diff --git a/README.md b/README.md
index 55172603..850dab1d 100644
--- a/README.md
+++ b/README.md
@@ -5,7 +5,7 @@ Phaser 1.0
Phaser is a fast, free and fun open source game framework for making desktop and mobile browser HTML5 games. It uses [Pixi.js](https://github.com/GoodBoyDigital/pixi.js/) internally for fast 2D Canvas and WebGL rendering.
-Version: 1.0.4 - Released: September 18th 2013
+Version: 1.0.5 - Released: September 20th 2013
By Richard Davey, [Photon Storm](http://www.photonstorm.com)
@@ -35,7 +35,7 @@ Phaser is everything we ever wanted from an HTML5 game framework. It will power
Change Log
----------
-Version 1.0.5 (In progress)
+Version 1.0.5 (September 20th 2013)
* Fixed issue in FrameData.getFrameIndexes where the input array was being ignored.
* Added Math.numberArray - Returns an Array containing the numbers from min to max (inclusive), useful for animation frame construction.
@@ -44,6 +44,15 @@ Version 1.0.5 (In progress)
* Added Group.length property.
* Added explicit x/y attributes to Phaser.Text to make it work with the camera system (thanks cocoademon).
* Fixed issue stopping multiple animations from playing, only the most recent would play (frames array was being overwritten, thanks Legrandk)
+* Updated Debug.renderSpriteBounds() so it doesn't use the deprecated Sprite.worldView any more (thanks MikeMnD)
+* Added 2 new properties to the Text object: Text.text and Text.style, both are getter/setters and don't flag dirty unless changed, so safe for core loop use.
+* Removed the exists check from Group.callAll, it now runs on all children (as the name implies)
+* Added Group.callAllExists - you can now call a function on all children who have exists = the provided boolean.
+* Finished off the Breakout example game - now fully playable, proper rebound, scoring, lives, etc.
+* Removed Group.sort dummy entry until it's working.
+* Removed ArcadePhysics.postUpdate.
+* Updated Sprite.update to set renderable to false when the object goes out of Camera, not 'visible' false, otherwise it stops the transform being updated by Pixi.
+* BUG: There is a known issue where the wrong rect coordinates are given to the QuadTree if the Sprite is a child of a Group or another Sprite which has an x/y offset.
Version 1.0.4 (September 18th 2013)
diff --git a/examples/assets/sprites/breakout.json b/examples/assets/sprites/breakout.json
deleted file mode 100644
index a21b339d..00000000
--- a/examples/assets/sprites/breakout.json
+++ /dev/null
@@ -1,236 +0,0 @@
-{"frames": [
-
-{
- "filename": "ball_1.png",
- "frame": {"x":218,"y":38,"w":16,"h":16},
- "rotated": false,
- "trimmed": false,
- "spriteSourceSize": {"x":0,"y":0,"w":16,"h":16},
- "sourceSize": {"w":16,"h":16}
-},
-{
- "filename": "ball_2.png",
- "frame": {"x":218,"y":20,"w":16,"h":16},
- "rotated": false,
- "trimmed": false,
- "spriteSourceSize": {"x":0,"y":0,"w":16,"h":16},
- "sourceSize": {"w":16,"h":16}
-},
-{
- "filename": "ball_3.png",
- "frame": {"x":218,"y":2,"w":16,"h":16},
- "rotated": false,
- "trimmed": false,
- "spriteSourceSize": {"x":0,"y":0,"w":16,"h":16},
- "sourceSize": {"w":16,"h":16}
-},
-{
- "filename": "ball_4.png",
- "frame": {"x":200,"y":38,"w":16,"h":16},
- "rotated": false,
- "trimmed": false,
- "spriteSourceSize": {"x":0,"y":0,"w":16,"h":16},
- "sourceSize": {"w":16,"h":16}
-},
-{
- "filename": "ball_5.png",
- "frame": {"x":200,"y":20,"w":16,"h":16},
- "rotated": false,
- "trimmed": false,
- "spriteSourceSize": {"x":0,"y":0,"w":16,"h":16},
- "sourceSize": {"w":16,"h":16}
-},
-{
- "filename": "brick_1_1.png",
- "frame": {"x":98,"y":21,"w":32,"h":17},
- "rotated": false,
- "trimmed": false,
- "spriteSourceSize": {"x":0,"y":0,"w":32,"h":17},
- "sourceSize": {"w":32,"h":17}
-},
-{
- "filename": "brick_1_2.png",
- "frame": {"x":98,"y":2,"w":32,"h":17},
- "rotated": false,
- "trimmed": false,
- "spriteSourceSize": {"x":0,"y":0,"w":32,"h":17},
- "sourceSize": {"w":32,"h":17}
-},
-{
- "filename": "brick_1_3.png",
- "frame": {"x":270,"y":17,"w":30,"h":13},
- "rotated": false,
- "trimmed": true,
- "spriteSourceSize": {"x":1,"y":1,"w":30,"h":13},
- "sourceSize": {"w":32,"h":17}
-},
-{
- "filename": "brick_1_4.png",
- "frame": {"x":54,"y":52,"w":24,"h":9},
- "rotated": false,
- "trimmed": true,
- "spriteSourceSize": {"x":4,"y":4,"w":24,"h":9},
- "sourceSize": {"w":32,"h":17}
-},
-{
- "filename": "brick_2_1.png",
- "frame": {"x":236,"y":19,"w":32,"h":15},
- "rotated": false,
- "trimmed": false,
- "spriteSourceSize": {"x":0,"y":0,"w":32,"h":15},
- "sourceSize": {"w":32,"h":15}
-},
-{
- "filename": "brick_2_2.png",
- "frame": {"x":236,"y":2,"w":32,"h":15},
- "rotated": false,
- "trimmed": false,
- "spriteSourceSize": {"x":0,"y":0,"w":32,"h":15},
- "sourceSize": {"w":32,"h":15}
-},
-{
- "filename": "brick_2_3.png",
- "frame": {"x":270,"y":2,"w":30,"h":13},
- "rotated": false,
- "trimmed": true,
- "spriteSourceSize": {"x":1,"y":0,"w":30,"h":13},
- "sourceSize": {"w":32,"h":15}
-},
-{
- "filename": "brick_2_4.png",
- "frame": {"x":236,"y":50,"w":24,"h":11},
- "rotated": false,
- "trimmed": true,
- "spriteSourceSize": {"x":4,"y":3,"w":24,"h":11},
- "sourceSize": {"w":32,"h":15}
-},
-{
- "filename": "brick_3_1.png",
- "frame": {"x":166,"y":20,"w":32,"h":16},
- "rotated": false,
- "trimmed": false,
- "spriteSourceSize": {"x":0,"y":0,"w":32,"h":16},
- "sourceSize": {"w":32,"h":16}
-},
-{
- "filename": "brick_3_2.png",
- "frame": {"x":166,"y":2,"w":32,"h":16},
- "rotated": false,
- "trimmed": false,
- "spriteSourceSize": {"x":0,"y":0,"w":32,"h":16},
- "sourceSize": {"w":32,"h":16}
-},
-{
- "filename": "brick_3_3.png",
- "frame": {"x":236,"y":36,"w":30,"h":12},
- "rotated": false,
- "trimmed": true,
- "spriteSourceSize": {"x":1,"y":2,"w":30,"h":12},
- "sourceSize": {"w":32,"h":16}
-},
-{
- "filename": "brick_3_4.png",
- "frame": {"x":28,"y":52,"w":24,"h":10},
- "rotated": false,
- "trimmed": true,
- "spriteSourceSize": {"x":4,"y":3,"w":24,"h":10},
- "sourceSize": {"w":32,"h":16}
-},
-{
- "filename": "one.png",
- "frame": {"x":66,"y":2,"w":30,"h":48},
- "rotated": false,
- "trimmed": true,
- "spriteSourceSize": {"x":1,"y":16,"w":30,"h":48},
- "sourceSize": {"w":32,"h":64}
-},
-{
- "filename": "paddle_big.png",
- "frame": {"x":98,"y":40,"w":48,"h":16},
- "rotated": false,
- "trimmed": false,
- "spriteSourceSize": {"x":0,"y":0,"w":48,"h":16},
- "sourceSize": {"w":48,"h":16}
-},
-{
- "filename": "paddle_small.png",
- "frame": {"x":148,"y":38,"w":32,"h":16},
- "rotated": false,
- "trimmed": false,
- "spriteSourceSize": {"x":0,"y":0,"w":32,"h":16},
- "sourceSize": {"w":32,"h":16}
-},
-{
- "filename": "power_down.png",
- "frame": {"x":200,"y":2,"w":16,"h":16},
- "rotated": false,
- "trimmed": false,
- "spriteSourceSize": {"x":0,"y":0,"w":16,"h":16},
- "sourceSize": {"w":16,"h":16}
-},
-{
- "filename": "power_up.png",
- "frame": {"x":182,"y":38,"w":16,"h":16},
- "rotated": false,
- "trimmed": false,
- "spriteSourceSize": {"x":0,"y":0,"w":16,"h":16},
- "sourceSize": {"w":16,"h":16}
-},
-{
- "filename": "brick_4_1.png",
- "frame": {"x":132,"y":20,"w":32,"h":16},
- "rotated": false,
- "trimmed": false,
- "spriteSourceSize": {"x":0,"y":0,"w":32,"h":16},
- "sourceSize": {"w":32,"h":16}
-},
-{
- "filename": "brick_4_2.png",
- "frame": {"x":132,"y":2,"w":32,"h":16},
- "rotated": false,
- "trimmed": false,
- "spriteSourceSize": {"x":0,"y":0,"w":32,"h":16},
- "sourceSize": {"w":32,"h":16}
-},
-{
- "filename": "brick_4_3.png",
- "frame": {"x":270,"y":32,"w":30,"h":12},
- "rotated": false,
- "trimmed": true,
- "spriteSourceSize": {"x":1,"y":2,"w":30,"h":12},
- "sourceSize": {"w":32,"h":16}
-},
-{
- "filename": "brick_4_4.png",
- "frame": {"x":2,"y":52,"w":24,"h":10},
- "rotated": false,
- "trimmed": true,
- "spriteSourceSize": {"x":4,"y":3,"w":24,"h":10},
- "sourceSize": {"w":32,"h":16}
-},
-{
- "filename": "three.png",
- "frame": {"x":34,"y":2,"w":30,"h":48},
- "rotated": false,
- "trimmed": true,
- "spriteSourceSize": {"x":1,"y":0,"w":30,"h":48},
- "sourceSize": {"w":32,"h":48}
-},
-{
- "filename": "two.png",
- "frame": {"x":2,"y":2,"w":30,"h":48},
- "rotated": false,
- "trimmed": true,
- "spriteSourceSize": {"x":1,"y":16,"w":30,"h":48},
- "sourceSize": {"w":32,"h":64}
-}],
-"meta": {
- "app": "http://www.texturepacker.com",
- "version": "1.0",
- "image": "breakout.png",
- "format": "RGBA8888",
- "size": {"w":302,"h":64},
- "scale": "1",
- "smartupdate": "$TexturePacker:SmartUpdate:c510ff2f709e8d175b059cd1cbe64773$"
-}
-}
diff --git a/examples/assets/sprites/breakout.png b/examples/assets/sprites/breakout.png
deleted file mode 100644
index 85f75c82..00000000
Binary files a/examples/assets/sprites/breakout.png and /dev/null differ
diff --git a/examples/collision/bounding box.php b/examples/collision/bounding box.php
index 3ae50f31..f42acaf5 100644
--- a/examples/collision/bounding box.php
+++ b/examples/collision/bounding box.php
@@ -55,8 +55,11 @@
function render() {
- game.debug.renderRectangle(sprite1.body);
- game.debug.renderRectangle(sprite2.body);
+ game.debug.renderSpriteInfo(sprite1, 32, 32);
+ game.debug.renderSpriteCollision(sprite1, 32, 400);
+
+ game.debug.renderSpriteBody(sprite1);
+ game.debug.renderSpriteBody(sprite2);
}
diff --git a/examples/games/breakout.php b/examples/games/breakout.php
index d1a1df8e..be67307e 100644
--- a/examples/games/breakout.php
+++ b/examples/games/breakout.php
@@ -7,21 +7,37 @@
(function () {
- var game = new Phaser.Game(800, 600, Phaser.CANVAS, '', { preload: preload, create: create, update: update, render: render });
+ var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update });
function preload() {
- game.load.atlas('breakout', 'assets/sprites/breakout.png', 'assets/sprites/breakout.json');
+ game.load.atlas('breakout', 'assets/games/breakout/breakout.png', 'assets/games/breakout/breakout.json');
+ game.load.image('starfield', 'assets/misc/starfield.jpg');
}
var ball;
var paddle;
var bricks;
+
var ballOnPaddle = true;
+ var lives = 3;
+ var score = 0;
+
+ var scoreText;
+ var livesText;
+ var introText;
+
+ var s;
+
function create() {
+ // We do this so the ball can still rebound with the world bounds, but it will look like it has gone off the bottom of the screen
+ game.world.height = 620;
+
+ s = game.add.tileSprite(0, 0, 800, 600, 'starfield');
+
var brick;
bricks = game.add.group();
@@ -35,15 +51,22 @@
}
}
- ball = game.add.sprite(game.world.centerX, 534, 'breakout', 'ball_1.png');
+ paddle = game.add.sprite(game.world.centerX, 500, 'breakout', 'paddle_big.png');
+ paddle.anchor.setTo(0.5, 0.5);
+ paddle.body.collideWorldBounds = true;
+ paddle.body.bounce.setTo(1, 1);
+ paddle.body.immovable = true;
+
+ ball = game.add.sprite(game.world.centerX, paddle.y - 16, 'breakout', 'ball_1.png');
+ ball.anchor.setTo(0.5, 0.5);
ball.body.collideWorldBounds = true;
ball.body.bounce.setTo(1, 1);
ball.animations.add('spin', [ 'ball_1.png', 'ball_2.png', 'ball_3.png', 'ball_4.png', 'ball_5.png' ], 50, true, false);
- paddle = game.add.sprite(game.world.centerX, 550, 'breakout', 'paddle_big.png');
- paddle.body.collideWorldBounds = true;
- paddle.body.bounce.setTo(1, 1);
- paddle.body.immovable = true;
+ scoreText = game.add.text(32, 550, 'score: 0', { font: "20px Arial", fill: "#ffffff", align: "left" });
+ livesText = game.add.text(680, 550, 'lives: 3', { font: "20px Arial", fill: "#ffffff", align: "left" });
+ introText = game.add.text(game.world.centerX, 400, '- click to start -', { font: "40px Arial", fill: "#ffffff", align: "center" });
+ introText.anchor.setTo(0.5, 0.5);
game.input.onDown.add(releaseBall, this);
@@ -51,36 +74,133 @@
function update () {
+ // Fun, but a little sea-sick inducing :) Uncomment if you like!
+ // s.tilePosition.x += (game.input.speed.x / 2);
+
paddle.x = game.input.x;
+ if (paddle.x < 24)
+ {
+ paddle.x = 24;
+ }
+ else if (paddle.x > game.width - 24)
+ {
+ paddle.x = game.width - 24;
+ }
+
if (ballOnPaddle)
{
- ball.x = paddle.x + 16;
+ ball.x = paddle.x;
}
else
{
- game.physics.collide(paddle, ball);
+ game.physics.collide(ball, paddle, ballHitPaddle, null, this);
game.physics.collide(ball, bricks, ballHitBrick, null, this);
}
+ // Out?
+ if (ball.y > 600 && ballOnPaddle == false)
+ {
+ ballLost();
+ }
+
}
function releaseBall () {
- ballOnPaddle = false;
- ball.body.velocity.y = -300;
- ball.body.velocity.x = -75;
- ball.animations.play('spin');
+ if (ballOnPaddle)
+ {
+ ballOnPaddle = false;
+ ball.body.velocity.y = -300;
+ ball.body.velocity.x = -75;
+ ball.animations.play('spin');
+ introText.visible = false;
+ }
}
+ function ballLost () {
+
+ lives--;
+
+ if (lives == 0)
+ {
+ gameOver();
+ }
+ else
+ {
+ livesText.text = 'lives: ' + lives;
+ ballOnPaddle = true;
+ ball.body.velocity.setTo(0, 0);
+ ball.x = paddle.x + 16;
+ ball.y = paddle.y - 16;
+ ball.animations.stop();
+ }
+
+ }
+
+ function gameOver () {
+
+ ball.body.velocity.setTo(0, 0);
+
+ introText.text = "Game Over!";
+ introText.visible = true;
+
+ }
+
+
function ballHitBrick (_ball, _brick) {
_brick.kill();
+ score += 10;
+
+ scoreText.text = 'score: ' + score;
+
+ // Are they any bricks left?
+ if (bricks.countLiving() == 0)
+ {
+ // New level starts
+ score += 1000;
+ scoreText.text = 'score: ' + score;
+ introText = '- Next Level -';
+
+ // Let's move the ball back to the paddle
+ ballOnPaddle = true;
+ ball.body.velocity.setTo(0, 0);
+ ball.x = paddle.x + 16;
+ ball.y = paddle.y - 16;
+ ball.animations.stop();
+
+ // And bring the bricks back from the dead :)
+ bricks.callAll('revive', this);
+ }
+
}
- function render () {
+ function ballHitPaddle (_ball, _paddle) {
+
+ var diff = 0;
+
+ if (_ball.x < _paddle.x)
+ {
+ // Ball is on the left-hand side of the paddle
+ diff = _paddle.x - _ball.x;
+ _ball.body.velocity.x = (-10 * diff);
+ }
+ else if (_ball.x > _paddle.x)
+ {
+ // Ball is on the right-hand side of the paddle
+ diff = _ball.x -_paddle.x;
+ _ball.body.velocity.x = (10 * diff);
+ }
+ else
+ {
+ // Ball is perfectly in the middle
+ // Add a little random X to stop it bouncing straight up!
+ _ball.body.velocity.x = 2 + Math.random() * 8;
+ }
+
}
})();
diff --git a/examples/games/invaders.php b/examples/games/invaders.php
new file mode 100644
index 00000000..0499acff
--- /dev/null
+++ b/examples/games/invaders.php
@@ -0,0 +1,140 @@
+
+
+
+
+
diff --git a/examples/tile sprites/tilesprite2.php b/examples/tile sprites/tilesprite2.php
index 61153cba..5b90b0fe 100644
--- a/examples/tile sprites/tilesprite2.php
+++ b/examples/tile sprites/tilesprite2.php
@@ -12,11 +12,11 @@
var s;
function preload() {
- game.load.image('disk', 'assets/misc/starfield.jpg');
+ game.load.image('starfield', 'assets/misc/starfield.jpg');
}
function create() {
- s = game.add.tileSprite(0, 0, 800, 600, 'disk');
+ s = game.add.tileSprite(0, 0, 800, 600, 'starfield');
}
function update() {
diff --git a/src/core/Group.js b/src/core/Group.js
index f8b0ca35..8b1dfcee 100644
--- a/src/core/Group.js
+++ b/src/core/Group.js
@@ -273,54 +273,6 @@ Phaser.Group.prototype = {
},
- /**
- * Call this function to sort the group according to a particular value and order.
- * For example, to sort game objects for Zelda-style overlaps you might call
- * myGroup.sort("y",Group.ASCENDING) at the bottom of your
- * State.update() override. To sort all existing objects after
- * a big explosion or bomb attack, you might call myGroup.sort("exists",Group.DESCENDING).
- *
- * @param {string} index The string name of the member variable you want to sort on. Default value is "z".
- * @param {number} order A Group constant that defines the sort order. Possible values are Group.ASCENDING and Group.DESCENDING. Default value is Group.ASCENDING.
- */
-
- // http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.c
-
- sort: function (index, order) {
- // if (typeof index === "undefined") { index = 'z'; }
- // if (typeof order === "undefined") { order = Phaser.Types.SORT_ASCENDING; }
- // var _this = this;
- // this._sortIndex = index;
- // this._sortOrder = order;
- // this.members.sort(function (a, b) {
- // return _this.sortHandler(a, b);
- // });
- },
-
- /**
- * Helper function for the sort process.
- *
- * @param {Basic} Obj1 The first object being sorted.
- * @param {Basic} Obj2 The second object being sorted.
- *
- * @return {number} An integer value: -1 (Obj1 before Obj2), 0 (same), or 1 (Obj1 after Obj2).
- */
- sortHandler: function (obj1, obj2) {
-
- /*
- if (!obj1 || !obj2) {
- //console.log('null objects in sort', obj1, obj2);
- return 0;
- }
- if (obj1[this._sortIndex] < obj2[this._sortIndex]) {
- return this._sortOrder;
- } else if (obj1[this._sortIndex] > obj2[this._sortIndex]) {
- return -this._sortOrder;
- }
- return 0;
- */
- },
-
// key is an ARRAY of values.
setProperty: function (child, key, value, operation) {
@@ -424,8 +376,31 @@ Phaser.Group.prototype = {
},
+ callAllExists: function (callback, callbackContext, existsValue) {
+
+ var args = Array.prototype.splice.call(arguments, 3);
+
+ if (this._container.children.length > 0 && this._container.first._iNext)
+ {
+ var currentNode = this._container.first._iNext;
+
+ do
+ {
+ if (currentNode.exists == existsValue && currentNode[callback])
+ {
+ currentNode[callback].apply(currentNode, args);
+ }
+
+ currentNode = currentNode._iNext;
+ }
+ while (currentNode != this._container.last._iNext)
+
+ }
+
+ },
+
/**
- * Calls a function on all of the active children (children with exists=true).
+ * Calls a function on all of the children regardless if they are dead or alive (see callAllExists if you need control over that)
* You must pass the context in which the callback is applied.
* After the context you can add as many parameters as you like, which will all be passed to the child.
*/
@@ -439,7 +414,7 @@ Phaser.Group.prototype = {
do
{
- if (currentNode.exists && currentNode[callback])
+ if (currentNode[callback])
{
currentNode[callback].apply(currentNode, args);
}
diff --git a/src/gameobjects/Sprite.js b/src/gameobjects/Sprite.js
index 55e6aa75..d3fdb6df 100644
--- a/src/gameobjects/Sprite.js
+++ b/src/gameobjects/Sprite.js
@@ -214,6 +214,7 @@ Phaser.Sprite.prototype.preUpdate = function() {
this._cache.y = this.y - (this.game.world.camera.y * this.scrollFactor.y);
// If this sprite or the camera have moved then let's update everything
+ // Note: The actual position shouldn't be changed if this item is inside a Group?
if (this.position.x != this._cache.x || this.position.y != this._cache.y)
{
this.position.x = this._cache.x;
@@ -224,76 +225,77 @@ Phaser.Sprite.prototype.preUpdate = function() {
if (this.visible)
{
this.renderOrderID = this.game.world.currentRenderOrderID++;
-
- // |a c tx|
- // |b d ty|
- // |0 0 1|
-
- // Only update the values we need
- if (this.worldTransform[0] != this._cache.a00 || this.worldTransform[1] != this._cache.a01)
- {
- this._cache.a00 = this.worldTransform[0]; // scaleX a
- this._cache.a01 = this.worldTransform[1]; // skewY c
- this._cache.i01 = this.worldTransform[1]; // skewY c
- this._cache.scaleX = Math.sqrt((this._cache.a00 * this._cache.a00) + (this._cache.a01 * this._cache.a01)); // round this off a bit?
- this._cache.a01 *= -1;
- this._cache.dirty = true;
- }
-
- // Need to test, but probably highly unlikely that a scaleX would happen without effecting the Y skew
- if (this.worldTransform[3] != this._cache.a10 || this.worldTransform[4] != this._cache.a11)
- {
- this._cache.a10 = this.worldTransform[3]; // skewX b
- this._cache.i10 = this.worldTransform[3]; // skewX b
- this._cache.a11 = this.worldTransform[4]; // scaleY d
- this._cache.scaleY = Math.sqrt((this._cache.a10 * this._cache.a10) + (this._cache.a11 * this._cache.a11)); // round this off a bit?
- this._cache.a10 *= -1;
- this._cache.dirty = true;
- }
-
- if (this.worldTransform[2] != this._cache.a02 || this.worldTransform[5] != this._cache.a12)
- {
- this._cache.a02 = this.worldTransform[2]; // translateX tx
- this._cache.a12 = this.worldTransform[5]; // translateY ty
- this._cache.dirty = true;
- }
-
- // Frame updated?
- if (this.currentFrame.uuid != this._cache.frameID)
- {
- this._cache.frameWidth = this.texture.frame.width;
- this._cache.frameHeight = this.texture.frame.height;
- this._cache.frameID = this.currentFrame.uuid;
- this._cache.dirty = true;
- }
-
- if (this._cache.dirty)
- {
- this._cache.width = Math.floor(this.currentFrame.sourceSizeW * this._cache.scaleX);
- this._cache.height = Math.floor(this.currentFrame.sourceSizeH * this._cache.scaleY);
- this._cache.halfWidth = Math.floor(this._cache.width / 2);
- this._cache.halfHeight = Math.floor(this._cache.height / 2);
-
- this._cache.id = 1 / (this._cache.a00 * this._cache.a11 + this._cache.a01 * -this._cache.a10);
- this._cache.idi = 1 / (this._cache.a00 * this._cache.a11 + this._cache.i01 * -this._cache.i10);
-
- this.updateBounds();
- }
}
- else
+
+ // |a c tx|
+ // |b d ty|
+ // |0 0 1|
+
+ // Only update the values we need
+ if (this.worldTransform[0] != this._cache.a00 || this.worldTransform[1] != this._cache.a01)
{
+ this._cache.a00 = this.worldTransform[0]; // scaleX a
+ this._cache.a01 = this.worldTransform[1]; // skewY c
+ this._cache.i01 = this.worldTransform[1]; // skewY c
+ this._cache.scaleX = Math.sqrt((this._cache.a00 * this._cache.a00) + (this._cache.a01 * this._cache.a01)); // round this off a bit?
+ this._cache.a01 *= -1;
+ this._cache.dirty = true;
+ }
+
+ // Need to test, but probably highly unlikely that a scaleX would happen without effecting the Y skew
+ if (this.worldTransform[3] != this._cache.a10 || this.worldTransform[4] != this._cache.a11)
+ {
+ this._cache.a10 = this.worldTransform[3]; // skewX b
+ this._cache.i10 = this.worldTransform[3]; // skewX b
+ this._cache.a11 = this.worldTransform[4]; // scaleY d
+ this._cache.scaleY = Math.sqrt((this._cache.a10 * this._cache.a10) + (this._cache.a11 * this._cache.a11)); // round this off a bit?
+ this._cache.a10 *= -1;
+ this._cache.dirty = true;
+ }
+
+ if (this.worldTransform[2] != this._cache.a02 || this.worldTransform[5] != this._cache.a12)
+ {
+ this._cache.a02 = this.worldTransform[2]; // translateX tx
+ this._cache.a12 = this.worldTransform[5]; // translateY ty
+ this._cache.dirty = true;
+ }
+
+ // Frame updated?
+ if (this.currentFrame.uuid != this._cache.frameID)
+ {
+ this._cache.frameWidth = this.texture.frame.width;
+ this._cache.frameHeight = this.texture.frame.height;
+ this._cache.frameID = this.currentFrame.uuid;
+ this._cache.dirty = true;
+ }
+
+ if (this._cache.dirty)
+ {
+ this._cache.width = Math.floor(this.currentFrame.sourceSizeW * this._cache.scaleX);
+ this._cache.height = Math.floor(this.currentFrame.sourceSizeH * this._cache.scaleY);
+ this._cache.halfWidth = Math.floor(this._cache.width / 2);
+ this._cache.halfHeight = Math.floor(this._cache.height / 2);
+
+ this._cache.id = 1 / (this._cache.a00 * this._cache.a11 + this._cache.a01 * -this._cache.a10);
+ this._cache.idi = 1 / (this._cache.a00 * this._cache.a11 + this._cache.i01 * -this._cache.i10);
+
+ this.updateBounds();
+ }
+ // }
+ // else
+ // {
// We still need to work out the bounds in case the camera has moved
// but we can't use the local or worldTransform to do it, as Pixi resets that if a Sprite is invisible.
// So we'll compare against the cached state + new position.
- if (this._cache.dirty && this.visible == false)
- {
- this.bounds.x -= this._cache.boundsX - this._cache.x;
- this._cache.boundsX = this._cache.x;
+ // if (this._cache.dirty && this.visible == false)
+ // {
+ // this.bounds.x -= this._cache.boundsX - this._cache.x;
+ // this._cache.boundsX = this._cache.x;
- this.bounds.y -= this._cache.boundsY - this._cache.y;
- this._cache.boundsY = this._cache.y;
- }
- }
+ // this.bounds.y -= this._cache.boundsY - this._cache.y;
+ // this._cache.boundsY = this._cache.y;
+ // }
+ // }
// Re-run the camera visibility check
if (this._cache.dirty)
@@ -302,7 +304,8 @@ Phaser.Sprite.prototype.preUpdate = function() {
if (this.autoCull == true)
{
- this.visible = this._cache.cameraVisible;
+ // Won't get rendered but will still get its transform updated
+ this.renderable = this._cache.cameraVisible;
}
// Update our physics bounds
@@ -313,6 +316,15 @@ Phaser.Sprite.prototype.preUpdate = function() {
}
+Phaser.Sprite.prototype.postUpdate = function() {
+
+ if (this.exists)
+ {
+ this.body.postUpdate();
+ }
+
+}
+
/**
* Moves the sprite so its center is located on the given x and y coordinates.
* Doesn't change the origin of the sprite.
diff --git a/src/gameobjects/Text.js b/src/gameobjects/Text.js
index 8c195b2f..092143eb 100644
--- a/src/gameobjects/Text.js
+++ b/src/gameobjects/Text.js
@@ -17,6 +17,9 @@ Phaser.Text = function (game, x, y, text, style) {
this.game = game;
+ this._text = text;
+ this._style = style;
+
PIXI.Text.call(this, text, style);
this.type = Phaser.TEXT;
@@ -91,3 +94,40 @@ Object.defineProperty(Phaser.Text.prototype, 'angle', {
});
+Object.defineProperty(Phaser.Text.prototype, 'text', {
+
+ get: function() {
+ return this._text;
+ },
+
+ set: function(value) {
+
+ // Let's not update unless needed, this way we can safely update the text in a core loop without constant re-draws
+ if (value !== this._text)
+ {
+ this._text = value;
+ this.dirty = true;
+ }
+
+ }
+
+});
+
+Object.defineProperty(Phaser.Text.prototype, 'style', {
+
+ get: function() {
+ return this._style;
+ },
+
+ set: function(value) {
+
+ // Let's not update unless needed, this way we can safely update the text in a core loop without constant re-draws
+ if (value !== this._style)
+ {
+ this._style = value;
+ this.dirty = true;
+ }
+
+ }
+
+});
diff --git a/src/physics/arcade/Body.js b/src/physics/arcade/Body.js
index c46d7d75..d961946e 100644
--- a/src/physics/arcade/Body.js
+++ b/src/physics/arcade/Body.js
@@ -7,6 +7,8 @@ Phaser.Physics.Arcade.Body = function (sprite) {
this.x = sprite.x;
this.y = sprite.y;
+ this.lastX = sprite.x;
+ this.lastY = sprite.y;
// un-scaled original size
this.sourceWidth = sprite.currentFrame.sourceSizeW;
@@ -62,9 +64,6 @@ Phaser.Physics.Arcade.Body = function (sprite) {
this.collideWorldBounds = false;
- this.lastX = sprite.x;
- this.lastY = sprite.y;
-
};
Phaser.Physics.Arcade.Body.prototype = {
@@ -102,8 +101,11 @@ Phaser.Physics.Arcade.Body.prototype = {
this.lastY = this.y;
this.rotation = this.sprite.angle;
+ // There is a bug here in that the worldTransform values are what should be used, otherwise the quadTree gets the wrong rect given to it
this.x = (this.sprite.x - (this.sprite.anchor.x * this.width)) + this.offset.x;
this.y = (this.sprite.y - (this.sprite.anchor.y * this.height)) + this.offset.y;
+ // this.x = (this.sprite.worldTransform[2] - (this.sprite.anchor.x * this.width)) + this.offset.x;
+ // this.y = (this.sprite.worldTransform[5] - (this.sprite.anchor.y * this.height)) + this.offset.y;
if (this.moves)
{
@@ -122,6 +124,16 @@ Phaser.Physics.Arcade.Body.prototype = {
this.game.physics.quadTree.insert(this);
}
+ if (this.deltaX() != 0)
+ {
+ this.sprite.x -= this.deltaX();
+ }
+
+ if (this.deltaY() != 0)
+ {
+ this.sprite.y -= this.deltaY();
+ }
+
// Adjust the sprite based on all of the above, so the x/y coords will be correct going into the State update
this.sprite.x = this.x - this.offset.x + (this.sprite.anchor.x * this.width);
this.sprite.y = this.y - this.offset.y + (this.sprite.anchor.y * this.height);
diff --git a/src/utils/Debug.js b/src/utils/Debug.js
index 5b5bc9e4..b197927e 100644
--- a/src/utils/Debug.js
+++ b/src/utils/Debug.js
@@ -119,6 +119,14 @@ Phaser.Utils.Debug.prototype = {
this.context.strokeStyle = color;
this.context.strokeRect(bounds.x, bounds.y, bounds.width, bounds.height);
this.renderText(quadtree.ID + ' / ' + quadtree.objects.length, bounds.x + 4, bounds.y + 16, 'rgb(0,200,0)', '12px Courier');
+
+ this.context.strokeStyle = 'rgb(0,255,0)';
+
+ // children
+ for (var i = 0; i < quadtree.objects.length; i++)
+ {
+ this.context.strokeRect(quadtree.objects[i].x, quadtree.objects[i].y, quadtree.objects[i].width, quadtree.objects[i].height);
+ }
}
else
{
@@ -374,6 +382,7 @@ Phaser.Utils.Debug.prototype = {
this.line('x: ' + sprite.x.toFixed(1) + ' y: ' + sprite.y.toFixed(1) + ' rotation: ' + sprite.rotation.toFixed(1));
this.line('visible: ' + sprite.visible);
this.line('in camera: ' + sprite.inCamera);
+ this.line('body x: ' + sprite.body.x.toFixed(1) + ' y: ' + sprite.body.y.toFixed(1));
// 0 = scaleX
// 1 = skewY
@@ -382,7 +391,6 @@ Phaser.Utils.Debug.prototype = {
// 4 = scaleY
// 5 = translateY
-
// this.line('id: ' + sprite._id);
// this.line('scale x: ' + sprite.worldTransform[0]);
// this.line('scale y: ' + sprite.worldTransform[4]);
@@ -390,6 +398,8 @@ Phaser.Utils.Debug.prototype = {
// this.line('ty: ' + sprite.worldTransform[5]);
// this.line('skew x: ' + sprite.worldTransform[3]);
// this.line('skew y: ' + sprite.worldTransform[1]);
+ // this.line('dx: ' + sprite.body.deltaX());
+ // this.line('dy: ' + sprite.body.deltaY());
// this.line('inCamera: ' + this.game.renderer.spriteRenderer.inCamera(this.game.camera, sprite));
@@ -454,18 +464,48 @@ Phaser.Utils.Debug.prototype = {
},
- renderSpriteBounds: function (sprite, color) {
+ renderSpriteBody: function (sprite, color) {
if (this.context == null)
{
return;
}
- color = color || 'rgba(0, 255, 0, 0.2)';
+ color = color || 'rgba(255,0,255, 0.3)';
+
+ this.start(0, 0, color);
- this.start();
this.context.fillStyle = color;
- this.context.fillRect(sprite.worldView.x, sprite.worldView.y, sprite.worldView.width, sprite.worldView.height);
+ // this.context.fillRect(sprite.body.x - sprite.body.deltaX(), sprite.body.y - sprite.body.deltaY(), sprite.body.width, sprite.body.height);
+ this.context.fillRect(sprite.body.x, sprite.body.y, sprite.body.width, sprite.body.height);
+
+ this.stop();
+
+ },
+
+ renderSpriteBounds: function (sprite, color, fill) {
+
+ if (this.context == null)
+ {
+ return;
+ }
+
+ color = color || 'rgb(255,0,255)';
+
+ this.start(0, 0, color);
+
+ if (fill)
+ {
+ this.context.fillStyle = color;
+ this.context.fillRect(sprite.bounds.x, sprite.bounds.y, sprite.bounds.width, sprite.bounds.height);
+ }
+ else
+ {
+ this.context.strokeStyle = color;
+ this.context.strokeRect(sprite.bounds.x, sprite.bounds.y, sprite.bounds.width, sprite.bounds.height);
+ this.context.stroke();
+ }
+
this.stop();
},