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https://github.com/wassname/phaser.git
synced 2026-08-18 12:20:33 +08:00
Fixed world drag support and other input modifications.
This commit is contained in:
@@ -0,0 +1,35 @@
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/// <reference path="../../Phaser/Game.ts" />
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(function () {
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// Here we create a tiny game (320x240 in size)
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var game = new Phaser.Game(this, 'game', 320, 240, init, create, update, render);
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function init() {
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// This sets a limit on the up-scale
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game.stage.scale.maxWidth = 800;
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game.stage.scale.maxHeight = 600;
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// Then we tell Phaser that we want it to scale up to whatever the browser can handle, but to do it proportionally
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game.stage.scaleMode = Phaser.StageScaleMode.SHOW_ALL;
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game.load.image('melon', 'assets/sprites/melon.png');
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game.load.start();
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}
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function create() {
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game.world.setSize(2000, 2000);
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for(var i = 0; i < 1000; i++) {
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game.add.sprite(game.world.randomX, game.world.randomY, 'melon');
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}
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}
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function update() {
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if(game.input.keyboard.isDown(Phaser.Keyboard.LEFT)) {
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game.camera.x -= 4;
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} else if(game.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) {
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game.camera.x += 4;
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}
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if(game.input.keyboard.isDown(Phaser.Keyboard.UP)) {
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game.camera.y -= 4;
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} else if(game.input.keyboard.isDown(Phaser.Keyboard.DOWN)) {
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game.camera.y += 4;
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}
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}
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function render() {
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game.input.renderDebugInfo(16, 16);
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}
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})();
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@@ -0,0 +1,62 @@
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/// <reference path="../../Phaser/Game.ts" />
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(function () {
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// Here we create a tiny game (320x240 in size)
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var game = new Phaser.Game(this, 'game', 320, 240, init, create, update, render);
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function init() {
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// This sets a limit on the up-scale
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game.stage.scale.maxWidth = 800;
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game.stage.scale.maxHeight = 600;
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// Then we tell Phaser that we want it to scale up to whatever the browser can handle, but to do it proportionally
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game.stage.scaleMode = Phaser.StageScaleMode.SHOW_ALL;
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game.load.image('melon', 'assets/sprites/melon.png');
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game.load.start();
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}
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function create() {
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game.world.setSize(2000, 2000);
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for (var i = 0; i < 1000; i++)
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{
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game.add.sprite(game.world.randomX, game.world.randomY, 'melon');
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}
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}
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function update() {
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if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT))
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{
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game.camera.x -= 4;
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}
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else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
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{
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game.camera.x += 4;
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}
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if (game.input.keyboard.isDown(Phaser.Keyboard.UP))
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{
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game.camera.y -= 4;
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}
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else if (game.input.keyboard.isDown(Phaser.Keyboard.DOWN))
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{
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game.camera.y += 4;
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}
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}
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function render() {
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game.input.renderDebugInfo(16, 16);
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}
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})();
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@@ -0,0 +1,10 @@
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/// <reference path="../../Phaser/Game.ts" />
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(function () {
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var game = new Phaser.Game(this, 'game', 800, 600, null, null, null, render);
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function render() {
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game.input.pointer1.renderDebug();
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game.input.pointer2.renderDebug();
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game.input.pointer3.renderDebug();
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game.input.pointer4.renderDebug();
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}
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})();
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@@ -0,0 +1,16 @@
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/// <reference path="../../Phaser/Game.ts" />
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(function () {
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var game = new Phaser.Game(this, 'game', 800, 600, null, null, null, render);
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function render() {
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game.input.pointer1.renderDebug();
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game.input.pointer2.renderDebug();
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game.input.pointer3.renderDebug();
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game.input.pointer4.renderDebug();
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}
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})();
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@@ -10,8 +10,8 @@
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function create() {
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// Create a load of sprites
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for(var i = 0; i < 26; i++) {
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var tempSprite = game.add.sprite(i * 32, 100, 'sprite', Phaser.Types.BODY_DYNAMIC);
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tempSprite.input.enabled = true;
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var tempSprite = game.add.sprite(i * 32, 100, 'sprite');
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tempSprite.input.start(0, false, true);
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tempSprite.events.onInputOver.add(dropSprite, this);
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}
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}
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@@ -19,8 +19,8 @@
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// Create a load of sprites
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for (var i = 0; i < 26; i++)
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{
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var tempSprite: Phaser.Sprite = game.add.sprite(i * 32, 100, 'sprite', Phaser.Types.BODY_DYNAMIC);
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tempSprite.input.enabled = true;
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var tempSprite: Phaser.Sprite = game.add.sprite(i * 32, 100, 'sprite');
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tempSprite.input.start(0, false, true);
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tempSprite.events.onInputOver.add(dropSprite, this);
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}
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@@ -35,5 +35,6 @@
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game.camera.renderDebugInfo(32, 32);
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test.body.renderDebugInfo(300, 32);
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Phaser.DebugUtils.renderSpriteInfo(test, 32, 200);
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game.input.renderDebugInfo(300, 200);
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}
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})();
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@@ -66,6 +66,8 @@
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Phaser.DebugUtils.renderSpriteInfo(test, 32, 200);
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game.input.renderDebugInfo(300, 200);
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}
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})();
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