mirror of
https://github.com/wassname/phaser.git
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* Fixed a bug in the AnimationManager where useNumericIndex was always set to true
* Added in lots of Particle examples * Added in the start of a Breakout game * Added in the start of a Platformer game
This commit is contained in:
@@ -48,7 +48,10 @@ Version 1.0.2
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* Added 'collideWorldBounds' to Emitter.makeParticles function.
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* Added 'collideWorldBounds' to Emitter.makeParticles function.
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* Added Emitter.angularDrag
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* Added Emitter.angularDrag
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* Changed Emitter.bounce from a number to a Point, so now set its x/y properties to control different amounts of bounce per axis.
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* Changed Emitter.bounce from a number to a Point, so now set its x/y properties to control different amounts of bounce per axis.
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* Fixed a bug in the AnimationManager where useNumericIndex was always set to true
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* Added in lots of Particle examples
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* Added in the start of a Breakout game
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* Added in the start of a Platformer game
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Version 1.0.1
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Version 1.0.1
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@@ -0,0 +1,91 @@
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<?php
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$title = "Breakout";
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require('../head.php');
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?>
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<script type="text/javascript">
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(function () {
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var game = new Phaser.Game(800, 600, Phaser.CANVAS, '', { preload: preload, create: create, update: update, render: render });
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function preload() {
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game.load.atlas('breakout', 'assets/sprites/breakout.png', 'assets/sprites/breakout.json');
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}
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var ball;
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var paddle;
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var bricks;
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var ballOnPaddle = true;
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function create() {
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var brick;
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bricks = game.add.group();
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for (var y = 0; y < 4; y++)
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{
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for (var x = 0; x < 15; x++)
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{
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brick = bricks.create(120 + (x * 36), 100 + (y * 52), 'breakout', 'brick_' + (y+1) + '_1.png');
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brick.body.bounce.setTo(1, 1);
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brick.body.immovable = true;
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}
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}
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ball = game.add.sprite(game.world.centerX, 534, 'breakout', 'ball_1.png');
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ball.body.collideWorldBounds = true;
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ball.body.bounce.setTo(1, 1);
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ball.animations.add('spin', [ 'ball_1.png', 'ball_2.png', 'ball_3.png', 'ball_4.png', 'ball_5.png' ], 50, true, false);
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paddle = game.add.sprite(game.world.centerX, 550, 'breakout', 'paddle_big.png');
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paddle.body.collideWorldBounds = true;
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paddle.body.bounce.setTo(1, 1);
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paddle.body.immovable = true;
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game.input.onDown.add(releaseBall, this);
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}
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function update () {
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paddle.x = game.input.x;
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if (ballOnPaddle)
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{
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ball.x = paddle.x + 16;
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}
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else
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{
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game.physics.collide(paddle, ball);
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game.physics.collide(ball, bricks, ballHitBrick, null, this);
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}
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}
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function releaseBall () {
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ballOnPaddle = false;
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ball.body.velocity.y = -300;
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ball.body.velocity.x = -75;
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ball.animations.play('spin');
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}
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function ballHitBrick (_ball, _brick) {
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_brick.kill();
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}
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function render () {
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}
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})();
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</script>
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<?php
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require('../foot.php');
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?>
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Binary file not shown.
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After Width: | Height: | Size: 176 KiB |
+1
-1
@@ -3,7 +3,7 @@
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*/
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*/
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var Phaser = Phaser || {
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var Phaser = Phaser || {
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VERSION: '1.0.1',
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VERSION: '1.0.2',
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GAMES: [],
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GAMES: [],
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AUTO: 0,
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AUTO: 0,
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CANVAS: 1,
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CANVAS: 1,
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@@ -59,8 +59,9 @@ Phaser.AnimationManager.prototype = {
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frames = frames || null;
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frames = frames || null;
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frameRate = frameRate || 60;
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frameRate = frameRate || 60;
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loop = loop || false;
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useNumericIndex = useNumericIndex || true;
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if (typeof loop == 'undefined') { loop = false; }
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if (typeof useNumericIndex == 'undefined') { useNumericIndex = true; }
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if (this._frameData == null)
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if (this._frameData == null)
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{
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{
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@@ -111,6 +112,8 @@ Phaser.AnimationManager.prototype = {
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*/
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*/
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validateFrames: function (frames, useNumericIndex) {
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validateFrames: function (frames, useNumericIndex) {
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if (typeof useNumericIndex == 'undefined') { useNumericIndex = true; }
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for (var i = 0; i < frames.length; i++)
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for (var i = 0; i < frames.length; i++)
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{
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{
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if (useNumericIndex == true)
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if (useNumericIndex == true)
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@@ -164,6 +164,7 @@ Phaser.Animation.Parser = {
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for (var key in frames)
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for (var key in frames)
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{
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{
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console.log(key);
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var uuid = game.rnd.uuid();
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var uuid = game.rnd.uuid();
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newFrame = data.addFrame(new Phaser.Animation.Frame(
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newFrame = data.addFrame(new Phaser.Animation.Frame(
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