Device, Canvas and GamePad classes all updated for better CocoonJS support (thanks Videlais)

This commit is contained in:
photonstorm
2014-02-19 02:45:42 +00:00
parent 14646e811c
commit d057a9fe11
5 changed files with 160 additions and 4 deletions
+1
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@@ -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:
+154
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@@ -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);
// }
}
+2 -2
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@@ -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)
{
+2 -1
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@@ -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')
{
+1 -1
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@@ -385,7 +385,7 @@ Phaser.Device.prototype = {
*/
_checkFeatures: function () {
this.canvas = !!window['CanvasRenderingContext2D'];
this.canvas = !!window['CanvasRenderingContext2D'] || this.iscocoonJS;
try {
this.localStorage = !!localStorage.getItem;