted file mode 100644 index 2f9b5688..00000000 --- a/wip/phaser clean up/Debug.js +++ /dev/null @@ -1,19 +0,0 @@ -var Shapes; -(function (Shapes) { - - var Point = Shapes.Point = (function () { - function Point(x, y) { - this.x = x; - this.y = y; - } - Point.prototype.getDist = function () { - return Math.sqrt((this.x * this.x) + (this.y * this.y)); - }; - Point.origin = new Point(0, 0); - return Point; - })(); - -})(Shapes || (Shapes = {})); - -var p = new Shapes.Point(3, 4); -var dist = p.getDist(); diff --git a/wip/phaser clean up/Emitter.js b/wip/phaser clean up/Emitter.js deleted file mode 100644 index 694a8b78..00000000 --- a/wip/phaser clean up/Emitter.js +++ /dev/null @@ -1,183 +0,0 @@ -var __extends = this.__extends || function (d, b) { - function __() { this.constructor = d; } - __.prototype = b.prototype; - d.prototype = new __(); -}; -var Phaser; -(function (Phaser) { - var Emitter = (function (_super) { - __extends(Emitter, _super); - function Emitter(game, x, y, size) { - if (typeof x === "undefined") { x = 0; } - if (typeof y === "undefined") { y = 0; } - if (typeof size === "undefined") { size = 0; } - _super.call(this, game, size); - this.x = x; - this.y = y; - this.width = 0; - this.height = 0; - this.minParticleSpeed = new MicroPoint(-100, -100); - this.maxParticleSpeed = new MicroPoint(100, 100); - this.minRotation = -360; - this.maxRotation = 360; - this.gravity = 0; - this.particleClass = null; - this.particleDrag = new MicroPoint(); - this.frequency = 0.1; - this.lifespan = 3; - this.bounce = 0; - this._quantity = 0; - this._counter = 0; - this._explode = true; - this.on = false; - this._point = new MicroPoint(); - } - Emitter.prototype.destroy = function () { - this.minParticleSpeed = null; - this.maxParticleSpeed = null; - this.particleDrag = null; - this.particleClass = null; - this._point = null; - _super.prototype.destroy.call(this); - }; - Emitter.prototype.makeParticles = function (graphics, quantity, multiple, collide) { - if (typeof quantity === "undefined") { quantity = 50; } - if (typeof multiple === "undefined") { multiple = false; } - if (typeof collide === "undefined") { collide = 0; } - this.maxSize = quantity; - var totalFrames = 1; - var randomFrame; - var particle; - var i = 0; - while(i < quantity) { - if(this.particleClass == null) { - particle = new Phaser.Particle(this._game); - } else { - particle = new this.particleClass(this._game); - } - if(multiple) { - } else { - if(graphics) { - particle.loadGraphic(graphics); - } - } - if(collide > 0) { - particle.allowCollisions = Phaser.Collision.ANY; - particle.width *= collide; - particle.height *= collide; - } else { - particle.allowCollisions = Phaser.Collision.NONE; - } - particle.exists = false; - this.add(particle); - i++; - } - return this; - }; - Emitter.prototype.update = function () { - if(this.on) { - if(this._explode) { - this.on = false; - var i = 0; - var l = this._quantity; - if((l <= 0) || (l > this.length)) { - l = this.length; - } - while(i < l) { - this.emitParticle(); - i++; - } - this._quantity = 0; - } else { - this._timer += this._game.time.elapsed; - while((this.frequency > 0) && (this._timer > this.frequency) && this.on) { - this._timer -= this.frequency; - this.emitParticle(); - if((this._quantity > 0) && (++this._counter >= this._quantity)) { - this.on = false; - this._quantity = 0; - } - } - } - } - _super.prototype.update.call(this); - }; - Emitter.prototype.kill = function () { - this.on = false; - _super.prototype.kill.call(this); - }; - Emitter.prototype.start = function (explode, lifespan, frequency, quantity) { - if (typeof explode === "undefined") { explode = true; } - if (typeof lifespan === "undefined") { lifespan = 0; } - if (typeof frequency === "undefined") { frequency = 0.1; } - if (typeof quantity === "undefined") { quantity = 0; } - this.revive(); - this.visible = true; - this.on = true; - this._explode = explode; - this.lifespan = lifespan; - this.frequency = frequency; - this._quantity += quantity; - this._counter = 0; - this._timer = 0; - }; - Emitter.prototype.emitParticle = function () { - var particle = this.recycle(Phaser.Particle); - particle.lifespan = this.lifespan; - particle.elasticity = this.bounce; - particle.reset(this.x - (particle.width >> 1) + this._game.math.random() * this.width, this.y - (particle.height >> 1) + this._game.math.random() * this.height); - particle.visible = true; - if(this.minParticleSpeed.x != this.maxParticleSpeed.x) { - particle.velocity.x = this.minParticleSpeed.x + this._game.math.random() * (this.maxParticleSpeed.x - this.minParticleSpeed.x); - } else { - particle.velocity.x = this.minParticleSpeed.x; - } - if(this.minParticleSpeed.y != this.maxParticleSpeed.y) { - particle.velocity.y = this.minParticleSpeed.y + this._game.math.random() * (this.maxParticleSpeed.y - this.minParticleSpeed.y); - } else { - particle.velocity.y = this.minParticleSpeed.y; - } - particle.acceleration.y = this.gravity; - if(this.minRotation != this.maxRotation && this.minRotation !== 0 && this.maxRotation !== 0) { - particle.angularVelocity = this.minRotation + this._game.math.random() * (this.maxRotation - this.minRotation); - } else { - particle.angularVelocity = this.minRotation; - } - if(particle.angularVelocity != 0) { - particle.angle = this._game.math.random() * 360 - 180; - } - particle.drag.x = this.particleDrag.x; - particle.drag.y = this.particleDrag.y; - particle.onEmit(); - }; - Emitter.prototype.setSize = function (width, height) { - this.width = width; - this.height = height; - }; - Emitter.prototype.setXSpeed = function (min, max) { - if (typeof min === "undefined") { min = 0; } - if (typeof max === "undefined") { max = 0; } - this.minParticleSpeed.x = min; - this.maxParticleSpeed.x = max; - }; - Emitter.prototype.setYSpeed = function (min, max) { - if (typeof min === "undefined") { min = 0; } - if (typeof max === "undefined") { max = 0; } - this.minParticleSpeed.y = min; - this.maxParticleSpeed.y = max; - }; - Emitter.prototype.setRotation = function (min, max) { - if (typeof min === "undefined") { min = 0; } - if (typeof max === "undefined") { max = 0; } - this.minRotation = min; - this.maxRotation = max; - }; - Emitter.prototype.at = function (object) { - object.getMidpoint(this._point); - this.x = this._point.x - (this.width >> 1); - this.y = this._point.y - (this.height >> 1); - }; - return Emitter; - })(Phaser.Group); - Phaser.Emitter = Emitter; -})(Phaser || (Phaser = {})); diff --git a/wip/phaser clean up/GeomSprite.js b/wip/phaser clean up/GeomSprite.js deleted file mode 100644 index 9c59b103..00000000 --- a/wip/phaser clean up/GeomSprite.js +++ /dev/null @@ -1,271 +0,0 @@ -var __extends = this.__extends || function (d, b) { - function __() { this.constructor = d; } - __.prototype = b.prototype; - d.prototype = new __(); -}; -var Phaser; -(function (Phaser) { - var GeomSprite = (function (_super) { - __extends(GeomSprite, _super); - function GeomSprite(game, x, y) { - if (typeof x === "undefined") { x = 0; } - if (typeof y === "undefined") { y = 0; } - _super.call(this, game, x, y); - this._dx = 0; - this._dy = 0; - this._dw = 0; - this._dh = 0; - this.type = 0; - this.renderOutline = true; - this.renderFill = true; - this.lineWidth = 1; - this.lineColor = 'rgb(0,255,0)'; - this.fillColor = 'rgb(0,100,0)'; - this.type = GeomSprite.UNASSIGNED; - return this; - } - GeomSprite.UNASSIGNED = 0; - GeomSprite.CIRCLE = 1; - GeomSprite.LINE = 2; - GeomSprite.POINT = 3; - GeomSprite.RECTANGLE = 4; - GeomSprite.POLYGON = 5; - GeomSprite.prototype.loadCircle = function (circle) { - this.refresh(); - this.circle = circle; - this.type = Phaser.GeomSprite.CIRCLE; - return this; - }; - GeomSprite.prototype.loadLine = function (line) { - this.refresh(); - this.line = line; - this.type = Phaser.GeomSprite.LINE; - return this; - }; - GeomSprite.prototype.loadPoint = function (point) { - this.refresh(); - this.point = point; - this.type = Phaser.GeomSprite.POINT; - return this; - }; - GeomSprite.prototype.loadRectangle = function (rect) { - this.refresh(); - this.rect = rect; - this.type = Phaser.GeomSprite.RECTANGLE; - return this; - }; - GeomSprite.prototype.createCircle = function (diameter) { - this.refresh(); - this.circle = new Phaser.Circle(this.x, this.y, diameter); - this.type = Phaser.GeomSprite.CIRCLE; - this.frameBounds.setTo(this.circle.x - this.circle.radius, this.circle.y - this.circle.radius, this.circle.diameter, this.circle.diameter); - return this; - }; - GeomSprite.prototype.createLine = function (x, y) { - this.refresh(); - this.line = new Phaser.Line(this.x, this.y, x, y); - this.type = Phaser.GeomSprite.LINE; - this.frameBounds.setTo(this.x, this.y, this.line.width, this.line.height); - return this; - }; - GeomSprite.prototype.createPoint = function () { - this.refresh(); - this.point = new Phaser.Point(this.x, this.y); - this.type = Phaser.GeomSprite.POINT; - this.frameBounds.width = 1; - this.frameBounds.height = 1; - return this; - }; - GeomSprite.prototype.createRectangle = function (width, height) { - this.refresh(); - this.rect = new Phaser.Rectangle(this.x, this.y, width, height); - this.type = Phaser.GeomSprite.RECTANGLE; - this.frameBounds.copyFrom(this.rect); - return this; - }; - GeomSprite.prototype.createPolygon = function (points) { - if (typeof points === "undefined") { points = []; } - this.refresh(); - this.polygon = new Phaser.Polygon(new Vector2(this.x, this.y), points); - this.type = Phaser.GeomSprite.POLYGON; - return this; - }; - GeomSprite.prototype.refresh = function () { - this.circle = null; - this.line = null; - this.point = null; - this.rect = null; - }; - GeomSprite.prototype.update = function () { - if(this.type == Phaser.GeomSprite.UNASSIGNED) { - return; - } else if(this.type == Phaser.GeomSprite.CIRCLE) { - this.circle.x = this.x; - this.circle.y = this.y; - this.frameBounds.width = this.circle.diameter; - this.frameBounds.height = this.circle.diameter; - } else if(this.type == Phaser.GeomSprite.LINE) { - this.line.x1 = this.x; - this.line.y1 = this.y; - this.frameBounds.setTo(this.x, this.y, this.line.width, this.line.height); - } else if(this.type == Phaser.GeomSprite.POINT) { - this.point.x = this.x; - this.point.y = this.y; - } else if(this.type == Phaser.GeomSprite.RECTANGLE) { - this.rect.x = this.x; - this.rect.y = this.y; - this.frameBounds.copyFrom(this.rect); - } - }; - GeomSprite.prototype.inCamera = function (camera) { - if(this.scrollFactor.x !== 1.0 || this.scrollFactor.y !== 1.0) { - this._dx = this.frameBounds.x - (camera.x * this.scrollFactor.x); - this._dy = this.frameBounds.y - (camera.y * this.scrollFactor.x); - this._dw = this.frameBounds.width * this.scale.x; - this._dh = this.frameBounds.height * this.scale.y; - return (camera.right > this._dx) && (camera.x < this._dx + this._dw) && (camera.bottom > this._dy) && (camera.y < this._dy + this._dh); - } else { - return camera.intersects(this.frameBounds); - } - }; - GeomSprite.prototype.render = function (camera, cameraOffsetX, cameraOffsetY) { - if(this.type == Phaser.GeomSprite.UNASSIGNED || this.visible === false || this.scale.x == 0 || this.scale.y == 0 || this.alpha < 0.1 || this.cameraBlacklist.indexOf(camera.ID) !== -1 || this.inCamera(camera.worldView) == false) { - return false; - } - if(this.alpha !== 1) { - var globalAlpha = this.context.globalAlpha; - this.context.globalAlpha = this.alpha; - } - this._dx = cameraOffsetX + (this.frameBounds.x - camera.worldView.x); - this._dy = cameraOffsetY + (this.frameBounds.y - camera.worldView.y); - this._dw = this.frameBounds.width * this.scale.x; - this._dh = this.frameBounds.height * this.scale.y; - if(this.scrollFactor.x !== 1.0 || this.scrollFactor.y !== 1.0) { - this._dx -= (camera.worldView.x * this.scrollFactor.x); - this._dy -= (camera.worldView.y * this.scrollFactor.y); - } - this._dx = Math.round(this._dx); - this._dy = Math.round(this._dy); - this._dw = Math.round(this._dw); - this._dh = Math.round(this._dh); - this._game.stage.saveCanvasValues(); - this.context.lineWidth = this.lineWidth; - this.context.strokeStyle = this.lineColor; - this.context.fillStyle = this.fillColor; - if(this._game.stage.fillStyle !== this.fillColor) { - } - if(this.type == Phaser.GeomSprite.CIRCLE) { - this.context.beginPath(); - this.context.arc(this._dx, this._dy, this.circle.radius, 0, Math.PI * 2); - if(this.renderOutline) { - this.context.stroke(); - } - if(this.renderFill) { - this.context.fill(); - } - this.context.closePath(); - } else if(this.type == Phaser.GeomSprite.LINE) { - this.context.beginPath(); - this.context.moveTo(this._dx, this._dy); - this.context.lineTo(this.line.x2, this.line.y2); - this.context.stroke(); - this.context.closePath(); - } else if(this.type == Phaser.GeomSprite.POINT) { - this.context.fillRect(this._dx, this._dy, 2, 2); - } else if(this.type == Phaser.GeomSprite.RECTANGLE) { - if(this.renderOutline == false) { - this.context.fillRect(this._dx, this._dy, this.rect.width, this.rect.height); - } else { - this.context.beginPath(); - this.context.rect(this._dx, this._dy, this.rect.width, this.rect.height); - this.context.stroke(); - if(this.renderFill) { - this.context.fill(); - } - this.context.closePath(); - } - this.context.fillStyle = 'rgb(255,255,255)'; - this.renderPoint(this.rect.topLeft, 0, 0, 2); - this.renderPoint(this.rect.topCenter, 0, 0, 2); - this.renderPoint(this.rect.topRight, 0, 0, 2); - this.renderPoint(this.rect.leftCenter, 0, 0, 2); - this.renderPoint(this.rect.center, 0, 0, 2); - this.renderPoint(this.rect.rightCenter, 0, 0, 2); - this.renderPoint(this.rect.bottomLeft, 0, 0, 2); - this.renderPoint(this.rect.bottomCenter, 0, 0, 2); - this.renderPoint(this.rect.bottomRight, 0, 0, 2); - } - this._game.stage.restoreCanvasValues(); - if(this.rotation !== 0) { - this.context.translate(0, 0); - this.context.restore(); - } - if(globalAlpha > -1) { - this.context.globalAlpha = globalAlpha; - } - return true; - }; - GeomSprite.prototype.renderPoint = function (point, offsetX, offsetY, size) { - if (typeof offsetX === "undefined") { offsetX = 0; } - if (typeof offsetY === "undefined") { offsetY = 0; } - if (typeof size === "undefined") { size = 1; } - this.context.fillRect(offsetX + point.x, offsetY + point.y, size, size); - }; - GeomSprite.prototype.renderDebugInfo = function (x, y, color) { - if (typeof color === "undefined") { color = 'rgb(255,255,255)'; } - }; - GeomSprite.prototype.collide = function (source) { - if(this.type == Phaser.GeomSprite.CIRCLE && source.type == Phaser.GeomSprite.CIRCLE) { - return Phaser.Collision.circleToCircle(this.circle, source.circle).result; - } - if(this.type == Phaser.GeomSprite.CIRCLE && source.type == Phaser.GeomSprite.RECTANGLE) { - return Phaser.Collision.circleToRectangle(this.circle, source.rect).result; - } - if(this.type == Phaser.GeomSprite.CIRCLE && source.type == Phaser.GeomSprite.POINT) { - return Phaser.Collision.circleContainsPoint(this.circle, source.point).result; - } - if(this.type == Phaser.GeomSprite.CIRCLE && source.type == Phaser.GeomSprite.LINE) { - return Phaser.Collision.lineToCircle(source.line, this.circle).result; - } - if(this.type == Phaser.GeomSprite.RECTANGLE && source.type == Phaser.GeomSprite.RECTANGLE) { - return Phaser.Collision.rectangleToRectangle(this.rect, source.rect).result; - } - if(this.type == Phaser.GeomSprite.RECTANGLE && source.type == Phaser.GeomSprite.CIRCLE) { - return Phaser.Collision.circleToRectangle(source.circle, this.rect).result; - } - if(this.type == Phaser.GeomSprite.RECTANGLE && source.type == Phaser.GeomSprite.POINT) { - return Phaser.Collision.pointToRectangle(source.point, this.rect).result; - } - if(this.type == Phaser.GeomSprite.RECTANGLE && source.type == Phaser.GeomSprite.LINE) { - return Phaser.Collision.lineToRectangle(source.line, this.rect).result; - } - if(this.type == Phaser.GeomSprite.POINT && source.type == Phaser.GeomSprite.POINT) { - return this.point.equals(source.point); - } - if(this.type == Phaser.GeomSprite.POINT && source.type == Phaser.GeomSprite.CIRCLE) { - return Phaser.Collision.circleContainsPoint(source.circle, this.point).result; - } - if(this.type == Phaser.GeomSprite.POINT && source.type == Phaser.GeomSprite.RECTANGLE) { - return Phaser.Collision.pointToRectangle(this.point, source.rect).result; - } - if(this.type == Phaser.GeomSprite.POINT && source.type == Phaser.GeomSprite.LINE) { - return source.line.isPointOnLine(this.point.x, this.point.y); - } - if(this.type == Phaser.GeomSprite.LINE && source.type == Phaser.GeomSprite.LINE) { - return Phaser.Collision.lineSegmentToLineSegment(this.line, source.line).result; - } - if(this.type == Phaser.GeomSprite.LINE && source.type == Phaser.GeomSprite.CIRCLE) { - return Phaser.Collision.lineToCircle(this.line, source.circle).result; - } - if(this.type == Phaser.GeomSprite.LINE && source.type == Phaser.GeomSprite.RECTANGLE) { - return Phaser.Collision.lineSegmentToRectangle(this.line, source.rect).result; - } - if(this.type == Phaser.GeomSprite.LINE && source.type == Phaser.GeomSprite.POINT) { - return this.line.isPointOnLine(source.point.x, source.point.y); - } - return false; - }; - return GeomSprite; - })(Phaser.GameObject); - Phaser.GeomSprite = GeomSprite; -})(Phaser || (Phaser = {})); diff --git a/wip/phaser clean up/Input.js b/wip/phaser clean up/Input.js deleted file mode 100644 index 2f9b5688..00000000 --- a/wip/phaser clean up/Input.js +++ /dev/null @@ -1,19 +0,0 @@ -var Shapes; -(function (Shapes) { - - var Point = Shapes.Point = (function () { - function Point(x, y) { - this.x = x; - this.y = y; - } - Point.prototype.getDist = function () { - return Math.sqrt((this.x * this.x) + (this.y * this.y)); - }; - Point.origin = new Point(0, 0); - return Point; - })(); - -})(Shapes || (Shapes = {})); - -var p = new Shapes.Point(3, 4); -var dist = p.getDist(); diff --git a/wip/phaser clean up/Motion.js b/wip/phaser clean up/Motion.js deleted file mode 100644 index 2b42dab0..00000000 --- a/wip/phaser clean up/Motion.js +++ /dev/null @@ -1,161 +0,0 @@ -var Phaser; -(function (Phaser) { - var Motion = (function () { - function Motion(game) { - this._game = game; - } - Motion.prototype.computeVelocity = function (Velocity, Acceleration, Drag, Max) { - if (typeof Acceleration === "undefined") { Acceleration = 0; } - if (typeof Drag === "undefined") { Drag = 0; } - if (typeof Max === "undefined") { Max = 10000; } - if(Acceleration !== 0) { - Velocity += Acceleration * this._game.time.elapsed; - } else if(Drag !== 0) { - var drag = Drag * this._game.time.elapsed; - if(Velocity - drag > 0) { - Velocity = Velocity - drag; - } else if(Velocity + drag < 0) { - Velocity += drag; - } else { - Velocity = 0; - } - } - if((Velocity != 0) && (Max != 10000)) { - if(Velocity > Max) { - Velocity = Max; - } else if(Velocity < -Max) { - Velocity = -Max; - } - } - return Velocity; - }; - Motion.prototype.velocityFromAngle = function (angle, speed) { - if(isNaN(speed)) { - speed = 0; - } - var a = this._game.math.degreesToRadians(angle); - return new Phaser.Point((Math.cos(a) * speed), (Math.sin(a) * speed)); - }; - Motion.prototype.moveTowardsObject = function (source, dest, speed, maxTime) { - if (typeof speed === "undefined") { speed = 60; } - if (typeof maxTime === "undefined") { maxTime = 0; } - var a = this.angleBetween(source, dest); - if(maxTime > 0) { - var d = this.distanceBetween(source, dest); - speed = d / (maxTime / 1000); - } - source.velocity.x = Math.cos(a) * speed; - source.velocity.y = Math.sin(a) * speed; - }; - Motion.prototype.accelerateTowardsObject = function (source, dest, speed, xSpeedMax, ySpeedMax) { - var a = this.angleBetween(source, dest); - source.velocity.x = 0; - source.velocity.y = 0; - source.acceleration.x = Math.cos(a) * speed; - source.acceleration.y = Math.sin(a) * speed; - source.maxVelocity.x = xSpeedMax; - source.maxVelocity.y = ySpeedMax; - }; - Motion.prototype.moveTowardsMouse = function (source, speed, maxTime) { - if (typeof speed === "undefined") { speed = 60; } - if (typeof maxTime === "undefined") { maxTime = 0; } - var a = this.angleBetweenMouse(source); - if(maxTime > 0) { - var d = this.distanceToMouse(source); - speed = d / (maxTime / 1000); - } - source.velocity.x = Math.cos(a) * speed; - source.velocity.y = Math.sin(a) * speed; - }; - Motion.prototype.accelerateTowardsMouse = function (source, speed, xSpeedMax, ySpeedMax) { - var a = this.angleBetweenMouse(source); - source.velocity.x = 0; - source.velocity.y = 0; - source.acceleration.x = Math.cos(a) * speed; - source.acceleration.y = Math.sin(a) * speed; - source.maxVelocity.x = xSpeedMax; - source.maxVelocity.y = ySpeedMax; - }; - Motion.prototype.moveTowardsPoint = function (source, target, speed, maxTime) { - if (typeof speed === "undefined") { speed = 60; } - if (typeof maxTime === "undefined") { maxTime = 0; } - var a = this.angleBetweenPoint(source, target); - if(maxTime > 0) { - var d = this.distanceToPoint(source, target); - speed = d / (maxTime / 1000); - } - source.velocity.x = Math.cos(a) * speed; - source.velocity.y = Math.sin(a) * speed; - }; - Motion.prototype.accelerateTowardsPoint = function (source, target, speed, xSpeedMax, ySpeedMax) { - var a = this.angleBetweenPoint(source, target); - source.velocity.x = 0; - source.velocity.y = 0; - source.acceleration.x = Math.cos(a) * speed; - source.acceleration.y = Math.sin(a) * speed; - source.maxVelocity.x = xSpeedMax; - source.maxVelocity.y = ySpeedMax; - }; - Motion.prototype.distanceBetween = function (a, b) { - var dx = (a.x + a.origin.x) - (b.x + b.origin.x); - var dy = (a.y + a.origin.y) - (b.y + b.origin.y); - return this._game.math.vectorLength(dx, dy); - }; - Motion.prototype.distanceToPoint = function (a, target) { - var dx = (a.x + a.origin.x) - (target.x); - var dy = (a.y + a.origin.y) - (target.y); - return this._game.math.vectorLength(dx, dy); - }; - Motion.prototype.distanceToMouse = function (a) { - var dx = (a.x + a.origin.x) - this._game.input.x; - var dy = (a.y + a.origin.y) - this._game.input.y; - return this._game.math.vectorLength(dx, dy); - }; - Motion.prototype.angleBetweenPoint = function (a, target, asDegrees) { - if (typeof asDegrees === "undefined") { asDegrees = false; } - var dx = (target.x) - (a.x + a.origin.x); - var dy = (target.y) - (a.y + a.origin.y); - if(asDegrees) { - return this._game.math.radiansToDegrees(Math.atan2(dy, dx)); - } else { - return Math.atan2(dy, dx); - } - }; - Motion.prototype.angleBetween = function (a, b, asDegrees) { - if (typeof asDegrees === "undefined") { asDegrees = false; } - var dx = (b.x + b.origin.x) - (a.x + a.origin.x); - var dy = (b.y + b.origin.y) - (a.y + a.origin.y); - if(asDegrees) { - return this._game.math.radiansToDegrees(Math.atan2(dy, dx)); - } else { - return Math.atan2(dy, dx); - } - }; - Motion.prototype.velocityFromFacing = function (parent, speed) { - var a; - if(parent.facing == Phaser.Collision.LEFT) { - a = this._game.math.degreesToRadians(180); - } else if(parent.facing == Phaser.Collision.RIGHT) { - a = this._game.math.degreesToRadians(0); - } else if(parent.facing == Phaser.Collision.UP) { - a = this._game.math.degreesToRadians(-90); - } else if(parent.facing == Phaser.Collision.DOWN) { - a = this._game.math.degreesToRadians(90); - } - return new Phaser.Point(Math.cos(a) * speed, Math.sin(a) * speed); - }; - Motion.prototype.angleBetweenMouse = function (a, asDegrees) { - if (typeof asDegrees === "undefined") { asDegrees = false; } - var p = a.getScreenXY(); - var dx = a._game.input.x - p.x; - var dy = a._game.input.y - p.y; - if(asDegrees) { - return this._game.math.radiansToDegrees(Math.atan2(dy, dx)); - } else { - return Math.atan2(dy, dx); - } - }; - return Motion; - })(); - Phaser.Motion = Motion; -})(Phaser || (Phaser = {})); diff --git a/wip/phaser clean up/Properties.js b/wip/phaser clean up/Properties.js deleted file mode 100644 index 2f9b5688..00000000 --- a/wip/phaser clean up/Properties.js +++ /dev/null @@ -1,19 +0,0 @@ -var Shapes; -(function (Shapes) { - - var Point = Shapes.Point = (function () { - function Point(x, y) { - this.x = x; - this.y = y; - } - Point.prototype.getDist = function () { - return Math.sqrt((this.x * this.x) + (this.y * this.y)); - }; - Point.origin = new Point(0, 0); - return Point; - })(); - -})(Shapes || (Shapes = {})); - -var p = new Shapes.Point(3, 4); -var dist = p.getDist(); diff --git a/wip/phaser clean up/Tilemap.js b/wip/phaser clean up/Tilemap.js deleted file mode 100644 index 08b7d6cc..00000000 --- a/wip/phaser clean up/Tilemap.js +++ /dev/null @@ -1,187 +0,0 @@ -var __extends = this.__extends || function (d, b) { - function __() { this.constructor = d; } - __.prototype = b.prototype; - d.prototype = new __(); -}; -var Phaser; -(function (Phaser) { - var Tilemap = (function (_super) { - __extends(Tilemap, _super); - function Tilemap(game, key, mapData, format, resizeWorld, tileWidth, tileHeight) { - if (typeof resizeWorld === "undefined") { resizeWorld = true; } - if (typeof tileWidth === "undefined") { tileWidth = 0; } - if (typeof tileHeight === "undefined") { tileHeight = 0; } - _super.call(this, game); - this.collisionCallback = null; - this.isGroup = false; - this.tiles = []; - this.layers = []; - this.mapFormat = format; - switch(format) { - case Tilemap.FORMAT_CSV: - this.parseCSV(game.cache.getText(mapData), key, tileWidth, tileHeight); - break; - case Tilemap.FORMAT_TILED_JSON: - this.parseTiledJSON(game.cache.getText(mapData), key); - break; - } - if(this.currentLayer && resizeWorld) { - this._game.world.setSize(this.currentLayer.widthInPixels, this.currentLayer.heightInPixels, true); - } - } - Tilemap.FORMAT_CSV = 0; - Tilemap.FORMAT_TILED_JSON = 1; - Tilemap.prototype.update = function () { - }; - Tilemap.prototype.render = function (camera, cameraOffsetX, cameraOffsetY) { - if(this.cameraBlacklist.indexOf(camera.ID) == -1) { - for(var i = 0; i < this.layers.length; i++) { - this.layers[i].render(camera, cameraOffsetX, cameraOffsetY); - } - } - }; - Tilemap.prototype.parseCSV = function (data, key, tileWidth, tileHeight) { - var layer = new Phaser.TilemapLayer(this._game, this, key, Phaser.Tilemap.FORMAT_CSV, 'TileLayerCSV' + this.layers.length.toString(), tileWidth, tileHeight); - data = data.trim(); - var rows = data.split("\n"); - for(var i = 0; i < rows.length; i++) { - var column = rows[i].split(","); - if(column.length > 0) { - layer.addColumn(column); - } - } - layer.updateBounds(); - var tileQuantity = layer.parseTileOffsets(); - this.currentLayer = layer; - this.collisionLayer = layer; - this.layers.push(layer); - this.generateTiles(tileQuantity); - }; - Tilemap.prototype.parseTiledJSON = function (data, key) { - data = data.trim(); - var json = JSON.parse(data); - for(var i = 0; i < json.layers.length; i++) { - var layer = new Phaser.TilemapLayer(this._game, this, key, Phaser.Tilemap.FORMAT_TILED_JSON, json.layers[i].name, json.tilewidth, json.tileheight); - layer.alpha = json.layers[i].opacity; - layer.visible = json.layers[i].visible; - layer.tileMargin = json.tilesets[0].margin; - layer.tileSpacing = json.tilesets[0].spacing; - var c = 0; - var row; - for(var t = 0; t < json.layers[i].data.length; t++) { - if(c == 0) { - row = []; - } - row.push(json.layers[i].data[t]); - c++; - if(c == json.layers[i].width) { - layer.addColumn(row); - c = 0; - } - } - layer.updateBounds(); - var tileQuantity = layer.parseTileOffsets(); - this.currentLayer = layer; - this.collisionLayer = layer; - this.layers.push(layer); - } - this.generateTiles(tileQuantity); - }; - Tilemap.prototype.generateTiles = function (qty) { - for(var i = 0; i < qty; i++) { - this.tiles.push(new Phaser.Tile(this._game, this, i, this.currentLayer.tileWidth, this.currentLayer.tileHeight)); - } - }; - Object.defineProperty(Tilemap.prototype, "widthInPixels", { - get: function () { - return this.currentLayer.widthInPixels; - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Tilemap.prototype, "heightInPixels", { - get: function () { - return this.currentLayer.heightInPixels; - }, - enumerable: true, - configurable: true - }); - Tilemap.prototype.setCollisionCallback = function (context, callback) { - this.collisionCallbackContext = context; - this.collisionCallback = callback; - }; - Tilemap.prototype.setCollisionRange = function (start, end, collision, resetCollisions, separateX, separateY) { - if (typeof collision === "undefined") { collision = Phaser.Collision.ANY; } - if (typeof resetCollisions === "undefined") { resetCollisions = false; } - if (typeof separateX === "undefined") { separateX = true; } - if (typeof separateY === "undefined") { separateY = true; } - for(var i = start; i < end; i++) { - this.tiles[i].setCollision(collision, resetCollisions, separateX, separateY); - } - }; - Tilemap.prototype.setCollisionByIndex = function (values, collision, resetCollisions, separateX, separateY) { - if (typeof collision === "undefined") { collision = Phaser.Collision.ANY; } - if (typeof resetCollisions === "undefined") { resetCollisions = false; } - if (typeof separateX === "undefined") { separateX = true; } - if (typeof separateY === "undefined") { separateY = true; } - for(var i = 0; i < values.length; i++) { - this.tiles[values[i]].setCollision(collision, resetCollisions, separateX, separateY); - } - }; - Tilemap.prototype.getTileByIndex = function (value) { - if(this.tiles[value]) { - return this.tiles[value]; - } - return null; - }; - Tilemap.prototype.getTile = function (x, y, layer) { - if (typeof layer === "undefined") { layer = 0; } - return this.tiles[this.layers[layer].getTileIndex(x, y)]; - }; - Tilemap.prototype.getTileFromWorldXY = function (x, y, layer) { - if (typeof layer === "undefined") { layer = 0; } - return this.tiles[this.layers[layer].getTileFromWorldXY(x, y)]; - }; - Tilemap.prototype.getTileFromInputXY = function (layer) { - if (typeof layer === "undefined") { layer = 0; } - return this.tiles[this.layers[layer].getTileFromWorldXY(this._game.input.getWorldX(), this._game.input.getWorldY())]; - }; - Tilemap.prototype.getTileOverlaps = function (object) { - return this.currentLayer.getTileOverlaps(object); - }; - Tilemap.prototype.collide = function (objectOrGroup, callback, context) { - if (typeof objectOrGroup === "undefined") { objectOrGroup = null; } - if (typeof callback === "undefined") { callback = null; } - if (typeof context === "undefined") { context = null; } - if(callback !== null && context !== null) { - this.collisionCallback = callback; - this.collisionCallbackContext = context; - } - if(objectOrGroup == null) { - objectOrGroup = this._game.world.group; - } - if(objectOrGroup.isGroup == false) { - this.collideGameObject(objectOrGroup); - } else { - objectOrGroup.forEachAlive(this, this.collideGameObject, true); - } - }; - Tilemap.prototype.collideGameObject = function (object) { - if(object !== this && object.immovable == false && object.exists == true && object.allowCollisions != Phaser.Collision.NONE) { - this._tempCollisionData = this.collisionLayer.getTileOverlaps(object); - if(this.collisionCallback !== null && this._tempCollisionData.length > 0) { - this.collisionCallback.call(this.collisionCallbackContext, object, this._tempCollisionData); - } - return true; - } else { - return false; - } - }; - Tilemap.prototype.putTile = function (x, y, index, layer) { - if (typeof layer === "undefined") { layer = 0; } - this.layers[layer].putTile(x, y, index); - }; - return Tilemap; - })(Phaser.GameObject); - Phaser.Tilemap = Tilemap; -})(Phaser || (Phaser = {})); diff --git a/wip/phaser clean up/aabb 1.js b/wip/phaser clean up/aabb 1.js deleted file mode 100644 index a1d610f0..00000000 --- a/wip/phaser clean up/aabb 1.js +++ /dev/null @@ -1,38 +0,0 @@ -/// -(function () { - var game = new Phaser.Game(this, 'game', 800, 600, init, create, update, render); - function init() { - // Using Phasers asset loader we load up a PNG from the assets folder - game.load.image('atari', 'assets/sprites/atari800xl.png'); - game.load.start(); - } - var atari; - function create() { - atari = game.add.sprite(200, 300, 'atari'); - atari.texture.alpha = 0.5; - //atari.scale.setTo(1.5, 1.5); - //atari.physics.shape.setSize(150, 50); - //atari.physics.shape.offset.setTo(50, 25); - //atari.physics.gravity.setTo(0, 2); - atari.body.bounce.setTo(0.7, 0.7); - atari.body.drag.setTo(10, 10); - } - function update() { - atari.body.acceleration.x = 0; - atari.body.acceleration.y = 0; - if(game.input.keyboard.isDown(Phaser.Keyboard.LEFT)) { - atari.body.acceleration.x = -150; - } else if(game.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) { - atari.body.acceleration.x = 150; - } - if(game.input.keyboard.isDown(Phaser.Keyboard.UP)) { - atari.body.acceleration.y = -150; - } else if(game.input.keyboard.isDown(Phaser.Keyboard.DOWN)) { - atari.body.acceleration.y = 150; - } - } - function render() { - atari.body.renderDebugInfo(16, 16); - Phaser.DebugUtils.renderSpritePhysicsBody(atari); - } -})(); diff --git a/wip/phaser clean up/aabb vs aabb 1.js b/wip/phaser clean up/aabb vs aabb 1.js deleted file mode 100644 index 71a16648..00000000 --- a/wip/phaser clean up/aabb vs aabb 1.js +++ /dev/null @@ -1,50 +0,0 @@ -/// -(function () { - var game = new Phaser.Game(this, 'game', 800, 600, init, create, update, render); - function init() { - // Using Phasers asset loader we load up a PNG from the assets folder - game.load.image('atari', 'assets/sprites/atari800xl.png'); - game.load.image('card', 'assets/sprites/mana_card.png'); - game.load.start(); - } - var atari; - var card; - function create() { - //atari = game.add.sprite(350, 100, 'atari'); - //atari = game.add.sprite(350, 500, 'atari'); - atari = game.add.sprite(0, 310, 'atari'); - card = game.add.sprite(400, 300, 'card'); - //card.body.immovable = true; - //atari.texture.alpha = 0.5; - //atari.scale.setTo(1.5, 1.5); - //atari.body.shape.setSize(150, 50); - //atari.body.shape.offset.setTo(50, 25); - //atari.body.gravity.setTo(0, 2); - atari.body.bounce.setTo(1, 1); - //atari.body.drag.setTo(10, 10); - card.body.bounce.setTo(0.7, 0.7); - //card.body.velocity.x = -50; - } - function update() { - atari.body.acceleration.x = 0; - atari.body.acceleration.y = 0; - if(game.input.keyboard.isDown(Phaser.Keyboard.LEFT)) { - atari.body.acceleration.x = -150; - } else if(game.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) { - atari.body.acceleration.x = 150; - } - if(game.input.keyboard.isDown(Phaser.Keyboard.UP)) { - atari.body.acceleration.y = -150; - } else if(game.input.keyboard.isDown(Phaser.Keyboard.DOWN)) { - atari.body.acceleration.y = 150; - } - // collide? - game.collide(atari, card); - } - function render() { - atari.body.renderDebugInfo(16, 16); - card.body.renderDebugInfo(200, 16); - Phaser.DebugUtils.renderSpritePhysicsBody(atari); - Phaser.DebugUtils.renderSpritePhysicsBody(card); - } -})(); diff --git a/wip/phaser clean up/body1.js b/wip/phaser clean up/body1.js deleted file mode 100644 index 903c0f87..00000000 --- a/wip/phaser clean up/body1.js +++ /dev/null @@ -1,139 +0,0 @@ -/// -/// -/// -/// -(function () { - var game = new Phaser.Game(this, 'game', 800, 600, init, create, update, render); - function init() { - game.load.image('xatari', 'assets/sprites/atari800xl.png'); - game.load.image('card', 'assets/sprites/mana_card.png'); - game.load.image('atari', 'assets/sprites/shinyball.png'); - game.load.start(); - } - var debug; - var atari; - var card; - var physics; - var circle; - var walls; - var t; - function create() { - //atari = game.add.sprite(200, 100, 'atari'); - // need to get the physics bounds around the sprite center, regardless of origin - //atari.transform.origin.setTo(0.5, 0.5); - //card = game.add.sprite(500, 300, 'card'); - physics = new Phaser.Physics.Advanced.Manager(game); - //Phaser.Physics.Advanced.Manager.debug = debug; - walls = new Phaser.Physics.Advanced.Body(null, Phaser.Types.BODY_STATIC, 0, 0); - walls.game = game; - //walls.addBox(250, 200, 500, 20, 0, 1, 1); - //staticBody.addShape(new ShapeBox(0, 0.2, 20.48, 0.4)); - // * 0.02 p2m - // * 50 m2p - walls.addBox(0, 500, 1024, 20, 0, 1, 1); - //walls.transform.setRotation(game.math.degreesToRadians(4)); - //walls.fixedRotation = true; - // position is in relation to the containing body! don't forget this - //ground = walls.addShape(new Phaser.Physics.Advanced.Shapes.Box(400, 500, 500, 20)); - //walls.addShape(new Phaser.Physics.Advanced.ShapeBox(0, 0.2, 20.48, 0.4)); - //walls.addShape(new Phaser.Physics.Advanced.ShapeBox(0, 15.16, 20.48, 0.4)); - //walls.addShape(new Phaser.Physics.Advanced.ShapeBox(-10.04, 7.68, 0.4, 14.56)); - //walls.addShape(new Phaser.Physics.Advanced.ShapeBox(10.04, 7.68, 0.4, 14.56)); - //walls.resetMassData(); - physics.space.addBody(walls); - // Add a circle - //circle = new Phaser.Physics.Advanced.Body(null, Phaser.Types.BODY_DYNAMIC, 200, 100); - //circle.game = game; - //circle.addCircle(32, 0, 0, 0.5); - //physics.space.addBody(circle); - t = new Phaser.Physics.Advanced.Body(null, Phaser.Types.BODY_DYNAMIC, 300, 100); - //t.fixedRotation = true; - t.game = game; - t.addBox(0, 0, 20, 20, 0.5, 1, 1); - //t.addCircle(32, 0, 0, 0.8); - //t.addTriangle(0, 0, 1, 1, 2, 2); - //t.addPoly([{ x: -0.8, y: 0.48 }, { x: -0.8, y: 0 }, { x: 0.8, y: 0 }, { x: 0.8, y: 0.32 }, { x: 0, y: 0.84 }, { x: -0.56, y: 0.84 }], 1, 1, 6); - //t.addPoly([{ x: -0.8, y: 0.48 }, { x: -0.8, y: 0 }, { x: 0.8, y: 0 }, { x: 0.8, y: 0.32 }, { x: 0, y: 0.84 }, { x: -0.56, y: 0.84 }], 0.5, 1, 1); - //t.transform.setRotation(game.math.degreesToRadians(45)); - //t.fixedRotation = true; - physics.space.addBody(t); - game.input.onTap.add(step, this); - } - function step() { - physics.update(); - } - function update() { - //if (physics.space.stepCount < 90) - //{ - physics.update(); - //} - //atari.x = physics.metersToPixels(circle.position.x); - //atari.y = physics.metersToPixels(circle.position.y); - //atari.rotation = physics.metersToPixels(circle.angle); - // force moves without rotating - if(game.input.keyboard.isDown(Phaser.Keyboard.LEFT)) { - circle.applyAngularImpulse(-0.02); - } else if(game.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) { - circle.applyAngularImpulse(0.02); - } - /* - if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT)) - { - circle.applyForceToCenter(new Phaser.Vec2(-8, 0)); - } - else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) - { - circle.applyForceToCenter(new Phaser.Vec2(8, 0)); - } - */ - if(game.input.keyboard.isDown(Phaser.Keyboard.UP)) { - circle.applyForceToCenter(new Phaser.Vec2(0, -10)); - } else if(game.input.keyboard.isDown(Phaser.Keyboard.DOWN)) { - circle.applyForceToCenter(new Phaser.Vec2(0, 5)); - } - //console.log(circle.velocity.x, circle.velocity.y); - //console.log('p', circle.position.x, circle.position.y); - } - function renderBounds(body) { - game.stage.context.fillStyle = 'rgba(0,255,200,0.2)'; - game.stage.context.fillRect(body.bounds.x, body.bounds.y, body.bounds.width, body.bounds.height); - } - function renderCircle(shape) { - game.stage.context.beginPath(); - game.stage.context.arc(shape.tc.x * 50, shape.tc.y * 50, shape.radius * 50, 0, Math.PI * 2, false); - if(shape.body.isAwake) { - game.stage.context.fillStyle = 'rgba(0,255,0, 0.3)'; - } else { - game.stage.context.fillStyle = 'rgba(100,100,100, 0.1)'; - } - game.stage.context.fill(); - game.stage.context.closePath(); - } - function drawPolygon(ctx, shape, lineWidth, fillStyle) { - var verts = shape.tverts; - var body = shape.body; - ctx.beginPath(); - ctx.moveTo(body.position.x + verts[0].x * 50, body.position.y + verts[0].y * 50); - for(var i = 0; i < verts.length; i++) { - ctx.lineTo(body.position.x + verts[i].x * 50, body.position.y + verts[i].y * 50); - } - ctx.lineTo(body.position.x + verts[verts.length - 1].x * 50, body.position.y + verts[verts.length - 1].y * 50); - ctx.closePath(); - ctx.fillStyle = fillStyle; - ctx.fill(); - } - function render() { - //game.stage.context.fillStyle = 'rgb(255,255,0)'; - //game.stage.context.fillText('x: ' + t.position.x + ' y: ' + t.position.y, 32, 32); - //game.stage.context.fillText('vx: ' + t.velocity.x + ' vy: ' + t.velocity.y, 32, 64); - //game.stage.context.fillText('x: ' + t.bounds.x + ' y: ' + t.bounds.y, 32, 32); - //game.stage.context.fillText('vx: ' + t.velocity.x + ' vy: ' + t.velocity.y, 32, 64); - //renderCircle(circle.shapes[0]); - //renderBounds(circle); - drawPolygon(game.stage.context, walls.shapes[0], 1, 'rgb(0,255,255)'); - //drawPolygon(game.stage.context, walls.shapes[1], 1, 'rgb(0,255,255)'); - //renderCircle(t.shapes[0]); - drawPolygon(game.stage.context, t.shapes[0], 1, 'rgb(255,255,255)'); - //renderBounds(t); - } -})(); diff --git a/wip/phaser clean up/obb vs obb.js b/wip/phaser clean up/obb vs obb.js deleted file mode 100644 index 17483f81..00000000 --- a/wip/phaser clean up/obb vs obb.js +++ /dev/null @@ -1,33 +0,0 @@ -/// -(function () { - var game = new Phaser.Game(this, 'game', 800, 600, init, create, update, render); - function init() { - // Using Phasers asset loader we load up a PNG from the assets folder - game.load.image('atari', 'assets/sprites/atari800xl.png'); - game.load.image('card', 'assets/sprites/mana_card.png'); - game.load.start(); - } - var atari; - var card; - function create() { - atari = game.add.sprite(200, 310, 'atari'); - card = game.add.sprite(500, 300, 'card'); - atari.input.start(0); - atari.input.enableDrag(); - card.input.start(0); - card.events.onInputDown.add(rotateIt, this); - } - function rotateIt() { - card.rotation += 10; - } - function update() { - } - function render() { - game.stage.context.save(); - game.stage.context.strokeStyle = 'rgb(255,255,0)'; - game.stage.context.strokeRect(atari.cameraView.x, atari.cameraView.y, atari.cameraView.width, atari.cameraView.height); - game.stage.context.strokeStyle = 'rgb(255,0,255)'; - game.stage.context.strokeRect(card.cameraView.x, card.cameraView.y, card.cameraView.width, card.cameraView.height); - game.stage.context.restore(); - } -})(); diff --git a/wip/phaser clean up/temp1.js b/wip/phaser clean up/temp1.js deleted file mode 100644 index 9b6e962b..00000000 --- a/wip/phaser clean up/temp1.js +++ /dev/null @@ -1,113 +0,0 @@ -/// -var Physics = (function () { - function Physics() { - this.max_bodies = 512; - this.max_vertices = 1024; - this.max_edges = 1024; - this.max_body_vertices = 64; - this.max_body_edges = 64; - this.vertices = []; - this.edges = []; - this.bodies = []; - } - Physics.prototype.updateForces = // Sets the force on each vertex to the gravity force. You could of course apply other forces like magnetism etc. - function () { - for(var i = 0; i < this.vertexCount; i++) { - this.vertices[i].acceleration = this.gravity; - } - }; - Physics.prototype.updateVerlet = // Updates the vertex position - function () { - for(var i = 0; i < this.vertexCount; i++) { - var v = this.vertices[i]; - var temp = v.position; - //v.position.mutableAdd( - //v.position += v.position - v.oldPosition + v.acceleration * this.timestep * this.timestep; - } - }; - Physics.prototype.updateEdges = function () { - }; - Physics.prototype.iterateCollisions = function () { - }; - Physics.prototype.detectCollision = function (body1, body2) { - }; - Physics.prototype.processCollision = function () { - }; - Physics.prototype.intervalDistance = function (minA, maxA, minB, maxB) { - }; - Physics.prototype.bodiesOverlap = function (body1, body2) { - }; - Physics.prototype.update = // CollisionInfo - // depth, normal, edge, vertex - function () { - }; - Physics.prototype.render = function () { - }; - Physics.prototype.addBody = function (body) { - this.bodies.push(body); - this.bodyCount = this.bodies.length; - }; - Physics.prototype.addEdge = function (edge) { - this.edges.push(edge); - this.edgeCount = this.edges.length; - }; - Physics.prototype.addVertex = function (vertex) { - this.vertices.push(vertex); - this.vertexCount = this.vertices.length; - }; - Physics.prototype.findVertex = function (x, y) { - }; - return Physics; -})(); -var PhysicsBody = (function () { - function PhysicsBody() { - this.vertices = []; - this.edges = []; - } - PhysicsBody.prototype.addEdge = function (edge) { - }; - PhysicsBody.prototype.addVertex = function (vertex) { - }; - PhysicsBody.prototype.projectToAxis = function (axis, min, max) { - }; - PhysicsBody.prototype.calculateCenter = function () { - }; - PhysicsBody.prototype.createBox = function (x, y, width, height) { - }; - return PhysicsBody; -})(); -var Vertex = (function () { - function Vertex(body, posX, posY) { - } - return Vertex; -})(); -var Edge = (function () { - function Edge(body, pV1, pV2, pBoundary) { - } - return Edge; -})(); -(function () { - var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update, render); - function init() { - myGame.loader.addImageFile('atari1', 'assets/sprites/atari130xe.png'); - myGame.loader.load(); - } - function create() { - var p = new Physics(); - //p.max_bodies - } - function update() { - } - function render() { - //myGame.stage.context.strokeStyle = 'rgb(0,255,0)'; - //myGame.stage.context.beginPath(); - //myGame.stage.context.moveTo(poly1.points[0].x + poly1.pos.x, poly1.points[0].y + poly1.pos.y); - //for (var i = 1; i < poly1.points.length; i++) - //{ - // myGame.stage.context.lineTo(poly1.points[i].x + poly1.pos.x, poly1.points[i].y + poly1.pos.y); - //} - //myGame.stage.context.lineTo(poly1.points[0].x + poly1.pos.x, poly1.points[0].y + poly1.pos.y); - //myGame.stage.context.stroke(); - //myGame.stage.context.closePath(); - } -})(); diff --git a/wip/phaser clean up/temp2.js b/wip/phaser clean up/temp2.js deleted file mode 100644 index b7528e2d..00000000 --- a/wip/phaser clean up/temp2.js +++ /dev/null @@ -1,1604 +0,0 @@ -/// -var NPhysics = (function () { - function NPhysics() { - this.grav = 0.2; - this.drag = 1; - this.bounce = 0.3; - this.friction = 0.05; - this.min_f = 0; - this.max_f = 1; - this.min_b = 0; - this.max_b = 1; - this.min_g = 0; - this.max_g = 1; - this.xmin = 0; - this.xmax = 800; - this.ymin = 0; - this.ymax = 600; - this.objrad = 24; - this.tilerad = 24 * 2; - this.objspeed = 0.2; - this.maxspeed = 20; - } - NPhysics.prototype.update = function () { - // demoObj.Verlet(); - // demoObj.CollideVsWorldBounds(); - }; - return NPhysics; -})(); - -var AABB = (function () { - function AABB(x, y, xw, yw) { - this.type = 0; - this.pos = new Phaser.Vec2(x, y); - this.oldpos = Phaser.Vec2Utils.clone(this.pos); - this.xw = Math.abs(xw); - this.yw = Math.abs(yw); - this.aabbTileProjections = {}; - this.aabbTileProjections[TileMapCell.CTYPE_FULL] = this.ProjAABB_Full; - this.aabbTileProjections[TileMapCell.CTYPE_CONCAVE] = this.ProjAABB_Concave; - this.aabbTileProjections[TileMapCell.CTYPE_CONVEX] = this.ProjAABB_Convex; - } - AABB.prototype.IntegrateVerlet = function () { - //var d = DRAG; - //var g = GRAV; - var d = 1; - var g = 0.2; - - var p = this.pos; - var o = this.oldpos; - var px, py; - - var ox = o.x; - var oy = o.y; - o.x = px = p.x; - o.y = py = p.y; - - //o = oldposition - //integrate - p.x += (d * px) - (d * ox); - p.y += (d * py) - (d * oy) + g; - }; - - AABB.prototype.ReportCollisionVsWorld = function (px, py, dx, dy, obj) { - var p = this.pos; - var o = this.oldpos; - - //calc velocity - var vx = p.x - o.x; - var vy = p.y - o.y; - - //find component of velocity parallel to collision normal - var dp = (vx * dx + vy * dy); - var nx = dp * dx; - - var ny = dp * dy; - - var tx = vx - nx; - var ty = vy - ny; - - //we only want to apply collision response forces if the object is travelling into, and not out of, the collision - var b, bx, by, f, fx, fy; - - if (dp < 0) { - //f = FRICTION; - f = 0.05; - fx = tx * f; - fy = ty * f; - - //b = 1 + BOUNCE;//this bounce constant should be elsewhere, i.e inside the object/tile/etc.. - b = 1 + 0.3; - - bx = (nx * b); - by = (ny * b); - } else { - //moving out of collision, do not apply forces - bx = by = fx = fy = 0; - } - - p.x += px; - p.y += py; - - o.x += px + bx + fx; - o.y += py + by + fy; - }; - - AABB.prototype.CollideAABBVsTile = function (tile) { - var pos = this.pos; - var c = tile; - - var tx = c.pos.x; - var ty = c.pos.y; - var txw = c.xw; - var tyw = c.yw; - - var dx = pos.x - tx; - var px = (txw + this.xw) - Math.abs(dx); - - if (0 < px) { - var dy = pos.y - ty; - var py = (tyw + this.yw) - Math.abs(dy); - - if (0 < py) { - if (px < py) { - if (dx < 0) { - //project to the left - px *= -1; - py = 0; - } else { - //proj to right - py = 0; - } - } else { - if (dy < 0) { - //project up - px = 0; - py *= -1; - } else { - //project down - px = 0; - } - } - - this.ResolveBoxTile(px, py, this, c); - } - } - }; - - AABB.prototype.CollideAABBVsWorldBounds = function () { - var p = this.pos; - var xw = this.xw; - var yw = this.yw; - var XMIN = 0; - var XMAX = 800; - var YMIN = 0; - var YMAX = 600; - - //collide vs. x-bounds - //test XMIN - var dx = XMIN - (p.x - xw); - if (0 < dx) { - //object is colliding with XMIN - this.ReportCollisionVsWorld(dx, 0, 1, 0, null); - } else { - //test XMAX - dx = (p.x + xw) - XMAX; - if (0 < dx) { - //object is colliding with XMAX - this.ReportCollisionVsWorld(-dx, 0, -1, 0, null); - } - } - - //collide vs. y-bounds - //test YMIN - var dy = YMIN - (p.y - yw); - if (0 < dy) { - //object is colliding with YMIN - this.ReportCollisionVsWorld(0, dy, 0, 1, null); - } else { - //test YMAX - dy = (p.y + yw) - YMAX; - if (0 < dy) { - //object is colliding with YMAX - this.ReportCollisionVsWorld(0, -dy, 0, -1, null); - } - } - }; - - AABB.prototype.render = function (context) { - context.beginPath(); - context.strokeStyle = 'rgb(0,255,0)'; - context.strokeRect(this.pos.x - this.xw, this.pos.y - this.yw, this.xw * 2, this.yw * 2); - context.stroke(); - context.closePath(); - - context.fillStyle = 'rgb(0,255,0)'; - context.fillRect(this.pos.x, this.pos.y, 2, 2); - /* - if (this.oH == 1) - { - context.beginPath(); - context.strokeStyle = 'rgb(255,0,0)'; - context.moveTo(this.pos.x - this.radius, this.pos.y - this.radius); - context.lineTo(this.pos.x - this.radius, this.pos.y + this.radius); - context.stroke(); - context.closePath(); - } - else if (this.oH == -1) - { - context.beginPath(); - context.strokeStyle = 'rgb(255,0,0)'; - context.moveTo(this.pos.x + this.radius, this.pos.y - this.radius); - context.lineTo(this.pos.x + this.radius, this.pos.y + this.radius); - context.stroke(); - context.closePath(); - } - - if (this.oV == 1) - { - context.beginPath(); - context.strokeStyle = 'rgb(255,0,0)'; - context.moveTo(this.pos.x - this.radius, this.pos.y - this.radius); - context.lineTo(this.pos.x + this.radius, this.pos.y - this.radius); - context.stroke(); - context.closePath(); - } - else if (this.oV == -1) - { - context.beginPath(); - context.strokeStyle = 'rgb(255,0,0)'; - context.moveTo(this.pos.x - this.radius, this.pos.y + this.radius); - context.lineTo(this.pos.x + this.radius, this.pos.y + this.radius); - context.stroke(); - context.closePath(); - } - */ - }; - - AABB.prototype.ResolveBoxTile = function (x, y, box, t) { - if (0 < t.ID) { - return this.aabbTileProjections[t.CTYPE](x, y, box, t); - } else { - //trace("ResolveBoxTile() was called with an empty (or unknown) tile!: ID=" + t.ID + " ("+ t.i + "," + t.j + ")"); - return false; - } - }; - - AABB.prototype.ProjAABB_Full = function (x, y, obj, t) { - var l = Math.sqrt(x * x + y * y); - obj.ReportCollisionVsWorld(x, y, x / l, y / l, t); - - return AABB.COL_AXIS; - }; - - AABB.prototype.ProjAABB_Convex = function (x, y, obj, t) { - //if distance from "innermost" corner of AABB is less than than tile radius, - //collision is occuring and we need to project - var signx = t.signx; - var signy = t.signy; - - var ox = (obj.pos.x - (signx * obj.xw)) - (t.pos.x - (signx * t.xw)); - var oy = (obj.pos.y - (signy * obj.yw)) - (t.pos.y - (signy * t.yw)); - var len = Math.sqrt(ox * ox + oy * oy); - - var twid = t.xw * 2; - var rad = Math.sqrt(twid * twid + 0); - - //note that this should be precomputed at compile-time since it's constant - var pen = rad - len; - if (((signx * ox) < 0) || ((signy * oy) < 0)) { - //the test corner is "outside" the 1/4 of the circle we're interested in - var lenP = Math.sqrt(x * x + y * y); - obj.ReportCollisionVsWorld(x, y, x / lenP, y / lenP, t); - - return AABB.COL_AXIS; - } else if (0 < pen) { - //project along corner->circle vector - ox /= len; - oy /= len; - obj.ReportCollisionVsWorld(ox * pen, oy * pen, ox, oy, t); - - return AABB.COL_OTHER; - } - - return AABB.COL_NONE; - }; - - AABB.prototype.ProjAABB_Concave = function (x, y, obj, t) { - //if distance from "innermost" corner of AABB is further than tile radius, - //collision is occuring and we need to project - var signx = t.signx; - var signy = t.signy; - - var ox = (t.pos.x + (signx * t.xw)) - (obj.pos.x - (signx * obj.xw)); - var oy = (t.pos.y + (signy * t.yw)) - (obj.pos.y - (signy * obj.yw)); - - var twid = t.xw * 2; - var rad = Math.sqrt(twid * twid + 0); - - //note that this should be precomputed at compile-time since it's constant - var len = Math.sqrt(ox * ox + oy * oy); - var pen = len - rad; - if (0 < pen) { - //collision; we need to either project along the axes, or project along corner->circlecenter vector - var lenP = Math.sqrt(x * x + y * y); - if (lenP < pen) { - //it's shorter to move along axis directions - obj.ReportCollisionVsWorld(x, y, x / lenP, y / lenP, t); - - return AABB.COL_AXIS; - } else { - //project along corner->circle vector - ox /= len; - oy /= len; - - obj.ReportCollisionVsWorld(ox * pen, oy * pen, ox, oy, t); - - return AABB.COL_OTHER; - } - } - - return AABB.COL_NONE; - }; - AABB.COL_NONE = 0; - AABB.COL_AXIS = 1; - AABB.COL_OTHER = 2; - return AABB; -})(); - -var TileMapCell = (function () { - function TileMapCell(x, y, xw, yw) { - this.ID = TileMapCell.TID_EMPTY; - this.CTYPE = TileMapCell.CTYPE_EMPTY; - - this.pos = new Phaser.Vec2(x, y); - this.xw = xw; - this.yw = yw; - this.minx = this.pos.x - this.xw; - this.maxx = this.pos.x + this.xw; - this.miny = this.pos.y - this.yw; - this.maxy = this.pos.y + this.yw; - - //this stores tile-specific collision information - this.signx = 0; - this.signy = 0; - this.sx = 0; - this.sy = 0; - } - //these functions are used to update the cell - //note: ID is assumed to NOT be "empty" state.. - //if it IS the empty state, the tile clears itself - TileMapCell.prototype.SetState = function (ID) { - if (ID == TileMapCell.TID_EMPTY) { - this.Clear(); - } else { - //set tile state to a non-emtpy value, and update it's edges and those of the neighbors - this.ID = ID; - this.UpdateType(); - //this.Draw(); - } - return this; - }; - - TileMapCell.prototype.Clear = function () { - //tile was on, turn it off - this.ID = TileMapCell.TID_EMPTY; - this.UpdateType(); - //this.Draw(); - }; - - TileMapCell.prototype.render = function (context) { - context.beginPath(); - context.strokeStyle = 'rgb(255,255,0)'; - context.strokeRect(this.minx, this.miny, this.xw * 2, this.yw * 2); - context.strokeRect(this.pos.x, this.pos.y, 2, 2); - context.closePath(); - }; - - //this converts a tile from implicitly-defined (via ID), to explicit (via properties) - TileMapCell.prototype.UpdateType = function () { - if (0 < this.ID) { - if (this.ID < TileMapCell.CTYPE_45DEG) { - //TID_FULL - this.CTYPE = TileMapCell.CTYPE_FULL; - this.signx = 0; - this.signy = 0; - this.sx = 0; - this.sy = 0; - } else if (this.ID < TileMapCell.CTYPE_CONCAVE) { - //45deg - this.CTYPE = TileMapCell.CTYPE_45DEG; - if (this.ID == TileMapCell.TID_45DEGpn) { - console.log('set tile as 45deg pn'); - this.signx = 1; - this.signy = -1; - this.sx = this.signx / Math.SQRT2; - this.sy = this.signy / Math.SQRT2; - } else if (this.ID == TileMapCell.TID_45DEGnn) { - this.signx = -1; - this.signy = -1; - this.sx = this.signx / Math.SQRT2; - this.sy = this.signy / Math.SQRT2; - } else if (this.ID == TileMapCell.TID_45DEGnp) { - this.signx = -1; - this.signy = 1; - this.sx = this.signx / Math.SQRT2; - this.sy = this.signy / Math.SQRT2; - } else if (this.ID == TileMapCell.TID_45DEGpp) { - this.signx = 1; - this.signy = 1; - this.sx = this.signx / Math.SQRT2; - this.sy = this.signy / Math.SQRT2; - } else { - //trace("BAAAD TILE!!!!!: ID=" + this.ID + " ("+ t.i + "," + t.j + ")"); - return false; - } - } else if (this.ID < TileMapCell.CTYPE_CONVEX) { - //concave - this.CTYPE = TileMapCell.CTYPE_CONCAVE; - if (this.ID == TileMapCell.TID_CONCAVEpn) { - this.signx = 1; - this.signy = -1; - this.sx = 0; - this.sy = 0; - } else if (this.ID == TileMapCell.TID_CONCAVEnn) { - this.signx = -1; - this.signy = -1; - this.sx = 0; - this.sy = 0; - } else if (this.ID == TileMapCell.TID_CONCAVEnp) { - this.signx = -1; - this.signy = 1; - this.sx = 0; - this.sy = 0; - } else if (this.ID == TileMapCell.TID_CONCAVEpp) { - this.signx = 1; - this.signy = 1; - this.sx = 0; - this.sy = 0; - } else { - //trace("BAAAD TILE!!!!!: ID=" + this.ID + " ("+ t.i + "," + t.j + ")"); - return false; - } - } else if (this.ID < TileMapCell.CTYPE_22DEGs) { - //convex - this.CTYPE = TileMapCell.CTYPE_CONVEX; - if (this.ID == TileMapCell.TID_CONVEXpn) { - this.signx = 1; - this.signy = -1; - this.sx = 0; - this.sy = 0; - } else if (this.ID == TileMapCell.TID_CONVEXnn) { - this.signx = -1; - this.signy = -1; - this.sx = 0; - this.sy = 0; - } else if (this.ID == TileMapCell.TID_CONVEXnp) { - this.signx = -1; - this.signy = 1; - this.sx = 0; - this.sy = 0; - } else if (this.ID == TileMapCell.TID_CONVEXpp) { - this.signx = 1; - this.signy = 1; - this.sx = 0; - this.sy = 0; - } else { - //trace("BAAAD TILE!!!!!: ID=" + this.ID + " ("+ t.i + "," + t.j + ")"); - return false; - } - } else if (this.ID < TileMapCell.CTYPE_22DEGb) { - //22deg small - this.CTYPE = TileMapCell.CTYPE_22DEGs; - if (this.ID == TileMapCell.TID_22DEGpnS) { - this.signx = 1; - this.signy = -1; - var slen = Math.sqrt(2 * 2 + 1 * 1); - this.sx = (this.signx * 1) / slen; - this.sy = (this.signy * 2) / slen; - } else if (this.ID == TileMapCell.TID_22DEGnnS) { - this.signx = -1; - this.signy = -1; - var slen = Math.sqrt(2 * 2 + 1 * 1); - this.sx = (this.signx * 1) / slen; - this.sy = (this.signy * 2) / slen; - } else if (this.ID == TileMapCell.TID_22DEGnpS) { - this.signx = -1; - this.signy = 1; - var slen = Math.sqrt(2 * 2 + 1 * 1); - this.sx = (this.signx * 1) / slen; - this.sy = (this.signy * 2) / slen; - } else if (this.ID == TileMapCell.TID_22DEGppS) { - this.signx = 1; - this.signy = 1; - var slen = Math.sqrt(2 * 2 + 1 * 1); - this.sx = (this.signx * 1) / slen; - this.sy = (this.signy * 2) / slen; - } else { - //trace("BAAAD TILE!!!!!: ID=" + this.ID + " ("+ t.i + "," + t.j + ")"); - return false; - } - } else if (this.ID < TileMapCell.CTYPE_67DEGs) { - //22deg big - this.CTYPE = TileMapCell.CTYPE_22DEGb; - if (this.ID == TileMapCell.TID_22DEGpnB) { - this.signx = 1; - this.signy = -1; - var slen = Math.sqrt(2 * 2 + 1 * 1); - this.sx = (this.signx * 1) / slen; - this.sy = (this.signy * 2) / slen; - } else if (this.ID == TileMapCell.TID_22DEGnnB) { - this.signx = -1; - this.signy = -1; - var slen = Math.sqrt(2 * 2 + 1 * 1); - this.sx = (this.signx * 1) / slen; - this.sy = (this.signy * 2) / slen; - } else if (this.ID == TileMapCell.TID_22DEGnpB) { - this.signx = -1; - this.signy = 1; - var slen = Math.sqrt(2 * 2 + 1 * 1); - this.sx = (this.signx * 1) / slen; - this.sy = (this.signy * 2) / slen; - } else if (this.ID == TileMapCell.TID_22DEGppB) { - this.signx = 1; - this.signy = 1; - var slen = Math.sqrt(2 * 2 + 1 * 1); - this.sx = (this.signx * 1) / slen; - this.sy = (this.signy * 2) / slen; - } else { - //trace("BAAAD TILE!!!!!: ID=" + this.ID + " ("+ t.i + "," + t.j + ")"); - return false; - } - } else if (this.ID < TileMapCell.CTYPE_67DEGb) { - //67deg small - this.CTYPE = TileMapCell.CTYPE_67DEGs; - if (this.ID == TileMapCell.TID_67DEGpnS) { - this.signx = 1; - this.signy = -1; - var slen = Math.sqrt(2 * 2 + 1 * 1); - this.sx = (this.signx * 2) / slen; - this.sy = (this.signy * 1) / slen; - } else if (this.ID == TileMapCell.TID_67DEGnnS) { - this.signx = -1; - this.signy = -1; - var slen = Math.sqrt(2 * 2 + 1 * 1); - this.sx = (this.signx * 2) / slen; - this.sy = (this.signy * 1) / slen; - } else if (this.ID == TileMapCell.TID_67DEGnpS) { - this.signx = -1; - this.signy = 1; - var slen = Math.sqrt(2 * 2 + 1 * 1); - this.sx = (this.signx * 2) / slen; - this.sy = (this.signy * 1) / slen; - } else if (this.ID == TileMapCell.TID_67DEGppS) { - this.signx = 1; - this.signy = 1; - var slen = Math.sqrt(2 * 2 + 1 * 1); - this.sx = (this.signx * 2) / slen; - this.sy = (this.signy * 1) / slen; - } else { - //trace("BAAAD TILE!!!!!: ID=" + this.ID + " ("+ t.i + "," + t.j + ")"); - return false; - } - } else if (this.ID < TileMapCell.CTYPE_HALF) { - //67deg big - this.CTYPE = TileMapCell.CTYPE_67DEGb; - if (this.ID == TileMapCell.TID_67DEGpnB) { - this.signx = 1; - this.signy = -1; - var slen = Math.sqrt(2 * 2 + 1 * 1); - this.sx = (this.signx * 2) / slen; - this.sy = (this.signy * 1) / slen; - } else if (this.ID == TileMapCell.TID_67DEGnnB) { - this.signx = -1; - this.signy = -1; - var slen = Math.sqrt(2 * 2 + 1 * 1); - this.sx = (this.signx * 2) / slen; - this.sy = (this.signy * 1) / slen; - } else if (this.ID == TileMapCell.TID_67DEGnpB) { - this.signx = -1; - this.signy = 1; - var slen = Math.sqrt(2 * 2 + 1 * 1); - this.sx = (this.signx * 2) / slen; - this.sy = (this.signy * 1) / slen; - } else if (this.ID == TileMapCell.TID_67DEGppB) { - this.signx = 1; - this.signy = 1; - var slen = Math.sqrt(2 * 2 + 1 * 1); - this.sx = (this.signx * 2) / slen; - this.sy = (this.signy * 1) / slen; - } else { - //trace("BAAAD TILE!!!!!: ID=" + this.ID + " ("+ t.i + "," + t.j + ")"); - return false; - } - } else { - //half-full tile - this.CTYPE = TileMapCell.CTYPE_HALF; - if (this.ID == TileMapCell.TID_HALFd) { - this.signx = 0; - this.signy = -1; - this.sx = this.signx; - this.sy = this.signy; - } else if (this.ID == TileMapCell.TID_HALFu) { - this.signx = 0; - this.signy = 1; - this.sx = this.signx; - this.sy = this.signy; - } else if (this.ID == TileMapCell.TID_HALFl) { - this.signx = 1; - this.signy = 0; - this.sx = this.signx; - this.sy = this.signy; - } else if (this.ID == TileMapCell.TID_HALFr) { - this.signx = -1; - this.signy = 0; - this.sx = this.signx; - this.sy = this.signy; - } else { - //trace("BAAD TILE!!!: ID=" + this.ID + " ("+ t.i + "," + t.j + ")"); - return false; - } - } - } else { - //TID_EMPTY - this.CTYPE = TileMapCell.CTYPE_EMPTY; - this.signx = 0; - this.signy = 0; - this.sx = 0; - this.sy = 0; - } - }; - TileMapCell.TID_EMPTY = 0; - TileMapCell.TID_FULL = 1; - TileMapCell.TID_45DEGpn = 2; - TileMapCell.TID_45DEGnn = 3; - TileMapCell.TID_45DEGnp = 4; - TileMapCell.TID_45DEGpp = 5; - TileMapCell.TID_CONCAVEpn = 6; - TileMapCell.TID_CONCAVEnn = 7; - TileMapCell.TID_CONCAVEnp = 8; - TileMapCell.TID_CONCAVEpp = 9; - TileMapCell.TID_CONVEXpn = 10; - TileMapCell.TID_CONVEXnn = 11; - TileMapCell.TID_CONVEXnp = 12; - TileMapCell.TID_CONVEXpp = 13; - TileMapCell.TID_22DEGpnS = 14; - TileMapCell.TID_22DEGnnS = 15; - TileMapCell.TID_22DEGnpS = 16; - TileMapCell.TID_22DEGppS = 17; - TileMapCell.TID_22DEGpnB = 18; - TileMapCell.TID_22DEGnnB = 19; - TileMapCell.TID_22DEGnpB = 20; - TileMapCell.TID_22DEGppB = 21; - TileMapCell.TID_67DEGpnS = 22; - TileMapCell.TID_67DEGnnS = 23; - TileMapCell.TID_67DEGnpS = 24; - TileMapCell.TID_67DEGppS = 25; - TileMapCell.TID_67DEGpnB = 26; - TileMapCell.TID_67DEGnnB = 27; - TileMapCell.TID_67DEGnpB = 28; - TileMapCell.TID_67DEGppB = 29; - TileMapCell.TID_HALFd = 30; - TileMapCell.TID_HALFr = 31; - TileMapCell.TID_HALFu = 32; - TileMapCell.TID_HALFl = 33; - - TileMapCell.CTYPE_EMPTY = 0; - TileMapCell.CTYPE_FULL = 1; - TileMapCell.CTYPE_45DEG = 2; - TileMapCell.CTYPE_CONCAVE = 6; - TileMapCell.CTYPE_CONVEX = 10; - TileMapCell.CTYPE_22DEGs = 14; - TileMapCell.CTYPE_22DEGb = 18; - TileMapCell.CTYPE_67DEGs = 22; - TileMapCell.CTYPE_67DEGb = 26; - TileMapCell.CTYPE_HALF = 30; - return TileMapCell; -})(); - -var Circle = (function () { - function Circle(x, y, radius) { - this.type = 1; - this.pos = new Phaser.Vec2(x, y); - this.oldpos = Phaser.Vec2Utils.clone(this.pos); - this.radius = radius; - this.circleTileProjections = {}; - this.circleTileProjections[TileMapCell.CTYPE_FULL] = this.ProjCircle_Full; - this.circleTileProjections[TileMapCell.CTYPE_45DEG] = this.ProjCircle_45Deg; - this.circleTileProjections[TileMapCell.CTYPE_CONCAVE] = this.ProjCircle_Concave; - this.circleTileProjections[TileMapCell.CTYPE_CONVEX] = this.ProjCircle_Convex; - //Proj_CircleTile[CTYPE_22DEGs] = ProjCircle_22DegS; - //Proj_CircleTile[CTYPE_22DEGb] = ProjCircle_22DegB; - //Proj_CircleTile[CTYPE_67DEGs] = ProjCircle_67DegS; - //Proj_CircleTile[CTYPE_67DEGb] = ProjCircle_67DegB; - //Proj_CircleTile[CTYPE_HALF] = ProjCircle_Half; - } - Circle.prototype.IntegrateVerlet = function () { - //var d = DRAG; - //var g = GRAV; - var d = 1; - var g = 0.2; - - var p = this.pos; - var o = this.oldpos; - var px, py; - - var ox = o.x; - var oy = o.y; - o.x = px = p.x; - o.y = py = p.y; - - //o = oldposition - //integrate - p.x += (d * px) - (d * ox); - p.y += (d * py) - (d * oy) + g; - }; - - Circle.prototype.ReportCollisionVsWorld = function (px, py, dx, dy, obj) { - var p = this.pos; - var o = this.oldpos; - - //calc velocity - var vx = p.x - o.x; - var vy = p.y - o.y; - - //find component of velocity parallel to collision normal - var dp = (vx * dx + vy * dy); - var nx = dp * dx; - - var ny = dp * dy; - - var tx = vx - nx; - var ty = vy - ny; - - //we only want to apply collision response forces if the object is travelling into, and not out of, the collision - var b, bx, by, f, fx, fy; - - if (dp < 0) { - //f = FRICTION; - f = 0.05; - fx = tx * f; - fy = ty * f; - - //b = 1 + BOUNCE;//this bounce constant should be elsewhere, i.e inside the object/tile/etc.. - b = 1 + 0.3; - - bx = (nx * b); - by = (ny * b); - } else { - //moving out of collision, do not apply forces - bx = by = fx = fy = 0; - } - - p.x += px; - p.y += py; - - o.x += px + bx + fx; - o.y += py + by + fy; - }; - - Circle.prototype.CollideCircleVsWorldBounds = function () { - var p = this.pos; - var r = this.radius; - var XMIN = 0; - var XMAX = 800; - var YMIN = 0; - var YMAX = 600; - - //collide vs. x-bounds - //test XMIN - var dx = XMIN - (p.x - r); - if (0 < dx) { - //object is colliding with XMIN - this.ReportCollisionVsWorld(dx, 0, 1, 0, null); - } else { - //test XMAX - dx = (p.x + r) - XMAX; - if (0 < dx) { - //object is colliding with XMAX - this.ReportCollisionVsWorld(-dx, 0, -1, 0, null); - } - } - - //collide vs. y-bounds - //test YMIN - var dy = YMIN - (p.y - r); - if (0 < dy) { - //object is colliding with YMIN - this.ReportCollisionVsWorld(0, dy, 0, 1, null); - } else { - //test YMAX - dy = (p.y + r) - YMAX; - if (0 < dy) { - //object is colliding with YMAX - this.ReportCollisionVsWorld(0, -dy, 0, -1, null); - } - } - }; - - Circle.prototype.render = function (context) { - context.beginPath(); - context.strokeStyle = 'rgb(0,255,0)'; - context.arc(this.pos.x, this.pos.y, this.radius, 0, Math.PI * 2); - context.stroke(); - context.closePath(); - - if (this.oH == 1) { - context.beginPath(); - context.strokeStyle = 'rgb(255,0,0)'; - context.moveTo(this.pos.x - this.radius, this.pos.y - this.radius); - context.lineTo(this.pos.x - this.radius, this.pos.y + this.radius); - context.stroke(); - context.closePath(); - } else if (this.oH == -1) { - context.beginPath(); - context.strokeStyle = 'rgb(255,0,0)'; - context.moveTo(this.pos.x + this.radius, this.pos.y - this.radius); - context.lineTo(this.pos.x + this.radius, this.pos.y + this.radius); - context.stroke(); - context.closePath(); - } - - if (this.oV == 1) { - context.beginPath(); - context.strokeStyle = 'rgb(255,0,0)'; - context.moveTo(this.pos.x - this.radius, this.pos.y - this.radius); - context.lineTo(this.pos.x + this.radius, this.pos.y - this.radius); - context.stroke(); - context.closePath(); - } else if (this.oV == -1) { - context.beginPath(); - context.strokeStyle = 'rgb(255,0,0)'; - context.moveTo(this.pos.x - this.radius, this.pos.y + this.radius); - context.lineTo(this.pos.x + this.radius, this.pos.y + this.radius); - context.stroke(); - context.closePath(); - } - }; - - Circle.prototype.CollideCircleVsTile = function (tile) { - var pos = this.pos; - var r = this.radius; - var c = tile; - - var tx = c.pos.x; - var ty = c.pos.y; - var txw = c.xw; - var tyw = c.yw; - - var dx = pos.x - tx; - var px = (txw + r) - Math.abs(dx); - - if (0 < px) { - var dy = pos.y - ty; - var py = (tyw + r) - Math.abs(dy); - - if (0 < py) { - //object may be colliding with tile - //determine grid/voronoi region of circle center - this.oH = 0; - this.oV = 0; - if (dx < -txw) { - //circle is on left side of tile - this.oH = -1; - } else if (txw < dx) { - //circle is on right side of tile - this.oH = 1; - } - - if (dy < -tyw) { - //circle is on top side of tile - this.oV = -1; - } else if (tyw < dy) { - //circle is on bottom side of tile - this.oV = 1; - } - - this.ResolveCircleTile(px, py, this.oH, this.oV, this, c); - } - } - }; - - Circle.prototype.ResolveCircleTile = function (x, y, oH, oV, obj, t) { - if (0 < t.ID) { - return this.circleTileProjections[t.CTYPE](x, y, oH, oV, obj, t); - } else { - console.log("ResolveCircleTile() was called with an empty (or unknown) tile!: ID=" + t.ID + " (" + t.i + "," + t.j + ")"); - return false; - } - }; - - Circle.prototype.ProjCircle_Full = function (x, y, oH, oV, obj, t) { - if (oH == 0) { - if (oV == 0) { - if (x < y) { - //penetration in x is smaller; project in x - var dx = obj.pos.x - t.pos.x; - - if (dx < 0) { - obj.ReportCollisionVsWorld(-x, 0, -1, 0, t); - return Circle.COL_AXIS; - } else { - obj.ReportCollisionVsWorld(x, 0, 1, 0, t); - return Circle.COL_AXIS; - } - } else { - //penetration in y is smaller; project in y - var dy = obj.pos.y - t.pos.y; - - if (dy < 0) { - obj.ReportCollisionVsWorld(0, -y, 0, -1, t); - return Circle.COL_AXIS; - } else { - obj.ReportCollisionVsWorld(0, y, 0, 1, t); - return Circle.COL_AXIS; - } - } - } else { - //collision with vertical neighbor - obj.ReportCollisionVsWorld(0, y * oV, 0, oV, t); - - return Circle.COL_AXIS; - } - } else if (oV == 0) { - //collision with horizontal neighbor - obj.ReportCollisionVsWorld(x * oH, 0, oH, 0, t); - return Circle.COL_AXIS; - } else { - //diagonal collision - //get diag vertex position - var vx = t.pos.x + (oH * t.xw); - var vy = t.pos.y + (oV * t.yw); - - var dx = obj.pos.x - vx; - var dy = obj.pos.y - vy; - - var len = Math.sqrt(dx * dx + dy * dy); - var pen = obj.radius - len; - if (0 < pen) { - if (len == 0) { - //project out by 45deg - dx = oH / Math.SQRT2; - dy = oV / Math.SQRT2; - } else { - dx /= len; - dy /= len; - } - - obj.ReportCollisionVsWorld(dx * pen, dy * pen, dx, dy, t); - - return Circle.COL_OTHER; - } - } - - return Circle.COL_NONE; - }; - - Circle.prototype.ProjCircle_45Deg = function (x, y, oH, oV, obj, t) { - //if we're colliding diagonally: - // -if obj is in the diagonal pointed to by the slope normal: we can't collide, do nothing - // -else, collide vs. the appropriate vertex - //if obj is in this tile: perform collision as for aabb-ve-45deg - //if obj is horiz OR very neighb in direction of slope: collide only vs. slope - //if obj is horiz or vert neigh against direction of slope: collide vs. face - var signx = t.signx; - var signy = t.signy; - var lenP; - - if (oH == 0) { - if (oV == 0) { - //colliding with current tile - var sx = t.sx; - var sy = t.sy; - - var ox = (obj.pos.x - (sx * obj.radius)) - t.pos.x; - var oy = (obj.pos.y - (sy * obj.radius)) - t.pos.y; - - //if the dotprod of (ox,oy) and (sx,sy) is negative, the innermost point is in the slope - //and we need toproject it out by the magnitude of the projection of (ox,oy) onto (sx,sy) - var dp = (ox * sx) + (oy * sy); - if (dp < 0) { - //collision; project delta onto slope and use this as the slope penetration vector - sx *= -dp; - sy *= -dp; - - if (x < y) { - //penetration in x is smaller - lenP = x; - y = 0; - - if ((obj.pos.x - t.pos.x) < 0) { - x *= -1; - } - } else { - //penetration in y is smaller - lenP = y; - x = 0; - - if ((obj.pos.y - t.pos.y) < 0) { - y *= -1; - } - } - - var lenN = Math.sqrt(sx * sx + sy * sy); - - if (lenP < lenN) { - obj.ReportCollisionVsWorld(x, y, x / lenP, y / lenP, t); - - return Circle.COL_AXIS; - } else { - obj.ReportCollisionVsWorld(sx, sy, t.sx, t.sy, t); - - return Circle.COL_OTHER; - } - } - } else { - if ((signy * oV) < 0) { - //colliding with face/edge - obj.ReportCollisionVsWorld(0, y * oV, 0, oV, t); - - return Circle.COL_AXIS; - } else { - //we could only be colliding vs the slope OR a vertex - //look at the vector form the closest vert to the circle to decide - var sx = t.sx; - var sy = t.sy; - - var ox = obj.pos.x - (t.pos.x - (signx * t.xw)); - var oy = obj.pos.y - (t.pos.y + (oV * t.yw)); - - //if the component of (ox,oy) parallel to the normal's righthand normal - //has the same sign as the slope of the slope (the sign of the slope's slope is signx*signy) - //then we project by the vertex, otherwise by the normal. - //note that this is simply a VERY tricky/weird method of determining - //if the circle is in side the slope/face's voronoi region, or that of the vertex. - var perp = (ox * -sy) + (oy * sx); - if (0 < (perp * signx * signy)) { - //collide vs. vertex - var len = Math.sqrt(ox * ox + oy * oy); - var pen = obj.radius - len; - if (0 < pen) { - //note: if len=0, then perp=0 and we'll never reach here, so don't worry about div-by-0 - ox /= len; - oy /= len; - - obj.ReportCollisionVsWorld(ox * pen, oy * pen, ox, oy, t); - - return Circle.COL_OTHER; - } - } else { - //collide vs. slope - //if the component of (ox,oy) parallel to the normal is less than the circle radius, we're - //penetrating the slope. note that this method of penetration calculation doesn't hold - //in general (i.e it won't work if the circle is in the slope), but works in this case - //because we know the circle is in a neighboring cell - var dp = (ox * sx) + (oy * sy); - var pen = obj.radius - Math.abs(dp); - if (0 < pen) { - //collision; circle out along normal by penetration amount - obj.ReportCollisionVsWorld(sx * pen, sy * pen, sx, sy, t); - - return Circle.COL_OTHER; - } - } - } - } - } else if (oV == 0) { - if ((signx * oH) < 0) { - //colliding with face/edge - obj.ReportCollisionVsWorld(x * oH, 0, oH, 0, t); - - return Circle.COL_AXIS; - } else { - //we could only be colliding vs the slope OR a vertex - //look at the vector form the closest vert to the circle to decide - var sx = t.sx; - var sy = t.sy; - - var ox = obj.pos.x - (t.pos.x + (oH * t.xw)); - var oy = obj.pos.y - (t.pos.y - (signy * t.yw)); - - //if the component of (ox,oy) parallel to the normal's righthand normal - //has the same sign as the slope of the slope (the sign of the slope's slope is signx*signy) - //then we project by the normal, otherwise by the vertex. - //(NOTE: this is the opposite logic of the vertical case; - // for vertical, if the perp prod and the slope's slope agree, it's outside. - // for horizontal, if the perp prod and the slope's slope agree, circle is inside. - // ..but this is only a property of flahs' coord system (i.e the rules might swap - // in righthanded systems)) - //note that this is simply a VERY tricky/weird method of determining - //if the circle is in side the slope/face's voronio region, or that of the vertex. - var perp = (ox * -sy) + (oy * sx); - if ((perp * signx * signy) < 0) { - //collide vs. vertex - var len = Math.sqrt(ox * ox + oy * oy); - var pen = obj.radius - len; - if (0 < pen) { - //note: if len=0, then perp=0 and we'll never reach here, so don't worry about div-by-0 - ox /= len; - oy /= len; - - obj.ReportCollisionVsWorld(ox * pen, oy * pen, ox, oy, t); - - return Circle.COL_OTHER; - } - } else { - //collide vs. slope - //if the component of (ox,oy) parallel to the normal is less than the circle radius, we're - //penetrating the slope. note that this method of penetration calculation doesn't hold - //in general (i.e it won't work if the circle is in the slope), but works in this case - //because we know the circle is in a neighboring cell - var dp = (ox * sx) + (oy * sy); - var pen = obj.radius - Math.abs(dp); - if (0 < pen) { - //collision; circle out along normal by penetration amount - obj.ReportCollisionVsWorld(sx * pen, sy * pen, sx, sy, t); - - return Circle.COL_OTHER; - } - } - } - } else { - if (0 < ((signx * oH) + (signy * oV))) { - //the dotprod of slope normal and cell offset is strictly positive, - //therefore obj is in the diagonal neighb pointed at by the normal, and - //it cannot possibly reach/touch/penetrate the slope - return Circle.COL_NONE; - } else { - //collide vs. vertex - //get diag vertex position - var vx = t.pos.x + (oH * t.xw); - var vy = t.pos.y + (oV * t.yw); - - var dx = obj.pos.x - vx; - var dy = obj.pos.y - vy; - - var len = Math.sqrt(dx * dx + dy * dy); - var pen = obj.radius - len; - if (0 < pen) { - if (len == 0) { - //project out by 45deg - dx = oH / Math.SQRT2; - dy = oV / Math.SQRT2; - } else { - dx /= len; - dy /= len; - } - - obj.ReportCollisionVsWorld(dx * pen, dy * pen, dx, dy, t); - return Circle.COL_OTHER; - } - } - } - - return Circle.COL_NONE; - }; - - Circle.prototype.ProjCircle_Concave = function (x, y, oH, oV, obj, t) { - //if we're colliding diagonally: - // -if obj is in the diagonal pointed to by the slope normal: we can't collide, do nothing - // -else, collide vs. the appropriate vertex - //if obj is in this tile: perform collision as for aabb - //if obj is horiz OR very neighb in direction of slope: collide vs vert - //if obj is horiz or vert neigh against direction of slope: collide vs. face - var signx = t.signx; - var signy = t.signy; - var lenP; - - if (oH == 0) { - if (oV == 0) { - //colliding with current tile - var ox = (t.pos.x + (signx * t.xw)) - obj.pos.x; - var oy = (t.pos.y + (signy * t.yw)) - obj.pos.y; - - var twid = t.xw * 2; - var trad = Math.sqrt(twid * twid + 0); - - //note that this should be precomputed at compile-time since it's constant - var len = Math.sqrt(ox * ox + oy * oy); - var pen = (len + obj.radius) - trad; - - if (0 < pen) { - if (x < y) { - //penetration in x is smaller - lenP = x; - y = 0; - - if ((obj.pos.x - t.pos.x) < 0) { - x *= -1; - } - } else { - //penetration in y is smaller - lenP = y; - x = 0; - - if ((obj.pos.y - t.pos.y) < 0) { - y *= -1; - } - } - - if (lenP < pen) { - obj.ReportCollisionVsWorld(x, y, x / lenP, y / lenP, t); - - return Circle.COL_AXIS; - } else { - //we can assume that len >0, because if we're here then - //(len + obj.radius) > trad, and since obj.radius <= trad - //len MUST be > 0 - ox /= len; - oy /= len; - - obj.ReportCollisionVsWorld(ox * pen, oy * pen, ox, oy, t); - - return Circle.COL_OTHER; - } - } else { - return Circle.COL_NONE; - } - } else { - if ((signy * oV) < 0) { - //colliding with face/edge - obj.ReportCollisionVsWorld(0, y * oV, 0, oV, t); - - return Circle.COL_AXIS; - } else { - //we could only be colliding vs the vertical tip - //get diag vertex position - var vx = t.pos.x - (signx * t.xw); - var vy = t.pos.y + (oV * t.yw); - - var dx = obj.pos.x - vx; - var dy = obj.pos.y - vy; - - var len = Math.sqrt(dx * dx + dy * dy); - var pen = obj.radius - len; - if (0 < pen) { - if (len == 0) { - //project out vertically - dx = 0; - dy = oV; - } else { - dx /= len; - dy /= len; - } - - obj.ReportCollisionVsWorld(dx * pen, dy * pen, dx, dy, t); - - return Circle.COL_OTHER; - } - } - } - } else if (oV == 0) { - if ((signx * oH) < 0) { - //colliding with face/edge - obj.ReportCollisionVsWorld(x * oH, 0, oH, 0, t); - - return Circle.COL_AXIS; - } else { - //we could only be colliding vs the horizontal tip - //get diag vertex position - var vx = t.pos.x + (oH * t.xw); - var vy = t.pos.y - (signy * t.yw); - - var dx = obj.pos.x - vx; - var dy = obj.pos.y - vy; - - var len = Math.sqrt(dx * dx + dy * dy); - var pen = obj.radius - len; - if (0 < pen) { - if (len == 0) { - //project out horizontally - dx = oH; - dy = 0; - } else { - dx /= len; - dy /= len; - } - - obj.ReportCollisionVsWorld(dx * pen, dy * pen, dx, dy, t); - - return Circle.COL_OTHER; - } - } - } else { - if (0 < ((signx * oH) + (signy * oV))) { - //the dotprod of slope normal and cell offset is strictly positive, - //therefore obj is in the diagonal neighb pointed at by the normal, and - //it cannot possibly reach/touch/penetrate the slope - return Circle.COL_NONE; - } else { - //collide vs. vertex - //get diag vertex position - var vx = t.pos.x + (oH * t.xw); - var vy = t.pos.y + (oV * t.yw); - - var dx = obj.pos.x - vx; - var dy = obj.pos.y - vy; - - var len = Math.sqrt(dx * dx + dy * dy); - var pen = obj.radius - len; - if (0 < pen) { - if (len == 0) { - //project out by 45deg - dx = oH / Math.SQRT2; - dy = oV / Math.SQRT2; - } else { - dx /= len; - dy /= len; - } - - obj.ReportCollisionVsWorld(dx * pen, dy * pen, dx, dy, t); - - return Circle.COL_OTHER; - } - } - } - - return Circle.COL_NONE; - }; - - Circle.prototype.ProjCircle_Convex = function (x, y, oH, oV, obj, t) { - //if the object is horiz AND/OR vertical neighbor in the normal (signx,signy) - //direction, collide vs. tile-circle only. - //if we're colliding diagonally: - // -else, collide vs. the appropriate vertex - //if obj is in this tile: perform collision as for aabb - //if obj is horiz or vert neigh against direction of slope: collide vs. face - var signx = t.signx; - var signy = t.signy; - var lenP; - - if (oH == 0) { - if (oV == 0) { - //colliding with current tile - var ox = obj.pos.x - (t.pos.x - (signx * t.xw)); - var oy = obj.pos.y - (t.pos.y - (signy * t.yw)); - - var twid = t.xw * 2; - var trad = Math.sqrt(twid * twid + 0); - - //note that this should be precomputed at compile-time since it's constant - var len = Math.sqrt(ox * ox + oy * oy); - var pen = (trad + obj.radius) - len; - - if (0 < pen) { - if (x < y) { - //penetration in x is smaller - lenP = x; - y = 0; - - if ((obj.pos.x - t.pos.x) < 0) { - x *= -1; - } - } else { - //penetration in y is smaller - lenP = y; - x = 0; - - if ((obj.pos.y - t.pos.y) < 0) { - y *= -1; - } - } - - if (lenP < pen) { - obj.ReportCollisionVsWorld(x, y, x / lenP, y / lenP, t); - - return Circle.COL_AXIS; - } else { - //note: len should NEVER be == 0, because if it is, - //projeciton by an axis shoudl always be shorter, and we should - //never arrive here - ox /= len; - oy /= len; - - obj.ReportCollisionVsWorld(ox * pen, oy * pen, ox, oy, t); - - return Circle.COL_OTHER; - } - } - } else { - if ((signy * oV) < 0) { - //colliding with face/edge - obj.ReportCollisionVsWorld(0, y * oV, 0, oV, t); - - return Circle.COL_AXIS; - } else { - //obj in neighboring cell pointed at by tile normal; - //we could only be colliding vs the tile-circle surface - var ox = obj.pos.x - (t.pos.x - (signx * t.xw)); - var oy = obj.pos.y - (t.pos.y - (signy * t.yw)); - - var twid = t.xw * 2; - var trad = Math.sqrt(twid * twid + 0); - - //note that this should be precomputed at compile-time since it's constant - var len = Math.sqrt(ox * ox + oy * oy); - var pen = (trad + obj.radius) - len; - - if (0 < pen) { - //note: len should NEVER be == 0, because if it is, - //obj is not in a neighboring cell! - ox /= len; - oy /= len; - - obj.ReportCollisionVsWorld(ox * pen, oy * pen, ox, oy, t); - - return Circle.COL_OTHER; - } - } - } - } else if (oV == 0) { - if ((signx * oH) < 0) { - //colliding with face/edge - obj.ReportCollisionVsWorld(x * oH, 0, oH, 0, t); - - return Circle.COL_AXIS; - } else { - //obj in neighboring cell pointed at by tile normal; - //we could only be colliding vs the tile-circle surface - var ox = obj.pos.x - (t.pos.x - (signx * t.xw)); - var oy = obj.pos.y - (t.pos.y - (signy * t.yw)); - - var twid = t.xw * 2; - var trad = Math.sqrt(twid * twid + 0); - - //note that this should be precomputed at compile-time since it's constant - var len = Math.sqrt(ox * ox + oy * oy); - var pen = (trad + obj.radius) - len; - - if (0 < pen) { - //note: len should NEVER be == 0, because if it is, - //obj is not in a neighboring cell! - ox /= len; - oy /= len; - - obj.ReportCollisionVsWorld(ox * pen, oy * pen, ox, oy, t); - - return Circle.COL_OTHER; - } - } - } else { - if (0 < ((signx * oH) + (signy * oV))) { - //obj in diag neighb cell pointed at by tile normal; - //we could only be colliding vs the tile-circle surface - var ox = obj.pos.x - (t.pos.x - (signx * t.xw)); - var oy = obj.pos.y - (t.pos.y - (signy * t.yw)); - - var twid = t.xw * 2; - var trad = Math.sqrt(twid * twid + 0); - - //note that this should be precomputed at compile-time since it's constant - var len = Math.sqrt(ox * ox + oy * oy); - var pen = (trad + obj.radius) - len; - - if (0 < pen) { - //note: len should NEVER be == 0, because if it is, - //obj is not in a neighboring cell! - ox /= len; - oy /= len; - - obj.ReportCollisionVsWorld(ox * pen, oy * pen, ox, oy, t); - - return Circle.COL_OTHER; - } - } else { - //collide vs. vertex - //get diag vertex position - var vx = t.pos.x + (oH * t.xw); - var vy = t.pos.y + (oV * t.yw); - - var dx = obj.pos.x - vx; - var dy = obj.pos.y - vy; - - var len = Math.sqrt(dx * dx + dy * dy); - var pen = obj.radius - len; - if (0 < pen) { - if (len == 0) { - //project out by 45deg - dx = oH / Math.SQRT2; - dy = oV / Math.SQRT2; - } else { - dx /= len; - dy /= len; - } - - obj.ReportCollisionVsWorld(dx * pen, dy * pen, dx, dy, t); - - return Circle.COL_OTHER; - } - } - } - - return Circle.COL_NONE; - }; - Circle.COL_NONE = 0; - Circle.COL_AXIS = 1; - Circle.COL_OTHER = 2; - return Circle; -})(); - -(function () { - var game = new Phaser.Game(this, 'game', 800, 600, init, create, update, render); - - function init() { - game.load.image('ball', 'assets/sprites/shinyball.png'); - game.load.image('card', 'assets/sprites/mana_card.png'); - } - - var cells; - var physics; - var b; - var c; - var t; - var ball; - var card; - - function create() { - this.ball = game.add.sprite(0, 0, 'ball'); - this.ball.origin.setTo(0.5, 0.5); - - this.card = game.add.sprite(0, 0, 'card'); - this.card.rotation = 30; - - //this.card.origin.setTo(0.5, 0.5); - this.physics = new NPhysics(); - this.c = new Circle(200, 100, 16); - this.b = new AABB(200, 200, 74 / 2, 128 / 2); - - // pos is center, not upper-left - this.cells = []; - - var tid; - - for (var i = 0; i < 10; i++) { - if (i % 2 == 0) { - console.log('pn'); - tid = TileMapCell.TID_CONCAVEpn; - } else { - console.log('nn'); - tid = TileMapCell.TID_CONCAVEnn; - } - - //this.cells.push(new TileMapCell(100 + (i * 100), 400, 50, 100).SetState(TileMapCell.TID_FULL)); - this.cells.push(new TileMapCell(100 + (i * 100), 400, 50, 50).SetState(tid)); - //this.cells.push(new TileMapCell(100 + (i * 100), 500, 50, 50).SetState(TileMapCell.TID_FULL)); - //this.cells.push(new TileMapCell(100 + (i * 100), 500, 50, 50).SetState(TileMapCell.TID_CONCAVEpn)); - } - //this.t = new TileMapCell(200, 500, 100, 100); - //this.t.SetState(TileMapCell.TID_FULL); - //this.t.SetState(TileMapCell.TID_45DEGpn); - //this.t.SetState(TileMapCell.TID_CONCAVEpn); - //this.t.SetState(TileMapCell.TID_CONVEXpn); - } - - function update() { - var fx = 0; - var fy = 0; - - if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT)) { - fx -= 0.2; - } else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) { - fx += 0.2; - } - - if (game.input.keyboard.isDown(Phaser.Keyboard.UP)) { - fy -= 0.2 + 0.2; - } else if (game.input.keyboard.isDown(Phaser.Keyboard.DOWN)) { - fy += 0.2; - } - - // update circle - this.c.pos.x = this.c.oldpos.x + Math.min(20, Math.max(-20, this.c.pos.x - this.c.oldpos.x + fx)); - this.c.pos.y = this.c.oldpos.y + Math.min(20, Math.max(-20, this.c.pos.y - this.c.oldpos.y + fy)); - this.c.IntegrateVerlet(); - - // update box - this.b.pos.x = this.b.oldpos.x + Math.min(40, Math.max(-40, this.b.pos.x - this.b.oldpos.x + fx)); - this.b.pos.y = this.b.oldpos.y + Math.min(40, Math.max(-40, this.b.pos.y - this.b.oldpos.y + fy)); - this.b.IntegrateVerlet(); - - for (var i = 0; i < this.cells.length; i++) { - this.c.CollideCircleVsTile(this.cells[i]); - this.b.CollideAABBVsTile(this.cells[i]); - } - - this.c.CollideCircleVsWorldBounds(); - this.b.CollideAABBVsWorldBounds(); - - this.ball.x = this.c.pos.x; - this.ball.y = this.c.pos.y; - - this.card.transform.centerOn(this.b.pos.x, this.b.pos.y); - //this.card.x = this.b.pos.x; - //this.card.y = this.b.pos.y; - } - - function render() { - this.c.render(game.stage.context); - this.b.render(game.stage.context); - - for (var i = 0; i < this.cells.length; i++) { - this.cells[i].render(game.stage.context); - } - } -})(); diff --git a/wip/verlet/AngleConstraint.js.map b/wip/verlet/AngleConstraint.js.map deleted file mode 100644 index 545f2400..00000000 --- a/wip/verlet/AngleConstraint.js.map +++ /dev/null @@ -1 +0,0 @@ -{"version":3,"file":"AngleConstraint.js","sources":["AngleConstraint.ts"],"names":["Phaser","Phaser.Verlet","Phaser.Verlet.AngleConstraint","Phaser.Verlet.AngleConstraint.constructor","Phaser.Verlet.AngleConstraint.relax","Phaser.Verlet.AngleConstraint.render"],"mappings":"AAUA,IAAO,MAAM;AA+DZ,CA/DD,UAAO,MAAM;IAVbA,mCAAmCA;IACnCA,oCAAoCA;IACpCA,2CAA2CA;IAE3CA;;;;MAIEA;KAEKA,UAAOA,MAAMA;QAEhBC;YAUIC;;;;;;;eADGA;YACHA,SAVSA,eAAeA,CAUZA,CAAyBA,EAAEA,CAAyBA,EAAEA,CAAyBA,EAAEA,SAAiBA;gBAE1GC,IAAIA,CAACA,CAACA,GAAGA,CAACA;gBACVA,IAAIA,CAACA,CAACA,GAAGA,CAACA;gBACVA,IAAIA,CAACA,CAACA,GAAGA,CAACA;gBACVA,IAAIA,CAACA,KAAKA,GAAGA,IAAIA,CAACA,CAACA,CAACA,GAAGA,CAACA,MAAMA,CAACA,IAAIA,CAACA,CAACA,CAACA,GAAGA,EAAEA,IAAIA,CAACA,CAACA,CAACA,GAAGA,CAACA;gBACtDA,IAAIA,CAACA,SAASA,GAAGA,SAASA;YAE9BA,CAACA;YAQDD,kCAAAA,UAAaA,QAAgBA;gBAEzBE,IAAIA,KAAKA,GAAGA,IAAIA,CAACA,CAACA,CAACA,GAAGA,CAACA,MAAMA,CAACA,IAAIA,CAACA,CAACA,CAACA,GAAGA,EAAEA,IAAIA,CAACA,CAACA,CAACA,GAAGA,CAACA,CAACA;gBACtDA,IAAIA,IAAIA,GAAGA,KAAKA,GAAGA,IAAIA,CAACA,KAAKA,CAACA;gBAE9BA,GAAIA,IAAIA,IAAIA,CAACA,IAAIA,CAACA,EAAEA,CAACA;oBACjBA,IAAIA,IAAIA,CAACA,GAAGA,IAAIA,CAACA,EAAEA;iBAACA,MACnBA,GAAIA,IAAIA,IAAIA,IAAIA,CAACA,EAAEA,CAACA;oBACrBA,IAAIA,IAAIA,CAACA,GAAGA,IAAIA,CAACA,EAAEA;iBAACA;gBAExBA,IAAIA,IAAIA,QAAQA,GAAGA,IAAIA,CAACA,SAASA;gBAEjCA,IAAIA,CAACA,CAACA,CAACA,GAAGA,GAAGA,IAAIA,CAACA,CAACA,CAACA,GAAGA,CAACA,MAAMA,CAACA,IAAIA,CAACA,CAACA,CAACA,GAAGA,EAAEA,IAAIA,CAACA;gBAChDA,IAAIA,CAACA,CAACA,CAACA,GAAGA,GAAGA,IAAIA,CAACA,CAACA,CAACA,GAAGA,CAACA,MAAMA,CAACA,IAAIA,CAACA,CAACA,CAACA,GAAGA,EAAEA,CAACA,IAAIA,CAACA;gBACjDA,IAAIA,CAACA,CAACA,CAACA,GAAGA,GAAGA,IAAIA,CAACA,CAACA,CAACA,GAAGA,CAACA,MAAMA,CAACA,IAAIA,CAACA,CAACA,CAACA,GAAGA,EAAEA,IAAIA,CAACA;gBAChDA,IAAIA,CAACA,CAACA,CAACA,GAAGA,GAAGA,IAAIA,CAACA,CAACA,CAACA,GAAGA,CAACA,MAAMA,CAACA,IAAIA,CAACA,CAACA,CAACA,GAAGA,EAAEA,CAACA,IAAIA,CAACA;YAErDA,CAACA;YAEDF,mCAAAA,UAAcA,GAAGA;gBAEbG,GAAGA,CAACA,SAASA,EAAEA;gBACfA,GAAGA,CAACA,MAAMA,CAACA,IAAIA,CAACA,CAACA,CAACA,GAAGA,CAACA,CAACA,EAAEA,IAAIA,CAACA,CAACA,CAACA,GAAGA,CAACA,CAACA,CAACA;gBACtCA,GAAGA,CAACA,MAAMA,CAACA,IAAIA,CAACA,CAACA,CAACA,GAAGA,CAACA,CAACA,EAAEA,IAAIA,CAACA,CAACA,CAACA,GAAGA,CAACA,CAACA,CAACA;gBACtCA,GAAGA,CAACA,MAAMA,CAACA,IAAIA,CAACA,CAACA,CAACA,GAAGA,CAACA,CAACA,EAAEA,IAAIA,CAACA,CAACA,CAACA,GAAGA,CAACA,CAACA,CAACA;gBACtCA,IAAIA,GAAGA,GAAGA,GAAGA,CAACA,SAASA,CAACA;gBACxBA,GAAGA,CAACA,SAASA,GAAGA,CAACA;gBACjBA,GAAGA,CAACA,WAAWA,GAAGA,qBAAqBA;gBACvCA,GAAGA,CAACA,MAAMA,EAAEA;gBACZA,GAAGA,CAACA,SAASA,GAAGA,GAAGA;YAEvBA,CAACA;YAELH;AAACA,QAADA,CAACA,IAAAD;QA3DDA,yCA2DCA,QAAAA;IAELA,CAACA,yCAAAD;IA/DMA;AA+DNA,CAAAA,2BAAA"} \ No newline at end of file diff --git a/wip/verlet/Particle.js.map b/wip/verlet/Particle.js.map deleted file mode 100644 index 69ac2ae3..00000000 --- a/wip/verlet/Particle.js.map +++ /dev/null @@ -1 +0,0 @@ -{"version":3,"file":"Particle.js","sources":["Particle.ts"],"names":["Phaser","Phaser.Verlet","Phaser.Verlet.Particle","Phaser.Verlet.Particle.constructor","Phaser.Verlet.Particle.render"],"mappings":"AASA,IAAO,MAAM;AAkCZ,CAlCD,UAAO,MAAM;IATbA,mCAAmCA;IACnCA,2CAA2CA;IAE3CA;;;;MAIEA;KAEKA,UAAOA,MAAMA;QAEhBC;YAUIC;;;;;;;eADGA;YACHA,SAVSA,QAAQA,CAULA,GAAYA;gBAEpBC,IAAIA,CAACA,GAAGA,GAAGA,CAACA,IAAIA,OAAOA,EAAEA,EAAEA,UAAUA,CAACA,GAAGA,CAACA;gBAC1CA,IAAIA,CAACA,OAAOA,GAAGA,CAACA,IAAIA,OAAOA,EAAEA,EAAEA,UAAUA,CAACA,GAAGA,CAACA;YAGlDA,CAACA;YAKDD,4BAAAA,UAAcA,GAAGA;gBAEhBE,GAAGA,CAACA,SAASA,EAAEA;gBACfA,GAAGA,CAACA,GAAGA,CAACA,IAAIA,CAACA,GAAGA,CAACA,CAACA,EAAEA,IAAIA,CAACA,GAAGA,CAACA,CAACA,EAAEA,CAACA,EAAEA,CAACA,EAAEA,CAACA,GAACA,IAAIA,CAACA,EAAEA,CAACA;gBAChDA,GAAGA,CAACA,SAASA,GAAGA,SAASA;gBACzBA,GAAGA,CAACA,IAAIA,EAAEA;YAEXA,CAACA;YAELF;AAACA,QAADA,CAACA,IAAAD;QA9BDA,2BA8BCA,QAAAA;IAELA,CAACA,yCAAAD;IAlCMA;AAkCNA,CAAAA,2BAAA"} \ No newline at end of file