mirror of
https://github.com/wassname/phaser.git
synced 2026-07-26 13:27:43 +08:00
Lots of work on Group and also resolved the issue of the core game loop structure not being quite right.
This commit is contained in:
+17
-13
@@ -375,23 +375,27 @@ Phaser.Game.prototype = {
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this.time.update(time);
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this.plugins.preUpdate();
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this.physics.preUpdate();
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if (!this.paused)
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{
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this.plugins.preUpdate();
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// this.world.preUpdate();
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this.physics.preUpdate();
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this.input.update();
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this.tweens.update();
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this.sound.update();
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this.world.update();
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this.state.update();
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this.plugins.update();
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this.input.update();
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this.tweens.update();
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this.sound.update();
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this.world.update();
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this.state.update();
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this.plugins.update();
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this.renderer.render(this.world._stage);
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this.state.render();
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this.renderer.render(this.world._stage);
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this.state.render();
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this.world.postUpdate();
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this.physics.postUpdate();
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// this.world.postUpdate();
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// this.physics.postUpdate();
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this.plugins.postRender();
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this.plugins.postRender();
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}
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},
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+313
-34
@@ -53,6 +53,7 @@ Phaser.Group.prototype = {
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createSprite: function (x, y, key, frame) {
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var child = new Phaser.Sprite(this.game, x, y, key, frame);
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child.group = this;
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this._container.addChild(child);
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return child;
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@@ -60,13 +61,102 @@ Phaser.Group.prototype = {
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swap: function (child1, child2) {
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return this.game.world.swapChildren(child1, child2);
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if (child1 === child2 || !child1.parent || !child2.parent)
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{
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console.warn('You cannot swap a child with itself or swap un-parented children');
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return false;
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}
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// Cache the values
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var child1Prev = child1._iPrev;
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var child1Next = child1._iNext;
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var child2Prev = child2._iPrev;
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var child2Next = child2._iNext;
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var endNode = this._container.last._iNext;
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var currentNode = this._container.first;
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do
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{
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if (currentNode !== child1 && currentNode !== child2)
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{
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if (currentNode.first === child1)
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{
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currentNode.first = child2;
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}
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else if (currentNode.first === child2)
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{
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currentNode.first = child1;
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}
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if (currentNode.last === child1)
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{
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currentNode.last = child2;
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}
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else if (currentNode.last === child2)
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{
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currentNode.last = child1;
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}
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}
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currentNode = currentNode._iNext;
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}
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while (currentNode != endNode)
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if (child1._iNext == child2)
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{
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// This is a downward (A to B) neighbour swap
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child1._iNext = child2Next;
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child1._iPrev = child2;
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child2._iNext = child1;
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child2._iPrev = child1Prev;
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if (child1Prev) { child1Prev._iNext = child2; }
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if (child2Next) { child2Next._iPrev = child1; }
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return true;
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}
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else if (child2._iNext == child1)
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{
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// This is an upward (B to A) neighbour swap
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child1._iNext = child2;
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child1._iPrev = child2Prev;
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child2._iNext = child1Next;
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child2._iPrev = child1;
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if (child2Prev) { child2Prev._iNext = child1; }
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if (child1Next) { child2Next._iPrev = child2; }
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return true;
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}
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else
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{
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// Children are far apart
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child1._iNext = child2Next;
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child1._iPrev = child2Prev;
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child2._iNext = child1Next;
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child2._iPrev = child1Prev;
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if (child1Prev) { child1Prev._iNext = child2; }
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if (child1Next) { child1Next._iPrev = child2; }
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if (child2Prev) { child2Prev._iNext = child1; }
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if (child2Next) { child2Next._iPrev = child1; }
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return true;
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}
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return false;
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},
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bringToTop: function (child) {
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// ?!
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if (!child === this._container.last)
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{
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this.swap(child, this._container.last);
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}
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return child;
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},
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@@ -118,7 +208,104 @@ Phaser.Group.prototype = {
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*/
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},
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setAll: function () {
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// key is an ARRAY of values.
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setProperty: function (child, key, value, operation) {
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operation = operation || 0;
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// As ugly as this approach looks, and although it's limited to a depth of only 4, it's extremely fast.
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// Much faster than a for loop or object iteration. There are no checks, so if the key isn't valid then it'll fail
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// but as you are likely to call this from inner loops that have to perform well, I'll take that trade off.
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// 0 = Equals
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// 1 = Add
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// 2 = Subtract
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// 3 = Multiply
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// 4 = Divide
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if (key.length == 1)
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{
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if (operation == 0) { child[key[0]] = value; }
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else if (operation == 1) { child[key[0]] += value; }
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else if (operation == 2) { child[key[0]] -= value; }
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else if (operation == 3) { child[key[0]] *= value; }
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else if (operation == 4) { child[key[0]] /= value; }
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}
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else if (key.length == 2)
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{
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if (operation == 0) { child[key[0]][key[1]] = value; }
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else if (operation == 1) { child[key[0]][key[1]] += value; }
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else if (operation == 2) { child[key[0]][key[1]] -= value; }
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else if (operation == 3) { child[key[0]][key[1]] *= value; }
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else if (operation == 4) { child[key[0]][key[1]] /= value; }
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}
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else if (key.length == 3)
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{
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if (operation == 0) { child[key[0]][key[1]][key[2]] = value; }
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else if (operation == 1) { child[key[0]][key[1]][key[2]] += value; }
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else if (operation == 2) { child[key[0]][key[1]][key[2]] -= value; }
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else if (operation == 3) { child[key[0]][key[1]][key[2]] *= value; }
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else if (operation == 4) { child[key[0]][key[1]][key[2]] /= value; }
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}
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else if (key.length == 4)
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{
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if (operation == 0) { child[key[0]][key[1]][key[2]][key[3]] = value; }
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else if (operation == 1) { child[key[0]][key[1]][key[2]][key[3]] += value; }
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else if (operation == 2) { child[key[0]][key[1]][key[2]][key[3]] -= value; }
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else if (operation == 3) { child[key[0]][key[1]][key[2]][key[3]] *= value; }
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else if (operation == 4) { child[key[0]][key[1]][key[2]][key[3]] /= value; }
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}
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else
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{
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// TODO - Deep property scane
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}
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},
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setAll: function (key, value, checkAlive, checkVisible, operation) {
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key = key.split('.');
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checkAlive = checkAlive || false;
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checkVisible = checkVisible || false;
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operation = operation || 0;
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var currentNode = this._container.first._iNext;
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do
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{
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if ((checkAlive == false || (checkAlive && currentNode.alive)) && (checkVisible == false || (checkVisible && currentNode.visible)))
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{
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this.setProperty(currentNode, key, value, operation);
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}
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currentNode = currentNode._iNext;
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}
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while (currentNode != this._container.last._iNext)
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},
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addAll: function (key, value, checkAlive, checkVisible) {
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this.setAll(key, value, checkAlive, checkVisible, 1);
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},
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subAll: function (key, value, checkAlive, checkVisible) {
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this.setAll(key, value, checkAlive, checkVisible, 2);
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},
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multiplyAll: function (key, value, checkAlive, checkVisible) {
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this.setAll(key, value, checkAlive, checkVisible, 3);
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},
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divideAll: function (key, value, checkAlive, checkVisible) {
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this.setAll(key, value, checkAlive, checkVisible, 4);
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},
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callAll: function () {
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@@ -133,10 +320,15 @@ Phaser.Group.prototype = {
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forEachDead: function () {
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},
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/**
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* Call this function to retrieve the first object with alive == true in the group.
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* This is handy for checking if everything's wiped out, or choosing a squad leader, etc.
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*
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* @return {Any} The first alive child, or null if none found.
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*/
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getFirstAlive: function () {
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var endNode = this._container.last._iNext;
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var currentNode = this._container.first;
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var currentNode = this._container.first._iNext;
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do
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{
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@@ -147,51 +339,46 @@ Phaser.Group.prototype = {
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currentNode = currentNode._iNext;
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}
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while (currentNode != endNode)
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while (currentNode != this._container.last._iNext)
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return null;
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},
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/**
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* Call this function to retrieve the first object with alive == false in the group.
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* This is handy for checking if everything's wiped out, or choosing a squad leader, etc.
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*
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* @return {Any} The first dead child, or null if none found.
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*/
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getFirstDead: function () {
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var endNode = this._container.last._iNext;
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var currentNode = this._container.first;
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var currentNode = this._container.first._iNext;
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do
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{
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if (currentNode.alive == false)
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if (!currentNode.alive)
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{
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return currentNode;
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}
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currentNode = currentNode._iNext;
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}
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while (currentNode != endNode)
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while (currentNode != this._container.last._iNext)
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return null;
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},
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count: function (alive, visible) {
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var endNode = this._container.last._iNext;
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var currentNode = this._container.first;
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do
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{
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if (currentNode.alive)
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{
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return currentNode;
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}
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currentNode = currentNode._iNext;
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}
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while (currentNode != endNode)
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}
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/**
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* Call this function to find out how many members of the group are alive.
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*
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* @return {number} The number of children flagged as alive. Returns -1 if Group is empty.
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*/
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countLiving: function () {
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var total = 0;
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var endNode = this._container.last._iNext;
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var currentNode = this._container.first;
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var total = -1;
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var currentNode = this._container.first._iNext;
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do
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{
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@@ -202,16 +389,52 @@ Phaser.Group.prototype = {
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currentNode = currentNode._iNext;
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}
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while (currentNode != endNode);
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while (currentNode != this._container.last._iNext);
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return total;
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},
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/**
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* Call this function to find out how many members of the group are dead.
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*
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* @return {number} The number of children flagged as dead. Returns -1 if Group is empty.
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*/
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countDead: function () {
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var total = -1;
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var currentNode = this._container.first._iNext;
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do
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{
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if (!currentNode.alive)
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{
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total++;
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}
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currentNode = currentNode._iNext;
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}
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while (currentNode != this._container.last._iNext);
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return total;
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},
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getRandom: function () {
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/**
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* Returns a member at random from the group.
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*
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* @param {number} startIndex Optional offset off the front of the array. Default value is 0, or the beginning of the array.
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* @param {number} length Optional restriction on the number of values you want to randomly select from.
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*
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* @return {Any} A random child of this Group.
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*/
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getRandom: function (startIndex, length) {
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startIndex = startIndex || 0;
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length = length || this._container.children.length;
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return this.game.math.getRandom(this._container.children, startIndex, length);
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},
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remove: function (child) {
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@@ -222,7 +445,63 @@ Phaser.Group.prototype = {
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|
||||
};
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Object.defineProperty(Phaser.World.prototype, "visible", {
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Object.defineProperty(Phaser.Group.prototype, "x", {
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get: function () {
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return this._container.position.x;
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},
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set: function (value) {
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this._container.position.x = value;
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},
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|
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enumerable: true,
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configurable: true
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});
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|
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Object.defineProperty(Phaser.Group.prototype, "y", {
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|
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get: function () {
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return this._container.position.y;
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},
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|
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set: function (value) {
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this._container.position.y = value;
|
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},
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enumerable: true,
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||||
configurable: true
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});
|
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|
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Object.defineProperty(Phaser.Group.prototype, "angle", {
|
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|
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get: function() {
|
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return Phaser.Math.radToDeg(this._container.rotation);
|
||||
},
|
||||
|
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set: function(value) {
|
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this._container.rotation = Phaser.Math.degToRad(value);
|
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}
|
||||
|
||||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
|
||||
Object.defineProperty(Phaser.Group.prototype, "rotation", {
|
||||
|
||||
get: function () {
|
||||
return this._container.rotation;
|
||||
},
|
||||
|
||||
set: function (value) {
|
||||
this._container.rotation = value;
|
||||
},
|
||||
|
||||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
|
||||
Object.defineProperty(Phaser.Group.prototype, "visible", {
|
||||
|
||||
get: function () {
|
||||
return this._container.visible;
|
||||
|
||||
+3
-1
@@ -3,9 +3,10 @@ Phaser.World = function (game) {
|
||||
this.game = game;
|
||||
|
||||
this._stage = new PIXI.Stage(0x000000);
|
||||
this._stage.name = '_stage_root';
|
||||
|
||||
this._container = new PIXI.DisplayObjectContainer();
|
||||
this._container.name = '_stage_root';
|
||||
// this._container.name = '_stage_root';
|
||||
|
||||
this._stage.addChild(this._container);
|
||||
|
||||
@@ -52,6 +53,7 @@ Phaser.World.prototype = {
|
||||
|
||||
this.camera.update();
|
||||
|
||||
// TODO - sort this out, the nodes are wrong
|
||||
var displayObject = this._stage;
|
||||
|
||||
var testObject = displayObject.last._iNext;
|
||||
|
||||
@@ -140,7 +140,7 @@ Phaser.Sprite.prototype = Object.create(PIXI.Sprite.prototype);
|
||||
Phaser.Sprite.prototype.constructor = Phaser.Sprite;
|
||||
|
||||
/**
|
||||
* Automatically called by the game loop.
|
||||
* Automatically called by World.update
|
||||
*/
|
||||
Phaser.Sprite.prototype.update = function() {
|
||||
|
||||
|
||||
@@ -22,7 +22,7 @@ Phaser.Physics.Arcade = function (game) {
|
||||
this.OVERLAP_BIAS = 4;
|
||||
this.TILE_OVERLAP = false;
|
||||
|
||||
this.quadTree = null;
|
||||
this.quadTree = new Phaser.QuadTree(this, this.game.world.bounds.x, this.game.world.bounds.y, this.game.world.bounds.width, this.game.world.bounds.height, this.maxObjects, this.maxLevels);
|
||||
this.quadTreeID = 0;
|
||||
|
||||
// avoid gc spikes by caching these values for re-use
|
||||
@@ -124,6 +124,9 @@ Phaser.Physics.Arcade.prototype = {
|
||||
|
||||
preUpdate: function () {
|
||||
|
||||
// Clear the tree
|
||||
this.quadTree.clear();
|
||||
|
||||
// Create our tree which all of the Physics bodies will add themselves to
|
||||
this.quadTreeID = 0;
|
||||
this.quadTree = new Phaser.QuadTree(this, this.game.world.bounds.x, this.game.world.bounds.y, this.game.world.bounds.width, this.game.world.bounds.height, this.maxObjects, this.maxLevels);
|
||||
|
||||
@@ -49,7 +49,7 @@ Phaser.Physics.Arcade.Body = function (sprite) {
|
||||
this.immovable = false;
|
||||
this.moves = true;
|
||||
this.rotation = 0;
|
||||
this.allowRotation = false;
|
||||
this.allowRotation = true;
|
||||
this.allowGravity = true;
|
||||
|
||||
this.collideWorldBounds = false;
|
||||
@@ -95,6 +95,10 @@ Phaser.Physics.Arcade.Body.prototype = {
|
||||
this.lastX = this.x;
|
||||
this.lastY = this.y;
|
||||
|
||||
this.x = this.sprite.x;
|
||||
this.y = this.sprite.y;
|
||||
this.rotation = this.sprite.angle;
|
||||
|
||||
if (this.moves)
|
||||
{
|
||||
this.game.physics.updateMotion(this);
|
||||
@@ -103,6 +107,11 @@ Phaser.Physics.Arcade.Body.prototype = {
|
||||
this.bounds.x = this.x;
|
||||
this.bounds.y = this.y;
|
||||
|
||||
if (this.collideWorldBounds)
|
||||
{
|
||||
this.checkWorldBounds();
|
||||
}
|
||||
|
||||
if (this.allowCollision.none == false && this.sprite.visible && this.sprite.alive)
|
||||
{
|
||||
this.quadTreeIDs = [];
|
||||
@@ -110,6 +119,15 @@ Phaser.Physics.Arcade.Body.prototype = {
|
||||
this.game.physics.quadTree.insert(this);
|
||||
}
|
||||
|
||||
// Adjust the sprite based on all of the above, so the x/y coords will be correct going into the State update
|
||||
this.sprite.x = this.x - this.offset.x + (this.sprite.anchor.x * this.width);
|
||||
this.sprite.y = this.y - this.offset.y + (this.sprite.anchor.y * this.height);
|
||||
|
||||
if (this.allowRotation)
|
||||
{
|
||||
this.sprite.angle = this.rotation;
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
checkWorldBounds: function () {
|
||||
@@ -144,18 +162,31 @@ Phaser.Physics.Arcade.Body.prototype = {
|
||||
|
||||
postUpdate: function () {
|
||||
|
||||
/*
|
||||
// The State update may (almost certainly?) will had
|
||||
|
||||
if (this.collideWorldBounds)
|
||||
{
|
||||
// Adjust sprite directly?
|
||||
this.checkWorldBounds();
|
||||
}
|
||||
|
||||
this.sprite.x = this.x - this.offset.x + (this.sprite.anchor.x * this.width);
|
||||
this.sprite.y = this.y - this.offset.y + (this.sprite.anchor.y * this.height);
|
||||
console.log('pre pu', this.x, this.y);
|
||||
|
||||
// if (this.moves)
|
||||
// {
|
||||
this.sprite.x = this.x - this.offset.x + (this.sprite.anchor.x * this.width);
|
||||
this.sprite.y = this.y - this.offset.y + (this.sprite.anchor.y * this.height);
|
||||
// }
|
||||
|
||||
console.log('post pu', this.sprite.x, this.sprite.y);
|
||||
|
||||
if (this.allowRotation)
|
||||
{
|
||||
this.sprite.angle = this.rotation;
|
||||
}
|
||||
*/
|
||||
|
||||
|
||||
},
|
||||
|
||||
|
||||
Reference in New Issue
Block a user