Updating and fixing tests

This commit is contained in:
Richard Davey
2013-08-02 18:32:26 +01:00
parent 4c9c50584e
commit 982faeedb8
88 changed files with 571 additions and 1722 deletions
+4 -3
View File
@@ -177,7 +177,7 @@ module Phaser {
/**
* Determines whether or not this Rectangle object is empty.
* @method isEmpty
* @return {Boolean} A value of true if the Rectangle object's width or height is less than or equal to 0; otherwise false.
* @return {Boolean} A value of true if the Rectangle objects width or height is less than or equal to 0; otherwise false.
**/
/**
* Sets all of the Rectangle object's properties to 0. A Rectangle object is empty if its width or height is less than or equal to 0.
@@ -1409,6 +1409,7 @@ module Phaser {
* @param destPoint {Point} Top-left point the target image data will be paste at.
*/
public copyPixels(sourceTexture: DynamicTexture, sourceRect: Rectangle, destPoint: Point): void;
public add(sprite: Sprite): void;
/**
* Given an array of Sprites it will update each of them so that their canvas/contexts reference this DynamicTexture
* @param objects {Array} An array of GameObjects, or objects that inherit from it such as Sprites
@@ -2706,7 +2707,7 @@ module Phaser.Physics {
class ArcadePhysics {
constructor(game: Game, width: number, height: number);
/**
* Local private reference to Game.
* Local reference to Game.
*/
public game: Game;
/**
@@ -2929,7 +2930,7 @@ module Phaser {
public outOfBounds: bool;
/**
* The action to be taken when the sprite is fully out of the world bounds
* Defaults to Phaser.Types.OUT_OF_BOUNDS_KILL
* Defaults to Phaser.Types.OUT_OF_BOUNDS_PERSIST
*/
public outOfBoundsAction: number;
/**
+47 -24
View File
@@ -274,7 +274,7 @@ var Phaser;
get: /**
* Determines whether or not this Rectangle object is empty.
* @method isEmpty
* @return {Boolean} A value of true if the Rectangle object's width or height is less than or equal to 0; otherwise false.
* @return {Boolean} A value of true if the Rectangle objects width or height is less than or equal to 0; otherwise false.
**/
function () {
return (!this.width || !this.height);
@@ -2139,6 +2139,10 @@ var Phaser;
this.context.putImageData(sourceTexture.getPixels(sourceRect), destPoint.x, destPoint.y);
}
};
DynamicTexture.prototype.add = function (sprite) {
sprite.texture.canvas = this.canvas;
sprite.texture.context = this.context;
};
DynamicTexture.prototype.assignCanvasToGameObjects = /**
* Given an array of Sprites it will update each of them so that their canvas/contexts reference this DynamicTexture
* @param objects {Array} An array of GameObjects, or objects that inherit from it such as Sprites
@@ -2834,11 +2838,13 @@ var Phaser;
return this.currentFrame.name;
},
set: function (value) {
if(this._frameData.getFrameByName(value)) {
if(this._frameData && this._frameData.getFrameByName(value)) {
this.currentFrame = this._frameData.getFrameByName(value);
this._parent.texture.width = this.currentFrame.width;
this._parent.texture.height = this.currentFrame.height;
this._frameIndex = this.currentFrame.index;
} else {
throw new Error("Cannot set frameName: " + value);
}
},
enumerable: true,
@@ -3652,6 +3658,7 @@ var Phaser;
this._pointerData[pointer.id].isDown = true;
this._pointerData[pointer.id].isUp = false;
this._pointerData[pointer.id].timeDown = this.game.time.now;
//console.log('touchedHandler: ' + Date.now());
this._parent.events.onInputDown.dispatch(this._parent, pointer);
// Start drag
//if (this.draggable && this.isDragged == false && pointer.targetObject == null)
@@ -3675,6 +3682,7 @@ var Phaser;
this._pointerData[pointer.id].downDuration = this._pointerData[pointer.id].timeUp - this._pointerData[pointer.id].timeDown;
// Only release the InputUp signal if the pointer is still over this sprite
if(Phaser.SpriteUtils.overlapsXY(this._parent, pointer.worldX(), pointer.worldY())) {
//console.log('releasedHandler: ' + Date.now());
this._parent.events.onInputUp.dispatch(this._parent, pointer);
} else {
// Pointer outside the sprite? Reset the cursor
@@ -7844,6 +7852,7 @@ var Phaser;
function (key) {
this._fileList[key].loaded = true;
this._fileList[key].error = true;
throw new Error("Phaser.Loader error loading file: " + key);
this.nextFile(key, false);
};
Loader.prototype.fileComplete = /**
@@ -7929,6 +7938,7 @@ var Phaser;
function (key) {
var file = this._fileList[key];
file.error = true;
throw new Error("Phaser.Loader dataLoadError: " + key);
this.nextFile(key, true);
};
Loader.prototype.xmlLoadComplete = function (key) {
@@ -11322,6 +11332,7 @@ var Phaser;
}
};
Button.prototype.onInputDownHandler = function (pointer) {
//console.log('Button onInputDownHandler: ' + Date.now());
if(this._onDownFrameName != null) {
this.frameName = this._onDownFrameName;
} else if(this._onDownFrameID != null) {
@@ -11332,6 +11343,7 @@ var Phaser;
}
};
Button.prototype.onInputUpHandler = function (pointer) {
//console.log('Button onInputUpHandler: ' + Date.now());
if(this._onUpFrameName != null) {
this.frameName = this._onUpFrameName;
} else if(this._onUpFrameID != null) {
@@ -16323,6 +16335,10 @@ var Phaser;
*/
function () {
var _this = this;
if(this._game.device.android && this._game.device.chrome == false) {
// Android stock browser fires mouse events even if you preventDefault on the touchStart, so ...
return;
}
this._game.stage.canvas.addEventListener('mousedown', function (event) {
return _this.onMouseDown(event);
}, true);
@@ -17846,9 +17862,6 @@ var Phaser;
if(sprite.transform.scale.x == 0 || sprite.transform.scale.y == 0 || sprite.texture.alpha < 0.1 || this.inCamera(camera, sprite) == false) {
return false;
}
if(sprite.crop && sprite.crop.empty) {
return;
}
sprite.renderOrderID = this._count;
this._count++;
// Reset our temp vars
@@ -17861,16 +17874,6 @@ var Phaser;
this._dy = camera.screenView.y + sprite.y - (camera.worldView.y * sprite.transform.scrollFactor.y);
this._dw = sprite.texture.width;
this._dh = sprite.texture.height;
// Global Composite Ops
if(sprite.texture.globalCompositeOperation) {
sprite.texture.context.save();
sprite.texture.context.globalCompositeOperation = sprite.texture.globalCompositeOperation;
}
// Alpha
if(sprite.texture.alpha !== 1 && sprite.texture.context.globalAlpha != sprite.texture.alpha) {
this._ga = sprite.texture.context.globalAlpha;
sprite.texture.context.globalAlpha = sprite.texture.alpha;
}
if(sprite.animations.currentFrame !== null) {
this._sx = sprite.animations.currentFrame.x;
this._sy = sprite.animations.currentFrame.y;
@@ -17907,15 +17910,36 @@ var Phaser;
this._dy += sprite.crop.y * sprite.transform.scale.y;
this._dw = sprite.crop.width * sprite.transform.scale.x;
this._dh = sprite.crop.height * sprite.transform.scale.y;
//this._sx += sprite.crop.x;
//this._sy += sprite.crop.y;
//this._sw = sprite.crop.width;
//this._sh = sprite.crop.height;
//this._dx += sprite.crop.x;
//this._dy += sprite.crop.y;
//this._dw = sprite.crop.width;
//this._dh = sprite.crop.height;
}
this._sx = Math.floor(this._sx);
this._sy = Math.floor(this._sy);
this._sw = Math.floor(this._sw);
this._sh = Math.floor(this._sh);
this._dx = Math.floor(this._dx);
this._dy = Math.floor(this._dy);
this._dw = Math.floor(this._dw);
this._dh = Math.floor(this._dh);
if(this._sw <= 0 || this._sh <= 0 || this._dw <= 0 || this._dh <= 0) {
return false;
}
// Global Composite Ops
if(sprite.texture.globalCompositeOperation) {
sprite.texture.context.save();
sprite.texture.context.globalCompositeOperation = sprite.texture.globalCompositeOperation;
}
// Alpha
if(sprite.texture.alpha !== 1 && sprite.texture.context.globalAlpha != sprite.texture.alpha) {
this._ga = sprite.texture.context.globalAlpha;
sprite.texture.context.globalAlpha = sprite.texture.alpha;
}
this._sx = Math.round(this._sx);
this._sy = Math.round(this._sy);
this._sw = Math.round(this._sw);
this._sh = Math.round(this._sh);
this._dx = Math.round(this._dx);
this._dy = Math.round(this._dy);
this._dw = Math.round(this._dw);
this._dh = Math.round(this._dh);
if(sprite.texture.opaque) {
sprite.texture.context.fillStyle = sprite.texture.backgroundColor;
sprite.texture.context.fillRect(this._dx, this._dy, this._dw, this._dh);
@@ -19622,7 +19646,6 @@ var Phaser;
this.input = game.input;
this.load = game.load;
this.math = game.math;
//this.motion = game.motion;
this.sound = game.sound;
this.stage = game.stage;
this.time = game.time;