New examples HTML page added.

This commit is contained in:
photonstorm
2013-10-08 12:52:20 +01:00
parent fa692653e3
commit ebc4e5dc3d
52 changed files with 1657 additions and 525 deletions
+2
View File
@@ -96,6 +96,8 @@ Version 1.0.7 (in progress in the dev branch)
* Re-implemented Angular Velocity and Angular Acceleration on the Sprite.body and created 2 new examples to show use.
* Moved the Camera update checks to World.postUpdate, so all the sprites get the correct adjusted camera position.
* Added Sprite.fixedToCamera boolean. A Sprite that is fixed to the camera doesn't move with the world, but has its x/y coordinates relative to the top-left of the camera.
* Updated InputHandler to use Math.round rather than Math.floor when snapping an object during drag.
* TODO: look at Sprite.crop (http://www.html5gamedevs.com/topic/1617-error-in-spritecrop/)
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/* reset css starts */
html, body, div, span, applet, object, iframe, h1, h2, h3, h4, h5, h6, p, blockquote, pre, a, abbr, acronym, address, big, cite, code, del, dfn, em, img, ins, kbd, q, s, samp, small, strike, strong, sub, sup, tt, var, b, u, i, center, dl, dt, dd, ol, ul, li, fieldset, form, label, legend, table, caption, tbody, tfoot, thead, tr, th, td, article, aside, canvas, details, embed, figure, figcaption, footer, header, hgroup, menu, nav, output, ruby, section, summary, time, mark, audio, video {margin: 0; padding: 0; border: 0; font-size: 100%; font: inherit; vertical-align: baseline;}
/* HTML5 display-role reset for older browsers */
article, aside, details, figcaption, figure, footer, header, hgroup, menu, nav, section {display: block;}
body {line-height: 1;}
ol, ul {list-style: none;}
blockquote, q {quotes: none;}
blockquote:before, blockquote:after, q:before, q:after {content: ''; content: none;}
table {border-collapse: collapse; border-spacing: 0;}
/* reset css ends */
@font-face{font-family: 'HelveticaBd'; src: url('../fonts/HelveticaNeueLTStd-Bd.otf');}
body{margin:0;padding:0; overflow-x:hidden; font-family: 'HelveticaBd', Helvetica, Arial, Tahoma, Verdana !important; background: #e0e4f1;}
a{color:#fff; text-decoration: none;}
a:hover{text-decoration: underline;}
.helvetica{font-family: 'HelveticaBd', Helvetica, Arial, Tahoma, Verdana !important;}
.header{background: #e0e4f1 url('../img/header-bg.jpg') no-repeat; width:100%; margin:0; padding:0; background-size: cover; height: 910px; display: block; clear:both; margin-bottom: -400px}
.main-container{display: block; clear:both; width: 1125px; height: auto; margin:0 auto;}
ul.nav-links{margin:0;padding:0;display: inline-block; float: right; list-style-type: none; color: #fff; font-size: 15px; line-height: 2em; margin-top: 50px; min-width: 180px;}
ul.nav-links > li{margin:0; padding:0; list-style-type: none; padding-left: 55px;}
ul.nav-links > li > a{color: #fff; text-decoration: none;}
ul.nav-links > li > a:hover{text-decoration: underline;}
.link-home, .link-latest, .link-forum, .link-docs, .link-twitter{background-image: url('../img/nav-icons.png'); background-repeat: no-repeat;}
.main-title{font-size:55px;color:#fff;text-shadow:0 0 15px #b643e6; text-align: center; display: block; text-transform: uppercase; margin: 40px auto 0 auto;}
.link-home{background-position: 0 -9px;}
.link-latest{background-position: 0 -37px;}
.link-forum{background-position: 0 -67px;}
.link-docs{background-position: 0 -97px;}
.link-twitter{background-position: 0 -127px;}
.phaser-examples{background: url('../img/phaser-examples.png') no-repeat; display: block; width: 485px; height: 205px; margin: 20px auto;}
.phaser-version{float: right; background: url('../img/phaser-version.png') no-repeat; display: block; width: 345px; height: 30px; color: #fff; font-size: 11px; text-shadow: 1px 1px #000; right:0; top:0; }
.phaser-version > span{margin-top: 10px; display: inline-block; margin-left: 60px; margin-right: 25px;}
.phaser-version > a{color: #fff; text-decoration: none; background: url('../img/version-button.png') no-repeat; background-size: cover; display: inline-block; width: 123px; height: 10px; vertical-align: middle; text-align: center;padding-top:11px; padding-bottom: 11px}
.phaser-version > a:hover{text-decoration: underline;}
.phaser-logo{display: block; float: right; width: 168px;height: 144px; background: url('../img/phaser-logo.png') no-repeat; margin-top: 40px; margin-right: 40px;}
.line{display:block;clear:both; width:100%; margin:0;padding:0; float:left; background-color: transparent;}
.go-top{margin-top: -200px;}
.box5, .box10, .box15 .box20, .box25, .box30, .box35, .box40, .box45, .box50, .box55, .box60, .box65, .box70, .box75, .box80, .box85, .box90, .box95, .box100{position: relative;display: inline-block; box-sizing: border-box; padding: 5px 10px; -moz-box-sizing: border-box; vertical-align: top; margin:0;}
.float-right{float:right !important;}
.box5{width:4%; min-width: 100px; float:left;}
.box10{width:9%; min-width: 100px; float:left;}
.box15{width:14%; min-width: 150px;float:left;}
.box20{width:19%; min-width: 200px;float:left;}
.box25{width:24%; min-width: 250px;float:left;}
.box30{width:29%; min-width: 300px;float:left;}
.box35{width:34%; min-width: 350px;float:left;}
.box40{width:39%; min-width: 400px;float:left;}
.box45{width:44%; min-width: 450px;float:left;}
.box50{width:49%; min-width: 500px;float:left;}
.box55{width:54%; min-width: 550px;float:left;}
.box60{width:59%; min-width: 600px;float:left;}
.box65{width:64%; min-width: 650px;float:left;}
.box70{width:69%; min-width: 700px;float:left;}
.box75{width:74%; min-width: 750px;float:left;}
.box80{width:79%; min-width: 800px;float:left;}
.box85{width:84%; min-width: 850px;float:left;}
.box90{width:89%; min-width: 900px;float:left;}
.box95{width:94%; min-width: 950px;float:left;}
.box100, .clear, .clear5, .clear10, .clear15, .clear20, .clear25{width:100%; clear: both;}
.clear{display: block;}
.clear5{height: 10px;}
.clear10{height: 20px;}
.clear15{height: 30px;}
.clear20{height: 40px;}
.clear25{height: 50px;}
.strong{text-transform: uppercase !important;}
.no-margin{margin:0 !important;}
.no-padding{padding:0 !important;}
.box-center{float: none !important; margin-left: auto !important; margin-right: auto !important;}
.txt-center{text-align: center !important;}
p.title{font-size: 30px; color: #fff; text-shadow: 0 1px 3px #9e6ce8; text-align: right;}
p.count-examples{font-size: 12px; color: #676773; text-align: right;}
ul.group-items{background-image: url('../img/laser1.png'); background-repeat: no-repeat; background-position: left top 5px; padding-left: 125px; width: 875px !important;}
ul.group-items > li{width: 213px; padding-top: 15px; height: 35px; background: url('../img/group-item.png') no-repeat; text-align: center; display: inline-block; margin-bottom: 15px}
ul.group-items > li a{display:block; width:100%; height: 100%; padding: 20px 0; margin-top: -20px; color:#333;}
ul.group-items > li a:hover{cursor: pointer; text-decoration: underline;}
ul.group-items > li a span.mark{display:inline-block;width: 1px; height: 25px; vertical-align: middle;}
ul.group-items > li a:visited span.mark{background: url('../img/group-item-hover.png') no-repeat; background-position: center center;width:25px; padding-left:4px;}
.laser2{background-image: url('../img/laser2.png') !important; background-repeat: no-repeat; background-position: center 20px;}
.laser3{background-image: url('../img/laser3.png') !important; background-repeat: no-repeat; background-position: center 20px;}
.laser4{background-image: url('../img/laser4.png') !important; background-repeat: no-repeat; background-position: center 20px;}
.laser5{background-image: url('../img/laser5.png') !important; background-repeat: no-repeat; background-position: center 20px;}
.laser6{background-image: url('../img/laser6.png') !important; background-repeat: no-repeat; background-position: center 20px;}
.laser7{background-image: url('../img/laser7.png') !important; background-repeat: no-repeat; background-position: center 20px;}
.laser8{background-image: url('../img/laser8.png') !important; background-repeat: no-repeat; background-position: center 20px;}
.laser9{background-image: url('../img/laser9.png') !important; background-repeat: no-repeat; background-position: center 20px;}
.laser10{background-image: url('../img/laser10.png') !important; background-repeat: no-repeat; background-position: center 20px;}
.bright-bg, .dark-bg{border-bottom: 1px solid #d1d1d1; padding:25px 0;}
.bright-bg{background-color: #e0e0ee;}
.dark-bg{background-color:#e0e4f1;}
.border-bottom{border-bottom: 1px solid #d1d1d1;}
.prize-bg{background: url('../img/prize-bg.png') no-repeat; background-size: cover; background-position: center center; height: 326px; width: 100%;}
.gradient{background: url('../img/gradient-bg') repeat-y;}
.prize-button{text-transform: uppercase; color: #000; text-shadow: 1px 0 #fff; float:right; background: url('../img/prize-button.png') no-repeat; width: 300px; height: 70px; padding-top:135px; font-size: 16px; padding-left: 75px; margin-top: 25px; margin-right: 145px;}
.footer{background: #e0e4f1 url('../img/footer-bg.jpg') no-repeat; background-size: cover; width:100%; height: 425px; bottom:0; color:#fff; text-shadow: 1px 1px 0 #000; line-height: 1.25em; font-size: 15px;}
.photonstorm-logo{background: url('../img/photonstorm-logo.png') no-repeat; background-size: cover; display: block;clear:both; width:113px;height:15px; margin-bottom: 6px;}
.flixel-logo{display:block; clear:both; width:26px; height:50px; background: url('../img/flixel-logo.png') no-repeat;}
.forums-icon, .twitter-icon, .github-icon{background: url('../img/forums-icon.png') no-repeat; vertical-align: middle; padding-left: 68px; height: 35px; display: inline-block; padding-top: 25px;}
.twitter-icon{background: url('../img/twitter-icon.png') no-repeat;}
.github-icon{background: url('../img/github-icon.png') no-repeat;}
.footer > .main-container > .line{margin-top: 270px;}
ul.footer-links{list-style-type: none; width:100%; clear:both; padding:0; margin:0; float:right; margin-top: -20px;}
ul.footer-links > li{display: inline-block; padding:0; margin:0; float:right;}
.game-panel{width:800px; height: 680px; overflow: hidden; display:block; clear:both;box-shadow: 0 0 15px #6ac8f8; margin:-150px auto 0 auto; border-radius: 10px; position: relative; z-index: 10;}
.game-screen{display:block; clear:both; width:800px;height:600px;margin:0;}
.game-controls{display:block; width:100%; height:80px; margin:0; padding:0;background: url('../img/game-controls-bg.jpg') repeat-x;}
ul.left-controls{float:left; list-style-type: none; margin:30px 0 0 25px;padding:0; display: inline-block;}
ul.left-controls > li{margin:0;padding:0; display: inline-block; vertical-align: middle;}
.controls-label{display:inline-block; width:80px; height:9px; background: url('../img/controls-label.png') no-repeat;}
.up-label{display: inline-block; width:11px; height: 11px; background: url('../img/up-label.png') no-repeat;}
.down-label{display: inline-block; width:11px; height: 11px; background: url('../img/down-label.png') no-repeat;}
.left-label{display: inline-block; width:13px; height: 11px; background: url('../img/left-label.png') no-repeat;}
.right-label{display: inline-block; width:12px; height: 11px; background: url('../img/right-label.png') no-repeat;}
.space-label{display: inline-block; width:64px; height: 18px; background: url('../img/space-label.png') no-repeat;}
ul.right-controls{float:right;list-style-type: none; padding:0; display: inline-block; margin: 15px 25px 0 0;}
ul.right-controls > li{margin:0;padding:0; display: inline-block; vertical-align: middle;}
.pause-button{width: 121px; height:52px; display:inline-block; background: url('../img/pause-button.png') no-repeat;}
.mute-button{width: 121px; height:52px; display:inline-block; background: url('../img/mute-button.png') no-repeat;}
.reset-button{width: 121px; height:52px; display:inline-block; background: url('../img/reset-button.png') no-repeat;}
.pause-button:hover, .mute-button:hover, .reset-button:hover{cursor: pointer;}
.filler{height: 420px;}
.code-block{width:750px; height:auto; overflow: hidden;margin:0 auto;border-radius: 10px;background:#fdfdfd; border:0 !important; box-shadow: inset 0 5px 15px rgba(0,0,0,0.15), 0 0 10px rgba(106,200,248,0.5); padding: 25px !important;display: block; margin-bottom: 20px; margin-top: 30px;}
.px800{width:800px; clear:both; display: block; margin:0 auto; line-height: 1.5em;}
.gradient p{color:#333;}
@media only screen and (max-width: 1235px), only screen and (max-device-width: 1235px){
ul.nav-links{min-width:100% !important;}
ul.nav-links > li{display: inline-block;}
}
@media only screen and (max-width: 1120px), only screen and (max-device-width: 1120px){
.footer .box20, .footer .box55, .footer .box15{display: block; clear:both; margin:10px auto; text-align: center; float:none;}
.footer .box5{display:none;}
.photonstorm-logo{margin:10px auto;}
.footer .box55{width:100%; float:none; margin:10px auto;}
.footer ul.footer-links{width:100%;}
.footer ul.footer-links > li{float:none;}
.footer > .main-container > .line{margin-top: 125px;}
}
@media only screen and (max-width: 1020px), only screen and (max-device-width: 1020px){
.phaser-logo{display:none;}
.header{margin-bottom: -350px;}
p.title, p.count-examples{text-align: center;}
.box20, .box60{min-width:100% !important; clear:both; width: 100% !important; max-width: 100% !important; text-align: center;}
a.prize-button{margin:0 auto; float:none;display:block;}
.prize-bg{background: transparent;}
}
@media only screen and (max-width: 810px), only screen and (max-device-width: 810px){
.main-container{width:100%;}
}
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<html lang='en' xml:lang='en' xmlns='http://www.w3.org/1999/xhtml'>
<head>
<meta content='text/html; charset=utf-8' http-equiv='Content-Type'>
<script src='http://code.jquery.com/jquery-latest.min.js' type='text/javascript'></script>
<script src="https://google-code-prettify.googlecode.com/svn/loader/run_prettify.js"></script>
<script src='./js/application.js' type='text/javascript'></script>
<link href='./css/stylesheet.css' media='screen' rel='stylesheet' type='text/css'>
</head>
<body>
<div class="header">
<div class="box100 no-padding">
<div class="phaser-version">
<span>Phaser Version: 1.0.6</span>
<a href="#" class="version-button">Update to 1.0.7</a>
</div>
</div>
<div class="clear"></div>
<div class="line">
<div class="box20">
<ul class="nav-links">
<li class="link-home"><a href="#">Back to examples</a></li>
</ul>
</div>
<div class="box60 txt-center">
<span class="main-title">Starstruck</span>
</div>
<div class="box20">
<div class="phaser-logo"></div>
</div>
</div>
<div class="game-panel centered">
<img src="./img/screenshot.jpg" alt="" class="game-screen"/>
<div class="game-controls">
<ul class="left-controls">
<li class="controls-label"></li>
<li class="up-label"></li>
<li class="down-label"></li>
<li class="left-label"></li>
<li class="right-label"></li>
<li class="space-label"></li>
</ul>
<ul class="right-controls">
<li class="pause-button"></li>
<li class="mute-button"></li>
<li class="reset-button"></li>
</ul>
</div>
</div>
</div>
<div class="clear filler"></div>
<div class="gradient helvetica">
<p class="centered px800">Lorem ipsum dolor sit amet enim. Etiam ullamcorper. Suspendisse a pellentesque dui, non felis. Maecenas malesuada elit lectus felis, malesuada ultricies. </p>
<p class="centered px800">Curabitur et ligula. Ut molestie a, ultricies porta urna. Vestibulum commodo volutpat a, convallis ac, laoreet enim. Phasellus fermentum in, dolor. Pellentesque facilisis. Nulla imperdiet sit amet magna. </p>
<pre class="code-block prettyprint centered">
var Phaser;
(function (Phaser) {
var Basic = (function () {
function Basic(game) {
this.name = 'Space Harrier';
this._game = game;
this.ID = -1;
this.exists = true;
this.active = true;
}
Basic.prototype.destroy =
function () {
};
// Code Comment
Basic.prototype.toString =
function () {
return "";
};
return Basic;
})();
Phaser.Basic = Basic;
})(Phaser || (Phaser = {}));
</pre>
<div class="clear20"></div>
</div>
<div class="clear"></div>
<div class="footer">
<div class="main-container centered">
<div class="clear25"></div>
<div class="line">
<div class="box20 helvetica">
<a href="#" class="photonstorm-logo"></a>
&copy; 2013 Photon Storm Ltd.<br/>
All rights reserved.
</div>
<div class="box5">
<div class="flixel-logo"></div>
</div>
<div class="box15 helvetica">
Looking for a flash game framework?<br/>
<a href="#">Try flixel!</a>
</div>
<div class="box55 helvetica float-right">
<ul class="footer-links">
<li><a class="forums-icon" href="#">Phaser Forums</a></li>
<li><a class="twitter-icon" href="#">@Photonstorm</a></li>
<li><a class="github-icon" href="#">Phaser on Github</a></li>
</ul>
</div>
</div>
</div>
</div>
</body>
</html>
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<html lang='en' xml:lang='en' xmlns='http://www.w3.org/1999/xhtml'>
<head>
<meta content='text/html; charset=utf-8' http-equiv='Content-Type'>
<script src='http://code.jquery.com/jquery-latest.min.js' type='text/javascript'></script>
<script src='./js/application.js' type='text/javascript'></script>
<link href='./css/stylesheet.css' media='screen' rel='stylesheet' type='text/css'>
</head>
<body>
<div class="header">
<div class="box100 no-padding">
<div class="phaser-version">
<span>Phaser Version: 1.0.6</span>
<a href="#" class="version-button">Update to 1.0.7</a>
</div>
</div>
<div class="clear"></div>
<div class="line">
<div class="box20">
<ul class="nav-links">
<li class="link-home"><a href="#">Phaser Home</a></li>
<li class="link-latest"><a href="#">Download Latest</a></li>
<li class="link-forum"><a href="#">Support Forum</a></li>
<li class="link-docs"><a href="#">Documentation</a></li>
<li class="link-twitter"><a href="#">Twitter</a></li>
</ul>
</div>
<div class="box60 txt-center">
<div class="phaser-examples"></div>
</div>
<div class="box20">
<div class="phaser-logo"></div>
</div>
</div>
</div>
<div class="clear clear25"></div>
<div class="line go-top border-bottom">
<div class="box20">
<p class="title strong">audio</p>
<p class="count-examples strong">9 examples</p>
</div>
<div class="box80">
<ul class="group-items">
<li><a href="http://google.com">Play music<span class="mark"></span></a></li>
<li><a href="#">Sprite vs Group<span class="mark"></span></a></li>
<li><a href="#">Sprite vs Sprite<span class="mark"></span></a></li>
<li><a href="#">Play music2<span class="mark"></span></a></li>
<li><a href="#">Sprite vs Group2<span class="mark"></span></a></li>
<li><a href="#">Sprite vs Sprite2<span class="mark"></span></a></li>
<li><a href="#">Play music3<span class="mark"></span></a></li>
<li><a href="#">Sprite vs Group3<span class="mark"></span></a></li>
<li><a href="#">Sprite vs Sprite3<span class="mark"></span></a></li>
<li><a href="#">Sprite vs Sprite2<span class="mark"></span></a></li>
<li><a href="#">Play music3<span class="mark"></span></a></li>
<li><a href="#">Sprite vs Group3<span class="mark"></span></a></li>
<li><a href="#">Sprite vs Sprite3<span class="mark"></span></a></li>
<li><a href="#">Sprite vs Sprite3<span class="mark"></span></a></li>
<li><a href="#">Sprite vs Sprite2<span class="mark"></span></a></li>
<li><a href="#">Play music3<span class="mark"></span></a></li>
<li><a href="#">Sprite vs Group3<span class="mark"></span></a></li>
<li><a href="#">Sprite vs Sprite3<span class="mark"></span></a></li>
<li><a href="#">Sprite vs Sprite2<span class="mark"></span></a></li>
<li><a href="#">Play music3<span class="mark"></span></a></li>
<li><a href="#">Sprite vs Group3<span class="mark"></span></a></li>
<li><a href="#">Sprite vs Sprite3<span class="mark"></span></a></li>
<li><a href="#">Sprite vs Sprite2<span class="mark"></span></a></li>
<li><a href="#">Play music3<span class="mark"></span></a></li>
<li><a href="#">Sprite vs Group3<span class="mark"></span></a></li>
<li><a href="#">Sprite vs Sprite3<span class="mark"></span></a></li>
<li><a href="#">Sprite vs Sprite2<span class="mark"></span></a></li>
<li><a href="#">Play music3<span class="mark"></span></a></li>
<li><a href="#">Sprite vs Group3<span class="mark"></span></a></li>
<li><a href="#">Sprite vs Sprite3<span class="mark"></span></a></li>
<li><a href="#">Sprite vs Sprite2<span class="mark"></span></a></li>
<li><a href="#">Play music3<span class="mark"></span></a></li>
<li><a href="#">Sprite vs Group3<span class="mark"></span></a></li>
<li><a href="#">Sprite vs Sprite3<span class="mark"></span></a></li>
<li><a href="#">Sprite vs Sprite2<span class="mark"></span></a></li>
<li><a href="#">Play music3<span class="mark"></span></a></li>
<li><a href="#">Sprite vs Group3<span class="mark"></span></a></li>
<li><a href="#">Sprite vs Sprite3<span class="mark"></span></a></li>
<li><a href="#">Sprite vs Sprite2<span class="mark"></span></a></li>
<li><a href="#">Play music3<span class="mark"></span></a></li>
</ul>
</div>
</div>
<div class="clear5"></div>
<div class="line dark-bg">
<div class="box20">
<p class="title strong">Collision</p>
<p class="count-examples strong">3 examples</p>
</div>
<div class="box80">
<ul class="group-items">
<li><a href="#">Play music<span class="mark"></span></li>
<li><a href="#">Sprite vs Group<span class="mark"></span></li>
<li><a href="#">Sprite vs Sprite<span class="mark"></span></li>
</ul>
</div>
</div>
<div class="clear5"></div>
<div class="line bright-bg">
<div class="box20">
<p class="title strong">Tilemaps</p>
<p class="count-examples strong">7 examples</p>
</div>
<div class="box80">
<ul class="group-items">
<li><a href="#">Play music<span class="mark"></span></a></li>
<li><a href="#">Sprite vs Group<span class="mark"></span></a></li>
<li><a href="#">Sprite vs Sprite<span class="mark"></span></a></li>
<li><a href="#">Play music2<span class="mark"></span></a></li>
<li><a href="#">Sprite vs Group2<span class="mark"></span></a></li>
<li><a href="#">Sprite vs Sprite2<span class="mark"></span></a></li>
<li><a href="#">Play music3<span class="mark"></span></a></li>
</ul>
</div>
</div>
<div class="clear5"></div>
<div class="gradient">
<div class="main-container centered">
<div class="prize-bg">
<a href="#" class="prize-button">View details & submit</a>
</div>
</div>
</div>
<div class="clear"></div>
<div class="footer">
<div class="main-container centered">
<div class="clear25"></div>
<div class="line">
<div class="box20 helvetica">
<a href="#" class="photonstorm-logo"></a>
&copy; 2013 Photon Storm Ltd.<br/>
All rights reserved.
</div>
<div class="box5">
<div class="flixel-logo"></div>
</div>
<div class="box15 helvetica">
Looking for a flash game framework?<br/>
<a href="#">Try flixel!</a>
</div>
<div class="box55 helvetica float-right">
<ul class="footer-links">
<li><a class="forums-icon" href="#">Phaser Forums</a></li>
<li><a class="twitter-icon" href="#">@Photonstorm</a></li>
<li><a class="github-icon" href="#">Phaser on Github</a></li>
</ul>
</div>
</div>
</div>
</div>
</body>
</html>
+25
View File
@@ -0,0 +1,25 @@
$(document).ready(function(){
$('ul.group-items').each(function(i){
var liAmount = $(this).children('li').length;
if ((liAmount/4)>9){
$(this).addClass('laser10');
}else if((liAmount/4)>8){
$(this).addClass('laser9');
}else if((liAmount/4)>7){
$(this).addClass('laser8');
}else if((liAmount/4)>6){
$(this).addClass('laser7');
}else if((liAmount/4)>5){
$(this).addClass('laser6');
}else if((liAmount/4)>4){
$(this).addClass('laser5');
}else if((liAmount/4)>3){
$(this).addClass('laser4');
}else if((liAmount/4)>2){
$(this).addClass('laser3');
}else if((liAmount/4)>1){
$(this).addClass('laser2');
}
console.log(liAmount/4);
});
});
+1 -1
View File
@@ -1,7 +1,7 @@
<?php
function dirToArray($dir) {
$ignore = array('.', '..', 'Tests.csproj', 'Tests.csproj.user', 'bin', 'index.php', 'phaser.css', 'obj', 'assets', 'states', 'Phaser Tests.sublime-project');
$ignore = array('.', '..', 'Tests.csproj', 'Tests.csproj.user', 'bin', 'html', 'index.php', 'phaser.css', 'obj', 'assets', 'states', 'Phaser Tests.sublime-project');
$result = array();
$root = scandir($dir);
$dirs = array_diff($root, $ignore);
+1 -1
View File
@@ -1,5 +1,5 @@
<?php
$title = "Test Title";
$title = "Snap on Drag Example";
require('../head.php');
?>
+4 -4
View File
@@ -727,8 +727,8 @@ Phaser.InputHandler.prototype = {
if (this.snapOnDrag)
{
this.sprite.x = Math.floor(this.sprite.x / this.snapX) * this.snapX;
this.sprite.y = Math.floor(this.sprite.y / this.snapY) * this.snapY;
this.sprite.x = Math.round(this.sprite.x / this.snapX) * this.snapX;
this.sprite.y = Math.round(this.sprite.y / this.snapY) * this.snapY;
}
return true;
@@ -941,8 +941,8 @@ Phaser.InputHandler.prototype = {
if (this.snapOnRelease)
{
this.sprite.x = Math.floor(this.sprite.x / this.snapX) * this.snapX;
this.sprite.y = Math.floor(this.sprite.y / this.snapY) * this.snapY;
this.sprite.x = Math.round(this.sprite.x / this.snapX) * this.snapX;
this.sprite.y = Math.round(this.sprite.y / this.snapY) * this.snapY;
}
this.sprite.events.onDragStop.dispatch(this.sprite, pointer);
-519
View File
@@ -1,134 +1,5 @@
/**
* @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.Tilemap
*/
/**
* Create a new <code>Tilemap</code>.
* @class Phaser.Tilemap
* @classdesc 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 TilemapLayer for each layer in the tilemap.
* @constructor
* @param {Phaser.Game} game - Current game instance.
* @param {string} key - Asset key for this map.
* @param {object} x - Description.
* @param {object} y - Description.
* @param {boolean} resizeWorld - Resize the world bound automatically based on this tilemap?
* @param {number} tileWidth - Width of tiles in this map (used for CSV maps).
* @param {number} tileHeight - Height of tiles in this map (used for CSV maps).
*/
Phaser.Tilemap = function (game, key, x, y, resizeWorld, tileWidth, tileHeight) {
if (typeof resizeWorld === "undefined") { resizeWorld = true; }
if (typeof tileWidth === "undefined") { tileWidth = 0; }
if (typeof tileHeight === "undefined") { tileHeight = 0; }
/**
* @property {Phaser.Game} game - A reference to the currently running game.
*/
this.game = game;
/**
* @property {Description} group - Description.
*/
this.group = null;
/**
* @property {string} name - The user defined name given to this Description.
* @default
*/
this.name = '';
/**
* @property {Description} key - Description.
*/
this.key = key;
/**
* @property {number} renderOrderID - Render iteration counter
* @default
*/
this.renderOrderID = 0;
/**
* @property {boolean} collisionCallback - Tilemap collision callback.
* @default
*/
this.collisionCallback = null;
/**
* @property {boolean} exists - Description.
* @default
*/
this.exists = true;
/**
* @property {boolean} visible - Description.
* @default
*/
this.visible = true;
this.width = 0;
this.height = 0;
/**
* @property {boolean} tiles - Description.
* @default
*/
this.tiles = [];
/**
* @property {boolean} layers - Description.
* @default
*/
this.layers = [];
var map = this.game.cache.getTilemap(key);
PIXI.DisplayObjectContainer.call(this);
/**
* @property {Description} position - Description.
*/
this.position.x = x;
this.position.y = y;
/**
* @property {Description} type - Description.
*/
this.type = Phaser.TILEMAP;
/**
* @property {Description} renderer - Description.
*/
this.renderer = new Phaser.TilemapRenderer(this.game);
this.fixedToCamera = true;
/**
* @property {Description} mapFormat - Description.
*/
this.mapFormat = map.format;
switch (this.mapFormat)
{
case Phaser.Tilemap.CSV:
this.parseCSV(map.mapData, key, tileWidth, tileHeight);
break;
case Phaser.Tilemap.JSON:
this.parseTiledJSON(map.mapData, key);
break;
}
if (this.currentLayer && resizeWorld)
{
this.game.world.setBounds(0, 0, this.width, this.heightIn);
}
};
// Needed to keep the PIXI.Sprite constructor in the prototype chain (as the core pixi renderer uses an instanceof check sadly)
@@ -138,393 +9,3 @@ Phaser.Tilemap.prototype.constructor = Phaser.Tilemap;
Phaser.Tilemap.CSV = 0;
Phaser.Tilemap.JSON = 1;
/**
* Parse csv map data and generate tiles.
*
* @method Phaser.Tilemap.prototype.parseCSV
* @param {string} data - CSV map data.
* @param {string} key - Asset key for tileset image.
* @param {number} tileWidth - Width of its tile.
* @param {number} tileHeight - Height of its tile.
*/
Phaser.Tilemap.prototype.parseCSV = function (data, key, tileWidth, tileHeight) {
var layer = new Phaser.TilemapLayer(this, 0, key, Phaser.Tilemap.CSV, 'TileLayerCSV' + this.layers.length.toString(), tileWidth, tileHeight);
// Trim any rogue whitespace from the data
data = data.trim();
var rows = data.split("\n");
for (var i = 0; i < rows.length; i++)
{
var column = rows[i].split(",");
if (column.length > 0)
{
layer.addColumn(column);
}
}
layer.updateBounds();
layer.createCanvas();
var tileQuantity = layer.parseTileOffsets();
this.currentLayer = layer;
this.collisionLayer = layer;
this.layers.push(layer);
this.width = this.currentLayer.widthInPixels;
this.height = this.currentLayer.heightInPixels;
this.generateTiles(tileQuantity);
};
/**
* Parse JSON map data and generate tiles.
*
* @method Phaser.Tilemap.prototype.parseTiledJSON
* @param {string} data - JSON map data.
* @param {string} key - Asset key for tileset image.
*/
Phaser.Tilemap.prototype.parseTiledJSON = function (json, key) {
for (var i = 0; i < json.layers.length; i++)
{
var layer = new Phaser.TilemapLayer(this, i, key, Phaser.Tilemap.JSON, json.layers[i].name, json.tilewidth, json.tileheight);
// Check it's a data layer
if (!json.layers[i].data)
{
continue;
}
// layer.createQuadTree(json.tilewidth * json.layers[i].width, json.tileheight * json.layers[i].height);
layer.alpha = json.layers[i].opacity;
layer.visible = json.layers[i].visible;
layer.tileMargin = json.tilesets[0].margin;
layer.tileSpacing = json.tilesets[0].spacing;
var c = 0;
var row;
for (var t = 0; t < json.layers[i].data.length; t++)
{
if (c == 0)
{
row = [];
}
row.push(json.layers[i].data[t]);
c++;
if (c == json.layers[i].width)
{
layer.addColumn(row);
c = 0;
}
}
layer.updateBounds();
layer.createCanvas();
var tileQuantity = layer.parseTileOffsets();
this.currentLayer = layer;
this.collisionLayer = layer;
this.layers.push(layer);
if (this.currentLayer.widthInPixels > this.width)
{
this.width = this.currentLayer.widthInPixels;
}
if (this.currentLayer.heightInPixels > this.height)
{
this.height = this.currentLayer.heightInPixels;
}
}
this.generateTiles(tileQuantity);
};
/**
* Create tiles of given quantity.
* @method Phaser.Tilemap.prototype.generateTiles
* @param {number} qty - Quantity of tiles to be generated.
*/
Phaser.Tilemap.prototype.generateTiles = function (qty) {
for (var i = 0; i < qty; i++)
{
this.tiles.push(new Phaser.Tile(this.game, this, i, this.currentLayer.tileWidth, this.currentLayer.tileHeight));
}
};
/**
* Set callback to be called when this tilemap collides.
*
* @method Phaser.Tilemap.prototype.setCollisionCallback
* @param {object} context - Callback will be called with this context.
* @param {Function} callback - Callback function.
*/
Phaser.Tilemap.prototype.setCollisionCallback = function (context, callback) {
this.collisionCallbackContext = context;
this.collisionCallback = callback;
};
/**
* Set collision configs of tiles in a range index.
*
* @method Phaser.Tilemap.prototype.setCollisionRange
* @param {number} start - First index of tiles.
* @param {number} end - Last index of tiles.
* @param {number} collision - Bit field of flags. (see Tile.allowCollision)
* @param {boolean} resetCollisions - Reset collision flags before set.
* @param {boolean} separateX - Enable separate at x-axis.
* @param {boolean} separateY - Enable separate at y-axis.
*/
Phaser.Tilemap.prototype.setCollisionRange = function (start, end, left, right, up, down, resetCollisions, separateX, separateY) {
if (typeof resetCollisions === "undefined") { resetCollisions = false; }
if (typeof separateX === "undefined") { separateX = true; }
if (typeof separateY === "undefined") { separateY = true; }
for (var i = start; i < end; i++)
{
this.tiles[i].setCollision(left, right, up, down, resetCollisions, separateX, separateY);
}
};
/**
* Set collision configs of tiles with given index.
* @param {number[]} values - Index array which contains all tile indexes. The tiles with those indexes will be setup with rest parameters.
* @param {number} collision - Bit field of flags (see Tile.allowCollision).
* @param {boolean} resetCollisions - Reset collision flags before set.
* @param {boolean} left - Indicating collide with any object on the left.
* @param {boolean} right - Indicating collide with any object on the right.
* @param {boolean} up - Indicating collide with any object on the top.
* @param {boolean} down - Indicating collide with any object on the bottom.
* @param {boolean} separateX - Enable separate at x-axis.
* @param {boolean} separateY - Enable separate at y-axis.
*/
Phaser.Tilemap.prototype.setCollisionByIndex = function (values, left, right, up, down, resetCollisions, separateX, separateY) {
if (typeof resetCollisions === "undefined") { resetCollisions = false; }
if (typeof separateX === "undefined") { separateX = true; }
if (typeof separateY === "undefined") { separateY = true; }
for (var i = 0; i < values.length; i++)
{
this.tiles[values[i]].setCollision(left, right, up, down, resetCollisions, separateX, separateY);
}
};
// Tile Management
/**
* Get the tile by its index.
* @param {number} value - Index of the tile you want to get.
* @return {Tile} The tile with given index.
*/
Phaser.Tilemap.prototype.getTileByIndex = function (value) {
if (this.tiles[value])
{
return this.tiles[value];
}
return null;
};
/**
* Get the tile located at specific position and layer.
* @param {number} x - X position of this tile located.
* @param {number} y - Y position of this tile located.
* @param {number} [layer] - layer of this tile located.
* @return {Tile} The tile with specific properties.
*/
Phaser.Tilemap.prototype.getTile = function (x, y, layer) {
if (typeof layer === "undefined") { layer = this.currentLayer.ID; }
return this.tiles[this.layers[layer].getTileIndex(x, y)];
};
/**
* Get the tile located at specific position (in world coordinate) and layer (thus you give a position of a point which is within the tile).
* @param {number} x - X position of the point in target tile.
* @param {number} y - Y position of the point in target tile.
* @param {number} [layer] - layer of this tile located.
* @return {Tile} The tile with specific properties.
*/
Phaser.Tilemap.prototype.getTileFromWorldXY = function (x, y, layer) {
if (typeof layer === "undefined") { layer = this.currentLayer.ID; }
return this.tiles[this.layers[layer].getTileFromWorldXY(x, y)];
};
/**
* Gets the tile underneath the Input.x/y position.
* @param {number} layer - The layer to check, defaults to 0.
* @return {Tile}
*/
Phaser.Tilemap.prototype.getTileFromInputXY = function (layer) {
if (typeof layer === "undefined") { layer = this.currentLayer.ID; }
return this.tiles[this.layers[layer].getTileFromWorldXY(this.game.input.worldX, this.game.input.worldY)];
};
/**
* Get tiles overlaps the given object.
* @param {GameObject} object - Tiles you want to get that overlaps this.
* @return {array} Array with tiles information (Each contains x, y and the tile).
*/
Phaser.Tilemap.prototype.getTileOverlaps = function (object) {
return this.currentLayer.getTileOverlaps(object);
};
// COLLIDE
/**
* Check whether this tilemap collides with the given game object or group of objects.
* @param {Function} objectOrGroup - Target object of group you want to check.
* @param {Function} callback - This is called if objectOrGroup collides the tilemap.
* @param {object} context - Callback will be called with this context.
* @return {boolean} Return true if this collides with given object, otherwise return false.
*/
Phaser.Tilemap.prototype.collide = function (objectOrGroup, callback, context) {
objectOrGroup = objectOrGroup || this.game.world.group;
callback = callback || null;
context = context || null;
if (callback && context)
{
this.collisionCallback = callback;
this.collisionCallbackContext = context;
}
if (objectOrGroup instanceof Phaser.Group)
{
objectOrGroup.forEachAlive(this.collideGameObject, this);
}
else
{
this.collideGameObject(objectOrGroup);
}
};
/**
* Check whether this tilemap collides with the given game object.
* @param {GameObject} object - Target object you want to check.
* @return {boolean} Return true if this collides with given object, otherwise return false.
*/
Phaser.Tilemap.prototype.collideGameObject = function (object) {
if (object instanceof Phaser.Group || object instanceof Phaser.Tilemap)
{
return false;
}
if (object.exists && object.body.allowCollision.none == false)
{
this._tempCollisionData = this.collisionLayer.getTileOverlaps(object);
if (this.collisionCallback && this._tempCollisionData.length > 0)
{
this.collisionCallback.call(this.collisionCallbackContext, object, this._tempCollisionData);
}
return true;
}
else
{
return false;
}
};
/**
* Set a tile to a specific layer.
* @param {number} x - X position of this tile.
* @param {number} y - Y position of this tile.
* @param {number} index - The index of this tile type in the core map data.
* @param {number} [layer] - Which layer you want to set the tile to.
*/
Phaser.Tilemap.prototype.putTile = function (x, y, index, layer) {
if (typeof layer === "undefined") { layer = this.currentLayer.ID; }
this.layers[layer].putTile(x, y, index);
};
/**
* Calls the renderer.
*/
Phaser.Tilemap.prototype.update = function () {
this.renderer.render(this);
if (this.fixedToCamera)
{
// this.displayObject.position.x = this.game.camera.view.x + this.x;
// this.displayObject.position.y = this.game.camera.view.y + this.y;
this.position.x = this.game.camera.view.x + 0;
this.position.y = this.game.camera.view.y + 0;
}
};
/**
* Description.
*/
Phaser.Tilemap.prototype.destroy = function () {
this.tiles.length = 0;
this.layers.length = 0;
};
/**
* Get width in pixels.
* @return {number}
*/
Object.defineProperty(Phaser.Tilemap.prototype, "widthInPixels", {
get: function () {
return this.currentLayer.widthInPixels;
}
});
/**
* Get height in pixels.
* @return {number}
*/
Object.defineProperty(Phaser.Tilemap.prototype, "heightInPixels", {
get: function () {
return this.currentLayer.heightInPixels;
}
});
+530
View File
@@ -0,0 +1,530 @@
/**
* @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.Tilemap
*/
/**
* Create a new <code>Tilemap</code>.
* @class Phaser.Tilemap
* @classdesc 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 TilemapLayer for each layer in the tilemap.
* @constructor
* @param {Phaser.Game} game - Current game instance.
* @param {string} key - Asset key for this map.
* @param {object} x - Description.
* @param {object} y - Description.
* @param {boolean} resizeWorld - Resize the world bound automatically based on this tilemap?
* @param {number} tileWidth - Width of tiles in this map (used for CSV maps).
* @param {number} tileHeight - Height of tiles in this map (used for CSV maps).
*/
Phaser.Tilemap = function (game, key, x, y, resizeWorld, tileWidth, tileHeight) {
if (typeof resizeWorld === "undefined") { resizeWorld = true; }
if (typeof tileWidth === "undefined") { tileWidth = 0; }
if (typeof tileHeight === "undefined") { tileHeight = 0; }
/**
* @property {Phaser.Game} game - A reference to the currently running game.
*/
this.game = game;
/**
* @property {Description} group - Description.
*/
this.group = null;
/**
* @property {string} name - The user defined name given to this Description.
* @default
*/
this.name = '';
/**
* @property {Description} key - Description.
*/
this.key = key;
/**
* @property {number} renderOrderID - Render iteration counter
* @default
*/
this.renderOrderID = 0;
/**
* @property {boolean} collisionCallback - Tilemap collision callback.
* @default
*/
this.collisionCallback = null;
/**
* @property {boolean} exists - Description.
* @default
*/
this.exists = true;
/**
* @property {boolean} visible - Description.
* @default
*/
this.visible = true;
this.width = 0;
this.height = 0;
/**
* @property {boolean} tiles - Description.
* @default
*/
this.tiles = [];
/**
* @property {boolean} layers - Description.
* @default
*/
this.layers = [];
var map = this.game.cache.getTilemap(key);
PIXI.DisplayObjectContainer.call(this);
/**
* @property {Description} position - Description.
*/
this.position.x = x;
this.position.y = y;
/**
* @property {Description} type - Description.
*/
this.type = Phaser.TILEMAP;
/**
* @property {Description} renderer - Description.
*/
this.renderer = new Phaser.TilemapRenderer(this.game);
this.fixedToCamera = true;
/**
* @property {Description} mapFormat - Description.
*/
this.mapFormat = map.format;
switch (this.mapFormat)
{
case Phaser.Tilemap.CSV:
this.parseCSV(map.mapData, key, tileWidth, tileHeight);
break;
case Phaser.Tilemap.JSON:
this.parseTiledJSON(map.mapData, key);
break;
}
if (this.currentLayer && resizeWorld)
{
this.game.world.setBounds(0, 0, this.width, this.heightIn);
}
};
// Needed to keep the PIXI.Sprite constructor in the prototype chain (as the core pixi renderer uses an instanceof check sadly)
Phaser.Tilemap.prototype = Object.create(PIXI.DisplayObjectContainer.prototype);
Phaser.Tilemap.prototype.constructor = Phaser.Tilemap;
Phaser.Tilemap.CSV = 0;
Phaser.Tilemap.JSON = 1;
/**
* Parse csv map data and generate tiles.
*
* @method Phaser.Tilemap.prototype.parseCSV
* @param {string} data - CSV map data.
* @param {string} key - Asset key for tileset image.
* @param {number} tileWidth - Width of its tile.
* @param {number} tileHeight - Height of its tile.
*/
Phaser.Tilemap.prototype.parseCSV = function (data, key, tileWidth, tileHeight) {
var layer = new Phaser.TilemapLayer(this, 0, key, Phaser.Tilemap.CSV, 'TileLayerCSV' + this.layers.length.toString(), tileWidth, tileHeight);
// Trim any rogue whitespace from the data
data = data.trim();
var rows = data.split("\n");
for (var i = 0; i < rows.length; i++)
{
var column = rows[i].split(",");
if (column.length > 0)
{
layer.addColumn(column);
}
}
layer.updateBounds();
layer.createCanvas();
var tileQuantity = layer.parseTileOffsets();
this.currentLayer = layer;
this.collisionLayer = layer;
this.layers.push(layer);
this.width = this.currentLayer.widthInPixels;
this.height = this.currentLayer.heightInPixels;
this.generateTiles(tileQuantity);
};
/**
* Parse JSON map data and generate tiles.
*
* @method Phaser.Tilemap.prototype.parseTiledJSON
* @param {string} data - JSON map data.
* @param {string} key - Asset key for tileset image.
*/
Phaser.Tilemap.prototype.parseTiledJSON = function (json, key) {
for (var i = 0; i < json.layers.length; i++)
{
var layer = new Phaser.TilemapLayer(this, i, key, Phaser.Tilemap.JSON, json.layers[i].name, json.tilewidth, json.tileheight);
// Check it's a data layer
if (!json.layers[i].data)
{
continue;
}
// layer.createQuadTree(json.tilewidth * json.layers[i].width, json.tileheight * json.layers[i].height);
layer.alpha = json.layers[i].opacity;
layer.visible = json.layers[i].visible;
layer.tileMargin = json.tilesets[0].margin;
layer.tileSpacing = json.tilesets[0].spacing;
var c = 0;
var row;
for (var t = 0; t < json.layers[i].data.length; t++)
{
if (c == 0)
{
row = [];
}
row.push(json.layers[i].data[t]);
c++;
if (c == json.layers[i].width)
{
layer.addColumn(row);
c = 0;
}
}
layer.updateBounds();
layer.createCanvas();
var tileQuantity = layer.parseTileOffsets();
this.currentLayer = layer;
this.collisionLayer = layer;
this.layers.push(layer);
if (this.currentLayer.widthInPixels > this.width)
{
this.width = this.currentLayer.widthInPixels;
}
if (this.currentLayer.heightInPixels > this.height)
{
this.height = this.currentLayer.heightInPixels;
}
}
this.generateTiles(tileQuantity);
};
/**
* Create tiles of given quantity.
* @method Phaser.Tilemap.prototype.generateTiles
* @param {number} qty - Quantity of tiles to be generated.
*/
Phaser.Tilemap.prototype.generateTiles = function (qty) {
for (var i = 0; i < qty; i++)
{
this.tiles.push(new Phaser.Tile(this.game, this, i, this.currentLayer.tileWidth, this.currentLayer.tileHeight));
}
};
/**
* Set callback to be called when this tilemap collides.
*
* @method Phaser.Tilemap.prototype.setCollisionCallback
* @param {object} context - Callback will be called with this context.
* @param {Function} callback - Callback function.
*/
Phaser.Tilemap.prototype.setCollisionCallback = function (context, callback) {
this.collisionCallbackContext = context;
this.collisionCallback = callback;
};
/**
* Set collision configs of tiles in a range index.
*
* @method Phaser.Tilemap.prototype.setCollisionRange
* @param {number} start - First index of tiles.
* @param {number} end - Last index of tiles.
* @param {number} collision - Bit field of flags. (see Tile.allowCollision)
* @param {boolean} resetCollisions - Reset collision flags before set.
* @param {boolean} separateX - Enable separate at x-axis.
* @param {boolean} separateY - Enable separate at y-axis.
*/
Phaser.Tilemap.prototype.setCollisionRange = function (start, end, left, right, up, down, resetCollisions, separateX, separateY) {
if (typeof resetCollisions === "undefined") { resetCollisions = false; }
if (typeof separateX === "undefined") { separateX = true; }
if (typeof separateY === "undefined") { separateY = true; }
for (var i = start; i < end; i++)
{
this.tiles[i].setCollision(left, right, up, down, resetCollisions, separateX, separateY);
}
};
/**
* Set collision configs of tiles with given index.
* @param {number[]} values - Index array which contains all tile indexes. The tiles with those indexes will be setup with rest parameters.
* @param {number} collision - Bit field of flags (see Tile.allowCollision).
* @param {boolean} resetCollisions - Reset collision flags before set.
* @param {boolean} left - Indicating collide with any object on the left.
* @param {boolean} right - Indicating collide with any object on the right.
* @param {boolean} up - Indicating collide with any object on the top.
* @param {boolean} down - Indicating collide with any object on the bottom.
* @param {boolean} separateX - Enable separate at x-axis.
* @param {boolean} separateY - Enable separate at y-axis.
*/
Phaser.Tilemap.prototype.setCollisionByIndex = function (values, left, right, up, down, resetCollisions, separateX, separateY) {
if (typeof resetCollisions === "undefined") { resetCollisions = false; }
if (typeof separateX === "undefined") { separateX = true; }
if (typeof separateY === "undefined") { separateY = true; }
for (var i = 0; i < values.length; i++)
{
this.tiles[values[i]].setCollision(left, right, up, down, resetCollisions, separateX, separateY);
}
};
// Tile Management
/**
* Get the tile by its index.
* @param {number} value - Index of the tile you want to get.
* @return {Tile} The tile with given index.
*/
Phaser.Tilemap.prototype.getTileByIndex = function (value) {
if (this.tiles[value])
{
return this.tiles[value];
}
return null;
};
/**
* Get the tile located at specific position and layer.
* @param {number} x - X position of this tile located.
* @param {number} y - Y position of this tile located.
* @param {number} [layer] - layer of this tile located.
* @return {Tile} The tile with specific properties.
*/
Phaser.Tilemap.prototype.getTile = function (x, y, layer) {
if (typeof layer === "undefined") { layer = this.currentLayer.ID; }
return this.tiles[this.layers[layer].getTileIndex(x, y)];
};
/**
* Get the tile located at specific position (in world coordinate) and layer (thus you give a position of a point which is within the tile).
* @param {number} x - X position of the point in target tile.
* @param {number} y - Y position of the point in target tile.
* @param {number} [layer] - layer of this tile located.
* @return {Tile} The tile with specific properties.
*/
Phaser.Tilemap.prototype.getTileFromWorldXY = function (x, y, layer) {
if (typeof layer === "undefined") { layer = this.currentLayer.ID; }
return this.tiles[this.layers[layer].getTileFromWorldXY(x, y)];
};
/**
* Gets the tile underneath the Input.x/y position.
* @param {number} layer - The layer to check, defaults to 0.
* @return {Tile}
*/
Phaser.Tilemap.prototype.getTileFromInputXY = function (layer) {
if (typeof layer === "undefined") { layer = this.currentLayer.ID; }
return this.tiles[this.layers[layer].getTileFromWorldXY(this.game.input.worldX, this.game.input.worldY)];
};
/**
* Get tiles overlaps the given object.
* @param {GameObject} object - Tiles you want to get that overlaps this.
* @return {array} Array with tiles information (Each contains x, y and the tile).
*/
Phaser.Tilemap.prototype.getTileOverlaps = function (object) {
return this.currentLayer.getTileOverlaps(object);
};
// COLLIDE
/**
* Check whether this tilemap collides with the given game object or group of objects.
* @param {Function} objectOrGroup - Target object of group you want to check.
* @param {Function} callback - This is called if objectOrGroup collides the tilemap.
* @param {object} context - Callback will be called with this context.
* @return {boolean} Return true if this collides with given object, otherwise return false.
*/
Phaser.Tilemap.prototype.collide = function (objectOrGroup, callback, context) {
objectOrGroup = objectOrGroup || this.game.world.group;
callback = callback || null;
context = context || null;
if (callback && context)
{
this.collisionCallback = callback;
this.collisionCallbackContext = context;
}
if (objectOrGroup instanceof Phaser.Group)
{
objectOrGroup.forEachAlive(this.collideGameObject, this);
}
else
{
this.collideGameObject(objectOrGroup);
}
};
/**
* Check whether this tilemap collides with the given game object.
* @param {GameObject} object - Target object you want to check.
* @return {boolean} Return true if this collides with given object, otherwise return false.
*/
Phaser.Tilemap.prototype.collideGameObject = function (object) {
if (object instanceof Phaser.Group || object instanceof Phaser.Tilemap)
{
return false;
}
if (object.exists && object.body.allowCollision.none == false)
{
this._tempCollisionData = this.collisionLayer.getTileOverlaps(object);
if (this.collisionCallback && this._tempCollisionData.length > 0)
{
this.collisionCallback.call(this.collisionCallbackContext, object, this._tempCollisionData);
}
return true;
}
else
{
return false;
}
};
/**
* Set a tile to a specific layer.
* @param {number} x - X position of this tile.
* @param {number} y - Y position of this tile.
* @param {number} index - The index of this tile type in the core map data.
* @param {number} [layer] - Which layer you want to set the tile to.
*/
Phaser.Tilemap.prototype.putTile = function (x, y, index, layer) {
if (typeof layer === "undefined") { layer = this.currentLayer.ID; }
this.layers[layer].putTile(x, y, index);
};
/**
* Calls the renderer.
*/
Phaser.Tilemap.prototype.update = function () {
this.renderer.render(this);
if (this.fixedToCamera)
{
// this.displayObject.position.x = this.game.camera.view.x + this.x;
// this.displayObject.position.y = this.game.camera.view.y + this.y;
this.position.x = this.game.camera.view.x + 0;
this.position.y = this.game.camera.view.y + 0;
}
};
/**
* Description.
*/
Phaser.Tilemap.prototype.destroy = function () {
this.tiles.length = 0;
this.layers.length = 0;
};
/**
* Get width in pixels.
* @return {number}
*/
Object.defineProperty(Phaser.Tilemap.prototype, "widthInPixels", {
get: function () {
return this.currentLayer.widthInPixels;
}
});
/**
* Get height in pixels.
* @return {number}
*/
Object.defineProperty(Phaser.Tilemap.prototype, "heightInPixels", {
get: function () {
return this.currentLayer.heightInPixels;
}
});
+662
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@@ -0,0 +1,662 @@
/**
* @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.TilemapLayer
*/
/**
* Create a new <code>TilemapLayer</code>.
* @class Phaser.TilemapLayer
* @classdesc A Tilemap Layer. Tiled format maps can have multiple overlapping layers.
* @constructor
* @param parent {Tilemap} The tilemap that contains this layer.
* @param id {number} The ID of this layer within the Tilemap array.
* @param key {string} Asset key for this map.
* @param mapformat {number} Format of this map data, available: Tilemap.CSV or Tilemap.JSON.
* @param name {string} Name of this layer, so you can get this layer by its name.
* @param tileWidth {number} Width of tiles in this map.
* @param tileHeight {number} Height of tiles in this map.
*/
Phaser.TilemapLayer = function (parent, id, key, mapFormat, name, tileWidth, tileHeight) {
/**
* @property {boolean} exists - Controls whether update() and draw() are automatically called.
* @default
*/
this.exists = true;
/**
* @property {boolean} visible - Controls whether draw() are automatically called.
* @default
*/
this.visible = true;
/**
* How many tiles in each row.
* Read-only variable, do NOT recommend changing after the map is loaded!
* @property {number} widthInTiles
* @default
*/
this.widthInTiles = 0;
/**
* How many tiles in each column.
* Read-only variable, do NOT recommend changing after the map is loaded!
* @property {number} heightInTiles
* @default
*/
this.heightInTiles = 0;
/**
* Read-only variable, do NOT recommend changing after the map is loaded!
* @property {number} widthInPixels
* @default
*/
this.widthInPixels = 0;
/**
* Read-only variable, do NOT recommend changing after the map is loaded!
* @property {number} heightInPixels
* @default
*/
this.heightInPixels = 0;
/**
* Distance between REAL tiles to the tileset texture bound.
* @property {number} tileMargin
* @default
*/
this.tileMargin = 0;
/**
* Distance between every 2 neighbor tile in the tileset texture.
* @property {number} tileSpacing
* @default
*/
this.tileSpacing = 0;
/**
* @property {Description} parent - Description.
*/
this.parent = parent;
/**
* @property {Phaser.Game} game - Description.
*/
this.game = parent.game;
/**
* @property {Description} ID - Description.
*/
this.ID = id;
/**
* @property {Description} name - Description.
*/
this.name = name;
/**
* @property {Description} key - Description.
*/
this.key = key;
/**
* @property {Description} type - Description.
*/
this.type = Phaser.TILEMAPLAYER;
/**
* @property {tileWidth} mapFormat - Description.
*/
this.mapFormat = mapFormat;
/**
* @property {Description} tileWidth - Description.
*/
this.tileWidth = tileWidth;
/**
* @property {Description} tileHeight - Description.
*/
this.tileHeight = tileHeight;
/**
* @property {Phaser.Rectangle} boundsInTiles - Description.
*/
this.boundsInTiles = new Phaser.Rectangle();
var map = this.game.cache.getTilemap(key);
/**
* @property {Description} tileset - Description.
*/
this.tileset = map.data;
/**
* @property {Description} _alpha - Description.
* @private
* @default
*/
this._alpha = 1;
/**
* @property {Description} canvas - Description.
* @default
*/
this.canvas = null;
/**
* @property {Description} context - Description.
* @default
*/
this.context = null;
/**
* @property {Description} baseTexture - Description.
* @default
*/
this.baseTexture = null;
/**
* @property {Description} texture - Description.
* @default
*/
this.texture = null;
/**
* @property {Description} sprite - Description.
* @default
*/
this.sprite = null;
/**
* @property {array} mapData - Description.
*/
this.mapData = [];
/**
* @property {array} _tempTileBlock - Description.
* @private
*/
this._tempTileBlock = [];
/**
* @property {array} _tempBlockResults - Description.
* @private
*
*/
this._tempBlockResults = [];
};
Phaser.TilemapLayer.prototype = {
/**
* Set a specific tile with its x and y in tiles.
* @method putTileWorldXY
* @param {number} x - X position of this tile in world coordinates.
* @param {number} y - Y position of this tile in world coordinates.
* @param {number} index - The index of this tile type in the core map data.
*/
putTileWorldXY: function (x, y, index) {
x = this.game.math.snapToFloor(x, this.tileWidth) / this.tileWidth;
y = this.game.math.snapToFloor(y, this.tileHeight) / this.tileHeight;
if (y >= 0 && y < this.mapData.length)
{
if (x >= 0 && x < this.mapData[y].length)
{
this.mapData[y][x] = index;
}
}
},
/**
* Set a specific tile with its x and y in tiles.
* @method putTile
* @param {number} x - X position of this tile.
* @param {number} y - Y position of this tile.
* @param {number} index - The index of this tile type in the core map data.
*/
putTile: function (x, y, index) {
if (y >= 0 && y < this.mapData.length)
{
if (x >= 0 && x < this.mapData[y].length)
{
this.mapData[y][x] = index;
}
}
},
/**
* Swap tiles with 2 kinds of indexes.
* @method swapTile
* @param {number} tileA - First tile index.
* @param {number} tileB - Second tile index.
* @param {number} [x] - specify a Rectangle of tiles to operate. The x position in tiles of Rectangle's left-top corner.
* @param {number} [y] - specify a Rectangle of tiles to operate. The y position in tiles of Rectangle's left-top corner.
* @param {number} [width] - specify a Rectangle of tiles to operate. The width in tiles.
* @param {number} [height] - specify a Rectangle of tiles to operate. The height in tiles.
*/
swapTile: function (tileA, tileB, x, y, width, height) {
x = x || 0;
y = y || 0;
width = width || this.widthInTiles;
height = height || this.heightInTiles;
this.getTempBlock(x, y, width, height);
for (var r = 0; r < this._tempTileBlock.length; r++)
{
// First sweep marking tileA as needing a new index
if (this._tempTileBlock[r].tile.index == tileA)
{
this._tempTileBlock[r].newIndex = true;
}
// In the same pass we can swap tileB to tileA
if (this._tempTileBlock[r].tile.index == tileB)
{
this.mapData[this._tempTileBlock[r].y][this._tempTileBlock[r].x] = tileA;
}
}
for (var r = 0; r < this._tempTileBlock.length; r++)
{
// And now swap our newIndex tiles for tileB
if (this._tempTileBlock[r].newIndex == true)
{
this.mapData[this._tempTileBlock[r].y][this._tempTileBlock[r].x] = tileB;
}
}
},
/**
* Fill a tile block with a specific tile index.
* @method fillTile
* @param {number} index - Index of tiles you want to fill with.
* @param {number} [x] - X position (in tiles) of block's left-top corner.
* @param {number} [y] - Y position (in tiles) of block's left-top corner.
* @param {number} [width] - width of block.
* @param {number} [height] - height of block.
*/
fillTile: function (index, x, y, width, height) {
x = x || 0;
y = y || 0;
width = width || this.widthInTiles;
height = height || this.heightInTiles;
this.getTempBlock(x, y, width, height);
for (var r = 0; r < this._tempTileBlock.length; r++)
{
this.mapData[this._tempTileBlock[r].y][this._tempTileBlock[r].x] = index;
}
},
/**
* Set random tiles to a specific tile block.
* @method randomiseTiles
* @param {number[]} tiles - Tiles with indexes in this array will be randomly set to the given block.
* @param {number} [x] - X position (in tiles) of block's left-top corner.
* @param {number} [y] - Y position (in tiles) of block's left-top corner.
* @param {number} [width] - width of block.
* @param {number} [height] - height of block.
*/
randomiseTiles: function (tiles, x, y, width, height) {
x = x || 0;
y = y || 0;
width = width || this.widthInTiles;
height = height || this.heightInTiles;
this.getTempBlock(x, y, width, height);
for (var r = 0; r < this._tempTileBlock.length; r++)
{
this.mapData[this._tempTileBlock[r].y][this._tempTileBlock[r].x] = this.game.math.getRandom(tiles);
}
},
/**
* Replace one kind of tiles to another kind.
* @method replaceTile
* @param {number} tileA - First tile index.
* @param {number} tileB - Second tile index.
* @param {number} [x] - X position (in tiles) of block's left-top corner.
* @param {number} [y] - Y position (in tiles) of block's left-top corner.
* @param {number} [width] - width of block.
* @param {number} [height] - height of block.
*/
replaceTile: function (tileA, tileB, x, y, width, height) {
x = x || 0;
y = y || 0;
width = width || this.widthInTiles;
height = height || this.heightInTiles;
this.getTempBlock(x, y, width, height);
for (var r = 0; r < this._tempTileBlock.length; r++)
{
if (this._tempTileBlock[r].tile.index == tileA)
{
this.mapData[this._tempTileBlock[r].y][this._tempTileBlock[r].x] = tileB;
}
}
},
/**
* Get a tile block with specific position and size (both are in tiles).
* @method getTileBlock
* @param {number} [x] - X position (in tiles) of block's left-top corner.
* @param {number} [y] - Y position (in tiles) of block's left-top corner.
* @param {number} [width] - width of block.
* @param {number} [height] - height of block.
*/
getTileBlock: function (x, y, width, height) {
var output = [];
this.getTempBlock(x, y, width, height);
for (var r = 0; r < this._tempTileBlock.length; r++)
{
output.push({
x: this._tempTileBlock[r].x,
y: this._tempTileBlock[r].y,
tile: this._tempTileBlock[r].tile
});
}
return output;
},
/**
* Get a tile with specific position (in world coordinate). (thus you give a position of a point which is within the tile)
* @method getTileFromWorldXY
* @param {number} [x] - X position (in tiles) of block's left-top corner.
* @param {number} [y] - Y position (in tiles) of block's left-top corner.
*/
getTileFromWorldXY: function (x, y) {
x = Phaser.Math.snapToFloor(x, this.tileWidth) / this.tileWidth;
y = Phaser.Math.snapToFloor(y, this.tileHeight) / this.tileHeight;
return this.getTileIndex(x, y);
},
/**
* Get tiles overlaps the given object.
* @method getTileOverlaps
* @param {GameObject} object - Tiles you want to get that overlaps this.
* @return {array} Array with tiles informations (each contains x, y, and the tile).
*/
getTileOverlaps: function (object) {
this._tempBlockResults.length = 0;
// If the object is outside of the world coordinates then abort the check (tilemap has to exist within world bounds)
if (object.body.x < 0 || object.body.x > this.widthInPixels || object.body.y < 0 || object.body.bottom > this.heightInPixels)
{
return this._tempBlockResults;
}
// What tiles do we need to check against?
this._tempTileX = this.game.math.snapToFloor(object.body.x, this.tileWidth) / this.tileWidth;
this._tempTileY = this.game.math.snapToFloor(object.body.y, this.tileHeight) / this.tileHeight;
this._tempTileW = (this.game.math.snapToCeil(object.body.width, this.tileWidth) + this.tileWidth) / this.tileWidth;
this._tempTileH = (this.game.math.snapToCeil(object.body.height, this.tileHeight) + this.tileHeight) / this.tileHeight;
// Loop through the tiles we've got and check overlaps accordingly (the results are stored in this._tempTileBlock)
this.getTempBlock(this._tempTileX, this._tempTileY, this._tempTileW, this._tempTileH, true);
for (var r = 0; r < this._tempTileBlock.length; r++)
{
// separateTile: function (object, x, y, width, height, mass, collideLeft, collideRight, collideUp, collideDown, separateX, separateY)
if (this.game.physics.separateTile(object, this._tempTileBlock[r].x * this.tileWidth, this._tempTileBlock[r].y * this.tileHeight, this.tileWidth, this.tileHeight, this._tempTileBlock[r].tile.mass, this._tempTileBlock[r].tile.collideLeft, this._tempTileBlock[r].tile.collideRight, this._tempTileBlock[r].tile.collideUp, this._tempTileBlock[r].tile.collideDown, this._tempTileBlock[r].tile.separateX, this._tempTileBlock[r].tile.separateY))
{
this._tempBlockResults.push({ x: this._tempTileBlock[r].x, y: this._tempTileBlock[r].y, tile: this._tempTileBlock[r].tile });
}
}
return this._tempBlockResults;
},
/**
* Get a tile block with its position and size (this method does not return, it'll set result to _tempTileBlock).
* @method getTempBlock
* @param {number} [x] - X position (in tiles) of block's left-top corner.
* @param {number} [y] - Y position (in tiles) of block's left-top corner.
* @param {number} [width] - width of block.
* @param {number} [height] - height of block.
* @param {boolean} collisionOnly - Whethor or not ONLY return tiles which will collide (its allowCollisions value is not Collision.NONE).
*/
getTempBlock: function (x, y, width, height, collisionOnly) {
if (typeof collisionOnly === "undefined") { collisionOnly = false; }
if (x < 0)
{
x = 0;
}
if (y < 0)
{
y = 0;
}
if (width > this.widthInTiles)
{
width = this.widthInTiles;
}
if (height > this.heightInTiles)
{
height = this.heightInTiles;
}
this._tempTileBlock = [];
for (var ty = y; ty < y + height; ty++)
{
for (var tx = x; tx < x + width; tx++)
{
if (collisionOnly)
{
// We only want to consider the tile for checking if you can actually collide with it
if (this.mapData[ty] && this.mapData[ty][tx] && this.parent.tiles[this.mapData[ty][tx]].collideNone == false)
{
this._tempTileBlock.push({
x: tx,
y: ty,
tile: this.parent.tiles[this.mapData[ty][tx]]
});
}
}
else
{
if (this.mapData[ty] && this.mapData[ty][tx])
{
this._tempTileBlock.push({
x: tx,
y: ty,
tile: this.parent.tiles[this.mapData[ty][tx]]
});
}
}
}
}
},
/**
* Get the tile index of specific position (in tiles).
* @method getTileIndex
* @param {number} x - X position of the tile.
* @param {number} y - Y position of the tile.
* @return {number} Index of the tile at that position. Return null if there isn't a tile there.
*/
getTileIndex: function (x, y) {
if (y >= 0 && y < this.mapData.length)
{
if (x >= 0 && x < this.mapData[y].length)
{
return this.mapData[y][x];
}
}
return null;
},
/**
* Add a column of tiles into the layer.
* @method addColumn
* @param {string[]|number[]} column - An array of tile indexes to be added.
*/
addColumn: function (column) {
var data = [];
for (var c = 0; c < column.length; c++)
{
data[c] = parseInt(column[c]);
}
if (this.widthInTiles == 0)
{
this.widthInTiles = data.length;
this.widthInPixels = this.widthInTiles * this.tileWidth;
}
this.mapData.push(data);
this.heightInTiles++;
this.heightInPixels += this.tileHeight;
},
/**
* Description.
* @method createCanvas
*/
createCanvas: function () {
var width = this.game.width;
var height = this.game.height;
if (this.widthInPixels < width)
{
width = this.widthInPixels;
}
if (this.heightInPixels < height)
{
height = this.heightInPixels;
}
this.canvas = Phaser.Canvas.create(width, height);
this.context = this.canvas.getContext('2d');
this.baseTexture = new PIXI.BaseTexture(this.canvas);
this.texture = new PIXI.Texture(this.baseTexture);
this.sprite = new PIXI.Sprite(this.texture);
this.parent.addChild(this.sprite);
},
createQuadTree: function (width, height) {
this.quadTree = new Phaser.QuadTree(this, 0, 0, width, height, 20, 4);
},
/**
* Update boundsInTiles with widthInTiles and heightInTiles.
* @method updateBounds
*/
updateBounds: function () {
this.boundsInTiles.setTo(0, 0, this.widthInTiles, this.heightInTiles);
},
/**
* Parse tile offsets from map data.
* Basically this creates a large array of objects that contain the x/y coordinates to grab each tile from
* for the entire map. Yes we could calculate this at run-time by using the tile index and some math, but we're
* trading a quite small bit of memory here to not have to process that in our main render loop.
* @method parseTileOffsets
* @return {number} Length of tileOffsets array.
*/
parseTileOffsets: function () {
this.tileOffsets = [];
var i = 0;
if (this.mapFormat == Phaser.Tilemap.JSON)
{
// For some reason Tiled counts from 1 not 0
this.tileOffsets[0] = null;
i = 1;
}
for (var ty = this.tileMargin; ty < this.tileset.height; ty += (this.tileHeight + this.tileSpacing))
{
for (var tx = this.tileMargin; tx < this.tileset.width; tx += (this.tileWidth + this.tileSpacing))
{
this.tileOffsets[i] = {
x: tx,
y: ty
};
i++;
}
}
return this.tileOffsets.length;
}
};
/**
* Get
* @return {Description}
*//**
* Set
* @param {Description} value - Description.
*/
Object.defineProperty(Phaser.TilemapLayer.prototype, 'alpha', {
get: function() {
return this._alpha;
},
set: function(value) {
if (this.sprite)
{
this.sprite.alpha = value;
}
this._alpha = value;
}
});