Camera updates, scrollFix check and some new pictures and tests.
|
After Width: | Height: | Size: 99 KiB |
@@ -523,7 +523,7 @@ module Phaser {
|
||||
|
||||
if (this.bounds)
|
||||
{
|
||||
this._game.stage.context.fillText('Bounds: ' + this.bounds.width + ' x ' + this.bounds.height, x, y + 56);
|
||||
this._game.stage.context.fillText('Bounds: ' + this.bounds.width + ' x ' + this.bounds.height, x, y + 42);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@@ -48,7 +48,7 @@ module Phaser {
|
||||
this.height = this.frameBounds.height;
|
||||
|
||||
// Transform related (if we add any more then move to a component)
|
||||
this.origin = new Phaser.Vec2(this.width / 2, this.height / 2);
|
||||
this.origin = new Phaser.Vec2(0, 0);
|
||||
this.scale = new Phaser.Vec2(1, 1);
|
||||
this.skew = new Phaser.Vec2(0, 0);
|
||||
|
||||
|
||||
@@ -78,6 +78,10 @@ module Phaser {
|
||||
this._fy = sprite.scale.y;
|
||||
this._sin = 0;
|
||||
this._cos = 1;
|
||||
this._dx = (camera.scaledX * sprite.scrollFactor.x) + sprite.frameBounds.x - (camera.worldView.x * sprite.scrollFactor.x);
|
||||
this._dy = (camera.scaledY * sprite.scrollFactor.y) + sprite.frameBounds.y - (camera.worldView.y * sprite.scrollFactor.y);
|
||||
this._dw = sprite.frameBounds.width;
|
||||
this._dh = sprite.frameBounds.height;
|
||||
|
||||
// Alpha
|
||||
if (sprite.texture.alpha !== 1)
|
||||
@@ -98,11 +102,6 @@ module Phaser {
|
||||
this._fy = -sprite.scale.y;
|
||||
}
|
||||
|
||||
this._dx = (camera.scaledX * sprite.scrollFactor.x) + sprite.frameBounds.x - (camera.worldView.x * sprite.scrollFactor.x);
|
||||
this._dy = (camera.scaledY * sprite.scrollFactor.y) + sprite.frameBounds.y - (camera.worldView.y * sprite.scrollFactor.y);
|
||||
this._dw = sprite.frameBounds.width;
|
||||
this._dh = sprite.frameBounds.height;
|
||||
|
||||
if (sprite.animations.currentFrame !== null)
|
||||
{
|
||||
this._sx = sprite.animations.currentFrame.x;
|
||||
@@ -115,15 +114,6 @@ module Phaser {
|
||||
}
|
||||
}
|
||||
|
||||
// Apply camera difference - looks like this is already applied?
|
||||
/*
|
||||
if (sprite.scrollFactor.x !== 1 || sprite.scrollFactor.y !== 1)
|
||||
{
|
||||
//this._dx -= (camera.worldView.x * this.scrollFactor.x);
|
||||
//this._dy -= (camera.worldView.y * this.scrollFactor.y);
|
||||
}
|
||||
*/
|
||||
|
||||
// Rotation and Flipped
|
||||
if (sprite.modified)
|
||||
{
|
||||
@@ -149,10 +139,11 @@ module Phaser {
|
||||
}
|
||||
else
|
||||
{
|
||||
this._dx -= sprite.origin.x;
|
||||
this._dy -= sprite.origin.y;
|
||||
//this._dw = sprite.frameBounds.width * sprite.scale.x;
|
||||
//this._dh = sprite.frameBounds.height * sprite.scale.y;
|
||||
if (!sprite.origin.equals(0))
|
||||
{
|
||||
this._dx -= sprite.origin.x;
|
||||
this._dy -= sprite.origin.y;
|
||||
}
|
||||
}
|
||||
|
||||
this._sx = Math.round(this._sx);
|
||||
|
||||
@@ -26,6 +26,10 @@ TODO:
|
||||
* Removed ignoreGlobalUpdate because it checks exists etc in the Group update, so remove those checks from Sprite.update (same for render)
|
||||
* Investigate why tweens don't restart after the game pauses
|
||||
* Fix bug in Tween yoyo + loop combo
|
||||
* Copy the setTransform from Sprite to Camera
|
||||
* Move Camera.scroll.x to just Camera.x/y
|
||||
|
||||
|
||||
|
||||
V1.0.0
|
||||
|
||||
@@ -41,7 +45,6 @@ V1.0.0
|
||||
* Refactored QuadTree so it no longer creates any temporary variables in any methods.
|
||||
* The Sprite Renderer now uses a single setTransform for scale, rotation and translation that respects the Sprite.origin value in all cases.
|
||||
* Sprite.modified is set to true if scale, rotation, skew or flip have been used.
|
||||
* By default the Sprite.origin is set to the center of the sprite, but can be offset to anywhere.
|
||||
* Added Tween.loop property so they can now re-run themselves indefinitely.
|
||||
* Added Tween.yoyo property so they can reverse themselves after completing.
|
||||
|
||||
|
||||
@@ -53,6 +53,18 @@
|
||||
<TypeScriptSourceMap>false</TypeScriptSourceMap>
|
||||
</PropertyGroup>
|
||||
<ItemGroup>
|
||||
<TypeScriptCompile Include="cameras\basic camera 1.ts" />
|
||||
<Content Include="cameras\basic camera 1.js">
|
||||
<DependentUpon>basic camera 1.ts</DependentUpon>
|
||||
</Content>
|
||||
<TypeScriptCompile Include="cameras\scrollfactor 1.ts" />
|
||||
<Content Include="cameras\scrollfactor 1.js">
|
||||
<DependentUpon>scrollfactor 1.ts</DependentUpon>
|
||||
</Content>
|
||||
<TypeScriptCompile Include="cameras\scrollfactor 2.ts" />
|
||||
<Content Include="cameras\scrollfactor 2.js">
|
||||
<DependentUpon>scrollfactor 2.ts</DependentUpon>
|
||||
</Content>
|
||||
<Content Include="tweens\tween loop 1.js">
|
||||
<DependentUpon>tween loop 1.ts</DependentUpon>
|
||||
</Content>
|
||||
|
||||
|
After Width: | Height: | Size: 78 KiB |
|
After Width: | Height: | Size: 28 KiB |
|
After Width: | Height: | Size: 8.0 KiB |
|
After Width: | Height: | Size: 50 KiB |
|
After Width: | Height: | Size: 46 KiB |
|
After Width: | Height: | Size: 55 KiB |
|
Before Width: | Height: | Size: 20 KiB After Width: | Height: | Size: 27 KiB |
|
After Width: | Height: | Size: 43 KiB |
|
After Width: | Height: | Size: 75 KiB |
|
After Width: | Height: | Size: 106 KiB |
|
After Width: | Height: | Size: 66 KiB |
|
After Width: | Height: | Size: 85 KiB |
|
After Width: | Height: | Size: 34 KiB |
|
After Width: | Height: | Size: 29 KiB |
|
After Width: | Height: | Size: 8.4 KiB |
@@ -0,0 +1,31 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
(function () {
|
||||
var game = new Phaser.Game(this, 'game', 800, 600, init, create, update, render);
|
||||
function init() {
|
||||
game.world.setSize(1920, 1200, true);
|
||||
game.loader.addImageFile('backdrop', 'assets/pics/remember-me.jpg');
|
||||
game.loader.addImageFile('melon', 'assets/sprites/melon.png');
|
||||
game.loader.load();
|
||||
}
|
||||
function create() {
|
||||
game.add.sprite(0, 0, 'backdrop');
|
||||
for(var i = 0; i < 100; i++) {
|
||||
game.add.sprite(game.world.randomX, game.world.randomY, 'melon');
|
||||
}
|
||||
}
|
||||
function update() {
|
||||
if(game.input.keyboard.isDown(Phaser.Keyboard.LEFT)) {
|
||||
game.camera.scroll.x -= 4;
|
||||
} else if(game.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) {
|
||||
game.camera.scroll.x += 4;
|
||||
}
|
||||
if(game.input.keyboard.isDown(Phaser.Keyboard.UP)) {
|
||||
game.camera.scroll.y -= 4;
|
||||
} else if(game.input.keyboard.isDown(Phaser.Keyboard.DOWN)) {
|
||||
game.camera.scroll.y += 4;
|
||||
}
|
||||
}
|
||||
function render() {
|
||||
game.camera.renderDebugInfo(32, 32);
|
||||
}
|
||||
})();
|
||||
@@ -0,0 +1,57 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
var game = new Phaser.Game(this, 'game', 800, 600, init, create, update, render);
|
||||
|
||||
function init() {
|
||||
|
||||
game.world.setSize(1920, 1200, true);
|
||||
|
||||
game.loader.addImageFile('backdrop', 'assets/pics/remember-me.jpg');
|
||||
game.loader.addImageFile('melon', 'assets/sprites/melon.png');
|
||||
|
||||
game.loader.load();
|
||||
|
||||
}
|
||||
|
||||
function create() {
|
||||
|
||||
game.add.sprite(0, 0, 'backdrop');
|
||||
|
||||
for (var i = 0; i < 100; i++)
|
||||
{
|
||||
game.add.sprite(game.world.randomX, game.world.randomY, 'melon');
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
function update() {
|
||||
|
||||
if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT))
|
||||
{
|
||||
game.camera.scroll.x -= 4;
|
||||
}
|
||||
else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
|
||||
{
|
||||
game.camera.scroll.x += 4;
|
||||
}
|
||||
|
||||
if (game.input.keyboard.isDown(Phaser.Keyboard.UP))
|
||||
{
|
||||
game.camera.scroll.y -= 4;
|
||||
}
|
||||
else if (game.input.keyboard.isDown(Phaser.Keyboard.DOWN))
|
||||
{
|
||||
game.camera.scroll.y += 4;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
function render() {
|
||||
|
||||
game.camera.renderDebugInfo(32, 32);
|
||||
|
||||
}
|
||||
|
||||
})();
|
||||
@@ -0,0 +1,32 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
(function () {
|
||||
var game = new Phaser.Game(this, 'game', 800, 600, init, create, update, render);
|
||||
function init() {
|
||||
game.world.setSize(1920, 1200, true);
|
||||
game.loader.addImageFile('backdrop', 'assets/pics/remember-me.jpg');
|
||||
game.loader.addImageFile('ball', 'assets/sprites/shinyball.png');
|
||||
game.loader.load();
|
||||
}
|
||||
function create() {
|
||||
game.add.sprite(0, 0, 'backdrop');
|
||||
for(var i = 0; i < 400; i++) {
|
||||
var tempBall = game.add.sprite(game.world.randomX * 2, game.world.randomY * 2, 'ball');
|
||||
tempBall.scrollFactor.setTo(2, 2);
|
||||
}
|
||||
}
|
||||
function update() {
|
||||
if(game.input.keyboard.isDown(Phaser.Keyboard.LEFT)) {
|
||||
game.camera.scroll.x -= 4;
|
||||
} else if(game.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) {
|
||||
game.camera.scroll.x += 4;
|
||||
}
|
||||
if(game.input.keyboard.isDown(Phaser.Keyboard.UP)) {
|
||||
game.camera.scroll.y -= 4;
|
||||
} else if(game.input.keyboard.isDown(Phaser.Keyboard.DOWN)) {
|
||||
game.camera.scroll.y += 4;
|
||||
}
|
||||
}
|
||||
function render() {
|
||||
game.camera.renderDebugInfo(32, 32);
|
||||
}
|
||||
})();
|
||||
@@ -0,0 +1,58 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
var game = new Phaser.Game(this, 'game', 800, 600, init, create, update, render);
|
||||
|
||||
function init() {
|
||||
|
||||
game.world.setSize(1920, 1200, true);
|
||||
|
||||
game.loader.addImageFile('backdrop', 'assets/pics/remember-me.jpg');
|
||||
game.loader.addImageFile('ball', 'assets/sprites/shinyball.png');
|
||||
|
||||
game.loader.load();
|
||||
|
||||
}
|
||||
|
||||
function create() {
|
||||
|
||||
game.add.sprite(0, 0, 'backdrop');
|
||||
|
||||
for (var i = 0; i < 400; i++)
|
||||
{
|
||||
var tempBall:Phaser.Sprite = game.add.sprite(game.world.randomX * 2, game.world.randomY * 2, 'ball');
|
||||
tempBall.scrollFactor.setTo(2, 2);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
function update() {
|
||||
|
||||
if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT))
|
||||
{
|
||||
game.camera.scroll.x -= 4;
|
||||
}
|
||||
else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
|
||||
{
|
||||
game.camera.scroll.x += 4;
|
||||
}
|
||||
|
||||
if (game.input.keyboard.isDown(Phaser.Keyboard.UP))
|
||||
{
|
||||
game.camera.scroll.y -= 4;
|
||||
}
|
||||
else if (game.input.keyboard.isDown(Phaser.Keyboard.DOWN))
|
||||
{
|
||||
game.camera.scroll.y += 4;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
function render() {
|
||||
|
||||
game.camera.renderDebugInfo(32, 32);
|
||||
|
||||
}
|
||||
|
||||
})();
|
||||
@@ -0,0 +1,31 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
(function () {
|
||||
var game = new Phaser.Game(this, 'game', 800, 600, init, create, update, render);
|
||||
function init() {
|
||||
game.world.setSize(1600, 800, true);
|
||||
game.loader.addImageFile('disk', 'assets/pics/devilstar_demo_download_disk.png');
|
||||
game.loader.load();
|
||||
}
|
||||
function create() {
|
||||
for(var i = 0; i < 10; i++) {
|
||||
var temp = game.add.sprite(600 + (10 * i), 200 + (10 * i), 'disk');
|
||||
temp.scrollFactor.setTo(i / 2, i / 2);
|
||||
}
|
||||
//game.camera.focusOnXY(800, 200);
|
||||
}
|
||||
function update() {
|
||||
if(game.input.keyboard.isDown(Phaser.Keyboard.LEFT)) {
|
||||
game.camera.scroll.x -= 4;
|
||||
} else if(game.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) {
|
||||
game.camera.scroll.x += 4;
|
||||
}
|
||||
if(game.input.keyboard.isDown(Phaser.Keyboard.UP)) {
|
||||
game.camera.scroll.y -= 4;
|
||||
} else if(game.input.keyboard.isDown(Phaser.Keyboard.DOWN)) {
|
||||
game.camera.scroll.y += 4;
|
||||
}
|
||||
}
|
||||
function render() {
|
||||
game.camera.renderDebugInfo(32, 32);
|
||||
}
|
||||
})();
|
||||
@@ -0,0 +1,55 @@
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
var game = new Phaser.Game(this, 'game', 800, 600, init, create, update, render);
|
||||
|
||||
function init() {
|
||||
|
||||
game.world.setSize(1600, 800, true);
|
||||
|
||||
game.loader.addImageFile('disk', 'assets/pics/devilstar_demo_download_disk.png');
|
||||
|
||||
game.loader.load();
|
||||
|
||||
}
|
||||
|
||||
function create() {
|
||||
|
||||
for (var i = 0; i < 10; i++)
|
||||
{
|
||||
var temp:Phaser.Sprite = game.add.sprite(600 + (10 * i), 200 + (10 * i), 'disk');
|
||||
temp.scrollFactor.setTo(i / 2, i / 2);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
function update() {
|
||||
|
||||
if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT))
|
||||
{
|
||||
game.camera.scroll.x -= 4;
|
||||
}
|
||||
else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
|
||||
{
|
||||
game.camera.scroll.x += 4;
|
||||
}
|
||||
|
||||
if (game.input.keyboard.isDown(Phaser.Keyboard.UP))
|
||||
{
|
||||
game.camera.scroll.y -= 4;
|
||||
}
|
||||
else if (game.input.keyboard.isDown(Phaser.Keyboard.DOWN))
|
||||
{
|
||||
game.camera.scroll.y += 4;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
function render() {
|
||||
|
||||
game.camera.renderDebugInfo(32, 32);
|
||||
|
||||
}
|
||||
|
||||
})();
|
||||
@@ -3897,7 +3897,8 @@ var Phaser;
|
||||
this.width = this.frameBounds.width;
|
||||
this.height = this.frameBounds.height;
|
||||
// Transform related (if we add any more then move to a component)
|
||||
this.origin = new Phaser.Vec2(this.width / 2, this.height / 2);
|
||||
//this.origin = new Phaser.Vec2(this.width / 2, this.height / 2);
|
||||
this.origin = new Phaser.Vec2(0, 0);
|
||||
this.scale = new Phaser.Vec2(1, 1);
|
||||
this.skew = new Phaser.Vec2(0, 0);
|
||||
}
|
||||
@@ -4536,7 +4537,7 @@ var Phaser;
|
||||
this._game.stage.context.fillText('X: ' + this._stageX + ' Y: ' + this._stageY + ' Rotation: ' + this._rotation, x, y + 14);
|
||||
this._game.stage.context.fillText('World X: ' + this.scroll.x.toFixed(1) + ' World Y: ' + this.scroll.y.toFixed(1), x, y + 28);
|
||||
if(this.bounds) {
|
||||
this._game.stage.context.fillText('Bounds: ' + this.bounds.width + ' x ' + this.bounds.height, x, y + 56);
|
||||
this._game.stage.context.fillText('Bounds: ' + this.bounds.width + ' x ' + this.bounds.height, x, y + 42);
|
||||
}
|
||||
};
|
||||
Camera.prototype.destroy = /**
|
||||
@@ -10481,6 +10482,10 @@ var Phaser;
|
||||
this._fy = sprite.scale.y;
|
||||
this._sin = 0;
|
||||
this._cos = 1;
|
||||
this._dx = (camera.scaledX * sprite.scrollFactor.x) + sprite.frameBounds.x - (camera.worldView.x * sprite.scrollFactor.x);
|
||||
this._dy = (camera.scaledY * sprite.scrollFactor.y) + sprite.frameBounds.y - (camera.worldView.y * sprite.scrollFactor.y);
|
||||
this._dw = sprite.frameBounds.width;
|
||||
this._dh = sprite.frameBounds.height;
|
||||
// Alpha
|
||||
if(sprite.texture.alpha !== 1) {
|
||||
this._ga = sprite.texture.context.globalAlpha;
|
||||
@@ -10494,10 +10499,6 @@ var Phaser;
|
||||
if(sprite.texture.flippedY) {
|
||||
this._fy = -sprite.scale.y;
|
||||
}
|
||||
this._dx = (camera.scaledX * sprite.scrollFactor.x) + sprite.frameBounds.x - (camera.worldView.x * sprite.scrollFactor.x);
|
||||
this._dy = (camera.scaledY * sprite.scrollFactor.y) + sprite.frameBounds.y - (camera.worldView.y * sprite.scrollFactor.y);
|
||||
this._dw = sprite.frameBounds.width;
|
||||
this._dh = sprite.frameBounds.height;
|
||||
if(sprite.animations.currentFrame !== null) {
|
||||
this._sx = sprite.animations.currentFrame.x;
|
||||
this._sy = sprite.animations.currentFrame.y;
|
||||
@@ -10532,11 +10533,11 @@ var Phaser;
|
||||
this._dx = -sprite.origin.x;
|
||||
this._dy = -sprite.origin.y;
|
||||
} else {
|
||||
this._dx -= sprite.origin.x;
|
||||
this._dy -= sprite.origin.y;
|
||||
//this._dw = sprite.frameBounds.width * sprite.scale.x;
|
||||
//this._dh = sprite.frameBounds.height * sprite.scale.y;
|
||||
}
|
||||
if(!sprite.origin.equals(0)) {
|
||||
this._dx -= sprite.origin.x;
|
||||
this._dy -= sprite.origin.y;
|
||||
}
|
||||
}
|
||||
this._sx = Math.round(this._sx);
|
||||
this._sy = Math.round(this._sy);
|
||||
this._sw = Math.round(this._sw);
|
||||
|
||||
@@ -12,28 +12,11 @@
|
||||
function create() {
|
||||
// Here we'll assign the new sprite to the local bunny variable
|
||||
bunny = game.add.sprite(0, 0, 'bunny');
|
||||
// This time let's scale the sprite by using two tweens
|
||||
// The first tween will scale the sprite up, the second will scale it down again
|
||||
// Create our 2 tweens
|
||||
tweenUp = game.add.tween(bunny.scale);
|
||||
tweenUp.onComplete.add(scaleDown, this);
|
||||
tweenDown = game.add.tween(bunny.scale);
|
||||
tweenDown.onComplete.add(scaleUp, this);
|
||||
// Start it going
|
||||
scaleUp();
|
||||
}
|
||||
function scaleUp() {
|
||||
tweenUp.to({
|
||||
bunny.scale.setTo(0.5, 0.5);
|
||||
// This time let's scale the sprite by a looped tween
|
||||
game.add.tween(bunny.scale).to({
|
||||
x: 2,
|
||||
y: 2
|
||||
}, 2000, Phaser.Easing.Elastic.Out);
|
||||
tweenUp.start();
|
||||
}
|
||||
function scaleDown() {
|
||||
tweenDown.to({
|
||||
x: 0.5,
|
||||
y: 0.5
|
||||
}, 2000, Phaser.Easing.Elastic.Out);
|
||||
tweenDown.start();
|
||||
}, 2000, Phaser.Easing.Elastic.Out, true, 0, true, true);
|
||||
}
|
||||
})();
|
||||
|
||||
@@ -21,32 +21,10 @@
|
||||
// Here we'll assign the new sprite to the local bunny variable
|
||||
bunny = game.add.sprite(0, 0, 'bunny');
|
||||
|
||||
// This time let's scale the sprite by using two tweens
|
||||
// The first tween will scale the sprite up, the second will scale it down again
|
||||
bunny.scale.setTo(0.5, 0.5);
|
||||
|
||||
// Create our 2 tweens
|
||||
tweenUp = game.add.tween(bunny.scale);
|
||||
tweenUp.onComplete.add(scaleDown, this);
|
||||
|
||||
tweenDown = game.add.tween(bunny.scale);
|
||||
tweenDown.onComplete.add(scaleUp, this);
|
||||
|
||||
// Start it going
|
||||
scaleUp();
|
||||
|
||||
}
|
||||
|
||||
function scaleUp() {
|
||||
|
||||
tweenUp.to({ x: 2, y: 2 }, 2000, Phaser.Easing.Elastic.Out);
|
||||
tweenUp.start();
|
||||
|
||||
}
|
||||
|
||||
function scaleDown() {
|
||||
|
||||
tweenDown.to({ x: 0.5, y: 0.5 }, 2000, Phaser.Easing.Elastic.Out);
|
||||
tweenDown.start();
|
||||
// This time let's scale the sprite by a looped tween
|
||||
game.add.tween(bunny.scale).to({ x: 2, y: 2 }, 2000, Phaser.Easing.Elastic.Out, true, 0, true, true);
|
||||
|
||||
}
|
||||
|
||||
|
||||
@@ -7,23 +7,14 @@
|
||||
game.loader.load();
|
||||
}
|
||||
var fuji;
|
||||
var tween;
|
||||
function create() {
|
||||
game.stage.backgroundColor = 'rgb(0,0,100)';
|
||||
// Here we'll assign the new sprite to the local fuji variable
|
||||
fuji = game.add.sprite(200, 200, 'fuji');
|
||||
fuji = game.add.sprite(game.stage.centerX, game.stage.centerY, 'fuji');
|
||||
// The sprite is 320 x 200 pixels in size
|
||||
// If we don't set an origin then the sprite will rotate around 0,0 - the top left corner
|
||||
tween = game.add.tween(fuji);
|
||||
// Start it going
|
||||
rotate();
|
||||
}
|
||||
function rotate() {
|
||||
tween.clear();
|
||||
tween.to({
|
||||
game.add.tween(fuji).to({
|
||||
rotation: 360
|
||||
}, 2000);
|
||||
tween.onComplete.add(rotate, this);
|
||||
tween.start();
|
||||
}, 2000, Phaser.Easing.Linear.None, true, 0, true);
|
||||
}
|
||||
})();
|
||||
|
||||
@@ -13,31 +13,17 @@
|
||||
}
|
||||
|
||||
var fuji: Phaser.Sprite;
|
||||
var tween: Phaser.Tween;
|
||||
|
||||
function create() {
|
||||
|
||||
game.stage.backgroundColor = 'rgb(0,0,100)';
|
||||
|
||||
// Here we'll assign the new sprite to the local fuji variable
|
||||
fuji = game.add.sprite(200, 200, 'fuji');
|
||||
fuji = game.add.sprite(game.stage.centerX, game.stage.centerY, 'fuji');
|
||||
|
||||
// The sprite is 320 x 200 pixels in size
|
||||
// If we don't set an origin then the sprite will rotate around 0,0 - the top left corner
|
||||
|
||||
tween = game.add.tween(fuji);
|
||||
|
||||
// Start it going
|
||||
rotate();
|
||||
|
||||
}
|
||||
|
||||
function rotate() {
|
||||
|
||||
tween.clear();
|
||||
tween.to({ rotation: 360 }, 2000);
|
||||
tween.onComplete.add(rotate, this);
|
||||
tween.start();
|
||||
game.add.tween(fuji).to({ rotation: 360 }, 2000, Phaser.Easing.Linear.None, true, 0, true);
|
||||
|
||||
}
|
||||
|
||||
|
||||
@@ -7,25 +7,16 @@
|
||||
game.loader.load();
|
||||
}
|
||||
var fuji;
|
||||
var tween;
|
||||
function create() {
|
||||
game.stage.backgroundColor = 'rgb(0,0,100)';
|
||||
// Here we'll assign the new sprite to the local fuji variable
|
||||
fuji = game.add.sprite(200, 200, 'fuji');
|
||||
fuji = game.add.sprite(game.stage.centerX, game.stage.centerY, 'fuji');
|
||||
// The sprite is 320 x 200 pixels in size
|
||||
// Here we set the origin to the center of the sprite (half of its width and height, so 160x100)
|
||||
// This will cause it to rotate on its center
|
||||
fuji.origin.setTo(160, 100);
|
||||
tween = game.add.tween(fuji);
|
||||
// Start it going
|
||||
rotate();
|
||||
}
|
||||
function rotate() {
|
||||
tween.clear();
|
||||
tween.to({
|
||||
game.add.tween(fuji).to({
|
||||
rotation: 360
|
||||
}, 2000);
|
||||
tween.onComplete.add(rotate, this);
|
||||
tween.start();
|
||||
}, 2000, Phaser.Easing.Linear.None, true, 0, true);
|
||||
}
|
||||
})();
|
||||
|
||||
@@ -13,33 +13,20 @@
|
||||
}
|
||||
|
||||
var fuji: Phaser.Sprite;
|
||||
var tween: Phaser.Tween;
|
||||
|
||||
function create() {
|
||||
|
||||
game.stage.backgroundColor = 'rgb(0,0,100)';
|
||||
|
||||
// Here we'll assign the new sprite to the local fuji variable
|
||||
fuji = game.add.sprite(200, 200, 'fuji');
|
||||
fuji = game.add.sprite(game.stage.centerX, game.stage.centerY, 'fuji');
|
||||
|
||||
// The sprite is 320 x 200 pixels in size
|
||||
// Here we set the origin to the center of the sprite (half of its width and height, so 160x100)
|
||||
// This will cause it to rotate on its center
|
||||
fuji.origin.setTo(160, 100);
|
||||
|
||||
tween = game.add.tween(fuji);
|
||||
|
||||
// Start it going
|
||||
rotate();
|
||||
|
||||
}
|
||||
|
||||
function rotate() {
|
||||
|
||||
tween.clear();
|
||||
tween.to({ rotation: 360 }, 2000);
|
||||
tween.onComplete.add(rotate, this);
|
||||
tween.start();
|
||||
game.add.tween(fuji).to({ rotation: 360 }, 2000, Phaser.Easing.Linear.None, true, 0, true);
|
||||
|
||||
}
|
||||
|
||||
|
||||
@@ -11,20 +11,12 @@
|
||||
function create() {
|
||||
game.stage.backgroundColor = 'rgb(0,0,100)';
|
||||
// Here we'll assign the new sprite to the local fuji variable
|
||||
fuji = game.add.sprite(300, 300, 'fuji');
|
||||
fuji = game.add.sprite(game.stage.centerX, game.stage.centerY, 'fuji');
|
||||
// The sprite is 320 x 200 pixels in size
|
||||
// Here we set the origin to be the bottom-right of the sprite
|
||||
fuji.origin.setTo(320, 200);
|
||||
tween = game.add.tween(fuji);
|
||||
// Start it going
|
||||
rotate();
|
||||
}
|
||||
function rotate() {
|
||||
tween.clear();
|
||||
tween.to({
|
||||
game.add.tween(fuji).to({
|
||||
rotation: 360
|
||||
}, 2000);
|
||||
tween.onComplete.add(rotate, this);
|
||||
tween.start();
|
||||
}, 2000, Phaser.Easing.Linear.None, true, 0, true);
|
||||
}
|
||||
})();
|
||||
|
||||
@@ -20,25 +20,13 @@
|
||||
game.stage.backgroundColor = 'rgb(0,0,100)';
|
||||
|
||||
// Here we'll assign the new sprite to the local fuji variable
|
||||
fuji = game.add.sprite(300, 300, 'fuji');
|
||||
fuji = game.add.sprite(game.stage.centerX, game.stage.centerY, 'fuji');
|
||||
|
||||
// The sprite is 320 x 200 pixels in size
|
||||
// Here we set the origin to be the bottom-right of the sprite
|
||||
fuji.origin.setTo(320, 200);
|
||||
|
||||
tween = game.add.tween(fuji);
|
||||
|
||||
// Start it going
|
||||
rotate();
|
||||
|
||||
}
|
||||
|
||||
function rotate() {
|
||||
|
||||
tween.clear();
|
||||
tween.to({ rotation: 360 }, 2000);
|
||||
tween.onComplete.add(rotate, this);
|
||||
tween.start();
|
||||
game.add.tween(fuji).to({ rotation: 360 }, 2000, Phaser.Easing.Linear.None, true, 0, true);
|
||||
|
||||
}
|
||||
|
||||
|
||||
@@ -7,7 +7,6 @@
|
||||
game.loader.load();
|
||||
}
|
||||
var fuji;
|
||||
var tweenRotate;
|
||||
var tweenUp;
|
||||
var tweenDown;
|
||||
function create() {
|
||||
@@ -17,23 +16,15 @@
|
||||
// The sprite is 320 x 200 pixels in size
|
||||
// Here we set the origin to the center of the sprite again, so we can rotate and scale it at the same time
|
||||
fuji.origin.setTo(160, 100);
|
||||
tweenRotate = game.add.tween(fuji);
|
||||
game.add.tween(fuji).to({
|
||||
rotation: 360
|
||||
}, 2000, Phaser.Easing.Linear.None, true, 0, true);
|
||||
tweenUp = game.add.tween(fuji.scale);
|
||||
tweenUp.onComplete.add(scaleDown, this);
|
||||
tweenDown = game.add.tween(fuji.scale);
|
||||
tweenDown.onComplete.add(scaleUp, this);
|
||||
// Start it going
|
||||
rotate();
|
||||
scaleUp();
|
||||
}
|
||||
function rotate() {
|
||||
tweenRotate.clear();
|
||||
tweenRotate.to({
|
||||
rotation: 360
|
||||
}, 2000);
|
||||
tweenRotate.onComplete.add(rotate, this);
|
||||
tweenRotate.start();
|
||||
}
|
||||
function scaleUp() {
|
||||
tweenUp.to({
|
||||
x: 2,
|
||||
|
||||
@@ -13,7 +13,6 @@
|
||||
}
|
||||
|
||||
var fuji: Phaser.Sprite;
|
||||
var tweenRotate: Phaser.Tween;
|
||||
var tweenUp: Phaser.Tween;
|
||||
var tweenDown: Phaser.Tween;
|
||||
|
||||
@@ -28,7 +27,7 @@
|
||||
// Here we set the origin to the center of the sprite again, so we can rotate and scale it at the same time
|
||||
fuji.origin.setTo(160, 100);
|
||||
|
||||
tweenRotate = game.add.tween(fuji);
|
||||
game.add.tween(fuji).to({ rotation: 360 }, 2000, Phaser.Easing.Linear.None, true, 0, true);
|
||||
|
||||
tweenUp = game.add.tween(fuji.scale);
|
||||
tweenUp.onComplete.add(scaleDown, this);
|
||||
@@ -36,21 +35,10 @@
|
||||
tweenDown = game.add.tween(fuji.scale);
|
||||
tweenDown.onComplete.add(scaleUp, this);
|
||||
|
||||
// Start it going
|
||||
rotate();
|
||||
scaleUp();
|
||||
|
||||
}
|
||||
|
||||
function rotate() {
|
||||
|
||||
tweenRotate.clear();
|
||||
tweenRotate.to({ rotation: 360 }, 2000);
|
||||
tweenRotate.onComplete.add(rotate, this);
|
||||
tweenRotate.start();
|
||||
|
||||
}
|
||||
|
||||
function scaleUp() {
|
||||
|
||||
tweenUp.to({ x: 2, y: 2 }, 1000, Phaser.Easing.Elastic.Out);
|
||||
|
||||
@@ -13,9 +13,7 @@
|
||||
// Increase the size of the sprite a little so it covers the edges of the stage
|
||||
swirl.scale.setTo(1.4, 1.4);
|
||||
// Create a tween that rotates a full 306 degrees and then repeats (loop set to true)
|
||||
game.add.tween(swirl).to({
|
||||
rotation: 360
|
||||
}, 2000, Phaser.Easing.Linear.None, true, 0, true);
|
||||
//game.add.tween(swirl).to({ rotation: 360 }, 2000, Phaser.Easing.Linear.None, true, 0, true);
|
||||
game.add.tween(swirl.scale).to({
|
||||
x: 4,
|
||||
y: 4
|
||||
|
||||
@@ -3897,7 +3897,8 @@ var Phaser;
|
||||
this.width = this.frameBounds.width;
|
||||
this.height = this.frameBounds.height;
|
||||
// Transform related (if we add any more then move to a component)
|
||||
this.origin = new Phaser.Vec2(this.width / 2, this.height / 2);
|
||||
//this.origin = new Phaser.Vec2(this.width / 2, this.height / 2);
|
||||
this.origin = new Phaser.Vec2(0, 0);
|
||||
this.scale = new Phaser.Vec2(1, 1);
|
||||
this.skew = new Phaser.Vec2(0, 0);
|
||||
}
|
||||
@@ -4536,7 +4537,7 @@ var Phaser;
|
||||
this._game.stage.context.fillText('X: ' + this._stageX + ' Y: ' + this._stageY + ' Rotation: ' + this._rotation, x, y + 14);
|
||||
this._game.stage.context.fillText('World X: ' + this.scroll.x.toFixed(1) + ' World Y: ' + this.scroll.y.toFixed(1), x, y + 28);
|
||||
if(this.bounds) {
|
||||
this._game.stage.context.fillText('Bounds: ' + this.bounds.width + ' x ' + this.bounds.height, x, y + 56);
|
||||
this._game.stage.context.fillText('Bounds: ' + this.bounds.width + ' x ' + this.bounds.height, x, y + 42);
|
||||
}
|
||||
};
|
||||
Camera.prototype.destroy = /**
|
||||
@@ -10481,6 +10482,10 @@ var Phaser;
|
||||
this._fy = sprite.scale.y;
|
||||
this._sin = 0;
|
||||
this._cos = 1;
|
||||
this._dx = (camera.scaledX * sprite.scrollFactor.x) + sprite.frameBounds.x - (camera.worldView.x * sprite.scrollFactor.x);
|
||||
this._dy = (camera.scaledY * sprite.scrollFactor.y) + sprite.frameBounds.y - (camera.worldView.y * sprite.scrollFactor.y);
|
||||
this._dw = sprite.frameBounds.width;
|
||||
this._dh = sprite.frameBounds.height;
|
||||
// Alpha
|
||||
if(sprite.texture.alpha !== 1) {
|
||||
this._ga = sprite.texture.context.globalAlpha;
|
||||
@@ -10494,10 +10499,6 @@ var Phaser;
|
||||
if(sprite.texture.flippedY) {
|
||||
this._fy = -sprite.scale.y;
|
||||
}
|
||||
this._dx = (camera.scaledX * sprite.scrollFactor.x) + sprite.frameBounds.x - (camera.worldView.x * sprite.scrollFactor.x);
|
||||
this._dy = (camera.scaledY * sprite.scrollFactor.y) + sprite.frameBounds.y - (camera.worldView.y * sprite.scrollFactor.y);
|
||||
this._dw = sprite.frameBounds.width;
|
||||
this._dh = sprite.frameBounds.height;
|
||||
if(sprite.animations.currentFrame !== null) {
|
||||
this._sx = sprite.animations.currentFrame.x;
|
||||
this._sy = sprite.animations.currentFrame.y;
|
||||
@@ -10532,11 +10533,11 @@ var Phaser;
|
||||
this._dx = -sprite.origin.x;
|
||||
this._dy = -sprite.origin.y;
|
||||
} else {
|
||||
this._dx -= sprite.origin.x;
|
||||
this._dy -= sprite.origin.y;
|
||||
//this._dw = sprite.frameBounds.width * sprite.scale.x;
|
||||
//this._dh = sprite.frameBounds.height * sprite.scale.y;
|
||||
}
|
||||
if(!sprite.origin.equals(0)) {
|
||||
this._dx -= sprite.origin.x;
|
||||
this._dy -= sprite.origin.y;
|
||||
}
|
||||
}
|
||||
this._sx = Math.round(this._sx);
|
||||
this._sy = Math.round(this._sy);
|
||||
this._sw = Math.round(this._sw);
|
||||
|
||||