Input Component done and new Button object done and included. Also finished the build script.

This commit is contained in:
Richard Davey
2013-09-09 00:30:44 +01:00
parent 50624c1552
commit 9b6c819e0e
16 changed files with 26055 additions and 29119 deletions
+21
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@@ -0,0 +1,21 @@
/**
* Phaser - http://www.phaser.io
*
* v1.0.0 - Built at: {buildDate}
*
* @author Richard Davey http://www.photonstorm.com @photonstorm
*
* A feature-packed 2D HTML5 game framework born from the smouldering pits of Flixel and
* constructed via plenty of blood, sweat, tears and coffee by Richard Davey (@photonstorm).
*
* Phaser uses Pixi.js for rendering, created by Mat Groves http://matgroves.com/ @Doormat23.
*
* Follow Phaser development progress at http://www.photonstorm.com
*
* Many thanks to Adam Saltsman (@ADAMATOMIC) for releasing Flixel, from both which Phaser
* and my love of game development originate.
*
* "If you want your children to be intelligent, read them fairy tales."
* "If you want them to be more intelligent, read them more fairy tales."
* -- Albert Einstein
*/
+5 -22
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@@ -1,25 +1,3 @@
/**
* Phaser - http://www.phaser.io
*
* v1.0.0 - Released at some point during 2013
*
* @author Richard Davey http://www.photonstorm.com @photonstorm
*
* A feature-packed 2D HTML5 game framework born from the smouldering pits of Flixel and
* constructed via plenty of blood, sweat, tears and coffee by Richard Davey (@photonstorm).
*
* Many thanks to Adam Saltsman (@ADAMATOMIC) for releasing Flixel, from both which Phaser
* and my love of game development originate.
*
* Internally Phaser uses pixi.js by Mat Groves http://matgroves.com/ @Doormat23 for rendering.
*
* Follow Phaser development progress at http://www.photonstorm.com
*
* "If you want your children to be intelligent, read them fairy tales."
* "If you want them to be more intelligent, read them more fairy tales."
* -- Albert Einstein
*/
/**
* @module Phaser
*/
@@ -32,3 +10,8 @@ var Phaser = Phaser || {
WEBGL: 2
};
PIXI.InteractionManager = function (dummy) {
// We don't need this in Pixi, so we've removed it to save space
// however the Stage object expects a reference to it, so here is a dummy entry.
};
+160
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@@ -0,0 +1,160 @@
/**
* Create a new <code>Button</code> object.
*
* @param game {Phaser.Game} Current game instance.
* @param [x] {number} X position of the button.
* @param [y] {number} Y position of the button.
* @param [key] {string} The image key as defined in the Game.Cache to use as the texture for this button.
* @param [callback] {function} The function to call when this button is pressed
* @param [callbackContext] {object} The context in which the callback will be called (usually 'this')
* @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.
* @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.
* @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.
*/
Phaser.Button = function (game, x, y, key, callback, callbackContext, overFrame, outFrame, downFrame) {
x = x || 0;
y = y || 0;
key = key || null;
callback = callback || null;
callbackContext = callbackContext || this;
overFrame = overFrame || null;
outFrame = outFrame || null;
downFrame = downFrame || null;
Phaser.Sprite.call(this, game, x, y, key, outFrame);
// this.texture = PIXI.TextureCache[key];
this._onOverFrameName = null;
this._onOutFrameName = null;
this._onDownFrameName = null;
this._onUpFrameName = null;
this._onOverFrameID = null;
this._onOutFrameID = null;
this._onDownFrameID = null;
this._onUpFrameID = null;
if (typeof overFrame == 'string')
{
this._onOverFrameName = overFrame;
}
else
{
this._onOverFrameID = overFrame;
}
if (typeof outFrame == 'string')
{
this._onOutFrameName = outFrame;
this._onUpFrameName = outFrame;
}
else
{
this._onOutFrameID = outFrame;
this._onUpFrameID = outFrame;
}
if (typeof downFrame == 'string')
{
this._onDownFrameName = downFrame;
}
else
{
this._onDownFrameID = downFrame;
}
// These are the signals the game will subscribe to
this.onInputOver = new Phaser.Signal();
this.onInputOut = new Phaser.Signal();
this.onInputDown = new Phaser.Signal();
this.onInputUp = new Phaser.Signal();
// Set a default signal for them
if (callback)
{
this.onInputUp.add(callback, callbackContext);
}
this.input.start(0, false, true);
// Redirect the input events to here so we can handle animation updates, etc
this.events.onInputOver.add(this.onInputOverHandler, this);
this.events.onInputOut.add(this.onInputOutHandler, this);
this.events.onInputDown.add(this.onInputDownHandler, this);
this.events.onInputUp.add(this.onInputUpHandler, this);
};
Phaser.Button.prototype = Phaser.Utils.extend(true, Phaser.Sprite.prototype, PIXI.Sprite.prototype);
Phaser.Button.prototype.constructor = Phaser.Button;
// Add our own custom methods
Phaser.Button.prototype.onInputOverHandler = function (pointer) {
if (this._onOverFrameName != null)
{
this.frameName = this._onOverFrameName;
}
else if(this._onOverFrameID != null)
{
this.frame = this._onOverFrameID;
}
if (this.onInputOver)
{
this.onInputOver.dispatch(this, pointer);
}
};
Phaser.Button.prototype.onInputOutHandler = function (pointer) {
if (this._onOutFrameName != null)
{
this.frameName = this._onOutFrameName;
}
else if (this._onOutFrameID != null)
{
this.frame = this._onOutFrameID;
}
if (this.onInputOut)
{
this.onInputOut.dispatch(this, pointer);
}
};
Phaser.Button.prototype.onInputDownHandler = function (pointer) {
if (this._onDownFrameName != null)
{
this.frameName = this._onDownFrameName;
}
else if (this._onDownFrameID != null)
{
this.frame = this._onDownFrameID;
}
if (this.onInputDown)
{
this.onInputDown.dispatch(this, pointer);
}
};
Phaser.Button.prototype.onInputUpHandler = function (pointer) {
if (this._onUpFrameName != null)
{
this.frameName = this._onUpFrameName;
}
else if (this._onUpFrameID != null)
{
this.frame = this._onUpFrameID;
}
if (this.onInputUp)
{
this.onInputUp.dispatch(this, pointer);
}
};
+5
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@@ -79,5 +79,10 @@ Phaser.GameObjectFactory.prototype = {
},
button: function (x, y, key, callback, callbackContext, overFrame, outFrame, downFrame) {
return this.world.add(new Phaser.Button(this.game, x, y, key, callback, callbackContext, overFrame, outFrame, downFrame));
},
};
+42 -1
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@@ -103,4 +103,45 @@ Phaser.Utils = {
return target;
}
}
};
// Global functions that PIXI needs
/**
* Converts a hex color number to an [R, G, B] array
*
* @method HEXtoRGB
* @param hex {Number}
*/
function HEXtoRGB(hex) {
return [(hex >> 16 & 0xFF) / 255, ( hex >> 8 & 0xFF) / 255, (hex & 0xFF)/ 255];
}
/**
* A polyfill for Function.prototype.bind
*
* @method bind
*/
if (typeof Function.prototype.bind != 'function') {
Function.prototype.bind = (function () {
var slice = Array.prototype.slice;
return function (thisArg) {
var target = this, boundArgs = slice.call(arguments, 1);
if (typeof target != 'function') throw new TypeError();
function bound() {
var args = boundArgs.concat(slice.call(arguments));
target.apply(this instanceof bound ? this : thisArg, args);
}
bound.prototype = (function F(proto) {
proto && (F.prototype = proto);
if (!(this instanceof F)) return new F;
})(target.prototype);
return bound;
};
})();
}