mirror of
https://github.com/wassname/phaser.git
synced 2026-07-20 12:30:48 +08:00
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:
@@ -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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