diff --git a/Phaser/Game.ts b/Phaser/Game.ts
index 469069f5..c996087f 100644
--- a/Phaser/Game.ts
+++ b/Phaser/Game.ts
@@ -130,17 +130,35 @@ module Phaser {
public onCreateCallback = null;
/**
- * This will be called when update states.
+ * This will be called when State is updated, this doesn't happen during load (see onLoadUpdateCallback)
* @type {function}
*/
public onUpdateCallback = null;
/**
- * This will be called when render states.
+ * This will be called when the State is rendered, this doesn't happen during load (see onLoadRenderCallback)
* @type {function}
*/
public onRenderCallback = null;
+ /**
+ * This will be called before the State is rendered and before the stage is cleared
+ * @type {function}
+ */
+ public onPreRenderCallback = null;
+
+ /**
+ * This will be called when the State is updated but only during the load process
+ * @type {function}
+ */
+ public onLoadUpdateCallback = null;
+
+ /**
+ * This will be called when the State is rendered but only during the load process
+ * @type {function}
+ */
+ public onLoadRenderCallback = null;
+
/**
* This will be called when states paused.
* @type {function}
@@ -351,9 +369,7 @@ module Phaser {
* Called when the load has finished after init was run.
*/
private loadComplete() {
-
this._loadComplete = true;
-
}
/**
@@ -398,15 +414,28 @@ module Phaser {
{
this.onUpdateCallback.call(this.callbackContext);
}
+ else if (this._loadComplete == false && this.onLoadUpdateCallback)
+ {
+ this.onLoadUpdateCallback.call(this.callbackContext);
+ }
this.world.postUpdate();
+ if (this._loadComplete && this.onPreRenderCallback)
+ {
+ this.onPreRenderCallback.call(this.callbackContext);
+ }
+
this.renderer.render();
if (this._loadComplete && this.onRenderCallback)
{
this.onRenderCallback.call(this.callbackContext);
}
+ else if (this._loadComplete == false && this.onLoadRenderCallback)
+ {
+ this.onLoadRenderCallback.call(this.callbackContext);
+ }
}
@@ -446,7 +475,7 @@ module Phaser {
}
/**
- * Set all state callbacks (init, create, update, render).
+ * Set the most common state callbacks (init, create, update, render).
* @param initCallback {function} Init callback invoked when init state.
* @param createCallback {function} Create callback invoked when create state.
* @param updateCallback {function} Update callback invoked when update state.
@@ -497,9 +526,12 @@ module Phaser {
this.callbackContext = this.state;
this.onInitCallback = null;
+ this.onLoadRenderCallback = null;
+ this.onLoadUpdateCallback = null;
this.onCreateCallback = null;
this.onUpdateCallback = null;
this.onRenderCallback = null;
+ this.onPreRenderCallback = null;
this.onPausedCallback = null;
this.onDestroyCallback = null;
@@ -509,6 +541,16 @@ module Phaser {
this.onInitCallback = this.state['init'];
}
+ if (this.state['loadRender'])
+ {
+ this.onLoadRenderCallback = this.state['loadRender'];
+ }
+
+ if (this.state['loadUpdate'])
+ {
+ this.onLoadUpdateCallback = this.state['loadUpdate'];
+ }
+
if (this.state['create'])
{
this.onCreateCallback = this.state['create'];
@@ -519,6 +561,11 @@ module Phaser {
this.onUpdateCallback = this.state['update'];
}
+ if (this.state['preRender'])
+ {
+ this.onPreRenderCallback = this.state['preRender'];
+ }
+
if (this.state['render'])
{
this.onRenderCallback = this.state['render'];
@@ -562,6 +609,8 @@ module Phaser {
this.callbackContext = null;
this.onInitCallback = null;
+ this.onLoadRenderCallback = null;
+ this.onLoadUpdateCallback = null;
this.onCreateCallback = null;
this.onUpdateCallback = null;
this.onRenderCallback = null;
diff --git a/Phaser/Phaser.csproj b/Phaser/Phaser.csproj
index 9776fa7a..9c479ee7 100644
--- a/Phaser/Phaser.csproj
+++ b/Phaser/Phaser.csproj
@@ -92,6 +92,10 @@
CameraFX.ts
+
+
+ Button.ts
+
DynamicTexture.ts
diff --git a/Phaser/Statics.ts b/Phaser/Statics.ts
index ff6d5006..8eb0656c 100644
--- a/Phaser/Statics.ts
+++ b/Phaser/Statics.ts
@@ -17,6 +17,7 @@ module Phaser {
static EMITTER: number = 4;
static TILEMAP: number = 5;
static SCROLLZONE: number = 6;
+ static BUTTON: number = 7;
static GEOM_POINT: number = 0;
static GEOM_CIRCLE: number = 1;
diff --git a/Phaser/cameras/Camera.ts b/Phaser/cameras/Camera.ts
index 0d873f81..4bfab567 100644
--- a/Phaser/cameras/Camera.ts
+++ b/Phaser/cameras/Camera.ts
@@ -36,6 +36,9 @@ module Phaser {
this.ID = id;
this.z = id;
+ width = this.game.math.clamp(width, this.game.stage.width, 1);
+ height = this.game.math.clamp(height, this.game.stage.height, 1);
+
// The view into the world we wish to render (by default the full game world size)
// The size of this Rect is the same as screenView, but the values are all in world coordinates instead of screen coordinates
this.worldView = new Rectangle(0, 0, width, height);
diff --git a/Phaser/components/animation/Animation.ts b/Phaser/components/animation/Animation.ts
index 95495b05..7f7bf59a 100644
--- a/Phaser/components/animation/Animation.ts
+++ b/Phaser/components/animation/Animation.ts
@@ -171,8 +171,13 @@ module Phaser {
this._timeNextFrame = this._game.time.now + this.delay;
this._frameIndex = 0;
+
this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]);
+ this._parent.events.onAnimationStart.dispatch(this._parent, this);
+
+ return this;
+
}
/**
@@ -216,6 +221,7 @@ module Phaser {
{
this._frameIndex = 0;
this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]);
+ this._parent.events.onAnimationLoop.dispatch(this._parent, this);
}
else
{
@@ -258,7 +264,8 @@ module Phaser {
this.isPlaying = false;
this.isFinished = true;
- // callback goes here
+
+ this._parent.events.onAnimationComplete.dispatch(this._parent, this);
}
diff --git a/Phaser/components/animation/AnimationManager.ts b/Phaser/components/animation/AnimationManager.ts
index 3615fe89..aa4a860a 100644
--- a/Phaser/components/animation/AnimationManager.ts
+++ b/Phaser/components/animation/AnimationManager.ts
@@ -25,18 +25,18 @@ module Phaser.Components {
constructor(parent: Phaser.Sprite) {
this._parent = parent;
- this._game = parent.game;
+ this.game = parent.game;
this._anims = {};
}
/**
- * Local private reference to game.
+ * Reference to Phaser.Game
*/
- private _game: Game;
+ public game: Game;
/**
- * Local private reference to its owner sprite.
+ * Local private reference to its parent game object.
*/
private _parent: Phaser.Sprite;
@@ -103,6 +103,14 @@ module Phaser.Components {
return;
}
+ // Create the signals the AnimationManager will emit
+ if (this._parent.events.onAnimationStart == null)
+ {
+ this._parent.events.onAnimationStart = new Phaser.Signal;
+ this._parent.events.onAnimationComplete = new Phaser.Signal;
+ this._parent.events.onAnimationLoop = new Phaser.Signal;
+ }
+
if (frames == null)
{
frames = this._frameData.getFrameIndexes();
@@ -121,7 +129,7 @@ module Phaser.Components {
frames = this._frameData.getFrameIndexesByName(frames);
}
- this._anims[name] = new Animation(this._game, this._parent, this._frameData, name, frames, frameRate, loop);
+ this._anims[name] = new Animation(this.game, this._parent, this._frameData, name, frames, frameRate, loop);
this.currentAnim = this._anims[name];
this.currentFrame = this.currentAnim.currentFrame;
@@ -166,7 +174,7 @@ module Phaser.Components {
* @param frameRate {number} FrameRate you want to specify instead of using default.
* @param loop {boolean} Whether or not the animation is looped or just plays once.
*/
- public play(name: string, frameRate?: number = null, loop?: bool) {
+ public play(name: string, frameRate?: number = null, loop?: bool): Animation {
if (this._anims[name])
{
@@ -174,13 +182,13 @@ module Phaser.Components {
{
if (this.currentAnim.isPlaying == false)
{
- this.currentAnim.play(frameRate, loop);
+ return this.currentAnim.play(frameRate, loop);
}
}
else
{
this.currentAnim = this._anims[name];
- this.currentAnim.play(frameRate, loop);
+ return this.currentAnim.play(frameRate, loop);
}
}
@@ -236,7 +244,7 @@ module Phaser.Components {
public set frame(value: number) {
- if (this._frameData.getFrame(value) !== null)
+ if (this._frameData && this._frameData.getFrame(value) !== null)
{
this.currentFrame = this._frameData.getFrame(value);
@@ -260,7 +268,7 @@ module Phaser.Components {
public set frameName(value: string) {
- if (this._frameData.getFrameByName(value) !== null)
+ if (this._frameData.getFrameByName(value))
{
this.currentFrame = this._frameData.getFrameByName(value);
diff --git a/Phaser/components/sprite/Events.ts b/Phaser/components/sprite/Events.ts
index b8e2e3d9..d1619f65 100644
--- a/Phaser/components/sprite/Events.ts
+++ b/Phaser/components/sprite/Events.ts
@@ -11,27 +11,19 @@ module Phaser.Components.Sprite {
export class Events {
/**
- * The Events component is a collection of events fired by the parent Sprite and its other components.
- * @param parent The Sprite using this Input component
+ * The Events component is a collection of events fired by the parent game object and its components.
+ * @param parent The game object using this Input component
*/
constructor(parent: Phaser.Sprite) {
this.game = parent.game;
- this.sprite = parent;
+ this._parent = parent;
this.onAddedToGroup = new Phaser.Signal;
this.onRemovedFromGroup = new Phaser.Signal;
this.onKilled = new Phaser.Signal;
this.onRevived = new Phaser.Signal;
- // Only create these if Sprite input is enabled?
- this.onInputOver = new Phaser.Signal;
- this.onInputOut = new Phaser.Signal;
- this.onInputDown = new Phaser.Signal;
- this.onInputUp = new Phaser.Signal;
- this.onDragStart = new Phaser.Signal;
- this.onDragStop = new Phaser.Signal;
-
}
/**
@@ -40,9 +32,9 @@ module Phaser.Components.Sprite {
public game: Game;
/**
- * Reference to the Image stored in the Game.Cache that is used as the texture for the Sprite.
+ * Local private reference to its parent game object.
*/
- private sprite: Phaser.Sprite;
+ private _parent: Phaser.Sprite;
/**
* Dispatched by the Group this Sprite is added to.
@@ -94,7 +86,20 @@ module Phaser.Components.Sprite {
*/
public onDragStop: Phaser.Signal;
+ /**
+ * Dispatched by the Animation component when the Sprite starts being animated
+ */
+ public onAnimationStart: Phaser.Signal;
+ /**
+ * Dispatched by the Animation component when the Sprite animation completes
+ */
+ public onAnimationComplete: Phaser.Signal;
+
+ /**
+ * Dispatched by the Animation component when the Sprite animation loops
+ */
+ public onAnimationLoop: Phaser.Signal;
public onOutOfBounds: Phaser.Signal;
diff --git a/Phaser/components/sprite/Input.ts b/Phaser/components/sprite/Input.ts
index 2c36f72a..94bbd9ca 100644
--- a/Phaser/components/sprite/Input.ts
+++ b/Phaser/components/sprite/Input.ts
@@ -20,7 +20,7 @@ module Phaser.Components.Sprite {
constructor(parent: Phaser.Sprite) {
this.game = parent.game;
- this.sprite = parent;
+ this._parent = parent;
this.enabled = false;
}
@@ -31,9 +31,9 @@ module Phaser.Components.Sprite {
public game: Game;
/**
- * Reference to the Image stored in the Game.Cache that is used as the texture for the Sprite.
+ * Local private reference to its parent game object.
*/
- private sprite: Phaser.Sprite;
+ private _parent: Phaser.Sprite;
private _pointerData;
@@ -104,6 +104,13 @@ module Phaser.Components.Sprite {
*/
public useHandCursor: bool;
+ /**
+ * If this object is set to consume the pointer event then it will stop all propogation from this object on.
+ * For example if you had a stack of 6 sprites with the same priority IDs and one consumed the event, none of the others would receive it.
+ * @type {Boolean}
+ */
+ public consumePointerEvent: bool = false;
+
/**
* The x coordinate of the Input pointer, relative to the top-left of the parent Sprite.
* This value is only set when the pointer is over this Sprite.
@@ -222,10 +229,22 @@ module Phaser.Components.Sprite {
this.snapOffset = new Point;
this.enabled = true;
- this.game.input.addGameObject(this.sprite);
+ this.game.input.addGameObject(this._parent);
+
+ // Create the signals the Input component will emit
+ if (this._parent.events.onInputOver == null)
+ {
+ this._parent.events.onInputOver = new Phaser.Signal;
+ this._parent.events.onInputOut = new Phaser.Signal;
+ this._parent.events.onInputDown = new Phaser.Signal;
+ this._parent.events.onInputUp = new Phaser.Signal;
+ this._parent.events.onDragStart = new Phaser.Signal;
+ this._parent.events.onDragStop = new Phaser.Signal;
+ }
+
}
- return this.sprite;
+ return this._parent;
}
@@ -274,13 +293,13 @@ module Phaser.Components.Sprite {
*/
public checkPointerOver(pointer: Phaser.Pointer): bool {
- if (this.enabled == false || this.sprite.visible == false)
+ if (this.enabled == false || this._parent.visible == false)
{
return false;
}
else
{
- return SpriteUtils.overlapsXY(this.sprite, pointer.worldX(), pointer.worldY());
+ return SpriteUtils.overlapsXY(this._parent, pointer.worldX(), pointer.worldY());
}
}
@@ -290,7 +309,7 @@ module Phaser.Components.Sprite {
*/
public update(pointer: Phaser.Pointer): bool {
- if (this.enabled == false || this.sprite.visible == false)
+ if (this.enabled == false || this._parent.visible == false)
{
return false;
}
@@ -301,10 +320,10 @@ module Phaser.Components.Sprite {
}
else if (this._pointerData[pointer.id].isOver == true)
{
- if (SpriteUtils.overlapsXY(this.sprite, pointer.worldX(), pointer.worldY()))
+ if (SpriteUtils.overlapsXY(this._parent, pointer.worldX(), pointer.worldY()))
{
- this._pointerData[pointer.id].x = pointer.x - this.sprite.x;
- this._pointerData[pointer.id].y = pointer.y - this.sprite.y;
+ this._pointerData[pointer.id].x = pointer.x - this._parent.x;
+ this._pointerData[pointer.id].y = pointer.y - this._parent.y;
return true;
}
else
@@ -325,15 +344,15 @@ module Phaser.Components.Sprite {
this._pointerData[pointer.id].isOver = true;
this._pointerData[pointer.id].isOut = false;
this._pointerData[pointer.id].timeOver = this.game.time.now;
- this._pointerData[pointer.id].x = pointer.x - this.sprite.x;
- this._pointerData[pointer.id].y = pointer.y - this.sprite.y;
+ this._pointerData[pointer.id].x = pointer.x - this._parent.x;
+ this._pointerData[pointer.id].y = pointer.y - this._parent.y;
if (this.useHandCursor && this._pointerData[pointer.id].isDragged == false)
{
this.game.stage.canvas.style.cursor = "pointer";
}
- this.sprite.events.onInputOver.dispatch(this.sprite, pointer);
+ this._parent.events.onInputOver.dispatch(this._parent, pointer);
}
}
@@ -349,12 +368,10 @@ module Phaser.Components.Sprite {
this.game.stage.canvas.style.cursor = "default";
}
- this.sprite.events.onInputOut.dispatch(this.sprite, pointer);
+ this._parent.events.onInputOut.dispatch(this._parent, pointer);
}
- public consumePointerEvent: bool = false;
-
public _touchedHandler(pointer: Pointer): bool {
if (this._pointerData[pointer.id].isDown == false && this._pointerData[pointer.id].isOver == true)
@@ -363,7 +380,7 @@ module Phaser.Components.Sprite {
this._pointerData[pointer.id].isUp = false;
this._pointerData[pointer.id].timeDown = this.game.time.now;
- this.sprite.events.onInputDown.dispatch(this.sprite, pointer);
+ this._parent.events.onInputDown.dispatch(this._parent, pointer);
// Start drag
//if (this.draggable && this.isDragged == false && pointer.targetObject == null)
@@ -374,7 +391,7 @@ module Phaser.Components.Sprite {
if (this.bringToTop)
{
- this.sprite.group.bringToTop(this.sprite);
+ this._parent.group.bringToTop(this._parent);
}
}
@@ -386,7 +403,7 @@ module Phaser.Components.Sprite {
public _releasedHandler(pointer: Pointer) {
- // If was previously touched by this Pointer, check if still is
+ // If was previously touched by this Pointer, check if still is AND still over this item
if (this._pointerData[pointer.id].isDown && pointer.isUp)
{
this._pointerData[pointer.id].isDown = false;
@@ -394,7 +411,19 @@ module Phaser.Components.Sprite {
this._pointerData[pointer.id].timeUp = this.game.time.now;
this._pointerData[pointer.id].downDuration = this._pointerData[pointer.id].timeUp - this._pointerData[pointer.id].timeDown;
- this.sprite.events.onInputUp.dispatch(this.sprite, pointer);
+ // Only release the InputUp signal if the pointer is still over this sprite
+ if (SpriteUtils.overlapsXY(this._parent, pointer.worldX(), pointer.worldY()))
+ {
+ this._parent.events.onInputUp.dispatch(this._parent, pointer);
+ }
+ else
+ {
+ // Pointer outside the sprite? Reset the cursor
+ if (this.useHandCursor)
+ {
+ this.game.stage.canvas.style.cursor = "default";
+ }
+ }
// Stop drag
if (this.draggable && this.isDragged && this._draggedPointerID == pointer.id)
@@ -402,10 +431,6 @@ module Phaser.Components.Sprite {
this.stopDrag(pointer);
}
- if (this.useHandCursor)
- {
- this.game.stage.canvas.style.cursor = "default";
- }
}
}
@@ -423,12 +448,12 @@ module Phaser.Components.Sprite {
if (this.allowHorizontalDrag)
{
- this.sprite.x = pointer.x + this._dragPoint.x + this.dragOffset.x;
+ this._parent.x = pointer.x + this._dragPoint.x + this.dragOffset.x;
}
if (this.allowVerticalDrag)
{
- this.sprite.y = pointer.y + this._dragPoint.y + this.dragOffset.y;
+ this._parent.y = pointer.y + this._dragPoint.y + this.dragOffset.y;
}
if (this.boundsRect)
@@ -443,8 +468,8 @@ module Phaser.Components.Sprite {
if (this.snapOnDrag)
{
- this.sprite.x = Math.floor(this.sprite.x / this.snapX) * this.snapX;
- this.sprite.y = Math.floor(this.sprite.y / this.snapY) * this.snapY;
+ this._parent.x = Math.floor(this._parent.x / this.snapX) * this.snapX;
+ this._parent.y = Math.floor(this._parent.y / this.snapY) * this.snapY;
}
return true;
@@ -579,23 +604,23 @@ module Phaser.Components.Sprite {
if (this.dragFromCenter)
{
// Move the sprite to the middle of the pointer
- //this._dragPoint.setTo(-this.sprite.worldView.halfWidth, -this.sprite.worldView.halfHeight);
- //this._dragPoint.setTo(this.sprite.transform.center.x, this.sprite.transform.center.y);
- this._dragPoint.setTo(this.sprite.x - pointer.x, this.sprite.y - pointer.y);
+ //this._dragPoint.setTo(-this._parent.worldView.halfWidth, -this._parent.worldView.halfHeight);
+ //this._dragPoint.setTo(this._parent.transform.center.x, this._parent.transform.center.y);
+ this._dragPoint.setTo(this._parent.x - pointer.x, this._parent.y - pointer.y);
}
else
{
- this._dragPoint.setTo(this.sprite.x - pointer.x, this.sprite.y - pointer.y);
+ this._dragPoint.setTo(this._parent.x - pointer.x, this._parent.y - pointer.y);
}
this.updateDrag(pointer);
if (this.bringToTop)
{
- this.sprite.group.bringToTop(this.sprite);
+ this._parent.group.bringToTop(this._parent);
}
- this.sprite.events.onDragStart.dispatch(this.sprite, pointer);
+ this._parent.events.onDragStart.dispatch(this._parent, pointer);
}
@@ -610,11 +635,12 @@ module Phaser.Components.Sprite {
if (this.snapOnRelease)
{
- this.sprite.x = Math.floor(this.sprite.x / this.snapX) * this.snapX;
- this.sprite.y = Math.floor(this.sprite.y / this.snapY) * this.snapY;
+ this._parent.x = Math.floor(this._parent.x / this.snapX) * this.snapX;
+ this._parent.y = Math.floor(this._parent.y / this.snapY) * this.snapY;
}
- this.sprite.events.onDragStop.dispatch(this.sprite, pointer);
+ this._parent.events.onDragStop.dispatch(this._parent, pointer);
+ this._parent.events.onInputUp.dispatch(this._parent, pointer);
}
/**
@@ -660,22 +686,22 @@ module Phaser.Components.Sprite {
*/
private checkBoundsRect():void
{
- if (this.sprite.x < this.boundsRect.left)
+ if (this._parent.x < this.boundsRect.left)
{
- this.sprite.x = this.boundsRect.x;
+ this._parent.x = this.boundsRect.x;
}
- else if ((this.sprite.x + this.sprite.width) > this.boundsRect.right)
+ else if ((this._parent.x + this._parent.width) > this.boundsRect.right)
{
- this.sprite.x = this.boundsRect.right - this.sprite.width;
+ this._parent.x = this.boundsRect.right - this._parent.width;
}
- if (this.sprite.y < this.boundsRect.top)
+ if (this._parent.y < this.boundsRect.top)
{
- this.sprite.y = this.boundsRect.top;
+ this._parent.y = this.boundsRect.top;
}
- else if ((this.sprite.y + this.sprite.height) > this.boundsRect.bottom)
+ else if ((this._parent.y + this._parent.height) > this.boundsRect.bottom)
{
- this.sprite.y = this.boundsRect.bottom - this.sprite.height;
+ this._parent.y = this.boundsRect.bottom - this._parent.height;
}
}
@@ -684,22 +710,22 @@ module Phaser.Components.Sprite {
*/
private checkBoundsSprite():void
{
- if (this.sprite.x < this.boundsSprite.x)
+ if (this._parent.x < this.boundsSprite.x)
{
- this.sprite.x = this.boundsSprite.x;
+ this._parent.x = this.boundsSprite.x;
}
- else if ((this.sprite.x + this.sprite.width) > (this.boundsSprite.x + this.boundsSprite.width))
+ else if ((this._parent.x + this._parent.width) > (this.boundsSprite.x + this.boundsSprite.width))
{
- this.sprite.x = (this.boundsSprite.x + this.boundsSprite.width) - this.sprite.width;
+ this._parent.x = (this.boundsSprite.x + this.boundsSprite.width) - this._parent.width;
}
- if (this.sprite.y < this.boundsSprite.y)
+ if (this._parent.y < this.boundsSprite.y)
{
- this.sprite.y = this.boundsSprite.y;
+ this._parent.y = this.boundsSprite.y;
}
- else if ((this.sprite.y + this.sprite.height) > (this.boundsSprite.y + this.boundsSprite.height))
+ else if ((this._parent.y + this._parent.height) > (this.boundsSprite.y + this.boundsSprite.height))
{
- this.sprite.y = (this.boundsSprite.y + this.boundsSprite.height) - this.sprite.height;
+ this._parent.y = (this.boundsSprite.y + this.boundsSprite.height) - this._parent.height;
}
}
@@ -711,13 +737,13 @@ module Phaser.Components.Sprite {
*/
public renderDebugInfo(x: number, y: number, color?: string = 'rgb(255,255,255)') {
- this.sprite.texture.context.font = '14px Courier';
- this.sprite.texture.context.fillStyle = color;
- this.sprite.texture.context.fillText('Sprite Input: (' + this.sprite.worldView.width + ' x ' + this.sprite.worldView.height + ')', x, y);
- this.sprite.texture.context.fillText('x: ' + this.pointerX().toFixed(1) + ' y: ' + this.pointerY().toFixed(1), x, y + 14);
- this.sprite.texture.context.fillText('over: ' + this.pointerOver() + ' duration: ' + this.overDuration().toFixed(0), x, y + 28);
- this.sprite.texture.context.fillText('down: ' + this.pointerDown() + ' duration: ' + this.downDuration().toFixed(0), x, y + 42);
- this.sprite.texture.context.fillText('just over: ' + this.justOver() + ' just out: ' + this.justOut(), x, y + 56);
+ this._parent.texture.context.font = '14px Courier';
+ this._parent.texture.context.fillStyle = color;
+ this._parent.texture.context.fillText('Sprite Input: (' + this._parent.worldView.width + ' x ' + this._parent.worldView.height + ')', x, y);
+ this._parent.texture.context.fillText('x: ' + this.pointerX().toFixed(1) + ' y: ' + this.pointerY().toFixed(1), x, y + 14);
+ this._parent.texture.context.fillText('over: ' + this.pointerOver() + ' duration: ' + this.overDuration().toFixed(0), x, y + 28);
+ this._parent.texture.context.fillText('down: ' + this.pointerDown() + ' duration: ' + this.downDuration().toFixed(0), x, y + 42);
+ this._parent.texture.context.fillText('just over: ' + this.justOver() + ' just out: ' + this.justOut(), x, y + 56);
}
diff --git a/Phaser/gameobjects/Button.ts b/Phaser/gameobjects/Button.ts
new file mode 100644
index 00000000..c435935a
--- /dev/null
+++ b/Phaser/gameobjects/Button.ts
@@ -0,0 +1,211 @@
+///
+///
+///
+///
+///
+///
+///
+///
+
+/**
+* Phaser - Button
+*/
+
+module Phaser {
+
+ export class Button extends Sprite {
+
+ /**
+ * Create a new Button object.
+ *
+ * @param game {Phaser.Game} Current game instance.
+ * @param [x] {number} the initial x position of the button.
+ * @param [y] {number} the initial y position of the button.
+ * @param [key] {string} Key of the graphic you want to load for this button.
+ */
+ constructor(game: Game, x?: number = 0, y?: number = 0, key?: string = null, callback? = null, callbackContext? = null, overFrame? = null, outFrame? = null, downFrame? = null) {
+
+ super(game, x, y, key, outFrame);
+
+ this.type = Phaser.Types.BUTTON;
+
+ if (typeof overFrame == 'string')
+ {
+ this._onOverFrameName = overFrame;
+ }
+ else
+ {
+ this._onOverFrameID = overFrame;
+ }
+
+ if (typeof outFrame == 'string')
+ {
+ this._onOutFrameName = outFrame;
+ this._onUpFrameName = outFrame;
+ }
+ else
+ {
+ this._onOutFrameID = outFrame;
+ this._onUpFrameID = outFrame;
+ }
+
+ if (typeof downFrame == 'string')
+ {
+ this._onDownFrameName = downFrame;
+ }
+ else
+ {
+ this._onDownFrameID = downFrame;
+ }
+
+ // These are the signals the game will subscribe to
+ this.onInputOver = new Phaser.Signal;
+ this.onInputOut = new Phaser.Signal;
+ this.onInputDown = new Phaser.Signal;
+ this.onInputUp = new Phaser.Signal;
+
+ // Set a default signal for them
+ if (callback)
+ {
+ this.onInputUp.add(callback, callbackContext);
+ }
+
+ this.input.start(0, false, true);
+
+ // Redirect the input events to here so we can handle animation updates, etc
+ this.events.onInputOver.add(this.onInputOverHandler, this);
+ this.events.onInputOut.add(this.onInputOutHandler, this);
+ this.events.onInputDown.add(this.onInputDownHandler, this);
+ this.events.onInputUp.add(this.onInputUpHandler, this);
+
+ // By default we'll position it using screen space, not world space.
+ this.transform.scrollFactor.setTo(0, 0);
+
+ }
+
+ private _onOverFrameName = null;
+ private _onOutFrameName = null;
+ private _onDownFrameName = null;
+ private _onUpFrameName = null;
+ private _onOverFrameID = null;
+ private _onOutFrameID = null;
+ private _onDownFrameID = null;
+ private _onUpFrameID = null;
+
+ /**
+ * Dispatched when a pointer moves over an Input enabled sprite.
+ */
+ public onInputOver: Phaser.Signal;
+
+ /**
+ * Dispatched when a pointer moves out of an Input enabled sprite.
+ */
+ public onInputOut: Phaser.Signal;
+
+ /**
+ * Dispatched when a pointer is pressed down on an Input enabled sprite.
+ */
+ public onInputDown: Phaser.Signal;
+
+ /**
+ * Dispatched when a pointer is released over an Input enabled sprite
+ */
+ public onInputUp: Phaser.Signal;
+
+ // TODO
+ //public tabIndex: number;
+ //public tabEnabled: bool;
+
+ // ENTER or SPACE can activate this button if it has focus
+
+ private onInputOverHandler(pointer:Phaser.Pointer) {
+
+ if (this._onOverFrameName != null)
+ {
+ this.frameName = this._onOverFrameName;
+ }
+ else if (this._onOverFrameID != null)
+ {
+ this.frame = this._onOverFrameID;
+ }
+
+ if (this.onInputOver)
+ {
+ this.onInputOver.dispatch(this, pointer);
+ }
+
+ }
+
+ private onInputOutHandler(pointer:Phaser.Pointer) {
+
+ if (this._onOutFrameName != null)
+ {
+ this.frameName = this._onOutFrameName;
+ }
+ else if (this._onOutFrameID != null)
+ {
+ this.frame = this._onOutFrameID;
+ }
+
+ if (this.onInputOut)
+ {
+ this.onInputOut.dispatch(this, pointer);
+ }
+
+ }
+
+ private onInputDownHandler(pointer:Phaser.Pointer) {
+
+ if (this._onDownFrameName != null)
+ {
+ this.frameName = this._onDownFrameName;
+ }
+ else if (this._onDownFrameID != null)
+ {
+ this.frame = this._onDownFrameID;
+ }
+
+ if (this.onInputDown)
+ {
+ this.onInputDown.dispatch(this, pointer);
+ }
+
+ }
+
+ private onInputUpHandler(pointer:Phaser.Pointer) {
+
+ if (this._onUpFrameName != null)
+ {
+ this.frameName = this._onUpFrameName;
+ }
+ else if (this._onUpFrameID != null)
+ {
+ this.frame = this._onUpFrameID;
+ }
+
+ if (this.onInputUp)
+ {
+ this.onInputUp.dispatch(this, pointer);
+ }
+
+ }
+
+ public set priorityID(value: number) {
+ this.input.priorityID = value;
+ }
+
+ public get priorityID(): number {
+ return this.input.priorityID;
+ }
+
+ public set useHandCursor(value: bool) {
+ this.input.useHandCursor = value;
+ }
+
+ public get useHandCursor(): bool {
+ return this.input.useHandCursor;
+ }
+
+ }
+
+}
\ No newline at end of file
diff --git a/Phaser/gameobjects/DynamicTexture.ts b/Phaser/gameobjects/DynamicTexture.ts
index 2b77407d..579eadcd 100644
--- a/Phaser/gameobjects/DynamicTexture.ts
+++ b/Phaser/gameobjects/DynamicTexture.ts
@@ -77,6 +77,14 @@ module Phaser {
*/
public context: CanvasRenderingContext2D;
+ /**
+ * You can set a globalCompositeOperation that will be applied before the render method is called on this Sprite.
+ * This is useful if you wish to apply an effect like 'lighten'.
+ * If this value is set it will call a canvas context save and restore before and after the render pass, so use it sparingly.
+ * Set to null to disable.
+ */
+ public globalCompositeOperation: string = null;
+
/**
* Get a color of a specific pixel.
* @param x {number} X position of the pixel in this texture.
@@ -252,12 +260,15 @@ module Phaser {
* Given an array of Sprites it will update each of them so that their canvas/contexts reference this DynamicTexture
* @param objects {Array} An array of GameObjects, or objects that inherit from it such as Sprites
*/
- public assignCanvasToGameObjects(objects: IGameObject[]) {
+ public assignCanvasToGameObjects(objects) {
for (var i = 0; i < objects.length; i++)
{
- objects[i].texture.canvas = this.canvas;
- objects[i].texture.context = this.context;
+ if (objects[i].texture)
+ {
+ objects[i].texture.canvas = this.canvas;
+ objects[i].texture.context = this.context;
+ }
}
}
@@ -278,7 +289,20 @@ module Phaser {
* @param y {number} The Y coordinate to render on the stage to (given in screen coordinates, not world)
*/
public render(x?: number = 0, y?: number = 0) {
+
+ if (this.globalCompositeOperation)
+ {
+ this.game.stage.context.save();
+ this.game.stage.context.globalCompositeOperation = this.globalCompositeOperation;
+ }
+
this.game.stage.context.drawImage(this.canvas, x, y);
+
+ if (this.globalCompositeOperation)
+ {
+ this.game.stage.context.restore();
+ }
+
}
public get width(): number {
diff --git a/Phaser/gameobjects/GameObjectFactory.ts b/Phaser/gameobjects/GameObjectFactory.ts
index dc9e071f..e6251ada 100644
--- a/Phaser/gameobjects/GameObjectFactory.ts
+++ b/Phaser/gameobjects/GameObjectFactory.ts
@@ -3,6 +3,7 @@
///
///
///
+///
///
///
///
@@ -62,6 +63,23 @@ module Phaser {
// return this._world.group.add(new GeomSprite(this._game, x, y));
//}
+ /**
+ * Create a new Button game object.
+ *
+ * @param [x] {number} X position of the button.
+ * @param [y] {number} Y position of the button.
+ * @param [key] {string} The image key as defined in the Game.Cache to use as the texture for this button.
+ * @param [callback] {function} The function to call when this button is pressed
+ * @param [callbackContext] {object} The context in which the callback will be called (usually 'this')
+ * @param [overFrame] {string|number} This is the frame or frameName that will be set when this button is in an over state. Give either a number to use a frame ID or a string for a frame name.
+ * @param [outFrame] {string|number} This is the frame or frameName that will be set when this button is in an out state. Give either a number to use a frame ID or a string for a frame name.
+ * @param [downFrame] {string|number} This is the frame or frameName that will be set when this button is in a down state. Give either a number to use a frame ID or a string for a frame name.
+ * @returns {Button} The newly created button object.
+ */
+ public button(x?: number = 0, y?: number = 0, key?: string = null, callback? = null, callbackContext? = null, overFrame? = null, outFrame? = null, downFrame? = null): Button {
+ return