mirror of
https://github.com/photonstorm/phaser
synced 2024-11-10 07:04:31 +00:00
Added Group IDs and references to Sprites, Group sorting, z-index values and child swapping. Also added all of the drag and bounds methods to Input.
This commit is contained in:
parent
59f7a59312
commit
49fe5ee65f
22 changed files with 1891 additions and 237 deletions
|
@ -295,9 +295,12 @@ module Phaser {
|
|||
|
||||
this.setRenderer(Phaser.Types.RENDERER_CANVAS);
|
||||
|
||||
this.world.boot();
|
||||
this.stage.boot();
|
||||
this.input.boot();
|
||||
|
||||
this.framerate = 60;
|
||||
this.isBooted = true;
|
||||
this.input.start();
|
||||
|
||||
// Display the default game screen?
|
||||
if (this.onInitCallback == null && this.onCreateCallback == null && this.onUpdateCallback == null && this.onRenderCallback == null && this._pendingState == null)
|
||||
|
@ -354,7 +357,7 @@ module Phaser {
|
|||
}
|
||||
|
||||
/**
|
||||
* Game loop method will be called when it's booting.
|
||||
* The bootLoop is called while the game is still booting (waiting for the DOM and resources to be available)
|
||||
*/
|
||||
private bootLoop() {
|
||||
|
||||
|
@ -365,7 +368,7 @@ module Phaser {
|
|||
}
|
||||
|
||||
/**
|
||||
* Game loop method will be called when it's paused.
|
||||
* The pausedLoop is called when the game is paused.
|
||||
*/
|
||||
private pausedLoop() {
|
||||
|
||||
|
@ -563,7 +566,7 @@ module Phaser {
|
|||
}
|
||||
|
||||
/**
|
||||
* Nuke the whole game from orbit
|
||||
* Nuke the entire game from orbit
|
||||
*/
|
||||
public destroy() {
|
||||
|
||||
|
|
|
@ -57,9 +57,6 @@ module Phaser {
|
|||
this.scaleMode = StageScaleMode.NO_SCALE;
|
||||
this.scale = new StageScaleMode(this._game);
|
||||
|
||||
this._bootScreen = new BootScreen(this._game);
|
||||
this._pauseScreen = new PauseScreen(this._game, width, height);
|
||||
|
||||
document.addEventListener('visibilitychange', (event) => this.visibilityChange(event), false);
|
||||
document.addEventListener('webkitvisibilitychange', (event) => this.visibilityChange(event), false);
|
||||
window.onblur = (event) => this.visibilityChange(event);
|
||||
|
@ -153,6 +150,16 @@ module Phaser {
|
|||
*/
|
||||
public scaleMode: number;
|
||||
|
||||
/**
|
||||
* Stage boot
|
||||
*/
|
||||
public boot() {
|
||||
|
||||
this._bootScreen = new BootScreen(this._game);
|
||||
this._pauseScreen = new PauseScreen(this._game, this.width, this.height);
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Update stage for rendering. This will handle scaling, clearing
|
||||
* and PauseScreen/BootScreen updating and rendering.
|
||||
|
|
|
@ -21,11 +21,10 @@ module Phaser {
|
|||
this.add = game.add;
|
||||
this.camera = game.camera;
|
||||
this.cache = game.cache;
|
||||
//this.collision = game.collision;
|
||||
this.input = game.input;
|
||||
this.loader = game.loader;
|
||||
this.math = game.math;
|
||||
//this.motion = game.motion;
|
||||
this.motion = game.motion;
|
||||
this.sound = game.sound;
|
||||
this.stage = game.stage;
|
||||
this.time = game.time;
|
||||
|
@ -51,12 +50,6 @@ module Phaser {
|
|||
*/
|
||||
public cache: Cache;
|
||||
|
||||
/**
|
||||
* Reference to the collision helper.
|
||||
* @type {Collision}
|
||||
*/
|
||||
//public collision: Collision;
|
||||
|
||||
/**
|
||||
* Reference to the GameObject Factory.
|
||||
* @type {GameObjectFactory}
|
||||
|
@ -85,7 +78,7 @@ module Phaser {
|
|||
* Reference to the motion helper.
|
||||
* @type {Motion}
|
||||
*/
|
||||
//public motion: Motion;
|
||||
public motion: Motion;
|
||||
|
||||
/**
|
||||
* Reference to the sound manager.
|
||||
|
|
|
@ -31,12 +31,8 @@ module Phaser {
|
|||
|
||||
this.cameras = new CameraManager(this._game, 0, 0, width, height);
|
||||
|
||||
this.group = new Group(this._game, 0);
|
||||
|
||||
this.bounds = new Rectangle(0, 0, width, height);
|
||||
|
||||
this.physics = new Physics.PhysicsManager(this._game, width, height);
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
|
@ -68,6 +64,26 @@ module Phaser {
|
|||
*/
|
||||
public physics: Physics.PhysicsManager;
|
||||
|
||||
/**
|
||||
* Object container stores every object created with `create*` methods.
|
||||
* @type {Group}
|
||||
*/
|
||||
private _groupCounter: number = 0;
|
||||
|
||||
public getNextGroupID(): number {
|
||||
return this._groupCounter++;
|
||||
}
|
||||
|
||||
/**
|
||||
* Called one by Game during the boot process.
|
||||
*/
|
||||
public boot() {
|
||||
|
||||
this.group = new Group(this._game, 0);
|
||||
|
||||
this.physics = new Physics.PhysicsManager(this._game, this.width, this.height);
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* This is called automatically every frame, and is where main logic happens.
|
||||
|
|
|
@ -19,6 +19,11 @@ module Phaser.Components {
|
|||
this.game = parent.game;
|
||||
this._sprite = parent;
|
||||
|
||||
this.onAddedToGroup = new Phaser.Signal;
|
||||
this.onRemovedFromGroup = new Phaser.Signal;
|
||||
this.onKilled = new Phaser.Signal;
|
||||
this.onRevived = new Phaser.Signal;
|
||||
|
||||
this.onInputOver = new Phaser.Signal;
|
||||
this.onInputOut = new Phaser.Signal;
|
||||
this.onInputDown = new Phaser.Signal;
|
||||
|
@ -36,15 +41,26 @@ module Phaser.Components {
|
|||
*/
|
||||
private _sprite: Sprite;
|
||||
|
||||
// Creation and destruction
|
||||
public onAdded: Phaser.Signal;
|
||||
/**
|
||||
* Dispatched by the Group this Sprite is added to.
|
||||
*/
|
||||
public onAddedToGroup: Phaser.Signal;
|
||||
|
||||
/**
|
||||
* Dispatched by the Group this Sprite is removed from.
|
||||
*/
|
||||
public onRemovedFromGroup: Phaser.Signal;
|
||||
|
||||
/**
|
||||
* Dispatched when this Sprite is killed.
|
||||
*/
|
||||
public onKilled: Phaser.Signal;
|
||||
|
||||
/**
|
||||
* Dispatched when this Sprite is revived.
|
||||
*/
|
||||
public onRevived: Phaser.Signal;
|
||||
|
||||
public onOutOfBounds: Phaser.Signal;
|
||||
|
||||
// Input related events
|
||||
|
||||
/**
|
||||
* Dispatched by the Input component when a pointer moves over an Input enabled sprite.
|
||||
*/
|
||||
|
@ -65,6 +81,11 @@ module Phaser.Components {
|
|||
*/
|
||||
public onInputUp: Phaser.Signal;
|
||||
|
||||
|
||||
|
||||
|
||||
public onOutOfBounds: Phaser.Signal;
|
||||
|
||||
}
|
||||
|
||||
}
|
|
@ -39,12 +39,48 @@ module Phaser.Components {
|
|||
*/
|
||||
private _sprite: Sprite;
|
||||
|
||||
private dragOffsetX: number;
|
||||
private dragOffsetY: number;
|
||||
private dragFromPoint: bool;
|
||||
private dragPixelPerfect:bool = false;
|
||||
private dragPixelPerfectAlpha:number;
|
||||
private allowHorizontalDrag: bool = true;
|
||||
private allowVerticalDrag: bool = true;
|
||||
private snapOnDrag: bool = false;
|
||||
private snapOnRelease: bool = false;
|
||||
private snapX: number;
|
||||
private snapY: number;
|
||||
|
||||
/**
|
||||
* If enabled the Input component will be updated by the parent Sprite
|
||||
* @type {Boolean}
|
||||
*/
|
||||
public enabled: bool;
|
||||
|
||||
/**
|
||||
* Is this sprite being dragged by the mouse or not?
|
||||
* @default false
|
||||
*/
|
||||
public isDragged: bool = false;
|
||||
|
||||
/**
|
||||
* Is this sprite allowed to be dragged by the mouse? true = yes, false = no
|
||||
* @default false
|
||||
*/
|
||||
public draggable: bool = false;
|
||||
|
||||
/**
|
||||
* An FlxRect region of the game world within which the sprite is restricted during mouse drag
|
||||
* @default null
|
||||
*/
|
||||
public boundsRect: Rectangle = null;
|
||||
|
||||
/**
|
||||
* An FlxSprite the bounds of which this sprite is restricted during mouse drag
|
||||
* @default null
|
||||
*/
|
||||
public boundsSprite: Sprite = null;
|
||||
|
||||
/**
|
||||
* The Input component can monitor either the physics body of the Sprite or the frameBounds
|
||||
* If checkBody is set to true it will monitor the bounds of the physics body.
|
||||
|
@ -129,6 +165,11 @@ module Phaser.Components {
|
|||
return;
|
||||
}
|
||||
|
||||
if (this.draggable && this.isDragged)
|
||||
{
|
||||
this.updateDrag();
|
||||
}
|
||||
|
||||
if (this.game.input.x != this.oldX || this.game.input.y != this.oldY)
|
||||
{
|
||||
this.oldX = this.game.input.x;
|
||||
|
@ -172,14 +213,54 @@ module Phaser.Components {
|
|||
|
||||
}
|
||||
|
||||
// click handler to add to stack for sorting
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Updates the Mouse Drag on this Sprite.
|
||||
*/
|
||||
private updateDrag():void
|
||||
{
|
||||
if (this.isUp)
|
||||
{
|
||||
this.stopDrag();
|
||||
return;
|
||||
}
|
||||
|
||||
if (this.allowHorizontalDrag)
|
||||
{
|
||||
this._sprite.x = this.game.input.x - this.dragOffsetX;
|
||||
}
|
||||
|
||||
if (this.allowVerticalDrag)
|
||||
{
|
||||
this._sprite.y = this.game.input.y - this.dragOffsetY;
|
||||
}
|
||||
|
||||
if (this.boundsRect)
|
||||
{
|
||||
this.checkBoundsRect();
|
||||
}
|
||||
|
||||
if (this.boundsSprite)
|
||||
{
|
||||
this.checkBoundsSprite();
|
||||
}
|
||||
|
||||
if (this.snapOnDrag)
|
||||
{
|
||||
this._sprite.x = Math.floor(this._sprite.x / this.snapX) * this.snapX;
|
||||
this._sprite.y = Math.floor(this._sprite.y / this.snapY) * this.snapY;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns true if the pointer has entered the Sprite within the specified delay time (defaults to 500ms, half a second)
|
||||
* @param delay The time below which the pointer is considered as just over.
|
||||
* @returns {boolean}
|
||||
*/
|
||||
public justOver(delay?:number = 500): bool {
|
||||
public justOver(delay?: number = 500): bool {
|
||||
return (this.isOver && this.duration < delay);
|
||||
}
|
||||
|
||||
|
@ -188,7 +269,7 @@ module Phaser.Components {
|
|||
* @param delay The time below which the pointer is considered as just out.
|
||||
* @returns {boolean}
|
||||
*/
|
||||
public justOut(delay?:number = 500): bool {
|
||||
public justOut(delay?: number = 500): bool {
|
||||
return (this.isOut && (this.game.time.now - this.timeOut < delay));
|
||||
}
|
||||
|
||||
|
@ -207,6 +288,172 @@ module Phaser.Components {
|
|||
|
||||
}
|
||||
|
||||
/**
|
||||
* Make this Sprite draggable by the mouse. You can also optionally set mouseStartDragCallback and mouseStopDragCallback
|
||||
*
|
||||
* @param lockCenter If false the Sprite will drag from where you click it. If true it will center itself to the tip of the mouse pointer.
|
||||
* @param pixelPerfect If true it will use a pixel perfect test to see if you clicked the Sprite. False uses the bounding box.
|
||||
* @param alphaThreshold If using pixel perfect collision this specifies the alpha level from 0 to 255 above which a collision is processed (default 255)
|
||||
* @param boundsRect If you want to restrict the drag of this sprite to a specific FlxRect, pass the FlxRect here, otherwise it's free to drag anywhere
|
||||
* @param boundsSprite If you want to restrict the drag of this sprite to within the bounding box of another sprite, pass it here
|
||||
*/
|
||||
public enableDrag(lockCenter:bool = false, pixelPerfect:bool = false, alphaThreshold:number = 255, boundsRect:Rectangle = null, boundsSprite:Sprite = null):void
|
||||
{
|
||||
this.draggable = true;
|
||||
|
||||
this.dragFromPoint = lockCenter;
|
||||
this.dragPixelPerfect = pixelPerfect;
|
||||
this.dragPixelPerfectAlpha = alphaThreshold;
|
||||
|
||||
if (boundsRect)
|
||||
{
|
||||
this.boundsRect = boundsRect;
|
||||
}
|
||||
|
||||
if (boundsSprite)
|
||||
{
|
||||
this.boundsSprite = boundsSprite;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Stops this sprite from being able to be dragged. If it is currently the target of an active drag it will be stopped immediately. Also disables any set callbacks.
|
||||
*/
|
||||
public disableDrag():void
|
||||
{
|
||||
if (this.isDragged)
|
||||
{
|
||||
//FlxMouseControl.dragTarget = null;
|
||||
//FlxMouseControl.isDragging = false;
|
||||
}
|
||||
|
||||
this.isDragged = false;
|
||||
this.draggable = false;
|
||||
|
||||
//mouseStartDragCallback = null;
|
||||
//mouseStopDragCallback = null;
|
||||
}
|
||||
|
||||
/**
|
||||
* Restricts this sprite to drag movement only on the given axis. Note: If both are set to false the sprite will never move!
|
||||
*
|
||||
* @param allowHorizontal To enable the sprite to be dragged horizontally set to true, otherwise false
|
||||
* @param allowVertical To enable the sprite to be dragged vertically set to true, otherwise false
|
||||
*/
|
||||
public setDragLock(allowHorizontal:bool = true, allowVertical:bool = true):void
|
||||
{
|
||||
this.allowHorizontalDrag = allowHorizontal;
|
||||
this.allowVerticalDrag = allowVertical;
|
||||
}
|
||||
|
||||
/**
|
||||
* Make this Sprite snap to the given grid either during drag or when it's released.
|
||||
* For example 16x16 as the snapX and snapY would make the sprite snap to every 16 pixels.
|
||||
*
|
||||
* @param snapX The width of the grid cell in pixels
|
||||
* @param snapY The height of the grid cell in pixels
|
||||
* @param onDrag If true the sprite will snap to the grid while being dragged
|
||||
* @param onRelease If true the sprite will snap to the grid when released
|
||||
*/
|
||||
public enableSnap(snapX:number , snapY:number, onDrag:bool = true, onRelease:bool = false):void
|
||||
{
|
||||
this.snapOnDrag = onDrag;
|
||||
this.snapOnRelease = onRelease;
|
||||
this.snapX = snapX;
|
||||
this.snapY = snapY;
|
||||
}
|
||||
|
||||
/**
|
||||
* Stops the sprite from snapping to a grid during drag or release.
|
||||
*/
|
||||
public disableSnap():void
|
||||
{
|
||||
this.snapOnDrag = false;
|
||||
this.snapOnRelease = false;
|
||||
}
|
||||
|
||||
/**
|
||||
* Called by FlxMouseControl when Mouse Drag starts on this Sprite. Should not usually be called directly.
|
||||
*/
|
||||
public startDrag():void
|
||||
{
|
||||
this.isDragged = true;
|
||||
|
||||
if (this.dragFromPoint == false)
|
||||
{
|
||||
this.dragOffsetX = this.game.input.x - this._sprite.x;
|
||||
this.dragOffsetY = this.game.input.y - this._sprite.y;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Move the sprite to the middle of the mouse
|
||||
this.dragOffsetX = this._sprite.frameBounds.halfWidth;
|
||||
this.dragOffsetY = this._sprite.frameBounds.halfHeight;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Bounds Rect check for the sprite drag
|
||||
*/
|
||||
private checkBoundsRect():void
|
||||
{
|
||||
if (this._sprite.x < this.boundsRect.left)
|
||||
{
|
||||
this._sprite.x = this.boundsRect.x;
|
||||
}
|
||||
else if ((this._sprite.x + this._sprite.width) > this.boundsRect.right)
|
||||
{
|
||||
this._sprite.x = this.boundsRect.right - this._sprite.width;
|
||||
}
|
||||
|
||||
if (this._sprite.y < this.boundsRect.top)
|
||||
{
|
||||
this._sprite.y = this.boundsRect.top;
|
||||
}
|
||||
else if ((this._sprite.y + this._sprite.height) > this.boundsRect.bottom)
|
||||
{
|
||||
this._sprite.y = this.boundsRect.bottom - this._sprite.height;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Parent Sprite Bounds check for the sprite drag
|
||||
*/
|
||||
private checkBoundsSprite():void
|
||||
{
|
||||
if (this._sprite.x < this.boundsSprite.x)
|
||||
{
|
||||
this._sprite.x = this.boundsSprite.x;
|
||||
}
|
||||
else if ((this._sprite.x + this._sprite.width) > (this.boundsSprite.x + this.boundsSprite.width))
|
||||
{
|
||||
this._sprite.x = (this.boundsSprite.x + this.boundsSprite.width) - this._sprite.width;
|
||||
}
|
||||
|
||||
if (this._sprite.y < this.boundsSprite.y)
|
||||
{
|
||||
this._sprite.y = this.boundsSprite.y;
|
||||
}
|
||||
else if ((this._sprite.y + this._sprite.height) > (this.boundsSprite.y + this.boundsSprite.height))
|
||||
{
|
||||
this._sprite.y = (this.boundsSprite.y + this.boundsSprite.height) - this._sprite.height;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Called by FlxMouseControl when Mouse Drag is stopped on this Sprite. Should not usually be called directly.
|
||||
*/
|
||||
public stopDrag():void
|
||||
{
|
||||
this.isDragged = false;
|
||||
|
||||
if (this.snapOnRelease)
|
||||
{
|
||||
this._sprite.x = Math.floor(this._sprite.x / this.snapX) * this.snapX;
|
||||
this._sprite.y = Math.floor(this._sprite.y / this.snapY) * this.snapY;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Render debug infos. (including name, bounds info, position and some other properties)
|
||||
* @param x {number} X position of the debug info to be rendered.
|
||||
|
|
|
@ -27,6 +27,8 @@ module Phaser {
|
|||
|
||||
this.cameraBlacklist = [];
|
||||
|
||||
this.ID = this.game.world.getNextGroupID();
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
|
@ -43,7 +45,7 @@ module Phaser {
|
|||
/**
|
||||
* Helper for sort.
|
||||
*/
|
||||
private _sortIndex: string;
|
||||
private _sortIndex: string = '';
|
||||
|
||||
/**
|
||||
* Helper for sort.
|
||||
|
@ -59,6 +61,11 @@ module Phaser {
|
|||
private _prevAlpha: number;
|
||||
private _count: number;
|
||||
|
||||
/**
|
||||
* This keeps track of the z value of any game object added to this Group
|
||||
*/
|
||||
private _zCounter: number = 0;
|
||||
|
||||
/**
|
||||
* Reference to the main game object
|
||||
*/
|
||||
|
@ -69,6 +76,21 @@ module Phaser {
|
|||
*/
|
||||
public type: number;
|
||||
|
||||
/**
|
||||
* The unique Group ID
|
||||
*/
|
||||
public ID: number = -1;
|
||||
|
||||
/**
|
||||
* The z value of this Group (within its parent Group, if any)
|
||||
*/
|
||||
public z: number = -1;
|
||||
|
||||
/**
|
||||
* The Group this Group is a child of (if any).
|
||||
*/
|
||||
public group: Group = null;
|
||||
|
||||
/**
|
||||
* If this Group exists or not. Can be set to false to skip certain loop checks.
|
||||
*/
|
||||
|
@ -122,6 +144,13 @@ module Phaser {
|
|||
*/
|
||||
public cameraBlacklist: number[];
|
||||
|
||||
/**
|
||||
* Gets the next z index value for children of this Group
|
||||
*/
|
||||
public getNextZIndex(): number {
|
||||
return this._zCounter++;
|
||||
}
|
||||
|
||||
/**
|
||||
* Override this function to handle any deleting or "shutdown" type operations you might need,
|
||||
* such as removing traditional Flash children like Basic objects.
|
||||
|
@ -266,7 +295,7 @@ module Phaser {
|
|||
}
|
||||
|
||||
/**
|
||||
* Adds a new <code>Basic</code> subclass (Basic, GameObject, Sprite, etc) to the group.
|
||||
* Adds a new Game Object to the group.
|
||||
* Group will try to replace a null member of the array first.
|
||||
* Failing that, Group will add it to the end of the member array,
|
||||
* assuming there is room for it, and doubling the size of the array if necessary.
|
||||
|
@ -275,17 +304,19 @@ module Phaser {
|
|||
* the object will NOT be added to the group!</p>
|
||||
*
|
||||
* @param {Basic} Object The object you want to add to the group.
|
||||
* @return {Basic} The same <code>Basic</code> object that was passed in.
|
||||
* @return {Basic} The same object that was passed in.
|
||||
*/
|
||||
public add(object): any {
|
||||
|
||||
//Don't bother adding an object twice.
|
||||
if (this.members.indexOf(Object) >= 0)
|
||||
// Is this object already in another Group?
|
||||
|
||||
// You can't add a Group to itself or an object to the same Group twice
|
||||
if (object.group && (object.group.ID == this.ID || (object.type == Types.GROUP && object.ID == this.ID)))
|
||||
{
|
||||
return object;
|
||||
}
|
||||
|
||||
//First, look for a null entry where we can add the object.
|
||||
// First, look for a null entry where we can add the object.
|
||||
this._i = 0;
|
||||
this._length = this.members.length;
|
||||
|
||||
|
@ -295,6 +326,8 @@ module Phaser {
|
|||
{
|
||||
this.members[this._i] = object;
|
||||
|
||||
this.setObjectIDs(object);
|
||||
|
||||
if (this._i >= this.length)
|
||||
{
|
||||
this.length = this._i + 1;
|
||||
|
@ -306,7 +339,7 @@ module Phaser {
|
|||
this._i++;
|
||||
}
|
||||
|
||||
//Failing that, expand the array (if we can) and add the object.
|
||||
// Failing that, expand the array (if we can) and add the object.
|
||||
if (this._maxSize > 0)
|
||||
{
|
||||
if (this.members.length >= this._maxSize)
|
||||
|
@ -327,15 +360,57 @@ module Phaser {
|
|||
this.members.length *= 2;
|
||||
}
|
||||
|
||||
//If we made it this far, then we successfully grew the group,
|
||||
//and we can go ahead and add the object at the first open slot.
|
||||
// If we made it this far, then we successfully grew the group,
|
||||
// and we can go ahead and add the object at the first open slot.
|
||||
this.members[this._i] = object;
|
||||
this.length = this._i + 1;
|
||||
|
||||
this.setObjectIDs(object);
|
||||
|
||||
return object;
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Create a new Sprite within this Group at the specified position.
|
||||
*
|
||||
* @param x {number} X position of the new sprite.
|
||||
* @param y {number} Y position of the new sprite.
|
||||
* @param [key] {string} The image key as defined in the Game.Cache to use as the texture for this sprite
|
||||
* @param [bodyType] {number} The physics body type of the object (defaults to BODY_DISABLED)
|
||||
* @returns {Sprite} The newly created sprite object.
|
||||
*/
|
||||
public addNewSprite(x: number, y: number, key?: string = '', bodyType?: number = Phaser.Types.BODY_DISABLED): Sprite {
|
||||
return <Sprite> this.add(new Sprite(this.game, x, y, key, bodyType));
|
||||
}
|
||||
|
||||
/**
|
||||
* Sets all of the game object properties needed to exist within this Group.
|
||||
*/
|
||||
private setObjectIDs(object, zIndex: number = -1) {
|
||||
|
||||
// If the object is already in another Group, inform that Group it has left
|
||||
if (object.group !== null)
|
||||
{
|
||||
object.group.remove(object);
|
||||
}
|
||||
|
||||
object.group = this;
|
||||
|
||||
if (zIndex == -1)
|
||||
{
|
||||
zIndex = this.getNextZIndex();
|
||||
}
|
||||
|
||||
object.z = zIndex;
|
||||
|
||||
if (object['events'])
|
||||
{
|
||||
object['events'].onAddedToGroup.dispatch(object, this, object.z);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Recycling is designed to help you reuse game objects without always re-allocating or "newing" them.
|
||||
*
|
||||
|
@ -405,7 +480,7 @@ module Phaser {
|
|||
/**
|
||||
* Removes an object from the group.
|
||||
*
|
||||
* @param {Basic} object The <code>Basic</code> you want to remove.
|
||||
* @param {Basic} object The Game Object you want to remove.
|
||||
* @param {boolean} splice Whether the object should be cut from the array entirely or not.
|
||||
*
|
||||
* @return {Basic} The removed object.
|
||||
|
@ -429,12 +504,19 @@ module Phaser {
|
|||
this.members[this._i] = null;
|
||||
}
|
||||
|
||||
if (object['events'])
|
||||
{
|
||||
object['events'].onRemovedFromGroup.dispatch(object, this);
|
||||
}
|
||||
|
||||
object.group = null;
|
||||
object.z = -1;
|
||||
return object;
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Replaces an existing <code>Basic</code> with a new one.
|
||||
* Replaces an existing game object in this Group with a new one.
|
||||
*
|
||||
* @param {Basic} oldObject The object you want to replace.
|
||||
* @param {Basic} newObject The new object you want to use instead.
|
||||
|
@ -450,12 +532,38 @@ module Phaser {
|
|||
return null;
|
||||
}
|
||||
|
||||
this.setObjectIDs(newObject, this.members[this._i].z);
|
||||
|
||||
// Null the old object
|
||||
this.remove(this.members[this._i]);
|
||||
|
||||
this.members[this._i] = newObject;
|
||||
|
||||
return newObject;
|
||||
|
||||
}
|
||||
|
||||
public swap(child1, child2, sort?: bool = true): bool {
|
||||
|
||||
if (child1.group.ID != this.ID || child2.group.ID != this.ID || child1 === child2)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
var tempZ: number = child1.z;
|
||||
|
||||
child1.z = child2.z;
|
||||
child2.z = tempZ;
|
||||
|
||||
if (sort)
|
||||
{
|
||||
this.sort();
|
||||
}
|
||||
|
||||
return true;
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Call this function to sort the group according to a particular value and order.
|
||||
* For example, to sort game objects for Zelda-style overlaps you might call
|
||||
|
@ -466,11 +574,34 @@ module Phaser {
|
|||
* @param {string} index The <code>string</code> name of the member variable you want to sort on. Default value is "y".
|
||||
* @param {number} order A <code>Group</code> constant that defines the sort order. Possible values are <code>Group.ASCENDING</code> and <code>Group.DESCENDING</code>. Default value is <code>Group.ASCENDING</code>.
|
||||
*/
|
||||
public sort(index: string = "y", order: number = Group.ASCENDING) {
|
||||
public sort(index: string = 'z', order: number = Group.ASCENDING) {
|
||||
|
||||
this._sortIndex = index;
|
||||
this._sortOrder = order;
|
||||
this.members.sort(this.sortHandler);
|
||||
this.members.sort((a, b) => this.sortHandler(a, b));
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Helper function for the sort process.
|
||||
*
|
||||
* @param {Basic} Obj1 The first object being sorted.
|
||||
* @param {Basic} Obj2 The second object being sorted.
|
||||
*
|
||||
* @return {number} An integer value: -1 (Obj1 before Obj2), 0 (same), or 1 (Obj1 after Obj2).
|
||||
*/
|
||||
public sortHandler(obj1, obj2): number {
|
||||
|
||||
if (obj1[this._sortIndex] < obj2[this._sortIndex])
|
||||
{
|
||||
return this._sortOrder;
|
||||
}
|
||||
else if (obj1[this._sortIndex] > obj2[this._sortIndex])
|
||||
{
|
||||
return -this._sortOrder;
|
||||
}
|
||||
|
||||
return 0;
|
||||
|
||||
}
|
||||
|
||||
|
@ -821,29 +952,6 @@ module Phaser {
|
|||
|
||||
}
|
||||
|
||||
/**
|
||||
* Helper function for the sort process.
|
||||
*
|
||||
* @param {Basic} Obj1 The first object being sorted.
|
||||
* @param {Basic} Obj2 The second object being sorted.
|
||||
*
|
||||
* @return {number} An integer value: -1 (Obj1 before Obj2), 0 (same), or 1 (Obj1 after Obj2).
|
||||
*/
|
||||
public sortHandler(obj1, obj2): number {
|
||||
|
||||
if (obj1[this._sortIndex] < obj2[this._sortIndex])
|
||||
{
|
||||
return this._sortOrder;
|
||||
}
|
||||
else if (obj1[this._sortIndex] > obj2[this._sortIndex])
|
||||
{
|
||||
return -this._sortOrder;
|
||||
}
|
||||
|
||||
return 0;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
|
@ -9,6 +9,16 @@ module Phaser {
|
|||
*/
|
||||
game: Game;
|
||||
|
||||
/**
|
||||
* The type of game object.
|
||||
*/
|
||||
type: number;
|
||||
|
||||
/**
|
||||
* The ID of the Group this Sprite belongs to.
|
||||
*/
|
||||
group: Group;
|
||||
|
||||
/**
|
||||
* x value of the object.
|
||||
*/
|
||||
|
@ -24,16 +34,6 @@ module Phaser {
|
|||
*/
|
||||
z: number;
|
||||
|
||||
/**
|
||||
* The type of game object.
|
||||
*/
|
||||
type: number;
|
||||
|
||||
/**
|
||||
* Reference to the Renderer.renderSprite method. Can be overriden by custom classes.
|
||||
*/
|
||||
//render;
|
||||
|
||||
/**
|
||||
* Controls if both <code>update</code> and render are called by the core game loop.
|
||||
*/
|
||||
|
|
|
@ -41,7 +41,8 @@ module Phaser {
|
|||
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
this.z = 0; // not used yet
|
||||
this.z = -1;
|
||||
this.group = null;
|
||||
|
||||
// If a texture has been given the body will be set to that size, otherwise 16x16
|
||||
this.body = new Phaser.Physics.Body(this, bodyType);
|
||||
|
@ -69,6 +70,11 @@ module Phaser {
|
|||
*/
|
||||
public type: number;
|
||||
|
||||
/**
|
||||
* The Group this Sprite belongs to.
|
||||
*/
|
||||
public group: Group;
|
||||
|
||||
/**
|
||||
* Controls if both <code>update</code> and render are called by the core game loop.
|
||||
*/
|
||||
|
@ -310,6 +316,7 @@ module Phaser {
|
|||
* Clean up memory.
|
||||
*/
|
||||
public destroy() {
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
|
@ -319,9 +326,18 @@ module Phaser {
|
|||
* like to animate an effect or whatever, you should override this,
|
||||
* setting only alive to false, and leaving exists true.
|
||||
*/
|
||||
public kill() {
|
||||
public kill(removeFromGroup:bool = false) {
|
||||
|
||||
this.alive = false;
|
||||
this.exists = false;
|
||||
|
||||
if (removeFromGroup && this.group)
|
||||
{
|
||||
this.group.remove(this);
|
||||
}
|
||||
|
||||
this.events.onKilled.dispatch(this);
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
|
@ -329,8 +345,12 @@ module Phaser {
|
|||
* In practice, this is most often called by <code>Object.reset()</code>.
|
||||
*/
|
||||
public revive() {
|
||||
|
||||
this.alive = true;
|
||||
this.exists = true;
|
||||
|
||||
this.events.onRevived.dispatch(this);
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
|
|
@ -23,6 +23,7 @@ module Phaser {
|
|||
constructor(game: Game) {
|
||||
|
||||
this._game = game;
|
||||
this._stack = [];
|
||||
|
||||
this.mousePointer = new Pointer(this._game, 0);
|
||||
this.pointer1 = new Pointer(this._game, 1);
|
||||
|
@ -42,7 +43,9 @@ module Phaser {
|
|||
this.onTap = new Phaser.Signal();
|
||||
this.onHold = new Phaser.Signal();
|
||||
|
||||
this.speed = new Vec2;
|
||||
this.position = new Vec2;
|
||||
this._oldPosition = new Vec2;
|
||||
this.circle = new Circle(0, 0, 44);
|
||||
|
||||
this.currentPointers = 0;
|
||||
|
@ -54,6 +57,18 @@ module Phaser {
|
|||
*/
|
||||
private _game: Game;
|
||||
|
||||
/**
|
||||
* Temporary click sorting stack
|
||||
*/
|
||||
private _stack;
|
||||
|
||||
/**
|
||||
* A vector object representing the previous position of the Pointer.
|
||||
* @property vector
|
||||
* @type {Vec2}
|
||||
**/
|
||||
private _oldPosition: Vec2 = null;
|
||||
|
||||
/**
|
||||
* You can disable all Input by setting Input.disabled = true. While set all new input related events will be ignored.
|
||||
* If you need to disable just one type of input, for example mouse, use Input.mouse.disabled = true instead
|
||||
|
@ -121,6 +136,14 @@ module Phaser {
|
|||
**/
|
||||
public position: Vec2 = null;
|
||||
|
||||
/**
|
||||
* A vector object representing the speed of the Pointer. Only really useful in single Pointer games,
|
||||
* otherwise see the Pointer objects directly.
|
||||
* @property vector
|
||||
* @type {Vec2}
|
||||
**/
|
||||
public speed: Vec2 = null;
|
||||
|
||||
/**
|
||||
* A Circle object centered on the x/y screen coordinates of the Input.
|
||||
* Default size of 44px (Apples recommended "finger tip" size) but can be changed to anything
|
||||
|
@ -415,7 +438,7 @@ module Phaser {
|
|||
* Starts the Input Manager running
|
||||
* @method start
|
||||
**/
|
||||
public start() {
|
||||
public boot() {
|
||||
|
||||
this.mouse.start();
|
||||
this.keyboard.start();
|
||||
|
@ -431,6 +454,11 @@ module Phaser {
|
|||
**/
|
||||
public update() {
|
||||
|
||||
this.speed.x = this.position.x - this._oldPosition.x;
|
||||
this.speed.y = this.position.y - this._oldPosition.y;
|
||||
|
||||
this._oldPosition.copyFrom(this.position);
|
||||
|
||||
this.mousePointer.update();
|
||||
this.pointer1.update();
|
||||
this.pointer2.update();
|
||||
|
@ -446,6 +474,12 @@ module Phaser {
|
|||
|
||||
}
|
||||
|
||||
public addToStack(item) {
|
||||
|
||||
this._stack.push(item);
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Reset all of the Pointers and Input states
|
||||
* @method reset
|
||||
|
|
|
@ -1,5 +1,20 @@
|
|||
/**
|
||||
* Phaser
|
||||
*
|
||||
* v1.0.0 - June XX 2013
|
||||
*
|
||||
* A small and feature-packed 2D canvas game framework born from the firey pits of Flixel and Kiwi.
|
||||
*
|
||||
* Richard Davey (@photonstorm)
|
||||
*
|
||||
* Many thanks to Adam Saltsman (@ADAMATOMIC) for releasing Flixel, from both which Phaser
|
||||
* and my love of game development took a lot of inspiration.
|
||||
*
|
||||
* "If you want your children to be intelligent, read them fairy tales."
|
||||
* "If you want them to be more intelligent, read them more fairy tales."
|
||||
* -- Albert Einstein
|
||||
*/
|
||||
var Phaser;
|
||||
(function (Phaser) {
|
||||
Phaser.VERSION = 'Phaser version 1.0.0';
|
||||
})(Phaser || (Phaser = {}));
|
||||
//@ sourceMappingURL=Phaser.js.map
|
||||
|
|
|
@ -64,6 +64,11 @@ V1.0.0
|
|||
* Added Sprite.Input.useHandCursor (for desktop)
|
||||
* Added Sprite.Input.justOver and justOut with a configurable ms delay
|
||||
* Added Sprite.Events component for a global easy to access area to listen to events from
|
||||
* Added Group.ID, each Group has a unique ID. Added Sprite.group (and Group.group) which is a reference to the Group it was added to.
|
||||
* Added Group.addNewSprite(x,y,key) for quick addition of new Sprites to a Group
|
||||
* Fixed Group.sort so the sortHandler is called correctly
|
||||
* Added Group.swap(a,b) to swap the z-index of 2 objects with optional rendering update boolean
|
||||
|
||||
|
||||
|
||||
V0.9.6
|
||||
|
|
|
@ -68,6 +68,18 @@
|
|||
<TypeScriptCompile Include="physics\aabb 1.ts" />
|
||||
<TypeScriptCompile Include="particles\graphic emitter.ts" />
|
||||
<TypeScriptCompile Include="input\over sprite 1.ts" />
|
||||
<TypeScriptCompile Include="groups\create group 1.ts" />
|
||||
<Content Include="groups\create group 1.js">
|
||||
<DependentUpon>create group 1.ts</DependentUpon>
|
||||
</Content>
|
||||
<TypeScriptCompile Include="groups\display order.ts" />
|
||||
<Content Include="groups\display order.js">
|
||||
<DependentUpon>display order.ts</DependentUpon>
|
||||
</Content>
|
||||
<TypeScriptCompile Include="groups\swap children.ts" />
|
||||
<Content Include="groups\swap children.js">
|
||||
<DependentUpon>swap children.ts</DependentUpon>
|
||||
</Content>
|
||||
<Content Include="input\over sprite 1.js">
|
||||
<DependentUpon>over sprite 1.ts</DependentUpon>
|
||||
</Content>
|
||||
|
|
26
Tests/groups/create group 1.js
Normal file
26
Tests/groups/create group 1.js
Normal file
|
@ -0,0 +1,26 @@
|
|||
/// <reference path="../../Phaser/Game.ts" />
|
||||
(function () {
|
||||
var game = new Phaser.Game(this, 'game', 800, 600, init, create);
|
||||
function init() {
|
||||
// Using Phasers asset loader we load up a PNG from the assets folder
|
||||
game.loader.addImageFile('sonic', 'assets/sprites/sonic_havok_sanity.png');
|
||||
game.loader.load();
|
||||
}
|
||||
var firstGroup;
|
||||
function create() {
|
||||
// Here we'll create a new Group
|
||||
firstGroup = game.add.group();
|
||||
// And add some sprites to it
|
||||
for(var i = 0; i < 10; i++) {
|
||||
// Create a new sprite at a random screen location
|
||||
var newSprite = new Phaser.Sprite(game, game.stage.randomX, game.stage.randomY, 'sonic');
|
||||
// This set-ups a listener for the event, view your console.log output to see the result
|
||||
newSprite.events.onAddedToGroup.add(logGroupAdd);
|
||||
// Add the sprite to the Group
|
||||
firstGroup.add(newSprite);
|
||||
}
|
||||
}
|
||||
function logGroupAdd(sprite, group, zIndex) {
|
||||
console.log('Sprite added to Group', group.ID, 'at z-index:', zIndex);
|
||||
}
|
||||
})();
|
43
Tests/groups/create group 1.ts
Normal file
43
Tests/groups/create group 1.ts
Normal file
|
@ -0,0 +1,43 @@
|
|||
/// <reference path="../../Phaser/Game.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
var game = new Phaser.Game(this, 'game', 800, 600, init, create);
|
||||
|
||||
function init() {
|
||||
|
||||
// Using Phasers asset loader we load up a PNG from the assets folder
|
||||
game.loader.addImageFile('sonic', 'assets/sprites/sonic_havok_sanity.png');
|
||||
game.loader.load();
|
||||
|
||||
}
|
||||
|
||||
var firstGroup: Phaser.Group;
|
||||
|
||||
function create() {
|
||||
|
||||
// Here we'll create a new Group
|
||||
firstGroup = game.add.group();
|
||||
|
||||
// And add some sprites to it
|
||||
for (var i = 0; i < 10; i++)
|
||||
{
|
||||
// Create a new sprite at a random screen location
|
||||
var newSprite: Phaser.Sprite = new Phaser.Sprite(game, game.stage.randomX, game.stage.randomY, 'sonic');
|
||||
|
||||
// This set-ups a listener for the event, view your console.log output to see the result
|
||||
newSprite.events.onAddedToGroup.add(logGroupAdd);
|
||||
|
||||
// Add the sprite to the Group
|
||||
firstGroup.add(newSprite);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
function logGroupAdd(sprite: Phaser.Sprite, group: Phaser.Group, zIndex: number) {
|
||||
|
||||
console.log('Sprite added to Group', group.ID, 'at z-index:', zIndex);
|
||||
|
||||
}
|
||||
|
||||
})();
|
30
Tests/groups/display order.js
Normal file
30
Tests/groups/display order.js
Normal file
|
@ -0,0 +1,30 @@
|
|||
/// <reference path="../../Phaser/Game.ts" />
|
||||
(function () {
|
||||
var game = new Phaser.Game(this, 'game', 800, 600, init, create);
|
||||
function init() {
|
||||
game.loader.addImageFile('atari1', 'assets/sprites/atari130xe.png');
|
||||
game.loader.addImageFile('atari2', 'assets/sprites/atari800xl.png');
|
||||
game.loader.addImageFile('card', 'assets/sprites/mana_card.png');
|
||||
game.loader.load();
|
||||
}
|
||||
var items;
|
||||
var card;
|
||||
function create() {
|
||||
items = game.add.group();
|
||||
// Items are rendered in the depth order in which they are added to the Group
|
||||
items.addNewSprite(64, 100, 'atari1');
|
||||
card = items.addNewSprite(240, 80, 'card');
|
||||
items.addNewSprite(280, 100, 'atari2');
|
||||
game.input.onTap.addOnce(removeCard, this);
|
||||
}
|
||||
function removeCard() {
|
||||
// Now let's kill the card sprite
|
||||
card.kill();
|
||||
game.input.onTap.addOnce(replaceCard, this);
|
||||
}
|
||||
function replaceCard() {
|
||||
// And bring it back to life again - I assume it will render in the same place as before?
|
||||
var bob = items.getFirstDead();
|
||||
bob.revive();
|
||||
}
|
||||
})();
|
52
Tests/groups/display order.ts
Normal file
52
Tests/groups/display order.ts
Normal file
|
@ -0,0 +1,52 @@
|
|||
/// <reference path="../../Phaser/Game.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
var game = new Phaser.Game(this, 'game', 800, 600, init, create);
|
||||
|
||||
function init() {
|
||||
|
||||
game.loader.addImageFile('atari1', 'assets/sprites/atari130xe.png');
|
||||
game.loader.addImageFile('atari2', 'assets/sprites/atari800xl.png');
|
||||
game.loader.addImageFile('card', 'assets/sprites/mana_card.png');
|
||||
|
||||
game.loader.load();
|
||||
|
||||
}
|
||||
|
||||
var items: Phaser.Group;
|
||||
var card: Phaser.Sprite;
|
||||
|
||||
function create() {
|
||||
|
||||
items = game.add.group();
|
||||
|
||||
// Items are rendered in the depth order in which they are added to the Group
|
||||
|
||||
items.addNewSprite(64, 100, 'atari1');
|
||||
card = items.addNewSprite(240, 80, 'card');
|
||||
items.addNewSprite(280, 100, 'atari2');
|
||||
|
||||
game.input.onTap.addOnce(removeCard, this);
|
||||
|
||||
}
|
||||
|
||||
function removeCard() {
|
||||
|
||||
// Now let's kill the card sprite
|
||||
card.kill();
|
||||
|
||||
game.input.onTap.addOnce(replaceCard, this);
|
||||
|
||||
}
|
||||
|
||||
function replaceCard() {
|
||||
|
||||
// And bring it back to life again - I assume it will render in the same place as before?
|
||||
var bob = items.getFirstDead();
|
||||
|
||||
bob.revive();
|
||||
|
||||
}
|
||||
|
||||
})();
|
21
Tests/groups/swap children.js
Normal file
21
Tests/groups/swap children.js
Normal file
|
@ -0,0 +1,21 @@
|
|||
/// <reference path="../../Phaser/Game.ts" />
|
||||
(function () {
|
||||
var game = new Phaser.Game(this, 'game', 800, 600, init, create);
|
||||
function init() {
|
||||
game.loader.addImageFile('atari1', 'assets/sprites/atari130xe.png');
|
||||
game.loader.addImageFile('atari2', 'assets/sprites/atari800xl.png');
|
||||
game.loader.load();
|
||||
}
|
||||
var atari1;
|
||||
var atari2;
|
||||
function create() {
|
||||
// Items are rendered in the depth order in which they are added to the Group
|
||||
atari1 = game.add.sprite(100, 100, 'atari1');
|
||||
atari2 = game.add.sprite(250, 90, 'atari2');
|
||||
game.input.onTap.add(swapSprites, this);
|
||||
}
|
||||
function swapSprites() {
|
||||
// The 2 Sprites are in the global world Group, but this will work for any Group:
|
||||
game.world.group.swap(atari1, atari2);
|
||||
}
|
||||
})();
|
38
Tests/groups/swap children.ts
Normal file
38
Tests/groups/swap children.ts
Normal file
|
@ -0,0 +1,38 @@
|
|||
/// <reference path="../../Phaser/Game.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
var game = new Phaser.Game(this, 'game', 800, 600, init, create);
|
||||
|
||||
function init() {
|
||||
|
||||
game.loader.addImageFile('atari1', 'assets/sprites/atari130xe.png');
|
||||
game.loader.addImageFile('atari2', 'assets/sprites/atari800xl.png');
|
||||
|
||||
game.loader.load();
|
||||
|
||||
}
|
||||
|
||||
var atari1: Phaser.Sprite;
|
||||
var atari2: Phaser.Sprite;
|
||||
|
||||
function create() {
|
||||
|
||||
// Items are rendered in the depth order in which they are added to the Group
|
||||
|
||||
atari1 = game.add.sprite(100, 100, 'atari1');
|
||||
atari2 = game.add.sprite(250, 90, 'atari2');
|
||||
|
||||
game.input.onTap.add(swapSprites, this);
|
||||
|
||||
}
|
||||
|
||||
function swapSprites() {
|
||||
|
||||
// The 2 Sprites are in the global world Group, but this will work for any Group:
|
||||
game.world.group.swap(atari1, atari2);
|
||||
|
||||
}
|
||||
|
||||
|
||||
})();
|
480
Tests/phaser.js
480
Tests/phaser.js
|
@ -1276,6 +1276,26 @@ var Phaser;
|
|||
function Group(game, maxSize) {
|
||||
if (typeof maxSize === "undefined") { maxSize = 0; }
|
||||
/**
|
||||
* Helper for sort.
|
||||
*/
|
||||
this._sortIndex = '';
|
||||
/**
|
||||
* This keeps track of the z value of any game object added to this Group
|
||||
*/
|
||||
this._zCounter = 0;
|
||||
/**
|
||||
* The unique Group ID
|
||||
*/
|
||||
this.ID = -1;
|
||||
/**
|
||||
* The z value of this Group (within its parent Group, if any)
|
||||
*/
|
||||
this.z = -1;
|
||||
/**
|
||||
* The Group this Group is a child of (if any).
|
||||
*/
|
||||
this.group = null;
|
||||
/**
|
||||
* You can set a globalCompositeOperation that will be applied before the render method is called on this Groups children.
|
||||
* This is useful if you wish to apply an effect like 'lighten' to a whole group of children as it saves doing it one-by-one.
|
||||
* If this value is set it will call a canvas context save and restore before and after the render pass.
|
||||
|
@ -1298,9 +1318,16 @@ var Phaser;
|
|||
this._marker = 0;
|
||||
this._sortIndex = null;
|
||||
this.cameraBlacklist = [];
|
||||
this.ID = this.game.world.getNextGroupID();
|
||||
}
|
||||
Group.ASCENDING = -1;
|
||||
Group.DESCENDING = 1;
|
||||
Group.prototype.getNextZIndex = /**
|
||||
* Gets the next z index value for children of this Group
|
||||
*/
|
||||
function () {
|
||||
return this._zCounter++;
|
||||
};
|
||||
Group.prototype.destroy = /**
|
||||
* Override this function to handle any deleting or "shutdown" type operations you might need,
|
||||
* such as removing traditional Flash children like Basic objects.
|
||||
|
@ -1400,7 +1427,7 @@ var Phaser;
|
|||
configurable: true
|
||||
});
|
||||
Group.prototype.add = /**
|
||||
* Adds a new <code>Basic</code> subclass (Basic, GameObject, Sprite, etc) to the group.
|
||||
* Adds a new Game Object to the group.
|
||||
* Group will try to replace a null member of the array first.
|
||||
* Failing that, Group will add it to the end of the member array,
|
||||
* assuming there is room for it, and doubling the size of the array if necessary.
|
||||
|
@ -1409,19 +1436,21 @@ var Phaser;
|
|||
* the object will NOT be added to the group!</p>
|
||||
*
|
||||
* @param {Basic} Object The object you want to add to the group.
|
||||
* @return {Basic} The same <code>Basic</code> object that was passed in.
|
||||
* @return {Basic} The same object that was passed in.
|
||||
*/
|
||||
function (object) {
|
||||
//Don't bother adding an object twice.
|
||||
if(this.members.indexOf(Object) >= 0) {
|
||||
// Is this object already in another Group?
|
||||
// You can't add a Group to itself or an object to the same Group twice
|
||||
if(object.group && (object.group.ID == this.ID || (object.type == Phaser.Types.GROUP && object.ID == this.ID))) {
|
||||
return object;
|
||||
}
|
||||
//First, look for a null entry where we can add the object.
|
||||
// First, look for a null entry where we can add the object.
|
||||
this._i = 0;
|
||||
this._length = this.members.length;
|
||||
while(this._i < this._length) {
|
||||
if(this.members[this._i] == null) {
|
||||
this.members[this._i] = object;
|
||||
this.setObjectIDs(object);
|
||||
if(this._i >= this.length) {
|
||||
this.length = this._i + 1;
|
||||
}
|
||||
|
@ -1429,7 +1458,7 @@ var Phaser;
|
|||
}
|
||||
this._i++;
|
||||
}
|
||||
//Failing that, expand the array (if we can) and add the object.
|
||||
// Failing that, expand the array (if we can) and add the object.
|
||||
if(this._maxSize > 0) {
|
||||
if(this.members.length >= this._maxSize) {
|
||||
return object;
|
||||
|
@ -1441,12 +1470,45 @@ var Phaser;
|
|||
} else {
|
||||
this.members.length *= 2;
|
||||
}
|
||||
//If we made it this far, then we successfully grew the group,
|
||||
//and we can go ahead and add the object at the first open slot.
|
||||
// If we made it this far, then we successfully grew the group,
|
||||
// and we can go ahead and add the object at the first open slot.
|
||||
this.members[this._i] = object;
|
||||
this.length = this._i + 1;
|
||||
this.setObjectIDs(object);
|
||||
return object;
|
||||
};
|
||||
Group.prototype.addNewSprite = /**
|
||||
* Create a new Sprite within this Group at the specified position.
|
||||
*
|
||||
* @param x {number} X position of the new sprite.
|
||||
* @param y {number} Y position of the new sprite.
|
||||
* @param [key] {string} The image key as defined in the Game.Cache to use as the texture for this sprite
|
||||
* @param [bodyType] {number} The physics body type of the object (defaults to BODY_DISABLED)
|
||||
* @returns {Sprite} The newly created sprite object.
|
||||
*/
|
||||
function (x, y, key, bodyType) {
|
||||
if (typeof key === "undefined") { key = ''; }
|
||||
if (typeof bodyType === "undefined") { bodyType = Phaser.Types.BODY_DISABLED; }
|
||||
return this.add(new Phaser.Sprite(this.game, x, y, key, bodyType));
|
||||
};
|
||||
Group.prototype.setObjectIDs = /**
|
||||
* Sets all of the game object properties needed to exist within this Group.
|
||||
*/
|
||||
function (object, zIndex) {
|
||||
if (typeof zIndex === "undefined") { zIndex = -1; }
|
||||
// If the object is already in another Group, inform that Group it has left
|
||||
if(object.group !== null) {
|
||||
object.group.remove(object);
|
||||
}
|
||||
object.group = this;
|
||||
if(zIndex == -1) {
|
||||
zIndex = this.getNextZIndex();
|
||||
}
|
||||
object.z = zIndex;
|
||||
if(object['events']) {
|
||||
object['events'].onAddedToGroup.dispatch(object, this, object.z);
|
||||
}
|
||||
};
|
||||
Group.prototype.recycle = /**
|
||||
* Recycling is designed to help you reuse game objects without always re-allocating or "newing" them.
|
||||
*
|
||||
|
@ -1499,7 +1561,7 @@ var Phaser;
|
|||
Group.prototype.remove = /**
|
||||
* Removes an object from the group.
|
||||
*
|
||||
* @param {Basic} object The <code>Basic</code> you want to remove.
|
||||
* @param {Basic} object The Game Object you want to remove.
|
||||
* @param {boolean} splice Whether the object should be cut from the array entirely or not.
|
||||
*
|
||||
* @return {Basic} The removed object.
|
||||
|
@ -1516,10 +1578,15 @@ var Phaser;
|
|||
} else {
|
||||
this.members[this._i] = null;
|
||||
}
|
||||
if(object['events']) {
|
||||
object['events'].onRemovedFromGroup.dispatch(object, this);
|
||||
}
|
||||
object.group = null;
|
||||
object.z = -1;
|
||||
return object;
|
||||
};
|
||||
Group.prototype.replace = /**
|
||||
* Replaces an existing <code>Basic</code> with a new one.
|
||||
* Replaces an existing game object in this Group with a new one.
|
||||
*
|
||||
* @param {Basic} oldObject The object you want to replace.
|
||||
* @param {Basic} newObject The new object you want to use instead.
|
||||
|
@ -1531,9 +1598,25 @@ var Phaser;
|
|||
if(this._i < 0 || (this._i >= this.members.length)) {
|
||||
return null;
|
||||
}
|
||||
this.setObjectIDs(newObject, this.members[this._i].z);
|
||||
// Null the old object
|
||||
this.remove(this.members[this._i]);
|
||||
this.members[this._i] = newObject;
|
||||
return newObject;
|
||||
};
|
||||
Group.prototype.swap = function (child1, child2, sort) {
|
||||
if (typeof sort === "undefined") { sort = true; }
|
||||
if(child1.group.ID != this.ID || child2.group.ID != this.ID || child1 === child2) {
|
||||
return false;
|
||||
}
|
||||
var tempZ = child1.z;
|
||||
child1.z = child2.z;
|
||||
child2.z = tempZ;
|
||||
if(sort) {
|
||||
this.sort();
|
||||
}
|
||||
return true;
|
||||
};
|
||||
Group.prototype.sort = /**
|
||||
* Call this function to sort the group according to a particular value and order.
|
||||
* For example, to sort game objects for Zelda-style overlaps you might call
|
||||
|
@ -1545,11 +1628,30 @@ var Phaser;
|
|||
* @param {number} order A <code>Group</code> constant that defines the sort order. Possible values are <code>Group.ASCENDING</code> and <code>Group.DESCENDING</code>. Default value is <code>Group.ASCENDING</code>.
|
||||
*/
|
||||
function (index, order) {
|
||||
if (typeof index === "undefined") { index = "y"; }
|
||||
if (typeof index === "undefined") { index = 'z'; }
|
||||
if (typeof order === "undefined") { order = Group.ASCENDING; }
|
||||
var _this = this;
|
||||
this._sortIndex = index;
|
||||
this._sortOrder = order;
|
||||
this.members.sort(this.sortHandler);
|
||||
this.members.sort(function (a, b) {
|
||||
return _this.sortHandler(a, b);
|
||||
});
|
||||
};
|
||||
Group.prototype.sortHandler = /**
|
||||
* Helper function for the sort process.
|
||||
*
|
||||
* @param {Basic} Obj1 The first object being sorted.
|
||||
* @param {Basic} Obj2 The second object being sorted.
|
||||
*
|
||||
* @return {number} An integer value: -1 (Obj1 before Obj2), 0 (same), or 1 (Obj1 after Obj2).
|
||||
*/
|
||||
function (obj1, obj2) {
|
||||
if(obj1[this._sortIndex] < obj2[this._sortIndex]) {
|
||||
return this._sortOrder;
|
||||
} else if(obj1[this._sortIndex] > obj2[this._sortIndex]) {
|
||||
return -this._sortOrder;
|
||||
}
|
||||
return 0;
|
||||
};
|
||||
Group.prototype.setAll = /**
|
||||
* Go through and set the specified variable to the specified value on all members of the group.
|
||||
|
@ -1791,22 +1893,6 @@ var Phaser;
|
|||
}
|
||||
}
|
||||
};
|
||||
Group.prototype.sortHandler = /**
|
||||
* Helper function for the sort process.
|
||||
*
|
||||
* @param {Basic} Obj1 The first object being sorted.
|
||||
* @param {Basic} Obj2 The second object being sorted.
|
||||
*
|
||||
* @return {number} An integer value: -1 (Obj1 before Obj2), 0 (same), or 1 (Obj1 after Obj2).
|
||||
*/
|
||||
function (obj1, obj2) {
|
||||
if(obj1[this._sortIndex] < obj2[this._sortIndex]) {
|
||||
return this._sortOrder;
|
||||
} else if(obj1[this._sortIndex] > obj2[this._sortIndex]) {
|
||||
return -this._sortOrder;
|
||||
}
|
||||
return 0;
|
||||
};
|
||||
return Group;
|
||||
})();
|
||||
Phaser.Group = Group;
|
||||
|
@ -5328,6 +5414,11 @@ var Phaser;
|
|||
*/
|
||||
(function (Components) {
|
||||
var Texture = (function () {
|
||||
/**
|
||||
* Creates a new Sprite Texture component
|
||||
* @param parent The Sprite using this Texture to render
|
||||
* @param key An optional Game.Cache key to load an image from
|
||||
*/
|
||||
function Texture(parent, key) {
|
||||
if (typeof key === "undefined") { key = ''; }
|
||||
/**
|
||||
|
@ -5340,7 +5431,7 @@ var Phaser;
|
|||
*/
|
||||
this.dynamicTexture = null;
|
||||
/**
|
||||
* The status of the texture image.
|
||||
* The load status of the texture image.
|
||||
* @type {boolean}
|
||||
*/
|
||||
this.loaded = false;
|
||||
|
@ -5365,7 +5456,7 @@ var Phaser;
|
|||
* @type {boolean}
|
||||
*/
|
||||
this.isDynamic = false;
|
||||
this._game = parent.game;
|
||||
this.game = parent.game;
|
||||
this._sprite = parent;
|
||||
this.canvas = parent.game.stage.canvas;
|
||||
this.context = parent.game.stage.context;
|
||||
|
@ -5401,7 +5492,6 @@ var Phaser;
|
|||
* The graphic can be SpriteSheet or Texture Atlas. If you need to use a DynamicTexture see loadDynamicTexture.
|
||||
* @param key {string} Key of the graphic you want to load for this sprite.
|
||||
* @param clearAnimations {boolean} If this Sprite has a set of animation data already loaded you can choose to keep or clear it with this boolean
|
||||
* @return {Sprite} Sprite instance itself.
|
||||
*/
|
||||
function (key, clearAnimations, updateBody) {
|
||||
if (typeof clearAnimations === "undefined") { clearAnimations = true; }
|
||||
|
@ -5409,9 +5499,9 @@ var Phaser;
|
|||
if(clearAnimations && this._sprite.animations.frameData !== null) {
|
||||
this._sprite.animations.destroy();
|
||||
}
|
||||
if(this._game.cache.getImage(key) !== null) {
|
||||
this.setTo(this._game.cache.getImage(key), null);
|
||||
if(this._game.cache.isSpriteSheet(key)) {
|
||||
if(this.game.cache.getImage(key) !== null) {
|
||||
this.setTo(this.game.cache.getImage(key), null);
|
||||
if(this.game.cache.isSpriteSheet(key)) {
|
||||
this._sprite.animations.loadFrameData(this._sprite.game.cache.getFrameData(key));
|
||||
} else {
|
||||
this._sprite.frameBounds.width = this.width;
|
||||
|
@ -5426,7 +5516,6 @@ var Phaser;
|
|||
Texture.prototype.loadDynamicTexture = /**
|
||||
* Load a DynamicTexture as its texture.
|
||||
* @param texture {DynamicTexture} The texture object to be used by this sprite.
|
||||
* @return {Sprite} Sprite instance itself.
|
||||
*/
|
||||
function (texture) {
|
||||
if(this._sprite.animations.frameData !== null) {
|
||||
|
@ -5485,8 +5574,47 @@ var Phaser;
|
|||
*/
|
||||
(function (Components) {
|
||||
var Input = (function () {
|
||||
/**
|
||||
* Sprite Input component constructor
|
||||
* @param parent The Sprite using this Input component
|
||||
*/
|
||||
function Input(parent) {
|
||||
this.dragPixelPerfect = false;
|
||||
this.allowHorizontalDrag = true;
|
||||
this.allowVerticalDrag = true;
|
||||
this.snapOnDrag = false;
|
||||
this.snapOnRelease = false;
|
||||
/**
|
||||
* Is this sprite being dragged by the mouse or not?
|
||||
* @default false
|
||||
*/
|
||||
this.isDragged = false;
|
||||
/**
|
||||
* Is this sprite allowed to be dragged by the mouse? true = yes, false = no
|
||||
* @default false
|
||||
*/
|
||||
this.draggable = false;
|
||||
/**
|
||||
* An FlxRect region of the game world within which the sprite is restricted during mouse drag
|
||||
* @default null
|
||||
*/
|
||||
this.boundsRect = null;
|
||||
/**
|
||||
* An FlxSprite the bounds of which this sprite is restricted during mouse drag
|
||||
* @default null
|
||||
*/
|
||||
this.boundsSprite = null;
|
||||
/**
|
||||
* The x coordinate of the Input pointer, relative to the top-left of the parent Sprite.
|
||||
* This value is only set with the pointer is over this Sprite.
|
||||
* @type {number}
|
||||
*/
|
||||
this.x = 0;
|
||||
/**
|
||||
* The y coordinate of the Input pointer, relative to the top-left of the parent Sprite
|
||||
* This value is only set with the pointer is over this Sprite.
|
||||
* @type {number}
|
||||
*/
|
||||
this.y = 0;
|
||||
/**
|
||||
* If the Pointer is touching the touchscreen, or the mouse button is held down, isDown is set to true
|
||||
|
@ -5537,6 +5665,9 @@ var Phaser;
|
|||
if(this.enabled == false) {
|
||||
return;
|
||||
}
|
||||
if(this.draggable && this.isDragged) {
|
||||
this.updateDrag();
|
||||
}
|
||||
if(this.game.input.x != this.oldX || this.game.input.y != this.oldY) {
|
||||
this.oldX = this.game.input.x;
|
||||
this.oldY = this.game.input.y;
|
||||
|
@ -5565,16 +5696,55 @@ var Phaser;
|
|||
}
|
||||
}
|
||||
};
|
||||
Input.prototype.justOver = function (delay) {
|
||||
Input.prototype.updateDrag = /**
|
||||
* Updates the Mouse Drag on this Sprite.
|
||||
*/
|
||||
function () {
|
||||
if(this.isUp) {
|
||||
this.stopDrag();
|
||||
return;
|
||||
}
|
||||
if(this.allowHorizontalDrag) {
|
||||
this._sprite.x = this.game.input.x - this.dragOffsetX;
|
||||
}
|
||||
if(this.allowVerticalDrag) {
|
||||
this._sprite.y = this.game.input.y - this.dragOffsetY;
|
||||
}
|
||||
if(this.boundsRect) {
|
||||
this.checkBoundsRect();
|
||||
}
|
||||
if(this.boundsSprite) {
|
||||
this.checkBoundsSprite();
|
||||
}
|
||||
if(this.snapOnDrag) {
|
||||
this._sprite.x = Math.floor(this._sprite.x / this.snapX) * this.snapX;
|
||||
this._sprite.y = Math.floor(this._sprite.y / this.snapY) * this.snapY;
|
||||
}
|
||||
};
|
||||
Input.prototype.justOver = /**
|
||||
* Returns true if the pointer has entered the Sprite within the specified delay time (defaults to 500ms, half a second)
|
||||
* @param delay The time below which the pointer is considered as just over.
|
||||
* @returns {boolean}
|
||||
*/
|
||||
function (delay) {
|
||||
if (typeof delay === "undefined") { delay = 500; }
|
||||
return (this.isOver && this.duration < delay);
|
||||
};
|
||||
Input.prototype.justOut = function (delay) {
|
||||
Input.prototype.justOut = /**
|
||||
* Returns true if the pointer has left the Sprite within the specified delay time (defaults to 500ms, half a second)
|
||||
* @param delay The time below which the pointer is considered as just out.
|
||||
* @returns {boolean}
|
||||
*/
|
||||
function (delay) {
|
||||
if (typeof delay === "undefined") { delay = 500; }
|
||||
return (this.isOut && (this.game.time.now - this.timeOut < delay));
|
||||
};
|
||||
Object.defineProperty(Input.prototype, "duration", {
|
||||
get: function () {
|
||||
get: /**
|
||||
* If the pointer is currently over this Sprite this returns how long it has been there for in milliseconds.
|
||||
* @returns {number} The number of milliseconds the pointer has been over the Sprite, or -1 if not over.
|
||||
*/
|
||||
function () {
|
||||
if(this.isOver) {
|
||||
return this.game.time.now - this.timeOver;
|
||||
}
|
||||
|
@ -5583,6 +5753,135 @@ var Phaser;
|
|||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
Input.prototype.enableDrag = /**
|
||||
* Make this Sprite draggable by the mouse. You can also optionally set mouseStartDragCallback and mouseStopDragCallback
|
||||
*
|
||||
* @param lockCenter If false the Sprite will drag from where you click it. If true it will center itself to the tip of the mouse pointer.
|
||||
* @param pixelPerfect If true it will use a pixel perfect test to see if you clicked the Sprite. False uses the bounding box.
|
||||
* @param alphaThreshold If using pixel perfect collision this specifies the alpha level from 0 to 255 above which a collision is processed (default 255)
|
||||
* @param boundsRect If you want to restrict the drag of this sprite to a specific FlxRect, pass the FlxRect here, otherwise it's free to drag anywhere
|
||||
* @param boundsSprite If you want to restrict the drag of this sprite to within the bounding box of another sprite, pass it here
|
||||
*/
|
||||
function (lockCenter, pixelPerfect, alphaThreshold, boundsRect, boundsSprite) {
|
||||
if (typeof lockCenter === "undefined") { lockCenter = false; }
|
||||
if (typeof pixelPerfect === "undefined") { pixelPerfect = false; }
|
||||
if (typeof alphaThreshold === "undefined") { alphaThreshold = 255; }
|
||||
if (typeof boundsRect === "undefined") { boundsRect = null; }
|
||||
if (typeof boundsSprite === "undefined") { boundsSprite = null; }
|
||||
this.draggable = true;
|
||||
this.dragFromPoint = lockCenter;
|
||||
this.dragPixelPerfect = pixelPerfect;
|
||||
this.dragPixelPerfectAlpha = alphaThreshold;
|
||||
if(boundsRect) {
|
||||
this.boundsRect = boundsRect;
|
||||
}
|
||||
if(boundsSprite) {
|
||||
this.boundsSprite = boundsSprite;
|
||||
}
|
||||
};
|
||||
Input.prototype.disableDrag = /**
|
||||
* Stops this sprite from being able to be dragged. If it is currently the target of an active drag it will be stopped immediately. Also disables any set callbacks.
|
||||
*/
|
||||
function () {
|
||||
if(this.isDragged) {
|
||||
//FlxMouseControl.dragTarget = null;
|
||||
//FlxMouseControl.isDragging = false;
|
||||
}
|
||||
this.isDragged = false;
|
||||
this.draggable = false;
|
||||
//mouseStartDragCallback = null;
|
||||
//mouseStopDragCallback = null;
|
||||
};
|
||||
Input.prototype.setDragLock = /**
|
||||
* Restricts this sprite to drag movement only on the given axis. Note: If both are set to false the sprite will never move!
|
||||
*
|
||||
* @param allowHorizontal To enable the sprite to be dragged horizontally set to true, otherwise false
|
||||
* @param allowVertical To enable the sprite to be dragged vertically set to true, otherwise false
|
||||
*/
|
||||
function (allowHorizontal, allowVertical) {
|
||||
if (typeof allowHorizontal === "undefined") { allowHorizontal = true; }
|
||||
if (typeof allowVertical === "undefined") { allowVertical = true; }
|
||||
this.allowHorizontalDrag = allowHorizontal;
|
||||
this.allowVerticalDrag = allowVertical;
|
||||
};
|
||||
Input.prototype.enableSnap = /**
|
||||
* Make this Sprite snap to the given grid either during drag or when it's released.
|
||||
* For example 16x16 as the snapX and snapY would make the sprite snap to every 16 pixels.
|
||||
*
|
||||
* @param snapX The width of the grid cell in pixels
|
||||
* @param snapY The height of the grid cell in pixels
|
||||
* @param onDrag If true the sprite will snap to the grid while being dragged
|
||||
* @param onRelease If true the sprite will snap to the grid when released
|
||||
*/
|
||||
function (snapX, snapY, onDrag, onRelease) {
|
||||
if (typeof onDrag === "undefined") { onDrag = true; }
|
||||
if (typeof onRelease === "undefined") { onRelease = false; }
|
||||
this.snapOnDrag = onDrag;
|
||||
this.snapOnRelease = onRelease;
|
||||
this.snapX = snapX;
|
||||
this.snapY = snapY;
|
||||
};
|
||||
Input.prototype.disableSnap = /**
|
||||
* Stops the sprite from snapping to a grid during drag or release.
|
||||
*/
|
||||
function () {
|
||||
this.snapOnDrag = false;
|
||||
this.snapOnRelease = false;
|
||||
};
|
||||
Input.prototype.startDrag = /**
|
||||
* Called by FlxMouseControl when Mouse Drag starts on this Sprite. Should not usually be called directly.
|
||||
*/
|
||||
function () {
|
||||
this.isDragged = true;
|
||||
if(this.dragFromPoint == false) {
|
||||
this.dragOffsetX = this.game.input.x - this._sprite.x;
|
||||
this.dragOffsetY = this.game.input.y - this._sprite.y;
|
||||
} else {
|
||||
// Move the sprite to the middle of the mouse
|
||||
this.dragOffsetX = this._sprite.frameBounds.halfWidth;
|
||||
this.dragOffsetY = this._sprite.frameBounds.halfHeight;
|
||||
}
|
||||
};
|
||||
Input.prototype.checkBoundsRect = /**
|
||||
* Bounds Rect check for the sprite drag
|
||||
*/
|
||||
function () {
|
||||
if(this._sprite.x < this.boundsRect.left) {
|
||||
this._sprite.x = this.boundsRect.x;
|
||||
} else if((this._sprite.x + this._sprite.width) > this.boundsRect.right) {
|
||||
this._sprite.x = this.boundsRect.right - this._sprite.width;
|
||||
}
|
||||
if(this._sprite.y < this.boundsRect.top) {
|
||||
this._sprite.y = this.boundsRect.top;
|
||||
} else if((this._sprite.y + this._sprite.height) > this.boundsRect.bottom) {
|
||||
this._sprite.y = this.boundsRect.bottom - this._sprite.height;
|
||||
}
|
||||
};
|
||||
Input.prototype.checkBoundsSprite = /**
|
||||
* Parent Sprite Bounds check for the sprite drag
|
||||
*/
|
||||
function () {
|
||||
if(this._sprite.x < this.boundsSprite.x) {
|
||||
this._sprite.x = this.boundsSprite.x;
|
||||
} else if((this._sprite.x + this._sprite.width) > (this.boundsSprite.x + this.boundsSprite.width)) {
|
||||
this._sprite.x = (this.boundsSprite.x + this.boundsSprite.width) - this._sprite.width;
|
||||
}
|
||||
if(this._sprite.y < this.boundsSprite.y) {
|
||||
this._sprite.y = this.boundsSprite.y;
|
||||
} else if((this._sprite.y + this._sprite.height) > (this.boundsSprite.y + this.boundsSprite.height)) {
|
||||
this._sprite.y = (this.boundsSprite.y + this.boundsSprite.height) - this._sprite.height;
|
||||
}
|
||||
};
|
||||
Input.prototype.stopDrag = /**
|
||||
* Called by FlxMouseControl when Mouse Drag is stopped on this Sprite. Should not usually be called directly.
|
||||
*/
|
||||
function () {
|
||||
this.isDragged = false;
|
||||
if(this.snapOnRelease) {
|
||||
this._sprite.x = Math.floor(this._sprite.x / this.snapX) * this.snapX;
|
||||
this._sprite.y = Math.floor(this._sprite.y / this.snapY) * this.snapY;
|
||||
}
|
||||
};
|
||||
Input.prototype.renderDebugInfo = /**
|
||||
* Render debug infos. (including name, bounds info, position and some other properties)
|
||||
* @param x {number} X position of the debug info to be rendered.
|
||||
|
@ -5593,7 +5892,7 @@ var Phaser;
|
|||
if (typeof color === "undefined") { color = 'rgb(255,255,255)'; }
|
||||
this._sprite.texture.context.font = '14px Courier';
|
||||
this._sprite.texture.context.fillStyle = color;
|
||||
this._sprite.texture.context.fillText('Input: (' + this._sprite.frameBounds.width + ' x ' + this._sprite.frameBounds.height + ')', x, y);
|
||||
this._sprite.texture.context.fillText('Sprite Input: (' + this._sprite.frameBounds.width + ' x ' + this._sprite.frameBounds.height + ')', x, y);
|
||||
this._sprite.texture.context.fillText('x: ' + this.x.toFixed(1) + ' y: ' + this.y.toFixed(1), x, y + 14);
|
||||
this._sprite.texture.context.fillText('over: ' + this.isOver + ' duration: ' + this.duration.toFixed(0), x, y + 28);
|
||||
this._sprite.texture.context.fillText('just over: ' + this.justOver() + ' just out: ' + this.justOut(), x, y + 42);
|
||||
|
@ -5614,9 +5913,17 @@ var Phaser;
|
|||
*/
|
||||
(function (Components) {
|
||||
var Events = (function () {
|
||||
/**
|
||||
* The Events component is a collection of events fired by the parent Sprite and its other components.
|
||||
* @param parent The Sprite using this Input component
|
||||
*/
|
||||
function Events(parent) {
|
||||
this.game = parent.game;
|
||||
this._sprite = parent;
|
||||
this.onAddedToGroup = new Phaser.Signal();
|
||||
this.onRemovedFromGroup = new Phaser.Signal();
|
||||
this.onKilled = new Phaser.Signal();
|
||||
this.onRevived = new Phaser.Signal();
|
||||
this.onInputOver = new Phaser.Signal();
|
||||
this.onInputOut = new Phaser.Signal();
|
||||
this.onInputDown = new Phaser.Signal();
|
||||
|
@ -6181,8 +6488,8 @@ var Phaser;
|
|||
this.scrollFactor = new Phaser.Vec2(1, 1);
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
this.z = 0// not used yet
|
||||
;
|
||||
this.z = -1;
|
||||
this.group = null;
|
||||
// If a texture has been given the body will be set to that size, otherwise 16x16
|
||||
this.body = new Phaser.Physics.Body(this, bodyType);
|
||||
this.animations = new Phaser.Components.AnimationManager(this);
|
||||
|
@ -6334,9 +6641,14 @@ var Phaser;
|
|||
* like to animate an effect or whatever, you should override this,
|
||||
* setting only alive to false, and leaving exists true.
|
||||
*/
|
||||
function () {
|
||||
function (removeFromGroup) {
|
||||
if (typeof removeFromGroup === "undefined") { removeFromGroup = false; }
|
||||
this.alive = false;
|
||||
this.exists = false;
|
||||
if(removeFromGroup && this.group) {
|
||||
this.group.remove(this);
|
||||
}
|
||||
this.events.onKilled.dispatch(this);
|
||||
};
|
||||
Sprite.prototype.revive = /**
|
||||
* Handy for bringing game objects "back to life". Just sets alive and exists back to true.
|
||||
|
@ -6345,6 +6657,7 @@ var Phaser;
|
|||
function () {
|
||||
this.alive = true;
|
||||
this.exists = true;
|
||||
this.events.onRevived.dispatch(this);
|
||||
};
|
||||
return Sprite;
|
||||
})();
|
||||
|
@ -6595,7 +6908,7 @@ var Phaser;
|
|||
this._stageX = x;
|
||||
this._stageY = y;
|
||||
this.scaledX = x;
|
||||
this.scaledY = x;
|
||||
this.scaledY = y;
|
||||
this.fx = new Phaser.CameraFX(this._game, this);
|
||||
// The view into the world canvas we wish to render
|
||||
this.worldView = new Phaser.Rectangle(0, 0, width, height);
|
||||
|
@ -6622,10 +6935,7 @@ var Phaser;
|
|||
* @param object {Sprite/Group} The object to check.
|
||||
*/
|
||||
function (object) {
|
||||
if(object['cameraBlacklist'] && object['cameraBlacklist'].length > 0 && object['cameraBlacklist'].indexOf(this.ID) == -1) {
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
return (object['cameraBlacklist'] && object['cameraBlacklist'].length > 0 && object['cameraBlacklist'].indexOf(this.ID) == -1);
|
||||
};
|
||||
Camera.prototype.show = /**
|
||||
* Un-hides an object previously hidden to this Camera.
|
||||
|
@ -8270,7 +8580,7 @@ var Phaser;
|
|||
if (typeof speedY === "undefined") { speedY = 0; }
|
||||
if(x > this.width || y > this.height || x < 0 || y < 0 || (x + width) > this.width || (y + height) > this.height) {
|
||||
throw Error('Invalid ScrollRegion defined. Cannot be larger than parent ScrollZone');
|
||||
return;
|
||||
return null;
|
||||
}
|
||||
this.currentRegion = new Phaser.ScrollRegion(x, y, width, height, speedX, speedY);
|
||||
this.regions.push(this.currentRegion);
|
||||
|
@ -8995,7 +9305,7 @@ var Phaser;
|
|||
this.generateTiles(tileQuantity);
|
||||
};
|
||||
Tilemap.prototype.parseTiledJSON = /**
|
||||
* Parset JSON map data and generate tiles.
|
||||
* Parse JSON map data and generate tiles.
|
||||
* @param data {string} JSON map data.
|
||||
* @param key {string} Asset key for tileset image.
|
||||
*/
|
||||
|
@ -9132,14 +9442,19 @@ var Phaser;
|
|||
if (typeof layer === "undefined") { layer = 0; }
|
||||
return this.tiles[this.layers[layer].getTileFromWorldXY(x, y)];
|
||||
};
|
||||
Tilemap.prototype.getTileFromInputXY = function (layer) {
|
||||
Tilemap.prototype.getTileFromInputXY = /**
|
||||
* Gets the tile underneath the Input.x/y position
|
||||
* @param layer The layer to check, defaults to 0
|
||||
* @returns {Tile}
|
||||
*/
|
||||
function (layer) {
|
||||
if (typeof layer === "undefined") { layer = 0; }
|
||||
return this.tiles[this.layers[layer].getTileFromWorldXY(this.game.input.getWorldX(), this.game.input.getWorldY())];
|
||||
};
|
||||
Tilemap.prototype.getTileOverlaps = /**
|
||||
* Get tiles overlaps the given object.
|
||||
* @param object {GameObject} Tiles you want to get that overlaps this.
|
||||
* @return {array} Array with tiles informations. (Each contains x, y and the tile.)
|
||||
* @return {array} Array with tiles information. (Each contains x, y and the tile.)
|
||||
*/
|
||||
function (object) {
|
||||
return this.currentLayer.getTileOverlaps(object);
|
||||
|
@ -10156,8 +10471,6 @@ var Phaser;
|
|||
this.aspectRatio = width / height;
|
||||
this.scaleMode = Phaser.StageScaleMode.NO_SCALE;
|
||||
this.scale = new Phaser.StageScaleMode(this._game);
|
||||
this._bootScreen = new Phaser.BootScreen(this._game);
|
||||
this._pauseScreen = new Phaser.PauseScreen(this._game, width, height);
|
||||
document.addEventListener('visibilitychange', function (event) {
|
||||
return _this.visibilityChange(event);
|
||||
}, false);
|
||||
|
@ -10171,6 +10484,13 @@ var Phaser;
|
|||
return _this.visibilityChange(event);
|
||||
};
|
||||
}
|
||||
Stage.prototype.boot = /**
|
||||
* Stage boot
|
||||
*/
|
||||
function () {
|
||||
this._bootScreen = new Phaser.BootScreen(this._game);
|
||||
this._pauseScreen = new Phaser.PauseScreen(this._game, this.width, this.height);
|
||||
};
|
||||
Stage.prototype.update = /**
|
||||
* Update stage for rendering. This will handle scaling, clearing
|
||||
* and PauseScreen/BootScreen updating and rendering.
|
||||
|
@ -11678,12 +11998,25 @@ var Phaser;
|
|||
* @param height {number} Height of the world bound.
|
||||
*/
|
||||
function World(game, width, height) {
|
||||
/**
|
||||
* Object container stores every object created with `create*` methods.
|
||||
* @type {Group}
|
||||
*/
|
||||
this._groupCounter = 0;
|
||||
this._game = game;
|
||||
this.cameras = new Phaser.CameraManager(this._game, 0, 0, width, height);
|
||||
this.group = new Phaser.Group(this._game, 0);
|
||||
this.bounds = new Phaser.Rectangle(0, 0, width, height);
|
||||
this.physics = new Phaser.Physics.PhysicsManager(this._game, width, height);
|
||||
}
|
||||
World.prototype.getNextGroupID = function () {
|
||||
return this._groupCounter++;
|
||||
};
|
||||
World.prototype.boot = /**
|
||||
* Called one by Game during the boot process.
|
||||
*/
|
||||
function () {
|
||||
this.group = new Phaser.Group(this._game, 0);
|
||||
this.physics = new Phaser.Physics.PhysicsManager(this._game, this.width, this.height);
|
||||
};
|
||||
World.prototype.update = /**
|
||||
* This is called automatically every frame, and is where main logic happens.
|
||||
*/
|
||||
|
@ -13846,6 +14179,12 @@ var Phaser;
|
|||
(function (Phaser) {
|
||||
var Input = (function () {
|
||||
function Input(game) {
|
||||
/**
|
||||
* A vector object representing the previous position of the Pointer.
|
||||
* @property vector
|
||||
* @type {Vec2}
|
||||
**/
|
||||
this._oldPosition = null;
|
||||
/**
|
||||
* You can disable all Input by setting Input.disabled = true. While set all new input related events will be ignored.
|
||||
* If you need to disable just one type of input, for example mouse, use Input.mouse.disabled = true instead
|
||||
|
@ -13863,6 +14202,13 @@ var Phaser;
|
|||
**/
|
||||
this.position = null;
|
||||
/**
|
||||
* A vector object representing the speed of the Pointer. Only really useful in single Pointer games,
|
||||
* otherwise see the Pointer objects directly.
|
||||
* @property vector
|
||||
* @type {Vec2}
|
||||
**/
|
||||
this.speed = null;
|
||||
/**
|
||||
* A Circle object centered on the x/y screen coordinates of the Input.
|
||||
* Default size of 44px (Apples recommended "finger tip" size) but can be changed to anything
|
||||
* @property circle
|
||||
|
@ -13984,6 +14330,7 @@ var Phaser;
|
|||
**/
|
||||
this.pointer10 = null;
|
||||
this._game = game;
|
||||
this._stack = [];
|
||||
this.mousePointer = new Phaser.Pointer(this._game, 0);
|
||||
this.pointer1 = new Phaser.Pointer(this._game, 1);
|
||||
this.pointer2 = new Phaser.Pointer(this._game, 2);
|
||||
|
@ -13999,7 +14346,9 @@ var Phaser;
|
|||
this.onUp = new Phaser.Signal();
|
||||
this.onTap = new Phaser.Signal();
|
||||
this.onHold = new Phaser.Signal();
|
||||
this.speed = new Phaser.Vec2();
|
||||
this.position = new Phaser.Vec2();
|
||||
this._oldPosition = new Phaser.Vec2();
|
||||
this.circle = new Phaser.Circle(0, 0, 44);
|
||||
this.currentPointers = 0;
|
||||
}
|
||||
|
@ -14067,7 +14416,7 @@ var Phaser;
|
|||
return this['pointer' + next];
|
||||
}
|
||||
};
|
||||
Input.prototype.start = /**
|
||||
Input.prototype.boot = /**
|
||||
* Starts the Input Manager running
|
||||
* @method start
|
||||
**/
|
||||
|
@ -14083,6 +14432,9 @@ var Phaser;
|
|||
* @method update
|
||||
**/
|
||||
function () {
|
||||
this.speed.x = this.position.x - this._oldPosition.x;
|
||||
this.speed.y = this.position.y - this._oldPosition.y;
|
||||
this._oldPosition.copyFrom(this.position);
|
||||
this.mousePointer.update();
|
||||
this.pointer1.update();
|
||||
this.pointer2.update();
|
||||
|
@ -14105,6 +14457,9 @@ var Phaser;
|
|||
this.pointer10.update();
|
||||
}
|
||||
};
|
||||
Input.prototype.addToStack = function (item) {
|
||||
this._stack.push(item);
|
||||
};
|
||||
Input.prototype.reset = /**
|
||||
* Reset all of the Pointers and Input states
|
||||
* @method reset
|
||||
|
@ -14852,9 +15207,11 @@ var Phaser;
|
|||
(Date.now() * Math.random()).toString()
|
||||
]);
|
||||
this.setRenderer(Phaser.Types.RENDERER_CANVAS);
|
||||
this.world.boot();
|
||||
this.stage.boot();
|
||||
this.input.boot();
|
||||
this.framerate = 60;
|
||||
this.isBooted = true;
|
||||
this.input.start();
|
||||
// Display the default game screen?
|
||||
if(this.onInitCallback == null && this.onCreateCallback == null && this.onUpdateCallback == null && this.onRenderCallback == null && this._pendingState == null) {
|
||||
this._raf = new Phaser.RequestAnimationFrame(this, this.bootLoop);
|
||||
|
@ -14889,7 +15246,7 @@ var Phaser;
|
|||
this._loadComplete = true;
|
||||
};
|
||||
Game.prototype.bootLoop = /**
|
||||
* Game loop method will be called when it's booting.
|
||||
* The bootLoop is called while the game is still booting (waiting for the DOM and resources to be available)
|
||||
*/
|
||||
function () {
|
||||
this.tweens.update();
|
||||
|
@ -14897,7 +15254,7 @@ var Phaser;
|
|||
this.stage.update();
|
||||
};
|
||||
Game.prototype.pausedLoop = /**
|
||||
* Game loop method will be called when it's paused.
|
||||
* The pausedLoop is called when the game is paused.
|
||||
*/
|
||||
function () {
|
||||
this.tweens.update();
|
||||
|
@ -15036,7 +15393,7 @@ var Phaser;
|
|||
}
|
||||
};
|
||||
Game.prototype.destroy = /**
|
||||
* Nuke the whole game from orbit
|
||||
* Nuke the entire game from orbit
|
||||
*/
|
||||
function () {
|
||||
this.callbackContext = null;
|
||||
|
@ -15574,11 +15931,10 @@ var Phaser;
|
|||
this.add = game.add;
|
||||
this.camera = game.camera;
|
||||
this.cache = game.cache;
|
||||
//this.collision = game.collision;
|
||||
this.input = game.input;
|
||||
this.loader = game.loader;
|
||||
this.math = game.math;
|
||||
//this.motion = game.motion;
|
||||
this.motion = game.motion;
|
||||
this.sound = game.sound;
|
||||
this.stage = game.stage;
|
||||
this.time = game.time;
|
||||
|
|
321
build/phaser.d.ts
vendored
321
build/phaser.d.ts
vendored
|
@ -232,6 +232,14 @@ module Phaser {
|
|||
*/
|
||||
game: Game;
|
||||
/**
|
||||
* The type of game object.
|
||||
*/
|
||||
type: number;
|
||||
/**
|
||||
* The ID of the Group this Sprite belongs to.
|
||||
*/
|
||||
group: Group;
|
||||
/**
|
||||
* x value of the object.
|
||||
*/
|
||||
x: number;
|
||||
|
@ -244,10 +252,6 @@ module Phaser {
|
|||
*/
|
||||
z: number;
|
||||
/**
|
||||
* The type of game object.
|
||||
*/
|
||||
type: number;
|
||||
/**
|
||||
* Controls if both <code>update</code> and render are called by the core game loop.
|
||||
*/
|
||||
exists: bool;
|
||||
|
@ -906,6 +910,10 @@ module Phaser {
|
|||
private _prevAlpha;
|
||||
private _count;
|
||||
/**
|
||||
* This keeps track of the z value of any game object added to this Group
|
||||
*/
|
||||
private _zCounter;
|
||||
/**
|
||||
* Reference to the main game object
|
||||
*/
|
||||
public game: Game;
|
||||
|
@ -914,6 +922,18 @@ module Phaser {
|
|||
*/
|
||||
public type: number;
|
||||
/**
|
||||
* The unique Group ID
|
||||
*/
|
||||
public ID: number;
|
||||
/**
|
||||
* The z value of this Group (within its parent Group, if any)
|
||||
*/
|
||||
public z: number;
|
||||
/**
|
||||
* The Group this Group is a child of (if any).
|
||||
*/
|
||||
public group: Group;
|
||||
/**
|
||||
* If this Group exists or not. Can be set to false to skip certain loop checks.
|
||||
*/
|
||||
public exists: bool;
|
||||
|
@ -958,6 +978,10 @@ module Phaser {
|
|||
*/
|
||||
public cameraBlacklist: number[];
|
||||
/**
|
||||
* Gets the next z index value for children of this Group
|
||||
*/
|
||||
public getNextZIndex(): number;
|
||||
/**
|
||||
* Override this function to handle any deleting or "shutdown" type operations you might need,
|
||||
* such as removing traditional Flash children like Basic objects.
|
||||
*/
|
||||
|
@ -980,7 +1004,7 @@ module Phaser {
|
|||
*/
|
||||
public maxSize : number;
|
||||
/**
|
||||
* Adds a new <code>Basic</code> subclass (Basic, GameObject, Sprite, etc) to the group.
|
||||
* Adds a new Game Object to the group.
|
||||
* Group will try to replace a null member of the array first.
|
||||
* Failing that, Group will add it to the end of the member array,
|
||||
* assuming there is room for it, and doubling the size of the array if necessary.
|
||||
|
@ -989,10 +1013,24 @@ module Phaser {
|
|||
* the object will NOT be added to the group!</p>
|
||||
*
|
||||
* @param {Basic} Object The object you want to add to the group.
|
||||
* @return {Basic} The same <code>Basic</code> object that was passed in.
|
||||
* @return {Basic} The same object that was passed in.
|
||||
*/
|
||||
public add(object): any;
|
||||
/**
|
||||
* Create a new Sprite within this Group at the specified position.
|
||||
*
|
||||
* @param x {number} X position of the new sprite.
|
||||
* @param y {number} Y position of the new sprite.
|
||||
* @param [key] {string} The image key as defined in the Game.Cache to use as the texture for this sprite
|
||||
* @param [bodyType] {number} The physics body type of the object (defaults to BODY_DISABLED)
|
||||
* @returns {Sprite} The newly created sprite object.
|
||||
*/
|
||||
public addNewSprite(x: number, y: number, key?: string, bodyType?: number): Sprite;
|
||||
/**
|
||||
* Sets all of the game object properties needed to exist within this Group.
|
||||
*/
|
||||
private setObjectIDs(object, zIndex?);
|
||||
/**
|
||||
* Recycling is designed to help you reuse game objects without always re-allocating or "newing" them.
|
||||
*
|
||||
* <p>If you specified a maximum size for this group (like in Emitter),
|
||||
|
@ -1019,14 +1057,14 @@ module Phaser {
|
|||
/**
|
||||
* Removes an object from the group.
|
||||
*
|
||||
* @param {Basic} object The <code>Basic</code> you want to remove.
|
||||
* @param {Basic} object The Game Object you want to remove.
|
||||
* @param {boolean} splice Whether the object should be cut from the array entirely or not.
|
||||
*
|
||||
* @return {Basic} The removed object.
|
||||
*/
|
||||
public remove(object, splice?: bool);
|
||||
/**
|
||||
* Replaces an existing <code>Basic</code> with a new one.
|
||||
* Replaces an existing game object in this Group with a new one.
|
||||
*
|
||||
* @param {Basic} oldObject The object you want to replace.
|
||||
* @param {Basic} newObject The new object you want to use instead.
|
||||
|
@ -1034,6 +1072,7 @@ module Phaser {
|
|||
* @return {Basic} The new object.
|
||||
*/
|
||||
public replace(oldObject, newObject);
|
||||
public swap(child1, child2, sort?: bool): bool;
|
||||
/**
|
||||
* Call this function to sort the group according to a particular value and order.
|
||||
* For example, to sort game objects for Zelda-style overlaps you might call
|
||||
|
@ -1046,6 +1085,15 @@ module Phaser {
|
|||
*/
|
||||
public sort(index?: string, order?: number): void;
|
||||
/**
|
||||
* Helper function for the sort process.
|
||||
*
|
||||
* @param {Basic} Obj1 The first object being sorted.
|
||||
* @param {Basic} Obj2 The second object being sorted.
|
||||
*
|
||||
* @return {number} An integer value: -1 (Obj1 before Obj2), 0 (same), or 1 (Obj1 after Obj2).
|
||||
*/
|
||||
public sortHandler(obj1, obj2): number;
|
||||
/**
|
||||
* Go through and set the specified variable to the specified value on all members of the group.
|
||||
*
|
||||
* @param {string} VariableName The string representation of the variable name you want to modify, for example "visible" or "scrollFactor".
|
||||
|
@ -1139,15 +1187,6 @@ module Phaser {
|
|||
* Calls kill on the group's members and then on the group itself.
|
||||
*/
|
||||
public kill(): void;
|
||||
/**
|
||||
* Helper function for the sort process.
|
||||
*
|
||||
* @param {Basic} Obj1 The first object being sorted.
|
||||
* @param {Basic} Obj2 The second object being sorted.
|
||||
*
|
||||
* @return {number} An integer value: -1 (Obj1 before Obj2), 0 (same), or 1 (Obj1 after Obj2).
|
||||
*/
|
||||
public sortHandler(obj1, obj2): number;
|
||||
}
|
||||
}
|
||||
/**
|
||||
|
@ -3101,13 +3140,18 @@ module Phaser {
|
|||
*/
|
||||
module Phaser.Components {
|
||||
class Texture {
|
||||
/**
|
||||
* Creates a new Sprite Texture component
|
||||
* @param parent The Sprite using this Texture to render
|
||||
* @param key An optional Game.Cache key to load an image from
|
||||
*/
|
||||
constructor(parent: Sprite, key?: string);
|
||||
/**
|
||||
*
|
||||
* Reference to Phaser.Game
|
||||
*/
|
||||
private _game;
|
||||
public game: Game;
|
||||
/**
|
||||
* Reference to the Image stored in the Game.Cache that is used as the texture for the Sprite.
|
||||
* Reference to the parent Sprite
|
||||
*/
|
||||
private _sprite;
|
||||
/**
|
||||
|
@ -3120,7 +3164,7 @@ module Phaser.Components {
|
|||
*/
|
||||
public dynamicTexture: DynamicTexture;
|
||||
/**
|
||||
* The status of the texture image.
|
||||
* The load status of the texture image.
|
||||
* @type {boolean}
|
||||
*/
|
||||
public loaded: bool;
|
||||
|
@ -3178,13 +3222,11 @@ module Phaser.Components {
|
|||
* The graphic can be SpriteSheet or Texture Atlas. If you need to use a DynamicTexture see loadDynamicTexture.
|
||||
* @param key {string} Key of the graphic you want to load for this sprite.
|
||||
* @param clearAnimations {boolean} If this Sprite has a set of animation data already loaded you can choose to keep or clear it with this boolean
|
||||
* @return {Sprite} Sprite instance itself.
|
||||
*/
|
||||
public loadImage(key: string, clearAnimations?: bool, updateBody?: bool): void;
|
||||
/**
|
||||
* Load a DynamicTexture as its texture.
|
||||
* @param texture {DynamicTexture} The texture object to be used by this sprite.
|
||||
* @return {Sprite} Sprite instance itself.
|
||||
*/
|
||||
public loadDynamicTexture(texture: DynamicTexture): void;
|
||||
/**
|
||||
|
@ -3206,21 +3248,78 @@ module Phaser.Components {
|
|||
*/
|
||||
module Phaser.Components {
|
||||
class Input {
|
||||
/**
|
||||
* Sprite Input component constructor
|
||||
* @param parent The Sprite using this Input component
|
||||
*/
|
||||
constructor(parent: Sprite);
|
||||
/**
|
||||
*
|
||||
* Reference to Phaser.Game
|
||||
*/
|
||||
public game: Game;
|
||||
/**
|
||||
* Reference to the Image stored in the Game.Cache that is used as the texture for the Sprite.
|
||||
*/
|
||||
private _sprite;
|
||||
private dragOffsetX;
|
||||
private dragOffsetY;
|
||||
private dragFromPoint;
|
||||
private dragPixelPerfect;
|
||||
private dragPixelPerfectAlpha;
|
||||
private allowHorizontalDrag;
|
||||
private allowVerticalDrag;
|
||||
private snapOnDrag;
|
||||
private snapOnRelease;
|
||||
private snapX;
|
||||
private snapY;
|
||||
/**
|
||||
* If enabled the Input component will be updated by the parent Sprite
|
||||
* @type {Boolean}
|
||||
*/
|
||||
public enabled: bool;
|
||||
/**
|
||||
* Is this sprite being dragged by the mouse or not?
|
||||
* @default false
|
||||
*/
|
||||
public isDragged: bool;
|
||||
/**
|
||||
* Is this sprite allowed to be dragged by the mouse? true = yes, false = no
|
||||
* @default false
|
||||
*/
|
||||
public draggable: bool;
|
||||
/**
|
||||
* An FlxRect region of the game world within which the sprite is restricted during mouse drag
|
||||
* @default null
|
||||
*/
|
||||
public boundsRect: Rectangle;
|
||||
/**
|
||||
* An FlxSprite the bounds of which this sprite is restricted during mouse drag
|
||||
* @default null
|
||||
*/
|
||||
public boundsSprite: Sprite;
|
||||
/**
|
||||
* The Input component can monitor either the physics body of the Sprite or the frameBounds
|
||||
* If checkBody is set to true it will monitor the bounds of the physics body.
|
||||
* @type {Boolean}
|
||||
*/
|
||||
public checkBody: bool;
|
||||
/**
|
||||
* Turn the mouse pointer into a hand image by temporarily setting the CSS style of the Game canvas
|
||||
* on Input over. Only works on desktop browsers or browsers with a visible input pointer.
|
||||
* @type {Boolean}
|
||||
*/
|
||||
public useHandCursor: bool;
|
||||
public oldX: number;
|
||||
public oldY: number;
|
||||
/**
|
||||
* The x coordinate of the Input pointer, relative to the top-left of the parent Sprite.
|
||||
* This value is only set with the pointer is over this Sprite.
|
||||
* @type {number}
|
||||
*/
|
||||
public x: number;
|
||||
/**
|
||||
* The y coordinate of the Input pointer, relative to the top-left of the parent Sprite
|
||||
* This value is only set with the pointer is over this Sprite.
|
||||
* @type {number}
|
||||
*/
|
||||
public y: number;
|
||||
/**
|
||||
* If the Pointer is touching the touchscreen, or the mouse button is held down, isDown is set to true
|
||||
|
@ -3258,14 +3357,85 @@ module Phaser.Components {
|
|||
* @type {Boolean}
|
||||
**/
|
||||
public isOut: bool;
|
||||
public oldX: number;
|
||||
public oldY: number;
|
||||
/**
|
||||
* Update
|
||||
*/
|
||||
public update(): void;
|
||||
/**
|
||||
* Updates the Mouse Drag on this Sprite.
|
||||
*/
|
||||
private updateDrag();
|
||||
/**
|
||||
* Returns true if the pointer has entered the Sprite within the specified delay time (defaults to 500ms, half a second)
|
||||
* @param delay The time below which the pointer is considered as just over.
|
||||
* @returns {boolean}
|
||||
*/
|
||||
public justOver(delay?: number): bool;
|
||||
/**
|
||||
* Returns true if the pointer has left the Sprite within the specified delay time (defaults to 500ms, half a second)
|
||||
* @param delay The time below which the pointer is considered as just out.
|
||||
* @returns {boolean}
|
||||
*/
|
||||
public justOut(delay?: number): bool;
|
||||
/**
|
||||
* If the pointer is currently over this Sprite this returns how long it has been there for in milliseconds.
|
||||
* @returns {number} The number of milliseconds the pointer has been over the Sprite, or -1 if not over.
|
||||
*/
|
||||
public duration : number;
|
||||
/**
|
||||
* Make this Sprite draggable by the mouse. You can also optionally set mouseStartDragCallback and mouseStopDragCallback
|
||||
*
|
||||
* @param lockCenter If false the Sprite will drag from where you click it. If true it will center itself to the tip of the mouse pointer.
|
||||
* @param pixelPerfect If true it will use a pixel perfect test to see if you clicked the Sprite. False uses the bounding box.
|
||||
* @param alphaThreshold If using pixel perfect collision this specifies the alpha level from 0 to 255 above which a collision is processed (default 255)
|
||||
* @param boundsRect If you want to restrict the drag of this sprite to a specific FlxRect, pass the FlxRect here, otherwise it's free to drag anywhere
|
||||
* @param boundsSprite If you want to restrict the drag of this sprite to within the bounding box of another sprite, pass it here
|
||||
*/
|
||||
public enableDrag(lockCenter?: bool, pixelPerfect?: bool, alphaThreshold?: number, boundsRect?: Rectangle, boundsSprite?: Sprite): void;
|
||||
/**
|
||||
* Stops this sprite from being able to be dragged. If it is currently the target of an active drag it will be stopped immediately. Also disables any set callbacks.
|
||||
*/
|
||||
public disableDrag(): void;
|
||||
/**
|
||||
* Restricts this sprite to drag movement only on the given axis. Note: If both are set to false the sprite will never move!
|
||||
*
|
||||
* @param allowHorizontal To enable the sprite to be dragged horizontally set to true, otherwise false
|
||||
* @param allowVertical To enable the sprite to be dragged vertically set to true, otherwise false
|
||||
*/
|
||||
public setDragLock(allowHorizontal?: bool, allowVertical?: bool): void;
|
||||
/**
|
||||
* Make this Sprite snap to the given grid either during drag or when it's released.
|
||||
* For example 16x16 as the snapX and snapY would make the sprite snap to every 16 pixels.
|
||||
*
|
||||
* @param snapX The width of the grid cell in pixels
|
||||
* @param snapY The height of the grid cell in pixels
|
||||
* @param onDrag If true the sprite will snap to the grid while being dragged
|
||||
* @param onRelease If true the sprite will snap to the grid when released
|
||||
*/
|
||||
public enableSnap(snapX: number, snapY: number, onDrag?: bool, onRelease?: bool): void;
|
||||
/**
|
||||
* Stops the sprite from snapping to a grid during drag or release.
|
||||
*/
|
||||
public disableSnap(): void;
|
||||
/**
|
||||
* Called by FlxMouseControl when Mouse Drag starts on this Sprite. Should not usually be called directly.
|
||||
*/
|
||||
public startDrag(): void;
|
||||
/**
|
||||
* Bounds Rect check for the sprite drag
|
||||
*/
|
||||
private checkBoundsRect();
|
||||
/**
|
||||
* Parent Sprite Bounds check for the sprite drag
|
||||
*/
|
||||
private checkBoundsSprite();
|
||||
/**
|
||||
* Called by FlxMouseControl when Mouse Drag is stopped on this Sprite. Should not usually be called directly.
|
||||
*/
|
||||
public stopDrag(): void;
|
||||
/**
|
||||
* Render debug infos. (including name, bounds info, position and some other properties)
|
||||
* @param x {number} X position of the debug info to be rendered.
|
||||
* @param y {number} Y position of the debug info to be rendered.
|
||||
|
@ -3281,17 +3451,52 @@ module Phaser.Components {
|
|||
*/
|
||||
module Phaser.Components {
|
||||
class Events {
|
||||
/**
|
||||
* The Events component is a collection of events fired by the parent Sprite and its other components.
|
||||
* @param parent The Sprite using this Input component
|
||||
*/
|
||||
constructor(parent: Sprite);
|
||||
/**
|
||||
* Reference to Phaser.Game
|
||||
*/
|
||||
public game: Game;
|
||||
/**
|
||||
* Reference to the Image stored in the Game.Cache that is used as the texture for the Sprite.
|
||||
*/
|
||||
private _sprite;
|
||||
public onAdded: Signal;
|
||||
/**
|
||||
* Dispatched by the Group this Sprite is added to.
|
||||
*/
|
||||
public onAddedToGroup: Signal;
|
||||
/**
|
||||
* Dispatched by the Group this Sprite is removed from.
|
||||
*/
|
||||
public onRemovedFromGroup: Signal;
|
||||
/**
|
||||
* Dispatched when this Sprite is killed.
|
||||
*/
|
||||
public onKilled: Signal;
|
||||
/**
|
||||
* Dispatched when this Sprite is revived.
|
||||
*/
|
||||
public onRevived: Signal;
|
||||
public onOutOfBounds: Signal;
|
||||
/**
|
||||
* Dispatched by the Input component when a pointer moves over an Input enabled sprite.
|
||||
*/
|
||||
public onInputOver: Signal;
|
||||
/**
|
||||
* Dispatched by the Input component when a pointer moves out of an Input enabled sprite.
|
||||
*/
|
||||
public onInputOut: Signal;
|
||||
/**
|
||||
* Dispatched by the Input component when a pointer is pressed down on an Input enabled sprite.
|
||||
*/
|
||||
public onInputDown: Signal;
|
||||
/**
|
||||
* Dispatched by the Input component when a pointer is released over an Input enabled sprite
|
||||
*/
|
||||
public onInputUp: Signal;
|
||||
public onOutOfBounds: Signal;
|
||||
}
|
||||
}
|
||||
/**
|
||||
|
@ -3564,6 +3769,10 @@ module Phaser {
|
|||
*/
|
||||
public type: number;
|
||||
/**
|
||||
* The Group this Sprite belongs to.
|
||||
*/
|
||||
public group: Group;
|
||||
/**
|
||||
* Controls if both <code>update</code> and render are called by the core game loop.
|
||||
*/
|
||||
public exists: bool;
|
||||
|
@ -3697,7 +3906,7 @@ module Phaser {
|
|||
* like to animate an effect or whatever, you should override this,
|
||||
* setting only alive to false, and leaving exists true.
|
||||
*/
|
||||
public kill(): void;
|
||||
public kill(removeFromGroup?: bool): void;
|
||||
/**
|
||||
* Handy for bringing game objects "back to life". Just sets alive and exists back to true.
|
||||
* In practice, this is most often called by <code>Object.reset()</code>.
|
||||
|
@ -5163,7 +5372,7 @@ module Phaser {
|
|||
*/
|
||||
private parseCSV(data, key, tileWidth, tileHeight);
|
||||
/**
|
||||
* Parset JSON map data and generate tiles.
|
||||
* Parse JSON map data and generate tiles.
|
||||
* @param data {string} JSON map data.
|
||||
* @param key {string} Asset key for tileset image.
|
||||
*/
|
||||
|
@ -5222,11 +5431,16 @@ module Phaser {
|
|||
* @return {Tile} The tile with specific properties.
|
||||
*/
|
||||
public getTileFromWorldXY(x: number, y: number, layer?: number): Tile;
|
||||
/**
|
||||
* Gets the tile underneath the Input.x/y position
|
||||
* @param layer The layer to check, defaults to 0
|
||||
* @returns {Tile}
|
||||
*/
|
||||
public getTileFromInputXY(layer?: number): Tile;
|
||||
/**
|
||||
* Get tiles overlaps the given object.
|
||||
* @param object {GameObject} Tiles you want to get that overlaps this.
|
||||
* @return {array} Array with tiles informations. (Each contains x, y and the tile.)
|
||||
* @return {array} Array with tiles information. (Each contains x, y and the tile.)
|
||||
*/
|
||||
public getTileOverlaps(object: Sprite);
|
||||
/**
|
||||
|
@ -5855,6 +6069,10 @@ module Phaser {
|
|||
*/
|
||||
public scaleMode: number;
|
||||
/**
|
||||
* Stage boot
|
||||
*/
|
||||
public boot(): void;
|
||||
/**
|
||||
* Update stage for rendering. This will handle scaling, clearing
|
||||
* and PauseScreen/BootScreen updating and rendering.
|
||||
*/
|
||||
|
@ -6319,6 +6537,16 @@ module Phaser {
|
|||
*/
|
||||
public physics: Physics.PhysicsManager;
|
||||
/**
|
||||
* Object container stores every object created with `create*` methods.
|
||||
* @type {Group}
|
||||
*/
|
||||
private _groupCounter;
|
||||
public getNextGroupID(): number;
|
||||
/**
|
||||
* Called one by Game during the boot process.
|
||||
*/
|
||||
public boot(): void;
|
||||
/**
|
||||
* This is called automatically every frame, and is where main logic happens.
|
||||
*/
|
||||
public update(): void;
|
||||
|
@ -7479,6 +7707,16 @@ module Phaser {
|
|||
*/
|
||||
private _game;
|
||||
/**
|
||||
* Temporary click sorting stack
|
||||
*/
|
||||
private _stack;
|
||||
/**
|
||||
* A vector object representing the previous position of the Pointer.
|
||||
* @property vector
|
||||
* @type {Vec2}
|
||||
**/
|
||||
private _oldPosition;
|
||||
/**
|
||||
* You can disable all Input by setting Input.disabled = true. While set all new input related events will be ignored.
|
||||
* If you need to disable just one type of input, for example mouse, use Input.mouse.disabled = true instead
|
||||
* @type {Boolean}
|
||||
|
@ -7535,6 +7773,13 @@ module Phaser {
|
|||
**/
|
||||
public position: Vec2;
|
||||
/**
|
||||
* A vector object representing the speed of the Pointer. Only really useful in single Pointer games,
|
||||
* otherwise see the Pointer objects directly.
|
||||
* @property vector
|
||||
* @type {Vec2}
|
||||
**/
|
||||
public speed: Vec2;
|
||||
/**
|
||||
* A Circle object centered on the x/y screen coordinates of the Input.
|
||||
* Default size of 44px (Apples recommended "finger tip" size) but can be changed to anything
|
||||
* @property circle
|
||||
|
@ -7735,12 +7980,13 @@ module Phaser {
|
|||
* Starts the Input Manager running
|
||||
* @method start
|
||||
**/
|
||||
public start(): void;
|
||||
public boot(): void;
|
||||
/**
|
||||
* Updates the Input Manager. Called by the core Game loop.
|
||||
* @method update
|
||||
**/
|
||||
public update(): void;
|
||||
public addToStack(item): void;
|
||||
/**
|
||||
* Reset all of the Pointers and Input states
|
||||
* @method reset
|
||||
|
@ -8080,11 +8326,11 @@ module Phaser {
|
|||
*/
|
||||
private loadComplete();
|
||||
/**
|
||||
* Game loop method will be called when it's booting.
|
||||
* The bootLoop is called while the game is still booting (waiting for the DOM and resources to be available)
|
||||
*/
|
||||
private bootLoop();
|
||||
/**
|
||||
* Game loop method will be called when it's paused.
|
||||
* The pausedLoop is called when the game is paused.
|
||||
*/
|
||||
private pausedLoop();
|
||||
/**
|
||||
|
@ -8112,7 +8358,7 @@ module Phaser {
|
|||
*/
|
||||
public switchState(state, clearWorld?: bool, clearCache?: bool): void;
|
||||
/**
|
||||
* Nuke the whole game from orbit
|
||||
* Nuke the entire game from orbit
|
||||
*/
|
||||
public destroy(): void;
|
||||
public paused : bool;
|
||||
|
@ -8441,6 +8687,11 @@ module Phaser {
|
|||
*/
|
||||
public math: GameMath;
|
||||
/**
|
||||
* Reference to the motion helper.
|
||||
* @type {Motion}
|
||||
*/
|
||||
public motion: Motion;
|
||||
/**
|
||||
* Reference to the sound manager.
|
||||
* @type {SoundManager}
|
||||
*/
|
||||
|
|
480
build/phaser.js
480
build/phaser.js
|
@ -1276,6 +1276,26 @@ var Phaser;
|
|||
function Group(game, maxSize) {
|
||||
if (typeof maxSize === "undefined") { maxSize = 0; }
|
||||
/**
|
||||
* Helper for sort.
|
||||
*/
|
||||
this._sortIndex = '';
|
||||
/**
|
||||
* This keeps track of the z value of any game object added to this Group
|
||||
*/
|
||||
this._zCounter = 0;
|
||||
/**
|
||||
* The unique Group ID
|
||||
*/
|
||||
this.ID = -1;
|
||||
/**
|
||||
* The z value of this Group (within its parent Group, if any)
|
||||
*/
|
||||
this.z = -1;
|
||||
/**
|
||||
* The Group this Group is a child of (if any).
|
||||
*/
|
||||
this.group = null;
|
||||
/**
|
||||
* You can set a globalCompositeOperation that will be applied before the render method is called on this Groups children.
|
||||
* This is useful if you wish to apply an effect like 'lighten' to a whole group of children as it saves doing it one-by-one.
|
||||
* If this value is set it will call a canvas context save and restore before and after the render pass.
|
||||
|
@ -1298,9 +1318,16 @@ var Phaser;
|
|||
this._marker = 0;
|
||||
this._sortIndex = null;
|
||||
this.cameraBlacklist = [];
|
||||
this.ID = this.game.world.getNextGroupID();
|
||||
}
|
||||
Group.ASCENDING = -1;
|
||||
Group.DESCENDING = 1;
|
||||
Group.prototype.getNextZIndex = /**
|
||||
* Gets the next z index value for children of this Group
|
||||
*/
|
||||
function () {
|
||||
return this._zCounter++;
|
||||
};
|
||||
Group.prototype.destroy = /**
|
||||
* Override this function to handle any deleting or "shutdown" type operations you might need,
|
||||
* such as removing traditional Flash children like Basic objects.
|
||||
|
@ -1400,7 +1427,7 @@ var Phaser;
|
|||
configurable: true
|
||||
});
|
||||
Group.prototype.add = /**
|
||||
* Adds a new <code>Basic</code> subclass (Basic, GameObject, Sprite, etc) to the group.
|
||||
* Adds a new Game Object to the group.
|
||||
* Group will try to replace a null member of the array first.
|
||||
* Failing that, Group will add it to the end of the member array,
|
||||
* assuming there is room for it, and doubling the size of the array if necessary.
|
||||
|
@ -1409,19 +1436,21 @@ var Phaser;
|
|||
* the object will NOT be added to the group!</p>
|
||||
*
|
||||
* @param {Basic} Object The object you want to add to the group.
|
||||
* @return {Basic} The same <code>Basic</code> object that was passed in.
|
||||
* @return {Basic} The same object that was passed in.
|
||||
*/
|
||||
function (object) {
|
||||
//Don't bother adding an object twice.
|
||||
if(this.members.indexOf(Object) >= 0) {
|
||||
// Is this object already in another Group?
|
||||
// You can't add a Group to itself or an object to the same Group twice
|
||||
if(object.group && (object.group.ID == this.ID || (object.type == Phaser.Types.GROUP && object.ID == this.ID))) {
|
||||
return object;
|
||||
}
|
||||
//First, look for a null entry where we can add the object.
|
||||
// First, look for a null entry where we can add the object.
|
||||
this._i = 0;
|
||||
this._length = this.members.length;
|
||||
while(this._i < this._length) {
|
||||
if(this.members[this._i] == null) {
|
||||
this.members[this._i] = object;
|
||||
this.setObjectIDs(object);
|
||||
if(this._i >= this.length) {
|
||||
this.length = this._i + 1;
|
||||
}
|
||||
|
@ -1429,7 +1458,7 @@ var Phaser;
|
|||
}
|
||||
this._i++;
|
||||
}
|
||||
//Failing that, expand the array (if we can) and add the object.
|
||||
// Failing that, expand the array (if we can) and add the object.
|
||||
if(this._maxSize > 0) {
|
||||
if(this.members.length >= this._maxSize) {
|
||||
return object;
|
||||
|
@ -1441,12 +1470,45 @@ var Phaser;
|
|||
} else {
|
||||
this.members.length *= 2;
|
||||
}
|
||||
//If we made it this far, then we successfully grew the group,
|
||||
//and we can go ahead and add the object at the first open slot.
|
||||
// If we made it this far, then we successfully grew the group,
|
||||
// and we can go ahead and add the object at the first open slot.
|
||||
this.members[this._i] = object;
|
||||
this.length = this._i + 1;
|
||||
this.setObjectIDs(object);
|
||||
return object;
|
||||
};
|
||||
Group.prototype.addNewSprite = /**
|
||||
* Create a new Sprite within this Group at the specified position.
|
||||
*
|
||||
* @param x {number} X position of the new sprite.
|
||||
* @param y {number} Y position of the new sprite.
|
||||
* @param [key] {string} The image key as defined in the Game.Cache to use as the texture for this sprite
|
||||
* @param [bodyType] {number} The physics body type of the object (defaults to BODY_DISABLED)
|
||||
* @returns {Sprite} The newly created sprite object.
|
||||
*/
|
||||
function (x, y, key, bodyType) {
|
||||
if (typeof key === "undefined") { key = ''; }
|
||||
if (typeof bodyType === "undefined") { bodyType = Phaser.Types.BODY_DISABLED; }
|
||||
return this.add(new Phaser.Sprite(this.game, x, y, key, bodyType));
|
||||
};
|
||||
Group.prototype.setObjectIDs = /**
|
||||
* Sets all of the game object properties needed to exist within this Group.
|
||||
*/
|
||||
function (object, zIndex) {
|
||||
if (typeof zIndex === "undefined") { zIndex = -1; }
|
||||
// If the object is already in another Group, inform that Group it has left
|
||||
if(object.group !== null) {
|
||||
object.group.remove(object);
|
||||
}
|
||||
object.group = this;
|
||||
if(zIndex == -1) {
|
||||
zIndex = this.getNextZIndex();
|
||||
}
|
||||
object.z = zIndex;
|
||||
if(object['events']) {
|
||||
object['events'].onAddedToGroup.dispatch(object, this, object.z);
|
||||
}
|
||||
};
|
||||
Group.prototype.recycle = /**
|
||||
* Recycling is designed to help you reuse game objects without always re-allocating or "newing" them.
|
||||
*
|
||||
|
@ -1499,7 +1561,7 @@ var Phaser;
|
|||
Group.prototype.remove = /**
|
||||
* Removes an object from the group.
|
||||
*
|
||||
* @param {Basic} object The <code>Basic</code> you want to remove.
|
||||
* @param {Basic} object The Game Object you want to remove.
|
||||
* @param {boolean} splice Whether the object should be cut from the array entirely or not.
|
||||
*
|
||||
* @return {Basic} The removed object.
|
||||
|
@ -1516,10 +1578,15 @@ var Phaser;
|
|||
} else {
|
||||
this.members[this._i] = null;
|
||||
}
|
||||
if(object['events']) {
|
||||
object['events'].onRemovedFromGroup.dispatch(object, this);
|
||||
}
|
||||
object.group = null;
|
||||
object.z = -1;
|
||||
return object;
|
||||
};
|
||||
Group.prototype.replace = /**
|
||||
* Replaces an existing <code>Basic</code> with a new one.
|
||||
* Replaces an existing game object in this Group with a new one.
|
||||
*
|
||||
* @param {Basic} oldObject The object you want to replace.
|
||||
* @param {Basic} newObject The new object you want to use instead.
|
||||
|
@ -1531,9 +1598,25 @@ var Phaser;
|
|||
if(this._i < 0 || (this._i >= this.members.length)) {
|
||||
return null;
|
||||
}
|
||||
this.setObjectIDs(newObject, this.members[this._i].z);
|
||||
// Null the old object
|
||||
this.remove(this.members[this._i]);
|
||||
this.members[this._i] = newObject;
|
||||
return newObject;
|
||||
};
|
||||
Group.prototype.swap = function (child1, child2, sort) {
|
||||
if (typeof sort === "undefined") { sort = true; }
|
||||
if(child1.group.ID != this.ID || child2.group.ID != this.ID || child1 === child2) {
|
||||
return false;
|
||||
}
|
||||
var tempZ = child1.z;
|
||||
child1.z = child2.z;
|
||||
child2.z = tempZ;
|
||||
if(sort) {
|
||||
this.sort();
|
||||
}
|
||||
return true;
|
||||
};
|
||||
Group.prototype.sort = /**
|
||||
* Call this function to sort the group according to a particular value and order.
|
||||
* For example, to sort game objects for Zelda-style overlaps you might call
|
||||
|
@ -1545,11 +1628,30 @@ var Phaser;
|
|||
* @param {number} order A <code>Group</code> constant that defines the sort order. Possible values are <code>Group.ASCENDING</code> and <code>Group.DESCENDING</code>. Default value is <code>Group.ASCENDING</code>.
|
||||
*/
|
||||
function (index, order) {
|
||||
if (typeof index === "undefined") { index = "y"; }
|
||||
if (typeof index === "undefined") { index = 'z'; }
|
||||
if (typeof order === "undefined") { order = Group.ASCENDING; }
|
||||
var _this = this;
|
||||
this._sortIndex = index;
|
||||
this._sortOrder = order;
|
||||
this.members.sort(this.sortHandler);
|
||||
this.members.sort(function (a, b) {
|
||||
return _this.sortHandler(a, b);
|
||||
});
|
||||
};
|
||||
Group.prototype.sortHandler = /**
|
||||
* Helper function for the sort process.
|
||||
*
|
||||
* @param {Basic} Obj1 The first object being sorted.
|
||||
* @param {Basic} Obj2 The second object being sorted.
|
||||
*
|
||||
* @return {number} An integer value: -1 (Obj1 before Obj2), 0 (same), or 1 (Obj1 after Obj2).
|
||||
*/
|
||||
function (obj1, obj2) {
|
||||
if(obj1[this._sortIndex] < obj2[this._sortIndex]) {
|
||||
return this._sortOrder;
|
||||
} else if(obj1[this._sortIndex] > obj2[this._sortIndex]) {
|
||||
return -this._sortOrder;
|
||||
}
|
||||
return 0;
|
||||
};
|
||||
Group.prototype.setAll = /**
|
||||
* Go through and set the specified variable to the specified value on all members of the group.
|
||||
|
@ -1791,22 +1893,6 @@ var Phaser;
|
|||
}
|
||||
}
|
||||
};
|
||||
Group.prototype.sortHandler = /**
|
||||
* Helper function for the sort process.
|
||||
*
|
||||
* @param {Basic} Obj1 The first object being sorted.
|
||||
* @param {Basic} Obj2 The second object being sorted.
|
||||
*
|
||||
* @return {number} An integer value: -1 (Obj1 before Obj2), 0 (same), or 1 (Obj1 after Obj2).
|
||||
*/
|
||||
function (obj1, obj2) {
|
||||
if(obj1[this._sortIndex] < obj2[this._sortIndex]) {
|
||||
return this._sortOrder;
|
||||
} else if(obj1[this._sortIndex] > obj2[this._sortIndex]) {
|
||||
return -this._sortOrder;
|
||||
}
|
||||
return 0;
|
||||
};
|
||||
return Group;
|
||||
})();
|
||||
Phaser.Group = Group;
|
||||
|
@ -5328,6 +5414,11 @@ var Phaser;
|
|||
*/
|
||||
(function (Components) {
|
||||
var Texture = (function () {
|
||||
/**
|
||||
* Creates a new Sprite Texture component
|
||||
* @param parent The Sprite using this Texture to render
|
||||
* @param key An optional Game.Cache key to load an image from
|
||||
*/
|
||||
function Texture(parent, key) {
|
||||
if (typeof key === "undefined") { key = ''; }
|
||||
/**
|
||||
|
@ -5340,7 +5431,7 @@ var Phaser;
|
|||
*/
|
||||
this.dynamicTexture = null;
|
||||
/**
|
||||
* The status of the texture image.
|
||||
* The load status of the texture image.
|
||||
* @type {boolean}
|
||||
*/
|
||||
this.loaded = false;
|
||||
|
@ -5365,7 +5456,7 @@ var Phaser;
|
|||
* @type {boolean}
|
||||
*/
|
||||
this.isDynamic = false;
|
||||
this._game = parent.game;
|
||||
this.game = parent.game;
|
||||
this._sprite = parent;
|
||||
this.canvas = parent.game.stage.canvas;
|
||||
this.context = parent.game.stage.context;
|
||||
|
@ -5401,7 +5492,6 @@ var Phaser;
|
|||
* The graphic can be SpriteSheet or Texture Atlas. If you need to use a DynamicTexture see loadDynamicTexture.
|
||||
* @param key {string} Key of the graphic you want to load for this sprite.
|
||||
* @param clearAnimations {boolean} If this Sprite has a set of animation data already loaded you can choose to keep or clear it with this boolean
|
||||
* @return {Sprite} Sprite instance itself.
|
||||
*/
|
||||
function (key, clearAnimations, updateBody) {
|
||||
if (typeof clearAnimations === "undefined") { clearAnimations = true; }
|
||||
|
@ -5409,9 +5499,9 @@ var Phaser;
|
|||
if(clearAnimations && this._sprite.animations.frameData !== null) {
|
||||
this._sprite.animations.destroy();
|
||||
}
|
||||
if(this._game.cache.getImage(key) !== null) {
|
||||
this.setTo(this._game.cache.getImage(key), null);
|
||||
if(this._game.cache.isSpriteSheet(key)) {
|
||||
if(this.game.cache.getImage(key) !== null) {
|
||||
this.setTo(this.game.cache.getImage(key), null);
|
||||
if(this.game.cache.isSpriteSheet(key)) {
|
||||
this._sprite.animations.loadFrameData(this._sprite.game.cache.getFrameData(key));
|
||||
} else {
|
||||
this._sprite.frameBounds.width = this.width;
|
||||
|
@ -5426,7 +5516,6 @@ var Phaser;
|
|||
Texture.prototype.loadDynamicTexture = /**
|
||||
* Load a DynamicTexture as its texture.
|
||||
* @param texture {DynamicTexture} The texture object to be used by this sprite.
|
||||
* @return {Sprite} Sprite instance itself.
|
||||
*/
|
||||
function (texture) {
|
||||
if(this._sprite.animations.frameData !== null) {
|
||||
|
@ -5485,8 +5574,47 @@ var Phaser;
|
|||
*/
|
||||
(function (Components) {
|
||||
var Input = (function () {
|
||||
/**
|
||||
* Sprite Input component constructor
|
||||
* @param parent The Sprite using this Input component
|
||||
*/
|
||||
function Input(parent) {
|
||||
this.dragPixelPerfect = false;
|
||||
this.allowHorizontalDrag = true;
|
||||
this.allowVerticalDrag = true;
|
||||
this.snapOnDrag = false;
|
||||
this.snapOnRelease = false;
|
||||
/**
|
||||
* Is this sprite being dragged by the mouse or not?
|
||||
* @default false
|
||||
*/
|
||||
this.isDragged = false;
|
||||
/**
|
||||
* Is this sprite allowed to be dragged by the mouse? true = yes, false = no
|
||||
* @default false
|
||||
*/
|
||||
this.draggable = false;
|
||||
/**
|
||||
* An FlxRect region of the game world within which the sprite is restricted during mouse drag
|
||||
* @default null
|
||||
*/
|
||||
this.boundsRect = null;
|
||||
/**
|
||||
* An FlxSprite the bounds of which this sprite is restricted during mouse drag
|
||||
* @default null
|
||||
*/
|
||||
this.boundsSprite = null;
|
||||
/**
|
||||
* The x coordinate of the Input pointer, relative to the top-left of the parent Sprite.
|
||||
* This value is only set with the pointer is over this Sprite.
|
||||
* @type {number}
|
||||
*/
|
||||
this.x = 0;
|
||||
/**
|
||||
* The y coordinate of the Input pointer, relative to the top-left of the parent Sprite
|
||||
* This value is only set with the pointer is over this Sprite.
|
||||
* @type {number}
|
||||
*/
|
||||
this.y = 0;
|
||||
/**
|
||||
* If the Pointer is touching the touchscreen, or the mouse button is held down, isDown is set to true
|
||||
|
@ -5537,6 +5665,9 @@ var Phaser;
|
|||
if(this.enabled == false) {
|
||||
return;
|
||||
}
|
||||
if(this.draggable && this.isDragged) {
|
||||
this.updateDrag();
|
||||
}
|
||||
if(this.game.input.x != this.oldX || this.game.input.y != this.oldY) {
|
||||
this.oldX = this.game.input.x;
|
||||
this.oldY = this.game.input.y;
|
||||
|
@ -5565,16 +5696,55 @@ var Phaser;
|
|||
}
|
||||
}
|
||||
};
|
||||
Input.prototype.justOver = function (delay) {
|
||||
Input.prototype.updateDrag = /**
|
||||
* Updates the Mouse Drag on this Sprite.
|
||||
*/
|
||||
function () {
|
||||
if(this.isUp) {
|
||||
this.stopDrag();
|
||||
return;
|
||||
}
|
||||
if(this.allowHorizontalDrag) {
|
||||
this._sprite.x = this.game.input.x - this.dragOffsetX;
|
||||
}
|
||||
if(this.allowVerticalDrag) {
|
||||
this._sprite.y = this.game.input.y - this.dragOffsetY;
|
||||
}
|
||||
if(this.boundsRect) {
|
||||
this.checkBoundsRect();
|
||||
}
|
||||
if(this.boundsSprite) {
|
||||
this.checkBoundsSprite();
|
||||
}
|
||||
if(this.snapOnDrag) {
|
||||
this._sprite.x = Math.floor(this._sprite.x / this.snapX) * this.snapX;
|
||||
this._sprite.y = Math.floor(this._sprite.y / this.snapY) * this.snapY;
|
||||
}
|
||||
};
|
||||
Input.prototype.justOver = /**
|
||||
* Returns true if the pointer has entered the Sprite within the specified delay time (defaults to 500ms, half a second)
|
||||
* @param delay The time below which the pointer is considered as just over.
|
||||
* @returns {boolean}
|
||||
*/
|
||||
function (delay) {
|
||||
if (typeof delay === "undefined") { delay = 500; }
|
||||
return (this.isOver && this.duration < delay);
|
||||
};
|
||||
Input.prototype.justOut = function (delay) {
|
||||
Input.prototype.justOut = /**
|
||||
* Returns true if the pointer has left the Sprite within the specified delay time (defaults to 500ms, half a second)
|
||||
* @param delay The time below which the pointer is considered as just out.
|
||||
* @returns {boolean}
|
||||
*/
|
||||
function (delay) {
|
||||
if (typeof delay === "undefined") { delay = 500; }
|
||||
return (this.isOut && (this.game.time.now - this.timeOut < delay));
|
||||
};
|
||||
Object.defineProperty(Input.prototype, "duration", {
|
||||
get: function () {
|
||||
get: /**
|
||||
* If the pointer is currently over this Sprite this returns how long it has been there for in milliseconds.
|
||||
* @returns {number} The number of milliseconds the pointer has been over the Sprite, or -1 if not over.
|
||||
*/
|
||||
function () {
|
||||
if(this.isOver) {
|
||||
return this.game.time.now - this.timeOver;
|
||||
}
|
||||
|
@ -5583,6 +5753,135 @@ var Phaser;
|
|||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
Input.prototype.enableDrag = /**
|
||||
* Make this Sprite draggable by the mouse. You can also optionally set mouseStartDragCallback and mouseStopDragCallback
|
||||
*
|
||||
* @param lockCenter If false the Sprite will drag from where you click it. If true it will center itself to the tip of the mouse pointer.
|
||||
* @param pixelPerfect If true it will use a pixel perfect test to see if you clicked the Sprite. False uses the bounding box.
|
||||
* @param alphaThreshold If using pixel perfect collision this specifies the alpha level from 0 to 255 above which a collision is processed (default 255)
|
||||
* @param boundsRect If you want to restrict the drag of this sprite to a specific FlxRect, pass the FlxRect here, otherwise it's free to drag anywhere
|
||||
* @param boundsSprite If you want to restrict the drag of this sprite to within the bounding box of another sprite, pass it here
|
||||
*/
|
||||
function (lockCenter, pixelPerfect, alphaThreshold, boundsRect, boundsSprite) {
|
||||
if (typeof lockCenter === "undefined") { lockCenter = false; }
|
||||
if (typeof pixelPerfect === "undefined") { pixelPerfect = false; }
|
||||
if (typeof alphaThreshold === "undefined") { alphaThreshold = 255; }
|
||||
if (typeof boundsRect === "undefined") { boundsRect = null; }
|
||||
if (typeof boundsSprite === "undefined") { boundsSprite = null; }
|
||||
this.draggable = true;
|
||||
this.dragFromPoint = lockCenter;
|
||||
this.dragPixelPerfect = pixelPerfect;
|
||||
this.dragPixelPerfectAlpha = alphaThreshold;
|
||||
if(boundsRect) {
|
||||
this.boundsRect = boundsRect;
|
||||
}
|
||||
if(boundsSprite) {
|
||||
this.boundsSprite = boundsSprite;
|
||||
}
|
||||
};
|
||||
Input.prototype.disableDrag = /**
|
||||
* Stops this sprite from being able to be dragged. If it is currently the target of an active drag it will be stopped immediately. Also disables any set callbacks.
|
||||
*/
|
||||
function () {
|
||||
if(this.isDragged) {
|
||||
//FlxMouseControl.dragTarget = null;
|
||||
//FlxMouseControl.isDragging = false;
|
||||
}
|
||||
this.isDragged = false;
|
||||
this.draggable = false;
|
||||
//mouseStartDragCallback = null;
|
||||
//mouseStopDragCallback = null;
|
||||
};
|
||||
Input.prototype.setDragLock = /**
|
||||
* Restricts this sprite to drag movement only on the given axis. Note: If both are set to false the sprite will never move!
|
||||
*
|
||||
* @param allowHorizontal To enable the sprite to be dragged horizontally set to true, otherwise false
|
||||
* @param allowVertical To enable the sprite to be dragged vertically set to true, otherwise false
|
||||
*/
|
||||
function (allowHorizontal, allowVertical) {
|
||||
if (typeof allowHorizontal === "undefined") { allowHorizontal = true; }
|
||||
if (typeof allowVertical === "undefined") { allowVertical = true; }
|
||||
this.allowHorizontalDrag = allowHorizontal;
|
||||
this.allowVerticalDrag = allowVertical;
|
||||
};
|
||||
Input.prototype.enableSnap = /**
|
||||
* Make this Sprite snap to the given grid either during drag or when it's released.
|
||||
* For example 16x16 as the snapX and snapY would make the sprite snap to every 16 pixels.
|
||||
*
|
||||
* @param snapX The width of the grid cell in pixels
|
||||
* @param snapY The height of the grid cell in pixels
|
||||
* @param onDrag If true the sprite will snap to the grid while being dragged
|
||||
* @param onRelease If true the sprite will snap to the grid when released
|
||||
*/
|
||||
function (snapX, snapY, onDrag, onRelease) {
|
||||
if (typeof onDrag === "undefined") { onDrag = true; }
|
||||
if (typeof onRelease === "undefined") { onRelease = false; }
|
||||
this.snapOnDrag = onDrag;
|
||||
this.snapOnRelease = onRelease;
|
||||
this.snapX = snapX;
|
||||
this.snapY = snapY;
|
||||
};
|
||||
Input.prototype.disableSnap = /**
|
||||
* Stops the sprite from snapping to a grid during drag or release.
|
||||
*/
|
||||
function () {
|
||||
this.snapOnDrag = false;
|
||||
this.snapOnRelease = false;
|
||||
};
|
||||
Input.prototype.startDrag = /**
|
||||
* Called by FlxMouseControl when Mouse Drag starts on this Sprite. Should not usually be called directly.
|
||||
*/
|
||||
function () {
|
||||
this.isDragged = true;
|
||||
if(this.dragFromPoint == false) {
|
||||
this.dragOffsetX = this.game.input.x - this._sprite.x;
|
||||
this.dragOffsetY = this.game.input.y - this._sprite.y;
|
||||
} else {
|
||||
// Move the sprite to the middle of the mouse
|
||||
this.dragOffsetX = this._sprite.frameBounds.halfWidth;
|
||||
this.dragOffsetY = this._sprite.frameBounds.halfHeight;
|
||||
}
|
||||
};
|
||||
Input.prototype.checkBoundsRect = /**
|
||||
* Bounds Rect check for the sprite drag
|
||||
*/
|
||||
function () {
|
||||
if(this._sprite.x < this.boundsRect.left) {
|
||||
this._sprite.x = this.boundsRect.x;
|
||||
} else if((this._sprite.x + this._sprite.width) > this.boundsRect.right) {
|
||||
this._sprite.x = this.boundsRect.right - this._sprite.width;
|
||||
}
|
||||
if(this._sprite.y < this.boundsRect.top) {
|
||||
this._sprite.y = this.boundsRect.top;
|
||||
} else if((this._sprite.y + this._sprite.height) > this.boundsRect.bottom) {
|
||||
this._sprite.y = this.boundsRect.bottom - this._sprite.height;
|
||||
}
|
||||
};
|
||||
Input.prototype.checkBoundsSprite = /**
|
||||
* Parent Sprite Bounds check for the sprite drag
|
||||
*/
|
||||
function () {
|
||||
if(this._sprite.x < this.boundsSprite.x) {
|
||||
this._sprite.x = this.boundsSprite.x;
|
||||
} else if((this._sprite.x + this._sprite.width) > (this.boundsSprite.x + this.boundsSprite.width)) {
|
||||
this._sprite.x = (this.boundsSprite.x + this.boundsSprite.width) - this._sprite.width;
|
||||
}
|
||||
if(this._sprite.y < this.boundsSprite.y) {
|
||||
this._sprite.y = this.boundsSprite.y;
|
||||
} else if((this._sprite.y + this._sprite.height) > (this.boundsSprite.y + this.boundsSprite.height)) {
|
||||
this._sprite.y = (this.boundsSprite.y + this.boundsSprite.height) - this._sprite.height;
|
||||
}
|
||||
};
|
||||
Input.prototype.stopDrag = /**
|
||||
* Called by FlxMouseControl when Mouse Drag is stopped on this Sprite. Should not usually be called directly.
|
||||
*/
|
||||
function () {
|
||||
this.isDragged = false;
|
||||
if(this.snapOnRelease) {
|
||||
this._sprite.x = Math.floor(this._sprite.x / this.snapX) * this.snapX;
|
||||
this._sprite.y = Math.floor(this._sprite.y / this.snapY) * this.snapY;
|
||||
}
|
||||
};
|
||||
Input.prototype.renderDebugInfo = /**
|
||||
* Render debug infos. (including name, bounds info, position and some other properties)
|
||||
* @param x {number} X position of the debug info to be rendered.
|
||||
|
@ -5593,7 +5892,7 @@ var Phaser;
|
|||
if (typeof color === "undefined") { color = 'rgb(255,255,255)'; }
|
||||
this._sprite.texture.context.font = '14px Courier';
|
||||
this._sprite.texture.context.fillStyle = color;
|
||||
this._sprite.texture.context.fillText('Input: (' + this._sprite.frameBounds.width + ' x ' + this._sprite.frameBounds.height + ')', x, y);
|
||||
this._sprite.texture.context.fillText('Sprite Input: (' + this._sprite.frameBounds.width + ' x ' + this._sprite.frameBounds.height + ')', x, y);
|
||||
this._sprite.texture.context.fillText('x: ' + this.x.toFixed(1) + ' y: ' + this.y.toFixed(1), x, y + 14);
|
||||
this._sprite.texture.context.fillText('over: ' + this.isOver + ' duration: ' + this.duration.toFixed(0), x, y + 28);
|
||||
this._sprite.texture.context.fillText('just over: ' + this.justOver() + ' just out: ' + this.justOut(), x, y + 42);
|
||||
|
@ -5614,9 +5913,17 @@ var Phaser;
|
|||
*/
|
||||
(function (Components) {
|
||||
var Events = (function () {
|
||||
/**
|
||||
* The Events component is a collection of events fired by the parent Sprite and its other components.
|
||||
* @param parent The Sprite using this Input component
|
||||
*/
|
||||
function Events(parent) {
|
||||
this.game = parent.game;
|
||||
this._sprite = parent;
|
||||
this.onAddedToGroup = new Phaser.Signal();
|
||||
this.onRemovedFromGroup = new Phaser.Signal();
|
||||
this.onKilled = new Phaser.Signal();
|
||||
this.onRevived = new Phaser.Signal();
|
||||
this.onInputOver = new Phaser.Signal();
|
||||
this.onInputOut = new Phaser.Signal();
|
||||
this.onInputDown = new Phaser.Signal();
|
||||
|
@ -6181,8 +6488,8 @@ var Phaser;
|
|||
this.scrollFactor = new Phaser.Vec2(1, 1);
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
this.z = 0// not used yet
|
||||
;
|
||||
this.z = -1;
|
||||
this.group = null;
|
||||
// If a texture has been given the body will be set to that size, otherwise 16x16
|
||||
this.body = new Phaser.Physics.Body(this, bodyType);
|
||||
this.animations = new Phaser.Components.AnimationManager(this);
|
||||
|
@ -6334,9 +6641,14 @@ var Phaser;
|
|||
* like to animate an effect or whatever, you should override this,
|
||||
* setting only alive to false, and leaving exists true.
|
||||
*/
|
||||
function () {
|
||||
function (removeFromGroup) {
|
||||
if (typeof removeFromGroup === "undefined") { removeFromGroup = false; }
|
||||
this.alive = false;
|
||||
this.exists = false;
|
||||
if(removeFromGroup && this.group) {
|
||||
this.group.remove(this);
|
||||
}
|
||||
this.events.onKilled.dispatch(this);
|
||||
};
|
||||
Sprite.prototype.revive = /**
|
||||
* Handy for bringing game objects "back to life". Just sets alive and exists back to true.
|
||||
|
@ -6345,6 +6657,7 @@ var Phaser;
|
|||
function () {
|
||||
this.alive = true;
|
||||
this.exists = true;
|
||||
this.events.onRevived.dispatch(this);
|
||||
};
|
||||
return Sprite;
|
||||
})();
|
||||
|
@ -6595,7 +6908,7 @@ var Phaser;
|
|||
this._stageX = x;
|
||||
this._stageY = y;
|
||||
this.scaledX = x;
|
||||
this.scaledY = x;
|
||||
this.scaledY = y;
|
||||
this.fx = new Phaser.CameraFX(this._game, this);
|
||||
// The view into the world canvas we wish to render
|
||||
this.worldView = new Phaser.Rectangle(0, 0, width, height);
|
||||
|
@ -6622,10 +6935,7 @@ var Phaser;
|
|||
* @param object {Sprite/Group} The object to check.
|
||||
*/
|
||||
function (object) {
|
||||
if(object['cameraBlacklist'] && object['cameraBlacklist'].length > 0 && object['cameraBlacklist'].indexOf(this.ID) == -1) {
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
return (object['cameraBlacklist'] && object['cameraBlacklist'].length > 0 && object['cameraBlacklist'].indexOf(this.ID) == -1);
|
||||
};
|
||||
Camera.prototype.show = /**
|
||||
* Un-hides an object previously hidden to this Camera.
|
||||
|
@ -8270,7 +8580,7 @@ var Phaser;
|
|||
if (typeof speedY === "undefined") { speedY = 0; }
|
||||
if(x > this.width || y > this.height || x < 0 || y < 0 || (x + width) > this.width || (y + height) > this.height) {
|
||||
throw Error('Invalid ScrollRegion defined. Cannot be larger than parent ScrollZone');
|
||||
return;
|
||||
return null;
|
||||
}
|
||||
this.currentRegion = new Phaser.ScrollRegion(x, y, width, height, speedX, speedY);
|
||||
this.regions.push(this.currentRegion);
|
||||
|
@ -8995,7 +9305,7 @@ var Phaser;
|
|||
this.generateTiles(tileQuantity);
|
||||
};
|
||||
Tilemap.prototype.parseTiledJSON = /**
|
||||
* Parset JSON map data and generate tiles.
|
||||
* Parse JSON map data and generate tiles.
|
||||
* @param data {string} JSON map data.
|
||||
* @param key {string} Asset key for tileset image.
|
||||
*/
|
||||
|
@ -9132,14 +9442,19 @@ var Phaser;
|
|||
if (typeof layer === "undefined") { layer = 0; }
|
||||
return this.tiles[this.layers[layer].getTileFromWorldXY(x, y)];
|
||||
};
|
||||
Tilemap.prototype.getTileFromInputXY = function (layer) {
|
||||
Tilemap.prototype.getTileFromInputXY = /**
|
||||
* Gets the tile underneath the Input.x/y position
|
||||
* @param layer The layer to check, defaults to 0
|
||||
* @returns {Tile}
|
||||
*/
|
||||
function (layer) {
|
||||
if (typeof layer === "undefined") { layer = 0; }
|
||||
return this.tiles[this.layers[layer].getTileFromWorldXY(this.game.input.getWorldX(), this.game.input.getWorldY())];
|
||||
};
|
||||
Tilemap.prototype.getTileOverlaps = /**
|
||||
* Get tiles overlaps the given object.
|
||||
* @param object {GameObject} Tiles you want to get that overlaps this.
|
||||
* @return {array} Array with tiles informations. (Each contains x, y and the tile.)
|
||||
* @return {array} Array with tiles information. (Each contains x, y and the tile.)
|
||||
*/
|
||||
function (object) {
|
||||
return this.currentLayer.getTileOverlaps(object);
|
||||
|
@ -10156,8 +10471,6 @@ var Phaser;
|
|||
this.aspectRatio = width / height;
|
||||
this.scaleMode = Phaser.StageScaleMode.NO_SCALE;
|
||||
this.scale = new Phaser.StageScaleMode(this._game);
|
||||
this._bootScreen = new Phaser.BootScreen(this._game);
|
||||
this._pauseScreen = new Phaser.PauseScreen(this._game, width, height);
|
||||
document.addEventListener('visibilitychange', function (event) {
|
||||
return _this.visibilityChange(event);
|
||||
}, false);
|
||||
|
@ -10171,6 +10484,13 @@ var Phaser;
|
|||
return _this.visibilityChange(event);
|
||||
};
|
||||
}
|
||||
Stage.prototype.boot = /**
|
||||
* Stage boot
|
||||
*/
|
||||
function () {
|
||||
this._bootScreen = new Phaser.BootScreen(this._game);
|
||||
this._pauseScreen = new Phaser.PauseScreen(this._game, this.width, this.height);
|
||||
};
|
||||
Stage.prototype.update = /**
|
||||
* Update stage for rendering. This will handle scaling, clearing
|
||||
* and PauseScreen/BootScreen updating and rendering.
|
||||
|
@ -11678,12 +11998,25 @@ var Phaser;
|
|||
* @param height {number} Height of the world bound.
|
||||
*/
|
||||
function World(game, width, height) {
|
||||
/**
|
||||
* Object container stores every object created with `create*` methods.
|
||||
* @type {Group}
|
||||
*/
|
||||
this._groupCounter = 0;
|
||||
this._game = game;
|
||||
this.cameras = new Phaser.CameraManager(this._game, 0, 0, width, height);
|
||||
this.group = new Phaser.Group(this._game, 0);
|
||||
this.bounds = new Phaser.Rectangle(0, 0, width, height);
|
||||
this.physics = new Phaser.Physics.PhysicsManager(this._game, width, height);
|
||||
}
|
||||
World.prototype.getNextGroupID = function () {
|
||||
return this._groupCounter++;
|
||||
};
|
||||
World.prototype.boot = /**
|
||||
* Called one by Game during the boot process.
|
||||
*/
|
||||
function () {
|
||||
this.group = new Phaser.Group(this._game, 0);
|
||||
this.physics = new Phaser.Physics.PhysicsManager(this._game, this.width, this.height);
|
||||
};
|
||||
World.prototype.update = /**
|
||||
* This is called automatically every frame, and is where main logic happens.
|
||||
*/
|
||||
|
@ -13846,6 +14179,12 @@ var Phaser;
|
|||
(function (Phaser) {
|
||||
var Input = (function () {
|
||||
function Input(game) {
|
||||
/**
|
||||
* A vector object representing the previous position of the Pointer.
|
||||
* @property vector
|
||||
* @type {Vec2}
|
||||
**/
|
||||
this._oldPosition = null;
|
||||
/**
|
||||
* You can disable all Input by setting Input.disabled = true. While set all new input related events will be ignored.
|
||||
* If you need to disable just one type of input, for example mouse, use Input.mouse.disabled = true instead
|
||||
|
@ -13863,6 +14202,13 @@ var Phaser;
|
|||
**/
|
||||
this.position = null;
|
||||
/**
|
||||
* A vector object representing the speed of the Pointer. Only really useful in single Pointer games,
|
||||
* otherwise see the Pointer objects directly.
|
||||
* @property vector
|
||||
* @type {Vec2}
|
||||
**/
|
||||
this.speed = null;
|
||||
/**
|
||||
* A Circle object centered on the x/y screen coordinates of the Input.
|
||||
* Default size of 44px (Apples recommended "finger tip" size) but can be changed to anything
|
||||
* @property circle
|
||||
|
@ -13984,6 +14330,7 @@ var Phaser;
|
|||
**/
|
||||
this.pointer10 = null;
|
||||
this._game = game;
|
||||
this._stack = [];
|
||||
this.mousePointer = new Phaser.Pointer(this._game, 0);
|
||||
this.pointer1 = new Phaser.Pointer(this._game, 1);
|
||||
this.pointer2 = new Phaser.Pointer(this._game, 2);
|
||||
|
@ -13999,7 +14346,9 @@ var Phaser;
|
|||
this.onUp = new Phaser.Signal();
|
||||
this.onTap = new Phaser.Signal();
|
||||
this.onHold = new Phaser.Signal();
|
||||
this.speed = new Phaser.Vec2();
|
||||
this.position = new Phaser.Vec2();
|
||||
this._oldPosition = new Phaser.Vec2();
|
||||
this.circle = new Phaser.Circle(0, 0, 44);
|
||||
this.currentPointers = 0;
|
||||
}
|
||||
|
@ -14067,7 +14416,7 @@ var Phaser;
|
|||
return this['pointer' + next];
|
||||
}
|
||||
};
|
||||
Input.prototype.start = /**
|
||||
Input.prototype.boot = /**
|
||||
* Starts the Input Manager running
|
||||
* @method start
|
||||
**/
|
||||
|
@ -14083,6 +14432,9 @@ var Phaser;
|
|||
* @method update
|
||||
**/
|
||||
function () {
|
||||
this.speed.x = this.position.x - this._oldPosition.x;
|
||||
this.speed.y = this.position.y - this._oldPosition.y;
|
||||
this._oldPosition.copyFrom(this.position);
|
||||
this.mousePointer.update();
|
||||
this.pointer1.update();
|
||||
this.pointer2.update();
|
||||
|
@ -14105,6 +14457,9 @@ var Phaser;
|
|||
this.pointer10.update();
|
||||
}
|
||||
};
|
||||
Input.prototype.addToStack = function (item) {
|
||||
this._stack.push(item);
|
||||
};
|
||||
Input.prototype.reset = /**
|
||||
* Reset all of the Pointers and Input states
|
||||
* @method reset
|
||||
|
@ -14852,9 +15207,11 @@ var Phaser;
|
|||
(Date.now() * Math.random()).toString()
|
||||
]);
|
||||
this.setRenderer(Phaser.Types.RENDERER_CANVAS);
|
||||
this.world.boot();
|
||||
this.stage.boot();
|
||||
this.input.boot();
|
||||
this.framerate = 60;
|
||||
this.isBooted = true;
|
||||
this.input.start();
|
||||
// Display the default game screen?
|
||||
if(this.onInitCallback == null && this.onCreateCallback == null && this.onUpdateCallback == null && this.onRenderCallback == null && this._pendingState == null) {
|
||||
this._raf = new Phaser.RequestAnimationFrame(this, this.bootLoop);
|
||||
|
@ -14889,7 +15246,7 @@ var Phaser;
|
|||
this._loadComplete = true;
|
||||
};
|
||||
Game.prototype.bootLoop = /**
|
||||
* Game loop method will be called when it's booting.
|
||||
* The bootLoop is called while the game is still booting (waiting for the DOM and resources to be available)
|
||||
*/
|
||||
function () {
|
||||
this.tweens.update();
|
||||
|
@ -14897,7 +15254,7 @@ var Phaser;
|
|||
this.stage.update();
|
||||
};
|
||||
Game.prototype.pausedLoop = /**
|
||||
* Game loop method will be called when it's paused.
|
||||
* The pausedLoop is called when the game is paused.
|
||||
*/
|
||||
function () {
|
||||
this.tweens.update();
|
||||
|
@ -15036,7 +15393,7 @@ var Phaser;
|
|||
}
|
||||
};
|
||||
Game.prototype.destroy = /**
|
||||
* Nuke the whole game from orbit
|
||||
* Nuke the entire game from orbit
|
||||
*/
|
||||
function () {
|
||||
this.callbackContext = null;
|
||||
|
@ -15574,11 +15931,10 @@ var Phaser;
|
|||
this.add = game.add;
|
||||
this.camera = game.camera;
|
||||
this.cache = game.cache;
|
||||
//this.collision = game.collision;
|
||||
this.input = game.input;
|
||||
this.loader = game.loader;
|
||||
this.math = game.math;
|
||||
//this.motion = game.motion;
|
||||
this.motion = game.motion;
|
||||
this.sound = game.sound;
|
||||
this.stage = game.stage;
|
||||
this.time = game.time;
|
||||
|
|
Loading…
Reference in a new issue