mirror of
https://github.com/wassname/phaser.git
synced 2026-07-13 01:00:12 +08:00
Plugin Support added and CameraFX re-enabled
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@@ -0,0 +1,22 @@
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// Module
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var Shapes;
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(function (Shapes) {
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// Class
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var Point = (function () {
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// Constructor
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function Point(x, y) {
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this.x = x;
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this.y = y;
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}
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Point.prototype.getDist = // Instance member
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function () {
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return Math.sqrt(this.x * this.x + this.y * this.y);
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};
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Point.origin = new Point(0, 0);
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return Point;
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})();
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Shapes.Point = Point;
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})(Shapes || (Shapes = {}));
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// Local variables
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var p = new Shapes.Point(3, 4);
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var dist = p.getDist();
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@@ -0,0 +1,21 @@
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/// <reference path="../Phaser/Game.ts" />
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module Phaser {
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export interface IPlugin {
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game: Game;
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active: bool;
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visible: bool;
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preUpdate();
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postUpdate();
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preRender();
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postRender();
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destroy();
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}
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}
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+13
-1
@@ -1,4 +1,4 @@
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<?xml version="1.0" encoding="utf-8"?>
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<?xml version="1.0" encoding="utf-8"?>
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<Project ToolsVersion="4.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<PropertyGroup>
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<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
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@@ -52,5 +52,17 @@
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<TypeScriptIncludeComments>false</TypeScriptIncludeComments>
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<TypeScriptSourceMap>false</TypeScriptSourceMap>
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</PropertyGroup>
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<ItemGroup>
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<TypeScriptCompile Include="Template.ts" />
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</ItemGroup>
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<ItemGroup>
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<Content Include="IPlugin.js">
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<DependentUpon>IPlugin.ts</DependentUpon>
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</Content>
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<TypeScriptCompile Include="IPlugin.ts" />
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<Content Include="Template.js">
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<DependentUpon>Template.ts</DependentUpon>
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</Content>
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</ItemGroup>
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<Import Project="$(VSToolsPath)\TypeScript\Microsoft.TypeScript.targets" />
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</Project>
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@@ -0,0 +1,53 @@
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var Phaser;
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(function (Phaser) {
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/// <reference path="../Phaser/Game.ts" />
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/**
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* Phaser - Example Plugin
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*/
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(function (Plugins) {
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var Example = (function () {
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function Example(game) {
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this.game = game;
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this.active = true;
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this.visible = true;
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}
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Example.prototype.preUpdate = /**
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* Pre-update is called at the start of the update cycle, before any other updates have taken place.
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*/
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function () {
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};
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Example.prototype.postUpdate = /**
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* Post-update is called at the end of the objects update cycle, after other update logic has taken place.
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*/
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function () {
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};
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Example.prototype.preRender = /**
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* Pre-render is called at the start of the object render cycle, before any transforms have taken place.
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* It happens directly AFTER a canvas context.save has happened if added to a Camera.
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* @param {Camera} camera
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*/
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function (camera) {
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};
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Example.prototype.render = /**
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* render is called during the objects render cycle, right after all transforms have finished, but before any children/image data is rendered.
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* @param {Camera} camera
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*/
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function (camera) {
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};
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Example.prototype.postRender = /**
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* Post-render is called during the objects render cycle, after the children/image data has been rendered.
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*/
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function (camera) {
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};
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Example.prototype.destroy = /**
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* Clear down this Plugin and null out references
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*/
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function () {
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this.game = null;
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};
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return Example;
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})();
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Plugins.Example = Example;
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})(Phaser.Plugins || (Phaser.Plugins = {}));
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var Plugins = Phaser.Plugins;
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})(Phaser || (Phaser = {}));
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@@ -0,0 +1,72 @@
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/// <reference path="../Phaser/Game.ts" />
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/// <reference path="IPlugin.ts" />
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/**
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* Phaser - Example Plugin
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*/
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module Phaser.Plugins {
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export class Example implements Phaser.IPlugin {
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constructor(game: Phaser.Game) {
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this.game = game;
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this.active = true;
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this.visible = true;
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}
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/**
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* The essential reference to the main game object.
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*/
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public game: Game;
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/**
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* Controls whether preUpdate or postUpdate are called
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*/
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public active: bool;
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/**
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* Controls whether preRender or postRender are called
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*/
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public visible: bool;
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/**
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* Pre-update is called at the start of the update cycle, before any other updates have taken place.
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* It is only called if active is set to true.
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*/
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public preUpdate() {
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}
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/**
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* Post-update is called at the end of the objects update cycle, after other update logic has taken place.
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* It is only called if active is set to true.
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*/
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public postUpdate() {
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}
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/**
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* Pre-render is called right before the Game Renderer starts and before any custom preRender callbacks have been run.
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* It is only called if visible is set to true.
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*/
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public preRender() {
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}
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/**
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* Post-render is called after every camera and game object has been rendered, also after any custom postRender callbacks have been run.
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* It is only called if visible is set to true.
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*/
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public postRender() {
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}
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/**
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* Clear down this Plugin and null out references
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*/
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public destroy() {
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this.game = null;
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}
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}
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}
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