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Added the new Button game object and various other input and tilemap fixes.
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/// <reference path="../../Phaser/Game.ts" />
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/// <reference path="../../Phaser/gameobjects/Button.ts" />
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(function () {
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var game = new Phaser.Game(this, 'game', 800, 600, init, create);
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function init() {
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game.load.image('beast', 'assets/pics/shadow_of_the_beast2_other_world.png');
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game.load.atlas('button', 'assets/buttons/button_texture_atlas.png', 'assets/buttons/button_texture_atlas.json');
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game.load.start();
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}
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image:
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Phaser.Sprite
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button:
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Phaser.Button
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function create() {
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// This is just an image that we'll toggle the display of when you click the button
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this.image = game.add.sprite(game.stage.centerX, 0, 'beast');
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this.image.transform.origin.setTo(0.5, 0);
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// This button is created from a texture atlas.
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// Instead of frame IDs (like with a sprite sheet) we can tell it to use frame names instead.
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// In this case our atlast frame names were called 'over', 'out' and 'down', but they could be anything you want.
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// The function "clickedIt" will be called when the button is clicked or touched
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this.button = game.add.button(game.stage.centerX, 400, 'button', clickedIt, this, 'over', 'out', 'down');
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// Just makes the button origin set to the middle, we only do this to center the button on-screen, no other reason
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this.button.transform.origin.setTo(0.5, 0.5);
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}
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function clickedIt() {
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if(this.image.visible == true) {
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this.image.visible = false;
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} else {
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this.image.visible = true;
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}
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}
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})();
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