784 Commits
Author SHA1 Message Date
photonstorm 480c1819d6 Working through AABB vs. AABB tests. 2014-03-07 05:30:56 +00:00
photonstorm 4cac6408d8 Ninja.AABB updated with all the correct properties, now works fully as with Circle. Created new tests, all Ninja shapes now set Body.touching values correctly. TileSprites work as bodies. Trying out AABB vs. AABB collision now. 2014-03-07 04:43:55 +00:00
photonstorm f22af81653 TileSprites now have a physics body property and call it in the pre and post updates. As with all physics bodies it's null by default. 2014-03-07 03:23:32 +00:00
photonstorm 1c68ff9042 Tilemap.createFromObjects allows you to specify you own object type to be created if you want a class that extends Phaser.Sprite. 2014-03-07 03:19:07 +00:00
photonstorm a51ae03246 Tweens are now bound to their own TweenManager, not always the global game one. So you can create your own managers now (for you clark :) 2014-03-07 01:26:09 +00:00
photonstorm 3b2573de9a Objects that are 'fixedToCamera' are now still correctly placed even if the camera is scaled (#512) 2014-03-06 17:12:12 +00:00
Richard Davey a6b05f4d02 Merge pull request #519 from clark-stevenson/patch-1
Phaser.Image extends PIXI.Sprite
2014-03-06 16:57:38 +00:00
photonstorm 7db8e5bc5e Fixed typo in README (thanks prtksxna, #518) 2014-03-06 16:56:25 +00:00
photonstorm d75f6e163f Updated tilemap type to string (fixes #516) 2014-03-06 16:53:52 +00:00
photonstorm 081c083176 InputHandler.enableSnap now correctly assigns the snap offset parameters (fixes #515) 2014-03-06 16:45:29 +00:00
clark-stevenson 83091b7647 Phaser.Image extends PIXI.Sprite 2014-03-06 11:44:26 +00:00
photonstorm 512b542e50 Fixed gruntfile and included new labs demo. 2014-03-06 10:01:46 +00:00
photonstorm 6815c5909a New tiles and new map test. 2014-03-06 09:48:42 +00:00
photonstorm e97a207816 Added in Circle to the Ninja physics system. 2014-03-06 07:18:59 +00:00
photonstorm 3e93f24583 New split physics system is implemented. Still tidying-up, but ArcadePhysics, P2 and Ninja Physics are in and configured. Lots more examples required, and tilemap collision mostly broken in Arcade at the moment. Time to implement in Ninja. 2014-03-06 06:29:19 +00:00
photonstorm 2bab4fd2fb Testing lines. 2014-03-05 04:40:37 +00:00
photonstorm 12a2a2ec16 Testing map collision 2014-03-05 03:18:24 +00:00
photonstorm 22b1ce9b9d Added Phasers new Physics Manager and restored the pre-1.1.4 ArcadePhysics system. The new manager can handle multiple physics systems running in parallel, which could be extremely useful for lots of games. 2014-03-05 02:36:08 +00:00
photonstorm cc82336952 Adding in TweenGroup for wip dev. 2014-03-04 03:31:20 +00:00
photonstorm 5a6ae5f696 Tilemap.putTile now correctly re-calculates the collision data based on the new collideIndexes array (fixes #371)
Tilemap.putTile can now insert a tile into a null/blank area of the map (before it could only replace existing tiles)
2014-03-04 03:08:35 +00:00
Richard Davey b5df53b4f6 Merge pull request #507 from clark-stevenson/patch-1
PIXI + Phaser Definitions
2014-03-04 02:05:45 +00:00
photonstorm f9cad58082 Labs code updates. 2014-03-04 01:40:02 +00:00
photonstorm a30c2c87a9 New build files. 2014-03-04 01:29:04 +00:00
photonstorm 8c2502d37d Group.xy(index, x, y) allows you to set the x and y coordinates of a Group child at the given index.
Group.reverse() reverses the display order of all children in the Group.
New labs demo.
Fixed some Easing docs issues.
2014-03-04 01:27:57 +00:00
clark-stevenson 700d8d5258 PIXI + Phaser Definitions
Thanks to @natelong for Maintaining the original PIXI definitions.

Updated to 1.5.2 PIXI. 

Needs testing. May be missing updates from the dev branch of Phaser 1.2 that occurred in the last few days.  

Warning! I made Phaser.point extend PIXI.Point. It was the only way I could get this to work. 

If class property position is PIXI.Point
And you try to overlay position with Phaser.Point

I get "X cannot extend Y type mismatch" for a whole bunch of classes. Only when I extend PIXI.Point does the errors dissapear. 

Also was not sure to include PIXI in this file or a separate one.
2014-03-03 23:46:24 +00:00
photonstorm 67ad898294 Tween.generateData(frameRate) allows you to generate tween data into an array, which can then be used however you wish (see new examples)
Added new Retro Font examples.
2014-03-03 22:43:35 +00:00
photonstorm 7183322259 Renamed Phaser.BitmapFont to Phaser.RetroFont because I believe it will cause confusion otherwise. Also tidied up the asset fonts folder. 2014-03-03 17:05:28 +00:00
photonstorm 6cc09fce67 Updated Pixi to fix roundToPixel error. 2014-03-03 16:13:50 +00:00
photonstorm 833960b3c8 Animation.looped has been renamed to Animation.loop. It's a boolean you can toggle at run-time to turn on/off animation looping.
A single Animation object now has 3 new events: onStart, onLoop and onComplete.
Animation.loopCount holds the number of times the animation has looped since it last started.
Animation.stop has a new parameter: dispatchComplete. If true it'll dispatch an Animation.onComplete event.
2014-03-03 16:05:55 +00:00
photonstorm 4a370c82cf You can now load in CSV Tilemaps again and they get created properly (fixes #391)
You can now create blank Tilemaps and then populate them with data later.
2014-03-03 13:45:47 +00:00
photonstorm 960e8cace6 Updated blank tilemap example with painting tool. 2014-03-03 11:40:40 +00:00
photonstorm 502d74ee39 Keyboard.event now stores the most recent DOM keyboard event. 2014-03-03 11:18:56 +00:00
photonstorm d8f5832fa2 Completely empty Tilemaps can now be created. This allows for dynamic map generation at runtime.
Loads of updates across most the Tilemap files. Not finished yet, still CSV loading to do and a multi-tileset issue to resolve, but it's a lot more flexible now.
2014-03-03 05:19:46 +00:00
photonstorm 6f513042c1 Tween no longer copies all the object properties into the _valuesStart object on creation.
Fixed shadow bug in Debug.text
Fixed tween examples.
2014-03-03 02:40:59 +00:00
photonstorm 76040d303e Added in the Gestures support contribution for testing. 2014-03-03 01:42:11 +00:00
photonstorm 61376093fd Updated all the examples to use the new Debug methods. 2014-03-03 01:19:31 +00:00
photonstorm c4a68e3e87 The Debug panel now works in WebGL mode. Pay attention to the warning at the top of the Debug docs (feature request #499)
All the Debug methods have had the word 'render' removed from the start. So where you did `debug.renderSpriteInfo` before, it's now just `debug.spriteInfo`.
Debug methods that rendered geometry (Rectangle, Circle, Line, Point) have been merged into the single method: `Debug.geom`.
2014-03-03 00:46:03 +00:00
photonstorm 418a161b46 Testing webgl debug overlay. 2014-03-02 20:51:44 +00:00
photonstorm 442e6bb776 Events.onInputUp would be dispatched twice if the Sprite had drag enabled, now only dispatched once (thanks Overbryd, fixes #502)
Changed webfont URI back to //
2014-03-02 11:31:26 +00:00
Richard Davey 3794a846d4 Merge pull request #504 from georgiee/fix-single-polygon
Phaser.Physics.Body#loadPolygon
2014-03-02 11:26:31 +00:00
Richard Davey a7dbd6e626 Merge pull request #498 from alvinsight/1.2
Examples updated
2014-03-02 11:23:59 +00:00
photonstorm 0eb23d4b11 RandomDataGenerator.integerInRange(min, max) now includes both min and max within its range (#501) 2014-03-02 11:21:30 +00:00
photonstorm 52118be088 Sound.onMarkerComplete event is now dispatched when a marker stops. See Sound.onLoop for a looping marker event (thanks registered99, fixes #500) 2014-03-02 11:11:20 +00:00
photonstorm 66bdf56349 The physics world is now cleared on state swap (fixes #505) 2014-03-02 11:04:04 +00:00
photonstorm 33da238e97 Updated pixi.js 2014-03-02 10:58:51 +00:00
photonstorm 7ff4e51ab1 Time.reset does a removeAll on any Timers.
Device no longer things a Windows Phone or Windows Tablet are desktop devices (thanks wombatbuddy, fixes #506)
2014-03-02 10:56:39 +00:00
Georgios Kaleadis a1bb3ea23b pop first element if there is only one shape 2014-03-01 12:04:30 +01:00
photonstorm 664d5b3e2c Fixed issue where Image, Sprite, etc wouldn't call preUpdate or postUpdate of its children.
Fixed issue where renderOrderID wasn't being assigned correctly, causing the Input Handler to be unable to select the "top" item on a display list (would all default to zero)
Fixed issue where Stage would assign renderOrderIDs in reverse, should be in sequence.
Fixed issue where objects where checking World for the currentRenderOrderID by mistake instead of Stage.
Basically, input handling works a lot better now for Groups and nested objects :)
2014-02-28 19:45:15 +00:00
photonstorm 8dcfef8db0 Updated to latest Pixi build (can do away with our own local patch now).
Group.sendToBottom(child) is the handy opposite of Group.bringToTop()
Group.moveUp(child) will move a child up the display list, swapping with the child above it.
Group.moveDown(child) will move a child down the display list, swapping with the child below it.
2014-02-28 18:55:07 +00:00
alvinsight 27cea5e6f0 Tidying up a bit 2014-02-28 18:40:06 +00:00
alvinsight f17cdd9c32 Updated a lot of examples to Phaser 2.0 :) 2014-02-28 18:22:52 +00:00
photonstorm bbc0f4a18a Updated grunt script so it can copy the build files to the right location. 2014-02-28 11:12:49 +00:00
photonstorm 8662cd2fd4 Brand new Grunt task - creates each core library as its own file and a combined phaser.js.
New build script now cleanly splits Phaser, Pixi and p2 so they are each UMD wrapped and each available in the global scope (now more requireJS friendly!).
phaser-no-libs.js allows you to use your own version of p2.js or pixi.js with Phaser. Warning: This is totally unsupported. If you hit bugs, you fix them yourself.
Fixed silly instanceof bug in game objects (sorry guys).
2014-02-28 09:30:53 +00:00
photonstorm 4562939e4e Fixed stupid error in destroy(). 2014-02-28 06:17:18 +00:00
photonstorm e45a929b00 Body.loadPolygon now parses all shapes that may exist in a JSON data file, and re-creates them all on the Body. Assumes shapes are CCW + Convex (tested working with Lime Exportor). Almost fixes #449 but Body rotation seems to screw orientation of shapes. 2014-02-28 05:46:02 +00:00
photonstorm 8dc28f4800 Animation.speed added. You can now change the animation speed on the fly, without re-starting the animation (feature request #458) 2014-02-28 04:32:12 +00:00
photonstorm e3d53ad6a3 Game no longer pauses if you've forced orientation and change it, also doesn't resize a NO_SCALE game.
If the game was set to NO_SCALE and you swapped orientation, it would pause and resize, then fail to resize when you swapped back (thanks starnut, fixes #258)
2014-02-28 04:15:28 +00:00
photonstorm 09d4a35b7f Fixed issue where Phaser.Canvas.create would always make a screencanvas for CocoonJS, but that should only happen once. New parameter toggles it. 2014-02-28 03:55:06 +00:00
photonstorm 34ee2b0b20 Fixed issue with CocoonJS detection in Device.
Fixed docs issue in Tilemap.
Created landscape pointer test, confirmed working fine (issue #276)
2014-02-28 03:09:04 +00:00
photonstorm 43cd5e4b3f Fixed the Tunnel filter. Had to patch Pixi to do it :( But no other choice for now until they merge my pull request. 2014-02-27 23:28:28 +00:00
photonstorm 3568dc4ff1 Pixi GrayFilter ported over (thanks nickryall #404)
Fixed Time.totalElapsedSeconds, which gets the other filters working again too.
2014-02-27 22:35:06 +00:00
photonstorm a8bd5db7ba Fixed smoothed value in Sprite and Image too. 2014-02-27 21:57:57 +00:00
photonstorm 5c30fd019f Stage.smoothed was returning the opposite of its actual setting (#494) 2014-02-27 21:56:47 +00:00
photonstorm 10b3dbf74a Loader.replaceInFileList wouldn't over-write the previous entry correctly, which caused the Loader.image overwrite parameter to fail (thanks basoko, fixes #493) 2014-02-27 21:41:54 +00:00
photonstorm 7e12075be1 Buttons are now cleanly destroyed if part of a Group without leaving their InputHandler running.
You can now safely destroy a Group and the 'destroyChildren' boolean will propogate fully down the display list.
Calling destroy on an already destroyed object would throw a run-time error. Now checked for and aborted.
Calling destroy while in an Input Event callback now works for either the parent Group or the calling object itself.
In Group.destroy the default for 'destroyChildren' was false. It's now `true` as this is a far more likely requirement when destroying a Group.
All GameObjects now have a 'destroyChildren' boolean as a parameter to their destroy method. It's default is true and the value propogates down its children.
2014-02-27 20:05:16 +00:00
photonstorm 53c10ca31f The grunt task now creates an optional version of Phaser without any Physics support built in. Quite a bit smaller now.
The grunt task now has a new `noUmd` option which builds Phaser without the UMD wrapper.
2014-02-27 17:00:14 +00:00
photonstorm 4d284029c7 Tweens now resume correctly if the game pauses (focus loss) while they are paused.
Tweens don't double pause if they were already paused and the game pauses.
2014-02-26 23:27:22 +00:00
photonstorm 86374d4437 Phaser.Timer will no longer resume if it was previously paused and the game loses focus and then resumes (fixes #383)
Phaser.Timer.stop has a new parameter: clearEvents (default true), if true all the events in Timer will be cleared, otherwise they will remain (fixes #383)
2014-02-26 20:12:17 +00:00
photonstorm db090601b8 The Timer will no longer create negative ticks during game boot, no matter how small the Timer delay is (fixes #366) 2014-02-26 19:52:23 +00:00
Richard Davey 493c12c807 Merge pull request #491 from nhowell/patch-1
Add missing spaces in CONTRIBUTING.md
2014-02-26 18:57:32 +00:00
Nicholas Howell 419076ed62 Add missing spaces in CONTRIBUTING.md 2014-02-26 10:41:13 -05:00
photonstorm d0fa50f014 Fixed issue stopping SoundManager.volume from working correctly on a global volume basis (fix # 488) 2014-02-26 14:40:55 +00:00
photonstorm 4a97861ff8 Updated p2 2014-02-26 06:27:44 +00:00
photonstorm 5ab104ad4b Loader.script now has callback (and callbackContext) parameters, so you can specify a function to run once the JS has been injected into the body. 2014-02-26 02:45:06 +00:00
photonstorm 1aea08d0f7 AnimationParser.spriteSheet wasn't taking the margin or spacing into account when calculating the numbers of sprites per row/column, nor was it allowing for extra power-of-two padding at the end (fix #482, thanks yig)
AnimationManager.add documentation said that 'frames' could be null, but the code couldn't handle this so it defaults to an empty array if none given (thanks yig)
Also updated TypeScript definitions and StateManager.add docs.
2014-02-26 01:32:38 +00:00
photonstorm 29fcfc515d Fixed TilemapParser - would spit out a tileset warning if margin/spacing were set (fix #485, thanks Cybolic) 2014-02-26 01:20:24 +00:00
photonstorm 994eaff92b StateManager fixes for when you change state in the create function.
TilemapLayer update for WebGL.
2014-02-26 00:58:19 +00:00
photonstorm d958b34f43 New build. 2014-02-25 23:20:06 +00:00
photonstorm db2e3733c2 Fullscreen mode now uses window.outerWidth/Height when using EXACT_FIT as the scale mode, which fixes input coordinate errors (fixes #232)
Fullscreen mode now works in Internet Explorer and uses the new fullscreen non-prefix call.
2014-02-25 21:16:56 +00:00
photonstorm 741249043c ScaleManager has 2 new events: ScaleManager.enterFullScreen and ScaleManager.leaveFullScreen, so you can respond to fullscreen changes directly.
Fullscreen mode now uses window.outerWidth/Height when using EXACT_FIT as the scale mode, which fixes input coordinate errors (fixes #232)
2014-02-25 17:10:37 +00:00
photonstorm be27442139 Fixed Fullscreen example and State preloading. 2014-02-25 16:26:11 +00:00
photonstorm 1646157c0c Fixed documentation error. 2014-02-25 14:54:56 +00:00
photonstorm 13c99f3491 Phaser.StageScaleMode has been renamed to ScaleManager and moved from the system folder to the core folder. It's still available under game.scale.
If your game references the old Phaser.StageScaleMode consts like SHOW_ALL you need to update them to Phaser.ScaleManager, i.e. Phaser.ScaleManager.SHOW_ALL.
All of the Project Templates have been updated to reflect the above change.
2014-02-25 14:46:48 +00:00
photonstorm fdde4cb7e6 Sorry, removing console.logs :) 2014-02-25 11:58:17 +00:00
photonstorm b4dbaf9950 StateManager.start can now have as many parameters as you like. The order is: start(key, clearWorld, clearCache, ...) - they are passed to State.init() (NOT create!) 2014-02-25 11:56:57 +00:00
photonstorm c53a06849e Stop Group.callAll splitting empty strings. 2014-02-25 05:20:19 +00:00
photonstorm a24d252430 Fixed issue where Stage.update wasn't called. 2014-02-25 04:58:09 +00:00
photonstorm a1b502fc06 Stage.smoothed allows you to set if sprites will be smoothed when rendered. Set to false if you're using pixel art in your game. Default is true. Works in Canvas and WebGL. Setting the game anti-aliased parameter now works properly too.
Sprite.smoothed and Image.smoothed allows you to set per-Sprite smoothing, perfect if you just want to keep a few sprites smoothed (or not).
Fixes #381.
2014-02-25 04:41:57 +00:00
photonstorm b255fea85f Time.advancedTiming is a new boolean property. If true Time.fps, fpsMin, fpsMax, frames, msMin and msMax will be calculated, otherwise they remain at their defaults. 2014-02-25 04:05:28 +00:00
Richard Davey 8fafb3de56 Merge pull request #470 from indiejones/1.2
Method expects body
2014-02-25 04:05:21 +00:00
photonstorm 8fb2f20482 Swapping between tabs will pause and resume tweens correctly, allowing their onComplete events to still fire (fixes #292) 2014-02-25 03:33:47 +00:00
photonstorm cc06a62b90 Pausing the game will now mute audio and resuming will un-mute, unless it was muted via the game (fixes #439) 2014-02-25 03:12:12 +00:00
photonstorm 415342d986 Vastly improved visibility API support + pageshow/pagehide + focus/blur. Working across Chrome, IE, Firefox, iOS, Android (also fixes #161) 2014-02-25 02:59:24 +00:00
photonstorm beaac18b8f Active animations now monitor if the game pauses, and resume normally when the game un-pauses (fixes #179) 2014-02-24 23:06:45 +00:00
photonstorm 36df5516dd Fixed full-screen anti-alias issue (#478). 2014-02-24 20:33:22 +00:00
photonstorm d9cadc70ac The Keyboard class has had a complete overhaul. Phaser.Key objects are created automatically, there are fixes against duration and keys reset properly on visibility loss.
Keyboard.removeKey has been removed. The way the new keyboard manager works means it's no longer required.
Fixes issue #462
2014-02-24 15:58:02 +00:00
photonstorm 9d9fd06392 Tidying up the repo, moving old wip stuff out, clearing up the docs. 2014-02-24 12:14:31 +00:00
photonstorm 46e85c8394 Updated version to 2.0.0 (fixes npm install issue #476) 2014-02-24 12:00:28 +00:00
photonstorm e088d5c67f Documentation fix. 2014-02-24 00:35:11 +00:00
photonstorm e37188d168 Phaser.Input.Key isUp now defaults to 'true' (#474) 2014-02-24 00:18:12 +00:00
Jonas Malm 276ef9c268 Method expects body
Fixes crash in map.generateCollisionData
2014-02-23 17:42:39 +01:00
photonstorm a6d77d00a0 World gravity restored. 2014-02-23 11:42:24 +00:00
Richard Davey 94133e4c11 Updated Sound.play loop check 2014-02-22 03:05:41 +00:00
Richard Davey b2da49eefa Enhanced page visibility checks added 2014-02-22 02:36:02 +00:00
Richard Davey bd24dab2f6 Merge branch '1.2' of https://github.com/photonstorm/phaser into 1.2 2014-02-22 00:46:48 +00:00
photonstorm e266ecfe00 Starting timer tests. 2014-02-22 00:17:41 +00:00
photonstorm be4d42a1c2 The StateManager now looks for a function called 'resumed' which is called when a game un-pauses (fixes #358) 2014-02-22 00:01:19 +00:00
photonstorm ea4873e286 SoundManager.play() does not do anything with destroyOnComplete (fix #333) 2014-02-21 23:55:11 +00:00
photonstorm 57796a60be TileSprites can now receive full Input events, dragging, etc and be positioned in-world and fixed to cameras (fixes #321) 2014-02-21 19:21:00 +00:00
Richard Davey ee1a1cd1c9 Merge pull request #468 from alvinsight/1.2
Examples updated :)
2014-02-21 18:59:34 +00:00
photonstorm 1448562abd Loader can now load JSON files specifically (game.load.json) and they are parsed and stored in the Game.Cache. Retrieve with game.cache.getJSON(key) (#329)
Also fixed UTF encoding on the animation file.
2014-02-21 18:48:06 +00:00
alvinsight b03c6231e1 And some more examples updated :) 2014-02-21 17:59:13 +00:00
alvinsight 2669f81391 Debug functions ? Seems last commit didn't work 2014-02-21 17:59:13 +00:00
alvinsight 2eab5d4815 Debug functions and more examples 2014-02-21 17:59:12 +00:00
alvinsight 7342ce603a Velocity is back on track :) 2014-02-21 17:59:11 +00:00
photonstorm fb5920feec We now force IE11 into Canvas mode to avoid a Pixi bug with pre-multiplied alpha. Will remove once that is fixed, sorry, but it's better than no game at all, right? :(
Loader.setPreloadSprite() will now set sprite.visible = true once the crop has been applied. Should help avoid issues (#430) on super-slow connections.
2014-02-21 17:29:51 +00:00
photonstorm 5a00a0ad97 TilemapParser will now throw a warning if the tileset image isn't the right size for the tile dimensions (fixes #377) 2014-02-21 16:57:45 +00:00
photonstorm 3ac8fba9e8 Body.x/y didn't use pxpi. Also fixed out of bounds example. 2014-02-21 16:35:37 +00:00
photonstorm 5c4dd26d25 Fixed for renderSpriteInfo. 2014-02-21 15:50:02 +00:00
photonstorm 3ead8aee7b Updated Mouse to use event.button not event.which, so the const references are correct (fix #464) 2014-02-21 15:47:00 +00:00
photonstorm e9e5bf9436 Updated docs - they now actually list the new body methods :) 2014-02-21 15:37:26 +00:00
photonstorm 7ee0c20bb3 Added Debug.renderSpriteBounds() back and wrapped Body.velocity and force in px2p calls. 2014-02-21 15:34:15 +00:00
photonstorm d7ababa398 BitmapData.alphaMask will draw the given image onto a BitmapData using an image as an alpha mask. 2014-02-21 15:09:04 +00:00
photonstorm 07af06fc4e Fixing up documentation, missing functions, examples and alpha masks. 2014-02-21 14:50:18 +00:00
photonstorm eb38ae35f8 renderXY added back into RenderTexture. 2014-02-21 13:44:39 +00:00
photonstorm a61d030256 Display Objects now clean-up their children properly on destroy. 2014-02-21 13:25:08 +00:00
photonstorm dd8a393bc9 Updated version of p2 2014-02-21 12:40:49 +00:00
photonstorm 066a625d17 When adding a Group if the parent value is null the Group won't be added to the World, so you can add it when ready. If parent is undefined it's added to World by default. 2014-02-21 12:35:30 +00:00
photonstorm 5f6fc9db05 When adding a Group if the parent value is null the Group won't be added to the World, so it's up to you to add it when ready. If parent is undefined it's added to World. 2014-02-21 12:33:15 +00:00
photonstorm efd760479d Sprite and Image now remove any masks that may have been set when they are destroyed. 2014-02-21 12:18:23 +00:00
photonstorm cf3796d60c Phaser.Animation.frame now returns the frame of the current animation, rather than the global frame from the sprite sheet / atlas (fix #466) 2014-02-21 10:31:17 +00:00
photonstorm 251b819bdb Fixed InputHandler group check #463 2014-02-21 10:06:53 +00:00
Richard Davey 008badcf79 Merge pull request #463 from georgiee/fix-group
Fixed Phaser.Group#destroy(true)
2014-02-21 10:04:33 +00:00
Georgios Kaleadis b2303c64a3 endless loop when in Phaser.Group when destroy children fixed (use parent not group) 2014-02-20 13:26:10 +01:00
Richard Davey 26b24b491d Merge branch '1.2' of https://github.com/photonstorm/phaser into 1.2 2014-02-20 10:32:24 +00:00
photonstorm 34fa6ffaeb Final tweaks. 2014-02-20 04:38:45 +00:00
photonstorm c48e685802 Minor labs updates. 2014-02-20 04:28:19 +00:00
photonstorm 91c0299d4c Fixed issues with the contacts and world bounds. New labs demo created. 2014-02-20 04:21:14 +00:00
photonstorm 9fcab5ef26 Lots of doc fixes (thanks nhowell) 2014-02-20 03:44:44 +00:00
photonstorm 4ad7b304c6 Added Game configuration option: forceSetTimeOut 2014-02-20 01:31:13 +00:00
photonstorm f07c10e38e Fix typo for Phaser.InputHandler#pointerDragged for docs #451 2014-02-19 19:05:54 +00:00
photonstorm 1762983bc0 Fixed loadPolygon reference. Need to test decomp data next. 2014-02-19 17:09:01 +00:00
photonstorm 95b3872508 Fixing documentation errors #450 2014-02-19 16:59:27 +00:00
photonstorm aac31bdaa4 debug#renderShapeConvex fixed, fix in p2 physics body creation #446 2014-02-19 15:43:05 +00:00
photonstorm 1d3616f52c Do not invert (physics) shape size data for circle, rectangle, capsuel & line #445 2014-02-19 15:21:03 +00:00
photonstorm 812de7d994 Fix typos in Phaser.Group#forEachExists for docs #447 2014-02-19 15:06:22 +00:00
photonstorm 5f79bb4330 Fix typos of method names in Button.js for doc #444 2014-02-19 15:01:59 +00:00
photonstorm 7394403bb6 Fresh build. Updated docs and re-built phaser.js. 2014-02-19 05:28:19 +00:00
photonstorm d9080052c3 Disabled World bounds by default.
Body.collides now takes a group level callback.
Added Body.createBodyCallback and Body.createGroupCallback.
2014-02-19 05:22:37 +00:00
photonstorm f6807e23c6 Fixed Body.removeFromWorld 2014-02-19 04:05:12 +00:00
photonstorm 7373db6e8c Upgraded p2 to latest build. 2014-02-19 03:58:24 +00:00
photonstorm 08e5f18257 Fixed some doc typos.
You can now pass a physicsConfig object with the game constructor that is given to p2.World, allowing you to set the broadphase, etc.
2014-02-19 03:51:48 +00:00
photonstorm d057a9fe11 Device, Canvas and GamePad classes all updated for better CocoonJS support (thanks Videlais) 2014-02-19 02:45:42 +00:00
photonstorm 14646e811c QuadTree deprecated and moved to plugins. Body.collideWorldBounds added back and working. CollisionGroups pretty much finished. 2014-02-19 02:12:27 +00:00
photonstorm 5968dd053b CollisionGroup and collision masks working. Need to refine a little, but all the essentials are there. 2014-02-19 01:51:14 +00:00
photonstorm 7a8c96db37 Working gravity + contacts + platformer demo :) 2014-02-18 17:25:54 +00:00
photonstorm 1e29e28333 Added ContactMaterials and lots of new World help functions for assigning and creating them. 2014-02-18 16:37:53 +00:00
photonstorm 15be3f86f3 Added ContactMaterial support. 2014-02-18 15:28:42 +00:00
photonstorm 3d0b5bde75 Updated World vastly. No longer extends p2.World due to a few vars we can't alias cleanly, adds in lots of new helper methods.
Ready for Materials and Constraints.
InversePointProxy is for aliasing a p2 typed array when the values need reversing before applying (gravity for example).
2014-02-18 15:16:26 +00:00
photonstorm 335684ac57 Removed width/height parameters from addParticle, not needed. 2014-02-18 12:32:26 +00:00
photonstorm 63145d7735 New labs demo. Added moveForward and moveBackward to Body. 2014-02-18 04:49:03 +00:00
photonstorm 5d5c64d22f Tilemap.createCollisionObjects will parse Tiled data for objectgroups and convert polyline instances into physics objects you can collide with in the world.
After defining tiles that collide on a Tilemap, you need to call Tilemap.generateCollisionData(layer) to populate the physics world with the data required.
Debug.renderPhysicsBody updated to take camera location and body rotation into account.
Body movement functions put back to velocity :)
Updated to latest dev version of pixi and latest p2.js
Updated docs
2014-02-18 03:01:51 +00:00
photonstorm 375e9e379a Fixed issue with trimmed JSON Hash texture atlases not parsing correctly. 2014-02-17 19:58:45 +00:00
photonstorm cad14848e8 Removed input handler from Graphics as it's just meant to be used as a texture really, if you need input events you can apply Graphics to a Sprite.
You can now create a Physics Body directly via game.physics.createBody(), and Body has been updated so it's no longer always bound to a Sprite.
Debug.renderPhysicsBody now works with Rectangles, Lines and multiple Convex shapes.
Starting to get the Tiled polyline parsing working nicely. Not too far off a complete tilemap collision.
2014-02-17 17:54:10 +00:00
photonstorm 78bf874888 Fresh build. Added pre/post update hooks to Graphics. 2014-02-17 11:27:31 +00:00
photonstorm d026f968de You can now set the Stage.backgroundColor using either hex or numeric values. 2014-02-16 14:54:04 +00:00
photonstorm cfa2c96637 Updated to latest pixi and p2.js 2014-02-16 14:32:16 +00:00
Richard Davey 06273211ad Merge pull request #428 from JoeAnzalone/1.2
Make header image on labs site responsive
2014-02-16 03:12:27 +00:00
Joe Anzalone c74016189e Make header image on labs site responsive 2014-02-15 18:45:17 -05:00
photonstorm 3a59c13a71 Added hostname: '*' to the grunt-connect in Gruntfile.js (fixes #426) 2014-02-15 19:03:43 +00:00
photonstorm 85eaaef688 Filters fixed to work with Pixi 1.5. 2014-02-15 03:12:24 +00:00
photonstorm 9837984a4d Working Springs demo. 2014-02-15 02:56:24 +00:00
photonstorm e5812710cc Added Spring class. Fixed reason why World wasn't pre and post updating (Stage didn't have an exists property). 2014-02-15 02:19:37 +00:00
photonstorm e922bbdfd3 New build files 2014-02-15 01:36:07 +00:00
photonstorm e5e643b103 fixedToCamera now works across all display objects. When enabled it will fix at its current x/y coordinate, but can be changed via cameraOffset.
fixedToCamrea now works for Groups as well :) You can fix a Group to the camera and it will influence its children.
Also fixed the issue with World.preUpdate/postUpdate not being called and various small documentation issues.
2014-02-15 01:27:42 +00:00
photonstorm e5a4620b87 Loader.physics now lets you load Lime + Corona JSON Physics data, which can be used with Body.loadPolygon and Body.loadData.
Cache.addPhysicsData and Cache.getPhysicsData allow you to store parsed JSON physics data in the cache, for sharing between Bodies.
2014-02-14 23:51:49 +00:00
photonstorm b94c78cf61 Removed loads of old Debug methods and fixed up Debug.renderPhysicsBody so it iterates through and renders the shapes of a Body. 2014-02-14 22:30:24 +00:00
photonstorm 8fcf5ee415 Debug rendering of physics bodies. 2014-02-14 21:49:02 +00:00
photonstorm 1cb40b6df1 Packaged builds for anyone wanting to test this weekend :) 2014-02-14 18:07:17 +00:00
photonstorm 1097a699c3 Fixed anchor issue with Sprite.body. 2014-02-14 18:06:00 +00:00
photonstorm 291f8ef14c Fixed issue with physics world not being centered if you resized it. 2014-02-14 17:52:59 +00:00
photonstorm 1b5837d71d World preUpdate, update and postUpdate have all been moved to Stage. So all children are updated regardless where on the display list they live. Fixes #419 2014-02-14 17:29:31 +00:00
photonstorm bcd31499c4 Couple of new labs tests. 2014-02-14 17:08:25 +00:00
photonstorm 539a0f2256 BitmapFont fixes and updates and Cache support for it added. Working sweet now. 2014-02-14 16:38:06 +00:00
photonstorm ef95fbaa00 BitmapFont moved to extending RenderTexture instead of BitmapData. Now applied as a texture to a Sprite/Image. 2014-02-14 13:50:50 +00:00
photonstorm c3f306c795 Testing BitmapFont as a texture. 2014-02-14 12:07:04 +00:00
photonstorm 7d2a818d0d Added BitmapFont to the GameObjectFactory. 2014-02-14 06:16:36 +00:00
photonstorm 15b83e1c88 Added the new BitmapFont class. This is for rendering retro style fixed-width bitmap fonts into an Image object. 2014-02-14 06:04:29 +00:00
photonstorm b38b00c2c1 Loader.bitmapFont now has 2 extra parameters: xSpacing and ySpacing. These allow you to add extra spacing to each letter or line of the font. 2014-02-14 04:34:57 +00:00
photonstorm 24f2e2a46d BitmapText updated and bought in-line with the new Text class. Moved to use the new Bitmap Text XML loader which should work fine on CocoonJS now and also supports multiple bitmap fonts per cache. 2014-02-14 03:34:35 +00:00
photonstorm 58e44f75e3 SpriteBatch converted. It's an extended Group and Batch merged and works amazingly :) Ported over the maggots demo to test and wow! 2014-02-14 01:39:01 +00:00
photonstorm 3e99391cbf Updated all Game Objects so they all have preUpdate, update and postUpdate functions (even if empty). Updated World so when it iterates through them all it no longer checks if those functions are present before calling them. Was wasting a lot of time doing that before. 2014-02-14 01:09:52 +00:00
photonstorm f9a4beb608 Text update. 2014-02-14 00:15:36 +00:00
photonstorm 87fce63a23 Updated. 2014-02-13 23:47:25 +00:00
Richard Davey ec4eab07a7 Merge pull request #413 from Fishrock123/1.2-return-type
Strict type return (boolean) for `Sprite.exists` getter.
2014-02-13 23:29:08 +00:00
photonstorm 35e4c03bad TileSprites are now much more tidy and can run from a frame in a texture. They can also be animated. New TileSprite.autoScroll function added. 2014-02-13 23:13:10 +00:00
Fishrock123 19c5b7c22c Strict type return (boolean) for Sprite.exists getter. 2014-02-13 11:05:19 -05:00
photonstorm 5bbb7e390b Tilesprite test. 2014-02-13 15:04:01 +00:00
photonstorm 90e9edbf05 Updated TileSprite so it just directly extends the Pixi original. This means no input events or body for a TileSprite.
Removed un-needed stuff from Graphics.
Removed un-used events.
Made docs in StateManager more clear re: shutdown (#410)
2014-02-13 15:03:46 +00:00
photonstorm 30fbbec675 BitmapData.addTo removed and enhanced BitmapData.add so it can accept either a single Sprite/Image or an Array of them.
BitmapData has had all of the EaselJS functions removed. It was just taking up space and you can do it all via BitmapData.context directly.
Camera following now working again.
2014-02-13 14:19:41 +00:00
photonstorm 9d6d3127ad Few more reference fixes. 2014-02-13 13:00:15 +00:00
photonstorm e9fb8f6389 Updates across the board moving Stage.canvas to Game.canvas 2014-02-13 12:55:58 +00:00
photonstorm 0786e86ee5 Stage.scale has been moved to Game.scale. The same game scaling properties exist as before, but now accessed via Game.scale instead.
Stage.aspectRatio has been moved to StageScaleMode.sourceAspectRatio (so now game.scale.sourceAspectRatio)
Stage.scaleMode has been moved to StageScaleMode.scaleMode (so now game.scale.scaleMode)
Stage.fullScreenScaleMode has been moved to StageScaleMode.fullScreenScaleMode (so now game.scale.fullScreenScaleMode)
Stage.canvas has been removed. It was only ever an alias for Game.canvas anyway, so access it via that instead.
2014-02-13 12:50:10 +00:00
photonstorm 175584469a Updated README. Previous commit fixes #406. 2014-02-13 12:28:13 +00:00
photonstorm bdb8908fee Groups now update their children across preUpdate, update and postUpdate.
Sprite.exists = false removes Body from world.
2014-02-13 12:26:39 +00:00
photonstorm 312ec462bc Sprite.exists now toggles the Body as well. Sprite.exists = false will remove an active Body from the World. 2014-02-13 09:55:46 +00:00
photonstorm b85f40df12 Phaser.Stage now extends PIXI.Stage, rather than containing a _stage object.
(Warning: currently breaks camera based code and pointers, as the scale property is removed).
2014-02-12 23:12:36 +00:00
photonstorm f6113ac6c4 Physics World events added.
Group has new 'addToWorld' parameter, which fulfills the same function as the old useStage.
Stage now extends PIXI.Stage rather than owns one.
2014-02-12 19:45:09 +00:00
photonstorm 424d1126bc Fixed updateTransform and added Body shape methods. 2014-02-12 14:50:32 +00:00
photonstorm 62aa0fc570 Remove some debug info. 2014-02-12 08:24:47 +00:00
photonstorm c6cc2c9d71 Updated p2.js to latest build. Checked tests. Added Debug draw (needs rotation support). 2014-02-12 05:34:31 +00:00
photonstorm 2c100754bb Body.setPolygon converted and working, along with some other p2 Body methods hoisted up. 2014-02-12 03:22:49 +00:00
photonstorm ab5c07dfe8 Updated to Pixi 1.5 final.
InputHandler.pixelPerfectOver - performs a pixel perfect check to see if any pointer is over the current object (warning: very expensive!)
InputHandler.pixelPerfectClick - performs a pixel perfect check but only when the pointer touches/clicks on the current object.
2014-02-12 01:25:36 +00:00
photonstorm da878b2181 Updated the Gruntfile. Also:
InputHandler.pixelPerfectOver - performs a pixel perfect check to see if any pointer is over the current object (warning: very expensive!)
InputHandler.pixelPerfectClick - performs a pixel perfect check but only when the pointer touches/clicks on the current object.
Previously using a Pixel Perfect check didn't work if the Sprite was rotated or had a non-zero anchor point, now works under all conditions + atlas frames.
2014-02-11 13:23:54 +00:00
photonstorm 43d9fc4f52 Fixed issue where loadTexture would sometimes incorrectly try to apply the texture update twice. Also fixed bug in Math.angleBetween. 2014-02-11 04:08:32 +00:00
photonstorm 5b64b01068 New 'thrust' demo. Added Body.moveLeft, moveRight, moveUp, moveDown, rotateLeft, rotateRight and thrust methods. Also hooked up force and created an asteroids style example. 2014-02-11 01:52:10 +00:00
photonstorm 58102168aa Added setBoundsToWorld and got it building the bounds body + 4 (optional) Planes around the edges for collision. 2014-02-10 23:28:32 +00:00
photonstorm 1184d8bd76 PointProxy added to allow for easy setting of force and velocity. More p2 tests done. World update done. 2014-02-10 22:54:56 +00:00
photonstorm 2de934756c Body property updates. Still working out best way to handle velocity assignment. 2014-02-10 19:33:27 +00:00
photonstorm 47e23096bd Integrating p2.js. 2014-02-10 16:01:30 +00:00
photonstorm 6f835d7696 Added Tileset to TypeScript defs. 2014-02-10 02:42:28 +00:00
photonstorm d26bda2736 Small textual changes. 2014-02-10 02:32:56 +00:00
photonstorm d2366d5fa5 Fix for issue #376 - IE11 didn't populate the Device.ieVersion value. Now extracted from Trident revision, but still use Device.trident instead for IE11+ checks. 2014-02-10 02:23:45 +00:00
photonstorm ae74cb02dd Fixes #382 Error when using InputHandler#onInputUp & sprite destroys itself during the event. 2014-02-10 02:14:59 +00:00
photonstorm 0294a4735d Fixes issues reported in #389 2014-02-10 01:49:58 +00:00
photonstorm d44775c095 Phaser.Ellipse added. A fully compatible port of the PIXI.Ellipse class, can be used in Sprite/Image hitArea tests.
Phaser.Polygon added. A fully compatible port of the PIXI.Polygon class, can be used in Sprite/Image hitArea tests.
2014-02-10 01:37:50 +00:00
photonstorm f9f2f2a9ae Converted the Pixi.Ellipse class. 2014-02-10 01:18:53 +00:00
photonstorm e15bebd269 Text.lineSpacing allows you to control the spacing between each line that is rendered.
Text.inputEnabled allows you to enable all input events over Text objects: dragging, clicking, etc - anything that works on a Sprite works on Text now too.
2014-02-09 22:48:35 +00:00
photonstorm 9ee5cdaded Merge branch 'origin/dev' 2014-02-09 19:59:03 +00:00
Richard Davey 62da24a7fc Merge pull request #392 from clark-stevenson/patch-1
Update phaser.d.ts
2014-02-09 19:51:28 +00:00
clark-stevenson e9ab2d30b6 Update phaser.d.ts
Sprite was missing height property
2014-02-09 17:00:07 +00:00
clark-stevenson 27bca6a8c2 Update phaser.d.ts
atlasJSONArray, atlasJSONHash should have optional parameters when it comes to URL/Object? Please disregard this if this is incorrect.
2014-02-09 16:15:10 +00:00
photonstorm bca64c2adb Huge update to Phaser.Text. Much more lean, but loads of great new options added including drop shadows, gradient fills, fonts with spaces in the name, etc. 2014-02-09 13:36:02 +00:00
photonstorm 4aa945f991 Removed PixiPatch as it's no longer needed. Re-worked all of the Sprite autoCull and inWorld checks and cached the bounds. Fixed the Body calculations so physics is working again. 2014-02-09 03:48:31 +00:00
photonstorm e8b432f518 Fixed bug where changing State would cause the camera to not reset if it was following an object.
World.reset now calls Camera.reset which sends the camera back to 0,0 and un-follows any object it may have been tracking.
2014-02-08 13:45:18 +00:00
Richard Davey 325f63b45d Merge branch '1.2' of https://github.com/photonstorm/phaser into 1.2 2014-02-08 10:11:56 +00:00
photonstorm 243820c973 Fixing up Pixis setBackgroundColor. 2014-02-08 09:14:44 +00:00
photonstorm ee3f6d8e7f Tilemap had the wrong @method signatures so most were missing from the docs. 2014-02-08 07:24:40 +00:00
photonstorm 67bd653eb4 Graphics updated and restored. Working through fixing up Physics. 2014-02-07 19:44:14 +00:00
photonstorm c429787877 Button now extends Phaser.Image not Phaser.Sprite, all the same functionality as before remains, just no animations or physics body. 2014-02-07 18:55:29 +00:00
photonstorm bf13c7b569 Updated Sprite to use the new smaller, leaner code. Farewell insane cache objects and multiple point processing! 2014-02-07 18:44:58 +00:00
photonstorm dd43d59cce InputManager.getLocalPosition(displayObject, pointer, output) will return the local coordinates of the specified displayObject and pointer.
InputManager.hitTest will test for pointer hits against a Sprite/Image, its hitArea (if set) or any of its children.
2014-02-07 18:01:58 +00:00
photonstorm bc3a3fd43d You can now use the hitArea property on Sprites and Image objects. hitArea can be a geometry object (Rectangle, Circle, Polygon, Ellipse) and is used in pointerOver checks. 2014-02-07 17:14:10 +00:00
photonstorm 890e52008a Mouse callback tests. 2014-02-07 07:32:11 +00:00
photonstorm 9b9baa83a9 Added Image.frame and Image.frameName support in. 2014-02-07 06:52:49 +00:00
photonstorm d583b364bd Game.add.renderTexture now has the addToCache parameter. If set the texture will be stored in Game.Cache and can be retrieved with Cache.getTexture(key).
Game.add.bitmapData now has the addToCache parameter. If set the texture will be stored in Game.Cache and can be retrieved with Cache.getBitmapData(key).
2014-02-07 06:25:28 +00:00
photonstorm 773b4d5ed1 More animation tests. 2014-02-07 04:12:23 +00:00
photonstorm 6958ac73d3 Added the SAT class to the TypeScript defs file. Also this fixes #369. 2014-02-07 04:12:04 +00:00
photonstorm e11cae5373 Added the SAT class to the TypeScript defs file. Also this fixes #369. 2014-02-07 02:50:36 +00:00
photonstorm ddc255382d Updated Rectangle to use prototype based getters and setters (re: iOS speed discussion on the forum). 2014-02-07 02:31:29 +00:00
photonstorm 3cae06d1ad Phaser.AnimationParser now sets the trimmed data directly for Pixi Texture frames. Tested across JSON Hash, JSON Data, Sprite Sheet and XML. 2014-02-07 00:57:41 +00:00
photonstorm 6cabb03a82 Sprite.crop() now takes a Phaser.Rectangle instead of explicit parameters.
Phaser.Image is a brand new display object perfect for logos, backgrounds, etc. You can scale, rotate, tint and blend and Image, but it has no animation, physics body or input events.
Previously if you used Sprite.crop() it would crop all Sprites using the same base image. It now takes a local copy of the texture data and crops just that.
2014-02-06 23:13:39 +00:00
photonstorm 4b7fc8d506 Change to boot order to try and resolve short-TTL timers. 2014-02-06 22:42:35 +00:00
photonstorm 7ba1196c0d Fixed TypeScript defs on lines 1741-1748 (thanks wombatbuddy) 2014-02-06 22:42:35 +00:00
Richard Davey 0b18625811 Merge pull request #367 from georgiee/develop
Phaser.Timer#stop
2014-02-06 21:20:29 +00:00
Richard Davey c0032e7a58 Merge pull request #368 from Arlefreak/dev
Added description for pad len parameter
2014-02-06 21:19:25 +00:00
photonstorm 9e5e30bb12 Fixed TypeScript defs on lines 1741-1748 (thanks wombatbuddy) 2014-02-06 19:36:33 +00:00
photonstorm 3748811d11 Testing new Image object. 2014-02-06 19:34:05 +00:00
Georgios Kaleadis 8ef403cfe7 Timer checks now for running inside while loop. Any event which causes a call to Timer#stop is now safe. 2014-02-06 17:28:39 +01:00
photonstorm 4ed20e0f77 Removed all intances of Sprite.group from Group and replaced with the already existing parent property. 2014-02-06 13:15:45 +00:00
photonstorm e88b10323a Updated Phaser geometry classes so they over-ride the PIXI native ones, means we can do away with a whole bunch of over-rides and object changes in Sprite, etc. 2014-02-06 12:29:07 +00:00
Mario Carballo Zama df2a048594 Added description for pad len parameter 2014-02-06 00:20:40 -06:00
photonstorm 8eae8feecc More Group fixes to the new format. Updated list of included Pixi files to remove un-needed ones. 2014-02-06 03:34:27 +00:00
photonstorm 4cfce8b4d2 Group now extends PIXI.DisplayObjectContainer, rather than owning a _container property, which makes life a whole lot easier re: nesting. 2014-02-06 02:31:36 +00:00
photonstorm 9737710200 Upgraded to Pixi.js 1.4.4 2014-02-06 00:19:46 +00:00
photonstorm 68d5c73fea Explicitly paused Timer continues if you un-focus and focus the browser window.
Added TimerEvent.pendingDelete and checks in Timer.update, so that removing an event in a callback no longer throws an exception.
2014-02-05 22:35:35 +00:00
photonstorm eddce653e9 Preparing for 1.1.5 development. 2014-02-05 21:02:41 +00:00
photonstorm 16fa37081f Merge branch 'origin/dev'
Conflicts:
	README.md
2014-02-05 17:05:26 +00:00
photonstorm fd68a2fe3a Version number updates. 2014-02-05 16:59:54 +00:00
photonstorm e7a9b96d27 Final release 1.1.4 examples finished. 2014-02-05 16:55:02 +00:00
photonstorm 02b75b9e23 Updated doc files. 2014-02-05 16:55:02 +00:00
photonstorm 0896c2fac7 Updating copyright year and README. 2014-02-05 16:54:59 +00:00
photonstorm 8e77e8cedb Lots of TypeScript defs updates for the new Physics / Body classes. 2014-02-05 16:54:58 +00:00
photonstorm 846e9c5061 Removed debug info and tidying up ready for release. 2014-02-05 16:54:58 +00:00
photonstorm 1af86771ba And we have level/ground jitter fixed :) Starstruck is running again properly now too. Time to commit and remove lots of debug data. 2014-02-05 16:54:58 +00:00
photonstorm 84f0f00f49 n-way collision checks and onBeginContact and onEndContact done and working. Also fixed issue in TweenManager.removeAll. 2014-02-05 16:54:58 +00:00
Richard Davey 4502ca1bf6 Merge pull request #359 from qdrj/patch-7
Update phaser.d.ts
2014-02-05 12:33:30 +00:00
Richard Davey 70ad43e71b Merge pull request #357 from qdrj/patch-5
Update phaser.d.ts
2014-02-05 12:33:04 +00:00
qdrj a1ccddcd7e Update phaser.d.ts
Added BitmapText definitions
2014-02-05 01:19:04 -08:00
qdrj 82c39d0866 Update phaser.d.ts
It is a bit confusing that AnimationManager.getAnimation can return animation object or false. Maybe it will better if this method will be returning null instead of false.
2014-02-04 23:24:28 -08:00
Richard Davey 45f9db515a Merge pull request #356 from qdrj/patch-4
Update phaser.d.ts
2014-02-04 03:08:18 -08:00
qdrj 09d4b2bb8b Update phaser.d.ts 2014-02-04 01:32:06 -08:00
photonstorm 8315973c5d Body/Group testing complete. Now focusing on n-way collision. 2014-02-03 04:09:45 +00:00
photonstorm 28f71ed86d Fixed the Sprite / World / Group body issue. So invaders now works again, as do the new examples. 2014-02-03 04:09:45 +00:00
photonstorm 3488880956 Sprite vs. Sprite Group Body Tests. 2014-02-03 04:09:45 +00:00
Richard Davey 33d47cf9e9 Merge pull request #344 from qdrj/patch-1
Update phaser.d.ts
2014-01-31 10:28:21 -08:00
Richard Davey cdb1891420 Merge pull request #350 from qdrj/patch-3
Update phaser.d.ts
2014-01-31 10:28:02 -08:00
qdrj 30af712d6a Update phaser.d.ts
Fix typo StageScaleMode.pageAlignVeritcally
2014-01-31 07:32:17 -08:00
photonstorm 5e182d317b Fixed lots of examples and added the missing Line.js. 2014-01-31 14:12:20 +00:00
Richard Davey 26f2b2a931 Merge pull request #349 from qdrj/patch-2
Update phaser.d.ts
2014-01-31 05:41:22 -08:00
qdrj e5dc16b68d Update phaser.d.ts
Fix incorrect Loader.checkKeyExists declaration
2014-01-31 04:53:19 -08:00
photonstorm 27fc447928 New polygon collision object examples and Body scale fixes. 2014-01-31 10:34:18 +00:00
photonstorm 45b6d5a741 Removed: Debug.renderSpriteTouching, Debug.renderLocalTransformInfo, Debug.renderWorldTransformInfo, Debug.renderSpriteCollision and Debug.dumpLinkedList.
Debug.renderPhysicsBody(body, color) is extremely useful for debugging the new physics bodies. Will draw the outline + points in the color given.
Debug.renderBodyInfo(sprite, x, y, color) will display lots of Sprite body data.
2014-01-31 05:42:20 +00:00
photonstorm 13a86765cb Phaser.CANVAS_PX_ROUND is a boolean. If 'true' the Canvas renderer will Math.floor() all coordinates before drawImage, stopping pixel interpolation. Defaults to false.
Phaser.CANVAS_CLEAR_RECT is a boolean. If 'true' (the default) it will context.clearRect() every frame. If false this is skipped (useful if you know you don't need it)
Collision now works between Sprites positioned via sprite.x/y, sprite.body.x/y or sprite.body.velocity.
If you are tweening a sprite and still want physics collision, set `sprite.body.moves = false` otherwise it will fight against the tween motion.
2014-01-31 04:14:02 +00:00
photonstorm 68b7d22e0d Fixed issue with the camera being slightly out of sync with 'fixedToCamera' sprites. Also fixed 'jitter' issue with camera targets. 2014-01-31 03:32:12 +00:00
photonstorm 6e4e99f436 Added Game Update loop step debugging - has proved utterly invaluable! Resolved camera jitter issues, gravity / downward force on tile/boundary issues and most tilemap collision issues. 2014-01-31 02:06:45 +00:00
photonstorm 651858372c Added Game core loop stepping support. Super-useful for debugging, and helped me track down the issue with jittery physics collision. Double-win! 2014-01-29 17:10:13 +00:00
photonstorm d51a37211c Phaser.Line added to the group of geometry classes, with full point on line/segment and intersection tests (see new examples) 2014-01-29 00:21:28 +00:00
photonstorm 5b85c910cb New lineIntersectLine() function working nicely. 2014-01-28 17:13:07 +00:00
qdrj e5f52e8ae8 Update phaser.d.ts
GameObjectFactory.add.existing should return added object
2014-01-27 23:57:28 -08:00
photonstorm 82cb66f47b Updated intersects code, tilemap collision is running again. Still finding gravity pushing sprites through tiles. 2014-01-28 06:52:56 +00:00
photonstorm 9deb5514a2 ArcadePhysics.setBoundsToWorld implemented. Body.setCircle, setRectangle and setPolygon all working. Tidying up Body class. Need to add tile collision special case handler next. 2014-01-28 05:01:17 +00:00
photonstorm 90c09374af Velocity integration tidied up. Now moving to sync Body with Sprite center point. 2014-01-28 01:29:35 +00:00
photonstorm fbe508ab1b Direct assignment of Body values, allows for sloped ground walking. 2014-01-27 17:08:20 +00:00
photonstorm dbdb2a2026 Adjusted delta timer cap and fixed some typos and more examples. 2014-01-27 17:08:20 +00:00
Richard Davey 4432d37e6e Merge pull request #312 from miguelangelgonzalez/dev
Added missing Typescript definitions
2014-01-27 07:40:45 -08:00
Richard Davey 511858e3f5 Merge pull request #340 from qdrj/patch-2
Update phaser.d.ts
2014-01-27 07:40:25 -08:00
Richard Davey d37ec40d72 Merge pull request #339 from qdrj/patch-1
Update phaser.d.ts
2014-01-27 07:39:54 -08:00
Richard Davey f575967840 Merge pull request #327 from timcooper/dev
Allow fullscreen to work from iframe
2014-01-27 07:39:11 -08:00
Richard Davey 912551a45d Merge pull request #323 from hstolte/patch-1
removed duplicate line in Timer class
2014-01-27 07:37:55 -08:00
photonstorm 4505aa50f6 Integrated SAT. Fixed lots of examples. Fixed documentation. Added new examples and built new phaser.js file for testing. 2014-01-27 06:29:26 +00:00
photonstorm 45518b3ecd Adding checkCollision tests. 2014-01-24 17:30:37 +00:00
qdrj 3fb2eb23cd Update phaser.d.ts
Incorrect TilemapLayer constructor
2014-01-24 01:13:09 -08:00
qdrj 8b06f9cd86 Update phaser.d.ts
Remove duplicated Timer.create signature
2014-01-23 22:50:02 -08:00
photonstorm e3aaec8ac0 Removed Time delta cap, removed drag references from Emitter and tested doing a custom polygon collision. 2014-01-24 03:53:11 +00:00
photonstorm ea9e22f472 SAT implemented and working nicely at long last :) 2014-01-23 21:45:35 +00:00
photonstorm 110ab4e253 More robust gravity handling avoiding 'sticky walls'. Added new platform test with mixture of mass tile collision and physics. 2014-01-23 01:50:43 +00:00
photonstorm 31b68ac94f Removed all references to drag from the Examples and replaced with Friction. 2014-01-22 21:06:16 +00:00
photonstorm 20108e47f3 Working through re-integrating tilemap collision. So far, so good. 2014-01-22 16:16:53 +00:00
photonstorm 1370ba52b5 Fixed Sci-Fly and restored tile collision handling. 2014-01-22 14:49:06 +00:00
photonstorm b2c49ef853 Merging previous changes back in again. 2014-01-22 14:31:18 +00:00
photonstorm f6af6fe0a3 Not fully working, but commit for posterity. Time to rollback if we're ever going to get this released. 2014-01-22 12:31:35 +00:00
photonstorm 7a0e9a478c New Math functions added. 2014-01-22 10:54:49 +00:00
photonstorm 15a002e720 Finally getting there! Body collision almost as good as it can be (without a full-on physics system). Just a few last tweaks to do. 2014-01-21 16:12:50 +00:00
Richard Davey c9d07c7346 Testing out new Body structure 2014-01-20 23:07:56 +00:00
Tim Cooper a81d22a309 Allow fullscreen to work from iframe 2014-01-20 20:58:36 +00:00
photonstorm 128c7143d5 Lots more physics tests and updates.
PLEASE DO NOT upgrade to this release if you need your game working and it uses any of the physics functions, as they're nearly all broken here.
Just pushing up so I can share it with someone.
2014-01-20 20:14:34 +00:00
hstolte 971e17fabe removed duplicate line in Timer class
The method create(...) was defined twice (line 1357 and line 1360). I removed line 1360.
2014-01-18 22:34:28 +01:00
Richard Davey 2532df8793 Merge pull request #317 from gareththegeek/patch-3
Allow Text.style to be any type
2014-01-16 07:28:37 -08:00
Richard Davey c5840f4f6f Merge pull request #316 from gareththegeek/patch-2
Add missing addKey method to Keyboard
2014-01-16 07:28:17 -08:00
Richard Davey 4e7dabb47e Merge pull request #315 from gareththegeek/patch-1
Fix typescript compile error in 0.9.5
2014-01-16 07:27:54 -08:00
gareththegeek 47ee5a2c88 Allow Text.style to be any type
To allow a configuration object to be used rather than a string
2014-01-16 14:48:13 +00:00
gareththegeek ca1f24868a Add missing addKey method to Keyboard 2014-01-16 14:46:12 +00:00
gareththegeek 1f9df6e3f4 Fix typescript compile error in 0.9.5
Explicitly specify type for parameters array
2014-01-16 14:43:28 +00:00
Miguel Angel Gonzalez ac310ab881 Added missing Typescript definitions 2014-01-15 12:15:59 -03:00
photonstorm abdaaa0010 Tidied up the docs and removed some Body vars no longer needed. Now to attempt stacking. 2014-01-15 14:40:25 +00:00
photonstorm 58fb248575 Optimised Body loop, removed sleep properties, implemented minBounceVelocity. Working as expected at last :) 2014-01-15 14:40:25 +00:00
photonstorm 283e38aaae Time to optimise the rebound a little. 2014-01-15 14:40:25 +00:00
photonstorm be6489fbc9 Body bounce + blocking values nearly sorted. 2014-01-15 14:40:24 +00:00
photonstorm 651737fdd0 More physics tweaks. 2014-01-15 14:40:24 +00:00
Richard Davey 88ef644d47 Merge pull request #310 from theadam/dev
Fixed WebGLRenderer updateGraphics bug
2014-01-15 06:23:50 -08:00
Adam Nalisnick 7c66a6b6cc Removed an errant ';' from the end of an 'else if' causing a circle to be drawn each time a graphics object is updated 2014-01-14 20:54:50 -05:00
Richard Davey d8bf13eaaa Merge pull request #309 from jcd-as/dev1
fix sprite vs sprite overlap check
2014-01-14 14:35:06 -08:00
photonstorm bd66be1804 Updated Tilemap classes and further tests. 2014-01-14 22:34:41 +00:00
jcs 01a314018d fix sprite vs sprite overlap check 2014-01-14 13:51:55 -08:00
photonstorm ff7cad102c All of the setCollision methods now have a 'collides' parameter so you can enable or disable collision, not only enable it. Also fixed Loader example. 2014-01-14 11:58:00 +00:00
Richard Davey 8479e456dd Merge pull request #307 from jcd-as/dev
Emitters drag fix.
2014-01-14 01:49:52 -08:00
jcs b4e767161b change Emitter's particleDrag property to particleFriction to match the changes to the physics engine 2014-01-13 20:29:16 -08:00
jcs 6cde583e82 Merge branch 'dev' of https://github.com/photonstorm/phaser into dev 2014-01-13 20:20:06 -08:00
jcs ab02040bea fix Tilemap.putTile 2014-01-13 20:18:08 -08:00
photonstorm 32f5a2fa36 More examples updates. Fixed Starstruck tilemap code, removed un-needed ArcadePhysics methods and rebuilt the js files for testing. 2014-01-14 03:33:03 +00:00
photonstorm 011d2d8e05 The way the collision process callback works has changed significantly and now works as originally intended.
The World level quadtree is no longer created, they are now built and ripped down each time you collide a Group, this helps collision accuracy.
Bodies are no longer added to a world quadtree, so have had all of their quadtree properties removed such as skipQuadtree, quadTreeIndex, etc.
QuadTree.populate - you can pass it a Group and it'll automatically insert all of the children ready for inspection.
Removed ArcadePhysics binding to the QuadTree, so it can now be used independantly of the physics system.
2014-01-14 02:43:09 +00:00
Richard Davey 17af96d46a Merge pull request #306 from jcd-as/dev
fix Tilemap.setCollision
2014-01-13 17:19:25 -08:00
photonstorm bd9898db7e New merged separate function that now uses processCallback the way it was always meant to be used. 2014-01-14 01:18:46 +00:00
jcs befcf74f44 fix Tilemap.setCollision 2014-01-13 16:46:29 -08:00
photonstorm e7c2b6ae9c Fixed nearly all of the tilemap examples to use the new tilemap system. 2014-01-14 00:31:58 +00:00
photonstorm 71f82477ea Tidying up all of the map files, sorting out Tiled paths and updated the tilemap examples for 1.1.4. 2014-01-13 19:45:15 +00:00
photonstorm c6fa2cb7b6 Added the new Timer, TimerEvent and Time methods to the TypeScript definitions files. 2014-01-13 14:18:15 +00:00
photonstorm 35cef4e529 Updated Body file and compiled + minified builds for those wanting to test. 2014-01-09 18:24:12 +00:00
photonstorm 0a0e775ea5 Removed temp. debug vars. 2014-01-09 17:12:24 +00:00
photonstorm 10d105d5ce Acceleration tested and working fine. Proper accurate friction added and working really nicely, so much better than 'drag' used to. Considering removing drag, although will break the API history. 2014-01-09 03:42:58 +00:00
photonstorm 754219a978 Fixed some documentation typos. 2014-01-09 01:23:23 +00:00
Richard Davey 5f9acdca4b Merge pull request #299 from Niondir/dev
Phaser Definitions Update
2014-01-08 17:02:59 -08:00
photonstorm c6c579e6b3 Phaser.Timer is now feature complete and fully documented. You can create Phaser.TimerEvents on a Timer and lots of new examples have been provided. 2014-01-09 00:59:37 +00:00
Tarion c21365703d Phaser Definitions Update
Added "GetCurrentState" to StateManager
2014-01-08 22:57:13 +01:00
photonstorm 35e61172e1 Device.quirksMode is a boolean that informs you if the page is in strict (false) or quirks (true) mode.
Canvas.getOffset now runs a strict/quirks check and uses document.documentElement when calculating scrollTop and scrollLeft to avoid Chrome console warnings.
The Time class now has three new methods: addEvent, repeatEvent and loopEvent. See the new Timer examples to show how to use them.
2014-01-08 11:21:48 +00:00
photonstorm 67e2caafbc Added new Contributors guide. 2014-01-08 11:21:48 +00:00
Richard Davey 038bca11b2 Merge pull request #295 from Niondir/dev
phaser.d.ts corrections
2014-01-07 16:42:52 -08:00
photonstorm bd9b964710 Added a new Full Screen Mobile template example. 2014-01-08 00:34:47 +00:00
niondir 1aabb6b93d World is a Group. Needed to remove stuff again e.g. a "BitmapText" 2014-01-07 19:54:04 +01:00
niondir 77a8dc321f phaser.d.ts corrections 2014-01-07 10:58:00 +01:00
photonstorm 428e331a11 Groups can now be added to other Groups as children via group.add() and group.addAt().
Groups now have an 'alive' property, which can be useful when iterating through child groups with functions like forEachAlive.
2014-01-06 01:39:23 +00:00
photonstorm aa3a86df6e Timer class overhaul. 2014-01-04 02:53:32 +00:00
photonstorm 92033fde7c Added BitDeli badge. 2014-01-03 12:46:13 +00:00
photonstorm 7aa45b5872 Added BitDeli badge, also updating Timer class. 2014-01-03 12:43:58 +00:00
photonstorm c3183dcea9 Angular Physics re-implemented, most tests now working as expected. 2014-01-03 04:50:31 +00:00
Richard Davey f7329e0661 Further physics modifications 2014-01-03 02:24:06 +00:00
photonstorm 5526a7322b Warning: This version has a new ArcadePhysics handler in it. Don't upgrade if you need this for live game code, wait until we go to master. Otherwise, this commit contains lots of new physics demos and a new updateMotion and Body class to try and fix, once and for all, the physics issues with applied forces. 2014-01-02 23:28:22 +00:00
photonstorm 902ffee808 Loader.progressFloat contains the actual non-rounded progress value, where-as Loader.progress contains a rounded value. Use progressFloat if you've > 100 files to load. 2013-12-31 17:35:40 +00:00
photonstorm d1cd1df9a5 Lots of fixes and updates to the Button class, InputHandler for snap offsets, Sound looping and Stage scaling. 2013-12-31 17:03:09 +00:00
photonstorm 86f6ddcbc8 Two new particle examples and a group animation example. Also fixed CocoonJS sound issue and Cache sound locked bug. 2013-12-31 03:37:11 +00:00
photonstorm 3b87ce9fc9 Brand new Gamepad API support fully implemented (thanks to Karl Macklin), with examples to show use. 2013-12-31 01:45:30 +00:00
photonstorm 29d7cc36a0 Merge branch 'gamepadsupport' of https://github.com/karlmacklin/phaser into karlmacklin-gamepadsupport
Conflicts:
	README.md
2013-12-31 00:44:11 +00:00
photonstorm ba74bea4b4 New Group.destroy example and patched the desyrel font xml. 2013-12-30 21:36:50 +00:00
photonstorm ce4cf531d4 Added class constructors, fixed Stripshader, added relative Tween example and updated Tween source. 2013-12-30 16:54:00 +00:00
photonstorm fdbdd81b7b Updated some docs, added the new renderHidden parameter for Canvas and updated the RenderTexture examples as a result. 2013-12-27 00:26:21 +00:00
Richard Davey 2c8077835c Merge pull request #251 from cocoademon/physics_self_collide_fix
Don’t test self-collisions
2013-12-26 15:10:28 -08:00
Richard Davey 10f4bc7507 Merge pull request #278 from inductible-dev/dev
New example suite added, and some TypeScript def tweaks
2013-12-26 15:01:12 -08:00
Richard Davey 923a10ee81 Input no longer sets cursor to default if already set to none 2013-12-26 00:52:01 +00:00
photonstorm 167a498a5e Phaser.Game constructor can now be passed a single object containing game settings + Stage settings, useful for advanced configurations. 2013-12-24 03:18:55 +00:00
inductible.dev 7acf79338c Added examples group: Debug tools 2013-12-23 15:59:58 +00:00
inductible.dev e103d6ae83 Added examples group: Debug tools 2013-12-23 15:59:26 +00:00
inductible.dev 9a968bc5bb TypeScript defs: TileSprite now extends Sprite, and added 'fixedToCamera' property to Sprite definition 2013-12-23 09:48:07 +00:00
photonstorm 0acef49a7c RenderTexture now displays correctly in Canvas games.
Stage.display property added. A direct reference to the root Pixi Stage object (very useful for RenderTexture manipulation)
2013-12-23 04:20:09 +00:00
Richard Davey 5a5d465034 Merge pull request #275 from inductible-dev/dev
added TypeScript definitions for Key and CursorKeys object
2013-12-22 08:30:03 -08:00
inductible.dev 6be31e0f69 added TypeScript definitions for Key and CursorKeys object 2013-12-22 13:34:52 +00:00
photonstorm bf72b4d3b0 Tilemap.createFromObjects can now turn a bunch of Tiled objects into Sprites in one single call, and copies across all properties as well. 2013-12-22 04:27:12 +00:00
photonstorm 63d90a0176 Sprites that are fixedToCamera can now be input dragged regardless of world position. 2013-12-22 03:46:08 +00:00
photonstorm 3cbb820349 You can now load any binary file via the Loader: game.load.binary(key, url, callback) - the optional callback allows for post-load processing before entering the Cache. 2013-12-20 18:27:36 +00:00
photonstorm 352749e803 Collision commands in and working. Updated sci-fly example. Multiple layers rendering. Mixed tile size on one layer rendering, but collision is grid bound. 2013-12-19 05:09:49 +00:00
photonstorm 4c7a4ebf62 Tiled map loader now working much better, rendering, layering properly. 2013-12-19 03:49:28 +00:00
photonstorm 5cf7ed4fdb More TypeScript updates. 2013-12-18 16:56:14 +00:00
photonstorm f991f9cee8 Tweens have a new event: onLoop.
Tweens - Example showing how to use the tween events, onStart, onLoop and onComplete.
Lots of documentation fixes in the Tween class.
Tweens fire an onLoop event if they are set to repeat. onComplete is now only fired for the final repeat (or never if the repeat is infinite)
Tween.onStart is now called when the tween starts AFTER the delay value, if given (thanks stevenbouma)
2013-12-18 13:02:01 +00:00
photonstorm b2c680811b New unified Tiled loader. 2013-12-18 13:02:01 +00:00
Richard Davey 4ada28ba81 Merge pull request #267 from cocoademon/framerate_example
Add an example to show framerate independence in physics calculations
2013-12-17 17:15:33 -08:00
Cameron Foale 55d69e16b6 Add an example to show framerate independence in physics calculations 2013-12-18 11:58:11 +11:00
photonstorm 50eee95c99 Improved TilemapLayer rendering and debug rendering significantly. Cleared out some old assets and added a new map. 2013-12-18 00:44:04 +00:00
photonstorm dd7ae12271 ArcadePhysics.overlap and collide now recognise TileSprites in the collision checks. 2013-12-17 16:48:03 +00:00
Richard Davey a0961f27df Merge pull request #266 from cocoademon/physics_instability_fix
Physics instability fix. I'm merging this in so I can test it against the updates here.
2013-12-17 04:36:38 -08:00
photonstorm 896e9af9f5 TilemapLayers now render tiles correctly, with our without debugging overlay. Collision working well across single and index ranges. 2013-12-17 05:07:00 +00:00
Cameron Foale b8dbb5d125 Take dt into account for gravity calculations 2013-12-17 14:38:44 +11:00
Cameron Foale 388e42c80a Remove invalid multiply by 60 in Phaser.ArcadePhysics.updateMotion 2013-12-17 13:45:15 +11:00
photonstorm 7917eac255 Added Matching Pairs game and updated fixed to camera example. 2013-12-16 15:16:44 +00:00
Richard Davey 39cae4cc09 Sphere snake wip demo 2013-12-14 02:22:14 +00:00
photonstorm 03ae324d26 New user submitted examples 2013-12-13 23:56:39 +00:00
photonstorm a361a18616 Updated IE11 check, forces IE11 to use Canvas renderer even in AUTO mode. 2013-12-13 14:04:14 +00:00
Richard Davey dd9f533528 Merge pull request #134 from gabehollombe/touch_joystick_example
Added touch joystick example
2013-12-11 17:06:10 -08:00
Richard Davey 1b954066a6 Merge pull request #247 from cocoademon/trim_fix
Switch method of using trimmed sprites to support scaling and rotation
2013-12-11 16:52:01 -08:00
photonstorm da5d8c9272 Updated p2.js to latest build. 2013-12-11 03:20:33 +00:00
Richard Davey 215632c0a7 Merge pull request #261 from cocoademon/platform_riding_fix
Fix riding on platforms
2013-12-10 16:05:09 -08:00
Richard Davey 9988a2ffbe Merge pull request #260 from feiss/dev
Tutorials translated to spanish
2013-12-10 16:02:19 -08:00
Cameron Foale 56389fcaf4 Fix riding on platforms 2013-12-11 10:25:57 +11:00
Diego F. Goberna c74bac3a9c Finished translation of tutorial 02 2013-12-10 21:41:33 +01:00
Diego F. Goberna 9f6cfca9cd Title tags fixed 2013-12-10 17:31:54 +01:00
Diego F. Goberna 6805e7264d code comments translated 2013-12-10 17:31:19 +01:00
Diego F. Goberna f7202a3ff1 removed hello world example code
To avoid duplicates. Users may go to the english version (and links in
the tutorial go to the english version)
2013-12-10 17:09:03 +01:00
Diego F. Goberna fc6ae6a60b Finished translation of tutorial 01 2013-12-10 17:05:34 +01:00
Diego F. Goberna 636b1af25c Spanish translation of the tutorials 2013-12-10 16:49:01 +01:00
photonstorm 19759699df More TypeScript definitions fixes (for Easing and Animation data). 2013-12-10 14:34:22 +00:00
photonstorm 669570c701 Tidying up the examples and more Tilemap work. 2013-12-10 12:23:42 +00:00
photonstorm af5847e8e4 Tilemap and game core loop updates. 2013-12-09 16:40:48 +00:00
Richard Davey 2071fc22fc Merge pull request #253 from jcd-as/dev
fix Pixi bug (#425) - fix incorrect width property for multi-line Bitmap...
2013-12-09 02:01:24 -08:00
Richard Davey 55b2dd379a Merge pull request #254 from cocoademon/update_reorder
Split world update into preUpdate and update.
2013-12-09 02:00:49 -08:00
Cameron Foale 3e1207e1a3 Split world update into preUpdate and update.
This allows moving the state.update() call to before world.update(),
meaning results of collisions checked in the state are available to
objects in their own update().
2013-12-09 15:46:02 +11:00
Josh Shepard (jcs) 8ade29d982 fix Pixi bug (#425) - fix incorrect width property for multi-line BitmapText
(Pixi has already merged the fix)
2013-12-08 09:50:21 -08:00
photonstorm 74e0cfb13a Added Tutorial 2. 2013-12-07 02:05:07 +00:00
photonstorm 13a03f3620 TypeScript file updated, now compiles without error in VS and FlashDevelop. 2013-12-06 13:48:40 +00:00
photonstorm 886618c056 Tilemap collision fixed, regardless of rotation, number of overlapping tiles and speed (to a point anyway). Maps also don't crash if they are smaller than the render area. Layers can be positioned successfully anywhere in camera but collision isn't yet offset for this. 2013-12-06 04:34:27 +00:00
photonstorm ca3c71e8f5 Added max overlap clamp. 2013-12-06 02:44:06 +00:00
photonstorm 8e289e6b7c Mostly working, just need to apply a max overlap to avoid tunneling, although a ray would be better. 2013-12-06 02:34:28 +00:00
photonstorm 1f513a333e Fixed an issue where passing null as the Group parent wouldn't set it to game.world as it should have (thanks tito100).
Continued work on the tilemap collision - again, please don't use this version if you need working tilemaps.
2013-12-06 01:07:25 +00:00
photonstorm ea3802a556 Lots of new tilemap code in here. If your game relies on tilemaps then please don't update to this commit unless you want to help debugging! 2013-12-05 18:12:16 +00:00
photonstorm cd314cd03e Group.length now returns the number of children in the Group regardless of their exists/alive state, or 0 if the Group is has no children. 2013-12-05 09:14:49 +00:00
Richard Davey eb3d8241ca Merge pull request #250 from cocoademon/camera_bounds_fix
Switch Camera.setBoundsToWorld to match world.bounds instead of world
2013-12-05 01:11:59 -08:00
Richard Davey fe5fdb164c Merge pull request #245 from oysterCrusher/dev
Introduced a separate stage.fullScreenScaleMode property.
2013-12-05 01:10:02 -08:00
John 2e11801f9f Added a fix for fullscreen scaling in firefox. 2013-12-05 07:15:50 +00:00
Cameron Foale f6712da774 Switch Camera.setBoundsToWorld to match world.bounds instead of world 2013-12-05 16:28:17 +11:00
Cameron Foale b48669dded Don’t test self-collisions 2013-12-05 16:26:03 +11:00
Cameron Foale 8469a9c51e Switch method of using trimmed sprites to support scaling and rotation 2013-12-05 14:52:26 +11:00
John b978a2b73b Introduced a separate stage.fullScreenScaleMode property that is used to decide scaling when fullscreen. 2013-12-05 01:00:36 +00:00
photonstorm c5c754725a * When a Sprite is destroyed any active filters are removed as well.
* Updated Pixi.js so that removing filters now works correctly without breaking the display list.
2013-12-04 22:39:53 +00:00
Richard Davey 8f14483b60 Merge pull request #243 from jcd-as/dev
move 'dirty' flag for Tilemap to a per-layer flag. Fixes #242
2013-12-04 14:38:55 -08:00
Josh Shepard (jcs) 539dcdd18a move 'dirty' flag for Tilemap to a per-layer flag. Fixes #242 2013-12-04 09:42:25 -08:00
photonstorm 666df67453 Tidying up the wip folder and updating pixi. 2013-12-03 20:50:34 +00:00
photonstorm 42c0bed502 Fixed World.scale and Group.scale. 2013-12-03 02:13:57 +00:00
photonstorm 3bfea2101a Start of the Dragonfire game sample 2013-12-01 20:59:52 +00:00
Richard Davey f9ee9bfc0e Merge pull request #239 from jcd-as/dev
move TilemapLayer positioning/rendering to postUpdate to be in line with...
2013-12-01 04:50:39 -08:00
Josh Shepard (jcs) 2b99cb4be4 move TilemapLayer positioning/rendering to postUpdate to be in line with ‘normal’ Sprites.
reverts e91d40b9fc - fix was incorrect & regressed fixedToCamera Sprites’ & TilemapLayer positioning.
Fixes #237
2013-11-30 17:40:24 -08:00
photonstorm 0256117307 Preparing dev branch for 1.1.4 2013-11-29 19:40:28 +00:00
photonstorm 0302e05a83 Small link updates. 2013-11-29 18:48:17 +00:00
photonstorm d9ffd6afd4 Final version of the Getting Started guide. 2013-11-29 18:28:55 +00:00
photonstorm f9b82b66db Tutorial update. 2013-11-29 16:26:59 +00:00
photonstorm efe839978b New Getting Started Tutorial. 2013-11-29 15:16:42 +00:00
photonstorm 00a9897ae2 Updated Filter resolution to a 2f and added Blur and Marble filters. 2013-11-29 12:26:53 +00:00
Richard Davey 378ffc7ade Caustics filter 2013-11-29 10:39:52 +00:00
photonstorm b2fc6c422a Fixed filters for new shader code. 2013-11-28 21:29:16 +00:00
photonstorm f22159e257 Updated documentation. 2013-11-28 15:57:09 +00:00
photonstorm 8da9b67c18 Loader fixed for tilemap data. 2013-11-28 14:22:47 +00:00
photonstorm 780b8a5d6d New filters and demos: LightBeams, Fire and Tunnel. Also Loader can now load script files. 2013-11-28 05:43:35 +00:00
Richard Davey 39025c1c2a Merge pull request #233 from jcd-as/dev
fix for ’jitter’ in scrolling where tilemaps & sprites are one frame off...
2013-11-27 16:57:59 -08:00
Josh Shepard (jcs) e91d40b9fc fix for ’jitter’ in scrolling where tilemaps & sprites are one frame off from each other
Fixes #214
2013-11-27 16:25:20 -08:00
photonstorm a9a46bfbbf Lots of documentation updates and new Loader examples. 2013-11-27 16:33:49 +00:00
photonstorm 4926fac578 New non-conflicting Loading system in place. Creating tests. 2013-11-26 21:10:01 +00:00
photonstorm 2fc5c89c1e Preparing to extend the Loader to handle script loading. 2013-11-26 17:14:21 +00:00
Richard Davey e8646def64 Merge pull request #231 from jcd-as/dev
update the collision hulls in sprite->sprite separations (in addition to...
2013-11-26 03:54:40 -08:00
photonstorm 141337bed9 Heavily optimised PixiShader. 2013-11-26 05:13:56 +00:00
Josh Shepard (jcs) f4688241d2 update the collision hulls in sprite->sprite separations (in addition to sprite->tile separations) 2013-11-25 20:58:39 -08:00
photonstorm 86584a636c Added new Phaser.HEADLESS render mode (doesn't output anything). 2013-11-25 14:53:30 +00:00
photonstorm 06a17b4b26 Fixed an issue in Text. Fixed the background color issue with Canvas games. Updated the Examples viewer so the side-by-side focuses the iframe now. Added new "Extend Group" example. 2013-11-25 13:12:03 +00:00
photonstorm 299115ca5d The entire Phaser library has been updated to match the new JSHint configuration. 2013-11-25 04:40:04 +00:00
photonstorm 13a2cc2feb Updating all files to adhere to the JSHint settings and fixing lots of documentation errors on the way. 2013-11-25 03:13:04 +00:00
Richard Davey 373b97648d Documentation updates 2013-11-24 23:52:31 +00:00
photonstorm a876fdd2b6 README update, Loader audio path fix and Tween.isRunning fix. 2013-11-24 13:16:55 +00:00
Richard Davey cbd9b77327 Merge pull request #218 from TheJare/dev
Fix normalizeAngle and wrapAngle (again?)
2013-11-24 05:09:06 -08:00
photonstorm d30e2974c4 Updated JSHint configuration, README and started working through source files against JSHint. 2013-11-24 12:51:20 +00:00
Richard Davey 16ae7f3cb7 Merge pull request #225 from kevinthompson/kt/jshint
Add JSHint configuration.
2013-11-24 04:29:33 -08:00
photonstorm 155c863d69 New Timer class and scale event updates. 2013-11-24 11:04:58 +00:00
Kevin Thompson 82f019d4d2 Add JSHint configuration. 2013-11-23 09:08:23 -08:00
TheJare 8015194daa Fix normalizeAngle and wrapAngle (again?) 2013-11-23 02:58:02 +01:00
photonstorm 7d7aa795e7 New Fire filter. 2013-11-21 12:34:41 +00:00
photonstorm b286093093 Opps forgot to fix a rogue filter which caused the lib to crash. 2013-11-21 05:31:23 +00:00
photonstorm 496639ff25 Added Phaser.Filter and started moving the shaders over into their own filter classes, so they won't all get bundled in unless needed. 2013-11-21 05:00:07 +00:00
Richard Davey e32c127a97 Merge pull request #212 from TheJare/dev
Fixes to Math and Loader
2013-11-20 04:51:25 -08:00
Richard Davey ca297318f0 Merge pull request #211 from cocoademon/fix_skip_children
Fix a silly mistake in skip preupdate/update for PIXI objects
2013-11-20 04:50:34 -08:00
photonstorm 577e3f8506 Heroku shader conversion :) 2013-11-20 06:31:49 +00:00
photonstorm 93fcb7acbf Loads more shaders and some fixes and enhancements to PixiShader 2013-11-20 04:04:48 +00:00
photonstorm e620c99479 ShaderToy convertor up and working, lots of shaders being turned into Pixi filters :) 2013-11-20 02:28:28 +00:00
TheJare f115a2dbf8 Remove references to GameMath, it's just Math now
Throw exceptions if wrong format given to tilemap or textureatlas. Previously, old onload remained active and error happened in the wrong (and hard to diagnose) place.
2013-11-20 00:12:37 +01:00
Cameron Foale 9b6bfa5f37 Fix a silly mistake in skip preupdate/update for PIXI objects 2013-11-20 09:45:27 +11:00
Richard Davey 40e1b4b9aa Merge pull request #210 from cocoademon/skip_pixi_updates
Skip preupdate/update for PIXI hierarchies in which an ancestor doesn't exist
2013-11-19 04:20:17 -08:00
photonstorm 6ed6820429 Grid Gunner: Book demo game 2013-11-19 05:34:08 +00:00
Cameron Foale 7ef5ab8c98 Skip preupdate/update for PIXI hierarchies in which an ancestor doesn't exist 2013-11-19 16:29:02 +11:00
Richard Davey e43571980d Book files 2013-11-19 00:25:55 +00:00
photonstorm b63bd14172 ScaleMode fix, BitmapData change and Device updates. 2013-11-18 20:27:40 +00:00
photonstorm a5f2d65d23 Fixing a few more Pixi issues. 2013-11-17 12:31:57 +00:00
photonstorm 7ad4164e3a Expanding BitmapData 2013-11-17 04:33:16 +00:00
Richard Davey ba6863bdf5 bmd tweaks 2013-11-17 00:55:28 +00:00
photonstorm 38bd00b4ed ArcadePhysics.separateTile wasn't returning the value, so the custom process callback wasn't getting called (thanks flameiguana) 2013-11-16 13:47:12 +00:00
Richard Davey 3249aa2673 Merge pull request #204 from gltovar/dev
Update typescript definition file
2013-11-16 05:45:42 -08:00
Louis Tovar 4d80d6c9b2 Merge remote-tracking branch 'photonstorm_phaser/dev' into dev 2013-11-15 14:21:00 -08:00
Louis Tovar 04ebae7a9f a basic state project that leads to breakout 2013-11-15 13:50:41 -08:00
Louis Tovar 0dab85c853 latest version of typescript definitions, manual changes to get it to code hint properly. 2013-11-15 13:50:16 -08:00
Louis Tovar 266b62caff adding the game state 2013-11-15 13:49:22 -08:00
photonstorm 83cacb93a0 More updates to BitmapData. 2013-11-15 20:40:55 +00:00
Richard Davey 8d48576fe2 Updates 2013-11-14 16:24:27 +00:00
Richard Davey ebe441666c BitmapData object added 2013-11-13 20:57:09 +00:00
Louis Tovar 254bf67e16 Working on creating a test project in typescript using the Template JS and Breakout game. More to come 2013-11-13 01:26:15 -08:00
Louis Tovar f71b8d4df1 Manual fixes for TypeScript definitions file. Not Complete, more to come 2013-11-13 01:24:26 -08:00
Richard Davey 6a24d6116b Lots of renderTexture updates and examples added 2013-11-13 06:49:24 +00:00
Richard Davey e4faa34908 Merge pull request #188 from Izzimach/izz
Switched Tilemap to use user-specified layer.
2013-11-12 16:33:43 -08:00
Richard Davey 71b08cafbd Merge pull request #184 from crazysam/dev
Implementing PluginManager.remove, added PluginManager.removeAll
2013-11-12 16:32:43 -08:00
Richard Davey 9dc7c73135 Merge pull request #181 from jcd-as/dev
Added scrollFactorX/scrollFactorY to TilemapLayers
2013-11-12 16:31:51 -08:00
Richard Davey e271f69527 Merge pull request #170 from beeglebug/selectors
Phaser.Game parent can now be a HTMLElement
2013-11-12 16:26:42 -08:00
photonstorm 46cf024a35 filter test updates 2013-11-09 02:16:52 +00:00
Izzimach 1d20c07ed9 Merge remote-tracking branch 'origin/dev' into izz 2013-11-08 12:04:24 -07:00
Izzimach 18a07f7a88 Switched Tilemap to use user-specified layer.
Tilemap was using the current layer even if a layer was specified as a
parameter in getTile/setTile. Changed it to use the user layer if one is
specified.
2013-11-08 11:40:07 -07:00
Samuel Batista 13fdca9cf5 Merge branch 'dev' of https://github.com/crazysam/phaser into dev 2013-11-08 01:13:58 -05:00
Samuel Batista 084c4239e5 Implementing PluginManager.remove function, added PluginManager.removeAll function. 2013-11-08 01:11:36 -05:00
Josh Shepard b35da01cfc Added scrollFactorX/scrollFactorY to TilemapLayers - controls rate of movement of layers as a factor of camera position 2013-11-07 10:44:04 -08:00
photonstorm 3f99b691c9 Added in a Group.sort demo, also updated the documentation and build files. 2013-11-07 06:10:15 +00:00
photonstorm 42cd8bd812 Added Group.sort, can sort the Group based on any given numeric property (x, y, health), finally you can do depth-sorting :) 2013-11-07 04:31:37 +00:00
photonstorm 789f0bb0a1 Fixing up Group.sort 2013-11-06 17:43:01 +00:00
photonstorm dfb22f1044 Tracked down an evil bug in Group.swap that caused the linked list to get corrupted in an upward (B to A) neighbour swap. 2013-11-06 16:46:21 +00:00
photonstorm 8b793cd8d7 Updated to latest version of Pixi.js. Lovely new WebGL filters now working happily :) 2013-11-06 04:51:23 +00:00
photonstorm 94d9fa6e77 Tidying up some docs. 2013-11-05 21:44:39 +00:00
Richard Davey de34a13545 Merge pull request #176 from rjimenezda/dev
Polygon class & drawPolygon method
2013-11-05 13:20:35 -08:00
Román Jiménez 35dd98c72f Added some docstring to the Polygon class 2013-11-05 20:31:33 +01:00
Román Jiménez 06e33bc8e4 Polygon & drawPolygon method 2013-11-05 20:25:06 +01:00
photonstorm 1eca16a948 ArcadePhysics.updateMotion applies the dt to the velocity calculations as well as position now (thanks jcs) 2013-11-05 16:14:24 +00:00
Samuel Batista 32bff9e419 Merge pull request #1 from photonstorm/dev
Dev
2013-11-04 16:07:59 -08:00
beeglebug 00664f9e99 Phaser.Game parent can now be a HTMLElement 2013-11-04 21:29:32 +00:00
photonstorm fa8533f5d1 Added Tetris sprites 2013-11-04 20:45:51 +00:00
photonstorm 2e576fa9a7 Input Handler updates, orientation screen and World visibility 2013-11-04 20:44:32 +00:00
photonstorm 19ddad8095 Mouse handler updates. 2013-11-04 20:44:32 +00:00
Richard Davey 9022a2f9d3 Merge pull request #160 from cocoademon/camera_shake
Add a postUpdate function to plugins
2013-11-03 18:58:04 -08:00
Richard Davey 0e84b7ccc9 Merge pull request #162 from beeglebug/button
Button now goes back to over state when setFrames used in action
2013-11-03 18:39:54 -08:00
Richard Davey a5c8b2509c Merge pull request #167 from wKLV/dev
Mouse now knows what button is clicked
2013-11-03 18:21:53 -08:00
Richard Davey c1d60d7e19 getAnimation and RAF callback ID checks added 2013-11-04 00:04:19 +00:00
wKLV 8678373754 fix typo 2013-11-04 00:18:59 +01:00
wKLV e8bac6c8c7 Check type uses the static values 2013-11-04 00:16:36 +01:00
KLV 4593a42a5b Mouse property to say what button is being clicked
It follows the convention that already was in the
file 0 for left, 1 for middle and 2 for right.
It also changes to -1 when mouseUp.
2013-11-03 23:43:47 +01:00
beeglebug 3227918c57 fix #154 Button now goes back to over state when setFrames used in action 2013-11-02 11:24:00 +00:00
Cameron Foale a96ced0d82 Add a postUpdate function to plugins, which is called after World.postUpdate 2013-11-02 17:04:32 +11:00
photonstorm cc42a71c66 Preparing 1.1.3 dev branch 2013-11-01 19:05:47 +00:00
photonstorm 3e9777e6f4 Updated docs for 1.1.2 release. 2013-11-01 18:16:52 +00:00
Richard Davey eb95ce231b Merge pull request #159 from alvinsight/dev
Tidied up space invaders' code base
2013-11-01 11:13:55 -07:00
alvinsight d0889fcc17 Tidied up the code base 2013-11-01 18:04:54 +00:00
photonstorm 160a321a36 Updated invaders demo. 2013-11-01 17:37:32 +00:00
photonstorm 685054eac5 Group.callAll now supports nested functions and a context, making it really powerful! 2013-11-01 17:29:57 +00:00
Richard Davey 19ac33f970 Merge pull request #158 from alvinsight/dev
Invaders game improved
2013-11-01 10:30:00 -07:00
alvinsight 56c7f1f275 Invaders game improved 2013-11-01 17:02:06 +00:00
Richard Davey 51a42c2f12 Merge pull request #155 from alvinsight/dev
Tilemaps examples updated
2013-11-01 07:50:54 -07:00
Webeled e3f76ce481 Tilemaps examples updated 2013-11-01 12:25:14 +00:00
Richard Davey bd752785b9 Merge pull request #150 from beeglebug/master
added getMagnitude, setMagnitude, normalize and isZero methods to Point
2013-11-01 04:37:54 -07:00
photonstorm 787abc1e02 Updated debug header and added more info to the project template. 2013-11-01 04:58:08 +00:00
photonstorm 581d637663 Added Group.cursor. This points to the first item added to a Group. You can move the cursor with Group.next() and Group.previous(). 2013-11-01 02:50:00 +00:00
photonstorm 3c164b466c * Updated: event.preventDefault() has been added to all Mouse event handlers.
* Updated: Sprite.deltaX/Y removed due to non-use. prevX/Y values moved to Sprite._cache.prevX/Y.
* Updated: Due to missing extends parameter the Sprite prototype was picking up functions from classes it never meant to (Button, TilemapLayer), now fully isolated.
2013-11-01 02:07:21 +00:00
photonstorm 01eab3aeb1 Fixed issue 141 - If a Sprite is dragged and you release the Pointer while not over the Sprite, it will think it's still over it (thanks Paratron) 2013-10-31 16:27:10 +00:00
photonstorm 6f93a2ec94 Multiple Anims update, Tilemap fixes and some new examples. 2013-10-31 15:45:19 +00:00
Stuart Lee 903c2e73fa added getMagnitude, setMagnitude, normalize and isZero methods to Point 2013-10-31 14:11:03 +00:00
photonstorm 712858cf75 More work on the Invaders game. 2013-10-31 05:31:54 +00:00
photonstorm ddf15979d0 Fixing up Invaders and Star Struck. Also removing lots of un-used css jsdoc themes. 2013-10-31 01:45:16 +00:00
Richard Davey ebf4456e4e Merge pull request #147 from beeglebug/scope
state callbacks now receive game object as argument
2013-10-30 18:44:35 -07:00
Stuart Lee 01f64c6694 state callbacks now receive game object as argument 2013-10-30 16:09:06 +00:00
Richard Davey 0a77690f4f Merge pull request #144 from beeglebug/dev
hexToRGB now accepts short hex codes (#EEE)
2013-10-30 07:16:41 -07:00
Stuart Lee 9030fbf352 hexToRGB now accepts short hex codes (#EEE) 2013-10-30 13:34:46 +00:00
photonstorm 24c809dd5f Final body / physics / bounds fixes. Also updated various examples, optimised Sprite core loop and enhanced the Invaders example. 2013-10-30 03:46:52 +00:00
photonstorm 3de62907a0 Nearly fixed the tilemap / body issue. More tests needed but then can push to master. 2013-10-29 04:07:26 +00:00
photonstorm 7ceb11ae49 New: You'll now find a complete Basic project Template in the resources/Project Templates folder. Will add more complex ones soon. 2013-10-28 23:29:34 +00:00
Gabe Hollombe 62656783f0 add gamecontroller.js to view_lite.html for the side_view layout 2013-10-28 18:56:48 +08:00
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
Gabe Hollombe 7a9508d01d Added touch joystick example
Using Clay.io's HTML5 Virtual Game Controller
2013-10-27 15:59:05 +08:00
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
2758 changed files with 787135 additions and 198928 deletions
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# System and IDE files
Thumbs.db
.DS_Store .DS_Store
.idea .idea
Phaser OSX.sublime-project Phaser OSX.sublime-project
Phaser OSX.sublime-workspace Phaser OSX.sublime-workspace
Phaser.sublime-project Phaser.sublime-project
Phaser.sublime-workspace Phaser.sublime-workspace
*.suo
*.sublime-project
*.sublime-workspace
# Vendors
node_modules/
# Build
dist/
+75
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{
"globals" : { "Phaser": false, "PIXI": false },
// Ignore Environment Globals
"browser" : true, // Standard browser globals e.g. `window`, `document`.
"couch" : false,
"dojo" : false,
"jquery" : true,
"mootools" : false,
"node" : false,
"nonstandard" : false,
"phantom" : false,
"prototypejs" : false,
"rhino" : false,
"worker" : false,
"wsh" : true, // Windows Scripting Host.
"yui" : false,
// Development
"debug" : true, // Allow debugger statements e.g. browser breakpoints.
"devel" : true, // Allow developments statements e.g. `console.log();`.
// ECMAScript Support
"es3" : true, // Support legacy browser and javascript environments.
"esnext" : false, // This option tells JSHint that your code uses ECMAScript 6 specific syntax.
"strict" : false, // Require `use strict` pragma in every file.
"globalstrict" : false, // Allow global "use strict" (also enables 'strict').
// Functionality
"asi" : true, // Tolerate Automatic Semicolon Insertion (no semicolons).
"bitwise" : false, // Prohibit bitwise operators (&, |, ^, etc.).
"boss" : true, // Tolerate assignments inside if, for & while. Usually conditions & loops are for comparison, not assignments.
"camelcase" : true, // Force all variable names to use either camelCase style or UPPER_CASE with underscores.
"curly" : true, // Require {} for every new block or scope.
"eqeqeq" : false, // Require triple equals i.e. `===`.
"eqnull" : true, // Tolerate use of `== null`.
"evil" : false, // Tolerate use of `eval`.
"expr" : false, // Tolerate `ExpressionStatement` as Programs.
"forin" : false, // Tolerate `for in` loops without `hasOwnPrototype`.
"freeze" : true, // Prohibits overwriting prototypes of native objects such as Array and Date.
"funcscope" : true, // This option suppresses warnings about declaring variables inside of control structures while accessing them later from the outside.
"immed" : false, // Require immediate invocations to be wrapped in parens e.g. `( function(){}() );`
"iterator" : true, // This option suppresses warnings about the __iterator__ property.
"lastsemic" : true, // This option suppresses warnings about missing semicolons, but only when the semicolon is omitted for the last statement in a one-line block.
"latedef" : false, // Prohipit variable use before definition.
"laxbreak" : false, // Tolerate unsafe line breaks e.g. `return [\n] x` without semicolons.
"laxcomma" : false, // This option suppresses warnings about comma-first coding style.
"loopfunc" : true, // Allow functions to be defined within loops.
// "maxcomplexity" : 10, // This option lets you control cyclomatic complexity throughout your code.
// "maxdepth" : 2, // This option lets you control how nested do you want your blocks to be.
// "maxlen" : 80, // This option lets you set the maximum length of a line.
// "maxparams" : 5, // This option lets you set the max number of formal parameters allowed per function.
// "maxstatements" : 25, // This option lets you set the max number of statements allowed per function.This option lets you set the max number of formal parameters allowed per function.
"moz" : false, // This options tells JSHint that your code uses Mozilla JavaScript extensions.
"multistr" : true, // This option suppresses warnings about multi-line strings.
"noarg" : true, // Prohibit use of `arguments.caller` and `arguments.callee`.
"notypeof" : false, // This option suppresses warnings about invalid typeof operator values.
"proto" : true, // This option suppresses warnings about the __proto__ property.
"scripturl" : true, // Tolerate script-targeted URLs.
"shadow" : true, // Allows re-define variables later in code e.g. `var x=1; x=2;`.
"smarttabs" : false, // This option suppresses warnings about mixed tabs and spaces when the latter are used for alignmnent only.
"supernew" : false, // Tolerate `new function () { ... };` and `new Object;`.
"undef" : true, // Require all non-global variables be declared before they are used.
"unused" : true, // This option warns when you define and never use your variables.
"validthis" : true, // This option suppresses warnings about possible strict violations when the code is running in strict mode and you use this in a non-constructor function.
// Styling
"indent" : 4, // Specify indentation spacing
"newcap" : true, // Require capitalization of all constructor functions e.g. `new F()`.
"noempty" : true, // Prohibit use of empty blocks.
"nonew" : true, // Prohibit use of constructors for side-effects.
"plusplus" : false, // Prohibit use of `++` & `--`.
"quotmark" : false, // This option enforces the consistency of quotation marks used throughout your code.
"sub" : true, // Tolerate all forms of subscript notation besides dot notation e.g. `dict['key']` instead of `dict.key`.
"trailing" : true // Prohibit trailing whitespaces.
}
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#How to contribute
It's important to us that you feel you can contribute towards the evolution of Phaser. This can take many forms: from helping to fix bugs or improve the docs, to adding in new features to the source. This guide should help you in making that process as smooth as possible.
##Reporting issues
[GitHub Issues][0] is the place to report bugs you may have found in either the core library or any of the examples that are part of the repository. When submitting a bug please do the following:
1. **Search for existing issues.** Your bug may have already been fixed or addressed in a development branch version of Phaser, so be sure to search the issues first before putting in a duplicate issue.
2. **Create an isolated and reproducible test case.** If you are reporting a bug, make sure you also have a minimal, runnable, code example that reproduces the problem you have.
3. **Include a live example.** After narrowing your code down to only the problem areas, make use of [jsFiddle][1], [jsBin][2], or a link to your live site so that we can view a live example of the problem.
4. **Share as much information as possible.** Include browser version affected, your OS, version of the library, steps to reproduce, etc. "X isn't working!!!1!" will probably just be closed.
##Pixi and Phaser
It's important to understand that internally Phaser uses [Pixi.js](https://github.com/GoodBoyDigital/pixi.js/) for all rendering. It's possible you may find a bug that is generated on the Pixi level rather than Phaser. You're welcome to still report the issue of course, but if you get a reply saying we think it might be a Pixi issue this is what we're talking about :)
##Support Forum
We have a very active [Phaser Support Forum](http://www.html5gamedevs.com/forum/14-phaser/). If you need general support, or are struggling to understand how to do something or need your code checked over, then we would urge you to post it to our forum. There are a lot of friendly devs in there who can help, as well as the core Phaser and Pixi teams, so it's a great place to get support from. You're welcome to report bugs directly on GitHub, but for general support we'd always recommend using the forum first.
##Dev vs. Master
The dev branch of Phaser is our 'current working' version. It is always ahead of the master branch in terms of features and fixes. However it's also bleeding-edge and experimental and we cannot and do not guarantee it will compile or work for you. Very often we have to break things for a few days while we rebuild and patch. So by all means please export the dev branch and contribute towards it, indeed that is where all Pull Requests should be sent, but do so understanding the API may change beneath you.
##Making Changes
To take advantage of our grunt build script and jshint config it will be easiest for you if you have node.js and grunt installed locally.
You can download node.js from [nodejs.org][3]. After it has been installed open a console and run `npm i - g grunt - cli` to install the global `grunt` executable.
After that you can clone the repository and run `npm i` inside the cloned folder. This will install dependencies necessary for building the project. Once that is ready,
make your changes and submit a Pull Request:
- **Send Pull Requests to the `dev` branch.** All Pull Requests must be sent to the `dev` branch, `master` is the latest release and PRs to that branch will be closed.
- **Ensure changes are jshint validated.** Our JSHint configuration file is provided in the repository and you should check against it before submitting.
- **Never commit new builds.** When making a code change you should always run `grunt` which will rebuild the project so you can test, *however* please do not commit these new builds or your PR will be closed. Builds by default are placed in the `dist` folder, to keep them separate from the `build` folder releases.
- **Only commit relevant changes.** Don't include changes that are not directly relevant to the fix you are making. The more focused a PR is, the faster it will get attention and be merged. Extra files changing only whitespace or trash files will likely get your PR closed.
##I don't really like git / node.js, but I can fix this bug
That is fine too. While Pull Requests are the best thing in the world for us, they are not the only way to help. You're welcome to post fixes to our forum or even just email them to us. All we ask is that you still adhere to the guidelines presented here re: JSHint, etc.
##Code Style Guide
- Use 4 spaces for tabs, never tab characters.
- No trailing whitespace, blank lines should have no whitespace.
- Always favor strict equals` === `unless you * need * to use type coercion.
- Follow conventions already in the code, and listen to jshint. Our config is set-up for a reason.
Thanks to Chad for creating the original Pixi.js Contributing file which we adapted for Phaser.
[0]: https://github.com/photonstorm/phaser/issues
[1]: http://jsfiddle.net
[2]: http://jsbin.com/
[3]: http://nodejs.org
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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;
}
h3 { font-size: 138.462%; }
h4 {
border-bottom: 1px solid #DBDFEA;
color: #E48A2B;
font-size: 115.385%;
font-weight: normal;
padding-bottom: 2px;
}
h5, h6 { font-size: 107.692%; }
/* -- Code and examples ----------------------------------------------------- */
code, kbd, pre, samp {
font-family: Menlo, Monaco, 'DejaVu Sans Mono', 'Bitstream Vera Sans Mono', 'Courier New', Courier, monospace;
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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@@ -1,10 +0,0 @@
<!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
View File
@@ -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
View File
@@ -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
View File
@@ -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>
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<h3>Why doesn't Prettyprinting of strings work on WordPress?</h3>
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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
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Continuation of comment */
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&lt;/pre&gt;</pre>
produces
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Continuation of comment */
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</pre>
<p>For a more complete example see the issue22
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<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
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<code class="prettyprint lang-js"
>addEventListener('load', function (event) { prettyPrint() }, false);</code>
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<br><br><br>
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File diff suppressed because one or more lines are too long
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-364
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@@ -1,364 +0,0 @@
{
"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>
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<h1 class="file-heading">File: ..\Phaser\time\TimeManager.ts</h1>
<div class="file">
<pre class="code prettyprint linenums">
/// &lt;reference path=&quot;../_definitions.ts&quot; /&gt;
/**
* @author Richard Davey &lt;rich@photonstorm.com&gt;
* @copyright 2013 Photon Storm Ltd.
* @license https://github.com/photonstorm/phaser/blob/master/license.txt MIT License
* @module Phaser
*/
module Phaser {
export class TimeManager {
/**
* This is the core internal game clock. It manages the elapsed time and calculation of delta values,
* used for game object motion and tweens.
*
* @class TimeManager
* @constructor
* @param {Phaser.Game} game A reference to the currently running game.
*/
constructor(game: Phaser.Game) {
this.game = game;
this._started = 0;
this._timeLastSecond = this._started;
this.time = this._started;
this.game.onPause.add(this.gamePaused, this);
this.game.onResume.add(this.gameResumed, this);
}
/**
* A reference to the currently running Game.
* @property game
* @type {Phaser.Game}
*/
public game: Phaser.Game;
/**
* The time at which the Game instance started.
* @property _started
* @private
* @type {Number}
*/
private _started: number;
/**
* Number of milliseconds elapsed since the last frame update.
* @property elapsed
* @public
* @type {Number}
*/
public elapsed: number = 0;
/**
* Game time counter.
* @property time
* @public
* @type {Number}
*/
public time: number = 0;
/**
* Records how long the game has been paused for. Is reset each time the game pauses.
* @property pausedTime
* @public
* @type {Number}
*/
public pausedTime: number = 0;
/**
* The time right now.
* @property now
* @public
* @type {Number}
*/
public now: number = 0;
/**
* Elapsed time since the last frame.
* @property delta
* @public
* @type {Number}
*/
public delta: number = 0;
/**
* The number of seconds that have elapsed since the game was started.
* @method totalElapsedSeconds
* @return {Number}
*/
public get totalElapsedSeconds(): number {
return (this.now - this._started) * 0.001;
}
/**
* Frames per second.
* @property fps
* @public
* @type {Number}
*/
public fps: number = 0;
/**
* The lowest rate the fps has dropped to.
* @property fpsMin
* @public
* @type {Number}
*/
public fpsMin: number = 1000;
/**
* The highest rate the fps has reached (usually no higher than 60fps).
* @property fpsMax
* @public
* @type {Number}
*/
public fpsMax: number = 0;
/**
* The minimum amount of time the game has taken between two frames.
* @property msMin
* @public
* @type {Number}
*/
public msMin: number = 1000;
/**
* The maximum amount of time the game has taken between two frames.
* @property msMax
* @public
* @type {Number}
*/
public msMax: number = 0;
/**
* The number of frames record in the last second.
* @property frames
* @public
* @type {Number}
*/
public frames: number = 0;
/**
* The time (in ms) that the last second counter ticked over.
* @property _timeLastSecond
* @private
* @type {Number}
*/
private _timeLastSecond: number = 0;
/**
* Update clock and calculate the fps.
* This is called automatically by Game._raf
* @method update
* @param {Number} raf The current timestamp, either performance.now or Date.now
*/
public update(raf: number) {
this.now = raf; // mark
this.delta = this.now - this.time; // elapsedMS
this.msMin = Math.min(this.msMin, this.delta);
this.msMax = Math.max(this.msMax, this.delta);
this.frames++;
if (this.now &gt; this._timeLastSecond + 1000)
{
this.fps = Math.round((this.frames * 1000) / (this.now - this._timeLastSecond));
this.fpsMin = Math.min(this.fpsMin, this.fps);
this.fpsMax = Math.max(this.fpsMax, this.fps);
this._timeLastSecond = this.now;
this.frames = 0;
}
this.time = this.now; // _total
// Paused?
if (this.game.paused)
{
this.pausedTime = this.now - this._pauseStarted;
}
}
/**
* Called when the game enters a paused state.
* @method gamePaused
* @private
*/
private gamePaused() {
this._pauseStarted = this.now;
}
/**
* Called when the game resumes from a paused state.
* @method gameResumed
* @private
*/
private gameResumed() {
// Level out the delta timer to avoid spikes
this.pauseDuration = this.pausedTime;
}
/**
* Records how long the game was paused for in miliseconds.
* @property pauseDuration
* @public
* @type {Number}
*/
public pauseDuration: number = 0;
/**
* The time the game started being paused.
* @property _pauseStarted
* @private
* @type {Number}
*/
private _pauseStarted: number = 0;
/**
* How long has passed since the given time.
* @method elapsedSince
* @param {Number} since The time you want to measure against.
* @return {Number} The difference between the given time and now.
*/
public elapsedSince(since: number): number {
return this.now - since;
}
/**
* How long has passed since the given time (in seconds).
* @method elapsedSecondsSince
* @param {Number} since The time you want to measure (in seconds).
* @return {Number} Duration between given time and now (in seconds).
*/
public elapsedSecondsSince(since: number): number {
return (this.now - since) * 0.001;
}
/**
* Resets the private _started value to now.
* @method reset
*/
public reset() {
this._started = this.now;
}
}
}
</pre>
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<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>
<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>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>
<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>
-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
Submodule Docs/yuidoc-theme-dana deleted from f4dea8f2cc
-80
View File
@@ -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']);
}
+334
View File
@@ -0,0 +1,334 @@
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({
pkg: grunt.file.readJSON('package.json'),
banner: '/**\n' +
'* @author Richard Davey <rich@photonstorm.com>\n' +
'* @copyright 2014 Photon Storm Ltd.\n' +
'* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}\n' +
'*\n' +
'* @overview\n' +
'*\n' +
'* Phaser - http://www.phaser.io\n' +
'*\n' +
'* v<%= pkg.version %> "<%= pkg.release %>" - Built: <%= grunt.template.today() %>\n' +
'*\n' +
'* By Richard Davey http://www.photonstorm.com @photonstorm\n' +
'*\n' +
'* Phaser is a fun, free and fast 2D game framework for making HTML5 games \n' +
'* for desktop and mobile web browsers, supporting Canvas and WebGL rendering.\n' +
'*\n' +
'* Phaser uses Pixi.js for rendering, created by Mat Groves http://matgroves.com @Doormat23\n' +
'* Phaser uses p2.js for physics, created by Stefan Hedman https://github.com/schteppe/p2.js @schteppe\n' +
'*\n' +
'* Many thanks to Adam Saltsman (@ADAMATOMIC) for releasing Flixel, from which both Phaser\n' +
'* and my love of framework development originate.\n' +
'*\n' +
'* Follow Phaser development progress at http://phaser.io\n' +
'*\n' +
'* "If you want your children to be intelligent, read them fairy tales."\n' +
'* "If you want them to be more intelligent, read them more fairy tales."\n' +
'* -- Albert Einstein\n' +
'*/\n',
release_dir: 'build',
compile_dir: 'dist',
p2: [
'src/p2.js'
],
pixi: [
'src/pixi/Intro.js',
'src/pixi/Pixi.js',
'src/pixi/core/Point.js',
'src/pixi/core/Rectangle.js',
'src/pixi/core/Polygon.js',
'src/pixi/core/Circle.js',
'src/pixi/core/Ellipse.js',
'src/pixi/core/Matrix.js',
'src/pixi/display/DisplayObject.js',
'src/pixi/display/DisplayObjectContainer.js',
'src/pixi/display/Sprite.js',
'src/pixi/display/SpriteBatch.js',
'src/pixi/filters/FilterBlock.js',
'src/pixi/text/Text.js',
'src/pixi/text/BitmapText.js',
'src/pixi/display/Stage.js',
'src/pixi/utils/Utils.js',
'src/pixi/utils/EventTarget.js',
'src/pixi/utils/Polyk.js',
'src/pixi/renderers/webgl/utils/WebGLShaderUtils.js',
'src/pixi/renderers/webgl/shaders/PixiShader.js',
'src/pixi/renderers/webgl/shaders/PixiFastShader.js',
'src/pixi/renderers/webgl/shaders/StripShader.js',
'src/pixi/renderers/webgl/shaders/PrimitiveShader.js',
'src/pixi/renderers/webgl/utils/WebGLGraphics.js',
'src/pixi/renderers/webgl/WebGLRenderer.js',
'src/pixi/renderers/webgl/utils/WebGLMaskManager.js',
'src/pixi/renderers/webgl/utils/WebGLShaderManager.js',
'src/pixi/renderers/webgl/utils/WebGLSpriteBatch.js',
'src/pixi/renderers/webgl/utils/WebGLFastSpriteBatch.js',
'src/pixi/renderers/webgl/utils/WebGLFilterManager.js',
'src/pixi/renderers/webgl/utils/FilterTexture.js',
'src/pixi/renderers/canvas/utils/CanvasMaskManager.js',
'src/pixi/renderers/canvas/utils/CanvasTinter.js',
'src/pixi/renderers/canvas/CanvasRenderer.js',
'src/pixi/renderers/canvas/CanvasGraphics.js',
'src/pixi/primitives/Graphics.js',
'src/pixi/extras/TilingSprite.js',
'src/pixi/textures/BaseTexture.js',
'src/pixi/textures/Texture.js',
'src/pixi/textures/RenderTexture.js',
'src/pixi/Outro.js',
],
phaser: [
'src/Intro.js',
'src/Phaser.js',
'src/utils/Utils.js',
'src/geom/Circle.js',
'src/geom/Point.js',
'src/geom/Rectangle.js',
'src/geom/Line.js',
'src/geom/Ellipse.js',
'src/geom/Polygon.js',
'src/core/Camera.js',
'src/core/State.js',
'src/core/StateManager.js',
'src/core/LinkedList.js',
'src/core/Signal.js',
'src/core/SignalBinding.js',
'src/core/Filter.js',
'src/core/Plugin.js',
'src/core/PluginManager.js',
'src/core/Stage.js',
'src/core/Group.js',
'src/core/World.js',
'src/core/ScaleManager.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/Gamepad.js',
'src/input/SinglePad.js',
'src/input/GamepadButton.js',
'src/input/InputHandler.js',
'src/input/Gestures.js',
'src/gameobjects/Events.js',
'src/gameobjects/GameObjectFactory.js',
'src/gameobjects/GameObjectCreator.js',
'src/gameobjects/BitmapData.js',
'src/gameobjects/Sprite.js',
'src/gameobjects/Image.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/gameobjects/SpriteBatch.js',
'src/gameobjects/RetroFont.js',
'src/system/Canvas.js',
'src/system/Device.js',
'src/system/RequestAnimationFrame.js',
'src/math/Math.js',
'src/math/RandomDataGenerator.js',
'src/net/Net.js',
'src/tween/TweenManager.js',
'src/tween/Tween.js',
'src/tween/Easing.js',
'src/time/Time.js',
'src/time/Timer.js',
'src/time/TimerEvent.js',
'src/animation/AnimationManager.js',
'src/animation/Animation.js',
'src/animation/Frame.js',
'src/animation/FrameData.js',
'src/animation/AnimationParser.js',
'src/loader/Cache.js',
'src/loader/Loader.js',
'src/loader/LoaderParser.js',
'src/sound/Sound.js',
'src/sound/SoundManager.js',
'src/utils/Debug.js',
'src/utils/Color.js',
'src/physics/Physics.js',
'src/physics/arcade/World.js',
'src/physics/arcade/Body.js',
'src/physics/arcade/QuadTree.js',
'src/physics/ninja/World.js',
'src/physics/ninja/Body.js',
'src/physics/ninja/AABB.js',
'src/physics/ninja/Tile.js',
'src/physics/ninja/Circle.js',
'src/physics/p2/World.js',
'src/physics/p2/PointProxy.js',
'src/physics/p2/InversePointProxy.js',
'src/physics/p2/Body.js',
'src/physics/p2/Spring.js',
'src/physics/p2/Material.js',
'src/physics/p2/ContactMaterial.js',
'src/physics/p2/CollisionGroup.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/Outro.js'
],
clean: ['<%= compile_dir %>'],
concat: {
// Our custom version of p2
p2: {
src: ['<%= p2 %>'],
dest: '<%= compile_dir %>/p2.js'
},
// Our custom version of Pixi
pixi: {
src: ['<%= pixi %>'],
dest: '<%= compile_dir %>/pixi.js'
},
// Phaser, stand-alone (no bundled libs)
phaser: {
options: {
banner: '<%= banner %>'
},
src: ['<%= phaser %>'],
dest: '<%= compile_dir %>/phaser-no-libs.js'
},
// One ring to rule them all
standalone: {
options: {
banner: '<%= banner %>'
},
src: ['<%= compile_dir %>/p2.js', '<%= compile_dir %>/pixi.js', '<%= compile_dir %>/phaser-no-libs.js'],
dest: '<%= compile_dir %>/phaser.js'
}
},
uglify: {
p2: {
options: {
banner: '/* p2.js custom build for Phaser v<%= pkg.version %> - http://phaser.io - @photonstorm - (c) 2014 Photon Storm Ltd. */\n'
},
src: ['<%= concat.p2.dest %>'],
dest: '<%= compile_dir %>/p2.min.js'
},
pixi: {
options: {
banner: '/* Pixi.js custom build for Phaser v<%= pkg.version %> - http://phaser.io - @photonstorm - (c) 2014 Photon Storm Ltd. */\n'
},
src: ['<%= concat.pixi.dest %>'],
dest: '<%= compile_dir %>/pixi.min.js'
},
phaser: {
options: {
banner: '/* Phaser (no libs) v<%= pkg.version %> - http://phaser.io - @photonstorm - (c) 2014 Photon Storm Ltd. */\n'
},
src: ['<%= concat.phaser.dest %>'],
dest: '<%= compile_dir %>/phaser-no-libs.min.js'
},
standalone: {
options: {
sourceMap: true,
sourceMapName: '<%= compile_dir %>/phaser.map',
banner: '/* Phaser v<%= pkg.version %> - http://phaser.io - @photonstorm - (c) 2014 Photon Storm Ltd. */\n'
},
src: ['<%= concat.standalone.dest %>'],
dest: '<%= compile_dir %>/phaser.min.js'
}
},
copy: {
main: {
files: [
{ src: ['dist/phaser.js'], dest: 'build/phaser.js' },
{ src: ['dist/phaser.min.js'], dest: 'build/phaser.min.js' },
{ src: ['dist/phaser.map'], dest: 'build/phaser.map' },
{ src: ['dist/p2.js'], dest: 'build/custom/p2.js' },
{ src: ['dist/p2.min.js'], dest: 'build/custom/p2.min.js' },
{ src: ['dist/phaser-no-libs.js'], dest: 'build/custom/phaser-no-libs.js' },
{ src: ['dist/phaser-no-libs.min.js'], dest: 'build/custom/phaser-no-libs.min.js' },
{ src: ['dist/pixi.js'], dest: 'build/custom/pixi.js' },
{ src: ['dist/pixi.min.js'], dest: 'build/custom/pixi.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,
hostname: '*'
}
}
}
});
grunt.registerTask('default', ['build', 'examples']);
grunt.registerTask('build', ['clean', 'concat', 'uglify']);
grunt.registerTask('dist', ['clean', 'concat', 'uglify', 'copy']);
};
+317 -89
View File
@@ -1,81 +1,318 @@
![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 2.0.0-dev
========== ================
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: 1.0.1 - Released: September 15th 2013 Version: 2.0.0 "Aes Sedai" - Released: -in development-
By Richard Davey, [Photon Storm](http://www.photonstorm.com) By Richard Davey, [Photon Storm](http://www.photonstorm.com)
View the [Official Website](http://phaser.io)<br /> * View the [Official Website](http://phaser.io)
Follow on [Twitter](https://twitter.com/photonstorm)<br /> * Follow on [Twitter](https://twitter.com/photonstorm)
Read the [Development Blog](http://www.photonstorm.com)<br /> * Join the [Forum](http://www.html5gamedevs.com/forum/14-phaser/)
Join the [Forum](http://www.html5gamedevs.com/forum/14-phaser/) * Try out 220+ [Phaser Examples](http://examples.phaser.io)
Try out the [Phaser Test Suite](http://gametest.mobi/phaser/) * Read the [documentation online](http://docs.phaser.io)
* Join our [#phaserio IRC channel](http://www.html5gamedevs.com/topic/4470-official-phaserio-irc-channel-phaserio-on-freenode/) on freenode
"Being negative is not how we make progress" - Larry Page, Google [Subscribe to our new Phaser Newsletter](https://confirmsubscription.com/h/r/369DE48E3E86AF1E). We'll email you when new versions are released as well as send you our regular Phaser game making magazine.
Latest Update [![Bitdeli Badge](https://d2weczhvl823v0.cloudfront.net/photonstorm/phaser/trend.png)](https://bitdeli.com/free "Bitdeli Badge")
-------------
September 15th 2013
Version 1.0.1 and 1.0.2 have been tagged and released. See the Change Log for full details. As 1.0 is so fresh please expect small minor updates every few days, but we will be sure to tag them. Welcome to Phaser
-----------------
September 13th 2013 Phaser 2.0 "welcome" text to go here.
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.
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. Getting Started Guides
----------------------
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. We have a new [Getting Started Guide](http://phaser.io/getting-started-js.php) which covers all you need to begin developing games with Phaser. From setting up a web server to picking an IDE. If you're new to HTML5 game development, or are coming from another language like AS3, then we recommend starting there.
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. There is a comprehensive [How to Learn Phaser](http://gamedevelopment.tutsplus.com/articles/how-to-learn-the-phaser-html5-game-engine--gamedev-13643) guide on the GameDevTuts+ site which is a great place to learn where to find tutorials, examples and support.
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. There is also an [un-official Getting Started Guide](http://www.antonoffplus.com/coding-an-html5-game-for-30-minutes-or-an-introduction-to-the-phaser-framework).
![Blasteroids](http://www.photonstorm.com/wp-content/uploads/2013/04/phaser_blaster.png)
Change Log Change Log
---------- ----------
Version 1.0.2 Version 2.0.0 - "Aes Sedai" - -in development-
* 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. Significant API changes:
Version 1.0.1 * Upgraded to Pixi.js 1.5.2
* Group now extends PIXI.DisplayObjectContainer, rather than owning a _container property, which makes life a whole lot easier re: nesting and child iteration.
* Removed Sprite.group property. You can use Sprite.parent for all similar needs now.
* PIXI.Point is now aliased to Phaser.Point - saves on code duplication and works exactly the same.
* PIXI.Rectangle is now aliased to Phaser.Rectangle - saves on code duplication and works exactly the same.
* PIXI.Circle is now aliased to Phaser.Circle - saves on code duplication and works exactly the same.
* Sprite.deltaX and deltaY swapped to functions: Sprite.deltaX() and Sprite.deltaY()
* Sprite.crop() now takes a Phaser.Rectangle instead of explicit parameters.
* PixiPatch no longer needed, all features that it patched are now native in Pixi :)
* Removed: Sprite.offset, center, topLeft, topRight, bottomRight, bottomLeft and bounds, as no longer needed internally. Use Sprite.getBounds() to derive them.
* Button now extends Phaser.Image not Phaser.Sprite, all the same functionality as before remains, just no animations or physics body.
* Text.content has been replaced with Text.text. The Text class has a lot of new methods, check the docs!
* Loader won't set crossOrigin on Images unless it's set to something. The default is false, it used to be '' and can be any valid string.
* Sprite.input.pixelPerfect has been split into two: Sprite.input.pixelPerfectClick and Sprite.input.pixelPerfectOver (see new features)
* Phaser.Stage now extends PIXI.Stage, rather than containing a _stage object.
* If you set Sprite.exists to false it will also set Sprite.visible to false and remove its body from the physics world (if it has one).
* If you set Sprite.exists to true it will also set Sprite.visible to true and add its body back into the physics world (if it has one).
* Stage.scale has been moved to Game.scale. The same game scaling properties exist as before, but now accessed via Game.scale instead.
* Stage.aspectRatio has been moved to StageScaleMode.sourceAspectRatio (so now game.scale.sourceAspectRatio)
* Stage.scaleMode has been moved to StageScaleMode.scaleMode (so now game.scale.scaleMode)
* Stage.fullScreenScaleMode has been moved to StageScaleMode.fullScreenScaleMode (so now game.scale.fullScreenScaleMode)
* Stage.canvas has been moved to Game.canvas (which used to be a reference to Stage.canvas, but is now the actual object).
* BitmapData.addTo removed and enhanced BitmapData.add so it can accept either a single Sprite/Image or an Array of them.
* BitmapData has had all of the EaselJS functions removed. It was just taking up space and you can do it all via BitmapData.context directly.
* BitmapText has had a bit of an overhaul - the signature for adding a BitmapText has changed to: x, y, font, text, size. See the docs and examples for details.
* World preUpdate, update and postUpdate have all been moved to Stage. So all children are updated regardless where on the display list they live.
* Cache.getImageKeys and similar has been removed, please use Cache.getKeys(Phaser.Cache.IMAGE) instead, this now supports all 10 Cache data types.
* After defining tiles that collide on a Tilemap, you need to call Tilemap.generateCollisionData(layer) to populate the physics world with the data required.
* Phaser.QuadTree has been removed from core and moved to a plugin. It's no longer required, nor works with the physics system.
* Phaser.Animation.frame now returns the frame of the current animation, rather than the global frame from the sprite sheet / atlas.
* When adding a Group if the parent value is `null` the Group won't be added to the World, so you can add it when ready. If parent is `undefined` it's added by default.
* The Keyboard class has had a complete overhaul. Phaser.Key objects are created automatically, there are fixes against duration and keys reset properly on visibility loss.
* Keyboard.removeKey has been removed. The way the new keyboard manager works means it's no longer required.
* When a game un-pauses (from a visibility loss) it resets all Input components.
* Time.advancedTiming is a new boolean property. If true Time.fps, fpsMin, fpsMax, frames, msMin and msMax will be calculated, otherwise they remain at their defaults.
* Phaser.StageScaleMode has been renamed to ScaleManager and moved from the system folder to the core folder. It's still available under game.scale.
* If your game references the old Phaser.StageScaleMode consts like SHOW_ALL you need to update them to Phaser.ScaleManager, i.e. Phaser.ScaleManager.SHOW_ALL.
* Time.physicsElapsed is no longer bound or clamped, be wary of this if you use the value anywhere in your code.
* In Group.destroy the default for 'destroyChildren' was false. It's now `true` as this is a far more likely requirement when destroying a Group.
* Game no longer pauses if you've forced orientation and change it, also doesn't resize a NO_SCALE game.
* All the Debug methods have had the word 'render' removed from the start. So where you did `debug.renderSpriteInfo` before, it's now just `debug.spriteInfo`.
* Debug methods that rendered geometry (Rectangle, Circle, Line, Point) have been merged into the single method: `Debug.geom`.
* Animation.looped has been renamed to Animation.loop. It's a boolean you can toggle at run-time to turn on/off animation looping.
New features:
* Phaser.Image is a brand new display object perfect for logos, backgrounds, etc. You can scale, rotate, tint, blend an get input events from an Image, but it has no animation, physics body.
* You can now use the hitArea property on Sprites and Image objects. hitArea can be a geometry object (Rectangle, Circle, Polygon, Ellipse) and is used in pointerOver checks.
* InputManager.getLocalPosition(displayObject, pointer, output) will return the local coordinates of the specified displayObject and pointer.
* InputManager.hitTest will test for pointer hits against a Sprite/Image, its hitArea (if set) or any of its children.
* Text has lots of new methods to help style it: Text.fill, Text.align, Text.stroke, etc.
* Text now works happily with font names with spaces in them.
* Text.setShadow applies a drop shadow to the Text being rendered. Control the x, y, color and blur.
* Text.lineSpacing allows you to set additional spacing between each line that is rendered.
* Text.inputEnabled allows you to enable all input events over Text objects: dragging, clicking, etc - anything that works on a Sprite works on Text now too.
* Phaser.Ellipse added. A fully compatible port of the PIXI.Ellipse class, can be used in Sprite/Image hitArea tests.
* Phaser.Polygon added. A fully compatible port of the PIXI.Polygon class, can be used in Sprite/Image hitArea tests.
* InputHandler.pixelPerfectOver - performs a pixel perfect check to see if any pointer is over the current object (warning: very expensive!)
* InputHandler.pixelPerfectClick - performs a pixel perfect check but only when the pointer touches/clicks on the current object.
* TileSprite can now use a frame from a texture atlas or a sprite sheet.
* TileSprites can now be animated. See new example :)
* TileSprites have a new method: autoScroll(x, y) which sets an automatic scroll running (until stopped with TileSprite.stopScroll).
* BitmapText now uses the new XML parser which should work under CocoonJS without clashes.
* BitmapText signature changed so you can support fonts with spaces in their names.
* Loader.bitmapFont now has 2 extra parameters: xSpacing and ySpacing. These allow you to add extra spacing to each letter or line of the font.
* Added the new RetroFont class. This is for rendering fixed-width bitmap fonts into an Image object. It's a texture you can apply to a Sprite/Image.
* Added Cache.updateFrameData which is really useful for swapping FrameData blocks in the cache.
* Loader.physics now lets you load Lime + Corona JSON Physics data, which can be used with Body.loadPolygon and Body.loadData.
* Cache.addPhysicsData and Cache.getPhysicsData allow you to store parsed JSON physics data in the cache, for sharing between Bodies.
* fixedToCamera now works across all display objects. When enabled it will fix at its current x/y coordinate, but can be changed via cameraOffset.
* fixedToCamrea now works for Groups as well :) You can fix a Group to the camera and it will influence its children.
* Tilemap.createCollisionObjects will parse Tiled data for objectgroups and convert polyline instances into physics objects you can collide with in the world.
* Loader can now load JSON files specifically (game.load.json) and they are parsed and stored in the Game.Cache. Retrieve with game.cache.getJSON(key).
* TileSprites can now receive full Input events, dragging, etc and be positioned in-world and fixed to cameras.
* The StateManager now looks for a function called 'resumed' which is called when a game un-pauses.
* Key.onHold added. This event is dispatched every time the browser sends a keydown event and the key is already being held down.
* Stage.smoothed allows you to set if sprites will be smoothed when rendered. Set to false if you're using pixel art in your game. Default is true. Works in Canvas and WebGL.
* Sprite.smoothed and Image.smoothed allows you to set per-Sprite smoothing, perfect if you just want to keep a few sprites smoothed (or not)
* StateManager.start can now have as many parameters as you like. The order is: start(key, clearWorld, clearCache, ...) - they are passed to State.init() (NOT create!)
* Loader.script now has callback (and callbackContext) parameters, so you can specify a function to run once the JS has been injected into the body.
* Phaser.Timer.stop has a new parameter: clearEvents (default true), if true all the events in Timer will be cleared, otherwise they will remain (fixes #383)
* All GameObjects now have a 'destroyChildren' boolean as a parameter to their destroy method. It's default is true and the value propogates down its children.
* Pixi GrayFilter ported over (thanks nickryall #404)
* Animation.speed added. You can now change the animation speed on the fly, without re-starting the animation (feature request #458)
* Brand new Grunt task - creates each core library as its own file and a combined phaser.js.
* New build script now cleanly splits Phaser, Pixi and p2 so they are each UMD wrapped and each available in the global scope (now more requireJS friendly!).
* phaser-no-libs.js allows you to use your own version of p2.js or pixi.js with Phaser. Warning: This is totally unsupported. If you hit bugs, you fix them yourself.
* Group.sendToBottom(child) is the handy opposite of Group.bringToTop()
* Group.moveUp(child) will move a child up the display list, swapping with the child above it.
* Group.moveDown(child) will move a child down the display list, swapping with the child below it.
* Device.windowsPhone is now tested for.
* The Debug panel now works in WebGL mode. Pay attention to the warning at the top of the Debug docs (feature request #499)
* You can now create blank Tilemaps and then populate them with data later.
* A single Animation object now has 3 new events: onStart, onLoop and onComplete.
* Animation.loopCount holds the number of times the animation has looped since it last started.
* Tween.generateData(frameRate) allows you to generate tween data into an array, which can then be used however you wish (see new examples)
* Group.xy(index, x, y) allows you to set the x and y coordinates of a Group child at the given index.
* Group.reverse() reverses the display order of all children in the Group.
* Tweens are now bound to their own TweenManager, not always the global game one. So you can create your own managers now (for you clark :)
Updates:
* Massive thanks to clark-stevenson for doing an amazing job update the TypeScript definitions file.
* Debug.renderRectangle has a new parameter: filled. If true it renders as with fillRect, if false strokeRect.
* Phaser.AnimationParser now sets the trimmed data directly for Pixi Texture frames. Tested across JSON Hash, JSON Data, Sprite Sheet and XML.
* Game.add.renderTexture now has the addToCache parameter. If set the texture will be stored in Game.Cache and can be retrieved with Cache.getTexture(key).
* Game.add.bitmapData now has the addToCache parameter. If set the texture will be stored in Game.Cache and can be retrieved with Cache.getBitmapData(key).
* The InputManager now sets the canvas style cursor to 'inherit' instead of 'default'.
* World.reset now calls Camera.reset which sends the camera back to 0,0 and un-follows any object it may have been tracking.
* Added hostname: '*' to the grunt-connect in Gruntfile.js (fixes #426)
* Device, Canvas and GamePad classes all updated for better CocoonJS support (thanks Videlais)
* BitmapData.alphaMask will draw the given image onto a BitmapData using an image as an alpha mask.
* The new GameObjectCreator (which you access via game.make or State.make) lets you easily create an object but NOT add it to the display list.
* TilemapParser will now throw a warning if the tileset image isn't the right size for the tile dimensions.
* We now force IE11 into Canvas mode to avoid a Pixi bug with pre-multiplied alpha. Will remove once that is fixed, sorry, but it's better than no game at all, right? :(
* Loader.setPreloadSprite() will now set sprite.visible = true once the crop has been applied. Should help avoid issues (#430) on super-slow connections.
* Updated the way the page visibility is checked, should now be more compatible across more browsers.
* Phaser.Input.Key.isUp now defaults to 'true', as does GamepadButton.isUp (#474)
* Vastly improved visibility API support + pageshow/pagehide + focus/blur. Working across Chrome, IE, Firefox, iOS, Android (also fixes #161)
* Pausing the game will now mute audio and resuming will un-mute, unless it was muted via the game (fixes #439)
* ScaleManager has 2 new events: ScaleManager.enterFullScreen and ScaleManager.leaveFullScreen, so you can respond to fullscreen changes directly.
* RandomDataGenerator.integerInRange(min, max) now includes both `min` and `max` within its range (#501)
* Tween no longer copies all the object properties into the `_valuesStart` object on creation.
* Completely empty Tilemaps can now be created. This allows for dynamic map generation at runtime.
* Keyboard.event now stores the most recent DOM keyboard event.
* Animation.stop has a new parameter: dispatchComplete. If true it'll dispatch an Animation.onComplete event.
* TileSprites now have a physics body property and call it in the pre and post updates. As with all physics bodies it's null by default.
Bug Fixes:
* Explicitly paused Timer continues if you un-focus and focus the browser window (thanks georgiee)
* Added TimerEvent.pendingDelete and checks in Timer.update, so that removing an event in a callback no longer throws an exception (thanks georgiee)
* Fixed TypeScript defs on lines 1741-1748 (thanks wombatbuddy)
* Previously if you used Sprite.crop() it would crop all Sprites that shared the same base image. It now takes a local copy of the texture data and crops just that.
* Tilemap had the wrong @method signatures so most were missing from the docs.
* Fixed bug where changing State would cause the camera to not reset if it was following an object.
* Tile had 2 properties (callback and callbackContext) that were never assigned, updated to use the proper names (thanks ratkingsimon)
* Fixed an error that would occur if you used InputHandler.onInputUp and the Sprite destroys itself during the event.
* IE11 didn't populate the Device.ieVersion value. Now extracted from Trident revision, but still use Device.trident instead for IE11+ checks.
* Fixed bug in Math.angleBetween where it was using the coordinates in the wrong order.
* Previously using a Pixel Perfect check didn't work if the Sprite was rotated or had a non-zero anchor point, now works under all conditions + atlas frames.
* If pixelPerfect Input Sprites overlapped each other the pixel check wasn't taken into consieration in the Pointer move method.
* Updated Input.Mouse to use event.button not event.which, so the const reference from input.mouse.button is correct (thanks grimor)
* Text that was fixedToCamera would 'jitter' if the world scrolled. Now works as expected across all fixed objects.
* Fixed a bug where Sound.play wouldn't pick-up the local loop setting if not specified in the parameter.
* Active animations now monitor if the game pauses, and resume normally when the game un-pauses (fixes #179)
* Swapping between tabs will now pause the game correctly on mobile browsers (iOS7+)
* Swapping between tabs will pause and resume tweens correctly, allowing their onComplete events to still fire (fixes #292)
* Fullscreen mode now uses window.outerWidth/Height when using EXACT_FIT as the scale mode, which fixes input coordinate errors (fixes #232)
* Fullscreen mode now works in Internet Explorer and uses the new fullscreen non-prefix call.
* Fixed TilemapParser - would spit out a tileset warning if margin/spacing were set (fix #485, thanks Cybolic)
* AnimationParser.spriteSheet wasn't taking the margin or spacing into account when calculating the numbers of sprites per row/column, nor was it allowing for extra power-of-two padding at the end (fix #482, thanks yig)
* AnimationManager.add documentation said that 'frames' could be null, but the code couldn't handle this so it defaults to an empty array if none given (thanks yig)
* Fixed issue stopping SoundManager.volume from working correctly on a global volume basis (fixes #488)
* Phaser.Timer will no longer create negative ticks during game boot, no matter how small the Timer delay is (fixes #366)
* Phaser.Timer will no longer resume if it was previously paused and the game loses focus and then resumes (fixes #383)
* Tweens now resume correctly if the game pauses (focus loss) while they are paused.
* Tweens don't double pause if they were already paused and the game pauses.
* Buttons are now cleanly destroyed if part of a Group without leaving their InputHandler running.
* You can now safely destroy a Group and the 'destroyChildren' boolean will propogate fully down the display list.
* Calling destroy on an already destroyed object would throw a run-time error. Now checked for and aborted.
* Calling destroy while in an Input Event callback now works for either the parent Group or the calling object itself.
* Loader.replaceInFileList wouldn't over-write the previous entry correctly, which caused the Loader.image overwrite parameter to fail (thanks basoko, fixes #493)
* If the game was set to NO_SCALE and you swapped orientation, it would pause and resize, then fail to resize when you swapped back (thanks starnut, fixes #258)
* Device no longer things a Windows Phone or Windows Tablet are desktop devices (thanks wombatbuddy, fixes #506)
* Sound.onMarkerComplete event is now dispatched when a marker stops. See Sound.onLoop for a looping marker event (thanks registered99, fixes #500)
* Events.onInputUp would be dispatched twice if the Sprite had drag enabled, now only dispatched once (thanks Overbryd, fixes #502)
* You can now load in CSV Tilemaps again and they get created properly (fixes #391)
* Tilemap.putTile can now insert a tile into a null/blank area of the map (before it could only replace existing tiles)
* Tilemap.putTile now correctly re-calculates the collision data based on the new collideIndexes array (fixes #371)
* Circle.circumferencePoint using the asDegrees parameter would apply degToRad instead of radToDeg (thanks Ziriax, fixes #509)
* InputHandler.enableSnap now correctly assigns the snap offset parameters (fixes #515)
* Objects that are 'fixedToCamera' are now still correctly placed even if the camera is scaled (#512)
TO DO:
* If you change the frame name of a pixel precise input Sprite, it will fail all clicks on it after the frame change.
You can view the Change Log for all previous versions at https://github.com/photonstorm/phaser/changelog.md
How to Build
------------
We provide a fully compiled version of Phaser in the `build` directory, in both plain and minified formats.
We also provide a Grunt script that will build Phaser from source along with all the examples.
Run `grunt` in the phaser folder for a list of command-line options.
Koding
------
You can [![clone the Phaser repo in Koding](http://learn.koding.com/btn/clone_d.png)][koding] and then start editing and previewing code right away using their web based VM development system.
Bower
-----
If you use bowser you can install phaser with:
`bower install phaser`
Nice and easy :)
![Tanks](http://www.photonstorm.com/wp-content/uploads/2013/10/phaser_tanks-640x480.png)
CDNJS
-----
Thanks to a community member Phaser is now available on [CDNJS](http://cdnjs.com). You can include the following in your html:
`http://cdnjs.cloudflare.com/ajax/libs/phaser/1.1.3/phaser.min.js`
Or if you prefer you can leave the protocol off, so it works via http and https:
`//cdnjs.cloudflare.com/ajax/libs/phaser/1.1.3/phaser.min.js`
* 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.
Requirements 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. 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 321 KB minified and 72 KB gzipped.
Learn By Example
----------------
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 200 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.
The examples need to be run through a local web server (in order to avoid file access permission errors from your browser). You can use your own web server, or start the included web server using grunt.
Using a locally installed web server browse to the examples folder:
examples/index.html
Alternatively in order to start the included web server, after you've cloned the repo, run `npm install` to install all dependencies, then `grunt connect` to start a local server. After running this command you should be able to access your local webserver at `http://127.0.0.1:8000`. Then browse to the examples folder: `http://127.0.0.1:8000/examples/index.html`
There is a new 'Side View' example viewer as well. This loads all the examples into a left-hand frame for faster navigation.
You can also browse all [Phaser Examples](http://gametest.mobi/phaser/) online.
Phaser is 275 KB minified and 62 KB gzipped.
Features Features
-------- --------
**WebGL &amp; Canvas** **WebGL &amp; Canvas**
Phaser uses both a Canvas and WebGL renderer internally and can automatically swap between them based on browser support. This allows for lightning fast rendering across Desktop and Mobile. Phaser uses and contributes towards the excellent Pixi.js library for rendering. Phaser uses both a Canvas and WebGL renderer internally and can automatically swap between them based on browser support. This allows for lightning fast rendering across Desktop and Mobile. When running under WebGL Phaser now supports shaders, allowing for some incredible in-game effects. Phaser uses and contributes towards the excellent Pixi.js library for rendering.
**Preloader** **Preloader**
We've made the loading of assets as simple as one line of code. Images, Sounds, Sprite Sheets, Tilemaps, JSON data, XML - all parsed and handled automatically, ready for use in game and stored in a global Cache for Sprites to share. We've made the loading of assets as simple as one line of code. Images, Sounds, Sprite Sheets, Tilemaps, JSON data, XML and JavaScript files - all parsed and handled automatically, ready for use in game and stored in a global Cache for Sprites to share.
**Physics** **Physics**
Phaser ships with our Arcade Physics system. An extremely light-weight AABB physics library perfect for low-powered devices and fast collision response. Control velocity, acceleration, bounce, drag and full collision and separation control. Phaser ships with our Arcade Physics system. A SAT based collision and physics library perfect for low-powered devices and fast collision response. Control velocity, acceleration, bounce, damping and full collision and separation control. As of version 1.1.4 we now support rectangles, circles and polygon collision with full rotation.
**Sprites** **Sprites**
@@ -128,89 +365,80 @@ We use Phaser every day on our many client projects. As a result it's constantly
**Battle Tested** **Battle Tested**
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. Although Phaser 1.0 is a brand new release it is born from years of experience building some of the biggest mobile 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
------------
* The TypeScript definition file isn't yet complete. Road Map
* The JSDOCS are not yet complete. --------
Future Plans Beyond version 2.0 here are some of the features planned for the future:
------------
The following list is not exhaustive and is subject to change: Version 2.1 ("Shienar")
* Integrate Advanced Physics system. * Enhance the State Management, so you can perform non-destructive State swaps and persistence.
* Integrate Advanced Particle system. * A more advanced Particle system, one that can render to a single canvas (rather than spawn hundreds of Sprites), more advanced effects, etc.
* Better sound controls and audio effects. * Ability to control DOM elements from the core game and layer them into the game.
* Google Play Game Services. * Touch Gestures.
* Ability to layer another DOM object and have it controlled by the game. * Support for parallel asset loading.
* More GUI components: checkbox, radio button, window, etc.
* Tilemap: more advanced Tiled support and support for DAME tilemaps.
* Joypad support.
* Gestures input class.
Right now our main focus is on documentation. Version 2.2 ("Tarabon")
Test Suite * Comprehensive testing across Firefox OS devices, CocoonJS and Ejecta.
---------- * Integration with third party services like Google Play Game Services and Amazon JS SDK.
* Flash CC HTML5 export integration.
* Massively enhance the audio side of Phaser. Take more advantage of Web Audio: echo effects, positional sound, etc.
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. Beyond version 2.2
The tests need running through a local web server (to avoid file access permission errors from your browser). * Test out packaging with Node-webkit.
* Game parameters stored in Google Docs.
* Look at HiDPI Canvas settings.
* Multiple Camera support.
* DragonBones support.
* Cache to localStorage using If-Modified-Since. [See github request](https://github.com/photonstorm/phaser/issues/495)
Make sure you can browse to the Tests folder via your web server. If you've got php installed then launch:
examples/index.php Nadion
------
Right now the Test Suite requires PHP, but we will remove this requirement soon. [Nadion](https://github.com/jcd-as/nadion) is a set of powerful enhancements for Phaser that makes level building even easier. It includes features such as Trigger, Area, Alarms and Emitters, debug panels, state machines, parallax layer scrolling, 'developer mode' short-cuts and more.
You can also browse the [Phaser Test Suite](http://gametest.mobi/phaser/) online.
Contributing 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. We now have a full [Contributors Guide][contribute] which goes into the process in more detail, but here are the headlines:
If you find a bug (highly likely!) then please report it on github. - If you find a bug then please report it on [GitHub Issues][issues] or our [Support Forum][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. - If you have a feature request, or have written a game or demo that shows Phaser in use, then please get in touch. We'd love to hear from you! Either post to our [forum][forum] or email: rich@photonstorm.com
- If you issue a Pull Request for Phaser, please only do so againt the `dev` branch and *not* against the `master` branch.
- Before submitting a Pull Request please run your code through [JSHint](http://www.jshint.com/) to check for stylistic or formatting errors. To use JSHint, first install it by running `npm install jshint`, then test your code by running `jshint src`. This isn't a strict requirement and we are happy to receive Pull Requests that haven't been JSHinted, so don't let it put you off contributing, but do know that we'll reformat your source before going live with it.
You can do this on the Phaser board that is part of the [HTML5 Game Devs forum](http://www.html5gamedevs.com/forum/14-phaser/) or email: rich@photonstorm.com
Bugs? Bugs?
----- -----
Please add them to the [Issue Tracker][1] with as much info as possible. Please add them to the [Issue Tracker][issues] with as much info as possible, especially source code demonstrating the issue.
![Phaser Tilemap](http://www.photonstorm.com/wp-content/uploads/2013/04/phaser_tilemap_collision.png)
"Being negative is not how we make progress" - Larry Page, Google
![Phaser Tilemap](http://www.photonstorm.com/wp-content/uploads/2013/04/phaser_tilemap.png)
License License
------- -------
The MIT License (MIT) Phaser is released under the [MIT License](http://opensource.org/licenses/MIT).
Copyright (c) 2013 Richard Davey, Photon Storm Ltd. [issues]: https://github.com/photonstorm/phaser/issues
[contribute]: https://github.com/photonstorm/phaser/blob/master/CONTRIBUTING.md
Permission is hereby granted, free of charge, to any person obtaining a copy of
this software and associated documentation files (the "Software"), to deal in
the Software without restriction, including without limitation the rights to
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
the Software, and to permit persons to whom the Software is furnished to do so,
subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
[1]: https://github.com/photonstorm/phaser/issues
[phaser]: https://github.com/photonstorm/phaser [phaser]: https://github.com/photonstorm/phaser
[forum]: http://www.html5gamedevs.com/forum/14-phaser/
[koding]: https://koding.com/Teamwork?import=https://github.com/photonstorm/phaser/archive/master.zip&c=git1
[![Analytics](https://ga-beacon.appspot.com/UA-44006568-2/phaser/index)](https://github.com/igrigorik/ga-beacon)
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{
"name": "phaser",
"version": "1.1.5",
"homepage": "http://phaser.io",
"authors": [
"photonstorm <rich@photonstorm.com>"
],
"description": "A fun, free and fast 2D game framework for making HTML5 games for desktop and mobile, supporting Canvas and WebGL.",
"main": "build/phaser.min.js",
"keywords": [
"html5",
"game",
"games",
"framework",
"canvas",
"WebGL",
"tilemaps",
"physics",
"sprites",
"fonts",
"images",
"audio",
"Web",
"Audio",
"touch",
"input",
"mobile"
],
"license": "MIT",
"ignore": [
"**/.*",
"node_modules",
"bower_components",
"test",
"tests"
]
}
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<a href="http://yui.2clics.net/">Minify it</a><br />
<textarea style="width: 800px; height: 800px">
<?php
$js = file('../examples/js.php');
$output = "";
for ($i = 0; $i < count($js); $i++)
{
// <script src="../src/Phaser.js"></script>
$line = trim($js[$i]);
if (strpos($line, '<script') !== false)
{
$line = str_replace('<script src="', '', $line);
$line = str_replace('"></script>', '', $line);
echo $line . "\n";
// Read the file in
$source = file_get_contents($line);
if ($i == 4)
{
// Built at: {buildDate}
$source = str_replace('{buildDate}', date('r'), $source);
}
$output .= $source . "\n";
}
}
//echo $output;
file_put_contents('phaser.js', $output);
?>
</textarea>
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<?php
if (!isset($path))
{
$path = '..';
}
echo <<<EOL
<script src="$path/src/p2.js"></script>
<script src="$path/src/pixi/Pixi.js"></script>
<script src="$path/src/pixi/core/Point.js"></script>
<script src="$path/src/pixi/core/Rectangle.js"></script>
<script src="$path/src/pixi/core/Polygon.js"></script>
<script src="$path/src/pixi/core/Circle.js"></script>
<script src="$path/src/pixi/core/Ellipse.js"></script>
<script src="$path/src/pixi/core/Matrix.js"></script>
<script src="$path/src/pixi/display/DisplayObject.js"></script>
<script src="$path/src/pixi/display/DisplayObjectContainer.js"></script>
<script src="$path/src/pixi/display/Sprite.js"></script>
<script src="$path/src/pixi/display/SpriteBatch.js"></script>
<script src="$path/src/pixi/filters/FilterBlock.js"></script>
<script src="$path/src/pixi/text/Text.js"></script>
<script src="$path/src/pixi/text/BitmapText.js"></script>
<script src="$path/src/pixi/display/Stage.js"></script>
<script src="$path/src/pixi/utils/Utils.js"></script>
<script src="$path/src/pixi/utils/EventTarget.js"></script>
<script src="$path/src/pixi/utils/Polyk.js"></script>
<script src="$path/src/pixi/renderers/webgl/utils/WebGLShaderUtils.js"></script>
<script src="$path/src/pixi/renderers/webgl/shaders/PixiShader.js"></script>
<script src="$path/src/pixi/renderers/webgl/shaders/PixiFastShader.js"></script>
<script src="$path/src/pixi/renderers/webgl/shaders/StripShader.js"></script>
<script src="$path/src/pixi/renderers/webgl/shaders/PrimitiveShader.js"></script>
<script src="$path/src/pixi/renderers/webgl/utils/WebGLGraphics.js"></script>
<script src="$path/src/pixi/renderers/webgl/WebGLRenderer.js"></script>
<script src="$path/src/pixi/renderers/webgl/utils/WebGLMaskManager.js"></script>
<script src="$path/src/pixi/renderers/webgl/utils/WebGLShaderManager.js"></script>
<script src="$path/src/pixi/renderers/webgl/utils/WebGLSpriteBatch.js"></script>
<script src="$path/src/pixi/renderers/webgl/utils/WebGLFastSpriteBatch.js"></script>
<script src="$path/src/pixi/renderers/webgl/utils/WebGLFilterManager.js"></script>
<script src="$path/src/pixi/renderers/webgl/utils/FilterTexture.js"></script>
<script src="$path/src/pixi/renderers/canvas/utils/CanvasMaskManager.js"></script>
<script src="$path/src/pixi/renderers/canvas/utils/CanvasTinter.js"></script>
<script src="$path/src/pixi/renderers/canvas/CanvasRenderer.js"></script>
<script src="$path/src/pixi/renderers/canvas/CanvasGraphics.js"></script>
<script src="$path/src/pixi/primitives/Graphics.js"></script>
<script src="$path/src/pixi/extras/TilingSprite.js"></script>
<script src="$path/src/pixi/textures/BaseTexture.js"></script>
<script src="$path/src/pixi/textures/Texture.js"></script>
<script src="$path/src/pixi/textures/RenderTexture.js"></script>
<script src="$path/src/Phaser.js"></script>
<script src="$path/src/utils/Utils.js"></script>
<script src="$path/src/geom/Circle.js"></script>
<script src="$path/src/geom/Point.js"></script>
<script src="$path/src/geom/Rectangle.js"></script>
<script src="$path/src/geom/Line.js"></script>
<script src="$path/src/geom/Ellipse.js"></script>
<script src="$path/src/geom/Polygon.js"></script>
<script src="$path/src/core/Camera.js"></script>
<script src="$path/src/core/State.js"></script>
<script src="$path/src/core/StateManager.js"></script>
<script src="$path/src/core/LinkedList.js"></script>
<script src="$path/src/core/Signal.js"></script>
<script src="$path/src/core/SignalBinding.js"></script>
<script src="$path/src/core/Filter.js"></script>
<script src="$path/src/core/Plugin.js"></script>
<script src="$path/src/core/PluginManager.js"></script>
<script src="$path/src/core/Stage.js"></script>
<script src="$path/src/core/Group.js"></script>
<script src="$path/src/core/World.js"></script>
<script src="$path/src/core/Game.js"></script>
<script src="$path/src/core/ScaleManager.js"></script>
<script src="$path/src/input/Input.js"></script>
<script src="$path/src/input/Key.js"></script>
<script src="$path/src/input/Keyboard.js"></script>
<script src="$path/src/input/Mouse.js"></script>
<script src="$path/src/input/MSPointer.js"></script>
<script src="$path/src/input/Pointer.js"></script>
<script src="$path/src/input/Touch.js"></script>
<script src="$path/src/input/Gamepad.js"></script>
<script src="$path/src/input/SinglePad.js"></script>
<script src="$path/src/input/GamepadButton.js"></script>
<script src="$path/src/input/InputHandler.js"></script>
<script src="$path/src/input/Gestures.js"></script>
<script src="$path/src/gameobjects/Events.js"></script>
<script src="$path/src/gameobjects/GameObjectCreator.js"></script>
<script src="$path/src/gameobjects/GameObjectFactory.js"></script>
<script src="$path/src/gameobjects/BitmapData.js"></script>
<script src="$path/src/gameobjects/Sprite.js"></script>
<script src="$path/src/gameobjects/Image.js"></script>
<script src="$path/src/gameobjects/TileSprite.js"></script>
<script src="$path/src/gameobjects/Text.js"></script>
<script src="$path/src/gameobjects/BitmapText.js"></script>
<script src="$path/src/gameobjects/Button.js"></script>
<script src="$path/src/gameobjects/Graphics.js"></script>
<script src="$path/src/gameobjects/RenderTexture.js"></script>
<script src="$path/src/gameobjects/SpriteBatch.js"></script>
<script src="$path/src/gameobjects/RetroFont.js"></script>
<script src="$path/src/system/Canvas.js"></script>
<script src="$path/src/system/Device.js"></script>
<script src="$path/src/system/RequestAnimationFrame.js"></script>
<script src="$path/src/math/Math.js"></script>
<script src="$path/src/math/RandomDataGenerator.js"></script>
<script src="$path/src/net/Net.js"></script>
<script src="$path/src/tween/TweenManager.js"></script>
<script src="$path/src/tween/Tween.js"></script>
<script src="$path/src/tween/Easing.js"></script>
<script src="$path/src/time/Time.js"></script>
<script src="$path/src/time/Timer.js"></script>
<script src="$path/src/time/TimerEvent.js"></script>
<script src="$path/src/animation/AnimationManager.js"></script>
<script src="$path/src/animation/Animation.js"></script>
<script src="$path/src/animation/Frame.js"></script>
<script src="$path/src/animation/FrameData.js"></script>
<script src="$path/src/animation/AnimationParser.js"></script>
<script src="$path/src/loader/Cache.js"></script>
<script src="$path/src/loader/Loader.js"></script>
<script src="$path/src/loader/LoaderParser.js"></script>
<script src="$path/src/sound/Sound.js"></script>
<script src="$path/src/sound/SoundManager.js"></script>
<script src="$path/src/utils/Debug.js"></script>
<script src="$path/src/utils/Color.js"></script>
<script src="$path/src/physics/Physics.js"></script>
<script src="$path/src/physics/arcade/World.js"></script>
<script src="$path/src/physics/arcade/Body.js"></script>
<script src="$path/src/physics/arcade/QuadTree.js"></script>
<script src="$path/src/physics/ninja/World.js"></script>
<script src="$path/src/physics/ninja/Body.js"></script>
<script src="$path/src/physics/ninja/AABB.js"></script>
<script src="$path/src/physics/ninja/Tile.js"></script>
<script src="$path/src/physics/ninja/Circle.js"></script>
<script src="$path/src/physics/p2/World.js"></script>
<script src="$path/src/physics/p2/PointProxy.js"></script>
<script src="$path/src/physics/p2/InversePointProxy.js"></script>
<script src="$path/src/physics/p2/Body.js"></script>
<script src="$path/src/physics/p2/Spring.js"></script>
<script src="$path/src/physics/p2/Material.js"></script>
<script src="$path/src/physics/p2/ContactMaterial.js"></script>
<script src="$path/src/physics/p2/CollisionGroup.js"></script>
<script src="$path/src/particles/Particles.js"></script>
<script src="$path/src/particles/arcade/ArcadeParticles.js"></script>
<script src="$path/src/particles/arcade/Emitter.js"></script>
<script src="$path/src/tilemap/Tile.js"></script>
<script src="$path/src/tilemap/Tilemap.js"></script>
<script src="$path/src/tilemap/TilemapLayer.js"></script>
<script src="$path/src/tilemap/TilemapParser.js"></script>
<script src="$path/src/tilemap/Tileset.js"></script>
EOL;
/*
*/
?>
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Change Log Change Log
---------- ==========
V0.9.8 Version 1.1.4 - "Kandor" - February 5th 2014
--------------------------------------------
Significant API changes:
* Loader.tileset has been removed as it's no longer required, this was as part of the Tilemap system overhaul.
* TilemapLayers are now created via the Tilemap object itself: map.createLayer(x, y, width, height, tileset, layer, group) and no longer via the GameObjectFactory.
* Tilemap.createFromObjects can now turn a bunch of Tiled objects into Sprites in one single call, and copies across all properties as well.
* Tween.onStartCallback and onCompleteCallback have been removed to avoid confusion. You should use the onStart, onLoop and onComplete events instead.
* Button.forceOut default value has changed from true to false, so Buttons will revert to an Up state (if set) when pressed and released.
* The way the collision process callback works has changed significantly and now works as originally intended.
* The World level quadtree is no longer created, they are now built and ripped down each time you collide a Group, this helps collision accuracy.
* A SAT system has been integrated for Body collision and separation.
* Bodies are no longer added to a world quadtree, so have had all of their quadtree properties removed such as skipQuadtree, quadTreeIndex, etc.
* Body.drag has been removed. Please use the new Body.linearDamping value instead (which is a number value, not a Point object)
* Body.embedded and Body.wasTouching have been removed as they are no longer required.
* Body.customSeparateX/Y have been removed as you should now use Body.customSeparateCallback.
* Body.maxVelocity defaults have been removed from 10,000 to 2000.
* Body.customSeparateCallback allows you to set your own callback when two Bodies need to separate rather than using the built-in method.
* Body.collideCallback allows you to set a callback that is fired whenever the Body is hit on any of its active faces.
* Body.allowCollision has been renamed to Body.checkCollision.
* Body.rebound is a boolean that controls if a body will exchange velocity on collision. Set to false to allow it to be 'pushed' (see new examples).
* Removed Body.deltaAbsX and deltaAbsY as they are no longer used internally.
* Body.screenX and screenY moved to getters, no longer calculated every frame.
* ArcadePhysics now has setBounds and setBoundsToWorld, and you can specify which walls are created or not (left, right, up, down)
* Removed: Debug.renderSpriteTouching, Debug.renderLocalTransformInfo, Debug.renderWorldTransformInfo, Debug.renderSpriteCollision and Debug.dumpLinkedList.
* Body.setSize has been removed. Please use Body.setCircle, setRectangle or setPolygon instead.
New features:
* Phaser.Timer is now feature complete and fully documented. You can create Phaser.TimerEvents on a Timer and lots of new examples have been provided.
* Gamepad API support has been added with lots of new examples (thanks Karl Macklin)
* Phaser.Game constructor can now be passed a single object containing all of your game settings + Stage settings. Useful for advanced configurations.
* The width/height given to Phaser.Game can now be percentages, i.e. "100%" will set the width to the maximum window innerWidth.
* Added a stage.fullScreenScaleMode property to determine scaling when fullscreen (thanks oysterCrusher)
* Added support for margin and spacing around a frame in Loader.spritesheet.
* Added Device.vibration to check if the Vibration API is available or not.
* Added Device.trident and Device.tridentVersion for testing IE11.
* Added Device.silk for detecting a Kindle Fire and updated desktop OS check to exclude Kindles (thanks LuckieLordie)
* TilemapLayers now have debug and debugAlpha values, this turns on the drawing of the collision edges (very handy for debugging, as the name implies!)
* Tweens have a new event: onLoop.
* You can now load any binary file via the Loader: game.load.binary(key, url, callback) - the optional callback allows for post-load processing before entering the Cache.
* Group.set will let you deep set a new propery on a single child of the Group.
* Stage.display property added. A direct reference to the root Pixi Stage object (very useful for RenderTexture manipulation)
* Added Ejecta detection to Device (thanks endel)
* Tweens can now work with relative + and - values. You can do: `tween(sprite).to( { x: '+400' })` and it will add 400 to the current sprite.x value.
* Buttons now properly use their upFrame if set.
* InputHandler now has snapOffsetX and snapOffsetY properties so your snap grid doesn't have to be 0,0 aligned (thanks srmeier)
* Loader.progressFloat contains the actual non-rounded progress value, where-as Loader.progress contains a rounded value. Use progressFloat if you've > 100 files to load.
* Groups can now be added to other Groups as children via group.add() and group.addAt()
* Groups now have an 'alive' property, which can be useful when iterating through child groups with functions like forEachAlive.
* Added a new Project Template "Full Screen Mobile" which you can find in the resources folder. Contains html / css / layout needed for a deployed Phaser game.
* Body.speed - the current speed of the body.
* Body.angle - the current angle the Body is facing based on its velocity. This is not the same as the Sprite angle that may own the body.
* Body.linearDamping - This now replaces Body.drag and provides for a much smoother damping (friction) experience.
* Body.minBounceVelocity - If a Body has bounce set, this threshold controls if it should rebound or not. Use it to stop 'jittering' on bounds/tiles with super-low velocities.
* QuadTree.populate - you can pass it a Group and it'll automatically insert all of the children ready for inspection.
* Input.setMoveCallback allows you to set a callback that will be fired each time the activePointer receives a DOM move event.
* Math.distancePow(x1,y1,x2,y2,power) returns the distance between two coordinates at the given power.
* Physics.collide now supports the 2nd parameter as an array, for when you want to collide an object against a number of sprites that aren't all in the same Group.
* Physics.overlap now supports the 2nd parameter as an array, for when you want to overlap test an object against a number of sprites that aren't all in the same Group.
* Math.reverseAngle - reverses an angle (in radians).
* Math.normalizeAngle - normalises an angle, now in radians only.
* Math.normalizeLatitude - Normalizes a latitude to the [-90,90] range.
* Math.normalizeLongitude - Normalizes a longitude to the [-180,180] range.
* Phaser.Line added to the geometry classes, with full point on line/segment and intersection tests (see new examples)
* Phaser.CANVAS_PX_ROUND is a boolean. If 'true' the Canvas renderer will Math.floor() all coordinates before drawImage, stopping pixel interpolation. Defaults to false.
* Phaser.CANVAS_CLEAR_RECT is a boolean. If 'true' (the default) it will context.clearRect() every frame. If false this is skipped (useful if you know you don't need it)
* Collision now works between Sprites positioned via sprite.x/y, sprite.body.x/y or sprite.body.velocity.
* If you are tweening a sprite and still want physics collision, set `sprite.body.moves = false` otherwise it will fight against the tween motion.
* Game.enableStep will enable core game loop stepping. When enabled you must call game.step() directly (perhaps via a DOM button?), very useful for debugging!
* Game.disableStep turns core update loop stepping off.
* Debug.renderPhysicsBody(body, color) is extremely useful for debugging the new physics bodies. Will draw the outline + points in the color given.
* Debug.renderBodyInfo(sprite, x, y, color) will display lots of Sprite body data.
* Sprite.events.onBeginContact will be fired when a Body makes contact with another Body. Once contact is over an onEndContact event will be dispatched.
New Examples:
* Physics - Bounce by Patrick OReilly.
* Physics - Bounce with gravity by Patrick OReilly.
* Physics - Bounce accelerator (use the keyboard) by Patrick OReilly.
* Physics - Bounce knock (use the keyboard) by Patrick OReilly.
* Physics - Snake (use the keyboard to control the snake like creature) by Patrick OReilly and Richard Davey.
* Physics - Launcher - Angry Birds style ball launcher demo by Patrick OReilly.
* Physics - Launcher Follow - throw the sprite anywhere in the world by Patrick OReilly.
* Physics - Launcher Follow World - an advanced version of the Launcher Follow example by Patrick OReilly.
* Input - Touch Joystick example showing how to use the clay.io virtual game controller (thanks gabehollombe)
* Games - Matching Pairs by Patrick OReilly.
* Games - Simon Says by Patrick OReilly.
* Tweens - Example showing how to use the tween events, onStart, onLoop and onComplete.
* Display - Pixi Render Texture. A Phaser conversion of the Pixi.js Render Texture example.
* Input - 5 new examples showing how to use the Gamepad API (thanks Karl Macklin)
* Animation - Group Creation, showing how to create animations across all Group children in one call.
* Particles - Rain by Jens Anders Bakke.
* Particles - Snow by Jens Anders Bakke.
* Groups - Nested Groups - showing how to embed one Group into another Group.
* Time - Lots of new examples showing how to use the updated Phaser.Timer class.
Updates:
* Updated to latest Pixi.js dev branch build (pre 1.4 release)
* When a Sprite is destroyed any active filters are removed at the same time.
* Updated Pixi.js so that removing filters now works correctly without breaking the display list.
* Phaser.Canvas.create updated so it can be given an ID as the 3rd parameter (can also be set via new Game configuration object).
* Updated display/fullscreen example to reflect new full screen change.
* Loads of updates to the TypeScript definitions files - games fully compile now and lots of missing classes added :) (thanks Niondir)
* Removed 'null parent' check from Group constructor. Will parent to game.world only if parent value is undefined.
* The tutorials have now been translated into Spanish - thanks feiss :)
* separateY updated to re-implement the 'riding platforms' special condition (thanks cocoademon)
* SoundManager.onSoundDecode now dispatches the key followed by the sound object, also now dispatched by the Cache when doing an auto-decode on load.
* Switch method of using trimmed sprites to support scaling and rotation (thanks cocoademon)
* Most of the GameObjectFactory functions now have a group parameter, so you can do: game.add.sprite(x, y, frame, frameName, group) rather than defaulting to the World group.
* Group.countLiving and countDead used to return -1 if the Group was empty, but now return 0.
* Text can now be fixedToCamera, updated world/fixed to camera example to show this.
* ArcadePhysics.overlap and collide now recognise TileSprites in the collision checks.
* Lots of documentation fixes in the Tween class.
* Tweens fire an onLoop event if they are set to repeat. onComplete is now only fired for the final repeat (or never if the repeat is infinite)
* Pointer used to un-pause a paused game every time it was clicked/touched (this avoided some rogue browser plugins). Now only happens if Stage.disableVisibilityChange is true.
* Input doesn't set the cursor to default if it's already set to none.
* You can now collide a group against itself. This will check all children against each other, but not themselves (thanks cocoademon)
* RenderTexture.render / renderXY has a new parameter: renderHidden, a boolean which will allow you to render Sprites even if their visible is set to false.
* Added in prototype.constructor definitions to every class (thanks darkoverlordofdata)
* Group.destroy has a new parameter: destroyChildren (boolean) which will optionally call the destroy method of all Group children.
* Button.clearFrames method has been added.
* Device.quirksMode is a boolean that informs you if the page is in strict (false) or quirks (true) mode.
* Canvas.getOffset now runs a strict/quirks check and uses document.documentElement when calculating scrollTop and scrollLeft to avoid Chrome console warnings.
* The Time class now has its own Phaser.Timer which you can access through game.time.events. See the new Timer examples to show how to use them.
* Added StateManager.getCurrentState to return the currently running State object (thanks Niondir)
* Removed the console.log redirect from Utils as it was messing with Firefox.
* Body.acceleration is now much smoother and less eratic at high speeds.
* Removed ArcadePhysics binding to the QuadTree, so it can now be used independantly of the physics system.
* Removed ArcadePhysics.preUpdate and postUpdate as neither are needed any more.
* Body.bottom and Body.right are no longer rounded, so will give accurate sub-pixel values.
* Fixed lots of documentation in the Emitter class.
* The delta timer value used for physics calculations has had its cap limit modified from 1.0 to 0.05 in line with the core updates.
* Phaser.Math.min enhanced so you can now pass in either an array of numbers or lots of numbers as parameters to get the lowest.
* Phaser.Math.max added as the opposite of Math.min.
* Phaser.Math.minProperty and maxProperty added. Like Math.min/max but can be given a property an an array or list of objects to inspect.
* Added 'full' paramter to Body.reset, allowing you to control if motion or all data is reset or not.
* Exposed Group.pivot and Sprite.pivot to allow you to directly set the pivot points for rotation.
* Swapped to using the native and faster Array.isArray check.
* Added callback context parameter to Tween.onUpdateCallback(callback, context) to avoid having to bind or create anonymous functions.
* Updated TweenManager.removeAll so it flags all tweens as pendingDelete rather than nuking the array, to avoid tween callback array size errors (thanks DarkDev)
Bug Fixes:
* Cache.getImageKeys returned __missing in the array, now excluded.
* Fixed Group.scale so you can now scale a Group directly.
* Removed World.scale as it was preventing Group.scale from working - you can still scale the world, but you'll need to factor in Input changes yourself.
* Moved 'dirty' flag for Tilemap to a per-layer flag. Fixes #242
* Group.length now returns the number of children in the Group regardless of their exists/alive state, or 0 if the Group has no children.
* Switch Camera.setBoundsToWorld to match world.bounds instead of world (thanks cocoademon)
* Fixed an issue where passing null as the Group parent wouldn't set it to game.world as it should have (thanks tito100)
* Fixed Pixi bug (#425) incorrect width property for multi-line BitmapText (thanks jcd-as)
* Tween.onStart is now called when the tween starts AFTER the delay value, if given (thanks stevenbouma)
* Sprites that are fixedToCamera can now be input dragged regardless of world position (thanks RafaelOliveira)
* RenderTexture now displays correctly in Canvas games.
* Canvas.addToDOM is now more robust when applying the overflowHidden style.
* Fixed Pixi.StripShader which should stop the weird TileSprite GPU issues some were reporting (thanks GoodboyDigital)
* Patched desyrel.xml so it doesn't contain any zero width/height characters, as they broke Firefox 25.
* Cache.addSound now implements a locked attribute (thanks haden)
* Sound now checks for CocoonJS during playback to avoid readyState clash (thanks haden)
* Buttons now clear previously set frames correctly if you call setFrames.
* Sounds will now loop correctly if they are paused and resumed (thanks haden)
* InputHandler.checkBoundsRect and checkBoundsSprite now take into account if the Sprite is fixedToCamera or not.
* Removed the frame property from TileSprites as it cannot use them, it tiles the whole image only, not just a section of it.
* Fixed WebGLRenderer updateGraphics bug (thanks theadam)
* Removed duplicate Timer.create line (thanks hstolte)
* Fixed issue with the camera being slightly out of sync with 'fixedToCamera' sprites.
* 1px camera jitter issue fixed where map is same size, or smaller than the game size.
Version 1.1.3 - "Arafel" - November 29th 2013
---------------------------------------------
New features:
* Phaser.Filter. A new way to use the new WebGL shaders/filters that the new version of Pixi supports.
* Phaser.BitmapData object. A Canvas you can freely draw to with lots of functions. Can be used as a texture for Sprites. See the new examples and docs for details.
* The entire Phaser library has been updated to match the new JSHint configuration.
* Added a .jshintrc so contributions can be run through JSHint to help retain formatting across the library (thanks kevinthompson)
* Added a new in-built texture. Sprites now use __default if no texture was provided (a 32x32 transparent PNG) or __missing if one was given but not found (a 32x32 black box with a green cross through it)
* Loader can now load JavaScript files. Just use game.load.script('key', 'url') - the file will be turned into a script tag in the document head on successful load.
* RenderTexture.render now takes a Phaser.Group. Also added renderXY for when you don't want to make a new Point object.
* Physics.overlap now supports Sprites, Groups or Emitters and can perform group vs. group (etc) overlap checks with a custom callback and process handler.
* Added Sound.externalNode which allows you to connect a Sound to an external node input rather than the SoundManager gain node.
* Added SoundManager.connectToMaster boolean. Used in conjunction with Sound.externalNode you can easily configure audio nodes to connect together for special effects.
* PluginManager.remove, added PluginManager.removeAll (thanks crazysam)
* scrollFactorX/scrollFactorY have been added to TilemapLayers (thanks jcd-as)
* Phaser.Game parent can now be an HTMLElement or a string (thanks beeglebug)
* Now using the latest version of Pixi.js. Which means you can use all the sexy new WebGL filters :)
* Sprite.animations.getAnimation will return an animation instance which was added by name.
* Added Mouse.button which is set to the button that was pressed: Phaser.Mouse.LEFT_BUTTON, MIDDLE_BUTTON or RIGHT_BUTTON (thanks wKLV)
* Added Mouse.pointerLock signal which you can listen to whenever the browser enters or leaves pointer lock mode.
* StageScaleMode.forceOrientation allows you to lock your game to one orientation and display a Sprite (i.e. a "please rotate" screen) when incorrect.
* World.visible boolean added, toggles rendering of the world on/off entirely.
* Polygon class & drawPolygon method added to Graphics (thanks rjimenezda)
* Added Group.iterate, a powerful way to count or return children that match a certain criteria. Refactored Group to use iterate, lots of repeated code cut.
* Added Group.sort. You can now sort the Group based on any given numeric property (x, y, health), finally you can do depth-sorting :) Example created to show.
* Enhanced renderTexture so it can accept a Phaser.Group object and improved documentation and examples.
* Device.littleEndian boolean added. Only safe to use if the browser supports TypedArrays (which IE9 doesn't, but nearly all others do)
* You can now call game.sound.play() and simply pass it a key. The sound will play if the audio system is unlocked and optionally destroy itself on complete.
* Mouse.capture is a boolean. If set to true then DOM mouse events will have event.preventDefault() applied, if false they will propogate fully.
* The object returned by Math.sinCosGenerator now contains a length property.
Updates:
* Lots of documentation fixes and updates across nearly all files. Tilemap now documented for example and lots of instances of 'Description' filled out.
* ArcadePhysics.updateMotion applies the dt to the velocity calculations as well as position now (thanks jcs)
* RequestAnimationFrame now retains the callbackID which is passed to cancelRequestAnimationFrame.
* Button now goes back to over state when setFrames used in action (thanks beeglebug)
* plugins now have a postUpdate callback (thanks cocoademon)
* Tided up the Graphics object (thanks BorisKozo)
* If running in Canvas mode and you have a render function it will save the context and reset the transform before running your render function.
* Sprite will now check the exists property of the Group it is in, if the Group.exists = false the Sprite won't update.
* If you specify 'null' as a Group parent it will now revert to using the World as the parent (before only 'undefined' worked)
* Skip preupdate/update for PIXI hierarchies in which an ancestor doesn't exist (thanks cocoademon)
* Loader.audio can now accept either an array of URL strings or a single URL string (thanks crazysam + kevinthompson)
* MSPointer updated to support IE11 by dropping the prefix from the event listeners.
* Device.cocoonJS added to detect if the game is running under Cocoon or a native browser.
* Loader now uses a new queue system internally, meaning you can have assets with the same key spread across different types.
Bug Fixes:
* Lots of fixes to the TypeScript definitions file (many thanks gltovar)
* Tilemap commands use specified layer when one given (thanks Izzimach)
* Mouse.stop now uses the true useCapture, which means the event listeners stop listening correctly (thanks beeglebug)
* Input Keyboard example fix (thanks Atrodilla)
* BitmapText.destroy now checks if it has a canvas before calling parentNode on it.
* Group.swap had a hellish to find bug that only manifested when B-A upward swaps occured. Hours of debugging later = bug crushed.
* Point.rotate asDegrees fixed (thanks BorisKozo)
* ArcadePhysics.separateTile wasn't returning the value, so the custom process callback wasn't getting called (thanks flameiguana)
* StageScaleMode.forceOrientation now correctly stores the forcePortrait value (thanks haden)
* Fixes to Math and Loader (thanks theJare)
* Tween - isRunning not reset when non-looped tween completes (thanks crazysam + kevinthompson)
* Math.normalizeAngle and Math.wrapAngle (thanks theJare)
* Device.isTouch modified to test maxTouchPointers instead of MSPointer.
* InputHandler.checkPointerOver now checks the visible status of the Sprite Group before processing.
* The Sprite hulls (used for tile collision) were not being updated in sprite->sprite separations (thanks jcs)
* Plugins that had a postUpdate but no Update weren't being marked as active (thanks crazysam)
* StateManager.onPausedCallback function is not called when the game is paused (thanks haden)
* Fix for 'jitter' in scrolling where tilemaps & sprites are one frame off (thanks jcs)
Version 1.1.2 - November 1st 2013
---------------------------------
* New: You'll now find a complete Basic project Template in the resources/Project Templates folder. Will add more complex ones soon.
* New: Phaser.Button now has the ability to set over/out/up/down sound effects so they play automatically based on those events.
* New: Added init method to plugins, to be called as they are added to the PluginManager (thanks beeglebug)
* New: Physics.Body now has a center property (issue 142, thanks MikeMnD)
* New: Lots of fixes across Full Screen Mode support. Input now works, scaling restores properly, world scale is correct and anti-alias support added.
* New: Added Group.cursor. This points to the first item added to a Group. You can move the cursor with Group.next() and Group.previous().
* New: Added Tween.isTweening(object) to check if an object is currently being tweened or not (thanks mikehamil10)
* New: Added getMagnitude, setMagnitude, normalize and isZero methods to Point (thanks beeglebug)
* New/Change: Group.callAll now supports nested functions and a context, making it really powerful!
* Updated: Fixed a few final bugs in the Sprite body and bounds calculations, in turn this resolved the Tilemap collision issues in the 1.1 release.
* Updated: Finished documentation for the Phaser.Button class.
* Updated: Fixed the Invaders game sample and enhanced it.
* Updated: Fixed the Star Struck game sample and enhanced it.
* Updated: If you pause an Animation, when you next play it it'll resume (un-pause itself).
* Updated: hexToRGB now accepts short hex codes (#EEE) (thanks beeglebug)
* Updated: State functions (preload, update, render, etc) are now passed the current game as a parameter (thanks beeglebug)
* Updated: If your game is running in Canvas (not WebGL) you can now set Stage.backgroundColor to rgba style CSS strings, allowing for semi-transparent game backgrounds.
* Updated: event.preventDefault() has been added to all Mouse event handlers.
* Updated: Sprite.deltaX/Y removed due to non-use. prevX/Y values moved to Sprite._cache.prevX/Y.
* Updated: Due to missing extends parameter the Sprite prototype was picking up functions from classes it never meant to (Button, TilemapLayer), now fully isolated.
* Fixed issue 135 - Added typeof checks into most ArcadePhysics functions to avoid errors with zero values.
* Fixed issue 136 - distanceTo using worldX/Y instead of x/y.
* Fixed lots of examples where the cursor keys / space bar were not locked from moving the browser page (if you find any more, please tell us!)
* Fixed issue 149 - Starling XML files now load properly again, also created an Example to show use of them (thanks haden)
* Fixed an issue where if the Starling XML file didn't contain a frameX/Y value it would crash on import.
* Fixed the Multiple Animations Example - it's now a lovely underwater scene :)
* Fixed issue 141 - If a Sprite is dragged and you release the Pointer while not over the Sprite, it will think it's still over it (thanks Paratron)
* Fixed issue 88 - Incorrect game.input.x/y values on click with scaled stage (thanks DrHackenstein)
* Fixed issue 143 - Entering full screen mode made the Input x/y coordinates go wrong.
Version 1.1.1 - October 26th 2013
---------------------------------
* Quick patch to get Phaser.AUTO working again on Firefox / Android.
* Any key added via addKey now automatically adds it to the capture list.
Version 1.1 - October 25th 2013
-------------------------------
What's New:
* JSDoc is go! We've added jsdoc3 blocks to every property and function, in every file and published the API docs to the docs folder.
* Brand new Example system (no more php!) and over 150 examples to learn from too.
* New TypeScript definitions file generated (in the build folder - thanks to TomTom1229 for manually enhancing this).
* New Grunt based build system added (thanks to Florent Cailhol)
* New: Phaser.Animation.generateFrameNames - really useful when creating animation data from texture atlases using file names, not indexes.
* Added Sprite.play as a handy short-cut to play an animation already loaded onto a Sprite.
* Added Canvas.setUserSelect() to disable touchCallouts and user selections within the canvas.
* Added Keyboard.addKey() which creates a new Phaser.Key object that can be polled for updates, pressed states, etc. See the 2 new examples showing use.
* Added Button.freezeFrames boolean. Stops the frames being set on mouse events if true.
* Extended the Loader 404 error to display the url of the file that didn't load as well as the key.
* New: Direction constants have been added to Sprites and adjust based on body motion.
* Brand new Sprite.update loop handler. Combined with the transform cache fix and further optimisations this is now much quicker to execute.
* Added Keyboard.createCursorKeys() which creates an object with 4 Key objects inside it mapped to up, down, left and right. See the new example in the input folder.
* Added Body.skipQuadTree boolean for more fine-grained control over when a body is added to the World QuadTree.
* Re-implemented Angular Velocity and Angular Acceleration on the Sprite.body and created 2 new examples to show use.
* Added Sprite.fixedToCamera boolean. A Sprite that is fixed to the camera doesn't move with the world, but has its x/y coordinates relative to the top-left of the camera.
* Added Group.createMultiple - useful when you need to create a Group of identical sprites for pooling, such as bullets.
* Added Group.total. Same as Group.length, but more in line with the rest of the Group naming.
* Added Sprite.outOfBoundsKill boolean flag. Will automatically kill a sprite that leaves the game World bounds (off by default).
* Lots of changes and fixes in ArcadePhysics, including:
* Functions with "mouse" in the title have been updated to "pointer" to more accurately reflect what they do.
* New velocity functions: moveToObject, moveToPointer, moveToXY
* New acceleration functions: accelerateToObject, accelerateToPointer, accelerateToXY
* New distance functions: distanceBetween, distanceToXY, distanceToPointer
* New angle functions: angleBetween, angleToXY, angleToPointer
* velocityFromAngle and velocityFromRotation added with examples created.
* Added killOnComplete parameter to Animation.play. Really useful in situations where you want a Sprite to animate once then kill itself on complete, like an explosion effect.
* Added Sprite.loadTexture(key, frame) which allows you to load a new texture set into an existing sprite rather than having to create a new sprite.
* Added Sprite.destroy back in again and made it a lot more robust at cleaning up child objects.
* Added 'return this' to all the core Loader functions so you can chain load calls if you so wish.
* Added Text.destroy() and BitmapText.destroy(), also updated Group.remove to make it more bullet-proof when an element doesn't have any events.
* Added Phaser.Utils.shuffle to shuffle an array.
* Added Graphics.destroy, x, y and updated angle functions.
* Added AnimationManager.refreshFrame - will reset the texture being used for a Sprite (useful after a crop rect clear)
* Added Physics.overlap(sprite1, sprite2) for quick body vs. body overlap tests with no separation performed.
* On a busy page it's possible for the game to boot with an incorrect stage offset x/y which can cause input events to be calculated wrong. A new property has been added to Stage to combat this issue: Stage.checkOffsetInterval. By default it will check the canvas offset every 2500ms and adjust it accordingly. You can set the value to 'false' to disable the check entirely, or set a higher or lower value. We recommend that you get the value quite low during your games preloader, but once the game has fully loaded hopefully the containing page will have settled down, so it's probably safe to disable the check entirely.
* Added Rectangle.floorAll to floor all values in a Rectangle (x, y, width and height).
What's changed:
* Renamed Phaser.Text.text to Phaser.Text.content to avoid conflict and overwrite from Pixi local var.
* Renamed Phaser.Text.style to Phaser.Text.font to avoid conflict and overwrite from Pixi local var.
* Phaser.Button now sets useHandCursor to true by default.
* Change: When you start a new State all active tweens are now purged.
* When the game boots it will now by default disable user-select and touch action events on the game canvas.
* Moved LinkedList.dump to Debug.dumpLinkedList(list)
* Phaser.Animation.Frame is now Phaser.Frame
* Phaser.Animation.FrameData is now Phaser.FrameData
* Phaser.Animation.Parser is now Phaser.AnimationParser (also the file has renamed from Parser.js to AnimationParser.js)
* Phaser.Loader.Parser is now Phaser.LoaderParser (also the file has renamed from Parser.js to LoaderParser.js)
* Change: We've removed the scrollFactor property from all Game Objects. Sorry, but the new Camera system doesn't work with it and it caused all kinds of issues anyway. We will sort out a replacement for it at a later date.
* Change: World now extends Phaser.Group. As a result we've updated GameObjectFactory and other classes that linked to it. If you have anywhere in your code that used to reference world.group you can just remove 'group' from that. So before, world.group.add() is now just world.add().
* Change: The Camera has been completely revamped. Rather than adjusting the position of all display objects (bad) it now just shifts the position of the single world container (good!), this is much quicker and also stops the game objects positions from self-adjusting all the time, allowing for them to be properly nested with other containers.
* Made Sprite.body optional and added in checks, so you can safely null the Sprite body object if using your own physics system and not impact rendering.
* Moved the Camera update checks to World.postUpdate, so all the sprites get the correct adjusted camera position.
* The default Game.antialias value is now 'true', so graphics will be smoothed automatically in canvas. Disable it via the Game constructor or Canvas utils.
* Phaser.Group now automatically calls updateTransform on any child added to it (avoids temp. frame glitches when new objects are rendered on their first frame).
What has been updated:
* Complete overhaul of Physics.Arcade.Body - now significantly more stable and faster too.
* Updated ArcadePhysics.separateX/Y to use new body system - much better results now.
* Added World.postUpdate - all sprite position changes, as a result of physics, happen here before the render.
* Added Animation.paused - can be set to true/false.
* Added support for Body.maxVelocity (thanks cocoademon)
* InputHandler now creates the _pointerData array on creation and populates with one empty set of values, so pointerOver etc all work before a start call.
* Removed the callbackContext parameter from Group.callAll because it's no longer needed.
* Updated Group.forEach, forEachAlive and forEachDead so you can now pass as many parameters as you want, which will all be given to the callback after the child.
* Updated build script so it can be run from the command-line and includes UMD wrappers (thanks iaincarsberg)
* World.randomX/Y now returns values anywhere in the world.bounds range (if set, otherwise 0), including negative values.
* Updated InputHandler to use Math.round rather than Math.floor when snapping an object during drag.
* If you didn't provide the useNumericIndex parameter then AnimationManager.add will set the value by looking at the datatype of the first element in the frames array.
* Group.create now sets the visible and alive properties of the Sprite to the same value as the 'exists' parameter.
* World.randomX/Y now works with negative World.bounds values.
* Tweens .to will now always return the parent (thanks powerfear)
* You can now pass a PIXI.Texture to Sprite (you also need to pass a Phaser.Frame as the frame parameter) but this is useful for Sprites sharing joint canvases.
* Group.alpha is now exposed publically and changes the Group container object (not the children directly, who can still have their own alpha values)
* Device.webGL uses new inspection code to accurately catch more webGL capable devices.
* Debug.renderSpriteBody updated to use a the new Sprite.Body.screenX/Y properties.
* Additional checks added to AnimationManager.frame/frameName on the given values.
* You can now null a Sprite.crop and it will clear down the crop rect area correctly.
* Phaser.Time physicsElapsed delta timer clamp added. Stops rogue iOS / slow mobile timer errors causing crazy high deltas.
* Animation.generateFrameNames can now work in reverse, so the start/stop values can create frames that increment or decrement respectively.
* Loader updated to use xhr.responseText when loading json, csv or text files. xhr.response is still used for Web Audio binary files (thanks bubba)
* Input.onDown and onUp events now dispatch the original event that triggered them (i.e. a MouseEvent or TouchEvent) as the 2nd parameter, after the Pointer (thanks rezoner)
* Updated Sprite.crop significantly. Values are now cached, stopping constant Texture frame updates and you can do sprite.crop.width++ for example (thanks haden)
* Change: Sprite.crop needs to be enabled with sprite.cropEnabled = true.
* Sprite.loadTexture now works correctly with static images, RenderTextures and Animations.
* Lots of fixes within Sprite.bounds. The bounds is now correct regardless of rotation, anchor or scale of the Sprite or any of its parent objects.
What has been fixed:
* QuadTree bug found in 1.0.5 now fixed. The QuadTree is updated properly now using localTransform values.
* Fixed the Bounce.In and Bounce.InOut tweens (thanks XekeDeath)
* Fixed an issue in Animation.update where if the game was paused it would get an insane delta timer throwing a uuid error.
* Added PixiPatch.js to patch in a few essential features until Pixi is updated.
* Fixed issue in Animation.play where the given frameRate and loop values wouldn't overwrite those set on construction.
* Fixed small bug stopping Tween.pause / resume from resuming correctly when called directly.
* Fixed an issue where Tweens.removeAll wasn't clearing tweens in the addition queue.
* Fixed Particle Emitters when using Emitter width/height (thanks XekeDeath)
* Made animation looping more robust when skipping frames (thanks XekeDeath)
* Fix for incorrect new particle positioning (issue #73) (thanks cottonflop)
* Fixed issue in Sound.play where if you gave a missing marker it would play the whole sound sprite instead.
* Button.setFrames will set the current frame based on the button state immediately.
* Loaded.setPreloadSprite now rounds the width/height values and starts from 1. This fixes canvas draw errors in IE9/10 and Firefox.
* Fixed issue causing Keyboard.justPressed to always fire (thanks stemkoski)
* Fixed bug in LinkedList#remove that could cause first to point to a dead node (thanks onedayitwillmake)
* Fixed Cache.addDefaultImage so the default image works in Canvas as well as WebGL. Updated to a new image (32x32 black square with green outline)
* Fixed a bug in the Sprite transform cache check that caused the skew/scale cache to get constantly invalidated - now only updates as needed, significant performance increase!
* Fixed typo in StageScaleMode so it's not pageAlignVeritcally any longer, but pageAlignVertically.
* Fixed issue in Group.countLiving / countDead where the value was off by one (thanks mjablonski)
* Fixed issue with a jittery Camera if you moved a Sprite via velocity instead of x/y placement.
* Fixed the RandomDataGenerator.sow method so if you give in the same seed you'll now get the same results (thanks Hsaka)
* Fixed Issue #101 (Mouse Button 0 is not recognised, thanks rezoner)
* Fixed an issue where creating an animation with just one frame with an index of zero would cause a UUID error (thanks SYNYST3R1)
* Fixed Rectangle.union (thanks andron77)
* Fixed Sound.resume so it now correctly resumes playback from the point it was paused (fixes issue 51, thanks Yora).
* Fixed issue 105 where a dragged object that was destroyed would cause an Input error (thanks onedayitwillmake)
* Fixed Issue 111 - calling Kill on a Phaser.Graphics instance causes error on undefined events.
* Game.destroy will now stop the raf from running as well as close down all input related event listeners (issue 92, thanks astrism)
* Pixel Perfect click detection now works even if the Sprite is part of a texture atlas.
Version 1.0.6 - September 24th 2013
-----------------------------------
* Added check into Pointer.move to always consider a Sprite that has pixelPerfect enabled, regardless of render ID.
* BUG: The pixel perfect click check doesn't work if the sprite is part of a texture atlas yet.
* Fixed issue with anti-alias in the Game constructor not being set correctly (thanks luizbills)
* Added support for the Graphics game object back in and two examples (thanks earok for spotting)
* New: Tweens can now be chained via multiple to() calls + example created (thanks to powerfear for adding)
* Fixed Math.wrap (thanks TheJare)
* New: When loading a Sprite Sheet you can now pass negative values for the frame sizes which specifies the number of rows/columns to load instead (thanks TheJare)
* New: BitmapText now supports anchor and has fixed box dimensions (thanks TheJare)
* Fixed bug where if a State contains an empty Preloader the Update will not be called (thanks TheJare)
* Several new examples added (cameras, tweens, etc)
* Added in extra checks to halt collision if it involves an empty Group (thanks cang)
* Added time smoothing to Animation update to help frames hopefully not get too out of sync during long animations with high frame rates.
* Added frame skip to Animation.update. If it gets too far behind it will now skip frames to try and catch up.
Version 1.0.5 - September 20th 2013
-----------------------------------
* Fixed issue in FrameData.getFrameIndexes where the input array was being ignored.
* Added Math.numberArray - Returns an Array containing the numbers from min to max (inclusive), useful for animation frame construction.
* Fixed a horrendously sneaky bug: If a new tween was created in the onComplete callback of a tween about to be deleted, it would get automatically spliced.
* Added a pendingDelete property to Tween to stop tweens that were removed during a callback from causing update errors during the TweenManager loop.
* Added Group.length property.
* Added explicit x/y attributes to Phaser.Text to make it work with the camera system (thanks cocoademon).
* Fixed issue stopping multiple animations from playing, only the most recent would play (frames array was being overwritten, thanks Legrandk)
* Updated Debug.renderSpriteBounds() so it doesn't use the deprecated Sprite.worldView any more (thanks MikeMnD)
* Added 2 new properties to the Text object: Text.text and Text.style, both are getter/setters and don't flag dirty unless changed, so safe for core loop use.
* Removed the exists check from Group.callAll, it now runs on all children (as the name implies)
* Added Group.callAllExists - you can now call a function on all children who have exists = the provided boolean.
* Finished off the Breakout example game - now fully playable, proper rebound, scoring, lives, etc.
* Removed Group.sort dummy entry until it's working.
* Removed ArcadePhysics.postUpdate.
* Updated Sprite.update to set renderable to false when the object goes out of Camera, not 'visible' false, otherwise it stops the transform being updated by Pixi.
* BUG: There is a known issue where the wrong rect coordinates are given to the QuadTree if the Sprite is a child of a Group or another Sprite which has an x/y offset.
Version 1.0.4 - September 18th 2013
-----------------------------------
* Small fix to Phaser.Canvas to stop it from setting overflow hidden if the parent DOM element doesn't exist.
* Added Loader.setPreloadSprite(sprite, direction) - this will automatically apply a crop rect to the Sprite which is updated in line with the load progress.
* A lot of changes inside the StateManager. State functions are now passed through link() which automatically creates the key Game properties (load, input, etc)
* Fixed a bug in getFrameByName that wouldn't return the first frame in the array.
* Updated Phaser.Rectangle.intersects to use x and y instead of left and top so it can be used to check Physics bodies overlapping.
* Fixed issue in Cache where the Frame index wasn't being set correctly (thanks Cameron)
* Fixed issue in Sprite where boundsY wasn't set (thanks Cameron)
* For some reason there were 2 copies of the Canvas class in the build file - fixed, a few KB saved :)
Version 1.0.3 - September 17th 2013
-----------------------------------
* FrameData.getFrameIndexes and getFrameIndexesByName refactored into a more versatile getFrames function.
* Various fixes to looping parameters in the Sound system.
* Documentation started across most classes. Keep track of progress in the Docs folder.
* Optimised AnimationManager.add so it will only get the required frames rather than all of them and is now faster at parsing the frame data.
* Fixed Phaser.Text and Phaser.BitmapText so they now render correctly and added several Text examples.
Version 1.0.2 - September 16th 2013
-----------------------------------
* Added optional parameter to Animation.stop: resetFrame. If true the animation will be stopped and then the current frame reset to the first frame in the animation.
* Fixed an issue causing 'explode' particle bursts to ignore the quantity parameter.
* Added 'collideWorldBounds' to Emitter.makeParticles function.
* Added Emitter.angularDrag
* Changed Emitter.bounce from a number to a Point, so now set its x/y properties to control different amounts of bounce per axis.
* Fixed a bug in the AnimationManager where useNumericIndex was always set to true
* Added in lots of Particle examples
* Added in the start of a Breakout game
* Added in the start of a Platformer game
Version 1.0.1 - September 15th 2013
-----------------------------------
* Added checks into every Group function to ensure that the Group has children before running them.
* Added optional flag to Group.create which allows you to set the default exists state of the Sprites.
* Sprite.animation.stop no longer needs an animation name parameter, will default to stopping the current animation.
* Fixed the license in package.json
* Fixed a logic bug in the separateTileX function that would sometimes cause tunneling of big sprites through small tiles.
Version 0.9.8
-------------
* Massive refactoring across the entire codebase. * Massive refactoring across the entire codebase.
* Removed Basic and GameObject and put Sprite on a diet. 127 properties and methods cut down to 32. * Removed Basic and GameObject and put Sprite on a diet. 127 properties and methods cut down to 32.
@@ -109,7 +613,8 @@ V0.9.8
* Added CanvasUtils class, including ability to set image rendering, add a canvas to the dom and other handy things. * 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). * 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). * Grunt file updated to produce the new Special FX JS file (thanks HackManiac).
@@ -197,7 +702,9 @@ V0.9.6
* Added the GameObjectFactory to Phaser.State * Added the GameObjectFactory to Phaser.State
* Added new format parameter to Loader.addTextureAtlas defining the format. Currently supported: JSON Array and Starling/Sparrow XML. * 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). * 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. * Updated the PauseScreen to show a subtle animation effect, making it easier to create your own interesting pause screens.
@@ -231,7 +738,9 @@ V0.9.5
* Added fun new "map draw" test - rebound those carrots! :) * Added fun new "map draw" test - rebound those carrots! :)
* Changed SoundManager class to respect volume on first play (thanks initials and hackmaniac) * 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.getTile, getTileFromWorldXY, getTileFromInputXY
* Added Tilemap.setCollisionByIndex and setCollisionByRange * Added Tilemap.setCollisionByIndex and setCollisionByRange
@@ -243,7 +752,9 @@ V0.9.4
* Fixed: Circle.isEmpty properly checks diameter (thanks bapuna) * Fixed: Circle.isEmpty properly checks diameter (thanks bapuna)
* Updated Gruntfile to export new version of phaser.js wrapped in a UMD block for require.js/commonJS (thanks Hackmaniac) * Updated Gruntfile to export new version of phaser.js wrapped in a UMD block for require.js/commonJS (thanks Hackmaniac)
V0.9.3
Version 0.9.3
-------------
* Added the new ScrollZone game object. Endlessly useful but especially for scrolling backdrops. Created 6 example tests. * Added the new ScrollZone game object. Endlessly useful but especially for scrolling backdrops. Created 6 example tests.
* Added GameObject.hideFromCamera(cameraID) to stop an object rendering to specific cameras (also showToCamera and clearCameraList) * Added GameObject.hideFromCamera(cameraID) to stop an object rendering to specific cameras (also showToCamera and clearCameraList)
@@ -261,7 +772,9 @@ V0.9.3
* Removed the need for DynamicTextures to require a key property and updated test cases. * 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(). * 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. * Fixed issue with create not being called if there was an empty init method.
* Added ability to flip a sprite (Sprite.flipped = true) + a test case for it. * Added ability to flip a sprite (Sprite.flipped = true) + a test case for it.
@@ -269,7 +782,9 @@ V0.9.2
* Sprite animations don't restart if you call play on them when they are already running. * 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. * 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 the new align property to GameObjects that controls placement when rendering.
* Added an align example to the Sprites test group (click the mouse to change alignment position) * Added an align example to the Sprites test group (click the mouse to change alignment position)
@@ -279,7 +794,8 @@ 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. * 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. * 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. * Large refactoring. Everything now lives inside the Phaser module, so all code and all tests have been updated to reflect this. Makes coding a tiny bit more verbose but stops the framework from globbing up the global namespace. Also should make code-insight work in WebStorm and similar editors.
* Added the new GeomSprite object. This is a sprite that uses a geometry class for display (Circle, Rectangle, Point, Line). It's extremely flexible! * Added 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 +806,35 @@ V0.9
* Added new Motion class which contains lots of handy functions like 'moveTowardsObject', 'velocityFromAngle' and more. * 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. * 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. * 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. * 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. * 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. * 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. * 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 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. * Added the RandomDataGenerator for seeded random number generation.
* Setting the game world size now resizes the default camera (optional bool flag) * 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 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 new Circle geometry class (used by Touch) and moved them into a Geom folder.
* Added in Device class for device inspection. * 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) * 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 * Initial release
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
+868
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@@ -0,0 +1,868 @@
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<h1 class="page-title">Source: animation/AnimationParser.js</h1>
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<pre class="sunlight-highlight-javascript linenums">/**
* @author Richard Davey &lt;rich@photonstorm.com>
* @copyright 2014 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".
* @param {number} [margin=0] - If the frames have been drawn with a margin, specify the amount here.
* @param {number} [spacing=0] - If the frames have been drawn with spacing between them, specify the amount here.
* @return {Phaser.FrameData} A FrameData object containing the parsed frames.
*/
spriteSheet: function (game, key, frameWidth, frameHeight, frameMax, margin, spacing) {
// 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 = margin;
var y = margin;
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 + spacing;
if (x === width)
{
x = margin;
y += frameHeight + spacing;
}
}
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
);
PIXI.TextureCache[uuid].trim = new Phaser.Rectangle(frames[i].spriteSourceSize.x, frames[i].spriteSourceSize.y, frames[i].sourceSize.w, frames[i].sourceSize.h);
}
}
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
);
PIXI.TextureCache[uuid].trim = new Phaser.Rectangle(frames[key].spriteSourceSize.x, frames[key].spriteSourceSize.y, frames[key].sourceSize.w, frames[key].sourceSize.h);
}
i++;
}
return data;
},
/**
* Parse the XML data and extract the animation frame data from it.
*
* @method Phaser.AnimationParser.XMLData
* @param {Phaser.Game} game - A reference to the currently running game.
* @param {Object} xml - The XML data from the Texture Atlas. Must be in Starling XML format.
* @param {string} cacheKey - The Game.Cache asset key of the texture image.
* @return {Phaser.FrameData} A FrameData object containing the parsed frames.
*/
XMLData: function (game, xml, cacheKey) {
// Malformed?
if (!xml.getElementsByTagName('TextureAtlas'))
{
console.warn("Phaser.AnimationParser.XMLData: Invalid Texture Atlas XML given, missing &lt;TextureAtlas> tag");
return;
}
// Let's create some frames then
var data = new Phaser.FrameData();
var frames = xml.getElementsByTagName('SubTexture');
var newFrame;
var uuid;
var name;
var frame;
var x;
var y;
var width;
var height;
var frameX;
var frameY;
var frameWidth;
var frameHeight;
for (var i = 0; i &lt; frames.length; i++)
{
uuid = game.rnd.uuid();
frame = frames[i].attributes;
name = frame.name.nodeValue;
x = parseInt(frame.x.nodeValue, 10);
y = parseInt(frame.y.nodeValue, 10);
width = parseInt(frame.width.nodeValue, 10);
height = parseInt(frame.height.nodeValue, 10);
frameX = null;
frameY = null;
if (frame.frameX)
{
frameX = Math.abs(parseInt(frame.frameX.nodeValue, 10));
frameY = Math.abs(parseInt(frame.frameY.nodeValue, 10));
frameWidth = parseInt(frame.frameWidth.nodeValue, 10);
frameHeight = parseInt(frame.frameHeight.nodeValue, 10);
}
newFrame = data.addFrame(new Phaser.Frame(i, x, y, width, height, name, uuid));
PIXI.TextureCache[uuid] = new PIXI.Texture(PIXI.BaseTextureCache[cacheKey], {
x: x,
y: y,
width: width,
height: height
});
// Trimmed?
if (frameX !== null || frameY !== null)
{
newFrame.setTrim(true, width, height, frameX, frameY, frameWidth, frameHeight);
PIXI.TextureCache[uuid].trim = new Phaser.Rectangle(frameX, frameY, width, height);
}
}
return data;
}
};
</pre>
</article>
</section>
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<h1 class="page-title">Source: gameobjects/BitmapData.js</h1>
<section>
<article>
<pre class="sunlight-highlight-javascript linenums">/**
* @author Richard Davey &lt;rich@photonstorm.com>
* @copyright 2014 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* Creates a new BitmapData object.
*
* @class Phaser.BitmapData
*
* @classdesc A BitmapData object contains a Canvas element to which you can draw anything you like via normal Canvas context operations.
* A single BitmapData can be used as the texture one or many Images/Sprites. So if you need to dynamically create a Sprite texture then they are a good choice.
*
* @constructor
* @param {Phaser.Game} game - A reference to the currently running game.
* @param {string} key - Internal Phaser reference key for the render texture.
* @param {number} [width=100] - The width of the BitmapData in pixels.
* @param {number} [height=100] - The height of the BitmapData in pixels.
*/
Phaser.BitmapData = function (game, key, width, height) {
if (typeof width === 'undefined') { width = 100; }
if (typeof height === 'undefined') { height = 100; }
/**
* @property {Phaser.Game} game - A reference to the currently running game.
*/
this.game = game;
/**
* @property {string} key - The key of the BitmapData in the Cache, if stored there.
*/
this.key = key;
/**
* @property {number} width - The width of the BitmapData in pixels.
*/
this.width = width;
/**
* @property {number} height - The height of the BitmapData in pixels.
*/
this.height = height;
/**
* @property {HTMLCanvasElement} canvas - The canvas to which this BitmapData draws.
* @default
*/
this.canvas = Phaser.Canvas.create(width, height);
/**
* @property {CanvasRenderingContext2D} context - The 2d context of the canvas.
* @default
*/
this.context = this.canvas.getContext('2d');
/**
* @property {CanvasRenderingContext2D} ctx - A reference to BitmapData.context.
*/
this.ctx = this.context;
/**
* @property {array} imageData - The canvas image data.
*/
this.imageData = this.context.getImageData(0, 0, width, height);
/**
* @property {UInt8Clamped} pixels - A reference to the context imageData buffer.
*/
if (this.imageData.data.buffer)
{
this.pixels = this.imageData.data.buffer;
}
else
{
this.pixels = this.imageData.data;
}
/**
* @property {PIXI.BaseTexture} baseTexture - The PIXI.BaseTexture.
* @default
*/
this.baseTexture = new PIXI.BaseTexture(this.canvas);
/**
* @property {PIXI.Texture} texture - The PIXI.Texture.
* @default
*/
this.texture = new PIXI.Texture(this.baseTexture);
/**
* @property {Phaser.Frame} textureFrame - The Frame this BitmapData uses for rendering.
* @default
*/
this.textureFrame = new Phaser.Frame(0, 0, 0, width, height, 'bitmapData', game.rnd.uuid());
/**
* @property {number} type - The const type of this object.
* @default
*/
this.type = Phaser.BITMAPDATA;
this._dirty = false;
}
Phaser.BitmapData.prototype = {
/**
* Updates the given objects so that they use this BitmapData as their texture. This will replace any texture they will currently have set.
*
* @method Phaser.BitmapData#add
* @param {Phaser.Sprite|Phaser.Sprite[]|Phaser.Image|Phaser.Image[]} object - Either a single Sprite/Image or an Array of Sprites/Images.
*/
add: function (object) {
if (Array.isArray(object))
{
for (var i = 0; i &lt; object.length; i++)
{
if (object[i]['loadTexture'])
{
object[i].loadTexture(this);
}
}
}
else
{
object.loadTexture(this);
}
},
/**
* Clears the BitmapData.
* @method Phaser.BitmapData#clear
*/
clear: function () {
this.context.clearRect(0, 0, this.width, this.height);
this._dirty = true;
},
/**
* Resizes the BitmapData.
* @method Phaser.BitmapData#resize
*/
resize: function (width, height) {
if (width !== this.width || height !== this.height)
{
console.log('bmd resize', width, height);
this.width = width;
this.height = height;
this.canvas.width = width;
this.canvas.height = height;
this.textureFrame.width = width;
this.textureFrame.height = height;
this.imageData = this.context.getImageData(0, 0, width, height);
}
this._dirty = true;
},
/**
* @method Phaser.BitmapData#refreshBuffer
*/
refreshBuffer: function () {
this.imageData = this.context.getImageData(0, 0, this.width, this.height);
this.pixels = new Int32Array(this.imageData.data.buffer);
// this.data8 = new Uint8ClampedArray(this.imageData.buffer);
// this.data32 = new Uint32Array(this.imageData.buffer);
},
/**
* Sets the color of the given pixel to the specified red, green, blue and alpha values.
* @method Phaser.BitmapData#setPixel32
* @param {number} x - The X coordinate of the pixel to be set.
* @param {number} y - The Y coordinate of the pixel to be set.
* @param {number} red - The red color value, between 0 and 0xFF (255).
* @param {number} green - The green color value, between 0 and 0xFF (255).
* @param {number} blue - The blue color value, between 0 and 0xFF (255).
* @param {number} alpha - The alpha color value, between 0 and 0xFF (255).
*/
setPixel32: function (x, y, red, green, blue, alpha) {
if (x >= 0 && x &lt;= this.width && y >= 0 && y &lt;= this.height)
{
this.pixels[y * this.width + x] = (alpha &lt;&lt; 24) | (blue &lt;&lt; 16) | (green &lt;&lt; 8) | red;
/*
if (this.isLittleEndian)
{
this.data32[y * this.width + x] = (alpha &lt;&lt; 24) | (blue &lt;&lt; 16) | (green &lt;&lt; 8) | red;
}
else
{
this.data32[y * this.width + x] = (red &lt;&lt; 24) | (green &lt;&lt; 16) | (blue &lt;&lt; 8) | alpha;
}
*/
// this.imageData.data.set(this.data8);
this.context.putImageData(this.imageData, 0, 0);
this._dirty = true;
}
},
/**
* Sets the color of the given pixel to the specified red, green and blue values.
*
* @method Phaser.BitmapData#setPixel
* @param {number} x - The X coordinate of the pixel to be set.
* @param {number} y - The Y coordinate of the pixel to be set.
* @param {number} red - The red color value (between 0 and 255)
* @param {number} green - The green color value (between 0 and 255)
* @param {number} blue - The blue color value (between 0 and 255)
*/
setPixel: function (x, y, red, green, blue) {
this.setPixel32(x, y, red, green, blue, 255);
},
/**
* Get the color of a specific pixel.
*
* @param {number} x - The X coordinate of the pixel to get.
* @param {number} y - The Y coordinate of the pixel to get.
* @return {number} A native color value integer (format: 0xRRGGBB)
*/
getPixel: function (x, y) {
if (x >= 0 && x &lt;= this.width && y >= 0 && y &lt;= this.height)
{
return this.data32[y * this.width + x];
}
},
/**
* Get the color of a specific pixel including its alpha value.
*
* @param {number} x - The X coordinate of the pixel to get.
* @param {number} y - The Y coordinate of the pixel to get.
* @return {number} A native color value integer (format: 0xAARRGGBB)
*/
getPixel32: function (x, y) {
if (x >= 0 && x &lt;= this.width && y >= 0 && y &lt;= this.height)
{
return this.data32[y * this.width + x];
}
},
/**
* Gets all the pixels from the region specified by the given Rectangle object.
*
* @param {Phaser.Rectangle} rect - The Rectangle region to get.
* @return {array} CanvasPixelArray.
*/
getPixels: function (rect) {
return this.context.getImageData(rect.x, rect.y, rect.width, rect.height);
},
/**
* Copies the pixels from the source image to this BitmapData based on the given area and destination.
*
* @param {HTMLImage|string} source - The Image to draw. If you give a key it will try and find the Image in the Game.Cache.
* @param {Phaser.Rectangle} area - The Rectangle region to copy from the source image.
* @param {number} destX - The destination x coordinate to copy the image to.
* @param {number} destY - The destination y coordinate to copy the image to.
*/
copyPixels: function (source, area, destX, destY) {
if (typeof source === 'string')
{
source = this.game.cache.getImage(source);
}
if (source)
{
this.context.drawImage(source, area.x, area.y, area.width, area.height, destX, destY, area.width, area.height);
}
},
/**
* Draws the given image to this BitmapData at the coordinates specified. If you need to only draw a part of the image use BitmapData.copyPixels instead.
*
* @param {HTMLImage|string} source - The Image to draw. If you give a key it will try and find the Image in the Game.Cache.
* @param {number} destX - The destination x coordinate to draw the image to.
* @param {number} destY - The destination y coordinate to draw the image to.
*/
draw: function (source, destX, destY) {
if (typeof source === 'string')
{
source = this.game.cache.getImage(source);
}
if (source)
{
this.context.drawImage(source, 0, 0, source.width, source.height, destX, destY, source.width, source.height);
}
},
/**
* Draws the given image onto this BitmapData using an image as an alpha mask.
*
* @param {HTMLImage|string} source - The Image to draw. If you give a key it will try and find the Image in the Game.Cache.
* @param {HTMLImage|string} mask - The Image to use as the alpha mask. If you give a key it will try and find the Image in the Game.Cache.
*/
alphaMask: function (source, mask) {
var temp = this.context.globalCompositeOperation;
if (typeof mask === 'string')
{
mask = this.game.cache.getImage(mask);
}
if (mask)
{
this.context.drawImage(mask, 0, 0);
}
this.context.globalCompositeOperation = 'source-atop';
if (typeof source === 'string')
{
source = this.game.cache.getImage(source);
}
if (source)
{
this.context.drawImage(source, 0, 0);
}
this.context.globalCompositeOperation = temp;
},
/**
* If the game is running in WebGL this will push the texture up to the GPU if it's dirty.
* This is called automatically if the BitmapData is being used by a Sprite, otherwise you need to remember to call it in your render function.
*
* @method Phaser.BitmapData#render
*/
render: function () {
if (this._dirty)
{
// Only needed if running in WebGL, otherwise this array will never get cleared down
if (this.game.renderType === Phaser.WEBGL)
{
PIXI.texturesToUpdate.push(this.baseTexture);
}
this._dirty = false;
}
}
};
Phaser.BitmapData.prototype.constructor = Phaser.BitmapData;
</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 2014 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* Creates a new BitmapText object.
*
* @class Phaser.BitmapText
*
* @classdesc BitmapText objects work by taking a texture file and an XML file that describes the font layout.
*
* On Windows you can use the free app BMFont: http://www.angelcode.com/products/bmfont/
* On OS X we recommend Glyph Designer: http://www.71squared.com/en/glyphdesigner
* For Web there is the great Littera: http://kvazars.com/littera/
*
* @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} font - The key of the BitmapFont as stored in Game.Cache.
* @param {string} [text=''] - The actual text that will be rendered. Can be set later via BitmapText.text.
* @param {number} [size=32] - The size the font will be rendered in, in pixels.
*/
Phaser.BitmapText = function (game, x, y, font, text, size) {
x = x || 0;
y = y || 0;
font = font || '';
text = text || '';
size = size || 32;
/**
* @property {Phaser.Game} game - A reference to the currently running Game.
*/
this.game = game;
/**
* @property {boolean} exists - If exists = false then the Sprite isn't updated by the core game loop or physics subsystem at all.
* @default
*/
this.exists = true;
/**
* @property {string} name - The user defined name given to this BitmapText.
* @default
*/
this.name = '';
/**
* @property {number} type - The const type of this object.
* @readonly
*/
this.type = Phaser.BITMAPTEXT;
/**
* @property {Phaser.Point} world - The world coordinates of this Sprite. This differs from the x/y coordinates which are relative to the Sprites container.
*/
this.world = new Phaser.Point(x, y);
/**
* @property {string} _text - Internal cache var.
* @private
*/
this._text = text;
/**
* @property {string} _font - Internal cache var.
* @private
*/
this._font = font;
/**
* @property {number} _fontSize - Internal cache var.
* @private
*/
this._fontSize = size;
/**
* @property {string} _align - Internal cache var.
* @private
*/
this._align = 'left';
/**
* @property {number} _tint - Internal cache var.
* @private
*/
this._tint = 0xFFFFFF;
/**
* @property {Phaser.Events} events - The Events you can subscribe to that are dispatched when certain things happen on this Sprite or its components.
*/
this.events = new Phaser.Events(this);
/**
* @property {Phaser.InputHandler|null} input - The Input Handler for this object. Needs to be enabled with image.inputEnabled = true before you can use it.
*/
this.input = null;
/**
* @property {Phaser.Point} cameraOffset - If this object is fixedToCamera then this stores the x/y offset that its drawn at, from the top-left of the camera view.
*/
this.cameraOffset = new Phaser.Point();
PIXI.BitmapText.call(this, text);
this.position.set(x, y);
/**
* A small internal cache:
* 0 = previous position.x
* 1 = previous position.y
* 2 = previous rotation
* 3 = renderID
* 4 = fresh? (0 = no, 1 = yes)
* 5 = outOfBoundsFired (0 = no, 1 = yes)
* 6 = exists (0 = no, 1 = yes)
* 7 = fixed to camera (0 = no, 1 = yes)
* @property {Int16Array} _cache
* @private
*/
this._cache = new Int16Array([0, 0, 0, 0, 1, 0, 1, 0]);
};
Phaser.BitmapText.prototype = Object.create(PIXI.BitmapText.prototype);
Phaser.BitmapText.prototype.constructor = Phaser.BitmapText;
/**
* @method Phaser.BitmapText.prototype.setStyle
* @private
*/
Phaser.BitmapText.prototype.setStyle = function() {
this.style = { align: this._align };
this.fontName = this._font;
this.fontSize = this._fontSize;
this.dirty = true;
};
/**
* Automatically called by World.preUpdate.
* @method Phaser.BitmapText.prototype.preUpdate
*/
Phaser.BitmapText.prototype.preUpdate = function () {
this._cache[0] = this.world.x;
this._cache[1] = this.world.y;
this._cache[2] = this.rotation;
if (!this.exists || !this.parent.exists)
{
this.renderOrderID = -1;
return false;
}
if (this.autoCull)
{
// Won't get rendered but will still get its transform updated
this.renderable = this.game.world.camera.screenView.intersects(this.getBounds());
}
this.world.setTo(this.game.camera.x + this.worldTransform[2], this.game.camera.y + this.worldTransform[5]);
if (this.visible)
{
this._cache[3] = this.game.world.currentRenderOrderID++;
}
return true;
}
/**
* Override and use this function in your own custom objects to handle any update requirements you may have.
*
* @method Phaser.BitmapText.prototype.update
*/
Phaser.BitmapText.prototype.update = function() {
}
/**
* Automatically called by World.postUpdate.
* @method Phaser.BitmapText.prototype.postUpdate
*/
Phaser.BitmapText.prototype.postUpdate = function () {
// Fixed to Camera?
if (this._cache[7] === 1)
{
this.position.x = this.game.camera.view.x + this.cameraOffset.x;
this.position.y = this.game.camera.view.y + this.cameraOffset.y;
}
}
/**
* Destroy this BitmapText instance. This will remove any filters and un-parent any children.
* @method Phaser.BitmapText.prototype.destroy
*/
Phaser.BitmapText.prototype.destroy = function() {
if (this.parent)
{
this.parent.remove(this);
}
var i = this.children.length;
while (i--)
{
this.removeChild(this.children[i]);
}
this.exists = false;
this.visible = false;
this.filters = null;
this.mask = null;
this.game = null;
}
/**
* @name Phaser.BitmapText#align
* @property {string} align - Alignment for multiline text ('left', 'center' or 'right'), does not affect single line text.
*/
Object.defineProperty(Phaser.BitmapText.prototype, 'align', {
get: function() {
return this._align;
},
set: function(value) {
if (value !== this._align)
{
this._align = value;
this.setStyle();
}
}
});
/**
* @name Phaser.BitmapText#tint
* @property {number} tint - The tint applied to the BitmapText. This is a hex value. Set to white to disable (0xFFFFFF)
*/
Object.defineProperty(Phaser.BitmapText.prototype, 'tint', {
get: function() {
return this._tint;
},
set: function(value) {
if (value !== this._tint)
{
this._tint = value;
this.dirty = true;
}
}
});
/**
* Indicates the rotation of the Text, in degrees, from its original orientation. Values from 0 to 180 represent clockwise rotation; values from 0 to -180 represent counterclockwise rotation.
* Values outside this range are added to or subtracted from 360 to obtain a value within the range. For example, the statement player.angle = 450 is the same as player.angle = 90.
* If you wish to work in radians instead of degrees use the property Sprite.rotation instead.
* @name Phaser.BitmapText#angle
* @property {number} angle - Gets or sets the angle of rotation in degrees.
*/
Object.defineProperty(Phaser.BitmapText.prototype, 'angle', {
get: function() {
return Phaser.Math.radToDeg(this.rotation);
},
set: function(value) {
this.rotation = Phaser.Math.degToRad(value);
}
});
/**
* @name Phaser.BitmapText#font
* @property {string} font - The font the text will be rendered in, i.e. 'Arial'. Must be loaded in the browser before use.
*/
Object.defineProperty(Phaser.BitmapText.prototype, 'font', {
get: function() {
return this._font;
},
set: function(value) {
if (value !== this._font)
{
this._font = value.trim();
this.style.font = this._fontSize + "px '" + this._font + "'";
this.dirty = true;
}
}
});
/**
* @name Phaser.BitmapText#fontSize
* @property {number} fontSize - The size of the font in pixels.
*/
Object.defineProperty(Phaser.BitmapText.prototype, 'fontSize', {
get: function() {
return this._fontSize;
},
set: function(value) {
value = parseInt(value);
if (value !== this._fontSize)
{
this._fontSize = value;
this.style.font = this._fontSize + "px '" + this._font + "'";
this.dirty = true;
}
}
});
/**
* The text string to be displayed by this Text object, taking into account the style settings.
* @name Phaser.BitmapText#text
* @property {string} text - The text string to be displayed by this Text object, taking into account the style settings.
*/
Object.defineProperty(Phaser.BitmapText.prototype, 'text', {
get: function() {
return this._text;
},
set: function(value) {
if (value !== this._text)
{
this._text = value.toString() || ' ';
this.dirty = true;
}
}
});
/**
* By default a Text object won't process any input events at all. By setting inputEnabled to true the Phaser.InputHandler is
* activated for this object and it will then start to process click/touch events and more.
*
* @name Phaser.BitmapText#inputEnabled
* @property {boolean} inputEnabled - Set to true to allow this object to receive input events.
*/
Object.defineProperty(Phaser.BitmapText.prototype, "inputEnabled", {
get: function () {
return (this.input && this.input.enabled);
},
set: function (value) {
if (value)
{
if (this.input === null)
{
this.input = new Phaser.InputHandler(this);
this.input.start();
}
}
else
{
if (this.input && this.input.enabled)
{
this.input.stop();
}
}
}
});
/**
* An BitmapText that is fixed to the camera uses its x/y coordinates as offsets from the top left of the camera. These are stored in BitmapText.cameraOffset.
* Note that the cameraOffset values are in addition to any parent in the display list.
* So if this BitmapText was in a Group that has x: 200, then this will be added to the cameraOffset.x
*
* @name Phaser.BitmapText#fixedToCamera
* @property {boolean} fixedToCamera - Set to true to fix this BitmapText to the Camera at its current world coordinates.
*/
Object.defineProperty(Phaser.BitmapText.prototype, "fixedToCamera", {
get: function () {
return !!this._cache[7];
},
set: function (value) {
if (value)
{
this._cache[7] = 1;
this.cameraOffset.set(this.x, this.y);
}
else
{
this._cache[7] = 0;
}
}
});
</pre>
</article>
</section>
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<h1 class="page-title">Source: core/Camera.js</h1>
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<pre class="sunlight-highlight-javascript linenums">/**
* @author Richard Davey &lt;rich@photonstorm.com>
* @copyright 2014 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 if set to camera cull.
* @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;
/**
* @property {PIXI.DisplayObject} displayObject - The display object to which all game objects are added. Set by World.boot
*/
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:
this.deadzone = null;
break;
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;
},
/**
* Internal method
* @method Phaser.Camera#updateTarget
* @private
*/
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);
}
},
/**
* Update the Camera bounds to match the game world.
* @method Phaser.Camera#setBoundsToWorld
*/
setBoundsToWorld: function () {
this.bounds.setTo(this.game.world.bounds.x, this.game.world.bounds.y, this.game.world.bounds.width, this.game.world.bounds.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.right > this.bounds.right)
{
this.atLimit.x = true;
this.view.x = this.bounds.right - this.width;
}
if (this.view.y &lt; this.bounds.top)
{
this.atLimit.y = true;
this.view.y = this.bounds.top;
}
if (this.view.bottom > this.bounds.bottom)
{
this.atLimit.y = true;
this.view.y = this.bounds.bottom - this.height;
}
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;
},
/**
* Resets the camera back to 0,0 and un-follows any object it may have been tracking.
*
* @method Phaser.Camera#reset
*/
reset: function () {
this.target = null;
this.view.x = 0;
this.view.y = 0;
}
};
Phaser.Camera.prototype.constructor = Phaser.Camera;
/**
* 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>
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<pre class="sunlight-highlight-javascript linenums">/**
* @author Richard Davey &lt;rich@photonstorm.com>
* @copyright 2014 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* The Canvas class handles everything related to creating the `canvas` DOM tag that Phaser will use, including styles, offset and aspect ratio.
*
* @class Phaser.Canvas
* @static
*/
Phaser.Canvas = {
/**
* Creates a `canvas` DOM element. The element is not automatically added to the document.
*
* @method Phaser.Canvas.create
* @param {number} [width=256] - The width of the canvas element.
* @param {number} [height=256] - The height of the canvas element..
* @param {string} [id=''] - If given this will be set as the ID of the canvas element, otherwise no ID will be set.
* @return {HTMLCanvasElement} The newly created canvas element.
*/
create: function (width, height, id) {
width = width || 256;
height = height || 256;
// var canvas = document.createElement('canvas');
var canvas = document.createElement(navigator.isCocoonJS ? 'screencanvas' : 'canvas');
if (typeof id === 'string')
{
canvas.id = id;
}
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;
// Without this check Chrome is now throwing console warnings about strict vs. quirks :(
var scrollTop = 0;
var scrollLeft = 0;
if (document.compatMode === 'CSS1Compat')
{
scrollTop = window.pageYOffset || document.documentElement.scrollTop || element.scrollTop || 0;
scrollLeft = window.pageXOffset || document.documentElement.scrollLeft || element.scrollLeft || 0;
}
else
{
scrollTop = window.pageYOffset || document.body.scrollTop || element.scrollTop || 0;
scrollLeft = window.pageXOffset || document.body.scrollLeft || element.scrollLeft || 0;
}
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|HTMLElement} parent - The DOM element to add the canvas to.
* @param {boolean} [overflowHidden=true] - 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) {
var target;
if (typeof overflowHidden === 'undefined') { overflowHidden = true; }
if (parent)
{
if (typeof parent === 'string')
{
// hopefully an element ID
target = document.getElementById(parent);
}
else if (typeof parent === 'object' && parent.nodeType === 1)
{
// quick test for a HTMLelement
target = parent;
}
}
// Fallback, covers an invalid ID and a non HTMLelement object
if (!target)
{
target = document.body;
}
if (overflowHidden && target.style)
{
target.style.overflow = 'hidden';
}
target.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'] = 'optimizeSpeed';
canvas.style['image-rendering'] = 'crisp-edges';
canvas.style['image-rendering'] = '-moz-crisp-edges';
canvas.style['image-rendering'] = '-webkit-optimize-contrast';
canvas.style['image-rendering'] = '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: physics/CollisionGroup.js</h1>
<section>
<article>
<pre class="sunlight-highlight-javascript linenums">/**
* @author Richard Davey &lt;rich@photonstorm.com>
* @copyright 2014 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* Collision Group
*
* @class Phaser.Physics.CollisionGroup
* @classdesc Physics Collision Group Constructor
* @constructor
*/
Phaser.Physics.CollisionGroup = function (bitmask) {
/**
* @property {number} mask - The CollisionGroup bitmask.
*/
this.mask = bitmask;
}
</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 2014 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
* @static
* @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
* @static
* @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 integer color value.
*
* @method Phaser.Color.hexToRGB
* @static
* @param {string} h - The string hex color to convert.
* @returns {number} The rgb color value.
*/
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
* @static
* @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
* @static
* @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
* @static
* @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
* @static
* @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
* @static
* @param {number} color1 - The first color value.
* @param {number} color2 - The second color value.
* @param {number} steps - The number of steps to run the interpolation over.
* @param {number} currentStep - The currentStep value. If the interpolation will take 100 steps, a currentStep value of 50 would be half-way between the two.
* @param {number} alpha - The alpha of the returned color.
* @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
* @static
* @param {number} color - The first color value.
* @param {number} r - The red color value, between 0 and 0xFF (255).
* @param {number} g - The green color value, between 0 and 0xFF (255).
* @param {number} b - The blue color value, between 0 and 0xFF (255).
* @param {number} steps - The number of steps to run the interpolation over.
* @param {number} currentStep - The currentStep value. If the interpolation will take 100 steps, a currentStep value of 50 would be half-way between the two.
* @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
* @static
* @param {number} r1 - The red color value, between 0 and 0xFF (255).
* @param {number} g1 - The green color value, between 0 and 0xFF (255).
* @param {number} b1 - The blue color value, between 0 and 0xFF (255).
* @param {number} r2 - The red color value, between 0 and 0xFF (255).
* @param {number} g2 - The green color value, between 0 and 0xFF (255).
* @param {number} b2 - The blue color value, between 0 and 0xFF (255).
* @param {number} steps - The number of steps to run the interpolation over.
* @param {number} currentStep - The currentStep value. If the interpolation will take 100 steps, a currentStep value of 50 would be half-way between the two.
* @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
* Set the min value to start each channel from the given offset.
* Set the max value to restrict the maximum color used per channel.
*
* @method Phaser.Color.getRandomColor
* @static
* @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
*
* Alpha will only be set if it exist in the given color (0xAARRGGBB)
*
* @method Phaser.Color.getRGB
* @static
* @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
* @static
* @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
* @static
* @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
* @static
* @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
* @static
* @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
* @static
* @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
* @static
* @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: physics/ContactMaterial.js</h1>
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<article>
<pre class="sunlight-highlight-javascript linenums">/**
* @author Richard Davey &lt;rich@photonstorm.com>
* @copyright 2014 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* Defines a physics material
*
* @class Phaser.Physics.ContactMaterial
* @classdesc Physics ContactMaterial Constructor
* @constructor
* @param {Phaser.Physics.Material} materialA
* @param {Phaser.Physics.Material} materialB
* @param {object} [options]
*/
Phaser.Physics.ContactMaterial = function (materialA, materialB, options) {
/**
* @property {number} id - The contact material identifier.
*/
/**
* @property {Phaser.Physics.Material} materialA - First material participating in the contact material.
*/
/**
* @property {Phaser.Physics.Material} materialB - First second participating in the contact material.
*/
/**
* @property {number} [friction=0.3] - Friction to use in the contact of these two materials.
*/
/**
* @property {number} [restitution=0.0] - Restitution to use in the contact of these two materials.
*/
/**
* @property {number} [stiffness=1e7] - Stiffness of the resulting ContactEquation that this ContactMaterial generate.
*/
/**
* @property {number} [relaxation=3] - Relaxation of the resulting ContactEquation that this ContactMaterial generate.
*/
/**
* @property {number} [frictionStiffness=1e7] - Stiffness of the resulting FrictionEquation that this ContactMaterial generate.
*/
/**
* @property {number} [frictionRelaxation=3] - Relaxation of the resulting FrictionEquation that this ContactMaterial generate.
*/
/**
* @property {number} [surfaceVelocity=0] - Will add surface velocity to this material. If bodyA rests on top if bodyB, and the surface velocity is positive, bodyA will slide to the right.
*/
p2.ContactMaterial.call(this, materialA, materialB, options);
}
Phaser.Physics.ContactMaterial.prototype = Object.create(p2.ContactMaterial.prototype);
Phaser.Physics.ContactMaterial.prototype.constructor = Phaser.Physics.ContactMaterial;
</pre>
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<h1 class="page-title">Source: geom/Ellipse.js</h1>
<section>
<article>
<pre class="sunlight-highlight-javascript linenums">/**
* @author Richard Davey &lt;rich@photonstorm.com>
* @author Chad Engler &lt;chad@pantherdev.com>
* @copyright 2014 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* Creates a Ellipse object. A curve on a plane surrounding two focal points.
* @class Ellipse
* @classdesc Phaser - Ellipse
* @constructor
* @param {number} [x=0] - The X coordinate of the upper-left corner of the framing rectangle of this ellipse.
* @param {number} [y=0] - The Y coordinate of the upper-left corner of the framing rectangle of this ellipse.
* @param {number} [width=0] - The overall width of this ellipse.
* @param {number} [height=0] - The overall height of this ellipse.
* @return {Phaser.Ellipse} This Ellipse object
*/
Phaser.Ellipse = function (x, y, width, height) {
this.type = Phaser.ELLIPSE;
x = x || 0;
y = y || 0;
width = width || 0;
height = height || 0;
/**
* @property {number} x - The X coordinate of the upper-left corner of the framing rectangle of this ellipse.
*/
this.x = x;
/**
* @property {number} y - The Y coordinate of the upper-left corner of the framing rectangle of this ellipse.
*/
this.y = y;
/**
* @property {number} width - The overall width of this ellipse.
*/
this.width = width;
/**
* @property {number} height - The overall height of this ellipse.
*/
this.height = height;
};
Phaser.Ellipse.prototype = {
/**
* Sets the members of the Ellipse to the specified values.
* @method Phaser.Ellipse#setTo
* @param {number} x - The X coordinate of the upper-left corner of the framing rectangle of this ellipse.
* @param {number} y - The Y coordinate of the upper-left corner of the framing rectangle of this ellipse.
* @param {number} width - The overall width of this ellipse.
* @param {number} height - The overall height of this ellipse.
* @return {Phaser.Ellipse} This Ellipse object.
*/
setTo: function (x, y, width, height) {
this.x = x;
this.y = y;
this.width = width;
this.height = height;
return this;
},
/**
* Copies the x, y, width and height properties from any given object to this Ellipse.
* @method Phaser.Ellipse#copyFrom
* @param {any} source - The object to copy from.
* @return {Phaser.Ellipse} This Ellipse object.
*/
copyFrom: function (source) {
return this.setTo(source.x, source.y, source.width, source.height);
},
/**
* Copies the x, y and diameter properties from this Circle to any given object.
* @method Phaser.Ellipse#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.width = this.width;
dest.height = this.height;
return dest;
},
/**
* Returns a new Ellipse object with the same values for the x, y, width, and height properties as this Ellipse object.
* @method Phaser.Ellipse#clone
* @param {Phaser.Ellipse} out - Optional Ellipse object. If given the values will be set into the object, otherwise a brand new Ellipse object will be created and returned.
* @return {Phaser.Ellipse} The cloned Ellipse object.
*/
clone: function(out) {
if (typeof out === "undefined")
{
out = new Phaser.Ellipse(this.x, this.y, this.width, this.height);
}
else
{
out.setTo(this.x, this.y, this.width, this.height);
}
return out;
},
/**
* Return true if the given x/y coordinates are within this Ellipse object.
* @method Phaser.Ellipse#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 ellipse, otherwise false.
*/
contains: function (x, y) {
return Phaser.Ellipse.contains(this, x, y);
},
/**
* Returns a string representation of this object.
* @method Phaser.Ellipse#toString
* @return {string} A string representation of the instance.
*/
toString: function () {
return "[{Phaser.Ellipse (x=" + this.x + " y=" + this.y + " width=" + this.width + " height=" + this.height + ")}]";
}
};
Phaser.Ellipse.prototype.constructor = Phaser.Ellipse;
/**
* The left coordinate of the Ellipse. The same as the X coordinate.
* @name Phaser.Ellipse#left
* @propety {number} left - Gets or sets the value of the leftmost point of the ellipse.
*/
Object.defineProperty(Phaser.Ellipse.prototype, "left", {
get: function () {
return this.x;
},
set: function (value) {
this.x = value;
}
});
/**
* The x coordinate of the rightmost point of the Ellipse. Changing the right property of an Ellipse object has no effect on the x property, but does adjust the width.
* @name Phaser.Ellipse#right
* @property {number} right - Gets or sets the value of the rightmost point of the ellipse.
*/
Object.defineProperty(Phaser.Ellipse.prototype, "right", {
get: function () {
return this.x + this.width;
},
set: function (value) {
if (value &lt; this.x)
{
this.width = 0;
}
else
{
this.width = this.x + width;
}
}
});
/**
* The top of the Ellipse. The same as its y property.
* @name Phaser.Ellipse#top
* @property {number} top - Gets or sets the top of the ellipse.
*/
Object.defineProperty(Phaser.Ellipse.prototype, "top", {
get: function () {
return this.y;
},
set: function (value) {
this.y = value;
}
});
/**
* The sum of the y and height properties. Changing the bottom property of an Ellipse doesn't adjust the y property, but does change the height.
* @name Phaser.Ellipse#bottom
* @property {number} bottom - Gets or sets the bottom of the ellipse.
*/
Object.defineProperty(Phaser.Ellipse.prototype, "bottom", {
get: function () {
return this.y + this.height;
},
set: function (value) {
if (value &lt; this.y)
{
this.height = 0;
}
else
{
this.height = this.y + value;
}
}
});
/**
* Determines whether or not this Ellipse object is empty. Will return a value of true if the Ellipse objects dimensions are less than or equal to 0; otherwise false.
* If set to true it will reset all of the Ellipse objects properties to 0. An Ellipse object is empty if its width or height is less than or equal to 0.
* @name Phaser.Ellipse#empty
* @property {boolean} empty - Gets or sets the empty state of the ellipse.
*/
Object.defineProperty(Phaser.Ellipse.prototype, "empty", {
get: function () {
return (this.width === 0 || this.height === 0);
},
set: function (value) {
if (value === true)
{
this.setTo(0, 0, 0, 0);
}
}
});
/**
* Return true if the given x/y coordinates are within the Ellipse object.
* @method Phaser.Ellipse.contains
* @param {Phaser.Ellipse} a - The Ellipse 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 ellipse, otherwise false.
*/
Phaser.Ellipse.contains = function (a, x, y) {
if (a.width &lt;= 0 || a.height &lt;= 0)
{
return false;
}
// Normalize the coords to an ellipse with center 0,0 and a radius of 0.5
var normx = ((x - a.x) / a.width) - 0.5;
var normy = ((y - a.y) / a.height) - 0.5;
normx *= normx;
normy *= normy;
return (normx + normy &lt; 0.25);
};
/**
* Returns the framing rectangle of the ellipse as a Phaser.Rectangle object.
*
* @method getBounds
* @return {Phaser.Rectangle} The framing rectangle
*/
Phaser.Ellipse.prototype.getBounds = function() {
return new Phaser.Rectangle(this.x, this.y, this.width, this.height);
};
// Because PIXI uses its own Ellipse, we'll replace it with ours to avoid duplicating code or confusion.
PIXI.Ellipse = Phaser.Ellipse;
</pre>
</article>
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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 2014 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* @class Phaser.Events
*
* @classdesc The Events component is a collection of events fired by the parent game object.
*
* For example to tell when a Sprite has been added to a new group:
*
* ```sprite.events.onAddedToGroup.add(yourFunction, this);```
*
* Where `yourFunction` is the function you want called when this event occurs.
*
* Note that the Input related events only exist if the Sprite has had `inputEnabled` set to `true`.
*
* @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();
}
}
};
Phaser.Events.prototype.constructor = Phaser.Events;
</pre>
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+718
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<div id="main">
<h1 class="page-title">Source: core/Filter.js</h1>
<section>
<article>
<pre class="sunlight-highlight-javascript linenums">/**
* @author Richard Davey &lt;rich@photonstorm.com>
* @copyright 2014 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* This is a base Filter template to use for any Phaser filter development.
*
* @class Phaser.Filter
* @classdesc Phaser - Filter
* @constructor
* @param {Phaser.Game} game - A reference to the currently running game.
* @param {Object} uniforms - Uniform mappings object
* @param {Array} fragmentSrc - The fragment shader code.
*/
Phaser.Filter = function (game, uniforms, fragmentSrc) {
/**
* @property {Phaser.Game} game - A reference to the currently running game.
*/
this.game = game;
/**
* @property {number} type - The const type of this object, either Phaser.WEBGL_FILTER or Phaser.CANVAS_FILTER.
* @default
*/
this.type = Phaser.WEBGL_FILTER;
/**
* An array of passes - some filters contain a few steps this array simply stores the steps in a linear fashion.
* For example the blur filter has two passes blurX and blurY.
* @property {array} passes - An array of filter objects.
* @private
*/
this.passes = [this];
/**
* @property {array} shaders - Array an array of shaders.
* @private
*/
this.shaders = [];
/**
* @property {boolean} dirty - Internal PIXI var.
* @default
*/
this.dirty = true;
/**
* @property {number} padding - Internal PIXI var.
* @default
*/
this.padding = 0;
/**
* @property {object} uniforms - Default uniform mappings.
*/
this.uniforms = {
time: { type: '1f', value: 0 },
resolution: { type: '2f', value: { x: 256, y: 256 }},
mouse: { type: '2f', value: { x: 0.0, y: 0.0 }}
};
/**
* @property {array} fragmentSrc - The fragment shader code.
*/
this.fragmentSrc = fragmentSrc || [];
};
Phaser.Filter.prototype = {
/**
* Should be over-ridden.
* @method Phaser.Filter#init
*/
init: function () {
// This should be over-ridden. Will receive a variable number of arguments.
},
/**
* Set the resolution uniforms on the filter.
* @method Phaser.Filter#setResolution
* @param {number} width - The width of the display.
* @param {number} height - The height of the display.
*/
setResolution: function (width, height) {
this.uniforms.resolution.value.x = width;
this.uniforms.resolution.value.y = height;
},
/**
* Updates the filter.
* @method Phaser.Filter#update
* @param {Phaser.Pointer} [pointer] - A Pointer object to use for the filter. The coordinates are mapped to the mouse uniform.
*/
update: function (pointer) {
if (typeof pointer !== 'undefined')
{
if (pointer.x > 0)
{
this.uniforms.mouse.x = pointer.x.toFixed(2);
}
if (pointer.y > 0)
{
this.uniforms.mouse.y = pointer.y.toFixed(2);
}
}
this.uniforms.time.value = this.game.time.totalElapsedSeconds();
},
/**
* Clear down this Filter and null out references
* @method Phaser.Filter#destroy
*/
destroy: function () {
this.game = null;
}
};
Phaser.Filter.prototype.constructor = Phaser.Filter;
/**
* @name Phaser.Filter#width
* @property {number} width - The width (resolution uniform)
*/
Object.defineProperty(Phaser.Filter.prototype, 'width', {
get: function() {
return this.uniforms.resolution.value.x;
},
set: function(value) {
this.uniforms.resolution.value.x = value;
}
});
/**
* @name Phaser.Filter#height
* @property {number} height - The height (resolution uniform)
*/
Object.defineProperty(Phaser.Filter.prototype, 'height', {
get: function() {
return this.uniforms.resolution.value.y;
},
set: function(value) {
this.uniforms.resolution.value.y = value;
}
});
</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 2014 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;
}
},
/**
* Returns a Rectangle set to the dimensions of this Frame.
*
* @method Phaser.Frame#getRect
* @param {Phaser.Rectangle} [out] - A rectangle to copy the frame dimensions to.
* @return {Phaser.Rectangle} A rectangle.
*/
getRect: function (out) {
if (typeof out === 'undefined')
{
out = new Phaser.Rectangle(this.x, this.y, this.width, this.height);
}
else
{
out.setTo(this.x, this.y, this.width, this.height);
}
return out;
}
};
Phaser.Frame.prototype.constructor = Phaser.Frame;
</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 2014 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 (index > this._frames.length)
{
index = 0;
}
return this._frames[index];
},
/**
* 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;
}
};
Phaser.FrameData.prototype.constructor = Phaser.FrameData;
/**
* @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>
</article>
</section>
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<div id="main">
<h1 class="page-title">Source: gameobjects/GameObjectCreator.js</h1>
<section>
<article>
<pre class="sunlight-highlight-javascript linenums">/**
* @author Richard Davey &lt;rich@photonstorm.com>
* @copyright 2014 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* The Game Object Creator is a quick way to create all of the different sorts of core objects that Phaser uses, but not add them to the game world.
* Use the GameObjectFactory to create and add the objects into the world.
*
* @class Phaser.GameObjectCreator
* @constructor
* @param {Phaser.Game} game - A reference to the currently running game.
*/
Phaser.GameObjectCreator = 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.GameObjectCreator.prototype = {
/**
* Create a new `Image` object. An Image is a light-weight object you can use to display anything that doesn't need physics or animation.
* It can still rotate, scale, crop and receive input events. This makes it perfect for logos, backgrounds, simple buttons and other non-Sprite graphics.
*
* @method Phaser.GameObjectCreator#image
* @param {number} x - X position of the image.
* @param {number} y - Y position of the image.
* @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.
*/
image: function (x, y, key, frame) {
return new Phaser.Image(this.game, x, y, key, frame);
},
/**
* Create a new Sprite with specific position and sprite sheet key.
*
* @method Phaser.GameObjectCreator#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 new Phaser.Sprite(this.game, 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.GameObjectCreator#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.GameObjectCreator#group
* @param {any} [parent] - The parent Group or DisplayObjectContainer that will hold this group, if any. If set to null the Group won't be added to the display list. If undefined it will be added to World by default.
* @param {string} [name='group'] - A name for this Group. Not used internally but useful for debugging.
* @param {boolean} [addToStage=false] - If set to true this Group will be added directly to the Game.Stage instead of Game.World.
* @return {Phaser.Group} The newly created group.
*/
group: function (parent, name, addToStage) {
if (typeof name === 'undefined') { name = 'group'; }
if (typeof addToStage === 'undefined') { addToStage = false; }
return new Phaser.Group(this.game, parent, name, addToStage);
},
/**
* A Group is a container for display objects that allows for fast pooling, recycling and collision checks.
*
* @method Phaser.GameObjectCreator#spriteBatch
* @param {any} 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.
* @param {boolean} [addToStage=false] - If set to true this Group will be added directly to the Game.Stage instead of Game.World.
* @return {Phaser.Group} The newly created group.
*/
spriteBatch: function (parent, name, addToStage) {
if (typeof name === 'undefined') { name = 'group'; }
if (typeof addToStage === 'undefined') { addToStage = false; }
return new Phaser.SpriteBatch(this.game, parent, name, addToStage);
},
/**
* Creates a new Sound object.
*
* @method Phaser.GameObjectCreator#audio
* @param {string} key - The Game.cache key of the sound that this object will use.
* @param {number} [volume=1] - The volume at which the sound will be played.
* @param {boolean} [loop=false] - Whether or not the sound will loop.
* @param {boolean} [connect=true] - Controls if the created Sound object will connect to the master gainNode of the SoundManager when running under WebAudio.
* @return {Phaser.Sound} The newly created text object.
*/
audio: function (key, volume, loop, connect) {
return this.game.sound.add(key, volume, loop, connect);
},
/**
* Creates a new Sound object.
*
* @method Phaser.GameObjectCreator#sound
* @param {string} key - The Game.cache key of the sound that this object will use.
* @param {number} [volume=1] - The volume at which the sound will be played.
* @param {boolean} [loop=false] - Whether or not the sound will loop.
* @param {boolean} [connect=true] - Controls if the created Sound object will connect to the master gainNode of the SoundManager when running under WebAudio.
* @return {Phaser.Sound} The newly created text object.
*/
sound: function (key, volume, loop, connect) {
return this.game.sound.add(key, volume, loop, connect);
},
/**
* Creates a new TileSprite object.
*
* @method Phaser.GameObjectCreator#tileSprite
* @param {number} x - The x coordinate (in world space) to position the TileSprite at.
* @param {number} y - The y coordinate (in world space) to position the TileSprite at.
* @param {number} width - The width of the TileSprite.
* @param {number} height - The height of the TileSprite.
* @param {string|Phaser.RenderTexture|Phaser.BitmapData|PIXI.Texture} key - This is the image or texture used by the TileSprite 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 TileSprite 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 new Phaser.TileSprite(this.game, x, y, width, height, key, frame);
},
/**
* Creates a new Text object.
*
* @method Phaser.GameObjectCreator#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, group) {
return new Phaser.Text(this.game, x, y, text, style);
},
/**
* Creates a new Button object.
*
* @method Phaser.GameObjectCreator#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.
* @param {string|number} [upFrame] This is the frame or frameName that will be set when this button is in an up 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, upFrame, group) {
return new Phaser.Button(this.game, x, y, key, callback, callbackContext, overFrame, outFrame, downFrame, upFrame);
},
/**
* Creates a new Graphics object.
*
* @method Phaser.GameObjectCreator#graphics
* @param {number} x - X position of the new graphics object.
* @param {number} y - Y position of the new graphics object.
* @param {Phaser.Group} [group] - Optional Group to add the object to. If not specified it will be added to the World group.
* @return {Phaser.Graphics} The newly created graphics object.
*/
graphics: function (x, y, group) {
return 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.GameObjectCreator#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 new Phaser.Particles.Arcade.Emitter(this.game, x, y, maxParticles);
},
/**
* Create a new BitmapFont object to be used as a texture for an Image or Sprite and optionally add it to the Cache.
* The texture can be asssigned or one or multiple images/sprites, but note that the text the BitmapFont uses will be shared across them all,
* i.e. if you need each Image to have different text in it, then you need to create multiple BitmapFont objects.
*
* @method Phaser.GameObjectCreator#bitmapFont
* @param {string} font - The key of the image in the Game.Cache that the BitmapFont will use.
* @param {number} characterWidth - The width of each character in the font set.
* @param {number} characterHeight - The height of each character in the font set.
* @param {string} chars - The characters used in the font set, in display order. You can use the TEXT_SET consts for common font set arrangements.
* @param {number} charsPerRow - The number of characters per row in the font set.
* @param {number} [xSpacing=0] - If the characters in the font set have horizontal spacing between them set the required amount here.
* @param {number} [ySpacing=0] - If the characters in the font set have vertical spacing between them set the required amount here.
* @param {number} [xOffset=0] - If the font set doesn't start at the top left of the given image, specify the X coordinate offset here.
* @param {number} [yOffset=0] - If the font set doesn't start at the top left of the given image, specify the Y coordinate offset here.
* @return {Phaser.BitmapFont} The newly created BitmapFont texture which can be applied to an Image or Sprite.
*/
bitmapFont: function (font, characterWidth, characterHeight, chars, charsPerRow, xSpacing, ySpacing, xOffset, yOffset) {
return new Phaser.BitmapFont(this.game, font, characterWidth, characterHeight, chars, charsPerRow, xSpacing, ySpacing, xOffset, yOffset);
},
/**
* Create a new BitmapText object.
*
* @method Phaser.GameObjectCreator#bitmapText
* @param {number} x - X position of the new bitmapText object.
* @param {number} y - Y position of the new bitmapText object.
* @param {string} font - The key of the BitmapText font as stored in Game.Cache.
* @param {string} [text] - The actual text that will be rendered. Can be set later via BitmapText.text.
* @param {number} [size] - The size the font will be rendered in, in pixels.
* @return {Phaser.BitmapText} The newly created bitmapText object.
*/
bitmapText: function (x, y, font, text, size, group) {
return new Phaser.BitmapText(this.game, x, y, font, text, size);
},
/**
* Creates a new Tilemap object.
*
* @method Phaser.GameObjectCreator#tilemap
* @param {string} key - Asset key for the JSON or CSV map data in the cache.
* @param {object|string} tilesets - An object mapping Cache.tileset keys with the tileset names in the JSON file. If a string is provided that will be used.
* @return {Phaser.Tilemap} The newly created tilemap object.
*/
tilemap: function (key, tilesets) {
return new Phaser.Tilemap(this.game, key, tilesets);
},
/**
* A dynamic initially blank canvas to which images can be drawn.
*
* @method Phaser.GameObjectCreator#renderTexture
* @param {number} [width=100] - the width of the RenderTexture.
* @param {number} [height=100] - the height of the RenderTexture.
* @param {string} [key=''] - Asset key for the RenderTexture when stored in the Cache (see addToCache parameter).
* @param {boolean} [addToCache=false] - Should this RenderTexture be added to the Game.Cache? If so you can retrieve it with Cache.getTexture(key)
* @return {Phaser.RenderTexture} The newly created RenderTexture object.
*/
renderTexture: function (width, height, key, addToCache) {
if (typeof key === 'undefined' || key === '') { key = this.game.rnd.uuid(); }
if (typeof addToCache === 'undefined') { addToCache = false; }
var texture = new Phaser.RenderTexture(this.game, width, height, key);
if (addToCache)
{
this.game.cache.addRenderTexture(key, texture);
}
return texture;
},
/**
* A BitmapData object which can be manipulated and drawn to like a traditional Canvas object and used to texture Sprites.
*
* @method Phaser.GameObjectCreator#bitmapData
* @param {number} [width=100] - The width of the BitmapData in pixels.
* @param {number} [height=100] - The height of the BitmapData in pixels.
* @param {string} [key=''] - Asset key for the BitmapData when stored in the Cache (see addToCache parameter).
* @param {boolean} [addToCache=false] - Should this BitmapData be added to the Game.Cache? If so you can retrieve it with Cache.getBitmapData(key)
* @return {Phaser.BitmapData} The newly created BitmapData object.
*/
bitmapData: function (width, height, addToCache) {
if (typeof addToCache === 'undefined') { addToCache = false; }
if (typeof key === 'undefined' || key === '') { key = this.game.rnd.uuid(); }
var texture = new Phaser.BitmapData(this.game, key, width, height);
if (addToCache)
{
this.game.cache.addBitmapData(key, texture);
}
return texture;
},
/**
* A WebGL shader/filter that can be applied to Sprites.
*
* @method Phaser.GameObjectCreator#filter
* @param {string} filter - The name of the filter you wish to create, for example HueRotate or SineWave.
* @param {any} - Whatever parameters are needed to be passed to the filter init function.
* @return {Phaser.Filter} The newly created Phaser.Filter object.
*/
filter: function (filter) {
var args = Array.prototype.splice.call(arguments, 1);
var filter = new Phaser.Filter[filter](this.game);
filter.init.apply(filter, args);
return filter;
}
};
Phaser.GameObjectCreator.prototype.constructor = Phaser.GameObjectCreator;
</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 2014 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 `Image` object. An Image is a light-weight object you can use to display anything that doesn't need physics or animation.
* It can still rotate, scale, crop and receive input events. This makes it perfect for logos, backgrounds, simple buttons and other non-Sprite graphics.
*
* @method Phaser.GameObjectFactory#image
* @param {number} x - X position of the image.
* @param {number} y - Y position of the image.
* @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.
* @param {Phaser.Group} [group] - Optional Group to add the object to. If not specified it will be added to the World group.
* @returns {Phaser.Sprite} the newly created sprite object.
*/
image: function (x, y, key, frame, group) {
if (typeof group === 'undefined') { group = this.world; }
return group.add(new Phaser.Image(this.game, x, y, key, frame));
},
/**
* 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.
* @param {Phaser.Group} [group] - Optional Group to add the object to. If not specified it will be added to the World group.
* @returns {Phaser.Sprite} the newly created sprite object.
*/
sprite: function (x, y, key, frame, group) {
if (typeof group === 'undefined') { group = this.world; }
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} The newly created Phaser.Tween object.
*/
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 {any} [parent] - The parent Group or DisplayObjectContainer that will hold this group, if any. If set to null the Group won't be added to the display list. If undefined it will be added to World by default.
* @param {string} [name='group'] - A name for this Group. Not used internally but useful for debugging.
* @param {boolean} [addToStage=false] - If set to true this Group will be added directly to the Game.Stage instead of Game.World.
* @return {Phaser.Group} The newly created group.
*/
group: function (parent, name, addToStage) {
if (typeof name === 'undefined') { name = 'group'; }
if (typeof addToStage === 'undefined') { addToStage = false; }
return new Phaser.Group(this.game, parent, name, addToStage);
},
/**
* A Group is a container for display objects that allows for fast pooling, recycling and collision checks.
*
* @method Phaser.GameObjectFactory#spriteBatch
* @param {any} 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.
* @param {boolean} [addToStage=false] - If set to true this Group will be added directly to the Game.Stage instead of Game.World.
* @return {Phaser.Group} The newly created group.
*/
spriteBatch: function (parent, name, addToStage) {
if (typeof name === 'undefined') { name = 'group'; }
if (typeof addToStage === 'undefined') { addToStage = false; }
return new Phaser.SpriteBatch(this.game, parent, name, addToStage);
},
/**
* Creates a new Sound object.
*
* @method Phaser.GameObjectFactory#audio
* @param {string} key - The Game.cache key of the sound that this object will use.
* @param {number} [volume=1] - The volume at which the sound will be played.
* @param {boolean} [loop=false] - Whether or not the sound will loop.
* @param {boolean} [connect=true] - Controls if the created Sound object will connect to the master gainNode of the SoundManager when running under WebAudio.
* @return {Phaser.Sound} The newly created text object.
*/
audio: function (key, volume, loop, connect) {
return this.game.sound.add(key, volume, loop, connect);
},
/**
* Creates a new Sound object.
*
* @method Phaser.GameObjectFactory#sound
* @param {string} key - The Game.cache key of the sound that this object will use.
* @param {number} [volume=1] - The volume at which the sound will be played.
* @param {boolean} [loop=false] - Whether or not the sound will loop.
* @param {boolean} [connect=true] - Controls if the created Sound object will connect to the master gainNode of the SoundManager when running under WebAudio.
* @return {Phaser.Sound} The newly created text object.
*/
sound: function (key, volume, loop, connect) {
return this.game.sound.add(key, volume, loop, connect);
},
/**
* Creates a new TileSprite object.
*
* @method Phaser.GameObjectFactory#tileSprite
* @param {number} x - The x coordinate (in world space) to position the TileSprite at.
* @param {number} y - The y coordinate (in world space) to position the TileSprite at.
* @param {number} width - The width of the TileSprite.
* @param {number} height - The height of the TileSprite.
* @param {string|Phaser.RenderTexture|Phaser.BitmapData|PIXI.Texture} key - This is the image or texture used by the TileSprite 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 TileSprite 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.
* @param {Phaser.Group} [group] - Optional Group to add the object to. If not specified it will be added to the World group.
* @return {Phaser.TileSprite} The newly created tileSprite object.
*/
tileSprite: function (x, y, width, height, key, frame, group) {
if (typeof group === 'undefined') { group = this.world; }
return group.add(new Phaser.TileSprite(this.game, x, y, width, height, key, frame));
},
/**
* Creates a new Text object.
*
* @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.
* @param {Phaser.Group} [group] - Optional Group to add the object to. If not specified it will be added to the World group.
* @return {Phaser.Text} The newly created text object.
*/
text: function (x, y, text, style, group) {
if (typeof group === 'undefined') { group = this.world; }
return group.add(new Phaser.Text(this.game, x, y, text, style));
},
/**
* Creates a new Button 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.
* @param {string|number} [upFrame] This is the frame or frameName that will be set when this button is in an up state. Give either a number to use a frame ID or a string for a frame name.
* @param {Phaser.Group} [group] - Optional Group to add the object to. If not specified it will be added to the World group.
* @return {Phaser.Button} The newly created button object.
*/
button: function (x, y, key, callback, callbackContext, overFrame, outFrame, downFrame, upFrame, group) {
if (typeof group === 'undefined') { group = this.world; }
return group.add(new Phaser.Button(this.game, x, y, key, callback, callbackContext, overFrame, outFrame, downFrame, upFrame));
},
/**
* Creates a new Graphics 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.
* @param {Phaser.Group} [group] - Optional Group to add the object to. If not specified it will be added to the World group.
* @return {Phaser.Graphics} The newly created graphics object.
*/
graphics: function (x, y, group) {
if (typeof group === 'undefined') { group = this.world; }
return group.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 BitmapFont object to be used as a texture for an Image or Sprite and optionally add it to the Cache.
* The texture can be asssigned or one or multiple images/sprites, but note that the text the BitmapFont uses will be shared across them all,
* i.e. if you need each Image to have different text in it, then you need to create multiple BitmapFont objects.
*
* @method Phaser.GameObjectFactory#bitmapFont
* @param {string} font - The key of the image in the Game.Cache that the BitmapFont will use.
* @param {number} characterWidth - The width of each character in the font set.
* @param {number} characterHeight - The height of each character in the font set.
* @param {string} chars - The characters used in the font set, in display order. You can use the TEXT_SET consts for common font set arrangements.
* @param {number} charsPerRow - The number of characters per row in the font set.
* @param {number} [xSpacing=0] - If the characters in the font set have horizontal spacing between them set the required amount here.
* @param {number} [ySpacing=0] - If the characters in the font set have vertical spacing between them set the required amount here.
* @param {number} [xOffset=0] - If the font set doesn't start at the top left of the given image, specify the X coordinate offset here.
* @param {number} [yOffset=0] - If the font set doesn't start at the top left of the given image, specify the Y coordinate offset here.
* @return {Phaser.BitmapFont} The newly created BitmapFont texture which can be applied to an Image or Sprite.
*/
bitmapFont: function (font, characterWidth, characterHeight, chars, charsPerRow, xSpacing, ySpacing, xOffset, yOffset) {
return new Phaser.BitmapFont(this.game, font, characterWidth, characterHeight, chars, charsPerRow, xSpacing, ySpacing, xOffset, yOffset);
},
/**
* Create a new BitmapText object.
*
* @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} font - The key of the BitmapText font as stored in Game.Cache.
* @param {string} [text] - The actual text that will be rendered. Can be set later via BitmapText.text.
* @param {number} [size] - The size the font will be rendered in, in pixels.
* @param {Phaser.Group} [group] - Optional Group to add the object to. If not specified it will be added to the World group.
* @return {Phaser.BitmapText} The newly created bitmapText object.
*/
bitmapText: function (x, y, font, text, size, group) {
if (typeof group === 'undefined') { group = this.world; }
return group.add(new Phaser.BitmapText(this.game, x, y, font, text, size));
},
/**
* Creates a new Tilemap object.
*
* @method Phaser.GameObjectFactory#tilemap
* @param {string} key - Asset key for the JSON or CSV map data in the cache.
* @param {object|string} tilesets - An object mapping Cache.tileset keys with the tileset names in the JSON file. If a string is provided that will be used.
* @return {Phaser.Tilemap} The newly created tilemap object.
*/
tilemap: function (key, tilesets) {
return new Phaser.Tilemap(this.game, key, tilesets);
},
/**
* A dynamic initially blank canvas to which images can be drawn.
*
* @method Phaser.GameObjectFactory#renderTexture
* @param {number} [width=100] - the width of the RenderTexture.
* @param {number} [height=100] - the height of the RenderTexture.
* @param {string} [key=''] - Asset key for the RenderTexture when stored in the Cache (see addToCache parameter).
* @param {boolean} [addToCache=false] - Should this RenderTexture be added to the Game.Cache? If so you can retrieve it with Cache.getTexture(key)
* @return {Phaser.RenderTexture} The newly created RenderTexture object.
*/
renderTexture: function (width, height, key, addToCache) {
if (typeof key === 'undefined' || key === '') { key = this.game.rnd.uuid(); }
if (typeof addToCache === 'undefined') { addToCache = false; }
var texture = new Phaser.RenderTexture(this.game, width, height, key);
if (addToCache)
{
this.game.cache.addRenderTexture(key, texture);
}
return texture;
},
/**
* A BitmapData object which can be manipulated and drawn to like a traditional Canvas object and used to texture Sprites.
*
* @method Phaser.GameObjectFactory#bitmapData
* @param {number} [width=100] - The width of the BitmapData in pixels.
* @param {number} [height=100] - The height of the BitmapData in pixels.
* @param {string} [key=''] - Asset key for the BitmapData when stored in the Cache (see addToCache parameter).
* @param {boolean} [addToCache=false] - Should this BitmapData be added to the Game.Cache? If so you can retrieve it with Cache.getBitmapData(key)
* @return {Phaser.BitmapData} The newly created BitmapData object.
*/
bitmapData: function (width, height, addToCache) {
if (typeof addToCache === 'undefined') { addToCache = false; }
if (typeof key === 'undefined' || key === '') { key = this.game.rnd.uuid(); }
var texture = new Phaser.BitmapData(this.game, key, width, height);
if (addToCache)
{
this.game.cache.addBitmapData(key, texture);
}
return texture;
},
/**
* A WebGL shader/filter that can be applied to Sprites.
*
* @method Phaser.GameObjectFactory#filter
* @param {string} filter - The name of the filter you wish to create, for example HueRotate or SineWave.
* @param {any} - Whatever parameters are needed to be passed to the filter init function.
* @return {Phaser.Filter} The newly created Phaser.Filter object.
*/
filter: function (filter) {
var args = Array.prototype.splice.call(arguments, 1);
var filter = new Phaser.Filter[filter](this.game);
filter.init.apply(filter, args);
return filter;
}
};
Phaser.GameObjectFactory.prototype.constructor = Phaser.GameObjectFactory;
</pre>
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<h1 class="page-title">Source: input/GamepadButton.js</h1>
<section>
<article>
<pre class="sunlight-highlight-javascript linenums">/**
* @author @karlmacklin &lt;tacklemcclean@gmail.com>
* @copyright 2014 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* @class Phaser.GamepadButton
* @classdesc If you need more fine-grained control over the handling of specific buttons you can create and use Phaser.GamepadButton objects.
* @constructor
* @param {Phaser.Game} game - Current game instance.
* @param {number} buttoncode - The button code this GamepadButton is responsible for.
*/
Phaser.GamepadButton = function (game, buttoncode) {
/**
* @property {Phaser.Game} game - A reference to the currently running game.
*/
this.game = game;
/**
* @property {boolean} isDown - The "down" state of the button.
* @default
*/
this.isDown = false;
/**
* @property {boolean} isUp - The "up" state of the button.
* @default
*/
this.isUp = true;
/**
* @property {number} timeDown - The timestamp when the button was last pressed down.
* @default
*/
this.timeDown = 0;
/**
* If the button is down this value holds the duration of that button press and is constantly updated.
* If the button is up it holds the duration of the previous down session.
* @property {number} duration - The number of milliseconds this button has been held down for.
* @default
*/
this.duration = 0;
/**
* @property {number} timeUp - The timestamp when the button was last released.
* @default
*/
this.timeUp = 0;
/**
* @property {number} repeats - If a button is held down this holds down the number of times the button has 'repeated'.
* @default
*/
this.repeats = 0;
/**
* @property {number} value - Button value. Mainly useful for checking analog buttons (like shoulder triggers)
* @default
*/
this.value = 0;
/**
* @property {number} buttonCode - The buttoncode of this button.
*/
this.buttonCode = buttoncode;
/**
* @property {Phaser.Signal} onDown - This Signal is dispatched every time this GamepadButton is pressed down. It is only dispatched once (until the button is released again).
*/
this.onDown = new Phaser.Signal();
/**
* @property {Phaser.Signal} onUp - This Signal is dispatched every time this GamepadButton is pressed down. It is only dispatched once (until the button is released again).
*/
this.onUp = new Phaser.Signal();
/**
* @property {Phaser.Signal} onFloat - This Signal is dispatched every time this GamepadButton changes floating value (between (but not exactly) 0 and 1)
*/
this.onFloat = new Phaser.Signal();
};
Phaser.GamepadButton.prototype = {
/**
* Called automatically by Phaser.SinglePad.
* @method Phaser.GamepadButton#processButtonDown
* @param {Object} value - Button value
* @protected
*/
processButtonDown: function (value) {
if (this.isDown)
{
this.duration = this.game.time.now - this.timeDown;
this.repeats++;
}
else
{
this.isDown = true;
this.isUp = false;
this.timeDown = this.game.time.now;
this.duration = 0;
this.repeats = 0;
this.value = value;
this.onDown.dispatch(this, value);
}
},
/**
* Called automatically by Phaser.SinglePad.
* @method Phaser.GamepadButton#processButtonUp
* @param {Object} value - Button value
* @protected
*/
processButtonUp: function (value) {
this.isDown = false;
this.isUp = true;
this.timeUp = this.game.time.now;
this.value = value;
this.onUp.dispatch(this, value);
},
/**
* Called automatically by Phaser.Gamepad.
* @method Phaser.GamepadButton#processButtonFloat
* @param {Object} value - Button value
* @protected
*/
processButtonFloat: function (value) {
this.value = value;
this.onFloat.dispatch(this, value);
},
/**
* Returns the "just pressed" state of this button. Just pressed is considered true if the button was pressed down within the duration given (default 250ms).
* @method Phaser.GamepadButton#justPressed
* @param {number} [duration=250] - The duration below which the button is considered as being just pressed.
* @return {boolean} True if the button 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 this button. Just released is considered as being true if the button was released within the duration given (default 250ms).
* @method Phaser.GamepadButton#justPressed
* @param {number} [duration=250] - The duration below which the button is considered as being just released.
* @return {boolean} True if the button is just pressed otherwise false.
*/
justReleased: function (duration) {
if (typeof duration === "undefined") { duration = 250; }
return (this.isDown === false && (this.game.time.now - this.timeUp &lt; duration));
}
};
Phaser.GamepadButton.prototype.constructor = Phaser.GamepadButton;
</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 2014 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* Creates a new `Graphics` 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) {
x = x || 0;
y = y || 0;
/**
* @property {Phaser.Game} game - A reference to the currently running Game.
*/
this.game = game;
/**
* @property {boolean} exists - If exists = false then the Text isn't updated by the core game loop.
* @default
*/
this.exists = true;
/**
* @property {string} name - The user defined name given to this object.
* @default
*/
this.name = '';
/**
* @property {number} type - The const type of this object.
* @default
*/
this.type = Phaser.GRAPHICS;
/**
* @property {Phaser.Point} world - The world coordinates of this Sprite. This differs from the x/y coordinates which are relative to the Sprites container.
*/
this.world = new Phaser.Point(x, y);
/**
* @property {Phaser.Point} cameraOffset - If this object is fixedToCamera then this stores the x/y offset that its drawn at, from the top-left of the camera view.
*/
this.cameraOffset = new Phaser.Point();
PIXI.Graphics.call(this);
this.position.set(x, y);
/**
* A small internal cache:
* 0 = previous position.x
* 1 = previous position.y
* 2 = previous rotation
* 3 = renderID
* 4 = fresh? (0 = no, 1 = yes)
* 5 = outOfBoundsFired (0 = no, 1 = yes)
* 6 = exists (0 = no, 1 = yes)
* 7 = fixed to camera (0 = no, 1 = yes)
* @property {Int16Array} _cache
* @private
*/
this._cache = new Int16Array([0, 0, 0, 0, 1, 0, 1, 0]);
};
Phaser.Graphics.prototype = Object.create(PIXI.Graphics.prototype);
Phaser.Graphics.prototype.constructor = Phaser.Graphics;
/**
* Automatically called by World.preUpdate.
* @method Phaser.Graphics.prototype.preUpdate
*/
Phaser.Graphics.prototype.preUpdate = function () {
this._cache[0] = this.world.x;
this._cache[1] = this.world.y;
this._cache[2] = this.rotation;
if (!this.exists || !this.parent.exists)
{
this.renderOrderID = -1;
return false;
}
if (this.autoCull)
{
// Won't get rendered but will still get its transform updated
this.renderable = this.game.world.camera.screenView.intersects(this.getBounds());
}
this.world.setTo(this.game.camera.x + this.worldTransform[2], this.game.camera.y + this.worldTransform[5]);
if (this.visible)
{
this._cache[3] = this.game.world.currentRenderOrderID++;
}
return true;
}
/**
* Override and use this function in your own custom objects to handle any update requirements you may have.
*
* @method Phaser.Graphics#update
* @memberof Phaser.Graphics
*/
Phaser.Graphics.prototype.update = function() {
}
/**
* Automatically called by World.postUpdate.
* @method Phaser.Graphics.prototype.postUpdate
*/
Phaser.Graphics.prototype.postUpdate = function () {
// Fixed to Camera?
if (this._cache[7] === 1)
{
this.position.x = this.game.camera.view.x + this.cameraOffset.x;
this.position.y = this.game.camera.view.y + this.cameraOffset.y;
}
}
/**
* Destroy this Graphics instance.
*
* @method Phaser.Graphics.prototype.destroy
*/
Phaser.Graphics.prototype.destroy = function() {
this.clear();
if (this.parent)
{
this.parent.remove(this);
}
this.exists = false;
this.visible = false;
this.game = null;
}
/*
* Draws a {Phaser.Polygon} or a {PIXI.Polygon} filled
*
* @method Phaser.Graphics.prototype.drawPolygon
*/
Phaser.Graphics.prototype.drawPolygon = function (poly) {
this.moveTo(poly.points[0].x, poly.points[0].y);
for (var i = 1; i &lt; poly.points.length; i += 1)
{
this.lineTo(poly.points[i].x, poly.points[i].y);
}
this.lineTo(poly.points[0].x, poly.points[0].y);
}
/**
* Indicates the rotation of the Graphics, in degrees, from its original orientation. Values from 0 to 180 represent clockwise rotation; values from 0 to -180 represent counterclockwise rotation.
* Values outside this range are added to or subtracted from 360 to obtain a value within the range. For example, the statement player.angle = 450 is the same as player.angle = 90.
* If you wish to work in radians instead of degrees use the property Sprite.rotation instead.
* @name Phaser.Graphics#angle
* @property {number} angle - Gets or sets the angle of rotation in degrees.
*/
Object.defineProperty(Phaser.Graphics.prototype, 'angle', {
get: function() {
return Phaser.Math.radToDeg(this.rotation);
},
set: function(value) {
this.rotation = Phaser.Math.degToRad(value);
}
});
/**
* An Graphics that is fixed to the camera uses its x/y coordinates as offsets from the top left of the camera. These are stored in Graphics.cameraOffset.
* Note that the cameraOffset values are in addition to any parent in the display list.
* So if this Graphics was in a Group that has x: 200, then this will be added to the cameraOffset.x
*
* @name Phaser.Graphics#fixedToCamera
* @property {boolean} fixedToCamera - Set to true to fix this Graphics to the Camera at its current world coordinates.
*/
Object.defineProperty(Phaser.Graphics.prototype, "fixedToCamera", {
get: function () {
return !!this._cache[7];
},
set: function (value) {
if (value)
{
this._cache[7] = 1;
this.cameraOffset.set(this.x, this.y);
}
else
{
this._cache[7] = 0;
}
}
});
</pre>
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