mirror of
https://github.com/photonstorm/phaser
synced 2024-11-24 21:53:59 +00:00
Refactoring of the codebase finished. All classes updated. Ready for final push to 1.0 release.
This commit is contained in:
parent
6bb4c5e3fc
commit
64d57b8e05
109 changed files with 3458 additions and 3227 deletions
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Docs/phaser_cams.png
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@ -7,7 +7,7 @@
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module Phaser {
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export class Animations {
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export class AnimationManager {
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constructor(game: Game, parent: Sprite) {
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@ -56,17 +56,17 @@ module Phaser {
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public isGroup: bool;
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/**
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* Controls whether <code>update()</code> and <code>draw()</code> are automatically called by FlxState/FlxGroup.
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* Controls whether <code>update()</code> and <code>draw()</code> are automatically called by State/Group.
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*/
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public exists: bool;
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/**
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* Controls whether <code>update()</code> is automatically called by FlxState/FlxGroup.
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* Controls whether <code>update()</code> is automatically called by State/Group.
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*/
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public active: bool;
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/**
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* Controls whether <code>draw()</code> is automatically called by FlxState/FlxGroup.
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* Controls whether <code>draw()</code> is automatically called by State/Group.
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*/
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public visible: bool;
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@ -125,7 +125,7 @@ module Phaser {
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/**
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* Handy for bringing game objects "back to life". Just sets alive and exists back to true.
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* In practice, this is most often called by <code>FlxObject.reset()</code>.
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* In practice, this is most often called by <code>Object.reset()</code>.
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*/
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public revive() {
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this.alive = true;
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@ -10,7 +10,7 @@
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module Phaser {
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export class Cameras {
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export class CameraManager {
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constructor(game: Game, x: number, y: number, width: number, height: number) {
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@ -1,7 +1,7 @@
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/// <reference path="Animations.ts" />
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/// <reference path="AnimationManager.ts" />
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/// <reference path="Basic.ts" />
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/// <reference path="Cache.ts" />
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/// <reference path="Cameras.ts" />
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/// <reference path="CameraManager.ts" />
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/// <reference path="Collision.ts" />
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/// <reference path="DynamicTexture.ts" />
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/// <reference path="GameMath.ts" />
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@ -858,8 +858,8 @@ module Phaser {
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/**
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* Fetch a random entry from the given array.
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* Will return null if random selection is missing, or array has no entries.
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* <code>FlxG.getRandom()</code> is deterministic and safe for use with replays/recordings.
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* HOWEVER, <code>FlxU.getRandom()</code> is NOT deterministic and unsafe for use with replays/recordings.
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* <code>G.getRandom()</code> is deterministic and safe for use with replays/recordings.
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* HOWEVER, <code>U.getRandom()</code> is NOT deterministic and unsafe for use with replays/recordings.
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*
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* @param Objects An array of objects.
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* @param StartIndex Optional offset off the front of the array. Default value is 0, or the beginning of the array.
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@ -60,7 +60,7 @@ module Phaser {
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private _maxSize: number;
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/**
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* Internal helper variable for recycling objects a la <code>FlxEmitter</code>.
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* Internal helper variable for recycling objects a la <code>Emitter</code>.
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*/
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private _marker: number;
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@ -185,7 +185,7 @@ module Phaser {
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}
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/**
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* Adds a new <code>Basic</code> subclass (Basic, FlxBasic, Enemy, etc) to the group.
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* Adds a new <code>Basic</code> subclass (Basic, Basic, Enemy, etc) to the group.
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* Group will try to replace a null member of the array first.
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* Failing that, Group will add it to the end of the member array,
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* assuming there is room for it, and doubling the size of the array if necessary.
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@ -275,7 +275,7 @@ module Phaser {
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* and no object class was provided, it will return null
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* instead of a valid object!</p>
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*
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* @param ObjectClass The class type you want to recycle (e.g. FlxBasic, EvilRobot, etc). Do NOT "new" the class in the parameter!
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* @param ObjectClass The class type you want to recycle (e.g. Basic, EvilRobot, etc). Do NOT "new" the class in the parameter!
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*
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* @return A reference to the object that was created. Don't forget to cast it back to the Class you want (e.g. myObject = myGroup.recycle(myObjectClass) as myObjectClass;).
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*/
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@ -382,7 +382,7 @@ module Phaser {
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* Call this function to sort the group according to a particular value and order.
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* For example, to sort game objects for Zelda-style overlaps you might call
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* <code>myGroup.sort("y",Group.ASCENDING)</code> at the bottom of your
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* <code>FlxState.update()</code> override. To sort all existing objects after
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* <code>State.update()</code> override. To sort all existing objects after
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* a big explosion or bomb attack, you might call <code>myGroup.sort("exists",Group.DESCENDING)</code>.
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*
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* @param Index The <code>string</code> name of the member variable you want to sort on. Default value is "y".
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@ -696,7 +696,7 @@ module Phaser {
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}
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/**
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* Remove all instances of <code>Basic</code> subclass (FlxBasic, FlxBlock, etc) from the list.
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* Remove all instances of <code>Basic</code> subclass (Basic, Block, etc) from the list.
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* WARNING: does not destroy() or kill() any of these objects!
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*/
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public clear() {
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@ -1,4 +1,4 @@
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<?xml version="1.0" encoding="utf-8"?>
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<?xml version="1.0" encoding="utf-8"?>
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<Project ToolsVersion="4.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<PropertyGroup>
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<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
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@ -55,70 +55,253 @@
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<TypeScriptOutFile>../build/phaser.js</TypeScriptOutFile>
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</PropertyGroup>
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<ItemGroup>
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<TypeScriptCompile Include="Phaser.ts" />
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<TypeScriptCompile Include="Animations.ts" />
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<TypeScriptCompile Include="Basic.ts" />
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<TypeScriptCompile Include="Cache.ts" />
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<TypeScriptCompile Include="Cameras.ts" />
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||||
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||||
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|
||||
<TypeScriptCompile Include="TweenManager.ts" />
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||||
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||||
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||||
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||||
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<TypeScriptCompile Include="system\easing\Quadratic.ts" />
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<TypeScriptCompile Include="system\easing\Quartic.ts" />
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<TypeScriptCompile Include="system\easing\Quintic.ts" />
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<TypeScriptCompile Include="system\easing\Sinusoidal.ts" />
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<Folder Include="plugins\" />
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</ItemGroup>
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<ItemGroup>
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<Folder Include="plugins\" />
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<Content Include="AnimationManager.js">
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<DependentUpon>AnimationManager.ts</DependentUpon>
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</Content>
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<DependentUpon>Collision.ts</DependentUpon>
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<Content Include="DynamicTexture.js">
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<DependentUpon>DynamicTexture.ts</DependentUpon>
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</Content>
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<DependentUpon>Game.ts</DependentUpon>
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</Content>
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<Content Include="GameMath.js">
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<DependentUpon>GameMath.ts</DependentUpon>
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</Content>
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<Content Include="gameobjects\Emitter.js">
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<DependentUpon>Emitter.ts</DependentUpon>
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</Content>
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<Content Include="gameobjects\GameObject.js">
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<DependentUpon>GameObject.ts</DependentUpon>
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</Content>
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<Content Include="gameobjects\GeomSprite.js">
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<DependentUpon>GeomSprite.ts</DependentUpon>
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</Content>
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<Content Include="gameobjects\Particle.js">
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<DependentUpon>Particle.ts</DependentUpon>
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</Content>
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<Content Include="gameobjects\Sprite.js">
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<DependentUpon>Sprite.ts</DependentUpon>
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<Content Include="gameobjects\Tilemap.js">
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<DependentUpon>Tilemap.ts</DependentUpon>
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</Content>
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<Content Include="geom\Circle.js">
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<DependentUpon>Circle.ts</DependentUpon>
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</Content>
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<Content Include="geom\IntersectResult.js">
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<DependentUpon>IntersectResult.ts</DependentUpon>
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|
||||
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<DependentUpon>Line.ts</DependentUpon>
|
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|
||||
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<DependentUpon>Point.ts</DependentUpon>
|
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|
||||
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<DependentUpon>Rectangle.ts</DependentUpon>
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|
||||
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<DependentUpon>Animation.ts</DependentUpon>
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||||
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|
||||
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<DependentUpon>AnimationLoader.ts</DependentUpon>
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|
||||
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||||
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|
||||
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||||
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|
||||
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|
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<DependentUpon>Device.ts</DependentUpon>
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|
||||
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<DependentUpon>LinkedList.ts</DependentUpon>
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|
||||
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<DependentUpon>QuadTree.ts</DependentUpon>
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||||
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|
||||
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<DependentUpon>RandomDataGenerator.ts</DependentUpon>
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||||
</Content>
|
||||
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<DependentUpon>RequestAnimationFrame.ts</DependentUpon>
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||||
</Content>
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||||
<Content Include="system\StageScaleMode.js">
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<DependentUpon>StageScaleMode.ts</DependentUpon>
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||||
</Content>
|
||||
<Content Include="system\Tile.js">
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||||
<DependentUpon>Tile.ts</DependentUpon>
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||||
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|
||||
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<DependentUpon>TilemapBuffer.ts</DependentUpon>
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||||
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||||
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||||
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||||
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||||
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||||
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|
||||
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||||
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|
||||
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|
||||
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|
||||
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||||
<DependentUpon>Circular.ts</DependentUpon>
|
||||
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||||
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||||
<DependentUpon>Cubic.ts</DependentUpon>
|
||||
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||||
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||||
<DependentUpon>Elastic.ts</DependentUpon>
|
||||
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||||
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||||
<DependentUpon>Exponential.ts</DependentUpon>
|
||||
</Content>
|
||||
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||||
<DependentUpon>Linear.ts</DependentUpon>
|
||||
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|
||||
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||||
<DependentUpon>Quadratic.ts</DependentUpon>
|
||||
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|
||||
<Content Include="system\easing\Quartic.js">
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||||
<DependentUpon>Quartic.ts</DependentUpon>
|
||||
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|
||||
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||||
<DependentUpon>Quintic.ts</DependentUpon>
|
||||
</Content>
|
||||
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||||
<DependentUpon>Sinusoidal.ts</DependentUpon>
|
||||
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|
||||
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||||
<DependentUpon>Finger.ts</DependentUpon>
|
||||
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|
||||
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|
||||
<DependentUpon>Input.ts</DependentUpon>
|
||||
</Content>
|
||||
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||||
<DependentUpon>Keyboard.ts</DependentUpon>
|
||||
</Content>
|
||||
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|
||||
<DependentUpon>Mouse.ts</DependentUpon>
|
||||
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|
||||
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|
||||
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|
||||
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||||
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|
||||
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||||
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||||
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|
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
<DependentUpon>SignalBinding.ts</DependentUpon>
|
||||
</Content>
|
||||
<Content Include="Sound.js">
|
||||
<DependentUpon>Sound.ts</DependentUpon>
|
||||
</Content>
|
||||
<Content Include="Stage.js">
|
||||
<DependentUpon>Stage.ts</DependentUpon>
|
||||
</Content>
|
||||
<Content Include="State.js">
|
||||
<DependentUpon>State.ts</DependentUpon>
|
||||
</Content>
|
||||
<Content Include="Time.js">
|
||||
<DependentUpon>Time.ts</DependentUpon>
|
||||
</Content>
|
||||
<Content Include="TweenManager.js">
|
||||
<DependentUpon>TweenManager.ts</DependentUpon>
|
||||
</Content>
|
||||
<Content Include="World.js">
|
||||
<DependentUpon>World.ts</DependentUpon>
|
||||
</Content>
|
||||
<TypeScriptCompile Include="World.ts" />
|
||||
<TypeScriptCompile Include="TweenManager.ts" />
|
||||
<TypeScriptCompile Include="Time.ts" />
|
||||
<TypeScriptCompile Include="State.ts" />
|
||||
<TypeScriptCompile Include="Stage.ts" />
|
||||
<TypeScriptCompile Include="Sound.ts" />
|
||||
<TypeScriptCompile Include="SignalBinding.ts" />
|
||||
<TypeScriptCompile Include="Signal.ts" />
|
||||
<TypeScriptCompile Include="Phaser.ts" />
|
||||
<TypeScriptCompile Include="Motion.ts" />
|
||||
<TypeScriptCompile Include="Loader.ts" />
|
||||
<TypeScriptCompile Include="Group.ts" />
|
||||
<TypeScriptCompile Include="GameMath.ts" />
|
||||
<TypeScriptCompile Include="Game.ts" />
|
||||
<TypeScriptCompile Include="DynamicTexture.ts" />
|
||||
<TypeScriptCompile Include="Collision.ts" />
|
||||
<TypeScriptCompile Include="AnimationManager.ts" />
|
||||
<Content Include="Basic.js">
|
||||
<DependentUpon>Basic.ts</DependentUpon>
|
||||
</Content>
|
||||
<Content Include="Cache.js">
|
||||
<DependentUpon>Cache.ts</DependentUpon>
|
||||
</Content>
|
||||
<Content Include="CameraManager.js">
|
||||
<DependentUpon>CameraManager.ts</DependentUpon>
|
||||
</Content>
|
||||
<TypeScriptCompile Include="CameraManager.ts" />
|
||||
<TypeScriptCompile Include="Cache.ts" />
|
||||
<TypeScriptCompile Include="Basic.ts" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(VSToolsPath)\TypeScript\Microsoft.TypeScript.targets" />
|
||||
<PropertyGroup>
|
||||
|
|
|
@ -12,7 +12,7 @@ module Phaser {
|
|||
|
||||
this._game = game;
|
||||
|
||||
this._cameras = new Cameras(this._game, 0, 0, width, height);
|
||||
this._cameras = new CameraManager(this._game, 0, 0, width, height);
|
||||
|
||||
this._game.camera = this._cameras.current;
|
||||
|
||||
|
@ -25,7 +25,7 @@ module Phaser {
|
|||
}
|
||||
|
||||
private _game: Game;
|
||||
private _cameras: Cameras;
|
||||
private _cameras: CameraManager;
|
||||
|
||||
public group: Group;
|
||||
public bounds: Rectangle;
|
||||
|
|
|
@ -24,7 +24,7 @@ module Phaser {
|
|||
export class Emitter extends Group {
|
||||
|
||||
/**
|
||||
* Creates a new <code>FlxEmitter</code> object at a specific position.
|
||||
* Creates a new <code>Emitter</code> object at a specific position.
|
||||
* Does NOT automatically generate or attach particles!
|
||||
*
|
||||
* @param X The X position of the emitter.
|
||||
|
@ -176,13 +176,13 @@ module Phaser {
|
|||
/**
|
||||
* This function generates a new array of particle sprites to attach to the emitter.
|
||||
*
|
||||
* @param Graphics If you opted to not pre-configure an array of FlxSprite objects, you can simply pass in a particle image or sprite sheet.
|
||||
* @param Graphics If you opted to not pre-configure an array of Sprite objects, you can simply pass in a particle image or sprite sheet.
|
||||
* @param Quantity The number of particles to generate when using the "create from image" option.
|
||||
* @param BakedRotations How many frames of baked rotation to use (boosts performance). Set to zero to not use baked rotations.
|
||||
* @param Multiple Whether the image in the Graphics param is a single particle or a bunch of particles (if it's a bunch, they need to be square!).
|
||||
* @param Collide Whether the particles should be flagged as not 'dead' (non-colliding particles are higher performance). 0 means no collisions, 0-1 controls scale of particle's bounding box.
|
||||
*
|
||||
* @return This FlxEmitter instance (nice for chaining stuff together, if you're into that).
|
||||
* @return This Emitter instance (nice for chaining stuff together, if you're into that).
|
||||
*/
|
||||
public makeParticles(Graphics, Quantity: number = 50, BakedRotations: number = 16, Multiple: bool = false, Collide: number = 0.8): Emitter {
|
||||
|
||||
|
@ -447,9 +447,9 @@ module Phaser {
|
|||
}
|
||||
|
||||
/**
|
||||
* Change the emitter's midpoint to match the midpoint of a <code>FlxObject</code>.
|
||||
* Change the emitter's midpoint to match the midpoint of a <code>Object</code>.
|
||||
*
|
||||
* @param Object The <code>FlxObject</code> that you want to sync up with.
|
||||
* @param Object The <code>Object</code> that you want to sync up with.
|
||||
*/
|
||||
public at(Object) {
|
||||
Object.getMidpoint(this._point);
|
||||
|
|
|
@ -1,5 +1,6 @@
|
|||
/// <reference path="../Game.ts" />
|
||||
/// <reference path="../Basic.ts" />
|
||||
/// <reference path="../Signal.ts" />
|
||||
|
||||
/**
|
||||
* Phaser
|
||||
|
@ -80,6 +81,15 @@ module Phaser {
|
|||
public allowCollisions: number;
|
||||
public last: Point;
|
||||
|
||||
// Input
|
||||
public inputEnabled: bool = false;
|
||||
private _inputOver: bool = false;
|
||||
|
||||
public onInputOver: Phaser.Signal;
|
||||
public onInputOut: Phaser.Signal;
|
||||
public onInputDown: Phaser.Signal;
|
||||
public onInputUp: Phaser.Signal;
|
||||
|
||||
public preUpdate() {
|
||||
|
||||
// flicker time
|
||||
|
@ -99,9 +109,20 @@ module Phaser {
|
|||
this.updateMotion();
|
||||
}
|
||||
|
||||
if (this.inputEnabled)
|
||||
{
|
||||
this.updateInput();
|
||||
}
|
||||
|
||||
this.wasTouching = this.touching;
|
||||
this.touching = Collision.NONE;
|
||||
|
||||
}
|
||||
|
||||
private updateInput() {
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
private updateMotion() {
|
||||
|
@ -129,8 +150,8 @@ module Phaser {
|
|||
}
|
||||
|
||||
/**
|
||||
* Checks to see if some <code>GameObject</code> overlaps this <code>GameObject</code> or <code>FlxGroup</code>.
|
||||
* If the group has a LOT of things in it, it might be faster to use <code>FlxG.overlaps()</code>.
|
||||
* Checks to see if some <code>GameObject</code> overlaps this <code>GameObject</code> or <code>Group</code>.
|
||||
* If the group has a LOT of things in it, it might be faster to use <code>G.overlaps()</code>.
|
||||
* WARNING: Currently tilemaps do NOT support screen space overlap checks!
|
||||
*
|
||||
* @param ObjectOrGroup The object or group being tested.
|
||||
|
@ -160,7 +181,7 @@ module Phaser {
|
|||
}
|
||||
|
||||
/*
|
||||
if (typeof ObjectOrGroup === 'FlxTilemap')
|
||||
if (typeof ObjectOrGroup === 'Tilemap')
|
||||
{
|
||||
//Since tilemap's have to be the caller, not the target, to do proper tile-based collisions,
|
||||
// we redirect the call to the tilemap overlap here.
|
||||
|
@ -190,7 +211,7 @@ module Phaser {
|
|||
}
|
||||
|
||||
/**
|
||||
* Checks to see if this <code>GameObject</code> were located at the given position, would it overlap the <code>GameObject</code> or <code>FlxGroup</code>?
|
||||
* 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>?
|
||||
* This is distinct from overlapsPoint(), which just checks that ponumber, rather than taking the object's size numbero account.
|
||||
* WARNING: Currently tilemaps do NOT support screen space overlap checks!
|
||||
*
|
||||
|
@ -223,13 +244,13 @@ module Phaser {
|
|||
}
|
||||
|
||||
/*
|
||||
if (typeof ObjectOrGroup === 'FlxTilemap')
|
||||
if (typeof ObjectOrGroup === 'Tilemap')
|
||||
{
|
||||
//Since tilemap's have to be the caller, not the target, to do proper tile-based collisions,
|
||||
// we redirect the call to the tilemap overlap here.
|
||||
//However, since this is overlapsAt(), we also have to invent the appropriate position for the tilemap.
|
||||
//So we calculate the offset between the player and the requested position, and subtract that from the tilemap.
|
||||
var tilemap: FlxTilemap = ObjectOrGroup;
|
||||
var tilemap: Tilemap = ObjectOrGroup;
|
||||
return tilemap.overlapsAt(tilemap.x - (X - this.x), tilemap.y - (Y - this.y), this, InScreenSpace, Camera);
|
||||
}
|
||||
*/
|
||||
|
|
|
@ -217,7 +217,7 @@ module Phaser {
|
|||
this._dy -= (camera.worldView.y * this.scrollFactor.y);
|
||||
}
|
||||
|
||||
// Rotation (misleading?)
|
||||
// Rotation (could be misleading as it doesn't work re: collision)
|
||||
if (this.angle !== 0)
|
||||
{
|
||||
this._game.stage.context.save();
|
||||
|
@ -235,8 +235,8 @@ module Phaser {
|
|||
this._game.stage.saveCanvasValues();
|
||||
|
||||
// Debug
|
||||
this._game.stage.context.fillStyle = 'rgba(255,0,0,0.5)';
|
||||
this._game.stage.context.fillRect(this.bounds.x, this.bounds.y, this.bounds.width, this.bounds.height);
|
||||
//this._game.stage.context.fillStyle = 'rgba(255,0,0,0.5)';
|
||||
//this._game.stage.context.fillRect(this.bounds.x, this.bounds.y, this.bounds.width, this.bounds.height);
|
||||
|
||||
this._game.stage.context.lineWidth = this.lineWidth;
|
||||
this._game.stage.context.strokeStyle = this.lineColor;
|
||||
|
|
|
@ -1,4 +1,5 @@
|
|||
/// <reference path="../Game.ts" />
|
||||
/// <reference path="../AnimationManager.ts" />
|
||||
/// <reference path="GameObject.ts" />
|
||||
|
||||
/**
|
||||
|
@ -15,7 +16,7 @@ module Phaser {
|
|||
|
||||
this._texture = null;
|
||||
|
||||
this.animations = new Animations(this._game, this);
|
||||
this.animations = new AnimationManager(this._game, this);
|
||||
|
||||
if (key !== null)
|
||||
{
|
||||
|
@ -34,7 +35,7 @@ module Phaser {
|
|||
private _context: CanvasRenderingContext2D;
|
||||
private _dynamicTexture: bool = false;
|
||||
|
||||
public animations: Animations;
|
||||
public animations: AnimationManager;
|
||||
|
||||
// local rendering related temp vars to help avoid gc spikes
|
||||
private _sx: number = 0;
|
||||
|
@ -189,7 +190,8 @@ module Phaser {
|
|||
if (this.angle !== 0)
|
||||
{
|
||||
this._game.stage.context.save();
|
||||
this._game.stage.context.translate(this._dx + (this._dw / 2) - this.origin.x, this._dy + (this._dh / 2) - this.origin.y);
|
||||
//this._game.stage.context.translate(this._dx + (this._dw / 2) - this.origin.x, this._dy + (this._dh / 2) - this.origin.y);
|
||||
this._game.stage.context.translate(this._dx + (this._dw / 2), this._dy + (this._dh / 2));
|
||||
this._game.stage.context.rotate(this.angle * (Math.PI / 180));
|
||||
this._dx = -(this._dw / 2);
|
||||
this._dy = -(this._dh / 2);
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
/// <reference path="../Game.ts" />
|
||||
/// <reference path="../gameobjects/Sprite.ts" />
|
||||
/// <reference path="../Game.ts" />
|
||||
|
||||
/**
|
||||
* Phaser
|
||||
|
@ -281,7 +281,7 @@ module Phaser {
|
|||
this.bounds.setTo(X, Y, Width, Height);
|
||||
|
||||
//if(UpdateWorld)
|
||||
// FlxG.worldBounds.copyFrom(bounds);
|
||||
// G.worldBounds.copyFrom(bounds);
|
||||
|
||||
this.update();
|
||||
}
|
||||
|
|
|
@ -18,7 +18,7 @@ module Phaser {
|
|||
export class Tile extends GameObject {
|
||||
|
||||
/**
|
||||
* Instantiate this new tile object. This is usually called from <code>FlxTilemap.loadMap()</code>.
|
||||
* Instantiate this new tile object. This is usually called from <code>Tilemap.loadMap()</code>.
|
||||
*
|
||||
* @param Tilemap A reference to the tilemap object creating the tile.
|
||||
* @param Index The actual core map data index for this tile type.
|
||||
|
@ -47,8 +47,8 @@ module Phaser {
|
|||
|
||||
/**
|
||||
* This function is called whenever an object hits a tile of this type.
|
||||
* This function should take the form <code>myFunction(Tile:FlxTile,Object:FlxObject)</code>.
|
||||
* Defaults to null, set through <code>FlxTilemap.setTileProperties()</code>.
|
||||
* This function should take the form <code>myFunction(Tile:Tile,Object:Object)</code>.
|
||||
* Defaults to null, set through <code>Tilemap.setTileProperties()</code>.
|
||||
*/
|
||||
public callback;
|
||||
|
||||
|
@ -56,7 +56,7 @@ module Phaser {
|
|||
* Each tile can store its own filter class for their callback functions.
|
||||
* That is, the callback will only be triggered if an object with a class
|
||||
* type matching the filter touched it.
|
||||
* Defaults to null, set through <code>FlxTilemap.setTileProperties()</code>.
|
||||
* Defaults to null, set through <code>Tilemap.setTileProperties()</code>.
|
||||
*/
|
||||
public filter;
|
||||
|
||||
|
|
|
@ -1,4 +1,5 @@
|
|||
/// <reference path="../../Game.ts" />
|
||||
/// <reference path="../../Signal.ts" />
|
||||
|
||||
/**
|
||||
* Phaser
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
(function () {
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
function init() {
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
(function () {
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
function init() {
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
(function () {
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
function init() {
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
(function () {
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
function init() {
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
(function () {
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
function init() {
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
(function () {
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
function init() {
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
(function () {
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
function init() {
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
(function () {
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
function init() {
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
(function () {
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
function init() {
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
(function () {
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
function init() {
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
(function () {
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
function init() {
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
(function () {
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
function init() {
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
(function () {
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
function init() {
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
(function () {
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
function init() {
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
(function () {
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
function init() {
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
(function () {
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
function init() {
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
(function () {
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
function init() {
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
(function () {
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
function init() {
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
(function () {
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, null, create, update);
|
||||
var circle;
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
(function () {
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, null, create, update);
|
||||
var line;
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
(function () {
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, null, create, update);
|
||||
var floor;
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
(function () {
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, null, create, update);
|
||||
var box1;
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
(function () {
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
function init() {
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
(function () {
|
||||
// Here we create a quite tiny game (320x240 in size)
|
||||
var myGame = new Phaser.Game(this, 'game', 320, 240, init, create, update);
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
(function () {
|
||||
var myGame = new Phaser.Game(this, 'game', 840, 400, init, create, update);
|
||||
function init() {
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
(function () {
|
||||
// Let's test having 2 totally separate games embedded on the same page
|
||||
var myGame = new Phaser.Game(this, 'game', 400, 400, init, create, update);
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
(function () {
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, null, create);
|
||||
var emitter;
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
(function () {
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create);
|
||||
var emitter;
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
(function () {
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
var emitter1;
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
(function () {
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
var leftEmitter;
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
|
|
3048
Tests/phaser.js
3048
Tests/phaser.js
File diff suppressed because it is too large
Load diff
|
@ -1,4 +1,4 @@
|
|||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
(function () {
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
function init() {
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
(function () {
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
function init() {
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
(function () {
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
function init() {
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
(function () {
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
function init() {
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
(function () {
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
function init() {
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
(function () {
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
function init() {
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
(function () {
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
function init() {
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
(function () {
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
function init() {
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
(function () {
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create);
|
||||
function init() {
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
(function () {
|
||||
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
|
||||
function init() {
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
/// <reference path="../../Phaser/Phaser.ts" />
|
||||
/// <reference path="../../Phaser/Game.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
|
|
Some files were not shown because too many files have changed in this diff Show more
Loading…
Reference in a new issue