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https://github.com/photonstorm/phaser
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Out of bounds and Sprite events hooked up
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5 changed files with 91 additions and 7 deletions
62
examples/outofbounds.php
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62
examples/outofbounds.php
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<!DOCTYPE HTML>
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<html>
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<head>
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<title>phaser.js - a new beginning</title>
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<?php
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require('js.php');
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?>
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</head>
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<body>
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<script type="text/javascript">
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(function () {
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var game = new Phaser.Game(800, 600, Phaser.CANVAS, '', { preload: preload, create: create, update: update, render: render });
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function preload() {
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game.load.image('alien', 'assets/sprites/space-baddie.png');
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game.load.image('ship', 'assets/sprites/shmup-ship.png');
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}
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var player;
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var aliens;
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function create() {
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player = game.add.sprite(400, 500, 'ship');
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player.anchor.setTo(0.5, 0.5);
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aliens = game.add.group();
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for (var y = 0; y < 4; y++)
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{
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for (var x = 0; x < 10; x++)
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{
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var alien = aliens.create(x * 48, y * 50, 'alien');
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alien.name = 'alien' + x.toString() + y.toString();
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alien.events.onOutOfBounds.add(alienOut, this);
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alien.body.velocity.y = 50 + Math.random() * 150;
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}
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}
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}
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function alienOut(alien) {
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alien.reset(alien.x, -32);
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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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</script>
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</body>
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</html>
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@ -32,6 +32,7 @@ Phaser.Group.prototype = {
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if (child.group !== this)
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{
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child.group = this;
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child.events.onAddedToGroup.dispatch(child, this);
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this._container.addChild(child);
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}
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@ -44,6 +45,7 @@ Phaser.Group.prototype = {
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if (child.group !== this)
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{
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child.group = this;
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child.events.onAddedToGroup.dispatch(child, this);
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this._container.addChildAt(child, index);
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}
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@ -61,6 +63,7 @@ Phaser.Group.prototype = {
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var child = new Phaser.Sprite(this.game, x, y, key, frame);
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child.group = this;
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child.events.onAddedToGroup.dispatch(child, this);
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this._container.addChild(child);
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return child;
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@ -186,11 +189,13 @@ Phaser.Group.prototype = {
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{
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if (newChild.parent != undefined)
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{
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newChild.events.onRemovedFromGroup.dispatch(newChild, this);
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newChild.parent.removeChild(newChild);
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}
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this._container.removeChild(oldChild);
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this._container.addChildAt(newChild, index);
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newChild.events.onAddedToGroup.dispatch(newChild, this);
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}
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},
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@ -600,6 +605,7 @@ Phaser.Group.prototype = {
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remove: function (child) {
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child.events.onRemovedFromGroup.dispatch(child, this);
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this._container.removeChild(child);
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},
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@ -608,6 +614,7 @@ Phaser.Group.prototype = {
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do
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{
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this._container.children[0].events.onRemovedFromGroup.dispatch(this._container.children[0], this);
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this._container.removeChild(this._container.children[0]);
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}
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while (this._container.children.length > 0);
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@ -624,6 +631,7 @@ Phaser.Group.prototype = {
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for (var i = startIndex; i < endIndex; i++)
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{
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var child = this._container.children[i];
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child.events.onRemovedFromGroup.dispatch(child, this);
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this._container.removeChild(child);
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}
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@ -142,6 +142,8 @@ Phaser.Sprite = function (game, x, y, key, frame) {
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// Set-up the physics body
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this.body = new Phaser.Physics.Arcade.Body(this);
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this._outOfBoundsFired = false;
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};
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// Needed to keep the PIXI.Sprite constructor in the prototype chain (as the core pixi renderer uses an instanceof check sadly)
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@ -270,9 +272,14 @@ Phaser.Sprite.prototype.update = function() {
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}
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Phaser.Sprite.prototype.postUpdate = function() {
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Phaser.Sprite.prototype.reset = function(x, y) {
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this.body.postUpdate();
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this.x = x;
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this.y = y;
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this.alive = true;
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this.exists = true;
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this.visible = true;
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this._outOfBoundsFired = false;
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}
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@ -299,6 +306,13 @@ Phaser.Sprite.prototype.updateBounds = function() {
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this._cache.boundsX = this._cache.x;
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this._cache.boundsY = this._cache.y;
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// Check world bounds
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if (this._outOfBoundsFired == false && Phaser.Rectangle.intersects(this.bounds, this.game.world.bounds, 100) == false)
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{
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this.events.onOutOfBounds.dispatch(this);
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this._outOfBoundsFired = true;
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}
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}
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Phaser.Sprite.prototype.getLocalPosition = function(p, x, y) {
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@ -381,7 +381,7 @@ Phaser.Input.prototype = {
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}
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this.currentPointers = 0;
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// this.game.stage.canvas.style.cursor = "default";
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this.game.stage.canvas.style.cursor = "default";
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if (hard == true)
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{
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@ -240,10 +240,10 @@ Phaser.Pointer.prototype = {
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if (this.game.input.multiInputOverride == Phaser.Input.MOUSE_OVERRIDES_TOUCH || this.game.input.multiInputOverride == Phaser.Input.MOUSE_TOUCH_COMBINE || (this.game.input.multiInputOverride == Phaser.Input.TOUCH_OVERRIDES_MOUSE && this.game.input.currentPointers == 0))
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{
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//this.game.input.x = this.x * this.game.input.scale.x;
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//this.game.input.y = this.y * this.game.input.scale.y;
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this.game.input.x = this.x;
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this.game.input.y = this.y;
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this.game.input.x = this.x * this.game.input.scale.x;
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this.game.input.y = this.y * this.game.input.scale.y;
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// this.game.input.x = this.x;
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// this.game.input.y = this.y;
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this.game.input.position.setTo(this.x, this.y);
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this.game.input.onDown.dispatch(this);
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this.game.input.resetSpeed(this.x, this.y);
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