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https://github.com/wassname/phaser.git
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Merge pull request #54 from webeled/master
Lots of JSDdocs done, and some camera examples
This commit is contained in:
Binary file not shown.
@@ -0,0 +1,139 @@
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<?php
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$title = "Follow Styles";
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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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var ufo,
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Keys=Phaser.Keyboard,
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speed=4,
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style='default';
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function preload() {
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game.load.image('ground', 'assets/tests/ground-2x.png');
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game.load.image('river', 'assets/tests/river-2x.png');
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game.load.image('sky', 'assets/tests/sky-2x.png');
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game.load.image('cloud0', 'assets/tests/cloud-big-2x.png');
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game.load.image('cloud1', 'assets/tests/cloud-narrow-2x.png');
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game.load.image('cloud2', 'assets/tests/cloud-small-2x.png');
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game.load.image('ufo','assets/sprites/ufo.png');
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game.load.image('baddie','assets/sprites/space-baddie.png');
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game.load.spritesheet('button', 'assets/buttons/follow-style-button.png', 224, 70);
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}
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function create() {
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//make the world larger than the actual canvas
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game.world.setSize(1400,1400);
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for(var i=0,nb=10;i<nb;i++){
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game.add.sprite(game.world.randomX,game.world.randomY,'baddie');
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}
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// background images
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game.add.sprite(0, 0, 'sky')
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.scrollFactor.setTo(0, 0);
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game.add.sprite(0, 360, 'ground')
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.scrollFactor.setTo(0.5, 0.1);
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game.add.sprite(0, 400, 'river')
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.scrollFactor.setTo(1.3, 0.16);
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game.add.sprite(200, 120, 'cloud0')
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.scrollFactor.setTo(0.3, 0.1);
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game.add.sprite(-60, 120, 'cloud1')
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.scrollFactor.setTo(0.5, 0.1);
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game.add.sprite(900, 170, 'cloud2')
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.scrollFactor.setTo(0.7, 0.1);
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// ufo sprite
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ufo = game.add.sprite(300, 240, 'ufo');
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//registration point
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ufo.anchor.setTo(0.5, 0.5);
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game.camera.follow(ufo);
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// follow style switch buttons
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btn0 = game.add.button(6, 40, 'button', lockonFollow,this, 0, 0, 0);
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btn1 = game.add.button(6, 120, 'button', platformerFollow,this, 1, 1, 1);
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btn2 = game.add.button(6, 200, 'button', topdownFollow,this, 2, 2, 2);
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btn3 = game.add.button(6, 280, 'button', topdownTightFollow,this, 3, 3, 3);
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}
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function lockonFollow() {
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game.camera.follow(ufo, Phaser.Camera.FOLLOW_LOCKON);
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style = 'STYLE_LOCKON';
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}
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function platformerFollow() {
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game.camera.follow(ufo, Phaser.Camera.FOLLOW_PLATFORMER);
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style = 'STYLE_PLATFORMER';
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}
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function topdownFollow() {
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game.camera.follow(ufo, Phaser.Camera.FOLLOW_TOPDOWN);
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style = 'STYLE_TOPDOWN';
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}
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function topdownTightFollow() {
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game.camera.follow(ufo, Phaser.Camera.FOLLOW_TOPDOWN_TIGHT);
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style = 'STYLE_TOPDOWN_TIGHT';
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}
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function update() {
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if (game.input.keyboard.isDown(Keys.LEFT)) {
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ufo.x -= speed;
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ufo.angle = -15;
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}
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else if (game.input.keyboard.isDown(Keys.RIGHT)) {
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ufo.x += speed;
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ufo.angle = 15;
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}
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else if (game.input.keyboard.isDown(Keys.UP)) {
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ufo.y -= speed;
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}
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else if (game.input.keyboard.isDown(Keys.DOWN)) {
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ufo.y += speed;
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}
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else {
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ufo.angle = 0;
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}
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}
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function render () {
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game.context.fillStyle = '#fff';
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game.context.font="24px Courier";
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game.context.fillText('Click buttons to switch between different styles.', 60, 220);
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game.context.fillText('Current style: ' + style, 60, 250);
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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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@@ -21,13 +21,11 @@
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//setting the size of the game world larger than the tilemap's size
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game.world.setSize(2000,2000);
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// game.camera.width=150;
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// game.camera.height=150;
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game.stage.backgroundColor = '#255d3b';
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// adding the tilemap
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game.add.tilemap(0, 168, 'snes');
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game.add.tilemap(0, 150, 'snes');
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}
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@@ -0,0 +1,70 @@
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<?php
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$title = "World Sprite";
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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.world.setSize(1920, 1200);
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game.load.image('backdrop', 'assets/pics/remember-me.jpg');
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game.load.image('card', 'assets/sprites/mana_card.png');
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}
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var card,
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Keys=Phaser.Keyboard;
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function create() {
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game.add.sprite(0, 0, 'backdrop');
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card = game.add.sprite(200, 200, 'card');
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card.body.velocity.x = 50;
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card.scale.setTo(2, 2);
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}
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function update() {
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if (game.input.keyboard.isDown(Keys.LEFT)){
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card.x -= 4;
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}
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else if (game.input.keyboard.isDown(Keys.RIGHT)){
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card.x += 4;
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}
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if (game.input.keyboard.isDown(Keys.UP)){
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card.y -= 4;
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}
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else if (game.input.keyboard.isDown(Keys.DOWN)){
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card.y += 4;
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}
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}
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function render() {
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// debug are now accessed using game.debug instead of the Static DebugUtils class
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game.debug.renderCameraInfo(game.camera, 32, 32);
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game.debug.renderSpriteInfo(card, 32, 200);
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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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@@ -7,7 +7,7 @@
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(function () {
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var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create });
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var game = new Phaser.Game(800, 600, Phaser.CANVAS, '', { preload: preload, create: create });
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function preload() {
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@@ -21,17 +21,21 @@
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function create() {
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// For browsers that support it, this keeps our pixel art looking crisp
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//Phaser.Canvas.setSmoothingEnabled(game.stage.canvas.context, false);
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// This only works when you use Phaser.CANVAS as the renderer
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Phaser.Canvas.setSmoothingEnabled(game.context, false);
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boss = game.add.sprite(game.world.centerX, game.world.centerY, 'boss');
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boss.anchor.setTo(0.5, 0.5);
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// Zoom in each time we press it
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// Zoom in each time we press the button
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button = game.add.button(32, 32, 'button', clickedIt, this, 2, 1, 0);
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}
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function clickedIt() {
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boss.scale.x += 0.5;
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boss.scale.y += 0.5;
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}
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})();
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+118
-23
@@ -1,65 +1,107 @@
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/**
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* Phaser - Camera
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2013 Photon Storm Ltd.
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* @license https://github.com/photonstorm/phaser/blob/master/license.txt MIT License
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* @module Phaser.Camera
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*/
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/**
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*
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* A Camera is your view into the game world. It has a position and size and renders only those objects within its field of view.
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* The game automatically creates a single Stage sized camera on boot. Move the camera around the world with Phaser.Camera.x/y
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*
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* @class Phaser.Camera
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* @class Camera
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* @constructor
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* @param game {Phaser.Game} game reference to the currently running game.
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* @param id {number} not being used at the moment, will be when Phaser supports multiple camera
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* @param x {number} position of the camera on the X axis
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* @param y {number} position of the camera on the Y axis
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* @param width {number} the width of the view rectangle
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* @param height {number} the height of the view rectangle
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* @param {Phaser.Game} game game reference to the currently running game.
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* @param {number} id not being used at the moment, will be when Phaser supports multiple camera
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* @param {number} x position of the camera on the X axis
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* @param {number} y position of the camera on the Y axis
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* @param {number} width the width of the view rectangle
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* @param {number} height the height of the view rectangle
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*/
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Phaser.Camera = function (game, id, x, y, width, height) {
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/**
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* A reference to the currently running Game.
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* @property game
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* @public
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* @type {Phaser.Game}
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*/
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this.game = game;
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/**
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* A reference to the game world
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* @property world
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* @public
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* @type {Phaser.World}
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*/
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this.world = game.world;
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this.id = 0; // reserved for future multiple camera set-ups
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// The view into the world we wish to render (by default the game dimensions)
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// The x/y values are in world coordinates, not screen coordinates, the width/height is how many pixels to render
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// Objects outside of this view are not rendered (unless set to ignore the Camera, i.e. UI?)
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/**
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* reserved for future multiple camera set-ups
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* @property id
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* @public
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* @type {number}
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*/
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this.id = 0;
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/**
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* Camera view.
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* @type {Rectangle}
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* The view into the world we wish to render (by default the game dimensions)
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* The x/y values are in world coordinates, not screen coordinates, the width/height is how many pixels to render
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* Objects outside of this view are not rendered (unless set to ignore the Camera, i.e. UI?)
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* @property view
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* @public
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* @type {Phaser.Rectangle}
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*/
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this.view = new Phaser.Rectangle(x, y, width, height);
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/**
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* Used by Sprites to work out Camera culling.
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* @type {Rectangle}
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* @property screenView
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* @public
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* @type {Phaser.Rectangle}
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*/
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this.screenView = new Phaser.Rectangle(x, y, width, height);
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/**
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* Sprite moving inside this Rectangle will not cause camera moving.
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* @type {Rectangle}
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* @property deadzone
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* @type {Phaser.Rectangle}
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*/
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this.deadzone = null;
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/**
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* Whether this camera is visible or not. (default is true)
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* @property visible
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* @public
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* @default true
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* @type {bool}
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*/
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this.visible = true;
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/**
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* Whether this camera is flush with the World Bounds or not.
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* @property atLimit
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* @type {bool}
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*/
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this.atLimit = { x: false, y: false };
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/**
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* If the camera is tracking a Sprite, this is a reference to it, otherwise null
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* @type {Sprite}
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* @property target
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* @public
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* @type {Phaser.Sprite}
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*/
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||||
this.target = null;
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||||
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||||
/**
|
||||
* Edge property
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* @property edge
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* @private
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||||
* @type {number}
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||||
*/
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||||
this._edge = 0;
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||||
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};
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@@ -74,8 +116,9 @@ Phaser.Camera.prototype = {
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||||
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||||
/**
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||||
* Tells this camera which sprite to follow.
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* @param target {Sprite} The object you want the camera to track. Set to null to not follow anything.
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* @param [style] {number} Leverage one of the existing "deadzone" presets. If you use a custom deadzone, ignore this parameter and manually specify the deadzone after calling follow().
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||||
* @method follow
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* @param {Phaser.Sprite} target The object you want the camera to track. Set to null to not follow anything.
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||||
* @param {number} [style] Leverage one of the existing "deadzone" presets. If you use a custom deadzone, ignore this parameter and manually specify the deadzone after calling follow().
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||||
*/
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||||
follow: function (target, style) {
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||||
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||||
@@ -112,9 +155,10 @@ Phaser.Camera.prototype = {
|
||||
},
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||||
|
||||
/**
|
||||
* Move the camera focus to this location instantly.
|
||||
* @param x {number} X position.
|
||||
* @param y {number} Y position.
|
||||
* Move the camera focus to a location instantly.
|
||||
* @method focusOnXY
|
||||
* @param {number} x X position.
|
||||
* @param {number} y Y position.
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||||
*/
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||||
focusOnXY: function (x, y) {
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||||
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||||
@@ -125,6 +169,7 @@ Phaser.Camera.prototype = {
|
||||
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||||
/**
|
||||
* Update focusing and scrolling.
|
||||
* @method update
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||||
*/
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||||
update: function () {
|
||||
|
||||
@@ -172,6 +217,10 @@ Phaser.Camera.prototype = {
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Method called to ensure the camera doesn't venture outside of the game world
|
||||
* @method checkWorldBounds
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||||
*/
|
||||
checkWorldBounds: function () {
|
||||
|
||||
this.atLimit.x = false;
|
||||
@@ -206,6 +255,14 @@ Phaser.Camera.prototype = {
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* A helper function to set both the X and Y properties of the camera at once
|
||||
* without having to use game.camera.x and game.camera.y
|
||||
*
|
||||
* @method setPosition
|
||||
* @param {number} x X position.
|
||||
* @param {number} y Y position.
|
||||
*/
|
||||
setPosition: function (x, y) {
|
||||
|
||||
this.view.x = x;
|
||||
@@ -214,6 +271,13 @@ Phaser.Camera.prototype = {
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Sets the size of the view rectangle given the width and height in parameters
|
||||
*
|
||||
* @method setSize
|
||||
* @param {number} width The desired width.
|
||||
* @param {number} height The desired height.
|
||||
*/
|
||||
setSize: function (width, height) {
|
||||
|
||||
this.view.width = width;
|
||||
@@ -225,10 +289,17 @@ Phaser.Camera.prototype = {
|
||||
|
||||
Object.defineProperty(Phaser.Camera.prototype, "x", {
|
||||
|
||||
/**
|
||||
* @method x
|
||||
* @return {Number} The x position
|
||||
*/
|
||||
get: function () {
|
||||
return this.view.x;
|
||||
},
|
||||
|
||||
/**
|
||||
* @method x
|
||||
* @return {Number} Sets the camera's x position and clamp it if it's outside the world bounds
|
||||
*/
|
||||
set: function (value) {
|
||||
this.view.x = value;
|
||||
this.checkWorldBounds();
|
||||
@@ -238,10 +309,18 @@ Object.defineProperty(Phaser.Camera.prototype, "x", {
|
||||
|
||||
Object.defineProperty(Phaser.Camera.prototype, "y", {
|
||||
|
||||
/**
|
||||
* @method y
|
||||
* @return {Number} The y position
|
||||
*/
|
||||
get: function () {
|
||||
return this.view.y;
|
||||
},
|
||||
|
||||
/**
|
||||
* @method y
|
||||
* @return {Number} Sets the camera's y position and clamp it if it's outside the world bounds
|
||||
*/
|
||||
set: function (value) {
|
||||
this.view.y = value;
|
||||
this.checkWorldBounds();
|
||||
@@ -251,10 +330,18 @@ Object.defineProperty(Phaser.Camera.prototype, "y", {
|
||||
|
||||
Object.defineProperty(Phaser.Camera.prototype, "width", {
|
||||
|
||||
/**
|
||||
* @method width
|
||||
* @return {Number} The width of the view rectangle, in pixels
|
||||
*/
|
||||
get: function () {
|
||||
return this.view.width;
|
||||
},
|
||||
|
||||
/**
|
||||
* @method width
|
||||
* @return {Number} Sets the width of the view rectangle
|
||||
*/
|
||||
set: function (value) {
|
||||
this.view.width = value;
|
||||
}
|
||||
@@ -263,10 +350,18 @@ Object.defineProperty(Phaser.Camera.prototype, "width", {
|
||||
|
||||
Object.defineProperty(Phaser.Camera.prototype, "height", {
|
||||
|
||||
/**
|
||||
* @method height
|
||||
* @return {Number} The height of the view rectangle, in pixels
|
||||
*/
|
||||
get: function () {
|
||||
return this.view.height;
|
||||
},
|
||||
|
||||
/**
|
||||
* @method height
|
||||
* @return {Number} Sets the height of the view rectangle
|
||||
*/
|
||||
set: function (value) {
|
||||
this.view.height = value;
|
||||
}
|
||||
|
||||
+78
-19
@@ -1,49 +1,97 @@
|
||||
/**
|
||||
* Stage
|
||||
*
|
||||
* The Stage controls the canvas on which everything is displayed. It handles display within the browser,
|
||||
* focus handling, game resizing, scaling and the pause, boot and orientation screens.
|
||||
*
|
||||
* @package Phaser.Stage
|
||||
* @author Richard Davey <rich@photonstorm.com>
|
||||
* @copyright 2013 Photon Storm Ltd.
|
||||
* @license https://github.com/photonstorm/phaser/blob/master/license.txt MIT License
|
||||
|
||||
* @author Richard Davey <rich@photonstorm.com>
|
||||
* @copyright 2013 Photon Storm Ltd.
|
||||
* @license https://github.com/photonstorm/phaser/blob/master/license.txt MIT License
|
||||
* @module Phaser.Stage
|
||||
*/
|
||||
|
||||
/**
|
||||
*
|
||||
* The Stage controls the canvas on which everything is displayed. It handles display within the browser,
|
||||
* focus handling, game resizing, scaling and the pause, boot and orientation screens.
|
||||
*
|
||||
* @class Stage
|
||||
* @constructor
|
||||
* @param game {Phaser.Game} game reference to the currently running game.
|
||||
* @param width {number} width of the canvas element
|
||||
* @param height {number} height of the canvas element
|
||||
* @param {Phaser.Game} game Game reference to the currently running game.
|
||||
* @param {number} width Width of the canvas element
|
||||
* @param {number} height Height of the canvas element
|
||||
*/
|
||||
Phaser.Stage = function (game, width, height) {
|
||||
|
||||
|
||||
/**
|
||||
* A reference to the currently running Game.
|
||||
* @property game
|
||||
* @public
|
||||
* @type {Phaser.Game}
|
||||
*/
|
||||
this.game = game;
|
||||
|
||||
/**
|
||||
* Background color of the stage (defaults to black). Set via the public backgroundColor property.
|
||||
* @property _backgroundColor
|
||||
* @private
|
||||
* @type {string}
|
||||
*/
|
||||
this._backgroundColor = 'rgb(0,0,0)';
|
||||
|
||||
// Get the offset values (for input and other things)
|
||||
/**
|
||||
* Get the offset values (for input and other things)
|
||||
* @property offset
|
||||
* @public
|
||||
* @type {Phaser.Point}
|
||||
*/
|
||||
this.offset = new Phaser.Point;
|
||||
|
||||
|
||||
/**
|
||||
* reference to the newly created <canvas> element
|
||||
* @property canvas
|
||||
* @public
|
||||
* @type {HTMLCanvasElement}
|
||||
*/
|
||||
this.canvas = Phaser.Canvas.create(width, height);
|
||||
this.canvas.style['-webkit-full-screen'] = 'width: 100%; height: 100%';
|
||||
|
||||
// The Pixi Stage which is hooked to the renderer
|
||||
|
||||
/**
|
||||
* The Pixi Stage which is hooked to the renderer
|
||||
* @property _stage
|
||||
* @private
|
||||
* @type {PIXI.Stage}
|
||||
*/
|
||||
this._stage = new PIXI.Stage(0x000000, false);
|
||||
this._stage.name = '_stage_root';
|
||||
|
||||
|
||||
/**
|
||||
* The current scaleMode
|
||||
* @property scaleMode
|
||||
* @public
|
||||
* @type {number}
|
||||
*/
|
||||
this.scaleMode = Phaser.StageScaleMode.NO_SCALE;
|
||||
|
||||
/**
|
||||
* The scale of the current running game
|
||||
* @property scale
|
||||
* @public
|
||||
* @type {Phaser.StageScaleMode}
|
||||
*/
|
||||
this.scale = new Phaser.StageScaleMode(this.game, width, height);
|
||||
|
||||
/**
|
||||
* aspect ratio
|
||||
* @property aspectRatio
|
||||
* @public
|
||||
* @type {number}
|
||||
*/
|
||||
this.aspectRatio = width / height;
|
||||
|
||||
};
|
||||
|
||||
Phaser.Stage.prototype = {
|
||||
|
||||
/**
|
||||
* Initialises the stage and adds the event listeners
|
||||
* @method boot
|
||||
*/
|
||||
boot: function () {
|
||||
|
||||
Phaser.Canvas.getOffset(this.canvas, this.offset);
|
||||
@@ -68,6 +116,8 @@ Phaser.Stage.prototype = {
|
||||
|
||||
/**
|
||||
* This method is called when the document visibility is changed.
|
||||
* @method visibilityChange
|
||||
* @param {Event} event Its type will be used to decide whether the game should be paused or not
|
||||
*/
|
||||
visibilityChange: function (event) {
|
||||
|
||||
@@ -93,10 +143,19 @@ Phaser.Stage.prototype = {
|
||||
|
||||
Object.defineProperty(Phaser.Stage.prototype, "backgroundColor", {
|
||||
|
||||
/**
|
||||
* @method backgroundColor
|
||||
* @return {string} returns the background color of the stage
|
||||
*/
|
||||
get: function () {
|
||||
return this._backgroundColor;
|
||||
},
|
||||
|
||||
/**
|
||||
* @method backgroundColor
|
||||
* @param {string} the background color you want the stage to have
|
||||
* @return {string} returns the background color of the stage
|
||||
*/
|
||||
set: function (color) {
|
||||
|
||||
this._backgroundColor = color;
|
||||
|
||||
+76
-25
@@ -1,5 +1,11 @@
|
||||
/**
|
||||
* World
|
||||
* @author Richard Davey <rich@photonstorm.com>
|
||||
* @copyright 2013 Photon Storm Ltd.
|
||||
* @license https://github.com/photonstorm/phaser/blob/master/license.txt MIT License
|
||||
* @module Phaser.World
|
||||
*/
|
||||
|
||||
/**
|
||||
*
|
||||
* "This world is but a canvas to our imagination." - Henry David Thoreau
|
||||
*
|
||||
@@ -7,50 +13,62 @@
|
||||
* by stage limits and can be any size. You look into the world via cameras. All game objects live within
|
||||
* the world at world-based coordinates. By default a world is created the same size as your Stage.
|
||||
*
|
||||
* @package Phaser.World
|
||||
* @author Richard Davey <rich@photonstorm.com>
|
||||
* @copyright 2013 Photon Storm Ltd.
|
||||
* @license https://github.com/photonstorm/phaser/blob/master/license.txt MIT License
|
||||
|
||||
* @class World
|
||||
* @constructor
|
||||
* @param game {Phaser.Game} reference to the current game instance.
|
||||
* @param {Phaser.Game} game Reference to the current game instance.
|
||||
*/
|
||||
Phaser.World = function (game) {
|
||||
|
||||
/**
|
||||
* Local reference to Game.
|
||||
*/
|
||||
* A reference to the currently running Game.
|
||||
* @property game
|
||||
* @public
|
||||
* @type {Phaser.Game}
|
||||
*/
|
||||
this.game = game;
|
||||
|
||||
/**
|
||||
* Bound of this world that objects can not escape from.
|
||||
* @type {Rectangle}
|
||||
*/
|
||||
* Bound of this world that objects can not escape from.
|
||||
* @property bounds
|
||||
* @public
|
||||
* @type {Phaser.Rectangle}
|
||||
*/
|
||||
this.bounds = new Phaser.Rectangle(0, 0, game.width, game.height);
|
||||
|
||||
/**
|
||||
* Camera instance.
|
||||
* @type {Camera}
|
||||
*/
|
||||
* Camera instance.
|
||||
* @property camera
|
||||
* @public
|
||||
* @type {Phaser.Camera}
|
||||
*/
|
||||
this.camera = null;
|
||||
|
||||
/**
|
||||
* Reset each frame, keeps a count of the total number of objects updated.
|
||||
* @type {Number}
|
||||
*/
|
||||
* Reset each frame, keeps a count of the total number of objects updated.
|
||||
* @property currentRenderOrderID
|
||||
* @public
|
||||
* @type {Number}
|
||||
*/
|
||||
this.currentRenderOrderID = 0;
|
||||
|
||||
/**
|
||||
* Object container stores every object created with `create*` methods.
|
||||
* @type {Group}
|
||||
*/
|
||||
* Object container stores every object created with `create*` methods.
|
||||
* @property group
|
||||
* @public
|
||||
* @type {Phaser.Group}
|
||||
*/
|
||||
this.group = null;
|
||||
|
||||
};
|
||||
|
||||
Phaser.World.prototype = {
|
||||
|
||||
|
||||
/**
|
||||
* Initialises the game world
|
||||
*
|
||||
* @method boot
|
||||
*/
|
||||
boot: function () {
|
||||
|
||||
this.camera = new Phaser.Camera(this.game, 0, 0, 0, this.game.width, this.game.height);
|
||||
@@ -62,8 +80,9 @@ Phaser.World.prototype = {
|
||||
},
|
||||
|
||||
/**
|
||||
* This is called automatically every frame, and is where main logic happens.
|
||||
*/
|
||||
* This is called automatically every frame, and is where main logic happens.
|
||||
* @method update
|
||||
*/
|
||||
update: function () {
|
||||
|
||||
this.camera.update();
|
||||
@@ -96,8 +115,8 @@ Phaser.World.prototype = {
|
||||
/**
|
||||
* Updates the size of this world.
|
||||
* @method setSize
|
||||
* @param width {number} New width of the world.
|
||||
* @param height {number} New height of the world.
|
||||
* @param {number} width New width of the world.
|
||||
* @param {number} height New height of the world.
|
||||
*/
|
||||
setSize: function (width, height) {
|
||||
|
||||
@@ -134,10 +153,18 @@ Phaser.World.prototype = {
|
||||
|
||||
Object.defineProperty(Phaser.World.prototype, "width", {
|
||||
|
||||
/**
|
||||
* @method width
|
||||
* @return {Number} The current width of the game world
|
||||
*/
|
||||
get: function () {
|
||||
return this.bounds.width;
|
||||
},
|
||||
|
||||
/**
|
||||
* @method width
|
||||
* @return {Number} Sets the width of the game world
|
||||
*/
|
||||
set: function (value) {
|
||||
this.bounds.width = value;
|
||||
}
|
||||
@@ -146,10 +173,18 @@ Object.defineProperty(Phaser.World.prototype, "width", {
|
||||
|
||||
Object.defineProperty(Phaser.World.prototype, "height", {
|
||||
|
||||
/**
|
||||
* @method height
|
||||
* @return {Number} The current height of the game world
|
||||
*/
|
||||
get: function () {
|
||||
return this.bounds.height;
|
||||
},
|
||||
|
||||
/**
|
||||
* @method height
|
||||
* @return {Number} Sets the width of the game world
|
||||
*/
|
||||
set: function (value) {
|
||||
this.bounds.height = value;
|
||||
}
|
||||
@@ -158,6 +193,10 @@ Object.defineProperty(Phaser.World.prototype, "height", {
|
||||
|
||||
Object.defineProperty(Phaser.World.prototype, "centerX", {
|
||||
|
||||
/**
|
||||
* @method centerX
|
||||
* @return {Number} return the X position of the center point of the world
|
||||
*/
|
||||
get: function () {
|
||||
return this.bounds.halfWidth;
|
||||
}
|
||||
@@ -166,6 +205,10 @@ Object.defineProperty(Phaser.World.prototype, "centerX", {
|
||||
|
||||
Object.defineProperty(Phaser.World.prototype, "centerY", {
|
||||
|
||||
/**
|
||||
* @method centerY
|
||||
* @return {Number} return the Y position of the center point of the world
|
||||
*/
|
||||
get: function () {
|
||||
return this.bounds.halfHeight;
|
||||
}
|
||||
@@ -174,6 +217,10 @@ Object.defineProperty(Phaser.World.prototype, "centerY", {
|
||||
|
||||
Object.defineProperty(Phaser.World.prototype, "randomX", {
|
||||
|
||||
/**
|
||||
* @method randomX
|
||||
* @return {Number} a random integer which is lesser or equal to the current width of the game world
|
||||
*/
|
||||
get: function () {
|
||||
return Math.round(Math.random() * this.bounds.width);
|
||||
}
|
||||
@@ -182,6 +229,10 @@ Object.defineProperty(Phaser.World.prototype, "randomX", {
|
||||
|
||||
Object.defineProperty(Phaser.World.prototype, "randomY", {
|
||||
|
||||
/**
|
||||
* @method randomY
|
||||
* @return {Number} a random integer which is lesser or equal to the current height of the game world
|
||||
*/
|
||||
get: function () {
|
||||
return Math.round(Math.random() * this.bounds.height);
|
||||
}
|
||||
|
||||
+20
-13
@@ -1,20 +1,28 @@
|
||||
/**
|
||||
* @author Richard Davey <rich@photonstorm.com>
|
||||
* @copyright 2013 Photon Storm Ltd.
|
||||
* @license https://github.com/photonstorm/phaser/blob/master/license.txt MIT License
|
||||
* @module Phaser.Button
|
||||
*/
|
||||
|
||||
/**
|
||||
* Create a new <code>Button</code> object.
|
||||
* @class Button
|
||||
* @constructor
|
||||
*
|
||||
* @param game {Phaser.Game} Current game instance.
|
||||
* @param [x] {number} X position of the button.
|
||||
* @param [y] {number} Y position of the button.
|
||||
* @param [key] {string} The image key as defined in the Game.Cache to use as the texture for this button.
|
||||
* @param [callback] {function} The function to call when this button is pressed
|
||||
* @param [callbackContext] {object} The context in which the callback will be called (usually 'this')
|
||||
* @param [overFrame] {string|number} This is the frame or frameName that will be set when this button is in an over state. Give either a number to use a frame ID or a string for a frame name.
|
||||
* @param [outFrame] {string|number} This is the frame or frameName that will be set when this button is in an out state. Give either a number to use a frame ID or a string for a frame name.
|
||||
* @param [downFrame] {string|number} This is the frame or frameName that will be set when this button is in a down state. Give either a number to use a frame ID or a string for a frame name.
|
||||
* @param {Phaser.Game} game Current game instance.
|
||||
* @param {number} [x] X position of the button.
|
||||
* @param {number} [y] Y position of the button.
|
||||
* @param {string} [key] The image key as defined in the Game.Cache to use as the texture for this button.
|
||||
* @param {function} [callback] The function to call when this button is pressed
|
||||
* @param {object} [callbackContext] The context in which the callback will be called (usually 'this')
|
||||
* @param {string|number} [overFrame] This is the frame or frameName that will be set when this button is in an over state. Give either a number to use a frame ID or a string for a frame name.
|
||||
* @param {string|number} [outFrame] This is the frame or frameName that will be set when this button is in an out state. Give either a number to use a frame ID or a string for a frame name.
|
||||
* @param {string|number} [downFrame] This is the frame or frameName that will be set when this button is in a down state. Give either a number to use a frame ID or a string for a frame name.
|
||||
*/
|
||||
Phaser.Button = function (game, x, y, key, callback, callbackContext, overFrame, outFrame, downFrame) {
|
||||
|
||||
|
||||
x = x || 0;
|
||||
y = y || 0;
|
||||
key = key || null;
|
||||
@@ -65,11 +73,10 @@ Phaser.Button.prototype.constructor = Phaser.Button;
|
||||
* exactly like setting them in the constructor
|
||||
*
|
||||
* @method setFrames
|
||||
* @param [overFrame] {string|number} This is the frame or frameName that will be set when this button is in an over state. Give either a number to use a frame ID or a string for a frame name.
|
||||
* @param [outFrame] {string|number} This is the frame or frameName that will be set when this button is in an out state. Give either a number to use a frame ID or a string for a frame name.
|
||||
* @param [downFrame] {string|number} This is the frame or frameName that will be set when this button is in a down state. Give either a number to use a frame ID or a string for a frame name.
|
||||
* @param {string|number} [overFrame] This is the frame or frameName that will be set when this button is in an over state. Give either a number to use a frame ID or a string for a frame name.
|
||||
* @param {string|number} [outFrame] This is the frame or frameName that will be set when this button is in an out state. Give either a number to use a frame ID or a string for a frame name.
|
||||
* @param {string|number} [downFrame] This is the frame or frameName that will be set when this button is in a down state. Give either a number to use a frame ID or a string for a frame name.
|
||||
*/
|
||||
|
||||
Phaser.Button.prototype.setFrames = function (overFrame, outFrame, downFrame) {
|
||||
|
||||
if (overFrame !== null)
|
||||
|
||||
+107
-13
@@ -3,26 +3,70 @@
|
||||
*
|
||||
* @class Sound
|
||||
* @constructor
|
||||
* @param game {Phaser.Game} reference to the current game instance.
|
||||
* @param key {string} Asset key for the sound.
|
||||
* @param volume {number} default value for the volume.
|
||||
* @param loop {bool} Whether or not the sound will loop.
|
||||
* @param {Phaser.Game} game Reference to the current game instance.
|
||||
* @param {string} key Asset key for the sound.
|
||||
* @param {number} volume Default value for the volume.
|
||||
* @param {bool} loop Whether or not the sound will loop.
|
||||
*/
|
||||
Phaser.Sound = function (game, key, volume, loop) {
|
||||
|
||||
volume = volume || 1;
|
||||
if (typeof loop == 'undefined') { loop = false; }
|
||||
|
||||
/**
|
||||
* A reference to the currently running Game.
|
||||
* @property game
|
||||
* @public
|
||||
* @type {Phaser.Game}
|
||||
*/
|
||||
this.game = game;
|
||||
|
||||
/**
|
||||
* Name of the sound
|
||||
* @property name
|
||||
* @public
|
||||
* @type {string}
|
||||
*/
|
||||
this.name = '';
|
||||
|
||||
/**
|
||||
* Asset key for the sound.
|
||||
* @property key
|
||||
* @public
|
||||
* @type {string}
|
||||
*/
|
||||
this.key = key;
|
||||
|
||||
/**
|
||||
* Whether or not the sound will loop.
|
||||
* @property loop
|
||||
* @public
|
||||
* @type {bool}
|
||||
*/
|
||||
this.loop = loop;
|
||||
|
||||
/**
|
||||
* The global audio volume. A value between 0 (silence) and 1 (full volume)
|
||||
* @property _volume
|
||||
* @private
|
||||
* @type {number}
|
||||
*/
|
||||
this._volume = volume;
|
||||
|
||||
/**
|
||||
* The sound markers, empty by default
|
||||
* @property markers
|
||||
* @public
|
||||
* @type {object}
|
||||
*/
|
||||
this.markers = {};
|
||||
|
||||
|
||||
/**
|
||||
* Reference to AudioContext instance.
|
||||
* @property context
|
||||
* @public
|
||||
* @type {AudioContext}
|
||||
*/
|
||||
this.context = null;
|
||||
|
||||
@@ -31,9 +75,28 @@ Phaser.Sound = function (game, key, volume, loop) {
|
||||
*/
|
||||
this._buffer = null;
|
||||
|
||||
/**
|
||||
* Boolean indicating whether the game is on "mute"
|
||||
* @property _muted
|
||||
* @private
|
||||
* @type {bool}
|
||||
*/
|
||||
this._muted = false;
|
||||
|
||||
/**
|
||||
* Boolean indicating whether the sound should start automatically
|
||||
* @property autoplay
|
||||
* @public
|
||||
* @type {bool}
|
||||
*/
|
||||
this.autoplay = false;
|
||||
|
||||
/**
|
||||
* The total duration of the sound, in milliseconds
|
||||
* @property autoplay
|
||||
* @public
|
||||
* @type {bool}
|
||||
*/
|
||||
this.totalDuration = 0;
|
||||
this.startTime = 0;
|
||||
this.currentTime = 0;
|
||||
@@ -188,11 +251,11 @@ Phaser.Sound.prototype = {
|
||||
|
||||
/**
|
||||
* Play this sound, or a marked section of it.
|
||||
|
||||
* @param marker {string} Assets key of the sound you want to play.
|
||||
* @param position {number} the starting position
|
||||
* @param [volume] {number} volume of the sound you want to play.
|
||||
* @param [loop] {bool} loop when it finished playing? (Default to false)
|
||||
* @method play
|
||||
* @param {string} marker Assets key of the sound you want to play.
|
||||
* @param {number} position The starting position
|
||||
* @param {number} [volume] Volume of the sound you want to play.
|
||||
* @param {bool} [loop] Loop when it finished playing? (Default to false)
|
||||
* @return {Sound} The playing sound object.
|
||||
*/
|
||||
play: function (marker, position, volume, loop, forceRestart) {
|
||||
@@ -366,6 +429,14 @@ Phaser.Sound.prototype = {
|
||||
}
|
||||
},
|
||||
|
||||
/**
|
||||
* Restart the sound, or a marked section of it.
|
||||
* @method restart
|
||||
* @param {string} marker Assets key of the sound you want to play.
|
||||
* @param {number} position The starting position
|
||||
* @param {number} [volume] Volume of the sound you want to play.
|
||||
* @param {bool} [loop] Loop when it finished playing? (Default to false)
|
||||
*/
|
||||
restart: function (marker, position, volume, loop) {
|
||||
|
||||
marker = marker || '';
|
||||
@@ -377,6 +448,10 @@ Phaser.Sound.prototype = {
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Pauses the sound
|
||||
* @method pause
|
||||
*/
|
||||
pause: function () {
|
||||
|
||||
if (this.isPlaying && this._sound)
|
||||
@@ -388,7 +463,10 @@ Phaser.Sound.prototype = {
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Resumes the sound
|
||||
* @method pause
|
||||
*/
|
||||
resume: function () {
|
||||
|
||||
if (this.paused && this._sound)
|
||||
@@ -419,6 +497,7 @@ Phaser.Sound.prototype = {
|
||||
|
||||
/**
|
||||
* Stop playing this sound.
|
||||
* @method stop
|
||||
*/
|
||||
stop: function () {
|
||||
|
||||
@@ -470,13 +549,20 @@ Object.defineProperty(Phaser.Sound.prototype, "isDecoded", {
|
||||
|
||||
Object.defineProperty(Phaser.Sound.prototype, "mute", {
|
||||
|
||||
/**
|
||||
* Mute sounds.
|
||||
|
||||
/**
|
||||
* Mutes sound.
|
||||
* @method mute
|
||||
* @return {bool} whether or not the sound is muted
|
||||
*/
|
||||
get: function () {
|
||||
return this._muted;
|
||||
},
|
||||
|
||||
/**
|
||||
* Mutes sound.
|
||||
* @method mute
|
||||
* @return {bool} whether or not the sound is muted
|
||||
*/
|
||||
set: function (value) {
|
||||
|
||||
value = value || null;
|
||||
@@ -518,10 +604,18 @@ Object.defineProperty(Phaser.Sound.prototype, "mute", {
|
||||
|
||||
Object.defineProperty(Phaser.Sound.prototype, "volume", {
|
||||
|
||||
/**
|
||||
* @method volume
|
||||
* @return {number} The current volume. A value between 0 (silence) and 1 (full volume)
|
||||
*/
|
||||
get: function () {
|
||||
return this._volume;
|
||||
},
|
||||
|
||||
/**
|
||||
* @method volume
|
||||
* @return {number} Sets the current volume. A value between 0 (silence) and 1 (full volume)
|
||||
*/
|
||||
set: function (value) {
|
||||
|
||||
if (this.usingWebAudio)
|
||||
|
||||
+73
-11
@@ -3,20 +3,47 @@
|
||||
*
|
||||
* @class SoundManager
|
||||
* @constructor
|
||||
* @param game {Phaser.Game} reference to the current game instance.
|
||||
* @param {Phaser.Game} game reference to the current game instance.
|
||||
*/
|
||||
Phaser.SoundManager = function (game) {
|
||||
|
||||
/**
|
||||
* A reference to the currently running Game.
|
||||
* @property game
|
||||
* @public
|
||||
* @type {Phaser.Game}
|
||||
*/
|
||||
this.game = game;
|
||||
|
||||
this.onSoundDecode = new Phaser.Signal;
|
||||
|
||||
|
||||
/**
|
||||
* Boolean indicating whether the game is on "mute"
|
||||
* @property _muted
|
||||
* @private
|
||||
* @type {bool}
|
||||
*/
|
||||
this._muted = false;
|
||||
this._unlockSource = null;
|
||||
|
||||
/**
|
||||
* The global audio volume. A value between 0 (silence) and 1 (full volume)
|
||||
* @property _volume
|
||||
* @private
|
||||
* @type {number}
|
||||
*/
|
||||
this._volume = 1;
|
||||
this._muted = false;
|
||||
|
||||
/**
|
||||
* An array containing all the sounds
|
||||
* @property _sounds
|
||||
* @private
|
||||
* @type {array}
|
||||
*/
|
||||
this._sounds = [];
|
||||
|
||||
|
||||
this.context = null;
|
||||
this.usingWebAudio = true;
|
||||
this.usingAudioTag = false;
|
||||
@@ -30,6 +57,10 @@ Phaser.SoundManager = function (game) {
|
||||
|
||||
Phaser.SoundManager.prototype = {
|
||||
|
||||
/**
|
||||
* Initialises the sound manager
|
||||
* @method boot
|
||||
*/
|
||||
boot: function () {
|
||||
|
||||
if (this.game.device.iOS && this.game.device.webAudio == false)
|
||||
@@ -108,6 +139,10 @@ Phaser.SoundManager.prototype = {
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Enables the audio, usually after the first touch
|
||||
* @method unlock
|
||||
*/
|
||||
unlock: function () {
|
||||
|
||||
if (this.touchLocked == false)
|
||||
@@ -138,6 +173,10 @@ Phaser.SoundManager.prototype = {
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Stops all the sounds in the game
|
||||
* @method stopAll
|
||||
*/
|
||||
stopAll: function () {
|
||||
|
||||
for (var i = 0; i < this._sounds.length; i++)
|
||||
@@ -150,6 +189,10 @@ Phaser.SoundManager.prototype = {
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Pauses all the sounds in the game
|
||||
* @method pauseAll
|
||||
*/
|
||||
pauseAll: function () {
|
||||
|
||||
for (var i = 0; i < this._sounds.length; i++)
|
||||
@@ -162,6 +205,10 @@ Phaser.SoundManager.prototype = {
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* resumes every sound in the game
|
||||
* @method resumeAll
|
||||
*/
|
||||
resumeAll: function () {
|
||||
|
||||
for (var i = 0; i < this._sounds.length; i++)
|
||||
@@ -176,8 +223,9 @@ Phaser.SoundManager.prototype = {
|
||||
|
||||
/**
|
||||
* Decode a sound with its assets key.
|
||||
* @method decode
|
||||
* @param key {string} Assets key of the sound to be decoded.
|
||||
* @param [sound] {Sound} its bufer will be set to decoded data.
|
||||
* @param [sound] {Phaser.Sound} its bufer will be set to decoded data.
|
||||
*/
|
||||
decode: function (key, sound) {
|
||||
|
||||
@@ -205,6 +253,10 @@ Phaser.SoundManager.prototype = {
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* updates every sound in the game
|
||||
* @method update
|
||||
*/
|
||||
update: function () {
|
||||
|
||||
if (this.touchLocked)
|
||||
@@ -232,11 +284,10 @@ Phaser.SoundManager.prototype = {
|
||||
/**
|
||||
*
|
||||
* @method add
|
||||
* @param key {string} Asset key for the sound.
|
||||
* @param volume {number} default value for the volume.
|
||||
* @param loop {bool} Whether or not the sound will loop.
|
||||
* @param {string} key Asset key for the sound.
|
||||
* @param {number} volume Default value for the volume.
|
||||
* @param {bool} loop Whether or not the sound will loop.
|
||||
*/
|
||||
|
||||
add: function (key, volume, loop) {
|
||||
|
||||
volume = volume || 1;
|
||||
@@ -258,6 +309,8 @@ Object.defineProperty(Phaser.SoundManager.prototype, "mute", {
|
||||
|
||||
/**
|
||||
* A global audio mute toggle.
|
||||
* @method mute
|
||||
* @return {bool} whether or not the game is on "mute"
|
||||
*/
|
||||
get: function () {
|
||||
|
||||
@@ -265,6 +318,11 @@ Object.defineProperty(Phaser.SoundManager.prototype, "mute", {
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Mute sounds.
|
||||
* @method mute
|
||||
* @return {bool} whether or not the game is on "mute"
|
||||
*/
|
||||
set: function (value) {
|
||||
|
||||
value = value || null;
|
||||
@@ -316,14 +374,16 @@ Object.defineProperty(Phaser.SoundManager.prototype, "mute", {
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
}
|
||||
|
||||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
|
||||
Object.defineProperty(Phaser.SoundManager.prototype, "volume", {
|
||||
|
||||
/**
|
||||
* @method volume
|
||||
* @return {number} The global audio volume. A value between 0 (silence) and 1 (full volume)
|
||||
*/
|
||||
get: function () {
|
||||
|
||||
if (this.usingWebAudio)
|
||||
@@ -338,7 +398,9 @@ Object.defineProperty(Phaser.SoundManager.prototype, "volume", {
|
||||
},
|
||||
|
||||
/**
|
||||
* The global audio volume. A value between 0 (silence) and 1 (full volume)
|
||||
* Sets the global volume
|
||||
* @method volume
|
||||
* @return {number} The global audio volume. A value between 0 (silence) and 1 (full volume)
|
||||
*/
|
||||
set: function (value) {
|
||||
|
||||
|
||||
+19
-1
@@ -5,8 +5,22 @@
|
||||
* @module Phaser.Canvas
|
||||
*/
|
||||
|
||||
Phaser.Canvas = {
|
||||
/**
|
||||
* The Canvas class handles everything related to the <canvas> tag as a DOM Element, like styles, offset, aspect ratio
|
||||
*
|
||||
* @class Canvas
|
||||
* @static
|
||||
*/
|
||||
|
||||
Phaser.Canvas = {
|
||||
/**
|
||||
* Creates the <canvas> tag
|
||||
*
|
||||
* @method create
|
||||
* @param {number} width The desired width
|
||||
* @param {number} height The desired height
|
||||
* @return {HTMLCanvasElement} the newly created <canvas> tag
|
||||
*/
|
||||
create: function (width, height) {
|
||||
|
||||
width = width || 256;
|
||||
@@ -23,6 +37,10 @@ Phaser.Canvas = {
|
||||
|
||||
/**
|
||||
* Get the DOM offset values of any given element
|
||||
* @method getOffset
|
||||
* @param {HTMLElement} element The targeted element that we want to retrieve the offset
|
||||
* @param {Phaser.Point} [point] The point we want to take the x/y values of the offset
|
||||
* @return point {Phaser.Point} A point objet with the offsetX and Y as its properties
|
||||
*/
|
||||
getOffset: function (element, point) {
|
||||
|
||||
|
||||
+34
-4
@@ -1,4 +1,15 @@
|
||||
/**
|
||||
* @author Richard Davey <rich@photonstorm.com>
|
||||
* @copyright 2013 Photon Storm Ltd.
|
||||
* @license https://github.com/photonstorm/phaser/blob/master/license.txt MIT License
|
||||
* @module Phaser.Utils
|
||||
*/
|
||||
|
||||
/**
|
||||
*
|
||||
* @class Utils
|
||||
* @static
|
||||
*/
|
||||
Phaser.Utils = {
|
||||
|
||||
/**
|
||||
@@ -6,6 +17,11 @@ Phaser.Utils = {
|
||||
* http://www.webtoolkit.info/
|
||||
* pad = the string to pad it out with (defaults to a space)
|
||||
* dir = 1 (left), 2 (right), 3 (both)
|
||||
* @method pad
|
||||
* @param {string} str the target string
|
||||
* @param {number} pad the string to pad it out with (defaults to a space)
|
||||
* @param {number} len
|
||||
* @param {number} [dir=3] the direction dir = 1 (left), 2 (right), 3 (both)
|
||||
**/
|
||||
pad: function (str, len, pad, dir) {
|
||||
|
||||
@@ -37,7 +53,11 @@ Phaser.Utils = {
|
||||
|
||||
},
|
||||
|
||||
// This is a slightly modified version of jQuery.isPlainObject
|
||||
/**
|
||||
* This is a slightly modified version of jQuery.isPlainObject
|
||||
* @method isPlainObject
|
||||
* @param {object} obj
|
||||
*/
|
||||
isPlainObject: function (obj) {
|
||||
|
||||
// Not plain objects:
|
||||
@@ -67,11 +87,20 @@ Phaser.Utils = {
|
||||
return true;
|
||||
},
|
||||
|
||||
|
||||
// deep, target, objects to copy to the target object
|
||||
// This is a slightly modified version of jQuery.extend (http://api.jquery.com/jQuery.extend/)
|
||||
// deep (boolean)
|
||||
// target (object to add to)
|
||||
// objects ... (objects to recurse and copy from)
|
||||
|
||||
/**
|
||||
* This is a slightly modified version of jQuery.extend (http://api.jquery.com/jQuery.extend/)
|
||||
* @method extend
|
||||
* @param {bool} [deep] If true, the merge becomes recursive (aka. deep copy).
|
||||
* @param {object} target The object to add to
|
||||
* @param {object} objets Objects to recurse and copy from
|
||||
*/
|
||||
extend: function () {
|
||||
|
||||
var options, name, src, copy, copyIsArray, clone,
|
||||
@@ -147,17 +176,18 @@ Phaser.Utils = {
|
||||
|
||||
// Global functions that PIXI needs
|
||||
|
||||
/**
|
||||
/**
|
||||
* Converts a hex color number to an [R, G, B] array
|
||||
*
|
||||
* @method HEXtoRGB
|
||||
* @param hex {Number}
|
||||
* @param {Number} hex
|
||||
* @return {array}
|
||||
*/
|
||||
function HEXtoRGB(hex) {
|
||||
return [(hex >> 16 & 0xFF) / 255, ( hex >> 8 & 0xFF) / 255, (hex & 0xFF)/ 255];
|
||||
}
|
||||
|
||||
/**
|
||||
/**
|
||||
* A polyfill for Function.prototype.bind
|
||||
*
|
||||
* @method bind
|
||||
|
||||
Reference in New Issue
Block a user