282 Commits
Author SHA1 Message Date
Richard Davey d9a49797c4 1.0.4 release 2013-09-18 06:34:56 +01:00
Richard Davey a102859622 Added some links to the readme. 2013-09-17 16:59:04 +01:00
Richard Davey a899d24d4c Small readme update 2013-09-17 16:54:46 +01:00
Richard Davey 3c5ea01e09 1.0.3 release - fixed Text and Bitmap Fonts, Animation documentation and more examples 2013-09-17 16:50:47 +01:00
Richard Davey f4734b1143 Merge pull request #46 from webeled/master
jsdocs update plus some audio, button and camera examples.
2013-09-16 13:25:17 -07:00
Webeled bb9761aaf4 It loops but still problems on the constructor 2013-09-16 17:40:56 +02:00
Webeled fc584cf6bc Examples (audio, button,camera), and docs
Created some examples (audio, button,camera), and documented the source
code along the way
2013-09-16 16:37:30 +02:00
Richard Davey 17e208a95e 1.0.2 build 2013-09-16 01:53:53 +01:00
Richard Davey e3869ff3ac * Fixed a bug in the AnimationManager where useNumericIndex was always set to true
* Added in lots of Particle examples
* Added in the start of a Breakout game
* Added in the start of a Platformer game
2013-09-16 01:52:15 +01:00
Richard Davey e705509d29 Added lots of particles examples. 2013-09-16 01:08:06 +01:00
Richard Davey 8c9a7c8bc7 Adding more examples in. 2013-09-15 20:45:00 +01:00
Richard Davey f069107e55 1.0.1 release - fixes issues in tile map collision, additional Animation stop checks and updated package license. 2013-09-15 03:58:38 +01:00
Richard Davey 49a6ba2c02 Updated Group to fix some issues with not checking children 2013-09-15 00:14:45 +01:00
Richard Davey 1bf838a4c4 Final 1.0 push 2013-09-13 18:00:59 +01:00
Richard Davey 48161f5c24 1.0 release versions ready. 2013-09-13 17:52:01 +01:00
Richard Davey 70233b7508 Updating examples with new runner and menu system. 2013-09-13 17:48:47 +01:00
Richard Davey ad0d32b7aa Formatting updates. 2013-09-13 16:42:33 +01:00
Richard Davey 505e808318 Updated README. 2013-09-13 16:34:11 +01:00
Richard Davey 07298c8fcd More tidying up. 2013-09-13 16:24:01 +01:00
Richard Davey f664a4971b Tidying up for 1.0 release push to master. 2013-09-13 16:16:48 +01:00
Richard Davey 7c6e6df91a State swap example done and working. 2013-09-13 05:44:04 +01:00
Richard Davey fd0a071cb3 Added Sprite.centerOn(x,y) and fixed the InputHander snap as a result. 2013-09-13 04:37:06 +01:00
Richard Davey 62d77e7038 Small new demo and refactored collision list - now far less comparisons to perform! 2013-09-13 04:22:12 +01:00
Richard Davey 0a42269479 Group vs. Group collision working - also fixed a bug in the Body.reset function that was causing some lovely physics errors :) 2013-09-13 03:52:05 +01:00
Richard Davey ecc91fb4e0 More collision test cases and fixing a few issues as I go :) 2013-09-13 03:07:39 +01:00
Richard Davey f812b92b8a Creating test cases. 2013-09-13 02:07:58 +01:00
Richard Davey a1450680a4 Part way through re-factoring the collision handler 2013-09-13 00:53:03 +01:00
Richard Davey 9f687b4f8a Adding Type support for collision checks. 2013-09-12 21:54:41 +01:00
Richard Davey 79dc3566f4 Fixed some issues in Tilemap collision, updated the Emitter so x/y controls the point of emission (to stop collision getting out of whack) and fixed the postUpdate in body. 2013-09-12 20:59:56 +01:00
Richard Davey 336de314a1 Fixed an issue where the Tile.physicsElapsed would go insane if the game has been paused for a long time. 2013-09-12 16:18:44 +01:00
Richard Davey 92e86494e3 Tilemap Collision in and working :) Needs testing against Groups now. 2013-09-12 15:39:52 +01:00
Richard Davey d211cf669c Some maps :) 2013-09-12 04:56:33 +01:00
Richard Davey dbaf7269e9 Promoted the Tilemap to a DisplayObject and vastly simplified the load process. 2013-09-12 04:24:01 +01:00
Richard Davey 3d22d0e169 Fixed a bug in the tilemap rendering so the tile offsets were wrong. Now renders perfectly :) Also fixed issue that would cause the World to resize smaller than the game size (not allowed for rendering reasons). 2013-09-12 02:18:23 +01:00
Richard Davey 89b00db103 Tilemap Rendering is working :) 2013-09-12 00:55:27 +01:00
Richard Davey 95374339b9 Added a Sample Plugin and tested out the Plugin Manager. Working great :) 2013-09-11 17:32:53 +01:00
Richard Davey fba731e740 Added optional "pixel perfect" input checks and tested against static sprites, animated sprites, physics sprites and sprites positioned outside the screen (needing camera shift to appear). 2013-09-11 16:25:46 +01:00
Richard Davey f260108433 Tidying up source code for release. Also refactored World to use a Group instance, rather tha duplicate functions. 2013-09-11 13:21:07 +01:00
Richard Davey 87858d6bbf Fixed a bug stopping legacy Audio from starting correctly. Also fixed an issue in the Loader causing it to not load the next file if an unsupported audio file was encountered. Fixed audio playback issues on Firefox/Waterfox as a result. 2013-09-11 11:33:27 +01:00
Richard Davey e79dd5856d Added the ability to crop a sprite with a custom Rectangle. 2013-09-11 03:55:53 +01:00
Richard Davey 48ed27dfcc Finished off RenderTexture. Sprites can now accept a RenderTexture or a key when you create them. RenderTextures are also now stored in the cache under their own key, making re-using them across other Sprites much easier. Also ported over all of the Tilemap classes, but need to get them rendering. 2013-09-11 02:57:36 +01:00
Richard Davey f885f7b023 Added CSS3Filters plugin. Also modified Sprite to contain preUpdate call, so that update can be over-ridden by custom Classes + added an example for this. 2013-09-11 00:35:21 +01:00
Richard Davey e2eddc8b24 Added Full Screen support and tested it. Also added in the BitmapText game object and custom XML loader. Game now sends a pause and resume signal, which the TweenManager listens to and handles correctly. 2013-09-10 23:51:35 +01:00
Richard Davey e41e35fd09 Fixed an error that stopped 2 tweens from being able to run on the same object. Also refactored a lot of the classes to remove prototype properties and move them to local instance properties. 2013-09-10 20:40:34 +01:00
Richard Davey a486bf6b4a Phaser now running on iOS. Also fixed a legacy bug where a pending sound wouldn't play once it was touch unlocked. Also fixed Input not working on WebGL contexts. Added WebGL texture updates to the Group/World swap functions. 2013-09-10 16:46:39 +01:00
Richard Davey 5da0e42be4 Added in the Color Utils and removed the less important functions into ColorHarmony plugin. Updated Stage so backgroundColor can be a string or integer now. 2013-09-10 14:00:46 +01:00
Richard Davey 15fe5ed6c8 Fixed the Bring to Top bug and also fixed Group/World.swap when the child was a tail node. Also improved Group.dump significantly. Fixed Phaser.Utils namespace clash too. 2013-09-10 12:46:14 +01:00
Richard Davey 609ea7ec8f Added ability to Scale particles when emitted. 2013-09-10 11:18:50 +01:00
Richard Davey 4f950ae801 Fixed a fantastic FrameData bug. Also added support to the Emitter to handle multiple image keys and/or frames. 2013-09-10 11:09:25 +01:00
Richard Davey 5d3fe891cd Particle Emitter in and working. Nice and fast, and a lot more flexible than before. 2013-09-10 01:26:50 +01:00
Richard Davey 2ba6b4ff67 Added support for Pointer Lock API. 2013-09-09 19:59:31 +01:00
Richard Davey 60f0e8967f Added Phaser.Graphics and fixed the Out of World Bounds call. 2013-09-09 17:01:59 +01:00
Richard Davey 30fc4099c6 Out of bounds and Sprite events hooked up 2013-09-09 13:29:33 +01:00
Richard Davey ee007cd28e Added in the game scaling handler and updated Stage 2013-09-09 12:35:20 +01:00
Richard Davey c904475ae6 Added in the game scaling handler and updated Stage 2013-09-09 12:35:09 +01:00
Richard Davey 13d6ab512b Fixed the Button frame issue and Down states now work properly 2013-09-09 10:30:01 +01:00
Richard Davey 9b6c819e0e Input Component done and new Button object done and included. Also finished the build script. 2013-09-09 00:30:44 +01:00
Richard Davey 50624c1552 Input Handler working. Dragging, sliding, click detection, multi-touch. Appears to be an issue with bringToTop but it's most likely a problem with the swapChild function rather than Input. 2013-09-08 22:58:15 +01:00
Richard Davey ebda1f99e3 Input Handler 90% there. 2013-09-08 22:38:19 +01:00
Richard Davey abe344b408 More work on the pointer handlers, nearly there! 2013-09-08 17:39:23 +01:00
Richard Davey 90b1946c25 Input Handler mostly restored 2013-09-08 13:23:21 +01:00
Richard Davey 78598ae54a Implemented my own LinkedList class to make the new Input Handler easier to work with. And also just generally useful to have too. 2013-09-08 11:24:41 +01:00
Richard Davey fe6664eac7 Fixed the Body collide issues and optimised the process at the same time. Now the QuadTree appears to work perfectly as a result. Bonus! 2013-09-08 01:24:59 +01:00
Richard Davey bb5d8ca170 a 2013-09-07 21:12:47 +01:00
Richard Davey eb7af3d2a2 Group nearly done. Sprite.anchor appears to be broken though, must fix. 2013-09-06 20:20:58 +01:00
Richard Davey 822a2df289 Lots of work on Group and also resolved the issue of the core game loop structure not being quite right. 2013-09-06 15:00:05 +01:00
Richard Davey 0c97e8e151 Starting work on Group. 2013-09-05 21:07:44 +01:00
Richard Davey b2fa345c9d console banner maker 2013-09-05 03:35:12 +01:00
Richard Davey c552d86639 Added swapChildren to Phaser.World 2013-09-05 02:11:54 +01:00
Richard Davey 4d4f7d3d56 Now working across child sets too :) 2013-09-05 01:57:28 +01:00
Richard Davey aa0d8ff238 Swap Child appears to be working. Time to tested a deeply nested set. 2013-09-05 01:34:22 +01:00
Richard Davey 87d52bd85e Linked List node swap 2013-09-05 01:12:34 +01:00
Richard Davey 912d6e46aa ... 2013-09-05 00:24:01 +01:00
Richard Davey 55cf10a085 LL work 2013-09-04 22:53:13 +01:00
Richard Davey ca0d1eb8af More node manipulations .. nearly there! 2013-09-04 21:34:07 +01:00
Richard Davey f4dab1847e Working on Linked List node swapping. 2013-09-04 21:03:39 +01:00
Richard Davey 10bc22b717 Motion helper functions added to the ArcadePhysics class. 2013-09-04 16:12:58 +01:00
Richard Davey 128bdccd79 Sorted out the QuadTree issues and resolved a small but vital bug in separateX, also re-organised the collision flags in Body. 2013-09-04 13:54:55 +01:00
Richard Davey d44261b191 sublime 2013-09-04 04:59:29 +01:00
Richard Davey b2263c16c6 Patched the QuadTree, now working a whole lot better but am worried it's still working out too many collisions. 2013-09-04 04:54:43 +01:00
Richard Davey 3f3b6bfd35 Brand new highly optimised QuadTree added, populated by the game loop and world ready to be queried as often as you want in your game loop, without creating hundreds of new QuadTrees each frame. 2013-09-04 03:48:15 +01:00
Richard Davey 2a353a0327 Flixel physics optimised about as much as it can be. Also added world and local gravity support and flag to toggle it on / off. 2013-09-04 01:10:01 +01:00
Richard Davey 0f438d5221 separateX up and working sweet with gc spike removal too 2013-09-03 19:34:38 +01:00
Richard Davey a27f6d6562 Forces working, collision half way there. 2013-09-03 17:28:12 +01:00
Richard Davey 2fe8a3a0a7 Physics integration and a fix to Tween that stopped the repeat/yoyo from working. 2013-09-03 17:07:05 +01:00
Richard Davey bdc1c2ceb9 Sorted out the bounds for when sprites are in trimmed texture atlases to stop the physics checks going insane. Also bundled in Advanced Physics lib, although not hooked up yet. 2013-09-03 15:35:40 +01:00
Richard Davey 923c2504ba One more text demo just for fun :) 2013-09-03 06:35:59 +01:00
Richard Davey 8a90a87492 Text converted and a couple of examples created. Using new extend system, so much smaller classes now. 2013-09-03 06:02:47 +01:00
Richard Davey 5acb4e9f1b Borrowed the 'extends' system from jQuery and now the codebase will be considerably smaller :) TileSprite already updated to new format. 2013-09-03 04:58:30 +01:00
Richard Davey e28cdbeb6a Moving to using a small extend / mixin method to avoid code repeating now we're extending Pixi display objects. 2013-09-03 04:43:26 +01:00
Richard Davey 66e86e7d82 Tiling Sprite added 2013-09-03 03:19:42 +01:00
Richard Davey c18de53bab SoundManager converted and playing audio :) 2013-09-03 01:24:16 +01:00
Richard Davey ed13283f0f Tided up the cull / bounds demo. 2013-09-03 00:42:17 +01:00
Richard Davey 7c597999d4 Camera culling now in and working, although you need to enable it on a per sprite basis. Also fixed a few small bugs in the Animation Manager. 2013-09-02 23:22:24 +01:00
Richard Davey 6235f25184 LL 2013-09-01 22:02:42 +01:00
Richard Davey d31777972c Camera culling 2013-09-01 19:52:50 +01:00
Richard Davey 7bdcbf5c2a getBounds update. 2013-09-01 13:17:44 +01:00
Richard Davey 71b4cc532f Added Sprite.getBounds function 2013-09-01 11:15:13 +01:00
Richard Davey d54a92310d Optimised sprite a tiny bit more and created a couple of fun demos :) 2013-09-01 06:21:39 +01:00
Richard Davey fef28c6a6a Optimised update loop to reduce calculations if the transform doesn't change. 2013-09-01 05:50:47 +01:00
Richard Davey 6ef89826df Phew.. lots of transform matrix math over and I can finally get all 4 points of a Sprite, regardless of rotation, translation or scale of itself or any of its parents. 2013-09-01 05:29:53 +01:00
Richard Davey 12e5d2aceb ... 2013-09-01 05:22:08 +01:00
Richard Davey 801c2af9d4 Updated world so the update run uses the linked list. Sprite.getLocalPosition now almost working, but falls over for children. 2013-09-01 03:57:24 +01:00
Richard Davey 188d6239a3 Edge points in and working. 2013-09-01 03:15:27 +01:00
Richard Davey b742439db8 Now handles scaling and rotation. Time to get the offset. 2013-09-01 02:39:26 +01:00
Richard Davey 99e0934244 More late-night math. 2013-09-01 02:28:51 +01:00
Richard Davey 5d4da0ce66 Working out culling 2013-09-01 00:35:29 +01:00
Richard Davey 22847f6ade DebugUtils converted, re-name spaced the Input classes and started on Camera culling. 2013-08-31 21:50:34 +01:00
Richard Davey 70ee753859 The complete Phaser Input Manager suite is now ported across. Not tested in earnest yet, but all the grunt work is at least done. 2013-08-31 13:54:59 +01:00
Richard Davey f9aa7f7339 Fixed small bug in Game where AUTO didn't detect the lack of WebGL properly. Tidied up Math a bit more. 2013-08-30 20:05:29 +01:00
Richard Davey 54d98944e4 Mummy attack :) 2013-08-30 18:56:10 +01:00
Richard Davey e77f5da2cd Fixed the TweenManager and added support to GameObjectFactory, so you can create tweens easily now all hooked in to the internal game clock. Also added the AnimationManager into Sprite, so you can create and play animations directly from sprites nice and easily. 2013-08-30 17:09:43 +01:00
Richard Davey 936118bd91 AnimationManager done and in, need to fix texture update bug, otherwise finished. 2013-08-30 04:20:14 +01:00
Richard Davey a81a8effb4 Sprite Sheets now parse and render correctly too. 2013-08-30 02:18:00 +01:00
Richard Davey 1e59bc69fb Fixed bug in RequestAnimationFrame where the time wasn't being updated properly. 2013-08-30 02:00:30 +01:00
Richard Davey 559d75eba1 When Phaser loads images they are now added to the PIXI.BaseTextureCache. Also when it loads atlas data (regardless of the 3 formats) they are converted into PIXI TextureCache entries using UUIDs to avoid name clashes and to support index based atlases. 2013-08-30 01:50:17 +01:00
Richard Davey 4c1dacfa02 Loader can now parse both JSON Hash and JSON Array formated texture atlas files. 2013-08-29 22:53:55 +01:00
Richard Davey 5b036557c0 The start of World, also moved Game/Stage into core. 2013-08-29 21:57:36 +01:00
Richard Davey 6bf7bab917 Fixed some errors in Rectangle and more Pixi hooks added, now creating the Stage properly and rendering sprites. 2013-08-29 19:20:04 +01:00
Richard Davey 19483bafed Canvas and Stage added and starting to merge in Pixi deeply. 2013-08-29 17:20:59 +01:00
Richard Davey 16749edf20 More state swapping features and optimised Game.loop. 2013-08-29 15:14:56 +01:00
Richard Davey 3d4783980e StateManager improving in leaps and bounds. 2013-08-29 14:38:51 +01:00
Richard Davey 4bbcc380c5 State handling done. Refactored the Game constructor a LOT. Now works from within closures, outside of them, with Phaser.State objects or normal Objects with the right functions inside. Also fixed some small bugs in PluginManager and various scope issues with RAF. 2013-08-29 07:06:16 +01:00
Richard Davey 3c8cd20b70 RequestAnimationFrame done and optimised massively. PluginManager added (but needs testing). Game now fleshed out with all the state changing and core loop, also optimised heavily. Also Pixi integration started and the basics are working well :) 2013-08-29 03:52:59 +01:00
Richard Davey b8d3a61c97 Added the TweenManager 2013-08-29 00:09:12 +01:00
Richard Davey d323404676 Starting integration of tween.js 2013-08-28 21:29:25 +01:00
Richard Davey 8a09469798 Final methods added. 2013-08-28 19:18:34 +01:00
Richard Davey 9289f690eb Rectangle mostly done, needs the prototype functions adding and some test cases made. 2013-08-28 17:19:13 +01:00
Richard Davey 89fe2855e4 Fixed a few things in Circle and added the Point object. 2013-08-28 15:58:37 +01:00
Richard Davey 0f58945212 Circle and Math converted 2013-08-28 15:27:22 +01:00
Richard Davey 09def364c3 Farewell TypeScript, see you on the other side. 2013-08-28 07:02:57 +01:00
Richard Davey 0e55e644a9 Doc updates 2013-08-26 17:45:02 +01:00
Richard Davey 8a85155c08 Fixed the tilemap pre/post update hooks. 2013-08-25 10:35:58 +01:00
Richard Davey ecf61fc80c Updated Game.switchState to accept state objects and fixed the OrientationScreen. 2013-08-25 09:59:23 +01:00
Richard Davey c2745bec35 Pre-vacation push 2013-08-16 23:44:06 +01:00
Richard Davey c884bab7ec Fixed instance check issue in Game and tidied up the stageScaleMode inner loop. 2013-08-16 02:18:12 +01:00
Richard Davey f76ba6840f Animation and Input related fixes 2013-08-16 00:14:57 +01:00
Richard Davey 619b8415ed Reverting back to the only version of TypeScript that really works :( 2013-08-13 04:22:24 +01:00
Richard Davey 91dc7a4acf Tidying up and trying to fix more stupid TypeScript errors. 2013-08-12 04:08:15 +01:00
Richard Davey e74114f384 Docs 2013-08-12 00:52:35 +01:00
Richard Davey 142348f70b Updates 2013-08-11 21:31:35 +01:00
Richard Davey 7aa82a1cb0 All physics projections added. 2013-08-11 19:02:10 +01:00
Richard Davey c2d7fb7fab Merged N+ physics in and tidied up the Docs folder and logos. 2013-08-11 12:15:53 +01:00
Richard Davey aff7d99a8a Fixed bug where children of Groups wouldn't have their preUpdate methods called. 2013-08-09 20:03:36 +01:00
Richard Davey 0b1bcaf270 Set the default camera to direct itself to the Stage. 2013-08-09 18:44:45 +01:00
Richard Davey f9776f30fc Added the CanvasUtils class and moved some stuff out of Stage into it. 2013-08-09 17:47:08 +01:00
Richard Davey 8b2f1cca51 Various small fixes 2013-08-09 17:02:47 +01:00
Richard Davey e002827a20 Fixed load add 2013-08-09 16:56:38 +01:00
Richard Davey c2f0128797 Added types 2013-08-09 16:54:46 +01:00
Richard Davey 2d49a31ecd yuidoc scripts added. Tidied up the Docs folder. Added back in the Emitter and fixed the Tests that weren't compiling. 2013-08-09 05:08:54 +01:00
Richard Davey 9bf7d070f5 Added in the JS source files for doc generation and the definitions to csproj XML script. 2013-08-09 03:12:33 +01:00
Richard Davey 1248a6c06e Whole codebase updated to TypeScript 0.9.1, phew! 2013-08-08 19:16:47 +01:00
Richard Davey df32190db8 Updating for TypeScript 0.9.1, part 1. 2013-08-08 11:34:33 +01:00
Richard Davey 73745e5720 Fixed a few things in Tilemap and optimised the renderer a little bit. 2013-08-08 06:29:21 +01:00
Richard Davey 48f6d850c8 Fixed bug where a Tween with both yoyo and loop enabled would get out of sync. 2013-08-08 06:08:53 +01:00
Richard Davey ab7e55ef27 Added ability for the TimeManager to monitor the pause duration. This is then applied to tweens and other game services, meaning the tweens now restart properly after a pause resumes. 2013-08-08 05:43:22 +01:00
Richard Davey 5768336150 Tidied up the Loader so it now starts automatically, added required Signals and removed the old-style callbacks. 2013-08-08 04:35:13 +01:00
Richard Davey 04dcb29c88 WorldView now takes camera placement into account, so Buttons now work across multiple camera set-ups. 2013-08-08 03:24:26 +01:00
Richard Davey a174bbc6b3 Vastly optimised InputManager and Pointer is now aware of which camera it is over. 2013-08-08 03:05:59 +01:00
Richard Davey bc77c3f84e Updated Renderer system, now much easier to expand and maintain. 2013-08-08 01:07:22 +01:00
Richard Davey d7205992a5 Fixed some issues in dragging sprites with snap-to-center and world coordinates. 2013-08-07 00:00:12 +01:00
Richard Davey 77cc3858d9 Fixed the world drag issue across Sprite and Button. 2013-08-06 04:34:52 +01:00
Richard Davey a7873a3b74 Removed the FX project as it's no longer needed and tidied up the build folder. 2013-08-06 03:43:53 +01:00
Richard Davey 11954812c6 Clearing down the To Do list. 2013-08-06 03:14:48 +01:00
Richard Davey d1da4cbdef Fixed Firefox audio issue with the Loader and added defined functions for anonymous callbacks 2013-08-05 03:43:20 +01:00
Richard Davey 84ef32e62a Fixed Camera FX: Mirror and Scanlines and updated the tests. 2013-08-02 20:03:53 +01:00
Richard Davey f3dcd3e831 Plugin Support added and CameraFX re-enabled 2013-08-02 19:37:43 +01:00
Richard Davey 982faeedb8 Updating and fixing tests 2013-08-02 18:32:26 +01:00
Richard Davey 4c9c50584e Tidying up the physics libraries 2013-08-02 12:38:56 +01:00
Richard Davey 955909979d Preparing for 1.0 branch 2013-08-01 22:21:29 +01:00
Richard Davey ce27acd3ca Merge pull request #41 from pixelpicosean/097
Add typescript files for previous tests and 2 newly created tests.
2013-08-01 14:20:08 -07:00
Richard Davey 4f2c26df77 Fixed issue with Pointer speed not resetting and moved some more render methods to the Debug class. 2013-07-29 00:43:10 +01:00
Richard Davey 3038f6fcf8 Added optimised point in circle test to CircleUtils 2013-07-27 10:57:54 +01:00
Sean d4781a19d9 Add 2 more tests (rectangle utils). 2013-07-27 10:06:10 +08:00
Sean 7cae283a4c Add typescript source for the 46 tests added last time. 2013-07-27 09:59:27 +08:00
Sean 04106b1388 Merge branch 'photonstorm/097' 2013-07-20 10:13:31 +08:00
Richard Davey d80467a08a Some new filter tests added 2013-07-19 17:58:00 +01:00
Richard Davey c8d6fe6c01 Merge branch '097' of https://github.com/pixelpicosean/phaser into pixelpicosean-097 2013-07-19 17:38:55 +01:00
Richard Davey a5343b4bc0 Quick commit before I merge the new tests 2013-07-19 16:53:47 +01:00
Richard Davey 3c123293ba New CSS3 Filters component and Net class. 2013-07-19 04:57:14 +01:00
Richard Davey 9827e7522f Multiple fixes to remove the use of reserved words, making the YUI compressor work again. 2013-07-19 02:59:23 +01:00
Sean 727a06cd9b Merge branch 'photonstorm/097' 2013-07-18 19:25:32 +08:00
Sean 9f30f656bc 46 tests with assets and javascript code. 2013-07-18 15:13:58 +08:00
Richard Davey a2c756e37f Added ability for full Audio tag playback and iOS touch lock load support. 2013-07-16 23:32:47 +01:00
Richard Davey 72eb22128f SoundManager overhaul nearly finished. Proper Web Audio / Audio tag split, working across desktop and mobile. Includes iOS touch unlock restriction handling, auto decoding, global volume management, audio sprite support (for both web audio and audio tags) and playhead monitoring. 2013-07-16 14:45:08 +01:00
Richard Davey d0e886259d Getting ready to overhaul the sound manager. 2013-07-15 21:45:26 +01:00
Sean d620fc7796 Camera tests, some of them not finished because of bugs. 2013-07-13 22:47:32 +08:00
Richard Davey b3fff37faf Added todo items to repo 2013-07-13 12:38:59 +01:00
Sean 08fb303801 Merge remote-tracking branch 'photonstorm/097' into 097 2013-07-13 08:43:28 +08:00
Sean 945c9c1a0d Add assets and code template of camera fx tests. 2013-07-13 08:43:08 +08:00
Sean 6d21d39b19 Fix scrollfactor test for using new component based sprite. 2013-07-13 08:41:05 +08:00
Richard Davey dcce99ec60 Added the new Button game object and various other input and tilemap fixes. 2013-07-12 03:28:46 +01:00
Sean b0d3f6e192 Merge branch 'photonstorm/097' 2013-07-03 07:52:36 +08:00
Richard Davey c81cf0c882 Lots of Tilemap updates, moved the renderer out, added components and new tests. 2013-07-02 23:41:25 +01:00
Sean 4695f62d1d Merge branch 'photonstorm/097' 2013-06-28 06:55:26 +08:00
Richard Davey c647792c12 Physics updates 2013-06-26 14:18:48 +01:00
Richard Davey d19ad4976d Merged Advanced Physics with core. 2013-06-26 05:44:56 +01:00
Richard Davey 0591c7f2bd Doing one final commit before the task of merging physics with core. 2013-06-25 15:35:45 +01:00
Sean 6648cb3812 Merge branch 'photonstorm/097' 2013-06-22 07:42:09 +08:00
Richard Davey ec845155eb After hours and hours of debugging, polygon to polygon collision is now working perfectly :) 2013-06-21 23:39:29 +01:00
Richard Davey 829a1b00e4 Brand new physics system finally (mostly) working. Some poly issues to resolve, but it's running well. 2013-06-18 19:37:09 +01:00
Sean 80f5c0a67d Merge branch 'photonstorm/097' 2013-06-16 09:39:13 +08:00
Richard Davey 0a7513240a Refactor completed. Now to tie the physics and sprites together. 2013-06-14 18:54:12 +01:00
Richard Davey 533a4c2e30 Commiting before a small refactor of Shapes and Joints 2013-06-14 17:55:07 +01:00
Richard Davey dd8962d4b5 After a mammoth debugging session we now have advanced physics colliding and responding accurately :) 2013-06-14 15:18:41 +01:00
Richard Davey 114d1d2fbf Compiling, but not yet running correctly. Need to add body renderer next. 2013-06-14 04:13:00 +01:00
Richard Davey 232c96cc54 Space and Joints interface added. 2013-06-14 03:20:47 +01:00
Richard Davey 461f7ee54d Added lots more classes into the Advanced Physics package 2013-06-14 02:42:51 +01:00
Sean d848fa089d Merge branch 'photonstorm/097' 2013-06-14 08:41:39 +08:00
Sean 1bcbf91398 Add assets for tests and a simple camera scroll test. 2013-06-14 08:36:20 +08:00
Sean 7b6beddc0c Fix assets path. 2013-06-14 08:36:07 +08:00
Richard Davey 038cb213e8 Starting merge of the Advanced Physics classes and splitting off Flixel physics into ArcadePhysics. 2013-06-13 17:15:16 +01:00
Richard Davey 7dac2b6506 Added Group.bringToTop and updated Input component to use sprite getXY handler. 2013-06-13 01:55:32 +01:00
Richard Davey 2389c6c231 Added ability to detect if a given point is within a sprite or not, taking rotation and scaling into account. 2013-06-12 19:53:48 +01:00
Richard Davey c2533d1146 Finally a fully working bounding box that respects scale and rotation - the "in camera" check is now 100% accurate :) 2013-06-11 23:30:35 +01:00
Richard Davey c5f6817c4c Working sprite bounds / vertices regardless of scale or rotation 2013-06-11 21:30:15 +01:00
Richard Davey 1f8c809f53 cameraView working for center rotated sprites, just need to handle any point of rotation. 2013-06-07 19:18:39 +01:00
Richard Davey 3b9386727e Small refactoring and massively optimised the canvas renderer, also added new Mat3 class. 2013-06-07 16:27:33 +01:00
Richard Davey a30762ed8c Fixed world drag support and other input modifications. 2013-06-07 07:35:28 +01:00
Richard Davey 730594835a New Texture and Transform components which are now used by Sprite, Group and Camera. 2013-06-06 02:47:08 +01:00
Richard Davey 2f03f5fc43 Updated Loader component and fixed a few Pointer issues. 2013-06-05 02:58:16 +01:00
Richard Davey d42f396ba0 Lots of tweaks and fixes to the orientation and fullscreen classes 2013-06-05 01:49:08 +01:00
Richard Davey 82d4ba4538 Re-done the pointer handler so it respects the top-most rendered sprite in priority to anything below it, for both mouse over and click events. 2013-06-03 12:03:34 +01:00
Richard Davey 1c37cd1a96 Created DebugUtils class and started moving renderInfo methods to it. 2013-06-03 03:08:24 +01:00
Richard Davey 2de70d07a5 Fixed issue in Camera.inCamera check where it wouldn't take into consideration the Sprites scrollFactor. 2013-06-03 02:38:08 +01:00
Richard Davey b951b02de8 Input priority IDs working properly for drag events. 2013-06-03 01:22:14 +01:00
Richard Davey 2270da2479 Fixed drag sprite + offsets and center locking 2013-06-02 21:41:00 +01:00
Richard Davey f9f17ad353 Multi point input handler working 2013-06-02 14:19:12 +01:00
Richard Davey 49fe5ee65f Added Group IDs and references to Sprites, Group sorting, z-index values and child swapping. Also added all of the drag and bounds methods to Input. 2013-06-02 03:47:54 +01:00
Richard Davey 59f7a59312 Updated docs 2013-06-01 19:59:20 +01:00
Richard Davey 5b532ab2e4 Sprite.Input component added and working nicely. 2013-06-01 02:49:41 +01:00
Richard Davey b20a6ff85a Working my way through putting all the Tests back in and fixing issues as I go. 2013-06-01 01:30:36 +01:00
Richard Davey 31c4d8cb14 Adding in missing tests and fixing as we go 2013-05-31 19:28:16 +01:00
Richard Davey d510b785b1 Putting everything back together again :) 2013-05-31 18:21:32 +01:00
Richard Davey fe372af453 Commit before tidying up redundant files 2013-05-31 15:13:03 +01:00
Richard Davey 23ec3816db Added circleToRect intersection check. 2013-05-31 05:28:36 +01:00
Richard Davey 39e7b84cd9 Flixel level separation merged with the new Physics shapes. 2013-05-31 04:20:49 +01:00
Richard Davey 3e53c0671d About to start re-doing collideShapes 2013-05-30 23:03:56 +01:00
Richard Davey 498725c078 Moved the collision out into separateX and separateY 2013-05-30 13:25:48 +01:00
Richard Davey ce1523585f ScrollZone back in under the new renderer with new demos 2013-05-30 05:34:35 +01:00
Richard Davey f2054f8a2a Physics shape offset now finally working 2013-05-30 03:54:51 +01:00
Richard Davey 0fad46e04b Merged updateMotion with new PhysicsManager 2013-05-30 01:09:27 +01:00
Richard Davey c1eafe865a First pass at integrating the new physics system. 2013-05-29 21:39:08 +01:00
Richard Davey f3c9049e76 Camera updates, scrollFix check and some new pictures and tests. 2013-05-29 17:31:57 +01:00
Richard Davey 7b4374cabf Added loop and yoyo properties to Tweens 2013-05-29 15:45:34 +01:00
Richard Davey b1d836dfaf Scale tweaks 2013-05-29 12:24:25 +01:00
Richard Davey 2a26257caa Fixed scale, flippedX/Y and rotation so they all work from a single setTransform in any combination, taking the origin into account. Phew! 2013-05-29 11:40:05 +01:00
Richard Davey 09f57fa346 Preparing new tests 2013-05-29 02:58:56 +01:00
Richard Davey 3c0c349089 More refactoring for 1.0.0 2013-05-28 21:38:37 +01:00
Richard Davey 03b7467018 Tidying up before putting back together again 2013-05-28 09:37:32 +01:00
Richard Davey 4cef0d1d35 Tidying up 2013-05-25 11:17:11 +01:00
Richard Davey 204ec46b2b Refactoring ready for 1.0 release. 2013-05-25 04:21:24 +01:00
Richard Davey 4ef0750c07 Prep before branch 2013-05-24 01:40:56 +01:00
Richard Davey 67bf221073 Updates 2013-05-23 21:47:29 +01:00
Richard Davey 94add2ea6e Updated Loader so it no longer checks if the animation data is valid, passes that control to the AnimationLoader. Also fixed camera bounds check in Sprite. 2013-05-23 15:45:04 +01:00
Richard Davey c7485301ca Added Starling/Sparrow XML Texture Atlas format support. 2013-05-23 03:08:57 +01:00
Richard Davey c5ace72180 Updated every test to use the new GameObjectFactory syntax 2013-05-23 00:36:53 +01:00
Richard Davey bd54460e80 Added the GameObjectManager 2013-05-23 00:01:58 +01:00
Richard Davey e2141c91a6 Added VerletManager and lots of new tests 2013-05-21 04:12:54 +01:00
Richard Davey 0b2d818ba8 CollisionMask up and running 2013-05-20 06:21:12 +01:00
Richard Davey 05cc32fbc9 Added final logo and start of CollisionMask 2013-05-19 14:01:11 +01:00
Richard Davey 53aa43566e Updated DynamicTexture.setPixel, added GameMath.shuffleArray, fixed Animation.frame and created a few new tests 2013-05-18 03:05:28 +01:00
Richard Davey 55568592b5 Lots of updates across input, rendering and grouping 2013-05-17 06:49:43 +01:00
Richard Davey a6e8436e6d Massive input overhaul continued 2013-05-16 21:34:24 +01:00
Richard Davey 3cdd2baff0 New Input handler implemented. 2013-05-16 02:36:58 +01:00
Richard Davey ce7bfd1fc2 Added FullScreen API support and fixed numerous StageScaleMode issues. 2013-05-14 03:37:38 +01:00
Richard Davey 8fc31ed83b Doc formatting 2013-05-11 23:51:50 +01:00
Sean 1c311a73df Simply add type info to jsdoc of these classs. 2013-05-12 00:26:30 +08:00
Richard Davey 0adbf1d92f Adding more docs :) 2013-05-10 16:31:19 +01:00
Richard Davey aaaaf7ede3 Preparing for doc merge 2013-05-10 16:31:19 +01:00
SeanandRichard Davey 77582fb1ed Re-format optional parameters. 2013-05-10 16:31:18 +01:00
SeanandRichard Davey 2a8447f64e Add some type info to Emitter class. 2013-05-10 16:31:18 +01:00
SeanandRichard Davey deb37e9a90 Finish document for DynamicTexture, Loader, GeomSprite, Sprite, Camera. 2013-05-10 16:31:17 +01:00
SeanandRichard Davey ca932038fb Finish document for ScrollRegion, ScrollZone, Tilemap, Device, TilemapLayer. 2013-05-10 16:31:16 +01:00
SeanandRichard Davey 00ef200914 Finish document for Time, Tween, Animation, AnimationLoader, Frame. 2013-05-10 16:31:16 +01:00
SeanandRichard Davey e88c48641d Finish document for AnimationManager, Tile, FrameData, BootScreen, PauseScreen. 2013-05-10 16:31:15 +01:00
SeanandRichard Davey 1052df6660 Finish documents for Cache, CameraManager, Game, SoundManager, Sound. 2013-05-10 16:31:15 +01:00
SeanandRichard Davey 4be5a10e44 Finish documents for GameObject, World, TweenManager, State, Stage. 2013-05-10 16:31:14 +01:00
SeanandRichard Davey 5cf8b846f8 Finish another 10 classes' document. 2013-05-10 16:31:14 +01:00
SeanandRichard Davey 9da64e6baf Finish document for AnimationManager, CameraManager, SoundManager and TweenManager class. 2013-05-10 16:31:13 +01:00
SeanandRichard Davey 98693cb418 Finish document for Cache, Game, Stage, State and World class. 2013-05-10 16:31:12 +01:00
HackManiacandRichard Davey b1a33cc593 Extended Gruntfile to create phaser-fx.js and phaser-fx.amd.js including declarations 2013-05-10 16:31:12 +01:00
1798 changed files with 212581 additions and 122987 deletions
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list-style: none;
margin: 0;
padding: 0;
-moz-column-count: 4;
-moz-column-gap: 10px;
-moz-column-width: 170px;
-ms-column-count: 4;
-ms-column-gap: 10px;
-ms-column-width: 170px;
-o-column-count: 4;
-o-column-gap: 10px;
-o-column-width: 170px;
-webkit-column-count: 4;
-webkit-column-gap: 10px;
-webkit-column-width: 170px;
column-count: 4;
column-gap: 10px;
column-width: 170px;
}
.apidocs .no-columns .index-list {
-moz-column-count: 1;
-ms-column-count: 1;
-o-column-count: 1;
-webkit-column-count: 1;
column-count: 1;
}
.apidocs .index-item { white-space: nowrap; }
.apidocs .index-item .flag {
background: none;
border: none;
color: #afafaf;
display: inline;
margin: 0 0 0 0.2em;
padding: 0;
}
/* -- Generic API item styles ----------------------------------------------- */
.apidocs .args {
display: inline;
margin: 0 0.5em;
}
.apidocs .flag.chainable { background: #46ca3b; }
.apidocs .flag.protected { background: #9b86fc; }
.apidocs .flag.private { background: #fd6b1b; }
.apidocs .flag.async { background: #356de4; }
.apidocs .flag.required { background: #e60923; }
.apidocs .item {
border-bottom: 1px solid #efefef;
margin: 1.5em 0 2em;
padding-bottom: 2em;
}
.apidocs .item h4,
.apidocs .item h5,
.apidocs .item h6 {
color: #333;
font-family: inherit;
font-size: 100%;
}
.apidocs .item .description p,
.apidocs .item pre.code {
margin: 1em 0 0;
}
.apidocs .item .meta {
background: none;
border: none;
padding: 0;
}
.apidocs .item .name {
display: inline;
font-size: 14px;
}
.apidocs .item .type,
.apidocs .item .type a,
.apidocs .returns-inline {
color: #555;
}
.apidocs .item .type,
.apidocs .returns-inline {
font-size: 11px;
margin: 0 0 0 0;
}
.apidocs .item .type a { border-bottom: 1px dotted #afafaf; }
.apidocs .item .type a:hover { border: none; }
/* -- Item Parameter List --------------------------------------------------- */
.apidocs .params-list {
list-style: square;
margin: 1em 0 0 2em;
padding: 0;
}
.apidocs .param { margin-bottom: 1em; }
.apidocs .param .type,
.apidocs .param .type a {
color: #666;
}
.apidocs .param .type {
margin: 0 0 0 0.5em;
*margin-left: 0.5em;
}
.apidocs .param-name { font-weight: bold; }
/* -- Item "Emits" block ---------------------------------------------------- */
.apidocs .item .emits {
background: #f9f9f9;
border-color: #eaeaea;
}
/* -- Item "Returns" block -------------------------------------------------- */
.apidocs .item .returns .type,
.apidocs .item .returns .type a {
font-size: 100%;
margin: 0;
}
/* -- Class Constructor block ----------------------------------------------- */
.apidocs .constructor .item {
border: none;
padding-bottom: 0;
}
/* -- File Source View ------------------------------------------------------ */
.apidocs .file pre.code,
#doc .apidocs .file pre.prettyprint {
background: inherit;
border: none;
overflow: visible;
padding: 0;
}
.apidocs .L0,
.apidocs .L1,
.apidocs .L2,
.apidocs .L3,
.apidocs .L4,
.apidocs .L5,
.apidocs .L6,
.apidocs .L7,
.apidocs .L8,
.apidocs .L9 {
background: inherit;
}
/* -- Submodule List -------------------------------------------------------- */
.apidocs .module-submodule-description {
font-size: 12px;
margin: 0.3em 0 1em;
}
.apidocs .module-submodule-description p:first-child { margin-top: 0; }
/* -- Sidebar TabView ------------------------------------------------------- */
#api-tabview { margin-top: 0.6em; }
#api-tabview-filter,
#api-tabview-panel {
border: 1px solid #dfdfdf;
}
#api-tabview-filter {
border-bottom: none;
border-top: none;
padding: 0.6em 10px 0 10px;
}
#api-tabview-panel { border-top: none; }
#api-filter { width: 97%; }
/* -- Content TabView ------------------------------------------------------- */
#classdocs .yui3-tabview-panel { border: none; }
/* -- Source File Contents -------------------------------------------------- */
.prettyprint li.L0,
.prettyprint li.L1,
.prettyprint li.L2,
.prettyprint li.L3,
.prettyprint li.L5,
.prettyprint li.L6,
.prettyprint li.L7,
.prettyprint li.L8 {
list-style: decimal;
}
/* -- API options ----------------------------------------------------------- */
#api-options {
font-size: 11px;
margin-top: 2.2em;
position: absolute;
right: 1.5em;
}
/*#api-options label { margin-right: 0.6em; }*/
/* -- API list -------------------------------------------------------------- */
#api-list {
margin-top: 1.5em;
*zoom: 1;
}
.apis {
font-size: 12px;
line-height: 1.4;
list-style: none;
margin: 0;
padding: 0.5em 0 0.5em 0.4em;
}
.apis a {
border: 1px solid transparent;
display: block;
margin: 0 0 0 -4px;
padding: 1px 4px 0;
text-decoration: none;
_border: none;
_display: inline;
}
.apis a:hover,
.apis a:focus {
background: #E8EDFC;
background: -moz-linear-gradient(top, #e8edfc 0%, #becef7 100%);
background: -webkit-gradient(linear, left top, left bottom, color-stop(0%,#E8EDFC), color-stop(100%,#BECEF7));
border-color: #AAC0FA;
border-radius: 3px;
color: #333;
outline: none;
}
.api-list-item a:hover,
.api-list-item a:focus {
font-weight: bold;
text-shadow: 1px 1px 1px #fff;
}
.apis .message { color: #888; }
.apis .result a { padding: 3px 5px 2px; }
.apis .result .type {
right: 4px;
top: 7px;
}
.api-list-item .yui3-highlight {
font-weight: bold;
}
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+10
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<!doctype html>
<html>
<head>
<title>Redirector</title>
<meta http-equiv="refresh" content="0;url=../">
</head>
<body>
<a href="../">Click here to redirect</a>
</body>
</html>
+52
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YUI.add('api-filter', function (Y) {
Y.APIFilter = Y.Base.create('apiFilter', Y.Base, [Y.AutoCompleteBase], {
// -- Initializer ----------------------------------------------------------
initializer: function () {
this._bindUIACBase();
this._syncUIACBase();
},
getDisplayName: function(name) {
Y.each(Y.YUIDoc.meta.allModules, function(i) {
if (i.name === name && i.displayName) {
name = i.displayName;
}
});
return name;
}
}, {
// -- Attributes -----------------------------------------------------------
ATTRS: {
resultHighlighter: {
value: 'phraseMatch'
},
// May be set to "classes" or "modules".
queryType: {
value: 'classes'
},
source: {
valueFn: function() {
var self = this;
return function(q) {
var data = Y.YUIDoc.meta[self.get('queryType')],
out = [];
Y.each(data, function(v) {
if (v.toLowerCase().indexOf(q.toLowerCase()) > -1) {
out.push(v);
}
});
return out;
};
}
}
}
});
}, '3.4.0', {requires: [
'autocomplete-base', 'autocomplete-highlighters', 'autocomplete-sources'
]});
+251
View File
@@ -0,0 +1,251 @@
YUI.add('api-list', function (Y) {
var Lang = Y.Lang,
YArray = Y.Array,
APIList = Y.namespace('APIList'),
classesNode = Y.one('#api-classes'),
inputNode = Y.one('#api-filter'),
modulesNode = Y.one('#api-modules'),
tabviewNode = Y.one('#api-tabview'),
tabs = APIList.tabs = {},
filter = APIList.filter = new Y.APIFilter({
inputNode : inputNode,
maxResults: 1000,
on: {
results: onFilterResults
}
}),
search = APIList.search = new Y.APISearch({
inputNode : inputNode,
maxResults: 100,
on: {
clear : onSearchClear,
results: onSearchResults
}
}),
tabview = APIList.tabview = new Y.TabView({
srcNode : tabviewNode,
panelNode: '#api-tabview-panel',
render : true,
on: {
selectionChange: onTabSelectionChange
}
}),
focusManager = APIList.focusManager = tabviewNode.plug(Y.Plugin.NodeFocusManager, {
circular : true,
descendants: '#api-filter, .yui3-tab-panel-selected .api-list-item a, .yui3-tab-panel-selected .result a',
keys : {next: 'down:40', previous: 'down:38'}
}).focusManager,
LIST_ITEM_TEMPLATE =
'<li class="api-list-item {typeSingular}">' +
'<a href="{rootPath}{typePlural}/{name}.html">{displayName}</a>' +
'</li>';
// -- Init ---------------------------------------------------------------------
// Duckpunch FocusManager's key event handling to prevent it from handling key
// events when a modifier is pressed.
Y.before(function (e, activeDescendant) {
if (e.altKey || e.ctrlKey || e.metaKey || e.shiftKey) {
return new Y.Do.Prevent();
}
}, focusManager, '_focusPrevious', focusManager);
Y.before(function (e, activeDescendant) {
if (e.altKey || e.ctrlKey || e.metaKey || e.shiftKey) {
return new Y.Do.Prevent();
}
}, focusManager, '_focusNext', focusManager);
// Create a mapping of tabs in the tabview so we can refer to them easily later.
tabview.each(function (tab, index) {
var name = tab.get('label').toLowerCase();
tabs[name] = {
index: index,
name : name,
tab : tab
};
});
// Switch tabs on Ctrl/Cmd-Left/Right arrows.
tabviewNode.on('key', onTabSwitchKey, 'down:37,39');
// Focus the filter input when the `/` key is pressed.
Y.one(Y.config.doc).on('key', onSearchKey, 'down:83');
// Keep the Focus Manager up to date.
inputNode.on('focus', function () {
focusManager.set('activeDescendant', inputNode);
});
// Update all tabview links to resolved URLs.
tabview.get('panelNode').all('a').each(function (link) {
link.setAttribute('href', link.get('href'));
});
// -- Private Functions --------------------------------------------------------
function getFilterResultNode() {
return filter.get('queryType') === 'classes' ? classesNode : modulesNode;
}
// -- Event Handlers -----------------------------------------------------------
function onFilterResults(e) {
var frag = Y.one(Y.config.doc.createDocumentFragment()),
resultNode = getFilterResultNode(),
typePlural = filter.get('queryType'),
typeSingular = typePlural === 'classes' ? 'class' : 'module';
if (e.results.length) {
YArray.each(e.results, function (result) {
frag.append(Lang.sub(LIST_ITEM_TEMPLATE, {
rootPath : APIList.rootPath,
displayName : filter.getDisplayName(result.highlighted),
name : result.text,
typePlural : typePlural,
typeSingular: typeSingular
}));
});
} else {
frag.append(
'<li class="message">' +
'No ' + typePlural + ' found.' +
'</li>'
);
}
resultNode.empty(true);
resultNode.append(frag);
focusManager.refresh();
}
function onSearchClear(e) {
focusManager.refresh();
}
function onSearchKey(e) {
var target = e.target;
if (target.test('input,select,textarea')
|| target.get('isContentEditable')) {
return;
}
e.preventDefault();
inputNode.focus();
focusManager.refresh();
}
function onSearchResults(e) {
var frag = Y.one(Y.config.doc.createDocumentFragment());
if (e.results.length) {
YArray.each(e.results, function (result) {
frag.append(result.display);
});
} else {
frag.append(
'<li class="message">' +
'No results found. Maybe you\'ll have better luck with a ' +
'different query?' +
'</li>'
);
}
focusManager.refresh();
}
function onTabSelectionChange(e) {
var tab = e.newVal,
name = tab.get('label').toLowerCase();
tabs.selected = {
index: tab.get('index'),
name : name,
tab : tab
};
switch (name) {
case 'classes': // fallthru
case 'modules':
filter.setAttrs({
minQueryLength: 0,
queryType : name
});
search.set('minQueryLength', -1);
// Only send a request if this isn't the initially-selected tab.
if (e.prevVal) {
filter.sendRequest(filter.get('value'));
}
break;
case 'everything':
filter.set('minQueryLength', -1);
search.set('minQueryLength', 1);
if (search.get('value')) {
search.sendRequest(search.get('value'));
} else {
inputNode.focus();
}
break;
default:
// WTF? We shouldn't be here!
filter.set('minQueryLength', -1);
search.set('minQueryLength', -1);
}
if (focusManager) {
setTimeout(function () {
focusManager.refresh();
}, 1);
}
}
function onTabSwitchKey(e) {
var currentTabIndex = tabs.selected.index;
if (!(e.ctrlKey || e.metaKey)) {
return;
}
e.preventDefault();
switch (e.keyCode) {
case 37: // left arrow
if (currentTabIndex > 0) {
tabview.selectChild(currentTabIndex - 1);
inputNode.focus();
}
break;
case 39: // right arrow
if (currentTabIndex < (Y.Object.size(tabs) - 2)) {
tabview.selectChild(currentTabIndex + 1);
inputNode.focus();
}
break;
}
}
}, '3.4.0', {requires: [
'api-filter', 'api-search', 'event-key', 'node-focusmanager', 'tabview'
]});
+98
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YUI.add('api-search', function (Y) {
var Lang = Y.Lang,
Node = Y.Node,
YArray = Y.Array;
Y.APISearch = Y.Base.create('apiSearch', Y.Base, [Y.AutoCompleteBase], {
// -- Public Properties ----------------------------------------------------
RESULT_TEMPLATE:
'<li class="result {resultType}">' +
'<a href="{url}">' +
'<h3 class="title">{name}</h3>' +
'<span class="type">{resultType}</span>' +
'<div class="description">{description}</div>' +
'<span class="className">{class}</span>' +
'</a>' +
'</li>',
// -- Initializer ----------------------------------------------------------
initializer: function () {
this._bindUIACBase();
this._syncUIACBase();
},
// -- Protected Methods ----------------------------------------------------
_apiResultFilter: function (query, results) {
// Filter components out of the results.
return YArray.filter(results, function (result) {
return result.raw.resultType === 'component' ? false : result;
});
},
_apiResultFormatter: function (query, results) {
return YArray.map(results, function (result) {
var raw = Y.merge(result.raw), // create a copy
desc = raw.description || '';
// Convert description to text and truncate it if necessary.
desc = Node.create('<div>' + desc + '</div>').get('text');
if (desc.length > 65) {
desc = Y.Escape.html(desc.substr(0, 65)) + ' &hellip;';
} else {
desc = Y.Escape.html(desc);
}
raw['class'] || (raw['class'] = '');
raw.description = desc;
// Use the highlighted result name.
raw.name = result.highlighted;
return Lang.sub(this.RESULT_TEMPLATE, raw);
}, this);
},
_apiTextLocator: function (result) {
return result.displayName || result.name;
}
}, {
// -- Attributes -----------------------------------------------------------
ATTRS: {
resultFormatter: {
valueFn: function () {
return this._apiResultFormatter;
}
},
resultFilters: {
valueFn: function () {
return this._apiResultFilter;
}
},
resultHighlighter: {
value: 'phraseMatch'
},
resultListLocator: {
value: 'data.results'
},
resultTextLocator: {
valueFn: function () {
return this._apiTextLocator;
}
},
source: {
value: '/api/v1/search?q={query}&count={maxResults}'
}
}
});
}, '3.4.0', {requires: [
'autocomplete-base', 'autocomplete-highlighters', 'autocomplete-sources',
'escape'
]});
+370
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@@ -0,0 +1,370 @@
YUI().use(
'yuidoc-meta',
'api-list', 'history-hash', 'node-screen', 'node-style', 'pjax',
function (Y) {
var win = Y.config.win,
localStorage = win.localStorage,
bdNode = Y.one('#bd'),
pjax,
defaultRoute,
classTabView,
selectedTab;
// Kill pjax functionality unless serving over HTTP.
if (!Y.getLocation().protocol.match(/^https?\:/)) {
Y.Router.html5 = false;
}
// Create the default route with middleware which enables syntax highlighting
// on the loaded content.
defaultRoute = Y.Pjax.defaultRoute.concat(function (req, res, next) {
prettyPrint();
bdNode.removeClass('loading');
next();
});
pjax = new Y.Pjax({
container : '#docs-main',
contentSelector: '#docs-main > .content',
linkSelector : '#bd a',
titleSelector : '#xhr-title',
navigateOnHash: true,
root : '/',
routes : [
// -- / ----------------------------------------------------------------
{
path : '/(index.html)?',
callbacks: defaultRoute
},
// -- /classes/* -------------------------------------------------------
{
path : '/classes/:class.html*',
callbacks: [defaultRoute, 'handleClasses']
},
// -- /files/* ---------------------------------------------------------
{
path : '/files/*file',
callbacks: [defaultRoute, 'handleFiles']
},
// -- /modules/* -------------------------------------------------------
{
path : '/modules/:module.html*',
callbacks: defaultRoute
}
]
});
// -- Utility Functions --------------------------------------------------------
pjax.checkVisibility = function (tab) {
tab || (tab = selectedTab);
if (!tab) { return; }
var panelNode = tab.get('panelNode'),
visibleItems;
// If no items are visible in the tab panel due to the current visibility
// settings, display a message to that effect.
visibleItems = panelNode.all('.item,.index-item').some(function (itemNode) {
if (itemNode.getComputedStyle('display') !== 'none') {
return true;
}
});
panelNode.all('.no-visible-items').remove();
if (!visibleItems) {
if (Y.one('#index .index-item')) {
panelNode.append(
'<div class="no-visible-items">' +
'<p>' +
'Some items are not shown due to the current visibility ' +
'settings. Use the checkboxes at the upper right of this ' +
'page to change the visibility settings.' +
'</p>' +
'</div>'
);
} else {
panelNode.append(
'<div class="no-visible-items">' +
'<p>' +
'This class doesn\'t provide any methods, properties, ' +
'attributes, or events.' +
'</p>' +
'</div>'
);
}
}
// Hide index sections without any visible items.
Y.all('.index-section').each(function (section) {
var items = 0,
visibleItems = 0;
section.all('.index-item').each(function (itemNode) {
items += 1;
if (itemNode.getComputedStyle('display') !== 'none') {
visibleItems += 1;
}
});
section.toggleClass('hidden', !visibleItems);
section.toggleClass('no-columns', visibleItems < 4);
});
};
pjax.initClassTabView = function () {
if (!Y.all('#classdocs .api-class-tab').size()) {
return;
}
if (classTabView) {
classTabView.destroy();
selectedTab = null;
}
classTabView = new Y.TabView({
srcNode: '#classdocs',
on: {
selectionChange: pjax.onTabSelectionChange
}
});
pjax.updateTabState();
classTabView.render();
};
pjax.initLineNumbers = function () {
var hash = win.location.hash.substring(1),
container = pjax.get('container'),
hasLines, node;
// Add ids for each line number in the file source view.
container.all('.linenums>li').each(function (lineNode, index) {
lineNode.set('id', 'l' + (index + 1));
lineNode.addClass('file-line');
hasLines = true;
});
// Scroll to the desired line.
if (hasLines && /^l\d+$/.test(hash)) {
if ((node = container.getById(hash))) {
win.scroll(0, node.getY());
}
}
};
pjax.initRoot = function () {
var terminators = /^(?:classes|files|modules)$/,
parts = pjax._getPathRoot().split('/'),
root = [],
i, len, part;
for (i = 0, len = parts.length; i < len; i += 1) {
part = parts[i];
if (part.match(terminators)) {
// Makes sure the path will end with a "/".
root.push('');
break;
}
root.push(part);
}
pjax.set('root', root.join('/'));
};
pjax.updateTabState = function (src) {
var hash = win.location.hash.substring(1),
defaultTab, node, tab, tabPanel;
function scrollToNode() {
if (node.hasClass('protected')) {
Y.one('#api-show-protected').set('checked', true);
pjax.updateVisibility();
}
if (node.hasClass('private')) {
Y.one('#api-show-private').set('checked', true);
pjax.updateVisibility();
}
setTimeout(function () {
// For some reason, unless we re-get the node instance here,
// getY() always returns 0.
var node = Y.one('#classdocs').getById(hash);
win.scrollTo(0, node.getY() - 70);
}, 1);
}
if (!classTabView) {
return;
}
if (src === 'hashchange' && !hash) {
defaultTab = 'index';
} else {
if (localStorage) {
defaultTab = localStorage.getItem('tab_' + pjax.getPath()) ||
'index';
} else {
defaultTab = 'index';
}
}
if (hash && (node = Y.one('#classdocs').getById(hash))) {
if ((tabPanel = node.ancestor('.api-class-tabpanel', true))) {
if ((tab = Y.one('#classdocs .api-class-tab.' + tabPanel.get('id')))) {
if (classTabView.get('rendered')) {
Y.Widget.getByNode(tab).set('selected', 1);
} else {
tab.addClass('yui3-tab-selected');
}
}
}
// Scroll to the desired element if this is a hash URL.
if (node) {
if (classTabView.get('rendered')) {
scrollToNode();
} else {
classTabView.once('renderedChange', scrollToNode);
}
}
} else {
tab = Y.one('#classdocs .api-class-tab.' + defaultTab);
// When the `defaultTab` node isn't found, `localStorage` is stale.
if (!tab && defaultTab !== 'index') {
tab = Y.one('#classdocs .api-class-tab.index');
}
if (classTabView.get('rendered')) {
Y.Widget.getByNode(tab).set('selected', 1);
} else {
tab.addClass('yui3-tab-selected');
}
}
};
pjax.updateVisibility = function () {
var container = pjax.get('container');
container.toggleClass('hide-inherited',
!Y.one('#api-show-inherited').get('checked'));
container.toggleClass('show-deprecated',
Y.one('#api-show-deprecated').get('checked'));
container.toggleClass('show-protected',
Y.one('#api-show-protected').get('checked'));
container.toggleClass('show-private',
Y.one('#api-show-private').get('checked'));
pjax.checkVisibility();
};
// -- Route Handlers -----------------------------------------------------------
pjax.handleClasses = function (req, res, next) {
var status = res.ioResponse.status;
// Handles success and local filesystem XHRs.
if (!status || (status >= 200 && status < 300)) {
pjax.initClassTabView();
}
next();
};
pjax.handleFiles = function (req, res, next) {
var status = res.ioResponse.status;
// Handles success and local filesystem XHRs.
if (!status || (status >= 200 && status < 300)) {
pjax.initLineNumbers();
}
next();
};
// -- Event Handlers -----------------------------------------------------------
pjax.onNavigate = function (e) {
var hash = e.hash,
originTarget = e.originEvent && e.originEvent.target,
tab;
if (hash) {
tab = originTarget && originTarget.ancestor('.yui3-tab', true);
if (hash === win.location.hash) {
pjax.updateTabState('hashchange');
} else if (!tab) {
win.location.hash = hash;
}
e.preventDefault();
return;
}
// Only scroll to the top of the page when the URL doesn't have a hash.
this.set('scrollToTop', !e.url.match(/#.+$/));
bdNode.addClass('loading');
};
pjax.onOptionClick = function (e) {
pjax.updateVisibility();
};
pjax.onTabSelectionChange = function (e) {
var tab = e.newVal,
tabId = tab.get('contentBox').getAttribute('href').substring(1);
selectedTab = tab;
// If switching from a previous tab (i.e., this is not the default tab),
// replace the history entry with a hash URL that will cause this tab to
// be selected if the user navigates away and then returns using the back
// or forward buttons.
if (e.prevVal && localStorage) {
localStorage.setItem('tab_' + pjax.getPath(), tabId);
}
pjax.checkVisibility(tab);
};
// -- Init ---------------------------------------------------------------------
pjax.on('navigate', pjax.onNavigate);
pjax.initRoot();
pjax.upgrade();
pjax.initClassTabView();
pjax.initLineNumbers();
pjax.updateVisibility();
Y.APIList.rootPath = pjax.get('root');
Y.one('#api-options').delegate('click', pjax.onOptionClick, 'input');
Y.on('hashchange', function (e) {
pjax.updateTabState('hashchange');
}, win);
});
+17
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YUI().use('node', function(Y) {
var code = Y.all('.prettyprint.linenums');
if (code.size()) {
code.each(function(c) {
var lis = c.all('ol li'),
l = 1;
lis.each(function(n) {
n.prepend('<a name="LINENUM_' + l + '"></a>');
l++;
});
});
var h = location.hash;
location.hash = '';
h = h.replace('LINE_', 'LINENUM_');
location.hash = h;
}
});
+130
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<html>
<head>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8">
<title>Change Log</title>
</head>
<body bgcolor="white">
<a style="float:right" href="README.html">README</a>
<h1>Known Issues</h1>
<ul>
<li>Perl formatting is really crappy. Partly because the author is lazy and
partly because Perl is
<a href="http://www.perlmonks.org/?node_id=663393">hard</a> to parse.
<li>On some browsers, <code>&lt;code&gt;</code> elements with newlines in the text
which use CSS to specify <code>white-space:pre</code> will have the newlines
improperly stripped if the element is not attached to the document at the time
the stripping is done. Also, on IE 6, all newlines will be stripped from
<code>&lt;code&gt;</code> elements because of the way IE6 produces
<code>innerHTML</code>. Workaround: use <code>&lt;pre&gt;</code> for code with
newlines.
</ul>
<h1>Change Log</h1>
<h2>29 March 2007</h2>
<ul>
<li>Added <a href="tests/prettify_test.html#PHP">tests</a> for PHP support
to address
<a href="http://code.google.com/p/google-code-prettify/issues/detail?id=3"
>issue 3</a>.
<li>Fixed
<a href="http://code.google.com/p/google-code-prettify/issues/detail?id=6"
>bug</a>: <code>prettyPrintOne</code> was not halting. This was not
reachable through the normal entry point.
<li>Fixed
<a href="http://code.google.com/p/google-code-prettify/issues/detail?id=4"
>bug</a>: recursing into a script block or PHP tag that was not properly
closed would not silently drop the content.
(<a href="tests/prettify_test.html#issue4">test</a>)
<li>Fixed
<a href="http://code.google.com/p/google-code-prettify/issues/detail?id=8"
>bug</a>: was eating tabs
(<a href="tests/prettify_test.html#issue8">test</a>)
<li>Fixed entity handling so that the caveat
<blockquote>
<p>Caveats: please properly escape less-thans. <tt>x&amp;lt;y</tt>
instead of <tt>x&lt;y</tt>, and use <tt>&quot;</tt> instead of
<tt>&amp;quot;</tt> for string delimiters.</p>
</blockquote>
is no longer applicable.
<li>Added noisefree's C#
<a href="http://code.google.com/p/google-code-prettify/issues/detail?id=4"
>patch</a>
<li>Added a <a href="http://google-code-prettify.googlecode.com/files/prettify-small.zip">distribution</a> that has comments and
whitespace removed to reduce download size from 45.5kB to 12.8kB.
</ul>
<h2>4 Jul 2008</h2>
<ul>
<li>Added <a href="http://code.google.com/p/google-code-prettify/issues/detail?id=17">language specific formatters</a> that are triggered by the presence
of a <code>lang-&lt;language-file-extension&gt;</code></li>
<li>Fixed <a href="http://code.google.com/p/google-code-prettify/issues/detail?id=29">bug</a>: python handling of <code>'''string'''</code>
<li>Fixed bug: <code>/</code> in regex <code>[charsets] should not end regex</code>
</ul>
<h2>5 Jul 2008</h2>
<ul>
<li>Defined language extensions for Lisp and Lua</code>
</ul>
<h2>14 Jul 2008</h2>
<ul>
<li>Language handlers for F#, OCAML, SQL</code>
<li>Support for <code>nocode</code> spans to allow embedding of line
numbers and code annotations which should not be styled or otherwise
affect the tokenization of prettified code.
See the issue 22
<a href="tests/prettify_test.html#issue22">testcase</a>.</code>
</ul>
<h2>6 Jan 2009</h2>
<ul>
<li>Language handlers for Visual Basic, Haskell, CSS, and WikiText</li>
<li>Added <tt>.mxml</tt> extension to the markup style handler for
Flex <a href="http://en.wikipedia.org/wiki/MXML">MXML files</a>. See
<a
href="http://code.google.com/p/google-code-prettify/issues/detail?id=37"
>issue 37</a>.
<li>Added <tt>.m</tt> extension to the C style handler so that Objective
C source files properly highlight. See
<a
href="http://code.google.com/p/google-code-prettify/issues/detail?id=58"
>issue 58</a>.
<li>Changed HTML lexer to use the same embedded source mechanism as the
wiki language handler, and changed to use the registered
CSS handler for STYLE element content.
</ul>
<h2>21 May 2009</h2>
<ul>
<li>Rewrote to improve performance on large files.
See <a href="http://mikesamuel.blogspot.com/2009/05/efficient-parsing-in-javascript.html">benchmarks</a>.</li>
<li>Fixed bugs with highlighting of Haskell line comments, Lisp
number literals, Lua strings, C preprocessor directives,
newlines in Wiki code on Windows, and newlines in IE6.</li>
</ul>
<h2>14 August 2009</h2>
<ul>
<li>Fixed prettifying of <code>&lt;code&gt;</code> blocks with embedded newlines.
</ul>
<h2>3 October 2009</h2>
<ul>
<li>Fixed prettifying of XML/HTML tags that contain uppercase letters.
</ul>
<h2>19 July 2010</h2>
<ul>
<li>Added support for line numbers. Bug
<a href="http://code.google.com/p/google-code-prettify/issues/detail?id=22"
>22</a></li>
<li>Added YAML support. Bug
<a href="http://code.google.com/p/google-code-prettify/issues/detail?id=123"
>123</a></li>
<li>Added VHDL support courtesy Le Poussin.</li>
<li>IE performance improvements. Bug
<a href="http://code.google.com/p/google-code-prettify/issues/detail?id=102"
>102</a> courtesy jacobly.</li>
<li>A variety of markup formatting fixes courtesy smain and thezbyg.</li>
<li>Fixed copy and paste in IE[678].
<li>Changed output to use <code>&amp;#160;</code> instead of
<code>&amp;nbsp;</code> so that the output works when embedded in XML.
Bug
<a href="http://code.google.com/p/google-code-prettify/issues/detail?id=108"
>108</a>.</li>
</ul>
</body>
</html>
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+203
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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN"
"http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
<html>
<head>
<title>Javascript code prettifier</title>
<link href="src/prettify.css" type="text/css" rel="stylesheet" />
<script src="src/prettify.js" type="text/javascript"></script>
<style type="text/css">
body { margin-left: .5in }
h1, h2, h3, h4, .footer { margin-left: -.4in; }
</style>
</head>
<body onload="prettyPrint()" bgcolor="white">
<small style="float: right">Languages : <a href="README-zh-Hans.html">CH</a></small>
<h1>Javascript code prettifier</h1>
<h2>Setup</h2>
<ol>
<li><a href="http://code.google.com/p/google-code-prettify/downloads/list">Download</a> a distribution
<li>Include the script and stylesheets in your document
(you will need to make sure the css and js file are on your server, and
adjust the paths in the <tt>script</tt> and <tt>link</tt> tag)
<pre class="prettyprint">
&lt;link href="prettify.css" type="text/css" rel="stylesheet" />
&lt;script type="text/javascript" src="prettify.js">&lt;/script></pre>
<li>Add <code class="prettyprint lang-html">onload="prettyPrint()"</code> to your
document's body tag.
<li>Modify the stylesheet to get the coloring you prefer</li>
</ol>
<h2>Usage</h2>
<p>Put code snippets in
<tt>&lt;pre class="prettyprint"&gt;...&lt;/pre&gt;</tt>
or <tt>&lt;code class="prettyprint"&gt;...&lt;/code&gt;</tt>
and it will automatically be pretty printed.
<table summary="code examples">
<tr>
<th>The original
<th>Prettier
<tr>
<td><pre style="border: 1px solid #888;padding: 2px"
><a name="voila1"></a>class Voila {
public:
// Voila
static const string VOILA = "Voila";
// will not interfere with embedded <a href="#voila1">tags</a>.
}</pre>
<td><pre class="prettyprint"><a name="voila2"></a>class Voila {
public:
// Voila
static const string VOILA = "Voila";
// will not interfere with embedded <a href="#voila2">tags</a>.
}</pre>
</table>
<h2>FAQ</h2>
<h3 id="langs">Which languages does it work for?</h3>
<p>The comments in <tt>prettify.js</tt> are authoritative but the lexer
should work on a number of languages including C and friends,
Java, Python, Bash, SQL, HTML, XML, CSS, Javascript, and Makefiles.
It works passably on Ruby, PHP, VB, and Awk and a decent subset of Perl
and Ruby, but, because of commenting conventions, doesn't work on
Smalltalk, or CAML-like languages.</p>
<p>LISPy languages are supported via an extension:
<a href="http://code.google.com/p/google-code-prettify/source/browse/trunk/src/lang-lisp.js"
><code>lang-lisp.js</code></a>.</p>
<p>And similarly for
<a href="http://code.google.com/p/google-code-prettify/source/browse/trunk/src/lang-css.js"
><code>CSS</code></a>,
<a href="http://code.google.com/p/google-code-prettify/source/browse/trunk/src/lang-hs.js"
><code>Haskell</code></a>,
<a href="http://code.google.com/p/google-code-prettify/source/browse/trunk/src/lang-lua.js"
><code>Lua</code></a>,
<a href="http://code.google.com/p/google-code-prettify/source/browse/trunk/src/lang-ml.js"
><code>OCAML, SML, F#</code></a>,
<a href="http://code.google.com/p/google-code-prettify/source/browse/trunk/src/lang-vb.js"
><code>Visual Basic</code></a>,
<a href="http://code.google.com/p/google-code-prettify/source/browse/trunk/src/lang-sql.js"
><code>SQL</code></a>,
<a href="http://code.google.com/p/google-code-prettify/source/browse/trunk/src/lang-proto.js"
><code>Protocol Buffers</code></a>, and
<a href="http://code.google.com/p/google-code-prettify/source/browse/trunk/src/lang-wiki.js"
><code>WikiText</code></a>..
<p>If you'd like to add an extension for your favorite language, please
look at <tt>src/lang-lisp.js</tt> and file an
<a href="http://code.google.com/p/google-code-prettify/issues/list"
>issue</a> including your language extension, and a testcase.</p>
<h3>How do I specify which language my code is in?</h3>
<p>You don't need to specify the language since <code>prettyprint()</code>
will guess. You can specify a language by specifying the language extension
along with the <code>prettyprint</code> class like so:</p>
<pre class="prettyprint lang-html"
>&lt;pre class=&quot;prettyprint <b>lang-html</b>&quot;&gt;
The lang-* class specifies the language file extensions.
File extensions supported by default include
"bsh", "c", "cc", "cpp", "cs", "csh", "cyc", "cv", "htm", "html",
"java", "js", "m", "mxml", "perl", "pl", "pm", "py", "rb", "sh",
"xhtml", "xml", "xsl".
&lt;/pre&gt;</pre>
<h3>It doesn't work on <tt>&lt;obfuscated code sample&gt;</tt>?</h3>
<p>Yes. Prettifying obfuscated code is like putting lipstick on a pig
&mdash; i.e. outside the scope of this tool.</p>
<h3>Which browsers does it work with?</h3>
<p>It's been tested with IE 6, Firefox 1.5 &amp; 2, and Safari 2.0.4.
Look at <a href="tests/prettify_test.html">the test page</a> to see if it
works in your browser.</p>
<h3>What's changed?</h3>
<p>See the <a href="CHANGES.html">change log</a></p>
<h3>Why doesn't Prettyprinting of strings work on WordPress?</h3>
<p>Apparently wordpress does "smart quoting" which changes close quotes.
This causes end quotes to not match up with open quotes.
<p>This breaks prettifying as well as copying and pasting of code samples.
See
<a href="http://wordpress.org/support/topic/125038"
>WordPress's help center</a> for info on how to stop smart quoting of code
snippets.</p>
<h3 id="linenums">How do I put line numbers in my code?</h3>
<p>You can use the <code>linenums</code> class to turn on line
numbering. If your code doesn't start at line number 1, you can
add a colon and a line number to the end of that class as in
<code>linenums:52</code>.
<p>For example
<pre class="prettyprint">&lt;pre class="prettyprint linenums:<b>4</b>"
&gt;// This is line 4.
foo();
bar();
baz();
boo();
far();
faz();
&lt;pre&gt;</pre>
produces
<pre class="prettyprint linenums:4"
>// This is line 4.
foo();
bar();
baz();
boo();
far();
faz();
</pre>
<h3>How do I prevent a portion of markup from being marked as code?</h3>
<p>You can use the <code>nocode</code> class to identify a span of markup
that is not code.
<pre class="prettyprint">&lt;pre class=prettyprint&gt;
int x = foo(); /* This is a comment &lt;span class="nocode"&gt;This is not code&lt;/span&gt;
Continuation of comment */
int y = bar();
&lt;/pre&gt;</pre>
produces
<pre class="prettyprint">
int x = foo(); /* This is a comment <span class="nocode">This is not code</span>
Continuation of comment */
int y = bar();
</pre>
<p>For a more complete example see the issue22
<a href="tests/prettify_test.html#issue22">testcase</a>.</p>
<h3>I get an error message "a is not a function" or "opt_whenDone is not a function"</h3>
<p>If you are calling <code>prettyPrint</code> via an event handler, wrap it in a function.
Instead of doing
<blockquote>
<code class="prettyprint lang-js"
>addEventListener('load', prettyPrint, false);</code>
</blockquote>
wrap it in a closure like
<blockquote>
<code class="prettyprint lang-js"
>addEventListener('load', function (event) { prettyPrint() }, false);</code>
</blockquote>
so that the browser does not pass an event object to <code>prettyPrint</code> which
will confuse it.
<br><br><br>
<div class="footer">
<!-- Created: Tue Oct 3 17:51:56 PDT 2006 -->
<!-- hhmts start -->
Last modified: Wed Jul 19 13:56:00 PST 2010
<!-- hhmts end -->
</div>
</body>
</html>
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.pln{color:#000}@media screen{.str{color:#080}.kwd{color:#008}.com{color:#800}.typ{color:#606}.lit{color:#066}.pun,.opn,.clo{color:#660}.tag{color:#008}.atn{color:#606}.atv{color:#080}.dec,.var{color:#606}.fun{color:red}}@media print,projection{.str{color:#060}.kwd{color:#006;font-weight:bold}.com{color:#600;font-style:italic}.typ{color:#404;font-weight:bold}.lit{color:#044}.pun,.opn,.clo{color:#440}.tag{color:#006;font-weight:bold}.atn{color:#404}.atv{color:#060}}pre.prettyprint{padding:2px;border:1px solid #888}ol.linenums{margin-top:0;margin-bottom:0}li.L0,li.L1,li.L2,li.L3,li.L5,li.L6,li.L7,li.L8{list-style-type:none}li.L1,li.L3,li.L5,li.L7,li.L9{background:#eee}
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{
"project": {
"name": "Phaser",
"description": "HTML5 Game Framework",
"version": "1.0.0",
"url": "http://www.phaser.io/"
},
"files": {
"..\\Phaser\\time\\TimeManager.ts": {
"name": "..\\Phaser\\time\\TimeManager.ts",
"modules": {
"Phaser": 1
},
"classes": {
"TimeManager": 1
},
"fors": {},
"namespaces": {}
}
},
"modules": {
"Phaser": {
"name": "Phaser",
"submodules": {},
"classes": {
"TimeManager": 1
},
"fors": {},
"namespaces": {},
"tag": "module",
"file": "..\\Phaser\\time\\TimeManager.ts",
"line": 13,
"author": "Richard Davey <rich@photonstorm.com>",
"copyright": "2013 Photon Storm Ltd.",
"license": "https://github.com/photonstorm/phaser/blob/master/license.txt MIT License"
}
},
"classes": {
"TimeManager": {
"name": "TimeManager",
"shortname": "TimeManager",
"classitems": [],
"plugins": [],
"extensions": [],
"plugin_for": [],
"extension_for": [],
"module": "Phaser",
"namespace": "",
"file": "..\\Phaser\\time\\TimeManager.ts",
"line": 13,
"description": "This is the core internal game clock. It manages the elapsed time and calculation of delta values,\nused for game object motion and tweens.",
"is_constructor": 1,
"params": [
{
"name": "game",
"description": "A reference to the currently running game.",
"type": "Phaser.Game"
}
]
}
},
"classitems": [
{
"file": "..\\Phaser\\time\\TimeManager.ts",
"line": 34,
"description": "A reference to the currently running Game.",
"itemtype": "property",
"name": "game",
"type": "{Phaser.Game}",
"class": "TimeManager",
"module": "Phaser"
},
{
"file": "..\\Phaser\\time\\TimeManager.ts",
"line": 41,
"description": "The time at which the Game instance started.",
"itemtype": "property",
"name": "_started",
"access": "private",
"tagname": "",
"type": "{Number}",
"class": "TimeManager",
"module": "Phaser"
},
{
"file": "..\\Phaser\\time\\TimeManager.ts",
"line": 49,
"description": "Number of milliseconds elapsed since the last frame update.",
"itemtype": "property",
"name": "elapsed",
"access": "public",
"tagname": "",
"type": "{Number}",
"class": "TimeManager",
"module": "Phaser"
},
{
"file": "..\\Phaser\\time\\TimeManager.ts",
"line": 57,
"description": "Game time counter.",
"itemtype": "property",
"name": "time",
"access": "public",
"tagname": "",
"type": "{Number}",
"class": "TimeManager",
"module": "Phaser"
},
{
"file": "..\\Phaser\\time\\TimeManager.ts",
"line": 65,
"description": "Records how long the game has been paused for. Is reset each time the game pauses.",
"itemtype": "property",
"name": "pausedTime",
"access": "public",
"tagname": "",
"type": "{Number}",
"class": "TimeManager",
"module": "Phaser"
},
{
"file": "..\\Phaser\\time\\TimeManager.ts",
"line": 73,
"description": "The time right now.",
"itemtype": "property",
"name": "now",
"access": "public",
"tagname": "",
"type": "{Number}",
"class": "TimeManager",
"module": "Phaser"
},
{
"file": "..\\Phaser\\time\\TimeManager.ts",
"line": 81,
"description": "Elapsed time since the last frame.",
"itemtype": "property",
"name": "delta",
"access": "public",
"tagname": "",
"type": "{Number}",
"class": "TimeManager",
"module": "Phaser"
},
{
"file": "..\\Phaser\\time\\TimeManager.ts",
"line": 89,
"description": "The number of seconds that have elapsed since the game was started.",
"itemtype": "method",
"name": "totalElapsedSeconds",
"return": {
"description": "",
"type": "Number"
},
"class": "TimeManager",
"module": "Phaser"
},
{
"file": "..\\Phaser\\time\\TimeManager.ts",
"line": 100,
"description": "Frames per second.",
"itemtype": "property",
"name": "fps",
"access": "public",
"tagname": "",
"type": "{Number}",
"class": "TimeManager",
"module": "Phaser"
},
{
"file": "..\\Phaser\\time\\TimeManager.ts",
"line": 108,
"description": "The lowest rate the fps has dropped to.",
"itemtype": "property",
"name": "fpsMin",
"access": "public",
"tagname": "",
"type": "{Number}",
"class": "TimeManager",
"module": "Phaser"
},
{
"file": "..\\Phaser\\time\\TimeManager.ts",
"line": 116,
"description": "The highest rate the fps has reached (usually no higher than 60fps).",
"itemtype": "property",
"name": "fpsMax",
"access": "public",
"tagname": "",
"type": "{Number}",
"class": "TimeManager",
"module": "Phaser"
},
{
"file": "..\\Phaser\\time\\TimeManager.ts",
"line": 124,
"description": "The minimum amount of time the game has taken between two frames.",
"itemtype": "property",
"name": "msMin",
"access": "public",
"tagname": "",
"type": "{Number}",
"class": "TimeManager",
"module": "Phaser"
},
{
"file": "..\\Phaser\\time\\TimeManager.ts",
"line": 132,
"description": "The maximum amount of time the game has taken between two frames.",
"itemtype": "property",
"name": "msMax",
"access": "public",
"tagname": "",
"type": "{Number}",
"class": "TimeManager",
"module": "Phaser"
},
{
"file": "..\\Phaser\\time\\TimeManager.ts",
"line": 140,
"description": "The number of frames record in the last second.",
"itemtype": "property",
"name": "frames",
"access": "public",
"tagname": "",
"type": "{Number}",
"class": "TimeManager",
"module": "Phaser"
},
{
"file": "..\\Phaser\\time\\TimeManager.ts",
"line": 148,
"description": "The time (in ms) that the last second counter ticked over.",
"itemtype": "property",
"name": "_timeLastSecond",
"access": "private",
"tagname": "",
"type": "{Number}",
"class": "TimeManager",
"module": "Phaser"
},
{
"file": "..\\Phaser\\time\\TimeManager.ts",
"line": 156,
"description": "Update clock and calculate the fps.\nThis is called automatically by Game._raf",
"itemtype": "method",
"name": "update",
"params": [
{
"name": "raf",
"description": "The current timestamp, either performance.now or Date.now",
"type": "Number"
}
],
"class": "TimeManager",
"module": "Phaser"
},
{
"file": "..\\Phaser\\time\\TimeManager.ts",
"line": 192,
"description": "Called when the game enters a paused state.",
"itemtype": "method",
"name": "gamePaused",
"access": "private",
"tagname": "",
"class": "TimeManager",
"module": "Phaser"
},
{
"file": "..\\Phaser\\time\\TimeManager.ts",
"line": 201,
"description": "Called when the game resumes from a paused state.",
"itemtype": "method",
"name": "gameResumed",
"access": "private",
"tagname": "",
"class": "TimeManager",
"module": "Phaser"
},
{
"file": "..\\Phaser\\time\\TimeManager.ts",
"line": 211,
"description": "Records how long the game was paused for in miliseconds.",
"itemtype": "property",
"name": "pauseDuration",
"access": "public",
"tagname": "",
"type": "{Number}",
"class": "TimeManager",
"module": "Phaser"
},
{
"file": "..\\Phaser\\time\\TimeManager.ts",
"line": 219,
"description": "The time the game started being paused.",
"itemtype": "property",
"name": "_pauseStarted",
"access": "private",
"tagname": "",
"type": "{Number}",
"class": "TimeManager",
"module": "Phaser"
},
{
"file": "..\\Phaser\\time\\TimeManager.ts",
"line": 227,
"description": "How long has passed since the given time.",
"itemtype": "method",
"name": "elapsedSince",
"params": [
{
"name": "since",
"description": "The time you want to measure against.",
"type": "Number"
}
],
"return": {
"description": "The difference between the given time and now.",
"type": "Number"
},
"class": "TimeManager",
"module": "Phaser"
},
{
"file": "..\\Phaser\\time\\TimeManager.ts",
"line": 239,
"description": "How long has passed since the given time (in seconds).",
"itemtype": "method",
"name": "elapsedSecondsSince",
"params": [
{
"name": "since",
"description": "The time you want to measure (in seconds).",
"type": "Number"
}
],
"return": {
"description": "Duration between given time and now (in seconds).",
"type": "Number"
},
"class": "TimeManager",
"module": "Phaser"
},
{
"file": "..\\Phaser\\time\\TimeManager.ts",
"line": 251,
"description": "Resets the private _started value to now.",
"itemtype": "method",
"name": "reset",
"class": "TimeManager",
"module": "Phaser"
}
],
"warnings": [
{
"message": "unknown tag: copyright",
"line": " ..\\Phaser\\time\\TimeManager.ts:3"
},
{
"message": "unknown tag: license",
"line": " ..\\Phaser\\time\\TimeManager.ts:3"
}
]
}
@@ -0,0 +1,372 @@
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<h1 class="file-heading">File: ..\Phaser\time\TimeManager.ts</h1>
<div class="file">
<pre class="code prettyprint linenums">
/// &lt;reference path=&quot;../_definitions.ts&quot; /&gt;
/**
* @author Richard Davey &lt;rich@photonstorm.com&gt;
* @copyright 2013 Photon Storm Ltd.
* @license https://github.com/photonstorm/phaser/blob/master/license.txt MIT License
* @module Phaser
*/
module Phaser {
export class TimeManager {
/**
* This is the core internal game clock. It manages the elapsed time and calculation of delta values,
* used for game object motion and tweens.
*
* @class TimeManager
* @constructor
* @param {Phaser.Game} game A reference to the currently running game.
*/
constructor(game: Phaser.Game) {
this.game = game;
this._started = 0;
this._timeLastSecond = this._started;
this.time = this._started;
this.game.onPause.add(this.gamePaused, this);
this.game.onResume.add(this.gameResumed, this);
}
/**
* A reference to the currently running Game.
* @property game
* @type {Phaser.Game}
*/
public game: Phaser.Game;
/**
* The time at which the Game instance started.
* @property _started
* @private
* @type {Number}
*/
private _started: number;
/**
* Number of milliseconds elapsed since the last frame update.
* @property elapsed
* @public
* @type {Number}
*/
public elapsed: number = 0;
/**
* Game time counter.
* @property time
* @public
* @type {Number}
*/
public time: number = 0;
/**
* Records how long the game has been paused for. Is reset each time the game pauses.
* @property pausedTime
* @public
* @type {Number}
*/
public pausedTime: number = 0;
/**
* The time right now.
* @property now
* @public
* @type {Number}
*/
public now: number = 0;
/**
* Elapsed time since the last frame.
* @property delta
* @public
* @type {Number}
*/
public delta: number = 0;
/**
* The number of seconds that have elapsed since the game was started.
* @method totalElapsedSeconds
* @return {Number}
*/
public get totalElapsedSeconds(): number {
return (this.now - this._started) * 0.001;
}
/**
* Frames per second.
* @property fps
* @public
* @type {Number}
*/
public fps: number = 0;
/**
* The lowest rate the fps has dropped to.
* @property fpsMin
* @public
* @type {Number}
*/
public fpsMin: number = 1000;
/**
* The highest rate the fps has reached (usually no higher than 60fps).
* @property fpsMax
* @public
* @type {Number}
*/
public fpsMax: number = 0;
/**
* The minimum amount of time the game has taken between two frames.
* @property msMin
* @public
* @type {Number}
*/
public msMin: number = 1000;
/**
* The maximum amount of time the game has taken between two frames.
* @property msMax
* @public
* @type {Number}
*/
public msMax: number = 0;
/**
* The number of frames record in the last second.
* @property frames
* @public
* @type {Number}
*/
public frames: number = 0;
/**
* The time (in ms) that the last second counter ticked over.
* @property _timeLastSecond
* @private
* @type {Number}
*/
private _timeLastSecond: number = 0;
/**
* Update clock and calculate the fps.
* This is called automatically by Game._raf
* @method update
* @param {Number} raf The current timestamp, either performance.now or Date.now
*/
public update(raf: number) {
this.now = raf; // 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 &gt; 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
// Paused?
if (this.game.paused)
{
this.pausedTime = this.now - this._pauseStarted;
}
}
/**
* Called when the game enters a paused state.
* @method gamePaused
* @private
*/
private gamePaused() {
this._pauseStarted = this.now;
}
/**
* Called when the game resumes from a paused state.
* @method gameResumed
* @private
*/
private gameResumed() {
// Level out the delta timer to avoid spikes
this.pauseDuration = this.pausedTime;
}
/**
* Records how long the game was paused for in miliseconds.
* @property pauseDuration
* @public
* @type {Number}
*/
public pauseDuration: number = 0;
/**
* The time the game started being paused.
* @property _pauseStarted
* @private
* @type {Number}
*/
private _pauseStarted: number = 0;
/**
* How long has passed since the given time.
* @method elapsedSince
* @param {Number} since The time you want to measure against.
* @return {Number} The difference between the given time and now.
*/
public elapsedSince(since: number): number {
return this.now - since;
}
/**
* How long has passed since the given time (in seconds).
* @method elapsedSecondsSince
* @param {Number} since The time you want to measure (in seconds).
* @return {Number} Duration between given time and now (in seconds).
*/
public elapsedSecondsSince(since: number): number {
return (this.now - since) * 0.001;
}
/**
* Resets the private _started value to now.
* @method reset
*/
public reset() {
this._started = this.now;
}
}
}
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Defined in: <a href="../files/.._Phaser_time_TimeManager.ts.html#l13"><code>..\Phaser\time\TimeManager.ts:13</code></a>
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</div>
<div class="box intro">
</div>
<div class="yui3-g">
<div class="yui3-u-1-2">
<p>This module provides the following classes:</p>
<ul class="module-classes">
<li class="module-class">
<a href="../classes/TimeManager.html">
TimeManager
</a>
</li>
</ul>
</div>
<div class="yui3-u-1-2">
</div>
</div>
</div>
</div>
</div>
</div>
</div>
</div>
<script src="../assets/vendor/prettify/prettify-min.js"></script>
<script>prettyPrint();</script>
<script src="../assets/js/yui-prettify.js"></script>
<script src="../assets/../api.js"></script>
<script src="../assets/js/api-filter.js"></script>
<script src="../assets/js/api-list.js"></script>
<script src="../assets/js/api-search.js"></script>
<script src="../assets/js/apidocs.js"></script>
</body>
</html>
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<!DOCTYPE HTML>
<html>
<head>
<title>phaser - hello world</title>
<script src="phaser-min.js"></script>
</head>
<body>
<script type="text/javascript">
(function () {
var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update });
function preload() {
game.load.image('logo', 'logo.png');
}
var logo;
function create() {
logo = game.add.sprite(0, 0, 'logo');
}
function update() {
}
})();
</script>
</body>
</html>
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+1
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@@ -0,0 +1 @@
yuidoc -c ../Phaser/yuidoc.json -o API/ -t yuidoc-theme-dana -e .ts ../Phaser/time
+1
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@@ -0,0 +1 @@
yuidoc -n -e .ts --server 3000 ../Phaser/time
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/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2013 Photon Storm Ltd.
* @license https://github.com/photonstorm/phaser/blob/master/license.txt MIT License
* @module Phaser
*/
/**
* The class constructor
*
* @class Name
* @constructor
* @param {Phaser.Game} game A reference to the currently running game.
*/
/**
* A reference to the currently running Game.
* @property game
* @type {Phaser.Game}
*/
public game: Phaser.Game;
/**
* My method description. Like other pieces of your comment blocks,
* this can span multiple lines.
*
* @method methodName
* @param {String} foo Argument 1
* @param {Object} config A config object
* @param {String} config.name The name on the config object
* @param {Function} config.callback A callback function on the config object
* @param {Boolean} [extra=false] Do extra, optional work
* @return {Boolean} Returns true on success
*/
/**
* Property description.
*
* @property propertyName
* @public @private
* @type {Object}
* @default "foo"
*/
@param {Type} Name Description
Object, Array, String, Boolean, Number, Mixed, MyType
Submodule Docs/yuidoc-theme-dana added at f4dea8f2cc
+59 -37
View File
@@ -3,6 +3,42 @@ module.exports = function (grunt) {
grunt.loadNpmTasks('grunt-contrib-watch');
grunt.loadNpmTasks('grunt-contrib-copy');
var wrapPhaserInUmd = function(content, isAddon) {
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');
};
var wrapAddonInUmd = function(content) {
var replacement = [
'(function (root, factory) {',
' if (typeof exports === \'object\') {',
' module.exports = factory(require(\'phaser\'));',
' } else if (typeof define === \'function\' && define.amd) {',
' define([\'phaser\'], factory);',
' } else {',
' factory(root.Phaser);',
' }',
'}(this, function (Phaser) {',
content,
'return Phaser;',
'}));'
];
return replacement.join('\n');
};
grunt.initConfig({
pkg: grunt.file.readJSON('package.json'),
typescript: {
@@ -10,49 +46,35 @@ module.exports = function (grunt) {
src: ['Phaser/**/*.ts'],
dest: 'build/phaser.js',
options: {
target: 'ES5'
target: 'ES5',
declaration: true,
comments: true
}
}
},
},
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: {
copy: {
main: {
files: [{
src: 'build/phaser.js',
dest: 'Tests/phaser.js'
}]
},
mainAmd: {
files: [{
src: 'build/phaser.js',
dest: 'build/phaser.amd.js'
}],
options: {
processContent: wrapPhaserInUmd
}
},
},
watch: {
files: '**/*.ts',
tasks: ['typescript', 'copy']
}
});
grunt.registerTask('default', ['watch']);
grunt.registerTask('default', ['typescript', 'copy', 'watch']);
}
-38
View File
@@ -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*
-28
View File
@@ -1,28 +0,0 @@
/// <reference path="Game.d.ts" />
/// <reference path="gameobjects/Sprite.d.ts" />
/// <reference path="system/animation/Animation.d.ts" />
/// <reference path="system/animation/AnimationLoader.d.ts" />
/// <reference path="system/animation/Frame.d.ts" />
/// <reference path="system/animation/FrameData.d.ts" />
module Phaser {
class AnimationManager {
constructor(game: Game, parent: Sprite);
private _game;
private _parent;
private _anims;
private _frameIndex;
private _frameData;
public currentAnim: Animation;
public currentFrame: Frame;
public loadFrameData(frameData: FrameData): void;
public add(name: string, frames?: any[], frameRate?: number, loop?: bool, useNumericIndex?: bool): void;
private validateFrames(frames, useNumericIndex);
public play(name: string, frameRate?: number, loop?: bool): void;
public stop(name: string): void;
public update(): void;
public frameData : FrameData;
public frameTotal : number;
public frame : number;
public frameName : string;
}
}
-186
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@@ -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;
}
}
}
}
-23
View File
@@ -1,23 +0,0 @@
/// <reference path="Game.d.ts" />
module Phaser {
class Basic {
constructor(game: Game);
public _game: Game;
public name: string;
public ID: number;
public isGroup: bool;
public exists: bool;
public active: bool;
public visible: bool;
public alive: bool;
public ignoreDrawDebug: bool;
public destroy(): void;
public preUpdate(): void;
public update(): void;
public postUpdate(): void;
public render(camera: Camera, cameraOffsetX: number, cameraOffsetY: number): void;
public kill(): void;
public revive(): void;
public toString(): string;
}
}
-138
View File
@@ -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 "";
}
}
}
-26
View File
@@ -1,26 +0,0 @@
/// <reference path="Game.d.ts" />
module Phaser {
class Cache {
constructor(game: Game);
private _game;
private _canvases;
private _images;
private _sounds;
private _text;
public addCanvas(key: string, canvas: HTMLCanvasElement, context: CanvasRenderingContext2D): void;
public addSpriteSheet(key: string, url: string, data, frameWidth: number, frameHeight: number, frameMax: number): void;
public addTextureAtlas(key: string, url: string, data, jsonData): void;
public addImage(key: string, url: string, data): void;
public addSound(key: string, url: string, data): void;
public decodedSound(key: string, data): void;
public addText(key: string, url: string, data): void;
public getCanvas(key: string);
public getImage(key: string);
public getFrameData(key: string): FrameData;
public getSound(key: string);
public isSoundDecoded(key: string): bool;
public isSpriteSheet(key: string): bool;
public getText(key: string);
public destroy(): void;
}
}
-176
View File
@@ -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']];
}
}
}
}
-17
View File
@@ -1,17 +0,0 @@
/// <reference path="Game.d.ts" />
/// <reference path="system/Camera.d.ts" />
module Phaser {
class CameraManager {
constructor(game: Game, x: number, y: number, width: number, height: number);
private _game;
private _cameras;
private _cameraInstance;
public current: Camera;
public getAll(): Camera[];
public update(): void;
public render(): void;
public addCamera(x: number, y: number, width: number, height: number): Camera;
public removeCamera(id: number): bool;
public destroy(): void;
}
}
-89
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@@ -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);
}
}
}
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/// <reference path="Game.d.ts" />
/// <reference path="geom/Point.d.ts" />
/// <reference path="geom/Rectangle.d.ts" />
/// <reference path="geom/Quad.d.ts" />
/// <reference path="geom/Circle.d.ts" />
/// <reference path="geom/Line.d.ts" />
/// <reference path="geom/IntersectResult.d.ts" />
/// <reference path="system/QuadTree.d.ts" />
module Phaser {
class Collision {
constructor(game: Game);
private _game;
static LEFT: number;
static RIGHT: number;
static UP: number;
static DOWN: number;
static NONE: number;
static CEILING: number;
static FLOOR: number;
static WALL: number;
static ANY: number;
static OVERLAP_BIAS: number;
static TILE_OVERLAP: bool;
static _tempBounds: Quad;
static lineToLine(line1: Line, line2: Line, output?: IntersectResult): IntersectResult;
static lineToLineSegment(line: Line, seg: Line, output?: IntersectResult): IntersectResult;
static lineToRawSegment(line: Line, x1: number, y1: number, x2: number, y2: number, output?: IntersectResult): IntersectResult;
static lineToRay(line1: Line, ray: Line, output?: IntersectResult): IntersectResult;
static lineToCircle(line: Line, circle: Circle, output?: IntersectResult): IntersectResult;
static lineToRectangle(line: Line, rect: Rectangle, output?: IntersectResult): IntersectResult;
static lineSegmentToLineSegment(line1: Line, line2: Line, output?: IntersectResult): IntersectResult;
static lineSegmentToRay(line: Line, ray: Line, output?: IntersectResult): IntersectResult;
static lineSegmentToCircle(seg: Line, circle: Circle, output?: IntersectResult): IntersectResult;
static lineSegmentToRectangle(seg: Line, rect: Rectangle, output?: IntersectResult): IntersectResult;
static rayToRectangle(ray: Line, rect: Rectangle, output?: IntersectResult): IntersectResult;
static rayToLineSegment(rayX1, rayY1, rayX2, rayY2, lineX1, lineY1, lineX2, lineY2, output?: IntersectResult): IntersectResult;
static pointToRectangle(point, rect: Rectangle, output?: IntersectResult): IntersectResult;
static rectangleToRectangle(rect1: Rectangle, rect2: Rectangle, output?: IntersectResult): IntersectResult;
static rectangleToCircle(rect: Rectangle, circle: Circle, output?: IntersectResult): IntersectResult;
static circleToCircle(circle1: Circle, circle2: Circle, output?: IntersectResult): IntersectResult;
static circleToRectangle(circle: Circle, rect: Rectangle, output?: IntersectResult): IntersectResult;
static circleContainsPoint(circle: Circle, point, output?: IntersectResult): IntersectResult;
public overlap(object1?: Basic, object2?: Basic, notifyCallback?, processCallback?): bool;
static separate(object1, object2): bool;
static separateTile(object: GameObject, x: number, y: number, width: number, height: number, mass: number, collideLeft: bool, collideRight: bool, collideUp: bool, collideDown: bool): bool;
static separateTileX(object: GameObject, x: number, y: number, width: number, height: number, mass: number, collideLeft: bool, collideRight: bool): bool;
static separateTileY(object: GameObject, x: number, y: number, width: number, height: number, mass: number, collideUp: bool, collideDown: bool): bool;
static separateX(object1, object2): bool;
static separateY(object1, object2): bool;
static distance(x1: number, y1: number, x2: number, y2: number): number;
static distanceSquared(x1: number, y1: number, x2: number, y2: number): number;
}
}
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/// <reference path="Game.d.ts" />
module Phaser {
class DynamicTexture {
constructor(game: Game, width: number, height: number);
private _game;
private _sx;
private _sy;
private _sw;
private _sh;
private _dx;
private _dy;
private _dw;
private _dh;
public bounds: Rectangle;
public canvas: HTMLCanvasElement;
public context: CanvasRenderingContext2D;
public getPixel(x: number, y: number): number;
public getPixel32(x: number, y: number): number;
public getPixels(rect: Rectangle): ImageData;
public setPixel(x: number, y: number, color: number): void;
public setPixel32(x: number, y: number, color: number): void;
public setPixels(rect: Rectangle, input): void;
public fillRect(rect: Rectangle, color: number): void;
public pasteImage(key: string, frame?: number, destX?: number, destY?: number, destWidth?: number, destHeight?: number): void;
public copyPixels(sourceTexture: DynamicTexture, sourceRect: Rectangle, destPoint: Point): void;
public clear(): void;
public width : number;
public height : number;
private getColor32(alpha, red, green, blue);
private getColor(red, green, blue);
}
}
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/// <reference path="Game.ts" />
/**
* Phaser - DynamicTexture
*
* A DynamicTexture can be thought of as a mini canvas into which you can draw anything.
* Game Objects can be assigned a DynamicTexture, so when they render in the world they do so
* based on the contents of the texture at the time. This allows you to create powerful effects
* once and have them replicated across as many game objects as you like.
*/
module Phaser {
export class DynamicTexture {
constructor(game: Game, width: number, height: number) {
this._game = game;
this.canvas = <HTMLCanvasElement> document.createElement('canvas');
this.canvas.width = width;
this.canvas.height = height;
this.context = this.canvas.getContext('2d');
this.bounds = new Rectangle(0, 0, width, height);
}
private _game: Game;
private _sx: number = 0;
private _sy: number = 0;
private _sw: number = 0;
private _sh: number = 0;
private _dx: number = 0;
private _dy: number = 0;
private _dw: number = 0;
private _dh: number = 0;
// Input / Output nodes?
public bounds: Rectangle;
public canvas: HTMLCanvasElement;
public context: CanvasRenderingContext2D;
public getPixel(x: number, y: number): number {
//r = imageData.data[0];
//g = imageData.data[1];
//b = imageData.data[2];
//a = imageData.data[3];
var imageData = this.context.getImageData(x, y, 1, 1);
return this.getColor(imageData.data[0], imageData.data[1], imageData.data[2]);
}
public getPixel32(x: number, y: number) {
var imageData = this.context.getImageData(x, y, 1, 1);
return this.getColor32(imageData.data[3], imageData.data[0], imageData.data[1], imageData.data[2]);
}
// Returns a CanvasPixelArray
public getPixels(rect: Rectangle) {
return this.context.getImageData(rect.x, rect.y, rect.width, rect.height);
}
public setPixel(x: number, y: number, color: number) {
this.context.fillStyle = color;
this.context.fillRect(x, y, 1, 1);
}
public setPixel32(x: number, y: number, color: number) {
this.context.fillStyle = color;
this.context.fillRect(x, y, 1, 1);
}
public setPixels(rect: Rectangle, input) {
this.context.putImageData(input, rect.x, rect.y);
}
public fillRect(rect: Rectangle, color: number) {
this.context.fillStyle = color;
this.context.fillRect(rect.x, rect.y, rect.width, rect.height);
}
public pasteImage(key: string, frame?: number = -1, destX?: number = 0, destY?: number = 0, destWidth?: number = null, destHeight?: number = null) {
var texture = null;
var frameData;
this._sx = 0;
this._sy = 0;
this._dx = destX;
this._dy = destY;
// TODO - Load a frame from a sprite sheet, otherwise we'll draw the whole lot
if (frame > -1)
{
//if (this._game.cache.isSpriteSheet(key))
//{
// texture = this._game.cache.getImage(key);
//this.animations.loadFrameData(this._game.cache.getFrameData(key));
//}
}
else
{
texture = this._game.cache.getImage(key);
this._sw = texture.width;
this._sh = texture.height;
this._dw = texture.width;
this._dh = texture.height;
}
if (destWidth !== null)
{
this._dw = destWidth;
}
if (destHeight !== null)
{
this._dh = destHeight;
}
if (texture != null)
{
this.context.drawImage(
texture, // Source Image
this._sx, // Source X (location within the source image)
this._sy, // Source Y
this._sw, // Source Width
this._sh, // Source Height
this._dx, // Destination X (where on the canvas it'll be drawn)
this._dy, // Destination Y
this._dw, // Destination Width (always same as Source Width unless scaled)
this._dh // Destination Height (always same as Source Height unless scaled)
);
}
}
// TODO - Add in support for: alphaBitmapData: BitmapData = null, alphaPoint: Point = null, mergeAlpha: bool = false
public copyPixels(sourceTexture: DynamicTexture, sourceRect: Rectangle, destPoint: Point) {
// Swap for drawImage if the sourceRect is the same size as the sourceTexture to avoid a costly getImageData call
if (sourceRect.equals(this.bounds) == true)
{
this.context.drawImage(sourceTexture.canvas, destPoint.x, destPoint.y);
}
else
{
this.context.putImageData(sourceTexture.getPixels(sourceRect), destPoint.x, destPoint.y);
}
}
public clear() {
this.context.clearRect(0, 0, this.bounds.width, this.bounds.height);
}
public get width(): number {
return this.bounds.width;
}
public get height(): number {
return this.bounds.height;
}
/**
* Given an alpha and 3 color values this will return an integer representation of it
*
* @param alpha The Alpha value (between 0 and 255)
* @param red The Red channel value (between 0 and 255)
* @param green The Green channel value (between 0 and 255)
* @param blue The Blue channel value (between 0 and 255)
*
* @return A native color value integer (format: 0xAARRGGBB)
*/
private getColor32(alpha: number, red: number, green: number, blue: number): number {
return alpha << 24 | red << 16 | green << 8 | blue;
}
/**
* Given 3 color values this will return an integer representation of it
*
* @param red The Red channel value (between 0 and 255)
* @param green The Green channel value (between 0 and 255)
* @param blue The Blue channel value (between 0 and 255)
*
* @return A native color value integer (format: 0xRRGGBB)
*/
private getColor(red: number, green: number, blue: number): number {
return red << 16 | green << 8 | blue;
}
}
}
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/// <reference path="Game.d.ts" />
module Phaser {
class FXManager {
constructor(game: Game);
private _fx;
private _length;
private _game;
public active: bool;
public visible: bool;
public add(effect): any;
public preUpdate(): void;
public postUpdate(): void;
public preRender(camera: Camera, cameraX: number, cameraY: number, cameraWidth: number, cameraHeight: number): void;
public render(camera: Camera, cameraX: number, cameraY: number, cameraWidth: number, cameraHeight: number): void;
public postRender(camera: Camera, cameraX: number, cameraY: number, cameraWidth: number, cameraHeight: number): void;
public destroy(): void;
}
}
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/// <reference path="Game.ts" />
/**
* Phaser - FXManager
*
* The FXManager controls all special effects applied to game objects such as Cameras.
*/
module Phaser {
export class FXManager {
constructor(game: Game, parent) {
this._game = game;
this._parent = parent;
this._fx = [];
this.active = true;
this.visible = true;
}
/**
* The essential reference to the main game object.
*/
private _game: Game;
/**
* A reference to the object that owns this FXManager instance.
*/
private _parent;
/**
* The array in which we keep all of the registered FX
*/
private _fx;
/**
* Holds the size of the _fx array
*/
private _length: number;
/**
* Controls whether any of the FX have preUpdate, update or postUpdate called
*/
public active: bool;
/**
* Controls whether any of the FX have preRender, render or postRender called
*/
public visible: bool;
/**
* Adds a new FX to the FXManager.
* The effect must be an object with at least one of the following methods: preUpdate, postUpdate, preRender, render or postRender.
* A new instance of the effect will be created and a reference to Game will be passed to the object constructor.
*/
public add(effect): any {
var result: bool = false;
var newEffect = { effect: {}, preUpdate: false, postUpdate: false, preRender: false, render: false, postRender: false };
if (typeof effect === 'function')
{
newEffect.effect = new effect(this._game, this._parent);
}
else
{
throw new Error("Invalid object given to Phaser.FXManager.add");
}
// Check for methods now to avoid having to do this every loop
if (typeof newEffect.effect['preUpdate'] === 'function')
{
newEffect.preUpdate = true;
result = true;
}
if (typeof newEffect.effect['postUpdate'] === 'function')
{
newEffect.postUpdate = true;
result = true;
}
if (typeof newEffect.effect['preRender'] === 'function')
{
newEffect.preRender = true;
result = true;
}
if (typeof newEffect.effect['render'] === 'function')
{
newEffect.render = true;
result = true;
}
if (typeof newEffect.effect['postRender'] === 'function')
{
newEffect.postRender = true;
result = true;
}
if (result == true)
{
this._length = this._fx.push(newEffect);
return newEffect.effect;
}
else
{
return result;
}
}
/**
* Pre-update is called at the start of the objects update cycle, before any other updates have taken place.
*/
public preUpdate() {
if (this.active)
{
for (var i = 0; i < this._length; i++)
{
if (this._fx[i].preUpdate)
{
this._fx[i].effect.preUpdate();
}
}
}
}
/**
* Post-update is called at the end of the objects update cycle, after other update logic has taken place.
*/
public postUpdate() {
if (this.active)
{
for (var i = 0; i < this._length; i++)
{
if (this._fx[i].postUpdate)
{
this._fx[i].effect.postUpdate();
}
}
}
}
/**
* Pre-render is called at the start of the object render cycle, before any transforms have taken place.
* It happens directly AFTER a canvas context.save has happened if added to a Camera.
*/
public preRender(camera:Camera, cameraX: number, cameraY: number, cameraWidth: number, cameraHeight: number) {
if (this.visible)
{
for (var i = 0; i < this._length; i++)
{
if (this._fx[i].preRender)
{
this._fx[i].effect.preRender(camera, cameraX, cameraY, cameraWidth, cameraHeight);
}
}
}
}
/**
* render is called during the objects render cycle, right after all transforms have finished, but before any children/image data is rendered.
*/
public render(camera:Camera, cameraX: number, cameraY: number, cameraWidth: number, cameraHeight: number) {
if (this.visible)
{
for (var i = 0; i < this._length; i++)
{
if (this._fx[i].preRender)
{
this._fx[i].effect.preRender(camera, cameraX, cameraY, cameraWidth, cameraHeight);
}
}
}
}
/**
* Post-render is called during the objects render cycle, after the children/image data has been rendered.
* It happens directly BEFORE a canvas context.restore has happened if added to a Camera.
*/
public postRender(camera:Camera, cameraX: number, cameraY: number, cameraWidth: number, cameraHeight: number) {
if (this.visible)
{
for (var i = 0; i < this._length; i++)
{
if (this._fx[i].postRender)
{
this._fx[i].effect.postRender(camera, cameraX, cameraY, cameraWidth, cameraHeight);
}
}
}
}
/**
* Clear down this FXManager and null out references
*/
public destroy() {
this._game = null;
this._fx = null;
}
}
}
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/// <reference path="AnimationManager.d.ts" />
/// <reference path="Basic.d.ts" />
/// <reference path="Cache.d.ts" />
/// <reference path="CameraManager.d.ts" />
/// <reference path="Collision.d.ts" />
/// <reference path="DynamicTexture.d.ts" />
/// <reference path="FXManager.d.ts" />
/// <reference path="GameMath.d.ts" />
/// <reference path="Group.d.ts" />
/// <reference path="Loader.d.ts" />
/// <reference path="Motion.d.ts" />
/// <reference path="Signal.d.ts" />
/// <reference path="SignalBinding.d.ts" />
/// <reference path="SoundManager.d.ts" />
/// <reference path="Stage.d.ts" />
/// <reference path="Time.d.ts" />
/// <reference path="TweenManager.d.ts" />
/// <reference path="World.d.ts" />
/// <reference path="system/Device.d.ts" />
/// <reference path="system/RandomDataGenerator.d.ts" />
/// <reference path="system/RequestAnimationFrame.d.ts" />
/// <reference path="system/input/Input.d.ts" />
/// <reference path="system/input/Keyboard.d.ts" />
/// <reference path="system/input/Mouse.d.ts" />
/// <reference path="system/input/Touch.d.ts" />
/// <reference path="gameobjects/Emitter.d.ts" />
/// <reference path="gameobjects/GameObject.d.ts" />
/// <reference path="gameobjects/GeomSprite.d.ts" />
/// <reference path="gameobjects/Particle.d.ts" />
/// <reference path="gameobjects/Sprite.d.ts" />
/// <reference path="gameobjects/Tilemap.d.ts" />
/// <reference path="gameobjects/ScrollZone.d.ts" />
module Phaser {
class Game {
constructor(callbackContext, parent?: string, width?: number, height?: number, initCallback?, createCallback?, updateCallback?, renderCallback?);
private _raf;
private _maxAccumulation;
private _accumulator;
private _step;
private _loadComplete;
private _paused;
private _pendingState;
public callbackContext;
public onInitCallback;
public onCreateCallback;
public onUpdateCallback;
public onRenderCallback;
public onPausedCallback;
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;
public isRunning: bool;
private boot(parent, width, height);
private loadComplete();
private bootLoop();
private pausedLoop();
private loop();
private startState();
public setCallbacks(initCallback?, createCallback?, updateCallback?, renderCallback?): void;
public switchState(state, clearWorld?: bool, clearCache?: bool): void;
public destroy(): void;
public paused : bool;
public framerate : number;
public createCamera(x: number, y: number, width: number, height: number): Camera;
public createGeomSprite(x: number, y: number): GeomSprite;
public createSprite(x: number, y: number, key?: string): Sprite;
public createDynamicTexture(width: number, height: number): DynamicTexture;
public createGroup(MaxSize?: number): Group;
public createParticle(): Particle;
public createEmitter(x?: number, y?: number, size?: number): Emitter;
public createScrollZone(key: string, x?: number, y?: number, width?: number, height?: number): ScrollZone;
public createTilemap(key: string, mapData: string, format: number, resizeWorld?: bool, tileWidth?: number, tileHeight?: number): Tilemap;
public createTween(obj): Tween;
public collide(objectOrGroup1?: Basic, objectOrGroup2?: Basic, notifyCallback?): bool;
public camera : Camera;
}
}
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/// <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="FXManager.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;
public isRunning: 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;
this.isBooted = true;
// Display the default game screen?
if (this.onInitCallback == null && this.onCreateCallback == null && this.onUpdateCallback == null && this.onRenderCallback == null && this._pendingState == null)
{
this._raf = new RequestAnimationFrame(this.bootLoop, this);
}
else
{
this.isRunning = 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 bootLoop() {
this.time.update();
this.tweens.update();
this.input.update();
this.stage.update();
}
private pausedLoop() {
this.time.update();
this.tweens.update();
this.input.update();
this.stage.update();
if (this.onPausedCallback !== null)
{
this.onPausedCallback.call(this.callbackContext);
}
}
private loop() {
this.time.update();
this.tweens.update();
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;
this._raf.setCallback(this.pausedLoop);
}
else if (value == false && this._paused == true)
{
this._paused = false;
this.time.time = Date.now();
this.input.reset();
if (this.isRunning == false)
{
this._raf.setCallback(this.bootLoop);
}
else
{
this._raf.setCallback(this.loop);
}
}
}
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;
}
}
}
-110
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@@ -1,110 +0,0 @@
/// <reference path="Game.d.ts" />
module Phaser {
class GameMath {
constructor(game: Game);
private _game;
static PI: number;
static PI_2: number;
static PI_4: number;
static PI_8: number;
static PI_16: number;
static TWO_PI: number;
static THREE_PI_2: number;
static E: number;
static LN10: number;
static LN2: number;
static LOG10E: number;
static LOG2E: number;
static SQRT1_2: number;
static SQRT2: number;
static DEG_TO_RAD: number;
static RAD_TO_DEG: number;
static B_16: number;
static B_31: number;
static B_32: number;
static B_48: number;
static B_53: number;
static B_64: number;
static ONE_THIRD: number;
static TWO_THIRDS: number;
static ONE_SIXTH: number;
static COS_PI_3: number;
static SIN_2PI_3: number;
static CIRCLE_ALPHA: number;
static ON: bool;
static OFF: bool;
static SHORT_EPSILON: number;
static PERC_EPSILON: number;
static EPSILON: number;
static LONG_EPSILON: number;
public cosTable: any[];
public sinTable: any[];
public fuzzyEqual(a: number, b: number, epsilon?: number): bool;
public fuzzyLessThan(a: number, b: number, epsilon?: number): bool;
public fuzzyGreaterThan(a: number, b: number, epsilon?: number): bool;
public fuzzyCeil(val: number, epsilon?: number): number;
public fuzzyFloor(val: number, epsilon?: number): number;
public average(...args: any[]): number;
public slam(value: number, target: number, epsilon?: number): number;
public percentageMinMax(val: number, max: number, min?: number): number;
public sign(n: number): number;
public truncate(n: number): number;
public shear(n: number): number;
public wrap(val: number, max: number, min?: number): number;
public arithWrap(value: number, max: number, min?: number): number;
public clamp(input: number, max: number, min?: number): number;
public snapTo(input: number, gap: number, start?: number): number;
public snapToFloor(input: number, gap: number, start?: number): number;
public snapToCeil(input: number, gap: number, start?: number): number;
public snapToInArray(input: number, arr: number[], sort?: bool): number;
public roundTo(value: number, place?: number, base?: number): number;
public floorTo(value: number, place?: number, base?: number): number;
public ceilTo(value: number, place?: number, base?: number): number;
public interpolateFloat(a: number, b: number, weight: number): number;
public radiansToDegrees(angle: number): number;
public degreesToRadians(angle: number): number;
public angleBetween(x1: number, y1: number, x2: number, y2: number): number;
public normalizeAngle(angle: number, radians?: bool): number;
public nearestAngleBetween(a1: number, a2: number, radians?: bool): number;
public normalizeAngleToAnother(dep: number, ind: number, radians?: bool): number;
public normalizeAngleAfterAnother(dep: number, ind: number, radians?: bool): number;
public normalizeAngleBeforeAnother(dep: number, ind: number, radians?: bool): number;
public interpolateAngles(a1: number, a2: number, weight: number, radians?: bool, ease?): number;
public logBaseOf(value: number, base: number): number;
public GCD(m: number, n: number): number;
public LCM(m: number, n: number): number;
public factorial(value: number): number;
public gammaFunction(value: number): number;
public fallingFactorial(base: number, exp: number): number;
public risingFactorial(base: number, exp: number): number;
public binCoef(n: number, k: number): number;
public risingBinCoef(n: number, k: number): number;
public chanceRoll(chance?: number): bool;
public maxAdd(value: number, amount: number, max: number): number;
public minSub(value: number, amount: number, min: number): number;
public wrapValue(value: number, amount: number, max: number): number;
public randomSign(): number;
public isOdd(n: number): bool;
public isEven(n: number): bool;
public wrapAngle(angle: number): number;
public angleLimit(angle: number, min: number, max: number): number;
public linearInterpolation(v, k);
public bezierInterpolation(v, k): number;
public catmullRomInterpolation(v, k);
public linear(p0, p1, t);
public bernstein(n, i): number;
public catmullRom(p0, p1, p2, p3, t);
public difference(a: number, b: number): number;
public globalSeed: number;
public random(): number;
public srand(Seed: number): number;
public getRandom(Objects, StartIndex?: number, Length?: number);
public floor(Value: number): number;
public ceil(Value: number): number;
public sinCosGenerator(length: number, sinAmplitude?: number, cosAmplitude?: number, frequency?: number): any[];
public shiftSinTable(): number;
public shiftCosTable(): number;
public vectorLength(dx: number, dy: number): number;
public dotProduct(ax: number, ay: number, bx: number, by: number): number;
}
}
-39
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@@ -1,39 +0,0 @@
/// <reference path="Basic.d.ts" />
/// <reference path="Game.d.ts" />
module Phaser {
class Group extends Basic {
constructor(game: Game, MaxSize?: number);
static ASCENDING: number;
static DESCENDING: number;
public members: Basic[];
public length: number;
private _maxSize;
private _marker;
private _sortIndex;
private _sortOrder;
public destroy(): void;
public update(): void;
public render(camera: Camera, cameraOffsetX: number, cameraOffsetY: number): void;
public maxSize : number;
public add(Object: Basic): Basic;
public recycle(ObjectClass?);
public remove(Object: Basic, Splice?: bool): Basic;
public replace(OldObject: Basic, NewObject: Basic): Basic;
public sort(Index?: string, Order?: number): void;
public setAll(VariableName: string, Value: Object, Recurse?: bool): void;
public callAll(FunctionName: string, Recurse?: bool): void;
public forEach(callback, recursive?: bool): void;
public forEachAlive(context, callback, recursive?: bool): void;
public getFirstAvailable(ObjectClass?);
public getFirstNull(): number;
public getFirstExtant(): Basic;
public getFirstAlive(): Basic;
public getFirstDead(): Basic;
public countLiving(): number;
public countDead(): number;
public getRandom(StartIndex?: number, Length?: number): Basic;
public clear(): void;
public kill(): void;
public sortHandler(Obj1: Basic, Obj2: Basic): number;
}
}
-769
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@@ -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;
}
}
}
-34
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@@ -1,34 +0,0 @@
/// <reference path="Game.d.ts" />
module Phaser {
class Loader {
constructor(game: Game, callback);
private _game;
private _keys;
private _fileList;
private _gameCreateComplete;
private _onComplete;
private _onFileLoad;
private _progressChunk;
private _xhr;
private _queueSize;
public hasLoaded: bool;
public progress: number;
public reset(): void;
public queueSize : number;
public addImageFile(key: string, url: string): void;
public addSpriteSheet(key: string, url: string, frameWidth: number, frameHeight: number, frameMax?: number): void;
public addTextureAtlas(key: string, url: string, jsonURL?: string, jsonData?): void;
public addAudioFile(key: string, url: string): void;
public addTextFile(key: string, url: string): void;
public removeFile(key: string): void;
public removeAll(): void;
public load(onFileLoadCallback?, onCompleteCallback?): void;
private loadFile();
private fileError(key);
private fileComplete(key);
private jsonLoadComplete(key);
private jsonLoadError(key);
private nextFile(previousKey, success);
private checkKeyExists(key);
}
}
-347
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@@ -1,347 +0,0 @@
/// <reference path="Game.ts" />
/**
* Phaser - Loader
*
* The Loader handles loading all external content such as Images, Sounds, Texture Atlases and data files.
* It uses a combination of Image() loading and xhr and provides for progress and completion callbacks.
*/
module Phaser {
export class Loader {
constructor(game: Game, callback) {
this._game = game;
this._gameCreateComplete = callback;
this._keys = [];
this._fileList = {};
this._xhr = new XMLHttpRequest();
this._queueSize = 0;
}
private _game: Game;
private _keys: string[];
private _fileList;
private _gameCreateComplete;
private _onComplete;
private _onFileLoad;
private _progressChunk: number;
private _xhr: XMLHttpRequest;
private _queueSize: number;
public hasLoaded: bool;
public progress: number;
public reset() {
this._queueSize = 0;
}
public get queueSize(): number {
return this._queueSize;
}
public addImageFile(key: string, url: string) {
if (this.checkKeyExists(key) === false)
{
this._queueSize++;
this._fileList[key] = { type: 'image', key: key, url: url, data: null, error: false, loaded: false };
this._keys.push(key);
}
}
public addSpriteSheet(key: string, url: string, frameWidth: number, frameHeight: number, frameMax?: number = -1) {
if (this.checkKeyExists(key) === false)
{
this._queueSize++;
this._fileList[key] = { type: 'spritesheet', key: key, url: url, data: null, frameWidth: frameWidth, frameHeight: frameHeight, frameMax: frameMax, error: false, loaded: false };
this._keys.push(key);
}
}
public addTextureAtlas(key: string, url: string, jsonURL?: string = null, jsonData? = null) {
if (this.checkKeyExists(key) === false)
{
if (jsonURL !== null)
{
// A URL to a json file has been given
this._queueSize++;
this._fileList[key] = { type: 'textureatlas', key: key, url: url, data: null, jsonURL: jsonURL, jsonData: null, error: false, loaded: false };
this._keys.push(key);
}
else
{
// A json string or object has been given
if (typeof jsonData === 'string')
{
var data = JSON.parse(jsonData);
// Malformed?
if (data['frames'])
{
this._queueSize++;
this._fileList[key] = { type: 'textureatlas', key: key, url: url, data: null, jsonURL: null, jsonData: data['frames'], error: false, loaded: false };
this._keys.push(key);
}
}
else
{
// Malformed?
if (jsonData['frames'])
{
this._queueSize++;
this._fileList[key] = { type: 'textureatlas', key: key, url: url, data: null, jsonURL: null, jsonData: jsonData['frames'], error: false, loaded: false };
this._keys.push(key);
}
}
}
}
}
public addAudioFile(key: string, url: string) {
if (this.checkKeyExists(key) === false)
{
this._queueSize++;
this._fileList[key] = { type: 'audio', key: key, url: url, data: null, buffer: null, error: false, loaded: false };
this._keys.push(key);
}
}
public addTextFile(key: string, url: string) {
if (this.checkKeyExists(key) === false)
{
this._queueSize++;
this._fileList[key] = { type: 'text', key: key, url: url, data: null, error: false, loaded: false };
this._keys.push(key);
}
}
public removeFile(key: string) {
delete this._fileList[key];
}
public removeAll() {
this._fileList = {};
}
public load(onFileLoadCallback = null, onCompleteCallback = null) {
this.progress = 0;
this.hasLoaded = false;
this._onComplete = onCompleteCallback;
if (onCompleteCallback == null)
{
this._onComplete = this._game.onCreateCallback;
}
this._onFileLoad = onFileLoadCallback;
if (this._keys.length > 0)
{
this._progressChunk = 100 / this._keys.length;
this.loadFile();
}
else
{
this.progress = 1;
this.hasLoaded = true;
this._gameCreateComplete.call(this._game);
if (this._onComplete !== null)
{
this._onComplete.call(this._game.callbackContext);
}
}
}
private loadFile() {
var file = this._fileList[this._keys.pop()];
// Image or Data?
switch (file.type)
{
case 'image':
case 'spritesheet':
case 'textureatlas':
file.data = new Image();
file.data.name = file.key;
file.data.onload = () => this.fileComplete(file.key);
file.data.onerror = () => this.fileError(file.key);
file.data.src = file.url;
break;
case 'audio':
this._xhr.open("GET", file.url, true);
this._xhr.responseType = "arraybuffer";
this._xhr.onload = () => this.fileComplete(file.key);
this._xhr.onerror = () => this.fileError(file.key);
this._xhr.send();
break;
case 'text':
this._xhr.open("GET", file.url, true);
this._xhr.responseType = "text";
this._xhr.onload = () => this.fileComplete(file.key);
this._xhr.onerror = () => this.fileError(file.key);
this._xhr.send();
break;
}
}
private fileError(key: string) {
this._fileList[key].loaded = true;
this._fileList[key].error = true;
this.nextFile(key, false);
}
private fileComplete(key: string) {
this._fileList[key].loaded = true;
var file = this._fileList[key];
var loadNext: bool = true;
switch (file.type)
{
case 'image':
this._game.cache.addImage(file.key, file.url, file.data);
break;
case 'spritesheet':
this._game.cache.addSpriteSheet(file.key, file.url, file.data, file.frameWidth, file.frameHeight, file.frameMax);
break;
case 'textureatlas':
if (file.jsonURL == null)
{
this._game.cache.addTextureAtlas(file.key, file.url, file.data, file.jsonData);
}
else
{
// Load the JSON before carrying on with the next file
loadNext = false;
this._xhr.open("GET", file.jsonURL, true);
this._xhr.responseType = "text";
this._xhr.onload = () => this.jsonLoadComplete(file.key);
this._xhr.onerror = () => this.jsonLoadError(file.key);
this._xhr.send();
}
break;
case 'audio':
file.data = this._xhr.response;
this._game.cache.addSound(file.key, file.url, file.data);
break;
case 'text':
file.data = this._xhr.response;
this._game.cache.addText(file.key, file.url, file.data);
break;
}
if (loadNext)
{
this.nextFile(key, true);
}
}
private jsonLoadComplete(key: string) {
var data = JSON.parse(this._xhr.response);
// Malformed?
if (data['frames'])
{
var file = this._fileList[key];
this._game.cache.addTextureAtlas(file.key, file.url, file.data, data['frames']);
}
this.nextFile(key, true);
}
private jsonLoadError(key: string) {
var file = this._fileList[key];
file.error = true;
this.nextFile(key, true);
}
private nextFile(previousKey: string, success: bool) {
this.progress = Math.round(this.progress + this._progressChunk);
if (this.progress > 1)
{
this.progress = 1;
}
if (this._onFileLoad)
{
this._onFileLoad.call(this._game.callbackContext, this.progress, previousKey, success);
}
if (this._keys.length > 0)
{
this.loadFile();
}
else
{
this.hasLoaded = true;
this.removeAll();
this._gameCreateComplete.call(this._game);
if (this._onComplete !== null)
{
this._onComplete.call(this._game.callbackContext);
}
}
}
private checkKeyExists(key: string): bool {
if (this._fileList[key])
{
return true;
}
else
{
return false;
}
}
}
}
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@@ -1,23 +0,0 @@
/// <reference path="Game.d.ts" />
/// <reference path="gameobjects/GameObject.d.ts" />
module Phaser {
class Motion {
constructor(game: Game);
private _game;
public computeVelocity(Velocity: number, Acceleration?: number, Drag?: number, Max?: number): number;
public velocityFromAngle(angle: number, speed: number): Point;
public moveTowardsObject(source: GameObject, dest: GameObject, speed?: number, maxTime?: number): void;
public accelerateTowardsObject(source: GameObject, dest: GameObject, speed: number, xSpeedMax: number, ySpeedMax: number): void;
public moveTowardsMouse(source: GameObject, speed?: number, maxTime?: number): void;
public accelerateTowardsMouse(source: GameObject, speed: number, xSpeedMax: number, ySpeedMax: number): void;
public moveTowardsPoint(source: GameObject, target: Point, speed?: number, maxTime?: number): void;
public accelerateTowardsPoint(source: GameObject, target: Point, speed: number, xSpeedMax: number, ySpeedMax: number): void;
public distanceBetween(a: GameObject, b: GameObject): number;
public distanceToPoint(a: GameObject, target: Point): number;
public distanceToMouse(a: GameObject): number;
public angleBetweenPoint(a: GameObject, target: Point, asDegrees?: bool): number;
public angleBetween(a: GameObject, b: GameObject, asDegrees?: bool): number;
public velocityFromFacing(parent: GameObject, speed: number): Point;
public angleBetweenMouse(a: GameObject, asDegrees?: bool): number;
}
}
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<?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>
<TypeScriptGeneratesDeclarations>true</TypeScriptGeneratesDeclarations>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)' == 'Release'">
<TypeScriptTarget>ES5</TypeScriptTarget>
<TypeScriptIncludeComments>false</TypeScriptIncludeComments>
<TypeScriptSourceMap>false</TypeScriptSourceMap>
<TypeScriptOutFile>../build/phaser.js</TypeScriptOutFile>
<TypeScriptGeneratesDeclarations>true</TypeScriptGeneratesDeclarations>
</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>
<TypeScriptCompile Include="FXManager.ts" />
<Content Include="FXManager.js">
<DependentUpon>FXManager.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>
<TypeScriptCompile Include="system\screens\PauseScreen.ts" />
<TypeScriptCompile Include="system\screens\BootScreen.ts" />
<Content Include="system\screens\BootScreen.js">
<DependentUpon>BootScreen.ts</DependentUpon>
</Content>
<Content Include="system\screens\PauseScreen.js">
<DependentUpon>PauseScreen.ts</DependentUpon>
</Content>
<Content Include="system\Sound.js">
<DependentUpon>Sound.ts</DependentUpon>
</Content>
<TypeScriptCompile Include="system\Sound.ts" />
<TypeScriptCompile Include="SoundManager.ts" />
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<DependentUpon>Animation.ts</DependentUpon>
</Content>
<Content Include="system\animation\AnimationLoader.js">
<DependentUpon>AnimationLoader.ts</DependentUpon>
</Content>
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<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>
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<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>
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<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" />
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<TypeScriptCompile Include="system\LinkedList.ts" />
<TypeScriptCompile Include="system\Device.ts" />
<TypeScriptCompile Include="system\Camera.ts" />
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<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" />
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<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>
-3
View File
@@ -1,3 +0,0 @@
module Phaser {
var VERSION: string;
}

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