ArcadePhysics.overlap and collide now recognise TileSprites in the collision checks.

This commit is contained in:
photonstorm
2013-12-17 16:48:03 +00:00
parent a0961f27df
commit dd7ae12271
13 changed files with 250 additions and 42 deletions
+6
View File
@@ -67,6 +67,12 @@ Phaser.Stage = function (game, width, height) {
*/
this.aspectRatio = width / height;
/**
* @property {boolean} disableVisibilityChange - By default if the browser tab loses focus the game will pause. You can stop that behaviour by setting this property to true.
* @default
*/
this.disableVisibilityChange = false;
/**
* @property {number} _nextOffsetCheck - The time to run the next offset check.
* @private
+102
View File
@@ -51,8 +51,110 @@ Phaser.TileSprite = function (game, x, y, width, height, key, frame) {
*/
this.tilePosition = new Phaser.Point(0, 0);
this.body.width = width;
this.body.height = height;
};
Phaser.TileSprite.prototype = Phaser.Utils.extend(true, PIXI.TilingSprite.prototype, Phaser.Sprite.prototype);
Phaser.TileSprite.prototype.constructor = Phaser.TileSprite;
/**
* Indicates the rotation of the Sprite, in degrees, from its original orientation. Values from 0 to 180 represent clockwise rotation; values from 0 to -180 represent counterclockwise rotation.
* Values outside this range are added to or subtracted from 360 to obtain a value within the range. For example, the statement player.angle = 450 is the same as player.angle = 90.
* If you wish to work in radians instead of degrees use the property Sprite.rotation instead.
* @name Phaser.TileSprite#angle
* @property {number} angle - Gets or sets the Sprites angle of rotation in degrees.
*/
Object.defineProperty(Phaser.TileSprite.prototype, 'angle', {
get: function() {
return Phaser.Math.wrapAngle(Phaser.Math.radToDeg(this.rotation));
},
set: function(value) {
this.rotation = Phaser.Math.degToRad(Phaser.Math.wrapAngle(value));
}
});
/**
* @name Phaser.TileSprite#frame
* @property {number} frame - Gets or sets the current frame index and updates the Texture Cache for display.
*/
Object.defineProperty(Phaser.TileSprite.prototype, "frame", {
get: function () {
return this.animations.frame;
},
set: function (value) {
this.animations.frame = value;
}
});
/**
* @name Phaser.TileSprite#frameName
* @property {string} frameName - Gets or sets the current frame name and updates the Texture Cache for display.
*/
Object.defineProperty(Phaser.TileSprite.prototype, "frameName", {
get: function () {
return this.animations.frameName;
},
set: function (value) {
this.animations.frameName = value;
}
});
/**
* @name Phaser.TileSprite#inCamera
* @property {boolean} inCamera - Is this sprite visible to the camera or not?
* @readonly
*/
Object.defineProperty(Phaser.TileSprite.prototype, "inCamera", {
get: function () {
return this._cache.cameraVisible;
}
});
/**
* By default a Sprite won't process any input events at all. By setting inputEnabled to true the Phaser.InputHandler is
* activated for this Sprite instance and it will then start to process click/touch events and more.
*
* @name Phaser.TileSprite#inputEnabled
* @property {boolean} inputEnabled - Set to true to allow this Sprite to receive input events, otherwise false.
*/
Object.defineProperty(Phaser.TileSprite.prototype, "inputEnabled", {
get: function () {
return (this.input.enabled);
},
set: function (value) {
if (value)
{
if (this.input.enabled === false)
{
this.input.start();
}
}
else
{
if (this.input.enabled)
{
this.input.stop();
}
}
}
});
+1 -1
View File
@@ -207,7 +207,7 @@ Phaser.Pointer.prototype = {
}
// Fix to stop rogue browser plugins from blocking the visibility state event
if (this.game.paused === true && this.game.stage.scale.incorrectOrientation === false)
if (this.game.stage.disableVisibilityChange === false && this.game.paused && this.game.stage.scale.incorrectOrientation === false)
{
this.game.paused = false;
return this;
+8 -4
View File
@@ -396,18 +396,22 @@ Phaser.Loader.prototype = {
* @param {string} url - URL of the tileset.
* @param {number} tileWidth - Width of each single tile in pixels.
* @param {number} tileHeight - Height of each single tile in pixels.
* @param {number} [tileMax=-1] - How many tiles in this tileset. If not specified it will divide the whole image into tiles.
* @param {number} [tileMargin=0] - If the tiles have been drawn with a margin, specify the amount here.
* @param {number} [tileSpacing=0] - If the tiles have been drawn with spacing between them, specify the amount here.
* @param {number} [rows=-1] - How many tiles are placed horizontally in each row? If -1 it will calculate rows by dividing the image width by tileWidth.
* @param {number} [columns=-1] - How many tiles are placed vertically in each column? If -1 it will calculate columns by dividing the image height by tileHeight.
* @param {number} [limit=-1] - The maximum number of tiles to extract from the image. If -1 it will extract rows * columns worth, otherwise you can set a lower limit value.
* @return {Phaser.Loader} This Loader instance.
*/
tileset: function (key, url, tileWidth, tileHeight, tileMax, tileMargin, tileSpacing) {
tileset: function (key, url, tileWidth, tileHeight, tileMargin, tileSpacing, rows, columns, limit) {
if (typeof tileMax === "undefined") { tileMax = -1; }
if (typeof tileMargin === "undefined") { tileMargin = 0; }
if (typeof tileSpacing === "undefined") { tileSpacing = 0; }
if (typeof rows === "undefined") { rows = -1; }
if (typeof columns === "undefined") { columns = -1; }
if (typeof limit === "undefined") { limit = -1; }
this.addToFileList('tileset', key, url, { tileWidth: tileWidth, tileHeight: tileHeight, tileMax: tileMax, tileMargin: tileMargin, tileSpacing: tileSpacing });
this.addToFileList('tileset', key, url, { tileWidth: tileWidth, tileHeight: tileHeight, tileMargin: tileMargin, tileSpacing: tileSpacing, rows: rows, columns: columns, limit: limit });
return this;
+9 -11
View File
@@ -306,9 +306,9 @@ Phaser.Physics.Arcade.prototype = {
if (object1 && object2 && object1.exists && object2.exists)
{
// SPRITES
if (object1.type == Phaser.SPRITE)
if (object1.type == Phaser.SPRITE || object1.type == Phaser.TILESPRITE)
{
if (object2.type == Phaser.SPRITE)
if (object2.type == Phaser.SPRITE || object2.type == Phaser.TILESPRITE)
{
this.overlapSpriteVsSprite(object1, object2, overlapCallback, processCallback, callbackContext);
}
@@ -320,7 +320,7 @@ Phaser.Physics.Arcade.prototype = {
// GROUPS
else if (object1.type == Phaser.GROUP)
{
if (object2.type == Phaser.SPRITE)
if (object2.type == Phaser.SPRITE || object2.type == Phaser.TILESPRITE)
{
this.overlapSpriteVsGroup(object2, object1, overlapCallback, processCallback, callbackContext);
}
@@ -332,7 +332,7 @@ Phaser.Physics.Arcade.prototype = {
// EMITTER
else if (object1.type == Phaser.EMITTER)
{
if (object2.type == Phaser.SPRITE)
if (object2.type == Phaser.SPRITE || object2.type == Phaser.TILESPRITE)
{
this.overlapSpriteVsGroup(object2, object1, overlapCallback, processCallback, callbackContext);
}
@@ -482,12 +482,10 @@ Phaser.Physics.Arcade.prototype = {
// Only collide valid objects
if (object1 && object2 && object1.exists && object2.exists)
{
// Can expand to support Buttons, Text, etc at a later date. For now these are the essentials.
// SPRITES
if (object1.type == Phaser.SPRITE)
if (object1.type == Phaser.SPRITE || object1.type == Phaser.TILESPRITE)
{
if (object2.type == Phaser.SPRITE)
if (object2.type == Phaser.SPRITE || object2.type == Phaser.TILESPRITE)
{
this.collideSpriteVsSprite(object1, object2, collideCallback, processCallback, callbackContext);
}
@@ -503,7 +501,7 @@ Phaser.Physics.Arcade.prototype = {
// GROUPS
else if (object1.type == Phaser.GROUP)
{
if (object2.type == Phaser.SPRITE)
if (object2.type == Phaser.SPRITE || object2.type == Phaser.TILESPRITE)
{
this.collideSpriteVsGroup(object2, object1, collideCallback, processCallback, callbackContext);
}
@@ -519,7 +517,7 @@ Phaser.Physics.Arcade.prototype = {
// TILEMAP LAYERS
else if (object1.type == Phaser.TILEMAPLAYER)
{
if (object2.type == Phaser.SPRITE)
if (object2.type == Phaser.SPRITE || object2.type == Phaser.TILESPRITE)
{
this.collideSpriteVsTilemapLayer(object2, object1, collideCallback, processCallback, callbackContext);
}
@@ -531,7 +529,7 @@ Phaser.Physics.Arcade.prototype = {
// EMITTER
else if (object1.type == Phaser.EMITTER)
{
if (object2.type == Phaser.SPRITE)
if (object2.type == Phaser.SPRITE || object2.type == Phaser.TILESPRITE)
{
this.collideSpriteVsGroup(object2, object1, collideCallback, processCallback, callbackContext);
}
@@ -25,7 +25,6 @@ PIXI.WebGLRenderGroup = function(gl, transparent)
this.batchs = [];
this.toRemove = [];
console.log(this.transparent)
this.filterManager = new PIXI.WebGLFilterManager(this.transparent);
}