Putting everything back together again :)

This commit is contained in:
Richard Davey
2013-05-31 18:21:32 +01:00
parent fe372af453
commit d510b785b1
46 changed files with 15176 additions and 15082 deletions
+29 -3
View File
@@ -3,7 +3,6 @@
/// <reference path="../core/Rectangle.ts" />
/// <reference path="../components/animation/AnimationManager.ts" />
/// <reference path="../components/sprite/Texture.ts" />
/// <reference path="../components/sprite/Physics.ts" />
/// <reference path="../physics/Body.ts" />
/**
@@ -24,7 +23,6 @@ module Phaser {
* @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)
*/
//constructor(game: Game, x?: number = 0, y?: number = 0, key?: string = null, width?: number = 16, height?: number = 16) {
constructor(game: Game, x?: number = 0, y?: number = 0, key?: string = null, bodyType?: number = Phaser.Types.BODY_DISABLED) {
this.game = game;
@@ -46,6 +44,7 @@ module Phaser {
this.animations = new Phaser.Components.AnimationManager(this);
this.texture = new Phaser.Components.Texture(this, key);
this.cameraBlacklist = [];
// Transform related (if we add any more then move to a component)
this.origin = new Phaser.Vec2(0, 0);
@@ -108,6 +107,12 @@ module Phaser {
*/
public animations: Phaser.Components.AnimationManager;
/**
* An Array of Cameras to which this GameObject won't render
* @type {Array}
*/
public cameraBlacklist: number[];
/**
* The frame boundary around this Sprite.
* For non-animated sprites this matches the loaded texture dimensions.
@@ -290,7 +295,7 @@ module Phaser {
*/
if (this.modified == true && this.scale.equals(1) && this.skew.equals(0) && this.rotation == 0 && this.rotationOffset == 0 && this.texture.flippedX == false && this.texture.flippedY == false)
if (this.modified == true && this.scale.equals(1) && this.skew.equals(0) && this.angle == 0 && this.angleOffset == 0 && this.texture.flippedX == false && this.texture.flippedY == false)
{
this.modified = false;
}
@@ -303,6 +308,27 @@ module Phaser {
public destroy() {
}
/**
* Handy for "killing" game objects.
* Default behavior is to flag them as nonexistent AND dead.
* However, if you want the "corpse" to remain in the game,
* like to animate an effect or whatever, you should override this,
* setting only alive to false, and leaving exists true.
*/
public kill() {
this.alive = false;
this.exists = false;
}
/**
* Handy for bringing game objects "back to life". Just sets alive and exists back to true.
* In practice, this is most often called by <code>Object.reset()</code>.
*/
public revive() {
this.alive = true;
this.exists = true;
}
}
}