Merged N+ physics in and tidied up the Docs folder and logos.

This commit is contained in:
Richard Davey
2013-08-11 12:15:53 +01:00
parent aff7d99a8a
commit c2d7fb7fab
108 changed files with 17900 additions and 2017 deletions
+22 -15
View File
@@ -84,6 +84,19 @@ var Phaser;
return this.game.sound.add(key, volume, loop);
};
GameObjectFactory.prototype.circle = function (x, y, radius) {
return new Phaser.Physics.Circle(this.game, x, y, radius);
};
GameObjectFactory.prototype.aabb = function (x, y, width, height) {
return new Phaser.Physics.AABB(this.game, x, y, Math.floor(width / 2), Math.floor(height / 2));
};
GameObjectFactory.prototype.cell = function (x, y, width, height, state) {
if (typeof state === "undefined") { state = Phaser.Physics.TileMapCell.TID_FULL; }
return new Phaser.Physics.TileMapCell(this.game, x, y, width, height).SetState(state);
};
/**
* Create a new Sprite with the physics automatically created and set to DYNAMIC. The Sprite position offset is set to its center.
*
@@ -125,10 +138,9 @@ var Phaser;
*
* @return {Particle} The newly created particle object.
*/
GameObjectFactory.prototype.particle = function () {
return new Phaser.ArcadeParticle(this.game);
};
//public particle(): Phaser.ArcadeParticle {
// return new Phaser.ArcadeParticle(this.game);
//}
/**
* Create a new Emitter.
*
@@ -137,13 +149,9 @@ var Phaser;
* @param size {number} Optional, size of this emitter.
* @return {Emitter} The newly created emitter object.
*/
GameObjectFactory.prototype.emitter = function (x, y, size) {
if (typeof x === "undefined") { x = 0; }
if (typeof y === "undefined") { y = 0; }
if (typeof size === "undefined") { size = 0; }
return this._world.group.add(new Phaser.ArcadeEmitter(this.game, x, y, size));
};
//public emitter(x: number = 0, y: number = 0, size: number = 0): Phaser.ArcadeEmitter {
// return <Phaser.ArcadeEmitter> this._world.group.add(new Phaser.ArcadeEmitter(this.game, x, y, size));
//}
/**
* Create a new ScrollZone object with image key, position and size.
*
@@ -242,10 +250,9 @@ var Phaser;
* @param emitter The Emitter to add to the Game World
* @return {Phaser.Emitter} The Emitter object
*/
GameObjectFactory.prototype.existingEmitter = function (emitter) {
return this._world.group.add(emitter);
};
//public existingEmitter(emitter: Phaser.ArcadeEmitter): Phaser.ArcadeEmitter {
// return this._world.group.add(emitter);
//}
/**
* Add an existing ScrollZone to the current world.
* Note: This doesn't check or update the objects reference to Game. If that is wrong, all kinds of things will break.