mirror of
https://github.com/wassname/phaser.git
synced 2026-07-31 12:40:07 +08:00
Merge branch 'dev' of https://github.com/XekeDeath/phaser into dev
This commit is contained in:
@@ -0,0 +1,230 @@
|
||||
/**
|
||||
* We're replacing a couple of Pixi's methods here to fix or add some vital functionality:
|
||||
*
|
||||
* 1) Added support for Trimmed sprite sheets
|
||||
* 2) Skip display objects with an alpha of zero
|
||||
*
|
||||
* Hopefully we can remove this once Pixi has been updated to support these things.
|
||||
*/
|
||||
|
||||
PIXI.CanvasRenderer.prototype.renderDisplayObject = function(displayObject)
|
||||
{
|
||||
// no loger recurrsive!
|
||||
var transform;
|
||||
var context = this.context;
|
||||
|
||||
context.globalCompositeOperation = 'source-over';
|
||||
|
||||
// one the display object hits this. we can break the loop
|
||||
var testObject = displayObject.last._iNext;
|
||||
displayObject = displayObject.first;
|
||||
|
||||
do
|
||||
{
|
||||
transform = displayObject.worldTransform;
|
||||
|
||||
if(!displayObject.visible)
|
||||
{
|
||||
displayObject = displayObject.last._iNext;
|
||||
continue;
|
||||
}
|
||||
|
||||
if(!displayObject.renderable || displayObject.alpha == 0)
|
||||
{
|
||||
displayObject = displayObject._iNext;
|
||||
continue;
|
||||
}
|
||||
|
||||
if(displayObject instanceof PIXI.Sprite)
|
||||
{
|
||||
var frame = displayObject.texture.frame;
|
||||
|
||||
if(frame)
|
||||
{
|
||||
context.globalAlpha = displayObject.worldAlpha;
|
||||
|
||||
if (displayObject.texture.trimmed)
|
||||
{
|
||||
context.setTransform(transform[0], transform[3], transform[1], transform[4], transform[2] + displayObject.texture.trim.x, transform[5] + displayObject.texture.trim.y);
|
||||
}
|
||||
else
|
||||
{
|
||||
context.setTransform(transform[0], transform[3], transform[1], transform[4], transform[2], transform[5]);
|
||||
}
|
||||
|
||||
context.drawImage(displayObject.texture.baseTexture.source,
|
||||
frame.x,
|
||||
frame.y,
|
||||
frame.width,
|
||||
frame.height,
|
||||
(displayObject.anchor.x) * -frame.width,
|
||||
(displayObject.anchor.y) * -frame.height,
|
||||
frame.width,
|
||||
frame.height);
|
||||
}
|
||||
}
|
||||
else if(displayObject instanceof PIXI.Strip)
|
||||
{
|
||||
context.setTransform(transform[0], transform[3], transform[1], transform[4], transform[2], transform[5])
|
||||
this.renderStrip(displayObject);
|
||||
}
|
||||
else if(displayObject instanceof PIXI.TilingSprite)
|
||||
{
|
||||
context.setTransform(transform[0], transform[3], transform[1], transform[4], transform[2], transform[5])
|
||||
this.renderTilingSprite(displayObject);
|
||||
}
|
||||
else if(displayObject instanceof PIXI.CustomRenderable)
|
||||
{
|
||||
displayObject.renderCanvas(this);
|
||||
}
|
||||
else if(displayObject instanceof PIXI.Graphics)
|
||||
{
|
||||
context.setTransform(transform[0], transform[3], transform[1], transform[4], transform[2], transform[5])
|
||||
PIXI.CanvasGraphics.renderGraphics(displayObject, context);
|
||||
}
|
||||
else if(displayObject instanceof PIXI.FilterBlock)
|
||||
{
|
||||
if(displayObject.open)
|
||||
{
|
||||
context.save();
|
||||
|
||||
var cacheAlpha = displayObject.mask.alpha;
|
||||
var maskTransform = displayObject.mask.worldTransform;
|
||||
|
||||
context.setTransform(maskTransform[0], maskTransform[3], maskTransform[1], maskTransform[4], maskTransform[2], maskTransform[5])
|
||||
|
||||
displayObject.mask.worldAlpha = 0.5;
|
||||
|
||||
context.worldAlpha = 0;
|
||||
|
||||
PIXI.CanvasGraphics.renderGraphicsMask(displayObject.mask, context);
|
||||
context.clip();
|
||||
|
||||
displayObject.mask.worldAlpha = cacheAlpha;
|
||||
}
|
||||
else
|
||||
{
|
||||
context.restore();
|
||||
}
|
||||
}
|
||||
// count++
|
||||
displayObject = displayObject._iNext;
|
||||
|
||||
|
||||
}
|
||||
while(displayObject != testObject)
|
||||
|
||||
}
|
||||
|
||||
PIXI.WebGLBatch.prototype.update = function()
|
||||
{
|
||||
var gl = this.gl;
|
||||
var worldTransform, width, height, aX, aY, w0, w1, h0, h1, index, index2, index3
|
||||
|
||||
var a, b, c, d, tx, ty;
|
||||
|
||||
var indexRun = 0;
|
||||
|
||||
var displayObject = this.head;
|
||||
|
||||
while(displayObject)
|
||||
{
|
||||
if(displayObject.vcount === PIXI.visibleCount)
|
||||
{
|
||||
width = displayObject.texture.frame.width;
|
||||
height = displayObject.texture.frame.height;
|
||||
|
||||
// TODO trim??
|
||||
aX = displayObject.anchor.x;// - displayObject.texture.trim.x
|
||||
aY = displayObject.anchor.y; //- displayObject.texture.trim.y
|
||||
w0 = width * (1-aX);
|
||||
w1 = width * -aX;
|
||||
|
||||
h0 = height * (1-aY);
|
||||
h1 = height * -aY;
|
||||
|
||||
index = indexRun * 8;
|
||||
|
||||
worldTransform = displayObject.worldTransform;
|
||||
|
||||
a = worldTransform[0];
|
||||
b = worldTransform[3];
|
||||
c = worldTransform[1];
|
||||
d = worldTransform[4];
|
||||
tx = worldTransform[2];
|
||||
ty = worldTransform[5];
|
||||
|
||||
if (displayObject.texture.trimmed)
|
||||
{
|
||||
tx += displayObject.texture.trim.x;
|
||||
ty += displayObject.texture.trim.y;
|
||||
}
|
||||
|
||||
this.verticies[index + 0 ] = a * w1 + c * h1 + tx;
|
||||
this.verticies[index + 1 ] = d * h1 + b * w1 + ty;
|
||||
|
||||
this.verticies[index + 2 ] = a * w0 + c * h1 + tx;
|
||||
this.verticies[index + 3 ] = d * h1 + b * w0 + ty;
|
||||
|
||||
this.verticies[index + 4 ] = a * w0 + c * h0 + tx;
|
||||
this.verticies[index + 5 ] = d * h0 + b * w0 + ty;
|
||||
|
||||
this.verticies[index + 6] = a * w1 + c * h0 + tx;
|
||||
this.verticies[index + 7] = d * h0 + b * w1 + ty;
|
||||
|
||||
if(displayObject.updateFrame || displayObject.texture.updateFrame)
|
||||
{
|
||||
this.dirtyUVS = true;
|
||||
|
||||
var texture = displayObject.texture;
|
||||
|
||||
var frame = texture.frame;
|
||||
var tw = texture.baseTexture.width;
|
||||
var th = texture.baseTexture.height;
|
||||
|
||||
this.uvs[index + 0] = frame.x / tw;
|
||||
this.uvs[index +1] = frame.y / th;
|
||||
|
||||
this.uvs[index +2] = (frame.x + frame.width) / tw;
|
||||
this.uvs[index +3] = frame.y / th;
|
||||
|
||||
this.uvs[index +4] = (frame.x + frame.width) / tw;
|
||||
this.uvs[index +5] = (frame.y + frame.height) / th;
|
||||
|
||||
this.uvs[index +6] = frame.x / tw;
|
||||
this.uvs[index +7] = (frame.y + frame.height) / th;
|
||||
|
||||
displayObject.updateFrame = false;
|
||||
}
|
||||
|
||||
// TODO this probably could do with some optimisation....
|
||||
if(displayObject.cacheAlpha != displayObject.worldAlpha)
|
||||
{
|
||||
displayObject.cacheAlpha = displayObject.worldAlpha;
|
||||
|
||||
var colorIndex = indexRun * 4;
|
||||
this.colors[colorIndex] = this.colors[colorIndex + 1] = this.colors[colorIndex + 2] = this.colors[colorIndex + 3] = displayObject.worldAlpha;
|
||||
this.dirtyColors = true;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
index = indexRun * 8;
|
||||
|
||||
this.verticies[index + 0 ] = 0;
|
||||
this.verticies[index + 1 ] = 0;
|
||||
|
||||
this.verticies[index + 2 ] = 0;
|
||||
this.verticies[index + 3 ] = 0;
|
||||
|
||||
this.verticies[index + 4 ] = 0;
|
||||
this.verticies[index + 5 ] = 0;
|
||||
|
||||
this.verticies[index + 6] = 0;
|
||||
this.verticies[index + 7] = 0;
|
||||
}
|
||||
|
||||
indexRun++;
|
||||
displayObject = displayObject.__next;
|
||||
}
|
||||
}
|
||||
@@ -72,6 +72,19 @@ Phaser.Animation = function (game, parent, name, frameData, frames, delay, loope
|
||||
*/
|
||||
this.isPlaying = false;
|
||||
|
||||
/**
|
||||
* @property {boolean} isPaused - The paused state of the Animation.
|
||||
* @default
|
||||
*/
|
||||
this.isPaused = false;
|
||||
|
||||
/**
|
||||
* @property {boolean} _pauseStartTime - The time the animation paused.
|
||||
* @private
|
||||
* @default
|
||||
*/
|
||||
this._pauseStartTime = 0;
|
||||
|
||||
/**
|
||||
* @property {number} _frameIndex
|
||||
* @private
|
||||
@@ -101,18 +114,15 @@ Phaser.Animation.prototype = {
|
||||
*/
|
||||
play: function (frameRate, loop) {
|
||||
|
||||
frameRate = frameRate || null;
|
||||
loop = loop || null;
|
||||
|
||||
if (frameRate !== null)
|
||||
if (typeof frameRate === 'number')
|
||||
{
|
||||
// If they set a new frame rate then use it, otherwise use the one set on creation
|
||||
this.delay = 1000 / frameRate;
|
||||
// this.delay = frameRate;
|
||||
}
|
||||
|
||||
if (loop !== null)
|
||||
if (typeof loop === 'boolean')
|
||||
{
|
||||
// If they set a new loop value then use it, otherwise use the default set on creation
|
||||
// If they set a new loop value then use it, otherwise use the one set on creation
|
||||
this.looped = loop;
|
||||
}
|
||||
|
||||
@@ -182,6 +192,11 @@ Phaser.Animation.prototype = {
|
||||
*/
|
||||
update: function () {
|
||||
|
||||
if (this.isPaused)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (this.isPlaying == true && this.game.time.now >= this._timeNextFrame)
|
||||
{
|
||||
this._frameSkip = 1;
|
||||
@@ -210,7 +225,12 @@ Phaser.Animation.prototype = {
|
||||
{
|
||||
this._frameIndex = this._frameIndex %= this._frames.length;
|
||||
this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]);
|
||||
this._parent.setTexture(PIXI.TextureCache[this.currentFrame.uuid]);
|
||||
|
||||
if (this.currentFrame)
|
||||
{
|
||||
this._parent.setTexture(PIXI.TextureCache[this.currentFrame.uuid]);
|
||||
}
|
||||
|
||||
this._parent.events.onAnimationLoop.dispatch(this._parent, this);
|
||||
}
|
||||
else
|
||||
@@ -266,6 +286,38 @@ Phaser.Animation.prototype = {
|
||||
|
||||
};
|
||||
|
||||
/**
|
||||
*/
|
||||
Object.defineProperty(Phaser.Animation.prototype, "paused", {
|
||||
|
||||
get: function () {
|
||||
|
||||
return this.isPaused;
|
||||
|
||||
},
|
||||
|
||||
set: function (value) {
|
||||
|
||||
this.isPaused = value;
|
||||
|
||||
if (value)
|
||||
{
|
||||
// Paused
|
||||
this._pauseStartTime = this.game.time.now;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Un-paused
|
||||
if (this.isPlaying)
|
||||
{
|
||||
this._timeNextFrame = this.game.time.now + this.delay;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
});
|
||||
|
||||
Object.defineProperty(Phaser.Animation.prototype, "frameTotal", {
|
||||
|
||||
/**
|
||||
@@ -316,3 +368,37 @@ Object.defineProperty(Phaser.Animation.prototype, "frame", {
|
||||
}
|
||||
|
||||
});
|
||||
|
||||
/*
|
||||
* Really handy function for when you are creating arrays of animation data but it's using frame names and not numbers.
|
||||
* For example imagine you've got 30 frames named: 'explosion_0001-large' to 'explosion_0030-large'
|
||||
* You could use this function to generate those by doing: Phaser.Animation.generateFrameNames('explosion_', 1, 30, '-large', 4);
|
||||
* The zeroPad value dictates how many zeroes to add in front of the numbers (if any)
|
||||
*/
|
||||
Phaser.Animation.generateFrameNames = function (prefix, min, max, suffix, zeroPad) {
|
||||
|
||||
if (typeof suffix == 'undefined') { suffix = ''; }
|
||||
|
||||
var output = [];
|
||||
var frame = '';
|
||||
|
||||
for (var i = min; i <= max; i++)
|
||||
{
|
||||
if (typeof zeroPad == 'number')
|
||||
{
|
||||
// str, len, pad, dir
|
||||
frame = Phaser.Utils.pad(i.toString(), zeroPad, '0', 1);
|
||||
}
|
||||
else
|
||||
{
|
||||
frame = i.toString();
|
||||
}
|
||||
|
||||
frame = prefix + frame + suffix;
|
||||
|
||||
output.push(frame);
|
||||
}
|
||||
|
||||
return output;
|
||||
|
||||
}
|
||||
|
||||
+16
-8
@@ -146,9 +146,11 @@ Phaser.Animation.Parser = {
|
||||
frames[i].spriteSourceSize.h
|
||||
);
|
||||
|
||||
PIXI.TextureCache[uuid].realSize = frames[i].spriteSourceSize;
|
||||
// PIXI.TextureCache[uuid].realSize = frames[i].sourceSize;
|
||||
PIXI.TextureCache[uuid].trim.x = 0;
|
||||
// We had to hack Pixi to get this to work :(
|
||||
PIXI.TextureCache[uuid].trimmed = true;
|
||||
PIXI.TextureCache[uuid].trim.x = frames[i].spriteSourceSize.x;
|
||||
PIXI.TextureCache[uuid].trim.y = frames[i].spriteSourceSize.y;
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
@@ -216,9 +218,11 @@ Phaser.Animation.Parser = {
|
||||
frames[key].spriteSourceSize.h
|
||||
);
|
||||
|
||||
PIXI.TextureCache[uuid].realSize = frames[key].spriteSourceSize;
|
||||
// PIXI.TextureCache[uuid].realSize = frames[key].sourceSize;
|
||||
PIXI.TextureCache[uuid].trim.x = 0;
|
||||
// We had to hack Pixi to get this to work :(
|
||||
PIXI.TextureCache[uuid].trimmed = true;
|
||||
PIXI.TextureCache[uuid].trim.x = frames[key].spriteSourceSize.x;
|
||||
PIXI.TextureCache[uuid].trim.y = frames[key].spriteSourceSize.y;
|
||||
|
||||
}
|
||||
|
||||
i++;
|
||||
@@ -275,7 +279,8 @@ Phaser.Animation.Parser = {
|
||||
});
|
||||
|
||||
// Trimmed?
|
||||
if (frame.frameX.nodeValue != '-0' || frame.frameY.nodeValue != '-0') {
|
||||
if (frame.frameX.nodeValue != '-0' || frame.frameY.nodeValue != '-0')
|
||||
{
|
||||
newFrame.setTrim(
|
||||
true,
|
||||
frame.width.nodeValue,
|
||||
@@ -293,7 +298,10 @@ Phaser.Animation.Parser = {
|
||||
h: frame.frameHeight.nodeValue
|
||||
};
|
||||
|
||||
PIXI.TextureCache[uuid].trim.x = 0;
|
||||
// We had to hack Pixi to get this to work :(
|
||||
PIXI.TextureCache[uuid].trimmed = true;
|
||||
PIXI.TextureCache[uuid].trim.x = Math.abs(frame.frameX.nodeValue);
|
||||
PIXI.TextureCache[uuid].trim.y = Math.abs(frame.frameY.nodeValue);
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
@@ -55,7 +55,7 @@ Phaser.Button = function (game, x, y, key, callback, callbackContext, overFrame,
|
||||
this.onInputUp.add(callback, callbackContext);
|
||||
}
|
||||
|
||||
this.input.start(0, false, true);
|
||||
this.input.start(0, true);
|
||||
|
||||
// Redirect the input events to here so we can handle animation updates, etc
|
||||
this.events.onInputOver.add(this.onInputOverHandler, this);
|
||||
|
||||
@@ -255,7 +255,7 @@ Phaser.Sprite.prototype.preUpdate = function() {
|
||||
}
|
||||
|
||||
// Frame updated?
|
||||
if (this.currentFrame.uuid != this._cache.frameID)
|
||||
if (this.currentFrame && this.currentFrame.uuid != this._cache.frameID)
|
||||
{
|
||||
this._cache.frameWidth = this.texture.frame.width;
|
||||
this._cache.frameHeight = this.texture.frame.height;
|
||||
@@ -263,7 +263,7 @@ Phaser.Sprite.prototype.preUpdate = function() {
|
||||
this._cache.dirty = true;
|
||||
}
|
||||
|
||||
if (this._cache.dirty)
|
||||
if (this._cache.dirty && this.currentFrame)
|
||||
{
|
||||
this._cache.width = Math.floor(this.currentFrame.sourceSizeW * this._cache.scaleX);
|
||||
this._cache.height = Math.floor(this.currentFrame.sourceSizeH * this._cache.scaleY);
|
||||
@@ -470,6 +470,25 @@ Phaser.Sprite.prototype.getBounds = function(rect) {
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Play an animation based on the given key. The animation should previously have been added via sprite.animations.add()
|
||||
* If the requested animation is already playing this request will be ignored. If you need to reset an already running animation do so directly on the Animation object itself.
|
||||
*
|
||||
* @method play
|
||||
* @param {String} name The name of the animation to be played, e.g. "fire", "walk", "jump".
|
||||
* @param {Number} [frameRate=null] The framerate to play the animation at. The speed is given in frames per second. If not provided the previously set frameRate of the Animation is used.
|
||||
* @param {Boolean} [loop=null] Should the animation be looped after playback. If not provided the previously set loop value of the Animation is used.
|
||||
* @return {Phaser.Animation} A reference to playing Animation instance.
|
||||
*/
|
||||
Phaser.Sprite.prototype.play = function (name, frameRate, loop) {
|
||||
|
||||
if (this.animations)
|
||||
{
|
||||
this.animations.play(name, frameRate, loop);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
Object.defineProperty(Phaser.Sprite.prototype, 'angle', {
|
||||
|
||||
get: function() {
|
||||
|
||||
@@ -94,7 +94,7 @@ Object.defineProperty(Phaser.Text.prototype, 'angle', {
|
||||
|
||||
});
|
||||
|
||||
Object.defineProperty(Phaser.Text.prototype, 'text', {
|
||||
Object.defineProperty(Phaser.Text.prototype, 'content', {
|
||||
|
||||
get: function() {
|
||||
return this._text;
|
||||
@@ -106,14 +106,14 @@ Object.defineProperty(Phaser.Text.prototype, 'text', {
|
||||
if (value !== this._text)
|
||||
{
|
||||
this._text = value;
|
||||
this.dirty = true;
|
||||
this.setText(value);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
});
|
||||
|
||||
Object.defineProperty(Phaser.Text.prototype, 'style', {
|
||||
Object.defineProperty(Phaser.Text.prototype, 'font', {
|
||||
|
||||
get: function() {
|
||||
return this._style;
|
||||
@@ -125,7 +125,7 @@ Object.defineProperty(Phaser.Text.prototype, 'style', {
|
||||
if (value !== this._style)
|
||||
{
|
||||
this._style = value;
|
||||
this.dirty = true;
|
||||
this.setStyle(value);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
+1
-1
@@ -268,7 +268,7 @@ Phaser.Sound.prototype = {
|
||||
if (typeof loop == 'undefined') { loop = false; }
|
||||
if (typeof forceRestart == 'undefined') { forceRestart = false; }
|
||||
|
||||
console.log(this.name + ' play ' + marker + ' position ' + position + ' volume ' + volume + ' loop ' + loop);
|
||||
// console.log(this.name + ' play ' + marker + ' position ' + position + ' volume ' + volume + ' loop ' + loop);
|
||||
|
||||
if (this.isPlaying == true && forceRestart == false && this.override == false)
|
||||
{
|
||||
|
||||
+3
-3
@@ -240,7 +240,7 @@ Phaser.Easing = {
|
||||
|
||||
In: function ( k ) {
|
||||
|
||||
return 1 - TWEEN.Easing.Bounce.Out( 1 - k );
|
||||
return 1 - Phaser.Easing.Bounce.Out( 1 - k );
|
||||
|
||||
},
|
||||
|
||||
@@ -268,8 +268,8 @@ Phaser.Easing = {
|
||||
|
||||
InOut: function ( k ) {
|
||||
|
||||
if ( k < 0.5 ) return TWEEN.Easing.Bounce.In( k * 2 ) * 0.5;
|
||||
return TWEEN.Easing.Bounce.Out( k * 2 - 1 ) * 0.5 + 0.5;
|
||||
if ( k < 0.5 ) return Phaser.Easing.Bounce.In( k * 2 ) * 0.5;
|
||||
return Phaser.Easing.Bounce.Out( k * 2 - 1 ) * 0.5 + 0.5;
|
||||
|
||||
}
|
||||
|
||||
|
||||
+2
-2
@@ -13,8 +13,8 @@
|
||||
Phaser.Utils = {
|
||||
|
||||
/**
|
||||
* Javascript string pad
|
||||
* http://www.webtoolkit.info/
|
||||
* Javascript string pad
|
||||
* http://www.webtoolkit.info/
|
||||
* pad = the string to pad it out with (defaults to a space)
|
||||
* dir = 1 (left), 2 (right), 3 (both)
|
||||
* @method pad
|
||||
|
||||
Reference in New Issue
Block a user