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https://github.com/wassname/phaser.git
synced 2026-08-03 13:10:25 +08:00
Added Matching Pairs game and updated fixed to camera example.
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@@ -47,15 +47,19 @@ Phaser.GameObjectFactory.prototype = {
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* @param {number} y - Y position of the new sprite.
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* @param {string|Phaser.RenderTexture|PIXI.Texture} key - This is the image or texture used by the Sprite during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture or PIXI.Texture.
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* @param {string|number} [frame] - 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.
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* @param {Phaser.Group} [group] - Optional Group to add the object to. If not specified it will be added to the World group.
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* @returns {Phaser.Sprite} the newly created sprite object.
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*/
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sprite: function (x, y, key, frame) {
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sprite: function (x, y, key, frame, group) {
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return this.world.create(x, y, key, frame);
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if (typeof group === 'undefined') { group = this.world; }
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return group.create(x, y, key, frame);
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},
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/**
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* DEPRECATED - will be removed in Phaser 1.2
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* Create a new Sprite with specific position and sprite sheet key that will automatically be added as a child of the given parent.
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*
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* @method Phaser.GameObjectFactory#child
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@@ -125,11 +129,14 @@ Phaser.GameObjectFactory.prototype = {
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* @param {number} height - the height of the tilesprite.
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* @param {string|Phaser.RenderTexture|PIXI.Texture} key - This is the image or texture used by the Sprite during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture or PIXI.Texture.
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* @param {string|number} frame - If this Sprite is using part of a sprite sheet or texture atlas you can specify the exact frame to use by giving a string or numeric index.
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* @param {Phaser.Group} [group] - Optional Group to add the object to. If not specified it will be added to the World group.
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* @return {Phaser.TileSprite} The newly created tileSprite object.
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*/
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tileSprite: function (x, y, width, height, key, frame) {
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tileSprite: function (x, y, width, height, key, frame, group) {
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return this.world.add(new Phaser.TileSprite(this.game, x, y, width, height, key, frame));
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if (typeof group === 'undefined') { group = this.world; }
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return group.add(new Phaser.TileSprite(this.game, x, y, width, height, key, frame));
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},
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@@ -141,11 +148,14 @@ Phaser.GameObjectFactory.prototype = {
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* @param {number} y - Y position of the new text object.
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* @param {string} text - The actual text that will be written.
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* @param {object} style - The style object containing style attributes like font, font size , etc.
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* @param {Phaser.Group} [group] - Optional Group to add the object to. If not specified it will be added to the World group.
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* @return {Phaser.Text} The newly created text object.
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*/
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text: function (x, y, text, style) {
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text: function (x, y, text, style, group) {
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return this.world.add(new Phaser.Text(this.game, x, y, text, style));
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if (typeof group === 'undefined') { group = this.world; }
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return group.add(new Phaser.Text(this.game, x, y, text, style));
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},
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@@ -161,11 +171,14 @@ Phaser.GameObjectFactory.prototype = {
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* @param {string|number} [overFrame] 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.
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* @param {string|number} [outFrame] 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.
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* @param {string|number} [downFrame] 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.
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* @param {Phaser.Group} [group] - Optional Group to add the object to. If not specified it will be added to the World group.
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* @return {Phaser.Button} The newly created button object.
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*/
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button: function (x, y, key, callback, callbackContext, overFrame, outFrame, downFrame) {
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button: function (x, y, key, callback, callbackContext, overFrame, outFrame, downFrame, group) {
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return this.world.add(new Phaser.Button(this.game, x, y, key, callback, callbackContext, overFrame, outFrame, downFrame));
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if (typeof group === 'undefined') { group = this.world; }
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return group.add(new Phaser.Button(this.game, x, y, key, callback, callbackContext, overFrame, outFrame, downFrame));
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},
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@@ -175,11 +188,14 @@ Phaser.GameObjectFactory.prototype = {
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* @method Phaser.GameObjectFactory#graphics
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* @param {number} x - X position of the new graphics object.
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* @param {number} y - Y position of the new graphics object.
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* @param {Phaser.Group} [group] - Optional Group to add the object to. If not specified it will be added to the World group.
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* @return {Phaser.Graphics} The newly created graphics object.
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*/
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graphics: function (x, y) {
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graphics: function (x, y, group) {
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return this.world.add(new Phaser.Graphics(this.game, x, y));
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if (typeof group === 'undefined') { group = this.world; }
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return group.add(new Phaser.Graphics(this.game, x, y));
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},
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@@ -208,9 +224,12 @@ Phaser.GameObjectFactory.prototype = {
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* @param {number} y - Y position of the new bitmapText object.
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* @param {string} text - The actual text that will be written.
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* @param {object} style - The style object containing style attributes like font, font size , etc.
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* @param {Phaser.Group} [group] - Optional Group to add the object to. If not specified it will be added to the World group.
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* @return {Phaser.BitmapText} The newly created bitmapText object.
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*/
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bitmapText: function (x, y, text, style) {
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bitmapText: function (x, y, text, style, group) {
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if (typeof group === 'undefined') { group = this.world; }
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return this.world.add(new Phaser.BitmapText(this.game, x, y, text, style));
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@@ -250,11 +269,14 @@ Phaser.GameObjectFactory.prototype = {
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* @param {number} y - Y position of the new tilemapLayer.
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* @param {number} width - the width of the tilemapLayer.
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* @param {number} height - the height of the tilemapLayer.
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* @param {Phaser.Group} [group] - Optional Group to add the object to. If not specified it will be added to the World group.
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* @return {Phaser.TilemapLayer} The newly created tilemaplayer object.
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*/
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tilemapLayer: function (x, y, width, height, tileset, tilemap, layer) {
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tilemapLayer: function (x, y, width, height, tileset, tilemap, layer, group) {
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return this.world.add(new Phaser.TilemapLayer(this.game, x, y, width, height, tileset, tilemap, layer));
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if (typeof group === 'undefined') { group = this.world; }
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return group.add(new Phaser.TilemapLayer(this.game, x, y, width, height, tileset, tilemap, layer));
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},
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@@ -90,6 +90,18 @@ Phaser.Text = function (game, x, y, text, style) {
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*/
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this.scale = new Phaser.Point(1, 1);
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/**
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* An object that is fixed to the camera ignores the position of any ancestors in the display list and uses its x/y coordinates as offsets from the top left of the camera.
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* @property {boolean} fixedToCamera - Fixes this object to the Camera.
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* @default
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*/
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this.fixedToCamera = false;
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/**
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* @property {Phaser.Point} cameraOffset - If this Sprite is fixed to the camera then use this Point to specify how far away from the Camera x/y it's rendered.
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*/
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this.cameraOffset = new Phaser.Point();
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/**
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* @property {object} _cache - A mini cache for storing all of the calculated values.
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* @private
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@@ -141,6 +153,12 @@ Phaser.Text.prototype.update = function() {
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return;
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}
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if (this.fixedToCamera)
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{
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this.x = this.game.camera.view.x + this.cameraOffset.x;
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this.y = this.game.camera.view.y + this.cameraOffset.y;
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}
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this._cache.dirty = false;
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this._cache.x = this.x;
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