mirror of
https://github.com/wassname/phaser.git
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Nearly finished Tilemap integration into the core.
This commit is contained in:
@@ -1,5 +1,625 @@
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/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2013 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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* @module Phaser.Bullet
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*/
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/**
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* Create a new <code>Bullet</code>.
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*
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* A Bullet is like a stripped-down Sprite, useful for when you just need to get something moving around the screen quickly with little of the extra
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* features that a Sprite supports.
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* Bullet is MISSING the following:
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*
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* animation, all input events, crop support, health/damage, loadTexture
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*
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* @class Phaser.Bullet
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* @classdesc Description of class.
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* @constructor
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* @param {Phaser.Game} game - Current game instance.
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* @param {Description} x - Description.
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* @param {Description} y - Description.
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* @param {string} key - Description.
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* @param {Description} frame - Description.
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*/
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Phaser.Bullet = function (game, x, y, key, frame) {
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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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frame = frame || null;
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/**
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* @property {Phaser.Game} game - A reference to the currently running Game.
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*/
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this.game = game;
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/**
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* @property {boolean} exists - If exists = false then the Sprite isn't updated by the core game loop or physics subsystem at all.
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* @default
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*/
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this.exists = true;
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/**
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* @property {boolean} alive - This is a handy little var your game can use to determine if a sprite is alive or not, it doesn't effect rendering.
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* @default
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*/
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this.alive = true;
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/**
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* @property {Description} group - Description.
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* @default
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*/
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this.group = null;
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/**
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* @property {string} name - The user defined name given to this Sprite.
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* @default
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*/
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this.name = '';
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/**
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* @property {Description} type - Description.
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*/
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this.type = Phaser.BULLET;
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/**
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* @property {number} renderOrderID - Description.
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* @default
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*/
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this.renderOrderID = -1;
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/**
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* If you would like the Sprite to have a lifespan once 'born' you can set this to a positive value. Handy for particles, bullets, etc.
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* The lifespan is decremented by game.time.elapsed each update, once it reaches zero the kill() function is called.
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* @property {number} lifespan
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* @default
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*/
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this.lifespan = 0;
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/**
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* @property {Events} events - The Signals you can subscribe to that are dispatched when certain things happen on this Sprite or its components
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*/
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this.events = new Phaser.Events(this);
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/**
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* @property {Description} key - Description.
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*/
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this.key = key;
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if (key instanceof Phaser.RenderTexture)
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{
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PIXI.Sprite.call(this, key);
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this.currentFrame = this.game.cache.getTextureFrame(key.name);
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}
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else if (key instanceof PIXI.Texture)
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{
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PIXI.Sprite.call(this, key);
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this.currentFrame = frame;
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}
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else
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{
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if (key == null || this.game.cache.checkImageKey(key) == false)
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{
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key = '__default';
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}
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PIXI.Sprite.call(this, PIXI.TextureCache[key]);
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if (this.game.cache.isSpriteSheet(key))
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{
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/*
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this.animations.loadFrameData(this.game.cache.getFrameData(key));
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if (frame !== null)
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{
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if (typeof frame === 'string')
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{
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this.frameName = frame;
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}
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else
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{
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this.frame = frame;
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}
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}
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*/
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}
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else
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{
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this.currentFrame = this.game.cache.getFrame(key);
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}
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}
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/**
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* The anchor sets the origin point of the texture.
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* The default is 0,0 this means the textures origin is the top left
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* Setting than anchor to 0.5,0.5 means the textures origin is centered
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* Setting the anchor to 1,1 would mean the textures origin points will be the bottom right
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*
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* @property {Phaser.Point} anchor
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*/
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this.anchor = new Phaser.Point();
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/**
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* @property {number} x - Description.
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*/
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this.x = x;
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/**
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* @property {number} y - Description.
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*/
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this.y = y;
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/**
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* @property {Description} position - Description.
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*/
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this.position.x = x;
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this.position.y = y;
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/**
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* Should this Sprite be automatically culled if out of range of the camera?
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* A culled sprite has its visible property set to 'false'.
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* Note that this check doesn't look at this Sprites children, which may still be in camera range.
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* So you should set autoCull to false if the Sprite will have children likely to still be in camera range.
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*
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* @property {boolean} autoCull
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* @default
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*/
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this.autoCull = false;
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/**
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* @property {Phaser.Point} scale - Replaces the PIXI.Point with a slightly more flexible one.
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*/
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this.scale = new Phaser.Point(1, 1);
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/**
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* @property {Phaser.Point} _cache - A mini cache for storing all of the calculated values.
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* @private
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*/
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this._cache = {
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dirty: false,
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// Transform cache
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a00: -1, a01: -1, a02: -1, a10: -1, a11: -1, a12: -1, id: -1,
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// Input specific transform cache
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i01: -1, i10: -1, idi: -1,
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// Bounds check
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left: null, right: null, top: null, bottom: null,
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// The previous calculated position
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x: -1, y: -1,
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// The actual scale values based on the worldTransform
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scaleX: 1, scaleY: 1,
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// The width/height of the image, based on the un-modified frame size multiplied by the final calculated scale size
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width: this.currentFrame.sourceSizeW, height: this.currentFrame.sourceSizeH,
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// The actual width/height of the image if from a trimmed atlas, multiplied by the final calculated scale size
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halfWidth: Math.floor(this.currentFrame.sourceSizeW / 2), halfHeight: Math.floor(this.currentFrame.sourceSizeH / 2),
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boundsX: 0, boundsY: 0,
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// If this sprite visible to the camera (regardless of being set to visible or not)
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cameraVisible: true
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};
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/**
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* @property {Phaser.Point} offset - Corner point defaults.
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*/
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this.offset = new Phaser.Point;
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/**
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* @property {Phaser.Point} center - Description.
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*/
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this.center = new Phaser.Point(x + Math.floor(this._cache.width / 2), y + Math.floor(this._cache.height / 2));
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/**
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* @property {Phaser.Point} topLeft - Description.
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*/
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this.topLeft = new Phaser.Point(x, y);
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/**
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* @property {Phaser.Point} topRight - Description.
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*/
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this.topRight = new Phaser.Point(x + this._cache.width, y);
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/**
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* @property {Phaser.Point} bottomRight - Description.
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*/
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this.bottomRight = new Phaser.Point(x + this._cache.width, y + this._cache.height);
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/**
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* @property {Phaser.Point} bottomLeft - Description.
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*/
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this.bottomLeft = new Phaser.Point(x, y + this._cache.height);
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/**
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* @property {Phaser.Rectangle} bounds - Description.
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*/
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this.bounds = new Phaser.Rectangle(x, y, this._cache.width, this._cache.height);
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/**
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* @property {Phaser.Physics.Arcade.Body} body - Set-up the physics body.
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*/
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this.body = new Phaser.Physics.Arcade.Body(this);
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/**
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* @property {Description} inWorld - World bounds check.
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*/
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this.inWorld = Phaser.Rectangle.intersects(this.bounds, this.game.world.bounds);
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/**
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* @property {number} inWorldThreshold - World bounds check.
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* @default
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*/
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this.inWorldThreshold = 0;
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/**
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* @property {boolean} outOfBoundsKill - Kills this sprite as soon as it goes outside of the World bounds.
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* @default
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*/
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this.outOfBoundsKill = false;
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/**
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* @property {boolean} _outOfBoundsFired - Description.
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* @private
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* @default
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*/
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this._outOfBoundsFired = false;
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/**
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* A Sprite that is fixed to the camera ignores the position of any ancestors in the display list and uses its x/y coordinates as offsets from the top left of the camera.
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* @property {boolean} fixedToCamera - Fixes this Sprite to the Camera.
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* @default
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*/
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this.fixedToCamera = false;
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};
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Phaser.Bullet.prototype = Object.create(PIXI.Sprite.prototype);
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Phaser.Bullet.prototype.constructor = Phaser.Bullet;
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/**
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* Automatically called by World.preUpdate. You can create your own update in Objects that extend Phaser.Sprite.
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* @method Phaser.Sprite.prototype.preUpdate
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*/
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Phaser.Bullet.prototype.preUpdate = function() {
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if (!this.exists)
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{
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this.renderOrderID = -1;
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return;
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}
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if (this.lifespan > 0)
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{
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this.lifespan -= this.game.time.elapsed;
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if (this.lifespan <= 0)
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{
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this.kill();
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return;
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}
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}
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this._cache.dirty = false;
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if (this.visible)
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{
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this.renderOrderID = this.game.world.currentRenderOrderID++;
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}
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this.prevX = this.x;
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this.prevY = this.y;
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// |a c tx|
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// |b d ty|
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// |0 0 1|
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if (this.worldTransform[1] != this._cache.i01 || this.worldTransform[3] != this._cache.i10)
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{
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this._cache.a00 = this.worldTransform[0]; // scaleX a
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this._cache.a01 = this.worldTransform[1]; // skewY c
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this._cache.a10 = this.worldTransform[3]; // skewX b
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this._cache.a11 = this.worldTransform[4]; // scaleY d
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this._cache.i01 = this.worldTransform[1]; // skewY c (remains non-modified for input checks)
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this._cache.i10 = this.worldTransform[3]; // skewX b (remains non-modified for input checks)
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this._cache.scaleX = Math.sqrt((this._cache.a00 * this._cache.a00) + (this._cache.a01 * this._cache.a01)); // round this off a bit?
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this._cache.scaleY = Math.sqrt((this._cache.a10 * this._cache.a10) + (this._cache.a11 * this._cache.a11)); // round this off a bit?
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this._cache.a01 *= -1;
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this._cache.a10 *= -1;
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this._cache.dirty = true;
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||||
}
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if (this.worldTransform[2] != this._cache.a02 || this.worldTransform[5] != this._cache.a12)
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||||
{
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this._cache.a02 = this.worldTransform[2]; // translateX tx
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||||
this._cache.a12 = this.worldTransform[5]; // translateY ty
|
||||
this._cache.dirty = true;
|
||||
}
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||||
|
||||
// Re-run the camera visibility check
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||||
if (this._cache.dirty)
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||||
{
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this._cache.cameraVisible = Phaser.Rectangle.intersects(this.game.world.camera.screenView, this.bounds, 0);
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||||
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||||
if (this.autoCull == true)
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{
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// Won't get rendered but will still get its transform updated
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this.renderable = this._cache.cameraVisible;
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}
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// Update our physics bounds
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if (this.body)
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||||
{
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this.body.updateBounds(this.center.x, this.center.y, this._cache.scaleX, this._cache.scaleY);
|
||||
}
|
||||
}
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||||
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||||
if (this.body)
|
||||
{
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||||
this.body.preUpdate();
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
Phaser.Bullet.prototype.postUpdate = function() {
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||||
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||||
if (this.exists)
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||||
{
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||||
// The sprite is positioned in this call, after taking into consideration motion updates and collision
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||||
if (this.body)
|
||||
{
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||||
this.body.postUpdate();
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||||
}
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||||
|
||||
if (this.fixedToCamera)
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||||
{
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||||
this._cache.x = this.game.camera.view.x + this.x;
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||||
this._cache.y = this.game.camera.view.y + this.y;
|
||||
}
|
||||
else
|
||||
{
|
||||
this._cache.x = this.x;
|
||||
this._cache.y = this.y;
|
||||
}
|
||||
|
||||
if (this.position.x != this._cache.x || this.position.y != this._cache.y)
|
||||
{
|
||||
this.position.x = this._cache.x;
|
||||
this.position.y = this._cache.y;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
Phaser.Bullet.prototype.deltaAbsX = function () {
|
||||
return (this.deltaX() > 0 ? this.deltaX() : -this.deltaX());
|
||||
}
|
||||
|
||||
Phaser.Bullet.prototype.deltaAbsY = function () {
|
||||
return (this.deltaY() > 0 ? this.deltaY() : -this.deltaY());
|
||||
}
|
||||
|
||||
Phaser.Bullet.prototype.deltaX = function () {
|
||||
return this.x - this.prevX;
|
||||
}
|
||||
|
||||
Phaser.Bullet.prototype.deltaY = function () {
|
||||
return this.y - this.prevY;
|
||||
}
|
||||
|
||||
/**
|
||||
* Description.
|
||||
*
|
||||
* @method Phaser.Bullet.prototype.revive
|
||||
*/
|
||||
Phaser.Bullet.prototype.revive = function(health) {
|
||||
|
||||
if (typeof health === 'undefined') { health = 1; }
|
||||
|
||||
this.alive = true;
|
||||
this.exists = true;
|
||||
this.visible = true;
|
||||
this.health = health;
|
||||
|
||||
this.events.onRevived.dispatch(this);
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Description.
|
||||
*
|
||||
* @method Phaser.Bullet.prototype.kill
|
||||
*/
|
||||
Phaser.Bullet.prototype.kill = function() {
|
||||
|
||||
this.alive = false;
|
||||
this.exists = false;
|
||||
this.visible = false;
|
||||
this.events.onKilled.dispatch(this);
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Description.
|
||||
*
|
||||
* @method Phaser.Bullet.prototype.destroy
|
||||
*/
|
||||
Phaser.Bullet.prototype.destroy = function() {
|
||||
|
||||
if (this.group)
|
||||
{
|
||||
this.group.remove(this);
|
||||
}
|
||||
|
||||
this.events.destroy();
|
||||
|
||||
this.alive = false;
|
||||
this.exists = false;
|
||||
this.visible = false;
|
||||
|
||||
this.game = null;
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Description.
|
||||
*
|
||||
* @method Phaser.Sprite.prototype.reset
|
||||
*/
|
||||
Phaser.Bullet.prototype.reset = function(x, y) {
|
||||
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
this.position.x = this.x;
|
||||
this.position.y = this.y;
|
||||
this.alive = true;
|
||||
this.exists = true;
|
||||
this.visible = true;
|
||||
this.renderable = true;
|
||||
this._outOfBoundsFired = false;
|
||||
|
||||
if (this.body)
|
||||
{
|
||||
this.body.reset();
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Description.
|
||||
*
|
||||
* @method Phaser.Sprite.prototype.updateBounds
|
||||
*/
|
||||
Phaser.Bullet.prototype.updateBounds = function() {
|
||||
|
||||
// Update the edge points
|
||||
|
||||
this.offset.setTo(this._cache.a02 - (this.anchor.x * this._cache.width), this._cache.a12 - (this.anchor.y * this._cache.height));
|
||||
|
||||
this.getLocalPosition(this.center, this.offset.x + this._cache.halfWidth, this.offset.y + this._cache.halfHeight);
|
||||
this.getLocalPosition(this.topLeft, this.offset.x, this.offset.y);
|
||||
this.getLocalPosition(this.topRight, this.offset.x + this._cache.width, this.offset.y);
|
||||
this.getLocalPosition(this.bottomLeft, this.offset.x, this.offset.y + this._cache.height);
|
||||
this.getLocalPosition(this.bottomRight, this.offset.x + this._cache.width, this.offset.y + this._cache.height);
|
||||
|
||||
this._cache.left = Phaser.Math.min(this.topLeft.x, this.topRight.x, this.bottomLeft.x, this.bottomRight.x);
|
||||
this._cache.right = Phaser.Math.max(this.topLeft.x, this.topRight.x, this.bottomLeft.x, this.bottomRight.x);
|
||||
this._cache.top = Phaser.Math.min(this.topLeft.y, this.topRight.y, this.bottomLeft.y, this.bottomRight.y);
|
||||
this._cache.bottom = Phaser.Math.max(this.topLeft.y, this.topRight.y, this.bottomLeft.y, this.bottomRight.y);
|
||||
|
||||
this.bounds.setTo(this._cache.left, this._cache.top, this._cache.right - this._cache.left, this._cache.bottom - this._cache.top);
|
||||
|
||||
// This is the coordinate the Bullet was at when the last bounds was created
|
||||
this._cache.boundsX = this._cache.x;
|
||||
this._cache.boundsY = this._cache.y;
|
||||
|
||||
if (this.inWorld == false)
|
||||
{
|
||||
// Bullet WAS out of the screen, is it still?
|
||||
this.inWorld = Phaser.Rectangle.intersects(this.bounds, this.game.world.bounds, this.inWorldThreshold);
|
||||
|
||||
if (this.inWorld)
|
||||
{
|
||||
// It's back again, reset the OOB check
|
||||
this._outOfBoundsFired = false;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Bullet WAS in the screen, has it now left?
|
||||
this.inWorld = Phaser.Rectangle.intersects(this.bounds, this.game.world.bounds, this.inWorldThreshold);
|
||||
|
||||
if (this.inWorld == false)
|
||||
{
|
||||
this.events.onOutOfBounds.dispatch(this);
|
||||
this._outOfBoundsFired = true;
|
||||
|
||||
if (this.outOfBoundsKill)
|
||||
{
|
||||
this.kill();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Description.
|
||||
*
|
||||
* @method Phaser.Bullet.prototype.getLocalPosition
|
||||
* @param {Description} p - Description.
|
||||
* @param {number} x - Description.
|
||||
* @param {number} y - Description.
|
||||
* @return {Description} Description.
|
||||
*/
|
||||
Phaser.Bullet.prototype.getLocalPosition = function(p, x, y) {
|
||||
|
||||
p.x = ((this._cache.a11 * this._cache.id * x + -this._cache.a01 * this._cache.id * y + (this._cache.a12 * this._cache.a01 - this._cache.a02 * this._cache.a11) * this._cache.id) * this._cache.scaleX) + this._cache.a02;
|
||||
p.y = ((this._cache.a00 * this._cache.id * y + -this._cache.a10 * this._cache.id * x + (-this._cache.a12 * this._cache.a00 + this._cache.a02 * this._cache.a10) * this._cache.id) * this._cache.scaleY) + this._cache.a12;
|
||||
|
||||
return p;
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Description.
|
||||
*
|
||||
* @method Phaser.Bullet.prototype.bringToTop
|
||||
*/
|
||||
Phaser.Bullet.prototype.bringToTop = function() {
|
||||
|
||||
if (this.group)
|
||||
{
|
||||
this.group.bringToTop(this);
|
||||
}
|
||||
else
|
||||
{
|
||||
this.game.world.bringToTop(this);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Indicates the rotation of the Bullet, in degrees, from its original orientation. Values from 0 to 180 represent clockwise rotation; values from 0 to -180 represent counterclockwise rotation.
|
||||
* Values outside this range are added to or subtracted from 360 to obtain a value within the range. For example, the statement player.angle = 450 is the same as player.angle = 90.
|
||||
* If you wish to work in radians instead of degrees use the property Bullet.rotation instead.
|
||||
* @name Phaser.Bullet#angle
|
||||
* @property {number} angle - Gets or sets the Bullets angle of rotation in degrees.
|
||||
*/
|
||||
Object.defineProperty(Phaser.Bullet.prototype, 'angle', {
|
||||
|
||||
get: function() {
|
||||
return Phaser.Math.wrapAngle(Phaser.Math.radToDeg(this.rotation));
|
||||
},
|
||||
|
||||
set: function(value) {
|
||||
this.rotation = Phaser.Math.degToRad(Phaser.Math.wrapAngle(value));
|
||||
}
|
||||
|
||||
});
|
||||
|
||||
/**
|
||||
* Is this sprite visible to the camera or not?
|
||||
* @returns {boolean}
|
||||
*/
|
||||
Object.defineProperty(Phaser.Bullet.prototype, "inCamera", {
|
||||
|
||||
get: function () {
|
||||
return this._cache.cameraVisible;
|
||||
}
|
||||
|
||||
});
|
||||
|
||||
@@ -83,10 +83,6 @@ Phaser.GameObjectFactory.prototype = {
|
||||
|
||||
return group.create(x, y, key, frame);
|
||||
|
||||
// var child = new Phaser.Sprite(this.game, x, y, key, frame);
|
||||
// parent.addChild(child);
|
||||
// return child;
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
@@ -232,17 +228,43 @@ Phaser.GameObjectFactory.prototype = {
|
||||
* Description.
|
||||
*
|
||||
* @method tilemap
|
||||
* @param {Description} x - Description.
|
||||
* @param {Description} y - Description.
|
||||
* @param {Description} key - Description.
|
||||
* @param {Description} resizeWorld - Description.
|
||||
* @param {Description} tileWidth - Description.
|
||||
* @param {Description} tileHeight - Description.
|
||||
* @return {Description} Description.
|
||||
*/
|
||||
tilemap: function (x, y, key, resizeWorld, tileWidth, tileHeight) {
|
||||
tilemap: function (key) {
|
||||
|
||||
return this.world.add(new Phaser.Tilemap(this.game, key, x, y, resizeWorld, tileWidth, tileHeight));
|
||||
return new Phaser.Tilemap(this.game, key);
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Description.
|
||||
*
|
||||
* @method tilemap
|
||||
* @param {Description} key - Description.
|
||||
* @return {Description} Description.
|
||||
*/
|
||||
tileset: function (key) {
|
||||
|
||||
return this.game.cache.getTileset(key);
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Description.
|
||||
*
|
||||
* @method tileSprite
|
||||
* @param {Description} x - Description.
|
||||
* @param {Description} y - Description.
|
||||
* @param {Description} width - Description.
|
||||
* @param {Description} height - Description.
|
||||
* @param {Description} key - Description.
|
||||
* @param {Description} frame - Description.
|
||||
* @return {Description} Description.
|
||||
*/
|
||||
tilemapLayer: function (x, y, width, height, tileset, tilemap, layer) {
|
||||
|
||||
return this.world.add(new Phaser.TilemapLayer(this.game, x, y, width, height, tileset, tilemap, layer));
|
||||
|
||||
},
|
||||
|
||||
|
||||
@@ -274,16 +274,6 @@ Phaser.Sprite = function (game, x, y, key, frame) {
|
||||
*/
|
||||
this.health = 1;
|
||||
|
||||
/**
|
||||
* @property {Description} velocity - Description.
|
||||
*/
|
||||
// this.velocity = this.body.velocity;
|
||||
|
||||
/**
|
||||
* @property {Description} acceleration - Description.
|
||||
*/
|
||||
// this.acceleration = this.body.acceleration;
|
||||
|
||||
/**
|
||||
* @property {Description} inWorld - World bounds check.
|
||||
*/
|
||||
@@ -852,18 +842,6 @@ Object.defineProperty(Phaser.Sprite.prototype, "inCamera", {
|
||||
|
||||
});
|
||||
|
||||
/**
|
||||
*
|
||||
* @returns {boolean}
|
||||
*/
|
||||
Object.defineProperty(Phaser.Sprite.prototype, "worldX", {
|
||||
|
||||
get: function () {
|
||||
return 1;
|
||||
}
|
||||
|
||||
});
|
||||
|
||||
/**
|
||||
* Get the input enabled state of this Sprite.
|
||||
* @returns {Description}
|
||||
|
||||
Reference in New Issue
Block a user