mirror of
https://github.com/wassname/phaser.git
synced 2026-08-16 11:25:21 +08:00
Lots of Tilemap updates, moved the renderer out, added components and new tests.
This commit is contained in:
@@ -79,7 +79,7 @@ module Phaser.Components {
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public cameraBlacklist: number[];
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/**
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* Whether the Sprite background is opaque or not. If set to true the Sprite is filled with
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* Whether the texture background is opaque or not. If set to true the object is filled with
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* the value of Texture.backgroundColor every frame. Normally you wouldn't enable this but
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* for some effects it can be handy.
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* @type {boolean}
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@@ -136,6 +136,12 @@ module Phaser.Components {
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*/
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public renderRotation: bool = true;
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/**
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* The direction the animation frame is facing (can be Phaser.Types.RIGHT, LEFT, UP, DOWN).
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* Very useful when hooking animation to Sprite directions.
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*/
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public facing: number;
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/**
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* Flip the graphic horizontally (defaults to false)
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* @type {boolean}
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@@ -26,53 +26,36 @@ module Phaser {
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*/
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constructor(game: Game, parent:Tilemap, key: string, mapFormat: number, name: string, tileWidth: number, tileHeight: number) {
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this._game = game;
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this._parent = parent;
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this.game = game;
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this.parent = parent;
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this.name = name;
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this.mapFormat = mapFormat;
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this.tileWidth = tileWidth;
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this.tileHeight = tileHeight;
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this.boundsInTiles = new Rectangle();
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//this.scrollFactor = new MicroPoint(1, 1);
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this.canvas = game.stage.canvas;
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this.context = game.stage.context;
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this.texture = new Phaser.Components.Texture(this);
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this.transform = new Phaser.Components.Transform(this);
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if (key !== null)
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{
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this.texture.loadImage(key, false);
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}
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else
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{
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this.texture.opaque = true;
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}
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// Handy proxies
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this.alpha = this.texture.alpha;
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this.mapData = [];
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this._tempTileBlock = [];
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this._texture = this._game.cache.getImage(key);
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}
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/**
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* Local private reference to game.
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*/
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private _game: Game;
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/**
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* The tilemap that contains this layer.
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* @type {Tilemap}
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*/
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private _parent: Tilemap;
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/**
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* Tileset of this layer.
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*/
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private _texture;
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private _tileOffsets;
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private _startX: number = 0;
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private _startY: number = 0;
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private _maxX: number = 0;
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private _maxY: number = 0;
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private _tx: number = 0;
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private _ty: number = 0;
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private _dx: number = 0;
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private _dy: number = 0;
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private _oldCameraX: number = 0;
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private _oldCameraY: number = 0;
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private _columnData;
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// Private vars to help avoid gc spikes
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private _tempTileX: number;
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private _tempTileY: number;
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private _tempTileW: number;
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@@ -80,30 +63,40 @@ module Phaser {
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private _tempTileBlock;
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private _tempBlockResults;
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/**
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* Local private reference to game.
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*/
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public game: Game;
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/**
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* The tilemap that contains this layer.
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* @type {Tilemap}
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*/
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public parent: Tilemap;
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/**
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* The texture used to render the Sprite.
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*/
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public texture: Phaser.Components.Texture;
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/**
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* The Sprite transform component.
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*/
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public transform: Phaser.Components.Transform;
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public tileOffsets;
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/**
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* The alpha of the Sprite between 0 and 1, a value of 1 being fully opaque.
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*/
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public alpha: number;
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/**
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* Name of this layer, so you can get this layer by its name.
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* @type {string}
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*/
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public name: string;
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/**
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* A reference to the Canvas this GameObject will render to
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* @type {HTMLCanvasElement}
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*/
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public canvas: HTMLCanvasElement;
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/**
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* A reference to the Canvas Context2D this GameObject will render to
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* @type {CanvasRenderingContext2D}
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*/
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public context: CanvasRenderingContext2D;
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/**
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* Opacity of this layer.
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* @type {number}
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*/
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public alpha: number = 1;
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/**
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* Controls whether update() and draw() are automatically called.
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* @type {boolean}
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@@ -116,11 +109,10 @@ module Phaser {
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*/
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public visible: bool = true;
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//public scrollFactor: MicroPoint;
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/**
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* @type {string}
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*/
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public orientation: string;
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//public orientation: string;
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/**
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* Properties of this map layer. (normally set by map editors)
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@@ -202,8 +194,8 @@ module Phaser {
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*/
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public putTile(x: number, y: number, index: number) {
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x = this._game.math.snapToFloor(x, this.tileWidth) / this.tileWidth;
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y = this._game.math.snapToFloor(y, this.tileHeight) / this.tileHeight;
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x = this.game.math.snapToFloor(x, this.tileWidth) / this.tileWidth;
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y = this.game.math.snapToFloor(y, this.tileHeight) / this.tileHeight;
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if (y >= 0 && y < this.mapData.length)
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{
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@@ -287,7 +279,7 @@ module Phaser {
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for (var r = 0; r < this._tempTileBlock.length; r++)
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{
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this.mapData[this._tempTileBlock[r].y][this._tempTileBlock[r].x] = this._game.math.getRandom(tiles);
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this.mapData[this._tempTileBlock[r].y][this._tempTileBlock[r].x] = this.game.math.getRandom(tiles);
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}
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}
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@@ -344,8 +336,8 @@ module Phaser {
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*/
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public getTileFromWorldXY(x: number, y: number): number {
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x = this._game.math.snapToFloor(x, this.tileWidth) / this.tileWidth;
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y = this._game.math.snapToFloor(y, this.tileHeight) / this.tileHeight;
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x = this.game.math.snapToFloor(x, this.tileWidth) / this.tileWidth;
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y = this.game.math.snapToFloor(y, this.tileHeight) / this.tileHeight;
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return this.getTileIndex(x, y);
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@@ -365,10 +357,10 @@ module Phaser {
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}
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// What tiles do we need to check against?
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this._tempTileX = this._game.math.snapToFloor(object.body.bounds.x, this.tileWidth) / this.tileWidth;
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this._tempTileY = this._game.math.snapToFloor(object.body.bounds.y, this.tileHeight) / this.tileHeight;
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this._tempTileW = (this._game.math.snapToCeil(object.body.bounds.width, this.tileWidth) + this.tileWidth) / this.tileWidth;
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this._tempTileH = (this._game.math.snapToCeil(object.body.bounds.height, this.tileHeight) + this.tileHeight) / this.tileHeight;
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this._tempTileX = this.game.math.snapToFloor(object.body.bounds.x, this.tileWidth) / this.tileWidth;
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this._tempTileY = this.game.math.snapToFloor(object.body.bounds.y, this.tileHeight) / this.tileHeight;
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this._tempTileW = (this.game.math.snapToCeil(object.body.bounds.width, this.tileWidth) + this.tileWidth) / this.tileWidth;
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this._tempTileH = (this.game.math.snapToCeil(object.body.bounds.height, this.tileHeight) + this.tileHeight) / this.tileHeight;
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// Loop through the tiles we've got and check overlaps accordingly (the results are stored in this._tempTileBlock)
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@@ -378,7 +370,7 @@ module Phaser {
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/*
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for (var r = 0; r < this._tempTileBlock.length; r++)
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{
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if (this._game.world.physics.separateTile(object, this._tempTileBlock[r].x * this.tileWidth, this._tempTileBlock[r].y * this.tileHeight, this.tileWidth, this.tileHeight, this._tempTileBlock[r].tile.mass, this._tempTileBlock[r].tile.collideLeft, this._tempTileBlock[r].tile.collideRight, this._tempTileBlock[r].tile.collideUp, this._tempTileBlock[r].tile.collideDown, this._tempTileBlock[r].tile.separateX, this._tempTileBlock[r].tile.separateY) == true)
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if (this.game.world.physics.separateTile(object, this._tempTileBlock[r].x * this.tileWidth, this._tempTileBlock[r].y * this.tileHeight, this.tileWidth, this.tileHeight, this._tempTileBlock[r].tile.mass, this._tempTileBlock[r].tile.collideLeft, this._tempTileBlock[r].tile.collideRight, this._tempTileBlock[r].tile.collideUp, this._tempTileBlock[r].tile.collideDown, this._tempTileBlock[r].tile.separateX, this._tempTileBlock[r].tile.separateY) == true)
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{
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this._tempBlockResults.push({ x: this._tempTileBlock[r].x, y: this._tempTileBlock[r].y, tile: this._tempTileBlock[r].tile });
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}
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@@ -428,16 +420,16 @@ module Phaser {
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if (collisionOnly)
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{
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// We only want to consider the tile for checking if you can actually collide with it
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if (this.mapData[ty] && this.mapData[ty][tx] && this._parent.tiles[this.mapData[ty][tx]].allowCollisions != Types.NONE)
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if (this.mapData[ty] && this.mapData[ty][tx] && this.parent.tiles[this.mapData[ty][tx]].allowCollisions != Types.NONE)
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{
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this._tempTileBlock.push({ x: tx, y: ty, tile: this._parent.tiles[this.mapData[ty][tx]] });
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this._tempTileBlock.push({ x: tx, y: ty, tile: this.parent.tiles[this.mapData[ty][tx]] });
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}
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}
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else
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{
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if (this.mapData[ty] && this.mapData[ty][tx])
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{
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this._tempTileBlock.push({ x: tx, y: ty, tile: this._parent.tiles[this.mapData[ty][tx]] });
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this._tempTileBlock.push({ x: tx, y: ty, tile: this.parent.tiles[this.mapData[ty][tx]] });
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}
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}
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}
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@@ -502,34 +494,35 @@ module Phaser {
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/**
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* Parse tile offsets from map data.
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* @return {number} length of _tileOffsets array.
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* @return {number} length of tileOffsets array.
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*/
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public parseTileOffsets():number {
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this._tileOffsets = [];
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this.tileOffsets = [];
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var i = 0;
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if (this.mapFormat == Tilemap.FORMAT_TILED_JSON)
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{
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// For some reason Tiled counts from 1 not 0
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this._tileOffsets[0] = null;
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this.tileOffsets[0] = null;
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i = 1;
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}
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for (var ty = this.tileMargin; ty < this._texture.height; ty += (this.tileHeight + this.tileSpacing))
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for (var ty = this.tileMargin; ty < this.texture.height; ty += (this.tileHeight + this.tileSpacing))
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{
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for (var tx = this.tileMargin; tx < this._texture.width; tx += (this.tileWidth + this.tileSpacing))
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for (var tx = this.tileMargin; tx < this.texture.width; tx += (this.tileWidth + this.tileSpacing))
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{
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this._tileOffsets[i] = { x: tx, y: ty };
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this.tileOffsets[i] = { x: tx, y: ty };
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i++;
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}
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}
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return this._tileOffsets.length;
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return this.tileOffsets.length;
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}
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/*
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public renderDebugInfo(x: number, y: number, color?: string = 'rgb(255,255,255)') {
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this.context.fillStyle = color;
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@@ -539,125 +532,7 @@ module Phaser {
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this.context.fillText('dx: ' + this._dx + ' dy: ' + this._dy, x, y + 42);
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}
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/**
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* Render this layer to a specific camera with offset to camera.
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* @param camera {Camera} The camera the layer is going to be rendered.
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* @param dx {number} X offset to the camera.
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* @param dy {number} Y offset to the camera.
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* @return {boolean} Return false if layer is invisible or has a too low opacity(will stop rendering), return true if succeed.
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*/
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public render(camera: Camera, dx, dy): bool {
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if (this.visible === false || this.alpha < 0.1)
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{
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return false;
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}
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// Work out how many tiles we can fit into our camera and round it up for the edges
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this._maxX = this._game.math.ceil(camera.width / this.tileWidth) + 1;
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this._maxY = this._game.math.ceil(camera.height / this.tileHeight) + 1;
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// And now work out where in the tilemap the camera actually is
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this._startX = this._game.math.floor(camera.worldView.x / this.tileWidth);
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this._startY = this._game.math.floor(camera.worldView.y / this.tileHeight);
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// Tilemap bounds check
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if (this._startX < 0)
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{
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this._startX = 0;
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}
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if (this._startY < 0)
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{
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this._startY = 0;
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}
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if (this._maxX > this.widthInTiles)
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{
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this._maxX = this.widthInTiles;
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}
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if (this._maxY > this.heightInTiles)
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{
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this._maxY = this.heightInTiles;
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}
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if (this._startX + this._maxX > this.widthInTiles)
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{
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this._startX = this.widthInTiles - this._maxX;
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}
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if (this._startY + this._maxY > this.heightInTiles)
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{
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this._startY = this.heightInTiles - this._maxY;
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}
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// Finally get the offset to avoid the blocky movement
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this._dx = dx;
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this._dy = dy;
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this._dx += -(camera.worldView.x - (this._startX * this.tileWidth));
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this._dy += -(camera.worldView.y - (this._startY * this.tileHeight));
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this._tx = this._dx;
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this._ty = this._dy;
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// Apply camera difference
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/*
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if (this.scrollFactor.x !== 1.0 || this.scrollFactor.y !== 1.0)
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{
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this._dx -= (camera.worldView.x * this.scrollFactor.x);
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this._dy -= (camera.worldView.y * this.scrollFactor.y);
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}
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*/
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// Alpha
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if (this.alpha !== 1)
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{
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var globalAlpha = this.context.globalAlpha;
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this.context.globalAlpha = this.alpha;
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}
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for (var row = this._startY; row < this._startY + this._maxY; row++)
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{
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this._columnData = this.mapData[row];
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for (var tile = this._startX; tile < this._startX + this._maxX; tile++)
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{
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if (this._tileOffsets[this._columnData[tile]])
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{
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this.context.drawImage(
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this._texture, // Source Image
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this._tileOffsets[this._columnData[tile]].x, // Source X (location within the source image)
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this._tileOffsets[this._columnData[tile]].y, // Source Y
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this.tileWidth, // Source Width
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this.tileHeight, // Source Height
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this._tx, // Destination X (where on the canvas it'll be drawn)
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this._ty, // Destination Y
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this.tileWidth, // Destination Width (always same as Source Width unless scaled)
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this.tileHeight // Destination Height (always same as Source Height unless scaled)
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);
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}
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this._tx += this.tileWidth;
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}
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this._tx = this._dx;
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this._ty += this.tileHeight;
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}
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if (globalAlpha > -1)
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{
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this.context.globalAlpha = globalAlpha;
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}
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return true;
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||||
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}
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||||
*/
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||||
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||||
}
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}
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@@ -24,10 +24,13 @@ module Phaser.Components.Sprite {
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this.onKilled = new Phaser.Signal;
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this.onRevived = new Phaser.Signal;
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// Only create these if Sprite input is enabled?
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this.onInputOver = new Phaser.Signal;
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this.onInputOut = new Phaser.Signal;
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this.onInputDown = new Phaser.Signal;
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this.onInputUp = new Phaser.Signal;
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this.onDragStart = new Phaser.Signal;
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this.onDragStop = new Phaser.Signal;
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}
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@@ -81,6 +84,15 @@ module Phaser.Components.Sprite {
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*/
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public onInputUp: Phaser.Signal;
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/**
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* Dispatched by the Input component when the Sprite starts being dragged
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*/
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public onDragStart: Phaser.Signal;
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/**
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* Dispatched by the Input component when the Sprite stops being dragged
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||||
*/
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public onDragStop: Phaser.Signal;
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||||
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@@ -595,6 +595,8 @@ module Phaser.Components.Sprite {
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this.sprite.group.bringToTop(this.sprite);
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}
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||||
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this.sprite.events.onDragStart.dispatch(this.sprite, pointer);
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||||
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}
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||||
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/**
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@@ -612,7 +614,7 @@ module Phaser.Components.Sprite {
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this.sprite.y = Math.floor(this.sprite.y / this.snapY) * this.snapY;
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}
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||||
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//pointer.draggedObject = null;
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this.sprite.events.onDragStop.dispatch(this.sprite, pointer);
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||||
}
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||||
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||||
/**
|
||||
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||||
+45
-1
@@ -618,17 +618,58 @@ module Phaser {
|
||||
|
||||
public bringToTop(child): bool {
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||||
|
||||
//console.log('bringToTop', child.name,'current z', child.z);
|
||||
var oldZ = child.z;
|
||||
|
||||
// If child not in this group, or is already at the top of the group, return false
|
||||
if (!child || child.group == null || child.group.ID != this.ID || child.z == this._zCounter)
|
||||
//if (!child || child.group == null || child.group.ID != this.ID || child.z == this._zCounter)
|
||||
if (!child || child.group == null || child.group.ID != this.ID)
|
||||
{
|
||||
//console.log('If child not in this group, or is already at the top of the group, return false');
|
||||
return false;
|
||||
}
|
||||
|
||||
// Find out the largest z index
|
||||
var topZ: number = -1;
|
||||
|
||||
for (var i = 0; i < this.length; i++)
|
||||
{
|
||||
if (this.members[i] && this.members[i].z > topZ)
|
||||
{
|
||||
topZ = this.members[i].z;
|
||||
}
|
||||
}
|
||||
|
||||
// Child is already at the top
|
||||
if (child.z == topZ)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
child.z = topZ + 1;
|
||||
|
||||
// Sort them out based on the current z indexes
|
||||
this.sort();
|
||||
|
||||
// Now tidy-up the z indexes, removing gaps, etc
|
||||
for (var i = 0; i < this.length; i++)
|
||||
{
|
||||
if (this.members[i])
|
||||
{
|
||||
this.members[i].z = i;
|
||||
}
|
||||
}
|
||||
|
||||
//console.log('bringToTop', child.name, 'old z', oldZ, 'new z', child.z);
|
||||
|
||||
return true;
|
||||
|
||||
// What's the z index of the top most child?
|
||||
/*
|
||||
var childIndex: number = this._zCounter;
|
||||
|
||||
console.log('childIndex', childIndex);
|
||||
|
||||
this._i = 0;
|
||||
|
||||
while (this._i < this.length)
|
||||
@@ -649,10 +690,13 @@ module Phaser {
|
||||
}
|
||||
}
|
||||
|
||||
console.log('child inserted at index', child.z);
|
||||
|
||||
// Maybe redundant?
|
||||
this.sort();
|
||||
|
||||
return true;
|
||||
*/
|
||||
|
||||
}
|
||||
|
||||
|
||||
@@ -19,6 +19,11 @@ module Phaser {
|
||||
*/
|
||||
group: Group;
|
||||
|
||||
/**
|
||||
* The name of the Game Object. Typically not set by Phaser, but extremely useful for debugging / logic.
|
||||
*/
|
||||
name: string;
|
||||
|
||||
/**
|
||||
* x value of the object.
|
||||
*/
|
||||
|
||||
@@ -23,7 +23,7 @@ module Phaser {
|
||||
* @param [x] {number} the initial x position of the sprite.
|
||||
* @param [y] {number} the initial y position of the sprite.
|
||||
* @param [key] {string} Key of the graphic you want to load for this sprite.
|
||||
* @param [bodyType] {number} The physics body type of the object (defaults to BODY_DISABLED)
|
||||
* @param [bodyType] {number} The physics body type of the object (defaults to BODY_DISABLED, i.e. no physics)
|
||||
* @param [shapeType] {number} The physics shape the body will consist of (either Box (0) or Circle (1), for custom types see body.addShape)
|
||||
*/
|
||||
constructor(game: Game, x?: number = 0, y?: number = 0, key?: string = null, frame? = null, bodyType?: number = Phaser.Types.BODY_DISABLED, shapeType?:number = 0) {
|
||||
@@ -40,6 +40,7 @@ module Phaser {
|
||||
this.y = y;
|
||||
this.z = -1;
|
||||
this.group = null;
|
||||
this.name = '';
|
||||
|
||||
this.animations = new Phaser.Components.AnimationManager(this);
|
||||
this.input = new Phaser.Components.Sprite.Input(this);
|
||||
@@ -97,6 +98,11 @@ module Phaser {
|
||||
*/
|
||||
public type: number;
|
||||
|
||||
/**
|
||||
* The name of game object.
|
||||
*/
|
||||
public name: string;
|
||||
|
||||
/**
|
||||
* The Group this Sprite belongs to.
|
||||
*/
|
||||
@@ -183,7 +189,7 @@ module Phaser {
|
||||
/**
|
||||
* z order value of the object.
|
||||
*/
|
||||
public z: number = 0;
|
||||
public z: number = -1;
|
||||
|
||||
/**
|
||||
* Render iteration counter
|
||||
@@ -202,7 +208,14 @@ module Phaser {
|
||||
* The value is automatically wrapped to be between 0 and 360.
|
||||
*/
|
||||
public set rotation(value: number) {
|
||||
|
||||
this.transform.rotation = this.game.math.wrap(value, 360, 0);
|
||||
|
||||
if (this.body)
|
||||
{
|
||||
this.body.angle = this.game.math.degreesToRadians(this.game.math.wrap(value, 360, 0));
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
|
||||
@@ -35,9 +35,15 @@ module Phaser {
|
||||
this.visible = true;
|
||||
this.alive = true;
|
||||
|
||||
this.z = -1;
|
||||
this.group = null;
|
||||
this.name = '';
|
||||
|
||||
this.texture = new Phaser.Components.Texture(this);
|
||||
this.transform = new Phaser.Components.Transform(this);
|
||||
|
||||
this.tiles = [];
|
||||
this.layers = [];
|
||||
this.cameraBlacklist = [];
|
||||
|
||||
this.mapFormat = format;
|
||||
|
||||
@@ -71,6 +77,16 @@ module Phaser {
|
||||
*/
|
||||
public type: number;
|
||||
|
||||
/**
|
||||
* The name of game object.
|
||||
*/
|
||||
public name: string;
|
||||
|
||||
/**
|
||||
* The Group this Sprite belongs to.
|
||||
*/
|
||||
public group: Group;
|
||||
|
||||
/**
|
||||
* Controls if both <code>update</code> and render are called by the core game loop.
|
||||
*/
|
||||
@@ -87,10 +103,44 @@ module Phaser {
|
||||
public visible: bool;
|
||||
|
||||
/**
|
||||
*
|
||||
* A useful state for many game objects. Kill and revive both flip this switch.
|
||||
*/
|
||||
public alive: bool;
|
||||
|
||||
/**
|
||||
* The texture used to render the Sprite.
|
||||
*/
|
||||
public texture: Phaser.Components.Texture;
|
||||
|
||||
/**
|
||||
* The Sprite transform component.
|
||||
*/
|
||||
public transform: Phaser.Components.Transform;
|
||||
|
||||
/**
|
||||
* The Input component
|
||||
*/
|
||||
//public input: Phaser.Components.Sprite.Input;
|
||||
|
||||
/**
|
||||
* The Events component
|
||||
*/
|
||||
//public events: Phaser.Components.Sprite.Events;
|
||||
|
||||
/**
|
||||
* z order value of the object.
|
||||
*/
|
||||
public z: number = -1;
|
||||
|
||||
/**
|
||||
* Render iteration counter
|
||||
*/
|
||||
public renderOrderID: number = 0;
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
/**
|
||||
* Tilemap data format enum: CSV.
|
||||
* @type {number}
|
||||
@@ -145,34 +195,15 @@ module Phaser {
|
||||
public mapFormat: number;
|
||||
|
||||
/**
|
||||
* An Array of Cameras to which this GameObject won't render
|
||||
* @type {Array}
|
||||
* Inherited methods for overriding.
|
||||
*/
|
||||
public cameraBlacklist: number[];
|
||||
|
||||
/**
|
||||
* Inherited update method.
|
||||
*/
|
||||
public update() {
|
||||
public preUpdate() {
|
||||
}
|
||||
|
||||
/**
|
||||
* Render this tilemap to a specific camera with specific offset.
|
||||
* @param camera {Camera} The camera this tilemap will be rendered to.
|
||||
* @param cameraOffsetX {number} X offset of the camera.
|
||||
* @param cameraOffsetY {number} Y offset of the camera.
|
||||
*/
|
||||
public render(camera: Camera, cameraOffsetX: number, cameraOffsetY: number) {
|
||||
|
||||
if (this.cameraBlacklist.indexOf(camera.ID) == -1)
|
||||
{
|
||||
// Loop through the layers
|
||||
for (var i = 0; i < this.layers.length; i++)
|
||||
{
|
||||
this.layers[i].render(camera, cameraOffsetX, cameraOffsetY);
|
||||
}
|
||||
}
|
||||
|
||||
public update() {
|
||||
}
|
||||
|
||||
public postUpdate() {
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -202,6 +233,7 @@ module Phaser {
|
||||
}
|
||||
|
||||
layer.updateBounds();
|
||||
|
||||
var tileQuantity = layer.parseTileOffsets();
|
||||
|
||||
this.currentLayer = layer;
|
||||
|
||||
@@ -1,3 +1,19 @@
|
||||
/**
|
||||
* Phaser
|
||||
*
|
||||
* v1.0.0 - June XX 2013
|
||||
*
|
||||
* A small and feature-packed 2D canvas game framework born from the firey pits of Flixel and Kiwi.
|
||||
*
|
||||
* Richard Davey (@photonstorm)
|
||||
*
|
||||
* Many thanks to Adam Saltsman (@ADAMATOMIC) for releasing Flixel, from both which Phaser
|
||||
* and my love of game development took a lot of inspiration.
|
||||
*
|
||||
* "If you want your children to be intelligent, read them fairy tales."
|
||||
* "If you want them to be more intelligent, read them more fairy tales."
|
||||
* -- Albert Einstein
|
||||
*/
|
||||
var Phaser;
|
||||
(function (Phaser) {
|
||||
Phaser.VERSION = 'Phaser version 1.0.0';
|
||||
|
||||
+63
-50
@@ -35,7 +35,7 @@ module Phaser.Physics {
|
||||
this.sprite = sprite;
|
||||
this.game = sprite.game;
|
||||
this.position = new Phaser.Vec2(Phaser.Physics.Manager.pixelsToMeters(sprite.x), Phaser.Physics.Manager.pixelsToMeters(sprite.y));
|
||||
this.angle = sprite.rotation;
|
||||
this.angle = this.game.math.degreesToRadians(sprite.rotation);
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -61,7 +61,6 @@ module Phaser.Physics {
|
||||
this.bounds = new Bounds;
|
||||
|
||||
this.allowCollisions = Phaser.Types.ANY;
|
||||
this.fixedRotation = false;
|
||||
|
||||
this.categoryBits = 0x0001;
|
||||
this.maskBits = 0xFFFF;
|
||||
@@ -82,11 +81,8 @@ module Phaser.Physics {
|
||||
|
||||
}
|
||||
|
||||
public toString(): string {
|
||||
return "[{Body (name=" + this.name + " velocity=" + this.velocity.toString() + " angularVelocity: " + this.angularVelocity + ")}]";
|
||||
}
|
||||
|
||||
private _tempVec2: Phaser.Vec2 = new Phaser.Vec2;
|
||||
private _fixedRotation: bool = false;
|
||||
|
||||
/**
|
||||
* Reference to Phaser.Game
|
||||
@@ -118,8 +114,26 @@ module Phaser.Physics {
|
||||
*/
|
||||
public type: number;
|
||||
|
||||
/**
|
||||
* The angle of the body in radians. Used by all of the internal physics methods.
|
||||
*/
|
||||
public angle: number;
|
||||
|
||||
/**
|
||||
* The rotation of the body in degrees. Phaser uses a right-handed coordinate system, where 0 points to the right.
|
||||
*/
|
||||
public get rotation(): number {
|
||||
return this.game.math.radiansToDegrees(this.angle);
|
||||
}
|
||||
|
||||
/**
|
||||
* Set the rotation of the body in degrees. Phaser uses a right-handed coordinate system, where 0 points to the right.
|
||||
* The value is automatically wrapped to be between 0 and 360.
|
||||
*/
|
||||
public set rotation(value: number) {
|
||||
this.angle = this.game.math.degreesToRadians(this.game.math.wrap(value, 360, 0));
|
||||
}
|
||||
|
||||
// Local to world transform
|
||||
public transform: Phaser.Transform;
|
||||
|
||||
@@ -174,17 +188,16 @@ module Phaser.Physics {
|
||||
public inertia: number;
|
||||
public inertiaInverted: number;
|
||||
|
||||
public fixedRotation = false;
|
||||
public categoryBits = 0x0001;
|
||||
public maskBits = 0xFFFF;
|
||||
public stepCount = 0;
|
||||
public categoryBits: number = 0x0001;
|
||||
public maskBits: number = 0xFFFF;
|
||||
public stepCount: number = 0;
|
||||
public space: Space;
|
||||
|
||||
public duplicate() {
|
||||
|
||||
console.log('body duplicate called');
|
||||
|
||||
//var body = new Body(this.type, this.transform.t, this.angle);
|
||||
//var body = new Body(this.type, this.transform.t, this.rotation);
|
||||
|
||||
//for (var i = 0; i < this.shapes.length; i++)
|
||||
//{
|
||||
@@ -313,28 +326,28 @@ module Phaser.Physics {
|
||||
|
||||
}
|
||||
|
||||
private setMass(mass) {
|
||||
private setMass(mass:number) {
|
||||
|
||||
this.mass = mass;
|
||||
this.massInverted = mass > 0 ? 1 / mass : 0;
|
||||
|
||||
}
|
||||
|
||||
private setInertia(inertia) {
|
||||
private setInertia(inertia:number) {
|
||||
|
||||
this.inertia = inertia;
|
||||
this.inertiaInverted = inertia > 0 ? 1 / inertia : 0;
|
||||
|
||||
}
|
||||
|
||||
public setTransform(pos, angle) {
|
||||
public setTransform(pos:Phaser.Vec2, angle:number) {
|
||||
|
||||
// inject the transform into this.position
|
||||
this.transform.setTo(pos, angle);
|
||||
Manager.write('setTransform: ' + this.position.toString());
|
||||
Manager.write('centroid: ' + this.centroid.toString());
|
||||
//Manager.write('setTransform: ' + this.position.toString());
|
||||
//Manager.write('centroid: ' + this.centroid.toString());
|
||||
Phaser.TransformUtils.transform(this.transform, this.centroid, this.position);
|
||||
Manager.write('post setTransform: ' + this.position.toString());
|
||||
//Manager.write('post setTransform: ' + this.position.toString());
|
||||
//this.position.copyFrom(this.transform.transform(this.centroid));
|
||||
this.angle = angle;
|
||||
|
||||
@@ -342,17 +355,17 @@ module Phaser.Physics {
|
||||
|
||||
public syncTransform() {
|
||||
|
||||
Manager.write('syncTransform:');
|
||||
Manager.write('p: ' + this.position.toString());
|
||||
Manager.write('centroid: ' + this.centroid.toString());
|
||||
Manager.write('xf: ' + this.transform.toString());
|
||||
Manager.write('a: ' + this.angle);
|
||||
//Manager.write('syncTransform:');
|
||||
//Manager.write('p: ' + this.position.toString());
|
||||
//Manager.write('centroid: ' + this.centroid.toString());
|
||||
//Manager.write('xf: ' + this.transform.toString());
|
||||
//Manager.write('a: ' + this.angle);
|
||||
this.transform.setRotation(this.angle);
|
||||
// OPTIMISE: Creating new vector
|
||||
Phaser.Vec2Utils.subtract(this.position, Phaser.TransformUtils.rotate(this.transform, this.centroid), this.transform.t);
|
||||
Manager.write('--------------------');
|
||||
Manager.write('xf: ' + this.transform.toString());
|
||||
Manager.write('--------------------');
|
||||
//Manager.write('--------------------');
|
||||
//Manager.write('xf: ' + this.transform.toString());
|
||||
//Manager.write('--------------------');
|
||||
|
||||
}
|
||||
|
||||
@@ -376,9 +389,16 @@ module Phaser.Physics {
|
||||
return Phaser.TransformUtils.unrotate(this.transform, v);
|
||||
}
|
||||
|
||||
public setFixedRotation(flag) {
|
||||
this.fixedRotation = flag;
|
||||
public set fixedRotation(value:bool) {
|
||||
|
||||
this._fixedRotation = value;
|
||||
|
||||
this.resetMassData();
|
||||
|
||||
}
|
||||
|
||||
public get fixedRotation(): bool {
|
||||
return this._fixedRotation;
|
||||
}
|
||||
|
||||
public resetMassData() {
|
||||
@@ -392,7 +412,6 @@ module Phaser.Physics {
|
||||
if (this.isDynamic == false)
|
||||
{
|
||||
Phaser.TransformUtils.transform(this.transform, this.centroid, this.position);
|
||||
//this.position.copyFrom(this.transform.transform(this.centroid));
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -407,14 +426,11 @@ module Phaser.Physics {
|
||||
var mass = shape.area() * shape.density;
|
||||
var inertia = shape.inertia(mass);
|
||||
|
||||
//console.log('rmd', centroid, shape);
|
||||
|
||||
totalMassCentroid.multiplyAddByScalar(centroid, mass);
|
||||
totalMass += mass;
|
||||
totalInertia += inertia;
|
||||
}
|
||||
|
||||
//this.centroid.copy(vec2.scale(totalMassCentroid, 1 / totalMass));
|
||||
Phaser.Vec2Utils.scale(totalMassCentroid, 1 / totalMass, this.centroid);
|
||||
|
||||
this.setMass(totalMass);
|
||||
@@ -455,9 +471,9 @@ module Phaser.Physics {
|
||||
|
||||
public cacheData(source:string = '') {
|
||||
|
||||
Manager.write('cacheData -- start');
|
||||
Manager.write('p: ' + this.position.toString());
|
||||
Manager.write('xf: ' + this.transform.toString());
|
||||
//Manager.write('cacheData -- start');
|
||||
//Manager.write('p: ' + this.position.toString());
|
||||
//Manager.write('xf: ' + this.transform.toString());
|
||||
|
||||
this.bounds.clear();
|
||||
|
||||
@@ -468,11 +484,11 @@ module Phaser.Physics {
|
||||
this.bounds.addBounds(shape.bounds);
|
||||
}
|
||||
|
||||
Manager.write('bounds: ' + this.bounds.toString());
|
||||
//Manager.write('bounds: ' + this.bounds.toString());
|
||||
|
||||
Manager.write('p: ' + this.position.toString());
|
||||
Manager.write('xf: ' + this.transform.toString());
|
||||
Manager.write('cacheData -- stop');
|
||||
//Manager.write('p: ' + this.position.toString());
|
||||
//Manager.write('xf: ' + this.transform.toString());
|
||||
//Manager.write('cacheData -- stop');
|
||||
|
||||
}
|
||||
|
||||
@@ -538,15 +554,16 @@ module Phaser.Physics {
|
||||
{
|
||||
this.sprite.x = this.position.x * 50;
|
||||
this.sprite.y = this.position.y * 50;
|
||||
// Obey fixed rotation?
|
||||
this.sprite.rotation = this.game.math.radiansToDegrees(this.angle);
|
||||
this.sprite.transform.rotation = this.game.math.radiansToDegrees(this.angle);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public resetForce() {
|
||||
|
||||
this.force.setTo(0, 0);
|
||||
this.torque = 0;
|
||||
|
||||
}
|
||||
|
||||
public applyForce(force:Phaser.Vec2, p:Phaser.Vec2) {
|
||||
@@ -638,11 +655,8 @@ module Phaser.Physics {
|
||||
}
|
||||
|
||||
public kineticEnergy() {
|
||||
|
||||
var vsq = this.velocity.dot(this.velocity);
|
||||
var wsq = this.angularVelocity * this.angularVelocity;
|
||||
|
||||
return 0.5 * (this.mass * vsq + this.inertia * wsq);
|
||||
return 0.5 * (this.mass * this.velocity.dot(this.velocity) + this.inertia * (this.angularVelocity * this.angularVelocity));
|
||||
|
||||
}
|
||||
|
||||
@@ -670,12 +684,7 @@ module Phaser.Physics {
|
||||
|
||||
public isCollidable(other:Body) {
|
||||
|
||||
if (this == other)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (this.isDynamic == false && other.isDynamic == false)
|
||||
if ((this.isDynamic == false && other.isDynamic == false) || this == other)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
@@ -699,6 +708,10 @@ module Phaser.Physics {
|
||||
|
||||
}
|
||||
|
||||
public toString(): string {
|
||||
return "[{Body (name=" + this.name + " velocity=" + this.velocity.toString() + " angularVelocity: " + this.angularVelocity + ")}]";
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
@@ -313,12 +313,8 @@ module Phaser.Physics {
|
||||
var r2 = new Phaser.Vec2;
|
||||
|
||||
// Transformed r1, r2
|
||||
|
||||
Phaser.Vec2Utils.rotate(con.r1_local, body1.angle, r1);
|
||||
//var r1 = vec2.rotate(con.r1_local, body1.a);
|
||||
|
||||
Phaser.Vec2Utils.rotate(con.r2_local, body2.angle, r2);
|
||||
//var r2 = vec2.rotate(con.r2_local, body2.a);
|
||||
|
||||
Manager.write('r1_local.x = ' + con.r1_local.x + ' r1_local.y = ' + con.r1_local.y + ' angle: ' + body1.angle);
|
||||
Manager.write('r1 rotated: r1.x = ' + r1.x + ' r1.y = ' + r1.y);
|
||||
@@ -330,10 +326,7 @@ module Phaser.Physics {
|
||||
var p2 = new Phaser.Vec2;
|
||||
|
||||
Phaser.Vec2Utils.add(body1.position, r1, p1);
|
||||
//var p1 = vec2.add(body1.p, r1);
|
||||
|
||||
Phaser.Vec2Utils.add(body2.position, r2, p2);
|
||||
//var p2 = vec2.add(body2.p, r2);
|
||||
|
||||
Manager.write('body1.pos.x=' + body1.position.x + ' y=' + body1.position.y);
|
||||
Manager.write('body2.pos.x=' + body2.position.x + ' y=' + body2.position.y);
|
||||
@@ -341,7 +334,6 @@ module Phaser.Physics {
|
||||
// Corrected delta vector
|
||||
var dp = new Phaser.Vec2;
|
||||
Phaser.Vec2Utils.subtract(p2, p1, dp);
|
||||
//var dp = vec2.sub(p2, p1);
|
||||
|
||||
// Position constraint
|
||||
var c = Phaser.Vec2Utils.dot(dp, n) + con.depth;
|
||||
@@ -368,16 +360,11 @@ module Phaser.Physics {
|
||||
// Apply correction impulses
|
||||
var impulse_dt = new Phaser.Vec2;
|
||||
Phaser.Vec2Utils.scale(n, lambda_dt, impulse_dt);
|
||||
//var impulse_dt = vec2.scale(n, lambda_dt);
|
||||
|
||||
body1.position.multiplyAddByScalar(impulse_dt, -m1_inv);
|
||||
//body1.p.mad(impulse_dt, -m1_inv);
|
||||
|
||||
body1.angle -= sn1 * lambda_dt * i1_inv;
|
||||
|
||||
body2.position.multiplyAddByScalar(impulse_dt, m2_inv);
|
||||
//body2.p.mad(impulse_dt, m2_inv);
|
||||
|
||||
body2.angle += sn2 * lambda_dt * i2_inv;
|
||||
|
||||
Manager.write('body1.pos.x=' + body1.position.x + ' y=' + body1.position.y);
|
||||
|
||||
@@ -17,7 +17,7 @@ module Phaser {
|
||||
*/
|
||||
private _game: Phaser.Game;
|
||||
|
||||
// local rendering related temp vars to help avoid gc spikes with var creation
|
||||
// Local rendering related temp vars to help avoid gc spikes through var creation
|
||||
private _ga: number = 1;
|
||||
private _sx: number = 0;
|
||||
private _sy: number = 0;
|
||||
@@ -29,9 +29,15 @@ module Phaser {
|
||||
private _dh: number = 0;
|
||||
private _fx: number = 1;
|
||||
private _fy: number = 1;
|
||||
private _tx: number = 0;
|
||||
private _ty: number = 0;
|
||||
private _sin: number = 0;
|
||||
private _cos: number = 1;
|
||||
|
||||
private _maxX: number = 0;
|
||||
private _maxY: number = 0;
|
||||
private _startX: number = 0;
|
||||
private _startY: number = 0;
|
||||
private _columnData;
|
||||
private _cameraList;
|
||||
private _camera: Camera;
|
||||
private _groupLength: number;
|
||||
@@ -74,6 +80,10 @@ module Phaser {
|
||||
{
|
||||
this.renderScrollZone(this._camera, object);
|
||||
}
|
||||
else if (object.type == Types.TILEMAP)
|
||||
{
|
||||
this.renderTilemap(this._camera, object);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@@ -668,6 +678,124 @@ module Phaser {
|
||||
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Render a tilemap to a specific camera.
|
||||
* @param camera {Camera} The camera this tilemap will be rendered to.
|
||||
*/
|
||||
public renderTilemap(camera: Camera, tilemap: Tilemap): bool {
|
||||
|
||||
// Loop through the layers
|
||||
for (var i = 0; i < tilemap.layers.length; i++)
|
||||
{
|
||||
var layer: TilemapLayer = tilemap.layers[i];
|
||||
|
||||
if (layer.visible == false || layer.alpha < 0.1)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
// Work out how many tiles we can fit into our camera and round it up for the edges
|
||||
this._maxX = this._game.math.ceil(camera.width / layer.tileWidth) + 1;
|
||||
this._maxY = this._game.math.ceil(camera.height / layer.tileHeight) + 1;
|
||||
|
||||
// And now work out where in the tilemap the camera actually is
|
||||
this._startX = this._game.math.floor(camera.worldView.x / layer.tileWidth);
|
||||
this._startY = this._game.math.floor(camera.worldView.y / layer.tileHeight);
|
||||
|
||||
// Tilemap bounds check
|
||||
if (this._startX < 0)
|
||||
{
|
||||
this._startX = 0;
|
||||
}
|
||||
|
||||
if (this._startY < 0)
|
||||
{
|
||||
this._startY = 0;
|
||||
}
|
||||
|
||||
if (this._maxX > layer.widthInTiles)
|
||||
{
|
||||
this._maxX = layer.widthInTiles;
|
||||
}
|
||||
|
||||
if (this._maxY > layer.heightInTiles)
|
||||
{
|
||||
this._maxY = layer.heightInTiles;
|
||||
}
|
||||
|
||||
if (this._startX + this._maxX > layer.widthInTiles)
|
||||
{
|
||||
this._startX = layer.widthInTiles - this._maxX;
|
||||
}
|
||||
|
||||
if (this._startY + this._maxY > layer.heightInTiles)
|
||||
{
|
||||
this._startY = layer.heightInTiles - this._maxY;
|
||||
}
|
||||
|
||||
// Finally get the offset to avoid the blocky movement
|
||||
//this._dx = (camera.screenView.x * layer.transform.scrollFactor.x) - (camera.worldView.x * layer.transform.scrollFactor.x);
|
||||
//this._dy = (camera.screenView.y * layer.transform.scrollFactor.y) - (camera.worldView.y * layer.transform.scrollFactor.y);
|
||||
//this._dx = (camera.screenView.x * this.scrollFactor.x) + this.x - (camera.worldView.x * this.scrollFactor.x);
|
||||
//this._dy = (camera.screenView.y * this.scrollFactor.y) + this.y - (camera.worldView.y * this.scrollFactor.y);
|
||||
this._dx = 0;
|
||||
this._dy = 0;
|
||||
|
||||
this._dx += -(camera.worldView.x - (this._startX * layer.tileWidth));
|
||||
this._dy += -(camera.worldView.y - (this._startY * layer.tileHeight));
|
||||
|
||||
this._tx = this._dx;
|
||||
this._ty = this._dy;
|
||||
|
||||
// Alpha
|
||||
if (layer.texture.alpha !== 1)
|
||||
{
|
||||
this._ga = layer.texture.context.globalAlpha;
|
||||
layer.texture.context.globalAlpha = layer.texture.alpha;
|
||||
}
|
||||
|
||||
for (var row = this._startY; row < this._startY + this._maxY; row++)
|
||||
{
|
||||
this._columnData = layer.mapData[row];
|
||||
|
||||
for (var tile = this._startX; tile < this._startX + this._maxX; tile++)
|
||||
{
|
||||
if (layer.tileOffsets[this._columnData[tile]])
|
||||
{
|
||||
layer.texture.context.drawImage(
|
||||
layer.texture.texture,
|
||||
layer.tileOffsets[this._columnData[tile]].x,
|
||||
layer.tileOffsets[this._columnData[tile]].y,
|
||||
layer.tileWidth,
|
||||
layer.tileHeight,
|
||||
this._tx,
|
||||
this._ty,
|
||||
layer.tileWidth,
|
||||
layer.tileHeight
|
||||
);
|
||||
|
||||
}
|
||||
|
||||
this._tx += layer.tileWidth;
|
||||
|
||||
}
|
||||
|
||||
this._tx = this._dx;
|
||||
this._ty += layer.tileHeight;
|
||||
|
||||
}
|
||||
|
||||
if (this._ga > -1)
|
||||
{
|
||||
layer.texture.context.globalAlpha = this._ga;
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
@@ -187,6 +187,8 @@ module Phaser {
|
||||
|
||||
}
|
||||
|
||||
public isRunning: bool = false;
|
||||
|
||||
/**
|
||||
* Start to tween.
|
||||
*/
|
||||
@@ -205,6 +207,7 @@ module Phaser {
|
||||
}
|
||||
|
||||
this._startTime = this._game.time.now + this._delayTime;
|
||||
this.isRunning = true;
|
||||
|
||||
for (var property in this._valuesEnd)
|
||||
{
|
||||
@@ -289,6 +292,8 @@ module Phaser {
|
||||
this._manager.remove(this);
|
||||
}
|
||||
|
||||
this.isRunning = false;
|
||||
|
||||
this.onComplete.dispose();
|
||||
|
||||
return this;
|
||||
@@ -432,6 +437,11 @@ module Phaser {
|
||||
this._chainedTweens[i].start();
|
||||
}
|
||||
|
||||
if (this._chainedTweens.length == 0)
|
||||
{
|
||||
this.isRunning = false;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
@@ -91,6 +91,13 @@ module Phaser {
|
||||
|
||||
}
|
||||
|
||||
static renderRectangle(rect: Phaser.Rectangle, fillStyle: string = 'rgba(0,255,0,0.3)') {
|
||||
|
||||
DebugUtils.context.fillStyle = fillStyle;
|
||||
DebugUtils.context.fillRect(rect.x, rect.y, rect.width, rect.height);
|
||||
|
||||
}
|
||||
|
||||
static renderPhysicsBody(body: Phaser.Physics.Body, lineWidth: number = 1, fillStyle: string = 'rgba(0,255,0,0.2)', sleepStyle: string = 'rgba(100,100,100,0.2)') {
|
||||
|
||||
for (var s = 0; s < body.shapesLength; s++)
|
||||
|
||||
@@ -11,7 +11,7 @@
|
||||
|
||||
module Phaser {
|
||||
|
||||
class PointUtils {
|
||||
export class PointUtils {
|
||||
|
||||
/**
|
||||
* Adds the coordinates of two points together to create a new point.
|
||||
|
||||
Reference in New Issue
Block a user