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Updating and fixing tests
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@@ -1,45 +0,0 @@
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/// <reference path="../../Phaser/Game.ts" />
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(function () {
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var game = new Phaser.Game(this, 'game', 800, 600, init, create, null, render);
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function init() {
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// Using Phasers asset loader we load up a PNG from the assets folder
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game.load.image('atari', 'assets/sprites/atari130xe.png');
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game.load.image('ball', 'assets/sprites/shinyball.png');
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game.load.start();
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}
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var atari;
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var ball;
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function create() {
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// Add some gravity to the world, otherwise nothing will actually happen
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game.physics.gravity.setTo(0, 5);
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// We'll make the atari sprite a static body, so it won't be influenced by gravity or other forces
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atari = game.add.physicsSprite(300, 450, 'atari', null, Phaser.Types.BODY_STATIC);
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//atari.rotation = 10;
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//atari.body.transform.setRotation(1);
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//atari.body.angle = 1;
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atari.body.setTransform(atari.body.position, 1);
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atari.body.syncTransform();
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// atari = 220px width (110 = center x)
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// ball = 32px width (16 = center x)
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// Ball will be a dynamic body and fall based on gravity
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ball = game.add.physicsSprite(300 - 20, 0, 'ball');
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//ball.body.angle = 1;
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//ball.body.transform.setRotation(1);
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//ball.body.fixedRotation = true;
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// limit the velocity or things can go nuts
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ball.body.linearDamping = 0.5;
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ball.body.angularDamping = 0.5;
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// when the ball bounces out of the game world, call the resetBall function
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ball.outOfBoundsAction = Phaser.Types.OUT_OF_BOUNDS_PERSIST;
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ball.events.onOutOfBounds.add(resetBall, this);
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}
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function resetBall() {
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ball.body.setPosition(300, 0);
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}
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function render() {
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Phaser.DebugUtils.renderPhysicsBodyInfo(atari.body, 32, 32);
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Phaser.DebugUtils.renderPhysicsBodyInfo(ball.body, 320, 32);
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Phaser.DebugUtils.renderPhysicsBody(atari.body);
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Phaser.DebugUtils.renderPhysicsBody(ball.body);
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}
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})();
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@@ -1,65 +0,0 @@
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/// <reference path="../../Phaser/Game.ts" />
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(function () {
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var game = new Phaser.Game(this, 'game', 800, 600, init, create, null, render);
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function init() {
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// Using Phasers asset loader we load up a PNG from the assets folder
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game.load.image('atari', 'assets/sprites/atari130xe.png');
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game.load.image('ball', 'assets/sprites/shinyball.png');
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game.load.start();
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}
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var atari: Phaser.Sprite;
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var ball: Phaser.Sprite;
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function create() {
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// Add some gravity to the world, otherwise nothing will actually happen
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game.physics.gravity.setTo(0, 5);
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// We'll make the atari sprite a static body, so it won't be influenced by gravity or other forces
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atari = game.add.physicsSprite(300, 450, 'atari', null, Phaser.Types.BODY_STATIC);
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//atari.rotation = 10;
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//atari.body.transform.setRotation(1);
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//atari.body.angle = 1;
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atari.body.setTransform(atari.body.position, 1);
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atari.body.syncTransform();
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// atari = 220px width (110 = center x)
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// ball = 32px width (16 = center x)
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// Ball will be a dynamic body and fall based on gravity
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ball = game.add.physicsSprite(300-20, 0, 'ball');
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//ball.body.angle = 1;
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//ball.body.transform.setRotation(1);
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//ball.body.fixedRotation = true;
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// limit the velocity or things can go nuts
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ball.body.linearDamping = 0.5;
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ball.body.angularDamping = 0.5;
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// when the ball bounces out of the game world, call the resetBall function
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ball.outOfBoundsAction = Phaser.Types.OUT_OF_BOUNDS_PERSIST;
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ball.events.onOutOfBounds.add(resetBall, this);
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}
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function resetBall() {
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ball.body.setPosition(300, 0);
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}
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function render() {
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Phaser.DebugUtils.renderPhysicsBodyInfo(atari.body, 32, 32);
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Phaser.DebugUtils.renderPhysicsBodyInfo(ball.body, 320, 32);
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Phaser.DebugUtils.renderPhysicsBody(atari.body);
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Phaser.DebugUtils.renderPhysicsBody(ball.body);
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}
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})();
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