mirror of
https://github.com/wassname/phaser.git
synced 2026-08-12 12:20:38 +08:00
Commit before tidying up redundant files
This commit is contained in:
@@ -62,11 +62,12 @@ module Phaser {
|
||||
*
|
||||
* @param x {number} X position of the new sprite.
|
||||
* @param y {number} Y position of the new sprite.
|
||||
* @param key {string} Optional, key for the sprite sheet you want it to use.
|
||||
* @param [key] {string} The image key as defined in the Game.Cache to use as the texture for this sprite
|
||||
* @param [bodyType] {number} The physics body type of the object (defaults to BODY_DISABLED)
|
||||
* @returns {Sprite} The newly created sprite object.
|
||||
*/
|
||||
public sprite(x: number, y: number, key?: string = ''): Sprite {
|
||||
return <Sprite> this._world.group.add(new Sprite(this._game, x, y, key));
|
||||
public sprite(x: number, y: number, key?: string = '', bodyType?: number = Phaser.Types.BODY_DISABLED): Sprite {
|
||||
return <Sprite> this._world.group.add(new Sprite(this._game, x, y, key, bodyType));
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -90,18 +91,6 @@ module Phaser {
|
||||
return <Group> this._world.group.add(new Group(this._game, maxSize));
|
||||
}
|
||||
|
||||
/**
|
||||
* 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} Optional, key for the sprite sheet you want it to use.
|
||||
* @returns {Sprite} The newly created sprite object.
|
||||
* WILL NEED TO TRACK A SPRITE
|
||||
*/
|
||||
public physicsAABB(x: number, y: number, width: number, height: number): Physics.AABB {
|
||||
return <Physics.AABB> this._world.physics.add(new Physics.AABB(this._game, null, x, y, width, height));
|
||||
}
|
||||
|
||||
/**
|
||||
* Create a new Particle.
|
||||
|
||||
@@ -4,6 +4,7 @@
|
||||
/// <reference path="../components/animation/AnimationManager.ts" />
|
||||
/// <reference path="../components/sprite/Texture.ts" />
|
||||
/// <reference path="../components/sprite/Physics.ts" />
|
||||
/// <reference path="../physics/Body.ts" />
|
||||
|
||||
/**
|
||||
* Phaser - Sprite
|
||||
@@ -21,10 +22,10 @@ module Phaser {
|
||||
* @param [x] {number} the initial x position of the sprite.
|
||||
* @param [y] {number} the initial y position of the sprite.
|
||||
* @param [key] {string} Key of the graphic you want to load for this sprite.
|
||||
* @param [width] {number} The width of the object.
|
||||
* @param [height] {number} The height of the object.
|
||||
* @param [bodyType] {number} The physics body type of the object (defaults to BODY_DISABLED)
|
||||
*/
|
||||
constructor(game: Game, x?: number = 0, y?: number = 0, key?: string = null, width?: number = 16, height?: number = 16) {
|
||||
//constructor(game: Game, x?: number = 0, y?: number = 0, key?: string = null, width?: number = 16, height?: number = 16) {
|
||||
constructor(game: Game, x?: number = 0, y?: number = 0, key?: string = null, bodyType?: number = Phaser.Types.BODY_DISABLED) {
|
||||
|
||||
this.game = game;
|
||||
this.type = Phaser.Types.SPRITE;
|
||||
@@ -35,7 +36,8 @@ module Phaser {
|
||||
this.visible = true;
|
||||
this.alive = true;
|
||||
|
||||
this.frameBounds = new Rectangle(x, y, width, height);
|
||||
// We give it a default size of 16x16 but when the texture loads (if given) it will reset this
|
||||
this.frameBounds = new Rectangle(x, y, 16, 16);
|
||||
this.scrollFactor = new Phaser.Vec2(1, 1);
|
||||
|
||||
this.x = x;
|
||||
@@ -50,17 +52,11 @@ module Phaser {
|
||||
this.scale = new Phaser.Vec2(1, 1);
|
||||
this.skew = new Phaser.Vec2(0, 0);
|
||||
|
||||
this.physics = new Phaser.Components.Physics(this);
|
||||
this.physics.shape.physics = this.physics;
|
||||
// If a texture has been given the body will be set to that size, otherwise 16x16
|
||||
this.body = new Phaser.Physics.Body(this, bodyType);
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Rotation angle of this object.
|
||||
* @type {number}
|
||||
*/
|
||||
private _rotation: number = 0;
|
||||
|
||||
/**
|
||||
* Reference to the main game object
|
||||
*/
|
||||
@@ -97,9 +93,9 @@ module Phaser {
|
||||
public alive: bool;
|
||||
|
||||
/**
|
||||
* Sprite physics.
|
||||
* Sprite physics body.
|
||||
*/
|
||||
public physics: Phaser.Components.Physics;
|
||||
public body: Phaser.Physics.Body;
|
||||
|
||||
/**
|
||||
* The texture used to render the Sprite.
|
||||
@@ -160,26 +156,26 @@ module Phaser {
|
||||
public z: number = 0;
|
||||
|
||||
/**
|
||||
* This value is added to the rotation of the Sprite.
|
||||
* This value is added to the angle of the Sprite.
|
||||
* For example if you had a sprite graphic drawn facing straight up then you could set
|
||||
* rotationOffset to 90 and it would correspond correctly with Phasers right-handed coordinate system.
|
||||
* angleOffset to 90 and it would correspond correctly with Phasers right-handed coordinate system.
|
||||
* @type {number}
|
||||
*/
|
||||
public rotationOffset: number = 0;
|
||||
public angleOffset: number = 0;
|
||||
|
||||
/**
|
||||
* The rotation of the sprite in degrees. Phaser uses a right-handed coordinate system, where 0 points to the right.
|
||||
* The angle of the sprite in degrees. Phaser uses a right-handed coordinate system, where 0 points to the right.
|
||||
*/
|
||||
public get rotation(): number {
|
||||
return this._rotation;
|
||||
public get angle(): number {
|
||||
return this.body.angle;
|
||||
}
|
||||
|
||||
/**
|
||||
* Set the rotation of the sprite in degrees. Phaser uses a right-handed coordinate system, where 0 points to the right.
|
||||
* Set the angle of the sprite in degrees. Phaser uses a right-handed coordinate system, where 0 points to the right.
|
||||
* The value is automatically wrapped to be between 0 and 360.
|
||||
*/
|
||||
public set rotation(value: number) {
|
||||
this._rotation = this.game.math.wrap(value, 360, 0);
|
||||
public set angle(value: number) {
|
||||
this.body.angle = this.game.math.wrap(value, 360, 0);
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -234,7 +230,7 @@ module Phaser {
|
||||
this.frameBounds.x = this.x;
|
||||
this.frameBounds.y = this.y;
|
||||
|
||||
if (this.modified == false && (!this.scale.equals(1) || !this.skew.equals(0) || this.rotation != 0 || this.rotationOffset != 0 || this.texture.flippedX || this.texture.flippedY))
|
||||
if (this.modified == false && (!this.scale.equals(1) || !this.skew.equals(0) || this.angle != 0 || this.angleOffset != 0 || this.texture.flippedX || this.texture.flippedY))
|
||||
{
|
||||
this.modified = true;
|
||||
}
|
||||
@@ -253,7 +249,7 @@ module Phaser {
|
||||
public postUpdate() {
|
||||
|
||||
this.animations.update();
|
||||
this.physics.update();
|
||||
this.body.postUpdate();
|
||||
|
||||
/*
|
||||
if (this.worldBounds != null)
|
||||
@@ -287,15 +283,11 @@ module Phaser {
|
||||
}
|
||||
}
|
||||
|
||||
this.collisionMask.update();
|
||||
|
||||
if (this.inputEnabled)
|
||||
{
|
||||
this.updateInput();
|
||||
}
|
||||
|
||||
this.wasTouching = this.touching;
|
||||
this.touching = Collision.NONE;
|
||||
*/
|
||||
|
||||
if (this.modified == true && this.scale.equals(1) && this.skew.equals(0) && this.rotation == 0 && this.rotationOffset == 0 && this.texture.flippedX == false && this.texture.flippedY == false)
|
||||
|
||||
Reference in New Issue
Block a user