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:
Richard Davey 2013-06-02 03:47:54 +01:00
parent 59f7a59312
commit 49fe5ee65f
22 changed files with 1891 additions and 237 deletions

View file

@ -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() {

View file

@ -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.

View file

@ -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.

View file

@ -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.

View file

@ -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;
}
}

View file

@ -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.

View file

@ -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;
}
}
}

View file

@ -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.
*/

View file

@ -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);
}
}

View file

@ -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

View file

@ -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

View file

@ -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

View file

@ -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>

View 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);
}
})();

View 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);
}
})();

View 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();
}
})();

View 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();
}
})();

View 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);
}
})();

View 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);
}
})();

View file

@ -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
View file

@ -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}
*/

View file

@ -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;