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After defining tiles that collide on a Tilemap, you need to call Tilemap.generateCollisionData(layer) to populate the physics world with the data required. Debug.renderPhysicsBody updated to take camera location and body rotation into account. Body movement functions put back to velocity :) Updated to latest dev version of pixi and latest p2.js Updated docs
645 lines
14 KiB
HTML
645 lines
14 KiB
HTML
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<div class="span12">
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<div id="main">
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<h1 class="page-title">Source: core/Plugin.js</h1>
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<section>
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<article>
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<pre class="sunlight-highlight-javascript linenums">/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2014 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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/**
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* This is a base Plugin template to use for any Phaser plugin development.
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*
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* @class Phaser.Plugin
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* @classdesc Phaser - Plugin
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* @constructor
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* @param {Phaser.Game} game - A reference to the currently running game.
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* @param {Any} parent - The object that owns this plugin, usually Phaser.PluginManager.
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*/
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Phaser.Plugin = function (game, parent) {
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if (typeof parent === 'undefined') { parent = null; }
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/**
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* @property {Phaser.Game} game - A reference to the currently running game.
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*/
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this.game = game;
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/**
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* @property {Any} parent - The parent of this plugin. If added to the PluginManager the parent will be set to that, otherwise it will be null.
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*/
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this.parent = parent;
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/**
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* @property {boolean} active - A Plugin with active=true has its preUpdate and update methods called by the parent, otherwise they are skipped.
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* @default
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*/
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this.active = false;
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/**
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* @property {boolean} visible - A Plugin with visible=true has its render and postRender methods called by the parent, otherwise they are skipped.
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* @default
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*/
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this.visible = false;
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/**
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* @property {boolean} hasPreUpdate - A flag to indicate if this plugin has a preUpdate method.
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* @default
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*/
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this.hasPreUpdate = false;
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/**
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* @property {boolean} hasUpdate - A flag to indicate if this plugin has an update method.
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* @default
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*/
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this.hasUpdate = false;
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/**
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* @property {boolean} hasPostUpdate - A flag to indicate if this plugin has a postUpdate method.
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* @default
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*/
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this.hasPostUpdate = false;
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/**
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* @property {boolean} hasRender - A flag to indicate if this plugin has a render method.
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* @default
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*/
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this.hasRender = false;
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/**
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* @property {boolean} hasPostRender - A flag to indicate if this plugin has a postRender method.
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* @default
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*/
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this.hasPostRender = false;
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};
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Phaser.Plugin.prototype = {
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/**
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* Pre-update is called at the very start of the update cycle, before any other subsystems have been updated (including Physics).
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* It is only called if active is set to true.
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* @method Phaser.Plugin#preUpdate
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*/
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preUpdate: function () {
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},
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/**
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* Update is called after all the core subsystems (Input, Tweens, Sound, etc) and the State have updated, but before the render.
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* It is only called if active is set to true.
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* @method Phaser.Plugin#update
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*/
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update: function () {
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},
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/**
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* Render is called right after the Game Renderer completes, but before the State.render.
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* It is only called if visible is set to true.
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* @method Phaser.Plugin#render
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*/
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render: function () {
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},
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/**
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* Post-render is called after the Game Renderer and State.render have run.
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* It is only called if visible is set to true.
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* @method Phaser.Plugin#postRender
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*/
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postRender: function () {
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},
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/**
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* Clear down this Plugin and null out references
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* @method Phaser.Plugin#destroy
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*/
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destroy: function () {
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this.game = null;
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this.parent = null;
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this.active = false;
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this.visible = false;
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}
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};
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Phaser.Plugin.prototype.constructor = Phaser.Plugin;
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</pre>
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</article>
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</section>
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</div>
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<div class="clearfix"></div>
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<footer>
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<span class="copyright">
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Phaser Copyright © 2012-2014 Photon Storm Ltd.
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</span>
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<br />
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<span class="jsdoc-message">
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