mirror of
https://github.com/wassname/phaser.git
synced 2026-07-04 17:20:31 +08:00
Added the new Button game object and various other input and tilemap fixes.
This commit is contained in:
@@ -0,0 +1,211 @@
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/// <reference path="../Game.ts" />
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/// <reference path="../math/Vec2.ts" />
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/// <reference path="../geom/Rectangle.ts" />
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/// <reference path="../components/animation/AnimationManager.ts" />
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/// <reference path="../components/Texture.ts" />
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/// <reference path="../components/Transform.ts" />
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/// <reference path="../components/sprite/Input.ts" />
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/// <reference path="../components/sprite/Events.ts" />
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/**
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* Phaser - Button
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*/
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module Phaser {
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export class Button extends Sprite {
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/**
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* Create a new <code>Button</code> object.
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*
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* @param game {Phaser.Game} Current game instance.
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* @param [x] {number} the initial x position of the button.
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* @param [y] {number} the initial y position of the button.
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* @param [key] {string} Key of the graphic you want to load for this button.
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*/
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constructor(game: Game, x?: number = 0, y?: number = 0, key?: string = null, callback? = null, callbackContext? = null, overFrame? = null, outFrame? = null, downFrame? = null) {
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super(game, x, y, key, outFrame);
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this.type = Phaser.Types.BUTTON;
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if (typeof overFrame == 'string')
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{
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this._onOverFrameName = overFrame;
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}
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else
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{
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this._onOverFrameID = overFrame;
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}
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if (typeof outFrame == 'string')
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{
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this._onOutFrameName = outFrame;
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this._onUpFrameName = outFrame;
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}
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else
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{
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this._onOutFrameID = outFrame;
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this._onUpFrameID = outFrame;
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}
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if (typeof downFrame == 'string')
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{
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this._onDownFrameName = downFrame;
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}
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else
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{
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this._onDownFrameID = downFrame;
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}
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// These are the signals the game will subscribe to
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this.onInputOver = new Phaser.Signal;
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this.onInputOut = new Phaser.Signal;
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this.onInputDown = new Phaser.Signal;
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this.onInputUp = new Phaser.Signal;
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// Set a default signal for them
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if (callback)
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{
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this.onInputUp.add(callback, callbackContext);
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}
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this.input.start(0, false, true);
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// Redirect the input events to here so we can handle animation updates, etc
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this.events.onInputOver.add(this.onInputOverHandler, this);
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this.events.onInputOut.add(this.onInputOutHandler, this);
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this.events.onInputDown.add(this.onInputDownHandler, this);
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this.events.onInputUp.add(this.onInputUpHandler, this);
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// By default we'll position it using screen space, not world space.
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this.transform.scrollFactor.setTo(0, 0);
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}
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private _onOverFrameName = null;
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private _onOutFrameName = null;
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private _onDownFrameName = null;
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private _onUpFrameName = null;
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private _onOverFrameID = null;
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private _onOutFrameID = null;
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private _onDownFrameID = null;
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private _onUpFrameID = null;
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/**
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* Dispatched when a pointer moves over an Input enabled sprite.
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*/
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public onInputOver: Phaser.Signal;
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/**
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* Dispatched when a pointer moves out of an Input enabled sprite.
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*/
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public onInputOut: Phaser.Signal;
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/**
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* Dispatched when a pointer is pressed down on an Input enabled sprite.
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*/
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public onInputDown: Phaser.Signal;
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/**
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* Dispatched when a pointer is released over an Input enabled sprite
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*/
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public onInputUp: Phaser.Signal;
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// TODO
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//public tabIndex: number;
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//public tabEnabled: bool;
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// ENTER or SPACE can activate this button if it has focus
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private onInputOverHandler(pointer:Phaser.Pointer) {
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if (this._onOverFrameName != null)
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{
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this.frameName = this._onOverFrameName;
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}
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else if (this._onOverFrameID != null)
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{
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this.frame = this._onOverFrameID;
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}
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if (this.onInputOver)
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{
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this.onInputOver.dispatch(this, pointer);
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}
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}
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private onInputOutHandler(pointer:Phaser.Pointer) {
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if (this._onOutFrameName != null)
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{
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this.frameName = this._onOutFrameName;
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}
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else if (this._onOutFrameID != null)
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{
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this.frame = this._onOutFrameID;
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}
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if (this.onInputOut)
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{
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this.onInputOut.dispatch(this, pointer);
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}
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}
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private onInputDownHandler(pointer:Phaser.Pointer) {
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if (this._onDownFrameName != null)
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{
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this.frameName = this._onDownFrameName;
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}
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else if (this._onDownFrameID != null)
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{
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this.frame = this._onDownFrameID;
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}
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if (this.onInputDown)
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{
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this.onInputDown.dispatch(this, pointer);
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}
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}
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private onInputUpHandler(pointer:Phaser.Pointer) {
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if (this._onUpFrameName != null)
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{
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this.frameName = this._onUpFrameName;
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}
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else if (this._onUpFrameID != null)
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{
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this.frame = this._onUpFrameID;
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}
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if (this.onInputUp)
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{
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this.onInputUp.dispatch(this, pointer);
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}
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}
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public set priorityID(value: number) {
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this.input.priorityID = value;
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}
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public get priorityID(): number {
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return this.input.priorityID;
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}
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public set useHandCursor(value: bool) {
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this.input.useHandCursor = value;
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}
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public get useHandCursor(): bool {
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return this.input.useHandCursor;
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}
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}
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}
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@@ -77,6 +77,14 @@ module Phaser {
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*/
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public context: CanvasRenderingContext2D;
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/**
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* You can set a globalCompositeOperation that will be applied before the render method is called on this Sprite.
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* This is useful if you wish to apply an effect like 'lighten'.
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* If this value is set it will call a canvas context save and restore before and after the render pass, so use it sparingly.
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* Set to null to disable.
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*/
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public globalCompositeOperation: string = null;
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/**
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* Get a color of a specific pixel.
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* @param x {number} X position of the pixel in this texture.
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@@ -252,12 +260,15 @@ module Phaser {
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* Given an array of Sprites it will update each of them so that their canvas/contexts reference this DynamicTexture
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* @param objects {Array} An array of GameObjects, or objects that inherit from it such as Sprites
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*/
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public assignCanvasToGameObjects(objects: IGameObject[]) {
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public assignCanvasToGameObjects(objects) {
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for (var i = 0; i < objects.length; i++)
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{
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objects[i].texture.canvas = this.canvas;
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objects[i].texture.context = this.context;
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if (objects[i].texture)
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{
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objects[i].texture.canvas = this.canvas;
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objects[i].texture.context = this.context;
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}
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}
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}
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@@ -278,7 +289,20 @@ module Phaser {
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* @param y {number} The Y coordinate to render on the stage to (given in screen coordinates, not world)
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*/
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public render(x?: number = 0, y?: number = 0) {
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if (this.globalCompositeOperation)
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{
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this.game.stage.context.save();
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this.game.stage.context.globalCompositeOperation = this.globalCompositeOperation;
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}
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this.game.stage.context.drawImage(this.canvas, x, y);
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if (this.globalCompositeOperation)
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{
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this.game.stage.context.restore();
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}
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}
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public get width(): number {
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@@ -3,6 +3,7 @@
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/// <reference path="../gameobjects/Emitter.ts" />
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/// <reference path="../gameobjects/Particle.ts" />
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/// <reference path="../gameobjects/Sprite.ts" />
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/// <reference path="../gameobjects/Button.ts" />
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/// <reference path="../gameobjects/ScrollZone.ts" />
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/// <reference path="../gameobjects/DynamicTexture.ts" />
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/// <reference path="../gameobjects/Tilemap.ts" />
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@@ -62,6 +63,23 @@ module Phaser {
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// return <GeomSprite> this._world.group.add(new GeomSprite(this._game, x, y));
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//}
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/**
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* Create a new Button game object.
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*
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* @param [x] {number} X position of the button.
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* @param [y] {number} Y position of the button.
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* @param [key] {string} The image key as defined in the Game.Cache to use as the texture for this button.
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* @param [callback] {function} The function to call when this button is pressed
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* @param [callbackContext] {object} The context in which the callback will be called (usually 'this')
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* @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.
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* @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.
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* @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.
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* @returns {Button} The newly created button object.
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*/
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public button(x?: number = 0, y?: number = 0, key?: string = null, callback? = null, callbackContext? = null, overFrame? = null, outFrame? = null, downFrame? = null): Button {
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return <Button> this._world.group.add(new Button(this._game, x, y, key, callback, callbackContext, overFrame, outFrame, downFrame));
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}
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/**
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* Create a new Sprite with specific position and sprite sheet key.
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*
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@@ -54,6 +54,21 @@ module Phaser {
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*/
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visible: bool;
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/**
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* The animation manager component
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*/
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animations: Phaser.Components.AnimationManager;
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/**
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* Associated events
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*/
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events;
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/**
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* The input component
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*/
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input;
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/**
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* The texture used to render.
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*/
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@@ -42,9 +42,9 @@ module Phaser {
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this.group = null;
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this.name = '';
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this.events = new Phaser.Components.Sprite.Events(this);
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this.animations = new Phaser.Components.AnimationManager(this);
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this.input = new Phaser.Components.Sprite.Input(this);
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this.events = new Phaser.Components.Sprite.Events(this);
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this.texture = new Phaser.Components.Texture(this);
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this.transform = new Phaser.Components.Transform(this);
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@@ -224,17 +224,26 @@ module Phaser {
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*/
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public scale: Phaser.Vec2;
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/**
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* The alpha of the Sprite between 0 and 1, a value of 1 being fully opaque.
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*/
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public alpha: number;
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/**
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* The origin of the Sprite around which rotation and positioning takes place.
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* This is a reference to Sprite.transform.origin
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*/
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public origin: Phaser.Vec2;
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/**
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* The alpha of the Sprite between 0 and 1, a value of 1 being fully opaque.
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*/
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public set alpha(value: number) {
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this.texture.alpha = value;
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}
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/**
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* The alpha of the Sprite between 0 and 1, a value of 1 being fully opaque.
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*/
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public get alpha(): number {
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return this.texture.alpha;
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}
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/**
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* Set the animation frame by frame number.
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*/
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@@ -206,6 +206,9 @@ module Phaser {
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public postUpdate() {
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}
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public destroy() {
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}
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/**
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* Parset csv map data and generate tiles.
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* @param data {string} CSV map data.
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