mirror of
https://github.com/wassname/phaser.git
synced 2026-08-12 12:20:38 +08:00
Started revamp of the Tilemap system. Also removed old 'Advanced Physics' and dropped in p2.js which is what I hope we'll eventually use.
This commit is contained in:
+118
-4
@@ -9,7 +9,7 @@
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*
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* Phaser - http://www.phaser.io
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*
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* v1.0.7 - Built at: Wed, 09 Oct 2013 17:16:16 +0100
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* v1.0.7 - Built at: Thu, 10 Oct 2013 16:51:46 +0100
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*
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* By Richard Davey http://www.photonstorm.com @photonstorm
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*
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@@ -7340,10 +7340,21 @@ Phaser.Camera.prototype = {
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break;
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}
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},
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/**
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* Move the camera focus on a display object instantly.
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* @method Phaser.Camera#focusOn
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* @param {any} displayObject - The display object to focus the camera on. Must have visible x/y properties.
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*/
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focusOn: function (displayObject) {
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this.setPosition(Math.round(displayObject.x - this.view.halfWidth), Math.round(displayObject.y - this.view.halfHeight));
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},
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/**
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* Move the camera focus to a location instantly.
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* Move the camera focus on a location instantly.
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* @method Phaser.Camera#focusOnXY
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* @param {number} x - X position.
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* @param {number} y - Y position.
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@@ -16007,6 +16018,7 @@ Phaser.Sprite.prototype.preUpdate = function() {
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this.prevY = this.y;
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this.updateCache();
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this.updateAnimation();
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// Re-run the camera visibility check
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if (this._cache.dirty)
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@@ -16065,7 +16077,10 @@ Phaser.Sprite.prototype.updateCache = function() {
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this._cache.dirty = true;
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}
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// Frame updated?
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}
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Phaser.Sprite.prototype.updateAnimation = function() {
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if (this.currentFrame && this.currentFrame.uuid != this._cache.frameID)
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{
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this._cache.frameWidth = this.texture.frame.width;
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@@ -16119,6 +16134,47 @@ Phaser.Sprite.prototype.postUpdate = function() {
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}
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Phaser.Sprite.prototype.loadTexture = function (key, frame) {
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this.key = key;
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if (key instanceof Phaser.RenderTexture)
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{
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this.currentFrame = this.game.cache.getTextureFrame(key.name);
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}
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else
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{
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if (key == null || this.game.cache.checkImageKey(key) == false)
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{
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key = '__default';
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}
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if (this.game.cache.isSpriteSheet(key))
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{
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this.animations.loadFrameData(this.game.cache.getFrameData(key));
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if (frame !== null)
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{
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if (typeof frame === 'string')
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{
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this.frameName = frame;
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}
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else
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{
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this.frame = frame;
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}
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}
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}
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else
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{
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this.currentFrame = this.game.cache.getFrame(key);
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}
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}
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this.updateAnimation();
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}
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Phaser.Sprite.prototype.deltaAbsX = function () {
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return (this.deltaX() > 0 ? this.deltaX() : -this.deltaX());
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}
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@@ -16430,6 +16486,18 @@ Object.defineProperty(Phaser.Sprite.prototype, "inCamera", {
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});
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/**
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*
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* @returns {boolean}
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*/
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Object.defineProperty(Phaser.Sprite.prototype, "worldX", {
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get: function () {
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return 1;
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}
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});
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/**
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* Get the input enabled state of this Sprite.
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* @returns {Description}
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@@ -22959,6 +23027,7 @@ Phaser.Tween.prototype = {
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*/
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pause: function () {
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this._paused = true;
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this._pausedTime = this.game.time.now;
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},
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/**
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@@ -22968,7 +23037,7 @@ Phaser.Tween.prototype = {
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*/
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resume: function () {
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this._paused = false;
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this._startTime += this.game.time.pauseDuration;
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this._startTime += (this.game.time.now - this._pausedTime);
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},
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/**
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@@ -29081,6 +29150,7 @@ Phaser.Utils.Debug.prototype = {
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this.line('angle: ' + sprite.angle.toFixed(1) + ' rotation: ' + sprite.rotation.toFixed(1));
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this.line('visible: ' + sprite.visible + ' in camera: ' + sprite.inCamera);
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this.line('body x: ' + sprite.body.x.toFixed(1) + ' y: ' + sprite.body.y.toFixed(1));
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this.stop();
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// 0 = scaleX
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// 1 = skewY
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@@ -29131,6 +29201,7 @@ Phaser.Utils.Debug.prototype = {
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this.line('scaleY: ' + sprite.worldTransform[4]);
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this.line('transX: ' + sprite.worldTransform[2]);
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this.line('transY: ' + sprite.worldTransform[5]);
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this.stop();
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},
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@@ -29160,6 +29231,49 @@ Phaser.Utils.Debug.prototype = {
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this.line('scaleY: ' + sprite.localTransform[4]);
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this.line('transX: ' + sprite.localTransform[2]);
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this.line('transY: ' + sprite.localTransform[5]);
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this.stop();
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},
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renderSpriteCoords: function (sprite, x, y, color) {
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if (this.context == null)
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{
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return;
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}
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color = color || 'rgb(255, 255, 255)';
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this.start(x, y, color);
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this.line(sprite.name);
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this.line('x: ' + sprite.x);
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this.line('y: ' + sprite.y);
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this.line('local x: ' + sprite.localTransform[2]);
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this.line('local y: ' + sprite.localTransform[5]);
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this.line('world x: ' + sprite.worldTransform[2]);
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this.line('world y: ' + sprite.worldTransform[5]);
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this.stop();
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},
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renderGroupInfo: function (group, x, y, color) {
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if (this.context == null)
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{
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return;
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}
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color = color || 'rgb(255, 255, 255)';
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this.start(x, y, color);
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this.line('Group (size: ' + group.length + ')');
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this.line('x: ' + group.x);
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this.line('y: ' + group.y);
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this.stop();
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},
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