Working on Linked List node swapping.

This commit is contained in:
Richard Davey
2013-09-04 21:03:39 +01:00
parent 10bc22b717
commit f4dab1847e
4 changed files with 276 additions and 11 deletions
+17
View File
@@ -25,6 +25,23 @@ Phaser.GameObjectFactory.prototype = {
},
/**
* Create a new Sprite with specific position and sprite sheet key.
*
* @param x {number} X position of the new sprite.
* @param y {number} Y position of the new sprite.
* @param [key] {string} The image key as defined in the Game.Cache to use as the texture for this sprite
* @param [frame] {string|number} If the sprite uses an image from a texture atlas or sprite sheet you can pass the frame here. Either a number for a frame ID or a string for a frame name.
* @returns {Sprite} The newly created sprite object.
*/
child: function (parent, x, y, key, frame) {
var child = this.world.add(new Phaser.Sprite(this.game, x, y, key, frame));
parent.addChild(child);
return child;
},
/**
* Create a tween object for a specific object. The object can be any JavaScript object or Phaser object such as Sprite.
*
+4 -4
View File
@@ -13,9 +13,9 @@ Phaser.Input = function (game) {
};
Phaser.Mouse_OVERRIDES_TOUCH = 0;
Phaser.Touch_OVERRIDES_MOUSE = 1;
Phaser.Mouse_TOUCH_COMBINE = 2;
Phaser.Input.MOUSE_OVERRIDES_TOUCH = 0;
Phaser.Input.TOUCH_OVERRIDES_MOUSE = 1;
Phaser.Input.MOUSE_TOUCH_COMBINE = 2;
Phaser.Input.prototype = {
@@ -60,7 +60,7 @@ Phaser.Input.prototype = {
/**
* Controls the expected behaviour when using a mouse and touch together on a multi-input device
*/
multiInputOverride: Phaser.Mouse_TOUCH_COMBINE,
multiInputOverride: Phaser.Input.MOUSE_TOUCH_COMBINE,
/**
* A vector object representing the current position of the Pointer.
+4 -7
View File
@@ -238,7 +238,7 @@ Phaser.Pointer.prototype = {
// x and y are the old values here?
this.positionDown.setTo(this.x, this.y);
if (this.game.input.multiInputOverride == Phaser.Mouse_OVERRIDES_TOUCH || this.game.input.multiInputOverride == Phaser.Mouse_TOUCH_COMBINE || (this.game.input.multiInputOverride == Phaser.Touch_OVERRIDES_MOUSE && this.game.input.currentPointers == 0))
if (this.game.input.multiInputOverride == Phaser.Input.MOUSE_OVERRIDES_TOUCH || this.game.input.multiInputOverride == Phaser.Input.MOUSE_TOUCH_COMBINE || (this.game.input.multiInputOverride == Phaser.Input.TOUCH_OVERRIDES_MOUSE && this.game.input.currentPointers == 0))
{
//this.game.input.x = this.x * this.game.input.scale.x;
//this.game.input.y = this.y * this.game.input.scale.y;
@@ -272,7 +272,7 @@ Phaser.Pointer.prototype = {
{
if (this._holdSent == false && this.duration >= this.game.input.holdRate)
{
if (this.game.input.multiInputOverride == Phaser.Mouse_OVERRIDES_TOUCH || this.game.input.multiInputOverride == Phaser.Mouse_TOUCH_COMBINE || (this.game.input.multiInputOverride == Phaser.Touch_OVERRIDES_MOUSE && this.game.input.currentPointers == 0))
if (this.game.input.multiInputOverride == Phaser.Input.MOUSE_OVERRIDES_TOUCH || this.game.input.multiInputOverride == Phaser.Input.MOUSE_TOUCH_COMBINE || (this.game.input.multiInputOverride == Phaser.Input.TOUCH_OVERRIDES_MOUSE && this.game.input.currentPointers == 0))
{
this.game.input.onHold.dispatch(this);
}
@@ -295,9 +295,6 @@ Phaser.Pointer.prototype = {
this._history.shift();
}
}
// Check which camera they are over
// this.camera = this.game.world.cameras.getCameraUnderPoint(this.x, this.y);
}
},
@@ -335,7 +332,7 @@ Phaser.Pointer.prototype = {
this.circle.x = this.x;
this.circle.y = this.y;
if (this.game.input.multiInputOverride == Phaser.Mouse_OVERRIDES_TOUCH || this.game.input.multiInputOverride == Phaser.Mouse_TOUCH_COMBINE || (this.game.input.multiInputOverride == Phaser.Touch_OVERRIDES_MOUSE && this.game.input.currentPointers == 0))
if (this.game.input.multiInputOverride == Phaser.Input.MOUSE_OVERRIDES_TOUCH || this.game.input.multiInputOverride == Phaser.Input.MOUSE_TOUCH_COMBINE || (this.game.input.multiInputOverride == Phaser.Input.TOUCH_OVERRIDES_MOUSE && this.game.input.currentPointers == 0))
{
this.game.input.activePointer = this;
this.game.input.x = this.x;
@@ -453,7 +450,7 @@ Phaser.Pointer.prototype = {
this.timeUp = this.game.time.now;
if (this.game.input.multiInputOverride == Phaser.Mouse_OVERRIDES_TOUCH || this.game.input.multiInputOverride == Phaser.Mouse_TOUCH_COMBINE || (this.game.input.multiInputOverride == Phaser.Touch_OVERRIDES_MOUSE && this.game.input.currentPointers == 0))
if (this.game.input.multiInputOverride == Phaser.Input.MOUSE_OVERRIDES_TOUCH || this.game.input.multiInputOverride == Phaser.Input.MOUSE_TOUCH_COMBINE || (this.game.input.multiInputOverride == Phaser.Input.TOUCH_OVERRIDES_MOUSE && this.game.input.currentPointers == 0))
{
this.game.input.onUp.dispatch(this);