mirror of
https://github.com/wassname/phaser.git
synced 2026-07-10 00:30:50 +08:00
Text converted and a couple of examples created. Using new extend system, so much smaller classes now.
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@@ -50,6 +50,11 @@ Phaser.GameObjectFactory.prototype = {
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},
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text: function (x, y, text, style) {
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return this.world.add(new Phaser.Text(this.game, x, y, text, style));
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},
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};
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+14
-14
@@ -17,6 +17,17 @@ Phaser.Sprite = function (game, x, y, key, frame) {
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this.name = '';
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if (key)
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{
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PIXI.Sprite.call(this, PIXI.TextureCache[key]);
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}
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else
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{
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// No texture yet
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console.log('no texture yet');
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PIXI.Sprite.call(this);
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}
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// this.events = new Phaser.Components.Events(this);
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/**
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@@ -25,7 +36,7 @@ Phaser.Sprite = function (game, x, y, key, frame) {
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*/
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this.animations = new Phaser.AnimationManager(this);
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PIXI.DisplayObjectContainer.call(this);
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// PIXI.DisplayObjectContainer.call(this);
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/**
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* The anchor sets the origin point of the texture.
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@@ -44,7 +55,7 @@ Phaser.Sprite = function (game, x, y, key, frame) {
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* @property texture
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* @type Texture
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*/
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this.texture = PIXI.TextureCache[key];
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// this.texture = PIXI.TextureCache[key];
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if (this.game.cache.isSpriteSheet(key))
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{
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@@ -63,21 +74,9 @@ Phaser.Sprite = function (game, x, y, key, frame) {
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}
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}
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/**
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* The blend mode of sprite.
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* currently supports PIXI.blendModes.NORMAL and PIXI.blendModes.SCREEN
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*
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* @property blendMode
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* @type Number
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*/
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// this.blendMode = PIXI.blendModes.NORMAL;
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this.x = x;
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this.y = y;
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// this.updateFrame = true;
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// this.renderable = true;
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this.position.x = x;
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this.position.y = y;
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@@ -143,6 +142,7 @@ Phaser.Sprite = function (game, x, y, key, frame) {
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};
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// Needed to keep the PIXI.Sprite constructor in the prototype chain (as the core pixi renderer uses an instanceof check sadly)
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Phaser.Sprite.prototype = Object.create(PIXI.Sprite.prototype);
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Phaser.Sprite.prototype.constructor = Phaser.Sprite;
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@@ -0,0 +1,28 @@
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Phaser.Text = function (game, x, y, text, style) {
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x = x || 0;
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y = y || 0;
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text = text || '';
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style = style || '';
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this.canvas = document.createElement("canvas");
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this.context = this.canvas.getContext("2d");
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var canvasID = game.rnd.uuid();
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PIXI.TextureCache[canvasID] = new PIXI.Texture(new PIXI.BaseTexture(this.canvas));
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Phaser.Sprite.call(this, game, x, y, canvasID);
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this.setText(text);
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this.setStyle(style);
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this.updateText();
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this.dirty = false;
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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.constructor = Phaser.Text;
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// Add our own custom methods
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@@ -8,25 +8,10 @@ Phaser.TileSprite = function (game, x, y, width, height, key, frame) {
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frame = frame || null;
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Phaser.Sprite.call(this, game, x, y, key, frame);
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PIXI.TilingSprite.call(this);
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this.texture = PIXI.TextureCache[key];
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/**
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* The width of the tiling sprite
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*
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* @property width
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* @type Number
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*/
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this.width = width;
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/**
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* The height of the tiling sprite
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*
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* @property height
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* @type Number
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*/
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this.height = height;
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PIXI.TilingSprite.call(this, this.texture, width, height);
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/**
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* The scaling of the image that is being tiled
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@@ -34,7 +19,7 @@ Phaser.TileSprite = function (game, x, y, width, height, key, frame) {
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* @property tileScale
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* @type Point
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*/
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this.tileScale = new Phaser.Point(1,1);
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this.tileScale = new Phaser.Point(1, 1);
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/**
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* The offset position of the image that is being tiled
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@@ -42,11 +27,10 @@ Phaser.TileSprite = function (game, x, y, width, height, key, frame) {
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* @property tilePosition
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* @type Point
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*/
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this.tilePosition = new Phaser.Point(0,0);
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this.tilePosition = new Phaser.Point(0, 0);
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};
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// Extend Phaser.Sprite and PIXI.TilingSprite
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Phaser.TileSprite.prototype = Phaser.Utils.extend(true, PIXI.TilingSprite.prototype, Phaser.Sprite.prototype);
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Phaser.TileSprite.prototype.constructor = Phaser.TileSprite;
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