624 Commits
Author SHA1 Message Date
photonstorm d9ffd6afd4 Final version of the Getting Started guide. 2013-11-29 18:28:55 +00:00
photonstorm f9b82b66db Tutorial update. 2013-11-29 16:26:59 +00:00
photonstorm efe839978b New Getting Started Tutorial. 2013-11-29 15:16:42 +00:00
photonstorm 00a9897ae2 Updated Filter resolution to a 2f and added Blur and Marble filters. 2013-11-29 12:26:53 +00:00
Richard Davey 378ffc7ade Caustics filter 2013-11-29 10:39:52 +00:00
photonstorm b2fc6c422a Fixed filters for new shader code. 2013-11-28 21:29:16 +00:00
photonstorm f22159e257 Updated documentation. 2013-11-28 15:57:09 +00:00
photonstorm 8da9b67c18 Loader fixed for tilemap data. 2013-11-28 14:22:47 +00:00
photonstorm 780b8a5d6d New filters and demos: LightBeams, Fire and Tunnel. Also Loader can now load script files. 2013-11-28 05:43:35 +00:00
Richard Davey 39025c1c2a Merge pull request #233 from jcd-as/dev
fix for ’jitter’ in scrolling where tilemaps & sprites are one frame off...
2013-11-27 16:57:59 -08:00
Josh Shepard (jcs) e91d40b9fc fix for ’jitter’ in scrolling where tilemaps & sprites are one frame off from each other
Fixes #214
2013-11-27 16:25:20 -08:00
photonstorm a9a46bfbbf Lots of documentation updates and new Loader examples. 2013-11-27 16:33:49 +00:00
photonstorm 4926fac578 New non-conflicting Loading system in place. Creating tests. 2013-11-26 21:10:01 +00:00
photonstorm 2fc5c89c1e Preparing to extend the Loader to handle script loading. 2013-11-26 17:14:21 +00:00
Richard Davey e8646def64 Merge pull request #231 from jcd-as/dev
update the collision hulls in sprite->sprite separations (in addition to...
2013-11-26 03:54:40 -08:00
photonstorm 141337bed9 Heavily optimised PixiShader. 2013-11-26 05:13:56 +00:00
Josh Shepard (jcs) f4688241d2 update the collision hulls in sprite->sprite separations (in addition to sprite->tile separations) 2013-11-25 20:58:39 -08:00
photonstorm 86584a636c Added new Phaser.HEADLESS render mode (doesn't output anything). 2013-11-25 14:53:30 +00:00
photonstorm 06a17b4b26 Fixed an issue in Text. Fixed the background color issue with Canvas games. Updated the Examples viewer so the side-by-side focuses the iframe now. Added new "Extend Group" example. 2013-11-25 13:12:03 +00:00
photonstorm 299115ca5d The entire Phaser library has been updated to match the new JSHint configuration. 2013-11-25 04:40:04 +00:00
photonstorm 13a2cc2feb Updating all files to adhere to the JSHint settings and fixing lots of documentation errors on the way. 2013-11-25 03:13:04 +00:00
Richard Davey 373b97648d Documentation updates 2013-11-24 23:52:31 +00:00
photonstorm a876fdd2b6 README update, Loader audio path fix and Tween.isRunning fix. 2013-11-24 13:16:55 +00:00
Richard Davey cbd9b77327 Merge pull request #218 from TheJare/dev
Fix normalizeAngle and wrapAngle (again?)
2013-11-24 05:09:06 -08:00
photonstorm d30e2974c4 Updated JSHint configuration, README and started working through source files against JSHint. 2013-11-24 12:51:20 +00:00
Richard Davey 16ae7f3cb7 Merge pull request #225 from kevinthompson/kt/jshint
Add JSHint configuration.
2013-11-24 04:29:33 -08:00
photonstorm 155c863d69 New Timer class and scale event updates. 2013-11-24 11:04:58 +00:00
Kevin Thompson 82f019d4d2 Add JSHint configuration. 2013-11-23 09:08:23 -08:00
TheJare 8015194daa Fix normalizeAngle and wrapAngle (again?) 2013-11-23 02:58:02 +01:00
photonstorm 7d7aa795e7 New Fire filter. 2013-11-21 12:34:41 +00:00
photonstorm b286093093 Opps forgot to fix a rogue filter which caused the lib to crash. 2013-11-21 05:31:23 +00:00
photonstorm 496639ff25 Added Phaser.Filter and started moving the shaders over into their own filter classes, so they won't all get bundled in unless needed. 2013-11-21 05:00:07 +00:00
Richard Davey e32c127a97 Merge pull request #212 from TheJare/dev
Fixes to Math and Loader
2013-11-20 04:51:25 -08:00
Richard Davey ca297318f0 Merge pull request #211 from cocoademon/fix_skip_children
Fix a silly mistake in skip preupdate/update for PIXI objects
2013-11-20 04:50:34 -08:00
photonstorm 577e3f8506 Heroku shader conversion :) 2013-11-20 06:31:49 +00:00
photonstorm 93fcb7acbf Loads more shaders and some fixes and enhancements to PixiShader 2013-11-20 04:04:48 +00:00
photonstorm e620c99479 ShaderToy convertor up and working, lots of shaders being turned into Pixi filters :) 2013-11-20 02:28:28 +00:00
TheJare f115a2dbf8 Remove references to GameMath, it's just Math now
Throw exceptions if wrong format given to tilemap or textureatlas. Previously, old onload remained active and error happened in the wrong (and hard to diagnose) place.
2013-11-20 00:12:37 +01:00
Cameron Foale 9b6bfa5f37 Fix a silly mistake in skip preupdate/update for PIXI objects 2013-11-20 09:45:27 +11:00
Richard Davey 40e1b4b9aa Merge pull request #210 from cocoademon/skip_pixi_updates
Skip preupdate/update for PIXI hierarchies in which an ancestor doesn't exist
2013-11-19 04:20:17 -08:00
photonstorm 6ed6820429 Grid Gunner: Book demo game 2013-11-19 05:34:08 +00:00
Cameron Foale 7ef5ab8c98 Skip preupdate/update for PIXI hierarchies in which an ancestor doesn't exist 2013-11-19 16:29:02 +11:00
Richard Davey e43571980d Book files 2013-11-19 00:25:55 +00:00
photonstorm b63bd14172 ScaleMode fix, BitmapData change and Device updates. 2013-11-18 20:27:40 +00:00
photonstorm a5f2d65d23 Fixing a few more Pixi issues. 2013-11-17 12:31:57 +00:00
photonstorm 7ad4164e3a Expanding BitmapData 2013-11-17 04:33:16 +00:00
Richard Davey ba6863bdf5 bmd tweaks 2013-11-17 00:55:28 +00:00
photonstorm 38bd00b4ed ArcadePhysics.separateTile wasn't returning the value, so the custom process callback wasn't getting called (thanks flameiguana) 2013-11-16 13:47:12 +00:00
Richard Davey 3249aa2673 Merge pull request #204 from gltovar/dev
Update typescript definition file
2013-11-16 05:45:42 -08:00
Louis Tovar 4d80d6c9b2 Merge remote-tracking branch 'photonstorm_phaser/dev' into dev 2013-11-15 14:21:00 -08:00
Louis Tovar 04ebae7a9f a basic state project that leads to breakout 2013-11-15 13:50:41 -08:00
Louis Tovar 0dab85c853 latest version of typescript definitions, manual changes to get it to code hint properly. 2013-11-15 13:50:16 -08:00
Louis Tovar 266b62caff adding the game state 2013-11-15 13:49:22 -08:00
photonstorm 83cacb93a0 More updates to BitmapData. 2013-11-15 20:40:55 +00:00
Richard Davey 8d48576fe2 Updates 2013-11-14 16:24:27 +00:00
Richard Davey ebe441666c BitmapData object added 2013-11-13 20:57:09 +00:00
Louis Tovar 254bf67e16 Working on creating a test project in typescript using the Template JS and Breakout game. More to come 2013-11-13 01:26:15 -08:00
Louis Tovar f71b8d4df1 Manual fixes for TypeScript definitions file. Not Complete, more to come 2013-11-13 01:24:26 -08:00
Richard Davey 6a24d6116b Lots of renderTexture updates and examples added 2013-11-13 06:49:24 +00:00
Richard Davey e4faa34908 Merge pull request #188 from Izzimach/izz
Switched Tilemap to use user-specified layer.
2013-11-12 16:33:43 -08:00
Richard Davey 71b08cafbd Merge pull request #184 from crazysam/dev
Implementing PluginManager.remove, added PluginManager.removeAll
2013-11-12 16:32:43 -08:00
Richard Davey 9dc7c73135 Merge pull request #181 from jcd-as/dev
Added scrollFactorX/scrollFactorY to TilemapLayers
2013-11-12 16:31:51 -08:00
Richard Davey e271f69527 Merge pull request #170 from beeglebug/selectors
Phaser.Game parent can now be a HTMLElement
2013-11-12 16:26:42 -08:00
photonstorm 46cf024a35 filter test updates 2013-11-09 02:16:52 +00:00
Izzimach 1d20c07ed9 Merge remote-tracking branch 'origin/dev' into izz 2013-11-08 12:04:24 -07:00
Izzimach 18a07f7a88 Switched Tilemap to use user-specified layer.
Tilemap was using the current layer even if a layer was specified as a
parameter in getTile/setTile. Changed it to use the user layer if one is
specified.
2013-11-08 11:40:07 -07:00
Samuel Batista 13fdca9cf5 Merge branch 'dev' of https://github.com/crazysam/phaser into dev 2013-11-08 01:13:58 -05:00
Samuel Batista 084c4239e5 Implementing PluginManager.remove function, added PluginManager.removeAll function. 2013-11-08 01:11:36 -05:00
Josh Shepard b35da01cfc Added scrollFactorX/scrollFactorY to TilemapLayers - controls rate of movement of layers as a factor of camera position 2013-11-07 10:44:04 -08:00
photonstorm 3f99b691c9 Added in a Group.sort demo, also updated the documentation and build files. 2013-11-07 06:10:15 +00:00
photonstorm 42cd8bd812 Added Group.sort, can sort the Group based on any given numeric property (x, y, health), finally you can do depth-sorting :) 2013-11-07 04:31:37 +00:00
photonstorm 789f0bb0a1 Fixing up Group.sort 2013-11-06 17:43:01 +00:00
photonstorm dfb22f1044 Tracked down an evil bug in Group.swap that caused the linked list to get corrupted in an upward (B to A) neighbour swap. 2013-11-06 16:46:21 +00:00
photonstorm 8b793cd8d7 Updated to latest version of Pixi.js. Lovely new WebGL filters now working happily :) 2013-11-06 04:51:23 +00:00
photonstorm 94d9fa6e77 Tidying up some docs. 2013-11-05 21:44:39 +00:00
Richard Davey de34a13545 Merge pull request #176 from rjimenezda/dev
Polygon class & drawPolygon method
2013-11-05 13:20:35 -08:00
Román Jiménez 35dd98c72f Added some docstring to the Polygon class 2013-11-05 20:31:33 +01:00
Román Jiménez 06e33bc8e4 Polygon & drawPolygon method 2013-11-05 20:25:06 +01:00
photonstorm 1eca16a948 ArcadePhysics.updateMotion applies the dt to the velocity calculations as well as position now (thanks jcs) 2013-11-05 16:14:24 +00:00
Samuel Batista 32bff9e419 Merge pull request #1 from photonstorm/dev
Dev
2013-11-04 16:07:59 -08:00
beeglebug 00664f9e99 Phaser.Game parent can now be a HTMLElement 2013-11-04 21:29:32 +00:00
photonstorm fa8533f5d1 Added Tetris sprites 2013-11-04 20:45:51 +00:00
photonstorm 2e576fa9a7 Input Handler updates, orientation screen and World visibility 2013-11-04 20:44:32 +00:00
photonstorm 19ddad8095 Mouse handler updates. 2013-11-04 20:44:32 +00:00
Richard Davey 9022a2f9d3 Merge pull request #160 from cocoademon/camera_shake
Add a postUpdate function to plugins
2013-11-03 18:58:04 -08:00
Richard Davey 0e84b7ccc9 Merge pull request #162 from beeglebug/button
Button now goes back to over state when setFrames used in action
2013-11-03 18:39:54 -08:00
Richard Davey a5c8b2509c Merge pull request #167 from wKLV/dev
Mouse now knows what button is clicked
2013-11-03 18:21:53 -08:00
Richard Davey c1d60d7e19 getAnimation and RAF callback ID checks added 2013-11-04 00:04:19 +00:00
wKLV 8678373754 fix typo 2013-11-04 00:18:59 +01:00
wKLV e8bac6c8c7 Check type uses the static values 2013-11-04 00:16:36 +01:00
KLV 4593a42a5b Mouse property to say what button is being clicked
It follows the convention that already was in the
file 0 for left, 1 for middle and 2 for right.
It also changes to -1 when mouseUp.
2013-11-03 23:43:47 +01:00
beeglebug 3227918c57 fix #154 Button now goes back to over state when setFrames used in action 2013-11-02 11:24:00 +00:00
Cameron Foale a96ced0d82 Add a postUpdate function to plugins, which is called after World.postUpdate 2013-11-02 17:04:32 +11:00
photonstorm cc42a71c66 Preparing 1.1.3 dev branch 2013-11-01 19:05:47 +00:00
photonstorm 3e9777e6f4 Updated docs for 1.1.2 release. 2013-11-01 18:16:52 +00:00
Richard Davey eb95ce231b Merge pull request #159 from alvinsight/dev
Tidied up space invaders' code base
2013-11-01 11:13:55 -07:00
alvinsight d0889fcc17 Tidied up the code base 2013-11-01 18:04:54 +00:00
photonstorm 160a321a36 Updated invaders demo. 2013-11-01 17:37:32 +00:00
photonstorm 685054eac5 Group.callAll now supports nested functions and a context, making it really powerful! 2013-11-01 17:29:57 +00:00
Richard Davey 19ac33f970 Merge pull request #158 from alvinsight/dev
Invaders game improved
2013-11-01 10:30:00 -07:00
alvinsight 56c7f1f275 Invaders game improved 2013-11-01 17:02:06 +00:00
Richard Davey 51a42c2f12 Merge pull request #155 from alvinsight/dev
Tilemaps examples updated
2013-11-01 07:50:54 -07:00
Webeled e3f76ce481 Tilemaps examples updated 2013-11-01 12:25:14 +00:00
Richard Davey bd752785b9 Merge pull request #150 from beeglebug/master
added getMagnitude, setMagnitude, normalize and isZero methods to Point
2013-11-01 04:37:54 -07:00
photonstorm 787abc1e02 Updated debug header and added more info to the project template. 2013-11-01 04:58:08 +00:00
photonstorm 581d637663 Added Group.cursor. This points to the first item added to a Group. You can move the cursor with Group.next() and Group.previous(). 2013-11-01 02:50:00 +00:00
photonstorm 3c164b466c * Updated: event.preventDefault() has been added to all Mouse event handlers.
* Updated: Sprite.deltaX/Y removed due to non-use. prevX/Y values moved to Sprite._cache.prevX/Y.
* Updated: Due to missing extends parameter the Sprite prototype was picking up functions from classes it never meant to (Button, TilemapLayer), now fully isolated.
2013-11-01 02:07:21 +00:00
photonstorm 01eab3aeb1 Fixed issue 141 - If a Sprite is dragged and you release the Pointer while not over the Sprite, it will think it's still over it (thanks Paratron) 2013-10-31 16:27:10 +00:00
photonstorm 6f93a2ec94 Multiple Anims update, Tilemap fixes and some new examples. 2013-10-31 15:45:19 +00:00
Stuart Lee 903c2e73fa added getMagnitude, setMagnitude, normalize and isZero methods to Point 2013-10-31 14:11:03 +00:00
photonstorm 712858cf75 More work on the Invaders game. 2013-10-31 05:31:54 +00:00
photonstorm ddf15979d0 Fixing up Invaders and Star Struck. Also removing lots of un-used css jsdoc themes. 2013-10-31 01:45:16 +00:00
Richard Davey ebf4456e4e Merge pull request #147 from beeglebug/scope
state callbacks now receive game object as argument
2013-10-30 18:44:35 -07:00
Stuart Lee 01f64c6694 state callbacks now receive game object as argument 2013-10-30 16:09:06 +00:00
Richard Davey 0a77690f4f Merge pull request #144 from beeglebug/dev
hexToRGB now accepts short hex codes (#EEE)
2013-10-30 07:16:41 -07:00
Stuart Lee 9030fbf352 hexToRGB now accepts short hex codes (#EEE) 2013-10-30 13:34:46 +00:00
photonstorm 24c809dd5f Final body / physics / bounds fixes. Also updated various examples, optimised Sprite core loop and enhanced the Invaders example. 2013-10-30 03:46:52 +00:00
photonstorm 3de62907a0 Nearly fixed the tilemap / body issue. More tests needed but then can push to master. 2013-10-29 04:07:26 +00:00
photonstorm 7ceb11ae49 New: You'll now find a complete Basic project Template in the resources/Project Templates folder. Will add more complex ones soon. 2013-10-28 23:29:34 +00:00
Richard Davey 2b40d2f507 Merge pull request #139 from beeglebug/master
Added init method to plugins, to be called as they are added to the PluginManager
2013-10-28 03:28:13 -07:00
photonstorm a814cc26cc * Fixed issue 135 - Added typeof checks into most ArcadePhysics functions to avoid errors with zero values.
* Fixed issue 136 - distanceTo using worldX/Y instead of x/y.
2013-10-28 10:17:36 +00:00
photonstorm ea651113df Preparing for 1.1.2 release. 2013-10-28 00:16:20 +00:00
beeglebug f00c52598b added init method to plugins
this will allow potentially destructive code to run outside of the
constructor, and only if it has been added to the PluginManager
2013-10-27 22:30:01 +00:00
photonstorm 9261160571 1.1.1 release with fix for Phaser.AUTO and a new text example. 2013-10-26 19:14:13 +01:00
photonstorm 2787ed188e Preparing for 1.1.2 release 2013-10-26 12:17:22 +01:00
photonstorm b6efdff286 Adding the key capture to addCursors. 2013-10-25 19:13:00 +01:00
photonstorm 6994e4be5e Merge branch 'dev' 2013-10-25 18:50:14 +01:00
photonstorm bd5bca14fe Small url update. 2013-10-25 18:38:01 +01:00
photonstorm 34736fbde5 Final 1.1 release. Here goes nothing :) 2013-10-25 18:35:49 +01:00
Richard Davey 155c36b0fd Merge pull request #126 from alvinsight/dev
Second commit, all the basic examples added, and wip files moved
2013-10-25 10:13:55 -07:00
Webeled 8dfe5aee1c Second commit, all the basic examples added, and wip files moved 2013-10-25 18:10:03 +01:00
Richard Davey 3f9c07d783 Merge pull request #125 from alvinsight/dev
Basic examples created
2013-10-25 10:07:17 -07:00
Webeled f63e8d7d06 Basic examples created 2013-10-25 18:00:25 +01:00
photonstorm 65d2bf557b Updated docs and more tidying up. 2013-10-25 17:30:37 +01:00
photonstorm 9f9e6a2a57 Lots of doc updates! 2013-10-25 16:54:40 +01:00
Richard Davey 0463bb4333 Merge pull request #124 from alvinsight/dev
A lot of documentation updates
2013-10-25 07:51:38 -07:00
Webeled 12148b3159 More improvements on GameObjectFactory 2013-10-25 15:42:48 +01:00
Webeled ce04ade458 Lots of JSDocs updates in the gameobjects folder 2013-10-25 15:22:45 +01:00
photonstorm a08436abc3 Final Sprite documentation added. 2013-10-25 15:02:21 +01:00
Webeled 35517d94ad Just to test if smartGit works again 2013-10-25 14:31:25 +01:00
photonstorm 2659ed7a4a Updated readme. 2013-10-25 06:01:36 +01:00
Richard Davey ba57f0ae0d Merge pull request #123 from TomTom1229/dev
Manually created a more accurate TypeScript definition file
2013-10-24 21:50:53 -07:00
photonstorm d8a2b9d2af Removed console.log 2013-10-25 05:43:10 +01:00
photonstorm 2921a6de2e Pixel Perfect click detection now works even if the Sprite is part of a texture atlas. 2013-10-25 05:40:46 +01:00
Tomas Morris d30f709208 Manually created a more accurate TypeScript definition file 2013-10-24 21:24:35 -06:00
photonstorm 1294b3a2b9 Input over now works regardless of rotation, anchor or scale. 2013-10-25 03:57:08 +01:00
photonstorm 427819c655 Sprite bounds finally correct, regardless of rotation, parenting, scale or anchor. 2013-10-25 03:50:15 +01:00
photonstorm 1469663ea5 Button fixes and Input coordinate fixes. 2013-10-25 02:19:16 +01:00
photonstorm 1f28d328a7 Commit before refactoring Sprite guts. 2013-10-24 21:21:00 +01:00
Richard Davey 03054c1949 Merge pull request #121 from ooflorent/examples-order
Fix order of examples
2013-10-24 06:03:46 -07:00
Florent Cailhol 708a144c7a Sort example directories 2013-10-24 14:12:54 +02:00
Florent Cailhol f6b50c4520 Fix order of examples 2013-10-24 14:08:57 +02:00
Richard Davey f522cda325 Merge pull request #120 from ooflorent/verbose-examples
Remove path.relative() which produce unexpected results on Windows
2013-10-24 04:51:35 -07:00
Florent Cailhol ab6dbfb49e Remove path.relative() which produce unexpected results on Windows 2013-10-24 13:32:04 +02:00
Richard Davey f784a395ce Merge pull request #119 from ooflorent/verbose-examples
Add verbose output to examples task
2013-10-24 03:57:09 -07:00
Florent Cailhol 9ed930c4cf Add verbose output to examples task
Verbose output:
https://gist.github.com/ooflorent/7134728
2013-10-24 12:25:59 +02:00
photonstorm a6fac64248 Loads of issues reported on Github resolved (sprite crop, music resume, etc). 2013-10-24 04:27:28 +01:00
Richard Davey e4621aafdd Merge pull request #115 from ooflorent/grunt-build
Build phaser using Grunt
2013-10-23 09:11:51 -07:00
photonstorm 7e5f38d022 Phaser.Time physicsElapsed delta timer clamp added. Stops rogue iOS / slow mobile timer errors causing crazy high deltas. 2013-10-23 17:11:06 +01:00
Florent Cailhol dfee9f9b2f Add new Grunt build 2013-10-23 16:58:48 +02:00
Florent Cailhol 7b052c302f Remove old gruntfile 2013-10-23 16:50:28 +02:00
photonstorm 94c7c57e1c Fixed WebGL detection and code colour on Firefox. 2013-10-23 15:13:21 +01:00
photonstorm ffd5ddc534 Tidying up the repo and adding in new documentation. 2013-10-23 14:00:29 +01:00
photonstorm 4a51ac4671 Updated README and sorting out folder case issue. 2013-10-23 13:30:23 +01:00
photonstorm f1f42e4d41 New Examples area finished, README updated. Getting closer to 1.1 release. 2013-10-23 04:15:44 +01:00
photonstorm cab3b53cf0 SideView example viewer finished. 2013-10-23 02:14:51 +01:00
photonstorm e5c3ca27c5 Making dependancies local for offline access to examples. 2013-10-22 21:29:58 +01:00
Richard Davey 84b837f56c View 2013-10-22 16:38:40 +01:00
photonstorm 77fd15bf3c Preparing new static examples viewer. 2013-10-22 14:59:43 +01:00
photonstorm 07724e5001 Revamping the examples area. 2013-10-22 03:58:20 +01:00
Richard Davey 82df8c9f54 Merge pull request #108 from alvinsight/dev
All the names now fit
2013-10-18 08:36:13 -07:00
Webeled 97423a9d8d All the names now fit 2013-10-18 16:27:55 +01:00
photonstorm 8ed783802e New examples page 2013-10-18 15:12:32 +01:00
photonstorm dabda516c2 Compiled build. 2013-10-17 22:56:20 +01:00
photonstorm 7e8b79adf4 Tilemap painting example and other smaller updates. 2013-10-17 21:10:00 +01:00
photonstorm 275fa4641e Added Text.destroy and BitmapText.destroy. 2013-10-17 15:40:44 +01:00
photonstorm 4b2ac6c6c6 More tilemap examples 2013-10-16 21:25:51 +01:00
photonstorm 9c1fdb371c Nearly finished Tilemap integration into the core. 2013-10-16 06:33:39 +01:00
photonstorm 31018b9295 Star Struck game back and working again, plus finished the level design. 2013-10-16 03:37:15 +01:00
photonstorm a97f271de7 Fixed Animation index 0 issue and hooked TilemapLayer to camera. 2013-10-16 02:09:12 +01:00
photonstorm fd5eeb9088 Fixed Rectangle intersection issue and tilemap collision is working again. Win! 2013-10-15 15:24:07 +01:00
photonstorm f3ea68aad3 Extracting the correct area from a layer, debug displaying it and preparing for collision. 2013-10-15 05:41:42 +01:00
photonstorm dd695e066f More tilemap tweaks. 2013-10-14 19:37:52 +01:00
Richard Davey 6147e07a5f Merge pull request #104 from alvinsight/dev
Loads of new examples, some more bug fixes, all of them work beautifully
2013-10-14 11:37:18 -07:00
Webeled 969fa46484 Loads of new examples, some more bug fixes, all of them work beautifully 2013-10-14 19:32:07 +01:00
Richard Davey faf432bdb0 Merge pull request #102 from alvinsight/dev
Well, almost every example works with 1.0.7 except multiple anims, plus some funky tweens examples, and renamed a lot of files
2013-10-14 05:47:38 -07:00
Webeled 44613f7140 Should resolve the conflict 2013-10-14 13:40:02 +01:00
photonstorm 78dbb1aa59 Tidying up the repo. 2013-10-14 13:20:52 +01:00
photonstorm c6bf67c392 Group.alpha exposed and instance returns added to Loader functions. 2013-10-13 20:28:06 +01:00
photonstorm e98aa205ea Sprite.destroy is back in business. 2013-10-13 01:29:57 +01:00
Webeled 786aa2900e Final commit of the day 2013-10-11 22:49:51 +01:00
Webeled eb98998046 Testing 2013-10-11 22:29:50 +01:00
Webeled 3acdad92cb First commi using the new software 2013-10-11 22:26:27 +01:00
photonstorm 574f4f351b Github Issue #101 fixed. Plus more Tilemap updates. 2013-10-11 20:02:12 +01:00
photonstorm 0201baef11 And Tilemaps are rendering again - and much better than ever before :) Just one final optimisation pass to do and then it's on to collision. 2013-10-11 18:18:27 +01:00
photonstorm cf414394c3 Tileset working, map coming next. 2013-10-11 06:30:28 +01:00
photonstorm b868c2cb1b Started revamp of the Tilemap system. Also removed old 'Advanced Physics' and dropped in p2.js which is what I hope we'll eventually use. 2013-10-11 04:42:11 +01:00
photonstorm a7230aa769 Sprite.loadTexture added. 2013-10-10 09:03:38 +01:00
photonstorm f10f9324ad Animation.killOnComplete added and fixed a few issues in the Tanks game. 2013-10-09 13:36:57 +01:00
photonstorm 29acf7fb4b Enemy tanks, now firing. 2013-10-09 07:11:36 +01:00
photonstorm ca9321ef42 Updated physics body to use localTransform. Updated tanks demo. 2013-10-09 05:13:38 +01:00
photonstorm 83a00862be Lots of new examples and updates. 2013-10-09 04:31:08 +01:00
Richard Davey 1c577d3674 Fixed RandomDataGenerator.sow 2013-10-08 22:55:27 +01:00
photonstorm f5584bdfe5 Lots of fixes and updates to ArcadePhysics and Group, plus more examples. 2013-10-08 21:09:46 +01:00
photonstorm ebc4e5dc3d New examples HTML page added. 2013-10-08 12:52:20 +01:00
photonstorm fa692653e3 Final commit before rebuilding the Tilemap system. 2013-10-08 10:52:15 +01:00
photonstorm c307f79102 Added Sprite.fixedToCamera, fixed Angular Velocity and Acceleration, fixed jittery Camera, added skipQuadTree flag and created lots more examples. 2013-10-08 00:58:20 +01:00
photonstorm 1bc6ac25fa Preparing to merge new examples. 2013-10-07 22:15:28 +01:00
Richard Davey d4149a8f9a Setting up for this weeks work. 2013-10-07 22:15:28 +01:00
Richard Davey 9ed2dc8e89 Merge pull request #93 from alvinsight/dev
Changed all the examples I could so most of them now work with 1.0.7, and removed the self executing anonymous functions
2013-10-07 14:15:00 -07:00
Webeled 1a522ea786 Removed the self-executing functions 2013-10-07 21:32:34 +01:00
Webeled 77b553ac2a Test 2013-10-07 20:56:44 +01:00
Richard Davey 664c512a99 Fixed small typo. 2013-10-06 16:27:39 +01:00
Richard Davey 47e1b1b54b Sprite optimisations. 2013-10-04 19:00:55 +01:00
Richard Davey 455b18b7ec Sprite optimisations :) 2013-10-04 18:09:56 +01:00
Richard Davey c00bf96603 World and Camera updates nearly complete. 2013-10-04 16:51:24 +01:00
Richard Davey e8bed83ac3 Making some major changes to Camera and World. 2013-10-04 14:41:15 +01:00
Richard Davey 54f073e5cb Testing some new Camera tricks. 2013-10-03 23:20:24 +01:00
Richard Davey c8760b4341 Docs update. 2013-10-03 04:17:44 +01:00
Richard Davey 96da57cac0 Fixed up the namespace in the documentation and finished off all sections other than Game Objects and Physics (yuck). 2013-10-03 02:38:35 +01:00
Richard Davey f832bacfd6 More Docs! 2013-10-03 01:21:08 +01:00
Richard Davey e85643abf4 Yet more documentation done. 2013-10-02 20:18:24 +01:00
Richard Davey 868ae81bab Input, Loader and Math docs tidied up. 2013-10-02 15:05:55 +01:00
Richard Davey 1a2dc05609 Input and keyboard docs. 2013-10-02 13:18:58 +01:00
Richard Davey 852e82d0ca More docs. 2013-10-02 12:11:22 +01:00
Richard Davey 2a01fbb0e8 Merge pull request #87 from STuFF/patch-1
fix typo
2013-10-02 03:23:53 -07:00
Richard Davey 6ce6330f50 More docs. 2013-10-02 11:22:48 +01:00
Nicolas Challeil d2bd2e1600 fix typo
small contribution is small :)
2013-10-02 09:46:42 +02:00
Richard Davey 82325ecc8a Finished Group documentation. 2013-10-02 01:51:30 +01:00
Richard Davey e5b1faace6 Preparing more documentation. 2013-10-02 01:16:40 +01:00
Richard Davey 7c7cd8b01d More docs and quick patch to stop the body.allowRotation messing things up. 2013-10-01 16:56:47 +01:00
Richard Davey ca113b85aa More docs coming on. 2013-10-01 16:39:39 +01:00
Richard Davey a38ad2d1a9 Merge pull request #85 from onedayitwillmake/dev
Fixed accidentally overwroting remove function with a prepend function
2013-10-01 08:16:16 -07:00
Richard Davey 9b4b267e7a Working through building the docs. 2013-10-01 16:15:45 +01:00
Mario Gonzalez f593afd164 Fixed accidentally overwroting remove function with a prepend function 2013-10-01 10:08:09 -04:00
Richard Davey 0a98bb67d8 jsdoc blocks added to every file and tidied up. 2013-10-01 15:05:30 +01:00
Richard Davey 305b12d76b Adding docs. 2013-10-01 15:01:46 +01:00
Richard Davey fa15f8015d Fixed bug in LinkedList#remove that could cause first to point to a dead node 2013-10-01 11:28:57 +01:00
Richard Davey 3740ea05ee Merge pull request #84 from onedayitwillmake/dev
Fixed bug in LinkedList#remove that could cause first to point to a dead node
2013-10-01 03:01:38 -07:00
Mario Gonzalez fa8ad51c79 Fixed bug in LinkedList#remove that could cause first/tail to be have pointers to dead node 2013-09-30 22:06:48 -04:00
Richard Davey 480d90b009 * Removed the callbackContext parameter from Group.callAll because it's no longer needed.
* Updated Group.forEach, forEachAlive and forEachDead so you can now pass as many parameters as you want, which will all be given to the callback after the child.
* Updated build script so it can be run from the command-line and includes UMD wrappers (thanks iaincarsberg)
2013-10-01 02:19:08 +01:00
Richard Davey 8668b82ef6 * Fixed issue causing Keyboard.justPressed to always fire (thanks stemkoski)
* Added Keyboard.addKey() which creates a new Phaser.Key object that can be polled for updates, pressed states, etc. See the 2 new examples showing use.
2013-10-01 01:18:29 +01:00
Richard Davey fa1ed04aa8 Build 2013-09-30 19:54:43 +01:00
Richard Davey 83fc38344c Merge pull request #80 from webeled/dev
Tons of new examples
2013-09-30 11:53:55 -07:00
Webeled 5afce4bf8e Revert "Manual update"
This reverts commit 4b177e0a9b.
2013-09-30 19:18:33 +01:00
Webeled 933edb203f Final Commit of the day,
Final commit, the wip/examples folder can be removed,
2013-09-30 19:13:01 +01:00
Webeled bdc8edea9d Lots of new examples :)
Lots of new examples, the wip/examples folder can be destoryed I think
2013-09-30 17:31:03 +01:00
Richard Davey 16b1913de1 * Fixed issue in Sound.play where if you gave a missing marker it would play the whole sound sprite instead.
* Button.setFrames will set the current frame based on the button state immediately.
* InputHandler now creates the _pointerData array on creation and populates with one empty set of values, so pointerOver etc all work before a start call.
* Added Canvas.setUserSelect() to disable touchCallouts and user selections within the canvas.
* When the game boots it will now by default disable user-select and touch action events on the game canvas.
* Loaded.setPreloadSprite now rounds the width/height values and starts from 1. This fixes canvas draw errors in IE9/10 and Firefox.
2013-09-30 17:12:22 +01:00
Webeled 4b177e0a9b Manual update 2013-09-30 13:26:56 +01:00
Richard Davey 8d17e1f963 Sound duration fixes. 2013-09-30 12:17:21 +01:00
Richard Davey e846f3cbac Fix for incorrect new particle positioning (issue #73) 2013-09-30 12:17:21 +01:00
Richard Davey e3384b7ff7 Merge pull request #71 from webeled/dev
More examples migrated across.
2013-09-30 04:16:44 -07:00
Richard Davey c5d90a7722 Merge pull request #74 from cottonflop/dev
Fix for incorrect new particle positioning (issue #73)
2013-09-30 03:20:11 -07:00
Richard Davey b0a9c646c9 Merge pull request #76 from XekeDeath/dev
Fix for particles emitting in the wrong area when using emitter.width/height. And small change to make animation looping more robust.
2013-09-30 03:16:33 -07:00
Richard Davey 31bbf05ace * Fixed small bug stopping Tween.pause / resume from resuming correctly when called directly.
* Fixed an issue where Tweens.removeAll wasn't clearing tweens in the addition queue.
* Change: When you swap State all active tweens are now purged.
2013-09-30 11:15:50 +01:00
XekeDeath 62b5aa9bd9 Removed redundant assignment. 2013-09-30 13:28:17 +10:00
XekeDeath ce3e1708e0 Merge branch 'dev' of https://github.com/XekeDeath/phaser into dev 2013-09-30 13:04:29 +10:00
XekeDeath 80e80ddccb Make animation looping robust when skipping frames. 2013-09-30 13:04:22 +10:00
XekeDeath 29dbbcae52 Fix Particle Emitters when using Emitter width/height 2013-09-30 13:02:22 +10:00
Betsy Cottonflop 40b968028a Fix for incorrect new particle positioning 2013-09-28 16:52:37 -07:00
Webeled 8096dc67f5 Corrected few typos and added a keyboard exampl 2013-09-27 18:25:18 +01:00
Webeled efa01dcaa3 Final commit of the day more groups examples 2013-09-27 18:06:36 +01:00
Richard Davey 497d15b5bc Sprite.play 2013-09-27 13:47:22 +01:00
Webeled 903b11b730 Groups examples and some boolean checks corrected 2013-09-27 13:27:15 +01:00
Richard Davey 18c695e9dd PixiPatch and other 1.0.7 features 2013-09-27 09:57:08 +01:00
Richard Davey 6353d8c7ab Fixed some eases. 2013-09-26 15:22:49 +01:00
Richard Davey 9642d4994a 1.0.6a release to fix an issue in the StateManager. 2013-09-26 11:49:58 +01:00
Richard Davey 3a369d5485 Added zwoptex Phaser template. 2013-09-26 11:25:43 +01:00
Richard Davey e77dba402c Beta warning added. 2013-09-24 16:02:58 +01:00
Richard Davey c29fcfb510 1.0.6 release to fix a few important issues and prepare for the dev branch. 2013-09-24 15:53:20 +01:00
Richard Davey 9d84429960 Group length checks 2013-09-24 15:49:21 +01:00
Richard Davey 891369b197 Preparing for 1.0.6 release, but moving physics changes to dev. 2013-09-24 15:28:29 +01:00
Richard Davey 51049128f5 Collision fixes for testing 2013-09-23 22:23:17 +01:00
Richard Davey 257cbe3be8 Much more stable collision, just need to refactor the Tilemap handling - see if I can optimise it a bit too. 2013-09-23 03:26:08 +01:00
Richard Davey bc02a1a05e Fixing collision issues 2013-09-23 01:06:09 +01:00
Richard Davey b69b3db486 1.0.6a 2013-09-22 23:07:12 +01:00
Richard Davey 093bf8343d Graphics fixes and other changes 2013-09-22 22:55:34 +01:00
Richard Davey 02723d4774 Merge pull request #62 from TheJare/fixbmtext
BitmapText fixes
2013-09-22 14:33:16 -07:00
Richard Davey 6b9484aa80 Merge pull request #60 from TheJare/master
Fix bug in StateManager...
2013-09-22 14:32:25 -07:00
Richard Davey f66e6326e3 Merge pull request #61 from powerfear/master
make tweens chainable with .to
2013-09-22 14:13:30 -07:00
Richard Davey 20f63c0af2 Fixed Graphics not working correctly. 2013-09-22 15:22:45 +01:00
Richard Davey 9479c79d79 Merge pull request #63 from luizbills/master
fix antialias bug
2013-09-22 02:14:15 -07:00
TheJare 557160c3c2 Fixes to math library 2013-09-22 03:43:10 +02:00
Luiz "Bills" 8132427870 fix antialias bug 2013-09-21 21:40:36 -03:00
TheJare 15ad941908 Alternative way to specify tile size in spritesheets: negative means how many tiles there are 2013-09-21 19:23:25 +02:00
Richard Davey d1ea96fd83 Input updates 2013-09-21 13:07:06 +01:00
powerfear c36543a261 make tweens chain loopable 2013-09-20 21:47:58 -04:00
TheJare e4595d2a41 Fix box dimensions in PIXI.BitmapText. Support anchor in Phaser.BitmapText 2013-09-21 02:29:14 +02:00
TheJare a4bc69c2f7 Fix box dimensions in PIXI.BitmapText. Support anchor in Phaser.BitmapText 2013-09-21 01:03:19 +01:00
powerfear f31d56584d make tweens chainable with .to
Allow successive .to calls to chain tweens, and an example using it.
2013-09-20 19:14:50 -04:00
Richard Davey 45426be0bc Assets update 2013-09-20 23:21:12 +01:00
TheJare 4b6147d3e3 Fix bug in StateManager where a state's update function might not get called if it has an empty preload function 2013-09-20 22:42:04 +01:00
Richard Davey 8452fa0fd4 Missing assets merged back in! 2013-09-20 17:13:26 +01:00
Richard Davey 68f45709d8 Merge pull request #56 from cocoademon/master
Some small animation fixes
2013-09-20 08:56:49 -07:00
Richard Davey 8c41b3253c 1.0.5 package 2013-09-20 14:00:49 +01:00
Richard Davey a415e779d1 Final 1.0.5 release. 2013-09-20 13:55:33 +01:00
Cameron Foale 61b9e119cb Incorrect input array in FrameData.getFrames 2013-09-20 17:48:38 +10:00
Cameron Foale ec3fc8f307 Fixes numeric frame indexes on animations 2013-09-20 17:39:02 +10:00
Richard Davey 9e88da5c66 Multiple animation fixes in place. 2013-09-19 23:47:50 +01:00
Richard Davey e938e41c73 Merge pull request #54 from webeled/master
Lots of JSDdocs done, and some camera examples
2013-09-19 12:15:26 -07:00
Webeled 1b5c1f18fe More camera examples 2013-09-19 17:47:12 +02:00
Webeled 26a595cd44 JSDocs update ;) 2013-09-19 16:34:48 +02:00
Richard Davey 3f1cafe21f Put the famous idnetityMatrix typo back in so it doesn't break Pixi 2013-09-19 13:33:51 +01:00
Richard Davey 7dd63df087 Merge pull request #52 from cocoademon/master
Make Phaser.Text play nicely with scrolling, by using an explicit x, y
2013-09-19 05:26:22 -07:00
Webeled 78a062dfb6 Updated my files and the documentation checklist 2013-09-19 13:17:49 +02:00
Webeled 6e4631a849 First commit of the day 2013-09-19 10:36:15 +02:00
Cameron Foale 6fde862f61 Make Phaser.Text play nicely with scrolling, by using an explicit x, y 2013-09-19 16:57:19 +10:00
Cameron FoaleandCameron Foale 4f969901da Fixed typo 'indetityMatrix' in RenderTexture 2013-09-19 16:41:34 +10:00
Richard Davey c5fc5e3394 Fixed various issues in the TweenManager, added length property to Group and improved the build script. 2013-09-19 04:45:08 +01:00
Richard Davey cf26f68693 Added Math.numberArray 2013-09-18 14:08:26 +01:00
Richard Davey 47834ad478 Fixed issue in FrameData.getFrameIndexes where the input array was being ignored. 2013-09-18 14:02:31 +01:00
Richard Davey 91c07ea37d Animation delay put back to normal 2013-09-18 06:41:41 +01:00
Richard Davey d9a49797c4 1.0.4 release 2013-09-18 06:34:56 +01:00
Richard Davey a102859622 Added some links to the readme. 2013-09-17 16:59:04 +01:00
Richard Davey a899d24d4c Small readme update 2013-09-17 16:54:46 +01:00
Richard Davey 3c5ea01e09 1.0.3 release - fixed Text and Bitmap Fonts, Animation documentation and more examples 2013-09-17 16:50:47 +01:00
Richard Davey f4734b1143 Merge pull request #46 from webeled/master
jsdocs update plus some audio, button and camera examples.
2013-09-16 13:25:17 -07:00
Webeled bb9761aaf4 It loops but still problems on the constructor 2013-09-16 17:40:56 +02:00
Webeled fc584cf6bc Examples (audio, button,camera), and docs
Created some examples (audio, button,camera), and documented the source
code along the way
2013-09-16 16:37:30 +02:00
Richard Davey 17e208a95e 1.0.2 build 2013-09-16 01:53:53 +01:00
Richard Davey e3869ff3ac * Fixed a bug in the AnimationManager where useNumericIndex was always set to true
* Added in lots of Particle examples
* Added in the start of a Breakout game
* Added in the start of a Platformer game
2013-09-16 01:52:15 +01:00
Richard Davey e705509d29 Added lots of particles examples. 2013-09-16 01:08:06 +01:00
Richard Davey 8c9a7c8bc7 Adding more examples in. 2013-09-15 20:45:00 +01:00
Richard Davey f069107e55 1.0.1 release - fixes issues in tile map collision, additional Animation stop checks and updated package license. 2013-09-15 03:58:38 +01:00
Richard Davey 49a6ba2c02 Updated Group to fix some issues with not checking children 2013-09-15 00:14:45 +01:00
Richard Davey 1bf838a4c4 Final 1.0 push 2013-09-13 18:00:59 +01:00
Richard Davey 48161f5c24 1.0 release versions ready. 2013-09-13 17:52:01 +01:00
Richard Davey 70233b7508 Updating examples with new runner and menu system. 2013-09-13 17:48:47 +01:00
Richard Davey ad0d32b7aa Formatting updates. 2013-09-13 16:42:33 +01:00
Richard Davey 505e808318 Updated README. 2013-09-13 16:34:11 +01:00
Richard Davey 07298c8fcd More tidying up. 2013-09-13 16:24:01 +01:00
Richard Davey f664a4971b Tidying up for 1.0 release push to master. 2013-09-13 16:16:48 +01:00
Richard Davey 7c6e6df91a State swap example done and working. 2013-09-13 05:44:04 +01:00
Richard Davey fd0a071cb3 Added Sprite.centerOn(x,y) and fixed the InputHander snap as a result. 2013-09-13 04:37:06 +01:00
Richard Davey 62d77e7038 Small new demo and refactored collision list - now far less comparisons to perform! 2013-09-13 04:22:12 +01:00
Richard Davey 0a42269479 Group vs. Group collision working - also fixed a bug in the Body.reset function that was causing some lovely physics errors :) 2013-09-13 03:52:05 +01:00
Richard Davey ecc91fb4e0 More collision test cases and fixing a few issues as I go :) 2013-09-13 03:07:39 +01:00
Richard Davey f812b92b8a Creating test cases. 2013-09-13 02:07:58 +01:00
Richard Davey a1450680a4 Part way through re-factoring the collision handler 2013-09-13 00:53:03 +01:00
Richard Davey 9f687b4f8a Adding Type support for collision checks. 2013-09-12 21:54:41 +01:00
Richard Davey 79dc3566f4 Fixed some issues in Tilemap collision, updated the Emitter so x/y controls the point of emission (to stop collision getting out of whack) and fixed the postUpdate in body. 2013-09-12 20:59:56 +01:00
Richard Davey 336de314a1 Fixed an issue where the Tile.physicsElapsed would go insane if the game has been paused for a long time. 2013-09-12 16:18:44 +01:00
Richard Davey 92e86494e3 Tilemap Collision in and working :) Needs testing against Groups now. 2013-09-12 15:39:52 +01:00
Richard Davey d211cf669c Some maps :) 2013-09-12 04:56:33 +01:00
Richard Davey dbaf7269e9 Promoted the Tilemap to a DisplayObject and vastly simplified the load process. 2013-09-12 04:24:01 +01:00
Richard Davey 3d22d0e169 Fixed a bug in the tilemap rendering so the tile offsets were wrong. Now renders perfectly :) Also fixed issue that would cause the World to resize smaller than the game size (not allowed for rendering reasons). 2013-09-12 02:18:23 +01:00
Richard Davey 89b00db103 Tilemap Rendering is working :) 2013-09-12 00:55:27 +01:00
Richard Davey 95374339b9 Added a Sample Plugin and tested out the Plugin Manager. Working great :) 2013-09-11 17:32:53 +01:00
Richard Davey fba731e740 Added optional "pixel perfect" input checks and tested against static sprites, animated sprites, physics sprites and sprites positioned outside the screen (needing camera shift to appear). 2013-09-11 16:25:46 +01:00
Richard Davey f260108433 Tidying up source code for release. Also refactored World to use a Group instance, rather tha duplicate functions. 2013-09-11 13:21:07 +01:00
Richard Davey 87858d6bbf Fixed a bug stopping legacy Audio from starting correctly. Also fixed an issue in the Loader causing it to not load the next file if an unsupported audio file was encountered. Fixed audio playback issues on Firefox/Waterfox as a result. 2013-09-11 11:33:27 +01:00
Richard Davey e79dd5856d Added the ability to crop a sprite with a custom Rectangle. 2013-09-11 03:55:53 +01:00
Richard Davey 48ed27dfcc Finished off RenderTexture. Sprites can now accept a RenderTexture or a key when you create them. RenderTextures are also now stored in the cache under their own key, making re-using them across other Sprites much easier. Also ported over all of the Tilemap classes, but need to get them rendering. 2013-09-11 02:57:36 +01:00
Richard Davey f885f7b023 Added CSS3Filters plugin. Also modified Sprite to contain preUpdate call, so that update can be over-ridden by custom Classes + added an example for this. 2013-09-11 00:35:21 +01:00
Richard Davey e2eddc8b24 Added Full Screen support and tested it. Also added in the BitmapText game object and custom XML loader. Game now sends a pause and resume signal, which the TweenManager listens to and handles correctly. 2013-09-10 23:51:35 +01:00
Richard Davey e41e35fd09 Fixed an error that stopped 2 tweens from being able to run on the same object. Also refactored a lot of the classes to remove prototype properties and move them to local instance properties. 2013-09-10 20:40:34 +01:00
Richard Davey a486bf6b4a Phaser now running on iOS. Also fixed a legacy bug where a pending sound wouldn't play once it was touch unlocked. Also fixed Input not working on WebGL contexts. Added WebGL texture updates to the Group/World swap functions. 2013-09-10 16:46:39 +01:00
Richard Davey 5da0e42be4 Added in the Color Utils and removed the less important functions into ColorHarmony plugin. Updated Stage so backgroundColor can be a string or integer now. 2013-09-10 14:00:46 +01:00
Richard Davey 15fe5ed6c8 Fixed the Bring to Top bug and also fixed Group/World.swap when the child was a tail node. Also improved Group.dump significantly. Fixed Phaser.Utils namespace clash too. 2013-09-10 12:46:14 +01:00
Richard Davey 609ea7ec8f Added ability to Scale particles when emitted. 2013-09-10 11:18:50 +01:00
Richard Davey 4f950ae801 Fixed a fantastic FrameData bug. Also added support to the Emitter to handle multiple image keys and/or frames. 2013-09-10 11:09:25 +01:00
Richard Davey 5d3fe891cd Particle Emitter in and working. Nice and fast, and a lot more flexible than before. 2013-09-10 01:26:50 +01:00
Richard Davey 2ba6b4ff67 Added support for Pointer Lock API. 2013-09-09 19:59:31 +01:00
Richard Davey 60f0e8967f Added Phaser.Graphics and fixed the Out of World Bounds call. 2013-09-09 17:01:59 +01:00
Richard Davey 30fc4099c6 Out of bounds and Sprite events hooked up 2013-09-09 13:29:33 +01:00
Richard Davey ee007cd28e Added in the game scaling handler and updated Stage 2013-09-09 12:35:20 +01:00
Richard Davey c904475ae6 Added in the game scaling handler and updated Stage 2013-09-09 12:35:09 +01:00
Richard Davey 13d6ab512b Fixed the Button frame issue and Down states now work properly 2013-09-09 10:30:01 +01:00
Richard Davey 9b6c819e0e Input Component done and new Button object done and included. Also finished the build script. 2013-09-09 00:30:44 +01:00
Richard Davey 50624c1552 Input Handler working. Dragging, sliding, click detection, multi-touch. Appears to be an issue with bringToTop but it's most likely a problem with the swapChild function rather than Input. 2013-09-08 22:58:15 +01:00
Richard Davey ebda1f99e3 Input Handler 90% there. 2013-09-08 22:38:19 +01:00
Richard Davey abe344b408 More work on the pointer handlers, nearly there! 2013-09-08 17:39:23 +01:00
Richard Davey 90b1946c25 Input Handler mostly restored 2013-09-08 13:23:21 +01:00
Richard Davey 78598ae54a Implemented my own LinkedList class to make the new Input Handler easier to work with. And also just generally useful to have too. 2013-09-08 11:24:41 +01:00
Richard Davey fe6664eac7 Fixed the Body collide issues and optimised the process at the same time. Now the QuadTree appears to work perfectly as a result. Bonus! 2013-09-08 01:24:59 +01:00
Richard Davey bb5d8ca170 a 2013-09-07 21:12:47 +01:00
Richard Davey eb7af3d2a2 Group nearly done. Sprite.anchor appears to be broken though, must fix. 2013-09-06 20:20:58 +01:00
Richard Davey 822a2df289 Lots of work on Group and also resolved the issue of the core game loop structure not being quite right. 2013-09-06 15:00:05 +01:00
Richard Davey 0c97e8e151 Starting work on Group. 2013-09-05 21:07:44 +01:00
Richard Davey b2fa345c9d console banner maker 2013-09-05 03:35:12 +01:00
Richard Davey c552d86639 Added swapChildren to Phaser.World 2013-09-05 02:11:54 +01:00
Richard Davey 4d4f7d3d56 Now working across child sets too :) 2013-09-05 01:57:28 +01:00
Richard Davey aa0d8ff238 Swap Child appears to be working. Time to tested a deeply nested set. 2013-09-05 01:34:22 +01:00
Richard Davey 87d52bd85e Linked List node swap 2013-09-05 01:12:34 +01:00
Richard Davey 912d6e46aa ... 2013-09-05 00:24:01 +01:00
Richard Davey 55cf10a085 LL work 2013-09-04 22:53:13 +01:00
Richard Davey ca0d1eb8af More node manipulations .. nearly there! 2013-09-04 21:34:07 +01:00
Richard Davey f4dab1847e Working on Linked List node swapping. 2013-09-04 21:03:39 +01:00
Richard Davey 10bc22b717 Motion helper functions added to the ArcadePhysics class. 2013-09-04 16:12:58 +01:00
Richard Davey 128bdccd79 Sorted out the QuadTree issues and resolved a small but vital bug in separateX, also re-organised the collision flags in Body. 2013-09-04 13:54:55 +01:00
Richard Davey d44261b191 sublime 2013-09-04 04:59:29 +01:00
Richard Davey b2263c16c6 Patched the QuadTree, now working a whole lot better but am worried it's still working out too many collisions. 2013-09-04 04:54:43 +01:00
Richard Davey 3f3b6bfd35 Brand new highly optimised QuadTree added, populated by the game loop and world ready to be queried as often as you want in your game loop, without creating hundreds of new QuadTrees each frame. 2013-09-04 03:48:15 +01:00
Richard Davey 2a353a0327 Flixel physics optimised about as much as it can be. Also added world and local gravity support and flag to toggle it on / off. 2013-09-04 01:10:01 +01:00
Richard Davey 0f438d5221 separateX up and working sweet with gc spike removal too 2013-09-03 19:34:38 +01:00
Richard Davey a27f6d6562 Forces working, collision half way there. 2013-09-03 17:28:12 +01:00
Richard Davey 2fe8a3a0a7 Physics integration and a fix to Tween that stopped the repeat/yoyo from working. 2013-09-03 17:07:05 +01:00
Richard Davey bdc1c2ceb9 Sorted out the bounds for when sprites are in trimmed texture atlases to stop the physics checks going insane. Also bundled in Advanced Physics lib, although not hooked up yet. 2013-09-03 15:35:40 +01:00
Richard Davey 923c2504ba One more text demo just for fun :) 2013-09-03 06:35:59 +01:00
Richard Davey 8a90a87492 Text converted and a couple of examples created. Using new extend system, so much smaller classes now. 2013-09-03 06:02:47 +01:00
Richard Davey 5acb4e9f1b Borrowed the 'extends' system from jQuery and now the codebase will be considerably smaller :) TileSprite already updated to new format. 2013-09-03 04:58:30 +01:00
Richard Davey e28cdbeb6a Moving to using a small extend / mixin method to avoid code repeating now we're extending Pixi display objects. 2013-09-03 04:43:26 +01:00
Richard Davey 66e86e7d82 Tiling Sprite added 2013-09-03 03:19:42 +01:00
Richard Davey c18de53bab SoundManager converted and playing audio :) 2013-09-03 01:24:16 +01:00
Richard Davey ed13283f0f Tided up the cull / bounds demo. 2013-09-03 00:42:17 +01:00
Richard Davey 7c597999d4 Camera culling now in and working, although you need to enable it on a per sprite basis. Also fixed a few small bugs in the Animation Manager. 2013-09-02 23:22:24 +01:00
Richard Davey 6235f25184 LL 2013-09-01 22:02:42 +01:00
Richard Davey d31777972c Camera culling 2013-09-01 19:52:50 +01:00
Richard Davey 7bdcbf5c2a getBounds update. 2013-09-01 13:17:44 +01:00
Richard Davey 71b4cc532f Added Sprite.getBounds function 2013-09-01 11:15:13 +01:00
Richard Davey d54a92310d Optimised sprite a tiny bit more and created a couple of fun demos :) 2013-09-01 06:21:39 +01:00
Richard Davey fef28c6a6a Optimised update loop to reduce calculations if the transform doesn't change. 2013-09-01 05:50:47 +01:00
Richard Davey 6ef89826df Phew.. lots of transform matrix math over and I can finally get all 4 points of a Sprite, regardless of rotation, translation or scale of itself or any of its parents. 2013-09-01 05:29:53 +01:00
Richard Davey 12e5d2aceb ... 2013-09-01 05:22:08 +01:00
Richard Davey 801c2af9d4 Updated world so the update run uses the linked list. Sprite.getLocalPosition now almost working, but falls over for children. 2013-09-01 03:57:24 +01:00
Richard Davey 188d6239a3 Edge points in and working. 2013-09-01 03:15:27 +01:00
Richard Davey b742439db8 Now handles scaling and rotation. Time to get the offset. 2013-09-01 02:39:26 +01:00
Richard Davey 99e0934244 More late-night math. 2013-09-01 02:28:51 +01:00
Richard Davey 5d4da0ce66 Working out culling 2013-09-01 00:35:29 +01:00
Richard Davey 22847f6ade DebugUtils converted, re-name spaced the Input classes and started on Camera culling. 2013-08-31 21:50:34 +01:00
Richard Davey 70ee753859 The complete Phaser Input Manager suite is now ported across. Not tested in earnest yet, but all the grunt work is at least done. 2013-08-31 13:54:59 +01:00
Richard Davey f9aa7f7339 Fixed small bug in Game where AUTO didn't detect the lack of WebGL properly. Tidied up Math a bit more. 2013-08-30 20:05:29 +01:00
Richard Davey 54d98944e4 Mummy attack :) 2013-08-30 18:56:10 +01:00
Richard Davey e77f5da2cd Fixed the TweenManager and added support to GameObjectFactory, so you can create tweens easily now all hooked in to the internal game clock. Also added the AnimationManager into Sprite, so you can create and play animations directly from sprites nice and easily. 2013-08-30 17:09:43 +01:00
Richard Davey 936118bd91 AnimationManager done and in, need to fix texture update bug, otherwise finished. 2013-08-30 04:20:14 +01:00
Richard Davey a81a8effb4 Sprite Sheets now parse and render correctly too. 2013-08-30 02:18:00 +01:00
Richard Davey 1e59bc69fb Fixed bug in RequestAnimationFrame where the time wasn't being updated properly. 2013-08-30 02:00:30 +01:00
Richard Davey 559d75eba1 When Phaser loads images they are now added to the PIXI.BaseTextureCache. Also when it loads atlas data (regardless of the 3 formats) they are converted into PIXI TextureCache entries using UUIDs to avoid name clashes and to support index based atlases. 2013-08-30 01:50:17 +01:00
Richard Davey 4c1dacfa02 Loader can now parse both JSON Hash and JSON Array formated texture atlas files. 2013-08-29 22:53:55 +01:00
Richard Davey 5b036557c0 The start of World, also moved Game/Stage into core. 2013-08-29 21:57:36 +01:00
Richard Davey 6bf7bab917 Fixed some errors in Rectangle and more Pixi hooks added, now creating the Stage properly and rendering sprites. 2013-08-29 19:20:04 +01:00
Richard Davey 19483bafed Canvas and Stage added and starting to merge in Pixi deeply. 2013-08-29 17:20:59 +01:00
Richard Davey 16749edf20 More state swapping features and optimised Game.loop. 2013-08-29 15:14:56 +01:00
Richard Davey 3d4783980e StateManager improving in leaps and bounds. 2013-08-29 14:38:51 +01:00
Richard Davey 4bbcc380c5 State handling done. Refactored the Game constructor a LOT. Now works from within closures, outside of them, with Phaser.State objects or normal Objects with the right functions inside. Also fixed some small bugs in PluginManager and various scope issues with RAF. 2013-08-29 07:06:16 +01:00
Richard Davey 3c8cd20b70 RequestAnimationFrame done and optimised massively. PluginManager added (but needs testing). Game now fleshed out with all the state changing and core loop, also optimised heavily. Also Pixi integration started and the basics are working well :) 2013-08-29 03:52:59 +01:00
Richard Davey b8d3a61c97 Added the TweenManager 2013-08-29 00:09:12 +01:00
Richard Davey d323404676 Starting integration of tween.js 2013-08-28 21:29:25 +01:00
Richard Davey 8a09469798 Final methods added. 2013-08-28 19:18:34 +01:00
Richard Davey 9289f690eb Rectangle mostly done, needs the prototype functions adding and some test cases made. 2013-08-28 17:19:13 +01:00
Richard Davey 89fe2855e4 Fixed a few things in Circle and added the Point object. 2013-08-28 15:58:37 +01:00
Richard Davey 0f58945212 Circle and Math converted 2013-08-28 15:27:22 +01:00
Richard Davey 09def364c3 Farewell TypeScript, see you on the other side. 2013-08-28 07:02:57 +01:00
Richard Davey 0e55e644a9 Doc updates 2013-08-26 17:45:02 +01:00
Richard Davey 8a85155c08 Fixed the tilemap pre/post update hooks. 2013-08-25 10:35:58 +01:00
Richard Davey ecf61fc80c Updated Game.switchState to accept state objects and fixed the OrientationScreen. 2013-08-25 09:59:23 +01:00
Richard Davey c2745bec35 Pre-vacation push 2013-08-16 23:44:06 +01:00
Richard Davey c884bab7ec Fixed instance check issue in Game and tidied up the stageScaleMode inner loop. 2013-08-16 02:18:12 +01:00
Richard Davey f76ba6840f Animation and Input related fixes 2013-08-16 00:14:57 +01:00
Richard Davey 619b8415ed Reverting back to the only version of TypeScript that really works :( 2013-08-13 04:22:24 +01:00
Richard Davey 91dc7a4acf Tidying up and trying to fix more stupid TypeScript errors. 2013-08-12 04:08:15 +01:00
Richard Davey e74114f384 Docs 2013-08-12 00:52:35 +01:00
Richard Davey 142348f70b Updates 2013-08-11 21:31:35 +01:00
Richard Davey 7aa82a1cb0 All physics projections added. 2013-08-11 19:02:10 +01:00
Richard Davey c2d7fb7fab Merged N+ physics in and tidied up the Docs folder and logos. 2013-08-11 12:15:53 +01:00
Richard Davey aff7d99a8a Fixed bug where children of Groups wouldn't have their preUpdate methods called. 2013-08-09 20:03:36 +01:00
Richard Davey 0b1bcaf270 Set the default camera to direct itself to the Stage. 2013-08-09 18:44:45 +01:00
Richard Davey f9776f30fc Added the CanvasUtils class and moved some stuff out of Stage into it. 2013-08-09 17:47:08 +01:00
Richard Davey 8b2f1cca51 Various small fixes 2013-08-09 17:02:47 +01:00
Richard Davey e002827a20 Fixed load add 2013-08-09 16:56:38 +01:00
Richard Davey c2f0128797 Added types 2013-08-09 16:54:46 +01:00
Richard Davey 2d49a31ecd yuidoc scripts added. Tidied up the Docs folder. Added back in the Emitter and fixed the Tests that weren't compiling. 2013-08-09 05:08:54 +01:00
Richard Davey 9bf7d070f5 Added in the JS source files for doc generation and the definitions to csproj XML script. 2013-08-09 03:12:33 +01:00
Richard Davey 1248a6c06e Whole codebase updated to TypeScript 0.9.1, phew! 2013-08-08 19:16:47 +01:00
Richard Davey df32190db8 Updating for TypeScript 0.9.1, part 1. 2013-08-08 11:34:33 +01:00
Richard Davey 73745e5720 Fixed a few things in Tilemap and optimised the renderer a little bit. 2013-08-08 06:29:21 +01:00
Richard Davey 48f6d850c8 Fixed bug where a Tween with both yoyo and loop enabled would get out of sync. 2013-08-08 06:08:53 +01:00
Richard Davey ab7e55ef27 Added ability for the TimeManager to monitor the pause duration. This is then applied to tweens and other game services, meaning the tweens now restart properly after a pause resumes. 2013-08-08 05:43:22 +01:00
Richard Davey 5768336150 Tidied up the Loader so it now starts automatically, added required Signals and removed the old-style callbacks. 2013-08-08 04:35:13 +01:00
Richard Davey 04dcb29c88 WorldView now takes camera placement into account, so Buttons now work across multiple camera set-ups. 2013-08-08 03:24:26 +01:00
Richard Davey a174bbc6b3 Vastly optimised InputManager and Pointer is now aware of which camera it is over. 2013-08-08 03:05:59 +01:00
Richard Davey bc77c3f84e Updated Renderer system, now much easier to expand and maintain. 2013-08-08 01:07:22 +01:00
Richard Davey d7205992a5 Fixed some issues in dragging sprites with snap-to-center and world coordinates. 2013-08-07 00:00:12 +01:00
Richard Davey 77cc3858d9 Fixed the world drag issue across Sprite and Button. 2013-08-06 04:34:52 +01:00
Richard Davey a7873a3b74 Removed the FX project as it's no longer needed and tidied up the build folder. 2013-08-06 03:43:53 +01:00
Richard Davey 11954812c6 Clearing down the To Do list. 2013-08-06 03:14:48 +01:00
Richard Davey d1da4cbdef Fixed Firefox audio issue with the Loader and added defined functions for anonymous callbacks 2013-08-05 03:43:20 +01:00
Richard Davey 84ef32e62a Fixed Camera FX: Mirror and Scanlines and updated the tests. 2013-08-02 20:03:53 +01:00
Richard Davey f3dcd3e831 Plugin Support added and CameraFX re-enabled 2013-08-02 19:37:43 +01:00
Richard Davey 982faeedb8 Updating and fixing tests 2013-08-02 18:32:26 +01:00
Richard Davey 4c9c50584e Tidying up the physics libraries 2013-08-02 12:38:56 +01:00
Richard Davey 955909979d Preparing for 1.0 branch 2013-08-01 22:21:29 +01:00
Richard Davey ce27acd3ca Merge pull request #41 from pixelpicosean/097
Add typescript files for previous tests and 2 newly created tests.
2013-08-01 14:20:08 -07:00
Richard Davey 4f2c26df77 Fixed issue with Pointer speed not resetting and moved some more render methods to the Debug class. 2013-07-29 00:43:10 +01:00
Richard Davey 3038f6fcf8 Added optimised point in circle test to CircleUtils 2013-07-27 10:57:54 +01:00
Sean d4781a19d9 Add 2 more tests (rectangle utils). 2013-07-27 10:06:10 +08:00
Sean 7cae283a4c Add typescript source for the 46 tests added last time. 2013-07-27 09:59:27 +08:00
Sean 04106b1388 Merge branch 'photonstorm/097' 2013-07-20 10:13:31 +08:00
Richard Davey d80467a08a Some new filter tests added 2013-07-19 17:58:00 +01:00
Richard Davey c8d6fe6c01 Merge branch '097' of https://github.com/pixelpicosean/phaser into pixelpicosean-097 2013-07-19 17:38:55 +01:00
Richard Davey a5343b4bc0 Quick commit before I merge the new tests 2013-07-19 16:53:47 +01:00
Richard Davey 3c123293ba New CSS3 Filters component and Net class. 2013-07-19 04:57:14 +01:00
Richard Davey 9827e7522f Multiple fixes to remove the use of reserved words, making the YUI compressor work again. 2013-07-19 02:59:23 +01:00
Sean 727a06cd9b Merge branch 'photonstorm/097' 2013-07-18 19:25:32 +08:00
Sean 9f30f656bc 46 tests with assets and javascript code. 2013-07-18 15:13:58 +08:00
Richard Davey a2c756e37f Added ability for full Audio tag playback and iOS touch lock load support. 2013-07-16 23:32:47 +01:00
Richard Davey 72eb22128f SoundManager overhaul nearly finished. Proper Web Audio / Audio tag split, working across desktop and mobile. Includes iOS touch unlock restriction handling, auto decoding, global volume management, audio sprite support (for both web audio and audio tags) and playhead monitoring. 2013-07-16 14:45:08 +01:00
Richard Davey d0e886259d Getting ready to overhaul the sound manager. 2013-07-15 21:45:26 +01:00
Sean d620fc7796 Camera tests, some of them not finished because of bugs. 2013-07-13 22:47:32 +08:00
Richard Davey b3fff37faf Added todo items to repo 2013-07-13 12:38:59 +01:00
Sean 08fb303801 Merge remote-tracking branch 'photonstorm/097' into 097 2013-07-13 08:43:28 +08:00
Sean 945c9c1a0d Add assets and code template of camera fx tests. 2013-07-13 08:43:08 +08:00
Sean 6d21d39b19 Fix scrollfactor test for using new component based sprite. 2013-07-13 08:41:05 +08:00
Richard Davey dcce99ec60 Added the new Button game object and various other input and tilemap fixes. 2013-07-12 03:28:46 +01:00
Sean b0d3f6e192 Merge branch 'photonstorm/097' 2013-07-03 07:52:36 +08:00
Richard Davey c81cf0c882 Lots of Tilemap updates, moved the renderer out, added components and new tests. 2013-07-02 23:41:25 +01:00
Sean 4695f62d1d Merge branch 'photonstorm/097' 2013-06-28 06:55:26 +08:00
Richard Davey c647792c12 Physics updates 2013-06-26 14:18:48 +01:00
Richard Davey d19ad4976d Merged Advanced Physics with core. 2013-06-26 05:44:56 +01:00
Richard Davey 0591c7f2bd Doing one final commit before the task of merging physics with core. 2013-06-25 15:35:45 +01:00
Sean 6648cb3812 Merge branch 'photonstorm/097' 2013-06-22 07:42:09 +08:00
Richard Davey ec845155eb After hours and hours of debugging, polygon to polygon collision is now working perfectly :) 2013-06-21 23:39:29 +01:00
Richard Davey 829a1b00e4 Brand new physics system finally (mostly) working. Some poly issues to resolve, but it's running well. 2013-06-18 19:37:09 +01:00
Sean 80f5c0a67d Merge branch 'photonstorm/097' 2013-06-16 09:39:13 +08:00
Richard Davey 0a7513240a Refactor completed. Now to tie the physics and sprites together. 2013-06-14 18:54:12 +01:00
Richard Davey 533a4c2e30 Commiting before a small refactor of Shapes and Joints 2013-06-14 17:55:07 +01:00
Richard Davey dd8962d4b5 After a mammoth debugging session we now have advanced physics colliding and responding accurately :) 2013-06-14 15:18:41 +01:00
Richard Davey 114d1d2fbf Compiling, but not yet running correctly. Need to add body renderer next. 2013-06-14 04:13:00 +01:00
Richard Davey 232c96cc54 Space and Joints interface added. 2013-06-14 03:20:47 +01:00
Richard Davey 461f7ee54d Added lots more classes into the Advanced Physics package 2013-06-14 02:42:51 +01:00
Sean d848fa089d Merge branch 'photonstorm/097' 2013-06-14 08:41:39 +08:00
Sean 1bcbf91398 Add assets for tests and a simple camera scroll test. 2013-06-14 08:36:20 +08:00
Sean 7b6beddc0c Fix assets path. 2013-06-14 08:36:07 +08:00
Richard Davey 038cb213e8 Starting merge of the Advanced Physics classes and splitting off Flixel physics into ArcadePhysics. 2013-06-13 17:15:16 +01:00
Richard Davey 7dac2b6506 Added Group.bringToTop and updated Input component to use sprite getXY handler. 2013-06-13 01:55:32 +01:00
Richard Davey 2389c6c231 Added ability to detect if a given point is within a sprite or not, taking rotation and scaling into account. 2013-06-12 19:53:48 +01:00
Richard Davey c2533d1146 Finally a fully working bounding box that respects scale and rotation - the "in camera" check is now 100% accurate :) 2013-06-11 23:30:35 +01:00
Richard Davey c5f6817c4c Working sprite bounds / vertices regardless of scale or rotation 2013-06-11 21:30:15 +01:00
Richard Davey 1f8c809f53 cameraView working for center rotated sprites, just need to handle any point of rotation. 2013-06-07 19:18:39 +01:00
Richard Davey 3b9386727e Small refactoring and massively optimised the canvas renderer, also added new Mat3 class. 2013-06-07 16:27:33 +01:00
Richard Davey a30762ed8c Fixed world drag support and other input modifications. 2013-06-07 07:35:28 +01:00
Richard Davey 730594835a New Texture and Transform components which are now used by Sprite, Group and Camera. 2013-06-06 02:47:08 +01:00
Richard Davey 2f03f5fc43 Updated Loader component and fixed a few Pointer issues. 2013-06-05 02:58:16 +01:00
Richard Davey d42f396ba0 Lots of tweaks and fixes to the orientation and fullscreen classes 2013-06-05 01:49:08 +01:00
Richard Davey 82d4ba4538 Re-done the pointer handler so it respects the top-most rendered sprite in priority to anything below it, for both mouse over and click events. 2013-06-03 12:03:34 +01:00
Richard Davey 1c37cd1a96 Created DebugUtils class and started moving renderInfo methods to it. 2013-06-03 03:08:24 +01:00
Richard Davey 2de70d07a5 Fixed issue in Camera.inCamera check where it wouldn't take into consideration the Sprites scrollFactor. 2013-06-03 02:38:08 +01:00
Richard Davey b951b02de8 Input priority IDs working properly for drag events. 2013-06-03 01:22:14 +01:00
Richard Davey 2270da2479 Fixed drag sprite + offsets and center locking 2013-06-02 21:41:00 +01:00
Richard Davey f9f17ad353 Multi point input handler working 2013-06-02 14:19:12 +01:00
Richard Davey 49fe5ee65f Added Group IDs and references to Sprites, Group sorting, z-index values and child swapping. Also added all of the drag and bounds methods to Input. 2013-06-02 03:47:54 +01:00
Richard Davey 59f7a59312 Updated docs 2013-06-01 19:59:20 +01:00
Richard Davey 5b532ab2e4 Sprite.Input component added and working nicely. 2013-06-01 02:49:41 +01:00
Richard Davey b20a6ff85a Working my way through putting all the Tests back in and fixing issues as I go. 2013-06-01 01:30:36 +01:00
Richard Davey 31c4d8cb14 Adding in missing tests and fixing as we go 2013-05-31 19:28:16 +01:00
Richard Davey d510b785b1 Putting everything back together again :) 2013-05-31 18:21:32 +01:00
Richard Davey fe372af453 Commit before tidying up redundant files 2013-05-31 15:13:03 +01:00
Richard Davey 23ec3816db Added circleToRect intersection check. 2013-05-31 05:28:36 +01:00
Richard Davey 39e7b84cd9 Flixel level separation merged with the new Physics shapes. 2013-05-31 04:20:49 +01:00
Richard Davey 3e53c0671d About to start re-doing collideShapes 2013-05-30 23:03:56 +01:00
Richard Davey 498725c078 Moved the collision out into separateX and separateY 2013-05-30 13:25:48 +01:00
Richard Davey ce1523585f ScrollZone back in under the new renderer with new demos 2013-05-30 05:34:35 +01:00
Richard Davey f2054f8a2a Physics shape offset now finally working 2013-05-30 03:54:51 +01:00
Richard Davey 0fad46e04b Merged updateMotion with new PhysicsManager 2013-05-30 01:09:27 +01:00
Richard Davey c1eafe865a First pass at integrating the new physics system. 2013-05-29 21:39:08 +01:00
Richard Davey f3c9049e76 Camera updates, scrollFix check and some new pictures and tests. 2013-05-29 17:31:57 +01:00
Richard Davey 7b4374cabf Added loop and yoyo properties to Tweens 2013-05-29 15:45:34 +01:00
Richard Davey b1d836dfaf Scale tweaks 2013-05-29 12:24:25 +01:00
Richard Davey 2a26257caa Fixed scale, flippedX/Y and rotation so they all work from a single setTransform in any combination, taking the origin into account. Phew! 2013-05-29 11:40:05 +01:00
Richard Davey 09f57fa346 Preparing new tests 2013-05-29 02:58:56 +01:00
Richard Davey 3c0c349089 More refactoring for 1.0.0 2013-05-28 21:38:37 +01:00
Richard Davey 03b7467018 Tidying up before putting back together again 2013-05-28 09:37:32 +01:00
Richard Davey 4cef0d1d35 Tidying up 2013-05-25 11:17:11 +01:00
Richard Davey 204ec46b2b Refactoring ready for 1.0 release. 2013-05-25 04:21:24 +01:00
Richard Davey 4ef0750c07 Prep before branch 2013-05-24 01:40:56 +01:00
Richard Davey 67bf221073 Updates 2013-05-23 21:47:29 +01:00
Richard Davey 94add2ea6e Updated Loader so it no longer checks if the animation data is valid, passes that control to the AnimationLoader. Also fixed camera bounds check in Sprite. 2013-05-23 15:45:04 +01:00
Richard Davey c7485301ca Added Starling/Sparrow XML Texture Atlas format support. 2013-05-23 03:08:57 +01:00
Richard Davey c5ace72180 Updated every test to use the new GameObjectFactory syntax 2013-05-23 00:36:53 +01:00
Richard Davey bd54460e80 Added the GameObjectManager 2013-05-23 00:01:58 +01:00
Richard Davey e2141c91a6 Added VerletManager and lots of new tests 2013-05-21 04:12:54 +01:00
Richard Davey 0b2d818ba8 CollisionMask up and running 2013-05-20 06:21:12 +01:00
Richard Davey 05cc32fbc9 Added final logo and start of CollisionMask 2013-05-19 14:01:11 +01:00
Richard Davey 53aa43566e Updated DynamicTexture.setPixel, added GameMath.shuffleArray, fixed Animation.frame and created a few new tests 2013-05-18 03:05:28 +01:00
Richard Davey 55568592b5 Lots of updates across input, rendering and grouping 2013-05-17 06:49:43 +01:00
Richard Davey a6e8436e6d Massive input overhaul continued 2013-05-16 21:34:24 +01:00
Richard Davey 3cdd2baff0 New Input handler implemented. 2013-05-16 02:36:58 +01:00
Richard Davey ce7bfd1fc2 Added FullScreen API support and fixed numerous StageScaleMode issues. 2013-05-14 03:37:38 +01:00
Richard Davey 8fc31ed83b Doc formatting 2013-05-11 23:51:50 +01:00
Sean 1c311a73df Simply add type info to jsdoc of these classs. 2013-05-12 00:26:30 +08:00
Richard Davey 0adbf1d92f Adding more docs :) 2013-05-10 16:31:19 +01:00
Richard Davey aaaaf7ede3 Preparing for doc merge 2013-05-10 16:31:19 +01:00
SeanandRichard Davey 77582fb1ed Re-format optional parameters. 2013-05-10 16:31:18 +01:00
SeanandRichard Davey 2a8447f64e Add some type info to Emitter class. 2013-05-10 16:31:18 +01:00
SeanandRichard Davey deb37e9a90 Finish document for DynamicTexture, Loader, GeomSprite, Sprite, Camera. 2013-05-10 16:31:17 +01:00
SeanandRichard Davey ca932038fb Finish document for ScrollRegion, ScrollZone, Tilemap, Device, TilemapLayer. 2013-05-10 16:31:16 +01:00
SeanandRichard Davey 00ef200914 Finish document for Time, Tween, Animation, AnimationLoader, Frame. 2013-05-10 16:31:16 +01:00
SeanandRichard Davey e88c48641d Finish document for AnimationManager, Tile, FrameData, BootScreen, PauseScreen. 2013-05-10 16:31:15 +01:00
SeanandRichard Davey 1052df6660 Finish documents for Cache, CameraManager, Game, SoundManager, Sound. 2013-05-10 16:31:15 +01:00
SeanandRichard Davey 4be5a10e44 Finish documents for GameObject, World, TweenManager, State, Stage. 2013-05-10 16:31:14 +01:00
SeanandRichard Davey 5cf8b846f8 Finish another 10 classes' document. 2013-05-10 16:31:14 +01:00
SeanandRichard Davey 9da64e6baf Finish document for AnimationManager, CameraManager, SoundManager and TweenManager class. 2013-05-10 16:31:13 +01:00
SeanandRichard Davey 98693cb418 Finish document for Cache, Game, Stage, State and World class. 2013-05-10 16:31:12 +01:00
HackManiacandRichard Davey b1a33cc593 Extended Gruntfile to create phaser-fx.js and phaser-fx.amd.js including declarations 2013-05-10 16:31:12 +01:00
Richard Davey b5b5a99dce Preparing for 0.9.6 work 2013-05-02 20:54:28 +01:00
Richard Davey be982b4322 Updated readme and new minified build 2013-05-02 14:03:41 +01:00
Richard Davey 493380a51e Updated readme for official release. 2013-05-02 05:20:01 +01:00
Richard Davey 0a08e1ae0e Removed un-needed file and added SoundManager fix. 2013-05-02 05:16:16 +01:00
Richard Davey e39073d07b Updated readme 2013-05-02 05:02:05 +01:00
Richard Davey 54a5e6477c Lots of new tile map commands and tests. 2013-05-02 05:01:34 +01:00
Richard Davey 2a5b6ef12a Large Tilemap collision overhaul. Proper callback support, optimised collision checks and lots more. 2013-05-02 03:37:45 +01:00
Richard Davey e62b300a25 Added Camera Mirror FX and test case. 2013-05-02 01:02:06 +01:00
Richard Davey 7d98a1bb9d New FXManager system and Camera FX now in place. 2013-05-01 04:10:21 +01:00
Richard Davey c5cccf3283 Large refactoring of the pause and boot screens in Stage and various other small fixes 2013-04-29 02:41:19 +01:00
Richard Davey 9f23c378a1 0.9.4 release 2013-04-28 22:10:12 +01:00
Richard Davey b6f8a3fba6 Final 0.9.4 release 2013-04-28 22:10:11 +01:00
Richard Davey cb9cb6e894 Github Bug Fixes 2013-04-28 22:04:37 +01:00
Richard Davey e948f1e3be Fixed daft issue in Camera and fully implemented tilemap collision. 2013-04-28 22:04:36 +01:00
Richard Davey 4c21ac0d87 Tilemap collision is now working but all Camera following seems to be broken as a result. Awesome. 2013-04-28 22:04:36 +01:00
Richard Davey db9b8ec370 Merge pull request #11 from HackManiac/amd
Automatic creation of UMD wrapped variant of Phaser
2013-04-28 13:37:09 -07:00
HackManiacandDaniel Wippermann f66e0e9254 Automatic creation of UMD wrapped variant of Phaser 2013-04-26 16:35:32 +02:00
Richard Davey 2087b2d76e tidying up 2013-04-26 00:24:58 +01:00
Richard Davey b2e1434f5e Tilemap collision working but needs speeding up 2013-04-25 20:05:56 +01:00
Richard Davey b8ab13fec8 Getting tilemap collision up and running 2013-04-25 01:55:56 +01:00
Richard Davey 53d8e4da2e Fixed Game.boot syntax error. 2013-04-24 09:37:29 +01:00
Richard Davey 33882ae5d1 Small readme update. 2013-04-24 02:57:49 +01:00
Richard Davey 3898faf17e New v0.9.3 release - see the changelog in the README for full details. 2013-04-24 02:48:03 +01:00
Richard Davey 1b6fbc1324 Fixed Game.boot issue and Animation issue reported in github. 2013-04-24 00:47:11 +01:00
Richard Davey 268470ef62 Added blaster example to the Test Suite and fixed a rotation bug in the particle emitter. 2013-04-24 00:18:07 +01:00
Richard Davey 6466361f5f Great new thrust ship example added for ScrollZones. Also added rotationOffset value to GameObject base class. 2013-04-23 21:27:45 +01:00
Richard Davey 00fb20f8c2 And ScrollRegions work too :) 2013-04-23 19:24:16 +01:00
Richard Davey 332f715943 Finally fixed a really annoying bug in ScrollZone and it now works perfectly across the board. 2013-04-23 15:15:34 +01:00
Richard Davey f2678104fa Saving first iteration of the ScrollZone game object. 2013-04-22 01:53:24 +01:00
Richard Davey 2638e598dc Added Stage.disablePauseScreen 2013-04-20 03:50:21 +01:00
2148 changed files with 669599 additions and 63997 deletions
+14
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@@ -1 +1,15 @@
# System and IDE files
Thumbs.db
.DS_Store
.idea
Phaser OSX.sublime-project
Phaser OSX.sublime-workspace
Phaser.sublime-project
Phaser.sublime-workspace
*.suo
# Vendors
node_modules/
# Build
dist/
+75
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@@ -0,0 +1,75 @@
{
"globals" : { "Phaser": false, "PIXI": false },
// Ignore Environment Globals
"browser" : true, // Standard browser globals e.g. `window`, `document`.
"couch" : false,
"dojo" : false,
"jquery" : true,
"mootools" : false,
"node" : false,
"nonstandard" : false,
"phantom" : false,
"prototypejs" : false,
"rhino" : false,
"worker" : false,
"wsh" : true, // Windows Scripting Host.
"yui" : false,
// Development
"debug" : true, // Allow debugger statements e.g. browser breakpoints.
"devel" : true, // Allow developments statements e.g. `console.log();`.
// ECMAScript Support
"es3" : true, // Support legacy browser and javascript environments.
"esnext" : false, // This option tells JSHint that your code uses ECMAScript 6 specific syntax.
"strict" : false, // Require `use strict` pragma in every file.
"globalstrict" : false, // Allow global "use strict" (also enables 'strict').
// Functionality
"asi" : true, // Tolerate Automatic Semicolon Insertion (no semicolons).
"bitwise" : false, // Prohibit bitwise operators (&, |, ^, etc.).
"boss" : true, // Tolerate assignments inside if, for & while. Usually conditions & loops are for comparison, not assignments.
"camelcase" : true, // Force all variable names to use either camelCase style or UPPER_CASE with underscores.
"curly" : true, // Require {} for every new block or scope.
"eqeqeq" : false, // Require triple equals i.e. `===`.
"eqnull" : true, // Tolerate use of `== null`.
"evil" : false, // Tolerate use of `eval`.
"expr" : false, // Tolerate `ExpressionStatement` as Programs.
"forin" : false, // Tolerate `for in` loops without `hasOwnPrototype`.
"freeze" : true, // Prohibits overwriting prototypes of native objects such as Array and Date.
"funcscope" : true, // This option suppresses warnings about declaring variables inside of control structures while accessing them later from the outside.
"immed" : false, // Require immediate invocations to be wrapped in parens e.g. `( function(){}() );`
"iterator" : true, // This option suppresses warnings about the __iterator__ property.
"lastsemic" : true, // This option suppresses warnings about missing semicolons, but only when the semicolon is omitted for the last statement in a one-line block.
"latedef" : false, // Prohipit variable use before definition.
"laxbreak" : false, // Tolerate unsafe line breaks e.g. `return [\n] x` without semicolons.
"laxcomma" : false, // This option suppresses warnings about comma-first coding style.
"loopfunc" : true, // Allow functions to be defined within loops.
// "maxcomplexity" : 10, // This option lets you control cyclomatic complexity throughout your code.
// "maxdepth" : 2, // This option lets you control how nested do you want your blocks to be.
// "maxlen" : 80, // This option lets you set the maximum length of a line.
// "maxparams" : 5, // This option lets you set the max number of formal parameters allowed per function.
// "maxstatements" : 25, // This option lets you set the max number of statements allowed per function.This option lets you set the max number of formal parameters allowed per function.
"moz" : false, // This options tells JSHint that your code uses Mozilla JavaScript extensions.
"multistr" : true, // This option suppresses warnings about multi-line strings.
"noarg" : true, // Prohibit use of `arguments.caller` and `arguments.callee`.
"notypeof" : false, // This option suppresses warnings about invalid typeof operator values.
"proto" : true, // This option suppresses warnings about the __proto__ property.
"scripturl" : true, // Tolerate script-targeted URLs.
"shadow" : true, // Allows re-define variables later in code e.g. `var x=1; x=2;`.
"smarttabs" : false, // This option suppresses warnings about mixed tabs and spaces when the latter are used for alignmnent only.
"supernew" : false, // Tolerate `new function () { ... };` and `new Object;`.
"undef" : true, // Require all non-global variables be declared before they are used.
"unused" : true, // This option warns when you define and never use your variables.
"validthis" : true, // This option suppresses warnings about possible strict violations when the code is running in strict mode and you use this in a non-constructor function.
// Styling
"indent" : 4, // Specify indentation spacing
"newcap" : true, // Require capitalization of all constructor functions e.g. `new F()`.
"noempty" : true, // Prohibit use of empty blocks.
"nonew" : true, // Prohibit use of constructors for side-effects.
"plusplus" : false, // Prohibit use of `++` & `--`.
"quotmark" : false, // This option enforces the consistency of quotation marks used throughout your code.
"sub" : true, // Tolerate all forms of subscript notation besides dot notation e.g. `dict['key']` instead of `dict.key`.
"trailing" : true // Prohibit trailing whitespaces.
}
-31
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@@ -1,31 +0,0 @@
module.exports = function (grunt) {
grunt.loadNpmTasks('grunt-typescript');
grunt.loadNpmTasks('grunt-contrib-watch');
grunt.loadNpmTasks('grunt-contrib-copy');
grunt.initConfig({
pkg: grunt.file.readJSON('package.json'),
typescript: {
base: {
src: ['Phaser/**/*.ts'],
dest: 'build/phaser.js',
options: {
target: 'ES5'
}
}
},
copy: {
main: {
files: [
{src: 'build/phaser.js', dest: 'Tests/phaser.js'}
]}
},
watch: {
files: '**/*.ts',
tasks: ['typescript', 'copy']
}
});
grunt.registerTask('default', ['watch']);
}
+177
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module.exports = function (grunt) {
grunt.loadNpmTasks('grunt-contrib-clean');
grunt.loadNpmTasks('grunt-contrib-concat');
grunt.loadNpmTasks('grunt-contrib-connect');
grunt.loadNpmTasks('grunt-contrib-copy');
grunt.loadNpmTasks('grunt-contrib-uglify');
grunt.loadTasks('./tasks');
grunt.initConfig({
compile_dir: 'dist',
src: {
phaser: [
'src/Intro.js',
'src/pixi/Pixi.js',
'src/Phaser.js',
'src/utils/Utils.js',
'src/pixi/core/Matrix.js',
'src/pixi/core/Point.js',
'src/pixi/core/Rectangle.js',
'src/pixi/core/Polygon.js',
'src/pixi/display/DisplayObject.js',
'src/pixi/display/DisplayObjectContainer.js',
'src/pixi/display/Sprite.js',
'src/pixi/display/Stage.js',
'src/pixi/extras/CustomRenderable.js',
'src/pixi/extras/Strip.js',
'src/pixi/extras/Rope.js',
'src/pixi/extras/TilingSprite.js',
'src/pixi/filters/AbstractFilter.js',
'src/pixi/filters/FilterBlock.js',
'src/pixi/primitives/Graphics.js',
'src/pixi/renderers/canvas/CanvasGraphics.js',
'src/pixi/renderers/canvas/CanvasRenderer.js',
'src/pixi/renderers/webgl/PixiShader.js',
'src/pixi/renderers/webgl/PrimitiveShader.js',
'src/pixi/renderers/webgl/StripShader.js',
'src/pixi/renderers/webgl/WebGLBatch.js',
'src/pixi/renderers/webgl/WebGLFilterManager.js',
'src/pixi/renderers/webgl/WebGLGraphics.js',
'src/pixi/renderers/webgl/WebGLRenderer.js',
'src/pixi/renderers/webgl/WebGLRenderGroup.js',
'src/pixi/renderers/webgl/WebGLShaders.js',
'src/pixi/text/BitmapText.js',
'src/pixi/text/Text.js',
'src/pixi/textures/BaseTexture.js',
'src/pixi/textures/Texture.js',
'src/pixi/textures/RenderTexture.js',
'src/pixi/utils/EventTarget.js',
'src/pixi/utils/Polyk.js',
'src/core/Camera.js',
'src/core/State.js',
'src/core/StateManager.js',
'src/core/LinkedList.js',
'src/core/Signal.js',
'src/core/SignalBinding.js',
'src/core/Filter.js',
'src/core/Plugin.js',
'src/core/PluginManager.js',
'src/core/Stage.js',
'src/core/Group.js',
'src/core/World.js',
'src/core/Game.js',
'src/input/Input.js',
'src/input/Key.js',
'src/input/Keyboard.js',
'src/input/Mouse.js',
'src/input/MSPointer.js',
'src/input/Pointer.js',
'src/input/Touch.js',
'src/input/InputHandler.js',
'src/gameobjects/Events.js',
'src/gameobjects/GameObjectFactory.js',
'src/gameobjects/BitmapData.js',
'src/gameobjects/Sprite.js',
'src/gameobjects/TileSprite.js',
'src/gameobjects/Text.js',
'src/gameobjects/BitmapText.js',
'src/gameobjects/Button.js',
'src/gameobjects/Graphics.js',
'src/gameobjects/RenderTexture.js',
'src/system/Canvas.js',
'src/system/StageScaleMode.js',
'src/system/Device.js',
'src/system/RequestAnimationFrame.js',
'src/math/RandomDataGenerator.js',
'src/math/Math.js',
'src/math/QuadTree.js',
'src/geom/Circle.js',
'src/geom/Point.js',
'src/geom/Rectangle.js',
'src/geom/Polygon.js',
'src/net/Net.js',
'src/tween/TweenManager.js',
'src/tween/Tween.js',
'src/tween/Easing.js',
'src/time/Time.js',
'src/time/Timer.js',
'src/animation/AnimationManager.js',
'src/animation/Animation.js',
'src/animation/Frame.js',
'src/animation/FrameData.js',
'src/animation/AnimationParser.js',
'src/loader/Cache.js',
'src/loader/Loader.js',
'src/loader/LoaderParser.js',
'src/sound/Sound.js',
'src/sound/SoundManager.js',
'src/utils/Debug.js',
'src/utils/Color.js',
'src/physics/arcade/ArcadePhysics.js',
'src/physics/arcade/Body.js',
'src/particles/Particles.js',
'src/particles/arcade/ArcadeParticles.js',
'src/particles/arcade/Emitter.js',
'src/tilemap/Tile.js',
'src/tilemap/Tilemap.js',
'src/tilemap/TilemapLayer.js',
'src/tilemap/TilemapParser.js',
'src/tilemap/Tileset.js',
'src/PixiPatch.js'
]
},
pkg: grunt.file.readJSON('package.json'),
clean: ['<%= compile_dir %>'],
concat: {
phaser: {
options: {
process: {
data: {
version: '<%= pkg.version %>',
buildDate: '<%= grunt.template.today() %>'
}
}
},
src: ['<%= src.phaser %>'],
dest: '<%= compile_dir %>/phaser.js'
}
},
umd: {
phaser: {
src: '<%= concat.phaser.dest %>',
dest: '<%= umd.phaser.src %>'
}
},
uglify: {
phaser: {
options: {
banner: '/*! Phaser v<%= pkg.version %> | (c) 2013 Photon Storm Ltd. */\n'
},
src: ['<%= umd.phaser.dest %>'],
dest: '<%= compile_dir %>/phaser.min.js'
}
},
examples: {
all: {
options: {
base: 'examples',
excludes: ['_site', 'assets', 'states', 'wip']
},
src: ['examples/**/*.js'],
dest: 'examples/_site/examples.json'
}
},
connect: {
root: {
options: {
keepalive: true
}
}
}
});
grunt.registerTask('default', ['build', 'examples']);
grunt.registerTask('build', ['clean', 'concat', 'umd', 'uglify']);
};
-38
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#ignore thumbnails created by windows
Thumbs.db
#Ignore files build by Visual Studio
*.obj
*.exe
*.pdb
*.user
*.aps
*.pch
*.vspscc
*_i.c
*_p.c
*.ncb
*.suo
*.sln
*.tlb
*.tlh
*.bak
*.cache
*.ilk
*.log
*.map
*.orig
*.js
!phaser.js
*.map
*.config
.DS_Store
[Bb]in
[Dd]ebug*/
*.lib
*.sbr
obj/
[Rr]elease*/
_ReSharper*/
[Tt]est[Rr]esult*
-184
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@@ -1,184 +0,0 @@
/// <reference path="Game.ts" />
/// <reference path="gameobjects/Sprite.ts" />
/// <reference path="system/animation/Animation.ts" />
/// <reference path="system/animation/AnimationLoader.ts" />
/// <reference path="system/animation/Frame.ts" />
/// <reference path="system/animation/FrameData.ts" />
/**
* Phaser - AnimationManager
*
* Any Sprite that has animation contains an instance of the AnimationManager, which is used to add, play and update
* sprite specific animations.
*/
module Phaser {
export class AnimationManager {
constructor(game: Game, parent: Sprite) {
this._game = game;
this._parent = parent;
this._anims = {};
}
private _game: Game;
private _parent: Sprite;
private _anims: {};
private _frameIndex: number;
private _frameData: FrameData = null;
public currentAnim: Animation;
public currentFrame: Frame = null;
public loadFrameData(frameData: FrameData) {
this._frameData = frameData;
this.frame = 0;
}
public add(name: string, frames: any[] = null, frameRate: number = 60, loop: bool = false, useNumericIndex: bool = true) {
if (this._frameData == null)
{
return;
}
if (frames == null)
{
frames = this._frameData.getFrameIndexes();
}
else
{
if (this.validateFrames(frames, useNumericIndex) == false)
{
return;
}
}
if (useNumericIndex == false)
{
frames = this._frameData.getFrameIndexesByName(frames);
}
this._anims[name] = new Animation(this._game, this._parent, this._frameData, name, frames, frameRate, loop);
this.currentAnim = this._anims[name];
}
private validateFrames(frames: any[], useNumericIndex: bool): bool {
for (var i = 0; i < frames.length; i++)
{
if (useNumericIndex == true)
{
if (frames[i] > this._frameData.total)
{
return false;
}
}
else
{
if (this._frameData.checkFrameName(frames[i]) == false)
{
return false;
}
}
}
return true;
}
public play(name: string, frameRate?: number = null, loop?: bool) {
if (this._anims[name])
{
if (this.currentAnim == this._anims[name])
{
if (this.currentAnim.isPlaying == false)
{
this.currentAnim.play(frameRate, loop);
}
}
else
{
this.currentAnim = this._anims[name];
this.currentAnim.play(frameRate, loop);
}
}
}
public stop(name: string) {
if (this._anims[name])
{
this.currentAnim = this._anims[name];
this.currentAnim.stop();
}
}
public update() {
if (this.currentAnim && this.currentAnim.update() == true)
{
this.currentFrame = this.currentAnim.currentFrame;
this._parent.bounds.width = this.currentFrame.width;
this._parent.bounds.height = this.currentFrame.height;
}
}
public get frameData(): FrameData {
return this._frameData;
}
public get frameTotal(): number {
return this._frameData.total;
}
public get frame(): number {
return this._frameIndex;
}
public set frame(value: number) {
this.currentFrame = this._frameData.getFrame(value);
if (this.currentFrame !== null)
{
this._parent.bounds.width = this.currentFrame.width;
this._parent.bounds.height = this.currentFrame.height;
this._frameIndex = value;
}
}
public get frameName(): string {
return this.currentFrame.name;
}
public set frameName(value: string) {
this.currentFrame = this._frameData.getFrameByName(value);
if (this.currentFrame !== null)
{
this._parent.bounds.width = this.currentFrame.width;
this._parent.bounds.height = this.currentFrame.height;
this._frameIndex = this.currentFrame.index;
}
}
}
}
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/// <reference path="Game.ts" />
/**
* Phaser - Basic
*
* A useful "generic" object on which all GameObjects and Groups are based.
* It has no size, position or graphical data.
*/
module Phaser {
export class Basic {
/**
* Instantiate the basic object.
*/
constructor(game: Game) {
this._game = game;
this.ID = -1;
this.exists = true;
this.active = true;
this.visible = true;
this.alive = true;
this.isGroup = false;
this.ignoreDrawDebug = false;
}
/**
* The essential reference to the main game object
*/
public _game: Game;
/**
* Allows you to give this object a name. Useful for debugging, but not actually used internally.
*/
public name: string = '';
/**
* IDs seem like they could be pretty useful, huh?
* They're not actually used for anything yet though.
*/
public ID: number;
/**
* A boolean to store if this object is a Group or not.
* Saves us an expensive typeof check inside of core loops.
*/
public isGroup: bool;
/**
* Controls whether <code>update()</code> and <code>draw()</code> are automatically called by State/Group.
*/
public exists: bool;
/**
* Controls whether <code>update()</code> is automatically called by State/Group.
*/
public active: bool;
/**
* Controls whether <code>draw()</code> is automatically called by State/Group.
*/
public visible: bool;
/**
* Useful state for many game objects - "dead" (!alive) vs alive.
* <code>kill()</code> and <code>revive()</code> both flip this switch (along with exists, but you can override that).
*/
public alive: bool;
/**
* Setting this to true will prevent the object from appearing
* when the visual debug mode in the debugger overlay is toggled on.
*/
public ignoreDrawDebug: bool;
/**
* Override this to null out iables or manually call
* <code>destroy()</code> on class members if necessary.
* Don't forget to call <code>super.destroy()</code>!
*/
public destroy() { }
/**
* Pre-update is called right before <code>update()</code> on each object in the game loop.
*/
public preUpdate() {
}
/**
* Override this to update your class's position and appearance.
* This is where most of your game rules and behavioral code will go.
*/
public update() {
}
/**
* Post-update is called right after <code>update()</code> on each object in the game loop.
*/
public postUpdate() {
}
public render(camera: Camera, cameraOffsetX: number, cameraOffsetY: number) {
}
/**
* Handy for "killing" game objects.
* Default behavior is to flag them as nonexistent AND dead.
* However, if you want the "corpse" to remain in the game,
* like to animate an effect or whatever, you should override this,
* setting only alive to false, and leaving exists true.
*/
public kill() {
this.alive = false;
this.exists = false;
}
/**
* Handy for bringing game objects "back to life". Just sets alive and exists back to true.
* In practice, this is most often called by <code>Object.reset()</code>.
*/
public revive() {
this.alive = true;
this.exists = true;
}
/**
* Convert object to readable string name. Useful for debugging, save games, etc.
*/
public toString(): string {
return "";
}
}
}
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/// <reference path="Game.ts" />
/**
* Phaser - Cache
*
* A game only has one instance of a Cache and it is used to store all externally loaded assets such
* as images, sounds and data files as a result of Loader calls. Cache items use string based keys for look-up.
*/
module Phaser {
export class Cache {
constructor(game: Game) {
this._game = game;
this._canvases = {};
this._images = {};
this._sounds = {};
this._text = {};
}
private _game: Game;
private _canvases;
private _images;
private _sounds;
private _text;
public addCanvas(key: string, canvas: HTMLCanvasElement, context: CanvasRenderingContext2D) {
this._canvases[key] = { canvas: canvas, context: context };
}
public addSpriteSheet(key: string, url: string, data, frameWidth: number, frameHeight: number, frameMax: number) {
this._images[key] = { url: url, data: data, spriteSheet: true, frameWidth: frameWidth, frameHeight: frameHeight };
this._images[key].frameData = AnimationLoader.parseSpriteSheet(this._game, key, frameWidth, frameHeight, frameMax);
}
public addTextureAtlas(key: string, url: string, data, jsonData) {
this._images[key] = { url: url, data: data, spriteSheet: true };
this._images[key].frameData = AnimationLoader.parseJSONData(this._game, jsonData);
}
public addImage(key: string, url: string, data) {
this._images[key] = { url: url, data: data, spriteSheet: false };
}
public addSound(key: string, url: string, data) {
this._sounds[key] = { url: url, data: data, decoded: false };
}
public decodedSound(key: string, data) {
this._sounds[key].data = data;
this._sounds[key].decoded = true;
}
public addText(key: string, url: string, data) {
this._text[key] = { url: url, data: data };
}
public getCanvas(key: string) {
if (this._canvases[key])
{
return this._canvases[key].canvas;
}
return null;
}
public getImage(key: string) {
if (this._images[key])
{
return this._images[key].data;
}
return null;
}
public getFrameData(key: string): FrameData {
if (this._images[key] && this._images[key].spriteSheet == true)
{
return this._images[key].frameData;
}
return null;
}
public getSound(key: string) {
if (this._sounds[key])
{
return this._sounds[key].data;
}
return null;
}
public isSoundDecoded(key: string): bool {
if (this._sounds[key])
{
return this._sounds[key].decoded;
}
}
public isSpriteSheet(key: string): bool {
if (this._images[key])
{
return this._images[key].spriteSheet;
}
}
public getText(key: string) {
if (this._text[key])
{
return this._text[key].data;
}
return null;
}
public destroy() {
for (var item in this._canvases)
{
delete this._canvases[item['key']];
}
for (var item in this._images)
{
delete this._images[item['key']];
}
for (var item in this._sounds)
{
delete this._sounds[item['key']];
}
for (var item in this._text)
{
delete this._text[item['key']];
}
}
}
}
-86
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@@ -1,86 +0,0 @@
/// <reference path="Game.ts" />
/// <reference path="system/Camera.ts" />
/**
* Phaser - CameraManager
*
* Your game only has one CameraManager instance and it's responsible for looking after, creating and destroying
* all of the cameras in the world.
*
* TODO: If the Camera is larger than the Stage size then the rotation offset isn't correct
* TODO: Texture Repeat doesn't scroll, because it's part of the camera not the world, need to think about this more
*/
module Phaser {
export class CameraManager {
constructor(game: Game, x: number, y: number, width: number, height: number) {
this._game = game;
this._cameras = [];
this.current = this.addCamera(x, y, width, height);
}
private _game: Game;
private _cameras: Camera[];
public current: Camera;
public getAll(): Camera[] {
return this._cameras;
}
public update() {
this._cameras.forEach((camera) => camera.update());
}
public render() {
this._cameras.forEach((camera) => camera.render());
}
public addCamera(x: number, y: number, width: number, height: number): Camera {
var newCam: Camera = new Camera(this._game, this._cameras.length, x, y, width, height);
this._cameras.push(newCam);
return newCam;
}
public removeCamera(id: number): bool {
if (this._cameras[id])
{
if (this.current === this._cameras[id])
{
this.current = null;
}
this._cameras.splice(id, 1);
return true;
}
else
{
return false;
}
}
public destroy() {
this._cameras.length = 0;
this.current = this.addCamera(0, 0, this._game.stage.width, this._game.stage.height);
}
}
}
-893
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@@ -1,893 +0,0 @@
/// <reference path="Game.ts" />
/// <reference path="geom/Point.ts" />
/// <reference path="geom/Rectangle.ts" />
/// <reference path="geom/Circle.ts" />
/// <reference path="geom/Line.ts" />
/// <reference path="geom/IntersectResult.ts" />
/// <reference path="system/QuadTree.ts" />
/**
* Phaser - Collision
*
* A set of extremely useful collision and geometry intersection functions.
*/
module Phaser {
export class Collision {
constructor(game: Game) {
this._game = game;
}
private _game: Game;
public static LEFT: number = 0x0001;
public static RIGHT: number = 0x0010;
public static UP: number = 0x0100;
public static DOWN: number = 0x1000;
public static NONE: number = 0;
public static CEILING: number = Collision.UP;
public static FLOOR: number = Collision.DOWN;
public static WALL: number = Collision.LEFT | Collision.RIGHT;
public static ANY: number = Collision.LEFT | Collision.RIGHT | Collision.UP | Collision.DOWN;
public static OVERLAP_BIAS: number = 4;
/**
* -------------------------------------------------------------------------------------------
* Lines
* -------------------------------------------------------------------------------------------
**/
/**
* Check if the two given Line objects intersect
* @method lineToLine
* @param {Phaser.Line} The first line object to check
* @param {Phaser.Line} The second line object to check
* @param {Phaser.IntersectResult} An optional IntersectResult object to store the intersection values in (one is created if none given)
* @return {Phaser.IntersectResult} An IntersectResult object containing the results of this intersection in x/y
**/
public static lineToLine(line1: Line, line2: Line, output?: IntersectResult = new IntersectResult): IntersectResult {
var denom = (line1.x1 - line1.x2) * (line2.y1 - line2.y2) - (line1.y1 - line1.y2) * (line2.x1 - line2.x2);
if (denom !== 0)
{
output.result = true;
output.x = ((line1.x1 * line1.y2 - line1.y1 * line1.x2) * (line2.x1 - line2.x2) - (line1.x1 - line1.x2) * (line2.x1 * line2.y2 - line2.y1 * line2.x2)) / denom;
output.y = ((line1.x1 * line1.y2 - line1.y1 * line1.x2) * (line2.y1 - line2.y2) - (line1.y1 - line1.y2) * (line2.x1 * line2.y2 - line2.y1 * line2.x2)) / denom;
}
return output;
}
/**
* Check if the Line and Line Segment intersects
* @method lineToLineSegment
* @param {Phaser.Line} The line object to check
* @param {Phaser.Line} The line segment object to check
* @param {Phaser.IntersectResult} An optional IntersectResult object to store the intersection values in (one is created if none given)
* @return {Phaser.IntersectResult} An IntersectResult object containing the results of this intersection in x/y
**/
public static lineToLineSegment(line1: Line, seg: Line, output?: IntersectResult = new IntersectResult): IntersectResult {
var denom = (line1.x1 - line1.x2) * (seg.y1 - seg.y2) - (line1.y1 - line1.y2) * (seg.x1 - seg.x2);
if (denom !== 0)
{
output.x = ((line1.x1 * line1.y2 - line1.y1 * line1.x2) * (seg.x1 - seg.x2) - (line1.x1 - line1.x2) * (seg.x1 * seg.y2 - seg.y1 * seg.x2)) / denom;
output.y = ((line1.x1 * line1.y2 - line1.y1 * line1.x2) * (seg.y1 - seg.y2) - (line1.y1 - line1.y2) * (seg.x1 * seg.y2 - seg.y1 * seg.x2)) / denom;
var maxX = Math.max(seg.x1, seg.x2);
var minX = Math.min(seg.x1, seg.x2);
var maxY = Math.max(seg.y1, seg.y2);
var minY = Math.min(seg.y1, seg.y2);
//if (!(output.x <= maxX && output.x >= minX) || !(output.y <= maxY && output.y >= minY))
if ((output.x <= maxX && output.x >= minX) === true || (output.y <= maxY && output.y >= minY) === true)
{
output.result = true;
}
}
return output;
}
/**
* Check if the Line and Line Segment intersects
* @method lineToLineSegment
* @param {Phaser.Line} The line object to check
* @param {number} The x1 value
* @param {number} The y1 value
* @param {number} The x2 value
* @param {number} The y2 value
* @param {Phaser.IntersectResult} An optional IntersectResult object to store the intersection values in (one is created if none given)
* @return {Phaser.IntersectResult} An IntersectResult object containing the results of this intersection in x/y
**/
public static lineToRawSegment(line: Line, x1: number, y1: number, x2: number, y2: number, output?: IntersectResult = new IntersectResult): IntersectResult {
var denom = (line.x1 - line.x2) * (y1 - y2) - (line.y1 - line.y2) * (x1 - x2);
if (denom !== 0)
{
output.x = ((line.x1 * line.y2 - line.y1 * line.x2) * (x1 - x2) - (line.x1 - line.x2) * (x1 * y2 - y1 * x2)) / denom;
output.y = ((line.x1 * line.y2 - line.y1 * line.x2) * (y1 - y2) - (line.y1 - line.y2) * (x1 * y2 - y1 * x2)) / denom;
var maxX = Math.max(x1, x2);
var minX = Math.min(x1, x2);
var maxY = Math.max(y1, y2);
var minY = Math.min(y1, y2);
if ((output.x <= maxX && output.x >= minX) === true || (output.y <= maxY && output.y >= minY) === true)
{
output.result = true;
}
}
return output;
}
/**
* Check if the Line and Ray intersects
* @method lineToRay
* @param {Phaser.Line} The Line object to check
* @param {Phaser.Line} The Ray object to check
* @param {Phaser.IntersectResult} An optional IntersectResult object to store the intersection values in (one is created if none given)
* @return {Phaser.IntersectResult} An IntersectResult object containing the results of this intersection in x/y
**/
public static lineToRay(line1: Line, ray: Line, output?: IntersectResult = new IntersectResult): IntersectResult {
var denom = (line1.x1 - line1.x2) * (ray.y1 - ray.y2) - (line1.y1 - line1.y2) * (ray.x1 - ray.x2);
if (denom !== 0)
{
output.x = ((line1.x1 * line1.y2 - line1.y1 * line1.x2) * (ray.x1 - ray.x2) - (line1.x1 - line1.x2) * (ray.x1 * ray.y2 - ray.y1 * ray.x2)) / denom;
output.y = ((line1.x1 * line1.y2 - line1.y1 * line1.x2) * (ray.y1 - ray.y2) - (line1.y1 - line1.y2) * (ray.x1 * ray.y2 - ray.y1 * ray.x2)) / denom;
output.result = true; // true unless either of the 2 following conditions are met
if (!(ray.x1 >= ray.x2) && output.x < ray.x1)
{
output.result = false;
}
if (!(ray.y1 >= ray.y2) && output.y < ray.y1)
{
output.result = false;
}
}
return output;
}
/**
* Check if the Line and Circle intersects
* @method lineToCircle
* @param {Phaser.Line} The Line object to check
* @param {Phaser.Circle} The Circle object to check
* @param {Phaser.IntersectResult} An optional IntersectResult object to store the intersection values in (one is created if none given)
* @return {Phaser.IntersectResult} An IntersectResult object containing the results of this intersection
**/
public static lineToCircle(line: Line, circle: Circle, output?: IntersectResult = new IntersectResult): IntersectResult {
// Get a perpendicular line running to the center of the circle
if (line.perp(circle.x, circle.y).length <= circle.radius)
{
output.result = true;
}
return output;
}
/**
* Check if the Line intersects each side of the Rectangle
* @method lineToRectangle
* @param {Phaser.Line} The Line object to check
* @param {Phaser.Rectangle} The Rectangle object to check
* @param {Phaser.IntersectResult} An optional IntersectResult object to store the intersection values in (one is created if none given)
* @return {Phaser.IntersectResult} An IntersectResult object containing the results of this intersection
**/
public static lineToRectangle(line: Line, rect: Rectangle, output?: IntersectResult = new IntersectResult): IntersectResult {
// Top of the Rectangle vs the Line
this.lineToRawSegment(line, rect.x, rect.y, rect.right, rect.y, output);
if (output.result === true)
{
return output;
}
// Left of the Rectangle vs the Line
this.lineToRawSegment(line, rect.x, rect.y, rect.x, rect.bottom, output);
if (output.result === true)
{
return output;
}
// Bottom of the Rectangle vs the Line
this.lineToRawSegment(line, rect.x, rect.bottom, rect.right, rect.bottom, output);
if (output.result === true)
{
return output;
}
// Right of the Rectangle vs the Line
this.lineToRawSegment(line, rect.right, rect.y, rect.right, rect.bottom, output);
return output;
}
/**
* -------------------------------------------------------------------------------------------
* Line Segment
* -------------------------------------------------------------------------------------------
**/
/**
* Check if Line1 intersects with Line2
* @method lineSegmentToLineSegment
* @param {Phaser.Line} The first line object to check
* @param {Phaser.Line} The second line object to check
* @param {Phaser.IntersectResult} An optional IntersectResult object to store the intersection values in (one is created if none given)
* @return {Phaser.IntersectResult} An IntersectResult object containing the results of this intersection in x/y
**/
public static lineSegmentToLineSegment(line1: Line, line2: Line, output?: IntersectResult = new IntersectResult): IntersectResult {
this.lineToLineSegment(line1, line2, output);
if (output.result === true)
{
if (!(output.x >= Math.min(line1.x1, line1.x2) && output.x <= Math.max(line1.x1, line1.x2)
&& output.y >= Math.min(line1.y1, line1.y2) && output.y <= Math.max(line1.y1, line1.y2)))
{
output.result = false;
}
}
return output;
}
/**
* Check if the Line Segment intersects with the Ray
* @method lineSegmentToRay
* @param {Phaser.Line} The Line object to check
* @param {Phaser.Line} The Line Ray object to check
* @param {Phaser.IntersectResult} An optional IntersectResult object to store the intersection values in (one is created if none given)
* @return {Phaser.IntersectResult} An IntersectResult object containing the results of this intersection in x/y
**/
public static lineSegmentToRay(line1: Line, ray: Line, output?: IntersectResult = new IntersectResult): IntersectResult {
this.lineToRay(line1, ray, output);
if (output.result === true)
{
if (!(output.x >= Math.min(line1.x1, line1.x2) && output.x <= Math.max(line1.x1, line1.x2)
&& output.y >= Math.min(line1.y1, line1.y2) && output.y <= Math.max(line1.y1, line1.y2)))
{
output.result = false;
}
}
return output;
}
/**
* Check if the Line Segment intersects with the Circle
* @method lineSegmentToCircle
* @param {Phaser.Line} The Line object to check
* @param {Phaser.Circle} The Circle object to check
* @param {Phaser.IntersectResult} An optional IntersectResult object to store the intersection values in (one is created if none given)
* @return {Phaser.IntersectResult} An IntersectResult object containing the results of this intersection in x/y
**/
public static lineSegmentToCircle(seg: Line, circle: Circle, output?: IntersectResult = new IntersectResult): IntersectResult {
var perp = seg.perp(circle.x, circle.y);
if (perp.length <= circle.radius)
{
// Line intersects circle - check if segment does
var maxX = Math.max(seg.x1, seg.x2);
var minX = Math.min(seg.x1, seg.x2);
var maxY = Math.max(seg.y1, seg.y2);
var minY = Math.min(seg.y1, seg.y2);
if ((perp.x2 <= maxX && perp.x2 >= minX) && (perp.y2 <= maxY && perp.y2 >= minY))
{
output.result = true;
}
else
{
// Worst case - segment doesn't traverse center, so no perpendicular connection.
if (this.circleContainsPoint(circle, <Point> { x: seg.x1, y: seg.y1 }) || this.circleContainsPoint(circle, <Point> { x: seg.x2, y: seg.y2 }))
{
output.result = true;
}
}
}
return output;
}
/**
* Check if the Line Segment intersects with the Rectangle
* @method lineSegmentToCircle
* @param {Phaser.Line} The Line object to check
* @param {Phaser.Circle} The Circle object to check
* @param {Phaser.IntersectResult} An optional IntersectResult object to store the intersection values in (one is created if none given)
* @return {Phaser.IntersectResult} An IntersectResult object containing the results of this intersection in x/y
**/
public static lineSegmentToRectangle(seg: Line, rect: Rectangle, output?: IntersectResult = new IntersectResult): IntersectResult {
if (rect.contains(seg.x1, seg.y1) && rect.contains(seg.x2, seg.y2))
{
output.result = true;
}
else
{
// Top of the Rectangle vs the Line
this.lineToRawSegment(seg, rect.x, rect.y, rect.right, rect.bottom, output);
if (output.result === true)
{
return output;
}
// Left of the Rectangle vs the Line
this.lineToRawSegment(seg, rect.x, rect.y, rect.x, rect.bottom, output);
if (output.result === true)
{
return output;
}
// Bottom of the Rectangle vs the Line
this.lineToRawSegment(seg, rect.x, rect.bottom, rect.right, rect.bottom, output);
if (output.result === true)
{
return output;
}
// Right of the Rectangle vs the Line
this.lineToRawSegment(seg, rect.right, rect.y, rect.right, rect.bottom, output);
return output;
}
return output;
}
/**
* -------------------------------------------------------------------------------------------
* Ray
* -------------------------------------------------------------------------------------------
**/
/**
* Check if the two given Circle objects intersect
* @method circleToCircle
* @param {Phaser.Circle} The first circle object to check
* @param {Phaser.Circle} The second circle object to check
* @param {Phaser.IntersectResult} An optional IntersectResult object to store the intersection values in (one is created if none given)
* @return {Phaser.IntersectResult} An IntersectResult object containing the results of this intersection
**/
public static rayToRectangle(ray: Line, rect: Rectangle, output?: IntersectResult = new IntersectResult): IntersectResult {
// Currently just finds first intersection - might not be closest to ray pt1
this.lineToRectangle(ray, rect, output);
return output;
}
/**
* Check whether a ray intersects a line segment, returns the parametric value where the intersection occurs.
* @method rayToLineSegment
* @static
* @param {Number} rayx1. The origin x of the ray.
* @param {Number} rayy1. The origin y of the ray.
* @param {Number} rayx2. The direction x of the ray.
* @param {Number} rayy2. The direction y of the ray.
* @param {Number} linex1. The x of the first point of the line segment.
* @param {Number} liney1. The y of the first point of the line segment.
* @param {Number} linex2. The x of the second point of the line segment.
* @param {Number} liney2. The y of the second point of the line segment.
* @param {Phaser.IntersectResult} An optional IntersectResult object to store the intersection values in (one is created if none given)
* @return {Phaser.IntersectResult} An IntersectResult object containing the results of this intersection stored in x
**/
public static rayToLineSegment(rayx1, rayy1, rayx2, rayy2, linex1, liney1, linex2, liney2, output?: IntersectResult = new IntersectResult): IntersectResult {
var r, s, d;
// Check lines are not parallel
if ((rayy2 - rayy1) / (rayx2 - rayx1) != (liney2 - liney1) / (linex2 - linex1))
{
d = (((rayx2 - rayx1) * (liney2 - liney1)) - (rayy2 - rayy1) * (linex2 - linex1));
if (d != 0)
{
r = (((rayy1 - liney1) * (linex2 - linex1)) - (rayx1 - linex1) * (liney2 - liney1)) / d;
s = (((rayy1 - liney1) * (rayx2 - rayx1)) - (rayx1 - linex1) * (rayy2 - rayy1)) / d;
if (r >= 0)
{
if (s >= 0 && s <= 1)
{
output.result = true;
output.x = rayx1 + r * (rayx2 - rayx1), rayy1 + r * (rayy2 - rayy1);
}
}
}
}
return output;
}
/**
* -------------------------------------------------------------------------------------------
* Rectangles
* -------------------------------------------------------------------------------------------
**/
/**
* Determines whether the specified point is contained within the rectangular region defined by the Rectangle object.
* @method pointToRectangle
* @param {Point} point The point object being checked.
* @param {Rectangle} rect The rectangle object being checked.
* @return {Phaser.IntersectResult} An IntersectResult object containing the results of this intersection in x/y/result
**/
public static pointToRectangle(point: Point, rect: Rectangle, output?: IntersectResult = new IntersectResult): IntersectResult {
output.setTo(point.x, point.y);
output.result = rect.containsPoint(point);
return output;
}
/**
* Check whether two axis aligned rectangles intersect. Return the intersecting rectangle dimensions if they do.
* @method rectangleToRectangle
* @param {Phaser.Rectangle} The first Rectangle object
* @param {Phaser.Rectangle} The second Rectangle object
* @param {Phaser.IntersectResult} An optional IntersectResult object to store the intersection values in (one is created if none given)
* @return {Phaser.IntersectResult} An IntersectResult object containing the results of this intersection in x/y/width/height
**/
public static rectangleToRectangle(rect1: Rectangle, rect2: Rectangle, output?: IntersectResult = new IntersectResult): IntersectResult {
var leftX = Math.max(rect1.x, rect2.x);
var rightX = Math.min(rect1.right, rect2.right);
var topY = Math.max(rect1.y, rect2.y);
var bottomY = Math.min(rect1.bottom, rect2.bottom);
output.setTo(leftX, topY, rightX - leftX, bottomY - topY, rightX - leftX, bottomY - topY);
var cx = output.x + output.width * .5;
var cy = output.y + output.height * .5;
if ((cx > rect1.x && cx < rect1.right) && (cy > rect1.y && cy < rect1.bottom))
{
output.result = true;
}
return output;
}
public static rectangleToCircle(rect: Rectangle, circle: Circle, output?: IntersectResult = new IntersectResult): IntersectResult {
return this.circleToRectangle(circle, rect, output);
}
/**
* -------------------------------------------------------------------------------------------
* Circle
* -------------------------------------------------------------------------------------------
**/
/**
* Check if the two given Circle objects intersect
* @method circleToCircle
* @param {Phaser.Circle} The first circle object to check
* @param {Phaser.Circle} The second circle object to check
* @param {Phaser.IntersectResult} An optional IntersectResult object to store the intersection values in (one is created if none given)
* @return {Phaser.IntersectResult} An IntersectResult object containing the results of this intersection
**/
public static circleToCircle(circle1: Circle, circle2: Circle, output?: IntersectResult = new IntersectResult): IntersectResult {
output.result = ((circle1.radius + circle2.radius) * (circle1.radius + circle2.radius)) >= this.distanceSquared(circle1.x, circle1.y, circle2.x, circle2.y);
return output;
}
/**
* Check if the given Rectangle intersects with the given Circle
* @method circleToRectangle
* @param {Phaser.Circle} The circle object to check
* @param {Phaser.Rectangle} The Rectangle object to check
* @param {Phaser.IntersectResult} An optional IntersectResult object to store the intersection values in (one is created if none given)
* @return {Phaser.IntersectResult} An IntersectResult object containing the results of this intersection
**/
public static circleToRectangle(circle: Circle, rect: Rectangle, output?: IntersectResult = new IntersectResult): IntersectResult {
var inflatedRect: Rectangle = rect.clone();
inflatedRect.inflate(circle.radius, circle.radius);
output.result = inflatedRect.contains(circle.x, circle.y);
return output;
}
/**
* Check if the given Point is found within the given Circle
* @method circleContainsPoint
* @param {Phaser.Circle} The circle object to check
* @param {Phaser.Point} The point object to check
* @param {Phaser.IntersectResult} An optional IntersectResult object to store the intersection values in (one is created if none given)
* @return {Phaser.IntersectResult} An IntersectResult object containing the results of this intersection
**/
public static circleContainsPoint(circle: Circle, point: Point, output?: IntersectResult = new IntersectResult): IntersectResult {
output.result = circle.radius * circle.radius >= this.distanceSquared(circle.x, circle.y, point.x, point.y);
return output;
}
/**
* -------------------------------------------------------------------------------------------
* Game Object Collision
* -------------------------------------------------------------------------------------------
**/
/**
* Call this function to see if one <code>GameObject</code> overlaps another.
* Can be called with one object and one group, or two groups, or two objects,
* whatever floats your boat! For maximum performance try bundling a lot of objects
* together using a <code>Group</code> (or even bundling groups together!).
*
* <p>NOTE: does NOT take objects' scrollfactor into account, all overlaps are checked in world space.</p>
*
* @param ObjectOrGroup1 The first object or group you want to check.
* @param ObjectOrGroup2 The second object or group you want to check. If it is the same as the first it knows to just do a comparison within that group.
* @param NotifyCallback A function with two <code>GameObject</code> parameters - e.g. <code>myOverlapFunction(Object1:GameObject,Object2:GameObject)</code> - that is called if those two objects overlap.
* @param ProcessCallback A function with two <code>GameObject</code> parameters - e.g. <code>myOverlapFunction(Object1:GameObject,Object2:GameObject)</code> - that is called if those two objects overlap. If a ProcessCallback is provided, then NotifyCallback will only be called if ProcessCallback returns true for those objects!
*
* @return Whether any overlaps were detected.
*/
public overlap(ObjectOrGroup1: Basic = null, ObjectOrGroup2: Basic = null, NotifyCallback = null, ProcessCallback = null): bool {
if (ObjectOrGroup1 == null)
{
ObjectOrGroup1 = this._game.world.group;
}
if (ObjectOrGroup2 == ObjectOrGroup1)
{
ObjectOrGroup2 = null;
}
QuadTree.divisions = this._game.world.worldDivisions;
var quadTree: QuadTree = new QuadTree(this._game.world.bounds.x, this._game.world.bounds.y, this._game.world.bounds.width, this._game.world.bounds.height);
quadTree.load(ObjectOrGroup1, ObjectOrGroup2, NotifyCallback, ProcessCallback);
var result: bool = quadTree.execute();
quadTree.destroy();
quadTree = null;
return result;
}
/**
* The main collision resolution in flixel.
*
* @param Object1 Any <code>Sprite</code>.
* @param Object2 Any other <code>Sprite</code>.
*
* @return Whether the objects in fact touched and were separated.
*/
public static separate(Object1, Object2): bool {
var separatedX: bool = Collision.separateX(Object1, Object2);
var separatedY: bool = Collision.separateY(Object1, Object2);
return separatedX || separatedY;
}
/**
* The X-axis component of the object separation process.
*
* @param Object1 Any <code>Sprite</code>.
* @param Object2 Any other <code>Sprite</code>.
*
* @return Whether the objects in fact touched and were separated along the X axis.
*/
public static separateX(Object1, Object2): bool {
//can't separate two immovable objects
var obj1immovable: bool = Object1.immovable;
var obj2immovable: bool = Object2.immovable;
if (obj1immovable && obj2immovable)
{
return false;
}
//If one of the objects is a tilemap, just pass it off.
/*
if (typeof Object1 === 'Tilemap')
{
return Object1.overlapsWithCallback(Object2, separateX);
}
if (typeof Object2 === 'Tilemap')
{
return Object2.overlapsWithCallback(Object1, separateX, true);
}
*/
//First, get the two object deltas
var overlap: number = 0;
var obj1delta: number = Object1.x - Object1.last.x;
var obj2delta: number = Object2.x - Object2.last.x;
if (obj1delta != obj2delta)
{
//Check if the X hulls actually overlap
var obj1deltaAbs: number = (obj1delta > 0) ? obj1delta : -obj1delta;
var obj2deltaAbs: number = (obj2delta > 0) ? obj2delta : -obj2delta;
var obj1rect: Rectangle = new Rectangle(Object1.x - ((obj1delta > 0) ? obj1delta : 0), Object1.last.y, Object1.width + ((obj1delta > 0) ? obj1delta : -obj1delta), Object1.height);
var obj2rect: Rectangle = new Rectangle(Object2.x - ((obj2delta > 0) ? obj2delta : 0), Object2.last.y, Object2.width + ((obj2delta > 0) ? obj2delta : -obj2delta), Object2.height);
if ((obj1rect.x + obj1rect.width > obj2rect.x) && (obj1rect.x < obj2rect.x + obj2rect.width) && (obj1rect.y + obj1rect.height > obj2rect.y) && (obj1rect.y < obj2rect.y + obj2rect.height))
{
var maxOverlap: number = obj1deltaAbs + obj2deltaAbs + Collision.OVERLAP_BIAS;
//If they did overlap (and can), figure out by how much and flip the corresponding flags
if (obj1delta > obj2delta)
{
overlap = Object1.x + Object1.width - Object2.x;
if ((overlap > maxOverlap) || !(Object1.allowCollisions & Collision.RIGHT) || !(Object2.allowCollisions & Collision.LEFT))
{
overlap = 0;
}
else
{
Object1.touching |= Collision.RIGHT;
Object2.touching |= Collision.LEFT;
}
}
else if (obj1delta < obj2delta)
{
overlap = Object1.x - Object2.width - Object2.x;
if ((-overlap > maxOverlap) || !(Object1.allowCollisions & Collision.LEFT) || !(Object2.allowCollisions & Collision.RIGHT))
{
overlap = 0;
}
else
{
Object1.touching |= Collision.LEFT;
Object2.touching |= Collision.RIGHT;
}
}
}
}
//Then adjust their positions and velocities accordingly (if there was any overlap)
if (overlap != 0)
{
var obj1v: number = Object1.velocity.x;
var obj2v: number = Object2.velocity.x;
if (!obj1immovable && !obj2immovable)
{
overlap *= 0.5;
Object1.x = Object1.x - overlap;
Object2.x += overlap;
var obj1velocity: number = Math.sqrt((obj2v * obj2v * Object2.mass) / Object1.mass) * ((obj2v > 0) ? 1 : -1);
var obj2velocity: number = Math.sqrt((obj1v * obj1v * Object1.mass) / Object2.mass) * ((obj1v > 0) ? 1 : -1);
var average: number = (obj1velocity + obj2velocity) * 0.5;
obj1velocity -= average;
obj2velocity -= average;
Object1.velocity.x = average + obj1velocity * Object1.elasticity;
Object2.velocity.x = average + obj2velocity * Object2.elasticity;
}
else if (!obj1immovable)
{
Object1.x = Object1.x - overlap;
Object1.velocity.x = obj2v - obj1v * Object1.elasticity;
}
else if (!obj2immovable)
{
Object2.x += overlap;
Object2.velocity.x = obj1v - obj2v * Object2.elasticity;
}
return true;
}
else
{
return false;
}
}
/**
* The Y-axis component of the object separation process.
*
* @param Object1 Any <code>Sprite</code>.
* @param Object2 Any other <code>Sprite</code>.
*
* @return Whether the objects in fact touched and were separated along the Y axis.
*/
public static separateY(Object1, Object2): bool {
//can't separate two immovable objects
var obj1immovable: bool = Object1.immovable;
var obj2immovable: bool = Object2.immovable;
if (obj1immovable && obj2immovable)
return false;
//If one of the objects is a tilemap, just pass it off.
/*
if (typeof Object1 === 'Tilemap')
{
return Object1.overlapsWithCallback(Object2, separateY);
}
if (typeof Object2 === 'Tilemap')
{
return Object2.overlapsWithCallback(Object1, separateY, true);
}
*/
//First, get the two object deltas
var overlap: number = 0;
var obj1delta: number = Object1.y - Object1.last.y;
var obj2delta: number = Object2.y - Object2.last.y;
if (obj1delta != obj2delta)
{
//Check if the Y hulls actually overlap
var obj1deltaAbs: number = (obj1delta > 0) ? obj1delta : -obj1delta;
var obj2deltaAbs: number = (obj2delta > 0) ? obj2delta : -obj2delta;
var obj1rect: Rectangle = new Rectangle(Object1.x, Object1.y - ((obj1delta > 0) ? obj1delta : 0), Object1.width, Object1.height + obj1deltaAbs);
var obj2rect: Rectangle = new Rectangle(Object2.x, Object2.y - ((obj2delta > 0) ? obj2delta : 0), Object2.width, Object2.height + obj2deltaAbs);
if ((obj1rect.x + obj1rect.width > obj2rect.x) && (obj1rect.x < obj2rect.x + obj2rect.width) && (obj1rect.y + obj1rect.height > obj2rect.y) && (obj1rect.y < obj2rect.y + obj2rect.height))
{
var maxOverlap: number = obj1deltaAbs + obj2deltaAbs + Collision.OVERLAP_BIAS;
//If they did overlap (and can), figure out by how much and flip the corresponding flags
if (obj1delta > obj2delta)
{
overlap = Object1.y + Object1.height - Object2.y;
if ((overlap > maxOverlap) || !(Object1.allowCollisions & Collision.DOWN) || !(Object2.allowCollisions & Collision.UP))
{
overlap = 0;
}
else
{
Object1.touching |= Collision.DOWN;
Object2.touching |= Collision.UP;
}
}
else if (obj1delta < obj2delta)
{
overlap = Object1.y - Object2.height - Object2.y;
if ((-overlap > maxOverlap) || !(Object1.allowCollisions & Collision.UP) || !(Object2.allowCollisions & Collision.DOWN))
{
overlap = 0;
}
else
{
Object1.touching |= Collision.UP;
Object2.touching |= Collision.DOWN;
}
}
}
}
//Then adjust their positions and velocities accordingly (if there was any overlap)
if (overlap != 0)
{
var obj1v: number = Object1.velocity.y;
var obj2v: number = Object2.velocity.y;
if (!obj1immovable && !obj2immovable)
{
overlap *= 0.5;
Object1.y = Object1.y - overlap;
Object2.y += overlap;
var obj1velocity: number = Math.sqrt((obj2v * obj2v * Object2.mass) / Object1.mass) * ((obj2v > 0) ? 1 : -1);
var obj2velocity: number = Math.sqrt((obj1v * obj1v * Object1.mass) / Object2.mass) * ((obj1v > 0) ? 1 : -1);
var average: number = (obj1velocity + obj2velocity) * 0.5;
obj1velocity -= average;
obj2velocity -= average;
Object1.velocity.y = average + obj1velocity * Object1.elasticity;
Object2.velocity.y = average + obj2velocity * Object2.elasticity;
}
else if (!obj1immovable)
{
Object1.y = Object1.y - overlap;
Object1.velocity.y = obj2v - obj1v * Object1.elasticity;
//This is special case code that handles cases like horizontal moving platforms you can ride
if (Object2.active && Object2.moves && (obj1delta > obj2delta))
{
Object1.x += Object2.x - Object2.last.x;
}
}
else if (!obj2immovable)
{
Object2.y += overlap;
Object2.velocity.y = obj1v - obj2v * Object2.elasticity;
//This is special case code that handles cases like horizontal moving platforms you can ride
if (Object1.active && Object1.moves && (obj1delta < obj2delta))
{
Object2.x += Object1.x - Object1.last.x;
}
}
return true;
}
else
{
return false;
}
}
/**
* -------------------------------------------------------------------------------------------
* Distance
* -------------------------------------------------------------------------------------------
**/
public static distance(x1: number, y1: number, x2: number, y2: number) {
return Math.sqrt((x2 - x1) * (x2 - x1) + (y2 - y1) * (y2 - y1));
}
public static distanceSquared(x1: number, y1: number, x2: number, y2: number) {
return (x2 - x1) * (x2 - x1) + (y2 - y1) * (y2 - y1);
}
}
}
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/// <reference path="Game.ts" />
/**
* Phaser - DynamicTexture
*
* A DynamicTexture can be thought of as a mini canvas into which you can draw anything.
* Game Objects can be assigned a DynamicTexture, so when they render in the world they do so
* based on the contents of the texture at the time. This allows you to create powerful effects
* once and have them replicated across as many game objects as you like.
*/
module Phaser {
export class DynamicTexture {
constructor(game: Game, key: string, width: number, height: number) {
this._game = game;
this.canvas = <HTMLCanvasElement> document.createElement('canvas');
this.canvas.width = width;
this.canvas.height = height;
this.context = this.canvas.getContext('2d');
this.bounds = new Rectangle(0, 0, width, height);
}
private _game: Game;
private _sx: number = 0;
private _sy: number = 0;
private _sw: number = 0;
private _sh: number = 0;
private _dx: number = 0;
private _dy: number = 0;
private _dw: number = 0;
private _dh: number = 0;
// Input / Output nodes?
public bounds: Rectangle;
public canvas: HTMLCanvasElement;
public context: CanvasRenderingContext2D;
public getPixel(x: number, y: number): number {
//r = imageData.data[0];
//g = imageData.data[1];
//b = imageData.data[2];
//a = imageData.data[3];
var imageData = this.context.getImageData(x, y, 1, 1);
return this.getColor(imageData.data[0], imageData.data[1], imageData.data[2]);
}
public getPixel32(x: number, y: number) {
var imageData = this.context.getImageData(x, y, 1, 1);
return this.getColor32(imageData.data[3], imageData.data[0], imageData.data[1], imageData.data[2]);
}
// Returns a CanvasPixelArray
public getPixels(rect: Rectangle) {
return this.context.getImageData(rect.x, rect.y, rect.width, rect.height);
}
public setPixel(x: number, y: number, color: number) {
this.context.fillStyle = color;
this.context.fillRect(x, y, 1, 1);
}
public setPixel32(x: number, y: number, color: number) {
this.context.fillStyle = color;
this.context.fillRect(x, y, 1, 1);
}
public setPixels(rect: Rectangle, input) {
this.context.putImageData(input, rect.x, rect.y);
}
public fillRect(rect: Rectangle, color: number) {
this.context.fillStyle = color;
this.context.fillRect(rect.x, rect.y, rect.width, rect.height);
}
public pasteImage(key: string, frame?: number = -1, destX?: number = 0, destY?: number = 0, destWidth?: number = null, destHeight?: number = null) {
var texture = null;
var frameData;
this._sx = 0;
this._sy = 0;
this._dx = destX;
this._dy = destY;
// TODO - Load a frame from a sprite sheet, otherwise we'll draw the whole lot
if (frame > -1)
{
//if (this._game.cache.isSpriteSheet(key))
//{
// texture = this._game.cache.getImage(key);
//this.animations.loadFrameData(this._game.cache.getFrameData(key));
//}
}
else
{
texture = this._game.cache.getImage(key);
this._sw = texture.width;
this._sh = texture.height;
this._dw = texture.width;
this._dh = texture.height;
}
if (destWidth !== null)
{
this._dw = destWidth;
}
if (destHeight !== null)
{
this._dh = destHeight;
}
if (texture != null)
{
this.context.drawImage(
texture, // Source Image
this._sx, // Source X (location within the source image)
this._sy, // Source Y
this._sw, // Source Width
this._sh, // Source Height
this._dx, // Destination X (where on the canvas it'll be drawn)
this._dy, // Destination Y
this._dw, // Destination Width (always same as Source Width unless scaled)
this._dh // Destination Height (always same as Source Height unless scaled)
);
}
}
// TODO - Add in support for: alphaBitmapData: BitmapData = null, alphaPoint: Point = null, mergeAlpha: bool = false
public copyPixels(sourceTexture: DynamicTexture, sourceRect: Rectangle, destPoint: Point) {
// Swap for drawImage if the sourceRect is the same size as the sourceTexture to avoid a costly getImageData call
if (sourceRect.equals(this.bounds) == true)
{
this.context.drawImage(sourceTexture.canvas, destPoint.x, destPoint.y);
}
else
{
this.context.putImageData(sourceTexture.getPixels(sourceRect), destPoint.x, destPoint.y);
}
}
public clear() {
this.context.clearRect(0, 0, this.bounds.width, this.bounds.height);
}
public get width(): number {
return this.bounds.width;
}
public get height(): number {
return this.bounds.height;
}
/**
* Given an alpha and 3 color values this will return an integer representation of it
*
* @param alpha The Alpha value (between 0 and 255)
* @param red The Red channel value (between 0 and 255)
* @param green The Green channel value (between 0 and 255)
* @param blue The Blue channel value (between 0 and 255)
*
* @return A native color value integer (format: 0xAARRGGBB)
*/
private getColor32(alpha: number, red: number, green: number, blue: number): number {
return alpha << 24 | red << 16 | green << 8 | blue;
}
/**
* Given 3 color values this will return an integer representation of it
*
* @param red The Red channel value (between 0 and 255)
* @param green The Green channel value (between 0 and 255)
* @param blue The Blue channel value (between 0 and 255)
*
* @return A native color value integer (format: 0xRRGGBB)
*/
private getColor(red: number, green: number, blue: number): number {
return red << 16 | green << 8 | blue;
}
}
}
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@@ -1,414 +0,0 @@
/// <reference path="AnimationManager.ts" />
/// <reference path="Basic.ts" />
/// <reference path="Cache.ts" />
/// <reference path="CameraManager.ts" />
/// <reference path="Collision.ts" />
/// <reference path="DynamicTexture.ts" />
/// <reference path="GameMath.ts" />
/// <reference path="Group.ts" />
/// <reference path="Loader.ts" />
/// <reference path="Motion.ts" />
/// <reference path="Signal.ts" />
/// <reference path="SignalBinding.ts" />
/// <reference path="SoundManager.ts" />
/// <reference path="Stage.ts" />
/// <reference path="Time.ts" />
/// <reference path="TweenManager.ts" />
/// <reference path="World.ts" />
/// <reference path="system/Device.ts" />
/// <reference path="system/RandomDataGenerator.ts" />
/// <reference path="system/RequestAnimationFrame.ts" />
/// <reference path="system/input/Input.ts" />
/// <reference path="system/input/Keyboard.ts" />
/// <reference path="system/input/Mouse.ts" />
/// <reference path="system/input/Touch.ts" />
/// <reference path="gameobjects/Emitter.ts" />
/// <reference path="gameobjects/GameObject.ts" />
/// <reference path="gameobjects/GeomSprite.ts" />
/// <reference path="gameobjects/Particle.ts" />
/// <reference path="gameobjects/Sprite.ts" />
/// <reference path="gameobjects/Tilemap.ts" />
/**
* Phaser - Game
*
* This is where the magic happens. The Game object is the heart of your game, providing quick access to common
* functions and handling the boot process.
*/
module Phaser {
export class Game {
constructor(callbackContext, parent?: string = '', width?: number = 800, height?: number = 600, initCallback = null, createCallback = null, updateCallback = null, renderCallback = null) {
this.callbackContext = callbackContext;
this.onInitCallback = initCallback;
this.onCreateCallback = createCallback;
this.onUpdateCallback = updateCallback;
this.onRenderCallback = renderCallback;
if (document.readyState === 'complete' || document.readyState === 'interactive')
{
this.boot(parent, width, height);
}
else
{
document.addEventListener('DOMContentLoaded', () => this.boot(parent, width, height), false);
}
}
private _raf: RequestAnimationFrame;
private _maxAccumulation: number = 32;
private _accumulator: number = 0;
private _step: number = 0;
private _loadComplete: bool = false;
private _paused: bool = false;
private _pendingState = null;
// Event callbacks
public callbackContext;
public onInitCallback = null;
public onCreateCallback = null;
public onUpdateCallback = null;
public onRenderCallback = null;
public onPausedCallback = null;
public camera: Camera; // quick reference to the default created camera, access the rest via .world
public cache: Cache;
public collision: Collision;
public input: Input;
public loader: Loader;
public math: GameMath;
public motion: Motion;
public sound: SoundManager;
public stage: Stage;
public time: Time;
public tweens: TweenManager;
public world: World;
public rnd: RandomDataGenerator;
public device: Device;
public isBooted: bool = false;
private boot(parent: string, width: number, height: number) {
if (!document.body)
{
window.setTimeout(() => this.boot(parent, width, height), 13);
}
else
{
this.device = new Device();
this.motion = new Motion(this);
this.math = new GameMath(this);
this.stage = new Stage(this, parent, width, height);
this.world = new World(this, width, height);
this.sound = new SoundManager(this);
this.cache = new Cache(this);
this.collision = new Collision(this);
this.loader = new Loader(this, this.loadComplete);
this.time = new Time(this);
this.tweens = new TweenManager(this);
this.input = new Input(this);
this.rnd = new RandomDataGenerator([(Date.now() * Math.random()).toString()]);
this.framerate = 60;
// Display the default game screen?
if (this.onInitCallback == null && this.onCreateCallback == null && this.onUpdateCallback == null && this.onRenderCallback == null && this._pendingState == null)
{
this.isBooted = false;
this.stage.drawInitScreen();
}
else
{
this.isBooted = true;
this._loadComplete = false;
this._raf = new RequestAnimationFrame(this.loop, this);
if (this._pendingState)
{
this.switchState(this._pendingState, false, false);
}
else
{
this.startState();
}
}
}
}
private loadComplete() {
// Called when the loader has finished after init was run
this._loadComplete = true;
}
private loop() {
this.time.update();
this.tweens.update();
if (this._paused == true)
{
if (this.onPausedCallback !== null)
{
this.onPausedCallback.call(this.callbackContext);
}
return;
}
this.input.update();
this.stage.update();
this._accumulator += this.time.delta;
if (this._accumulator > this._maxAccumulation)
{
this._accumulator = this._maxAccumulation;
}
while (this._accumulator >= this._step)
{
this.time.elapsed = this.time.timeScale * (this._step / 1000);
this.world.update();
this._accumulator = this._accumulator - this._step;
}
if (this._loadComplete && this.onUpdateCallback)
{
this.onUpdateCallback.call(this.callbackContext);
}
this.world.render();
if (this._loadComplete && this.onRenderCallback)
{
this.onRenderCallback.call(this.callbackContext);
}
}
private startState() {
if (this.onInitCallback !== null)
{
this.loader.reset();
this.onInitCallback.call(this.callbackContext);
// Is the loader empty?
if (this.loader.queueSize == 0)
{
if (this.onCreateCallback !== null)
{
this.onCreateCallback.call(this.callbackContext);
}
this._loadComplete = true;
}
}
else
{
// No init? Then there was nothing to load either
if (this.onCreateCallback !== null)
{
this.onCreateCallback.call(this.callbackContext);
}
this._loadComplete = true;
}
}
public setCallbacks(initCallback = null, createCallback = null, updateCallback = null, renderCallback = null) {
this.onInitCallback = initCallback;
this.onCreateCallback = createCallback;
this.onUpdateCallback = updateCallback;
this.onRenderCallback = renderCallback;
}
public switchState(state, clearWorld: bool = true, clearCache: bool = false) {
if (this.isBooted == false)
{
this._pendingState = state;
return;
}
// Prototype?
if (typeof state === 'function')
{
state = new state(this);
}
// Ok, have we got the right functions?
if (state['create'] || state['update'])
{
this.callbackContext = state;
this.onInitCallback = null;
this.onCreateCallback = null;
this.onUpdateCallback = null;
this.onRenderCallback = null;
this.onPausedCallback = null;
// Bingo, let's set them up
if (state['init'])
{
this.onInitCallback = state['init'];
}
if (state['create'])
{
this.onCreateCallback = state['create'];
}
if (state['update'])
{
this.onUpdateCallback = state['update'];
}
if (state['render'])
{
this.onRenderCallback = state['render'];
}
if (state['paused'])
{
this.onPausedCallback = state['paused'];
}
if (clearWorld)
{
this.world.destroy();
if (clearCache == true)
{
this.cache.destroy();
}
}
this._loadComplete = false;
this.startState();
}
else
{
throw Error("Invalid State object given. Must contain at least a create or update function.");
return;
}
}
// Nuke the whole game from orbit
public destroy() {
this.callbackContext = null;
this.onInitCallback = null;
this.onCreateCallback = null;
this.onUpdateCallback = null;
this.onRenderCallback = null;
this.onPausedCallback = null;
this.camera = null;
this.cache = null;
this.input = null;
this.loader = null;
this.sound = null;
this.stage = null;
this.time = null;
this.world = null;
this.isBooted = false;
}
public get paused(): bool {
return this._paused;
}
public set paused(value: bool) {
if (value == true && this._paused == false)
{
this._paused = true;
}
else if (value == false && this._paused == true)
{
this._paused = false;
this.time.time = Date.now();
this.input.reset();
}
}
public get framerate(): number {
return 1000 / this._step;
}
public set framerate(value: number) {
this._step = 1000 / value;
if (this._maxAccumulation < this._step)
{
this._maxAccumulation = this._step;
}
}
// Handy Proxy methods
public createCamera(x: number, y: number, width: number, height: number): Camera {
return this.world.createCamera(x, y, width, height);
}
public createGeomSprite(x: number, y: number): GeomSprite {
return this.world.createGeomSprite(x, y);
}
public createSprite(x: number, y: number, key?: string = ''): Sprite {
return this.world.createSprite(x, y, key);
}
public createDynamicTexture(key: string, width: number, height: number): DynamicTexture {
return this.world.createDynamicTexture(key, width, height);
}
public createGroup(MaxSize?: number = 0): Group {
return this.world.createGroup(MaxSize);
}
public createParticle(): Particle {
return this.world.createParticle();
}
public createEmitter(x?: number = 0, y?: number = 0, size?: number = 0): Emitter {
return this.world.createEmitter(x, y, size);
}
public createTilemap(key: string, mapData: string, format: number, tileWidth?: number, tileHeight?: number): Tilemap {
return this.world.createTilemap(key, mapData, format, tileWidth, tileHeight);
}
public createTween(obj): Tween {
return this.tweens.create(obj);
}
public collide(ObjectOrGroup1: Basic = null, ObjectOrGroup2: Basic = null, NotifyCallback = null): bool {
return this.collision.overlap(ObjectOrGroup1, ObjectOrGroup2, NotifyCallback, Collision.separate);
}
}
}
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/// <reference path="Basic.ts" />
/// <reference path="Game.ts" />
/**
* Phaser - Group
*
* This class is used for organising, updating and sorting game objects.
*
*/
module Phaser {
export class Group extends Basic {
constructor(game: Game, MaxSize?: number = 0) {
super(game);
this.isGroup = true;
this.members = [];
this.length = 0;
this._maxSize = MaxSize;
this._marker = 0;
this._sortIndex = null;
}
/**
* Use with <code>sort()</code> to sort in ascending order.
*/
public static ASCENDING: number = -1;
/**
* Use with <code>sort()</code> to sort in descending order.
*/
public static DESCENDING: number = 1;
/**
* Array of all the <code>Basic</code>s that exist in this group.
*/
public members: Basic[];
/**
* The number of entries in the members array.
* For performance and safety you should check this variable
* instead of members.length unless you really know what you're doing!
*/
public length: number;
/**
* Internal tracker for the maximum capacity of the group.
* Default is 0, or no max capacity.
*/
private _maxSize: number;
/**
* Internal helper variable for recycling objects a la <code>Emitter</code>.
*/
private _marker: number;
/**
* Helper for sort.
*/
private _sortIndex: string;
/**
* Helper for sort.
*/
private _sortOrder: number;
/**
* Override this function to handle any deleting or "shutdown" type operations you might need,
* such as removing traditional Flash children like Basic objects.
*/
public destroy() {
if (this.members != null)
{
var basic: Basic;
var i: number = 0;
while (i < this.length)
{
basic = this.members[i++];
if (basic != null)
{
basic.destroy();
}
}
this.members.length = 0;
}
this._sortIndex = null;
}
/**
* Automatically goes through and calls update on everything you added.
*/
public update() {
var basic: Basic;
var i: number = 0;
while (i < this.length)
{
basic = this.members[i++];
if ((basic != null) && basic.exists && basic.active)
{
basic.preUpdate();
basic.update();
basic.postUpdate();
}
}
}
/**
* Automatically goes through and calls render on everything you added.
*/
public render(camera: Camera, cameraOffsetX: number, cameraOffsetY: number) {
var basic: Basic;
var i: number = 0;
while (i < this.length)
{
basic = this.members[i++];
if ((basic != null) && basic.exists && basic.visible)
{
basic.render(camera, cameraOffsetX, cameraOffsetY);
}
}
}
/**
* The maximum capacity of this group. Default is 0, meaning no max capacity, and the group can just grow.
*/
public get maxSize(): number {
return this._maxSize;
}
/**
* @private
*/
public set maxSize(Size: number) {
this._maxSize = Size;
if (this._marker >= this._maxSize)
{
this._marker = 0;
}
if ((this._maxSize == 0) || (this.members == null) || (this._maxSize >= this.members.length))
{
return;
}
//If the max size has shrunk, we need to get rid of some objects
var basic: Basic;
var i: number = this._maxSize;
var l: number = this.members.length;
while (i < l)
{
basic = this.members[i++];
if (basic != null)
{
basic.destroy();
}
}
this.length = this.members.length = this._maxSize;
}
/**
* Adds a new <code>Basic</code> subclass (Basic, Basic, Enemy, etc) to the group.
* Group will try to replace a null member of the array first.
* Failing that, Group will add it to the end of the member array,
* assuming there is room for it, and doubling the size of the array if necessary.
*
* <p>WARNING: If the group has a maxSize that has already been met,
* the object will NOT be added to the group!</p>
*
* @param Object The object you want to add to the group.
*
* @return The same <code>Basic</code> object that was passed in.
*/
public add(Object: Basic) {
//Don't bother adding an object twice.
if (this.members.indexOf(Object) >= 0)
{
return Object;
}
//First, look for a null entry where we can add the object.
var i: number = 0;
var l: number = this.members.length;
while (i < l)
{
if (this.members[i] == null)
{
this.members[i] = Object;
if (i >= this.length)
{
this.length = i + 1;
}
return Object;
}
i++;
}
//Failing that, expand the array (if we can) and add the object.
if (this._maxSize > 0)
{
if (this.members.length >= this._maxSize)
{
return Object;
}
else if (this.members.length * 2 <= this._maxSize)
{
this.members.length *= 2;
}
else
{
this.members.length = this._maxSize;
}
}
else
{
this.members.length *= 2;
}
//If we made it this far, then we successfully grew the group,
//and we can go ahead and add the object at the first open slot.
this.members[i] = Object;
this.length = i + 1;
return Object;
}
/**
* Recycling is designed to help you reuse game objects without always re-allocating or "newing" them.
*
* <p>If you specified a maximum size for this group (like in Emitter),
* then recycle will employ what we're calling "rotating" recycling.
* Recycle() will first check to see if the group is at capacity yet.
* If group is not yet at capacity, recycle() returns a new object.
* If the group IS at capacity, then recycle() just returns the next object in line.</p>
*
* <p>If you did NOT specify a maximum size for this group,
* then recycle() will employ what we're calling "grow-style" recycling.
* Recycle() will return either the first object with exists == false,
* or, finding none, add a new object to the array,
* doubling the size of the array if necessary.</p>
*
* <p>WARNING: If this function needs to create a new object,
* and no object class was provided, it will return null
* instead of a valid object!</p>
*
* @param ObjectClass The class type you want to recycle (e.g. Basic, EvilRobot, etc). Do NOT "new" the class in the parameter!
*
* @return A reference to the object that was created. Don't forget to cast it back to the Class you want (e.g. myObject = myGroup.recycle(myObjectClass) as myObjectClass;).
*/
public recycle(ObjectClass = null) {
var basic;
if (this._maxSize > 0)
{
if (this.length < this._maxSize)
{
if (ObjectClass == null)
{
return null;
}
return this.add(new ObjectClass());
}
else
{
basic = this.members[this._marker++];
if (this._marker >= this._maxSize)
{
this._marker = 0;
}
return basic;
}
}
else
{
basic = this.getFirstAvailable(ObjectClass);
if (basic != null)
{
return basic;
}
if (ObjectClass == null)
{
return null;
}
return this.add(new ObjectClass());
}
}
/**
* Removes an object from the group.
*
* @param Object The <code>Basic</code> you want to remove.
* @param Splice Whether the object should be cut from the array entirely or not.
*
* @return The removed object.
*/
public remove(Object: Basic, Splice: bool = false): Basic {
var index: number = this.members.indexOf(Object);
if ((index < 0) || (index >= this.members.length))
{
return null;
}
if (Splice)
{
this.members.splice(index, 1);
this.length--;
}
else
{
this.members[index] = null;
}
return Object;
}
/**
* Replaces an existing <code>Basic</code> with a new one.
*
* @param OldObject The object you want to replace.
* @param NewObject The new object you want to use instead.
*
* @return The new object.
*/
public replace(OldObject: Basic, NewObject: Basic): Basic {
var index: number = this.members.indexOf(OldObject);
if ((index < 0) || (index >= this.members.length))
{
return null;
}
this.members[index] = NewObject;
return NewObject;
}
/**
* Call this function to sort the group according to a particular value and order.
* For example, to sort game objects for Zelda-style overlaps you might call
* <code>myGroup.sort("y",Group.ASCENDING)</code> at the bottom of your
* <code>State.update()</code> override. To sort all existing objects after
* a big explosion or bomb attack, you might call <code>myGroup.sort("exists",Group.DESCENDING)</code>.
*
* @param Index The <code>string</code> name of the member variable you want to sort on. Default value is "y".
* @param Order A <code>Group</code> constant that defines the sort order. Possible values are <code>Group.ASCENDING</code> and <code>Group.DESCENDING</code>. Default value is <code>Group.ASCENDING</code>.
*/
public sort(Index: string = "y", Order: number = Group.ASCENDING) {
this._sortIndex = Index;
this._sortOrder = Order;
this.members.sort(this.sortHandler);
}
/**
* Go through and set the specified variable to the specified value on all members of the group.
*
* @param VariableName The string representation of the variable name you want to modify, for example "visible" or "scrollFactor".
* @param Value The value you want to assign to that variable.
* @param Recurse Default value is true, meaning if <code>setAll()</code> encounters a member that is a group, it will call <code>setAll()</code> on that group rather than modifying its variable.
*/
public setAll(VariableName: string, Value: Object, Recurse: bool = true) {
var basic: Basic;
var i: number = 0;
while (i < length)
{
basic = this.members[i++];
if (basic != null)
{
if (Recurse && (basic.isGroup == true))
{
<Group> basic['setAll'](VariableName, Value, Recurse);
}
else
{
basic[VariableName] = Value;
}
}
}
}
/**
* Go through and call the specified function on all members of the group.
* Currently only works on functions that have no required parameters.
*
* @param FunctionName The string representation of the function you want to call on each object, for example "kill()" or "init()".
* @param Recurse Default value is true, meaning if <code>callAll()</code> encounters a member that is a group, it will call <code>callAll()</code> on that group rather than calling the group's function.
*/
public callAll(FunctionName: string, Recurse: bool = true) {
var basic: Basic;
var i: number = 0;
while (i < this.length)
{
basic = this.members[i++];
if (basic != null)
{
if (Recurse && (basic.isGroup == true))
{
<Group> basic['callAll'](FunctionName, Recurse);
}
else
{
basic[FunctionName]();
}
}
}
}
public forEach(callback, Recurse: bool = false) {
var basic;
var i: number = 0;
while (i < this.length)
{
basic = this.members[i++];
if (basic != null)
{
if (Recurse && (basic.isGroup == true))
{
basic.forEach(callback, true);
}
else
{
callback.call(this, basic);
}
}
}
}
/**
* Call this function to retrieve the first object with exists == false in the group.
* This is handy for recycling in general, e.g. respawning enemies.
*
* @param ObjectClass An optional parameter that lets you narrow the results to instances of this particular class.
*
* @return A <code>Basic</code> currently flagged as not existing.
*/
public getFirstAvailable(ObjectClass = null) {
var basic;
var i: number = 0;
while (i < this.length)
{
basic = this.members[i++];
if ((basic != null) && !basic.exists && ((ObjectClass == null) || (typeof basic === ObjectClass)))
{
return basic;
}
}
return null;
}
/**
* Call this function to retrieve the first index set to 'null'.
* Returns -1 if no index stores a null object.
*
* @return An <code>int</code> indicating the first null slot in the group.
*/
public getFirstNull(): number {
var basic: Basic;
var i: number = 0;
var l: number = this.members.length;
while (i < l)
{
if (this.members[i] == null)
{
return i;
}
else
{
i++;
}
}
return -1;
}
/**
* Call this function to retrieve the first object with exists == true in the group.
* This is handy for checking if everything's wiped out, or choosing a squad leader, etc.
*
* @return A <code>Basic</code> currently flagged as existing.
*/
public getFirstExtant(): Basic {
var basic: Basic;
var i: number = 0;
while (i < length)
{
basic = this.members[i++];
if ((basic != null) && basic.exists)
{
return basic;
}
}
return null;
}
/**
* Call this function to retrieve the first object with dead == false in the group.
* This is handy for checking if everything's wiped out, or choosing a squad leader, etc.
*
* @return A <code>Basic</code> currently flagged as not dead.
*/
public getFirstAlive(): Basic {
var basic: Basic;
var i: number = 0;
while (i < this.length)
{
basic = this.members[i++];
if ((basic != null) && basic.exists && basic.alive)
{
return basic;
}
}
return null;
}
/**
* Call this function to retrieve the first object with dead == true in the group.
* This is handy for checking if everything's wiped out, or choosing a squad leader, etc.
*
* @return A <code>Basic</code> currently flagged as dead.
*/
public getFirstDead(): Basic {
var basic: Basic;
var i: number = 0;
while (i < this.length)
{
basic = this.members[i++];
if ((basic != null) && !basic.alive)
{
return basic;
}
}
return null;
}
/**
* Call this function to find out how many members of the group are not dead.
*
* @return The number of <code>Basic</code>s flagged as not dead. Returns -1 if group is empty.
*/
public countLiving(): number {
var count: number = -1;
var basic: Basic;
var i: number = 0;
while (i < this.length)
{
basic = this.members[i++];
if (basic != null)
{
if (count < 0)
{
count = 0;
}
if (basic.exists && basic.alive)
{
count++;
}
}
}
return count;
}
/**
* Call this function to find out how many members of the group are dead.
*
* @return The number of <code>Basic</code>s flagged as dead. Returns -1 if group is empty.
*/
public countDead(): number {
var count: number = -1;
var basic: Basic;
var i: number = 0;
while (i < this.length)
{
basic = this.members[i++];
if (basic != null)
{
if (count < 0)
{
count = 0;
}
if (!basic.alive)
{
count++;
}
}
}
return count;
}
/**
* Returns a member at random from the group.
*
* @param StartIndex Optional offset off the front of the array. Default value is 0, or the beginning of the array.
* @param Length Optional restriction on the number of values you want to randomly select from.
*
* @return A <code>Basic</code> from the members list.
*/
public getRandom(StartIndex: number = 0, Length: number = 0): Basic {
if (Length == 0)
{
Length = this.length;
}
return this._game.math.getRandom(this.members, StartIndex, Length);
}
/**
* Remove all instances of <code>Basic</code> subclass (Basic, Block, etc) from the list.
* WARNING: does not destroy() or kill() any of these objects!
*/
public clear() {
this.length = this.members.length = 0;
}
/**
* Calls kill on the group's members and then on the group itself.
*/
public kill() {
var basic: Basic;
var i: number = 0;
while (i < this.length)
{
basic = this.members[i++];
if ((basic != null) && basic.exists)
{
basic.kill();
}
}
}
/**
* Helper function for the sort process.
*
* @param Obj1 The first object being sorted.
* @param Obj2 The second object being sorted.
*
* @return An integer value: -1 (Obj1 before Obj2), 0 (same), or 1 (Obj1 after Obj2).
*/
public sortHandler(Obj1: Basic, Obj2: Basic): number {
if (Obj1[this._sortIndex] < Obj2[this._sortIndex])
{
return this._sortOrder;
}
else if (Obj1[this._sortIndex] > Obj2[this._sortIndex])
{
return -this._sortOrder;
}
return 0;
}
}
}
-347
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@@ -1,347 +0,0 @@
/// <reference path="Game.ts" />
/**
* Phaser - Loader
*
* The Loader handles loading all external content such as Images, Sounds, Texture Atlases and data files.
* It uses a combination of Image() loading and xhr and provides for progress and completion callbacks.
*/
module Phaser {
export class Loader {
constructor(game: Game, callback) {
this._game = game;
this._gameCreateComplete = callback;
this._keys = [];
this._fileList = {};
this._xhr = new XMLHttpRequest();
this._queueSize = 0;
}
private _game: Game;
private _keys: string[];
private _fileList;
private _gameCreateComplete;
private _onComplete;
private _onFileLoad;
private _progressChunk: number;
private _xhr: XMLHttpRequest;
private _queueSize: number;
public hasLoaded: bool;
public progress: number;
public reset() {
this._queueSize = 0;
}
public get queueSize(): number {
return this._queueSize;
}
public addImageFile(key: string, url: string) {
if (this.checkKeyExists(key) === false)
{
this._queueSize++;
this._fileList[key] = { type: 'image', key: key, url: url, data: null, error: false, loaded: false };
this._keys.push(key);
}
}
public addSpriteSheet(key: string, url: string, frameWidth: number, frameHeight: number, frameMax?: number = -1) {
if (this.checkKeyExists(key) === false)
{
this._queueSize++;
this._fileList[key] = { type: 'spritesheet', key: key, url: url, data: null, frameWidth: frameWidth, frameHeight: frameHeight, frameMax: frameMax, error: false, loaded: false };
this._keys.push(key);
}
}
public addTextureAtlas(key: string, url: string, jsonURL?: string = null, jsonData? = null) {
if (this.checkKeyExists(key) === false)
{
if (jsonURL !== null)
{
// A URL to a json file has been given
this._queueSize++;
this._fileList[key] = { type: 'textureatlas', key: key, url: url, data: null, jsonURL: jsonURL, jsonData: null, error: false, loaded: false };
this._keys.push(key);
}
else
{
// A json string or object has been given
if (typeof jsonData === 'string')
{
var data = JSON.parse(jsonData);
// Malformed?
if (data['frames'])
{
this._queueSize++;
this._fileList[key] = { type: 'textureatlas', key: key, url: url, data: null, jsonURL: null, jsonData: data['frames'], error: false, loaded: false };
this._keys.push(key);
}
}
else
{
// Malformed?
if (jsonData['frames'])
{
this._queueSize++;
this._fileList[key] = { type: 'textureatlas', key: key, url: url, data: null, jsonURL: null, jsonData: jsonData['frames'], error: false, loaded: false };
this._keys.push(key);
}
}
}
}
}
public addAudioFile(key: string, url: string) {
if (this.checkKeyExists(key) === false)
{
this._queueSize++;
this._fileList[key] = { type: 'audio', key: key, url: url, data: null, buffer: null, error: false, loaded: false };
this._keys.push(key);
}
}
public addTextFile(key: string, url: string) {
if (this.checkKeyExists(key) === false)
{
this._queueSize++;
this._fileList[key] = { type: 'text', key: key, url: url, data: null, error: false, loaded: false };
this._keys.push(key);
}
}
public removeFile(key: string) {
delete this._fileList[key];
}
public removeAll() {
this._fileList = {};
}
public load(onFileLoadCallback = null, onCompleteCallback = null) {
this.progress = 0;
this.hasLoaded = false;
this._onComplete = onCompleteCallback;
if (onCompleteCallback == null)
{
this._onComplete = this._game.onCreateCallback;
}
this._onFileLoad = onFileLoadCallback;
if (this._keys.length > 0)
{
this._progressChunk = 100 / this._keys.length;
this.loadFile();
}
else
{
this.progress = 1;
this.hasLoaded = true;
this._gameCreateComplete.call(this._game);
if (this._onComplete !== null)
{
this._onComplete.call(this._game.callbackContext);
}
}
}
private loadFile() {
var file = this._fileList[this._keys.pop()];
// Image or Data?
switch (file.type)
{
case 'image':
case 'spritesheet':
case 'textureatlas':
file.data = new Image();
file.data.name = file.key;
file.data.onload = () => this.fileComplete(file.key);
file.data.onerror = () => this.fileError(file.key);
file.data.src = file.url;
break;
case 'audio':
this._xhr.open("GET", file.url, true);
this._xhr.responseType = "arraybuffer";
this._xhr.onload = () => this.fileComplete(file.key);
this._xhr.onerror = () => this.fileError(file.key);
this._xhr.send();
break;
case 'text':
this._xhr.open("GET", file.url, true);
this._xhr.responseType = "text";
this._xhr.onload = () => this.fileComplete(file.key);
this._xhr.onerror = () => this.fileError(file.key);
this._xhr.send();
break;
}
}
private fileError(key: string) {
this._fileList[key].loaded = true;
this._fileList[key].error = true;
this.nextFile(key, false);
}
private fileComplete(key: string) {
this._fileList[key].loaded = true;
var file = this._fileList[key];
var loadNext: bool = true;
switch (file.type)
{
case 'image':
this._game.cache.addImage(file.key, file.url, file.data);
break;
case 'spritesheet':
this._game.cache.addSpriteSheet(file.key, file.url, file.data, file.frameWidth, file.frameHeight, file.frameMax);
break;
case 'textureatlas':
if (file.jsonURL == null)
{
this._game.cache.addTextureAtlas(file.key, file.url, file.data, file.jsonData);
}
else
{
// Load the JSON before carrying on with the next file
loadNext = false;
this._xhr.open("GET", file.jsonURL, true);
this._xhr.responseType = "text";
this._xhr.onload = () => this.jsonLoadComplete(file.key);
this._xhr.onerror = () => this.jsonLoadError(file.key);
this._xhr.send();
}
break;
case 'audio':
file.data = this._xhr.response;
this._game.cache.addSound(file.key, file.url, file.data);
break;
case 'text':
file.data = this._xhr.response;
this._game.cache.addText(file.key, file.url, file.data);
break;
}
if (loadNext)
{
this.nextFile(key, true);
}
}
private jsonLoadComplete(key: string) {
var data = JSON.parse(this._xhr.response);
// Malformed?
if (data['frames'])
{
var file = this._fileList[key];
this._game.cache.addTextureAtlas(file.key, file.url, file.data, data['frames']);
}
this.nextFile(key, true);
}
private jsonLoadError(key: string) {
var file = this._fileList[key];
file.error = true;
this.nextFile(key, true);
}
private nextFile(previousKey: string, success: bool) {
this.progress = Math.round(this.progress + this._progressChunk);
if (this.progress > 1)
{
this.progress = 1;
}
if (this._onFileLoad)
{
this._onFileLoad.call(this._game.callbackContext, this.progress, previousKey, success);
}
if (this._keys.length > 0)
{
this.loadFile();
}
else
{
this.hasLoaded = true;
this.removeAll();
this._gameCreateComplete.call(this._game);
if (this._onComplete !== null)
{
this._onComplete.call(this._game.callbackContext);
}
}
}
private checkKeyExists(key: string): bool {
if (this._fileList[key])
{
return true;
}
else
{
return false;
}
}
}
}
-319
View File
@@ -1,319 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<ProjectGuid>{A90BE60F-CAEA-4747-904A-CDB097BA2459}</ProjectGuid>
<ProjectTypeGuids>{349c5851-65df-11da-9384-00065b846f21};{fae04ec0-301f-11d3-bf4b-00c04f79efbc}</ProjectTypeGuids>
<OutputType>Library</OutputType>
<OutputPath>bin</OutputPath>
<TargetFrameworkVersion>v4.5</TargetFrameworkVersion>
<DebugType>full</DebugType>
<DebugSymbols>true</DebugSymbols>
<UseIISExpress>true</UseIISExpress>
<IISExpressSSLPort />
<IISExpressAnonymousAuthentication />
<IISExpressWindowsAuthentication />
<IISExpressUseClassicPipelineMode />
</PropertyGroup>
<PropertyGroup>
<VisualStudioVersion Condition="'$(VisualStudioVersion)' == ''">10.0</VisualStudioVersion>
<VSToolsPath Condition="'$(VSToolsPath)' == ''">$(MSBuildExtensionsPath32)\Microsoft\VisualStudio\v$(VisualStudioVersion)</VSToolsPath>
</PropertyGroup>
<PropertyGroup>
<RootNamespace>Phaser</RootNamespace>
</PropertyGroup>
<Import Project="$(MSBuildBinPath)\Microsoft.CSharp.targets" />
<Import Project="$(VSToolsPath)\WebApplications\Microsoft.WebApplication.targets" Condition="'$(VSToolsPath)' != ''" />
<ProjectExtensions>
<VisualStudio>
<FlavorProperties GUID="{349c5851-65df-11da-9384-00065b846f21}">
<WebProjectProperties>
<UseIIS>True</UseIIS>
<AutoAssignPort>True</AutoAssignPort>
<DevelopmentServerPort>0</DevelopmentServerPort>
<DevelopmentServerVPath>/</DevelopmentServerVPath>
<IISUrl>http://localhost:51891/</IISUrl>
<NTLMAuthentication>False</NTLMAuthentication>
<UseCustomServer>False</UseCustomServer>
<CustomServerUrl>
</CustomServerUrl>
<SaveServerSettingsInUserFile>False</SaveServerSettingsInUserFile>
</WebProjectProperties>
</FlavorProperties>
</VisualStudio>
</ProjectExtensions>
<PropertyGroup Condition="'$(Configuration)' == 'Debug'">
<TypeScriptTarget>ES5</TypeScriptTarget>
<TypeScriptIncludeComments>true</TypeScriptIncludeComments>
<TypeScriptSourceMap>false</TypeScriptSourceMap>
<TypeScriptOutFile>../build/phaser.js</TypeScriptOutFile>
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<PropertyGroup Condition="'$(Configuration)' == 'Release'">
<TypeScriptTarget>ES5</TypeScriptTarget>
<TypeScriptIncludeComments>false</TypeScriptIncludeComments>
<TypeScriptSourceMap>false</TypeScriptSourceMap>
<TypeScriptOutFile>../build/phaser.js</TypeScriptOutFile>
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<ItemGroup>
<Folder Include="plugins\" />
</ItemGroup>
<ItemGroup>
<Content Include="AnimationManager.js">
<DependentUpon>AnimationManager.ts</DependentUpon>
</Content>
<Content Include="Collision.js">
<DependentUpon>Collision.ts</DependentUpon>
</Content>
<Content Include="DynamicTexture.js">
<DependentUpon>DynamicTexture.ts</DependentUpon>
</Content>
<Content Include="Game.js">
<DependentUpon>Game.ts</DependentUpon>
</Content>
<Content Include="GameMath.js">
<DependentUpon>GameMath.ts</DependentUpon>
</Content>
<Content Include="gameobjects\Emitter.js">
<DependentUpon>Emitter.ts</DependentUpon>
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<Content Include="gameobjects\GameObject.js">
<DependentUpon>GameObject.ts</DependentUpon>
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<DependentUpon>GeomSprite.ts</DependentUpon>
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<Content Include="gameobjects\Particle.js">
<DependentUpon>Particle.ts</DependentUpon>
</Content>
<Content Include="gameobjects\Sprite.js">
<DependentUpon>Sprite.ts</DependentUpon>
</Content>
<Content Include="gameobjects\Tilemap.js">
<DependentUpon>Tilemap.ts</DependentUpon>
</Content>
<Content Include="geom\Circle.js">
<DependentUpon>Circle.ts</DependentUpon>
</Content>
<Content Include="geom\IntersectResult.js">
<DependentUpon>IntersectResult.ts</DependentUpon>
</Content>
<Content Include="geom\Line.js">
<DependentUpon>Line.ts</DependentUpon>
</Content>
<TypeScriptCompile Include="geom\MicroPoint.ts" />
<Content Include="geom\MicroPoint.js">
<DependentUpon>MicroPoint.ts</DependentUpon>
</Content>
<Content Include="geom\Point.js">
<DependentUpon>Point.ts</DependentUpon>
</Content>
<Content Include="geom\Rectangle.js">
<DependentUpon>Rectangle.ts</DependentUpon>
</Content>
<Content Include="SoundManager.js">
<DependentUpon>SoundManager.ts</DependentUpon>
</Content>
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<DependentUpon>Sound.ts</DependentUpon>
</Content>
<TypeScriptCompile Include="system\Sound.ts" />
<TypeScriptCompile Include="SoundManager.ts" />
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<DependentUpon>Animation.ts</DependentUpon>
</Content>
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<DependentUpon>AnimationLoader.ts</DependentUpon>
</Content>
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<DependentUpon>Frame.ts</DependentUpon>
</Content>
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<DependentUpon>FrameData.ts</DependentUpon>
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<DependentUpon>Camera.ts</DependentUpon>
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<DependentUpon>Device.ts</DependentUpon>
</Content>
<Content Include="system\LinkedList.js">
<DependentUpon>LinkedList.ts</DependentUpon>
</Content>
<Content Include="system\QuadTree.js">
<DependentUpon>QuadTree.ts</DependentUpon>
</Content>
<Content Include="system\RandomDataGenerator.js">
<DependentUpon>RandomDataGenerator.ts</DependentUpon>
</Content>
<Content Include="system\RequestAnimationFrame.js">
<DependentUpon>RequestAnimationFrame.ts</DependentUpon>
</Content>
<Content Include="system\StageScaleMode.js">
<DependentUpon>StageScaleMode.ts</DependentUpon>
</Content>
<Content Include="system\Tile.js">
<DependentUpon>Tile.ts</DependentUpon>
</Content>
<Content Include="system\TilemapBuffer.js">
<DependentUpon>TilemapBuffer.ts</DependentUpon>
</Content>
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<DependentUpon>Tween.ts</DependentUpon>
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<TypeScriptCompile Include="system\Tile.ts" />
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<TypeScriptCompile Include="system\RequestAnimationFrame.ts" />
<TypeScriptCompile Include="system\RandomDataGenerator.ts" />
<TypeScriptCompile Include="system\QuadTree.ts" />
<TypeScriptCompile Include="system\LinkedList.ts" />
<TypeScriptCompile Include="system\Device.ts" />
<TypeScriptCompile Include="system\Camera.ts" />
<Content Include="system\easing\Back.js">
<DependentUpon>Back.ts</DependentUpon>
</Content>
<Content Include="system\easing\Bounce.js">
<DependentUpon>Bounce.ts</DependentUpon>
</Content>
<Content Include="system\easing\Circular.js">
<DependentUpon>Circular.ts</DependentUpon>
</Content>
<Content Include="system\easing\Cubic.js">
<DependentUpon>Cubic.ts</DependentUpon>
</Content>
<Content Include="system\easing\Elastic.js">
<DependentUpon>Elastic.ts</DependentUpon>
</Content>
<Content Include="system\easing\Exponential.js">
<DependentUpon>Exponential.ts</DependentUpon>
</Content>
<Content Include="system\easing\Linear.js">
<DependentUpon>Linear.ts</DependentUpon>
</Content>
<Content Include="system\easing\Quadratic.js">
<DependentUpon>Quadratic.ts</DependentUpon>
</Content>
<Content Include="system\easing\Quartic.js">
<DependentUpon>Quartic.ts</DependentUpon>
</Content>
<Content Include="system\easing\Quintic.js">
<DependentUpon>Quintic.ts</DependentUpon>
</Content>
<Content Include="system\easing\Sinusoidal.js">
<DependentUpon>Sinusoidal.ts</DependentUpon>
</Content>
<Content Include="system\input\Finger.js">
<DependentUpon>Finger.ts</DependentUpon>
</Content>
<Content Include="system\input\Input.js">
<DependentUpon>Input.ts</DependentUpon>
</Content>
<Content Include="system\input\Keyboard.js">
<DependentUpon>Keyboard.ts</DependentUpon>
</Content>
<Content Include="system\input\Mouse.js">
<DependentUpon>Mouse.ts</DependentUpon>
</Content>
<Content Include="system\input\Touch.js">
<DependentUpon>Touch.ts</DependentUpon>
</Content>
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<TypeScriptCompile Include="system\input\Mouse.ts" />
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<TypeScriptCompile Include="system\input\Finger.ts" />
<TypeScriptCompile Include="system\easing\Sinusoidal.ts" />
<TypeScriptCompile Include="system\easing\Quintic.ts" />
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<TypeScriptCompile Include="system\easing\Quadratic.ts" />
<TypeScriptCompile Include="system\easing\Linear.ts" />
<TypeScriptCompile Include="system\easing\Exponential.ts" />
<TypeScriptCompile Include="system\easing\Elastic.ts" />
<TypeScriptCompile Include="system\easing\Cubic.ts" />
<TypeScriptCompile Include="system\easing\Circular.ts" />
<TypeScriptCompile Include="system\easing\Bounce.ts" />
<TypeScriptCompile Include="system\easing\Back.ts" />
<TypeScriptCompile Include="system\animation\FrameData.ts" />
<TypeScriptCompile Include="system\animation\Frame.ts" />
<TypeScriptCompile Include="system\animation\AnimationLoader.ts" />
<TypeScriptCompile Include="system\animation\Animation.ts" />
<TypeScriptCompile Include="geom\Rectangle.ts" />
<TypeScriptCompile Include="geom\Point.ts" />
<TypeScriptCompile Include="geom\Line.ts" />
<TypeScriptCompile Include="geom\IntersectResult.ts" />
<TypeScriptCompile Include="geom\Circle.ts" />
<TypeScriptCompile Include="gameobjects\Tilemap.ts" />
<TypeScriptCompile Include="gameobjects\Sprite.ts" />
<TypeScriptCompile Include="gameobjects\Particle.ts" />
<TypeScriptCompile Include="gameobjects\GeomSprite.ts" />
<TypeScriptCompile Include="gameobjects\GameObject.ts" />
<TypeScriptCompile Include="gameobjects\Emitter.ts" />
<Content Include="Group.js">
<DependentUpon>Group.ts</DependentUpon>
</Content>
<Content Include="Loader.js">
<DependentUpon>Loader.ts</DependentUpon>
</Content>
<Content Include="Motion.js">
<DependentUpon>Motion.ts</DependentUpon>
</Content>
<Content Include="Phaser.js">
<DependentUpon>Phaser.ts</DependentUpon>
</Content>
<Content Include="Signal.js">
<DependentUpon>Signal.ts</DependentUpon>
</Content>
<Content Include="SignalBinding.js">
<DependentUpon>SignalBinding.ts</DependentUpon>
</Content>
<Content Include="Stage.js">
<DependentUpon>Stage.ts</DependentUpon>
</Content>
<Content Include="State.js">
<DependentUpon>State.ts</DependentUpon>
</Content>
<Content Include="Time.js">
<DependentUpon>Time.ts</DependentUpon>
</Content>
<Content Include="TweenManager.js">
<DependentUpon>TweenManager.ts</DependentUpon>
</Content>
<Content Include="World.js">
<DependentUpon>World.ts</DependentUpon>
</Content>
<TypeScriptCompile Include="World.ts" />
<TypeScriptCompile Include="TweenManager.ts" />
<TypeScriptCompile Include="Time.ts" />
<TypeScriptCompile Include="State.ts" />
<TypeScriptCompile Include="Stage.ts" />
<TypeScriptCompile Include="SignalBinding.ts" />
<TypeScriptCompile Include="Signal.ts" />
<TypeScriptCompile Include="Phaser.ts" />
<TypeScriptCompile Include="Motion.ts" />
<TypeScriptCompile Include="Loader.ts" />
<TypeScriptCompile Include="Group.ts" />
<TypeScriptCompile Include="GameMath.ts" />
<TypeScriptCompile Include="Game.ts" />
<TypeScriptCompile Include="DynamicTexture.ts" />
<TypeScriptCompile Include="Collision.ts" />
<TypeScriptCompile Include="AnimationManager.ts" />
<Content Include="Basic.js">
<DependentUpon>Basic.ts</DependentUpon>
</Content>
<Content Include="Cache.js">
<DependentUpon>Cache.ts</DependentUpon>
</Content>
<Content Include="CameraManager.js">
<DependentUpon>CameraManager.ts</DependentUpon>
</Content>
<TypeScriptCompile Include="CameraManager.ts" />
<TypeScriptCompile Include="Cache.ts" />
<TypeScriptCompile Include="Basic.ts" />
</ItemGroup>
<Import Project="$(VSToolsPath)\TypeScript\Microsoft.TypeScript.targets" />
<PropertyGroup>
<PostBuildEvent>cd $(ProjectDir)..\build
copy phaser.js ..\Tests\</PostBuildEvent>
</PropertyGroup>
</Project>
-21
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@@ -1,21 +0,0 @@
/**
* Phaser
*
* v0.9.2 - April 20th 2013
*
* A small and feature-packed 2D canvas game framework born from the firey pits of Flixel and Kiwi.
*
* Richard Davey (@photonstorm)
*
* Many thanks to Adam Saltsman (@ADAMATOMIC) for the original Flixel AS3 code on which Phaser is based.
*
* "If you want your children to be intelligent, read them fairy tales."
* "If you want them to be more intelligent, read them more fairy tales."
* -- Albert Einstein
*/
module Phaser {
export var VERSION: string = 'Phaser version 0.9.2';
}
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/// <reference path="Game.ts" />
/// <reference path="system/Sound.ts" />
/**
* Phaser - SoundManager
*
* This is an embroyonic web audio sound management class. There is a lot of work still to do here.
*/
module Phaser {
export class SoundManager {
constructor(game: Game) {
this._game = game;
if (game.device.webaudio == true)
{
if (!!window['AudioContext'])
{
this._context = new window['AudioContext']();
}
else if (!!window['webkitAudioContext'])
{
this._context = new window['webkitAudioContext']();
}
if (this._context !== null)
{
this._gainNode = this._context.createGainNode();
this._gainNode.connect(this._context.destination);
this._volume = 1;
}
}
}
private _game: Game;
private _context = null;
private _gainNode;
private _volume: number;
public mute() {
this._gainNode.gain.value = 0;
}
public unmute() {
this._gainNode.gain.value = this._volume;
}
public set volume(value: number) {
this._volume = value;
this._gainNode.gain.value = this._volume;
}
public get volume(): number {
return this._volume;
}
public decode(key: string, callback = null, sound?: Sound = null) {
var soundData = this._game.cache.getSound(key);
if (soundData)
{
if (this._game.cache.isSoundDecoded(key) === false)
{
var that = this;
this._context.decodeAudioData(soundData, function (buffer) {
that._game.cache.decodedSound(key, buffer);
if (sound)
{
sound.setDecodedBuffer(buffer);
}
callback();
});
}
}
}
public play(key: string, volume?: number = 1, loop?: bool = false): Sound {
if (this._context === null)
{
return;
}
var soundData = this._game.cache.getSound(key);
if (soundData)
{
// Does the sound need decoding?
if (this._game.cache.isSoundDecoded(key) === true)
{
return new Sound(this._context, this._gainNode, soundData, volume, loop);
}
else
{
var tempSound: Sound = new Sound(this._context, this._gainNode, null, volume, loop);
// this is an async process, so we can return the Sound object anyway, it just won't be playing yet
this.decode(key, () => this.play(key), tempSound);
return tempSound;
}
}
}
}
}
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/// <reference path="Phaser.ts" />
/// <reference path="Game.ts" />
/// <reference path="system/StageScaleMode.ts" />
/**
* Phaser - Stage
*
* The Stage is the canvas on which everything is displayed. This class handles display within the web browser, focus handling,
* resizing, scaling and pause/boot screens.
*/
module Phaser {
export class Stage {
constructor(game: Game, parent: string, width: number, height: number) {
this._game = game;
this.canvas = <HTMLCanvasElement> document.createElement('canvas');
this.canvas.width = width;
this.canvas.height = height;
if (document.getElementById(parent))
{
document.getElementById(parent).appendChild(this.canvas);
document.getElementById(parent).style.overflow = 'hidden';
}
else
{
document.body.appendChild(this.canvas);
}
// Consume default actions on the canvas
this.canvas.style.msTouchAction = 'none';
this.canvas.style['touch-action'] = 'none';
this.context = this.canvas.getContext('2d');
this.offset = this.getOffset(this.canvas);
this.bounds = new Rectangle(this.offset.x, this.offset.y, width, height);
this.aspectRatio = width / height;
this.scaleMode = StageScaleMode.NO_SCALE;
this.scale = new StageScaleMode(this._game);
//document.addEventListener('visibilitychange', (event) => this.visibilityChange(event), false);
//document.addEventListener('webkitvisibilitychange', (event) => this.visibilityChange(event), false);
window.onblur = (event) => this.visibilityChange(event);
window.onfocus = (event) => this.visibilityChange(event);
}
private _game: Game;
private _bgColor: string;
public static ORIENTATION_LANDSCAPE: number = 0;
public static ORIENTATION_PORTRAIT: number = 1;
public bounds: Rectangle;
public aspectRatio: number;
public clear: bool = true;
public canvas: HTMLCanvasElement;
public context: CanvasRenderingContext2D;
public offset: Point;
public scale: StageScaleMode;
public scaleMode: number;
public minScaleX: number = null;
public maxScaleX: number = null;
public minScaleY: number = null;
public maxScaleY: number = null;
public update() {
this.scale.update();
if (this.clear)
{
// implement dirty rect? could take up more cpu time than it saves. needs benching.
this.context.clearRect(0, 0, this.width, this.height);
}
}
public renderDebugInfo() {
this.context.fillStyle = 'rgb(255,255,255)';
this.context.fillText(Phaser.VERSION, 10, 20);
this.context.fillText('Game Size: ' + this.width + ' x ' + this.height, 10, 40);
this.context.fillText('x: ' + this.x + ' y: ' + this.y, 10, 60);
}
private visibilityChange(event) {
if (event.type == 'blur' && this._game.paused == false && this._game.isBooted == true)
{
this._game.paused = true;
this.drawPauseScreen();
}
else if (event.type == 'focus')
{
this._game.paused = false;
}
//if (document['hidden'] === true || document['webkitHidden'] === true)
}
public drawInitScreen() {
this.context.fillStyle = 'rgb(40, 40, 40)';
this.context.fillRect(0, 0, this.width, this.height);
this.context.fillStyle = 'rgb(255,255,255)';
this.context.font = 'bold 18px Arial';
this.context.textBaseline = 'top';
this.context.fillText(Phaser.VERSION, 54, 32);
this.context.fillText('Game Size: ' + this.width + ' x ' + this.height, 32, 64);
this.context.fillText('www.photonstorm.com', 32, 96);
this.context.font = '16px Arial';
this.context.fillText('You are seeing this screen because you didn\'t specify any default', 32, 160);
this.context.fillText('functions in the Game constructor, or use Game.loadState()', 32, 184);
var image = new Image();
var that = this;
image.onload = function () {
that.context.drawImage(image, 32, 32);
};
image.src = this._logo;
}
private drawPauseScreen() {
this.saveCanvasValues();
this.context.fillStyle = 'rgba(0, 0, 0, 0.4)';
this.context.fillRect(0, 0, this.width, this.height);
// Draw a 'play' arrow
var arrowWidth = Math.round(this.width / 2);
var arrowHeight = Math.round(this.height / 2);
var sx = this.centerX - arrowWidth / 2;
var sy = this.centerY - arrowHeight / 2;
this.context.beginPath();
this.context.moveTo(sx, sy);
this.context.lineTo(sx, sy + arrowHeight);
this.context.lineTo(sx + arrowWidth, this.centerY);
this.context.fillStyle = 'rgba(255, 255, 255, 0.8)';
this.context.fill();
this.context.closePath();
this.restoreCanvasValues();
}
private getOffset(element): Point {
var box = element.getBoundingClientRect();
var clientTop = element.clientTop || document.body.clientTop || 0;
var clientLeft = element.clientLeft || document.body.clientLeft || 0;
var scrollTop = window.pageYOffset || element.scrollTop || document.body.scrollTop;
var scrollLeft = window.pageXOffset || element.scrollLeft || document.body.scrollLeft;
return new Point(box.left + scrollLeft - clientLeft, box.top + scrollTop - clientTop);
}
public strokeStyle: string;
public lineWidth: number;
public fillStyle: string;
public saveCanvasValues() {
this.strokeStyle = this.context.strokeStyle;
this.lineWidth = this.context.lineWidth;
this.fillStyle = this.context.fillStyle;
}
public restoreCanvasValues() {
this.context.strokeStyle = this.strokeStyle;
this.context.lineWidth = this.lineWidth;
this.context.fillStyle = this.fillStyle;
}
public set backgroundColor(color: string) {
this.canvas.style.backgroundColor = color;
}
public get backgroundColor(): string {
return this._bgColor;
}
public get x(): number {
return this.bounds.x;
}
public get y(): number {
return this.bounds.y;
}
public get width(): number {
return this.bounds.width;
}
public get height(): number {
return this.bounds.height;
}
public get centerX(): number {
return this.bounds.halfWidth;
}
public get centerY(): number {
return this.bounds.halfHeight;
}
public get randomX(): number {
return Math.round(Math.random() * this.bounds.width);
}
public get randomY(): number {
return Math.round(Math.random() * this.bounds.height);
}
private _logo: string = "data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABAAAAAQCAYAAAAf8/9hAAAAGXRFWHRTb2Z0d2FyZQBBZG9iZSBJbWFnZVJlYWR5ccllPAAAAO1JREFUeNpi/P//PwM6YGRkxBQEAqBaRnQxFmwa10d6MAjrMqMofHv5L1we2SBGmAtAktg0ogOQQYHLd8ANYYFpPtTmzUAMAFmwnsEDrAdkCAvMZlIAsiFMMAEYsKvaSrQhIMCELkGsV2AAbIC8gCQYgwKIUABiNYBf9yoYH7n7n6CzN274g2IYEyFbsNmKLIaSkHpP7WSwUfbA0ASzFQRslBlxp0RcAF0TRhggA3zhAJIDpUKU5A9KyshpHDkjFZu5g2nJMFcwXVJSgqIGnBKx5bKenh4w/XzVbgbPtlIUcVgSxuoCUgHIIIAAAwArtXwJBABO6QAAAABJRU5ErkJggg==";
}
}
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@@ -1,99 +0,0 @@
/// <reference path="Game.ts" />
/**
* Phaser - State
*
* This is a base State class which can be extended if you are creating your game using TypeScript.
*/
module Phaser {
export class State {
constructor(game: Game) {
this.game = game;
this.camera = game.camera;
this.cache = game.cache;
this.collision = game.collision;
this.input = game.input;
this.loader = game.loader;
this.math = game.math;
this.motion = game.motion;
this.sound = game.sound;
this.stage = game.stage;
this.time = game.time;
this.tweens = game.tweens;
this.world = game.world;
}
public game: Game;
public camera: Camera;
public cache: Cache;
public collision: Collision;
public input: Input;
public loader: Loader;
public math: GameMath;
public motion: Motion;
public sound: SoundManager;
public stage: Stage;
public time: Time;
public tweens: TweenManager;
public world: World;
// Overload these in your own States
public init() { }
public create() { }
public update() { }
public render() { }
public paused() { }
// Handy Proxy methods
public createCamera(x: number, y: number, width: number, height: number): Camera {
return this.game.world.createCamera(x, y, width, height);
}
public createGeomSprite(x: number, y: number): GeomSprite {
return this.world.createGeomSprite(x, y);
}
public createSprite(x: number, y: number, key?: string = ''): Sprite {
return this.game.world.createSprite(x, y, key);
}
public createDynamicTexture(key: string, width: number, height: number): DynamicTexture {
return this.game.world.createDynamicTexture(key, width, height);
}
public createGroup(MaxSize?: number = 0): Group {
return this.game.world.createGroup(MaxSize);
}
public createParticle(): Particle {
return this.game.world.createParticle();
}
public createEmitter(x?: number = 0, y?: number = 0, size?: number = 0): Emitter {
return this.game.world.createEmitter(x, y, size);
}
public createTilemap(key: string, mapData: string, format: number, tileWidth?: number, tileHeight?: number): Tilemap {
return this.game.world.createTilemap(key, mapData, format, tileWidth, tileHeight);
}
public createTween(obj): Tween {
return this.game.tweens.create(obj);
}
public collide(ObjectOrGroup1: Basic = null, ObjectOrGroup2: Basic = null, NotifyCallback = null): bool {
return this.collision.overlap(ObjectOrGroup1, ObjectOrGroup2, NotifyCallback, Collision.separate);
}
}
}
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/// <reference path="Game.ts" />
/**
* Phaser - Time
*
* This is the game clock and it manages elapsed time and calculation of delta values, used for game object motion.
*/
module Phaser {
export class Time {
constructor(game: Game) {
this._started = Date.now();
this._timeLastSecond = this._started;
this.time = this._started;
}
private _game: Game;
private _started: number;
public timeScale: number = 1.0;
public elapsed: number = 0;
/**
*
* @property time
* @type Number
*/
public time: number = 0;
/**
*
* @property now
* @type Number
*/
public now: number = 0;
/**
*
* @property delta
* @type Number
*/
public delta: number = 0;
/**
*
* @method totalElapsedSeconds
* @return {Number}
*/
public get totalElapsedSeconds(): number {
return (this.now - this._started) * 0.001;
}
public fps: number = 0;
public fpsMin: number = 1000;
public fpsMax: number = 0;
public msMin: number = 1000;
public msMax: number = 0;
public frames: number = 0;
private _timeLastSecond: number = 0;
/**
*
* @method update
*/
public update() {
// Can we use performance.now() ?
this.now = Date.now(); // mark
this.delta = this.now - this.time; // elapsedMS
this.msMin = Math.min(this.msMin, this.delta);
this.msMax = Math.max(this.msMax, this.delta);
this.frames++;
if (this.now > this._timeLastSecond + 1000)
{
this.fps = Math.round((this.frames * 1000) / (this.now - this._timeLastSecond));
this.fpsMin = Math.min(this.fpsMin, this.fps);
this.fpsMax = Math.max(this.fpsMax, this.fps);
this._timeLastSecond = this.now;
this.frames = 0;
}
this.time = this.now; // _total
//// Lock the delta at 0.1 to minimise fps tunneling
//if (this.delta > 0.1)
//{
// this.delta = 0.1;
//}
}
/**
*
* @method elapsedSince
* @param {Number} since
* @return {Number}
*/
public elapsedSince(since: number): number {
return this.now - since;
}
/**
*
* @method elapsedSecondsSince
* @param {Number} since
* @return {Number}
*/
public elapsedSecondsSince(since: number): number {
return (this.now - since) * 0.001;
}
/**
*
* @method reset
*/
public reset() {
this._started = this.now;
}
}
}
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/// <reference path="Game.ts" />
/// <reference path="system/Tween.ts" />
/**
* Phaser - TweenManager
*
* The Game has a single instance of the TweenManager through which all Tween objects are created and updated.
* Tweens are hooked into the game clock and pause system, adjusting based on the game state.
* TweenManager is based heavily on tween.js by sole (http://soledadpenades.com).
* I converted it to TypeScript, swapped the callbacks for signals and patched a few issues with regard
* to properties and completion errors. Please see https://github.com/sole/tween.js for a full list of contributors.
*/
module Phaser {
export class TweenManager {
constructor(game: Phaser.Game) {
this._game = game;
this._tweens = [];
}
private _game: Phaser.Game;
private _tweens: Phaser.Tween[];
public getAll() {
return this._tweens;
}
public removeAll() {
this._tweens.length = 0;
}
public create(object): Phaser.Tween {
return new Phaser.Tween(object, this._game);
}
public add(tween: Phaser.Tween) {
tween.parent = this._game;
this._tweens.push(tween);
return tween;
}
public remove(tween: Phaser.Tween) {
var i = this._tweens.indexOf(tween);
if (i !== -1)
{
this._tweens.splice(i, 1);
}
}
public update() {
if (this._tweens.length === 0)
{
return false;
}
var i = 0;
var numTweens = this._tweens.length;
while (i < numTweens)
{
if (this._tweens[i].update(this._game.time.now))
{
i++;
}
else
{
this._tweens.splice(i, 1);
numTweens--;
}
}
return true;
}
}
}
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/// <reference path="Game.ts" />
/**
* Phaser - World
*
* A game has only one world. The world is an abstract place in which all game objects live. It is not bound
* by stage limits and can be any size or dimension. You look into the world via cameras and all game objects
* live within the world at world-based coordinates. By default a world is created the same size as your Stage.
*/
module Phaser {
export class World {
constructor(game: Game, width: number, height: number) {
this._game = game;
this._cameras = new CameraManager(this._game, 0, 0, width, height);
this._game.camera = this._cameras.current;
this.group = new Group(this._game, 0);
this.bounds = new Rectangle(0, 0, width, height);
this.worldDivisions = 6;
}
private _game: Game;
private _cameras: CameraManager;
public group: Group;
public bounds: Rectangle;
public worldDivisions: number;
public update() {
this.group.preUpdate();
this.group.update();
this.group.postUpdate();
this._cameras.update();
}
public render() {
// Unlike in flixel our render process is camera driven, not group driven
this._cameras.render();
}
public destroy() {
this.group.destroy();
this._cameras.destroy();
}
// World methods
public setSize(width: number, height: number, updateCameraBounds: bool = true) {
this.bounds.width = width;
this.bounds.height = height;
if (updateCameraBounds == true)
{
this._game.camera.setBounds(0, 0, width, height);
}
}
public get width(): number {
return this.bounds.width;
}
public set width(value: number) {
this.bounds.width = value;
}
public get height(): number {
return this.bounds.height;
}
public set height(value: number) {
this.bounds.height = value;
}
public get centerX(): number {
return this.bounds.halfWidth;
}
public get centerY(): number {
return this.bounds.halfHeight;
}
public get randomX(): number {
return Math.round(Math.random() * this.bounds.width);
}
public get randomY(): number {
return Math.round(Math.random() * this.bounds.height);
}
// Cameras
public addExistingCamera(cam: Camera): Camera {
//return this._cameras.addCamera(x, y, width, height);
return cam;
}
public createCamera(x: number, y: number, width: number, height: number): Camera {
return this._cameras.addCamera(x, y, width, height);
}
public removeCamera(id: number): bool {
return this._cameras.removeCamera(id);
}
public getAllCameras(): Camera[] {
return this._cameras.getAll();
}
// Sprites
// Drop this?
public addExistingSprite(sprite: Sprite): Sprite {
return <Sprite> this.group.add(sprite);
}
public createSprite(x: number, y: number, key?: string = ''): Sprite {
return <Sprite> this.group.add(new Sprite(this._game, x, y, key));
}
public createGeomSprite(x: number, y: number): GeomSprite {
return <GeomSprite> this.group.add(new GeomSprite(this._game, x, y));
}
public createDynamicTexture(key: string, width: number, height: number): DynamicTexture {
return new DynamicTexture(this._game, key, width, height);
}
public createGroup(MaxSize?: number = 0): Group {
return <Group> this.group.add(new Group(this._game, MaxSize));
}
// Tilemaps
public createTilemap(key: string, mapData: string, format: number, tileWidth?: number, tileHeight?: number): Tilemap {
return <Tilemap> this.group.add(new Tilemap(this._game, key, mapData, format, tileWidth, tileHeight));
}
// Emitters
public createParticle(): Particle {
return new Particle(this._game);
}
public createEmitter(x?: number = 0, y?: number = 0, size?: number = 0): Emitter {
return <Emitter> this.group.add(new Emitter(this._game, x, y, size));
}
}
}
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/// <reference path="../Game.ts" />
/// <reference path="../Basic.ts" />
/// <reference path="../Signal.ts" />
/**
* Phaser - GameObject
*
* This is the base GameObject on which all other game objects are derived. It contains all the logic required for position,
* motion, size, collision and input.
*/
module Phaser {
export class GameObject extends Basic {
constructor(game: Game, x?: number = 0, y?: number = 0, width?: number = 16, height?: number = 16) {
super(game);
this.bounds = new Rectangle(x, y, width, height);
this.exists = true;
this.active = true;
this.visible = true;
this.alive = true;
this.isGroup = false;
this.alpha = 1;
this.scale = new MicroPoint(1, 1);
this.last = new MicroPoint(x, y);
this.origin = new MicroPoint(this.bounds.halfWidth, this.bounds.halfHeight);
this.align = GameObject.ALIGN_TOP_LEFT;
this.mass = 1.0;
this.elasticity = 0.0;
this.health = 1;
this.immovable = false;
this.moves = true;
this.touching = Collision.NONE;
this.wasTouching = Collision.NONE;
this.allowCollisions = Collision.ANY;
this.velocity = new MicroPoint();
this.acceleration = new MicroPoint();
this.drag = new MicroPoint();
this.maxVelocity = new MicroPoint(10000, 10000);
this.angle = 0;
this.angularVelocity = 0;
this.angularAcceleration = 0;
this.angularDrag = 0;
this.maxAngular = 10000;
this.scrollFactor = new MicroPoint(1.0, 1.0);
}
private _angle: number = 0;
public static ALIGN_TOP_LEFT: number = 0;
public static ALIGN_TOP_CENTER: number = 1;
public static ALIGN_TOP_RIGHT: number = 2;
public static ALIGN_CENTER_LEFT: number = 3;
public static ALIGN_CENTER: number = 4;
public static ALIGN_CENTER_RIGHT: number = 5;
public static ALIGN_BOTTOM_LEFT: number = 6;
public static ALIGN_BOTTOM_CENTER: number = 7;
public static ALIGN_BOTTOM_RIGHT: number = 8;
public _point: MicroPoint;
public bounds: Rectangle;
public align: number;
public facing: number;
public alpha: number;
public scale: MicroPoint;
public origin: MicroPoint;
public z: number = 0;
// Physics properties
public immovable: bool;
// Velocity is given in pixels per second. Therefore a velocity of
// 100 will move at a rate of 100 pixels every 1000 ms (1sec). It's not balls-on
// accurate due to the way timers work, but it's pretty close. Expect tolerance
// of +- 10 px. Also that speed assumes no drag
public velocity: MicroPoint;
public mass: number;
public elasticity: number;
public acceleration: MicroPoint;
public drag: MicroPoint;
public maxVelocity: MicroPoint;
public angularVelocity: number;
public angularAcceleration: number;
public angularDrag: number;
public maxAngular: number;
public scrollFactor: MicroPoint;
public health: number;
public moves: bool = true;
public touching: number;
public wasTouching: number;
public allowCollisions: number;
public last: MicroPoint;
// Input
public inputEnabled: bool = false;
private _inputOver: bool = false;
public onInputOver: Phaser.Signal;
public onInputOut: Phaser.Signal;
public onInputDown: Phaser.Signal;
public onInputUp: Phaser.Signal;
public preUpdate() {
// flicker time
this.last.x = this.bounds.x;
this.last.y = this.bounds.y;
}
public update() {
}
public postUpdate() {
if (this.moves)
{
this.updateMotion();
}
if (this.inputEnabled)
{
this.updateInput();
}
this.wasTouching = this.touching;
this.touching = Collision.NONE;
}
private updateInput() {
}
private updateMotion() {
var delta: number;
var velocityDelta: number;
velocityDelta = (this._game.motion.computeVelocity(this.angularVelocity, this.angularAcceleration, this.angularDrag, this.maxAngular) - this.angularVelocity) / 2;
this.angularVelocity += velocityDelta;
this._angle += this.angularVelocity * this._game.time.elapsed;
this.angularVelocity += velocityDelta;
velocityDelta = (this._game.motion.computeVelocity(this.velocity.x, this.acceleration.x, this.drag.x, this.maxVelocity.x) - this.velocity.x) / 2;
this.velocity.x += velocityDelta;
delta = this.velocity.x * this._game.time.elapsed;
this.velocity.x += velocityDelta;
this.bounds.x += delta;
velocityDelta = (this._game.motion.computeVelocity(this.velocity.y, this.acceleration.y, this.drag.y, this.maxVelocity.y) - this.velocity.y) / 2;
this.velocity.y += velocityDelta;
delta = this.velocity.y * this._game.time.elapsed;
this.velocity.y += velocityDelta;
this.bounds.y += delta;
}
/**
* Checks to see if some <code>GameObject</code> overlaps this <code>GameObject</code> or <code>Group</code>.
* If the group has a LOT of things in it, it might be faster to use <code>G.overlaps()</code>.
* WARNING: Currently tilemaps do NOT support screen space overlap checks!
*
* @param ObjectOrGroup The object or group being tested.
* @param InScreenSpace Whether to take scroll factors numbero account when checking for overlap. Default is false, or "only compare in world space."
* @param Camera Specify which game camera you want. If null getScreenXY() will just grab the first global camera.
*
* @return Whether or not the two objects overlap.
*/
public overlaps(ObjectOrGroup, InScreenSpace: bool = false, Camera: Camera = null): bool {
if (ObjectOrGroup.isGroup)
{
var results: bool = false;
var i: number = 0;
var members = <Group> ObjectOrGroup.members;
while (i < length)
{
if (this.overlaps(members[i++], InScreenSpace, Camera))
{
results = true;
}
}
return results;
}
/*
if (typeof ObjectOrGroup === 'Tilemap')
{
//Since tilemap's have to be the caller, not the target, to do proper tile-based collisions,
// we redirect the call to the tilemap overlap here.
return ObjectOrGroup.overlaps(this, InScreenSpace, Camera);
}
*/
//var object: GameObject = ObjectOrGroup;
if (!InScreenSpace)
{
return (ObjectOrGroup.x + ObjectOrGroup.width > this.x) && (ObjectOrGroup.x < this.x + this.width) &&
(ObjectOrGroup.y + ObjectOrGroup.height > this.y) && (ObjectOrGroup.y < this.y + this.height);
}
if (Camera == null)
{
Camera = this._game.camera;
}
var objectScreenPos: Point = ObjectOrGroup.getScreenXY(null, Camera);
this.getScreenXY(this._point, Camera);
return (objectScreenPos.x + ObjectOrGroup.width > this._point.x) && (objectScreenPos.x < this._point.x + this.width) &&
(objectScreenPos.y + ObjectOrGroup.height > this._point.y) && (objectScreenPos.y < this._point.y + this.height);
}
/**
* Checks to see if this <code>GameObject</code> were located at the given position, would it overlap the <code>GameObject</code> or <code>Group</code>?
* This is distinct from overlapsPoint(), which just checks that point, rather than taking the object's size numbero account.
* WARNING: Currently tilemaps do NOT support screen space overlap checks!
*
* @param X The X position you want to check. Pretends this object (the caller, not the parameter) is located here.
* @param Y The Y position you want to check. Pretends this object (the caller, not the parameter) is located here.
* @param ObjectOrGroup The object or group being tested.
* @param InScreenSpace Whether to take scroll factors numbero account when checking for overlap. Default is false, or "only compare in world space."
* @param Camera Specify which game camera you want. If null getScreenXY() will just grab the first global camera.
*
* @return Whether or not the two objects overlap.
*/
public overlapsAt(X: number, Y: number, ObjectOrGroup, InScreenSpace: bool = false, Camera: Camera = null): bool {
if (ObjectOrGroup.isGroup)
{
var results: bool = false;
var basic;
var i: number = 0;
var members = ObjectOrGroup.members;
while (i < length)
{
if (this.overlapsAt(X, Y, members[i++], InScreenSpace, Camera))
{
results = true;
}
}
return results;
}
/*
if (typeof ObjectOrGroup === 'Tilemap')
{
//Since tilemap's have to be the caller, not the target, to do proper tile-based collisions,
// we redirect the call to the tilemap overlap here.
//However, since this is overlapsAt(), we also have to invent the appropriate position for the tilemap.
//So we calculate the offset between the player and the requested position, and subtract that from the tilemap.
var tilemap: Tilemap = ObjectOrGroup;
return tilemap.overlapsAt(tilemap.x - (X - this.x), tilemap.y - (Y - this.y), this, InScreenSpace, Camera);
}
*/
//var object: GameObject = ObjectOrGroup;
if (!InScreenSpace)
{
return (ObjectOrGroup.x + ObjectOrGroup.width > X) && (ObjectOrGroup.x < X + this.width) &&
(ObjectOrGroup.y + ObjectOrGroup.height > Y) && (ObjectOrGroup.y < Y + this.height);
}
if (Camera == null)
{
Camera = this._game.camera;
}
var objectScreenPos: Point = ObjectOrGroup.getScreenXY(null, Camera);
this._point.x = X - Camera.scroll.x * this.scrollFactor.x; //copied from getScreenXY()
this._point.y = Y - Camera.scroll.y * this.scrollFactor.y;
this._point.x += (this._point.x > 0) ? 0.0000001 : -0.0000001;
this._point.y += (this._point.y > 0) ? 0.0000001 : -0.0000001;
return (objectScreenPos.x + ObjectOrGroup.width > this._point.x) && (objectScreenPos.x < this._point.x + this.width) &&
(objectScreenPos.y + ObjectOrGroup.height > this._point.y) && (objectScreenPos.y < this._point.y + this.height);
}
/**
* Checks to see if a point in 2D world space overlaps this <code>GameObject</code>.
*
* @param Point The point in world space you want to check.
* @param InScreenSpace Whether to take scroll factors numbero account when checking for overlap.
* @param Camera Specify which game camera you want. If null getScreenXY() will just grab the first global camera.
*
* @return Whether or not the point overlaps this object.
*/
public overlapsPoint(point: Point, InScreenSpace: bool = false, Camera: Camera = null): bool {
if (!InScreenSpace)
{
return (point.x > this.x) && (point.x < this.x + this.width) && (point.y > this.y) && (point.y < this.y + this.height);
}
if (Camera == null)
{
Camera = this._game.camera;
}
var X: number = point.x - Camera.scroll.x;
var Y: number = point.y - Camera.scroll.y;
this.getScreenXY(this._point, Camera);
return (X > this._point.x) && (X < this._point.x + this.width) && (Y > this._point.y) && (Y < this._point.y + this.height);
}
/**
* Check and see if this object is currently on screen.
*
* @param Camera Specify which game camera you want. If null getScreenXY() will just grab the first global camera.
*
* @return Whether the object is on screen or not.
*/
public onScreen(Camera: Camera = null): bool {
if (Camera == null)
{
Camera = this._game.camera;
}
this.getScreenXY(this._point, Camera);
return (this._point.x + this.width > 0) && (this._point.x < Camera.width) && (this._point.y + this.height > 0) && (this._point.y < Camera.height);
}
/**
* Call this to figure out the on-screen position of the object.
*
* @param Camera Specify which game camera you want. If null getScreenXY() will just grab the first global camera.
* @param Point Takes a <code>MicroPoint</code> object and assigns the post-scrolled X and Y values of this object to it.
*
* @return The <code>MicroPoint</code> you passed in, or a new <code>Point</code> if you didn't pass one, containing the screen X and Y position of this object.
*/
public getScreenXY(point: MicroPoint = null, Camera: Camera = null): MicroPoint {
if (point == null)
{
point = new MicroPoint();
}
if (Camera == null)
{
Camera = this._game.camera;
}
point.x = this.x - Camera.scroll.x * this.scrollFactor.x;
point.y = this.y - Camera.scroll.y * this.scrollFactor.y;
point.x += (point.x > 0) ? 0.0000001 : -0.0000001;
point.y += (point.y > 0) ? 0.0000001 : -0.0000001;
return point;
}
/**
* Whether the object collides or not. For more control over what directions
* the object will collide from, use collision constants (like LEFT, FLOOR, etc)
* to set the value of allowCollisions directly.
*/
public get solid(): bool {
return (this.allowCollisions & Collision.ANY) > Collision.NONE;
}
/**
* @private
*/
public set solid(Solid: bool) {
if (Solid)
{
this.allowCollisions = Collision.ANY;
}
else
{
this.allowCollisions = Collision.NONE;
}
}
/**
* Retrieve the midpoint of this object in world coordinates.
*
* @Point Allows you to pass in an existing <code>Point</code> object if you're so inclined. Otherwise a new one is created.
*
* @return A <code>Point</code> object containing the midpoint of this object in world coordinates.
*/
public getMidpoint(point: MicroPoint = null): MicroPoint {
if (point == null)
{
point = new MicroPoint();
}
point.copyFrom(this.bounds.center);
return point;
}
/**
* Handy for reviving game objects.
* Resets their existence flags and position.
*
* @param X The new X position of this object.
* @param Y The new Y position of this object.
*/
public reset(X: number, Y: number) {
this.revive();
this.touching = Collision.NONE;
this.wasTouching = Collision.NONE;
this.x = X;
this.y = Y;
this.last.x = X;
this.last.y = Y;
this.velocity.x = 0;
this.velocity.y = 0;
}
/**
* Handy for checking if this object is touching a particular surface.
* For slightly better performance you can just &amp; the value directly numbero <code>touching</code>.
* However, this method is good for readability and accessibility.
*
* @param Direction Any of the collision flags (e.g. LEFT, FLOOR, etc).
*
* @return Whether the object is touching an object in (any of) the specified direction(s) this frame.
*/
public isTouching(Direction: number): bool {
return (this.touching & Direction) > Collision.NONE;
}
/**
* Handy for checking if this object is just landed on a particular surface.
*
* @param Direction Any of the collision flags (e.g. LEFT, FLOOR, etc).
*
* @return Whether the object just landed on (any of) the specified surface(s) this frame.
*/
public justTouched(Direction: number): bool {
return ((this.touching & Direction) > Collision.NONE) && ((this.wasTouching & Direction) <= Collision.NONE);
}
/**
* Reduces the "health" variable of this sprite by the amount specified in Damage.
* Calls kill() if health drops to or below zero.
*
* @param Damage How much health to take away (use a negative number to give a health bonus).
*/
public hurt(Damage: number) {
this.health = this.health - Damage;
if (this.health <= 0)
{
this.kill();
}
}
public destroy() {
}
public get x(): number {
return this.bounds.x;
}
public set x(value: number) {
this.bounds.x = value;
}
public get y(): number {
return this.bounds.y;
}
public set y(value: number) {
this.bounds.y = value;
}
public get rotation(): number {
return this._angle;
}
public set rotation(value: number) {
this._angle = this._game.math.wrap(value, 360, 0);
}
public get angle(): number {
return this._angle;
}
public set angle(value: number) {
this._angle = this._game.math.wrap(value, 360, 0);
}
public set width(value:number) {
this.bounds.width = value;
}
public set height(value:number) {
this.bounds.height = value;
}
public get width(): number {
return this.bounds.width;
}
public get height(): number {
return this.bounds.height;
}
}
}
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/// <reference path="../Game.ts" />
/**
* Phaser - GeomSprite
*
* A GeomSprite is a special kind of GameObject that contains a base geometry class (Circle, Line, Point, Rectangle).
* They can be rendered in the game and used for collision just like any other game object. Display of them is controlled
* via the lineWidth / lineColor / fillColor and renderOutline / renderFill properties.
*/
module Phaser {
export class GeomSprite extends GameObject {
constructor(game: Game, x?: number = 0, y?: number = 0) {
super(game, x, y);
this.type = GeomSprite.UNASSIGNED;
return this;
}
// local rendering related temp vars to help avoid gc spikes
private _dx: number = 0;
private _dy: number = 0;
private _dw: number = 0;
private _dh: number = 0;
public type: number = 0;
public static UNASSIGNED: number = 0;
public static CIRCLE: number = 1;
public static LINE: number = 2;
public static POINT: number = 3;
public static RECTANGLE: number = 4;
public circle: Circle;
public line: Line;
public point: Point;
public rect: Rectangle;
public renderOutline: bool = true;
public renderFill: bool = true;
public lineWidth: number = 1;
public lineColor: string = 'rgb(0,255,0)';
public fillColor: string = 'rgb(0,100,0)';
loadCircle(circle:Circle): GeomSprite {
this.refresh();
this.circle = circle;
this.type = GeomSprite.CIRCLE;
return this;
}
loadLine(line:Line): GeomSprite {
this.refresh();
this.line = line;
this.type = GeomSprite.LINE;
return this;
}
loadPoint(point:Point): GeomSprite {
this.refresh();
this.point = point;
this.type = GeomSprite.POINT;
return this;
}
loadRectangle(rect:Rectangle): GeomSprite {
this.refresh();
this.rect = rect;
this.type = GeomSprite.RECTANGLE;
return this;
}
createCircle(diameter: number): GeomSprite {
this.refresh();
this.circle = new Circle(this.x, this.y, diameter);
this.type = GeomSprite.CIRCLE;
this.bounds.setTo(this.circle.x - this.circle.radius, this.circle.y - this.circle.radius, this.circle.diameter, this.circle.diameter);
return this;
}
createLine(x: number, y: number): GeomSprite {
this.refresh();
this.line = new Line(this.x, this.y, x, y);
this.type = GeomSprite.LINE;
this.bounds.setTo(this.x, this.y, this.line.width, this.line.height);
return this;
}
createPoint(): GeomSprite {
this.refresh();
this.point = new Point(this.x, this.y);
this.type = GeomSprite.POINT;
this.bounds.width = 1;
this.bounds.height = 1;
return this;
}
createRectangle(width: number, height: number): GeomSprite {
this.refresh();
this.rect = new Rectangle(this.x, this.y, width, height);
this.type = GeomSprite.RECTANGLE;
this.bounds.copyFrom(this.rect);
return this;
}
refresh() {
this.circle = null;
this.line = null;
this.point = null;
this.rect = null;
}
update() {
// Update bounds and position?
if (this.type == GeomSprite.UNASSIGNED)
{
return;
}
else if (this.type == GeomSprite.CIRCLE)
{
this.circle.x = this.x;
this.circle.y = this.y;
this.bounds.width = this.circle.diameter;
this.bounds.height = this.circle.diameter;
}
else if (this.type == GeomSprite.LINE)
{
this.line.x1 = this.x;
this.line.y1 = this.y;
this.bounds.setTo(this.x, this.y, this.line.width, this.line.height);
}
else if (this.type == GeomSprite.POINT)
{
this.point.x = this.x;
this.point.y = this.y;
}
else if (this.type == GeomSprite.RECTANGLE)
{
this.rect.x = this.x;
this.rect.y = this.y;
this.bounds.copyFrom(this.rect);
}
}
public inCamera(camera: Rectangle): bool {
if (this.scrollFactor.x !== 1.0 || this.scrollFactor.y !== 1.0)
{
this._dx = this.bounds.x - (camera.x * this.scrollFactor.x);
this._dy = this.bounds.y - (camera.y * this.scrollFactor.x);
this._dw = this.bounds.width * this.scale.x;
this._dh = this.bounds.height * this.scale.y;
return (camera.right > this._dx) && (camera.x < this._dx + this._dw) && (camera.bottom > this._dy) && (camera.y < this._dy + this._dh);
}
else
{
return camera.intersects(this.bounds);
}
}
public render(camera: Camera, cameraOffsetX: number, cameraOffsetY: number): bool {
// Render checks
if (this.type == GeomSprite.UNASSIGNED || this.visible === false || this.scale.x == 0 || this.scale.y == 0 || this.alpha < 0.1 || this.inCamera(camera.worldView) == false)
{
return false;
}
// Alpha
if (this.alpha !== 1)
{
var globalAlpha = this._game.stage.context.globalAlpha;
this._game.stage.context.globalAlpha = this.alpha;
}
this._dx = cameraOffsetX + (this.bounds.x - camera.worldView.x);
this._dy = cameraOffsetY + (this.bounds.y - camera.worldView.y);
this._dw = this.bounds.width * this.scale.x;
this._dh = this.bounds.height * this.scale.y;
// Circles are drawn center based
if (this.type == GeomSprite.CIRCLE)
{
this._dx += this.circle.radius;
this._dy += this.circle.radius;
}
// Apply camera difference
if (this.scrollFactor.x !== 1.0 || this.scrollFactor.y !== 1.0)
{
this._dx -= (camera.worldView.x * this.scrollFactor.x);
this._dy -= (camera.worldView.y * this.scrollFactor.y);
}
// Rotation is disabled for now as I don't want it to be misleading re: collision
/*
if (this.angle !== 0)
{
this._game.stage.context.save();
this._game.stage.context.translate(this._dx + (this._dw / 2) - this.origin.x, this._dy + (this._dh / 2) - this.origin.y);
this._game.stage.context.rotate(this.angle * (Math.PI / 180));
this._dx = -(this._dw / 2);
this._dy = -(this._dh / 2);
}
*/
this._dx = Math.round(this._dx);
this._dy = Math.round(this._dy);
this._dw = Math.round(this._dw);
this._dh = Math.round(this._dh);
this._game.stage.saveCanvasValues();
// Debug
//this._game.stage.context.fillStyle = 'rgba(255,0,0,0.5)';
//this._game.stage.context.fillRect(this.bounds.x, this.bounds.y, this.bounds.width, this.bounds.height);
this._game.stage.context.lineWidth = this.lineWidth;
this._game.stage.context.strokeStyle = this.lineColor;
this._game.stage.context.fillStyle = this.fillColor;
if (this._game.stage.fillStyle !== this.fillColor)
{
}
// Primitive Renderer
if (this.type == GeomSprite.CIRCLE)
{
this._game.stage.context.beginPath();
this._game.stage.context.arc(this._dx, this._dy, this.circle.radius, 0, Math.PI * 2);
this._game.stage.context.stroke();
if (this.renderFill)
{
this._game.stage.context.fill();
}
this._game.stage.context.closePath();
}
else if (this.type == GeomSprite.LINE)
{
this._game.stage.context.beginPath();
this._game.stage.context.moveTo(this._dx, this._dy);
this._game.stage.context.lineTo(this.line.x2, this.line.y2);
this._game.stage.context.stroke();
this._game.stage.context.closePath();
}
else if (this.type == GeomSprite.POINT)
{
this._game.stage.context.fillRect(this._dx, this._dy, 2, 2);
}
else if (this.type == GeomSprite.RECTANGLE)
{
// We can use the faster fillRect if we don't need the outline
if (this.renderOutline == false)
{
this._game.stage.context.fillRect(this._dx, this._dy, this.rect.width, this.rect.height);
}
else
{
this._game.stage.context.beginPath();
this._game.stage.context.rect(this._dx, this._dy, this.rect.width, this.rect.height);
this._game.stage.context.stroke();
if (this.renderFill)
{
this._game.stage.context.fill();
}
this._game.stage.context.closePath();
}
// And now the edge points
this._game.stage.context.fillStyle = 'rgb(255,255,255)';
this.renderPoint(this._dx, this._dy, this.rect.topLeft, 2);
this.renderPoint(this._dx, this._dy, this.rect.topCenter, 2);
this.renderPoint(this._dx, this._dy, this.rect.topRight, 2);
this.renderPoint(this._dx, this._dy, this.rect.leftCenter, 2);
this.renderPoint(this._dx, this._dy, this.rect.center, 2);
this.renderPoint(this._dx, this._dy, this.rect.rightCenter, 2);
this.renderPoint(this._dx, this._dy, this.rect.bottomLeft, 2);
this.renderPoint(this._dx, this._dy, this.rect.bottomCenter, 2);
this.renderPoint(this._dx, this._dy, this.rect.bottomRight, 2);
}
this._game.stage.restoreCanvasValues();
if (this.rotation !== 0)
{
this._game.stage.context.translate(0, 0);
this._game.stage.context.restore();
}
if (globalAlpha > -1)
{
this._game.stage.context.globalAlpha = globalAlpha;
}
return true;
}
public renderPoint(offsetX, offsetY, point, size) {
offsetX = 0;
offsetY = 0;
this._game.stage.context.fillRect(offsetX + point.x, offsetY + point.y, 1, 1);
}
public renderDebugInfo(x: number, y: number, color?: string = 'rgb(255,255,255)') {
//this._game.stage.context.fillStyle = color;
//this._game.stage.context.fillText('Sprite: ' + this.name + ' (' + this.bounds.width + ' x ' + this.bounds.height + ')', x, y);
//this._game.stage.context.fillText('x: ' + this.bounds.x.toFixed(1) + ' y: ' + this.bounds.y.toFixed(1) + ' rotation: ' + this.angle.toFixed(1), x, y + 14);
//this._game.stage.context.fillText('dx: ' + this._dx.toFixed(1) + ' dy: ' + this._dy.toFixed(1) + ' dw: ' + this._dw.toFixed(1) + ' dh: ' + this._dh.toFixed(1), x, y + 28);
//this._game.stage.context.fillText('sx: ' + this._sx.toFixed(1) + ' sy: ' + this._sy.toFixed(1) + ' sw: ' + this._sw.toFixed(1) + ' sh: ' + this._sh.toFixed(1), x, y + 42);
}
// Gives a basic boolean response to a geometric collision.
// If you need the details of the collision use the Collision functions instead and inspect the IntersectResult object.
public collide(source: GeomSprite): bool {
// Circle vs. Circle
if (this.type == GeomSprite.CIRCLE && source.type == GeomSprite.CIRCLE)
{
return Collision.circleToCircle(this.circle, source.circle).result;
}
// Circle vs. Rect
if (this.type == GeomSprite.CIRCLE && source.type == GeomSprite.RECTANGLE)
{
return Collision.circleToRectangle(this.circle, source.rect).result;
}
// Circle vs. Point
if (this.type == GeomSprite.CIRCLE && source.type == GeomSprite.POINT)
{
return Collision.circleContainsPoint(this.circle, source.point).result;
}
// Circle vs. Line
if (this.type == GeomSprite.CIRCLE && source.type == GeomSprite.LINE)
{
return Collision.lineToCircle(source.line, this.circle).result;
}
// Rect vs. Rect
if (this.type == GeomSprite.RECTANGLE && source.type == GeomSprite.RECTANGLE)
{
return Collision.rectangleToRectangle(this.rect, source.rect).result;
}
// Rect vs. Circle
if (this.type == GeomSprite.RECTANGLE && source.type == GeomSprite.CIRCLE)
{
return Collision.circleToRectangle(source.circle, this.rect).result;
}
// Rect vs. Point
if (this.type == GeomSprite.RECTANGLE && source.type == GeomSprite.POINT)
{
return Collision.pointToRectangle(source.point, this.rect).result;
}
// Rect vs. Line
if (this.type == GeomSprite.RECTANGLE && source.type == GeomSprite.LINE)
{
return Collision.lineToRectangle(source.line, this.rect).result;
}
// Point vs. Point
if (this.type == GeomSprite.POINT && source.type == GeomSprite.POINT)
{
return this.point.equals(source.point);
}
// Point vs. Circle
if (this.type == GeomSprite.POINT && source.type == GeomSprite.CIRCLE)
{
return Collision.circleContainsPoint(source.circle, this.point).result;
}
// Point vs. Rect
if (this.type == GeomSprite.POINT && source.type == GeomSprite.RECTANGLE)
{
return Collision.pointToRectangle(this.point, source.rect).result;
}
// Point vs. Line
if (this.type == GeomSprite.POINT && source.type == GeomSprite.LINE)
{
return source.line.isPointOnLine(this.point.x, this.point.y);
}
// Line vs. Line
if (this.type == GeomSprite.LINE && source.type == GeomSprite.LINE)
{
return Collision.lineSegmentToLineSegment(this.line, source.line).result;
}
// Line vs. Circle
if (this.type == GeomSprite.LINE && source.type == GeomSprite.CIRCLE)
{
return Collision.lineToCircle(this.line, source.circle).result;
}
// Line vs. Rect
if (this.type == GeomSprite.LINE && source.type == GeomSprite.RECTANGLE)
{
return Collision.lineSegmentToRectangle(this.line, source.rect).result;
}
// Line vs. Point
if (this.type == GeomSprite.LINE && source.type == GeomSprite.POINT)
{
return this.line.isPointOnLine(source.point.x, source.point.y);
}
return false;
}
}
}
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/// <reference path="../Game.ts" />
/// <reference path="Sprite.ts" />
/**
* Phaser - Particle
*
* This is a simple particle class that extends a Sprite to have a slightly more
* specialised behaviour. It is used exclusively by the Emitter class and can be extended as required.
*/
module Phaser {
export class Particle extends Sprite {
/**
* Instantiate a new particle. Like <code>Sprite</code>, all meaningful creation
* happens during <code>loadGraphic()</code> or <code>makeGraphic()</code> or whatever.
*/
constructor(game: Game) {
super(game);
this.lifespan = 0;
this.friction = 500;
}
/**
* How long this particle lives before it disappears.
* NOTE: this is a maximum, not a minimum; the object
* could get recycled before its lifespan is up.
*/
public lifespan: number;
/**
* Determines how quickly the particles come to rest on the ground.
* Only used if the particle has gravity-like acceleration applied.
* @default 500
*/
public friction: number;
/**
* The particle's main update logic. Basically it checks to see if it should
* be dead yet, and then has some special bounce behavior if there is some gravity on it.
*/
public update() {
//lifespan behavior
if (this.lifespan <= 0)
{
return;
}
this.lifespan -= this._game.time.elapsed;
if (this.lifespan <= 0)
{
this.kill();
}
//simpler bounce/spin behavior for now
if (this.touching)
{
if (this.angularVelocity != 0)
{
this.angularVelocity = -this.angularVelocity;
}
}
if (this.acceleration.y > 0) //special behavior for particles with gravity
{
if (this.touching & Collision.FLOOR)
{
this.drag.x = this.friction;
if (!(this.wasTouching & Collision.FLOOR))
{
if (this.velocity.y < -this.elasticity * 10)
{
if (this.angularVelocity != 0)
{
this.angularVelocity *= -this.elasticity;
}
}
else
{
this.velocity.y = 0;
this.angularVelocity = 0;
}
}
}
else
{
this.drag.x = 0;
}
}
}
/**
* Triggered whenever this object is launched by a <code>Emitter</code>.
* You can override this to add custom behavior like a sound or AI or something.
*/
public onEmit() {
}
}
}
-351
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@@ -1,351 +0,0 @@
/// <reference path="../Game.ts" />
/// <reference path="../AnimationManager.ts" />
/// <reference path="GameObject.ts" />
/// <reference path="../system/Camera.ts" />
/**
* Phaser - Sprite
*
* The Sprite GameObject is an extension of the core GameObject that includes support for animation and dynamic textures.
* It's probably the most used GameObject of all.
*/
module Phaser {
export class Sprite extends GameObject {
constructor(game: Game, x?: number = 0, y?: number = 0, key?: string = null) {
super(game, x, y);
this._texture = null;
this.animations = new AnimationManager(this._game, this);
if (key !== null)
{
this.loadGraphic(key);
}
else
{
this.bounds.width = 16;
this.bounds.height = 16;
}
}
private _texture;
private _dynamicTexture: bool = false;
// local rendering related temp vars to help avoid gc spikes
private _sx: number = 0;
private _sy: number = 0;
private _sw: number = 0;
private _sh: number = 0;
private _dx: number = 0;
private _dy: number = 0;
private _dw: number = 0;
private _dh: number = 0;
public animations: AnimationManager;
public renderDebug: bool = false;
public renderDebugColor: string = 'rgba(0,255,0,0.5)';
public renderDebugPointColor: string = 'rgba(255,255,255,1)';
public flipped: bool = false;
public loadGraphic(key: string): Sprite {
if (this._game.cache.getImage(key) !== null)
{
if (this._game.cache.isSpriteSheet(key) == false)
{
this._texture = this._game.cache.getImage(key);
this.bounds.width = this._texture.width;
this.bounds.height = this._texture.height;
}
else
{
this._texture = this._game.cache.getImage(key);
this.animations.loadFrameData(this._game.cache.getFrameData(key));
}
this._dynamicTexture = false;
}
return this;
}
public loadDynamicTexture(texture: DynamicTexture): Sprite {
this._texture = texture;
this.bounds.width = this._texture.width;
this.bounds.height = this._texture.height;
this._dynamicTexture = true;
return this;
}
public makeGraphic(width: number, height: number, color: number = 0xffffffff): Sprite {
this._texture = null;
this.width = width;
this.height = height;
this._dynamicTexture = false;
return this;
}
public inCamera(camera: Rectangle): bool {
if (this.scrollFactor.x !== 1.0 || this.scrollFactor.y !== 1.0)
{
this._dx = this.bounds.x - (camera.x * this.scrollFactor.x);
this._dy = this.bounds.y - (camera.y * this.scrollFactor.x);
this._dw = this.bounds.width * this.scale.x;
this._dh = this.bounds.height * this.scale.y;
return (camera.right > this._dx) && (camera.x < this._dx + this._dw) && (camera.bottom > this._dy) && (camera.y < this._dy + this._dh);
}
else
{
return camera.intersects(this.bounds, this.bounds.length);
}
}
public postUpdate() {
this.animations.update();
super.postUpdate();
}
public set frame(value: number) {
this.animations.frame = value;
}
public get frame(): number {
return this.animations.frame;
}
public set frameName(value: string) {
this.animations.frameName = value;
}
public get frameName(): string {
return this.animations.frameName;
}
public render(camera: Camera, cameraOffsetX: number, cameraOffsetY: number): bool {
// Render checks
if (this.visible === false || this.scale.x == 0 || this.scale.y == 0 || this.alpha < 0.1 || this.inCamera(camera.worldView) == false)
{
return false;
}
// Alpha
if (this.alpha !== 1)
{
var globalAlpha = this._game.stage.context.globalAlpha;
this._game.stage.context.globalAlpha = this.alpha;
}
this._sx = 0;
this._sy = 0;
this._sw = this.bounds.width;
this._sh = this.bounds.height;
this._dx = cameraOffsetX + (this.bounds.topLeft.x - camera.worldView.x);
this._dy = cameraOffsetY + (this.bounds.topLeft.y - camera.worldView.y);
this._dw = this.bounds.width * this.scale.x;
this._dh = this.bounds.height * this.scale.y;
if (this.align == GameObject.ALIGN_TOP_CENTER)
{
this._dx -= this.bounds.halfWidth * this.scale.x;
}
else if (this.align == GameObject.ALIGN_TOP_RIGHT)
{
this._dx -= this.bounds.width * this.scale.x;
}
else if (this.align == GameObject.ALIGN_CENTER_LEFT)
{
this._dy -= this.bounds.halfHeight * this.scale.y;
}
else if (this.align == GameObject.ALIGN_CENTER)
{
this._dx -= this.bounds.halfWidth * this.scale.x;
this._dy -= this.bounds.halfHeight * this.scale.y;
}
else if (this.align == GameObject.ALIGN_CENTER_RIGHT)
{
this._dx -= this.bounds.width * this.scale.x;
this._dy -= this.bounds.halfHeight * this.scale.y;
}
else if (this.align == GameObject.ALIGN_BOTTOM_LEFT)
{
this._dy -= this.bounds.height * this.scale.y;
}
else if (this.align == GameObject.ALIGN_BOTTOM_CENTER)
{
this._dx -= this.bounds.halfWidth * this.scale.x;
this._dy -= this.bounds.height * this.scale.y;
}
else if (this.align == GameObject.ALIGN_BOTTOM_RIGHT)
{
this._dx -= this.bounds.width * this.scale.x;
this._dy -= this.bounds.height * this.scale.y;
}
if (this._dynamicTexture == false && this.animations.currentFrame !== null)
{
this._sx = this.animations.currentFrame.x;
this._sy = this.animations.currentFrame.y;
if (this.animations.currentFrame.trimmed)
{
this._dx += this.animations.currentFrame.spriteSourceSizeX;
this._dy += this.animations.currentFrame.spriteSourceSizeY;
}
}
// Apply camera difference
if (this.scrollFactor.x !== 1.0 || this.scrollFactor.y !== 1.0)
{
this._dx -= (camera.worldView.x * this.scrollFactor.x);
this._dy -= (camera.worldView.y * this.scrollFactor.y);
}
// Rotation - needs to work from origin point really, but for now from center
if (this.angle !== 0 || this.flipped == true)
{
this._game.stage.context.save();
this._game.stage.context.translate(this._dx + (this._dw / 2), this._dy + (this._dh / 2));
if (this.angle !== 0)
{
this._game.stage.context.rotate(this.angle * (Math.PI / 180));
}
this._dx = -(this._dw / 2);
this._dy = -(this._dh / 2);
if (this.flipped == true)
{
this._game.stage.context.scale(-1, 1);
}
}
this._sx = Math.round(this._sx);
this._sy = Math.round(this._sy);
this._sw = Math.round(this._sw);
this._sh = Math.round(this._sh);
this._dx = Math.round(this._dx);
this._dy = Math.round(this._dy);
this._dw = Math.round(this._dw);
this._dh = Math.round(this._dh);
if (this._texture != null)
{
if (this._dynamicTexture)
{
this._game.stage.context.drawImage(
this._texture.canvas, // Source Image
this._sx, // Source X (location within the source image)
this._sy, // Source Y
this._sw, // Source Width
this._sh, // Source Height
this._dx, // Destination X (where on the canvas it'll be drawn)
this._dy, // Destination Y
this._dw, // Destination Width (always same as Source Width unless scaled)
this._dh // Destination Height (always same as Source Height unless scaled)
);
}
else
{
this._game.stage.context.drawImage(
this._texture, // Source Image
this._sx, // Source X (location within the source image)
this._sy, // Source Y
this._sw, // Source Width
this._sh, // Source Height
this._dx, // Destination X (where on the canvas it'll be drawn)
this._dy, // Destination Y
this._dw, // Destination Width (always same as Source Width unless scaled)
this._dh // Destination Height (always same as Source Height unless scaled)
);
}
}
else
{
this._game.stage.context.fillStyle = 'rgb(255,255,255)';
this._game.stage.context.fillRect(this._dx, this._dy, this._dw, this._dh);
}
if (this.flipped === true || this.rotation !== 0)
{
//this._game.stage.context.translate(0, 0);
this._game.stage.context.restore();
}
if (this.renderDebug)
{
this.renderBounds(camera, cameraOffsetX, cameraOffsetY);
}
if (globalAlpha > -1)
{
this._game.stage.context.globalAlpha = globalAlpha;
}
return true;
}
// Renders the bounding box around this Sprite and the contact points. Useful for visually debugging.
private renderBounds(camera:Camera, cameraOffsetX:number, cameraOffsetY:number) {
this._dx = cameraOffsetX + (this.bounds.topLeft.x - camera.worldView.x);
this._dy = cameraOffsetY + (this.bounds.topLeft.y - camera.worldView.y);
this._game.stage.context.fillStyle = this.renderDebugColor;
this._game.stage.context.fillRect(this._dx, this._dy, this._dw, this._dh);
this._game.stage.context.fillStyle = this.renderDebugPointColor;
var hw = this.bounds.halfWidth * this.scale.x;
var hh = this.bounds.halfHeight * this.scale.y;
var sw = (this.bounds.width * this.scale.x) - 1;
var sh = (this.bounds.height * this.scale.y) - 1;
this._game.stage.context.fillRect(this._dx, this._dy, 1, 1); // top left
this._game.stage.context.fillRect(this._dx + hw, this._dy, 1, 1); // top center
this._game.stage.context.fillRect(this._dx + sw, this._dy, 1, 1); // top right
this._game.stage.context.fillRect(this._dx, this._dy + hh, 1, 1); // left center
this._game.stage.context.fillRect(this._dx + hw, this._dy + hh, 1, 1); // center
this._game.stage.context.fillRect(this._dx + sw, this._dy + hh, 1, 1); // right center
this._game.stage.context.fillRect(this._dx, this._dy + sh, 1, 1); // bottom left
this._game.stage.context.fillRect(this._dx + hw, this._dy + sh, 1, 1); // bottom center
this._game.stage.context.fillRect(this._dx + sw, this._dy + sh, 1, 1); // bottom right
}
public renderDebugInfo(x: number, y: number, color?: string = 'rgb(255,255,255)') {
this._game.stage.context.fillStyle = color;
this._game.stage.context.fillText('Sprite: ' + this.name + ' (' + this.bounds.width + ' x ' + this.bounds.height + ')', x, y);
this._game.stage.context.fillText('x: ' + this.bounds.x.toFixed(1) + ' y: ' + this.bounds.y.toFixed(1) + ' rotation: ' + this.angle.toFixed(1), x, y + 14);
this._game.stage.context.fillText('dx: ' + this._dx.toFixed(1) + ' dy: ' + this._dy.toFixed(1) + ' dw: ' + this._dw.toFixed(1) + ' dh: ' + this._dh.toFixed(1), x, y + 28);
this._game.stage.context.fillText('sx: ' + this._sx.toFixed(1) + ' sy: ' + this._sy.toFixed(1) + ' sw: ' + this._sw.toFixed(1) + ' sh: ' + this._sh.toFixed(1), x, y + 42);
}
}
}
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@@ -1,271 +0,0 @@
/// <reference path="../Game.ts" />
/// <reference path="GameObject.ts" />
/// <reference path="../system/Tile.ts" />
/// <reference path="../system/TilemapBuffer.ts" />
/**
* Phaser - Tilemap
*
* This GameObject allows for the display of a tilemap within the game world. Tile maps consist of an image, tile data and a size.
* Internally it creates a TilemapBuffer for each camera in the world.
*/
module Phaser {
export class Tilemap extends GameObject {
constructor(game: Game, key: string, mapData: string, format: number, tileWidth?: number = 0, tileHeight?: number = 0) {
super(game);
this._texture = this._game.cache.getImage(key);
this._tilemapBuffers = [];
this.isGroup = false;
this.tileWidth = tileWidth;
this.tileHeight = tileHeight;
this.boundsInTiles = new Rectangle();
this.mapFormat = format;
switch (format)
{
case Tilemap.FORMAT_CSV:
this.parseCSV(game.cache.getText(mapData));
break;
case Tilemap.FORMAT_TILED_JSON:
this.parseTiledJSON(game.cache.getText(mapData));
break;
}
this.parseTileOffsets();
this.createTilemapBuffers();
}
private _texture;
private _tileOffsets;
private _tilemapBuffers: TilemapBuffer[];
private _dx: number = 0;
private _dy: number = 0;
public static FORMAT_CSV: number = 0;
public static FORMAT_TILED_JSON: number = 1;
public mapData;
public mapFormat: number;
public boundsInTiles: Rectangle;
public tileWidth: number;
public tileHeight: number;
public widthInTiles: number = 0;
public heightInTiles: number = 0;
public widthInPixels: number = 0;
public heightInPixels: number = 0;
// How many extra tiles to draw around the edge of the screen (for fast scrolling games, or to optimise mobile performance try increasing this)
// The number is the amount of extra tiles PER SIDE, so a value of 10 would be (10 tiles + screen size + 10 tiles)
public tileBoundary: number = 10;
private parseCSV(data: string) {
//console.log('parseMapData');
this.mapData = [];
// Trim any rogue whitespace from the data
data = data.trim();
var rows = data.split("\n");
//console.log('rows', rows);
for (var i = 0; i < rows.length; i++)
{
var column = rows[i].split(",");
//console.log('column', column);
var output = [];
if (column.length > 0)
{
// Set the width based on the first row
if (this.widthInTiles == 0)
{
// Maybe -1?
this.widthInTiles = column.length;
}
// We have a new row of tiles
this.heightInTiles++;
// Parse it
for (var c = 0; c < column.length; c++)
{
output[c] = parseInt(column[c]);
}
this.mapData.push(output);
}
}
//console.log('final map array');
//console.log(this.mapData);
if (this.widthInTiles > 0)
{
this.widthInPixels = this.tileWidth * this.widthInTiles;
}
if (this.heightInTiles > 0)
{
this.heightInPixels = this.tileHeight * this.heightInTiles;
}
this.boundsInTiles.setTo(0, 0, this.widthInTiles, this.heightInTiles);
}
private parseTiledJSON(data: string) {
//console.log('parseTiledJSON');
this.mapData = [];
// Trim any rogue whitespace from the data
data = data.trim();
// We ought to change this soon, so we have layer support, but for now let's just get it working
var json = JSON.parse(data);
// Right now we assume no errors at all with the parsing (safe I know)
this.tileWidth = json.tilewidth;
this.tileHeight = json.tileheight;
// Parse the first layer only
this.widthInTiles = json.layers[0].width;
this.heightInTiles = json.layers[0].height;
this.widthInPixels = this.widthInTiles * this.tileWidth;
this.heightInPixels = this.heightInTiles * this.tileHeight;
this.boundsInTiles.setTo(0, 0, this.widthInTiles, this.heightInTiles);
//console.log('width in tiles', this.widthInTiles);
//console.log('height in tiles', this.heightInTiles);
//console.log('width in px', this.widthInPixels);
//console.log('height in px', this.heightInPixels);
// Now let's get the data
var c = 0;
var row;
for (var i = 0; i < json.layers[0].data.length; i++)
{
if (c == 0)
{
row = [];
}
row.push(json.layers[0].data[i]);
c++;
if (c == this.widthInTiles)
{
this.mapData.push(row);
c = 0;
}
}
//console.log('mapData');
//console.log(this.mapData);
}
public getMapSegment(area: Rectangle) {
}
private createTilemapBuffers() {
var cams = this._game.world.getAllCameras();
for (var i = 0; i < cams.length; i++)
{
this._tilemapBuffers[cams[i].ID] = new TilemapBuffer(this._game, cams[i], this, this._texture, this._tileOffsets);
}
}
private parseTileOffsets() {
this._tileOffsets = [];
var i = 0;
if (this.mapFormat == Tilemap.FORMAT_TILED_JSON)
{
// For some reason Tiled counts from 1 not 0
this._tileOffsets[0] = null;
i = 1;
}
for (var ty = 0; ty < this._texture.height; ty += this.tileHeight)
{
for (var tx = 0; tx < this._texture.width; tx += this.tileWidth)
{
this._tileOffsets[i] = { x: tx, y: ty };
i++;
}
}
}
/*
// Use a Signal?
public addTilemapBuffers(camera:Camera) {
console.log('added new camera to tilemap');
this._tilemapBuffers[camera.ID] = new TilemapBuffer(this._game, camera, this, this._texture, this._tileOffsets);
}
*/
public update() {
// Check if any of the cameras have scrolled far enough for us to need to refresh a TilemapBuffer
this._tilemapBuffers[0].update();
}
public renderDebugInfo(x: number, y: number, color?: string = 'rgb(255,255,255)') {
this._tilemapBuffers[0].renderDebugInfo(x, y, color);
}
public render(camera: Camera, cameraOffsetX: number, cameraOffsetY: number): bool {
if (this.visible === false || this.scale.x == 0 || this.scale.y == 0 || this.alpha < 0.1)
{
return false;
}
this._dx = cameraOffsetX + (this.bounds.x - camera.worldView.x);
this._dy = cameraOffsetY + (this.bounds.y - camera.worldView.y);
this._dx = Math.round(this._dx);
this._dy = Math.round(this._dy);
if (this._tilemapBuffers[camera.ID])
{
//this._tilemapBuffers[camera.ID].render(this._dx, this._dy);
this._tilemapBuffers[camera.ID].render(cameraOffsetX, cameraOffsetY);
}
return true;
}
}
}
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/// <reference path="../Game.ts" />
/**
* Phaser - IntersectResult
*
* A light-weight result object to hold the results of an intersection. For when you need more than just true/false.
*/
module Phaser {
export class IntersectResult {
/**
* Did they intersect or not?
* @property result
* @type Boolean
*/
result: bool = false;
/**
* @property x
* @type Number
*/
x: number;
/**
* @property y
* @type Number
*/
y: number;
/**
* @property x1
* @type Number
*/
x1: number;
/**
* @property y1
* @type Number
*/
y1: number;
/**
* @property x2
* @type Number
*/
x2: number;
/**
* @property y2
* @type Number
*/
y2: number;
/**
* @property width
* @type Number
*/
width: number;
/**
* @property height
* @type Number
*/
height: number;
/**
*
* @method setTo
* @param {Number} x1
* @param {Number} y1
* @param {Number} [x2]
* @param {Number} [y2]
* @param {Number} [width]
* @param {Number} [height]
*/
setTo(x1: number, y1: number, x2?: number = 0, y2?: number = 0, width?: number = 0, height?: number = 0) {
this.x = x1;
this.y = y1;
this.x1 = x1;
this.y1 = y1;
this.x2 = x2;
this.y2 = y2;
this.width = width;
this.height = height;
}
}
}
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/// <reference path="../Game.ts" />
/**
* Phaser - MicroPoint
*
* The MicroPoint object represents a location in a two-dimensional coordinate system,
* where x represents the horizontal axis and y represents the vertical axis.
* It is different to the Point class in that it doesn't contain any of the help methods like add/substract/distanceTo, etc.
* Use a MicroPoint when all you literally need is a solid container for x and y (such as in the Rectangle class).
*/
module Phaser {
export class MicroPoint {
/**
* Creates a new point. If you pass no parameters to this method, a point is created at (0,0).
* @class MicroPoint
* @constructor
* @param {Number} x The horizontal position of this point (default 0)
* @param {Number} y The vertical position of this point (default 0)
**/
constructor(x: number = 0, y: number = 0, parent?:any = null) {
this._x = x;
this._y = y;
this.parent = parent;
}
private _x: number;
private _y: number;
public parent: any;
/**
* The x coordinate of the top-left corner of the rectangle
* @property x
* @type Number
**/
public get x(): number {
return this._x;
}
/**
* The y coordinate of the top-left corner of the rectangle
* @property y
* @type Number
**/
public get y(): number {
return this._y;
}
/**
* The x coordinate of the top-left corner of the rectangle
* @property x
* @type Number
**/
public set x(value: number) {
this._x = value;
if (this.parent)
{
this.parent.updateBounds();
}
}
/**
* The y coordinate of the top-left corner of the rectangle
* @property y
* @type Number
**/
public set y(value:number) {
this._y = value;
if (this.parent)
{
this.parent.updateBounds();
}
}
/**
* Copies the x and y values from any given object to this MicroPoint.
* @method copyFrom
* @param {any} source - The object to copy from.
* @return {MicroPoint} This MicroPoint object. Useful for chaining method calls.
**/
public copyFrom(source: any): MicroPoint {
return this.setTo(source.x, source.y);
}
/**
* Copies the x and y values from this MicroPoint to any given object.
* @method copyTo
* @param {any} target - The object to copy to.
* @return {any} The target object.
**/
public copyTo(target: any): MicroPoint {
target.x = this._x;
target.y = this._y;
return target;
}
/**
* Sets the x and y values of this MicroPoint object to the given coordinates.
* @method setTo
* @param {Number} x - The horizontal position of this point.
* @param {Number} y - The vertical position of this point.
* @return {MicroPoint} This MicroPoint object. Useful for chaining method calls.
**/
public setTo(x: number, y: number, callParent?:bool = true): MicroPoint {
this._x = x;
this._y = y;
if (this.parent != null && callParent == true)
{
this.parent.updateBounds();
}
return this;
}
/**
* Determines whether this MicroPoint object and the given object are equal. They are equal if they have the same x and y values.
* @method equals
* @param {any} point - The object to compare against. Must have x and y properties.
* @return {Boolean} A value of true if the object is equal to this MicroPoin object; false if it is not equal.
**/
public equals(toCompare): bool {
if (this._x === toCompare.x && this._y === toCompare.y)
{
return true;
}
else
{
return false;
}
}
/**
* Returns a string representation of this object.
* @method toString
* @return {string} a string representation of the instance.
**/
public toString(): string {
return '[{MicroPoint (x=' + this._x + ' y=' + this._y + ')}]';
}
}
}
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/// <reference path="../Game.ts" />
/**
* Phaser - Point
*
* The Point object represents a location in a two-dimensional coordinate system, where x represents the horizontal axis and y represents the vertical axis.
*/
module Phaser {
export class Point {
/**
* Creates a new point. If you pass no parameters to this method, a point is created at (0,0).
* @class Point
* @constructor
* @param {Number} x The horizontal position of this point (default 0)
* @param {Number} y The vertical position of this point (default 0)
**/
constructor(x: number = 0, y: number = 0) {
this.setTo(x, y);
}
/**
* The horizontal position of this point (default 0)
* @property x
* @type Number
**/
public x: number;
/**
* The vertical position of this point (default 0)
* @property y
* @type Number
**/
public y: number;
/**
* Adds the coordinates of another point to the coordinates of this point to create a new point.
* @method add
* @param {Point} point - The point to be added.
* @return {Point} The new Point object.
**/
public add(toAdd: Point, output?: Point = new Point): Point {
return output.setTo(this.x + toAdd.x, this.y + toAdd.y);
}
/**
* Adds the given values to the coordinates of this point and returns it
* @method addTo
* @param {Number} x - The amount to add to the x value of the point
* @param {Number} y - The amount to add to the x value of the point
* @return {Point} This Point object.
**/
public addTo(x?: number = 0, y?: number = 0): Point {
return this.setTo(this.x + x, this.y + y);
}
/**
* Adds the given values to the coordinates of this point and returns it
* @method addTo
* @param {Number} x - The amount to add to the x value of the point
* @param {Number} y - The amount to add to the x value of the point
* @return {Point} This Point object.
**/
public subtractFrom(x?: number = 0, y?: number = 0): Point {
return this.setTo(this.x - x, this.y - y);
}
/**
* Inverts the x and y values of this point
* @method invert
* @return {Point} This Point object.
**/
public invert(): Point {
return this.setTo(this.y, this.x);
}
/**
* Clamps this Point object to be between the given min and max
* @method clamp
* @param {number} The minimum value to clamp this Point to
* @param {number} The maximum value to clamp this Point to
* @return {Point} This Point object.
**/
public clamp(min: number, max: number): Point {
this.clampX(min, max);
this.clampY(min, max);
return this;
}
/**
* Clamps the x value of this Point object to be between the given min and max
* @method clampX
* @param {number} The minimum value to clamp this Point to
* @param {number} The maximum value to clamp this Point to
* @return {Point} This Point object.
**/
public clampX(min: number, max: number): Point {
this.x = Math.max(Math.min(this.x, max), min);
return this;
}
/**
* Clamps the y value of this Point object to be between the given min and max
* @method clampY
* @param {number} The minimum value to clamp this Point to
* @param {number} The maximum value to clamp this Point to
* @return {Point} This Point object.
**/
public clampY(min: number, max: number): Point {
this.x = Math.max(Math.min(this.x, max), min);
this.y = Math.max(Math.min(this.y, max), min);
return this;
}
/**
* Creates a copy of this Point.
* @method clone
* @param {Point} output Optional Point object. If given the values will be set into this object, otherwise a brand new Point object will be created and returned.
* @return {Point} The new Point object.
**/
public clone(output?: Point = new Point): Point {
return output.setTo(this.x, this.y);
}
/**
* Copies the point data from the source Point object into this Point object.
* @method copyFrom
* @param {Point} source - The point to copy from.
* @return {Point} This Point object. Useful for chaining method calls.
**/
public copyFrom(source: Point): Point {
return this.setTo(source.x, source.y);
}
/**
* Copies the point data from this Point object to the given target Point object.
* @method copyTo
* @param {Point} target - The point to copy to.
* @return {Point} The target Point object.
**/
public copyTo(target: Point): Point {
return target.setTo(this.x, this.y);
}
/**
* Returns the distance from this Point object to the given Point object.
* @method distanceFrom
* @param {Point} target - The destination Point object.
* @param {Boolean} round - Round the distance to the nearest integer (default false)
* @return {Number} The distance between this Point object and the destination Point object.
**/
public distanceTo(target: Point, round?: bool = false): number {
var dx = this.x - target.x;
var dy = this.y - target.y;
if (round === true)
{
return Math.round(Math.sqrt(dx * dx + dy * dy));
}
else
{
return Math.sqrt(dx * dx + dy * dy);
}
}
/**
* Returns the distance between the two Point objects.
* @method distanceBetween
* @param {Point} pointA - The first Point object.
* @param {Point} pointB - The second Point object.
* @param {Boolean} round - Round the distance to the nearest integer (default false)
* @return {Number} The distance between the two Point objects.
**/
public static distanceBetween(pointA: Point, pointB: Point, round?: bool = false): number {
var dx: number = pointA.x - pointB.x;
var dy: number = pointA.y - pointB.y;
if (round === true)
{
return Math.round(Math.sqrt(dx * dx + dy * dy));
}
else
{
return Math.sqrt(dx * dx + dy * dy);
}
}
/**
* Returns true if the distance between this point and a target point is greater than or equal a specified distance.
* This avoids using a costly square root operation
* @method distanceCompare
* @param {Point} target - The Point object to use for comparison.
* @param {Number} distance - The distance to use for comparison.
* @return {Boolena} True if distance is >= specified distance.
**/
public distanceCompare(target: Point, distance: number): bool {
if (this.distanceTo(target) >= distance)
{
return true;
}
else
{
return false;
}
}
/**
* Determines whether this Point object and the given point object are equal. They are equal if they have the same x and y values.
* @method equals
* @param {Point} point - The point to compare against.
* @return {Boolean} A value of true if the object is equal to this Point object; false if it is not equal.
**/
public equals(toCompare: Point): bool {
if (this.x === toCompare.x && this.y === toCompare.y)
{
return true;
}
else
{
return false;
}
}
/**
* Determines a point between two specified points. The parameter f determines where the new interpolated point is located relative to the two end points specified by parameters pt1 and pt2.
* The closer the value of the parameter f is to 1.0, the closer the interpolated point is to the first point (parameter pt1). The closer the value of the parameter f is to 0, the closer the interpolated point is to the second point (parameter pt2).
* @method interpolate
* @param {Point} pointA - The first Point object.
* @param {Point} pointB - The second Point object.
* @param {Number} f - The level of interpolation between the two points. Indicates where the new point will be, along the line between pt1 and pt2. If f=1, pt1 is returned; if f=0, pt2 is returned.
* @return {Point} The new interpolated Point object.
**/
public interpolate(pointA, pointB, f) {
}
/**
* Offsets the Point object by the specified amount. The value of dx is added to the original value of x to create the new x value.
* The value of dy is added to the original value of y to create the new y value.
* @method offset
* @param {Number} dx - The amount by which to offset the horizontal coordinate, x.
* @param {Number} dy - The amount by which to offset the vertical coordinate, y.
* @return {Point} This Point object. Useful for chaining method calls.
**/
public offset(dx: number, dy: number): Point {
this.x += dx;
this.y += dy;
return this;
}
/**
* Converts a pair of polar coordinates to a Cartesian point coordinate.
* @method polar
* @param {Number} length - The length coordinate of the polar pair.
* @param {Number} angle - The angle, in radians, of the polar pair.
* @return {Point} The new Cartesian Point object.
**/
public polar(length, angle) {
}
/**
* Sets the x and y values of this Point object to the given coordinates.
* @method setTo
* @param {Number} x - The horizontal position of this point.
* @param {Number} y - The vertical position of this point.
* @return {Point} This Point object. Useful for chaining method calls.
**/
public setTo(x: number, y: number): Point {
this.x = x;
this.y = y;
return this;
}
/**
* Subtracts the coordinates of another point from the coordinates of this point to create a new point.
* @method subtract
* @param {Point} point - The point to be subtracted.
* @param {Point} output Optional Point object. If given the values will be set into this object, otherwise a brand new Point object will be created and returned.
* @return {Point} The new Point object.
**/
public subtract(point: Point, output?: Point = new Point): Point {
return output.setTo(this.x - point.x, this.y - point.y);
}
/**
* Returns a string representation of this object.
* @method toString
* @return {string} a string representation of the instance.
**/
public toString(): string {
return '[{Point (x=' + this.x + ' y=' + this.y + ')}]';
}
}
}
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@@ -1,809 +0,0 @@
/// <reference path="../Game.ts" />
/// <reference path="MicroPoint.ts" />
/**
* Phaser - Rectangle
*
* A Rectangle object is an area defined by its position, as indicated by its top-left corner (x,y) and width and height.
*/
module Phaser {
export class Rectangle {
/**
* Creates a new Rectangle object with the top-left corner specified by the x and y parameters and with the specified width and height parameters. If you call this function without parameters, a rectangle with x, y, width, and height properties set to 0 is created.
* @class Rectangle
* @constructor
* @param {Number} x The x coordinate of the top-left corner of the rectangle.
* @param {Number} y The y coordinate of the top-left corner of the rectangle.
* @param {Number} width The width of the rectangle in pixels.
* @param {Number} height The height of the rectangle in pixels.
* @return {Rectangle} This rectangle object
**/
constructor(x: number = 0, y: number = 0, width: number = 0, height: number = 0) {
this._width = width;
if (width > 0)
{
this._halfWidth = Math.round(width / 2);
}
this._height = height;
if (height > 0)
{
this._halfHeight = Math.round(height / 2);
}
this.length = Math.max(this._width, this._height);
this.topLeft = new MicroPoint(x, y, this);
this.topCenter = new MicroPoint(x + this._halfWidth, y, this);
this.topRight = new MicroPoint(x + this._width - 1, y, this);
this.leftCenter = new MicroPoint(x, y + this._halfHeight, this);
this.center = new MicroPoint(x + this._halfWidth, y + this._halfHeight, this);
this.rightCenter = new MicroPoint(x + this._width - 1, y + this._halfHeight, this);
this.bottomLeft = new MicroPoint(x, y + this._height - 1, this);
this.bottomCenter = new MicroPoint(x + this._halfWidth, y + this._height - 1, this);
this.bottomRight = new MicroPoint(x + this._width - 1, y + this._height - 1, this);
}
private _tempX: number = null;
private _tempY: number = null;
private _tempWidth: number = null;
private _tempHeight: number = null;
/**
* The x coordinate of the top-left corner of the rectangle
* @property x
* @type Number
**/
public get x(): number {
return this.topLeft.x;
}
/**
* The y coordinate of the top-left corner of the rectangle
* @property y
* @type Number
**/
public get y(): number {
return this.topLeft.y;
}
/**
* The x coordinate of the top-left corner of the rectangle
* @property x
* @type Number
**/
public set x(value: number) {
this.topLeft.x = value;
}
/**
* The y coordinate of the top-left corner of the rectangle
* @property y
* @type Number
**/
public set y(value:number) {
this.topLeft.y = value;
}
/**
* The x and y coordinate of the top-left corner of the rectangle (same as x/y)
* @property topLeft
* @type MicroPoint
**/
public topLeft: MicroPoint;
/**
* The x and y coordinate of the top-center of the rectangle
* @property topCenter
* @type MicroPoint
**/
public topCenter: MicroPoint;
/**
* The x and y coordinate of the top-right corner of the rectangle
* @property topRight
* @type MicroPoint
**/
public topRight: MicroPoint;
/**
* The x and y coordinate of the left-center of the rectangle
* @property leftCenter
* @type MicroPoint
**/
public leftCenter: MicroPoint;
/**
* The x and y coordinate of the center of the rectangle
* @property center
* @type MicroPoint
**/
public center: MicroPoint;
/**
* The x and y coordinate of the right-center of the rectangle
* @property rightCenter
* @type MicroPoint
**/
public rightCenter: MicroPoint;
/**
* The x and y coordinate of the bottom-left corner of the rectangle
* @property bottomLeft
* @type MicroPoint
**/
public bottomLeft: MicroPoint;
/**
* The x and y coordinate of the bottom-center of the rectangle
* @property bottomCenter
* @type MicroPoint
**/
public bottomCenter: MicroPoint;
/**
* The x and y coordinate of the bottom-right corner of the rectangle
* @property bottomRight
* @type MicroPoint
**/
public bottomRight: MicroPoint;
/**
* The width of the rectangle
* @property width
* @type Number
**/
private _width: number = 0;
/**
* The height of the rectangle
* @property height
* @type Number
**/
private _height: number = 0;
/**
* Half of the width of the rectangle
* @property halfWidth
* @type Number
**/
private _halfWidth: number = 0;
/**
* Half of the height of the rectangle
* @property halfHeight
* @type Number
**/
private _halfHeight: number = 0;
/**
* The size of the longest side (width or height)
* @property length
* @type Number
**/
public length: number = 0;
/**
* Updates all of the MicroPoints based on the values of width and height.
* You should not normally call this directly.
**/
public updateBounds() {
if (this._tempWidth !== null)
{
this._width = this._tempWidth;
this._halfWidth = 0;
if (this._width > 0)
{
this._halfWidth = Math.round(this._width / 2);
}
}
if (this._tempHeight !== null)
{
this._height = this._tempHeight;
this._halfHeight = 0;
if (this._height > 0)
{
this._halfHeight = Math.round(this._height / 2);
}
}
this.length = Math.max(this._width, this._height);
if (this._tempX !== null && this._tempY !== null)
{
this.topLeft.setTo(this._tempX, this._tempY, false);
}
else if (this._tempX !== null && this._tempY == null)
{
this.topLeft.setTo(this._tempX, this.topLeft.y, false);
}
else if (this._tempX == null && this._tempY !== null)
{
this.topLeft.setTo(this.topLeft.x, this._tempY, false);
}
else
{
this.topLeft.setTo(this.x, this.y, false);
}
this.topCenter.setTo(this.x + this._halfWidth, this.y, false);
this.topRight.setTo(this.x + this._width - 1, this.y, false);
this.leftCenter.setTo(this.x, this.y + this._halfHeight, false);
this.center.setTo(this.x + this._halfWidth, this.y + this._halfHeight, false);
this.rightCenter.setTo(this.x + this._width - 1, this.y + this._halfHeight, false);
this.bottomLeft.setTo(this.x, this.y + this._height - 1, false);
this.bottomCenter.setTo(this.x + this._halfWidth, this.y + this._height - 1, false);
this.bottomRight.setTo(this.x + this._width - 1, this.y + this._height - 1, false);
this._tempX = null;
this._tempY = null;
this._tempWidth = null;
this._tempHeight = null;
}
/**
* The width of the rectangle
* @property width
* @type Number
**/
public set width(value: number) {
this._width = value;
this._halfWidth = Math.round(value / 2);
this.updateBounds();
}
/**
* The height of the rectangle
* @property height
* @type Number
**/
public set height(value: number) {
this._height = value;
this._halfHeight = Math.round(value / 2);
this.updateBounds();
}
/**
* The width of the rectangle
* @property width
* @type Number
**/
public get width(): number {
return this._width;
}
/**
* The height of the rectangle
* @property height
* @type Number
**/
public get height(): number {
return this._height;
}
/**
* Half of the width of the rectangle
* @property halfWidth
* @type Number
**/
public get halfWidth(): number {
return this._halfWidth;
}
/**
* Half of the height of the rectangle
* @property halfHeight
* @type Number
**/
public get halfHeight(): number {
return this._halfHeight;
}
/**
* The sum of the y and height properties.
* Changing the bottom property of a Rectangle object has no effect on the x, y and width properties, but does change the height property.
* @method bottom
* @return {Number}
**/
public get bottom(): number {
return this.bottomCenter.y;
}
/**
* The sum of the y and height properties.
* Changing the bottom property of a Rectangle object has no effect on the x, y and width properties, but does change the height property.
* @method bottom
* @param {Number} value
**/
public set bottom(value: number) {
if (value < this.y)
{
this._tempHeight = 0;
}
else
{
this._tempHeight = this.y + value;
}
this.updateBounds();
}
/**
* The x coordinate of the top-left corner of the rectangle.
* Changing the left property of a Rectangle object has no effect on the y and height properties.
* However it does affect the width property, whereas changing the x value does not affect the width property.
* @method left
* @ return {number}
**/
public get left(): number {
return this.x;
}
/**
* The x coordinate of the top-left corner of the rectangle.
* Changing the left property of a Rectangle object has no effect on the y and height properties.
* However it does affect the width property, whereas changing the x value does not affect the width property.
* @method left
* @param {Number} value
**/
public set left(value: number) {
var diff = this.x - value;
if (this._width + diff < 0)
{
this._tempWidth = 0;
this._tempX = value;
}
else
{
this._tempWidth = this._width + diff;
this._tempX = value;
}
this.updateBounds();
}
/**
* The sum of the x and width properties.
* Changing the right property of a Rectangle object has no effect on the x, y and height properties.
* However it does affect the width property.
* @method right
* @return {Number}
**/
public get right(): number {
return this.rightCenter.x;
}
/**
* The sum of the x and width properties.
* Changing the right property of a Rectangle object has no effect on the x, y and height properties.
* However it does affect the width property.
* @method right
* @param {Number} value
**/
public set right(value: number) {
if (value < this.topLeft.x)
{
this._tempWidth = 0;
}
else
{
this._tempWidth = (value - this.topLeft.x);
}
this.updateBounds();
}
/**
* The size of the Rectangle object, expressed as a Point object with the values of the width and height properties.
* @method size
* @param {Point} output Optional Point object. If given the values will be set into the object, otherwise a brand new Point object will be created and returned.
* @return {Point} The size of the Rectangle object
**/
public size(output?: Point = new Point): Point {
return output.setTo(this._width, this._height);
}
/**
* The volume of the Rectangle object in pixels, derived from width * height
* @method volume
* @return {Number}
**/
public get volume(): number {
return this._width * this._height;
}
/**
* The perimeter size of the Rectangle object in pixels. This is the sum of all 4 sides.
* @method perimeter
* @return {Number}
**/
public get perimeter(): number {
return (this._width * 2) + (this._height * 2);
}
/**
* The y coordinate of the top-left corner of the rectangle.
* Changing the top property of a Rectangle object has no effect on the x and width properties.
* However it does affect the height property, whereas changing the y value does not affect the height property.
* @method top
* @return {Number}
**/
public get top(): number {
return this.topCenter.y;
}
/**
* The y coordinate of the top-left corner of the rectangle.
* Changing the top property of a Rectangle object has no effect on the x and width properties.
* However it does affect the height property, whereas changing the y value does not affect the height property.
* @method top
* @param {Number} value
**/
public set top(value: number) {
var diff = this.topCenter.y - value;
if (this._height + diff < 0)
{
this._tempHeight = 0;
this._tempY = value;
}
else
{
this._tempHeight = this._height + diff;
this._tempY = value;
}
this.updateBounds();
}
/**
* Returns a new Rectangle object with the same values for the x, y, width, and height properties as the original Rectangle object.
* @method clone
* @param {Rectangle} output Optional Rectangle object. If given the values will be set into the object, otherwise a brand new Rectangle object will be created and returned.
* @return {Rectangle}
**/
public clone(output?: Rectangle = new Rectangle): Rectangle {
return output.setTo(this.x, this.y, this.width, this.height);
}
/**
* Determines whether the specified coordinates are contained within the region defined by this Rectangle object.
* @method contains
* @param {Number} x The x coordinate of the point to test.
* @param {Number} y The y coordinate of the point to test.
* @return {Boolean} A value of true if the Rectangle object contains the specified point; otherwise false.
**/
public contains(x: number, y: number): bool {
if (x >= this.topLeft.x && x <= this.topRight.x && y >= this.topLeft.y && y <= this.bottomRight.y)
{
return true;
}
return false;
}
/**
* Determines whether the specified point is contained within the rectangular region defined by this Rectangle object.
* This method is similar to the Rectangle.contains() method, except that it takes a Point object as a parameter.
* @method containsPoint
* @param {Point} point The point object being checked. Can be Point or any object with .x and .y values.
* @return {Boolean} A value of true if the Rectangle object contains the specified point; otherwise false.
**/
public containsPoint(point: any): bool {
return this.contains(point.x, point.y);
}
/**
* Determines whether the Rectangle object specified by the rect parameter is contained within this Rectangle object.
* A Rectangle object is said to contain another if the second Rectangle object falls entirely within the boundaries of the first.
* @method containsRect
* @param {Rectangle} rect The rectangle object being checked.
* @return {Boolean} A value of true if the Rectangle object contains the specified point; otherwise false.
**/
public containsRect(rect: Rectangle): bool {
// If the given rect has a larger volume than this one then it can never contain it
if (rect.volume > this.volume)
{
return false;
}
if (rect.x >= this.topLeft.x && rect.y >= this.topLeft.y && rect.rightCenter.x <= this.rightCenter.x && rect.bottomCenter.y <= this.bottomCenter.y)
{
return true;
}
return false;
}
/**
* Copies all of rectangle data from the source Rectangle object into the calling Rectangle object.
* @method copyFrom
* @param {Rectangle} rect The source rectangle object to copy from
* @return {Rectangle} This rectangle object
**/
public copyFrom(source: Rectangle): Rectangle {
return this.setTo(source.x, source.y, source.width, source.height);
}
/**
* Copies all the rectangle data from this Rectangle object into the destination Rectangle object.
* @method copyTo
* @param {Rectangle} rect The destination rectangle object to copy in to
* @return {Rectangle} The destination rectangle object
**/
public copyTo(target: Rectangle): Rectangle {
return target.copyFrom(this);
}
/**
* Determines whether the object specified in the toCompare parameter is equal to this Rectangle object.
* This method compares the x, y, width, and height properties of an object against the same properties of this Rectangle object.
* @method equals
* @param {Rectangle} toCompare The rectangle to compare to this Rectangle object.
* @return {Boolean} A value of true if the object has exactly the same values for the x, y, width, and height properties as this Rectangle object; otherwise false.
**/
public equals(toCompare: Rectangle): bool {
if (this.topLeft.equals(toCompare.topLeft) && this.bottomRight.equals(toCompare.bottomRight))
{
return true;
}
return false;
}
/**
* Increases the size of the Rectangle object by the specified amounts.
* The center point of the Rectangle object stays the same, and its size increases to the left and right by the dx value,
* and to the top and the bottom by the dy value.
* @method inflate
* @param {Number} dx The amount to be added to the left side of this Rectangle.
* @param {Number} dy The amount to be added to the bottom side of this Rectangle.
* @return {Rectangle} This Rectangle object.
**/
public inflate(dx: number, dy: number): Rectangle {
this._tempX = this.topLeft.x - dx;
this._tempWidth = this._width + (2 * dx);
this._tempY = this.topLeft.y - dy;
this._tempHeight = this._height + (2 * dy);
this.updateBounds();
return this;
}
/**
* Increases the size of the Rectangle object.
* This method is similar to the Rectangle.inflate() method except it takes a Point object as a parameter.
* @method inflatePoint
* @param {Point} point The x property of this Point object is used to increase the horizontal dimension of the Rectangle object. The y property is used to increase the vertical dimension of the Rectangle object.
* @return {Rectangle} This Rectangle object.
**/
public inflatePoint(point: Point): Rectangle {
return this.inflate(point.x, point.y);
}
/**
* If the Rectangle object specified in the toIntersect parameter intersects with this Rectangle object,
* returns the area of intersection as a Rectangle object. If the rectangles do not intersect, this method
* returns an empty Rectangle object with its properties set to 0.
* @method intersection
* @param {Rectangle} toIntersect The Rectangle object to compare against to see if it intersects with this Rectangle object.
* @param {Rectangle} output Optional Rectangle object. If given the intersection values will be set into this object, otherwise a brand new Rectangle object will be created and returned.
* @return {Rectangle} A Rectangle object that equals the area of intersection. If the rectangles do not intersect, this method returns an empty Rectangle object; that is, a rectangle with its x, y, width, and height properties set to 0.
**/
public intersection(toIntersect: Rectangle, output?: Rectangle = new Rectangle): Rectangle {
if (this.intersects(toIntersect) === true)
{
output.x = Math.max(toIntersect.topLeft.x, this.topLeft.x);
output.y = Math.max(toIntersect.topLeft.y, this.topLeft.y);
output.width = Math.min(toIntersect.rightCenter.x, this.rightCenter.x) - output.x;
output.height = Math.min(toIntersect.bottomCenter.y, this.bottomCenter.y) - output.y;
}
return output;
}
/**
* Determines whether the object specified intersects (overlaps) with this Rectangle object.
* This method checks the x, y, width, and height properties of the specified Rectangle object to see if it intersects with this Rectangle object.
* @method intersects
* @param {Rectangle} r2 The Rectangle object to compare against to see if it intersects with this Rectangle object.
* @param {Number} t A tolerance value to allow for an intersection test with padding, default to 0
* @return {Boolean} A value of true if the specified object intersects with this Rectangle object; otherwise false.
**/
public intersects(r2: Rectangle, t?: number = 0): bool {
return !(r2.left > this.right + t || r2.right < this.left - t || r2.top > this.bottom + t || r2.bottom < this.top - t);
}
/**
* Determines whether or not this Rectangle object is empty.
* @method isEmpty
* @return {Boolean} A value of true if the Rectangle object's width or height is less than or equal to 0; otherwise false.
**/
public get isEmpty(): bool {
if (this.width < 1 || this.height < 1)
{
return true;
}
return false;
}
/**
* Adjusts the location of the Rectangle object, as determined by its top-left corner, by the specified amounts.
* @method offset
* @param {Number} dx Moves the x value of the Rectangle object by this amount.
* @param {Number} dy Moves the y value of the Rectangle object by this amount.
* @return {Rectangle} This Rectangle object.
**/
public offset(dx: number, dy: number): Rectangle {
if (!isNaN(dx) && !isNaN(dy))
{
this.x += dx;
this.y += dy;
}
return this;
}
/**
* Adjusts the location of the Rectangle object using a Point object as a parameter. This method is similar to the Rectangle.offset() method, except that it takes a Point object as a parameter.
* @method offsetPoint
* @param {Point} point A Point object to use to offset this Rectangle object.
* @return {Rectangle} This Rectangle object.
**/
public offsetPoint(point: Point): Rectangle {
return this.offset(point.x, point.y);
}
/**
* Sets all of the Rectangle object's properties to 0. A Rectangle object is empty if its width or height is less than or equal to 0.
* @method setEmpty
* @return {Rectangle} This rectangle object
**/
public setEmpty() {
return this.setTo(0, 0, 0, 0);
}
/**
* Sets the members of Rectangle to the specified values.
* @method setTo
* @param {Number} x The x coordinate of the top-left corner of the rectangle.
* @param {Number} y The y coordinate of the top-left corner of the rectangle.
* @param {Number} width The width of the rectangle in pixels.
* @param {Number} height The height of the rectangle in pixels.
* @return {Rectangle} This rectangle object
**/
public setTo(x: number, y: number, width: number, height: number): Rectangle {
this._tempX = x;
this._tempY = y;
this._tempWidth = width;
this._tempHeight = height;
this.updateBounds();
return this;
}
/**
* Adds two rectangles together to create a new Rectangle object, by filling in the horizontal and vertical space between the two rectangles.
* @method union
* @param {Rectangle} toUnion A Rectangle object to add to this Rectangle object.
* @param {Rectangle} output Optional Rectangle object. If given the new values will be set into this object, otherwise a brand new Rectangle object will be created and returned.
* @return {Rectangle} A Rectangle object that is the union of the two rectangles.
**/
public union(toUnion: Rectangle, output?: Rectangle = new Rectangle): Rectangle {
return output.setTo(
Math.min(toUnion.x, this.x),
Math.min(toUnion.y, this.y),
Math.max(toUnion.right, this.right),
Math.max(toUnion.bottom, this.bottom)
);
}
/**
* Returns a string representation of this object.
* @method toString
* @return {string} a string representation of the instance.
**/
public toString(): string {
return "[{Rectangle (x=" + this.x + " y=" + this.y + " width=" + this.width + " height=" + this.height + " empty=" + this.isEmpty + ")}]";
}
}
}
-19
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@@ -1,19 +0,0 @@
/**
* Phaser
*
* v0.9.2 - April 20th 2013
*
* A small and feature-packed 2D canvas game framework born from the firey pits of Flixel and Kiwi.
*
* Richard Davey (@photonstorm)
*
* Many thanks to Adam Saltsman (@ADAMATOMIC) for the original Flixel AS3 code on which Phaser is based.
*
* "If you want your children to be intelligent, read them fairy tales."
* "If you want them to be more intelligent, read them more fairy tales."
* -- Albert Einstein
*/
var Phaser;
(function (Phaser) {
Phaser.VERSION = 'Phaser version 0.9.2';
})(Phaser || (Phaser = {}));
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@@ -1,686 +0,0 @@
/// <reference path="../gameobjects/Sprite.ts" />
/// <reference path="../Game.ts" />
/**
* Phaser - Camera
*
* A Camera is your view into the game world. It has a position, size, scale and rotation and renders only those objects
* within its field of view. The game automatically creates a single Stage sized camera on boot, but it can be changed and
* additional cameras created via the CameraManager.
*/
module Phaser {
export class Camera {
/**
* Instantiates a new camera at the specified location, with the specified size and zoom level.
*
* @param X X location of the camera's display in pixels. Uses native, 1:1 resolution, ignores zoom.
* @param Y Y location of the camera's display in pixels. Uses native, 1:1 resolution, ignores zoom.
* @param Width The width of the camera display in pixels.
* @param Height The height of the camera display in pixels.
* @param Zoom The initial zoom level of the camera. A zoom level of 2 will make all pixels display at 2x resolution.
*/
constructor(game: Game, id: number, x: number, y: number, width: number, height: number) {
this._game = game;
this.ID = id;
this._stageX = x;
this._stageY = y;
// The view into the world canvas we wish to render
this.worldView = new Rectangle(0, 0, width, height);
this.checkClip();
}
private _game: Game;
private _clip: bool = false;
private _stageX: number;
private _stageY: number;
private _rotation: number = 0;
private _target: Sprite = null;
private _sx: number = 0;
private _sy: number = 0;
private _fxFlashColor: string;
private _fxFlashComplete = null;
private _fxFlashDuration: number = 0;
private _fxFlashAlpha: number = 0;
private _fxFadeColor: string;
private _fxFadeComplete = null;
private _fxFadeDuration: number = 0;
private _fxFadeAlpha: number = 0;
private _fxShakeIntensity: number = 0;
private _fxShakeDuration: number = 0;
private _fxShakeComplete = null;
private _fxShakeOffset: Point = new Point(0, 0);
private _fxShakeDirection: number = 0;
private _fxShakePrevX: number = 0;
private _fxShakePrevY: number = 0;
public static STYLE_LOCKON: number = 0;
public static STYLE_PLATFORMER: number = 1;
public static STYLE_TOPDOWN: number = 2;
public static STYLE_TOPDOWN_TIGHT: number = 3;
public static SHAKE_BOTH_AXES: number = 0;
public static SHAKE_HORIZONTAL_ONLY: number = 1;
public static SHAKE_VERTICAL_ONLY: number = 2;
public ID: number;
public worldView: Rectangle;
public totalSpritesRendered: number;
public scale: Point = new Point(1, 1);
public scroll: Point = new Point(0, 0);
public bounds: Rectangle = null;
public deadzone: Rectangle = null;
// Camera Border
public showBorder: bool = false;
public borderColor: string = 'rgb(255,255,255)';
// Camera Background Color
public opaque: bool = true;
private _bgColor: string = 'rgb(0,0,0)';
private _bgTexture;
private _bgTextureRepeat: string = 'repeat';
// Camera Shadow
public showShadow: bool = false;
public shadowColor: string = 'rgb(0,0,0)';
public shadowBlur: number = 10;
public shadowOffset: Point = new Point(4, 4);
public visible: bool = true;
public alpha: number = 1;
// The x/y position of the current input event in world coordinates
public inputX: number = 0;
public inputY: number = 0;
/**
* The camera is filled with this color and returns to normal at the given duration.
*
* @param Color The color you want to use in 0xRRGGBB format, i.e. 0xffffff for white.
* @param Duration How long it takes for the flash to fade.
* @param OnComplete An optional function you want to run when the flash finishes. Set to null for no callback.
* @param Force Force an already running flash effect to reset.
*/
public flash(color: number = 0xffffff, duration: number = 1, onComplete = null, force: bool = false) {
if (force === false && this._fxFlashAlpha > 0)
{
// You can't flash again unless you force it
return;
}
if (duration <= 0)
{
duration = 1;
}
var red = color >> 16 & 0xFF;
var green = color >> 8 & 0xFF;
var blue = color & 0xFF;
this._fxFlashColor = 'rgba(' + red + ',' + green + ',' + blue + ',';
this._fxFlashDuration = duration;
this._fxFlashAlpha = 1;
this._fxFlashComplete = onComplete;
}
/**
* The camera is gradually filled with this color.
*
* @param Color The color you want to use in 0xRRGGBB format, i.e. 0xffffff for white.
* @param Duration How long it takes for the flash to fade.
* @param OnComplete An optional function you want to run when the flash finishes. Set to null for no callback.
* @param Force Force an already running flash effect to reset.
*/
public fade(color: number = 0x000000, duration: number = 1, onComplete = null, force: bool = false) {
if (force === false && this._fxFadeAlpha > 0)
{
// You can't fade again unless you force it
return;
}
if (duration <= 0)
{
duration = 1;
}
var red = color >> 16 & 0xFF;
var green = color >> 8 & 0xFF;
var blue = color & 0xFF;
this._fxFadeColor = 'rgba(' + red + ',' + green + ',' + blue + ',';
this._fxFadeDuration = duration;
this._fxFadeAlpha = 0.01;
this._fxFadeComplete = onComplete;
}
/**
* A simple screen-shake effect.
*
* @param Intensity Percentage of screen size representing the maximum distance that the screen can move while shaking.
* @param Duration The length in seconds that the shaking effect should last.
* @param OnComplete A function you want to run when the shake effect finishes.
* @param Force Force the effect to reset (default = true, unlike flash() and fade()!).
* @param Direction Whether to shake on both axes, just up and down, or just side to side (use class constants SHAKE_BOTH_AXES, SHAKE_VERTICAL_ONLY, or SHAKE_HORIZONTAL_ONLY).
*/
public shake(intensity: number = 0.05, duration: number = 0.5, onComplete = null, force: bool = true, direction: number = Camera.SHAKE_BOTH_AXES) {
if (!force && ((this._fxShakeOffset.x != 0) || (this._fxShakeOffset.y != 0)))
{
return;
}
// If a shake is not already running we need to store the offsets here
if (this._fxShakeOffset.x == 0 && this._fxShakeOffset.y == 0)
{
this._fxShakePrevX = this._stageX;
this._fxShakePrevY = this._stageY;
}
this._fxShakeIntensity = intensity;
this._fxShakeDuration = duration;
this._fxShakeComplete = onComplete;
this._fxShakeDirection = direction;
this._fxShakeOffset.setTo(0, 0);
}
/**
* Just turns off all the camera effects instantly.
*/
public stopFX() {
this._fxFlashAlpha = 0;
this._fxFadeAlpha = 0;
if (this._fxShakeDuration !== 0)
{
this._fxShakeDuration = 0;
this._fxShakeOffset.setTo(0, 0);
this._stageX = this._fxShakePrevX;
this._stageY = this._fxShakePrevY;
}
}
public follow(target: Sprite, style?: number = Camera.STYLE_LOCKON) {
this._target = target;
var helper: number;
switch (style)
{
case Camera.STYLE_PLATFORMER:
var w: number = this.width / 8;
var h: number = this.height / 3;
this.deadzone = new Rectangle((this.width - w) / 2, (this.height - h) / 2 - h * 0.25, w, h);
break;
case Camera.STYLE_TOPDOWN:
helper = Math.max(this.width, this.height) / 4;
this.deadzone = new Rectangle((this.width - helper) / 2, (this.height - helper) / 2, helper, helper);
break;
case Camera.STYLE_TOPDOWN_TIGHT:
helper = Math.max(this.width, this.height) / 8;
this.deadzone = new Rectangle((this.width - helper) / 2, (this.height - helper) / 2, helper, helper);
break;
case Camera.STYLE_LOCKON:
default:
this.deadzone = null;
break;
}
}
public focusOnXY(x: number, y: number) {
x += (x > 0) ? 0.0000001 : -0.0000001;
y += (y > 0) ? 0.0000001 : -0.0000001;
this.scroll.x = Math.round(x - this.worldView.halfWidth);
this.scroll.y = Math.round(y - this.worldView.halfHeight);
}
public focusOn(point: Point) {
point.x += (point.x > 0) ? 0.0000001 : -0.0000001;
point.y += (point.y > 0) ? 0.0000001 : -0.0000001;
this.scroll.x = Math.round(point.x - this.worldView.halfWidth);
this.scroll.y = Math.round(point.y - this.worldView.halfHeight);
}
/**
* Specify the boundaries of the world or where the camera is allowed to move.
*
* @param X The smallest X value of your world (usually 0).
* @param Y The smallest Y value of your world (usually 0).
* @param Width The largest X value of your world (usually the world width).
* @param Height The largest Y value of your world (usually the world height).
* @param UpdateWorld Whether the global quad-tree's dimensions should be updated to match (default: false).
*/
public setBounds(X: number = 0, Y: number = 0, Width: number = 0, Height: number = 0, UpdateWorld: bool = false) {
if (this.bounds == null)
{
this.bounds = new Rectangle();
}
this.bounds.setTo(X, Y, Width, Height);
//if(UpdateWorld)
// G.worldBounds.copyFrom(bounds);
this.update();
}
public update() {
if (this._target !== null)
{
if (this.deadzone == null)
{
this.focusOnXY(this._target.x + this._target.origin.x, this._target.y + this._target.origin.y);
}
else
{
var edge: number;
var targetX: number = this._target.x + ((this._target.x > 0) ? 0.0000001 : -0.0000001);
var targetY: number = this._target.y + ((this._target.y > 0) ? 0.0000001 : -0.0000001);
edge = targetX - this.deadzone.x;
if (this.scroll.x > edge)
{
this.scroll.x = edge;
}
edge = targetX + this._target.width - this.deadzone.x - this.deadzone.width;
if (this.scroll.x < edge)
{
this.scroll.x = edge;
}
edge = targetY - this.deadzone.y;
if (this.scroll.y > edge)
{
this.scroll.y = edge;
}
edge = targetY + this._target.height - this.deadzone.y - this.deadzone.height;
if (this.scroll.y < edge)
{
this.scroll.y = edge;
}
}
}
// Make sure we didn't go outside the camera's bounds
if (this.bounds !== null)
{
if (this.scroll.x < this.bounds.left)
{
this.scroll.x = this.bounds.left;
}
if (this.scroll.x > this.bounds.right - this.width)
{
this.scroll.x = this.bounds.right - this.width;
}
if (this.scroll.y < this.bounds.top)
{
this.scroll.y = this.bounds.top;
}
if (this.scroll.y > this.bounds.bottom - this.height)
{
this.scroll.y = this.bounds.bottom - this.height;
}
}
this.worldView.x = this.scroll.x;
this.worldView.y = this.scroll.y;
// Input values
this.inputX = this.worldView.x + this._game.input.x;
this.inputY = this.worldView.y + this._game.input.y;
// Update the Flash effect
if (this._fxFlashAlpha > 0)
{
this._fxFlashAlpha -= this._game.time.elapsed / this._fxFlashDuration;
this._fxFlashAlpha = this._game.math.roundTo(this._fxFlashAlpha, -2);
if (this._fxFlashAlpha <= 0)
{
this._fxFlashAlpha = 0;
if (this._fxFlashComplete !== null)
{
this._fxFlashComplete();
}
}
}
// Update the Fade effect
if (this._fxFadeAlpha > 0)
{
this._fxFadeAlpha += this._game.time.elapsed / this._fxFadeDuration;
this._fxFadeAlpha = this._game.math.roundTo(this._fxFadeAlpha, -2);
if (this._fxFadeAlpha >= 1)
{
this._fxFadeAlpha = 1;
if (this._fxFadeComplete !== null)
{
this._fxFadeComplete();
}
}
}
// Update the "shake" special effect
if (this._fxShakeDuration > 0)
{
this._fxShakeDuration -= this._game.time.elapsed;
this._fxShakeDuration = this._game.math.roundTo(this._fxShakeDuration, -2);
if (this._fxShakeDuration <= 0)
{
this._fxShakeDuration = 0;
this._fxShakeOffset.setTo(0, 0);
this._stageX = this._fxShakePrevX;
this._stageY = this._fxShakePrevY;
if (this._fxShakeComplete != null)
{
this._fxShakeComplete();
}
}
else
{
if ((this._fxShakeDirection == Camera.SHAKE_BOTH_AXES) || (this._fxShakeDirection == Camera.SHAKE_HORIZONTAL_ONLY))
{
//this._fxShakeOffset.x = ((this._game.math.random() * this._fxShakeIntensity * this.worldView.width * 2 - this._fxShakeIntensity * this.worldView.width) * this._zoom;
this._fxShakeOffset.x = (this._game.math.random() * this._fxShakeIntensity * this.worldView.width * 2 - this._fxShakeIntensity * this.worldView.width);
}
if ((this._fxShakeDirection == Camera.SHAKE_BOTH_AXES) || (this._fxShakeDirection == Camera.SHAKE_VERTICAL_ONLY))
{
//this._fxShakeOffset.y = (this._game.math.random() * this._fxShakeIntensity * this.worldView.height * 2 - this._fxShakeIntensity * this.worldView.height) * this._zoom;
this._fxShakeOffset.y = (this._game.math.random() * this._fxShakeIntensity * this.worldView.height * 2 - this._fxShakeIntensity * this.worldView.height);
}
}
}
}
public render() {
if (this.visible === false && this.alpha < 0.1)
{
return;
}
if ((this._fxShakeOffset.x != 0) || (this._fxShakeOffset.y != 0))
{
//this._stageX = this._fxShakePrevX + (this.worldView.halfWidth * this._zoom) + this._fxShakeOffset.x;
//this._stageY = this._fxShakePrevY + (this.worldView.halfHeight * this._zoom) + this._fxShakeOffset.y;
this._stageX = this._fxShakePrevX + (this.worldView.halfWidth) + this._fxShakeOffset.x;
this._stageY = this._fxShakePrevY + (this.worldView.halfHeight) + this._fxShakeOffset.y;
//console.log('shake', this._fxShakeDuration, this._fxShakeIntensity, this._fxShakeOffset.x, this._fxShakeOffset.y);
}
//if (this._rotation !== 0 || this._clip || this.scale.x !== 1 || this.scale.y !== 1)
//{
//this._game.stage.context.save();
//}
// It may be safe/quicker to just save the context every frame regardless
this._game.stage.context.save();
if (this.alpha !== 1)
{
this._game.stage.context.globalAlpha = this.alpha;
}
this._sx = this._stageX;
this._sy = this._stageY;
// Shadow
if (this.showShadow)
{
this._game.stage.context.shadowColor = this.shadowColor;
this._game.stage.context.shadowBlur = this.shadowBlur;
this._game.stage.context.shadowOffsetX = this.shadowOffset.x;
this._game.stage.context.shadowOffsetY = this.shadowOffset.y;
}
// Scale on
if (this.scale.x !== 1 || this.scale.y !== 1)
{
this._game.stage.context.scale(this.scale.x, this.scale.y);
this._sx = this._sx / this.scale.x;
this._sy = this._sy / this.scale.y;
}
// Rotation - translate to the mid-point of the camera
if (this._rotation !== 0)
{
this._game.stage.context.translate(this._sx + this.worldView.halfWidth, this._sy + this.worldView.halfHeight);
this._game.stage.context.rotate(this._rotation * (Math.PI / 180));
// now shift back to where that should actually render
this._game.stage.context.translate(-(this._sx + this.worldView.halfWidth), -(this._sy + this.worldView.halfHeight));
}
// Background
if (this.opaque == true)
{
if (this._bgTexture)
{
this._game.stage.context.fillStyle = this._bgTexture;
this._game.stage.context.fillRect(this._sx, this._sy, this.worldView.width, this.worldView.height);
}
else
{
this._game.stage.context.fillStyle = this._bgColor;
this._game.stage.context.fillRect(this._sx, this._sy, this.worldView.width, this.worldView.height);
}
}
// Shadow off
if (this.showShadow)
{
this._game.stage.context.shadowBlur = 0;
this._game.stage.context.shadowOffsetX = 0;
this._game.stage.context.shadowOffsetY = 0;
}
// Clip the camera so we don't get sprites appearing outside the edges
if (this._clip)
{
this._game.stage.context.beginPath();
this._game.stage.context.rect(this._sx, this._sy, this.worldView.width, this.worldView.height);
this._game.stage.context.closePath();
this._game.stage.context.clip();
}
this._game.world.group.render(this, this._sx, this._sy);
if (this.showBorder)
{
this._game.stage.context.strokeStyle = this.borderColor;
this._game.stage.context.lineWidth = 1;
this._game.stage.context.rect(this._sx, this._sy, this.worldView.width, this.worldView.height);
this._game.stage.context.stroke();
}
// "Flash" FX
if (this._fxFlashAlpha > 0)
{
this._game.stage.context.fillStyle = this._fxFlashColor + this._fxFlashAlpha + ')';
this._game.stage.context.fillRect(this._sx, this._sy, this.worldView.width, this.worldView.height);
}
// "Fade" FX
if (this._fxFadeAlpha > 0)
{
this._game.stage.context.fillStyle = this._fxFadeColor + this._fxFadeAlpha + ')';
this._game.stage.context.fillRect(this._sx, this._sy, this.worldView.width, this.worldView.height);
}
// Scale off
if (this.scale.x !== 1 || this.scale.y !== 1)
{
this._game.stage.context.scale(1, 1);
}
if (this._rotation !== 0 || this._clip)
{
this._game.stage.context.translate(0, 0);
//this._game.stage.context.restore();
}
// maybe just do this every frame regardless?
this._game.stage.context.restore();
if (this.alpha !== 1)
{
this._game.stage.context.globalAlpha = 1;
}
}
public set backgroundColor(color: string) {
this._bgColor = color;
}
public get backgroundColor(): string {
return this._bgColor;
}
public setTexture(key: string, repeat?: string = 'repeat') {
this._bgTexture = this._game.stage.context.createPattern(this._game.cache.getImage(key), repeat);
this._bgTextureRepeat = repeat;
}
public setPosition(x: number, y: number) {
this._stageX = x;
this._stageY = y;
this.checkClip();
}
public setSize(width: number, height: number) {
this.worldView.width = width;
this.worldView.height = height;
this.checkClip();
}
public renderDebugInfo(x: number, y: number, color?: string = 'rgb(255,255,255)') {
this._game.stage.context.fillStyle = color;
this._game.stage.context.fillText('Camera ID: ' + this.ID + ' (' + this.worldView.width + ' x ' + this.worldView.height + ')', x, y);
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);
}
}
public get x(): number {
return this._stageX;
}
public set x(value: number) {
this._stageX = value;
this.checkClip();
}
public get y(): number {
return this._stageY;
}
public set y(value: number) {
this._stageY = value;
this.checkClip();
}
public get width(): number {
return this.worldView.width;
}
public set width(value: number) {
this.worldView.width = value;
this.checkClip();
}
public get height(): number {
return this.worldView.height;
}
public set height(value: number) {
this.worldView.height = value;
this.checkClip();
}
public get rotation(): number {
return this._rotation;
}
public set rotation(value: number) {
this._rotation = this._game.math.wrap(value, 360, 0);
}
private checkClip() {
if (this._stageX !== 0 || this._stageY !== 0 || this.worldView.width < this._game.stage.width || this.worldView.height < this._game.stage.height)
{
this._clip = true;
}
else
{
this._clip = false;
}
}
}
}
-772
View File
@@ -1,772 +0,0 @@
/// <reference path="../Game.ts" />
/// <reference path="LinkedList.ts" />
/**
* Phaser - QuadTree
*
* A fairly generic quad tree structure for rapid overlap checks. QuadTree is also configured for single or dual list operation.
* You can add items either to its A list or its B list. When you do an overlap check, you can compare the A list to itself,
* or the A list against the B list. Handy for different things!
*/
module Phaser {
export class QuadTree extends Rectangle {
/**
* Instantiate a new Quad Tree node.
*
* @param X The X-coordinate of the point in space.
* @param Y The Y-coordinate of the point in space.
* @param Width Desired width of this node.
* @param Height Desired height of this node.
* @param Parent The parent branch or node. Pass null to create a root.
*/
constructor(X: number, Y: number, Width: number, Height: number, Parent: QuadTree = null) {
super(X, Y, Width, Height);
//console.log('-------- QuadTree',X,Y,Width,Height);
this._headA = this._tailA = new LinkedList();
this._headB = this._tailB = new LinkedList();
//Copy the parent's children (if there are any)
if (Parent != null)
{
//console.log('Parent not null');
var iterator: LinkedList;
var ot: LinkedList;
if (Parent._headA.object != null)
{
iterator = Parent._headA;
//console.log('iterator set to parent headA');
while (iterator != null)
{
if (this._tailA.object != null)
{
ot = this._tailA;
this._tailA = new LinkedList();
ot.next = this._tailA;
}
this._tailA.object = iterator.object;
iterator = iterator.next;
}
}
if (Parent._headB.object != null)
{
iterator = Parent._headB;
//console.log('iterator set to parent headB');
while (iterator != null)
{
if (this._tailB.object != null)
{
ot = this._tailB;
this._tailB = new LinkedList();
ot.next = this._tailB;
}
this._tailB.object = iterator.object;
iterator = iterator.next;
}
}
}
else
{
QuadTree._min = (this.width + this.height) / (2 * QuadTree.divisions);
}
this._canSubdivide = (this.width > QuadTree._min) || (this.height > QuadTree._min);
//console.log('canSubdivided', this._canSubdivide);
//Set up comparison/sort helpers
this._northWestTree = null;
this._northEastTree = null;
this._southEastTree = null;
this._southWestTree = null;
this._leftEdge = this.x;
this._rightEdge = this.x + this.width;
this._halfWidth = this.width / 2;
this._midpointX = this._leftEdge + this._halfWidth;
this._topEdge = this.y;
this._bottomEdge = this.y + this.height;
this._halfHeight = this.height / 2;
this._midpointY = this._topEdge + this._halfHeight;
}
/**
* Flag for specifying that you want to add an object to the A list.
*/
public static A_LIST: number = 0;
/**
* Flag for specifying that you want to add an object to the B list.
*/
public static B_LIST: number = 1;
/**
* Controls the granularity of the quad tree. Default is 6 (decent performance on large and small worlds).
*/
public static divisions: number;
/**
* Whether this branch of the tree can be subdivided or not.
*/
private _canSubdivide: bool;
/**
* Refers to the internal A and B linked lists,
* which are used to store objects in the leaves.
*/
private _headA: LinkedList;
/**
* Refers to the internal A and B linked lists,
* which are used to store objects in the leaves.
*/
private _tailA: LinkedList;
/**
* Refers to the internal A and B linked lists,
* which are used to store objects in the leaves.
*/
private _headB: LinkedList;
/**
* Refers to the internal A and B linked lists,
* which are used to store objects in the leaves.
*/
private _tailB: LinkedList;
/**
* Internal, governs and assists with the formation of the tree.
*/
private static _min: number;
/**
* Internal, governs and assists with the formation of the tree.
*/
private _northWestTree: QuadTree;
/**
* Internal, governs and assists with the formation of the tree.
*/
private _northEastTree: QuadTree;
/**
* Internal, governs and assists with the formation of the tree.
*/
private _southEastTree: QuadTree;
/**
* Internal, governs and assists with the formation of the tree.
*/
private _southWestTree: QuadTree;
/**
* Internal, governs and assists with the formation of the tree.
*/
private _leftEdge: number;
/**
* Internal, governs and assists with the formation of the tree.
*/
private _rightEdge: number;
/**
* Internal, governs and assists with the formation of the tree.
*/
private _topEdge: number;
/**
* Internal, governs and assists with the formation of the tree.
*/
private _bottomEdge: number;
/**
* Internal, governs and assists with the formation of the tree.
*/
private _halfWidth: number;
/**
* Internal, governs and assists with the formation of the tree.
*/
private _halfHeight: number;
/**
* Internal, governs and assists with the formation of the tree.
*/
private _midpointX: number;
/**
* Internal, governs and assists with the formation of the tree.
*/
private _midpointY: number;
/**
* Internal, used to reduce recursive method parameters during object placement and tree formation.
*/
private static _object;
/**
* Internal, used to reduce recursive method parameters during object placement and tree formation.
*/
private static _objectLeftEdge: number;
/**
* Internal, used to reduce recursive method parameters during object placement and tree formation.
*/
private static _objectTopEdge: number;
/**
* Internal, used to reduce recursive method parameters during object placement and tree formation.
*/
private static _objectRightEdge: number;
/**
* Internal, used to reduce recursive method parameters during object placement and tree formation.
*/
private static _objectBottomEdge: number;
/**
* Internal, used during tree processing and overlap checks.
*/
private static _list: number;
/**
* Internal, used during tree processing and overlap checks.
*/
private static _useBothLists: bool;
/**
* Internal, used during tree processing and overlap checks.
*/
private static _processingCallback;
/**
* Internal, used during tree processing and overlap checks.
*/
private static _notifyCallback;
/**
* Internal, used during tree processing and overlap checks.
*/
private static _iterator: LinkedList;
/**
* Internal, helpers for comparing actual object-to-object overlap - see <code>overlapNode()</code>.
*/
private static _objectHullX: number;
/**
* Internal, helpers for comparing actual object-to-object overlap - see <code>overlapNode()</code>.
*/
private static _objectHullY: number;
/**
* Internal, helpers for comparing actual object-to-object overlap - see <code>overlapNode()</code>.
*/
private static _objectHullWidth: number;
/**
* Internal, helpers for comparing actual object-to-object overlap - see <code>overlapNode()</code>.
*/
private static _objectHullHeight: number;
/**
* Internal, helpers for comparing actual object-to-object overlap - see <code>overlapNode()</code>.
*/
private static _checkObjectHullX: number;
/**
* Internal, helpers for comparing actual object-to-object overlap - see <code>overlapNode()</code>.
*/
private static _checkObjectHullY: number;
/**
* Internal, helpers for comparing actual object-to-object overlap - see <code>overlapNode()</code>.
*/
private static _checkObjectHullWidth: number;
/**
* Internal, helpers for comparing actual object-to-object overlap - see <code>overlapNode()</code>.
*/
private static _checkObjectHullHeight: number;
/**
* Clean up memory.
*/
public destroy() {
this._tailA.destroy();
this._tailB.destroy();
this._headA.destroy();
this._headB.destroy();
this._tailA = null;
this._tailB = null;
this._headA = null;
this._headB = null;
if (this._northWestTree != null)
{
this._northWestTree.destroy();
}
if (this._northEastTree != null)
{
this._northEastTree.destroy();
}
if (this._southEastTree != null)
{
this._southEastTree.destroy();
}
if (this._southWestTree != null)
{
this._southWestTree.destroy();
}
this._northWestTree = null;
this._northEastTree = null;
this._southEastTree = null;
this._southWestTree = null;
QuadTree._object = null;
QuadTree._processingCallback = null;
QuadTree._notifyCallback = null;
}
/**
* Load objects and/or groups into the quad tree, and register notify and processing callbacks.
*
* @param ObjectOrGroup1 Any object that is or extends GameObject or Group.
* @param ObjectOrGroup2 Any object that is or extends GameObject or Group. If null, the first parameter will be checked against itself.
* @param NotifyCallback A function with the form <code>myFunction(Object1:GameObject,Object2:GameObject)</code> that is called whenever two objects are found to overlap in world space, and either no ProcessCallback is specified, or the ProcessCallback returns true.
* @param ProcessCallback A function with the form <code>myFunction(Object1:GameObject,Object2:GameObject):bool</code> that is called whenever two objects are found to overlap in world space. The NotifyCallback is only called if this function returns true. See GameObject.separate().
*/
public load(ObjectOrGroup1: Basic, ObjectOrGroup2: Basic = null, NotifyCallback = null, ProcessCallback = null) {
//console.log('quadtree load', QuadTree.divisions, ObjectOrGroup1, ObjectOrGroup2);
this.add(ObjectOrGroup1, QuadTree.A_LIST);
if (ObjectOrGroup2 != null)
{
this.add(ObjectOrGroup2, QuadTree.B_LIST);
QuadTree._useBothLists = true;
}
else
{
QuadTree._useBothLists = false;
}
QuadTree._notifyCallback = NotifyCallback;
QuadTree._processingCallback = ProcessCallback;
//console.log('use both', QuadTree._useBothLists);
//console.log('------------ end of load');
}
/**
* Call this function to add an object to the root of the tree.
* This function will recursively add all group members, but
* not the groups themselves.
*
* @param ObjectOrGroup GameObjects are just added, Groups are recursed and their applicable members added accordingly.
* @param List A <code>uint</code> flag indicating the list to which you want to add the objects. Options are <code>QuadTree.A_LIST</code> and <code>QuadTree.B_LIST</code>.
*/
public add(ObjectOrGroup: Basic, List: number) {
QuadTree._list = List;
if (ObjectOrGroup.isGroup == true)
{
var i: number = 0;
var basic: Basic;
var members = <Group> ObjectOrGroup['members'];
var l: number = ObjectOrGroup['length'];
while (i < l)
{
basic = members[i++];
if ((basic != null) && basic.exists)
{
if (basic.isGroup)
{
this.add(basic, List);
}
else
{
QuadTree._object = basic;
if (QuadTree._object.exists && QuadTree._object.allowCollisions)
{
QuadTree._objectLeftEdge = QuadTree._object.x;
QuadTree._objectTopEdge = QuadTree._object.y;
QuadTree._objectRightEdge = QuadTree._object.x + QuadTree._object.width;
QuadTree._objectBottomEdge = QuadTree._object.y + QuadTree._object.height;
this.addObject();
}
}
}
}
}
else
{
QuadTree._object = ObjectOrGroup;
//console.log('add - not group:', ObjectOrGroup.name);
if (QuadTree._object.exists && QuadTree._object.allowCollisions)
{
QuadTree._objectLeftEdge = QuadTree._object.x;
QuadTree._objectTopEdge = QuadTree._object.y;
QuadTree._objectRightEdge = QuadTree._object.x + QuadTree._object.width;
QuadTree._objectBottomEdge = QuadTree._object.y + QuadTree._object.height;
//console.log('object properties', QuadTree._objectLeftEdge, QuadTree._objectTopEdge, QuadTree._objectRightEdge, QuadTree._objectBottomEdge);
this.addObject();
}
}
}
/**
* Internal function for recursively navigating and creating the tree
* while adding objects to the appropriate nodes.
*/
private addObject() {
//console.log('addObject');
//If this quad (not its children) lies entirely inside this object, add it here
if (!this._canSubdivide || ((this._leftEdge >= QuadTree._objectLeftEdge) && (this._rightEdge <= QuadTree._objectRightEdge) && (this._topEdge >= QuadTree._objectTopEdge) && (this._bottomEdge <= QuadTree._objectBottomEdge)))
{
//console.log('add To List');
this.addToList();
return;
}
//See if the selected object fits completely inside any of the quadrants
if ((QuadTree._objectLeftEdge > this._leftEdge) && (QuadTree._objectRightEdge < this._midpointX))
{
if ((QuadTree._objectTopEdge > this._topEdge) && (QuadTree._objectBottomEdge < this._midpointY))
{
//console.log('Adding NW tree');
if (this._northWestTree == null)
{
this._northWestTree = new QuadTree(this._leftEdge, this._topEdge, this._halfWidth, this._halfHeight, this);
}
this._northWestTree.addObject();
return;
}
if ((QuadTree._objectTopEdge > this._midpointY) && (QuadTree._objectBottomEdge < this._bottomEdge))
{
//console.log('Adding SW tree');
if (this._southWestTree == null)
{
this._southWestTree = new QuadTree(this._leftEdge, this._midpointY, this._halfWidth, this._halfHeight, this);
}
this._southWestTree.addObject();
return;
}
}
if ((QuadTree._objectLeftEdge > this._midpointX) && (QuadTree._objectRightEdge < this._rightEdge))
{
if ((QuadTree._objectTopEdge > this._topEdge) && (QuadTree._objectBottomEdge < this._midpointY))
{
//console.log('Adding NE tree');
if (this._northEastTree == null)
{
this._northEastTree = new QuadTree(this._midpointX, this._topEdge, this._halfWidth, this._halfHeight, this);
}
this._northEastTree.addObject();
return;
}
if ((QuadTree._objectTopEdge > this._midpointY) && (QuadTree._objectBottomEdge < this._bottomEdge))
{
//console.log('Adding SE tree');
if (this._southEastTree == null)
{
this._southEastTree = new QuadTree(this._midpointX, this._midpointY, this._halfWidth, this._halfHeight, this);
}
this._southEastTree.addObject();
return;
}
}
//If it wasn't completely contained we have to check out the partial overlaps
if ((QuadTree._objectRightEdge > this._leftEdge) && (QuadTree._objectLeftEdge < this._midpointX) && (QuadTree._objectBottomEdge > this._topEdge) && (QuadTree._objectTopEdge < this._midpointY))
{
if (this._northWestTree == null)
{
this._northWestTree = new QuadTree(this._leftEdge, this._topEdge, this._halfWidth, this._halfHeight, this);
}
//console.log('added to north west partial tree');
this._northWestTree.addObject();
}
if ((QuadTree._objectRightEdge > this._midpointX) && (QuadTree._objectLeftEdge < this._rightEdge) && (QuadTree._objectBottomEdge > this._topEdge) && (QuadTree._objectTopEdge < this._midpointY))
{
if (this._northEastTree == null)
{
this._northEastTree = new QuadTree(this._midpointX, this._topEdge, this._halfWidth, this._halfHeight, this);
}
//console.log('added to north east partial tree');
this._northEastTree.addObject();
}
if ((QuadTree._objectRightEdge > this._midpointX) && (QuadTree._objectLeftEdge < this._rightEdge) && (QuadTree._objectBottomEdge > this._midpointY) && (QuadTree._objectTopEdge < this._bottomEdge))
{
if (this._southEastTree == null)
{
this._southEastTree = new QuadTree(this._midpointX, this._midpointY, this._halfWidth, this._halfHeight, this);
}
//console.log('added to south east partial tree');
this._southEastTree.addObject();
}
if ((QuadTree._objectRightEdge > this._leftEdge) && (QuadTree._objectLeftEdge < this._midpointX) && (QuadTree._objectBottomEdge > this._midpointY) && (QuadTree._objectTopEdge < this._bottomEdge))
{
if (this._southWestTree == null)
{
this._southWestTree = new QuadTree(this._leftEdge, this._midpointY, this._halfWidth, this._halfHeight, this);
}
//console.log('added to south west partial tree');
this._southWestTree.addObject();
}
}
/**
* Internal function for recursively adding objects to leaf lists.
*/
private addToList() {
//console.log('Adding to List');
var ot: LinkedList;
if (QuadTree._list == QuadTree.A_LIST)
{
//console.log('A LIST');
if (this._tailA.object != null)
{
ot = this._tailA;
this._tailA = new LinkedList();
ot.next = this._tailA;
}
this._tailA.object = QuadTree._object;
}
else
{
//console.log('B LIST');
if (this._tailB.object != null)
{
ot = this._tailB;
this._tailB = new LinkedList();
ot.next = this._tailB;
}
this._tailB.object = QuadTree._object;
}
if (!this._canSubdivide)
{
return;
}
if (this._northWestTree != null)
{
this._northWestTree.addToList();
}
if (this._northEastTree != null)
{
this._northEastTree.addToList();
}
if (this._southEastTree != null)
{
this._southEastTree.addToList();
}
if (this._southWestTree != null)
{
this._southWestTree.addToList();
}
}
/**
* <code>QuadTree</code>'s other main function. Call this after adding objects
* using <code>QuadTree.load()</code> to compare the objects that you loaded.
*
* @return Whether or not any overlaps were found.
*/
public execute(): bool {
//console.log('quadtree execute');
var overlapProcessed: bool = false;
var iterator: LinkedList;
if (this._headA.object != null)
{
//console.log('---------------------------------------------------');
//console.log('headA iterator');
iterator = this._headA;
while (iterator != null)
{
QuadTree._object = iterator.object;
if (QuadTree._useBothLists)
{
QuadTree._iterator = this._headB;
}
else
{
QuadTree._iterator = iterator.next;
}
if (QuadTree._object.exists && (QuadTree._object.allowCollisions > 0) && (QuadTree._iterator != null) && (QuadTree._iterator.object != null) && QuadTree._iterator.object.exists && this.overlapNode())
{
//console.log('headA iterator overlapped true');
overlapProcessed = true;
}
iterator = iterator.next;
}
}
//Advance through the tree by calling overlap on each child
if ((this._northWestTree != null) && this._northWestTree.execute())
{
//console.log('NW quadtree execute');
overlapProcessed = true;
}
if ((this._northEastTree != null) && this._northEastTree.execute())
{
//console.log('NE quadtree execute');
overlapProcessed = true;
}
if ((this._southEastTree != null) && this._southEastTree.execute())
{
//console.log('SE quadtree execute');
overlapProcessed = true;
}
if ((this._southWestTree != null) && this._southWestTree.execute())
{
//console.log('SW quadtree execute');
overlapProcessed = true;
}
return overlapProcessed;
}
/**
* An private for comparing an object against the contents of a node.
*
* @return Whether or not any overlaps were found.
*/
private overlapNode(): bool {
//console.log('overlapNode');
//Walk the list and check for overlaps
var overlapProcessed: bool = false;
var checkObject;
while (QuadTree._iterator != null)
{
if (!QuadTree._object.exists || (QuadTree._object.allowCollisions <= 0))
{
//console.log('break 1');
break;
}
checkObject = QuadTree._iterator.object;
if ((QuadTree._object === checkObject) || !checkObject.exists || (checkObject.allowCollisions <= 0))
{
//console.log('break 2');
QuadTree._iterator = QuadTree._iterator.next;
continue;
}
//calculate bulk hull for QuadTree._object
QuadTree._objectHullX = (QuadTree._object.x < QuadTree._object.last.x) ? QuadTree._object.x : QuadTree._object.last.x;
QuadTree._objectHullY = (QuadTree._object.y < QuadTree._object.last.y) ? QuadTree._object.y : QuadTree._object.last.y;
QuadTree._objectHullWidth = QuadTree._object.x - QuadTree._object.last.x;
QuadTree._objectHullWidth = QuadTree._object.width + ((QuadTree._objectHullWidth > 0) ? QuadTree._objectHullWidth : -QuadTree._objectHullWidth);
QuadTree._objectHullHeight = QuadTree._object.y - QuadTree._object.last.y;
QuadTree._objectHullHeight = QuadTree._object.height + ((QuadTree._objectHullHeight > 0) ? QuadTree._objectHullHeight : -QuadTree._objectHullHeight);
//calculate bulk hull for checkObject
QuadTree._checkObjectHullX = (checkObject.x < checkObject.last.x) ? checkObject.x : checkObject.last.x;
QuadTree._checkObjectHullY = (checkObject.y < checkObject.last.y) ? checkObject.y : checkObject.last.y;
QuadTree._checkObjectHullWidth = checkObject.x - checkObject.last.x;
QuadTree._checkObjectHullWidth = checkObject.width + ((QuadTree._checkObjectHullWidth > 0) ? QuadTree._checkObjectHullWidth : -QuadTree._checkObjectHullWidth);
QuadTree._checkObjectHullHeight = checkObject.y - checkObject.last.y;
QuadTree._checkObjectHullHeight = checkObject.height + ((QuadTree._checkObjectHullHeight > 0) ? QuadTree._checkObjectHullHeight : -QuadTree._checkObjectHullHeight);
//check for intersection of the two hulls
if ((QuadTree._objectHullX + QuadTree._objectHullWidth > QuadTree._checkObjectHullX) && (QuadTree._objectHullX < QuadTree._checkObjectHullX + QuadTree._checkObjectHullWidth) && (QuadTree._objectHullY + QuadTree._objectHullHeight > QuadTree._checkObjectHullY) && (QuadTree._objectHullY < QuadTree._checkObjectHullY + QuadTree._checkObjectHullHeight))
{
//console.log('intersection!');
//Execute callback functions if they exist
if ((QuadTree._processingCallback == null) || QuadTree._processingCallback(QuadTree._object, checkObject))
{
overlapProcessed = true;
}
if (overlapProcessed && (QuadTree._notifyCallback != null))
{
QuadTree._notifyCallback(QuadTree._object, checkObject);
}
}
QuadTree._iterator = QuadTree._iterator.next;
}
return overlapProcessed;
}
}
}
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/// <reference path="../Game.ts" />
/// <reference path="../SoundManager.ts" />
/**
* Phaser - Sound
*
* A Sound file, used by the Game.SoundManager for playback.
*/
module Phaser {
export class Sound {
constructor(context, gainNode, data, volume?: number = 1, loop?: bool = false) {
this._context = context;
this._gainNode = gainNode;
this._buffer = data;
this._volume = volume;
this.loop = loop;
// Local volume control
if (this._context !== null)
{
this._localGainNode = this._context.createGainNode();
this._localGainNode.connect(this._gainNode);
this._localGainNode.gain.value = this._volume;
}
if (this._buffer === null)
{
this.isDecoding = true;
}
else
{
this.play();
}
}
private _context;
private _gainNode;
private _localGainNode;
private _buffer;
private _volume: number;
private _sound;
loop: bool = false;
duration: number;
isPlaying: bool = false;
isDecoding: bool = false;
public setDecodedBuffer(data) {
this._buffer = data;
this.isDecoding = false;
this.play();
}
public play() {
if (this._buffer === null || this.isDecoding === true)
{
return;
}
this._sound = this._context.createBufferSource();
this._sound.buffer = this._buffer;
this._sound.connect(this._localGainNode);
if (this.loop)
{
this._sound.loop = true;
}
this._sound.noteOn(0); // the zero is vitally important, crashes iOS6 without it
this.duration = this._sound.buffer.duration;
this.isPlaying = true;
}
public stop() {
if (this.isPlaying === true)
{
this.isPlaying = false;
this._sound.noteOff(0);
}
}
public mute() {
this._localGainNode.gain.value = 0;
}
public unmute() {
this._localGainNode.gain.value = this._volume;
}
public set volume(value: number) {
this._volume = value;
this._localGainNode.gain.value = this._volume;
}
public get volume(): number {
return this._volume;
}
}
}
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/// <reference path="../Game.ts" />
/**
* Phaser - StageScaleMode
*
* This class controls the scaling of your game. On mobile devices it will also remove the URL bar and allow
* you to maintain proportion and aspect ratio.
* It is based on a technique taken from Viewporter v2.0 by Zynga Inc. http://github.com/zynga/viewporter
*/
module Phaser {
export class StageScaleMode {
constructor(game: Game) {
this._game = game;
this.orientation = window['orientation'];
window.addEventListener('orientationchange', (event) => this.checkOrientation(event), false);
}
private _game: Game;
private _startHeight: number = 0;
private _iterations: number;
private _check;
// Specifies that the game be visible in the specified area without trying to preserve the original aspect ratio.
public static EXACT_FIT: number = 0;
// Specifies that the size of the game be fixed, so that it remains unchanged even if the size of the window changes.
public static NO_SCALE: number = 1;
// Specifies that the entire game be visible in the specified area without distortion while maintaining the original aspect ratio.
public static SHOW_ALL: number = 2;
public width: number = 0;
public height: number = 0;
public orientation;
public update() {
if (this._game.stage.scaleMode !== StageScaleMode.NO_SCALE && (window.innerWidth !== this.width || window.innerHeight !== this.height))
{
this.refresh();
}
}
public get isLandscape(): bool {
return window['orientation'] === 90 || window['orientation'] === -90;
}
private checkOrientation(event) {
if (window['orientation'] !== this.orientation)
{
this.refresh();
this.orientation = window['orientation'];
}
}
private refresh() {
// We can't do anything about the status bars in iPads, web apps or desktops
if (this._game.device.iPad == false && this._game.device.webApp == false && this._game.device.desktop == false)
{
document.documentElement.style.minHeight = '5000px';
this._startHeight = window.innerHeight;
if (this._game.device.android && this._game.device.chrome == false)
{
window.scrollTo(0, 1);
}
else
{
window.scrollTo(0, 0);
}
}
if (this._check == null)
{
this._iterations = 40;
this._check = window.setInterval(() => this.setScreenSize(), 10);
}
}
private setScreenSize() {
if (this._game.device.iPad == false && this._game.device.webApp == false && this._game.device.desktop == false)
{
if (this._game.device.android && this._game.device.chrome == false)
{
window.scrollTo(0, 1);
}
else
{
window.scrollTo(0, 0);
}
}
this._iterations--;
if (window.innerHeight > this._startHeight || this._iterations < 0)
{
// Set minimum height of content to new window height
document.documentElement.style.minHeight = window.innerHeight + 'px';
if (this._game.stage.scaleMode == StageScaleMode.EXACT_FIT)
{
if (this._game.stage.maxScaleX && window.innerWidth > this._game.stage.maxScaleX)
{
this.width = this._game.stage.maxScaleX;
}
else
{
this.width = window.innerWidth;
}
if (this._game.stage.maxScaleY && window.innerHeight > this._game.stage.maxScaleY)
{
this.height = this._game.stage.maxScaleY;
}
else
{
this.height = window.innerHeight;
}
}
else if (this._game.stage.scaleMode == StageScaleMode.SHOW_ALL)
{
var multiplier = Math.min((window.innerHeight / this._game.stage.height), (window.innerWidth / this._game.stage.width));
this.width = Math.round(this._game.stage.width * multiplier);
this.height = Math.round(this._game.stage.height * multiplier);
if (this._game.stage.maxScaleX && this.width > this._game.stage.maxScaleX)
{
this.width = this._game.stage.maxScaleX;
}
if (this._game.stage.maxScaleY && this.height > this._game.stage.maxScaleY)
{
this.height = this._game.stage.maxScaleY;
}
}
this._game.stage.canvas.style.width = this.width + 'px';
this._game.stage.canvas.style.height = this.height + 'px';
this._game.input.scaleX = this._game.stage.width / this.width;
this._game.input.scaleY = this._game.stage.height / this.height;
clearInterval(this._check);
this._check = null;
}
}
}
}
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/// <reference path="../Game.ts" />
/**
* Phaser - Tile
*
* A simple helper object for <code>Tilemap</code> that helps expand collision opportunities and control.
*/
module Phaser {
export class Tile extends GameObject {
/**
* Instantiate this new tile object. This is usually called from <code>Tilemap.loadMap()</code>.
*
* @param Tilemap A reference to the tilemap object creating the tile.
* @param Index The actual core map data index for this tile type.
* @param Width The width of the tile.
* @param Height The height of the tile.
* @param Visible Whether the tile is visible or not.
* @param AllowCollisions The collision flags for the object. By default this value is ANY or NONE depending on the parameters sent to loadMap().
*/
constructor(game: Game, Tilemap: Tilemap, Index: number, Width: number, Height: number, Visible: bool, AllowCollisions: number) {
super(game, 0, 0, Width, Height);
this.immovable = true;
this.moves = false;
this.callback = null;
this.filter = null;
this.tilemap = Tilemap;
this.index = Index;
this.visible = Visible;
this.allowCollisions = AllowCollisions;
this.mapIndex = 0;
}
/**
* This function is called whenever an object hits a tile of this type.
* This function should take the form <code>myFunction(Tile:Tile,Object:Object)</code>.
* Defaults to null, set through <code>Tilemap.setTileProperties()</code>.
*/
public callback;
/**
* Each tile can store its own filter class for their callback functions.
* That is, the callback will only be triggered if an object with a class
* type matching the filter touched it.
* Defaults to null, set through <code>Tilemap.setTileProperties()</code>.
*/
public filter;
/**
* A reference to the tilemap this tile object belongs to.
*/
public tilemap: Tilemap;
/**
* The index of this tile type in the core map data.
* For example, if your map only has 16 kinds of tiles in it,
* this number is usually between 0 and 15.
*/
public index: number;
/**
* The current map index of this tile object at this moment.
* You can think of tile objects as moving around the tilemap helping with collisions.
* This value is only reliable and useful if used from the callback function.
*/
public mapIndex: number;
/**
* Clean up memory.
*/
public destroy() {
super.destroy();
this.callback = null;
this.tilemap = null;
}
}
}
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/// <reference path="../Game.ts" />
/**
* Phaser - TilemapBuffer
*
* Responsible for rendering a portion of a tilemap to the given Camera.
*/
module Phaser {
export class TilemapBuffer {
constructor(game: Game, camera: Camera, tilemap: Tilemap, texture, tileOffsets) {
//console.log('New TilemapBuffer created for Camera ' + camera.ID);
this._game = game;
this.camera = camera;
this._tilemap = tilemap;
this._texture = texture;
this._tileOffsets = tileOffsets;
//this.createCanvas();
}
private _game: Game;
private _tilemap: Tilemap;
private _texture;
private _tileOffsets;
private _startX: number = 0;
private _maxX: number = 0;
private _startY: number = 0;
private _maxY: number = 0;
private _tx: number = 0;
private _ty: number = 0;
private _dx: number = 0;
private _dy: number = 0;
private _oldCameraX: number = 0;
private _oldCameraY: number = 0;
private _dirty: bool = true;
private _columnData;
public camera: Camera;
public canvas: HTMLCanvasElement;
public context: CanvasRenderingContext2D;
private createCanvas() {
this.canvas = <HTMLCanvasElement> document.createElement('canvas');
this.canvas.width = this._game.stage.width;
this.canvas.height = this._game.stage.height;
this.context = this.canvas.getContext('2d');
}
public update() {
/*
if (this.camera.worldView.x !== this._oldCameraX || this.camera.worldView.y !== this._oldCameraY)
{
this._dirty = true;
}
this._oldCameraX = this.camera.worldView.x;
this._oldCameraY = this.camera.worldView.y;
*/
}
public renderDebugInfo(x: number, y: number, color?: string = 'rgb(255,255,255)') {
this._game.stage.context.fillStyle = color;
this._game.stage.context.fillText('TilemapBuffer', x, y);
this._game.stage.context.fillText('startX: ' + this._startX + ' endX: ' + this._maxX, x, y + 14);
this._game.stage.context.fillText('startY: ' + this._startY + ' endY: ' + this._maxY, x, y + 28);
this._game.stage.context.fillText('dx: ' + this._dx + ' dy: ' + this._dy, x, y + 42);
this._game.stage.context.fillText('Dirty: ' + this._dirty, x, y + 56);
}
public render(dx, dy): bool {
/*
if (this._dirty == false)
{
this._game.stage.context.drawImage(this.canvas, 0, 0);
return true;
}
*/
// Work out how many tiles we can fit into our camera and round it up for the edges
this._maxX = this._game.math.ceil(this.camera.width / this._tilemap.tileWidth) + 1;
this._maxY = this._game.math.ceil(this.camera.height / this._tilemap.tileHeight) + 1;
// And now work out where in the tilemap the camera actually is
this._startX = this._game.math.floor(this.camera.worldView.x / this._tilemap.tileWidth);
this._startY = this._game.math.floor(this.camera.worldView.y / this._tilemap.tileHeight);
// Tilemap bounds check
if (this._startX < 0)
{
this._startX = 0;
}
if (this._startY < 0)
{
this._startY = 0;
}
if (this._startX + this._maxX > this._tilemap.widthInTiles)
{
this._startX = this._tilemap.widthInTiles - this._maxX;
}
if (this._startY + this._maxY > this._tilemap.heightInTiles)
{
this._startY = this._tilemap.heightInTiles - this._maxY;
}
// Finally get the offset to avoid the blocky movement
this._dx = dx;
this._dy = dy;
this._dx += -(this.camera.worldView.x - (this._startX * this._tilemap.tileWidth));
this._dy += -(this.camera.worldView.y - (this._startY * this._tilemap.tileHeight));
this._tx = this._dx;
this._ty = this._dy;
for (var row = this._startY; row < this._startY + this._maxY; row++)
{
this._columnData = this._tilemap.mapData[row];
for (var tile = this._startX; tile < this._startX + this._maxX; tile++)
{
if (this._tileOffsets[this._columnData[tile]])
{
//this.context.drawImage(
this._game.stage.context.drawImage(
this._texture, // Source Image
this._tileOffsets[this._columnData[tile]].x, // Source X (location within the source image)
this._tileOffsets[this._columnData[tile]].y, // Source Y
this._tilemap.tileWidth, // Source Width
this._tilemap.tileHeight, // Source Height
this._tx, // Destination X (where on the canvas it'll be drawn)
this._ty, // Destination Y
this._tilemap.tileWidth, // Destination Width (always same as Source Width unless scaled)
this._tilemap.tileHeight // Destination Height (always same as Source Height unless scaled)
);
this._tx += this._tilemap.tileWidth;
}
}
this._tx = this._dx;
this._ty += this._tilemap.tileHeight;
}
//this._game.stage.context.drawImage(this.canvas, 0, 0);
//console.log('dirty cleaned');
//this._dirty = false;
return true;
}
}
}
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/// <reference path="../Game.ts" />
/// <reference path="easing/Back.ts" />
/// <reference path="easing/Bounce.ts" />
/// <reference path="easing/Circular.ts" />
/// <reference path="easing/Cubic.ts" />
/// <reference path="easing/Elastic.ts" />
/// <reference path="easing/Exponential.ts" />
/// <reference path="easing/Linear.ts" />
/// <reference path="easing/Quadratic.ts" />
/// <reference path="easing/Quartic.ts" />
/// <reference path="easing/Quintic.ts" />
/// <reference path="easing/Sinusoidal.ts" />
/**
* Phaser - Tween
*
* Based heavily on tween.js by sole (https://github.com/sole/tween.js) converted to TypeScript and integrated into Phaser
*/
module Phaser {
export class Tween {
constructor(object, game:Phaser.Game) {
this._object = object;
this._game = game;
this._manager = this._game.tweens;
this._interpolationFunction = this._game.math.linearInterpolation;
this._easingFunction = Phaser.Easing.Linear.None;
this.onStart = new Phaser.Signal();
this.onUpdate = new Phaser.Signal();
this.onComplete = new Phaser.Signal();
}
private _game: Phaser.Game;
private _manager: Phaser.TweenManager;
private _object = null;
private _pausedTime: number = 0;
private _valuesStart = {};
private _valuesEnd = {};
private _duration = 1000;
private _delayTime = 0;
private _startTime = null;
private _easingFunction;
private _interpolationFunction;
private _chainedTweens = [];
public onStart: Phaser.Signal;
public onUpdate: Phaser.Signal;
public onComplete: Phaser.Signal;
public to(properties, duration?: number = 1000, ease?: any = null, autoStart?: bool = false) {
this._duration = duration;
// If properties isn't an object this will fail, sanity check it here somehow?
this._valuesEnd = properties;
if (ease !== null)
{
this._easingFunction = ease;
}
if (autoStart === true)
{
return this.start();
}
else
{
return this;
}
}
public start() {
if (this._game === null || this._object === null)
{
return;
}
this._manager.add(this);
this.onStart.dispatch(this._object);
this._startTime = this._game.time.now + this._delayTime;
for (var property in this._valuesEnd)
{
// This prevents the interpolation of null values or of non-existing properties
if (this._object[property] === null || !(property in this._object))
{
throw Error('Phaser.Tween interpolation of null value of non-existing property');
continue;
}
// check if an Array was provided as property value
if (this._valuesEnd[property] instanceof Array)
{
if (this._valuesEnd[property].length === 0)
{
continue;
}
// create a local copy of the Array with the start value at the front
this._valuesEnd[property] = [this._object[property]].concat(this._valuesEnd[property]);
}
this._valuesStart[property] = this._object[property];
}
return this;
}
public stop() {
if (this._manager !== null)
{
this._manager.remove(this);
}
return this;
}
public set parent(value:Phaser.Game) {
this._game = value;
this._manager = this._game.tweens;
}
public set delay(amount:number) {
this._delayTime = amount;
}
public get delay(): number {
return this._delayTime;
}
public set easing(easing) {
this._easingFunction = easing;
}
public get easing():any {
return this._easingFunction;
}
public set interpolation(interpolation) {
this._interpolationFunction = interpolation;
}
public get interpolation():any {
return this._interpolationFunction;
}
public chain(tween:Phaser.Tween) {
this._chainedTweens.push(tween);
return this;
}
public debugValue;
public update(time) {
if (this._game.paused == true)
{
if (this._pausedTime == 0)
{
this._pausedTime = time;
}
}
else
{
// Ok we aren't paused, but was there some time gained?
if (this._pausedTime > 0)
{
this._startTime += (time - this._pausedTime);
this._pausedTime = 0;
}
}
if (time < this._startTime)
{
return true;
}
var elapsed = (time - this._startTime) / this._duration;
elapsed = elapsed > 1 ? 1 : elapsed;
var value = this._easingFunction(elapsed);
for (var property in this._valuesStart)
{
// Add checks for object, array, numeric up front
if (this._valuesEnd[property] instanceof Array)
{
this._object[property] = this._interpolationFunction(this._valuesEnd[property], value);
}
else
{
this._object[property] = this._valuesStart[property] + (this._valuesEnd[property] - this._valuesStart[property]) * value;
}
}
this.onUpdate.dispatch(this._object, value);
if (elapsed == 1)
{
this.onComplete.dispatch(this._object);
for (var i = 0; i < this._chainedTweens.length; i++)
{
this._chainedTweens[i].start();
}
return false;
}
return true;
}
}
}
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/// <reference path="../../Game.ts" />
/**
* Phaser - Animation
*
* An Animation is a single animation. It is created by the AnimationManager and belongs to Sprite objects.
*/
module Phaser {
export class Animation {
constructor(game: Game, parent: Sprite, frameData: FrameData, name: string, frames, delay: number, looped: bool) {
this._game = game;
this._parent = parent;
this._frames = frames;
this._frameData = frameData;
this.name = name;
this.delay = 1000 / delay;
this.looped = looped;
this.isFinished = false;
this.isPlaying = false;
}
private _game: Game;
private _parent: Sprite;
private _frames: number[];
private _frameData: FrameData;
private _frameIndex: number;
private _timeLastFrame: number;
private _timeNextFrame: number;
public name: string;
public currentFrame: Frame;
public isFinished: bool;
public isPlaying: bool;
public looped: bool;
public delay: number;
public get frameTotal(): number {
return this._frames.length;
}
public get frame(): number {
return this._frameIndex;
}
public set frame(value: number) {
this.currentFrame = this._frameData.getFrame(value);
if (this.currentFrame !== null)
{
this._parent.bounds.width = this.currentFrame.width;
this._parent.bounds.height = this.currentFrame.height;
this._frameIndex = value;
}
}
public play(frameRate?: number = null, loop?: bool) {
if (frameRate !== null)
{
this.delay = 1000 / frameRate;
}
if (loop !== undefined)
{
this.looped = loop;
}
this.isPlaying = true;
this.isFinished = false;
this._timeLastFrame = this._game.time.now;
this._timeNextFrame = this._game.time.now + this.delay;
this._frameIndex = 0;
this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]);
}
public restart() {
this.isPlaying = true;
this.isFinished = false;
this._timeLastFrame = this._game.time.now;
this._timeNextFrame = this._game.time.now + this.delay;
this._frameIndex = 0;
this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]);
}
public stop() {
this.isPlaying = false;
this.isFinished = true;
}
public update(): bool {
if (this.isPlaying == true && this._game.time.now >= this._timeNextFrame)
{
this._frameIndex++;
if (this._frameIndex == this._frames.length)
{
if (this.looped)
{
this._frameIndex = 0;
this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]);
}
else
{
this.onComplete();
}
}
else
{
this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]);
}
this._timeLastFrame = this._game.time.now;
this._timeNextFrame = this._game.time.now + this.delay;
return true;
}
return false;
}
public destroy() {
this._game = null;
this._parent = null;
this._frames = null;
this._frameData = null;
this.currentFrame = null;
this.isPlaying = false;
}
private onComplete() {
this.isPlaying = false;
this.isFinished = true;
// callback
}
}
}
@@ -1,88 +0,0 @@
/// <reference path="../../Game.ts" />
/**
* Phaser - AnimationLoader
*
* Responsible for parsing sprite sheet and JSON data into the internal FrameData format that Phaser uses for animations.
*/
module Phaser {
export class AnimationLoader {
public static parseSpriteSheet(game: Game, key: string, frameWidth: number, frameHeight: number, frameMax: number): FrameData {
// How big is our image?
var img = game.cache.getImage(key);
if (img == null)
{
return null;
}
var width = img.width;
var height = img.height;
var row = Math.round(width / frameWidth);
var column = Math.round(height / frameHeight);
var total = row * column;
if (frameMax !== -1)
{
total = frameMax;
}
// Zero or smaller than frame sizes?
if (width == 0 || height == 0 || width < frameWidth || height < frameHeight || total === 0)
{
return null;
}
// Let's create some frames then
var data: FrameData = new FrameData();
var x = 0;
var y = 0;
for (var i = 0; i < total; i++)
{
data.addFrame(new Frame(x, y, frameWidth, frameHeight, ''));
x += frameWidth;
if (x === width)
{
x = 0;
y += frameHeight;
}
}
return data;
}
public static parseJSONData(game: Game, json): FrameData {
// Let's create some frames then
var data: FrameData = new FrameData();
// By this stage frames is a fully parsed array
var frames = json;
var newFrame: Frame;
for (var i = 0; i < frames.length; i++)
{
newFrame = data.addFrame(new Frame(frames[i].frame.x, frames[i].frame.y, frames[i].frame.w, frames[i].frame.h, frames[i].filename));
newFrame.setTrim(frames[i].trimmed, frames[i].sourceSize.w, frames[i].sourceSize.h, frames[i].spriteSourceSize.x, frames[i].spriteSourceSize.y, frames[i].spriteSourceSize.w, frames[i].spriteSourceSize.h);
}
return data;
}
}
}
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/// <reference path="../../Game.ts" />
/**
* Phaser - Frame
*
* A Frame is a single frame of an animation and is part of a FrameData collection.
*/
module Phaser {
export class Frame {
constructor(x: number, y: number, width: number, height: number, name: string) {
this.x = x;
this.y = y;
this.width = width;
this.height = height;
this.name = name;
this.rotated = false;
this.trimmed = false;
}
// Position within the image to cut from
public x: number;
public y: number;
public width: number;
public height: number;
// Useful for Sprite Sheets
public index: number;
// Useful for Texture Atlas files (is set to the filename value)
public name: string = '';
// Rotated? (not yet implemented)
public rotated: bool = false;
// Either cw or ccw, rotation is always 90 degrees
public rotationDirection: string = 'cw';
// Was it trimmed when packed?
public trimmed: bool;
// The coordinates of the trimmed sprite inside the original sprite
public sourceSizeW: number;
public sourceSizeH: number;
public spriteSourceSizeX: number;
public spriteSourceSizeY: number;
public spriteSourceSizeW: number;
public spriteSourceSizeH: number;
public setRotation(rotated: bool, rotationDirection: string) {
// Not yet supported
}
public setTrim(trimmed: bool, actualWidth, actualHeight, destX, destY, destWidth, destHeight, ) {
this.trimmed = trimmed;
this.sourceSizeW = actualWidth;
this.sourceSizeH = actualHeight;
this.spriteSourceSizeX = destX;
this.spriteSourceSizeY = destY;
this.spriteSourceSizeW = destWidth;
this.spriteSourceSizeH = destHeight;
}
}
}
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/// <reference path="../../Game.ts" />
/**
* Phaser - FrameData
*
* FrameData is a container for Frame objects, the internal representation of animation data in Phaser.
*/
module Phaser {
export class FrameData {
constructor() {
this._frames = [];
this._frameNames = [];
}
private _frames: Frame[];
private _frameNames;
public get total(): number {
return this._frames.length;
}
public addFrame(frame: Frame): Frame {
frame.index = this._frames.length;
this._frames.push(frame);
if (frame.name !== '')
{
this._frameNames[frame.name] = frame.index;
}
return frame;
}
public getFrame(index: number): Frame {
if (this._frames[index])
{
return this._frames[index];
}
return null;
}
public getFrameByName(name: string): Frame {
if (this._frameNames[name] >= 0)
{
return this._frames[this._frameNames[name]];
}
return null;
}
public checkFrameName(name: string): bool {
if (this._frameNames[name] >= 0)
{
return true;
}
return false;
}
public getFrameRange(start: number, end: number, output?: Frame[] = []): Frame[] {
for (var i = start; i <= end; i++)
{
output.push(this._frames[i]);
}
return output;
}
public getFrameIndexes(output?: number[] = []): number[] {
output.length = 0;
for (var i = 0; i < this._frames.length; i++)
{
output.push(i);
}
return output;
}
public getFrameIndexesByName(input: string[]): number[] {
var output: number[] = [];
for (var i = 0; i < input.length; i++)
{
if (this.getFrameByName(input[i]))
{
output.push(this.getFrameByName(input[i]).index);
}
}
return output;
}
public getAllFrames(): Frame[] {
return this._frames;
}
public getFrames(range: number[]) {
var output: Frame[] = [];
for (var i = 0; i < range.length; i++)
{
output.push(this._frames[i]);
}
return output;
}
}
}
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@@ -1,37 +0,0 @@
/// <reference path="../../Game.ts" />
/**
* Phaser - Easing - Back
*
* For use with Phaser.Tween
*/
module Phaser.Easing {
export class Back {
public static In(k) {
var s = 1.70158;
return k * k * ((s + 1) * k - s);
}
public static Out(k) {
var s = 1.70158;
return --k * k * ((s + 1) * k + s) + 1;
}
public static InOut(k) {
var s = 1.70158 * 1.525;
if ((k *= 2) < 1) return 0.5 * (k * k * ((s + 1) * k - s));
return 0.5 * ((k -= 2) * k * ((s + 1) * k + s) + 2);
}
}
}
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@@ -1,49 +0,0 @@
/// <reference path="../../Game.ts" />
/**
* Phaser - Easing - Bounce
*
* For use with Phaser.Tween
*/
module Phaser.Easing {
export class Bounce {
public static In(k) {
return 1 - Phaser.Easing.Bounce.Out(1 - k);
}
public static Out(k) {
if (k < (1 / 2.75))
{
return 7.5625 * k * k;
}
else if (k < (2 / 2.75))
{
return 7.5625 * (k -= (1.5 / 2.75)) * k + 0.75;
}
else if (k < (2.5 / 2.75))
{
return 7.5625 * (k -= (2.25 / 2.75)) * k + 0.9375;
}
else
{
return 7.5625 * (k -= (2.625 / 2.75)) * k + 0.984375;
}
}
public static InOut(k) {
if (k < 0.5) return Phaser.Easing.Bounce.In(k * 2) * 0.5;
return Phaser.Easing.Bounce.Out(k * 2 - 1) * 0.5 + 0.5;
}
}
}
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@@ -1,34 +0,0 @@
/// <reference path="../../Game.ts" />
/**
* Phaser - Easing - Cubic
*
* For use with Phaser.Tween
*/
module Phaser.Easing {
export class Cubic {
public static In(k) {
return k * k * k;
}
public static Out(k) {
return --k * k * k + 1;
}
public static InOut(k) {
if ((k *= 2) < 1) return 0.5 * k * k * k;
return 0.5 * ((k -= 2) * k * k + 2);
}
}
}
-36
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@@ -1,36 +0,0 @@
/// <reference path="../../Game.ts" />
/**
* Phaser - Easing - Exponential
*
* For use with Phaser.Tween
*/
module Phaser.Easing {
export class Exponential {
public static In(k) {
return k === 0 ? 0 : Math.pow(1024, k - 1);
}
public static Out(k) {
return k === 1 ? 1 : 1 - Math.pow(2, -10 * k);
}
public static InOut(k) {
if (k === 0) return 0;
if (k === 1) return 1;
if ((k *= 2) < 1) return 0.5 * Math.pow(1024, k - 1);
return 0.5 * (-Math.pow(2, -10 * (k - 1)) + 2);
}
}
}
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@@ -1,21 +0,0 @@
/// <reference path="../../Game.ts" />
/**
* Phaser - Easing - Linear
*
* For use with Phaser.Tween
*/
module Phaser.Easing {
export class Linear {
public static None(k) {
return k;
}
}
}
-34
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@@ -1,34 +0,0 @@
/// <reference path="../../Game.ts" />
/**
* Phaser - Easing - Quadratic
*
* For use with Phaser.Tween
*/
module Phaser.Easing {
export class Quadratic {
public static In(k) {
return k * k;
}
public static Out(k) {
return k * (2 - k);
}
public static InOut(k) {
if ((k *= 2) < 1) return 0.5 * k * k;
return -0.5 * (--k * (k - 2) - 1);
}
}
}
-34
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@@ -1,34 +0,0 @@
/// <reference path="../../Game.ts" />
/**
* Phaser - Easing - Quartic
*
* For use with Phaser.Tween
*/
module Phaser.Easing {
export class Quartic {
public static In(k) {
return k * k * k * k;
}
public static Out(k) {
return 1 - (--k * k * k * k);
}
public static InOut(k) {
if ((k *= 2) < 1) return 0.5 * k * k * k * k;
return -0.5 * ((k -= 2) * k * k * k - 2);
}
}
}
-34
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@@ -1,34 +0,0 @@
/// <reference path="../../Game.ts" />
/**
* Phaser - Easing - Quintic
*
* For use with Phaser.Tween
*/
module Phaser.Easing {
export class Quintic {
public static In(k) {
return k * k * k * k * k;
}
public static Out(k) {
return --k * k * k * k * k + 1;
}
public static InOut(k) {
if ((k *= 2) < 1) return 0.5 * k * k * k * k * k;
return 0.5 * ((k -= 2) * k * k * k * k + 2);
}
}
}
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@@ -1,33 +0,0 @@
/// <reference path="../../Game.ts" />
/**
* Phaser - Easing - Sinusoidal
*
* For use with Phaser.Tween
*/
module Phaser.Easing {
export class Sinusoidal {
public static In(k) {
return 1 - Math.cos(k * Math.PI / 2);
}
public static Out(k) {
return Math.sin(k * Math.PI / 2);
}
public static InOut(k) {
return 0.5 * (1 - Math.cos(Math.PI * k));
}
}
}
-319
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@@ -1,319 +0,0 @@
/// <reference path="../../Game.ts" />
/**
* Phaser - Finger
*
* A Finger object is used by the Touch manager and represents a single finger on the touch screen.
*/
module Phaser {
export class Finger {
/**
* Constructor
* @param {Phaser.Game} game.
* @return {Phaser.Finger} This object.
*/
constructor(game: Game) {
this._game = game;
this.active = false;
}
/**
*
* @property _game
* @type Phaser.Game
* @private
**/
private _game: Game;
/**
* An identification number for each touch point. When a touch point becomes active, it must be assigned an identifier that is distinct from any other active touch point. While the touch point remains active, all events that refer to it must assign it the same identifier.
* @property identifier
* @type Number
*/
public identifier: number;
/**
*
* @property active
* @type Boolean
*/
public active: bool;
/**
*
* @property point
* @type Point
**/
public point: Point = null;
/**
*
* @property circle
* @type Circle
**/
public circle: Circle = null;
/**
*
* @property withinGame
* @type Boolean
*/
public withinGame: bool = false;
/**
* The horizontal coordinate of point relative to the viewport in pixels, excluding any scroll offset
* @property clientX
* @type Number
*/
public clientX: number = -1;
//
/**
* The vertical coordinate of point relative to the viewport in pixels, excluding any scroll offset
* @property clientY
* @type Number
*/
public clientY: number = -1;
//
/**
* The horizontal coordinate of point relative to the viewport in pixels, including any scroll offset
* @property pageX
* @type Number
*/
public pageX: number = -1;
/**
* The vertical coordinate of point relative to the viewport in pixels, including any scroll offset
* @property pageY
* @type Number
*/
public pageY: number = -1;
/**
* The horizontal coordinate of point relative to the screen in pixels
* @property screenX
* @type Number
*/
public screenX: number = -1;
/**
* The vertical coordinate of point relative to the screen in pixels
* @property screenY
* @type Number
*/
public screenY: number = -1;
/**
* The horizontal coordinate of point relative to the game element
* @property x
* @type Number
*/
public x: number = -1;
/**
* The vertical coordinate of point relative to the game element
* @property y
* @type Number
*/
public y: number = -1;
/**
* The Element on which the touch point started when it was first placed on the surface, even if the touch point has since moved outside the interactive area of that element.
* @property target
* @type Any
*/
public target;
/**
*
* @property isDown
* @type Boolean
**/
public isDown: bool = false;
/**
*
* @property isUp
* @type Boolean
**/
public isUp: bool = false;
/**
*
* @property timeDown
* @type Number
**/
public timeDown: number = 0;
/**
*
* @property duration
* @type Number
**/
public duration: number = 0;
/**
*
* @property timeUp
* @type Number
**/
public timeUp: number = 0;
/**
*
* @property justPressedRate
* @type Number
**/
public justPressedRate: number = 200;
/**
*
* @property justReleasedRate
* @type Number
**/
public justReleasedRate: number = 200;
/**
*
* @method start
* @param {Any} event
*/
public start(event) {
this.identifier = event.identifier;
this.target = event.target;
// populate geom objects
if (this.point === null)
{
this.point = new Point();
}
if (this.circle === null)
{
this.circle = new Circle(0, 0, 44);
}
this.move(event);
this.active = true;
this.withinGame = true;
this.isDown = true;
this.isUp = false;
this.timeDown = this._game.time.now;
}
/**
*
* @method move
* @param {Any} event
*/
public move(event) {
this.clientX = event.clientX;
this.clientY = event.clientY;
this.pageX = event.pageX;
this.pageY = event.pageY;
this.screenX = event.screenX;
this.screenY = event.screenY;
this.x = this.pageX - this._game.stage.offset.x;
this.y = this.pageY - this._game.stage.offset.y;
this.point.setTo(this.x, this.y);
this.circle.setTo(this.x, this.y, 44);
// Droppings history (used for gestures and motion tracking)
this.duration = this._game.time.now - this.timeDown;
}
/**
*
* @method leave
* @param {Any} event
*/
public leave(event) {
this.withinGame = false;
this.move(event);
}
/**
*
* @method stop
* @param {Any} event
*/
public stop(event) {
this.active = false;
this.withinGame = false;
this.isDown = false;
this.isUp = true;
this.timeUp = this._game.time.now;
this.duration = this.timeUp - this.timeDown;
}
/**
*
* @method justPressed
* @param {Number} [duration].
* @return {Boolean}
*/
public justPressed(duration?: number = this.justPressedRate): bool {
if (this.isDown === true && (this.timeDown + duration) > this._game.time.now)
{
return true;
}
else
{
return false;
}
}
/**
*
* @method justReleased
* @param {Number} [duration].
* @return {Boolean}
*/
public justReleased(duration?: number = this.justReleasedRate): bool {
if (this.isUp === true && (this.timeUp + duration) > this._game.time.now)
{
return true;
}
else
{
return false;
}
}
/**
* Returns a string representation of this object.
* @method toString
* @return {string} a string representation of the instance.
**/
public toString(): string {
return "[{Finger (identifer=" + this.identifier + " active=" + this.active + " duration=" + this.duration + " withinGame=" + this.withinGame + " x=" + this.x + " y=" + this.y + " clientX=" + this.clientX + " clientY=" + this.clientY + " screenX=" + this.screenX + " screenY=" + this.screenY + " pageX=" + this.pageX + " pageY=" + this.pageY + ")}]";
}
}
}
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@@ -1,90 +0,0 @@
/// <reference path="../../Game.ts" />
/// <reference path="../../Signal.ts" />
/**
* Phaser - Input
*
* A game specific Input manager that looks after the mouse, keyboard and touch objects. This is updated by the core game loop.
*/
module Phaser {
export class Input {
constructor(game: Game) {
this._game = game;
this.mouse = new Mouse(this._game);
this.keyboard = new Keyboard(this._game);
this.touch = new Touch(this._game);
this.onDown = new Phaser.Signal();
this.onUp = new Phaser.Signal();
}
private _game: Game;
public mouse: Mouse;
public keyboard: Keyboard;
public touch: Touch;
public x: number = 0;
public y: number = 0;
public scaleX: number = 1;
public scaleY: number = 1;
public worldX: number = 0;
public worldY: number = 0;
public onDown: Phaser.Signal;
public onUp: Phaser.Signal;
public update() {
this.x = Math.round(this.x);
this.y = Math.round(this.y);
this.worldX = this._game.camera.worldView.x + this.x;
this.worldY = this._game.camera.worldView.y + this.y;
this.mouse.update();
this.touch.update();
}
public reset() {
this.mouse.reset();
this.keyboard.reset();
this.touch.reset();
}
public getWorldX(camera?: Camera = this._game.camera) {
return camera.worldView.x + this.x;
}
public getWorldY(camera?: Camera = this._game.camera) {
return camera.worldView.y + this.y;
}
public renderDebugInfo(x: number, y: number, color?: string = 'rgb(255,255,255)') {
this._game.stage.context.fillStyle = color;
this._game.stage.context.fillText('Input', x, y);
this._game.stage.context.fillText('Screen X: ' + this.x + ' Screen Y: ' + this.y, x, y + 14);
this._game.stage.context.fillText('World X: ' + this.worldX + ' World Y: ' + this.worldY, x, y + 28);
this._game.stage.context.fillText('Scale X: ' + this.scaleX.toFixed(1) + ' Scale Y: ' + this.scaleY.toFixed(1), x, y + 42);
}
}
}
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@@ -1,114 +0,0 @@
/// <reference path="../../Game.ts" />
/**
* Phaser - Mouse
*
* The Mouse class handles mouse interactions with the game and the resulting events.
*/
module Phaser {
export class Mouse {
constructor(game: Game) {
this._game = game;
this.start();
}
private _game: Game;
private _x: number = 0;
private _y: number = 0;
public button: number;
public static LEFT_BUTTON: number = 0;
public static MIDDLE_BUTTON: number = 1;
public static RIGHT_BUTTON: number = 2;
public isDown: bool = false;
public isUp: bool = true;
public timeDown: number = 0;
public duration: number = 0;
public timeUp: number = 0;
public start() {
this._game.stage.canvas.addEventListener('mousedown', (event: MouseEvent) => this.onMouseDown(event), true);
this._game.stage.canvas.addEventListener('mousemove', (event: MouseEvent) => this.onMouseMove(event), true);
this._game.stage.canvas.addEventListener('mouseup', (event: MouseEvent) => this.onMouseUp(event), true);
}
public reset() {
this.isDown = false;
this.isUp = true;
}
public onMouseDown(event: MouseEvent) {
this.button = event.button;
this._x = event.clientX - this._game.stage.x;
this._y = event.clientY - this._game.stage.y;
this._game.input.x = this._x * this._game.input.scaleX;
this._game.input.y = this._y * this._game.input.scaleY;
this.isDown = true;
this.isUp = false;
this.timeDown = this._game.time.now;
this._game.input.onDown.dispatch(this._game.input.x, this._game.input.y, this.timeDown);
}
public update() {
//this._game.input.x = this._x * this._game.input.scaleX;
//this._game.input.y = this._y * this._game.input.scaleY;
if (this.isDown)
{
this.duration = this._game.time.now - this.timeDown;
}
}
public onMouseMove(event: MouseEvent) {
this.button = event.button;
this._x = event.clientX - this._game.stage.x;
this._y = event.clientY - this._game.stage.y;
this._game.input.x = this._x * this._game.input.scaleX;
this._game.input.y = this._y * this._game.input.scaleY;
}
public onMouseUp(event: MouseEvent) {
this.button = event.button;
this.isDown = false;
this.isUp = true;
this.timeUp = this._game.time.now;
this.duration = this.timeUp - this.timeDown;
this._x = event.clientX - this._game.stage.x;
this._y = event.clientY - this._game.stage.y;
this._game.input.x = this._x * this._game.input.scaleX;
this._game.input.y = this._y * this._game.input.scaleY;
this._game.input.onUp.dispatch(this._game.input.x, this._game.input.y, this.timeDown);
}
}
}
-451
View File
@@ -1,451 +0,0 @@
/// <reference path="../../Game.ts" />
/// <reference path="Finger.ts" />
/**
* Phaser - Touch
*
* The Touch class handles touch interactions with the game and the resulting Finger objects.
* http://www.w3.org/TR/touch-events/
* https://developer.mozilla.org/en-US/docs/DOM/TouchList
* http://www.html5rocks.com/en/mobile/touchandmouse/
* Note: Android 2.x only supports 1 touch event at once, no multi-touch
*
* @todo Try and resolve update lag in Chrome/Android
* Gestures (pinch, zoom, swipe)
* GameObject Touch
* Touch point within GameObject
* Input Zones (mouse and touch) - lock entities within them + axis aligned drags
*/
module Phaser {
export class Touch {
/**
* Constructor
* @param {Game} game.
* @return {Touch} This object.
*/
constructor(game: Game) {
this._game = game;
this.finger1 = new Finger(this._game);
this.finger2 = new Finger(this._game);
this.finger3 = new Finger(this._game);
this.finger4 = new Finger(this._game);
this.finger5 = new Finger(this._game);
this.finger6 = new Finger(this._game);
this.finger7 = new Finger(this._game);
this.finger8 = new Finger(this._game);
this.finger9 = new Finger(this._game);
this.finger10 = new Finger(this._game);
this._fingers = [this.finger1, this.finger2, this.finger3, this.finger4, this.finger5, this.finger6, this.finger7, this.finger8, this.finger9, this.finger10];
this.touchDown = new Signal();
this.touchUp = new Signal();
this.start();
}
/**
*
* @property _game
* @type Game
* @private
**/
private _game: Game;
/**
*
* @property x
* @type Number
**/
public x: number = 0;
/**
*
* @property y
* @type Number
**/
public y: number = 0;
/**
*
* @property _fingers
* @type Array
* @private
**/
private _fingers: Finger[];
/**
*
* @property finger1
* @type Finger
**/
public finger1: Finger;
/**
*
* @property finger2
* @type Finger
**/
public finger2: Finger;
/**
*
* @property finger3
* @type Finger
**/
public finger3: Finger;
/**
*
* @property finger4
* @type Finger
**/
public finger4: Finger;
/**
*
* @property finger5
* @type Finger
**/
public finger5: Finger;
/**
*
* @property finger6
* @type Finger
**/
public finger6: Finger;
/**
*
* @property finger7
* @type Finger
**/
public finger7: Finger;
/**
*
* @property finger8
* @type Finger
**/
public finger8: Finger;
/**
*
* @property finger9
* @type Finger
**/
public finger9: Finger;
/**
*
* @property finger10
* @type Finger
**/
public finger10: Finger;
/**
*
* @property latestFinger
* @type Finger
**/
public latestFinger: Finger;
/**
*
* @property isDown
* @type Boolean
**/
public isDown: bool = false;
/**
*
* @property isUp
* @type Boolean
**/
public isUp: bool = true;
public touchDown: Signal;
public touchUp: Signal;
/**
*
* @method start
*/
public start() {
this._game.stage.canvas.addEventListener('touchstart', (event) => this.onTouchStart(event), false);
this._game.stage.canvas.addEventListener('touchmove', (event) => this.onTouchMove(event), false);
this._game.stage.canvas.addEventListener('touchend', (event) => this.onTouchEnd(event), false);
this._game.stage.canvas.addEventListener('touchenter', (event) => this.onTouchEnter(event), false);
this._game.stage.canvas.addEventListener('touchleave', (event) => this.onTouchLeave(event), false);
this._game.stage.canvas.addEventListener('touchcancel', (event) => this.onTouchCancel(event), false);
document.addEventListener('touchmove', (event) => this.consumeTouchMove(event), false);
}
/**
* Prevent iOS bounce-back (doesn't work?)
* @method consumeTouchMove
* @param {Any} event
**/
private consumeTouchMove(event) {
event.preventDefault();
}
/**
*
* @method onTouchStart
* @param {Any} event
**/
private onTouchStart(event) {
event.preventDefault();
// A list of all the touch points that BECAME active with the current event
// https://developer.mozilla.org/en-US/docs/DOM/TouchList
// event.targetTouches = list of all touches on the TARGET ELEMENT (i.e. game dom element)
// event.touches = list of all touches on the ENTIRE DOCUMENT, not just the target element
// event.changedTouches = the touches that CHANGED in this event, not the total number of them
for (var i = 0; i < event.changedTouches.length; i++)
{
for (var f = 0; f < this._fingers.length; f++)
{
if (this._fingers[f].active === false)
{
this._fingers[f].start(event.changedTouches[i]);
this.x = this._fingers[f].x;
this.y = this._fingers[f].y;
this._game.input.x = this.x * this._game.input.scaleX;
this._game.input.y = this.y * this._game.input.scaleY;
this.touchDown.dispatch(this._fingers[f].x, this._fingers[f].y, this._fingers[f].timeDown, this._fingers[f].timeUp, this._fingers[f].duration);
this._game.input.onDown.dispatch(this._game.input.x, this._game.input.y, this._fingers[f].timeDown);
this.isDown = true;
this.isUp = false;
break;
}
}
}
}
/**
* Doesn't appear to be supported by most browsers yet
* @method onTouchCancel
* @param {Any} event
**/
private onTouchCancel(event) {
event.preventDefault();
// Touch cancel - touches that were disrupted (perhaps by moving into a plugin or browser chrome)
// http://www.w3.org/TR/touch-events/#dfn-touchcancel
// event.changedTouches = the touches that CHANGED in this event, not the total number of them
for (var i = 0; i < event.changedTouches.length; i++)
{
for (var f = 0; f < this._fingers.length; f++)
{
if (this._fingers[f].identifier === event.changedTouches[i].identifier)
{
this._fingers[f].stop(event.changedTouches[i]);
break;
}
}
}
}
/**
* Doesn't appear to be supported by most browsers yet
* @method onTouchEnter
* @param {Any} event
**/
private onTouchEnter(event) {
event.preventDefault();
// For touch enter and leave its a list of the touch points that have entered or left the target
// event.targetTouches = list of all touches on the TARGET ELEMENT (i.e. game dom element)
// event.touches = list of all touches on the ENTIRE DOCUMENT, not just the target element
// event.changedTouches = the touches that CHANGED in this event, not the total number of them
for (var i = 0; i < event.changedTouches.length; i++)
{
for (var f = 0; f < this._fingers.length; f++)
{
if (this._fingers[f].active === false)
{
this._fingers[f].start(event.changedTouches[i]);
break;
}
}
}
}
/**
* Doesn't appear to be supported by most browsers yet
* @method onTouchLeave
* @param {Any} event
**/
private onTouchLeave(event) {
event.preventDefault();
// For touch enter and leave its a list of the touch points that have entered or left the target
// event.changedTouches = the touches that CHANGED in this event, not the total number of them
for (var i = 0; i < event.changedTouches.length; i++)
{
for (var f = 0; f < this._fingers.length; f++)
{
if (this._fingers[f].identifier === event.changedTouches[i].identifier)
{
this._fingers[f].leave(event.changedTouches[i]);
break;
}
}
}
}
/**
*
* @method onTouchMove
* @param {Any} event
**/
private onTouchMove(event) {
event.preventDefault();
// event.targetTouches = list of all touches on the TARGET ELEMENT (i.e. game dom element)
// event.touches = list of all touches on the ENTIRE DOCUMENT, not just the target element
// event.changedTouches = the touches that CHANGED in this event, not the total number of them
for (var i = 0; i < event.changedTouches.length; i++)
{
for (var f = 0; f < this._fingers.length; f++)
{
if (this._fingers[f].identifier === event.changedTouches[i].identifier)
{
this._fingers[f].move(event.changedTouches[i]);
this.x = this._fingers[f].x;
this.y = this._fingers[f].y;
this._game.input.x = this.x * this._game.input.scaleX;
this._game.input.y = this.y * this._game.input.scaleY;
break;
}
}
}
}
/**
*
* @method onTouchEnd
* @param {Any} event
**/
private onTouchEnd(event) {
event.preventDefault();
// For touch end its a list of the touch points that have been removed from the surface
// https://developer.mozilla.org/en-US/docs/DOM/TouchList
// event.changedTouches = the touches that CHANGED in this event, not the total number of them
for (var i = 0; i < event.changedTouches.length; i++)
{
for (var f = 0; f < this._fingers.length; f++)
{
if (this._fingers[f].identifier === event.changedTouches[i].identifier)
{
this._fingers[f].stop(event.changedTouches[i]);
this.x = this._fingers[f].x;
this.y = this._fingers[f].y;
this._game.input.x = this.x * this._game.input.scaleX;
this._game.input.y = this.y * this._game.input.scaleY;
this.touchUp.dispatch(this._fingers[f].x, this._fingers[f].y, this._fingers[f].timeDown, this._fingers[f].timeUp, this._fingers[f].duration);
this._game.input.onUp.dispatch(this._game.input.x, this._game.input.y, this._fingers[f].timeUp);
this.isDown = false;
this.isUp = true;
break;
}
}
}
}
/**
*
* @method calculateDistance
* @param {Finger} finger1
* @param {Finger} finger2
**/
public calculateDistance(finger1: Finger, finger2: Finger) {
}
/**
*
* @method calculateAngle
* @param {Finger} finger1
* @param {Finger} finger2
**/
public calculateAngle(finger1: Finger, finger2: Finger) {
}
/**
*
* @method checkOverlap
* @param {Finger} finger1
* @param {Finger} finger2
**/
public checkOverlap(finger1: Finger, finger2: Finger) {
}
/**
*
* @method update
*/
public update() {
}
/**
*
* @method stop
*/
public stop() {
//this._domElement.addEventListener('touchstart', (event) => this.onTouchStart(event), false);
//this._domElement.addEventListener('touchmove', (event) => this.onTouchMove(event), false);
//this._domElement.addEventListener('touchend', (event) => this.onTouchEnd(event), false);
//this._domElement.addEventListener('touchenter', (event) => this.onTouchEnter(event), false);
//this._domElement.addEventListener('touchleave', (event) => this.onTouchLeave(event), false);
//this._domElement.addEventListener('touchcancel', (event) => this.onTouchCancel(event), false);
}
/**
*
* @method reset
**/
public reset() {
this.isDown = false;
this.isUp = false;
}
}
}
+181 -138
View File
@@ -1,230 +1,273 @@
Phaser
======
![Phaser Logo](http://www.photonstorm.com/wp-content/uploads/2013/09/phaser_10_release.jpg)
Version 0.9.2
Phaser 1.1
==========
20th April 2013
Phaser is a fast, free and fun open source game framework for making desktop and mobile browser HTML5 games. It uses [Pixi.js](https://github.com/GoodBoyDigital/pixi.js/) internally for fast 2D Canvas and WebGL rendering.
Version: 1.1.3 "Arafel" - Released: November 29th 2013
By Richard Davey, [Photon Storm](http://www.photonstorm.com)
Phaser is a 2D JavaScript/TypeScript HTML5 Game Framework based heavily on [Flixel](http://www.flixel.org).
View the [Official Website](http://phaser.io)<br />
Follow on [Twitter](https://twitter.com/photonstorm)<br />
Join the [Forum](http://www.html5gamedevs.com/forum/14-phaser/)<br />
Try out 160+ [Phaser Examples](http://gametest.mobi/phaser/examples/)
Follow us on [twitter](https://twitter.com/photonstorm) and our [blog](http://www.photonstorm.com) for development updates.
[Un-official Getting Started with Phaser](http://www.antonoffplus.com/coding-an-html5-game-for-30-minutes-or-an-introduction-to-the-phaser-framework)
For support post to the Phaser board on the [HTML5 Game Devs forum](http://www.html5gamedevs.com/forum/14-phaser/)
[Subscribe to our new Phaser Newsletter](https://confirmsubscription.com/h/r/369DE48E3E86AF1E). We'll email you when new versions are released as well as send you our regular Phaser game making magazine.
![Phaser Cameras](http://www.photonstorm.com/wp-content/uploads/2013/04/phaser_cams.png)
Welcome to Phaser
-----------------
It's staggering to think just how much has been achieved in the short time Phaser has been alive. We've implemented literally hundreds of bug fixes and updates, thanks to the effort the community puts in to reporting issues they find. Exciting new features have been merged into the core and we revisited old ones and pimped them out. We also completely overhauled the Examples Suite, removed the requirement for PHP, rebuilt it and filled it with over 150 examples to dig in and learn from. And more importantly we've got our first pass at the API docs ready too.
There is still more to be done of course. The API docs, while a good start, are lacking in places and still need to be backed up with a proper comprehensive manual. And we desperately need to write some 'best practises' and 'getting started' tutorials too. But we hope you appreciate the amount of effort that has been put in by the team so far.
There are many exciting new features and tweaks in this build that we felt it warranted a proper point release, hence the shift to version 1.1. Because of several core changes games that were in development in a 1.0.x version of Phaser may need refactoring for 1.1, but we feel those changes have helped the framework grow and mature as a whole.
As before we offer a heart-felt "Thank you!" to everyone who has encouraged us along the way. To those of you who worked with Phaser during its various incarnations, and who released full games with it despite there being zero API documentation available: you are our heroes. It's your kind words and enthusiasm that has kept us going.
Phaser is everything we ever wanted from an HTML5 game framework. It powers all of our client work in build today and remains our single most important product, and we've only just scratched the surface of what we have planned for it.
![MiniCybernoid](http://www.photonstorm.com/wp-content/uploads/2013/10/phaser-cybernoid-640x480.png)
Getting Started Guide
---------------------
We have a new [Getting Started Guide](http://phaser.io/getting-started-js.php) which covers all you need to begin developing games with Phaser. From setting up a web server to picking an IDE. If you're new to HTML5 game development (or are coming from another language like AS3) then we recommend starting there.
Change Log
----------
V0.9.2
Version 1.1.3 - "Arafel" - November 29th 2013
Fixed issue with create not being called if there was an empty init method.<br />
Added ability to flip a sprite (Sprite.flipped = true) + a test case for it.<br />
Added ability to restart a sprite animation.<br />
Sprite animations don't restart if you call play on them when they are already running.<br />
* New: Added a .jshintrc so contributions can be run through JSHint to help retain formatting across the library (thanks kevinthompson)
* New: The entire Phaser library has been updated to match the new JSHint configuration.
* New: Added a new in-built texture. Sprites now use __default if no texture was provided (a 32x32 transparent PNG) or __missing if one was given but not found (a 32x32 black box with a green cross through it)
* New: Phaser.Filter. A new way to use the new WebGL shaders/filters that the new version of Pixi supports.
* New: Phaser.BitmapData object. A Canvas you can freely draw to with lots of functions. Can be used as a texture for Sprites. See the new examples and docs for details.
* New: Loader can now load JavaScript files. Just use game.load.script('key', 'url') - the file will be turned into a script tag in the document head on successful load.
* New: RenderTexture.render now takes a Phaser.Group. Also added renderXY for when you don't want to make a new Point object.
* New: Physics.overlap now supports Sprites, Groups or Emitters and can perform group vs. group (etc) overlap checks with a custom callback and process handler.
* New: Added Sound.externalNode which allows you to connect a Sound to an external node input rather than the SoundManager gain node.
* New: Added SoundManager.connectToMaster boolean. Used in conjunction with Sound.externalNode you can easily configure audio nodes to connect together for special effects.
* New: PluginManager.remove, added PluginManager.removeAll (thanks crazysam)
* New: scrollFactorX/scrollFactorY have been added to TilemapLayers (thanks jcd-as)
* New: Phaser.Game parent can now be an HTMLElement or a string (thanks beeglebug)
* New: Now using the latest version of Pixi.js. Which means you can use all the sexy new WebGL filters :)
* New: Sprite.animations.getAnimation will return an animation instance which was added by name.
* New: Added Mouse.button which is set to the button that was pressed: Phaser.Mouse.LEFT_BUTTON, MIDDLE_BUTTON or RIGHT_BUTTON (thanks wKLV)
* New: Added Mouse.pointerLock signal which you can listen to whenever the browser enters or leaves pointer lock mode.
* New: StageScaleMode.forceOrientation allows you to lock your game to one orientation and display a Sprite (i.e. a "please rotate" screen) when incorrect.
* New: World.visible boolean added, toggles rendering of the world on/off entirely.
* New: Polygon class & drawPolygon method added to Graphics (thanks rjimenezda)
* New: Added Group.iterate, a powerful way to count or return children that match a certain criteria. Refactored Group to use iterate, lots of repeated code cut.
* New: Added Group.sort. You can now sort the Group based on any given numeric property (x, y, health), finally you can do depth-sorting :) Example created to show.
* New: Enhanced renderTexture so it can accept a Phaser.Group object and improved documentation and examples.
* New: Device.littleEndian boolean added. Only safe to use if the browser supports TypedArrays (which IE9 doesn't, but nearly all others do)
* New: You can now call game.sound.play() and simply pass it a key. The sound will play if the audio system is unlocked and optionally destroy itself on complete.
* New: Mouse.capture is a boolean. If set to true then DOM mouse events will have event.preventDefault() applied, if false they will propogate fully.
* New: The object returned by Math.sinCosGenerator now contains a length property.
V0.9.1
* Updated: Lots of documentation fixes and updates across nearly all files. Tilemap now documented for example and lots of instances of 'Description' filled out.
* Updated: ArcadePhysics.updateMotion applies the dt to the velocity calculations as well as position now (thanks jcs)
* Updated: RequestAnimationFrame now retains the callbackID which is passed to cancelRequestAnimationFrame.
* Updated: Button now goes back to over state when setFrames used in action (thanks beeglebug)
* Updated: plugins now have a postUpdate callback (thanks cocoademon)
* Updated: Tided up the Graphics object (thanks BorisKozo)
* Updated: If running in Canvas mode and you have a render function it will save the context and reset the transform before running your render function.
* Updated: Sprite will now check the exists property of the Group it is in, if the Group.exists = false the Sprite won't update.
* Updated: If you specify 'null' as a Group parent it will now revert to using the World as the parent (before only 'undefined' worked)
* Updated: Skip preupdate/update for PIXI hierarchies in which an ancestor doesn't exist (thanks cocoademon)
* Updated: Loader.audio can now accept either an array of URL strings or a single URL string (thanks crazysam + kevinthompson)
* Updated: MSPointer updated to support IE11 by dropping the prefix from the event listeners.
* Updated: Device.cocoonJS added to detect if the game is running under Cocoon or a native browser.
* Updated: Loader now uses a new queue system internally, meaning you can have assets with the same key spread across different types.
Added the new align property to GameObjects that controls placement when rendering.<br />
Added an align example to the Sprites test group (click the mouse to change alignment position)<br />
Added a new MicroPoint class. Same as Point but much smaller / less functions, updated GameObject to use it.<br />
Completely rebuilt the Rectangle class to use MicroPoints and store the values of the 9 points around the edges, to be used
for new collision system.<br />
Game.Input now has 2 signals you can subscribe to for down/up events, see the Sprite align example for use.<br />
Updated the States examples to bring in-line with 0.9 release.
* Fixed: Lots of fixes to the TypeScript definitions file (many thanks gltovar)
* Fixed: Tilemap commands use specified layer when one given (thanks Izzimach)
* Fixed: Mouse.stop now uses the true useCapture, which means the event listeners stop listening correctly (thanks beeglebug)
* Fixed: Input Keyboard example fix (thanks Atrodilla)
* Fixed: BitmapText.destroy now checks if it has a canvas before calling parentNode on it.
* Fixed: Group.swap had a hellish to find bug that only manifested when B-A upward swaps occured. Hours of debugging later = bug crushed.
* Fixed: Point.rotate asDegrees fixed (thanks BorisKozo)
* Fixed: ArcadePhysics.separateTile wasn't returning the value, so the custom process callback wasn't getting called (thanks flameiguana)
* Fixed: StageScaleMode.forceOrientation now correctly stores the forcePortrait value (thanks haden)
* Fixed: Fixes to Math and Loader (thanks theJare)
* Fixed: Tween - isRunning not reset when non-looped tween completes (thanks crazysam + kevinthompson)
* Fixed: Math.normalizeAngle and Math.wrapAngle (thanks theJare)
* Fixed: Device.isTouch modified to test maxTouchPointers instead of MSPointer.
* Fixed: InputHandler.checkPointerOver now checks the visible status of the Sprite Group before processing.
* Fixed: The Sprite hulls (used for tile collision) were not being updated in sprite->sprite separations (thanks jcs)
* Fixed: Plugins that had a postUpdate but no Update weren't being marked as active (thanks crazysam)
* Fixed: StateManager.onPausedCallback function is not called when the game is paused (thanks haden)
* Fixed: Fix for 'jitter' in scrolling where tilemaps & sprites are one frame off (thanks jcs)
V0.9
You can view the complete Change Log for all previous versions at https://github.com/photonstorm/phaser/changelog.md
Large refactoring. Everything now lives inside the Phaser module, so all code and all tests have been updated to reflect this. Makes coding a tiny bit
more verbose but stops the framework from globbing up the global namespace. Also should make code-insight work in WebStorm and similar editors.<br />
Added the new GeomSprite object. This is a sprite that uses a geometry class for display (Circle, Rectangle, Point, Line). It's extremely flexible!<br />
Added Geometry intersection results objects.<br />
Added new Collision class and moved some functions there. Contains all the Game Object and Geometry Intersection methods.<br />
Can now create a sprite animation based on frame names rather than indexes. Useful when you've an animation inside a texture atlas. Added test to show.<br />
Added addKeyCapture(), removeKeyCapture() and clearCaptures() to Input.Keyboard. Calls event.preventDefault() on any keycode set to capture, allowing you to avoid page scrolling when using the cursor keys in a game for example.<br />
Added new Motion class which contains lots of handy functions like 'moveTowardsObject', 'velocityFromAngle' and more.<br />
Tween Manager added. You can now create tweens via Game.createTween (or for more control game.tweens). All the usual suspects are here: Bounce, Elastic, Quintic, etc and it's hooked into the core game clock, so if your game pauses and resumes your tweens adjust accordingly.
How to Build
------------
V0.8
We provide a fully compiled version of Phaser in the `build` directory, in both plain and minified formats.
Added ability to set Sprite frame by name (sprite.frameName), useful when you've loaded a Texture Atlas with filename values set rather than using frame indexes.<br />
Updated texture atlas 4 demo to show this.<br />
Fixed a bug that would cause a run-time error if you tried to create a sprite using an invalid texture key.<br />
Added in DynamicTexture support and a test case for it.<br />
We also provide a Grunt script that will build Phaser from source along with all the examples.
V0.7
Run `grunt` in the phaser folder for a list of command-line options.
Renamed FullScreen to StageScaleMode as it's much more fitting. Tested across Android and iOS with the various scale modes.<br />
Added in world x/y coordinates to the input class, and the ability to get world x/y input coordinates from any Camera.<br />
Added the RandomDataGenerator for seeded random number generation.<br />
Setting the game world size now resizes the default camera (optional bool flag)
V0.6
Added in Touch support for mobile devices (and desktops that enable it) and populated x/y coords in Input with common values from touch and mouse.<br />
Added new Circle geometry class (used by Touch) and moved them into a Geom folder.<br />
Added in Device class for device inspection.<br />
Added FullScreen class to enable full-screen support on mobile devices (scrolls URL bar out of the way on iOS and Android)
V0.5
Initial release
![Tanks](http://www.photonstorm.com/wp-content/uploads/2013/10/phaser_tanks-640x480.png)
Requirements
------------
Games created with Phaser require a modern web browser that supports the canvas tag. This includes Internet Explorer 9+, Firefox, Chrome, Safari and Opera. It also works on mobile web browsers including stock Android 2.x browser and above and iOS5 Mobile Safari and above.
For developing with Phaser you can use either a plain-vanilla JavaScript approach or [TypeScript](https://typescript.codeplex.com/). We made no assumptions about how you like to code your games, and were careful not to impose any form of class/inheritance/structure upon you.
For developing with Phaser you can use either a plain-vanilla JavaScript approach or [TypeScript](https://typescript.codeplex.com/) using the provided TypeScript definitions file. We made no assumptions about how you like to code your games, and were careful not to impose any form of class/inheritance/structure upon you.
Phaser is 147KB minified and just 30KB gzipped (sizes accurate as of version 0.7)
Phaser is 281 KB minified and 66 KB gzipped.
Features
--------
Phaser was born from a cross-polination of the AS3 Flixel game library and our own internal HTML5 game framework. The objective was to allow you to make games _really_ quickly and remove some of the speed barriers HTML5 puts in your way.
**WebGL &amp; Canvas**
Phaser fully or partially supports the following features. This list is growing constantly and we are aware there are still a number of essential features missing:
Phaser uses both a Canvas and WebGL renderer internally and can automatically swap between them based on browser support. This allows for lightning fast rendering across Desktop and Mobile. Phaser uses and contributes towards the excellent Pixi.js library for rendering.
* Asset Loading<br />
**Preloader**
Images, Sprite Sheets, Texture Packer Data, JSON, Text Files, Audio File.
We've made the loading of assets as simple as one line of code. Images, Sounds, Sprite Sheets, Tilemaps, JSON data, XML - all parsed and handled automatically, ready for use in game and stored in a global Cache for Sprites to share.
* Cameras<br />
**Physics**
Multiple world cameras, camera scale, zoom, rotation, deadzones and Sprite following.
Phaser ships with our Arcade Physics system. An extremely light-weight AABB physics library perfect for low-powered devices and fast collision response. Control velocity, acceleration, bounce, drag and full collision and separation control.
* Sprites<br />
**Sprites**
All sprites have physics properties including velocity, acceleration, bounce and drag.
ScrollFactor allows them to re-act to cameras at different rates.
Sprites are the life-blood of your game. Position them, tween them, rotate them, scale them, animate them, collide them, paint them onto custom textures and so much more!
Sprites also have full Input support: click them, touch them, drag them around, snap them - even pixel perfect click detection if needed.
* Groups<br />
**Groups**
Group sprites together for collision checks, visibility toggling and function iteration.
Group bundles of Sprites together for easy pooling and recycling, avoiding constant object creation. Groups can also be collided: for example a "Bullets" group checking for collision against the "Aliens" group, with a custom collision callback to handle the outcome.
* Animation<br />
**Animation**
Sprites can be animated by a sprite sheet or Texture Atlas (JSON Array format supported).
Animation playback controls, looping, fps based timer and custom frames.
Phaser supports classic Sprite Sheets with a fixed frame size, Texture Packer and Flash CS6/CC JSON files (both Hash and Array formats) and Starling XML files. All of these can be used to easily create animation for Sprites.
* Collision<br />
**Particles**
A QuadTree based Sprite to Sprite, Sprite to Group or Group to Group collision system.
An Arcade Particle system is built-in, which allows you to create fun particle effects easily. Create explosions or constant streams for effects like rain or fire. Or attach the Emitter to a Sprite for a jet trail.
* Particles<br />
**Camera**
An Emitter can emit Sprites in a burst or at a constant rate, setting physics properties.
Phaser has a built-in Game World. Objects can be placed anywhere within the world and you've got access to a powerful Camera to look into that world. Pan around and follow Sprites with ease.
* Input<br />
**Input**
Keyboard, Mouse and Touch handling supported (MSPointer events coming soon)
Talk to a Phaser.Pointer and it doesn't matter if the input came from a touch-screen or mouse, it can even change mid-game without dropping a beat. Multi-touch, Mouse, Keyboard and lots of useful functions allow you to code custom gesture recognition.
* Stage<br />
**Sound**
Easily change properties about your game via the stage, such as background color, position, size and scale.
Phaser supports both Web Audio and legacy HTML Audio. It automatically handles mobile device locking, easy Audio Sprite creation, looping, streaming and volume. We know how much of a pain dealing with audio on mobile is, so we did our best to resolve that!
* World<br />
**Tilemaps**
The game world can be any size and Sprites and collision happens within it.
Phaser can load, render and collide with a tilemap with just a couple of lines of code. We support CSV and Tiled map data formats with multiple tile layers. There are lots of powerful tile manipulation functions: swap tiles, replace them, delete them, add them and update the map in realtime.
* Sound<br />
**Device Scaling**
Currently uses WebAudio for playback. A lot more work needs to be done in this area.
Phaser has a built-in Scale Manager which allows you to scale your game to fit any size screen. Control aspect ratios, minimum and maximum scales and full-screen support.
* State Management<br />
**Plugin system**
For larger games it's useful to break your game down into States, i.e. MainMenu, Level1, GameOver, etc.
The state manager makes swapping states easy, but the use of a state is completely optional.
We are trying hard to keep the core of Phaser limited to only essential classes, so we built a smart Plugin system to handle everything else. Create your own plugins easily and share them with the community.
* Cache<br />
**Mobile Browser**
All loaded resources are stored in an easy to access cache, which can be cleared between State changes
or persist through-out the whole game.
Phaser was built specifically for Mobile web browsers. Of course it works blazingly fast on Desktop too, but unlike lots of frameworks mobile was our main focus. If it doesn't perform well on mobile then we don't add it into the Core.
* Tilemaps<br />
**Developer Support**
Support for CSV and Tiled JSON format tile maps is implemented but currently limited.
We use Phaser every day on our many client projects. As a result it's constantly evolving and improving and we jump on bugs and pull requests quickly. This is a living, breathing framework maintained by a commercial company with custom feature development and support packages available. We live and breathe HTML5 games.
* Game Scaling<br />
**Battle Tested**
Game scaling under your control. Removes URL/status bar on mobile (iOS and Android) and allows proportional scaling, fixed size and orientation checks.
Although Phaser 1.0 is a brand new release it is born from years of experience building some of the biggest HTML5 games out there. We're not saying it is 100% bug free, but we use it for our client work every day, so issues get resolved <em>fast</em> and we stay on-top of the changing browser landscape.
![Phaser Particles](http://www.photonstorm.com/wp-content/uploads/2013/04/phaser_particles.png)
![FruitParty](http://www.photonstorm.com/wp-content/uploads/2013/10/phaser_fruit_particles-640x480.png)
Work in Progress
Road Map
--------
The 1.1 release was a massive under-taking, but we're really happy with how Phaser is progressing. It's becoming more solid and versatile with each iteration. Here is what's on our road map for future versions:
Version 1.1.4 ("Kandor")
* Enhance the State Management, so you can perform non-destructive State swaps and persistence.
* More advanced tile map features. Better support for advanced Tiled features. Proper support for DAME tilemaps.
Versions 1.2 ("Saldaea")
* Integration with an advanced physics system. We've been experimenting with p2.js but have yet to conclude our research.
* A more advanced Particle system, one that can render to a single canvas (rather than spawn hundreds of Sprites), more advanced effects, etc.
Version 1.2+
* Massively enhance the audio side of Phaser. Although it does what it does well, it could do with taking more advantage of Web Audio - echo effects, positional sound, etc.
* Comprehensive testing across Firefox OS devices, CocoonJS and Ejecta.
* Integration with third party services like Google Play Game Services and Amazon JS SDK.
* Ability to control DOM elements from the core game and layer them into the game.
* Touch Gestures.
* Virtual d-pad support and also support for the Joypad API.
* Test out packaging with Node-webkit.
* Flash CC HTML5 export integration.
* Game parameters stored in Google Docs.
* Add a d-pad example (http://www.html5gamedevs.com/topic/1574-gameinputondown-question/)
* Create more touch input examples (http://www.html5gamedevs.com/topic/1556-mobile-touch-event/)
* Look at HiDPI Canvas settings.
Learn By Example
----------------
We've a number of features that we know Phaser is lacking, here is our current priority list:
Phaser comes with an ever growing suite of Examples. Personally I feel that we learn better by looking at small refined code examples, so we created over 150 of them and create new ones to test every new feature added. Inside the `examples` folder you'll find the current set. If you write a particularly good example then please send it to us.
* Tilemap collision and layers
* Better sound controls
* MSPointer support
* Text Rendering
* Buttons
The examples need to be run through a local web server (in order to avoid file access permission errors from your browser). You can use your own web server, or start the included web server using grunt.
Beyond this there are lots of other things we plan to add such as WebGL support, Spline animation format support, sloped collision tiles, path finding and support for custom plugins. But the list above are more priority items and is by no means exhaustive either! However we do feel that the core structure of Phaser is now pretty locked down, so safe to use for small scale production games.
Using a locally installed web server browse to the examples folder:
Test Suite
----------
examples/index.html
Phaser comes with an ever growing Test Suite. Personally we learn better by looking at small refined code examples, so we create lots of them to test each new feature we add. Inside the Tests folder you'll find the current set. If you write a particuarly good test then please send it to us.
Alternatively in order to start the included web server, after you've cloned the repo, run `npm install` to install all dependencies, then `grunt connect `to start a local server. After running this command you should be able to access your local webserver at `http://127.0.0.1:8000`. Then browse to the examples folder: `http://127.0.0.1:8000/examples/index.html`
The tests need running through a local web server (to avoid file access permission errors from your browser).
There is a new 'Side View' example viewer as well. This loads all the examples into a left-hand frame for faster navigation.
Make sure you can browse to the Tests folder via your web server. If you've got php installed then launch:
Tests/index.php
Right now the Test Suite requires PHP, but we will remove this requirement soon.
You can also browse all [Phaser Examples](http://gametest.mobi/phaser/) online.
Contributing
------------
Phaser is in early stages and although we've still got a lot to add to it, we wanted to just get it out there and share it with the world.
If you find a bug (highly likely!) then please report it on github.
If you find a bug (highly likely!) then please report it on github or our forum.
If you have a feature request, or have written a small game or demo that shows Phaser in use, then please get in touch. We'd love to hear from you.
You can do this on the Phased board on the [HTML5 Game Devs forum](http://www.html5gamedevs.com/forum/14-phaser/) or email: rich@photonstorm.com
You can do this on the Phaser board that is part of the [HTML5 Game Devs forum](http://www.html5gamedevs.com/forum/14-phaser/) or email: rich@photonstorm.com
Before submitting a pull request, please run your code through [JSHint](http://www.jshint.com/) to check for stylistic or formatting errors. To use JSHint, first install it by running `npm install jshint`, then test your code by running `jshint src`. This isn't a requirement, we are happy to receive pull requests that haven't been JSHinted, so don't let it put you off contributing - but do know that we'll reformat your source before going live with it.
Bugs?
-----
Please add them to the [Issue Tracker][1] with as much info as possible.
Please add them to the [Issue Tracker][1] with as much info as possible, especially source code demonstrating the issue.
![Phaser Tilemap](http://www.photonstorm.com/wp-content/uploads/2013/04/phaser_tilemap.png)
![Phaser Tilemap](http://www.photonstorm.com/wp-content/uploads/2013/04/phaser_tilemap_collision.png)
"Being negative is not how we make progress" - Larry Page, Google
License
-------
Copyright 2013 Richard Davey, Photon Storm Ltd. All rights reserved.
Redistribution and use in source and binary forms, with or without modification, are
permitted provided that the following conditions are met:
1. Redistributions of source code must retain the above copyright notice, this list of
conditions and the following disclaimer.
2. Redistributions in binary form must reproduce the above copyright notice, this list
of conditions and the following disclaimer in the documentation and/or other materials
provided with the distribution.
THIS SOFTWARE IS PROVIDED BY RICHARD DAVEY ``AS IS'' AND ANY EXPRESS OR IMPLIED
WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL RICHARD DAVEY OR
CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
The views and conclusions contained in the software and documentation are those of the
authors and should not be interpreted as representing official policies, either expressed
Phaser is released under the (http://opensource.org/licenses/MIT) MIT License.
[1]: https://github.com/photonstorm/phaser/issues
[phaser]: https://github.com/photonstorm/phaser
-38
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@@ -1,38 +0,0 @@
#ignore thumbnails created by windows
Thumbs.db
#Ignore files build by Visual Studio
*.obj
*.exe
*.pdb
*.user
*.aps
*.pch
*.vspscc
*_i.c
*_p.c
*.ncb
*.suo
*.sln
*.tlb
*.tlh
*.bak
*.cache
*.ilk
*.log
*.map
*.orig
*.map
*.config
*.sublime-workspace
.DS_Store
launcher.html
tests.html
[Bb]in
[Dd]ebug*/
*.lib
*.sbr
obj/
[Rr]elease*/
_ReSharper*/
[Tt]est[Rr]esult*
-8
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@@ -1,8 +0,0 @@
{
"folders":
[
{
"path": "/D/wamp/www/phaser/Tests"
}
]
}
-156
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@@ -1,156 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<ProjectGuid>{DC8A0795-0F9C-4216-A95D-6C3346EA7E26}</ProjectGuid>
<ProjectTypeGuids>{349c5851-65df-11da-9384-00065b846f21};{fae04ec0-301f-11d3-bf4b-00c04f79efbc}</ProjectTypeGuids>
<OutputType>Library</OutputType>
<OutputPath>bin</OutputPath>
<TargetFrameworkVersion>v4.5</TargetFrameworkVersion>
<DebugType>full</DebugType>
<DebugSymbols>true</DebugSymbols>
<UseIISExpress>true</UseIISExpress>
<IISExpressSSLPort />
<IISExpressAnonymousAuthentication />
<IISExpressWindowsAuthentication />
<IISExpressUseClassicPipelineMode />
</PropertyGroup>
<PropertyGroup>
<VisualStudioVersion Condition="'$(VisualStudioVersion)' == ''">10.0</VisualStudioVersion>
<VSToolsPath Condition="'$(VSToolsPath)' == ''">$(MSBuildExtensionsPath32)\Microsoft\VisualStudio\v$(VisualStudioVersion)</VSToolsPath>
</PropertyGroup>
<PropertyGroup>
<RootNamespace>Tests</RootNamespace>
</PropertyGroup>
<Import Project="$(MSBuildBinPath)\Microsoft.CSharp.targets" />
<Import Project="$(VSToolsPath)\WebApplications\Microsoft.WebApplication.targets" Condition="'$(VSToolsPath)' != ''" />
<ProjectExtensions>
<VisualStudio>
<FlavorProperties GUID="{349c5851-65df-11da-9384-00065b846f21}">
<WebProjectProperties>
<UseIIS>True</UseIIS>
<AutoAssignPort>True</AutoAssignPort>
<DevelopmentServerPort>0</DevelopmentServerPort>
<DevelopmentServerVPath>/</DevelopmentServerVPath>
<IISUrl>http://localhost:51901/</IISUrl>
<NTLMAuthentication>False</NTLMAuthentication>
<UseCustomServer>False</UseCustomServer>
<CustomServerUrl>
</CustomServerUrl>
<SaveServerSettingsInUserFile>False</SaveServerSettingsInUserFile>
</WebProjectProperties>
</FlavorProperties>
</VisualStudio>
</ProjectExtensions>
<PropertyGroup Condition="'$(Configuration)' == 'Debug'">
<TypeScriptTarget>ES5</TypeScriptTarget>
<TypeScriptIncludeComments>true</TypeScriptIncludeComments>
<TypeScriptSourceMap>false</TypeScriptSourceMap>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)' == 'Release'">
<TypeScriptTarget>ES5</TypeScriptTarget>
<TypeScriptIncludeComments>true</TypeScriptIncludeComments>
<TypeScriptSourceMap>false</TypeScriptSourceMap>
</PropertyGroup>
<ItemGroup>
<TypeScriptCompile Include="cameras\camera alpha.ts" />
<TypeScriptCompile Include="cameras\camera bounds.ts" />
<TypeScriptCompile Include="cameras\camera position.ts" />
<TypeScriptCompile Include="cameras\camera rotation.ts" />
<TypeScriptCompile Include="cameras\camera scale.ts" />
<TypeScriptCompile Include="cameras\camera shadow.ts" />
<TypeScriptCompile Include="cameras\camera texture.ts" />
<TypeScriptCompile Include="cameras\fade fx.ts" />
<TypeScriptCompile Include="cameras\flash fx.ts" />
<TypeScriptCompile Include="cameras\focus on.ts" />
<TypeScriptCompile Include="cameras\follow deadzone.ts" />
<TypeScriptCompile Include="cameras\follow sprite.ts" />
<TypeScriptCompile Include="cameras\follow topdown.ts" />
<TypeScriptCompile Include="cameras\multicam1.ts" />
<TypeScriptCompile Include="cameras\scroll factor.ts" />
<TypeScriptCompile Include="cameras\shake fx.ts" />
<TypeScriptCompile Include="collision\collide sprites.ts" />
<TypeScriptCompile Include="collision\falling balls.ts" />
<TypeScriptCompile Include="groups\basic group.ts" />
<TypeScriptCompile Include="input\mouse scale.ts" />
<TypeScriptCompile Include="mini games\formula 1.ts" />
<TypeScriptCompile Include="misc\multi game.ts" />
<TypeScriptCompile Include="particles\basic emitter.ts" />
<TypeScriptCompile Include="particles\graphic emitter.ts" />
<TypeScriptCompile Include="particles\multiple streams.ts" />
<TypeScriptCompile Include="particles\sprite emitter.ts" />
<TypeScriptCompile Include="particles\when particles collide.ts" />
<TypeScriptCompile Include="sprites\animation 1.ts" />
<TypeScriptCompile Include="sprites\mark of the bunny.ts" />
<TypeScriptCompile Include="sprites\texture atlas 2.ts" />
<TypeScriptCompile Include="sprites\texture atlas 3.ts" />
<TypeScriptCompile Include="sprites\texture atlas 4.ts" />
<TypeScriptCompile Include="sprites\texture atlas.ts" />
<TypeScriptCompile Include="sprites\velocity.ts" />
<TypeScriptCompile Include="tilemap\basic tilemap.ts" />
</ItemGroup>
<ItemGroup>
<Folder Include="mobile\" />
</ItemGroup>
<ItemGroup>
<TypeScriptCompile Include="sprites\dynamic texture 1.ts" />
</ItemGroup>
<ItemGroup>
<TypeScriptCompile Include="misc\screen grab.ts" />
<Content Include="misc\screen grab.js">
<DependentUpon>screen grab.ts</DependentUpon>
</Content>
<TypeScriptCompile Include="sprites\align.ts" />
<Content Include="sprites\align.js">
<DependentUpon>align.ts</DependentUpon>
</Content>
<TypeScriptCompile Include="sprites\flipped.ts" />
<Content Include="sprites\flipped.js">
<DependentUpon>flipped.ts</DependentUpon>
</Content>
<Content Include="tweens\bounce.js">
<DependentUpon>bounce.ts</DependentUpon>
</Content>
<Content Include="tweens\elastic.js">
<DependentUpon>elastic.ts</DependentUpon>
</Content>
<TypeScriptCompile Include="tweens\elastic.ts" />
<TypeScriptCompile Include="tweens\bounce.ts" />
<TypeScriptCompile Include="sprites\animate by framename.ts" />
<TypeScriptCompile Include="geometry\rectangle.ts" />
<TypeScriptCompile Include="geometry\rect vs rect.ts" />
<TypeScriptCompile Include="geometry\circle.ts" />
<Content Include="geometry\circle.js">
<DependentUpon>circle.ts</DependentUpon>
</Content>
<TypeScriptCompile Include="geometry\point.ts" />
<TypeScriptCompile Include="geometry\line.ts" />
<Content Include="geometry\line.js">
<DependentUpon>line.ts</DependentUpon>
</Content>
<Content Include="geometry\point.js">
<DependentUpon>point.ts</DependentUpon>
</Content>
<Content Include="geometry\rect vs rect.js">
<DependentUpon>rect vs rect.ts</DependentUpon>
</Content>
<Content Include="geometry\rectangle.js">
<DependentUpon>rectangle.ts</DependentUpon>
</Content>
<Content Include="sprites\animate by framename.js">
<DependentUpon>animate by framename.ts</DependentUpon>
</Content>
<Content Include="sprites\dynamic texture 1.js">
<DependentUpon>dynamic texture 1.ts</DependentUpon>
</Content>
<Content Include="sprites\dynamic texture 2.js">
<DependentUpon>dynamic texture 2.ts</DependentUpon>
</Content>
<Content Include="sprites\rotation.js">
<DependentUpon>rotation.ts</DependentUpon>
</Content>
<TypeScriptCompile Include="sprites\rotation.ts" />
<TypeScriptCompile Include="sprites\dynamic texture 2.ts" />
</ItemGroup>
<Import Project="$(VSToolsPath)\TypeScript\Microsoft.TypeScript.targets" />
</Project>
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-121
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@@ -1,121 +0,0 @@
<?php
function dirToArray($dir) {
$ignore = array('.', '..', 'Tests.csproj', 'Tests.csproj.user', 'bin', 'index.php', 'phaser.css', 'obj', 'assets', 'states', 'Phaser Tests.sublime-project');
$result = array();
$root = scandir($dir);
$dirs = array_diff($root, $ignore);
foreach ($dirs as $key => $value)
{
if (is_dir($dir . DIRECTORY_SEPARATOR . $value))
{
$result[$value] = dirToArray($dir . DIRECTORY_SEPARATOR . $value);
}
else
{
if (substr($value, -3) == '.js')
{
$result[] = $value;
}
}
}
return $result;
}
$state = false;
if (isset($_GET['f']))
{
$js = $_GET['d'] . '/' . $_GET['f'];
$ts = substr($js, 0, -2) . 'ts';
$state = substr($_GET['f'], 0, -3);
}
?>
<!DOCTYPE html>
<html lang="en" xmlns="http://www.w3.org/1999/xhtml">
<head>
<meta charset="utf-8" />
<meta name="viewport" content="initial-scale=1 maximum-scale=1 user-scalable=0" />
<title>Phaser Test Runner: <?php echo $state?></title>
<link rel="stylesheet" href="phaser.css" type="text/css" />
<script src="phaser.js"></script>
<?php
if ($state)
{
?>
<script src="<?php echo $js?>"></script>
<?php
}
?>
</head>
<body>
<?php
if ($state)
{
?>
<a href="index.php" class="button star">Home</a>
<a href="<?php echo $js?>" class="button play">View JavaScript</a>
<a href="<?php echo $ts?>" class="button play">View TypeScript</a>
<div id="game"></div>
<p>You'll learn best from these Tests by viewing the source code.<br />
Use the arrow keys / mouse to move around most of them.</p>
<p><a href="https://github.com/photonstorm/phaser">Phaser</a></p>
<?php
}
?>
<?php
function printJSLinks($dir, $files) {
foreach ($files as $key => $value) {
$value2 = substr($value, 0, -3);
echo "<a href=\"index.php?f=$value&amp;d=$dir\" class=\"button\">$value2</a>";
}
}
if ($state == false)
{
?>
<div id="header">
<h1 id="title">Phaser Test Suite</h1>
</div>
<div id="links">
<?php
$files = dirToArray(dirname(__FILE__));
foreach ($files as $key => $value) {
// If $key is an array, output it as an h2 or something
if (is_array($value) && count($value) > 0)
{
echo "<h2>$key</h2>";
printJSLinks($key, $value);
}
}
?>
</div>
<?php
}
?>
</body>
</html>
-36
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@@ -1,36 +0,0 @@
/// <reference path="../../Phaser/Game.ts" />
(function () {
// Here we create a quite tiny game (320x240 in size)
var myGame = new Phaser.Game(this, 'game', 320, 240, init, create, update);
function init() {
// This sets a limit on the up-scale
myGame.stage.maxScaleX = 640;
myGame.stage.maxScaleY = 480;
// Then we tell Phaser that we want it to scale up to whatever the browser can handle, but to do it proportionally
myGame.stage.scaleMode = Phaser.StageScaleMode.SHOW_ALL;
myGame.loader.addImageFile('melon', 'assets/sprites/melon.png');
myGame.loader.load();
}
function create() {
myGame.world.setSize(2000, 2000);
for(var i = 0; i < 1000; i++) {
myGame.createSprite(myGame.world.randomX, myGame.world.randomY, 'melon');
}
myGame.onRenderCallback = render;
}
function update() {
if(myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT)) {
myGame.camera.scroll.x -= 4;
} else if(myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) {
myGame.camera.scroll.x += 4;
}
if(myGame.input.keyboard.isDown(Phaser.Keyboard.UP)) {
myGame.camera.scroll.y -= 4;
} else if(myGame.input.keyboard.isDown(Phaser.Keyboard.DOWN)) {
myGame.camera.scroll.y += 4;
}
}
function render() {
myGame.input.renderDebugInfo(16, 16);
}
})();
-63
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@@ -1,63 +0,0 @@
/// <reference path="../../Phaser/Game.ts" />
(function () {
// Here we create a quite tiny game (320x240 in size)
var myGame = new Phaser.Game(this, 'game', 320, 240, init, create, update);
function init() {
// This sets a limit on the up-scale
myGame.stage.maxScaleX = 640;
myGame.stage.maxScaleY = 480;
// Then we tell Phaser that we want it to scale up to whatever the browser can handle, but to do it proportionally
myGame.stage.scaleMode = Phaser.StageScaleMode.SHOW_ALL;
myGame.loader.addImageFile('melon', 'assets/sprites/melon.png');
myGame.loader.load();
}
function create() {
myGame.world.setSize(2000, 2000);
for (var i = 0; i < 1000; i++)
{
myGame.createSprite(myGame.world.randomX, myGame.world.randomY, 'melon');
}
myGame.onRenderCallback = render;
}
function update() {
if (myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT))
{
myGame.camera.scroll.x -= 4;
}
else if (myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
{
myGame.camera.scroll.x += 4;
}
if (myGame.input.keyboard.isDown(Phaser.Keyboard.UP))
{
myGame.camera.scroll.y -= 4;
}
else if (myGame.input.keyboard.isDown(Phaser.Keyboard.DOWN))
{
myGame.camera.scroll.y += 4;
}
}
function render() {
myGame.input.renderDebugInfo(16, 16);
}
})();
-204
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@@ -1,204 +0,0 @@
body
{
background: url(assets/suite/background.png);
color: white;
font: 1em/2em Arial, Helvetica;
-webkit-touch-callout: none;
-webkit-user-select: none;
-khtml-user-select: none;
-moz-user-select: none;
-ms-user-select: none;
user-select: none;
padding: 16px;
}
* {
user-select: none;
-webkit-tap-highlight-color: rgb(0, 0, 0, 0);
-webkit-touch-callout: none;
-webkit-user-select: none;
-moz-user-select: none;
-ms-user-select: none;
}
#links {
padding: 16px;
}
h1 {
font-family: 'Arial', sans-serif;
font-size: 30pt;
margin: 0;
padding: 16px;
text-shadow: 0px 4px 3px rgba(0,0,0,0.4), 0px 8px 13px rgba(0,0,0,0.1), 0px 18px 23px rgba(0,0,0,0.1);
}
h2 {
font-family: 'Arial', sans-serif;
font-size: 20pt;
margin: 16px 0px 16px 0px;
text-shadow: 0px 4px 3px rgba(0,0,0,0.4), 0px 8px 13px rgba(0,0,0,0.1), 0px 18px 23px rgba(0,0,0,0.1);
}
h3 {
font-family: 'Arial', sans-serif;
font-size: 30px;
margin: 16px 0px 16px 16px;
text-shadow: 0px 4px 3px rgba(0,0,0,0.4), 0px 8px 13px rgba(0,0,0,0.1), 0px 18px 23px rgba(0,0,0,0.1);
}
a {
color: yellow;
text-decoration: none;
}
a:Hover {
color: #ffffff;
}
.button
{
display: inline-block;
white-space: nowrap;
background-color: #ccc;
border: 1px solid #777;
padding: 0 1.5em;
margin: 0.5em;
font: bold 1em/2em Arial, Helvetica;
text-decoration: none;
color: #333;
text-shadow: 0 1px 0 rgba(255, 255, 255, .8);
-moz-border-radius: .2em;
-webkit-border-radius: .2em;
border-radius: .2em;
-moz-box-shadow: 0 0 1px 1px rgba(255, 255, 255, .8) inset, 0 1px 0 rgba(0, 0, 0, .3);
-webkit-box-shadow: 0 0 1px 1px rgba(255, 255, 255, .8) inset, 0 1px 0 rgba(0, 0, 0, .3);
box-shadow: 0 0 1px 1px rgba(255, 255, 255, .8) inset, 0 1px 0 rgba(0, 0, 0, .3);
background-image: linear-gradient(top, #eee, #ccc);
}
.button:hover
{
background-color: #ddd;
background-image: linear-gradient(top, #fafafa, #ddd);
}
.button:active
{
-moz-box-shadow: 0 0 4px 2px rgba(0,0,0,.3) inset;
-webkit-box-shadow: 0 0 4px 2px rgba(0,0,0,.3) inset;
box-shadow: 0 0 4px 2px rgba(0,0,0,.3) inset;
position: relative;
top: 1px;
}
.button:focus
{
outline: 0;
background: #fafafa;
}
.button:before
{
background: #ccc;
background: rgba(0,0,0,.1);
float: left;
width: 1em;
text-align: center;
font-size: 1.5em;
margin: 0 1em 0 -1em;
padding: 0 .2em;
-moz-box-shadow: 1px 0 0 rgba(0,0,0,.5), 2px 0 0 rgba(255,255,255,.5);
-webkit-box-shadow: 1px 0 0 rgba(0,0,0,.5), 2px 0 0 rgba(255,255,255,.5);
box-shadow: 1px 0 0 rgba(0,0,0,.5), 2px 0 0 rgba(255,255,255,.5);
-moz-border-radius: .15em 0 0 .15em;
-webkit-border-radius: .15em 0 0 .15em;
border-radius: .15em 0 0 .15em;
pointer-events: none;
}
/* Hexadecimal entities for the icons */
.add:before
{
content: "\271A";
}
.edit:before
{
content: "\270E";
}
.delete:before
{
content: "\2718";
}
.save:before
{
content: "\2714";
}
.email:before
{
content: "\2709";
}
.like:before
{
content: "\2764";
}
.next:before
{
content: "\279C";
}
.star:before
{
content: "\2605";
}
.spark:before
{
content: "\2737";
}
.play:before
{
content: "\25B6";
}
/* Buttons and inputs */
button.button, input.button
{
cursor: pointer;
overflow: visible; /* removes extra side spacing in IE */
}
/* removes extra inner spacing in Firefox */
button::-moz-focus-inner
{
border: 0;
padding: 0;
}
/* If line-height can't be modified, then fix Firefox spacing with padding */
input::-moz-focus-inner
{
padding: .4em;
}
/* The disabled styles */
.button[disabled], .button[disabled]:hover, .button.disabled, .button.disabled:hover
{
background: #eee;
color: #aaa;
border-color: #aaa;
cursor: default;
text-shadow: none;
position: static;
-moz-box-shadow: none;
-webkit-box-shadow: none;
box-shadow: none;
}
-11622
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-27
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@@ -1,27 +0,0 @@
/// <reference path="../../Phaser/Game.ts" />
(function () {
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
function init() {
myGame.loader.addImageFile('teddy', 'assets/pics/profil-sad_plush.png');
myGame.loader.load();
}
var teddy;
function create() {
teddy = myGame.createSprite(0, 0, 'teddy');
teddy.x = myGame.stage.centerX - teddy.width / 2;
teddy.y = myGame.stage.centerY - teddy.height / 2;
myGame.input.onDown.add(click, this);
teddy.renderDebug = true;
}
function click() {
if(teddy.align == Phaser.GameObject.ALIGN_BOTTOM_RIGHT) {
teddy.align = Phaser.GameObject.ALIGN_TOP_LEFT;
} else {
teddy.align++;
}
}
function update() {
teddy.x = myGame.input.x;
teddy.y = myGame.input.y;
}
})();
-50
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@@ -1,50 +0,0 @@
/// <reference path="../../Phaser/Game.ts" />
(function () {
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
function init() {
myGame.loader.addImageFile('teddy', 'assets/pics/profil-sad_plush.png');
myGame.loader.load();
}
var teddy: Phaser.Sprite;
function create() {
teddy = myGame.createSprite(0, 0, 'teddy');
teddy.x = myGame.stage.centerX - teddy.width / 2;
teddy.y = myGame.stage.centerY - teddy.height / 2;
myGame.input.onDown.add(click, this);
teddy.renderDebug = true;
}
function click() {
if (teddy.align == Phaser.GameObject.ALIGN_BOTTOM_RIGHT)
{
teddy.align = Phaser.GameObject.ALIGN_TOP_LEFT;
}
else
{
teddy.align++;
}
}
function update() {
teddy.x = myGame.input.x;
teddy.y = myGame.input.y;
}
})();
-34
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@@ -1,34 +0,0 @@
/// <reference path="../../Phaser/Game.ts" />
(function () {
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
function init() {
myGame.loader.addTextureAtlas('bot', 'assets/sprites/running_bot.png', 'assets/sprites/running_bot.json');
myGame.loader.load();
}
var bot;
function create() {
bot = myGame.createSprite(myGame.stage.width, 300, 'bot');
// If you are using a Texture Atlas and want to specify the frames of an animation by their name rather than frame index
// then you can use this format:
bot.animations.add('run', [
'run00',
'run01',
'run02',
'run03',
'run04',
'run05',
'run06',
'run07',
'run08',
'run09',
'run10'
], 10, true, false);
bot.animations.play('run');
bot.velocity.x = -100;
}
function update() {
if(bot.x < -bot.width) {
bot.x = myGame.stage.width;
}
}
})();
-59
View File
@@ -1,59 +0,0 @@
/// <reference path="../../Phaser/Game.ts" />
(function () {
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
function init() {
myGame.loader.addImageFile('ball', 'assets/sprites/shinyball.png');
myGame.loader.load();
}
var wobblyBall;
function create() {
// Create our DynamicTexture
wobblyBall = myGame.createDynamicTexture('wobbly', 32, 64);
// And apply it to 100 randomly positioned sprites
for(var i = 0; i < 100; i++) {
var temp = myGame.createSprite(myGame.world.randomX, myGame.world.randomY);
temp.width = 32;
temp.height = 64;
temp.loadDynamicTexture(wobblyBall);
}
// Populate the wave with some data
waveData = myGame.math.sinCosGenerator(32, 8, 8, 2);
}
function update() {
wobblyBall.clear();
updateWobblyBall();
}
// This creates a simple sine-wave effect running through our DynamicTexture.
// This is then duplicated across all sprites using it, meaning we only have to calculate it once.
var waveSize = 8;
var wavePixelChunk = 2;
var waveData;
var waveDataCounter;
function updateWobblyBall() {
var s = 0;
var copyRect = {
x: 0,
y: 0,
w: wavePixelChunk,
h: 32
};
var copyPoint = {
x: 0,
y: 0
};
for(var x = 0; x < 32; x += wavePixelChunk) {
copyPoint.x = x;
copyPoint.y = waveSize + (waveSize / 2) + waveData[s];
wobblyBall.context.drawImage(myGame.cache.getImage('ball'), copyRect.x, copyRect.y, copyRect.w, copyRect.h, copyPoint.x, copyPoint.y, copyRect.w, copyRect.h);
copyRect.x += wavePixelChunk;
s++;
}
// Cycle through the wave data - this is what causes the image to "undulate"
var t = waveData.shift();
waveData.push(t);
waveDataCounter++;
if(waveDataCounter == waveData.length) {
waveDataCounter = 0;
}
}
})();
-32
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@@ -1,32 +0,0 @@
/// <reference path="../../Phaser/Game.ts" />
(function () {
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create);
function init() {
// Texture Atlas Method 4
//
// We load a TexturePacker JSON file and image and show you how to make several unique sprites from the same file
myGame.loader.addTextureAtlas('atlas', 'assets/pics/texturepacker_test.png', 'assets/pics/texturepacker_test.json');
myGame.loader.load();
}
var chick;
var car;
var mech;
var robot;
var cop;
function create() {
myGame.camera.backgroundColor = 'rgb(40, 40, 40)';
chick = myGame.createSprite(64, 64, 'atlas');
// You can set the frame based on the frame name (which TexturePacker usually sets to be the filename of the image itself)
chick.frameName = 'budbrain_chick.png';
// Or by setting the frame index
//chick.frame = 0;
cop = myGame.createSprite(600, 64, 'atlas');
cop.frameName = 'ladycop.png';
robot = myGame.createSprite(50, 300, 'atlas');
robot.frameName = 'robot.png';
car = myGame.createSprite(100, 400, 'atlas');
car.frameName = 'supercars_parsec.png';
mech = myGame.createSprite(250, 100, 'atlas');
mech.frameName = 'titan_mech.png';
}
})();
-271
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@@ -1,271 +0,0 @@
/// <reference path="../../Phaser/Game.ts" />
(function () {
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
function init() {
// Texture Atlas Method 1
//
// In this example we assume that the TexturePacker JSON data is a real json object stored as a var
// (in this case botData)
myGame.loader.addTextureAtlas('bot', 'assets/sprites/running_bot.png', null, botData);
myGame.loader.load();
}
var bot;
function create() {
bot = myGame.createSprite(myGame.stage.width, 300, 'bot');
bot.animations.add('run');
bot.animations.play('run', 10, true);
bot.velocity.x = -100;
}
function update() {
if(bot.x < -bot.width) {
bot.x = myGame.stage.width;
}
}
var botData = {
"frames": [
{
"filename": "running bot.swf/0000",
"frame": {
"x": 34,
"y": 128,
"w": 56,
"h": 60
},
"rotated": false,
"trimmed": true,
"spriteSourceSize": {
"x": 0,
"y": 2,
"w": 56,
"h": 60
},
"sourceSize": {
"w": 56,
"h": 64
}
},
{
"filename": "running bot.swf/0001",
"frame": {
"x": 54,
"y": 0,
"w": 56,
"h": 58
},
"rotated": false,
"trimmed": true,
"spriteSourceSize": {
"x": 0,
"y": 3,
"w": 56,
"h": 58
},
"sourceSize": {
"w": 56,
"h": 64
}
},
{
"filename": "running bot.swf/0002",
"frame": {
"x": 54,
"y": 58,
"w": 56,
"h": 58
},
"rotated": false,
"trimmed": true,
"spriteSourceSize": {
"x": 0,
"y": 3,
"w": 56,
"h": 58
},
"sourceSize": {
"w": 56,
"h": 64
}
},
{
"filename": "running bot.swf/0003",
"frame": {
"x": 0,
"y": 192,
"w": 34,
"h": 64
},
"rotated": false,
"trimmed": true,
"spriteSourceSize": {
"x": 11,
"y": 0,
"w": 34,
"h": 64
},
"sourceSize": {
"w": 56,
"h": 64
}
},
{
"filename": "running bot.swf/0004",
"frame": {
"x": 0,
"y": 64,
"w": 54,
"h": 64
},
"rotated": false,
"trimmed": true,
"spriteSourceSize": {
"x": 1,
"y": 0,
"w": 54,
"h": 64
},
"sourceSize": {
"w": 56,
"h": 64
}
},
{
"filename": "running bot.swf/0005",
"frame": {
"x": 196,
"y": 0,
"w": 56,
"h": 58
},
"rotated": false,
"trimmed": true,
"spriteSourceSize": {
"x": 0,
"y": 3,
"w": 56,
"h": 58
},
"sourceSize": {
"w": 56,
"h": 64
}
},
{
"filename": "running bot.swf/0006",
"frame": {
"x": 0,
"y": 0,
"w": 54,
"h": 64
},
"rotated": false,
"trimmed": true,
"spriteSourceSize": {
"x": 1,
"y": 0,
"w": 54,
"h": 64
},
"sourceSize": {
"w": 56,
"h": 64
}
},
{
"filename": "running bot.swf/0007",
"frame": {
"x": 140,
"y": 0,
"w": 56,
"h": 58
},
"rotated": false,
"trimmed": true,
"spriteSourceSize": {
"x": 0,
"y": 3,
"w": 56,
"h": 58
},
"sourceSize": {
"w": 56,
"h": 64
}
},
{
"filename": "running bot.swf/0008",
"frame": {
"x": 34,
"y": 188,
"w": 50,
"h": 60
},
"rotated": false,
"trimmed": true,
"spriteSourceSize": {
"x": 3,
"y": 2,
"w": 50,
"h": 60
},
"sourceSize": {
"w": 56,
"h": 64
}
},
{
"filename": "running bot.swf/0009",
"frame": {
"x": 0,
"y": 128,
"w": 34,
"h": 64
},
"rotated": false,
"trimmed": true,
"spriteSourceSize": {
"x": 11,
"y": 0,
"w": 34,
"h": 64
},
"sourceSize": {
"w": 56,
"h": 64
}
},
{
"filename": "running bot.swf/0010",
"frame": {
"x": 84,
"y": 188,
"w": 56,
"h": 58
},
"rotated": false,
"trimmed": true,
"spriteSourceSize": {
"x": 0,
"y": 3,
"w": 56,
"h": 58
},
"sourceSize": {
"w": 56,
"h": 64
}
}
],
"meta": {
"app": "http://www.texturepacker.com",
"version": "1.0",
"image": "running_bot.png",
"format": "RGBA8888",
"size": {
"w": 252,
"h": 256
},
"scale": "0.2",
"smartupdate": "$TexturePacker:SmartUpdate:fb56f261b1eb04e3215824426595f64c$"
}
};
})();
-22
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@@ -1,22 +0,0 @@
/// <reference path="../../Phaser/Game.ts" />
(function () {
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create);
function init() {
myGame.loader.addImageFile('atari', 'assets/sprites/atari130xe.png');
myGame.loader.load();
}
var atari;
function create() {
atari = myGame.createSprite(300, 0, 'atari');
startBounceTween();
}
function startBounceTween() {
atari.y = 0;
var bounce = myGame.createTween(atari);
bounce.to({
y: 500
}, 1000 + Math.random() * 3000, Phaser.Easing.Bounce.Out);
bounce.onComplete.add(startBounceTween, this);
bounce.start();
}
})();
-15
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@@ -1,15 +0,0 @@
/// <reference path="../../Phaser/Game.ts" />
(function () {
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create);
function init() {
myGame.loader.addImageFile('atari', 'assets/sprites/atari130xe.png');
myGame.loader.load();
}
function create() {
var atari = myGame.createSprite(300, 0, 'atari');
// Here is the short-hand way of creating a tween, by chaining the call to it:
myGame.createTween(atari).to({
y: 400
}, 5000, Phaser.Easing.Elastic.Out, true);
}
})();
-24
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@@ -1,24 +0,0 @@
/// <reference path="../../Phaser/Game.ts" />
(function () {
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create);
function init() {
myGame.loader.addImageFile('atari', 'assets/sprites/atari130xe.png');
myGame.loader.load();
}
function create() {
var atari = myGame.createSprite(300, 0, 'atari');
// Here is the short-hand way of creating a tween, by chaining the call to it:
myGame.createTween(atari).to({ y: 400 }, 5000, Phaser.Easing.Elastic.Out, true);
}
})();
+79
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@@ -0,0 +1,79 @@
<?php
date_default_timezone_set('Europe/London');
// Get the version number
// VERSION: '1.0.5',
$vf = file_get_contents(dirname(__FILE__) . '/../src/Phaser.js');
$version = substr($vf, strpos($vf, 'VERSION: ') + 10, 5);
$buildLog = "Building version $version \n\n";
$header = "";
$js = file(dirname(__FILE__) . DIRECTORY_SEPARATOR . 'config.php');
$output = "";
for ($i = 0; $i < count($js); $i++)
{
// <script src="../src/Phaser.js"></script>
$line = trim($js[$i]);
if (strpos($line, '<script') !== false)
{
$line = str_replace('<script src="', '', $line);
$line = dirname(__FILE__) . DIRECTORY_SEPARATOR . str_replace('"></script>', '', $line);
$filename = substr($line, strrpos($line, '/') + 1);
$buildLog .= $line . "\n";
// echo $filename . "\n";
// Read the file in
if (file_exists($line))
{
$source = file_get_contents($line);
if ($filename == 'Intro.js')
{
// Built at: {buildDate}
$source = str_replace('{buildDate}', date('r'), $source);
// {version}
$source = str_replace('{version}', $version, $source);
// Set the header
$header = $source;
}
else
{
$output .= $source . "\n";
}
}
}
}
// Create a UMD wrapper, to allow Phaser to be exposed to AMD, Node and Browsers
$template = <<<EOT
%s(function (root, factory) {
if (typeof define === 'function' && define.amd) {
define(factory);
} else if (typeof exports === 'object') {
module.exports = factory();
} else {
root.Phaser = factory();
}
}(this, function (b) {
%s
return Phaser;
}));
EOT;
file_put_contents(dirname(__FILE__) . DIRECTORY_SEPARATOR . 'phaser.js', sprintf($template, $header, $output));
if(php_sapi_name() == 'cli' || empty($_SERVER['REMOTE_ADDR'])) {
echo "\ndone\n\n";
return;
}
?>
<a href="http://yui.2clics.net/">Minify it</a><br />
<textarea style="width: 800px; height: 800px">
<?php echo $buildLog; ?>
</textarea>
+145
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@@ -0,0 +1,145 @@
<?php
// All JS files in build order.
// Much easier for debugging re: line numbers
if (!isset($path))
{
$path = '..';
}
echo <<<EOL
<script src="$path/src/Intro.js"></script>
<script src="$path/src/pixi/Pixi.js"></script>
<script src="$path/src/Phaser.js"></script>
<script src="$path/src/utils/Utils.js"></script>
<script src="$path/src/pixi/core/Matrix.js"></script>
<script src="$path/src/pixi/core/Point.js"></script>
<script src="$path/src/pixi/core/Rectangle.js"></script>
<script src="$path/src/pixi/core/Polygon.js"></script>
<script src="$path/src/pixi/display/DisplayObject.js"></script>
<script src="$path/src/pixi/display/DisplayObjectContainer.js"></script>
<script src="$path/src/pixi/display/Sprite.js"></script>
<script src="$path/src/pixi/display/Stage.js"></script>
<script src="$path/src/pixi/extras/CustomRenderable.js"></script>
<script src="$path/src/pixi/extras/Strip.js"></script>
<script src="$path/src/pixi/extras/Rope.js"></script>
<script src="$path/src/pixi/extras/TilingSprite.js"></script>
<script src="$path/src/pixi/filters/AbstractFilter.js"></script>
<script src="$path/src/pixi/filters/FilterBlock.js"></script>
<script src="$path/src/pixi/primitives/Graphics.js"></script>
<script src="$path/src/pixi/renderers/canvas/CanvasGraphics.js"></script>
<script src="$path/src/pixi/renderers/canvas/CanvasRenderer.js"></script>
<script src="$path/src/pixi/renderers/webgl/PixiShader.js"></script>
<script src="$path/src/pixi/renderers/webgl/PrimitiveShader.js"></script>
<script src="$path/src/pixi/renderers/webgl/StripShader.js"></script>
<script src="$path/src/pixi/renderers/webgl/WebGLBatch.js"></script>
<script src="$path/src/pixi/renderers/webgl/WebGLFilterManager.js"></script>
<script src="$path/src/pixi/renderers/webgl/WebGLGraphics.js"></script>
<script src="$path/src/pixi/renderers/webgl/WebGLRenderer.js"></script>
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<script src="$path/src/pixi/textures/BaseTexture.js"></script>
<script src="$path/src/pixi/textures/Texture.js"></script>
<script src="$path/src/pixi/utils/EventTarget.js"></script>
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<script src="$path/src/core/Camera.js"></script>
<script src="$path/src/core/State.js"></script>
<script src="$path/src/core/StateManager.js"></script>
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<script src="$path/src/core/Plugin.js"></script>
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<script src="$path/src/gameobjects/RenderTexture.js"></script>
<script src="$path/src/system/Canvas.js"></script>
<script src="$path/src/system/StageScaleMode.js"></script>
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<script src="$path/src/math/RandomDataGenerator.js"></script>
<script src="$path/src/math/Math.js"></script>
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Change Log
----------
Version 1.1.2 - November 1st 2013
* New: You'll now find a complete Basic project Template in the resources/Project Templates folder. Will add more complex ones soon.
* New: Phaser.Button now has the ability to set over/out/up/down sound effects so they play automatically based on those events.
* New: Added init method to plugins, to be called as they are added to the PluginManager (thanks beeglebug)
* New: Physics.Body now has a center property (issue 142, thanks MikeMnD)
* New: Lots of fixes across Full Screen Mode support. Input now works, scaling restores properly, world scale is correct and anti-alias support added.
* New: Added Group.cursor. This points to the first item added to a Group. You can move the cursor with Group.next() and Group.previous().
* New: Added Tween.isTweening(object) to check if an object is currently being tweened or not (thanks mikehamil10)
* New: Added getMagnitude, setMagnitude, normalize and isZero methods to Point (thanks beeglebug)
* New/Change: Group.callAll now supports nested functions and a context, making it really powerful!
* Updated: Fixed a few final bugs in the Sprite body and bounds calculations, in turn this resolved the Tilemap collision issues in the 1.1 release.
* Updated: Finished documentation for the Phaser.Button class.
* Updated: Fixed the Invaders game sample and enhanced it.
* Updated: Fixed the Star Struck game sample and enhanced it.
* Updated: If you pause an Animation, when you next play it it'll resume (un-pause itself).
* Updated: hexToRGB now accepts short hex codes (#EEE) (thanks beeglebug)
* Updated: State functions (preload, update, render, etc) are now passed the current game as a parameter (thanks beeglebug)
* Updated: If your game is running in Canvas (not WebGL) you can now set Stage.backgroundColor to rgba style CSS strings, allowing for semi-transparent game backgrounds.
* Updated: event.preventDefault() has been added to all Mouse event handlers.
* Updated: Sprite.deltaX/Y removed due to non-use. prevX/Y values moved to Sprite._cache.prevX/Y.
* Updated: Due to missing extends parameter the Sprite prototype was picking up functions from classes it never meant to (Button, TilemapLayer), now fully isolated.
* Fixed issue 135 - Added typeof checks into most ArcadePhysics functions to avoid errors with zero values.
* Fixed issue 136 - distanceTo using worldX/Y instead of x/y.
* Fixed lots of examples where the cursor keys / space bar were not locked from moving the browser page (if you find any more, please tell us!)
* Fixed issue 149 - Starling XML files now load properly again, also created an Example to show use of them (thanks haden)
* Fixed an issue where if the Starling XML file didn't contain a frameX/Y value it would crash on import.
* Fixed the Multiple Animations Example - it's now a lovely underwater scene :)
* Fixed issue 141 - If a Sprite is dragged and you release the Pointer while not over the Sprite, it will think it's still over it (thanks Paratron)
* Fixed issue 88 - Incorrect game.input.x/y values on click with scaled stage (thanks DrHackenstein)
* Fixed issue 143 - Entering full screen mode made the Input x/y coordinates go wrong.
Version 1.1.1 - October 26th 2013
* Quick patch to get Phaser.AUTO working again on Firefox / Android.
* Any key added via addKey now automatically adds it to the capture list.
Version 1.1 - October 25th 2013
What's New:
* JSDoc is go! We've added jsdoc3 blocks to every property and function, in every file and published the API docs to the docs folder.
* Brand new Example system (no more php!) and over 150 examples to learn from too.
* New TypeScript definitions file generated (in the build folder - thanks to TomTom1229 for manually enhancing this).
* New Grunt based build system added (thanks to Florent Cailhol)
* New: Phaser.Animation.generateFrameNames - really useful when creating animation data from texture atlases using file names, not indexes.
* Added Sprite.play as a handy short-cut to play an animation already loaded onto a Sprite.
* Added Canvas.setUserSelect() to disable touchCallouts and user selections within the canvas.
* Added Keyboard.addKey() which creates a new Phaser.Key object that can be polled for updates, pressed states, etc. See the 2 new examples showing use.
* Added Button.freezeFrames boolean. Stops the frames being set on mouse events if true.
* Extended the Loader 404 error to display the url of the file that didn't load as well as the key.
* New: Direction constants have been added to Sprites and adjust based on body motion.
* Brand new Sprite.update loop handler. Combined with the transform cache fix and further optimisations this is now much quicker to execute.
* Added Keyboard.createCursorKeys() which creates an object with 4 Key objects inside it mapped to up, down, left and right. See the new example in the input folder.
* Added Body.skipQuadTree boolean for more fine-grained control over when a body is added to the World QuadTree.
* Re-implemented Angular Velocity and Angular Acceleration on the Sprite.body and created 2 new examples to show use.
* Added Sprite.fixedToCamera boolean. A Sprite that is fixed to the camera doesn't move with the world, but has its x/y coordinates relative to the top-left of the camera.
* Added Group.createMultiple - useful when you need to create a Group of identical sprites for pooling, such as bullets.
* Added Group.total. Same as Group.length, but more in line with the rest of the Group naming.
* Added Sprite.outOfBoundsKill boolean flag. Will automatically kill a sprite that leaves the game World bounds (off by default).
* Lots of changes and fixes in ArcadePhysics, including:
* Functions with "mouse" in the title have been updated to "pointer" to more accurately reflect what they do.
* New velocity functions: moveToObject, moveToPointer, moveToXY
* New acceleration functions: accelerateToObject, accelerateToPointer, accelerateToXY
* New distance functions: distanceBetween, distanceToXY, distanceToPointer
* New angle functions: angleBetween, angleToXY, angleToPointer
* velocityFromAngle and velocityFromRotation added with examples created.
* Added killOnComplete parameter to Animation.play. Really useful in situations where you want a Sprite to animate once then kill itself on complete, like an explosion effect.
* Added Sprite.loadTexture(key, frame) which allows you to load a new texture set into an existing sprite rather than having to create a new sprite.
* Added Sprite.destroy back in again and made it a lot more robust at cleaning up child objects.
* Added 'return this' to all the core Loader functions so you can chain load calls if you so wish.
* Added Text.destroy() and BitmapText.destroy(), also updated Group.remove to make it more bullet-proof when an element doesn't have any events.
* Added Phaser.Utils.shuffle to shuffle an array.
* Added Graphics.destroy, x, y and updated angle functions.
* Added AnimationManager.refreshFrame - will reset the texture being used for a Sprite (useful after a crop rect clear)
* Added Physics.overlap(sprite1, sprite2) for quick body vs. body overlap tests with no separation performed.
* On a busy page it's possible for the game to boot with an incorrect stage offset x/y which can cause input events to be calculated wrong. A new property has been added to Stage to combat this issue: Stage.checkOffsetInterval. By default it will check the canvas offset every 2500ms and adjust it accordingly. You can set the value to 'false' to disable the check entirely, or set a higher or lower value. We recommend that you get the value quite low during your games preloader, but once the game has fully loaded hopefully the containing page will have settled down, so it's probably safe to disable the check entirely.
* Added Rectangle.floorAll to floor all values in a Rectangle (x, y, width and height).
What's changed:
* Renamed Phaser.Text.text to Phaser.Text.content to avoid conflict and overwrite from Pixi local var.
* Renamed Phaser.Text.style to Phaser.Text.font to avoid conflict and overwrite from Pixi local var.
* Phaser.Button now sets useHandCursor to true by default.
* Change: When you start a new State all active tweens are now purged.
* When the game boots it will now by default disable user-select and touch action events on the game canvas.
* Moved LinkedList.dump to Debug.dumpLinkedList(list)
* Phaser.Animation.Frame is now Phaser.Frame
* Phaser.Animation.FrameData is now Phaser.FrameData
* Phaser.Animation.Parser is now Phaser.AnimationParser (also the file has renamed from Parser.js to AnimationParser.js)
* Phaser.Loader.Parser is now Phaser.LoaderParser (also the file has renamed from Parser.js to LoaderParser.js)
* Change: We've removed the scrollFactor property from all Game Objects. Sorry, but the new Camera system doesn't work with it and it caused all kinds of issues anyway. We will sort out a replacement for it at a later date.
* Change: World now extends Phaser.Group. As a result we've updated GameObjectFactory and other classes that linked to it. If you have anywhere in your code that used to reference world.group you can just remove 'group' from that. So before, world.group.add() is now just world.add().
* Change: The Camera has been completely revamped. Rather than adjusting the position of all display objects (bad) it now just shifts the position of the single world container (good!), this is much quicker and also stops the game objects positions from self-adjusting all the time, allowing for them to be properly nested with other containers.
* Made Sprite.body optional and added in checks, so you can safely null the Sprite body object if using your own physics system and not impact rendering.
* Moved the Camera update checks to World.postUpdate, so all the sprites get the correct adjusted camera position.
* The default Game.antialias value is now 'true', so graphics will be smoothed automatically in canvas. Disable it via the Game constructor or Canvas utils.
* Phaser.Group now automatically calls updateTransform on any child added to it (avoids temp. frame glitches when new objects are rendered on their first frame).
What has been updated:
* Complete overhaul of Physics.Arcade.Body - now significantly more stable and faster too.
* Updated ArcadePhysics.separateX/Y to use new body system - much better results now.
* Added World.postUpdate - all sprite position changes, as a result of physics, happen here before the render.
* Added Animation.paused - can be set to true/false.
* Added support for Body.maxVelocity (thanks cocoademon)
* InputHandler now creates the _pointerData array on creation and populates with one empty set of values, so pointerOver etc all work before a start call.
* Removed the callbackContext parameter from Group.callAll because it's no longer needed.
* Updated Group.forEach, forEachAlive and forEachDead so you can now pass as many parameters as you want, which will all be given to the callback after the child.
* Updated build script so it can be run from the command-line and includes UMD wrappers (thanks iaincarsberg)
* World.randomX/Y now returns values anywhere in the world.bounds range (if set, otherwise 0), including negative values.
* Updated InputHandler to use Math.round rather than Math.floor when snapping an object during drag.
* If you didn't provide the useNumericIndex parameter then AnimationManager.add will set the value by looking at the datatype of the first element in the frames array.
* Group.create now sets the visible and alive properties of the Sprite to the same value as the 'exists' parameter.
* World.randomX/Y now works with negative World.bounds values.
* Tweens .to will now always return the parent (thanks powerfear)
* You can now pass a PIXI.Texture to Sprite (you also need to pass a Phaser.Frame as the frame parameter) but this is useful for Sprites sharing joint canvases.
* Group.alpha is now exposed publically and changes the Group container object (not the children directly, who can still have their own alpha values)
* Device.webGL uses new inspection code to accurately catch more webGL capable devices.
* Debug.renderSpriteBody updated to use a the new Sprite.Body.screenX/Y properties.
* Additional checks added to AnimationManager.frame/frameName on the given values.
* You can now null a Sprite.crop and it will clear down the crop rect area correctly.
* Phaser.Time physicsElapsed delta timer clamp added. Stops rogue iOS / slow mobile timer errors causing crazy high deltas.
* Animation.generateFrameNames can now work in reverse, so the start/stop values can create frames that increment or decrement respectively.
* Loader updated to use xhr.responseText when loading json, csv or text files. xhr.response is still used for Web Audio binary files (thanks bubba)
* Input.onDown and onUp events now dispatch the original event that triggered them (i.e. a MouseEvent or TouchEvent) as the 2nd parameter, after the Pointer (thanks rezoner)
* Updated Sprite.crop significantly. Values are now cached, stopping constant Texture frame updates and you can do sprite.crop.width++ for example (thanks haden)
* Change: Sprite.crop needs to be enabled with sprite.cropEnabled = true.
* Sprite.loadTexture now works correctly with static images, RenderTextures and Animations.
* Lots of fixes within Sprite.bounds. The bounds is now correct regardless of rotation, anchor or scale of the Sprite or any of its parent objects.
What has been fixed:
* QuadTree bug found in 1.0.5 now fixed. The QuadTree is updated properly now using localTransform values.
* Fixed the Bounce.In and Bounce.InOut tweens (thanks XekeDeath)
* Fixed an issue in Animation.update where if the game was paused it would get an insane delta timer throwing a uuid error.
* Added PixiPatch.js to patch in a few essential features until Pixi is updated.
* Fixed issue in Animation.play where the given frameRate and loop values wouldn't overwrite those set on construction.
* Fixed small bug stopping Tween.pause / resume from resuming correctly when called directly.
* Fixed an issue where Tweens.removeAll wasn't clearing tweens in the addition queue.
* Fixed Particle Emitters when using Emitter width/height (thanks XekeDeath)
* Made animation looping more robust when skipping frames (thanks XekeDeath)
* Fix for incorrect new particle positioning (issue #73) (thanks cottonflop)
* Fixed issue in Sound.play where if you gave a missing marker it would play the whole sound sprite instead.
* Button.setFrames will set the current frame based on the button state immediately.
* Loaded.setPreloadSprite now rounds the width/height values and starts from 1. This fixes canvas draw errors in IE9/10 and Firefox.
* Fixed issue causing Keyboard.justPressed to always fire (thanks stemkoski)
* Fixed bug in LinkedList#remove that could cause first to point to a dead node (thanks onedayitwillmake)
* Fixed Cache.addDefaultImage so the default image works in Canvas as well as WebGL. Updated to a new image (32x32 black square with green outline)
* Fixed a bug in the Sprite transform cache check that caused the skew/scale cache to get constantly invalidated - now only updates as needed, significant performance increase!
* Fixed typo in StageScaleMode so it's not pageAlignVeritcally any longer, but pageAlignVertically.
* Fixed issue in Group.countLiving / countDead where the value was off by one (thanks mjablonski)
* Fixed issue with a jittery Camera if you moved a Sprite via velocity instead of x/y placement.
* Fixed the RandomDataGenerator.sow method so if you give in the same seed you'll now get the same results (thanks Hsaka)
* Fixed Issue #101 (Mouse Button 0 is not recognised, thanks rezoner)
* Fixed an issue where creating an animation with just one frame with an index of zero would cause a UUID error (thanks SYNYST3R1)
* Fixed Rectangle.union (thanks andron77)
* Fixed Sound.resume so it now correctly resumes playback from the point it was paused (fixes issue 51, thanks Yora).
* Fixed issue 105 where a dragged object that was destroyed would cause an Input error (thanks onedayitwillmake)
* Fixed Issue 111 - calling Kill on a Phaser.Graphics instance causes error on undefined events.
* Game.destroy will now stop the raf from running as well as close down all input related event listeners (issue 92, thanks astrism)
* Pixel Perfect click detection now works even if the Sprite is part of a texture atlas.
Version 1.0.6 (September 24th 2013)
* Added check into Pointer.move to always consider a Sprite that has pixelPerfect enabled, regardless of render ID.
* BUG: The pixel perfect click check doesn't work if the sprite is part of a texture atlas yet.
* Fixed issue with anti-alias in the Game constructor not being set correctly (thanks luizbills)
* Added support for the Graphics game object back in and two examples (thanks earok for spotting)
* New: Tweens can now be chained via multiple to() calls + example created (thanks to powerfear for adding)
* Fixed Math.wrap (thanks TheJare)
* New: When loading a Sprite Sheet you can now pass negative values for the frame sizes which specifies the number of rows/columns to load instead (thanks TheJare)
* New: BitmapText now supports anchor and has fixed box dimensions (thanks TheJare)
* Fixed bug where if a State contains an empty Preloader the Update will not be called (thanks TheJare)
* Several new examples added (cameras, tweens, etc)
* Added in extra checks to halt collision if it involves an empty Group (thanks cang)
* Added time smoothing to Animation update to help frames hopefully not get too out of sync during long animations with high frame rates.
* Added frame skip to Animation.update. If it gets too far behind it will now skip frames to try and catch up.
Version 1.0.5 (September 20th 2013)
* Fixed issue in FrameData.getFrameIndexes where the input array was being ignored.
* Added Math.numberArray - Returns an Array containing the numbers from min to max (inclusive), useful for animation frame construction.
* Fixed a horrendously sneaky bug: If a new tween was created in the onComplete callback of a tween about to be deleted, it would get automatically spliced.
* Added a pendingDelete property to Tween to stop tweens that were removed during a callback from causing update errors during the TweenManager loop.
* Added Group.length property.
* Added explicit x/y attributes to Phaser.Text to make it work with the camera system (thanks cocoademon).
* Fixed issue stopping multiple animations from playing, only the most recent would play (frames array was being overwritten, thanks Legrandk)
* Updated Debug.renderSpriteBounds() so it doesn't use the deprecated Sprite.worldView any more (thanks MikeMnD)
* Added 2 new properties to the Text object: Text.text and Text.style, both are getter/setters and don't flag dirty unless changed, so safe for core loop use.
* Removed the exists check from Group.callAll, it now runs on all children (as the name implies)
* Added Group.callAllExists - you can now call a function on all children who have exists = the provided boolean.
* Finished off the Breakout example game - now fully playable, proper rebound, scoring, lives, etc.
* Removed Group.sort dummy entry until it's working.
* Removed ArcadePhysics.postUpdate.
* Updated Sprite.update to set renderable to false when the object goes out of Camera, not 'visible' false, otherwise it stops the transform being updated by Pixi.
* BUG: There is a known issue where the wrong rect coordinates are given to the QuadTree if the Sprite is a child of a Group or another Sprite which has an x/y offset.
Version 1.0.4 (September 18th 2013)
* Small fix to Phaser.Canvas to stop it from setting overflow hidden if the parent DOM element doesn't exist.
* Added Loader.setPreloadSprite(sprite, direction) - this will automatically apply a crop rect to the Sprite which is updated in line with the load progress.
* A lot of changes inside the StateManager. State functions are now passed through link() which automatically creates the key Game properties (load, input, etc)
* Fixed a bug in getFrameByName that wouldn't return the first frame in the array.
* Updated Phaser.Rectangle.intersects to use x and y instead of left and top so it can be used to check Physics bodies overlapping.
* Fixed issue in Cache where the Frame index wasn't being set correctly (thanks Cameron)
* Fixed issue in Sprite where boundsY wasn't set (thanks Cameron)
* For some reason there were 2 copies of the Canvas class in the build file - fixed, a few KB saved :)
Version 1.0.3 (September 17th 2013)
* FrameData.getFrameIndexes and getFrameIndexesByName refactored into a more versatile getFrames function.
* Various fixes to looping parameters in the Sound system.
* Documentation started across most classes. Keep track of progress in the Docs folder.
* Optimised AnimationManager.add so it will only get the required frames rather than all of them and is now faster at parsing the frame data.
* Fixed Phaser.Text and Phaser.BitmapText so they now render correctly and added several Text examples.
Version 1.0.2 (September 16th 2013)
* Added optional parameter to Animation.stop: resetFrame. If true the animation will be stopped and then the current frame reset to the first frame in the animation.
* Fixed an issue causing 'explode' particle bursts to ignore the quantity parameter.
* Added 'collideWorldBounds' to Emitter.makeParticles function.
* Added Emitter.angularDrag
* Changed Emitter.bounce from a number to a Point, so now set its x/y properties to control different amounts of bounce per axis.
* Fixed a bug in the AnimationManager where useNumericIndex was always set to true
* Added in lots of Particle examples
* Added in the start of a Breakout game
* Added in the start of a Platformer game
Version 1.0.1 (September 15th 2013)
* Added checks into every Group function to ensure that the Group has children before running them.
* Added optional flag to Group.create which allows you to set the default exists state of the Sprites.
* Sprite.animation.stop no longer needs an animation name parameter, will default to stopping the current animation.
* Fixed the license in package.json
* Fixed a logic bug in the separateTileX function that would sometimes cause tunneling of big sprites through small tiles.
Version 0.9.8
* Massive refactoring across the entire codebase.
* Removed Basic and GameObject and put Sprite on a diet. 127 properties and methods cut down to 32.
* Added a new headless renderer for non-display related performance testing.
* Added camera type to the CameraManager for future non-orthographic cameras.
* Added Camera.destroy - now clears down the FX and unregisters itself from the CameraManager.
* Added Camera.hide/show to hide Sprites or Groups from rendering (and removed corresponding hideFromCamera methods from Sprites/Groups)
* Heavily optimised Group so it no longer creates any temporary variables in any methods.
* Added Game.renderer which can be HEADLESS, CANVAS or WEBGL (coming soon)
* Added Sprite.render which is a reference to IRenderer.renderSprite, but can be overridden for custom handling.
* 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.
* Added Tween.loop property so they can now re-run themselves indefinitely.
* Added Tween.yoyo property so they can reverse themselves after completing.
* Added Gravity to the Physics component.
* Removed Sprite.angle - use Sprite.rotation instead
* Optimised separateX/Y and overlap so they don't use any temporary vars any more.
* Added the new Physics.Body object to all Sprites. Used for all physics calculations in-game. Will be extended for Fixtures/Joints in future.
* Added SpriteUtils.setOriginToCenter to quickly set the origin of a sprite based on either frameBounds or body.bounds
* Added Sprite.Input component for tracking Input events over a Sprite
* Added Sprite.Input.useHandCursor (for desktop)
* Added Sprite.Input.justOver and justOut with a configurable ms delay
* Added Sprite.Events component for a global easy to access area to listen to events from
* Added Group.ID, each Group has a unique ID. Added Sprite.group (and Group.group) which is a reference to the Group it was added to.
* Added Group.addNewSprite(x,y,key) for quick addition of new Sprites to a Group
* Fixed Group.sort so the sortHandler is called correctly
* Added Group.swap(a,b) to swap the z-index of 2 objects with optional rendering update boolean
* Sprites dispatch new events for: killed, revived, added to Group and removed from Group.
* Added Input drag, bounds, sprite bounds and snapping support.
* Added the new ColorUtils class full of lots of handy color manipulation functions.
* Fixed issue in Camera.inCamera check where it wouldn't take into consideration the Sprites scrollFactor.
* Fixed issue with JSON Atlas loader incorrectly parsing the frames array.
* Fixed bug in FrameData.getFrameByName where the first frame of the array would always be skipped.
* Fixed bug where the Stage.backgroundColor property wasn't being saved correctly.
* Made Stage.bootScreen and Stage.pauseScreen public so you can override them with your own States now.
* Added the new OrientationScreen and Stage.enableOrientationCheck to allow for easy 'portrait/landscape only' game handling.
* Added fix to StageScaleMode for 180 degree portrait orientation on iPad.
* Added fix to orientation check so that it updates the input offsets correctly on rotation.
* Added support for minWidth and minHeight to game scale size, so it can never go below those values when scaling.
* Vastly improved orientation detection and response speed.
* Added custom callback support for all Touch and Mouse Events so you can easily hook events to custom APIs.
* Updated Game.loader and its methods. You now load images by: game.load.image() and also: game.load.atlas, game.load.audio, game.load.spritesheet, game.load.text. And you start it with game.load.start().
* Added optional frame parameter to Phaser.Sprite (and game.add.sprite) so you can set a frame ID or frame name on construction.
* Fixed bug where passing a texture atlas string would incorrectly skip the frames array.
* Added AnimationManager.autoUpdateBounds to control if a new frame should change the physics bounds of a sprite body or not.
* Added StageScaleMode.pageAlignHorizontally and pageAlignVertically booleans. When true Phaser will set the margin-left and top of the canvas element so that it is positioned in the middle of the page (based only on window.innerWidth).
* Added support for globalCompositeOperation, opaque and backgroundColor to the Sprite.Texture and Camera.Texture components.
* Added ability for a Camera to skew and rotate around an origin.
* Moved the Camera rendering into CanvasRenderer to keep things consistent.
* Added Stage.setImageRenderingCrisp to quickly set the canvas image-rendering to crisp-edges (note: poor browser support atm)
* Sprite.width / height now report the scaled width height, setting them adjusts the scale as it does so.
* Created a Transform component containing scale, skew, rotation, scrollFactor, origin and rotationOffset. Added to Sprite, Camera, Group.
* Created a Texture component containing image data, alpha, flippedX, flippedY, etc. Added to Sprite, Camera, Group.
* Added CameraManager.swap and CameraManager.sort methods and added a z-index property to Camera to control render order.
* Added World.postUpdate loop + Group and Camera postUpdate methods.
* Fixed issue stopping Pointer from working in world coordinates and fixed the world drag example.
* For consistency renamed input.scaledX/Y to input.scale.
* Added input.activePointer which contains a reference to the most recently active pointer.
* Sprite.Transform now has upperLeft, upperRight, bottomLeft and bottomRight Point properties and lots of useful coordinate related methods.
* Camera.inCamera check now uses the Sprite.worldView which finally accurately updates regardless of scale, rotation or rotation origin.
* Added Math.Mat3 for Matrix3 operations (which Sprite.Transform uses) and Math.Mat3Utils for lots of use Mat3 related methods.
* Added SpriteUtils.overlapsXY and overlapsPoint to check if a point is within a sprite, taking scale and rotation into account.
* Added Cache.getImageKeys (and similar) to return an array of all the keys for all currently cached objects.
* Added Group.bringToTop feature. Will sort the Group, move the given sprites z-index to the top and shift the rest down by one.
* Brand new Advanced Physics system added and working! Woohoo :)
* Fixed issue in Tilemap.parseTiledJSON where it would accidentally think image and object layers were map data.
* Fixed bug in Group.bringToTop if the child didn't have a group property yet.
* Fixed bug in FrameData.checkFrameName where the first index of the _frameNames array would be skipped.
* Added isRunning boolean property to Phaser.Tween
* Moved 'facing' property from Sprite.body to Sprite.texture (may move to Sprite core)
* Added Sprite.events.onDragStart and onDragStop
* A tilemap can now be loaded without a tile sheet, should you just want to get the tile data from it and not render.
* Added new Sprite.events: onAnimationStart, onAnimationComplete, onAnimationLoop
* Added in support for the Input component PriorityID value and refactored Input.Pointer to respect it. Rollovers are perfect now :)
* Added 2 new State functions: loadRender and loadUpdate, are called the same as render and update but only during the load process
* Fixed Input.stopDrag so it fires an onInputUp event as well from the sprite.
* Added support for a preRender state - very useful for certain types of special effects.
* Cameras are now limited so they can never be larger than the Game.Stage size.
* Added a new Button Game Object for easily creating in-game UI and menu systems.
* Fixed bug where Sprite.alpha wasn't properly reflecting Sprite.texture.alpha.
* Fixed bug where the hand cursor would be reset on input up, even if the mouse was still over the sprite.
* Fixed bug where pressing down then moving out of the sprite area wouldn't properly reset the input state next time you moved over the sprite.
* Added the Sprite.tween property, really useful to avoid creating new tween vars in your local scope if you don't need them.
* Added support for pagehide and pageshow events to Stage, hooked in to the pause/resume game methods.
* Extended Device audio checks to include opus and webm.
* Updated Loader and Cache so they now support loading of Audio() tags as well as Web Audio.
* Set Input.recordPointerHistory to false, you now need to enable the pointer tracking if you wish to use it.
* SoundManager will now automatically handle iOS touch unlocking.
* Added TilemapLayer.putTileWorldXY to place a tile based on pixel values, and putTile based on tile map coordinates.
* Dropped the StageScaleMode.setScreenSize iterations count from 40 down to 10 and document min body height to 2000px.
* Added Phaser.Net for browser and network specific functions, currently includes query string parsing and updating methods.
* Added a new CSS3 Filters component. Apply blur, grayscale, sepia, brightness, contrast, hue rotation, invert, opacity and saturate filters to the games stage.
* Fixed the CircleUtils.contains and containsPoint methods.
* Fixed issue with Input.speed values being too high on new touch events.
* Added Sprite.bringToTop()
* Added Stage.disableVisibilityChange to stop the auto pause/resume from ever firing.
* Added crop support to the Texture component, so you can do Sprite.crop to restrict rendering to a specified Rectangle without distortion.
* Added references to all the event listener functions so they can be cleanly destroyed.
* Fixed interesting Firefox issue when an audio track ended it fired another 'canplaythrough' event, confusing the Loader.
* Added the new PluginManager. Moved all the Camera FX over to plugins. Everything will be a plugin from now on.
* Added Sprite.transform.centerOn(x,y) to quickly center a sprite on a coordinate without messing with the sprite origin and regardless of rotation.
* Added Input.pollRate - this lets you limit how often Pointer events are handled (0 = every frame, 1 = every other frame, etc)
* Renamed the 'init' function to 'preload'. It now calls load.start automatically.
* Added CanvasUtils class, including ability to set image rendering, add a canvas to the dom and other handy things.
Version 0.9.6
* Virtually every class now has documentation - if you spot a typo or something missing please shout (thanks pixelpicosean).
* Grunt file updated to produce the new Special FX JS file (thanks HackManiac).
* Fixed issue stopping Phaser working on iOS 5 (iPad 1).
* Created new mobile test folder, updated index.php to use mobile CSS and made some mobile specific tests.
* Fixed a few speed issues on Android 2.x stock browser.
* Moved Camera context save/restore back inside parameter checks (sped-up Samsung S3 stock browser).
* Fixed bug with StageScaleMode.checkOrientation not respecting the NO_SCALE value.
* Added MSPointer support (thanks Diego Bezerra).
* Added Camera.clear to perform a clearRect instead of a fillRect if needed (default is false).
* Swapped Camera.opaque default from true to false re: performance.
* Updated Stage.visibilityChange to avoid pause screen locking in certain situations.
* Added StageScaleMode.enterLandscape and enterPortrait signals for easier device orientation change checks.
* Added StageScaleMode.isPortrait.
* Updated StageScaleMode to check both window.orientationchange and window.resize events.
* Updated RequestAnimationFrame to use performance.now for sub-millisecond precision and to drive the Game.time.update loop.
* Updated RequestAnimationFrame setTimeout to use fixed timestep and re-ordered callback sequence. Android 2/iOS5 performance much better now.
* Removed Stage.ORIENTATION_LANDSCAPE statics because the values should be taken from Stage.scale.isPortrait / isLandscape.
* Removed Stage.maxScaleX/Y and moved them into StageScaleMode.minWidth, minHeight, maxWidth and maxHeight.
* Fixed Stage.scale so that it resizes without needing an orientation change first.
* Added StageScaleMode.startFullscreen(), stopFullScreen() and isFullScreen for making use of the FullScreen API on desktop browsers.
* Swapped Stage.offset from Point to MicroPoint.
* Swapped Stage.bounds from Rectangle to Quad.
* Added State.destroy support. A states destroy function is called when you switch to a new state (thanks JesseFreeman).
* Added Sprite.fillColor, used in the Sprite render if no image is loaded (set via the property or Sprite.makeGraphic) (thanks JesseFreeman).
* Renamed Phaser.Finger to Phaser.Pointer.
* Updated all of the Input classes so they now use Input.pointers 1 through 10.
* Updated Touch and MSPointer to allow multi-touch support (when the hardware supports it) and created new tests to show this.
* Added Input.getPointer, Input.getPointerFromIdentifier, Input.totalActivePointers and Input.totalInactivePointers.
* Added Input.startPointer, Input.updatePointer and Input.stopPointer.
* Phaser Input now confirmed working on Windows Phone 8 (Nokia Lumia 920).
* Added Input.maxPointers to allow you to limit the number of fingers your game will listen for on multi-touch systems.
* Added Input.addPointer. By default Input will create 5 pointers (+1 for the mouse). Use addPointer() to add up to a maximum of 10.
* Added Input.position - a Vector2 object containing the most recent position of the most recently active Pointer.
* Added Input.getDistance. Find the distance between the two given Pointer objects.
* Added Input.getAngle. Find the angle between the two given Pointer objects.
* Pointer.totalTouches value keeps a running total of the number of times the Pointer has been pressed.
* Added Pointer.position and positionDown. positionDown is placed on touch and position is update on move, useful for tracking distance/direction/gestures.
* Added Game.state - now contains a reference to the current state object (if any was given).
* Moved the Input start events from the constructors to a single Input.start method.
* Added Input.disabled boolean to globally turn off all input event processing.
* Added Input.Mouse.disabled, Input.Touch.disabled, Input.MSPointer.disabled and Input.Keyboard.disabled.
* Added Device.mspointer boolean. true if MSPointer is available on the device.
* Added Input.onDown, onUp, onTap, onDoubleTap and onHold signals - all fired by the mouse or touch.
* Added Input.recordPointerHistory to record the x/y coordinates a Pointer tracks through. Also Input.recordRate and Input.recordLimit for fine control.
* Added Input.multiInputOverride which can be MOUSE_OVERRIDES_TOUCH, TOUCH_OVERRIDES_MOUSE or MOUSE_TOUCH_COMBINE.
* Added GameObject.setBoundsFromWorld to quickly set the bounds of a game object to match those of the current game world.
* Added GameObject.canvas and GameObject.context. By default they reference Stage.canvas but can be changed to anything, i.e. a DynamicTexture
* The new canvas and context references are applied to Sprite, GeomSprite and TilemapLayer
* Added DynamicTexture.assignCanvasToGameObjects() to allow you to redirect GameObject rendering en-mass to a DynamicTexture
* Added DynamicTexture.render(x,y) to render the texture to the Stage canvas
* Added Basic.ignoreGlobalUpdate - stops the object being updated as part of the main game loop, you'll need to call update on it yourself
* Added Basic.ignoreGlobalRender - stops the object being rendered as part of the main game loop, you'll need to call render on it yourself
* Added forceUpdate and forceRender parameters to Group.update and Group.render respectively. Combined with ignoreGlobal you can create custom rendering set-ups
* Fixed Loader.progress calculation so it now accurately passes a value between 0 and 100 to your loader callback
* Added a 'hard reset' parameter to Input.reset. A hard reset clears Input signals (such as on a state swap), a soft (such as on game pause) doesn't
* Added Device.isConsoleOpen() to check if the browser console is open. Tested on Firefox with Firebug and Chrome with DevTools
* Added delay parameter to Tween.to()
* Fixed bug where GeomSprite.renderOutline was being ignored for Circle objects
* Fixed bug with GeomSprite circles rendering at twice the size they should have been and offset from actual x/y values
* Added Sprite.cacheKey which stores the key of the item from the cache that was used for its texture (if any)
* Added GameMath.shuffleArray
* Updated Animation.frame to return the index of the currentFrame if set
* Added Quad.copyTo and Quad.copyFrom
* Removed the bakedRotations parameter from Emiter.makeParticles - update your code accordingly!
* Updated various classes to remove the Flixel left-over CamelCase parameters
* Updated QuadTree to use the new CollisionMask values and significantly optimised and reduced overall class size
* Updated Collision.seperate to use the new CollisionMask
* Added a callback context parameter to Game.collide, Collision.overlap and the QuadTree class
* Stage.canvas now calls preventDefault() when the context menu is activated (oncontextmenu)
* Added Point.rotate to allow you to rotate a point around another point, with optional distance clamping. Also created test cases.
* Added Group.alpha to apply a globalAlpha before the groups children are rendered. Useful to save on alpha calls.
* Added Group.globalCompositeOperation to apply a composite operation before all of the groups children are rendered.
* Added Camera black list support to Sprite and Group along with Camera.show, Camera.hide and Camera.isHidden methods to populate them.
* Added GameMath.rotatePoint to allow for point rotation at any angle around a given anchor and distance
* Updated World.setSize() to optionally update the VerletManager dimensions as well
* Added GameObject.setPosition(x, y)
* Added Quad.intersectsRaw(left, right, top, bottom, tolerance)
* Updated Sprite.inCamera to correctly apply the scrollFactor to the camera bounds check
* Added Loader.crossOrigin property which is applied to loaded Images
* Added AnimationManager.destroy() to clear out all local references and objects
* Added the clearAnimations parameter to Sprite.loadGraphic(). Allows you to change animation textures but retain the frame data.
* Added the GameObjectFactory to Game. You now make Sprites like this: game.add.sprite(). Much better separation of game object creation methods now. But you'll have to update ALL code, sorry! (blame JesseFreeman for breaking your code and coming up with the idea :)
* Added GameObjectFactory methods to add existing objects to the game world, such as existingSprite(), existingTween(), etc.
* Added the GameObjectFactory to Phaser.State
* Added new format parameter to Loader.addTextureAtlas defining the format. Currently supported: JSON Array and Starling/Sparrow XML.
Version 0.9.5
* Moved the BootScreen and PauseScreen out of Stage into their own classes (system/screens/BootScreen and PauseScreen).
* Updated the PauseScreen to show a subtle animation effect, making it easier to create your own interesting pause screens.
* Modified Game so it splits into 3 loops - bootLoop, pauseLoop and loop (the core loop).
* Updated the BootScreen with the new logo and new color cycle effect.
* Added Game.isRunning - set to true once the Game.boot process is over IF you gave some functions to the constructor or a state.
* Fixed small bug in Signal.removeAll where it could try to shorten the _bindings even if undefined.
* Added the new FXManager which is used for handling all special effects on Cameras (and soon other game objects).
* Removed Flash, Fade and Shake from the Camera class and moved to the new SpecialFX project.
* SpecialFX compiles to phaser-fx.js in the build folder, which is copied over to Tests. If you don't need the FX, don't include the .js file.
* The project is now generating TypeScript declaration files and all Tests were updated to use them in their references.
* Fixed a bug in Flash, Fade and Shake where the duration would fail on anything above 3 seconds.
* Fixed a bug in Camera Shake that made it go a bit haywire, now shakes correctly.
* Added new Scanlines Camera FX.
* Fixed offset values being ignored in GeomSprite.renderPoint (thanks bapuna).
* Added new Mirror Camera FX. Can mirror the camera image horizontally, vertically or both with an optional fill color overlay.
* Added Camera.disableClipping for when you don't care about things being drawn outside the edge (useful for some FX).
* Updated TilemapLayer so that collision data is now stored in _tempTileBlock to avoid constant array creation during game loop.
* TilemapLayer.getTileOverlaps() now returns all tiles the object overlapped with rather than just a boolean.
* Tilemap.collide now optionally takes callback and context parameters which are used if collision occurs.
* Added Tilemap.collisionCallback and Tilemap.collisionCallbackContext so you can set them once and not re-set them on every call to collide.
* Collision.separateTile now has 2 extra parameters: separateX and separateY. If true the object will be separated on overlap, otherwise just the overlap boolean result is returned.
* Added Tile.separateX and Tile.separateY (both true by default). Set to false if you don't want a tile to stop an object from moving, you just want it to return collision data to your callback.
* Added Tilemap.getTileByIndex(value) to access a specific type of tile, rather than by its map index.
* Added TilemapLayer.putTile(x,y,index) - allows you to insert new tile data into the map layer (create your own tile editor!).
* TilemapLayer.getTileBlock now returns a unique Array of map data, not just a reference to the temporary block array
* Added TilemapLayer.swapTile - scans the given region of the map for all instances of tileA and swaps them for tileB, and vice versa.
* Added TilemapLayer.replaceTile - scans the given region of the map and replaces all instances of tileA with tileB. tileB is left unaffected.
* Added TilemapLayer.fillTiles - fills the given region of the map with the tile specified.
* Added TilemapLayer.randomiseTiles - fills the given region of the map with a random tile from the list specified.
* Added fun new "map draw" test - rebound those carrots! :)
* Changed SoundManager class to respect volume on first play (thanks initials and hackmaniac)
Version 0.9.4
* Added Tilemap.getTile, getTileFromWorldXY, getTileFromInputXY
* Added Tilemap.setCollisionByIndex and setCollisionByRange
* Added GameObject.renderRotation boolean to control if the sprite will visually rotate or not (useful when angle needs to change but graphics don't)
* Added additional check to Camera.width/height so you cannot set them larger than the Stage size
* Added Collision.separateTile and Tilemap.collide
* Fixed Tilemap bounds check if map was smaller than game dimensions
* Fixed: Made World._cameras public, World.cameras and turned Game.camera into a getter for it (thanks Hackmaniac)
* Fixed: Circle.isEmpty properly checks diameter (thanks bapuna)
* Updated Gruntfile to export new version of phaser.js wrapped in a UMD block for require.js/commonJS (thanks Hackmaniac)
V0.9.3
* Added the new ScrollZone game object. Endlessly useful but especially for scrolling backdrops. Created 6 example tests.
* Added GameObject.hideFromCamera(cameraID) to stop an object rendering to specific cameras (also showToCamera and clearCameraList)
* Added GameObject.setBounds() to confine a game object to a specific area within the world (useful for stopping them going off the edges)
* Added GameObject.outOfBoundsAction, can be either OUT OF BOUNDS STOP which stops the object moving, or OUT OF BOUNDS KILL which kills it.
* Added GameObject.rotationOffset. Useful if your graphics need to rotate but weren't drawn facing zero degrees (to the right).
* Added shiftSinTable and shiftCosTable to the GameMath class to allow for quick iteration through the data tables.
* Added more robust frame checking into AnimationManager
* Re-built Tilemap handling from scratch to allow for proper layered maps (as exported from Tiled / Mappy)
* Tilemap no longer requires a buffer per Camera (in prep for WebGL support)
* Fixed issues with Group not adding reference to Game to newly created objects (thanks JesseFreeman)
* Fixed a potential race condition issue in Game.boot (thanks Hackmaniac)
* Fixed issue with showing frame zero of a texture atlas before the animation started playing (thanks JesseFreeman)
* Fixed a bug where Camera.visible = false would still render
* Removed the need for DynamicTextures to require a key property and updated test cases.
* You can now pass an array or a single value to Input.Keyboard.addKeyCapture().
Version 0.9.2
* Fixed issue with create not being called if there was an empty init method.
* Added ability to flip a sprite (Sprite.flipped = true) + a test case for it.
* Added ability to restart a sprite animation.
* Sprite animations don't restart if you call play on them when they are already running.
* Added Stage.disablePauseScreen. Set to true to stop your game pausing when the tab loses focus.
Version 0.9.1
* Added the new align property to GameObjects that controls placement when rendering.
* Added an align example to the Sprites test group (click the mouse to change alignment position)
* Added a new MicroPoint class. Same as Point but much smaller / less functions, updated GameObject to use it.
* Completely rebuilt the Rectangle class to use MicroPoints and store the values of the 9 points around the edges, to be used
for new collision system.
* Game.Input now has 2 signals you can subscribe to for down/up events, see the Sprite align example for use.
* Updated the States examples to bring in-line with 0.9 release.
Version 0.9
* Large refactoring. Everything now lives inside the Phaser module, so all code and all tests have been updated to reflect this. Makes coding a tiny bit more verbose but stops the framework from globbing up the global namespace. Also should make code-insight work in WebStorm and similar editors.
* Added the new GeomSprite object. This is a sprite that uses a geometry class for display (Circle, Rectangle, Point, Line). It's extremely flexible!
* Added Geometry intersection results objects.
* Added new Collision class and moved some functions there. Contains all the Game Object and Geometry Intersection methods.
* Can now create a sprite animation based on frame names rather than indexes. Useful when you've an animation inside a texture atlas. Added test to show.
* Added addKeyCapture(), removeKeyCapture() and clearCaptures() to Input.Keyboard. Calls event.preventDefault() on any keycode set to capture, allowing you to avoid page scrolling when using the cursor keys in a game for example.
* Added new Motion class which contains lots of handy functions like 'moveTowardsObject', 'velocityFromAngle' and more.
* Tween Manager added. You can now create tweens via Game.createTween (or for more control game.tweens). All the usual suspects are here: Bounce, * Elastic, Quintic, etc and it's hooked into the core game clock, so if your game pauses and resumes your tweens adjust accordingly.
Version 0.8
* Added ability to set Sprite frame by name (sprite.frameName), useful when you've loaded a Texture Atlas with filename values set rather than using frame indexes.
* Updated texture atlas 4 demo to show this.
* Fixed a bug that would cause a run-time error if you tried to create a sprite using an invalid texture key.
* Added in DynamicTexture support and a test case for it.
Version 0.7
* Renamed FullScreen to StageScaleMode as it's much more fitting. Tested across Android and iOS with the various scale modes.
* Added in world x/y coordinates to the input class, and the ability to get world x/y input coordinates from any Camera.
* Added the RandomDataGenerator for seeded random number generation.
* Setting the game world size now resizes the default camera (optional bool flag)
Version 0.6
* Added in Touch support for mobile devices (and desktops that enable it) and populated x/y coords in Input with common values from touch and mouse.
* Added new Circle geometry class (used by Touch) and moved them into a Geom folder.
* Added in Device class for device inspection.
* Added FullScreen class to enable full-screen support on mobile devices (scrolls URL bar out of the way on iOS and Android)
Version 0.5
* Initial release
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<h1 class="page-title">Source: animation/Animation.js</h1>
<section>
<article>
<pre class="sunlight-highlight-javascript linenums">/**
* @author Richard Davey &lt;rich@photonstorm.com>
* @copyright 2013 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* An Animation instance contains a single animation and the controls to play it.
* It is created by the AnimationManager, consists of Animation.Frame objects and belongs to a single Game Object such as a Sprite.
*
* @class Phaser.Animation
* @constructor
* @param {Phaser.Game} game - A reference to the currently running game.
* @param {Phaser.Sprite} parent - A reference to the owner of this Animation.
* @param {string} name - The unique name for this animation, used in playback commands.
* @param {Phaser.FrameData} frameData - The FrameData object that contains all frames used by this Animation.
* @param {(Array.&lt;number>|Array.&lt;string>)} frames - An array of numbers or strings indicating which frames to play in which order.
* @param {number} delay - The time between each frame of the animation, given in ms.
* @param {boolean} looped - Should this animation loop or play through once.
*/
Phaser.Animation = function (game, parent, name, frameData, frames, delay, looped) {
/**
* @property {Phaser.Game} game - A reference to the currently running Game.
*/
this.game = game;
/**
* @property {Phaser.Sprite} _parent - A reference to the parent Sprite that owns this Animation.
* @private
*/
this._parent = parent;
/**
* @property {Phaser.FrameData} _frameData - The FrameData the Animation uses.
* @private
*/
this._frameData = frameData;
/**
* @property {string} name - The user defined name given to this Animation.
*/
this.name = name;
/**
* @property {object} _frames
* @private
*/
this._frames = [];
this._frames = this._frames.concat(frames);
/**
* @property {number} delay - The delay in ms between each frame of the Animation.
*/
this.delay = 1000 / delay;
/**
* @property {boolean} looped - The loop state of the Animation.
*/
this.looped = looped;
/**
* @property {boolean} looped - The loop state of the Animation.
*/
this.killOnComplete = false;
/**
* @property {boolean} isFinished - The finished state of the Animation. Set to true once playback completes, false during playback.
* @default
*/
this.isFinished = false;
/**
* @property {boolean} isPlaying - The playing state of the Animation. Set to false once playback completes, true during playback.
* @default
*/
this.isPlaying = false;
/**
* @property {boolean} isPaused - The paused state of the Animation.
* @default
*/
this.isPaused = false;
/**
* @property {boolean} _pauseStartTime - The time the animation paused.
* @private
* @default
*/
this._pauseStartTime = 0;
/**
* @property {number} _frameIndex
* @private
* @default
*/
this._frameIndex = 0;
/**
* @property {number} _frameDiff
* @private
* @default
*/
this._frameDiff = 0;
/**
* @property {number} _frameSkip
* @private
* @default
*/
this._frameSkip = 1;
/**
* @property {Phaser.Frame} currentFrame - The currently displayed frame of the Animation.
*/
this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]);
};
Phaser.Animation.prototype = {
/**
* Plays this animation.
*
* @method Phaser.Animation#play
* @memberof Phaser.Animation
* @param {number} [frameRate=null] - The framerate to play the animation at. The speed is given in frames per second. If not provided the previously set frameRate of the Animation is used.
* @param {boolean} [loop=false] - Should the animation be looped after playback. If not provided the previously set loop value of the Animation is used.
* @param {boolean} [killOnComplete=false] - If set to true when the animation completes (only happens if loop=false) the parent Sprite will be killed.
* @return {Phaser.Animation} - A reference to this Animation instance.
*/
play: function (frameRate, loop, killOnComplete) {
if (typeof frameRate === 'number')
{
// If they set a new frame rate then use it, otherwise use the one set on creation
this.delay = 1000 / frameRate;
}
if (typeof loop === 'boolean')
{
// If they set a new loop value then use it, otherwise use the one set on creation
this.looped = loop;
}
if (typeof killOnComplete !== 'undefined')
{
// Remove the parent sprite once the animation has finished?
this.killOnComplete = killOnComplete;
}
this.isPlaying = true;
this.isFinished = false;
this.paused = false;
this._timeLastFrame = this.game.time.now;
this._timeNextFrame = this.game.time.now + this.delay;
this._frameIndex = 0;
this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]);
this._parent.setTexture(PIXI.TextureCache[this.currentFrame.uuid]);
if (this._parent.events)
{
this._parent.events.onAnimationStart.dispatch(this._parent, this);
}
return this;
},
/**
* Sets this animation back to the first frame and restarts the animation.
*
* @method Phaser.Animation#restart
* @memberof Phaser.Animation
*/
restart: function () {
this.isPlaying = true;
this.isFinished = false;
this.paused = false;
this._timeLastFrame = this.game.time.now;
this._timeNextFrame = this.game.time.now + this.delay;
this._frameIndex = 0;
this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]);
},
/**
* Stops playback of this animation and set it to a finished state. If a resetFrame is provided it will stop playback and set frame to the first in the animation.
*
* @method Phaser.Animation#stop
* @memberof Phaser.Animation
* @param {boolean} [resetFrame=false] - If true after the animation stops the currentFrame value will be set to the first frame in this animation.
*/
stop: function (resetFrame) {
if (typeof resetFrame === 'undefined') { resetFrame = false; }
this.isPlaying = false;
this.isFinished = true;
this.paused = false;
if (resetFrame)
{
this.currentFrame = this._frameData.getFrame(this._frames[0]);
}
},
/**
* Updates this animation. Called automatically by the AnimationManager.
*
* @method Phaser.Animation#update
* @memberof Phaser.Animation
*/
update: function () {
if (this.isPaused)
{
return false;
}
if (this.isPlaying === true && this.game.time.now >= this._timeNextFrame)
{
this._frameSkip = 1;
// Lagging?
this._frameDiff = this.game.time.now - this._timeNextFrame;
this._timeLastFrame = this.game.time.now;
if (this._frameDiff > this.delay)
{
// We need to skip a frame, work out how many
this._frameSkip = Math.floor(this._frameDiff / this.delay);
this._frameDiff -= (this._frameSkip * this.delay);
}
// And what's left now?
this._timeNextFrame = this.game.time.now + (this.delay - this._frameDiff);
this._frameIndex += this._frameSkip;
if (this._frameIndex >= this._frames.length)
{
if (this.looped)
{
this._frameIndex %= this._frames.length;
this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]);
if (this.currentFrame)
{
this._parent.setTexture(PIXI.TextureCache[this.currentFrame.uuid]);
}
this._parent.events.onAnimationLoop.dispatch(this._parent, this);
}
else
{
this.onComplete();
}
}
else
{
this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]);
if (this.currentFrame)
{
this._parent.setTexture(PIXI.TextureCache[this.currentFrame.uuid]);
}
}
return true;
}
return false;
},
/**
* Cleans up this animation ready for deletion. Nulls all values and references.
*
* @method Phaser.Animation#destroy
* @memberof Phaser.Animation
*/
destroy: function () {
this.game = null;
this._parent = null;
this._frames = null;
this._frameData = null;
this.currentFrame = null;
this.isPlaying = false;
},
/**
* Called internally when the animation finishes playback. Sets the isPlaying and isFinished states and dispatches the onAnimationComplete event if it exists on the parent.
*
* @method Phaser.Animation#onComplete
* @memberof Phaser.Animation
*/
onComplete: function () {
this.isPlaying = false;
this.isFinished = true;
this.paused = false;
if (this._parent.events)
{
this._parent.events.onAnimationComplete.dispatch(this._parent, this);
}
if (this.killOnComplete)
{
this._parent.kill();
}
}
};
/**
* @name Phaser.Animation#paused
* @property {boolean} paused - Gets and sets the paused state of this Animation.
*/
Object.defineProperty(Phaser.Animation.prototype, 'paused', {
get: function () {
return this.isPaused;
},
set: function (value) {
this.isPaused = value;
if (value)
{
// Paused
this._pauseStartTime = this.game.time.now;
}
else
{
// Un-paused
if (this.isPlaying)
{
this._timeNextFrame = this.game.time.now + this.delay;
}
}
}
});
/**
* @name Phaser.Animation#frameTotal
* @property {number} frameTotal - The total number of frames in the currently loaded FrameData, or -1 if no FrameData is loaded.
* @readonly
*/
Object.defineProperty(Phaser.Animation.prototype, 'frameTotal', {
get: function () {
return this._frames.length;
}
});
/**
* @name Phaser.Animation#frame
* @property {number} frame - Gets or sets the current frame index and updates the Texture Cache for display.
*/
Object.defineProperty(Phaser.Animation.prototype, 'frame', {
get: function () {
if (this.currentFrame !== null)
{
return this.currentFrame.index;
}
else
{
return this._frameIndex;
}
},
set: function (value) {
this.currentFrame = this._frameData.getFrame(value);
if (this.currentFrame !== null)
{
this._frameIndex = value;
this._parent.setTexture(PIXI.TextureCache[this.currentFrame.uuid]);
}
}
});
/**
* Really handy function for when you are creating arrays of animation data but it's using frame names and not numbers.
* For example imagine you've got 30 frames named: 'explosion_0001-large' to 'explosion_0030-large'
* You could use this function to generate those by doing: Phaser.Animation.generateFrameNames('explosion_', 1, 30, '-large', 4);
*
* @method Phaser.Animation.generateFrameNames
* @param {string} prefix - The start of the filename. If the filename was 'explosion_0001-large' the prefix would be 'explosion_'.
* @param {number} start - The number to start sequentially counting from. If your frames are named 'explosion_0001' to 'explosion_0034' the start is 1.
* @param {number} stop - The number to count to. If your frames are named 'explosion_0001' to 'explosion_0034' the stop value is 34.
* @param {string} [suffix=''] - The end of the filename. If the filename was 'explosion_0001-large' the prefix would be '-large'.
* @param {number} [zeroPad=0] - The number of zeroes to pad the min and max values with. If your frames are named 'explosion_0001' to 'explosion_0034' then the zeroPad is 4.
*/
Phaser.Animation.generateFrameNames = function (prefix, start, stop, suffix, zeroPad) {
if (typeof suffix == 'undefined') { suffix = ''; }
var output = [];
var frame = '';
if (start &lt; stop)
{
for (var i = start; i &lt;= stop; i++)
{
if (typeof zeroPad == 'number')
{
// str, len, pad, dir
frame = Phaser.Utils.pad(i.toString(), zeroPad, '0', 1);
}
else
{
frame = i.toString();
}
frame = prefix + frame + suffix;
output.push(frame);
}
}
else
{
for (var i = start; i >= stop; i--)
{
if (typeof zeroPad == 'number')
{
// str, len, pad, dir
frame = Phaser.Utils.pad(i.toString(), zeroPad, '0', 1);
}
else
{
frame = i.toString();
}
frame = prefix + frame + suffix;
output.push(frame);
}
}
return output;
}
</pre>
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<h1 class="page-title">Source: animation/AnimationManager.js</h1>
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<pre class="sunlight-highlight-javascript linenums">/**
* @author Richard Davey &lt;rich@photonstorm.com>
* @copyright 2013 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* The Animation Manager is used to add, play and update Phaser Animations.
* Any Game Object such as Phaser.Sprite that supports animation contains a single AnimationManager instance.
*
* @class Phaser.AnimationManager
* @constructor
* @param {Phaser.Sprite} sprite - A reference to the Game Object that owns this AnimationManager.
*/
Phaser.AnimationManager = function (sprite) {
/**
* @property {Phaser.Sprite} sprite - A reference to the parent Sprite that owns this AnimationManager.
*/
this.sprite = sprite;
/**
* @property {Phaser.Game} game - A reference to the currently running Game.
*/
this.game = sprite.game;
/**
* @property {Phaser.Frame} currentFrame - The currently displayed Frame of animation, if any.
* @default
*/
this.currentFrame = null;
/**
* @property {boolean} updateIfVisible - Should the animation data continue to update even if the Sprite.visible is set to false.
* @default
*/
this.updateIfVisible = true;
/**
* @property {boolean} isLoaded - Set to true once animation data has been loaded.
* @default
*/
this.isLoaded = false;
/**
* @property {Phaser.FrameData} _frameData - A temp. var for holding the currently playing Animations FrameData.
* @private
* @default
*/
this._frameData = null;
/**
* @property {object} _anims - An internal object that stores all of the Animation instances.
* @private
*/
this._anims = {};
/**
* @property {object} _outputFrames - An internal object to help avoid gc.
* @private
*/
this._outputFrames = [];
};
Phaser.AnimationManager.prototype = {
/**
* Loads FrameData into the internal temporary vars and resets the frame index to zero.
* This is called automatically when a new Sprite is created.
*
* @method Phaser.AnimationManager#loadFrameData
* @private
* @param {Phaser.FrameData} frameData - The FrameData set to load.
*/
loadFrameData: function (frameData) {
this._frameData = frameData;
this.frame = 0;
this.isLoaded = true;
},
/**
* Adds a new animation under the given key. Optionally set the frames, frame rate and loop.
* Animations added in this way are played back with the play function.
*
* @method Phaser.AnimationManager#add
* @param {string} name - The unique (within this Sprite) name for the animation, i.e. "run", "fire", "walk".
* @param {Array} [frames=null] - An array of numbers/strings that correspond to the frames to add to this animation and in which order. e.g. [1, 2, 3] or ['run0', 'run1', run2]). If null then all frames will be used.
* @param {number} [frameRate=60] - The speed at which the animation should play. The speed is given in frames per second.
* @param {boolean} [loop=false] - Whether or not the animation is looped or just plays once.
* @param {boolean} [useNumericIndex=true] - Are the given frames using numeric indexes (default) or strings?
* @return {Phaser.Animation} The Animation object that was created.
*/
add: function (name, frames, frameRate, loop, useNumericIndex) {
if (this._frameData == null)
{
console.warn('No FrameData available for Phaser.Animation ' + name);
return;
}
frameRate = frameRate || 60;
if (typeof loop === 'undefined') { loop = false; }
// If they didn't set the useNumericIndex then let's at least try and guess it
if (typeof useNumericIndex === 'undefined')
{
if (frames && typeof frames[0] === 'number')
{
useNumericIndex = true;
}
else
{
useNumericIndex = false;
}
}
// Create the signals the AnimationManager will emit
if (this.sprite.events.onAnimationStart == null)
{
this.sprite.events.onAnimationStart = new Phaser.Signal();
this.sprite.events.onAnimationComplete = new Phaser.Signal();
this.sprite.events.onAnimationLoop = new Phaser.Signal();
}
this._outputFrames.length = 0;
this._frameData.getFrameIndexes(frames, useNumericIndex, this._outputFrames);
this._anims[name] = new Phaser.Animation(this.game, this.sprite, name, this._frameData, this._outputFrames, frameRate, loop);
this.currentAnim = this._anims[name];
this.currentFrame = this.currentAnim.currentFrame;
this.sprite.setTexture(PIXI.TextureCache[this.currentFrame.uuid]);
return this._anims[name];
},
/**
* Check whether the frames in the given array are valid and exist.
*
* @method Phaser.AnimationManager#validateFrames
* @param {Array} frames - An array of frames to be validated.
* @param {boolean} [useNumericIndex=true] - Validate the frames based on their numeric index (true) or string index (false)
* @return {boolean} True if all given Frames are valid, otherwise false.
*/
validateFrames: function (frames, useNumericIndex) {
if (typeof useNumericIndex == 'undefined') { useNumericIndex = true; }
for (var i = 0; i &lt; frames.length; i++)
{
if (useNumericIndex === true)
{
if (frames[i] > this._frameData.total)
{
return false;
}
}
else
{
if (this._frameData.checkFrameName(frames[i]) === false)
{
return false;
}
}
}
return true;
},
/**
* Play an animation based on the given key. The animation should previously have been added via sprite.animations.add()
* If the requested animation is already playing this request will be ignored. If you need to reset an already running animation do so directly on the Animation object itself.
*
* @method Phaser.AnimationManager#play
* @param {string} name - The name of the animation to be played, e.g. "fire", "walk", "jump".
* @param {number} [frameRate=null] - The framerate to play the animation at. The speed is given in frames per second. If not provided the previously set frameRate of the Animation is used.
* @param {boolean} [loop=false] - Should the animation be looped after playback. If not provided the previously set loop value of the Animation is used.
* @param {boolean} [killOnComplete=false] - If set to true when the animation completes (only happens if loop=false) the parent Sprite will be killed.
* @return {Phaser.Animation} A reference to playing Animation instance.
*/
play: function (name, frameRate, loop, killOnComplete) {
if (this._anims[name])
{
if (this.currentAnim == this._anims[name])
{
if (this.currentAnim.isPlaying === false)
{
this.currentAnim.paused = false;
return this.currentAnim.play(frameRate, loop, killOnComplete);
}
}
else
{
this.currentAnim = this._anims[name];
this.currentAnim.paused = false;
return this.currentAnim.play(frameRate, loop, killOnComplete);
}
}
},
/**
* Stop playback of an animation. If a name is given that specific animation is stopped, otherwise the current animation is stopped.
* The currentAnim property of the AnimationManager is automatically set to the animation given.
*
* @method Phaser.AnimationManager#stop
* @param {string} [name=null] - The name of the animation to be stopped, e.g. "fire". If none is given the currently running animation is stopped.
* @param {boolean} [resetFrame=false] - When the animation is stopped should the currentFrame be set to the first frame of the animation (true) or paused on the last frame displayed (false)
*/
stop: function (name, resetFrame) {
if (typeof resetFrame == 'undefined') { resetFrame = false; }
if (typeof name == 'string')
{
if (this._anims[name])
{
this.currentAnim = this._anims[name];
this.currentAnim.stop(resetFrame);
}
}
else
{
if (this.currentAnim)
{
this.currentAnim.stop(resetFrame);
}
}
},
/**
* The main update function is called by the Sprites update loop. It's responsible for updating animation frames and firing related events.
*
* @method Phaser.AnimationManager#update
* @protected
* @return {boolean} True if a new animation frame has been set, otherwise false.
*/
update: function () {
if (this.updateIfVisible && this.sprite.visible === false)
{
return false;
}
if (this.currentAnim && this.currentAnim.update() === true)
{
this.currentFrame = this.currentAnim.currentFrame;
this.sprite.currentFrame = this.currentFrame;
return true;
}
return false;
},
/**
* Returns an animation that was previously added by name.
*
* @method Phaser.AnimationManager#getAnimation
* @param {string} name - The name of the animation to be returned, e.g. "fire".
* @return {Phaser.Animation|boolean} The Animation instance, if found, otherwise false.
*/
getAnimation: function (name) {
if (typeof name == 'string')
{
if (this._anims[name])
{
return this._anims[name];
}
}
return false;
},
/**
* Refreshes the current frame data back to the parent Sprite and also resets the texture data.
*
* @method Phaser.AnimationManager#refreshFrame
*/
refreshFrame: function () {
this.sprite.currentFrame = this.currentFrame;
this.sprite.setTexture(PIXI.TextureCache[this.currentFrame.uuid]);
},
/**
* Destroys all references this AnimationManager contains. Sets the _anims to a new object and nulls the current animation.
*
* @method Phaser.AnimationManager#destroy
*/
destroy: function () {
this._anims = {};
this._frameData = null;
this._frameIndex = 0;
this.currentAnim = null;
this.currentFrame = null;
}
};
/**
* @name Phaser.AnimationManager#frameData
* @property {Phaser.FrameData} frameData - The current animations FrameData.
* @readonly
*/
Object.defineProperty(Phaser.AnimationManager.prototype, 'frameData', {
get: function () {
return this._frameData;
}
});
/**
* @name Phaser.AnimationManager#frameTotal
* @property {number} frameTotal - The total number of frames in the currently loaded FrameData, or -1 if no FrameData is loaded.
* @readonly
*/
Object.defineProperty(Phaser.AnimationManager.prototype, 'frameTotal', {
get: function () {
if (this._frameData)
{
return this._frameData.total;
}
else
{
return -1;
}
}
});
/**
* @name Phaser.AnimationManager#paused
* @property {boolean} paused - Gets and sets the paused state of the current animation.
*/
Object.defineProperty(Phaser.AnimationManager.prototype, 'paused', {
get: function () {
return this.currentAnim.isPaused;
},
set: function (value) {
this.currentAnim.paused = value;
}
});
/**
* @name Phaser.AnimationManager#frame
* @property {number} frame - Gets or sets the current frame index and updates the Texture Cache for display.
*/
Object.defineProperty(Phaser.AnimationManager.prototype, 'frame', {
get: function () {
if (this.currentFrame)
{
return this._frameIndex;
}
},
set: function (value) {
if (typeof value === 'number' && this._frameData && this._frameData.getFrame(value) !== null)
{
this.currentFrame = this._frameData.getFrame(value);
this._frameIndex = value;
this.sprite.currentFrame = this.currentFrame;
this.sprite.setTexture(PIXI.TextureCache[this.currentFrame.uuid]);
}
}
});
/**
* @name Phaser.AnimationManager#frameName
* @property {string} frameName - Gets or sets the current frame name and updates the Texture Cache for display.
*/
Object.defineProperty(Phaser.AnimationManager.prototype, 'frameName', {
get: function () {
if (this.currentFrame)
{
return this.currentFrame.name;
}
},
set: function (value) {
if (typeof value === 'string' && this._frameData && this._frameData.getFrameByName(value) !== null)
{
this.currentFrame = this._frameData.getFrameByName(value);
this._frameIndex = this.currentFrame.index;
this.sprite.currentFrame = this.currentFrame;
this.sprite.setTexture(PIXI.TextureCache[this.currentFrame.uuid]);
}
else
{
console.warn('Cannot set frameName: ' + value);
}
}
});
</pre>
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<h1 class="page-title">Source: animation/AnimationParser.js</h1>
<section>
<article>
<pre class="sunlight-highlight-javascript linenums">/**
* @author Richard Davey &lt;rich@photonstorm.com>
* @copyright 2013 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* Responsible for parsing sprite sheet and JSON data into the internal FrameData format that Phaser uses for animations.
*
* @class Phaser.AnimationParser
*/
Phaser.AnimationParser = {
/**
* Parse a Sprite Sheet and extract the animation frame data from it.
*
* @method Phaser.AnimationParser.spriteSheet
* @param {Phaser.Game} game - A reference to the currently running game.
* @param {string} key - The Game.Cache asset key of the Sprite Sheet image.
* @param {number} frameWidth - The fixed width of each frame of the animation.
* @param {number} frameHeight - The fixed height of each frame of the animation.
* @param {number} [frameMax=-1] - The total number of animation frames to extact from the Sprite Sheet. The default value of -1 means "extract all frames".
* @return {Phaser.FrameData} A FrameData object containing the parsed frames.
*/
spriteSheet: function (game, key, frameWidth, frameHeight, frameMax) {
// How big is our image?
var img = game.cache.getImage(key);
if (img == null)
{
return null;
}
var width = img.width;
var height = img.height;
if (frameWidth &lt;= 0)
{
frameWidth = Math.floor(-width / Math.min(-1, frameWidth));
}
if (frameHeight &lt;= 0)
{
frameHeight = Math.floor(-height / Math.min(-1, frameHeight));
}
var row = Math.round(width / frameWidth);
var column = Math.round(height / frameHeight);
var total = row * column;
if (frameMax !== -1)
{
total = frameMax;
}
// Zero or smaller than frame sizes?
if (width === 0 || height === 0 || width &lt; frameWidth || height &lt; frameHeight || total === 0)
{
console.warn("Phaser.AnimationParser.spriteSheet: width/height zero or width/height &lt; given frameWidth/frameHeight");
return null;
}
// Let's create some frames then
var data = new Phaser.FrameData();
var x = 0;
var y = 0;
for (var i = 0; i &lt; total; i++)
{
var uuid = game.rnd.uuid();
data.addFrame(new Phaser.Frame(i, x, y, frameWidth, frameHeight, '', uuid));
PIXI.TextureCache[uuid] = new PIXI.Texture(PIXI.BaseTextureCache[key], {
x: x,
y: y,
width: frameWidth,
height: frameHeight
});
x += frameWidth;
if (x === width)
{
x = 0;
y += frameHeight;
}
}
return data;
},
/**
* Parse the JSON data and extract the animation frame data from it.
*
* @method Phaser.AnimationParser.JSONData
* @param {Phaser.Game} game - A reference to the currently running game.
* @param {Object} json - The JSON data from the Texture Atlas. Must be in Array format.
* @param {string} cacheKey - The Game.Cache asset key of the texture image.
* @return {Phaser.FrameData} A FrameData object containing the parsed frames.
*/
JSONData: function (game, json, cacheKey) {
// Malformed?
if (!json['frames'])
{
console.warn("Phaser.AnimationParser.JSONData: Invalid Texture Atlas JSON given, missing 'frames' array");
console.log(json);
return;
}
// Let's create some frames then
var data = new Phaser.FrameData();
// By this stage frames is a fully parsed array
var frames = json['frames'];
var newFrame;
for (var i = 0; i &lt; frames.length; i++)
{
var uuid = game.rnd.uuid();
newFrame = data.addFrame(new Phaser.Frame(
i,
frames[i].frame.x,
frames[i].frame.y,
frames[i].frame.w,
frames[i].frame.h,
frames[i].filename,
uuid
));
PIXI.TextureCache[uuid] = new PIXI.Texture(PIXI.BaseTextureCache[cacheKey], {
x: frames[i].frame.x,
y: frames[i].frame.y,
width: frames[i].frame.w,
height: frames[i].frame.h
});
if (frames[i].trimmed)
{
newFrame.setTrim(
frames[i].trimmed,
frames[i].sourceSize.w,
frames[i].sourceSize.h,
frames[i].spriteSourceSize.x,
frames[i].spriteSourceSize.y,
frames[i].spriteSourceSize.w,
frames[i].spriteSourceSize.h
);
// We had to hack Pixi to get this to work :(
PIXI.TextureCache[uuid].trimmed = true;
PIXI.TextureCache[uuid].trim.x = frames[i].spriteSourceSize.x;
PIXI.TextureCache[uuid].trim.y = frames[i].spriteSourceSize.y;
}
}
return data;
},
/**
* Parse the JSON data and extract the animation frame data from it.
*
* @method Phaser.AnimationParser.JSONDataHash
* @param {Phaser.Game} game - A reference to the currently running game.
* @param {Object} json - The JSON data from the Texture Atlas. Must be in JSON Hash format.
* @param {string} cacheKey - The Game.Cache asset key of the texture image.
* @return {Phaser.FrameData} A FrameData object containing the parsed frames.
*/
JSONDataHash: function (game, json, cacheKey) {
// Malformed?
if (!json['frames'])
{
console.warn("Phaser.AnimationParser.JSONDataHash: Invalid Texture Atlas JSON given, missing 'frames' object");
console.log(json);
return;
}
// Let's create some frames then
var data = new Phaser.FrameData();
// By this stage frames is a fully parsed array
var frames = json['frames'];
var newFrame;
var i = 0;
for (var key in frames)
{
var uuid = game.rnd.uuid();
newFrame = data.addFrame(new Phaser.Frame(
i,
frames[key].frame.x,
frames[key].frame.y,
frames[key].frame.w,
frames[key].frame.h,
key,
uuid
));
PIXI.TextureCache[uuid] = new PIXI.Texture(PIXI.BaseTextureCache[cacheKey], {
x: frames[key].frame.x,
y: frames[key].frame.y,
width: frames[key].frame.w,
height: frames[key].frame.h
});
if (frames[key].trimmed)
{
newFrame.setTrim(
frames[key].trimmed,
frames[key].sourceSize.w,
frames[key].sourceSize.h,
frames[key].spriteSourceSize.x,
frames[key].spriteSourceSize.y,
frames[key].spriteSourceSize.w,
frames[key].spriteSourceSize.h
);
// We had to hack Pixi to get this to work :(
PIXI.TextureCache[uuid].trimmed = true;
PIXI.TextureCache[uuid].trim.x = frames[key].spriteSourceSize.x;
PIXI.TextureCache[uuid].trim.y = frames[key].spriteSourceSize.y;
}
i++;
}
return data;
},
/**
* Parse the XML data and extract the animation frame data from it.
*
* @method Phaser.AnimationParser.XMLData
* @param {Phaser.Game} game - A reference to the currently running game.
* @param {Object} xml - The XML data from the Texture Atlas. Must be in Starling XML format.
* @param {string} cacheKey - The Game.Cache asset key of the texture image.
* @return {Phaser.FrameData} A FrameData object containing the parsed frames.
*/
XMLData: function (game, xml, cacheKey) {
// Malformed?
if (!xml.getElementsByTagName('TextureAtlas'))
{
console.warn("Phaser.AnimationParser.XMLData: Invalid Texture Atlas XML given, missing &lt;TextureAtlas> tag");
return;
}
// Let's create some frames then
var data = new Phaser.FrameData();
var frames = xml.getElementsByTagName('SubTexture');
var newFrame;
var uuid;
var name;
var frame;
var x;
var y;
var width;
var height;
var frameX;
var frameY;
var frameWidth;
var frameHeight;
for (var i = 0; i &lt; frames.length; i++)
{
uuid = game.rnd.uuid();
frame = frames[i].attributes;
name = frame.name.nodeValue;
x = parseInt(frame.x.nodeValue, 10);
y = parseInt(frame.y.nodeValue, 10);
width = parseInt(frame.width.nodeValue, 10);
height = parseInt(frame.height.nodeValue, 10);
frameX = null;
frameY = null;
if (frame.frameX)
{
frameX = Math.abs(parseInt(frame.frameX.nodeValue, 10));
frameY = Math.abs(parseInt(frame.frameY.nodeValue, 10));
frameWidth = parseInt(frame.frameWidth.nodeValue, 10);
frameHeight = parseInt(frame.frameHeight.nodeValue, 10);
}
newFrame = data.addFrame(new Phaser.Frame(i, x, y, width, height, name, uuid));
PIXI.TextureCache[uuid] = new PIXI.Texture(PIXI.BaseTextureCache[cacheKey], {
x: x,
y: y,
width: width,
height: height
});
// Trimmed?
if (frameX !== null || frameY !== null)
{
newFrame.setTrim(true, width, height, frameX, frameY, frameWidth, frameHeight);
PIXI.TextureCache[uuid].realSize = { x: frameX, y: frameY, w: frameWidth, h: frameHeight };
// We had to hack Pixi to get this to work :(
PIXI.TextureCache[uuid].trimmed = true;
PIXI.TextureCache[uuid].trim.x = frameX;
PIXI.TextureCache[uuid].trim.y = frameY;
}
}
return data;
}
};
</pre>
</article>
</section>
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<h1 class="page-title">Source: gameobjects/BitmapText.js</h1>
<section>
<article>
<pre class="sunlight-highlight-javascript linenums">/**
* @author Richard Davey &lt;rich@photonstorm.com>
* @copyright 2013 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* Creates a new BitmapText object.
*
* @class Phaser.BitmapText
*
* @classdesc BitmapText objects work by taking a texture file and an XML file that describes the font layout.
*
* On Windows you can use the free app BMFont: http://www.angelcode.com/products/bmfont/
*
* On OS X we recommend Glyph Designer: http://www.71squared.com/en/glyphdesigner
*
* @constructor
* @param {Phaser.Game} game - A reference to the currently running game.
* @param {number} x - X position of the new bitmapText object.
* @param {number} y - Y position of the new bitmapText object.
* @param {string} text - The actual text that will be written.
* @param {object} style - The style object containing style attributes like font, font size , etc.
*/
Phaser.BitmapText = function (game, x, y, text, style) {
x = x || 0;
y = y || 0;
text = text || '';
style = style || '';
/**
* @property {Phaser.Game} game - A reference to the currently running Game.
*/
this.game = game;
/**
* @property {boolean} exists - If exists = false then the Sprite isn't updated by the core game loop or physics subsystem at all.
* @default
*/
this.exists = true;
/**
* @property {boolean} alive - This is a handy little var your game can use to determine if a sprite is alive or not, it doesn't effect rendering.
* @default
*/
this.alive = true;
/**
* @property {Phaser.Group} group - The parent Group of this BitmapText.
*/
this.group = null;
/**
* @property {string} name - The user defined name given to this BitmapText.
* @default
*/
this.name = '';
/**
* @property {number} type - The const type of this object.
* @readonly
*/
this.type = Phaser.BITMAPTEXT;
PIXI.BitmapText.call(this, text, style);
/**
* @property {number} position.x - The x position of this object.
*/
this.position.x = x;
/**
* @property {number} position.y - The y position of this object.
*/
this.position.y = y;
/**
* The anchor sets the origin point of the texture.
* The default is 0,0 this means the textures origin is the top left
* Setting than anchor to 0.5,0.5 means the textures origin is centered
* Setting the anchor to 1,1 would mean the textures origin points will be the bottom right
*
* @property {Phaser.Point} anchor - The anchor around which rotation and scaling takes place.
*/
this.anchor = new Phaser.Point();
/**
* @property {Phaser.Point} scale - The scale of the object when rendered. By default it's set to 1 (no scale). You can modify it via scale.x or scale.y or scale.setTo(x, y). A value of 1 means no change to the scale, 0.5 means "half the size", 2 means "twice the size", etc.
*/
this.scale = new Phaser.Point(1, 1);
/**
* @property {object} _cache - A mini cache for storing all of the calculated values.
* @private
*/
this._cache = {
dirty: false,
// Transform cache
a00: 1,
a01: 0,
a02: x,
a10: 0,
a11: 1,
a12: y,
id: 1,
// The previous calculated position
x: -1,
y: -1,
// The actual scale values based on the worldTransform
scaleX: 1,
scaleY: 1
};
this._cache.x = this.x;
this._cache.y = this.y;
/**
* @property {boolean} renderable - A renderable object will be rendered to the context each frame.
*/
this.renderable = true;
};
Phaser.BitmapText.prototype = Object.create(PIXI.BitmapText.prototype);
Phaser.BitmapText.prototype.constructor = Phaser.BitmapText;
/**
* Automatically called by World.update
* @method Phaser.BitmapText.prototype.update
*/
Phaser.BitmapText.prototype.update = function() {
if (!this.exists)
{
return;
}
this._cache.dirty = false;
this._cache.x = this.x;
this._cache.y = this.y;
if (this.position.x != this._cache.x || this.position.y != this._cache.y)
{
this.position.x = this._cache.x;
this.position.y = this._cache.y;
this._cache.dirty = true;
}
this.pivot.x = this.anchor.x*this.width;
this.pivot.y = this.anchor.y*this.height;
}
/**
* @method Phaser.Text.prototype.destroy
*/
Phaser.BitmapText.prototype.destroy = function() {
if (this.group)
{
this.group.remove(this);
}
if (this.canvas && this.canvas.parentNode)
{
this.canvas.parentNode.removeChild(this.canvas);
}
else
{
this.canvas = null;
this.context = null;
}
this.exists = false;
this.group = null;
}
/**
* Indicates the rotation of the BitmapText, in degrees, from its original orientation. Values from 0 to 180 represent clockwise rotation; values from 0 to -180 represent counterclockwise rotation.
* Values outside this range are added to or subtracted from 360 to obtain a value within the range. For example, the statement player.angle = 450 is the same as player.angle = 90.
* If you wish to work in radians instead of degrees use the property Sprite.rotation instead.
* @name Phaser.BitmapText#angle
* @property {number} angle - Gets or sets the angle of rotation in degrees.
*/
Object.defineProperty(Phaser.BitmapText.prototype, 'angle', {
get: function() {
return Phaser.Math.radToDeg(this.rotation);
},
set: function(value) {
this.rotation = Phaser.Math.degToRad(value);
}
});
/**
* The x coordinate of this object in world space.
* @name Phaser.BitmapText#x
* @property {number} x - The x coordinate of this object in world space.
*/
Object.defineProperty(Phaser.BitmapText.prototype, 'x', {
get: function() {
return this.position.x;
},
set: function(value) {
this.position.x = value;
}
});
/**
* The y coordinate of this object in world space.
* @name Phaser.BitmapText#y
* @property {number} y - The y coordinate of this object in world space.
*/
Object.defineProperty(Phaser.BitmapText.prototype, 'y', {
get: function() {
return this.position.y;
},
set: function(value) {
this.position.y = value;
}
});
</pre>
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