Merge branch 'photonstorm/097'

This commit is contained in:
Sean 2013-07-20 10:13:31 +08:00
commit 04106b1388
34 changed files with 3147 additions and 189 deletions

View file

@ -8,6 +8,7 @@
/// <reference path="core/Signal.ts" />
/// <reference path="core/SignalBinding.ts" />
/// <reference path="loader/Loader.ts" />
/// <reference path="net/Net.ts" />
/// <reference path="loader/Cache.ts" />
/// <reference path="math/GameMath.ts" />
/// <reference path="math/RandomDataGenerator.ts" />
@ -208,6 +209,12 @@ module Phaser {
*/
public motion: Motion;
/**
* Reference to the network class.
* @type {Net}
*/
public net: Net;
/**
* Reference to the sound manager.
* @type {SoundManager}
@ -294,6 +301,7 @@ module Phaser {
else
{
this.device = new Device();
this.net = new Net(this);
this.motion = new Motion(this);
this.math = new GameMath(this);
this.stage = new Stage(this, parent, width, height);

View file

@ -64,6 +64,10 @@
<TypeScriptCompile Include="Game.ts" />
<TypeScriptCompile Include="components\sprite\Events.ts" />
<TypeScriptCompile Include="components\sprite\Debug.ts" />
<TypeScriptCompile Include="components\CSS3Filters.ts" />
<Content Include="components\CSS3Filters.js">
<DependentUpon>CSS3Filters.ts</DependentUpon>
</Content>
<Content Include="components\sprite\Debug.js">
<DependentUpon>Debug.ts</DependentUpon>
</Content>
@ -178,6 +182,10 @@
<Content Include="Motion.js">
<DependentUpon>Motion.ts</DependentUpon>
</Content>
<TypeScriptCompile Include="net\Net.ts" />
<Content Include="net\Net.js">
<DependentUpon>Net.ts</DependentUpon>
</Content>
<Content Include="physics\Body.js">
<DependentUpon>Body.ts</DependentUpon>
</Content>

View file

@ -1,5 +1,6 @@
/// <reference path="Phaser.ts" />
/// <reference path="Game.ts" />
/// <reference path="components/CSS3Filters.ts" />
/// <reference path="system/StageScaleMode.ts" />
/// <reference path="system/screens/BootScreen.ts" />
/// <reference path="system/screens/PauseScreen.ts" />
@ -52,6 +53,8 @@ module Phaser {
this.context = this.canvas.getContext('2d');
this.css3 = new Phaser.Components.CSS3Filters(this.canvas);
this.scaleMode = StageScaleMode.NO_SCALE;
this.scale = new StageScaleMode(this._game, width, height);
@ -97,6 +100,12 @@ module Phaser {
*/
public orientationScreen;
/**
* Controls the CSS3 Filters applied to the Stages canvas object.
* @type {Phaser.Components.CSS3Filters}
*/
public css3: Phaser.Components.CSS3Filters;
/**
* Bound of this stage.
* @type {Rectangle}
@ -183,8 +192,16 @@ module Phaser {
if (this.clear)
{
// implement dirty rect? could take up more cpu time than it saves. needs benching.
this.context.clearRect(0, 0, this.width, this.height);
// A 'fix' for the horrendous Android stock browser bug: https://code.google.com/p/android/issues/detail?id=39247
if (this._game.device.android && this._game.device.chrome == false)
{
this.context.fillStyle = 'rgb(0,0,0)';
this.context.fillRect(0, 0, this.width, this.height);
}
else
{
this.context.clearRect(0, 0, this.width, this.height);
}
}
if (this._game.paused && this.scale.incorrectOrientation)
@ -215,25 +232,17 @@ module Phaser {
if (event.type == 'pagehide' || event.type == 'blur' || document['hidden'] == true || document['webkitHidden'] == true)
{
if (this._game.paused == false && this.disablePauseScreen == false)
if (this._game.paused == false)
{
this.pauseGame();
}
else
{
this._game.paused = true;
}
}
else
{
if (this._game.paused == true && this.disablePauseScreen == false)
if (this._game.paused == true)
{
this.resumeGame();
}
else
{
this._game.paused = false;
}
}
}

View file

@ -27,8 +27,8 @@ module Phaser {
this._cameras = [];
this.default = this.addCamera(x, y, width, height);
this.current = this.default;
this.defaultCamera = this.addCamera(x, y, width, height);
this.current = this.defaultCamera;
}
@ -68,7 +68,7 @@ module Phaser {
/**
* The default created camera.
*/
public default: Camera;
public defaultCamera: Camera;
/**
* Get all the cameras.

View file

@ -0,0 +1,170 @@
/// <reference path="../Game.ts" />
/**
* Phaser - Components - CSS3Filters
*
* Allows for easy addition and modification of CSS3 Filters on DOM objects (typically the Game.Stage.canvas).
*/
module Phaser.Components {
export class CSS3Filters {
/**
* Creates a new CSS3 Filter component
* @param parent The DOM object to apply the filters to.
*/
constructor(parent) {
this.parent = parent;
}
/**
* Reference to the parent DOM object (stage.canvas for example)
*/
public parent;
private _blur: number = 0;
private _grayscale: number = 0;
private _sepia: number = 0;
private _brightness: number = 0;
private _contrast: number = 0;
private _hueRotate: number = 0;
private _invert: number = 0;
private _opacity: number = 0;
private _saturate: number = 0;
private setFilter(local: string, prefix: string, value: number, unit: string) {
this[local] = value;
if (this.parent)
{
this.parent.style['-webkit-filter'] = prefix + '(' + value + unit + ')';
}
}
/**
* Applies a Gaussian blur to the DOM element. The value of radius defines the value of the standard deviation to the Gaussian function,
* or how many pixels on the screen blend into each other, so a larger value will create more blur.
* If no parameter is provided, then a value 0 is used. The parameter is specified as a CSS length, but does not accept percentage values.
*/
public set blur(radius?: number = 0) {
this.setFilter('_blur', 'blur', radius, 'px');
}
public get blur(): number {
return this._blur;
}
/**
* Converts the input image to grayscale. The value of amount defines the proportion of the conversion.
* A value of 100% is completely grayscale. A value of 0% leaves the input unchanged.
* Values between 0% and 100% are linear multipliers on the effect. If the amount parameter is missing, a value of 100% is used.
*/
public set grayscale(amount?: number = 100) {
this.setFilter('_grayscale', 'grayscale', amount, '%');
}
public get grayscale(): number {
return this._grayscale;
}
/**
* Converts the input image to sepia. The value of amount defines the proportion of the conversion.
* A value of 100% is completely sepia. A value of 0 leaves the input unchanged.
* Values between 0% and 100% are linear multipliers on the effect. If the amount parameter is missing, a value of 100% is used.
*/
public set sepia(amount?: number = 100) {
this.setFilter('_sepia', 'sepia', amount, '%');
}
public get sepia(): number {
return this._sepia;
}
/**
* Applies a linear multiplier to input image, making it appear more or less bright.
* A value of 0% will create an image that is completely black. A value of 100% leaves the input unchanged.
* Other values are linear multipliers on the effect. Values of an amount over 100% are allowed, providing brighter results.
* If the amount parameter is missing, a value of 100% is used.
*/
public set brightness(amount?: number = 100) {
this.setFilter('_brightness', 'brightness', amount, '%');
}
public get brightness(): number {
return this._brightness;
}
/**
* Adjusts the contrast of the input. A value of 0% will create an image that is completely black.
* A value of 100% leaves the input unchanged. Values of amount over 100% are allowed, providing results with less contrast.
* If the amount parameter is missing, a value of 100% is used.
*/
public set contrast(amount?: number = 100) {
this.setFilter('_contrast', 'contrast', amount, '%');
}
public get contrast(): number {
return this._contrast;
}
/**
* Applies a hue rotation on the input image. The value of angle defines the number of degrees around the color circle
* the input samples will be adjusted. A value of 0deg leaves the input unchanged. If the angle parameter is missing,
* a value of 0deg is used. Maximum value is 360deg.
*/
public set hueRotate(angle?: number = 0) {
this.setFilter('_hueRotate', 'hue-rotate', angle, 'deg');
}
public get hueRotate(): number {
return this._hueRotate;
}
/**
* Inverts the samples in the input image. The value of amount defines the proportion of the conversion.
* A value of 100% is completely inverted. A value of 0% leaves the input unchanged.
* Values between 0% and 100% are linear multipliers on the effect. If the amount parameter is missing, a value of 100% is used.
*/
public set invert(value?: number = 100) {
this.setFilter('_invert', 'invert', value, '%');
}
public get invert(): number {
return this._invert;
}
/**
* Applies transparency to the samples in the input image. The value of amount defines the proportion of the conversion.
* A value of 0% is completely transparent. A value of 100% leaves the input unchanged.
* Values between 0% and 100% are linear multipliers on the effect. This is equivalent to multiplying the input image samples by amount.
* If the amount parameter is missing, a value of 100% is used.
* This function is similar to the more established opacity property; the difference is that with filters, some browsers provide hardware acceleration for better performance.
*/
public set opacity(value?: number = 100) {
this.setFilter('_opacity', 'opacity', value, '%');
}
public get opacity(): number {
return this._opacity;
}
/**
* Saturates the input image. The value of amount defines the proportion of the conversion.
* A value of 0% is completely un-saturated. A value of 100% leaves the input unchanged.
* Other values are linear multipliers on the effect. Values of amount over 100% are allowed, providing super-saturated results.
* If the amount parameter is missing, a value of 100% is used.
*/
public set saturate(value?: number = 100) {
this.setFilter('_saturate', 'saturate', value, '%');
}
public get saturate(): number {
return this._saturate;
}
}
}

View file

@ -186,6 +186,27 @@ module Phaser {
*/
public tileSpacing: number = 0;
/**
* Set a specific tile with its x and y in tiles.
* @param x {number} X position of this tile in world coordinates.
* @param y {number} Y position of this tile in world coordinates.
* @param index {number} The index of this tile type in the core map data.
*/
public putTileWorldXY(x: number, y: number, index: number) {
x = this.game.math.snapToFloor(x, this.tileWidth) / this.tileWidth;
y = this.game.math.snapToFloor(y, this.tileHeight) / this.tileHeight;
if (y >= 0 && y < this.mapData.length)
{
if (x >= 0 && x < this.mapData[y].length)
{
this.mapData[y][x] = index;
}
}
}
/**
* Set a specific tile with its x and y in tiles.
* @param x {number} X position of this tile.
@ -194,9 +215,6 @@ module Phaser {
*/
public putTile(x: number, y: number, index: number) {
x = this.game.math.snapToFloor(x, this.tileWidth) / this.tileWidth;
y = this.game.math.snapToFloor(y, this.tileHeight) / this.tileHeight;
if (y >= 0 && y < this.mapData.length)
{
if (x >= 0 && x < this.mapData[y].length)

View file

@ -311,6 +311,7 @@ module Phaser.Components.Sprite {
if (this.enabled == false || this._parent.visible == false)
{
this._pointerOutHandler(pointer);
return false;
}

View file

@ -34,6 +34,8 @@ module Phaser {
this.canvas.height = height;
this.context = this.canvas.getContext('2d');
this.css3 = new Phaser.Components.CSS3Filters(this.canvas);
this.bounds = new Rectangle(0, 0, width, height);
}
@ -59,6 +61,13 @@ module Phaser {
// Input / Output nodes?
/**
* Controls the CSS3 Filters applied to the textures canvas object.
* Only really useful if you attach this canvas to the DOM.
* @type {Phaser.Components.CSS3Filters}
*/
public css3: Phaser.Components.CSS3Filters;
/**
* Bound of this texture with width and height info.
* @type {Rectangle}

View file

@ -124,8 +124,6 @@ module Phaser {
*/
public addSound(key: string, url: string, data, webAudio: bool = true, audioTag: bool = false) {
console.log('Cache addSound: ' + key + ' url: ' + url, webAudio, audioTag);
var locked: bool = this._game.sound.touchLocked;
var decoded: bool = false;
@ -139,8 +137,6 @@ module Phaser {
public reloadSound(key: string) {
console.log('reloadSound', key);
if (this._sounds[key])
{
this._sounds[key].data.src = this._sounds[key].url;
@ -154,8 +150,6 @@ module Phaser {
public reloadSoundComplete(key: string) {
console.log('reloadSoundComplete', key);
if (this._sounds[key])
{
this._sounds[key].locked = false;
@ -180,7 +174,6 @@ module Phaser {
*/
public decodedSound(key: string, data) {
console.log('decoded sound', key);
this._sounds[key].data = data;
this._sounds[key].decoded = true;
this._sounds[key].isDecoding = false;

View file

@ -330,8 +330,8 @@ module Phaser {
case 'audio':
file.url = this.getAudioURL(file.url);
console.log('Loader audio');
console.log(file.url);
//console.log('Loader audio');
//console.log(file.url);
if (file.url !== null)
{
@ -349,7 +349,7 @@ module Phaser {
if (this._game.sound.touchLocked)
{
// If audio is locked we can't do this yet, so need to queue this load request somehow. Bum.
console.log('Audio is touch locked');
//console.log('Audio is touch locked');
file.data = new Audio();
file.data.name = file.key;
file.data.preload = 'auto';
@ -358,7 +358,6 @@ module Phaser {
}
else
{
console.log('Audio not touch locked');
file.data = new Audio();
file.data.name = file.key;
file.data.onerror = () => this.fileError(file.key);
@ -394,8 +393,8 @@ module Phaser {
if (this._game.device.canPlayAudio(extension))
{
console.log('getAudioURL', urls[i]);
console.log(urls[i]);
//console.log('getAudioURL', urls[i]);
//console.log(urls[i]);
return urls[i];
}

135
Phaser/net/Net.ts Normal file
View file

@ -0,0 +1,135 @@
/// <reference path="../Game.ts" />
/**
* Phaser - Net
*
*
*/
module Phaser {
export class Net {
/**
* Net constructor
*/
constructor(game: Game) {
this.game = game;
}
/**
* Local reference to the current Phaser.Game.
*/
public game: Game;
/**
* Compares the given domain name against the hostname of the browser containing the game.
* If the domain name is found it returns true.
* You can specify a part of a domain, for example 'google' would match 'google.com', 'google.co.uk', etc.
* Do not include 'http://' at the start.
*/
public checkDomainName(domain: string): bool {
return window.location.hostname.indexOf(domain) !== -1;
}
/**
* Updates a value on the Query String and returns it in full.
* If the value doesn't already exist it is set.
* If the value exists it is replaced with the new value given. If you don't provide a new value it is removed from the query string.
* Optionally you can redirect to the new url, or just return it as a string.
*/
public updateQueryString(key: string, value: string, redirect?:bool = false, url?: string = ''):string {
if (url == '')
{
url = window.location.href;
}
var output: string = '';
var re:RegExp = new RegExp("([?|&])" + key + "=.*?(&|#|$)(.*)", "gi");
if (re.test(url))
{
if (typeof value !== 'undefined' && value !== null)
{
output = url.replace(re, '$1' + key + "=" + value + '$2$3');
}
else
{
output = url.replace(re, '$1$3').replace(/(&|\?)$/, '');
}
}
else
{
if (typeof value !== 'undefined' && value !== null)
{
var separator = url.indexOf('?') !== -1 ? '&' : '?';
var hash = url.split('#');
url = hash[0] + separator + key + '=' + value;
if (hash[1])
{
url += '#' + hash[1];
}
output = url;
}
else
{
output = url;
}
}
if (redirect)
{
window.location.href = output;
}
else
{
return output;
}
}
/**
* Returns the Query String as an object.
* If you specify a parameter it will return just the value of that parameter, should it exist.
*/
public getQueryString(parameter?: string = '') {
var output = {};
var keyValues = location.search.substring(1).split('&');
for (var i in keyValues)
{
var key = keyValues[i].split('=');
if (key.length > 1)
{
if (parameter && parameter == this.decodeURI(key[0]))
{
return this.decodeURI(key[1]);
}
else
{
output[this.decodeURI(key[0])] = this.decodeURI(key[1]);
}
}
}
return output;
}
private decodeURI(value: string): string {
return decodeURIComponent(value.replace(/\+/g, " "));
}
}
}

View file

@ -43,7 +43,7 @@ module Phaser {
}
else
{
if (this.game.cache.getSound(key).locked == false)
if (this.game.cache.getSound(key) && this.game.cache.getSound(key).locked == false)
{
this._sound = this.game.cache.getSoundData(key);
this.totalDuration = this._sound.duration;
@ -65,6 +65,7 @@ module Phaser {
this.onLoop = new Phaser.Signal;
this.onStop = new Phaser.Signal;
this.onMute = new Phaser.Signal;
this.onMarkerComplete = new Phaser.Signal;
}
@ -102,7 +103,7 @@ module Phaser {
/**
* Decoded data buffer / Audio tag.
*/
private _buffer;
private _buffer = null;
/**
* Volume of this sound.
@ -148,6 +149,7 @@ module Phaser {
public onLoop: Phaser.Signal;
public onStop: Phaser.Signal;
public onMute: Phaser.Signal;
public onMarkerComplete: Phaser.Signal;
public pendingPlayback: bool = false;
@ -171,7 +173,6 @@ module Phaser {
if (this.pendingPlayback && this.game.cache.isSoundReady(this.key))
{
console.log('pending over');
this.pendingPlayback = false;
this.play(this._tempMarker, this._tempPosition, this._tempVolume, this._tempLoop);
}
@ -182,16 +183,32 @@ module Phaser {
if (this.currentTime >= this.duration)
{
console.log(this.currentMarker, 'has hit duration');
if (this.usingWebAudio)
{
if (this.loop)
{
console.log('loop1');
// won't work with markers, needs to reset the position
this.onLoop.dispatch(this);
this.currentTime = 0;
this.startTime = this.game.time.now;
if (this.currentMarker == '')
{
console.log('loop2');
this.currentTime = 0;
this.startTime = this.game.time.now;
}
else
{
console.log('loop3');
this.play(this.currentMarker, 0, this.volume, true, true);
}
}
else
{
console.log('stopping, no loop for marker');
this.stop();
}
}
@ -213,6 +230,8 @@ module Phaser {
}
public override: bool = false;
/**
* Play this sound, or a marked section of it.
* @param marker {string} Assets key of the sound you want to play.
@ -222,12 +241,35 @@ module Phaser {
*/
public play(marker: string = '', position?: number = 0, volume?: number = 1, loop?: bool = false, forceRestart: bool = false) {
if (this.isPlaying == true && forceRestart == false)
console.log('play', marker, 'current is', this.currentMarker);
if (this.isPlaying == true && forceRestart == false && this.override == false)
{
// Use Restart instead
return;
}
if (this.isPlaying && this.override)
{
console.log('asked to play', marker, 'but already playing', this.currentMarker);
if (this.usingWebAudio)
{
if (typeof this._sound.stop === 'undefined')
{
this._sound.noteOff(0);
}
else
{
this._sound.stop(0);
}
}
else if (this.usingAudioTag)
{
this._sound.pause();
this._sound.currentTime = 0;
}
}
this.currentMarker = marker;
if (marker !== '' && this.markers[marker])
@ -236,6 +278,13 @@ module Phaser {
this.volume = this.markers[marker].volume;
this.loop = this.markers[marker].loop;
this.duration = this.markers[marker].duration * 1000;
console.log('marker info loaded', this.loop, this.duration);
this._tempMarker = marker;
this._tempPosition = this.position;
this._tempVolume = this.volume;
this._tempLoop = this.loop;
}
else
{
@ -243,12 +292,12 @@ module Phaser {
this.volume = volume;
this.loop = loop;
this.duration = 0;
}
this._tempMarker = marker;
this._tempPosition = position;
this._tempVolume = volume;
this._tempLoop = loop;
this._tempMarker = marker;
this._tempPosition = position;
this._tempVolume = volume;
this._tempLoop = loop;
}
if (this.usingWebAudio)
{
@ -256,18 +305,25 @@ module Phaser {
if (this.game.cache.isSoundDecoded(this.key))
{
// Do we need to do this every time we play? How about just if the buffer is empty?
this._buffer = this.game.cache.getSoundData(this.key);
this._sound = this.context.createBufferSource();
this._sound.buffer = this._buffer;
this._sound.connect(this.gainNode);
this.totalDuration = this._sound.buffer.duration;
if (this._buffer == null)
{
this._buffer = this.game.cache.getSoundData(this.key);
}
//if (this._sound == null)
//{
this._sound = this.context.createBufferSource();
this._sound.buffer = this._buffer;
this._sound.connect(this.gainNode);
this.totalDuration = this._sound.buffer.duration;
//}
if (this.duration == 0)
{
this.duration = this.totalDuration * 1000;
}
if (this.loop)
if (this.loop && marker == '')
{
this._sound.loop = true;
}
@ -288,12 +344,15 @@ module Phaser {
this.currentTime = 0;
this.stopTime = this.startTime + this.duration;
this.onPlay.dispatch(this);
console.log('playing, start', this.startTime, 'stop');
}
else
{
this.pendingPlayback = true;
if (this.game.cache.getSound(this.key).isDecoding == false)
if (this.game.cache.getSound(this.key) && this.game.cache.getSound(this.key).isDecoding == false)
{
this.game.sound.decode(this.key, this);
}
@ -301,17 +360,17 @@ module Phaser {
}
else
{
console.log('Sound play Audio');
//console.log('Sound play Audio');
if (this.game.cache.getSound(this.key).locked)
if (this.game.cache.getSound(this.key) && this.game.cache.getSound(this.key).locked)
{
console.log('tried playing locked sound, pending set, reload started');
//console.log('tried playing locked sound, pending set, reload started');
this.game.cache.reloadSound(this.key);
this.pendingPlayback = true;
}
else
{
console.log('sound not locked, state?', this._sound.readyState);
//console.log('sound not locked, state?', this._sound.readyState);
if (this._sound && this._sound.readyState == 4)
{
if (this.duration == 0)
@ -319,10 +378,19 @@ module Phaser {
this.duration = this.totalDuration * 1000;
}
console.log('playing', this._sound);
//console.log('playing', this._sound);
this._sound.currentTime = this.position;
this._sound.muted = this._muted;
this._sound.volume = this._volume;
if (this._muted)
{
this._sound.volume = 0;
}
else
{
this._sound.volume = this._volume;
}
this._sound.play();
this.isPlaying = true;
@ -391,6 +459,8 @@ module Phaser {
*/
public stop() {
console.log('Sound.stop', this.currentMarker);
if (this.isPlaying && this._sound)
{
if (this.usingWebAudio)
@ -405,17 +475,20 @@ module Phaser {
}
}
else if (this.usingAudioTag)
{
{
this._sound.pause();
this._sound.currentTime = 0;
}
this.isPlaying = false;
this.currentMarker = '';
this.onStop.dispatch(this);
}
this.isPlaying = false;
var prevMarker:string = this.currentMarker;
this.currentMarker = '';
this.onStop.dispatch(this, prevMarker);
}
/**

View file

@ -4,7 +4,6 @@
/**
* Phaser - SoundManager
*
* This is an embroyonic web audio sound management class. There is a lot of work still to do here.
*/
module Phaser {
@ -30,7 +29,7 @@ module Phaser {
if (this.game.device.iOS || (window['PhaserGlobal'] && window['PhaserGlobal'].fakeiOSTouchLock))
{
console.log('iOS Touch Locked');
//console.log('iOS Touch Locked');
this.game.input.touch.callbackContext = this;
this.game.input.touch.touchStartCallback = this.unlock;
this.game.input.mouse.callbackContext = this;
@ -146,11 +145,11 @@ module Phaser {
return;
}
console.log('SoundManager touch unlocked');
//console.log('SoundManager touch unlocked');
if (this.game.device.webAudio && (window['PhaserGlobal'] && window['PhaserGlobal'].disableWebAudio == false))
{
console.log('create empty buffer');
//console.log('create empty buffer');
// Create empty buffer and play it
var buffer = this.context.createBuffer(1, 1, 22050);
this._unlockSource = this.context.createBufferSource();
@ -161,7 +160,7 @@ module Phaser {
else
{
// Create an Audio tag?
console.log('create audio tag');
//console.log('create audio tag');
this.touchLocked = false;
this._unlockSource = null;
this.game.input.touch.callbackContext = null;
@ -181,6 +180,8 @@ module Phaser {
public set mute(value: bool) {
console.log('SoundManager mute', value);
if (value)
{
if (this._muted)
@ -199,7 +200,7 @@ module Phaser {
// Loop through sounds
for (var i = 0; i < this._sounds.length; i++)
{
if (this._sounds[i])
if (this._sounds[i].usingAudioTag)
{
this._sounds[i].mute = true;
}
@ -222,7 +223,7 @@ module Phaser {
// Loop through sounds
for (var i = 0; i < this._sounds.length; i++)
{
if (this._sounds[i])
if (this._sounds[i].usingAudioTag)
{
this._sounds[i].mute = false;
}

View file

@ -159,6 +159,12 @@ module Phaser {
*/
public aspectRatio: number;
/**
* The maximum number of times it will try to resize the canvas to fill the browser (default is 10)
* @type {number}
*/
public maxIterations: number = 10;
/**
* The scale factor of the scaled game width
* @type {Vec2}
@ -348,7 +354,7 @@ module Phaser {
// We can't do anything about the status bars in iPads, web apps or desktops
if (this._game.device.iPad == false && this._game.device.webApp == false && this._game.device.desktop == false)
{
document.documentElement.style.minHeight = '5000px';
document.documentElement.style.minHeight = '2000px';
this._startHeight = window.innerHeight;
@ -362,9 +368,9 @@ module Phaser {
}
}
if (this._check == null)
if (this._check == null && this.maxIterations > 0)
{
this._iterations = 40;
this._iterations = this.maxIterations;
this._check = window.setInterval(() => this.setScreenSize(), 10);
this.setScreenSize();
}

View file

@ -31,7 +31,6 @@ TODO:
* Investigate bug re: tilemap collision and animation frames
* Update tests that use arrow keys and include touch/mouse support (FlxControlHandler style)
* Texture Repeat doesn't scroll, because it's part of the camera not the world, need to think about this more
* Stage CSS3 transforms!!! Color tints, sepia, greyscale, all of those cool things :)
* Add JSON Texture Atlas object support.
* Pointer.getWorldX(camera) needs to take camera scale into consideration
* If stage.clear set to false and game pauses, when it unpauses you still see the pause arrow - resolve this
@ -56,14 +55,10 @@ TODO:
* Tilemap.render - move layers length to var
* Camera control method (touch/keyboard)
* Tilemap.destroy needs doing
* Look at the input targetObject - it doesn't seem to get cleared down all the time, maybe just a priority/alpha issue (check vis/alpha?)
* Sprite.transform.bottomRight/Left doesn't seem to take origin into account
* When you toggle visible of a button that is over, it doesn't disable that 'over' state (should it? probably yes)
* Stage.opaqueBackground = 'rgb()' or null, alpha, blendMode, filters, mask, rotation+XYZ,scaleXYZ,visible
* Need a way for Input event to redirect to audio to unlock playback
* AudioSprite object?
* How to get web audio to playback from an offset
* Stage CSS3 Transforms?
* Ability to layer another DOM object and have it controlled by the game somehow. Can then do stacked canvas effects.
* Stage lost to mute
@ -158,6 +153,11 @@ V1.0.0
* Updated Loader and Cache so they now support loading of Audio() tags as well as Web Audio.
* Set Input.recordPointerHistory to false, you now need to enable the pointer tracking if you wish to use it.
* SoundManager will now automatically handle iOS touch unlocking.
* Added TilemapLayer.putTileWorldXY to place a tile based on pixel values, and putTile based on tile map coordinates.
* Dropped the StageScaleMode.setScreenSize iterations count from 40 down to 10 and document min body height to 2000px.
* Added Phaser.Net for browser and network specific functions, currently includes query string parsing and updating methods.
* Added a new CSS3 Filters component. Apply blur, grayscale, sepia, brightness, contrast, hue rotation, invert, opacity and saturate filters to the games stage.

View file

@ -242,6 +242,34 @@
<DependentUpon>origin 5.ts</DependentUpon>
</Content>
<TypeScriptCompile Include="tilemaps\csv tilemap.ts" />
<TypeScriptCompile Include="stage\blur filter.ts" />
<Content Include="stage\blur filter.js">
<DependentUpon>blur filter.ts</DependentUpon>
</Content>
<TypeScriptCompile Include="stage\sepia filter.ts" />
<TypeScriptCompile Include="stage\brightness filter.ts" />
<Content Include="stage\brightness filter.js">
<DependentUpon>brightness filter.ts</DependentUpon>
</Content>
<TypeScriptCompile Include="stage\contrast filter.ts" />
<Content Include="stage\contrast filter.js">
<DependentUpon>contrast filter.ts</DependentUpon>
</Content>
<TypeScriptCompile Include="stage\grayscale filter.ts" />
<Content Include="stage\grayscale filter.js">
<DependentUpon>grayscale filter.ts</DependentUpon>
</Content>
<TypeScriptCompile Include="stage\hue rotate filter.ts" />
<Content Include="stage\hue rotate filter.js">
<DependentUpon>hue rotate filter.ts</DependentUpon>
</Content>
<Content Include="stage\sepia filter.js">
<DependentUpon>sepia filter.ts</DependentUpon>
</Content>
<TypeScriptCompile Include="textures\filter test.ts" />
<Content Include="textures\filter test.js">
<DependentUpon>filter test.ts</DependentUpon>
</Content>
<Content Include="tilemaps\csv tilemap.js">
<DependentUpon>csv tilemap.ts</DependentUpon>
</Content>

View file

@ -1,4 +1,4 @@
/// <reference path="../Game.ts" />
/// <reference path="../Game.ts" />
/**
* Phaser - Point
*
@ -2004,6 +2004,7 @@ var Phaser;
this.canvas.width = width;
this.canvas.height = height;
this.context = this.canvas.getContext('2d');
this.css3 = new Phaser.Components.CSS3Filters(this.canvas);
this.bounds = new Phaser.Rectangle(0, 0, width, height);
}
DynamicTexture.prototype.getPixel = /**
@ -3607,6 +3608,7 @@ var Phaser;
*/
function (pointer) {
if(this.enabled == false || this._parent.visible == false) {
this._pointerOutHandler(pointer);
return false;
}
if(this.draggable && this._draggedPointerID == pointer.id) {
@ -9238,8 +9240,8 @@ var Phaser;
break;
case 'audio':
file.url = this.getAudioURL(file.url);
console.log('Loader audio');
console.log(file.url);
//console.log('Loader audio');
//console.log(file.url);
if(file.url !== null) {
// WebAudio or Audio Tag?
if(this._game.sound.usingWebAudio) {
@ -9255,14 +9257,13 @@ var Phaser;
} else if(this._game.sound.usingAudioTag) {
if(this._game.sound.touchLocked) {
// If audio is locked we can't do this yet, so need to queue this load request somehow. Bum.
console.log('Audio is touch locked');
//console.log('Audio is touch locked');
file.data = new Audio();
file.data.name = file.key;
file.data.preload = 'auto';
file.data.src = file.url;
this.fileComplete(file.key);
} else {
console.log('Audio not touch locked');
file.data = new Audio();
file.data.name = file.key;
file.data.onerror = function () {
@ -9297,8 +9298,8 @@ var Phaser;
extension = urls[i].toLowerCase();
extension = extension.substr((Math.max(0, extension.lastIndexOf(".")) || Infinity) + 1);
if(this._game.device.canPlayAudio(extension)) {
console.log('getAudioURL', urls[i]);
console.log(urls[i]);
//console.log('getAudioURL', urls[i]);
//console.log(urls[i]);
return urls[i];
}
}
@ -9462,6 +9463,97 @@ var Phaser;
})(Phaser || (Phaser = {}));
/// <reference path="../Game.ts" />
/**
* Phaser - Net
*
*
*/
var Phaser;
(function (Phaser) {
var Net = (function () {
/**
* Net constructor
*/
function Net(game) {
this.game = game;
}
Net.prototype.checkDomainName = /**
* Compares the given domain name against the hostname of the browser containing the game.
* If the domain name is found it returns true.
* You can specify a part of a domain, for example 'google' would match 'google.com', 'google.co.uk', etc.
* Do not include 'http://' at the start.
*/
function (domain) {
return window.location.hostname.indexOf(domain) !== -1;
};
Net.prototype.updateQueryString = /**
* Updates a value on the Query String and returns it in full.
* If the value doesn't already exist it is set.
* If the value exists it is replaced with the new value given. If you don't provide a new value it is removed from the query string.
* Optionally you can redirect to the new url, or just return it as a string.
*/
function (key, value, redirect, url) {
if (typeof redirect === "undefined") { redirect = false; }
if (typeof url === "undefined") { url = ''; }
if(url == '') {
url = window.location.href;
}
var output = '';
var re = new RegExp("([?|&])" + key + "=.*?(&|#|$)(.*)", "gi");
if(re.test(url)) {
if(typeof value !== 'undefined' && value !== null) {
output = url.replace(re, '$1' + key + "=" + value + '$2$3');
} else {
output = url.replace(re, '$1$3').replace(/(&|\?)$/, '');
}
} else {
if(typeof value !== 'undefined' && value !== null) {
var separator = url.indexOf('?') !== -1 ? '&' : '?';
var hash = url.split('#');
url = hash[0] + separator + key + '=' + value;
if(hash[1]) {
url += '#' + hash[1];
}
output = url;
} else {
output = url;
}
}
if(redirect) {
window.location.href = output;
} else {
return output;
}
};
Net.prototype.getQueryString = /**
* Returns the Query String as an object.
* If you specify a parameter it will return just the value of that parameter, should it exist.
*/
function (parameter) {
if (typeof parameter === "undefined") { parameter = ''; }
var output = {
};
var keyValues = location.search.substring(1).split('&');
for(var i in keyValues) {
var key = keyValues[i].split('=');
if(key.length > 1) {
if(parameter && parameter == this.decodeURI(key[0])) {
return this.decodeURI(key[1]);
} else {
output[this.decodeURI(key[0])] = this.decodeURI(key[1]);
}
}
}
return output;
};
Net.prototype.decodeURI = function (value) {
return decodeURIComponent(value.replace(/\+/g, " "));
};
return Net;
})();
Phaser.Net = Net;
})(Phaser || (Phaser = {}));
/// <reference path="../Game.ts" />
/**
* Phaser - Cache
*
* A game only has one instance of a Cache and it is used to store all externally loaded assets such
@ -9557,7 +9649,6 @@ var Phaser;
function (key, url, data, webAudio, audioTag) {
if (typeof webAudio === "undefined") { webAudio = true; }
if (typeof audioTag === "undefined") { audioTag = false; }
console.log('Cache addSound: ' + key + ' url: ' + url, webAudio, audioTag);
var locked = this._game.sound.touchLocked;
var decoded = false;
if(audioTag) {
@ -9575,7 +9666,6 @@ var Phaser;
};
Cache.prototype.reloadSound = function (key) {
var _this = this;
console.log('reloadSound', key);
if(this._sounds[key]) {
this._sounds[key].data.src = this._sounds[key].url;
this._sounds[key].data.addEventListener('canplaythrough', function () {
@ -9585,7 +9675,6 @@ var Phaser;
}
};
Cache.prototype.reloadSoundComplete = function (key) {
console.log('reloadSoundComplete', key);
if(this._sounds[key]) {
this._sounds[key].locked = false;
this.onSoundUnlock.dispatch(key);
@ -9602,7 +9691,6 @@ var Phaser;
* @param data {object} Extra sound data.
*/
function (key, data) {
console.log('decoded sound', key);
this._sounds[key].data = data;
this._sounds[key].decoded = true;
this._sounds[key].isDecoding = false;
@ -11468,8 +11556,8 @@ var Phaser;
this._sortIndex = '';
this._game = game;
this._cameras = [];
this.default = this.addCamera(x, y, width, height);
this.current = this.default;
this.defaultCamera = this.addCamera(x, y, width, height);
this.current = this.defaultCamera;
}
CameraManager.CAMERA_TYPE_ORTHOGRAPHIC = 0;
CameraManager.CAMERA_TYPE_ISOMETRIC = 1;
@ -13088,6 +13176,21 @@ var Phaser;
this.mapData = [];
this._tempTileBlock = [];
}
TilemapLayer.prototype.putTileWorldXY = /**
* Set a specific tile with its x and y in tiles.
* @param x {number} X position of this tile in world coordinates.
* @param y {number} Y position of this tile in world coordinates.
* @param index {number} The index of this tile type in the core map data.
*/
function (x, y, index) {
x = this.game.math.snapToFloor(x, this.tileWidth) / this.tileWidth;
y = this.game.math.snapToFloor(y, this.tileHeight) / this.tileHeight;
if(y >= 0 && y < this.mapData.length) {
if(x >= 0 && x < this.mapData[y].length) {
this.mapData[y][x] = index;
}
}
};
TilemapLayer.prototype.putTile = /**
* Set a specific tile with its x and y in tiles.
* @param x {number} X position of this tile.
@ -13095,8 +13198,6 @@ var Phaser;
* @param index {number} The index of this tile type in the core map data.
*/
function (x, y, index) {
x = this.game.math.snapToFloor(x, this.tileWidth) / this.tileWidth;
y = this.game.math.snapToFloor(y, this.tileHeight) / this.tileHeight;
if(y >= 0 && y < this.mapData.length) {
if(x >= 0 && x < this.mapData[y].length) {
this.mapData[y][x] = index;
@ -14120,6 +14221,10 @@ var Phaser;
* Reference to AudioContext instance.
*/
this.context = null;
/**
* Decoded data buffer / Audio tag.
*/
this._buffer = null;
this._muted = false;
this.usingWebAudio = false;
this.usingAudioTag = false;
@ -14135,6 +14240,7 @@ var Phaser;
this.isPlaying = false;
this.currentMarker = '';
this.pendingPlayback = false;
this.override = false;
this.game = game;
this.usingWebAudio = this.game.sound.usingWebAudio;
this.usingAudioTag = this.game.sound.usingAudioTag;
@ -14150,7 +14256,7 @@ var Phaser;
this.gainNode.gain.value = volume * this.game.sound.volume;
this.gainNode.connect(this.masterGainNode);
} else {
if(this.game.cache.getSound(key).locked == false) {
if(this.game.cache.getSound(key) && this.game.cache.getSound(key).locked == false) {
this._sound = this.game.cache.getSoundData(key);
this.totalDuration = this._sound.duration;
} else {
@ -14168,6 +14274,7 @@ var Phaser;
this.onLoop = new Phaser.Signal();
this.onStop = new Phaser.Signal();
this.onMute = new Phaser.Signal();
this.onMarkerComplete = new Phaser.Signal();
}
Sound.prototype.soundHasUnlocked = function (key) {
if(key == this.key) {
@ -14207,19 +14314,28 @@ var Phaser;
};
Sound.prototype.update = function () {
if(this.pendingPlayback && this.game.cache.isSoundReady(this.key)) {
console.log('pending over');
this.pendingPlayback = false;
this.play(this._tempMarker, this._tempPosition, this._tempVolume, this._tempLoop);
}
if(this.isPlaying) {
this.currentTime = this.game.time.now - this.startTime;
if(this.currentTime >= this.duration) {
console.log(this.currentMarker, 'has hit duration');
if(this.usingWebAudio) {
if(this.loop) {
console.log('loop1');
// won't work with markers, needs to reset the position
this.onLoop.dispatch(this);
this.currentTime = 0;
this.startTime = this.game.time.now;
if(this.currentMarker == '') {
console.log('loop2');
this.currentTime = 0;
this.startTime = this.game.time.now;
} else {
console.log('loop3');
this.play(this.currentMarker, 0, this.volume, true, true);
}
} else {
console.log('stopping, no loop for marker');
this.stop();
}
} else {
@ -14246,39 +14362,63 @@ var Phaser;
if (typeof volume === "undefined") { volume = 1; }
if (typeof loop === "undefined") { loop = false; }
if (typeof forceRestart === "undefined") { forceRestart = false; }
if(this.isPlaying == true && forceRestart == false) {
console.log('play', marker, 'current is', this.currentMarker);
if(this.isPlaying == true && forceRestart == false && this.override == false) {
// Use Restart instead
return;
}
if(this.isPlaying && this.override) {
console.log('asked to play', marker, 'but already playing', this.currentMarker);
if(this.usingWebAudio) {
if(typeof this._sound.stop === 'undefined') {
this._sound.noteOff(0);
} else {
this._sound.stop(0);
}
} else if(this.usingAudioTag) {
this._sound.pause();
this._sound.currentTime = 0;
}
}
this.currentMarker = marker;
if(marker !== '' && this.markers[marker]) {
this.position = this.markers[marker].start;
this.volume = this.markers[marker].volume;
this.loop = this.markers[marker].loop;
this.duration = this.markers[marker].duration * 1000;
console.log('marker info loaded', this.loop, this.duration);
this._tempMarker = marker;
this._tempPosition = this.position;
this._tempVolume = this.volume;
this._tempLoop = this.loop;
} else {
this.position = position;
this.volume = volume;
this.loop = loop;
this.duration = 0;
this._tempMarker = marker;
this._tempPosition = position;
this._tempVolume = volume;
this._tempLoop = loop;
}
this._tempMarker = marker;
this._tempPosition = position;
this._tempVolume = volume;
this._tempLoop = loop;
if(this.usingWebAudio) {
// Does the sound need decoding?
if(this.game.cache.isSoundDecoded(this.key)) {
// Do we need to do this every time we play? How about just if the buffer is empty?
this._buffer = this.game.cache.getSoundData(this.key);
if(this._buffer == null) {
this._buffer = this.game.cache.getSoundData(this.key);
}
//if (this._sound == null)
//{
this._sound = this.context.createBufferSource();
this._sound.buffer = this._buffer;
this._sound.connect(this.gainNode);
this.totalDuration = this._sound.buffer.duration;
//}
if(this.duration == 0) {
this.duration = this.totalDuration * 1000;
}
if(this.loop) {
if(this.loop && marker == '') {
this._sound.loop = true;
}
// Useful to cache this somewhere perhaps?
@ -14293,28 +14433,33 @@ var Phaser;
this.currentTime = 0;
this.stopTime = this.startTime + this.duration;
this.onPlay.dispatch(this);
console.log('playing, start', this.startTime, 'stop');
} else {
this.pendingPlayback = true;
if(this.game.cache.getSound(this.key).isDecoding == false) {
if(this.game.cache.getSound(this.key) && this.game.cache.getSound(this.key).isDecoding == false) {
this.game.sound.decode(this.key, this);
}
}
} else {
console.log('Sound play Audio');
if(this.game.cache.getSound(this.key).locked) {
console.log('tried playing locked sound, pending set, reload started');
//console.log('Sound play Audio');
if(this.game.cache.getSound(this.key) && this.game.cache.getSound(this.key).locked) {
//console.log('tried playing locked sound, pending set, reload started');
this.game.cache.reloadSound(this.key);
this.pendingPlayback = true;
} else {
console.log('sound not locked, state?', this._sound.readyState);
//console.log('sound not locked, state?', this._sound.readyState);
if(this._sound && this._sound.readyState == 4) {
if(this.duration == 0) {
this.duration = this.totalDuration * 1000;
}
console.log('playing', this._sound);
//console.log('playing', this._sound);
this._sound.currentTime = this.position;
this._sound.muted = this._muted;
this._sound.volume = this._volume;
if(this._muted) {
this._sound.volume = 0;
} else {
this._sound.volume = this._volume;
}
this._sound.play();
this.isPlaying = true;
this.startTime = this.game.time.now;
@ -14364,6 +14509,7 @@ var Phaser;
* Stop playing this sound.
*/
function () {
console.log('Sound.stop', this.currentMarker);
if(this.isPlaying && this._sound) {
if(this.usingWebAudio) {
if(typeof this._sound.stop === 'undefined') {
@ -14375,10 +14521,11 @@ var Phaser;
this._sound.pause();
this._sound.currentTime = 0;
}
this.isPlaying = false;
this.currentMarker = '';
this.onStop.dispatch(this);
}
this.isPlaying = false;
var prevMarker = this.currentMarker;
this.currentMarker = '';
this.onStop.dispatch(this, prevMarker);
};
Object.defineProperty(Sound.prototype, "mute", {
get: /**
@ -14453,7 +14600,6 @@ var Phaser;
/**
* Phaser - SoundManager
*
* This is an embroyonic web audio sound management class. There is a lot of work still to do here.
*/
var Phaser;
(function (Phaser) {
@ -14482,7 +14628,7 @@ var Phaser;
this.channels = 1;
}
if(this.game.device.iOS || (window['PhaserGlobal'] && window['PhaserGlobal'].fakeiOSTouchLock)) {
console.log('iOS Touch Locked');
//console.log('iOS Touch Locked');
this.game.input.touch.callbackContext = this;
this.game.input.touch.touchStartCallback = this.unlock;
this.game.input.mouse.callbackContext = this;
@ -14534,9 +14680,9 @@ var Phaser;
if(this.touchLocked == false) {
return;
}
console.log('SoundManager touch unlocked');
//console.log('SoundManager touch unlocked');
if(this.game.device.webAudio && (window['PhaserGlobal'] && window['PhaserGlobal'].disableWebAudio == false)) {
console.log('create empty buffer');
//console.log('create empty buffer');
// Create empty buffer and play it
var buffer = this.context.createBuffer(1, 1, 22050);
this._unlockSource = this.context.createBufferSource();
@ -14545,7 +14691,7 @@ var Phaser;
this._unlockSource.noteOn(0);
} else {
// Create an Audio tag?
console.log('create audio tag');
//console.log('create audio tag');
this.touchLocked = false;
this._unlockSource = null;
this.game.input.touch.callbackContext = null;
@ -14562,6 +14708,7 @@ var Phaser;
return this._muted;
},
set: function (value) {
console.log('SoundManager mute', value);
if(value) {
if(this._muted) {
return;
@ -14573,7 +14720,7 @@ var Phaser;
}
// Loop through sounds
for(var i = 0; i < this._sounds.length; i++) {
if(this._sounds[i]) {
if(this._sounds[i].usingAudioTag) {
this._sounds[i].mute = true;
}
}
@ -14587,7 +14734,7 @@ var Phaser;
}
// Loop through sounds
for(var i = 0; i < this._sounds.length; i++) {
if(this._sounds[i]) {
if(this._sounds[i].usingAudioTag) {
this._sounds[i].mute = false;
}
}
@ -14711,6 +14858,192 @@ var Phaser;
(function (Phaser) {
Phaser.VERSION = 'Phaser version 1.0.0';
})(Phaser || (Phaser = {}));
var Phaser;
(function (Phaser) {
/// <reference path="../Game.ts" />
/**
* Phaser - Components - CSS3Filters
*
* Allows for easy addition and modification of CSS3 Filters on DOM objects (typically the Game.Stage.canvas).
*/
(function (Components) {
var CSS3Filters = (function () {
/**
* Creates a new CSS3 Filter component
* @param parent The DOM object to apply the filters to.
*/
function CSS3Filters(parent) {
this._blur = 0;
this._grayscale = 0;
this._sepia = 0;
this._brightness = 0;
this._contrast = 0;
this._hueRotate = 0;
this._invert = 0;
this._opacity = 0;
this._saturate = 0;
this.parent = parent;
}
CSS3Filters.prototype.setFilter = function (local, prefix, value, unit) {
this[local] = value;
if(this.parent) {
this.parent.style['-webkit-filter'] = prefix + '(' + value + unit + ')';
}
};
Object.defineProperty(CSS3Filters.prototype, "blur", {
get: function () {
return this._blur;
},
set: /**
* Applies a Gaussian blur to the DOM element. The value of radius defines the value of the standard deviation to the Gaussian function,
* or how many pixels on the screen blend into each other, so a larger value will create more blur.
* If no parameter is provided, then a value 0 is used. The parameter is specified as a CSS length, but does not accept percentage values.
*/
function (radius) {
if (typeof radius === "undefined") { radius = 0; }
this.setFilter('_blur', 'blur', radius, 'px');
},
enumerable: true,
configurable: true
});
Object.defineProperty(CSS3Filters.prototype, "grayscale", {
get: function () {
return this._grayscale;
},
set: /**
* Converts the input image to grayscale. The value of amount defines the proportion of the conversion.
* A value of 100% is completely grayscale. A value of 0% leaves the input unchanged.
* Values between 0% and 100% are linear multipliers on the effect. If the amount parameter is missing, a value of 100% is used.
*/
function (amount) {
if (typeof amount === "undefined") { amount = 100; }
this.setFilter('_grayscale', 'grayscale', amount, '%');
},
enumerable: true,
configurable: true
});
Object.defineProperty(CSS3Filters.prototype, "sepia", {
get: function () {
return this._sepia;
},
set: /**
* Converts the input image to sepia. The value of amount defines the proportion of the conversion.
* A value of 100% is completely sepia. A value of 0 leaves the input unchanged.
* Values between 0% and 100% are linear multipliers on the effect. If the amount parameter is missing, a value of 100% is used.
*/
function (amount) {
if (typeof amount === "undefined") { amount = 100; }
this.setFilter('_sepia', 'sepia', amount, '%');
},
enumerable: true,
configurable: true
});
Object.defineProperty(CSS3Filters.prototype, "brightness", {
get: function () {
return this._brightness;
},
set: /**
* Applies a linear multiplier to input image, making it appear more or less bright.
* A value of 0% will create an image that is completely black. A value of 100% leaves the input unchanged.
* Other values are linear multipliers on the effect. Values of an amount over 100% are allowed, providing brighter results.
* If the amount parameter is missing, a value of 100% is used.
*/
function (amount) {
if (typeof amount === "undefined") { amount = 100; }
this.setFilter('_brightness', 'brightness', amount, '%');
},
enumerable: true,
configurable: true
});
Object.defineProperty(CSS3Filters.prototype, "contrast", {
get: function () {
return this._contrast;
},
set: /**
* Adjusts the contrast of the input. A value of 0% will create an image that is completely black.
* A value of 100% leaves the input unchanged. Values of amount over 100% are allowed, providing results with less contrast.
* If the amount parameter is missing, a value of 100% is used.
*/
function (amount) {
if (typeof amount === "undefined") { amount = 100; }
this.setFilter('_contrast', 'contrast', amount, '%');
},
enumerable: true,
configurable: true
});
Object.defineProperty(CSS3Filters.prototype, "hueRotate", {
get: function () {
return this._hueRotate;
},
set: /**
* Applies a hue rotation on the input image. The value of angle defines the number of degrees around the color circle
* the input samples will be adjusted. A value of 0deg leaves the input unchanged. If the angle parameter is missing,
* a value of 0deg is used. Maximum value is 360deg.
*/
function (angle) {
if (typeof angle === "undefined") { angle = 0; }
this.setFilter('_hueRotate', 'hue-rotate', angle, 'deg');
},
enumerable: true,
configurable: true
});
Object.defineProperty(CSS3Filters.prototype, "invert", {
get: function () {
return this._invert;
},
set: /**
* Inverts the samples in the input image. The value of amount defines the proportion of the conversion.
* A value of 100% is completely inverted. A value of 0% leaves the input unchanged.
* Values between 0% and 100% are linear multipliers on the effect. If the amount parameter is missing, a value of 100% is used.
*/
function (value) {
if (typeof value === "undefined") { value = 100; }
this.setFilter('_invert', 'invert', value, '%');
},
enumerable: true,
configurable: true
});
Object.defineProperty(CSS3Filters.prototype, "opacity", {
get: function () {
return this._opacity;
},
set: /**
* Applies transparency to the samples in the input image. The value of amount defines the proportion of the conversion.
* A value of 0% is completely transparent. A value of 100% leaves the input unchanged.
* Values between 0% and 100% are linear multipliers on the effect. This is equivalent to multiplying the input image samples by amount.
* If the amount parameter is missing, a value of 100% is used.
* This function is similar to the more established opacity property; the difference is that with filters, some browsers provide hardware acceleration for better performance.
*/
function (value) {
if (typeof value === "undefined") { value = 100; }
this.setFilter('_opacity', 'opacity', value, '%');
},
enumerable: true,
configurable: true
});
Object.defineProperty(CSS3Filters.prototype, "saturate", {
get: function () {
return this._saturate;
},
set: /**
* Saturates the input image. The value of amount defines the proportion of the conversion.
* A value of 0% is completely un-saturated. A value of 100% leaves the input unchanged.
* Other values are linear multipliers on the effect. Values of amount over 100% are allowed, providing super-saturated results.
* If the amount parameter is missing, a value of 100% is used.
*/
function (value) {
if (typeof value === "undefined") { value = 100; }
this.setFilter('_saturate', 'saturate', value, '%');
},
enumerable: true,
configurable: true
});
return CSS3Filters;
})();
Components.CSS3Filters = CSS3Filters;
})(Phaser.Components || (Phaser.Components = {}));
var Components = Phaser.Components;
})(Phaser || (Phaser = {}));
/// <reference path="../Game.ts" />
/**
* Phaser - StageScaleMode
@ -14793,6 +15126,11 @@ var Phaser;
* @type {number}
*/
this.height = 0;
/**
* The maximum number of times it will try to resize the canvas to fill the browser (default is 10)
* @type {number}
*/
this.maxIterations = 10;
this._game = game;
this.enterLandscape = new Phaser.Signal();
this.enterPortrait = new Phaser.Signal();
@ -14936,7 +15274,7 @@ var Phaser;
var _this = this;
// We can't do anything about the status bars in iPads, web apps or desktops
if(this._game.device.iPad == false && this._game.device.webApp == false && this._game.device.desktop == false) {
document.documentElement.style.minHeight = '5000px';
document.documentElement.style.minHeight = '2000px';
this._startHeight = window.innerHeight;
if(this._game.device.android && this._game.device.chrome == false) {
window.scrollTo(0, 1);
@ -14944,8 +15282,8 @@ var Phaser;
window.scrollTo(0, 0);
}
}
if(this._check == null) {
this._iterations = 40;
if(this._check == null && this.maxIterations > 0) {
this._iterations = this.maxIterations;
this._check = window.setInterval(function () {
return _this.setScreenSize();
}, 10);
@ -15298,6 +15636,7 @@ var Phaser;
})(Phaser || (Phaser = {}));
/// <reference path="Phaser.ts" />
/// <reference path="Game.ts" />
/// <reference path="components/CSS3Filters.ts" />
/// <reference path="system/StageScaleMode.ts" />
/// <reference path="system/screens/BootScreen.ts" />
/// <reference path="system/screens/PauseScreen.ts" />
@ -15363,6 +15702,7 @@ var Phaser;
event.preventDefault();
};
this.context = this.canvas.getContext('2d');
this.css3 = new Phaser.Components.CSS3Filters(this.canvas);
this.scaleMode = Phaser.StageScaleMode.NO_SCALE;
this.scale = new Phaser.StageScaleMode(this._game, width, height);
this.getOffset(this.canvas);
@ -15403,8 +15743,13 @@ var Phaser;
function () {
this.scale.update();
if(this.clear) {
// implement dirty rect? could take up more cpu time than it saves. needs benching.
this.context.clearRect(0, 0, this.width, this.height);
// A 'fix' for the horrendous Android stock browser bug: https://code.google.com/p/android/issues/detail?id=39247
if(this._game.device.android && this._game.device.chrome == false) {
this.context.fillStyle = 'rgb(0,0,0)';
this.context.fillRect(0, 0, this.width, this.height);
} else {
this.context.clearRect(0, 0, this.width, this.height);
}
}
if(this._game.paused && this.scale.incorrectOrientation) {
this.orientationScreen.update();
@ -15425,16 +15770,12 @@ var Phaser;
*/
function (event) {
if(event.type == 'pagehide' || event.type == 'blur' || document['hidden'] == true || document['webkitHidden'] == true) {
if(this._game.paused == false && this.disablePauseScreen == false) {
if(this._game.paused == false) {
this.pauseGame();
} else {
this._game.paused = true;
}
} else {
if(this._game.paused == true && this.disablePauseScreen == false) {
if(this._game.paused == true) {
this.resumeGame();
} else {
this._game.paused = false;
}
}
};
@ -19572,6 +19913,7 @@ var Phaser;
/// <reference path="core/Signal.ts" />
/// <reference path="core/SignalBinding.ts" />
/// <reference path="loader/Loader.ts" />
/// <reference path="net/Net.ts" />
/// <reference path="loader/Cache.ts" />
/// <reference path="math/GameMath.ts" />
/// <reference path="math/RandomDataGenerator.ts" />
@ -19744,6 +20086,7 @@ var Phaser;
}, 13);
} else {
this.device = new Phaser.Device();
this.net = new Phaser.Net(this);
this.motion = new Phaser.Motion(this);
this.math = new Phaser.GameMath(this);
this.stage = new Phaser.Stage(this, parent, width, height);

View file

@ -0,0 +1,26 @@
/// <reference path="../../Phaser/Game.ts" />
(function () {
var game = new Phaser.Game(this, 'game', 800, 600, init, create, update);
function init() {
game.load.image('backdrop', 'assets/pics/remember-me.jpg');
game.load.start();
}
function create() {
game.world.setSize(1920, 1200);
game.add.sprite(0, 0, 'backdrop');
// Apply a 4px blur to the entire game (this value can be tweened, modified in-game, etc)
game.stage.css3.blur = 4;
}
function update() {
if(game.input.keyboard.isDown(Phaser.Keyboard.LEFT)) {
game.camera.x -= 4;
} else if(game.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) {
game.camera.x += 4;
}
if(game.input.keyboard.isDown(Phaser.Keyboard.UP)) {
game.camera.y -= 4;
} else if(game.input.keyboard.isDown(Phaser.Keyboard.DOWN)) {
game.camera.y += 4;
}
}
})();

View file

@ -0,0 +1,47 @@
/// <reference path="../../Phaser/Game.ts" />
(function () {
var game = new Phaser.Game(this, 'game', 800, 600, init, create, update);
function init() {
game.load.image('backdrop', 'assets/pics/remember-me.jpg');
game.load.start();
}
function create() {
game.world.setSize(1920, 1200);
game.add.sprite(0, 0, 'backdrop');
// Apply a 4px blur to the entire game (this value can be tweened, modified in-game, etc)
game.stage.css3.blur = 4;
}
function update() {
if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT))
{
game.camera.x -= 4;
}
else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
{
game.camera.x += 4;
}
if (game.input.keyboard.isDown(Phaser.Keyboard.UP))
{
game.camera.y -= 4;
}
else if (game.input.keyboard.isDown(Phaser.Keyboard.DOWN))
{
game.camera.y += 4;
}
}
})();

View file

@ -0,0 +1,26 @@
/// <reference path="../../Phaser/Game.ts" />
(function () {
var game = new Phaser.Game(this, 'game', 800, 600, init, create, update);
function init() {
game.load.image('backdrop', 'assets/pics/remember-me.jpg');
game.load.start();
}
function create() {
game.world.setSize(1920, 1200);
game.add.sprite(0, 0, 'backdrop');
// Apply a 150% brightness filter to the entire game (this value can be tweened, modified in-game, etc)
game.stage.css3.brightness = 150;
}
function update() {
if(game.input.keyboard.isDown(Phaser.Keyboard.LEFT)) {
game.camera.x -= 4;
} else if(game.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) {
game.camera.x += 4;
}
if(game.input.keyboard.isDown(Phaser.Keyboard.UP)) {
game.camera.y -= 4;
} else if(game.input.keyboard.isDown(Phaser.Keyboard.DOWN)) {
game.camera.y += 4;
}
}
})();

View file

@ -0,0 +1,47 @@
/// <reference path="../../Phaser/Game.ts" />
(function () {
var game = new Phaser.Game(this, 'game', 800, 600, init, create, update);
function init() {
game.load.image('backdrop', 'assets/pics/remember-me.jpg');
game.load.start();
}
function create() {
game.world.setSize(1920, 1200);
game.add.sprite(0, 0, 'backdrop');
// Apply a 150% brightness filter to the entire game (this value can be tweened, modified in-game, etc)
game.stage.css3.brightness = 150;
}
function update() {
if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT))
{
game.camera.x -= 4;
}
else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
{
game.camera.x += 4;
}
if (game.input.keyboard.isDown(Phaser.Keyboard.UP))
{
game.camera.y -= 4;
}
else if (game.input.keyboard.isDown(Phaser.Keyboard.DOWN))
{
game.camera.y += 4;
}
}
})();

View file

@ -0,0 +1,26 @@
/// <reference path="../../Phaser/Game.ts" />
(function () {
var game = new Phaser.Game(this, 'game', 800, 600, init, create, update);
function init() {
game.load.image('backdrop', 'assets/pics/remember-me.jpg');
game.load.start();
}
function create() {
game.world.setSize(1920, 1200);
game.add.sprite(0, 0, 'backdrop');
// Apply a 250% contrast filter to the entire game (this value can be tweened, modified in-game, etc)
game.stage.css3.contrast = 250;
}
function update() {
if(game.input.keyboard.isDown(Phaser.Keyboard.LEFT)) {
game.camera.x -= 4;
} else if(game.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) {
game.camera.x += 4;
}
if(game.input.keyboard.isDown(Phaser.Keyboard.UP)) {
game.camera.y -= 4;
} else if(game.input.keyboard.isDown(Phaser.Keyboard.DOWN)) {
game.camera.y += 4;
}
}
})();

View file

@ -0,0 +1,47 @@
/// <reference path="../../Phaser/Game.ts" />
(function () {
var game = new Phaser.Game(this, 'game', 800, 600, init, create, update);
function init() {
game.load.image('backdrop', 'assets/pics/remember-me.jpg');
game.load.start();
}
function create() {
game.world.setSize(1920, 1200);
game.add.sprite(0, 0, 'backdrop');
// Apply a 250% contrast filter to the entire game (this value can be tweened, modified in-game, etc)
game.stage.css3.contrast = 250;
}
function update() {
if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT))
{
game.camera.x -= 4;
}
else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
{
game.camera.x += 4;
}
if (game.input.keyboard.isDown(Phaser.Keyboard.UP))
{
game.camera.y -= 4;
}
else if (game.input.keyboard.isDown(Phaser.Keyboard.DOWN))
{
game.camera.y += 4;
}
}
})();

View file

@ -0,0 +1,26 @@
/// <reference path="../../Phaser/Game.ts" />
(function () {
var game = new Phaser.Game(this, 'game', 800, 600, init, create, update);
function init() {
game.load.image('backdrop', 'assets/pics/remember-me.jpg');
game.load.start();
}
function create() {
game.world.setSize(1920, 1200);
game.add.sprite(0, 0, 'backdrop');
// Apply a 100% contrast filter to the entire game (this value can be tweened, modified in-game, etc)
game.stage.css3.grayscale = 100;
}
function update() {
if(game.input.keyboard.isDown(Phaser.Keyboard.LEFT)) {
game.camera.x -= 4;
} else if(game.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) {
game.camera.x += 4;
}
if(game.input.keyboard.isDown(Phaser.Keyboard.UP)) {
game.camera.y -= 4;
} else if(game.input.keyboard.isDown(Phaser.Keyboard.DOWN)) {
game.camera.y += 4;
}
}
})();

View file

@ -0,0 +1,47 @@
/// <reference path="../../Phaser/Game.ts" />
(function () {
var game = new Phaser.Game(this, 'game', 800, 600, init, create, update);
function init() {
game.load.image('backdrop', 'assets/pics/remember-me.jpg');
game.load.start();
}
function create() {
game.world.setSize(1920, 1200);
game.add.sprite(0, 0, 'backdrop');
// Apply a 100% contrast filter to the entire game (this value can be tweened, modified in-game, etc)
game.stage.css3.grayscale = 100;
}
function update() {
if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT))
{
game.camera.x -= 4;
}
else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
{
game.camera.x += 4;
}
if (game.input.keyboard.isDown(Phaser.Keyboard.UP))
{
game.camera.y -= 4;
}
else if (game.input.keyboard.isDown(Phaser.Keyboard.DOWN))
{
game.camera.y += 4;
}
}
})();

View file

@ -0,0 +1,28 @@
/// <reference path="../../Phaser/Game.ts" />
(function () {
var game = new Phaser.Game(this, 'game', 800, 600, init, create, update);
function init() {
game.load.image('backdrop', 'assets/pics/large-color-wheel.png');
game.load.image('coke', 'assets/sprites/cokecan.png');
game.load.image('mushroom', 'assets/sprites/mushroom2.png');
game.load.start();
}
var hue = 0;
function create() {
game.world.setSize(800, 800);
game.add.sprite(0, 0, 'backdrop');
game.add.sprite(30, 20, 'coke');
game.add.sprite(600, 20, 'mushroom');
}
function update() {
// The value is given in degrees, so between 0 and 360, hence the wrapValue call below.
hue = game.math.wrapValue(hue, 1, 360);
// Apply a hue rotation to the stage
game.stage.css3.hueRotate = hue;
if(game.input.keyboard.isDown(Phaser.Keyboard.UP)) {
game.camera.y -= 4;
} else if(game.input.keyboard.isDown(Phaser.Keyboard.DOWN)) {
game.camera.y += 4;
}
}
})();

View file

@ -0,0 +1,47 @@
/// <reference path="../../Phaser/Game.ts" />
(function () {
var game = new Phaser.Game(this, 'game', 800, 600, init, create, update);
function init() {
game.load.image('backdrop', 'assets/pics/large-color-wheel.png');
game.load.image('coke', 'assets/sprites/cokecan.png');
game.load.image('mushroom', 'assets/sprites/mushroom2.png');
game.load.start();
}
var hue: number = 0;
function create() {
game.world.setSize(800, 800);
game.add.sprite(0, 0, 'backdrop');
game.add.sprite(30, 20, 'coke');
game.add.sprite(600, 20, 'mushroom');
}
function update() {
// The value is given in degrees, so between 0 and 360, hence the wrapValue call below.
hue = game.math.wrapValue(hue, 1, 360);
// Apply a hue rotation to the stage
game.stage.css3.hueRotate = hue;
if (game.input.keyboard.isDown(Phaser.Keyboard.UP))
{
game.camera.y -= 4;
}
else if (game.input.keyboard.isDown(Phaser.Keyboard.DOWN))
{
game.camera.y += 4;
}
}
})();

View file

@ -0,0 +1,26 @@
/// <reference path="../../Phaser/Game.ts" />
(function () {
var game = new Phaser.Game(this, 'game', 800, 600, init, create, update);
function init() {
game.load.image('backdrop', 'assets/pics/remember-me.jpg');
game.load.start();
}
function create() {
game.world.setSize(1920, 1200);
game.add.sprite(0, 0, 'backdrop');
// Apply a 100% sepia filter to the entire game (this value can be tweened, modified in-game, etc)
game.stage.css3.sepia = 100;
}
function update() {
if(game.input.keyboard.isDown(Phaser.Keyboard.LEFT)) {
game.camera.x -= 4;
} else if(game.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) {
game.camera.x += 4;
}
if(game.input.keyboard.isDown(Phaser.Keyboard.UP)) {
game.camera.y -= 4;
} else if(game.input.keyboard.isDown(Phaser.Keyboard.DOWN)) {
game.camera.y += 4;
}
}
})();

View file

@ -0,0 +1,47 @@
/// <reference path="../../Phaser/Game.ts" />
(function () {
var game = new Phaser.Game(this, 'game', 800, 600, init, create, update);
function init() {
game.load.image('backdrop', 'assets/pics/remember-me.jpg');
game.load.start();
}
function create() {
game.world.setSize(1920, 1200);
game.add.sprite(0, 0, 'backdrop');
// Apply a 100% sepia filter to the entire game (this value can be tweened, modified in-game, etc)
game.stage.css3.sepia = 100;
}
function update() {
if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT))
{
game.camera.x -= 4;
}
else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
{
game.camera.x += 4;
}
if (game.input.keyboard.isDown(Phaser.Keyboard.UP))
{
game.camera.y -= 4;
}
else if (game.input.keyboard.isDown(Phaser.Keyboard.DOWN))
{
game.camera.y += 4;
}
}
})();

View file

@ -0,0 +1,40 @@
/// <reference path="../../Phaser/Game.ts" />
(function () {
var game = new Phaser.Game(this, 'game', 800, 600, init, create, update, render);
function init() {
game.load.image('backdrop', 'assets/pics/large-color-wheel.png');
game.load.image('coke', 'assets/sprites/cokecan.png');
game.load.image('mushroom', 'assets/sprites/mushroom2.png');
game.load.start();
}
var hue = 0;
var texture;
function create() {
game.world.setSize(800, 800);
texture = game.add.dynamicTexture(800, 600);
var backdrop = game.add.sprite(0, 0, 'backdrop');
var cokecan = game.add.sprite(30, 20, 'coke');
var mushroom = game.add.sprite(600, 20, 'mushroom');
texture.assignCanvasToGameObjects([
backdrop,
cokecan,
mushroom
]);
// Rats, filters don't get applied when the canvas is drawn to another canvas. Oh well :)
texture.css3.grayscale = 100;
}
function update() {
// The value is given in degrees, so between 0 and 360, hence the wrapValue call below.
hue = game.math.wrapValue(hue, 1, 360);
// Apply a hue rotation to the stage
//game.stage.css3.hueRotate = hue;
if(game.input.keyboard.isDown(Phaser.Keyboard.UP)) {
game.camera.y -= 4;
} else if(game.input.keyboard.isDown(Phaser.Keyboard.DOWN)) {
game.camera.y += 4;
}
}
function render() {
texture.render();
}
})();

View file

@ -0,0 +1,61 @@
/// <reference path="../../Phaser/Game.ts" />
(function () {
var game = new Phaser.Game(this, 'game', 800, 600, init, create, update, render);
function init() {
game.load.image('backdrop', 'assets/pics/large-color-wheel.png');
game.load.image('coke', 'assets/sprites/cokecan.png');
game.load.image('mushroom', 'assets/sprites/mushroom2.png');
game.load.start();
}
var hue: number = 0;
var texture: Phaser.DynamicTexture;
function create() {
game.world.setSize(800, 800);
texture = game.add.dynamicTexture(800, 600);
var backdrop = game.add.sprite(0, 0, 'backdrop');
var cokecan = game.add.sprite(30, 20, 'coke');
var mushroom = game.add.sprite(600, 20, 'mushroom');
texture.assignCanvasToGameObjects([backdrop, cokecan, mushroom]);
// Rats, filters don't get applied when the canvas is drawn to another canvas. Oh well :)
texture.css3.grayscale = 100;
}
function update() {
// The value is given in degrees, so between 0 and 360, hence the wrapValue call below.
hue = game.math.wrapValue(hue, 1, 360);
// Apply a hue rotation to the stage
//game.stage.css3.hueRotate = hue;
if (game.input.keyboard.isDown(Phaser.Keyboard.UP))
{
game.camera.y -= 4;
}
else if (game.input.keyboard.isDown(Phaser.Keyboard.DOWN))
{
game.camera.y += 4;
}
}
function render() {
texture.render();
}
})();

158
build/phaser.d.ts vendored
View file

@ -1,4 +1,4 @@
/**
/**
* Phaser - Point
*
* The Point object represents a location in a two-dimensional coordinate system, where x represents the horizontal axis and y represents the vertical axis.
@ -1325,6 +1325,12 @@ module Phaser {
private _dw;
private _dh;
/**
* Controls the CSS3 Filters applied to the textures canvas object.
* Only really useful if you attach this canvas to the DOM.
* @type {Phaser.Components.CSS3Filters}
*/
public css3: Components.CSS3Filters;
/**
* Bound of this texture with width and height info.
* @type {Rectangle}
*/
@ -4365,6 +4371,43 @@ module Phaser {
}
}
/**
* Phaser - Net
*
*
*/
module Phaser {
class Net {
/**
* Net constructor
*/
constructor(game: Game);
/**
* Local reference to the current Phaser.Game.
*/
public game: Game;
/**
* Compares the given domain name against the hostname of the browser containing the game.
* If the domain name is found it returns true.
* You can specify a part of a domain, for example 'google' would match 'google.com', 'google.co.uk', etc.
* Do not include 'http://' at the start.
*/
public checkDomainName(domain: string): bool;
/**
* Updates a value on the Query String and returns it in full.
* If the value doesn't already exist it is set.
* If the value exists it is replaced with the new value given. If you don't provide a new value it is removed from the query string.
* Optionally you can redirect to the new url, or just return it as a string.
*/
public updateQueryString(key: string, value: string, redirect?: bool, url?: string): string;
/**
* Returns the Query String as an object.
* If you specify a parameter it will return just the value of that parameter, should it exist.
*/
public getQueryString(parameter?: string): {};
private decodeURI(value);
}
}
/**
* Phaser - Cache
*
* A game only has one instance of a Cache and it is used to store all externally loaded assets such
@ -5490,7 +5533,7 @@ module Phaser {
/**
* The default created camera.
*/
public default: Camera;
public defaultCamera: Camera;
/**
* Get all the cameras.
*
@ -6336,6 +6379,13 @@ module Phaser {
public tileSpacing: number;
/**
* Set a specific tile with its x and y in tiles.
* @param x {number} X position of this tile in world coordinates.
* @param y {number} Y position of this tile in world coordinates.
* @param index {number} The index of this tile type in the core map data.
*/
public putTileWorldXY(x: number, y: number, index: number): void;
/**
* Set a specific tile with its x and y in tiles.
* @param x {number} X position of this tile.
* @param y {number} Y position of this tile.
* @param index {number} The index of this tile type in the core map data.
@ -7018,12 +7068,14 @@ module Phaser {
public onLoop: Signal;
public onStop: Signal;
public onMute: Signal;
public onMarkerComplete: Signal;
public pendingPlayback: bool;
public isDecoding : bool;
public isDecoded : bool;
public addMarker(name: string, start: number, stop: number, volume?: number, loop?: bool): void;
public removeMarker(name: string): void;
public update(): void;
public override: bool;
/**
* Play this sound, or a marked section of it.
* @param marker {string} Assets key of the sound you want to play.
@ -7054,7 +7106,6 @@ module Phaser {
/**
* Phaser - SoundManager
*
* This is an embroyonic web audio sound management class. There is a lot of work still to do here.
*/
module Phaser {
class SoundManager {
@ -7132,6 +7183,92 @@ module Phaser {
var VERSION: string;
}
/**
* Phaser - Components - CSS3Filters
*
* Allows for easy addition and modification of CSS3 Filters on DOM objects (typically the Game.Stage.canvas).
*/
module Phaser.Components {
class CSS3Filters {
/**
* Creates a new CSS3 Filter component
* @param parent The DOM object to apply the filters to.
*/
constructor(parent);
/**
* Reference to the parent DOM object (stage.canvas for example)
*/
public parent;
private _blur;
private _grayscale;
private _sepia;
private _brightness;
private _contrast;
private _hueRotate;
private _invert;
private _opacity;
private _saturate;
private setFilter(local, prefix, value, unit);
/**
* Applies a Gaussian blur to the DOM element. The value of radius defines the value of the standard deviation to the Gaussian function,
* or how many pixels on the screen blend into each other, so a larger value will create more blur.
* If no parameter is provided, then a value 0 is used. The parameter is specified as a CSS length, but does not accept percentage values.
*/
public blur : number;
/**
* Converts the input image to grayscale. The value of amount defines the proportion of the conversion.
* A value of 100% is completely grayscale. A value of 0% leaves the input unchanged.
* Values between 0% and 100% are linear multipliers on the effect. If the amount parameter is missing, a value of 100% is used.
*/
public grayscale : number;
/**
* Converts the input image to sepia. The value of amount defines the proportion of the conversion.
* A value of 100% is completely sepia. A value of 0 leaves the input unchanged.
* Values between 0% and 100% are linear multipliers on the effect. If the amount parameter is missing, a value of 100% is used.
*/
public sepia : number;
/**
* Applies a linear multiplier to input image, making it appear more or less bright.
* A value of 0% will create an image that is completely black. A value of 100% leaves the input unchanged.
* Other values are linear multipliers on the effect. Values of an amount over 100% are allowed, providing brighter results.
* If the amount parameter is missing, a value of 100% is used.
*/
public brightness : number;
/**
* Adjusts the contrast of the input. A value of 0% will create an image that is completely black.
* A value of 100% leaves the input unchanged. Values of amount over 100% are allowed, providing results with less contrast.
* If the amount parameter is missing, a value of 100% is used.
*/
public contrast : number;
/**
* Applies a hue rotation on the input image. The value of angle defines the number of degrees around the color circle
* the input samples will be adjusted. A value of 0deg leaves the input unchanged. If the angle parameter is missing,
* a value of 0deg is used. Maximum value is 360deg.
*/
public hueRotate : number;
/**
* Inverts the samples in the input image. The value of amount defines the proportion of the conversion.
* A value of 100% is completely inverted. A value of 0% leaves the input unchanged.
* Values between 0% and 100% are linear multipliers on the effect. If the amount parameter is missing, a value of 100% is used.
*/
public invert : number;
/**
* Applies transparency to the samples in the input image. The value of amount defines the proportion of the conversion.
* A value of 0% is completely transparent. A value of 100% leaves the input unchanged.
* Values between 0% and 100% are linear multipliers on the effect. This is equivalent to multiplying the input image samples by amount.
* If the amount parameter is missing, a value of 100% is used.
* This function is similar to the more established opacity property; the difference is that with filters, some browsers provide hardware acceleration for better performance.
*/
public opacity : number;
/**
* Saturates the input image. The value of amount defines the proportion of the conversion.
* A value of 0% is completely un-saturated. A value of 100% leaves the input unchanged.
* Other values are linear multipliers on the effect. Values of amount over 100% are allowed, providing super-saturated results.
* If the amount parameter is missing, a value of 100% is used.
*/
public saturate : number;
}
}
/**
* Phaser - StageScaleMode
*
* This class controls the scaling of your game. On mobile devices it will also remove the URL bar and allow
@ -7237,6 +7374,11 @@ module Phaser {
*/
public aspectRatio: number;
/**
* The maximum number of times it will try to resize the canvas to fill the browser (default is 10)
* @type {number}
*/
public maxIterations: number;
/**
* The scale factor of the scaled game width
* @type {Vec2}
*/
@ -7493,6 +7635,11 @@ module Phaser {
*/
public orientationScreen;
/**
* Controls the CSS3 Filters applied to the Stages canvas object.
* @type {Phaser.Components.CSS3Filters}
*/
public css3: Components.CSS3Filters;
/**
* Bound of this stage.
* @type {Rectangle}
*/
@ -9814,6 +9961,11 @@ module Phaser {
*/
public motion: Motion;
/**
* Reference to the network class.
* @type {Net}
*/
public net: Net;
/**
* Reference to the sound manager.
* @type {SoundManager}
*/

View file

@ -1,4 +1,4 @@
/// <reference path="../Game.ts" />
/// <reference path="../Game.ts" />
/**
* Phaser - Point
*
@ -2004,6 +2004,7 @@ var Phaser;
this.canvas.width = width;
this.canvas.height = height;
this.context = this.canvas.getContext('2d');
this.css3 = new Phaser.Components.CSS3Filters(this.canvas);
this.bounds = new Phaser.Rectangle(0, 0, width, height);
}
DynamicTexture.prototype.getPixel = /**
@ -3607,6 +3608,7 @@ var Phaser;
*/
function (pointer) {
if(this.enabled == false || this._parent.visible == false) {
this._pointerOutHandler(pointer);
return false;
}
if(this.draggable && this._draggedPointerID == pointer.id) {
@ -9238,8 +9240,8 @@ var Phaser;
break;
case 'audio':
file.url = this.getAudioURL(file.url);
console.log('Loader audio');
console.log(file.url);
//console.log('Loader audio');
//console.log(file.url);
if(file.url !== null) {
// WebAudio or Audio Tag?
if(this._game.sound.usingWebAudio) {
@ -9255,14 +9257,13 @@ var Phaser;
} else if(this._game.sound.usingAudioTag) {
if(this._game.sound.touchLocked) {
// If audio is locked we can't do this yet, so need to queue this load request somehow. Bum.
console.log('Audio is touch locked');
//console.log('Audio is touch locked');
file.data = new Audio();
file.data.name = file.key;
file.data.preload = 'auto';
file.data.src = file.url;
this.fileComplete(file.key);
} else {
console.log('Audio not touch locked');
file.data = new Audio();
file.data.name = file.key;
file.data.onerror = function () {
@ -9297,8 +9298,8 @@ var Phaser;
extension = urls[i].toLowerCase();
extension = extension.substr((Math.max(0, extension.lastIndexOf(".")) || Infinity) + 1);
if(this._game.device.canPlayAudio(extension)) {
console.log('getAudioURL', urls[i]);
console.log(urls[i]);
//console.log('getAudioURL', urls[i]);
//console.log(urls[i]);
return urls[i];
}
}
@ -9462,6 +9463,97 @@ var Phaser;
})(Phaser || (Phaser = {}));
/// <reference path="../Game.ts" />
/**
* Phaser - Net
*
*
*/
var Phaser;
(function (Phaser) {
var Net = (function () {
/**
* Net constructor
*/
function Net(game) {
this.game = game;
}
Net.prototype.checkDomainName = /**
* Compares the given domain name against the hostname of the browser containing the game.
* If the domain name is found it returns true.
* You can specify a part of a domain, for example 'google' would match 'google.com', 'google.co.uk', etc.
* Do not include 'http://' at the start.
*/
function (domain) {
return window.location.hostname.indexOf(domain) !== -1;
};
Net.prototype.updateQueryString = /**
* Updates a value on the Query String and returns it in full.
* If the value doesn't already exist it is set.
* If the value exists it is replaced with the new value given. If you don't provide a new value it is removed from the query string.
* Optionally you can redirect to the new url, or just return it as a string.
*/
function (key, value, redirect, url) {
if (typeof redirect === "undefined") { redirect = false; }
if (typeof url === "undefined") { url = ''; }
if(url == '') {
url = window.location.href;
}
var output = '';
var re = new RegExp("([?|&])" + key + "=.*?(&|#|$)(.*)", "gi");
if(re.test(url)) {
if(typeof value !== 'undefined' && value !== null) {
output = url.replace(re, '$1' + key + "=" + value + '$2$3');
} else {
output = url.replace(re, '$1$3').replace(/(&|\?)$/, '');
}
} else {
if(typeof value !== 'undefined' && value !== null) {
var separator = url.indexOf('?') !== -1 ? '&' : '?';
var hash = url.split('#');
url = hash[0] + separator + key + '=' + value;
if(hash[1]) {
url += '#' + hash[1];
}
output = url;
} else {
output = url;
}
}
if(redirect) {
window.location.href = output;
} else {
return output;
}
};
Net.prototype.getQueryString = /**
* Returns the Query String as an object.
* If you specify a parameter it will return just the value of that parameter, should it exist.
*/
function (parameter) {
if (typeof parameter === "undefined") { parameter = ''; }
var output = {
};
var keyValues = location.search.substring(1).split('&');
for(var i in keyValues) {
var key = keyValues[i].split('=');
if(key.length > 1) {
if(parameter && parameter == this.decodeURI(key[0])) {
return this.decodeURI(key[1]);
} else {
output[this.decodeURI(key[0])] = this.decodeURI(key[1]);
}
}
}
return output;
};
Net.prototype.decodeURI = function (value) {
return decodeURIComponent(value.replace(/\+/g, " "));
};
return Net;
})();
Phaser.Net = Net;
})(Phaser || (Phaser = {}));
/// <reference path="../Game.ts" />
/**
* Phaser - Cache
*
* A game only has one instance of a Cache and it is used to store all externally loaded assets such
@ -9557,7 +9649,6 @@ var Phaser;
function (key, url, data, webAudio, audioTag) {
if (typeof webAudio === "undefined") { webAudio = true; }
if (typeof audioTag === "undefined") { audioTag = false; }
console.log('Cache addSound: ' + key + ' url: ' + url, webAudio, audioTag);
var locked = this._game.sound.touchLocked;
var decoded = false;
if(audioTag) {
@ -9575,7 +9666,6 @@ var Phaser;
};
Cache.prototype.reloadSound = function (key) {
var _this = this;
console.log('reloadSound', key);
if(this._sounds[key]) {
this._sounds[key].data.src = this._sounds[key].url;
this._sounds[key].data.addEventListener('canplaythrough', function () {
@ -9585,7 +9675,6 @@ var Phaser;
}
};
Cache.prototype.reloadSoundComplete = function (key) {
console.log('reloadSoundComplete', key);
if(this._sounds[key]) {
this._sounds[key].locked = false;
this.onSoundUnlock.dispatch(key);
@ -9602,7 +9691,6 @@ var Phaser;
* @param data {object} Extra sound data.
*/
function (key, data) {
console.log('decoded sound', key);
this._sounds[key].data = data;
this._sounds[key].decoded = true;
this._sounds[key].isDecoding = false;
@ -11468,8 +11556,8 @@ var Phaser;
this._sortIndex = '';
this._game = game;
this._cameras = [];
this.default = this.addCamera(x, y, width, height);
this.current = this.default;
this.defaultCamera = this.addCamera(x, y, width, height);
this.current = this.defaultCamera;
}
CameraManager.CAMERA_TYPE_ORTHOGRAPHIC = 0;
CameraManager.CAMERA_TYPE_ISOMETRIC = 1;
@ -13088,6 +13176,21 @@ var Phaser;
this.mapData = [];
this._tempTileBlock = [];
}
TilemapLayer.prototype.putTileWorldXY = /**
* Set a specific tile with its x and y in tiles.
* @param x {number} X position of this tile in world coordinates.
* @param y {number} Y position of this tile in world coordinates.
* @param index {number} The index of this tile type in the core map data.
*/
function (x, y, index) {
x = this.game.math.snapToFloor(x, this.tileWidth) / this.tileWidth;
y = this.game.math.snapToFloor(y, this.tileHeight) / this.tileHeight;
if(y >= 0 && y < this.mapData.length) {
if(x >= 0 && x < this.mapData[y].length) {
this.mapData[y][x] = index;
}
}
};
TilemapLayer.prototype.putTile = /**
* Set a specific tile with its x and y in tiles.
* @param x {number} X position of this tile.
@ -13095,8 +13198,6 @@ var Phaser;
* @param index {number} The index of this tile type in the core map data.
*/
function (x, y, index) {
x = this.game.math.snapToFloor(x, this.tileWidth) / this.tileWidth;
y = this.game.math.snapToFloor(y, this.tileHeight) / this.tileHeight;
if(y >= 0 && y < this.mapData.length) {
if(x >= 0 && x < this.mapData[y].length) {
this.mapData[y][x] = index;
@ -14120,6 +14221,10 @@ var Phaser;
* Reference to AudioContext instance.
*/
this.context = null;
/**
* Decoded data buffer / Audio tag.
*/
this._buffer = null;
this._muted = false;
this.usingWebAudio = false;
this.usingAudioTag = false;
@ -14135,6 +14240,7 @@ var Phaser;
this.isPlaying = false;
this.currentMarker = '';
this.pendingPlayback = false;
this.override = false;
this.game = game;
this.usingWebAudio = this.game.sound.usingWebAudio;
this.usingAudioTag = this.game.sound.usingAudioTag;
@ -14150,7 +14256,7 @@ var Phaser;
this.gainNode.gain.value = volume * this.game.sound.volume;
this.gainNode.connect(this.masterGainNode);
} else {
if(this.game.cache.getSound(key).locked == false) {
if(this.game.cache.getSound(key) && this.game.cache.getSound(key).locked == false) {
this._sound = this.game.cache.getSoundData(key);
this.totalDuration = this._sound.duration;
} else {
@ -14168,6 +14274,7 @@ var Phaser;
this.onLoop = new Phaser.Signal();
this.onStop = new Phaser.Signal();
this.onMute = new Phaser.Signal();
this.onMarkerComplete = new Phaser.Signal();
}
Sound.prototype.soundHasUnlocked = function (key) {
if(key == this.key) {
@ -14207,19 +14314,28 @@ var Phaser;
};
Sound.prototype.update = function () {
if(this.pendingPlayback && this.game.cache.isSoundReady(this.key)) {
console.log('pending over');
this.pendingPlayback = false;
this.play(this._tempMarker, this._tempPosition, this._tempVolume, this._tempLoop);
}
if(this.isPlaying) {
this.currentTime = this.game.time.now - this.startTime;
if(this.currentTime >= this.duration) {
console.log(this.currentMarker, 'has hit duration');
if(this.usingWebAudio) {
if(this.loop) {
console.log('loop1');
// won't work with markers, needs to reset the position
this.onLoop.dispatch(this);
this.currentTime = 0;
this.startTime = this.game.time.now;
if(this.currentMarker == '') {
console.log('loop2');
this.currentTime = 0;
this.startTime = this.game.time.now;
} else {
console.log('loop3');
this.play(this.currentMarker, 0, this.volume, true, true);
}
} else {
console.log('stopping, no loop for marker');
this.stop();
}
} else {
@ -14246,39 +14362,63 @@ var Phaser;
if (typeof volume === "undefined") { volume = 1; }
if (typeof loop === "undefined") { loop = false; }
if (typeof forceRestart === "undefined") { forceRestart = false; }
if(this.isPlaying == true && forceRestart == false) {
console.log('play', marker, 'current is', this.currentMarker);
if(this.isPlaying == true && forceRestart == false && this.override == false) {
// Use Restart instead
return;
}
if(this.isPlaying && this.override) {
console.log('asked to play', marker, 'but already playing', this.currentMarker);
if(this.usingWebAudio) {
if(typeof this._sound.stop === 'undefined') {
this._sound.noteOff(0);
} else {
this._sound.stop(0);
}
} else if(this.usingAudioTag) {
this._sound.pause();
this._sound.currentTime = 0;
}
}
this.currentMarker = marker;
if(marker !== '' && this.markers[marker]) {
this.position = this.markers[marker].start;
this.volume = this.markers[marker].volume;
this.loop = this.markers[marker].loop;
this.duration = this.markers[marker].duration * 1000;
console.log('marker info loaded', this.loop, this.duration);
this._tempMarker = marker;
this._tempPosition = this.position;
this._tempVolume = this.volume;
this._tempLoop = this.loop;
} else {
this.position = position;
this.volume = volume;
this.loop = loop;
this.duration = 0;
this._tempMarker = marker;
this._tempPosition = position;
this._tempVolume = volume;
this._tempLoop = loop;
}
this._tempMarker = marker;
this._tempPosition = position;
this._tempVolume = volume;
this._tempLoop = loop;
if(this.usingWebAudio) {
// Does the sound need decoding?
if(this.game.cache.isSoundDecoded(this.key)) {
// Do we need to do this every time we play? How about just if the buffer is empty?
this._buffer = this.game.cache.getSoundData(this.key);
if(this._buffer == null) {
this._buffer = this.game.cache.getSoundData(this.key);
}
//if (this._sound == null)
//{
this._sound = this.context.createBufferSource();
this._sound.buffer = this._buffer;
this._sound.connect(this.gainNode);
this.totalDuration = this._sound.buffer.duration;
//}
if(this.duration == 0) {
this.duration = this.totalDuration * 1000;
}
if(this.loop) {
if(this.loop && marker == '') {
this._sound.loop = true;
}
// Useful to cache this somewhere perhaps?
@ -14293,28 +14433,33 @@ var Phaser;
this.currentTime = 0;
this.stopTime = this.startTime + this.duration;
this.onPlay.dispatch(this);
console.log('playing, start', this.startTime, 'stop');
} else {
this.pendingPlayback = true;
if(this.game.cache.getSound(this.key).isDecoding == false) {
if(this.game.cache.getSound(this.key) && this.game.cache.getSound(this.key).isDecoding == false) {
this.game.sound.decode(this.key, this);
}
}
} else {
console.log('Sound play Audio');
if(this.game.cache.getSound(this.key).locked) {
console.log('tried playing locked sound, pending set, reload started');
//console.log('Sound play Audio');
if(this.game.cache.getSound(this.key) && this.game.cache.getSound(this.key).locked) {
//console.log('tried playing locked sound, pending set, reload started');
this.game.cache.reloadSound(this.key);
this.pendingPlayback = true;
} else {
console.log('sound not locked, state?', this._sound.readyState);
//console.log('sound not locked, state?', this._sound.readyState);
if(this._sound && this._sound.readyState == 4) {
if(this.duration == 0) {
this.duration = this.totalDuration * 1000;
}
console.log('playing', this._sound);
//console.log('playing', this._sound);
this._sound.currentTime = this.position;
this._sound.muted = this._muted;
this._sound.volume = this._volume;
if(this._muted) {
this._sound.volume = 0;
} else {
this._sound.volume = this._volume;
}
this._sound.play();
this.isPlaying = true;
this.startTime = this.game.time.now;
@ -14364,6 +14509,7 @@ var Phaser;
* Stop playing this sound.
*/
function () {
console.log('Sound.stop', this.currentMarker);
if(this.isPlaying && this._sound) {
if(this.usingWebAudio) {
if(typeof this._sound.stop === 'undefined') {
@ -14375,10 +14521,11 @@ var Phaser;
this._sound.pause();
this._sound.currentTime = 0;
}
this.isPlaying = false;
this.currentMarker = '';
this.onStop.dispatch(this);
}
this.isPlaying = false;
var prevMarker = this.currentMarker;
this.currentMarker = '';
this.onStop.dispatch(this, prevMarker);
};
Object.defineProperty(Sound.prototype, "mute", {
get: /**
@ -14453,7 +14600,6 @@ var Phaser;
/**
* Phaser - SoundManager
*
* This is an embroyonic web audio sound management class. There is a lot of work still to do here.
*/
var Phaser;
(function (Phaser) {
@ -14482,7 +14628,7 @@ var Phaser;
this.channels = 1;
}
if(this.game.device.iOS || (window['PhaserGlobal'] && window['PhaserGlobal'].fakeiOSTouchLock)) {
console.log('iOS Touch Locked');
//console.log('iOS Touch Locked');
this.game.input.touch.callbackContext = this;
this.game.input.touch.touchStartCallback = this.unlock;
this.game.input.mouse.callbackContext = this;
@ -14534,9 +14680,9 @@ var Phaser;
if(this.touchLocked == false) {
return;
}
console.log('SoundManager touch unlocked');
//console.log('SoundManager touch unlocked');
if(this.game.device.webAudio && (window['PhaserGlobal'] && window['PhaserGlobal'].disableWebAudio == false)) {
console.log('create empty buffer');
//console.log('create empty buffer');
// Create empty buffer and play it
var buffer = this.context.createBuffer(1, 1, 22050);
this._unlockSource = this.context.createBufferSource();
@ -14545,7 +14691,7 @@ var Phaser;
this._unlockSource.noteOn(0);
} else {
// Create an Audio tag?
console.log('create audio tag');
//console.log('create audio tag');
this.touchLocked = false;
this._unlockSource = null;
this.game.input.touch.callbackContext = null;
@ -14562,6 +14708,7 @@ var Phaser;
return this._muted;
},
set: function (value) {
console.log('SoundManager mute', value);
if(value) {
if(this._muted) {
return;
@ -14573,7 +14720,7 @@ var Phaser;
}
// Loop through sounds
for(var i = 0; i < this._sounds.length; i++) {
if(this._sounds[i]) {
if(this._sounds[i].usingAudioTag) {
this._sounds[i].mute = true;
}
}
@ -14587,7 +14734,7 @@ var Phaser;
}
// Loop through sounds
for(var i = 0; i < this._sounds.length; i++) {
if(this._sounds[i]) {
if(this._sounds[i].usingAudioTag) {
this._sounds[i].mute = false;
}
}
@ -14711,6 +14858,192 @@ var Phaser;
(function (Phaser) {
Phaser.VERSION = 'Phaser version 1.0.0';
})(Phaser || (Phaser = {}));
var Phaser;
(function (Phaser) {
/// <reference path="../Game.ts" />
/**
* Phaser - Components - CSS3Filters
*
* Allows for easy addition and modification of CSS3 Filters on DOM objects (typically the Game.Stage.canvas).
*/
(function (Components) {
var CSS3Filters = (function () {
/**
* Creates a new CSS3 Filter component
* @param parent The DOM object to apply the filters to.
*/
function CSS3Filters(parent) {
this._blur = 0;
this._grayscale = 0;
this._sepia = 0;
this._brightness = 0;
this._contrast = 0;
this._hueRotate = 0;
this._invert = 0;
this._opacity = 0;
this._saturate = 0;
this.parent = parent;
}
CSS3Filters.prototype.setFilter = function (local, prefix, value, unit) {
this[local] = value;
if(this.parent) {
this.parent.style['-webkit-filter'] = prefix + '(' + value + unit + ')';
}
};
Object.defineProperty(CSS3Filters.prototype, "blur", {
get: function () {
return this._blur;
},
set: /**
* Applies a Gaussian blur to the DOM element. The value of radius defines the value of the standard deviation to the Gaussian function,
* or how many pixels on the screen blend into each other, so a larger value will create more blur.
* If no parameter is provided, then a value 0 is used. The parameter is specified as a CSS length, but does not accept percentage values.
*/
function (radius) {
if (typeof radius === "undefined") { radius = 0; }
this.setFilter('_blur', 'blur', radius, 'px');
},
enumerable: true,
configurable: true
});
Object.defineProperty(CSS3Filters.prototype, "grayscale", {
get: function () {
return this._grayscale;
},
set: /**
* Converts the input image to grayscale. The value of amount defines the proportion of the conversion.
* A value of 100% is completely grayscale. A value of 0% leaves the input unchanged.
* Values between 0% and 100% are linear multipliers on the effect. If the amount parameter is missing, a value of 100% is used.
*/
function (amount) {
if (typeof amount === "undefined") { amount = 100; }
this.setFilter('_grayscale', 'grayscale', amount, '%');
},
enumerable: true,
configurable: true
});
Object.defineProperty(CSS3Filters.prototype, "sepia", {
get: function () {
return this._sepia;
},
set: /**
* Converts the input image to sepia. The value of amount defines the proportion of the conversion.
* A value of 100% is completely sepia. A value of 0 leaves the input unchanged.
* Values between 0% and 100% are linear multipliers on the effect. If the amount parameter is missing, a value of 100% is used.
*/
function (amount) {
if (typeof amount === "undefined") { amount = 100; }
this.setFilter('_sepia', 'sepia', amount, '%');
},
enumerable: true,
configurable: true
});
Object.defineProperty(CSS3Filters.prototype, "brightness", {
get: function () {
return this._brightness;
},
set: /**
* Applies a linear multiplier to input image, making it appear more or less bright.
* A value of 0% will create an image that is completely black. A value of 100% leaves the input unchanged.
* Other values are linear multipliers on the effect. Values of an amount over 100% are allowed, providing brighter results.
* If the amount parameter is missing, a value of 100% is used.
*/
function (amount) {
if (typeof amount === "undefined") { amount = 100; }
this.setFilter('_brightness', 'brightness', amount, '%');
},
enumerable: true,
configurable: true
});
Object.defineProperty(CSS3Filters.prototype, "contrast", {
get: function () {
return this._contrast;
},
set: /**
* Adjusts the contrast of the input. A value of 0% will create an image that is completely black.
* A value of 100% leaves the input unchanged. Values of amount over 100% are allowed, providing results with less contrast.
* If the amount parameter is missing, a value of 100% is used.
*/
function (amount) {
if (typeof amount === "undefined") { amount = 100; }
this.setFilter('_contrast', 'contrast', amount, '%');
},
enumerable: true,
configurable: true
});
Object.defineProperty(CSS3Filters.prototype, "hueRotate", {
get: function () {
return this._hueRotate;
},
set: /**
* Applies a hue rotation on the input image. The value of angle defines the number of degrees around the color circle
* the input samples will be adjusted. A value of 0deg leaves the input unchanged. If the angle parameter is missing,
* a value of 0deg is used. Maximum value is 360deg.
*/
function (angle) {
if (typeof angle === "undefined") { angle = 0; }
this.setFilter('_hueRotate', 'hue-rotate', angle, 'deg');
},
enumerable: true,
configurable: true
});
Object.defineProperty(CSS3Filters.prototype, "invert", {
get: function () {
return this._invert;
},
set: /**
* Inverts the samples in the input image. The value of amount defines the proportion of the conversion.
* A value of 100% is completely inverted. A value of 0% leaves the input unchanged.
* Values between 0% and 100% are linear multipliers on the effect. If the amount parameter is missing, a value of 100% is used.
*/
function (value) {
if (typeof value === "undefined") { value = 100; }
this.setFilter('_invert', 'invert', value, '%');
},
enumerable: true,
configurable: true
});
Object.defineProperty(CSS3Filters.prototype, "opacity", {
get: function () {
return this._opacity;
},
set: /**
* Applies transparency to the samples in the input image. The value of amount defines the proportion of the conversion.
* A value of 0% is completely transparent. A value of 100% leaves the input unchanged.
* Values between 0% and 100% are linear multipliers on the effect. This is equivalent to multiplying the input image samples by amount.
* If the amount parameter is missing, a value of 100% is used.
* This function is similar to the more established opacity property; the difference is that with filters, some browsers provide hardware acceleration for better performance.
*/
function (value) {
if (typeof value === "undefined") { value = 100; }
this.setFilter('_opacity', 'opacity', value, '%');
},
enumerable: true,
configurable: true
});
Object.defineProperty(CSS3Filters.prototype, "saturate", {
get: function () {
return this._saturate;
},
set: /**
* Saturates the input image. The value of amount defines the proportion of the conversion.
* A value of 0% is completely un-saturated. A value of 100% leaves the input unchanged.
* Other values are linear multipliers on the effect. Values of amount over 100% are allowed, providing super-saturated results.
* If the amount parameter is missing, a value of 100% is used.
*/
function (value) {
if (typeof value === "undefined") { value = 100; }
this.setFilter('_saturate', 'saturate', value, '%');
},
enumerable: true,
configurable: true
});
return CSS3Filters;
})();
Components.CSS3Filters = CSS3Filters;
})(Phaser.Components || (Phaser.Components = {}));
var Components = Phaser.Components;
})(Phaser || (Phaser = {}));
/// <reference path="../Game.ts" />
/**
* Phaser - StageScaleMode
@ -14793,6 +15126,11 @@ var Phaser;
* @type {number}
*/
this.height = 0;
/**
* The maximum number of times it will try to resize the canvas to fill the browser (default is 10)
* @type {number}
*/
this.maxIterations = 10;
this._game = game;
this.enterLandscape = new Phaser.Signal();
this.enterPortrait = new Phaser.Signal();
@ -14936,7 +15274,7 @@ var Phaser;
var _this = this;
// We can't do anything about the status bars in iPads, web apps or desktops
if(this._game.device.iPad == false && this._game.device.webApp == false && this._game.device.desktop == false) {
document.documentElement.style.minHeight = '5000px';
document.documentElement.style.minHeight = '2000px';
this._startHeight = window.innerHeight;
if(this._game.device.android && this._game.device.chrome == false) {
window.scrollTo(0, 1);
@ -14944,8 +15282,8 @@ var Phaser;
window.scrollTo(0, 0);
}
}
if(this._check == null) {
this._iterations = 40;
if(this._check == null && this.maxIterations > 0) {
this._iterations = this.maxIterations;
this._check = window.setInterval(function () {
return _this.setScreenSize();
}, 10);
@ -15298,6 +15636,7 @@ var Phaser;
})(Phaser || (Phaser = {}));
/// <reference path="Phaser.ts" />
/// <reference path="Game.ts" />
/// <reference path="components/CSS3Filters.ts" />
/// <reference path="system/StageScaleMode.ts" />
/// <reference path="system/screens/BootScreen.ts" />
/// <reference path="system/screens/PauseScreen.ts" />
@ -15363,6 +15702,7 @@ var Phaser;
event.preventDefault();
};
this.context = this.canvas.getContext('2d');
this.css3 = new Phaser.Components.CSS3Filters(this.canvas);
this.scaleMode = Phaser.StageScaleMode.NO_SCALE;
this.scale = new Phaser.StageScaleMode(this._game, width, height);
this.getOffset(this.canvas);
@ -15403,8 +15743,13 @@ var Phaser;
function () {
this.scale.update();
if(this.clear) {
// implement dirty rect? could take up more cpu time than it saves. needs benching.
this.context.clearRect(0, 0, this.width, this.height);
// A 'fix' for the horrendous Android stock browser bug: https://code.google.com/p/android/issues/detail?id=39247
if(this._game.device.android && this._game.device.chrome == false) {
this.context.fillStyle = 'rgb(0,0,0)';
this.context.fillRect(0, 0, this.width, this.height);
} else {
this.context.clearRect(0, 0, this.width, this.height);
}
}
if(this._game.paused && this.scale.incorrectOrientation) {
this.orientationScreen.update();
@ -15425,16 +15770,12 @@ var Phaser;
*/
function (event) {
if(event.type == 'pagehide' || event.type == 'blur' || document['hidden'] == true || document['webkitHidden'] == true) {
if(this._game.paused == false && this.disablePauseScreen == false) {
if(this._game.paused == false) {
this.pauseGame();
} else {
this._game.paused = true;
}
} else {
if(this._game.paused == true && this.disablePauseScreen == false) {
if(this._game.paused == true) {
this.resumeGame();
} else {
this._game.paused = false;
}
}
};
@ -19572,6 +19913,7 @@ var Phaser;
/// <reference path="core/Signal.ts" />
/// <reference path="core/SignalBinding.ts" />
/// <reference path="loader/Loader.ts" />
/// <reference path="net/Net.ts" />
/// <reference path="loader/Cache.ts" />
/// <reference path="math/GameMath.ts" />
/// <reference path="math/RandomDataGenerator.ts" />
@ -19744,6 +20086,7 @@ var Phaser;
}, 13);
} else {
this.device = new Phaser.Device();
this.net = new Phaser.Net(this);
this.motion = new Phaser.Motion(this);
this.math = new Phaser.GameMath(this);
this.stage = new Phaser.Stage(this, parent, width, height);

File diff suppressed because it is too large Load diff