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https://github.com/wassname/phaser.git
synced 2026-07-24 13:10:53 +08:00
Fixed up the namespace in the documentation and finished off all sections other than Game Objects and Physics (yuck).
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@@ -20,7 +20,7 @@ Phaser.AnimationParser = {
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* @param {number} frameWidth - The fixed width of each frame of the animation.
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* @param {number} frameHeight - The fixed height of each frame of the animation.
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* @param {number} [frameMax=-1] - The total number of animation frames to extact from the Sprite Sheet. The default value of -1 means "extract all frames".
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* @return {Phaser.Animation.FrameData} A FrameData object containing the parsed frames.
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* @return {Phaser.FrameData} A FrameData object containing the parsed frames.
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*/
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spriteSheet: function (game, key, frameWidth, frameHeight, frameMax) {
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@@ -62,7 +62,7 @@ Phaser.AnimationParser = {
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}
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// Let's create some frames then
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var data = new Phaser.Animation.FrameData();
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var data = new Phaser.FrameData();
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var x = 0;
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var y = 0;
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@@ -70,7 +70,7 @@ Phaser.AnimationParser = {
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{
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var uuid = game.rnd.uuid();
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data.addFrame(new Phaser.Animation.Frame(i, x, y, frameWidth, frameHeight, '', uuid));
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data.addFrame(new Phaser.Frame(i, x, y, frameWidth, frameHeight, '', uuid));
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PIXI.TextureCache[uuid] = new PIXI.Texture(PIXI.BaseTextureCache[key], {
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x: x,
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@@ -99,7 +99,7 @@ Phaser.AnimationParser = {
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* @param {Phaser.Game} game - A reference to the currently running game.
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* @param {Object} json - The JSON data from the Texture Atlas. Must be in Array format.
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* @param {string} cacheKey - The Game.Cache asset key of the texture image.
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* @return {Phaser.Animation.FrameData} A FrameData object containing the parsed frames.
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* @return {Phaser.FrameData} A FrameData object containing the parsed frames.
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*/
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JSONData: function (game, json, cacheKey) {
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@@ -112,7 +112,7 @@ Phaser.AnimationParser = {
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}
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// Let's create some frames then
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var data = new Phaser.Animation.FrameData();
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var data = new Phaser.FrameData();
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// By this stage frames is a fully parsed array
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var frames = json['frames'];
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@@ -122,7 +122,7 @@ Phaser.AnimationParser = {
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{
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var uuid = game.rnd.uuid();
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newFrame = data.addFrame(new Phaser.Animation.Frame(
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newFrame = data.addFrame(new Phaser.Frame(
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i,
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frames[i].frame.x,
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frames[i].frame.y,
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@@ -170,7 +170,7 @@ Phaser.AnimationParser = {
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* @param {Phaser.Game} game - A reference to the currently running game.
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* @param {Object} json - The JSON data from the Texture Atlas. Must be in JSON Hash format.
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* @param {string} cacheKey - The Game.Cache asset key of the texture image.
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* @return {Phaser.Animation.FrameData} A FrameData object containing the parsed frames.
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* @return {Phaser.FrameData} A FrameData object containing the parsed frames.
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*/
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JSONDataHash: function (game, json, cacheKey) {
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@@ -183,7 +183,7 @@ Phaser.AnimationParser = {
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}
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// Let's create some frames then
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var data = new Phaser.Animation.FrameData();
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var data = new Phaser.FrameData();
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// By this stage frames is a fully parsed array
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var frames = json['frames'];
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@@ -194,7 +194,7 @@ Phaser.AnimationParser = {
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{
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var uuid = game.rnd.uuid();
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newFrame = data.addFrame(new Phaser.Animation.Frame(
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newFrame = data.addFrame(new Phaser.Frame(
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i,
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frames[key].frame.x,
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frames[key].frame.y,
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@@ -244,7 +244,7 @@ Phaser.AnimationParser = {
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* @param {Phaser.Game} game - A reference to the currently running game.
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* @param {Object} xml - The XML data from the Texture Atlas. Must be in Starling XML format.
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* @param {string} cacheKey - The Game.Cache asset key of the texture image.
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* @return {Phaser.Animation.FrameData} A FrameData object containing the parsed frames.
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* @return {Phaser.FrameData} A FrameData object containing the parsed frames.
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*/
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XMLData: function (game, xml, cacheKey) {
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@@ -256,7 +256,7 @@ Phaser.AnimationParser = {
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}
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// Let's create some frames then
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var data = new Phaser.Animation.FrameData();
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var data = new Phaser.FrameData();
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var frames = xml.getElementsByTagName('SubTexture');
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var newFrame;
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@@ -266,7 +266,7 @@ Phaser.AnimationParser = {
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var frame = frames[i].attributes;
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newFrame = data.addFrame(new Phaser.Animation.Frame(
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newFrame = data.addFrame(new Phaser.Frame(
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i,
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frame.x.nodeValue,
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frame.y.nodeValue,
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