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Binary file not shown.
@@ -5,7 +5,7 @@ Phaser 1.0
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|||||||
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||||||
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.
|
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.
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||||||
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||||||
Version: 1.0.4 - Released: September 18th 2013
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Version: 1.0.5 - Released: September 20th 2013
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||||||
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||||||
By Richard Davey, [Photon Storm](http://www.photonstorm.com)
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By Richard Davey, [Photon Storm](http://www.photonstorm.com)
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||||||
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||||||
@@ -35,6 +35,25 @@ Phaser is everything we ever wanted from an HTML5 game framework. It will power
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|||||||
Change Log
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Change Log
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||||||
----------
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----------
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||||||
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||||||
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Version 1.0.5 (September 20th 2013)
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||||||
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||||||
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* Fixed issue in FrameData.getFrameIndexes where the input array was being ignored.
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||||||
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* Added Math.numberArray - Returns an Array containing the numbers from min to max (inclusive), useful for animation frame construction.
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||||||
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* 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.
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||||||
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* Added a pendingDelete property to Tween to stop tweens that were removed during a callback from causing update errors during the TweenManager loop.
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||||||
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* Added Group.length property.
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||||||
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* Added explicit x/y attributes to Phaser.Text to make it work with the camera system (thanks cocoademon).
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||||||
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* Fixed issue stopping multiple animations from playing, only the most recent would play (frames array was being overwritten, thanks Legrandk)
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||||||
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* Updated Debug.renderSpriteBounds() so it doesn't use the deprecated Sprite.worldView any more (thanks MikeMnD)
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||||||
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* 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.
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* Removed the exists check from Group.callAll, it now runs on all children (as the name implies)
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* Added Group.callAllExists - you can now call a function on all children who have exists = the provided boolean.
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||||||
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* Finished off the Breakout example game - now fully playable, proper rebound, scoring, lives, etc.
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* Removed Group.sort dummy entry until it's working.
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* Removed ArcadePhysics.postUpdate.
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* 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.
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* 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.
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Version 1.0.4 (September 18th 2013)
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Version 1.0.4 (September 18th 2013)
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||||||
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||||||
* Small fix to Phaser.Canvas to stop it from setting overflow hidden if the parent DOM element doesn't exist.
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* Small fix to Phaser.Canvas to stop it from setting overflow hidden if the parent DOM element doesn't exist.
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+13
-2
@@ -2,7 +2,13 @@
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|||||||
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||||||
<textarea style="width: 800px; height: 800px">
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<textarea style="width: 800px; height: 800px">
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<?php
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<?php
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// Get the version number
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// VERSION: '1.0.5',
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$vf = file_get_contents('../src/Phaser.js');
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$version = substr($vf, strpos($vf, 'VERSION: ') + 10, 5);
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echo "Building version $version \n\n";
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$js = file('../examples/js.php');
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$js = file('../examples/js.php');
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$output = "";
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$output = "";
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||||||
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||||||
@@ -15,16 +21,21 @@
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|||||||
{
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{
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||||||
$line = str_replace('<script src="', '', $line);
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$line = str_replace('<script src="', '', $line);
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||||||
$line = str_replace('"></script>', '', $line);
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$line = str_replace('"></script>', '', $line);
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$filename = substr($line, strrpos($line, '/') + 1);
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||||||
echo $line . "\n";
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echo $line . "\n";
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||||||
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// echo $filename . "\n";
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||||||
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||||||
// Read the file in
|
// Read the file in
|
||||||
$source = file_get_contents($line);
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$source = file_get_contents($line);
|
||||||
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||||||
if ($i == 4)
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if ($filename == 'Intro.js')
|
||||||
{
|
{
|
||||||
// Built at: {buildDate}
|
// Built at: {buildDate}
|
||||||
$source = str_replace('{buildDate}', date('r'), $source);
|
$source = str_replace('{buildDate}', date('r'), $source);
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||||||
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||||||
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// {version}
|
||||||
|
$source = str_replace('{version}', $version, $source);
|
||||||
}
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}
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||||||
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||||||
$output .= $source . "\n";
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$output .= $source . "\n";
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|||||||
+801
-307
File diff suppressed because it is too large
Load Diff
Vendored
+1
-1
File diff suppressed because one or more lines are too long
@@ -0,0 +1,36 @@
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<?php
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$title = "Multiple Animations";
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require('../head.php');
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?>
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||||||
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||||||
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<script type="text/javascript">
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||||||
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||||||
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(function () {
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||||||
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||||||
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var game = new Phaser.Game(800, 600, Phaser.CANVAS, '', { preload: preload, create: create });
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||||||
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||||||
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function preload() {
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||||||
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game.load.atlas('bot', 'assets/misc/NumberSprite.png', 'assets/misc/NumberSprite.json');
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}
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||||||
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||||||
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function create() {
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||||||
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||||||
|
var bot = game.add.sprite(200, 200, 'bot');
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||||||
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||||||
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bot.animations.add('num1', ['num10000','num10001','num10002','num10003','num10004','num10005'], 24, false, false);
|
||||||
|
bot.animations.add('num2', ['num20000','num20001','num20002','num20003','num20004','num20005'], 24, false, false);
|
||||||
|
bot.animations.add('num3', ['num30000','num30001','num30002','num30003','num30004','num30005'], 24, false, false);
|
||||||
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||||||
|
// bot.animations.play('num1', 15, true);
|
||||||
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bot.animations.play('num2', 15, true);
|
||||||
|
// bot.animations.play('num3', 15, true);
|
||||||
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|
||||||
|
}
|
||||||
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||||||
|
})();
|
||||||
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||||||
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</script>
|
||||||
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||||||
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<?php
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||||||
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require('../foot.php');
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||||||
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?>
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||||||
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After Width: | Height: | Size: 64 KiB |
@@ -1,236 +0,0 @@
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|||||||
{"frames": [
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||||||
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||||||
{
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||||||
"filename": "ball_1.png",
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||||||
"frame": {"x":218,"y":38,"w":16,"h":16},
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||||||
"rotated": false,
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||||||
"trimmed": false,
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||||||
"spriteSourceSize": {"x":0,"y":0,"w":16,"h":16},
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||||||
"sourceSize": {"w":16,"h":16}
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||||||
},
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||||||
{
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||||||
"filename": "ball_2.png",
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||||||
"frame": {"x":218,"y":20,"w":16,"h":16},
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||||||
"rotated": false,
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||||||
"trimmed": false,
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||||||
"spriteSourceSize": {"x":0,"y":0,"w":16,"h":16},
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||||||
"sourceSize": {"w":16,"h":16}
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||||||
},
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||||||
{
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||||||
"filename": "ball_3.png",
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||||||
"frame": {"x":218,"y":2,"w":16,"h":16},
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||||||
"rotated": false,
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||||||
"trimmed": false,
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||||||
"spriteSourceSize": {"x":0,"y":0,"w":16,"h":16},
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||||||
"sourceSize": {"w":16,"h":16}
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||||||
},
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|
||||||
{
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|
||||||
"filename": "ball_4.png",
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|
||||||
"frame": {"x":200,"y":38,"w":16,"h":16},
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||||||
"rotated": false,
|
|
||||||
"trimmed": false,
|
|
||||||
"spriteSourceSize": {"x":0,"y":0,"w":16,"h":16},
|
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||||||
"sourceSize": {"w":16,"h":16}
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||||||
},
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|
||||||
{
|
|
||||||
"filename": "ball_5.png",
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|
||||||
"frame": {"x":200,"y":20,"w":16,"h":16},
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|
||||||
"rotated": false,
|
|
||||||
"trimmed": false,
|
|
||||||
"spriteSourceSize": {"x":0,"y":0,"w":16,"h":16},
|
|
||||||
"sourceSize": {"w":16,"h":16}
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"filename": "brick_1_1.png",
|
|
||||||
"frame": {"x":98,"y":21,"w":32,"h":17},
|
|
||||||
"rotated": false,
|
|
||||||
"trimmed": false,
|
|
||||||
"spriteSourceSize": {"x":0,"y":0,"w":32,"h":17},
|
|
||||||
"sourceSize": {"w":32,"h":17}
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"filename": "brick_1_2.png",
|
|
||||||
"frame": {"x":98,"y":2,"w":32,"h":17},
|
|
||||||
"rotated": false,
|
|
||||||
"trimmed": false,
|
|
||||||
"spriteSourceSize": {"x":0,"y":0,"w":32,"h":17},
|
|
||||||
"sourceSize": {"w":32,"h":17}
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"filename": "brick_1_3.png",
|
|
||||||
"frame": {"x":270,"y":17,"w":30,"h":13},
|
|
||||||
"rotated": false,
|
|
||||||
"trimmed": true,
|
|
||||||
"spriteSourceSize": {"x":1,"y":1,"w":30,"h":13},
|
|
||||||
"sourceSize": {"w":32,"h":17}
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"filename": "brick_1_4.png",
|
|
||||||
"frame": {"x":54,"y":52,"w":24,"h":9},
|
|
||||||
"rotated": false,
|
|
||||||
"trimmed": true,
|
|
||||||
"spriteSourceSize": {"x":4,"y":4,"w":24,"h":9},
|
|
||||||
"sourceSize": {"w":32,"h":17}
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"filename": "brick_2_1.png",
|
|
||||||
"frame": {"x":236,"y":19,"w":32,"h":15},
|
|
||||||
"rotated": false,
|
|
||||||
"trimmed": false,
|
|
||||||
"spriteSourceSize": {"x":0,"y":0,"w":32,"h":15},
|
|
||||||
"sourceSize": {"w":32,"h":15}
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"filename": "brick_2_2.png",
|
|
||||||
"frame": {"x":236,"y":2,"w":32,"h":15},
|
|
||||||
"rotated": false,
|
|
||||||
"trimmed": false,
|
|
||||||
"spriteSourceSize": {"x":0,"y":0,"w":32,"h":15},
|
|
||||||
"sourceSize": {"w":32,"h":15}
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"filename": "brick_2_3.png",
|
|
||||||
"frame": {"x":270,"y":2,"w":30,"h":13},
|
|
||||||
"rotated": false,
|
|
||||||
"trimmed": true,
|
|
||||||
"spriteSourceSize": {"x":1,"y":0,"w":30,"h":13},
|
|
||||||
"sourceSize": {"w":32,"h":15}
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"filename": "brick_2_4.png",
|
|
||||||
"frame": {"x":236,"y":50,"w":24,"h":11},
|
|
||||||
"rotated": false,
|
|
||||||
"trimmed": true,
|
|
||||||
"spriteSourceSize": {"x":4,"y":3,"w":24,"h":11},
|
|
||||||
"sourceSize": {"w":32,"h":15}
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"filename": "brick_3_1.png",
|
|
||||||
"frame": {"x":166,"y":20,"w":32,"h":16},
|
|
||||||
"rotated": false,
|
|
||||||
"trimmed": false,
|
|
||||||
"spriteSourceSize": {"x":0,"y":0,"w":32,"h":16},
|
|
||||||
"sourceSize": {"w":32,"h":16}
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"filename": "brick_3_2.png",
|
|
||||||
"frame": {"x":166,"y":2,"w":32,"h":16},
|
|
||||||
"rotated": false,
|
|
||||||
"trimmed": false,
|
|
||||||
"spriteSourceSize": {"x":0,"y":0,"w":32,"h":16},
|
|
||||||
"sourceSize": {"w":32,"h":16}
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"filename": "brick_3_3.png",
|
|
||||||
"frame": {"x":236,"y":36,"w":30,"h":12},
|
|
||||||
"rotated": false,
|
|
||||||
"trimmed": true,
|
|
||||||
"spriteSourceSize": {"x":1,"y":2,"w":30,"h":12},
|
|
||||||
"sourceSize": {"w":32,"h":16}
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"filename": "brick_3_4.png",
|
|
||||||
"frame": {"x":28,"y":52,"w":24,"h":10},
|
|
||||||
"rotated": false,
|
|
||||||
"trimmed": true,
|
|
||||||
"spriteSourceSize": {"x":4,"y":3,"w":24,"h":10},
|
|
||||||
"sourceSize": {"w":32,"h":16}
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"filename": "one.png",
|
|
||||||
"frame": {"x":66,"y":2,"w":30,"h":48},
|
|
||||||
"rotated": false,
|
|
||||||
"trimmed": true,
|
|
||||||
"spriteSourceSize": {"x":1,"y":16,"w":30,"h":48},
|
|
||||||
"sourceSize": {"w":32,"h":64}
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"filename": "paddle_big.png",
|
|
||||||
"frame": {"x":98,"y":40,"w":48,"h":16},
|
|
||||||
"rotated": false,
|
|
||||||
"trimmed": false,
|
|
||||||
"spriteSourceSize": {"x":0,"y":0,"w":48,"h":16},
|
|
||||||
"sourceSize": {"w":48,"h":16}
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"filename": "paddle_small.png",
|
|
||||||
"frame": {"x":148,"y":38,"w":32,"h":16},
|
|
||||||
"rotated": false,
|
|
||||||
"trimmed": false,
|
|
||||||
"spriteSourceSize": {"x":0,"y":0,"w":32,"h":16},
|
|
||||||
"sourceSize": {"w":32,"h":16}
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"filename": "power_down.png",
|
|
||||||
"frame": {"x":200,"y":2,"w":16,"h":16},
|
|
||||||
"rotated": false,
|
|
||||||
"trimmed": false,
|
|
||||||
"spriteSourceSize": {"x":0,"y":0,"w":16,"h":16},
|
|
||||||
"sourceSize": {"w":16,"h":16}
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"filename": "power_up.png",
|
|
||||||
"frame": {"x":182,"y":38,"w":16,"h":16},
|
|
||||||
"rotated": false,
|
|
||||||
"trimmed": false,
|
|
||||||
"spriteSourceSize": {"x":0,"y":0,"w":16,"h":16},
|
|
||||||
"sourceSize": {"w":16,"h":16}
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"filename": "brick_4_1.png",
|
|
||||||
"frame": {"x":132,"y":20,"w":32,"h":16},
|
|
||||||
"rotated": false,
|
|
||||||
"trimmed": false,
|
|
||||||
"spriteSourceSize": {"x":0,"y":0,"w":32,"h":16},
|
|
||||||
"sourceSize": {"w":32,"h":16}
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"filename": "brick_4_2.png",
|
|
||||||
"frame": {"x":132,"y":2,"w":32,"h":16},
|
|
||||||
"rotated": false,
|
|
||||||
"trimmed": false,
|
|
||||||
"spriteSourceSize": {"x":0,"y":0,"w":32,"h":16},
|
|
||||||
"sourceSize": {"w":32,"h":16}
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"filename": "brick_4_3.png",
|
|
||||||
"frame": {"x":270,"y":32,"w":30,"h":12},
|
|
||||||
"rotated": false,
|
|
||||||
"trimmed": true,
|
|
||||||
"spriteSourceSize": {"x":1,"y":2,"w":30,"h":12},
|
|
||||||
"sourceSize": {"w":32,"h":16}
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"filename": "brick_4_4.png",
|
|
||||||
"frame": {"x":2,"y":52,"w":24,"h":10},
|
|
||||||
"rotated": false,
|
|
||||||
"trimmed": true,
|
|
||||||
"spriteSourceSize": {"x":4,"y":3,"w":24,"h":10},
|
|
||||||
"sourceSize": {"w":32,"h":16}
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"filename": "three.png",
|
|
||||||
"frame": {"x":34,"y":2,"w":30,"h":48},
|
|
||||||
"rotated": false,
|
|
||||||
"trimmed": true,
|
|
||||||
"spriteSourceSize": {"x":1,"y":0,"w":30,"h":48},
|
|
||||||
"sourceSize": {"w":32,"h":48}
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"filename": "two.png",
|
|
||||||
"frame": {"x":2,"y":2,"w":30,"h":48},
|
|
||||||
"rotated": false,
|
|
||||||
"trimmed": true,
|
|
||||||
"spriteSourceSize": {"x":1,"y":16,"w":30,"h":48},
|
|
||||||
"sourceSize": {"w":32,"h":64}
|
|
||||||
}],
|
|
||||||
"meta": {
|
|
||||||
"app": "http://www.texturepacker.com",
|
|
||||||
"version": "1.0",
|
|
||||||
"image": "breakout.png",
|
|
||||||
"format": "RGBA8888",
|
|
||||||
"size": {"w":302,"h":64},
|
|
||||||
"scale": "1",
|
|
||||||
"smartupdate": "$TexturePacker:SmartUpdate:c510ff2f709e8d175b059cd1cbe64773$"
|
|
||||||
}
|
|
||||||
}
|
|
||||||
Binary file not shown.
|
Before Width: | Height: | Size: 2.4 KiB |
@@ -0,0 +1,139 @@
|
|||||||
|
|
||||||
|
<?php
|
||||||
|
$title = "Follow Styles";
|
||||||
|
require('../head.php');
|
||||||
|
?>
|
||||||
|
|
||||||
|
<script type="text/javascript">
|
||||||
|
|
||||||
|
(function () {
|
||||||
|
|
||||||
|
var game = new Phaser.Game(800, 600, Phaser.CANVAS, '', { preload: preload, create: create, update: update,render : render });
|
||||||
|
|
||||||
|
var ufo,
|
||||||
|
Keys=Phaser.Keyboard,
|
||||||
|
speed=4,
|
||||||
|
style='default';
|
||||||
|
|
||||||
|
|
||||||
|
function preload() {
|
||||||
|
|
||||||
|
game.load.image('ground', 'assets/tests/ground-2x.png');
|
||||||
|
game.load.image('river', 'assets/tests/river-2x.png');
|
||||||
|
game.load.image('sky', 'assets/tests/sky-2x.png');
|
||||||
|
game.load.image('cloud0', 'assets/tests/cloud-big-2x.png');
|
||||||
|
game.load.image('cloud1', 'assets/tests/cloud-narrow-2x.png');
|
||||||
|
game.load.image('cloud2', 'assets/tests/cloud-small-2x.png');
|
||||||
|
game.load.image('ufo','assets/sprites/ufo.png');
|
||||||
|
game.load.image('baddie','assets/sprites/space-baddie.png');
|
||||||
|
game.load.spritesheet('button', 'assets/buttons/follow-style-button.png', 224, 70);
|
||||||
|
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
function create() {
|
||||||
|
|
||||||
|
//make the world larger than the actual canvas
|
||||||
|
game.world.setSize(1400,1400);
|
||||||
|
|
||||||
|
for(var i=0,nb=10;i<nb;i++){
|
||||||
|
|
||||||
|
game.add.sprite(game.world.randomX,game.world.randomY,'baddie');
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
// background images
|
||||||
|
game.add.sprite(0, 0, 'sky')
|
||||||
|
.scrollFactor.setTo(0, 0);
|
||||||
|
game.add.sprite(0, 360, 'ground')
|
||||||
|
.scrollFactor.setTo(0.5, 0.1);
|
||||||
|
game.add.sprite(0, 400, 'river')
|
||||||
|
.scrollFactor.setTo(1.3, 0.16);
|
||||||
|
game.add.sprite(200, 120, 'cloud0')
|
||||||
|
.scrollFactor.setTo(0.3, 0.1);
|
||||||
|
game.add.sprite(-60, 120, 'cloud1')
|
||||||
|
.scrollFactor.setTo(0.5, 0.1);
|
||||||
|
game.add.sprite(900, 170, 'cloud2')
|
||||||
|
.scrollFactor.setTo(0.7, 0.1);
|
||||||
|
|
||||||
|
|
||||||
|
// ufo sprite
|
||||||
|
ufo = game.add.sprite(300, 240, 'ufo');
|
||||||
|
|
||||||
|
|
||||||
|
//registration point
|
||||||
|
ufo.anchor.setTo(0.5, 0.5);
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
game.camera.follow(ufo);
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
// follow style switch buttons
|
||||||
|
btn0 = game.add.button(6, 40, 'button', lockonFollow,this, 0, 0, 0);
|
||||||
|
btn1 = game.add.button(6, 120, 'button', platformerFollow,this, 1, 1, 1);
|
||||||
|
btn2 = game.add.button(6, 200, 'button', topdownFollow,this, 2, 2, 2);
|
||||||
|
btn3 = game.add.button(6, 280, 'button', topdownTightFollow,this, 3, 3, 3);
|
||||||
|
|
||||||
|
}
|
||||||
|
function lockonFollow() {
|
||||||
|
game.camera.follow(ufo, Phaser.Camera.FOLLOW_LOCKON);
|
||||||
|
style = 'STYLE_LOCKON';
|
||||||
|
}
|
||||||
|
function platformerFollow() {
|
||||||
|
game.camera.follow(ufo, Phaser.Camera.FOLLOW_PLATFORMER);
|
||||||
|
style = 'STYLE_PLATFORMER';
|
||||||
|
}
|
||||||
|
function topdownFollow() {
|
||||||
|
game.camera.follow(ufo, Phaser.Camera.FOLLOW_TOPDOWN);
|
||||||
|
style = 'STYLE_TOPDOWN';
|
||||||
|
}
|
||||||
|
function topdownTightFollow() {
|
||||||
|
game.camera.follow(ufo, Phaser.Camera.FOLLOW_TOPDOWN_TIGHT);
|
||||||
|
style = 'STYLE_TOPDOWN_TIGHT';
|
||||||
|
}
|
||||||
|
|
||||||
|
function update() {
|
||||||
|
|
||||||
|
|
||||||
|
if (game.input.keyboard.isDown(Keys.LEFT)) {
|
||||||
|
ufo.x -= speed;
|
||||||
|
ufo.angle = -15;
|
||||||
|
}
|
||||||
|
else if (game.input.keyboard.isDown(Keys.RIGHT)) {
|
||||||
|
ufo.x += speed;
|
||||||
|
ufo.angle = 15;
|
||||||
|
}
|
||||||
|
|
||||||
|
else if (game.input.keyboard.isDown(Keys.UP)) {
|
||||||
|
ufo.y -= speed;
|
||||||
|
}
|
||||||
|
else if (game.input.keyboard.isDown(Keys.DOWN)) {
|
||||||
|
ufo.y += speed;
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
ufo.angle = 0;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
function render () {
|
||||||
|
|
||||||
|
game.context.fillStyle = '#fff';
|
||||||
|
game.context.font="24px Courier";
|
||||||
|
game.context.fillText('Click buttons to switch between different styles.', 60, 220);
|
||||||
|
game.context.fillText('Current style: ' + style, 60, 250);
|
||||||
|
}
|
||||||
|
|
||||||
|
})();
|
||||||
|
|
||||||
|
</script>
|
||||||
|
|
||||||
|
<?php
|
||||||
|
require('../foot.php');
|
||||||
|
?>
|
||||||
@@ -21,13 +21,11 @@
|
|||||||
//setting the size of the game world larger than the tilemap's size
|
//setting the size of the game world larger than the tilemap's size
|
||||||
game.world.setSize(2000,2000);
|
game.world.setSize(2000,2000);
|
||||||
|
|
||||||
// game.camera.width=150;
|
|
||||||
// game.camera.height=150;
|
|
||||||
|
|
||||||
game.stage.backgroundColor = '#255d3b';
|
game.stage.backgroundColor = '#255d3b';
|
||||||
|
|
||||||
// adding the tilemap
|
// adding the tilemap
|
||||||
game.add.tilemap(0, 168, 'snes');
|
game.add.tilemap(0, 150, 'snes');
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -0,0 +1,70 @@
|
|||||||
|
|
||||||
|
<?php
|
||||||
|
$title = "World Sprite";
|
||||||
|
require('../head.php');
|
||||||
|
?>
|
||||||
|
|
||||||
|
<script type="text/javascript">
|
||||||
|
|
||||||
|
(function () {
|
||||||
|
|
||||||
|
var game = new Phaser.Game(800, 600, Phaser.CANVAS, '', { preload: preload, create: create, update: update,render : render });
|
||||||
|
|
||||||
|
function preload() {
|
||||||
|
|
||||||
|
game.world.setSize(1920, 1200);
|
||||||
|
|
||||||
|
game.load.image('backdrop', 'assets/pics/remember-me.jpg');
|
||||||
|
game.load.image('card', 'assets/sprites/mana_card.png');
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
var card,
|
||||||
|
Keys=Phaser.Keyboard;
|
||||||
|
|
||||||
|
function create() {
|
||||||
|
|
||||||
|
game.add.sprite(0, 0, 'backdrop');
|
||||||
|
|
||||||
|
card = game.add.sprite(200, 200, 'card');
|
||||||
|
|
||||||
|
card.body.velocity.x = 50;
|
||||||
|
card.scale.setTo(2, 2);
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
function update() {
|
||||||
|
|
||||||
|
|
||||||
|
if (game.input.keyboard.isDown(Keys.LEFT)){
|
||||||
|
card.x -= 4;
|
||||||
|
}
|
||||||
|
else if (game.input.keyboard.isDown(Keys.RIGHT)){
|
||||||
|
card.x += 4;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (game.input.keyboard.isDown(Keys.UP)){
|
||||||
|
card.y -= 4;
|
||||||
|
}
|
||||||
|
else if (game.input.keyboard.isDown(Keys.DOWN)){
|
||||||
|
card.y += 4;
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
function render() {
|
||||||
|
// debug are now accessed using game.debug instead of the Static DebugUtils class
|
||||||
|
game.debug.renderCameraInfo(game.camera, 32, 32);
|
||||||
|
game.debug.renderSpriteInfo(card, 32, 200);
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
})();
|
||||||
|
|
||||||
|
</script>
|
||||||
|
|
||||||
|
<?php
|
||||||
|
require('../foot.php');
|
||||||
|
?>
|
||||||
@@ -55,8 +55,11 @@
|
|||||||
|
|
||||||
function render() {
|
function render() {
|
||||||
|
|
||||||
game.debug.renderRectangle(sprite1.body);
|
game.debug.renderSpriteInfo(sprite1, 32, 32);
|
||||||
game.debug.renderRectangle(sprite2.body);
|
game.debug.renderSpriteCollision(sprite1, 32, 400);
|
||||||
|
|
||||||
|
game.debug.renderSpriteBody(sprite1);
|
||||||
|
game.debug.renderSpriteBody(sprite2);
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -7,7 +7,7 @@
|
|||||||
|
|
||||||
(function () {
|
(function () {
|
||||||
|
|
||||||
var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create });
|
var game = new Phaser.Game(800, 600, Phaser.CANVAS, '', { preload: preload, create: create });
|
||||||
|
|
||||||
function preload() {
|
function preload() {
|
||||||
|
|
||||||
@@ -21,17 +21,21 @@
|
|||||||
function create() {
|
function create() {
|
||||||
|
|
||||||
// For browsers that support it, this keeps our pixel art looking crisp
|
// For browsers that support it, this keeps our pixel art looking crisp
|
||||||
//Phaser.Canvas.setSmoothingEnabled(game.stage.canvas.context, false);
|
// This only works when you use Phaser.CANVAS as the renderer
|
||||||
|
Phaser.Canvas.setSmoothingEnabled(game.context, false);
|
||||||
|
|
||||||
boss = game.add.sprite(game.world.centerX, game.world.centerY, 'boss');
|
boss = game.add.sprite(game.world.centerX, game.world.centerY, 'boss');
|
||||||
boss.anchor.setTo(0.5, 0.5);
|
boss.anchor.setTo(0.5, 0.5);
|
||||||
// Zoom in each time we press it
|
|
||||||
|
// Zoom in each time we press the button
|
||||||
button = game.add.button(32, 32, 'button', clickedIt, this, 2, 1, 0);
|
button = game.add.button(32, 32, 'button', clickedIt, this, 2, 1, 0);
|
||||||
}
|
}
|
||||||
|
|
||||||
function clickedIt() {
|
function clickedIt() {
|
||||||
|
|
||||||
boss.scale.x += 0.5;
|
boss.scale.x += 0.5;
|
||||||
boss.scale.y += 0.5;
|
boss.scale.y += 0.5;
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
})();
|
})();
|
||||||
|
|||||||
+134
-14
@@ -7,21 +7,37 @@
|
|||||||
|
|
||||||
(function () {
|
(function () {
|
||||||
|
|
||||||
var game = new Phaser.Game(800, 600, Phaser.CANVAS, '', { preload: preload, create: create, update: update, render: render });
|
var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update });
|
||||||
|
|
||||||
function preload() {
|
function preload() {
|
||||||
|
|
||||||
game.load.atlas('breakout', 'assets/sprites/breakout.png', 'assets/sprites/breakout.json');
|
game.load.atlas('breakout', 'assets/games/breakout/breakout.png', 'assets/games/breakout/breakout.json');
|
||||||
|
game.load.image('starfield', 'assets/misc/starfield.jpg');
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
var ball;
|
var ball;
|
||||||
var paddle;
|
var paddle;
|
||||||
var bricks;
|
var bricks;
|
||||||
|
|
||||||
var ballOnPaddle = true;
|
var ballOnPaddle = true;
|
||||||
|
|
||||||
|
var lives = 3;
|
||||||
|
var score = 0;
|
||||||
|
|
||||||
|
var scoreText;
|
||||||
|
var livesText;
|
||||||
|
var introText;
|
||||||
|
|
||||||
|
var s;
|
||||||
|
|
||||||
function create() {
|
function create() {
|
||||||
|
|
||||||
|
// We do this so the ball can still rebound with the world bounds, but it will look like it has gone off the bottom of the screen
|
||||||
|
game.world.height = 620;
|
||||||
|
|
||||||
|
s = game.add.tileSprite(0, 0, 800, 600, 'starfield');
|
||||||
|
|
||||||
var brick;
|
var brick;
|
||||||
bricks = game.add.group();
|
bricks = game.add.group();
|
||||||
|
|
||||||
@@ -35,15 +51,22 @@
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
ball = game.add.sprite(game.world.centerX, 534, 'breakout', 'ball_1.png');
|
paddle = game.add.sprite(game.world.centerX, 500, 'breakout', 'paddle_big.png');
|
||||||
|
paddle.anchor.setTo(0.5, 0.5);
|
||||||
|
paddle.body.collideWorldBounds = true;
|
||||||
|
paddle.body.bounce.setTo(1, 1);
|
||||||
|
paddle.body.immovable = true;
|
||||||
|
|
||||||
|
ball = game.add.sprite(game.world.centerX, paddle.y - 16, 'breakout', 'ball_1.png');
|
||||||
|
ball.anchor.setTo(0.5, 0.5);
|
||||||
ball.body.collideWorldBounds = true;
|
ball.body.collideWorldBounds = true;
|
||||||
ball.body.bounce.setTo(1, 1);
|
ball.body.bounce.setTo(1, 1);
|
||||||
ball.animations.add('spin', [ 'ball_1.png', 'ball_2.png', 'ball_3.png', 'ball_4.png', 'ball_5.png' ], 50, true, false);
|
ball.animations.add('spin', [ 'ball_1.png', 'ball_2.png', 'ball_3.png', 'ball_4.png', 'ball_5.png' ], 50, true, false);
|
||||||
|
|
||||||
paddle = game.add.sprite(game.world.centerX, 550, 'breakout', 'paddle_big.png');
|
scoreText = game.add.text(32, 550, 'score: 0', { font: "20px Arial", fill: "#ffffff", align: "left" });
|
||||||
paddle.body.collideWorldBounds = true;
|
livesText = game.add.text(680, 550, 'lives: 3', { font: "20px Arial", fill: "#ffffff", align: "left" });
|
||||||
paddle.body.bounce.setTo(1, 1);
|
introText = game.add.text(game.world.centerX, 400, '- click to start -', { font: "40px Arial", fill: "#ffffff", align: "center" });
|
||||||
paddle.body.immovable = true;
|
introText.anchor.setTo(0.5, 0.5);
|
||||||
|
|
||||||
game.input.onDown.add(releaseBall, this);
|
game.input.onDown.add(releaseBall, this);
|
||||||
|
|
||||||
@@ -51,36 +74,133 @@
|
|||||||
|
|
||||||
function update () {
|
function update () {
|
||||||
|
|
||||||
|
// Fun, but a little sea-sick inducing :) Uncomment if you like!
|
||||||
|
// s.tilePosition.x += (game.input.speed.x / 2);
|
||||||
|
|
||||||
paddle.x = game.input.x;
|
paddle.x = game.input.x;
|
||||||
|
|
||||||
|
if (paddle.x < 24)
|
||||||
|
{
|
||||||
|
paddle.x = 24;
|
||||||
|
}
|
||||||
|
else if (paddle.x > game.width - 24)
|
||||||
|
{
|
||||||
|
paddle.x = game.width - 24;
|
||||||
|
}
|
||||||
|
|
||||||
if (ballOnPaddle)
|
if (ballOnPaddle)
|
||||||
{
|
{
|
||||||
ball.x = paddle.x + 16;
|
ball.x = paddle.x;
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
game.physics.collide(paddle, ball);
|
game.physics.collide(ball, paddle, ballHitPaddle, null, this);
|
||||||
game.physics.collide(ball, bricks, ballHitBrick, null, this);
|
game.physics.collide(ball, bricks, ballHitBrick, null, this);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Out?
|
||||||
|
if (ball.y > 600 && ballOnPaddle == false)
|
||||||
|
{
|
||||||
|
ballLost();
|
||||||
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
function releaseBall () {
|
function releaseBall () {
|
||||||
|
|
||||||
ballOnPaddle = false;
|
if (ballOnPaddle)
|
||||||
ball.body.velocity.y = -300;
|
{
|
||||||
ball.body.velocity.x = -75;
|
ballOnPaddle = false;
|
||||||
ball.animations.play('spin');
|
ball.body.velocity.y = -300;
|
||||||
|
ball.body.velocity.x = -75;
|
||||||
|
ball.animations.play('spin');
|
||||||
|
introText.visible = false;
|
||||||
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
function ballLost () {
|
||||||
|
|
||||||
|
lives--;
|
||||||
|
|
||||||
|
if (lives == 0)
|
||||||
|
{
|
||||||
|
gameOver();
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
livesText.text = 'lives: ' + lives;
|
||||||
|
ballOnPaddle = true;
|
||||||
|
ball.body.velocity.setTo(0, 0);
|
||||||
|
ball.x = paddle.x + 16;
|
||||||
|
ball.y = paddle.y - 16;
|
||||||
|
ball.animations.stop();
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
function gameOver () {
|
||||||
|
|
||||||
|
ball.body.velocity.setTo(0, 0);
|
||||||
|
|
||||||
|
introText.text = "Game Over!";
|
||||||
|
introText.visible = true;
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
function ballHitBrick (_ball, _brick) {
|
function ballHitBrick (_ball, _brick) {
|
||||||
|
|
||||||
_brick.kill();
|
_brick.kill();
|
||||||
|
|
||||||
|
score += 10;
|
||||||
|
|
||||||
|
scoreText.text = 'score: ' + score;
|
||||||
|
|
||||||
|
// Are they any bricks left?
|
||||||
|
if (bricks.countLiving() == 0)
|
||||||
|
{
|
||||||
|
// New level starts
|
||||||
|
score += 1000;
|
||||||
|
scoreText.text = 'score: ' + score;
|
||||||
|
introText = '- Next Level -';
|
||||||
|
|
||||||
|
// Let's move the ball back to the paddle
|
||||||
|
ballOnPaddle = true;
|
||||||
|
ball.body.velocity.setTo(0, 0);
|
||||||
|
ball.x = paddle.x + 16;
|
||||||
|
ball.y = paddle.y - 16;
|
||||||
|
ball.animations.stop();
|
||||||
|
|
||||||
|
// And bring the bricks back from the dead :)
|
||||||
|
bricks.callAll('revive', this);
|
||||||
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
function render () {
|
function ballHitPaddle (_ball, _paddle) {
|
||||||
|
|
||||||
|
var diff = 0;
|
||||||
|
|
||||||
|
if (_ball.x < _paddle.x)
|
||||||
|
{
|
||||||
|
// Ball is on the left-hand side of the paddle
|
||||||
|
diff = _paddle.x - _ball.x;
|
||||||
|
_ball.body.velocity.x = (-10 * diff);
|
||||||
|
}
|
||||||
|
else if (_ball.x > _paddle.x)
|
||||||
|
{
|
||||||
|
// Ball is on the right-hand side of the paddle
|
||||||
|
diff = _ball.x -_paddle.x;
|
||||||
|
_ball.body.velocity.x = (10 * diff);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// Ball is perfectly in the middle
|
||||||
|
// Add a little random X to stop it bouncing straight up!
|
||||||
|
_ball.body.velocity.x = 2 + Math.random() * 8;
|
||||||
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
})();
|
})();
|
||||||
|
|||||||
@@ -0,0 +1,140 @@
|
|||||||
|
<?php
|
||||||
|
$title = "Invaders";
|
||||||
|
require('../head.php');
|
||||||
|
?>
|
||||||
|
|
||||||
|
<script type="text/javascript">
|
||||||
|
|
||||||
|
(function () {
|
||||||
|
|
||||||
|
var game = new Phaser.Game(800, 600, Phaser.CANVAS, '', { preload: preload, create: create, update: update, render: render });
|
||||||
|
|
||||||
|
function preload() {
|
||||||
|
|
||||||
|
game.load.image('phaser', 'assets/sprites/phaser-dude.png');
|
||||||
|
game.load.image('bullet', 'assets/misc/bullet0.png');
|
||||||
|
game.load.image('alien', 'assets/sprites/space-baddie.png');
|
||||||
|
game.load.image('ship', 'assets/sprites/shmup-ship.png');
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
var player;
|
||||||
|
var aliens;
|
||||||
|
var bullets;
|
||||||
|
var bulletTime = 0;
|
||||||
|
|
||||||
|
var pickle;
|
||||||
|
|
||||||
|
function create() {
|
||||||
|
|
||||||
|
player = game.add.sprite(400, 500, 'ship');
|
||||||
|
player.anchor.setTo(0.5, 0.5);
|
||||||
|
|
||||||
|
aliens = game.add.group(null, 'aliens');
|
||||||
|
|
||||||
|
for (var y = 0; y < 4; y++)
|
||||||
|
{
|
||||||
|
for (var x = 0; x < 10; x++)
|
||||||
|
{
|
||||||
|
aliens.create(170 + x * 48, 100 + y * 50, 'alien');
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Shows off a known bug:
|
||||||
|
// aliens.x = 100;
|
||||||
|
// aliens.y = 50;
|
||||||
|
|
||||||
|
bullets = game.add.group(null, 'bullets');
|
||||||
|
|
||||||
|
for (var i = 0; i < 10; i++)
|
||||||
|
{
|
||||||
|
var b = bullets.create(0, 0, 'bullet');
|
||||||
|
b.name = 'bullet' + i;
|
||||||
|
b.exists = false;
|
||||||
|
b.visible = false;
|
||||||
|
b.events.onOutOfBounds.add(resetBullet, this);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Shows off a known bug:
|
||||||
|
// var tween = game.add.tween(aliens).to({x: 200}, 3000, Phaser.Easing.Linear.None, true, 0, 1000, true);
|
||||||
|
// tween.onComplete.add(descend, this);
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
function overAlien () {
|
||||||
|
console.log('over pickle');
|
||||||
|
}
|
||||||
|
|
||||||
|
function descend() {
|
||||||
|
aliens.y += 10;
|
||||||
|
}
|
||||||
|
|
||||||
|
function update() {
|
||||||
|
|
||||||
|
player.velocity.x = 0;
|
||||||
|
player.velocity.y = 0;
|
||||||
|
|
||||||
|
if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT))
|
||||||
|
{
|
||||||
|
player.velocity.x = -200;
|
||||||
|
}
|
||||||
|
else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
|
||||||
|
{
|
||||||
|
player.velocity.x = 200;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (game.input.keyboard.isDown(Phaser.Keyboard.SPACEBAR))
|
||||||
|
{
|
||||||
|
fireBullet();
|
||||||
|
}
|
||||||
|
|
||||||
|
game.physics.collide(bullets, aliens, collisionHandler, null, this);
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
function fireBullet () {
|
||||||
|
|
||||||
|
if (game.time.now > bulletTime)
|
||||||
|
{
|
||||||
|
bullet = bullets.getFirstExists(false);
|
||||||
|
|
||||||
|
if (bullet)
|
||||||
|
{
|
||||||
|
bullet.reset(player.x + 6, player.y - 8);
|
||||||
|
bullet.velocity.y = -300;
|
||||||
|
bulletTime = game.time.now + 250;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
// Called if the bullet goes out of the screen
|
||||||
|
function resetBullet (bullet) {
|
||||||
|
bullet.kill();
|
||||||
|
}
|
||||||
|
|
||||||
|
function collisionHandler (bullet, alien) {
|
||||||
|
|
||||||
|
bullet.kill();
|
||||||
|
alien.kill();
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
function render () {
|
||||||
|
|
||||||
|
aliens.forEach(renderBounds, this);
|
||||||
|
|
||||||
|
game.debug.renderQuadTree(game.physics.quadTree);
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
function renderBounds(s) {
|
||||||
|
game.debug.renderSpriteBounds(s, 'rgba(0,0,255,0.4)', true);
|
||||||
|
}
|
||||||
|
|
||||||
|
})();
|
||||||
|
</script>
|
||||||
|
|
||||||
|
<?php
|
||||||
|
require('../foot.php');
|
||||||
|
?>
|
||||||
@@ -12,11 +12,11 @@
|
|||||||
var s;
|
var s;
|
||||||
|
|
||||||
function preload() {
|
function preload() {
|
||||||
game.load.image('disk', 'assets/misc/starfield.jpg');
|
game.load.image('starfield', 'assets/misc/starfield.jpg');
|
||||||
}
|
}
|
||||||
|
|
||||||
function create() {
|
function create() {
|
||||||
s = game.add.tileSprite(0, 0, 800, 600, 'disk');
|
s = game.add.tileSprite(0, 0, 800, 600, 'starfield');
|
||||||
}
|
}
|
||||||
|
|
||||||
function update() {
|
function update() {
|
||||||
|
|||||||
+1
-1
@@ -1,7 +1,7 @@
|
|||||||
/**
|
/**
|
||||||
* Phaser - http://www.phaser.io
|
* Phaser - http://www.phaser.io
|
||||||
*
|
*
|
||||||
* v1.0.1 - Built at: {buildDate}
|
* v{version} - Built at: {buildDate}
|
||||||
*
|
*
|
||||||
* @author Richard Davey http://www.photonstorm.com @photonstorm
|
* @author Richard Davey http://www.photonstorm.com @photonstorm
|
||||||
*
|
*
|
||||||
|
|||||||
+1
-1
@@ -3,7 +3,7 @@
|
|||||||
*/
|
*/
|
||||||
var Phaser = Phaser || {
|
var Phaser = Phaser || {
|
||||||
|
|
||||||
VERSION: '1.0.4',
|
VERSION: '1.0.5',
|
||||||
GAMES: [],
|
GAMES: [],
|
||||||
AUTO: 0,
|
AUTO: 0,
|
||||||
CANVAS: 1,
|
CANVAS: 1,
|
||||||
|
|||||||
+24
-50
@@ -9,104 +9,78 @@
|
|||||||
* An Animation instance contains a single animation and the controls to play it.
|
* An Animation instance contains a single animation and the controls to play it.
|
||||||
* It is created by the AnimationManager, consists of Animation.Frame objects and belongs to a single Game Object such as a Sprite.
|
* It is created by the AnimationManager, consists of Animation.Frame objects and belongs to a single Game Object such as a Sprite.
|
||||||
*
|
*
|
||||||
* @class Animation
|
* @class Phaser.Animation
|
||||||
* @constructor
|
* @constructor
|
||||||
* @param {Phaser.Game} game A reference to the currently running game.
|
* @param {Phaser.Game} game - A reference to the currently running game.
|
||||||
* @param {Phaser.Sprite} parent A reference to the owner of this Animation.
|
* @param {Phaser.Sprite} parent - A reference to the owner of this Animation.
|
||||||
* @param {String} name The unique name for this animation, used in playback commands.
|
* @param {string} name - The unique name for this animation, used in playback commands.
|
||||||
* @param {Phaser.Animation.FrameData} frameData The FrameData object that contains all frames used by this Animation.
|
* @param {Phaser.Animation.FrameData} frameData - The FrameData object that contains all frames used by this Animation.
|
||||||
* @param {Mixed} frames An array of numbers or strings indicating which frames to play in which order.
|
* @param {(Array.<number>|Array.<string>)} frames - An array of numbers or strings indicating which frames to play in which order.
|
||||||
* @param {Number} delay The time between each frame of the animation, given in ms.
|
* @param {number} delay - The time between each frame of the animation, given in ms.
|
||||||
* @param {Boolean} looped Should this animation loop or play through once.
|
* @param {boolean} looped - Should this animation loop or play through once.
|
||||||
*/
|
*/
|
||||||
Phaser.Animation = function (game, parent, name, frameData, frames, delay, looped) {
|
Phaser.Animation = function (game, parent, name, frameData, frames, delay, looped) {
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* A reference to the currently running Game.
|
* @property {Phaser.Game} game - A reference to the currently running Game.
|
||||||
* @property game
|
|
||||||
* @public
|
|
||||||
* @type {Phaser.Game}
|
|
||||||
*/
|
*/
|
||||||
this.game = game;
|
this.game = game;
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* A reference to the parent Sprite that owns this Animation.
|
* @property {Phaser.Sprite} _parent - A reference to the parent Sprite that owns this Animation.
|
||||||
* @property _parent
|
|
||||||
* @private
|
* @private
|
||||||
* @type {Phaser.Sprite}
|
|
||||||
*/
|
*/
|
||||||
this._parent = parent;
|
this._parent = parent;
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* The FrameData the Animation uses.
|
* @property {Phaser.FrameData} _frameData - The FrameData the Animation uses.
|
||||||
* @property _frameData
|
|
||||||
* @private
|
* @private
|
||||||
* @type {Phaser.FrameData}
|
|
||||||
*/
|
*/
|
||||||
this._frameData = frameData;
|
this._frameData = frameData;
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* The user defined name given to this Animation.
|
* @property {string} name - The user defined name given to this Animation.
|
||||||
* @property name
|
|
||||||
* @public
|
|
||||||
* @type {String}
|
|
||||||
*/
|
*/
|
||||||
this.name = name;
|
this.name = name;
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* @property _frames
|
* @property {object} _frames
|
||||||
* @private
|
* @private
|
||||||
* @type {Object}
|
|
||||||
*/
|
*/
|
||||||
this._frames = frames;
|
this._frames = [];
|
||||||
|
this._frames = this._frames.concat(frames);
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* The delay in ms between each frame of the Animation.
|
* @property {number} delay - The delay in ms between each frame of the Animation.
|
||||||
* @property delay
|
|
||||||
* @public
|
|
||||||
* @type {Number}
|
|
||||||
*/
|
*/
|
||||||
this.delay = 1000 / delay;
|
this.delay = 1000 / delay;
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* The loop state of the Animation.
|
* @property {boolean} looped - The loop state of the Animation.
|
||||||
* @property looped
|
|
||||||
* @public
|
|
||||||
* @type {Boolean}
|
|
||||||
*/
|
*/
|
||||||
this.looped = looped;
|
this.looped = looped;
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* The finished state of the Animation. Set to true once playback completes, false during playback.
|
* @property {boolean} isFinished - The finished state of the Animation. Set to true once playback completes, false during playback.
|
||||||
* @property isFinished
|
* @default
|
||||||
* @public
|
|
||||||
* @type {Boolean}
|
|
||||||
* default true
|
|
||||||
*/
|
*/
|
||||||
this.isFinished = false;
|
this.isFinished = false;
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* The playing state of the Animation. Set to false once playback completes, true during playback.
|
* @property {boolean} isPlaying - The playing state of the Animation. Set to false once playback completes, true during playback.
|
||||||
* @property isPlaying
|
* @default
|
||||||
* @public
|
|
||||||
* @type {Boolean}
|
|
||||||
* default false
|
|
||||||
*/
|
*/
|
||||||
this.isPlaying = false;
|
this.isPlaying = false;
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* @property _frameIndex
|
* @property {number} _frameIndex
|
||||||
* @private
|
* @private
|
||||||
* @type {Number}
|
* @default
|
||||||
* default 0
|
|
||||||
*/
|
*/
|
||||||
this._frameIndex = 0;
|
this._frameIndex = 0;
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* The currently displayed frame of the Animation.
|
* @property {Phaser.Animation.Frame} currentFrame - The currently displayed frame of the Animation.
|
||||||
* @property currentFrame
|
|
||||||
* @public
|
|
||||||
* @type {Phaser.Animation.Frame}
|
|
||||||
*/
|
*/
|
||||||
this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]);
|
this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]);
|
||||||
|
|
||||||
|
|||||||
@@ -188,14 +188,14 @@ Phaser.Animation.FrameData.prototype = {
|
|||||||
* @param {Array} [output] Optional array. If given the results will be appended to the end of this Array, otherwise a new array is created.
|
* @param {Array} [output] Optional array. If given the results will be appended to the end of this Array, otherwise a new array is created.
|
||||||
* @return {Array} An array of all Frame indexes matching the given names or IDs.
|
* @return {Array} An array of all Frame indexes matching the given names or IDs.
|
||||||
*/
|
*/
|
||||||
getFrameIndexes: function (input, useNumericIndex, output) {
|
getFrameIndexes: function (frames, useNumericIndex, output) {
|
||||||
|
|
||||||
if (typeof useNumericIndex === "undefined") { useNumericIndex = true; }
|
if (typeof useNumericIndex === "undefined") { useNumericIndex = true; }
|
||||||
if (typeof output === "undefined") { output = []; }
|
if (typeof output === "undefined") { output = []; }
|
||||||
|
|
||||||
if (typeof frames === "undefined" || frames.length == 0)
|
if (typeof frames === "undefined" || frames.length == 0)
|
||||||
{
|
{
|
||||||
// No input array, so we loop through all frames
|
// No frames array, so we loop through all frames
|
||||||
for (var i = 0, len = this._frames.length; i < len; i++)
|
for (var i = 0, len = this._frames.length; i < len; i++)
|
||||||
{
|
{
|
||||||
output.push(this._frames[i].index);
|
output.push(this._frames[i].index);
|
||||||
@@ -204,16 +204,16 @@ Phaser.Animation.FrameData.prototype = {
|
|||||||
else
|
else
|
||||||
{
|
{
|
||||||
// Input array given, loop through that instead
|
// Input array given, loop through that instead
|
||||||
for (var i = 0, len = input.length; i < len; i++)
|
for (var i = 0, len = frames.length; i < len; i++)
|
||||||
{
|
{
|
||||||
// Does the input array contain names or indexes?
|
// Does the frames array contain names or indexes?
|
||||||
if (useNumericIndex)
|
if (useNumericIndex)
|
||||||
{
|
{
|
||||||
output.push(input[i].index);
|
output.push(frames[i].index);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
output.push(this.getFrameByName(input[i]).index);
|
output.push(this.getFrameByName(frames[i]).index);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -139,6 +139,7 @@ Phaser.Animation.Parser = {
|
|||||||
);
|
);
|
||||||
|
|
||||||
PIXI.TextureCache[uuid].realSize = frames[i].spriteSourceSize;
|
PIXI.TextureCache[uuid].realSize = frames[i].spriteSourceSize;
|
||||||
|
// PIXI.TextureCache[uuid].realSize = frames[i].sourceSize;
|
||||||
PIXI.TextureCache[uuid].trim.x = 0;
|
PIXI.TextureCache[uuid].trim.x = 0;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -208,6 +209,7 @@ Phaser.Animation.Parser = {
|
|||||||
);
|
);
|
||||||
|
|
||||||
PIXI.TextureCache[uuid].realSize = frames[key].spriteSourceSize;
|
PIXI.TextureCache[uuid].realSize = frames[key].spriteSourceSize;
|
||||||
|
// PIXI.TextureCache[uuid].realSize = frames[key].sourceSize;
|
||||||
PIXI.TextureCache[uuid].trim.x = 0;
|
PIXI.TextureCache[uuid].trim.x = 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
+118
-23
@@ -1,65 +1,107 @@
|
|||||||
/**
|
/**
|
||||||
* Phaser - Camera
|
* @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.Camera
|
||||||
|
*/
|
||||||
|
|
||||||
|
/**
|
||||||
*
|
*
|
||||||
* 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.
|
* 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
|
* 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
|
* @class Camera
|
||||||
* @constructor
|
* @constructor
|
||||||
* @param game {Phaser.Game} game reference to the currently running game.
|
* @param {Phaser.Game} game game reference to the currently running game.
|
||||||
* @param id {number} not being used at the moment, will be when Phaser supports multiple camera
|
* @param {number} id not being used at the moment, will be when Phaser supports multiple camera
|
||||||
* @param x {number} position of the camera on the X axis
|
* @param {number} x position of the camera on the X axis
|
||||||
* @param y {number} position of the camera on the Y axis
|
* @param {number} y position of the camera on the Y axis
|
||||||
* @param width {number} the width of the view rectangle
|
* @param {number} width the width of the view rectangle
|
||||||
* @param height {number} the height of the view rectangle
|
* @param {number} height the height of the view rectangle
|
||||||
*/
|
*/
|
||||||
|
|
||||||
Phaser.Camera = function (game, id, x, y, width, height) {
|
Phaser.Camera = function (game, id, x, y, width, height) {
|
||||||
|
|
||||||
|
/**
|
||||||
|
* A reference to the currently running Game.
|
||||||
|
* @property game
|
||||||
|
* @public
|
||||||
|
* @type {Phaser.Game}
|
||||||
|
*/
|
||||||
this.game = game;
|
this.game = game;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* A reference to the game world
|
||||||
|
* @property world
|
||||||
|
* @public
|
||||||
|
* @type {Phaser.World}
|
||||||
|
*/
|
||||||
this.world = game.world;
|
this.world = game.world;
|
||||||
this.id = 0; // reserved for future multiple camera set-ups
|
|
||||||
|
/**
|
||||||
// The view into the world we wish to render (by default the game dimensions)
|
* reserved for future multiple camera set-ups
|
||||||
// The x/y values are in world coordinates, not screen coordinates, the width/height is how many pixels to render
|
* @property id
|
||||||
// Objects outside of this view are not rendered (unless set to ignore the Camera, i.e. UI?)
|
* @public
|
||||||
|
* @type {number}
|
||||||
|
*/
|
||||||
|
this.id = 0;
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Camera view.
|
* Camera view.
|
||||||
* @type {Rectangle}
|
* The view into the world we wish to render (by default the game dimensions)
|
||||||
|
* The x/y values are in world coordinates, not screen coordinates, the width/height is how many pixels to render
|
||||||
|
* Objects outside of this view are not rendered (unless set to ignore the Camera, i.e. UI?)
|
||||||
|
* @property view
|
||||||
|
* @public
|
||||||
|
* @type {Phaser.Rectangle}
|
||||||
*/
|
*/
|
||||||
this.view = new Phaser.Rectangle(x, y, width, height);
|
this.view = new Phaser.Rectangle(x, y, width, height);
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Used by Sprites to work out Camera culling.
|
* Used by Sprites to work out Camera culling.
|
||||||
* @type {Rectangle}
|
* @property screenView
|
||||||
|
* @public
|
||||||
|
* @type {Phaser.Rectangle}
|
||||||
*/
|
*/
|
||||||
this.screenView = new Phaser.Rectangle(x, y, width, height);
|
this.screenView = new Phaser.Rectangle(x, y, width, height);
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Sprite moving inside this Rectangle will not cause camera moving.
|
* Sprite moving inside this Rectangle will not cause camera moving.
|
||||||
* @type {Rectangle}
|
* @property deadzone
|
||||||
|
* @type {Phaser.Rectangle}
|
||||||
*/
|
*/
|
||||||
this.deadzone = null;
|
this.deadzone = null;
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Whether this camera is visible or not. (default is true)
|
* Whether this camera is visible or not. (default is true)
|
||||||
|
* @property visible
|
||||||
|
* @public
|
||||||
|
* @default true
|
||||||
* @type {bool}
|
* @type {bool}
|
||||||
*/
|
*/
|
||||||
this.visible = true;
|
this.visible = true;
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Whether this camera is flush with the World Bounds or not.
|
* Whether this camera is flush with the World Bounds or not.
|
||||||
|
* @property atLimit
|
||||||
* @type {bool}
|
* @type {bool}
|
||||||
*/
|
*/
|
||||||
this.atLimit = { x: false, y: false };
|
this.atLimit = { x: false, y: false };
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* If the camera is tracking a Sprite, this is a reference to it, otherwise null
|
* If the camera is tracking a Sprite, this is a reference to it, otherwise null
|
||||||
* @type {Sprite}
|
* @property target
|
||||||
|
* @public
|
||||||
|
* @type {Phaser.Sprite}
|
||||||
*/
|
*/
|
||||||
this.target = null;
|
this.target = null;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Edge property
|
||||||
|
* @property edge
|
||||||
|
* @private
|
||||||
|
* @type {number}
|
||||||
|
*/
|
||||||
this._edge = 0;
|
this._edge = 0;
|
||||||
|
|
||||||
};
|
};
|
||||||
@@ -74,8 +116,9 @@ Phaser.Camera.prototype = {
|
|||||||
|
|
||||||
/**
|
/**
|
||||||
* Tells this camera which sprite to follow.
|
* Tells this camera which sprite to follow.
|
||||||
* @param target {Sprite} The object you want the camera to track. Set to null to not follow anything.
|
* @method follow
|
||||||
* @param [style] {number} Leverage one of the existing "deadzone" presets. If you use a custom deadzone, ignore this parameter and manually specify the deadzone after calling 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) {
|
follow: function (target, style) {
|
||||||
|
|
||||||
@@ -112,9 +155,10 @@ Phaser.Camera.prototype = {
|
|||||||
},
|
},
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Move the camera focus to this location instantly.
|
* Move the camera focus to a location instantly.
|
||||||
* @param x {number} X position.
|
* @method focusOnXY
|
||||||
* @param y {number} Y position.
|
* @param {number} x X position.
|
||||||
|
* @param {number} y Y position.
|
||||||
*/
|
*/
|
||||||
focusOnXY: function (x, y) {
|
focusOnXY: function (x, y) {
|
||||||
|
|
||||||
@@ -125,6 +169,7 @@ Phaser.Camera.prototype = {
|
|||||||
|
|
||||||
/**
|
/**
|
||||||
* Update focusing and scrolling.
|
* Update focusing and scrolling.
|
||||||
|
* @method update
|
||||||
*/
|
*/
|
||||||
update: function () {
|
update: function () {
|
||||||
|
|
||||||
@@ -172,6 +217,10 @@ Phaser.Camera.prototype = {
|
|||||||
|
|
||||||
},
|
},
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Method called to ensure the camera doesn't venture outside of the game world
|
||||||
|
* @method checkWorldBounds
|
||||||
|
*/
|
||||||
checkWorldBounds: function () {
|
checkWorldBounds: function () {
|
||||||
|
|
||||||
this.atLimit.x = false;
|
this.atLimit.x = false;
|
||||||
@@ -206,6 +255,14 @@ Phaser.Camera.prototype = {
|
|||||||
|
|
||||||
},
|
},
|
||||||
|
|
||||||
|
/**
|
||||||
|
* 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 setPosition
|
||||||
|
* @param {number} x X position.
|
||||||
|
* @param {number} y Y position.
|
||||||
|
*/
|
||||||
setPosition: function (x, y) {
|
setPosition: function (x, y) {
|
||||||
|
|
||||||
this.view.x = x;
|
this.view.x = x;
|
||||||
@@ -214,6 +271,13 @@ Phaser.Camera.prototype = {
|
|||||||
|
|
||||||
},
|
},
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Sets the size of the view rectangle given the width and height in parameters
|
||||||
|
*
|
||||||
|
* @method setSize
|
||||||
|
* @param {number} width The desired width.
|
||||||
|
* @param {number} height The desired height.
|
||||||
|
*/
|
||||||
setSize: function (width, height) {
|
setSize: function (width, height) {
|
||||||
|
|
||||||
this.view.width = width;
|
this.view.width = width;
|
||||||
@@ -225,10 +289,17 @@ Phaser.Camera.prototype = {
|
|||||||
|
|
||||||
Object.defineProperty(Phaser.Camera.prototype, "x", {
|
Object.defineProperty(Phaser.Camera.prototype, "x", {
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @method x
|
||||||
|
* @return {Number} The x position
|
||||||
|
*/
|
||||||
get: function () {
|
get: function () {
|
||||||
return this.view.x;
|
return this.view.x;
|
||||||
},
|
},
|
||||||
|
/**
|
||||||
|
* @method x
|
||||||
|
* @return {Number} Sets the camera's x position and clamp it if it's outside the world bounds
|
||||||
|
*/
|
||||||
set: function (value) {
|
set: function (value) {
|
||||||
this.view.x = value;
|
this.view.x = value;
|
||||||
this.checkWorldBounds();
|
this.checkWorldBounds();
|
||||||
@@ -238,10 +309,18 @@ Object.defineProperty(Phaser.Camera.prototype, "x", {
|
|||||||
|
|
||||||
Object.defineProperty(Phaser.Camera.prototype, "y", {
|
Object.defineProperty(Phaser.Camera.prototype, "y", {
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @method y
|
||||||
|
* @return {Number} The y position
|
||||||
|
*/
|
||||||
get: function () {
|
get: function () {
|
||||||
return this.view.y;
|
return this.view.y;
|
||||||
},
|
},
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @method y
|
||||||
|
* @return {Number} Sets the camera's y position and clamp it if it's outside the world bounds
|
||||||
|
*/
|
||||||
set: function (value) {
|
set: function (value) {
|
||||||
this.view.y = value;
|
this.view.y = value;
|
||||||
this.checkWorldBounds();
|
this.checkWorldBounds();
|
||||||
@@ -251,10 +330,18 @@ Object.defineProperty(Phaser.Camera.prototype, "y", {
|
|||||||
|
|
||||||
Object.defineProperty(Phaser.Camera.prototype, "width", {
|
Object.defineProperty(Phaser.Camera.prototype, "width", {
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @method width
|
||||||
|
* @return {Number} The width of the view rectangle, in pixels
|
||||||
|
*/
|
||||||
get: function () {
|
get: function () {
|
||||||
return this.view.width;
|
return this.view.width;
|
||||||
},
|
},
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @method width
|
||||||
|
* @return {Number} Sets the width of the view rectangle
|
||||||
|
*/
|
||||||
set: function (value) {
|
set: function (value) {
|
||||||
this.view.width = value;
|
this.view.width = value;
|
||||||
}
|
}
|
||||||
@@ -263,10 +350,18 @@ Object.defineProperty(Phaser.Camera.prototype, "width", {
|
|||||||
|
|
||||||
Object.defineProperty(Phaser.Camera.prototype, "height", {
|
Object.defineProperty(Phaser.Camera.prototype, "height", {
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @method height
|
||||||
|
* @return {Number} The height of the view rectangle, in pixels
|
||||||
|
*/
|
||||||
get: function () {
|
get: function () {
|
||||||
return this.view.height;
|
return this.view.height;
|
||||||
},
|
},
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @method height
|
||||||
|
* @return {Number} Sets the height of the view rectangle
|
||||||
|
*/
|
||||||
set: function (value) {
|
set: function (value) {
|
||||||
this.view.height = value;
|
this.view.height = value;
|
||||||
}
|
}
|
||||||
|
|||||||
+33
-50
@@ -273,54 +273,6 @@ Phaser.Group.prototype = {
|
|||||||
|
|
||||||
},
|
},
|
||||||
|
|
||||||
/**
|
|
||||||
* Call this function to sort the group according to a particular value and order.
|
|
||||||
* For example, to sort game objects for Zelda-style overlaps you might call
|
|
||||||
* <code>myGroup.sort("y",Group.ASCENDING)</code> at the bottom of your
|
|
||||||
* <code>State.update()</code> override. To sort all existing objects after
|
|
||||||
* a big explosion or bomb attack, you might call <code>myGroup.sort("exists",Group.DESCENDING)</code>.
|
|
||||||
*
|
|
||||||
* @param {string} index The <code>string</code> name of the member variable you want to sort on. Default value is "z".
|
|
||||||
* @param {number} order A <code>Group</code> constant that defines the sort order. Possible values are <code>Group.ASCENDING</code> and <code>Group.DESCENDING</code>. Default value is <code>Group.ASCENDING</code>.
|
|
||||||
*/
|
|
||||||
|
|
||||||
// http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.c
|
|
||||||
|
|
||||||
sort: function (index, order) {
|
|
||||||
// if (typeof index === "undefined") { index = 'z'; }
|
|
||||||
// if (typeof order === "undefined") { order = Phaser.Types.SORT_ASCENDING; }
|
|
||||||
// var _this = this;
|
|
||||||
// this._sortIndex = index;
|
|
||||||
// this._sortOrder = order;
|
|
||||||
// this.members.sort(function (a, b) {
|
|
||||||
// return _this.sortHandler(a, b);
|
|
||||||
// });
|
|
||||||
},
|
|
||||||
|
|
||||||
/**
|
|
||||||
* Helper function for the sort process.
|
|
||||||
*
|
|
||||||
* @param {Basic} Obj1 The first object being sorted.
|
|
||||||
* @param {Basic} Obj2 The second object being sorted.
|
|
||||||
*
|
|
||||||
* @return {number} An integer value: -1 (Obj1 before Obj2), 0 (same), or 1 (Obj1 after Obj2).
|
|
||||||
*/
|
|
||||||
sortHandler: function (obj1, obj2) {
|
|
||||||
|
|
||||||
/*
|
|
||||||
if (!obj1 || !obj2) {
|
|
||||||
//console.log('null objects in sort', obj1, obj2);
|
|
||||||
return 0;
|
|
||||||
}
|
|
||||||
if (obj1[this._sortIndex] < obj2[this._sortIndex]) {
|
|
||||||
return this._sortOrder;
|
|
||||||
} else if (obj1[this._sortIndex] > obj2[this._sortIndex]) {
|
|
||||||
return -this._sortOrder;
|
|
||||||
}
|
|
||||||
return 0;
|
|
||||||
*/
|
|
||||||
},
|
|
||||||
|
|
||||||
// key is an ARRAY of values.
|
// key is an ARRAY of values.
|
||||||
setProperty: function (child, key, value, operation) {
|
setProperty: function (child, key, value, operation) {
|
||||||
|
|
||||||
@@ -424,8 +376,31 @@ Phaser.Group.prototype = {
|
|||||||
|
|
||||||
},
|
},
|
||||||
|
|
||||||
|
callAllExists: function (callback, callbackContext, existsValue) {
|
||||||
|
|
||||||
|
var args = Array.prototype.splice.call(arguments, 3);
|
||||||
|
|
||||||
|
if (this._container.children.length > 0 && this._container.first._iNext)
|
||||||
|
{
|
||||||
|
var currentNode = this._container.first._iNext;
|
||||||
|
|
||||||
|
do
|
||||||
|
{
|
||||||
|
if (currentNode.exists == existsValue && currentNode[callback])
|
||||||
|
{
|
||||||
|
currentNode[callback].apply(currentNode, args);
|
||||||
|
}
|
||||||
|
|
||||||
|
currentNode = currentNode._iNext;
|
||||||
|
}
|
||||||
|
while (currentNode != this._container.last._iNext)
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
},
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Calls a function on all of the active children (children with exists=true).
|
* Calls a function on all of the children regardless if they are dead or alive (see callAllExists if you need control over that)
|
||||||
* You must pass the context in which the callback is applied.
|
* You must pass the context in which the callback is applied.
|
||||||
* After the context you can add as many parameters as you like, which will all be passed to the child.
|
* After the context you can add as many parameters as you like, which will all be passed to the child.
|
||||||
*/
|
*/
|
||||||
@@ -439,7 +414,7 @@ Phaser.Group.prototype = {
|
|||||||
|
|
||||||
do
|
do
|
||||||
{
|
{
|
||||||
if (currentNode.exists && currentNode[callback])
|
if (currentNode[callback])
|
||||||
{
|
{
|
||||||
currentNode[callback].apply(currentNode, args);
|
currentNode[callback].apply(currentNode, args);
|
||||||
}
|
}
|
||||||
@@ -832,6 +807,14 @@ Phaser.Group.prototype = {
|
|||||||
|
|
||||||
};
|
};
|
||||||
|
|
||||||
|
Object.defineProperty(Phaser.Group.prototype, "length", {
|
||||||
|
|
||||||
|
get: function () {
|
||||||
|
return this._container.children.length;
|
||||||
|
}
|
||||||
|
|
||||||
|
});
|
||||||
|
|
||||||
Object.defineProperty(Phaser.Group.prototype, "x", {
|
Object.defineProperty(Phaser.Group.prototype, "x", {
|
||||||
|
|
||||||
get: function () {
|
get: function () {
|
||||||
|
|||||||
+78
-19
@@ -1,49 +1,97 @@
|
|||||||
/**
|
/**
|
||||||
* Stage
|
* @author Richard Davey <rich@photonstorm.com>
|
||||||
*
|
* @copyright 2013 Photon Storm Ltd.
|
||||||
* The Stage controls the canvas on which everything is displayed. It handles display within the browser,
|
* @license https://github.com/photonstorm/phaser/blob/master/license.txt MIT License
|
||||||
* focus handling, game resizing, scaling and the pause, boot and orientation screens.
|
* @module Phaser.Stage
|
||||||
*
|
*/
|
||||||
* @package Phaser.Stage
|
|
||||||
* @author Richard Davey <rich@photonstorm.com>
|
|
||||||
* @copyright 2013 Photon Storm Ltd.
|
|
||||||
* @license https://github.com/photonstorm/phaser/blob/master/license.txt MIT License
|
|
||||||
|
|
||||||
|
|
||||||
|
/**
|
||||||
|
*
|
||||||
|
* The Stage controls the canvas on which everything is displayed. It handles display within the browser,
|
||||||
|
* focus handling, game resizing, scaling and the pause, boot and orientation screens.
|
||||||
|
*
|
||||||
* @class Stage
|
* @class Stage
|
||||||
* @constructor
|
* @constructor
|
||||||
* @param game {Phaser.Game} game reference to the currently running game.
|
* @param {Phaser.Game} game Game reference to the currently running game.
|
||||||
* @param width {number} width of the canvas element
|
* @param {number} width Width of the canvas element
|
||||||
* @param height {number} height of the canvas element
|
* @param {number} height Height of the canvas element
|
||||||
*/
|
*/
|
||||||
Phaser.Stage = function (game, width, height) {
|
Phaser.Stage = function (game, width, height) {
|
||||||
|
|
||||||
|
/**
|
||||||
|
* A reference to the currently running Game.
|
||||||
|
* @property game
|
||||||
|
* @public
|
||||||
|
* @type {Phaser.Game}
|
||||||
|
*/
|
||||||
this.game = game;
|
this.game = game;
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Background color of the stage (defaults to black). Set via the public backgroundColor property.
|
* Background color of the stage (defaults to black). Set via the public backgroundColor property.
|
||||||
|
* @property _backgroundColor
|
||||||
|
* @private
|
||||||
* @type {string}
|
* @type {string}
|
||||||
*/
|
*/
|
||||||
this._backgroundColor = 'rgb(0,0,0)';
|
this._backgroundColor = 'rgb(0,0,0)';
|
||||||
|
|
||||||
// Get the offset values (for input and other things)
|
/**
|
||||||
|
* Get the offset values (for input and other things)
|
||||||
|
* @property offset
|
||||||
|
* @public
|
||||||
|
* @type {Phaser.Point}
|
||||||
|
*/
|
||||||
this.offset = new Phaser.Point;
|
this.offset = new Phaser.Point;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* reference to the newly created <canvas> element
|
||||||
|
* @property canvas
|
||||||
|
* @public
|
||||||
|
* @type {HTMLCanvasElement}
|
||||||
|
*/
|
||||||
this.canvas = Phaser.Canvas.create(width, height);
|
this.canvas = Phaser.Canvas.create(width, height);
|
||||||
this.canvas.style['-webkit-full-screen'] = 'width: 100%; height: 100%';
|
this.canvas.style['-webkit-full-screen'] = 'width: 100%; height: 100%';
|
||||||
|
|
||||||
// The Pixi Stage which is hooked to the renderer
|
/**
|
||||||
|
* The Pixi Stage which is hooked to the renderer
|
||||||
|
* @property _stage
|
||||||
|
* @private
|
||||||
|
* @type {PIXI.Stage}
|
||||||
|
*/
|
||||||
this._stage = new PIXI.Stage(0x000000, false);
|
this._stage = new PIXI.Stage(0x000000, false);
|
||||||
this._stage.name = '_stage_root';
|
this._stage.name = '_stage_root';
|
||||||
|
|
||||||
|
/**
|
||||||
|
* The current scaleMode
|
||||||
|
* @property scaleMode
|
||||||
|
* @public
|
||||||
|
* @type {number}
|
||||||
|
*/
|
||||||
this.scaleMode = Phaser.StageScaleMode.NO_SCALE;
|
this.scaleMode = Phaser.StageScaleMode.NO_SCALE;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* The scale of the current running game
|
||||||
|
* @property scale
|
||||||
|
* @public
|
||||||
|
* @type {Phaser.StageScaleMode}
|
||||||
|
*/
|
||||||
this.scale = new Phaser.StageScaleMode(this.game, width, height);
|
this.scale = new Phaser.StageScaleMode(this.game, width, height);
|
||||||
|
|
||||||
|
/**
|
||||||
|
* aspect ratio
|
||||||
|
* @property aspectRatio
|
||||||
|
* @public
|
||||||
|
* @type {number}
|
||||||
|
*/
|
||||||
this.aspectRatio = width / height;
|
this.aspectRatio = width / height;
|
||||||
|
|
||||||
};
|
};
|
||||||
|
|
||||||
Phaser.Stage.prototype = {
|
Phaser.Stage.prototype = {
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Initialises the stage and adds the event listeners
|
||||||
|
* @method boot
|
||||||
|
*/
|
||||||
boot: function () {
|
boot: function () {
|
||||||
|
|
||||||
Phaser.Canvas.getOffset(this.canvas, this.offset);
|
Phaser.Canvas.getOffset(this.canvas, this.offset);
|
||||||
@@ -68,6 +116,8 @@ Phaser.Stage.prototype = {
|
|||||||
|
|
||||||
/**
|
/**
|
||||||
* This method is called when the document visibility is changed.
|
* This method is called when the document visibility is changed.
|
||||||
|
* @method visibilityChange
|
||||||
|
* @param {Event} event Its type will be used to decide whether the game should be paused or not
|
||||||
*/
|
*/
|
||||||
visibilityChange: function (event) {
|
visibilityChange: function (event) {
|
||||||
|
|
||||||
@@ -93,10 +143,19 @@ Phaser.Stage.prototype = {
|
|||||||
|
|
||||||
Object.defineProperty(Phaser.Stage.prototype, "backgroundColor", {
|
Object.defineProperty(Phaser.Stage.prototype, "backgroundColor", {
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @method backgroundColor
|
||||||
|
* @return {string} returns the background color of the stage
|
||||||
|
*/
|
||||||
get: function () {
|
get: function () {
|
||||||
return this._backgroundColor;
|
return this._backgroundColor;
|
||||||
},
|
},
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @method backgroundColor
|
||||||
|
* @param {string} the background color you want the stage to have
|
||||||
|
* @return {string} returns the background color of the stage
|
||||||
|
*/
|
||||||
set: function (color) {
|
set: function (color) {
|
||||||
|
|
||||||
this._backgroundColor = color;
|
this._backgroundColor = color;
|
||||||
|
|||||||
+76
-25
@@ -1,5 +1,11 @@
|
|||||||
/**
|
/**
|
||||||
* World
|
* @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.World
|
||||||
|
*/
|
||||||
|
|
||||||
|
/**
|
||||||
*
|
*
|
||||||
* "This world is but a canvas to our imagination." - Henry David Thoreau
|
* "This world is but a canvas to our imagination." - Henry David Thoreau
|
||||||
*
|
*
|
||||||
@@ -7,50 +13,62 @@
|
|||||||
* by stage limits and can be any size. You look into the world via cameras. All game objects live within
|
* by stage limits and can be any size. You look into the world via cameras. All game objects live within
|
||||||
* the world at world-based coordinates. By default a world is created the same size as your Stage.
|
* the world at world-based coordinates. By default a world is created the same size as your Stage.
|
||||||
*
|
*
|
||||||
* @package Phaser.World
|
|
||||||
* @author Richard Davey <rich@photonstorm.com>
|
|
||||||
* @copyright 2013 Photon Storm Ltd.
|
|
||||||
* @license https://github.com/photonstorm/phaser/blob/master/license.txt MIT License
|
|
||||||
|
|
||||||
* @class World
|
* @class World
|
||||||
* @constructor
|
* @constructor
|
||||||
* @param game {Phaser.Game} reference to the current game instance.
|
* @param {Phaser.Game} game Reference to the current game instance.
|
||||||
*/
|
*/
|
||||||
Phaser.World = function (game) {
|
Phaser.World = function (game) {
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Local reference to Game.
|
* A reference to the currently running Game.
|
||||||
*/
|
* @property game
|
||||||
|
* @public
|
||||||
|
* @type {Phaser.Game}
|
||||||
|
*/
|
||||||
this.game = game;
|
this.game = game;
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Bound of this world that objects can not escape from.
|
* Bound of this world that objects can not escape from.
|
||||||
* @type {Rectangle}
|
* @property bounds
|
||||||
*/
|
* @public
|
||||||
|
* @type {Phaser.Rectangle}
|
||||||
|
*/
|
||||||
this.bounds = new Phaser.Rectangle(0, 0, game.width, game.height);
|
this.bounds = new Phaser.Rectangle(0, 0, game.width, game.height);
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Camera instance.
|
* Camera instance.
|
||||||
* @type {Camera}
|
* @property camera
|
||||||
*/
|
* @public
|
||||||
|
* @type {Phaser.Camera}
|
||||||
|
*/
|
||||||
this.camera = null;
|
this.camera = null;
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Reset each frame, keeps a count of the total number of objects updated.
|
* Reset each frame, keeps a count of the total number of objects updated.
|
||||||
* @type {Number}
|
* @property currentRenderOrderID
|
||||||
*/
|
* @public
|
||||||
|
* @type {Number}
|
||||||
|
*/
|
||||||
this.currentRenderOrderID = 0;
|
this.currentRenderOrderID = 0;
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Object container stores every object created with `create*` methods.
|
* Object container stores every object created with `create*` methods.
|
||||||
* @type {Group}
|
* @property group
|
||||||
*/
|
* @public
|
||||||
|
* @type {Phaser.Group}
|
||||||
|
*/
|
||||||
this.group = null;
|
this.group = null;
|
||||||
|
|
||||||
};
|
};
|
||||||
|
|
||||||
Phaser.World.prototype = {
|
Phaser.World.prototype = {
|
||||||
|
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Initialises the game world
|
||||||
|
*
|
||||||
|
* @method boot
|
||||||
|
*/
|
||||||
boot: function () {
|
boot: function () {
|
||||||
|
|
||||||
this.camera = new Phaser.Camera(this.game, 0, 0, 0, this.game.width, this.game.height);
|
this.camera = new Phaser.Camera(this.game, 0, 0, 0, this.game.width, this.game.height);
|
||||||
@@ -62,8 +80,9 @@ Phaser.World.prototype = {
|
|||||||
},
|
},
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* This is called automatically every frame, and is where main logic happens.
|
* This is called automatically every frame, and is where main logic happens.
|
||||||
*/
|
* @method update
|
||||||
|
*/
|
||||||
update: function () {
|
update: function () {
|
||||||
|
|
||||||
this.camera.update();
|
this.camera.update();
|
||||||
@@ -96,8 +115,8 @@ Phaser.World.prototype = {
|
|||||||
/**
|
/**
|
||||||
* Updates the size of this world.
|
* Updates the size of this world.
|
||||||
* @method setSize
|
* @method setSize
|
||||||
* @param width {number} New width of the world.
|
* @param {number} width New width of the world.
|
||||||
* @param height {number} New height of the world.
|
* @param {number} height New height of the world.
|
||||||
*/
|
*/
|
||||||
setSize: function (width, height) {
|
setSize: function (width, height) {
|
||||||
|
|
||||||
@@ -134,10 +153,18 @@ Phaser.World.prototype = {
|
|||||||
|
|
||||||
Object.defineProperty(Phaser.World.prototype, "width", {
|
Object.defineProperty(Phaser.World.prototype, "width", {
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @method width
|
||||||
|
* @return {Number} The current width of the game world
|
||||||
|
*/
|
||||||
get: function () {
|
get: function () {
|
||||||
return this.bounds.width;
|
return this.bounds.width;
|
||||||
},
|
},
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @method width
|
||||||
|
* @return {Number} Sets the width of the game world
|
||||||
|
*/
|
||||||
set: function (value) {
|
set: function (value) {
|
||||||
this.bounds.width = value;
|
this.bounds.width = value;
|
||||||
}
|
}
|
||||||
@@ -146,10 +173,18 @@ Object.defineProperty(Phaser.World.prototype, "width", {
|
|||||||
|
|
||||||
Object.defineProperty(Phaser.World.prototype, "height", {
|
Object.defineProperty(Phaser.World.prototype, "height", {
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @method height
|
||||||
|
* @return {Number} The current height of the game world
|
||||||
|
*/
|
||||||
get: function () {
|
get: function () {
|
||||||
return this.bounds.height;
|
return this.bounds.height;
|
||||||
},
|
},
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @method height
|
||||||
|
* @return {Number} Sets the width of the game world
|
||||||
|
*/
|
||||||
set: function (value) {
|
set: function (value) {
|
||||||
this.bounds.height = value;
|
this.bounds.height = value;
|
||||||
}
|
}
|
||||||
@@ -158,6 +193,10 @@ Object.defineProperty(Phaser.World.prototype, "height", {
|
|||||||
|
|
||||||
Object.defineProperty(Phaser.World.prototype, "centerX", {
|
Object.defineProperty(Phaser.World.prototype, "centerX", {
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @method centerX
|
||||||
|
* @return {Number} return the X position of the center point of the world
|
||||||
|
*/
|
||||||
get: function () {
|
get: function () {
|
||||||
return this.bounds.halfWidth;
|
return this.bounds.halfWidth;
|
||||||
}
|
}
|
||||||
@@ -166,6 +205,10 @@ Object.defineProperty(Phaser.World.prototype, "centerX", {
|
|||||||
|
|
||||||
Object.defineProperty(Phaser.World.prototype, "centerY", {
|
Object.defineProperty(Phaser.World.prototype, "centerY", {
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @method centerY
|
||||||
|
* @return {Number} return the Y position of the center point of the world
|
||||||
|
*/
|
||||||
get: function () {
|
get: function () {
|
||||||
return this.bounds.halfHeight;
|
return this.bounds.halfHeight;
|
||||||
}
|
}
|
||||||
@@ -174,6 +217,10 @@ Object.defineProperty(Phaser.World.prototype, "centerY", {
|
|||||||
|
|
||||||
Object.defineProperty(Phaser.World.prototype, "randomX", {
|
Object.defineProperty(Phaser.World.prototype, "randomX", {
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @method randomX
|
||||||
|
* @return {Number} a random integer which is lesser or equal to the current width of the game world
|
||||||
|
*/
|
||||||
get: function () {
|
get: function () {
|
||||||
return Math.round(Math.random() * this.bounds.width);
|
return Math.round(Math.random() * this.bounds.width);
|
||||||
}
|
}
|
||||||
@@ -182,6 +229,10 @@ Object.defineProperty(Phaser.World.prototype, "randomX", {
|
|||||||
|
|
||||||
Object.defineProperty(Phaser.World.prototype, "randomY", {
|
Object.defineProperty(Phaser.World.prototype, "randomY", {
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @method randomY
|
||||||
|
* @return {Number} a random integer which is lesser or equal to the current height of the game world
|
||||||
|
*/
|
||||||
get: function () {
|
get: function () {
|
||||||
return Math.round(Math.random() * this.bounds.height);
|
return Math.round(Math.random() * this.bounds.height);
|
||||||
}
|
}
|
||||||
|
|||||||
+20
-13
@@ -1,20 +1,28 @@
|
|||||||
|
/**
|
||||||
|
* @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.Button
|
||||||
|
*/
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Create a new <code>Button</code> object.
|
* Create a new <code>Button</code> object.
|
||||||
* @class Button
|
* @class Button
|
||||||
* @constructor
|
* @constructor
|
||||||
*
|
*
|
||||||
* @param game {Phaser.Game} Current game instance.
|
* @param {Phaser.Game} game Current game instance.
|
||||||
* @param [x] {number} X position of the button.
|
* @param {number} [x] X position of the button.
|
||||||
* @param [y] {number} Y position of the button.
|
* @param {number} [y] Y position of the button.
|
||||||
* @param [key] {string} The image key as defined in the Game.Cache to use as the texture for this button.
|
* @param {string} [key] The image key as defined in the Game.Cache to use as the texture for this button.
|
||||||
* @param [callback] {function} The function to call when this button is pressed
|
* @param {function} [callback] The function to call when this button is pressed
|
||||||
* @param [callbackContext] {object} The context in which the callback will be called (usually 'this')
|
* @param {object} [callbackContext] The context in which the callback will be called (usually 'this')
|
||||||
* @param [overFrame] {string|number} 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} [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 [outFrame] {string|number} 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} [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 [downFrame] {string|number} 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} [downFrame] This is the frame or frameName that will be set when this button is in a down state. Give either a number to use a frame ID or a string for a frame name.
|
||||||
*/
|
*/
|
||||||
Phaser.Button = function (game, x, y, key, callback, callbackContext, overFrame, outFrame, downFrame) {
|
Phaser.Button = function (game, x, y, key, callback, callbackContext, overFrame, outFrame, downFrame) {
|
||||||
|
|
||||||
|
|
||||||
x = x || 0;
|
x = x || 0;
|
||||||
y = y || 0;
|
y = y || 0;
|
||||||
key = key || null;
|
key = key || null;
|
||||||
@@ -65,11 +73,10 @@ Phaser.Button.prototype.constructor = Phaser.Button;
|
|||||||
* exactly like setting them in the constructor
|
* exactly like setting them in the constructor
|
||||||
*
|
*
|
||||||
* @method setFrames
|
* @method setFrames
|
||||||
* @param [overFrame] {string|number} 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} [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 [outFrame] {string|number} 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} [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 [downFrame] {string|number} 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} [downFrame] This is the frame or frameName that will be set when this button is in a down state. Give either a number to use a frame ID or a string for a frame name.
|
||||||
*/
|
*/
|
||||||
|
|
||||||
Phaser.Button.prototype.setFrames = function (overFrame, outFrame, downFrame) {
|
Phaser.Button.prototype.setFrames = function (overFrame, outFrame, downFrame) {
|
||||||
|
|
||||||
if (overFrame !== null)
|
if (overFrame !== null)
|
||||||
|
|||||||
@@ -9,6 +9,8 @@ Phaser.RenderTexture = function (game, key, width, height) {
|
|||||||
this.width = width || 100;
|
this.width = width || 100;
|
||||||
this.height = height || 100;
|
this.height = height || 100;
|
||||||
|
|
||||||
|
// I know this has a typo in it, but it's because the PIXI.RenderTexture does and we need to pair-up with it
|
||||||
|
// once they update pixi to fix the typo, we'll fix it here too :)
|
||||||
this.indetityMatrix = PIXI.mat3.create();
|
this.indetityMatrix = PIXI.mat3.create();
|
||||||
|
|
||||||
this.frame = new PIXI.Rectangle(0, 0, this.width, this.height);
|
this.frame = new PIXI.Rectangle(0, 0, this.width, this.height);
|
||||||
|
|||||||
+77
-65
@@ -214,6 +214,7 @@ Phaser.Sprite.prototype.preUpdate = function() {
|
|||||||
this._cache.y = this.y - (this.game.world.camera.y * this.scrollFactor.y);
|
this._cache.y = this.y - (this.game.world.camera.y * this.scrollFactor.y);
|
||||||
|
|
||||||
// If this sprite or the camera have moved then let's update everything
|
// If this sprite or the camera have moved then let's update everything
|
||||||
|
// Note: The actual position shouldn't be changed if this item is inside a Group?
|
||||||
if (this.position.x != this._cache.x || this.position.y != this._cache.y)
|
if (this.position.x != this._cache.x || this.position.y != this._cache.y)
|
||||||
{
|
{
|
||||||
this.position.x = this._cache.x;
|
this.position.x = this._cache.x;
|
||||||
@@ -224,76 +225,77 @@ Phaser.Sprite.prototype.preUpdate = function() {
|
|||||||
if (this.visible)
|
if (this.visible)
|
||||||
{
|
{
|
||||||
this.renderOrderID = this.game.world.currentRenderOrderID++;
|
this.renderOrderID = this.game.world.currentRenderOrderID++;
|
||||||
|
|
||||||
// |a c tx|
|
|
||||||
// |b d ty|
|
|
||||||
// |0 0 1|
|
|
||||||
|
|
||||||
// Only update the values we need
|
|
||||||
if (this.worldTransform[0] != this._cache.a00 || this.worldTransform[1] != this._cache.a01)
|
|
||||||
{
|
|
||||||
this._cache.a00 = this.worldTransform[0]; // scaleX a
|
|
||||||
this._cache.a01 = this.worldTransform[1]; // skewY c
|
|
||||||
this._cache.i01 = this.worldTransform[1]; // skewY c
|
|
||||||
this._cache.scaleX = Math.sqrt((this._cache.a00 * this._cache.a00) + (this._cache.a01 * this._cache.a01)); // round this off a bit?
|
|
||||||
this._cache.a01 *= -1;
|
|
||||||
this._cache.dirty = true;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Need to test, but probably highly unlikely that a scaleX would happen without effecting the Y skew
|
|
||||||
if (this.worldTransform[3] != this._cache.a10 || this.worldTransform[4] != this._cache.a11)
|
|
||||||
{
|
|
||||||
this._cache.a10 = this.worldTransform[3]; // skewX b
|
|
||||||
this._cache.i10 = this.worldTransform[3]; // skewX b
|
|
||||||
this._cache.a11 = this.worldTransform[4]; // scaleY d
|
|
||||||
this._cache.scaleY = Math.sqrt((this._cache.a10 * this._cache.a10) + (this._cache.a11 * this._cache.a11)); // round this off a bit?
|
|
||||||
this._cache.a10 *= -1;
|
|
||||||
this._cache.dirty = true;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (this.worldTransform[2] != this._cache.a02 || this.worldTransform[5] != this._cache.a12)
|
|
||||||
{
|
|
||||||
this._cache.a02 = this.worldTransform[2]; // translateX tx
|
|
||||||
this._cache.a12 = this.worldTransform[5]; // translateY ty
|
|
||||||
this._cache.dirty = true;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Frame updated?
|
|
||||||
if (this.currentFrame.uuid != this._cache.frameID)
|
|
||||||
{
|
|
||||||
this._cache.frameWidth = this.texture.frame.width;
|
|
||||||
this._cache.frameHeight = this.texture.frame.height;
|
|
||||||
this._cache.frameID = this.currentFrame.uuid;
|
|
||||||
this._cache.dirty = true;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (this._cache.dirty)
|
|
||||||
{
|
|
||||||
this._cache.width = Math.floor(this.currentFrame.sourceSizeW * this._cache.scaleX);
|
|
||||||
this._cache.height = Math.floor(this.currentFrame.sourceSizeH * this._cache.scaleY);
|
|
||||||
this._cache.halfWidth = Math.floor(this._cache.width / 2);
|
|
||||||
this._cache.halfHeight = Math.floor(this._cache.height / 2);
|
|
||||||
|
|
||||||
this._cache.id = 1 / (this._cache.a00 * this._cache.a11 + this._cache.a01 * -this._cache.a10);
|
|
||||||
this._cache.idi = 1 / (this._cache.a00 * this._cache.a11 + this._cache.i01 * -this._cache.i10);
|
|
||||||
|
|
||||||
this.updateBounds();
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
else
|
|
||||||
|
// |a c tx|
|
||||||
|
// |b d ty|
|
||||||
|
// |0 0 1|
|
||||||
|
|
||||||
|
// Only update the values we need
|
||||||
|
if (this.worldTransform[0] != this._cache.a00 || this.worldTransform[1] != this._cache.a01)
|
||||||
{
|
{
|
||||||
|
this._cache.a00 = this.worldTransform[0]; // scaleX a
|
||||||
|
this._cache.a01 = this.worldTransform[1]; // skewY c
|
||||||
|
this._cache.i01 = this.worldTransform[1]; // skewY c
|
||||||
|
this._cache.scaleX = Math.sqrt((this._cache.a00 * this._cache.a00) + (this._cache.a01 * this._cache.a01)); // round this off a bit?
|
||||||
|
this._cache.a01 *= -1;
|
||||||
|
this._cache.dirty = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Need to test, but probably highly unlikely that a scaleX would happen without effecting the Y skew
|
||||||
|
if (this.worldTransform[3] != this._cache.a10 || this.worldTransform[4] != this._cache.a11)
|
||||||
|
{
|
||||||
|
this._cache.a10 = this.worldTransform[3]; // skewX b
|
||||||
|
this._cache.i10 = this.worldTransform[3]; // skewX b
|
||||||
|
this._cache.a11 = this.worldTransform[4]; // scaleY d
|
||||||
|
this._cache.scaleY = Math.sqrt((this._cache.a10 * this._cache.a10) + (this._cache.a11 * this._cache.a11)); // round this off a bit?
|
||||||
|
this._cache.a10 *= -1;
|
||||||
|
this._cache.dirty = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (this.worldTransform[2] != this._cache.a02 || this.worldTransform[5] != this._cache.a12)
|
||||||
|
{
|
||||||
|
this._cache.a02 = this.worldTransform[2]; // translateX tx
|
||||||
|
this._cache.a12 = this.worldTransform[5]; // translateY ty
|
||||||
|
this._cache.dirty = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Frame updated?
|
||||||
|
if (this.currentFrame.uuid != this._cache.frameID)
|
||||||
|
{
|
||||||
|
this._cache.frameWidth = this.texture.frame.width;
|
||||||
|
this._cache.frameHeight = this.texture.frame.height;
|
||||||
|
this._cache.frameID = this.currentFrame.uuid;
|
||||||
|
this._cache.dirty = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (this._cache.dirty)
|
||||||
|
{
|
||||||
|
this._cache.width = Math.floor(this.currentFrame.sourceSizeW * this._cache.scaleX);
|
||||||
|
this._cache.height = Math.floor(this.currentFrame.sourceSizeH * this._cache.scaleY);
|
||||||
|
this._cache.halfWidth = Math.floor(this._cache.width / 2);
|
||||||
|
this._cache.halfHeight = Math.floor(this._cache.height / 2);
|
||||||
|
|
||||||
|
this._cache.id = 1 / (this._cache.a00 * this._cache.a11 + this._cache.a01 * -this._cache.a10);
|
||||||
|
this._cache.idi = 1 / (this._cache.a00 * this._cache.a11 + this._cache.i01 * -this._cache.i10);
|
||||||
|
|
||||||
|
this.updateBounds();
|
||||||
|
}
|
||||||
|
// }
|
||||||
|
// else
|
||||||
|
// {
|
||||||
// We still need to work out the bounds in case the camera has moved
|
// We still need to work out the bounds in case the camera has moved
|
||||||
// but we can't use the local or worldTransform to do it, as Pixi resets that if a Sprite is invisible.
|
// but we can't use the local or worldTransform to do it, as Pixi resets that if a Sprite is invisible.
|
||||||
// So we'll compare against the cached state + new position.
|
// So we'll compare against the cached state + new position.
|
||||||
if (this._cache.dirty && this.visible == false)
|
// if (this._cache.dirty && this.visible == false)
|
||||||
{
|
// {
|
||||||
this.bounds.x -= this._cache.boundsX - this._cache.x;
|
// this.bounds.x -= this._cache.boundsX - this._cache.x;
|
||||||
this._cache.boundsX = this._cache.x;
|
// this._cache.boundsX = this._cache.x;
|
||||||
|
|
||||||
this.bounds.y -= this._cache.boundsY - this._cache.y;
|
// this.bounds.y -= this._cache.boundsY - this._cache.y;
|
||||||
this._cache.boundsY = this._cache.y;
|
// this._cache.boundsY = this._cache.y;
|
||||||
}
|
// }
|
||||||
}
|
// }
|
||||||
|
|
||||||
// Re-run the camera visibility check
|
// Re-run the camera visibility check
|
||||||
if (this._cache.dirty)
|
if (this._cache.dirty)
|
||||||
@@ -302,7 +304,8 @@ Phaser.Sprite.prototype.preUpdate = function() {
|
|||||||
|
|
||||||
if (this.autoCull == true)
|
if (this.autoCull == true)
|
||||||
{
|
{
|
||||||
this.visible = this._cache.cameraVisible;
|
// Won't get rendered but will still get its transform updated
|
||||||
|
this.renderable = this._cache.cameraVisible;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Update our physics bounds
|
// Update our physics bounds
|
||||||
@@ -313,6 +316,15 @@ Phaser.Sprite.prototype.preUpdate = function() {
|
|||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
Phaser.Sprite.prototype.postUpdate = function() {
|
||||||
|
|
||||||
|
if (this.exists)
|
||||||
|
{
|
||||||
|
this.body.postUpdate();
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Moves the sprite so its center is located on the given x and y coordinates.
|
* Moves the sprite so its center is located on the given x and y coordinates.
|
||||||
* Doesn't change the origin of the sprite.
|
* Doesn't change the origin of the sprite.
|
||||||
|
|||||||
+25
-8
@@ -17,12 +17,15 @@ Phaser.Text = function (game, x, y, text, style) {
|
|||||||
|
|
||||||
this.game = game;
|
this.game = game;
|
||||||
|
|
||||||
|
this._text = text;
|
||||||
|
this._style = style;
|
||||||
|
|
||||||
PIXI.Text.call(this, text, style);
|
PIXI.Text.call(this, text, style);
|
||||||
|
|
||||||
this.type = Phaser.TEXT;
|
this.type = Phaser.TEXT;
|
||||||
|
|
||||||
this.position.x = x;
|
this.position.x = this.x = x;
|
||||||
this.position.y = y;
|
this.position.y = this.y = y;
|
||||||
|
|
||||||
// Replaces the PIXI.Point with a slightly more flexible one
|
// Replaces the PIXI.Point with a slightly more flexible one
|
||||||
this.anchor = new Phaser.Point();
|
this.anchor = new Phaser.Point();
|
||||||
@@ -91,26 +94,40 @@ Object.defineProperty(Phaser.Text.prototype, 'angle', {
|
|||||||
|
|
||||||
});
|
});
|
||||||
|
|
||||||
Object.defineProperty(Phaser.Text.prototype, 'x', {
|
Object.defineProperty(Phaser.Text.prototype, 'text', {
|
||||||
|
|
||||||
get: function() {
|
get: function() {
|
||||||
return this.position.x;
|
return this._text;
|
||||||
},
|
},
|
||||||
|
|
||||||
set: function(value) {
|
set: function(value) {
|
||||||
this.position.x = value;
|
|
||||||
|
// Let's not update unless needed, this way we can safely update the text in a core loop without constant re-draws
|
||||||
|
if (value !== this._text)
|
||||||
|
{
|
||||||
|
this._text = value;
|
||||||
|
this.dirty = true;
|
||||||
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
});
|
});
|
||||||
|
|
||||||
Object.defineProperty(Phaser.Text.prototype, 'y', {
|
Object.defineProperty(Phaser.Text.prototype, 'style', {
|
||||||
|
|
||||||
get: function() {
|
get: function() {
|
||||||
return this.position.y;
|
return this._style;
|
||||||
},
|
},
|
||||||
|
|
||||||
set: function(value) {
|
set: function(value) {
|
||||||
this.position.y = value;
|
|
||||||
|
// Let's not update unless needed, this way we can safely update the text in a core loop without constant re-draws
|
||||||
|
if (value !== this._style)
|
||||||
|
{
|
||||||
|
this._style = value;
|
||||||
|
this.dirty = true;
|
||||||
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
});
|
});
|
||||||
|
|||||||
@@ -323,6 +323,26 @@ Phaser.Math = {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
},
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Returns an Array containing the numbers from min to max (inclusive)
|
||||||
|
*
|
||||||
|
* @param min The minimum value the array starts with
|
||||||
|
* @param max The maximum value the array contains
|
||||||
|
* @return The array of number values
|
||||||
|
*/
|
||||||
|
numberArray: function (min, max) {
|
||||||
|
|
||||||
|
var result = [];
|
||||||
|
|
||||||
|
for (var i = min; i <= max; i++)
|
||||||
|
{
|
||||||
|
result.push(i);
|
||||||
|
}
|
||||||
|
|
||||||
|
return result;
|
||||||
|
|
||||||
},
|
},
|
||||||
|
|
||||||
/**
|
/**
|
||||||
|
|||||||
@@ -7,6 +7,8 @@ Phaser.Physics.Arcade.Body = function (sprite) {
|
|||||||
|
|
||||||
this.x = sprite.x;
|
this.x = sprite.x;
|
||||||
this.y = sprite.y;
|
this.y = sprite.y;
|
||||||
|
this.lastX = sprite.x;
|
||||||
|
this.lastY = sprite.y;
|
||||||
|
|
||||||
// un-scaled original size
|
// un-scaled original size
|
||||||
this.sourceWidth = sprite.currentFrame.sourceSizeW;
|
this.sourceWidth = sprite.currentFrame.sourceSizeW;
|
||||||
@@ -62,9 +64,6 @@ Phaser.Physics.Arcade.Body = function (sprite) {
|
|||||||
|
|
||||||
this.collideWorldBounds = false;
|
this.collideWorldBounds = false;
|
||||||
|
|
||||||
this.lastX = sprite.x;
|
|
||||||
this.lastY = sprite.y;
|
|
||||||
|
|
||||||
};
|
};
|
||||||
|
|
||||||
Phaser.Physics.Arcade.Body.prototype = {
|
Phaser.Physics.Arcade.Body.prototype = {
|
||||||
@@ -102,8 +101,11 @@ Phaser.Physics.Arcade.Body.prototype = {
|
|||||||
this.lastY = this.y;
|
this.lastY = this.y;
|
||||||
this.rotation = this.sprite.angle;
|
this.rotation = this.sprite.angle;
|
||||||
|
|
||||||
|
// There is a bug here in that the worldTransform values are what should be used, otherwise the quadTree gets the wrong rect given to it
|
||||||
this.x = (this.sprite.x - (this.sprite.anchor.x * this.width)) + this.offset.x;
|
this.x = (this.sprite.x - (this.sprite.anchor.x * this.width)) + this.offset.x;
|
||||||
this.y = (this.sprite.y - (this.sprite.anchor.y * this.height)) + this.offset.y;
|
this.y = (this.sprite.y - (this.sprite.anchor.y * this.height)) + this.offset.y;
|
||||||
|
// this.x = (this.sprite.worldTransform[2] - (this.sprite.anchor.x * this.width)) + this.offset.x;
|
||||||
|
// this.y = (this.sprite.worldTransform[5] - (this.sprite.anchor.y * this.height)) + this.offset.y;
|
||||||
|
|
||||||
if (this.moves)
|
if (this.moves)
|
||||||
{
|
{
|
||||||
@@ -122,6 +124,16 @@ Phaser.Physics.Arcade.Body.prototype = {
|
|||||||
this.game.physics.quadTree.insert(this);
|
this.game.physics.quadTree.insert(this);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (this.deltaX() != 0)
|
||||||
|
{
|
||||||
|
this.sprite.x -= this.deltaX();
|
||||||
|
}
|
||||||
|
|
||||||
|
if (this.deltaY() != 0)
|
||||||
|
{
|
||||||
|
this.sprite.y -= this.deltaY();
|
||||||
|
}
|
||||||
|
|
||||||
// Adjust the sprite based on all of the above, so the x/y coords will be correct going into the State update
|
// Adjust the sprite based on all of the above, so the x/y coords will be correct going into the State update
|
||||||
this.sprite.x = this.x - this.offset.x + (this.sprite.anchor.x * this.width);
|
this.sprite.x = this.x - this.offset.x + (this.sprite.anchor.x * this.width);
|
||||||
this.sprite.y = this.y - this.offset.y + (this.sprite.anchor.y * this.height);
|
this.sprite.y = this.y - this.offset.y + (this.sprite.anchor.y * this.height);
|
||||||
|
|||||||
+107
-13
@@ -3,26 +3,70 @@
|
|||||||
*
|
*
|
||||||
* @class Sound
|
* @class Sound
|
||||||
* @constructor
|
* @constructor
|
||||||
* @param game {Phaser.Game} reference to the current game instance.
|
* @param {Phaser.Game} game Reference to the current game instance.
|
||||||
* @param key {string} Asset key for the sound.
|
* @param {string} key Asset key for the sound.
|
||||||
* @param volume {number} default value for the volume.
|
* @param {number} volume Default value for the volume.
|
||||||
* @param loop {bool} Whether or not the sound will loop.
|
* @param {bool} loop Whether or not the sound will loop.
|
||||||
*/
|
*/
|
||||||
Phaser.Sound = function (game, key, volume, loop) {
|
Phaser.Sound = function (game, key, volume, loop) {
|
||||||
|
|
||||||
volume = volume || 1;
|
volume = volume || 1;
|
||||||
if (typeof loop == 'undefined') { loop = false; }
|
if (typeof loop == 'undefined') { loop = false; }
|
||||||
|
|
||||||
|
/**
|
||||||
|
* A reference to the currently running Game.
|
||||||
|
* @property game
|
||||||
|
* @public
|
||||||
|
* @type {Phaser.Game}
|
||||||
|
*/
|
||||||
this.game = game;
|
this.game = game;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Name of the sound
|
||||||
|
* @property name
|
||||||
|
* @public
|
||||||
|
* @type {string}
|
||||||
|
*/
|
||||||
this.name = '';
|
this.name = '';
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Asset key for the sound.
|
||||||
|
* @property key
|
||||||
|
* @public
|
||||||
|
* @type {string}
|
||||||
|
*/
|
||||||
this.key = key;
|
this.key = key;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Whether or not the sound will loop.
|
||||||
|
* @property loop
|
||||||
|
* @public
|
||||||
|
* @type {bool}
|
||||||
|
*/
|
||||||
this.loop = loop;
|
this.loop = loop;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* The global audio volume. A value between 0 (silence) and 1 (full volume)
|
||||||
|
* @property _volume
|
||||||
|
* @private
|
||||||
|
* @type {number}
|
||||||
|
*/
|
||||||
this._volume = volume;
|
this._volume = volume;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* The sound markers, empty by default
|
||||||
|
* @property markers
|
||||||
|
* @public
|
||||||
|
* @type {object}
|
||||||
|
*/
|
||||||
this.markers = {};
|
this.markers = {};
|
||||||
|
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Reference to AudioContext instance.
|
* Reference to AudioContext instance.
|
||||||
|
* @property context
|
||||||
|
* @public
|
||||||
|
* @type {AudioContext}
|
||||||
*/
|
*/
|
||||||
this.context = null;
|
this.context = null;
|
||||||
|
|
||||||
@@ -31,9 +75,28 @@ Phaser.Sound = function (game, key, volume, loop) {
|
|||||||
*/
|
*/
|
||||||
this._buffer = null;
|
this._buffer = null;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Boolean indicating whether the game is on "mute"
|
||||||
|
* @property _muted
|
||||||
|
* @private
|
||||||
|
* @type {bool}
|
||||||
|
*/
|
||||||
this._muted = false;
|
this._muted = false;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Boolean indicating whether the sound should start automatically
|
||||||
|
* @property autoplay
|
||||||
|
* @public
|
||||||
|
* @type {bool}
|
||||||
|
*/
|
||||||
this.autoplay = false;
|
this.autoplay = false;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* The total duration of the sound, in milliseconds
|
||||||
|
* @property autoplay
|
||||||
|
* @public
|
||||||
|
* @type {bool}
|
||||||
|
*/
|
||||||
this.totalDuration = 0;
|
this.totalDuration = 0;
|
||||||
this.startTime = 0;
|
this.startTime = 0;
|
||||||
this.currentTime = 0;
|
this.currentTime = 0;
|
||||||
@@ -188,11 +251,11 @@ Phaser.Sound.prototype = {
|
|||||||
|
|
||||||
/**
|
/**
|
||||||
* Play this sound, or a marked section of it.
|
* Play this sound, or a marked section of it.
|
||||||
|
* @method play
|
||||||
* @param marker {string} Assets key of the sound you want to play.
|
* @param {string} marker Assets key of the sound you want to play.
|
||||||
* @param position {number} the starting position
|
* @param {number} position The starting position
|
||||||
* @param [volume] {number} volume of the sound you want to play.
|
* @param {number} [volume] Volume of the sound you want to play.
|
||||||
* @param [loop] {bool} loop when it finished playing? (Default to false)
|
* @param {bool} [loop] Loop when it finished playing? (Default to false)
|
||||||
* @return {Sound} The playing sound object.
|
* @return {Sound} The playing sound object.
|
||||||
*/
|
*/
|
||||||
play: function (marker, position, volume, loop, forceRestart) {
|
play: function (marker, position, volume, loop, forceRestart) {
|
||||||
@@ -366,6 +429,14 @@ Phaser.Sound.prototype = {
|
|||||||
}
|
}
|
||||||
},
|
},
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Restart the sound, or a marked section of it.
|
||||||
|
* @method restart
|
||||||
|
* @param {string} marker Assets key of the sound you want to play.
|
||||||
|
* @param {number} position The starting position
|
||||||
|
* @param {number} [volume] Volume of the sound you want to play.
|
||||||
|
* @param {bool} [loop] Loop when it finished playing? (Default to false)
|
||||||
|
*/
|
||||||
restart: function (marker, position, volume, loop) {
|
restart: function (marker, position, volume, loop) {
|
||||||
|
|
||||||
marker = marker || '';
|
marker = marker || '';
|
||||||
@@ -377,6 +448,10 @@ Phaser.Sound.prototype = {
|
|||||||
|
|
||||||
},
|
},
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Pauses the sound
|
||||||
|
* @method pause
|
||||||
|
*/
|
||||||
pause: function () {
|
pause: function () {
|
||||||
|
|
||||||
if (this.isPlaying && this._sound)
|
if (this.isPlaying && this._sound)
|
||||||
@@ -388,7 +463,10 @@ Phaser.Sound.prototype = {
|
|||||||
}
|
}
|
||||||
|
|
||||||
},
|
},
|
||||||
|
/**
|
||||||
|
* Resumes the sound
|
||||||
|
* @method pause
|
||||||
|
*/
|
||||||
resume: function () {
|
resume: function () {
|
||||||
|
|
||||||
if (this.paused && this._sound)
|
if (this.paused && this._sound)
|
||||||
@@ -419,6 +497,7 @@ Phaser.Sound.prototype = {
|
|||||||
|
|
||||||
/**
|
/**
|
||||||
* Stop playing this sound.
|
* Stop playing this sound.
|
||||||
|
* @method stop
|
||||||
*/
|
*/
|
||||||
stop: function () {
|
stop: function () {
|
||||||
|
|
||||||
@@ -470,13 +549,20 @@ Object.defineProperty(Phaser.Sound.prototype, "isDecoded", {
|
|||||||
|
|
||||||
Object.defineProperty(Phaser.Sound.prototype, "mute", {
|
Object.defineProperty(Phaser.Sound.prototype, "mute", {
|
||||||
|
|
||||||
/**
|
|
||||||
* Mute sounds.
|
/**
|
||||||
|
* Mutes sound.
|
||||||
|
* @method mute
|
||||||
|
* @return {bool} whether or not the sound is muted
|
||||||
*/
|
*/
|
||||||
get: function () {
|
get: function () {
|
||||||
return this._muted;
|
return this._muted;
|
||||||
},
|
},
|
||||||
|
/**
|
||||||
|
* Mutes sound.
|
||||||
|
* @method mute
|
||||||
|
* @return {bool} whether or not the sound is muted
|
||||||
|
*/
|
||||||
set: function (value) {
|
set: function (value) {
|
||||||
|
|
||||||
value = value || null;
|
value = value || null;
|
||||||
@@ -518,10 +604,18 @@ Object.defineProperty(Phaser.Sound.prototype, "mute", {
|
|||||||
|
|
||||||
Object.defineProperty(Phaser.Sound.prototype, "volume", {
|
Object.defineProperty(Phaser.Sound.prototype, "volume", {
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @method volume
|
||||||
|
* @return {number} The current volume. A value between 0 (silence) and 1 (full volume)
|
||||||
|
*/
|
||||||
get: function () {
|
get: function () {
|
||||||
return this._volume;
|
return this._volume;
|
||||||
},
|
},
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @method volume
|
||||||
|
* @return {number} Sets the current volume. A value between 0 (silence) and 1 (full volume)
|
||||||
|
*/
|
||||||
set: function (value) {
|
set: function (value) {
|
||||||
|
|
||||||
if (this.usingWebAudio)
|
if (this.usingWebAudio)
|
||||||
|
|||||||
+73
-11
@@ -3,20 +3,47 @@
|
|||||||
*
|
*
|
||||||
* @class SoundManager
|
* @class SoundManager
|
||||||
* @constructor
|
* @constructor
|
||||||
* @param game {Phaser.Game} reference to the current game instance.
|
* @param {Phaser.Game} game reference to the current game instance.
|
||||||
*/
|
*/
|
||||||
Phaser.SoundManager = function (game) {
|
Phaser.SoundManager = function (game) {
|
||||||
|
|
||||||
|
/**
|
||||||
|
* A reference to the currently running Game.
|
||||||
|
* @property game
|
||||||
|
* @public
|
||||||
|
* @type {Phaser.Game}
|
||||||
|
*/
|
||||||
this.game = game;
|
this.game = game;
|
||||||
|
|
||||||
this.onSoundDecode = new Phaser.Signal;
|
this.onSoundDecode = new Phaser.Signal;
|
||||||
|
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Boolean indicating whether the game is on "mute"
|
||||||
|
* @property _muted
|
||||||
|
* @private
|
||||||
|
* @type {bool}
|
||||||
|
*/
|
||||||
this._muted = false;
|
this._muted = false;
|
||||||
this._unlockSource = null;
|
this._unlockSource = null;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* The global audio volume. A value between 0 (silence) and 1 (full volume)
|
||||||
|
* @property _volume
|
||||||
|
* @private
|
||||||
|
* @type {number}
|
||||||
|
*/
|
||||||
this._volume = 1;
|
this._volume = 1;
|
||||||
this._muted = false;
|
|
||||||
|
/**
|
||||||
|
* An array containing all the sounds
|
||||||
|
* @property _sounds
|
||||||
|
* @private
|
||||||
|
* @type {array}
|
||||||
|
*/
|
||||||
this._sounds = [];
|
this._sounds = [];
|
||||||
|
|
||||||
|
|
||||||
this.context = null;
|
this.context = null;
|
||||||
this.usingWebAudio = true;
|
this.usingWebAudio = true;
|
||||||
this.usingAudioTag = false;
|
this.usingAudioTag = false;
|
||||||
@@ -30,6 +57,10 @@ Phaser.SoundManager = function (game) {
|
|||||||
|
|
||||||
Phaser.SoundManager.prototype = {
|
Phaser.SoundManager.prototype = {
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Initialises the sound manager
|
||||||
|
* @method boot
|
||||||
|
*/
|
||||||
boot: function () {
|
boot: function () {
|
||||||
|
|
||||||
if (this.game.device.iOS && this.game.device.webAudio == false)
|
if (this.game.device.iOS && this.game.device.webAudio == false)
|
||||||
@@ -108,6 +139,10 @@ Phaser.SoundManager.prototype = {
|
|||||||
|
|
||||||
},
|
},
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Enables the audio, usually after the first touch
|
||||||
|
* @method unlock
|
||||||
|
*/
|
||||||
unlock: function () {
|
unlock: function () {
|
||||||
|
|
||||||
if (this.touchLocked == false)
|
if (this.touchLocked == false)
|
||||||
@@ -138,6 +173,10 @@ Phaser.SoundManager.prototype = {
|
|||||||
|
|
||||||
},
|
},
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Stops all the sounds in the game
|
||||||
|
* @method stopAll
|
||||||
|
*/
|
||||||
stopAll: function () {
|
stopAll: function () {
|
||||||
|
|
||||||
for (var i = 0; i < this._sounds.length; i++)
|
for (var i = 0; i < this._sounds.length; i++)
|
||||||
@@ -150,6 +189,10 @@ Phaser.SoundManager.prototype = {
|
|||||||
|
|
||||||
},
|
},
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Pauses all the sounds in the game
|
||||||
|
* @method pauseAll
|
||||||
|
*/
|
||||||
pauseAll: function () {
|
pauseAll: function () {
|
||||||
|
|
||||||
for (var i = 0; i < this._sounds.length; i++)
|
for (var i = 0; i < this._sounds.length; i++)
|
||||||
@@ -162,6 +205,10 @@ Phaser.SoundManager.prototype = {
|
|||||||
|
|
||||||
},
|
},
|
||||||
|
|
||||||
|
/**
|
||||||
|
* resumes every sound in the game
|
||||||
|
* @method resumeAll
|
||||||
|
*/
|
||||||
resumeAll: function () {
|
resumeAll: function () {
|
||||||
|
|
||||||
for (var i = 0; i < this._sounds.length; i++)
|
for (var i = 0; i < this._sounds.length; i++)
|
||||||
@@ -176,8 +223,9 @@ Phaser.SoundManager.prototype = {
|
|||||||
|
|
||||||
/**
|
/**
|
||||||
* Decode a sound with its assets key.
|
* Decode a sound with its assets key.
|
||||||
|
* @method decode
|
||||||
* @param key {string} Assets key of the sound to be decoded.
|
* @param key {string} Assets key of the sound to be decoded.
|
||||||
* @param [sound] {Sound} its bufer will be set to decoded data.
|
* @param [sound] {Phaser.Sound} its bufer will be set to decoded data.
|
||||||
*/
|
*/
|
||||||
decode: function (key, sound) {
|
decode: function (key, sound) {
|
||||||
|
|
||||||
@@ -205,6 +253,10 @@ Phaser.SoundManager.prototype = {
|
|||||||
|
|
||||||
},
|
},
|
||||||
|
|
||||||
|
/**
|
||||||
|
* updates every sound in the game
|
||||||
|
* @method update
|
||||||
|
*/
|
||||||
update: function () {
|
update: function () {
|
||||||
|
|
||||||
if (this.touchLocked)
|
if (this.touchLocked)
|
||||||
@@ -232,11 +284,10 @@ Phaser.SoundManager.prototype = {
|
|||||||
/**
|
/**
|
||||||
*
|
*
|
||||||
* @method add
|
* @method add
|
||||||
* @param key {string} Asset key for the sound.
|
* @param {string} key Asset key for the sound.
|
||||||
* @param volume {number} default value for the volume.
|
* @param {number} volume Default value for the volume.
|
||||||
* @param loop {bool} Whether or not the sound will loop.
|
* @param {bool} loop Whether or not the sound will loop.
|
||||||
*/
|
*/
|
||||||
|
|
||||||
add: function (key, volume, loop) {
|
add: function (key, volume, loop) {
|
||||||
|
|
||||||
volume = volume || 1;
|
volume = volume || 1;
|
||||||
@@ -258,6 +309,8 @@ Object.defineProperty(Phaser.SoundManager.prototype, "mute", {
|
|||||||
|
|
||||||
/**
|
/**
|
||||||
* A global audio mute toggle.
|
* A global audio mute toggle.
|
||||||
|
* @method mute
|
||||||
|
* @return {bool} whether or not the game is on "mute"
|
||||||
*/
|
*/
|
||||||
get: function () {
|
get: function () {
|
||||||
|
|
||||||
@@ -265,6 +318,11 @@ Object.defineProperty(Phaser.SoundManager.prototype, "mute", {
|
|||||||
|
|
||||||
},
|
},
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Mute sounds.
|
||||||
|
* @method mute
|
||||||
|
* @return {bool} whether or not the game is on "mute"
|
||||||
|
*/
|
||||||
set: function (value) {
|
set: function (value) {
|
||||||
|
|
||||||
value = value || null;
|
value = value || null;
|
||||||
@@ -316,14 +374,16 @@ Object.defineProperty(Phaser.SoundManager.prototype, "mute", {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
},
|
}
|
||||||
|
|
||||||
enumerable: true,
|
|
||||||
configurable: true
|
|
||||||
});
|
});
|
||||||
|
|
||||||
Object.defineProperty(Phaser.SoundManager.prototype, "volume", {
|
Object.defineProperty(Phaser.SoundManager.prototype, "volume", {
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @method volume
|
||||||
|
* @return {number} The global audio volume. A value between 0 (silence) and 1 (full volume)
|
||||||
|
*/
|
||||||
get: function () {
|
get: function () {
|
||||||
|
|
||||||
if (this.usingWebAudio)
|
if (this.usingWebAudio)
|
||||||
@@ -338,7 +398,9 @@ Object.defineProperty(Phaser.SoundManager.prototype, "volume", {
|
|||||||
},
|
},
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* The global audio volume. A value between 0 (silence) and 1 (full volume)
|
* Sets the global volume
|
||||||
|
* @method volume
|
||||||
|
* @return {number} The global audio volume. A value between 0 (silence) and 1 (full volume)
|
||||||
*/
|
*/
|
||||||
set: function (value) {
|
set: function (value) {
|
||||||
|
|
||||||
|
|||||||
+19
-1
@@ -5,8 +5,22 @@
|
|||||||
* @module Phaser.Canvas
|
* @module Phaser.Canvas
|
||||||
*/
|
*/
|
||||||
|
|
||||||
Phaser.Canvas = {
|
/**
|
||||||
|
* The Canvas class handles everything related to the <canvas> tag as a DOM Element, like styles, offset, aspect ratio
|
||||||
|
*
|
||||||
|
* @class Canvas
|
||||||
|
* @static
|
||||||
|
*/
|
||||||
|
|
||||||
|
Phaser.Canvas = {
|
||||||
|
/**
|
||||||
|
* Creates the <canvas> tag
|
||||||
|
*
|
||||||
|
* @method create
|
||||||
|
* @param {number} width The desired width
|
||||||
|
* @param {number} height The desired height
|
||||||
|
* @return {HTMLCanvasElement} the newly created <canvas> tag
|
||||||
|
*/
|
||||||
create: function (width, height) {
|
create: function (width, height) {
|
||||||
|
|
||||||
width = width || 256;
|
width = width || 256;
|
||||||
@@ -23,6 +37,10 @@ Phaser.Canvas = {
|
|||||||
|
|
||||||
/**
|
/**
|
||||||
* Get the DOM offset values of any given element
|
* Get the DOM offset values of any given element
|
||||||
|
* @method 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 point {Phaser.Point} A point objet with the offsetX and Y as its properties
|
||||||
*/
|
*/
|
||||||
getOffset: function (element, point) {
|
getOffset: function (element, point) {
|
||||||
|
|
||||||
|
|||||||
+10
-3
@@ -36,6 +36,8 @@ Phaser.Tween = function (object, game) {
|
|||||||
|
|
||||||
this._pausedTime = 0;
|
this._pausedTime = 0;
|
||||||
|
|
||||||
|
this.pendingDelete = false;
|
||||||
|
|
||||||
// Set all starting values present on the target object
|
// Set all starting values present on the target object
|
||||||
for ( var field in object ) {
|
for ( var field in object ) {
|
||||||
this._valuesStart[ field ] = parseFloat(object[field], 10);
|
this._valuesStart[ field ] = parseFloat(object[field], 10);
|
||||||
@@ -190,21 +192,21 @@ Phaser.Tween.prototype = {
|
|||||||
|
|
||||||
},
|
},
|
||||||
|
|
||||||
onStart: function ( callback ) {
|
onStartCallback: function ( callback ) {
|
||||||
|
|
||||||
this._onStartCallback = callback;
|
this._onStartCallback = callback;
|
||||||
return this;
|
return this;
|
||||||
|
|
||||||
},
|
},
|
||||||
|
|
||||||
onUpdate: function ( callback ) {
|
onUpdateCallback: function ( callback ) {
|
||||||
|
|
||||||
this._onUpdateCallback = callback;
|
this._onUpdateCallback = callback;
|
||||||
return this;
|
return this;
|
||||||
|
|
||||||
},
|
},
|
||||||
|
|
||||||
onComplete: function ( callback ) {
|
onCompleteCallback: function ( callback ) {
|
||||||
|
|
||||||
this._onCompleteCallback = callback;
|
this._onCompleteCallback = callback;
|
||||||
return this;
|
return this;
|
||||||
@@ -222,6 +224,11 @@ Phaser.Tween.prototype = {
|
|||||||
|
|
||||||
update: function ( time ) {
|
update: function ( time ) {
|
||||||
|
|
||||||
|
if (this.pendingDelete)
|
||||||
|
{
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
if (this._paused || time < this._startTime) {
|
if (this._paused || time < this._startTime) {
|
||||||
|
|
||||||
return true;
|
return true;
|
||||||
|
|||||||
@@ -13,6 +13,7 @@ Phaser.TweenManager = function (game) {
|
|||||||
|
|
||||||
this.game = game;
|
this.game = game;
|
||||||
this._tweens = [];
|
this._tweens = [];
|
||||||
|
this._add = [];
|
||||||
|
|
||||||
this.game.onPause.add(this.pauseAll, this);
|
this.game.onPause.add(this.pauseAll, this);
|
||||||
this.game.onResume.add(this.resumeAll, this);
|
this.game.onResume.add(this.resumeAll, this);
|
||||||
@@ -50,7 +51,7 @@ Phaser.TweenManager.prototype = {
|
|||||||
*/
|
*/
|
||||||
add: function ( tween ) {
|
add: function ( tween ) {
|
||||||
|
|
||||||
this._tweens.push( tween );
|
this._add.push( tween );
|
||||||
|
|
||||||
},
|
},
|
||||||
|
|
||||||
@@ -77,7 +78,7 @@ Phaser.TweenManager.prototype = {
|
|||||||
|
|
||||||
if ( i !== -1 ) {
|
if ( i !== -1 ) {
|
||||||
|
|
||||||
this._tweens.splice( i, 1 );
|
this._tweens[i].pendingDelete = true;
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -90,9 +91,10 @@ Phaser.TweenManager.prototype = {
|
|||||||
*/
|
*/
|
||||||
update: function () {
|
update: function () {
|
||||||
|
|
||||||
if ( this._tweens.length === 0 ) return false;
|
if ( this._tweens.length === 0 && this._add.length === 0 ) return false;
|
||||||
|
|
||||||
var i = 0, numTweens = this._tweens.length;
|
var i = 0;
|
||||||
|
var numTweens = this._tweens.length;
|
||||||
|
|
||||||
while ( i < numTweens ) {
|
while ( i < numTweens ) {
|
||||||
|
|
||||||
@@ -110,6 +112,13 @@ Phaser.TweenManager.prototype = {
|
|||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// If there are any new tweens to be added, do so now - otherwise they can be spliced out of the array before ever running
|
||||||
|
if (this._add.length > 0)
|
||||||
|
{
|
||||||
|
this._tweens = this._tweens.concat(this._add);
|
||||||
|
this._add.length = 0;
|
||||||
|
}
|
||||||
|
|
||||||
return true;
|
return true;
|
||||||
|
|
||||||
},
|
},
|
||||||
|
|||||||
+45
-5
@@ -119,6 +119,14 @@ Phaser.Utils.Debug.prototype = {
|
|||||||
this.context.strokeStyle = color;
|
this.context.strokeStyle = color;
|
||||||
this.context.strokeRect(bounds.x, bounds.y, bounds.width, bounds.height);
|
this.context.strokeRect(bounds.x, bounds.y, bounds.width, bounds.height);
|
||||||
this.renderText(quadtree.ID + ' / ' + quadtree.objects.length, bounds.x + 4, bounds.y + 16, 'rgb(0,200,0)', '12px Courier');
|
this.renderText(quadtree.ID + ' / ' + quadtree.objects.length, bounds.x + 4, bounds.y + 16, 'rgb(0,200,0)', '12px Courier');
|
||||||
|
|
||||||
|
this.context.strokeStyle = 'rgb(0,255,0)';
|
||||||
|
|
||||||
|
// children
|
||||||
|
for (var i = 0; i < quadtree.objects.length; i++)
|
||||||
|
{
|
||||||
|
this.context.strokeRect(quadtree.objects[i].x, quadtree.objects[i].y, quadtree.objects[i].width, quadtree.objects[i].height);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
@@ -374,6 +382,7 @@ Phaser.Utils.Debug.prototype = {
|
|||||||
this.line('x: ' + sprite.x.toFixed(1) + ' y: ' + sprite.y.toFixed(1) + ' rotation: ' + sprite.rotation.toFixed(1));
|
this.line('x: ' + sprite.x.toFixed(1) + ' y: ' + sprite.y.toFixed(1) + ' rotation: ' + sprite.rotation.toFixed(1));
|
||||||
this.line('visible: ' + sprite.visible);
|
this.line('visible: ' + sprite.visible);
|
||||||
this.line('in camera: ' + sprite.inCamera);
|
this.line('in camera: ' + sprite.inCamera);
|
||||||
|
this.line('body x: ' + sprite.body.x.toFixed(1) + ' y: ' + sprite.body.y.toFixed(1));
|
||||||
|
|
||||||
// 0 = scaleX
|
// 0 = scaleX
|
||||||
// 1 = skewY
|
// 1 = skewY
|
||||||
@@ -382,7 +391,6 @@ Phaser.Utils.Debug.prototype = {
|
|||||||
// 4 = scaleY
|
// 4 = scaleY
|
||||||
// 5 = translateY
|
// 5 = translateY
|
||||||
|
|
||||||
|
|
||||||
// this.line('id: ' + sprite._id);
|
// this.line('id: ' + sprite._id);
|
||||||
// this.line('scale x: ' + sprite.worldTransform[0]);
|
// this.line('scale x: ' + sprite.worldTransform[0]);
|
||||||
// this.line('scale y: ' + sprite.worldTransform[4]);
|
// this.line('scale y: ' + sprite.worldTransform[4]);
|
||||||
@@ -390,6 +398,8 @@ Phaser.Utils.Debug.prototype = {
|
|||||||
// this.line('ty: ' + sprite.worldTransform[5]);
|
// this.line('ty: ' + sprite.worldTransform[5]);
|
||||||
// this.line('skew x: ' + sprite.worldTransform[3]);
|
// this.line('skew x: ' + sprite.worldTransform[3]);
|
||||||
// this.line('skew y: ' + sprite.worldTransform[1]);
|
// this.line('skew y: ' + sprite.worldTransform[1]);
|
||||||
|
// this.line('dx: ' + sprite.body.deltaX());
|
||||||
|
// this.line('dy: ' + sprite.body.deltaY());
|
||||||
|
|
||||||
// this.line('inCamera: ' + this.game.renderer.spriteRenderer.inCamera(this.game.camera, sprite));
|
// this.line('inCamera: ' + this.game.renderer.spriteRenderer.inCamera(this.game.camera, sprite));
|
||||||
|
|
||||||
@@ -454,18 +464,48 @@ Phaser.Utils.Debug.prototype = {
|
|||||||
|
|
||||||
},
|
},
|
||||||
|
|
||||||
renderSpriteBounds: function (sprite, color) {
|
renderSpriteBody: function (sprite, color) {
|
||||||
|
|
||||||
if (this.context == null)
|
if (this.context == null)
|
||||||
{
|
{
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
color = color || 'rgba(0, 255, 0, 0.2)';
|
color = color || 'rgba(255,0,255, 0.3)';
|
||||||
|
|
||||||
|
this.start(0, 0, color);
|
||||||
|
|
||||||
this.start();
|
|
||||||
this.context.fillStyle = color;
|
this.context.fillStyle = color;
|
||||||
this.context.fillRect(sprite.worldView.x, sprite.worldView.y, sprite.worldView.width, sprite.worldView.height);
|
// this.context.fillRect(sprite.body.x - sprite.body.deltaX(), sprite.body.y - sprite.body.deltaY(), sprite.body.width, sprite.body.height);
|
||||||
|
this.context.fillRect(sprite.body.x, sprite.body.y, sprite.body.width, sprite.body.height);
|
||||||
|
|
||||||
|
this.stop();
|
||||||
|
|
||||||
|
},
|
||||||
|
|
||||||
|
renderSpriteBounds: function (sprite, color, fill) {
|
||||||
|
|
||||||
|
if (this.context == null)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
color = color || 'rgb(255,0,255)';
|
||||||
|
|
||||||
|
this.start(0, 0, color);
|
||||||
|
|
||||||
|
if (fill)
|
||||||
|
{
|
||||||
|
this.context.fillStyle = color;
|
||||||
|
this.context.fillRect(sprite.bounds.x, sprite.bounds.y, sprite.bounds.width, sprite.bounds.height);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
this.context.strokeStyle = color;
|
||||||
|
this.context.strokeRect(sprite.bounds.x, sprite.bounds.y, sprite.bounds.width, sprite.bounds.height);
|
||||||
|
this.context.stroke();
|
||||||
|
}
|
||||||
|
|
||||||
this.stop();
|
this.stop();
|
||||||
|
|
||||||
},
|
},
|
||||||
|
|||||||
+34
-4
@@ -1,4 +1,15 @@
|
|||||||
|
/**
|
||||||
|
* @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.Utils
|
||||||
|
*/
|
||||||
|
|
||||||
|
/**
|
||||||
|
*
|
||||||
|
* @class Utils
|
||||||
|
* @static
|
||||||
|
*/
|
||||||
Phaser.Utils = {
|
Phaser.Utils = {
|
||||||
|
|
||||||
/**
|
/**
|
||||||
@@ -6,6 +17,11 @@ Phaser.Utils = {
|
|||||||
* http://www.webtoolkit.info/
|
* http://www.webtoolkit.info/
|
||||||
* pad = the string to pad it out with (defaults to a space)
|
* pad = the string to pad it out with (defaults to a space)
|
||||||
* dir = 1 (left), 2 (right), 3 (both)
|
* dir = 1 (left), 2 (right), 3 (both)
|
||||||
|
* @method pad
|
||||||
|
* @param {string} str the target string
|
||||||
|
* @param {number} pad the string to pad it out with (defaults to a space)
|
||||||
|
* @param {number} len
|
||||||
|
* @param {number} [dir=3] the direction dir = 1 (left), 2 (right), 3 (both)
|
||||||
**/
|
**/
|
||||||
pad: function (str, len, pad, dir) {
|
pad: function (str, len, pad, dir) {
|
||||||
|
|
||||||
@@ -37,7 +53,11 @@ Phaser.Utils = {
|
|||||||
|
|
||||||
},
|
},
|
||||||
|
|
||||||
// This is a slightly modified version of jQuery.isPlainObject
|
/**
|
||||||
|
* This is a slightly modified version of jQuery.isPlainObject
|
||||||
|
* @method isPlainObject
|
||||||
|
* @param {object} obj
|
||||||
|
*/
|
||||||
isPlainObject: function (obj) {
|
isPlainObject: function (obj) {
|
||||||
|
|
||||||
// Not plain objects:
|
// Not plain objects:
|
||||||
@@ -67,11 +87,20 @@ Phaser.Utils = {
|
|||||||
return true;
|
return true;
|
||||||
},
|
},
|
||||||
|
|
||||||
|
|
||||||
// deep, target, objects to copy to the target object
|
// deep, target, objects to copy to the target object
|
||||||
// This is a slightly modified version of jQuery.extend (http://api.jquery.com/jQuery.extend/)
|
// This is a slightly modified version of jQuery.extend (http://api.jquery.com/jQuery.extend/)
|
||||||
// deep (boolean)
|
// deep (boolean)
|
||||||
// target (object to add to)
|
// target (object to add to)
|
||||||
// objects ... (objects to recurse and copy from)
|
// objects ... (objects to recurse and copy from)
|
||||||
|
|
||||||
|
/**
|
||||||
|
* This is a slightly modified version of jQuery.extend (http://api.jquery.com/jQuery.extend/)
|
||||||
|
* @method extend
|
||||||
|
* @param {bool} [deep] If true, the merge becomes recursive (aka. deep copy).
|
||||||
|
* @param {object} target The object to add to
|
||||||
|
* @param {object} objets Objects to recurse and copy from
|
||||||
|
*/
|
||||||
extend: function () {
|
extend: function () {
|
||||||
|
|
||||||
var options, name, src, copy, copyIsArray, clone,
|
var options, name, src, copy, copyIsArray, clone,
|
||||||
@@ -147,17 +176,18 @@ Phaser.Utils = {
|
|||||||
|
|
||||||
// Global functions that PIXI needs
|
// Global functions that PIXI needs
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Converts a hex color number to an [R, G, B] array
|
* Converts a hex color number to an [R, G, B] array
|
||||||
*
|
*
|
||||||
* @method HEXtoRGB
|
* @method HEXtoRGB
|
||||||
* @param hex {Number}
|
* @param {Number} hex
|
||||||
|
* @return {array}
|
||||||
*/
|
*/
|
||||||
function HEXtoRGB(hex) {
|
function HEXtoRGB(hex) {
|
||||||
return [(hex >> 16 & 0xFF) / 255, ( hex >> 8 & 0xFF) / 255, (hex & 0xFF)/ 255];
|
return [(hex >> 16 & 0xFF) / 255, ( hex >> 8 & 0xFF) / 255, (hex & 0xFF)/ 255];
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* A polyfill for Function.prototype.bind
|
* A polyfill for Function.prototype.bind
|
||||||
*
|
*
|
||||||
* @method bind
|
* @method bind
|
||||||
|
|||||||
Reference in New Issue
Block a user