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Making some major changes to Camera and World.
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+19
-21
@@ -5,16 +5,16 @@
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*/
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/**
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* "This world is but a canvas to our imagination." - Henry David Thoreau
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* <p>
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* A game has only one world. The world is an abstract place in which all game objects live. It is not bound
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* by stage limits and can be any size. You look into the world via cameras. All game objects live within
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* the world at world-based coordinates. By default a world is created the same size as your Stage.
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*
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* @class Phaser.World
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* @constructor
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* @param {Phaser.Game} game - Reference to the current game instance.
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*/
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* "This world is but a canvas to our imagination." - Henry David Thoreau
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*
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* A game has only one world. The world is an abstract place in which all game objects live. It is not bound
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* by stage limits and can be any size. You look into the world via cameras. All game objects live within
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* the world at world-based coordinates. By default a world is created the same size as your Stage.
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*
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* @class Phaser.World
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* @constructor
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* @param {Phaser.Game} game - Reference to the current game instance.
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*/
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Phaser.World = function (game) {
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/**
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@@ -23,6 +23,10 @@ Phaser.World = function (game) {
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this.game = game;
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/**
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* The World has no fixed size, but it does have a bounds outside of which objects are no longer considered as being "in world" and you should use this to clean-up the display list and purge dead objects.
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* By default we set the Bounds to be from 0,0 to Game.width,Game.height. I.e. it will match the size given to the game constructor with 0,0 representing the top-left of the display.
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* However 0,0 is actually the center of the world, and if you rotate or scale the world all of that will happen from 0,0.
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* So if you want to make a game in which the world itself will rotate you should adjust the bounds so that 0,0 is the center point, i.e. set them to -1000,-1000,2000,2000 for a 2000x2000 sized world centered around 0,0.
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* @property {Phaser.Rectangle} bounds - Bound of this world that objects can not escape from.
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*/
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this.bounds = new Phaser.Rectangle(0, 0, game.width, game.height);
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@@ -54,7 +58,7 @@ Phaser.World.prototype = {
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*/
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boot: function () {
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this.group = new Phaser.Group(this.game, null, '__world', false);
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this.group = new Phaser.Group(this.game, null, '__world');
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this.camera = new Phaser.Camera(this.game, 0, 0, 0, this.game.width, this.game.height);
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this.camera.displayObject = this.group;
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@@ -122,22 +126,16 @@ Phaser.World.prototype = {
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},
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/**
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* Updates the size of this world.
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* Updates the size of this world. Note that this doesn't modify the world x/y coordinates, just the width and height.
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* If you need to adjust the bounds of the world
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* @method Phaser.World#setSize
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* @param {number} width - New width of the world.
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* @param {number} height - New height of the world.
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*/
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setSize: function (width, height) {
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if (width >= this.game.width)
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{
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this.bounds.width = width;
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}
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if (height >= this.game.height)
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{
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this.bounds.height = height;
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}
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this.bounds.width = width;
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this.bounds.height = height;
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},
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