mirror of
https://github.com/wassname/phaser.git
synced 2026-07-23 13:00:41 +08:00
Device, Canvas and GamePad classes all updated for better CocoonJS support (thanks Videlais)
This commit is contained in:
@@ -132,6 +132,7 @@ Updates:
|
||||
* The InputManager now sets the canvas style cursor to 'inherit' instead of 'default'.
|
||||
* World.reset now calls Camera.reset which sends the camera back to 0,0 and un-follows any object it may have been tracking.
|
||||
* Added hostname: '*' to the grunt-connect in Gruntfile.js (fixes #426)
|
||||
* Device, Canvas and GamePad classes all updated for better CocoonJS support (thanks Videlais)
|
||||
|
||||
|
||||
Bug Fixes:
|
||||
|
||||
@@ -0,0 +1,154 @@
|
||||
|
||||
var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render });
|
||||
|
||||
function preload() {
|
||||
|
||||
game.load.spritesheet('dude', 'assets/games/starstruck/dude.png', 32, 48);
|
||||
game.load.image('background', 'assets/games/starstruck/background2.png');
|
||||
game.load.image('box', 'assets/sprites/block.png');
|
||||
|
||||
}
|
||||
|
||||
var player;
|
||||
var facing = 'left';
|
||||
var jumpTimer = 0;
|
||||
var cursors;
|
||||
var jumpButton;
|
||||
var boxes;
|
||||
|
||||
function create() {
|
||||
|
||||
game.stage.backgroundColor = '#000000';
|
||||
|
||||
bg = game.add.tileSprite(0, 0, 800, 600, 'background');
|
||||
bg.fixedToCamera = true;
|
||||
|
||||
game.physics.gravity.y = 20;
|
||||
// game.physics.setBoundsToWorld(true, true, false, true);
|
||||
|
||||
// game.physics.world.gravity[1] = -20;
|
||||
game.physics.friction = 0.5;
|
||||
// game.physics.world.solver.stiffness = 1e20;
|
||||
// game.physics.world.solver.relaxation = 3;
|
||||
|
||||
// Materials
|
||||
// var groundMaterial = game.physics.createMaterial('ground');
|
||||
// var characterMaterial = game.physics.createMaterial('character');
|
||||
// var boxMaterial = game.physics.createMaterial('box');
|
||||
|
||||
player = game.add.sprite(50, 400, 'dude');
|
||||
player.physicsEnabled = true;
|
||||
player.body.fixedRotation = true;
|
||||
// player.body.setMaterial(characterMaterial);
|
||||
// player.body.mass = 1;
|
||||
// player.body.damping = 0.5;
|
||||
|
||||
player.animations.add('left', [0, 1, 2, 3], 10, true);
|
||||
player.animations.add('turn', [4], 20, true);
|
||||
player.animations.add('right', [5, 6, 7, 8], 10, true);
|
||||
|
||||
boxes = game.add.group();
|
||||
|
||||
for (var i = 0; i < 1; i++)
|
||||
{
|
||||
var box = boxes.create(game.rnd.integerInRange(200, 700), game.rnd.integerInRange(0, 100), 'box');
|
||||
// box.scale.set(0.5);
|
||||
// box.scale.set(game.rnd.realInRange(0.2, 0.7));
|
||||
box.physicsEnabled = true;
|
||||
// box.body.mass = 10;
|
||||
// box.body.setMaterial(boxMaterial);
|
||||
box.body.fixedRotation = true;
|
||||
}
|
||||
|
||||
// Set the material along the ground
|
||||
// game.physics.setWorldMaterial(groundMaterial);
|
||||
|
||||
// var groundCharacterCM = game.physics.createContactMaterial(groundMaterial, characterMaterial, { friction: 0.0 }); // no friction between character and ground
|
||||
// var boxCharacterCM = game.physics.createContactMaterial(boxMaterial, characterMaterial, { friction: 0.0 }); // No friction between character and boxes
|
||||
// var boxGroundCM = game.physics.createContactMaterial(boxMaterial, groundMaterial, { friction: 0.6 }); // Between boxes and ground
|
||||
|
||||
// console.log(groundCharacterCM);
|
||||
// console.log(boxGroundCM);
|
||||
|
||||
// game.camera.follow(player);
|
||||
|
||||
cursors = game.input.keyboard.createCursorKeys();
|
||||
jumpButton = game.input.keyboard.addKey(Phaser.Keyboard.SPACEBAR);
|
||||
|
||||
}
|
||||
|
||||
function update() {
|
||||
|
||||
if (cursors.left.isDown)
|
||||
{
|
||||
player.body.moveLeft(200);
|
||||
|
||||
if (facing != 'left')
|
||||
{
|
||||
player.animations.play('left');
|
||||
facing = 'left';
|
||||
}
|
||||
}
|
||||
else if (cursors.right.isDown)
|
||||
{
|
||||
player.body.moveRight(200);
|
||||
|
||||
if (facing != 'right')
|
||||
{
|
||||
player.animations.play('right');
|
||||
facing = 'right';
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
player.body.velocity.x = 0;
|
||||
|
||||
if (facing != 'idle')
|
||||
{
|
||||
player.animations.stop();
|
||||
|
||||
if (facing == 'left')
|
||||
{
|
||||
player.frame = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
player.frame = 5;
|
||||
}
|
||||
|
||||
facing = 'idle';
|
||||
}
|
||||
}
|
||||
|
||||
if (jumpButton.isDown && game.time.now > jumpTimer && checkIfCanJump())
|
||||
{
|
||||
player.body.moveUp(300);
|
||||
jumpTimer = game.time.now + 750;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
function checkIfCanJump(){
|
||||
var yAxis = p2.vec2.fromValues(0,1);
|
||||
var result = false;
|
||||
for(var i=0; i<game.physics.world.narrowphase.contactEquations.length; i++){
|
||||
var c = game.physics.world.narrowphase.contactEquations[i];
|
||||
if(c.bi === player.body.data || c.bj === player.body.data){
|
||||
var d = p2.vec2.dot(c.ni,yAxis); // Normal dot Y-axis
|
||||
if(c.bi === player.body.data) d *= -1;
|
||||
if(d > 0.5) result = true;
|
||||
}
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
|
||||
function render () {
|
||||
|
||||
// if (player.debug)
|
||||
// {
|
||||
game.debug.renderPhysicsBody(player.body);
|
||||
// game.debug.renderBodyInfo(player, 16, 24);
|
||||
// }
|
||||
|
||||
}
|
||||
@@ -67,7 +67,7 @@ Phaser.Gamepad = function (game) {
|
||||
* @property {boolean} _gamepadSupportAvailable - Are gamepads supported in this browser or not?
|
||||
* @private
|
||||
*/
|
||||
this._gamepadSupportAvailable = !!navigator.webkitGetGamepads || !!navigator.webkitGamepads || (navigator.userAgent.indexOf('Firefox/') != -1);
|
||||
this._gamepadSupportAvailable = !!navigator.webkitGetGamepads || !!navigator.webkitGamepads || (navigator.userAgent.indexOf('Firefox/') != -1) || !!navigator.getGamepads;
|
||||
|
||||
/**
|
||||
* Used to check for differences between earlier polls and current state of gamepads.
|
||||
@@ -220,7 +220,7 @@ Phaser.Gamepad.prototype = {
|
||||
*/
|
||||
_pollGamepads: function () {
|
||||
|
||||
var rawGamepads = (navigator.webkitGetGamepads && navigator.webkitGetGamepads()) || navigator.webkitGamepads;
|
||||
var rawGamepads = (navigator.webkitGetGamepads && navigator.webkitGetGamepads()) || navigator.webkitGamepads || navigator.getGamepads;
|
||||
|
||||
if (rawGamepads)
|
||||
{
|
||||
|
||||
@@ -26,7 +26,8 @@ Phaser.Canvas = {
|
||||
width = width || 256;
|
||||
height = height || 256;
|
||||
|
||||
var canvas = document.createElement('canvas');
|
||||
// var canvas = document.createElement('canvas');
|
||||
var canvas = document.createElement(navigator.isCocoonJS ? 'screencanvas' : 'canvas');
|
||||
|
||||
if (typeof id === 'string')
|
||||
{
|
||||
|
||||
@@ -385,7 +385,7 @@ Phaser.Device.prototype = {
|
||||
*/
|
||||
_checkFeatures: function () {
|
||||
|
||||
this.canvas = !!window['CanvasRenderingContext2D'];
|
||||
this.canvas = !!window['CanvasRenderingContext2D'] || this.iscocoonJS;
|
||||
|
||||
try {
|
||||
this.localStorage = !!localStorage.getItem;
|
||||
|
||||
Reference in New Issue
Block a user