mirror of
https://github.com/photonstorm/phaser
synced 2024-11-10 07:04:31 +00:00
Input Handler updates, orientation screen and World visibility
This commit is contained in:
parent
19ddad8095
commit
2e576fa9a7
8 changed files with 236 additions and 64 deletions
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@ -42,6 +42,8 @@ Version 1.1.3 - in build
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* New: Sprite.animations.getAnimation will return an animation instance which was added by name.
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* New: Added Mouse.button which is set to the button that was pressed: Phaser.Mouse.LEFT_BUTTON, MIDDLE_BUTTON or RIGHT_BUTTON (thanks wKLV)
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* New: Added Mouse.pointerLock signal which you can listen to whenever the browser enters or leaves pointer lock mode.
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* New: StageScaleMode.forceOrientation allows you to lock your game to one orientation and display a Sprite (i.e. a "please rotate" screen) when incorrect.
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* New: World.visible boolean added, toggles rendering of the world on/off entirely.
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* Fixed: Mouse.stop now uses the true useCapture, which means the event listeners stop listening correctly (thanks beeglebug)
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* Updated: RequestAnimationFrame now retains the callbackID which is passed to cancelRequestAnimationFrame.
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* Updated: Button now goes back to over state when setFrames used in action (thanks beeglebug)
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49
examples/wip/pivot.js
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49
examples/wip/pivot.js
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@ -0,0 +1,49 @@
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var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render });
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function preload() {
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game.load.image('atari', 'assets/sprites/atari130xe.png');
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game.load.image('mushroom', 'assets/sprites/mushroom2.png');
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}
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var sprite1;
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var sprite2;
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function create() {
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game.stage.backgroundColor = '#2d2d2d';
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// This will check Sprite vs. Sprite collision
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sprite1 = game.add.sprite(300, 300, 'atari');
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sprite1.name = 'atari';
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sprite1.body.immovable = true;
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sprite1.anchor.setTo(0.5, 0.5);
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sprite1.pivot.x = 250;
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sprite1.pivot.y = 300;
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// sprite2 = game.add.sprite(0, 0, 'mushroom');
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// sprite2.name = 'mushroom';
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}
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function update() {
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sprite1.angle += 1;
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sprite1.pivot.x = game.input.x;
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sprite1.pivot.y = game.input.y;
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}
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function render() {
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game.debug.renderPixel(sprite1.pivot.x, sprite1.pivot.y);
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// game.debug.renderSpriteInfo(sprite1, 100, 400);
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game.debug.renderSpriteBounds(sprite1);
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// game.debug.renderSpriteInfo(sprite2, 100, 100);
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// game.debug.renderSpriteBounds(sprite2);
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}
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@ -422,7 +422,11 @@ Phaser.Game.prototype = {
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this.time.update(time);
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if (!this._paused)
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if (this._paused)
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{
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this.renderer.render(this.stage._stage);
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}
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else
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{
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this.plugins.preUpdate();
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this.physics.preUpdate();
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@ -258,3 +258,19 @@ Object.defineProperty(Phaser.World.prototype, "randomY", {
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}
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});
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/**
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* @name Phaser.World#visible
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* @property {boolean} visible - Gets or sets the visible state of the World.
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*/
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Object.defineProperty(Phaser.World.prototype, "visible", {
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get: function () {
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return this._container.visible;
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},
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set: function (value) {
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this._container.visible = value;
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}
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});
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@ -169,6 +169,13 @@ Phaser.Button = function (game, x, y, key, callback, callbackContext, overFrame,
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*/
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this.freezeFrames = false;
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/**
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* When the Button is clicked you can optionally force the state to "out".
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* @property {boolean} forceOut
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* @default
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*/
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this.forceOut = true;
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this.setFrames(overFrame, outFrame, downFrame);
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if (callback !== null)
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@ -513,8 +520,21 @@ Phaser.Button.prototype.onInputUpHandler = function (pointer) {
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this.onUpSound.play(this.onUpSoundMarker);
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}
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if (this.forceOut && this.freezeFrames == false)
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{
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if (this._onOutFrameName != null)
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{
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this.frameName = this._onOutFrameName;
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}
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else if (this._onOutFrameID != null)
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{
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this.frame = this._onOutFrameID;
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}
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}
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if (this.onInputUp)
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{
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this.onInputUp.dispatch(this, pointer);
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}
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};
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@ -410,20 +410,25 @@ Phaser.InputHandler.prototype = {
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*/
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pointerOver: function (index) {
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if (typeof index === 'undefined')
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if (this.enabled)
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{
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for (var i = 0; i < 10; i++)
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if (typeof index === 'undefined')
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{
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if (this._pointerData[i].isOver)
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for (var i = 0; i < 10; i++)
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{
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return true;
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if (this._pointerData[i].isOver)
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{
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return true;
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}
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}
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}
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else
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{
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return this._pointerData[index].isOver;
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}
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}
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else
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{
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return this._pointerData[index].isOver;
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}
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return false;
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},
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@ -435,20 +440,25 @@ Phaser.InputHandler.prototype = {
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*/
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pointerOut: function (pointer) {
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if (typeof index === 'undefined')
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if (this.enabled)
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{
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for (var i = 0; i < 10; i++)
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if (typeof index === 'undefined')
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{
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if (this._pointerData[i].isOut)
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for (var i = 0; i < 10; i++)
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{
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return true;
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if (this._pointerData[i].isOut)
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{
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return true;
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}
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}
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}
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else
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{
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return this._pointerData[index].isOut;
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}
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}
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else
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{
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return this._pointerData[index].isOut;
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}
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return false;
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},
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@ -569,8 +579,6 @@ Phaser.InputHandler.prototype = {
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return false;
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}
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// For an enabled sprite that may have been clicked
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if (this.draggable && this._draggedPointerID == pointer.id)
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{
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return this.updateDrag(pointer);
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@ -397,7 +397,6 @@ Phaser.Pointer.prototype = {
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}
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return this;
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}
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// Work out which object is on the top
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@ -17,45 +17,19 @@
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Phaser.StageScaleMode = function (game, width, height) {
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/**
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* @property {number} _startHeight - Stage height when starting the game.
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* @default
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* @private
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* @property {Phaser.Game} game - A reference to the currently running game.
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*/
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this._startHeight = 0;
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this.game = game;
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/**
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* @property {boolean} forceLandscape - If the game should be forced to use Landscape mode, this is set to true by Game.Stage
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* @default
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* @property {number} width - Width of the stage after calculation.
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*/
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this.forceLandscape = false;
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this.width = width;
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/**
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* @property {boolean} forcePortrait - If the game should be forced to use Portrait mode, this is set to true by Game.Stage
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* @default
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* @property {number} height - Height of the stage after calculation.
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*/
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this.forcePortrait = false;
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/**
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* @property {boolean} incorrectOrientation - If the game should be forced to use a specific orientation and the device currently isn't in that orientation this is set to true.
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* @default
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*/
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this.incorrectOrientation = false;
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/**
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* @property {boolean} pageAlignHorizontally - If you wish to align your game in the middle of the page then you can set this value to true.
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<ul><li>It will place a re-calculated margin-left pixel value onto the canvas element which is updated on orientation/resizing.</li>
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<li>It doesn't care about any other DOM element that may be on the page, it literally just sets the margin.</li></ul>
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* @default
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*/
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this.pageAlignHorizontally = false;
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/**
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* @property {boolean} pageAlignVertically - If you wish to align your game in the middle of the page then you can set this value to true.
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<ul><li>It will place a re-calculated margin-left pixel value onto the canvas element which is updated on orientation/resizing.
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<li>It doesn't care about any other DOM element that may be on the page, it literally just sets the margin.</li></ul>
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* @default
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*/
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this.pageAlignVertically = false;
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this.height = height;
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/**
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* @property {number} minWidth - Minimum width the canvas should be scaled to (in pixels).
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@ -84,14 +58,45 @@ Phaser.StageScaleMode = function (game, width, height) {
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this.maxHeight = null;
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/**
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* @property {number} width - Width of the stage after calculation.
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* @property {number} _startHeight - Stage height when starting the game.
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* @default
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* @private
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*/
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this.width = width;
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this._startHeight = 0;
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/**
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* @property {number} height - Height of the stage after calculation.
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* @property {boolean} forceLandscape - If the game should be forced to use Landscape mode, this is set to true by Game.Stage
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* @default
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*/
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this.height = height;
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this.forceLandscape = false;
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/**
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* @property {boolean} forcePortrait - If the game should be forced to use Portrait mode, this is set to true by Game.Stage
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* @default
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*/
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this.forcePortrait = false;
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/**
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* @property {boolean} incorrectOrientation - If the game should be forced to use a specific orientation and the device currently isn't in that orientation this is set to true.
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* @default
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*/
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this.incorrectOrientation = false;
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/**
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* @property {boolean} pageAlignHorizontally - If you wish to align your game in the middle of the page then you can set this value to true.
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* It will place a re-calculated margin-left pixel value onto the canvas element which is updated on orientation/resizing.
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* It doesn't care about any other DOM element that may be on the page, it literally just sets the margin.
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* @default
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*/
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this.pageAlignHorizontally = false;
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/**
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* @property {boolean} pageAlignVertically - If you wish to align your game in the middle of the page then you can set this value to true.
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* It will place a re-calculated margin-left pixel value onto the canvas element which is updated on orientation/resizing.
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* It doesn't care about any other DOM element that may be on the page, it literally just sets the margin.
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* @default
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*/
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this.pageAlignVertically = false;
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/**
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* @property {number} _width - Cached stage width for full screen mode.
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*/
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this.maxIterations = 5;
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/**
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* @property {Phaser.Game} game - A reference to the currently running game.
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*/
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this.game = game;
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/**
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* @property {Description} enterLandscape - Description.
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* @property {PIXI.Sprite} orientationSprite - The Sprite that is optionally displayed if the browser enters an unsupported orientation.
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* @default
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*/
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this.orientationSprite = null;
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/**
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* @property {Phaser.Signal} enterLandscape - The event that is dispatched when the browser enters landscape orientation.
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*/
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this.enterLandscape = new Phaser.Signal();
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/**
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* @property {Description} enterPortrait - Description.
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* @property {Phaser.Signal} enterPortrait - The event that is dispatched when the browser enters horizontal orientation.
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*/
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this.enterPortrait = new Phaser.Signal();
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}
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/**
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* @property {Description} scaleFactor - Description.
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* @property {Phaser.Point} scaleFactor - The scale factor based on the game dimensions vs. the scaled dimensions.
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*/
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this.scaleFactor = new Phaser.Point(1, 1);
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},
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/**
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* If you need your game to run in only one orientation you can force that to happen.
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* The optional orientationImage is displayed when the game is in the incorrect orientation.
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* @method Phaser.StageScaleMode#forceOrientation
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* @param {boolean} forceLandscape - true if the game should run in landscape mode only.
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* @param {boolean} forcePortrait - true if the game should run in portrait mode only.
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* @param {string} [forcePortrait=''] - The string of an image in the Phaser.Cache to display when this game is in the incorrect orientation.
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*/
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forceOrientation: function (forceLandscape, forcePortrait, orientationImage) {
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this.forceLandscape = forceLandscape;
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if (typeof forcePortrait === 'undefined')
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{
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this.forcePortrait = false;
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}
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if (typeof orientationImage !== 'undefined')
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{
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if (orientationImage == null || this.game.cache.checkImageKey(orientationImage) == false)
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{
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orientationImage = '__default';
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}
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this.orientationSprite = new PIXI.Sprite(PIXI.TextureCache[orientationImage]);
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this.orientationSprite.anchor.x = 0.5;
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this.orientationSprite.anchor.y = 0.5;
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this.orientationSprite.position.x = this.game.width / 2;
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this.orientationSprite.position.y = this.game.height / 2;
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this.checkOrientationState();
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if (this.incorrectOrientation)
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{
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this.orientationSprite.visible = true;
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this.game.world.visible = false;
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}
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else
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{
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this.orientationSprite.visible = false;
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this.game.world.visible = true;
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}
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this.game.stage._stage.addChild(this.orientationSprite);
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}
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},
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/**
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* Checks if the browser is in the correct orientation for your game (if forceLandscape or forcePortrait have been set)
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* @method Phaser.StageScaleMode#checkOrientationState
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// Back to normal
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this.game.paused = false;
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this.incorrectOrientation = false;
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if (this.orientationSprite)
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{
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this.orientationSprite.visible = false;
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this.game.world.visible = true;
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}
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this.refresh();
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}
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}
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// Show orientation screen
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this.game.paused = true;
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this.incorrectOrientation = true;
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if (this.orientationSprite && this.orientationSprite.visible == false)
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{
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this.orientationSprite.visible = true;
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this.game.world.visible = false;
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}
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this.refresh();
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}
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}
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{
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this.refresh();
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}
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this.checkOrientationState();
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},
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/**
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/**
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* Set screen size automatically based on the scaleMode.
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* @param {Description} force - If force is true it will try to resize the game regardless of the document dimensions.
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* @param {boolean} force - If force is true it will try to resize the game regardless of the document dimensions.
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*/
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setScreenSize: function (force) {
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@ -533,6 +605,8 @@ Phaser.StageScaleMode.prototype = {
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this.scaleFactor.x = this.game.width / this.width;
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this.scaleFactor.y = this.game.height / this.height;
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this.checkOrientationState();
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},
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/**
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