232 Commits
Author SHA1 Message Date
photonstorm 3e9777e6f4 Updated docs for 1.1.2 release. 2013-11-01 18:16:52 +00:00
Richard Davey eb95ce231b Merge pull request #159 from alvinsight/dev
Tidied up space invaders' code base
2013-11-01 11:13:55 -07:00
alvinsight d0889fcc17 Tidied up the code base 2013-11-01 18:04:54 +00:00
photonstorm 160a321a36 Updated invaders demo. 2013-11-01 17:37:32 +00:00
photonstorm 685054eac5 Group.callAll now supports nested functions and a context, making it really powerful! 2013-11-01 17:29:57 +00:00
Richard Davey 19ac33f970 Merge pull request #158 from alvinsight/dev
Invaders game improved
2013-11-01 10:30:00 -07:00
alvinsight 56c7f1f275 Invaders game improved 2013-11-01 17:02:06 +00:00
Richard Davey 51a42c2f12 Merge pull request #155 from alvinsight/dev
Tilemaps examples updated
2013-11-01 07:50:54 -07:00
Webeled e3f76ce481 Tilemaps examples updated 2013-11-01 12:25:14 +00:00
Richard Davey bd752785b9 Merge pull request #150 from beeglebug/master
added getMagnitude, setMagnitude, normalize and isZero methods to Point
2013-11-01 04:37:54 -07:00
photonstorm 787abc1e02 Updated debug header and added more info to the project template. 2013-11-01 04:58:08 +00:00
photonstorm 581d637663 Added Group.cursor. This points to the first item added to a Group. You can move the cursor with Group.next() and Group.previous(). 2013-11-01 02:50:00 +00:00
photonstorm 3c164b466c * Updated: event.preventDefault() has been added to all Mouse event handlers.
* Updated: Sprite.deltaX/Y removed due to non-use. prevX/Y values moved to Sprite._cache.prevX/Y.
* Updated: Due to missing extends parameter the Sprite prototype was picking up functions from classes it never meant to (Button, TilemapLayer), now fully isolated.
2013-11-01 02:07:21 +00:00
photonstorm 01eab3aeb1 Fixed issue 141 - If a Sprite is dragged and you release the Pointer while not over the Sprite, it will think it's still over it (thanks Paratron) 2013-10-31 16:27:10 +00:00
photonstorm 6f93a2ec94 Multiple Anims update, Tilemap fixes and some new examples. 2013-10-31 15:45:19 +00:00
Stuart Lee 903c2e73fa added getMagnitude, setMagnitude, normalize and isZero methods to Point 2013-10-31 14:11:03 +00:00
photonstorm 712858cf75 More work on the Invaders game. 2013-10-31 05:31:54 +00:00
photonstorm ddf15979d0 Fixing up Invaders and Star Struck. Also removing lots of un-used css jsdoc themes. 2013-10-31 01:45:16 +00:00
Richard Davey ebf4456e4e Merge pull request #147 from beeglebug/scope
state callbacks now receive game object as argument
2013-10-30 18:44:35 -07:00
Stuart Lee 01f64c6694 state callbacks now receive game object as argument 2013-10-30 16:09:06 +00:00
Richard Davey 0a77690f4f Merge pull request #144 from beeglebug/dev
hexToRGB now accepts short hex codes (#EEE)
2013-10-30 07:16:41 -07:00
Stuart Lee 9030fbf352 hexToRGB now accepts short hex codes (#EEE) 2013-10-30 13:34:46 +00:00
photonstorm 24c809dd5f Final body / physics / bounds fixes. Also updated various examples, optimised Sprite core loop and enhanced the Invaders example. 2013-10-30 03:46:52 +00:00
photonstorm 3de62907a0 Nearly fixed the tilemap / body issue. More tests needed but then can push to master. 2013-10-29 04:07:26 +00:00
photonstorm 7ceb11ae49 New: You'll now find a complete Basic project Template in the resources/Project Templates folder. Will add more complex ones soon. 2013-10-28 23:29:34 +00:00
Richard Davey 2b40d2f507 Merge pull request #139 from beeglebug/master
Added init method to plugins, to be called as they are added to the PluginManager
2013-10-28 03:28:13 -07:00
photonstorm a814cc26cc * Fixed issue 135 - Added typeof checks into most ArcadePhysics functions to avoid errors with zero values.
* Fixed issue 136 - distanceTo using worldX/Y instead of x/y.
2013-10-28 10:17:36 +00:00
photonstorm ea651113df Preparing for 1.1.2 release. 2013-10-28 00:16:20 +00:00
beeglebug f00c52598b added init method to plugins
this will allow potentially destructive code to run outside of the
constructor, and only if it has been added to the PluginManager
2013-10-27 22:30:01 +00:00
photonstorm 9261160571 1.1.1 release with fix for Phaser.AUTO and a new text example. 2013-10-26 19:14:13 +01:00
photonstorm 2787ed188e Preparing for 1.1.2 release 2013-10-26 12:17:22 +01:00
photonstorm b6efdff286 Adding the key capture to addCursors. 2013-10-25 19:13:00 +01:00
photonstorm 6994e4be5e Merge branch 'dev' 2013-10-25 18:50:14 +01:00
photonstorm bd5bca14fe Small url update. 2013-10-25 18:38:01 +01:00
photonstorm 34736fbde5 Final 1.1 release. Here goes nothing :) 2013-10-25 18:35:49 +01:00
Richard Davey 155c36b0fd Merge pull request #126 from alvinsight/dev
Second commit, all the basic examples added, and wip files moved
2013-10-25 10:13:55 -07:00
Webeled 8dfe5aee1c Second commit, all the basic examples added, and wip files moved 2013-10-25 18:10:03 +01:00
Richard Davey 3f9c07d783 Merge pull request #125 from alvinsight/dev
Basic examples created
2013-10-25 10:07:17 -07:00
Webeled f63e8d7d06 Basic examples created 2013-10-25 18:00:25 +01:00
photonstorm 65d2bf557b Updated docs and more tidying up. 2013-10-25 17:30:37 +01:00
photonstorm 9f9e6a2a57 Lots of doc updates! 2013-10-25 16:54:40 +01:00
Richard Davey 0463bb4333 Merge pull request #124 from alvinsight/dev
A lot of documentation updates
2013-10-25 07:51:38 -07:00
Webeled 12148b3159 More improvements on GameObjectFactory 2013-10-25 15:42:48 +01:00
Webeled ce04ade458 Lots of JSDocs updates in the gameobjects folder 2013-10-25 15:22:45 +01:00
photonstorm a08436abc3 Final Sprite documentation added. 2013-10-25 15:02:21 +01:00
Webeled 35517d94ad Just to test if smartGit works again 2013-10-25 14:31:25 +01:00
photonstorm 2659ed7a4a Updated readme. 2013-10-25 06:01:36 +01:00
Richard Davey ba57f0ae0d Merge pull request #123 from TomTom1229/dev
Manually created a more accurate TypeScript definition file
2013-10-24 21:50:53 -07:00
photonstorm d8a2b9d2af Removed console.log 2013-10-25 05:43:10 +01:00
photonstorm 2921a6de2e Pixel Perfect click detection now works even if the Sprite is part of a texture atlas. 2013-10-25 05:40:46 +01:00
Tomas Morris d30f709208 Manually created a more accurate TypeScript definition file 2013-10-24 21:24:35 -06:00
photonstorm 1294b3a2b9 Input over now works regardless of rotation, anchor or scale. 2013-10-25 03:57:08 +01:00
photonstorm 427819c655 Sprite bounds finally correct, regardless of rotation, parenting, scale or anchor. 2013-10-25 03:50:15 +01:00
photonstorm 1469663ea5 Button fixes and Input coordinate fixes. 2013-10-25 02:19:16 +01:00
photonstorm 1f28d328a7 Commit before refactoring Sprite guts. 2013-10-24 21:21:00 +01:00
Richard Davey 03054c1949 Merge pull request #121 from ooflorent/examples-order
Fix order of examples
2013-10-24 06:03:46 -07:00
Florent Cailhol 708a144c7a Sort example directories 2013-10-24 14:12:54 +02:00
Florent Cailhol f6b50c4520 Fix order of examples 2013-10-24 14:08:57 +02:00
Richard Davey f522cda325 Merge pull request #120 from ooflorent/verbose-examples
Remove path.relative() which produce unexpected results on Windows
2013-10-24 04:51:35 -07:00
Florent Cailhol ab6dbfb49e Remove path.relative() which produce unexpected results on Windows 2013-10-24 13:32:04 +02:00
Richard Davey f784a395ce Merge pull request #119 from ooflorent/verbose-examples
Add verbose output to examples task
2013-10-24 03:57:09 -07:00
Florent Cailhol 9ed930c4cf Add verbose output to examples task
Verbose output:
https://gist.github.com/ooflorent/7134728
2013-10-24 12:25:59 +02:00
photonstorm a6fac64248 Loads of issues reported on Github resolved (sprite crop, music resume, etc). 2013-10-24 04:27:28 +01:00
Richard Davey e4621aafdd Merge pull request #115 from ooflorent/grunt-build
Build phaser using Grunt
2013-10-23 09:11:51 -07:00
photonstorm 7e5f38d022 Phaser.Time physicsElapsed delta timer clamp added. Stops rogue iOS / slow mobile timer errors causing crazy high deltas. 2013-10-23 17:11:06 +01:00
Florent Cailhol dfee9f9b2f Add new Grunt build 2013-10-23 16:58:48 +02:00
Florent Cailhol 7b052c302f Remove old gruntfile 2013-10-23 16:50:28 +02:00
photonstorm 94c7c57e1c Fixed WebGL detection and code colour on Firefox. 2013-10-23 15:13:21 +01:00
photonstorm ffd5ddc534 Tidying up the repo and adding in new documentation. 2013-10-23 14:00:29 +01:00
photonstorm 4a51ac4671 Updated README and sorting out folder case issue. 2013-10-23 13:30:23 +01:00
photonstorm f1f42e4d41 New Examples area finished, README updated. Getting closer to 1.1 release. 2013-10-23 04:15:44 +01:00
photonstorm cab3b53cf0 SideView example viewer finished. 2013-10-23 02:14:51 +01:00
photonstorm e5c3ca27c5 Making dependancies local for offline access to examples. 2013-10-22 21:29:58 +01:00
Richard Davey 84b837f56c View 2013-10-22 16:38:40 +01:00
photonstorm 77fd15bf3c Preparing new static examples viewer. 2013-10-22 14:59:43 +01:00
photonstorm 07724e5001 Revamping the examples area. 2013-10-22 03:58:20 +01:00
Richard Davey 82df8c9f54 Merge pull request #108 from alvinsight/dev
All the names now fit
2013-10-18 08:36:13 -07:00
Webeled 97423a9d8d All the names now fit 2013-10-18 16:27:55 +01:00
photonstorm 8ed783802e New examples page 2013-10-18 15:12:32 +01:00
photonstorm dabda516c2 Compiled build. 2013-10-17 22:56:20 +01:00
photonstorm 7e8b79adf4 Tilemap painting example and other smaller updates. 2013-10-17 21:10:00 +01:00
photonstorm 275fa4641e Added Text.destroy and BitmapText.destroy. 2013-10-17 15:40:44 +01:00
photonstorm 4b2ac6c6c6 More tilemap examples 2013-10-16 21:25:51 +01:00
photonstorm 9c1fdb371c Nearly finished Tilemap integration into the core. 2013-10-16 06:33:39 +01:00
photonstorm 31018b9295 Star Struck game back and working again, plus finished the level design. 2013-10-16 03:37:15 +01:00
photonstorm a97f271de7 Fixed Animation index 0 issue and hooked TilemapLayer to camera. 2013-10-16 02:09:12 +01:00
photonstorm fd5eeb9088 Fixed Rectangle intersection issue and tilemap collision is working again. Win! 2013-10-15 15:24:07 +01:00
photonstorm f3ea68aad3 Extracting the correct area from a layer, debug displaying it and preparing for collision. 2013-10-15 05:41:42 +01:00
photonstorm dd695e066f More tilemap tweaks. 2013-10-14 19:37:52 +01:00
Richard Davey 6147e07a5f Merge pull request #104 from alvinsight/dev
Loads of new examples, some more bug fixes, all of them work beautifully
2013-10-14 11:37:18 -07:00
Webeled 969fa46484 Loads of new examples, some more bug fixes, all of them work beautifully 2013-10-14 19:32:07 +01:00
Richard Davey faf432bdb0 Merge pull request #102 from alvinsight/dev
Well, almost every example works with 1.0.7 except multiple anims, plus some funky tweens examples, and renamed a lot of files
2013-10-14 05:47:38 -07:00
Webeled 44613f7140 Should resolve the conflict 2013-10-14 13:40:02 +01:00
photonstorm 78dbb1aa59 Tidying up the repo. 2013-10-14 13:20:52 +01:00
photonstorm c6bf67c392 Group.alpha exposed and instance returns added to Loader functions. 2013-10-13 20:28:06 +01:00
photonstorm e98aa205ea Sprite.destroy is back in business. 2013-10-13 01:29:57 +01:00
Webeled 786aa2900e Final commit of the day 2013-10-11 22:49:51 +01:00
Webeled eb98998046 Testing 2013-10-11 22:29:50 +01:00
Webeled 3acdad92cb First commi using the new software 2013-10-11 22:26:27 +01:00
photonstorm 574f4f351b Github Issue #101 fixed. Plus more Tilemap updates. 2013-10-11 20:02:12 +01:00
photonstorm 0201baef11 And Tilemaps are rendering again - and much better than ever before :) Just one final optimisation pass to do and then it's on to collision. 2013-10-11 18:18:27 +01:00
photonstorm cf414394c3 Tileset working, map coming next. 2013-10-11 06:30:28 +01:00
photonstorm b868c2cb1b Started revamp of the Tilemap system. Also removed old 'Advanced Physics' and dropped in p2.js which is what I hope we'll eventually use. 2013-10-11 04:42:11 +01:00
photonstorm a7230aa769 Sprite.loadTexture added. 2013-10-10 09:03:38 +01:00
photonstorm f10f9324ad Animation.killOnComplete added and fixed a few issues in the Tanks game. 2013-10-09 13:36:57 +01:00
photonstorm 29acf7fb4b Enemy tanks, now firing. 2013-10-09 07:11:36 +01:00
photonstorm ca9321ef42 Updated physics body to use localTransform. Updated tanks demo. 2013-10-09 05:13:38 +01:00
photonstorm 83a00862be Lots of new examples and updates. 2013-10-09 04:31:08 +01:00
Richard Davey 1c577d3674 Fixed RandomDataGenerator.sow 2013-10-08 22:55:27 +01:00
photonstorm f5584bdfe5 Lots of fixes and updates to ArcadePhysics and Group, plus more examples. 2013-10-08 21:09:46 +01:00
photonstorm ebc4e5dc3d New examples HTML page added. 2013-10-08 12:52:20 +01:00
photonstorm fa692653e3 Final commit before rebuilding the Tilemap system. 2013-10-08 10:52:15 +01:00
photonstorm c307f79102 Added Sprite.fixedToCamera, fixed Angular Velocity and Acceleration, fixed jittery Camera, added skipQuadTree flag and created lots more examples. 2013-10-08 00:58:20 +01:00
photonstorm 1bc6ac25fa Preparing to merge new examples. 2013-10-07 22:15:28 +01:00
Richard Davey d4149a8f9a Setting up for this weeks work. 2013-10-07 22:15:28 +01:00
Richard Davey 9ed2dc8e89 Merge pull request #93 from alvinsight/dev
Changed all the examples I could so most of them now work with 1.0.7, and removed the self executing anonymous functions
2013-10-07 14:15:00 -07:00
Webeled 1a522ea786 Removed the self-executing functions 2013-10-07 21:32:34 +01:00
Webeled 77b553ac2a Test 2013-10-07 20:56:44 +01:00
Richard Davey 664c512a99 Fixed small typo. 2013-10-06 16:27:39 +01:00
Richard Davey 47e1b1b54b Sprite optimisations. 2013-10-04 19:00:55 +01:00
Richard Davey 455b18b7ec Sprite optimisations :) 2013-10-04 18:09:56 +01:00
Richard Davey c00bf96603 World and Camera updates nearly complete. 2013-10-04 16:51:24 +01:00
Richard Davey e8bed83ac3 Making some major changes to Camera and World. 2013-10-04 14:41:15 +01:00
Richard Davey 54f073e5cb Testing some new Camera tricks. 2013-10-03 23:20:24 +01:00
Richard Davey c8760b4341 Docs update. 2013-10-03 04:17:44 +01:00
Richard Davey 96da57cac0 Fixed up the namespace in the documentation and finished off all sections other than Game Objects and Physics (yuck). 2013-10-03 02:38:35 +01:00
Richard Davey f832bacfd6 More Docs! 2013-10-03 01:21:08 +01:00
Richard Davey e85643abf4 Yet more documentation done. 2013-10-02 20:18:24 +01:00
Richard Davey 868ae81bab Input, Loader and Math docs tidied up. 2013-10-02 15:05:55 +01:00
Richard Davey 1a2dc05609 Input and keyboard docs. 2013-10-02 13:18:58 +01:00
Richard Davey 852e82d0ca More docs. 2013-10-02 12:11:22 +01:00
Richard Davey 2a01fbb0e8 Merge pull request #87 from STuFF/patch-1
fix typo
2013-10-02 03:23:53 -07:00
Richard Davey 6ce6330f50 More docs. 2013-10-02 11:22:48 +01:00
Nicolas Challeil d2bd2e1600 fix typo
small contribution is small :)
2013-10-02 09:46:42 +02:00
Richard Davey 82325ecc8a Finished Group documentation. 2013-10-02 01:51:30 +01:00
Richard Davey e5b1faace6 Preparing more documentation. 2013-10-02 01:16:40 +01:00
Richard Davey 7c7cd8b01d More docs and quick patch to stop the body.allowRotation messing things up. 2013-10-01 16:56:47 +01:00
Richard Davey ca113b85aa More docs coming on. 2013-10-01 16:39:39 +01:00
Richard Davey a38ad2d1a9 Merge pull request #85 from onedayitwillmake/dev
Fixed accidentally overwroting remove function with a prepend function
2013-10-01 08:16:16 -07:00
Richard Davey 9b4b267e7a Working through building the docs. 2013-10-01 16:15:45 +01:00
Mario Gonzalez f593afd164 Fixed accidentally overwroting remove function with a prepend function 2013-10-01 10:08:09 -04:00
Richard Davey 0a98bb67d8 jsdoc blocks added to every file and tidied up. 2013-10-01 15:05:30 +01:00
Richard Davey 305b12d76b Adding docs. 2013-10-01 15:01:46 +01:00
Richard Davey fa15f8015d Fixed bug in LinkedList#remove that could cause first to point to a dead node 2013-10-01 11:28:57 +01:00
Richard Davey 3740ea05ee Merge pull request #84 from onedayitwillmake/dev
Fixed bug in LinkedList#remove that could cause first to point to a dead node
2013-10-01 03:01:38 -07:00
Mario Gonzalez fa8ad51c79 Fixed bug in LinkedList#remove that could cause first/tail to be have pointers to dead node 2013-09-30 22:06:48 -04:00
Richard Davey 480d90b009 * Removed the callbackContext parameter from Group.callAll because it's no longer needed.
* Updated Group.forEach, forEachAlive and forEachDead so you can now pass as many parameters as you want, which will all be given to the callback after the child.
* Updated build script so it can be run from the command-line and includes UMD wrappers (thanks iaincarsberg)
2013-10-01 02:19:08 +01:00
Richard Davey 8668b82ef6 * Fixed issue causing Keyboard.justPressed to always fire (thanks stemkoski)
* Added Keyboard.addKey() which creates a new Phaser.Key object that can be polled for updates, pressed states, etc. See the 2 new examples showing use.
2013-10-01 01:18:29 +01:00
Richard Davey fa1ed04aa8 Build 2013-09-30 19:54:43 +01:00
Richard Davey 83fc38344c Merge pull request #80 from webeled/dev
Tons of new examples
2013-09-30 11:53:55 -07:00
Webeled 5afce4bf8e Revert "Manual update"
This reverts commit 4b177e0a9b.
2013-09-30 19:18:33 +01:00
Webeled 933edb203f Final Commit of the day,
Final commit, the wip/examples folder can be removed,
2013-09-30 19:13:01 +01:00
Webeled bdc8edea9d Lots of new examples :)
Lots of new examples, the wip/examples folder can be destoryed I think
2013-09-30 17:31:03 +01:00
Richard Davey 16b1913de1 * Fixed issue in Sound.play where if you gave a missing marker it would play the whole sound sprite instead.
* Button.setFrames will set the current frame based on the button state immediately.
* InputHandler now creates the _pointerData array on creation and populates with one empty set of values, so pointerOver etc all work before a start call.
* Added Canvas.setUserSelect() to disable touchCallouts and user selections within the canvas.
* When the game boots it will now by default disable user-select and touch action events on the game canvas.
* Loaded.setPreloadSprite now rounds the width/height values and starts from 1. This fixes canvas draw errors in IE9/10 and Firefox.
2013-09-30 17:12:22 +01:00
Webeled 4b177e0a9b Manual update 2013-09-30 13:26:56 +01:00
Richard Davey 8d17e1f963 Sound duration fixes. 2013-09-30 12:17:21 +01:00
Richard Davey e846f3cbac Fix for incorrect new particle positioning (issue #73) 2013-09-30 12:17:21 +01:00
Richard Davey e3384b7ff7 Merge pull request #71 from webeled/dev
More examples migrated across.
2013-09-30 04:16:44 -07:00
Richard Davey c5d90a7722 Merge pull request #74 from cottonflop/dev
Fix for incorrect new particle positioning (issue #73)
2013-09-30 03:20:11 -07:00
Richard Davey b0a9c646c9 Merge pull request #76 from XekeDeath/dev
Fix for particles emitting in the wrong area when using emitter.width/height. And small change to make animation looping more robust.
2013-09-30 03:16:33 -07:00
Richard Davey 31bbf05ace * Fixed small bug stopping Tween.pause / resume from resuming correctly when called directly.
* Fixed an issue where Tweens.removeAll wasn't clearing tweens in the addition queue.
* Change: When you swap State all active tweens are now purged.
2013-09-30 11:15:50 +01:00
XekeDeath 62b5aa9bd9 Removed redundant assignment. 2013-09-30 13:28:17 +10:00
XekeDeath ce3e1708e0 Merge branch 'dev' of https://github.com/XekeDeath/phaser into dev 2013-09-30 13:04:29 +10:00
XekeDeath 80e80ddccb Make animation looping robust when skipping frames. 2013-09-30 13:04:22 +10:00
XekeDeath 29dbbcae52 Fix Particle Emitters when using Emitter width/height 2013-09-30 13:02:22 +10:00
Betsy Cottonflop 40b968028a Fix for incorrect new particle positioning 2013-09-28 16:52:37 -07:00
Webeled 8096dc67f5 Corrected few typos and added a keyboard exampl 2013-09-27 18:25:18 +01:00
Webeled efa01dcaa3 Final commit of the day more groups examples 2013-09-27 18:06:36 +01:00
Richard Davey 497d15b5bc Sprite.play 2013-09-27 13:47:22 +01:00
Webeled 903b11b730 Groups examples and some boolean checks corrected 2013-09-27 13:27:15 +01:00
Richard Davey 18c695e9dd PixiPatch and other 1.0.7 features 2013-09-27 09:57:08 +01:00
Richard Davey 6353d8c7ab Fixed some eases. 2013-09-26 15:22:49 +01:00
Richard Davey 9642d4994a 1.0.6a release to fix an issue in the StateManager. 2013-09-26 11:49:58 +01:00
Richard Davey 3a369d5485 Added zwoptex Phaser template. 2013-09-26 11:25:43 +01:00
Richard Davey e77dba402c Beta warning added. 2013-09-24 16:02:58 +01:00
Richard Davey c29fcfb510 1.0.6 release to fix a few important issues and prepare for the dev branch. 2013-09-24 15:53:20 +01:00
Richard Davey 9d84429960 Group length checks 2013-09-24 15:49:21 +01:00
Richard Davey 891369b197 Preparing for 1.0.6 release, but moving physics changes to dev. 2013-09-24 15:28:29 +01:00
Richard Davey 51049128f5 Collision fixes for testing 2013-09-23 22:23:17 +01:00
Richard Davey 257cbe3be8 Much more stable collision, just need to refactor the Tilemap handling - see if I can optimise it a bit too. 2013-09-23 03:26:08 +01:00
Richard Davey bc02a1a05e Fixing collision issues 2013-09-23 01:06:09 +01:00
Richard Davey b69b3db486 1.0.6a 2013-09-22 23:07:12 +01:00
Richard Davey 093bf8343d Graphics fixes and other changes 2013-09-22 22:55:34 +01:00
Richard Davey 02723d4774 Merge pull request #62 from TheJare/fixbmtext
BitmapText fixes
2013-09-22 14:33:16 -07:00
Richard Davey 6b9484aa80 Merge pull request #60 from TheJare/master
Fix bug in StateManager...
2013-09-22 14:32:25 -07:00
Richard Davey f66e6326e3 Merge pull request #61 from powerfear/master
make tweens chainable with .to
2013-09-22 14:13:30 -07:00
Richard Davey 20f63c0af2 Fixed Graphics not working correctly. 2013-09-22 15:22:45 +01:00
Richard Davey 9479c79d79 Merge pull request #63 from luizbills/master
fix antialias bug
2013-09-22 02:14:15 -07:00
TheJare 557160c3c2 Fixes to math library 2013-09-22 03:43:10 +02:00
Luiz "Bills" 8132427870 fix antialias bug 2013-09-21 21:40:36 -03:00
TheJare 15ad941908 Alternative way to specify tile size in spritesheets: negative means how many tiles there are 2013-09-21 19:23:25 +02:00
Richard Davey d1ea96fd83 Input updates 2013-09-21 13:07:06 +01:00
powerfear c36543a261 make tweens chain loopable 2013-09-20 21:47:58 -04:00
TheJare e4595d2a41 Fix box dimensions in PIXI.BitmapText. Support anchor in Phaser.BitmapText 2013-09-21 02:29:14 +02:00
TheJare a4bc69c2f7 Fix box dimensions in PIXI.BitmapText. Support anchor in Phaser.BitmapText 2013-09-21 01:03:19 +01:00
powerfear f31d56584d make tweens chainable with .to
Allow successive .to calls to chain tweens, and an example using it.
2013-09-20 19:14:50 -04:00
Richard Davey 45426be0bc Assets update 2013-09-20 23:21:12 +01:00
TheJare 4b6147d3e3 Fix bug in StateManager where a state's update function might not get called if it has an empty preload function 2013-09-20 22:42:04 +01:00
Richard Davey 8452fa0fd4 Missing assets merged back in! 2013-09-20 17:13:26 +01:00
Richard Davey 68f45709d8 Merge pull request #56 from cocoademon/master
Some small animation fixes
2013-09-20 08:56:49 -07:00
Richard Davey 8c41b3253c 1.0.5 package 2013-09-20 14:00:49 +01:00
Richard Davey a415e779d1 Final 1.0.5 release. 2013-09-20 13:55:33 +01:00
Cameron Foale 61b9e119cb Incorrect input array in FrameData.getFrames 2013-09-20 17:48:38 +10:00
Cameron Foale ec3fc8f307 Fixes numeric frame indexes on animations 2013-09-20 17:39:02 +10:00
Richard Davey 9e88da5c66 Multiple animation fixes in place. 2013-09-19 23:47:50 +01:00
Richard Davey e938e41c73 Merge pull request #54 from webeled/master
Lots of JSDdocs done, and some camera examples
2013-09-19 12:15:26 -07:00
Webeled 1b5c1f18fe More camera examples 2013-09-19 17:47:12 +02:00
Webeled 26a595cd44 JSDocs update ;) 2013-09-19 16:34:48 +02:00
Richard Davey 3f1cafe21f Put the famous idnetityMatrix typo back in so it doesn't break Pixi 2013-09-19 13:33:51 +01:00
Richard Davey 7dd63df087 Merge pull request #52 from cocoademon/master
Make Phaser.Text play nicely with scrolling, by using an explicit x, y
2013-09-19 05:26:22 -07:00
Webeled 78a062dfb6 Updated my files and the documentation checklist 2013-09-19 13:17:49 +02:00
Webeled 6e4631a849 First commit of the day 2013-09-19 10:36:15 +02:00
Cameron Foale 6fde862f61 Make Phaser.Text play nicely with scrolling, by using an explicit x, y 2013-09-19 16:57:19 +10:00
Cameron FoaleandCameron Foale 4f969901da Fixed typo 'indetityMatrix' in RenderTexture 2013-09-19 16:41:34 +10:00
Richard Davey c5fc5e3394 Fixed various issues in the TweenManager, added length property to Group and improved the build script. 2013-09-19 04:45:08 +01:00
Richard Davey cf26f68693 Added Math.numberArray 2013-09-18 14:08:26 +01:00
Richard Davey 47834ad478 Fixed issue in FrameData.getFrameIndexes where the input array was being ignored. 2013-09-18 14:02:31 +01:00
Richard Davey 91c07ea37d Animation delay put back to normal 2013-09-18 06:41:41 +01:00
Richard Davey d9a49797c4 1.0.4 release 2013-09-18 06:34:56 +01:00
Richard Davey a102859622 Added some links to the readme. 2013-09-17 16:59:04 +01:00
Richard Davey a899d24d4c Small readme update 2013-09-17 16:54:46 +01:00
Richard Davey 3c5ea01e09 1.0.3 release - fixed Text and Bitmap Fonts, Animation documentation and more examples 2013-09-17 16:50:47 +01:00
Richard Davey f4734b1143 Merge pull request #46 from webeled/master
jsdocs update plus some audio, button and camera examples.
2013-09-16 13:25:17 -07:00
Webeled bb9761aaf4 It loops but still problems on the constructor 2013-09-16 17:40:56 +02:00
Webeled fc584cf6bc Examples (audio, button,camera), and docs
Created some examples (audio, button,camera), and documented the source
code along the way
2013-09-16 16:37:30 +02:00
Richard Davey 17e208a95e 1.0.2 build 2013-09-16 01:53:53 +01:00
Richard Davey e3869ff3ac * Fixed a bug in the AnimationManager where useNumericIndex was always set to true
* Added in lots of Particle examples
* Added in the start of a Breakout game
* Added in the start of a Platformer game
2013-09-16 01:52:15 +01:00
Richard Davey e705509d29 Added lots of particles examples. 2013-09-16 01:08:06 +01:00
Richard Davey 8c9a7c8bc7 Adding more examples in. 2013-09-15 20:45:00 +01:00
Richard Davey f069107e55 1.0.1 release - fixes issues in tile map collision, additional Animation stop checks and updated package license. 2013-09-15 03:58:38 +01:00
Richard Davey 49a6ba2c02 Updated Group to fix some issues with not checking children 2013-09-15 00:14:45 +01:00
Richard Davey 1bf838a4c4 Final 1.0 push 2013-09-13 18:00:59 +01:00
1252 changed files with 452517 additions and 82145 deletions
+10 -1
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# System and IDE files
Thumbs.db
.DS_Store
.idea
Phaser OSX.sublime-project
Phaser OSX.sublime-workspace
Phaser.sublime-project
Phaser.sublime-workspace
Phaser.sublime-workspace
*.suo
# Vendors
node_modules/
# Build
dist/
-16
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@@ -1,16 +0,0 @@
YUI.add("yuidoc-meta", function(Y) {
Y.YUIDoc = { meta: {
"classes": [
"TimeManager"
],
"modules": [
"Phaser"
],
"allModules": [
{
"displayName": "Phaser",
"name": "Phaser"
}
]
} };
});
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/*
Font sizes for all selectors other than the body are given in percentages,
with 100% equal to 13px. To calculate a font size percentage, multiply the
desired size in pixels by 7.6923076923.
Here's a quick lookup table:
10px - 76.923%
11px - 84.615%
12px - 92.308%
13px - 100%
14px - 107.692%
15px - 115.385%
16px - 123.077%
17px - 130.769%
18px - 138.462%
19px - 146.154%
20px - 153.846%
*/
html {
background: #fff;
color: #333;
overflow-y: scroll;
}
body {
/*font: 13px/1.4 'Lucida Grande', 'Lucida Sans Unicode', 'DejaVu Sans', 'Bitstream Vera Sans', 'Helvetica', 'Arial', sans-serif;*/
font: 13px/1.4 'Helvetica', 'Arial', sans-serif;
margin: 0;
padding: 0;
}
/* -- Links ----------------------------------------------------------------- */
a {
color: #356de4;
text-decoration: none;
}
.hidden {
display: none;
}
a:hover { text-decoration: underline; }
/* "Jump to Table of Contents" link is shown to assistive tools, but hidden from
sight until it's focused. */
.jump {
position: absolute;
padding: 3px 6px;
left: -99999px;
top: 0;
}
.jump:focus { left: 40%; }
/* -- Paragraphs ------------------------------------------------------------ */
p { margin: 1.3em 0; }
dd p, td p { margin-bottom: 0; }
dd p:first-child, td p:first-child { margin-top: 0; }
/* -- Headings -------------------------------------------------------------- */
h1, h2, h3, h4, h5, h6 {
color: #D98527;/*was #f80*/
font-family: 'Trebuchet MS', sans-serif;
font-weight: bold;
line-height: 1.1;
margin: 1.1em 0 0.5em;
}
h1 {
font-size: 184.6%;
color: #30418C;
margin: 0.75em 0 0.5em;
}
h2 {
font-size: 153.846%;
color: #E48A2B;
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h3 { font-size: 138.462%; }
h4 {
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color: #E48A2B;
font-size: 115.385%;
font-weight: normal;
padding-bottom: 2px;
}
h5, h6 { font-size: 107.692%; }
/* -- Code and examples ----------------------------------------------------- */
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font-size: 92.308%;
line-height: 1.35;
}
p code, p kbd, p samp {
background: #FCFBFA;
border: 1px solid #EFEEED;
padding: 0 3px;
}
a code, a kbd, a samp,
pre code, pre kbd, pre samp,
table code, table kbd, table samp,
.intro code, .intro kbd, .intro samp,
.toc code, .toc kbd, .toc samp {
background: none;
border: none;
padding: 0;
}
pre.code, pre.terminal, pre.cmd {
overflow-x: auto;
*overflow-x: scroll;
padding: 0.3em 0.6em;
}
pre.code {
background: #FCFBFA;
border: 1px solid #EFEEED;
border-left-width: 5px;
}
pre.terminal, pre.cmd {
background: #F0EFFC;
border: 1px solid #D0CBFB;
border-left: 5px solid #D0CBFB;
}
/* Don't reduce the font size of <code>/<kbd>/<samp> elements inside <pre>
blocks. */
pre code, pre kbd, pre samp { font-size: 100%; }
/* Used to denote text that shouldn't be selectable, such as line numbers or
shell prompts. Guess which browser this doesn't work in. */
.noselect {
-moz-user-select: -moz-none;
-khtml-user-select: none;
-webkit-user-select: none;
-o-user-select: none;
user-select: none;
}
/* -- Lists ----------------------------------------------------------------- */
dd { margin: 0.2em 0 0.7em 1em; }
dl { margin: 1em 0; }
dt { font-weight: bold; }
/* -- Tables ---------------------------------------------------------------- */
caption, th { text-align: left; }
table {
border-collapse: collapse;
width: 100%;
}
td, th {
border: 1px solid #fff;
padding: 5px 12px;
vertical-align: top;
}
td { background: #E6E9F5; }
td dl { margin: 0; }
td dl dl { margin: 1em 0; }
td pre:first-child { margin-top: 0; }
th {
background: #D2D7E6;/*#97A0BF*/
border-bottom: none;
border-top: none;
color: #000;/*#FFF1D5*/
font-family: 'Trebuchet MS', sans-serif;
font-weight: bold;
line-height: 1.3;
white-space: nowrap;
}
/* -- Layout and Content ---------------------------------------------------- */
#doc {
margin: auto;
min-width: 1024px;
}
.content { padding: 0 20px 0 25px; }
.sidebar {
padding: 0 15px 0 10px;
}
#bd {
padding: 7px 0 130px;
position: relative;
width: 99%;
}
/* -- Table of Contents ----------------------------------------------------- */
/* The #toc id refers to the single global table of contents, while the .toc
class refers to generic TOC lists that could be used throughout the page. */
.toc code, .toc kbd, .toc samp { font-size: 100%; }
.toc li { font-weight: bold; }
.toc li li { font-weight: normal; }
/* -- Intro and Example Boxes ----------------------------------------------- */
/*
.intro, .example { margin-bottom: 2em; }
.example {
-moz-border-radius: 4px;
-webkit-border-radius: 4px;
border-radius: 4px;
-moz-box-shadow: 0 0 5px #bfbfbf;
-webkit-box-shadow: 0 0 5px #bfbfbf;
box-shadow: 0 0 5px #bfbfbf;
padding: 1em;
}
.intro {
background: none repeat scroll 0 0 #F0F1F8; border: 1px solid #D4D8EB; padding: 0 1em;
}
*/
/* -- Other Styles ---------------------------------------------------------- */
/* These are probably YUI-specific, and should be moved out of Selleck's default
theme. */
.button {
border: 1px solid #dadada;
-moz-border-radius: 3px;
-webkit-border-radius: 3px;
border-radius: 3px;
color: #444;
display: inline-block;
font-family: Helvetica, Arial, sans-serif;
font-size: 92.308%;
font-weight: bold;
padding: 4px 13px 3px;
-moz-text-shadow: 1px 1px 0 #fff;
-webkit-text-shadow: 1px 1px 0 #fff;
text-shadow: 1px 1px 0 #fff;
white-space: nowrap;
background: #EFEFEF; /* old browsers */
background: -moz-linear-gradient(top, #f5f5f5 0%, #efefef 50%, #e5e5e5 51%, #dfdfdf 100%); /* firefox */
background: -webkit-gradient(linear, left top, left bottom, color-stop(0%,#f5f5f5), color-stop(50%,#efefef), color-stop(51%,#e5e5e5), color-stop(100%,#dfdfdf)); /* webkit */
filter: progid:DXImageTransform.Microsoft.gradient( startColorstr='#f5f5f5', endColorstr='#dfdfdf',GradientType=0 ); /* ie */
}
.button:hover {
border-color: #466899;
color: #fff;
text-decoration: none;
-moz-text-shadow: 1px 1px 0 #222;
-webkit-text-shadow: 1px 1px 0 #222;
text-shadow: 1px 1px 0 #222;
background: #6396D8; /* old browsers */
background: -moz-linear-gradient(top, #6396D8 0%, #5A83BC 50%, #547AB7 51%, #466899 100%); /* firefox */
background: -webkit-gradient(linear, left top, left bottom, color-stop(0%,#6396D8), color-stop(50%,#5A83BC), color-stop(51%,#547AB7), color-stop(100%,#466899)); /* webkit */
filter: progid:DXImageTransform.Microsoft.gradient( startColorstr='#6396D8', endColorstr='#466899',GradientType=0 ); /* ie */
}
.newwindow { text-align: center; }
.header .version em {
display: block;
text-align: right;
}
#classdocs .item {
border-bottom: 1px solid #466899;
margin: 1em 0;
padding: 1.5em;
}
#classdocs .item .params p,
#classdocs .item .returns p,{
display: inline;
}
#classdocs .item em code, #classdocs .item em.comment {
color: green;
}
#classdocs .item em.comment a {
color: green;
text-decoration: underline;
}
#classdocs .foundat {
font-size: 11px;
font-style: normal;
}
.attrs .emits {
margin-left: 2em;
padding: .5em;
border-left: 1px dashed #ccc;
}
abbr {
border-bottom: 1px dashed #ccc;
font-size: 80%;
cursor: help;
}
.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;
}
ul li p {
margin-top: 0;
}
.method .name {
font-size: 110%;
}
.apidocs .methods .extends .method,
.apidocs .properties .extends .property,
.apidocs .attrs .extends .attr,
.apidocs .events .extends .event {
font-weight: bold;
}
.apidocs .methods .extends .inherited,
.apidocs .properties .extends .inherited,
.apidocs .attrs .extends .inherited,
.apidocs .events .extends .inherited {
font-weight: normal;
}
#hd {
background: whiteSmoke;
background: -moz-linear-gradient(top,#DCDBD9 0,#F6F5F3 100%);
background: -webkit-gradient(linear,left top,left bottom,color-stop(0%,#DCDBD9),color-stop(100%,#F6F5F3));
filter: progid:DXImageTransform.Microsoft.gradient(startColorstr='#dcdbd9',endColorstr='#F6F5F3',GradientType=0);
border-bottom: 1px solid #DFDFDF;
padding: 0 15px 1px 20px;
margin-bottom: 15px;
}
#hd img {
margin-right: 10px;
vertical-align: middle;
}
/* -- API Docs CSS ---------------------------------------------------------- */
/*
This file is organized so that more generic styles are nearer the top, and more
specific styles are nearer the bottom of the file. This allows us to take full
advantage of the cascade to avoid redundant style rules. Please respect this
convention when making changes.
*/
/* -- Generic TabView styles ------------------------------------------------ */
/*
These styles apply to all API doc tabviews. To change styles only for a
specific tabview, see the other sections below.
*/
.yui3-js-enabled .apidocs .tabview {
visibility: hidden; /* Hide until the TabView finishes rendering. */
_visibility: visible;
}
.apidocs .tabview.yui3-tabview-content { visibility: visible; }
.apidocs .tabview .yui3-tabview-panel { background: #fff; }
/* -- Generic Content Styles ------------------------------------------------ */
/* Headings */
h2, h3, h4, h5, h6 {
border: none;
color: #30418C;
font-weight: bold;
text-decoration: none;
}
.link-docs {
float: right;
font-size: 15px;
margin: 4px 4px 6px;
padding: 6px 30px 5px;
}
.apidocs { zoom: 1; }
/* Generic box styles. */
.apidocs .box {
border: 1px solid;
border-radius: 3px;
margin: 1em 0;
padding: 0 1em;
}
/* A flag is a compact, capsule-like indicator of some kind. It's used to
indicate private and protected items, item return types, etc. in an
attractive and unobtrusive way. */
.apidocs .flag {
background: #bababa;
border-radius: 3px;
color: #fff;
font-size: 11px;
margin: 0 0.5em;
padding: 2px 4px 1px;
}
/* Class/module metadata such as "Uses", "Extends", "Defined in", etc. */
.apidocs .meta {
background: #f9f9f9;
border-color: #efefef;
color: #555;
font-size: 11px;
padding: 3px 6px;
}
.apidocs .meta p { margin: 0; }
/* Deprecation warning. */
.apidocs .box.deprecated,
.apidocs .flag.deprecated {
background: #fdac9f;
border: 1px solid #fd7775;
}
.apidocs .box.deprecated p { margin: 0.5em 0; }
.apidocs .flag.deprecated { color: #333; }
/* Module/Class intro description. */
.apidocs .intro {
background: #f0f1f8;
border-color: #d4d8eb;
}
/* Loading spinners. */
#bd.loading .apidocs,
#api-list.loading .yui3-tabview-panel {
background: #fff url(../img/spinner.gif) no-repeat center 70px;
min-height: 150px;
}
#bd.loading .apidocs .content,
#api-list.loading .yui3-tabview-panel .apis {
display: none;
}
.apidocs .no-visible-items { color: #666; }
/* Generic inline list. */
.apidocs ul.inline {
display: inline;
list-style: none;
margin: 0;
padding: 0;
}
.apidocs ul.inline li { display: inline; }
/* Comma-separated list. */
.apidocs ul.commas li:after { content: ','; }
.apidocs ul.commas li:last-child:after { content: ''; }
/* Keyboard shortcuts. */
kbd .cmd { font-family: Monaco, Helvetica; }
/* -- Generic Access Level styles ------------------------------------------- */
.apidocs .item.protected,
.apidocs .item.private,
.apidocs .index-item.protected,
.apidocs .index-item.deprecated,
.apidocs .index-item.private {
display: none;
}
.show-deprecated .item.deprecated,
.show-deprecated .index-item.deprecated,
.show-protected .item.protected,
.show-protected .index-item.protected,
.show-private .item.private,
.show-private .index-item.private {
display: block;
}
.hide-inherited .item.inherited,
.hide-inherited .index-item.inherited {
display: none;
}
/* -- Generic Item Index styles --------------------------------------------- */
.apidocs .index { margin: 1.5em 0 3em; }
.apidocs .index h3 {
border-bottom: 1px solid #efefef;
color: #333;
font-size: 13px;
margin: 2em 0 0.6em;
padding-bottom: 2px;
}
.apidocs .index .no-visible-items { margin-top: 2em; }
.apidocs .index-list {
border-color: #efefef;
font-size: 12px;
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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@@ -1,52 +0,0 @@
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
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@@ -1,251 +0,0 @@
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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@@ -1,98 +0,0 @@
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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@@ -1,370 +0,0 @@
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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@@ -1,17 +0,0 @@
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
View File
@@ -1,130 +0,0 @@
<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>
-203
View File
@@ -1,203 +0,0 @@
<!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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-364
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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"
}
]
}
@@ -1,372 +0,0 @@
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8">
<title>..\Phaser\time\TimeManager.ts - Phaser</title>
<link rel="stylesheet" href="http://yui.yahooapis.com/3.9.1/build/cssgrids/cssgrids-min.css">
<link rel="stylesheet" href="../assets/vendor/prettify/prettify-min.css">
<link rel="stylesheet" href="../assets/css/main.css" id="site_styles">
<link rel="shortcut icon" type="image/png" href="../assets/favicon.png">
<script src="http://yui.yahooapis.com/combo?3.9.1/build/yui/yui-min.js"></script>
</head>
<body class="yui3-skin-sam">
<div id="doc">
<div id="hd" class="yui3-g header">
<div class="yui3-u-3-4">
<h1><img src="../assets/css/logo.png" title="Phaser"></h1>
</div>
<div class="yui3-u-1-4 version">
<em>API Docs for: 1.0.0</em>
</div>
</div>
<div id="bd" class="yui3-g">
<div class="yui3-u-1-4">
<div id="docs-sidebar" class="sidebar apidocs">
<div id="api-list">
<h2 class="off-left">APIs</h2>
<div id="api-tabview" class="tabview">
<ul class="tabs">
<li><a href="#api-classes">Classes</a></li>
<li><a href="#api-modules">Modules</a></li>
</ul>
<div id="api-tabview-filter">
<input type="search" id="api-filter" placeholder="Type to filter APIs">
</div>
<div id="api-tabview-panel">
<ul id="api-classes" class="apis classes">
<li><a href="../classes/TimeManager.html">TimeManager</a></li>
</ul>
<ul id="api-modules" class="apis modules">
<li><a href="../modules/Phaser.html">Phaser</a></li>
</ul>
</div>
</div>
</div>
</div>
</div>
<div class="yui3-u-3-4">
<div id="api-options">
Show:
<label for="api-show-inherited">
<input type="checkbox" id="api-show-inherited" checked>
Inherited
</label>
<label for="api-show-protected">
<input type="checkbox" id="api-show-protected">
Protected
</label>
<label for="api-show-private">
<input type="checkbox" id="api-show-private">
Private
</label>
<label for="api-show-deprecated">
<input type="checkbox" id="api-show-deprecated">
Deprecated
</label>
</div>
<div class="apidocs">
<div id="docs-main">
<div class="content">
<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;
}
}
}
</pre>
</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>
-124
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@@ -1,124 +0,0 @@
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8">
<title>Phaser</title>
<link rel="stylesheet" href="http://yui.yahooapis.com/3.9.1/build/cssgrids/cssgrids-min.css">
<link rel="stylesheet" href="./assets/vendor/prettify/prettify-min.css">
<link rel="stylesheet" href="./assets/css/main.css" id="site_styles">
<link rel="shortcut icon" type="image/png" href="./assets/favicon.png">
<script src="http://yui.yahooapis.com/combo?3.9.1/build/yui/yui-min.js"></script>
</head>
<body class="yui3-skin-sam">
<div id="doc">
<div id="hd" class="yui3-g header">
<div class="yui3-u-3-4">
<h1><img src="./assets/css/logo.png" title="Phaser"></h1>
</div>
<div class="yui3-u-1-4 version">
<em>API Docs for: 1.0.0</em>
</div>
</div>
<div id="bd" class="yui3-g">
<div class="yui3-u-1-4">
<div id="docs-sidebar" class="sidebar apidocs">
<div id="api-list">
<h2 class="off-left">APIs</h2>
<div id="api-tabview" class="tabview">
<ul class="tabs">
<li><a href="#api-classes">Classes</a></li>
<li><a href="#api-modules">Modules</a></li>
</ul>
<div id="api-tabview-filter">
<input type="search" id="api-filter" placeholder="Type to filter APIs">
</div>
<div id="api-tabview-panel">
<ul id="api-classes" class="apis classes">
<li><a href="./classes/TimeManager.html">TimeManager</a></li>
</ul>
<ul id="api-modules" class="apis modules">
<li><a href="./modules/Phaser.html">Phaser</a></li>
</ul>
</div>
</div>
</div>
</div>
</div>
<div class="yui3-u-3-4">
<div id="api-options">
Show:
<label for="api-show-inherited">
<input type="checkbox" id="api-show-inherited" checked>
Inherited
</label>
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<input type="checkbox" id="api-show-protected">
Protected
</label>
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<input type="checkbox" id="api-show-private">
Private
</label>
<label for="api-show-deprecated">
<input type="checkbox" id="api-show-deprecated">
Deprecated
</label>
</div>
<div class="apidocs">
<div id="docs-main">
<div class="content">
<div class="apidocs">
<div id="docs-main" class="content">
<p>
Browse to a module or class using the sidebar to view its API documentation.
</p>
<h2>Keyboard Shortcuts</h2>
<ul>
<li><p>Press <kbd>s</kbd> to focus the API search box.</p></li>
<li><p>Use <kbd>Up</kbd> and <kbd>Down</kbd> to select classes, modules, and search results.</p></li>
<li class="mac-only"><p>With the API search box or sidebar focused, use <kbd><span class="cmd">&#x2318;</span>-Left</kbd> or <kbd><span class="cmd">&#x2318;</span>-Right</kbd> to switch sidebar tabs.</p></li>
<li class="pc-only"><p>With the API search box or sidebar focused, use <kbd>Ctrl+Left</kbd> and <kbd>Ctrl+Right</kbd> to switch sidebar tabs.</p></li>
</ul>
</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>
-147
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@@ -1,147 +0,0 @@
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8">
<title>Phaser - Phaser</title>
<link rel="stylesheet" href="http://yui.yahooapis.com/3.9.1/build/cssgrids/cssgrids-min.css">
<link rel="stylesheet" href="../assets/vendor/prettify/prettify-min.css">
<link rel="stylesheet" href="../assets/css/main.css" id="site_styles">
<link rel="shortcut icon" type="image/png" href="../assets/favicon.png">
<script src="http://yui.yahooapis.com/combo?3.9.1/build/yui/yui-min.js"></script>
</head>
<body class="yui3-skin-sam">
<div id="doc">
<div id="hd" class="yui3-g header">
<div class="yui3-u-3-4">
<h1><img src="../assets/css/logo.png" title="Phaser"></h1>
</div>
<div class="yui3-u-1-4 version">
<em>API Docs for: 1.0.0</em>
</div>
</div>
<div id="bd" class="yui3-g">
<div class="yui3-u-1-4">
<div id="docs-sidebar" class="sidebar apidocs">
<div id="api-list">
<h2 class="off-left">APIs</h2>
<div id="api-tabview" class="tabview">
<ul class="tabs">
<li><a href="#api-classes">Classes</a></li>
<li><a href="#api-modules">Modules</a></li>
</ul>
<div id="api-tabview-filter">
<input type="search" id="api-filter" placeholder="Type to filter APIs">
</div>
<div id="api-tabview-panel">
<ul id="api-classes" class="apis classes">
<li><a href="../classes/TimeManager.html">TimeManager</a></li>
</ul>
<ul id="api-modules" class="apis modules">
<li><a href="../modules/Phaser.html">Phaser</a></li>
</ul>
</div>
</div>
</div>
</div>
</div>
<div class="yui3-u-3-4">
<div id="api-options">
Show:
<label for="api-show-inherited">
<input type="checkbox" id="api-show-inherited" checked>
Inherited
</label>
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Protected
</label>
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<input type="checkbox" id="api-show-private">
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</label>
<label for="api-show-deprecated">
<input type="checkbox" id="api-show-deprecated">
Deprecated
</label>
</div>
<div class="apidocs">
<div id="docs-main">
<div class="content">
<h1>Phaser Module</h1>
<div class="box clearfix meta">
<div class="foundat">
Defined in: <a href="../files/.._Phaser_time_TimeManager.ts.html#l13"><code>..\Phaser\time\TimeManager.ts:13</code></a>
</div>
</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>
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<script src="../assets/js/api-search.js"></script>
<script src="../assets/js/apidocs.js"></script>
</body>
</html>
-37
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@@ -1,37 +0,0 @@
<!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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@@ -1 +0,0 @@
yuidoc -c ../Phaser/yuidoc.json -o API/ -t yuidoc-theme-dana -e .ts ../Phaser/time
-1
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@@ -1 +0,0 @@
yuidoc -n -e .ts --server 3000 ../Phaser/time
-48
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@@ -1,48 +0,0 @@
/**
* @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
*/
/**
* My property description. Like other pieces of your comment blocks,
* this can span multiple lines.
*
* @property propertyName
* @public
* @type {Object}
* @default "foo"
*/
@param {Type} Name Description
Object, Array, String, Boolean, Number, Mixed, MyType
-80
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@@ -1,80 +0,0 @@
module.exports = function (grunt) {
grunt.loadNpmTasks('grunt-typescript');
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: {
base: {
src: ['Phaser/**/*.ts'],
dest: 'build/phaser.js',
options: {
target: 'ES5',
declaration: true,
comments: true
}
},
},
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', ['typescript', 'copy', 'watch']);
}
+168
View File
@@ -0,0 +1,168 @@
module.exports = function (grunt) {
grunt.loadNpmTasks('grunt-contrib-clean');
grunt.loadNpmTasks('grunt-contrib-concat');
grunt.loadNpmTasks('grunt-contrib-connect');
grunt.loadNpmTasks('grunt-contrib-copy');
grunt.loadNpmTasks('grunt-contrib-uglify');
grunt.loadTasks('./tasks');
grunt.initConfig({
compile_dir: 'dist',
src: {
phaser: [
'src/Intro.js',
'src/pixi/Pixi.js',
'src/Phaser.js',
'src/utils/Utils.js',
'src/pixi/core/Matrix.js',
'src/pixi/core/Point.js',
'src/pixi/core/Rectangle.js',
'src/pixi/display/DisplayObject.js',
'src/pixi/display/DisplayObjectContainer.js',
'src/pixi/display/Sprite.js',
'src/pixi/display/Stage.js',
'src/pixi/extras/CustomRenderable.js',
'src/pixi/extras/Strip.js',
'src/pixi/extras/Rope.js',
'src/pixi/extras/TilingSprite.js',
'src/pixi/filters/FilterBlock.js',
'src/pixi/filters/MaskFilter.js',
'src/pixi/primitives/Graphics.js',
'src/pixi/renderers/canvas/CanvasGraphics.js',
'src/pixi/renderers/canvas/CanvasRenderer.js',
'src/pixi/renderers/webgl/WebGLBatch.js',
'src/pixi/renderers/webgl/WebGLGraphics.js',
'src/pixi/renderers/webgl/WebGLRenderer.js',
'src/pixi/renderers/webgl/WebGLRenderGroup.js',
'src/pixi/renderers/webgl/WebGLShaders.js',
'src/pixi/text/BitmapText.js',
'src/pixi/text/Text.js',
'src/pixi/textures/BaseTexture.js',
'src/pixi/textures/Texture.js',
'src/pixi/textures/RenderTexture.js',
'src/pixi/utils/EventTarget.js',
'src/pixi/utils/Polyk.js',
'src/core/Camera.js',
'src/core/State.js',
'src/core/StateManager.js',
'src/core/LinkedList.js',
'src/core/Signal.js',
'src/core/SignalBinding.js',
'src/core/Plugin.js',
'src/core/PluginManager.js',
'src/core/Stage.js',
'src/core/Group.js',
'src/core/World.js',
'src/core/Game.js',
'src/input/Input.js',
'src/input/Key.js',
'src/input/Keyboard.js',
'src/input/Mouse.js',
'src/input/MSPointer.js',
'src/input/Pointer.js',
'src/input/Touch.js',
'src/input/InputHandler.js',
'src/gameobjects/Events.js',
'src/gameobjects/GameObjectFactory.js',
'src/gameobjects/Sprite.js',
'src/gameobjects/TileSprite.js',
'src/gameobjects/Text.js',
'src/gameobjects/BitmapText.js',
'src/gameobjects/Button.js',
'src/gameobjects/Graphics.js',
'src/gameobjects/RenderTexture.js',
'src/system/Canvas.js',
'src/system/StageScaleMode.js',
'src/system/Device.js',
'src/system/RequestAnimationFrame.js',
'src/math/RandomDataGenerator.js',
'src/math/Math.js',
'src/math/QuadTree.js',
'src/geom/Circle.js',
'src/geom/Point.js',
'src/geom/Rectangle.js',
'src/net/Net.js',
'src/tween/TweenManager.js',
'src/tween/Tween.js',
'src/tween/Easing.js',
'src/time/Time.js',
'src/animation/AnimationManager.js',
'src/animation/Animation.js',
'src/animation/Frame.js',
'src/animation/FrameData.js',
'src/animation/AnimationParser.js',
'src/loader/Cache.js',
'src/loader/Loader.js',
'src/loader/LoaderParser.js',
'src/sound/Sound.js',
'src/sound/SoundManager.js',
'src/utils/Debug.js',
'src/utils/Color.js',
'src/physics/arcade/ArcadePhysics.js',
'src/physics/arcade/Body.js',
'src/particles/Particles.js',
'src/particles/arcade/ArcadeParticles.js',
'src/particles/arcade/Emitter.js',
'src/tilemap/Tile.js',
'src/tilemap/Tilemap.js',
'src/tilemap/TilemapLayer.js',
'src/tilemap/TilemapParser.js',
'src/tilemap/Tileset.js',
'src/PixiPatch.js'
]
},
pkg: grunt.file.readJSON('package.json'),
clean: ['<%= compile_dir %>'],
concat: {
phaser: {
options: {
process: {
data: {
version: '<%= pkg.version %>',
buildDate: '<%= grunt.template.today() %>'
}
}
},
src: ['<%= src.phaser %>'],
dest: '<%= compile_dir %>/phaser.js'
}
},
umd: {
phaser: {
src: '<%= concat.phaser.dest %>',
dest: '<%= umd.phaser.src %>'
}
},
uglify: {
phaser: {
options: {
banner: '/*! Phaser v<%= pkg.version %> | (c) 2013 Photon Storm Ltd. */\n'
},
src: ['<%= umd.phaser.dest %>'],
dest: '<%= compile_dir %>/phaser.min.js'
}
},
examples: {
all: {
options: {
base: 'examples',
excludes: ['_site', 'assets', 'states', 'wip']
},
src: ['examples/**/*.js'],
dest: 'examples/_site/examples.json'
}
},
connect: {
root: {
options: {
keepalive: true
}
}
}
});
grunt.registerTask('default', ['build', 'examples']);
grunt.registerTask('build', ['clean', 'concat', 'umd', 'uglify']);
};
+228 -49
View File
@@ -1,47 +1,231 @@
![Phaser Logo](http://www.gametest.mobi/phaser/phaser-logo-small.png)
![Phaser Logo](http://www.photonstorm.com/wp-content/uploads/2013/09/phaser_10_release.jpg)
Phaser 1.0
Phaser 1.1
==========
Phaser is a fast, free and fun open source game framework for making desktop and mobile browser HTML5 games. It supports Canvas and WebGL rendering.
Phaser is a fast, free and fun open source game framework for making desktop and mobile browser HTML5 games. It uses [Pixi.js](https://github.com/GoodBoyDigital/pixi.js/) internally for fast 2D Canvas and WebGL rendering.
Version: 1.0.0 - Released: September 13th 2013
Version: 1.1.2 - Released: November 1st 2013
By Richard Davey, [Photon Storm](http://www.photonstorm.com)
View the [Official Website](http://phaser.io)<br />
Follow on [Twitter](https://twitter.com/photonstorm)<br />
Read the [Development Blog](http://www.photonstorm.com)<br />
Join the [Forum](http://www.html5gamedevs.com/forum/14-phaser/)
Try out the [Phaser Test Suite](http://gametest.mobi/phaser/)
Join the [Forum](http://www.html5gamedevs.com/forum/14-phaser/)<br />
Try out 150+ [Phaser Examples](http://gametest.mobi/phaser/examples/)
[Un-official Getting Started with Phaser](http://www.antonoffplus.com/coding-an-html5-game-for-30-minutes-or-an-introduction-to-the-phaser-framework)
"Being negative is not how we make progress" - Larry Page, Google
Latest Update
-------------
Welcome to Phaser
-----------------
September 13th 2013
It's staggering to think just how much has been achieved in the short time Phaser has been alive. We've implemented literally hundreds of bug fixes and updates, thanks to the effort the community puts in to reporting issues they find. Exciting new features have been merged into the core and we revisited old ones and pimped them out. We also completely overhauled the Examples Suite, removed the requirement for PHP, rebuilt it and filled it with over 150 examples to dig in and learn from. And more importantly we've got our first pass at the API docs ready too.
We're very pleased to have finally shipped the 1.0 release of Phaser. This version represents many months of hard work, feedback and refactoring based on the previous 0.5 through to 0.97 releases. You can see the full gory details in our change log.
There is still more to be done of course. The API docs, while a good start, are lacking in places and still need to be backed up with a proper comprehensive manual. And we desperately need to write some 'best practises' and 'getting started' tutorials too. But we hope you appreciate the amount of effort that has been put in by the team so far.
Sorry but the jsdocs aren't yet finished, but it is now our priority (along with bug fixing). If you run into problems, or just want to chat about how to best use Phaser then please do join our forums. It's an active and inspiring community.
There are many exciting new features and tweaks in this build that we felt it warranted a proper point release, hence the shift to version 1.1. Because of several core changes games that were in development in a 1.0.x version of Phaser may need refactoring for 1.1, but we feel those changes have helped the framework grow and mature as a whole.
Now 1.0 is released we'll focus on getting the docs and more examples completed. Both of these will be pushed to the master repo on a regular basis. We will tag new releases of Phaser, but changes to the examples or docs won't be release tagged.
As before we offer a heart-felt "Thank you!" to everyone who has encouraged us along the way. To those of you who worked with Phaser during its various incarnations, and who released full games with it despite there being zero API documentation available: you are our heroes. It's your kind words and enthusiasm that has kept us going.
Thank you to everyone who has encouraged us along the way. To those of you who worked with Phaser during its various incarnations, and who released full games with it despite there being zero API documentation available: you are our heroes. It's your kind words and enthusiasm, as well as our commercial need for Phaser that has kept us going. Now we're at 1.0 we will continue releasing rapidly and jumping on patches and bug reports quickly.
Phaser is everything we ever wanted from an HTML5 game framework. It powers all of our client work in build today and remains our single most important product, and we've only just scratched the surface of what we have planned for it.
Phaser is everything we ever wanted from an HTML5 game framework. It will power all our client work going forward and we look forward to you joining us on this journey.
![MiniCybernoid](http://www.photonstorm.com/wp-content/uploads/2013/10/phaser-cybernoid-640x480.png)
![Blasteroids](http://www.photonstorm.com/wp-content/uploads/2013/04/phaser_blaster.png)
Change Log
----------
Version 1.1.2 - November 1st 2013
* New: You'll now find a complete Basic project Template in the resources/Project Templates folder. Will add more complex ones soon.
* New: Phaser.Button now has the ability to set over/out/up/down sound effects so they play automatically based on those events.
* New: Added init method to plugins, to be called as they are added to the PluginManager (thanks beeglebug)
* New: Physics.Body now has a center property (issue 142, thanks MikeMnD)
* New: Lots of fixes across Full Screen Mode support. Input now works, scaling restores properly, world scale is correct and anti-alias support added.
* New: Added Group.cursor. This points to the first item added to a Group. You can move the cursor with Group.next() and Group.previous().
* New: Added Tween.isTweening(object) to check if an object is currently being tweened or not (thanks mikehamil10)
* New: Added getMagnitude, setMagnitude, normalize and isZero methods to Point (thanks beeglebug)
* New/Change: Group.callAll now supports nested functions and a context, making it really powerful!
* Updated: Fixed a few final bugs in the Sprite body and bounds calculations, in turn this resolved the Tilemap collision issues in the 1.1 release.
* Updated: Finished documentation for the Phaser.Button class.
* Updated: Fixed the Invaders game sample and enhanced it.
* Updated: Fixed the Star Struck game sample and enhanced it.
* Updated: If you pause an Animation, when you next play it it'll resume (un-pause itself).
* Updated: hexToRGB now accepts short hex codes (#EEE) (thanks beeglebug)
* Updated: State functions (preload, update, render, etc) are now passed the current game as a parameter (thanks beeglebug)
* Updated: If your game is running in Canvas (not WebGL) you can now set Stage.backgroundColor to rgba style CSS strings, allowing for semi-transparent game backgrounds.
* Updated: event.preventDefault() has been added to all Mouse event handlers.
* Updated: Sprite.deltaX/Y removed due to non-use. prevX/Y values moved to Sprite._cache.prevX/Y.
* Updated: Due to missing extends parameter the Sprite prototype was picking up functions from classes it never meant to (Button, TilemapLayer), now fully isolated.
* Fixed issue 135 - Added typeof checks into most ArcadePhysics functions to avoid errors with zero values.
* Fixed issue 136 - distanceTo using worldX/Y instead of x/y.
* Fixed lots of examples where the cursor keys / space bar were not locked from moving the browser page (if you find any more, please tell us!)
* Fixed issue 149 - Starling XML files now load properly again, also created an Example to show use of them (thanks haden)
* Fixed an issue where if the Starling XML file didn't contain a frameX/Y value it would crash on import.
* Fixed the Multiple Animations Example - it's now a lovely underwater scene :)
* Fixed issue 141 - If a Sprite is dragged and you release the Pointer while not over the Sprite, it will think it's still over it (thanks Paratron)
* Fixed issue 88 - Incorrect game.input.x/y values on click with scaled stage (thanks DrHackenstein)
* Fixed issue 143 - Entering full screen mode made the Input x/y coordinates go wrong.
Version 1.1.1 - October 26th 2013
* Quick patch to get Phaser.AUTO working again on Firefox / Android.
* Any key added via addKey now automatically adds it to the capture list.
Version 1.1 - October 25th 2013
What's New:
* JSDoc is go! We've added jsdoc3 blocks to every property and function, in every file and published the API docs to the docs folder.
* Brand new Example system (no more php!) and over 150 examples to learn from too.
* New TypeScript definitions file generated (in the build folder - thanks to TomTom1229 for manually enhancing this).
* New Grunt based build system added (thanks to Florent Cailhol)
* New: Phaser.Animation.generateFrameNames - really useful when creating animation data from texture atlases using file names, not indexes.
* Added Sprite.play as a handy short-cut to play an animation already loaded onto a Sprite.
* Added Canvas.setUserSelect() to disable touchCallouts and user selections within the canvas.
* Added Keyboard.addKey() which creates a new Phaser.Key object that can be polled for updates, pressed states, etc. See the 2 new examples showing use.
* Added Button.freezeFrames boolean. Stops the frames being set on mouse events if true.
* Extended the Loader 404 error to display the url of the file that didn't load as well as the key.
* New: Direction constants have been added to Sprites and adjust based on body motion.
* Brand new Sprite.update loop handler. Combined with the transform cache fix and further optimisations this is now much quicker to execute.
* Added Keyboard.createCursorKeys() which creates an object with 4 Key objects inside it mapped to up, down, left and right. See the new example in the input folder.
* Added Body.skipQuadTree boolean for more fine-grained control over when a body is added to the World QuadTree.
* Re-implemented Angular Velocity and Angular Acceleration on the Sprite.body and created 2 new examples to show use.
* Added Sprite.fixedToCamera boolean. A Sprite that is fixed to the camera doesn't move with the world, but has its x/y coordinates relative to the top-left of the camera.
* Added Group.createMultiple - useful when you need to create a Group of identical sprites for pooling, such as bullets.
* Added Group.total. Same as Group.length, but more in line with the rest of the Group naming.
* Added Sprite.outOfBoundsKill boolean flag. Will automatically kill a sprite that leaves the game World bounds (off by default).
* Lots of changes and fixes in ArcadePhysics, including:
* Functions with "mouse" in the title have been updated to "pointer" to more accurately reflect what they do.
* New velocity functions: moveToObject, moveToPointer, moveToXY
* New acceleration functions: accelerateToObject, accelerateToPointer, accelerateToXY
* New distance functions: distanceBetween, distanceToXY, distanceToPointer
* New angle functions: angleBetween, angleToXY, angleToPointer
* velocityFromAngle and velocityFromRotation added with examples created.
* Added killOnComplete parameter to Animation.play. Really useful in situations where you want a Sprite to animate once then kill itself on complete, like an explosion effect.
* Added Sprite.loadTexture(key, frame) which allows you to load a new texture set into an existing sprite rather than having to create a new sprite.
* Added Sprite.destroy back in again and made it a lot more robust at cleaning up child objects.
* Added 'return this' to all the core Loader functions so you can chain load calls if you so wish.
* Added Text.destroy() and BitmapText.destroy(), also updated Group.remove to make it more bullet-proof when an element doesn't have any events.
* Added Phaser.Utils.shuffle to shuffle an array.
* Added Graphics.destroy, x, y and updated angle functions.
* Added AnimationManager.refreshFrame - will reset the texture being used for a Sprite (useful after a crop rect clear)
* Added Physics.overlap(sprite1, sprite2) for quick body vs. body overlap tests with no separation performed.
* On a busy page it's possible for the game to boot with an incorrect stage offset x/y which can cause input events to be calculated wrong. A new property has been added to Stage to combat this issue: Stage.checkOffsetInterval. By default it will check the canvas offset every 2500ms and adjust it accordingly. You can set the value to 'false' to disable the check entirely, or set a higher or lower value. We recommend that you get the value quite low during your games preloader, but once the game has fully loaded hopefully the containing page will have settled down, so it's probably safe to disable the check entirely.
* Added Rectangle.floorAll to floor all values in a Rectangle (x, y, width and height).
What's changed:
* Renamed Phaser.Text.text to Phaser.Text.content to avoid conflict and overwrite from Pixi local var.
* Renamed Phaser.Text.style to Phaser.Text.font to avoid conflict and overwrite from Pixi local var.
* Phaser.Button now sets useHandCursor to true by default.
* Change: When you start a new State all active tweens are now purged.
* When the game boots it will now by default disable user-select and touch action events on the game canvas.
* Moved LinkedList.dump to Debug.dumpLinkedList(list)
* Phaser.Animation.Frame is now Phaser.Frame
* Phaser.Animation.FrameData is now Phaser.FrameData
* Phaser.Animation.Parser is now Phaser.AnimationParser (also the file has renamed from Parser.js to AnimationParser.js)
* Phaser.Loader.Parser is now Phaser.LoaderParser (also the file has renamed from Parser.js to LoaderParser.js)
* Change: We've removed the scrollFactor property from all Game Objects. Sorry, but the new Camera system doesn't work with it and it caused all kinds of issues anyway. We will sort out a replacement for it at a later date.
* Change: World now extends Phaser.Group. As a result we've updated GameObjectFactory and other classes that linked to it. If you have anywhere in your code that used to reference world.group you can just remove 'group' from that. So before, world.group.add() is now just world.add().
* Change: The Camera has been completely revamped. Rather than adjusting the position of all display objects (bad) it now just shifts the position of the single world container (good!), this is much quicker and also stops the game objects positions from self-adjusting all the time, allowing for them to be properly nested with other containers.
* Made Sprite.body optional and added in checks, so you can safely null the Sprite body object if using your own physics system and not impact rendering.
* Moved the Camera update checks to World.postUpdate, so all the sprites get the correct adjusted camera position.
* The default Game.antialias value is now 'true', so graphics will be smoothed automatically in canvas. Disable it via the Game constructor or Canvas utils.
* Phaser.Group now automatically calls updateTransform on any child added to it (avoids temp. frame glitches when new objects are rendered on their first frame).
What has been updated:
* Complete overhaul of Physics.Arcade.Body - now significantly more stable and faster too.
* Updated ArcadePhysics.separateX/Y to use new body system - much better results now.
* Added World.postUpdate - all sprite position changes, as a result of physics, happen here before the render.
* Added Animation.paused - can be set to true/false.
* Added support for Body.maxVelocity (thanks cocoademon)
* InputHandler now creates the _pointerData array on creation and populates with one empty set of values, so pointerOver etc all work before a start call.
* Removed the callbackContext parameter from Group.callAll because it's no longer needed.
* Updated Group.forEach, forEachAlive and forEachDead so you can now pass as many parameters as you want, which will all be given to the callback after the child.
* Updated build script so it can be run from the command-line and includes UMD wrappers (thanks iaincarsberg)
* World.randomX/Y now returns values anywhere in the world.bounds range (if set, otherwise 0), including negative values.
* Updated InputHandler to use Math.round rather than Math.floor when snapping an object during drag.
* If you didn't provide the useNumericIndex parameter then AnimationManager.add will set the value by looking at the datatype of the first element in the frames array.
* Group.create now sets the visible and alive properties of the Sprite to the same value as the 'exists' parameter.
* World.randomX/Y now works with negative World.bounds values.
* Tweens .to will now always return the parent (thanks powerfear)
* You can now pass a PIXI.Texture to Sprite (you also need to pass a Phaser.Frame as the frame parameter) but this is useful for Sprites sharing joint canvases.
* Group.alpha is now exposed publically and changes the Group container object (not the children directly, who can still have their own alpha values)
* Device.webGL uses new inspection code to accurately catch more webGL capable devices.
* Debug.renderSpriteBody updated to use a the new Sprite.Body.screenX/Y properties.
* Additional checks added to AnimationManager.frame/frameName on the given values.
* You can now null a Sprite.crop and it will clear down the crop rect area correctly.
* Phaser.Time physicsElapsed delta timer clamp added. Stops rogue iOS / slow mobile timer errors causing crazy high deltas.
* Animation.generateFrameNames can now work in reverse, so the start/stop values can create frames that increment or decrement respectively.
* Loader updated to use xhr.responseText when loading json, csv or text files. xhr.response is still used for Web Audio binary files (thanks bubba)
* Input.onDown and onUp events now dispatch the original event that triggered them (i.e. a MouseEvent or TouchEvent) as the 2nd parameter, after the Pointer (thanks rezoner)
* Updated Sprite.crop significantly. Values are now cached, stopping constant Texture frame updates and you can do sprite.crop.width++ for example (thanks haden)
* Change: Sprite.crop needs to be enabled with sprite.cropEnabled = true.
* Sprite.loadTexture now works correctly with static images, RenderTextures and Animations.
* Lots of fixes within Sprite.bounds. The bounds is now correct regardless of rotation, anchor or scale of the Sprite or any of its parent objects.
What has been fixed:
* QuadTree bug found in 1.0.5 now fixed. The QuadTree is updated properly now using localTransform values.
* Fixed the Bounce.In and Bounce.InOut tweens (thanks XekeDeath)
* Fixed an issue in Animation.update where if the game was paused it would get an insane delta timer throwing a uuid error.
* Added PixiPatch.js to patch in a few essential features until Pixi is updated.
* Fixed issue in Animation.play where the given frameRate and loop values wouldn't overwrite those set on construction.
* Fixed small bug stopping Tween.pause / resume from resuming correctly when called directly.
* Fixed an issue where Tweens.removeAll wasn't clearing tweens in the addition queue.
* Fixed Particle Emitters when using Emitter width/height (thanks XekeDeath)
* Made animation looping more robust when skipping frames (thanks XekeDeath)
* Fix for incorrect new particle positioning (issue #73) (thanks cottonflop)
* Fixed issue in Sound.play where if you gave a missing marker it would play the whole sound sprite instead.
* Button.setFrames will set the current frame based on the button state immediately.
* Loaded.setPreloadSprite now rounds the width/height values and starts from 1. This fixes canvas draw errors in IE9/10 and Firefox.
* Fixed issue causing Keyboard.justPressed to always fire (thanks stemkoski)
* Fixed bug in LinkedList#remove that could cause first to point to a dead node (thanks onedayitwillmake)
* Fixed Cache.addDefaultImage so the default image works in Canvas as well as WebGL. Updated to a new image (32x32 black square with green outline)
* Fixed a bug in the Sprite transform cache check that caused the skew/scale cache to get constantly invalidated - now only updates as needed, significant performance increase!
* Fixed typo in StageScaleMode so it's not pageAlignVeritcally any longer, but pageAlignVertically.
* Fixed issue in Group.countLiving / countDead where the value was off by one (thanks mjablonski)
* Fixed issue with a jittery Camera if you moved a Sprite via velocity instead of x/y placement.
* Fixed the RandomDataGenerator.sow method so if you give in the same seed you'll now get the same results (thanks Hsaka)
* Fixed Issue #101 (Mouse Button 0 is not recognised, thanks rezoner)
* Fixed an issue where creating an animation with just one frame with an index of zero would cause a UUID error (thanks SYNYST3R1)
* Fixed Rectangle.union (thanks andron77)
* Fixed Sound.resume so it now correctly resumes playback from the point it was paused (fixes issue 51, thanks Yora).
* Fixed issue 105 where a dragged object that was destroyed would cause an Input error (thanks onedayitwillmake)
* Fixed Issue 111 - calling Kill on a Phaser.Graphics instance causes error on undefined events.
* Game.destroy will now stop the raf from running as well as close down all input related event listeners (issue 92, thanks astrism)
* Pixel Perfect click detection now works even if the Sprite is part of a texture atlas.
![Tanks](http://www.photonstorm.com/wp-content/uploads/2013/10/phaser_tanks-640x480.png)
Outstanding Tasks
-----------------
* TODY: Loader conflict if 2 keys are the same even if they are in different packages (i.e. you can't use "title" for both and image and sound file).
* TODO: d-pad example (http://www.html5gamedevs.com/topic/1574-gameinputondown-question/)
* TODO: more touch input examples (http://www.html5gamedevs.com/topic/1556-mobile-touch-event/)
* TODO: Sound.addMarker hh:mm:ss:ms
* TODO: swap state (non-destructive shift)
* TODO: rotation offset
* TODO: Look at HiDPI Canvas settings
How to Build
------------
A Grunt script has been provided that will build Phaser from source as well as the examples. Run `grunt` in the phaser folder for a list of command-line options.
Requirements
------------
Games created with Phaser require a modern web browser that supports the canvas tag. This includes Internet Explorer 9+, Firefox, Chrome, Safari and Opera. It also works on mobile web browsers including stock Android 2.x browser and above and iOS5 Mobile Safari and above.
For developing with Phaser you can use either a plain-vanilla JavaScript approach or [TypeScript](https://typescript.codeplex.com/). We made no assumptions about how you like to code your games, and were careful not to impose any form of class/inheritance/structure upon you.
For developing with Phaser you can use either a plain-vanilla JavaScript approach or [TypeScript](https://typescript.codeplex.com/) using the provided TypeScript definitions file. We made no assumptions about how you like to code your games, and were careful not to impose any form of class/inheritance/structure upon you.
Phaser is 275 KB minified and 62 KB gzipped.
Phaser is 281 KB minified and 66 KB gzipped.
Features
--------
@@ -111,52 +295,47 @@ We use Phaser every day on our many client projects. As a result it's constantly
Although Phaser 1.0 is a brand new release it is born from years of experience building some of the biggest HTML5 games out there. We're not saying it is 100% bug free, but we use it for our client work every day, so issues get resolved <em>fast</em> and we stay on-top of the changing browser landscape.
![Phaser Particles](http://www.photonstorm.com/wp-content/uploads/2013/04/phaser_particles.png)
![FruitParty](http://www.photonstorm.com/wp-content/uploads/2013/10/phaser_fruit_particles-640x480.png)
Known Issues
------------
Road Map
--------
* The TypeScript definition file isn't yet complete.
* The JSDOCS are not yet complete.
The 1.1 release was a massive under-taking, but we're really happy with how Phaser is progressing. It's becoming more solid and versatile with each iteration. Here is what's on our road map for future versions:
Future Plans
------------
* Integration with an advanced physics system. We've been experimenting with p2.js but have yet to conclude our research.
* A more advanced Particle system, one that can render to a single canvas (rather than spawn hundreds of Sprites), more advanced effects, etc.
* Massively enhance the audio side of Phaser. Although it does what it does well, it could do with taking more advantage of Web Audio - echo effects, positional sound, etc.
* Comprehensive testing across Firefox OS devices, CocoonJS and Ejecta.
* Integration with third party services like Google Play Game Services and Amazon JS SDK.
* Ability to control DOM elements from the core game and layer them into the game.
* Touch Gestures.
* Virtual d-pad support and also support for the Joypad API.
* Test out packaging with Node-webkit.
* Flash CC HTML5 export integration.
* Game parameters stored in Google Docs.
* More advanced tile map features. Better support for advanced Tiled features and also I want to add full support for DAME tilemaps.
The following list is not exhaustive and is subject to change:
Learn By Example
----------------
* Integrate Advanced Physics system.
* Integrate Advanced Particle system.
* Better sound controls and audio effects.
* Google Play Game Services.
* Ability to layer another DOM object and have it controlled by the game.
* More GUI components: checkbox, radio button, window, etc.
* Tilemap: more advanced Tiled support and support for DAME tilemaps.
* Joypad support.
* Gestures input class.
Phaser comes with an ever growing suite of Examples. Personally I feel that we learn better by looking at small refined code examples, so we created over 150 of them and create new ones to test every new feature added. Inside the `examples` folder you'll find the current set. If you write a particularly good example then please send it to us.
Right now our main focus is on documentation.
The examples need running through a local web server (to avoid file access permission errors from your browser).
Test Suite
----------
Browse to the examples folder via your web server.
Phaser comes with an ever growing Test Suite. Personally we learn better by looking at small refined code examples, so we create lots of them to test each new feature we add. Inside the Tests folder you'll find the current set. If you write a particularly good test then please send it to us.
examples/index.html
The tests need running through a local web server (to avoid file access permission errors from your browser).
There is a new 'Side View' example viewer as well. This loads all the examples into a left-hand frame for faster navigation.
Make sure you can browse to the Tests folder via your web server. If you've got php installed then launch:
examples/index.php
Right now the Test Suite requires PHP, but we will remove this requirement soon.
You can also browse the [Phaser Test Suite](http://gametest.mobi/phaser/) online.
You can also browse all [Phaser Examples](http://gametest.mobi/phaser/) online.
Contributing
------------
Phaser is in early stages and although we've still got a lot to add to it, we wanted to just get it out there and share it with the world.
Phaser is in early stages and although we've still got a lot to add to it, we wanted to get it out there and share it with the world.
If you find a bug (highly likely!) then please report it on github.
If you find a bug (highly likely!) then please report it on github or our forum.
If you have a feature request, or have written a small game or demo that shows Phaser in use, then please get in touch. We'd love to hear from you.
@@ -167,7 +346,7 @@ Bugs?
Please add them to the [Issue Tracker][1] with as much info as possible.
![Phaser Tilemap](http://www.photonstorm.com/wp-content/uploads/2013/04/phaser_tilemap.png)
![Phaser Tilemap](http://www.photonstorm.com/wp-content/uploads/2013/04/phaser_tilemap_collision.png)
License
-------
+56 -16
View File
@@ -1,9 +1,14 @@
<a href="http://yui.2clics.net/">Minify it</a><br />
<textarea style="width: 800px; height: 800px">
<?php
$js = file('../examples/js.php');
date_default_timezone_set('Europe/London');
// Get the version number
// VERSION: '1.0.5',
$vf = file_get_contents(dirname(__FILE__) . '/../src/Phaser.js');
$version = substr($vf, strpos($vf, 'VERSION: ') + 10, 5);
$buildLog = "Building version $version \n\n";
$header = "";
$js = file(dirname(__FILE__) . DIRECTORY_SEPARATOR . 'config.php');
$output = "";
for ($i = 0; $i < count($js); $i++)
@@ -14,26 +19,61 @@
if (strpos($line, '<script') !== false)
{
$line = str_replace('<script src="', '', $line);
$line = str_replace('"></script>', '', $line);
$line = dirname(__FILE__) . DIRECTORY_SEPARATOR . str_replace('"></script>', '', $line);
$filename = substr($line, strrpos($line, '/') + 1);
echo $line . "\n";
$buildLog .= $line . "\n";
// echo $filename . "\n";
// Read the file in
$source = file_get_contents($line);
if ($i == 4)
if (file_exists($line))
{
// Built at: {buildDate}
$source = str_replace('{buildDate}', date('r'), $source);
}
$source = file_get_contents($line);
$output .= $source . "\n";
if ($filename == 'Intro.js')
{
// Built at: {buildDate}
$source = str_replace('{buildDate}', date('r'), $source);
// {version}
$source = str_replace('{version}', $version, $source);
// Set the header
$header = $source;
}
else
{
$output .= $source . "\n";
}
}
}
}
//echo $output;
// Create a UMD wrapper, to allow Phaser to be exposed to AMD, Node and Browsers
$template = <<<EOT
%s(function (root, factory) {
if (typeof define === 'function' && define.amd) {
define(factory);
} else if (typeof exports === 'object') {
module.exports = factory();
} else {
root.Phaser = factory();
}
}(this, function (b) {
%s
return Phaser;
}));
EOT;
file_put_contents('phaser.js', $output);
file_put_contents(dirname(__FILE__) . DIRECTORY_SEPARATOR . 'phaser.js', sprintf($template, $header, $output));
if(php_sapi_name() == 'cli' || empty($_SERVER['REMOTE_ADDR'])) {
echo "\ndone\n\n";
return;
}
?>
<a href="http://yui.2clics.net/">Minify it</a><br />
<textarea style="width: 800px; height: 800px">
<?php echo $buildLog; ?>
</textarea>
+20 -6
View File
@@ -50,48 +50,60 @@
<script src="../src/core/Group.js"></script>
<script src="../src/core/World.js"></script>
<script src="../src/core/Game.js"></script>
<script src="../src/input/Input.js"></script>
<script src="../src/input/Key.js"></script>
<script src="../src/input/Keyboard.js"></script>
<script src="../src/input/Mouse.js"></script>
<script src="../src/input/MSPointer.js"></script>
<script src="../src/input/Pointer.js"></script>
<script src="../src/input/Touch.js"></script>
<script src="../src/input/InputHandler.js"></script>
<script src="../src/system/Canvas.js"></script>
<script src="../src/gameobjects/Events.js"></script>
<script src="../src/gameobjects/GameObjectFactory.js"></script>
<script src="../src/gameobjects/Sprite.js"></script>
<script src="../src/gameobjects/TileSprite.js"></script>
<script src="../src/gameobjects/Text.js"></script>
<script src="../src/gameobjects/BitmapText.js"></script>
<script src="../src/gameobjects/Button.js"></script>
<script src="../src/gameobjects/Graphics.js"></script>
<script src="../src/gameobjects/RenderTexture.js"></script>
<script src="../src/gameobjects/BitmapText.js"></script>
<script src="../src/system/Canvas.js"></script>
<script src="../src/system/StageScaleMode.js"></script>
<script src="../src/system/Device.js"></script>
<script src="../src/system/RequestAnimationFrame.js"></script>
<script src="../src/math/RandomDataGenerator.js"></script>
<script src="../src/math/Math.js"></script>
<script src="../src/math/QuadTree.js"></script>
<script src="../src/geom/Circle.js"></script>
<script src="../src/geom/Point.js"></script>
<script src="../src/geom/Rectangle.js"></script>
<script src="../src/net/Net.js"></script>
<script src="../src/tween/TweenManager.js"></script>
<script src="../src/tween/Tween.js"></script>
<script src="../src/tween/Easing.js"></script>
<script src="../src/time/Time.js"></script>
<script src="../src/animation/AnimationManager.js"></script>
<script src="../src/animation/Animation.js"></script>
<script src="../src/animation/Frame.js"></script>
<script src="../src/animation/FrameData.js"></script>
<script src="../src/animation/Parser.js"></script>
<script src="../src/animation/AnimationParser.js"></script>
<script src="../src/loader/Cache.js"></script>
<script src="../src/loader/Loader.js"></script>
<script src="../src/loader/Parser.js"></script>
<script src="../src/loader/LoaderParser.js"></script>
<script src="../src/sound/Sound.js"></script>
<script src="../src/sound/SoundManager.js"></script>
<script src="../src/utils/Debug.js"></script>
<script src="../src/utils/Color.js"></script>
@@ -102,8 +114,10 @@
<script src="../src/particles/arcade/ArcadeParticles.js"></script>
<script src="../src/particles/arcade/Emitter.js"></script>
<script src="../src/tilemap/Tile.js"></script>
<script src="../src/tilemap/Tilemap.js"></script>
<script src="../src/tilemap/TilemapLayer.js"></script>
<script src="../src/tilemap/Tile.js"></script>
<script src="../src/tilemap/TilemapRenderer.js"></script>
<script src="../src/tilemap/TilemapParser.js"></script>
<script src="../src/tilemap/Tileset.js"></script>
<script src="../src/PixiPatch.js"></script>
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jsdocts -d:phaser.d.ts phaser.js
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Change Log
----------
V0.9.8
Version 1.0.6 (September 24th 2013)
* Added check into Pointer.move to always consider a Sprite that has pixelPerfect enabled, regardless of render ID.
* BUG: The pixel perfect click check doesn't work if the sprite is part of a texture atlas yet.
* Fixed issue with anti-alias in the Game constructor not being set correctly (thanks luizbills)
* Added support for the Graphics game object back in and two examples (thanks earok for spotting)
* New: Tweens can now be chained via multiple to() calls + example created (thanks to powerfear for adding)
* Fixed Math.wrap (thanks TheJare)
* New: When loading a Sprite Sheet you can now pass negative values for the frame sizes which specifies the number of rows/columns to load instead (thanks TheJare)
* New: BitmapText now supports anchor and has fixed box dimensions (thanks TheJare)
* Fixed bug where if a State contains an empty Preloader the Update will not be called (thanks TheJare)
* Several new examples added (cameras, tweens, etc)
* Added in extra checks to halt collision if it involves an empty Group (thanks cang)
* Added time smoothing to Animation update to help frames hopefully not get too out of sync during long animations with high frame rates.
* Added frame skip to Animation.update. If it gets too far behind it will now skip frames to try and catch up.
Version 1.0.5 (September 20th 2013)
* Fixed issue in FrameData.getFrameIndexes where the input array was being ignored.
* Added Math.numberArray - Returns an Array containing the numbers from min to max (inclusive), useful for animation frame construction.
* Fixed a horrendously sneaky bug: If a new tween was created in the onComplete callback of a tween about to be deleted, it would get automatically spliced.
* Added a pendingDelete property to Tween to stop tweens that were removed during a callback from causing update errors during the TweenManager loop.
* Added Group.length property.
* Added explicit x/y attributes to Phaser.Text to make it work with the camera system (thanks cocoademon).
* Fixed issue stopping multiple animations from playing, only the most recent would play (frames array was being overwritten, thanks Legrandk)
* Updated Debug.renderSpriteBounds() so it doesn't use the deprecated Sprite.worldView any more (thanks MikeMnD)
* Added 2 new properties to the Text object: Text.text and Text.style, both are getter/setters and don't flag dirty unless changed, so safe for core loop use.
* Removed the exists check from Group.callAll, it now runs on all children (as the name implies)
* Added Group.callAllExists - you can now call a function on all children who have exists = the provided boolean.
* Finished off the Breakout example game - now fully playable, proper rebound, scoring, lives, etc.
* Removed Group.sort dummy entry until it's working.
* Removed ArcadePhysics.postUpdate.
* Updated Sprite.update to set renderable to false when the object goes out of Camera, not 'visible' false, otherwise it stops the transform being updated by Pixi.
* BUG: There is a known issue where the wrong rect coordinates are given to the QuadTree if the Sprite is a child of a Group or another Sprite which has an x/y offset.
Version 1.0.4 (September 18th 2013)
* Small fix to Phaser.Canvas to stop it from setting overflow hidden if the parent DOM element doesn't exist.
* Added Loader.setPreloadSprite(sprite, direction) - this will automatically apply a crop rect to the Sprite which is updated in line with the load progress.
* A lot of changes inside the StateManager. State functions are now passed through link() which automatically creates the key Game properties (load, input, etc)
* Fixed a bug in getFrameByName that wouldn't return the first frame in the array.
* Updated Phaser.Rectangle.intersects to use x and y instead of left and top so it can be used to check Physics bodies overlapping.
* Fixed issue in Cache where the Frame index wasn't being set correctly (thanks Cameron)
* Fixed issue in Sprite where boundsY wasn't set (thanks Cameron)
* For some reason there were 2 copies of the Canvas class in the build file - fixed, a few KB saved :)
Version 1.0.3 (September 17th 2013)
* FrameData.getFrameIndexes and getFrameIndexesByName refactored into a more versatile getFrames function.
* Various fixes to looping parameters in the Sound system.
* Documentation started across most classes. Keep track of progress in the Docs folder.
* Optimised AnimationManager.add so it will only get the required frames rather than all of them and is now faster at parsing the frame data.
* Fixed Phaser.Text and Phaser.BitmapText so they now render correctly and added several Text examples.
Version 1.0.2 (September 16th 2013)
* Added optional parameter to Animation.stop: resetFrame. If true the animation will be stopped and then the current frame reset to the first frame in the animation.
* Fixed an issue causing 'explode' particle bursts to ignore the quantity parameter.
* Added 'collideWorldBounds' to Emitter.makeParticles function.
* Added Emitter.angularDrag
* Changed Emitter.bounce from a number to a Point, so now set its x/y properties to control different amounts of bounce per axis.
* Fixed a bug in the AnimationManager where useNumericIndex was always set to true
* Added in lots of Particle examples
* Added in the start of a Breakout game
* Added in the start of a Platformer game
Version 1.0.1 (September 15th 2013)
* Added checks into every Group function to ensure that the Group has children before running them.
* Added optional flag to Group.create which allows you to set the default exists state of the Sprites.
* Sprite.animation.stop no longer needs an animation name parameter, will default to stopping the current animation.
* Fixed the license in package.json
* Fixed a logic bug in the separateTileX function that would sometimes cause tunneling of big sprites through small tiles.
Version 0.9.8
* Massive refactoring across the entire codebase.
* Removed Basic and GameObject and put Sprite on a diet. 127 properties and methods cut down to 32.
@@ -109,7 +183,7 @@ V0.9.8
* Added CanvasUtils class, including ability to set image rendering, add a canvas to the dom and other handy things.
V0.9.6
Version 0.9.6
* Virtually every class now has documentation - if you spot a typo or something missing please shout (thanks pixelpicosean).
* Grunt file updated to produce the new Special FX JS file (thanks HackManiac).
@@ -197,7 +271,7 @@ V0.9.6
* Added the GameObjectFactory to Phaser.State
* Added new format parameter to Loader.addTextureAtlas defining the format. Currently supported: JSON Array and Starling/Sparrow XML.
V0.9.5
Version 0.9.5
* Moved the BootScreen and PauseScreen out of Stage into their own classes (system/screens/BootScreen and PauseScreen).
* Updated the PauseScreen to show a subtle animation effect, making it easier to create your own interesting pause screens.
@@ -231,7 +305,7 @@ V0.9.5
* Added fun new "map draw" test - rebound those carrots! :)
* Changed SoundManager class to respect volume on first play (thanks initials and hackmaniac)
V0.9.4
Version 0.9.4
* Added Tilemap.getTile, getTileFromWorldXY, getTileFromInputXY
* Added Tilemap.setCollisionByIndex and setCollisionByRange
@@ -261,7 +335,7 @@ V0.9.3
* Removed the need for DynamicTextures to require a key property and updated test cases.
* You can now pass an array or a single value to Input.Keyboard.addKeyCapture().
V0.9.2
Version 0.9.2
* Fixed issue with create not being called if there was an empty init method.
* Added ability to flip a sprite (Sprite.flipped = true) + a test case for it.
@@ -269,7 +343,7 @@ V0.9.2
* Sprite animations don't restart if you call play on them when they are already running.
* Added Stage.disablePauseScreen. Set to true to stop your game pausing when the tab loses focus.
V0.9.1
Version 0.9.1
* Added the new align property to GameObjects that controls placement when rendering.
* Added an align example to the Sprites test group (click the mouse to change alignment position)
@@ -279,7 +353,7 @@ for new collision system.
* Game.Input now has 2 signals you can subscribe to for down/up events, see the Sprite align example for use.
* Updated the States examples to bring in-line with 0.9 release.
V0.9
Version 0.9
* Large refactoring. Everything now lives inside the Phaser module, so all code and all tests have been updated to reflect this. Makes coding a tiny bit more verbose but stops the framework from globbing up the global namespace. Also should make code-insight work in WebStorm and similar editors.
* Added the new GeomSprite object. This is a sprite that uses a geometry class for display (Circle, Rectangle, Point, Line). It's extremely flexible!
@@ -290,27 +364,27 @@ V0.9
* Added new Motion class which contains lots of handy functions like 'moveTowardsObject', 'velocityFromAngle' and more.
* Tween Manager added. You can now create tweens via Game.createTween (or for more control game.tweens). All the usual suspects are here: Bounce, * Elastic, Quintic, etc and it's hooked into the core game clock, so if your game pauses and resumes your tweens adjust accordingly.
V0.8
Version 0.8
* Added ability to set Sprite frame by name (sprite.frameName), useful when you've loaded a Texture Atlas with filename values set rather than using frame indexes.
* Updated texture atlas 4 demo to show this.
* Fixed a bug that would cause a run-time error if you tried to create a sprite using an invalid texture key.
* Added in DynamicTexture support and a test case for it.
V0.7
Version 0.7
* Renamed FullScreen to StageScaleMode as it's much more fitting. Tested across Android and iOS with the various scale modes.
* Added in world x/y coordinates to the input class, and the ability to get world x/y input coordinates from any Camera.
* Added the RandomDataGenerator for seeded random number generation.
* Setting the game world size now resizes the default camera (optional bool flag)
V0.6
Version 0.6
* Added in Touch support for mobile devices (and desktops that enable it) and populated x/y coords in Input with common values from touch and mouse.
* Added new Circle geometry class (used by Touch) and moved them into a Geom folder.
* Added in Device class for device inspection.
* Added FullScreen class to enable full-screen support on mobile devices (scrolls URL bar out of the way on iOS and Android)
V0.5
Version 0.5
* Initial release
+907
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@@ -0,0 +1,907 @@
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<h1 class="page-title">Source: animation/Animation.js</h1>
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<pre class="sunlight-highlight-javascript linenums">/**
* @author Richard Davey &lt;rich@photonstorm.com>
* @copyright 2013 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* An Animation instance contains a single animation and the controls to play it.
* It is created by the AnimationManager, consists of Animation.Frame objects and belongs to a single Game Object such as a Sprite.
*
* @class Phaser.Animation
* @constructor
* @param {Phaser.Game} game - A reference to the currently running game.
* @param {Phaser.Sprite} parent - A reference to the owner of this Animation.
* @param {string} name - The unique name for this animation, used in playback commands.
* @param {Phaser.FrameData} frameData - The FrameData object that contains all frames used by this Animation.
* @param {(Array.&lt;number>|Array.&lt;string>)} frames - An array of numbers or strings indicating which frames to play in which order.
* @param {number} delay - The time between each frame of the animation, given in ms.
* @param {boolean} looped - Should this animation loop or play through once.
*/
Phaser.Animation = function (game, parent, name, frameData, frames, delay, looped) {
/**
* @property {Phaser.Game} game - A reference to the currently running Game.
*/
this.game = game;
/**
* @property {Phaser.Sprite} _parent - A reference to the parent Sprite that owns this Animation.
* @private
*/
this._parent = parent;
/**
* @property {Phaser.FrameData} _frameData - The FrameData the Animation uses.
* @private
*/
this._frameData = frameData;
/**
* @property {string} name - The user defined name given to this Animation.
*/
this.name = name;
/**
* @property {object} _frames
* @private
*/
this._frames = [];
this._frames = this._frames.concat(frames);
/**
* @property {number} delay - The delay in ms between each frame of the Animation.
*/
this.delay = 1000 / delay;
/**
* @property {boolean} looped - The loop state of the Animation.
*/
this.looped = looped;
/**
* @property {boolean} looped - The loop state of the Animation.
*/
this.killOnComplete = false;
/**
* @property {boolean} isFinished - The finished state of the Animation. Set to true once playback completes, false during playback.
* @default
*/
this.isFinished = false;
/**
* @property {boolean} isPlaying - The playing state of the Animation. Set to false once playback completes, true during playback.
* @default
*/
this.isPlaying = false;
/**
* @property {boolean} isPaused - The paused state of the Animation.
* @default
*/
this.isPaused = false;
/**
* @property {boolean} _pauseStartTime - The time the animation paused.
* @private
* @default
*/
this._pauseStartTime = 0;
/**
* @property {number} _frameIndex
* @private
* @default
*/
this._frameIndex = 0;
/**
* @property {number} _frameDiff
* @private
* @default
*/
this._frameDiff = 0;
/**
* @property {number} _frameSkip
* @private
* @default
*/
this._frameSkip = 1;
/**
* @property {Phaser.Frame} currentFrame - The currently displayed frame of the Animation.
*/
this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]);
};
Phaser.Animation.prototype = {
/**
* Plays this animation.
*
* @method Phaser.Animation#play
* @memberof Phaser.Animation
* @param {number} [frameRate=null] - The framerate to play the animation at. The speed is given in frames per second. If not provided the previously set frameRate of the Animation is used.
* @param {boolean} [loop=false] - Should the animation be looped after playback. If not provided the previously set loop value of the Animation is used.
* @param {boolean} [killOnComplete=false] - If set to true when the animation completes (only happens if loop=false) the parent Sprite will be killed.
* @return {Phaser.Animation} - A reference to this Animation instance.
*/
play: function (frameRate, loop, killOnComplete) {
if (typeof frameRate === 'number')
{
// If they set a new frame rate then use it, otherwise use the one set on creation
this.delay = 1000 / frameRate;
}
if (typeof loop === 'boolean')
{
// If they set a new loop value then use it, otherwise use the one set on creation
this.looped = loop;
}
if (typeof killOnComplete !== 'undefined')
{
// Remove the parent sprite once the animation has finished?
this.killOnComplete = killOnComplete;
}
this.isPlaying = true;
this.isFinished = false;
this.paused = false;
this._timeLastFrame = this.game.time.now;
this._timeNextFrame = this.game.time.now + this.delay;
this._frameIndex = 0;
this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]);
this._parent.setTexture(PIXI.TextureCache[this.currentFrame.uuid]);
if (this._parent.events)
{
this._parent.events.onAnimationStart.dispatch(this._parent, this);
}
return this;
},
/**
* Sets this animation back to the first frame and restarts the animation.
*
* @method Phaser.Animation#restart
* @memberof Phaser.Animation
*/
restart: function () {
this.isPlaying = true;
this.isFinished = false;
this.paused = false;
this._timeLastFrame = this.game.time.now;
this._timeNextFrame = this.game.time.now + this.delay;
this._frameIndex = 0;
this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]);
},
/**
* Stops playback of this animation and set it to a finished state. If a resetFrame is provided it will stop playback and set frame to the first in the animation.
*
* @method Phaser.Animation#stop
* @memberof Phaser.Animation
* @param {boolean} [resetFrame=false] - If true after the animation stops the currentFrame value will be set to the first frame in this animation.
*/
stop: function (resetFrame) {
if (typeof resetFrame === 'undefined') { resetFrame = false; }
this.isPlaying = false;
this.isFinished = true;
this.paused = false;
if (resetFrame)
{
this.currentFrame = this._frameData.getFrame(this._frames[0]);
}
},
/**
* Updates this animation. Called automatically by the AnimationManager.
*
* @method Phaser.Animation#update
* @memberof Phaser.Animation
*/
update: function () {
if (this.isPaused)
{
return false;
}
if (this.isPlaying == true && this.game.time.now >= this._timeNextFrame)
{
this._frameSkip = 1;
// Lagging?
this._frameDiff = this.game.time.now - this._timeNextFrame;
this._timeLastFrame = this.game.time.now;
if (this._frameDiff > this.delay)
{
// We need to skip a frame, work out how many
this._frameSkip = Math.floor(this._frameDiff / this.delay);
this._frameDiff -= (this._frameSkip * this.delay);
}
// And what's left now?
this._timeNextFrame = this.game.time.now + (this.delay - this._frameDiff);
this._frameIndex += this._frameSkip;
if (this._frameIndex >= this._frames.length)
{
if (this.looped)
{
this._frameIndex %= this._frames.length;
this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]);
if (this.currentFrame)
{
this._parent.setTexture(PIXI.TextureCache[this.currentFrame.uuid]);
}
this._parent.events.onAnimationLoop.dispatch(this._parent, this);
}
else
{
this.onComplete();
}
}
else
{
this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]);
this._parent.setTexture(PIXI.TextureCache[this.currentFrame.uuid]);
}
return true;
}
return false;
},
/**
* Cleans up this animation ready for deletion. Nulls all values and references.
*
* @method Phaser.Animation#destroy
* @memberof Phaser.Animation
*/
destroy: function () {
this.game = null;
this._parent = null;
this._frames = null;
this._frameData = null;
this.currentFrame = null;
this.isPlaying = false;
},
/**
* Called internally when the animation finishes playback. Sets the isPlaying and isFinished states and dispatches the onAnimationComplete event if it exists on the parent.
*
* @method Phaser.Animation#onComplete
* @memberof Phaser.Animation
*/
onComplete: function () {
this.isPlaying = false;
this.isFinished = true;
this.paused = false;
if (this._parent.events)
{
this._parent.events.onAnimationComplete.dispatch(this._parent, this);
}
if (this.killOnComplete)
{
this._parent.kill();
}
}
};
/**
* @name Phaser.Animation#paused
* @property {boolean} paused - Gets and sets the paused state of this Animation.
*/
Object.defineProperty(Phaser.Animation.prototype, "paused", {
get: function () {
return this.isPaused;
},
set: function (value) {
this.isPaused = value;
if (value)
{
// Paused
this._pauseStartTime = this.game.time.now;
}
else
{
// Un-paused
if (this.isPlaying)
{
this._timeNextFrame = this.game.time.now + this.delay;
}
}
}
});
/**
* @name Phaser.Animation#frameTotal
* @property {number} frameTotal - The total number of frames in the currently loaded FrameData, or -1 if no FrameData is loaded.
* @readonly
*/
Object.defineProperty(Phaser.Animation.prototype, "frameTotal", {
get: function () {
return this._frames.length;
}
});
/**
* @name Phaser.Animation#frame
* @property {number} frame - Gets or sets the current frame index and updates the Texture Cache for display.
*/
Object.defineProperty(Phaser.Animation.prototype, "frame", {
get: function () {
if (this.currentFrame !== null)
{
return this.currentFrame.index;
}
else
{
return this._frameIndex;
}
},
set: function (value) {
this.currentFrame = this._frameData.getFrame(value);
if (this.currentFrame !== null)
{
this._frameIndex = value;
this._parent.setTexture(PIXI.TextureCache[this.currentFrame.uuid]);
}
}
});
/**
* Really handy function for when you are creating arrays of animation data but it's using frame names and not numbers.
* For example imagine you've got 30 frames named: 'explosion_0001-large' to 'explosion_0030-large'
* You could use this function to generate those by doing: Phaser.Animation.generateFrameNames('explosion_', 1, 30, '-large', 4);
*
* @method Phaser.Animation.generateFrameNames
* @param {string} prefix - The start of the filename. If the filename was 'explosion_0001-large' the prefix would be 'explosion_'.
* @param {number} start - The number to start sequentially counting from. If your frames are named 'explosion_0001' to 'explosion_0034' the start is 1.
* @param {number} stop - The number to count to. If your frames are named 'explosion_0001' to 'explosion_0034' the stop value is 34.
* @param {string} [suffix=''] - The end of the filename. If the filename was 'explosion_0001-large' the prefix would be '-large'.
* @param {number} [zeroPad=0] - The number of zeroes to pad the min and max values with. If your frames are named 'explosion_0001' to 'explosion_0034' then the zeroPad is 4.
*/
Phaser.Animation.generateFrameNames = function (prefix, start, stop, suffix, zeroPad) {
if (typeof suffix == 'undefined') { suffix = ''; }
var output = [];
var frame = '';
if (start &lt; stop)
{
for (var i = start; i &lt;= stop; i++)
{
if (typeof zeroPad == 'number')
{
// str, len, pad, dir
frame = Phaser.Utils.pad(i.toString(), zeroPad, '0', 1);
}
else
{
frame = i.toString();
}
frame = prefix + frame + suffix;
output.push(frame);
}
}
else
{
for (var i = start; i >= stop; i--)
{
if (typeof zeroPad == 'number')
{
// str, len, pad, dir
frame = Phaser.Utils.pad(i.toString(), zeroPad, '0', 1);
}
else
{
frame = i.toString();
}
frame = prefix + frame + suffix;
output.push(frame);
}
}
return output;
}
</pre>
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<h1 class="page-title">Source: animation/AnimationManager.js</h1>
<section>
<article>
<pre class="sunlight-highlight-javascript linenums">/**
* @author Richard Davey &lt;rich@photonstorm.com>
* @copyright 2013 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* The Animation Manager is used to add, play and update Phaser Animations.
* Any Game Object such as Phaser.Sprite that supports animation contains a single AnimationManager instance.
*
* @class Phaser.AnimationManager
* @constructor
* @param {Phaser.Sprite} sprite - A reference to the Game Object that owns this AnimationManager.
*/
Phaser.AnimationManager = function (sprite) {
/**
* @property {Phaser.Sprite} sprite - A reference to the parent Sprite that owns this AnimationManager.
*/
this.sprite = sprite;
/**
* @property {Phaser.Game} game - A reference to the currently running Game.
*/
this.game = sprite.game;
/**
* @property {Phaser.Frame} currentFrame - The currently displayed Frame of animation, if any.
* @default
*/
this.currentFrame = null;
/**
* @property {boolean} updateIfVisible - Should the animation data continue to update even if the Sprite.visible is set to false.
* @default
*/
this.updateIfVisible = true;
/**
* @property {boolean} isLoaded - Set to true once animation data has been loaded.
* @default
*/
this.isLoaded = false;
/**
* @property {Phaser.FrameData} _frameData - A temp. var for holding the currently playing Animations FrameData.
* @private
* @default
*/
this._frameData = null;
/**
* @property {object} _anims - An internal object that stores all of the Animation instances.
* @private
*/
this._anims = {};
/**
* @property {object} _outputFrames - An internal object to help avoid gc.
* @private
*/
this._outputFrames = [];
};
Phaser.AnimationManager.prototype = {
/**
* Loads FrameData into the internal temporary vars and resets the frame index to zero.
* This is called automatically when a new Sprite is created.
*
* @method Phaser.AnimationManager#loadFrameData
* @private
* @param {Phaser.FrameData} frameData - The FrameData set to load.
*/
loadFrameData: function (frameData) {
this._frameData = frameData;
this.frame = 0;
this.isLoaded = true;
},
/**
* Adds a new animation under the given key. Optionally set the frames, frame rate and loop.
* Animations added in this way are played back with the play function.
*
* @method Phaser.AnimationManager#add
* @param {string} name - The unique (within this Sprite) name for the animation, i.e. "run", "fire", "walk".
* @param {Array} [frames=null] - An array of numbers/strings that correspond to the frames to add to this animation and in which order. e.g. [1, 2, 3] or ['run0', 'run1', run2]). If null then all frames will be used.
* @param {number} [frameRate=60] - The speed at which the animation should play. The speed is given in frames per second.
* @param {boolean} [loop=false] - Whether or not the animation is looped or just plays once.
* @param {boolean} [useNumericIndex=true] - Are the given frames using numeric indexes (default) or strings?
* @return {Phaser.Animation} The Animation object that was created.
*/
add: function (name, frames, frameRate, loop, useNumericIndex) {
if (this._frameData == null)
{
console.warn('No FrameData available for Phaser.Animation ' + name);
return;
}
frameRate = frameRate || 60;
if (typeof loop === 'undefined') { loop = false; }
// If they didn't set the useNumericIndex then let's at least try and guess it
if (typeof useNumericIndex === 'undefined')
{
if (frames && typeof frames[0] === 'number')
{
useNumericIndex = true;
}
else
{
useNumericIndex = false;
}
}
// Create the signals the AnimationManager will emit
if (this.sprite.events.onAnimationStart == null)
{
this.sprite.events.onAnimationStart = new Phaser.Signal();
this.sprite.events.onAnimationComplete = new Phaser.Signal();
this.sprite.events.onAnimationLoop = new Phaser.Signal();
}
this._outputFrames.length = 0;
this._frameData.getFrameIndexes(frames, useNumericIndex, this._outputFrames);
this._anims[name] = new Phaser.Animation(this.game, this.sprite, name, this._frameData, this._outputFrames, frameRate, loop);
this.currentAnim = this._anims[name];
this.currentFrame = this.currentAnim.currentFrame;
this.sprite.setTexture(PIXI.TextureCache[this.currentFrame.uuid]);
return this._anims[name];
},
/**
* Check whether the frames in the given array are valid and exist.
*
* @method Phaser.AnimationManager#validateFrames
* @param {Array} frames - An array of frames to be validated.
* @param {boolean} [useNumericIndex=true] - Validate the frames based on their numeric index (true) or string index (false)
* @return {boolean} True if all given Frames are valid, otherwise false.
*/
validateFrames: function (frames, useNumericIndex) {
if (typeof useNumericIndex == 'undefined') { useNumericIndex = true; }
for (var i = 0; i &lt; frames.length; i++)
{
if (useNumericIndex == true)
{
if (frames[i] > this._frameData.total)
{
return false;
}
}
else
{
if (this._frameData.checkFrameName(frames[i]) == false)
{
return false;
}
}
}
return true;
},
/**
* Play an animation based on the given key. The animation should previously have been added via sprite.animations.add()
* If the requested animation is already playing this request will be ignored. If you need to reset an already running animation do so directly on the Animation object itself.
*
* @method Phaser.AnimationManager#play
* @param {string} name - The name of the animation to be played, e.g. "fire", "walk", "jump".
* @param {number} [frameRate=null] - The framerate to play the animation at. The speed is given in frames per second. If not provided the previously set frameRate of the Animation is used.
* @param {boolean} [loop=false] - Should the animation be looped after playback. If not provided the previously set loop value of the Animation is used.
* @param {boolean} [killOnComplete=false] - If set to true when the animation completes (only happens if loop=false) the parent Sprite will be killed.
* @return {Phaser.Animation} A reference to playing Animation instance.
*/
play: function (name, frameRate, loop, killOnComplete) {
if (this._anims[name])
{
if (this.currentAnim == this._anims[name])
{
if (this.currentAnim.isPlaying == false)
{
this.currentAnim.paused = false;
return this.currentAnim.play(frameRate, loop, killOnComplete);
}
}
else
{
this.currentAnim = this._anims[name];
this.currentAnim.paused = false;
return this.currentAnim.play(frameRate, loop, killOnComplete);
}
}
},
/**
* Stop playback of an animation. If a name is given that specific animation is stopped, otherwise the current animation is stopped.
* The currentAnim property of the AnimationManager is automatically set to the animation given.
*
* @method Phaser.AnimationManager#stop
* @param {string} [name=null] - The name of the animation to be stopped, e.g. "fire". If none is given the currently running animation is stopped.
* @param {boolean} [resetFrame=false] - When the animation is stopped should the currentFrame be set to the first frame of the animation (true) or paused on the last frame displayed (false)
*/
stop: function (name, resetFrame) {
if (typeof resetFrame == 'undefined') { resetFrame = false; }
if (typeof name == 'string')
{
if (this._anims[name])
{
this.currentAnim = this._anims[name];
this.currentAnim.stop(resetFrame);
}
}
else
{
if (this.currentAnim)
{
this.currentAnim.stop(resetFrame);
}
}
},
/**
* The main update function is called by the Sprites update loop. It's responsible for updating animation frames and firing related events.
*
* @method Phaser.AnimationManager#update
* @protected
* @return {boolean} True if a new animation frame has been set, otherwise false.
*/
update: function () {
if (this.updateIfVisible && this.sprite.visible == false)
{
return false;
}
if (this.currentAnim && this.currentAnim.update() == true)
{
this.currentFrame = this.currentAnim.currentFrame;
this.sprite.currentFrame = this.currentFrame;
return true;
}
return false;
},
/**
* Refreshes the current frame data back to the parent Sprite and also resets the texture data.
*
* @method Phaser.AnimationManager#refreshFrame
*/
refreshFrame: function () {
this.sprite.currentFrame = this.currentFrame;
this.sprite.setTexture(PIXI.TextureCache[this.currentFrame.uuid]);
},
/**
* Destroys all references this AnimationManager contains. Sets the _anims to a new object and nulls the current animation.
*
* @method Phaser.AnimationManager#destroy
*/
destroy: function () {
this._anims = {};
this._frameData = null;
this._frameIndex = 0;
this.currentAnim = null;
this.currentFrame = null;
}
};
/**
* @name Phaser.AnimationManager#frameData
* @property {Phaser.FrameData} frameData - The current animations FrameData.
* @readonly
*/
Object.defineProperty(Phaser.AnimationManager.prototype, "frameData", {
get: function () {
return this._frameData;
}
});
/**
* @name Phaser.AnimationManager#frameTotal
* @property {number} frameTotal - The total number of frames in the currently loaded FrameData, or -1 if no FrameData is loaded.
* @readonly
*/
Object.defineProperty(Phaser.AnimationManager.prototype, "frameTotal", {
get: function () {
if (this._frameData)
{
return this._frameData.total;
}
else
{
return -1;
}
}
});
/**
* @name Phaser.AnimationManager#paused
* @property {boolean} paused - Gets and sets the paused state of the current animation.
*/
Object.defineProperty(Phaser.AnimationManager.prototype, "paused", {
get: function () {
return this.currentAnim.isPaused;
},
set: function (value) {
this.currentAnim.paused = value;
}
});
/**
* @name Phaser.AnimationManager#frame
* @property {number} frame - Gets or sets the current frame index and updates the Texture Cache for display.
*/
Object.defineProperty(Phaser.AnimationManager.prototype, "frame", {
get: function () {
if (this.currentFrame)
{
return this._frameIndex;
}
},
set: function (value) {
if (typeof value === 'number' && this._frameData && this._frameData.getFrame(value) !== null)
{
this.currentFrame = this._frameData.getFrame(value);
this._frameIndex = value;
this.sprite.currentFrame = this.currentFrame;
this.sprite.setTexture(PIXI.TextureCache[this.currentFrame.uuid]);
}
}
});
/**
* @name Phaser.AnimationManager#frameName
* @property {string} frameName - Gets or sets the current frame name and updates the Texture Cache for display.
*/
Object.defineProperty(Phaser.AnimationManager.prototype, "frameName", {
get: function () {
if (this.currentFrame)
{
return this.currentFrame.name;
}
},
set: function (value) {
if (typeof value === 'string' && this._frameData && this._frameData.getFrameByName(value) !== null)
{
this.currentFrame = this._frameData.getFrameByName(value);
this._frameIndex = this.currentFrame.index;
this.sprite.currentFrame = this.currentFrame;
this.sprite.setTexture(PIXI.TextureCache[this.currentFrame.uuid]);
}
else
{
console.warn("Cannot set frameName: " + value);
}
}
});
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<h1 class="page-title">Source: animation/AnimationParser.js</h1>
<section>
<article>
<pre class="sunlight-highlight-javascript linenums">/**
* @author Richard Davey &lt;rich@photonstorm.com>
* @copyright 2013 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* Responsible for parsing sprite sheet and JSON data into the internal FrameData format that Phaser uses for animations.
*
* @class Phaser.AnimationParser
*/
Phaser.AnimationParser = {
/**
* Parse a Sprite Sheet and extract the animation frame data from it.
*
* @method Phaser.AnimationParser.spriteSheet
* @param {Phaser.Game} game - A reference to the currently running game.
* @param {string} key - The Game.Cache asset key of the Sprite Sheet image.
* @param {number} frameWidth - The fixed width of each frame of the animation.
* @param {number} frameHeight - The fixed height of each frame of the animation.
* @param {number} [frameMax=-1] - The total number of animation frames to extact from the Sprite Sheet. The default value of -1 means "extract all frames".
* @return {Phaser.FrameData} A FrameData object containing the parsed frames.
*/
spriteSheet: function (game, key, frameWidth, frameHeight, frameMax) {
// How big is our image?
var img = game.cache.getImage(key);
if (img == null)
{
return null;
}
var width = img.width;
var height = img.height;
if (frameWidth &lt;= 0)
{
frameWidth = Math.floor(-width / Math.min(-1, frameWidth));
}
if (frameHeight &lt;= 0)
{
frameHeight = Math.floor(-height / Math.min(-1, frameHeight));
}
var row = Math.round(width / frameWidth);
var column = Math.round(height / frameHeight);
var total = row * column;
if (frameMax !== -1)
{
total = frameMax;
}
// Zero or smaller than frame sizes?
if (width == 0 || height == 0 || width &lt; frameWidth || height &lt; frameHeight || total === 0)
{
console.warn("Phaser.AnimationParser.spriteSheet: width/height zero or width/height &lt; given frameWidth/frameHeight");
return null;
}
// Let's create some frames then
var data = new Phaser.FrameData();
var x = 0;
var y = 0;
for (var i = 0; i &lt; total; i++)
{
var uuid = game.rnd.uuid();
data.addFrame(new Phaser.Frame(i, x, y, frameWidth, frameHeight, '', uuid));
PIXI.TextureCache[uuid] = new PIXI.Texture(PIXI.BaseTextureCache[key], {
x: x,
y: y,
width: frameWidth,
height: frameHeight
});
x += frameWidth;
if (x === width)
{
x = 0;
y += frameHeight;
}
}
return data;
},
/**
* Parse the JSON data and extract the animation frame data from it.
*
* @method Phaser.AnimationParser.JSONData
* @param {Phaser.Game} game - A reference to the currently running game.
* @param {Object} json - The JSON data from the Texture Atlas. Must be in Array format.
* @param {string} cacheKey - The Game.Cache asset key of the texture image.
* @return {Phaser.FrameData} A FrameData object containing the parsed frames.
*/
JSONData: function (game, json, cacheKey) {
// Malformed?
if (!json['frames'])
{
console.warn("Phaser.AnimationParser.JSONData: Invalid Texture Atlas JSON given, missing 'frames' array");
console.log(json);
return;
}
// Let's create some frames then
var data = new Phaser.FrameData();
// By this stage frames is a fully parsed array
var frames = json['frames'];
var newFrame;
for (var i = 0; i &lt; frames.length; i++)
{
var uuid = game.rnd.uuid();
newFrame = data.addFrame(new Phaser.Frame(
i,
frames[i].frame.x,
frames[i].frame.y,
frames[i].frame.w,
frames[i].frame.h,
frames[i].filename,
uuid
));
PIXI.TextureCache[uuid] = new PIXI.Texture(PIXI.BaseTextureCache[cacheKey], {
x: frames[i].frame.x,
y: frames[i].frame.y,
width: frames[i].frame.w,
height: frames[i].frame.h
});
if (frames[i].trimmed)
{
newFrame.setTrim(
frames[i].trimmed,
frames[i].sourceSize.w,
frames[i].sourceSize.h,
frames[i].spriteSourceSize.x,
frames[i].spriteSourceSize.y,
frames[i].spriteSourceSize.w,
frames[i].spriteSourceSize.h
);
// We had to hack Pixi to get this to work :(
PIXI.TextureCache[uuid].trimmed = true;
PIXI.TextureCache[uuid].trim.x = frames[i].spriteSourceSize.x;
PIXI.TextureCache[uuid].trim.y = frames[i].spriteSourceSize.y;
}
}
return data;
},
/**
* Parse the JSON data and extract the animation frame data from it.
*
* @method Phaser.AnimationParser.JSONDataHash
* @param {Phaser.Game} game - A reference to the currently running game.
* @param {Object} json - The JSON data from the Texture Atlas. Must be in JSON Hash format.
* @param {string} cacheKey - The Game.Cache asset key of the texture image.
* @return {Phaser.FrameData} A FrameData object containing the parsed frames.
*/
JSONDataHash: function (game, json, cacheKey) {
// Malformed?
if (!json['frames'])
{
console.warn("Phaser.AnimationParser.JSONDataHash: Invalid Texture Atlas JSON given, missing 'frames' object");
console.log(json);
return;
}
// Let's create some frames then
var data = new Phaser.FrameData();
// By this stage frames is a fully parsed array
var frames = json['frames'];
var newFrame;
var i = 0;
for (var key in frames)
{
var uuid = game.rnd.uuid();
newFrame = data.addFrame(new Phaser.Frame(
i,
frames[key].frame.x,
frames[key].frame.y,
frames[key].frame.w,
frames[key].frame.h,
key,
uuid
));
PIXI.TextureCache[uuid] = new PIXI.Texture(PIXI.BaseTextureCache[cacheKey], {
x: frames[key].frame.x,
y: frames[key].frame.y,
width: frames[key].frame.w,
height: frames[key].frame.h
});
if (frames[key].trimmed)
{
newFrame.setTrim(
frames[key].trimmed,
frames[key].sourceSize.w,
frames[key].sourceSize.h,
frames[key].spriteSourceSize.x,
frames[key].spriteSourceSize.y,
frames[key].spriteSourceSize.w,
frames[key].spriteSourceSize.h
);
// We had to hack Pixi to get this to work :(
PIXI.TextureCache[uuid].trimmed = true;
PIXI.TextureCache[uuid].trim.x = frames[key].spriteSourceSize.x;
PIXI.TextureCache[uuid].trim.y = frames[key].spriteSourceSize.y;
}
i++;
}
return data;
},
/**
* Parse the XML data and extract the animation frame data from it.
*
* @method Phaser.AnimationParser.XMLData
* @param {Phaser.Game} game - A reference to the currently running game.
* @param {Object} xml - The XML data from the Texture Atlas. Must be in Starling XML format.
* @param {string} cacheKey - The Game.Cache asset key of the texture image.
* @return {Phaser.FrameData} A FrameData object containing the parsed frames.
*/
XMLData: function (game, xml, cacheKey) {
// Malformed?
if (!xml.getElementsByTagName('TextureAtlas'))
{
console.warn("Phaser.AnimationParser.XMLData: Invalid Texture Atlas XML given, missing &lt;TextureAtlas> tag");
return;
}
// Let's create some frames then
var data = new Phaser.FrameData();
var frames = xml.getElementsByTagName('SubTexture');
var newFrame;
var uuid;
var frame;
var x;
var y;
var width;
var height;
var frameX;
var frameY;
var frameWidth;
var frameHeight;
for (var i = 0; i &lt; frames.length; i++)
{
uuid = game.rnd.uuid();
frame = frames[i].attributes;
name = frame.name.nodeValue;
x = parseInt(frame.x.nodeValue);
y = parseInt(frame.y.nodeValue);
width = parseInt(frame.width.nodeValue);
height = parseInt(frame.height.nodeValue);
frameX = null;
frameY = null;
if (frame.frameX)
{
frameX = Math.abs(parseInt(frame.frameX.nodeValue));
frameY = Math.abs(parseInt(frame.frameY.nodeValue));
frameWidth = parseInt(frame.frameWidth.nodeValue);
frameHeight = parseInt(frame.frameHeight.nodeValue);
}
newFrame = data.addFrame(new Phaser.Frame(i, x, y, width, height, name, uuid));
PIXI.TextureCache[uuid] = new PIXI.Texture(PIXI.BaseTextureCache[cacheKey], {
x: x,
y: y,
width: width,
height: height
});
// Trimmed?
if (frameX !== null || frameY !== null)
{
newFrame.setTrim(true, width, height, frameX, frameY, frameWidth, frameHeight);
PIXI.TextureCache[uuid].realSize = { x: frameX, y: frameY, w: frameWidth, h: frameHeight };
// We had to hack Pixi to get this to work :(
PIXI.TextureCache[uuid].trimmed = true;
PIXI.TextureCache[uuid].trim.x = frameX;
PIXI.TextureCache[uuid].trim.y = frameY;
}
}
return data;
}
};
</pre>
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<h1 class="page-title">Source: gameobjects/BitmapText.js</h1>
<section>
<article>
<pre class="sunlight-highlight-javascript linenums">/**
* @author Richard Davey &lt;rich@photonstorm.com>
* @copyright 2013 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* Creates a new `BitmapText` object. BitmapText work by taking a texture file and an XML file that describes the font layout.
* On Windows you can use the free app BMFont: http://www.angelcode.com/products/bmfont/
* On OS X we recommend Glyph Designer: http://www.71squared.com/en/glyphdesigner
*
* @class Phaser.BitmapText
* @constructor
* @param {Phaser.Game} game - A reference to the currently running game.
* @param {number} x - X position of the new bitmapText object.
* @param {number} y - Y position of the new bitmapText object.
* @param {string} text - The actual text that will be written.
* @param {object} style - The style object containing style attributes like font, font size , etc.
*/
Phaser.BitmapText = function (game, x, y, text, style) {
x = x || 0;
y = y || 0;
text = text || '';
style = style || '';
/**
* @property {boolean} exists - If exists = false then the Sprite isn't updated by the core game loop or physics subsystem at all.
* @default
*/
this.exists = true;
/**
* @property {boolean} alive - This is a handy little var your game can use to determine if a sprite is alive or not, it doesn't effect rendering.
* @default
*/
this.alive = true;
/**
* @property {Description} group - Description.
* @default
*/
this.group = null;
/**
* @property {string} name - Description.
* @default
*/
this.name = '';
/**
* @property {Phaser.Game} game - A reference to the currently running Game.
*/
this.game = game;
PIXI.BitmapText.call(this, text, style);
/**
* @property {Description} type - Description.
*/
this.type = Phaser.BITMAPTEXT;
/**
* @property {number} position.x - Description.
*/
this.position.x = x;
/**
* @property {number} position.y - Description.
*/
this.position.y = y;
// Replaces the PIXI.Point with a slightly more flexible one
/**
* @property {Phaser.Point} anchor - Description.
*/
this.anchor = new Phaser.Point();
/**
* @property {Phaser.Point} scale - Description.
*/
this.scale = new Phaser.Point(1, 1);
// A mini cache for storing all of the calculated values
/**
* @property {function} _cache - Description.
* @private
*/
this._cache = {
dirty: false,
// Transform cache
a00: 1, a01: 0, a02: x, a10: 0, a11: 1, a12: y, id: 1,
// The previous calculated position
x: -1, y: -1,
// The actual scale values based on the worldTransform
scaleX: 1, scaleY: 1
};
this._cache.x = this.x;
this._cache.y = this.y;
/**
* @property {boolean} renderable - Description.
* @private
*/
this.renderable = true;
};
Phaser.BitmapText.prototype = Object.create(PIXI.BitmapText.prototype);
// Phaser.BitmapText.prototype = Phaser.Utils.extend(true, PIXI.BitmapText.prototype);
Phaser.BitmapText.prototype.constructor = Phaser.BitmapText;
/**
* Automatically called by World.update
* @method Phaser.BitmapText.prototype.update
*/
Phaser.BitmapText.prototype.update = function() {
if (!this.exists)
{
return;
}
this._cache.dirty = false;
this._cache.x = this.x;
this._cache.y = this.y;
if (this.position.x != this._cache.x || this.position.y != this._cache.y)
{
this.position.x = this._cache.x;
this.position.y = this._cache.y;
this._cache.dirty = true;
}
this.pivot.x = this.anchor.x*this.width;
this.pivot.y = this.anchor.y*this.height;
}
/**
* @method Phaser.Text.prototype.destroy
*/
Phaser.BitmapText.prototype.destroy = function() {
if (this.group)
{
this.group.remove(this);
}
if (this.canvas.parentNode)
{
this.canvas.parentNode.removeChild(this.canvas);
}
else
{
this.canvas = null;
this.context = null;
}
this.exists = false;
this.group = null;
}
/**
* Get
* @returns {Description}
*//**
* Set
* @param {Description} value - Description
*/
Object.defineProperty(Phaser.BitmapText.prototype, 'angle', {
get: function() {
return Phaser.Math.radToDeg(this.rotation);
},
set: function(value) {
this.rotation = Phaser.Math.degToRad(value);
}
});
/**
* Get
* @returns {Description}
*//**
* Set
* @param {Description} value - Description
*/
Object.defineProperty(Phaser.BitmapText.prototype, 'x', {
get: function() {
return this.position.x;
},
set: function(value) {
this.position.x = value;
}
});
/**
* Get
* @returns {Description}
*//**
* Set
* @param {Description} value - Description
*/
Object.defineProperty(Phaser.BitmapText.prototype, 'y', {
get: function() {
return this.position.y;
},
set: function(value) {
this.position.y = value;
}
});
</pre>
</article>
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<h1 class="page-title">Source: gameobjects/Button.js</h1>
<section>
<article>
<pre class="sunlight-highlight-javascript linenums">/**
* @author Richard Davey &lt;rich@photonstorm.com>
* @copyright 2013 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* Create a new `Button` object. A Button is a special type of Sprite that is set-up to handle Pointer events automatically. The four states a Button responds to are:
* 'Over' - when the Pointer moves over the Button. This is also commonly known as 'hover'.
* 'Out' - when the Pointer that was previously over the Button moves out of it.
* 'Down' - when the Pointer is pressed down on the Button. I.e. touched on a touch enabled device or clicked with the mouse.
* 'Up' - when the Pointer that was pressed down on the Button is released again.
* You can set a unique texture frame and Sound for any of these states.
*
* @class Phaser.Button
* @constructor
*
* @param {Phaser.Game} game Current game instance.
* @param {number} [x] - X position of the Button.
* @param {number} [y] - Y position of the Button.
* @param {string} [key] - The image key as defined in the Game.Cache to use as the texture for this Button.
* @param {function} [callback] - The function to call when this Button is pressed.
* @param {object} [callbackContext] - The context in which the callback will be called (usually 'this').
* @param {string|number} [overFrame] - This is the frame or frameName that will be set when this button is in an over state. Give either a number to use a frame ID or a string for a frame name.
* @param {string|number} [outFrame] - This is the frame or frameName that will be set when this button is in an out state. Give either a number to use a frame ID or a string for a frame name.
* @param {string|number} [downFrame] - This is the frame or frameName that will be set when this button is in a down state. Give either a number to use a frame ID or a string for a frame name.
*/
Phaser.Button = function (game, x, y, key, callback, callbackContext, overFrame, outFrame, downFrame) {
x = x || 0;
y = y || 0;
key = key || null;
callback = callback || null;
callbackContext = callbackContext || this;
Phaser.Sprite.call(this, game, x, y, key, outFrame);
/**
* @property {number} type - The Phaser Object Type.
*/
this.type = Phaser.BUTTON;
/**
* @property {string} _onOverFrameName - Internal variable.
* @private
* @default
*/
this._onOverFrameName = null;
/**
* @property {string} _onOutFrameName - Internal variable.
* @private
* @default
*/
this._onOutFrameName = null;
/**
* @property {string} _onDownFrameName - Internal variable.
* @private
* @default
*/
this._onDownFrameName = null;
/**
* @property {string} _onUpFrameName - Internal variable.
* @private
* @default
*/
this._onUpFrameName = null;
/**
* @property {number} _onOverFrameID - Internal variable.
* @private
* @default
*/
this._onOverFrameID = null;
/**
* @property {number} _onOutFrameID - Internal variable.
* @private
* @default
*/
this._onOutFrameID = null;
/**
* @property {number} _onDownFrameID - Internal variable.
* @private
* @default
*/
this._onDownFrameID = null;
/**
* @property {number} _onUpFrameID - Internal variable.
* @private
* @default
*/
this._onUpFrameID = null;
/**
* @property {Phaser.Sound} onOverSound - The Sound to be played when this Buttons Over state is activated.
* @default
*/
this.onOverSound = null;
/**
* @property {Phaser.Sound} onOutSound - The Sound to be played when this Buttons Out state is activated.
* @default
*/
this.onOutSound = null;
/**
* @property {Phaser.Sound} onDownSound - The Sound to be played when this Buttons Down state is activated.
* @default
*/
this.onDownSound = null;
/**
* @property {Phaser.Sound} onUpSound - The Sound to be played when this Buttons Up state is activated.
* @default
*/
this.onUpSound = null;
/**
* @property {string} onOverSoundMarker - The Sound Marker used in conjunction with the onOverSound.
* @default
*/
this.onOverSoundMarker = '';
/**
* @property {string} onOutSoundMarker - The Sound Marker used in conjunction with the onOutSound.
* @default
*/
this.onOutSoundMarker = '';
/**
* @property {string} onDownSoundMarker - The Sound Marker used in conjunction with the onDownSound.
* @default
*/
this.onDownSoundMarker = '';
/**
* @property {string} onUpSoundMarker - The Sound Marker used in conjunction with the onUpSound.
* @default
*/
this.onUpSoundMarker = '';
/**
* @property {Phaser.Signal} onInputOver - The Signal (or event) dispatched when this Button is in an Over state.
*/
this.onInputOver = new Phaser.Signal;
/**
* @property {Phaser.Signal} onInputOut - The Signal (or event) dispatched when this Button is in an Out state.
*/
this.onInputOut = new Phaser.Signal;
/**
* @property {Phaser.Signal} onInputDown - The Signal (or event) dispatched when this Button is in an Down state.
*/
this.onInputDown = new Phaser.Signal;
/**
* @property {Phaser.Signal} onInputUp - The Signal (or event) dispatched when this Button is in an Up state.
*/
this.onInputUp = new Phaser.Signal;
/**
* @property {boolean} freezeFrames - When true the Button will cease to change texture frame on all events (over, out, up, down).
*/
this.freezeFrames = false;
this.setFrames(overFrame, outFrame, downFrame);
if (callback !== null)
{
this.onInputUp.add(callback, callbackContext);
}
this.input.start(0, true);
// Redirect the input events to here so we can handle animation updates, etc
this.events.onInputOver.add(this.onInputOverHandler, this);
this.events.onInputOut.add(this.onInputOutHandler, this);
this.events.onInputDown.add(this.onInputDownHandler, this);
this.events.onInputUp.add(this.onInputUpHandler, this);
};
Phaser.Button.prototype = Object.create(Phaser.Sprite.prototype);
Phaser.Button.prototype = Phaser.Utils.extend(true, Phaser.Button.prototype, Phaser.Sprite.prototype, PIXI.Sprite.prototype);
Phaser.Button.prototype.constructor = Phaser.Button;
/**
* Used to manually set the frames that will be used for the different states of the button
* exactly like setting them in the constructor.
*
* @method Phaser.Button.prototype.setFrames
* @param {string|number} [overFrame] - This is the frame or frameName that will be set when this button is in an over state. Give either a number to use a frame ID or a string for a frame name.
* @param {string|number} [outFrame] - This is the frame or frameName that will be set when this button is in an out state. Give either a number to use a frame ID or a string for a frame name.
* @param {string|number} [downFrame] - This is the frame or frameName that will be set when this button is in a down state. Give either a number to use a frame ID or a string for a frame name.
*/
Phaser.Button.prototype.setFrames = function (overFrame, outFrame, downFrame) {
if (overFrame !== null)
{
if (typeof overFrame === 'string')
{
this._onOverFrameName = overFrame;
if (this.input.pointerOver())
{
this.frameName = overFrame;
}
}
else
{
this._onOverFrameID = overFrame;
if (this.input.pointerOver())
{
this.frame = overFrame;
}
}
}
if (outFrame !== null)
{
if (typeof outFrame === 'string')
{
this._onOutFrameName = outFrame;
this._onUpFrameName = outFrame;
if (this.input.pointerOver() == false)
{
this.frameName = outFrame;
}
}
else
{
this._onOutFrameID = outFrame;
this._onUpFrameID = outFrame;
if (this.input.pointerOver() == false)
{
this.frame = outFrame;
}
}
}
if (downFrame !== null)
{
if (typeof downFrame === 'string')
{
this._onDownFrameName = downFrame;
if (this.input.pointerOver())
{
this.frameName = downFrame;
}
}
else
{
this._onDownFrameID = downFrame;
if (this.input.pointerOver())
{
this.frame = downFrame;
}
}
}
};
/**
* Sets the sounds to be played whenever this Button is interacted with. Sounds can be either full Sound objects, or markers pointing to a section of a Sound object.
* The most common forms of sounds are 'hover' effects and 'click' effects, which is why the order of the parameters is overSound then downSound.
* Call this function with no parameters at all to reset all sounds on this Button.
*
* @method Phaser.Button.prototype.setSounds
* @param {Phaser.Sound} [overSound] - Over Button Sound.
* @param {string} [overMarker] - Over Button Sound Marker.
* @param {Phaser.Sound} [downSound] - Down Button Sound.
* @param {string} [downMarker] - Down Button Sound Marker.
* @param {Phaser.Sound} [outSound] - Out Button Sound.
* @param {string} [outMarker] - Out Button Sound Marker.
* @param {Phaser.Sound} [upSound] - Up Button Sound.
* @param {string} [upMarker] - Up Button Sound Marker.
*/
Phaser.Button.prototype.setSounds = function (overSound, overMarker, downSound, downMarker, outSound, outMarker, upSound, upMarker) {
this.setOverSound(overSound, overMarker);
this.setOutSound(outSound, outMarker);
this.setUpSound(upSound, upMarker);
this.setDownSound(downSound, downMarker);
}
/**
* The Sound to be played when a Pointer moves over this Button.
*
* @method Phaser.Button.prototype.setOverSound
* @param {Phaser.Sound} sound - The Sound that will be played.
* @param {string} [marker] - A Sound Marker that will be used in the playback.
*/
Phaser.Button.prototype.setOverSound = function (sound, marker) {
this.onOverSound = null;
this.onOverSoundMarker = '';
if (sound instanceof Phaser.Sound)
{
this.onOverSound = sound;
}
if (typeof marker === 'string')
{
this.onOverSoundMarker = marker;
}
}
/**
* The Sound to be played when a Pointer moves out of this Button.
*
* @method Phaser.Button.prototype.setOutSound
* @param {Phaser.Sound} sound - The Sound that will be played.
* @param {string} [marker] - A Sound Marker that will be used in the playback.
*/
Phaser.Button.prototype.setOutSound = function (sound, marker) {
this.onOutSound = null;
this.onOutSoundMarker = '';
if (sound instanceof Phaser.Sound)
{
this.onOutSound = sound;
}
if (typeof marker === 'string')
{
this.onOutSoundMarker = marker;
}
}
/**
* The Sound to be played when a Pointer clicks on this Button.
*
* @method Phaser.Button.prototype.setUpSound
* @param {Phaser.Sound} sound - The Sound that will be played.
* @param {string} [marker] - A Sound Marker that will be used in the playback.
*/
Phaser.Button.prototype.setUpSound = function (sound, marker) {
this.onUpSound = null;
this.onUpSoundMarker = '';
if (sound instanceof Phaser.Sound)
{
this.onUpSound = sound;
}
if (typeof marker === 'string')
{
this.onUpSoundMarker = marker;
}
}
/**
* The Sound to be played when a Pointer clicks on this Button.
*
* @method Phaser.Button.prototype.setDownSound
* @param {Phaser.Sound} sound - The Sound that will be played.
* @param {string} [marker] - A Sound Marker that will be used in the playback.
*/
Phaser.Button.prototype.setDownSound = function (sound, marker) {
this.onDownSound = null;
this.onDownSoundMarker = '';
if (sound instanceof Phaser.Sound)
{
this.onDownSound = sound;
}
if (typeof marker === 'string')
{
this.onDownSoundMarker = marker;
}
}
/**
* Internal function that handles input events.
*
* @protected
* @method Phaser.Button.prototype.onInputOverHandler
* @param {Phaser.Pointer} pointer - The Pointer that activated the Button.
*/
Phaser.Button.prototype.onInputOverHandler = function (pointer) {
if (this.freezeFrames == false)
{
if (this._onOverFrameName != null)
{
this.frameName = this._onOverFrameName;
}
else if (this._onOverFrameID != null)
{
this.frame = this._onOverFrameID;
}
}
if (this.onOverSound)
{
this.onOverSound.play(this.onOverSoundMarker);
}
if (this.onInputOver)
{
this.onInputOver.dispatch(this, pointer);
}
};
/**
* Internal function that handles input events.
*
* @protected
* @method Phaser.Button.prototype.onInputOverHandler
* @param {Phaser.Pointer} pointer - The Pointer that activated the Button.
*/
Phaser.Button.prototype.onInputOutHandler = function (pointer) {
if (this.freezeFrames == false)
{
if (this._onOutFrameName != null)
{
this.frameName = this._onOutFrameName;
}
else if (this._onOutFrameID != null)
{
this.frame = this._onOutFrameID;
}
}
if (this.onOutSound)
{
this.onOutSound.play(this.onOutSoundMarker);
}
if (this.onInputOut)
{
this.onInputOut.dispatch(this, pointer);
}
};
/**
* Internal function that handles input events.
*
* @protected
* @method Phaser.Button.prototype.onInputOverHandler
* @param {Phaser.Pointer} pointer - The Pointer that activated the Button.
*/
Phaser.Button.prototype.onInputDownHandler = function (pointer) {
if (this.freezeFrames == false)
{
if (this._onDownFrameName != null)
{
this.frameName = this._onDownFrameName;
}
else if (this._onDownFrameID != null)
{
this.frame = this._onDownFrameID;
}
}
if (this.onDownSound)
{
this.onDownSound.play(this.onDownSoundMarker);
}
if (this.onInputDown)
{
this.onInputDown.dispatch(this, pointer);
}
};
/**
* Internal function that handles input events.
*
* @protected
* @method Phaser.Button.prototype.onInputOverHandler
* @param {Phaser.Pointer} pointer - The Pointer that activated the Button.
*/
Phaser.Button.prototype.onInputUpHandler = function (pointer) {
if (this.freezeFrames == false)
{
if (this._onUpFrameName != null)
{
this.frameName = this._onUpFrameName;
}
else if (this._onUpFrameID != null)
{
this.frame = this._onUpFrameID;
}
}
if (this.onUpSound)
{
this.onUpSound.play(this.onUpSoundMarker);
}
if (this.onInputUp)
{
this.onInputUp.dispatch(this, pointer);
}
};
</pre>
</article>
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<h1 class="page-title">Source: core/Camera.js</h1>
<section>
<article>
<pre class="sunlight-highlight-javascript linenums">/**
* @author Richard Davey &lt;rich@photonstorm.com>
* @copyright 2013 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* A Camera is your view into the game world. It has a position and size and renders only those objects within its field of view.
* The game automatically creates a single Stage sized camera on boot. Move the camera around the world with Phaser.Camera.x/y
*
* @class Phaser.Camera
* @constructor
* @param {Phaser.Game} game - Game reference to the currently running game.
* @param {number} id - Not being used at the moment, will be when Phaser supports multiple camera
* @param {number} x - Position of the camera on the X axis
* @param {number} y - Position of the camera on the Y axis
* @param {number} width - The width of the view rectangle
* @param {number} height - The height of the view rectangle
*/
Phaser.Camera = function (game, id, x, y, width, height) {
/**
* @property {Phaser.Game} game - A reference to the currently running Game.
*/
this.game = game;
/**
* @property {Phaser.World} world - A reference to the game world.
*/
this.world = game.world;
/**
* @property {number} id - Reserved for future multiple camera set-ups.
* @default
*/
this.id = 0;
/**
* Camera view.
* The view into the world we wish to render (by default the game dimensions).
* The x/y values are in world coordinates, not screen coordinates, the width/height is how many pixels to render.
* Objects outside of this view are not rendered (unless set to ignore the Camera, i.e. UI?).
* @property {Phaser.Rectangle} view
*/
this.view = new Phaser.Rectangle(x, y, width, height);
/**
* @property {Phaser.Rectangle} screenView - Used by Sprites to work out Camera culling.
*/
this.screenView = new Phaser.Rectangle(x, y, width, height);
/**
* The Camera is bound to this Rectangle and cannot move outside of it. By default it is enabled and set to the size of the World.
* The Rectangle can be located anywhere in the world and updated as often as you like. If you don't wish the Camera to be bound
* at all then set this to null. The values can be anything and are in World coordinates, with 0,0 being the center of the world.
* @property {Phaser.Rectangle} bounds - The Rectangle in which the Camera is bounded. Set to null to allow for movement anywhere.
*/
this.bounds = new Phaser.Rectangle(x, y, width, height);
/**
* @property {Phaser.Rectangle} deadzone - Moving inside this Rectangle will not cause camera moving.
*/
this.deadzone = null;
/**
* @property {boolean} visible - Whether this camera is visible or not.
* @default
*/
this.visible = true;
/**
* @property {boolean} atLimit - Whether this camera is flush with the World Bounds or not.
*/
this.atLimit = { x: false, y: false };
/**
* @property {Phaser.Sprite} target - If the camera is tracking a Sprite, this is a reference to it, otherwise null.
* @default
*/
this.target = null;
/**
* @property {number} edge - Edge property.
* @private
* @default
*/
this._edge = 0;
this.displayObject = null;
};
/**
* @constant
* @type {number}
*/
Phaser.Camera.FOLLOW_LOCKON = 0;
/**
* @constant
* @type {number}
*/
Phaser.Camera.FOLLOW_PLATFORMER = 1;
/**
* @constant
* @type {number}
*/
Phaser.Camera.FOLLOW_TOPDOWN = 2;
/**
* @constant
* @type {number}
*/
Phaser.Camera.FOLLOW_TOPDOWN_TIGHT = 3;
Phaser.Camera.prototype = {
/**
* Tells this camera which sprite to follow.
* @method Phaser.Camera#follow
* @param {Phaser.Sprite} target - The object you want the camera to track. Set to null to not follow anything.
* @param {number} [style] Leverage one of the existing "deadzone" presets. If you use a custom deadzone, ignore this parameter and manually specify the deadzone after calling follow().
*/
follow: function (target, style) {
if (typeof style === "undefined") { style = Phaser.Camera.FOLLOW_LOCKON; }
this.target = target;
var helper;
switch (style) {
case Phaser.Camera.FOLLOW_PLATFORMER:
var w = this.width / 8;
var h = this.height / 3;
this.deadzone = new Phaser.Rectangle((this.width - w) / 2, (this.height - h) / 2 - h * 0.25, w, h);
break;
case Phaser.Camera.FOLLOW_TOPDOWN:
helper = Math.max(this.width, this.height) / 4;
this.deadzone = new Phaser.Rectangle((this.width - helper) / 2, (this.height - helper) / 2, helper, helper);
break;
case Phaser.Camera.FOLLOW_TOPDOWN_TIGHT:
helper = Math.max(this.width, this.height) / 8;
this.deadzone = new Phaser.Rectangle((this.width - helper) / 2, (this.height - helper) / 2, helper, helper);
break;
case Phaser.Camera.FOLLOW_LOCKON:
default:
this.deadzone = null;
break;
}
},
/**
* Move the camera focus on a display object instantly.
* @method Phaser.Camera#focusOn
* @param {any} displayObject - The display object to focus the camera on. Must have visible x/y properties.
*/
focusOn: function (displayObject) {
this.setPosition(Math.round(displayObject.x - this.view.halfWidth), Math.round(displayObject.y - this.view.halfHeight));
},
/**
* Move the camera focus on a location instantly.
* @method Phaser.Camera#focusOnXY
* @param {number} x - X position.
* @param {number} y - Y position.
*/
focusOnXY: function (x, y) {
this.setPosition(Math.round(x - this.view.halfWidth), Math.round(y - this.view.halfHeight));
},
/**
* Update focusing and scrolling.
* @method Phaser.Camera#update
*/
update: function () {
if (this.target)
{
this.updateTarget();
}
if (this.bounds)
{
this.checkBounds();
}
this.displayObject.position.x = -this.view.x;
this.displayObject.position.y = -this.view.y;
},
updateTarget: function () {
if (this.deadzone)
{
this._edge = this.target.x - this.deadzone.x;
if (this.view.x > this._edge)
{
this.view.x = this._edge;
}
this._edge = this.target.x + this.target.width - this.deadzone.x - this.deadzone.width;
if (this.view.x &lt; this._edge)
{
this.view.x = this._edge;
}
this._edge = this.target.y - this.deadzone.y;
if (this.view.y > this._edge)
{
this.view.y = this._edge;
}
this._edge = this.target.y + this.target.height - this.deadzone.y - this.deadzone.height;
if (this.view.y &lt; this._edge)
{
this.view.y = this._edge;
}
}
else
{
this.focusOnXY(this.target.x, this.target.y);
}
},
setBoundsToWorld: function () {
this.bounds.setTo(this.game.world.x, this.game.world.y, this.game.world.width, this.game.world.height);
},
/**
* Method called to ensure the camera doesn't venture outside of the game world.
* @method Phaser.Camera#checkWorldBounds
*/
checkBounds: function () {
this.atLimit.x = false;
this.atLimit.y = false;
// Make sure we didn't go outside the cameras bounds
if (this.view.x &lt; this.bounds.x)
{
this.atLimit.x = true;
this.view.x = this.bounds.x;
}
if (this.view.x > this.bounds.right - this.width)
{
this.atLimit.x = true;
this.view.x = (this.bounds.right - this.width) + 1;
}
if (this.view.y &lt; this.bounds.top)
{
this.atLimit.y = true;
this.view.y = this.bounds.top;
}
if (this.view.y > this.bounds.bottom - this.height)
{
this.atLimit.y = true;
this.view.y = (this.bounds.bottom - this.height) + 1;
}
this.view.floor();
},
/**
* A helper function to set both the X and Y properties of the camera at once
* without having to use game.camera.x and game.camera.y.
*
* @method Phaser.Camera#setPosition
* @param {number} x - X position.
* @param {number} y - Y position.
*/
setPosition: function (x, y) {
this.view.x = x;
this.view.y = y;
if (this.bounds)
{
this.checkBounds();
}
},
/**
* Sets the size of the view rectangle given the width and height in parameters.
*
* @method Phaser.Camera#setSize
* @param {number} width - The desired width.
* @param {number} height - The desired height.
*/
setSize: function (width, height) {
this.view.width = width;
this.view.height = height;
}
};
/**
* The Cameras x coordinate. This value is automatically clamped if it falls outside of the World bounds.
* @name Phaser.Camera#x
* @property {number} x - Gets or sets the cameras x position.
*/
Object.defineProperty(Phaser.Camera.prototype, "x", {
get: function () {
return this.view.x;
},
set: function (value) {
this.view.x = value;
if (this.bounds)
{
this.checkBounds();
}
}
});
/**
* The Cameras y coordinate. This value is automatically clamped if it falls outside of the World bounds.
* @name Phaser.Camera#y
* @property {number} y - Gets or sets the cameras y position.
*/
Object.defineProperty(Phaser.Camera.prototype, "y", {
get: function () {
return this.view.y;
},
set: function (value) {
this.view.y = value;
if (this.bounds)
{
this.checkBounds();
}
}
});
/**
* The Cameras width. By default this is the same as the Game size and should not be adjusted for now.
* @name Phaser.Camera#width
* @property {number} width - Gets or sets the cameras width.
*/
Object.defineProperty(Phaser.Camera.prototype, "width", {
get: function () {
return this.view.width;
},
set: function (value) {
this.view.width = value;
}
});
/**
* The Cameras height. By default this is the same as the Game size and should not be adjusted for now.
* @name Phaser.Camera#height
* @property {number} height - Gets or sets the cameras height.
*/
Object.defineProperty(Phaser.Camera.prototype, "height", {
get: function () {
return this.view.height;
},
set: function (value) {
this.view.height = value;
}
});
</pre>
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<h1 class="page-title">Source: system/Canvas.js</h1>
<section>
<article>
<pre class="sunlight-highlight-javascript linenums">/**
* @author Richard Davey &lt;rich@photonstorm.com>
* @copyright 2013 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* The Canvas class handles everything related to the &lt;canvas&gt; tag as a DOM Element, like styles, offset, aspect ratio
*
* @class Phaser.Canvas
* @static
*/
Phaser.Canvas = {
/**
* Creates the &lt;canvas&gt; tag
*
* @method Phaser.Canvas.create
* @param {number} width - The desired width.
* @param {number} height - The desired height.
* @return {HTMLCanvasElement} The newly created &lt;canvas&gt; tag.
*/
create: function (width, height) {
width = width || 256;
height = height || 256;
var canvas = document.createElement('canvas');
canvas.width = width;
canvas.height = height;
canvas.style.display = 'block';
return canvas;
},
/**
* Get the DOM offset values of any given element
* @method Phaser.Canvas.getOffset
* @param {HTMLElement} element - The targeted element that we want to retrieve the offset.
* @param {Phaser.Point} [point] - The point we want to take the x/y values of the offset.
* @return {Phaser.Point} - A point objet with the offsetX and Y as its properties.
*/
getOffset: function (element, point) {
point = point || new Phaser.Point;
var box = element.getBoundingClientRect();
var clientTop = element.clientTop || document.body.clientTop || 0;
var clientLeft = element.clientLeft || document.body.clientLeft || 0;
var scrollTop = window.pageYOffset || element.scrollTop || document.body.scrollTop;
var scrollLeft = window.pageXOffset || element.scrollLeft || document.body.scrollLeft;
point.x = box.left + scrollLeft - clientLeft;
point.y = box.top + scrollTop - clientTop;
return point;
},
/**
* Returns the aspect ratio of the given canvas.
*
* @method Phaser.Canvas.getAspectRatio
* @param {HTMLCanvasElement} canvas - The canvas to get the aspect ratio from.
* @return {number} The ratio between canvas' width and height.
*/
getAspectRatio: function (canvas) {
return canvas.width / canvas.height;
},
/**
* Sets the background color behind the canvas. This changes the canvas style property.
*
* @method Phaser.Canvas.setBackgroundColor
* @param {HTMLCanvasElement} canvas - The canvas to set the background color on.
* @param {string} [color] - The color to set. Can be in the format 'rgb(r,g,b)', or '#RRGGBB' or any valid CSS color.
* @return {HTMLCanvasElement} Returns the source canvas.
*/
setBackgroundColor: function (canvas, color) {
color = color || 'rgb(0,0,0)';
canvas.style.backgroundColor = color;
return canvas;
},
/**
* Sets the touch-action property on the canvas style. Can be used to disable default browser touch actions.
*
* @method Phaser.Canvas.setTouchAction
* @param {HTMLCanvasElement} canvas - The canvas to set the touch action on.
* @param {String} [value] - The touch action to set. Defaults to 'none'.
* @return {HTMLCanvasElement} The source canvas.
*/
setTouchAction: function (canvas, value) {
value = value || 'none';
canvas.style.msTouchAction = value;
canvas.style['ms-touch-action'] = value;
canvas.style['touch-action'] = value;
return canvas;
},
/**
* Sets the user-select property on the canvas style. Can be used to disable default browser selection actions.
*
* @method Phaser.Canvas.setUserSelect
* @param {HTMLCanvasElement} canvas - The canvas to set the touch action on.
* @param {String} [value] - The touch action to set. Defaults to 'none'.
* @return {HTMLCanvasElement} The source canvas.
*/
setUserSelect: function (canvas, value) {
value = value || 'none';
canvas.style['-webkit-touch-callout'] = value;
canvas.style['-webkit-user-select'] = value;
canvas.style['-khtml-user-select'] = value;
canvas.style['-moz-user-select'] = value;
canvas.style['-ms-user-select'] = value;
canvas.style['user-select'] = value;
canvas.style['-webkit-tap-highlight-color'] = 'rgba(0, 0, 0, 0)';
return canvas;
},
/**
* Adds the given canvas element to the DOM. The canvas will be added as a child of the given parent.
* If no parent is given it will be added as a child of the document.body.
*
* @method Phaser.Canvas.addToDOM
* @param {HTMLCanvasElement} canvas - The canvas to set the touch action on.
* @param {string} parent - The DOM element to add the canvas to. Defaults to ''.
* @param {boolean} overflowHidden - If set to true it will add the overflow='hidden' style to the parent DOM element.
* @return {HTMLCanvasElement} Returns the source canvas.
*/
addToDOM: function (canvas, parent, overflowHidden) {
parent = parent || '';
if (typeof overflowHidden === 'undefined') { overflowHidden = true; }
if (parent !== '')
{
if (document.getElementById(parent))
{
document.getElementById(parent).appendChild(canvas);
if (overflowHidden)
{
document.getElementById(parent).style.overflow = 'hidden';
}
}
else
{
document.body.appendChild(canvas);
}
}
else
{
document.body.appendChild(canvas);
}
return canvas;
},
/**
* Sets the transform of the given canvas to the matrix values provided.
*
* @method Phaser.Canvas.setTransform
* @param {CanvasRenderingContext2D} context - The context to set the transform on.
* @param {number} translateX - The value to translate horizontally by.
* @param {number} translateY - The value to translate vertically by.
* @param {number} scaleX - The value to scale horizontally by.
* @param {number} scaleY - The value to scale vertically by.
* @param {number} skewX - The value to skew horizontaly by.
* @param {number} skewY - The value to skew vertically by.
* @return {CanvasRenderingContext2D} Returns the source context.
*/
setTransform: function (context, translateX, translateY, scaleX, scaleY, skewX, skewY) {
context.setTransform(scaleX, skewX, skewY, scaleY, translateX, translateY);
return context;
},
/**
* Sets the Image Smoothing property on the given context. Set to false to disable image smoothing.
* By default browsers have image smoothing enabled, which isn't always what you visually want, especially
* when using pixel art in a game. Note that this sets the property on the context itself, so that any image
* drawn to the context will be affected. This sets the property across all current browsers but support is
* patchy on earlier browsers, especially on mobile.
*
* @method Phaser.Canvas.setSmoothingEnabled
* @param {CanvasRenderingContext2D} context - The context to enable or disable the image smoothing on.
* @param {boolean} value - If set to true it will enable image smoothing, false will disable it.
* @return {CanvasRenderingContext2D} Returns the source context.
*/
setSmoothingEnabled: function (context, value) {
context['imageSmoothingEnabled'] = value;
context['mozImageSmoothingEnabled'] = value;
context['oImageSmoothingEnabled'] = value;
context['webkitImageSmoothingEnabled'] = value;
context['msImageSmoothingEnabled'] = value;
return context;
},
/**
* Sets the CSS image-rendering property on the given canvas to be 'crisp' (aka 'optimize contrast on webkit').
* Note that if this doesn't given the desired result then see the setSmoothingEnabled.
*
* @method Phaser.Canvas.setImageRenderingCrisp
* @param {HTMLCanvasElement} canvas - The canvas to set image-rendering crisp on.
* @return {HTMLCanvasElement} Returns the source canvas.
*/
setImageRenderingCrisp: function (canvas) {
canvas.style['image-rendering'] = 'crisp-edges';
canvas.style['image-rendering'] = '-moz-crisp-edges';
canvas.style['image-rendering'] = '-webkit-optimize-contrast';
canvas.style.msInterpolationMode = 'nearest-neighbor';
return canvas;
},
/**
* Sets the CSS image-rendering property on the given canvas to be 'bicubic' (aka 'auto').
* Note that if this doesn't given the desired result then see the CanvasUtils.setSmoothingEnabled method.
*
* @method Phaser.Canvas.setImageRenderingBicubic
* @param {HTMLCanvasElement} canvas The canvas to set image-rendering bicubic on.
* @return {HTMLCanvasElement} Returns the source canvas.
*/
setImageRenderingBicubic: function (canvas) {
canvas.style['image-rendering'] = 'auto';
canvas.style.msInterpolationMode = 'bicubic';
return canvas;
}
};
</pre>
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<h1 class="page-title">Source: geom/Circle.js</h1>
<section>
<article>
<pre class="sunlight-highlight-javascript linenums">/**
* @author Richard Davey &lt;rich@photonstorm.com>
* @copyright 2013 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* Creates a new Circle object with the center coordinate specified by the x and y parameters and the diameter specified by the diameter parameter. If you call this function without parameters, a circle with x, y, diameter and radius properties set to 0 is created.
* @class Circle
* @classdesc Phaser - Circle
* @constructor
* @param {number} [x] The x coordinate of the center of the circle.
* @param {number} [y] The y coordinate of the center of the circle.
* @param {number} [diameter] The diameter of the circle.
* @return {Phaser.Circle} This circle object
**/
Phaser.Circle = function (x, y, diameter) {
x = x || 0;
y = y || 0;
diameter = diameter || 0;
/**
* @property {number} x - The x coordinate of the center of the circle.
**/
this.x = x;
/**
* @property {number} y - The y coordinate of the center of the circle.
**/
this.y = y;
/**
* @property {number} _diameter - The diameter of the circle.
* @private
**/
this._diameter = diameter;
if (diameter > 0)
{
/**
* @property {number} _radius - The radius of the circle.
* @private
**/
this._radius = diameter * 0.5;
}
else
{
this._radius = 0;
}
};
Phaser.Circle.prototype = {
/**
* The circumference of the circle.
* @method Phaser.Circle#circumference
* @return {number}
**/
circumference: function () {
return 2 * (Math.PI * this._radius);
},
/**
* Sets the members of Circle to the specified values.
* @method Phaser.Circle#setTo
* @param {number} x - The x coordinate of the center of the circle.
* @param {number} y - The y coordinate of the center of the circle.
* @param {number} diameter - The diameter of the circle in pixels.
* @return {Circle} This circle object.
**/
setTo: function (x, y, diameter) {
this.x = x;
this.y = y;
this._diameter = diameter;
this._radius = diameter * 0.5;
return this;
},
/**
* Copies the x, y and diameter properties from any given object to this Circle.
* @method Phaser.Circle#copyFrom
* @param {any} source - The object to copy from.
* @return {Circle} This Circle object.
**/
copyFrom: function (source) {
return this.setTo(source.x, source.y, source.diameter);
},
/**
* Copies the x, y and diameter properties from this Circle to any given object.
* @method Phaser.Circle#copyTo
* @param {any} dest - The object to copy to.
* @return {Object} This dest object.
**/
copyTo: function(dest) {
dest[x] = this.x;
dest[y] = this.y;
dest[diameter] = this._diameter;
return dest;
},
/**
* Returns the distance from the center of the Circle object to the given object
* (can be Circle, Point or anything with x/y properties)
* @method Phaser.Circle#distance
* @param {object} dest - The target object. Must have visible x and y properties that represent the center of the object.
* @param {boolean} [round] - Round the distance to the nearest integer (default false).
* @return {number} The distance between this Point object and the destination Point object.
*/
distance: function (dest, round) {
if (typeof round === "undefined") { round = false }
if (round)
{
return Phaser.Math.distanceRound(this.x, this.y, dest.x, dest.y);
}
else
{
return Phaser.Math.distance(this.x, this.y, dest.x, dest.y);
}
},
/**
* Returns a new Circle object with the same values for the x, y, width, and height properties as this Circle object.
* @method Phaser.Circle#clone
* @param {Phaser.Circle} out - Optional Circle object. If given the values will be set into the object, otherwise a brand new Circle object will be created and returned.
* @return {Phaser.Circle} The cloned Circle object.
*/
clone: function(out) {
if (typeof out === "undefined") { out = new Phaser.Circle(); }
return out.setTo(a.x, a.y, a.diameter);
},
/**
* Return true if the given x/y coordinates are within this Circle object.
* @method Phaser.Circle#contains
* @param {number} x - The X value of the coordinate to test.
* @param {number} y - The Y value of the coordinate to test.
* @return {boolean} True if the coordinates are within this circle, otherwise false.
*/
contains: function (x, y) {
return Phaser.Circle.contains(this, x, y);
},
/**
* Returns a Point object containing the coordinates of a point on the circumference of the Circle based on the given angle.
* @method Phaser.Circle#circumferencePoint
* @param {number} angle - The angle in radians (unless asDegrees is true) to return the point from.
* @param {boolean} asDegrees - Is the given angle in radians (false) or degrees (true)?
* @param {Phaser.Point} [out] - An optional Point object to put the result in to. If none specified a new Point object will be created.
* @return {Phaser.Point} The Point object holding the result.
*/
circumferencePoint: function (angle, asDegrees, out) {
return Phaser.Circle.circumferencePoint(this, angle, asDegrees, out);
},
/**
* Adjusts the location of the Circle object, as determined by its center coordinate, by the specified amounts.
* @method Phaser.Circle#offset
* @param {number} dx - Moves the x value of the Circle object by this amount.
* @param {number} dy - Moves the y value of the Circle object by this amount.
* @return {Circle} This Circle object.
**/
offset: function (dx, dy) {
this.x += dx;
this.y += dy;
return this;
},
/**
* Adjusts the location of the Circle object using a Point object as a parameter. This method is similar to the Circle.offset() method, except that it takes a Point object as a parameter.
* @method Phaser.Circle#offsetPoint
* @param {Point} point A Point object to use to offset this Circle object (or any valid object with exposed x and y properties).
* @return {Circle} This Circle object.
**/
offsetPoint: function (point) {
return this.offset(point.x, point.y);
},
/**
* Returns a string representation of this object.
* @method Phaser.Circle#toString
* @return {string} a string representation of the instance.
**/
toString: function () {
return "[{Phaser.Circle (x=" + this.x + " y=" + this.y + " diameter=" + this.diameter + " radius=" + this.radius + ")}]";
}
};
/**
* The largest distance between any two points on the circle. The same as the radius * 2.
* @name Phaser.Circle#diameter
* @property {number} diameter - Gets or sets the diameter of the circle.
*/
Object.defineProperty(Phaser.Circle.prototype, "diameter", {
get: function () {
return this._diameter;
},
set: function (value) {
if (value > 0) {
this._diameter = value;
this._radius = value * 0.5;
}
}
});
/**
* The length of a line extending from the center of the circle to any point on the circle itself. The same as half the diameter.
* @name Phaser.Circle#radius
* @property {number} radius - Gets or sets the radius of the circle.
*/
Object.defineProperty(Phaser.Circle.prototype, "radius", {
get: function () {
return this._radius;
},
set: function (value) {
if (value > 0) {
this._radius = value;
this._diameter = value * 2;
}
}
});
/**
* The x coordinate of the leftmost point of the circle. Changing the left property of a Circle object has no effect on the x and y properties. However it does affect the diameter, whereas changing the x value does not affect the diameter property.
* @name Phaser.Circle#left
* @propety {number} left - Gets or sets the value of the leftmost point of the circle.
*/
Object.defineProperty(Phaser.Circle.prototype, "left", {
get: function () {
return this.x - this._radius;
},
set: function (value) {
if (value > this.x) {
this._radius = 0;
this._diameter = 0;
} else {
this.radius = this.x - value;
}
}
});
/**
* The x coordinate of the rightmost point of the circle. Changing the right property of a Circle object has no effect on the x and y properties. However it does affect the diameter, whereas changing the x value does not affect the diameter property.
* @name Phaser.Circle#right
* @property {number} right - Gets or sets the value of the rightmost point of the circle.
*/
Object.defineProperty(Phaser.Circle.prototype, "right", {
get: function () {
return this.x + this._radius;
},
set: function (value) {
if (value &lt; this.x) {
this._radius = 0;
this._diameter = 0;
} else {
this.radius = value - this.x;
}
}
});
/**
* The sum of the y minus the radius property. Changing the top property of a Circle object has no effect on the x and y properties, but does change the diameter.
* @name Phaser.Circle#top
* @property {number} top - Gets or sets the top of the circle.
*/
Object.defineProperty(Phaser.Circle.prototype, "top", {
get: function () {
return this.y - this._radius;
},
set: function (value) {
if (value > this.y) {
this._radius = 0;
this._diameter = 0;
} else {
this.radius = this.y - value;
}
}
});
/**
* The sum of the y and radius properties. Changing the bottom property of a Circle object has no effect on the x and y properties, but does change the diameter.
* @name Phaser.Circle#bottom
* @property {number} bottom - Gets or sets the bottom of the circle.
*/
Object.defineProperty(Phaser.Circle.prototype, "bottom", {
get: function () {
return this.y + this._radius;
},
set: function (value) {
if (value &lt; this.y) {
this._radius = 0;
this._diameter = 0;
} else {
this.radius = value - this.y;
}
}
});
/**
* The area of this Circle.
* @name Phaser.Circle#area
* @property {number} area - The area of this circle.
* @readonly
*/
Object.defineProperty(Phaser.Circle.prototype, "area", {
get: function () {
if (this._radius > 0) {
return Math.PI * this._radius * this._radius;
} else {
return 0;
}
}
});
/**
* Determines whether or not this Circle object is empty. Will return a value of true if the Circle objects diameter is less than or equal to 0; otherwise false.
* If set to true it will reset all of the Circle objects properties to 0. A Circle object is empty if its diameter is less than or equal to 0.
* @name Phaser.Circle#empty
* @property {boolean} empty - Gets or sets the empty state of the circle.
*/
Object.defineProperty(Phaser.Circle.prototype, "empty", {
get: function () {
return (this._diameter == 0);
},
set: function (value) {
this.setTo(0, 0, 0);
}
});
/**
* Return true if the given x/y coordinates are within the Circle object.
* @method Phaser.Circle.contains
* @param {Phaser.Circle} a - The Circle to be checked.
* @param {number} x - The X value of the coordinate to test.
* @param {number} y - The Y value of the coordinate to test.
* @return {boolean} True if the coordinates are within this circle, otherwise false.
*/
Phaser.Circle.contains = function (a, x, y) {
// Check if x/y are within the bounds first
if (x >= a.left && x &lt;= a.right && y >= a.top && y &lt;= a.bottom) {
var dx = (a.x - x) * (a.x - x);
var dy = (a.y - y) * (a.y - y);
return (dx + dy) &lt;= (a.radius * a.radius);
}
return false;
};
/**
* Determines whether the two Circle objects match. This method compares the x, y and diameter properties.
* @method Phaser.Circle.equals
* @param {Phaser.Circle} a - The first Circle object.
* @param {Phaser.Circle} b - The second Circle object.
* @return {boolean} A value of true if the object has exactly the same values for the x, y and diameter properties as this Circle object; otherwise false.
*/
Phaser.Circle.equals = function (a, b) {
return (a.x == b.x && a.y == b.y && a.diameter == b.diameter);
};
/**
* Determines whether the two Circle objects intersect.
* This method checks the radius distances between the two Circle objects to see if they intersect.
* @method Phaser.Circle.intersects
* @param {Phaser.Circle} a - The first Circle object.
* @param {Phaser.Circle} b - The second Circle object.
* @return {boolean} A value of true if the specified object intersects with this Circle object; otherwise false.
*/
Phaser.Circle.intersects = function (a, b) {
return (Phaser.Math.distance(a.x, a.y, b.x, b.y) &lt;= (a.radius + b.radius));
};
/**
* Returns a Point object containing the coordinates of a point on the circumference of the Circle based on the given angle.
* @method Phaser.Circle.circumferencePoint
* @param {Phaser.Circle} a - The first Circle object.
* @param {number} angle - The angle in radians (unless asDegrees is true) to return the point from.
* @param {boolean} asDegrees - Is the given angle in radians (false) or degrees (true)?
* @param {Phaser.Point} [out] - An optional Point object to put the result in to. If none specified a new Point object will be created.
* @return {Phaser.Point} The Point object holding the result.
*/
Phaser.Circle.circumferencePoint = function (a, angle, asDegrees, out) {
if (typeof asDegrees === "undefined") { asDegrees = false; }
if (typeof out === "undefined") { out = new Phaser.Point(); }
if (asDegrees === true) {
angle = Phaser.Math.radToDeg(angle);
}
out.x = a.x + a.radius * Math.cos(angle);
out.y = a.y + a.radius * Math.sin(angle);
return out;
};
/**
* Checks if the given Circle and Rectangle objects intersect.
* @method Phaser.Circle.intersectsRectangle
* @param {Phaser.Circle} c - The Circle object to test.
* @param {Phaser.Rectangle} r - The Rectangle object to test.
* @return {boolean} True if the two objects intersect, otherwise false.
*/
Phaser.Circle.intersectsRectangle = function (c, r) {
var cx = Math.abs(c.x - r.x - r.halfWidth);
var xDist = r.halfWidth + c.radius;
if (cx > xDist) {
return false;
}
var cy = Math.abs(c.y - r.y - r.halfHeight);
var yDist = r.halfHeight + c.radius;
if (cy > yDist) {
return false;
}
if (cx &lt;= r.halfWidth || cy &lt;= r.halfHeight) {
return true;
}
var xCornerDist = cx - r.halfWidth;
var yCornerDist = cy - r.halfHeight;
var xCornerDistSq = xCornerDist * xCornerDist;
var yCornerDistSq = yCornerDist * yCornerDist;
var maxCornerDistSq = c.radius * c.radius;
return xCornerDistSq + yCornerDistSq &lt;= maxCornerDistSq;
};
</pre>
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<h1 class="page-title">Source: utils/Color.js</h1>
<section>
<article>
<pre class="sunlight-highlight-javascript linenums">/**
* @author Richard Davey &lt;rich@photonstorm.com>
* @copyright 2013 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* A collection of methods useful for manipulating and comparing colors.
*
* @class Phaser.Color
*/
Phaser.Color = {
/**
* Given an alpha and 3 color values this will return an integer representation of it.
*
* @method Phaser.Color.getColor32
* @param {number} alpha - The Alpha value (between 0 and 255).
* @param {number} red - The Red channel value (between 0 and 255).
* @param {number} green - The Green channel value (between 0 and 255).
* @param {number} blue - The Blue channel value (between 0 and 255).
* @returns {number} A native color value integer (format: 0xAARRGGBB).
*/
getColor32: function (alpha, red, green, blue) {
return alpha &lt;&lt; 24 | red &lt;&lt; 16 | green &lt;&lt; 8 | blue;
},
/**
* Given 3 color values this will return an integer representation of it.
*
* @method Phaser.Color.getColor
* @param {number} red - The Red channel value (between 0 and 255).
* @param {number} green - The Green channel value (between 0 and 255).
* @param {number} blue - The Blue channel value (between 0 and 255).
* @returns {number} A native color value integer (format: 0xRRGGBB).
*/
getColor: function (red, green, blue) {
return red &lt;&lt; 16 | green &lt;&lt; 8 | blue;
},
/**
* Converts the given hex string into an object containing the RGB values.
*
* @method Phaser.Color.hexToRGB
* @param {string} h - The string hex color to convert.
* @returns {object} An object with 3 properties: r,g and b.
*/
hexToRGB: function (h) {
var hex16 = (h.charAt(0) == "#") ? h.substring(1, 7) : h;
if (hex16.length==3) {
hex16 = hex16.charAt(0) + hex16.charAt(0) + hex16.charAt(1) + hex16.charAt(1) + hex16.charAt(2) + hex16.charAt(2);
}
var red = parseInt(hex16.substring(0, 2), 16);
var green = parseInt(hex16.substring(2, 4), 16);
var blue = parseInt(hex16.substring(4, 6), 16);
return red &lt;&lt; 16 | green &lt;&lt; 8 | blue;
},
/**
* Returns a string containing handy information about the given color including string hex value,
* RGB format information and HSL information. Each section starts on a newline, 3 lines in total.
*
* @method Phaser.Color.getColorInfo
* @param {number} color - A color value in the format 0xAARRGGBB.
* @returns {string} String containing the 3 lines of information.
*/
getColorInfo: function (color) {
var argb = Phaser.Color.getRGB(color);
var hsl = Phaser.Color.RGBtoHSV(color);
// Hex format
var result = Phaser.Color.RGBtoHexstring(color) + "\n";
// RGB format
result = result.concat("Alpha: " + argb.alpha + " Red: " + argb.red + " Green: " + argb.green + " Blue: " + argb.blue) + "\n";
// HSL info
result = result.concat("Hue: " + hsl.hue + " Saturation: " + hsl.saturation + " Lightnes: " + hsl.lightness);
return result;
},
/**
* Return a string representation of the color in the format 0xAARRGGBB.
*
* @method Phaser.Color.RGBtoHexstring
* @param {number} color - The color to get the string representation for
* @returns {string} A string of length 10 characters in the format 0xAARRGGBB
*/
RGBtoHexstring: function (color) {
var argb = Phaser.Color.getRGB(color);
return "0x" + Phaser.Color.colorToHexstring(argb.alpha) + Phaser.Color.colorToHexstring(argb.red) + Phaser.Color.colorToHexstring(argb.green) + Phaser.Color.colorToHexstring(argb.blue);
},
/**
* Return a string representation of the color in the format #RRGGBB.
*
* @method Phaser.Color.RGBtoWebstring
* @param {number} color - The color to get the string representation for.
* @returns {string} A string of length 10 characters in the format 0xAARRGGBB.
*/
RGBtoWebstring: function (color) {
var argb = Phaser.Color.getRGB(color);
return "#" + Phaser.Color.colorToHexstring(argb.red) + Phaser.Color.colorToHexstring(argb.green) + Phaser.Color.colorToHexstring(argb.blue);
},
/**
* Return a string containing a hex representation of the given color.
*
* @method Phaser.Color.colorToHexstring
* @param {number} color - The color channel to get the hex value for, must be a value between 0 and 255).
* @returns {string} A string of length 2 characters, i.e. 255 = FF, 0 = 00.
*/
colorToHexstring: function (color) {
var digits = "0123456789ABCDEF";
var lsd = color % 16;
var msd = (color - lsd) / 16;
var hexified = digits.charAt(msd) + digits.charAt(lsd);
return hexified;
},
/**
* Interpolates the two given colours based on the supplied step and currentStep properties.
* @method Phaser.Color.interpolateColor
* @param {number} color1 - Description.
* @param {number} color2 - Description.
* @param {number} steps - Description.
* @param {number} currentStep - Description.
* @param {number} alpha - Description.
* @returns {number} The interpolated color value.
*/
interpolateColor: function (color1, color2, steps, currentStep, alpha) {
if (typeof alpha === "undefined") { alpha = 255; }
var src1 = Phaser.Color.getRGB(color1);
var src2 = Phaser.Color.getRGB(color2);
var r = (((src2.red - src1.red) * currentStep) / steps) + src1.red;
var g = (((src2.green - src1.green) * currentStep) / steps) + src1.green;
var b = (((src2.blue - src1.blue) * currentStep) / steps) + src1.blue;
return Phaser.Color.getColor32(alpha, r, g, b);
},
/**
* Interpolates the two given colours based on the supplied step and currentStep properties.
* @method Phaser.Color.interpolateColorWithRGB
* @param {number} color - Description.
* @param {number} r - Description.
* @param {number} g - Description.
* @param {number} b - Description.
* @param {number} steps - Description.
* @param {number} currentStep - Description.
* @returns {number} The interpolated color value.
*/
interpolateColorWithRGB: function (color, r, g, b, steps, currentStep) {
var src = Phaser.Color.getRGB(color);
var or = (((r - src.red) * currentStep) / steps) + src.red;
var og = (((g - src.green) * currentStep) / steps) + src.green;
var ob = (((b - src.blue) * currentStep) / steps) + src.blue;
return Phaser.Color.getColor(or, og, ob);
},
/**
* Interpolates the two given colours based on the supplied step and currentStep properties.
* @method Phaser.Color.interpolateRGB
* @param {number} r1 - Description.
* @param {number} g1 - Description.
* @param {number} b1 - Description.
* @param {number} r2 - Description.
* @param {number} g2 - Description.
* @param {number} b2 - Description.
* @param {number} steps - Description.
* @param {number} currentStep - Description.
* @returns {number} The interpolated color value.
*/
interpolateRGB: function (r1, g1, b1, r2, g2, b2, steps, currentStep) {
var r = (((r2 - r1) * currentStep) / steps) + r1;
var g = (((g2 - g1) * currentStep) / steps) + g1;
var b = (((b2 - b1) * currentStep) / steps) + b1;
return Phaser.Color.getColor(r, g, b);
},
/**
* Returns a random color value between black and white
* &lt;p>Set the min value to start each channel from the given offset.&lt;/p>
* &lt;p>Set the max value to restrict the maximum color used per channel&lt;/p>
*
* @method Phaser.Color.getRandomColor
* @param {number} min - The lowest value to use for the color.
* @param {number} max - The highest value to use for the color.
* @param {number} alpha - The alpha value of the returning color (default 255 = fully opaque).
* @returns {number} 32-bit color value with alpha.
*/
getRandomColor: function (min, max, alpha) {
if (typeof min === "undefined") { min = 0; }
if (typeof max === "undefined") { max = 255; }
if (typeof alpha === "undefined") { alpha = 255; }
// Sanity checks
if (max > 255) {
return Phaser.Color.getColor(255, 255, 255);
}
if (min > max) {
return Phaser.Color.getColor(255, 255, 255);
}
var red = min + Math.round(Math.random() * (max - min));
var green = min + Math.round(Math.random() * (max - min));
var blue = min + Math.round(Math.random() * (max - min));
return Phaser.Color.getColor32(alpha, red, green, blue);
},
/**
* Return the component parts of a color as an Object with the properties alpha, red, green, blue
*
* &lt;p>Alpha will only be set if it exist in the given color (0xAARRGGBB)&lt;/p>
*
* @method Phaser.Color.getRGB
* @param {number} color - Color in RGB (0xRRGGBB) or ARGB format (0xAARRGGBB).
* @returns {object} An Object with properties: alpha, red, green, blue.
*/
getRGB: function (color) {
return {
alpha: color >>> 24,
red: color >> 16 & 0xFF,
green: color >> 8 & 0xFF,
blue: color & 0xFF
};
},
/**
* Returns a CSS friendly string value from the given color.
* @method Phaser.Color.getWebRGB
* @param {number} color
* @returns {string}A string in the format: 'rgba(r,g,b,a)'
*/
getWebRGB: function (color) {
var alpha = (color >>> 24) / 255;
var red = color >> 16 & 0xFF;
var green = color >> 8 & 0xFF;
var blue = color & 0xFF;
return 'rgba(' + red.toString() + ',' + green.toString() + ',' + blue.toString() + ',' + alpha.toString() + ')';
},
/**
* Given a native color value (in the format 0xAARRGGBB) this will return the Alpha component, as a value between 0 and 255.
*
* @method Phaser.Color.getAlpha
* @param {number} color - In the format 0xAARRGGBB.
* @returns {number} The Alpha component of the color, will be between 0 and 1 (0 being no Alpha (opaque), 1 full Alpha (transparent)).
*/
getAlpha: function (color) {
return color >>> 24;
},
/**
* Given a native color value (in the format 0xAARRGGBB) this will return the Alpha component as a value between 0 and 1.
*
* @method Phaser.Color.getAlphaFloat
* @param {number} color - In the format 0xAARRGGBB.
* @returns {number} The Alpha component of the color, will be between 0 and 1 (0 being no Alpha (opaque), 1 full Alpha (transparent)).
*/
getAlphaFloat: function (color) {
return (color >>> 24) / 255;
},
/**
* Given a native color value (in the format 0xAARRGGBB) this will return the Red component, as a value between 0 and 255.
*
* @method Phaser.Color.getRed
* @param {number} color In the format 0xAARRGGBB.
* @returns {number} The Red component of the color, will be between 0 and 255 (0 being no color, 255 full Red).
*/
getRed: function (color) {
return color >> 16 & 0xFF;
},
/**
* Given a native color value (in the format 0xAARRGGBB) this will return the Green component, as a value between 0 and 255.
*
* @method Phaser.Color.getGreen
* @param {number} color - In the format 0xAARRGGBB.
* @returns {number} The Green component of the color, will be between 0 and 255 (0 being no color, 255 full Green).
*/
getGreen: function (color) {
return color >> 8 & 0xFF;
},
/**
* Given a native color value (in the format 0xAARRGGBB) this will return the Blue component, as a value between 0 and 255.
*
* @method Phaser.Color.getBlue
* @param {number} color - In the format 0xAARRGGBB.
* @returns {number} The Blue component of the color, will be between 0 and 255 (0 being no color, 255 full Blue).
*/
getBlue: function (color) {
return color & 0xFF;
}
};
</pre>
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<h1 class="page-title">Source: system/Device.js</h1>
<section>
<article>
<pre class="sunlight-highlight-javascript linenums">/**
* @author Richard Davey &lt;rich@photonstorm.com>
* @copyright 2013 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* Detects device support capabilities. Using some elements from System.js by MrDoob and Modernizr
*
* @class Phaser.Device
* @constructor
*/
Phaser.Device = function () {
/**
* An optional 'fix' for the horrendous Android stock browser bug https://code.google.com/p/android/issues/detail?id=39247
* @property {boolean} patchAndroidClearRectBug - Description.
* @default
*/
this.patchAndroidClearRectBug = false;
// Operating System
/**
* @property {boolean} desktop - Is running desktop?
* @default
*/
this.desktop = false;
/**
* @property {boolean} iOS - Is running on iOS?
* @default
*/
this.iOS = false;
/**
* @property {boolean} android - Is running on android?
* @default
*/
this.android = false;
/**
* @property {boolean} chromeOS - Is running on chromeOS?
* @default
*/
this.chromeOS = false;
/**
* @property {boolean} linux - Is running on linux?
* @default
*/
this.linux = false;
/**
* @property {boolean} macOS - Is running on macOS?
* @default
*/
this.macOS = false;
/**
* @property {boolean} windows - Is running on windows?
* @default
*/
this.windows = false;
// Features
/**
* @property {boolean} canvas - Is canvas available?
* @default
*/
this.canvas = false;
/**
* @property {boolean} file - Is file available?
* @default
*/
this.file = false;
/**
* @property {boolean} fileSystem - Is fileSystem available?
* @default
*/
this.fileSystem = false;
/**
* @property {boolean} localStorage - Is localStorage available?
* @default
*/
this.localStorage = false;
/**
* @property {boolean} webGL - Is webGL available?
* @default
*/
this.webGL = false;
/**
* @property {boolean} worker - Is worker available?
* @default
*/
this.worker = false;
/**
* @property {boolean} touch - Is touch available?
* @default
*/
this.touch = false;
/**
* @property {boolean} mspointer - Is mspointer available?
* @default
*/
this.mspointer = false;
/**
* @property {boolean} css3D - Is css3D available?
* @default
*/
this.css3D = false;
/**
* @property {boolean} pointerLock - Is Pointer Lock available?
* @default
*/
this.pointerLock = false;
// Browser
/**
* @property {boolean} arora - Is running in arora?
* @default
*/
this.arora = false;
/**
* @property {boolean} chrome - Is running in chrome?
* @default
*/
this.chrome = false;
/**
* @property {boolean} epiphany - Is running in epiphany?
* @default
*/
this.epiphany = false;
/**
* @property {boolean} firefox - Is running in firefox?
* @default
*/
this.firefox = false;
/**
* @property {boolean} ie - Is running in ie?
* @default
*/
this.ie = false;
/**
* @property {number} ieVersion - Version of ie?
* @default
*/
this.ieVersion = 0;
/**
* @property {boolean} mobileSafari - Is running in mobileSafari?
* @default
*/
this.mobileSafari = false;
/**
* @property {boolean} midori - Is running in midori?
* @default
*/
this.midori = false;
/**
* @property {boolean} opera - Is running in opera?
* @default
*/
this.opera = false;
/**
* @property {boolean} safari - Is running in safari?
* @default
*/
this.safari = false;
this.webApp = false;
// Audio
/**
* @property {boolean} audioData - Are Audio tags available?
* @default
*/
this.audioData = false;
/**
* @property {boolean} webAudio - Is the WebAudio API available?
* @default
*/
this.webAudio = false;
/**
* @property {boolean} ogg - Can this device play ogg files?
* @default
*/
this.ogg = false;
/**
* @property {boolean} opus - Can this device play opus files?
* @default
*/
this.opus = false;
/**
* @property {boolean} mp3 - Can this device play mp3 files?
* @default
*/
this.mp3 = false;
/**
* @property {boolean} wav - Can this device play wav files?
* @default
*/
this.wav = false;
/**
* Can this device play m4a files?
* @property {boolean} m4a - True if this device can play m4a files.
* @default
*/
this.m4a = false;
/**
* @property {boolean} webm - Can this device play webm files?
* @default
*/
this.webm = false;
// Device
/**
* @property {boolean} iPhone - Is running on iPhone?
* @default
*/
this.iPhone = false;
/**
* @property {boolean} iPhone4 - Is running on iPhone4?
* @default
*/
this.iPhone4 = false;
/**
* @property {boolean} iPad - Is running on iPad?
* @default
*/
this.iPad = false;
/**
* @property {number} pixelRatio - PixelRatio of the host device?
* @default
*/
this.pixelRatio = 0;
// Run the checks
this._checkAudio();
this._checkBrowser();
this._checkCSS3D();
this._checkDevice();
this._checkFeatures();
this._checkOS();
};
Phaser.Device.prototype = {
/**
* Check which OS is game running on.
* @method Phaser.Device#_checkOS
* @private
*/
_checkOS: function () {
var ua = navigator.userAgent;
if (/Android/.test(ua)) {
this.android = true;
} else if (/CrOS/.test(ua)) {
this.chromeOS = true;
} else if (/iP[ao]d|iPhone/i.test(ua)) {
this.iOS = true;
} else if (/Linux/.test(ua)) {
this.linux = true;
} else if (/Mac OS/.test(ua)) {
this.macOS = true;
} else if (/Windows/.test(ua)) {
this.windows = true;
}
if (this.windows || this.macOS || this.linux) {
this.desktop = true;
}
},
/**
* Check HTML5 features of the host environment.
* @method Phaser.Device#_checkFeatures
* @private
*/
_checkFeatures: function () {
this.canvas = !!window['CanvasRenderingContext2D'];
try {
this.localStorage = !!localStorage.getItem;
} catch (error) {
this.localStorage = false;
}
this.file = !!window['File'] && !!window['FileReader'] && !!window['FileList'] && !!window['Blob'];
this.fileSystem = !!window['requestFileSystem'];
this.webGL = ( function () { try { var canvas = document.createElement( 'canvas' ); return !! window.WebGLRenderingContext && ( canvas.getContext( 'webgl' ) || canvas.getContext( 'experimental-webgl' ) ); } catch( e ) { return false; } } )();
if (this.webGL === null || this.webGL === false)
{
this.webGL = false;
}
else
{
this.webGL = true;
}
this.worker = !!window['Worker'];
if ('ontouchstart' in document.documentElement || window.navigator.msPointerEnabled) {
this.touch = true;
}
if (window.navigator.msPointerEnabled) {
this.mspointer = true;
}
this.pointerLock = 'pointerLockElement' in document || 'mozPointerLockElement' in document || 'webkitPointerLockElement' in document;
},
/**
* Check what browser is game running in.
* @method Phaser.Device#_checkBrowser
* @private
*/
_checkBrowser: function () {
var ua = navigator.userAgent;
if (/Arora/.test(ua)) {
this.arora = true;
} else if (/Chrome/.test(ua)) {
this.chrome = true;
} else if (/Epiphany/.test(ua)) {
this.epiphany = true;
} else if (/Firefox/.test(ua)) {
this.firefox = true;
} else if (/Mobile Safari/.test(ua)) {
this.mobileSafari = true;
} else if (/MSIE (\d+\.\d+);/.test(ua)) {
this.ie = true;
this.ieVersion = parseInt(RegExp.$1);
} else if (/Midori/.test(ua)) {
this.midori = true;
} else if (/Opera/.test(ua)) {
this.opera = true;
} else if (/Safari/.test(ua)) {
this.safari = true;
}
// WebApp mode in iOS
if (navigator['standalone']) {
this.webApp = true;
}
},
/**
* Check audio support.
* @method Phaser.Device#_checkAudio
* @private
*/
_checkAudio: function () {
this.audioData = !!(window['Audio']);
this.webAudio = !!(window['webkitAudioContext'] || window['AudioContext']);
var audioElement = document.createElement('audio');
var result = false;
try {
if (result = !!audioElement.canPlayType) {
if (audioElement.canPlayType('audio/ogg; codecs="vorbis"').replace(/^no$/, '')) {
this.ogg = true;
}
if (audioElement.canPlayType('audio/ogg; codecs="opus"').replace(/^no$/, '')) {
this.opus = true;
}
if (audioElement.canPlayType('audio/mpeg;').replace(/^no$/, '')) {
this.mp3 = true;
}
// Mimetypes accepted:
// developer.mozilla.org/En/Media_formats_supported_by_the_audio_and_video_elements
// bit.ly/iphoneoscodecs
if (audioElement.canPlayType('audio/wav; codecs="1"').replace(/^no$/, '')) {
this.wav = true;
}
if (audioElement.canPlayType('audio/x-m4a;') || audioElement.canPlayType('audio/aac;').replace(/^no$/, '')) {
this.m4a = true;
}
if (audioElement.canPlayType('audio/webm; codecs="vorbis"').replace(/^no$/, '')) {
this.webm = true;
}
}
} catch (e) {
}
},
/**
* Check PixelRatio of devices.
* @method Phaser.Device#_checkDevice
* @private
*/
_checkDevice: function () {
this.pixelRatio = window['devicePixelRatio'] || 1;
this.iPhone = navigator.userAgent.toLowerCase().indexOf('iphone') != -1;
this.iPhone4 = (this.pixelRatio == 2 && this.iPhone);
this.iPad = navigator.userAgent.toLowerCase().indexOf('ipad') != -1;
},
/**
* Check whether the host environment support 3D CSS.
* @method Phaser.Device#_checkCSS3D
* @private
*/
_checkCSS3D: function () {
var el = document.createElement('p');
var has3d;
var transforms = {
'webkitTransform': '-webkit-transform',
'OTransform': '-o-transform',
'msTransform': '-ms-transform',
'MozTransform': '-moz-transform',
'transform': 'transform'
};
// Add it to the body to get the computed style.
document.body.insertBefore(el, null);
for (var t in transforms) {
if (el.style[t] !== undefined) {
el.style[t] = "translate3d(1px,1px,1px)";
has3d = window.getComputedStyle(el).getPropertyValue(transforms[t]);
}
}
document.body.removeChild(el);
this.css3D = (has3d !== undefined && has3d.length > 0 && has3d !== "none");
},
/**
* Check whether the host environment can play audio.
* @method Phaser.Device#canPlayAudio
* @param {string} type - One of 'mp3, 'ogg', 'm4a', 'wav', 'webm'.
* @return {boolean} True if the given file type is supported by the browser, otherwise false.
*/
canPlayAudio: function (type) {
if (type == 'mp3' && this.mp3)
{
return true;
}
else if (type == 'ogg' && (this.ogg || this.opus))
{
return true;
}
else if (type == 'm4a' && this.m4a)
{
return true;
}
else if (type == 'wav' && this.wav)
{
return true;
}
else if (type == 'webm' && this.webm)
{
return true;
}
return false;
},
/**
* Check whether the console is open.
* @method Phaser.Device#isConsoleOpen
* @return {boolean} True if the browser dev console is open.
*/
isConsoleOpen: function () {
if (window.console && window.console['firebug'])
{
return true;
}
if (window.console)
{
console.profile();
console.profileEnd();
if (console.clear)
{
console.clear();
}
return console['profiles'].length > 0;
}
return false;
}
};
</pre>
</article>
</section>
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<h1 class="page-title">Source: gameobjects/Events.js</h1>
<section>
<article>
<pre class="sunlight-highlight-javascript linenums">/**
* @author Richard Davey &lt;rich@photonstorm.com>
* @copyright 2013 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* The Events component is a collection of events fired by the parent game object and its components.
*
* @class Phaser.Events
* @constructor
*
* @param {Phaser.Sprite} sprite - A reference to Description.
*/
Phaser.Events = function (sprite) {
this.parent = sprite;
this.onAddedToGroup = new Phaser.Signal;
this.onRemovedFromGroup = new Phaser.Signal;
this.onKilled = new Phaser.Signal;
this.onRevived = new Phaser.Signal;
this.onOutOfBounds = new Phaser.Signal;
this.onInputOver = null;
this.onInputOut = null;
this.onInputDown = null;
this.onInputUp = null;
this.onDragStart = null;
this.onDragStop = null;
this.onAnimationStart = null;
this.onAnimationComplete = null;
this.onAnimationLoop = null;
};
Phaser.Events.prototype = {
destroy: function () {
this.parent = null;
this.onAddedToGroup.dispose();
this.onRemovedFromGroup.dispose();
this.onKilled.dispose();
this.onRevived.dispose();
this.onOutOfBounds.dispose();
if (this.onInputOver)
{
this.onInputOver.dispose();
this.onInputOut.dispose();
this.onInputDown.dispose();
this.onInputUp.dispose();
this.onDragStart.dispose();
this.onDragStop.dispose();
}
if (this.onAnimationStart)
{
this.onAnimationStart.dispose();
this.onAnimationComplete.dispose();
this.onAnimationLoop.dispose();
}
}
};</pre>
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<h1 class="page-title">Source: animation/Frame.js</h1>
<section>
<article>
<pre class="sunlight-highlight-javascript linenums">/**
* @author Richard Davey &lt;rich@photonstorm.com>
* @copyright 2013 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* A Frame is a single frame of an animation and is part of a FrameData collection.
*
* @class Phaser.Frame
* @constructor
* @param {number} index - The index of this Frame within the FrameData set it is being added to.
* @param {number} x - X position of the frame within the texture image.
* @param {number} y - Y position of the frame within the texture image.
* @param {number} width - Width of the frame within the texture image.
* @param {number} height - Height of the frame within the texture image.
* @param {string} name - The name of the frame. In Texture Atlas data this is usually set to the filename.
* @param {string} uuid - Internal UUID key.
*/
Phaser.Frame = function (index, x, y, width, height, name, uuid) {
/**
* @property {number} index - The index of this Frame within the FrameData set it is being added to.
*/
this.index = index;
/**
* @property {number} x - X position within the image to cut from.
*/
this.x = x;
/**
* @property {number} y - Y position within the image to cut from.
*/
this.y = y;
/**
* @property {number} width - Width of the frame.
*/
this.width = width;
/**
* @property {number} height - Height of the frame.
*/
this.height = height;
/**
* @property {string} name - Useful for Texture Atlas files (is set to the filename value).
*/
this.name = name;
/**
* @property {string} uuid - A link to the PIXI.TextureCache entry.
*/
this.uuid = uuid;
/**
* @property {number} centerX - Center X position within the image to cut from.
*/
this.centerX = Math.floor(width / 2);
/**
* @property {number} centerY - Center Y position within the image to cut from.
*/
this.centerY = Math.floor(height / 2);
/**
* @property {number} distance - The distance from the top left to the bottom-right of this Frame.
*/
this.distance = Phaser.Math.distance(0, 0, width, height);
/**
* @property {boolean} rotated - Rotated? (not yet implemented)
* @default
*/
this.rotated = false;
/**
* @property {string} rotationDirection - Either 'cw' or 'ccw', rotation is always 90 degrees.
* @default 'cw'
*/
this.rotationDirection = 'cw';
/**
* @property {boolean} trimmed - Was it trimmed when packed?
* @default
*/
this.trimmed = false;
/**
* @property {number} sourceSizeW - Width of the original sprite.
*/
this.sourceSizeW = width;
/**
* @property {number} sourceSizeH - Height of the original sprite.
*/
this.sourceSizeH = height;
/**
* @property {number} spriteSourceSizeX - X position of the trimmed sprite inside original sprite.
* @default
*/
this.spriteSourceSizeX = 0;
/**
* @property {number} spriteSourceSizeY - Y position of the trimmed sprite inside original sprite.
* @default
*/
this.spriteSourceSizeY = 0;
/**
* @property {number} spriteSourceSizeW - Width of the trimmed sprite.
* @default
*/
this.spriteSourceSizeW = 0;
/**
* @property {number} spriteSourceSizeH - Height of the trimmed sprite.
* @default
*/
this.spriteSourceSizeH = 0;
};
Phaser.Frame.prototype = {
/**
* If the frame was trimmed when added to the Texture Atlas this records the trim and source data.
*
* @method Phaser.Frame#setTrim
* @param {boolean} trimmed - If this frame was trimmed or not.
* @param {number} actualWidth - The width of the frame before being trimmed.
* @param {number} actualHeight - The height of the frame before being trimmed.
* @param {number} destX - The destination X position of the trimmed frame for display.
* @param {number} destY - The destination Y position of the trimmed frame for display.
* @param {number} destWidth - The destination width of the trimmed frame for display.
* @param {number} destHeight - The destination height of the trimmed frame for display.
*/
setTrim: function (trimmed, actualWidth, actualHeight, destX, destY, destWidth, destHeight) {
this.trimmed = trimmed;
if (trimmed)
{
this.width = actualWidth;
this.height = actualHeight;
this.sourceSizeW = actualWidth;
this.sourceSizeH = actualHeight;
this.centerX = Math.floor(actualWidth / 2);
this.centerY = Math.floor(actualHeight / 2);
this.spriteSourceSizeX = destX;
this.spriteSourceSizeY = destY;
this.spriteSourceSizeW = destWidth;
this.spriteSourceSizeH = destHeight;
}
}
};
</pre>
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<h1 class="page-title">Source: animation/FrameData.js</h1>
<section>
<article>
<pre class="sunlight-highlight-javascript linenums">/**
* @author Richard Davey &lt;rich@photonstorm.com>
* @copyright 2013 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* FrameData is a container for Frame objects, which are the internal representation of animation data in Phaser.
*
* @class Phaser.FrameData
* @constructor
*/
Phaser.FrameData = function () {
/**
* @property {Array} _frames - Local array of frames.
* @private
*/
this._frames = [];
/**
* @property {Array} _frameNames - Local array of frame names for name to index conversions.
* @private
*/
this._frameNames = [];
};
Phaser.FrameData.prototype = {
/**
* Adds a new Frame to this FrameData collection. Typically called by the Animation.Parser and not directly.
*
* @method Phaser.FrameData#addFrame
* @param {Phaser.Frame} frame - The frame to add to this FrameData set.
* @return {Phaser.Frame} The frame that was just added.
*/
addFrame: function (frame) {
frame.index = this._frames.length;
this._frames.push(frame);
if (frame.name !== '')
{
this._frameNames[frame.name] = frame.index;
}
return frame;
},
/**
* Get a Frame by its numerical index.
*
* @method Phaser.FrameData#getFrame
* @param {number} index - The index of the frame you want to get.
* @return {Phaser.Frame} The frame, if found.
*/
getFrame: function (index) {
if (this._frames.length > index)
{
return this._frames[index];
}
return null;
},
/**
* Get a Frame by its frame name.
*
* @method Phaser.FrameData#getFrameByName
* @param {string} name - The name of the frame you want to get.
* @return {Phaser.Frame} The frame, if found.
*/
getFrameByName: function (name) {
if (typeof this._frameNames[name] === 'number')
{
return this._frames[this._frameNames[name]];
}
return null;
},
/**
* Check if there is a Frame with the given name.
*
* @method Phaser.FrameData#checkFrameName
* @param {string} name - The name of the frame you want to check.
* @return {boolean} True if the frame is found, otherwise false.
*/
checkFrameName: function (name) {
if (this._frameNames[name] == null)
{
return false;
}
return true;
},
/**
* Returns a range of frames based on the given start and end frame indexes and returns them in an Array.
*
* @method Phaser.FrameData#getFrameRange
* @param {number} start - The starting frame index.
* @param {number} end - The ending frame index.
* @param {Array} [output] - If given the results will be appended to the end of this array otherwise a new array will be created.
* @return {Array} An array of Frames between the start and end index values, or an empty array if none were found.
*/
getFrameRange: function (start, end, output) {
if (typeof output === "undefined") { output = []; }
for (var i = start; i &lt;= end; i++)
{
output.push(this._frames[i]);
}
return output;
},
/**
* Returns all of the Frames in this FrameData set where the frame index is found in the input array.
* The frames are returned in the output array, or if none is provided in a new Array object.
*
* @method Phaser.FrameData#getFrames
* @param {Array} frames - An Array containing the indexes of the frames to retrieve. If the array is empty then all frames in the FrameData are returned.
* @param {boolean} [useNumericIndex=true] - Are the given frames using numeric indexes (default) or strings? (false)
* @param {Array} [output] - If given the results will be appended to the end of this array otherwise a new array will be created.
* @return {Array} An array of all Frames in this FrameData set matching the given names or IDs.
*/
getFrames: function (frames, useNumericIndex, output) {
if (typeof useNumericIndex === "undefined") { useNumericIndex = true; }
if (typeof output === "undefined") { output = []; }
if (typeof frames === "undefined" || frames.length == 0)
{
// No input array, so we loop through all frames
for (var i = 0; i &lt; this._frames.length; i++)
{
// We only need the indexes
output.push(this._frames[i]);
}
}
else
{
// Input array given, loop through that instead
for (var i = 0, len = frames.length; i &lt; len; i++)
{
// Does the input array contain names or indexes?
if (useNumericIndex)
{
// The actual frame
output.push(this.getFrame(frames[i]));
}
else
{
// The actual frame
output.push(this.getFrameByName(frames[i]));
}
}
}
return output;
},
/**
* Returns all of the Frame indexes in this FrameData set.
* The frames indexes are returned in the output array, or if none is provided in a new Array object.
*
* @method Phaser.FrameData#getFrameIndexes
* @param {Array} frames - An Array containing the indexes of the frames to retrieve. If the array is empty then all frames in the FrameData are returned.
* @param {boolean} [useNumericIndex=true] - Are the given frames using numeric indexes (default) or strings? (false)
* @param {Array} [output] - If given the results will be appended to the end of this array otherwise a new array will be created.
* @return {Array} An array of all Frame indexes matching the given names or IDs.
*/
getFrameIndexes: function (frames, useNumericIndex, output) {
if (typeof useNumericIndex === "undefined") { useNumericIndex = true; }
if (typeof output === "undefined") { output = []; }
if (typeof frames === "undefined" || frames.length == 0)
{
// No frames array, so we loop through all frames
for (var i = 0, len = this._frames.length; i &lt; len; i++)
{
output.push(this._frames[i].index);
}
}
else
{
// Input array given, loop through that instead
for (var i = 0, len = frames.length; i &lt; len; i++)
{
// Does the frames array contain names or indexes?
if (useNumericIndex)
{
output.push(frames[i]);
}
else
{
if (this.getFrameByName(frames[i]))
{
output.push(this.getFrameByName(frames[i]).index);
}
}
}
}
return output;
}
};
/**
* @name Phaser.FrameData#total
* @property {number} total - The total number of frames in this FrameData set.
* @readonly
*/
Object.defineProperty(Phaser.FrameData.prototype, "total", {
get: function () {
return this._frames.length;
}
});
</pre>
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<h1 class="page-title">Source: core/Game.js</h1>
<section>
<article>
<pre class="sunlight-highlight-javascript linenums">/**
* @author Richard Davey &lt;rich@photonstorm.com>
* @copyright 2013 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* Game constructor
*
* Instantiate a new &lt;code>Phaser.Game&lt;/code> object.
* @class Phaser.Game
* @classdesc 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
* @constructor
* @param {number} [width=800] - The width of your game in game pixels.
* @param {number} [height=600] - The height of your game in game pixels.
* @param {number} [renderer=Phaser.AUTO] - Which renderer to use (canvas or webgl)
* @param {HTMLElement} [parent=''] - The Games DOM parent.
* @param {any} [state=null] - Description.
* @param {boolean} [transparent=false] - Use a transparent canvas background or not.
* @param {boolean} [antialias=true] - Anti-alias graphics.
*/
Phaser.Game = function (width, height, renderer, parent, state, transparent, antialias) {
width = width || 800;
height = height || 600;
renderer = renderer || Phaser.AUTO;
parent = parent || '';
state = state || null;
if (typeof transparent == 'undefined') { transparent = false; }
if (typeof antialias == 'undefined') { antialias = true; }
/**
* @property {number} id - Phaser Game ID (for when Pixi supports multiple instances).
*/
this.id = Phaser.GAMES.push(this) - 1;
/**
* @property {HTMLElement} parent - The Games DOM parent.
*/
this.parent = parent;
// Do some more intelligent size parsing here, so they can set "100%" for example, maybe pass the scale mode in here too?
/**
* @property {number} width - The Game width (in pixels).
*/
this.width = width;
/**
* @property {number} height - The Game height (in pixels).
*/
this.height = height;
/**
* @property {boolean} transparent - Use a transparent canvas background or not.
*/
this.transparent = transparent;
/**
* @property {boolean} antialias - Anti-alias graphics (in WebGL this helps with edges, in Canvas2D it retains pixel-art quality).
*/
this.antialias = antialias;
/**
* @property {number} renderer - The Pixi Renderer
* @default
*/
this.renderer = null;
/**
* @property {number} state - The StateManager.
*/
this.state = new Phaser.StateManager(this, state);
/**
* @property {boolean} _paused - Is game paused?
* @private
* @default
*/
this._paused = false;
/**
* @property {number} renderType - The Renderer this Phaser.Game will use. Either Phaser.RENDERER_AUTO, Phaser.RENDERER_CANVAS or Phaser.RENDERER_WEBGL.
*/
this.renderType = renderer;
/**
* @property {boolean} _loadComplete - Whether load complete loading or not.
* @private
* @default
*/
this._loadComplete = false;
/**
* @property {boolean} isBooted - Whether the game engine is booted, aka available.
* @default
*/
this.isBooted = false;
/**
* @property {boolean} id -Is game running or paused?
* @default
*/
this.isRunning = false;
/**
* @property {Phaser.RequestAnimationFrame} raf - Automatically handles the core game loop via requestAnimationFrame or setTimeout
* @default
*/
this.raf = null;
/**
* @property {Phaser.GameObjectFactory} add - Reference to the GameObject Factory.
* @default
*/
this.add = null;
/**
* @property {Phaser.Cache} cache - Reference to the assets cache.
* @default
*/
this.cache = null;
/**
* @property {Phaser.Input} input - Reference to the input manager
* @default
*/
this.input = null;
/**
* @property {Phaser.Loader} load - Reference to the assets loader.
* @default
*/
this.load = null;
/**
* @property {Phaser.GameMath} math - Reference to the math helper.
* @default
*/
this.math = null;
/**
* @property {Phaser.Net} net - Reference to the network class.
* @default
*/
this.net = null;
/**
* @property {Phaser.SoundManager} sound - Reference to the sound manager.
* @default
*/
this.sound = null;
/**
* @property {Phaser.Stage} stage - Reference to the stage.
* @default
*/
this.stage = null;
/**
* @property {Phaser.TimeManager} time - Reference to game clock.
* @default
*/
this.time = null;
/**
* @property {Phaser.TweenManager} tweens - Reference to the tween manager.
* @default
*/
this.tweens = null;
/**
* @property {Phaser.World} world - Reference to the world.
* @default
*/
this.world = null;
/**
* @property {Phaser.Physics.PhysicsManager} physics - Reference to the physics manager.
* @default
*/
this.physics = null;
/**
* @property {Phaser.RandomDataGenerator} rnd - Instance of repeatable random data generator helper.
* @default
*/
this.rnd = null;
/**
* @property {Phaser.Device} device - Contains device information and capabilities.
* @default
*/
this.device = null;
/**
* @property {Phaser.Physics.PhysicsManager} camera - A handy reference to world.camera.
* @default
*/
this.camera = null;
/**
* @property {HTMLCanvasElement} canvas - A handy reference to renderer.view.
* @default
*/
this.canvas = null;
/**
* @property {Context} context - A handy reference to renderer.context (only set for CANVAS games)
* @default
*/
this.context = null;
/**
* @property {Phaser.Utils.Debug} debug - A set of useful debug utilitie.
* @default
*/
this.debug = null;
/**
* @property {Phaser.Particles} particles - The Particle Manager.
* @default
*/
this.particles = null;
var _this = this;
this._onBoot = function () {
return _this.boot();
}
if (document.readyState === 'complete' || document.readyState === 'interactive')
{
window.setTimeout(this._onBoot, 0);
}
else
{
document.addEventListener('DOMContentLoaded', this._onBoot, false);
window.addEventListener('load', this._onBoot, false);
}
return this;
};
Phaser.Game.prototype = {
/**
* Initialize engine sub modules and start the game.
*
* @method Phaser.Game#boot
* @protected
*/
boot: function () {
if (this.isBooted)
{
return;
}
if (!document.body)
{
window.setTimeout(this._onBoot, 20);
}
else
{
document.removeEventListener('DOMContentLoaded', this._onBoot);
window.removeEventListener('load', this._onBoot);
this.onPause = new Phaser.Signal;
this.onResume = new Phaser.Signal;
this.isBooted = true;
this.device = new Phaser.Device();
this.math = Phaser.Math;
this.rnd = new Phaser.RandomDataGenerator([(Date.now() * Math.random()).toString()]);
this.stage = new Phaser.Stage(this, this.width, this.height);
this.setUpRenderer();
this.world = new Phaser.World(this);
this.add = new Phaser.GameObjectFactory(this);
this.cache = new Phaser.Cache(this);
this.load = new Phaser.Loader(this);
this.time = new Phaser.Time(this);
this.tweens = new Phaser.TweenManager(this);
this.input = new Phaser.Input(this);
this.sound = new Phaser.SoundManager(this);
this.physics = new Phaser.Physics.Arcade(this);
this.particles = new Phaser.Particles(this);
this.plugins = new Phaser.PluginManager(this, this);
this.net = new Phaser.Net(this);
this.debug = new Phaser.Utils.Debug(this);
this.stage.boot();
this.world.boot();
this.input.boot();
this.sound.boot();
this.state.boot();
this.load.onLoadComplete.add(this.loadComplete, this);
this.showDebugHeader();
this.isRunning = true;
this._loadComplete = false;
this.raf = new Phaser.RequestAnimationFrame(this);
this.raf.start();
}
},
/**
* Displays a Phaser version debug header in the console.
*
* @method Phaser.Game#showDebugHeader
* @protected
*/
showDebugHeader: function () {
var v = Phaser.DEV_VERSION;
var r = 'Canvas';
var a = 'HTML Audio';
if (this.renderType == Phaser.WEBGL)
{
r = 'WebGL';
}
if (this.device.webAudio)
{
a = 'WebAudio';
}
if (this.device.chrome)
{
var args = [
'%c %c %c Phaser v' + v + ' - Renderer: ' + r + ' - Audio: ' + a + ' %c %c ',
'background: #00bff3',
'background: #0072bc',
'color: #ffffff; background: #003471',
'background: #0072bc',
'background: #00bff3'
];
console.log.apply(console, args);
}
else
{
console.log('Phaser v' + v + ' - Renderer: ' + r + ' - Audio: ' + a);
}
},
/**
* Checks if the device is capable of using the requested renderer and sets it up or an alternative if not.
*
* @method Phaser.Game#setUpRenderer
* @protected
*/
setUpRenderer: function () {
if (this.renderType === Phaser.CANVAS || (this.renderType === Phaser.AUTO && this.device.webGL == false))
{
if (this.device.canvas)
{
this.renderType = Phaser.CANVAS;
this.renderer = new PIXI.CanvasRenderer(this.width, this.height, this.stage.canvas, this.transparent);
Phaser.Canvas.setSmoothingEnabled(this.renderer.context, this.antialias);
this.canvas = this.renderer.view;
this.context = this.renderer.context;
}
else
{
throw new Error('Phaser.Game - cannot create Canvas or WebGL context, aborting.');
}
}
else
{
// They requested WebGL, and their browser supports it
this.renderType = Phaser.WEBGL;
this.renderer = new PIXI.WebGLRenderer(this.width, this.height, this.stage.canvas, this.transparent, this.antialias);
this.canvas = this.renderer.view;
this.context = null;
}
Phaser.Canvas.addToDOM(this.renderer.view, this.parent, true);
Phaser.Canvas.setTouchAction(this.renderer.view);
},
/**
* Called when the load has finished, after preload was run.
*
* @method Phaser.Game#loadComplete
* @protected
*/
loadComplete: function () {
this._loadComplete = true;
this.state.loadComplete();
},
/**
* The core game loop.
*
* @method Phaser.Game#update
* @protected
* @param {number} time - The current time as provided by RequestAnimationFrame.
*/
update: function (time) {
this.time.update(time);
if (!this._paused)
{
this.plugins.preUpdate();
this.physics.preUpdate();
this.stage.update();
this.input.update();
this.tweens.update();
this.sound.update();
this.world.update();
this.particles.update();
this.state.update();
this.plugins.update();
this.world.postUpdate();
this.renderer.render(this.stage._stage);
this.plugins.render();
this.state.render();
this.plugins.postRender();
}
},
/**
* Nuke the entire game from orbit
*
* @method Phaser.Game#destroy
*/
destroy: function () {
this.raf.stop();
this.input.destroy();
this.state.destroy();
this.state = null;
this.cache = null;
this.input = null;
this.load = null;
this.sound = null;
this.stage = null;
this.time = null;
this.world = null;
this.isBooted = false;
}
};
/**
* The paused state of the Game. A paused game doesn't update any of its subsystems.
* When a game is paused the onPause event is dispatched. When it is resumed the onResume event is dispatched.
* @name Phaser.Game#paused
* @property {boolean} paused - Gets and sets the paused state of the Game.
*/
Object.defineProperty(Phaser.Game.prototype, "paused", {
get: function () {
return this._paused;
},
set: function (value) {
if (value === true)
{
if (this._paused == false)
{
this._paused = true;
this.onPause.dispatch(this);
}
}
else
{
if (this._paused)
{
this._paused = false;
this.onResume.dispatch(this);
}
}
}
});
/**
* "Deleted code is debugged code." - Jeff Sickel
*/
</pre>
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<h1 class="page-title">Source: gameobjects/GameObjectFactory.js</h1>
<section>
<article>
<pre class="sunlight-highlight-javascript linenums">/**
* @author Richard Davey &lt;rich@photonstorm.com>
* @copyright 2013 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* The Game Object Factory is a quick way to create all of the different sorts of core objects that Phaser uses.
*
* @class Phaser.GameObjectFactory
* @constructor
* @param {Phaser.Game} game - A reference to the currently running game.
*/
Phaser.GameObjectFactory = function (game) {
/**
* @property {Phaser.Game} game - A reference to the currently running Game.
*/
this.game = game;
/**
* @property {Phaser.World} world - A reference to the game world.
*/
this.world = this.game.world;
};
Phaser.GameObjectFactory.prototype = {
/**
* Adds an existing object to the game world.
* @method Phaser.GameObjectFactory#existing
* @param {*} object - An instance of Phaser.Sprite, Phaser.Button or any other display object..
* @return {*} The child that was added to the Group.
*/
existing: function (object) {
return this.world.add(object);
},
/**
* Create a new Sprite with specific position and sprite sheet key.
*
* @method Phaser.GameObjectFactory#sprite
* @param {number} x - X position of the new sprite.
* @param {number} y - Y position of the new sprite.
* @param {string|Phaser.RenderTexture|PIXI.Texture} key - This is the image or texture used by the Sprite during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture or PIXI.Texture.
* @param {string|number} [frame] - If the sprite uses an image from a texture atlas or sprite sheet you can pass the frame here. Either a number for a frame ID or a string for a frame name.
* @returns {Phaser.Sprite} the newly created sprite object.
*/
sprite: function (x, y, key, frame) {
return this.world.create(x, y, key, frame);
},
/**
* Create a new Sprite with specific position and sprite sheet key that will automatically be added as a child of the given parent.
*
* @method Phaser.GameObjectFactory#child
* @param {Phaser.Group} group - The Group to add this child to.
* @param {number} x - X position of the new sprite.
* @param {number} y - Y position of the new sprite.
* @param {string|RenderTexture} [key] - The image key as defined in the Game.Cache to use as the texture for this sprite OR a RenderTexture.
* @param {string|number} [frame] - If the sprite uses an image from a texture atlas or sprite sheet you can pass the frame here. Either a number for a frame ID or a string for a frame name.
* @returns {Phaser.Sprite} the newly created sprite object.
*/
child: function (group, x, y, key, frame) {
return group.create(x, y, key, frame);
},
/**
* Create a tween object for a specific object. The object can be any JavaScript object or Phaser object such as Sprite.
*
* @method Phaser.GameObjectFactory#tween
* @param {object} obj - Object the tween will be run on.
* @return {Phaser.Tween} Description.
*/
tween: function (obj) {
return this.game.tweens.create(obj);
},
/**
* A Group is a container for display objects that allows for fast pooling, recycling and collision checks.
*
* @method Phaser.GameObjectFactory#group
* @param {*} parent - The parent Group or DisplayObjectContainer that will hold this group, if any.
* @param {string} [name=group] - A name for this Group. Not used internally but useful for debugging.
* @return {Phaser.Group} The newly created group.
*/
group: function (parent, name) {
return new Phaser.Group(this.game, parent, name);
},
/**
* Creates a new instance of the Sound class.
*
* @method Phaser.GameObjectFactory#audio
* @param {string} key - The Game.cache key of the sound that this object will use.
* @param {number} volume - The volume at which the sound will be played.
* @param {boolean} loop - Whether or not the sound will loop.
* @return {Phaser.Sound} The newly created text object.
*/
audio: function (key, volume, loop) {
return this.game.sound.add(key, volume, loop);
},
/**
* Creates a new &lt;code>TileSprite&lt;/code>.
*
* @method Phaser.GameObjectFactory#tileSprite
* @param {number} x - X position of the new tileSprite.
* @param {number} y - Y position of the new tileSprite.
* @param {number} width - the width of the tilesprite.
* @param {number} height - the height of the tilesprite.
* @param {string|Phaser.RenderTexture|PIXI.Texture} key - This is the image or texture used by the Sprite during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture or PIXI.Texture.
* @param {string|number} frame - If this Sprite is using part of a sprite sheet or texture atlas you can specify the exact frame to use by giving a string or numeric index.
* @return {Phaser.TileSprite} The newly created tileSprite object.
*/
tileSprite: function (x, y, width, height, key, frame) {
return this.world.add(new Phaser.TileSprite(this.game, x, y, width, height, key, frame));
},
/**
* Creates a new &lt;code>Text&lt;/code>.
*
* @method Phaser.GameObjectFactory#text
* @param {number} x - X position of the new text object.
* @param {number} y - Y position of the new text object.
* @param {string} text - The actual text that will be written.
* @param {object} style - The style object containing style attributes like font, font size , etc.
* @return {Phaser.Text} The newly created text object.
*/
text: function (x, y, text, style) {
return this.world.add(new Phaser.Text(this.game, x, y, text, style));
},
/**
* Creates a new &lt;code>Button&lt;/code> object.
*
* @method Phaser.GameObjectFactory#button
* @param {number} [x] X position of the new button object.
* @param {number} [y] Y position of the new button object.
* @param {string} [key] The image key as defined in the Game.Cache to use as the texture for this button.
* @param {function} [callback] The function to call when this button is pressed
* @param {object} [callbackContext] The context in which the callback will be called (usually 'this')
* @param {string|number} [overFrame] This is the frame or frameName that will be set when this button is in an over state. Give either a number to use a frame ID or a string for a frame name.
* @param {string|number} [outFrame] This is the frame or frameName that will be set when this button is in an out state. Give either a number to use a frame ID or a string for a frame name.
* @param {string|number} [downFrame] This is the frame or frameName that will be set when this button is in a down state. Give either a number to use a frame ID or a string for a frame name.
* @return {Phaser.Button} The newly created button object.
*/
button: function (x, y, key, callback, callbackContext, overFrame, outFrame, downFrame) {
return this.world.add(new Phaser.Button(this.game, x, y, key, callback, callbackContext, overFrame, outFrame, downFrame));
},
/**
* Creates a new &lt;code>Graphics&lt;/code> object.
*
* @method Phaser.GameObjectFactory#graphics
* @param {number} x - X position of the new graphics object.
* @param {number} y - Y position of the new graphics object.
* @return {Phaser.Graphics} The newly created graphics object.
*/
graphics: function (x, y) {
return this.world.add(new Phaser.Graphics(this.game, x, y));
},
/**
* Emitter is a lightweight particle emitter. It can be used for one-time explosions or for
* continuous effects like rain and fire. All it really does is launch Particle objects out
* at set intervals, and fixes their positions and velocities accorindgly.
*
* @method Phaser.GameObjectFactory#emitter
* @param {number} [x=0] - The x coordinate within the Emitter that the particles are emitted from.
* @param {number} [y=0] - The y coordinate within the Emitter that the particles are emitted from.
* @param {number} [maxParticles=50] - The total number of particles in this emitter.
* @return {Phaser.Emitter} The newly created emitter object.
*/
emitter: function (x, y, maxParticles) {
return this.game.particles.add(new Phaser.Particles.Arcade.Emitter(this.game, x, y, maxParticles));
},
/**
* * Create a new &lt;code>BitmapText&lt;/code>.
*
* @method Phaser.GameObjectFactory#bitmapText
* @param {number} x - X position of the new bitmapText object.
* @param {number} y - Y position of the new bitmapText object.
* @param {string} text - The actual text that will be written.
* @param {object} style - The style object containing style attributes like font, font size , etc.
* @return {Phaser.BitmapText} The newly created bitmapText object.
*/
bitmapText: function (x, y, text, style) {
return this.world.add(new Phaser.BitmapText(this.game, x, y, text, style));
},
/**
* Creates a new Tilemap object.
*
* @method Phaser.GameObjectFactory#tilemap
* @param {string} key - Asset key for the JSON file.
* @return {Phaser.Tilemap} The newly created tilemap object.
*/
tilemap: function (key) {
return new Phaser.Tilemap(this.game, key);
},
/**
* Creates a new Tileset object.
*
* @method Phaser.GameObjectFactory#tileset
* @param {string} key - The image key as defined in the Game.Cache to use as the tileset.
* @return {Phaser.Tileset} The newly created tileset object.
*/
tileset: function (key) {
return this.game.cache.getTileset(key);
},
/**
* Creates a new Tilemap Layer object.
*
* @method Phaser.GameObjectFactory#tilemapLayer
* @param {number} x - X position of the new tilemapLayer.
* @param {number} y - Y position of the new tilemapLayer.
* @param {number} width - the width of the tilemapLayer.
* @param {number} height - the height of the tilemapLayer.
* @return {Phaser.TilemapLayer} The newly created tilemaplayer object.
*/
tilemapLayer: function (x, y, width, height, tileset, tilemap, layer) {
return this.world.add(new Phaser.TilemapLayer(this.game, x, y, width, height, tileset, tilemap, layer));
},
/**
* A dynamic initially blank canvas to which images can be drawn.
*
* @method Phaser.GameObjectFactory#renderTexture
* @param {string} key - Asset key for the render texture.
* @param {number} width - the width of the render texture.
* @param {number} height - the height of the render texture.
* @return {Phaser.RenderTexture} The newly created renderTexture object.
*/
renderTexture: function (key, width, height) {
var texture = new Phaser.RenderTexture(this.game, key, width, height);
this.game.cache.addRenderTexture(key, texture);
return texture;
}
};</pre>
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<h1 class="page-title">Source: gameobjects/Graphics.js</h1>
<section>
<article>
<pre class="sunlight-highlight-javascript linenums">/**
* @author Richard Davey &lt;rich@photonstorm.com>
* @copyright 2013 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* Creates a new &lt;code>Graphics&lt;/code> object.
*
* @class Phaser.Graphics
* @constructor
*
* @param {Phaser.Game} game Current game instance.
* @param {number} x - X position of the new graphics object.
* @param {number} y - Y position of the new graphics object.
*/
Phaser.Graphics = function (game, x, y) {
this.game = game;
PIXI.Graphics.call(this);
/**
* @property {Description} type - Description.
*/
this.type = Phaser.GRAPHICS;
};
Phaser.Graphics.prototype = Object.create(PIXI.Graphics.prototype);
Phaser.Graphics.prototype.constructor = Phaser.Graphics;
// Add our own custom methods
/**
* Description.
*
* @method Phaser.Sprite.prototype.destroy
*/
Phaser.Graphics.prototype.destroy = function() {
this.clear();
if (this.group)
{
this.group.remove(this);
}
this.game = null;
}
Object.defineProperty(Phaser.Graphics.prototype, 'angle', {
get: function() {
return Phaser.Math.wrapAngle(Phaser.Math.radToDeg(this.rotation));
},
set: function(value) {
this.rotation = Phaser.Math.degToRad(Phaser.Math.wrapAngle(value));
}
});
Object.defineProperty(Phaser.Graphics.prototype, 'x', {
get: function() {
return this.position.x;
},
set: function(value) {
this.position.x = value;
}
});
Object.defineProperty(Phaser.Graphics.prototype, 'y', {
get: function() {
return this.position.y;
},
set: function(value) {
this.position.y = value;
}
});
</pre>
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<h1 class="page-title">Source: IntroDocs.js</h1>
<section>
<article>
<pre class="sunlight-highlight-javascript linenums">/**
* @author Richard Davey &lt;rich@photonstorm.com>
* @copyright 2013 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* @overview
*
* Phaser - http://www.phaser.io
*
* v1.1.2 - Released November 1st 2013.
*
* By Richard Davey http://www.photonstorm.com @photonstorm
*
* A feature-packed 2D HTML5 game framework born from the smouldering pits of Flixel and
* constructed via plenty of blood, sweat, tears and coffee by Richard Davey (@photonstorm).
*
* Phaser uses Pixi.js for rendering, created by Mat Groves http://matgroves.com/ @Doormat23.
*
* Follow Phaser development progress at http://www.photonstorm.com
*
* Many thanks to Adam Saltsman (@ADAMATOMIC) for releasing Flixel, from both which Phaser
* and my love of game development originate.
*
* "If you want your children to be intelligent, read them fairy tales."
* "If you want them to be more intelligent, read them more fairy tales."
* -- Albert Einstein
*/
</pre>
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<h1 class="page-title">Source: input/Key.js</h1>
<section>
<article>
<pre class="sunlight-highlight-javascript linenums">/**
* @author Richard Davey &lt;rich@photonstorm.com>
* @copyright 2013 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* @class Phaser.Key
* @classdesc If you need more fine-grained control over the handling of specific keys you can create and use Phaser.Key objects.
* @constructor
* @param {Phaser.Game} game - Current game instance.
* @param {number} keycode - The key code this Key is responsible for.
*/
Phaser.Key = function (game, keycode) {
/**
* @property {Phaser.Game} game - A reference to the currently running game.
*/
this.game = game;
/**
* @property {boolean} isDown - The "down" state of the key.
* @default
*/
this.isDown = false;
/**
* @property {boolean} isUp - The "up" state of the key.
* @default
*/
this.isUp = false;
/**
* @property {boolean} altKey - The down state of the ALT key, if pressed at the same time as this key.
* @default
*/
this.altKey = false;
/**
* @property {boolean} ctrlKey - The down state of the CTRL key, if pressed at the same time as this key.
* @default
*/
this.ctrlKey = false;
/**
* @property {boolean} shiftKey - The down state of the SHIFT key, if pressed at the same time as this key.
* @default
*/
this.shiftKey = false;
/**
* @property {number} timeDown - The timestamp when the key was last pressed down.
* @default
*/
this.timeDown = 0;
/**
* If the key is down this value holds the duration of that key press and is constantly updated.
* If the key is up it holds the duration of the previous down session.
* @property {number} duration - The number of milliseconds this key has been held down for.
* @default
*/
this.duration = 0;
/**
* @property {number} timeUp - The timestamp when the key was last released.
* @default
*/
this.timeUp = 0;
/**
* @property {number} repeats - If a key is held down this holds down the number of times the key has 'repeated'.
* @default
*/
this.repeats = 0;
/**
* @property {number} keyCode - The keycode of this key.
*/
this.keyCode = keycode;
/**
* @property {Phaser.Signal} onDown - This Signal is dispatched every time this Key is pressed down. It is only dispatched once (until the key is released again).
*/
this.onDown = new Phaser.Signal();
/**
* @property {Phaser.Signal} onUp - This Signal is dispatched every time this Key is pressed down. It is only dispatched once (until the key is released again).
*/
this.onUp = new Phaser.Signal();
};
Phaser.Key.prototype = {
/**
* Called automatically by Phaser.Keyboard.
* @method Phaser.Key#processKeyDown
* @param {KeyboardEvent} event.
* @protected
*/
processKeyDown: function (event) {
this.altKey = event.altKey;
this.ctrlKey = event.ctrlKey;
this.shiftKey = event.shiftKey;
if (this.isDown)
{
// Key was already held down, this must be a repeat rate based event
this.duration = event.timeStamp - this.timeDown;
this.repeats++;
}
else
{
this.isDown = true;
this.isUp = false;
this.timeDown = event.timeStamp;
this.duration = 0;
this.repeats = 0;
this.onDown.dispatch(this);
}
},
/**
* Called automatically by Phaser.Keyboard.
* @method Phaser.Key#processKeyUp
* @param {KeyboardEvent} event.
* @protected
*/
processKeyUp: function (event) {
this.isDown = false;
this.isUp = true;
this.timeUp = event.timeStamp;
this.onUp.dispatch(this);
},
/**
* Returns the "just pressed" state of the Key. Just pressed is considered true if the key was pressed down within the duration given (default 250ms)
* @method Phaser.Key#justPressed
* @param {number} [duration=250] - The duration below which the key is considered as being just pressed.
* @return {boolean} True if the key is just pressed otherwise false.
*/
justPressed: function (duration) {
if (typeof duration === "undefined") { duration = 250; }
return (this.isDown && this.duration &lt; duration);
},
/**
* Returns the "just released" state of the Key. Just released is considered as being true if the key was released within the duration given (default 250ms)
* @method Phaser.Key#justPressed
* @param {number} [duration=250] - The duration below which the key is considered as being just released.
* @return {boolean} True if the key is just released otherwise false.
*/
justReleased: function (duration) {
if (typeof duration === "undefined") { duration = 250; }
return (this.isDown == false && (this.game.time.now - this.timeUp &lt; duration));
}
};
</pre>
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<h1 class="page-title">Source: input/Keyboard.js</h1>
<section>
<article>
<pre class="sunlight-highlight-javascript linenums">/**
* @author Richard Davey &lt;rich@photonstorm.com>
* @copyright 2013 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* Phaser - Keyboard constructor.
*
* @class Phaser.Keyboard
* @classdesc A Keyboard object Description.
* @constructor
* @param {Phaser.Game} game - A reference to the currently running game.
*/
Phaser.Keyboard = function (game) {
/**
* @property {Phaser.Game} game - Local reference to game.
*/
this.game = game;
/**
* @property {Description} _keys - Description.
* @private
*/
this._keys = {};
/**
* @property {Description} _hotkeys - Description.
* @private
*/
this._hotkeys = {};
/**
* @property {Description} _capture - Description.
* @private
*/
this._capture = {};
/**
* You can disable all Keyboard Input by setting disabled to true. While true all new input related events will be ignored.
* @property {boolean} disabled - The disabled state of the Keyboard.
* @default
*/
this.disabled = false;
/**
* @property {function} _onKeyDown
* @private
* @default
*/
this._onKeyDown = null;
/**
* @property {function} _onKeyUp
* @private
* @default
*/
this._onKeyUp = null;
/**
* @property {Object} callbackContext - The context under which the callbacks are run.
*/
this.callbackContext = this;
/**
* @property {function} onDownCallback - This callback is invoked every time a key is pressed down.
*/
this.onDownCallback = null;
/**
* @property {function} onUpCallback - This callback is invoked every time a key is released.
*/
this.onUpCallback = null;
};
Phaser.Keyboard.prototype = {
/**
* Add callbacks to the Keyboard handler so that each time a key is pressed down or releases the callbacks are activated.
* @method Phaser.Keyboard#addCallbacks
* @param {Object} context - The context under which the callbacks are run.
* @param {function} onDown - This callback is invoked every time a key is pressed down.
* @param {function} [onUp=null] - This callback is invoked every time a key is released.
*/
addCallbacks: function (context, onDown, onUp) {
this.callbackContext = context;
this.onDownCallback = onDown;
if (typeof onUp !== 'undefined')
{
this.onUpCallback = onUp;
}
},
/**
* If you need more fine-grained control over a Key you can create a new Phaser.Key object via this method.
* The Key object can then be polled, have events attached to it, etc.
*
* @method Phaser.Keyboard#addKey
* @param {number} keycode - The keycode of the key, i.e. Phaser.Keyboard.UP or Phaser.Keyboard.SPACE_BAR
* @return {Phaser.Key} The Key object which you can store locally and reference directly.
*/
addKey: function (keycode) {
this._hotkeys[keycode] = new Phaser.Key(this.game, keycode);
this.addKeyCapture(keycode);
return this._hotkeys[keycode];
},
/**
* Removes a Key object from the Keyboard manager.
*
* @method Phaser.Keyboard#removeKey
* @param {number} keycode - The keycode of the key to remove, i.e. Phaser.Keyboard.UP or Phaser.Keyboard.SPACE_BAR
*/
removeKey: function (keycode) {
delete (this._hotkeys[keycode]);
},
/**
* Creates and returns an object containing 4 hotkeys for Up, Down, Left and Right.
*
* @method Phaser.Keyboard#createCursorKeys
* @return {object} An object containing properties: up, down, left and right. Which can be polled like any other Phaser.Key object.
*/
createCursorKeys: function () {
return {
up: this.addKey(Phaser.Keyboard.UP),
down: this.addKey(Phaser.Keyboard.DOWN),
left: this.addKey(Phaser.Keyboard.LEFT),
right: this.addKey(Phaser.Keyboard.RIGHT)
}
},
/**
* Starts the Keyboard event listeners running (keydown and keyup). They are attached to the document.body.
* This is called automatically by Phaser.Input and should not normally be invoked directly.
*
* @method Phaser.Keyboard#start
*/
start: function () {
var _this = this;
this._onKeyDown = function (event) {
return _this.processKeyDown(event);
};
this._onKeyUp = function (event) {
return _this.processKeyUp(event);
};
document.body.addEventListener('keydown', this._onKeyDown, false);
document.body.addEventListener('keyup', this._onKeyUp, false);
},
/**
* Stops the Keyboard event listeners from running (keydown and keyup). They are removed from the document.body.
*
* @method Phaser.Keyboard#stop
*/
stop: function () {
document.body.removeEventListener('keydown', this._onKeyDown);
document.body.removeEventListener('keyup', this._onKeyUp);
},
/**
* By default when a key is pressed Phaser will not stop the event from propagating up to the browser.
* There are some keys this can be annoying for, like the arrow keys or space bar, which make the browser window scroll.
* You can use addKeyCapture to consume the keyboard event for specific keys so it doesn't bubble up to the the browser.
* Pass in either a single keycode or an array/hash of keycodes.
* @method Phaser.Keyboard#addKeyCapture
* @param {Any} keycode
*/
addKeyCapture: function (keycode) {
if (typeof keycode === 'object')
{
for (var key in keycode)
{
this._capture[keycode[key]] = true;
}
}
else
{
this._capture[keycode] = true;
}
},
/**
* Removes an existing key capture.
* @method Phaser.Keyboard#removeKeyCapture
* @param {number} keycode
*/
removeKeyCapture: function (keycode) {
delete this._capture[keycode];
},
/**
* Clear all set key captures.
* @method Phaser.Keyboard#clearCaptures
*/
clearCaptures: function () {
this._capture = {};
},
/**
* Process the keydown event.
* @method Phaser.Keyboard#processKeyDown
* @param {KeyboardEvent} event
* @protected
*/
processKeyDown: function (event) {
if (this.game.input.disabled || this.disabled)
{
return;
}
if (this._capture[event.keyCode])
{
event.preventDefault();
}
if (this.onDownCallback)
{
this.onDownCallback.call(this.callbackContext, event);
}
if (this._keys[event.keyCode] && this._keys[event.keyCode].isDown)
{
// Key already down and still down, so update
this._keys[event.keyCode].duration = this.game.time.now - this._keys[event.keyCode].timeDown;
}
else
{
if (!this._keys[event.keyCode])
{
// Not used this key before, so register it
this._keys[event.keyCode] = {
isDown: true,
timeDown: this.game.time.now,
timeUp: 0,
duration: 0
};
}
else
{
// Key used before but freshly down
this._keys[event.keyCode].isDown = true;
this._keys[event.keyCode].timeDown = this.game.time.now;
this._keys[event.keyCode].duration = 0;
}
}
if (this._hotkeys[event.keyCode])
{
this._hotkeys[event.keyCode].processKeyDown(event);
}
},
/**
* Process the keyup event.
* @method Phaser.Keyboard#processKeyUp
* @param {KeyboardEvent} event
* @protected
*/
processKeyUp: function (event) {
if (this.game.input.disabled || this.disabled)
{
return;
}
if (this._capture[event.keyCode])
{
event.preventDefault();
}
if (this.onUpCallback)
{
this.onUpCallback.call(this.callbackContext, event);
}
if (this._hotkeys[event.keyCode])
{
this._hotkeys[event.keyCode].processKeyUp(event);
}
if (this._keys[event.keyCode])
{
this._keys[event.keyCode].isDown = false;
this._keys[event.keyCode].timeUp = this.game.time.now;
}
else
{
// Not used this key before, so register it
this._keys[event.keyCode] = {
isDown: false,
timeDown: this.game.time.now,
timeUp: this.game.time.now,
duration: 0
};
}
},
/**
* Reset the "isDown" state of all keys.
* @method Phaser.Keyboard#reset
*/
reset: function () {
for (var key in this._keys)
{
this._keys[key].isDown = false;
}
},
/**
* Returns the "just pressed" state of the key. Just pressed is considered true if the key was pressed down within the duration given (default 250ms)
* @method Phaser.Keyboard#justPressed
* @param {number} keycode - The keycode of the key to remove, i.e. Phaser.Keyboard.UP or Phaser.Keyboard.SPACE_BAR
* @param {number} [duration=250] - The duration below which the key is considered as being just pressed.
* @return {boolean} True if the key is just pressed otherwise false.
*/
justPressed: function (keycode, duration) {
if (typeof duration === "undefined") { duration = 250; }
if (this._keys[keycode] && this._keys[keycode].isDown && this._keys[keycode].duration &lt; duration)
{
return true;
}
return false;
},
/**
* Returns the "just released" state of the Key. Just released is considered as being true if the key was released within the duration given (default 250ms)
* @method Phaser.Keyboard#justPressed
* @param {number} keycode - The keycode of the key to remove, i.e. Phaser.Keyboard.UP or Phaser.Keyboard.SPACE_BAR
* @param {number} [duration=250] - The duration below which the key is considered as being just released.
* @return {boolean} True if the key is just released otherwise false.
*/
justReleased: function (keycode, duration) {
if (typeof duration === "undefined") { duration = 250; }
if (this._keys[keycode] && this._keys[keycode].isDown === false && (this.game.time.now - this._keys[keycode].timeUp &lt; duration))
{
return true;
}
return false;
},
/**
* Returns true of the key is currently pressed down. Note that it can only detect key presses on the web browser.
* @method Phaser.Keyboard#isDown
* @param {number} keycode - The keycode of the key to remove, i.e. Phaser.Keyboard.UP or Phaser.Keyboard.SPACE_BAR
* @return {boolean} True if the key is currently down.
*/
isDown: function (keycode) {
if (this._keys[keycode])
{
return this._keys[keycode].isDown;
}
return false;
}
};
Phaser.Keyboard.A = "A".charCodeAt(0);
Phaser.Keyboard.B = "B".charCodeAt(0);
Phaser.Keyboard.C = "C".charCodeAt(0);
Phaser.Keyboard.D = "D".charCodeAt(0);
Phaser.Keyboard.E = "E".charCodeAt(0);
Phaser.Keyboard.F = "F".charCodeAt(0);
Phaser.Keyboard.G = "G".charCodeAt(0);
Phaser.Keyboard.H = "H".charCodeAt(0);
Phaser.Keyboard.I = "I".charCodeAt(0);
Phaser.Keyboard.J = "J".charCodeAt(0);
Phaser.Keyboard.K = "K".charCodeAt(0);
Phaser.Keyboard.L = "L".charCodeAt(0);
Phaser.Keyboard.M = "M".charCodeAt(0);
Phaser.Keyboard.N = "N".charCodeAt(0);
Phaser.Keyboard.O = "O".charCodeAt(0);
Phaser.Keyboard.P = "P".charCodeAt(0);
Phaser.Keyboard.Q = "Q".charCodeAt(0);
Phaser.Keyboard.R = "R".charCodeAt(0);
Phaser.Keyboard.S = "S".charCodeAt(0);
Phaser.Keyboard.T = "T".charCodeAt(0);
Phaser.Keyboard.U = "U".charCodeAt(0);
Phaser.Keyboard.V = "V".charCodeAt(0);
Phaser.Keyboard.W = "W".charCodeAt(0);
Phaser.Keyboard.X = "X".charCodeAt(0);
Phaser.Keyboard.Y = "Y".charCodeAt(0);
Phaser.Keyboard.Z = "Z".charCodeAt(0);
Phaser.Keyboard.ZERO = "0".charCodeAt(0);
Phaser.Keyboard.ONE = "1".charCodeAt(0);
Phaser.Keyboard.TWO = "2".charCodeAt(0);
Phaser.Keyboard.THREE = "3".charCodeAt(0);
Phaser.Keyboard.FOUR = "4".charCodeAt(0);
Phaser.Keyboard.FIVE = "5".charCodeAt(0);
Phaser.Keyboard.SIX = "6".charCodeAt(0);
Phaser.Keyboard.SEVEN = "7".charCodeAt(0);
Phaser.Keyboard.EIGHT = "8".charCodeAt(0);
Phaser.Keyboard.NINE = "9".charCodeAt(0);
Phaser.Keyboard.NUMPAD_0 = 96;
Phaser.Keyboard.NUMPAD_1 = 97;
Phaser.Keyboard.NUMPAD_2 = 98;
Phaser.Keyboard.NUMPAD_3 = 99;
Phaser.Keyboard.NUMPAD_4 = 100;
Phaser.Keyboard.NUMPAD_5 = 101;
Phaser.Keyboard.NUMPAD_6 = 102;
Phaser.Keyboard.NUMPAD_7 = 103;
Phaser.Keyboard.NUMPAD_8 = 104;
Phaser.Keyboard.NUMPAD_9 = 105;
Phaser.Keyboard.NUMPAD_MULTIPLY = 106;
Phaser.Keyboard.NUMPAD_ADD = 107;
Phaser.Keyboard.NUMPAD_ENTER = 108;
Phaser.Keyboard.NUMPAD_SUBTRACT = 109;
Phaser.Keyboard.NUMPAD_DECIMAL = 110;
Phaser.Keyboard.NUMPAD_DIVIDE = 111;
Phaser.Keyboard.F1 = 112;
Phaser.Keyboard.F2 = 113;
Phaser.Keyboard.F3 = 114;
Phaser.Keyboard.F4 = 115;
Phaser.Keyboard.F5 = 116;
Phaser.Keyboard.F6 = 117;
Phaser.Keyboard.F7 = 118;
Phaser.Keyboard.F8 = 119;
Phaser.Keyboard.F9 = 120;
Phaser.Keyboard.F10 = 121;
Phaser.Keyboard.F11 = 122;
Phaser.Keyboard.F12 = 123;
Phaser.Keyboard.F13 = 124;
Phaser.Keyboard.F14 = 125;
Phaser.Keyboard.F15 = 126;
Phaser.Keyboard.COLON = 186;
Phaser.Keyboard.EQUALS = 187;
Phaser.Keyboard.UNDERSCORE = 189;
Phaser.Keyboard.QUESTION_MARK = 191;
Phaser.Keyboard.TILDE = 192;
Phaser.Keyboard.OPEN_BRACKET = 219;
Phaser.Keyboard.BACKWARD_SLASH = 220;
Phaser.Keyboard.CLOSED_BRACKET = 221;
Phaser.Keyboard.QUOTES = 222;
Phaser.Keyboard.BACKSPACE = 8;
Phaser.Keyboard.TAB = 9;
Phaser.Keyboard.CLEAR = 12;
Phaser.Keyboard.ENTER = 13;
Phaser.Keyboard.SHIFT = 16;
Phaser.Keyboard.CONTROL = 17;
Phaser.Keyboard.ALT = 18;
Phaser.Keyboard.CAPS_LOCK = 20;
Phaser.Keyboard.ESC = 27;
Phaser.Keyboard.SPACEBAR = 32;
Phaser.Keyboard.PAGE_UP = 33;
Phaser.Keyboard.PAGE_DOWN = 34;
Phaser.Keyboard.END = 35;
Phaser.Keyboard.HOME = 36;
Phaser.Keyboard.LEFT = 37;
Phaser.Keyboard.UP = 38;
Phaser.Keyboard.RIGHT = 39;
Phaser.Keyboard.DOWN = 40;
Phaser.Keyboard.INSERT = 45;
Phaser.Keyboard.DELETE = 46;
Phaser.Keyboard.HELP = 47;
Phaser.Keyboard.NUM_LOCK = 144;
</pre>
</article>
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Phaser Copyright © 2012-2013 Photon Storm Ltd.
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<title>Phaser Source: core/LinkedList.js</title>
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<h1 class="page-title">Source: core/LinkedList.js</h1>
<section>
<article>
<pre class="sunlight-highlight-javascript linenums">/**
* @author Richard Davey &lt;rich@photonstorm.com>
* @copyright 2013 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* A basic linked list data structure.
*
* @class Phaser.LinkedList
* @constructor
*/
Phaser.LinkedList = function () {
/**
* @property {object} next - Next element in the list.
* @default
*/
this.next = null;
/**
* @property {object} prev - Previous element in the list.
* @default
*/
this.prev = null;
/**
* @property {object} first - First element in the list.
* @default
*/
this.first = null;
/**
* @property {object} last - Last element in the list.
* @default
*/
this.last = null;
/**
* @property {object} game - Number of elements in the list.
* @default
*/
this.total = 0;
};
Phaser.LinkedList.prototype = {
/**
* Adds a new element to this linked list.
*
* @method Phaser.LinkedList#add
* @param {object} child - The element to add to this list. Can be a Phaser.Sprite or any other object you need to quickly iterate through.
* @return {object} The child that was added.
*/
add: function (child) {
// If the list is empty
if (this.total == 0 && this.first == null && this.last == null)
{
this.first = child;
this.last = child;
this.next = child;
child.prev = this;
this.total++;
return child;
}
// Get gets appended to the end of the list, regardless of anything, and it won't have any children of its own (non-nested list)
this.last.next = child;
child.prev = this.last;
this.last = child;
this.total++;
return child;
},
/**
* Removes the given element from this linked list if it exists.
*
* @method Phaser.LinkedList#remove
* @param {object} child - The child to be removed from the list.
*/
remove: function (child) {
if (child == this.first)
{
// It was 'first', make 'first' point to first.next
this.first = this.first.next;
}
else if (child == this.last)
{
// It was 'last', make 'last' point to last.prev
this.last = this.last.prev;
}
if (child.prev)
{
// make child.prev.next point to childs.next instead of child
child.prev.next = child.next;
}
if (child.next)
{
// make child.next.prev point to child.prev instead of child
child.next.prev = child.prev;
}
child.next = child.prev = null;
if (this.first == null )
{
this.last = null;
}
this.total--;
},
/**
* Calls a function on all members of this list, using the member as the context for the callback.
* The function must exist on the member.
*
* @method Phaser.LinkedList#callAll
* @param {function} callback - The function to call.
*/
callAll: function (callback) {
if (!this.first || !this.last)
{
return;
}
var entity = this.first;
do
{
if (entity && entity[callback])
{
entity[callback].call(entity);
}
entity = entity.next;
}
while(entity != this.last.next)
}
};</pre>
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<h1 class="page-title">Source: loader/LoaderParser.js</h1>
<section>
<article>
<pre class="sunlight-highlight-javascript linenums">/**
* @author Richard Davey &lt;rich@photonstorm.com>
* @copyright 2013 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* Phaser.LoaderParser parses data objects from Phaser.Loader that need more preparation before they can be inserted into the Cache.
*
* @class Phaser.LoaderParser
*/
Phaser.LoaderParser = {
/**
* Parse frame data from an XML file.
* @method Phaser.LoaderParser.bitmapFont
* @param {object} xml - XML data you want to parse.
* @return {FrameData} Generated FrameData object.
*/
bitmapFont: function (game, xml, cacheKey) {
// Malformed?
if (!xml.getElementsByTagName('font'))
{
console.warn("Phaser.LoaderParser.bitmapFont: Invalid XML given, missing &lt;font> tag");
return;
}
var texture = PIXI.TextureCache[cacheKey];
var data = {};
var info = xml.getElementsByTagName("info")[0];
var common = xml.getElementsByTagName("common")[0];
data.font = info.attributes.getNamedItem("face").nodeValue;
data.size = parseInt(info.attributes.getNamedItem("size").nodeValue, 10);
data.lineHeight = parseInt(common.attributes.getNamedItem("lineHeight").nodeValue, 10);
data.chars = {};
//parse letters
var letters = xml.getElementsByTagName("char");
for (var i = 0; i &lt; letters.length; i++)
{
var charCode = parseInt(letters[i].attributes.getNamedItem("id").nodeValue, 10);
var textureRect = {
x: parseInt(letters[i].attributes.getNamedItem("x").nodeValue, 10),
y: parseInt(letters[i].attributes.getNamedItem("y").nodeValue, 10),
width: parseInt(letters[i].attributes.getNamedItem("width").nodeValue, 10),
height: parseInt(letters[i].attributes.getNamedItem("height").nodeValue, 10)
};
// Note: This means you can only have 1 BitmapFont loaded at once!
// Need to replace this with our own handler soon.
PIXI.TextureCache[charCode] = new PIXI.Texture(texture, textureRect);
data.chars[charCode] = {
xOffset: parseInt(letters[i].attributes.getNamedItem("xoffset").nodeValue, 10),
yOffset: parseInt(letters[i].attributes.getNamedItem("yoffset").nodeValue, 10),
xAdvance: parseInt(letters[i].attributes.getNamedItem("xadvance").nodeValue, 10),
kerning: {},
texture:new PIXI.Texture(texture, textureRect)
};
}
//parse kernings
var kernings = xml.getElementsByTagName("kerning");
for (i = 0; i &lt; kernings.length; i++)
{
var first = parseInt(kernings[i].attributes.getNamedItem("first").nodeValue, 10);
var second = parseInt(kernings[i].attributes.getNamedItem("second").nodeValue, 10);
var amount = parseInt(kernings[i].attributes.getNamedItem("amount").nodeValue, 10);
data.chars[second].kerning[first] = amount;
}
PIXI.BitmapText.fonts[data.font] = data;
}
};</pre>
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<h1 class="page-title">Source: input/MSPointer.js</h1>
<section>
<article>
<pre class="sunlight-highlight-javascript linenums">/**
* @author Richard Davey &lt;rich@photonstorm.com>
* @copyright 2013 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* Phaser - MSPointer constructor.
*
* @class Phaser.MSPointer
* @classdesc The MSPointer class handles touch interactions with the game and the resulting Pointer objects.
* It will work only in Internet Explorer 10 and Windows Store or Windows Phone 8 apps using JavaScript.
* http://msdn.microsoft.com/en-us/library/ie/hh673557(v=vs.85).aspx
* @constructor
* @param {Phaser.Game} game - A reference to the currently running game.
*/
Phaser.MSPointer = function (game) {
/**
* @property {Phaser.Game} game - Local reference to game.
*/
this.game = game;
/**
* @property {Phaser.Game} callbackContext - Description.
*/
this.callbackContext = this.game;
/**
* @property {Description} mouseDownCallback - Description.
* @default
*/
this.mouseDownCallback = null;
/**
* @property {Description} mouseMoveCallback - Description.
* @default
*/
this.mouseMoveCallback = null;
/**
* @property {Description} mouseUpCallback - Description.
* @default
*/
this.mouseUpCallback = null;
/**
* You can disable all Input by setting disabled = true. While set all new input related events will be ignored.
* @property {boolean} disabled
*/
this.disabled = false;
/**
* Description.
* @property {Description} _onMSPointerDown
* @private
* @default
*/
this._onMSPointerDown = null;
/**
* Description.
* @property {Description} _onMSPointerMove
* @private
* @default
*/
this._onMSPointerMove = null;
/**
* Description.
* @property {Description} _onMSPointerUp
* @private
* @default
*/
this._onMSPointerUp = null;
};
Phaser.MSPointer.prototype = {
/**
* Starts the event listeners running.
* @method Phaser.MSPointer#start
*/
start: function () {
var _this = this;
if (this.game.device.mspointer == true)
{
this._onMSPointerDown = function (event) {
return _this.onPointerDown(event);
};
this._onMSPointerMove = function (event) {
return _this.onPointerMove(event);
};
this._onMSPointerUp = function (event) {
return _this.onPointerUp(event);
};
this.game.renderer.view.addEventListener('MSPointerDown', this._onMSPointerDown, false);
this.game.renderer.view.addEventListener('MSPointerMove', this._onMSPointerMove, false);
this.game.renderer.view.addEventListener('MSPointerUp', this._onMSPointerUp, false);
this.game.renderer.view.style['-ms-content-zooming'] = 'none';
this.game.renderer.view.style['-ms-touch-action'] = 'none';
}
},
/**
* Description.
* @method Phaser.MSPointer#onPointerDown
* @param {Any} event
**/
onPointerDown: function (event) {
if (this.game.input.disabled || this.disabled)
{
return;
}
event.preventDefault();
event.identifier = event.pointerId;
this.game.input.startPointer(event);
},
/**
* Description.
* @method Phaser.MSPointer#onPointerMove
* @param {Any} event
**/
onPointerMove: function (event) {
if (this.game.input.disabled || this.disabled)
{
return;
}
event.preventDefault();
event.identifier = event.pointerId;
this.game.input.updatePointer(event);
},
/**
* Description.
* @method Phaser.MSPointer#onPointerUp
* @param {Any} event
**/
onPointerUp: function (event) {
if (this.game.input.disabled || this.disabled)
{
return;
}
event.preventDefault();
event.identifier = event.pointerId;
this.game.input.stopPointer(event);
},
/**
* Stop the event listeners.
* @method Phaser.MSPointer#stop
*/
stop: function () {
this.game.stage.canvas.removeEventListener('MSPointerDown', this._onMSPointerDown);
this.game.stage.canvas.removeEventListener('MSPointerMove', this._onMSPointerMove);
this.game.stage.canvas.removeEventListener('MSPointerUp', this._onMSPointerUp);
}
};</pre>
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<h1 class="page-title">Source: input/Mouse.js</h1>
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<pre class="sunlight-highlight-javascript linenums">/**
* @author Richard Davey &lt;rich@photonstorm.com>
* @copyright 2013 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* Phaser - Mouse constructor.
*
* @class Phaser.Mouse
* @classdesc The Mouse class
* @constructor
* @param {Phaser.Game} game - A reference to the currently running game.
*/
Phaser.Mouse = function (game) {
/**
* @property {Phaser.Game} game - Local reference to game.
*/
this.game = game;
/**
* @property {Object} callbackContext - Description.
*/
this.callbackContext = this.game;
/**
* @property {Description} mouseDownCallback - Description.
* @default
*/
this.mouseDownCallback = null;
/**
* @property {Description} mouseMoveCallback - Description.
* @default
*/
this.mouseMoveCallback = null;
/**
* @property {Description} mouseUpCallback - Description.
* @default
*/
this.mouseUpCallback = null;
/**
* You can disable all Input by setting disabled = true. While set all new input related events will be ignored.
* @property {boolean} disabled
* @default
*/
this.disabled = false;
/**
* If the mouse has been Pointer Locked successfully this will be set to true.
* @property {boolean} locked
* @default
*/
this.locked = false;
};
/**
* @constant
* @type {number}
*/
Phaser.Mouse.LEFT_BUTTON = 0;
/**
* @constant
* @type {number}
*/
Phaser.Mouse.MIDDLE_BUTTON = 1;
/**
* @constant
* @type {number}
*/
Phaser.Mouse.RIGHT_BUTTON = 2;
Phaser.Mouse.prototype = {
/**
* Starts the event listeners running.
* @method Phaser.Mouse#start
*/
start: function () {
var _this = this;
if (this.game.device.android && this.game.device.chrome == false)
{
// Android stock browser fires mouse events even if you preventDefault on the touchStart, so ...
return;
}
this._onMouseDown = function (event) {
return _this.onMouseDown(event);
};
this._onMouseMove = function (event) {
return _this.onMouseMove(event);
};
this._onMouseUp = function (event) {
return _this.onMouseUp(event);
};
this.game.renderer.view.addEventListener('mousedown', this._onMouseDown, true);
this.game.renderer.view.addEventListener('mousemove', this._onMouseMove, true);
this.game.renderer.view.addEventListener('mouseup', this._onMouseUp, true);
},
/**
* Description.
* @method Phaser.Mouse#onMouseDown
* @param {MouseEvent} event
*/
onMouseDown: function (event) {
event.preventDefault();
if (this.mouseDownCallback)
{
this.mouseDownCallback.call(this.callbackContext, event);
}
if (this.game.input.disabled || this.disabled)
{
return;
}
event['identifier'] = 0;
this.game.input.mousePointer.start(event);
},
/**
* Description
* @method Phaser.Mouse#onMouseMove
* @param {MouseEvent} event
*/
onMouseMove: function (event) {
event.preventDefault();
if (this.mouseMoveCallback)
{
this.mouseMoveCallback.call(this.callbackContext, event);
}
if (this.game.input.disabled || this.disabled)
{
return;
}
event['identifier'] = 0;
this.game.input.mousePointer.move(event);
},
/**
* Description.
* @method Phaser.Mouse#onMouseUp
* @param {MouseEvent} event
*/
onMouseUp: function (event) {
event.preventDefault();
if (this.mouseUpCallback)
{
this.mouseUpCallback.call(this.callbackContext, event);
}
if (this.game.input.disabled || this.disabled)
{
return;
}
event['identifier'] = 0;
this.game.input.mousePointer.stop(event);
},
/**
* Description.
* @method Phaser.Mouse#requestPointerLock
*/
requestPointerLock: function () {
if (this.game.device.pointerLock)
{
var element = this.game.stage.canvas;
element.requestPointerLock = element.requestPointerLock || element.mozRequestPointerLock || element.webkitRequestPointerLock;
element.requestPointerLock();
var _this = this;
this._pointerLockChange = function (event) {
return _this.pointerLockChange(event);
};
document.addEventListener('pointerlockchange', this._pointerLockChange, false);
document.addEventListener('mozpointerlockchange', this._pointerLockChange, false);
document.addEventListener('webkitpointerlockchange', this._pointerLockChange, false);
}
},
/**
* Description.
* @method Phaser.Mouse#pointerLockChange
* @param {MouseEvent} event
*/
pointerLockChange: function (event) {
var element = this.game.stage.canvas;
if (document.pointerLockElement === element || document.mozPointerLockElement === element || document.webkitPointerLockElement === element)
{
// Pointer was successfully locked
this.locked = true;
}
else
{
// Pointer was unlocked
this.locked = false;
}
},
/**
* Description.
* @method Phaser.Mouse#releasePointerLock
*/
releasePointerLock: function () {
document.exitPointerLock = document.exitPointerLock || document.mozExitPointerLock || document.webkitExitPointerLock;
document.exitPointerLock();
document.removeEventListener('pointerlockchange', this._pointerLockChange);
document.removeEventListener('mozpointerlockchange', this._pointerLockChange);
document.removeEventListener('webkitpointerlockchange', this._pointerLockChange);
},
/**
* Stop the event listeners.
* @method Phaser.Mouse#stop
*/
stop: function () {
this.game.stage.canvas.removeEventListener('mousedown', this._onMouseDown);
this.game.stage.canvas.removeEventListener('mousemove', this._onMouseMove);
this.game.stage.canvas.removeEventListener('mouseup', this._onMouseUp);
}
};</pre>
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<h1 class="page-title">Source: net/Net.js</h1>
<section>
<article>
<pre class="sunlight-highlight-javascript linenums">/**
* @author Richard Davey &lt;rich@photonstorm.com>
* @copyright 2013 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* Description of Phaser.Net
*
* @class Phaser.Net
* @constructor
* @param {Phaser.Game} game - A reference to the currently running game.
*/
Phaser.Net = function (game) {
this.game = game;
};
Phaser.Net.prototype = {
/**
* Returns the hostname given by the browser.
*
* @method Phaser.Net#getHostName
* @return {string}
*/
getHostName: function () {
if (window.location && window.location.hostname) {
return window.location.hostname;
}
return null;
},
/**
* Compares the given domain name against the hostname of the browser containing the game.
* If the domain name is found it returns true.
* You can specify a part of a domain, for example 'google' would match 'google.com', 'google.co.uk', etc.
* Do not include 'http://' at the start.
*
* @method Phaser.Net#checkDomainName
* @param {string} domain
* @return {boolean}
*/
checkDomainName: function (domain) {
return window.location.hostname.indexOf(domain) !== -1;
},
/**
* Updates a value on the Query String and returns it in full.
* If the value doesn't already exist it is set.
* If the value exists it is replaced with the new value given. If you don't provide a new value it is removed from the query string.
* Optionally you can redirect to the new url, or just return it as a string.
*
* @method Phaser.Net#updateQueryString
* @param {string} key - The querystring key to update.
* @param {string} value - The new value to be set. If it already exists it will be replaced.
* @param {boolean} redirect - If true the browser will issue a redirect to the url with the new querystring.
* @param {string} url - The URL to modify. If none is given it uses window.location.href.
* @return {string} If redirect is false then the modified url and query string is returned.
*/
updateQueryString: function (key, value, redirect, url) {
if (typeof redirect === "undefined") { redirect = false; }
if (typeof url === "undefined") { url = ''; }
if (url == '') {
url = window.location.href;
}
var output = '';
var re = new RegExp("([?|&])" + key + "=.*?(&|#|$)(.*)", "gi");
if (re.test(url))
{
if (typeof value !== 'undefined' && value !== null)
{
output = url.replace(re, '$1' + key + "=" + value + '$2$3');
}
else
{
output = url.replace(re, '$1$3').replace(/(&|\?)$/, '');
}
}
else
{
if (typeof value !== 'undefined' && value !== null)
{
var separator = url.indexOf('?') !== -1 ? '&' : '?';
var hash = url.split('#');
url = hash[0] + separator + key + '=' + value;
if (hash[1]) {
url += '#' + hash[1];
}
output = url;
}
else
{
output = url;
}
}
if (redirect)
{
window.location.href = output;
}
else
{
return output;
}
},
/**
* Returns the Query String as an object.
* If you specify a parameter it will return just the value of that parameter, should it exist.
*
* @method Phaser.Net#getQueryString
* @param {string} [parameter=''] - If specified this will return just the value for that key.
* @return {string|object} An object containing the key value pairs found in the query string or just the value if a parameter was given.
*/
getQueryString: function (parameter) {
if (typeof parameter === "undefined") { parameter = ''; }
var output = {};
var keyValues = location.search.substring(1).split('&');
for (var i in keyValues) {
var key = keyValues[i].split('=');
if (key.length > 1)
{
if (parameter && parameter == this.decodeURI(key[0]))
{
return this.decodeURI(key[1]);
}
else
{
output[this.decodeURI(key[0])] = this.decodeURI(key[1]);
}
}
}
return output;
},
/**
* Returns the Query String as an object.
* If you specify a parameter it will return just the value of that parameter, should it exist.
*
* @method Phaser.Net#decodeURI
* @param {string} value - The URI component to be decoded.
* @return {string} The decoded value.
*/
decodeURI: function (value) {
return decodeURIComponent(value.replace(/\+/g, " "));
}
};
</pre>
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<ul class="dropdown-menu ">
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<a href="global.html#HEXtoRGB">HEXtoRGB</a>
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<div id="main">
<h1 class="page-title">Source: particles/Particles.js</h1>
<section>
<article>
<pre class="sunlight-highlight-javascript linenums">/**
* @author Richard Davey &lt;rich@photonstorm.com>
* @copyright 2013 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* Phaser.Particles is the Particle Manager for the game. It is called during the game update loop and in turn updates any Emitters attached to it.
*
* @class Phaser.Particles
* @classdesc Phaser Particles
* @constructor
* @param {Phaser.Game} game - A reference to the currently running game.
*/
Phaser.Particles = function (game) {
/**
* @property {Description} emitters - Description.
*/
this.emitters = {};
/**
* @property {number} ID - Description.
* @default
*/
this.ID = 0;
};
Phaser.Particles.prototype = {
/**
* Adds a new Particle Emitter to the Particle Manager.
* @method Phaser.Particles#add
* @param {Phaser.Emitter} emitter - Description.
* @return {Phaser.Emitter} The emitter that was added.
*/
add: function (emitter) {
this.emitters[emitter.name] = emitter;
return emitter;
},
/**
* Removes an existing Particle Emitter from the Particle Manager.
* @method Phaser.Particles#remove
* @param {Phaser.Emitter} emitter - The emitter to remove.
*/
remove: function (emitter) {
delete this.emitters[emitter.name];
},
/**
* Called by the core game loop. Updates all Emitters who have their exists value set to true.
* @method Phaser.Particles#update
* @protected
*/
update: function () {
for (var key in this.emitters)
{
if (this.emitters[key].exists)
{
this.emitters[key].update();
}
}
}
};</pre>
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+972
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<a href="Phaser.TileSprite.html">TileSprite</a>
</li>
<li>
<a href="Phaser.Time.html">Time</a>
</li>
<li>
<a href="Phaser.Touch.html">Touch</a>
</li>
<li>
<a href="Phaser.Tween.html">Tween</a>
</li>
<li>
<a href="Phaser.TweenManager.html">TweenManager</a>
</li>
<li>
<a href="Phaser.Utils.html">Utils</a>
</li>
<li>
<a href="Phaser.Utils.Debug.html">Debug</a>
</li>
<li>
<a href="Phaser.World.html">World</a>
</li>
<li>
<a href="SignalBinding.html">SignalBinding</a>
</li>
</ul>
</li>
<li class="dropdown">
<a href="global.html" class="dropdown-toggle" data-toggle="dropdown">Global<b
class="caret"></b></a>
<ul class="dropdown-menu ">
<li>
<a href="global.html#bottom">bottom</a>
</li>
<li>
<a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li>
<li>
<a href="global.html#right">right</a>
</li>
</ul>
</li>
</ul>
</div>
</div>
<div class="row-fluid">
<div class="span8">
<div id="main">
<h1 class="page-title">Class: Back</h1>
<section>
<header>
<h2>
<span class="ancestors"><a href="Phaser.html">Phaser</a><a href="Phaser.Easing.html">.Easing</a>.</span>
Back
</h2>
</header>
<article>
<div class="container-overview">
<dt>
<h4 class="name" id="Back"><span class="type-signature"></span>new Back<span class="signature">()</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Back easing.</p>
</div>
<dl class="details">
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-444">line 444</a>
</li></ul></dd>
</dl>
</dd>
</div>
<h3 class="subsection-title">Methods</h3>
<dl>
<dt>
<h4 class="name" id="In"><span class="type-signature"></span>In<span class="signature">(k)</span><span class="type-signature"> &rarr; {number}</span></h4>
</dt>
<dd>
<div class="description">
<p>Back ease-in.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>k</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="description last"><p>The value to be tweened.</p></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-451">line 451</a>
</li></ul></dd>
</dl>
<h5>Returns:</h5>
<div class="param-desc">
<p>The tweened value.</p>
</div>
<dl>
<dt>
Type
</dt>
<dd>
<span class="param-type">number</span>
</dd>
</dl>
</dd>
<dt>
<h4 class="name" id="InOut"><span class="type-signature"></span>InOut<span class="signature">(k)</span><span class="type-signature"> &rarr; {number}</span></h4>
</dt>
<dd>
<div class="description">
<p>Back ease-in/out.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>k</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="description last"><p>The value to be tweened.</p></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-479">line 479</a>
</li></ul></dd>
</dl>
<h5>Returns:</h5>
<div class="param-desc">
<p>The tweened value.</p>
</div>
<dl>
<dt>
Type
</dt>
<dd>
<span class="param-type">number</span>
</dd>
</dl>
</dd>
<dt>
<h4 class="name" id="Out"><span class="type-signature"></span>Out<span class="signature">(k)</span><span class="type-signature"> &rarr; {number}</span></h4>
</dt>
<dd>
<div class="description">
<p>Back ease-out.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>k</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="description last"><p>The value to be tweened.</p></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-465">line 465</a>
</li></ul></dd>
</dl>
<h5>Returns:</h5>
<div class="param-desc">
<p>The tweened value.</p>
</div>
<dl>
<dt>
Type
</dt>
<dd>
<span class="param-type">number</span>
</dd>
</dl>
</dd>
</dl>
</article>
</section>
</div>
<div class="clearfix"></div>
<footer>
<span class="copyright">
Phaser Copyright © 2012-2013 Photon Storm Ltd.
</span>
<br />
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
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<script src="scripts/sunlight-plugin.doclinks.js"></script>
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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8">
<title>Phaser Class: Bounce</title>
<!--[if lt IE 9]>
<script src="//html5shiv.googlecode.com/svn/trunk/html5.js"></script>
<![endif]-->
<link type="text/css" rel="stylesheet" href="styles/sunlight.default.css">
<link type="text/css" rel="stylesheet" href="styles/site.cerulean.css">
</head>
<body>
<div class="container-fluid">
<div class="navbar navbar-fixed-top navbar-inverse">
<div class="navbar-inner">
<a class="brand" href="index.html">Phaser</a>
<ul class="nav">
<li class="dropdown">
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class="caret"></b></a>
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</li>
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<a href="Phaser.Color.html">Color</a>
</li>
<li>
<a href="Phaser.Device.html">Device</a>
</li>
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<a href="Phaser.Easing.html">Easing</a>
</li>
<li>
<a href="Phaser.Easing.Back.html">Back</a>
</li>
<li>
<a href="Phaser.Easing.Bounce.html">Bounce</a>
</li>
<li>
<a href="Phaser.Easing.Circular.html">Circular</a>
</li>
<li>
<a href="Phaser.Easing.Cubic.html">Cubic</a>
</li>
<li>
<a href="Phaser.Easing.Elastic.html">Elastic</a>
</li>
<li>
<a href="Phaser.Easing.Exponential.html">Exponential</a>
</li>
<li>
<a href="Phaser.Easing.Linear.html">Linear</a>
</li>
<li>
<a href="Phaser.Easing.Quadratic.html">Quadratic</a>
</li>
<li>
<a href="Phaser.Easing.Quartic.html">Quartic</a>
</li>
<li>
<a href="Phaser.Easing.Quintic.html">Quintic</a>
</li>
<li>
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
</li>
<li>
<a href="Phaser.Events.html">Events</a>
</li>
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<a href="Phaser.Frame.html">Frame</a>
</li>
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<a href="Phaser.FrameData.html">FrameData</a>
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<a href="Phaser.Game.html">Game</a>
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</li>
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<a href="Phaser.Graphics.html">Graphics</a>
</li>
<li>
<a href="Phaser.Group.html">Group</a>
</li>
<li>
<a href="Phaser.Input.html">Input</a>
</li>
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<a href="Phaser.InputHandler.html">InputHandler</a>
</li>
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<a href="Phaser.Key.html">Key</a>
</li>
<li>
<a href="Phaser.Keyboard.html">Keyboard</a>
</li>
<li>
<a href="Phaser.LinkedList.html">LinkedList</a>
</li>
<li>
<a href="Phaser.Loader.html">Loader</a>
</li>
<li>
<a href="Phaser.LoaderParser.html">LoaderParser</a>
</li>
<li>
<a href="Phaser.Math.html">Math</a>
</li>
<li>
<a href="Phaser.Mouse.html">Mouse</a>
</li>
<li>
<a href="Phaser.MSPointer.html">MSPointer</a>
</li>
<li>
<a href="Phaser.Net.html">Net</a>
</li>
<li>
<a href="Phaser.Particles.html">Particles</a>
</li>
<li>
<a href="Phaser.Particles.Arcade.Emitter.html">Emitter</a>
</li>
<li>
<a href="Phaser.Physics.html">Physics</a>
</li>
<li>
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Arcade.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
<li>
<a href="Phaser.PluginManager.html">PluginManager</a>
</li>
<li>
<a href="Phaser.Point.html">Point</a>
</li>
<li>
<a href="Phaser.Pointer.html">Pointer</a>
</li>
<li>
<a href="Phaser.QuadTree.html">QuadTree</a>
</li>
<li>
<a href="Phaser.RandomDataGenerator.html">RandomDataGenerator</a>
</li>
<li>
<a href="Phaser.Rectangle.html">Rectangle</a>
</li>
<li>
<a href="Phaser.RenderTexture.html">RenderTexture</a>
</li>
<li>
<a href="Phaser.RequestAnimationFrame.html">RequestAnimationFrame</a>
</li>
<li>
<a href="Phaser.Signal.html">Signal</a>
</li>
<li>
<a href="Phaser.Sound.html">Sound</a>
</li>
<li>
<a href="Phaser.SoundManager.html">SoundManager</a>
</li>
<li>
<a href="Phaser.Sprite.html">Sprite</a>
</li>
<li>
<a href="Phaser.Stage.html">Stage</a>
</li>
<li>
<a href="Phaser.StageScaleMode.html">StageScaleMode</a>
</li>
<li>
<a href="Phaser.State.html">State</a>
</li>
<li>
<a href="Phaser.StateManager.html">StateManager</a>
</li>
<li>
<a href="Phaser.Text.html">Text</a>
</li>
<li>
<a href="Phaser.TileSprite.html">TileSprite</a>
</li>
<li>
<a href="Phaser.Time.html">Time</a>
</li>
<li>
<a href="Phaser.Touch.html">Touch</a>
</li>
<li>
<a href="Phaser.Tween.html">Tween</a>
</li>
<li>
<a href="Phaser.TweenManager.html">TweenManager</a>
</li>
<li>
<a href="Phaser.Utils.html">Utils</a>
</li>
<li>
<a href="Phaser.Utils.Debug.html">Debug</a>
</li>
<li>
<a href="Phaser.World.html">World</a>
</li>
<li>
<a href="SignalBinding.html">SignalBinding</a>
</li>
</ul>
</li>
<li class="dropdown">
<a href="global.html" class="dropdown-toggle" data-toggle="dropdown">Global<b
class="caret"></b></a>
<ul class="dropdown-menu ">
<li>
<a href="global.html#bottom">bottom</a>
</li>
<li>
<a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li>
<li>
<a href="global.html#right">right</a>
</li>
</ul>
</li>
</ul>
</div>
</div>
<div class="row-fluid">
<div class="span8">
<div id="main">
<h1 class="page-title">Class: Bounce</h1>
<section>
<header>
<h2>
<span class="ancestors"><a href="Phaser.html">Phaser</a><a href="Phaser.Easing.html">.Easing</a>.</span>
Bounce
</h2>
</header>
<article>
<div class="container-overview">
<dt>
<h4 class="name" id="Bounce"><span class="type-signature"></span>new Bounce<span class="signature">()</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Bounce easing.</p>
</div>
<dl class="details">
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-496">line 496</a>
</li></ul></dd>
</dl>
</dd>
</div>
<h3 class="subsection-title">Methods</h3>
<dl>
<dt>
<h4 class="name" id="In"><span class="type-signature"></span>In<span class="signature">(k)</span><span class="type-signature"> &rarr; {number}</span></h4>
</dt>
<dd>
<div class="description">
<p>Bounce ease-in.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>k</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="description last"><p>The value to be tweened.</p></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-503">line 503</a>
</li></ul></dd>
</dl>
<h5>Returns:</h5>
<div class="param-desc">
<p>The tweened value.</p>
</div>
<dl>
<dt>
Type
</dt>
<dd>
<span class="param-type">number</span>
</dd>
</dl>
</dd>
<dt>
<h4 class="name" id="InOut"><span class="type-signature"></span>InOut<span class="signature">(k)</span><span class="type-signature"> &rarr; {number}</span></h4>
</dt>
<dd>
<div class="description">
<p>Bounce ease-in/out.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>k</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="description last"><p>The value to be tweened.</p></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-545">line 545</a>
</li></ul></dd>
</dl>
<h5>Returns:</h5>
<div class="param-desc">
<p>The tweened value.</p>
</div>
<dl>
<dt>
Type
</dt>
<dd>
<span class="param-type">number</span>
</dd>
</dl>
</dd>
<dt>
<h4 class="name" id="Out"><span class="type-signature"></span>Out<span class="signature">(k)</span><span class="type-signature"> &rarr; {number}</span></h4>
</dt>
<dd>
<div class="description">
<p>Bounce ease-out.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>k</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="description last"><p>The value to be tweened.</p></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-516">line 516</a>
</li></ul></dd>
</dl>
<h5>Returns:</h5>
<div class="param-desc">
<p>The tweened value.</p>
</div>
<dl>
<dt>
Type
</dt>
<dd>
<span class="param-type">number</span>
</dd>
</dl>
</dd>
</dl>
</article>
</section>
</div>
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<footer>
<span class="copyright">
Phaser Copyright © 2012-2013 Photon Storm Ltd.
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<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
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+972
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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8">
<title>Phaser Class: Circular</title>
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<li>
<a href="Phaser.Camera.html">Camera</a>
</li>
<li>
<a href="Phaser.Canvas.html">Canvas</a>
</li>
<li>
<a href="Phaser.Circle.html">Circle</a>
</li>
<li>
<a href="Phaser.Color.html">Color</a>
</li>
<li>
<a href="Phaser.Device.html">Device</a>
</li>
<li>
<a href="Phaser.Easing.html">Easing</a>
</li>
<li>
<a href="Phaser.Easing.Back.html">Back</a>
</li>
<li>
<a href="Phaser.Easing.Bounce.html">Bounce</a>
</li>
<li>
<a href="Phaser.Easing.Circular.html">Circular</a>
</li>
<li>
<a href="Phaser.Easing.Cubic.html">Cubic</a>
</li>
<li>
<a href="Phaser.Easing.Elastic.html">Elastic</a>
</li>
<li>
<a href="Phaser.Easing.Exponential.html">Exponential</a>
</li>
<li>
<a href="Phaser.Easing.Linear.html">Linear</a>
</li>
<li>
<a href="Phaser.Easing.Quadratic.html">Quadratic</a>
</li>
<li>
<a href="Phaser.Easing.Quartic.html">Quartic</a>
</li>
<li>
<a href="Phaser.Easing.Quintic.html">Quintic</a>
</li>
<li>
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
</li>
<li>
<a href="Phaser.Events.html">Events</a>
</li>
<li>
<a href="Phaser.Frame.html">Frame</a>
</li>
<li>
<a href="Phaser.FrameData.html">FrameData</a>
</li>
<li>
<a href="Phaser.Game.html">Game</a>
</li>
<li>
<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
</li>
<li>
<a href="Phaser.Graphics.html">Graphics</a>
</li>
<li>
<a href="Phaser.Group.html">Group</a>
</li>
<li>
<a href="Phaser.Input.html">Input</a>
</li>
<li>
<a href="Phaser.InputHandler.html">InputHandler</a>
</li>
<li>
<a href="Phaser.Key.html">Key</a>
</li>
<li>
<a href="Phaser.Keyboard.html">Keyboard</a>
</li>
<li>
<a href="Phaser.LinkedList.html">LinkedList</a>
</li>
<li>
<a href="Phaser.Loader.html">Loader</a>
</li>
<li>
<a href="Phaser.LoaderParser.html">LoaderParser</a>
</li>
<li>
<a href="Phaser.Math.html">Math</a>
</li>
<li>
<a href="Phaser.Mouse.html">Mouse</a>
</li>
<li>
<a href="Phaser.MSPointer.html">MSPointer</a>
</li>
<li>
<a href="Phaser.Net.html">Net</a>
</li>
<li>
<a href="Phaser.Particles.html">Particles</a>
</li>
<li>
<a href="Phaser.Particles.Arcade.Emitter.html">Emitter</a>
</li>
<li>
<a href="Phaser.Physics.html">Physics</a>
</li>
<li>
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Arcade.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
<li>
<a href="Phaser.PluginManager.html">PluginManager</a>
</li>
<li>
<a href="Phaser.Point.html">Point</a>
</li>
<li>
<a href="Phaser.Pointer.html">Pointer</a>
</li>
<li>
<a href="Phaser.QuadTree.html">QuadTree</a>
</li>
<li>
<a href="Phaser.RandomDataGenerator.html">RandomDataGenerator</a>
</li>
<li>
<a href="Phaser.Rectangle.html">Rectangle</a>
</li>
<li>
<a href="Phaser.RenderTexture.html">RenderTexture</a>
</li>
<li>
<a href="Phaser.RequestAnimationFrame.html">RequestAnimationFrame</a>
</li>
<li>
<a href="Phaser.Signal.html">Signal</a>
</li>
<li>
<a href="Phaser.Sound.html">Sound</a>
</li>
<li>
<a href="Phaser.SoundManager.html">SoundManager</a>
</li>
<li>
<a href="Phaser.Sprite.html">Sprite</a>
</li>
<li>
<a href="Phaser.Stage.html">Stage</a>
</li>
<li>
<a href="Phaser.StageScaleMode.html">StageScaleMode</a>
</li>
<li>
<a href="Phaser.State.html">State</a>
</li>
<li>
<a href="Phaser.StateManager.html">StateManager</a>
</li>
<li>
<a href="Phaser.Text.html">Text</a>
</li>
<li>
<a href="Phaser.TileSprite.html">TileSprite</a>
</li>
<li>
<a href="Phaser.Time.html">Time</a>
</li>
<li>
<a href="Phaser.Touch.html">Touch</a>
</li>
<li>
<a href="Phaser.Tween.html">Tween</a>
</li>
<li>
<a href="Phaser.TweenManager.html">TweenManager</a>
</li>
<li>
<a href="Phaser.Utils.html">Utils</a>
</li>
<li>
<a href="Phaser.Utils.Debug.html">Debug</a>
</li>
<li>
<a href="Phaser.World.html">World</a>
</li>
<li>
<a href="SignalBinding.html">SignalBinding</a>
</li>
</ul>
</li>
<li class="dropdown">
<a href="global.html" class="dropdown-toggle" data-toggle="dropdown">Global<b
class="caret"></b></a>
<ul class="dropdown-menu ">
<li>
<a href="global.html#bottom">bottom</a>
</li>
<li>
<a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li>
<li>
<a href="global.html#right">right</a>
</li>
</ul>
</li>
</ul>
</div>
</div>
<div class="row-fluid">
<div class="span8">
<div id="main">
<h1 class="page-title">Class: Circular</h1>
<section>
<header>
<h2>
<span class="ancestors"><a href="Phaser.html">Phaser</a><a href="Phaser.Easing.html">.Easing</a>.</span>
Circular
</h2>
</header>
<article>
<div class="container-overview">
<dt>
<h4 class="name" id="Circular"><span class="type-signature"></span>new Circular<span class="signature">()</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Circular easing.</p>
</div>
<dl class="details">
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-331">line 331</a>
</li></ul></dd>
</dl>
</dd>
</div>
<h3 class="subsection-title">Methods</h3>
<dl>
<dt>
<h4 class="name" id="In"><span class="type-signature"></span>In<span class="signature">(k)</span><span class="type-signature"> &rarr; {number}</span></h4>
</dt>
<dd>
<div class="description">
<p>Circular ease-in.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>k</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="description last"><p>The value to be tweened.</p></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-338">line 338</a>
</li></ul></dd>
</dl>
<h5>Returns:</h5>
<div class="param-desc">
<p>The tweened value.</p>
</div>
<dl>
<dt>
Type
</dt>
<dd>
<span class="param-type">number</span>
</dd>
</dl>
</dd>
<dt>
<h4 class="name" id="InOut"><span class="type-signature"></span>InOut<span class="signature">(k)</span><span class="type-signature"> &rarr; {number}</span></h4>
</dt>
<dd>
<div class="description">
<p>Circular ease-in/out.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>k</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="description last"><p>The value to be tweened.</p></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-364">line 364</a>
</li></ul></dd>
</dl>
<h5>Returns:</h5>
<div class="param-desc">
<p>The tweened value.</p>
</div>
<dl>
<dt>
Type
</dt>
<dd>
<span class="param-type">number</span>
</dd>
</dl>
</dd>
<dt>
<h4 class="name" id="Out"><span class="type-signature"></span>Out<span class="signature">(k)</span><span class="type-signature"> &rarr; {number}</span></h4>
</dt>
<dd>
<div class="description">
<p>Circular ease-out.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>k</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="description last"><p>The value to be tweened.</p></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-351">line 351</a>
</li></ul></dd>
</dl>
<h5>Returns:</h5>
<div class="param-desc">
<p>The tweened value.</p>
</div>
<dl>
<dt>
Type
</dt>
<dd>
<span class="param-type">number</span>
</dd>
</dl>
</dd>
</dl>
</article>
</section>
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<footer>
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Phaser Copyright © 2012-2013 Photon Storm Ltd.
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Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
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+972
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<!DOCTYPE html>
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<meta charset="utf-8">
<title>Phaser Class: Cubic</title>
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<script src="//html5shiv.googlecode.com/svn/trunk/html5.js"></script>
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<a href="Phaser.Easing.Cubic.html">Cubic</a>
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<a href="Phaser.Easing.Elastic.html">Elastic</a>
</li>
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<a href="Phaser.Easing.Exponential.html">Exponential</a>
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<a href="Phaser.Easing.Linear.html">Linear</a>
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<a href="Phaser.Easing.Quartic.html">Quartic</a>
</li>
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<a href="Phaser.Easing.Quintic.html">Quintic</a>
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<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
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<a href="Phaser.Loader.html">Loader</a>
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<a href="Phaser.LoaderParser.html">LoaderParser</a>
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</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
<li>
<a href="Phaser.PluginManager.html">PluginManager</a>
</li>
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<a href="Phaser.Point.html">Point</a>
</li>
<li>
<a href="Phaser.Pointer.html">Pointer</a>
</li>
<li>
<a href="Phaser.QuadTree.html">QuadTree</a>
</li>
<li>
<a href="Phaser.RandomDataGenerator.html">RandomDataGenerator</a>
</li>
<li>
<a href="Phaser.Rectangle.html">Rectangle</a>
</li>
<li>
<a href="Phaser.RenderTexture.html">RenderTexture</a>
</li>
<li>
<a href="Phaser.RequestAnimationFrame.html">RequestAnimationFrame</a>
</li>
<li>
<a href="Phaser.Signal.html">Signal</a>
</li>
<li>
<a href="Phaser.Sound.html">Sound</a>
</li>
<li>
<a href="Phaser.SoundManager.html">SoundManager</a>
</li>
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<a href="Phaser.Sprite.html">Sprite</a>
</li>
<li>
<a href="Phaser.Stage.html">Stage</a>
</li>
<li>
<a href="Phaser.StageScaleMode.html">StageScaleMode</a>
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<a href="Phaser.State.html">State</a>
</li>
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<a href="Phaser.StateManager.html">StateManager</a>
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<a href="Phaser.Text.html">Text</a>
</li>
<li>
<a href="Phaser.TileSprite.html">TileSprite</a>
</li>
<li>
<a href="Phaser.Time.html">Time</a>
</li>
<li>
<a href="Phaser.Touch.html">Touch</a>
</li>
<li>
<a href="Phaser.Tween.html">Tween</a>
</li>
<li>
<a href="Phaser.TweenManager.html">TweenManager</a>
</li>
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<a href="Phaser.Utils.html">Utils</a>
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<a href="Phaser.Utils.Debug.html">Debug</a>
</li>
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<a href="Phaser.World.html">World</a>
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<a href="SignalBinding.html">SignalBinding</a>
</li>
</ul>
</li>
<li class="dropdown">
<a href="global.html" class="dropdown-toggle" data-toggle="dropdown">Global<b
class="caret"></b></a>
<ul class="dropdown-menu ">
<li>
<a href="global.html#bottom">bottom</a>
</li>
<li>
<a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li>
<li>
<a href="global.html#right">right</a>
</li>
</ul>
</li>
</ul>
</div>
</div>
<div class="row-fluid">
<div class="span8">
<div id="main">
<h1 class="page-title">Class: Cubic</h1>
<section>
<header>
<h2>
<span class="ancestors"><a href="Phaser.html">Phaser</a><a href="Phaser.Easing.html">.Easing</a>.</span>
Cubic
</h2>
</header>
<article>
<div class="container-overview">
<dt>
<h4 class="name" id="Cubic"><span class="type-signature"></span>new Cubic<span class="signature">()</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Cubic easing.</p>
</div>
<dl class="details">
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-85">line 85</a>
</li></ul></dd>
</dl>
</dd>
</div>
<h3 class="subsection-title">Methods</h3>
<dl>
<dt>
<h4 class="name" id="In"><span class="type-signature"></span>In<span class="signature">(k)</span><span class="type-signature"> &rarr; {number}</span></h4>
</dt>
<dd>
<div class="description">
<p>Cubic ease-in.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>k</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="description last"><p>The value to be tweened.</p></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-92">line 92</a>
</li></ul></dd>
</dl>
<h5>Returns:</h5>
<div class="param-desc">
<p>The tweened value.</p>
</div>
<dl>
<dt>
Type
</dt>
<dd>
<span class="param-type">number</span>
</dd>
</dl>
</dd>
<dt>
<h4 class="name" id="InOut"><span class="type-signature"></span>InOut<span class="signature">(k)</span><span class="type-signature"> &rarr; {number}</span></h4>
</dt>
<dd>
<div class="description">
<p>Cubic ease-in/out.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>k</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="description last"><p>The value to be tweened.</p></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-118">line 118</a>
</li></ul></dd>
</dl>
<h5>Returns:</h5>
<div class="param-desc">
<p>The tweened value.</p>
</div>
<dl>
<dt>
Type
</dt>
<dd>
<span class="param-type">number</span>
</dd>
</dl>
</dd>
<dt>
<h4 class="name" id="Out"><span class="type-signature"></span>Out<span class="signature">(k)</span><span class="type-signature"> &rarr; {number}</span></h4>
</dt>
<dd>
<div class="description">
<p>Cubic ease-out.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>k</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="description last"><p>The value to be tweened.</p></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-105">line 105</a>
</li></ul></dd>
</dl>
<h5>Returns:</h5>
<div class="param-desc">
<p>The tweened value.</p>
</div>
<dl>
<dt>
Type
</dt>
<dd>
<span class="param-type">number</span>
</dd>
</dl>
</dd>
</dl>
</article>
</section>
</div>
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Phaser Copyright © 2012-2013 Photon Storm Ltd.
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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8">
<title>Phaser Class: Elastic</title>
<!--[if lt IE 9]>
<script src="//html5shiv.googlecode.com/svn/trunk/html5.js"></script>
<![endif]-->
<link type="text/css" rel="stylesheet" href="styles/sunlight.default.css">
<link type="text/css" rel="stylesheet" href="styles/site.cerulean.css">
</head>
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<a href="Phaser.Easing.Circular.html">Circular</a>
</li>
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<a href="Phaser.Easing.Cubic.html">Cubic</a>
</li>
<li>
<a href="Phaser.Easing.Elastic.html">Elastic</a>
</li>
<li>
<a href="Phaser.Easing.Exponential.html">Exponential</a>
</li>
<li>
<a href="Phaser.Easing.Linear.html">Linear</a>
</li>
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</li>
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</li>
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</li>
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</li>
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</li>
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<a href="Phaser.InputHandler.html">InputHandler</a>
</li>
<li>
<a href="Phaser.Key.html">Key</a>
</li>
<li>
<a href="Phaser.Keyboard.html">Keyboard</a>
</li>
<li>
<a href="Phaser.LinkedList.html">LinkedList</a>
</li>
<li>
<a href="Phaser.Loader.html">Loader</a>
</li>
<li>
<a href="Phaser.LoaderParser.html">LoaderParser</a>
</li>
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<a href="Phaser.Math.html">Math</a>
</li>
<li>
<a href="Phaser.Mouse.html">Mouse</a>
</li>
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</li>
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<a href="Phaser.Physics.Arcade.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
<li>
<a href="Phaser.PluginManager.html">PluginManager</a>
</li>
<li>
<a href="Phaser.Point.html">Point</a>
</li>
<li>
<a href="Phaser.Pointer.html">Pointer</a>
</li>
<li>
<a href="Phaser.QuadTree.html">QuadTree</a>
</li>
<li>
<a href="Phaser.RandomDataGenerator.html">RandomDataGenerator</a>
</li>
<li>
<a href="Phaser.Rectangle.html">Rectangle</a>
</li>
<li>
<a href="Phaser.RenderTexture.html">RenderTexture</a>
</li>
<li>
<a href="Phaser.RequestAnimationFrame.html">RequestAnimationFrame</a>
</li>
<li>
<a href="Phaser.Signal.html">Signal</a>
</li>
<li>
<a href="Phaser.Sound.html">Sound</a>
</li>
<li>
<a href="Phaser.SoundManager.html">SoundManager</a>
</li>
<li>
<a href="Phaser.Sprite.html">Sprite</a>
</li>
<li>
<a href="Phaser.Stage.html">Stage</a>
</li>
<li>
<a href="Phaser.StageScaleMode.html">StageScaleMode</a>
</li>
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<a href="Phaser.State.html">State</a>
</li>
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<a href="Phaser.StateManager.html">StateManager</a>
</li>
<li>
<a href="Phaser.Text.html">Text</a>
</li>
<li>
<a href="Phaser.TileSprite.html">TileSprite</a>
</li>
<li>
<a href="Phaser.Time.html">Time</a>
</li>
<li>
<a href="Phaser.Touch.html">Touch</a>
</li>
<li>
<a href="Phaser.Tween.html">Tween</a>
</li>
<li>
<a href="Phaser.TweenManager.html">TweenManager</a>
</li>
<li>
<a href="Phaser.Utils.html">Utils</a>
</li>
<li>
<a href="Phaser.Utils.Debug.html">Debug</a>
</li>
<li>
<a href="Phaser.World.html">World</a>
</li>
<li>
<a href="SignalBinding.html">SignalBinding</a>
</li>
</ul>
</li>
<li class="dropdown">
<a href="global.html" class="dropdown-toggle" data-toggle="dropdown">Global<b
class="caret"></b></a>
<ul class="dropdown-menu ">
<li>
<a href="global.html#bottom">bottom</a>
</li>
<li>
<a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li>
<li>
<a href="global.html#right">right</a>
</li>
</ul>
</li>
</ul>
</div>
</div>
<div class="row-fluid">
<div class="span8">
<div id="main">
<h1 class="page-title">Class: Elastic</h1>
<section>
<header>
<h2>
<span class="ancestors"><a href="Phaser.html">Phaser</a><a href="Phaser.Easing.html">.Easing</a>.</span>
Elastic
</h2>
</header>
<article>
<div class="container-overview">
<dt>
<h4 class="name" id="Elastic"><span class="type-signature"></span>new Elastic<span class="signature">()</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Elastic easing.</p>
</div>
<dl class="details">
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-380">line 380</a>
</li></ul></dd>
</dl>
</dd>
</div>
<h3 class="subsection-title">Methods</h3>
<dl>
<dt>
<h4 class="name" id="In"><span class="type-signature"></span>In<span class="signature">(k)</span><span class="type-signature"> &rarr; {number}</span></h4>
</dt>
<dd>
<div class="description">
<p>Elastic ease-in.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>k</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="description last"><p>The value to be tweened.</p></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-387">line 387</a>
</li></ul></dd>
</dl>
<h5>Returns:</h5>
<div class="param-desc">
<p>The tweened value.</p>
</div>
<dl>
<dt>
Type
</dt>
<dd>
<span class="param-type">number</span>
</dd>
</dl>
</dd>
<dt>
<h4 class="name" id="InOut"><span class="type-signature"></span>InOut<span class="signature">(k)</span><span class="type-signature"> &rarr; {number}</span></h4>
</dt>
<dd>
<div class="description">
<p>Elastic ease-in/out.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>k</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="description last"><p>The value to be tweened.</p></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-423">line 423</a>
</li></ul></dd>
</dl>
<h5>Returns:</h5>
<div class="param-desc">
<p>The tweened value.</p>
</div>
<dl>
<dt>
Type
</dt>
<dd>
<span class="param-type">number</span>
</dd>
</dl>
</dd>
<dt>
<h4 class="name" id="Out"><span class="type-signature"></span>Out<span class="signature">(k)</span><span class="type-signature"> &rarr; {number}</span></h4>
</dt>
<dd>
<div class="description">
<p>Elastic ease-out.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>k</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="description last"><p>The value to be tweened.</p></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-405">line 405</a>
</li></ul></dd>
</dl>
<h5>Returns:</h5>
<div class="param-desc">
<p>The tweened value.</p>
</div>
<dl>
<dt>
Type
</dt>
<dd>
<span class="param-type">number</span>
</dd>
</dl>
</dd>
</dl>
</article>
</section>
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+972
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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8">
<title>Phaser Class: Exponential</title>
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<a href="Phaser.RenderTexture.html">RenderTexture</a>
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<a href="Phaser.RequestAnimationFrame.html">RequestAnimationFrame</a>
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<li>
<a href="Phaser.SoundManager.html">SoundManager</a>
</li>
<li>
<a href="Phaser.Sprite.html">Sprite</a>
</li>
<li>
<a href="Phaser.Stage.html">Stage</a>
</li>
<li>
<a href="Phaser.StageScaleMode.html">StageScaleMode</a>
</li>
<li>
<a href="Phaser.State.html">State</a>
</li>
<li>
<a href="Phaser.StateManager.html">StateManager</a>
</li>
<li>
<a href="Phaser.Text.html">Text</a>
</li>
<li>
<a href="Phaser.TileSprite.html">TileSprite</a>
</li>
<li>
<a href="Phaser.Time.html">Time</a>
</li>
<li>
<a href="Phaser.Touch.html">Touch</a>
</li>
<li>
<a href="Phaser.Tween.html">Tween</a>
</li>
<li>
<a href="Phaser.TweenManager.html">TweenManager</a>
</li>
<li>
<a href="Phaser.Utils.html">Utils</a>
</li>
<li>
<a href="Phaser.Utils.Debug.html">Debug</a>
</li>
<li>
<a href="Phaser.World.html">World</a>
</li>
<li>
<a href="SignalBinding.html">SignalBinding</a>
</li>
</ul>
</li>
<li class="dropdown">
<a href="global.html" class="dropdown-toggle" data-toggle="dropdown">Global<b
class="caret"></b></a>
<ul class="dropdown-menu ">
<li>
<a href="global.html#bottom">bottom</a>
</li>
<li>
<a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li>
<li>
<a href="global.html#right">right</a>
</li>
</ul>
</li>
</ul>
</div>
</div>
<div class="row-fluid">
<div class="span8">
<div id="main">
<h1 class="page-title">Class: Exponential</h1>
<section>
<header>
<h2>
<span class="ancestors"><a href="Phaser.html">Phaser</a><a href="Phaser.Easing.html">.Easing</a>.</span>
Exponential
</h2>
</header>
<article>
<div class="container-overview">
<dt>
<h4 class="name" id="Exponential"><span class="type-signature"></span>new Exponential<span class="signature">()</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Exponential easing.</p>
</div>
<dl class="details">
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-280">line 280</a>
</li></ul></dd>
</dl>
</dd>
</div>
<h3 class="subsection-title">Methods</h3>
<dl>
<dt>
<h4 class="name" id="In"><span class="type-signature"></span>In<span class="signature">(k)</span><span class="type-signature"> &rarr; {number}</span></h4>
</dt>
<dd>
<div class="description">
<p>Exponential ease-in.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>k</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="description last"><p>The value to be tweened.</p></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-287">line 287</a>
</li></ul></dd>
</dl>
<h5>Returns:</h5>
<div class="param-desc">
<p>The tweened value.</p>
</div>
<dl>
<dt>
Type
</dt>
<dd>
<span class="param-type">number</span>
</dd>
</dl>
</dd>
<dt>
<h4 class="name" id="InOut"><span class="type-signature"></span>InOut<span class="signature">(k)</span><span class="type-signature"> &rarr; {number}</span></h4>
</dt>
<dd>
<div class="description">
<p>Exponential ease-in/out.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>k</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="description last"><p>The value to be tweened.</p></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-313">line 313</a>
</li></ul></dd>
</dl>
<h5>Returns:</h5>
<div class="param-desc">
<p>The tweened value.</p>
</div>
<dl>
<dt>
Type
</dt>
<dd>
<span class="param-type">number</span>
</dd>
</dl>
</dd>
<dt>
<h4 class="name" id="Out"><span class="type-signature"></span>Out<span class="signature">(k)</span><span class="type-signature"> &rarr; {number}</span></h4>
</dt>
<dd>
<div class="description">
<p>Exponential ease-out.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>k</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="description last"><p>The value to be tweened.</p></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-300">line 300</a>
</li></ul></dd>
</dl>
<h5>Returns:</h5>
<div class="param-desc">
<p>The tweened value.</p>
</div>
<dl>
<dt>
Type
</dt>
<dd>
<span class="param-type">number</span>
</dd>
</dl>
</dd>
</dl>
</article>
</section>
</div>
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<footer>
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Phaser Copyright © 2012-2013 Photon Storm Ltd.
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Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
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+690
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<!DOCTYPE html>
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<title>Phaser Class: Linear</title>
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<a href="Phaser.Easing.Exponential.html">Exponential</a>
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<a href="Phaser.Easing.Linear.html">Linear</a>
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<a href="Phaser.LoaderParser.html">LoaderParser</a>
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<a href="Phaser.Math.html">Math</a>
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<a href="Phaser.MSPointer.html">MSPointer</a>
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<a href="Phaser.Particles.html">Particles</a>
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<a href="Phaser.Particles.Arcade.Emitter.html">Emitter</a>
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<a href="Phaser.Plugin.html">Plugin</a>
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<a href="Phaser.PluginManager.html">PluginManager</a>
</li>
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</li>
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</li>
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</li>
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</li>
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<a href="Phaser.Rectangle.html">Rectangle</a>
</li>
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<a href="Phaser.RenderTexture.html">RenderTexture</a>
</li>
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<a href="Phaser.RequestAnimationFrame.html">RequestAnimationFrame</a>
</li>
<li>
<a href="Phaser.Signal.html">Signal</a>
</li>
<li>
<a href="Phaser.Sound.html">Sound</a>
</li>
<li>
<a href="Phaser.SoundManager.html">SoundManager</a>
</li>
<li>
<a href="Phaser.Sprite.html">Sprite</a>
</li>
<li>
<a href="Phaser.Stage.html">Stage</a>
</li>
<li>
<a href="Phaser.StageScaleMode.html">StageScaleMode</a>
</li>
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<a href="Phaser.State.html">State</a>
</li>
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<a href="Phaser.StateManager.html">StateManager</a>
</li>
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<a href="Phaser.Text.html">Text</a>
</li>
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<a href="Phaser.TileSprite.html">TileSprite</a>
</li>
<li>
<a href="Phaser.Time.html">Time</a>
</li>
<li>
<a href="Phaser.Touch.html">Touch</a>
</li>
<li>
<a href="Phaser.Tween.html">Tween</a>
</li>
<li>
<a href="Phaser.TweenManager.html">TweenManager</a>
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<a href="Phaser.Utils.html">Utils</a>
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</li>
<li>
<a href="SignalBinding.html">SignalBinding</a>
</li>
</ul>
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<li class="dropdown">
<a href="global.html" class="dropdown-toggle" data-toggle="dropdown">Global<b
class="caret"></b></a>
<ul class="dropdown-menu ">
<li>
<a href="global.html#bottom">bottom</a>
</li>
<li>
<a href="global.html#HEXtoRGB">HEXtoRGB</a>
</li>
<li>
<a href="global.html#right">right</a>
</li>
</ul>
</li>
</ul>
</div>
</div>
<div class="row-fluid">
<div class="span8">
<div id="main">
<h1 class="page-title">Class: Linear</h1>
<section>
<header>
<h2>
<span class="ancestors"><a href="Phaser.html">Phaser</a><a href="Phaser.Easing.html">.Easing</a>.</span>
Linear
</h2>
</header>
<article>
<div class="container-overview">
<dt>
<h4 class="name" id="Linear"><span class="type-signature"></span>new Linear<span class="signature">()</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Linear easing.</p>
</div>
<dl class="details">
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-14">line 14</a>
</li></ul></dd>
</dl>
</dd>
</div>
<h3 class="subsection-title">Methods</h3>
<dl>
<dt>
<h4 class="name" id="In"><span class="type-signature"></span>In<span class="signature">(k)</span><span class="type-signature"> &rarr; {number}</span></h4>
</dt>
<dd>
<div class="description">
<p>Ease-in.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>k</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="description last"><p>The value to be tweened.</p></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-21">line 21</a>
</li></ul></dd>
</dl>
<h5>Returns:</h5>
<div class="param-desc">
<p>k^2.</p>
</div>
<dl>
<dt>
Type
</dt>
<dd>
<span class="param-type">number</span>
</dd>
</dl>
</dd>
</dl>
</article>
</section>
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<footer>
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Phaser Copyright © 2012-2013 Photon Storm Ltd.
</span>
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<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
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+972
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</li>
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</li>
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</li>
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</li>
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</li>
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</li>
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</li>
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</li>
</ul>
</li>
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<a href="global.html" class="dropdown-toggle" data-toggle="dropdown">Global<b
class="caret"></b></a>
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</div>
</div>
<div class="row-fluid">
<div class="span8">
<div id="main">
<h1 class="page-title">Class: Quadratic</h1>
<section>
<header>
<h2>
<span class="ancestors"><a href="Phaser.html">Phaser</a><a href="Phaser.Easing.html">.Easing</a>.</span>
Quadratic
</h2>
</header>
<article>
<div class="container-overview">
<dt>
<h4 class="name" id="Quadratic"><span class="type-signature"></span>new Quadratic<span class="signature">()</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Quadratic easing.</p>
</div>
<dl class="details">
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-36">line 36</a>
</li></ul></dd>
</dl>
</dd>
</div>
<h3 class="subsection-title">Methods</h3>
<dl>
<dt>
<h4 class="name" id="In"><span class="type-signature"></span>In<span class="signature">(k)</span><span class="type-signature"> &rarr; {number}</span></h4>
</dt>
<dd>
<div class="description">
<p>Ease-in.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>k</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="description last"><p>The value to be tweened.</p></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-43">line 43</a>
</li></ul></dd>
</dl>
<h5>Returns:</h5>
<div class="param-desc">
<p>k^2.</p>
</div>
<dl>
<dt>
Type
</dt>
<dd>
<span class="param-type">number</span>
</dd>
</dl>
</dd>
<dt>
<h4 class="name" id="InOut"><span class="type-signature"></span>InOut<span class="signature">(k)</span><span class="type-signature"> &rarr; {number}</span></h4>
</dt>
<dd>
<div class="description">
<p>Ease-in/out.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>k</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="description last"><p>The value to be tweened.</p></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-69">line 69</a>
</li></ul></dd>
</dl>
<h5>Returns:</h5>
<div class="param-desc">
<p>The tweened value.</p>
</div>
<dl>
<dt>
Type
</dt>
<dd>
<span class="param-type">number</span>
</dd>
</dl>
</dd>
<dt>
<h4 class="name" id="Out"><span class="type-signature"></span>Out<span class="signature">(k)</span><span class="type-signature"> &rarr; {number}</span></h4>
</dt>
<dd>
<div class="description">
<p>Ease-out.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>k</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="description last"><p>The value to be tweened.</p></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-56">line 56</a>
</li></ul></dd>
</dl>
<h5>Returns:</h5>
<div class="param-desc">
<p>k* (2-k).</p>
</div>
<dl>
<dt>
Type
</dt>
<dd>
<span class="param-type">number</span>
</dd>
</dl>
</dd>
</dl>
</article>
</section>
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<div class="row-fluid">
<div class="span8">
<div id="main">
<h1 class="page-title">Class: Quartic</h1>
<section>
<header>
<h2>
<span class="ancestors"><a href="Phaser.html">Phaser</a><a href="Phaser.Easing.html">.Easing</a>.</span>
Quartic
</h2>
</header>
<article>
<div class="container-overview">
<dt>
<h4 class="name" id="Quartic"><span class="type-signature"></span>new Quartic<span class="signature">()</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Quartic easing.</p>
</div>
<dl class="details">
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-134">line 134</a>
</li></ul></dd>
</dl>
</dd>
</div>
<h3 class="subsection-title">Methods</h3>
<dl>
<dt>
<h4 class="name" id="In"><span class="type-signature"></span>In<span class="signature">(k)</span><span class="type-signature"> &rarr; {number}</span></h4>
</dt>
<dd>
<div class="description">
<p>Quartic ease-in.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>k</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="description last"><p>The value to be tweened.</p></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-141">line 141</a>
</li></ul></dd>
</dl>
<h5>Returns:</h5>
<div class="param-desc">
<p>The tweened value.</p>
</div>
<dl>
<dt>
Type
</dt>
<dd>
<span class="param-type">number</span>
</dd>
</dl>
</dd>
<dt>
<h4 class="name" id="InOut"><span class="type-signature"></span>InOut<span class="signature">(k)</span><span class="type-signature"> &rarr; {number}</span></h4>
</dt>
<dd>
<div class="description">
<p>Quartic ease-in/out.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>k</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="description last"><p>The value to be tweened.</p></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-167">line 167</a>
</li></ul></dd>
</dl>
<h5>Returns:</h5>
<div class="param-desc">
<p>The tweened value.</p>
</div>
<dl>
<dt>
Type
</dt>
<dd>
<span class="param-type">number</span>
</dd>
</dl>
</dd>
<dt>
<h4 class="name" id="Out"><span class="type-signature"></span>Out<span class="signature">(k)</span><span class="type-signature"> &rarr; {number}</span></h4>
</dt>
<dd>
<div class="description">
<p>Quartic ease-out.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>k</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="description last"><p>The value to be tweened.</p></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-154">line 154</a>
</li></ul></dd>
</dl>
<h5>Returns:</h5>
<div class="param-desc">
<p>The tweened value.</p>
</div>
<dl>
<dt>
Type
</dt>
<dd>
<span class="param-type">number</span>
</dd>
</dl>
</dd>
</dl>
</article>
</section>
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<h1 class="page-title">Class: Quintic</h1>
<section>
<header>
<h2>
<span class="ancestors"><a href="Phaser.html">Phaser</a><a href="Phaser.Easing.html">.Easing</a>.</span>
Quintic
</h2>
</header>
<article>
<div class="container-overview">
<dt>
<h4 class="name" id="Quintic"><span class="type-signature"></span>new Quintic<span class="signature">()</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Quintic easing.</p>
</div>
<dl class="details">
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-183">line 183</a>
</li></ul></dd>
</dl>
</dd>
</div>
<h3 class="subsection-title">Methods</h3>
<dl>
<dt>
<h4 class="name" id="In"><span class="type-signature"></span>In<span class="signature">(k)</span><span class="type-signature"> &rarr; {number}</span></h4>
</dt>
<dd>
<div class="description">
<p>Quintic ease-in.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>k</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="description last"><p>The value to be tweened.</p></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-190">line 190</a>
</li></ul></dd>
</dl>
<h5>Returns:</h5>
<div class="param-desc">
<p>The tweened value.</p>
</div>
<dl>
<dt>
Type
</dt>
<dd>
<span class="param-type">number</span>
</dd>
</dl>
</dd>
<dt>
<h4 class="name" id="InOut"><span class="type-signature"></span>InOut<span class="signature">(k)</span><span class="type-signature"> &rarr; {number}</span></h4>
</dt>
<dd>
<div class="description">
<p>Quintic ease-in/out.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>k</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="description last"><p>The value to be tweened.</p></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-216">line 216</a>
</li></ul></dd>
</dl>
<h5>Returns:</h5>
<div class="param-desc">
<p>The tweened value.</p>
</div>
<dl>
<dt>
Type
</dt>
<dd>
<span class="param-type">number</span>
</dd>
</dl>
</dd>
<dt>
<h4 class="name" id="Out"><span class="type-signature"></span>Out<span class="signature">(k)</span><span class="type-signature"> &rarr; {number}</span></h4>
</dt>
<dd>
<div class="description">
<p>Quintic ease-out.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>k</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="description last"><p>The value to be tweened.</p></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Easing.js.html">tween/Easing.js</a>, <a href="Easing.js.html#sunlight-1-line-203">line 203</a>
</li></ul></dd>
</dl>
<h5>Returns:</h5>
<div class="param-desc">
<p>The tweened value.</p>
</div>
<dl>
<dt>
Type
</dt>
<dd>
<span class="param-type">number</span>
</dd>
</dl>
</dd>
</dl>
</article>
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