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+16
@@ -1 +1,17 @@
|
||||
# System and IDE files
|
||||
Thumbs.db
|
||||
.DS_Store
|
||||
.idea
|
||||
Phaser OSX.sublime-project
|
||||
Phaser OSX.sublime-workspace
|
||||
Phaser.sublime-project
|
||||
Phaser.sublime-workspace
|
||||
*.suo
|
||||
*.sublime-project
|
||||
*.sublime-workspace
|
||||
|
||||
# Vendors
|
||||
node_modules/
|
||||
|
||||
# Build
|
||||
dist/
|
||||
|
||||
@@ -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.
|
||||
}
|
||||
@@ -0,0 +1,72 @@
|
||||
#How to contribute
|
||||
|
||||
It's important to us that you feel you can contribute towards the evolution of Phaser. This can take many forms: from helping to fix bugs or improve the docs, to adding in new features to the source. This guide should help you in making that process as smooth as possible.
|
||||
|
||||
|
||||
##Reporting issues
|
||||
|
||||
[GitHub Issues][0] is the place to report bugs you may have found in either the core library or any of the examples that are part of the repository. When submitting a bug please do the following:
|
||||
|
||||
1. **Search for existing issues.** Your bug may have already been fixed or addressed in a development branch version of Phaser, so be sure to search the issues first before putting in a duplicate issue.
|
||||
|
||||
2. **Create an isolated and reproducible test case.** If you are reporting a bug, make sure you also have a minimal, runnable, code example that reproduces the problem you have.
|
||||
|
||||
3. **Include a live example.** After narrowing your code down to only the problem areas, make use of[jsFiddle][1], [jsBin][2], or a link to your live site so that we can view a live example of the problem.
|
||||
|
||||
4. **Share as much information as possible.** Include browser version affected, your OS, version of the library, steps to reproduce, etc. "X isn't working!!!1!" will probably just be closed.
|
||||
|
||||
|
||||
##Pixi and Phaser
|
||||
|
||||
It's important to understand that internally Phaser uses [Pixi.js](https://github.com/GoodBoyDigital/pixi.js/) for all rendering. It's possible you may find a bug that is generated on the Pixi level rather than Phaser. You're welcome to still report the issue of course, but if you get a reply saying we think it might be a Pixi issue this is what we're talking about :)
|
||||
|
||||
|
||||
##Support Forum
|
||||
|
||||
We have a very active [Phaser Support Forum](http://www.html5gamedevs.com/forum/14-phaser/). If you need general support, or are struggling to understand how to do something or need your code checked over, then we would urge you to post it to our forum. There are a lot of friendly devs in there who can help, as well as the core Phaser and Pixi teams, so it's a great place to get support from. You're welcome to report bugs directly on GitHub, but for general support we'd always recommend using the forum first.
|
||||
|
||||
|
||||
##Dev vs. Master
|
||||
|
||||
The dev branch of Phaser is our 'current working' version. It is always ahead of the master branch in terms of features and fixes. However it's also bleeding-edge and experimental and we cannot and do not guarantee it will compile or work for you. Very often we have to break things for a few days while we rebuild and patch. So by all means please export the dev branch and contribute towards it, indeed that is where all Pull Requests should be sent, but do so understanding the API may change beneath you.
|
||||
|
||||
|
||||
##Making Changes
|
||||
|
||||
To take advantage of our grunt build script and jshint config it will be easiest for you if you have node.js and grunt installed locally.
|
||||
|
||||
You can download node.js from[nodejs.org][3]. After it has been installed open a console and run `npm i - g grunt - cli` to install the global `grunt` executable.
|
||||
|
||||
After that you can clone the repository and run `npm i` inside the cloned folder. This will install dependencies necessary for building the project. Once that is ready,
|
||||
make your changes and submit a Pull Request:
|
||||
|
||||
- **Send Pull Requests to the `dev` branch.** All Pull Requests must be sent to the `dev` branch, `master` is the latest release and PRs to that branch will be closed.
|
||||
|
||||
- **Ensure changes are jshint validated.** Our JSHint configuration file is provided in the repository and you should check against it before submitting.
|
||||
|
||||
- **Never commit new builds.** When making a code change you should always run `grunt` which will rebuild the project so you can test, *however* please do not commit these new builds or your PR will be closed. Builds by default are placed in the `dist` folder, to keep them separate from the `build` folder releases.
|
||||
|
||||
- **Only commit relevant changes.** Don't include changes that are not directly relevant to the fix you are making. The more focused a PR is, the faster it will get attention and be merged. Extra files changing only whitespace or trash files will likely get your PR closed.
|
||||
|
||||
|
||||
##I don't really like git / node.js, but I can fix this bug
|
||||
|
||||
That is fine too. While Pull Requests are the best thing in the world for us, they are not the only way to help. You're welcome to post fixes to our forum or even just email them to us. All we ask is that you still adhere to the guidelines presented here re: JSHint, etc.
|
||||
|
||||
|
||||
##Code Style Guide
|
||||
|
||||
- Use 4 spaces for tabs, never tab characters.
|
||||
|
||||
- No trailing whitespace, blank lines should have no whitespace.
|
||||
|
||||
- Always favor strict equals` === `unless you * need * to use type coercion.
|
||||
|
||||
- Follow conventions already in the code, and listen to jshint. Our config is set-up for a reason.
|
||||
|
||||
Thanks to Chad for creating the original Pixi.js Contributing file which we adapted for Phaser.
|
||||
|
||||
[0]: https://github.com/photonstorm/phaser/issues
|
||||
[1]: http://jsfiddle.net
|
||||
[2]: http://jsbin.com/
|
||||
[3]: http://nodejs.org
|
||||
Binary file not shown.
|
Before Width: | Height: | Size: 3.6 KiB |
Binary file not shown.
|
Before Width: | Height: | Size: 531 B |
@@ -1,58 +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'
|
||||
}]
|
||||
},
|
||||
amd: {
|
||||
files: [{
|
||||
src: 'build/phaser.js',
|
||||
dest: 'build/phaser.amd.js'
|
||||
}],
|
||||
options: {
|
||||
processContent: function(content) {
|
||||
var replacement = [
|
||||
'(function (root, factory) {',
|
||||
' if (typeof exports === \'object\') {',
|
||||
' module.exports = factory();',
|
||||
' } else if (typeof define === \'function\' && define.amd) {',
|
||||
' define(factory);',
|
||||
' } else {',
|
||||
' root.Phaser = factory();',
|
||||
' }',
|
||||
'}(this, function () {',
|
||||
content,
|
||||
'return Phaser;',
|
||||
'}));'
|
||||
];
|
||||
return replacement.join('\n');
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
watch: {
|
||||
files: '**/*.ts',
|
||||
tasks: ['typescript', 'copy']
|
||||
}
|
||||
});
|
||||
|
||||
grunt.registerTask('default', ['watch']);
|
||||
|
||||
}
|
||||
+183
@@ -0,0 +1,183 @@
|
||||
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/input/Gamepad.js',
|
||||
'src/input/SinglePad.js',
|
||||
'src/input/GamepadButton.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/geom/Line.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/time/TimerEvent.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/SAT.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']);
|
||||
|
||||
};
|
||||
@@ -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
|
||||
*.js
|
||||
!phaser.js
|
||||
*.map
|
||||
*.config
|
||||
.DS_Store
|
||||
[Bb]in
|
||||
[Dd]ebug*/
|
||||
*.lib
|
||||
*.sbr
|
||||
obj/
|
||||
[Rr]elease*/
|
||||
_ReSharper*/
|
||||
[Tt]est[Rr]esult*
|
||||
|
||||
@@ -1,186 +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)
|
||||
{
|
||||
throw Error('Invalid frames given to Animation ' + name);
|
||||
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];
|
||||
this.currentFrame = this.currentAnim.currentFrame;
|
||||
|
||||
}
|
||||
|
||||
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) {
|
||||
|
||||
if (this._frameData.getFrame(value) !== null)
|
||||
{
|
||||
this.currentFrame = this._frameData.getFrame(value);
|
||||
|
||||
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) {
|
||||
|
||||
if (this._frameData.getFrameByName(value) !== null)
|
||||
{
|
||||
this.currentFrame = this._frameData.getFrameByName(value);
|
||||
|
||||
this._parent.bounds.width = this.currentFrame.width;
|
||||
this._parent.bounds.height = this.currentFrame.height;
|
||||
this._frameIndex = this.currentFrame.index;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
-138
@@ -1,138 +0,0 @@
|
||||
/// <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 "";
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
-176
@@ -1,176 +0,0 @@
|
||||
/// <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']];
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
@@ -1,89 +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[];
|
||||
private _cameraInstance: number = 0;
|
||||
|
||||
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._cameraInstance, x, y, width, height);
|
||||
|
||||
this._cameras.push(newCam);
|
||||
|
||||
this._cameraInstance++;
|
||||
|
||||
return newCam;
|
||||
|
||||
}
|
||||
|
||||
public removeCamera(id: number): bool {
|
||||
|
||||
for (var c = 0; c < this._cameras.length; c++)
|
||||
{
|
||||
if (this._cameras[c].ID == id)
|
||||
{
|
||||
if (this.current.ID === this._cameras[c].ID)
|
||||
{
|
||||
this.current = null;
|
||||
}
|
||||
|
||||
this._cameras.splice(c, 1);
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
|
||||
}
|
||||
|
||||
public destroy() {
|
||||
|
||||
this._cameras.length = 0;
|
||||
|
||||
this.current = this.addCamera(0, 0, this._game.stage.width, this._game.stage.height);
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
-1048
File diff suppressed because it is too large
Load Diff
@@ -1,217 +0,0 @@
|
||||
/// <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, 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;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
-429
@@ -1,429 +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" />
|
||||
/// <reference path="gameobjects/ScrollZone.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.
|
||||
*
|
||||
* "Hell, there are no rules here - we're trying to accomplish something."
|
||||
* Thomas A. Edison
|
||||
*/
|
||||
|
||||
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')
|
||||
{
|
||||
setTimeout(() => this.boot(parent, width, height));
|
||||
}
|
||||
else
|
||||
{
|
||||
document.addEventListener('DOMContentLoaded', () => this.boot(parent, width, height), false);
|
||||
window.addEventListener('load', () => 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 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 (this.isBooted == true)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
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 new Error("Invalid State object given. Must contain at least a create or update function.");
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// 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.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(width: number, height: number): DynamicTexture {
|
||||
return this.world.createDynamicTexture(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 createScrollZone(key: string, x?: number = 0, y?: number = 0, width?: number = 0, height?: number = 0): ScrollZone {
|
||||
return this.world.createScrollZone(key, x, y, width, height);
|
||||
}
|
||||
|
||||
public createTilemap(key: string, mapData: string, format: number, resizeWorld: bool = true, tileWidth?: number = 0, tileHeight?: number = 0): Tilemap {
|
||||
return this.world.createTilemap(key, mapData, format, resizeWorld, 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);
|
||||
}
|
||||
|
||||
public get camera(): Camera {
|
||||
return this.world.cameras.current;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
-769
@@ -1,769 +0,0 @@
|
||||
/// <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(this._game));
|
||||
}
|
||||
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(this._game));
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 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, recursive: bool = false) {
|
||||
|
||||
var basic;
|
||||
var i: number = 0;
|
||||
|
||||
while (i < this.length)
|
||||
{
|
||||
basic = this.members[i++];
|
||||
|
||||
if (basic != null)
|
||||
{
|
||||
if (recursive && (basic.isGroup == true))
|
||||
{
|
||||
basic.forEach(callback, true);
|
||||
}
|
||||
else
|
||||
{
|
||||
callback.call(this, basic);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public forEachAlive(context, callback, recursive: bool = false) {
|
||||
|
||||
var basic;
|
||||
var i: number = 0;
|
||||
|
||||
while (i < this.length)
|
||||
{
|
||||
basic = this.members[i++];
|
||||
|
||||
if (basic != null && basic.alive)
|
||||
{
|
||||
if (recursive && (basic.isGroup == true))
|
||||
{
|
||||
basic.forEachAlive(context, callback, true);
|
||||
}
|
||||
else
|
||||
{
|
||||
callback.call(context, 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;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
@@ -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;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
@@ -1,409 +0,0 @@
|
||||
/// <reference path="Game.ts" />
|
||||
/// <reference path="gameobjects/GameObject.ts" />
|
||||
|
||||
/**
|
||||
* Phaser - Motion
|
||||
*
|
||||
* The Motion class contains lots of useful functions for moving game objects around in world space.
|
||||
*/
|
||||
|
||||
module Phaser {
|
||||
|
||||
export class Motion {
|
||||
|
||||
constructor(game: Game) {
|
||||
|
||||
this._game = game;
|
||||
|
||||
}
|
||||
|
||||
private _game: Game;
|
||||
|
||||
/**
|
||||
* A tween-like function that takes a starting velocity and some other factors and returns an altered velocity.
|
||||
*
|
||||
* @param Velocity Any component of velocity (e.g. 20).
|
||||
* @param Acceleration Rate at which the velocity is changing.
|
||||
* @param Drag Really kind of a deceleration, this is how much the velocity changes if Acceleration is not set.
|
||||
* @param Max An absolute value cap for the velocity.
|
||||
*
|
||||
* @return The altered Velocity value.
|
||||
*/
|
||||
public computeVelocity(Velocity: number, Acceleration: number = 0, Drag: number = 0, Max: number = 10000): number {
|
||||
|
||||
if (Acceleration !== 0)
|
||||
{
|
||||
Velocity += Acceleration * this._game.time.elapsed;
|
||||
}
|
||||
else if (Drag !== 0)
|
||||
{
|
||||
var drag: number = Drag * this._game.time.elapsed;
|
||||
|
||||
if (Velocity - drag > 0)
|
||||
{
|
||||
Velocity = Velocity - drag;
|
||||
}
|
||||
else if (Velocity + drag < 0)
|
||||
{
|
||||
Velocity += drag;
|
||||
}
|
||||
else
|
||||
{
|
||||
Velocity = 0;
|
||||
}
|
||||
}
|
||||
|
||||
if ((Velocity != 0) && (Max != 10000))
|
||||
{
|
||||
if (Velocity > Max)
|
||||
{
|
||||
Velocity = Max;
|
||||
}
|
||||
else if (Velocity < -Max)
|
||||
{
|
||||
Velocity = -Max;
|
||||
}
|
||||
}
|
||||
|
||||
return Velocity;
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Given the angle and speed calculate the velocity and return it as a Point
|
||||
*
|
||||
* @param angle The angle (in degrees) calculated in clockwise positive direction (down = 90 degrees positive, right = 0 degrees positive, up = 90 degrees negative)
|
||||
* @param speed The speed it will move, in pixels per second sq
|
||||
*
|
||||
* @return A Point where Point.x contains the velocity x value and Point.y contains the velocity y value
|
||||
*/
|
||||
public velocityFromAngle(angle: number, speed: number): Point {
|
||||
|
||||
if (isNaN(speed))
|
||||
{
|
||||
speed = 0;
|
||||
}
|
||||
|
||||
var a: number = this._game.math.degreesToRadians(angle);
|
||||
|
||||
return new Point((Math.cos(a) * speed), (Math.sin(a) * speed));
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Sets the source Sprite x/y velocity so it will move directly towards the destination Sprite at the speed given (in pixels per second)<br>
|
||||
* If you specify a maxTime then it will adjust the speed (over-writing what you set) so it arrives at the destination in that number of seconds.<br>
|
||||
* Timings are approximate due to the way Flash timers work, and irrespective of SWF frame rate. Allow for a variance of +- 50ms.<br>
|
||||
* The source object doesn't stop moving automatically should it ever reach the destination coordinates.<br>
|
||||
* If you need the object to accelerate, see accelerateTowardsObject() instead
|
||||
* Note: Doesn't take into account acceleration, maxVelocity or drag (if you set drag or acceleration too high this object may not move at all)
|
||||
*
|
||||
* @param source The Sprite on which the velocity will be set
|
||||
* @param dest The Sprite where the source object will move to
|
||||
* @param speed The speed it will move, in pixels per second (default is 60 pixels/sec)
|
||||
* @param maxTime Time given in milliseconds (1000 = 1 sec). If set the speed is adjusted so the source will arrive at destination in the given number of ms
|
||||
*/
|
||||
public moveTowardsObject(source:GameObject, dest:GameObject, speed:number= 60, maxTime:number = 0)
|
||||
{
|
||||
var a:number = this.angleBetween(source, dest);
|
||||
|
||||
if (maxTime > 0)
|
||||
{
|
||||
var d:number = this.distanceBetween(source, dest);
|
||||
|
||||
// We know how many pixels we need to move, but how fast?
|
||||
speed = d / (maxTime / 1000);
|
||||
}
|
||||
|
||||
source.velocity.x = Math.cos(a) * speed;
|
||||
source.velocity.y = Math.sin(a) * speed;
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Sets the x/y acceleration on the source Sprite so it will move towards the destination Sprite at the speed given (in pixels per second)<br>
|
||||
* You must give a maximum speed value, beyond which the Sprite won't go any faster.<br>
|
||||
* If you don't need acceleration look at moveTowardsObject() instead.
|
||||
*
|
||||
* @param source The Sprite on which the acceleration will be set
|
||||
* @param dest The Sprite where the source object will move towards
|
||||
* @param speed The speed it will accelerate in pixels per second
|
||||
* @param xSpeedMax The maximum speed in pixels per second in which the sprite can move horizontally
|
||||
* @param ySpeedMax The maximum speed in pixels per second in which the sprite can move vertically
|
||||
*/
|
||||
public accelerateTowardsObject(source:GameObject, dest:GameObject, speed:number, xSpeedMax:number, ySpeedMax:number)
|
||||
{
|
||||
var a:number = this.angleBetween(source, dest);
|
||||
|
||||
source.velocity.x = 0;
|
||||
source.velocity.y = 0;
|
||||
|
||||
source.acceleration.x = Math.cos(a) * speed;
|
||||
source.acceleration.y = Math.sin(a) * speed;
|
||||
|
||||
source.maxVelocity.x = xSpeedMax;
|
||||
source.maxVelocity.y = ySpeedMax;
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Move the given Sprite towards the mouse pointer coordinates at a steady velocity
|
||||
* If you specify a maxTime then it will adjust the speed (over-writing what you set) so it arrives at the destination in that number of seconds.<br>
|
||||
* Timings are approximate due to the way Flash timers work, and irrespective of SWF frame rate. Allow for a variance of +- 50ms.<br>
|
||||
* The source object doesn't stop moving automatically should it ever reach the destination coordinates.<br>
|
||||
*
|
||||
* @param source The Sprite to move
|
||||
* @param speed The speed it will move, in pixels per second (default is 60 pixels/sec)
|
||||
* @param maxTime Time given in milliseconds (1000 = 1 sec). If set the speed is adjusted so the source will arrive at destination in the given number of ms
|
||||
*/
|
||||
public moveTowardsMouse(source:GameObject, speed:number = 60, maxTime:number = 0)
|
||||
{
|
||||
var a:number = this.angleBetweenMouse(source);
|
||||
|
||||
if (maxTime > 0)
|
||||
{
|
||||
var d:number = this.distanceToMouse(source);
|
||||
|
||||
// We know how many pixels we need to move, but how fast?
|
||||
speed = d / (maxTime / 1000);
|
||||
}
|
||||
|
||||
source.velocity.x = Math.cos(a) * speed;
|
||||
source.velocity.y = Math.sin(a) * speed;
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Sets the x/y acceleration on the source Sprite so it will move towards the mouse coordinates at the speed given (in pixels per second)<br>
|
||||
* You must give a maximum speed value, beyond which the Sprite won't go any faster.<br>
|
||||
* If you don't need acceleration look at moveTowardsMouse() instead.
|
||||
*
|
||||
* @param source The Sprite on which the acceleration will be set
|
||||
* @param speed The speed it will accelerate in pixels per second
|
||||
* @param xSpeedMax The maximum speed in pixels per second in which the sprite can move horizontally
|
||||
* @param ySpeedMax The maximum speed in pixels per second in which the sprite can move vertically
|
||||
*/
|
||||
public accelerateTowardsMouse(source:GameObject, speed:number, xSpeedMax:number, ySpeedMax:number)
|
||||
{
|
||||
var a:number = this.angleBetweenMouse(source);
|
||||
|
||||
source.velocity.x = 0;
|
||||
source.velocity.y = 0;
|
||||
|
||||
source.acceleration.x = Math.cos(a) * speed;
|
||||
source.acceleration.y = Math.sin(a) * speed;
|
||||
|
||||
source.maxVelocity.x = xSpeedMax;
|
||||
source.maxVelocity.y = ySpeedMax;
|
||||
}
|
||||
|
||||
/**
|
||||
* Sets the x/y velocity on the source Sprite so it will move towards the target coordinates at the speed given (in pixels per second)<br>
|
||||
* If you specify a maxTime then it will adjust the speed (over-writing what you set) so it arrives at the destination in that number of seconds.<br>
|
||||
* Timings are approximate due to the way Flash timers work, and irrespective of SWF frame rate. Allow for a variance of +- 50ms.<br>
|
||||
* The source object doesn't stop moving automatically should it ever reach the destination coordinates.<br>
|
||||
*
|
||||
* @param source The Sprite to move
|
||||
* @param target The Point coordinates to move the source Sprite towards
|
||||
* @param speed The speed it will move, in pixels per second (default is 60 pixels/sec)
|
||||
* @param maxTime Time given in milliseconds (1000 = 1 sec). If set the speed is adjusted so the source will arrive at destination in the given number of ms
|
||||
*/
|
||||
public moveTowardsPoint(source:GameObject, target:Point, speed:number = 60, maxTime:number = 0)
|
||||
{
|
||||
var a:number = this.angleBetweenPoint(source, target);
|
||||
|
||||
if (maxTime > 0)
|
||||
{
|
||||
var d:number = this.distanceToPoint(source, target);
|
||||
|
||||
// We know how many pixels we need to move, but how fast?
|
||||
speed = d / (maxTime / 1000);
|
||||
}
|
||||
|
||||
source.velocity.x = Math.cos(a) * speed;
|
||||
source.velocity.y = Math.sin(a) * speed;
|
||||
}
|
||||
|
||||
/**
|
||||
* Sets the x/y acceleration on the source Sprite so it will move towards the target coordinates at the speed given (in pixels per second)<br>
|
||||
* You must give a maximum speed value, beyond which the Sprite won't go any faster.<br>
|
||||
* If you don't need acceleration look at moveTowardsPoint() instead.
|
||||
*
|
||||
* @param source The Sprite on which the acceleration will be set
|
||||
* @param target The Point coordinates to move the source Sprite towards
|
||||
* @param speed The speed it will accelerate in pixels per second
|
||||
* @param xSpeedMax The maximum speed in pixels per second in which the sprite can move horizontally
|
||||
* @param ySpeedMax The maximum speed in pixels per second in which the sprite can move vertically
|
||||
*/
|
||||
public accelerateTowardsPoint(source:GameObject, target:Point, speed:number, xSpeedMax:number, ySpeedMax:number)
|
||||
{
|
||||
var a:number = this.angleBetweenPoint(source, target);
|
||||
|
||||
source.velocity.x = 0;
|
||||
source.velocity.y = 0;
|
||||
|
||||
source.acceleration.x = Math.cos(a) * speed;
|
||||
source.acceleration.y = Math.sin(a) * speed;
|
||||
|
||||
source.maxVelocity.x = xSpeedMax;
|
||||
source.maxVelocity.y = ySpeedMax;
|
||||
}
|
||||
|
||||
/**
|
||||
* Find the distance (in pixels, rounded) between two Sprites, taking their origin into account
|
||||
*
|
||||
* @param a The first Sprite
|
||||
* @param b The second Sprite
|
||||
* @return int Distance (in pixels)
|
||||
*/
|
||||
public distanceBetween(a:GameObject, b:GameObject):number
|
||||
{
|
||||
var dx:number = (a.x + a.origin.x) - (b.x + b.origin.x);
|
||||
var dy:number = (a.y + a.origin.y) - (b.y + b.origin.y);
|
||||
|
||||
return this._game.math.vectorLength(dx, dy);
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Find the distance (in pixels, rounded) from an Sprite to the given Point, taking the source origin into account
|
||||
*
|
||||
* @param a The Sprite
|
||||
* @param target The Point
|
||||
* @return int Distance (in pixels)
|
||||
*/
|
||||
public distanceToPoint(a:GameObject, target:Point):number
|
||||
{
|
||||
var dx:number = (a.x + a.origin.x) - (target.x);
|
||||
var dy:number = (a.y + a.origin.y) - (target.y);
|
||||
|
||||
return this._game.math.vectorLength(dx, dy);
|
||||
}
|
||||
|
||||
/**
|
||||
* Find the distance (in pixels, rounded) from the object x/y and the mouse x/y
|
||||
*
|
||||
* @param a The Sprite to test against
|
||||
* @return int The distance between the given sprite and the mouse coordinates
|
||||
*/
|
||||
public distanceToMouse(a:GameObject):number
|
||||
{
|
||||
var dx: number = (a.x + a.origin.x) - this._game.input.x;
|
||||
var dy: number = (a.y + a.origin.y) - this._game.input.y;
|
||||
|
||||
return this._game.math.vectorLength(dx, dy);
|
||||
}
|
||||
|
||||
/**
|
||||
* Find the angle (in radians) between an Sprite and an Point. The source sprite takes its x/y and origin into account.
|
||||
* The angle is calculated in clockwise positive direction (down = 90 degrees positive, right = 0 degrees positive, up = 90 degrees negative)
|
||||
*
|
||||
* @param a The Sprite to test from
|
||||
* @param target The Point to angle the Sprite towards
|
||||
* @param asDegrees If you need the value in degrees instead of radians, set to true
|
||||
*
|
||||
* @return Number The angle (in radians unless asDegrees is true)
|
||||
*/
|
||||
public angleBetweenPoint(a:GameObject, target:Point, asDegrees:bool = false):number
|
||||
{
|
||||
var dx:number = (target.x) - (a.x + a.origin.x);
|
||||
var dy:number = (target.y) - (a.y + a.origin.y);
|
||||
|
||||
if (asDegrees)
|
||||
{
|
||||
return this._game.math.radiansToDegrees(Math.atan2(dy, dx));
|
||||
}
|
||||
else
|
||||
{
|
||||
return Math.atan2(dy, dx);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Find the angle (in radians) between the two Sprite, taking their x/y and origin into account.
|
||||
* The angle is calculated in clockwise positive direction (down = 90 degrees positive, right = 0 degrees positive, up = 90 degrees negative)
|
||||
*
|
||||
* @param a The Sprite to test from
|
||||
* @param b The Sprite to test to
|
||||
* @param asDegrees If you need the value in degrees instead of radians, set to true
|
||||
*
|
||||
* @return Number The angle (in radians unless asDegrees is true)
|
||||
*/
|
||||
public angleBetween(a:GameObject, b:GameObject, asDegrees:bool = false):number
|
||||
{
|
||||
var dx:number = (b.x + b.origin.x) - (a.x + a.origin.x);
|
||||
var dy:number = (b.y + b.origin.y) - (a.y + a.origin.y);
|
||||
|
||||
if (asDegrees)
|
||||
{
|
||||
return this._game.math.radiansToDegrees(Math.atan2(dy, dx));
|
||||
}
|
||||
else
|
||||
{
|
||||
return Math.atan2(dy, dx);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Given the GameObject and speed calculate the velocity and return it as an Point based on the direction the sprite is facing
|
||||
*
|
||||
* @param parent The Sprite to get the facing value from
|
||||
* @param speed The speed it will move, in pixels per second sq
|
||||
*
|
||||
* @return An Point where Point.x contains the velocity x value and Point.y contains the velocity y value
|
||||
*/
|
||||
public velocityFromFacing(parent:GameObject, speed:number):Point
|
||||
{
|
||||
var a:number;
|
||||
|
||||
if (parent.facing == Collision.LEFT)
|
||||
{
|
||||
a = this._game.math.degreesToRadians(180);
|
||||
}
|
||||
else if (parent.facing == Collision.RIGHT)
|
||||
{
|
||||
a = this._game.math.degreesToRadians(0);
|
||||
}
|
||||
else if (parent.facing == Collision.UP)
|
||||
{
|
||||
a = this._game.math.degreesToRadians(-90);
|
||||
}
|
||||
else if (parent.facing == Collision.DOWN)
|
||||
{
|
||||
a = this._game.math.degreesToRadians(90);
|
||||
}
|
||||
|
||||
return new Point(Math.cos(a) * speed, Math.sin(a) * speed);
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Find the angle (in radians) between an Sprite and the mouse, taking their x/y and origin into account.
|
||||
* The angle is calculated in clockwise positive direction (down = 90 degrees positive, right = 0 degrees positive, up = 90 degrees negative)
|
||||
*
|
||||
* @param a The Object to test from
|
||||
* @param asDegrees If you need the value in degrees instead of radians, set to true
|
||||
*
|
||||
* @return Number The angle (in radians unless asDegrees is true)
|
||||
*/
|
||||
public angleBetweenMouse(a:GameObject, asDegrees:bool = false):number
|
||||
{
|
||||
// In order to get the angle between the object and mouse, we need the objects screen coordinates (rather than world coordinates)
|
||||
var p:MicroPoint = a.getScreenXY();
|
||||
|
||||
var dx:number = a._game.input.x - p.x;
|
||||
var dy:number = a._game.input.y - p.y;
|
||||
|
||||
if (asDegrees)
|
||||
{
|
||||
return this._game.math.radiansToDegrees(Math.atan2(dy, dx));
|
||||
}
|
||||
else
|
||||
{
|
||||
return Math.atan2(dy, dx);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
@@ -1,331 +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="'$(Configuration)' == 'Debug'">
|
||||
<TypeScriptTarget>ES5</TypeScriptTarget>
|
||||
<TypeScriptIncludeComments>true</TypeScriptIncludeComments>
|
||||
<TypeScriptSourceMap>false</TypeScriptSourceMap>
|
||||
<TypeScriptOutFile>../build/phaser.js</TypeScriptOutFile>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)' == 'Release'">
|
||||
<TypeScriptTarget>ES5</TypeScriptTarget>
|
||||
<TypeScriptIncludeComments>false</TypeScriptIncludeComments>
|
||||
<TypeScriptSourceMap>false</TypeScriptSourceMap>
|
||||
<TypeScriptOutFile>../build/phaser.js</TypeScriptOutFile>
|
||||
</PropertyGroup>
|
||||
<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>
|
||||
</Content>
|
||||
<Content Include="gameobjects\GameObject.js">
|
||||
<DependentUpon>GameObject.ts</DependentUpon>
|
||||
</Content>
|
||||
<Content Include="gameobjects\GeomSprite.js">
|
||||
<DependentUpon>GeomSprite.ts</DependentUpon>
|
||||
</Content>
|
||||
<Content Include="gameobjects\Particle.js">
|
||||
<DependentUpon>Particle.ts</DependentUpon>
|
||||
</Content>
|
||||
<TypeScriptCompile Include="gameobjects\ScrollZone.ts" />
|
||||
<TypeScriptCompile Include="gameobjects\ScrollRegion.ts" />
|
||||
<Content Include="gameobjects\ScrollRegion.js">
|
||||
<DependentUpon>ScrollRegion.ts</DependentUpon>
|
||||
</Content>
|
||||
<Content Include="gameobjects\ScrollZone.js">
|
||||
<DependentUpon>ScrollZone.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>
|
||||
<TypeScriptCompile Include="geom\Quad.ts" />
|
||||
<Content Include="geom\Quad.js">
|
||||
<DependentUpon>Quad.ts</DependentUpon>
|
||||
</Content>
|
||||
<Content Include="geom\Rectangle.js">
|
||||
<DependentUpon>Rectangle.ts</DependentUpon>
|
||||
</Content>
|
||||
<Content Include="SoundManager.js">
|
||||
<DependentUpon>SoundManager.ts</DependentUpon>
|
||||
</Content>
|
||||
<Content Include="system\Sound.js">
|
||||
<DependentUpon>Sound.ts</DependentUpon>
|
||||
</Content>
|
||||
<TypeScriptCompile Include="system\Sound.ts" />
|
||||
<TypeScriptCompile Include="SoundManager.ts" />
|
||||
<Content Include="system\animation\Animation.js">
|
||||
<DependentUpon>Animation.ts</DependentUpon>
|
||||
</Content>
|
||||
<Content Include="system\animation\AnimationLoader.js">
|
||||
<DependentUpon>AnimationLoader.ts</DependentUpon>
|
||||
</Content>
|
||||
<Content Include="system\animation\Frame.js">
|
||||
<DependentUpon>Frame.ts</DependentUpon>
|
||||
</Content>
|
||||
<Content Include="system\animation\FrameData.js">
|
||||
<DependentUpon>FrameData.ts</DependentUpon>
|
||||
</Content>
|
||||
<Content Include="system\Camera.js">
|
||||
<DependentUpon>Camera.ts</DependentUpon>
|
||||
</Content>
|
||||
<Content Include="system\Device.js">
|
||||
<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>
|
||||
<TypeScriptCompile Include="system\TilemapLayer.ts" />
|
||||
<Content Include="system\TilemapLayer.js">
|
||||
<DependentUpon>TilemapLayer.ts</DependentUpon>
|
||||
</Content>
|
||||
<Content Include="system\Tween.js">
|
||||
<DependentUpon>Tween.ts</DependentUpon>
|
||||
</Content>
|
||||
<TypeScriptCompile Include="system\Tween.ts" />
|
||||
<TypeScriptCompile Include="system\Tile.ts" />
|
||||
<TypeScriptCompile Include="system\StageScaleMode.ts" />
|
||||
<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>
|
||||
<TypeScriptCompile Include="system\input\Touch.ts" />
|
||||
<TypeScriptCompile Include="system\input\Mouse.ts" />
|
||||
<TypeScriptCompile Include="system\input\Keyboard.ts" />
|
||||
<TypeScriptCompile Include="system\input\Input.ts" />
|
||||
<TypeScriptCompile Include="system\input\Finger.ts" />
|
||||
<TypeScriptCompile Include="system\easing\Sinusoidal.ts" />
|
||||
<TypeScriptCompile Include="system\easing\Quintic.ts" />
|
||||
<TypeScriptCompile Include="system\easing\Quartic.ts" />
|
||||
<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>
|
||||
@@ -1,21 +0,0 @@
|
||||
/**
|
||||
* Phaser
|
||||
*
|
||||
* v0.9.4 - April 28th 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 0.9.4';
|
||||
|
||||
}
|
||||
@@ -1,124 +0,0 @@
|
||||
/// <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;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
-247
@@ -1,247 +0,0 @@
|
||||
/// <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 disablePauseScreen: bool = false;
|
||||
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);
|
||||
|
||||
}
|
||||
|
||||
//if (document['hidden'] === true || document['webkitHidden'] === true)
|
||||
private visibilityChange(event) {
|
||||
|
||||
//console.log(event);
|
||||
|
||||
if (this.disablePauseScreen)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
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==";
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
-103
@@ -1,103 +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(width: number, height: number): DynamicTexture {
|
||||
return this.game.world.createDynamicTexture(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 createScrollZone(key: string, x?: number = 0, y?: number = 0, width?: number = 0, height?: number = 0): ScrollZone {
|
||||
return this.game.world.createScrollZone(key, x, y, width, height);
|
||||
}
|
||||
|
||||
public createTilemap(key: string, mapData: string, format: number, resizeWorld: bool = true, tileWidth?: number = 0, tileHeight?: number = 0): Tilemap {
|
||||
return this.game.world.createTilemap(key, mapData, format, resizeWorld, 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);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
-140
@@ -1,140 +0,0 @@
|
||||
/// <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;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
@@ -1,95 +0,0 @@
|
||||
/// <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;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
-159
@@ -1,159 +0,0 @@
|
||||
/// <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;
|
||||
|
||||
public 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 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();
|
||||
}
|
||||
|
||||
// Game Objects
|
||||
|
||||
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(width: number, height: number): DynamicTexture {
|
||||
return new DynamicTexture(this._game, width, height);
|
||||
}
|
||||
|
||||
public createGroup(MaxSize?: number = 0): Group {
|
||||
return <Group> this.group.add(new Group(this._game, MaxSize));
|
||||
}
|
||||
|
||||
public createScrollZone(key: string, x?: number = 0, y?: number = 0, width?: number = 0, height?: number = 0): ScrollZone {
|
||||
return <ScrollZone> this.group.add(new ScrollZone(this._game, key, x, y, width, height));
|
||||
}
|
||||
|
||||
public createTilemap(key: string, mapData: string, format: number, resizeWorld: bool = true, tileWidth?: number = 0, tileHeight?: number = 0): Tilemap {
|
||||
return <Tilemap> this.group.add(new Tilemap(this._game, key, mapData, format, resizeWorld, tileWidth, tileHeight));
|
||||
}
|
||||
|
||||
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));
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
@@ -1,452 +0,0 @@
|
||||
/// <reference path="../Game.ts" />
|
||||
/// <reference path="../Group.ts" />
|
||||
|
||||
/**
|
||||
* Phaser - Emitter
|
||||
*
|
||||
* Emitter is a lightweight particle emitter. It can be used for one-time explosions or for
|
||||
* continuous effects like rain and fire. All it really does is launch Particle objects out
|
||||
* at set intervals, and fixes their positions and velocities accorindgly.
|
||||
*/
|
||||
|
||||
module Phaser {
|
||||
|
||||
export class Emitter extends Group {
|
||||
|
||||
/**
|
||||
* Creates a new <code>Emitter</code> object at a specific position.
|
||||
* Does NOT automatically generate or attach particles!
|
||||
*
|
||||
* @param X The X position of the emitter.
|
||||
* @param Y The Y position of the emitter.
|
||||
* @param Size Optional, specifies a maximum capacity for this emitter.
|
||||
*/
|
||||
constructor(game: Game, X: number = 0, Y: number = 0, Size: number = 0) {
|
||||
super(game, Size);
|
||||
this.x = X;
|
||||
this.y = Y;
|
||||
this.width = 0;
|
||||
this.height = 0;
|
||||
this.minParticleSpeed = new MicroPoint(-100, -100);
|
||||
this.maxParticleSpeed = new MicroPoint(100, 100);
|
||||
this.minRotation = -360;
|
||||
this.maxRotation = 360;
|
||||
this.gravity = 0;
|
||||
this.particleClass = null;
|
||||
this.particleDrag = new MicroPoint();
|
||||
this.frequency = 0.1;
|
||||
this.lifespan = 3;
|
||||
this.bounce = 0;
|
||||
this._quantity = 0;
|
||||
this._counter = 0;
|
||||
this._explode = true;
|
||||
this.on = false;
|
||||
this._point = new MicroPoint();
|
||||
}
|
||||
|
||||
/**
|
||||
* The X position of the top left corner of the emitter in world space.
|
||||
*/
|
||||
public x: number;
|
||||
|
||||
/**
|
||||
* The Y position of the top left corner of emitter in world space.
|
||||
*/
|
||||
public y: number;
|
||||
|
||||
/**
|
||||
* The width of the emitter. Particles can be randomly generated from anywhere within this box.
|
||||
*/
|
||||
public width: number;
|
||||
|
||||
/**
|
||||
* The height of the emitter. Particles can be randomly generated from anywhere within this box.
|
||||
*/
|
||||
public height: number;
|
||||
|
||||
/**
|
||||
* The minimum possible velocity of a particle.
|
||||
* The default value is (-100,-100).
|
||||
*/
|
||||
public minParticleSpeed: MicroPoint;
|
||||
|
||||
/**
|
||||
* The maximum possible velocity of a particle.
|
||||
* The default value is (100,100).
|
||||
*/
|
||||
public maxParticleSpeed: MicroPoint;
|
||||
|
||||
/**
|
||||
* The X and Y drag component of particles launched from the emitter.
|
||||
*/
|
||||
public particleDrag: MicroPoint;
|
||||
|
||||
/**
|
||||
* The minimum possible angular velocity of a particle. The default value is -360.
|
||||
* NOTE: rotating particles are more expensive to draw than non-rotating ones!
|
||||
*/
|
||||
public minRotation: number;
|
||||
|
||||
/**
|
||||
* The maximum possible angular velocity of a particle. The default value is 360.
|
||||
* NOTE: rotating particles are more expensive to draw than non-rotating ones!
|
||||
*/
|
||||
public maxRotation: number;
|
||||
|
||||
/**
|
||||
* Sets the <code>acceleration.y</code> member of each particle to this value on launch.
|
||||
*/
|
||||
public gravity: number;
|
||||
|
||||
/**
|
||||
* Determines whether the emitter is currently emitting particles.
|
||||
* It is totally safe to directly toggle this.
|
||||
*/
|
||||
public on: bool;
|
||||
|
||||
/**
|
||||
* How often a particle is emitted (if emitter is started with Explode == false).
|
||||
*/
|
||||
public frequency: number;
|
||||
|
||||
/**
|
||||
* How long each particle lives once it is emitted.
|
||||
* Set lifespan to 'zero' for particles to live forever.
|
||||
*/
|
||||
public lifespan: number;
|
||||
|
||||
/**
|
||||
* How much each particle should bounce. 1 = full bounce, 0 = no bounce.
|
||||
*/
|
||||
public bounce: number;
|
||||
|
||||
/**
|
||||
* Set your own particle class type here.
|
||||
* Default is <code>Particle</code>.
|
||||
*/
|
||||
public particleClass;
|
||||
|
||||
/**
|
||||
* Internal helper for deciding how many particles to launch.
|
||||
*/
|
||||
private _quantity: number;
|
||||
|
||||
/**
|
||||
* Internal helper for the style of particle emission (all at once, or one at a time).
|
||||
*/
|
||||
private _explode: bool;
|
||||
|
||||
/**
|
||||
* Internal helper for deciding when to launch particles or kill them.
|
||||
*/
|
||||
private _timer: number;
|
||||
|
||||
/**
|
||||
* Internal counter for figuring out how many particles to launch.
|
||||
*/
|
||||
private _counter: number;
|
||||
|
||||
/**
|
||||
* Internal point object, handy for reusing for memory mgmt purposes.
|
||||
*/
|
||||
private _point: MicroPoint;
|
||||
|
||||
/**
|
||||
* Clean up memory.
|
||||
*/
|
||||
public destroy() {
|
||||
this.minParticleSpeed = null;
|
||||
this.maxParticleSpeed = null;
|
||||
this.particleDrag = null;
|
||||
this.particleClass = null;
|
||||
this._point = null;
|
||||
super.destroy();
|
||||
}
|
||||
|
||||
/**
|
||||
* This function generates a new array of particle sprites to attach to the emitter.
|
||||
*
|
||||
* @param Graphics If you opted to not pre-configure an array of Sprite objects, you can simply pass in a particle image or sprite sheet.
|
||||
* @param Quantity The number of particles to generate when using the "create from image" option.
|
||||
* @param BakedRotations How many frames of baked rotation to use (boosts performance). Set to zero to not use baked rotations.
|
||||
* @param Multiple Whether the image in the Graphics param is a single particle or a bunch of particles (if it's a bunch, they need to be square!).
|
||||
* @param Collide Whether the particles should be flagged as not 'dead' (non-colliding particles are higher performance). 0 means no collisions, 0-1 controls scale of particle's bounding box.
|
||||
*
|
||||
* @return This Emitter instance (nice for chaining stuff together, if you're into that).
|
||||
*/
|
||||
public makeParticles(Graphics, Quantity: number = 50, BakedRotations: number = 16, Multiple: bool = false, Collide: number = 0): Emitter {
|
||||
|
||||
this.maxSize = Quantity;
|
||||
|
||||
var totalFrames: number = 1;
|
||||
|
||||
/*
|
||||
if(Multiple)
|
||||
{
|
||||
var sprite:Sprite = new Sprite(this._game);
|
||||
sprite.loadGraphic(Graphics,true);
|
||||
totalFrames = sprite.frames;
|
||||
sprite.destroy();
|
||||
}
|
||||
*/
|
||||
|
||||
var randomFrame: number;
|
||||
var particle: Particle;
|
||||
var i: number = 0;
|
||||
|
||||
while (i < Quantity)
|
||||
{
|
||||
if (this.particleClass == null)
|
||||
{
|
||||
particle = new Particle(this._game);
|
||||
}
|
||||
else
|
||||
{
|
||||
particle = new this.particleClass(this._game);
|
||||
}
|
||||
|
||||
if (Multiple)
|
||||
{
|
||||
/*
|
||||
randomFrame = this._game.math.random()*totalFrames;
|
||||
if(BakedRotations > 0)
|
||||
particle.loadRotatedGraphic(Graphics,BakedRotations,randomFrame);
|
||||
else
|
||||
{
|
||||
particle.loadGraphic(Graphics,true);
|
||||
particle.frame = randomFrame;
|
||||
}
|
||||
*/
|
||||
}
|
||||
else
|
||||
{
|
||||
/*
|
||||
if (BakedRotations > 0)
|
||||
particle.loadRotatedGraphic(Graphics,BakedRotations);
|
||||
else
|
||||
particle.loadGraphic(Graphics);
|
||||
*/
|
||||
|
||||
if (Graphics)
|
||||
{
|
||||
particle.loadGraphic(Graphics);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
if (Collide > 0)
|
||||
{
|
||||
particle.allowCollisions = Collision.ANY;
|
||||
particle.width *= Collide;
|
||||
particle.height *= Collide;
|
||||
//particle.centerOffsets();
|
||||
}
|
||||
else
|
||||
{
|
||||
particle.allowCollisions = Collision.NONE;
|
||||
}
|
||||
|
||||
particle.exists = false;
|
||||
|
||||
this.add(particle);
|
||||
|
||||
i++;
|
||||
}
|
||||
|
||||
return this;
|
||||
}
|
||||
|
||||
/**
|
||||
* Called automatically by the game loop, decides when to launch particles and when to "die".
|
||||
*/
|
||||
public update() {
|
||||
|
||||
if (this.on)
|
||||
{
|
||||
if (this._explode)
|
||||
{
|
||||
this.on = false;
|
||||
|
||||
var i: number = 0;
|
||||
var l: number = this._quantity;
|
||||
|
||||
if ((l <= 0) || (l > this.length))
|
||||
{
|
||||
l = this.length;
|
||||
}
|
||||
|
||||
while (i < l)
|
||||
{
|
||||
this.emitParticle();
|
||||
i++;
|
||||
}
|
||||
|
||||
this._quantity = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
this._timer += this._game.time.elapsed;
|
||||
|
||||
while ((this.frequency > 0) && (this._timer > this.frequency) && this.on)
|
||||
{
|
||||
this._timer -= this.frequency;
|
||||
this.emitParticle();
|
||||
|
||||
if ((this._quantity > 0) && (++this._counter >= this._quantity))
|
||||
{
|
||||
this.on = false;
|
||||
this._quantity = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
super.update();
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Call this function to turn off all the particles and the emitter.
|
||||
*/
|
||||
public kill() {
|
||||
|
||||
this.on = false;
|
||||
|
||||
super.kill();
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Call this function to start emitting particles.
|
||||
*
|
||||
* @param Explode Whether the particles should all burst out at once.
|
||||
* @param Lifespan How long each particle lives once emitted. 0 = forever.
|
||||
* @param Frequency Ignored if Explode is set to true. Frequency is how often to emit a particle. 0 = never emit, 0.1 = 1 particle every 0.1 seconds, 5 = 1 particle every 5 seconds.
|
||||
* @param Quantity How many particles to launch. 0 = "all of the particles".
|
||||
*/
|
||||
public start(Explode: bool = true, Lifespan: number = 0, Frequency: number = 0.1, Quantity: number = 0) {
|
||||
|
||||
this.revive();
|
||||
|
||||
this.visible = true;
|
||||
this.on = true;
|
||||
|
||||
this._explode = Explode;
|
||||
this.lifespan = Lifespan;
|
||||
this.frequency = Frequency;
|
||||
this._quantity += Quantity;
|
||||
|
||||
this._counter = 0;
|
||||
this._timer = 0;
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* This function can be used both internally and externally to emit the next particle.
|
||||
*/
|
||||
public emitParticle() {
|
||||
|
||||
var particle: Particle = this.recycle(Particle);
|
||||
|
||||
particle.lifespan = this.lifespan;
|
||||
particle.elasticity = this.bounce;
|
||||
particle.reset(this.x - (particle.width >> 1) + this._game.math.random() * this.width, this.y - (particle.height >> 1) + this._game.math.random() * this.height);
|
||||
particle.visible = true;
|
||||
|
||||
if (this.minParticleSpeed.x != this.maxParticleSpeed.x)
|
||||
{
|
||||
particle.velocity.x = this.minParticleSpeed.x + this._game.math.random() * (this.maxParticleSpeed.x - this.minParticleSpeed.x);
|
||||
}
|
||||
else
|
||||
{
|
||||
particle.velocity.x = this.minParticleSpeed.x;
|
||||
}
|
||||
|
||||
if (this.minParticleSpeed.y != this.maxParticleSpeed.y)
|
||||
{
|
||||
particle.velocity.y = this.minParticleSpeed.y + this._game.math.random() * (this.maxParticleSpeed.y - this.minParticleSpeed.y);
|
||||
}
|
||||
else
|
||||
{
|
||||
particle.velocity.y = this.minParticleSpeed.y;
|
||||
}
|
||||
|
||||
particle.acceleration.y = this.gravity;
|
||||
|
||||
if (this.minRotation != this.maxRotation && this.minRotation !== 0 && this.maxRotation !== 0)
|
||||
{
|
||||
particle.angularVelocity = this.minRotation + this._game.math.random() * (this.maxRotation - this.minRotation);
|
||||
}
|
||||
else
|
||||
{
|
||||
particle.angularVelocity = this.minRotation;
|
||||
}
|
||||
|
||||
if (particle.angularVelocity != 0)
|
||||
{
|
||||
particle.angle = this._game.math.random() * 360 - 180;
|
||||
}
|
||||
|
||||
particle.drag.x = this.particleDrag.x;
|
||||
particle.drag.y = this.particleDrag.y;
|
||||
particle.onEmit();
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* A more compact way of setting the width and height of the emitter.
|
||||
*
|
||||
* @param Width The desired width of the emitter (particles are spawned randomly within these dimensions).
|
||||
* @param Height The desired height of the emitter.
|
||||
*/
|
||||
public setSize(Width: number, Height: number) {
|
||||
this.width = Width;
|
||||
this.height = Height;
|
||||
}
|
||||
|
||||
/**
|
||||
* A more compact way of setting the X velocity range of the emitter.
|
||||
*
|
||||
* @param Min The minimum value for this range.
|
||||
* @param Max The maximum value for this range.
|
||||
*/
|
||||
public setXSpeed(Min: number = 0, Max: number = 0) {
|
||||
this.minParticleSpeed.x = Min;
|
||||
this.maxParticleSpeed.x = Max;
|
||||
}
|
||||
|
||||
/**
|
||||
* A more compact way of setting the Y velocity range of the emitter.
|
||||
*
|
||||
* @param Min The minimum value for this range.
|
||||
* @param Max The maximum value for this range.
|
||||
*/
|
||||
public setYSpeed(Min: number = 0, Max: number = 0) {
|
||||
this.minParticleSpeed.y = Min;
|
||||
this.maxParticleSpeed.y = Max;
|
||||
}
|
||||
|
||||
/**
|
||||
* A more compact way of setting the angular velocity constraints of the emitter.
|
||||
*
|
||||
* @param Min The minimum value for this range.
|
||||
* @param Max The maximum value for this range.
|
||||
*/
|
||||
public setRotation(Min: number = 0, Max: number = 0) {
|
||||
this.minRotation = Min;
|
||||
this.maxRotation = Max;
|
||||
}
|
||||
|
||||
/**
|
||||
* Change the emitter's midpoint to match the midpoint of a <code>Object</code>.
|
||||
*
|
||||
* @param Object The <code>Object</code> that you want to sync up with.
|
||||
*/
|
||||
public at(Object) {
|
||||
Object.getMidpoint(this._point);
|
||||
this.x = this._point.x - (this.width >> 1);
|
||||
this.y = this._point.y - (this.height >> 1);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
@@ -1,600 +0,0 @@
|
||||
/// <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;
|
||||
this.elasticity = 0;
|
||||
this.health = 1;
|
||||
this.immovable = false;
|
||||
this.moves = true;
|
||||
this.worldBounds = null;
|
||||
|
||||
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.cameraBlacklist = [];
|
||||
this.scrollFactor = new MicroPoint(1, 1);
|
||||
|
||||
}
|
||||
|
||||
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 static OUT_OF_BOUNDS_STOP: number = 0;
|
||||
public static OUT_OF_BOUNDS_KILL: number = 1;
|
||||
|
||||
public _point: MicroPoint;
|
||||
|
||||
public cameraBlacklist: number[];
|
||||
public bounds: Rectangle;
|
||||
public worldBounds: Quad;
|
||||
public outOfBoundsAction: number = 0;
|
||||
public align: number;
|
||||
public facing: number;
|
||||
public alpha: number;
|
||||
public scale: MicroPoint;
|
||||
public origin: MicroPoint;
|
||||
public z: number = 0;
|
||||
|
||||
// This value is added to the angle of the GameObject.
|
||||
// For example if you had a sprite drawn facing straight up then you could set
|
||||
// rotationOffset to 90 and it would correspond correctly with Phasers rotation system
|
||||
public rotationOffset: number = 0;
|
||||
|
||||
public renderRotation: bool = true;
|
||||
|
||||
// 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.worldBounds != null)
|
||||
{
|
||||
if (this.outOfBoundsAction == GameObject.OUT_OF_BOUNDS_KILL)
|
||||
{
|
||||
if (this.x < this.worldBounds.x || this.x > this.worldBounds.right || this.y < this.worldBounds.y || this.y > this.worldBounds.bottom)
|
||||
{
|
||||
this.kill();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (this.x < this.worldBounds.x)
|
||||
{
|
||||
this.x = this.worldBounds.x;
|
||||
}
|
||||
else if (this.x > this.worldBounds.right)
|
||||
{
|
||||
this.x = this.worldBounds.right;
|
||||
}
|
||||
|
||||
if (this.y < this.worldBounds.y)
|
||||
{
|
||||
this.y = this.worldBounds.y;
|
||||
}
|
||||
else if (this.y > this.worldBounds.bottom)
|
||||
{
|
||||
this.y = this.worldBounds.bottom;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
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>Collision.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 (!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 (!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 & 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();
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Set the world bounds that this GameObject can exist within. By default a GameObject can exist anywhere
|
||||
* in the world. But by setting the bounds (which are given in world dimensions, not screen dimensions)
|
||||
* it can be stopped from leaving the world, or a section of it.
|
||||
*/
|
||||
public setBounds(x: number, y: number, width: number, height: number) {
|
||||
|
||||
this.worldBounds = new Quad(x, y, width, height);
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* If you do not wish this object to be visible to a specific camera, pass the camera here.
|
||||
*/
|
||||
public hideFromCamera(camera: Camera) {
|
||||
|
||||
if (this.cameraBlacklist.indexOf(camera.ID) == -1)
|
||||
{
|
||||
this.cameraBlacklist.push(camera.ID);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public showToCamera(camera: Camera) {
|
||||
|
||||
if (this.cameraBlacklist.indexOf(camera.ID) !== -1)
|
||||
{
|
||||
this.cameraBlacklist.slice(this.cameraBlacklist.indexOf(camera.ID), 1);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public clearCameraList() {
|
||||
|
||||
this.cameraBlacklist.length = 0;
|
||||
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
@@ -1,457 +0,0 @@
|
||||
/// <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.cameraBlacklist.indexOf(camera.ID) !== -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;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
@@ -1,108 +0,0 @@
|
||||
/// <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() {
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
@@ -1,208 +0,0 @@
|
||||
/// <reference path="../Game.ts" />
|
||||
/// <reference path="../geom/Quad.ts" />
|
||||
/// <reference path="ScrollRegion.ts" />
|
||||
|
||||
/**
|
||||
* Phaser - ScrollZone
|
||||
*
|
||||
* Creates a scrolling region of the given width and height from an image in the cache.
|
||||
* The ScrollZone can be positioned anywhere in-world like a normal game object, re-act to physics, collision, etc.
|
||||
* The image within it is scrolled via ScrollRegions and their scrollSpeed.x/y properties.
|
||||
* If you create a scroll zone larger than the given source image it will create a DynamicTexture and fill it with a pattern of the source image.
|
||||
*/
|
||||
|
||||
module Phaser {
|
||||
|
||||
export class ScrollZone extends GameObject {
|
||||
|
||||
constructor(game: Game, key:string, x: number = 0, y: number = 0, width?: number = 0, height?: number = 0) {
|
||||
|
||||
super(game, x, y, width, height);
|
||||
|
||||
this.regions = [];
|
||||
|
||||
if (this._game.cache.getImage(key))
|
||||
{
|
||||
this._texture = this._game.cache.getImage(key);
|
||||
this.width = this._texture.width;
|
||||
this.height = this._texture.height;
|
||||
|
||||
if (width > this._texture.width || height > this._texture.height)
|
||||
{
|
||||
// Create our repeating texture (as the source image wasn't large enough for the requested size)
|
||||
this.createRepeatingTexture(width, height);
|
||||
this.width = width;
|
||||
this.height = height;
|
||||
}
|
||||
|
||||
// Create a default ScrollRegion at the requested size
|
||||
this.addRegion(0, 0, this.width, this.height);
|
||||
|
||||
// If the zone is smaller than the image itself then shrink the bounds
|
||||
if ((width < this._texture.width || height < this._texture.height) && width !== 0 && height !== 0)
|
||||
{
|
||||
this.width = width;
|
||||
this.height = height;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
private _texture;
|
||||
private _dynamicTexture: DynamicTexture = null;
|
||||
|
||||
// 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 currentRegion: ScrollRegion;
|
||||
public regions: ScrollRegion[];
|
||||
public flipped: bool = false;
|
||||
|
||||
public addRegion(x: number, y: number, width: number, height: number, speedX?:number = 0, speedY?:number = 0):ScrollRegion {
|
||||
|
||||
if (x > this.width || y > this.height || x < 0 || y < 0 || (x + width) > this.width || (y + height) > this.height)
|
||||
{
|
||||
throw Error('Invalid ScrollRegion defined. Cannot be larger than parent ScrollZone');
|
||||
return;
|
||||
}
|
||||
|
||||
this.currentRegion = new ScrollRegion(x, y, width, height, speedX, speedY);
|
||||
|
||||
this.regions.push(this.currentRegion);
|
||||
|
||||
return this.currentRegion;
|
||||
|
||||
}
|
||||
|
||||
public setSpeed(x: number, y: number) {
|
||||
|
||||
if (this.currentRegion)
|
||||
{
|
||||
this.currentRegion.scrollSpeed.setTo(x, y);
|
||||
}
|
||||
|
||||
return this;
|
||||
|
||||
}
|
||||
|
||||
public update() {
|
||||
|
||||
for (var i = 0; i < this.regions.length; i++)
|
||||
{
|
||||
this.regions[i].update(this._game.time.delta);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
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 render(camera: Camera, cameraOffsetX: number, cameraOffsetY: number) {
|
||||
|
||||
// Render checks
|
||||
if (this.visible == false || this.scale.x == 0 || this.scale.y == 0 || this.alpha < 0.1 || this.cameraBlacklist.indexOf(camera.ID) !== -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.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;
|
||||
|
||||
// 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._dx = Math.round(this._dx);
|
||||
this._dy = Math.round(this._dy);
|
||||
this._dw = Math.round(this._dw);
|
||||
this._dh = Math.round(this._dh);
|
||||
|
||||
for (var i = 0; i < this.regions.length; i++)
|
||||
{
|
||||
if (this._dynamicTexture)
|
||||
{
|
||||
this.regions[i].render(this._game.stage.context, this._dynamicTexture.canvas, this._dx, this._dy, this._dw, this._dh);
|
||||
}
|
||||
else
|
||||
{
|
||||
this.regions[i].render(this._game.stage.context, this._texture, this._dx, this._dy, this._dw, this._dh);
|
||||
}
|
||||
}
|
||||
|
||||
if (globalAlpha > -1)
|
||||
{
|
||||
this._game.stage.context.globalAlpha = globalAlpha;
|
||||
}
|
||||
|
||||
return true;
|
||||
|
||||
}
|
||||
|
||||
private createRepeatingTexture(regionWidth: number, regionHeight: number) {
|
||||
|
||||
// Work out how many we'll need of the source image to make it tile properly
|
||||
var tileWidth = Math.ceil(this._texture.width / regionWidth) * regionWidth;
|
||||
var tileHeight = Math.ceil(this._texture.height / regionHeight) * regionHeight;
|
||||
|
||||
this._dynamicTexture = new DynamicTexture(this._game, tileWidth, tileHeight);
|
||||
|
||||
this._dynamicTexture.context.rect(0, 0, tileWidth, tileHeight);
|
||||
this._dynamicTexture.context.fillStyle = this._dynamicTexture.context.createPattern(this._texture, "repeat");
|
||||
this._dynamicTexture.context.fill();
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
@@ -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.cameraBlacklist.indexOf(camera.ID) !== -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.rotationOffset !== 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.renderRotation == true && (this.angle !== 0 || this.rotationOffset !== 0))
|
||||
{
|
||||
this._game.stage.context.rotate((this.rotationOffset + 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.rotationOffset !== 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);
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
@@ -1,265 +0,0 @@
|
||||
/// <reference path="../Game.ts" />
|
||||
/// <reference path="GameObject.ts" />
|
||||
/// <reference path="../system/TilemapLayer.ts" />
|
||||
/// <reference path="../system/Tile.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 TilemapLayer for each layer in the tilemap.
|
||||
*/
|
||||
|
||||
module Phaser {
|
||||
|
||||
export class Tilemap extends GameObject {
|
||||
|
||||
constructor(game: Game, key: string, mapData: string, format: number, resizeWorld: bool = true, tileWidth?: number = 0, tileHeight?: number = 0) {
|
||||
|
||||
super(game);
|
||||
|
||||
this.isGroup = false;
|
||||
|
||||
this.tiles = [];
|
||||
this.layers = [];
|
||||
|
||||
this.mapFormat = format;
|
||||
|
||||
switch (format)
|
||||
{
|
||||
case Tilemap.FORMAT_CSV:
|
||||
this.parseCSV(game.cache.getText(mapData), key, tileWidth, tileHeight);
|
||||
break;
|
||||
|
||||
case Tilemap.FORMAT_TILED_JSON:
|
||||
this.parseTiledJSON(game.cache.getText(mapData), key);
|
||||
break;
|
||||
}
|
||||
|
||||
if (this.currentLayer && resizeWorld)
|
||||
{
|
||||
this._game.world.setSize(this.currentLayer.widthInPixels, this.currentLayer.heightInPixels, true);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public static FORMAT_CSV: number = 0;
|
||||
public static FORMAT_TILED_JSON: number = 1;
|
||||
|
||||
public tiles : Tile[];
|
||||
public layers : TilemapLayer[];
|
||||
public currentLayer: TilemapLayer;
|
||||
public collisionLayer: TilemapLayer;
|
||||
public mapFormat: number;
|
||||
|
||||
public update() {
|
||||
}
|
||||
|
||||
public render(camera: Camera, cameraOffsetX: number, cameraOffsetY: number) {
|
||||
|
||||
if (this.cameraBlacklist.indexOf(camera.ID) == -1)
|
||||
{
|
||||
// Loop through the layers
|
||||
for (var i = 0; i < this.layers.length; i++)
|
||||
{
|
||||
this.layers[i].render(camera, cameraOffsetX, cameraOffsetY);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
private parseCSV(data: string, key: string, tileWidth: number, tileHeight: number) {
|
||||
|
||||
var layer: TilemapLayer = new TilemapLayer(this._game, this, key, Tilemap.FORMAT_CSV, 'TileLayerCSV' + this.layers.length.toString(), tileWidth, tileHeight);
|
||||
|
||||
// Trim any rogue whitespace from the data
|
||||
data = data.trim();
|
||||
|
||||
var rows = data.split("\n");
|
||||
|
||||
for (var i = 0; i < rows.length; i++)
|
||||
{
|
||||
var column = rows[i].split(",");
|
||||
|
||||
if (column.length > 0)
|
||||
{
|
||||
layer.addColumn(column);
|
||||
}
|
||||
}
|
||||
|
||||
layer.updateBounds();
|
||||
var tileQuantity = layer.parseTileOffsets();
|
||||
|
||||
this.currentLayer = layer;
|
||||
this.collisionLayer = layer;
|
||||
|
||||
this.layers.push(layer);
|
||||
|
||||
this.generateTiles(tileQuantity);
|
||||
|
||||
}
|
||||
|
||||
private parseTiledJSON(data: string, key: string) {
|
||||
|
||||
// Trim any rogue whitespace from the data
|
||||
data = data.trim();
|
||||
|
||||
var json = JSON.parse(data);
|
||||
|
||||
for (var i = 0; i < json.layers.length; i++)
|
||||
{
|
||||
var layer: TilemapLayer = new TilemapLayer(this._game, this, key, Tilemap.FORMAT_TILED_JSON, json.layers[i].name, json.tilewidth, json.tileheight);
|
||||
|
||||
layer.alpha = json.layers[i].opacity;
|
||||
layer.visible = json.layers[i].visible;
|
||||
layer.tileMargin = json.tilesets[0].margin;
|
||||
layer.tileSpacing = json.tilesets[0].spacing;
|
||||
|
||||
var c = 0;
|
||||
var row;
|
||||
|
||||
for (var t = 0; t < json.layers[i].data.length; t++)
|
||||
{
|
||||
if (c == 0)
|
||||
{
|
||||
row = [];
|
||||
}
|
||||
|
||||
row.push(json.layers[i].data[t]);
|
||||
|
||||
c++;
|
||||
|
||||
if (c == json.layers[i].width)
|
||||
{
|
||||
layer.addColumn(row);
|
||||
c = 0;
|
||||
}
|
||||
}
|
||||
|
||||
layer.updateBounds();
|
||||
|
||||
var tileQuantity = layer.parseTileOffsets();
|
||||
|
||||
this.currentLayer = layer;
|
||||
this.collisionLayer = layer;
|
||||
|
||||
this.layers.push(layer);
|
||||
|
||||
}
|
||||
|
||||
this.generateTiles(tileQuantity);
|
||||
|
||||
}
|
||||
|
||||
private generateTiles(qty:number) {
|
||||
|
||||
for (var i = 0; i < qty; i++)
|
||||
{
|
||||
this.tiles.push(new Tile(this._game, this, i, this.currentLayer.tileWidth, this.currentLayer.tileHeight));
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public get widthInPixels(): number {
|
||||
return this.currentLayer.widthInPixels;
|
||||
}
|
||||
|
||||
public get heightInPixels(): number {
|
||||
return this.currentLayer.heightInPixels;
|
||||
}
|
||||
|
||||
// Tile Collision
|
||||
|
||||
public setCollisionRange(start: number, end: number, collision?:number = Collision.ANY, resetCollisions: bool = false) {
|
||||
|
||||
for (var i = start; i < end; i++)
|
||||
{
|
||||
this.tiles[i].setCollision(collision, resetCollisions);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public setCollisionByIndex(values:number[], collision?:number = Collision.ANY, resetCollisions: bool = false) {
|
||||
|
||||
for (var i = 0; i < values.length; i++)
|
||||
{
|
||||
this.tiles[values[i]].setCollision(collision, resetCollisions);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// Tile Management
|
||||
|
||||
public getTile(x: number, y: number, layer?: number = 0):Tile {
|
||||
|
||||
return this.tiles[this.layers[layer].getTileIndex(x, y)];
|
||||
|
||||
}
|
||||
|
||||
public getTileFromWorldXY(x: number, y: number, layer?: number = 0):Tile {
|
||||
|
||||
return this.tiles[this.layers[layer].getTileFromWorldXY(x, y)];
|
||||
|
||||
}
|
||||
|
||||
public getTileFromInputXY(layer?: number = 0):Tile {
|
||||
|
||||
return this.tiles[this.layers[layer].getTileFromWorldXY(this._game.input.worldX, this._game.input.worldY)];
|
||||
|
||||
}
|
||||
|
||||
public getTileOverlaps(object: GameObject) {
|
||||
|
||||
return this.currentLayer.getTileOverlaps(object);
|
||||
|
||||
}
|
||||
|
||||
// COLLIDE
|
||||
public collide(objectOrGroup = null, callback = null): bool {
|
||||
|
||||
if (objectOrGroup == null)
|
||||
{
|
||||
objectOrGroup = this._game.world.group;
|
||||
}
|
||||
|
||||
// Group?
|
||||
if (objectOrGroup.isGroup == false)
|
||||
{
|
||||
return this.collideGameObject(objectOrGroup);
|
||||
}
|
||||
else
|
||||
{
|
||||
objectOrGroup.forEachAlive(this, this.collideGameObject, true);
|
||||
}
|
||||
|
||||
return true;
|
||||
|
||||
}
|
||||
|
||||
public collideGameObject(object: GameObject): bool {
|
||||
|
||||
if (object == this) { return false; }
|
||||
|
||||
if (object.immovable == false && object.exists == true && object.allowCollisions != Collision.NONE)
|
||||
{
|
||||
return this.collisionLayer.getTileOverlaps(object);
|
||||
}
|
||||
else
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
// Set current layer
|
||||
// Set layer order?
|
||||
// Get block of tiles
|
||||
// Swap tiles around
|
||||
// Delete tiles of certain type
|
||||
// Erase tiles
|
||||
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
@@ -1,96 +0,0 @@
|
||||
/// <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;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
@@ -1,170 +0,0 @@
|
||||
/// <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 + ')}]';
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
@@ -1,341 +0,0 @@
|
||||
/// <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 + ')}]';
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
@@ -1,106 +0,0 @@
|
||||
/// <reference path="../Game.ts" />
|
||||
|
||||
/**
|
||||
* Phaser - Quad
|
||||
*
|
||||
* A Quad object is an area defined by its position, as indicated by its top-left corner (x,y) and width and height.
|
||||
* Very much like a Rectangle only without all of the additional methods and properties of that class.
|
||||
*/
|
||||
|
||||
module Phaser {
|
||||
|
||||
export class Quad {
|
||||
|
||||
/**
|
||||
* Creates a new Quad 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 Quad
|
||||
* @constructor
|
||||
* @param {Number} x The x coordinate of the top-left corner of the quad.
|
||||
* @param {Number} y The y coordinate of the top-left corner of the quad.
|
||||
* @param {Number} width The width of the quad.
|
||||
* @param {Number} height The height of the quad.
|
||||
* @return {Quad } This object
|
||||
**/
|
||||
constructor(x: number = 0, y: number = 0, width: number = 0, height: number = 0) {
|
||||
|
||||
this.setTo(x, y, width, height);
|
||||
|
||||
}
|
||||
|
||||
public x: number;
|
||||
public y: number;
|
||||
public width: number;
|
||||
public height: number;
|
||||
|
||||
/**
|
||||
* Sets the Quad to the specified size.
|
||||
* @method setTo
|
||||
* @param {Number} x The x coordinate of the top-left corner of the quad.
|
||||
* @param {Number} y The y coordinate of the top-left corner of the quad.
|
||||
* @param {Number} width The width of the quad.
|
||||
* @param {Number} height The height of the quad.
|
||||
* @return {Quad} This object
|
||||
**/
|
||||
public setTo(x: number, y: number, width: number, height: number): Quad {
|
||||
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
this.width = width;
|
||||
this.height = height;
|
||||
|
||||
return this;
|
||||
|
||||
}
|
||||
|
||||
public get left(): number {
|
||||
return this.x;
|
||||
}
|
||||
|
||||
public get right(): number {
|
||||
return this.x + this.width;
|
||||
}
|
||||
|
||||
public get top(): number {
|
||||
return this.y;
|
||||
}
|
||||
|
||||
public get bottom(): number {
|
||||
return this.y + this.height;
|
||||
}
|
||||
|
||||
public get halfWidth(): number {
|
||||
return this.width / 2;
|
||||
}
|
||||
|
||||
public get halfHeight(): number {
|
||||
return this.height / 2;
|
||||
}
|
||||
|
||||
/**
|
||||
* Determines whether the object specified intersects (overlaps) with this Quad object.
|
||||
* This method checks the x, y, width, and height properties of the specified Quad object to see if it intersects with this Quad object.
|
||||
* @method intersects
|
||||
* @param {Object} q The object to check for intersection with this Quad. Must have left/right/top/bottom properties (Rectangle, Quad).
|
||||
* @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 Quad; otherwise false.
|
||||
**/
|
||||
public intersects(q, t?: number = 0): bool {
|
||||
|
||||
return !(q.left > this.right + t || q.right < this.left - t || q.top > this.bottom + t || q.bottom < this.top - t);
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns a string representation of this object.
|
||||
* @method toString
|
||||
* @return {string} a string representation of the object.
|
||||
**/
|
||||
public toString(): string {
|
||||
|
||||
return "[{Quad (x=" + this.x + " y=" + this.y + " width=" + this.width + " height=" + this.height + ")}]";
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
@@ -1,810 +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.
|
||||
* @param {Number} height The height of the rectangle.
|
||||
* @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 + ")}]";
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
-3
@@ -1,3 +0,0 @@
|
||||
node_modules
|
||||
.npm-debug.log
|
||||
tmp
|
||||
-5
@@ -1,5 +0,0 @@
|
||||
language: node_js
|
||||
node_js:
|
||||
- 0.8
|
||||
before_script:
|
||||
- npm install -g grunt-cli
|
||||
-4
@@ -1,4 +0,0 @@
|
||||
"Cowboy" Ben Alman (http://benalman.com/)
|
||||
Kyle Robinson Young (http://dontkry.com/)
|
||||
Tyler Kellen (http://goingslowly.com)
|
||||
Sindre Sorhus (http://sindresorhus.com)
|
||||
-23
@@ -1,23 +0,0 @@
|
||||
v0.4.1:
|
||||
date: 2013-03-13
|
||||
changes:
|
||||
- Fix path.join thrown errors with expandMapping rename. Closes gh-725.
|
||||
- Update copyright date to 2013. Closes gh-660.
|
||||
- Remove some side effects from manually requiring Grunt. Closes gh-605.
|
||||
- grunt.log: add formatting support and implicitly cast msg to a string. Closes gh-703.
|
||||
- Update js-yaml to version 2. Closes gh-683.
|
||||
- The grunt.util.spawn method now falls back to stdout when the `grunt` option is set. Closes gh-691.
|
||||
- Making --verbose "Files:" warnings less scary. Closes gh-657.
|
||||
- Fixing typo: the grunt.fatal method now defaults to FATAL_ERROR. Closes gh-656, gh-707.
|
||||
- Removed a duplicate line. Closes gh-702.
|
||||
- Gruntfile name should no longer be case sensitive. Closes gh-685.
|
||||
- The grunt.file.delete method warns and returns false if file doesn't exist. Closes gh-635, gh-714.
|
||||
- The grunt.package property is now resolved via require(). Closes gh-704.
|
||||
- The grunt.util.spawn method no longer breaks on multibyte stdio. Closes gh-710.
|
||||
- Fix "path.join arguments must be strings" error in file.expand/recurse when options.cwd is not set. Closes gh-722.
|
||||
- Adding a fairly relevant keyword to package.json (task).
|
||||
v0.4.0:
|
||||
date: 2013-02-18
|
||||
changes:
|
||||
- Initial release of 0.4.0.
|
||||
- See http://gruntjs.com/upgrading-from-0.3-to-0.4 for a list of changes / migration guide.
|
||||
-1
@@ -1 +0,0 @@
|
||||
Please see the [Contributing to grunt](http://gruntjs.com/contributing) guide for information on contributing to this project.
|
||||
-22
@@ -1,22 +0,0 @@
|
||||
Copyright (c) 2013 "Cowboy" Ben Alman
|
||||
|
||||
Permission is hereby granted, free of charge, to any person
|
||||
obtaining a copy of this software and associated documentation
|
||||
files (the "Software"), to deal in the Software without
|
||||
restriction, including without limitation the rights to use,
|
||||
copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
copies of the Software, and to permit persons to whom the
|
||||
Software is furnished to do so, subject to the following
|
||||
conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be
|
||||
included in all copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
|
||||
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
|
||||
OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
|
||||
NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
|
||||
HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
|
||||
WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
||||
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
|
||||
OTHER DEALINGS IN THE SOFTWARE.
|
||||
-13
@@ -1,13 +0,0 @@
|
||||
# Grunt: The JavaScript Task Runner [](http://travis-ci.org/gruntjs/grunt)
|
||||
|
||||
### Documentation
|
||||
|
||||
Visit the [gruntjs.com](http://gruntjs.com/) website for all the things.
|
||||
|
||||
### Support / Contributing
|
||||
Before you make an issue, please read our [Contributing](http://gruntjs.com/contributing) guide.
|
||||
|
||||
You can find the grunt team in [#grunt on irc.freenode.net](irc://irc.freenode.net/#grunt).
|
||||
|
||||
### Release History
|
||||
See the [CHANGELOG](CHANGELOG).
|
||||
-1
@@ -1 +0,0 @@
|
||||
Visit the [gruntjs.com](http://gruntjs.com/) website for all the things.
|
||||
-1
@@ -1 +0,0 @@
|
||||
../coffee-script/bin/cake
|
||||
-1
@@ -1 +0,0 @@
|
||||
../coffee-script/bin/coffee
|
||||
-1
@@ -1 +0,0 @@
|
||||
../js-yaml/bin/js-yaml.js
|
||||
-1
@@ -1 +0,0 @@
|
||||
../lodash/build.js
|
||||
-1
@@ -1 +0,0 @@
|
||||
../nopt/bin/nopt.js
|
||||
-1
@@ -1 +0,0 @@
|
||||
../which/bin/which
|
||||
@@ -1,9 +0,0 @@
|
||||
[submodule "deps/nodeunit"]
|
||||
path = deps/nodeunit
|
||||
url = git://github.com/caolan/nodeunit.git
|
||||
[submodule "deps/UglifyJS"]
|
||||
path = deps/UglifyJS
|
||||
url = https://github.com/mishoo/UglifyJS.git
|
||||
[submodule "deps/nodelint"]
|
||||
path = deps/nodelint
|
||||
url = https://github.com/tav/nodelint.git
|
||||
-4
@@ -1,4 +0,0 @@
|
||||
deps
|
||||
dist
|
||||
test
|
||||
nodelint.cfg
|
||||
-19
@@ -1,19 +0,0 @@
|
||||
Copyright (c) 2010 Caolan McMahon
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
in the Software without restriction, including without limitation the rights
|
||||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
copies of the Software, and to permit persons to whom the Software is
|
||||
furnished to do so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in
|
||||
all copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
|
||||
THE SOFTWARE.
|
||||
-25
@@ -1,25 +0,0 @@
|
||||
PACKAGE = asyncjs
|
||||
NODEJS = $(if $(shell test -f /usr/bin/nodejs && echo "true"),nodejs,node)
|
||||
CWD := $(shell pwd)
|
||||
NODEUNIT = $(CWD)/node_modules/nodeunit/bin/nodeunit
|
||||
UGLIFY = $(CWD)/node_modules/uglify-js/bin/uglifyjs
|
||||
NODELINT = $(CWD)/node_modules/nodelint/nodelint
|
||||
|
||||
BUILDDIR = dist
|
||||
|
||||
all: clean test build
|
||||
|
||||
build: $(wildcard lib/*.js)
|
||||
mkdir -p $(BUILDDIR)
|
||||
$(UGLIFY) lib/async.js > $(BUILDDIR)/async.min.js
|
||||
|
||||
test:
|
||||
$(NODEUNIT) test
|
||||
|
||||
clean:
|
||||
rm -rf $(BUILDDIR)
|
||||
|
||||
lint:
|
||||
$(NODELINT) --config nodelint.cfg lib/async.js
|
||||
|
||||
.PHONY: test build all
|
||||
-1021
File diff suppressed because it is too large
Load Diff
-35
File diff suppressed because one or more lines are too long
-11
@@ -1,11 +0,0 @@
|
||||
*.coffee
|
||||
*.html
|
||||
.DS_Store
|
||||
.git*
|
||||
Cakefile
|
||||
documentation/
|
||||
examples/
|
||||
extras/coffee-script.js
|
||||
raw/
|
||||
src/
|
||||
test/
|
||||
-1
@@ -1 +0,0 @@
|
||||
coffeescript.org
|
||||
-22
@@ -1,22 +0,0 @@
|
||||
Copyright (c) 2009-2012 Jeremy Ashkenas
|
||||
|
||||
Permission is hereby granted, free of charge, to any person
|
||||
obtaining a copy of this software and associated documentation
|
||||
files (the "Software"), to deal in the Software without
|
||||
restriction, including without limitation the rights to use,
|
||||
copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
copies of the Software, and to permit persons to whom the
|
||||
Software is furnished to do so, subject to the following
|
||||
conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be
|
||||
included in all copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
|
||||
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
|
||||
OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
|
||||
NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
|
||||
HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
|
||||
WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
||||
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
|
||||
OTHER DEALINGS IN THE SOFTWARE.
|
||||
-51
@@ -1,51 +0,0 @@
|
||||
|
||||
{
|
||||
} } {
|
||||
{ { } }
|
||||
} }{ {
|
||||
{ }{ } } _____ __ __
|
||||
( }{ }{ { ) / ____| / _|/ _|
|
||||
.- { { } { }} -. | | ___ | |_| |_ ___ ___
|
||||
( ( } { } { } } ) | | / _ \| _| _/ _ \/ _ \
|
||||
|`-..________ ..-'| | |___| (_) | | | || __/ __/
|
||||
| | \_____\___/|_| |_| \___|\___|
|
||||
| ;--.
|
||||
| (__ \ _____ _ _
|
||||
| | ) ) / ____| (_) | |
|
||||
| |/ / | (___ ___ _ __ _ _ __ | |_
|
||||
| ( / \___ \ / __| '__| | '_ \| __|
|
||||
| |/ ____) | (__| | | | |_) | |_
|
||||
| | |_____/ \___|_| |_| .__/ \__|
|
||||
`-.._________..-' | |
|
||||
|_|
|
||||
|
||||
|
||||
CoffeeScript is a little language that compiles into JavaScript.
|
||||
|
||||
Install Node.js, and then the CoffeeScript compiler:
|
||||
sudo bin/cake install
|
||||
|
||||
Or, if you have the Node Package Manager installed:
|
||||
npm install -g coffee-script
|
||||
(Leave off the -g if you don't wish to install globally.)
|
||||
|
||||
Execute a script:
|
||||
coffee /path/to/script.coffee
|
||||
|
||||
Compile a script:
|
||||
coffee -c /path/to/script.coffee
|
||||
|
||||
For documentation, usage, and examples, see:
|
||||
http://coffeescript.org/
|
||||
|
||||
To suggest a feature, report a bug, or general discussion:
|
||||
http://github.com/jashkenas/coffee-script/issues/
|
||||
|
||||
If you'd like to chat, drop by #coffeescript on Freenode IRC,
|
||||
or on webchat.freenode.net.
|
||||
|
||||
The source repository:
|
||||
git://github.com/jashkenas/coffee-script.git
|
||||
|
||||
All contributors are listed here:
|
||||
http://github.com/jashkenas/coffee-script/contributors
|
||||
-78
@@ -1,78 +0,0 @@
|
||||
require 'rubygems'
|
||||
require 'erb'
|
||||
require 'fileutils'
|
||||
require 'rake/testtask'
|
||||
require 'json'
|
||||
|
||||
desc "Build the documentation page"
|
||||
task :doc do
|
||||
source = 'documentation/index.html.erb'
|
||||
child = fork { exec "bin/coffee -bcw -o documentation/js documentation/coffee/*.coffee" }
|
||||
at_exit { Process.kill("INT", child) }
|
||||
Signal.trap("INT") { exit }
|
||||
loop do
|
||||
mtime = File.stat(source).mtime
|
||||
if !@mtime || mtime > @mtime
|
||||
rendered = ERB.new(File.read(source)).result(binding)
|
||||
File.open('index.html', 'w+') {|f| f.write(rendered) }
|
||||
end
|
||||
@mtime = mtime
|
||||
sleep 1
|
||||
end
|
||||
end
|
||||
|
||||
desc "Build coffee-script-source gem"
|
||||
task :gem do
|
||||
require 'rubygems'
|
||||
require 'rubygems/package'
|
||||
|
||||
gemspec = Gem::Specification.new do |s|
|
||||
s.name = 'coffee-script-source'
|
||||
s.version = JSON.parse(File.read('package.json'))["version"]
|
||||
s.date = Time.now.strftime("%Y-%m-%d")
|
||||
|
||||
s.homepage = "http://jashkenas.github.com/coffee-script/"
|
||||
s.summary = "The CoffeeScript Compiler"
|
||||
s.description = <<-EOS
|
||||
CoffeeScript is a little language that compiles into JavaScript.
|
||||
Underneath all of those embarrassing braces and semicolons,
|
||||
JavaScript has always had a gorgeous object model at its heart.
|
||||
CoffeeScript is an attempt to expose the good parts of JavaScript
|
||||
in a simple way.
|
||||
EOS
|
||||
|
||||
s.files = [
|
||||
'lib/coffee_script/coffee-script.js',
|
||||
'lib/coffee_script/source.rb'
|
||||
]
|
||||
|
||||
s.authors = ['Jeremy Ashkenas']
|
||||
s.email = 'jashkenas@gmail.com'
|
||||
s.rubyforge_project = 'coffee-script-source'
|
||||
end
|
||||
|
||||
file = File.open("coffee-script-source.gem", "w")
|
||||
Gem::Package.open(file, 'w') do |pkg|
|
||||
pkg.metadata = gemspec.to_yaml
|
||||
|
||||
path = "lib/coffee_script/source.rb"
|
||||
contents = <<-ERUBY
|
||||
module CoffeeScript
|
||||
module Source
|
||||
def self.bundled_path
|
||||
File.expand_path("../coffee-script.js", __FILE__)
|
||||
end
|
||||
end
|
||||
end
|
||||
ERUBY
|
||||
pkg.add_file_simple(path, 0644, contents.size) do |tar_io|
|
||||
tar_io.write(contents)
|
||||
end
|
||||
|
||||
contents = File.read("extras/coffee-script.js")
|
||||
path = "lib/coffee_script/coffee-script.js"
|
||||
pkg.add_file_simple(path, 0644, contents.size) do |tar_io|
|
||||
tar_io.write(contents)
|
||||
end
|
||||
end
|
||||
end
|
||||
-44
@@ -1,44 +0,0 @@
|
||||
# JavaScriptLint configuration file for CoffeeScript.
|
||||
|
||||
+no_return_value # function {0} does not always return a value
|
||||
+duplicate_formal # duplicate formal argument {0}
|
||||
-equal_as_assign # test for equality (==) mistyped as assignment (=)?{0}
|
||||
+var_hides_arg # variable {0} hides argument
|
||||
+redeclared_var # redeclaration of {0} {1}
|
||||
-anon_no_return_value # anonymous function does not always return a value
|
||||
+missing_semicolon # missing semicolon
|
||||
+meaningless_block # meaningless block; curly braces have no impact
|
||||
-comma_separated_stmts # multiple statements separated by commas (use semicolons?)
|
||||
+unreachable_code # unreachable code
|
||||
+missing_break # missing break statement
|
||||
-missing_break_for_last_case # missing break statement for last case in switch
|
||||
-comparison_type_conv # comparisons against null, 0, true, false, or an empty string allowing implicit type conversion (use === or !==)
|
||||
-inc_dec_within_stmt # increment (++) and decrement (--) operators used as part of greater statement
|
||||
-useless_void # use of the void type may be unnecessary (void is always undefined)
|
||||
+multiple_plus_minus # unknown order of operations for successive plus (e.g. x+++y) or minus (e.g. x---y) signs
|
||||
+use_of_label # use of label
|
||||
-block_without_braces # block statement without curly braces
|
||||
+leading_decimal_point # leading decimal point may indicate a number or an object member
|
||||
+trailing_decimal_point # trailing decimal point may indicate a number or an object member
|
||||
+octal_number # leading zeros make an octal number
|
||||
+nested_comment # nested comment
|
||||
+misplaced_regex # regular expressions should be preceded by a left parenthesis, assignment, colon, or comma
|
||||
+ambiguous_newline # unexpected end of line; it is ambiguous whether these lines are part of the same statement
|
||||
+empty_statement # empty statement or extra semicolon
|
||||
-missing_option_explicit # the "option explicit" control comment is missing
|
||||
+partial_option_explicit # the "option explicit" control comment, if used, must be in the first script tag
|
||||
+dup_option_explicit # duplicate "option explicit" control comment
|
||||
+useless_assign # useless assignment
|
||||
+ambiguous_nested_stmt # block statements containing block statements should use curly braces to resolve ambiguity
|
||||
+ambiguous_else_stmt # the else statement could be matched with one of multiple if statements (use curly braces to indicate intent)
|
||||
-missing_default_case # missing default case in switch statement
|
||||
+duplicate_case_in_switch # duplicate case in switch statements
|
||||
+default_not_at_end # the default case is not at the end of the switch statement
|
||||
+legacy_cc_not_understood # couldn't understand control comment using /*@keyword@*/ syntax
|
||||
+jsl_cc_not_understood # couldn't understand control comment using /*jsl:keyword*/ syntax
|
||||
+useless_comparison # useless comparison; comparing identical expressions
|
||||
+with_statement # with statement hides undeclared variables; use temporary variable instead
|
||||
+trailing_comma_in_array # extra comma is not recommended in array initializers
|
||||
+assign_to_function_call # assignment to a function call
|
||||
+parseint_missing_radix # parseInt missing radix parameter
|
||||
+lambda_assign_requires_semicolon
|
||||
-49
@@ -1,49 +0,0 @@
|
||||
{
|
||||
"name": "coffee-script",
|
||||
"description": "Unfancy JavaScript",
|
||||
"keywords": [
|
||||
"javascript",
|
||||
"language",
|
||||
"coffeescript",
|
||||
"compiler"
|
||||
],
|
||||
"author": {
|
||||
"name": "Jeremy Ashkenas"
|
||||
},
|
||||
"version": "1.3.3",
|
||||
"licenses": [
|
||||
{
|
||||
"type": "MIT",
|
||||
"url": "https://raw.github.com/jashkenas/coffee-script/master/LICENSE"
|
||||
}
|
||||
],
|
||||
"engines": {
|
||||
"node": ">=0.4.0"
|
||||
},
|
||||
"directories": {
|
||||
"lib": "./lib/coffee-script"
|
||||
},
|
||||
"main": "./lib/coffee-script/coffee-script",
|
||||
"bin": {
|
||||
"coffee": "./bin/coffee",
|
||||
"cake": "./bin/cake"
|
||||
},
|
||||
"homepage": "http://coffeescript.org",
|
||||
"bugs": "https://github.com/jashkenas/coffee-script/issues",
|
||||
"repository": {
|
||||
"type": "git",
|
||||
"url": "git://github.com/jashkenas/coffee-script.git"
|
||||
},
|
||||
"devDependencies": {
|
||||
"uglify-js": ">=1.0.0",
|
||||
"jison": ">=0.2.0"
|
||||
},
|
||||
"readme": "\n {\n } } {\n { { } }\n } }{ {\n { }{ } } _____ __ __\n ( }{ }{ { ) / ____| / _|/ _|\n .- { { } { }} -. | | ___ | |_| |_ ___ ___\n ( ( } { } { } } ) | | / _ \\| _| _/ _ \\/ _ \\\n |`-..________ ..-'| | |___| (_) | | | || __/ __/\n | | \\_____\\___/|_| |_| \\___|\\___|\n | ;--.\n | (__ \\ _____ _ _\n | | ) ) / ____| (_) | |\n | |/ / | (___ ___ _ __ _ _ __ | |_\n | ( / \\___ \\ / __| '__| | '_ \\| __|\n | |/ ____) | (__| | | | |_) | |_\n | | |_____/ \\___|_| |_| .__/ \\__|\n `-.._________..-' | |\n |_|\n\n\n CoffeeScript is a little language that compiles into JavaScript.\n\n Install Node.js, and then the CoffeeScript compiler:\n sudo bin/cake install\n\n Or, if you have the Node Package Manager installed:\n npm install -g coffee-script\n (Leave off the -g if you don't wish to install globally.)\n\n Execute a script:\n coffee /path/to/script.coffee\n\n Compile a script:\n coffee -c /path/to/script.coffee\n\n For documentation, usage, and examples, see:\n http://coffeescript.org/\n\n To suggest a feature, report a bug, or general discussion:\n http://github.com/jashkenas/coffee-script/issues/\n\n If you'd like to chat, drop by #coffeescript on Freenode IRC,\n or on webchat.freenode.net.\n\n The source repository:\n git://github.com/jashkenas/coffee-script.git\n\n All contributors are listed here:\n http://github.com/jashkenas/coffee-script/contributors\n",
|
||||
"readmeFilename": "README",
|
||||
"_id": "coffee-script@1.3.3",
|
||||
"dist": {
|
||||
"shasum": "d41e076292bcf98fbb2753e76e1a07a8be5db9b7"
|
||||
},
|
||||
"_from": "coffee-script@~1.3.3",
|
||||
"_resolved": "https://registry.npmjs.org/coffee-script/-/coffee-script-1.3.3.tgz"
|
||||
}
|
||||
-22
@@ -1,22 +0,0 @@
|
||||
Copyright (c) 2010
|
||||
|
||||
Marak Squires
|
||||
Alexis Sellier (cloudhead)
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
in the Software without restriction, including without limitation the rights
|
||||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
copies of the Software, and to permit persons to whom the Software is
|
||||
furnished to do so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in
|
||||
all copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
|
||||
THE SOFTWARE.
|
||||
-77
@@ -1,77 +0,0 @@
|
||||
# colors.js - get color and style in your node.js console ( and browser ) like what
|
||||
|
||||
<img src="http://i.imgur.com/goJdO.png" border = "0"/>
|
||||
|
||||
|
||||
## Installation
|
||||
|
||||
npm install colors
|
||||
|
||||
## colors and styles!
|
||||
|
||||
- bold
|
||||
- italic
|
||||
- underline
|
||||
- inverse
|
||||
- yellow
|
||||
- cyan
|
||||
- white
|
||||
- magenta
|
||||
- green
|
||||
- red
|
||||
- grey
|
||||
- blue
|
||||
- rainbow
|
||||
- zebra
|
||||
- random
|
||||
|
||||
## Usage
|
||||
|
||||
``` js
|
||||
var colors = require('./colors');
|
||||
|
||||
console.log('hello'.green); // outputs green text
|
||||
console.log('i like cake and pies'.underline.red) // outputs red underlined text
|
||||
console.log('inverse the color'.inverse); // inverses the color
|
||||
console.log('OMG Rainbows!'.rainbow); // rainbow (ignores spaces)
|
||||
```
|
||||
|
||||
# Creating Custom themes
|
||||
|
||||
```js
|
||||
|
||||
var require('colors');
|
||||
|
||||
colors.setTheme({
|
||||
silly: 'rainbow',
|
||||
input: 'grey',
|
||||
verbose: 'cyan',
|
||||
prompt: 'grey',
|
||||
info: 'green',
|
||||
data: 'grey',
|
||||
help: 'cyan',
|
||||
warn: 'yellow',
|
||||
debug: 'blue',
|
||||
error: 'red'
|
||||
});
|
||||
|
||||
// outputs red text
|
||||
console.log("this is an error".error);
|
||||
|
||||
// outputs yellow text
|
||||
console.log("this is a warning".warn);
|
||||
```
|
||||
|
||||
|
||||
### Contributors
|
||||
|
||||
Marak (Marak Squires)
|
||||
Alexis Sellier (cloudhead)
|
||||
mmalecki (Maciej Małecki)
|
||||
nicoreed (Nico Reed)
|
||||
morganrallen (Morgan Allen)
|
||||
JustinCampbell (Justin Campbell)
|
||||
ded (Dustin Diaz)
|
||||
|
||||
|
||||
#### , Marak Squires , Justin Campbell, Dustin Diaz (@ded)
|
||||
-74
@@ -1,74 +0,0 @@
|
||||
<!DOCTYPE HTML>
|
||||
<html lang="en-us">
|
||||
<head>
|
||||
<meta http-equiv="Content-type" content="text/html; charset=utf-8">
|
||||
<title>Colors Example</title>
|
||||
<script src="colors.js"></script>
|
||||
</head>
|
||||
<body>
|
||||
<script>
|
||||
|
||||
var test = colors.red("hopefully colorless output");
|
||||
|
||||
document.write('Rainbows are fun!'.rainbow + '<br/>');
|
||||
document.write('So '.italic + 'are'.underline + ' styles! '.bold + 'inverse'.inverse); // styles not widely supported
|
||||
document.write('Chains are also cool.'.bold.italic.underline.red); // styles not widely supported
|
||||
//document.write('zalgo time!'.zalgo);
|
||||
document.write(test.stripColors);
|
||||
document.write("a".grey + " b".black);
|
||||
|
||||
document.write("Zebras are so fun!".zebra);
|
||||
|
||||
document.write(colors.rainbow('Rainbows are fun!'));
|
||||
document.write(colors.italic('So ') + colors.underline('are') + colors.bold(' styles! ') + colors.inverse('inverse')); // styles not widely supported
|
||||
document.write(colors.bold(colors.italic(colors.underline(colors.red('Chains are also cool.'))))); // styles not widely supported
|
||||
//document.write(colors.zalgo('zalgo time!'));
|
||||
document.write(colors.stripColors(test));
|
||||
document.write(colors.grey("a") + colors.black(" b"));
|
||||
|
||||
colors.addSequencer("america", function(letter, i, exploded) {
|
||||
if(letter === " ") return letter;
|
||||
switch(i%3) {
|
||||
case 0: return letter.red;
|
||||
case 1: return letter.white;
|
||||
case 2: return letter.blue;
|
||||
}
|
||||
});
|
||||
|
||||
colors.addSequencer("random", (function() {
|
||||
var available = ['bold', 'underline', 'italic', 'inverse', 'grey', 'yellow', 'red', 'green', 'blue', 'white', 'cyan', 'magenta'];
|
||||
|
||||
return function(letter, i, exploded) {
|
||||
return letter === " " ? letter : letter[available[Math.round(Math.random() * (available.length - 1))]];
|
||||
};
|
||||
})());
|
||||
|
||||
document.write("AMERICA! F--K YEAH!".america);
|
||||
document.write("So apparently I've been to Mars, with all the little green men. But you know, I don't recall.".random);
|
||||
|
||||
//
|
||||
// Custom themes
|
||||
//
|
||||
|
||||
colors.setTheme({
|
||||
silly: 'rainbow',
|
||||
input: 'grey',
|
||||
verbose: 'cyan',
|
||||
prompt: 'grey',
|
||||
info: 'green',
|
||||
data: 'grey',
|
||||
help: 'cyan',
|
||||
warn: 'yellow',
|
||||
debug: 'blue',
|
||||
error: 'red'
|
||||
});
|
||||
|
||||
// outputs red text
|
||||
document.write("this is an error".error);
|
||||
|
||||
// outputs yellow text
|
||||
document.write("this is a warning".warn);
|
||||
|
||||
</script>
|
||||
</body>
|
||||
</html>
|
||||
-24
@@ -1,24 +0,0 @@
|
||||
{
|
||||
"name": "colors",
|
||||
"description": "get colors in your node.js console like what",
|
||||
"version": "0.6.0-1",
|
||||
"author": {
|
||||
"name": "Marak Squires"
|
||||
},
|
||||
"repository": {
|
||||
"type": "git",
|
||||
"url": "http://github.com/Marak/colors.js.git"
|
||||
},
|
||||
"engines": {
|
||||
"node": ">=0.1.90"
|
||||
},
|
||||
"main": "colors",
|
||||
"readme": "# colors.js - get color and style in your node.js console ( and browser ) like what\n\n<img src=\"http://i.imgur.com/goJdO.png\" border = \"0\"/>\n\n\n## Installation\n\n npm install colors\n\n## colors and styles!\n\n- bold\n- italic\n- underline\n- inverse\n- yellow\n- cyan\n- white\n- magenta\n- green\n- red\n- grey\n- blue\n- rainbow\n- zebra\n- random\n\n## Usage\n\n``` js\nvar colors = require('./colors');\n\nconsole.log('hello'.green); // outputs green text\nconsole.log('i like cake and pies'.underline.red) // outputs red underlined text\nconsole.log('inverse the color'.inverse); // inverses the color\nconsole.log('OMG Rainbows!'.rainbow); // rainbow (ignores spaces)\n```\n\n# Creating Custom themes\n\n```js\n\nvar require('colors');\n\ncolors.setTheme({\n silly: 'rainbow',\n input: 'grey',\n verbose: 'cyan',\n prompt: 'grey',\n info: 'green',\n data: 'grey',\n help: 'cyan',\n warn: 'yellow',\n debug: 'blue',\n error: 'red'\n});\n\n// outputs red text\nconsole.log(\"this is an error\".error);\n\n// outputs yellow text\nconsole.log(\"this is a warning\".warn);\n```\n\n\n### Contributors \n\nMarak (Marak Squires)\nAlexis Sellier (cloudhead)\nmmalecki (Maciej Małecki)\nnicoreed (Nico Reed)\nmorganrallen (Morgan Allen)\nJustinCampbell (Justin Campbell)\nded (Dustin Diaz)\n\n\n#### , Marak Squires , Justin Campbell, Dustin Diaz (@ded)\n",
|
||||
"readmeFilename": "ReadMe.md",
|
||||
"_id": "colors@0.6.0-1",
|
||||
"dist": {
|
||||
"shasum": "322d52c6f629babb21b1713e6365d1b6ec1937bd"
|
||||
},
|
||||
"_from": "colors@~0.6.0-1",
|
||||
"_resolved": "https://registry.npmjs.org/colors/-/colors-0.6.0-1.tgz"
|
||||
}
|
||||
-67
@@ -1,67 +0,0 @@
|
||||
# node-dateformat
|
||||
|
||||
A node.js package for Steven Levithan's excellent [dateFormat()][dateformat] function.
|
||||
|
||||
## Modifications
|
||||
|
||||
* Removed the `Date.prototype.format` method. Sorry folks, but extending native prototypes is for suckers.
|
||||
* Added a `module.exports = dateFormat;` statement at the bottom
|
||||
|
||||
## Usage
|
||||
|
||||
As taken from Steven's post, modified to match the Modifications listed above:
|
||||
|
||||
var dateFormat = require('dateformat');
|
||||
var now = new Date();
|
||||
|
||||
// Basic usage
|
||||
dateFormat(now, "dddd, mmmm dS, yyyy, h:MM:ss TT");
|
||||
// Saturday, June 9th, 2007, 5:46:21 PM
|
||||
|
||||
// You can use one of several named masks
|
||||
dateFormat(now, "isoDateTime");
|
||||
// 2007-06-09T17:46:21
|
||||
|
||||
// ...Or add your own
|
||||
dateFormat.masks.hammerTime = 'HH:MM! "Can\'t touch this!"';
|
||||
dateFormat(now, "hammerTime");
|
||||
// 17:46! Can't touch this!
|
||||
|
||||
// When using the standalone dateFormat function,
|
||||
// you can also provide the date as a string
|
||||
dateFormat("Jun 9 2007", "fullDate");
|
||||
// Saturday, June 9, 2007
|
||||
|
||||
// Note that if you don't include the mask argument,
|
||||
// dateFormat.masks.default is used
|
||||
dateFormat(now);
|
||||
// Sat Jun 09 2007 17:46:21
|
||||
|
||||
// And if you don't include the date argument,
|
||||
// the current date and time is used
|
||||
dateFormat();
|
||||
// Sat Jun 09 2007 17:46:22
|
||||
|
||||
// You can also skip the date argument (as long as your mask doesn't
|
||||
// contain any numbers), in which case the current date/time is used
|
||||
dateFormat("longTime");
|
||||
// 5:46:22 PM EST
|
||||
|
||||
// And finally, you can convert local time to UTC time. Simply pass in
|
||||
// true as an additional argument (no argument skipping allowed in this case):
|
||||
dateFormat(now, "longTime", true);
|
||||
// 10:46:21 PM UTC
|
||||
|
||||
// ...Or add the prefix "UTC:" to your mask.
|
||||
dateFormat(now, "UTC:h:MM:ss TT Z");
|
||||
// 10:46:21 PM UTC
|
||||
|
||||
// You can also get the ISO 8601 week of the year:
|
||||
dateFormat(now, "W");
|
||||
// 42
|
||||
## License
|
||||
|
||||
(c) 2007-2009 Steven Levithan [stevenlevithan.com][stevenlevithan], MIT license.
|
||||
|
||||
[dateformat]: http://blog.stevenlevithan.com/archives/date-time-format
|
||||
[stevenlevithan]: http://stevenlevithan.com/
|
||||
-24
@@ -1,24 +0,0 @@
|
||||
{
|
||||
"name": "dateformat",
|
||||
"description": "A node.js package for Steven Levithan's excellent dateFormat() function.",
|
||||
"maintainers": "Felix Geisendörfer <felix@debuggable.com>",
|
||||
"homepage": "https://github.com/felixge/node-dateformat",
|
||||
"author": {
|
||||
"name": "Steven Levithan"
|
||||
},
|
||||
"version": "1.0.2-1.2.3",
|
||||
"main": "./lib/dateformat",
|
||||
"dependencies": {},
|
||||
"devDependencies": {},
|
||||
"engines": {
|
||||
"node": "*"
|
||||
},
|
||||
"readme": "# node-dateformat\n\nA node.js package for Steven Levithan's excellent [dateFormat()][dateformat] function.\n\n## Modifications\n\n* Removed the `Date.prototype.format` method. Sorry folks, but extending native prototypes is for suckers.\n* Added a `module.exports = dateFormat;` statement at the bottom\n\n## Usage\n\nAs taken from Steven's post, modified to match the Modifications listed above:\n\n var dateFormat = require('dateformat');\n var now = new Date();\n\n // Basic usage\n dateFormat(now, \"dddd, mmmm dS, yyyy, h:MM:ss TT\");\n // Saturday, June 9th, 2007, 5:46:21 PM\n\n // You can use one of several named masks\n dateFormat(now, \"isoDateTime\");\n // 2007-06-09T17:46:21\n\n // ...Or add your own\n dateFormat.masks.hammerTime = 'HH:MM! \"Can\\'t touch this!\"';\n dateFormat(now, \"hammerTime\");\n // 17:46! Can't touch this!\n\n // When using the standalone dateFormat function,\n // you can also provide the date as a string\n dateFormat(\"Jun 9 2007\", \"fullDate\");\n // Saturday, June 9, 2007\n\n // Note that if you don't include the mask argument,\n // dateFormat.masks.default is used\n dateFormat(now);\n // Sat Jun 09 2007 17:46:21\n\n // And if you don't include the date argument,\n // the current date and time is used\n dateFormat();\n // Sat Jun 09 2007 17:46:22\n\n // You can also skip the date argument (as long as your mask doesn't\n // contain any numbers), in which case the current date/time is used\n dateFormat(\"longTime\");\n // 5:46:22 PM EST\n\n // And finally, you can convert local time to UTC time. Simply pass in\n // true as an additional argument (no argument skipping allowed in this case):\n dateFormat(now, \"longTime\", true);\n // 10:46:21 PM UTC\n\n // ...Or add the prefix \"UTC:\" to your mask.\n dateFormat(now, \"UTC:h:MM:ss TT Z\");\n // 10:46:21 PM UTC\n\n // You can also get the ISO 8601 week of the year:\n dateFormat(now, \"W\");\n // 42\n## License\n\n(c) 2007-2009 Steven Levithan [stevenlevithan.com][stevenlevithan], MIT license.\n\n[dateformat]: http://blog.stevenlevithan.com/archives/date-time-format\n[stevenlevithan]: http://stevenlevithan.com/\n",
|
||||
"readmeFilename": "Readme.md",
|
||||
"_id": "dateformat@1.0.2-1.2.3",
|
||||
"dist": {
|
||||
"shasum": "692290ea53102d50a82968882eab448a048a7f23"
|
||||
},
|
||||
"_from": "dateformat@1.0.2-1.2.3",
|
||||
"_resolved": "https://registry.npmjs.org/dateformat/-/dateformat-1.0.2-1.2.3.tgz"
|
||||
}
|
||||
-27
@@ -1,27 +0,0 @@
|
||||
#!/bin/bash
|
||||
|
||||
# this just takes php's date() function as a reference to check if week of year
|
||||
# is calculated correctly in the range from 1970 .. 2038 by brute force...
|
||||
|
||||
SEQ="seq"
|
||||
SYSTEM=`uname`
|
||||
if [ "$SYSTEM" = "Darwin" ]; then
|
||||
SEQ="jot"
|
||||
fi
|
||||
|
||||
for YEAR in {1970..2038}; do
|
||||
for MONTH in {1..12}; do
|
||||
DAYS=$(cal $MONTH $YEAR | egrep "28|29|30|31" |tail -1 |awk '{print $NF}')
|
||||
for DAY in $( $SEQ $DAYS ); do
|
||||
DATE=$YEAR-$MONTH-$DAY
|
||||
echo -n $DATE ...
|
||||
NODEVAL=$(node test_weekofyear.js $DATE)
|
||||
PHPVAL=$(php -r "echo intval(date('W', strtotime('$DATE')));")
|
||||
if [ "$NODEVAL" -ne "$PHPVAL" ]; then
|
||||
echo "MISMATCH: node: $NODEVAL vs php: $PHPVAL for date $DATE"
|
||||
else
|
||||
echo " OK"
|
||||
fi
|
||||
done
|
||||
done
|
||||
done
|
||||
-13
@@ -1,13 +0,0 @@
|
||||
#ignore these files
|
||||
*.swp
|
||||
*~
|
||||
*.lock
|
||||
*.DS_Store
|
||||
node_modules
|
||||
npm-debug.log
|
||||
*.out
|
||||
*.o
|
||||
*.tmp
|
||||
|
||||
|
||||
|
||||
-212
@@ -1,212 +0,0 @@
|
||||
# EventEmitter2
|
||||
|
||||
EventEmitter2 is a an implementation of the EventEmitter found in Node.js
|
||||
|
||||
## Features
|
||||
|
||||
- Namespaces/Wildcards.
|
||||
- Times To Listen (TTL), extends the `once` concept with `many`.
|
||||
- Browser environment compatibility.
|
||||
- Demonstrates good performance in benchmarks
|
||||
|
||||
```
|
||||
EventEmitterHeatUp x 3,728,965 ops/sec \302\2610.68% (60 runs sampled)
|
||||
EventEmitter x 2,822,904 ops/sec \302\2610.74% (63 runs sampled)
|
||||
EventEmitter2 x 7,251,227 ops/sec \302\2610.55% (58 runs sampled)
|
||||
EventEmitter2 (wild) x 3,220,268 ops/sec \302\2610.44% (65 runs sampled)
|
||||
Fastest is EventEmitter2
|
||||
```
|
||||
|
||||
## Differences (Non breaking, compatible with existing EventEmitter)
|
||||
|
||||
- The constructor takes a configuration object.
|
||||
|
||||
```javascript
|
||||
var EventEmitter2 = require('eventemitter2').EventEmitter2;
|
||||
var server = new EventEmitter2({
|
||||
wildcard: true, // should the event emitter use wildcards.
|
||||
delimiter: '::', // the delimiter used to segment namespaces, defaults to `.`.
|
||||
newListener: false, // if you want to emit the newListener event set to true.
|
||||
maxListeners: 20, // the max number of listeners that can be assigned to an event, defaults to 10.
|
||||
});
|
||||
```
|
||||
|
||||
- Getting the actual event that fired.
|
||||
|
||||
```javascript
|
||||
server.on('foo.*', function(value1, value2) {
|
||||
console.log(this.event, value1, value2);
|
||||
});
|
||||
```
|
||||
|
||||
- Fire an event N times and then remove it, an extension of the `once` concept.
|
||||
|
||||
```javascript
|
||||
server.many('foo', 4, function() {
|
||||
console.log('hello');
|
||||
});
|
||||
```
|
||||
|
||||
- Pass in a namespaced event as an array rather than a delimited string.
|
||||
|
||||
```javascript
|
||||
server.many(['foo', 'bar', 'bazz'], function() {
|
||||
console.log('hello');
|
||||
});
|
||||
```
|
||||
|
||||
|
||||
## API
|
||||
|
||||
When an `EventEmitter` instance experiences an error, the typical action is
|
||||
to emit an `error` event. Error events are treated as a special case.
|
||||
If there is no listener for it, then the default action is to print a stack
|
||||
trace and exit the program.
|
||||
|
||||
All EventEmitters emit the event `newListener` when new listeners are
|
||||
added.
|
||||
|
||||
|
||||
**Namespaces** with **Wildcards**
|
||||
To use namespaces/wildcards, pass the `wildcard` option into the EventEmitter constructor.
|
||||
When namespaces/wildcards are enabled, events can either be strings (`foo.bar`) separated
|
||||
by a delimiter or arrays (`['foo', 'bar']`). The delimiter is also configurable as a
|
||||
constructor option.
|
||||
|
||||
An event name passed to any event emitter method can contain a wild card (the `*` character).
|
||||
If the event name is a string, a wildcard may appear as `foo.*`. If the event name is an array,
|
||||
the wildcard may appear as `['foo', '*']`.
|
||||
|
||||
If either of the above described events were passed to the `on` method, subsequent emits such
|
||||
as the following would be observed...
|
||||
|
||||
```javascript
|
||||
emitter.emit('foo.bazz');
|
||||
emitter.emit(['foo', 'bar']);
|
||||
```
|
||||
|
||||
|
||||
#### emitter.addListener(event, listener)
|
||||
#### emitter.on(event, listener)
|
||||
|
||||
Adds a listener to the end of the listeners array for the specified event.
|
||||
|
||||
```javascript
|
||||
server.on('data', function(value1, value2, value3 /* accepts any number of expected values... */) {
|
||||
console.log('The event was raised!');
|
||||
});
|
||||
```
|
||||
|
||||
```javascript
|
||||
server.on('data', function(value) {
|
||||
console.log('The event was raised!');
|
||||
});
|
||||
```
|
||||
|
||||
#### emitter.onAny(listener)
|
||||
|
||||
Adds a listener that will be fired when any event is emitted.
|
||||
|
||||
```javascript
|
||||
server.onAny(function(value) {
|
||||
console.log('All events trigger this.');
|
||||
});
|
||||
```
|
||||
|
||||
#### emitter.offAny(listener)
|
||||
|
||||
Removes the listener that will be fired when any event is emitted.
|
||||
|
||||
```javascript
|
||||
server.offAny(function(value) {
|
||||
console.log('The event was raised!');
|
||||
});
|
||||
```
|
||||
|
||||
#### emitter.once(event, listener)
|
||||
|
||||
Adds a **one time** listener for the event. The listener is invoked only the first time the event is fired, after which it is removed.
|
||||
|
||||
```javascript
|
||||
server.once('get', function (value) {
|
||||
console.log('Ah, we have our first value!');
|
||||
});
|
||||
```
|
||||
|
||||
#### emitter.many(event, timesToListen, listener)
|
||||
|
||||
Adds a listener that will execute **n times** for the event before being removed. The listener is invoked only the first time the event is fired, after which it is removed.
|
||||
|
||||
```javascript
|
||||
server.many('get', 4, function (value) {
|
||||
console.log('This event will be listened to exactly four times.');
|
||||
});
|
||||
```
|
||||
|
||||
|
||||
#### emitter.removeListener(event, listener)
|
||||
#### emitter.off(event, listener)
|
||||
|
||||
Remove a listener from the listener array for the specified event. **Caution**: changes array indices in the listener array behind the listener.
|
||||
|
||||
```javascript
|
||||
var callback = function(value) {
|
||||
console.log('someone connected!');
|
||||
};
|
||||
server.on('get', callback);
|
||||
// ...
|
||||
server.removeListener('get', callback);
|
||||
```
|
||||
|
||||
|
||||
#### emitter.removeAllListeners([event])
|
||||
|
||||
Removes all listeners, or those of the specified event.
|
||||
|
||||
|
||||
#### emitter.setMaxListeners(n)
|
||||
|
||||
By default EventEmitters will print a warning if more than 10 listeners are added to it. This is a useful default which helps finding memory leaks. Obviously not all Emitters should be limited to 10. This function allows that to be increased. Set to zero for unlimited.
|
||||
|
||||
|
||||
#### emitter.listeners(event)
|
||||
|
||||
Returns an array of listeners for the specified event. This array can be manipulated, e.g. to remove listeners.
|
||||
|
||||
```javascript
|
||||
server.on('get', function(value) {
|
||||
console.log('someone connected!');
|
||||
});
|
||||
console.log(console.log(server.listeners('get')); // [ [Function] ]
|
||||
```
|
||||
|
||||
#### emitter.listenersAny()
|
||||
|
||||
Returns an array of listeners that are listening for any event that is specified. This array can be manipulated, e.g. to remove listeners.
|
||||
|
||||
```javascript
|
||||
server.onAny(function(value) {
|
||||
console.log('someone connected!');
|
||||
});
|
||||
console.log(console.log(server.listenersAny()[0]); // [ [Function] ] // someone connected!
|
||||
```
|
||||
|
||||
#### emitter.emit(event, [arg1], [arg2], [...])
|
||||
|
||||
Execute each of the listeners that may be listening for the specified event name in order with the list of arguments.
|
||||
|
||||
## Test coverage
|
||||
|
||||
There is a test suite that tries to cover each use case, it can be found <a href="https://github.com/hij1nx/EventEmitter2/tree/master/test">here</a>.
|
||||
|
||||
## Licence
|
||||
|
||||
(The MIT License)
|
||||
|
||||
Copyright (c) 2011 hij1nx <http://www.twitter.com/hij1nx>
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the 'Software'), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED 'AS IS', WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
|
||||
-78
File diff suppressed because one or more lines are too long
-16
@@ -1,16 +0,0 @@
|
||||
{
|
||||
"loopfunc": true,
|
||||
"curly": true,
|
||||
"eqeqeq": true,
|
||||
"immed": true,
|
||||
"latedef": true,
|
||||
"newcap": true,
|
||||
"noarg": true,
|
||||
"sub": true,
|
||||
"undef": true,
|
||||
"unused": true,
|
||||
"boss": true,
|
||||
"eqnull": true,
|
||||
"node": true,
|
||||
"es5": true
|
||||
}
|
||||
-22
@@ -1,22 +0,0 @@
|
||||
Copyright (c) 2013 "Cowboy" Ben Alman
|
||||
|
||||
Permission is hereby granted, free of charge, to any person
|
||||
obtaining a copy of this software and associated documentation
|
||||
files (the "Software"), to deal in the Software without
|
||||
restriction, including without limitation the rights to use,
|
||||
copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
copies of the Software, and to permit persons to whom the
|
||||
Software is furnished to do so, subject to the following
|
||||
conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be
|
||||
included in all copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
|
||||
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
|
||||
OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
|
||||
NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
|
||||
HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
|
||||
WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
||||
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
|
||||
OTHER DEALINGS IN THE SOFTWARE.
|
||||
-44
@@ -1,44 +0,0 @@
|
||||
# findup-sync
|
||||
|
||||
Find the first file matching a given pattern in the current directory or the nearest ancestor directory.
|
||||
|
||||
## Getting Started
|
||||
Install the module with: `npm install findup-sync`
|
||||
|
||||
```js
|
||||
var findup = require('findup-sync');
|
||||
|
||||
// Start looking in the CWD.
|
||||
var filepath1 = findup('{a,b}*.txt');
|
||||
|
||||
// Start looking somewhere else, and ignore case (probably a good idea).
|
||||
var filepath2 = findup('{a,b}*.txt', {cwd: '/some/path', nocase: true});
|
||||
```
|
||||
|
||||
## Usage
|
||||
|
||||
```js
|
||||
findup(patternOrPatterns [, minimatchOptions])
|
||||
```
|
||||
|
||||
### patternOrPatterns
|
||||
Type: `String` or `Array`
|
||||
Default: none
|
||||
|
||||
One or more wildcard glob patterns. Or just filenames.
|
||||
|
||||
### minimatchOptions
|
||||
Type: `Object`
|
||||
Default: `{}`
|
||||
|
||||
Options to be passed to [minimatch](https://github.com/isaacs/minimatch).
|
||||
|
||||
Note that if you want to start in a different directory than the current working directory, specify a `cwd` property here.
|
||||
|
||||
## Contributing
|
||||
In lieu of a formal styleguide, take care to maintain the existing coding style. Add unit tests for any new or changed functionality. Lint and test your code using [Grunt](http://gruntjs.com/).
|
||||
|
||||
## Release History
|
||||
2013-03-08 - v0.1.2 - Updated dependencies. Fixed a Node 0.9.x bug. Updated unit tests to work cross-platform.
|
||||
2012-11-15 - v0.1.1 - Now works without an options object.
|
||||
2012-11-01 - v0.1.0 - Initial release.
|
||||
-1
@@ -1 +0,0 @@
|
||||
../lodash/build.js
|
||||
Generated
Vendored
-22
@@ -1,22 +0,0 @@
|
||||
Copyright 2012-2013 The Dojo Foundation <http://dojofoundation.org/>
|
||||
Based on Underscore.js 1.4.3, copyright 2009-2013 Jeremy Ashkenas,
|
||||
DocumentCloud Inc. <http://underscorejs.org/>
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining
|
||||
a copy of this software and associated documentation files (the
|
||||
"Software"), to deal in the Software without restriction, including
|
||||
without limitation the rights to use, copy, modify, merge, publish,
|
||||
distribute, sublicense, and/or sell copies of the Software, and to
|
||||
permit persons to whom the Software is furnished to do so, subject to
|
||||
the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be
|
||||
included in all copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
|
||||
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
|
||||
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
|
||||
NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE
|
||||
LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
|
||||
OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
|
||||
WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
|
||||
-276
@@ -1,276 +0,0 @@
|
||||
# Lo-Dash <sup>v1.0.1</sup>
|
||||
[](http://travis-ci.org/bestiejs/lodash)
|
||||
|
||||
An alternative to Underscore.js, delivering consistency, [customization](https://github.com/bestiejs/lodash#custom-builds), [performance](http://lodash.com/benchmarks), and [extra features](https://github.com/bestiejs/lodash#features).
|
||||
|
||||
## Download
|
||||
|
||||
* Lo-Dash builds (for modern environments):<br>
|
||||
[Development](https://raw.github.com/bestiejs/lodash/v1.0.1/dist/lodash.js) and
|
||||
[Production](https://raw.github.com/bestiejs/lodash/v1.0.1/dist/lodash.min.js)
|
||||
|
||||
* Lo-Dash compatibility builds (for legacy and modern environments):<br>
|
||||
[Development](https://raw.github.com/bestiejs/lodash/v1.0.1/dist/lodash.compat.js) and
|
||||
[Production](https://raw.github.com/bestiejs/lodash/v1.0.1/dist/lodash.compat.min.js)
|
||||
|
||||
* Underscore compatibility builds:<br>
|
||||
[Development](https://raw.github.com/bestiejs/lodash/v1.0.1/dist/lodash.underscore.js) and
|
||||
[Production](https://raw.github.com/bestiejs/lodash/v1.0.1/dist/lodash.underscore.min.js)
|
||||
|
||||
* CDN copies of ≤ v1.0.1’s builds are available on [cdnjs](http://cdnjs.com/) thanks to [CloudFlare](http://www.cloudflare.com/):<br>
|
||||
[Lo-Dash dev](http://cdnjs.cloudflare.com/ajax/libs/lodash.js/1.0.1/lodash.js),
|
||||
[Lo-Dash prod](http://cdnjs.cloudflare.com/ajax/libs/lodash.js/1.0.1/lodash.min.js),<br>
|
||||
[Lo-Dash compat-dev](http://cdnjs.cloudflare.com/ajax/libs/lodash.js/1.0.1/lodash.compat.js),
|
||||
[Lo-Dash compat-prod](http://cdnjs.cloudflare.com/ajax/libs/lodash.js/1.0.1/lodash.compat.min.js),<br>
|
||||
[Underscore compat-dev](http://cdnjs.cloudflare.com/ajax/libs/lodash.js/1.0.1/lodash.underscore.js), and
|
||||
[Underscore compat-prod](http://cdnjs.cloudflare.com/ajax/libs/lodash.js/1.0.1/lodash.underscore.min.js)
|
||||
|
||||
* For optimal file size, [create a custom build](https://github.com/bestiejs/lodash#custom-builds) with only the features you need
|
||||
|
||||
## Dive in
|
||||
|
||||
We’ve got [API docs](http://lodash.com/docs), [benchmarks](http://lodash.com/benchmarks), and [unit tests](http://lodash.com/tests).
|
||||
|
||||
For a list of upcoming features, check out our [roadmap](https://github.com/bestiejs/lodash/wiki/Roadmap).
|
||||
|
||||
## Resources
|
||||
|
||||
For more information check out these articles, screencasts, and other videos over Lo-Dash:
|
||||
|
||||
* Posts
|
||||
- [Say “Hello” to Lo-Dash](http://kitcambridge.be/blog/say-hello-to-lo-dash/)
|
||||
|
||||
* Videos
|
||||
- [Introducing Lo-Dash](https://vimeo.com/44154599)
|
||||
- [Lo-Dash optimizations and custom builds](https://vimeo.com/44154601)
|
||||
- [Lo-Dash’s origin and why it’s a better utility belt](https://vimeo.com/44154600)
|
||||
- [Unit testing in Lo-Dash](https://vimeo.com/45865290)
|
||||
- [Lo-Dash’s approach to native method use](https://vimeo.com/48576012)
|
||||
- [CascadiaJS: Lo-Dash for a better utility belt](http://www.youtube.com/watch?v=dpPy4f_SeEk)
|
||||
|
||||
## Features
|
||||
|
||||
* AMD loader support ([RequireJS](http://requirejs.org/), [curl.js](https://github.com/cujojs/curl), etc.)
|
||||
* [_(…)](http://lodash.com/docs#_) supports intuitive chaining
|
||||
* [_.at](http://lodash.com/docs#at) for cherry-picking collection values
|
||||
* [_.bindKey](http://lodash.com/docs#bindKey) for binding [*“lazy”* defined](http://michaux.ca/articles/lazy-function-definition-pattern) methods
|
||||
* [_.cloneDeep](http://lodash.com/docs#cloneDeep) for deep cloning arrays and objects
|
||||
* [_.contains](http://lodash.com/docs#contains) accepts a `fromIndex` argument
|
||||
* [_.forEach](http://lodash.com/docs#forEach) is chainable and supports exiting iteration early
|
||||
* [_.forIn](http://lodash.com/docs#forIn) for iterating over an object’s own and inherited properties
|
||||
* [_.forOwn](http://lodash.com/docs#forOwn) for iterating over an object’s own properties
|
||||
* [_.isPlainObject](http://lodash.com/docs#isPlainObject) checks if values are created by the `Object` constructor
|
||||
* [_.merge](http://lodash.com/docs#merge) for a deep [_.extend](http://lodash.com/docs#extend)
|
||||
* [_.partial](http://lodash.com/docs#partial) and [_.partialRight](http://lodash.com/docs#partialRight) for partial application without `this` binding
|
||||
* [_.template](http://lodash.com/docs#template) supports [*“imports”* options](http://lodash.com/docs#templateSettings_imports), [ES6 template delimiters](http://people.mozilla.org/~jorendorff/es6-draft.html#sec-7.8.6), and [sourceURLs](http://www.html5rocks.com/en/tutorials/developertools/sourcemaps/#toc-sourceurl)
|
||||
* [_.where](http://lodash.com/docs#where) supports deep object comparisons
|
||||
* [_.clone](http://lodash.com/docs#clone), [_.omit](http://lodash.com/docs#omit), [_.pick](http://lodash.com/docs#pick),
|
||||
[and more…](http://lodash.com/docs "_.assign, _.cloneDeep, _.first, _.initial, _.isEqual, _.last, _.merge, _.rest") accept `callback` and `thisArg` arguments
|
||||
* [_.contains](http://lodash.com/docs#contains), [_.size](http://lodash.com/docs#size), [_.toArray](http://lodash.com/docs#toArray),
|
||||
[and more…](http://lodash.com/docs "_.at, _.countBy, _.every, _.filter, _.find, _.forEach, _.groupBy, _.invoke, _.map, _.max, _.min, _.pluck, _.reduce, _.reduceRight, _.reject, _.shuffle, _.some, _.sortBy, _.where") accept strings
|
||||
* [_.filter](http://lodash.com/docs#filter), [_.find](http://lodash.com/docs#find), [_.map](http://lodash.com/docs#map),
|
||||
[and more…](http://lodash.com/docs "_.countBy, _.every, _.first, _.groupBy, _.initial, _.last, _.max, _.min, _.reject, _.rest, _.some, _.sortBy, _.sortedIndex, _.uniq") support *“_.pluck”* and *“_.where”* `callback` shorthands
|
||||
|
||||
## Support
|
||||
|
||||
Lo-Dash has been tested in at least Chrome 5~24, Firefox 1~18, IE 6-10, Opera 9.25-12, Safari 3-6, Node.js 0.4.8-0.8.20, Narwhal 0.3.2, PhantomJS 1.8.1, RingoJS 0.9, and Rhino 1.7RC5.
|
||||
|
||||
## Custom builds
|
||||
|
||||
Custom builds make it easy to create lightweight versions of Lo-Dash containing only the methods you need.
|
||||
To top it off, we handle all method dependency and alias mapping for you.
|
||||
|
||||
* Backbone builds, with only methods required by Backbone, may be created using the `backbone` modifier argument.
|
||||
```bash
|
||||
lodash backbone
|
||||
```
|
||||
|
||||
* CSP builds, supporting default [Content Security Policy](https://dvcs.w3.org/hg/content-security-policy/raw-file/tip/csp-specification.dev.html) restrictions, may be created using the `csp` modifier argument.
|
||||
The `csp` modifier is an alais of the `mobile` modifier. Lo-Dash may be used in Chrome extensions by using either the `csp`, `mobile`, or `underscore` build and using precompiled templates, or loading Lo-Dash in a [sandbox](http://developer.chrome.com/stable/extensions/sandboxingEval.html).
|
||||
```bash
|
||||
lodash csp
|
||||
```
|
||||
|
||||
* Legacy builds, tailored for older environments without [ES5 support](http://es5.github.com/), may be created using the `legacy` modifier argument.
|
||||
```bash
|
||||
lodash legacy
|
||||
```
|
||||
|
||||
* Modern builds, tailored for newer environments with ES5 support, may be created using the `modern` modifier argument.
|
||||
```bash
|
||||
lodash modern
|
||||
```
|
||||
|
||||
* Mobile builds, without method compilation and most bug fixes for old browsers, may be created using the `mobile` modifier argument.
|
||||
```bash
|
||||
lodash mobile
|
||||
```
|
||||
|
||||
* Strict builds, with `_.bindAll`, `_.defaults`, and `_.extend` in [strict mode](http://es5.github.com/#C), may be created using the `strict` modifier argument.
|
||||
```bash
|
||||
lodash strict
|
||||
```
|
||||
|
||||
* Underscore builds, tailored for projects already using Underscore, may be created using the `underscore` modifier argument.
|
||||
```bash
|
||||
lodash underscore
|
||||
```
|
||||
|
||||
Custom builds may be created using the following commands:
|
||||
|
||||
* Use the `category` argument to pass comma separated categories of methods to include in the build.<br>
|
||||
Valid categories (case-insensitive) are *“arrays”*, *“chaining”*, *“collections”*, *“functions”*, *“objects”*, and *“utilities”*.
|
||||
```bash
|
||||
lodash category=collections,functions
|
||||
lodash category="collections, functions"
|
||||
```
|
||||
|
||||
* Use the `exports` argument to pass comma separated names of ways to export the `LoDash` function.<br>
|
||||
Valid exports are *“amd”*, *“commonjs”*, *“global”*, *“node”*, and *“none”*.
|
||||
```bash
|
||||
lodash exports=amd,commonjs,node
|
||||
lodash exports="amd, commonjs, node"
|
||||
```
|
||||
|
||||
* Use the `iife` argument to specify code to replace the immediately-invoked function expression that wraps Lo-Dash.
|
||||
```bash
|
||||
lodash iife="!function(window,undefined){%output%}(this)"
|
||||
```
|
||||
|
||||
* Use the `include` argument to pass comma separated method/category names to include in the build.
|
||||
```bash
|
||||
lodash include=each,filter,map
|
||||
lodash include="each, filter, map"
|
||||
```
|
||||
|
||||
* Use the `minus` argument to pass comma separated method/category names to remove from those included in the build.
|
||||
```bash
|
||||
lodash underscore minus=result,shuffle
|
||||
lodash underscore minus="result, shuffle"
|
||||
```
|
||||
|
||||
* Use the `plus` argument to pass comma separated method/category names to add to those included in the build.
|
||||
```bash
|
||||
lodash backbone plus=random,template
|
||||
lodash backbone plus="random, template"
|
||||
```
|
||||
|
||||
* Use the `template` argument to pass the file path pattern used to match template files to precompile.
|
||||
```bash
|
||||
lodash template="./*.jst"
|
||||
```
|
||||
|
||||
* Use the `settings` argument to pass the template settings used when precompiling templates.
|
||||
```bash
|
||||
lodash settings="{interpolate:/\{\{([\s\S]+?)\}\}/g}"
|
||||
```
|
||||
|
||||
* Use the `moduleId` argument to specify the AMD module ID of Lo-Dash, which defaults to “lodash”, used by precompiled templates.
|
||||
```bash
|
||||
lodash moduleId="underscore"
|
||||
```
|
||||
|
||||
All arguments, except `legacy` with `csp`, `mobile`, `modern`, or `underscore`, may be combined.<br>
|
||||
Unless specified by `-o` or `--output`, all files created are saved to the current working directory.
|
||||
|
||||
The following options are also supported:
|
||||
|
||||
* `-c`, `--stdout` ......... Write output to standard output
|
||||
* `-d`, `--debug` ........... Write only the non-minified development output
|
||||
* `-h`, `--help` ............. Display help information
|
||||
* `-m`, `--minify` ......... Write only the minified production output
|
||||
* `-o`, `--output` ......... Write output to a given path/filename
|
||||
* `-p`, `--source-map` .. Generate a source map for the minified output, using an optional source map URL
|
||||
* `-s`, `--silent` ......... Skip status updates normally logged to the console
|
||||
* `-V`, `--version` ....... Output current version of Lo-Dash
|
||||
|
||||
The `lodash` command-line utility is available when Lo-Dash is installed as a global package (i.e. `npm install -g lodash`).
|
||||
|
||||
## Installation and usage
|
||||
|
||||
In browsers:
|
||||
|
||||
```html
|
||||
<script src="lodash.js"></script>
|
||||
```
|
||||
|
||||
Using [`npm`](http://npmjs.org/):
|
||||
|
||||
```bash
|
||||
npm install lodash
|
||||
|
||||
npm install -g lodash
|
||||
npm link lodash
|
||||
```
|
||||
|
||||
To avoid potential issues, update `npm` before installing Lo-Dash:
|
||||
|
||||
```bash
|
||||
npm install npm -g
|
||||
```
|
||||
|
||||
In [Node.js](http://nodejs.org/) and [RingoJS v0.8.0+](http://ringojs.org/):
|
||||
|
||||
```js
|
||||
var _ = require('lodash');
|
||||
|
||||
// or as a drop-in replacement for Underscore
|
||||
var _ = require('lodash/lodash.underscore');
|
||||
```
|
||||
|
||||
**Note:** If Lo-Dash is installed globally, run [`npm link lodash`](http://blog.nodejs.org/2011/03/23/npm-1-0-global-vs-local-installation/) in your project’s root directory before requiring it.
|
||||
|
||||
In [RingoJS v0.7.0-](http://ringojs.org/):
|
||||
|
||||
```js
|
||||
var _ = require('lodash')._;
|
||||
```
|
||||
|
||||
In [Rhino](http://www.mozilla.org/rhino/):
|
||||
|
||||
```js
|
||||
load('lodash.js');
|
||||
```
|
||||
|
||||
In an AMD loader like [RequireJS](http://requirejs.org/):
|
||||
|
||||
```js
|
||||
require({
|
||||
'paths': {
|
||||
'underscore': 'path/to/lodash'
|
||||
}
|
||||
},
|
||||
['underscore'], function(_) {
|
||||
console.log(_.VERSION);
|
||||
});
|
||||
```
|
||||
|
||||
## Release Notes
|
||||
|
||||
### <sup>v1.0.1</sup>
|
||||
|
||||
* Add support for specifying source map URLs in `-p`/`--source-map` build options
|
||||
* Ensured the second argument passed to `_.assign` is not treated as a `callback`
|
||||
* Ensured `-p`/`--source-map` build options correctly set the `sourceMappingURL`
|
||||
* Made `-p`/`--source-map` build options set source map *“sources”* keys based on the builds performed
|
||||
* Made `_.defer` use `setImmediate`, in Node.js, when available
|
||||
* Made `_.where` search arrays for values regardless of their index position
|
||||
* Removed dead code from `_.template`
|
||||
|
||||
The full changelog is available [here](https://github.com/bestiejs/lodash/wiki/Changelog).
|
||||
|
||||
## BestieJS
|
||||
|
||||
Lo-Dash is part of the BestieJS *“Best in Class”* module collection. This means we promote solid browser/environment support, ES5 precedents, unit testing, and plenty of documentation.
|
||||
|
||||
## Author
|
||||
|
||||
* [John-David Dalton](http://allyoucanleet.com/)
|
||||
[](https://twitter.com/jdalton "Follow @jdalton on Twitter")
|
||||
|
||||
## Contributors
|
||||
|
||||
* [Kit Cambridge](http://kitcambridge.github.com/)
|
||||
[](https://twitter.com/kitcambridge "Follow @kitcambridge on Twitter")
|
||||
* [Mathias Bynens](http://mathiasbynens.be/)
|
||||
[](https://twitter.com/mathias "Follow @mathias on Twitter")
|
||||
Generated
Vendored
-3590
File diff suppressed because it is too large
Load Diff
Generated
Vendored
-60
File diff suppressed because one or more lines are too long
Generated
Vendored
-3
@@ -1,3 +0,0 @@
|
||||
<ul>
|
||||
<% _.forEach(people, function(name) { %><li><%- name %></li><% }); %>
|
||||
</ul>
|
||||
Generated
Vendored
-1
@@ -1 +0,0 @@
|
||||
<% print("Hello " + epithet); %>.
|
||||
Generated
Vendored
-1
@@ -1 +0,0 @@
|
||||
Hello ${ name }!
|
||||
Generated
Vendored
-1
@@ -1 +0,0 @@
|
||||
Hello {{ name }}!
|
||||
Phaser/node_modules/grunt/node_modules/findup-sync/node_modules/lodash/vendor/qunit-clib/LICENSE.txt
Generated
Vendored
-20
@@ -1,20 +0,0 @@
|
||||
Copyright 2011-2013 John-David Dalton <http://allyoucanleet.com/>
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining
|
||||
a copy of this software and associated documentation files (the
|
||||
"Software"), to deal in the Software without restriction, including
|
||||
without limitation the rights to use, copy, modify, merge, publish,
|
||||
distribute, sublicense, and/or sell copies of the Software, and to
|
||||
permit persons to whom the Software is furnished to do so, subject to
|
||||
the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be
|
||||
included in all copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
|
||||
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
|
||||
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
|
||||
NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE
|
||||
LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
|
||||
OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
|
||||
WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
|
||||
Generated
Vendored
-58
@@ -1,58 +0,0 @@
|
||||
# QUnit CLIB <sup>v1.2.0</sup>
|
||||
## command-line interface boilerplate
|
||||
|
||||
QUnit CLIB helps extend QUnit's CLI support to many common CLI environments.
|
||||
|
||||
## Screenshot
|
||||
|
||||

|
||||
|
||||
## Support
|
||||
|
||||
QUnit CLIB has been tested in at least Node.js 0.4.8-0.8.19, Narwhal v0.3.2, PhantomJS 1.8.1, RingoJS v0.9, and Rhino v1.7RC5.
|
||||
|
||||
## Usage
|
||||
|
||||
```js
|
||||
(function(window) {
|
||||
|
||||
// use a single "load" function
|
||||
var load = typeof require == 'function' ? require : window.load;
|
||||
|
||||
// load QUnit and CLIB if needed
|
||||
var QUnit =
|
||||
window.QUnit || (
|
||||
window.addEventListener || (window.addEventListener = Function.prototype),
|
||||
window.setTimeout || (window.setTimeout = Function.prototype),
|
||||
window.QUnit = load('path/to/qunit.js') || window.QUnit,
|
||||
load('path/to/qunit-clib.js'),
|
||||
window.addEventListener === Function.prototype && delete window.addEventListener,
|
||||
window.QUnit
|
||||
);
|
||||
|
||||
// explicitly call `QUnit.module()` instead of `module()`
|
||||
// in case we are in a CLI environment
|
||||
QUnit.module('A Test Module');
|
||||
|
||||
test('A Test', function() {
|
||||
// ...
|
||||
});
|
||||
|
||||
// must call `QUnit.start()` if using QUnit < 1.3.0 with Node.js or any
|
||||
// version of QUnit with Narwhal, PhantomJS, Rhino, or RingoJS
|
||||
if (!window.document) {
|
||||
QUnit.start();
|
||||
}
|
||||
}(typeof global == 'object' && global || this));
|
||||
```
|
||||
|
||||
## Footnotes
|
||||
|
||||
1. QUnit v1.3.0 does not work with Narwhal or Ringo < v0.8.0
|
||||
|
||||
2. Rhino v1.7RC4 does not support timeout fallbacks `clearTimeout` and `setTimeout`
|
||||
|
||||
## Author
|
||||
|
||||
* [John-David Dalton](http://allyoucanleet.com/)
|
||||
[](https://twitter.com/jdalton "Follow @jdalton on Twitter")
|
||||
Generated
Vendored
-62
@@ -1,62 +0,0 @@
|
||||
[QUnit](http://qunitjs.com) - A JavaScript Unit Testing framework.
|
||||
================================
|
||||
|
||||
QUnit is a powerful, easy-to-use, JavaScript test suite. It's used by the jQuery
|
||||
project to test its code and plugins but is capable of testing any generic
|
||||
JavaScript code (and even capable of testing JavaScript code on the server-side).
|
||||
|
||||
QUnit is especially useful for regression testing: Whenever a bug is reported,
|
||||
write a test that asserts the existence of that particular bug. Then fix it and
|
||||
commit both. Every time you work on the code again, run the tests. If the bug
|
||||
comes up again - a regression - you'll spot it immediately and know how to fix
|
||||
it, because you know what code you just changed.
|
||||
|
||||
Having good unit test coverage makes safe refactoring easy and cheap. You can
|
||||
run the tests after each small refactoring step and always know what change
|
||||
broke something.
|
||||
|
||||
QUnit is similar to other unit testing frameworks like JUnit, but makes use of
|
||||
the features JavaScript provides and helps with testing code in the browser, e.g.
|
||||
with its stop/start facilities for testing asynchronous code.
|
||||
|
||||
If you are interested in helping developing QUnit, you are in the right place.
|
||||
For related discussions, visit the
|
||||
[QUnit and Testing forum](http://forum.jquery.com/qunit-and-testing).
|
||||
|
||||
Development
|
||||
-----------
|
||||
|
||||
To submit patches, fork the repository, create a branch for the change. Then implement
|
||||
the change, run `grunt` to lint and test it, then commit, push and create a pull request.
|
||||
|
||||
Include some background for the change in the commit message and `Fixes #nnn`, referring
|
||||
to the issue number you're addressing.
|
||||
|
||||
To run `grunt`, you need `node` and `npm`, then `npm install grunt -g`. That gives you a global
|
||||
grunt binary. For additional grunt tasks, also run `npm install`.
|
||||
|
||||
Releases
|
||||
--------
|
||||
|
||||
Install git-extras and run `git changelog` to update History.md.
|
||||
Update qunit/qunit.js|css and package.json to the release version, commit and
|
||||
tag, update them again to the next version, commit and push commits and tags
|
||||
(`git push --tags origin master`).
|
||||
|
||||
Put the 'v' in front of the tag, e.g. `v1.8.0`. Clean up the changelog, removing merge commits
|
||||
or whitespace cleanups.
|
||||
|
||||
To upload to code.jquery.com (replace $version accordingly), ssh to code.origin.jquery.com:
|
||||
|
||||
cp qunit/qunit.js /var/www/html/code.jquery.com/qunit/qunit-$version.js
|
||||
cp qunit/qunit.css /var/www/html/code.jquery.com/qunit/qunit-$version.css
|
||||
|
||||
Then update /var/www/html/code.jquery.com/index.html and purge it with:
|
||||
|
||||
curl -s http://code.origin.jquery.com/?reload
|
||||
|
||||
Update web-base-template to link to those files for qunitjs.com.
|
||||
|
||||
Publish to npm via
|
||||
|
||||
npm publish
|
||||
Generated
Vendored
-50
@@ -1,50 +0,0 @@
|
||||
# node-tar
|
||||
|
||||
Tar for Node.js.
|
||||
|
||||
## Goals of this project
|
||||
|
||||
1. Be able to parse and reasonably extract the contents of any tar file
|
||||
created by any program that creates tar files, period.
|
||||
|
||||
At least, this includes every version of:
|
||||
|
||||
* bsdtar
|
||||
* gnutar
|
||||
* solaris posix tar
|
||||
* Joerg Schilling's star ("Schilly tar")
|
||||
|
||||
2. Create tar files that can be extracted by any of the following tar
|
||||
programs:
|
||||
|
||||
* bsdtar/libarchive version 2.6.2
|
||||
* gnutar 1.15 and above
|
||||
* SunOS Posix tar
|
||||
* Joerg Schilling's star ("Schilly tar")
|
||||
|
||||
3. 100% test coverage. Speed is important. Correctness is slightly
|
||||
more important.
|
||||
|
||||
4. Create the kind of tar interface that Node users would want to use.
|
||||
|
||||
5. Satisfy npm's needs for a portable tar implementation with a
|
||||
JavaScript interface.
|
||||
|
||||
6. No excuses. No complaining. No tolerance for failure.
|
||||
|
||||
## But isn't there already a tar.js?
|
||||
|
||||
Yes, there are a few. This one is going to be better, and it will be
|
||||
fanatically maintained, because npm will depend on it.
|
||||
|
||||
That's why I need to write it from scratch. Creating and extracting
|
||||
tarballs is such a large part of what npm does, I simply can't have it
|
||||
be a black box any longer.
|
||||
|
||||
## Didn't you have something already? Where'd it go?
|
||||
|
||||
It's in the "old" folder. It's not functional. Don't use it.
|
||||
|
||||
It was a useful exploration to learn the issues involved, but like most
|
||||
software of any reasonable complexity, node-tar won't be useful until
|
||||
it's been written at least 3 times.
|
||||
Generated
Vendored
-25
@@ -1,25 +0,0 @@
|
||||
Copyright (c) Isaac Z. Schlueter
|
||||
All rights reserved.
|
||||
|
||||
The BSD License
|
||||
|
||||
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 THE NETBSD FOUNDATION, INC. AND CONTRIBUTORS
|
||||
``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 THE FOUNDATION 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.
|
||||
Generated
Vendored
-14
@@ -1,14 +0,0 @@
|
||||
# block-stream
|
||||
|
||||
A stream of blocks.
|
||||
|
||||
Write data into it, and it'll output data in buffer blocks the size you
|
||||
specify, padding with zeroes if necessary.
|
||||
|
||||
```javascript
|
||||
var block = new BlockStream(512)
|
||||
fs.createReadStream("some-file").pipe(block)
|
||||
block.pipe(fs.createWriteStream("block-file"))
|
||||
```
|
||||
|
||||
When `.end()` or `.flush()` is called, it'll pad the block with zeroes.
|
||||
Generated
Vendored
-25
@@ -1,25 +0,0 @@
|
||||
Copyright (c) Isaac Z. Schlueter
|
||||
All rights reserved.
|
||||
|
||||
The BSD License
|
||||
|
||||
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 THE NETBSD FOUNDATION, INC. AND CONTRIBUTORS
|
||||
``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 THE FOUNDATION 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.
|
||||
Generated
Vendored
-76
@@ -1,76 +0,0 @@
|
||||
Like FS streams, but with stat on them, and supporting directories and
|
||||
symbolic links, as well as normal files. Also, you can use this to set
|
||||
the stats on a file, even if you don't change its contents, or to create
|
||||
a symlink, etc.
|
||||
|
||||
So, for example, you can "write" a directory, and it'll call `mkdir`. You
|
||||
can specify a uid and gid, and it'll call `chown`. You can specify a
|
||||
`mtime` and `atime`, and it'll call `utimes`. You can call it a symlink
|
||||
and provide a `linkpath` and it'll call `symlink`.
|
||||
|
||||
Note that it won't automatically resolve symbolic links. So, if you
|
||||
call `fstream.Reader('/some/symlink')` then you'll get an object
|
||||
that stats and then ends immediately (since it has no data). To follow
|
||||
symbolic links, do this: `fstream.Reader({path:'/some/symlink', follow:
|
||||
true })`.
|
||||
|
||||
There are various checks to make sure that the bytes emitted are the
|
||||
same as the intended size, if the size is set.
|
||||
|
||||
## Examples
|
||||
|
||||
```javascript
|
||||
fstream
|
||||
.Writer({ path: "path/to/file"
|
||||
, mode: 0755
|
||||
, size: 6
|
||||
})
|
||||
.write("hello\n")
|
||||
.end()
|
||||
```
|
||||
|
||||
This will create the directories if they're missing, and then write
|
||||
`hello\n` into the file, chmod it to 0755, and assert that 6 bytes have
|
||||
been written when it's done.
|
||||
|
||||
```javascript
|
||||
fstream
|
||||
.Writer({ path: "path/to/file"
|
||||
, mode: 0755
|
||||
, size: 6
|
||||
, flags: "a"
|
||||
})
|
||||
.write("hello\n")
|
||||
.end()
|
||||
```
|
||||
|
||||
You can pass flags in, if you want to append to a file.
|
||||
|
||||
```javascript
|
||||
fstream
|
||||
.Writer({ path: "path/to/symlink"
|
||||
, linkpath: "./file"
|
||||
, SymbolicLink: true
|
||||
, mode: "0755" // octal strings supported
|
||||
})
|
||||
.end()
|
||||
```
|
||||
|
||||
If isSymbolicLink is a function, it'll be called, and if it returns
|
||||
true, then it'll treat it as a symlink. If it's not a function, then
|
||||
any truish value will make a symlink, or you can set `type:
|
||||
'SymbolicLink'`, which does the same thing.
|
||||
|
||||
Note that the linkpath is relative to the symbolic link location, not
|
||||
the parent dir or cwd.
|
||||
|
||||
```javascript
|
||||
fstream
|
||||
.Reader("path/to/dir")
|
||||
.pipe(fstream.Writer("path/to/other/dir"))
|
||||
```
|
||||
|
||||
This will do like `cp -Rp path/to/dir path/to/other/dir`. If the other
|
||||
dir exists and isn't a directory, then it'll emit an error. It'll also
|
||||
set the uid, gid, mode, etc. to be identical. In this way, it's more
|
||||
like `rsync -a` than simply a copy.
|
||||
Generated
Vendored
-23
@@ -1,23 +0,0 @@
|
||||
Copyright 2009, 2010, 2011 Isaac Z. Schlueter.
|
||||
All rights reserved.
|
||||
|
||||
Permission is hereby granted, free of charge, to any person
|
||||
obtaining a copy of this software and associated documentation
|
||||
files (the "Software"), to deal in the Software without
|
||||
restriction, including without limitation the rights to use,
|
||||
copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
copies of the Software, and to permit persons to whom the
|
||||
Software is furnished to do so, subject to the following
|
||||
conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be
|
||||
included in all copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
|
||||
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
|
||||
OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
|
||||
NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
|
||||
HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
|
||||
WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
||||
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
|
||||
OTHER DEALINGS IN THE SOFTWARE.
|
||||
Generated
Vendored
-5
@@ -1,5 +0,0 @@
|
||||
Just like node's `fs` module, but it does an incremental back-off when
|
||||
EMFILE is encountered.
|
||||
|
||||
Useful in asynchronous situations where one needs to try to open lots
|
||||
and lots of files.
|
||||
Generated
Vendored
-51
@@ -1,51 +0,0 @@
|
||||
A dead simple way to do inheritance in JS.
|
||||
|
||||
var inherits = require("inherits")
|
||||
|
||||
function Animal () {
|
||||
this.alive = true
|
||||
}
|
||||
Animal.prototype.say = function (what) {
|
||||
console.log(what)
|
||||
}
|
||||
|
||||
inherits(Dog, Animal)
|
||||
function Dog () {
|
||||
Dog.super.apply(this)
|
||||
}
|
||||
Dog.prototype.sniff = function () {
|
||||
this.say("sniff sniff")
|
||||
}
|
||||
Dog.prototype.bark = function () {
|
||||
this.say("woof woof")
|
||||
}
|
||||
|
||||
inherits(Chihuahua, Dog)
|
||||
function Chihuahua () {
|
||||
Chihuahua.super.apply(this)
|
||||
}
|
||||
Chihuahua.prototype.bark = function () {
|
||||
this.say("yip yip")
|
||||
}
|
||||
|
||||
// also works
|
||||
function Cat () {
|
||||
Cat.super.apply(this)
|
||||
}
|
||||
Cat.prototype.hiss = function () {
|
||||
this.say("CHSKKSS!!")
|
||||
}
|
||||
inherits(Cat, Animal, {
|
||||
meow: function () { this.say("miao miao") }
|
||||
})
|
||||
Cat.prototype.purr = function () {
|
||||
this.say("purr purr")
|
||||
}
|
||||
|
||||
|
||||
var c = new Chihuahua
|
||||
assert(c instanceof Chihuahua)
|
||||
assert(c instanceof Dog)
|
||||
assert(c instanceof Animal)
|
||||
|
||||
The actual function is laughably small. 10-lines small.
|
||||
Generated
Vendored
-21
@@ -1,21 +0,0 @@
|
||||
Copyright 2010 James Halliday (mail@substack.net)
|
||||
|
||||
This project is free software released under the MIT/X11 license:
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
in the Software without restriction, including without limitation the rights
|
||||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
copies of the Software, and to permit persons to whom the Software is
|
||||
furnished to do so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in
|
||||
all copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
|
||||
THE SOFTWARE.
|
||||
Generated
Vendored
-61
@@ -1,61 +0,0 @@
|
||||
mkdirp
|
||||
======
|
||||
|
||||
Like `mkdir -p`, but in node.js!
|
||||
|
||||
[](http://travis-ci.org/substack/node-mkdirp)
|
||||
|
||||
example
|
||||
=======
|
||||
|
||||
pow.js
|
||||
------
|
||||
var mkdirp = require('mkdirp');
|
||||
|
||||
mkdirp('/tmp/foo/bar/baz', function (err) {
|
||||
if (err) console.error(err)
|
||||
else console.log('pow!')
|
||||
});
|
||||
|
||||
Output
|
||||
pow!
|
||||
|
||||
And now /tmp/foo/bar/baz exists, huzzah!
|
||||
|
||||
methods
|
||||
=======
|
||||
|
||||
var mkdirp = require('mkdirp');
|
||||
|
||||
mkdirp(dir, mode, cb)
|
||||
---------------------
|
||||
|
||||
Create a new directory and any necessary subdirectories at `dir` with octal
|
||||
permission string `mode`.
|
||||
|
||||
If `mode` isn't specified, it defaults to `0777 & (~process.umask())`.
|
||||
|
||||
`cb(err, made)` fires with the error or the first directory `made`
|
||||
that had to be created, if any.
|
||||
|
||||
mkdirp.sync(dir, mode)
|
||||
----------------------
|
||||
|
||||
Synchronously create a new directory and any necessary subdirectories at `dir`
|
||||
with octal permission string `mode`.
|
||||
|
||||
If `mode` isn't specified, it defaults to `0777 & (~process.umask())`.
|
||||
|
||||
Returns the first directory that had to be created, if any.
|
||||
|
||||
install
|
||||
=======
|
||||
|
||||
With [npm](http://npmjs.org) do:
|
||||
|
||||
npm install mkdirp
|
||||
|
||||
license
|
||||
=======
|
||||
|
||||
MIT/X11
|
||||
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Reference in New Issue
Block a user