mirror of
https://github.com/wassname/phaser.git
synced 2026-07-27 11:25:30 +08:00
State swap example done and working.
This commit is contained in:
+9
-1
@@ -686,9 +686,17 @@ Phaser.Group.prototype = {
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removeAll: function () {
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if (this._container.children.length == 0)
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{
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return;
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}
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do
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{
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this._container.children[0].events.onRemovedFromGroup.dispatch(this._container.children[0], this);
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if (this._container.children[0].events)
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{
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this._container.children[0].events.onRemovedFromGroup.dispatch(this._container.children[0], this);
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}
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this._container.removeChild(this._container.children[0]);
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}
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while (this._container.children.length > 0);
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@@ -73,11 +73,16 @@ Phaser.LinkedList.prototype = {
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callAll: function (callback) {
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if (!this.first || !this.last)
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{
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return;
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}
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var entity = this.first;
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do
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{
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if (entity[callback])
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if (entity && entity[callback])
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{
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entity[callback].call(entity);
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}
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+3
-3
@@ -1,7 +1,7 @@
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/**
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* State
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*
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* This is a base State class which can be extended if you are creating your game with TypeScript.
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* This is a base State class which can be extended if you are creating your own game.
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* It provides quick access to common functions such as the camera, cache, input, match, sound and more.
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*
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* @package Phaser.State
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@@ -18,7 +18,7 @@ Phaser.State = function () {
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this.cache = null;
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this.input = null;
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this.load = null;
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// this.math = null;
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this.math = null;
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this.sound = null;
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this.stage = null;
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this.time = null;
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@@ -39,7 +39,7 @@ Phaser.State.prototype = {
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this.cache = game.cache;
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this.input = game.input;
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this.load = game.load;
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// this.math = game.math;
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this.math = game.math;
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this.sound = game.sound;
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this.stage = game.stage;
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this.time = game.time;
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@@ -151,6 +151,7 @@ Phaser.StateManager.prototype = {
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{
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// console.log('Phaser.StateManager.addState: Object given');
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newState = state;
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newState.game = this.game;
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}
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else if (typeof state === 'function')
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{
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@@ -237,9 +238,10 @@ Phaser.StateManager.prototype = {
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if (clearWorld) {
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//this.game.world.destroy();
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this.game.world.destroy();
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if (clearCache == true) {
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if (clearCache == true)
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{
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this.game.cache.destroy();
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}
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}
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+15
-1
@@ -107,7 +107,21 @@ Phaser.World.prototype = {
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this.bounds.height = height;
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}
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}
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},
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/**
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* Destroyer of worlds.
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*/
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destroy: function () {
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this.camera.x = 0;
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this.camera.y = 0;
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this.game.input.reset(true);
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this.group.removeAll();
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}
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};
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@@ -5,6 +5,9 @@ Phaser.Text = function (game, x, y, text, style) {
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text = text || '';
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style = style || '';
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PIXI.Text.call(this, text, style);
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/*
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this.canvas = document.createElement("canvas");
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this.context = this.canvas.getContext("2d");
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@@ -21,10 +24,12 @@ Phaser.Text = function (game, x, y, text, style) {
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this.updateText();
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this.dirty = false;
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*/
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};
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Phaser.Text.prototype = Phaser.Utils.extend(true, Phaser.Sprite.prototype, PIXI.Text.prototype);
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// Phaser.Text.prototype = Phaser.Utils.extend(true, Phaser.Sprite.prototype, PIXI.Text.prototype);
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Phaser.Text.prototype = Phaser.Utils.extend(true, PIXI.Text.prototype);
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Phaser.Text.prototype.constructor = Phaser.Text;
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// Add our own custom methods
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+1
-1
@@ -378,7 +378,7 @@ Phaser.Input.prototype = {
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**/
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reset: function (hard) {
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hard = hard || false;
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if (typeof hard == 'undefined') { hard = false; }
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this.keyboard.reset();
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this.mousePointer.reset();
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