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Added minifed build.
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@@ -1,4 +1,5 @@
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/// <reference path="Game.ts" />
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/// <reference path="system/Sound.ts" />
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/**
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* Phaser - SoundManager
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+9
-8
@@ -1,16 +1,17 @@
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/**
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* Phaser
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* Phaser
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*
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* v0.9 - April 18th 2013
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* v0.9 - April 18th 2013
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*
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* A small and feature-packed 2D canvas game framework born from the firey pits of Flixel and Kiwi.
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* A small and feature-packed 2D canvas game framework born from the firey pits of Flixel and Kiwi.
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*
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* Richard Davey (@photonstorm)
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* Adam Saltsman (@ADAMATOMIC) (original Flixel code)
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* Richard Davey (@photonstorm)
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*
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* "If you want your children to be intelligent, read them fairy tales."
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* "If you want them to be more intelligent, read them more fairy tales."
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* -- Albert Einstein
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* Many thanks to Adam Saltsman (@ADAMATOMIC) for the original Flixel AS3 code on which Phaser is based.
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*
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* "If you want your children to be intelligent, read them fairy tales."
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* "If you want them to be more intelligent, read them more fairy tales."
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* -- Albert Einstein
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*/
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var Phaser;
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(function (Phaser) {
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var Phaser;(function(Phaser){var Basic=(function(){function Basic(game){this.name="";this._game=game;this.ID=-1;this.exists=true;this.active=true;this.visible=true;this.alive=true;this.isGroup=false;this.ignoreDrawDebug=false}Basic.prototype.destroy=function(){};Basic.prototype.preUpdate=function(){};Basic.prototype.update=function(){};Basic.prototype.postUpdate=function(){};Basic.prototype.render=function(camera,cameraOffsetX,cameraOffsetY){};Basic.prototype.kill=function(){this.alive=false;this.exists=false};Basic.prototype.revive=function(){this.alive=true;this.exists=true};Basic.prototype.toString=function(){return""};return Basic})();Phaser.Basic=Basic})(Phaser||(Phaser={}));var Phaser;(function(Phaser){var SignalBinding=(function(){function SignalBinding(signal,listener,isOnce,listenerContext,priority){if(typeof priority==="undefined"){priority=0}this.active=true;this.params=null;this._listener=listener;this._isOnce=isOnce;this.context=listenerContext;this._signal=signal;this.priority=priority||0}SignalBinding.prototype.execute=function(paramsArr){var handlerReturn;var params;if(this.active&&!!this._listener){params=this.params?this.params.concat(paramsArr):paramsArr;handlerReturn=this._listener.apply(this.context,params);if(this._isOnce){this.detach()}}return handlerReturn};SignalBinding.prototype.detach=function(){return this.isBound()?this._signal.remove(this._listener,this.context):null};SignalBinding.prototype.isBound=function(){return(!!this._signal&&!!this._listener)};SignalBinding.prototype.isOnce=function(){return this._isOnce};SignalBinding.prototype.getListener=function(){return this._listener};SignalBinding.prototype.getSignal=function(){return this._signal};SignalBinding.prototype._destroy=function(){delete this._signal;delete this._listener;delete this.context};SignalBinding.prototype.toString=function(){return"[SignalBinding isOnce:"+this._isOnce+", isBound:"+this.isBound()+", active:"+this.active+"]"};return SignalBinding})();Phaser.SignalBinding=SignalBinding})(Phaser||(Phaser={}));var Phaser;(function(Phaser){var Signal=(function(){function Signal(){this._bindings=[];this._prevParams=null;this.memorize=false;this._shouldPropagate=true;this.active=true}Signal.VERSION="1.0.0";Signal.prototype.validateListener=function(listener,fnName){if(typeof listener!=="function"){throw new Error("listener is a required param of {fn}() and should be a Function.".replace("{fn}",fnName))}};Signal.prototype._registerListener=function(listener,isOnce,listenerContext,priority){var prevIndex=this._indexOfListener(listener,listenerContext);var binding;if(prevIndex!==-1){binding=this._bindings[prevIndex];if(binding.isOnce()!==isOnce){throw new Error("You cannot add"+(isOnce?"":"Once")+"() then add"+(!isOnce?"":"Once")+"() the same listener without removing the relationship first.")}}else{binding=new Phaser.SignalBinding(this,listener,isOnce,listenerContext,priority);this._addBinding(binding)}if(this.memorize&&this._prevParams){binding.execute(this._prevParams)}return binding};Signal.prototype._addBinding=function(binding){var n=this._bindings.length;do{--n}while(this._bindings[n]&&binding.priority<=this._bindings[n].priority);this._bindings.splice(n+1,0,binding)};Signal.prototype._indexOfListener=function(listener,context){var n=this._bindings.length;var cur;while(n--){cur=this._bindings[n];if(cur.getListener()===listener&&cur.context===context){return n}}return -1};Signal.prototype.has=function(listener,context){if(typeof context==="undefined"){context=null}return this._indexOfListener(listener,context)!==-1};Signal.prototype.add=function(listener,listenerContext,priority){if(typeof listenerContext==="undefined"){listenerContext=null}if(typeof priority==="undefined"){priority=0}this.validateListener(listener,"add");return this._registerListener(listener,false,listenerContext,priority)};Signal.prototype.addOnce=function(listener,listenerContext,priority){if(typeof listenerContext==="undefined"){listenerContext=null}if(typeof priority==="undefined"){priority=0}this.validateListener(listener,"addOnce");return this._registerListener(listener,true,listenerContext,priority)};Signal.prototype.remove=function(listener,context){if(typeof context==="undefined"){context=null}this.validateListener(listener,"remove");var i=this._indexOfListener(listener,context);if(i!==-1){this._bindings[i]._destroy();this._bindings.splice(i,1)}return listener};Signal.prototype.removeAll=function(){var n=this._bindings.length;while(n--){this._bindings[n]._destroy()}this._bindings.length=0};Signal.prototype.getNumListeners=function(){return this._bindings.length};Signal.prototype.halt=function(){this._shouldPropagate=false};Signal.prototype.dispatch=function(){var paramsArr=[];for(var _i=0;_i<(arguments.length-0);_i++){paramsArr[_i]=arguments[_i+0]}if(!this.active){return}var n=this._bindings.length;var bindings;if(this.memorize){this._prevParams=paramsArr}if(!n){return}bindings=this._bindings.slice(0);this._shouldPropagate=true;do{n--Line truncated
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@@ -80,21 +80,13 @@ var Phaser;
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Phaser.Basic = Basic;
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})(Phaser || (Phaser = {}));
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/// <reference path="Signal.ts" />
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/*
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* SignalBinding
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*
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* @desc An object that represents a binding between a Signal and a listener function.
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* Released under the MIT license
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* http://millermedeiros.github.com/js-signals/
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*
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* @version 1. - 7th March 2013
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*
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* @author Richard Davey, TypeScript conversion
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* @author Miller Medeiros, JS Signals
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*
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*/
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/**
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* Phaser
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* Phaser - SignalBinding
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*
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* An object that represents a binding between a Signal and a listener function.
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* Based on JS Signals by Miller Medeiros. Converted by TypeScript by Richard Davey.
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* Released under the MIT license
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* http://millermedeiros.github.com/js-signals/
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*/
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var Phaser;
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(function (Phaser) {
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@@ -201,28 +193,13 @@ var Phaser;
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Phaser.SignalBinding = SignalBinding;
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})(Phaser || (Phaser = {}));
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/// <reference path="SignalBinding.ts" />
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/*
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* Signal
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*
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* @desc A TypeScript conversion of JS Signals by Miller Medeiros
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* Released under the MIT license
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* http://millermedeiros.github.com/js-signals/
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*
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* @version 1. - 7th March 2013
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*
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* @author Richard Davey, TypeScript conversion
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* @author Miller Medeiros, JS Signals
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*
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*/
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/**
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* Custom event broadcaster
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* <br />- inspired by Robert Penner's AS3 Signals.
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* @name Signal
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* @author Miller Medeiros
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* @constructor
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*/
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/**
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* Phaser
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* Phaser - Signal
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*
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* A Signal is used for object communication via a custom broadcaster instead of Events.
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* Based on JS Signals by Miller Medeiros. Converted by TypeScript by Richard Davey.
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* Released under the MIT license
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* http://millermedeiros.github.com/js-signals/
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*/
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var Phaser;
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(function (Phaser) {
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@@ -473,7 +450,10 @@ var __extends = this.__extends || function (d, b) {
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/// <reference path="../Basic.ts" />
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/// <reference path="../Signal.ts" />
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/**
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* Phaser
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* Phaser - GameObject
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*
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* This is the base GameObject on which all other game objects are derived. It contains all the logic required for position,
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* motion, size, collision and input.
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*/
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var Phaser;
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(function (Phaser) {
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@@ -870,7 +850,10 @@ var Phaser;
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/// <reference path="../AnimationManager.ts" />
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/// <reference path="GameObject.ts" />
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/**
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* Phaser
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* Phaser - Sprite
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*
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* The Sprite GameObject is an extension of the core GameObject that includes support for animation and dynamic textures.
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* It's probably the most used GameObject of all.
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*/
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var Phaser;
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(function (Phaser) {
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@@ -1073,15 +1056,9 @@ var Phaser;
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})(Phaser || (Phaser = {}));
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/// <reference path="../../Game.ts" />
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/**
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* Animation
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* Phaser - Animation
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*
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* @desc Loads Sprite Sheets and Texture Atlas formats into a unified FrameData object
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*
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* @version 1.0 - 22nd March 2013
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* @author Richard Davey
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*/
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/**
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* Phaser
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* An Animation is a single animation. It is created by the AnimationManager and belongs to Sprite objects.
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*/
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var Phaser;
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(function (Phaser) {
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@@ -1176,7 +1153,9 @@ var Phaser;
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})(Phaser || (Phaser = {}));
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/// <reference path="../../Game.ts" />
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/**
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* Phaser
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* Phaser - AnimationLoader
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*
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* Responsible for parsing sprite sheet and JSON data into the internal FrameData format that Phaser uses for animations.
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*/
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var Phaser;
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(function (Phaser) {
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@@ -1232,7 +1211,9 @@ var Phaser;
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})(Phaser || (Phaser = {}));
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/// <reference path="../../Game.ts" />
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/**
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* Phaser
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* Phaser - Frame
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*
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* A Frame is a single frame of an animation and is part of a FrameData collection.
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*/
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var Phaser;
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(function (Phaser) {
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@@ -1270,7 +1251,9 @@ var Phaser;
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})(Phaser || (Phaser = {}));
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/// <reference path="../../Game.ts" />
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/**
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* Phaser
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* Phaser - FrameData
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*
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* FrameData is a container for Frame objects, the internal representation of animation data in Phaser.
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*/
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var Phaser;
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(function (Phaser) {
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@@ -1610,7 +1593,11 @@ var Phaser;
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/// <reference path="../gameobjects/Sprite.ts" />
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/// <reference path="../Game.ts" />
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/**
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* Phaser
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* Phaser - Camera
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*
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* A Camera is your view into the game world. It has a position, size, scale and rotation and renders only those objects
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* within its field of view. The game automatically creates a single Stage sized camera on boot, but it can be changed and
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* additional cameras created via the CameraManager.
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*/
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var Phaser;
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(function (Phaser) {
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@@ -2184,16 +2171,9 @@ var Phaser;
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})(Phaser || (Phaser = {}));
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/// <reference path="../Game.ts" />
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/**
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* Point
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* Phaser - Point
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*
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* @desc The Point object represents a location in a two-dimensional coordinate system, where x represents the horizontal axis and y represents the vertical axis.
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*
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* @version 1.2 - 27th February 2013
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* @author Richard Davey
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* @todo polar, interpolate
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*/
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/**
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* Phaser
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* The Point object represents a location in a two-dimensional coordinate system, where x represents the horizontal axis and y represents the vertical axis.
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*/
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var Phaser;
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(function (Phaser) {
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@@ -2448,15 +2428,9 @@ var Phaser;
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})(Phaser || (Phaser = {}));
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/// <reference path="../Game.ts" />
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/**
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* Rectangle
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* Phaser - Rectangle
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*
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* @desc A Rectangle object is an area defined by its position, as indicated by its top-left corner (x,y) and width and height.
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*
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* @version 1.2 - 15th October 2012
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* @author Richard Davey
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*/
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/**
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* Phaser
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* A Rectangle object is an area defined by its position, as indicated by its top-left corner (x,y) and width and height.
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*/
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var Phaser;
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(function (Phaser) {
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@@ -2937,12 +2911,9 @@ var Phaser;
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})(Phaser || (Phaser = {}));
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/// <reference path="../Game.ts" />
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/**
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* Phaser - Geom - Circle
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* Phaser - Circle
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*
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* @desc A Circle object is an area defined by its position, as indicated by its center point (x,y) and diameter.
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*
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* @version 1.1 - 11th October 2012
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* @author Richard Davey
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* A Circle object is an area defined by its position, as indicated by its center point (x,y) and diameter.
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*/
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var Phaser;
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(function (Phaser) {
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@@ -3351,13 +3322,9 @@ var Phaser;
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})(Phaser || (Phaser = {}));
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/// <reference path="../Game.ts" />
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/**
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* Phaser - Geom - Line
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* Phaser - Line
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*
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* @desc A Line object is an infinte line through space. The two sets of x/y coordinates define the Line Segment.
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*
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* @version 1.0 - 11th October 2012
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* @author Ross Kettle
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* @author Richard Davey
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* A Line object is an infinte line through space. The two sets of x/y coordinates define the Line Segment.
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*/
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var Phaser;
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(function (Phaser) {
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@@ -3625,12 +3592,9 @@ var Phaser;
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})(Phaser || (Phaser = {}));
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/// <reference path="../Game.ts" />
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/**
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* Phaser - Geom - IntersectResult
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* Phaser - IntersectResult
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*
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* @desc A light-weight result object to hold the results of an intersection
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*
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* @version 1.0 - 15th October 2012
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* @author Richard Davey
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* A light-weight result object to hold the results of an intersection. For when you need more than just true/false.
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*/
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var Phaser;
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(function (Phaser) {
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@@ -3673,12 +3637,9 @@ var Phaser;
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})(Phaser || (Phaser = {}));
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/// <reference path="../Game.ts" />
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/**
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* A miniature linked list class.
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* Useful for optimizing time-critical or highly repetitive tasks!
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* See <code>QuadTree</code> for how to use it, IF YOU DARE.
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*/
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/**
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* Phaser
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* Phaser - LinkedList
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*
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* A miniature linked list class. Useful for optimizing time-critical or highly repetitive tasks!
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*/
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var Phaser;
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(function (Phaser) {
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@@ -3707,15 +3668,12 @@ var Phaser;
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/// <reference path="../Game.ts" />
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/// <reference path="LinkedList.ts" />
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/**
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* A fairly generic quad tree structure for rapid overlap checks.
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* QuadTree is also configured for single or dual list operation.
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* You can add items either to its A list or its B list.
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* When you do an overlap check, you can compare the A list to itself,
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* Phaser - QuadTree
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*
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* A fairly generic quad tree structure for rapid overlap checks. QuadTree is also configured for single or dual list operation.
|
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* You can add items either to its A list or its B list. When you do an overlap check, you can compare the A list to itself,
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* or the A list against the B list. Handy for different things!
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*/
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/**
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* Phaser
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*/
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var Phaser;
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(function (Phaser) {
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var QuadTree = (function (_super) {
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@@ -6297,7 +6255,10 @@ var Phaser;
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})(Phaser || (Phaser = {}));
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/// <reference path="Game.ts" />
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/**
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* Phaser
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* Phaser - Loader
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*
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* The Loader handles loading all external content such as Images, Sounds, Texture Atlases and data files.
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* It uses a combination of Image() loading and xhr and provides for progress and completion callbacks.
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*/
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var Phaser;
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(function (Phaser) {
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@@ -6597,6 +6558,8 @@ var Phaser;
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/// <reference path="gameobjects/GameObject.ts" />
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/**
|
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* Phaser - Motion
|
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*
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* The Motion class contains lots of useful functions for moving game objects around in world space.
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*/
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var Phaser;
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(function (Phaser) {
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@@ -6903,6 +6866,7 @@ var Phaser;
|
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Phaser.Motion = Motion;
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})(Phaser || (Phaser = {}));
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/// <reference path="Game.ts" />
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/// <reference path="system/Sound.ts" />
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/**
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* Phaser - SoundManager
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*
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@@ -6988,35 +6952,31 @@ var Phaser;
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Phaser.SoundManager = SoundManager;
|
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})(Phaser || (Phaser = {}));
|
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/**
|
||||
* Phaser
|
||||
* Phaser
|
||||
*
|
||||
* v0.9 - April 18th 2013
|
||||
* v0.9 - April 18th 2013
|
||||
*
|
||||
* A small and feature-packed 2D canvas game framework born from the firey pits of Flixel and Kiwi.
|
||||
* A small and feature-packed 2D canvas game framework born from the firey pits of Flixel and Kiwi.
|
||||
*
|
||||
* Richard Davey (@photonstorm)
|
||||
* Richard Davey (@photonstorm)
|
||||
*
|
||||
* Many thanks to Adam Saltsman (@ADAMATOMIC) for the original Flixel AS3 code on which Phaser is based.
|
||||
* Many thanks to Adam Saltsman (@ADAMATOMIC) for the original Flixel AS3 code on which Phaser is based.
|
||||
*
|
||||
* "If you want your children to be intelligent, read them fairy tales."
|
||||
* "If you want them to be more intelligent, read them more fairy tales."
|
||||
* -- Albert Einstein
|
||||
* "If you want your children to be intelligent, read them fairy tales."
|
||||
* "If you want them to be more intelligent, read them more fairy tales."
|
||||
* -- Albert Einstein
|
||||
*/
|
||||
var Phaser;
|
||||
(function (Phaser) {
|
||||
Phaser.VERSION = 'Phaser version 0.9';
|
||||
})(Phaser || (Phaser = {}));
|
||||
/// <reference path="../Game.ts" />
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/*
|
||||
* Based on code from Viewporter v2.0
|
||||
* http://github.com/zynga/viewporter
|
||||
*
|
||||
* Copyright 2011, Zynga Inc.
|
||||
* Licensed under the MIT License.
|
||||
* https://raw.github.com/zynga/viewporter/master/MIT-LICENSE.txt
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||||
*/
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/**
|
||||
* Phaser
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||||
* Phaser - StageScaleMode
|
||||
*
|
||||
* This class controls the scaling of your game. On mobile devices it will also remove the URL bar and allow
|
||||
* you to maintain proportion and aspect ratio.
|
||||
* It is based on a technique taken from Viewporter v2.0 by Zynga Inc. http://github.com/zynga/viewporter
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||||
*/
|
||||
var Phaser;
|
||||
(function (Phaser) {
|
||||
@@ -7426,13 +7386,9 @@ var Phaser;
|
||||
(function (Phaser) {
|
||||
/// <reference path="../../Game.ts" />
|
||||
/**
|
||||
* Phaser - Easing
|
||||
* Phaser - Easing - Back
|
||||
*
|
||||
* @desc Based heavily on tween.js by sole (https://github.com/sole/tween.js)
|
||||
*
|
||||
* @version 1.0 - 11th January 2013
|
||||
*
|
||||
* @author Richard Davey, TypeScript conversion and Phaser integration. See Phaser.TweenManager for the full tween.js author list
|
||||
* For use with Phaser.Tween
|
||||
*/
|
||||
(function (Easing) {
|
||||
var Back = (function () {
|
||||
@@ -7462,13 +7418,9 @@ var Phaser;
|
||||
(function (Phaser) {
|
||||
/// <reference path="../../Game.ts" />
|
||||
/**
|
||||
* Phaser - Easing
|
||||
* Phaser - Easing - Bounce
|
||||
*
|
||||
* @desc Based heavily on tween.js by sole (https://github.com/sole/tween.js)
|
||||
*
|
||||
* @version 1.0 - 11th January 2013
|
||||
*
|
||||
* @author Richard Davey, TypeScript conversion and Phaser integration. See Phaser.TweenManager for the full tween.js author list
|
||||
* For use with Phaser.Tween
|
||||
*/
|
||||
(function (Easing) {
|
||||
var Bounce = (function () {
|
||||
@@ -7503,13 +7455,9 @@ var Phaser;
|
||||
(function (Phaser) {
|
||||
/// <reference path="../../Game.ts" />
|
||||
/**
|
||||
* Phaser - Easing
|
||||
* Phaser - Easing - Circular
|
||||
*
|
||||
* @desc Based heavily on tween.js by sole (https://github.com/sole/tween.js)
|
||||
*
|
||||
* @version 1.0 - 11th January 2013
|
||||
*
|
||||
* @author Richard Davey, TypeScript conversion and Phaser integration. See Phaser.TweenManager for the full tween.js author list
|
||||
* For use with Phaser.Tween
|
||||
*/
|
||||
(function (Easing) {
|
||||
var Circular = (function () {
|
||||
@@ -7536,13 +7484,9 @@ var Phaser;
|
||||
(function (Phaser) {
|
||||
/// <reference path="../../Game.ts" />
|
||||
/**
|
||||
* Phaser - Easing
|
||||
* Phaser - Easing - Cubic
|
||||
*
|
||||
* @desc Based heavily on tween.js by sole (https://github.com/sole/tween.js)
|
||||
*
|
||||
* @version 1.0 - 11th January 2013
|
||||
*
|
||||
* @author Richard Davey, TypeScript conversion and Phaser integration. See Phaser.TweenManager for the full tween.js author list
|
||||
* For use with Phaser.Tween
|
||||
*/
|
||||
(function (Easing) {
|
||||
var Cubic = (function () {
|
||||
@@ -7569,13 +7513,9 @@ var Phaser;
|
||||
(function (Phaser) {
|
||||
/// <reference path="../../Game.ts" />
|
||||
/**
|
||||
* Phaser - Easing
|
||||
* Phaser - Easing - Elastic
|
||||
*
|
||||
* @desc Based heavily on tween.js by sole (https://github.com/sole/tween.js)
|
||||
*
|
||||
* @version 1.0 - 11th January 2013
|
||||
*
|
||||
* @author Richard Davey, TypeScript conversion and Phaser integration. See Phaser.TweenManager for the full tween.js author list
|
||||
* For use with Phaser.Tween
|
||||
*/
|
||||
(function (Easing) {
|
||||
var Elastic = (function () {
|
||||
@@ -7641,13 +7581,9 @@ var Phaser;
|
||||
(function (Phaser) {
|
||||
/// <reference path="../../Game.ts" />
|
||||
/**
|
||||
* Phaser - Easing
|
||||
* Phaser - Easing - Exponential
|
||||
*
|
||||
* @desc Based heavily on tween.js by sole (https://github.com/sole/tween.js)
|
||||
*
|
||||
* @version 1.0 - 11th January 2013
|
||||
*
|
||||
* @author Richard Davey, TypeScript conversion and Phaser integration. See Phaser.TweenManager for the full tween.js author list
|
||||
* For use with Phaser.Tween
|
||||
*/
|
||||
(function (Easing) {
|
||||
var Exponential = (function () {
|
||||
@@ -7680,13 +7616,9 @@ var Phaser;
|
||||
(function (Phaser) {
|
||||
/// <reference path="../../Game.ts" />
|
||||
/**
|
||||
* Phaser - Easing
|
||||
* Phaser - Easing - Linear
|
||||
*
|
||||
* @desc Based heavily on tween.js by sole (https://github.com/sole/tween.js)
|
||||
*
|
||||
* @version 1.0 - 11th January 2013
|
||||
*
|
||||
* @author Richard Davey, TypeScript conversion and Phaser integration. See Phaser.TweenManager for the full tween.js author list
|
||||
* For use with Phaser.Tween
|
||||
*/
|
||||
(function (Easing) {
|
||||
var Linear = (function () {
|
||||
@@ -7704,13 +7636,9 @@ var Phaser;
|
||||
(function (Phaser) {
|
||||
/// <reference path="../../Game.ts" />
|
||||
/**
|
||||
* Phaser - Easing
|
||||
* Phaser - Easing - Quadratic
|
||||
*
|
||||
* @desc Based heavily on tween.js by sole (https://github.com/sole/tween.js)
|
||||
*
|
||||
* @version 1.0 - 11th January 2013
|
||||
*
|
||||
* @author Richard Davey, TypeScript conversion and Phaser integration. See Phaser.TweenManager for the full tween.js author list
|
||||
* For use with Phaser.Tween
|
||||
*/
|
||||
(function (Easing) {
|
||||
var Quadratic = (function () {
|
||||
@@ -7737,13 +7665,9 @@ var Phaser;
|
||||
(function (Phaser) {
|
||||
/// <reference path="../../Game.ts" />
|
||||
/**
|
||||
* Phaser - Easing
|
||||
* Phaser - Easing - Quartic
|
||||
*
|
||||
* @desc Based heavily on tween.js by sole (https://github.com/sole/tween.js)
|
||||
*
|
||||
* @version 1.0 - 11th January 2013
|
||||
*
|
||||
* @author Richard Davey, TypeScript conversion and Phaser integration. See Phaser.TweenManager for the full tween.js author list
|
||||
* For use with Phaser.Tween
|
||||
*/
|
||||
(function (Easing) {
|
||||
var Quartic = (function () {
|
||||
@@ -7770,13 +7694,9 @@ var Phaser;
|
||||
(function (Phaser) {
|
||||
/// <reference path="../../Game.ts" />
|
||||
/**
|
||||
* Phaser - Easing
|
||||
* Phaser - Easing - Quintic
|
||||
*
|
||||
* @desc Based heavily on tween.js by sole (https://github.com/sole/tween.js)
|
||||
*
|
||||
* @version 1.0 - 11th January 2013
|
||||
*
|
||||
* @author Richard Davey, TypeScript conversion and Phaser integration. See Phaser.TweenManager for the full tween.js author list
|
||||
* For use with Phaser.Tween
|
||||
*/
|
||||
(function (Easing) {
|
||||
var Quintic = (function () {
|
||||
@@ -7803,13 +7723,9 @@ var Phaser;
|
||||
(function (Phaser) {
|
||||
/// <reference path="../../Game.ts" />
|
||||
/**
|
||||
* Phaser - Easing
|
||||
* Phaser - Easing - Sinusoidal
|
||||
*
|
||||
* @desc Based heavily on tween.js by sole (https://github.com/sole/tween.js)
|
||||
*
|
||||
* @version 1.0 - 11th January 2013
|
||||
*
|
||||
* @author Richard Davey, TypeScript conversion and Phaser integration. See Phaser.TweenManager for the full tween.js author list
|
||||
* For use with Phaser.Tween
|
||||
*/
|
||||
(function (Easing) {
|
||||
var Sinusoidal = (function () {
|
||||
@@ -7842,13 +7758,9 @@ var Phaser;
|
||||
/// <reference path="easing/Quintic.ts" />
|
||||
/// <reference path="easing/Sinusoidal.ts" />
|
||||
/**
|
||||
* Phaser - Tween
|
||||
* Phaser - Tween
|
||||
*
|
||||
* @desc Based heavily on tween.js by sole (https://github.com/sole/tween.js) converted to TypeScript and integrated into Phaser
|
||||
*
|
||||
* @version 1.0 - 11th January 2013
|
||||
*
|
||||
* @author Richard Davey, TypeScript conversion and Phaser integration. See Phaser.TweenManager for the full tween.js author list
|
||||
* Based heavily on tween.js by sole (https://github.com/sole/tween.js) converted to TypeScript and integrated into Phaser
|
||||
*/
|
||||
var Phaser;
|
||||
(function (Phaser) {
|
||||
@@ -8205,18 +8117,10 @@ var Phaser;
|
||||
})(Phaser || (Phaser = {}));
|
||||
/// <reference path="../Game.ts" />
|
||||
/**
|
||||
* Device
|
||||
* Phaser - Device
|
||||
*
|
||||
* @desc Detects device support capabilities. Using some elements from System.js by MrDoob and Modernizr
|
||||
* https://github.com/Modernizr/Modernizr/blob/master/feature-detects/audio.js
|
||||
*
|
||||
* @version 1.0 - March 5th 2013
|
||||
* @author Richard Davey
|
||||
* @author mrdoob
|
||||
* @author Modernizr team
|
||||
*/
|
||||
/**
|
||||
* Phaser
|
||||
* Detects device support capabilities. Using some elements from System.js by MrDoob and Modernizr
|
||||
* https://github.com/Modernizr/Modernizr/blob/master/feature-detects/audio.js
|
||||
*/
|
||||
var Phaser;
|
||||
(function (Phaser) {
|
||||
@@ -8645,18 +8549,11 @@ var Phaser;
|
||||
})(Phaser || (Phaser = {}));
|
||||
/// <reference path="../Game.ts" />
|
||||
/**
|
||||
* Repeatable Random Data Generator
|
||||
* Phaser - RandomDataGenerator
|
||||
*
|
||||
* @desc Manages the creation of unique internal game IDs
|
||||
* Based on Nonsense by Josh Faul https://github.com/jocafa/Nonsense
|
||||
* Random number generator from http://baagoe.org/en/wiki/Better_random_numbers_for_javascript
|
||||
*
|
||||
* @version 1.1 - 1st March 2013
|
||||
* @author Josh Faul
|
||||
* @author Richard Davey, TypeScript conversion and additional methods
|
||||
*/
|
||||
/**
|
||||
* Phaser
|
||||
* An extremely useful repeatable random data generator. Access it via Game.rnd
|
||||
* Based on Nonsense by Josh Faul https://github.com/jocafa/Nonsense
|
||||
* Random number generator from http://baagoe.org/en/wiki/Better_random_numbers_for_javascript
|
||||
*/
|
||||
var Phaser;
|
||||
(function (Phaser) {
|
||||
@@ -8879,15 +8776,9 @@ var Phaser;
|
||||
})(Phaser || (Phaser = {}));
|
||||
/// <reference path="../Game.ts" />
|
||||
/**
|
||||
* RequestAnimationFrame
|
||||
* Phaser - RequestAnimationFrame
|
||||
*
|
||||
* @desc Abstracts away the use of RAF or setTimeOut for the core game update loop. The callback can be re-mapped on the fly.
|
||||
*
|
||||
* @version 0.3 - 15th October 2012
|
||||
* @author Richard Davey
|
||||
*/
|
||||
/**
|
||||
* Phaser
|
||||
* Abstracts away the use of RAF or setTimeOut for the core game update loop. The callback can be re-mapped on the fly.
|
||||
*/
|
||||
var Phaser;
|
||||
(function (Phaser) {
|
||||
@@ -9038,7 +8929,9 @@ var Phaser;
|
||||
/// <reference path="../../Game.ts" />
|
||||
/// <reference path="../../Signal.ts" />
|
||||
/**
|
||||
* Phaser
|
||||
* Phaser - Input
|
||||
*
|
||||
* A game specific Input manager that looks after the mouse, keyboard and touch objects. This is updated by the core game loop.
|
||||
*/
|
||||
var Phaser;
|
||||
(function (Phaser) {
|
||||
@@ -9090,7 +8983,11 @@ var Phaser;
|
||||
})(Phaser || (Phaser = {}));
|
||||
/// <reference path="../../Game.ts" />
|
||||
/**
|
||||
* Phaser
|
||||
* Phaser - Keyboard
|
||||
*
|
||||
* The Keyboard class handles keyboard interactions with the game and the resulting events.
|
||||
* The avoid stealing all browser input we don't use event.preventDefault. If you would like to trap a specific key however
|
||||
* then use the addKeyCapture() method.
|
||||
*/
|
||||
var Phaser;
|
||||
(function (Phaser) {
|
||||
@@ -9284,7 +9181,9 @@ var Phaser;
|
||||
})(Phaser || (Phaser = {}));
|
||||
/// <reference path="../../Game.ts" />
|
||||
/**
|
||||
* Phaser
|
||||
* Phaser - Mouse
|
||||
*
|
||||
* The Mouse class handles mouse interactions with the game and the resulting events.
|
||||
*/
|
||||
var Phaser;
|
||||
(function (Phaser) {
|
||||
@@ -9360,17 +9259,9 @@ var Phaser;
|
||||
})(Phaser || (Phaser = {}));
|
||||
/// <reference path="../../Game.ts" />
|
||||
/**
|
||||
* Input - Finger
|
||||
* Phaser - Finger
|
||||
*
|
||||
* @desc A Finger object used by the Touch manager
|
||||
*
|
||||
* @version 1.1 - 27th February 2013
|
||||
* @author Richard Davey
|
||||
*
|
||||
* @todo Lots
|
||||
*/
|
||||
/**
|
||||
* Phaser
|
||||
* A Finger object is used by the Touch manager and represents a single finger on the touch screen.
|
||||
*/
|
||||
var Phaser;
|
||||
(function (Phaser) {
|
||||
@@ -9600,15 +9491,13 @@ var Phaser;
|
||||
/// <reference path="../../Game.ts" />
|
||||
/// <reference path="Finger.ts" />
|
||||
/**
|
||||
* Input - Touch
|
||||
* Phaser - Touch
|
||||
*
|
||||
* @desc http://www.w3.org/TR/touch-events/
|
||||
* https://developer.mozilla.org/en-US/docs/DOM/TouchList
|
||||
* http://www.html5rocks.com/en/mobile/touchandmouse/
|
||||
* Android 2.x only supports 1 touch event at once, no multi-touch
|
||||
*
|
||||
* @version 1.1 - 27th February 2013
|
||||
* @author Richard Davey
|
||||
* The Touch class handles touch interactions with the game and the resulting Finger objects.
|
||||
* http://www.w3.org/TR/touch-events/
|
||||
* https://developer.mozilla.org/en-US/docs/DOM/TouchList
|
||||
* http://www.html5rocks.com/en/mobile/touchandmouse/
|
||||
* Note: Android 2.x only supports 1 touch event at once, no multi-touch
|
||||
*
|
||||
* @todo Try and resolve update lag in Chrome/Android
|
||||
* Gestures (pinch, zoom, swipe)
|
||||
@@ -9616,9 +9505,6 @@ var Phaser;
|
||||
* Touch point within GameObject
|
||||
* Input Zones (mouse and touch) - lock entities within them + axis aligned drags
|
||||
*/
|
||||
/**
|
||||
* Phaser
|
||||
*/
|
||||
var Phaser;
|
||||
(function (Phaser) {
|
||||
var Touch = (function () {
|
||||
@@ -9906,20 +9792,11 @@ var Phaser;
|
||||
/// <reference path="../Game.ts" />
|
||||
/// <reference path="../Group.ts" />
|
||||
/**
|
||||
* <code>Emitter</code> is a lightweight particle emitter.
|
||||
* It can be used for one-time explosions or for
|
||||
* continuous fx like rain and fire. <code>Emitter</code>
|
||||
* is not optimized or anything; all it does is launch
|
||||
* <code>Particle</code> objects out at set intervals
|
||||
* by setting their positions and velocities accordingly.
|
||||
* It is easy to use and relatively efficient,
|
||||
* relying on <code>Group</code>'s RECYCLE POWERS.
|
||||
* Phaser - Emitter
|
||||
*
|
||||
* @author Adam Atomic
|
||||
* @author Richard Davey
|
||||
*/
|
||||
/**
|
||||
* Phaser
|
||||
* Emitter is a lightweight particle emitter. It can be used for one-time explosions or for
|
||||
* continuous effects like rain and fire. All it really does is launch Particle objects out
|
||||
* at set intervals, and fixes their positions and velocities accorindgly.
|
||||
*/
|
||||
var Phaser;
|
||||
(function (Phaser) {
|
||||
@@ -10195,7 +10072,11 @@ var Phaser;
|
||||
})(Phaser || (Phaser = {}));
|
||||
/// <reference path="../Game.ts" />
|
||||
/**
|
||||
* Phaser
|
||||
* Phaser - GeomSprite
|
||||
*
|
||||
* A GeomSprite is a special kind of GameObject that contains a base geometry class (Circle, Line, Point, Rectangle).
|
||||
* They can be rendered in the game and used for collision just like any other game object. Display of them is controlled
|
||||
* via the lineWidth / lineColor / fillColor and renderOutline / renderFill properties.
|
||||
*/
|
||||
var Phaser;
|
||||
(function (Phaser) {
|
||||
@@ -10486,18 +10367,10 @@ var Phaser;
|
||||
/// <reference path="../Game.ts" />
|
||||
/// <reference path="Sprite.ts" />
|
||||
/**
|
||||
* This is a simple particle class that extends the default behavior
|
||||
* of <code>Sprite</code> to have slightly more specialized behavior
|
||||
* common to many game scenarios. You can override and extend this class
|
||||
* just like you would <code>Sprite</code>. While <code>Emitter</code>
|
||||
* used to work with just any old sprite, it now requires a
|
||||
* <code>Particle</code> based class.
|
||||
* Phaser - Particle
|
||||
*
|
||||
* @author Adam Atomic
|
||||
* @author Richard Davey
|
||||
*/
|
||||
/**
|
||||
* Phaser
|
||||
* This is a simple particle class that extends a Sprite to have a slightly more
|
||||
* specialised behaviour. It is used exclusively by the Emitter class and can be extended as required.
|
||||
*/
|
||||
var Phaser;
|
||||
(function (Phaser) {
|
||||
@@ -10562,15 +10435,9 @@ var Phaser;
|
||||
})(Phaser || (Phaser = {}));
|
||||
/// <reference path="../Game.ts" />
|
||||
/**
|
||||
* A simple helper object for <code>Tilemap</code> that helps expand collision opportunities and control.
|
||||
* You can use <code>Tilemap.setTileProperties()</code> to alter the collision properties and
|
||||
* callback functions and filters for this object to do things like one-way tiles or whatever.
|
||||
* Phaser - Tile
|
||||
*
|
||||
* @author Adam Atomic
|
||||
* @author Richard Davey
|
||||
*/
|
||||
/**
|
||||
* Phaser
|
||||
* A simple helper object for <code>Tilemap</code> that helps expand collision opportunities and control.
|
||||
*/
|
||||
var Phaser;
|
||||
(function (Phaser) {
|
||||
@@ -10612,9 +10479,9 @@ var Phaser;
|
||||
})(Phaser || (Phaser = {}));
|
||||
/// <reference path="../Game.ts" />
|
||||
/**
|
||||
* A Tilemap Buffer
|
||||
* Phaser - TilemapBuffer
|
||||
*
|
||||
* @author Richard Davey
|
||||
* Responsible for rendering a portion of a tilemap to the given Camera.
|
||||
*/
|
||||
var Phaser;
|
||||
(function (Phaser) {
|
||||
@@ -10735,7 +10602,10 @@ var Phaser;
|
||||
/// <reference path="../system/Tile.ts" />
|
||||
/// <reference path="../system/TilemapBuffer.ts" />
|
||||
/**
|
||||
* Phaser
|
||||
* Phaser - Tilemap
|
||||
*
|
||||
* This GameObject allows for the display of a tilemap within the game world. Tile maps consist of an image, tile data and a size.
|
||||
* Internally it creates a TilemapBuffer for each camera in the world.
|
||||
*/
|
||||
var Phaser;
|
||||
(function (Phaser) {
|
||||
|
||||
Reference in new issue
Block a user