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Finish another 10 classes' document.
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10 changed files with 667 additions and 68 deletions
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@ -13,6 +13,17 @@ module Phaser {
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export class GameObject extends Basic {
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/**
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* GameObject constructor
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*
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* Create a new <code>GameObject</code> object at specific position with
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* specific width and height.
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*
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* @param x Optinal, the x position of the object.
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* @param y Optinal, the y position of the object.
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* @param width Optinal, the width of the object.
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* @param height Optinal, the height of the object.
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*/
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constructor(game: Game, x?: number = 0, y?: number = 0, width?: number = 16, height?: number = 16) {
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super(game);
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@ -56,66 +67,242 @@ module Phaser {
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}
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/**
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* Angle of this object.
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* @type {number}
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*/
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private _angle: number = 0;
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/**
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* Pivot position enum: at the top-left corner.
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* @type {number}
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*/
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public static ALIGN_TOP_LEFT: number = 0;
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/**
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* Pivot position enum: at the top-center corner.
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* @type {number}
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*/
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public static ALIGN_TOP_CENTER: number = 1;
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/**
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* Pivot position enum: at the top-right corner.
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* @type {number}
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*/
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public static ALIGN_TOP_RIGHT: number = 2;
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/**
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* Pivot position enum: at the center-left corner.
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* @type {number}
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*/
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public static ALIGN_CENTER_LEFT: number = 3;
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/**
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* Pivot position enum: at the center corner.
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* @type {number}
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*/
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public static ALIGN_CENTER: number = 4;
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/**
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* Pivot position enum: at the center-right corner.
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* @type {number}
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*/
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public static ALIGN_CENTER_RIGHT: number = 5;
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/**
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* Pivot position enum: at the bottom-left corner.
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* @type {number}
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*/
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public static ALIGN_BOTTOM_LEFT: number = 6;
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/**
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* Pivot position enum: at the bottom-center corner.
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* @type {number}
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*/
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public static ALIGN_BOTTOM_CENTER: number = 7;
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/**
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* Pivot position enum: at the bottom-right corner.
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* @type {number}
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*/
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public static ALIGN_BOTTOM_RIGHT: number = 8;
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/**
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* Enum value for outOfBoundsAction. Stop the object when is out of world bounds.
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* @type {number}
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*/
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public static OUT_OF_BOUNDS_STOP: number = 0;
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/**
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* Enum value for outOfBoundsAction. Kill the object when is out of world bounds.
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* @type {number}
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*/
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public static OUT_OF_BOUNDS_KILL: number = 1;
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/**
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* Position of this object after scrolling.
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* @type {MicroPoint}
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*/
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public _point: MicroPoint;
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public cameraBlacklist: number[];
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/**
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* Rectangle container of this object.
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* @type {Rectangle}
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*/
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public bounds: Rectangle;
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/**
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* Bound of world.
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* @type {Quad}
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*/
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public worldBounds: Quad;
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/**
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* What action will be performed when object is out of bounds.
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* This will default to GameObject.OUT_OF_BOUNDS_STOP.
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* @type {number}
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*/
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public outOfBoundsAction: number = 0;
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/**
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* At which point the graphic of this object will align to.
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* Align of the object will default to GameObject.ALIGN_TOP_LEFT.
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* @type {number}
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*/
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public align: number;
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/**
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* Oorientation of the object.
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* @type {number}
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*/
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public facing: number;
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/**
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* Set alpha to a number between 0 and 1 to change the opacity.
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* @type {number}
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*/
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public alpha: number;
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/**
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* Scale factor of the object.
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* @type {MicroPoint}
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*/
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public scale: MicroPoint;
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/**
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* Origin is the anchor point that the object will rotate by.
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* The origin will default to its center.
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* @type {MicroPoint}
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*/
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public origin: MicroPoint;
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/**
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* Z-order value of the object.
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*/
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public z: number = 0;
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// This value is added to the angle of the GameObject.
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// For example if you had a sprite drawn facing straight up then you could set
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// rotationOffset to 90 and it would correspond correctly with Phasers rotation system
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/**
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* This value is added to the angle of the GameObject.
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* For example if you had a sprite drawn facing straight up then you could set
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* rotationOffset to 90 and it would correspond correctly with Phasers rotation system
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* @type {number}
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*/
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public rotationOffset: number = 0;
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/**
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* Render graphic based on its angle?
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* @type {boolean}
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*/
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public renderRotation: bool = true;
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// Physics properties
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/**
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* Whether this object will be moved or not.
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* @type {boolean}
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*/
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public immovable: bool;
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// Velocity is given in pixels per second. Therefore a velocity of
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// 100 will move at a rate of 100 pixels every 1000 ms (1sec). It's not balls-on
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// accurate due to the way timers work, but it's pretty close. Expect tolerance
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// of +- 10 px. Also that speed assumes no drag
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/**
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* Basic speed of this object.
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*
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* Velocity is given in pixels per second. Therefore a velocity of
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* 100 will move at a rate of 100 pixels every 1000 ms (1sec). It's not balls-on
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* accurate due to the way timers work, but it's pretty close. Expect tolerance
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* of +- 10 px. Also that speed assumes no drag.
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*
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* @type {MicroPoint}
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*/
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public velocity: MicroPoint;
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/**
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* The virtual mass of the object.
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* @type {number}
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*/
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public mass: number;
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/**
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* The bounciness of the object.
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* @type {number}
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*/
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public elasticity: number;
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/**
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* How fast the speed of this object is changing.
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* @type {number}
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*/
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public acceleration: MicroPoint;
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/**
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* This isn't drag exactly, more like deceleration that is only applied
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* when acceleration is not affecting the sprite.
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* @type {MicroPoint}
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*/
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public drag: MicroPoint;
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/**
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* It will cap the speed automatically if you use the acceleration
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* to change its velocity.
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* @type {MicroPoint}
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*/
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public maxVelocity: MicroPoint;
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/**
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* How fast this object is rotating.
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* @type {number}
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*/
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public angularVelocity: number;
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/**
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* How fast angularVelocity of this object is changing.
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* @type {number}
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*/
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public angularAcceleration: number;
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/**
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* Deacceleration of angularVelocity will be applied when it's rotating.
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* @type {number}
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*/
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public angularDrag: number;
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/**
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* It will cap the rotate speed automatically if you use the angularAcceleration
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* to change its angularVelocity.
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* @type {number}
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*/
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public maxAngular: number;
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/**
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* A point that can store numbers from 0 to 1 (for X and Y independently)
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* which governs how much this object is affected by the camera .
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* @type {MicroPoint}
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*/
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public scrollFactor: MicroPoint;
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/**
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* Handy for storing health percentage or armor points or whatever.
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* @type {number}
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*/
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public health: number;
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/**
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* Set this to false if you want to skip the automatic motion/movement stuff
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* (see updateMotion()).
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* @type {boolean}
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*/
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public moves: bool = true;
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/**
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* Bit field of flags (use with UP, DOWN, LEFT, RIGHT, etc) indicating surface contacts.
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* @type {number}
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*/
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public touching: number;
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/**
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* Bit field of flags (use with UP, DOWN, LEFT, RIGHT, etc) indicating surface contacts from the previous game loop step.
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* @type {number}
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*/
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public wasTouching: number;
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/**
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* Bit field of flags (use with UP, DOWN, LEFT, RIGHT, etc) indicating collision directions.
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* @type {number}
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*/
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public allowCollisions: number;
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/**
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* Important variable for collision processing.
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* @type {MicroPoint}
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*/
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public last: MicroPoint;
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// Input
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@ -127,6 +314,9 @@ module Phaser {
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public onInputDown: Phaser.Signal;
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public onInputUp: Phaser.Signal;
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/**
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* Pre-update is called right before update() on each object in the game loop.
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*/
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public preUpdate() {
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// flicker time
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}
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/**
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* Override this function to update your class's position and appearance.
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*/
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public update() {
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}
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/**
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* Automatically called after update() by the game loop.
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*/
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public postUpdate() {
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if (this.moves)
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}
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/**
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* Update input.
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*/
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private updateInput() {
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}
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/**
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* Internal function for updating the position and speed of this object.
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*/
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private updateMotion() {
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var delta: number;
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@ -218,12 +420,12 @@ module Phaser {
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* Checks to see if some <code>GameObject</code> overlaps this <code>GameObject</code> or <code>Group</code>.
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* If the group has a LOT of things in it, it might be faster to use <code>Collision.overlaps()</code>.
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* WARNING: Currently tilemaps do NOT support screen space overlap checks!
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*
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* @param ObjectOrGroup The object or group being tested.
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* @param InScreenSpace Whether to take scroll factors numbero account when checking for overlap. Default is false, or "only compare in world space."
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* @param Camera Specify which game camera you want. If null getScreenXY() will just grab the first global camera.
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*
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* @return Whether or not the two objects overlap.
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*
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* @param ObjectOrGroup The object or group being tested.
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* @param InScreenSpace Whether to take scroll factors numbero account when checking for overlap. Default is false, or "only compare in world space."
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* @param Camera Specify which game camera you want. If null getScreenXY() will just grab the first global camera.
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*
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* @return Whether or not the two objects overlap.
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*/
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public overlaps(ObjectOrGroup, InScreenSpace: bool = false, Camera: Camera = null): bool {
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* Checks to see if this <code>GameObject</code> were located at the given position, would it overlap the <code>GameObject</code> or <code>Group</code>?
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* This is distinct from overlapsPoint(), which just checks that point, rather than taking the object's size numbero account.
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* WARNING: Currently tilemaps do NOT support screen space overlap checks!
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*
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* @param X The X position you want to check. Pretends this object (the caller, not the parameter) is located here.
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* @param Y The Y position you want to check. Pretends this object (the caller, not the parameter) is located here.
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* @param ObjectOrGroup The object or group being tested.
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* @param InScreenSpace Whether to take scroll factors numbero account when checking for overlap. Default is false, or "only compare in world space."
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* @param Camera Specify which game camera you want. If null getScreenXY() will just grab the first global camera.
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*
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* @return Whether or not the two objects overlap.
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*
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* @param X The X position you want to check. Pretends this object (the caller, not the parameter) is located here.
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* @param Y The Y position you want to check. Pretends this object (the caller, not the parameter) is located here.
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* @param ObjectOrGroup The object or group being tested.
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* @param InScreenSpace Whether to take scroll factors numbero account when checking for overlap. Default is false, or "only compare in world space."
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* @param Camera Specify which game camera you want. If null getScreenXY() will just grab the first global camera.
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*
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* @return Whether or not the two objects overlap.
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*/
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public overlapsAt(X: number, Y: number, ObjectOrGroup, InScreenSpace: bool = false, Camera: Camera = null): bool {
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/**
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* Checks to see if a point in 2D world space overlaps this <code>GameObject</code>.
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*
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* @param Point The point in world space you want to check.
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* @param InScreenSpace Whether to take scroll factors into account when checking for overlap.
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* @param Camera Specify which game camera you want. If null getScreenXY() will just grab the first global camera.
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*
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* @return Whether or not the point overlaps this object.
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*
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* @param Point The point in world space you want to check.
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* @param InScreenSpace Whether to take scroll factors into account when checking for overlap.
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* @param Camera Specify which game camera you want. If null getScreenXY() will just grab the first global camera.
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*
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* @return Whether or not the point overlaps this object.
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*/
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public overlapsPoint(point: Point, InScreenSpace: bool = false, Camera: Camera = null): bool {
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/**
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* Check and see if this object is currently on screen.
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*
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* @param Camera Specify which game camera you want. If null getScreenXY() will just grab the first global camera.
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*
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* @return Whether the object is on screen or not.
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*
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* @param Camera Specify which game camera you want. If null getScreenXY() will just grab the first global camera.
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*
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* @return Whether the object is on screen or not.
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*/
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public onScreen(Camera: Camera = null): bool {
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/**
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* Call this to figure out the on-screen position of the object.
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*
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* @param Camera Specify which game camera you want. If null getScreenXY() will just grab the first global camera.
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* @param Point Takes a <code>MicroPoint</code> object and assigns the post-scrolled X and Y values of this object to it.
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*
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* @return The <code>MicroPoint</code> you passed in, or a new <code>Point</code> if you didn't pass one, containing the screen X and Y position of this object.
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*
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* @param Camera Specify which game camera you want. If null getScreenXY() will just grab the first global camera.
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* @param Point Takes a <code>MicroPoint</code> object and assigns the post-scrolled X and Y values of this object to it.
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*
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* @return The <code>MicroPoint</code> you passed in, or a new <code>Point</code> if you didn't pass one, containing the screen X and Y position of this object.
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*/
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public getScreenXY(point: MicroPoint = null, Camera: Camera = null): MicroPoint {
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return (this.allowCollisions & Collision.ANY) > Collision.NONE;
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}
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/**
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* @private
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*/
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public set solid(Solid: bool) {
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if (Solid)
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/**
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* Retrieve the midpoint of this object in world coordinates.
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*
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* @Point Allows you to pass in an existing <code>Point</code> object if you're so inclined. Otherwise a new one is created.
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*
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* @return A <code>Point</code> object containing the midpoint of this object in world coordinates.
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*
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* @Point Allows you to pass in an existing <code>Point</code> object if you're so inclined. Otherwise a new one is created.
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*
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* @return A <code>Point</code> object containing the midpoint of this object in world coordinates.
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*/
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public getMidpoint(point: MicroPoint = null): MicroPoint {
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/**
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* Handy for reviving game objects.
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* Resets their existence flags and position.
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*
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* @param X The new X position of this object.
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* @param Y The new Y position of this object.
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*
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* @param X The new X position of this object.
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* @param Y The new Y position of this object.
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*/
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public reset(X: number, Y: number) {
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* Handy for checking if this object is touching a particular surface.
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* For slightly better performance you can just & the value directly numbero <code>touching</code>.
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* However, this method is good for readability and accessibility.
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*
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* @param Direction Any of the collision flags (e.g. LEFT, FLOOR, etc).
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*
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* @return Whether the object is touching an object in (any of) the specified direction(s) this frame.
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*
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* @param Direction Any of the collision flags (e.g. LEFT, FLOOR, etc).
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*
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* @return Whether the object is touching an object in (any of) the specified direction(s) this frame.
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*/
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public isTouching(Direction: number): bool {
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return (this.touching & Direction) > Collision.NONE;
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@ -479,10 +678,18 @@ module Phaser {
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/**
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* Handy for checking if this object is just landed on a particular surface.
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*
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* @param Direction Any of the collision flags (e.g. LEFT, FLOOR, etc).
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*
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* @return Whether the object just landed on (any of) the specified surface(s) this frame.
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*
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* @param Direction Any of the collision flags (e.g. LEFT, FLOOR, etc).
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*
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* @return Whether the object just landed on (any of) the specified surface(s) this frame.
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*/
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/**
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* Handy function for checking if this object is just landed on a particular surface.
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*
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* @param Direction Any of the collision flags (e.g. LEFT, FLOOR, etc).
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*
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* @returns bool Whether the object just landed on any specicied surfaces.
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||||
*/
|
||||
public justTouched(Direction: number): bool {
|
||||
return ((this.touching & Direction) > Collision.NONE) && ((this.wasTouching & Direction) <= Collision.NONE);
|
||||
|
@ -491,8 +698,8 @@ module Phaser {
|
|||
/**
|
||||
* Reduces the "health" variable of this sprite by the amount specified in Damage.
|
||||
* Calls kill() if health drops to or below zero.
|
||||
*
|
||||
* @param Damage How much health to take away (use a negative number to give a health bonus).
|
||||
*
|
||||
* @param Damage How much health to take away (use a negative number to give a health bonus).
|
||||
*/
|
||||
public hurt(Damage: number) {
|
||||
|
||||
|
@ -509,6 +716,11 @@ module Phaser {
|
|||
* Set the world bounds that this GameObject can exist within. By default a GameObject can exist anywhere
|
||||
* in the world. But by setting the bounds (which are given in world dimensions, not screen dimensions)
|
||||
* it can be stopped from leaving the world, or a section of it.
|
||||
*
|
||||
* @param x x position of the bound
|
||||
* @param y y position of the bound
|
||||
* @param width width of its bound
|
||||
* @param height height of its bound
|
||||
*/
|
||||
public setBounds(x: number, y: number, width: number, height: number) {
|
||||
|
||||
|
@ -518,6 +730,8 @@ module Phaser {
|
|||
|
||||
/**
|
||||
* If you do not wish this object to be visible to a specific camera, pass the camera here.
|
||||
|
||||
* @param camera The specific camera.
|
||||
*/
|
||||
public hideFromCamera(camera: Camera) {
|
||||
|
||||
|
@ -528,6 +742,12 @@ module Phaser {
|
|||
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Make this object only visible to a specific camera.
|
||||
*
|
||||
* @param camera The camera you wish it to be visible.
|
||||
*/
|
||||
public showToCamera(camera: Camera) {
|
||||
|
||||
if (this.cameraBlacklist.indexOf(camera.ID) !== -1)
|
||||
|
@ -537,12 +757,18 @@ module Phaser {
|
|||
|
||||
}
|
||||
|
||||
/**
|
||||
* This will make the object not visible to any cameras.
|
||||
*/
|
||||
public clearCameraList() {
|
||||
|
||||
this.cameraBlacklist.length = 0;
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Clean up memory.
|
||||
*/
|
||||
public destroy() {
|
||||
|
||||
}
|
||||
|
|
|
@ -11,6 +11,14 @@ module Phaser {
|
|||
|
||||
export class Sound {
|
||||
|
||||
/**
|
||||
* Sound constructor
|
||||
* @param context The AudioContext instance.
|
||||
* @param gainNode Gain node instance.
|
||||
* @param data Sound data.
|
||||
* @param volume Optional, volume of this sound when playing.
|
||||
* @param loop Optional, loop this sound when playing? (Default to false)
|
||||
*/
|
||||
constructor(context, gainNode, data, volume?: number = 1, loop?: bool = false) {
|
||||
|
||||
this._context = context;
|
||||
|
@ -38,11 +46,29 @@ module Phaser {
|
|||
|
||||
}
|
||||
|
||||
/**
|
||||
* Local private reference to AudioContext.
|
||||
*/
|
||||
private _context;
|
||||
/**
|
||||
* Reference to gain node of SoundManager.
|
||||
*/
|
||||
private _gainNode;
|
||||
/**
|
||||
* GainNode of this sound.
|
||||
*/
|
||||
private _localGainNode;
|
||||
/**
|
||||
* Decoded data buffer.
|
||||
*/
|
||||
private _buffer;
|
||||
/**
|
||||
* Volume of this sound.
|
||||
*/
|
||||
private _volume: number;
|
||||
/**
|
||||
* The real sound object (buffer source).
|
||||
*/
|
||||
private _sound;
|
||||
|
||||
loop: bool = false;
|
||||
|
@ -58,6 +84,9 @@ module Phaser {
|
|||
|
||||
}
|
||||
|
||||
/**
|
||||
* Play this sound.
|
||||
*/
|
||||
public play() {
|
||||
|
||||
if (this._buffer === null || this.isDecoding === true)
|
||||
|
@ -81,6 +110,9 @@ module Phaser {
|
|||
|
||||
}
|
||||
|
||||
/**
|
||||
* Stop playing this sound.
|
||||
*/
|
||||
public stop() {
|
||||
|
||||
if (this.isPlaying === true)
|
||||
|
@ -92,12 +124,18 @@ module Phaser {
|
|||
|
||||
}
|
||||
|
||||
/**
|
||||
* Mute the sound.
|
||||
*/
|
||||
public mute() {
|
||||
|
||||
this._localGainNode.gain.value = 0;
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Enable the sound.
|
||||
*/
|
||||
public unmute() {
|
||||
|
||||
this._localGainNode.gain.value = this._volume;
|
||||
|
|
|
@ -12,6 +12,9 @@ module Phaser {
|
|||
|
||||
export class StageScaleMode {
|
||||
|
||||
/**
|
||||
* StageScaleMode constructor
|
||||
*/
|
||||
constructor(game: Game) {
|
||||
|
||||
this._game = game;
|
||||
|
@ -22,23 +25,51 @@ module Phaser {
|
|||
|
||||
}
|
||||
|
||||
/**
|
||||
* Local private reference to game.
|
||||
*/
|
||||
private _game: Game;
|
||||
/**
|
||||
* Stage height when start the game.
|
||||
* @type {number}
|
||||
*/
|
||||
private _startHeight: number = 0;
|
||||
private _iterations: number;
|
||||
private _check;
|
||||
|
||||
// Specifies that the game be visible in the specified area without trying to preserve the original aspect ratio.
|
||||
/**
|
||||
* Specifies that the game be visible in the specified area without trying to preserve the original aspect ratio.
|
||||
* @type {number}
|
||||
*/
|
||||
public static EXACT_FIT: number = 0;
|
||||
|
||||
// Specifies that the size of the game be fixed, so that it remains unchanged even if the size of the window changes.
|
||||
/**
|
||||
* Specifies that the size of the game be fixed, so that it remains unchanged even if the size of the window changes.
|
||||
* @type {number}
|
||||
*/
|
||||
public static NO_SCALE: number = 1;
|
||||
|
||||
// Specifies that the entire game be visible in the specified area without distortion while maintaining the original aspect ratio.
|
||||
/**
|
||||
* Specifies that the entire game be visible in the specified area without distortion while maintaining the original aspect ratio.
|
||||
* @type {number}
|
||||
*/
|
||||
public static SHOW_ALL: number = 2;
|
||||
|
||||
/**
|
||||
* Width of the stage after calculation.
|
||||
* @type {number}
|
||||
*/
|
||||
public width: number = 0;
|
||||
/**
|
||||
* Height of the stage after calculation.
|
||||
* @type {number}
|
||||
*/
|
||||
public height: number = 0;
|
||||
|
||||
/**
|
||||
* Game orientation angel.
|
||||
* @type {number}
|
||||
*/
|
||||
public orientation;
|
||||
|
||||
public update() {
|
||||
|
@ -54,6 +85,9 @@ module Phaser {
|
|||
return window['orientation'] === 90 || window['orientation'] === -90;
|
||||
}
|
||||
|
||||
/**
|
||||
* Check whether game orientation the same as window's. Update orientation if not equal.
|
||||
*/
|
||||
private checkOrientation(event) {
|
||||
|
||||
if (window['orientation'] !== this.orientation)
|
||||
|
@ -64,6 +98,9 @@ module Phaser {
|
|||
|
||||
}
|
||||
|
||||
/**
|
||||
* Re-calculate scale mode and update screen size.
|
||||
*/
|
||||
private refresh() {
|
||||
|
||||
// We can't do anything about the status bars in iPads, web apps or desktops
|
||||
|
@ -91,6 +128,9 @@ module Phaser {
|
|||
|
||||
}
|
||||
|
||||
/**
|
||||
* Set screen size automatically based on stage's scaleMode.
|
||||
*/
|
||||
private setScreenSize() {
|
||||
|
||||
if (this._game.device.iPad == false && this._game.device.webApp == false && this._game.device.desktop == false)
|
||||
|
|
|
@ -10,6 +10,15 @@ module Phaser {
|
|||
|
||||
export class Tile {
|
||||
|
||||
/**
|
||||
* Tile constructor
|
||||
* Create a new <code>Tile</code>.
|
||||
*
|
||||
* @param tilemap the tilemap this tile belongs to.
|
||||
* @param index The index of this tile type in the core map data.
|
||||
* @param width Width of the tile.
|
||||
* @param height Height of the tile.
|
||||
*/
|
||||
constructor(game: Game, tilemap: Tilemap, index: number, width: number, height: number) {
|
||||
|
||||
this._game = game;
|
||||
|
@ -22,27 +31,74 @@ module Phaser {
|
|||
|
||||
}
|
||||
|
||||
/**
|
||||
* Local private reference to game.
|
||||
*/
|
||||
private _game: Game;
|
||||
|
||||
// You can give this Tile a friendly name to help with debugging. Never used internally.
|
||||
/**
|
||||
* You can give this Tile a friendly name to help with debugging. Never used internally.
|
||||
* @type {string}
|
||||
*/
|
||||
public name: string;
|
||||
|
||||
/**
|
||||
* The virtual mass of the tile.
|
||||
* @type {number}
|
||||
*/
|
||||
public mass: number = 1.0;
|
||||
/**
|
||||
* Tile width.
|
||||
* @type {number}
|
||||
*/
|
||||
public width: number;
|
||||
/**
|
||||
* Tile height.
|
||||
* @type {number}
|
||||
*/
|
||||
public height: number;
|
||||
|
||||
/**
|
||||
* Bit field of flags (use with UP, DOWN, LEFT, RIGHT, etc) indicating collision directions.
|
||||
* @type {number}
|
||||
*/
|
||||
public allowCollisions: number;
|
||||
|
||||
/**
|
||||
* Indicating collide with any object on the left.
|
||||
* @type {boolean}
|
||||
*/
|
||||
public collideLeft: bool = false;
|
||||
/**
|
||||
* Indicating collide with any object on the right.
|
||||
* @type {boolean}
|
||||
*/
|
||||
public collideRight: bool = false;
|
||||
/**
|
||||
* Indicating collide with any object on the top.
|
||||
* @type {boolean}
|
||||
*/
|
||||
public collideUp: bool = false;
|
||||
/**
|
||||
* Indicating collide with any object on the bottom.
|
||||
* @type {boolean}
|
||||
*/
|
||||
public collideDown: bool = false;
|
||||
|
||||
/**
|
||||
* Enable separation at x-axis.
|
||||
* @type {boolean}
|
||||
*/
|
||||
public separateX: bool = true;
|
||||
/**
|
||||
* Enable separation at y-axis.
|
||||
* @type {boolean}
|
||||
*/
|
||||
public separateY: bool = true;
|
||||
|
||||
/**
|
||||
* A reference to the tilemap this tile object belongs to.
|
||||
* @type {Tilemap}
|
||||
*/
|
||||
public tilemap: Tilemap;
|
||||
|
||||
|
@ -50,6 +106,7 @@ module Phaser {
|
|||
* The index of this tile type in the core map data.
|
||||
* For example, if your map only has 16 kinds of tiles in it,
|
||||
* this number is usually between 0 and 15.
|
||||
* @type {number}
|
||||
*/
|
||||
public index: number;
|
||||
|
||||
|
@ -62,6 +119,13 @@ module Phaser {
|
|||
|
||||
}
|
||||
|
||||
/**
|
||||
* Set collision configs.
|
||||
* @param collision Bit field of flags. (see Tile.allowCollision)
|
||||
* @param resetCollisions Reset collision flags before set.
|
||||
* @param separateX Enable seprate at x-axis.
|
||||
* @param separateY Enable seprate at y-axis.
|
||||
*/
|
||||
public setCollision(collision: number, resetCollisions: bool, separateX: bool, separateY: bool) {
|
||||
|
||||
if (resetCollisions)
|
||||
|
@ -105,6 +169,9 @@ module Phaser {
|
|||
|
||||
}
|
||||
|
||||
/**
|
||||
* Reset collision status flags.
|
||||
*/
|
||||
public resetCollision() {
|
||||
|
||||
this.allowCollisions = Collision.NONE;
|
||||
|
|
|
@ -10,6 +10,13 @@ module Phaser {
|
|||
|
||||
export class Animation {
|
||||
|
||||
/**
|
||||
* Animation constructor
|
||||
* Create a new <code>Animation</code>.
|
||||
*
|
||||
* @param width Width of the world bound.
|
||||
* @param height Height of the world bound.
|
||||
*/
|
||||
constructor(game: Game, parent: Sprite, frameData: FrameData, name: string, frames, delay: number, looped: bool) {
|
||||
|
||||
this._game = game;
|
||||
|
|
|
@ -10,6 +10,14 @@ module Phaser {
|
|||
|
||||
export class AnimationLoader {
|
||||
|
||||
/**
|
||||
* Parse a sprite sheet from asset data.
|
||||
* @param key Asset key for the sprite sheet data.
|
||||
* @param frameWidth Width of animation frame.
|
||||
* @param frameHeight Height of animation frame.
|
||||
* @param frameMax Number of animation frames.
|
||||
* @return {FrameData=} Generated FrameData object.
|
||||
*/
|
||||
public static parseSpriteSheet(game: Game, key: string, frameWidth: number, frameHeight: number, frameMax: number): FrameData {
|
||||
|
||||
// How big is our image?
|
||||
|
@ -63,6 +71,11 @@ module Phaser {
|
|||
|
||||
}
|
||||
|
||||
/**
|
||||
* Parse frame datas from json.
|
||||
* @param json Json data you want to parse.
|
||||
* @return {FrameData=} Generated FrameData object.
|
||||
*/
|
||||
public static parseJSONData(game: Game, json): FrameData {
|
||||
|
||||
// Let's create some frames then
|
||||
|
|
|
@ -10,6 +10,16 @@ module Phaser {
|
|||
|
||||
export class Frame {
|
||||
|
||||
/**
|
||||
* Frame constructor
|
||||
* Create a new <code>Frame</code> with specific position, size and name.
|
||||
*
|
||||
* @param x X position within the image to cut from.
|
||||
* @param y Y position within the image to cut from.
|
||||
* @param width Width of the frame.
|
||||
* @param height Height of the frame.
|
||||
* @param name Name of this frame.
|
||||
*/
|
||||
constructor(x: number, y: number, width: number, height: number, name: string) {
|
||||
|
||||
this.x = x;
|
||||
|
@ -23,39 +33,103 @@ module Phaser {
|
|||
|
||||
}
|
||||
|
||||
// Position within the image to cut from
|
||||
/**
|
||||
* X position within the image to cut from.
|
||||
* @type {number}
|
||||
*/
|
||||
public x: number;
|
||||
/**
|
||||
* Y position within the image to cut from.
|
||||
* @type {number}
|
||||
*/
|
||||
public y: number;
|
||||
/**
|
||||
* Width of the frame.
|
||||
* @type {number}
|
||||
*/
|
||||
public width: number;
|
||||
/**
|
||||
* Height of the frame.
|
||||
* @type {number}
|
||||
*/
|
||||
public height: number;
|
||||
|
||||
// Useful for Sprite Sheets
|
||||
/**
|
||||
* Useful for Sprite Sheets.
|
||||
* @type {number}
|
||||
*/
|
||||
public index: number;
|
||||
|
||||
// Useful for Texture Atlas files (is set to the filename value)
|
||||
/**
|
||||
* Useful for Texture Atlas files. (is set to the filename value)
|
||||
*/
|
||||
public name: string = '';
|
||||
|
||||
// Rotated? (not yet implemented)
|
||||
/**
|
||||
* Rotated? (not yet implemented)
|
||||
*/
|
||||
public rotated: bool = false;
|
||||
|
||||
// Either cw or ccw, rotation is always 90 degrees
|
||||
/**
|
||||
* Either cw or ccw, rotation is always 90 degrees.
|
||||
*/
|
||||
public rotationDirection: string = 'cw';
|
||||
|
||||
// Was it trimmed when packed?
|
||||
/**
|
||||
* Was it trimmed when packed?
|
||||
* @type {boolean}
|
||||
*/
|
||||
public trimmed: bool;
|
||||
|
||||
// The coordinates of the trimmed sprite inside the original sprite
|
||||
/**
|
||||
* Width of the original sprite.
|
||||
* @type {number}
|
||||
*/
|
||||
public sourceSizeW: number;
|
||||
/**
|
||||
* Height of the original sprite.
|
||||
* @type {number}
|
||||
*/
|
||||
public sourceSizeH: number;
|
||||
/**
|
||||
* X position of the trimmed sprite inside original sprite.
|
||||
* @type {number}
|
||||
*/
|
||||
public spriteSourceSizeX: number;
|
||||
/**
|
||||
* Y position of the trimmed sprite inside original sprite.
|
||||
* @type {number}
|
||||
*/
|
||||
public spriteSourceSizeY: number;
|
||||
/**
|
||||
* Width of the trimmed sprite.
|
||||
* @type {number}
|
||||
*/
|
||||
public spriteSourceSizeW: number;
|
||||
/**
|
||||
* Height of the trimmed sprite.
|
||||
* @type {number}
|
||||
*/
|
||||
public spriteSourceSizeH: number;
|
||||
|
||||
/**
|
||||
* Set rotation of this frame. (Not yet supported!)
|
||||
*/
|
||||
public setRotation(rotated: bool, rotationDirection: string) {
|
||||
// Not yet supported
|
||||
}
|
||||
|
||||
/**
|
||||
* Set trim of the frame.
|
||||
* @param trimmed Whether this frame trimmed or not.
|
||||
* @param actualWidth Actual width of this frame.
|
||||
* @param actualHeight Actual height of this frame.
|
||||
* @param destX Destiny x position.
|
||||
* @param destY Destiny y position.
|
||||
* @param destWidth Destiny draw width.
|
||||
* @param destHeight Destiny draw height.
|
||||
*/
|
||||
public setTrim(trimmed: bool, actualWidth, actualHeight, destX, destY, destWidth, destHeight, ) {
|
||||
|
||||
this.trimmed = trimmed;
|
||||
|
|
|
@ -10,6 +10,9 @@ module Phaser {
|
|||
|
||||
export class FrameData {
|
||||
|
||||
/**
|
||||
* FrameData constructor
|
||||
*/
|
||||
constructor() {
|
||||
|
||||
this._frames = [];
|
||||
|
@ -17,13 +20,24 @@ module Phaser {
|
|||
|
||||
}
|
||||
|
||||
/**
|
||||
* Local frame container.
|
||||
*/
|
||||
private _frames: Frame[];
|
||||
/**
|
||||
* Local frameName<->index container.
|
||||
*/
|
||||
private _frameNames;
|
||||
|
||||
public get total(): number {
|
||||
return this._frames.length;
|
||||
}
|
||||
|
||||
/**
|
||||
* Add a new frame.
|
||||
* @param frame The frame you want to add.
|
||||
* @return {Frame=} The frame you just added.
|
||||
*/
|
||||
public addFrame(frame: Frame): Frame {
|
||||
|
||||
frame.index = this._frames.length;
|
||||
|
@ -39,6 +53,11 @@ module Phaser {
|
|||
|
||||
}
|
||||
|
||||
/**
|
||||
* Get a frame by its index.
|
||||
* @param index Index of the frame you want to get.
|
||||
* @return {Frame=} The frame you want.
|
||||
*/
|
||||
public getFrame(index: number): Frame {
|
||||
|
||||
if (this._frames[index])
|
||||
|
@ -50,6 +69,11 @@ module Phaser {
|
|||
|
||||
}
|
||||
|
||||
/**
|
||||
* Get a frame by its name.
|
||||
* @param name Name of the frame you want to get.
|
||||
* @return {Frame=} The frame you want.
|
||||
*/
|
||||
public getFrameByName(name: string): Frame {
|
||||
|
||||
if (this._frameNames[name] >= 0)
|
||||
|
@ -61,6 +85,11 @@ module Phaser {
|
|||
|
||||
}
|
||||
|
||||
/**
|
||||
* Check whether there's a frame with given name.
|
||||
* @param name Name of the frame you want to check.
|
||||
* @return {boolean} True if frame with given name found, otherwise return false.
|
||||
*/
|
||||
public checkFrameName(name: string): bool {
|
||||
|
||||
if (this._frameNames[name] >= 0)
|
||||
|
@ -72,6 +101,13 @@ module Phaser {
|
|||
|
||||
}
|
||||
|
||||
/**
|
||||
* Get ranges of frames in an array.
|
||||
* @param start Start index of frames you want.
|
||||
* @param end End index of frames you want.
|
||||
* @param output Optional, result will be added into this array.
|
||||
* @return {array} Ranges of specific frames in an array.
|
||||
*/
|
||||
public getFrameRange(start: number, end: number, output?: Frame[] = []): Frame[] {
|
||||
|
||||
for (var i = start; i <= end; i++)
|
||||
|
@ -83,6 +119,11 @@ module Phaser {
|
|||
|
||||
}
|
||||
|
||||
/**
|
||||
* Get all indexes of frames by giving their name.
|
||||
* @param output Optional, result will be added into this array.
|
||||
* @return {array} Indexes of specific frames in an array.
|
||||
*/
|
||||
public getFrameIndexes(output?: number[] = []): number[] {
|
||||
|
||||
output.length = 0;
|
||||
|
@ -96,6 +137,11 @@ module Phaser {
|
|||
|
||||
}
|
||||
|
||||
/**
|
||||
* Get all names of frames by giving their indexes.
|
||||
* @param output Optional, result will be added into this array.
|
||||
* @return {array} Names of specific frames in an array.
|
||||
*/
|
||||
public getFrameIndexesByName(input: string[]): number[] {
|
||||
|
||||
var output: number[] = [];
|
||||
|
@ -112,10 +158,19 @@ module Phaser {
|
|||
|
||||
}
|
||||
|
||||
/**
|
||||
* Get all frames in this frame data.
|
||||
* @return {array} All the frames in an array.
|
||||
*/
|
||||
public getAllFrames(): Frame[] {
|
||||
return this._frames;
|
||||
}
|
||||
|
||||
/**
|
||||
* Get All frames with specific ranges.
|
||||
* @param range Ranges in an array.
|
||||
* @return All frames in an array.
|
||||
*/
|
||||
public getFrames(range: number[]) {
|
||||
|
||||
var output: Frame[] = [];
|
||||
|
|
|
@ -10,6 +10,14 @@ module Phaser {
|
|||
|
||||
export class BootScreen {
|
||||
|
||||
/**
|
||||
* BootScreen constructor
|
||||
*
|
||||
* Create a new <code>BootScreen</code> with specific width and height.
|
||||
*
|
||||
* @param width Screen canvas width.
|
||||
* @param height Screen canvas height.
|
||||
*/
|
||||
constructor(game:Game) {
|
||||
|
||||
this._game = game;
|
||||
|
@ -19,13 +27,35 @@ module Phaser {
|
|||
|
||||
}
|
||||
|
||||
/**
|
||||
* Local private reference to game.
|
||||
*/
|
||||
private _game: Game;
|
||||
/**
|
||||
* Engine logo.
|
||||
*/
|
||||
private _logo;
|
||||
/**
|
||||
* Engine logo image data.
|
||||
*/
|
||||
private _logoData: string = "data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAGgAAAAZCAYAAADdYmvFAAAAGXRFWHRTb2Z0d2FyZQBBZG9iZSBJbWFnZVJlYWR5ccllPAAAAstJREFUeNrsWlFuwjAMbavdZGcAcRm4AXzvCPuGG8BlEJxhZ+l4TJ48z3actGGthqUI1MaO/V6cmIT2/fW10eTt46NvKshtvDZlG31yfOL9a/ldU6x4IZ0GQs0gS217enMkJYr5ixXkYrFoVqtV1kDn8/n+KfXw/Hq9Nin7h8MhScB2u3Xtav2ivsNWrh7XLcWMYqA4eUZ1kj0MAifHJEeKFojWzyIH+rL/0Cwif2AX9nN1oQOgrTg8XcTFx+ScdEOJ4WBxXQ1EjRyrn0cOzzQLzFyQSQcgw/5Qkkr0JVEQpNIdhL4vm4DL5fLulNTHcy6Uxl4/6iMLiePx2KzX6/v30+n0aynUlrnSeNq2/VN9bgM4dFPdNPmsJnIg/PuQbJmLdFN3UNu0SzbyJ0GOWJVWZE/QMkY+owrqXxGEdZA37BVyX6lJTipT6J1lf7fbqc+xh8nYeIvikatP+PGW0nEJ4jOydHYOIcfKnmgWoZDQSIIeio4Sf1IthYWskCO4vqQ6lFYjl8tl9L1H67PZbMz3VO3t93uVXHofmUjReLyMwHi5eCb3ICwJj5ZU9nCg+SzUgPYyif+2epTk4pkkyDp+eXTlZu2BkUybEkklePZfK9lPuTnc07vbmt1bYulHBeNQgx18SsH4ni/cV2rSLtqNDNUH2JQ2SsXS57Y9PHlfumkwCdICt5rnkNdPjpMiIEWgRlAJSdF4SvCQMWj+VyfI0h8D/EgWSYKiJKXi8VrOhJUxaFiFCOKKUJAtR78k9eX4USLHXqLGXOIiWUT4Vj9JiP4W0io3VDz8AJXblNWQrOimLjIGy/9uLICH6mrVmFbxEFHauzmc0fGJJmPg/v+6D0oB7N2bj0FsNHtSWTQniWTR931QlHXvasDTHXLjqY0/1/8hSDxACD+lAGH8dKQbQk5N3TFtzDmLWutvV0+pL5FVoHvCNG35FGAAayS4KUoKC9QAAAAASUVORK5CYII=";
|
||||
/**
|
||||
* Background gradient effect color 1.
|
||||
*/
|
||||
private _color1 = { r: 20, g: 20, b: 20 };
|
||||
/**
|
||||
* Background gradient effect color 2.
|
||||
*/
|
||||
private _color2 = { r: 200, g: 200, b: 200 };
|
||||
/**
|
||||
* Fade effect tween.
|
||||
* @type {Phaser.Tween}
|
||||
*/
|
||||
private _fade: Phaser.Tween = null;
|
||||
|
||||
/**
|
||||
* Update color and fade.
|
||||
*/
|
||||
public update() {
|
||||
|
||||
if (this._fade == null)
|
||||
|
@ -42,6 +72,9 @@ module Phaser {
|
|||
|
||||
}
|
||||
|
||||
/**
|
||||
* Render BootScreen.
|
||||
*/
|
||||
public render() {
|
||||
|
||||
var grd = this._game.stage.context.createLinearGradient(0, 0, 0, this._game.stage.height);
|
||||
|
@ -75,6 +108,9 @@ module Phaser {
|
|||
|
||||
}
|
||||
|
||||
/**
|
||||
* Start color fading cycle.
|
||||
*/
|
||||
private colorCycle() {
|
||||
|
||||
this._fade = this._game.createTween(this._color2);
|
||||
|
|
|
@ -10,6 +10,14 @@ module Phaser {
|
|||
|
||||
export class PauseScreen {
|
||||
|
||||
/**
|
||||
* PauseScreen constructor
|
||||
*
|
||||
* Create a new <code>PauseScreen</code> with specific width and height.
|
||||
*
|
||||
* @param width Screen canvas width.
|
||||
* @param height Screen canvas height.
|
||||
*/
|
||||
constructor(game: Game, width: number, height: number) {
|
||||
|
||||
this._game = game;
|
||||
|
@ -20,14 +28,34 @@ module Phaser {
|
|||
|
||||
}
|
||||
|
||||
/**
|
||||
* Local private reference to game.
|
||||
*/
|
||||
private _game: Game;
|
||||
/**
|
||||
* Canvas element used by engine.
|
||||
* @type {HTMLCanvasElement}
|
||||
*/
|
||||
private _canvas: HTMLCanvasElement;
|
||||
/**
|
||||
* Render context of stage's canvas.
|
||||
* @type {CanvasRenderingContext2D}
|
||||
*/
|
||||
private _context: CanvasRenderingContext2D;
|
||||
|
||||
/**
|
||||
* Background color.
|
||||
*/
|
||||
private _color;
|
||||
/**
|
||||
* Fade effect tween.
|
||||
* @type {Phaser.Tween}
|
||||
*/
|
||||
private _fade: Phaser.Tween;
|
||||
|
||||
// Called when the game enters pause mode
|
||||
/**
|
||||
* Called when the game enters pause mode.
|
||||
*/
|
||||
public onPaused() {
|
||||
|
||||
// Take a grab of the current canvas to our temporary one
|
||||
|
@ -38,17 +66,26 @@ module Phaser {
|
|||
|
||||
}
|
||||
|
||||
/**
|
||||
* Called when the game resume from pause mode.
|
||||
*/
|
||||
public onResume() {
|
||||
this._fade.stop();
|
||||
this._game.tweens.remove(this._fade);
|
||||
}
|
||||
|
||||
/**
|
||||
* Update background color.
|
||||
*/
|
||||
public update() {
|
||||
this._color.r = Math.round(this._color.r);
|
||||
this._color.g = Math.round(this._color.g);
|
||||
this._color.b = Math.round(this._color.b);
|
||||
}
|
||||
|
||||
/**
|
||||
* Render PauseScreen.
|
||||
*/
|
||||
public render() {
|
||||
|
||||
this._game.stage.context.drawImage(this._canvas, 0, 0);
|
||||
|
@ -73,6 +110,9 @@ module Phaser {
|
|||
|
||||
}
|
||||
|
||||
/**
|
||||
* Start fadeOut effect.
|
||||
*/
|
||||
private fadeOut() {
|
||||
|
||||
this._fade = this._game.createTween(this._color);
|
||||
|
@ -83,6 +123,9 @@ module Phaser {
|
|||
|
||||
}
|
||||
|
||||
/**
|
||||
* Start fadeIn effect.
|
||||
*/
|
||||
private fadeIn() {
|
||||
|
||||
this._fade = this._game.createTween(this._color);
|
||||
|
|
Loading…
Reference in a new issue