Adding Type support for collision checks.

This commit is contained in:
Richard Davey
2013-09-12 21:54:41 +01:00
parent 79dc3566f4
commit 9f687b4f8a
13 changed files with 683 additions and 207 deletions
+2
View File
@@ -21,6 +21,8 @@ Phaser.Button = function (game, x, y, key, callback, callbackContext, overFrame,
Phaser.Sprite.call(this, game, x, y, key, outFrame);
this.type = Phaser.BUTTON;
this._onOverFrameName = null;
this._onOutFrameName = null;
this._onDownFrameName = null;
+2
View File
@@ -14,6 +14,8 @@ Phaser.Graphics = function (game, x, y) {
PIXI.DisplayObjectContainer.call(this);
this.type = Phaser.GRAPHICS;
this.position.x = x;
this.position.y = y;
+2
View File
@@ -13,6 +13,8 @@ Phaser.RenderTexture = function (game, key, width, height) {
this.frame = new PIXI.Rectangle(0, 0, this.width, this.height);
this.type = Phaser.RENDERTEXTURE;
if (PIXI.gl)
{
this.initWebGL();
+2
View File
@@ -17,6 +17,8 @@ Phaser.Sprite = function (game, x, y, key, frame) {
this.name = '';
this.type = Phaser.SPRITE;
this.renderOrderID = -1;
// 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.
+2
View File
@@ -14,6 +14,8 @@ Phaser.Text = function (game, x, y, text, style) {
Phaser.Sprite.call(this, game, x, y, canvasID);
this.type = Phaser.TEXT;
this.setText(text);
this.setStyle(style);
+2
View File
@@ -13,6 +13,8 @@ Phaser.TileSprite = function (game, x, y, width, height, key, frame) {
PIXI.TilingSprite.call(this, this.texture, width, height);
this.type = Phaser.TILESPRITE;
/**
* The scaling of the image that is being tiled
*