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https://github.com/wassname/phaser.git
synced 2026-08-12 12:20:38 +08:00
Added loop and yoyo properties to Tweens
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@@ -1,4 +1,5 @@
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/// <reference path="../Game.ts" />
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/// <reference path="../core/Vec2.ts" />
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/// <reference path="../core/Rectangle.ts" />
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/// <reference path="../components/animation/AnimationManager.ts" />
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/// <reference path="../components/sprite/Texture.ts" />
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@@ -34,19 +35,23 @@ module Phaser {
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this.alive = true;
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this.frameBounds = new Rectangle(x, y, width, height);
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this.origin = new Phaser.Vec2(0, 0);
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this.scrollFactor = new Phaser.Vec2(1, 1);
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this.scale = new Phaser.Vec2(1, 1);
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this.x = x;
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this.y = y;
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this.z = 0;
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this.z = 0; // not used yet
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this.texture = new Phaser.Components.Texture(this, key, game.stage.canvas, game.stage.context);
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this.animations = new Phaser.Components.AnimationManager(this);
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this.texture = new Phaser.Components.Texture(this, key);
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this.width = this.frameBounds.width;
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this.height = this.frameBounds.height;
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// Transform related (if we add any more then move to a component)
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this.origin = new Phaser.Vec2(this.width / 2, this.height / 2);
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this.scale = new Phaser.Vec2(1, 1);
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this.skew = new Phaser.Vec2(0, 0);
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}
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/**
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@@ -99,6 +104,12 @@ module Phaser {
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*/
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public texture: Phaser.Components.Texture;
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/**
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* This manages animations of the sprite. You can modify animations though it. (see AnimationManager)
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* @type AnimationManager
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*/
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public animations: Phaser.Components.AnimationManager;
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/**
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* The frame boundary around this Sprite.
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* For non-animated sprites this matches the loaded texture dimensions.
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@@ -111,6 +122,16 @@ module Phaser {
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*/
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public scale: Phaser.Vec2;
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/**
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* Skew the Sprite along the x and y axis. A skew value of 0 is no skew.
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*/
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public skew: Phaser.Vec2;
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/**
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* A boolean representing if the Sprite has been modified in any way via a scale, rotate, flip or skew.
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*/
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public modified: bool = false;
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/**
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* The influence of camera movement upon the Sprite.
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*/
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@@ -159,6 +180,34 @@ module Phaser {
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this._rotation = this.game.math.wrap(value, 360, 0);
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}
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/**
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* Set the animation frame by frame number.
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*/
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public set frame(value: number) {
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this.animations.frame = value;
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}
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/**
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* Get the animation frame number.
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*/
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public get frame(): number {
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return this.animations.frame;
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}
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/**
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* Set the animation frame by frame name.
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*/
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public set frameName(value: string) {
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this.animations.frameName = value;
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}
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/**
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* Get the animation frame name.
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*/
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public get frameName(): string {
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return this.animations.frameName;
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}
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/**
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* Pre-update is called right before update() on each object in the game loop.
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*/
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@@ -169,6 +218,11 @@ module Phaser {
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//this.collisionMask.preUpdate();
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if (this.modified == false && (!this.scale.equals(1) || !this.skew.equals(0) || this.rotation != 0 || this.rotationOffset != 0 || this.texture.flippedX || this.texture.flippedY))
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{
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this.modified = true;
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}
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}
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/**
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@@ -182,9 +236,9 @@ module Phaser {
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*/
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public postUpdate() {
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/*
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this.animations.update();
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/*
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if (this.moves)
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{
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this.updateMotion();
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@@ -232,6 +286,11 @@ module Phaser {
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this.touching = Collision.NONE;
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*/
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if (this.modified == true && this.scale.equals(1) && this.skew.equals(0) && this.rotation == 0 && this.rotationOffset == 0 && this.texture.flippedX == false && this.texture.flippedY == false)
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{
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this.modified = false;
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}
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}
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/**
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