Updated TileSprite so it just directly extends the Pixi original. This means no input events or body for a TileSprite.

Removed un-needed stuff from Graphics.
Removed un-used events.
Made docs in StateManager more clear re: shutdown (#410)
This commit is contained in:
photonstorm
2014-02-13 15:03:46 +00:00
parent 30fbbec675
commit 90e9edbf05
4 changed files with 16 additions and 138 deletions
-3
View File
@@ -42,9 +42,6 @@ Phaser.Events = function (sprite) {
this.onAnimationComplete = null;
this.onAnimationLoop = null;
this.onBeginContact = null;
this.onEndContact = null;
};
Phaser.Events.prototype = {
-9
View File
@@ -68,12 +68,3 @@ Phaser.Graphics.prototype.drawPolygon = function (poly) {
this.lineTo(poly.points[0].x, poly.points[0].y);
}
/**
* Indicates the rotation of the Button in degrees, from its original orientation. Values from 0 to 180 represent clockwise rotation; values from 0 to -180 represent counterclockwise rotation.
* Values outside this range are added to or subtracted from 360 to obtain a value within the range. For example, the statement player.angle = 450 is the same as player.angle = 90.
* If you wish to work in radians instead of degrees use the rotation property instead. Working in radians is also a little faster as it doesn't have to convert the angle.
*
* @name Phaser.Button#angle
* @property {number} angle - The angle of this Button in degrees.
*/
+11 -122
View File
@@ -5,15 +5,16 @@
*/
/**
* A TileSprite is a Sprite whos texture is set to repeat and can be scrolled. As it scrolls the texture repeats (wraps) on the edges.
* @class Phaser.Tilemap
* @extends Phaser.Sprite
* A TileSprite is a Sprite that has a repeating texture. The texture can be scrolled and scaled and will automatically wrap on the edges as it does so.
* Please note that TileSprites have no input handler or physics bodies.
*
* @class Phaser.TileSprite
* @constructor
* @param {Phaser.Game} game - Current game instance.
* @param {number} x - X position of the new tileSprite.
* @param {number} y - Y position of the new tileSprite.
* @param {number} width - the width of the tilesprite.
* @param {number} height - the height of the tilesprite.
* @param {number} [x=0] - X position of the new tileSprite.
* @param {number} [y=0] - Y position of the new tileSprite.
* @param {number} [width=256] - the width of the tilesprite.
* @param {number} [height=256] - the height of the tilesprite.
* @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.
*/
Phaser.TileSprite = function (game, x, y, width, height, key) {
@@ -24,8 +25,6 @@ Phaser.TileSprite = function (game, x, y, width, height, key) {
height = height || 256;
key = key || null;
Phaser.Sprite.call(this, game, x, y, key);
/**
* @property {PIXI.Texture} texture - The texture that the sprite renders with.
*/
@@ -39,120 +38,10 @@ Phaser.TileSprite = function (game, x, y, width, height, key) {
*/
this.type = Phaser.TILESPRITE;
/**
* @property {Phaser.Point} tileScale - The scaling of the image that is being tiled.
*/
this.tileScale = new Phaser.Point(1, 1);
/**
* @property {Phaser.Point} tilePosition - The offset position of the image that is being tiled.
*/
this.tilePosition = new Phaser.Point(0, 0);
this.body.width = width;
this.body.height = height;
this.position.x = x;
this.position.y = y;
};
Phaser.TileSprite.prototype = Phaser.Utils.extend(true, PIXI.TilingSprite.prototype, Phaser.Sprite.prototype);
Phaser.TileSprite.prototype = Object.create(PIXI.TilingSprite.prototype);
Phaser.TileSprite.prototype.constructor = Phaser.TileSprite;
/**
* Indicates the rotation of the Sprite, in degrees, from its original orientation. Values from 0 to 180 represent clockwise rotation; values from 0 to -180 represent counterclockwise rotation.
* Values outside this range are added to or subtracted from 360 to obtain a value within the range. For example, the statement player.angle = 450 is the same as player.angle = 90.
* If you wish to work in radians instead of degrees use the property Sprite.rotation instead.
* @name Phaser.TileSprite#angle
* @property {number} angle - Gets or sets the Sprites angle of rotation in degrees.
*/
Object.defineProperty(Phaser.TileSprite.prototype, 'angle', {
get: function() {
return Phaser.Math.wrapAngle(Phaser.Math.radToDeg(this.rotation));
},
set: function(value) {
this.rotation = Phaser.Math.degToRad(Phaser.Math.wrapAngle(value));
}
});
/**
* @name Phaser.TileSprite#frame
* @property {number} frame - Gets or sets the current frame index and updates the Texture Cache for display.
*/
Object.defineProperty(Phaser.TileSprite.prototype, "frame", {
get: function () {
return this.animations.frame;
},
set: function (value) {
this.animations.frame = value;
}
});
/**
* @name Phaser.TileSprite#frameName
* @property {string} frameName - Gets or sets the current frame name and updates the Texture Cache for display.
*/
Object.defineProperty(Phaser.TileSprite.prototype, "frameName", {
get: function () {
return this.animations.frameName;
},
set: function (value) {
this.animations.frameName = value;
}
});
/**
* @name Phaser.TileSprite#inCamera
* @property {boolean} inCamera - Is this sprite visible to the camera or not?
* @readonly
*/
Object.defineProperty(Phaser.TileSprite.prototype, "inCamera", {
get: function () {
return this._cache.cameraVisible;
}
});
/**
* By default a Sprite won't process any input events at all. By setting inputEnabled to true the Phaser.InputHandler is
* activated for this Sprite instance and it will then start to process click/touch events and more.
*
* @name Phaser.TileSprite#inputEnabled
* @property {boolean} inputEnabled - Set to true to allow this Sprite to receive input events, otherwise false.
*/
Object.defineProperty(Phaser.TileSprite.prototype, "inputEnabled", {
get: function () {
return (this.input.enabled);
},
set: function (value) {
if (value)
{
if (this.input.enabled === false)
{
this.input.start();
}
}
else
{
if (this.input.enabled)
{
this.input.stop();
}
}
}
});