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https://github.com/wassname/phaser.git
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ScrollZone back in under the new renderer with new demos
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@@ -1,11 +1,10 @@
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/// <reference path="../../core/Vec2.ts" />
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/// <reference path="../../core/Point.ts" />
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/// <reference path="../../math/Vec2Utils.ts" />
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/// <reference path="../../physics/AABB.ts" />
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/**
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* Phaser - Components - Physics
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*
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*
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*/
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module Phaser.Components {
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@@ -14,32 +13,24 @@ module Phaser.Components {
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constructor(parent: Sprite) {
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this._game = parent.game;
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this.game = parent.game;
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this._sprite = parent;
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// Copy from PhysicsManager?
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this.gravity = new Vec2;
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this.drag = new Vec2;
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this.bounce = new Vec2;
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this.friction = new Vec2;
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this.gravity = Vec2Utils.clone(this.game.world.physics.gravity);
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this.drag = Vec2Utils.clone(this.game.world.physics.drag);
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this.bounce = Vec2Utils.clone(this.game.world.physics.bounce);
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this.friction = Vec2Utils.clone(this.game.world.physics.friction);
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this.velocity = new Vec2;
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this.acceleration = new Vec2;
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//this.AABB = new Phaser.Physics.AABB(this._game, this._sprite, this._sprite.x, this._sprite.y, this._sprite.width, this._sprite.height);
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this.shape = this._game.world.physics.add(new Phaser.Physics.AABB(this._game, this._sprite, this._sprite.x, this._sprite.y, this._sprite.width, this._sprite.height));
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this.shape = this.game.world.physics.add(new Phaser.Physics.AABB(this.game, this._sprite, this._sprite.x, this._sprite.y, this._sprite.width, this._sprite.height));
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}
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/**
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*
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*/
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private _game: Game;
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/**
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*
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*/
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private _sprite: Sprite;
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public game: Game;
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public shape: Phaser.Physics.IPhysicsShape;
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/**
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@@ -70,10 +61,6 @@ module Phaser.Components {
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{
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this._sprite.x = (this.shape.position.x - this.shape.bounds.halfWidth) - this.shape.offset.x;
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this._sprite.y = (this.shape.position.y - this.shape.bounds.halfHeight) - this.shape.offset.y;
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//this._sprite.x = (this.shape.position.x - this.shape.bounds.halfWidth);
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//this._sprite.y = (this.shape.position.y - this.shape.bounds.halfHeight);
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//this._sprite.x = (this.shape.position.x);
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//this._sprite.y = (this.shape.position.y);
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}
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}
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@@ -44,13 +44,13 @@ module Phaser.Components {
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/**
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* Reference to the Image stored in the Game.Cache that is used as the texture for the Sprite.
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*/
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private _imageTexture = null;
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public imageTexture = null;
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/**
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* Reference to the DynamicTexture that is used as the texture for the Sprite.
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* @type {DynamicTexture}
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*/
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private _dynamicTexture: DynamicTexture = null;
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public dynamicTexture: DynamicTexture = null;
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/**
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* The status of the texture image.
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@@ -105,6 +105,12 @@ module Phaser.Components {
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*/
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public flippedY: bool = false;
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/**
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* Is the texture a DynamicTexture?
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* @type {boolean}
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*/
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public isDynamic: bool = false;
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/**
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* Updates the texture being used to render the Sprite.
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* Called automatically by SpriteUtils.loadTexture and SpriteUtils.loadDynamicTexture.
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@@ -113,13 +119,15 @@ module Phaser.Components {
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if (dynamic)
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{
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this._dynamicTexture = dynamic;
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this.texture = this._dynamicTexture.canvas;
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this.isDynamic = true;
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this.dynamicTexture = dynamic;
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this.texture = this.dynamicTexture.canvas;
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}
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else
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{
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this._imageTexture = image;
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this.texture = this._imageTexture;
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this.isDynamic = false;
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this.imageTexture = image;
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this.texture = this.imageTexture;
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}
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this.loaded = true;
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@@ -183,13 +191,13 @@ module Phaser.Components {
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*/
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public get width(): number {
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if (this._dynamicTexture)
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if (this.isDynamic)
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{
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return this._dynamicTexture.width;
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return this.dynamicTexture.width;
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}
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else
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{
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return this._imageTexture.width;
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return this.imageTexture.width;
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}
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}
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@@ -199,13 +207,13 @@ module Phaser.Components {
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*/
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public get height(): number {
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if (this._dynamicTexture)
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if (this.isDynamic)
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{
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return this._dynamicTexture.height;
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return this.dynamicTexture.height;
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}
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else
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{
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return this._imageTexture.height;
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return this.imageTexture.height;
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}
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}
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