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Graphics fixes and other changes
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4 changed files with 16 additions and 76 deletions
10
README.md
10
README.md
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@ -38,7 +38,15 @@ Change Log
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Version 1.0.6 (in progress)
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* Added check into Pointer.move to always consider a Sprite that has pixelPerfect enabled, regardless of render ID.
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* BUG Found: The pixel perfect click check doesn't work if the sprite is part of a texture atlas yet.
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* BUG: The pixel perfect click check doesn't work if the sprite is part of a texture atlas yet.
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* Fixed issue with anti-alias in the Game constructor not being set correctly (thanks luizbills)
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* Added support for the Graphics game object back in and two examples (thanks earok for spotting)
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* New: Tweens can now be chained via multiple to() calls + example created (thanks to powerfear for adding)
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* Fixed Math.wrap (thanks TheJare)
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* New: When loading a Sprite Sheet you can now pass negative values for the frame sizes which specifies the number of rows/columns to load instead (thanks TheJare)
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* New: BitmapText now supports anchor and has fixed box dimensions (thanks TheJare)
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* Fixed bug where if a State contains an empty Preloader the Update will not be called (thanks TheJare)
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Version 1.0.5 (September 20th 2013)
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@ -1,5 +1,5 @@
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<?php
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$title = "Canvas Smoothing";
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$title = "Graphics";
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require('../head.php');
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?>
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@ -9,14 +9,7 @@
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(function () {
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var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update, render: render });
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function preload() {
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game.load.image('atari1', 'assets/sprites/atari130xe.png');
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}
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var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { create: create });
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function create() {
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@ -27,12 +20,12 @@
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graphics.lineStyle(10, 0xffd900, 1);
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// draw a shape
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graphics.moveTo(50,50);
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graphics.moveTo(0,50);
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graphics.lineTo(250, 50);
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graphics.lineTo(100, 100);
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graphics.lineTo(250, 220);
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graphics.lineTo(50, 220);
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graphics.lineTo(50, 50);
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graphics.lineTo(0, 50);
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graphics.endFill();
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// set a fill and line style again
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@ -49,7 +42,7 @@
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graphics.lineTo(210,300);
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graphics.endFill();
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// draw a rectangel
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// draw a rectangle
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graphics.lineStyle(2, 0x0000FF, 1);
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graphics.drawRect(50, 250, 100, 100);
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@ -64,15 +57,6 @@
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game.add.tween(graphics).to({ x: 200 }, 2000, Phaser.Easing.Linear.None, true, 0, 1000, true);
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// graphics.rotation = 1.2;
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// graphics.angle = 10;
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}
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function update() {
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}
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function render() {
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}
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})();
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@ -3,7 +3,7 @@
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*/
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var Phaser = Phaser || {
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VERSION: '1.0.5',
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VERSION: '1.0.6',
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GAMES: [],
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AUTO: 0,
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CANVAS: 1,
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@ -8,38 +8,12 @@ Phaser.Graphics = function (game, x, y) {
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};
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Phaser.Graphics.prototype = Object.create( PIXI.Graphics.prototype );
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Phaser.Graphics.prototype = Object.create(PIXI.Graphics.prototype);
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Phaser.Graphics.prototype.constructor = Phaser.Graphics;
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Phaser.Graphics.prototype = Phaser.Utils.extend(true, Phaser.Graphics.prototype, Phaser.Sprite.prototype);
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// Add our own custom methods
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/**
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* Automatically called by World.update
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*/
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Phaser.Graphics.prototype.OLDupdate = function() {
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// if (!this.exists)
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// {
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// return;
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// }
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// this._cache.dirty = false;
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// this._cache.x = this.x - (this.game.world.camera.x * this.scrollFactor.x);
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// this._cache.y = this.y - (this.game.world.camera.y * this.scrollFactor.y);
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// if (this.position.x != this._cache.x || this.position.y != this._cache.y)
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// {
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// this.position.x = this._cache.x;
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// this.position.y = this._cache.y;
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// this._cache.dirty = true;
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// }
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}
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/*
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Object.defineProperty(Phaser.Graphics.prototype, 'angle', {
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get: function() {
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@ -51,29 +25,3 @@ Object.defineProperty(Phaser.Graphics.prototype, 'angle', {
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}
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});
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Object.defineProperty(Phaser.Graphics.prototype, 'x', {
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get: function() {
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return this.position.x;
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},
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set: function(value) {
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this.position.x = value;
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}
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});
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Object.defineProperty(Phaser.Graphics.prototype, 'y', {
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get: function() {
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return this.position.y;
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},
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set: function(value) {
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this.position.y = value;
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}
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});
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*/
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