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https://github.com/photonstorm/phaser
synced 2024-11-10 07:04:31 +00:00
Removed un-needed file and added SoundManager fix.
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4 changed files with 4 additions and 76 deletions
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@ -111,7 +111,7 @@ module Phaser {
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var tempSound: Sound = new Sound(this._context, this._gainNode, null, volume, loop);
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// this is an async process, so we can return the Sound object anyway, it just won't be playing yet
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this.decode(key, () => this.play(key), tempSound);
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this.decode(key, () => tempSound.play(), tempSound);
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return tempSound;
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}
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@ -54,7 +54,7 @@ module Phaser {
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this._buffer = data;
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this.isDecoding = false;
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this.play();
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//this.play();
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}
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@ -1,7 +1,7 @@
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Phaser
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======
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Version: 0.9.5 - Released: XXX 2013
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Version: 0.9.5 - Released: 2nd May 2013
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By Richard Davey, [Photon Storm](http://www.photonstorm.com)
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@ -50,6 +50,7 @@ V0.9.5
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* Added TilemapLayer.fillTiles - fills the given region of the map with the tile specified.
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* Added TilemapLayer.randomiseTiles - fills the given region of the map with a random tile from the list specified.
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* Added fun new "map draw" test - reflect those carrots! :)
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* Changed SoundManager class to respect volume on first place (thanks initials and hackmaniac)
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Requirements
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------------
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@ -1,73 +0,0 @@
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var Phaser;
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(function (Phaser) {
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(function (FX) {
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/// <reference path="../../Phaser/Game.ts" />
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/// <reference path="../../Phaser/FXManager.ts" />
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/**
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* Phaser - FX - Camera - Flash
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*
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*
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*/
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(function (Camera) {
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var Flash = (function () {
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function Flash(game) {
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this._fxFlashComplete = null;
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this._fxFlashDuration = 0;
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this._fxFlashAlpha = 0;
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this._game = game;
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}
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Flash.prototype.start = /**
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* The camera is filled with this color and returns to normal at the given duration.
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*
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* @param Color The color you want to use in 0xRRGGBB format, i.e. 0xffffff for white.
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* @param Duration How long it takes for the flash to fade.
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* @param OnComplete An optional function you want to run when the flash finishes. Set to null for no callback.
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* @param Force Force an already running flash effect to reset.
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*/
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function (color, duration, onComplete, force) {
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if (typeof color === "undefined") { color = 0xffffff; }
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if (typeof duration === "undefined") { duration = 1; }
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if (typeof onComplete === "undefined") { onComplete = null; }
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if (typeof force === "undefined") { force = false; }
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if(force === false && this._fxFlashAlpha > 0) {
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// You can't flash again unless you force it
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return;
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}
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if(duration <= 0) {
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duration = 1;
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}
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var red = color >> 16 & 0xFF;
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var green = color >> 8 & 0xFF;
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var blue = color & 0xFF;
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this._fxFlashColor = 'rgba(' + red + ',' + green + ',' + blue + ',';
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this._fxFlashDuration = duration;
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this._fxFlashAlpha = 1;
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this._fxFlashComplete = onComplete;
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};
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Flash.prototype.postUpdate = function () {
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// Update the Flash effect
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if(this._fxFlashAlpha > 0) {
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this._fxFlashAlpha -= this._game.time.elapsed / this._fxFlashDuration;
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this._fxFlashAlpha = this._game.math.roundTo(this._fxFlashAlpha, -2);
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if(this._fxFlashAlpha <= 0) {
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this._fxFlashAlpha = 0;
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if(this._fxFlashComplete !== null) {
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this._fxFlashComplete();
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}
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}
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}
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};
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Flash.prototype.postRender = function (cameraX, cameraY, cameraWidth, cameraHeight) {
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if(this._fxFlashAlpha > 0) {
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this._game.stage.context.fillStyle = this._fxFlashColor + this._fxFlashAlpha + ')';
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this._game.stage.context.fillRect(cameraX, cameraY, cameraWidth, cameraHeight);
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}
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};
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return Flash;
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})();
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Camera.Flash = Flash;
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})(FX.Camera || (FX.Camera = {}));
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var Camera = FX.Camera;
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})(Phaser.FX || (Phaser.FX = {}));
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var FX = Phaser.FX;
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})(Phaser || (Phaser = {}));
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