Plugins moved to their own new repo.

This commit is contained in:
photonstorm 2014-05-08 01:57:10 +01:00
parent 410bc389ed
commit 5eb7ae2cb0
12 changed files with 11 additions and 3107 deletions

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@ -12,6 +12,7 @@ By Richard Davey, [Photon Storm](http://www.photonstorm.com)
* Follow on [Twitter](https://twitter.com/photonstorm)
* Join the [Forum](http://www.html5gamedevs.com/forum/14-phaser/)
* Source code for 300+ [Phaser Examples](https://github.com/photonstorm/phaser-examples) or [browse them online](http://examples.phaser.io)
* View the growing list of [Phaser Plugins](https://github.com/photonstorm/phaser-plugins)
* Read the [documentation online](http://docs.phaser.io)
* Join our [#phaserio IRC channel](http://www.html5gamedevs.com/topic/4470-official-phaserio-irc-channel-phaserio-on-freenode/) on freenode
* Subscribe to the [Phaser Newsletter](https://confirmsubscription.com/h/r/369DE48E3E86AF1E) and we'll email you when new versions are released.

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@ -1,639 +0,0 @@
/**
* The MIT License (MIT)
* Copyright (c) 2014 Raphaël Roux
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*
*
*
*/
/**
* @author Raphaël Roux
* @copyright 2014 Raphaël Roux
* @license {@link http://opensource.org/licenses/MIT}
*/
/**
* AStar is a phaser pathfinding plugin based on an A* kind of algorythm
* It works with the Phaser.Tilemap
*
* @class Phaser.Plugin.AStar
* @constructor
* @param {Any} parent - The object that owns this plugin, usually Phaser.PluginManager.
*/
Phaser.Plugin.AStar = function (parent)
{
/**
* @property {Any} parent - The parent of this plugin. If added to the PluginManager the parent will be set to that, otherwise it will be null.
*/
this.parent = parent;
/**
* @property {Phaser.Tilemap} _tilemap - A reference to the tilemap used to store astar nodes according to the Phaser.Tilemap structure.
*/
this._tilemap;
/**
* @property {number} _layerIndex - The layer index of the tilemap that is used to store astar nodes.
*/
this._layerIndex;
/**
* @property {number} _tilesetIndex - The tileset index of the tileset that handle tiles properties.
*/
this._tilesetIndex;
/**
* @property {array} _open - An array that references nodes to be considered by the search path algorythm.
*/
this._open;
/**
* @property {array} _closed - An array that references nodes not to consider anymore.
*/
this._closed;
/**
* @property {array} _visited - Internal array of visited tiles, use for debug pupose.
*/
this._visited;
/**
* @property {boolean} _useDiagonal - Does the astar algorythm can use tile diagonal?
* @default true
*/
this._useDiagonal = true;
/**
* @property {boolean} _findClosest - Does the findPath algorythm must calculate the closest result if destination is unreachable. If not findPath will return an empty array
* @default true
*/
this._findClosest = true;
/**
* @property {string} _walkablePropName - Wich name have the walkable propertiy in your tileset.
* @default 'walkable'
*/
this._walkablePropName = 'walkable';
/**
* @property {function} _distanceFunction - The function used to calculate distance.
*/
this._distanceFunction = Phaser.Plugin.AStar.DISTANCE_EUCLIDIAN;
/**
* @property {Phaser.Plugin.AStar.AStarPath} _lastPath - The last path calculated by astar.
*/
this._lastPath = null;
/**
* @property {boolean} _debug - Boolean to debug mode, stores visited nodes, and have a cost. Disable in production.
* @default false
*/
this._debug = true;
};
Phaser.Plugin.AStar.prototype = Object.create(Phaser.Plugin.prototype);
Phaser.Plugin.AStar.prototype.constructor = Phaser.Plugin.AStar;
Phaser.Plugin.AStar.VERSION = '0.0.101';
Phaser.Plugin.AStar.COST_ORTHOGONAL = 1;
Phaser.Plugin.AStar.COST_DIAGONAL = Phaser.Plugin.AStar.COST_ORTHOGONAL*Math.sqrt(2);
Phaser.Plugin.AStar.DISTANCE_MANHATTAN = 'distManhattan';
Phaser.Plugin.AStar.DISTANCE_EUCLIDIAN = 'distEuclidian';
/**
* Sets the Phaser.Tilemap used to searchPath into.
* @method Phaser.Plugin.AStar#setAStarMap
* @public
* @param {Phaser.Tilemap} map - the Phaser.Tilemap used to searchPath into. It must have a tileset with tile porperties to know if tiles are walkable or not.
* @param {string} layerName - The name of the layer that handle tiles.
* @param {string} tilesetName - The name of the tileset that have walkable properties.
* @return {Phaser.Plugin.AStar} The Phaser.Plugin.AStar itself.
*/
Phaser.Plugin.AStar.prototype.setAStarMap = function(map, layerName, tilesetName)
{
this._tilemap = map;
this._layerIndex = this._tilemap.getLayerIndex(layerName);;
this._tilesetIndex = this._tilemap.getTilesetIndex(tilesetName);
this.updateMap();
return this;
};
/**
* Sets the Phaser.Tilemap used to searchPath into.
* @method Phaser.Plugin.AStar-setAStarMap
* @private
* @return {void} The Phaser.Plugin.AStar itself.
*/
Phaser.Plugin.AStar.prototype.updateMap = function()
{
var tile;
var walkable;
//for each tile, add a default AStarNode with x, y and walkable properties according to the tilemap/tileset datas
for(var y=0; y < this._tilemap.height; y++)
{
for(var x=0; x < this._tilemap.width; x++)
{
tile = this._tilemap.layers[this._layerIndex].data[y][x];
walkable = this._tilemap.tilesets[this._tilesetIndex].tileProperties[tile.index - 1][this._walkablePropName] !== "false" ? true : false;
tile.properties.astarNode = new Phaser.Plugin.AStar.AStarNode(x, y, walkable);
}
}
};
/**
* Find a path between to tiles coordinates
* @method Phaser.Plugin.AStar#findPath
* @public
* @param {Phaser.Point} startPoint - The start point x, y in tiles coordinates to search a path.
* @param {Phaser.Point} goalPoint - The goal point x, y in tiles coordinates that you trying to reach.
* @return {Phaser.Plugin.AStar.AStarPath} The Phaser.Plugin.AStar.AStarPath that results
*/
Phaser.Plugin.AStar.prototype.findPath = function(startPoint, goalPoint)
{
var path = new Phaser.Plugin.AStar.AStarPath();
var start = this._tilemap.layers[this._layerIndex].data[startPoint.y][startPoint.x].properties.astarNode; //:AStarNode;
var goal = this._tilemap.layers[this._layerIndex].data[goalPoint.y][goalPoint.x].properties.astarNode
path.start = start;
path.goal = goal;
this._open = [];
this._closed = [];
this._visited = [];
this._open.push(start);
start.g = 0;
start.h = this[this._distanceFunction](start, goal);
start.f = start.h;
start.parent = null;
//Loop until there are no more nodes to search
while(this._open.length > 0)
{
//Find lowest f in this._open
var f = Infinity;
var x;
for (var i=0; i<this._open.length; i++)
{
if (this._open[i].f < f)
{
x = this._open[i];
f = x.f;
}
}
//Solution found, return solution
if (x == goal)
{
path.nodes = this.reconstructPath(goal);
this._lastPath = path;
if(this._debug === true) path.visited = this._visited;
return path;
}
//Close current node
this._open.splice(this._open.indexOf(x), 1);
this._closed.push(x);
//Then get its neighbors
var n = this.neighbors(x);
for(var yIndex=0; yIndex < n.length; yIndex++)
{
var y = n[yIndex];
if (-1 != this._closed.indexOf(y))
continue;
var g = x.g + y.travelCost;
var better = false;
//Add the node for being considered next loop.
if (-1 == this._open.indexOf(y))
{
this._open.push(y);
better = true;
if(this._debug === true) this.visit(y);
}
else if (g < y.g)
{
better = true;
}
if (better) {
y.parent = x;
y.g = g;
y.h = this[this._distanceFunction](y, goal);
y.f = y.g + y.h;
}
}
}
//If no solution found, does A* try to return the closest result?
if(this._findClosest === true)
{
var min = Infinity;
var closestGoal, node, dist;
for(var i=0, ii=this._closed.length; i<ii; i++)
{
node = this._closed[i];
var dist = this[this._distanceFunction](goal, node);
if (dist < min)
{
min = dist;
closestGoal = node;
}
}
//Reconstruct a path a path from the closestGoal
path.nodes = this.reconstructPath(closestGoal);
if(this._debug === true) path.visited = this._visited;
}
this._lastPath = path;
return path;
};
/**
* Reconstruct the result path backwards from the goal point, crawling its parents. Internal method.
* @method Phaser.Plugin.AStar-reconstructPath
* @private
* @param {Phaser.Plugin.AStar.AStarNode} n - The astar node from wich you want to rebuild the path.
* @return {array} An array of Phaser.Plugin.AStar.AStarNode
*/
Phaser.Plugin.AStar.prototype.reconstructPath = function(n)
{
var solution = [];
var nn = n;
while(nn.parent) {
solution.push({x: nn.x, y: nn.y});
nn = nn.parent;
}
return solution;
};
/**
* Add a node into visited if it is not already in. Debug only.
* @method Phaser.Plugin.AStar-visit
* @private
* @param {Phaser.Plugin.AStar.AStarNode} node - The astar node you want to register as visited
* @return {void}
*/
Phaser.Plugin.AStar.prototype.visit = function(node)
{
for(var i in this._visited)
{
if (this._visited[i] == node) return;
}
this._visited.push(node);
};
/**
* Add a node into visited if it is not already in. Debug only.
* @method Phaser.Plugin.AStar-neighbors
* @private
* @param {Phaser.Plugin.AStar.AStarNode} n - The astar node you want to register as visited
* @return {void}
*/
Phaser.Plugin.AStar.prototype.neighbors = function(node)
{
var x = node.x;
var y = node.y;
var n = null;
var neighbors = [];
var map = this._tilemap.layers[this._layerIndex].data;
//West
if (x > 0) {
n = map[y][x-1].properties.astarNode;
if (n.walkable) {
n.travelCost = Phaser.Plugin.AStar.COST_ORTHOGONAL;
neighbors.push(n);
}
}
//East
if (x < this._tilemap.width-1) {
n = map[y][x+1].properties.astarNode;
if (n.walkable) {
n.travelCost = Phaser.Plugin.AStar.COST_ORTHOGONAL;
neighbors.push(n);
}
}
//North
if (y > 0) {
n = map[y-1][x].properties.astarNode;
if (n.walkable) {
n.travelCost = Phaser.Plugin.AStar.COST_ORTHOGONAL;
neighbors.push(n);
}
}
//South
if (y < this._tilemap.height-1) {
n = map[y+1][x].properties.astarNode;
if (n.walkable) {
n.travelCost = Phaser.Plugin.AStar.COST_ORTHOGONAL;
neighbors.push(n);
}
}
//If diagonals aren't used do not search for other neighbors and return orthogonal search result
if(this._useDiagonal === false)
return neighbors;
//NorthWest
if (x > 0 && y > 0) {
n = map[y-1][x-1].properties.astarNode;
if (n.walkable
&& map[y][x-1].properties.astarNode.walkable
&& map[y-1][x].properties.astarNode.walkable
) {
n.travelCost = Phaser.Plugin.AStar.COST_DIAGONAL;
neighbors.push(n);
}
}
//NorthEast
if (x < this._tilemap.width-1 && y > 0) {
n = map[y-1][x+1].properties.astarNode;
if (n.walkable
&& map[y][x+1].properties.astarNode.walkable
&& map[y-1][x].properties.astarNode.walkable
) {
n.travelCost = Phaser.Plugin.AStar.COST_DIAGONAL;
neighbors.push(n);
}
}
//SouthWest
if (x > 0 && y < this._tilemap.height-1) {
n = map[y+1][x-1].properties.astarNode;
if (n.walkable
&& map[y][x-1].properties.astarNode.walkable
&& map[y+1][x].properties.astarNode.walkable
) {
n.travelCost = Phaser.Plugin.AStar.COST_DIAGONAL;
neighbors.push(n);
}
}
//SouthEast
if (x < this._tilemap.width-1 && y < this._tilemap.height-1) {
n = map[y+1][x+1].properties.astarNode;
if (n.walkable
&& map[y][x+1].properties.astarNode.walkable
&& map[y+1][x].properties.astarNode.walkable
) {
n.travelCost = Phaser.Plugin.AStar.COST_DIAGONAL;
neighbors.push(n);
}
}
return neighbors;
};
/**
* Calculate a distance between tow astar nodes coordinates according to the Manhattan method
* @method Phaser.Plugin.AStar-distManhattan
* @private
* @param {Phaser.Plugin.AStar.AStarNode} nodeA - The A node.
* @param {Phaser.Plugin.AStar.AStarNode} nodeB - The B node.
* @return {number} The distance between nodeA and nodeB
*/
Phaser.Plugin.AStar.prototype.distManhattan = function (nodeA, nodeB)
{
return Math.abs(nodeA.x - nodeB.x) + Math.abs(nodeA.y - nodeB.y);
};
/**
* Calculate a distance between tow astar nodes coordinates according to the Euclidian method. More accurate
* @method Phaser.Plugin.AStar-distEuclidian
* @private
* @param {Phaser.Plugin.AStar.AStarNode} nodeA - The A node.
* @param {Phaser.Plugin.AStar.AStarNode} nodeB - The B node.
* @return {number} The distance between nodeA and nodeB
*/
Phaser.Plugin.AStar.prototype.distEuclidian = function(nodeA, nodeB)
{
return Math.sqrt(Math.pow((nodeA.x - nodeB.x), 2) + Math.pow((nodeA.y -nodeB.y), 2));
};
/**
* Tells if a tile is walkable from its tilemap coordinates
* @method Phaser.Plugin.AStar-isWalkable
* @public
* @param {number} x - The x coordiante of the tile in tilemap's coordinate.
* @param {number} y - The y coordinate of the tile in tilemap's coordinate.
* @return {boolean} The distance between nodeA and nodeB
*/
Phaser.Plugin.AStar.prototype.isWalkable = function(x, y)
{
return this._tilemap.layers[this._layerIndex].data[y][x].properties.astarNode.walkable;
};
/**
* @properties {string} version - The version number of Phaser.Plugin.AStar read only
*/
Object.defineProperty(Phaser.Plugin.AStar.prototype, "version", {
get: function () {
return Phaser.Plugin.AStar.VERSION;
}
});
/**
* AStarNode is an object that stores AStar value. Each tile have an AStarNode in their properties
* @class Phaser.Plugin.AStar.AStarNode
* @constructor
* @param {number} x - The x coordinate of the tile.
* @param {number} y - The y coordinate of the tile.
* @param {boolean} isWalkable - Is this tile is walkable?
*/
Phaser.Plugin.AStar.AStarNode = function(x, y, isWalkable)
{
/**
* @property {number} x - The x coordinate of the tile.
*/
this.x = x;
/**
* @property {number} y - The y coordinate of the tile.
*/
this.y = y;
/**
* @property {number} g - The total travel cost from the start point. Sum of COST_ORTHOGONAL and COST_DIAGONAL
*/
this.g = 0;
/**
* @property {number} h - The remaing distance as the crow flies between this node and the goal.
*/
this.h = 0;
/**
* @property {number} f - The weight. Sum of g + h.
*/
this.f = 0;
/**
* @property {Phaser.Plugin.AStar.AStarNode} parent - Where do we come from? It's an AStarNode reference needed to reconstruct a path backwards (from goal to start point)
*/
this.parent;
/**
* @property {boolean} walkable - Is this node is walkable?
*/
this.walkable = isWalkable;
/**
* @property {number} travelCost - The cost to travel to this node, COST_ORTHOGONAL or COST_DIAGONAL
*/
this.travelCost;
};
/**
* AStarPath is an object that stores a searchPath result.
* @class Phaser.Plugin.AStar.AStarPath
* @constructor
* @param {array} nodes - An array of nodes coordinates sorted backward from goal to start point.
* @param {Phaser.Plugin.AStarNode} start - The start AStarNode used for the searchPath.
* @param {Phaser.Plugin.AStarNode} goal - The goal AStarNode used for the searchPath.
*/
Phaser.Plugin.AStar.AStarPath = function(nodes, start, goal)
{
/**
* @property {array} nodes - Array of AstarNodes x, y coordiantes that are the path solution from goal to start point.
*/
this.nodes = nodes || [];
/**
* @property {Phaser.Plugin.Astar.AStarNode} start - Reference to the start point used by findPath.
*/
this.start = start || null;
/**
* @property {Phaser.Plugin.Astar.AStarNode} goal - Reference to the goal point used by findPath.
*/
this.goal = goal || null;
/**
* @property {array} visited - Array of AStarNodes that the findPath algorythm has visited. Used for debug only.
*/
this.visited = [];
};
/**
* Debug method to draw the last calculated path by AStar
* @method Phaser.Utils.Debug.AStar
* @param {Phaser.Plugin.AStar} astar- The AStar plugin that you want to debug.
* @param {number} x - X position on camera for debug display.
* @param {number} y - Y position on camera for debug display.
* @param {string} color - Color to stroke the path line.
* @return {void}
*/
Phaser.Utils.Debug.prototype.AStar = function(astar, x, y, color, showVisited)
{
if (this.context == null)
{
return;
}
var pathLength = 0;
if(astar._lastPath !== null)
{
pathLength = astar._lastPath.nodes.length;
}
color = color || 'rgb(255,255,255)';
game.debug.start(x, y, color);
if(pathLength > 0)
{
var node = astar._lastPath.nodes[0];
this.context.strokeStyle = color;
this.context.beginPath();
this.context.moveTo((node.x * astar._tilemap.tileWidth) + (astar._tilemap.tileWidth/2) - game.camera.view.x, (node.y * astar._tilemap.tileHeight) + (astar._tilemap.tileHeight/2) - game.camera.view.y);
for(var i=0; i<pathLength; i++)
{
node = astar._lastPath.nodes[i];
this.context.lineTo((node.x * astar._tilemap.tileWidth) + (astar._tilemap.tileWidth/2) - game.camera.view.x, (node.y * astar._tilemap.tileHeight) + (astar._tilemap.tileHeight/2) - game.camera.view.y);
}
this.context.lineTo((astar._lastPath.start.x * astar._tilemap.tileWidth) + (astar._tilemap.tileWidth/2) - game.camera.view.x, (astar._lastPath.start.y * astar._tilemap.tileHeight) + (astar._tilemap.tileHeight/2) - game.camera.view.y);
this.context.stroke();
//Draw circles on visited nodes
if(showVisited !== false)
{
var visitedNode;
for(var j=0; j < astar._lastPath.visited.length; j++)
{
visitedNode = astar._lastPath.visited[j];
this.context.beginPath();
this.context.arc((visitedNode.x * astar._tilemap.tileWidth) + (astar._tilemap.tileWidth/2) - game.camera.view.x, (visitedNode.y * astar._tilemap.tileHeight) + (astar._tilemap.tileHeight/2) - game.camera.view.y, 2, 0, Math.PI*2, true);
this.context.stroke();
}
}
}
this.line('Path length: ' + pathLength);
this.line('Distance func: ' + astar._distanceFunction);
this.line('Use diagonal: ' + astar._useDiagonal);
this.line('Find Closest: ' + astar._findClosest);
game.debug.stop();
};

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/**
* Phaser - Display - CSS3Filters
*
* Allows for easy addition and modification of CSS3 Filters on DOM objects (typically the Game.Stage.canvas).
*/
Phaser.Plugins.CSS3Filters = function (parent) {
this.parent = parent;
this._blur = 0;
this._grayscale = 0;
this._sepia = 0;
this._brightness = 0;
this._contrast = 0;
this._hueRotate = 0;
this._invert = 0;
this._opacity = 0;
this._saturate = 0;
};
Phaser.Plugins.CSS3Filters.prototype = {
setFilter: function (local, prefix, value, unit) {
this[local] = value;
if (this.parent)
{
this.parent.style['-webkit-filter'] = prefix + '(' + value + unit + ')';
}
}
};
Object.defineProperty(Phaser.Plugins.CSS3Filters.prototype, "blur", {
get: function () {
return this._blur;
},
/**
* Applies a Gaussian blur to the DOM element. The value of 'radius' defines the value of the standard deviation to the Gaussian function,
* or how many pixels on the screen blend into each other, so a larger value will create more blur.
* If no parameter is provided, then a value 0 is used. The parameter is specified as a CSS length, but does not accept percentage values.
*/
set: function (radius) {
this.setFilter('_blur', 'blur', radius, 'px');
}
});
Object.defineProperty(Phaser.Plugins.CSS3Filters.prototype, "grayscale", {
get: function () {
return this._grayscale;
},
/**
* Converts the input image to grayscale. The value of 'amount' defines the proportion of the conversion.
* A value of 100% is completely grayscale. A value of 0% leaves the input unchanged.
* Values between 0% and 100% are linear multipliers on the effect. If the 'amount' parameter is missing, a value of 100% is used.
*/
set: function (amount) {
this.setFilter('_grayscale', 'grayscale', amount, '%');
}
});
Object.defineProperty(Phaser.Plugins.CSS3Filters.prototype, "sepia", {
get: function () {
return this._sepia;
},
/**
* Converts the input image to sepia. The value of 'amount' defines the proportion of the conversion.
* A value of 100% is completely sepia. A value of 0 leaves the input unchanged.
* Values between 0% and 100% are linear multipliers on the effect. If the 'amount' parameter is missing, a value of 100% is used.
*/
set: function (amount) {
this.setFilter('_sepia', 'sepia', amount, '%');
}
});
Object.defineProperty(Phaser.Plugins.CSS3Filters.prototype, "brightness", {
get: function () {
return this._brightness;
},
/**
* Applies a linear multiplier to input image, making it appear more or less bright.
* A value of 0% will create an image that is completely black. A value of 100% leaves the input unchanged.
* Other values are linear multipliers on the effect. Values of an amount over 100% are allowed, providing brighter results.
* If the 'amount' parameter is missing, a value of 100% is used.
*/
set: function (amount) {
this.setFilter('_brightness', 'brightness', amount, '%');
}
});
Object.defineProperty(Phaser.Plugins.CSS3Filters.prototype, "contrast", {
get: function () {
return this._contrast;
},
/**
* Adjusts the contrast of the input. A value of 0% will create an image that is completely black.
* A value of 100% leaves the input unchanged. Values of amount over 100% are allowed, providing results with less contrast.
* If the 'amount' parameter is missing, a value of 100% is used.
*/
set: function (amount) {
this.setFilter('_contrast', 'contrast', amount, '%');
}
});
Object.defineProperty(Phaser.Plugins.CSS3Filters.prototype, "hueRotate", {
get: function () {
return this._hueRotate;
},
/**
* Applies a hue rotation on the input image. The value of 'angle' defines the number of degrees around the color circle
* the input samples will be adjusted. A value of 0deg leaves the input unchanged. If the 'angle' parameter is missing,
* a value of 0deg is used. Maximum value is 360deg.
*/
set: function (angle) {
this.setFilter('_hueRotate', 'hue-rotate', angle, 'deg');
}
});
Object.defineProperty(Phaser.Plugins.CSS3Filters.prototype, "invert", {
get: function () {
return this._invert;
},
/**
* Inverts the samples in the input image. The value of 'amount' defines the proportion of the conversion.
* A value of 100% is completely inverted. A value of 0% leaves the input unchanged.
* Values between 0% and 100% are linear multipliers on the effect. If the 'amount' parameter is missing, a value of 100% is used.
*/
set: function (value) {
this.setFilter('_invert', 'invert', value, '%');
}
});
Object.defineProperty(Phaser.Plugins.CSS3Filters.prototype, "opacity", {
get: function () {
return this._opacity;
},
/**
* Applies transparency to the samples in the input image. The value of 'amount' defines the proportion of the conversion.
* A value of 0% is completely transparent. A value of 100% leaves the input unchanged.
* Values between 0% and 100% are linear multipliers on the effect. This is equivalent to multiplying the input image samples by amount.
* If the 'amount' parameter is missing, a value of 100% is used.
* This function is similar to the more established opacity property; the difference is that with filters, some browsers provide hardware acceleration for better performance.
*/
set: function (value) {
this.setFilter('_opacity', 'opacity', value, '%');
}
});
Object.defineProperty(Phaser.Plugins.CSS3Filters.prototype, "saturate", {
get: function () {
return this._saturate;
},
/**
* Saturates the input image. The value of 'amount' defines the proportion of the conversion.
* A value of 0% is completely un-saturated. A value of 100% leaves the input unchanged.
* Other values are linear multipliers on the effect. Values of amount over 100% are allowed, providing super-saturated results.
* If the 'amount' parameter is missing, a value of 100% is used.
*/
set: function (value) {
this.setFilter('_saturate', 'saturate', value, '%');
}
});

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@ -1,108 +0,0 @@
/* jshint camelcase:false */
/**
* A collection of methods useful for manipulating and comparing colors.
*
* @class ColorHarmony
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2013 Photon Storm Ltd.
* @license https://github.com/photonstorm/phaser/blob/master/license.txt MIT License
* @module Phaser
*/
Phaser.Plugins.ColorHarmony.prototype = {
/**
* Returns a Complementary Color Harmony for the given color.
* <p>A complementary hue is one directly opposite the color given on the color wheel</p>
* <p>Value returned in 0xAARRGGBB format with Alpha set to 255.</p>
*
* @method getComplementHarmony
* @param {Number} color The color to base the harmony on.
* @return {Number} 0xAARRGGBB format color value.
*/
getComplementHarmony: function (color) {
var hsv = Phaser.Color.RGBtoHSV(color);
var opposite = Phaser.Color.game.math.wrapValue(hsv.hue, 180, 359);
return Phaser.Color.HSVtoRGB(opposite, 1.0, 1.0);
},
/**
* Returns an Analogous Color Harmony for the given color.
* <p>An Analogous harmony are hues adjacent to each other on the color wheel</p>
* <p>Values returned in 0xAARRGGBB format with Alpha set to 255.</p>
*
* @method getAnalogousHarmony
* @param {Number} color The color to base the harmony on.
* @param {Number} threshold Control how adjacent the colors will be (default +- 30 degrees)
* @return {Object} Object containing 3 properties: color1 (the original color), color2 (the warmer analogous color) and color3 (the colder analogous color)
*/
getAnalogousHarmony: function (color, threshold) {
if (typeof threshold === "undefined") { threshold = 30; }
var hsv = Phaser.Color.RGBtoHSV(color);
if(threshold > 359 || threshold < 0) {
throw new Error("Color Warning: Invalid threshold given to getAnalogousHarmony()");
}
var warmer = Phaser.Color.game.math.wrapValue(hsv.hue, 359 - threshold, 359);
var colder = Phaser.Color.game.math.wrapValue(hsv.hue, threshold, 359);
return {
color1: color,
color2: Phaser.Color.HSVtoRGB(warmer, 1.0, 1.0),
color3: Phaser.Color.HSVtoRGB(colder, 1.0, 1.0),
hue1: hsv.hue,
hue2: warmer,
hue3: colder
};
},
/**
* Returns an Split Complement Color Harmony for the given color.
* <p>A Split Complement harmony are the two hues on either side of the color's Complement</p>
* <p>Values returned in 0xAARRGGBB format with Alpha set to 255.</p>
*
* @method getSplitComplementHarmony
* @param {Number} color The color to base the harmony on
* @param {Number} threshold Control how adjacent the colors will be to the Complement (default +- 30 degrees)
* @return {Object} An object containing 3 properties: color1 (the original color), color2 (the warmer analogous color) and color3 (the colder analogous color)
*/
getSplitComplementHarmony: function (color, threshold) {
if (typeof threshold === "undefined") { threshold = 30; }
var hsv = Phaser.Color.RGBtoHSV(color);
if(threshold >= 359 || threshold <= 0) {
throw new Error("Phaser.Color Warning: Invalid threshold given to getSplitComplementHarmony()");
}
var opposite = Phaser.Color.game.math.wrapValue(hsv.hue, 180, 359);
var warmer = Phaser.Color.game.math.wrapValue(hsv.hue, opposite - threshold, 359);
var colder = Phaser.Color.game.math.wrapValue(hsv.hue, opposite + threshold, 359);
return {
color1: color,
color2: Phaser.Color.HSVtoRGB(warmer, hsv.saturation, hsv.value),
color3: Phaser.Color.HSVtoRGB(colder, hsv.saturation, hsv.value),
hue1: hsv.hue,
hue2: warmer,
hue3: colder
};
},
/**
* Returns a Triadic Color Harmony for the given color.
* <p>A Triadic harmony are 3 hues equidistant from each other on the color wheel</p>
* <p>Values returned in 0xAARRGGBB format with Alpha set to 255.</p>
*
* @method getTriadicHarmony
* @param {Number} color The color to base the harmony on.
* @return {Object} An Object containing 3 properties: color1 (the original color), color2 and color3 (the equidistant colors)
*/
getTriadicHarmony: function (color) {
var hsv = Phaser.Color.RGBtoHSV(color);
var triadic1 = Phaser.Color.game.math.wrapValue(hsv.hue, 120, 359);
var triadic2 = Phaser.Color.game.math.wrapValue(triadic1, 120, 359);
return {
color1: color,
color2: Phaser.Color.HSVtoRGB(triadic1, 1.0, 1.0),
color3: Phaser.Color.HSVtoRGB(triadic2, 1.0, 1.0)
};
}
};

View file

@ -1,926 +0,0 @@
/* jshint asi:true,camelcase:false,curly:false,indent:2,unused:false */
/*
amiga protracker module player for web audio api
(c) 2012-2013 firehawk/tda (firehawk@haxor.fi)
originally hacked together in a weekend, so please excuse
me for the spaghetti code. :)
AMIGAAAAAAAAH!!
kinda sorta changelog:
(apr 2013)
- changed the logic for pattern break/jump. mod.pattern_skank now
plays correctly.
(feb 2013)
- fixed NaN samples with mod.fractured and mod.multicolour (thanks Aegis!)
(jan 2013)
- fixed vibrato amplitude (was half of what it should be, apparently)
- fixed to work on safari again (thanks Matt Diamond @ stackoverflow.com)
(dec 2012)
- replaced effect switch-statement with jumptables
- fixed clicks (bad loops, empty samples)
- fixed playback bug with sample-only rows
- added amiga 500 lowpass filters (not 100% authentic, though)
- added compressor to output
- latest safari has broken web audio so chrome-only for now
(aug 2012)
- first version written from scratch
todo:
- safari on ipad is broken again, it seems
- fix more playback bugs
* mod.black_queen (pattern loop has glitches)
- properly test EEx delay pattern
- implement the rest of the effects
- optimize for more speed!! SPEEEED!!
* switch to fixed point sample pointers, Math.floor() is _slow_ on iOS
*/
// constructor for protracker player object
function Protracker()
{
var i, t;
this.initialize();
this.clearsong();
this.url="";
this.loading=false;
this.ready=false;
this.playing=false;
this.buffer=0;
this.mixerNode=0;
this.paused=false;
this.repeat=false;
this.separation=true;
this.palclock=true;
this.autostart=false;
this.onReady=function(){};
this.onPlay=function(){};
this.onStop=function(){};
// paula period values
this.baseperiodtable=new Array(
856,808,762,720,678,640,604,570,538,508,480,453,
428,404,381,360,339,320,302,285,269,254,240,226,
214,202,190,180,170,160,151,143,135,127,120,113);
// finetune multipliers
this.finetunetable=[];
for(t=0;t<16;t++) this.finetunetable[t]=Math.pow(2, (t-8)/12/8);
// calc tables for vibrato waveforms
this.vibratotable=[];
for(t=0;t<4;t++) {
this.vibratotable[t]=[];
for(var i=0;i<64;i++) {
switch(t) {
case 0:
this.vibratotable[t][i]=127*Math.sin(Math.PI*2*(i/64));
break;
case 1:
this.vibratotable[t][i]=127-4*i;
break;
case 2:
this.vibratotable[t][i]=(i<32)?127:-127;
break;
case 3:
this.vibratotable[t][i]=(1-2*Math.random())*127;
break;
}
}
}
// effect jumptables
this.effects_t0 = new Array(
this.effect_t0_0, this.effect_t0_1, this.effect_t0_2, this.effect_t0_3, this.effect_t0_4, this.effect_t0_5, this.effect_t0_6, this.effect_t0_7,
this.effect_t0_8, this.effect_t0_9, this.effect_t0_a, this.effect_t0_b, this.effect_t0_c, this.effect_t0_d, this.effect_t0_e, this.effect_t0_f);
this.effects_t0_e = new Array(
this.effect_t0_e0, this.effect_t0_e1, this.effect_t0_e2, this.effect_t0_e3, this.effect_t0_e4, this.effect_t0_e5, this.effect_t0_e6, this.effect_t0_e7,
this.effect_t0_e8, this.effect_t0_e9, this.effect_t0_ea, this.effect_t0_eb, this.effect_t0_ec, this.effect_t0_ed, this.effect_t0_ee, this.effect_t0_ef);
this.effects_t1 = new Array(
this.effect_t1_0, this.effect_t1_1, this.effect_t1_2, this.effect_t1_3, this.effect_t1_4, this.effect_t1_5, this.effect_t1_6, this.effect_t1_7,
this.effect_t1_8, this.effect_t1_9, this.effect_t1_a, this.effect_t1_b, this.effect_t1_c, this.effect_t1_d, this.effect_t1_e, this.effect_t1_f);
this.effects_t1_e = new Array(
this.effect_t1_e0, this.effect_t1_e1, this.effect_t1_e2, this.effect_t1_e3, this.effect_t1_e4, this.effect_t1_e5, this.effect_t1_e6, this.effect_t1_e7,
this.effect_t1_e8, this.effect_t1_e9, this.effect_t1_ea, this.effect_t1_eb, this.effect_t1_ec, this.effect_t1_ed, this.effect_t1_ee, this.effect_t1_ef);
this.context = null;
this.samplerate=44100;
this.bufferlen=2048;
}
// create the web audio context
Protracker.prototype.createContext = function()
{
/* global webkitAudioContext:false */
/* jshint newcap:false */
this.context = new webkitAudioContext();
this.samplerate=this.context.sampleRate;
this.bufferlen=(this.samplerate > 44100) ? 4096 : 2048;
// fixed filter at 6kHz
this.filterNode=this.context.createBiquadFilter();
this.filterNode.frequency.value=6000
// "LED filter" at 3.5kHz - off by default
this.lowpassNode=this.context.createBiquadFilter();
this.lowpassNode.frequency.value=28867;
// mixer
this.mixerNode=this.context.createJavaScriptNode(this.bufferlen, 1, 2);
this.mixerNode.module=this;
this.mixerNode.onaudioprocess=Protracker.prototype.mix;
// compressor for a bit of volume boost
this.compressorNode=this.context.createDynamicsCompressor();
// patch up some cables :)
this.mixerNode.connect(this.filterNode);
this.filterNode.connect(this.lowpassNode);
this.lowpassNode.connect(this.compressorNode);
this.compressorNode.connect(this.context.destination);
}
// play loaded and parsed module with webaudio context
Protracker.prototype.play = function()
{
if (this.context==null) this.createContext();
if (!this.ready) return false;
if (this.paused) {
this.paused=false;
return true;
}
this.paused=false;
this.initialize();
this.flags=1+2;
this.playing=true;
this.onPlay();
return true;
}
// pause playback
Protracker.prototype.pause = function()
{
if (!this.paused) {
this.paused=true;
} else {
this.paused=false;
}
}
// stop playback and release webaudio node
Protracker.prototype.stop = function()
{
this.playing=false;
this.onStop();
}
// jump positions forward/back
Protracker.prototype.jump = function(step)
{
this.tick=0;
this.row=0;
this.position+=step;
this.flags=1+2;
if (this.position<0) this.position=0;
if (this.position >= this.songlen) this.stop();
}
// set whether module repeats after songlen
Protracker.prototype.setrepeat = function(rep)
{
this.repeat=rep;
}
// set stereo separation mode (false=paula, true=betterpaula)
Protracker.prototype.setseparation = function(sep)
{
this.separation=sep;
}
// set amiga video standard (false=NTSC, true=PAL)
Protracker.prototype.setamigatype = function(clock)
{
this.palclock=clock;
}
// set autostart to play immediately after loading
Protracker.prototype.setautostart = function(st)
{
this.autostart=st;
}
// clear song data
Protracker.prototype.clearsong = function()
{
this.title="";
this.signature="";
this.songlen=1;
this.repeatpos=0;
this.patterntable=new ArrayBuffer(128);
for(var i=0;i<128;i++) this.patterntable[i]=0;
this.channels=4;
this.sample=[];
this.samples=31;
for(var i=0;i<31;i++) {
this.sample[i]={};
this.sample[i].name="";
this.sample[i].length=0;
this.sample[i].finetune=0;
this.sample[i].volume=64;
this.sample[i].loopstart=0;
this.sample[i].looplength=0;
this.sample[i].data=0;
}
this.patterns=0;
this.pattern=[];
this.note=[];
this.looprow=0;
this.loopstart=0;
this.loopcount=0;
this.patterndelay=0;
this.patternwait=0;
}
// initialize all player variables
Protracker.prototype.initialize = function()
{
this.tick=0;
this.position=0;
this.row=0;
this.offset=0;
this.flags=0;
this.speed=6;
this.bpm=125;
this.breakrow=0;
this.patternjump=0;
this.patterndelay=0;
this.patternwait=0;
this.channel=[];
for(var i=0;i<this.channels;i++) {
this.channel[i]={};
this.channel[i].sample=0;
this.channel[i].period=214;
this.channel[i].voiceperiod=214;
this.channel[i].note=24;
this.channel[i].volume=64;
this.channel[i].command=0;
this.channel[i].data=0;
this.channel[i].samplepos=0;
this.channel[i].samplespeed=0;
this.channel[i].flags=0;
this.channel[i].noteon=0;
this.channel[i].slidespeed=0;
this.channel[i].slideto=214;
this.channel[i].slidetospeed=0;
this.channel[i].arpeggio=0;
this.channel[i].semitone=12;
this.channel[i].vibratospeed=0
this.channel[i].vibratodepth=0
this.channel[i].vibratopos=0;
this.channel[i].vibratowave=0;
}
this.vu=[];
}
// load module from url into local buffer
Protracker.prototype.load = function(url)
{
this.url=url;
this.clearsong();
var request = new XMLHttpRequest();
request.open("GET", this.url, true);
request.responseType = "arraybuffer";
this.request = request;
this.loading=true;
var asset = this;
request.onload = function() {
asset.buffer=new Uint8Array(request.response);
asset.parse();
if (asset.autostart) asset.play();
}
request.send();
}
// parse the module from local buffer
Protracker.prototype.parse = function()
{
var i,j,c;
if (!this.buffer) return false;
for(var i=0;i<4;i++) this.signature+=String.fromCharCode(this.buffer[1080+i]);
switch (this.signature) {
case "M.K.":
case "M!K!":
case "4CHN":
case "FLT4":
break;
case "6CHN":
this.channels=6;
break;
case "8CHN":
case "FLT8":
this.channels=8;
break;
case "28CH":
this.channels=28;
break;
default:
return false;
}
this.vu=[];
for(var i=0;i<this.channels;i++) this.vu[i]=0.0;
i=0;
while(this.buffer[i] && i<20)
this.title=this.title+String.fromCharCode(this.buffer[i++]);
for(var i=0;i<this.samples;i++) {
var st=20+i*30;
j=0;
while(this.buffer[st+j] && j<22) {
this.sample[i].name+=
((this.buffer[st+j]>0x1f) && (this.buffer[st+j]<0x7f)) ?
(String.fromCharCode(this.buffer[st+j])) :
(" ");
j++;
}
this.sample[i].length=2*(this.buffer[st+22]*256 + this.buffer[st+23]);
this.sample[i].finetune=this.buffer[st+24];
if (this.sample[i].finetune > 7) this.sample[i].finetune=this.sample[i].finetune-16;
this.sample[i].volume=this.buffer[st+25];
this.sample[i].loopstart=2*(this.buffer[st+26]*256 + this.buffer[st+27]);
this.sample[i].looplength=2*(this.buffer[st+28]*256 + this.buffer[st+29]);
if (this.sample[i].looplength==2) this.sample[i].looplength=0;
if (this.sample[i].loopstart>this.sample[i].length) {
this.sample[i].loopstart=0;
this.sample[i].looplength=0;
}
}
this.songlen=this.buffer[950];
if (this.buffer[951] != 127) this.repeatpos=this.buffer[951];
for(var i=0;i<128;i++) {
this.patterntable[i]=this.buffer[952+i];
if (this.patterntable[i] > this.patterns) this.patterns=this.patterntable[i];
}
this.patterns+=1;
var patlen=4*64*this.channels;
this.pattern=[];
this.note=[];
for(var i=0;i<this.patterns;i++) {
this.pattern[i]=new Uint8Array(patlen);
this.note[i]=new Uint8Array(this.channels*64);
for(j=0;j<patlen;j++) this.pattern[i][j]=this.buffer[1084+i*patlen+j];
for(j=0;j<64;j++) {
for(c=0;c<this.channels;c++) {
this.note[i][j*this.channels+c]=0;
var n=(this.pattern[i][j*4*this.channels+c*4]&0x0f)<<8 | this.pattern[i][j*4*this.channels+c*4+1];
for(var np=0; np<this.baseperiodtable.length; np++) {
if (n==this.baseperiodtable[np]) this.note[i][j*this.channels+c]=np;
}
}
}
}
var sst=1084+this.patterns*patlen;
for(var i=0;i<this.samples;i++) {
this.sample[i].data=new Float32Array(this.sample[i].length);
for(j=0;j<this.sample[i].length;j++) {
var q=this.buffer[sst+j];
if (q<128) {
q=q/128.0;
} else {
q=((q-128)/128.0)-1.0;
}
this.sample[i].data[j]=q;
}
sst+=this.sample[i].length;
}
this.ready=true;
this.loading=false;
this.buffer=0;
if (this.context) this.lowpassNode.frequency.value=28867;
this.onReady();
return true;
}
// advance player
Protracker.prototype.advance=function(mod) {
var spd=(((mod.samplerate*60)/mod.bpm)/4)/6;
// advance player
if (mod.offset>spd) { mod.tick++; mod.offset=0; mod.flags|=1; }
if (mod.tick>=mod.speed) {
if (mod.patterndelay) { // delay pattern
if (mod.tick < ((mod.patternwait+1)*mod.speed)) {
mod.patternwait++;
} else {
mod.row++;
mod.tick=0;
mod.flags|=2;
mod.patterndelay=0;
}
}
else {
if (mod.flags&(16+32+64)) {
if (mod.flags&64) { // loop pattern?
mod.row=mod.looprow;
mod.flags&=0xa1;
mod.flags|=2;
}
else {
if (mod.flags&16) { // pattern jump/break?
//console.log("break to pattern " + mod.patternjump + " row "+mod.breakrow);
mod.position=mod.patternjump;
mod.row=mod.breakrow;
mod.patternjump=0;
mod.breakrow=0;
mod.flags&=0xe1;
mod.flags|=2;
}
}
mod.tick=0;
} else {
mod.row++;
mod.tick=0;
mod.flags|=2;
}
}
}
if (mod.row>=64) {
mod.position++;
mod.row=0;
mod.flags|=4;
}
if (mod.position>=mod.songlen) {
if (mod.repeat) {
mod.position=0;
} else {
mod.stop();
}
return;
}
}
// mix an audio buffer with data
Protracker.prototype.mix = function(ape) {
var f;
var p, pp, n, nn;
var mod=ape.srcElement.module;
var outp=[];
var bufs=new Array(ape.outputBuffer.getChannelData(0), ape.outputBuffer.getChannelData(1));
var buflen=ape.outputBuffer.length;
for(var s=0;s<buflen;s++)
{
outp[0]=0.0;
outp[1]=0.0;
if (!mod.paused && mod.playing)
{
mod.advance(mod);
var och=0;
for(var ch=0;ch<mod.channels;ch++)
{
// calculate playback position
p=mod.patterntable[mod.position];
pp=mod.row*4*mod.channels + ch*4;
if (mod.flags&2) { // new row
mod.channel[ch].command=mod.pattern[p][pp+2]&0x0f;
mod.channel[ch].data=mod.pattern[p][pp+3];
if (!(mod.channel[ch].command==0x0e && (mod.channel[ch].data&0xf0)==0xd0)) {
n=(mod.pattern[p][pp]&0x0f)<<8 | mod.pattern[p][pp+1];
if (n) {
// noteon, except if command=3 (porta to note)
if ((mod.channel[ch].command != 0x03) && (mod.channel[ch].command != 0x05)) {
mod.channel[ch].period=n;
mod.channel[ch].samplepos=0;
if (mod.channel[ch].vibratowave>3) mod.channel[ch].vibratopos=0;
mod.channel[ch].flags|=3; // recalc speed
mod.channel[ch].noteon=1;
} else {
mod.channel[ch].slideto=n;
}
}
nn=mod.pattern[p][pp+0]&0xf0 | mod.pattern[p][pp+2]>>4;
if (nn) {
mod.channel[ch].sample=nn-1;
mod.channel[ch].volume=mod.sample[nn-1].volume;
if (!n && (mod.channel[ch].samplepos > mod.sample[nn-1].length)) mod.channel[ch].samplepos=0;
}
}
}
mod.channel[ch].voiceperiod=mod.channel[ch].period;
if (mod.channel[ch].samplepos===0) mod.sample[ch]=mod.channel[ch].sample;
// kill empty samples
if (!mod.sample[mod.channel[ch].sample].length) mod.channel[ch].noteon=0;
// effects
if (mod.flags&1) {
if (!mod.tick) {
// process only on tick 0
mod.effects_t0[mod.channel[ch].command](mod, ch);
} else {
mod.effects_t1[mod.channel[ch].command](mod, ch);
}
}
// recalc note number from period
if (mod.channel[ch].flags&2) {
for(var np=0; np<mod.baseperiodtable.length; np++)
if (mod.baseperiodtable[np]>=mod.channel[ch].period) mod.channel[ch].note=np;
mod.channel[ch].semitone=7;
if (mod.channel[ch].period>=120)
mod.channel[ch].semitone=mod.baseperiodtable[mod.channel[ch].note]-mod.baseperiodtable[mod.channel[ch].note+1];
}
// recalc sample speed and apply finetune
if ((mod.channel[ch].flags&1 || mod.flags&2) && mod.channel[ch].voiceperiod)
mod.channel[ch].samplespeed=
(mod.palclock ? 7093789.2 : 7159090.5)/(mod.channel[ch].voiceperiod*2) * mod.finetunetable[mod.sample[mod.channel[ch].sample].finetune+8] / mod.samplerate;
// advance vibrato on each new tick
if (mod.flags&1) {
mod.channel[ch].vibratopos+=mod.channel[ch].vibratospeed;
mod.channel[ch].vibratopos&=0x3f;
}
// mix channel to output
och=och^(ch&1);
f=0.0;
if (mod.channel[ch].noteon) {
if (mod.sample[mod.channel[ch].sample].length > mod.channel[ch].samplepos)
f=(1.0/mod.channels) *
(mod.sample[mod.channel[ch].sample].data[Math.floor(mod.channel[ch].samplepos)]*mod.channel[ch].volume)/64.0;
outp[och]+=f;
mod.channel[ch].samplepos+=mod.channel[ch].samplespeed;
}
if (s===0) mod.vu[ch]=Math.abs(f);
// loop or end samples
if (mod.channel[ch].noteon) {
if (mod.sample[mod.channel[ch].sample].loopstart || mod.sample[mod.channel[ch].sample].looplength) {
if (mod.channel[ch].samplepos >= (mod.sample[mod.channel[ch].sample].loopstart+mod.sample[mod.channel[ch].sample].looplength)) {
mod.channel[ch].samplepos=mod.sample[mod.channel[ch].sample].loopstart;
}
} else {
if (mod.channel[ch].samplepos >= mod.sample[mod.channel[ch].sample].length) {
mod.channel[ch].noteon=0;
}
}
}
// clear channel flags
mod.channel[ch].flags=0;
}
mod.offset++;
mod.flags&=0x70;
}
// a more headphone-friendly stereo separation (aka. betterpaula)
if (mod.separation) {
var t=outp[0];
outp[0]=outp[0]*0.6 + outp[1]*0.4;
outp[1]=outp[1]*0.6 + t*0.4;
}
bufs[0][s]=outp[0];
bufs[1][s]=outp[1];
}
}
//
// tick 0 effect functions
//
Protracker.prototype.effect_t0_0=function(mod, ch) { // 0 arpeggio
mod.channel[ch].arpeggio=mod.channel[ch].data;
}
Protracker.prototype.effect_t0_1=function(mod, ch) { // 1 slide up
if (mod.channel[ch].data) mod.channel[ch].slidespeed=mod.channel[ch].data;
}
Protracker.prototype.effect_t0_2=function(mod, ch) { // 2 slide down
if (mod.channel[ch].data) mod.channel[ch].slidespeed=mod.channel[ch].data;
}
Protracker.prototype.effect_t0_3=function(mod, ch) { // 3 slide to note
if (mod.channel[ch].data) mod.channel[ch].slidetospeed=mod.channel[ch].data;
}
Protracker.prototype.effect_t0_4=function(mod, ch) { // 4 vibrato
if (mod.channel[ch].data&0x0f && mod.channel[ch].data&0xf0) {
mod.channel[ch].vibratodepth=(mod.channel[ch].data&0x0f);
mod.channel[ch].vibratospeed=(mod.channel[ch].data&0xf0)>>4;
}
mod.channel[ch].voiceperiod+=
(mod.channel[ch].vibratodepth/32)*mod.channel[ch].semitone*(mod.vibratotable[mod.channel[ch].vibratowave&3][mod.channel[ch].vibratopos]/127);
mod.channel[ch].flags|=1;
}
Protracker.prototype.effect_t0_5=function(mod, ch) { // 5
}
Protracker.prototype.effect_t0_6=function(mod, ch) { // 6
}
Protracker.prototype.effect_t0_7=function(mod, ch) { // 7
}
Protracker.prototype.effect_t0_8=function(mod, ch) { // 8
}
Protracker.prototype.effect_t0_9=function(mod, ch) { // 9 set sample offset
mod.channel[ch].samplepos=mod.channel[ch].data*256;
}
Protracker.prototype.effect_t0_a=function(mod, ch) { // a
}
Protracker.prototype.effect_t0_b=function(mod, ch) { // b pattern jump
mod.breakrow=0;
mod.patternjump=mod.channel[ch].data;
mod.flags|=16;
}
Protracker.prototype.effect_t0_c=function(mod, ch) { // c set volume
mod.channel[ch].volume=mod.channel[ch].data;
}
Protracker.prototype.effect_t0_d=function(mod, ch) { // d pattern break
mod.breakrow=((mod.channel[ch].data&0xf0)>>4)*10 + (mod.channel[ch].data&0x0f);
if (!(mod.flags&16)) mod.patternjump=mod.position+1;
mod.flags|=16;
}
Protracker.prototype.effect_t0_e=function(mod, ch) { // e
var i=(mod.channel[ch].data&0xf0)>>4;
mod.effects_t0_e[i](mod, ch);
}
Protracker.prototype.effect_t0_f=function(mod, ch) { // f set speed
if (mod.channel[ch].data > 32) {
mod.bpm=mod.channel[ch].data;
} else {
if (mod.channel[ch].data) mod.speed=mod.channel[ch].data;
}
}
//
// tick 0 effect e functions
//
Protracker.prototype.effect_t0_e0=function(mod, ch) { // e0 filter on/off
if (mod.channel[ch].data&0x0f) {
mod.lowpassNode.frequency.value=4280; //3500;
} else {
mod.lowpassNode.frequency.value=28867;
}
}
Protracker.prototype.effect_t0_e1=function(mod, ch) { // e1 fine slide up
mod.channel[ch].period-=mod.channel[ch].data&0x0f;
if (mod.channel[ch].period < 113) mod.channel[ch].period=113;
}
Protracker.prototype.effect_t0_e2=function(mod, ch) { // e2 fine slide down
mod.channel[ch].period+=mod.channel[ch].data&0x0f;
if (mod.channel[ch].period > 856) mod.channel[ch].period=856;
mod.channel[ch].flags|=1;
}
Protracker.prototype.effect_t0_e3=function(mod, ch) { // e3 set glissando
}
Protracker.prototype.effect_t0_e4=function(mod, ch) { // e4 set vibrato waveform
mod.channel[ch].vibratowave=mod.channel[ch].data&0x07;
}
Protracker.prototype.effect_t0_e5=function(mod, ch) { // e5 set finetune
}
Protracker.prototype.effect_t0_e6=function(mod, ch) { // e6 loop pattern
if (mod.channel[ch].data&0x0f) {
if (mod.loopcount) {
mod.loopcount--;
} else {
mod.loopcount=mod.channel[ch].data&0x0f;
}
if (mod.loopcount) mod.flags|=64;
} else {
mod.looprow=mod.row;
}
}
Protracker.prototype.effect_t0_e7=function(mod, ch) { // e7
}
Protracker.prototype.effect_t0_e8=function(mod, ch) { // e8
}
Protracker.prototype.effect_t0_e9=function(mod, ch) { // e9
}
Protracker.prototype.effect_t0_ea=function(mod, ch) { // ea fine volslide up
mod.channel[ch].volume+=mod.channel[ch].data&0x0f;
if (mod.channel[ch].volume > 64) mod.channel[ch].volume=64;
}
Protracker.prototype.effect_t0_eb=function(mod, ch) { // eb fine volslide down
mod.channel[ch].volume-=mod.channel[ch].data&0x0f;
if (mod.channel[ch].volume < 0) mod.channel[ch].volume=0;
}
Protracker.prototype.effect_t0_ec=function(mod, ch) { // ec
}
Protracker.prototype.effect_t0_ed=function(mod, ch) { // ed delay sample
if (mod.tick==(mod.channel[ch].data&0x0f)) {
// start note
var p=mod.patterntable[mod.position];
var pp=mod.row*4*mod.channels + ch*4;
var n=(mod.pattern[p][pp]&0x0f)<<8 | mod.pattern[p][pp+1];
if (n) {
mod.channel[ch].period=n;
mod.channel[ch].voiceperiod=mod.channel[ch].period;
mod.channel[ch].samplepos=0;
if (mod.channel[ch].vibratowave>3) mod.channel[ch].vibratopos=0;
mod.channel[ch].flags|=3; // recalc speed
mod.channel[ch].noteon=1;
}
n=mod.pattern[p][pp+0]&0xf0 | mod.pattern[p][pp+2]>>4;
if (n) {
mod.channel[ch].sample=n-1;
mod.channel[ch].volume=mod.sample[n-1].volume;
}
}
}
Protracker.prototype.effect_t0_ee=function(mod, ch) { // ee delay pattern
mod.patterndelay=mod.channel[ch].data&0x0f;
mod.patternwait=0;
}
Protracker.prototype.effect_t0_ef=function(mod, ch) { // ef
}
//
// tick 1+ effect functions
//
Protracker.prototype.effect_t1_0=function(mod, ch) { // 0 arpeggio
if (mod.channel[ch].data) {
var apn=mod.channel[ch].note;
if ((mod.tick%3)==1) apn+=mod.channel[ch].arpeggio>>4;
if ((mod.tick%3)==2) apn+=mod.channel[ch].arpeggio&0x0f;
if (apn>=0 && apn <= mod.baseperiodtable.length)
mod.channel[ch].voiceperiod = mod.baseperiodtable[apn];
mod.channel[ch].flags|=1;
}
}
Protracker.prototype.effect_t1_1=function(mod, ch) { // 1 slide up
mod.channel[ch].period-=mod.channel[ch].slidespeed;
if (mod.channel[ch].period<113) mod.channel[ch].period=113;
mod.channel[ch].flags|=3; // recalc speed
}
Protracker.prototype.effect_t1_2=function(mod, ch) { // 2 slide down
mod.channel[ch].period+=mod.channel[ch].slidespeed;
if (mod.channel[ch].period>856) mod.channel[ch].period=856;
mod.channel[ch].flags|=3; // recalc speed
}
Protracker.prototype.effect_t1_3=function(mod, ch) { // 3 slide to note
if (mod.channel[ch].period < mod.channel[ch].slideto) {
mod.channel[ch].period+=mod.channel[ch].slidetospeed;
if (mod.channel[ch].period > mod.channel[ch].slideto)
mod.channel[ch].period=mod.channel[ch].slideto;
}
if (mod.channel[ch].period > mod.channel[ch].slideto) {
mod.channel[ch].period-=mod.channel[ch].slidetospeed;
if (mod.channel[ch].period<mod.channel[ch].slideto)
mod.channel[ch].period=mod.channel[ch].slideto;
}
mod.channel[ch].flags|=3; // recalc speed
}
Protracker.prototype.effect_t1_4=function(mod, ch) { // 4 vibrato
mod.channel[ch].voiceperiod+=
(mod.channel[ch].vibratodepth/16)*mod.channel[ch].semitone*(mod.vibratotable[mod.channel[ch].vibratowave&3][mod.channel[ch].vibratopos]/127);
mod.channel[ch].flags|=1;
}
Protracker.prototype.effect_t1_5=function(mod, ch) { // 5 volslide + slide to note
mod.effect_t1_3(mod, ch); // slide to note
mod.effect_t1_a(mod, ch); // volslide
}
Protracker.prototype.effect_t1_6=function(mod, ch) { // 6 volslide + vibrato
mod.effect_t1_4(mod, ch); // vibrato
mod.effect_t1_a(mod, ch); // volslide
}
Protracker.prototype.effect_t1_7=function(mod, ch) { // 7
}
Protracker.prototype.effect_t1_8=function(mod, ch) { // 8
}
Protracker.prototype.effect_t1_9=function(mod, ch) { // 9 set sample offset
}
Protracker.prototype.effect_t1_a=function(mod, ch) { // a volume slide
if (!(mod.channel[ch].data&0x0f)) {
// y is zero, slide up
mod.channel[ch].volume+=(mod.channel[ch].data>>4);
if (mod.channel[ch].volume>64) mod.channel[ch].volume=64;
}
if (!(mod.channel[ch].data&0xf0)) {
// x is zero, slide down
mod.channel[ch].volume-=(mod.channel[ch].data&0x0f);
if (mod.channel[ch].volume<0) mod.channel[ch].volume=0;
}
}
Protracker.prototype.effect_t1_b=function(mod, ch) { // b pattern jump
}
Protracker.prototype.effect_t1_c=function(mod, ch) { // c set volume
}
Protracker.prototype.effect_t1_d=function(mod, ch) { // d pattern break
}
Protracker.prototype.effect_t1_e=function(mod, ch) { // e
var i=(mod.channel[ch].data&0xf0)>>4;
mod.effects_t1_e[i](mod, ch);
}
Protracker.prototype.effect_t1_f=function(mod, ch) { // f
}
//
// tick 1+ effect e functions
//
Protracker.prototype.effect_t1_e0=function(mod, ch) { // e0
}
Protracker.prototype.effect_t1_e1=function(mod, ch) { // e1
}
Protracker.prototype.effect_t1_e2=function(mod, ch) { // e2
}
Protracker.prototype.effect_t1_e3=function(mod, ch) { // e3
}
Protracker.prototype.effect_t1_e4=function(mod, ch) { // e4
}
Protracker.prototype.effect_t1_e5=function(mod, ch) { // e5
}
Protracker.prototype.effect_t1_e6=function(mod, ch) { // e6
}
Protracker.prototype.effect_t1_e7=function(mod, ch) { // e7
}
Protracker.prototype.effect_t1_e8=function(mod, ch) { // e8
}
Protracker.prototype.effect_t1_e9=function(mod, ch) { // e9 retrig sample
if (mod.tick%(mod.channel[ch].data&0x0f)===0)
mod.channel[ch].samplepos=0;
}
Protracker.prototype.effect_t1_ea=function(mod, ch) { // ea
}
Protracker.prototype.effect_t1_eb=function(mod, ch) { // eb
}
Protracker.prototype.effect_t1_ec=function(mod, ch) { // ec cut sample
if (mod.tick==(mod.channel[ch].data&0x0f))
mod.channel[ch].volume=0;
}
Protracker.prototype.effect_t1_ed=function(mod, ch) { // ed delay sample
mod.effect_t0_ed(mod, ch);
}
Protracker.prototype.effect_t1_ee=function(mod, ch) { // ee
}
Protracker.prototype.effect_t1_ef=function(mod, ch) { // ef
}

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@ -1,287 +0,0 @@
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2014 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* Javascript QuadTree
* @version 1.0
* @author Timo Hausmann
*
* @version 1.2, September 4th 2013
* @author Richard Davey
* The original code was a conversion of the Java code posted to GameDevTuts. However I've tweaked
* it massively to add node indexing, removed lots of temp. var creation and significantly
* increased performance as a result.
*
* Original version at https://github.com/timohausmann/quadtree-js/
*/
/**
* @copyright © 2012 Timo Hausmann
*
* Permission is hereby granted, free of charge, to any person obtaining
* a copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, sublicense, and/or sell copies of the Software, and to
* permit persons to whom the Software is furnished to do so, subject to
* the following conditions:
*
* The above copyright notice and this permission notice shall be
* included in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE
* LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
* OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
* WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
/**
* QuadTree Constructor
*
* @class Phaser.QuadTree
* @classdesc A QuadTree implementation. The original code was a conversion of the Java code posted to GameDevTuts.
* However I've tweaked it massively to add node indexing, removed lots of temp. var creation and significantly increased performance as a result.
* Original version at https://github.com/timohausmann/quadtree-js/
* @constructor
* @param {number} x - The top left coordinate of the quadtree.
* @param {number} y - The top left coordinate of the quadtree.
* @param {number} width - The width of the quadtree in pixels.
* @param {number} height - The height of the quadtree in pixels.
* @param {number} [maxObjects=10] - The maximum number of objects per node.
* @param {number} [maxLevels=4] - The maximum number of levels to iterate to.
* @param {number} [level=0] - Which level is this?
*/
Phaser.QuadTree = function (x, y, width, height, maxObjects, maxLevels, level) {
this.maxObjects = maxObjects || 10;
this.maxLevels = maxLevels || 4;
this.level = level || 0;
this.bounds = {
x: Math.round(x),
y: Math.round(y),
width: width,
height: height,
subWidth: Math.floor(width / 2),
subHeight: Math.floor(height / 2),
right: Math.round(x) + Math.floor(width / 2),
bottom: Math.round(y) + Math.floor(height / 2)
};
this.objects = [];
this.nodes = [];
};
Phaser.QuadTree.prototype = {
/*
* Populates this quadtree with the members of the given Group.
*
* @method Phaser.QuadTree#populate
* @param {Phaser.Group} group - The Group to add to the quadtree.
*/
populate: function (group) {
group.forEach(this.populateHandler, this, true);
},
/*
* Handler for the populate method.
*
* @method Phaser.QuadTree#populateHandler
* @param {Phaser.Sprite} sprite - The Sprite to check.
*/
populateHandler: function (sprite) {
if (sprite.body && sprite.body.checkCollision.none === false && sprite.alive)
{
this.insert(sprite.body);
}
},
/*
* Split the node into 4 subnodes
*
* @method Phaser.QuadTree#split
*/
split: function () {
this.level++;
// top right node
this.nodes[0] = new Phaser.QuadTree(this.bounds.right, this.bounds.y, this.bounds.subWidth, this.bounds.subHeight, this.maxObjects, this.maxLevels, this.level);
// top left node
this.nodes[1] = new Phaser.QuadTree(this.bounds.x, this.bounds.y, this.bounds.subWidth, this.bounds.subHeight, this.maxObjects, this.maxLevels, this.level);
// bottom left node
this.nodes[2] = new Phaser.QuadTree(this.bounds.x, this.bounds.bottom, this.bounds.subWidth, this.bounds.subHeight, this.maxObjects, this.maxLevels, this.level);
// bottom right node
this.nodes[3] = new Phaser.QuadTree(this.bounds.right, this.bounds.bottom, this.bounds.subWidth, this.bounds.subHeight, this.maxObjects, this.maxLevels, this.level);
},
/*
* Insert the object into the node. If the node exceeds the capacity, it will split and add all objects to their corresponding subnodes.
*
* @method Phaser.QuadTree#insert
* @param {Phaser.Physics.Arcade.Body|object} body - The Body object to insert into the quadtree.
*/
insert: function (body) {
var i = 0;
var index;
// if we have subnodes ...
if (this.nodes[0] != null)
{
index = this.getIndex(body);
if (index !== -1)
{
this.nodes[index].insert(body);
return;
}
}
this.objects.push(body);
if (this.objects.length > this.maxObjects && this.level < this.maxLevels)
{
// Split if we don't already have subnodes
if (this.nodes[0] == null)
{
this.split();
}
// Add objects to subnodes
while (i < this.objects.length)
{
index = this.getIndex(this.objects[i]);
if (index !== -1)
{
// this is expensive - see what we can do about it
this.nodes[index].insert(this.objects.splice(i, 1)[0]);
}
else
{
i++;
}
}
}
},
/*
* Determine which node the object belongs to.
*
* @method Phaser.QuadTree#getIndex
* @param {Phaser.Rectangle|object} rect - The bounds in which to check.
* @return {number} index - Index of the subnode (0-3), or -1 if rect cannot completely fit within a subnode and is part of the parent node.
*/
getIndex: function (rect) {
// default is that rect doesn't fit, i.e. it straddles the internal quadrants
var index = -1;
if (rect.x < this.bounds.right && rect.right < this.bounds.right)
{
if ((rect.y < this.bounds.bottom && rect.bottom < this.bounds.bottom))
{
// rect fits within the top-left quadrant of this quadtree
index = 1;
}
else if ((rect.y > this.bounds.bottom))
{
// rect fits within the bottom-left quadrant of this quadtree
index = 2;
}
}
else if (rect.x > this.bounds.right)
{
// rect can completely fit within the right quadrants
if ((rect.y < this.bounds.bottom && rect.bottom < this.bounds.bottom))
{
// rect fits within the top-right quadrant of this quadtree
index = 0;
}
else if ((rect.y > this.bounds.bottom))
{
// rect fits within the bottom-right quadrant of this quadtree
index = 3;
}
}
return index;
},
/*
* Return all objects that could collide with the given Sprite.
*
* @method Phaser.QuadTree#retrieve
* @param {Phaser.Sprite} sprite - The sprite to check against.
* @return {array} - Array with all detected objects.
*/
retrieve: function (sprite) {
var returnObjects = this.objects;
sprite.body.quadTreeIndex = this.getIndex(sprite.body);
// Temp store for the node IDs this sprite is in, we can use this for fast elimination later
// sprite.body.quadTreeIDs.push(this.ID);
if (this.nodes[0])
{
// if rect fits into a subnode ..
if (sprite.body.quadTreeIndex !== -1)
{
returnObjects = returnObjects.concat(this.nodes[sprite.body.quadTreeIndex].retrieve(sprite));
}
else
{
// if rect does not fit into a subnode, check it against all subnodes (unrolled for speed)
returnObjects = returnObjects.concat(this.nodes[0].retrieve(sprite));
returnObjects = returnObjects.concat(this.nodes[1].retrieve(sprite));
returnObjects = returnObjects.concat(this.nodes[2].retrieve(sprite));
returnObjects = returnObjects.concat(this.nodes[3].retrieve(sprite));
}
}
return returnObjects;
},
/*
* Clear the quadtree.
* @method Phaser.QuadTree#clear
*/
clear: function () {
this.objects = [];
for (var i = 0, len = this.nodes.length; i < len; i++)
{
if (this.nodes[i])
{
this.nodes[i].clear();
delete this.nodes[i];
}
}
}
};
Phaser.QuadTree.prototype.constructor = Phaser.QuadTree;

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@ -1,37 +0,0 @@
/**
* A Sample Plugin demonstrating how to hook into the Phaser plugin system.
*/
Phaser.Plugin.SamplePlugin = function (game, parent) {
Phaser.Plugin.call(this, game, parent);
this.sprite = null;
};
// Extends the Phaser.Plugin template, setting up values we need
Phaser.Plugin.SamplePlugin.prototype = Object.create(Phaser.Plugin.prototype);
Phaser.Plugin.SamplePlugin.prototype.constructor = Phaser.Plugin.SamplePlugin;
/**
* Add a Sprite reference to this Plugin.
* All this plugin does is move the Sprite across the screen slowly.
* @type {Phaser.Sprite}
*/
Phaser.Plugin.SamplePlugin.prototype.addSprite = function (sprite) {
this.sprite = sprite;
};
/**
* This is run when the plugins update during the core game loop.
*/
Phaser.Plugin.SamplePlugin.prototype.update = function () {
if (this.sprite)
{
this.sprite.x += 0.5;
}
};

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@ -1,653 +0,0 @@
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2014 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* Creates an object that is placed within a layer of a Phaser.Tilemap and can be moved around and rotated using the direction commands.
*
* @class Phaser.Plugin.TilemapWalker
* @constructor
* @param {Phaser.Game} game - Game reference to the currently running game.
* @param {Phaser.Tilemap} map - A reference to the Tilemap this TilemapWalker belongs to.
* @param {number|string|Phaser.TilemapLayer} [layer] - The layer to operate on. If not given will default to this.currentLayer.
* @param {number} x - X position of the top left of the area to copy (given in tiles, not pixels)
* @param {number} y - Y position of the top left of the area to copy (given in tiles, not pixels)
* @return {Phaser.Plugin.TilemapWalker}
*/
Phaser.Plugin.TilemapWalker = function (game, map, layer, x, y) {
/**
* @property {Phaser.Game} game - A reference to the currently running Game.
*/
this.game = game;
/**
* @property {Phaser.Tilemap} map - A reference to the Tilemap this TilemapWalker belongs to.
*/
this.map = map;
/**
* @property {number} locationLayer - The current layer of the location marker.
*/
this.locationLayer = map.getLayer(layer);
/**
* @property {Phaser.Point} location - The current marker location. You can move the marker with the movement methods.
*/
this.location = new Phaser.Point();
/**
* @property {number} facing - The direction the location marker is facing. You can rotate it using the turn and face methods.
* @default
*/
this.facing = Phaser.Tilemap.NORTH;
/**
* @property {boolean} collides - Does the TilemapWalker collide with the tiles in the map set for collision? If so it cannot move through them.
* @default
*/
this.collides = true;
/**
* @property {array} history - An array containing a history of movements through the map.
*/
this.history = [];
// TODO: History limit, History scan, record how many times walker has been on a tile before
if (typeof x !== 'undefined' && typeof y !== 'undefined')
{
this.setLocation(x, y);
}
return this;
};
Phaser.Plugin.TilemapWalker.prototype = {
/**
* Sets the location marker to the given x/y coordinates within the map.
* Once set you can move the marker around via the movement and turn methods.
*
* @method Phaser.Tilemap#setLocation
* @param {number} x - X position of the top left of the area to copy (given in tiles, not pixels)
* @param {number} y - Y position of the top left of the area to copy (given in tiles, not pixels)
* @param {number|string|Phaser.TilemapLayer} [layer] - The layer to operate on. If not given will default to this.currentLayer.
* @return {boolean} True if the location could be set, otherwise false.
*/
setLocation: function (x, y, layer) {
if (this.checkTile(x, y))
{
this.location.set(x, y);
this.history.push( { x: x, y: y });
return true;
}
return false;
},
/**
* Checks if the given x/y coordinate has a tile into which we can move.
*
* @method Phaser.Tilemap#checkTile
* @param {number} x - X position of the top left of the area to copy (given in tiles, not pixels)
* @param {number} y - Y position of the top left of the area to copy (given in tiles, not pixels)
* @return {boolean} True if the location can be moved into, false if not.
*/
checkTile: function (x, y) {
if (this.map.hasTile(x, y, this.locationLayer))
{
if (this.collides)
{
var tile = this.map.getTile(x, y, this.locationLayer);
if (tile && tile.collides)
{
return false;
}
}
return true;
}
return false;
},
updateLocation: function (x, y) {
if (this.checkTile(this.location.x + x, this.location.y + y, this.locationLayer))
{
this.location.set(this.location.x + x, this.location.y + y);
this.history.push( { x: x, y: y });
return true;
}
return false;
},
moveForward: function () {
if (this.facing === Phaser.Tilemap.NORTH)
{
return this.updateLocation(0, -1);
}
else if (this.facing === Phaser.Tilemap.EAST)
{
return this.updateLocation(1, 0);
}
else if (this.facing === Phaser.Tilemap.SOUTH)
{
return this.updateLocation(0, 1);
}
else if (this.facing === Phaser.Tilemap.WEST)
{
return this.updateLocation(-1, 0);
}
},
moveBackward: function () {
if (this.facing === Phaser.Tilemap.NORTH)
{
return this.updateLocation(0, 1);
}
else if (this.facing === Phaser.Tilemap.EAST)
{
return this.updateLocation(-1, 0);
}
else if (this.facing === Phaser.Tilemap.SOUTH)
{
return this.updateLocation(0, -1);
}
else if (this.facing === Phaser.Tilemap.WEST)
{
return this.updateLocation(1, 0);
}
},
moveLeft: function () {
if (this.facing === Phaser.Tilemap.NORTH)
{
return this.updateLocation(-1, 0);
}
else if (this.facing === Phaser.Tilemap.EAST)
{
return this.updateLocation(0, -1);
}
else if (this.facing === Phaser.Tilemap.SOUTH)
{
return this.updateLocation(1, 0);
}
else if (this.facing === Phaser.Tilemap.WEST)
{
return this.updateLocation(0, 1);
}
},
moveRight: function () {
if (this.facing === Phaser.Tilemap.NORTH)
{
return this.updateLocation(1, 0);
}
else if (this.facing === Phaser.Tilemap.EAST)
{
return this.updateLocation(0, 1);
}
else if (this.facing === Phaser.Tilemap.SOUTH)
{
return this.updateLocation(-1, 0);
}
else if (this.facing === Phaser.Tilemap.WEST)
{
return this.updateLocation(0, -1);
}
},
turnLeft: function () {
this.facing--;
if (this.facing === -1)
{
this.facing = 3;
}
},
turnRight: function () {
this.facing++;
if (this.facing === 4)
{
this.facing = 0;
}
},
putTile: function (index) {
this.map.putTile(index, this.location.x, this.location.y, this.locationLayer);
},
getTileFromLocation: function (x, y) {
return this.map.getTile(this.location.x + x, this.location.y + y, this.locationLayer, true);
},
getTile: function () {
return this.map.getTile(this.location.x, this.location.y, this.locationLayer, true);
},
getTiles: function (width, height, center) {
var startX;
var startX;
var endX;
var endY;
var incX;
var incY;
var hw = Math.floor(width / 2);
var hh = Math.floor(height / 2);
// For now we assume that center = bottom middle tile
if (this.facing === Phaser.Tilemap.NORTH)
{
startX = this.location.x - hw;
endX = this.location.x + hw;
incX = 1;
// bottom middle align
startY = this.location.y - (height - 1);
endY = this.location.y;
incY = 1;
}
else if (this.facing === Phaser.Tilemap.EAST)
{
startX = this.location.x;
endX = this.location.x + (width - 1);
incX = 1;
// bottom middle align
startY = this.location.y - hh;
endY = this.location.y + hh;
incY = 1;
}
else if (this.facing === Phaser.Tilemap.SOUTH)
{
startX = this.location.x - hw;
endX = this.location.x + hw;
incX = 1;
// bottom middle align
startY = this.location.y;
endY = this.location.y + (height - 1);
incY = 1;
}
else if (this.facing === Phaser.Tilemap.WEST)
{
startX = this.location.x - (width - 1);
endX = this.location.x;
incX = 1;
// bottom middle align
startY = this.location.y - hh;
endY = this.location.y + hh;
incY = 1;
}
var output = [];
var row = [];
for (var y = startY; y <= endY; y += incY)
{
row = [];
for (var x = startX; x <= endX; x += incX)
{
var tile = this.map.getTile(x, y, this.locationLayer, true);
if (tile)
{
row.push(tile.index);
}
else
{
// out of bounds, so block it off
row.push(2);
}
}
output.push(row);
}
// console.log(printMatrix(output));
if (this.facing === Phaser.Tilemap.EAST)
{
output = rotateMatrix(output, 90);
}
else if (this.facing === Phaser.Tilemap.SOUTH)
{
output = rotateMatrix(output, 180);
}
else if (this.facing === Phaser.Tilemap.WEST)
{
output = rotateMatrix(output, -90);
}
// console.log('rotate');
console.log(printMatrix(output));
return output;
},
getTileAhead: function (distance) {
if (typeof distance === 'undefined') { distance = 1; }
if (this.facing === Phaser.Tilemap.NORTH)
{
return this.getTileFromLocation(0, -distance);
}
else if (this.facing === Phaser.Tilemap.EAST)
{
return this.getTileFromLocation(distance, 0);
}
else if (this.facing === Phaser.Tilemap.SOUTH)
{
return this.getTileFromLocation(0, distance);
}
else if (this.facing === Phaser.Tilemap.WEST)
{
return this.getTileFromLocation(-distance, 0);
}
},
getTileAheadLeft: function (distance) {
if (typeof distance === 'undefined') { distance = 1; }
if (this.facing === Phaser.Tilemap.NORTH)
{
return this.getTileFromLocation(-distance, -distance);
}
else if (this.facing === Phaser.Tilemap.EAST)
{
return this.getTileFromLocation(distance, -distance);
}
else if (this.facing === Phaser.Tilemap.SOUTH)
{
return this.getTileFromLocation(distance, distance);
}
else if (this.facing === Phaser.Tilemap.WEST)
{
return this.getTileFromLocation(-distance, distance);
}
},
getTileAheadRight: function (distance) {
if (typeof distance === 'undefined') { distance = 1; }
if (this.facing === Phaser.Tilemap.NORTH)
{
return this.getTileFromLocation(distance, -distance);
}
else if (this.facing === Phaser.Tilemap.EAST)
{
return this.getTileFromLocation(distance, distance);
}
else if (this.facing === Phaser.Tilemap.SOUTH)
{
return this.getTileFromLocation(-distance, distance);
}
else if (this.facing === Phaser.Tilemap.WEST)
{
return this.getTileFromLocation(-distance, -distance);
}
},
getTileBehind: function (distance) {
if (typeof distance === 'undefined') { distance = 1; }
if (this.facing === Phaser.Tilemap.NORTH)
{
return this.getTileFromLocation(0, distance);
}
else if (this.facing === Phaser.Tilemap.EAST)
{
return this.getTileFromLocation(-distance, 0);
}
else if (this.facing === Phaser.Tilemap.SOUTH)
{
return this.getTileFromLocation(0, -distance);
}
else if (this.facing === Phaser.Tilemap.WEST)
{
return this.getTileFromLocation(distance, 0);
}
},
getTileBehindLeft: function (distance) {
if (typeof distance === 'undefined') { distance = 1; }
if (this.facing === Phaser.Tilemap.NORTH)
{
return this.getTileFromLocation(-distance, distance);
}
else if (this.facing === Phaser.Tilemap.EAST)
{
return this.getTileFromLocation(-distance, -distance);
}
else if (this.facing === Phaser.Tilemap.SOUTH)
{
return this.getTileFromLocation(distance, -distance);
}
else if (this.facing === Phaser.Tilemap.WEST)
{
return this.getTileFromLocation(distance, distance);
}
},
getTileBehindRight: function (distance) {
if (typeof distance === 'undefined') { distance = 1; }
if (this.facing === Phaser.Tilemap.NORTH)
{
return this.getTileFromLocation(distance, distance);
}
else if (this.facing === Phaser.Tilemap.EAST)
{
return this.getTileFromLocation(-distance, distance);
}
else if (this.facing === Phaser.Tilemap.SOUTH)
{
return this.getTileFromLocation(-distance, -distance);
}
else if (this.facing === Phaser.Tilemap.WEST)
{
return this.getTileFromLocation(distance, -distance);
}
},
getTileLeft: function (distance) {
if (typeof distance === 'undefined') { distance = 1; }
if (this.facing === Phaser.Tilemap.NORTH)
{
return this.getTileFromLocation(-distance, 0);
}
else if (this.facing === Phaser.Tilemap.EAST)
{
return this.getTileFromLocation(0, -distance);
}
else if (this.facing === Phaser.Tilemap.SOUTH)
{
return this.getTileFromLocation(distance, 0);
}
else if (this.facing === Phaser.Tilemap.WEST)
{
return this.getTileFromLocation(0, distance);
}
},
getTileRight: function (distance) {
if (typeof distance === 'undefined') { distance = 1; }
if (this.facing === Phaser.Tilemap.NORTH)
{
return this.getTileFromLocation(distance, 0);
}
else if (this.facing === Phaser.Tilemap.EAST)
{
return this.getTileFromLocation(0, distance);
}
else if (this.facing === Phaser.Tilemap.SOUTH)
{
return this.getTileFromLocation(-distance, 0);
}
else if (this.facing === Phaser.Tilemap.WEST)
{
return this.getTileFromLocation(0, -distance);
}
}
};
// Original from http://jsfiddle.net/MrPolywhirl/NH42z/ - tided up and de-globalised by Richard Davey
var rotateMatrix = function (matrix, direction) {
direction = ((direction % 360) + 360) % 360;
var ret = matrix;
var transpose = function (m) {
var result = new Array(m[0].length);
for (var i = 0; i < m[0].length; i++) {
result[i] = new Array(m.length - 1);
for (var j = m.length - 1; j > -1; j--) {
result[i][j] = m[j][i];
}
}
return result;
};
var reverseRows = function (m) {
return m.reverse();
};
var reverseCols = function (m) {
for (var i = 0; i < m.length; i++) {
m[i].reverse();
}
return m;
};
var rotate90Left = function (m) {
m = transpose(m);
m = reverseRows(m);
return m;
};
var rotate90Right = function (m) {
m = reverseRows(m);
m = transpose(m);
return m;
};
var rotate180 = function (m) {
m = reverseCols(m);
m = reverseRows(m);
return m;
};
if (direction == 90 || direction == -270) {
return rotate90Left(ret);
} else if (direction == -90 || direction == 270) {
return rotate90Right(ret);
} else if (Math.abs(direction) == 180) {
return rotate180(ret);
}
return matrix;
};
var pad = function (val, amt, ch) {
ch = typeof ch !== 'undefined' ? ch : ' ';
var str = val
var max = Math.abs(amt);
while (str.length < max) {
if (amt < 0) {
str += ch;
} else {
str = ch + str;
}
}
return str;
};
var printMatrix = function (matrix) {
var str = '';
for (var r = 0; r < matrix.length; r++) {
for (var c = 0; c < matrix[r].length; c++) {
var cell = matrix[r][c].toString();
if (cell != 'undefined') {
str += pad(cell, 2);
} else {
str += '?';
}
if (c < matrix[r].length - 1) {
str += ' |';
}
}
if (r < matrix.length - 1) {
str += '\n';
for (var i = 0; i < matrix[r].length; i++) {
str += '---'
if (i < matrix[r].length - 1) {
str += '+';
}
}
str += '\n';
}
}
return str;
};

View file

@ -1,185 +0,0 @@
/**
* A Virtual Joystick
*/
Phaser.Plugin.VirtualJoystick = function (game, parent) {
Phaser.Plugin.call(this, game, parent);
this.x = 0;
this.y = 0;
this.limit = 10;
this.baseCircle;
this.baseBMD;
this.nubBMD;
this.base;
this.nub;
this.baseCenter;
this.nubCenter;
this.isDragging = false;
this.angle = 0;
this.distance = 0;
this.force = 0;
this.deltaX = 0;
this.deltaY = 0;
this.speed = 0;
};
Phaser.Plugin.VirtualJoystick.prototype = Object.create(Phaser.Plugin.prototype);
Phaser.Plugin.VirtualJoystick.prototype.constructor = Phaser.Plugin.VirtualJoystick;
Phaser.Plugin.VirtualJoystick.prototype.init = function (x, y, diameter, limit) {
if (typeof diameter === 'undefined') { diameter = 80; }
if (typeof limit === 'undefined') { limit = Math.floor(diameter / 2); }
this.x = x;
this.y = y;
var radius = Math.floor(diameter / 2);
var nr = radius - 4;
this.baseCircle = new Phaser.Circle(x, y, diameter);
this.baseBMD = this.game.make.bitmapData(diameter, diameter);
this.nubBMD = this.game.make.bitmapData(nr * 2, nr * 2);
this.baseBMD.circle(radius, radius, radius, 'rgb(255, 0, 0)');
this.nubBMD.circle(nr, nr, nr, 'rgb(0, 255, 0)');
// Base
this.base = this.game.add.sprite(x, y, this.baseBMD);
this.base.anchor.set(0.5);
// Nub
this.nub = this.game.add.sprite(x, y, this.nubBMD);
this.nub.anchor.set(0.5);
this.nub.inputEnabled = true;
this.nub.events.onInputDown.add(this.startDrag, this);
this.nub.events.onInputUp.add(this.stopDrag, this);
// Need to find a way to not hog this callback
this.game.input.setMoveCallback(this.move, this);
this.isDragging = false;
this.distance = 0;
this.speed = 0;
this.force = 0;
this.limit = limit;
this.limitPoint = new Phaser.Point();
this.location = new Phaser.Point();
}
Phaser.Plugin.VirtualJoystick.prototype.startDrag = function (nub, pointer) {
this.isDragging = true;
this.location.set(pointer.x, pointer.y);
this.distance = Phaser.Point.distance(this.base, this.location, true);
this.angle = this.game.math.wrapAngle(this.location.angle(this.base, true) + 180);
this.force = this.game.math.percent(this.distance, this.limit);
};
Phaser.Plugin.VirtualJoystick.prototype.stopDrag = function (nub, pointer) {
this.isDragging = false;
this.distance = 0;
this.angle = 0;
this.force = 0;
this.nub.x = this.base.x;
this.nub.y = this.base.y;
this.limitPoint.set(this.base.x, this.base.y);
};
Phaser.Plugin.VirtualJoystick.prototype.move = function (pointer, x, y) {
if (!this.isDragging)
{
return;
}
this.location.set(x, y);
this.distance = Phaser.Point.distance(this.base, this.location, true);
this.angle = this.game.math.wrapAngle(this.location.angle(this.base, true) + 180);
this.force = this.game.math.percent(this.distance, this.limit);
if (this.distance < this.limit)
{
this.limitPoint.copyFrom(this.location);
}
else
{
this.baseCircle.circumferencePoint(this.angle, true, this.limitPoint);
}
this.nub.position.set(this.limitPoint.x, this.limitPoint.y);
};
/**
* Given the speed calculate the velocity and return it as a Point object, or set it to the given point object.
* One way to use this is: velocityFromAngle(angle, 200, sprite.velocity) which will set the values directly to the sprites velocity and not create a new Point object.
*
* @method Phaser.Plugin.VirtualJoystick#setVelocity
* @param {Phaser.Sprite} sprite - The Sprite to set the velocity on. The Sprite must have a physics body already set. The value will be set into Sprite.body.velocity.
* @param {number} [minSpeed=0] - The minimum speed the Sprite will move if the joystick is at its default (non-moved) position.
* @param {number} [maxSpeed=100] - The maximum speed the Sprite will move if the joystick is at its full extent.
* @return {Phaser.Sprite} The Sprite object.
*/
Phaser.Plugin.VirtualJoystick.prototype.setVelocity = function (sprite, minSpeed, maxSpeed) {
if (typeof minSpeed === 'undefined') { minSpeed = 0; }
if (typeof maxSpeed === 'undefined') { maxSpeed = 200; }
if (this.force === 0 && minSpeed === 0)
{
sprite.body.velocity.set(0, 0);
}
else
{
var speed = (maxSpeed - minSpeed) * this.force;
sprite.body.velocity.set((Math.cos(this.game.math.degToRad(this.angle)) * speed), (Math.sin(this.game.math.degToRad(this.angle)) * speed));
}
return sprite;
};
Phaser.Plugin.VirtualJoystick.prototype.update = function () {
};
Phaser.Plugin.VirtualJoystick.prototype.render = function () {
this.game.debug.text('force: ' + this.force, 32, 32);
// this.game.debug.text(this.distance, 32, 32);
// this.game.debug.text(this.angle, 132, 32);
// this.game.debug.text('x: ' + this.location.x + ' y: ' + this.location.y, 32, 64);
// this.game.debug.text('x: ' + this.limitPoint.x + ' y: ' + this.limitPoint.y, 32, 64);
// this.game.debug.text('x: ' + this.prev.x + ' y: ' + this.prev.y, 32, 64);
// this.game.debug.text(Phaser.Point.distance(this.base, this.prev, true), 32, 96);
this.game.debug.geom(this.limitPoint, 'rgb(255,255,0)');
};

View file

@ -1,92 +0,0 @@
/**
* Provides access to the Webcam (if available)
*/
Phaser.Plugin.Webcam = function (game, parent) {
Phaser.Plugin.call(this, game, parent);
if (!game.device.getUserMedia)
{
return false;
}
navigator.getUserMedia = navigator.getUserMedia || navigator.webkitGetUserMedia || navigator.mozGetUserMedia || navigator.msGetUserMedia;
this.context = null;
this.stream = null;
this.video = document.createElement('video');
this.video.autoplay = true;
};
Phaser.Plugin.Webcam.prototype = Object.create(Phaser.Plugin.prototype);
Phaser.Plugin.Webcam.prototype.constructor = Phaser.Plugin.Webcam;
Phaser.Plugin.Webcam.prototype.start = function (width, height, context) {
// console.log('Webcam start', width, height);
this.context = context;
if (!this.stream)
{
navigator.getUserMedia( { video: { mandatory: { minWidth: width, minHeight: height } } }, this.connectCallback.bind(this), this.errorCallback.bind(this));
}
};
Phaser.Plugin.Webcam.prototype.stop = function () {
if (this.stream)
{
this.stream.stop();
this.stream = null;
}
};
Phaser.Plugin.Webcam.prototype.connectCallback = function (stream) {
this.stream = stream;
this.video.src = window.URL.createObjectURL(this.stream);
};
Phaser.Plugin.Webcam.prototype.errorCallback = function (e) {
console.log('Video Stream rejected', e);
};
Phaser.Plugin.Webcam.prototype.grab = function (context, x, y) {
if (this.stream)
{
context.drawImage(this.video, x, y);
}
};
Phaser.Plugin.Webcam.prototype.update = function () {
if (this.stream)
{
this.context.drawImage(this.video, 0, 0);
}
};
/**
* @name Phaser.Plugin.Webcam#active
* @property {boolean} active - Is this Webcam plugin capturing a video stream or not?
* @readonly
*/
Object.defineProperty(Phaser.Plugin.Webcam.prototype, "active", {
get: function() {
return (this.stream);
}
});

View file

@ -0,0 +1,3 @@
Phaser Plugins used to be bundled in the main Phaser repo, but in order to help with versioning we've moved them to their own repository:
https://github.com/photonstorm/phaser-plugins

View file

@ -341,11 +341,16 @@ Phaser.Stage.prototype.visibilityChange = function (event) {
*/
Phaser.Stage.prototype.setBackgroundColor = function(backgroundColor)
{
// console.log('setBackgroundColor');
this._backgroundColor = backgroundColor || 0x000000;
this.backgroundColorSplit = PIXI.hex2rgb(this.backgroundColor);
var hex = this._backgroundColor.toString(16);
hex = '000000'.substr(0, 6 - hex.length) + hex;
this.backgroundColorString = '#' + hex;
// console.log(this._backgroundColor);
// console.log(this.backgroundColorSplit);
// console.log(hex);
// console.log(this.backgroundColorString);
};
/**
@ -366,7 +371,9 @@ Object.defineProperty(Phaser.Stage.prototype, "backgroundColor", {
{
if (typeof color === 'string')
{
// console.log(color);
color = Phaser.Color.hexToRGB(color);
// console.log(color);
}
this.setBackgroundColor(color);