mirror of
https://github.com/wassname/phaser.git
synced 2026-08-12 12:20:38 +08:00
Input Component done and new Button object done and included. Also finished the build script.
This commit is contained in:
@@ -0,0 +1,21 @@
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/**
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* Phaser - http://www.phaser.io
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*
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* v1.0.0 - Built at: {buildDate}
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*
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* @author Richard Davey http://www.photonstorm.com @photonstorm
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*
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* A feature-packed 2D HTML5 game framework born from the smouldering pits of Flixel and
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* constructed via plenty of blood, sweat, tears and coffee by Richard Davey (@photonstorm).
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*
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* Phaser uses Pixi.js for rendering, created by Mat Groves http://matgroves.com/ @Doormat23.
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*
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* Follow Phaser development progress at http://www.photonstorm.com
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*
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* Many thanks to Adam Saltsman (@ADAMATOMIC) for releasing Flixel, from both which Phaser
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* and my love of game development originate.
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*
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* "If you want your children to be intelligent, read them fairy tales."
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* "If you want them to be more intelligent, read them more fairy tales."
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* -- Albert Einstein
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*/
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+5
-22
@@ -1,25 +1,3 @@
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/**
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* Phaser - http://www.phaser.io
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*
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* v1.0.0 - Released at some point during 2013
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*
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* @author Richard Davey http://www.photonstorm.com @photonstorm
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*
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* A feature-packed 2D HTML5 game framework born from the smouldering pits of Flixel and
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* constructed via plenty of blood, sweat, tears and coffee by Richard Davey (@photonstorm).
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*
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* Many thanks to Adam Saltsman (@ADAMATOMIC) for releasing Flixel, from both which Phaser
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* and my love of game development originate.
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*
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* Internally Phaser uses pixi.js by Mat Groves http://matgroves.com/ @Doormat23 for rendering.
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*
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* Follow Phaser development progress at http://www.photonstorm.com
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*
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* "If you want your children to be intelligent, read them fairy tales."
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* "If you want them to be more intelligent, read them more fairy tales."
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* -- Albert Einstein
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*/
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/**
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* @module Phaser
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*/
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@@ -32,3 +10,8 @@ var Phaser = Phaser || {
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WEBGL: 2
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};
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PIXI.InteractionManager = function (dummy) {
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// We don't need this in Pixi, so we've removed it to save space
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// however the Stage object expects a reference to it, so here is a dummy entry.
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};
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@@ -0,0 +1,160 @@
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/**
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* Create a new <code>Button</code> object.
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*
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* @param game {Phaser.Game} Current game instance.
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* @param [x] {number} X position of the button.
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* @param [y] {number} Y position of the button.
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* @param [key] {string} The image key as defined in the Game.Cache to use as the texture for this button.
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* @param [callback] {function} The function to call when this button is pressed
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* @param [callbackContext] {object} The context in which the callback will be called (usually 'this')
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* @param [overFrame] {string|number} This is the frame or frameName that will be set when this button is in an over state. Give either a number to use a frame ID or a string for a frame name.
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* @param [outFrame] {string|number} This is the frame or frameName that will be set when this button is in an out state. Give either a number to use a frame ID or a string for a frame name.
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* @param [downFrame] {string|number} This is the frame or frameName that will be set when this button is in a down state. Give either a number to use a frame ID or a string for a frame name.
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*/
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Phaser.Button = function (game, x, y, key, callback, callbackContext, overFrame, outFrame, downFrame) {
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x = x || 0;
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y = y || 0;
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key = key || null;
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callback = callback || null;
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callbackContext = callbackContext || this;
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overFrame = overFrame || null;
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outFrame = outFrame || null;
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downFrame = downFrame || null;
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Phaser.Sprite.call(this, game, x, y, key, outFrame);
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// this.texture = PIXI.TextureCache[key];
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this._onOverFrameName = null;
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this._onOutFrameName = null;
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this._onDownFrameName = null;
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this._onUpFrameName = null;
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this._onOverFrameID = null;
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this._onOutFrameID = null;
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this._onDownFrameID = null;
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this._onUpFrameID = null;
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if (typeof overFrame == 'string')
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{
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this._onOverFrameName = overFrame;
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}
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else
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{
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this._onOverFrameID = overFrame;
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}
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if (typeof outFrame == 'string')
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{
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this._onOutFrameName = outFrame;
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this._onUpFrameName = outFrame;
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}
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else
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{
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this._onOutFrameID = outFrame;
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this._onUpFrameID = outFrame;
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}
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if (typeof downFrame == 'string')
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{
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this._onDownFrameName = downFrame;
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}
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else
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{
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this._onDownFrameID = downFrame;
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}
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// These are the signals the game will subscribe to
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this.onInputOver = new Phaser.Signal();
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this.onInputOut = new Phaser.Signal();
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this.onInputDown = new Phaser.Signal();
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this.onInputUp = new Phaser.Signal();
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// Set a default signal for them
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if (callback)
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{
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this.onInputUp.add(callback, callbackContext);
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}
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this.input.start(0, false, true);
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// Redirect the input events to here so we can handle animation updates, etc
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this.events.onInputOver.add(this.onInputOverHandler, this);
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this.events.onInputOut.add(this.onInputOutHandler, this);
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this.events.onInputDown.add(this.onInputDownHandler, this);
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this.events.onInputUp.add(this.onInputUpHandler, this);
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};
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Phaser.Button.prototype = Phaser.Utils.extend(true, Phaser.Sprite.prototype, PIXI.Sprite.prototype);
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Phaser.Button.prototype.constructor = Phaser.Button;
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// Add our own custom methods
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Phaser.Button.prototype.onInputOverHandler = function (pointer) {
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if (this._onOverFrameName != null)
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{
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this.frameName = this._onOverFrameName;
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}
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else if(this._onOverFrameID != null)
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{
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this.frame = this._onOverFrameID;
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}
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if (this.onInputOver)
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{
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this.onInputOver.dispatch(this, pointer);
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}
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};
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Phaser.Button.prototype.onInputOutHandler = function (pointer) {
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if (this._onOutFrameName != null)
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{
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this.frameName = this._onOutFrameName;
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}
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else if (this._onOutFrameID != null)
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{
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this.frame = this._onOutFrameID;
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}
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if (this.onInputOut)
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{
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this.onInputOut.dispatch(this, pointer);
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}
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};
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Phaser.Button.prototype.onInputDownHandler = function (pointer) {
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if (this._onDownFrameName != null)
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{
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this.frameName = this._onDownFrameName;
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}
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else if (this._onDownFrameID != null)
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{
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this.frame = this._onDownFrameID;
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}
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if (this.onInputDown)
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{
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this.onInputDown.dispatch(this, pointer);
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}
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};
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Phaser.Button.prototype.onInputUpHandler = function (pointer) {
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if (this._onUpFrameName != null)
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{
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this.frameName = this._onUpFrameName;
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}
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else if (this._onUpFrameID != null)
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{
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this.frame = this._onUpFrameID;
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}
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if (this.onInputUp)
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{
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this.onInputUp.dispatch(this, pointer);
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}
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};
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@@ -79,5 +79,10 @@ Phaser.GameObjectFactory.prototype = {
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},
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button: function (x, y, key, callback, callbackContext, overFrame, outFrame, downFrame) {
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return this.world.add(new Phaser.Button(this.game, x, y, key, callback, callbackContext, overFrame, outFrame, downFrame));
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},
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};
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+42
-1
@@ -103,4 +103,45 @@ Phaser.Utils = {
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return target;
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}
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}
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};
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// Global functions that PIXI needs
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/**
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* Converts a hex color number to an [R, G, B] array
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*
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* @method HEXtoRGB
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* @param hex {Number}
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*/
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function HEXtoRGB(hex) {
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return [(hex >> 16 & 0xFF) / 255, ( hex >> 8 & 0xFF) / 255, (hex & 0xFF)/ 255];
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}
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/**
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* A polyfill for Function.prototype.bind
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*
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* @method bind
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*/
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if (typeof Function.prototype.bind != 'function') {
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Function.prototype.bind = (function () {
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var slice = Array.prototype.slice;
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return function (thisArg) {
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var target = this, boundArgs = slice.call(arguments, 1);
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if (typeof target != 'function') throw new TypeError();
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function bound() {
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var args = boundArgs.concat(slice.call(arguments));
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target.apply(this instanceof bound ? this : thisArg, args);
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}
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bound.prototype = (function F(proto) {
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proto && (F.prototype = proto);
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if (!(this instanceof F)) return new F;
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})(target.prototype);
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return bound;
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};
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})();
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}
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