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Tweens are now bound to their own TweenManager, not always the global game one. So you can create your own managers now (for you clark :)
This commit is contained in:
@@ -143,6 +143,7 @@ New features:
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* Tween.generateData(frameRate) allows you to generate tween data into an array, which can then be used however you wish (see new examples)
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* Group.xy(index, x, y) allows you to set the x and y coordinates of a Group child at the given index.
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* Group.reverse() reverses the display order of all children in the Group.
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* Tweens are now bound to their own TweenManager, not always the global game one. So you can create your own managers now (for you clark :)
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Updates:
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@@ -141,14 +141,26 @@
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<script src="../src/utils/Debug.js"></script>
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<script src="../src/utils/Color.js"></script>
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<script src="../src/physics/World.js"></script>
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<script src="../src/physics/PointProxy.js"></script>
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<script src="../src/physics/InversePointProxy.js"></script>
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<script src="../src/physics/Body.js"></script>
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<script src="../src/physics/Spring.js"></script>
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<script src="../src/physics/Material.js"></script>
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<script src="../src/physics/ContactMaterial.js"></script>
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<script src="../src/physics/CollisionGroup.js"></script>
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<script src="../src/physics/Physics.js"></script>
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<script src="../src/physics/arcade/World.js"></script>
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<script src="../src/physics/arcade/Body.js"></script>
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<script src="../src/physics/arcade/QuadTree.js"></script>
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<script src="../src/physics/ninja/World.js"></script>
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<script src="../src/physics/ninja/Body.js"></script>
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<script src="../src/physics/ninja/AABB.js"></script>
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<script src="../src/physics/ninja/Tile.js"></script>
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<script src="../src/physics/ninja/Circle.js"></script>
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<script src="../src/physics/p2/World.js"></script>
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<script src="../src/physics/p2/PointProxy.js"></script>
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<script src="../src/physics/p2/InversePointProxy.js"></script>
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<script src="../src/physics/p2/Body.js"></script>
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<script src="../src/physics/p2/Spring.js"></script>
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<script src="../src/physics/p2/Material.js"></script>
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<script src="../src/physics/p2/ContactMaterial.js"></script>
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<script src="../src/physics/p2/CollisionGroup.js"></script>
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<script src="../src/particles/Particles.js"></script>
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<script src="../src/particles/arcade/ArcadeParticles.js"></script>
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@@ -141,14 +141,26 @@
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<script src="../src/utils/Debug.js"></script>
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<script src="../src/utils/Color.js"></script>
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<script src="../src/physics/World.js"></script>
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<script src="../src/physics/PointProxy.js"></script>
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<script src="../src/physics/InversePointProxy.js"></script>
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<script src="../src/physics/Body.js"></script>
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<script src="../src/physics/Spring.js"></script>
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<script src="../src/physics/Material.js"></script>
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<script src="../src/physics/ContactMaterial.js"></script>
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<script src="../src/physics/CollisionGroup.js"></script>
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<script src="../src/physics/Physics.js"></script>
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<script src="../src/physics/arcade/World.js"></script>
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<script src="../src/physics/arcade/Body.js"></script>
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<script src="../src/physics/arcade/QuadTree.js"></script>
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<script src="../src/physics/ninja/World.js"></script>
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<script src="../src/physics/ninja/Body.js"></script>
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<script src="../src/physics/ninja/AABB.js"></script>
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<script src="../src/physics/ninja/Tile.js"></script>
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<script src="../src/physics/ninja/Circle.js"></script>
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<script src="../src/physics/p2/World.js"></script>
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<script src="../src/physics/p2/PointProxy.js"></script>
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<script src="../src/physics/p2/InversePointProxy.js"></script>
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<script src="../src/physics/p2/Body.js"></script>
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<script src="../src/physics/p2/Spring.js"></script>
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<script src="../src/physics/p2/Material.js"></script>
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<script src="../src/physics/p2/ContactMaterial.js"></script>
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<script src="../src/physics/p2/CollisionGroup.js"></script>
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<script src="../src/particles/Particles.js"></script>
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<script src="../src/particles/arcade/ArcadeParticles.js"></script>
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@@ -1,7 +1,10 @@
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var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create });
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function preload() {
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var text;
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var counter = 0;
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function preload () {
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// You can fill the preloader with as many assets as your game requires
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@@ -10,24 +13,30 @@ function preload() {
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// The second parameter is the URL of the image (relative)
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game.load.image('einstein', 'assets/pics/ra_einstein.png');
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}
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function create() {
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// This creates a simple sprite that is using our loaded image and
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// displays it on-screen
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// and assign it to a variable
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var image = game.add.sprite(0, 0, 'einstein');
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// displays it on-screen and assign it to a variable
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var image = game.add.sprite(game.world.centerX, game.world.centerY, 'einstein');
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//enables all kind of input actions on this image (click, etc)
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image.inputEnabled=true;
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// Moves the image anchor to the middle, so it centers inside the game properly
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image.anchor.set(0.5);
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image.events.onInputDown.add(listener,this);
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// Enables all kind of input actions on this image (click, etc)
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image.inputEnabled = true;
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text = game.add.text(250, 16, '', { fill: '#ffffff' });
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image.events.onInputDown.add(listener, this);
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}
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function listener () {
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alert('clicked');
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counter++;
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text.text = "You clicked " + counter + " times!";
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}
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@@ -18,7 +18,7 @@ function create() {
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game.world.setBounds(0, 0, 1920, 1200);
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game.add.image(0, 0, 'backdrop');
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mushroom = game.add.sprite(400, 400, 'mushroom');
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mushroom = game.add.sprite(100, 100, 'mushroom');
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// Test Fixing an Image to the Camera
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var fixie = game.add.image(100, 100, 'coke');
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@@ -50,9 +50,12 @@ function create() {
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// Button! do mouse events still work then?
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game.camera.scale.set(2);
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// game.world.pivot.set(400, 300);
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// game.camera.scale.set(2);
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game.camera.follow(mushroom);
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game.camera.deadzone = new Phaser.Rectangle(200, 150, 400, 300);
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// game.camera.deadzone = new Phaser.Rectangle(0, 0, 800, 600);
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cursors = game.input.keyboard.createCursorKeys();
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+2
-2
@@ -127,8 +127,8 @@ Phaser.Camera.prototype = {
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/**
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* Tells this camera which sprite to follow.
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* @method Phaser.Camera#follow
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* @param {Phaser.Sprite} target - The object you want the camera to track. Set to null to not follow anything.
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* @param {number} [style] Leverage one of the existing "deadzone" presets. If you use a custom deadzone, ignore this parameter and manually specify the deadzone after calling follow().
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* @param {Phaser.Sprite|Phaser.Image|Phaser.Text} target - The object you want the camera to track. Set to null to not follow anything.
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* @param {number} [style] - Leverage one of the existing "deadzone" presets. If you use a custom deadzone, ignore this parameter and manually specify the deadzone after calling follow().
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*/
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follow: function (target, style) {
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+3
-2
@@ -12,8 +12,9 @@
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* @constructor
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* @param {object} object - Target object will be affected by this tween.
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* @param {Phaser.Game} game - Current game instance.
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* @param {Phaser.TweenManager} manager - The TweenManager responsible for looking after this Tween.
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*/
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Phaser.Tween = function (object, game) {
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Phaser.Tween = function (object, game, manager) {
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/**
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* Reference to the target object.
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@@ -31,7 +32,7 @@ Phaser.Tween = function (object, game) {
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* @property {Phaser.TweenManager} _manager - Reference to the TweenManager.
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* @private
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*/
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this._manager = this.game.tweens;
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this._manager = manager;
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/**
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* @property {object} _valuesStart - Private value object.
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@@ -81,6 +81,7 @@ Phaser.TweenManager.prototype = {
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*/
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add: function (tween) {
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tween._manager = this;
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this._add.push(tween);
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},
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@@ -94,7 +95,7 @@ Phaser.TweenManager.prototype = {
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*/
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create: function (object) {
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return new Phaser.Tween(object, this.game);
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return new Phaser.Tween(object, this.game, this);
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},
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