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https://github.com/wassname/phaser.git
synced 2026-08-15 12:45:11 +08:00
Camera updates, scrollFix check and some new pictures and tests.
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+12
-11
@@ -3897,7 +3897,8 @@ var Phaser;
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this.width = this.frameBounds.width;
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this.height = this.frameBounds.height;
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// Transform related (if we add any more then move to a component)
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this.origin = new Phaser.Vec2(this.width / 2, this.height / 2);
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//this.origin = new Phaser.Vec2(this.width / 2, this.height / 2);
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this.origin = new Phaser.Vec2(0, 0);
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this.scale = new Phaser.Vec2(1, 1);
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this.skew = new Phaser.Vec2(0, 0);
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}
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@@ -4536,7 +4537,7 @@ var Phaser;
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this._game.stage.context.fillText('X: ' + this._stageX + ' Y: ' + this._stageY + ' Rotation: ' + this._rotation, x, y + 14);
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this._game.stage.context.fillText('World X: ' + this.scroll.x.toFixed(1) + ' World Y: ' + this.scroll.y.toFixed(1), x, y + 28);
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if(this.bounds) {
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this._game.stage.context.fillText('Bounds: ' + this.bounds.width + ' x ' + this.bounds.height, x, y + 56);
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this._game.stage.context.fillText('Bounds: ' + this.bounds.width + ' x ' + this.bounds.height, x, y + 42);
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}
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};
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Camera.prototype.destroy = /**
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@@ -10481,6 +10482,10 @@ var Phaser;
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this._fy = sprite.scale.y;
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this._sin = 0;
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this._cos = 1;
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this._dx = (camera.scaledX * sprite.scrollFactor.x) + sprite.frameBounds.x - (camera.worldView.x * sprite.scrollFactor.x);
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this._dy = (camera.scaledY * sprite.scrollFactor.y) + sprite.frameBounds.y - (camera.worldView.y * sprite.scrollFactor.y);
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this._dw = sprite.frameBounds.width;
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this._dh = sprite.frameBounds.height;
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// Alpha
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if(sprite.texture.alpha !== 1) {
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this._ga = sprite.texture.context.globalAlpha;
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@@ -10494,10 +10499,6 @@ var Phaser;
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if(sprite.texture.flippedY) {
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this._fy = -sprite.scale.y;
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}
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this._dx = (camera.scaledX * sprite.scrollFactor.x) + sprite.frameBounds.x - (camera.worldView.x * sprite.scrollFactor.x);
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this._dy = (camera.scaledY * sprite.scrollFactor.y) + sprite.frameBounds.y - (camera.worldView.y * sprite.scrollFactor.y);
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this._dw = sprite.frameBounds.width;
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this._dh = sprite.frameBounds.height;
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if(sprite.animations.currentFrame !== null) {
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this._sx = sprite.animations.currentFrame.x;
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this._sy = sprite.animations.currentFrame.y;
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@@ -10532,11 +10533,11 @@ var Phaser;
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this._dx = -sprite.origin.x;
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this._dy = -sprite.origin.y;
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} else {
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this._dx -= sprite.origin.x;
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this._dy -= sprite.origin.y;
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//this._dw = sprite.frameBounds.width * sprite.scale.x;
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//this._dh = sprite.frameBounds.height * sprite.scale.y;
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}
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if(!sprite.origin.equals(0)) {
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this._dx -= sprite.origin.x;
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this._dy -= sprite.origin.y;
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}
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}
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this._sx = Math.round(this._sx);
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this._sy = Math.round(this._sy);
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this._sw = Math.round(this._sw);
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